Tyrn
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quote:Originally posted by Jerold Keenan: Well when I posted it, it was supposed to be a little hint for both bc3k and bcm, but oh well... who needs thousands of credits anymore? BC3K is not BCM. Don't make cross issue threads and no one gets hurt Left where it was, the thread was going to have people screaming that they can't find the debris fields. Which is exactly why BC3K issues and BCM issues must remain sepparate. BTW, you must comply with the directions in this thread or you will end up banned from the forums until you do (friendly advice and not a threat). [ 12-07-2001: Message edited by: Tyrn ]
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quote:Originally posted by ooJAYoo: I know what you mean, it happend to me when I first started a game in Roam mode, havnt started another one since but does this happen everytime you launch from base when starting a new game ??????, isnt home supposed to be a safe place ??? No, it doesn't happen every time but should be a lessen in dealing with intruders/escaped prisoners: shut down launch control IMMEDIATELY.
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quote:Originally posted by Supreme Cmdr: Which in fact some of them do. heh While it's only fair and just that the NPC have access to the artifacts just like we do, might I just publicly say "Boy that sucks" especially when you're on the wrong end of that equation!
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quote:Originally posted by Thermidor: OK I finally managed to deploy and extract a mining drone. I experienced a little confusion when in attempting to return it to base I had a shuttle tractor it out of the atmosphere. Fun stuff! On a previous attempt an intruder made off with my shuttle and drone before I could launch it and took my pilot hostage. I'm wondering..would there have been any way to retrieve my crew memeber intact in this situation? He was a little damaged but not dead. Although I have heard of one marine returning a stolen shuttle there's little chance of it. Remember to turn off launch control the moment you are boarded. quote:Originally posted by Thermidor: I hypered to the Earth's Moon and attempted "moonfall". It was pitch black and I couldn't see a thing..not even the starfield. Is this supposed to happen? I understand the concept of "dark side of the moon"..but shouldn't the surrounding space be visible? Nope. quote:Originally posted by Thermidor: I can't seem to be able to use the "Zoom To" TACOPS tool on the surface of a planet. Specifically..I can't find any way to quickly target my mining drone. Is it normal for a shuttle to refuse to launch until you exit TACOPS? Read the VCF on a regular basis. Shuttles won't launch until there is at least one crew member aboard read to fly. Dark green unmanned. Bright green is manned and ready to go.
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quote:Originally posted by Pugwash: The Cargo pod is particularly good as it stores 500 items, not items up to the volume of 500 this is very usefully if you want to take a few spare FC's or SC's with you later on, the only down side is that you need to have at least 1 item of whatever you have loaded into the cargo pod in one of the bays to unload it. The times I've been stuck with a full cargo pod not knowing what I put in it. You can deploy the cargo pod from the bridge and then retreive it like any other to avoid the problem you describe.
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quote:Originally posted by Supreme Cmdr: It works as designed Bless you
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quote:Originally posted by Thermidor: I've noticed that when creating a new game you can select a number of Asset Classes and Types. I.E.: you can start with a Super Carrier AESTROM. I'm not sure I understand why you would want to start with a lesser ship. Also does this mean that upgrading to a better carrier in mid-game is not possible? Also within the Tactical Computer, Loadout. I notice that there is a "Drone" loaded by default on each of my shuttles. I am assuming that this is not a mining drone as I've already tried to mine and was unable. If not, what is its purpose? Last question: since you apparently do not start with a mining drone or enough cash for one, what's the best non-combat method of acquiring enough to buy one? There are numerous reasons to not jump in a Super C, remember that bigger is not always better and no you cannot switch asset classes once you begin. Your assumption is incorrect, that is a mining drone. There's plenty of help on that subject elsewhere (manual and this forum) search this forum for the term mining.
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quote:Originally posted by Mitchell: No, and that's exactly my point: you can issue target orders to a support craft in a different region from the Bridge TLM even if you do not have a probe there. For example, I can order my SC towing the Diplomat in ToD1-2/5 to 'Jump at' the wormhole to AC from the bridge TLM while I'm in Earth and he's in Pluto, even though I have no probe in Pluto. You cannot (and I agree that you should not be able to) do so from TacOps. Please don't get me wrong here - I am not complaining, only pointing out that the two work differently, and it just didn't look right to me. You're not getting it. On the bridge, the shuttle is reporting back to you what targets it can currently see. You can then order that shuttle to interact with those targets because the pilot of your shuttle can physically see them! quote:Originally posted by Mitchell: I would also suggest that it would be better if the TacOps TLM displayed no targets (Nav targets or otherwise) for a support craft in some region other than the one you're viewing rather than a list of invalid targets as it does now. Just a thought. INVALID TARGETS? You have to be kidding. Of course the targets are valid. You haven't used the Navitron to plot a course yet have you? I can see a system 5 jumps away because I have a LR probe there. Mother is smart enough to feed my pilots info from the navitron to help them navigate from my current position and interact with any target my probe tells me about. [ 12-06-2001: Message edited by: Tyrn ]
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quote:Originally posted by Commander Jamont: i now , but if the patches could be smaller , but i would think that you would have 7 patches on the server from rc 1 to 7 , but they would be a lot smaller And then we'd have to deal with n00bs who only install the last patch instead of all 7. No thanks, too much headache.
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quote:Originally posted by Commander Jamont: maybe a stupid question , but why are the patches to big , why dont make a update patch like before on the beta , thats not so big for us isdn users woooot when i get my dsl ill stop complaining They're cumulative so you don't have to worry about downloading patch #1 and installing it and then downloading patch #2 and installing it and so forth as needed. Oh and quit complaining I download each of the RCs using a 56K modem. [ 12-06-2001: Message edited by: Tyrn ]
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quote:Originally posted by Tac: Wraith HQ has 1 of each artifact Isn't that classified sir?
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quote:Originally posted by Steve Schacher: Derek, I just want to say a special "Thank-You" for your praise of the beta testers in the final page of the game manual. I'll second that.
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quote:Originally posted by Tac: ack Tyrn beat me to it. Before I say anything more, I'd have to ask the SC: If your Carrier is in Earth and you have deployed no probes.. and you launch a fighter or shuttle and order it to jump at, say, Jupiter. Should I be able to see the region that craft is in in TacOps if I have no probe deployed in the area? I can see it in the game, by going to the ZOOM TO option.. but that smells like a backdoor way to get full TacOps view into a region I have no probes and only a snubfighter or shuttle with hardly a sensor package comparable to a cap ship, yet I get the same info from them. Malice in Wonderland? That does sound like a hole to be plugged.
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quote:Originally posted by Supreme Cmdr: The TOW/NONE order works for that. Have to double check but I think my crew is too vegetable still to understand that
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quote:Originally posted by Mitchell: I know, Tac, that that's the way it does work; I was suggesting, however, that in the case of the TacOps TLM, the target options presented should be representative of those targets to which the subject of the menu (i.e., the support craft whose menu was accessed) can be ordered to address. It makes no sense to present a list of Nav or Tactical targets (in the CC's or probes's region) to which the support craft doesn't have access. It works fine from the Bridge view - why not implement the code to provide access to the same target menu shown when a 'Jump to' order is accessed from the Bridge view TLM as is provided when the same asset is accessed from the TLM in TacOps? Short and simple: TACOPS is designed to allow you to issue orders based only upon the region you are currently viewing. Bridge gives you the ability to interface with your crafts directly. TACOPS currently gives me the ability to remotely order my craft (any of them) based upon any region I can view. So I can issue attack orders to my fighters regarding a target two regions away if I have a probe there. Bridge TLM does not give me that ability and if you make both work the same then what exactly is the use of having probes?
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quote:Originally posted by Eric: Also, Is there any way to deploy an ods? Thanks for the help! OTS yes but ODS no.
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quote:Originally posted by Thermidor: Good point. I guess it doesn't matter so much, however it does affect my dogfighting. I use the throttle wheel on my joystick and it's easy to accidentally come to a complete stop. It would be nice if you did not come to an instant stop unless your hit the number "0" key. Any opinions or workaround solutions? Yup, turn the throttle off. Using the keyboard is much easier and doesn't provide for the very problem you're describing.
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quote:Originally posted by Cmdr Nova: And anyway, if they're towing, they've got shields down. If they've got shields down, then they're twice as easy to kill! But only the shuttle's shields are down. The two craft's shields are still quite functional (assuming the craft is not disabled or course). There is one disadvantage to towing your own CC though, I have yet to find a way to order the shuttle to disengage the tractor beam without being on the shuttle myself. Hard to fight an effective battle when you aren't in the cmdr's chair.
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SC, can you express your views on the subject of TIME.
Tyrn replied to JAY's topic in Battlecruiser Series
quote:Originally posted by Supreme Cmdr: LOL!! Yep But you know whats going to be funny? When some idiots are parked at a station, sitting there, chatting, waiting for repairs, trading etc ....and then a pack of goons show up with a volley of Vagrants. Anyway, in mp, time won't ever stop. In fact, right now, the only time it will stop is when you dock. In mp when you dock at a station, after you have logged in, you will have access to all external views from the station, including a Tacops type view. None of which will have any icons other than the various login/logout options. So, while parked there and doing what it is you are doing, you can still be surveying the space region. And if some bad guys pop in and you know the station is going to get hit, you can launch and get the hell outta there. Besides, I may (emphasis on may because this is an item in my XP 1 design doc which I doubt will go into BCM mp patch) allow access to the station's turrets (similar to the ship turret access in BC3K) so that anyone at the station can jump to and unmanned turret and man it. Once you do that, the AI will relinquish control. This way, if you are sure you can do a better job, well, have at it. I will also be significantly reducing the repair times at stations and on board your ship as well, by making the engineers n times faster. My plan is to have the longest repair time not take more than 30-45 mins at a station. ack! Knock that off, having to explain a drool soaked keyboard is not an easy thing to do! [ 12-05-2001: Message edited by: Tyrn ] -
quote:Originally posted by Supreme Cmdr: Anyway, if you recall, I did say that I won't release this patch until that persistent damageFX issue was fixed. Well, its fixed now. Hurrah! Chalk another one up!
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Topic moved.DO NOT post BC3K topics in the BCM Forums.
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quote:Originally posted by Pugwash: You didn't kill some friendlies did you? I had a habit of doing that and finding my self with negative points. Now that you mention it, that might have been when I took a trip to <censored> and tried to convince a certain neutral nightstar to hand over it's artifact (this was before that particular problem with the script was fixed). I'll have to try it out again.
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SC, can you express your views on the subject of TIME.
Tyrn replied to JAY's topic in Battlecruiser Series
quote:Originally posted by Hector Socas Navarro: Removing your ability to stop the time will be necessary in multiplayer for obvious reasons. LOL...I can see it now: Intense fire fight and all play stops. Over the comms you hear "GCV-Hare Raiser has docked at Aleri, game play will resume shortly." -
quote:Originally posted by Papi: You just have to live with, you like it or not. I think it's not that big deal anyway. If you don't like it, don't use it, your enemies will use it anyway Correct, BCM is about suspension of reality just like every other game. How hard is it to accept that in 3000+ AD ships can stop on a dime?
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quote:Originally posted by Oban: Thanks for the welcome Tyrn, now about those strategy tips..... I believe it was a Firestorm ... I suppose I should change my sig.. not sure how to get web link or logo up. Any suggestions Quite welcome, check FleetOps on the HQ site and you'll find more of what you're after on tactics. quote:Do I need my own website to attach a logo or is there one link we all use? If so where can it be found? Your own site is prefferable but if that is not possible let me know and I'll arrange something. [ 12-04-2001: Message edited by: Tyrn ]
