Author Topic: RELEASE - Derelict SCP Edition  (Read 265350 times)

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Re: RELEASE - Derelict SCP Edition
Am only on the 2nd level of this mod, the Deep Space Patrol one where you have to place the nav buoys. I press 1 like a madman whilst within 75 m of the marked location, but it doesn't do anything? I'm totally stumped by this; I really want to enjoy this mod which I've heard so many great things about! My 1 key is not bound to anything else, so I don't understand what could be wrong. I'm using the installer version of the mod with 3.6.12 RC4 INF and the latest MediaVPs. If noone knows how to fix this, is there some kind of workaround?

Thanks

 

Offline TopAce

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Re: RELEASE - Derelict SCP Edition
You aren't pressing numpad 1, are you?
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline General Battuta

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Re: RELEASE - Derelict SCP Edition
Am only on the 2nd level of this mod, the Deep Space Patrol one where you have to place the nav buoys. I press 1 like a madman whilst within 75 m of the marked location, but it doesn't do anything? I'm totally stumped by this; I really want to enjoy this mod which I've heard so many great things about! My 1 key is not bound to anything else, so I don't understand what could be wrong. I'm using the installer version of the mod with 3.6.12 RC4 INF and the latest MediaVPs. If noone knows how to fix this, is there some kind of workaround?

Thanks

Check your key assignments. Resetting them to default will probably fix the problem. By default '1' is assigned to a multiplayer chat feature - you need to press whatever key that feature is now bound to if you don't want to use the reset to defaults solution.

 

Offline FelixJim

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Re: RELEASE - Derelict SCP Edition
Is Derelict not set up with $s in the directives?
In-Mission Techroom Script v0.4 - See information from the techroom in game
Simple Animation Script v0.2 - Make your own on-screen animations for FSO
Visible Waypoints Script - Makes waypoints visible in-game
Run From File Script - Get around the pesky 31 character limit for script-eval

 
Re: RELEASE - Derelict SCP Edition
Check your key assignments. Resetting them to default will probably fix the problem. By default '1' is assigned to a multiplayer chat feature - you need to press whatever key that feature is now bound to if you don't want to use the reset to defaults solution.

Thanks a lot, this fix worked perfectly, assigning my keys to the various multiplayer chat inputs. The campaign is now playing without a hitch.

 

Offline Agusfri

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Re: RELEASE - Derelict SCP Edition
Great campaign  challenging in some parts for a rookie pilot like me but i like it

 

Offline Sombre

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Re: RELEASE - Derelict SCP Edition
I am aware this is thread necro, but when derelict was first released and then again when it was updated I played it and never said thank you to the amazing people who made it.

I recently reinstalled FSO (I last had it installed about 3 years ago but my PC died) and the main reason I came back to the game was to play Derelict again. I actually think it's better than the FS2 main campaign.

So yeah. Yay Derelict! : ]

 
Re: RELEASE - Derelict SCP Edition
Okay, I'm currently at least a big chunk of the way through the campaign for the first time, and I'll post some more thorough and detailed feedback later. I want to bring up a few points right now, though, while it's convenient:

1) Why is Alpha wing deployed by itself so often, even when there is no realistic reason for this? It gets especially glaring when you're tasking four pilots, only moderately equipped, to escort several big/slow ships with paper-thin hull while simultaneously taking on two dozen fighters and bombers--and then take out a cruiser's main beam cannon. Stuff like this happens all the time, even when there should be at least one more wing of fighters with you, as your mission is critical, substantial hostile forces are expected, and there are a considerable amount of wings available already. Gameplay-wise, it's just not as fun; you feel all the more like you have to do everything yourself, that you have to be everywhere at once, and that you can't really strategize.

2) Please stop with the Lovecraftian names. I know that it's an artistic style (maybe even theme), so this point is probably moot anyway (as, perhaps, it should be?), but I have extreme difficulty in remembering the spelling and pronunciation of their names (this is not helped by various characters pronouncing them differently, often times pronouncing them in ways that seem to contradict the spelling), which is also a matter of realism (no military would choose unpronounceable and very difficult to spell names for enemy targets/ships on regular occasion). That, and Lovecraft, for all of the artistic genius and innovation he was, had an extremely distorted view of humanity and life in general (just look at his personal life/personality/history/health--no offense to him meant). It's probably a terrible thing for morale, too; it makes the Shivans all the more alien (in a bad way), and the effects would likely be quite significant across the board.

3) This SD Lucifer, at one briefing, was mentioned rather jarringly: it said that, according to simulations run and a plethora of scan data, if the GTVA Colossus and this Lucifer faced off, the Colossus would only have a 22% chance of victory. This goes against everything in canon, in some ways to an impossibly contradictory degree. The Colossus was designed to take on multiple Lucifer-class superdestroyers simultaneously and win. Six Lucifers can fit inside the Colossus' hull. The Colossus has 1 million hitpoints to the Lucifer's 800,000, moves at 35 m/s to the Lucifer's 15, and houses 240 craft to the Lucifer's 40-64. Its beam cannons, even if it could only bring two of them to bear on the Lucifer at once, would out-damage the Shivan vessel. Combine that with the fact that the Colossus is highly effective from all sides, while the Lucifer is comparatively toothless anywhere except in front, and the Colossus' far superior speed...yeah. The Nyarlothep-something should have little chance of victory. FS2's stats on the Lucifer are even less favorable than FS1's. If the Colossus can compromise the Nyar's shield system, then the Colossus' vastly superior fighter force can swarm and cripple the Lucifer vessel in short order. I think it's safe to assume that if even two of the five reactors on the Nyar were disabled, its shield system would no longer operate effectively--and the Colossus' beam cannons are specifically designed to be more than capable of killing a Lucifer (or more than one, simultaneously). If the Colossus overdrives its beam cannons, then the Nyar stands no chance.

4) That mission where you're supposed to protect that medical ship that jumped too close to a planet (its gravitational pull threw off its jump, and Command expects the same to happen to other ships in the area)--I coincidentally saved that other ship that jumps in (I think it's a Triton) by engaging and killing the four Dragon fighters immediately. As a result, the mission was totally broken; even fastforwarding to max, nothing further would happen. I later realized that you're ordered not to come to that ship's aid (because you had to protect the much more important and populated medical ship, and the Triton was too far away--or supposed to be), and that it's supposed to be destroyed in short order by the Dragon wing. My first playthrough, I happened to be in the area already (I accidentally lost my bearings, and wasn't closely escorting the medical ship, though my wingmates were ordered to), engaged the Dragons immediately and without thought, and didn't even realize I had done anything "wrong".

Delenda Est delenda est.

(Yay gratuitous Latin.)

 

Offline Droid803

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Re: RELEASE - Derelict SCP Edition
Here are some (not-so-)serious responses!

1) Giving the player things to do is a good thing. I don't think you're given too much to do, but that you're kept busy. I donno, I personally never found I was task-overloaded when I played Derelict. If you want to see real task overload you should go play Dawn of Sol. Then you will never complain again. (Don't it is horrible)
2) I don't see what's so bad about Lovecraftian Shivans when they're named after demons anyway. Besides, now I associate Lovecraftian names with cute lesbian anime girls. I do not know what that would do to morale, however. it may do terrible things, like having SD KITTENPICTURES.
3) Ok, so the Colossus can fry the Nyarlathotep. Now what. OH WAIT THE COLOSSUS IS DEAD. Moving on. (It's a moot point, seriously, and IIRC if the Lucifer has BFReds for the front beams it really can do a number on the Colly. BFReds are leagues better than those dinky BGreens and TerSlashes it runs). As for the shield system : from what game mechanics dictate, beams pierce shields, they don't damage them at all, they just go right through, and thus, they cannot be used to facilitate a fighter strike, because they don't drop the shields. Here I'm assuming that the Lucifer's shields is just like setting regular shields to some ridiculously high number. Which is reasonable, as it still allows beam weapons to be effective against the Lucifer, and really creates the minimal amount of contradictions in canon. You may believe differently, but then that boils down to opinions, thus you are choosing to be bothered by something that is ambiguous in canon, but one interpretation has been selected by the campaign designer. It happens, get over it.
4) I don't even remember this mission.

I'm surprised you didn't complain about the wave upon waves of kamikaze PIRATES attacking a military cruiser for some...rather patriotic reasons (why would a pirate ever be like that).
« Last Edit: June 01, 2012, 12:20:33 am by Droid803 »
(´・ω・`)
=============================================================

 
Re: RELEASE - Derelict SCP Edition
Here are some (not-so-)serious responses!

1) Giving the player things to do is a good thing. I don't think you're given too much to do, but that you're kept busy. I donno, I personally never found I was task-overloaded when I played Derelict. If you want to see real task overload you should go play Dawn of Sol. Then you will never complain again. (Don't it is horrible)
2) I don't see what's so bad about Lovecraftian Shivans when they're named after demons anyway. Besides, now I associate Lovecraftian names with cute lesbian anime girls. I do not know what that would do to morale, however. it may do terrible things, like having SD KITTENPICTURES.
3) Ok, so the Colossus can fry the Nyarlathotep. Now what. OH WAIT THE COLOSSUS IS DEAD. Moving on. (It's a moot point, seriously, and IIRC if the Lucifer has BFReds for the front beams it really can do a number on the Colly. BFReds are leagues better than those dinky BGreens and TerSlashes it runs). As for the shield system : from what game mechanics dictate, beams pierce shields, they don't damage them at all, they just go right through, and thus, they cannot be used to facilitate a fighter strike, because they don't drop the shields. Here I'm assuming that the Lucifer's shields is just like setting regular shields to some ridiculously high number. Which is reasonable, as it still allows beam weapons to be effective against the Lucifer, and really creates the minimal amount of contradictions in canon. You may believe differently, but then that boils down to opinions, thus you are choosing to be bothered by something that is ambiguous in canon, but one interpretation has been selected by the campaign designer. It happens, get over it.
4) I don't even remember this mission.

I'm surprised you didn't complain about the wave upon waves of kamikaze PIRATES attacking a military cruiser for some...rather patriotic reasons (why would a pirate ever be like that).

1) It's a task overload for a mere four fighters that are, at best, moderately equipped and by no means elite. From a narrative point of view, it's jarring, and from a gameplay point of view, it's limiting and frustrating. I can't play the way I want to play on many missions, because I have to do a bunch of tasks simultaneously, often largely by myself, and that isn't fun to me. That kind of gameplay is so cliche and dime-a-dozen that it irks me on principle these days.

2) ??? Lovecraft hasn't ever been that much associated (relatively speaking) with cuteness. In a Freespace-like universe, it never will.

3) ...yeah, but you're missing my point entirely. The briefing outright stated that the Colossus would have been very outmatched against a Lucifer-class destroyer, which makes no sense whatsoever--the Colossus was explicitly designed to engage and defeat multiple Lucifers simultaneously. And gameplay backs that up. Further, the Lucifer never had BFReds, or anything even approaching it. In FS2, it has three SReds, and in FS1, it had two beams that do less burst damage than a normal BGreen (though better sustained DPS...but in the face of at least three LBGreens, that's not going to matter too much in the end).

However, you're still missing the other, implied point (if you were being serious at all, of course): the Colossus may be dead, but the GTVA has a lot of firepower aside from that, even in just the local areas. Two Orions would beat a Lucifer--one could do the job if smart tactics were used (like, say, attacking the Lucifer from anywhere other than its front?).

As for the shields thing...uh, I'm not worked up about it, and I'm not sure what gave you that impression. I never said that fighters should be able to penetrate its shields--only that the beam cannons on their ships could easily take out some of the five generators on the Lucifer's outer hull, which would probably take the shields offline in their respective sections. Then fighters and bombers could join in, wrecking what they could.

4) Yeah, I said I would have more detailed and thorough feedback later. This is part of it. I thought it was blatantly obvious that there was FAR more going on behind these "pirate" attacks, from almost the beginning. Pirates don't send waves of fighters in a suicidal charge to destroy civilian or science vessels. That's like a bank robber strapping on a suicide bomb vest, running straight into a bank, and blowing himself up instead of actually trying to rob anything. Oh, and look at that, these pirates only targeted GTVA science vessels, leaving the MT ones suspiciously alone. And wow, these pirates are better equipped than the entire GTVA force in the sector--wait, that doesn't add up at all! My gosh, pirates shouldn't have a dozen cruisers, a modern corvette, three hundred fighters and bombers, dozens of sentry turrets, dozens of attack drones, and...an AWACS. Wait, what? Yeah, that's more than the entire GTVA forces in the sector, which boasts stuff like an old Leviathan, one corvette, and a dozen fighters.
« Last Edit: June 01, 2012, 03:01:44 pm by SaltyWaffles »
Delenda Est delenda est.

(Yay gratuitous Latin.)

 

Offline General Battuta

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Re: RELEASE - Derelict SCP Edition
This campaign is like ten years old and comes from a kitchen sink 'anything goes if it's fun' school of design. I think it's just best to enjoy it on its own terms.

 
Re: RELEASE - Derelict SCP Edition
This campaign is like ten years old and comes from a kitchen sink 'anything goes if it's fun' school of design. I think it's just best to enjoy it on its own terms.

Really? No idea it was that old (my fault, I suppose); don't get me wrong, I'm enjoying it quite a bit...I suppose on forums, I tend to write praise and constructive criticism separately, though that's probably a bad idea :P
Delenda Est delenda est.

(Yay gratuitous Latin.)

 

Offline Legate Damar

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Re: RELEASE - Derelict SCP Edition
2) I don't see what's so bad about Lovecraftian Shivans when they're named after demons anyway. Besides, now I associate Lovecraftian names with cute lesbian anime girls. I do not know what that would do to morale, however. it may do terrible things, like having SD KITTENPICTURES.

You humans are so confusing - you create monsters to inspire terror and then you emasculate and disgrace them. First it was sparkling vampires, and now this.

 

Offline AndrewofDoom

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Re: RELEASE - Derelict SCP Edition
cute lesbian anime girls.

* AndrewofDoom drools.

I think I know what I'll be watching next....  :nervous:
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline bigchunk1

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Re: RELEASE - Derelict SCP Edition
I'm surprised you didn't complain about the wave upon waves of kamikaze PIRATES attacking a military cruiser for some...rather patriotic reasons (why would a pirate ever be like that).

Ha! You know I didn't think about that until now.
BP Multi
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Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline NGTM-1R

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Re: RELEASE - Derelict SCP Edition
1) It's a task overload for a mere four fighters

Hmmmmmmmmmm.

Don't suppose that could have been designed to mean something at all!
"Load sabot. Target Zaku, direct front!"

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Offline Droid803

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Re: RELEASE - Derelict SCP Edition
3) ...yeah, but you're missing my point entirely. The briefing outright stated that the Colossus would have been very outmatched against a Lucifer-class destroyer, which makes no sense whatsoever--the Colossus was explicitly designed to engage and defeat multiple Lucifers simultaneously. And gameplay backs that up. Further, the Lucifer never had BFReds, or anything even approaching it. In FS2, it has three SReds, and in FS1, it had two beams that do less burst damage than a normal BGreen (though better sustained DPS...but in the face of at least three LBGreens, that's not going to matter too much in the end).

However, you're still missing the other, implied point (if you were being serious at all, of course): the Colossus may be dead, but the GTVA has a lot of firepower aside from that, even in just the local areas. Two Orions would beat a Lucifer--one could do the job if smart tactics were used (like, say, attacking the Lucifer from anywhere other than its front?).

As for the shields thing...uh, I'm not worked up about it, and I'm not sure what gave you that impression. I never said that fighters should be able to penetrate its shields--only that the beam cannons on their ships could easily take out some of the five generators on the Lucifer's outer hull, which would probably take the shields offline in their respective sections. Then fighters and bombers could join in, wrecking what they could.

No, you're missing my point entirely. Furthermore, you are undergoing the fallacy of using different standards for the Lucifer and Colossus to "support" your argument.
The Colossus was designed explicitly to engage and defeat the same type of Lucifer witnessed in FS1. Which it does.
The Lucifer has a stronger armament in Derelict than in either FS1 or the (never seen) FS2 versions, it may be a refit, or simply a different variant, but it has a different armament. IIRC it has two BFReds, but I'm not 100% sure on that one as I don't have it on hand, which is more than enough to overpower the Colossus, which by the way, does not have LRBGreens in the tables. It has it in a mission in FS2 main campaign, yes, but that was because it overdrove its beams (with rather disastrous consequences!). If the Colossus has the option of doing that, so does the Lucifer. Two BFReds outdamage three LRBGreens by more than the 200k HP difference makes up, just run the numbers, the end result would have the surviving ship crippled, likely, but the point remains that the Colossus is not the answer they were looking for in this case.

You say you can attack the Lucifer from anywhere but the front. What if it attacks from a suboptimal angle for the Orion (say, directly above), then it can kill an infinite number of them, because they can't even return fire. I operate under the assumption that all ships have their optimal firing arc, and with the Shivans' better jump drives and whatnot, that is not a poor assumption, as they have more subspace maneuverability and can generally come out on top in positioning (which their ships, admittedly do rely on).

There is no link between the generators and the shield system being operational, if anything, using beams to snipe the reactors would destroy the ship if it behaved anything like the FS1 one... (which admittedly is a good plan, but banks again on the fact that they behave the same as the FS1 one, and that is not entirely a good bet given what is seen).

Your argument has so many holes you could catch fish with it, honestly. I really don't feel like pursuing this discussion further if you can't even see this; I have better things to do with my time. In fact this whole venture has been a colossal waste of my time, I must congratulate you for managing to drag me in to it.  :)
(´・ω・`)
=============================================================

 

Offline qwadtep

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Re: RELEASE - Derelict SCP Edition
Personally I think it's safe to assume that a Lucifer would trash the Colossus simply because the Colossus is the physical embodiment of the GTVA's "don't worry guys, we got this" attitude in FS2 that ended so badly. Heck, by Their Finest Hour the Colossus complains about the damage it takes from a Ravana.

Of course, a large portion of this can probably be ascribed to GTVA command being idiots and using the Collie as a beam platform instead of a giant baseball bat

 

Offline Mongoose

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Re: RELEASE - Derelict SCP Edition
Honestly I think this particular debate is best treated by assuming that whoever wrote the text of that particular briefing was most likely uninformed of the relative damage outputs involved, and then leave it at that.

 

Offline Robo

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Re: RELEASE - Derelict SCP Edition
If you're going to play Derelict with FSO, you will need this patch. Extract the .vp file from the zip to your \freespace2\derelict\ folder. This patch fixes an issue in the mission "Rites of Passage", where the governor's shuttle cannot dock with Luxor station and instead just rams it until the shuttle is destroyed.
Also note that DerelictPatch.vp is NOT the same file as DerelictSCPPatch.vp.


As seen here.

It's done. Super shiny fully voice-acted goodness. It's been a long time coming (almost a year, I think) but it's finally done. I can now get on with my life.

So here it is. Thanks go to: Agatheron and Kellan and the rest of the original Derelict crew; Ransom Arceihn, Cobra, Spaceman Spiff, Mongoose, Redberg, Getter Robo G, Ionia23, Stunaep, Nix, Darkblade and Azrael15; and an extra special thanks to Nix for being kind enough to mirror the mammoth voicepack files.

Pictures: 1 2 3 4 5 6

All right, here you go: http://hosted.filefront.com/BlaiseRussel/1537576

DerelictSCP is the core campaign, while packs 1, 2, 3 and 4 are the special, briefing, command briefing and debriefing voice packs respectively.

Mirrors

Nix has generously provided a mirror. You'll need a free account at Fileshack to download anything other than the core campaign file.

FreeSpaceMods.net mirror (contains all the files in a single package)

Enjoy. :)

Sorry to be posting so many years later, but the link for the fix that allows docking to Luxor station appears to be broken, and i really wanna finish this mod.. it was going so nice until this mission!
could someone please post another link to the fix?
I am using the Knossos release.