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NGCSb1
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| Kanashiili |
Posted on 28-11-2005 00:11
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Posts: 9 Joined: September 26 2005 |
As usual there's the change to SetStartFleetSuffix to use a fixed string in duel.lua to make it work on the mac. I don't really see a need to make a mac friendly version until the mod is more complete however. |
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| Itharu |
Posted on 28-11-2005 05:39
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Posts: 363 Joined: September 23 2005 |
That was nutz. I didn't play long, but it was pretty nutz. Something has happened to my HW2 install, I'm going to have to reinstall it all. Other than that, it looked really nicely done.
-Fear the Might of the Imperial Cortharian Fleet
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| notadeadhorse |
Posted on 28-11-2005 14:36
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Posts: 66 Joined: October 02 2005 |
Just tested the Bloodhound vs Bloodhound scenario and DAY-um. With a capital...uh, DAY. But those EPICs were less than useless in such a dogfight. The turrets simply don't traverse anywhere near fast enough for the Bloodhound's extreme manoeuvreing tactics. Because of this, the skirmish took slightly less than two hours. But I won! Yay! ![]() |
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| Itharu |
Posted on 29-11-2005 00:04
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Posts: 363 Joined: September 23 2005 |
Two hours? What were you doing, having tea? I had the Razorbacks(me) vs the Foxhounds and won in 10 minutes. But I must say, if this can be converted into a full out campain, there would be mighty interesting engagements. -Fear the Might of the Imperial Cortharian Fleet
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| TelQuessir |
Posted on 29-11-2005 01:11
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Posts: 2598 Joined: August 30 2005 |
Mmhmm, but before we do that we need a suitable OPFOR outside of JTF21. For a quick campaign I can have another Hiigaran TF go up against 21 in an exercise or strike inert targets like asteroids. Good thoughts. |
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| Itharu |
Posted on 29-11-2005 01:14
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Posts: 363 Joined: September 23 2005 |
What about an assault on a heavily fortified outpost in a 'war games' like fasion? Although duels are similar to war games, it doesn't fully fit the style in my opinion.
-Fear the Might of the Imperial Cortharian Fleet
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| TelQuessir |
Posted on 29-11-2005 01:29
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Posts: 2598 Joined: August 30 2005 |
Hmph, I was watching Gundam SEED and had this urge to implement a nuclear strike mission against an asteroid fort in NGCS
Edited by TelQuessir on 29-11-2005 01:29 |
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| Itharu |
Posted on 29-11-2005 03:11
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Posts: 363 Joined: September 23 2005 |
Oh not that episode......lol. You boast like that and you know your super asteroid is going to get busted up badly. We could also go as far as pitting the GP-02 against the earth federation fleet again ![]() Anyways, a Sea of Solomon setting would be interesting to have a battle or two in. I guess if we wanted to take things farther, we could always pull off what the original HW2 team couldn't; those massive structured buildings and fleets fighting amongst them. (I refer to the ones in the first HW2 trailer video) -Fear the Might of the Imperial Cortharian Fleet
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| TelQuessir |
Posted on 29-11-2005 03:15
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Posts: 2598 Joined: August 30 2005 |
Doable, but with the freedom of NGCS flight models be sure to have a lot of collision problems. Even the Tanis structure in HW2/PDS M01 caused issues with our highly aggressive frigate pilots. So we will keep to interplanetary and interstellar warfare. After all the occurance of massive spaceborne structures is a rare thing. |
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| voyagerd |
Posted on 29-11-2005 23:30
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Posts: 27 Joined: September 02 2005 |
NGCS is really getting to what I imagine space combat would be like. I love the nukes, though they seem to go off and go away pretty quickly unlike real videos of nukes being detonated in space. They definitely make the game more fun in my opinion. They would definitely fit into a Battlestar mod nicely. |
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| TelQuessir |
Posted on 30-11-2005 00:31
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Posts: 2598 Joined: August 30 2005 |
That's what I thought too - the nuclear detonation fx can probably be optimised but I wanted to see how it was received first. Can you send me that video you said you had in email? |
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| Itharu |
Posted on 30-11-2005 01:03
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Posts: 363 Joined: September 23 2005 |
I believe the nukes blown in space where of a high yelid load, which lasted probably no longer than 15 seconds. However, I can't see a nuke larger than 1 megaton being used for ship to ship combat. You wouldn't want a 5 MT nuke blowing up as it's coming out of the launch tube, although it probably wouldn't even be armed until it was a safe distance from the ship and friendly ships. I think the main focus of the nuke is for close in, low radius.
-Fear the Might of the Imperial Cortharian Fleet
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| TelQuessir |
Posted on 30-11-2005 01:40
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Posts: 2598 Joined: August 30 2005 |
Sledgehammer II torpedoes, the most powerful anti-capital ship ranged system in NGCS have a 7 MT yield. I would respond to this by saying don't arm the warhead until mid-course of the missile's trajectory. NGCS will feature friendly fire in the next version and possibly collision damage so firing the monster missiles at close range is hazardous... and so would ambushing the enemy's nuclear missiles with some expendable unit or drone. |
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| Itharu |
Posted on 30-11-2005 02:45
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Posts: 363 Joined: September 23 2005 |
Intercept missiles fired from an Aegis type ship instead of drones? 7MT seems just right. Was looking over nukes on wikipedia. I would suggest people DO NOT look there. It's shocking and frightning what both the US and the former USSR developed to out do eachother. Also found out that the Davey Croket is a real thing. MGS3 had alot more truth to it than I thought it did. -Fear the Might of the Imperial Cortharian Fleet
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| TelQuessir |
Posted on 30-11-2005 03:06
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Posts: 2598 Joined: August 30 2005 |
Someone mentioned the "uselessness" of DEWs so far - if you have been following the discussions on NGCS on this website then these points should be noted: - the present system of DEW implementation as secondary armament is intended - there are technologies available for DEWs that improve response time of large EPIC systems, alternatively use a 1GW lighter weapon with a fast response mount - there are also discussions on going back down a technological level and deploying highly refined anti-ship lasers to counteract the poor range of plasma-based energy weapons. |
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| voyagerd |
Posted on 30-11-2005 22:44
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Posts: 27 Joined: September 02 2005 |
I'm extracting clips from the DVDs I have now of nuclear detonations in space. Are we assuming all the ships are shielded from the EMP blast that would result from the nukes? |
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| TelQuessir |
Posted on 30-11-2005 22:48
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Posts: 2598 Joined: August 30 2005 |
One thing that would be good to confirm is whether EMP is an atmospheric occurance or if it also is generated from a nuclear detonation in space. |
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| Itharu |
Posted on 01-12-2005 02:06
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Posts: 363 Joined: September 23 2005 |
Quote TelQuessir wrote: One thing that would be good to confirm is whether EMP is an atmospheric occurance or if it also is generated from a nuclear detonation in space. I think it happens in both. The solar flairs when large enough create a similar effect which often will damage satellights that happen to be in the way. So I think it's safe to say yes, a nuke detonation would have an emp blast effect. -Fear the Might of the Imperial Cortharian Fleet
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| Theotherguy |
Posted on 01-12-2005 04:43
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Posts: 16 Joined: November 22 2005 |
I am also still having a problem with the duels. It loads to scarscript and then crashes to desktop. I find this odd since I don't have a mac. I attempted to make the aformentioned change in duel.lua, but it did virtually nothing. I have tried reinstalling homeworld 2 and themod, but to no avail. It did this in the last version too, but not version 6. Does anyone know what to do? These are my specs, AMD athalon 3500+ ati radeon9800 pro 2 gigs of ram is there a .log file created for duels that do not successfully load? In fact, I will look for one right now and see if I can post it.... ah, here is the log for one I just tried...its not very descriptive Wed Nov 30 22:41:35 2005 UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\English' Uing ..profiles\ for profiles folder GAME -- Using player profile Theotherguy Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2 Using ATI Technologies Inc.'s 2.0.5396 WinXP Release RADEON 9800 Pro x86/MMX/3DNow!/SSE2 renderer (Suspected driver is atioglxx.dll 6.14.10.5396) SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created Build name: Sajuuk-Khar - AutoBuild3498 - Ordered by smmatte Built by : mrbuild Data path : C:\Program Files\Sierra\Homeworld2\data No mapping for font 'GenericSubtitleFont' - using 'default' Resetting fp control word. CmdLine: -overrideBigfile Starting Level: data:LevelData\Multiplayer\duel\WW2-REENACT-SAMAR.LEVEL |
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| Theotherguy |
Posted on 01-12-2005 04:53
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Posts: 16 Joined: November 22 2005 |
this is probably a better log Wed Nov 30 22:51:29 2005 UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\English' Uing ..profiles\ for profiles folder GAME -- Using player profile Theotherguy Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2 Using ATI Technologies Inc.'s 2.0.5396 WinXP Release RADEON 9800 Pro x86/MMX/3DNow!/SSE2 renderer (Suspected driver is atioglxx.dll 6.14.10.5396) SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created Build name: Sajuuk-Khar - AutoBuild3498 - Ordered by smmatte Built by : mrbuild Data path : C:\Program Files\Sierra\Homeworld2\data No mapping for font 'GenericSubtitleFont' - using 'default' Resetting fp control word. CmdLine: -overrideBigfile Starting Level: data:LevelData\Multiplayer\duel\EX5-FFWVSCLCG.LEVEL parameter: attempt to call global `SetStartFleetSuffix' (a nil value) stack traceback: 1: function `OnInit' at line 58 [string ""] SCAR ERROR: could not find OnInit function in rule file (data:LevelData\Multiplayer\DUEL.LUA) -- FATAL EXIT -- scar/223:! --stack trace-- 0x0062519F: getLibraryID () 0x004948BF: GSLobbySessionDesc: perator= () 0x0049034A: GSLobbySessionDesc: perator= () 0x0049090B: GSLobbySessionDesc: perator= () it looks like it wants me to replace that string with something, and I already tried "classic" is there something else I must try? |
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perator= () 0x0049034A: GSLobbySessionDesc: