Hard Light Productions Forums

Hosted Projects - FS2 Required => Inferno => Topic started by: Woomeister on June 04, 2018, 02:27:33 pm

Title: RELEASE: Inferno Nostos: Act 1
Post by: Woomeister on June 04, 2018, 02:27:33 pm
INFERNO: NOSTOS
ACT 1
OFFICIAL RELEASE THREAD


The Inferno team is pleased to announce that, after fifteen long years, Act 1 of Inferno: Nostos is now available on Knossos.

Requirements:
A recent nightly build (20180506 (https://www.hard-light.net/forums/index.php?topic=94735.0) or newer) and the 2014 MediaVps

NOTE: Knossos can be configured to download recent nightlies by setting "preferred engine stability" in the Knossos tab of the settings menu to "nightlies." Update your SCP "mod" in Knossos to download the latest nightly build, then select it as you would any other build.

Release:

(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/Inferno)
Available now on Knossos, or via a direct download:
Manual install links are now available from FreespaceFiles and Nebula:

INF_Core: Nebula (no mod.ini) (https://fsnebula.global.ssl.fastly.net/storage/cb/24/fd46b72d82eae512c9e5792ec0b469bebbd457a11b0193c658ade6cc05f0/rn/INF_Core.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/inf_core.7z)
INF_Maps1: Nebula (https://fsnebula.global.ssl.fastly.net/storage/e7/9b/b505ec920cbac13416d4b37ab511369be13b499568433b673808c35b8dea/rn/INF_Maps1.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps1.7z)
INF_Maps2: Nebula (https://fsnebula.global.ssl.fastly.net/storage/cb/ac/b4487110506ea8315d305e5078a742b2aae78fd5c223a133fe867f5fc7b5/rn/INF_Maps2.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps2.7z)
INF_Maps3: Nebula (https://fsnebula.global.ssl.fastly.net/storage/d1/ba/942aaad3f46b2995f2ea97f099f3c2df20343dab2d02ab267d3b4f744586/rn/INF_Maps3.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps3.7z)
INF_Maps4: Nebula (https://fsnebula.global.ssl.fastly.net/storage/46/ce/ce7a5968c3175888564b1d327ddc6690fb8dd4a21c49d1dd9e0a1c39e8e3/rn/INF_Maps4.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps4.7z)
INF_Models: Nebula (https://fsnebula.global.ssl.fastly.net/storage/07/3f/33b72bf448748e9b409acd007d7e1de97ef2ec2bce7d54ae3ad65cc9a8cb/rn/INF_Models.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Models.7z)
INF_Effects: Nebula (https://fsnebula.global.ssl.fastly.net/storage/b3/f7/69e7b4f43fb448c04118e589c0a0e14ed114ab2dcad99c40c8b9ae520ad5/rn/INF_Effects.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Effects.7z)
INF_Audio: Nebula (https://fsnebula.global.ssl.fastly.net/storage/f7/82/1c4a5798dda6287f126bcc72509ca3dc3e898cb7e2ee9feee3945b91b3d5/rn/INF_Audio.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Audio.7z)
INF_Radaricons (optional): Nebula (https://fsnebula.global.ssl.fastly.net/storage/9f/fa/440e4f5e0ac9ce6fd377fd90922b17fd5571a806512dc1f9d8cecfc8729a/rn/INF_RadarIcons.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Radaricons.7z)
INF_CBAnims (optional): Nebula (https://fsnebula.global.ssl.fastly.net/storage/fa/bf/20f6dd8c639c08f168c9beffb896c539f0e25d48eca044e10422ee4454a7/rn/INF_CBAnims.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_CBAnims.7z)

FEATURES:
The first 15 missions covering the first half of the EA war to the arrival of the Shivans in Ross 128! Experience the Earth Alliance War like you've never seen it before!

Countless new ship types, and many R1 classics are back and better than ever!

New HUD interfaces, effects, sound, and music!

And of course, big, epic, badass space battles.

FAQ
Does it require the old Inferno R1 release?
No. This replaces that release.

What happened to X model?
Some assets are being held back for story reasons with more models being released with Act 2. Act 1 includes around 75% of the final modpack for the entire campaign.

How many acts will there be?
Either 3 or 4 depending on how development of the final major models goes. The next release will go up to the end of the EA war.

(https://i.imgur.com/5uApivz.png)
(https://i.imgur.com/Xr2KEyH.png)
(https://i.imgur.com/ipZPiEQ.png)
(https://i.imgur.com/5DO10Gk.jpg)
(https://i.imgur.com/TrAyu4S.jpg)
(https://i.imgur.com/gpMJ0PK.jpg)
(https://i.imgur.com/9NN0fKf.jpg)
(https://i.imgur.com/ew6ESf1.jpg)
(https://i.imgur.com/22ZhmkZ.jpg)
(https://i.imgur.com/eSU9QE4.jpg)
(https://i.imgur.com/ABd2xJb.jpg)
(https://i.imgur.com/aKgHifF.jpg)
(https://i.imgur.com/YCVlSWT.png)
(https://i.imgur.com/BKUsYfu.jpg)
Title: Re: INF Nostos Act 1 Release Date
Post by: The E on June 04, 2018, 04:47:51 pm
Woo!meister sorry
Title: Re: INF Nostos Act 1 Release Date
Post by: Jellyfish on June 04, 2018, 06:08:29 pm
I seem to be in need of new pants.
Title: Re: INF Nostos Act 1 Release Date
Post by: perihelion on June 04, 2018, 10:39:57 pm
Aw YISS!
Title: Re: INF Nostos Act 1 Release Date
Post by: Nightmare on June 04, 2018, 10:48:37 pm
Only 11 days left until I'm released from beta tester prison!
Title: Re: INF Nostos Act 1 Release Date
Post by: Commander Zane on June 05, 2018, 01:35:59 am
Oh my god it's finally happening.
Title: Re: INF Nostos Act 1 Release Date
Post by: CapellaGoBoom on June 05, 2018, 03:08:33 am
PUMPED!
Title: Re: INF Nostos Act 1 Release Date
Post by: Goober5000 on June 05, 2018, 03:12:05 am
Awesome! :D
Title: Re: INF Nostos Act 1 Release Date
Post by: starbug on June 06, 2018, 08:22:55 am
Permission to go SQUEEEEEEEEEEEEEEEEEEEEEEEEEEEE............................... .......................


I need new pants

oh my god, oh my god, oh  my god, oh my god.....
Title: Re: INF Nostos Act 1 Release Date
Post by: mr.WHO on June 06, 2018, 04:21:21 pm
I finished original Inferno release like 20 times very, very long time ago.
I'll clear my weekend callendar on 15th, stock supplies and gonna play the hell out of it!
Title: Re: INF Nostos Act 1 Release Date
Post by: rubixcube on June 07, 2018, 06:35:55 pm
The Freespace community owes a lot to Inferno, great to see it back in action.

Title: Re: INF Nostos Act 1 Release Date
Post by: Colonol Dekker on June 07, 2018, 07:42:03 pm
It did pave the way along with TBP.  I hope the SOC fighters and bombers are back!! :)
Title: Re: INF Nostos Act 1 Release Date
Post by: Nightmare on June 07, 2018, 07:43:56 pm
The SOC fleet was removed about a decade ago or so...
Title: Re: INF Nostos Act 1 Release Date
Post by: rubixcube on June 07, 2018, 11:14:18 pm
Just out of curiosity, in what year is this set? If I remember correctly Inferno R1 was set in like 2400 or something?
Title: Re: INF Nostos Act 1 Release Date
Post by: Nightmare on June 07, 2018, 11:21:06 pm
Just out of curiosity, in what year is this set? If I remember correctly Inferno R1 was set in like 2400 or something?

Good question. :warp:

I *think* it was 2390 (10 years earlier than the original INFR1).
Title: Re: INF Nostos Act 1 Release Date
Post by: Jellyfish on June 07, 2018, 11:41:00 pm
Just out of curiosity, in what year is this set? If I remember correctly Inferno R1 was set in like 2400 or something?
INF R1 starts February 7, 2401. By that point, the EA war had been going on for 8 months.
Title: Re: INF Nostos Act 1 Release Date
Post by: Novachen on June 08, 2018, 01:47:05 am
I hope 2399... because of 32 years since the last shivan appearance  :rolleyes:

And i like the idea, that the Shivans return every 32 years... so there would be much more behind this, maybe even a connection about to an artificial intelligence that created the Shivans million years ago, which was only 32-bit back then of course  :D.
Title: Re: INF Nostos Act 1 Release Date
Post by: Trivial Psychic on June 08, 2018, 01:48:40 am
Kinda like the 1st regular series episode of the new BSG.  The Cylons kept catching up with their fleet every 33 minutes.
Title: Re: INF Nostos Act 1 Release Date
Post by: Rhymes on June 08, 2018, 07:17:50 am
Nostos is set in 2393.
Title: Re: INF Nostos Act 1 Release Date
Post by: Colonol Dekker on June 08, 2018, 01:23:38 pm
The SOC fleet was removed about a decade ago or so...

I was in pre deployment training back then so might have missed it ;)
Title: Re: INF Nostos Act 1 Release Date
Post by: Stardust on June 10, 2018, 05:32:17 pm
*foams at the mouth* i require dis.
Title: Re: INF Nostos Act 1 Release Date
Post by: Nightmare on June 10, 2018, 05:56:19 pm
The SOC fleet was removed about a decade ago or so...

I was in pre deployment training back then so might have missed it ;)

Well despite that the models folder alone (withouth maps) is about 700MBs so you shouldn't be disappointed. :cool:
Title: Re: INF Nostos Act 1 Release Date
Post by: Nightmare on June 15, 2018, 12:30:21 am
Forum clock says it's RELEASE DATE
Title: Re: INF Nostos Act 1 Release Date
Post by: Rhymes on June 15, 2018, 01:35:22 am
Still June 14 US time. Don't worry. It's coming.
Title: Re: INF Nostos Act 1 Release Date
Post by: Jellyfish on June 15, 2018, 02:18:26 am
I for one already called in sick.
Title: Re: INF Nostos Act 1 Release Date
Post by: JSRNerdo on June 15, 2018, 03:53:28 am
Inferno Nostos act 1 is available now on Knossos.
Title: Re: INF Nostos Act 1 Release Date
Post by: JSRNerdo on June 15, 2018, 04:44:46 am
Manual install links are now available from FreespaceFiles and Nebula. If you use these, I assume you know what you're doing:

Hidden Text: Show
INF_Core: Nebula (no mod.ini) (https://fsnebula.global.ssl.fastly.net/storage/cb/24/fd46b72d82eae512c9e5792ec0b469bebbd457a11b0193c658ade6cc05f0/rn/INF_Core.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/inf_core.7z)
INF_Maps1: Nebula (https://fsnebula.global.ssl.fastly.net/storage/e7/9b/b505ec920cbac13416d4b37ab511369be13b499568433b673808c35b8dea/rn/INF_Maps1.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps1.7z)
INF_Maps2: Nebula (https://fsnebula.global.ssl.fastly.net/storage/cb/ac/b4487110506ea8315d305e5078a742b2aae78fd5c223a133fe867f5fc7b5/rn/INF_Maps2.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps2.7z)
INF_Maps3: Nebula (https://fsnebula.global.ssl.fastly.net/storage/d1/ba/942aaad3f46b2995f2ea97f099f3c2df20343dab2d02ab267d3b4f744586/rn/INF_Maps3.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps3.7z)
INF_Maps4: Nebula (https://fsnebula.global.ssl.fastly.net/storage/46/ce/ce7a5968c3175888564b1d327ddc6690fb8dd4a21c49d1dd9e0a1c39e8e3/rn/INF_Maps4.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps4.7z)
INF_Models: Nebula (https://fsnebula.global.ssl.fastly.net/storage/07/3f/33b72bf448748e9b409acd007d7e1de97ef2ec2bce7d54ae3ad65cc9a8cb/rn/INF_Models.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Models.7z)
INF_Effects: Nebula (https://fsnebula.global.ssl.fastly.net/storage/b3/f7/69e7b4f43fb448c04118e589c0a0e14ed114ab2dcad99c40c8b9ae520ad5/rn/INF_Effects.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Effects.7z)
INF_Audio: Nebula (https://fsnebula.global.ssl.fastly.net/storage/f7/82/1c4a5798dda6287f126bcc72509ca3dc3e898cb7e2ee9feee3945b91b3d5/rn/INF_Audio.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Audio.7z)
INF_Radaricons (optional): Nebula (https://fsnebula.global.ssl.fastly.net/storage/9f/fa/440e4f5e0ac9ce6fd377fd90922b17fd5571a806512dc1f9d8cecfc8729a/rn/INF_RadarIcons.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Radaricons.7z)
INF_CBAnims (optional): Nebula (https://fsnebula.global.ssl.fastly.net/storage/fa/bf/20f6dd8c639c08f168c9beffb896c539f0e25d48eca044e10422ee4454a7/rn/INF_CBAnims.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_CBAnims.7z)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rhymes on June 15, 2018, 05:20:28 am
ATTENTION

Release post has been updated. Please check the beginning of the thread for corrected information!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Lykurgos88 on June 15, 2018, 06:08:23 am
Wowowowo!

I had double check if I was seeing right! After a long wait I finally get to try out some new Inferno!

Big congratulations for the team! FSO lives on  :pimp:
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 15, 2018, 06:16:50 am
*Awesome*

Out of the beta tester cell. :D

BTW wasn't there some kind of promotional image (the same used for the highlight) that could be added to the release post? And why didn't you start a new thread? This looks strange with the pre-release posts - split?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 15, 2018, 06:35:24 am
I'm seeing no species.tbl on SVN. Did you added it manually to the release version or did you forget it?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Trivial Psychic on June 15, 2018, 06:53:29 am
I didn't see any mod files in any of those rar files.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FrikgFeek on June 15, 2018, 07:19:17 am
Yeah, if you're not going for Knossos you'll have to write your own mod.ini file, that's why you should know what you're doing.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on June 15, 2018, 07:27:03 am
I didn't see any mod files in any of those rar files.

An issue in capitalisation was detected and fixed and the fsfiles inf_core is now operational. It contains a mod.ini.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 15, 2018, 08:39:33 am
Finally the day has come!


I want to report two minor bugs:
- I'm not sure but it looks like first command briefing lack the animations/pictures (I can see them in screenshots on OP of this topic).
- I was going through tech room entries and at some point game crashed with information that it ran out of memory.


However the mission itself loaded and seems to run fine so far.

Edit: I forgot to add that I'm using the Knossos version.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on June 15, 2018, 08:47:58 am
Finally the day has come!


I want to report two minor bugs:
- I'm not sure but it looks like first command briefing lack the animations/pictures (I can see them in screenshots on OP of this topic).
- I was going through tech room entries and at some point game crashed with information that it ran out of memory.


However the mission itself loaded and seems to run fine so far.

Edit: I forgot to add that I'm using the Knossos version.

The CBAnims package is marked as optional for those who have a slow internet. You can redownload it with CBAnims enabled or download the CBAnims seperately.

A 64-bit build is recommended for Inferno due to the large textures and high detail models and effects we have.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 15, 2018, 09:10:44 am
Got it! I'm downloading the CBAnims.

How do I get/enable 64-bit build in Knossos?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Commander Zane on June 15, 2018, 10:45:58 am
I know what I'm doing tonight and all of Saturday before the Echostage event.
Title: Re: INF Nostos Act 1 Release Date
Post by: Woomeister on June 15, 2018, 01:21:30 pm
Manual install links are now available from FreespaceFiles and Nebula. If you use these, I assume you know what you're doing:

Hidden Text: Show
INF_Core: Nebula (no mod.ini) (https://fsnebula.global.ssl.fastly.net/storage/cb/24/fd46b72d82eae512c9e5792ec0b469bebbd457a11b0193c658ade6cc05f0/rn/INF_Core.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/inf_core.7z)
INF_Maps1: Nebula (https://fsnebula.global.ssl.fastly.net/storage/e7/9b/b505ec920cbac13416d4b37ab511369be13b499568433b673808c35b8dea/rn/INF_Maps1.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps1.7z)
INF_Maps2: Nebula (https://fsnebula.global.ssl.fastly.net/storage/cb/ac/b4487110506ea8315d305e5078a742b2aae78fd5c223a133fe867f5fc7b5/rn/INF_Maps2.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps2.7z)
INF_Maps3: Nebula (https://fsnebula.global.ssl.fastly.net/storage/d1/ba/942aaad3f46b2995f2ea97f099f3c2df20343dab2d02ab267d3b4f744586/rn/INF_Maps3.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps3.7z)
INF_Maps4: Nebula (https://fsnebula.global.ssl.fastly.net/storage/46/ce/ce7a5968c3175888564b1d327ddc6690fb8dd4a21c49d1dd9e0a1c39e8e3/rn/INF_Maps4.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Maps4.7z)
INF_Models: Nebula (https://fsnebula.global.ssl.fastly.net/storage/07/3f/33b72bf448748e9b409acd007d7e1de97ef2ec2bce7d54ae3ad65cc9a8cb/rn/INF_Models.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Models.7z)
INF_Effects: Nebula (https://fsnebula.global.ssl.fastly.net/storage/b3/f7/69e7b4f43fb448c04118e589c0a0e14ed114ab2dcad99c40c8b9ae520ad5/rn/INF_Effects.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Effects.7z)
INF_Audio: Nebula (https://fsnebula.global.ssl.fastly.net/storage/f7/82/1c4a5798dda6287f126bcc72509ca3dc3e898cb7e2ee9feee3945b91b3d5/rn/INF_Audio.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Audio.7z)
INF_Radaricons (optional): Nebula (https://fsnebula.global.ssl.fastly.net/storage/9f/fa/440e4f5e0ac9ce6fd377fd90922b17fd5571a806512dc1f9d8cecfc8729a/rn/INF_RadarIcons.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_Radaricons.7z)
INF_CBAnims (optional): Nebula (https://fsnebula.global.ssl.fastly.net/storage/fa/bf/20f6dd8c639c08f168c9beffb896c539f0e25d48eca044e10422ee4454a7/rn/INF_CBAnims.7z) FSFiles (https://sectorgame.com/fsfiles/repo/data/Facenam/INF/INF_CBAnims.7z)
I've added these to the main post as well so people don't have to go looking for them.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: HLD_Prophecy on June 15, 2018, 04:08:42 pm
Kudos to the Inferno team and everyone who worked on this! Well done!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: bomb3rman on June 15, 2018, 04:20:55 pm
Hell Yes! Nice! Will try immediately :)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Commander Zane on June 15, 2018, 09:58:56 pm
Ah. I haven't seen this in so long I've forgotten the solution to it. What do you do when you end up with duplicate HUD overlays? External high-res HUD. That was it.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 15, 2018, 10:55:28 pm
Whoa! Finished the whole Act 1 in one run!


!!!Spoilers!!!

Spoiler:
- First missions are brutal! Ships dying everywhere and you can't do ****.
- Second mission background is very nice...someone on the surface must having a very bad day!
- kinda don't like the new EA depiction as fasisct/comunist/brainwashed bunch of crazy.
- at least EA admiral Falon has some character (in one mission).
- EA bomb....coz meson warheads are for GTA pussies.
- my belowed Perseus Adv. + (nerfed)Hastor combo is back.
- I hate Mihos...I hate everything that based on Ullysses, I hate it so much.
- I didn't thought I say it but capships have too many different types of secondary weapons - EA ship kinda shoot the whole rainbow palette.
- EA VLS missiles, especially on Darkness/Skotas looks amazing
- EA cluster flak and GTA "shotgun" turrets kinda cool and effective, oh and EA blob turret with emp effect - cheeky!
- New EA ships looks amazing
- GTD Boreas looks like crap
- love the the entire GTA panic in one mission when hearing that the Lindos is coming their way.
- my first thoughts on the lasr mission: "that's not how you blockade the node....wait are we actually defeding the entry point instead exit? That's not how you blockade especially against shivans!" <later that mission: entire shivan fleet jump in> "that's definetly the wrong node end we are defending!"
- to my taste there is too many missions where you are told to do something, but it's made impossible due to mission scenario (I think I saw "you can't destroy/prevent X" in debriefing recomendation of nearly every mission".
- kinda nailed that "GTA traitor" is double agent from very beginning.
- over all while this release looks better from technical and graphical point of view, I think that old R1 campaign was much better.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on June 15, 2018, 10:57:00 pm
I added spoiler tags to your post. Please use
Code: [Select]
[spoiler][/spoiler] tags in this thread to be considerate to those who haven't had a chance to play it yet!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 15, 2018, 10:59:22 pm
Thanks - added spoiler code to my post.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 15, 2018, 11:06:48 pm
Whoa! Finished the whole Act 1 in one run!

Now you have to wait only 15 years until R2. :D
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: emark4 on June 16, 2018, 12:39:16 am
So hypothetically if I wanted to download this and try it out, should I play any of inferno's previous releases first? Like, is this a sequel or a reboot of the inferno series?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on June 16, 2018, 12:53:22 am
Reboot.

There are a lot of dialogue pile-ups in the later missions, stuff happening out of order. Feels like it needed a few more days of playtesting.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 16, 2018, 01:08:30 am
So hypothetically if I wanted to download this and try it out, should I play any of inferno's previous releases first? Like, is this a sequel or a reboot of the inferno series?

This is a reboot. Of course you can, but... don't (atleast not before this).

Even if you want to play that inofficial INFR1 update that was released last year (it is still worth it :nod: ), the techdescriptions spoil the story of this, R2 and R3 (not the details of course for they changed, but the major plotpoints are probably still the same AFAIK). Not that you wouldn't constantly run into them on the forums anyway, but still...

INFA doesn't have any spoiler, but I don't know how far this still matches the current plot, which has been changed several times.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on June 16, 2018, 01:11:16 am
I don't like how 'spam Corinthos win mission' becomes viable later on.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 16, 2018, 01:12:28 am
I don't like how 'spam Corinthos win mission' becomes viable later on.

Well this isn't the testing board, it's the RELEASE THREAD
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on June 16, 2018, 01:13:04 am
Isn't that where feedback for a released campaign goes?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 16, 2018, 01:15:24 am
Well if you have access to testing board, maybe not? Chance is it will go under in the other posts, and probably keep people from playing a very very fine campaign, that's more bug free than 95+% of other campaigns (atleast AFAIK).
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on June 16, 2018, 01:35:40 am
Reboot.

There are a lot of dialogue pile-ups in the later missions, stuff happening out of order. Feels like it needed a few more days of playtesting.

YOU ADDED THOSE :p
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 16, 2018, 01:40:43 am
Q. Were these last-minute edits or did I manage to miss them while playing the missions countless times? :sigh:
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: QuakeIV on June 16, 2018, 01:46:24 am
I'd assume plenty of people will be playing it regardless.

Anyways I kindof wanted to post some thoughts now that I've limped my way through several missions despite joystick problems:

Spoiler:
Sound Design:  This is the best sound design I have played in a campaign, the BFOOM sounds when missiles detonate or enemy fighters die is absurdly satisfying and a lot of the other sound effects play in decently well with it.  It creates a kindof atmospheric cannons in the distance sound when there are big dogfights.  I'd say the gun sounds are profoudnly meh compared to the missiles, not good, not bad, just kindof there.  Fighter deaths though, ****ing hell.

Strategic Situation: I really love the feel of the ships, when you see two Lindos bombing the **** out of Janus and later see them fighting GTVA ships, you get a really strong feel of two formidable sides with powerful ships who are trying to outdo eachother.  When you hit the Delta Serpentis node and then their whole fleet comes running to try to get out before they are cut off from logistics, you get a feeling like people actually thought about how the EA aught to react if the GTVA was credibly threatening their supply lines.  It might help to note why they haven't long since glassed Janus, since by all appearances they could easily have done that in only a few days, but overall the strategic aspects of the space fight are great.

Tactical Situation: Actual fights in missions kindof vary for me.  I'd say the warship-to-warship aspect is the most fleshed out.  When an EA corvette drops out and dumps a gigantic volley of fast, un-interceptable missiles straight into the beam cannons of the destroyer you are defending, and does considerable hull damage aside, it really builds an atmosphere of tension where you want that thing gone as soon as possible.  The fact that the damage is concentrated into fast bursts only helps this, because you want it gone before the next volley is let off.  Its threatening as hell, and thats very unique among mods in this community.  With many campaigns, either something feels stupidly overpowered in ways where you think 'how the hell are they even supposed to be doing that' or it just doesnt feel that dangerous.  I'd say fighter combat is a bit meh to me.  The fact that their tactical bomber things are gliding around at insane speeds, dodging dozens of missile, and in general being way better fighters than their actual fighters (while also being deployed in huge numbers) kindof kills that for me a bit, but not to the point where its bad, its just not particularly good.

Visuals: I'd say this is a mixed bag, the sheer amount of models that were added is truly remarkable.  Basically two whole new stylistically consistent fleets were added in, which is beyond spectacular.  The individual ships range from great to passable, but the sheer volume is whats really cool.  On the flip side, a lot of the guns are kindof laggy, vulcans for instance will slow things down considerably.  I'm not sure why but I wanted to point it out in case there was something that could be done about it.  My computer isn't particularly a potato (i3 8350k, GTX 970, 16gb of DDR4-2400).  Nothing particularly maxes out, CPU cores all rest at around 50%, plenty of RAM, GPU is fine, the game just slows down at times inexplicably.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: emark4 on June 16, 2018, 01:51:41 am
So forgive me if I'm asking a dumb question. I dont know anything about this inferno stuff. This war depicted here sounds like the one from blue planet. Just wanna ask how is this one different?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 16, 2018, 01:53:29 am
So forgive me if I'm asking a dumb question. I dont know anything about this inferno stuff. This war depicted here sounds like the one from blue planet. Just wanna ask how is this one different?

EA really kicks ass.

Spoiler:
If you want to know how much just enter Icanus on search
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on June 16, 2018, 01:53:49 am
So forgive me if I'm asking a dumb question. I dont know anything about this inferno stuff. This war depicted here sounds like the one from blue planet. Just wanna ask how is this one different?

Inferno actually came out several years before Blue Planet originally, and features the Earth side as the aggressors and is less morally grey and story-focused, instead focusing on gameplay.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: QuakeIV on June 16, 2018, 01:53:59 am
So forgive me if I'm asking a dumb question. I dont know anything about this inferno stuff. This war depicted here sounds like the one from blue planet. Just wanna ask how is this one different?

I got the same vibe, but I can say its different mainly in that Inferno did it first, and also the Earth faction is vastly more formidable than the UEF in a lot of ways.  For one thing, they pushed out of Sol to begin with.  I'd also say there is a lot less emphasis on being the ultra-mega-super hulked out badass of a pilot that BP kindof wants you to be (at least at the 'Realism' difficulty, which is the only one that is fun for me since I want to have the same HP as the enemy fighters so that I have to actually maneuever a bit).
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 16, 2018, 01:59:44 am
BP started as some sort of INF fanfiction IIRC.

Of course the Sol war theme is similar, but that's it. There have been other campaigns (dunno how many), but MT is dead and BWO on hold/hybernating, so there aren't that many campaigns with that theme.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on June 16, 2018, 03:06:21 am
Reboot.

There are a lot of dialogue pile-ups in the later missions, stuff happening out of order. Feels like it needed a few more days of playtesting.

YOU ADDED THOSE :p

No, I only altered the text in existing messages. Whatever's wrong with their trigger conditions and timing was already there. Every time I run through the late depot mission (m12?), for instance, I get this swamp of messages about a zillion things happening at once, and some of it seems to be out of order.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on June 16, 2018, 03:28:59 am
What do I lose if I don't use the optional VP for radar icons?  I've played two missions so far (great campaign BTW so far) and I'm not crazy about the fighter triangles being noticeable larger than usual.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FrikgFeek on June 16, 2018, 03:31:00 am
Use 3D radar, the scaling is set up for it. All the icons are much higher resolution than Galemp's pack so without scaling they'll look a lot larger.

Since 2D scaling is a massive pain in the ass because it always uses the larger dimension they're tabled to scale with $3D radar blip size multiplier:
Without 3D radar you'll just get huge icons though.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CapellaGoBoom on June 16, 2018, 05:09:21 am
Played this twice already :) awesome 1st episode!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Droid803 on June 16, 2018, 06:36:56 am
Reboot.

There are a lot of dialogue pile-ups in the later missions, stuff happening out of order. Feels like it needed a few more days of playtesting.

YOU ADDED THOSE :p

No, I only altered the text in existing messages. Whatever's wrong with their trigger conditions and timing was already there. Every time I run through the late depot mission (m12?), for instance, I get this swamp of messages about a zillion things happening at once, and some of it seems to be out of order.

I swore that mission got fixed. Looks like it didn't get fixed ENOUGH.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: praseodym on June 16, 2018, 08:41:21 am
Just FYI: Works flawlessly so far under Ubuntu 14.04 64bit with 3.7.4 :yes:
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 16, 2018, 09:16:26 am
I don't like how 'spam Corinthos win mission' becomes viable later on.

Well it's basically like "spam trebuchets" in FS2, but I got a feeling that you can pack less Coritnhos per ship in Inferno (or maybe - looking into FRED we only have low tier GTA ships in Act.1)


BTW How advance are the works on later Acts? I hope we don't have to wait another 15 years (by that time FS2 will be fully VR :)  )


BTW2 About text spam - as someone mentione sometimes there is a lot of text during full combat where I have to pause th game with F4 to read all dialogues. Maybe you should consider to make some voice acting from comunity?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: T-Man on June 16, 2018, 10:05:56 am
Huge congrats to the Inferno team on the release. About to give it a whirl now. Sorry I'm a bit late to the party! :yes:
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woomeister on June 16, 2018, 01:55:08 pm
EA really kicks ass.

Spoiler:
If you want to know how much just enter Icanus on search
Well that and the Basileus is the only ship capable of out-ranging the GVD Apothess with its missiles.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 16, 2018, 02:58:40 pm
Any screenshot for Basileus and other later Act ships that are not in Act1 FRED?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 16, 2018, 03:08:15 pm
There're a couple of the untextured HTL Yama on the ModDB site, don't think there are any of the Basileus.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 16, 2018, 03:56:43 pm
I just noticed in FRED that Shivans have crazy amount of fighters - they have 19 fighter types!
I guess they don't know the word "obsolecence" since they still throw Scorpions and Shaitans at you.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woomeister on June 16, 2018, 04:00:15 pm
Any screenshot for Basileus and other later Act ships that are not in Act1 FRED?
Page 85 of the eyecandy thread:
http://inferno.hard-light.net/Basileus2.jpg
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Jellyfish on June 16, 2018, 06:07:38 pm
I just noticed in FRED that Shivans have crazy amount of fighters - they have 19 fighter types!
You can ctrl-shift-S in the Tech Room to reveal all the entries. Do note that there might be spoilers.
Also,
Spoiler:
the SF Ifrit has no description
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 16, 2018, 06:16:43 pm
Also,
Spoiler:
the SF Ifrit has no description

Said ship isn't used in R1 in any mission, it has no "In Tech Database"-flag, and it's not being SEXP-added to techroom as far as I can see this, so it shouldn't be a problem (but something like that can happen when you change between mods with different ship classes while using the same pilot file).
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on June 16, 2018, 07:23:17 pm
I've now got through mission four and am still really liking it.

A plot question on mission 4 though:

Spoiler:
  Would the court martial/punishment for those departing freighters really be all that harsh?  It actually made sense why they would want to split up.  Yes, together they may have provided a better fighter screen, but they would have been easier targets for the Lindos as one of them said.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Jellyfish on June 16, 2018, 07:30:49 pm
Spoiler:
Depends on how harsh the GTVA is and what does that fall under. Disobeying orders might get you dishonorably discharged, cowardice might get you imprisoned, or either might get you executed.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on June 16, 2018, 08:39:48 pm
They'd probably be cashiered out of the military.

e: Even if their orders were going to get them killed, you've got to obey orders (for better or worse). Having those cruisers on field could've saved transports.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: emark4 on June 16, 2018, 10:20:19 pm
So forgive me if I'm asking a dumb question. I dont know anything about this inferno stuff. This war depicted here sounds like the one from blue planet. Just wanna ask how is this one different?

Inferno actually came out several years before Blue Planet originally, and features the Earth side as the aggressors and is less morally grey and story-focused, instead focusing on gameplay.

Alrighty, so it's like blue planet but we are the GTVA and the earth ppl are the bad guys. Got it.

I will miss the story focus from BP but I'll definitely give inferno a look!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on June 17, 2018, 12:55:57 am

e: Even if their orders were going to get them killed, you've got to obey orders (for better or worse). Having those cruisers on field could've saved transports.


Spoiler:
I'm not referring to the cruisers.  I agree that them leaving the field entirely was improper.  I'm talking about the freighter captains in that mission.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rhymes on June 17, 2018, 03:02:50 am
They're military freighters. Same deal.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 17, 2018, 08:30:15 am
Spoiler:
For me is a funny discussion considering half of freighters got killed in my playthrough of that mission :)

Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: praseodym on June 17, 2018, 06:11:26 pm
Ok, at start of the 3rd mission it crashes. Log attached. Any ideas?

[attachment stolen by Russian hackers]
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 17, 2018, 06:24:07 pm
Get a recent built.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on June 17, 2018, 10:00:01 pm
You're using 3.7.4 when Inferno at the bare minimum requires a 3.8.0+ nightly build from May or later. Please get the recommended nighty build.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on June 18, 2018, 01:27:35 am
Looking at what I mentioned earlier, mission 4 had two military options for the freighters:

Spoiler:
1 (What happens in game/mission) The freighters split up and take different exit vectors
Pros-As they said this makes it more difficult for the incoming Lindos to hit/pick a target
Cons-With the freighters apart from each other, EA bombers have a less intense anti-fighter/bomber screen to deal with (as Command noted)


2 (What GTVA Command wanted to happen) The freighters stick together and proceed on the same exit route
Pros-EA bombers/fighters have a harder time attacking and make it easier for the GTVA fighters to defend the convoy
Cons-The incoming Lindos might have a slower moving and larger target to hit


Militarily, do you think Command was right or did the individual captains make the better decision?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: praseodym on June 18, 2018, 09:48:12 am
Appimages never worked because of the compiler version. Compiling from source doesn't work because of the cmake version here on 14.04. Other ideas on the log content?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 18, 2018, 10:28:35 am
Appimages never worked because of the compiler version. Compiling from source doesn't work because of the cmake version here on 14.04. Other ideas on the log content?

The mission crashes due to an unknown SEXP, so there's nothing else you could do. Probably you should start a topic on the FSO Support board.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: tomimaki on June 18, 2018, 10:49:34 am
Appimages never worked because of the compiler version. Compiling from source doesn't work because of the cmake version here on 14.04. Other ideas on the log content?
Why don't you update Ubuntu to 16.04 or 18.04?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 18, 2018, 12:22:09 pm
Looking at what I mentioned earlier, mission 4 had two military options for the freighters:

Militarily, do you think Command was right or did the individual captains make the better decision?

Spoiler:
The main threat were the bombers, so the freighters made the worst possible decision. If the Lindos would've arrived with the freighters drives not being ready to jump out, it wouldn't have made a difference anyway, all of them would've been destroyed. There were about as many freighters as the Lindos has anti-cap-beams. The only difference I can think of is that the Lindos might have been able to finish 2 of them with 1 beam, but I doubt that it would be important.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Neptune on June 18, 2018, 03:32:11 pm
Congratulations on the release! (https://i.imgur.com/5kFiDCb.png)

I've been very excited to play ever since I saw the announcement. Having just finished my first (blind) playthrough, I thought i'd give some initial thoughts and feelings, before I did another playthrough paying a bit more attention.

The good:
Spoiler:
I've always thought that if Blue Planet is the M. Night Shyamalan of FS2 mods, then Inferno is Michael Bay. And true to the Inferno style, Nostos throws around capital ships like confetti and everything explodes. It was certainly worth the wait to see those amazing beam effects and some of the new models - I didn't expect the Vesuvius of all things to make another appearance as an elite fighter that looks incredibly cool. The ship destruction shockwaves are mesmerizing. As a visual experience, I personally can't fault this release at all. I enjoyed it immensely.


From that, I'm sure you can gather that I don't play Inferno for the rich, deep storyline that reflects the human condition and keeps me in suspense the entire time. That said, it was great to see more depth to the factions - The EA certainly felt like some kind of military expansionist empire that wanted to conquer the galaxy and there was some nice contrast between the fanatical higher ups and the EA rank-and-file. The Shivans also felt unique and like they had some kind of reason to be there apart from just being faceless bad guys to shoot. Seeing their co-ordinated attack patterns and swarm tactics was very interesting.

The soundtrack was great. It was nice to hear some of the old tracks return from R1 and the newer tracks were also pleasant listening. The music changes in response to in-mission events really helped set the mood and the sound effects were awesome - the Vulcan feels so satisfying to shoot.

The neutral:
Spoiler:
As much as I admitted that Inferno was never really about the story, I feel like there could have been some additional consistency checks. In R1, the story might not have been amazingly deep and kind of all over the place, but it was fairly consistent. If you did good, you did good, and vice versa. I never really got that feeling from Nostos. Sure, there's the whole plotline about Karpinsky being set up, but I feel that for the first half the GTVA just kept taking loss after loss after loss ("There was nothing you could have done to save X") and then all of a sudden it's like the EA is in full retreat in mission 7. I'm also not sold on command's logic behind only deploying a Destroyer and a zod cruiser to hold the Delta Serpentis node. I'm guessing it was for mission balance, but there's probably a better way to explain it away.

The mission balance was interesting. Playing on medium - I'm a scrub, don't judge me - there was only one time when I truly felt overwhelmed or paniced (and i'll get to that later). At the same time there was only a few times when I felt like my actions made a significant difference to the mission outcome, like de-beaming the Tereus in mission 10 or whenever the missions let me pick Corinthos to spam. I'm not sure whether this is a good thing or a bad thing, so I guess it's just something to note.

Speaking of the Corinthos - I never found any reason to take anything else once you get it, it's head and shoulders above every other weapon. Mission 12 felt completely broken just having a bunch of them and spamming shift-r. I don't really think this is necessarily a problem with the Corinthos itself but rather the weapon balance in general. While I haven't looked at the tables yet, pretty much everything except the Corinthos felt horribly underwhelming, which is not something I expected from Inferno. In R1 I never really felt shoehorned into a single loadout or option except in the scramble missions (and maybe nemesis) but in Nostos most of the weapons feel like i'm shooting blanks.

Likewise, the ships felt fairly boring to me. Perhaps this is just me, but Inferno has always reminded me of a cheesy 80's action movie where you're Stallone/Schwarzenegger and you chew through hordes of bad guys while bullets bounce off you. Nostos never really gave me that impression - bullets certainly bounced off the waves of EA ships that I had to shoot at, but none of the ships really gave me a "wow" moment. The Perseus adv felt more like a flying balloon full of spontaneous combustion and with how frail it was (and how quickly the primary energy drained) I never felt rewarded doing anything but sitting at range spamming Corinthos.

Granted, I haven't tried the Hastor yet, but the "level 1 shield damage" and 800m range don't encourage me to take it as the Perseus' only primary weapon and i've not peeked in the tables to check the actual stats.

The little script that highlights certain targets and subsystems was an awesome addition, but it brackets the "unknown" alt named shivan ships with the class name from the table, so it keeps switching from "SC Unknown" to "SC (class name)".

The bad:
Spoiler:
The biggest problem that I have with this release is that it feels very unpolished. I didn't keep track of all the little problems as I went, but there were so many little things that would have made the experience a lot better if they were fixed - being able to give orders to ships you're not supposed to order (shoutouts to the one nav buoy you can order), capships coming out of warp at 300 m/s and doing a 90 degree turn in seconds, capships having funny paths and looking ridiculous while turning, dialogue that seemed to be poorly timed or didn't make much sense, stuff like that. I wouldn't feel comfortable recommending Nostos to someone newer as a direct result of this because of all the immersion breaks and little questions that i'd get.

Following on from that, there's no Species.tbl - as a tech room enthusiast I was a little bummed out to not even see the INFR1 table thrown in there as a placeholder.

The dialogue box is pretty cool but it tends to disappear before the text fully finishes displaying. It's a little frustrating getting halfway through a sentence and then the text you were reading just vanishes and relocates. I'm not sure how or if this could be fixed, or whether it's a huge priority however.

I mentioned that for the most part, the mission balance was ok - However, missions 13 and 14 were really, really annoying. I died the first time in mission 13 because I was admiring how all the ships warped in pretty triangle formations, and then I had to sit through all the boring "go here, scan that" again. Granted, that was my own dumb fault, so i'll cop that on the chin.

When I did it the second time I survived with only 9% hull and the only wingmen that made it through were Beta 1 and Beta 2, also on critical hp. This made for a very frustrating mission 14 - not only was command sending himself messages (As the rest of Alpha wing was dead), but I had to take on what felt like an entire shivan fleet with just 2 half dead wingmen before the SOC jocks arrived and I was able to get a support ship (Corinthos spam coming in clutch). Not that i'd recommend them for Special Operations - they didn't seem to do much. The only alternative to "git gud" would have been to replay the previous mission, and I really didn't want to sit through it again. Perhaps this is just me, but even if there was just some recommendation at the start of the mission says "Hey you're gonna have to fight lots of dudes, maybe you should consider doing the previous mission again", it'd reduce the (potential) frustration from this mission immensely.

I also took off most of the Sammael's turrets in mission 14 and seeing it come back 100% ready to go in mission 15 was kind of funny, but I don't remember a time specified between missions so it was probably just repaired.

Overall I had a great experience with Nostos and i'm looking forward to playing through it again and pouring over the missions and tables. 15 years of waiting was certainly worth it in the end and i'm really excited for the second part. Mind you, at the current rate of releases i'll probably be dead before we ever get past the EA war, but death is a small price to pay for such shiny beams.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Colossus on June 18, 2018, 07:49:14 pm
New Inferno released? Mein gott.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: rubixcube on June 18, 2018, 10:29:47 pm
I've always thought that if Blue Planet is the M. Night Shyamalan of FS2 mods

Except, you know, good?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on June 19, 2018, 12:13:41 am
Regarding the Corinthos: The missions in R1 where you do have access to it are essentially tuned to show off the Corinthos. The EA warship in M11 for example has its beams nerfed to be destroyable by 2 Corinthos, where usually it would take 3 Corinthos shots or 2 Stil3 shots. Also, the Shivan ships you fight in M14 are all FS2-era, and the Corinthos is the result of 20-ish years of iterating on the Treb so I think it makes sense to have it superior to the Treb at long-range anti-strikecraft, even though it's actually severely nerfed compared to the original Treb in terms of anti-subsystem work.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: 5thAce on June 19, 2018, 05:05:39 am
So far having a blast playing through this, however I'm experiencing moderate to severe FPS drops when there is a lot of action going on, when there is lots of capships and beam fire. I'm playing the non knossos version with the May nightly build on the wxlauncher. I've got no lighting presets on and nothing checked in the graphics setting of the advanced setting tab. I've also disabled Vsync. My Specs are:

I5 4570
Gigabyte GTX 1060 6GB VRAM
16 Gb of RAM

Any way to possibly alleviate my FPS issues?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on June 19, 2018, 05:29:24 am
In my experience new FSO builds perform like ****. I don't know if it's actually the builds or scripts or what.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 19, 2018, 03:48:28 pm
Speaking about Corinthos/Trebuchets - Does EA have any analogue to it?

Also is AI able to use them? I just noticed that in my nearly 20 years of playing FS2 I never noticed beign shot upon by trebuchet.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FrikgFeek on June 19, 2018, 04:30:18 pm
By default, AI can't use trebuchets because of how missile logic works. The trebuchet has the "bomber +" flag, which makes the AI prefer to use it against bombers and never uses it against capital ships. It also has the "Huge"(yes, Huge is a weapon flag while "Big Damage" is a ship flag, don't think about it too hard) flag which makes it able to kill destroyers and also makes the AI only ever use it against capital ships.

So the AI can't ever fire the trebuchet. However with FuryAI this problem can be fixed using the "Smart secondary weapon selection" flag, this is what BP uses to get its AI to fire trebs(and you'll have to dodge quite a few of those in WiH).

You can change the retail AI_profiles table to let AI use trebs in FS2, however this totally breaks the game. Maras and Basilisks carry trebuchets by default and their loadouts are very rarely edited so you'll be dealing with massive trebuchet storms as soon as the Shivans show up.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 19, 2018, 04:57:50 pm
So there are two contradicting flags that confuse AI, correct?

Is this also a case for Inferno Corinthos?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FrikgFeek on June 19, 2018, 05:26:05 pm
The Inferno AI_Profiles.tbl has both $smart primary weapon selection: and $smart secondary weapon selection: set to YES, which fixes these issues. Additionally, the Corinthos does not have the "Huge" flag, meaning you won't be able to kill destroyer-size ships by spamming it while rearming for 5 minutes. It'll still deal full subsystem damage, but that damage is almost 3 times lower than that of the Stiletto 3, unlike the retail Trebuchet which dealt higher subsystem damage than the Stiletto 2.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on June 19, 2018, 10:36:21 pm
Speaking about Corinthos/Trebuchets - Does EA have any analogue to it?

The EA has the Halberd (I believe that's what it's called), but it's not used in R1. In R2 it will murder you, as it's basically a treb combined with an Infyrno and also has kinetic/pushback effects.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Jellyfish on June 20, 2018, 11:05:26 pm
Know what the EA doesn't have? A SOC counterpart, or stealth fighters. Or maybe they DO have both, and they're so good you can't see them?  :nervous:
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on June 21, 2018, 01:21:45 am
Know what the EA doesn't have? A SOC counterpart, or stealth fighters.
They DO.

... they're so good you can't see them?  :nervous:
To be seen in R2.  But yes to the comment above.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: deathspeed on June 21, 2018, 03:55:23 am
Any change this will be added to Goober's FSOinstaller?  I don't have Knossos yet because i don't want to re-download 57 GB of mods (the size of my FS2 installation folder).

Looking forward to playing this!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woomeister on June 21, 2018, 10:58:43 am
Know what the EA doesn't have? A SOC counterpart, or stealth fighters.
:nervous:
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 21, 2018, 11:50:24 am
Know what the EA doesn't have? A SOC counterpart, or stealth fighters.
They DO.

I think there are some pictures of the untextured ship on the ModDB site, unless the model has been scrapped (not sure).
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 21, 2018, 07:27:01 pm
Would it be possible to upload Inferno Soundtrack to YT?

BTW Is this OST made specifically for Inferno or is it from external sources/movies/games?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on June 21, 2018, 08:29:56 pm
A bunch of it is from Hellbender, an old Microsoft descent-like I really loved.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 21, 2018, 08:39:33 pm
Thanks! Any more sources?

I googled Hellbender and found the last mission music - damn it fits great with that mission (you really feel like swarmed by Shivans):
https://www.youtube.com/watch?v=zSpMXxamox0&index=14&list=PL0693BED099509A7B
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: rubixcube on June 21, 2018, 08:41:26 pm
There's at least one from Fury3 (a prequel to Hellbender)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: DefCynodont119 on June 21, 2018, 09:23:39 pm
Some of it is from Kevin Macleod's royalty-free music.

https://incompetech.com/

(search "the complex" and "five armies")

Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Commander Zane on June 21, 2018, 10:15:57 pm
Some of the weapon sounds happen to be from those games too. I recognize the PAC, ION, RFL, and the various rocket types. I'll admit, I went nuts when I heard the Fury3 music.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Vidmaster on June 22, 2018, 09:51:16 am
wwwwwwhhhhhhhhaaaaaaaatttttt? great :-) And on a Friday, even better! Weekend plans, assemb----  eh, reschedule!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: deathspeed on June 22, 2018, 12:45:25 pm
A bunch of it is from Hellbender, an old Microsoft descent-like I really loved.

Oh, man, I LOVED Hellbender!  It was the first PC game I played with a joystick, on a friend's computer.  Too bad it's not on GOG, or anywhere else that I can find.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 22, 2018, 04:39:36 pm
Reading some comments about similarities/inspirations between Inferno and Blue Planet I'd love to see some kind of fan made crossover between those two. I mean going into paralel universe is already a thing in Blue Planet.
Obviously if Inferno GTA would connect to BP UEF Sol then the plot would be pretty much about love, friendship and stroking puppies (booooring!).
However, what if BP Tevs connected to Inferno EA Sol? Two militaristic, facist and expansionist factions bent on conquering eachother.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 22, 2018, 05:17:49 pm
Well then make a EA vs Shivans campaign, that would be at least space Nazis vs space bugs. ;)

Also, while I haven't played BP in a while, I think you're missing the point about BPs  GTVA.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: rubixcube on June 22, 2018, 06:46:05 pm
Reading some comments about similarities/inspirations between Inferno and Blue Planet I'd love to see some kind of fan made crossover between those two. I mean going into paralel universe is already a thing in Blue Planet.
Obviously if Inferno GTA would connect to BP UEF Sol then the plot would be pretty much about love, friendship and stroking puppies (booooring!).
However, what if BP Tevs connected to Inferno EA Sol? Two militaristic, facist and expansionist factions bent on conquering eachother.

I don't think BP's GTVA is fascist; its nowhere near as militaristic as the EA. At worst it's a pseudo-military junta

UEF vs EA would be more interesting IMO; I'd expect the UEF to get roflstomped. I should try pitting the Nemesis against a Solaris.

If you wanted to write a fanfic, then Inferno could be an alternate universe where the Vishnas guided the GTVA instead of Sol
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: starbug on June 24, 2018, 10:19:16 am
So i have just played the campaign and i loooooooooooooooooooove Inferno, I just have a few issues and its mainly in the Ross128 missions. first of there is no star field in any of the missions set in Ross128, is that intentional? , also the time between ingame messages seemed very short, a lot of the chatter seems to take place during heavy action and pressing F4 during combat to read the messages, throws you off and found myself dying a number of times trying to read them . The worst is in a certain encounter within the Ross128 where you are spammed with ingame messages in such a short space of time i had no idea what was going on and reading them in by pressing F4 is looks like some of them are displaying out of order.

I do love Inferno, its a good fun romp with an awesome soundtrack. It just needs the times between the messages fixed so you can read them and perhaps a few more varied missions other than taking out beam turrets and bomber attacks for act 2.

I give it a solid 7 out of 10.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Jellyfish on June 24, 2018, 07:56:19 pm
What's the keyboard shortcut to see data like ship size and other things the "normal" tech room doesn't show?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 24, 2018, 08:30:10 pm
Press F3 in the mainhall.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on June 24, 2018, 08:36:41 pm
So i have just played the campaign and i loooooooooooooooooooove Inferno, I just have a few issues and its mainly in the Ross128 missions. first of there is no star field in any of the missions set in Ross128, is that intentional? , also the time between ingame messages seemed very short, a lot of the chatter seems to take place during heavy action and pressing F4 during combat to read the messages, throws you off and found myself dying a number of times trying to read them . The worst is in a certain encounter within the Ross128 where you are spammed with ingame messages in such a short space of time i had no idea what was going on and reading them in by pressing F4 is looks like some of them are displaying out of order.

I do love Inferno, its a good fun romp with an awesome soundtrack. It just needs the times between the messages fixed so you can read them

Seconded, these really need to be fixed. I should probably just do it myself but I've been on deadline. Fix the dialogue timing!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 24, 2018, 08:53:02 pm
Quote from: General Battuta link=topic=94800.msg1869763#msg18697637
Seconded, these really need to be fixed. I should probably just do it myself but I've been on deadline. Fix the dialogue timing!

Yep but for the Species.tbl it's already past deadline. :D
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on June 24, 2018, 09:28:28 pm
What? There's no reason the species.tbl can't be patched in, and the deadline has nothing to do with Inferno, it's for my real life writing.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on June 24, 2018, 09:58:11 pm

Seconded, these really need to be fixed. I should probably just do it myself but I've been on deadline. Fix the dialogue timing!

It would help if I knew which messages in particular were errenous!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 24, 2018, 10:25:48 pm
What? There's no reason the species.tbl can't be patched in, and the deadline has nothing to do with Inferno, it's for my real life writing.

Yeah I know that. :cool:
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 26, 2018, 08:27:07 pm
One thing I noticed during campaign is general lack of static nodes blockade - does things like Lindos (and anything from Shivans) forced a doctrine change? I mean sitting near the jump node is an ideal target for beam alpha strike.

...but then why GTA put a destroyer in the last mission? A corvette or two would be better strategic choice especially if this was just makeshift "recon defense" rather than definitive stand.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on June 26, 2018, 10:57:13 pm
One thing I noticed during campaign is general lack of static nodes blockade - does things like Lindos (and anything from Shivans) forced a doctrine change? I mean sitting near the jump node is an ideal target for beam alpha strike.

...but then why GTA put a destroyer in the last mission? A corvette or two would be better strategic choice especially if this was just makeshift "recon defense" rather than definitive stand.

Well the Lindos has only forward firepower, while the targets would be sitting all around the node, possibly even behind the entry point, so that wouldn't help much. But EA has tons of fighters and bombers (think of all the carriers) to throw at GTVA, so they could soften a node blockade.

Don't know about the last mission, though...
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: asyikarea51 on June 30, 2018, 04:54:52 pm
Is this the right place to put this?

----

Medium - (When I tried Very Easy it felt weird not seeing anti-ship beams fire in the first mission even though I was almost parked in front of the muzzle. Though I realise I'm probably not even capable of this skill level  :banghead:)

Current progress: not even halfway.
Spoiler:
Finished Slow Moving Target

Technical:

my nitpicks:

my gameplay experience:

Somehow it feels like what I've played so far, it's either a cluster**** (omg my brain - but the last BP release I played way back is even more chaotic than this - I'll just chalk it to not being able to keep up) or (almost) self-playing (not complaining on this, because even in those missions like the one with the
Spoiler:
triple missile corvette ambush
I would boost to within striking distance of big ship, and then think 'oh ****, should I just go fighters instead' even though my ship choice was something slow or imperfect for the target type  :banghead:

I do have more thoughts on the missions as well which I just don't remember right now beyond killing the next opponent in front of my nose... because everything was a lost-focus cluster****  :lol:

In my opinion, for this type of intense action to be workable without the player losing focus and falling back to shooting random **** and then helter-skeltering it to a hangar, there needs to be voice acting... (though I still fear trying a Forced Entry-style mission even with that AND even with the message box moved closer to the HUD centre)...

 :yes: on this release regardless. Just take it as me having difficulty keeping up with these modern campaigns where top-end SA (situational awareness) is required even at basic levels of play I suppose, I'm pretty much at the mercy of the FREDder in setting the AI goal priorities right since micro-ing the deployed strike package is always a chore...
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on June 30, 2018, 06:48:11 pm
If you got back to Freespace after some long break (like me) you will feel that Mihos sux very badly for first missions.
In my second playgthough, when I got my reflex more or less back (aka sniping Dragons with hastor like it's tuesday) I found out that Mihos is...ok.
Still don't find it any improvement over Myrmidon - unless Mihos is significantly cheaper than Myrmidon then I don't know what GTA command was thinking.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FrikgFeek on June 30, 2018, 08:59:22 pm
The Mihos turns almost twice as quickly as the Myrmidon(it's even slightly faster than the Serapis!), it's faster, and it's technically got a bit more health, but it's overall more fragile because it has 90 less shields.
It's a much smaller target and a far better dogfighter if you put in the effort to get good with it.

But as we all know the Myrm is total **** so it's not much of an achievement to be better than that.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on June 30, 2018, 11:58:45 pm
Dude turn your difficulty down
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: asyikarea51 on July 01, 2018, 05:31:54 am
Think I'm 2 or 3 missions after the second spoiler at this point, partly frustrated I can't quickly finish this and go do something else. Still a blast playing this either way.

Is the Mihos bigger than the Ulysses? I didn't think too much of the size but somehow it felt that way (in terms of getting hit by random **** against faster opponents - if 85 wasn't already fast enough, but then I was already  :banghead: on the poor Perseus A/B at 140m/s...)

Nah I can't snipe Dragons, for all my like of the Loki/Kayser/Maxim... maxim, my aim against 3-axis targets is piss-poor.

I haven't played new campaigns in forever but it's a certain vibe of rote learning I've noticed, the moment something jumps in you must defang it immediately. It's not wrong of course (e.g. like FS2 on Insane which I'm no way capable enough for, and stock FS2 already has missions that put emphasis on this method as the must-know absolute basics) but I guess maybe other players have it ingrained more than I do... (though then what happens if the FREDder decides to twist things, what, a very nasty surprise would be to have a mission of some sort where you try to defang a ship and then events happen specifically to break this flow...)

Somehow to me it feels like per design, in a user-made campaign it is a given that you must defang every big ship the FREDder puts in the mission regardless of the objectives like e.g. "to hell with whatever the mission chatter is saying, go fly 7km into the distance and defang that target now even if your escort targets are getting grilled by e.g. Basilisks" really like a rote art, whereas I *think* :doubt: :banghead: in the default campaign at very low difficulties you could maybe get away with just killing the ship outright instead of killing beams first, then the ship, in a rote sequence.

Spoiler:
Sink the Bismarck: Relationship Breakup Edition

I think I broke the flow for this one?

Died more than 5 times in this one. My later restarts at the 3rd stage (thank god for checkpoint), the F9 defang directive was still active even though I'd ?somehow? done it in the first 2 stages. Not sure if that's fixable or just the quirky way checkpoints work (since from my understanding we can't really save full states and it's down to creative illusioning that'll serve the purpose)?

Was partly distracting chasing down Gaganas and pressing F9 to check if I actually settled those beams.

Probably really silly but my approach to this one was Perseus, Hastor (omg the big nerf and drain), full Stillettos, drive to his backyard and dump everything there  :lol:

So since my SA is **** I figure, "ok look the big grey double hangar Orion cuck is fleeing across the border, IM'A BREAK HIS LEGS" -> died thrice going for his engines while everyone else cartwheeled around the Selenius; hey, he's the dunce who told his fighter squadrons to do a last stand rush, i'm #@$%ing ALPHA 1, DAWG (and still die) :lol:

Later attempts (still dying like ****) I did Weapons with 1 wing to cover me (didn't help much - Claymore pursuers + I don't think the accuracy hit to the blob turrets mattered that much either, if it worked in the first place) then Engines. Then the medical frigate with Unknown IFF comes in and my named wingman screams "ZOMG THE TRAITOR LET US SHOOT" - At this point my reaction is, they kept pulling stupid stunts during their tryst, and above the board she's traitorous, I'm a line pilot, not SOC with ULTIMATE CLEARANCE, I couldn't kill the Hermes in the previous mission, **** this b#@$% ima drive there and cuck 1 Stilletto down that exhaust port! (dude, EVERYONE knows BETAC - ok fine ****ty cop-out at my end)

Hey, I didn't hard-kill, okay! It was only one Stiletto! :lol: GTSC Gallows oh f*** :lol:

(I didn't even realise the consequence of me disabling the engines until she pretty much said the equivalent of "GO MY 99TH SKULLS SERVANTS AND you, lapdog line-squadron FLEET you can KILL MY BOYFRIEND NAO"... too late... ohhhh, so she was on OUR side after all, or is she? No I'm not trusting this so easily!)

I get grilled by Command for (from my perspective) no reason at all, instant mission fail. But I keep playing, the medic frigate is DISABLED, I'd defanged the Argus and then the whole thing devolved into a turkey shoot kill the big dumb object where we brought down the hull to 10% (while I was at 4%, teammate keeps screaming FS1 'Taking damage, request cover!') and I got sick of waiting so I just beamed the thing cuz I forgot the easy kill cheat. And turned traitor to the whole map when I warped out  :lol:.

The trigger sequence for the Selenius to finally kill the Argus off with its own beam cannons didn't even play.

TL;DR - Feedback to improve the sequence here maybe? Though to be fair, even if the whole BETAC/medical frigate thing felt like a cop-out to me (yeah I know it's per real life laws and all that, so I guess it's partly my fault for deciding to FLIP TABLE, not the FREDders?), even I wouldn't know how to redo or tweak this sequence to better account for these crazy antics. There goes the 4th wall.

Spoiler:
Darkness before the Abyss
This one was frustrating too. Again died a couple times. I get the general idea of things not going to plan, but I guess it's somewhat demoralising seeing a hell lot of reds in the directive chain. It's weird, if in a previous mission I fail in anti-bigship, I still end up using a bomber in the next mission only to realise it's still the wrong equipment. :doubt:

Same 'there was nothing you could do' even after I thought I'd disabled the science ship's engines. 1% immunity that I didn't notice because of all the EMP flying around maybe? I guess the big clue was the carrier conveniently parked next to it?

The enemy fighters hurt but somehow I didn't give a damn about them, I just kept mindlessly whacking Artemis with Cyclops for this. Forgot if I brought SD-14 or a kill-capable gun. TBH I was really hoping to make capship kills here but the available weapons (and probably mission balancing) were only good enough to kill radar. With all the damage I was talking I didn't even bother to kill a sentry gun, and I gave up scanning all the cargo after dying the first time. I suppose it wouldn't make a difference whether I brought Stils or bombs, couldn't even kill engines either. :sigh:

The capship weapons hurt a lot anyway that by the time I regained shield to try for a 2nd or 3rd radar dish strike (this is the first mission for me where the Cyclops swarm actually meant something, provided a stray blob didn't blow the bomb up in my face), the freighters were already too far for me to pursue them. First pass when I died I did get them, later passes I figured "bah, go run along".

I pretty much let the AI do whatever and I died in the first attempt of the 1337 h4x0rz green portal event, OMG NO CHECKPOINT :lol: restarting all over again.  :banghead: Even if I was 5000m away from a crate it don't mean I was 5000m away from the epicenter (was it the Pharos?)


Spoiler:
The Shivan attack on the station while you save the now-bachelorette (OMG IM DEFENDING THE #@$%& NAO WUT) since we murdered the boyfriend and his awesome compensation device that pissed us off throughout the first half, considering the epic stunts before, I'm thankful for barely scraping through this one in 1 pass. The fleeing ship to be defended was at 16% with the damn Moloch(?) chasing it (DIE U SUNNUVA---) amidst the sunglare and the lagfest of the Ravana camping in the backseat killing the station...

As for the stage before that, poor Karim, wait, were those big beams he got killed by? I didn't check my tailpipe but I suppose the illusion there (if there was one) would have worked anyway since a typical player would SO not have the time to check their 6...
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on July 04, 2018, 04:33:55 am
I wanted to compliment you for having a really cool 'villain' line in mission 8:

Spoiler:
Station:  You wouldn't really honor our surrender and our lives would you?

Falon:  If I didn't value life, I wouldn't be trying to take it.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on July 04, 2018, 08:41:26 pm
A minor grammar issue I noticed (this happened a couple times):  If a name ends in "s", the correct way to indicate the possessive of that name would be to just add an apostrophe after the s and not "apostrophe s".

For example it should be:

"We are going to attack Admiral Spiros' fleet"

and not

"We are going to attack Admiral Spiros's fleet"
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on July 04, 2018, 08:50:34 pm
There's actually no one correct way to do that; it's a matter of house style. Some places do apostrophe s, some just do the apostrophe.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Gregster2k on July 08, 2018, 09:49:08 pm
Well holy ****biscuits Inferno is back! \o/ This aligns with my plans to build a Sidewinder 3DP-Vert (http://www.descentbb.net/viewtopic.php?f=8&t=15526). ;)

I must ask: Is this song still in the game? :3 https://youtu.be/pKmATgoE99A?t=2m31s
Spoiler:
The EFII Borg Sphere boss battle track was used as the combat theme for R1 Nemesis as you flew for 10 minutes straight at the EA fleet.

Probably one of the most memorable gaming experiences for me as a kid, TBH
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on July 09, 2018, 02:59:40 pm
Yes, the music is in, albeit in less epic circumstances :(
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: praseodym on July 10, 2018, 06:08:08 pm
Appimages never worked because of the compiler version. Compiling from source doesn't work because of the cmake version here on 14.04. Other ideas on the log content?
Why don't you update Ubuntu to 16.04 or 18.04?

Fresh install of 16.04, installed wxlauncher version 0.11 from 18.04 repositories and using 3.8.1 build as recommended

https://packages.ubuntu.com/bionic/freespace2-launcher-wxlauncher

As mentioned by some people the 3.8.X builds seems much slower than before. Additionally, the parameter "-no_glsl" which I always use because of performance, is not working anymore. Ideas?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: AdmiralRalwood on July 10, 2018, 07:25:12 pm
Additionally, the parameter "-no_glsl" which I always use because of performance, is not working anymore. Ideas?
It was removed because all rendering is now handled through shaders, and therefore disabling them doesn't make sense; instead, either use -no_deferred or go into your in-game options menu and turn the lighting detail setting down.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: praseodym on July 10, 2018, 07:41:14 pm
Lighting turned down to 3/5 and using -no_deferred. A bit better, but far away from "smooth". Will play around and report back
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: tomimaki on July 10, 2018, 08:57:34 pm
Disable shadows and framebuffer thrusters if you have enabled them.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on July 12, 2018, 02:51:07 pm
BTW, in EACa Auriga description it says that first of them have been build from Orions trapped in Sol.
Does it mean that some of Aurigas are literally from Great War era (even if only the shell/hull remained from original Orion)?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on July 12, 2018, 03:00:25 pm
Well the textures have changed too, so even that would've been replaced. Given that all other things would be almost 60 years old, I wouldn't think so.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on July 12, 2018, 04:59:17 pm
There is a new Auriga model in the works, so no the current Auriga line of carriers are not from scrapped Orions.  They are however successors of the Orion design.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on July 12, 2018, 07:12:41 pm
Does it mean new Auriga model will be less Orion-ish?
I assume current Auriga model would go to INF:A as older version of the class?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: -Sara- on July 13, 2018, 08:19:06 am
Time to give this a try. I wonder if I can still fly.  :lol:
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Goober5000 on July 13, 2018, 05:38:43 pm
I wanted to compliment you for having a really cool 'villain' line in mission 8:

Spoiler:
Station:  You wouldn't really honor our surrender and our lives would you?

Falon:  If I didn't value life, I wouldn't be trying to take it.

Yep, I was impressed by this line as well.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on July 14, 2018, 12:58:23 am
Thanks, he’s a jerk.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on July 14, 2018, 12:59:57 am
I feel like that line must’ve been used a hundred times before but I dunno where.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on July 14, 2018, 01:03:11 am
I feel like that line must’ve been used a hundred times before but I dunno where.

Defunct Mercenaries campaign had "Life is cheap - why not get paid to take it?" as slogan.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Garfield on July 20, 2018, 08:05:31 am
I first played Inferno when I was 10, I've been waiting for a new release for over a decade, and I just finished Nostos Act 1. It did not disappoint. Great job everyone on the Inferno team!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on July 23, 2018, 07:43:42 pm
Recently I completed a playthrough using the nightly from October 31, 2017.  I don't remember any major technical issues with that so if people are having a problem with recent nightlies, maybe give that a try.

There are three technical issues I want to bring up:

1-Sometimes on my playthrough when targeting the engine subsystem of an EA ship and firing primaries at it the subsystem health would go up...sometimes beyond 100%.  It was kind of weird, but not a huge deal to be honest because it would only happen on ships that would warp out anyway (the debriefing would not chastise me for these ships escaping so I don't think they were supposed to be disabled anyways).

2-This is an issue I encountered on a second playthrough.  On the third mission (attacking an EA light carrier and cargo depot), if I took a fighter, the enemy wing that started with a "D" (Durch I think) never actually appeared in mission (even though the name appeared in the directives list) so I couldn't progress after destroying all other targets in the mission...it said press F8 to target them but that never happened.  However, when I flew a bomber in the mission they did appear and the mission played normally.

3-For experimentation I tried a recent nightly (7-21) and things went really wrong.  In the tech room on ship entries where a ship picture is usually displayed there was just a couple small dots of light for images.  On the ship select screen there were no images of ships in the select list or wing display list.  In the actual missions there were no stars and the background was mostly just solid black and so were the ships.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on July 25, 2018, 02:12:02 pm
I see there is no Vasudan installation, nor defence platforms - will they come in later act, or we will not see Vasudan space so there is no need for them?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on July 25, 2018, 02:19:28 pm
There's a complete shiplist in mv_shp_exp_flashes.cfg. Contains
Spoiler:
GVI Cairo, GVExR, Vasudan Comm Station, GVSG Edjo, GVSG Nepit.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on July 26, 2018, 03:36:49 am
My thoughts on the plot (I'll try to put the more plot specific stuff in spoiler text, though please tell me if something I put in regular text should be put in spoiler text):

I read a while back that one of the goals of this campaign (in comparison to the old Inferno) was to make the EA seem like more of a threat to the GTVA this time around.  That was accomplished; the Earth Alliance felt like a real military threat this time around.  Nostos maintains the lots of explosions fun that main the first Inferno enjoyable.

The fighters were also cool; I liked flying the Herc 3, and the first fighter you got here was better than the old Vesuvius IMO.  In terms of weaponry, the Cyclops II was a blast (no pun intended) to use.  A lot of thought was put into the various types of new weapons you get to use here.

Something else that was good was that you gave the EA more characterization this time around.  Their admirals made for good villains.


Stuff I wasn't as crazy about:
Spoiler:
  Like someone else said earlier in this thread, the storyline progression could seem odd at times.  Like he/she said, a number of mission debriefings early on ended with something like. "There was nothing you could do to prevent the escape of..." then all of a sudden you're winning the war.  Admittedly, this is kind of in conflict with the first positive point I made though.  I was feeling good about things later on so this is a fairly minor issue.

 There didn't seem to be a great primary weapon to pick early on.  The Prometheus (usually a high end primary but I can understand the tech room's explanation for why it isn't this time around) and HL-12 don't have huge power and the Hastor has short range.  Hopefully though we get to try some of the advanced primaries the full tech room (Ctrl+Shift+S) shows; there were next gen versions of the Kayser and Maxim mentioned.  Of the primaries you got this time, the Vulcan was probably the overall best.


I love bomber missions so I was slightly disappointed there weren't that many bomber missions like the 64th Raptors in FS2.  Admittedly, Nostos is more about capital ship combat/escort, but just IMO I would have liked one or two more bombing missions.

When it comes to the final mission, why would the GTVA/I let those EA ships go home free?




Things I'm hopeful for in the next release:

Spoiler:
Will we get to fly some of the heavy bombers the tech room talked about?  I'd really like to use the Executioner bomb.
I'm also hopeful we get to fly the Alves fighter in missions.



Overall, I really liked this and am looking forward to part two.  It won't take another 15 years will it? ;)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on July 26, 2018, 04:22:30 am
Spoiler:
When it comes to the final mission, why would the GTVA/I let those EA ships go home free?
I'm not sure, but I think it's not the first time something GTVI allows ships to pass free, they did so already in the FS2 main campaign, why shouldn't they in INF?

Quote
Overall, I really liked this and am looking forward to part two.  It won't take another 15 years will it? ;)
Hopefully not! :D
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: QuakeIV on July 26, 2018, 05:37:50 am
Spoiler:
I guess one idea is maybe the ships had been sent off into the ass end of nowhere to get rid of politically troublesome people, so the GTVA just let them go home instead of killing them.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on July 26, 2018, 02:44:26 pm
Spoiler:
I guess one idea is maybe the ships had been sent off into the ass end of nowhere to get rid of politically troublesome people, so the GTVA just let them go home instead of killing them.

They gotta have Shivan data or something.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on July 26, 2018, 07:04:23 pm
To make sure I understand the EA: 

Spoiler:
Admiral Spiros was just a commander of one fleet and Admiral Falon is the EA's military CIC?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on July 26, 2018, 09:30:12 pm
Spiros is the commander of the EA Forward Fleet.
Falon is the commander of the Earth Fleet, and he's the generalissimo for all EA forces.
There is another admiral who is the commander of the Jovian Fleet.  The Transjovian Despotate will have a bigger role to play in R2 going forward.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on July 26, 2018, 09:47:45 pm
Shouldn't they have different titles then?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on July 26, 2018, 10:50:55 pm
Could just be a difference of seniority or 'stars'.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: 5thAce on July 27, 2018, 02:32:18 am
The Transjovian Despotate will have a bigger role to play in R2 going forward.

Are the Soter and the Kryios Jovian designed ships?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on July 27, 2018, 06:02:30 am
The ships based on Jovian designs revealed in R1 are the Soter, Tyrannos, and the Kyrios (to an extent).  The Jovian military relies primarily on strikecraft and missiles.  The beam technology on their ships are assumed to have originated from collaboration with Earth and Martian R&D.  Unlike the GTVA, Earth, and Mars fleets, the Jovian capital ship composition is mostly specialized cruisers lead by one or two corvettes and backed up by light carriers, making them very mobile and very tactically flexible.  I will show off elements of the Jovian fleet to be present in R2 soon.

A common gripe I’ve read here has to do with the storyline having the EA invincible one moment and then defeated the next.  There is rhyme and reason to this, and more will be revealed in R2.  Let’s just say there is trouble back home.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on July 27, 2018, 07:11:08 am
Damn, this makes me want the INF:A even more for the Sol backstory.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on July 27, 2018, 07:18:08 pm
Spiros is the commander of the EA Forward Fleet.
Falon is the commander of the Earth Fleet, and he's the generalissimo for all EA forces.
There is another admiral who is the commander of the Jovian Fleet.  The Transjovian Despotate will have a bigger role to play in R2 going forward.

R


The Freespace wiki says the EA is a military government, so would that mean Falon defacto runs the EA politically too?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on July 27, 2018, 07:46:14 pm
I heavily doubt that if a single person would be able to control a interplanetary government, such a person would spend time on the frontline. But I'd guess he's indeed very close to the government. However, as long as there's no Species.tbl, with that such questions could be awnsered, there's no way of knowing... ;)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on July 30, 2018, 08:25:27 pm
Another plot question:  It said it one of the 'tips' that come up when you start the campaign that many Terran citizens are against the war effort and thought diplomacy could have been used.

How?

Didn't the EA start the war by invading shortly after the Sol Gate was activated?  This should be a lot more black and white than say BP.  In BP I can understand why GTVA Terrans wouldn't be crazy about the war effort, but one would think Inferno Nostos GTVA Terrans would be more supportive of the war effort since the EA started open conflict.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on July 30, 2018, 08:38:52 pm
I think it's some sort of appeasement policy (or atleast that sentiment in the population). INF has several references to WW2, and for a long time, the western powers also were in favor of diplomacy which always remained an option after the war broke out. Think about the argument between Churchill and the rest of his cabinet after the western campaign of 1940 whether they should negotiate or continue to fight.

I could imagine that most Terrans are scared about a Shivan invasion, and wanted to settle that dispute diplomatical instead of wasting assets.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on July 30, 2018, 09:47:20 pm
The reason as to why the EA started the conflict has not yet been elucidated.  And it’s not because the EA wants more lebensraum.  More to be revealed in subsequent releases.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on July 30, 2018, 10:00:28 pm
Will EAs reason for the war be revealed in R1-Part2 then?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on July 30, 2018, 10:04:34 pm
We’re currently working on patching R1 and hopefully with it we can release a standalone story arc that explains the EA background story a bit more.  Definitely by the end of R2 the player will know the driving force for the EA’s invasion.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on July 30, 2018, 10:10:57 pm
Standalone story arc? Some sort of fiction or other addontional stuff?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on August 02, 2018, 05:46:08 am
I know they're probably dead by now, but how did the EA treat the Vasudans that were present in Sol (the Lucifer strike Thoth pilots, etc.)?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FearofthedarkHU on August 02, 2018, 10:44:14 pm
Played the campaign. So far, impressive.
Mission design, ships, so the execution is entirely perfect.
The EA is portrayed brilliantly.

The only negative points that came up in my mind are related to the GTVA:

1. Why are the GTVA (The Seleucus) seem to be arrogant in the last mission just like in the FS2 era (Second Shivan Incursion)?

The admiral of the Seleucus said something like, "It seems we managed hold the shivan offensive".
That felt kind of off, since Alpha 1 saw a "new" type of, the Kismat destroyer as well in the mission at which the Shivans suddenly reappear. That destroyer was forgotten.

Also last time, they sent around 90 Shivan Sath juggernauts eventually, not the mention the Lucifer in the Great War. In the original Inferno, at the last mission, reading the briefing text, the GTVA even seems to have learnt from the previous encounter, that they shouldn't be arrogant, shouldn't underestimate their old nemesis, and they even respond effectively. That is something I liked in the original Inferno.

2. Why are the Vasudans not helping the Terrans after all versus the EA? They did help them against the NTF, which was another Rogue Terran faction.
It feels like the GTVA is less of an Alliance.

Apologies in advance, if these facts have been not forgotten.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woomeister on August 05, 2018, 06:29:29 pm
1. Why are the GTVA (The Seleucus) seem to be arrogant in the last mission just like in the FS2 era (Second Shivan Incursion)?
Because some people are arrogant and it doesn't represent the entire GTVA. The Shivans will be taken quite seriously to even the point that the rush their new flagship to the front lines to stop them.

2. Why are the Vasudans not helping the Terrans after all versus the EA? They did help them against the NTF, which was another Rogue Terran faction.
It feels like the GTVA is less of an Alliance.
The EA aren't anti-Vasudan like the NTF were and the Vasudans warned the Terrans to expect that the Sol system might want to stay in solitude. Terrans actions and their assumptions that they could just have their home system back was what lead to the EA war in the first place so the Vasudans consider it an internal matter for the Terrans to sort out themselves.

The EA only fires on Vasudan ships that are helping the Terrans either by fire support or by transporting goods to them, which is why you don't see any Vasudan ships in R1. The Vasudans then focus on the Shivans for the most part and only really enter the war to speed things up so the Shivan threat can be dealt with as the Vasudans doubt they can keep the Shivans contained forever and would prefer the Terrans and EA on side to help.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on August 05, 2018, 07:00:23 pm
I know they're probably dead by now, but how did the EA treat the Vasudans that were present in Sol (the Lucifer strike Thoth pilots, etc.)?

Although it is never stated in canon, it wouldn't surprise me that there were other Vasudans in Sol prior to the closure of the node.

Also last time, they sent around 90 Shivan Sath juggernauts eventually, not the mention the Lucifer in the Great War. In the original Inferno, at the last mission, reading the briefing text, the GTVA even seems to have learnt from the previous encounter, that they shouldn't be arrogant, shouldn't underestimate their old nemesis, and they even respond effectively. That is something I liked in the original Inferno.

The same thing happened in FS2 canon, where the GTVA developed beam weapons and had the Colossus; they underestimated the Shivans then, for never did they anticipate 90 Sathanas juggernauts.  As thus, many decades have passed since the last Shivan incursion.  A new generation of leadership has emerged, a generation that knew not Capella.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 05, 2018, 07:19:41 pm
On the other hand atleast GTVA (don't know about EA) has no chance against 90 Saths, even though they developed things (like the Apothess) to deal more damage than before, so whenever something red shows up - even just a fighter - GTVA should/could be scared as hell...
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on August 05, 2018, 08:23:10 pm
Reading the tech descriptions for the ships not present in first chapter it seem that GTVA deeloped to deal with 80 Satanases (e.g. Long range beam Destroyers, Bombers that can take out Juggernauts).

However it seem rather naive on GTVA side to think that Shivans didn't expanded/upgraded on their side - that would be one of the main lessons from FS2 - GTVA should b more paranoid and cautious...more like Blue Planet GTVA.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 05, 2018, 08:41:48 pm
The question is whether GTVA has enough of these ships/weapons to destroy an entire Sathanas armada. Inf takes place about 25 years after Capella - quite some time, but wiping out 90 Saths and countless destroyers (without the Shivans changing their strategy - remember they aren't stupid) with a couple advanced destroyers and some super-destroyers doesn't seem that plausible.

Of course, unless you found the tech entry that makes the Saths look like a bunch of flies.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on August 05, 2018, 11:15:33 pm
I know they're probably dead by now, but how did the EA treat the Vasudans that were present in Sol (the Lucifer strike Thoth pilots, etc.)?

Although it is never stated in canon, it wouldn't surprise me that there were other Vasudans in Sol prior to the closure of the node.
R

I would assume so too, but how would the EA treat them?  Would they put them in a ghetto or something like that or something like offer them citizenship if the Vasudan pilots would fly for them or something in between?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on August 06, 2018, 03:36:02 pm
Why in ghetto? There is no significant Vasudan population in Sol apart of maybe some diplomatic representative, military and scientific advisors - probably not more that several hundred individuals. If there are some females (Do Vasudans even have sexes?) then they could still have some population surviving till Inferno (maybe evene expanding if we count some genetic manipulation to boost population grow). They are probably braiwashed to serve EA and act as usefull tool/agents in contact with Vasudan Imperium, maybe they even convinced VI to not actively participate in EA-GTA war.

The pilots who participated in Lucifer attack would probably be treated like top tier heroes and celebrities untill the last day of their lifes.
It would be interesting to see EA Vasudan character.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 06, 2018, 04:26:17 pm
I think Rampage said that the reason why the Vasudans stayed away from the GTVA-EA war was because they considered that a domestic Terran issue.

Personally I don't see why a bunch of Vasudan pilots would play a significant role after over 5 decades.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on August 06, 2018, 05:58:47 pm
If there are some females (Do Vasudans even have sexes?)

At least two genders in FS2, which seem to map to significant phenotypic differences, so presumably yes. In general I'd be surprised if they didn't since sex is a powerful survival advantage.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on August 06, 2018, 08:10:41 pm
BTW about patching the first release - I notice severe lack of intelligence entries in Tech Room - it would be good to but some notes about Inferno state/history of Terrans, EA, Vasudans and Shivans (e.g. how GTVA estimate current shivan thread).
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FearofthedarkHU on August 11, 2018, 07:58:38 pm
@Rampage/Woomeister

Thanks for the clarification. I agree with MR.WHO's post, that it wouldn't make much sense for the GTVA not to expect upgraded Shivan technology. The last debriefing states that they didn't expect that SSD (Vidyadhar - cool replacement of the Diablo!!) to pop up. In Act 2, they should already expect that even a larger shivan vessel will enter the play any time soon (Gigas), well regardless if it shows up in Act 3.  :D

Actually, Woo's post raises up another question which I guess Act2/3 probably explains.
Since the Shivans did show up, why would the EA still continue their war against the GTVA, especially since Ross 128 is pretty close to Sol?
I presume they are confident with the Icanus, but by following Inferno R1 storyline, it is kind of known what happens.

(Without the Icanus, if I were EA High Command, I would immediately surrender, lol. Well to be honest even without the Icanus, I would consider.)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 11, 2018, 11:13:59 pm
The last debriefing states that they didn't expect that SSD (Vidyadhar - cool replacement of the Diablo!!) to pop up. In Act 2, they should already expect that even a larger shivan vessel will enter the play any time soon (Gigas), well regardless if it shows up in Act 3.  :D

Funny thing though, the Vidyadhar was - at some point - a super-juggernaut replacement for the somewhat similar named planet killer from INFR1, with a subspace weapon and corvette bay.

Quote
(Without the Icanus, if I were EA High Command, I would immediately surrender, lol. Well to be honest even without the Icanus, I would consider.)

EA was always pretty cool, given they were about at par with GTVA tech and fleet wise I always wondered how GTVA managed to force them to surrender with their entire fleet in Sol. And the Icanus isn't even part of that equation.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woomeister on August 12, 2018, 07:02:29 pm
Funny thing though, the Vidyadhar was - at some point - a super-juggernaut replacement for the somewhat similar named planet killer from INFR1, with a subspace weapon and corvette bay.
Wrong, that model was a Gigas size ship for the 2nd act of Gateways originally. I shrunk it down to replace the Diablo since we needed a replacement for Nostos and it fitted well. It did have a crovette bay though, the fighterbays used to lead to it.
The front used to be a Sathanas subspace weapon instead of a single beam.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 12, 2018, 08:21:09 pm
Well I meant a SJ sized replacement for Juggernaut sized Vinaashak. http://www.hard-light.net/forums/index.php/topic,33203.msg777272.html#msg777272

Gateways had 2 acts? Anywhere I can something read about it?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Assassin714 on August 12, 2018, 08:25:36 pm
Vinashaak? Lovely ship. Which reminds me, I need to start my Ship Review thread.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woomeister on August 13, 2018, 03:10:22 pm
Well I meant a SJ sized replacement for Juggernaut sized Vinaashak. http://www.hard-light.net/forums/index.php/topic,33203.msg777272.html#msg777272

Gateways had 2 acts? Anywhere I can something read about it?
We've never had a replacement for that one

No, because I only did a basic run of act 1 and never got around to fully designing act 2. Act one wouldn't lead into what I had planned for Act 2 now anyway and so would be stand alone. Especially since act 1 could have a bad ending now if the persistant variable system works the way I need it to.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on August 13, 2018, 08:45:47 pm
Hi - after Konssos, FSO and media vp update Inferno mod display most of HUD elements twice (one set is biggger resolution than another) - can you tell me how to fix it?

Also GTI Arcas - most of texture are missing after the update.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 13, 2018, 08:53:25 pm
Did you install MV_Compatibility? It works on my end.

The HUD issue is annoying though.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Andreas Rybak on August 13, 2018, 09:02:42 pm
*plays the first mission*

Huh... they really did just make it an update of INFR1

*sees the swerve*

Well ****
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on August 14, 2018, 07:29:28 pm
Downloading MV_Compatibility fix the issue of missing textures on GTI Arcas, but it's confusing nowhere in Inferno is noted that MV_Compatibility is required.

Edit: Scratch that, I just found out info that MV_Compactibility is a new file brought by the recent media vp update, so it's not your fault :)



Any info about double HUD bug?

Edit2: Further note from media vp update topic:

https://www.hard-light.net/forums/index.php?topic=94988.0

*Add Axem's 2_HUD (This may cause a double HUD for some mods. You can fix it by including an empty mv_root-hdg.tbm in your mod's files.)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 14, 2018, 07:34:16 pm
According to the MVP release post you need only to add a blank mv_root-hdg.tbm into INFs table folder. I haven't tested it myself yet though. Testing board says the team is working on a fix soon(ish).
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Colonol Dekker on August 15, 2018, 06:48:24 pm
Can't recall who asked about zod gender, but there are definitely females in the retail campaign of FS2. Listen to the translator ;)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woolie Wool on August 15, 2018, 10:38:59 pm
I've gotten up to "Sink the Bismarck" so far, I'm enjoying this though I find the pace of the missions difficult to follow, especially at 4K where the HUD is too small. Even after I've thrown $Force Scaling Above: (1920, 1080) all over all three hud_gauges tables, Axem's messagebox is still very small and difficult to read. Some thoughts so far:

* As usual, the EA fleet is way cooler than the Tev fleet and I wanna fly a Claymore nowwwwwww~! But now the Vasudan fleet is cooler too instead of the lumpy boxes of R1. Evil and evil-enablers are cool and good is dumb. I noticed, though, that despite the additional anti-warship firepower of EA ships in the form of railguns and the like, the missions seem to treat those systems as irrelevant and de-beamed EA ships (except for the Soter) as firepower kills.
* Ships in general seem to have a lot fewer beams, which is probably a good thing as the Tereus and Lindos got pretty silly in R1.
* The Artemis Adv and Boanerges are absolute death traps against EA forces and I'm surprised the GTVA hasn't withdrawn them already to reduce the casualty counts and stop the inevitable savaging of these bombers and GTVA Command by the press.
* Whatever reasons the Vasudans might have for not helping the Terran half of the GTVA, they all should have flown out the window the moment the EA entered Beta Aquilae. They're just going to let a hostile enemy power take the GTVA's joint capital? They should have at least showed up to help boot the EA back into Delta Serpentis, because Beta Aquilae is much more than just a "Terran system", though it may have been one back in the 2330s. Do they even take the idea of the GTVA seriously anymore? Are they preparing a secession?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on August 15, 2018, 11:33:49 pm
BTW, I noticed fragment of Inferno description on Knossos:
Quote
Featuring15 missions covering the first half of the EA war to the arrival of the Shivans in Ross 128, ranging in scope from the largest fleet battles to smaller assault missions. Wingmen that know how to tactically disarm in battle, innovative persistence systems where every ship might just matter and select checkpoint missions bring gameplay to the next level.

Am I might missing something? I didn't noticed a single checkpoint or persistence system in Act 1.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 16, 2018, 12:53:25 am
Yes, you're missing something. Look into the data/scripts folder where the things are saved.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on August 16, 2018, 08:41:36 pm
* Whatever reasons the Vasudans might have for not helping the Terran half of the GTVA, they all should have flown out the window the moment the EA entered Beta Aquilae. They're just going to let a hostile enemy power take the GTVA's joint capital? They should have at least showed up to help boot the EA back into Delta Serpentis, because Beta Aquilae is much more than just a "Terran system", though it may have been one back in the 2330s. Do they even take the idea of the GTVA seriously anymore? Are they preparing a secession?

I'll echo this.  It's a lot different than Blue Planet where the GTVA Terran war effort is more of a moral shade of gray.  The EA started the war in Inferno.

Basically the Vasudans see a hostile external entity attack the GTVA and they sit back and do nothing?  Wouldn't the GTVA Terrans feel betrayed at this point or that the "Alliance" is worthless?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 16, 2018, 09:07:15 pm
AFAIK the Vasudans are mostly concerned about a Shivan invasion, and don't want to waste their forces on something they consider a domestic Terran issue.
Spoiler:
Also, the Zods change their opinion towards the end when this actually happens.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on August 17, 2018, 12:49:22 am
From the GTVA Terran perspective though it would feel like a foreign invasion rather than a domestic disturbance so I can see how they might be upset with the Vasudans.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 17, 2018, 12:58:18 am
In INFR1 (don't know about Nostos), the GTVA was rather distant, mostly driven by the need to defend themselves against the Shivans. So it's not entirely unreasonable that they think about what the advantage/disadvantage for themselves would be. Of course you could argue that letting the Terrans fight out their civil war is short-sighted in several ways, but I'm sure Vasudans are capable of that kind of thinking too.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woolie Wool on August 17, 2018, 04:11:21 pm
AFAIK the Vasudans are mostly concerned about a Shivan invasion, and don't want to waste their forces on something they consider a domestic Terran issue.
Spoiler:
Also, the Zods change their opinion towards the end when this actually happens.

It's not a "domestic Terran issue" when the EA are literally bombing your capital RIGHT NOW. Again, an alliance is more than pinky-swearing to be friends. If the GTVA is a real thing and not just for show, if there are joint governmental and command structures, then thousands if not millions of Vasudans in the system and especially on Janus are dead. The EA have invaded Terran-Vasudan space, destroyed Vasudan property, and slaughtered Vasudan civilians. The Vasudan Imperium must act to ensure its own survival. If the Emperor won't, someone further down the chain will. Every war hawk politician and ambitious general in Vasudan space must be drooling at this point, as the EA have handed them a nigh unassailable case for war.

Remember that in BP, the GTVA was trying to conquer the UEF, who really had nothing against them and were happy on their own (at least from the perspective of UEF citizens unaware of the whole psychic alien business). The EA at least boast about their intentions to conquer the Terran half of the GTVA, and once they have that, they would have an overwhelming economic and military advantage. The best interests of the Vasudan people and Vasudan state in Inferno are that the Earth Alliance be destroyed, or at least contained.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on August 17, 2018, 06:21:34 pm
I think even in R1 there was stated that after Capella Terran Vasudan relation become a bit colder and both sides laxed the Alliance (to the point it's less formal than during FS2).

Also I have an impression that despite EA craziness they wouldn't bomb cities on Janus, but limit themselves to military targets for reasons:
- they want the planet and it's infrastructure as intact as possible (nuking cites won't help in long term strategy/ocupation)
- all this bable about love for humanity will become trash when you nuke cities full of humans.
- EA probably don't want Vasudans to join the war and have some kind of proper relations with them after the war. Bombing cities with Vasudans would serious untermine EA war efford.

Glassing military base full of soldiers, like in mission 2 would be OK for EA, bombing cities and planets would be a bit too much even for most hardcore EA (unless that planet in Ross 128 that EA blew up was populated?).
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woolie Wool on August 17, 2018, 07:36:54 pm
You can't just "not bomb civilians" with WMDs from orbit. Many of the military targets will be located in or near cities, and destroying targets in a city with beam cannons or similar weapons means you're destroying the city too, and then you get the massive fallout clouds and ecological damage to kill even more. Not to mention, if the EA commit to Beta Aquilae, then they might as well go all-in and try to decapitate the GTVA civilian government, or at least destroy their buildings and records if the people have all escaped. If the EA wanted to keep the Vasudans out of the war, attacking Janus was the worst decision they could have possibly made, not to mention if the EA has Beta Aquilae, they're just one jump from Antares and two from Vasuda, giving the Vasudans even further incentive to counterattack.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FearofthedarkHU on August 17, 2018, 09:23:20 pm
AFAIK the Vasudans are mostly concerned about a Shivan invasion, and don't want to waste their forces on something they consider a domestic Terran issue.
Spoiler:
Also, the Zods change their opinion towards the end when this actually happens.

It's not a "domestic Terran issue" when the EA are literally bombing your capital RIGHT NOW. Again, an alliance is more than pinky-swearing to be friends. If the GTVA is a real thing and not just for show, if there are joint governmental and command structures, then thousands if not millions of Vasudans in the system and especially on Janus are dead. The EA have invaded Terran-Vasudan space, destroyed Vasudan property, and slaughtered Vasudan civilians. The Vasudan Imperium must act to ensure its own survival. If the Emperor won't, someone further down the chain will. Every war hawk politician and ambitious general in Vasudan space must be drooling at this point, as the EA have handed them a nigh unassailable case for war.

Remember that in BP, the GTVA was trying to conquer the UEF, who really had nothing against them and were happy on their own (at least from the perspective of UEF citizens unaware of the whole psychic alien business). The EA at least boast about their intentions to conquer the Terran half of the GTVA, and once they have that, they would have an overwhelming economic and military advantage. The best interests of the Vasudan people and Vasudan state in Inferno are that the Earth Alliance be destroyed, or at least contained.

That is the same fact I wanted to point out. Also remember The Hammer of Light? In the end, it was the Terran-Vasudan Alliance defeating it.

Also your post actually contains a great point. Delta Serpentis is the home system of the GTVA. Not the Terran part of the GTVA but the whole GTVA. Also if the Terran part of the GTVA gets defeated, that would put the Vasudan Imperium even in a worse position in the case the shivans returned. They would lose a trusted ally. (In Inferno).

The UEF case in BP, now that one is different.

----------------

Futhermore, I know it is a quite an old video, but does anyone know the track / song playing in this older announcement video?

https://www.youtube.com/watch?v=b_8OHGBEpks

I also recommend using this track - if applicable - in the next Act.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on August 17, 2018, 09:56:49 pm
In a really cynical reading, the Vasudans don't want to get on the bad side of whichever Terran power ends up winning. :nervous:
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on August 17, 2018, 09:58:04 pm
Doesn't that only apply if the EA wins?  I mean, if the Vasudans keep their distance and the GTVA Terrans win...those Terrans would likely harbor resentment.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 17, 2018, 10:01:06 pm
I'd say it's short-sighted. The GTVA Terrans have reason to like the Vasudans. Those from Sol will remember most clearly that they've been at war with them for 14 years.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: jbjhjm on August 17, 2018, 10:17:06 pm
2-This is an issue I encountered on a second playthrough.  On the third mission (attacking an EA light carrier and cargo depot), if I took a fighter, the enemy wing that started with a "D" (Durch I think) never actually appeared in mission (even though the name appeared in the directives list) so I couldn't progress after destroying all other targets in the mission...it said press F8 to target them but that never happened.  However, when I flew a bomber in the mission they did appear and the mission played normally.

This happens to me every time... I can't continue cause I'm stuck in mission 3 :( Tried to use a bomber, tried to give all wingmen bombers... but no Durch wing coming in. Do you know any solution for this?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on August 18, 2018, 05:32:20 am
You can't just "not bomb civilians" with WMDs from orbit. Many of the military targets will be located in or near cities, and destroying targets in a city with beam cannons or similar weapons means you're destroying the city too, and then you get the massive fallout clouds and ecological damage to kill even more. Not to mention, if the EA commit to Beta Aquilae, then they might as well go all-in and try to decapitate the GTVA civilian government, or at least destroy their buildings and records if the people have all escaped. If the EA wanted to keep the Vasudans out of the war, attacking Janus was the worst decision they could have possibly made, not to mention if the EA has Beta Aquilae, they're just one jump from Antares and two from Vasuda, giving the Vasudans even further incentive to counterattack.

I have a hard time seeing the Vasudans just sitting things out when two of their ally's system get conquered and one almost conquered (that one also being the capital system of the supposed 'alliance').
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FrikgFeek on August 18, 2018, 08:31:46 am
If you have problems with Durch spawning in order the AI to ignore the Zoais. That carrier needs to be alive for Durch to spawn, as they arrive from its fighterbay.

Alternatively, set the difficulty to insane which will make Durch spawn much closer to mission start(before the AI has a chance to kill the Zoais).


This whole interaction is an unfortunate bit of Lepantoism that wasn't caught in testing.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Colonol Dekker on August 18, 2018, 11:44:08 am
Military bases often contain therein civilian administration staff and civil servants.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on August 18, 2018, 05:25:30 pm
Military bases often contain therein civilian administration staff and civil servants.

Well civilians living inside military base count as military personel - otherwise anyone would use them as meat shields and then it's short trip to undiscriminate bombing of everything.

I might be spoiled by David Weber books, where humans keep their bases away from big cities in order to limit the warfare damage. Seems logical to me - on Earth you build base near the cities due to limited land or logistical reasons - both should no longer be valid when you are a few centuries of technological development into the future and have multiple planets worth of land space!

I imagine that the base on Janus that was bombed in mission 2 was kinda like USA Area 51 - base in remote area with very small population near to it.
This also make sense from GTVA perspective - Shivans (probably, like Lucifer on Vasuda) prioritize bombing population centers, so keeping military bases separated gives them several more hours of life expectancy before glassing.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woolie Wool on August 21, 2018, 04:26:12 pm
Need I remind you that Janus would not only have "bases", but the GTVA's seat of government. They're not putting that out in the middle of some desert. And keep in mind that until the EA kicked down the front door while the Vasudans had their thumbs in their asses, Beta Aquilae had been a "home front" system in every conflict since the destruction of the Lucifer. Military bases there are absolutely going to be located in cities; the people there are not deployed, they're essentially working a day job until they get deployed somewhere, and cutting these people off from society by locating all your bases in the middle of ass**** nowhere is going to lead to awful morale, even worse performance, and lots of desertion.

At the very least I hope the decisions the Vasudans made in Nostos have consequences for them in later chapters. This is the sort of behavior that turns allies into enemies.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on August 21, 2018, 08:03:00 pm
Need I remind you that Janus would not only have "bases", but the GTVA's seat of government. They're not putting that out in the middle of some desert. And keep in mind that until the EA kicked down the front door while the Vasudans had their thumbs in their asses, Beta Aquilae had been a "home front" system in every conflict since the destruction of the Lucifer. Military bases there are absolutely going to be located in cities; the people there are not deployed, they're essentially working a day job until they get deployed somewhere, and cutting these people off from society by locating all your bases in the middle of ass**** nowhere is going to lead to awful morale, even worse performance, and lots of desertion.

At the very least I hope the decisions the Vasudans made in Nostos have consequences for them in later chapters. This is the sort of behavior that turns allies into enemies.

At the least, do you think that the Vasudans not helping out while the Terran GTVA was being overrun would lead to GTVA Terrans thinking "We'll remember this if you ever have a problem with the Hammer Of Light again"?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on August 22, 2018, 02:10:31 am
We have not explored the why behind EA’s invasion of GTVA space, but once again it’s not for Lebensraum.  Having been severed from the rest of Terran-kind and having had their own share of internecine fighting, the EA are however very pragmatic when it comes to their domestic and foreign policies.  What you faced off in R1 of Nostos is simply the forward fleet.  The bulk of the EA’s forces are still in Sol, including the Nemesis.  They serve a greater purpose in Sol than to simply deter the inevitable GTVA invasion, which will be made clear in R2.

As for the GTVA, Janus is the capital but we did not specify that it is the only capital.  With such a large expanse to govern, it only makes sense that there are other capital worlds in the GTVA.  And as for the Vasudan Imperium, let’s just say they have more than enough reason to stay neutral in a Terran conflict at this time.  But that will change in due time.

In the interim, continue with the ongoing speculations.  Our storywriting is fluid to a certain point, and these discussions are tasty morsels.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on August 22, 2018, 03:11:34 pm
The US didn’t get directly involved in two major world wars until its allies had already absorbed an assload of hurt. I don’t see it as terribly unbelievable that the Vasudans are reluctant.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 22, 2018, 03:16:08 pm
The US didn’t get directly involved in two major world wars until its allies had already absorbed an assload of hurt. I don’t see it as terribly unbelievable that the Vasudans are reluctant.

Of course you can extand the discussion into "Would the US be considered stupid if they'd be all-alone after their allies got invaded by Axis forces while they just stood and watched", but the point remains the same.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woolie Wool on August 22, 2018, 06:27:18 pm
The US didn’t get directly involved in two major world wars until its allies had already absorbed an assload of hurt. I don’t see it as terribly unbelievable that the Vasudans are reluctant.

I would argue that the US cannot be compared, because the US had no political union with any of the Western Allies, and had an unassailable position in North America, far from the European theater. Meanwhile the Vasudan Imperium in exile is sitting right next door in Antares and their representatives to the GTVA are all in the actual contested zone itself. The Vasudan position is more like Britain or France in September 1939--they're vulnerable, Germany is not going to stop, and they need to respond now.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 23, 2018, 01:29:30 am
Ok, some points I'd like to add to the discussion that I came across.

1. The EA-GTVA war should be a 2-front war. Several CBs indicate clearly that Delta Serpentis is entirely under EA control, same for Ross 128. Unless the Nodemap has been changed significantly, half a dozen systems have been cut off from GTVA. FS2 canon says they're densely populated and industrialized. EA could try to seize these systems (though Beta Aquilae is of course a more valueble target), or GTVA could open a second front, but neither happens. No GTVA units enter EA-controlled Ross 128 despite being only weakly-defended.

2. Despite being a "strategic important asset" to GTVA and EA having control over Delta Serpentis for quite a while, Aeneas station managed to avoid capture/destruction for a long time. Even though asteroids might make things more complicated, something probably doesn't justify delays of more than a week or so, and the force EA ultimatly send consisted only of 2 corvettes, a cruiser and a few wings - nothing EA wouldn't have been able to delpoy weeks or months ago if it mattered to them at any point.

3. This here: https://www.hard-light.net/forums/index.php?topic=94956.msg1871517#msg1871517
It's only about the ending of part 1; it doesn't spoil anything you couldn't deduce from part 1/tech descriptions.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: 5thAce on August 23, 2018, 07:48:12 am
According to the MVP release post you need only to add a blank mv_root-hdg.tbm into INFs table folder. I haven't tested it myself yet though. Testing board says the team is working on a fix soon(ish).

Do you know how to add this blank mv to the mod files?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on August 23, 2018, 12:23:46 pm
According to the MVP release post you need only to add a blank mv_root-hdg.tbm into INFs table folder. I haven't tested it myself yet though. Testing board says the team is working on a fix soon(ish).

Do you know how to add this blank mv to the mod files?

Put it in Inferno/Data/Tables. If it doesn't work ask in the MVP release discussion for help. Don't know if it works for Knossos-users as well but I don't know why it shouldn't.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: peterc10 on August 27, 2018, 01:53:40 pm
According to the MVP release post you need only to add a blank mv_root-hdg.tbm into INFs table folder. I haven't tested it myself yet though. Testing board says the team is working on a fix soon(ish).

Do you know how to add this blank mv to the mod files?

Put it in Inferno/Data/Tables. If it doesn't work ask in the MVP release discussion for help. Don't know if it works for Knossos-users as well but I don't know why it shouldn't.

Worked fine for me with Knossos, thank you. :)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: jr2 on August 28, 2018, 07:18:09 am
Any chance of editing the OP to include this  link + image?

(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/Inferno)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: QuakeIV on August 30, 2018, 12:01:47 am
Belatedly remarking on how the US left their 'allies' to their fates for quite a while during both world wars: we weren't actually allied to any of them prior to the end of ww2.  The US never actually joined the league of nations, and before ww1 they were also neutral.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: -Norbert- on August 31, 2018, 05:18:20 pm
Leaving the history/political discussion aside for a moment, I have a bug to report.

In the mission where you attack the cargo/repair-depot and the light carrier there, my bombers managed to destroy the carrier so fast, it couldn't launch Durch wing. But the destruction of that fighter wing is necessary for the mission to commence. Since I couldn't destroy what never came into the mission, the enemy reinforments never arrived and thus I was stuck.

On the 2nd try they just managed to launch right before the Ca blew up and I could complete the mission.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on September 01, 2018, 03:43:33 pm
This is a known bug that was discussed elsewhere.  It will be fixed with the upcoming patch.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on September 01, 2018, 05:03:28 pm
This is a known bug that was discussed elsewhere.  It will be fixed with the upcoming patch.

R

When will the patch be released? It's been some time since the last SVN commit, and the thing with the HUD is apparently rather critical. PIe proposed this: https://www.hard-light.net/forums/index.php?topic=95060.msg1872919#msg1872919
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: PIe on September 02, 2018, 10:37:50 am
I pushed a metadata update, so closing Knossos, going to <Knossos data>/FS2/Inferno-1.0.0, deleting the mod.json file there and then redownloading Inferno will fix the HUD issue.  Knossos should detect that the VP files still exist and won't redownload them.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on September 02, 2018, 08:43:10 pm
As of now, the dev team is not currently active.  JSRNerdo, The Dagger, and Nyctaeus have not been seen since July, and I have been busy with graphical updates for the patch (namely the Claymores).  Hopefully we regroup in Sept or Oct and push something out by early 2019.  In the interim just use the temporary HUD patch.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woolie Wool on September 05, 2018, 05:08:40 am
(namely the Claymores).

Will there be pictures anytime soon?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on September 05, 2018, 05:05:34 pm
(namely the Claymores).

Will there be pictures anytime soon?

Also, maybe a screenshot of new Auriga model (mentioned earlier in this topic)?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on September 06, 2018, 11:54:58 pm
I swear there’s orders of magnitudes more posts asking for previews of Inferno assets than any other kind of discussion about it.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on September 07, 2018, 12:34:35 am
I swear there’s orders of magnitudes more posts asking for previews of Inferno assets than any other kind of discussion about it.

I tried, but nobody replied to my post. :(

Besides that, there're still pics of some assets on the ModDB site.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on September 18, 2018, 07:27:23 pm
Ok, some points I'd like to add to the discussion that I came across.

1. The EA-GTVA war should be a 2-front war. Several CBs indicate clearly that Delta Serpentis is entirely under EA control, same for Ross 128. Unless the Nodemap has been changed significantly, half a dozen systems have been cut off from GTVA. FS2 canon says they're densely populated and industrialized. EA could try to seize these systems (though Beta Aquilae is of course a more valueble target), or GTVA could open a second front, but neither happens. No GTVA units enter EA-controlled Ross 128 despite being only weakly-defended.

Maybe they thought seizing the important systems of BA and DS right away would force early surrender/negotiations without a long war?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on September 18, 2018, 08:09:27 pm
I think that is the reason why EA attacked Beta Aquilae instead of Laramis, even though it might appear as an easier way for EA to go. But in that case, GTVA would have set up a node blockade there, what isn't mentioned. It'd also be logical that GTVAs counterattack would come from 2 sides or earlier that GTVA starts a distraction by invading weakly defended Ross 128 in order to buy time for the capital.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Dysko on September 19, 2018, 08:05:09 pm
Well, wow.

I remember that INFR1 was the first mod I played when I discovered HLP 15 years ago. Exactly half a lifetime passed for me since then.
INFR1 really hooked me up on the HLP community, and I remember playing almost every campagin released in the following years. Then, when I started university, I almost completely dropped down FS2 (except for campaigns like BP).

Fast forward to few months ago. I was at work, and during my lunch break I though "Well, it's been a long time since I last went on HLP, let's check what's happening".
And then I saw the announcement for Nostos.
"Whoa, I can't wait to get back home, reinstall FSO and play this!"

That same day, sh*t happened when returning from work, as I skidded with my motorbike due to a truck losing some gravel on the road and fractured my right elbow. I spent two months at my parents' home with a crappy laptop on which FSO cannot run.

Finally, one month ago I could return to my apartment and play everything.

Wow, simply wow.

I will not comment on the quality of the missions, since I've been missing out on the latest major releases.

I just wanted to thank you for bringing back those fond memories of the 15-years-old me :)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on September 21, 2018, 02:43:05 am
I think that is the reason why EA attacked Beta Aquilae instead of Laramis, even though it might appear as an easier way for EA to go. But in that case, GTVA would have set up a node blockade there, what isn't mentioned. It'd also be logical that GTVAs counterattack would come from 2 sides or earlier that GTVA starts a distraction by invading weakly defended Ross 128 in order to buy time for the capital.

Wouldn't the GTVA want to save the capital immediately by going into BA rather than trying to save it via distracting the EA somewhere else?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on September 21, 2018, 05:34:40 pm
Probably yes, but Laramis-Ross 128-DS is the only path to go there; so there's nothing else they could do besides that. Earlier (I don't know if it's still in the current story), the supply lines were EAs achilles heel, so attacking them could be a serious hit for them. EA would have to direct resources in that case atleast. But even though this:

As for the GTVA, Janus is the capital but we did not specify that it is the only capital.  With such a large expanse to govern, it only makes sense that there are other capital worlds in the GTVA.

BA is still a more reasonable target to end the war than to conquer another 8 systems. So even though it might not look like that, GTVA might be still in a strategically better situation than EA is.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on September 28, 2018, 03:48:03 am
When can we expect the fix for double HUD after the Media vp update?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FrikgFeek on September 28, 2018, 04:10:18 am
There was a metadata update for Knossos 4 weeks ago to change the MVPs dependency from newest to 3.7.2.

Nostos isn't meant to run on the newest MVPs without a patch. It uses its own shipnames(every retail ship is renamed to shipname#INF) in non-modular ships.tbl. This means that the modular MVPs tables can't change anything about INF ships.

So without a proper patch to adapt those tables into #INF ships all MVPs 3.8. can do for you is break things.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on September 28, 2018, 07:09:25 am
Am I might missing something? I didn't noticed a single checkpoint or persistence system in Act 1.

I can guarantee M9 and 11 have checkpoints (I almost died fixing M11's) and there are persistence features in place - try losing the Magellan in m6 and replaying m10 for example.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Goober5000 on September 28, 2018, 11:35:15 am
There was a metadata update for Knossos 4 weeks ago to change the MVPs dependency from newest to 3.7.2.

To add additional context, Knossos doesn't re-download metadata if the metadata has changed but Inferno's version number hasn't.  (At least for now; there is an upgrade in the works to handle this.)  So if you are getting this bug, exit Knossos, delete Inferno's mod.json file, and restart Knossos.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on September 28, 2018, 08:41:03 pm
Another Inferno plot question:  do you think that that GTVI double agent (who at first looked like an EA spy but then later betrayed Spiros and needed rescuing by the player) had information on Icanus? 

(She said she had information on Earth to deliver)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on September 28, 2018, 08:48:27 pm
I don't think that these questions will remain unawnsered.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on September 29, 2018, 02:38:40 am
There was a metadata update for Knossos 4 weeks ago to change the MVPs dependency from newest to 3.7.2.

To add additional context, Knossos doesn't re-download metadata if the metadata has changed but Inferno's version number hasn't.  (At least for now; there is an upgrade in the works to handle this.)  So if you are getting this bug, exit Knossos, delete Inferno's mod.json file, and restart Knossos.

I'm a bit lost here - would deleting mod.json fix the HUD issue for me? If yes where I can find that file (I've checked the Knossos folder but can't find any).
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: PIe on September 29, 2018, 11:49:13 am
going to <Knossos data>/FS2/Inferno-1.0.0, deleting the mod.json file there and then redownloading Inferno will fix the HUD issue.  Knossos should detect that the VP files still exist and won't redownload them.

I'm a bit lost here - would deleting mod.json fix the HUD issue for me?
Indirectly yes.  the mod.json file contains the version of the MVPs that Inferno requires, and the old one you have currently specifies the wrong version.  You need the newer fixed one.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on September 29, 2018, 03:24:20 pm
Thanks - above solution solved the issue with double HUD.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Stardust on September 30, 2018, 06:22:49 pm
SWEETNESS!

So I downloaded and installed Knossos, and was pleasantly surprised by the number of campaigns and mods it has. Didn't realize there were that many!

Anyways, I've stumbled across a small problem and can't seem to fix it. In short, whenever I try to launch Inferno Nostos from Knossos, I get an error about 40+ errors, but the game will try to ignore them. Get to the main menu, and wow! But as soon as I go to try a mission, it craps out with errors pertaining to one model's POF file or another. I've seen the Hermes and the Charybdis come up repeatedly.

Now I'm not new, and I've verified file integrity as well as uninstalled/reinstalled Nostos as well as the MediaVPs, to no effect. And while I can view the models in the tech room, I noticed that several are missing textures; more specifically, they are not there and the ship is transparent in certain areas. This is mostly on large capital ships like the Icelus. Anyone have any thoughts? Or do I just need to configure something in my client/game?

By the same token, verifying file integrity seems to ALWAYS find a problem - even if it's the same one - over and over again with the same file, and redownloads them. Unless there's a Knossos support thread I just haven't found, this can't be normal.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: niffiwan on September 30, 2018, 08:18:02 pm
There's a general knossos thread here (https://www.hard-light.net/forums/index.php?topic=94068.0), or you can ask questions on the #knossos discord channel (under the "HLP" dropdown menu).

This issue:
Quote
verifying file integrity seems to ALWAYS find a problem
vaguely sounds like a bug in an older version; which version are you running?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on September 30, 2018, 09:54:28 pm
I don't think that these questions will remain unawnsered.

My thoughts on this:

As I understand it, the first two acts of Nostos are basically a more in-depth version of the original Inferno R1 from years ago.  I don't remember R1 directly mentioning the Icanus so I don't think Nostos part 2 will either.
However, it may indirectly reference it.

I could see one of the command briefing pages saying something like:  "Pilots, you may have heard rumors that another reasons the Vasudans are finally joining our war against the EA is that our agent Kapinksy brought back plans for an EA super juggernaut.  Do not believe rumors, keep focused on the Shivans and EA that are in front of you."


I don't think we'll see a direct reference to Icanus until part 3 (though I could be wrong).
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on October 01, 2018, 12:23:13 am
Mmmmhh I don't think so. Even if it would be that way, GTVA would be stupid as hell to name their agent. Also, saying things like "our enemy builds a ship that's larger than anything we have" is probably something Command wouldn't do, unless they want to put fighting moral to a minimum. It's called need-to-know basis.

Rampage said that not even EAs true reason for the war has been revealed yet, so I'd presume that the reasons for the Vasudan not-interference hasn't been either (but I don't know).

I also don't know how EA would try to hide what they're doing. Sure, the atomic bomb was built in secrecy, but the Icanus would be constructed at Mars, which is inhabited, plus the visibility of a 20km ship.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Stardust on October 01, 2018, 04:41:52 pm

This issue:
Quote
verifying file integrity seems to ALWAYS find a problem
vaguely sounds like a bug in an older version; which version are you running?
[/quote]

Of Knossos? 0.12.4. I've got the client set to download updates nightly, but don't ask me where I set that up!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on October 03, 2018, 06:21:06 pm
Mmmmhh I don't think so. Even if it would be that way, GTVA would be stupid as hell to name their agent. Also, saying things like "our enemy builds a ship that's larger than anything we have" is probably something Command wouldn't do, unless they want to put fighting moral to a minimum. It's called need-to-know basis.

Rampage said that not even EAs true reason for the war has been revealed yet, so I'd presume that the reasons for the Vasudan not-interference hasn't been either (but I don't know).

I also don't know how EA would try to hide what they're doing. Sure, the atomic bomb was built in secrecy, but the Icanus would be constructed at Mars, which is inhabited, plus the visibility of a 20km ship.


That's a good point. 

When the GTVA does get into Sol in Act 2, how wouldn't they notice the Icanus?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on October 03, 2018, 06:40:15 pm
I think every return-to-Sol campaign has its own node location. Canon had it near Earth, BP had it in outer Sol IIRC, I don't know where INFs is, so it would not necessary to be visible from the node. But the thing is, building a 20km warship could barely be concealed from the public. The construction of the Colossus was announced publicly, and I think from complexity, it's about as difficult for EA to build the Icanus as for GTVA to create their supercap. The details are probably secret, but not the whole thing.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: -Norbert- on October 04, 2018, 01:50:07 pm
Space it rather big.
In the most extreme case, the EA could hide pretty much anything they want either so close to the sun that the radiation shields it from sensors, or far out in the Halo.

Or if you imagine the plane on which all the orbits is as a more or less flat area, they could go "up" or "down" and build (or move) it there. I doubt many people would think of looking for anything in either direction, since the only things that (to my knowledge) float around in such unusual orbits are very, very few comets.

Or on a low gravity celestial body like one of he smaller moons or a particularly big asteroid, they could make a sufficiently big caver underground to build even such massive ships in there.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Iain Baker on October 04, 2018, 03:39:11 pm
Finished this campaign the other day. What a rush! Some seriously intense and large scale battles, and it looks beautiful. Highly recommended.  :nod:

PS - Homeworld called. They want their ships back  :lol:
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on October 04, 2018, 06:55:07 pm
Space it rather big.
In the most extreme case, the EA could hide pretty much anything they want either so close to the sun that the radiation shields it from sensors, or far out in the Halo.

Abosulutly correct; space is so huge that you could hide even more gigantic spaceships.

Nevertheless, I tried to think of some arguments...

1. The construction of the Icanus was set at Mars; at least according to INFR1. Low sun orbit or outer rim make sense resource-wise (at least the latter), but they also require a significant workforce for the construction.
2. The economic resources required would make it very hard to hide/disguise even a for military government. You could also wonder whether the NTF was surprised by the deployment of the Colossus, when their construction was known public.
3. I think in the end you could probably find somebody among capture EA staff who knows at least some details about the Icanus.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on October 04, 2018, 08:51:33 pm
The Zods have their own motives, which will be revealed in later releases.

Nobody ever said the Icanus is a ship (in the classical sense).

PS - Homeworld called. They want their ships back  :lol:

Finally got their attention! :p

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on October 06, 2018, 06:14:00 am
I'm replaying the campain again with bigger attention to details and I spotted several things that might be useful for next release/patch:

In first command briefing there is vanilla music - might be good to replace it with Inferno track.

Mission 1:
- most of the mission has vanilla music, might be good to replace it with Inferno track.
- mission directive suggest to disarm cruiser beams, but this is actually quire hard and useless (cruisers go down shortly after you manage to destroy beams).
- I haven't tried it, but what happend when I try to ambush and destroy the traitor shuttle?

Mission 2:
- would it be possible to make target freighter a random? Currently in every playthrough it's always the same freighter.
- wouldn't it be logical to blow up the freighter after boarding to deny EA the resources? Or is it against BETAC to blow up captured ships (not that we don't witness the huge warcrime in the backround :)  )?

Mission 3:
- it seems that GTA use one destroyer to attack destroyer, corvette and two cruisers - maybe it would be nice to throw an escort or two?

Mission 4:
- mission communication indicate you shouldn't destroy beams fo Lindos, but focus on clearing the path for actual disarming squad. However I feel that without your active involvement it might be that Lindos will be able to destroy your destroyer.

Mission 5:
- this mission is ulta hard at first run. It seems that comm array subsystems are extremely resilent to Cyclops and Stilletto. Only Arbalest seems to be effective (and fit in bigger amount of Artemis).

Mission 6:
- The part where you are ambushed by 3 missile cruisers is a bit boring - due to their position you take some time to engage one cruiser, but then you're too far to do anything to two others and you just waste time trying to get back to your destroyer. Maybe group those cruisers together but with some better escort to make it challenging.
- in ship command you can give orders to "Ramayana spawn point".

Mission 7:
- I find it a bit irritating that Cyrus beam cannons are invulnerable in first part of the mission.
- when Cyrus is back with two cruisers, one cruiser behind Reyes love to crash into Reyes engine - that is one a hell dedicated cruiser captain.

Mission 8:
- that EA transport at the beginning of the mission that try to save EA corvette seems to be too easy prey. Maybe delay it's arrival, so that it could try to sneak during the chaos of battle?
- also that inactive EA corvette - maybe it should have engine disabled? It doesn't look too dammaged/stranded.

Mission 9:
- no complains

Mission 10:
- no complains, actually this is one of my favorite missions - really feels similar to R1 Battle for Earth.

Mission 11:
- Another solid mission, the only thing I don't like is that SOC double-agent reveal herself to EA Admiral. This feels kinda forced and uneccesary.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Korwin on October 06, 2018, 02:37:54 pm
I noticed one strange issue - some subsystems of enemy ships are healed when attacked, this can go well over 100%. It looks like you were trying to protect them from being destroyed too early. This looks stupid and can be annoying - one time I had to destroy some beam cannons, and they were sitting at 200%+  because my wingmen attacked them earlier, when the bug was active.
I think it was the Cyrus in mission 7 but I might be wrong. This also happened on some destroyer's engines which I tried to destroy for fun.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FrikgFeek on October 06, 2018, 04:16:55 pm
The "correct" freighter in mission 2 IS random, you just got the same one multiple times.

Code: [Select]
   ( random-of
      "Celeste"
      "Cayman"
      "Pyrobolos"
      "Tylis"
      "Advocate"
   )
   ( true )
   ( modify-variable
      "@karpinskyShip[Blank]"
      "<argument>"
   )


Mission 6 went through some iteration in testing, one of the versions was making the cruisers grouped with escort, but it was too easy to blow them away and then all fighter wings would absolutely **** on the cruisers with hurricanes. If the fighter cover or the cruisers own AAA is increased too much then trying to interact with them leads to losing too many wingmen that you'll need for killing those Gaganas later, so it was better to just sit and wait for friendly cruisers to scare them off.

The 'main' point of it is killing off all the fighters and bombers attacking your destroyer anyway, the cruisers are supposed to be a secondary threat there.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on October 06, 2018, 04:41:43 pm
Strange, I ran this mission several times and aways get the big freighter in the middle as main target.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on October 06, 2018, 05:56:58 pm
I noticed one strange issue - some subsystems of enemy ships are healed when attacked, this can go well over 100%

This is both fixed in a recent nightly (June at the very latest) and is why we recommend you use a nightly!

Quote
- I haven't tried it, but what happend when I try to ambush and destroy the traitor shuttle?
You get summarily executed for destroying a civilian shuttlecraft and killing everyone on board. Don't do warcrimes, kids!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on October 07, 2018, 06:15:07 am
Misson 12:
- no complains

Mission 13:
- The scanning part is a bit long and bit boring, maybe you could put scan targets closer together to shorten this part?
- it seems odd that shivans dedicated so much resource to kill a few fighters - Fighters, Crusier, Corvette an Destroyer - seems a bit like overkill on their part.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on October 07, 2018, 06:31:24 am
Having to fly around creates some tension. :D

I don't think that the Shivans returned there only to kill a few fighters. But it's natural that it is the first thing they do.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on October 07, 2018, 09:50:13 am
General note:
I feel that most of mission are a bit too chaotic due to the simple sensory overload - ships jump in, jump out, fighters and bombers blow up left and right, everything have full rainbow of weapons and command messages pop-up and dissapear too fast - most of the missions are very intense, which is good, but I think everything is a bit too much over the limit - I say it after my third  playthrough, when I know what events will happen ahead.

I think that it would be good to have some voice community made acting, so at least we won't have to read the comm message in all that chaos.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on October 07, 2018, 11:49:13 am
I'm afraid VA is highly unlikely to happen, simply due to the large amounts of time (and money) it took the BP team to get their campaign VA'ed; which they ultimatly abandoned in favor of making more playable content. Also, it has never been on the 2-do list of INF AFAIK. Robo-speech was therefore considered the best solution, but it apparently hasn't been implented...
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on October 07, 2018, 01:06:08 pm
Yeah; voice acting for INF is nigh unlikely to happen at all.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on October 07, 2018, 01:15:26 pm
I'm afraid VA is highly unlikely to happen, simply due to the large amounts of time (and money) it took the BP team to get their campaign VA'ed; which they ultimatly abandoned in favor of making more playable content. Also, it has never been on the 2-do list of INF AFAIK. Robo-speech was therefore considered the best solution, but it apparently hasn't been implented...

I mean, we finished everything we set out to VA, and it is a much bigger script than Inferno's...but it is still an obnoxious and difficult process.

Also locking in the script for VA would mean we can't revise it and having the freedom to rewrite whatever could be valuable for future Inferno releases.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on October 07, 2018, 06:14:17 pm
Just out of curiosity, what happened to the idea of using robo-speech a.k.a. text-to-speech? The thing with the many messages that come in quick intervals was noted, but obviously not changed.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Stardust on October 08, 2018, 09:14:28 am
Just finished my first playthrough, and am thoroughly impressed! Loved it! Worth the wait. Didn't expect the shivans to show up as late as they did, but that's okay too.

I agree that with everything happening so fast, it'd be good to have voice-overs, but on the other hand, if I missed a few messages, I'd just pause the game and go back & look/read through the message log. If a poll were released asking the community whether they'd prefer voice acting or more/better content, I'd go with more/better content. Great job guys! Hopefully Act 2 doesn't take fifteen years to be released LOL.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on October 13, 2018, 08:59:44 pm
I think every return-to-Sol campaign has its own node location. Canon had it near Earth, BP had it in outer Sol IIRC, I don't know where INFs is, so it would not necessary to be visible from the node. But the thing is, building a 20km warship could barely be concealed from the public. The construction of the Colossus was announced publicly, and I think from complexity, it's about as difficult for EA to build the Icanus as for GTVA to create their supercap. The details are probably secret, but not the whole thing.

Another plot question:

Presumably the Nemesis took part in the initial EA blitz into Delta Serpentis.  What do you think it did after that; would the EA send it against the capital world of Janus in Beta Aquilae?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on October 13, 2018, 09:47:06 pm
I don't know whether the Nemesis participated in the initial action against the gateway - there was an unfinished intro cutscene that implied that, but it was incomplete and finally dropped, so I'm not sure. IIRC the Nemesis was in Sol for most of the time doing not that much; what was actually quite disappointing to me, as I hoped for some cool Nemesis action. There was a really old fan fiction that was basically "OMG the Nemesis is in this system - we're so ****ed", but I was informed that the story was changed loooong ago. :(
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Rampage on October 14, 2018, 05:32:34 am
The established story is that the Nemesis lead the initial assault on the Sol Gate and didn't venture outside of Sol and DS.  If you remember the mission where you're scrambled to save the station in the asteroid belt, Admiral Falon was communicating with the defenders of the station during the first several minutes of the mission.  Despite this, the forward fleet let by the Argus nominally led the invasion and Falon only stepped in to interfere after the Argus was pushed out of Beta Aquilae.

R
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on October 19, 2018, 02:31:05 pm
The lack of Nemesis in Act 1 is disturbing, hope you will compensate in Act 2 and Act 3 :)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Woomeister on October 21, 2018, 04:15:27 pm
The lack of Nemesis in Act 1 is disturbing, hope you will compensate in Act 2 and Act 3 :)
You'll see it before, during and after 'Nemesis' during Act 2 so no worries there.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: mr.WHO on October 23, 2018, 12:50:04 pm
There is one question that keeps bothering me - why EA has so many types of light blob weapons?
They have:
- big Cyan blob with trail
- tiny yellow blob
- bigger green blob
- orange rapid fire blob
- chain gun (that count as blob too)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Droid803 on October 23, 2018, 11:57:35 pm
The EA's main anti-fighter defenses are various types of blobs:
There are regular blobs (kinda harmless), rapid fire blobs (annoying), kinetic blobs (deadly), and EMP blobs (oh god no no NO)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Stardust on October 24, 2018, 02:44:09 pm
You'll see it before, during and after 'Nemesis' during Act 2 so no worries there.

Are we to assume that it is (slowly) being worked on? :D :D :D
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: theperfectdrugsk on October 25, 2018, 12:10:25 pm
Just curious...is Inferno Classic still worth playing now that Nostos is out?  How similar are the two campaigns?  I loved Nostos, but haven't gotten around to Classic yet.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on October 25, 2018, 12:26:26 pm
I replayed Classic after Nostos. It's pretty good and in some respects gets you straight to the fun a lot faster (no lengthy dialogue, no complex scripted sequences, lots of pewpew). It does have a few TRULY awful player ships and very trial-and-error missions.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Trivial Psychic on October 25, 2018, 05:46:05 pm
Think of comparing BSG Classic to BSG 2004.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Goober5000 on December 15, 2018, 09:06:10 pm
I finally finished Inferno: Nostos.  I liked it, but not as much as I thought I would.  As promised, here's my review.



The Good

It was great to finally play a new Inferno campaign, so many years after INFR1.  The new ship models were gorgeous, and the weapons were fun to use - especially the Subach HL-12 and the Corinthos.

The
Spoiler:
return of the Shivans
was done very, very well.  The last three missions of the campaign were the best, in my opinion.  The last mission was excellent in all respects.

The teasing of
Spoiler:
EA experiments with subspace
was a nice subplot that was new, fresh, and unexpected for someone who had already played INFR1.  I'm interested to see where this goes in the next release.

The music was great.  I liked the new tracks very much, and they were very effective in setting the mood.



The Bad

I really did not like the characterization of the EA.  INFR1 had the right approach; the EA was intelligent, strategic, and a credible threat.  Even Blue Planet, for all that I disliked the hand-wringing, moralizing, and second-guessing, at least gave them a consistent philosophy and capable strategists.  Nostos just treated them like Nazis in Space.  And not even believable Nazis, but one-dimensional cardboard strawmen that didn't even rise to the level of mustache-twirling.

The campaign really should have been shorter than it was, or at least paced better than it was.  The early missions felt like doing the same thing over and over, and there were at least three places where the story finally felt like it was going somewhere only for the rug to be pulled out from under you.  Dangling a payoff and then yanking it away, repeatedly, quickly gets tiresome.  And there were too many missions focused on fleet movements that didn't really interest me.  INFR1 did a better job of pacing, both at a mission level and a story level.  Derelict is an example of a campaign that also does a better job even though it has many more missions.

Balance was inconsistent and often frustrating.  Several missions were not only too hard, but ridiculously over-the-top hard, to the extent that I wondered if I may have missed an important game mechanic that would have made them easier.  And a couple missions really deserved checkpoints but didn't have them.  I found myself cheating through missions more often than I would have liked, especially in the middle third of the campaign.  There were also a few mission bugs that were annoying, but not necessarily major.  (The most egregious was the failure to remove the player self-destruct in "The Storm Breaks", long after the relevant event had completed.)

The military jargon was irritating; it was overused and tended to detract from the overall conversation flow.  I've criticized its use in the past; if I find that post I'll link to it here.

The treatment of Karpinsky was too overwrought and not handled as well as the similar subplot in INFR1.

The amount of ships and graphics required me to crank down my detail settings to avoid occasional lag, and I was playing on a fairly well-equipped machine.



The Ugly

I HATED that HUD.

That circle of dots was far too distracting, as it added unnecessary noise which interfered with the already very noisy design.  Many of the gauges that used to be on the periphery were now crowded around the center.  It literally slowed down my reaction time because a) I had to find the relevant gauge, and b) I had to tune out the gauges surrounding it.  Searching for gauges was doubly-handicapped by the fact that not only were they not in their usual spots, they weren't even in a location that was quick for the eye to move to.  The Volition gauges take advantage of the five anchor points of the screen - the center and the four corners - and there is a reasonably even distribution among them.  The Inferno HUD not only made the distribution uneven but also failed to anchor many of the gauges.

Adding to the chaos was the too-clever-by-half message system with the teletype text.  It was a distraction that prevented full focus on what was happening in the mission, and the continual popping up/popping down quickly led to "alarm fatigue".  Furthermore, the popup was usually not visible long enough for the full message to be typed out, as the box would disappear halfway through the typing.

One positive part of the HUD was the treatment of subsystems, with the "health bar" and escort list.  Given the amount of subsystem objectives in the campaign, it turned out to be useful.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Goober5000 on December 16, 2018, 05:45:35 pm
To be fair, I should really have included this in the The Good as well...

The missions were very technically well designed; the FREDders were clearly skilled.  Aside from the uneven balance issues, they were quite fun.  Additionally, nearly every mission was high in complexity and featured multiple stages, which requires no small amount of effort.  I think most of the complaints I had with the missions were not truly the fault of the missions themselves: the repetitive feeling could have been fixed with better campaign design, and the lack of emotional investment was the fault of the story.  And there was so much conversation and chatter that the really important messages tended to fade into the background.  These are all things that could be fixed with some campaign refinement and more beta testing; they don't indicate any fundamental FREDding weaknesses.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on December 16, 2018, 06:30:47 pm
Quote
more beta testing

OH NO, NOT THE BETA TESTER CELL AGAIN :shaking:

From a technical standpoint the campaign should be pretty much fine; not sure about interrupted messages though (but a part of the story certainly slips by somehow). I've managed to beat the campaign on "hard" - I'm neither an expert on mission balancing nor a master pilot, so I thought this would even things.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FearofthedarkHU on December 26, 2018, 09:07:46 am
I agree with Nightmare there. Technically the campaign is perfect.

I think the characterization of EA was not as bad as it sounds, but definitely in the next release, they should be fleshed out more. Same regarding Karpinsky.
Silent Threat Reborn indeed did a great job at this with the officer of the Joutenheim installation. You learnt the motives, why they are fighting for etc. The EA needs this as well and the Nemesis is the perfect opportunity for this one.

By the way, Silent Threat Reborn emphasized the Terran and Vasudan friendship, and basically the plot of this Inferno Release goes against this campaign as well.
Why did the Vasudans help the GTA against the GTI (Regardless of being Anti-Vasudan) if they aren't helping the Terrans now? They actually helped by themselves, they weren't forced at all by anything.

This also needs an explanation for sure in Act 2.

- I don't think the missions were too hard (Played on Medium), well Inferno should provide some challenge. There is a reason why it is called Inferno in the first place I believe.
- The HUD was weird at first, but quickly got used to it. I think it is nice to see that the campaign takes risks and tries something new.
- I agree with the fact that sometimes it was a chaos while reading the text and fighting at the same time, but didn't see any issues with the language itself here either.
- Not sure about lags, didn't have any of that.

Don't really want to spoil it but there is indeed one main piece of reference to the Icanus in this campaign.

Spoiler:
That mission when the Shivans return. Guess that was the Icanus's main cannon which destroyed that Ross 128 planet. The description of the Icanus of the original Inferno release mentioned this.

Just posting a screenshot of the briefing text I was talking about (some sort of proof), this is what I was mainly missing from this Inferno Release right after the Shivans appeared. (Even if that was actually not a Second Great War, but kind of an Incursion  :P) Plus, it was really weird to see the Seleucus being that confident while a confirmed Kismat was still around.

This kind of attitude is present for the GTVA throughout the original campaign, which makes sense and kind of the first step of defeating the Shivans: to overcome arrogance.
Hopefully Act 2 gets this corrected as well.

Here is the screenshot:

(https://i.ibb.co/8KCqdXs/inferno.jpg) (https://ibb.co/ZLj5YNX)

(I know I have partially got the answers in this thread already but should be definitely added to the campaign)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on December 26, 2018, 10:55:19 am
By the way, Silent Threat Reborn emphasized the Terran and Vasudan friendship, and basically the plot of this Inferno Release goes against this campaign as well.

I think since the beginning of INFs development there was a rift between Vasudans and Terrans, while looking through the webarchive there was a side campaign ("Vega wars") that dealt with a narrowly averted Terran-Vasudan war prior to INFR1; so while I don't understand it entirely it's nothing new to INF.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on December 26, 2018, 11:21:42 am
Silent Threat Reborn isn't necessarily canon, and anyway it's been something like 50+ years.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FearofthedarkHU on December 26, 2018, 12:24:42 pm
While this is correct, I was just talking about from a storytelling perspective.

I just find it a little bit hillarious without any particular and confirmed reason inside the campaing story that:

Vasudans: "Oh, These terrans are fighting against the EA, let's not help them, because we believe this is their issue entirely, who cares if they are defeated and let's assume that the EA doesn't come for us"

1 week later:

*Shivans Return with a Super Destroyer (and later on with the SSJ Gigas):*

"Let's suddenly help our Terran allies even against the EA(?) because otherwise we will be destroyed by the Shivans".

 :lol:

This is the same regarding the GTVA being ignorant again. (EA as an acronym also sounds funny, but of course this is not a problem.)

Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on December 26, 2018, 12:54:25 pm
Quote
without any particular and confirmed reason inside the campaing story that

Well, so far none has been provided. But Rampage said that EA (there's also one in B5) also didn't start the war to conquer more Lebensraum, so that's open too.

INFs storytelling focusses mostly on the military aspects of warfare, without any political implications, but the authors probably have that aspect in mind (atleast I hope that).
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nyctaeus on December 26, 2018, 01:09:16 pm
GTVA isn't and it never was administratively and politically consistent. Although terrans and vasudans are bonded by alliance, political institution of Vasudan Empire still exist and it's diplomacy is indepentent from terran. Although terrans weren't fine with decision of the Emperor, they have no power to force him to take actions.
 
What really concerns vasudans are shivans. Majority of their forces are assigned to so called Shivan Watch and they are ready to take actions anytime, also providing logistics backup for occupied terran fleets.

Neither EA or Vasudan Empire want the war with eachother. Emperor does not want to spare his forces for purely terran case and weaken his fleets. Shivans may return anytime. EA sounds fascist, but they are in fact - a military oligarchy. They never were racist nor hostile towards vasudans, and they don't want another enemy. VE and EA surely maintain diplomatic relationship. I guess the ultimate goal of EA is replacing current terran ruling body, seize control of all terran space, and continue the alliance with vasudans as replacement for their terran-GTVA predecessor.

Perhaps the Emperor is not sure which terran faction would be better ally? He maybe estimate swift and forthcoming ceasefire? And he want to wait and see... Vasudan race suffered enough during both Great War and Capella to get engaged in bloodshed again so easily.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: FearofthedarkHU on December 26, 2018, 02:17:56 pm
Indeed, For example, it would have been nice to see something a conversation between the EA representatives and the Vasudans, now that would make this more beliavable.
I can see the points, but the storyline could have presented this in such ways.

In the end waiting for Act 2 to make up for it. Sorry for having high expectations, it can definitely feel bad at some point due to lack of time to actually get this story together.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nyctaeus on December 26, 2018, 02:35:54 pm
Act I is introduction, Act II is explanation. So far we decided to further explore EA methodology and ideology in Act II, and also put emphasis on more detailed storytelling. Don't expect too much complexity anyway. Inferno is going to keep FS2-style level of plot and lore depth.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: General Battuta on December 26, 2018, 02:58:15 pm
All the Act 1 EA material was written last minute without any discussion or drafting, and in fact the campaign launched mid-writing, with some of the missions still using earlier placeholder/leftover dialogue. So there’s plenty of room for improvement.

That said, the EA is plainly fascist and probably needs to be written in line with historical fascist governments, which are not known for their sensible strategic policy.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on December 26, 2018, 07:03:57 pm
How many fighters is the Lindos able to carry?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on January 11, 2019, 02:22:49 pm
I finally finished Inferno: Nostos.  I liked it, but not as much as I thought I would.  As promised, here's my review.




The Bad

I really did not like the characterization of the EA.  INFR1 had the right approach; the EA was intelligent, strategic, and a credible threat.  Even Blue Planet, for all that I disliked the hand-wringing, moralizing, and second-guessing, at least gave them a consistent philosophy and capable strategists.  Nostos just treated them like Nazis in Space.  And not even believable Nazis, but one-dimensional cardboard strawmen that didn't even rise to the level of mustache-twirling.

The campaign really should have been shorter than it was, or at least paced better than it was.  The early missions felt like doing the same thing over and over, and there were at least three places where the story finally felt like it was going somewhere only for the rug to be pulled out from under you.  Dangling a payoff and then yanking it away, repeatedly, quickly gets tiresome.  And there were too many missions focused on fleet movements that didn't really interest me.  INFR1 did a better job of pacing, both at a mission level and a story level.  Derelict is an example of a campaign that also does a better job even though it has many more missions.

Balance was inconsistent and often frustrating.  Several missions were not only too hard, but ridiculously over-the-top hard, to the extent that I wondered if I may have missed an important game mechanic that would have made them easier.  And a couple missions really deserved checkpoints but didn't have them.  I found myself cheating through missions more often than I would have liked, especially in the middle third of the campaign.  There were also a few mission bugs that were annoying, but not necessarily major.  (The most egregious was the failure to remove the player self-destruct in "The Storm Breaks", long after the relevant event had completed.)

The military jargon was irritating; it was overused and tended to detract from the overall conversation flow.  I've criticized its use in the past; if I find that post I'll link to it here.

The treatment of Karpinsky was too overwrought and not handled as well as the similar subplot in INFR1.

The amount of ships and graphics required me to crank down my detail settings to avoid occasional lag, and I was playing on a fairly well-equipped machine.



Goober, could you elaborate on something?  Could you explain how, story-wise, you felt the EA in Nostos was worse than R1?

To me they both seemed to have that expansionistic/nationalistic/space Nazi vibe.  The major difference to me was that Nostos at least tried to flesh out the characters of Admirals Spiros and Falon a bit.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on February 19, 2019, 03:19:27 pm
Do the EA have stealth fighters?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on February 19, 2019, 03:42:06 pm
There are a couple pics of an untextured EA stealth fighter on ModDB.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on February 19, 2019, 06:56:23 pm
It would also be cool to see who the EA's best squadron was and how they'd match up with the GTVA's.  Blue Lions vs...
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on February 19, 2019, 07:03:04 pm
Durch wing!
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nyctaeus on February 19, 2019, 09:44:22 pm
Do the EA have stealth fighters?
Siope-class. Actually Esarai's Kvasir, but new model is being prepared.
It would also be cool to see who the EA's best squadron was and how they'd match up with the GTVA's.  Blue Lions vs...
...Helion Agema
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: CT27 on February 22, 2019, 03:05:59 pm
Do the EA have stealth fighters?
Siope-class. Actually Esarai's Kvasir, but new model is being prepared.
It would also be cool to see who the EA's best squadron was and how they'd match up with the GTVA's.  Blue Lions vs...
...Helion Agema

Being the elite of the elite in the EA, are the Helion Agema stationed on the Nemesis?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: neoterran on March 18, 2019, 01:28:31 am
Hey I just installed windows boot camp on my mac and after much work and crap with windows and antivirus I got knossos working and played Inferno Nostos.

Inferno (R2) was always one of my favorite mods and it looks fantastic in this version, awesome ! Cant' wait to play it through.

Have not played Freespace properly since 2006

I also got Star Citizen installed and playable but I didn't find it as much fun as Freespace for quick space combat action :)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Jouzin on July 01, 2019, 05:37:41 am
May I ask you guys ?  VOice audio for briefings should be there or there are no voice audio at all ? 
Cause I saw some youtube video where one guy was playing this ne Inferno Nostos and he had those voice in briefings and een in the game at the start of mission. 

For me I have nothing.  No voice at all.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: JSRNerdo on July 01, 2019, 05:42:02 am
May I ask you guys ?  VOice audio for briefings should be there or there are no voice audio at all ? 
Cause I saw some youtube video where one guy was playing this ne Inferno Nostos and he had those voice in briefings and een in the game at the start of mission. 

For me I have nothing.  No voice at all.

There is no voice acting in Inferno Nostos act 1. Any voice acting you hear will be computer-generated text to speech.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nightmare on July 01, 2019, 06:45:02 am
You need to make sure that Text to speech is enabled in your launcher.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: slayer tier on October 13, 2019, 07:01:37 am
is there a approximate date on act 2? i really liked act 1. can u make a mission with tons of juggernauts fighting each other?
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nyctaeus on October 13, 2019, 07:26:01 am
is there a approximate date on act 2? i really liked act 1. can u make a mission with tons of juggernauts fighting each other?
Release date is "when it's done" :P. Actually we're heading towards different direction, with more detailed plot and not exaggerated space battles, but don't worry if you like action. This is Inferno. We were always about flashy battles, sheer amount of action, tons beams etc. and Inferno will keep their fignature features intact. We just want some depth to our campaign.
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Goober5000 on October 13, 2019, 10:58:32 am
@slayer tier, check out The Scroll of Atankharzim.  We were inspired by Inferno's style of big battles, and there are several missions - including the grand finale - that should provide what you want. :)
Title: Re: RELEASE: Inferno Nostos: Act 1
Post by: Nyctaeus on October 13, 2019, 02:26:47 pm
@slayer tier, check out The Scroll of Atankharzim.  We were inspired by Inferno's style of big battles, and there are several missions - including the grand finale - that should provide what you want. :)
:yes: :yes: :yes: