Author Topic: BP: War in Heaven discussion  (Read 918187 times)

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Offline Buckshee Rounds

  • 29
  • Lord Defecator
Re: BP: War in Heaven discussion
The UEF only has six months left of logistics, it literally can't be a year later.

 

Offline -Norbert-

  • 211
Re: BP: War in Heaven discussion
Unless the GTVA makes a temporary withdrawl from the frontlines, back into their fortified positions at Jupiter, Neptune and the node.... which is as likely as a Vasudan doing striptease in a martian bar, while Shivans and Vishnans holding hands/claws cheer her on.

Besides the team already said that the civil war would be resolved before BP3 (i.e. in WiH2), or am I misremembering soemthing here?

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: BP: War in Heaven discussion
The way I viewed it:

Blue Planet part 3=War In Heaven Part 2

You viewed it wrong :P

War In Heaven is Blue Planet 2. War in Heaven R2 is BP 2.2. War in Heaven deals exclusively with the GTVA/UEF war; the war will be concluded by the time War in Heaven R2 ends.

The BP storyline will conclude in BP3 (for which we have a story outline, but nothing more at this point).
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Raiden

  • 27
  • Vassago's Dirge fanboy
    • Ministry of Truth
Re: BP: War in Heaven discussion
Any chance of a new preview along the same lines as the OP?
/logic/reason/faith/tradition/knowledge/rhythm/space/religion/
Currently Playing: Dead Space 3
Eagerly Awaiting: Titanfall
I write for god is in the tv. I blog at Ministry of Truth.

 

Offline CT27

  • 211
Re: BP: War in Heaven discussion
Just to make my guess:

WIH2 will take place just a month or two after WIH.  That would leave some time for stuff to happen in the meantime, but still leave enough time to cover the end of the war.

  

Offline QuakeIV

  • 29
  • test
Re: BP: War in Heaven discussion
As was mentioned on the site, WiH covers the final WEEKS of the war, so I'm thinking they may just pick up where they left off.

The war is probably a few days to a week or so from being over considering how long WiH seems to have been.

Expect immediate deployment of the serkret project or Shivans at any moment mentlegen.  It seems the **** is about to hit the fan at 0.99c.
« Last Edit: February 28, 2012, 12:59:12 am by QuakeIV »

 

Offline CT27

  • 211
Re: BP: War in Heaven discussion
The secret project must be a doozy then because either side would need more than a couple weeks to win the war.

 

Offline Crybertrance

  • 29
  • Conventional warheads only, no funny business
Re: BP: War in Heaven discussion
The BP storyline will conclude in BP3

WHY! Oh, WHY!!! :sobsob:
<21:08:30>   Hartzaden fires a slammer at Cybertrance
<21:09:13>   Crybertrance pops flares, but wonders how Hartzaden acquired aspect lock on a stealth fighter... :\
<21:11:58>   *** The_E joined #bp [email protected]
21:11:58   +++ ChanServ has given op to The_E
<21:12:58>   Hartzaden continues to paint crybertrance and feeding the info to a wing of gunships
<21:14:07>   Crybertrance sends emergency "IM GETING MY ASS KICKED HERE!!!!eleventy NEED HELPZZZZ" to 3rd fleet command
<21:14:50>   Hartzaden jamms the transmission.
<21:14:51>   The_E explodes the sun

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: BP: War in Heaven discussion
Because that has been the plan all along. There is an overarching plot that ties all the BP parts together; it was never planned to resolve it in War in Heaven.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline qwadtep

  • 28
Re: BP: War in Heaven discussion
The secret project must be a doozy then because either side would need more than a couple weeks to win the war.
I don't know about that. Depending on how Calder and Netreba fared during Delenda Est, the Feds might no longer have the assets to avoid a decisive defeat at Earth.

Though I get the feeling that Steele is terrified of Byrne's project, so it's definitely a doozy.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: BP: War in Heaven discussion
It definitely seems that the loss of the Wargods was the hardest hit for the UEF during the whole system-wide engagement of DE. I'd be surprised if the UEF lost more than a couple of cruisers. They might have many other warships in various damaged or disrepaired states though.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Mars

  • I have no originality
  • 211
  • Attempting unreasonable levels of reasonable
Re: BP: War in Heaven discussion
It definitely seems that the loss of the Wargods was the hardest hit for the UEF during the whole system-wide engagement of DE. I'd be surprised if the UEF lost more than a couple of cruisers. They might have many other warships in various damaged or disrepaired states though.
Where are you getting that from?

 

Offline CT27

  • 211
Re: BP: War in Heaven discussion
Even if one of the Solarises just got damaged a fair bit and had to sit out for a few weeks or so, that's good news for the GTVA.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: BP: War in Heaven discussion
Just the overall feeling I get from the little we know. We do know for sure the Eris was engaged with Serkr, and that the Toutatis was damaged enough that they put it in drydock, mounting those awesome forward mass drivers in the process.

But given that the real objective was the Carthage, I doubt Calder and Netreba put all the diversionary fleet at too much a risk.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Scotty

  • 1.21 gigawatts!
  • 211
  • Guns, guns, guns.
Re: BP: War in Heaven discussion
I've always wondered how the heck you dry dock something in space.  Do you seriously encase it in some kind of construct and then fill it with air?  That sounds terribly inefficient given the frankly retarded volumes of air you'd need.  And if you don't do something like that, I don't know how you could call it dry dock, so the whole thing leaves me confused.

 

Offline QuakeIV

  • 29
  • test
Re: BP: War in Heaven discussion
"retarded volumes of air"

We are talking about people with the technology to rip holes in the fabric of reality and cruise to other solar systems through them.  Like they give a suborbital **** about the amount of air they need.

Also, we shall see Matt.  The fact remains the war is almost over.

 

Offline Axem

  • 211
Re: BP: War in Heaven discussion
It's probably just a term that's survived through the hundreds of years of space travel even though the original meaning is outdated.

 

Offline Blackace

  • 25
  • FSU - Browsergame
    • FSU - Browsergame
Re: BP: War in Heaven discussion
Hey! i got this error when trying to start bp2...

"bp2-wep.tbm(line 979:Error: Missing required token: [+Count:]. Found [+Type:      Ring]
in weapon: ShockwaveEffect"

fs2open.log

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack 'D:\Spiele\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x241c257f
Found root pack 'D:\Spiele\FreeSpace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x51171798
Found root pack 'D:\Spiele\FreeSpace2\blueplanet2\bp2-core.vp' with a checksum of 0xe386a796
Found root pack 'D:\Spiele\FreeSpace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xd263c407
Found root pack 'D:\Spiele\FreeSpace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0xd3552477
Found root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-adv-visuals.vp' with a checksum of 0xbba0f03c
Found root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0xe79b67ce
Found root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0xb50d55b7
Found root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0x6b804787
Found root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x316467fa
Found root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0x39fe8221
Found root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Spiele\FreeSpace2\root_fs2.vp' with a checksum of 0xe9c03ec4
Found root pack 'D:\Spiele\FreeSpace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'D:\Spiele\FreeSpace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'D:\Spiele\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'D:\Spiele\FreeSpace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'D:\Spiele\FreeSpace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'D:\Spiele\FreeSpace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'D:\Spiele\FreeSpace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'D:\Spiele\FreeSpace2\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'D:\Spiele\FreeSpace2\blueplanet2\' ... 1 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet2\bp2-adv-visuals.vp' ... 31 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet2\bp2-audio1.vp' ... 156 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet2\bp2-core.vp' ... 72 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet2\bp2-visuals1.vp' ... 542 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet2\bp2-visuals2.vp' ... 2012 files
Searching root 'D:\Spiele\FreeSpace2\blueplanet\' ... 68 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-adv-visuals.vp' ... 358 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-audio2.vp' ... 683 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-core.vp' ... 53 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-visuals1.vp' ... 337 files
Searching root pack 'D:\Spiele\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'D:\Spiele\FreeSpace2\mediavps_3612\' ... 1 files
Searching root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 228 files
Searching root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 2 files
Searching root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'D:\Spiele\FreeSpace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'D:\Spiele\FreeSpace2\' ... 47 files
Searching root pack 'D:\Spiele\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Spiele\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Spiele\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Spiele\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Spiele\FreeSpace2\stu_fs2.vp' ... 1777 files
Searching root pack 'D:\Spiele\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Spiele\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Spiele\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Spiele\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 0 files
Found 35 roots and 19685 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 8800 GT/PCI/SSE2
  OpenGL Version    : 3.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
  Shaders Manager initialized.

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 3.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
bp2-wep.tbm(line 979:Error: Missing required token: [+Count:]. Found [+Type: Ring]
in weapon: ShockwaveEffect
 instead.
ERROR: bp2-wep.tbm(line 979:
Error: Missing required token: [+Count:]. Found [+Type: Ring]
in weapon: ShockwaveEffect
 instead.

File: parselo.cpp
Line: 262
Int3(): From c:\temp\fs2_final_export\code\globalincs\windebug.cpp at line 1155
The Sky is limit!

 

Offline qwadtep

  • 28
Re: BP: War in Heaven discussion
The real objective of Aristeia was the Agincourt, and the Eris was still nearly destroyed at Neptune, even without Serkr's help. If Second and Third Fleet are still reeling when Steele takes advantage of his momentum, and he will with the Imperiuse back in play and four of the UEF's best frigates out, they could lose a Solaris.

By "drydock" they probably mean parking in a shipyard and actually rebuilding damaged sections instead of just patching them up with active armor.

 
Re: BP: War in Heaven discussion
I've always wondered how the heck you dry dock something in space.  Do you seriously encase it in some kind of construct and then fill it with air?  That sounds terribly inefficient given the frankly retarded volumes of air you'd need.  And if you don't do something like that, I don't know how you could call it dry dock, so the whole thing leaves me confused.
If we're to discuss naval paradigms that are routinely and erroneously applied to space combat in science fiction, the term "dry dock" is probably the least of our worries.