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  #1  
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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  #2  
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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  #3  
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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  #5  
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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  #6  
Old February 21st, 2008, 01:04 AM

rstaats10 rstaats10 is offline
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Default 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.
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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  #7  
Old February 21st, 2008, 07:33 PM
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Suicide Junkie Suicide Junkie is offline
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Default 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.
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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  #8  
Old February 22nd, 2008, 03:58 PM

Campeador Campeador is offline
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Default 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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  #9  
Old February 25th, 2008, 04:33 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Multiverse Mod

I've run into a problem in campaign 2. When I try to return to Eternus as ordered, I get an event when entering the Octopus system, but this event doesn't work. It screws up the system and I can't get the game to do anything. When I Alt-tab out and come back it becomes possible to recover, sort of. The message for the event plays, but then the hidden ship never appears no matter how long I sit around and wait for it. When I finally quit the game, the is a message about an "access violation". So something in this event doesn't work properly.

Oh, and the sheer volume of fighters and weapons effects flying around in the Star Wars part of the campaign really overloads my computer. Yeah, it's an older computer. You might think about how to reduce the load there. As cool as it looks, it's just too much going on. I had to turn off the sound to get a reasonable degree of performance. Another thing that seemed to help was speeding up the weapons bit-maps effects. Since they spent less time being drawn, there was less over-all load.
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  #10  
Old February 26th, 2008, 02:08 AM

Campeador Campeador is offline
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Default Re: Multiverse Mod

Baron, I was scratching my head on that one, but at the second try I was able to recreate the bug. You are the first person to report this occurrence, which normally does not happen.
This is what happens:
1. From the Epsilon system you are told to return to Eternus.
2. Before reaching Eternus an event happens in Octopus.
3. In Octopus you are to help one of the ships from Earth (a Hood BC) that is being attack by an unknown ship.
4. There are actually two events in progress: Help the Hood cruiser and destroy the enemy ship.

Now the bug problem:
The ships on the event are to appear kind of late, 5 to 7 ticks into the mission (due to radar interference). They will show up by the "Tentacle" planet next to the Octopus warp point.
The error occurs when the enemy ships materializes, either it hit the planet or another ship. If this happens somehow the game does not register what just happen even thought it should declare the mission a fail or completed.
Even more, since two things could happen, either the Hood destroys the enemy ship or the enemy ship destroys the Hood. Either way the third event will start when either one of the ships is destroyed. But just in case there was also a timer on the mission in the case that the Hood and company can hold the enemy long enough, and declared the mission completed.
Therefore by the enemy ship being destroyed due to collision the AI does not compute the mission properly between its own parameters, and then due to the timer it creates a second error. I do not know why it does that. If the ship is destroyed it should simply declared either success or failure instead of an error. I have checked and recheck and the only conclusion I come up with is that it happens too soon before the AI is able to time the event or something like that.

The fix: once again by the laws of provability all you have to do is redo the scenario which is activated the instant you enter Octopus. The enemy ship should not hit the planet or any other ship; instead they should start fighting each other as they encounter. So if you saved the game just before entering Octopus you are ok.

On my part on the next update I will have the enemy ship materialize by the Warp Point instead than around the planet. This should minimize the collision occurrence.
Still I am not sure if it was my bug, since the AI of the game should have stop the mission timer and declared the mission completed or failed without creating an error. Either way is a learning experience that I will try to remember as I continue with the series.

ps: If this is not exactly what happens then let me know.
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