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December 12th, 2007, 07:23 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
Good advice, rstaats10. If you are going to look into it then let me know the results. I understand what you are saying, but do not understand the why the components at the edges crash the game. If you manage to fix it I will be grateful. On my part I will check them also.
Yes I did rework all the ships and decreased their size for this mod, but also increased the amount of ships on the screen trying to have some massive battles  . I think that in some scenarios I may have overdone it.
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December 12th, 2007, 09:34 PM
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Corporal
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Join Date: Feb 2004
Location: Ohio
Posts: 126
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Re: Multiverse Mod
Ok on mission 3 most of the ships are from the original Star Fury game which I did not change. So, the only ones to fix were mine. I loaded them into “Slot modder” and found six that the slots touched either the top or bottom of the edges. I was not aware that this could be an issue until now, but as rstaats10 pointed out, easy to fix.
Later tonight I will edit the main Mod and will post it as Multiverse 1.01.
But for those that already have the Mod I am posting the edited correction. It is only one text file: Main_ComponentConfigurationSlotsEnemy.txt
Download and place it on the Multiverse-1 campaign.
http://www.shrapnelcommunity.com/thr...?Number=570415
Hope this works!
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December 12th, 2007, 10:49 PM
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Corporal
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Join Date: Jul 2007
Posts: 111
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Re: Multiverse Mod
Ok I fixed the ship. It was the Battleship Musashi (allied ship actually). I went into Main_ComponentConfigurationSlotsEnemy and changed the Spaceship Yamato Layout slot 1 WMC18 from ypos 0 to ypos 7 and changed the slots 1,2 and 3 for the 3 bottom engines from ypos 658 to 655. The ship does not cause a freeze in the game now when destroyed. I know for a fact that when ypos =0 or xpos=0 is used the game freeze will occur. As far as the xpos or ypos on the far right or bottom of the screen respectively causing this error I dont know. I just make sure nothing touches the edges and everything is good. I haven't looked at the Main_ComponentConfigurationSlotsPlayer to change the coordinates but I should probably fix that too incase this is a player ship later. (no hints please)
Thanks for fixing the 6 ships. I will download the attactment now.
PS The Main_ComponentConfigurationSlotsPlayer will need to be changed too if any of these are player ships. I haven't looked to see. I want to keep it a suprise.
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December 14th, 2007, 04:43 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Multiverse Mod
I really enjoy your new campaign although I must confess that I find some of the missions very difficult. After the "long journey" I failed the mission to protect the starbase in the Minerva system because it was already too late when I arrived there. Then I get the order to go back to Pluto but there seems to be no further missions available. Is this a bug?
What I like most in this campaign are the battles with several ships on both sides!
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December 14th, 2007, 09:31 PM
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Corporal
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Join Date: Feb 2004
Location: Ohio
Posts: 126
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Re: Multiverse Mod
Ok, I check the scenario. This one is similar to the one on the first mission. By the time you get there three enemy ships are attacking the base. It is very difficult for three destroyers to take down a starbase, but as we found out, not impossible. (They will appear next to the Starbase and it is possible that as they materialize one of the ships collide with the Starbase, or they just got lucky and managed to destroy the Starbase just by themselves).
Since the occurrence is rare I did overlook the possibility of that to happen. So it is my bug ;(
I will make a note and will find a work around and will post as another update later on, but I am going to wait in case another bug pops up.
So for now just reload that mission and by the laws of provability on our side (as it was on the first mission), the starbase should still be there by the time the player gets there to assist the base. Then you are to protect the base until the next event happens. (It won’t be as easy as the first mission).
On the other hand if you get a command to "Retreat to the Pluto Base" and once you get there you receive a new mission, then that is the way it is supose to happen!
On a second note, I am working right now on the fifth campaign, and through all the five campaigns, in some scenarios the mission will fail no mater what you do. On those instances the player is to continue on as long as the mission moves on. There are missions that specify that “failure is not an option” and that you are to repeat the mission. In other instances I am indicating that ”even if ‘Fail’ it is ok to continue”. So press attention to the messages that pop up during battle, and mission status. If you do not get a message to redo the mission then you are ok.
The Star Fury interface to place missions and messages is not very flexible, so I am forced to jump through hoops to make the game do as I expect. The game is designed for a single player controlled ship, yet I am using the game as a single player, side kick support, and even squad group. For example some of the ” jobs” are like this:
Kill Target Ship 1
Clear System 1 Of Enemies 2
Escort Ship 1 Against Enemies 2
On any of those commands we have the player ship and the enemies. On the first two, any friendly ship or group that I try to use as the cavalry to assist you, the interface will treat them also as an enemy and therefore the mission will always “fail “ unless all the ships are destroyed including the friendly ones. The third one is the same except for the single ship (not even a group) that you are to protect. I did manage to find work arounds but not always. So sometimes I am forced to allow a “fail” mission even thought the player is doing ok.
There is nothing wrong with the original game. It is working as intended, but it is difficult to make the game the way I want.
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December 15th, 2007, 01:00 AM
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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
Some Multiverse Fetures:
On the Star Blazers Mod most people found it easy (except for the very first mission and maybe the battle at "rainbow" sector), so on Multiverse I increased the challenge:
--- Decreased the chance to find a planet or starbase to fix your ship on the ‘fly’, and run back to battle. (There are some but far in between).
--- Beefed up all the original Star Fury ships, increased armor and maxed out the weapon slots (we have to be fair!).
--- In some instances increased the enemy ships and frequency of appearance.
--- Sometimes from 10 against just you, to like 40 against your 4! (Not really but will feel like it).
--- Created some impossible scenarios, that means that sometimes you are going to get your *** kick and you will have to run with your tail between your legs. (Or get killed). Yes sometime the mission will "Fail" but be ok to continue (see previous post).
--- The player may not be able to fly the greatest kick *** ship (like the Argo/Yamato), or what you know as the greatest kick *** ship may not be the greatest kick *** ship in the game (Multiverse will have ships that can eat the Argo for breakfast!).
--- Created some really ugly monster battles or we can say, try to create some great epic battles (and hope that the game does not crash).
--- The WMC will not be able to target all ships (by the way, you will fly the Argo on only one of the Multiverse Mods).
--- More evil duds, maybe not as cool as leader Deslock of Gamilon, but no one was cooler than Deslock!
--- I am sure that there is something else, but can’t remember…
The good:
The same as the bad but in addition:
--- New cargo items to help you fix your ship, like gold, alloy ingots, beer, food ratios, and a few more.
--- You are not always alone; sometimes you are part of a fleet!
--- Some new really cool heroes. (Well some of them not always thrive to be heroes).
--- There are going to be some WOW! I cannot believe that you have that on this mod!
--- There is a big story twist involving many universes, and something else but cannot talk about it now.
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December 15th, 2007, 04:34 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Multiverse Mod
Thank you for the explanation Campeador and again thanks for your huge work.
One small suggestion: you increased the waepons slots, but there are few hull slots. I frequently have enough space left to put one more hull component on the ship but there is no free slot left!
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