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Everything posted by Supreme Cmdr
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Cool adventure Kal. I'm surprised they didn't kill your AE!!! That would have ended the game right there and then.
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I think I'll give it a few more days before I chime in.
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quote: Originally posted by TheBunny: When i read that it was an XBOX game i was about to go jump off a cliff. But i just realized that it may be easier to just buy an XBOX.... LOL!!! quote: Originally posted by Ben Somerset: quote:For example, deploying on an away mission with a team of carrier based marines without the combat officer, results in low morale and largely ineffective combat tactics by the marines - all of which could possibly lead to a botched mission.Does this mean that Resnig either finally went to combat school or he died in an unfortunate airlock mishap? Effective tactics are foreign to his vocabulary, low morale is his middle name, and a botched mission happens every time he's on station. No comment. Just wait and see. In fact, I'm not even sure that Resnig is part of the KnightBlade crew. quote: Originally posted by JCMan: One more thing.....about UC:E2E, I just can't imagine there not being any cruisers, carriers, or otherwise. It just kinda makes space feel a litttle more empty. Its not that kind of game. In case you hadn't noticed, the commander career is where ALL the complexities of the BC games are.
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quote: Originally posted by Darkling: quote:Originally posted by Phreddo: I guess now I understand the $20 pricetag. All the development costs were covered in all the previous games. Yeah he also got everyone that worked on all the new models from the Naval groups to the OC's to the shuttles to work for free for an entire year... plus all the programming for the new AI (you know how the Marines now follow your lead), he decided to throw that in as a freebie, he also called his Mortgage Co. and they told him to take a year off from his payments... same thing with his car, since they understood that all the costs were already covered. LOL!! And that was two years of dodging the mortgage company.
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Finished ACM Campaign - SPOILERS!!!
Supreme Cmdr replied to CrazedOne's topic in Universal Combat Series
I have found (and fixed) the problem in the scenario script which leads to repeated EPs being awarded. I had an out of place event that wasn't checking a flag. -
game still crashes at tradecom after 1.01.3 patch
Supreme Cmdr replied to a topic in Battlecruiser Series
I just tried it and it works fine. Find someone else who can reproduce it and then if that happens to be the case, then we can go from there. -
quote: Originally posted by DeepFreeze: c...cant breathe. when are you gonna start posting some E2E shots? Sometime in May I think. Nick's (the new guy I hired) not going to be finished with the new graphics engine updates until around April. Then I have to implement it etc. Which is when I get to take shots and all that.
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I have uploaded a refresh of this patch to the mirrors. Be sure to download the new version tomorrow. The new version bcm.exe and bcmg.exe files are dated 03-09-04
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game still crashes at tradecom after 1.01.3 patch
Supreme Cmdr replied to a topic in Battlecruiser Series
You probably either didn't patch it correctly or you didn't download the correct patch. -
quote: Originally posted by Extinct_Reptilia: I hope you reply sir, because I feel this is something that badly needs to be addressed. No it doesn't. And its not going to be.
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Intruders, shuttles and recapturing them
Supreme Cmdr replied to Gorbag's topic in Universal Combat Series
quote: Originally posted by Gorbag: I'd hazard a guess that this is just one of the flags not being set from hostile to friendly There's no such flag. The best defense against theft is to prevent it. Have you tried tractoring the shuttle usinc the CC and then answering Y when prompted? -
quote: Originally posted by Shingen: and having an attention span that God would envy doesn't hurt. *splutter* Damn, thats funny.
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KB is linear. But once you complete the storyline, you can go do what you want, since it will have the concept of AG entities. btw, some of you graphics gurus already probably know this, but if anyone was wondering, the KB levels are not lit (i.e. are at full ambient in the RenderWare level viewer) as they should be, because I wanted to show all parts of the levels. [ 03-09-2004, 12:10 PM: Message edited by: Supreme Cmdr ]
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Previously posted over here quote: quote:Originally posted by QP: What would the closest competition to your FPS game be? I doubt that it would have one, considering that by November, BF Vietnam, Joint Ops, Solner, Far Cry etc would all be out. I can't describe the game's goals without making references to games that people already have an idea about. But if you were to twist my arm, I'd say its a cross between Planetside (but with space elements - which SWG simply doesn't have), BF1942 but with Far Cry level visuals. The biggest difference being that I have better AI, higher level gameplay, a ton more assets (weapons, vehicles, crafts etc) - and space. While the space component is being downplayed, if a bunch of players (e.g. marines) want to leapfrog from one contested planet to another, they'd need to hop on a shuttle (which can take up to 20 personnel) and hope that on the ten minute (yes, I've timed it) ride from the planet to space and on to the target planet, that they don't get shot down by hostile fighters on the planet or in space. So, you have gigs where you need other players (the pilot classes) provide combat air suport, escort etc etc. On the planet, you can still travel from one contested area to another using either DJPs, vehicles, shuttles etc. And since its using all the high end features from the previous game, the smaller and tighter focus means that all the classes have to work together in order to capture a base etc. A team of players riding in gung-ho style to assault a base, heavily defended by players manning SAMs, SALs etc, are going to get creamed. You'd need combat air support to take out those silos, suppress their fighters etc. And if you capture spawn points in the target area, your side can spawn from them, thereby saving the 15 trek back from your base if you get killed. All the subs are going to be fully functional, so you would have instances where players with the requisite Experience Points can take it up the ocean and launch ICBM attacks on the target base - until someone comes along with a gunship or another sub and takes you out. Naval carriers operate the same way as spawn points so that you have access to the on deck assets. If you manage to take an LCAC and board a hostile carrier without being detected, you can nab one of their assets, plant mines on board etc etc Since NONE of the high end features (commander career, cruisers, carriers, transports etc) are in the game, the complexity is all pretty much gone. And no trading whatsoever. You get damaged, another player (an engineer class marine) can repair your craft/vehicle for you. Or you can just dock somewhere, press a button, get repaired and rearmed and launch again. Thats how it works in the current game actually, if you are flying a shuttle or fighter. EVERY single high end feature found in UC, is currently being stripped out. That means Logistix, Tactical, Navitron, Tradcom etc. And Tacops will barely be there for mapping purposes and so far, about 95% of its features have already been stripped.
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quote: Originally posted by almostpilot: About KB : Are There battles between ships ? and internal damages like panel explosions or other ? I┬┤d like to see a transpoter room shot (if this exists of course) There is space combat of course. But whether or not damage is reflected in the internal structures or not, is undecided. Its possible (using damage maps) but its not in my design docs. Of course if there is combat on board the craft and someone shots a laser and it hits a wall, it will be damaged mapped (using decals, similar to what you see in UC when a structure is blown up).
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The article is over here. Pretty interesting read....if the fonts don't give you a migraine.
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quote: Originally posted by BaBaBooey: Now everyone is going to be flying their Megarons picturing that schmaltzy bridge! I see a sudden surge in Megaron sales. LOL!!! quote: and wow what a teaser with that art!Which one?
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quote: Originally posted by Darkling: I saw the inner workings of the Battlecruiser.... that's pretty awsome, but I would like to know, are we going to be able to beam to other ships? No. There are no missions that require it. This is a console game, so its mission driven.
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quote: Originally posted by Darkling: This is BEEG News!! As for the next Battlecruiser game, hopefully you will be incorporating the inner workings of the ship in that game too... Heck make the minimum req. an Athlon64 Machine, we should all have one by then. The next Battlecruiser game (which will hopefully go into development in mid-2005 once the KB dev is winding down) will return to its roots. i.e. you will only have access to a single carrier and its assets. The biggest feature is - of course - the entire carrier (as well as its fighters and shuttles) are going to be built internally (just like in KB) using a hybrid of the portal engine currently being integrated into UCE2E. By the time it is released (hopefully around Christmas 2006 or thereabouts), everyone would have a Pentium IV 3Ghz or higher machine with which to run it.
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Wot?
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KB will probably be released for both Xbox and Xbox2. I don't have an Xbox2 dev kit yet (very few do). btw - the KB shots page has three shots of Cmdr April Gage. I forgot to update it earlier and only just noticed it. quote: Originally posted by Eclipse: Very cool though I'm a little saddened with losing the massive universe. Are you mad? Its NOT a Battlecruiser game!
