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February 19th, 2008, 01:47 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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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!)
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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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February 19th, 2008, 03:20 AM
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Corporal
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Join Date: Feb 2004
Location: Ohio
Posts: 126
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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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February 19th, 2008, 03:57 AM
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Corporal
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Join Date: Feb 2004
Location: Ohio
Posts: 126
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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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February 19th, 2008, 09:38 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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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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February 20th, 2008, 12:55 AM
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Corporal
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Join Date: Feb 2004
Location: Ohio
Posts: 126
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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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February 20th, 2008, 01:51 AM
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Corporal
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Join Date: Jul 2007
Posts: 111
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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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February 20th, 2008, 11:39 AM
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Colonel
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Join Date: Jan 2001
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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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February 21st, 2008, 01:04 AM
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Corporal
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Join Date: Jul 2007
Posts: 111
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Re: Multiverse Mod
Quote:
Q said:
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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Yes I second that!!! Excellent work Campeador!! I just finished Multiverse 2. This mod is just awesome: the battles, the storyline, everything! Your storyline/characters development, creative ships and weapons , and battles bring SF to a whole new level. I am impressed. Thanks again for providing the Mods. I can't wait for Multiverse 3. The suspense is there. Excellent job, Campeador!!! [img]/threads/images/Graemlins/icon09.gif[/img] (trophy is for best SF mods ever and exceeds the stock game too)
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February 21st, 2008, 07:33 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Multiverse Mod
Quote:
Campeador said:
"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.
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After having reached the "kill it" mission, it is clear what was supposed to happen.
However originally, Admiral whats-his-face was talking about not being a hero and rushing off to do foolish things.
I'd purchased more PDCs to help against the fighters, but;
1) the fighters were respawning
2) the station wasn't on the system map
3) the order pops up about there being too many enemies and to get out of there
I figured this was the kind of thing he was talking about, so I followed the order and left 
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February 22nd, 2008, 03:58 PM
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Corporal
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Join Date: Feb 2004
Location: Ohio
Posts: 126
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Thanked 19 Times in 19 Posts
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Re: Multiverse Mod
SJ you are not the only one who interpret the orders that way so that tells me that things were not clear enough. So on the next update I will try to go over the orders and make them so that players do not get confused. So, keep it up and let me know as you guys find any other orders that need clarification and I will have it fix.
ps: Multiverse 3 will be out hopefuly in a couple of weeks.
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