11th Tactical Assault and 11th Strategic Assault squadrons share number. Perhaps integrate or change numbers.
500th Bloodletters and 500th Helldivers squadrons share number. Recommend changing one of the numbers.
42nd Pythons and 42nd Striders share a number. Recommend changing one of the numbers.
332nd Firebearers and 663rd Firebearers share a name. Recommend changing one of the names.
Nameplates that don't match up with the ship's name in the mission file in Artemis Station.
Wait, hang on. Would you mind explaining? I can't see any way they'd be able to share numbers unless they're an assault squadron whose designation changes on a per sortie basis...which is a little odd.11th Tactical Assault and 11th Strategic Assault squadrons share number. Perhaps integrate or change numbers.
this one's on purpose
The Vilnius doing nothing if you save it from the Tev beams fire. If you save it after it missjumps, it just hangs there, useless, and the end briefing tells you that it has been destroyed.
replace the hl2 track from cost of war, it jarred me right out of the game.
We have no idea what causes some users to intermittently lose music.It doesn't happen to everyone? :(
replace the hl2 track from cost of war, it jarred me right out of the game.God please no! I loved that song, it made any situation badass.
perhaps some breifing animations.
We have no idea what causes some users to intermittently lose music.
Cockpits, even though I likely won't be using them.Sure, if someone makes or releases one.
Oh, and a less ugly Vasudan logistics vessel. It's a slab with tile maps.
replace the hl2 track from cost of war, it jarred me right out of the game.God please no! I loved that song, it made any situation badass.
perhaps some breifing animations.
GB's asking what changes you want to see in the DC, not the changes people have noticed in the not-yet-released DC.
Oh huh, I thought the mission was built to account for that, but looking at it I kind undercut my own effort. Whoops!
Of course if you warp them out and kill Xinny and Zero on your own, you should still get the happy debrief. ;)
I felt guilty playing as UEF at first as well, but after the whole Vasudan thing it cleared. I've always been told 'I fight like a Vasudan' anyways and I don't appreciate the foul play. :mad:Of course if you warp them out and kill Xinny and Zero on your own, you should still get the happy debrief. ;)
Remember, I'm a dirty tev lover, I break the fourth wall to let Xinny and Zero survive and rescue Al'Fadil, but I don't want to bring others down with me in my 4th wall breaking. :p
I felt guilty playing as UEF at first as well, but after the whole Vasudan thing it cleared. I've always been told 'I fight like a Vasudan' anyways and I don't appreciate the foul play. :mad:Of course if you warp them out and kill Xinny and Zero on your own, you should still get the happy debrief. ;)
Remember, I'm a dirty tev lover, I break the fourth wall to let Xinny and Zero survive and rescue Al'Fadil, but I don't want to bring others down with me in my 4th wall breaking. :p
Edit: I think (but i'm not sure) that the weapon effects kill my framerate in big battles. Maybe they could be toned down on the lower detail settings? (reducing flak explosion duration might be a good idea)Are you using MV_Advanced and/or bp2-adv-visuals? If yes, delete those and check framerates again. If that doesn't help, you must have really old PC or one with intel integrated graphics.
Please note anything, major or minor, that needs to be tweaked for the WiH director's cut. I'll make a list here in the first post.IMO this topic is a bit misleading. First, all issues that has been mentioned should be fixed through normal updates. If not sooner, they should be fixed in R2, since both R1 and R2 should share same vp-files anyway. Updating sooner wouldn't be a big deal either, as the Core is really small.
You could include subspace drive failures on some of the enemy warships.Why? You're angry that ship captains acted realistically and actually ran away when faced with overwhelming force rather than just sit there and die? How about instead of telling them to program in a subspace drive failure how about YOU make that subspace drive failure really happen and destroy their engines!
The best way to cause a subspace drive failure is to shoot out the ship's engines. ;)Unless they're the Serkr team and that last invincible 19% of their engines laughs at your futile attempts to Paveway them.
I'm not sure if this has been mentioned prieviously, but it's probably better to mention twice than not at all.
If you kill the hostage in "For the wrong reasons" after the Gef forces have been routed, then the messages played are the same as those that would be if you killed them during the stand-off.
I remember telling you this on IRC promptly before my connection cut out, but did anyone replace the use of 'tally' in the first mission with something appropriate? Tally is only for hostiles, and visual is to be used for friendly vessels - you can't have a tally on four friendly freighters. :P
QuoteYou could include subspace drive failures on some of the enemy warships.Why?
While subspace drive failures may well occur, Alliance warships keep their drives in tip-top shape for eventualities just like this. Each warship carries thousands of highly trained crewmembers, and no captain would allow his ship to fall to a wing of errant bombers when he could jump clear.
The best way to cause a subspace drive failure is to shoot out the ship's engines. ;)
I agree it would've been a good idea to have a previous ship suffer a 'critical hit' of this sort. That's a fair point.
-The Yangtzee's jump drives failing-
I don't have a problem with a damaged ship not having it's drives working. That's fine and makes sense to me. But the precedence from all of the preceeding missions are that damaged ships can jump out so long as their drives are recharged. So you have 30 or so ships jump out no problem, and then at the most critical moment, a story-centric ship can't jump. You've established one precedence, and then contradicted it for the sake of the story. If previously you had other ships unable to jump due to damage it would set the precedence that most ships make it out, but sometimes they simply can't.
Lila Zhiyan as a surname doesn't make any sense, assuming it's Chinese. At least, in the 21st century. Nitpicking.Maybe it's not Chinese. :nervous:
The specifics of the conditions required for crash jumping vs normal jumping vs speed jumping are still a tad blurry for me.
I just realize how strange it is, that fighters always come out of subspace in perfect formation. They should be scattered a bit. At least so far, that collisions can be avoided.
Lila Zhiyan as a surname doesn't make any sense, assuming it's Chinese. At least, in the 21st century. Nitpicking.Because it's a 2 character surname? That's not common for Han, yes, but some of the ethnic minorities have >2 charatcter last names. Or is it because 'yan' isn't really pinyin? True, but angelizaction has always been a super messy business.
There were actually few instances where we took modern words and intentionally corrupted them to simulate crude linguistic drift or words that became significant in culture (see Shuduhune.)I tried to Google that to see what it was a while ago, but I didn't get any results. Now I know why. :p
Ah, alright. Works for me. As for Yan being not true pinyin,
燕, 晏, 沇 are all "Yan"s.
Just to clarify, it was the two character name that I found awkward. I naturally asked someone from Beijing as well, so I wasn't thinking about the minorities using two-character names being plausible.
I noticed during the credits song that, in the scene with the Carthage and Imperieuse, they did not make warpout noises when they were entering subspace but the Chimera does when it opened it's portal. It seemed to punctuate the song nicely at the time when the Chimera did it, but was that the intention or a was it a sound glitch?I had assumed it was muted for effect.
I noticed during the credits song that, in the scene with the Carthage and Imperieuse, they did not make warpout noises when they were entering subspace but the Chimera does when it opened it's portal. It seemed to punctuate the song nicely at the time when the Chimera did it, but was that the intention or a was it a sound glitch?I had assumed it was muted for effect.
It seems to me that the Fenris's tech description and that of the Deimos seem confused on the success of the Fenris design. That might be a minor thing to touch up?
Although the question of how exactly Carey - who would presumably have been under some scrutiny and not allowed particularly near classified, compartmentalized information about a particular operation in the Sol Theater - got her hands on the Agincourt's jump schedule is one with an interesting answer.Probably more than one person involved.
also done by the NTF with SGreens in one mission. As for risks, the Colossus nearly melted down its reactors and the Aeolus actually blew up, IIRC.No, no it didn't? Unless you're thinking of a campaign I haven't played.
The NTC Righteous (http://www.hard-light.net/wiki/index.php/FreeSpace_2_Rebel_Ship_Database#NTC_Righteous) I think?
An explanation behind the 'beam overload' in Delenda Est, which unless I'm missing something, comes out of nowhere as a combat tactic in Blue Planet (With the only example I can think of in FS being the Colossus Vs the Sathanas) and doesn't seem to carry any risk behind it aside from requiring a longer charge time.
This might've been brought up already elsewhere, but I'm tired and it just came to mind.
That'll be an AoA file change.Ah, so you're right.
You should post a comparison pic, not just the final product. Just sayin'No wonder I couldn't tell if there was a difference. =_=
It may work like that.
Also, I hope that once the entire BP series is complete, we'll be able to release a single pack containing all parts of the campaign.
Interface art may be a problem, but I hope it'll be possible to switch between alternate interface versions along with the mainhall by the time of BP3 release.
Of course, it all borders on science fiction, since we're not even done with WiH: R2. :)
Target warship beam weapons with your Archer cannons. Remember, you can press V to target turrets under your reticle. The Deimos class has four beam cannons: two on each side, one at the bow, one at the stern. The Deianira will only overload its two bow beam cannons, but the Iolanthe will overload bow and stern cannons; once it rolls, you will need to disarm the cannons on the toher side.",
No, I don't mean the mainhall.There's also wingman personae. You'd end up having the same wingmen voices in AoA and WiH, which is highly unlikely given the story.
I mean the interface, as in, everything else outside mainhall, like barracks, briefing screen, CB screen, etc. None of them can alternate between two or more versions of bitmaps used for them. Hopefully, this will be added someday.