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-   -   Having problem with Campaign 1 first mission (http://forum.shrapnelgames.com/showthread.php?t=16001)

Din Ahmed December 1st, 2003 05:11 AM

Having problem with Campaign 1 first mission
 
Basically I just started the game I (1st Campaign) and I am supposed to collect 50,000 from a system by using the Merchant Guild and then return to a planet (no III me thinks) on that system.

Fine, I thought I went around doing the trading missions, and mercenary missions and killing tons of pirates and I end up with about 300,000 with about level 10. So I return to the planet but there's no one at the Teran Contact. What am I supposed to do?

How do I trigger the event?

Secondly, when they say get 50,000 from the place, do they mean just the Merchant Guild on that one Planet or any other Planets count as well. I just thought that they would consider the total creds I have versus making certain amount from a Guild. Heck I 've done nearly 30 Merchant Mission, some from the Merchant Guild and Neutral Traders as well.

Does killing tons of pirates have an effect on the story? How about those Fazrah (spelling?) ships that attack me in the Barton system. I got even and accidently http://forum.shrapnelgames.com/images/icons/icon12.gif killed quite a few of them...

Off topic:- Why the heck do the beam weapons miss so much. I mean I'm like 10 ls distance from the ship (almost kissing) and both beams miss... http://forum.shrapnelgames.com/images/icons/icon8.gif Who fires the damn guns, they must be blind!!! Somehow those ultra weak bolt weapons at start of the game have a heck of a lot better chance to hit... I even bought one of those combat sensors +60 attack but it didn't help much.

Also, anyone wonders why you can't fit Light weapons at the Heavy weapons slot. I preffer bLasting rather than missles/torps cause they get shot up like water.

Phoenix-D December 1st, 2003 06:11 AM

Re: Having problem with Campaign 1 first mission
 
Bolts oddly never miss unless the target changes course; beams are affected by combat sensors, ECM, etc.

As for the first mission, just get 50,000 credits any way you please and go to Yorkshire III. Sure you went to the right system?

Stone-D December 1st, 2003 06:56 AM

Re: Having problem with Campaign 1 first mission
 
Agreed re the light on heavy points. That's why I created a new weapon, called the 'Antimatter Stream'. It's basically a suped up antiproton beam with shorter range but with strength similar to sithrak gear. Changed the beam colour & audio to white flashes and the ripper wav. Sweet. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix: No way? ECM for beam weapons? Weapons which go from A to B in next to zero time? Surely it should be the other way round, they should affect missiles?

David E. Gervais December 1st, 2003 01:21 PM

Re: Having problem with Campaign 1 first mission
 
Quote:

Originally posted by Din Ahmed:
Off topic:- Why the heck do the beam weapons miss so much. I mean I'm like 10 ls distance from the ship (almost kissing) and both beams miss... http://forum.shrapnelgames.com/images/icons/icon8.gif Who fires the damn guns, they must be blind!!! Somehow those ultra weak bolt weapons at start of the game have a heck of a lot better chance to hit... I even bought one of those combat sensors +60 attack but it didn't help much.
<font size="2" face="sans-serif, arial, verdana">I agree, playing a game where spaceflight is common life, I would expect any ships to have some kind of automated targeting system. I think all 'Beam' weapons should hit allways. It's the amount of damage that should be randomized. Having ECM would reduce the max damage.

..my two cents, cheers!

Din Ahmed December 1st, 2003 01:56 PM

Re: Having problem with Campaign 1 first mission
 
I am certain I'v been to Yorkshire III and clicked on the Terran Contact. I've been to the system so many times I've memorized to location of the 2 interactable planets.

Yorkshire III is near the middle of the system somewhat in the North East (in the space map) and the other is Yorkshire VIII that is near the South East.

I've checked my quest/log book and it shows only the trade missions that I've done. I also checked the "Failed Mission" just in case but found nothing (no entry at all, empty).

What was supposed to be the follow up to the first mission, I read there is a cheat to trigger events, anyone know how to trigger the next event.

Regarding the Beam vs Bolt weapons... Your right. The Bolt weapons rarely miss. The shot seems to be a projected shot at where the target will be if it follows its current speed/direction, so it never misses unless sudden change of direction. The Beam weapon I'm using forgot name (something about 'focused beam through a crystal' in the description... ) misses like once every 2-3 shots.

Also, I find the missles/torps kinda useless since the baddies shoot it down a lot. Anyone created a mod that allows Light weapons to be mounted on Heavy slots yet...

Stone-D December 1st, 2003 06:01 PM

Re: Having problem with Campaign 1 first mission
 
AFAIK, the light/heavy is hardcoded into the game executable. Therefore, nocando. I'm not going to bother looking into that - like I did with add/remove items in flight(1) - however, you can do what I did.

Open "Main_PurchaseShipsPlayer.txt" in the campaign you're playing. Locate the ship you wish to use light on heavy, then copy and paste that at the very end, before the *END* indicator. Leave a single blank line after the Last "Num Starting Configuration Slots := 0" entry. Rename it to something funky, like "Terran Cruiser Mark IV". Modify the stats as you wish. Now find the line that says, eg :

"Component Configuration Slots Name := Pirate Miranda Class I"

Change to whatever you want, but make a note of it.

Now open "Main_ComponentConfigurationSlotsPlayer". Find the entry that matches the ship you copied. Do the cut/paste thing, and change the name to whatever you specified before.

Last step, search(2) for "weapon". Change accordingly.
</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Slot 3 Xpos := 171
Slot 3 Ypos := 263
Slot 3 Group Name := Weapon (Heavy) 1
Slot 3 Comp Type Allowed := Weapon (Heavy)
Slot 3 Comp Type Abbreviation := W(H)
Slot 3 Comp Box Color Index := 1
Slot 3 Ship Section := Hull
Slot 3 Ship Side Facing := 0
Slot 3 Weapon Firing Point := 2
Slot 3 Weapon Arc Start := 225
Slot 3 Weapon Arc End := 315</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Changed, that would look like :

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Slot 3 Xpos := 171
Slot 3 Ypos := 263
Slot 3 Group Name := Weapon (Light) 1
Slot 3 Comp Type Allowed := Weapon (Light)
Slot 3 Comp Type Abbreviation := W(L)
Slot 3 Comp Box Color Index := 1
Slot 3 Ship Section := Hull
Slot 3 Ship Side Facing := 0
Slot 3 Weapon Firing Point := 2
Slot 3 Weapon Arc Start := 225
Slot 3 Weapon Arc End := 315</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The NAME doesn't really matter. The W(L) is what shows up on the game's interface. The 'allowed' is what matters.

If you're wanting to change ALL to light, easy. If you want to change only some... good luck... or, get yourself a copy of Slot Modder. http://forum.shrapnelgames.com/images/icons/icon7.gif

HTH.

(1) For this, change the bytes at these HEX locations :

000A1E5B: 75 becomes EB
000A1EF8: 75 becomes EB

(2) To make this easier, copy/paste into a new document. Search/change there, then paste the result back into the main file.

Phoenix-D December 1st, 2003 06:42 PM

Re: Having problem with Campaign 1 first mission
 
The light/heavy is by no means hard coded. Go to components.txt, and find the weapon you want to make heavy mountable. Simply add a comma, a space and then Weapon(Heavy) after Weapon(Light), and it will be mountable in both..

As for ECM affecting beams, I think it should affect bolts AND beams. Beams may go from point A to point B really fast, but you still have to aim the thing in the first place, and ECM could make that difficult..(keep in mind that the scale is, er, exaggerated).

On the Yorkshire mission: look at your Completed Missions tag. What does it say? If you still can't get it to work, try triggering Event General Haynes 1 Finish.

Stone-D December 1st, 2003 07:19 PM

Re: Having problem with Campaign 1 first mission
 
/me gives himself a resounding smack on the forehead. Then runs away to cower in corner somewhere.


http://forum.shrapnelgames.com/images/icons/tongue.gif

Suicide Junkie December 1st, 2003 10:13 PM

Re: Having problem with Campaign 1 first mission
 
When I made the weapons placable in multiple slot types, the AIs seemed to get confused. That was quite a while ago though.

The way I do it in P&N is that there is a duplicate component that fits in a heavy slot, plus has the bonuses of an SE4 large mount. (+50% size, double damage, more $$$)

The stores sell a third type, which is the same as the light one, but also fits in heavy mounts.

The AIs end up using the Light-only or the Heavy-only.

Din Ahmed December 2nd, 2003 01:36 PM

Re: Having problem with Campaign 1 first mission
 
Okay... So lets assume I just made this Terran Cruiser IV with the weapon changed from Heavy to Light. How do actually purchase this ship from the game?

Or do I have to kinda cheat to get (after all modding the game that extent would sure be considered 'cheating' anyways...).

Another question is if I make changes to the Campaign files, the changes wont appear in existing games and only appear in new games that I start fresh after making the changes, right?

So how do I make changes to current games...? Or is it not possible...

KRNVR December 2nd, 2003 06:28 PM

Re: Having problem with Campaign 1 first mission
 
The component-swap-in-space thing should go onto the wishlist, as a feature of a genius engineer or such. It should be that the old component comes out, and the new one goes in, damaged 100%, and is _repaired_ in place. It would make no sense to swap shield generators during a battle, and this would prevent such nonsense.

It might also be good to limit the swapped-in component to components that are at 100% repaired _before_ the swap. Which then would suggest some capacity for repairing things in the cargo bays.

Some kind of hotkeys or drag-and-drop or both for the cargo bays would also be nice.

Suicide Junkie December 2nd, 2003 07:07 PM

Re: Having problem with Campaign 1 first mission
 
If you set a location where the ship is purchasable, you merely have to go to one of those locations and buy it.
(If you are already at the location, it won't update until you go somewhere else first)

Some files are reloaded during the game, and some aren't.
Maps don't... the campaign missions/triggers probably don't.
Components, stores, slotlayouts (not for existing ships, only new ships), and others do.

Din Ahmed December 3rd, 2003 01:18 AM

Re: Having problem with Campaign 1 first mission
 
Quote:

Originally posted by Suicide Junkie:
Some files are reloaded during the game, and some aren't.
Maps don't... the campaign missions/triggers probably don't.
Components, stores, slotlayouts (not for existing ships, only new ships), and others do.

<font size="2" face="sans-serif, arial, verdana">You said Main_Component are read but when I changed the settings for the weapons (added Heavy slots) it doesn't work for the weapons. Do you mean purchase a ship or weapon if I only changed the weapons config?

Or do I have to purchase a new ship before the settings get updated?

[ December 02, 2003, 23:20: Message edited by: Din Ahmed ]

Phoenix-D December 3rd, 2003 03:12 AM

Re: Having problem with Campaign 1 first mission
 
Did you change an existing weapon, or add a new one? A new weapon have have to be incorperated into the stores file.

Stone-D December 3rd, 2003 06:57 AM

Re: Having problem with Campaign 1 first mission
 
If you modify a ship's slot config, gotta buy another ship. If you add another ship, ie Cruiser IV, you've gotta add that to main_stores.txt somewehre.

Din Ahmed December 3rd, 2003 01:31 PM

Re: Having problem with Campaign 1 first mission
 
Nevermind, it worked. The first time I made the change, somehow it didn't work cause the weapon shows only Light but the next time, (I just restarted the game) and the weapon actualy shows (in the description) both heavy & light. Yay...

Suicide Junkie December 3rd, 2003 07:02 PM

Re: Having problem with Campaign 1 first mission
 
The components available at a shop only change when you travel to a new shop. If you go back to the one you were just at, it will still have the components you sold it, and the lacking inventory from all the stuff you bought.

Once you go somewhere else and return, it will have freshly loaded components.

dHay December 3rd, 2003 08:25 PM

Re: Having problem with Campaign 1 first mission
 
Or, it reloads if you quit the game completely, and restart.

It will keep the same components, even if you reload the game.
Which can transport components back in time if you sell some stuff, then reload (without quiting) from an earlier save file.
(Evil mind starts thinking of ways to transport level 25 components back to level 1 ship... Go back to earth, sell components, reload newly started game... Hmm. There is a question of how to pay for the level 25 components with level 1 cash flow...)

Since this implies that reloading does not reload all attributes of the game, one wonders what other things are not cleared on a reload, and what other evil things can be done. http://forum.shrapnelgames.com/images/icons/icon10.gif

Din Ahmed December 4th, 2003 05:20 AM

Re: Having problem with Campaign 1 first mission
 
Darn it! It happened again! Back to the Post's subject matter... which is having problems with Campaign 1. BTW I'm using v 1.08, with a slightly modified Main_Components where Light weapons can fit in either Light or Heavy slots.

Second mission for the 1st Campaign.

-Go do 3 Pirate missions and then go to Utiri IV or (VI I forgot). Anyhows, I go to Utiti IV and get some missions for the Pirate Commerce (after paying 30K). I did 4 missions (the Last one had 2 missions that went for the same place so I got both..) then head back to the planet and No Terran Contact. AGAIN.

So I'm guessing somethings funny here... Second time its happened on my Second game too... I restarted cause first game had the same problem with the First mission.

So thinking its either one of the below:-
1) Don't go to the stated planet until completed all missions

2) Only do '3' missions (no more) then head straight back there.

Or do both. A bit too late for that now. I'll see if I got a savegame old enough to test. Any comments?

Phoenix-D December 4th, 2003 05:23 AM

Re: Having problem with Campaign 1 first mission
 
Weird. I'll try testing this in a moment..

Phoenix-D December 4th, 2003 05:27 AM

Re: Having problem with Campaign 1 first mission
 
Tested it and it worked fine. Number of missions had no bearing, I just visted Yorkshire III, then used the credits cheat and did it again.

Check main_missions.txt. It may have gotten screwed up somehow.

Suicide Junkie December 4th, 2003 05:40 AM

Re: Having problem with Campaign 1 first mission
 
Quote:

-Go do 3 Pirate missions and then go to Utiri IV or (VI I forgot). Anyhows, I go to Utiti IV and get some missions for the Pirate Commerce (after paying 30K). I did 4 missions (the Last one had 2 missions that went for the same place so I got both..) then head back to the planet and No Terran Contact. AGAIN.
<font size="2" face="sans-serif, arial, verdana">You need to do Mercenary missions, not commerce.
Which, incidentally, is why the previous mission required you to collect 50k, not 30k.

[ December 04, 2003, 03:41: Message edited by: Suicide Junkie ]

Stone-D December 4th, 2003 05:41 AM

Re: Having problem with Campaign 1 first mission
 
Quote:

Originally posted by dHay:
(Evil mind starts thinking of ways to transport level 25 components back to level 1 ship... Go back to earth, sell components, reload newly started game... Hmm. There is a question of how to pay for the level 25 components with level 1 cash flow...)

Since this implies that reloading does not reload all attributes of the game, one wonders what other things are not cleared on a reload, and what other evil things can be done. http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">Did that, but not for everything. I timewarped level 30 Bridge(1), Life support, Crew quarters and 4 cargo pods. Anything else will unbalance gameplay... I did try, ya see. Level 1 enemies don't do too well against level 30 tachyon cannons. http://forum.shrapnelgames.com/images/icons/icon7.gif

For price, just open the stores datafile and set the pricing to zero percent while you're on your time travelling thieving spree.

(1) Modded to incorporate LR and SR scanners at 2000 and 1000 range respectively, fixed.

Din Ahmed December 5th, 2003 01:25 AM

Re: Having problem with Campaign 1 first mission
 
I just found out Last night as I was checking out the Events file.

The quest log didn't say merc mission (just 3 pirate jobs and return...) so I didn't remember.

Sorry about that. Is there a way to track/keep al the existing text conv so I dont forget again?

Phoenix-D December 5th, 2003 01:57 AM

Re: Having problem with Campaign 1 first mission
 
No, just the descriptions in your little list of missions. Doesn't matter anyway, the description was a bit vague.

Din Ahmed December 5th, 2003 03:43 PM

Re: Having problem with Campaign 1 first mission
 
Just finished the 1st Campaign. I just realized something weird. Why is it that my weapons do very little damage of Freighter's & Star Bases' hull. I mean the shields & armor I can handle fine.

But the hull, red bar/numbers... as if my weapons only do 10-20% of their normal damage to the hull... Anyone know why that is...? Somehow the Pirate Base at the end of the 1st Campaign is different as the hull can be damaged normally but when I tried attacking a normal star base, the hull was very difficult to damage.

Suicide Junkie December 5th, 2003 04:27 PM

Re: Having problem with Campaign 1 first mission
 
Try a LRS on it... Perhaps it has emissive armor.

Din Ahmed December 6th, 2003 12:24 PM

Re: Having problem with Campaign 1 first mission
 
The things is I do not have any problem whacking the armor. It's the hull. If I am not mistaken, if you destroyed the armor, the particular armor component goes to "Damage: 100%" and no longer imparts any of its effects either immesive/stealth/crystal etc.

Right now I can damage the armor & shields fine. Whats bugging me are the HULL. I mean my shots are doing like 5 points of damage per shot when supposed to do > 100 points. I nearly point blank to the damn star base so I get max damage...

Just wanted to know whether anyone else realised this before. I figured out the problem when I took a Pirate Merc mission where I am supposed the whack a Frigate but I took too damn long... I bLasted him consistently for 5 minutes (about more than 30 volleys and I had just cut hiss hull by 40%... http://forum.shrapnelgames.com/images/icons/icon8.gif

Din Ahmed December 6th, 2003 12:25 PM

Re: Having problem with Campaign 1 first mission
 
Oh I forgot... What's an LRS?

dHay December 9th, 2003 09:26 PM

Re: Having problem with Campaign 1 first mission
 
Quote:

Originally posted by Din Ahmed:
Oh I forgot... What's an LRS?
<font size="2" face="sans-serif, arial, verdana">Long Range Scan.

Add the LRS component to your ship, then a little "LRS" button appears above the status of the enemy ship.
Press the button, and you get a component view of the ship.

Note that you can also use the cheat code `LRS` to toggle this so that it works always.

(Next you will want to know how I figured out that... http://forum.shrapnelgames.com/images/icons/shock.gif And the other cheats... The fun of being a programmer.)

Din Ahmed December 10th, 2003 05:06 AM

Re: Having problem with Campaign 1 first mission
 
So... did anybody have the same problems I had with whacking the hulls for freighters & starbases.

Also I fould that the Pirate Starbase that I whacked during the Last mission of the 1st Campaign did not exhibit this behavior.


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