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January 30th, 2009, 10:59 PM
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Corporal
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Join Date: Jul 2007
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Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
The mission to attack Baal in the P3R-636 system is supposed to time out. I have it set at 9 days. It's a decoy mission the real Goa'uld attack with Baal is at Hebridan.
text reads-
"Navagations officer- sir, I detect only 1 Besarian Dreadnought in the system. I cannot locate any other enemy ships. Strange. Maybe our long-range scanners are offline?
SGC Subspace Message
This is General Hammond go to the Hebridan system immediately. I repeat go to the Hebridan system immediately. We have been fed bad intel by the Goa'uld and Besarians.
SGC Subspace Message
Our reports show the Goa'uld and Besarains are in the Hebridan System now. It seems the Beta Site might be their actual target. Go to th Hebridan system and destroy them before they get to the Beta Site. I will inform Colonel Caldwell (SGC Fleets), Tok'ra and Aschen fleets of the situation. Hammond out."
Remember as I mentioned in an earlier post some of the mission (jobs) are supposed to time out. They are used for loading certain ships and/or activating triggers. Only worry about completing the combat missions that are important and are marked with (Failure is not an option-Repeat if Failed) or may say it another way but it will say to repeat if failed. etc. The combat missions that say (Continue on even if says fail) or don't say you must complete are just to load ships and/or for triggers.
The mission to Extract Evacuees Beta Site requires you to go as fast as you can and you will probably have to use some repair components if you can't dodge enough enemy fire. That's how I completed it.
Just to let know know how I play the mod...I almost always have engines at 100% during combat so I can move in and out of harms way. Actually I can evade a lot of enemy fire that way and outrun slower ships. Also pick your battles and let your allies help weaken a stronger enemy first then you can swoop in and finish them off. Long range attacks and fighters work well too on some targets. Dont try and square-off and duke it out without moving. It just doesn't work that way. I've experimented with that before. Also you need to keep some of the SGC Missile weps since they really pack a nice punch and have a great range. Also keep all the Rail-Guns since they auto-fire and have an attack agianst: Ship, Base, Fighter, Satellite, Torpedo, Directed Torpedo..so they in essence they function as both a a point-defense cannon and a regular weapon. Keep you Hyperdrive Engines as well. I just run circles around some of the enemies...it could be your system. I don't know though...just remember to fly at 100% engines.
You know on the players ships, I basically eliminated the need for Cargo Holds and Point Defense Cannons since I increased the player ships Base Cargo Hold Tonnage in the ship text and the rail gun weps functioning as PDC's. This saves a half-dozen or more slots. This helps you use the ships slots for other things. Also remember you have a Frigate or Light Cruiser in the early battles to start with, so it's not as if you have a super dreadnought with 120 slots to fill. But I do like your comment on adding crew text towards the interior of the ship. I could easily do this with a little time. I would just have to be careful to change the required files corectly and test so as not to add a problem to the ships.
Keep me posted on your adventure.
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January 31st, 2009, 01:57 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
But when it times out before I get to that system, the other events don't get triggered. So, it needs to allow a longer time so it is possible to get to the system and destroy that single enemy ship and set off the other events.
Anyway, I have now been to alpha site, visited the Asgard, and defended earth against Baal. I got a message to report back to the SGC HQ when the last Goa'uld ship was destroyed, but again something didn't get triggered. The "defend earth & SGC" event is still 'in progress' in my mission list and there doesn't seem to be any way to get it to end even though no enemies are in the Earth system. Can't figure out how to trigger the next event, so I am currently stuck.
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January 31st, 2009, 04:51 PM
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Corporal
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Join Date: Jul 2007
Posts: 111
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Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
I rechecked the Decoy Mission in P3R-636 that you said was timing out for you. Starting at the Beta Site and running my ship's engines at 75%, I made it to the Stargate to P3R-636 with 30 seconds extra to spare before the job times out. I think the problem you may have is running your ships engines at around 50 to 75%. You shouldn't carry more cargo than your ship will allow so as to keep your engine speed at 100%. I mean I can add to the time on this mission but it may throw off the timing and make other players wait a long time for it to trigger. I can always add a few extra days though and shouldn't be too much of a problem.
As far as the Defending Earth/SGC HQ Spacestation mission you mentioned, I checked this as well and everything works out fine. After destroying all the enemy vessels you will receive an in-game meesage check the attachment below to see what it says. You will return to the SGC HQ Spacestaiton, if all enemy vessels are destroyed. The mission box that says in progress to defend earth and SGGC HQ Spacestation are just a reminder to defend both of these objects not just 1 and will disappear from in progress to completed one you enter the site center at the SGC HQ Spacestation.
If you do not get the in-game message I have below in the attachment then there must be an enemy vessel alive. Check the system and destroy all enemies including the Goa'uld Deathgliders. It is good practice to clear a system if a combat mission that is critical to complete (must not fail type) is not showing completed.
Keep me posted. 
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January 31st, 2009, 09:36 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
Yes, that's the message I got. But when I went to the station there was nothing in the meeting room. I played it again a couple of times but kept losing. But now I've played it again & managed to win, and this time the event worked. All I can figure is that the base being damaged but not destroyed somehow prevented the event from working. But this time the base was unscathed and I'm now moving forward again.
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February 1st, 2009, 06:57 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
OK, I have successfully completed the 'Lucian Alliance' stuff after having to play it twice. Apparently if you reload for any reason, whether just saving & returning later or getting killed & restarting certain events get lost & you have to start over from the beginning where they get setup. SF just does not keep track of some things in a save game.
I've also noticed a very high rate of 'fratricide' among SGC ships that get teleported into the system to 'help' in a given mission. A couple of them always seem to be on top of each other & that's two ships lost without any fighting even accomplished. Is there any way to control how ships arrive? Or is that random placement another misfeature of SF itself?
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February 1st, 2009, 07:52 PM
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Corporal
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Join Date: Jul 2007
Posts: 111
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Thanked 4 Times in 2 Posts
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Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
Yea the ship placements can be controlled to a limited degree. But even when 1 ship is loaded to an certain area, it may collide with a space object or another ship/base or what not. It is cannot be perfect 100%. That is a flaw inherent with the SF game itself. However, it also can happen that enemy ships collide too so it tends to even out in the long run. I believe the navagations officers of the colliding ships are either vacated from their posts or are totally incompetent. 
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