Page 16 of 42 FirstFirst ... 67891011121314151617181920212223242526 ... LastLast
Results 751 to 800 of 2074

Announcing the release of BSG Fleet Commander version v.0.6.1

  1. #751
    Can someone give a brief key of the new commands?

    I've learend that f4 is for supression mode

    How do you get basestars to launch nukes?

    How to you get Galactica to do salvo mode?

    Is there anything else I'm missing?

  2. #752
    Member BrettMan's Avatar
    Join Date
    Apr 2002
    Location
    Toronto, Ontario
    I was wondering the same things. And Galactica doesn't shoot down the nukes for me. I keep getting wasted.

  3. #753
    Solstyce
    Guest
    ok to fire salvo directly attack a ship **note this will shut supression fire off and only the turrets and front guns will be firing.
    if the galactica is moving chances are your supression fire it not on so do this:

    press 'S' the "stop" command
    then press 'F4' the "Supression Fire" command

    Right now Basestars launch nukes on thier own. if your playing as the Cylons against the galactica, you must use your fighters, the computer is quite adept at using the supression fire.

  4. #754
    Which is all the result of the HW2 engine limitation - direct attack commands override point defense weaponry. As for nuke totting basestars - you should make nukes special key-press activated weaponry. More control over them makes them more useful (though it kills AI control).


    Daton

  5. #755
    khib yusa
    Guest
    Greetings,

    I played a game of Colonials (TNS) vs Colonials (TNS) and I found something quite peculiar. when I ordered the Galactica and the Parnassus to fire at the AI Parnassus neither of them actually hit it. The Galactica was firing salvo after salvo at the Parnassus of AF rails and AC rails but they were firing as if they were going for a deflection shot (firing a spread of weapons fire so that the opponent craft runs into it. Pretty hard to do irl as you have to guess and intercept your enemy and guess where they are going to be when the weapons fire reaches a specified point.), even when stationary. When the AI Parnassus was moving the same occurred and it never got hit at all.
    The Galactica and the Parnassus didn't shoot at my specified targets and instead they always shot at either the AI Parnassus or the AI Galactica when they were in range (my fighters vaped their fighters with the help of a jumping Galactica and AF rails...).
    My Parnassus managed to take the AI Galactica down to 80% damage without being fired upon, even though the AI Galactica was in range.

    Any ideas as to what is going on?

    Stunning Mod by the way.

    Regards,

    Khib Yusa

  6. #756
    Some other stuff I noticed...

    The Viper Mk II's seem to be much more effective than the Mk VII's both in firepower and survivability. The Mk VII's seem to just love dying as soon as possible without doing much damage

    Colonial One's engine glows are set behind her. Was this intentional?

    The Viper Mk VII's only seem to fire two of their three guns. I know that in the show they did this, but it certainly seems like they actually have three mounts, not just two.

    One last thing, wow. This mod has amazing potential.

  7. #757
    Solstyce
    Guest
    @khib hehe Great point out, the galactica's rails have 0 accuracy against frigates, and so does parnassus... IE you cant hit the parnassus. i will fix this.

    I have not messed with the engine glows on Colonial One, i am sure that is why they are trailing 50m behind her.

  8. #758
    Member yafn's Avatar
    Join Date
    Jun 2005
    Location
    San Diego, CA
    Looks like I put the engine glows on Colonial One too far back ya. Good report (the first one) on that.

  9. #759
    khib yusa
    Guest
    Greetings,

    Cheers for that clarification Solstyce. The thing is that the AI Parnassus managed to take mine down to 75% damage before I jumped it out of there. It is kinda not fair that the AI can hit me, but I can't hit them.... :rage: :rage: :cranky:

  10. #760
    In the skirmish after a couple of minutes i cant see the Galactica (but i can still see the guns), Parnassus or the Cylon Basestars. can you help

    great mod, keep up the good work

  11. #761
    Member yafn's Avatar
    Join Date
    Jun 2005
    Location
    San Diego, CA
    Sounds like the LOD level bug which we have already fixed. You can fix this yourself by changing the upLOD and downLOD lines in the ship files from 40000 and 40015 to 90000 and 900015

  12. #762
    i changed it but now the skirmish itself wont start, when loading it gets to universe and then closes
    Last edited by twcooke; 4th Jun 06 at 9:54 AM.

  13. #763
    Member yafn's Avatar
    Join Date
    Jun 2005
    Location
    San Diego, CA
    Opps that second number 900015 should be 90015.

  14. #764
    thanks its working now

  15. #765
    Oh yea, one more thing: The Galactica's flak cannons seem to hit itself quite a bit

  16. #766
    JarredT1030
    Guest
    If your talking about the burst of flak that appears around galactica, it happens when missles are destroyed before the shell travels outside galactica...we're working to address this.

  17. #767
    man ive played this lots of times and love it, maybe ive played it too long though, any chance of a galactica vs vaygre set up

    only a though stupid but just a though, i wonder how bsg would do against them thats all

    oh yeah one more thing, something needs to be done so that i can actually win a skirmish

  18. #768
    Solstyce
    Guest
    ive fixed some things for skirmish in the next release, things should be alittle more favorable for the colonials.

  19. #769
    Solstyce
    Guest
    oh yeah Canadian i can tell you right now the galactica smashes both hiigaran and vayger fleets very easily... and i mean just galactica.

  20. #770
    I can beat the toasters at skirmish, at it requires is to give yourself some extra ru's, once you have maxed your squadrons of vipers its actually not that hard. Even then though, you have to support them with a firestar or the 40 squadrons of raiders will simply wipe them out.

    Anyways, two more problems I found, the Galactica's main front batteries -never- hit anything. The railguns are fine, but the slow big frontal guns can't hit beans. They've made their way to a basestar's spikes a couple times, but they pass right through instead of pulverizing =<.

    And Scar isn't FTL capable, not really big though because right now its not possible to get him without hacking deathmatch settings, however it makes him impossible to use (Can't lure vipers away from Galactica because Flak kills him in one shot, and can't avoid the flak with FTL.)

  21. #771
    Solstyce
    Guest
    hrm ill definitly turn down the accuracy from galactica to scar and give him FTL good point out.

  22. #772
    Quasty
    Guest
    i destroyed 1 basestar..and the other one almost......everything on normal

  23. #773
    Yea I think that balancing is almost perfect. Destroying the basestars and acompanying raiders isn't hard. I ususally don't even lose half my fighters. It's all about tactics.

    Try ambushing the raiders: attack them with apollo and starbuck, and pull the raiders back to galactica, parnassus and the rest of your fighters. Then, give the fighters an attack to command as the raiders pass between galactica and parnassus. this gives the effect of the raiders being in an incredible crossfire which they won't survive.

    To kill the baseships, just have your parnassus on f4 setting doing waypoints infront of galactica. Have galactica use salvo mode (also using waypoints), behind parnassus. If any nukes come, parnasus will eliminate them, allowing you to use your heavy batteries on galactica to pound the cylons.

  24. #774
    fantastic mod so far, have you thought when the next release might be

  25. #775
    Solstyce
    Guest
    We are talking about a bug/fix release where we address crashing problems and a few other issues that were pointed out here and on our boards. I am sure you'll see that pretty soon, there are some things we added to give the mod a better feel play wise, better balancing and making some things more canon to the series.

  26. #776
    Awesome, one over thing how does the clyon virus work or doesnt it yet

  27. #777
    Member TechOps101's Avatar
    Join Date
    Apr 2006
    Location
    United States, NH
    i just downloaded this mod into my data folder. what do i do from there to play the mod?

  28. #778
    Solstyce
    Guest
    it should become a normal weapon after you research it, but it needs some tweaking.

    Techops, now you want to creat a shortcut to homeworld2.exe
    then right click the short cut and select properties
    In the target box youll see the file path to your Homeworld2.exe that path will be in quotes ("")
    After the last quote make ONE space and type -bigoverride
    Make sure there are 2 'R's and then hit ok
    you have made the short cut to play the mod, you must use that short cut to play the mod.

  29. #779
    Member TechOps101's Avatar
    Join Date
    Apr 2006
    Location
    United States, NH
    wrong i screwed up again

    cant wait to play it too im a huge bsg fan

  30. #780
    Solstyce
    Guest
    yep that easy have fun playing

  31. #781
    Member TechOps101's Avatar
    Join Date
    Apr 2006
    Location
    United States, NH
    yes i did that but it still brings me right into the HW2 without any moddifacations just a normal game when i tried to play it.
    but i have the files in the right place and i have the right placement of the override

    "C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -bigoverrides


    but it still will not work what else am i still doing wrong?

  32. #782
    you put -bigoverrides there shouldnt be a "s" at the end i dont think

  33. #783
    Solstyce
    Guest
    -bigoverride no 's'

  34. #784
    Member TechOps101's Avatar
    Join Date
    Apr 2006
    Location
    United States, NH
    yes i fixed that but still it did not work.
    mabey it is because i downloaded the program installer instead of the .rar formated file? i am not sure of this i would have to ask the creater of the mod.

  35. #785
    Solstyce
    Guest
    Check the Data folder make sure you have these folders
    AI
    ART
    Background
    English
    Leveldata
    Local
    Missile
    Scripts
    Ship
    Sound
    Subsystem
    UI
    Weapon


    if you have those then you got the full d/l and the -bigoverride should work

  36. #786
    Member TechOps101's Avatar
    Join Date
    Apr 2006
    Location
    United States, NH
    yes i have all of that let me delete the shortcut and try again.

  37. #787
    when i add a mod i put "-overridebigfile" not "-bigoverride"
    Last edited by twcooke; 5th Jun 06 at 11:32 AM.

  38. #788
    Devil's Advocate Zatch's Avatar
    Join Date
    Feb 2004
    Location
    CA, USA
    Also for some people the -overrideBigFile switch is case-sensitive, so you may need the capital B and F.

    Give this shortcut a try:
    "C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe " -overrideBigFile
    ~

  39. #789
    ThrawnZA
    Guest
    Just a question: could anyone possibly be so kind as to tell me where to change the RU's to above 10000 for skirmish mode? I'd be very much in debt. Thanks beforehand.

  40. #790
    Well in the box to the right you can usually change all that. Like unit caps, starting ressources etc.

  41. #791
    lordfenrir09
    Guest
    got the burst effects working on starbuck if anyone is curious

  42. #792
    Solstyce
    Guest
    you add the right weapon hardpoint position lables to the events file?

  43. #793
    Member TechOps101's Avatar
    Join Date
    Apr 2006
    Location
    United States, NH
    i finaly got it working but you guys should design (for furture reference) a zipped folder with a .big and a file that can be used to start the mod directly

  44. #794
    lordfenrir09
    Guest
    oh so you caught what the problem wa too

  45. #795
    Solstyce
    Guest
    yeah i was wondering why she wasnt making any noise, it will be in the next release for sure but that was a good bit of detective work Lord good job.

  46. #796
    Member yafn's Avatar
    Join Date
    Jun 2005
    Location
    San Diego, CA
    I don't know if I like the idea of a .big file release because I like being able to tell people how to fix things themselves and am looking to show people how easy it is to start hacking on the mod. We need more modders!

    We had over 700 downloads in the first two days and only a handful of people reported not being able to figure out how to unrar the Data.rar, create a shortcut from the existing Homeworld2.exe, and spell -overrideBigFile correctly. Personally at this state of the mods development I would much rather see the existing developers spend time adding content and functionality than try to create a bullet proof installer.

    However, being a firm believer that folks should work on what they want to I wouldn't get in the way of anyone working on a .big file and installer.
    Last edited by yafn; 5th Jun 06 at 7:59 PM.

  47. #797
    Solstyce
    Guest
    I do agree with yafn, id like to see people put stuff into the mod, and if its what we are looking for we will use it. that is one reason, we will make the data.rar available, we may make a .big file but remember if you do that and you have a bug yor stuck with it till next release for the most part.

  48. #798
    dylan1819
    Guest
    Yeah 'cause the mac users need to be able to edit the mod to get it to work in the first place.

  49. #799
    ThrawnZA
    Guest
    Quote Originally Posted by Ragnarokx
    Well in the box to the right you can usually change all that. Like unit caps, starting ressources etc.
    LOL. No, I can do that. I'm referring to posters talking about making it higher than the 10000 RU's cap, allowing you to (for the Cylons) research the Raider development, then the Ressurection Tech, then build Scar. I think that costs about 12000 or thereabouts, which is why I want to know what file they edited to raise it up.

  50. #800
    ok this may seem crazy, but is there anyway to divide stats between two ships, for instance if apollo were to have a wingman and he were slighty rubbish compared to apollo, its just having apollo and starbuck by themselves seems a little nuts in my opinion

    also will the raptors be able to capture or board and destroy ships later on

Page 16 of 42 FirstFirst ... 67891011121314151617181920212223242526 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •