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-   -   Stargate SGC Conflicts In Space Star Fury Mod is now available for download (http://forum.shrapnelgames.com/showthread.php?t=41153)

rstaats10 November 7th, 2008 03:02 AM

Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
Stargate SGC Conflicts In Space Mod is now available for download at file front. (upload size too large for this site)
Place the mod in the campaigns folder. Don't forget to download the music file and place the contents of the music file in the Stock Star Fury music folder. The link to my file front site is: http://hosted.filefront.com/rstaats10/

direct links:

Stargate Mod: http://files.filefront.com/Stargate+.../fileinfo.html

Stargate Music:
http://files.filefront.com/Musiczip/.../fileinfo.html


I have some suggestions and/or comments to help your game play of this mod.

(1) this mod follows a story-line. If you stray from the story and destroy a base or something outside of your current mission then the mod may not work right. Follow the missions provided to you.
(2) Invisible ships is due to something wrong with the Starfury exe files not the mod...best recommendation is to reload the save until your ship appears...enemy ships sometime are invisible too...was like that in the stock game too.
(3) Make multiple saves of your game to prevent a problem/death or whatever from making you start over.
(4) Do not alter your credits with a cheat since the triggers will be messed up and game will not work properly.
(5) Read the text when you go to the planets/spacestations/bases. Also if it says to buy a ship at the hangar remember to do so to prevent a game problem later. (6) All asteroids and some planets can be destroyed. (I didn't want to make all planets only certain key mission planets...would take too long to make all)
(7) When you press "V" your mission status box will appear...check both the "show completed" and "show failed" so all you see is only the missions in progress. If a mission says "Failure is not an option" then you must complete that mission to move on. If a mission says "Continue on even if says fail" then this mission was just used to load ships and don't worry if it says failed.
(8) The player ships are generally a little faster than the enemies. Use your ship's superior speed to your advantage in battle.

***This game is based off the TV series Stargate SG-1. However, it does not follow the series 100%. There are some new races and ships for the races, etc, etc. For the die-hard Stargate fans, don't worry about it not being exactly like the series. Just have fun with it.***

rstaats10 November 7th, 2008 03:44 AM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
The direct links to file front are:

Stargate Mod: http://files.filefront.com/Stargate+.../fileinfo.html

and

The Music:

http://files.filefront.com/Musiczip/.../fileinfo.html


Direct links were wrong in above post and the forum wouldn't let me edit them. :(

Campeador November 8th, 2008 09:32 PM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
Rstaats10, I am glad to finally be able to play someone else’s mod, because it has been a while.
I downloaded the mod, (your big mod that is!) and as the game starts I see my ship in front of a most impressive space station. I know that I am up to a great ride! I do not know much about Stargate except for the initial movie, but I get the feeling that by the end of the mod I will.
As I go through the game I will comment again. For now, thanks and congratulations on your great effort.

rstaats10 November 9th, 2008 03:23 PM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
Thanks for the kind words Campeador! I hope you enjoy playing the mod. I would like to thank you again for the 6 SF mods you have created. Your work has inspired me to create the Stargate mod.

You're right Campeador, the Stargate mod is a large one. I failed to mention that in my initial post. It will definately take more than 1 night to finish but the ride should be a lot of fun.

The music file is large. I personally like all the music and wanted to make it that way. I understand some don't like music and that's fine too. But I felt the extra 5 minutes to download was worth it. Besides if they don't want the music, they can always delete it out of the music folder after playing the mod.

Thanks again Campeador for all your work in the Star Blazers and Multiverse mods! I hope you and everyone else playing enjoys the Stargate mod.

rstaats10 December 19th, 2008 10:09 PM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
New direct links to download the SGC Conflicts In Space Mod for Starfury.


Stargate Mod:
http://files.filefront.com/Stargate+.../fileinfo.html

Stargate Music:
http://files.filefront.com/Musiczip/.../fileinfo.html

Baron Munchausen January 24th, 2009 11:26 PM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
OK, got to the battle to destroy Baal in the Hebridan system & run into all sorts of problems. Maybe it's my older system being not powerful enough for all the activity. But even when I destroy Baal's mothership I can't seem to get any further events triggered to continue the campaign. Maybe some labels needs to be checked?

rstaats10 January 25th, 2009 04:50 PM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
1 Attachment(s)
Hi, When you are in the Hebridan system for this mission you'll want to destroy Baal's Mothership, and all the Goa'uld and Besarian ships including all the Besarian fighters. I've tested it twice today and everything went fine.

Make sure the following missions (jobs) are completed and do not say failed:

Destroy System Lord Baal's Mothership. After all Goa'uld and Besarian ships are destroyed go to the planet Hebridan. (failure is not an option-repeat mission if says failed)

and

Destroy all Goa'uld & Besarian Ships in the Hebridan system. When all enemies including Baal's ship are destroyed, go to the planet Hebridan (Failure is not an option-Repeat if Failed)

After completing both these missions you'll need to go to the planet Hebridan and Enter the Site Center to activate the next mission.

I've included a picture attachment of what this should look like when you press V in-game.

Possible reason(s) for the next mission not occuring:
(1) still have Besarian fighter(s) that need to be destroyed to complete one of the jobs.
(2) maybe left the Besarian system. Sometimes when a player leaves a system for awhile then the ships will disappear from the current battle and will trigger a failed after time has elapsed. (happens in stock game too)
(3) Need to go to the planet Hebridan site center to activate next mission after completeing the above 2 missions.
(4) one of the 2 missions (jobs) listed above are not completed.
(5) alteration of the credits through a cheat (please do not circumvent and alter the credits. It will mess up the mod.)

The most likely reason I think would be to see if there are any Besarain fighters left to destroy. Then the mission box will pop-up and tell you to go to the planet Hebridan. Did you get the mission box pop-up that says to go to the planet Hebridan?

I've played the Stargate Mod completely 2 times with no cheats and had no troubles and tested each job multiple times when making the mod. I am not saying that it's perfect since I am human myself. I know I didn't get all the out of context phrases and spelling even though I proofed eveything and also used spell-check too. Also try and make multiple saves if you run into a failed mission situation, then you will have game restore saves to fall back on.

If this still doesn't help we can force the trigger to occur. This would be the last resort. You could press ~TRIGGEREVENT EVENT GENERAL HAMMOND 13D~ but you should be very carefull of that since it may mess up the credits and you may have trouble with the rest of the mod. I would only use this method if the following mission (job) says failed:
Destroy all Goa'uld & Besarian Ships in the Hebridan system. When all enemies including Baal's ship are destroyed, go to the planet Hebridan (Failure is not an option-Repeat if Failed)

As far as the graphics go, my main pc is adequate to play any games I have. It is far from new. It has a single processor and decent graphics card. I have not had any trouble with any other games I own including Oblivion. But with Starfury I will get invisible ships/planets, etc. sometimes. It happens in the SF stock game too. My guess is that it's something in the SF game-engine. If a person was to have the SF source code they might be able to improve it. I really don't know for sure. So I just roll with it and when a ship is invisible, I pretend that it's cloaked.

I've included a picture attachment to show you what the Mission box display should look like. Enjoy the mod and keep me posted on how it's coming. :)

Baron Munchausen January 27th, 2009 04:55 PM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
I think I've found the problem that flubs the whole works. I played again from the start, and when you return the military treaty to the Aschen it does NOT trigger the event. They agree to show up & fight the Goa'uld, but the mission stays on your list and doesn't get removed until it times out & fails. If you enter the Revanna system with this event not yet expired, it causes all sorts of weird things to happen. If I just wait for it to expire, then enter the Revanna system, things work much better. I should point out that "better" is from a technical standpoint only. It's actually impossible to destroy Anubis flagship so it's not a fun scenario.

BTW, all of the ships you are given to work with have too few slots. Please add some slots to all of them.

rstaats10 January 28th, 2009 02:44 AM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
If you use the cheat to warp to through the systems then that may cause a problem. When I've played, I had no problems with that since I travel through the systems. Maybe you have a new form of engine propulsion. Just kidding. As far as the Anubis battle, it is possible to win. I have won. It may not be real easy but use your resources, fighters repair components, your speed and manueverability. With the ship slots, I have to set a reasonable limit or the player's ship will become a "superman" of a ship. Remember speed and weapons range is your friend. If you have trouble with the Anubis battle, reload from a previous save and try again.

Baron Munchausen January 29th, 2009 06:40 PM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
Well, many of these missions have a too short time limit. The very first one, for example. You can't get to the system and destroy the death gliders before it times out. You must use warpmap to get there in time to complete the mission. I don't recall how many jumps are involved in the Aschen treaty mission but I might have used the cheat there. I got ambushed, though, so I don't think I missed any events. :)

BTW, the Aschen system still shows as 'neutral' on the sector map (green) while the Tollan, who refused an alliance, show as blue. Something not edited right?

Also, the Aschen gave me a sample Blister beam at first visit, but they actually used Rupture beams when they showed up to fight. Another missed edit? Haven't seen any 'Blister' beams since that first one, and I've scavenged a lot of Aschen wreckage. Got some nice Plasma Torpedoes out of it. :)

I managed to defeat both Anubis and Apophis by heavy use of fighters. I even scoop up dropped Aschen fighters and use those. Carriers aren't very smart in this game, they just charge right into close combat & get stomped. Maybe something in the AI could be tweaked?

About the slots: How about separate 'crew' slots over to the side then? You could make a special slot type for only those crew objects. That way, they wouldn't be usable for regular components. But you'd get several more useful slots on the ship itself.

rstaats10 January 30th, 2009 12:03 AM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
I made the missions have long time limits except for those that were meant to expire early (the ones that add ally ships or used to trigger other events or what not). Most of the combat missions have between 220 to 900 days to complete. To put that in perspective, the stock game has around 30 to 60 days on average. The first mission to destroy the 3 fighters does have 15 to 20 days limit but it is only 2 systems away and I have never timed out before. Maybe you spent too much time at the SGC HQ spacestation. But I will increase the time on that in the next version to help out.

For lack of more available colors, the Tollan had to be blue since they are friendly to us but are not providing any military assistance. You are right I set the Aschen at green and it should be blue. I will change that in the next version.

The blister beam was supposed to be a special new proto-type weapon the Aschen developed but was not a weapon equiped in their fleet ships yet. I made it that way on purpose.

Good job on defeating Anubis and Apophis! :)

Good point on the Asdchen Carriers. the AI is set on medium range. Those should be moved to long range. I will change that in the next version.

The idea of crew slots...interesting idea. How would that make it look on the Shield Layout when damage is taken though? I will have to think about that. Another idea too would be to make overlapping slots. I think it would work as well.

The Stargate Mod is probably longer than all 3 stock campaigns combined. I'm guesing by your post that your about 1/5th completed with the mod. I hope your enjoying the adventure.

Thanks for the feedback and great ideas. Keep the posts coming. :)

Baron Munchausen January 30th, 2009 01:03 AM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
A little more progress. The first mission to attack Baal times out long before you can reach the P3R-636 system. Since I destroyed the sole enemy there and was left staring at an empty mission list, I figured I had to cheat and get there before it timed out. Sure enough, if I destroy the enemy before it times out I get called back to handle an emergency.

Now, the second emergency where you have to save the survivors of the Beta site is a problem. The new Goa'uld ally, the Bessarians, have slowing weapons. It's a bit difficult to go anywhere let alone rescue anyone when 5 or 6 of those dreadnaughts have zapped you to immobility. Maybe they should start further away from the Beta site planet so you have a chance to do the requested mission? I set myself invulnerable & waited for the chance to move. A non-cheat approach would not have worked. I'd have been slaughtered.

The reason I am timing out so much might be that I am using an older system. (A 1.2 Ghz Duron!) The engine for this game has some issues with timing. The slow rendering rate my my relatively old & slow system might be delaying my progress.

I had forgotten about directional damage. OK, then maybe you need to put the crew slots in the middle of the ship somehow? It's not like there isn't enough room for more slots. :D

rstaats10 January 30th, 2009 10:59 PM

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.

Baron Munchausen January 31st, 2009 01:57 AM

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.

rstaats10 January 31st, 2009 04:51 PM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
1 Attachment(s)
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. :)

Baron Munchausen January 31st, 2009 09:36 PM

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.

Baron Munchausen February 1st, 2009 06:57 PM

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?

rstaats10 February 1st, 2009 07:52 PM

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. :laugh:

Campeador February 2nd, 2009 01:20 AM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
I am like 10% into the game and facing the Besarian for the first time. Nice thing about the slow down weapons! By the way I really like the sounds of the weapons, and my favorite so far -firing the missiles! I cannot get tired of looking at them fly away!!
Anyway some observations and possible bugs or annoyances so far…

----Timing
To get the timing right when you want it you need to understand a couple of lines:
On the “Campaign.txt” this are the settings:
Job Time Scaling Factor := 2.5
Now on the “Job.txt” we have two lines (the numbers is usually 0 for no limit time out, but to have a time limit it can be any number (no decimal places) on this example a 5.
Time Limit Days Min := 5
Time Limit Days Max := 5
--This means that on the “Job.txt” 2.5x 5 = 12.5 (the game do not follow decimal places so it only uses 12)
So it is really at a time of 12 ticks the time expire.
If you want the action to trigger at 15, then 15/2.5 = 6. So 6 is the number to use on the Time Limit Days line. Try this and you will have perfect timing.
====================================
Small bug – a little detail not much to worry about.
Medium Bug – An annoyance but the game can be played and the action will move on.
Large bug – Game crash or cannot move on the game due to action not triggered or something like that.
------------------------------------------------------------------------
------Small bug:
Main_DisplayText.txt
General Hammond 7
Error: %CaptainName%
Should Be: %Captain Name%
-----------------------------------
Mission:
“Destroy the Goa'uld Station and all Goa'uld ships in the P3R-636 system. Also search for SG-2 who's last transmission was from this system. Report to the Beta Site planet in the Beta Site system when completed (Failure is not an option-Repeat if Failed)”
Problem: The message is too long to be seen on the mission panel: "Destroy the Goa'uld Station and all Goa'uld ships in the P3R-636 system. Also search for SG-2 who's last transmission was from this system. Report to the" – The rest is cut off and unable to be read.
---------------------------------
Mission:
“Find SG-2 in the P3R-636 system. Remember to get within 70 range of the planets to get a lock on SG-2's I.D.C.'s. Return SG-2 to Beta Site planet in the Beta Site system”
Minor issue
The “Return SG-2 to Beta Site planet in the Beta Site system” should be done as a different mission. As it is, once the part of finding the SG-2 and scanning the planet is completed it should complete the mission. At the end of the mission you get this message - “Sg-2 is safely loaded onboard, sir. Hyperdrive engines are online sir. Setting a heading for Beta Site, sir” but the mission still shows “in progress” … but wait the mission is really completed once you return to the Beta base… a little confusing.

============================================
------Medium bug
Problems due to “Search And Destroy” command on the Job.txt.
Mission:
Destroy the Goa'uld Station and all Goa'uld ships in the P2C-257
Settings: Starbase orbiting Planet 1, Planet 1 set to appear random on map.
Colonel Ronson's SGC Fleet set to - Search And Destroy
Problem: If the space station appears north on the map, Colonel Ronson's SGC Fleet may never go up due to "Search And Destroy" setting command. Instead it may remain close to the warp point south where it came from.
-----------------------
Search and destroy command should search the whole map for enemies, but in reality they stay pretty much at a radius of around 300 from where they showed up originally - unless they detect an enemy. (This is a Star Fury original bug)
------------------------
Simple Fix (without restarting game from the beginning): Since the Starbase is orbiting a planet, set Colonel Ronson's SGC Fleet to "Planet To Planet". That way the allied forces will get there… eventually (The ships may still wander a little bit since each map is full of planets).
Compounded fix (will need to restart game from beginning): Make the Goa'uld Station fix on the map close to the warp point where Colonel Ronson's SGC Fleet may appear (if keeping "Search And Destroy" command).

Same again:
Mission: Destroy the Gaul Station and all Gaul ships in the P3s-452 system - Gaul Station north of the center map- none of the allied ships venture north. Since it is a station it cannot be teased into following you like you can do with the Gaul ships.

Note: The same situation repeats on most missions... the thing is that sometimes the scenario works as intended but sometimes it does not work due to combination of random objects on map generation and job orders. I know that it is a lot of work to manipulate planets, warp points and job orders to try to make all the ships allies and enemies do as you desire… Once I finish a mod I have my brother try it – believe me he play totally different than me and he really knows how to screw up my game - this is how I discover that I have to plan for every contingency… well I try.

My possible fixes are just suggestions. There may be better ways to do it.

Campeador February 2nd, 2009 01:28 AM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
Something else:
General information on game mechanics: If ships are ordered to either “Planet To Planet”, “Warp Point To Warp Point”, or “Search And Destroy” the moment the mission ends either accomplish or failure or timed out – any previous command will be cancelled and the ships will behave as if commanded to “System Circuit” (if no enemies are close).
For example, on a scenario I made the settings were like this:
Mission: Destroy all the enemies and defend the Starbase. Starbase located at center of the map with one warp Point far at each extreme of the map.
The player: The mission is to protect the Starbase, but there are far too many enemies to protect alone.
Enemies: A group of enemy ships already attacking the Starbase as the player enter the sector.
Allies: A little later the cavalry is coming to the rescue. A group of friendly ships coming from one of the warp points with orders “Warp Point To Warp Point”. Since the Starbase is between the two warp points the allies have to pass close to the Starbase in order to reach the other warp point, but the idea is that it will looks as if they are coming to help the Starbase and once they detect enemies close by they will postpone the “Warp Point To Warp Point” command, engage the enemy and revert to the previous command once the enemies are destroyed.
The problem: If the Starbase is destroyed really fast (or the allies are too far away close to the warp point) the job ends. The allied ships command of “Warp Point To Warp Point” is cancelled and instead of coming to your rescue they just drift moving around the warp point were they just came from (if no enemies are close). You are left on the middle surrounded by enemies and your allies are doing nothing, going in circles at the other side of the map picking flowers and waving at you from far away while the enemy is trying to kill you!
On missions involving a single job command this is not an issue, but it could be on missions involving multiple actions job commands. Most big missions use two or three job commands (the limit is three jobs simultaneously). So keep an eye to this.

rstaats10 February 2nd, 2009 03:02 AM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
Thanks for the comments and feedback Campeador! I am glad you're enjoying the missiles. They are actually my favorite wep in the mod too.

Thanks for the timing formula. That would save time as I had to do everthing by testing each job out and coming up with the numbers manually.

Thanks for reporting about the mission text being cut off...I can reduce the amount of text to fix that.

You're right I could change the job of “Return SG-2 to Beta Site planet in the Beta Site system that still shows in progress until you reach the Beta Site since I have mission text that reads "SG-2 is now safely aboard. Take SG-2 to the Beta Site Planet in the Beta Site system. General Hammond wants to speak with you at the Beta Site Planet SGC conference room)" I guess I just wanted the player to make sure he knew where he was going if he did a save game and came back to the mod the next day or 2 and couldn't figure out where to go. That was a major annoyance I had playing the SF stock game...trying to remember where to go when I came back from a previous save from the previous day. That's why I made a lot of missions with text to expalin where to go after each Job, or sets of jobs were completed. Both the jobs and missions from the job text and the mission text show up in the mission box to help the player along...and by using missions I could still have 3 jobs at once plus use a mission to have 4 total in the "mission box".

Thanks for the info about the SF search and destroy bug..the 300 radius...I will change the allied ships jobs from planet to planet or warp point to warp point depending on the situation. The allied ships are usually a job that says "to continue even if says fail", set at a small days number but it will be better to have the allied ships involved earlier in the battles by how you mentioned. This should help the allied ships become "smarter" and more involved while still placing the many ships in different parts of the system to avoid ship collisions and game slow-downs from too many ships in one area. (a SF limitation as well)

Campeador, your insight into everything is very helpful. I appreciate the feedback from you and Baron Munchausen and I will make a version 2 when you guys have completed the mod. This mod took me 1 years & 3 months to make so hopefully I will have some time to "re-charge my batteries" to make a ver 2 and test and then release. :)

Baron Munchausen February 3rd, 2009 03:56 PM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
OK, I've played through the Replicator missions. That is a lot of stuff to destroy. Especially all of those systems in a row. I don't think it's balanced at all. You might want to break these missions up somehow instead of having them all in a row. Maybe insert the first Atlantis mission in the middle? It's an excuse to go back to Earth for a bit. :) And then award the cruiser when the player gets back from the Atlantis mission? The more powerful ship would also help with those very challenging missions.

And since the "Replicator systems" are given the Asgard color, I take it that means these were conquered recently by the Replicators? So why are they called "Replicator systems"? Shouldn't they have regular names like the other Asgard systems?

The powerful Asgard ships that are supposed to help tend to go into a corner and keep patrolling that corner. Sometimes you can lure a Replicator ship into the corner where they will attack it. But usually they just sail back & forth doing nothing useful. Maybe Campeador's suggestions could help you improve their patrol behavior. :) Failing that, I think many more of those deployable SGC ships would be a good thing to make those missions manageable. I resorted to setting myself invulnerable and ramming the planets just to get things over with.

I had noticed the mission text getting cut off, too, but was more concerned with game mechanics on a first play through. I'll try to go over the jobs file and give you a complete list of typos and possible sentence improvements.

BTW, I've been told to deploy "Tealc's special fighter" a few times but I've never had one in my cargo. How is that supposed to appear?

rstaats10 February 3rd, 2009 10:41 PM

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. :eek: 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. :)

Baron Munchausen February 14th, 2009 04:01 PM

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. ;)

rstaats10 February 15th, 2009 05:30 PM

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.:)

Baron Munchausen March 10th, 2009 10:47 PM

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.

rstaats10 March 14th, 2009 02:00 PM

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?

Baron Munchausen April 4th, 2009 07:09 PM

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. :D

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?

rstaats10 April 6th, 2009 01:25 AM

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.

Baron Munchausen May 25th, 2009 07:53 PM

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. :)

rstaats10 June 6th, 2009 01:35 AM

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. :)

Campeador July 5th, 2009 06:15 PM

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!<O:p</O:p
<O:p</O:p
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!
<O:p</O:p
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.
<O:p</O:p
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.
<O:p</O:p
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.
<O:p</O:p
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!<O:p</O:p
<O:p</O:p
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!
<O:p</O:p
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.
<O:p</O:p
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.
<O:p</O:p
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.
<O:p</O:p
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.
<O:p</O:p
<O:p</O:p
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 :p

rstaats10 September 15th, 2009 10:04 PM

Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download
 
Thanks Campeador!

I've been working on a ver 2 for my Stargate Mod. Most of the ideas/suggestions that you, Baron Munchasen and others have brought to my attention as well as other improvements I have found will be addressed. I've started about 1 month ago so I may be done sometime soon.


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