Author Topic: [RELEASE] Diaspora: Shattered Armistice v1.0 (Windows, Mac & Linux)  (Read 649242 times)

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Offline jr2

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Re: [RELEASE] Diaspora: Shattered Armistice
Strange. After playing quite a while I've never seen that flash despite playing the Basestar assault mission several times. Well consider that bit retracted then, I'll do a bit more investigating.

Also, yes, I expected the planetside detonations to be a simple background change, but the effect was a very nice touch.

Latest drivers, yes?

 
Re: [RELEASE] Diaspora: Shattered Armistice
Strange. After playing quite a while I've never seen that flash despite playing the Basestar assault mission several times. Well consider that bit retracted then, I'll do a bit more investigating.

Also, yes, I expected the planetside detonations to be a simple background change, but the effect was a very nice touch.

Latest drivers, yes?

Since new ones were just released today, technically no, but might as well be. Like I said I'll do a little digging to be sure I'm not being blind, but I'm fairly sure that at least Raptor launched nukes did not have any noticeable flash effect.
'yo my domestic skillets, who put swarm torpedoes on the Tev bombers?'
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Offline karajorma

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Re: [RELEASE] Diaspora: Shattered Armistice
Firstly, the Viper's anti-fighter missiles (I forget the name at the time) are virtually ineffective at their purpose. Their flight performance is precisely what should be expected and produced in a missile (again props to the team for the flight models), but the warhead is akin to throwing a stone at a tank. If a few rounds can bring down a Raider, I would suspect a high explosive warhead detonating right against the hull would have a rather drastic and commonly fatal effect. However, every time I bother to fire a missile, I at most get ~10-30%, at the most 40%, return in hull damage on the target. With missile range so limited, its a infinitely more efficient use of my time to simply use guns and move on to the next toaster.

Quite apart from everything else, missiles were nerfed because BSG has always been about gun battles. We couldn't capture the real feeling of the show when missiles did more damage. Every time we tried battles became more about killing things with missiles than guns.
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Re: [RELEASE] Diaspora: Shattered Armistice
Firstly, the Viper's anti-fighter missiles (I forget the name at the time) are virtually ineffective at their purpose. Their flight performance is precisely what should be expected and produced in a missile (again props to the team for the flight models), but the warhead is akin to throwing a stone at a tank. If a few rounds can bring down a Raider, I would suspect a high explosive warhead detonating right against the hull would have a rather drastic and commonly fatal effect. However, every time I bother to fire a missile, I at most get ~10-30%, at the most 40%, return in hull damage on the target. With missile range so limited, its a infinitely more efficient use of my time to simply use guns and move on to the next toaster.

Quite apart from everything else, missiles were nerfed because BSG has always been about gun battles. We couldn't capture the real feeling of the show when missiles did more damage. Every time we tried battles became more about killing things with missiles than guns.

Hmm....had not considered that point, but I can certainly see how that could happen. Nonetheless, it still seems to me at least that there is no real incentive to use them at all. Perhaps I should up the difficulty farther and see how it goes, but again it is just my opinion.
'yo my domestic skillets, who put swarm torpedoes on the Tev bombers?'
~Nighteyes

 

Offline crizza

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Re: [RELEASE] Diaspora: Shattered Armistice
I alway thought that missiles could only be mounted on the new VII's, so thats why we don't see colonial missiles.
And since you have not that much mounts for missiles, well, I would appreciate a missile once or twice, to actually kill something.
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Offline Angelus

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Re: [RELEASE] Diaspora: Shattered Armistice
I alway thought that missiles could only be mounted on the new VII's, so thats why we don't see colonial missiles.
And since you have not that much mounts for missiles, well, I would appreciate a missile once or twice, to actually kill something.

Nope, missiles can be mounted on the MkII too, as seen in "Hand of God" and "The Hub".
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Offline Sushi

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Re: [RELEASE] Diaspora: Shattered Armistice
Y'all should try the Arbalest missiles. You can only carry half as many, but they make up for it by having enough punch to be useful.

 

Offline BugMeNot

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Re: [RELEASE] Diaspora: Shattered Armistice
@Iss Mneur: Yes, it is exactly this file and I subscribed the upstream bug. Thanks.

 
Re: [RELEASE] Diaspora: Shattered Armistice
I almost finished the campaign, and I gotta say, well done. The graphics, as we already knew from trailers and screenshots, are amazing; but you also nailed the sounds, characters, gameplay, balance and general immersion. It really feels like flying around in the series; hats off. (Only specular reflections seem rather high, but that might be just me)

That said, a bug report (is there a centralized thread for those somewhere) in M6:
Spoiler:
The Theseus is down, we're ordered to rendezvous with the Prometheus. Another baseship jumps in right next to the Prometheus, and bombards it into oblivion - that's about 30 seconds before it leaves. However, there is no indication anywhere of the loss of the freighter; the countdown just keeps going, and apparently nobody noticed the blast. Only when the countdown reaches zero, someone says 'It's gone' (presumably the Prometheus-departed message).

 

Offline Ace

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Re: [RELEASE] Diaspora: Shattered Armistice
The Prometheus issue you mentioned will be fixed in 1.03, it could still be killed if the AI was targeting ships behind it.
Ace
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Offline Killer Whale

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Re: [RELEASE] Diaspora: Shattered Armistice
What is this Balactica you speak of hmmm? And it's a recently released TC you say? Well, I might just give it a go you know, just to see what it's like.
[later]
Mind=Blown. That was awesome. Loved the environment, loved the interface, loved the graphics and the dialogue. I loved how when you press F1 on the menu screen the lines actually point to the right buttons! The high pace dialogue during combat was a really cool and realistic touch which I feel many other mods FSO engine based games miss out on (in part due to the innate lack of voice-acting preventing it), and I don't know what other ppl are saying but I'm rockin' that music.
I did find myself just thematically adding bits in my head a couple of times, don't know why, eg.
Spoiler:
The sound of a female pilot screaming "[name], No!" or something along those lines when [name] got shot down
A short cutscene of the Theseus jumping away from the first exploding basestar
Nukes going off over the planet, but that happened later anyway.
Oh an correcting the intro cutscene to have presents after the acknowledgements, not right after "Diaspora Development" ie. Diaspora Development, In collaboration with SCP, and HLP, Presents
I always give a "thumbs up; ready to go" when launching like in BF3 (though I've never actually played it)
Typical "Landing": Ah! There's a countdown timer, burn, burn! Oh wait, physics, burn the other way, burn-SLAM! Ow. Right slow down, no speed up some more, bang, end up upside down.
Too short, fighterbays a little low detail, lost briefing voice once but fixed on restart (I am aware that you are aware of that, hence my ensuring that you're aware of my being aware of your awareness of it), crashed once, got lost in the last mission when
Spoiler:
I tried to land on the Prometheus but didn't work out where the fighterbay way, of course in hindsight it wouldn't have one but I was just sitting on some random flat surface and it ported away from under me :-(, then there were cylons everywhere. Not a complaint, just a statement. I'll give that mission a replay again soon to get the other ending (the one I was trying for).
Liked how
Spoiler:
The cavalry didn't come to save the day, I was totally expecting someone to arrive and help. But the fact that they didn't hammered home the fact of how screwed everyone was, I didn't expect to be left in cylon space with no way home.
:yes:

 

Offline Echelon9

  • 210
Re: [RELEASE] Diaspora: Shattered Armistice
...
lost briefing voice once but fixed on restart (I am aware that you are aware of that, hence my ensuring that you're aware of my being aware of your awareness of it)

We've already fixed this one :) Make sure you have patch 1.0.2 installed.

 
Re: [RELEASE] Diaspora: Shattered Armistice
Something about TRIPLE-A and tears of joy and intense wonderment. Considering what's coming down the FSO pipeline, I think I'm amite skeered...

                                                                                                                                                                                                                         Thank you.
                                                                                                                                                                                                                                                                     So say we all.

 
Re: [RELEASE] Diaspora: Shattered Armistice
Is it possible to show a pilot's wing/number in the dialogue?  Right now, I'll see a message like "Pizzaface: I need some help here!" and I'll have no idea where or who Pizzaface is.  He could be anyone... Red 3, Blue 1, etc.  Sure, there's about a 1/10 chance I'm actually going to break off and assist Pizzaface so, it's not a big deal if this is just done for immersion and not functionality.  However, I could see a potential mission objective (or bonus) where x% of a wing has to survive so some dialogue clarification would help.

 

Offline Aether

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Re: [RELEASE] Diaspora: Shattered Armistice
If you cycle through the friendly AI's the name will be mentioned in brackets after its designation.

So, for example, if you hear - Obit: I can't shake this frakking toaster.

Cycle through your friendly targets and you should see - Red 1 (Obit) - on your targeting thingymabob.

And, seeing as you already have him targeted, you'll know where he is so you can show him how it's done ;)
So say we all!

 

Offline karajorma

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Re: [RELEASE] Diaspora: Shattered Armistice
One idea might be a "Target Last Message Sender" key. That way you could cycle through who sent the last messages and then press "Target my Target's attacker" to give them a hand.

Something like that is only going to appear in R1.5 or R2 though as it would require us to have moved to FS2_Open 3.7 so we have access to the new pilot code.
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Offline jg18

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Re: [RELEASE] Diaspora: Shattered Armistice
Doesn't that key already exist?

"Target Last Ship to Send Transmission" (Alt-Y by default)

Not sure if it cycles through the most recent message senders, though.

 

Offline karajorma

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Re: [RELEASE] Diaspora: Shattered Armistice
Well, well. So it does. :D
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Re: [RELEASE] Diaspora: Shattered Armistice
Fair enough. Do all pilots have callsigns after their ship wing number in the friendly targeting queue or just the non-eneric ones? I guess I just never noticed the callsigns there.

Also, what exactly is R1.5? Is that an expansion of R1 or a standalone release?
« Last Edit: September 16, 2012, 04:28:42 am by Dirt McStain »

 

Offline Aether

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Re: [RELEASE] Diaspora: Shattered Armistice
Just the characters. So... Obit, Shadow, Flask, etc. All the people listed in the VA thread basically. I have a funny feeling there are a few others that are kinda generic but have a name anyway, but I can't be sure.

Most of the time they're just Blue 1, Orange 3, Purple 2, etc.

It's a mix basically.

It takes a while to notice them, alright. I only really noticed them when I started adding them to my escort list.
So say we all!