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  #1  
Old December 31st, 2007, 03:39 AM

rstaats10 rstaats10 is offline
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Default Re: Multiverse Mod

Excellent Mod Campeador!!! I just finished Multiverse Campaign 1 tonight. I was the last surviving ship as well. This Mod is fun and challenging. I completed it using no cheats either. The battles and your timing of the ships appearing is just incredible. Great story line as well. I applaud you and Thank You for a great Starfury mod. You have managed to breath "new life" back into Starfury. Guys reading this should definately check it out.

PS. I cant wait to play Multiverse Campaign 2.



[img]/threads/images/Graemlins/icon09.gif[/img] This one's for you Campeador. Great job. Thanks again!!!
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  #2  
Old February 14th, 2008, 05:03 AM

Campeador Campeador is offline
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Default Re: Multiverse Mod

Multiverse Campaign 2


You will need three files:
Mod file
1. Multiverse_2-The_Fourth_Dimension V1.01 (update: 02-18-08)
http://www.shrapnelcommunity.com/thr...?Number=581131

Mod Music
2. Multiverse_Music-1 (The one used on Multiverse 1) -Extra note: 'Multiverse_Music-1' also contains a 'Sound' folder that you need to have installed)
http://www.shrapnelcommunity.com/thr...?Number=569854

3. Multiverse_Music-2 (new)
http://www.shrapnelcommunity.com/thr...?Number=581133

All the mods are going to be progressive with the Music files.
Multiverse 1 - needs Music 1
Multiverse 2 - needs Music 1 + 2
Multiverse 3 - needs Music 1 + 2 + 3
And so on. All of them will also need the 'sound' file located on "Multiverse_Music-1'.

'Multiverse_2-The_Fourth_Dimension' is the continuation of 'Multiverse_1-Enemy_From_Beyond'.

On Multiverse 1 our heroes were starting to explore this place called the 'Multiverse'. On Multiverse 2 they will go much deeper. The Star Force will be reunited and the player will be at the helm of the Argo (Yamato). It will be like the good old times of the Star Blazers mod, but with the action/style of Multiverse 1...

This new campaign offers many changes on the graphic visuals of the components and skins of the ships from the previous campaign, some insignificant but others will stand out. A few new components were going to debut on the second campaign, but I also improved the graphics on some of the previous ones. so I am going to go back and update Multiverse 1 with the new candy so that the whole series is consistent.

I hope you like it.


p.s.: Thanks rstaats10. After reading your nice words I cannot go any higher but down!
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  #3  
Old February 16th, 2008, 12:11 PM

rstaats10 rstaats10 is offline
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Default Re: Multiverse Mod

I am going to start Multiverse Campaign 2 this weekend. I am looking forward to the battles and taking command of the Argo (Yamato). Thanks for releasing the campaign Campeador!
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  #4  
Old February 16th, 2008, 02:56 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Multiverse Mod

It would be good to link the downloads here.

PS:
Mission 2, intel report typo:
"...we will see how <strike>though</strike> tough it is..."

Some of the fighters in mission 2 have shields, but no regeneration ability at all. Is that intentional?

Armor has levels, but they don't change any of the armor's properties.
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  #5  
Old February 17th, 2008, 03:05 AM

Campeador Campeador is offline
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Default Re: Multiverse Mod

Good idea about making links for the mod here (I was not sure if it was allowed). So I will edit my previous post and add them.

Mission 2, intel report typo - I will look into it.

Fighters:

Some of the fighters in the game will have shields while other does not. All the fighters on the game will have very slow regeneration variations according to ship. It will be a native ship specific setting and not through items. For example Star Blazers Earth fighters will have regeneration on hull (0.5) and Armor (0.1) but no shield regeneration Shields (0.0). The Star Fury universe (all fighters): hull (0.5), Armor (0.1) and Shields (0.5).
The Star Blazers Universe is on the beginning levels of shield tech. That is why also the Star Blazer ships has only one hull space slot for shields per side and none are higher than 20 shields. Some Universes may have very high tech in some areas but none in others. For example, there are some very powerful ships on the game that have no shields whatsoever like the Arcadia, while its counterparts from the same universe do have shields like the Illumidas.
Some fighters will have energy regeneration or a ship specific attribute. Interesting enough there is a race that can even tolerate be on the vacuum of space without any gear and those I assigned native crew regeneration. Naturally attributes for fighters will vary from the other ships. The why hull regeneration on fighters is that after a really long period of time they may heal enough to move around instead of remaining frozen in position forever.

Armor, shields and all the items on the game are set at only level =1. So they will not change. (Setting them = 0, may have some weird reaction on the game) Except for 'Phased Shield Generator (40kT), (80kT), (160kT)' that are set a level = 50. This is a bug- But since the player will not have access to them (and if he does he just may not use them) they will not affect the game. But thanks for pointing that out, I will make a note and will have it fix on next the update.
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  #6  
Old February 17th, 2008, 03:21 AM
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Default Re: Multiverse Mod

One thing that would be quite handy is if you made an auto-firing version of the cannons.

Let the aft gunners just fire at will while you manage the main batteries yourself
Otherwise, those aft guns don't see much use at all.


Tech issue:
Light shock cannons are superior to medium cannons. Smaller, but 10% more Dmg/s
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  #7  
Old February 17th, 2008, 09:00 PM

Campeador Campeador is offline
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Default Re: Multiverse Mod

The 'auto-firing version of the cannons' is a good idea for the rear cannons. Especially since beam weapons do not do friendly damage like torpedoes and ‘point defense cannons’ (which are 'bolts'). But I would have preferred a setting witting the game so that it would have been player selected.
Pros: If set to auto-firing, they will fire automatically at the closest ship, you do not have to think about it, a good thing.
Con: If you are low on energy the rear weapons may be firing at a ship on your rear while you have little power to maybe deal with the ship you want to kill in front of you. Also usually you fire the front weapon then pass your target and hit it again with the rear weapons. The problem is when there are many enemy ships where auto-fire may attack the closest enemy instead of the most dangerous or the one you want. Also if your front is destroyed you may want total control of the weapon on the rear.
By the way the Hood Battlecruiser (which the player got to use on Multiverse 1) did have a special weapon on its rear (ABC high speed missile launcher) set on auto; a heavier version of the point defense cannon.
It is an excellent idea but I would have preferred a toggle button to be able to switch at will while on battle. Still I will do a practice scenario to see how it will behave on a battle.
Tech issue:
About the light shock cannon being superior to medium ones: On that one I actually lost the initial train of thought. For example the light cannon from the Argo being a battleship should be greater in size than maybe the heavy cannons of a destroyer, do more damage and have far longer range. My screw up is that I forgot about it and give them a linear progression from small to medium to heavy without making a distinction of ship class. Therefore without going into making too many changes I will simply reduce the light shock cannon so that it will be slightly less the Dmg/s of the medium. The same thing will happen between the medium and the heavy. For sure the heavy shock cannons will keep their present value; just the medium and light will be decreased accordingly.
In case someone notices, there is a weapon on the game where I was experimenting. That weapon will cause the greater damage at maximum range while at close range it will do little. (Not for the player to use, sorry)
Interesting thing to note: On the Multiverse you will find ships that are for example cruisers (300m in length) on their universe, yet they will be larger than the Argo (266m in length) a battleship. So there will be an apparent discrepancy in that respect, but each universe does its own scaling. But I did make all the ships of the game to scale (except the fighters). Thanks to Jeff Russell’s ‘Starship Dimensions’ comparison chart, great tool for comparing all the science fiction ships ever made to scale.
Thanks for the input, my update is growing, and so will the one for Multiverse 1 since they are all linked.
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