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December 13th, 2005, 06:43 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Star Blazers Mod
Good news. I look forward to play the second part.
Thank you again for your work Campeador.
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December 16th, 2005, 10:45 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Star Blazers Mod
After being pasted by the Gamilon in one of SE:IV pbw games - I'm looking to return the favour in this new campaign! 
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January 31st, 2006, 04:58 PM
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Corporal
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Join Date: Feb 2004
Location: Ohio
Posts: 126
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Re: Star Blazers Mod - Campaign 2
"Star Blazers Mod: The Quest for Iscandar, Campaign 2" is up for download!
As I mentioned before it is twice as long as the first one, still is relatively short (4 to 6 hours?). If you like story telling, you are in for a treat, since you get to find out how the story ends.
I made a few changes on the mechanics on how the game play as compared to the first campaign. There were a few ideas and sugestions that I let pass before because I did not had the desire to go back and change things after it was done, but in this second campaign I did implement some.
Armor is more important than shields now. The shields are 1/2 as powerful per tonage, and the armor is double.
Items will not get experience, this is a very heavy combat mod and the "Yamato" was getting too powerful. Anyway I spent almost a month playing with it to see how things turned out, and I am pleased.
You do not need to play the first campaign to play the second part! If you lost your previous saved game, do not worry. Even thought the game continues in the same sector as part one ended, I gave the player the option to pick up the "Yamato" from the hangar at "Minerva". The only thing is that you will not have the experience. Anyway I am sure that the player will have to use the port to adjust the armor/shield relation and to pick up more fighters. I replayed the game at least a dozen times picking a new "Yamato" again and the previous experience is not necesary to beat the game. I also did it with all the stock items that came with the ship, and adding a few items to fill up the tonage.
In some sectors this game has more "celestial objects" than the previous one so the game will tend to slow down a bit, specialy with alot of asteroids, but it was not too bad. Remember that the game will pause for a second or two when the bad guys show up, so do not freak out. Another persistem problem is when a battleship blows up, the game may freeze. So, save the game before you face one of those. Reload if it happens. It is still a random thing, I still think that it is a video card/ram thing.
Have fun.
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January 31st, 2006, 07:34 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Star Blazers Mod - Campaign 2
Clarification -- does this replace the first campaign or supplement it? In other words, is there another file to download than 403431-StarBlazers-Campaign2.rar or is this the whole thing and you have removed the previous version?
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February 1st, 2006, 02:08 AM
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Corporal
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Join Date: Feb 2004
Location: Ohio
Posts: 126
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Re: Star Blazers Mod - Campaign 2
Clarification:
The "Star Blazers: The Quest for Iscandar" story was divided in two parts, Campaign 1 and Campaign 2.
The first part: StarBlazers-Campaign1_v1.1 (6.3MB) (updated 9/29/05)
and the music file: StarBlazers-Music1.rar (24MB)
The second part: StarBlazers-Campaign2.rar (16MB)
The "Campaign 2" file looks much bigger than the previous one, and it is, since there are a lot of new pics (used for story telling) and one music file. It also uses the same ships from the first part in addition of the new ships.
So, to answer the question, they are not combined, and it does not replace the first campaign. The second campaign is the continuation and conclusion of the story. If this is the first time you try the Mod then download the 2 campaigns and the music, that will be 3 files to download combined.
If you already have the "Campaign 1" and the music from before, then just download the "Campaign 2".
I hope that this explanation helps.
note: I went back and edited the post on the campaign download page to make it more clear also.
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February 3rd, 2006, 08:40 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Star Blazers Mod - Campaign 2
Ok, I've played both campaigns now. I agree that firing the Wave Motion Gun at a Gamilon Battleship causes the game to lockup.  It would be a good idea to reduce the firing points permanently if this is indeed the cause of the problem.
Over all, it was a reasonably interesting game. But it the Galactic News events are full of mispellings and clumsy English that makes me expect to see 'All your base are belong to us!" at any moment.  I take it that you are not a native English speaker? Or are you just copying the narration text from somewhere else? It really needs a bit of editing. Even mportant words like Carrier are mispelled. 
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February 3rd, 2006, 11:07 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Star Blazers Mod - Campaign 2
Quote:
Baron Munchausen said:...Even mportant words like Carrier are mispelled...
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It looks contagious...
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