Excellent! Downloading now.It is... Quite long. Longer than 25-mission campaign used to be... And more intense :P. We have hope that our mission style won't be exhausted for players.
And yeesh, "25 action-packed missions and cutscenes" with each one "15-20 minutes long [sometimes even longer]"? Wow. I am impressed already. :yes:
I owe you my personal thanks for trust you evinced us when we requested hosting. Took us longer than we initially expected, but still we succeed :).
Congratulations on release! I remember beginning of this "Mysterious Project" years ago on polish FS forum and I am really glad it was completed :) I just finished campaign and it was very enjoyable (even if I had to fly Encantona so many times :P)Awww... It's you :P. I remember you. I re-released your planet pack (http://www.hard-light.net/forums/index.php?topic=80734.0) here. We used it well. Nice to see you here after all of these years!
Yeah, I'm still lurking around ;) I'm glad my planets were usefull for something :)If you think about Ultima Cena, it's actually veeery old grandfather of Exile. ItDW inherited some assets and plot ideas.
Also I'm sure you anounced (or at least mentioned) one more project (other than SG) on fs.pl, but perhaps it was not future Exile.
Speaking of freespace.pl, when is that site coming back? :p
Oopps, we didn't consider alternate key bindings, I guess we should change the message to something like "Keep pressing forward thrust (by default A) to start the engines".Just make it say "press $A$" and it will automatically use the appropriate binding.
BTW, we released a hotfix for the Punishment mission problem. Grab it from library thread (https://www.hard-light.net/forums/index.php?topic=91672.new#new).
I am having a great time playing the campaign, no rpoblems at all!ItDW itself is 27-mission long campaign. Second act will be probably similar in that case.
But one question - will the 27 missions/cutscenes be for all four planned acts together, or does the currently released first act/campaign have 27 missions on it's own? that's a bit unclear for me :-)
Limit range of your radar to 1000. Anomalies are shaking blips similar to unindentified objects from classic FS nebula missions. They are invisible, but emitt the sound of beacon. Radar is a key to find them.
(http://i0.kym-cdn.com/entries/icons/original/000/012/300/you-had-one-job34-580x425.jpg)
Jumping into the portal :P. Make sure that you are in close proximity of center of the node.
Also did U use chackpoints?
:lol: That was a good one! :D Well, back to the "problem", yes, I´ve used the checkpoint, at least twice in order to repeat this mission. So I hit the ALT+J key combination while the last ship jumps out or just stay there? I´m almost sure I´m relatively close to the jump node as the last ship jumps out. Let me go at it again and see what happens. Thanks for the advice Nyctaeus! :)(http://i0.kym-cdn.com/entries/icons/original/000/012/300/you-had-one-job34-580x425.jpg)
Jumping into the portal :P. Make sure that you are in close proximity of center of the node.
Also did U use chackpoints?
Okay... That issue never occured before. We will investigate it today.
Dying 5 times, even by cheats, should allow you to proceed to the next mission anyway, you know.
I think I found the problem. A mission goal requires several transports to be destroyed or departed. Unfortunately, one of them, Nandi, is loaded from mission Exile07 and doesn't include situation where it's been destroyed back in that mission (so it never arrives in current mission). I suspect this is the case.
Noted for 1.2 patch.
A workaround: delete (or rename) file data/scripts/exile07ships and replay the mission without using a checkpoint, you should be able to advance.
I think I found the problem. A mission goal requires several transports to be destroyed or departed. Unfortunately, one of them, Nandi, is loaded from mission Exile07 and sexp doesn't include situation where it's been destroyed back in that mission (so it never arrives in current mission). I suspect this is the case.
Noted for 1.2 patch.
A workaround: delete (or rename) file data/scripts/exile07ships and replay the mission without using a checkpoint, you should be able to advance.
You remind me that I need to do some adjustments for Exile, to pick MVP 2014 and FSO 3.8.0 by default.
The problem comes from the way Exile's sounds.tbl interacts with mediaVPs assets. It doesn't contain certain sound numbers that mediaVPs -shp and -wep tbms expect so it throws up errors.
The fix is relatively simple, you just need to copy over sounds 252-257 from MediaVP's sounds.tbl and paste them in Exile's sounds.tbl or make an -snd.tbm with those entries.
Also, considering that Exile seems to be set up to use "newest" MVPS dependancy on Knossos it won't even run on 3.8.0, let alone 3.7.4.
Edit: Apparently PIe removed buggy messages table, because I redownloaded ItDW and I have no such entry in my messages.tbl. If you set volume of messages to zero in options, generated speech should be working correctly.Nope, it still should be there. I haven't modified the messages.tbl you sent me over Discord at all.
Thank you for your assitance. Knossos is great but for some reason, it's totally not intuitive for me.Edit: Apparently PIe removed buggy messages table, because I redownloaded ItDW and I have no such entry in my messages.tbl. If you set volume of messages to zero in options, generated speech should be working correctly.Nope, it still should be there. I haven't modified the messages.tbl you sent me over Discord at all.
Edit: It should now be fixed so try updating.
One of the best campaigns out there.I definitely agree sir :yes:
With voice-acting it would be the best one, even better than BP and Inferno i.m.o.
So far our team is working on Homeworld-style commercial project called Darkversum. We feel ambitious and want to make something new, and from scratch.
The Schism has almost complete design doc, some 3D stuff started etc. So far it remain in "frozen" status. I guess Act II is likely to happen one day, but not in 2020.
Thank you for review :]. As you noticed, the writing is being completely rewritten at this point. Several proof-readers were working on grammar, but apparently some of them put more effort into this, then others. Currently Su-Tehp is doing his best with great results. You can already see his work in form of rewritten history entries.
As for the Admirals, it's 2367 and they are all very rich guys. The technology to postpone the process of getting older is widely available. We never estimated the age of characters aside Fives and Echo, but I remember some brainstorming inside the team during development process. Fleetmaster Tessandras has something about 120 years. Fleetmaster Raji is way younger. Something about 70, but she is widely known in the Fleet for very attractive physical appearance. She looks like in her mid 30-ties. Fleetmaster Tyrone is the youngest of the Fleetmasters. I imagine this technology as quite expensive and not without limits. The max lifespan a human can achieve is something like 200 years. I have no proof, but I believe it can be achieved via genetic manipulation rather then medications taken.
I myself am only a recent addition to the Exile team (and Nyct is the only person of the Exile team I've (knowingly) corresponded with here on HLP) and I still haven't played through the entire campaign (in fact, I've only played through the first three missions), but as Nyct said, I'm making myself familiar with Exile's story by copying and editing anything and everything written down about Exile's story, from mission briefings and dialogue to database entries (editing Exile's historical entries is where I started this whole thing) and more. I've been working on this since at least March of this year and there's still quite a ways to go.
Considering that Exile's first mission starts completely in medias res, I really wanted to read Exile's backstory. But holy damn, when I first tried to read it, I saw right off that it badly needed editing to make it comprehensible. Nyct was nice enough to say yes when I volunteered my services. The good news is, Exile's backstory is almost completely edited; I just have to finish the Shivan Invasion of Sol and convert it from seeming to take less than a day (my initial impression when I first read it) to a few weeks between the opening of the Beta Volantis jump node and Exile Mission 1 (which is what Nyct tells me is how it actually happened). And to write that, I need to understand the details of what Rossendarch, Tessandras and Caliphtys et al. were up to and when. I thought I had something good written the other day, but I had to delete it when I realized it might have contradicted some prior details if Exile's story. This writing fiction stuff ain't easy if you want to avoid embarrassing retcons. Acknowledging consistency and verisimilitude is the greatest bane of authors. If you can't make your story consistent enough to maintain your suspension of disbelief, then you ain't gonna be a good author. :P
Anyway, the work (slowly) continues.
CT27, I'm curious: what's this Exile: Alternate History you mentioned?
CT27, I'm curious: what's this Exile: Alternate History you mentioned?
It's a fanfiction I wrote based on a 'what if' in Exile. I finished the main plot but may write a small epilogue later.
The premise is that a small group of EFN officers and ships that fought to the death in Exile canon decide (in this alternate story) to actually try to break out of Sol. However, they aren't able to leave with the main Exodus Fleet and have to try to catch up with them.
Another difference is that one of the ORS destroyers that was destroyed in official Exile by Sathanas beams actually was a few seconds faster in this version of the timeline. Those few seconds make a difference because the Sathanas beams only barely caught the engine instead of gutting/destroying the whole ship. This caused a massive radiation spike in the ship that killed most of the crew but left the destroyer mostly intact. The EFN remnants I mentioned earlier find this ship and use it as part of their group to try and catch up with Exodus Fleet.