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  #1  
Old February 18th, 2008, 05:32 AM

Campeador Campeador is offline
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Default Re: Multiverse Mod

Multiverse Mod 1 Update to V1.03
Multiverse_1-Enemy_From_Beyond-V1.03


Bugs that could crash the game:

Scan base bug – it was possible to not do the scanning and continue with the mission. That would have caused a crash later on. (Thanks ‘Enrico’ for that one!)
-- The FIX: Now the player won’t be able to get the next mission unless he does the scanning successfully.
There were some planets on the Star Fury system (the Beta sectors) where the player could land. Since the landing sites were not coded into the game this will cause an immediate crash when trying to land.
--- The FIX: The landing site of those planets was removed.


Bugs that could impact the game play:

Illumidas carrier with no fighters
-- -The FIX: The carrier has fighters now.
The Fazrah cruiser had only half the intended power generators.
-- The FIX: The Fazrah cruiser has two power generators.
There was the possibility of a starbase being destroyed at mission start due to collision as ships materialize. This will prevent the game to continue on.
---The FIX: This could have happen twice, the first time on the very first mission as the Fazrah attack the starbase. Now the mission has a time limit were the player is required to protect the base and emphasizing that the starbase MUST survive or that ‘failure’ is not an option. If the base is destroyed before the timer is out the player has to redo the mission. The player could have done this before without the change but now this issue is resolve in the first five minutes of the mission and not half an hour into the particular scenario.
Some weapons were rebalanced. This also includes the last minute change on the Argo’s shock cannons (Thanks ‘SJ’ for catching that one).
Some scenarios were rebalanced due to the minor changes on weapons that actually impacted the game play. --- The cause of this was the Mogami ‘Light Missile Type-2’ (not the Argo).
The Starbases were rebalanced -- There was really not much difference between small bases and large ones. Now smaller Starbases are naturally weaker than large ones.


Other Improvements:

The grammar was revised and corrected by ‘RasterOps’. Special Thanks! ---I did add some minor new changes on various txt files after RasterOps corrections, so if there are some mistakes I am sure that it was my doing.
Some of the new components, ship skins and pictures bitmaps were improved. Now the ships skins do not look as washed out as before and it also have better contrast. Special thanks to my big-bro John! ---This was done for Multiverse 2, so I am also applying it to Multiverse 1.
Added some degree of randomness on cargo items on ships, especially enemy ships.
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  #2  
Old February 18th, 2008, 06:05 AM

Campeador Campeador is offline
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Default Re: Multiverse Mod

Multiverse Mod 2 Update to V1.01
Multiverse_2-The_Fourth_Dimension-V1.01

Many of the issues resolved on the update of Multiverse Mod 1 are transfer into Mod 2 also.

The principal ones:
Crash if player lands on unsupported landing site on a planet on the Beta sector. (Not the ones that follow the storyline) But in case that the player likes to wonder around it has been fixed.
Corrected the Argo's shock cannon small Dmg/s ratio discrepancy. (Only 'SJ' would notice a thing like that! Thanks)
Rescale some fighters that were kind of big as compared to the rest of the fighters in the game.
An error on the Main_BitmapEffects.txt -Wrong naming on weapon on a fighter. But since the AI operates those it never affected the game... But is fix now just in case.
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  #3  
Old February 19th, 2008, 12:55 AM

rstaats10 rstaats10 is offline
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Default Re: Multiverse Mod

Campeador, Great job with this mod. This is a lot of fun to play. I am not finished yet. I'm about 6 or 7 missions into it so far. I have not noticed any bugs myself aside from the occasional slow down when all the fighters battle. You have done an incredible job with this. All your mods are great though. The story line is just awesome. You continue to breath new life into Starfury and to be honest this Multiverse 1 and 2 surpass even the stock game in my opinion. Guys reading this should definately check it out. It's a lot of fun to play. I will post again when I have completed Multiverse 2. Thanks again for the great mod Campeador!!!
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  #4  
Old February 19th, 2008, 01:47 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Multiverse Mod

Quote:
Scan base bug – it was possible to not do the scanning and continue with the mission. That would have caused a crash later on. (Thanks ‘Enrico’ for that one!)
After three tries, I figured it wasn't supposed to be possible, so I left when I was told to after getting blasted by all the fighters at the warppoint...

Then I accomplished the scanning when I came to destroy it
Ended up doing 99% damage all on my own, only for my allies to come in and steal the kill at the last second.
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Old February 19th, 2008, 03:20 AM

Campeador Campeador is offline
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Default Re: Multiverse Mod

Version Update on Multiverse Mod 2
Multiverse_2-The_Fourth_Dimension- from V1.01 (02-18-08) to V1.02 (02-19-08)

This fixes a bug that I just discovered and it was very important not to wait.
The bug was introduced from version 1.01 to 1.02.
Power Reactor (100kT) was missing from some of the ships encountered on the 'Omega' sectors. The lack of these engines will greatly affect the performance of those ships.
Players that already have version 1.01 only need to transfer the 'Main_Components.txt' fron V1.02.
The cause of this was a last minute change on the name of the Power Reactor of the Arcadia of Multiverse 1 that would have resulted in an early story spoiler for Multiverse 2. I overlook to return the change on Multiverse 2 since other new ships were using these reactors.
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Old February 19th, 2008, 03:57 AM

Campeador Campeador is offline
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Default Re: Multiverse Mod

"After three tries, I figured it wasn't supposed to be possible, so I left when I was told to after getting blasted by all the fighters at the warp point..."

Wrong! It was very possible to do the scan. I did it many times. (I know, after doing it dozens of times testing the scenario it start to becomes easy) But I am sure that someone other than me has done it! It was so possible that that is why on the latest update the player will not be able to take care of it latter but when instructed.
I went back to check on the mission and it did specify to scan first then to get out.

Some scenario observations:
Every time you go to that sector the enemies will behave differently, so sometimes it will be more difficult than others. The three enemy fighters at the warp point will keep chasing you so it is better to take care of them early on. Last, speed is very important and your engines are slow, but there were plenty of enemy engines and armor that were better than yours floating around (not to mention repair cargo) from the previous battle on Minerva.

Players are resourceful but I had to have it fix because if the base gets destroyed before the scan was accomplish the mission would have remained in progress and that would have definitely cause a crash latter on since the game can only handle a maximum of three missions in progress at once which was going to happen later on.
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  #7  
Old February 19th, 2008, 09:38 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Multiverse Mod

I've started playing Multiverse 1 and seen one oddity. The EDF destroyers don't seem to have textures. They are white silhouettes floating around, even though my own ship of the same type does have a texture. Could there be a typo somewhere? Or could I have not got all the files due to an archiver error while unpacking?
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  #8  
Old February 20th, 2008, 12:55 AM

Campeador Campeador is offline
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Default Re: Multiverse Mod

This is an old occurrence from the original Star Fury game. It is usually the two ships following a third leader ship appear just white with no textures as you mention. Sometimes a ship, starbase and even your own ship shows invisible, a real annoyance since you may collide with it.
All that you have to do to fix this is simply save the game (right were you are at) and reload it, it should clear. If not keep doing it until it does. I suspect that it is video card/memory combo but I have tried the game on four different computers and from time to time it does happen in all of them. So I will tend to suspect more a bug on Star Fury.
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Old February 20th, 2008, 01:51 AM

rstaats10 rstaats10 is offline
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Default Re: Multiverse Mod

Yes the invisible ship happened quite a bit in the SF stock game too. I haven't had it happen yet in the Multiverse 2. I used to hate when that happened with the SF enemy ships and I couldn't see anything then a ship just opens fire on me. But I later just pretended they had a "cloaked" ship. They still show up on my radar though.

I have seen this "invisible ship" more often when I am modding and place 2 identical type ships sequentialy in the map file. If I place a different ship in between the same 2 ships in the map file then it seems to happen less. Really don't know why though.

One suggestion I have is to make the starbases have more ambient light to see them better. Just open LithUnwrap and double click on the materials and click on the diffuse box to change to white color and the ambient color box change from black to a dark grey color and overwrite the xfile.

I am getting ready for a climatic big battle I am guessing it is near the end. I would say Multiverse 2 is easier than Multiverse 1. Multiverse 1 was doable by me with no cheats. It was really hard in some parts though. Multiverse 2 is just right as far as difficulty. However I still have a big battle and maybe more left so we will see if that holds true.
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  #10  
Old February 20th, 2008, 11:39 AM
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Default Re: Multiverse Mod

Excellent work Campeador. I started to play the Multiverse 2 campaign and it is really fun. Thank you very much this new adventure.
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