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FreeSpace Releases => Mission & Campaign Releases => Topic started by: Vidmaster on October 28, 2007, 07:19:05 am

Title: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on October 28, 2007, 07:19:05 am
"When empires rise and fall, alliances are forged and broken, wars are won and lost, the universe gives birth to its greatest heroes. Some become legend, others are forgotten, buried in the sands of time. But all of them shaped our destiny..."

I tried to come up with some new ideas concerning briefings (->recommendations!) and story development, at least I hope so.
Have fun, people.

CAMPAIGN IS NO LONGER AVAILABE. NEWER VERSION INCLUDED IN FH 2260

FAQ:
- what is this about ? - download, play, find out!
- this is the worst campaign I've ever seen! - I like it. Go away! EDIT: A lot of other people liked it too. Conclusion: You suck!
- I noticed that bug/logical error - please mail or pm me so I can fix it. Don't be afraid, I don't bite.
- who to blame for the bugs - me. I made changes after the testers finished their work, which resulted in most of the bugs in the campaign. Next time, I know better.
- that name sounds familiar to me... - the campaign is filled with little homages to other video games and their characters. But don't be fooled: This is a serious attempt to tell a serious story in the B5 universe and chances are high that you won't identify a single one of them.
- system/planet whatever doesn't look like in the show - do it better!
- I hate the Zephyr. I don't want to fly it! - who doesn't? Be strong and survive the first missions. I gave you 300% hitpoints to prevent getting stuck because of that terrible fighter.
- I am truly masochistic and want to fly the Zephyr all the time! I just love it sssooo much - no comment
- who to flatter and thank for this ? - The ranking goes as following: 1.) JMS 2.) Volition Software 3.) The TBP team 4.)The HLP community, especially FUBAR-BHDR 5.) myself. But better ignore me and woreship the others! EDIT: On the other hand, I could use a few servants.
- will there be a sequel? -  :nod:    EDIT: DONE!
- how to install ? - download the file, unpack it and place it in your TBP folder.
- it's very hard, even on medium! - Yes, TBP isn't as easy as good old FS2. Change to easy. Some scripted events don't take place then.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: The Spac on October 28, 2007, 11:39:52 pm
First!!

Looks good downloading
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: DiabloRojo on October 28, 2007, 11:56:28 pm
Aside from a few quibbles with typos/writing and one odd mission problem, having good fun with this so far!  :yes:

On the mission problem:
Spoiler:
The first time through the mission to take the Brakiri cruiser, I disabled it first, then the mission ended as a failure with no debriefing.  The second time, I disarmed first and it continued properly.  I haven't looked at the mission yet, but I imagine it'll be an easy fix.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: IPAndrews on October 29, 2007, 03:45:58 am
I'm looking forward to playing this. :D
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on October 29, 2007, 09:59:36 am
yes, mission 2 is buggy, since it's not the final version. By accident, I included the wrong one in the vp. The newer version has a little bit more dialog, not that extreme purple ambient light, fewer enemies, a weaker capship, stronger wingman and a different failing script. You see, lot of stuff is missing in M2.

STILL: I wasn't able to reproduce the bug, even if the version in the vp. You say it just "ended" right away ??? Maybe you disabled it exactly when it tried to depart, I couldn't think of another explanation.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Steel Prophet on October 29, 2007, 12:04:03 pm
i can confirm what diablo said about the "ending" bug in mission 2
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on October 29, 2007, 01:26:49 pm
strange. I approach the Rising Star, fire some Venoms at the engine, disable it and the mission continues properly. I help my wingmates to disarm it, and then ---cut because of spoiler---. After the area is secure, the mission ends, I get the correct debriefing and I continue to Mission 3.
Tried it the other way, disarmed first. Still no problems...   
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Steel Prophet on October 29, 2007, 04:07:28 pm
it only happend to me once and i also cannot reproduce it until now
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: maje on October 29, 2007, 10:19:17 pm
From what happens in Mission 2, I'll just use the Kobiyashi Maru solution.  Hey, if it worked for James T. Kirk at Starfleet Academy, I see no reason why it can't work here. :D
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: hansebee on October 30, 2007, 08:45:03 am
Kobayashi rulez :-D

the mission with the tanker in the asteroid field seems to be buggy, when all the Drazi are finally destroyed and the two ships leave the asteroid field in formation with my fighter wing, they jump away without us, I cant manually engage the jumpdrive and the "approach the carrier" tactic doesnt work either

any ideas?
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on October 30, 2007, 09:12:05 am
okay people, I got the problem. I couldn't reproduce the bug because I had the working version in the missions folder, which overrides the Mission in the vp.
In that version, there is a failing script based on "has departed" but the vp mission is based on a "waypoints are done" with a delay. The waypoint idea proofed to be buggy so I changed it, but like I said, by accident, there is the wrong version in the vp.

mission 5:
actually, it is intended that you cannot jump, but the mission should end 3 seconds after the capships open the jumppoint.
I am deeply ashamed to admit, that apparently, during the addition of an new dialog line after Macfie and Orph tested, I used copy and paste over the "finish" event, therefore that mission cannot be finished at the moment :mad: :mad: :mad:    :sigh:
I upload a working version right away.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on October 30, 2007, 09:50:19 am
okay, fixed version online. Use the link in the first post, it leads to the new vp now. Just delete the old one. I am not an expert, but it might be necessary to restart the campaign, I am not sure.
I took out all the files not needed for this first installment , therefore minimizing the filesize.

I hope there are no more bugs of that magnitude :nervous: :nervous: :nervous: and I hope I haven't created new ones in my hurry now  :shaking:
I received a question about "not being able to hit the engines of the BI Rising Star":
This is a problem with the model itself. To hit it properly, you must actually hit the middle of that engine thing from above, so you will have to enter the ship's structure. And by the way, you are better of if you send you wingman to disarm the Star, since they are not smart enough to really damage the engine subsystem.

EDIT: Hey, over 100 downloads!  :D
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: IPAndrews on October 30, 2007, 10:43:24 am
Well done Vidmaster. 101 tomorrow evening. :) Anyone else want to make campaigns for The Babylon Project? Over 120 ships to play with.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on October 30, 2007, 11:37:13 am
Just a little hint: Already got 40% of the sequel finished and I used a lot of ships previously unseen in campaigns  ;7 ;7 ;7
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: rage2010 on October 30, 2007, 09:05:22 pm
im having trouble in one of the missions where you have to disable the pandora but after you finish the mission the big cash tell you to get within 300 meters for it to jump well i do that and i dont go in the jumppoint and im stuck in dead space how do i fix this is it a glitch or is it someting that was not complete? Hints would be nice
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: boewolf on October 31, 2007, 06:20:50 am
Just something i have noticed with the capture the Pandora in the asteroid field...  Does the Pandora always self destruc when you destroy the fighter escort first with other people or is that just me...
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: hansebee on October 31, 2007, 08:27:02 am
 :cool: :cool:Let me say, in front of all those witnesses, you are a capable man and deserve some paid holiday!  :cool: :cool:
-----------------------------------
Ladies and gentlemen, let's put it together for VIDMASTER!!! Yeey! Woohoo! :wakka:

That was an awesome campaign, interesting storyline and convincing missions. I even loved the hyperspace mission where you run into the Shadow vessel, sends chills down my spine.

I have only one complaint...
[well-meaning sarcasm follows] WHY ARE YOU STILL NOT DONE WITH THE SECOND AND THIRD AND FOURTH CAMPAIGN PARTS!?!? I WANT MOOOORE. Promise me you will do... at least... 120 missions or so. [sarcasm ends, user returns to reality with a lingering sense of adrenaline and electrical excitement in the air]

I even dreamt about Mission 5 last night (NO no joke, and YES this time my ship DID jump) :D
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on October 31, 2007, 02:00:52 pm
Just something i have noticed with the capture the Pandora in the asteroid field...  Does the Pandora always self destruc when you destroy the fighter escort first with other people or is that just me...

That's just you or more likely your wingman: The pandora explodes if you destroy one of the tanks ( FULL OF QUANTIUM 40!  :shaking: ) or destroy the tankers engines (they overheat->melting process reaches tanks->boom).

There is one rare bug left in the mission, if you take out the pandora first and THEN destroy the escort, the cash jumps in WHILE launching the Adventure and blockades its way.  I will do something about that when I get the chance, but like I said it's an unlikely bug.

I even loved the hyperspace mission where you run into the Shadow vessel, sends chills down my spine.

ever tried doing "a keffer" ?    ;)   if you know B5, you will know what I am talking about...

im having trouble in one of the missions where you have to disable the pandora but after you finish the mission the big cash tell you to get within 300 meters for it to jump well i do that and i dont go in the jumppoint and im stuck in dead space how do i fix this is it a glitch or is it someting that was not complete? Hints would be nice

That's a bug which is fixed by now. Please redownload. Again, I apologise for that silly mistake. Both testers had a working version, but it appears that I removed the possibility to complete the mission afterwars, so blame me. :nervous:

and YES this time my ship DID jump

see above. :wtf:
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: boewolf on November 02, 2007, 09:24:52 am
Vidmaster I really must thank you for you efforts in this camp.  It was fun, challenging and something quite different.  Great work.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: rage2010 on November 02, 2007, 09:55:32 am
I have a bit of a dilemma in the mission where you have to destroy 6 centauri transports is there a way not to fail the mission because Ive tried 3 diffrent approaches and i still failed the mission, or are you supposed to fail the mission and escape thought he jumpgate any question or tips someone can give me? :hopping:
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: IPAndrews on November 02, 2007, 11:01:10 am
Kobiyashi Maru?
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on November 02, 2007, 11:42:57 am
No, you don't need to pull of Kirk's trick, actually, you can beat the mission. I tried with the version I posted here, it is possible and no bugs prevent you from winning. I also think it's not to difficult to succeed:

Rules:
- zero or only one transport must be allowed to dock
- you need to pull of an successfull escape
- don't die!

if you are to slow to get all transports, divert more power to the engines, make use of the afterburner or change your fighter to the Aurora Starfury. Also, just race past the first three and the Sentires and go directly for the others. Yes, it's possible to get all 6 freighters (bonus objective!)  :cool:
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: maje on November 03, 2007, 10:03:25 pm
The Kobiyashi Maru was a Starfleet Academy exam in which the student is commanding officer and is placed in a "no win" situation where there was no chance of success.  One Starfleet Academy student by the name of James T. Kirk passed because he hacked in to the simulation and reprogrammed it so it was possible.

Basically, that's what I was going to do since the Narn in mission 2 completely annihilate my wingmen and take down the Big Cash relatively quick.  (Either the Frazis will get her, or that Th'Nor cruiser will).  Of course I have yet to try the fixed version of the campaign, so it might play out differently this time.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on November 04, 2007, 06:11:43 am
Hey, even in the unfixed version it's possible to win.
Spoiler:
Either you damage the cruiser or shoot down all Frasis.
Okay, the first one is very unlikely in that version, but the second possibility can be achieved.
Nevertheless, redownload and try the newer version.

I'll upload a final version, but that one will only fix typing errors and stuff  (Just because Hip wants to include FH2259 in the next campaign pack) , no need to redownload again for those who already done that once.

EDIT: Okay online. Last time I fixed the remaining major bugs, this time it's the remaining glitches, for example the infamous "Narn Power Generator Bug" and the "Cash blocking Adventure Bug". For all of you who have started to hate me because I asked you to redownload, I won't do that again. If you already have the first update, you can enjoy the campaign with that too.

...but this new version now is even better and I included the FortuneHunters 2260 teaser  :mad2: ;7 ;7 ;7...
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: IPAndrews on November 05, 2007, 03:18:36 am
What a great campaign! Very well put together and I absolutely love the concept. When you've ironed out the few bugs you need to do some serious :pimp:ing. People need to play Fortune Hunters. I hope you will write more campaigns for us die hard B5 fans and I want to thank you for the time you put into this one.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: hansebee on November 05, 2007, 07:30:03 am
Just something i have noticed with the capture the Pandora in the asteroid field...  Does the Pandora always self destruc when you destroy the fighter escort first with other people or is that just me...

That's just you or more likely your wingman: The pandora explodes if you destroy one of the tanks ( FULL OF QUANTIUM 40!  :shaking: ) or destroy the tankers engines (they overheat->melting process reaches tanks->boom).

There is one rare bug left in the mission, if you take out the pandora first and THEN destroy the escort, the cash jumps in WHILE launching the Adventure and blockades its way.  I will do something about that when I get the chance, but like I said it's an unlikely bug.

I even loved the hyperspace mission where you run into the Shadow vessel, sends chills down my spine.

ever tried doing "a keffer" ?    ;)   if you know B5, you will know what I am talking about...

im having trouble in one of the missions where you have to disable the pandora but after you finish the mission the big cash tell you to get within 300 meters for it to jump well i do that and i dont go in the jumppoint and im stuck in dead space how do i fix this is it a glitch or is it someting that was not complete? Hints would be nice

That's a bug which is fixed by now. Please redownload. Again, I apologise for that silly mistake. Both testers had a working version, but it appears that I removed the possibility to complete the mission afterwars, so blame me. :nervous:

and YES this time my ship DID jump

see above. :wtf:

Yes I did try a Keffer. Scary stuff. The weird red washy effect of TBP hyperspace gets me all the time, you have NO sense of speed, direction or relative position... great adaptation.

And thanks again for the advice, I posted the question prior to your re-launch of the fixed pack and was one of the first to dowoad it. It works like a charm now. Thank you. And praised be You, mighty Vidmaster.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on November 05, 2007, 08:47:45 am
When you've ironed out the few bugs...
Like I said, it's my first campaign. And it actually includes the first mission I ever fredded. Even better, I have not fredded anything else than the missions for FH2259  (and the FH2260 ones). Learned a lot, I think the next installment is going to have less bugs. And I hope the second update takes care of them now.

I hope you will write more campaigns for us die hard B5 fans
It was awefull to search for all the dates :sigh: . But now, it' not breaking canon. Even better, it includes canon and the amount of included canon will increase in the future. Just try the FH2260 teaser ;)

you need to do some serious :pimp:ing.
like voiceacting ? hm, maybe :blah:  could be worth a try. By the way, there is actually ONE SINGLE voice acted line in m2! I love hide and seek, so "Go search for it! (don't cheat and look in the vp :doubt:)"

What a great campaign!
thx. I am proud of it.

And praised be You, mighty Vidmaster.
thx, too.   Actually, I am in the campaign. Multiple times :D (... yes, also in the Credits...).  AGAIN:  Go search for me. A little hint: woreship me by shooting all of my incarnations down :lol:


If there are still more bugs that hurt the enjoyment, post them here. But please be sure that you've the most recent version.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: IPAndrews on November 05, 2007, 10:52:25 am
Re: voice acting. If you approached the users who signed up to help Madaboutgames in his Earth Brakiri War voice acting thread, how many do you think would be willing to help you? ;)

Really adding voice acting is not hard. Just make sure your voice actors to record under conditions where there is little or no background hiss. Run a very mild noise reduction pass over the sample and your done.

But beware. If your voice actors send you samples with lots of background hiss, you'll never eliminate it. They're worthless.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on November 05, 2007, 12:01:45 pm
1.) I tweak 2259 if still necessary
2.) I take a brake.
3.) I finish 2260.

then:
we will see

But still, now that the idea has come to my mind...      ...voice acting...       ...that would be something...  ;)
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on November 16, 2007, 11:31:54 am
since there were no posts here for a while, I guess there are no major bugs left.  ;) Nice.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: NGTM-1R on November 16, 2007, 12:24:58 pm
Not...quite.

FSO is throwing a fit about the debrief for one mission, and failing to load most of the debriefing screen correctly; but I wasn't using a TBP build and will test this further with one. In any case I doubt it's really your fault since the mission runs fine and even the debriefing text loads perfectly. It's just the rest of the screen that's MIA, so you can't accept.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on November 16, 2007, 12:34:04 pm
do you play at 1024 x 768 ? I tested all the briefing texts at this resolution.

And which one is it?
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: NGTM-1R on November 20, 2007, 01:55:55 am
I suspect it had more to do with running TBP as a mod from my main FSO folder, which it didn't like. It works fine now.

However I did find another problem; the 5th mission apparently has no provision for failure if you fail to jump with the Cash, which I did (somehow). I was already within 300 meters when it sent the "get within 300 meters and prepare to jump" message, so it jumped immediately. Whoops.

So I tried to activate my own jump with the classic alt-J, but that didn't work as the Cash jumped out in front of me (I didn't even get a failed to jump message, it just didn't do anything. At all.), leaving me and my wingmen stranded with a couple of disabled Drazi Firehawks. So I blew those up, turned on time compression to see if the mission would realize something was wrong, stopped it after compressed a couple of hours had passed, and decided this was a problem.

EDIT: Just did it again. Still not jumping. I even stayed within a hundred meters of the Cash as it jumped, but no good; I never got an option to jump myself and just get left there.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on November 20, 2007, 09:03:30 am
then I guess you have the outdated version.

In the first release, there was that blocker in mission 5, where the Cash jumps and you are left behind. The fix was released only about 5 days or so after the initial release, so just trash the FH2259 in your TBP folder and redownload.
You will have to restart the campaign, sorry for that.

If the bug still occurs, write it here.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: FUBAR-BDHR on November 20, 2007, 06:03:41 pm
okay people, I got the problem. I couldn't reproduce the bug because I had the working version in the missions folder, which overrides the Mission in the vp.
In that version, there is a failing script based on "has departed" but the vp mission is based on a "waypoints are done" with a delay. The waypoint idea proofed to be buggy so I changed it, but like I said, by accident, there is the wrong version in the vp.

mission 5:
actually, it is intended that you cannot jump, but the mission should end 3 seconds after the capships open the jumppoint.
I am deeply ashamed to admit, that apparently, during the addition of an new dialog line after Macfie and Orph tested, I used copy and paste over the "finish" event, therefore that mission cannot be finished at the moment :mad: :mad: :mad:    :sigh:
I upload a working version right away.

Not sure if this is the same bug I just ran into or not.  Mission never ended because TBC took one lousy hit that disabled it so it never reached the waypoint to jump out.  Also I noticed the same phrase repeated twice in the briefing in either this mission or the one prior. 
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on November 21, 2007, 07:55:10 am
yes, it is. Like I said, I continued to tweak the mission AFTER the test, which was a big mistake.
Cash cannot be disabled in the recent version.  :mad:

but: double line? I guess you cannot tell me which one in which mission?
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: FUBAR-BDHR on November 21, 2007, 03:56:29 pm

but: double line? I guess you cannot tell me which one in which mission?

It's in briefing stage 6 of that mission.  "Since it will have to open to open a portal large enough for two ships"

On another note I did have a problem with one other mission but could not track down a good reason why.  Happened it 2259 M3.fs2.  Same type of scenario mission never ended. Looking at it in FRED it looked like event Victory just never fired.  Only thing that was out of the ordinary was that Devil 3 ended up disabled.  It doesn't make any sense.  Event Narn Flee fired since I received the message but that was it.  Not sure if it's a mission bug that I just couldn't locate or a quark in FS2 itself.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on November 22, 2007, 09:25:23 am
there is no Devil 3 in Mission 3. And even if Devil 1, 2 or their capship is disabled, it shouldn't have any effect.

Only thing I could think of is that the Capships were destroyed before all fighter waves launched, and therefore the percent of ships destroyed event in "Victory" didn't trigger.
Keep in mind that the first missions are the first missions I ever wrote, so it's likely that they still got a lot of bugs, even after testing and correction. Would do a lot of things different by now.

About the line: Nothing double in my version here. Maybe I changed that already.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: FUBAR-BDHR on November 22, 2007, 12:32:26 pm
My bad I meant Devil 2.  I was looking in the event editor and the message being sent is labeled Devil 3.  That would make sense though as I kind of ignored the enemy fighters and went straight for wiping out turrets.  Gave beta the same orders so that only left Alpha 2 and turrets to handle fighters.  I believe I had to clean up 2 fighters at the end of the mission. 

Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on November 23, 2007, 07:22:45 am
so is there a bug or not?

nevertheless, I made a protect subsystem for Devil 2 (Cobra) so her engine and weapons never fail, as well as invincible engines for the Wrath, so it can escape in every case.

By the time of FH2260 release, I will include this fix too.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: diceman111 on November 24, 2007, 07:48:53 pm
This campaign was awesom looking forward to a sequel.

10 out of 10

/Dice
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on December 05, 2007, 09:39:48 am
Currently, I am working on doing the final tweaks to 2259 (thanks to Fubar) and a totally different campaign. Parallel to that, of course there is progress on 2260. Let's see what the newest TBP update brings along, maybe I will have to balance things again.

Progress Update on FH2260: 7 of 13 missions fredded and tested.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on December 26, 2007, 02:18:18 pm
okay, final update done and downloadable.

Please delete any old version before using this one.

additions and bugfixes (spoiler-free):
- M2: correct positions of the suns / Removed glitch / Rebalancing
- M3: Removed glitch
- M4: Rebalancing
- M5: Removed glitch / fixed incorrect shipname
- M6: Removed glitch
- M8: complete overhaul (special thanks to FURBAR)
- all missions: jumppoint size updated to look correctly with IP's recent changes
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: noodle on February 12, 2008, 06:07:11 pm
I think I found a bug. At least I hope it's just a bug. Mission 3 is unbeatable. "Get out of the way of the asteroid!"

Which I do, and then the rock spends the rest of the mission circling the Narn ship...in fact, it actually does hit something. It hits the Nova. GG. Of course the Narn ship always, always, hypers out when it gets to about 35% HP, so I can't destroy it with normal weapons, and then the mission doesn't end or fail or anything, it just keeps running. And nothing happens. I've played through it like 8 times now, same thing every time. What the hell?
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: FUBAR-BDHR on February 12, 2008, 06:53:19 pm
Confirmed it is a bug. 

Already tracked it down and sent the fix off to Vid. 
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on February 13, 2008, 08:07:33 am
I changed the whole kamikaze sexp in the newest version when I discovered that the rock sometimes did not make any damage. Now it crashes and does no damage and at the same time the hull gets sabotaged. Looks exactly the same but works.

Apparently, 0 damage however makes the mission buggy. Fixed now, plz redownload FH2260.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: noodle on February 13, 2008, 02:29:27 pm
Ah good, still, I managed to beat it by ignoring the smaller capital ship until after the big one hypered away, destroying it then seemed to get the victory trigger to work.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on February 14, 2008, 09:09:43 am
yeah but it looks so silly  ;)
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: noodle on February 15, 2008, 03:17:25 pm
Finally made it to mission 5, but I can't beat it. Seriously, the Drazi are overpowered, I'm playing on very easy and still can't do it, the fighters chew up my ships in about 2 seconds, missile locks keep happening no matter how I maneuver, and the 3rd sunhawk is always way out of my range, and kills the Cash long before I can get to it.

Also, starting in mission 4 the game descends into typo hell, not so bad that I can't understand whats going on, but still pretty horrible.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: maje on February 15, 2008, 03:36:10 pm
You have to go into Fred and adjust game balance settings.  Essentially, the Kobiyashi Maru 'fix'.
In fact, there are at least two missions I've had to do that in 2260.  I think I played through the 2259 Drazi mission that you're on, and can't remember what happened other than that I beat it and never got a mission complete on it.  Seeing how it was long mission, I didn't feel like replaying it.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: FUBAR-BDHR on February 15, 2008, 04:37:43 pm
Every mission in 2259 and 2260 can be beat the way they are on normal difficulty.  I even beat most of them on hard.  Read the briefing and listen to the communications. 
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: maje on February 15, 2008, 06:36:10 pm
read the briefing and paid attention to the communications.  Still doesn't actually help. (though my contentions have more to do with two missions in 2260 than 2259) as your wingmen can't do squat and your reinforcements are really useless.  Venoms only work with enemy fighters as they arrive in formation and a Star Fury is only so fast.  Can't keep jumping to the back and front of the fleet every time a new group arrives, and as I said, wingmen are highly ineffective unless using them to gang up on one target.

As a general rule of thumb, if the mission doesn't get beat in the first 15 tries, employ the Kobiyashi Maru, declare victory, and move on.

If people are having difficulty on easy, than I think there are some balance issues.  Especially when the difficulty is inconsistent.  (for example, Mission 11 in 2260 is ridiculously difficult, but Mission 12 took 2 tries (not sure why 2 and not 1, but 2 nontheless).  Also, the "Drazi mission" in 2260, seems to offer the possibility of either accomplishing 1 primary objective or the other, but not both.

Asides from those points, I feel that overall, the campaigns have done a good job story-wise and fun-wise.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Marduk on February 15, 2008, 07:50:19 pm
I've got to agree with FUBAR here, none of these missions are that hard by TBP standards. The drazi mission in 2259 was pretty easy with the right loadout (viper2's),  and a badger does wonders for the one in 2260.

Great campaigns, if I haven't said so previously.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: CKid on February 16, 2008, 01:53:39 am
I am have trouble in mission 3 as well. I redownloaded FH 2260 but the mission still does not end. help plz?
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: FUBAR-BDHR on February 16, 2008, 02:35:28 am
Did you get rid of the old 2259 vp?  Also if you extracted any 2259 or 2260 files to your data\missions directory remove those as well.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: CKid on February 16, 2008, 03:15:06 am
Old vp was already removed and there are no missions in the directory.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on February 16, 2008, 07:29:27 am
try restarting but actually it should work.
Took a look at the vp. again and all is fine.

Redownload nevertheless, since I fixed a few glitches in 2260 some minutes ago.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Devean on July 08, 2010, 12:39:00 pm
Is there any way to continue to mission 3 without completing mission 2? I tried just waiting for the Brakiri cruiser to jump to get a fail, because the Narn cruiser and fighters decimate me, all wings, and Cash in 30-50 seconds on Very Easy. But I am constantly put to briefing for mission 2 :(.

I played through all other campaigns, and only on two occasions I had to use the invincibility cheat. But this campaign is so totally hard :(. Mission 2 is impossible to beat on Very Easy even with invincibility (Cash gets destroyed).
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Angelus on July 08, 2010, 02:27:04 pm
Is there any way to continue to mission 3 without completing mission 2? I tried just waiting for the Brakiri cruiser to jump to get a fail, because the Narn cruiser and fighters decimate me, all wings, and Cash in 30-50 seconds on Very Easy. But I am constantly put to briefing for mission 2 :(.

I played through all other campaigns, and only on two occasions I had to use the invincibility cheat. But this campaign is so totally hard :(. Mission 2 is impossible to beat on Very Easy even with invincibility (Cash gets destroyed).

Fail the mission 5 times in a row.
You should be getting the "Skip this mission" option.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Droid803 on July 08, 2010, 02:32:25 pm
You know that if you really want to cheat you can make ships invincible by going "` + shift + i" when you have them targeted right?
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Devean on July 08, 2010, 03:12:31 pm
You know that if you really want to cheat you can make ships invincible by going "` + shift + i" when you have them targeted right?
Now I know that, thanks :). I'll try that the next time.

Fail the mission 5 times in a row.
You should be getting the "Skip this mission" option.
I did :). And it brought me back to the same briefing :(.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Droid803 on July 08, 2010, 03:18:35 pm
Uh...if skipping the mission brings you back to the same one...something may be broken with the campaign file :o
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: FUBAR-BDHR on July 10, 2010, 03:23:41 pm
Actually there was a bug in the code that resulted in skipping a mission not skipping it.  It's fixed in 3.6.12 but until that is final TBP can't use 3.6.12 builds as I need to update Zathras for them.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Devean on July 10, 2010, 04:35:56 pm
Actually there was a bug in the code that resulted in skipping a mission not skipping it.  It's fixed in 3.6.12 but until that is final TBP can't use 3.6.12 builds as I need to update Zathras for them.
Yeah, I noticed that in the Earth-Brakiri War. I just couldn't pass the asteroid mission. And skipping caused replay. I'm using 3.6.9, and indeed, I tried the 12 build, but some error appeared.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: FUBAR-BDHR on July 11, 2010, 02:25:21 am
Yes and ironically I'm the one that found most of those errors and requested the checking be added to the code.  Shouldn't be long after 3.6.12 is final that the next Zathras is available. 
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Toranks on July 02, 2022, 11:12:03 pm
Sorry to revive such an old post, but I think there is a mistake in one of the missions, the one to destroy 6 transports before they escape. I manage to destroy 4 by rapidly shooting the engines, but 2 always escapes me. Even redirecting the power to the engines at maximum, it is very difficult to hit all 6 transports on the engines at time, and also return alive with all this space station, laser turrets, and enemy ships fire. When the last transport escapes, they ask me to go back to the jumpgate, escaping and fighting several more enemies, but the mission is considered lost on the briefing screen, preventing me from continuing. It forces me to repeat the mission. Only if I destroy all 6 transports will it allow me to continue, but that objective is a bonus objective, as indicated on the mission screen.

I managed to pass the mission by reducing the transports cruising speed to 20 in EBW_08b.fs2 file, in case it might help someone unable to beat this mission.

Line 1147:
Code: [Select]
   ( cap-waypoint-speed "CR Salz" 20 )
   ( cap-waypoint-speed "CR Kuemmel" 20 )
   ( cap-waypoint-speed "CR Thymian" 20 )
   ( cap-waypoint-speed "CR Pfeffer" 20 )
   ( cap-waypoint-speed "CR Sellerie" 20 )
   ( cap-waypoint-speed "CR Lauch" 20 )

Otherwise, I love this mission, it's spectacular. And in general the whole campaign.
Title: Re: RELEASE: Fortune Hunters - 2259 (TBP)
Post by: Vidmaster on July 16, 2022, 06:12:49 am
Interesting bug-report, as all that did work at some point (half a lifetime ago).

All I can say is: Do all the changes you want, all of my TBP-work is in the community-domain. That includes fix-releases, re-releases, re-mixes and other stuff as long as you include the original credits.