Hard Light Productions Forums

Hosted Projects - Standalone => The Babylon Project => Topic started by: astrodidge on December 19, 2006, 03:34:30 pm

Title: Raider Wars
Post by: astrodidge on December 19, 2006, 03:34:30 pm
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?
Title: Re: Raider Wars
Post by: Centrixo on December 19, 2006, 03:36:30 pm
im still stuck on that mission, ive been stuck on that mission for 2 weeks now and im trying absoutly everything.
Title: Re: Raider Wars
Post by: Capt.Jack on December 19, 2006, 05:04:28 pm
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
Title: Re: Raider Wars
Post by: Rhythmic on December 19, 2006, 05:50:07 pm
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.
Title: Re: Raider Wars
Post by: DrunkenPirate on December 20, 2006, 07:34:28 am
Yea, this took me a few attempts to get right too, would help if your wingmen were following you from the start as well.
Title: Re: Raider Wars
Post by: IPAndrews on December 20, 2006, 09:20:02 am
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.
Title: Re: Raider Wars
Post by: Capt.Jack on December 20, 2006, 02:36:26 pm
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
Title: Re: Raider Wars
Post by: Centrixo on December 20, 2006, 07:03:10 pm
That game is driving me crazy it keeps crashing on me witch means, i might have to hex editing the damn thing soon.
Title: Re: Raider Wars
Post by: IPAndrews on December 21, 2006, 04:33:12 am
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.
Title: Re: Raider Wars
Post by: Capt.Jack on December 21, 2006, 11:08:52 am
ok ill check that out thanks IP
Title: Re: Raider Wars
Post by: hansioux on December 21, 2006, 11:45:41 am
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.
Title: Re: Raider Wars
Post by: IPAndrews on December 21, 2006, 11:53:50 am
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.
Title: Re: Raider Wars
Post by: hansioux on December 21, 2006, 06:04:02 pm
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.
Title: Re: Raider Wars
Post by: Trivial Psychic on December 21, 2006, 09:27:09 pm
Try it with THIS (http://icculus.org/~taylor/fso/testing/rc7dot9x.rar) build.
Title: Re: Raider Wars
Post by: Redrake on December 22, 2006, 02:29:05 am
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.
Title: Re: Raider Wars
Post by: IPAndrews on December 22, 2006, 04:37:31 am
Your build is too old.
Title: Re: Raider Wars
Post by: hansioux on December 22, 2006, 09:14:05 am
Try it with THIS (http://icculus.org/~taylor/fso/testing/rc7dot9x.rar) build.

thank you! that's a life saver1 ^_^~
Title: Re: Raider Wars
Post by: IPAndrews on December 22, 2006, 11:46:07 am
Good. Enjoy the rest of the campaign. Or at least try to. i worked hard on it :P
Title: Re: Raider Wars
Post by: hansioux on December 22, 2006, 01:31:12 pm
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.

Title: Re: Raider Wars
Post by: IPAndrews on December 22, 2006, 08:36:07 pm
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.
Title: Re: Raider Wars
Post by: Redrake on January 02, 2007, 04:25:50 am
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:
Title: Re: Raider Wars
Post by: Prophet on January 02, 2007, 04:49:13 am
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.
Title: Re: Raider Wars
Post by: karajorma on January 02, 2007, 07:31:46 am
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 
Title: Re: Raider Wars
Post by: IPAndrews on January 02, 2007, 08:07:18 am
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.
Title: Re: Raider Wars
Post by: Redrake on January 02, 2007, 09:19:00 am
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
Title: Re: Raider Wars
Post by: karajorma on January 02, 2007, 10:57:02 am
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.
Title: Re: Raider Wars
Post by: Redrake on January 02, 2007, 11:33:21 am
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
Title: Re: Raider Wars
Post by: karajorma on January 02, 2007, 11:34:33 am
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.
Title: Re: Raider Wars
Post by: IPAndrews on January 02, 2007, 07:48:42 pm
Seriously it is an intentional replayability feature... that nobody has noticed until now.
Title: Re: Raider Wars
Post by: hansioux on January 03, 2007, 01:57:29 am
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.
Title: Re: Raider Wars
Post by: Prophet on January 03, 2007, 02:08:08 am
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.
Title: Re: Raider Wars
Post by: hansioux on January 03, 2007, 03:18:27 am
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. 
Title: Re: Raider Wars
Post by: Redrake on January 03, 2007, 05:04:35 am
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.
Title: Re: Raider Wars
Post by: hansioux on January 03, 2007, 10:23:22 pm
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....
Title: Re: Raider Wars
Post by: stargate2008 on January 08, 2007, 02:21:08 pm
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!!!
Title: Re: Raider Wars
Post by: Herra Tohtori on January 08, 2007, 02:28:19 pm
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:
Title: Re: Raider Wars
Post by: IPAndrews on January 08, 2007, 02:54:04 pm
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.