Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: Buckshee Rounds on October 28, 2010, 11:04:59 am
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I was messing around in FRED when I came across this gem. No doubt many people are aware of it but I never knew. The first thing I did when I discovered the player Karuna was blow the living sh*t out of some Tev cruisers! Buckets of fun! I have to ask though is there a way to fire the turrets manually? And how come it has afterurners? Is it a playtesting device of sorts?
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I was messing around in FRED when I came across this gem. No doubt many people are aware of it but I never knew. The first thing I did when I discovered the player Karuna was blow the living sh*t out of some Tev cruisers! Buckets of fun! I have to ask though is there a way to fire the turrets manually? And how come it has afterurners? Is it a playtesting device of sorts?
Boot up War in Heaven.
Go to campaign room.
Select 'The Blade Itself'.
Enjoy.
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Wait... I thought the turret controll wasn't yet fixed?
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It seems to work...just...fine! Sh*t that was good! Thankyou ever so much.
I wonder how it would've played out in a Narayana. No doubt those poor Tev Corvettes would turn into swiss cheese under such artillery.
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I wonder how it would've played out in a Narayana. No doubt those poor Tev Corvettes would turn into swiss cheese under such artillery.
Stop making me drool!
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Of course the logical conclusion of all this is: Player controlled UED Solaris. I want to fly the Eris! With full control of the battle plan, which frigates and wings will be commited, and when...
Better cover the keyboard or else it may short-circuit with all the drool.
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Of course the logical conclusion of all this is: Player controlled UED Solaris. I want to fly the Eris! With full control of the battle plan, which frigates and wings will be commited, and when...
Better cover the keyboard or else it may short-circuit with all the drool.
Not quite the same though, I mean in a Solaris you really are just lobbing missiles and while it looks good it doesn't have the same feel to racing towards a Tev Corvette guns blazing.
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Don't underestimate the Gattler turrets.... those things are pretty strong too, allthough they have a very short range. For example if you put up Solaris destroyers against a Sathanas, they'll never use ANY of their weapons unless you exchange them with longer ranged ones.
But let me tell you, three Solaris with all their torpedoes replaced with the Narayana's variant makes quite a spectacle!
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That still doesn't compare to piloting the extremely fast and maneuverable Karuna.
It's kinda like flying an bomber... times a thousand with turrets and strafing ability.
There really is nothing like broadsiding a Tev corvette for me. Those point defense turrets make short work of everything!
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Don't underestimate the Gattler turrets.... those things are pretty strong too, allthough they have a very short range. For example if you put up Solaris destroyers against a Sathanas, they'll never use ANY of their weapons unless you exchange them with longer ranged ones.
But let me tell you, three Solaris with all their torpedoes replaced with the Narayana's variant makes quite a spectacle!
Free time dictates I do just that...
Jesus, it gutted the Lucifer in just under 3 minutes. I wonder how accurate that Tev quote really is: Ubuntu has no answer for the Shivans.
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Just one word: Sathanas.
The UEF has three Solaris. Assuming 2/3 of the Sathanas fleet escaped from Capella (and judging from the cutscene far more than 2/3 jumped out) that would leave the Shivans with more than 50 of those beasts that we know of, plus at least one Dante, not to mention a lot of Demons and Ravanas.
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Jesus, it gutted the Lucifer in just under 3 minutes. I wonder how accurate that Tev quote really is: Ubuntu has no answer for the Shivans.
Just for comparison, how long would a Titan, Raynor or even Serkr team take to do the same job?
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Jesus, it gutted the Lucifer in just under 3 minutes. I wonder how accurate that Tev quote really is: Ubuntu has no answer for the Shivans.
Just for comparison, how long would a Titan, Raynor or even Serkr team take to do the same job?
Might try FREDing such scenarios in a wee while. Bearing in mind though that the Solaris was equipped with Narayana torpedo launchers as Norbert suggested. Which was why it was so awesome!
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Hmm, testing that right away.
Ohh and I wonder how much a Luci with shields would resist to 3 Solaris ?
Has it been decided how strong that shield should be ? (50% / 100% / 150% / else of the Hull strength ?)
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The Lucifer's shields are said to be "impervious, not merely resistant" to Great War-era weaponry.
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I know that, but the "bwah I'm invincible !!!" cheat seems kinda unfair to the feds.
Testing Luci vs 1 Titan + 2 Chimera now //luci down to [28;34] under 1 minute ½.
Testing an ambush by the serkr team after diner. //takes between 2:45 and 3:16 minutes, the luci sometimes manages to take one
corvette down, but her beams are disabled pretty quickly
(Not involving fighters/bombers right now)
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Does Serkr come with their own AI and upgrades? I think I saw it mentioned somewhere but can't remember. I got the feeling they were genuinely elite, gameplay wise as opposed to just run of the mill corvettes grouped together and simply named 'elite'. I ask because if it were true they'd obviously be able to down the Lucifer much quicker.
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Teir weapon loadouts are somewhat customized, in addition to using very high AI classes. Refer to the missions where they appear for details.
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Their upgrades are primarily in terms of defenses and strategic agility. Their hulls and subsystems are more heavily armored and shielded, they can jump more rapidly, and their anti-fighter defenses are potent (they have more flak guns and pulse weapons than standard Belle/Chimera spaceframes.) Excellent crews give those selfsame defensive weapons good ROFs and accuracy.
The main guns are identical to those of any other next-gen corvettes and will not vary their fire rate by AI class.
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Noob quuestion:
How does one import BP2 assets into FRED?
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If you have selected BP2 as the active mod, FRED will automatically pick that up as well.
If you are after specific assets, you will have to open the vps, of course.
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Yeah, just select BP2 as a mod in the launcher, then launch FRED.
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Thank You. :)
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Alternativeley you could also create a link to FRED and give it the parameter -mod BluePlanet2.... though that will have some funny consequences should you select another mod in the launcher.
But I'd definately recommend using the launcher instead, even though it was the only method (I knew of) in the past.
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Starting 3.6.12 fred2 uses mod as selected in launcher. But if you do create a shortcut to fred with custom mod parameter, it doesn't have any "funny" consequences at all. However, you need to use -mod blueplanet2, blueplanet, mediavps_3612. Setting blueplanet2 alone is not sufficient because fred2 doesn't parse mod.ini's.
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Actually when I used the launcher AND -mod it crashed. :(
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It didn't crash for me.... odd.
I just tried again and it loaded up fine.... though I didn't try to save a file.
Starting 3.6.12 fred2 uses mod as selected in launcher. But if you do create a shortcut to fred with custom mod parameter, it doesn't have any "funny" consequences at all. However, you need to use -mod blueplanet2, blueplanet, mediavps_3612. Setting blueplanet2 alone is not sufficient because fred2 doesn't parse mod.ini's.
The side effect I was refering to was me, trying to start a BP FRED and suddenly having ships form BP2 and Wings of Dawn available (one from Parameter, the other from the Launcher settings). It was rather confusing, since I didn't know that 3.6.12 FRED also is affected by the Launcher :lol:
Are the MediaVPs even necessary for FRED, since they aren't changing balance, just graphics and sound?
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Yes. For the same reason they're necessary for BP2. There are BP assets that reference MediaVPs assets.
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The side effect I was refering to was me, trying to start a BP FRED and suddenly having ships form BP2 and Wings of Dawn available (one from Parameter, the other from the Launcher settings). It was rather confusing, since I didn't know that 3.6.12 FRED also is affected by the Launcher :lol:
What? -mod should completely overwrite whatever you have selected in launcher. If it doesn't, it's a bug.
Are the MediaVPs even necessary for FRED, since they aren't changing balance, just graphics and sound?
Yes. Ships and weapons have references to effects and maps that only exist in the mediavps.
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The side effect I was refering to was me, trying to start a BP FRED and suddenly having ships form BP2 and Wings of Dawn available (one from Parameter, the other from the Launcher settings). It was rather confusing, since I didn't know that 3.6.12 FRED also is affected by the Launcher :lol:
What? -mod should completely overwrite whatever you have selected in launcher. If it doesn't, it's a bug.
-mod stacks, it doesn't override. This is not a bug, the coder that implemented -mod went out of his way to implement the stacking feature.
There is code in the works to change this behaviour. I don't know if it is in trunk or not.
EDIT: it doesn't seem to be in trunk.
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The Lucifer's shields are said to be "impervious, not merely resistant" to Great War-era weaponry.
Not sure about the poor earthers, but the GTVA's beam weapons should bypass them, right.
On a side note, a shielded lucifer is present in the Tides of Darkness campaign (one where you fly in shivan ships, but for various plot hole-forming reasons you end up fighting it despite that). For the hell of it, I entered cheat mode and swapped out my craft's weapons for some of the strongest non-beam weapons I could find.
Some of them were powerful enough that the Lucifer's shields actually weakened and disappeared after blasting away at it for a minute or two. Either that campaign set lower shield levels on the Luci during the missions its shields were up then Freespace did, or the original Freespace campaign simply has MUCH weaker cheat-weapons available.
Either way, I suppose its rather moot to speak about this example in the context of what is actually canon, between the questionable nature of that campaign and the fact that it is definitely NOT canon for fighters to be flying around blasting shivan super lasers all over the place. Though the most fun thing to replace your weapons with IMO is standard flak.
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Descent: Freespace doesn't actually give the Lucifer shields. It uses the "invulnerable" tag in FRED.
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The Lucifer's shields are said to be "impervious, not merely resistant" to Great War-era weaponry.
Not sure about the poor earthers, but the GTVA's beam weapons should bypass them, right.
On a side note, a shielded lucifer is present in the Tides of Darkness campaign (one where you fly in shivan ships, but for various plot hole-forming reasons you end up fighting it despite that). For the hell of it, I entered cheat mode and swapped out my craft's weapons for some of the strongest non-beam weapons I could find.
Some of them were powerful enough that the Lucifer's shields actually weakened and disappeared after blasting away at it for a minute or two. Either that campaign set lower shield levels on the Luci during the missions its shields were up then Freespace did, or the original Freespace campaign simply has MUCH weaker cheat-weapons available.
Either way, I suppose its rather moot to speak about this example in the context of what is actually canon, between the questionable nature of that campaign and the fact that it is definitely NOT canon for fighters to be flying around blasting shivan super lasers all over the place. Though the most fun thing to replace your weapons with IMO is standard flak.
Yeah, like Scotty said the FS1 Lucifer didn't actually have any forms of shields or shield mesh or anything. It just had the 'invulnerable' tag.
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Well...is their any flyable capship besides the Karuna or those for multiplayer?
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Yes:
The UEC Sanctus, UEFg Narayana, GTCv Deimos, and GTCv Diomedes are all working playable capital ships in BP:MULTI.
There is a coop mission in the SVN you can play by yourself called 'Corvette Strike' involving the Playable Deimos.
Well...is their any flyable capship besides the Karuna or those for multiplayer?
Oh 'OR'? I don't think so... unless R2 is doing something I don't know. There are quite a few which are already out there though.
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There is a new one in R2.
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Player Hygeia. Yay :D
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Player Hygeia. Yay :D
Yeah :P they do send you flying support after failing a mission in FS2 retail (iirc)
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Only in a debrief, text has no KAPOW¬! visual panache. Yeah, BP2.5 will be amaaaaaaaaayzing, TAC1 control next plox. :yes:
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No, Pharos control. ;)
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Wasn't sure if this was OK to resurrect...
I just have 2 simple questions:
1. How can I get reinforcements to arrive via the player's Karuna hangar? When I call for them, the option disappears from the reinforcement menu, as it should, but they never appear. I have the wing's location set to the player's Karuna.
2. The playable cap ships added via the multiplayer that I have been hearing about...what is the quickest way to get them usable in FRED for my own missions?
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1 is to my knowledge impossible, it was tried and does not seem to work. However Droid803 may have an answer.
2 install the Blue Planet 2 multiplayer package, set it as active mod, open FRED.
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2 install the Blue Planet 2 multiplayer package, set it as active mod, open FRED.
To be more precise, select it as a mod in the launcher, and start the game once. Then quit and start FRED.
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2 install the Blue Planet 2 multiplayer package, set it as active mod, open FRED.
To be more precise, select it as a mod in the launcher, and start the game once. Then quit and start FRED.
Or click OK or apply.