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Everything posted by Supreme Cmdr
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UC Pixel and Vertex shader requirements
Supreme Cmdr replied to Supreme Cmdr's topic in Universal Combat Series
No. The graphics that are currently in UC will remain as they are. No upgrades are planned. -
Misc. Race/Caste Affiliations Pinboard
Supreme Cmdr replied to Supreme Cmdr's topic in Misc. Race/Caste Affiliations
Thanks Gudihl. Looking good. -
Be my guest
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Universal Combat Tutorial Discussions
Supreme Cmdr replied to Supreme Cmdr's topic in Universal Combat Series
quote: Originally posted by Zoltan89: so you are supposed to take internal systems damage the moment that the shields go down and you get hit once? It depends on where you got hit. e.g. you could throw a rock at a cardboard box containing a glass of water; while the rock may not penetrate the box, the glass might break, topple over and spill the water etc. Another example, punching someone in the stomach. Your fist may not penetrate his skin (unless you are watching some silly Chinese movie), but he may take internal injury. Same principle. Except that the shields - when up and holding - prevent the armor from being affected by weapons impact. While the armor only tempers it and does not guarantee that some internal damage may not occur. quote: Originally posted by Apple-Jack Mackenzie: My query concerns the page number references in the tutorial pdf, which don't link with the page numbers in my version of the manual. I have bought the game in a DVD plastic box - is there another printing with different page numbers in the US? - if so is there any way to get hold of a pdf of the US version of the manual? The tutorial references the US manual. If I spent time making it reference any other manual, then I have to do it for all non-US printings of the manual. Don't have time for that. I provided a single manual manuscript to Dreamcatcher and they laid it out in different territories based on their printing, layout etc. I have no control over that. Sorry. quote: Like everyone else I must congratulate you on the level of support provided.Thanks! -
ATTN: all Marines and Marine cadets
Supreme Cmdr replied to a topic in General Multiplayer Fleet Discussions
*moved* -
Unable to run personnel over with vehicles
Supreme Cmdr replied to Feld's topic in Universal Combat Series
2 posts deleted. The next person to attempt a thread hijack is going to regret it. -
Rubbish. How surprising. Both defend/escort are on p19 of the manual Using the TOM with escort/defend me, tells the NPC to use whichever of the two orders applies within its current profile and abilities. As if the fact that they are both in the same F1 order, wasn't a clue. Which brings me to.... Obviously, if you use defend as a direct order - from the orders menu, you don't leave the decision up to the NPC as to whether to use defend or escort.
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Universal Combat - First Impressions
Supreme Cmdr replied to Supreme Cmdr's topic in Universal Combat Series
quote: Originally posted by cdrhardboot: ah, i figured as much. I said exactly what i felt and i get flack for it. It is your game, your board, i respect that. But this post is for first impressions of the game so i respected you and this game enough to tell it straight, like u said "no fanboy" For some odd reason, I know you wrote that with a straight face. Thats the sad part about it. quote: The mineing drones, check thier load in tactical/loadout/SC/drones. I recommend clicking on a SC that is in your hold to be able to acess the drones tab. To find them click ZOOM in tacops, then support units... then 4 mineing drones with no distinction. To extract them make some waypoints for your SC, the last WP being 'extract drone 4' or maybe thats drone 1? err 2? no thats gotta be 3.Thats YOUR problem, not the game's. It has been this way since the very first BC game, going back to 1989. If it was an issue - like everything else - it would have been changed. I have NO plans to change it. quote: As for the math to plot a circle, ill go look and when i find it ill post it for you. viva la interntet!You'd better be joking. You obviously have no clue what you're talking about if you think an orbital plot is a circle drawing algorithm. quote: Im not saying the orbits are bad,You posted unfounded rubbish about the orbital plots. Thats not even anywhere in the same league as saying the orbits are bad. quote: As for the AI, i admit, im a noob still. But if im missing something you sure should lay off a bit becuase i have read the manual, apendix and forums over and over and over. I like the fact that even though i have read everything, there is still a ton i have to figure out for myself. With that said, my experience with the AI is as i put it.Well then, knowing that, WHY did you post a 100% nonsensical diatribe about things you now admit you had little or NO knowledge of? quote: Threat assessment to my knowledge means - determining the significance or extend of an impending danger. Now, imo, a ODS halfway across the map that cant move is not a threat, and therefore shouldnt be attacked. Maybe im missing some huge part, where i can make them not attack, maybe not, i have no clue. And realy, you shouldnt expect me to, its not detailed exactly how AI will react to situations(which i like).*sigh* You. Just. Don't. Get it. You know, its OK to admit that you don't get it, rather than posting from a position that would imply otherwise. You're clearly clueless. But instead of actually ASKING questions (like the tons of other questions her), you post rubbish. To wit. ODS units are a priority #2 threat because they have a very large radar and weapons coverage. So, regardless of whether they are clean, clear across the region or parked next to your aunt Alice, they are a clear and present danger. And any NPC with a SAD (default) order, will engage it. Whats so HARD to understand? And if you HAD in fact READ the manual, you would know what the different rules are for these orders (SAD, SEAD, CAP etc). Its all in there and quite clearly described. quote: So the ShipA jumps to its enemy ShipB, and i mean right into fireing range, instead of say, just out of fireing range where it could ready its guns after dropping out of HS without getting blown to bits, then commence with battle.Again, you have no clue what you're talking about. Jump ranges are PRE-COMPUTED and cannot be modified in transit. So, if you jump to a target that is moving - or even stationary - you will still emerge close to it. quote: The manual states "Once the transition ends, the ship will emerge a short distance from the destination and the jump anomaly will collapse." Its says nothing more about exiting HS other then the engines recharging.The manual is accurate. The tutorial is accurate. The game works as designed. Try reading BOTH. quote: so you want my first impression after i beat the game?No, I'd rather you'd had posted AFTER you had an inkling of wtf you were talking about, BEFORE posting. Around here, we value QUALITY over QUANTITY and you're not impressing anyone. In fact, all you've succeeded in doing is showing yourself off. e.g. you came in and started talking about orbital paths being quasi (!), without having a single clue as to what you were talking about. THEN, to make things worse, you talk about running off and calling everyone about the orbital paths - even after you'd said that they were not orbital paths? quote: Once more, i do love this game,A LOT of people love the game. What's your point? Or are you assuming that because you post that you love the game, so all this inaccurate let-me-show-myself-off rubbish is to be ignored? Nice try. quote: it is by far the BEST game i have EVER played.In which case, you need to get out more. Even I - the creator and developer - won't go as far as to call it the BEST game I have EVER played. Then again, I'm a sensible and practical person. At any rate, you've said your piece. This thread is not for pointless diatribes. If your post was anywhere near a sensibly written one - with VALID issues (like the other five pages in this thread) - it would have been met with far less resistance. My dad used to hammer this into my head. Please read and memorize it. As you grow older, it will come in handy. A man who knows not and knows not that he knows not, is a complete and utter twit. Or words to that effect. quote: Originally posted by ToxicFrog: The manual text seems to be at odds with how the game actually behaves; that is to say, before you start emerging from hyperspace (the timer is still >0:00), you can be targeted on radar and even fired upon. For example, take a Firestorm (hyper transition time of 180s), hunt down an enemy starstation, and tell the CC to fly-to it (you may want to leave the ship in a fighter or shuttle so that you can target the CC and see the hyper time remaining indicator). Typically, when there's still 5-15 seconds left on the timer, the ship will start taking massive amounts of damage as the station opens fire on it. Alternatively, take a Raven out and hyper at the station yourself. My experiments in this area have always resulted in destruction or disabling of the fighter with 8-12% still left on the hyper indicator. The fact that it behaved like this in BCM, too, implies that this is by design (perhaps the no-collisions rule refers only to physical objects, not energy?), but the manual text can be confusing if you see this effect in action. The manual is correct. You're not paying attention. Read my post above again. Slowly. Whats so hard to fathom that when the FPA changes from HS to your current speed or VTOL and you get the message that you are no longer in hyperspace, then guess what - YOU ARE NO LONGER IN HYPERSPACE - and are now radar visible - regardless - of when the specialfx which decloaks the ship, completes? *sheesh* -
quote: Originally posted by ToxicFrog: What I meant about the wobbling is that the ship's position only seems to be modified by the detail mesh when the mesh is rendered - so if I zoom out, the ship lies flat, but if I zoom in so that the detail mesh appears, the ship suddenly jumps up and reorients to be lying on the now-sloped terrain. As I pan the camera around the ship and the mesh vanishes and reappears to follow the camera, the ship gets tossed around as the ground shape changes underneath it. Did you read the VCF, in the part where it talks about what the F10 camera does, how it works and why you shouldn't rely on it nor play the game from it? The F10 camera - like all cameras - has to re-init the region/area it is looking at. And that means updating the mesh at that location. Thats how cameras work. And the detail mesh is just that, a detail mesh on top of the normal mesh and only used for visual quality at certain camera altitudes. What this has to do with the fact that your shots of Centris looking nothing like mine, is lost to me. At any rate, I can't help you with video card or driver issues. You're on your own.
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OK, this is just getting outta hand. Seriously. Game copy protection installs hidden software! Copy Protection Has Gone Too Far! Starforce can damage your computer
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quote: Originally posted by DennyMala: Take a look at THIS .... seems like we have some duplicated posts..... .... j/k... Yeah right, and how EXACTLY is anyone supposed to be able to find that? siddown
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Universal Combat - First Impressions
Supreme Cmdr replied to Supreme Cmdr's topic in Universal Combat Series
quote: Originally posted by cdrhardboot: im just blunt. Right. You want blunt? OK, its a slow morning, so I'll bite. Lets get started, shall we? quote: The AI is crap! Parts of it anyway. Everyone, enemies, pilots, marines are bloody stupid! examples= FC just take off after any hostile no matter how far away or if its next to a base... i thought i heard someone say "threat assesment".. shya... Im sitting next to a base, with fighters deployed, turrets online, and Enemies still HJ right into the "net of death", they blow up before they even come out of HS. It doesnt make any sense, NO ONE no matter how retarded would do that! And its not that hard to make them NOT be dumb.The dumb one. Is Y.O.U. If you had taken the time to LEARN and UNDERSTAND how the game works - apart from READING the manual, you'd know that this is normal behavior NPCs jumping to a threat - so that they can be WITHIN firing range - has NOTHING to do with hyperspace or jumping, for that matter. The hyperspace specialFX has NOTHING to do with the ship's radar visibility. Once the ship drops out of hyperspace, a flag is set and it becomes radar visible - usually even before the specialFX completes. Thats perfectly normal because the specialFX is removed front-to-back on the ship and even if a single panel on the ship is radar visible, it is enough for an NPC running a threat assessment rule, to pick it up and pinpoint the target. Thats why jumping to stations - uncloaked - is suicidal. Especially since turrets will start to cut through the emerging ship starting from the most recently visible section - DURING - the hyperspace drop. And what has threat assessment have to do with an NPC's ability to jump to a target? Do you even know what threat assessment means? I didn't think so. With this crap (!) AI.... How many EPs have you amassed in one game? What is your current rank? Have you completed the ACM scenario? How many of the IA scenarios have you completed? quote: It seems that although you are makeing a 'sim' sometimes you sacrifice logic for ease of codeing. AI, Citys/bases, the menus, blah blah.. Cargo holds.. Do you know what the word sacrifice means? quote: Why wouldnt i be able to store what i want where i want? its not like one bay is refrigerated.For the same reason that, as a kid, you wanted to shove junk food into your face, while your mother wanted you eat your greens? Its my game. My decision choice. And if you bothered to figure out how and why it was done this way, you know the answer. At the end of the day, you don't have a say in how it is designed. Deal with it. quote: Hyper Jumps, it looks like the ship is cloaked..Well, er, doh? How many ways do you think are needed to make an object invisible? Cloaked, hyperjumping or otherwise? quote: but it doesnt matter, you still have a good 5 seconds where the ship cant fire but can easily be destroyed. I thought nothing is real, you can pass through a planet but lasers wont pass through you?Did you read the manual? Particularly the section about how the hyperspace transition works? 5 seconds? So you timed it? Please explain to me how you did that - especially since the transition is different for each and every ship; not to mention that it depends on the length of the ship. quote: Space Stations do a quasi orbit thing... they move back and forth.. i dont get this at all, it would actualy be easier to just throw in the math for it to travel in a circle around a point(the planet its orbiting). plenty of room.. Sure the areas are huge but does it matter if its empty, useless, unplayed space? Shrink the outer space regions if needed to enhance perfomance, no one will notice.Would you mind throwing some of that math my way? As a math major (Masters degree no less), I may have missed it. Or maybe Nick (my recent graphics hire, also currently majoring in math who is probably reading this and laughing his ass off) could benefit from this math you're going to be throwing our way. Kid, there is a specific dynamics model that handles orbits. It is mathematical computation that controls stations, orbital defense systems etc. Anything that requires a fixed orbit, uses this and it works. There is NOTHING going back/forth in orbit because it is uni-directional (you DO know what that means, right?) and the angle of elevation is also pre-computed based on....I'd better stop now because I don't want you to start crying uncontrollably. quote: Planetside, while having such huge planet is rad, the FPS part is so.. crappy it doesnt matter. To me(and it seems most including you) the best part is the tactics, the huge battleplans you can do. And while being in your CC comanding it is imo the best, its still fun to go get dirty! So shrink it up a bit, add loading zones. Hmm.. (my advice, even if ya dont want it ) Look at "PlanetSide"{SOE}, while the game sucks, the way they did the world is great, and imo, would work great here! Huge continents that are seperated. Use loading zones on the edge of the map instead of warp gate garbage. Then the ground could be more detailed terrain wise/texture wise, the bases could be more detailed, the vehicles and marines would travel better, and trees and such might not(im clueless here) be such a drag on performance.Thanks for that particularly useless bit of rubbish. Seeing as you have NO clue, here is one. Planetside uses loading zones because they have a smaller restricted world that is designed for small areas, low level flight and ground zero first person. And if it was as good as you say, why - exactly - aren't you playing in that wonderfully designed world? Oh yeah, lemme guess, you said it was crap. quote: If they can, i can!!! or should be able to.. i should be able to booby trap cargo, i should be able to board ships, etc etc.What you SHOULD be able to do is THINK before posting because all you've done in this diatribe is demonstrate just how clueless you are. And I am only letting the post stand because, if anything else, you've done my job for me. quote: Whats with the enemy?! Everytime i get my ship fully repaired and get everything ready for a nice assualt, i get a fleet of 3 or so ships that suicide into my nice little hideing spot next to a base just to luanch all thier missles with fatal to damage my ship at the expense of thiers..AAAHHH im not that important!!!!!Oh wait. They must be run by crap AI. Too bad, even with crap AI, you can't hide. Must be my fault. At any rate, as soon as you learn exactly what threat assessment and target acquisition means, it will all come to you. But I'm not counting on it. quote: Mineing drones need thier number next to them in the TacOps so i dont have to wait 20 min for it to reach the shuttle when i have more then one deployed on a moon/planet. Whats the use of plotting a nice course when you only have a 1 in 4 chance of plotting it right? o yeah, they should either stop when done mineing or have a HALT cmnd. uhm, right. Its YOUR job to keep track of your assets. And if you read the manual - or knew how to play the game - you'd know what the support unit filter is and why its there. You'd also know that - gasp - the number of the mining drone is irrlevant because a shuttle can extract any drone. And to check any drone's capacity, you have to read the manual and learn where that info is. quote: blah, i know there is more but thats the stuff i find very important.Right. [ 06-11-2004, 04:15 PM: Message edited by: Supreme Cmdr ] -
Fleets General Info Pinboard
Supreme Cmdr replied to Supreme Cmdr's topic in General Multiplayer Fleet Discussions
Effective Immediately. [*]Cmdr. Gordon has been promoted to Fleet Leader in Prime, at security level 2 access. I was tempted to give Gordon co-command of Wraith, but I decided not to, given his history within Prime. -
Misc. Race/Caste Affiliations Pinboard
Supreme Cmdr replied to Supreme Cmdr's topic in Misc. Race/Caste Affiliations
quote: Originally posted by Shingen: ...plus two indies does not make a corp. EDIT well I just reged again as a Ter/Rai, but there is no indie fleet, so I went with S.C.I.D., the default choice, but I ain't apart of Earthcom. Someone needs to work this out, or just get rid of indies altogether. It just don't make a whole lotta sense. As I said before, you should have come up with a new fleet name BEFORE registering. And in response to your PM, Intracorp is obsolete and is disbanded as of now. So, if you want to start a new Ter/Rai fleet within that alliance, just post the name you choose for it and myself or one of the admins (e.g. Gudihl) will create it within that Ter/Rai alliance. You can then register, choose your created fleet as the desired one and wait for an admin to upgrade your profile security level to 3, so you can start doing stuff. Please don't make me repeat this crap again. I have now deleted your profile from S.C.I.D quote: Originally posted by MadFox: ...exactly, how can you make a trader and a raider work togheder? It might be just me, but I kinda prey on traders. You don't. Terran/Raider and Terran/Trader for example, are DIFFERENT alliances. Which means that each can have their own fleets, groups, corps or whatever. So, if you want to be a Terran/Trader, pick a proposed name etc and the same thing posted above to Shingen, will apply. At this time, only ONE new fleet/group/corp or whatever, will be allowed in the non-military alliances. So, e.g. when Shingen creates his, anyone wanting to join a Ter/Rai alliance, has to join his as no new ones will be created until the numbers are up. -
Fleet Transfers
Supreme Cmdr replied to Supreme Cmdr's topic in General Multiplayer Fleet Discussions
Until July 30th, fleet transfers will be approved where appropriate and necessary for the current fleet restructuring. -
quote: Originally posted by Marvin: From now on, applicants will be admitted immediately. If we need to kick 'em out, we can do it after they've enrolled at Prime Fleet. Exactly.
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MP Fleet Action Tournament
Supreme Cmdr replied to Zane_Marlowe's topic in General Multiplayer Fleet Discussions
quote: Originally posted by Zane Marlowe: Second, you'll notice that there's a jumpgate line in the Credian System between Scorpia and Herin. Now this interested me when I first saw it because I thought my database had screwed up, but no, it's actually in the Appendix, but it's not drawn in the regular SP map. Then the appendix is wrong. There are NO links between Scorpia and Herin. Which section of the appendix did you see this? EDIT: Yep, the navlinks.html file has an invalid jmp-36 link between Herin and Scorpia. Also, jmp-39 goes to Ronus-IV. I have now corrected this file. [ 06-11-2004, 08:40 AM: Message edited by: Supreme Cmdr ] -
You track their whereabouts in the Perscan computer. Once they are in detention, you need to dock at a station to have them ejected.
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If you read the manual, you will notice a big difference between the ESCORT and DEFEND orders. There is also a HALT order. NPCs using either of the two orders will do just that. And if they don't have an order, they will revert to the default SAD. Guess what that does. As a commander, it is your responsibility to keep an eye on your forces. Thats what Tacops is for. As for the friendlies jumping in, each one has a goal and there is nothing that you can do about it. Except leave before they get killed on your watch. If you don't want the responsibility, don't play the commander career. Either that or ignore the negative EPs.
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I have no clue what you're talking about. The altitude is calculated from the tallest peak on the terrain. Obviously, if one part of your ship is lower than the other and it is resting on a peak that is higher, it will wobble (or similar) beause the terrain is not flat. C'mon, isn't that obvious? And the terrain elevation has nothing to do with drivers and the fact that those pics looks *horrible* on your system. From what I can tell, that is not running at 32bit rendering. Either that, or you screwed up with the TGA file conversion.
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Thanks, will look for it!!
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Thanks for the tip!!! Going to add it to the FAQ now. /here, 'ave a medal
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quote: Originally posted by SoulTaker: Heya SC i might be speaking too soon but since ive reinstalled for the 3rd time and made sure i dont hit ALT-Q instead of ALT-G everything seems to be working fine now,i may have hit ALT-Q by mistake the last time. So far the game is being a good boy. Quite possible. It is easy to hit CTRL+Q instead of some other key, so that could probably explain how the QS signature ended up in the file. Anyway, I have removed it in the next patch (due out any day now), so thats that.
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Fleets General Info Pinboard
Supreme Cmdr replied to Supreme Cmdr's topic in General Multiplayer Fleet Discussions
Effective Immediately. [*]Strat. Cmdr. Greg Miller and Cmdr. $ilk (aka Dan Cooper) are commander and co-commander of Orion, respectively - with security level 3 access. -
Universal Combat Tutorial Discussions
Supreme Cmdr replied to Supreme Cmdr's topic in Universal Combat Series
quote: Originally posted by Zoltan89: When I am playing, the moment that my shields go down and I get hit my internal systems and hull takes damage, regardless of my armor meter. The manual and tutorial are accurate. Read them again and it will all make sense.
