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February 3rd, 2009, 10:41 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
I knew the Replicators would be hard for you to destroy. They are a harder enemy than the Besarians that you mentioned had been difficult for you. The way I defeat tham is to keep engines at 100%, while firing, dodging enemy weps and repairing. BTW you are not playing on expert level are you? I normally play on average level and can complete all the missions without cheats..and I consider myself an average to good player. (I remember playing Campeador's mods and sometimes it took me about 20 times to complete a mission correctly. It's not taken me near that many tries with my mod.) Maybe you should try easy level.
Teal'cs F-302 Fighter has the same bmp pic as the other F-302 fighters. Teal'cs Fighter component title, description are different. Also Teal'cs Fighter strength/attributes are considerably better than an average F-302 though.
I appreciate all your feedback. I hope your enjoying playing the mod.
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February 14th, 2009, 04:01 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
It's not that the Replicators would have been impossible to destroy without cheating. It's that they would have been impossibly tedious to destroy without cheating. As I said, four systems in a row of Replicator combat is too much. I've progressed through the 'liberator of the Jaffa' phase where various Goa'uld were destroyed -- again -- and now moved on to the Atlantis part of the campaign. Have you considered splitting this entire thing into some smaller parts? Anyway, when I reached the second series of Replicator missions I decided to take a break. It's definitely off-putting to think of four more systems with Replicator planets needing to be destroyed. I hope when I get around to it the 'NPC' fleets will be active enough to carry most of the fighting. Or maybe I'll edit the game files to reduce Replicator technology a bit.
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February 15th, 2009, 05:30 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
When I made this mod, the hardest thing to do was to make the difficulty level appropriate. I personally thought most of the misions were somewhat easy with some being more difficult. But what' easy for me may be hard for someone else and what's hard for me may be easy for another player. When I made this mod at the request of my 9 year old son, I made it to where we both would be able to play and complete the missions. My son and I had no problems with the mod. That is a good idea if you want to modify down the Replicator Ships/Components for your play and/or you can play on easy level as I mentioned before. Campeador's suggestion of using planet to planet instead of search and destroy in the job files is a great idea. I have tried it out in a couple of missions and it works really well. It seems to "increase the AI of the NPC ships" and make the mod even easier to play. I will definately include this in my version 2 release as well as some other things. As far as breaking my mod into smaller chunks, I wouldn't be interested in doing that. I mentioned before that my mod is quite possibly larger than the 3 original stock campaigns combined. You just can't finish it over one weekend...it's just not possible. My suggestion is for you to spread it out and play a little bit each day or so since when it's over, it's over. I am not making anymore Stargate mods to follow this one..nor do I want to spend the time changing the missions all around. (takes massive amounts of time to make the missions text/display text and so forth...so try and enjoy what took me 1 year and 3 months to make. BTW I don't think you've mentioned one positive thing you've like about the mod.
Keep the posts coming. Thanks.
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March 10th, 2009, 10:47 PM
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Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
It's hard to figure out what you "like" about big, complex games until you master them. And anyway, I'm not really a fan of the Stargate universe. Maybe if I were a Stargate fan it would be less tedious to fight so many replicators. Flying a Trek ship, or a Babylon 5 ship, would be fun of course. Anyway, I've finished with the replicators now, making good use of the deployable frigates to speed things up, and have now met the Ori. Something odd is happening with their ships. It looks like even normal weapons are occasionally skipping their shields and armor and destroying them much more quickly than should be possible. But I can't figure out how that might be happening.
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March 14th, 2009, 02:00 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
That is odd what you mentioned about the Ori ships. I've never encountered that before. I just checked the Ori Motherships again and they are working fine..nothing is skipping shields and armor. Did you mod your weps to skip shields and armor? The Ori Motherships are actually some of the toughest ships in this Stargate universe. I made them use crystalline armor and repairs the shields at 0.64 shield per point taken plus their ship's basic attributes are really good too. What I see when I'm playing is the Ori Mothership's shields being recharged very quickly after you attack their ship. I made it that way on purpose. The Ori are a very worthy opponent when my son and I play the mod. You don't have as much ally help and you must rely on your kick a#$ Cruiser and your fleet frigates. The Ori fighters are really tough too. I most enjoyed the Ori battles. Do you have the same experience each time you fight an Ori Mothership?...and what weps are you using?...did you mod any weps to bypass shields and armor?
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April 4th, 2009, 07:09 PM
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Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
OK, I played the first battle over & didn't learn anything new. But while playing the rest of the Ori battles I noticed the same thing. The Ori motherships seem to always get damaged in their rear armor/shields much too quickly. It was when I heard that 'klaxon' sound used for ships blowing up and couldn't find anything blowing up that I realized what was going on. When the Ori motherships launch fighters, they aren't moving fast enough for the fighters to clear and they hit and damage the mothership. And that's why the klaxons were sounding all the time. Ori fighters getting destroyed on launch. It was the regeneration powers of the armor replacing the rear shields that made it harder to figure out what was going on.
This might be another problem caused by my using a slower computer, or it might be something you can see for yourself. Either way, I wonder if there is a way to adjust where launched fighters appear? Is there a 'launch point' just like there is a 'firing point' for a weapon?
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April 6th, 2009, 01:25 AM
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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
I've not encountered that problem before. When I fight an Ori Motherships, the fighters are released in a normal fashion with the Ori Mothership and fighters intact on release. It is usually a hard-fought intense battle. It may have something to do with performance issues with your PC (ram, cpu or graphics card.) I really dont know, though. There is no way to Mod a different release point for fighters. You could mod your copy to have the fighters removed from the Ori Mothership...Would still be fun just not as intense of a battle.
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May 25th, 2009, 07:53 PM
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Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
OK, I finally finished it. Like I said, the Stargate universe is not of particular interest to me, so I can't comment on how 'authentic' it seemed. But it was nice to have some different ships than the original SE/Starfury models flying around. The models alone must have been quite a bit of work. Most of the problems are limitations of the game itself, such as fighters constantly hitting their mothership and damaging that instead of going on to attack the enemy. Much of the mission text and dialogs needs to be edited by someone who speak English as a first language, though.
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June 6th, 2009, 01:35 AM
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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
I see that you finished my mod. Yea, like I explained in the Mod intro and on the forums that my mod does not follow the Stargate TV/Movie Universe 100%. If you want that then watch the TV/Movies. I tried to make it a little different.
TBH I corrected a lot of my orginal typos and what not but I just didn't have the energy to find 100% of the errors. A lot of the sentence structure was broken to give the feeling of a dialogue. I wasn't trying to write a college essay...been there done that. Also, English is my primary language. Your previous post says "needs to be edited by someone who speak English". It should read "by someone who speaks English." See how easy it is to make a mistake. Now try writing a whole mod and see how you come out.
I haven't spent much time with the mod lately. I have been busy building a new pc and dubbing my vhs tapes of my kids to DVD's. I probably will release a version 2 sometime. If you want to correct the Mod text to help out then that would help. Thanks for playing.
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July 5th, 2009, 06:15 PM
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Corporal
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Join Date: Feb 2004
Location: Ohio
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Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
Final comments:
For those warmongers who finish the original game and still could not get enough this Mod will definitely fill your cravings!
For those who do not know much about Stargate it does not make any difference. No one knew about Star Fury either the first time around. I never realized how really big the Stargate universe is. Plenty of races and ships to make a really big mod… oh, Rstaats realized that!
This mod has more missions than the combined three campaigns of the original game, and the quadrant map even has more systems also. While the story is simple and straightforward, the Mod really shines on the variety of enemy ships, huge battles, magnificent looking space stations and over 10 races each with its own fleets.
All races poses unique enemy ships and weapons keeping the battles interesting... like the enemy ship that snapped the power from my engines and left me unable to move for a while, or the one who’s weapons passed through my shields’ and armor... The player will also get upgrades as the game progress.
There is a good deal of huge ships (usually at the hands of the enemy, and in great quantity) that poses a lot of shields and armor that can take and give a great amount of pain, making really long battles (a lot of them took me over two hours!) At least the player will not be alone since there are usually allied forces to assist.
Most Starbases are very impressive but the one that I liked the most was the "Atlantis Starbase" - The most beautiful Starbase on Star Fury (and Mods) so far, period! The ships were also very varied and impressive but the one I liked the most was the "Replicator Warship" - Beautiful, like an ocean “Jellyfish” (it hit hard also!) Still at the end of the game, firing missiles does not get old - a most impressive weapon effect and sound!
There are a great number of missions were enemy planets are to be destroyed, and unlike the original game, they can be destroyed. Those are almost impossible to destroy by yourself unless the allies help you or proper management of your fighters, in other words reserve the fighters to help you take down the planets. Some enemy ships are also as difficult!
Through the story you have to clear whole enemy sectors like five or six sectors at a time - that is five or six big battles that at my speed took me five or six days to complete since I play like two or three hours per day at the time. I think that there are over 75 missions (some battles use three or four combined missions) were good deals of them are battles as such, so it will take a while.
Sometimes it became repetitive to fight the same enemy sector after sector on a battle that looks like the previous one (at least it gives you a chance to improve on your tactics), and it was also a tad tedious to return to home base (especially if it was far away) and then back to continue clearing the next sector but I understand that you may need that chance to get supplies and to restock on fighters. Still it was not a big deal, just speed up the game for fast travel.
At normal speed it was too fast for me. I would have preferred to slow down all the ships on the game. On most of the battles I had to play them at ¼ speed. I understand that ships do move fast but on Star Fury if they move too fast they do not turn with a natural grace of a ship that poses a lot of mass. Try playing the game at a slow speed and at normal and you will see what I am talking about.
The Mod was bug free, and I played the game as provided without any modification and I finish it without cheating. Some possible bumps are what I commented on my first post about your allies not coming to help you take out a ship or space station, but you can always force the enemy ships to chase you were your allies are, and in the case of planets and space stations just make sure that you have your full compliment of fighters to help you. Sometimes I took an "illegal item" like an enemy weapon and forced my own allies to chase me instead to the enemy and tossed the item when close enough to the enemy so that my allies could engage.
Rstaats, for a first Star Fury mod you have done an amazing job. Your great variety of magnificent ships and space stations and utilization of music and sounds effects were excellent. I enjoyed your mod, I even learned a few things, and thanks to the great amount of time I dedicated to play your Mod, my own mod (Multiverse 5) is sorely behind schedule
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