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Supreme Cmdr

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Everything posted by Supreme Cmdr

  1. quote: Originally posted by Cmdr. WeeGee: 2500 ... This is gonna give me flashbacks. You think thats bad? I've rotated the ODS systems so they face outwards, rather than forwards. So, they will always be facing the station as they orbit around the planet. ...and I'm tempted to add an ODS in orbit around each station and within the 250km range.
  2. quote: Originally posted by Flak: (rp)Funeral services for the unfortunate Shuttle Pilot will be held on Monday, where he will be set adrift in the ARIMA system... to forever haunt any passing Cargo Vessels or those who would protect them! (rp) LOL!!
  3. quote: Originally posted by xierxior: We are going to get more experience points for catpureing one or destroying one now right? it would be nice if we exited hyperspace out of the ods weapons range what about the ships that dont have cloak.. warmonger etc. No No They're f*cked?
  4. quote: Originally posted by Papi: If you activate your cloaking device before hyperjump you'll be still cloaked after jump. Of course it doesn't work with cruisers without cloaking ability . The cloaking system is now shutdown during jumps. You have to re-enable it after the jump. And I have invented a few new nifty defensive/offensive systems for stations in XP1. One of them being an ElectroMagneticPulse (EMP) burst which the station sends out when under heavy attack. What this does is disable the weapon systems of all crafts caught in it (excluding the station's own assets) for about 90 secs. Also something I fondly call a pap smear Its really Phased Array Pulse (PAP) which the station will fire from time to time. It forces any cloaked ship caught in it, to immediately decloak. If you know how the 3D volumetric explosions work, then you have an idea of what these two will look like (different visuals of course) when fired. The centerpoint of the surge will be at the station's center and spreads out for about 250km in XYZ. I have a bunch of others for stations and ships, but I'm not going to spoil the surprises. Yet. [ 02-15-2002, 08:56: Message edited by: Supreme Cmdr ]
  5. quote: Originally posted by Steve Schacher: So, what will this do to the arrival distance of hyperspacing ships? I know that you replied in another post that the arrival distance is related to the size of the ship, but with the several second delay that it takes for a ship to re-enter normal space, a ship can be blasted to smithereens before it can do anything, right? Okay, so now I'm agitating ( ), but I would think that an attacking ship would materialize at a safe distance and then evasively maneuver into attack position. What do you think (other than that I'm spouting nonense)? You will probably be destroyed before you even emerge from Hyperspace because as soon as your ship starts the egress transition, you will be fired upon. And you have NO control over egress range and there is nothing that I'm going to change about it. By now you should know that depending on the size of the object, you can emerge around 150km to 250km from the target (planet or station in this case). Since you asked; yes, you're spouting nonsense. [ 02-15-2002, 09:03: Message edited by: Supreme Cmdr ]
  6. quote: Originally posted by Epsilon 5: But I ABSOLUTELY don't want to see the equivalent of the blue beams on the stations. That's WAY too powerful. In which case station lasers in 1.0.06 are going to hurt. A lot. Especially since each shot now has a damage value of 2500 units (up from 150) and a sustained lifetime (the time it remains visible and slices in a given direction) of 1000ms (up from 250ms). Which means that for each ms that beam is on the target, it will cause a damage of 2500 units. Enough to completely destroy a fighter in one single pass. As for armor+shield, those two have been beefed up. e.g. GHQ how has a rating of 25000/35000 respectively. Gallion has today updated the affected appendix files, which will be included in the 1.0.06 patch. [ 02-14-2002, 22:32: Message edited by: Supreme Cmdr ]
  7. quote: Originally posted by xierxior: argh i was about four days into my game i just saved and when i went to reload it the game crashed. is the save file courrpted do you want to take a look or should i wait for the 1.0.06 patch and start a new game? Send it to me so that I can take a look
  8. heh, no forum would be complete without the old Linux vs Windoze debate. Me. I'm just going to quit while I'm ahead; and just watch the carnage from where I'm sitting. By all means, do carry on.
  9. quote: Originally posted by Roberto: Is GBS II just for space objects? or can you script objects on the planet too? For example, use it to place/create a marine on the ground and make him run a circle... I know that GBS I didnt allow this, which was my main reason for asking, after I saw the comment above regarding the creation of a 'away mission'. Yes. In fact, just these past two days I've been written several extensive tutorials over in the Beta discussion forum.
  10. quote: Originally posted by Grayfox: hehehe... remember the old saying... "be careful what you wish for" SC's gonna give it to you all in spades heh, just wait Yes, I decided against removing 4 of the Sunflash turrets.
  11. quote: Originally posted by xierxior: Varan, im sure theres one more but its by the gamme sector il update this once i find it OK. I'll just check all the starbases in that region and see if I find any in the wrong location. If you come across the ones you're talking about, let me know. UPDATE: I wrote a quick tool to check each one and spit out info about those that were wrong. heh, you don't want to see the list! In addition to the ones on Eori, Midae and Varan, it found seven others with decimal points in the wrong place . All fixed up now though. When you have to manually script a bunch of numbers, thats what happens. In fact, the mzones containing the base objects were in the right place. And since there were objects there, nobody noticed that in those areas, there was a large clearing in the center of the scene where the starbase object (the only scripted entity) should be. Which is demonstrated clearly in the case of Midae. Just SNG as an Insurgent EFM and start off on that base and you won't see the starbase building there. Its over at the slope, several km away. [ 02-13-2002, 14:20: Message edited by: Supreme Cmdr ]
  12. quote: Originally posted by xierxior: There are around four starbases that have this problem the starbase is not prapurely alingd with the terrain, Its not a terrain alignment problem. They are in the wrong position due a typo in the script; which is why you don't see any other units which would be part of such a scene. If you explore that area in TacOps, you'll find the mzone and scene, sans the starbase unit itself. e.g. The Midae sbase is at 167.449 451.10 instead of 167.449 45.110 (GLOB_AI.SCR #172) btw, what I HATE the most about bug reports, is when people aren't sure. I do NOT have time to play guessing games. So, if there are two that you have found (as you have), say so. Don't tell me there are four when you only show two. wtf you expect me to do? Go and check each of the 43 starbases and HOPE that you are right about there being four not two incorrect ones? If you are sure there are two more, just give me the names and planets. I don't need pictures. As for the weapon reload, it works fine here; but maybe a beta tester will check it out and find a way to reproduce it and convey to me accurately what the problem is. [ 02-13-2002, 09:44: Message edited by: Supreme Cmdr ]
  13. I think you misunderstood the first question. Saved games prior to 1.0.05 are NOT backward compatible. Thats what I took the question to mean. i.e. you had a saved game from a pre-1.0.05 version, re-installed and went ahead to use that same - obsolete - saved game. Because if you did, then I'm not interested in the saved game. And I already said to send me the saved game. Without even loading it in BCM, I can tell what version of the game kernel it was using. The fact that you appear to be stalling, leads me to believe that you're not sure.
  14. LMAO!!! Thats the FIRST time I've seen you lose it. Welcome to the party, pal.
  15. quote: Originally posted by Commander Race Bannon IV: Hopefully this will be my last post in BC legacy. Without refinancing my home or forfieting my marriage I have managed to arrange for some new hardware(1.3ghz amd processor 128mb memory 340w max pwer source Geforce 3ti graphics for $575.00) from my company's IT mgr who dabbles on the side. Having played countless hours on his system my faith in mankind is restored.Even better I got my copy of BCM 5 Feb 02 and after reading the SC's harsh warning regarding Sys Req's didn't even attempt to install it on ole'Betsy(533mz Celaron 32mbRAM) and now sit salivating for delivery of the new girl in town. I no longer suffer from the BC Legacy blues. So long suckers! If you thought your life was eventful before, just wait.
  16. heh, now isn't this funny? Well, not a funny as this titbit Additionally the advanced portal technology will allow gamers, for the first time ever, to be able to seamlessly transition between first person combat and space flight action. heh, I think they forgot to add "....on a console"
  17. quote: Originally posted by Hellbinder: Ehhh????? Conquest through occupation not obliteration??? What new fangled heresy doth thee spread????? (Hellbinder LOL!! but he's right. Some are just looking at it from the aspect of just blowing it up, while others have different plans i.e. capturing one. Anyway, lets wait and see what happens in the version. [ 02-12-2002, 21:00: Message edited by: Supreme Cmdr ]
  18. quote: Originally posted by Steve Schacher: I'm not *****ing, and I agree with the SC regarding gameplay. I also see it as an issue of single-player vs. multi-player. Right there, you've invalidated your argument. You CANNOT make assumptions about multi-player WITHOUT having played it. Now can you? And the ability to destroy or capture stations, has NOTHING to do with casual or hardcore players. In fact, that notion is COMPLETELY irrelevant. You can be hardcore all you want, with our without fleet control and NOT be able to destroy or capture a station if they are powerful enough to deter a hardcore player. [ 02-12-2002, 20:37: Message edited by: Supreme Cmdr ]
  19. They've taken it down, but here are new links Low res High res
  20. quote: Originally posted by Steve Schacher: BC:M is a simulation of a universe (albeit a game), but what kind of universe is it where space stations are like boxers with glass jaws who never got KO'd until I showed up? Its easy to say that isn't it? What if the stations, say, GHQ had an armor+shield rating that are 5x the current value? Then someone would be b*tching about how hard it is to take out stations and how impossible it is to capture one. Its all about gameplay balancing and there is a fine line between realism and FUN. [ 02-12-2002, 16:00: Message edited by: Supreme Cmdr ]
  21. quote: Originally posted by Kenada: It was suppose to be on PC first... I hate MS... well, its more like a love/hate relationship. I was looking forward to some heavy LAN playing when I first heard about that game... Not i have to wait even longer. Its only phenomenal on the XBox primarily because its the only fp shooter so far, thats been fun on a console. IMHO, when it comes out on the PC, I don't expect anyone to lose sleep over it. It will have the same effect as any cross-over ported title. But then again, we'll just have to wait and see.
  22. quote: Originally posted by xierxior: funny that got fixed, i reported your ae being unable to reload his mechine gun useing the r key, i dont think they pay much attion to my bug reports because i was haveing alot of stability issues.. no more problems cept i cant get that damed translucent stations to work errr... I wonder if its because NONE of your posts EVER make ANY sense. Classic example is this post. There are NO machine guns in BCM. LAST warning to all of you, to stay on topic [ 02-11-2002, 12:31: Message edited by: Supreme Cmdr ]
  23. I said : In can make them near impossible to beat You said: We just want them a bit more challenging, not impossible to beat And if you read my ENTIRE statement again, you will see how your truncating what I said, gives a completely new meaning to what I said. [ 02-10-2002, 16:59: Message edited by: Supreme Cmdr ]
  24. I will be releasing GBS-II at the same time as the 1.0.06 patch.
  25. quote: Originally posted by Epsilon 5: quote:Originally posted by Supreme Cmdr: If the stations were more powerful (trust me, I can make them near impossible to beat, and in fact, invincible), the station capture feature would never be realized. Ever. How so? We just want them a bit more challenging, not impossible to beat. Read my post again. This time, wipe your monitor first.
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