Hard Light Productions Forums

Hosted Projects - FS2 Required => Blue Planet => Topic started by: General Battuta on January 15, 2011, 02:11:40 pm

Title: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 15, 2011, 02:11:40 pm
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.

Prevent hug-bug in Pawns

The Vilnius doing nothing if you save it from Tev beam fire.

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.

There's a typo in briefing stage 3 of "One Perfect Moment."  Here it is:
"Unfortunately, she's in no physical condition for high-stess negotiation"

Do a custom debrief for My Brother My Enemy if the player sends her wingmen home and is then shot down

In the mission Ken, the whole creepy pych-evaluation mission (if it can be called that) you can order Alpha 2 to depart... or anything else you want him to do. Doesn't effect the mission in any way though.

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.

Delenda Est... Failure debriefing if Altan Orde is destroyed... under recommendations typo last sentence... toher should be other.

Check cutscene FOV settings, esp. for Artemis Station

*bump*

I just noticed that the glowmaps for the Uhlan, Kent and Uriel (maybe more?) have an RGB value of 0/2/0 where they are supposed to be black, which gives them a slight green tint ingame (really noticeable in the F3 lab).
I take it this will also be fixed in this optimized new modpack?


Title: Re: Changes for War in Heaven Director's Cut
Post by: Snail on January 15, 2011, 02:13:44 pm
Valerie being annoying and sometimes killing the Indus in Darkest Hour

No music bug in What Binds Us
Title: Re: Changes for War in Heaven Director's Cut
Post by: Scotty on January 15, 2011, 02:38:13 pm
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: ION3 on January 15, 2011, 02:45:21 pm
Will there be weapon changes?
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on January 15, 2011, 03:18:05 pm
When are you planning on releasing? I'm working on a UEF Gauntlet which might be cool to include.

Beyond that, I wish UEF weapons used a little more power so that the ETS system was part of playing again.

Fixing the nameplate / name discrepancies in the first cutscene would also be cool

Including the conversations of War in Heaven would be awesome.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 15, 2011, 03:26:52 pm
11th Tactical Assault and 11th Strategic Assault squadrons share number.  Perhaps integrate or change numbers.

this one's on purpose

Quote
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.

These are goofs.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Scotty on January 15, 2011, 03:51:04 pm
Still, minus the first, they're things I'd like to see fixed in the Director's Cut, and so minor that I doubt they'll take much fixing.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 15, 2011, 03:54:52 pm
Since this is a thread about fixing stuff and those have been identified as goofs I think you can expect them to be fixed.  ;)
Title: Re: Changes for War in Heaven Director's Cut
Post by: Dilmah G on January 15, 2011, 10:02:56 pm
11th Tactical Assault and 11th Strategic Assault squadrons share number.  Perhaps integrate or change numbers.

this one's on purpose

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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 15, 2011, 11:17:55 pm
Bomber groups are sometimes handled a little differently from fighters and may include sub-units sharing a number.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Dilmah G on January 15, 2011, 11:48:17 pm
:wtf: That doesn't make...a lot of sense. But alright.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 15, 2011, 11:51:55 pm
Really? There is a pretty strong tradition of units (including bomber units) having subunits like escadrilles. These are considered part of the same squadron.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Dilmah G on January 16, 2011, 01:27:10 am
Oh, you were talking in those terms.

I thought you were meaning more

Fighters                                                                 Bombers

1st Wing                                                               2nd Wing

No. 1 Squadron                                                     No. 1 Squadron
No. 2 Squadron                                                     No. 2 Squadron

And so I was a bit  :confused:
Title: Re: Changes for War in Heaven Director's Cut
Post by: Asteroth on January 16, 2011, 01:56:00 am
More capital-ship flying missions!
Title: Re: Changes for War in Heaven Director's Cut
Post by: CommanderDJ on January 16, 2011, 02:56:42 am
Does this thread mean that VA is making good progress?
Title: Re: Changes for War in Heaven Director's Cut
Post by: Hellzed on January 16, 2011, 03:03:52 am
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mancubus on January 16, 2011, 06:30:32 am
The ships/wings with "guard  player ship" orders tend to crash at the player ship when no enemies are around, witch is iritating and makes rearming near impossible. this is especially annoying in the mission before Delenda Est (can't remeber the name). Consider giving them a different order when the corvette (again i don't remember the name) gets unknown IFF and giving them back the order after new enemies arrive.

<edit> minor corrections
Title: Re: Changes for War in Heaven Director's Cut
Post by: Jellyfish on January 16, 2011, 06:53:52 am
I think the team already recognized the too clingy Uriels as a bug.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Rodo on January 16, 2011, 08:25:39 am
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.

****, really?.. so I tried to save it like 4 times for nothing?
Title: Re: Changes for War in Heaven Director's Cut
Post by: Archaic on January 16, 2011, 09:35:28 am
replace the hl2 track from cost of war, it jarred me right out of the game.

perhaps some breifing animations.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Scotty on January 16, 2011, 11:43:09 am
replace the hl2 track from cost of war, it jarred me right out of the game.

Respecfully disagree.  If anything, I think the music needs the least tweaking except for that one bug What Binds Us, and that's not a problem with the music tracks I don't think.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 16, 2011, 11:44:06 am
We have no idea what causes some users to intermittently lose music.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Qent on January 16, 2011, 11:47:56 am
We have no idea what causes some users to intermittently lose music.
It doesn't happen to everyone? :(

I feel special in a bad way.
Title: Re: Changes for War in Heaven Director's Cut
Post by: T-LoW on January 16, 2011, 11:57:58 am
I'm sorry if this sounds dumb - but did I miss a release thread or something? (what director's cut? :nervous: )
Title: Re: Changes for War in Heaven Director's Cut
Post by: Scotty on January 16, 2011, 12:04:04 pm
GB's asking what changes you want to see in the DC, not the changes people have noticed in the not-yet-released DC.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Kolgena on January 16, 2011, 12:25:35 pm
Cockpits, even though I likely won't be using them.

Oh, and a less ugly Vasudan logistics vessel. It's a slab with tile maps.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ryuseiken on January 16, 2011, 12:35:57 pm
replace the hl2 track from cost of war, it jarred me right out of the game.

perhaps some breifing animations.
God please no! I loved that song, it made any situation badass.
Title: Re: Changes for War in Heaven Director's Cut
Post by: ION3 on January 16, 2011, 01:48:40 pm
Quote
We have no idea what causes some users to intermittently lose music.

I have the impression that, if you play fs for a while, more and more sound channels get "locked up". When i'm playing really long I frequently reach a point where  missle warnings are not played reliably anymore, getting me killed very fast. The same happens to other sounds, too. And may also to the music. A bit like a memory Leak, just with sounds. I also noticed that sometimes when a new music starts to play the old one continues simultaneously.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Snail on January 16, 2011, 02:17:59 pm
Cockpits, even though I likely won't be using them.

Oh, and a less ugly Vasudan logistics vessel. It's a slab with tile maps.
Sure, if someone makes or releases one.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ravenholme on January 16, 2011, 02:35:14 pm
replace the hl2 track from cost of war, it jarred me right out of the game.

perhaps some breifing animations.
God please no! I loved that song, it made any situation badass.

Yeah, why would you even want that replaced? It's an awesome combat track, when that first guitar riff started I actually went "Oh hell yes!"
Title: Re: Changes for War in Heaven Director's Cut
Post by: Talon 1024 on January 16, 2011, 03:11:10 pm
There's a typo in briefing stage 3 of "One Perfect Moment."  Here it is:
"Unfortunately, she's in no physical condition for high-stess negotiation"

And are you guys going to use a different-coloured weapon trail bitmap for the Scalpel? Or a recoloured Akheton_Bitmap?
Title: Re: Changes for War in Heaven Director's Cut
Post by: T-LoW on January 16, 2011, 04:17:29 pm
GB's asking what changes you want to see in the DC, not the changes people have noticed in the not-yet-released DC.

Ah, that makes more sense  :p

The DC will be then voice-acted or do you plan to release it earlier? (I know VA is a hell of a job)
I miss 2/3 of the messages because of incredible battle-mess going on while defending earth - or I press pause every 3 seconds :)
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 16, 2011, 04:21:06 pm
The main feature of the Director's Cut is voice acting (and optimized models, though those may come even earlier.) VA is well underway.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ravenholme on January 16, 2011, 07:42:10 pm
Oh, I've got one, in "My Brother, My Enemy" (or whatever the mission with Xinny and Zero in it is called again), either prevent the player from allowing his wingmen to warp out, or write a different debriefing which acknolwedges the player's efforts to preserve the lives of his wingmen in what was clearly an "impossible" situation. I always warp them out before they die, but of course it's not acknowledged that I saved their lives before being shot down myself.

(Well, it wasn't impossible, I shot down Xinny and Zero first time without realising that I could let them shoot me down and survive, which I always do now.)
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 16, 2011, 07:52:32 pm
Oh huh, I thought the mission was built to account for that, but looking at it I kind undercut my own effort. Whoops!
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ravenholme on January 16, 2011, 07:54:10 pm
Oh huh, I thought the mission was built to account for that, but looking at it I kind undercut my own effort. Whoops!

I figured it was probably accidental, it's a "bug" I've been meaning to report for ages but keep forgetting to.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 16, 2011, 07:56:36 pm
Of course if you warp them out and kill Xinny and Zero on your own, you should still get the happy debrief.  ;)
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ravenholme on January 16, 2011, 07:57:51 pm
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
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ryuseiken on January 16, 2011, 09:30:01 pm
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:
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ravenholme on January 16, 2011, 09:36:48 pm
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:

It's shades of grey, the UEF are no better than the GTVA. I can just sympathise with the viewpoint of the Tevs, their return to Sol to find that the parents they left behind are sitting on their laurels and ignoring the clear and present danger represented by meddling interdimensional beings, and a singular lack of appreciation for their efforts during the two shivan incursions.

Now I am the master, etc.

Edit:

Oh, another thing that might be interesting: A narrated "Story so far" style intro video, to briefly give a synopsis of the events leading up to War in Heaven (Including a brief synopsis of AoA, maybe in the style of what a GTVA debriefing on the incident might sound like)
Title: Re: Changes for War in Heaven Director's Cut
Post by: ION3 on January 17, 2011, 03:30:52 am
You could include subspace drive failures on some of the enemy warships.

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)
Title: Re: Changes for War in Heaven Director's Cut
Post by: Fury on January 17, 2011, 03:58:14 am
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.

Second, I'm unsure if voice-acted WiH should be called Director's Cut. AoA was called such because it was a massive overhaul, voice-acting or not. In fact, in WiH's case adding voice-acting only requires one new vp-file, audio2 and update to Core where missions updated with voice files would be. I don't mind if voice-acted releases are labeled as Director's Cut, just wanted to point out that voice-acting wasn't the only reason why AoA re-release was called Director's Cut.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Pred the Penguin on January 17, 2011, 07:54:07 am
lolz I found a problem... sort of. Not entirely if only happens for me.
In the mission Ken, the whole creepy pych-evaluation mission (if it can be called that) you can order Alpha 2 to depart... or anything else you want him to do. Doesn't effect the mission in any way though.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Asteroth on January 17, 2011, 11:56:52 am
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!
Title: Re: Changes for War in Heaven Director's Cut
Post by: Commander Zane on January 17, 2011, 12:08:51 pm
Then explain to us why the enemy shouldn't suffer component failures of any kind then.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 17, 2011, 12:13:13 pm
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.  ;)
Title: Re: Changes for War in Heaven Director's Cut
Post by: Commander Zane on January 17, 2011, 12:17:04 pm
Yeah, I don't have a problem stripping everything off a ship until it's just a chunk of metal to shoot at.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ryuseiken on January 17, 2011, 02:27:59 pm
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: T-LoW on January 17, 2011, 02:45:46 pm
I almost cried when I saw those immovable 19% on this damn Serkr-Corvette (I decided to scream in agony instead).
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on January 17, 2011, 02:48:31 pm
Serkr team is a main character. They'll die, or will not, when the story-tellers are good and ready.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ravenholme on January 17, 2011, 04:34:42 pm
Yeah, Serkr has plot armour, just like Steele.

And, this:

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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: FIZ on January 17, 2011, 05:44:11 pm
Delenda Est... Failure debriefing if Altan Orde is destroyed... under recommendations typo last sentence... toher should be other.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Dilmah G on January 17, 2011, 06:56:31 pm
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
Title: Re: Changes for War in Heaven Director's Cut
Post by: -Sara- on January 17, 2011, 07:57:26 pm
The Solaris destroyer taxis ships out of a closed hull (the front). Sometimes this makes fighters get stuck or they take a long time to leave a Solaris. fidgeting until they find a non-clipping path out.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Spoon on January 17, 2011, 08:42:22 pm
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
Spoiler:
Who gives a ****? :p
Title: Re: Changes for War in Heaven Director's Cut
Post by: Dilmah G on January 17, 2011, 08:45:44 pm
You're talking about a mod that has more accurate pilot slang than most movies - someone there must obviously give a ****! :P

Spoiler:
Pointing this crap out and discussing the correct implementation of that kind of slang and brevity code to add immersion is also part of what I do for the team, when I actually drop by.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Hades on January 18, 2011, 03:54:49 am
I'll post (as I mentioned to Battuta on IRC earlier) that the blue beam blow, both animated and non-animated, have this weird edging issue where what should be black is not completely and is very visible in-game.
Title: Re: Changes for War in Heaven Director's Cut
Post by: ION3 on January 18, 2011, 04:50:18 am
Quote
Quote
You could include subspace drive failures on some of the enemy warships.
Why?

Quote
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.  ;)

Because you (Batutta) once wrote:

Quote
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.

Which was an answer to this: (by Akalabeth Angel)

Quote
-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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: SypheDMar on January 19, 2011, 05:55:00 am
Lila Zhiyan as a surname doesn't make any sense, assuming it's Chinese. At least, in the 21st century. Nitpicking.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Useful Dave on January 19, 2011, 07:41:15 am
If a place to actually have a jump drive fail is required, might I suggest the Valerie from Darkest Hour?

Simply have some of the initial salvoes landed by the Indus result in her being unable to jump to subspace, explained off by a slight change to the dialogue which is already in place.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 19, 2011, 07:57:44 am
Her drive would have still been in its charge cycle (barring some equivalent of Battletech LF batteries like the Shepseskaf pulls), so I'm not sure...
Title: Re: Changes for War in Heaven Director's Cut
Post by: MatthTheGeek on January 19, 2011, 08:03:43 am
Could she have attempted a crash jump ? The specifics of the conditions required for crash jumping vs normal jumping vs speed jumping are still a tad blurry for me.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Pred the Penguin on January 19, 2011, 08:27:55 am
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:
Title: Re: Changes for War in Heaven Director's Cut
Post by: -Norbert- on January 19, 2011, 09:41:06 am
The specifics of the conditions required for crash jumping vs normal jumping vs speed jumping are still a tad blurry for me.

The way I understood it the terms are used as follows:
Normal jumps are when the ship computes the coordinates properly and recharged the jumpdrive within normal procedures.
Speed jump utilize faster recharging jumpdrive, though the term could probably also be used for what the Duke did in AoA: Shutting the safeties off and charging the jumpdrive as fast as possible, which can lead to overheating at least.
Crash jump is just jumping out without properly computing the jump coordinates, due to lack of time. Since you don't know were you'll end up this carries the risk of being snared by a gas giants gravity well or coming out in low orbit of the sun to use two actual examples from WiH.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 19, 2011, 10:03:17 am
Norbert's got it.  :yes:
Title: Re: Changes for War in Heaven Director's Cut
Post by: ION3 on January 19, 2011, 12:50:44 pm
I guess short disdance crash jumps are safer than long distance ones? Or is there no way to control the distance? How far can you jump?
Title: Re: Changes for War in Heaven Director's Cut
Post by: crizza on January 19, 2011, 02:33:25 pm
My guess: The Nav-computer calculates random coordinates and you jump right away in a matter of seconds.

Would be nice though, if after the Indus-Incident, all UEF warships have a common crash jump destination.
Title: Re: Changes for War in Heaven Director's Cut
Post by: MatthTheGeek on January 19, 2011, 02:41:56 pm
I guess it's not just a mater of calculating coordinates, but to calculate the actual jump based on your current coordinates and the destination's coordinates. Which means you can't have pre-set navigation data that you would be able to use everywhere.

Also, remember that intra-system jump is dependant on gravity, and that all the bodies in a solar system are constantly moving. Which is also why you have to recalculate everytime.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 19, 2011, 02:49:07 pm
Exactly. The actual computations involved in the jump are extremely turbulent and stochastic, highly sensitive to tiny fluctuations in local environment. Calculating them ahead of time is difficult at best (though knowing the area helps, and having someone on scene to work it out for you helps a lot.)
Title: Re: Changes for War in Heaven Director's Cut
Post by: ION3 on January 19, 2011, 03:03:13 pm
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: -Sara- on January 19, 2011, 06:50:23 pm
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.

Probably their nav computers are linked, so they fly synchronous through subspace. I'm guessing it makes more sense if they'd share one tunnel/rift but the game probably has too many technical difficulties to do that properly.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ypoknons on January 20, 2011, 12:41:00 am
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Kolgena on January 20, 2011, 03:05:51 pm
yan isn't standard pinyin, but that's not important. It could also be shortform for a compound name, like Fisher-Smith, of kids with parents who want both their names passed on or people who want to keep their maiden name after marriage. Yan could Jewish last name (at least, my friend is called this and is jewish), and Zhi could be a chinese last name. Zhi-Yan becomes ZhiYan becomes Zhiyan. Perhaps the culture has evolved in a way that we do without the dash.

I dunno, just BSing an explanation, but it's not that important to me.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Droid803 on January 20, 2011, 08:00:06 pm
Yan is a chinese last name as well.
I know someone with that last name (and he's chinese).
Title: Re: Changes for War in Heaven Director's Cut
Post by: Pred the Penguin on January 20, 2011, 08:10:01 pm
楊 I guess for anyones computer that can see that. I know several people with that last name... But that case the angelical spelling really should be yang. :doubt: Whatever, I don't really care.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Aardwolf on January 20, 2011, 08:22:38 pm
In the failure debriefing for "The Intervention", specifically the one that appears when you are killed, part of the message should be the recommendation text. As it is now, the debriefing explains how to win, and the recommendation text says "We have no recommendations for you"
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 20, 2011, 08:23:07 pm
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'm not going to pretend we did a job that would stand up to a linguist's examination, but there's a fair bit of crude patois and intentionally garbled stuff in there.

Look at last names a couple hundred years ago and there's some fair bit of different handling, especially across cultures.
Title: Re: Changes for War in Heaven Director's Cut
Post by: SypheDMar on January 20, 2011, 09:16:47 pm
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: ssmit132 on January 20, 2011, 09:18:15 pm
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
Title: Re: Changes for War in Heaven Director's Cut
Post by: Kolgena on January 20, 2011, 09:25:02 pm
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.

Whoops, I am le fail. I thought it was yen for some reason that was the "right" one (which doesn't exist), but clearly it's been far too long since I've been typing in pinyin.

As a side note, this was kinda interesting in that it showed which users knew mandarin.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Pred the Penguin on January 21, 2011, 12:29:04 am
And I'm not at all familiar with angelical spellings. :nervous:
Battuata's explanation is good enough...
Title: Re: Changes for War in Heaven Director's Cut
Post by: Ryuseiken on January 22, 2011, 01:43:57 pm
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?
Title: Re: Changes for War in Heaven Director's Cut
Post by: Asteroth on January 22, 2011, 02:44:50 pm
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Snail on January 22, 2011, 02:50:11 pm
How do you do that?
Title: Re: Changes for War in Heaven Director's Cut
Post by: Kolgena on January 22, 2011, 03:52:12 pm
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 thought it was a sound glitch unique to my setup :/
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on January 22, 2011, 07:32:10 pm
We can in fact do that via SEXP but could not at the time Sunglare was made - it's probably a happy accident.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Kolgena on January 22, 2011, 10:38:15 pm
I'd prefer if that sequence was either entirely silent or entirely audible. It's weird when the first two are silent, and the last one is jarringly loud.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Darius on January 22, 2011, 11:01:02 pm
There was no muting in that entire cutscene. I suspect it's because the smaller ship is inside the range which the subspace noise can be heard, being closer to the camera.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on February 01, 2011, 09:16:21 pm
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?

Oh, and the Atalanta should be listed as having 6 and 2 banks, not 2, 2, 2.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on February 01, 2011, 09:36:01 pm
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?

Don't think so, the Deimos comparison is numerical and role-centric, not about performance.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on February 01, 2011, 09:56:27 pm
Ah, right you are.

(I'm looking for things to fix btw, my recent digging for problems is because I like BP)
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on February 01, 2011, 10:22:08 pm
No worries, it's much appreciated!
Title: Re: Changes for War in Heaven Director's Cut
Post by: terran_emperor on February 03, 2011, 10:45:41 am
I know this is being handled but I'll put it here anyway.. Debris fields for the new ships. That "wipe-out" effect when they are destroyed is annoying. It's the one thing that ruins the otherwise perfect opening sequence...

More "Ken-Speak" if feasible. Basically more of Ken being a voice in Noemi's head. In the heat of long battles when Noemi gets blood-knight (to use TV Tropes speak), have Ken make comments. One or two vague comments that could be Noemi's own over the course of missions pre-dream. But after the dream, they become more frequent and increasingly directed her...
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on February 03, 2011, 10:58:54 am
All the optimized versions of the new ships have debris, so the wipe-out should be gone.

We could definitely sneak in some more whispers.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Droid803 on February 05, 2011, 09:44:53 pm
Well SUPER OCD TIME.

It has Gauss Cannons on a triple-barrel multipart which normally mounts Point Defense Turrets (Narayana) or Burst Flaks (Karuna).
It has UEF Heavy Turret on a single-barrel multipart which is also used as a Burst Flak on the Karuna.
It has burst flak coming from a singlepart button turret.

I would have put the Burst Flak on the triple-barrel multipart, the Gauss Cannon in the single-barrel multipart, and the UEF Heavy Turret from the button, I'd feel it be more consistent with the Karuna and Narayana like that.

They could probably be switched around model-side (or heck maybe eve table side) without affecting much balance.

Also, the Karuna and Narayana aren't consistent in terms of turret appearance = turret function.

Burst Flaks are mounted on Twin-Barrel Multiparts on the Narayana, but Tri-Barrel Multiparts on the Karuna.
Point Defense Turrets are mounted on Tri-Barrel Multiparts on the Narayana, but Twin-Barrel Multiparts on the Karuna.

These could probably be swapped on the Narayana without affecting balance either.

Proposal:

Burst Flaks => Triple-Barrel Multipart
Point Defense Turret => Twin-Barrel Multipart

Which leaves putting the UEF Heavy Turrets on the Sanctus on the "disc" like singleparts which are currently Burst Flaks, and the Gauss Cannon on the Single-Barrel Multipart on the Sanctus.

Some of these would probably be best done model-side seeing as well, it wouldn't be so trivial to just swap stuff around.

I feel the turrets should visually represent what they fire, 'tis all, it helps identify which turrets are more/less dangerous easily if you ever have to fly against one.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on February 05, 2011, 09:46:22 pm
This would be a good change to make assuming it doesn't impact balance.
Title: Re: Changes for War in Heaven Director's Cut
Post by: crizza on February 06, 2011, 09:27:29 pm
Perhaps something with those reactors on the ships...disable the reactors, completly disables a ship...something like this...
Title: Re: Changes for War in Heaven Director's Cut
Post by: -Norbert- on February 07, 2011, 03:23:31 am
I'm not so sure that would be a good idea. First off, the reactor is more likely than not in middle of the ship, meaning that if you blow a whole that reaches up to the reactor, the ship is most likely already as good as dead.
But more importantly it would be bad for balance. If you can just take out a single subsystem to neutralize a ship, it makes it too easy. Unless of course it has an insane amount of HP, but why bother adding a vulnerbility that is not vulnerable? Defeats the purpose of a vulnerbility.

It might be interresting for support ships like AWACS and logistic ships, but should only be done for a selected few (non-combat) ships, if done at all.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Kolgena on February 27, 2011, 09:36:25 am
Hmm.

Would it be realistic to expect the director's cut to be released alongside the MVP 3.6.14?
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on February 27, 2011, 10:06:53 am
Probably not. Voice acting won't be done by then, I suspect.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Aardwolf on February 27, 2011, 03:38:08 pm
[/lurk]

Could you somehow work the "Conversations from WIH" into the actual game?

Having to chance upon an obscure forum thread to know that
Spoiler:
the informant was the former admiral of the Temeraire
, for example, doesn't really seem right to me. It's a big piece of info that needs to be available within the game...

Maybe as an Intel entry?

[lurk]
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on February 27, 2011, 03:51:12 pm
Yeah that could definitely be done, maybe, at least for some of them. Though the identity of the informant wasn't necessarily crucial to the plot - you just need to know there's an informant.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on February 27, 2011, 04:21:15 pm
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Scotty on February 27, 2011, 04:55:06 pm
STEEEEEELE!
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on February 27, 2011, 04:58:41 pm
no
Title: Re: Changes for War in Heaven Director's Cut
Post by: -Norbert- on February 27, 2011, 05:32:42 pm
And how she was able to transmit it is also something I'd like to know.
With her possibly being compromised (after all her commanding officer defected), she surely wouldn't be allowed into Sol, so she must have had help from someone in system.
I'm pretty sure the GTVA makes very sure no communication can pass through the node without them knowing.
But that's a question for which the answer is better suited for WiH2 (or later) than the directors cut.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Snail on March 02, 2011, 02:25:37 pm
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: SypheDMar on March 03, 2011, 04:51:34 pm
Add docking paths for the UEC-DEM
Title: Re: Changes for War in Heaven Director's Cut
Post by: Buckshee Rounds on March 04, 2011, 04:11:14 pm
Have the option to defect to the Gef.

EDIT: Wrong thread, blame Syph
Title: Re: Changes for War in Heaven Director's Cut
Post by: Useful Dave on March 11, 2011, 10:33:47 pm
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Qent on March 11, 2011, 11:01:20 pm
Check the techroom. Beam overloading is creeping its way into Tev tactics. It did start with the Colossus, but it was 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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on March 11, 2011, 11:11:13 pm
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Qent on March 11, 2011, 11:16:33 pm
The NTC Righteous (http://www.hard-light.net/wiki/index.php/FreeSpace_2_Rebel_Ship_Database#NTC_Righteous) I think?
Title: Re: Changes for War in Heaven Director's Cut
Post by: Parias on March 11, 2011, 11:53:50 pm
The NTC Righteous (http://www.hard-light.net/wiki/index.php/FreeSpace_2_Rebel_Ship_Database#NTC_Righteous) I think?

Sounds about right - one of the official co-op missions, wasn't it?
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on March 12, 2011, 12:04:19 am
Ah, that'd be why - sorry; never did multiplayer.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on March 12, 2011, 12:11:55 am
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.

It's in the techroom. (What would've been a cool touch is if those ships lost the ability to jump out if they successfully completed the overload...)
Title: Re: Changes for War in Heaven Director's Cut
Post by: -Sara- on March 12, 2011, 11:08:48 am
Beam overloading sounds to me like a last resort or emergency tactic. Short of risking blowing up your chief engineer in the process, I can imagine in a worst case scenario the beam weapons are completely inoperational or the ships powernet may shut down entirely, leaving it a viable target to the enemy if they survive to strike back.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Dragon on March 12, 2011, 11:13:12 am
That's not the worst case scenario. The worst case scenario is plasma generator breaking and melting everything around it, overheating the reactor and blowing up the ship. You're lucky if you'll end up with a few melted radiators, power shortage and a burnt emiter. This is strictly a last ditch tactic, to be used only in do or die situations, where there are no other options.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Snail on March 12, 2011, 11:14:59 am
As seen on that multi mission. The one with the three NTF Aeoluses.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Dragon on March 12, 2011, 11:22:06 am
What happened there?
I don't play Multi (I'll someday conver these multi missions to single and play them), so I don't know.
I assume one of these Aeoluses cooked itself while overloading the beams, right?
Title: Re: Changes for War in Heaven Director's Cut
Post by: Qent on March 12, 2011, 11:22:42 am
Yes, it's the ship (http://www.hard-light.net/wiki/index.php/FreeSpace_2_Rebel_Ship_Database#NTC_Righteous) I linked ^above <back there.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Snail on March 12, 2011, 11:25:23 am
Yeah as Qent said these three Aeoluses go and overcharge their beam cannons to break through a blockade with disastrous consequences (reactor asplode!)
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on March 19, 2011, 05:29:13 am
I would like the CTile5 textures on the Bellerophon to be replaced with TMar3. I think it looks FAR better.

(http://img62.imageshack.us/img62/1962/20409716.jpg)
EDIT:
(http://img40.imageshack.us/img40/9558/60828121.jpg)

Uploaded with ImageShack.us (http://imageshack.us)

Capital7 instead of Tmar2 looks pretty good as well, but I think that's more taste
Title: Re: Changes for War in Heaven Director's Cut
Post by: MatthTheGeek on March 19, 2011, 05:55:31 am
You should post a comparison pic, not just the final product. Just sayin'
Title: Re: Changes for War in Heaven Director's Cut
Post by: Darius on March 19, 2011, 06:00:29 am
That'll be an AoA file change.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on March 19, 2011, 06:10:02 am
That'll be an AoA file change.
Ah, so you're right.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Pred the Penguin on March 19, 2011, 06:34:20 am
You should post a comparison pic, not just the final product. Just sayin'
No wonder I couldn't tell if there was a difference. =_=
Title: Re: Changes for War in Heaven Director's Cut
Post by: Commander Zane on March 19, 2011, 06:41:34 am
I never even noticed the wings had a different texture compared to the Chimera. :nervous:
Title: Re: Changes for War in Heaven Director's Cut
Post by: Dragon on March 19, 2011, 07:09:06 am
If we decide to do yet another AoA re-release (may happen if FSU decides not to care about backwards compatiblity again), this may be taken into account.
Unlikely for WiH: DC though.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Darius on March 19, 2011, 08:02:37 am
Yes, the less redownloads for people, the better.
Title: Re: Changes for War in Heaven Director's Cut
Post by: General Battuta on March 19, 2011, 08:42:01 am
Well we will have to patch the new Karuna into AoA.
Title: Re: Changes for War in Heaven Director's Cut
Post by: The E on March 19, 2011, 09:27:38 am
...


No, we don't. We really, really don't. There is no good reason to do that.
Title: Re: Changes for War in Heaven Director's Cut
Post by: MatthTheGeek on March 19, 2011, 09:32:52 am
There will HAVE to be a new version of AoA once/if Stratcomm's fleetpack gets optimized. Until then, there is little to no reason to make a new AoA version for an optiruna that only appears once and a couple of textures changed on the Bell.
Title: Re: Changes for War in Heaven Director's Cut
Post by: -Norbert- on March 19, 2011, 02:33:55 pm
I agree. The Karune features in AoA less than 5 minutes and there is only a single one. And you don't do anything other than listening and watching on top of that. Even if someone's framerate drops with just one Karuna on screen, it won't matter, because you don't have to do anything anyway.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Trivial Psychic on March 19, 2011, 03:34:58 pm
Forgive my ignorance, but are there any significant table changes between those ships, weapons, etc, for those that appear in AoA and WiH?  If not, since WiH is partially build on AoA, couldn't you simply run the AoA campaign from the WiH directory, whereby taking advantage of model, texture, and effects improvements?
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on March 19, 2011, 03:37:56 pm
Yeah, the screenshots I posted above were actually in WiH; you could leave AoA the way it is - I don't think many people run JUST AoA. I've always run AoA through WiH. Even if someone did run pure AoA, leaving the changes in WiH would preserve compatibility.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Dragon on March 19, 2011, 03:45:33 pm
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.  :)
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on March 19, 2011, 03:49:25 pm
Wait, there's more after R2?  :nervous:  :eek2:  :shaking:
Title: Re: Changes for War in Heaven Director's Cut
Post by: The E on March 19, 2011, 03:52:46 pm
Well yes. There's a whole BP3 planned after that.
Title: Re: Changes for War in Heaven Director's Cut
Post by: MatthTheGeek on March 19, 2011, 03:52:54 pm
Of course there is. AoA is BP1. WiH is BP2, and includes WiH R1 and WiH R2. WiH R2 is NOT BP3. There will be a BP3 after that.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Scotty on March 19, 2011, 03:53:25 pm
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.  :)

I hope you realize that you can already do that with regular campaigns.  Just set it to be different on the first mission of the necessary campaign.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Dragon on March 19, 2011, 03:56:20 pm
No, I don't mean the mainhall.
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.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on March 19, 2011, 04:01:21 pm
Well, a couple more years before BP3 at least. That should give the SCP some time.
Title: Re: Changes for War in Heaven Director's Cut
Post by: Mars on March 21, 2011, 07:41:07 pm
Quote from: Delande Est Recommendations
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.",
Title: Re: Changes for War in Heaven Director's Cut
Post by: Trivial Psychic on March 21, 2011, 08:29:09 pm
No, I don't mean the mainhall.
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.
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.