Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Grey Wolf on March 05, 2004, 04:41:09 pm
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Since the Independence War 2 forum has dissappeared, and the multitude of walkthroughs aren't helping me, I'm asking here. It's a bit of a spoiler if you haven't gotten this far, so only read ahead if you've beaten it.
In Act 2, in the Wolf's Lair mission, you are supposed to follow the Marauder freighter that shows up at the Daiin II L-point. I know this from both having beaten the mission before, and from the aforementioned walkthroughs. Unfortunately, when I get close to the freighter and auto-pilot formate it, nothing happens. The freighter just sits there, doing nothing. Any clue what's going on?
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Is that the one where you need the special sensors to track it through hyper-whatever-space?
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same thing happened to me. i just shot at and followed it back to its base
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#@^()@, I lost my first CD. @^@^(@
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It happened to me too, I just restarted the mission, worked fine the second time.
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Had to try it 4 times, but I got it. Third time, the ship went the wrong way, and ended up in a police base, and was promptly destroyed.
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:lol:
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This, Ladies and Germs, is why I stopped playing IWAR2 in the middle. :rolleyes:
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There was only one mission script that screwed up for me. All I had to do was dock at my base, re-launch and it was all good. It all worked out well.
The only thing that drives me nuts about the game is that, in the end, it does have a really weak story. I never noticed it on the first time through. I was too busy enjoying the raw freedom of movement the game engine gave me in combat.
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Originally posted by Sandwich
This, Ladies and Germs, is why I stopped playing IWAR2 in the middle. :rolleyes:
I stopped when I got to a mission which took me 30 seconds to die but 9 minutes flying to the point at which the combat began.
Life's too short for that.
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If you die in 30sec, you probably didn't plan ahead properly. Even in the heaviest firefight of the game, in the Tug or AdPat, you're going to last longer than 30sec if you just SIT THERE.
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Nope. Trust me. I was dead in about that time :D And it's not like I wasn't any good at the game. This was in act 4 and I'm not that bad at the game.
I only failed 3-4 times and 30 seconds was the time it took me to get killed the first time when I wasn't expecting an attack but the point still stands. I'd start playing again today if they had a good time dilation system
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Unless you're stupid and try some of the "extra" missions in Act I. For example, the one where you have to take out 3 cruisers to steal some fuel pellets....
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i hear a lot of ppl about Iwar 2.
I war, Wwar, Uwar?
anyway, how good is it?
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Very nice engine, nice looking ships, decent storyline.
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Greywolf: Where'd you find that one? ;7
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The three cruiser mission? Some stupid in-game e-mail. Some group sends a message to you that they need fuel pellets, and they're willing to trade you seeker missiles. You launch, and they give you a waypoint. You get there, you find a government transport, a station, and three cruisers. As soon as you fire on any of these, all three cruisers turn on you.
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The trick to that mission is to drop two of the cruisers with disruptors, then gut the third one with a pair of mining beams. Lather, rinse, repeat.
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That plan helps if Mining Beams are available on the trade screen.
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or keep doing missions until you get the patcom with a bunch of Rapid Fire PBC or gatling cannons
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The mission runs out either at the end of Act I or the very beginning of Act II, so no on the Patcom idea.
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I played well past that before giving up on the awful mission design and grocery-shopping trade model, never saw that mission. I'd remember if I did, woulda taken it up just for the hell of it...
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well if anyone wants to help fix some flaws with IW2, think up a story and ill learn to script everything
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Been working on that on and off for a good long time.
Coding missions is pretty bloody annoying.
But, sure, I'm game if you really wanna TC that thing. Love to see that engine actually used properly. I suspect there's a reason nobody else has done it and it doesn't have to do with my personal laziness and disinclination to code, but 's definitely worth a shot anyway.
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My biggest complaint is the lack of large ships. The largest ships in the game didn't even look big.
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Actually, the ships got about FS-sized, I think. And megafreighters were freakin' enormous. Difference was the FOV, you get a much wider angled camera in the game than in, say, Freespace. Useful for combat, not so for giving an impression of scale.
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Well, thats what I meant. They didn't LOOK big. It was bothersome to say the least. You read up in the tech room on the cruisers, and you see them in game and they look puny.
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Try the original, I guess. Never heard of an easy change like FS has for that.
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well the ships you were flying were rather large. IIRC cruisers were 900 meters or so, but the heavy corvette was over 100.
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Patcom was 88 meters (things you learn from modeling something).
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And it still looks small, even at 88 meters... until you take a good look at the command section and see just how small Cal is in comparison. I loved the Tug, AdPat and the Heavy Corvette for precisely that reason. You weren't flying fighters and fighters could fly circles around you. I thought it was lovely. :)
Phreak, I've been considering learning POG myself, now that I've got a firm grasp on C.
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POG itsn't that large of a jump from C. If you feel comfortable you should look over some of the mission scripts. I always wanted to do something, but couldn't make heads or tails of the UI code. I kinda wanted to redo the player base/manufacturing trade code.
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Didn't someone rework the base a couple years back?
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Buda 5 perhaps.