2355! Terrans and Vasudans alike have begun to shrug off the horrors of the Great War of twenty years ago, and started rebuilding their lives and homes alike. While Vasuda Prime remains a charred, uninhabitable reminder of the power of the Shivans, and contact has yet to be re-established with Sol... nevertheless, the newly formed Galactic Terran-Vasudan Alliance hurls itself into the void with no fear...
Yet while the GTVA colonises and settles and organises the bright, new age of Reconstruction that has dawned on humanity, life for the average soul could not be more different. Their lives, unlike wheeling-and-dealing politicians or gung-ho GTVA pilots, consist of the drudgery of day-to-day work - yes, even for mercenaries, pilots-for-hire guarding traders from the ever-present threat of piracy.
You are one such mercenary, but your life certainly won't consist of boring daily routine...
37 missions! Original plot! Believable characters! Journey to the far reaches of known space - and beyond! And much, much more!
nice job -- way to enter the community with guns blazing
*pats on the back*
Originally posted by DragonClaw
[chant]Join TVWP[/chant] :D
The only thing keeping us back is the fact we have no ... active... FREDers. They are... lazy. *hides from Snipes*
Since I haven't played it yet, I won't make any assumptions. It just worries me that in your screenshots, 3 minutes into the game, important objects almost half destroyed, and you have no hull damage. Thats usually a sign that... its not very balanced :)
Originally posted by DragonClaw
In no way am I attacking your skill or anything.
Originally posted by Blaise Russel
This is, of course, why I asked for feedback. As Frank Skinner says, "Every day, in every way, I'm getting better and better."
Originally posted by karajorma
Surely you mean Frank Spencer :D
Originally posted by DragonClaw
[chant]Join TVWP[/chant] :D
The only thing keeping us back is the fact we have no ... active... FREDers. They are... lazy. *hides from Snipes*
Originally posted by Lightspeed
I could easily match that speed, only problem is -- our people are too lazy to reply to a certain thread. How about you start testing my zipfiles... ? :)
In any case, NONE of us can really start FREDding before that's done.
Originally posted by kv1at3485
I hope I've been of some service.
So when does it get better?
when a Fighter corkscrews into the bridge of hecate
Originally posted by DragonClaw
Ah, but I didn't volunteer for, what is it? Balance testing? :p Besides, there's nothing to test it on, all we have is that training mission :lol:
Originally posted by DragonClaw
[chant]Join TVWP[/chant] :D
The only thing keeping us back is the fact we have no ... active... FREDers. They are... lazy.
Originally posted by kv1at3485
In Hmsk-C5.fs2
In Hmsk-D6.fs2
In Hmsk-D7.fs2
"The Herc that Couldn't Slow Down!"
Originally posted by neo_hermes
when a Fighter corkscrews into the bridge of hecate
Originally posted by Windrunner
WOW, this cam out of the blue. two new camapigns, i am impressed. And some of the guys are right this is mabye one the bigger releases we have had over the past few months
Originally posted by adwight
Just one bug that I have found. On the mission where you first jump into the system with a bigass sun (damn that thing bugs me), the Custodian warps out without any warning whatsoever, and so does everything else. I can't warp out, and none of the objectives were completed. What am I supposed to do?
1) Is it just me, or do the command/mission briefing stages go by pretty quickly? And in the very last mission of the second subcampaign, you could give the player more time to read and digest the broadcast from Earth. There's no need to rush it at all.
2) Aside from that, very, very good. The missions are (so far) bug free and challenging. I hope you're considering working on some of the other campaigns in development. Talent like this is in great demand and should not go idle for long.
Originally posted by Triple Ace
There were a few missions in Homesick with bugs. What I mean is some missions I was not able to jump out and had to kill myself to advance.
Originally posted by kv1at3485
The effects of never-warp cannot be reversed, so your event that fixes it has no effect. Use 'break-warp' instead. That should allow for the restoration of Alpha 1's drive system.
From My FAQ
I noticed you are using never-warp. Why not break-warp?
Never-warp prevents the ship from leaving until the allow-warp order is given. Break-warp merely breaks the jump engine. It can be fixed by the fix-warp SEXP but it can also be repaired if the player docks with a support ship.
Originally posted by adwight
Alright, for some reason when I replayed the mission after about 10 times it did it. I think one of my wingmen died so it didn't happen or somethings. Anyways, I'm pissed because of the mission after Return to Oz, the Shield has 3 hp and I can't protect it worth a ****... I'm tempted to just die 5 times and move on.
Originally posted by kv1at3485
You managed to destroy the Mammon? (Is that even possible?)
Originally posted by Triple Ace
Major bug in Sol: a History, I cannot get any weapons. Oh by the way I beat Homesick and liked it alot, nice origional storyline, you should make a sequal.
Originally posted by Goober5000
Does it also have Zeta wing?
Originally posted by Kazan
before I got pissed
Originally posted by DragonClaw
There's one mission I find impossible in Homesick. Even on hte easiest difficulty setting. I'm too lazy to find hte name of it :p
Its the one where a cain jumps in, you kill it. lilith jumps in, you kill it. 2 cains jump in... There's no way to stop both the Cains from destroying the Shield. I've gone straight for the beam cannons in every instance, even setting all the fighters in the mission to destroy one of them while i destroy the other, but the Shield dies every time.
Arghhhhh... Help!
Originally posted by Flaser
Finished it.
It was:
GOOD, GOOD, GOOD!!!!!
As for that last mission on the end - it was quite brave of you to pull a stunt like that - I don't remember the last time I enjoyed a tragedy as much as this.
Originally posted by Woad
The nitpick is that blue supergiant stars are pretty darn rare. Thus the Custodian should be able to pinpoint where they are given that fact but I digress, I'll chalk it up to artistic integrity:)
Originally posted by Woad
Oh and there's a typo in the debriefing in the mission where you first meet with the GTVI thugs. The word "civilised" should have a z instead of a s. Anything to make this already enjoyable campaign look a little more polished!
Satellites
Phobos
Distance(000km) 9 - Radius (km) 11 - Mass (kg) 1.08e16 - Discovered By & Year Hall 1877
Deimos
Distance(000km) 23 - Radius (km) 6 - Mass (kg) 1.80e15 - Discovered By & Year Hall 1877
The inner moon, Phobos, is about 27 by 22 by 18 kilometers
(17 by 14 by 11 miles) and about 6,000 km (3,728 miles away,
and so circles Mars in less than 8 hours.
Deimos, the outer moon, is 12 by 16 km (7.5 by 10 miles)
but is farther away from Mars at about 23,000 km (14,300
miles), and so circles the planet every 30 hours.
Originally posted by karajorma
I ended up getting horribly stuck on the mission where you have to prevent the Sobek from leaping out. I could never disable the bastard quickly enough to stop it jumping out.
Originally posted by karajorma
The groundhog day bug is actually a problem with FS2 open not this campaign. When I tried it with FS2 1.2 it worked fine.
As for the mission itself I simply sent the other ships off to deal with the Mammon and followed the Custodian's path instead. Got to the node and just stuck on time advance :D
Originally posted by Lightspeed
(I play on "Hard")
Originally posted by Blaise Russel
Advisory: Play on Medium. It's what it was made for, at any rate.
And tailing the Macavity is easy enough. As said, try going up above it. Stick to the right of the cruiser, and you should be fine. You got room of 500 to 1000 m, so it shouldn't be that difficult.
Originally posted by Blaise Russel
I still don't see what's so hard about tailing the Macavity. Three axes, 500 metres... get up high and it's *too* easy.
Originally posted by Goober5000
Well, I didn't like Homesick. I found both bugs and bad balancing. And the plot was quite repetitive. :p
Originally posted by pyro-manic
ere are a number of missions which were simply impossible to complete. This was due to being overwhelmed by enemies (looking at the missions in FRED shows that I was being attacked by 2 wings of Herc2s and/or Myrmidons with Colonel AI levels) and not surviving long enough to complete the objectives. I played it on Medium (my usual difficulty setting), and there were a few missions I simply could not survive, or failed because I spent all my time flying evasive action rather than protecting the Custodian and Shield. (The missions around the GTVI installation and the subsequent nebula chase). This may simply mean that I'm crap (I haven't read everyone's comments), but I found it immensely frustrating, as these situations didn't start happening until a long way into the campaign, and I really didn't want to have to replay all the earlier missions just to get past these few.
)
Originally posted by Admiral Nelson:wtf: Prometheus-S isn't worthless... are you confusing it with the Prometheus-R?
the worthless Prometheus-S
Originally posted by WMCoolmon
OK, I've done the voice acting. (http://fs2source.warpcore.org/temp/beta4m.mp3) :D
Originally posted by Cobra
:wakka: oh my god, that was hilarious, and i agree with blitz. :D
awesome. :yes:
"However, you failed to do any damage to our hull by blowing on your microphone." :lol:
Originally posted by MatthewPapa
*thought cobra was banned from the campaigns forum*
Originally posted by Kragg
I'm hoping its a bad table or something that might also explain why I can't add jumpnodes in FRED.
"Alright then. Neptune, depart for Capella. Alpha and Beta, once we're through, follow us into Capella"
Originally posted by karajorma
Hmmm. Don't like Cobra's solution one little bit.
Originally posted by karajorma
Hmmm. Don't like Cobra's solution one little bit.
Alright then. Neptune, depart for Capella. Alpha and Beta, once we're through, follow us into Capella
Originally posted by karajorma
Aha! This may or may not be the cause but you should go to my FAQ's download section and download and install the HotU Crack Pack.
You're basically running FS2 1.0 when you should be running FS2 1.2 before you install FS2_Open.
Originally posted by karajorma
About your HotU install. Have you downloaded the missing vp files from the FTP? If not then it's very possible that something in your data folder is interfering with the appearance of those ships.
Originally posted by Unknown_Enemy
Nope. Last message I get is to break escort formation and jump to Beta Aquilae. I was not going to capella, but from capella to Beta Aquilae.
Originally posted by Kragg
IIRC, you have to get to the center of the node to jump. Try targeting the node, and fly directly into the center. When the distance reads less than ~200 meters, try alt-J.
Kragg
Originally posted by Jetmech Jr.
I'd rather know an actual fix for the problem with my current build (the most recent), rather than download/hunting through different versions of FSO for the right one.
Originally posted by Jetmech Jr.
Thats a shame, because Homesick's actually one of the best no-mod campaigns around.
Originally posted by karajorma
It's a puzzler this one. I can't actually see anything wrong with the mission but Sesq had reported problems with the distance SEXP and I wanted to check if that might be the problem (evidently it isn't).
The problem is that I can't tell where the mission is failing. One question. Are you losing any of the ships in the convoy? Does that make a difference to whether you're allowed to jump out or not?
Originally posted by Goober5000
Lovely. Three people downloaded my zip and not one responded. :rolleyes:
Guys, I can't figure out what the bug is if you don't test it for me.
Originally posted by -Vulture-Which mission worked? I uploaded two. It's important to know which one works (and to be safe, you should test the other one and make sure that doesn't work).
Just tested your mission, it worked for me, i can jump now.
Originally posted by -Vulture-That's what I've been asking people. I need to find that out.
Which version is this buggy build? (Link?)
Originally posted by Goober5000
Well I need to hear from somebody who was using the buggy build if I'm going to be able to fix it.
Originally posted by Goober5000
People were complaining about jump-out errors while using a specific build. Nobody posted which build that was. I need to find that out.
Never mind. This isn't worth the effort it's taking. :sigh:
Originally posted by Roanoke
which build was it again ? :confused:
*scarpers*
Originally posted by Annorax
3.6? :evil laugh:
So where's Blaise now and what is he working on? :confused:
Blaise's next release is a mini campain called 'Echo Gate'Not another 40+ epic? Damn.
If not thats fine, but this is a story that actually has more chatter then "Incoming jump singal, hostile configuration!"
The real problem is that the messages scroll pretty fast in this one which makes them hard to read especially when you are no native speaker.
Which brings me to the question: Is there a way to slow them down a bit?
Use a build which supports voice synthesis and turn it on from the launcher.
Hmmm, harks of I-War defiance.............
Apologies, This is a general SOS, Requesting Kaj, Aldo or anyone else to shed some light on Crucial Souls problematic situation. :nod:
Is the scramble mission you're talking about the little in-mission briefing, with the button to continue on the lower right? Sometimes those will crash me. The best solution I can think of is to just take off the Red Alert flag in FRED- it will allow you to choose your ship, but to be honest, I don't really know of any other way. IIRC, Homesick had a lot of those, so I don't know what to do, other than continually editing the mission file, to help.
I dont't know what causes the problem, but I heard that the bug will be fixed in 3.6.10.
You can also run a debug build to give us a more precise error message.
Now i dont want anyone to think im starting to sound like a complainer or whinger, because i'm just asking a question that doesnt seem to have been answered.Same here, I thought it was just me.
In the mission where Lambda wing is announced as carrying illegal cargo and all the GTVA ships go hostile, you are brought into a 'scramble' mission and told to escape into the asteroid field. When i try to continue, FS2 crashes.
Any solution to fixing this? Perhaps a patch , or is there something im doing wrong?
True, GTVA is corrupt.......... what happened to Innocent-until-proven-guilty?
What ever happened to Leave-The-GTVA-Alone. :P
What ever happened to Leave-The-GTVA-Alone. :P
OK, I've done the voice acting. (http://fs2source.warpcore.org/temp/beta4m.mp3) :D
Try this (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/HomesickFix.7z), just for kicks. It contains the missions that originally had the red alert flag modified so that don't have them anymore. Haven't tried it myself but apparently for Objekt it worked. For a while, at least. If there really is some other problem as well, I can't suggest anything apart from trying a 3.6.7 build or something.
#20 was also a red alert mission and I 'fixed' it the same way like all the others. If there's still something wrong with it, I must admit that I no longer have any idea what might be causing it.I figured it out! I still have no more idea than you what's causing the problem, but I figured out a solution. Go ahead and FRED out the Red Alert status, but FRED in scramble-mission status. For some odd reason, this allows the briefing the load normally. I mean, you still don't get to pick your ship or your ordnance, but, hey, if you get really desperate, you can change that in the missionfile itself.
Hmm. Much obliged. I'll include that to the fix for future encounters.No problem. ...However, I think I'm going to rip my hair out, here. I ran into the same problem on the second-to-last mission, and FREDing in scramble-status hasn't helped any. I feel like I'm going to cry, here. The second. To last. Goddamn. Mission.
Yeah, great. Thanks a lot. I haven't played Homesick yet.Spoiler:seriously, this is just after they enter that jump-node that supposedly leads home. With the Geryon, the Vasudan corvette, and the other Shivan corvette on their tails.
Then you don't know what any of that means. And, most likely, won't until very late in the campaign, since I left most of the ships unnamed. You're correct, however, and I apologize - I've appended spoilertags to the text in question. Incidentally, I got that mission working. I restored the red-alert status and left it as a scramble, while adding the 'skip stage' checkbox in the briefing-bar. I might've done one or two other things, but it worked, regardless. As for my impression of the campaign, now that I've finished it...Yeah, great. Thanks a lot. I haven't played Homesick yet.Spoiler:seriously, this is just after they enter that jump-node that supposedly leads home. With the Geryon, the Vasudan corvette, and the other Shivan corvette on their tails.
Then you don't know what any of that means. And, most likely, won't until very late in the campaign, since I left most of the ships unnamed. You're correct, however, and I apologize - I've appended spoilertags to the text in question. Incidentally, I got that mission working. I restored the red-alert status and left it as a scramble, while adding the 'skip stage' checkbox in the briefing-bar. I might've done one or two other things, but it worked, regardless. As for my impression of the campaign, now that I've finished it...
My head hurts. Awesomely. Great job, Blaise! Thumbs-up on what has got to be one of the best campaigns I've ever played, for FS2 or any other game!
Indeed, the 'cut to the next stage' box was the one I meant - but I think you're confused.Then you don't know what any of that means. And, most likely, won't until very late in the campaign, since I left most of the ships unnamed. You're correct, however, and I apologize - I've appended spoilertags to the text in question. Incidentally, I got that mission working. I restored the red-alert status and left it as a scramble, while adding the 'skip stage' checkbox in the briefing-bar. I might've done one or two other things, but it worked, regardless. As for my impression of the campaign, now that I've finished it...
My head hurts. Awesomely. Great job, Blaise! Thumbs-up on what has got to be one of the best campaigns I've ever played, for FS2 or any other game!
Do you mean the "Cut to next stage" box under the Briefing Editor? I don't see a "skip stage" checkbox.
Didn't help, whichever it was. I tried modifying "Tactical Withdrawl" as stated - yes on both Red Alert and Scramble. I now get that "Incoming Transmission" screen you usually get when it's a Red Alert mission, but the game crashes when I click Commit.
#20 was also a red alert mission and I 'fixed' it the same way like all the others. If there's still something wrong with it, I must admit that I no longer have any idea what might be causing it.I figured it out! I still have no more idea than you what's causing the problem, but I figured out a solution. Go ahead and FRED out the Red Alert status, but FRED in scramble-mission status. For some odd reason, this allows the briefing the load normally. I mean, you still don't get to pick your ship or your ordnance, but, hey, if you get really desperate, you can change that in the missionfile itself.
~Kaoru
I have the same problem with mission 20... however, when I open FRED2 (opensource version) I can't figure out how to open the mission in FRED because I can't find it's file... I have already figured out how to change it from a red alert to a scramble mission. So can anyone help me figure out where the mission files are hidden? Vista's search function can't find them... I'm using a (for as far as I know) standard 3.6.9 installation with only Homesick added to it. Thanks in advance :)The mission files are indeed in the \data\missions folder within the homesick vp. But personally, I never modify mission files with FRED. Notepad FTW. I'm not at home right now, but when I get home later tonight, I can check whether I have those fixed missions somewhere. And if not, I'll just redo them.
Thanks for your replies, but it still doesn't work :( I've tried the fix file, but it still crashes... I've tried editing both the original homesick and the homesick fix file (figured out to open and edit them in notepad, I still can't find any files in FRED and when I try to open the .vp itself in FRED I get an error) but after I do that FS2 refuses to launch until I put the original files back :sigh: :confused: I'll just give up on this one for now and hope that it gets fixed, I don't really feel like trying other builds than 3.6.9 like I've seen suggested somewhere, more trouble than it's worth IMO :)An interesting side note: never edit original vp files. Undoing changes is most difficult that way. A better way is to extract the desired file (like a mission file in this case), edit it, then place it to an appropriate folder (like \freespace\homesick\data\missions in this case).
Firstly use a program like Notepad++:welcome:
Okay, this is a new one. The briefing for the mission after the one where youI had that problem. I modified the .fs2 files somehow - I think I deleted the flags. I don't have those files any more though.Spoiler:run the GTVI installation to get to the unknown jump node and jump outcauses the game to crash. I've never known a normal briefing to do that. :wtf:
Okay, this is a new one. The briefing for the mission after the one where youEither it's yet another one of those red-alert bugs, or one of the other kind. Most crashing missions in Homesick can be fixed by either removing the red-alert flag or removing the red-alert flag and adding the scramble flag.Spoiler:run the GTVI installation to get to the unknown jump node and jump outcauses the game to crash. I've never known a normal briefing to do that. :wtf:
Adding the scramble flag does not help at all.Add both the scramble and red alert flags? I'm pretty sure I got around the crash by messing with the flags.
Really? I thought you had to remove the flags to get rid of the Red Alert Bug? :confused: :nervous:Yes, but this is a briefing-crashes-game bug. There's a way to work around it using flags.
Seriously, I'm at my wit's end here. The error is right in front of me; I know what it is and I know how it should be fixed, but whenever I alter the code in any way, it makes it so the game doesn't recognize the campaign. :hopping:
Homesick is buggy as hell unfortunately, and no one has as yet gotten around to fixing it.
You really need to be a level 25 Ninja-Wizard to get it working with 3.6.9. I believe it might work quite well with 3.6.10 builds.
Ah so the 3.6.10 build that comes with the online installer should do the trick without any tinkering?Maybe. I won't guarantee anything.
Ah so the 3.6.10 build that comes with the online installer should do the trick without any tinkering?Maybe. I won't guarantee anything.
You need a necro-thread beam for that . . . :nod:
It doesn't. 3.6.10 crashes after the briefing just like 3.6.9 did.Ah so the 3.6.10 build that comes with the online installer should do the trick without any tinkering?Maybe. I won't guarantee anything.
Also, what are the prospects for getting a voiceacted version of this out?Probably the same as it was with Blue Planet; if someone wants to organize voice acting, go for it.
The Installer can provide a working copy of the HS campaign IIRC. Try it there.
You're actually stuck in the 2nd or 3rd mission, after the convoy jumped, you are supposed to jump as well, but your jump drives never engage. qq
You're actually stuck in the 2nd or 3rd mission, after the convoy jumped, you are supposed to jump as well, but your jump drives never engage. qq
Never tried this, worth my time or not? :confused:Well, yes.
Never tried this, wortgh my time or not? :confused:
I know, Ive been in the jump node, flying in and out, around it, back to the old one and to the new one again, flying loopings and so on. But it still doesnt engage.
[launcher]
modname = Homesick
[multimod]
primarylist = ;
secondrylist = ,mediavps;
[launcher]
modname = Homesick
[multimod]
secondarylist = mediavps;
[launcher]
modname = Homesick;
image255x112 = FSU-MVP.bmp;
infotext = 2355! Terrans and Vasudans alike have begun to shrug off the horrors of the Great War of twenty years ago, and started rebuilding their lives and homes alike. While Vasuda Prime remains a charred, uninhabitable reminder of the power of the Shivans, and contact has yet to be re-established with Sol... nevertheless, the newly formed Galactic Terran-Vasudan Alliance hurls itself into the void with no fear... Yet while the GTVA colonises and settles and organises the bright, new age of Reconstruction that has dawned on humanity, life for the average soul could not be more different. Their lives, unlike wheeling-and-dealing politicians or gung-ho GTVA pilots, consist of the drudgery of day-to-day work - yes, even for mercenaries, pilots-for-hire guarding traders from the ever-present threat of piracy. You are one such mercenary, but your life certainly won't consist of boring daily routine...;
website = http://www.moddb.com/mods/homesick;
forum = http://www.hard-light.net/forums/index.php/topic,19306.0.html;
[multimod]
primarylist = ;
secondrylist = mediavps;
[settings]
flags = -spec;
I made my own custom mod .ini:Psst. Secondarylist is totally awesome.Code: [Select][launcher]
modname = Homesick;
image255x112 = FSU-MVP.bmp;
infotext = 2355! Terrans and Vasudans alike have begun to shrug off the horrors of the Great War of twenty years ago, and started rebuilding their lives and homes alike. While Vasuda Prime remains a charred, uninhabitable reminder of the power of the Shivans, and contact has yet to be re-established with Sol... nevertheless, the newly formed Galactic Terran-Vasudan Alliance hurls itself into the void with no fear... Yet while the GTVA colonises and settles and organises the bright, new age of Reconstruction that has dawned on humanity, life for the average soul could not be more different. Their lives, unlike wheeling-and-dealing politicians or gung-ho GTVA pilots, consist of the drudgery of day-to-day work - yes, even for mercenaries, pilots-for-hire guarding traders from the ever-present threat of piracy. You are one such mercenary, but your life certainly won't consist of boring daily routine...;
website = http://www.moddb.com/mods/homesick;
forum = http://www.hard-light.net/forums/index.php/topic,19306.0.html;
[multimod]
primarylist = ;
secondrylist = mediavps;
[settings]
flags = -spec;
I assume that when the FSCRP gets around to Homesick, it will actually be voiced.Well, good to know that it has not been done yet...
Has anyone found the new icon/.ini useful?The mod ini not so much, since I made my own one long before your post, but the icon is really nice (well... after scalling it down to the 255x112 the Launcher wanted it to be). Thanks :yes:
i just started playing this, and MY GOD is there any way to slow down the dialogue? any time the chatter starts up, i have to go to the f4 message log to read it o.0I had that too. I think it gets better further into the campaign though. AFAIK, there's no way to slow it down - except negative time compression.
Problem here: on about the 3rd mission where you leave Capella and are with the entire freighter convoy (a red alert mission), my entire Beta wing is dead. They're just gone at the start of the mission. Alpha wing is OK. During the prior mission, at Bytopia [sic] station, they were at 100% health. This leads to the dialogs being nonsensical because Alpha 3's discussion with members of Beta wing is just Alpha 3 talking to himself.Yes.
Does anyone else have this problem?
For anyone interested re: the earlier problem, I went with a nightly 3.6.11 beta build (fs2_open_3_6_11r_sse2-20100116_r5824) and Beta wing is now alive at the start of the mission. I'm not sure if I'll encounter the "Sigma wing not warping out bug" at the end of the mission as others noted above, but something in the nightlies at least resolves the dead wingmen problem.I'm using a 3.6.12 INF build and Beta wing is quite dead for no apparent reason. So whatever happened in 3.6.11 to fix it apparently went away in 3.6.12. Not only does this make the conversation not make sense, but it's incredibly difficult to keep all the freighters alive when you have half the fighters you're supposed to.
I got the impression that the GTVI was up to something against their treaties (possibly involving experiments with the Shivans) and the GTVA forces you encountered were on their payroll, trying to kill you to cover up the GTVI's plans. Also the ships you were escorting were carrying some kind of secret/illegal cargo, likely something the GTVI wanted captured or destroyed.
Also, GTVI is allowed to violate BETAC as evident when Alpha 1 is allowed to destroy the civilian transport in ... But Hate the Traitor.He definitely isn't. You're court-martialed if you destroy it.
I definitely remember failing the mission for blowing that bastard up.
Its really a fun ride. The ending while kind of sad leaves you satisfied.
The campaign's been out for quite some time now so I'm not sure spoilers would be required.
Pretty sure I cheated on that mission. It felt like a huge difficulty spike.I turned down the difficulty a notch and took a Herc with unguided rockets to chew up the cruiser and the heavy bombers. It eventually worked. I actually got to the point where the Custodian and Shield jump out, but since the orders don't update to tell you to leave, I missed my cue a couple of times and got shot to death trying to go to subspace. I eventually got it right.
In Hmsk-D6.fs2 ("The Road to Hell..."), the 'battle' between the Khufu and the Kintyre looks rather strangesince they're not shooting at wach other. Perhaps you should make one of the corvettes part of the 'neutral' team so they shoot at each other. Also assign to each ship the ship-guardian flag. Related to this: is it intentional for the Kintyre to shoot its beam cannons at the Custodian? Afterall, the Kintyre supposed to be fighting the Khufu.THAT'S what's missing! I've been banging my head against "The Road to Hell..." for two days now trying to figure out how the hell I'm supposed to destroy the Khufu. The Kintyre doesn't show up. I must be missing a cue somewhere.