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Help with campaign mission...


Fractux
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Greets guys...

Ok, problem here. Now I haven't played BCM in quite a while, since I was having so many problem with it before. Now I've got it all patched up, and it seems to be running pretty stable now, so I've decided to "invest" my time in it once more.

So, I'm just trying the campain now [redux], and in the first mission, you have to escort the diplomat to majoris.

Now What I had done right away was drop my mining drones off on the moon, and I sent 2 of my fighters [i was a BCmk2] to escort the diplomat.

So all is going fine and dandy until the fighters get into Arima, in Tau Ceti. [i had stayed behind for a while to get my shuttles back, and then I proceeded to head to Majoris in my BC.] So, the fighters in Arima identify a hostile target, and then go after it. I tell them again to just ESCORT the diplomat, but they've already jumped to the target. They both proceeded to die instantly.

Now, how the heck am I supposed to solve this?

Do I just follow the diplomat in my cruiser? Will my figters always run off to arrack the first hostile they see even when on escort duty? Is there no way to get them to stick with their target and not run off? (Besides teleporting them out of their ship, beating them with a stick until they understand, then sending them back? [Resnig seems to enjoy this, so it's not effective on him ])

Any tips/info would be helpfull.

Cheers!

[ 11-25-2002, 06:54 AM: Message edited by: Supreme Cmdr ]

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SC answered this question in another thread;

quote:

Originally posted by Supreme Cmdr:

Use defend. Escort means that they will engage any threat that has you targeted for attack. Since stations/bases have very long radar ranges, thats why the escort bolted.

The DEFEND order is tighter than the ESCORT order and they won't necessarily (depending on AI) go out of their way to engage unless you are actually being attacked.

If you have to escort the diplomatic vessel, why not do it you're self...fighters can't hold off a carrier onslaught

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quote:

If you have to escort the diplomatic vessel, why not do it you're self...fighters can't hold off a carrier onslaught

Who are you kiddin'? A carrier can't hold off a carrier onslaught...especially when the diplomat runs off and leaves you. My suggestion is just kill the diplomat and spend eternity running from the authorities...

In all seriousness, the diplomat will run off and leave any carrier so I have no clue how to actually protect it..other than follow and pray...

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Guest MIKE113

Like Emmett said but you can also have your shuttle tow your CC and stay 1 jump ahead of the Diplomat. I use this tactic but also assign my fighters, usually 2, to Defend the Diplomat ship.

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ACK!!!

Ok I'm rather upset. Still on the first mission.

So I make my way with the diplomat to the station. I launch my fighters after I warp there, and the diplomat warps, and starts going to the station. I set the fighters to defend the diplomat. Then, all of a sudden, the diplomat is under attack, and then he blows up.

Ok, fine. So Next time, I say to myself go there, warp to the station, and leave the diplomat back at the jump point with the fighters. Secure the area and clear out the cloaked ship.

So, 2nd time around. I get into Arima, and 2 of the 3 fighters I assined to defend the diplot warp over to the station, and go get themselves killed before they even get out of warp. ACK!!!

Now what is the only way for me to get these stupid idiot pilots not do that? Do I have to not let them fly around when I am in a sector with an enemy starstation?

I just want to know because if they do that, then I'll make sure never to launch them when in the same region as an enemy starstation.

It would be nice if there would be some setting that would allow me to set whether or not the fighters are allowed to warp to starstaions. That way, you can stop them from blowing themselves up mindlessly, but can get them to warp to an enemy station if you are launching a fleet assult.

Ack, that's 2 hours wasted!! 1 because of those damn pilots... aarrggg...

[ 11-27-2002, 07:05 PM: Message edited by: Fractux ]

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Guest MIKE113

quote:

Now what is the only way for me to get these stupid idiot pilots not do that? Do I have to not let them fly around when I am in a sector with an enemy starstation?

That happened to me a lot too. I foud out that you have to micromanage the fighters at all times!

Good luck.

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There is an easier way. Just let the shuttle get to where it's going and you just follow behind. Most stations and castes do not attack diplomats anyway. When I played this campaign, that's what I done and no-one attacked the shuttle. It got there, landed and I secured the area, mission complete.

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Ya I replayed it (again). I had the shuttle tow the diplomat all the way to the station, so that as soon as I made him stop towing, the diplomat docked right away.

This time, I kept the fighters in the launch bay until I got to my final destination. I sent 2 out to patrol around the base, and delpoyed 2 to defend the diplomat, while I warped to the starstation and set myself up for a fight. Luckily there was none, and everything was fine and dandy. Now on to the nextmission.

One question though, how do you guys make a lot of money during the campain to upgrade? I don't have time between mission to go and get my mining drone cargo all the way back in Earth sector or do any trade runs (especially hard since I end up in different sectors with high inflation prices and no way to know a good route).

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Guest Grayfox

cargo pods definitely, and try dropping your drones off at some midway point.

on the first mission, i think i dropped mine off in centris and left them there for 2 missions. when i picked em up, there was a whole bunch of lewt. they were not too far away, and you can still get them back and make it to a station with a good inflation rate before the next mission starts.

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