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ouch

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Everything posted by ouch

  1. Just FYI, That code fix for IA0311.SCR is actually for IA0303.SCR...
  2. well lets see here... 1. I bet you probably didn't equip or other wise launch those fighters with different tasks did you? by default fighters get half and half as far as space to space missiles (STS) and air to surface (ATS) missiles. So in other words they don't launch them because the missile isn't designed for what they are shooting at. take a look in the appendix for descriptions of all the missiles and what they do. You may also want to take a look at the missile loadout section to see what task you should launch them with in order to quickly change thier loadouts according to your situation. (not all missiles are created equal in this game for sure) 2. they likely shut the power down due to intruders being on board. you may want to hit alt-p to see where everyone is before turning the power on. but you have to click on your ship in tacops to bring up the menu for that crafts systems. (same with any other craft) Also, if your logistics computer is fried, you can get on board by jumping out of your ship (alt-e) and docking with your Command ship (alt-d). you won't be able to do much about it once inside either mind you, but you may be able to issue an SOS and get towed if you don't have a shuttle undocked that you could use. 3. sounds like you didn't make one of them the squad leader. without one they don't really know what to do unless you specificly tell them to move or destroy something. 4. again you need to assign a squad leader. Which in this case would allow you to give the squad an order without having to click on anyone. 5. No not really, but depending on your race/cast you may get deducted experience points for not doing what your race/cast is supposed to do. (kinda mission-ish in a way...) But altimately you want to get as many experience points as you can so that you may gain fleet control. Commanding multiple ships to make joint assults is a whole new game in it's self. Plus I think everyone here can agree that you havn't truely played this game if you havn't hit the earth with an R.A.N.D.O.M. missile... ;p
  3. used BCstudio. (look on your UC:CE DVD)
  4. yep, noticed the gun emplacements didn't have a /COCKPIT tag anywhere which resulted in views like this: http://www.geocities.com/ouch67/PHOTO002.PNG But after adding the tags you now get this: http://www.geocities.com/ouch67/PHOTO004.PNG the unfortunate side effect is that as soon as you enter the gun emplacements now, a destroyed version will be created in the exact same spot for some reason... only once per turret though. Fortunately the destroyed versions never get repairs and do not stop gunfire from coming or going so you can safely ignore it. Unfortunately, they also get saved when you save the game as well, and then you will spawn another destroyed turret if you use it once again. However it's well worth the side effects, as you can actually see who's shooting you, and what your shooting at now. http://www.geocities.com/ouch67/emplacement_fix.zip just put these in the "models" folder. However I highly recommend first making backups of YN99MK1.3D and LADMK1.3D just in case you want to go back to the originals.
  5. I know there was some talk about the possibility of replaceing the current physics with the bullet physics engine. Will this be the first release with it or is that still on the drawing board for things to come?
  6. the game looks great. Can't wait for a playable demo or a movie of the gameplay. 2 pictures refused to load for me though: http://www.3000ad.com/aaw/media/shots/047.png http://www.3000ad.com/aaw/media/shots/056.png
  7. well ok, you can't give the kits to them but it says you can use yours on someone else on page 74 (paragraphs 2 and 5). Well that's sorta my point, ground ops could mean much more to the game then it does now if all the loose ends were fixed. As of now it's just the fuzzy dice hanging on the mirror of the car...
  8. great! I could never get the game to give my medkits/repair patches to them like it says you can in the manual. I know at one time there was an order to to make them dock at targets. I also know there was some problems with this. But is there a any way to make at least the basics work? (get in, follow TOM (esc menu) orders and, get out...) Just seems like ground ops were one of lose ends that never got tied in UC. Its probably the main reason I'm disapointed this is the last one in the series actually...
  9. another fun activity is to use the wrist laser to shoot them till they can't stand and are forced to crawl around...
  10. ah, that's the problem then. Didn't see that in the VCF. Starting roam from scratch is the funnest part anyway.
  11. I keep 3 active saves to prevent problems like this but sadly all 3 seem to have been corrupted with by the same thing: "Save file Corrupt: invalid Dynamic end marker" I also tried deleting the .sav in hopes the problem was just cached, but it persists. Running UC:CE 1.00.10 I've uploaded the saves here: http://www.geocities.com/ouch67/profile_no..._end_marker.zip I'll also email the file to [email protected] if you would like SC.
  12. The traffic died here before the spammers came. Right around the time SC announced UC:CE would be the last of the series...
  13. SC, it won't let me download that atattchment. It says I don't have permission. Considering it shows zero downloads it might be the same for everyone...
  14. ok, thanks for the explanation. I came across the problem because I always do mining drone deployment/extraction with my AE. Then I usually hop out and screw around planetside or make trading runs untill repairs/upgrades are done or the drones are full. I'm sure everyone has there own different playstyle in this game though.
  15. Yes, but it's still quite a surprise for those who do not know about it. I would suggest adding it to the known bugs section or something. I was mainly concerned about about saved game corruption when I first saw this happen. But it looks like I don't have to worry about that if the stuff is never saved to begin with right? Also did the original UC save this information? I was unable to duplicate the issue in that game.
  16. fine, "2: Assault rifles and shotguns" then... It doesn't matter what you call button 2 though if the game can't find any weapons there... also while I was looking in that section, page 67 states: "WEAPON: To the right of the icon are (1) the weaponÆs fire mode if it has more than one." which is not correct, the number is to the left of the icon in UC:CE.
  17. so yes, it only happens if your in a shuttle (in space or on a planet) and save the game. however you need to be on a planet to alt-e and bring up your weapons afterwards. (Don't trust the tactical computer personel inventory mode after saving.) ========================== another interesting note I just found out about is that after you save the game and restore it in a shuttle, (without docking at the CC first) if you alt-e and push 2 the game acts like you don't have any weapons besides the wrist laser. It keeps trying to equip a primary weapon but can't find any so it equips the wrist laser, see's that that's not the right weapon type, de-equips it, then tries to find something else only to find the wrist laser again... Pushing 1 will break the cycle and equip the wrist laser and then your inventory gets filled out, and you have all profile 1 stuff.
  18. sorry, like I said it was late... but anyway yes this happens in UC:CE in a basic roam game, and it does switch to profile 1 not 3.... my bad... I'm all patched up with 1.00.09 with the granade sound, and profile 2 patch added to that. and no I didn't try any other versions than this one. I'm going to try it on plain UC now though. edit: it does not seem to happen in UC
  19. edit:can't seem to edit titles, but it actually turns into profile 1 and not 3 as specified in the title ok, it's kinda crazy so I spent a lot of time in UC:CE narrowing it down for you. I'll try to be as detailed as I can. start a new roam game, leave everything as is except the profile, select 2. once in game target earth, push shift-9 dive down and to the right for the convienently placed island to land on and land on it. go to the tactical computer and tell your AE to hop into SC1 and launch it, and land it. (landing is not required to reproduce, however getting in a shuttle is for sure) Note: you can even get out of the shuttle here for a bit then go back in as long as you don't bring up any of your weapons. use the menu GUI command->system>restore/exit and save it. (not sure if the keyboard shortcut effects this issue but I doubt it) now at the main menu use restore, and reload the game. once back in game, fly back and dock in the CC. (if you look at you inventory here you will still see profile 2, but don't let that fool you) now alt-e out of the CC and enjoy profile 1... Hope I got it all, It's getting kinda late...
  20. Yeah in UC:CE, the TL22 from that profile requires duc 3 ammo but you get standard duc ammo unusable by any weapon in profile 2. you also don't get enough type 2 clips to use both modes of the scat2 pistol. to confirm fpgear.ini has this line for profile 2: ITEM {DUC3 CLIP, 0.1, 4, 99, ITM_FPW_AMMO_DUC} any chance on a quick patch to fix this? Or even better, a patch to remove the MD5 hash checks so we can change it ourselfs? (if this truely is the last of the series I don't see any reason why not.) edit: just checked UC and see that profile 2 used to use the ZS12 which uses standard duc clips. So whenever the change was made to TL22 someone changed the display name but forgot to change the inventory name.
  21. I would think you would of changed the dynamics a bit to be more what the game is now than what it was. if it supports 2.0 why does the min requirements list cards with shader 3.0 as the min requirement? Furthermore why do I have black boxes around everything then as my card only has shader model 2.0? I was actually refering to the weapons themself not the audio. all you have is the stock laser, and nothing else besides missiles.
  22. Well after playing the demo for a couple days I like all the new audio, the voice actors, and music is fantastic. A few things though: 1. The fighter combat doesn't seem to be all that different from UCCE with the exception that a fighter can take more abuse. 2. Your probably going to have the same problem with your fanbase as bioshock had with the complete lack of shader model 2.0 and 2.0b support. 3. I think the classic pew, pew lasers will get old pretty fast... There really needs to be more variety in a game like this. anyway, just my 2 cents
  23. 1. I'm not sure, though it seems the game engine spawns ships to keep a certain number of ships in the sector at all times. If so, it would mean that ships would eventually escape to a planet, dock for repairs, etc.. untill the number of ships reach this certain number and stop spawning. 2. Read the appendix there is a whole page dedicated to artifacts, how to get them, and what they are used for.
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