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oldman17

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  1. thanks goalie, i'll look into that...of course, i didn't think about that, and deleted the save game thinking it was caused by playmod use...but i'll try to remember to look for that if it happens again
  2. i realize that, sc, which is why i had originally mentioned the issue under the other thread, since (with my complete lack of knowledge concerning programing) that it was caused possibly by playmod. but heck if i know
  3. Okay, I managed to duplicate the problem. Here's what I did, in order: 1. Launched new game, campaign. 2. Saved game, quit BCM. 3. Ran playmod cheat 1 and 3, and set finances to 50000000 (to buy some of the fpi stuff, and some artifacts to go to a random star system to launch missiles) 4. Clicked on Resume 5. Docked at Galcom, sold all but 10 missiles (left 0 ata and 0 ats missiles, 5 vagrants 5 questars, 10 APM radix) 6. Bought random FPI, FPW items (1 each) 7. Bought all artifacts (was planning on taking over lennen spacestation, and then found i could launch missiles without it being locked...what an idea ) 8. Left station, and used Hyperion to go Lennen system 9. Targetted Lennen spacestation (can't remember name of it) and hit spacebar repeatedly. 10. Ran out of STS missles, now have slots filled with APM radix (can't even take those out in Tactical per Loadout/CC/Missiles), along with FPI, FPW items (Die Raider, here comes a FPI PSU!! ) Do you want it even after it's been played with by playmod, or should I start over, and not use playmod at all? [ 04-16-2002, 02:07: Message edited by: dorrin22 ]
  4. aye aye sc...now off to find that post of how to send in saved games (i've seen how people get burnt to a crisp for sending in wrong files...don't need to do that myself ) one issue, however...i restored the same game (to a point before I had been attacked, and CC severely damaged to evacuate) that has the PSU stuck in missile slot, after my ship had become critically damaged (darn raider comin' out of nowhere) and now none of my marines in the shuttles can leave the shuttles, and my AE can't get to the shuttles, went into perscan, and AE gets stuck on Sdeck Aft Corridor..makes me wish that perscan showed a picture of the ship, so I could figure out why da heck my AE ain't moving...and why the marines can't get off the shuttles. do you want me to still send in the save game, or try to duplicate it (basically, i think i should be able to duplicate it, haven't tried yet) gonna try to duplicate the issue (got myself confused reading about saved games). reason being: i save two games normally: one when I first start (non-playmod edited) and then the second one for playmod edited (which in this case was playmod 1 and 3, and gave myself 50 million credits). i'll let you know if i can duplicate it (and send you in that file if you still want it) rather than the one i have currently, which seems to be broken in two ways (second way mentioned above-not able to get into or out of shuttles) [ 04-16-2002, 01:39: Message edited by: dorrin22 ]
  5. system profile should be correct now, sorry that i didn't check it last night when i first set it up, sc. concerning the missile issue, i don't know if it's playmod related, since i used playmod to set the officers' ai to 100...which is why i posted it here. but i'll just go back to search, and see if i can't figure out where that problem should go... sorry for misposting. [ 04-15-2002, 14:34: Message edited by: dorrin22 ]
  6. should i ask again concerning the whole missile slot taken up by a FPI item, or should i stop posting about it?
  7. two tips in one day...think my head's gonna explode. sorry sc, forgot to check the VCM, since the only patch I have is 1.0.07 or however it's phrased...hmm...note to self...open new IE window...yup, i said it correctly. when is the other patch going to be released? is there a known date yet, or do we get to just drool over the VCM for things that are going to be fixed? Not quite sure where to post this, but since I am not sure what caused it, I hope I don't get in trouble for putting it here. Somehow, my combat engineer automatically loaded "FPI-PSU" into one of my CC's weapon slots...is there anyway to get that out of there, or am I stuck having only 19 missile slots now?
  8. SC-a couple things i have found using playmod, and i don't see them mentioned above, so I'm not sure if it applies to playmod, or if it's game-wide (haven't tested it without playmod, sorry). i've noticed that (have only tried this with the aestrom CC in both roam and campaign mode) the research engineer will confuse the ENM with the karanian reactor, when you don't buy the reactor. i've gone to a space station, after using cheat 1 to make everyone more intelligent than they deserve and then give myself enough cash to buy some extra STS missiles, and the artifacts. i don't bother buying the TA shield, or the reactor, since i can't install them on the aestrom...but seconds later, the research engineer says "Trying to Configure the Karanian Reactor" even when it's not in my cargo...i go and purchase the reactor, and i get a message that the enhanced navigation module has been configured (after getting message that the karanian reactor has been configured, but nothing about the nav module). also...i have noticed that sometimes, the HSD sometimes gets installed correctly, and sometimes doesn't. is this due to the difficulty of the artifact? the research engineer says that it has been installed, but when i put the mouse over LOC ______ it doesn't say HSD. this might be caused by the simple fact that i am using playmod, but i'm not using playmod to create the artifacts...just wondering if you have any ideas.
  9. hehe...i could imagine the paperwork...i'm in the national guard, and even a fender bender...ick, ya don't even want to know how much paperwork THAT causes...
  10. heh, sorry sc, didn't completely understand exactly what you were trying to say in your earlier post. don't mind me, but i'm gonna be crossing my fingers and hoping you allow the state to be changed so we wouldn't have to restart the whole career
  11. well, what i had done, was send all of the shuttles off to deploy their mining drones, while i let the system engineers install the upgrades (been trying to figure out what sets off the permanent bridge repair thing with playmod) and i left the ship to walk around, and get used to the different ways of moving around, and the next thing i know (forgot to tell the cc to halt before i left) i had a disabled cc. so i boarded the cc, commanded one of the shuttles to come back and tow the cc, hopped out, used my jetpack to get to the shuttle (by now, it was level with the water, since the cc was sinking), and then brought the shuttle to (ack, brain-fart...) galcom? station that orbits earth. that's when the state on the cc (when targetted while it wasn't towed by shuttle) said it was sinking. i scratched my head, wondering how the heck it was sinking in space, and so i towed it to pluto, hoping that the hyperspace jump would change the status...but then it became "beached" is there going to be a way to fix a water-logged cc in the future, or is it going to stay at the "oops, moronic move, delete and re-create"? i had thought by bringing it to the station, there would be an odd option in the logistix computer, along the lines of if the water-logged reactor was replaced, that power would be restored, or something like that. but again, just a noob, and barely started playing...
  12. Is there any way to fix the CC after the brainless officers land it in water? I managed to tow the CC to a spacestation, thinking that would change the flag from floating (and then it started sinking...while in space?), but all it did was change it to beached... Knowing my luck, this will earn me a Stupid Post of the Month award.
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