Hard Light Productions Forums

Archived Boards => The Archive => Alcibiades' Gamble => Topic started by: Blue Lion on March 03, 2009, 10:40:03 pm

Title: Alcibiades' Gamble Demo Released!
Post by: Blue Lion on March 03, 2009, 10:40:03 pm
Please download our demo here! (http://ag.hard-light.net/AGDemo.rar)

If you downloaded the demo before March 5/09 please redownload it for some minor bugfixes.

Alcibiades' Gamble Demo Readme:

Requirements:

- Freespace Open
- 3.6.10 Official Release MediaVPs
- 7zip, WinRAR or similar extraction program.

1) Installing the demo:

   To install the Alcibiades' Gamble Demo simply extract the contents of the .RAR file using
   any compatible extraction program into an appropriately named folder in your main Freespace directory.
   Just the same as any other mod.

2) Playing the Demo:

   Before you can play the demo you first need to select the mod in the Freespace Open launcher.
   Once you have done that, run Freespace and select the demo from the campaign room.
   The demo consists of 6 playable missions and one in-game cutscene.

3) Once you Finish:

   Please head over the Hard-Light forums to give us some feedback or to report any bugs that may have slipped
   through.


On behalf of the entire team, thank you for taking an interest in our little campaign.



The Alcibiades' Gamble Team:

Blue Lion (Project Head)
Droid803
Rodo
McMad
FreeSpaceFreak
tinfoil
rbxplayer
nuclear1


Title: Re: Alcibiades' Gamble Demo Released!
Post by: MC_Kejml on March 04, 2009, 12:59:09 pm
Allright, awesome. DLing now
Title: Re: Alcibiades' Gamble Demo Released!
Post by: TopAce on March 04, 2009, 01:31:42 pm
Why two threads, by the way? Isn't one enough?

And you spelled the campaign's name wrong a number of times as Alcibilades' Gamble.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Rodo on March 04, 2009, 01:40:17 pm
And you spelled the campaign's name wrong a number of times as Alcibilades' Gamble.

inside joke XD
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Nemesis6 on March 04, 2009, 08:06:31 pm
What I've seen so far is good. Only problem is the English - There are some recurring mistakes in it. For example: "try and", and in another briefing it's "try to". I'm getting it all screenshotted so I can review it thoroughly. Anyway, only real problem I've found is with the Kestrel: I have no chance in this mission. I can't get close which is what's required to destroy the beam cannons. At the same time I have to deal with the bombers and fighters. Whichever course of action I take, the Mathis is destroyed.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Droid803 on March 04, 2009, 08:15:53 pm
It's the flak cannon that's killing the Mathis.
Kill that. (and use your wingmen as flak bait)
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Nemesis6 on March 04, 2009, 08:42:43 pm
Got tired of trying, so I advanced to the next mission. Freespace 2 crashed when the next mission started loading, and now it does this when I try to access the campaign...  :blah:
Title: Re: Alcibiades' Gamble Demo Released!
Post by: tinfoil on March 04, 2009, 09:32:18 pm
Try redownloading, there was... an issue. :p
Title: Re: Alcibiades' Gamble Demo Released!
Post by: eliex on March 04, 2009, 09:45:24 pm
This looks good! DL'ing now!  :D
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Nemesis6 on March 04, 2009, 10:17:20 pm
The file I downloaded is the same file that's uploaded now.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Droid803 on March 04, 2009, 10:19:23 pm
The one on filefront?
The one on our website is an older internal version by mistake.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Nemesis6 on March 04, 2009, 10:36:44 pm
Yeah, the one from filefront.  :)
Title: Re: Alcibiades' Gamble Demo Released!
Post by: tinfoil on March 04, 2009, 11:06:57 pm
The filefront one should be just fine. :wtf:

Does anyone else have this problem? 
Also, Nemisis6, what build are you running on?
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Echelon9 on March 05, 2009, 04:02:51 am
I've just done a quick play through of the first four missions. No bugs or issues to report, played well and the story seems good so far.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Rodo on March 05, 2009, 04:42:23 am
Yeah, the one from filefront.  :)

re download please, the first version had mission 5 broken.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Romanmolf on March 05, 2009, 06:47:55 am
Very good. No bugs so far.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: TacOne on March 05, 2009, 07:11:42 am
Okei. Had a little playthrough and some first impressions:
As usual for me, I just type what I thought when I played it in an incoherent fasion.


All in all; a very good demo that has made me exited about the finished product. Although I'll probably never manage to remember the correct name of the campaign.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Renegade Paladin on March 05, 2009, 09:09:55 am
I beat "In Search of a Safe Harbor," and the debriefing congratulated me on success, but when I tried to accept it said I failed.   :wtf:  This is especially frustrating because I barely got out of there alive; I was at 9% hull integrity with my rear shields down during the jump and thought I was dead for sure, but somehow made it. 

Edit:  It did it again.  What the heck is going on here? 
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Rodo on March 05, 2009, 11:52:24 am
I beat "In Search of a Safe Harbor," and the debriefing congratulated me on success, but when I tried to accept it said I failed.   :wtf:  This is especially frustrating because I barely got out of there alive; I was at 9% hull integrity with my rear shields down during the jump and thought I was dead for sure, but somehow made it. 

Edit:  It did it again.  What the heck is going on here? 

re-download the package please, there was an error on the first one.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Renegade Paladin on March 05, 2009, 06:44:22 pm
Query: 
Spoiler:
Why do the Trafalgar and Mathis take so long to go beam free in Fickle Loyalties?  Is the trigger the Mathis' damage or something?  I've noticed they seem to start shooting faster when I'm a little slow off the mark killing the rear beam.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Droid803 on March 05, 2009, 07:09:16 pm
They are beam-freed to start with, if I recall correctly... :wtf:
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Renegade Paladin on March 05, 2009, 08:12:06 pm
I have identified the problem.  They respond to fighter commands.  When I tell my wingmen to disarm the corvette the cruisers hold fire, and they open up when I change the order to destroy.   :wtf:
Title: Re: Alcibiades' Gamble Demo Released!
Post by: blowfish on March 05, 2009, 08:14:35 pm
Code: [Select]
      ( is-previous-goal-true
         "AG_m04.fs2"
         "Defend Cruisers"
      )

Is there something wrong if I looked through AG_m04.fs2 and found no goal with that name? :wtf:
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Droid803 on March 05, 2009, 08:36:06 pm
@blowfish: Where is that? The campaign?
@Renegade Paladin: Player orders should have been turned off...though it might be the same thing that happens/used to happen with the Colossus when you ordered 'all ships' to 'ignore target' or something.

Ever since that, I give orders per wing.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: blowfish on March 05, 2009, 09:30:12 pm
Yeah.  The campaign file.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Droid803 on March 05, 2009, 09:58:16 pm
Well, I didn't make that file so I donno. :P
Title: Re: Alcibiades' Gamble Demo Released!
Post by: blowfish on March 05, 2009, 10:20:22 pm
:sigh: Turns out my download was corrupted :(
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Rodo on March 06, 2009, 04:03:31 am
:sigh: Turns out my download was corrupted :(

yes the first download was corrupt, please re-download you should have no trouble with the campaign file after that. (delete the hole folder and uncompress the contents again as the vp file is named differently).
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Colonol Dekker on March 06, 2009, 04:39:45 am
Downloading, it ought to tide me over for now........or keep me from getting another job. BTW is Blue Planet 2 done yet?
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Rodo on March 06, 2009, 04:44:13 am
BTW is Blue Planet 2 done yet?

I wouldn't know for sure, maybe Darius can help you with that one.

or keep me from getting another job

working is kinda frustrating, but well... it's the only way to keep you busy and out of madness (only personal experience, might not apply the same to everyone :P)
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Rodo on March 06, 2009, 04:46:32 am
I have identified the problem.  They respond to fighter commands.  When I tell my wingmen to disarm the corvette the cruisers hold fire, and they open up when I change the order to destroy.   :wtf:


havent noticed that one... I'll peek into it when I get back from work.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Renegade Paladin on March 06, 2009, 07:10:46 am
They respond to individual wing commands as well.  I typically tell Alpha to disarm and Delta to engage the fighters rather than instructing all fighters to do something.  I'm not sure what they do if I order to engage the enemy, but they open right up with all guns when I order fighters to destroy the corvette. 
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Dilmah G on March 06, 2009, 08:58:33 pm
Just played the first 3-4 missions
Spoiler:
up to when the Rodair shows up again

Liked it :D

The Opening Cutscene was excellent. Could've been the intro for a movie as far as I was concerned, or the first part anyway, the cutscene bars were a nice addition. My only gripe was not being able to pick your loud-out on the first mission, I prefer triple Tempest banks over Rockeyes, but it wasn't a huge thing.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Snail on March 07, 2009, 07:54:46 am
I've not finished it yet, but I do think it's quite good so far.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Rodo on March 07, 2009, 08:39:30 am
They respond to individual wing commands as well.  I typically tell Alpha to disarm and Delta to engage the fighters rather than instructing all fighters to do something.  I'm not sure what they do if I order to engage the enemy, but they open right up with all guns when I order fighters to destroy the corvette. 


checked, confirmed, fixed.

new package will be uploaded soon ^^
tnks for the feedback.


and thank you all others for the congrats :yes:

EDIT:

already uploaded new pack with bugfix
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Nemesis6 on March 07, 2009, 04:48:14 pm
Downloaded it again, still crashing.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Droid803 on March 07, 2009, 05:05:51 pm
What build are you running it on?
You need a build compatible with the latest MVPs.

Also, restart the campaign if you didn't, or creating a new pilot. Yours could have gotten corrupted in that first run, and trying to continue on a corrupted file will do no good no matter how many fixes we make.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Rodo on March 07, 2009, 05:07:01 pm
Downloaded it again, still crashing.

go to the folder of the mod and check you have only one VP file, if you have two, delete the one named: Alcibiades'_Gamble_Demo.vp
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Droid803 on March 07, 2009, 10:48:32 pm
  • MathisInverse... Another easter egg?

Gah. I knew I should have made it a stealth fighter!
Why did the "stealth" flag not set >.>

It's for the directive...
Title: Re: Alcibiades' Gamble Demo Released!
Post by: DarkBasilisk on March 08, 2009, 03:50:07 pm
I liked the intro a good bit and the story was ok, but I kinda had two gripes:

1) Dialogue voids: there's several times where there's just wing after wing of hostiles coming in for minutes, and no one says anything. Get's a little dull

2) Alpha 1 should not have to be precognative: Several campaigns seem to fall into this hole where the only way some mission objectvies could be satisfied is if you specifically kept secondaries in reserve, and started on the objectives before you had been ordered to, or often before you had any reason to start doing them (for instance, going full afterburner to a cruiser and starting to take out it's beams while the cruiser is arguing with your cruiser about surrendering and no one else is fighting).

-examples: The Modair's beam cannon really needs all your rockeyes unloaded into it along with a barrage of tempests, as soon as it warps in. Now disarming the front BC on a fenris/levi is common nature to a lot of us, but psuedo-command should still tell you to do it immediately if you want pilots to do it immediately
-same deal with the deimos's side cannon, swift failure comes in if you don't take that out as soon as the thing warped in

But overall not too bad, and it IS a demo so I can guess that you guys will do some rebalancing eventually :)

I just get a little uneasy when anything brings back memories of that one campaign I played where the only way to win one mission is if you go full burner towards where the Colossus shows up (essentially from everyone else's perspective you're hauling ass towards empty space for a minute or two), and then with pinpoint precision take out all of it's primary beam cannons in a certain order priority thus gauranteeing the chance for a much smaller capital ship to do serious damage to the Coli. It's missions like THAT that incur jokes that Alpha 1 is a superjuggernaunt in a fighter that may or may not be an omniscient God :P
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Rodo on March 08, 2009, 05:42:29 pm
I liked the intro a good bit and the story was ok, but I kinda had two gripes:

1) Dialogue voids: there's several times where there's just wing after wing of hostiles coming in for minutes, and no one says anything. Get's a little dull


from personal experience playing the game I would dare to say that combat chatter is merely noticed by the average player, you are pressed to destroy the other fighters not concentrating in the dialogue itself.
I could agree in some way... like adding a small line of dialogue every now and then through combat to make it more.. human like behaviour, so we can agree on that one.


2) Alpha 1 should not have to be precognative: Several campaigns seem to fall into this hole where the only way some mission objectvies could be satisfied is if you specifically kept secondaries in reserve, and started on the objectives before you had been ordered to, or often before you had any reason to start doing them (for instance, going full afterburner to a cruiser and starting to take out it's beams while the cruiser is arguing with your cruiser about surrendering and no one else is fighting).

-examples: The Modair's beam cannon really needs all your rockeyes unloaded into it along with a barrage of tempests, as soon as it warps in. Now disarming the front BC on a fenris/levi is common nature to a lot of us, but psuedo-command should still tell you to do it immediately if you want pilots to do it immediately
-same deal with the deimos's side cannon, swift failure comes in if you don't take that out as soon as the thing warped in

Obviously a fun campaign must make the player work for the glory, that forces us to make alpha a key in every combat... there's no point in starting a mission and not being able to make any difference in the outcome.

I know what you are saying.. not getting good advices in time, but think that command is cut off, the only ones that can give you a hint are the cruisers, but they are already busy in the battle.
here comes in game the cunning of the player, most veteran ones will know by instinct that the first thing to shot down are the main beam turrets, and if you are not a veteran... well we can make a veteran out of you SIR! :P

don't worry you'll be better informed on the second part... but be carefull, the NTF fights well, these fellows are not dumb.. and will put up a hell of a good fight.


But overall not too bad, and it IS a demo so I can guess that you guys will do some rebalancing eventually :)

on future missions... yeah, tnks for the feedback btw.


I just get a little uneasy when anything brings back memories of that one campaign I played where the only way to win one mission is if you go full burner towards where the Colossus shows up (essentially from everyone else's perspective you're hauling ass towards empty space for a minute or two), and then with pinpoint precision take out all of it's primary beam cannons in a certain order priority thus gauranteeing the chance for a much smaller capital ship to do serious damage to the Coli. It's missions like THAT that incur jokes that Alpha 1 is a superjuggernaunt in a fighter that may or may not be an omniscient God :P


don't recall any mission like that right now but it should have been fun XD

being god is goooood XD
Title: Re: Alcibiades' Gamble Demo Released!
Post by: DarkBasilisk on March 08, 2009, 06:03:16 pm
Eh the Coli thing, not too fun, I was more playing it at that point to see if it could in anyway be won :P I Think I turned it down to very easy and still took a number of tries getting it right. But hey! For a long time I knew the exact position of all the BGreens on the Coli because of that whole disaster :P

And some points taken for what you said. The only thing about the Dialogue void I was really going for is everyone knows about subspace drives having to recharge, but just to make it a little more apparent, you might have the cruiser giving some updates on their status. Currently on the mission where you return to the depot and get swarmed, it just seems like the cruisers are sitting there doing nothing but AAA beaming the crap out of lokis and myrms. At least this is the approach most similar missions take: either the fighter pilots complain about the situation and/or the escorted cruisers ask to buy some more time while they prepare the jump. It gives more of the feeling that you're mowing down waves of fighters for some reason other than because the FREDer wanted to have 10 waves of fighters.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Droid803 on March 08, 2009, 06:27:03 pm
In the supply depot one, you are just mowing down waves of fighters. They're trying to secure the cargo depot, because at that point they just think its a bunch of renegades, and that if you kill a few of them they'll run away scared.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Brain21 on April 13, 2009, 07:22:49 pm
I can't seem to open it, I get this error:

Error: icons.tbl(line 6:
Error: Missing required token: [#Start]. Found [:]  instead.

File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


It seems to be showing up for a number of mods I'm trying to run.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: The E on April 13, 2009, 07:30:39 pm
Have you tried the 3.6.10 RC2 build (http://www.hard-light.net/forums/index.php/topic,62210.0.html)?
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Brain21 on April 13, 2009, 07:39:21 pm
Still doesn't work.

This also shows up for Inferno, Blue Planet, Derelict, in fact I think it's for all the FS2 mods. :(
Title: Re: Alcibiades' Gamble Demo Released!
Post by: The E on April 13, 2009, 07:40:53 pm
Okay, then. Run a debug build, and post the logfile. Preferably over on the FS-support board.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Felix 039 on April 19, 2009, 11:21:22 pm
Where do I actually put the mod? I am using Mac OS X's FS2_Open 3.6.10 here.
And I dont see a file call "MOD"

BTW, I redownloaded it and it crashes at the mission mentioned above (Rescuing a Deimo class corvette?destroyer?), i tried running on debug and it crashed my debug build too :hopping:
Title: Re: Alcibiades' Gamble Demo Released!
Post by: blowfish on April 19, 2009, 11:28:46 pm
Put the folder with the VP files in the same folder as your FS2 app, and use the launcher to select it as a mod.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Felix 039 on April 20, 2009, 12:46:50 am
For those of you who still have crashing problem with mission 4-5 (Im not sure which) try using the 3.6.10 RC2 build. I tried it and the engine no longer crash.
Title: Re: Alcibiades' Gamble Demo Released!
Post by: Rodo on April 20, 2009, 06:11:31 am
For those of you who still have crashing problem with mission 4-5 (Im not sure which) try using the 3.6.10 RC2 build. I tried it and the engine no longer crash.

If you had troubles running mission 5 you need to download the vp pack again since the first pack had a corrupted version of mission 5, plus you'll see some things that in the first pack were not included such as the nameplates and the background planets.