Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: astrodidge on December 19, 2006, 03:34:30 pm
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Hi,
I just started to play Raider Wars but now I am stuck within the The Wheel Turns mission. The Venzen is always destroyed by the Narn within seconds even if I command alpha and delta to protect them. I find now way to stop the Narn fighters that fast. Any hint?
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im still stuck on that mission, ive been stuck on that mission for 2 weeks now and im trying absoutly everything.
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i had that problem too but from other people i found an easy way to get past that part all you have to do is attack one of the narn freighters with ur guns and missiles u will probably have to destroy it but after u inflict enough damage all the narn ships surrender
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poke at the friegters a bit while they are friendly. to get their hp down then when they change iffs unload on the frieghters. Order all your wingmen to unload on them too.
Beat them quick enough and they will surrender.
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Yea, this took me a few attempts to get right too, would help if your wingmen were following you from the start as well.
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Interesting that this topic should be bumped again. I'm updating RW to work with TBP 3.4 and I finished updating TWT last night. Now it's actually easier to shoot down the fighters. Those Narn freighters are tough cookies and fighter combat in 3.4 seems to be a lot more ferocious. I hope he got past the misson anyway because there are better ones later on. TWT was always a bit weird. I'm still not sure if it quite works.
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yeh the ones after that are fun but i cant get past nightmare scenario for some reason it freezes so im just gonna wait for the 3.4 base and then try
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That game is driving me crazy it keeps crashing on me witch means, i might have to hex editing the damn thing soon.
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There are a few hundred threads in this forum about the Nightmare Scenario / The Noose Crash, which incidentally I've never, ever seen. Just search back in time through the forum and you'll find various solutions.
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ok ill check that out thanks IP
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The Narn attacking like mad was fun.
Raider war is a very fun and nicely designed game. Feels like the real deal.
My nightmare in the Raider War comes at 2 places, the one where you have to stop asteroids from crashing in a dead in space ship. When you jump out at the beginning, all of my crews gets killed with in 3 seconds after the jump vortex causes the asteroids to explode. I found a way out of this crazy thing by flying towards the smaller part of the vortex. But even if I order my wing mans to stay on my tail, they are still killed every time.
It's still ok, but after the part you escourt the PSI corp vessel, I noticed something. When I finally managed to escourt the PSI corp ship, the voice says "The PSI corp transport has been destroyed" instead of what the text says, which is "has arrived safely".
Then after I try to advance to the next level. I get this message:
Error: Argument count is illegal.
In sexpression: ( when
( has-time-elapsed 45 )
( turret-lock-all "EA Scylla" )
( clear-goals "EA Scylla" )
( explosion-effect
( get-object-x
"EA Scylla"
"<None>"
0
0
300
)
( get-object-y
"EA Scylla"
"<None>"
0
0
300
)
( get-object-z
"EA Scylla"
"<None>"
0
0
300
)
100
1000
300
150
300
400
1
7
1000
10
)
( deactivate-glow-points "EA Scylla" )
( deactivate-glow-maps "EA Scylla" )
( sabotage-subsystem
"EA Scylla"
"Hull"
60
)
( sabotage-subsystem
"EA Scylla"
"engine01"
101
)
( sabotage-subsystem
"EA Scylla"
"engine02"
101
)
( sabotage-subsystem
"EA Scylla"
"engine03"
101
)
( sabotage-subsystem
"EA Scylla"
"engine04"
101
)
( sabotage-subsystem
"EA Scylla"
"engine05"
101
)
)
(Error appears to be: get-object-x)
File:mission/missionparse.cpp
Line: 4688
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Then the game crashes.
Too bad, I really like to play on.
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Smash and Grab. Exploding asteroids (gold) kill you and your wingmen.
At some point the table entry for asteroids in ships.tbl changed and asteroids got big shockwaves with big blast damage. I'll see if I can get one of the other team members to post up a fixed 3.3a ships.tbl
Hell and Back get-object-x crash
The version of the game engine you are running is too old. Upgrade to a newer version of the game engine.
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thanks IPAndrews.
Posting an updated ship.tbl would be great help.
Also, I try to run the TBP with fs2_open_367_p4.exe, but I get parsing errors.
Error: ships.tbl(1501):
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation:triggered].
File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
anyway, I think i'll need to dig into the forum but help are appreciated.
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Try it with THIS (http://icculus.org/~taylor/fso/testing/rc7dot9x.rar) build.
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I'm having the same problem as hansioux. After successfully finishing the mission with the PSI cops escort, my game crashes to desktop with the exact error log.
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Your build is too old.
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Try it with THIS (http://icculus.org/~taylor/fso/testing/rc7dot9x.rar) build.
thank you! that's a life saver1 ^_^~
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Good. Enjoy the rest of the campaign. Or at least try to. i worked hard on it :P
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Good. Enjoy the rest of the campaign. Or at least try to. i worked hard on it :P
IPAndrew, man, it is one of the best game that I've played in a while. The story is mind blowing. I'd like to add one more thing. Playing with the 3.6.9 engine I first used the openGL engine. In the To hell and Back mission, the subspace fog became huge opaque squares turning around. Maybe that just mean my Graphic Card suck big time :P But in DirectX It looks perfect.
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Thanks for the kind remarks. The SCP coders made a change to the game engine in later versions which causes the black boxes. The problem has been erradicated in 3.4. In fact I have spent quite a bit of time on the hyperspace effect. Just today I got a new version working that replaces the old nebula based effect and looks very close to what we saw ine show. It's a big improvement.
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I finished the campaign yesterday and today when I wanted to replay Storm the Castle missions I ran into the most amazing bug. All the fighters are available for selection from the early starfuries to the whitestar including narn, centauri and minbari fighters. This bug makes them available for all campaign missions, but not for single missions. I already finished some of the missions using a whitestar (and those rock, especially at taking out capital ships). Nial fighters are also amazing, they can take out zephyrs with one shot.
In now way I am removing this bug :nod:
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I'm betting that's not a bug, but rather another FREDing oversight. First possible explanation that comes to mind is that those ships are available for all missions by default and the FREDer didn't touch the team loadout at all but rather controlled the ship availability trough the campaign editor.
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Actually it's not a bug or oversight at all. It's a completely deliberate cheat mode. If you give a certain order or something in the first mission you can play the whole campaign using any ship.
Of course the drawback is that you can do the same thing in the techroom.
In post 3.6.9 builds you can get around this using Team Loadout. Simply assign the number of all unlockable ships to a persistant variable which is set to 0 by default. When the cheat activates you simply set this to another number :D The beauty of doing it this way is that it won't work in the techroom either. Only in campaign mode with the cheat active :D
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This sounds like a nice feature to improve the replayability of the campaign. I honestly can't remember if it's intentional or not. Let's just assume it is.
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Actually it's not a bug or oversight at all. It's a completely deliberate cheat mode. If you give a certain order or something in the first mission you can play the whole campaign using any ship.
Actually I was not able to do it in the campaign. Only in tech room. Perhaps I should try to restart the campaign and see if its still there.
One of the most funny part is that when you are using whitestars on all of your wing, when the missions starts, collisions are going to show up (the game was set for much smaller starfuries.
I took a screenshot during Ride of the Valkyrie mission using a Whitestars with a nial fighters escort. I took out the fortress all alone, while the nials dealt with zephyrs.
http://i12.photobucket.com/albums/a205/Redrake/screen0040.jpg
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Actually I was not able to do it in the campaign. Only in tech room.
It's definitely intentional. Like I said it's a cheat mode. You have to tell one of your wingmen to guard one of the arms of the jumpgate or something to activate it. Once you do that it triggers off a whole bunch of allow-ship orders which makes all the other ships available. If you need further proof that it's deliberate, Mission 1 doesn't have the ships enabled because there is no way to activate them in campaign mode for that mission (Except again with the Team Loadout changes and a PPV).
In the techroom there is no way to deactivate the cheat so it's always active.
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Hmm, I don't remember giving such an order, to guard something I shouldn't have, but I might have done it without intention. OTOH, I never used cheats in the Freespace 2 game, so I'm a noob at this. :D
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You didn't give the order. So the cheat wasn't active in the campaign. However in the techroom it's always active. No way to prevent it.
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Seriously it is an intentional replayability feature... that nobody has noticed until now.
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Seriously it is an intentional replayability feature... that nobody has noticed until now.
i noticed :P but i didn't know that no one else knew about it.
the whitestar doesn't just collide with each other at the beginning. They behave like small fighters and ram into each other all the time.
The fact is, even the enemy fighters ram others all the time. I don't remember this in Freespace...
But it is very fun playing the missions again.
I personally feel that the beam weapon should be secondary weapon on the Whitestar. The 2 particle weapons are rather slow to be efficient, and with the beam turned on the weapon enegy drains too quickly. But then I guess it is not as easy as it sounds. Anyway, the White Star probably isn't suppose to dog fight small fighters anyway.
In the second mission you can just destroy everything on screen with a White Star, except the Madusa, since otherwise the stroy can't continue :P
I like to replay the missions with a PSI Thunderbolt with White Star wingmen. Also, I love the Centari fighter. It is not as vunerable is it seemed when the computer AI is controlling it. The canon speed is excerlent and damage level is pretty impressive. It is fast and manuverable (well, it doesn't strafe like the Starfuries. But during dog fight, Strafing is too slow to be of any use (except for the AI..... they use it and the response seems pretty impressive.
By the way, cheat or no cheat, you could order the G.O.D Sat. in the Spanish Inquisition mission, and it is awesome.
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the whitestar doesn't just collide with each other at the beginning. They behave like small fighters and ram into each other all the time.
The fact is, even the enemy fighters ram others all the time. I don't remember this in Freespace...
Oh yes they do. The AI code in Freespace leaves much to be desired. And there's nothing TBP can do about it.
The Whitestar (are you playing with 3.4 beta?) is a bit goofy since it's just an overgrown bomber. It should be marginally better in 3.4 thanks to some hard work by IPA in the area of gunship AI. But the code itself is still the same, and thus woefully inadequate in handling a ship as big a Whitestar.
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the whitestar doesn't just collide with each other at the beginning. They behave like small fighters and ram into each other all the time.
The fact is, even the enemy fighters ram others all the time. I don't remember this in Freespace...
Oh yes they do. The AI code in Freespace leaves much to be desired. And there's nothing TBP can do about it.
The Whitestar (are you playing with 3.4 beta?) is a bit goofy since it's just an overgrown bomber. It should be marginally better in 3.4 thanks to some hard work by IPA in the area of gunship AI. But the code itself is still the same, and thus woefully inadequate in handling a ship as big a Whitestar.
actually i like them doing that. After collisions they leave a trail of flames when they fly around. Reminds me of the "turkey" comment made by Bo.
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Whitestar's beams are kind of tricky to use at first. You must remember that unlike the other type of cannons, you only have to click once and for a short while the beam will be activated. Continuous click will drain the energy in exchange for a much bigger punch. Single click beam is powerful enough to take out any fighter. You also must remember that the targeting system for them is different. The beam strikes wherever you ship's crosshair is.
Too bad you can't select the ship in Nightmare scenario. It would have been fun with so many capital ships around.
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Whitestar's beams are kind of tricky to use at first. You must remember that unlike the other type of cannons, you only have to click once and for a short while the beam will be activated. Continuous click will drain the energy in exchange for a much bigger punch. Single click beam is powerful enough to take out any fighter. You also must remember that the targeting system for them is different. The beam strikes wherever you ship's crosshair is.
Too bad you can't select the ship in Nightmare scenario. It would have been fun with so many capital ships around.
i see your point.
now that i have gotten a hang of it, it is very useful.
I guess my problem comes from wanting to create the TV feel, by shooting the 3 weapons at once. With that even with one click firemode, twice drains the entire enegy bar.
i like to shoot at my white star wingmen after each mission just to see them in action..... those the AI just turns around and get shot at....
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I have discovered the cheat as well, but I cant use the beam weapon with the whitestar. I wish that the ships also had a vorlon fighter and shadow fighter. I also wish that i could have a captial ship as a player ship and use it against other capital ships. That would be so cool nd fun!!!
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I wish I could magically obtain a supermaneuverable Death Star and use it to either ram everything out of battle area or destroy it outright with Super Laser. :rolleyes:
Oh yeah, it would kinda make missions more simple to FRED. Just make the player appear and all enemies instantaneously die. The end result is the same. Saves time for both FREDders and players and allows more time to be dedicated for truly productive use of the computer.
Man that would really be a kick-ass mod!
...damn. My brand new sarcasmometer just exploded. Now I have to go to pick glass shards from my hair and eyes for the rest of the evening. Thanks a lot for making me write that.
:lol:
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I wish I could magically obtain a supermaneuverable Death Star and use it to either ram everything out of battle area or destroy it outright with Super Laser. :rolleyes:
A friend of mine modded one of the X Wing games to do that. Apparently it was quite funny.