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  #81  
Old October 26th, 2008, 02:15 AM
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Default Re: Multiverse Mod

Very nice campaign again. My only complaint is that it's too short.
I have seen no problems.
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  #82  
Old October 27th, 2008, 08:42 PM

rstaats10 rstaats10 is offline
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Default Re: Multiverse Mod

Excellent job Campeador! I just finished and there was no problems at all. I really enjoyed playing as the Federation. Thanks for making this mod!
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  #83  
Old November 2nd, 2008, 09:42 AM

enrico7113 enrico7113 is offline
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Default Re: Multiverse Mod

Thanks Campeador
flying for the Federation was fun
it is a super cool mod !!!
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  #84  
Old September 28th, 2009, 11:28 PM

Campeador Campeador is offline
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Default Re: Multiverse Mod


Multiverse Campaign 5
Multiverse_5-Bird_Of_Prey

You will need three files:
Mod file
1. Multiverse_5-Bird_Of_Prey
http://forum.shrapnelgames.com/attachment.php?attachmentid=8901&d=1254192483

Mod Music
2. Multiverse_Music-5 (new)
http://forum.shrapnelgames.com/attachment.php?attachmentid=8902&d=1254193067

3. The previous Multiverse_Music files:
a. Multiverse_Music-1 & Sounds http://forum.shrapnelgames.com/attachment.php?attachmentid=5855&d=1197285679
b. Multiverse_Music-2 http://forum.shrapnelgames.com/attachment.php?attachmentid=6021&d=1202976522
c. Multiverse_Music-3 http://forum.shrapnelgames.com/attachment.php? attachmentid=6189&d=1208044203
d. Multiverse_Music-4 http://forum.shrapnelgames.com/attachment.php?attachmentid=7145&d=1224620026


This is also posted on the Scenarios and Mods section
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  #85  
Old September 30th, 2009, 08:54 PM

rstaats10 rstaats10 is offline
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Default Re: Multiverse Mod

I am really looking forward to camapign 5. I will post back when I've completed it. Thanks for your hard work Campeador and for making these excellent Mods!
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  #86  
Old October 19th, 2009, 12:02 AM

rstaats10 rstaats10 is offline
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Default Re: Multiverse Mod

What more can I really say? You've made another awesome mod Campeador! I enjoyed playing the Klingons. There was no bugs in the gameplay at all. The only mission I struggled with was the one to take out the Federation starbase. The first time I focused too much on the Federation battlecruisers and that left me fighting in the end against 11 Federation battlecruisers and the Federation starbase. Needless to say, I didn't make it the first time. The second time I focused my attacks on the Federation starbase, as the mission states to do, and destroyed it. It was a good feeling to blow it up and have about 10-11 Federation battlecruisers chasing me to the warpoint.
Also very nice music selection. I really liked it.

Some minor things to condider changing:
(1) have player start with the bird of prey instead of the fighter
(2) change weapon beam burn colors in the component text to match the color of the beams used for the weps. (burn color is the color effect at the end of the beam when the beam hits a target)
(3) make the point defense cannons in the bitmap effects text have a width of say 0.5 instead of 4 but keep the 0.15 height. I tried it out and the pdc's effect looks better imo. BTW using a beam effect for pdc's acting as a bolt was an awesome idea. The effects come out really nice.

Thanks for your hard work in the mods. Your stories are great. I love playing multiverse from the different perspectives (races). The idea of cloaking the ships/bases was a great idea even if my eyes had a little trouble seeing the objects. I especially loved playing the Klingons! I am looking forward to multiverse 6 coming out! I own a lot of pc games...different types...old...new...Turn based and RTS...and I tell you this Starblazers and Multiverse you created ranks right up near the top in the most enjoyment I've had in a pc game. Thanks again!

Last edited by rstaats10; October 19th, 2009 at 12:10 AM..
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  #87  
Old December 11th, 2009, 07:49 AM

mikewhl mikewhl is offline
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Thumbs up Re: Multiverse Mod

Love it!
Going to make some ship models for it if you dont mind.

Mike
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  #88  
Old December 23rd, 2009, 03:23 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Multiverse Mod

Well, finally I got around to playing the latest chapter of the Multiverse. My main complaint is that it was too short! Just when I got a D7 the scenario is over. This was definitely the most fun chapter so far. Too bad SF doesn't have working options for cloaking. The "tachyon sensor" component is in the game, but cloaking was never implemented.

rstaats is probably right in his technical suggestions. The only glitches I can report are the usual ships without textures, which is a problem with SF itself.
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  #89  
Old December 27th, 2009, 10:44 PM

Campeador Campeador is offline
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Default Re: Multiverse Mod

Rstaats10, Q, Baron, Enrico, mikewhl - I am glad you guys liked the mod!

I have been gone on vacation for a month, and shortly before that I was dedicating time to test some of the suggestions, so forgive me for not responding sooner.

About Rstaats10 suggestions:
(1) I would have liked to start not only this mod but all the previous ones with one of my custom made ships but the game always crash. The program I have used to create the ships and therefore the "xfiles" does not agree with Star Fury. When for the first time you select the player ship you will notice the ship 3D detail, the ship just spinning. The inability or bug on the program I used to create the ships is what crashes the game. That is the reason of why I have to use always a stock ship just to start.
(2) Weapon beam burn colors - what an eye for detail you have! I have played the game a zillion times and never noticed that. If I do an update I will have it fixed, for sure it will be fixed on the next campaign.
(3) Point defense cannon on the Fed and Klingon Battlecruiser - I borrow those from the Star Destroyers that I used on the Mod. Those ships are so big that the effect looks ok. But when used on a smaller ship like the ones on Star Trek they do look long... I try them at the setting you suggested from 4 to 0.5 and they indeed looks much better, so you will see them trim on the next campaign! Thanks for your input!!

For all people complaining that he campaign is short - you are all absolutely right! It is just a decision of waiting six months to play a mod or waiting a whole year to play one twice as long.

The Bird of Prey campaign was not difficult and that is partially because their presence had to match what the players have seen on the previous campaigns which was not much, just a few encounters. The next campaign, Multiverse 6, it will be more challenging and it will finally move the story from the previous 5 campaigns forward!

PS: I have tried to find entertaining song selection when the player dies, which one is your favorite? Campaign 1&2 use the same but the rest are different. (Just start any campaign and crash the ship against a planet or something so that you can hear it.)
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  #90  
Old December 28th, 2009, 01:22 PM
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Default Re: Multiverse Mod

Hi Campeador.

I am very happy to hear that campaign 6 will go further in the entire story of multiverse. I am impatient to see what comes next, but take your time anyway.

Regarding the "death song": my favorite would be the one from campaign 3.

Thank you again for your excellent mod and my best wishes for the new year.
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