[yt]2gUvPcIIDQc[/yt]
Congratulations on the release.Fixed. Thanks again!
To embed a YT video, put the id between the tags like so:Code: [Select][yt]2gUvPcIIDQc[/yt]
OK - finished. Simple mini-campaign, but i don't regret time i have spent in Walls Closing. Difficulty is fine to me (3/5), but the second mission can be a true pain in the ass - nahemas jump in a short distance, and one volley of bombs is enough to cripple AA screen of defended warship. I have not seen any obvious bugs. In last mission, i think that there could be few more fighters during last phase - i mean that there could apper another wing or two, after you destroy the first one - i felt a bit of emptiness there.
Is it your first campaign?
Just finished. A nice litte campaign stuffed with action. Played on medium difficulty and the challenge was good. Keeping my wing-men on a short leash and kept feeding them orders provided me a very helpfully hand in completing the bonus objectives. Keeping close to friendly capships helped even out the odds against superior numbers of shivan craft. Who doesn't love blue beams piercing your enemies. Each mission could be described as "intense" as you had to keep on your toes chasing down bombs and dealing with fighter sweeps. The large fur ball at the end was the cherry on the top. I didn't come across any bugs in my play-through. Great first campaign, very enjoyable.
ive tryed toplay no weapons
heres log
https://fsnebula.org/log/5c7669b4cb0d3350a67569c2 (https://fsnebula.org/log/5c7669b4cb0d3350a67569c2)
+Starting Weapons: ()
3 things so far:
1- I can confirm woutersmits- no weapons in the first mission. The mission is configured correctly; the problem lies in the lack of weapons in the .fc2:Code: [Select]+Starting Weapons: ()
2- I'm receiving extraction errors (i.e. broken archives) on all 3 Knossos links (I'm installing manual, only use the links to get the most recent version). This doesn't seem to effect the main mod files, the only ones that have been corrupted are the ones in voice/special folder.
3- As awesome as they are, is it necessary to include MJNs high-res CBAnims again? AFAIK they're already part of the regular MVPs and they increase the size of the mod from ~35MB to almost 240MBs.
1- Just edit the file with notepad.
Also, just to make sure I'm understanding this correctly, if I were to remove the CBAnims folder from the mod and keep the filename in the command briefing (example 2_cb_sm1-01_a.png), then the game will search the mediavps and use those instead?
Fine fine. :nod:
So, I completed this neat little thing. Pretty good stuff - writing, FREDing and balancing were very good, I'd certainly recommend it. The only mission I felt that was a bit generic was mission 2. While the story part - put out bouys - was good, the mission didn't had much more than waves of enemy craft pouring at you, it could be shortened a bit or receive a new twist. Besides that, it's a pretty fine thing. Other people have come up with infinite worse ideas despite being here for, like, 1000 times longer. :)
"id": "FSO",
"version": ">=3.8.1-20190112",
"packages": []
1.04 is locked to only a single specific FSO build (20190112). This annoyed me a bit, so I just modified my mod.json file to use moar versions:They work good? I haven't had a chance to check since I'm a bit neck-deep in on another campaign. At the time the newest version was 20190124 but the debris field objects in the first level were stretching all over my screen. Can not recall why I didn't use 20190113 though.Code: [Select]"id": "FSO",
"version": ">=3.8.1-20190112",
"packages": []
"medel" lolWhoops.
I don't think that will work for me. Any nightly after 10-31-2017 seems to break graphics for me (in all campaigns).I'm pretty sure you should grab a debug log and ask FSO staff some questions about the bug, then.
Spoiler:Basicly I had no way to prepate myself for Lilith. I already used majority of my Trebs on bombers, with only pair to take down Lilith's main beam... And unfortunately it's not enough. In such scenario I tried to finish off that beam close-quarters but she fired before I reached the destination and Phoenicia died. It's about player being capable of doing anything to keep mission progressing. This time I wasn't capable of doing anything and had to replay. Next time I saved 4 Trebs for this Lilith with success, but forcing player to replay mission is bad mission designer practice. WiH: Tenebra is perfect example.
Spoiler:Plus the Demon. I don't buy the thing with Demon-class destroyer idling outside battle area for her ships to strike untill she finally rush her engines to strike. It's not how Shivans work. She should jump close to Phoenicia. Fire delay is acceptable here for gameplay resons [She is charging power after jump or something?] This kind of stuff.
It's not anti-subsystem missile for unexpected issues so I mostly use it according to it's purpose assigned by V.Whatever V makes the Trebuchet to be in their descriptions, realms of gameplay tend to disagree. Both the Treb and Maxim fill a very specific role that is met pretty often during the game, and it's a real waste to use the ammunition to shoot down secondary targets that could be dispatched just as easily with dogfighting weapons or by your wingmen. Two Trebs can take down a single bomber, or efficiently get rid of a corvette's worth of beam cannons or even defang a Ravana with some luck. What's worth more?
And hoping to play any, if he decide to make such :POh there will be :yes:
Really enjoyed this. I always appreciate a good "meanwhile, off-screen" campaign. The battles were fun, but not overwhelming with good wingmen commands. It helped I played Windmills a few days ago.Glad you enjoyed it!
One bug that I encountered was no debriefing on mission 1.Ah, I think I found the culprit. Thanks for bringing it to my attention. :yes:
One comment - I'd prefer that mission designers not use the message noise as for those of us that use text to speech to 'hear' messages in mission that noise 'replaces' the text to speech.I've no intention of removing the message beeps, but I think TTS should work if you remove the msg.wav file from the mod's Data>Voice>Special folder.
Overall, massively enjoyable and I hope you decide to work on a new project in the future, new creations are always welcome :DAlready well ahead! I'm working on a follow-up campaign called Shepherds, set during the days between Argonautica and Into the Lion's Den. https://www.hard-light.net/forums/index.php?topic=96154.0