Jump to content

Supreme Cmdr

Administrators
  • Posts

    16,954
  • Joined

  • Last visited

Everything posted by Supreme Cmdr

  1. quote: Originally posted by insecttoid3: i just tried it and i had the same problem I just reproduced that one. Pretty odd that. I'm on it. Should be easy to fix. Will upload an update shortly. UPDATE: Yep. Script problem. OK, download this file (40K) into your BCM install folder. It will place updated files in the SCRIPTS folder. If you are feeling brave, you can just move those extracted files into the DATAscenarios.zip file. Saved games are unaffected. I have also updated the 1.0.04 patches and re-uploaded to mirrors. There is NO need to download them again...unless you want to. [ 01-06-2002: Message edited by: Supreme Cmdr ]
  2. Post yours here! SNG with the Sunflash Heavy Cruiser (its fast) Launch from GALCOMHQ On the bridge, target Earth planet in NID and press ALT+9. Answer Y to establish planetfall After the planetfall transition and you are back in the bridge view, go to thrust factor 9 Yaw the ship to that you are flying towards the middle of the ocean, as indicated on the NID map. You should turn to a heading of about 315 since the default heading on planetfall will be taking you toward land Go to thrust factor 3 when close to the ocean When over the ocean, pitch down and land on the water. The ship's systems will shutdown when it hits the water Exit the ship with ALT+E Now that you are in the water, you can swim (SHIFT key) around the ship (you look cool in F9 view too as you swim). Keep watching the ship (F1, F9 or F10 views) and eventually it will start to sink to the bottom of the ocean. Now swim down to it (SHIFT+S or W to pitch up/down, release S key when desired pitch angle attained) and you can swim around it. Eventually it will self-destructRemember that you cannot arm your weapons unless you are standing ON the seabed When you are tired of swimming around your ditched CC, you can quit the game using ALT+Q since you no longer have a craft and have no means of leaving the station.Note also that you can also wait on the bridge until the CC sinks to the seabed, before exiting it. Another variation. At step #7 Level off slightly above the ocean, put the CC in HALT mode and activate the A/P. Go to Tactical/Crew and send a marine to SC1 Go to Tacops and set 2 waypoints near the CC. Waypoint #1 orders should be "proceed to next" and waypoint #2 orders should be "wait for further instructions". Make sure that both waypoints are close to the CC When the marine is in the shuttle and the SC1 indicator is lit light Green, launch SC1. Go back to the bridge then de-activate the A/P and set the craft down in the water. Once the systems shut down, exit and swim over SC1. Then enter it from the water. You would need to use DIE (ALT+O) mode 3 to target SC1 (go to GND mode) and then press / when close and facing it. Now you're in SC1, when the CC goes down, you can probably leave the planet. In mp, you'd want to use this method to return to a station or starbase and get a new CC or ride home. Another variation. At step #7 Prior to ditching the CC, you can send all your personnel to the transporter and beam them to the water (only 10 at a time. Once you've beam them all off the ship, ditch it and exit as indicated above.
  3. quote: Originally posted by Steve Schacher: I think my Chief Medical Officer and Tactical Officer are having an affair!My crew fatigue is at 2%, but those two are at 55% and the CMO is asking to be relieved. I sent them to their room(s?). We'll get to the bottom of it once I get the Chief Engineer to install one of those X10 cameras in the Officers Quarters. LMAO!!! Steve that was hilarious!! Anyway, there are one or two stories over at the BC Commanders Forum (you know, that other forum where anything goes )
  4. quote: Originally posted by Fractux: Upon approaching GalcomHQ I noticed the entire middle core was, well, missing. I took some shots. [You can see what it looked like in this postNow my problem is this. Upon trying to load my save game again. I would receive "error, invalid .sav file". 1. Get better video drivers. I've said it once before, the 2311 drivers are buggy. Also, make sure that the Mipmap Detail Level in the Direct3D section of the driver applet is set to the default (Best Image Quality). A LOT of people are messing with the default driver settings and not having a clue what the ramifications of that are. 2. You will only get that message if you are using older saved games [ 01-05-2002: Message edited by: Supreme Cmdr ]
  5. A 1.0.04 compliant version of Playmod is on the downloads page. Has loads of bug fixes and a few new options.
  6. OK, the 3D Gamers and File Planet mirrors have the latest version now. GameSpot won't update until Monday (they don't work weekends) ps: I had a pretty large bandwidth spike this month which cost me a pretty penny. So, no way am hosting patches anymore. I have 30GB per month allocation and we chewed through 60GB between 12/05/01 and 01/04/02. The UBB forum chews quite a bit too. [ 01-05-2002: Message edited by: Supreme Cmdr ]
  7. quote: Originally posted by Jeff Lackey: Oh yeah - using the latest patch that just came out today.Thanks, Jeff Lackey Thats the problem I just posted about in the announcements thread. Sending you the updated EXE via email now. Standby. [ 01-05-2002: Message edited by: Supreme Cmdr ]
  8. quote: Originally posted by Bringram: This has got to be because of a bonehead mistake but I have to ask. I followed SmileyMan's instructions for base destruction. The only problem is once my EFMs are on the ground I click on each one, click on (left click I think) "supress enemy air defense" and they just stand there like a bunch of idiots. Has anyone else seen this? It's not the AI 'cause I tried it again after using the playmod cheat for AI. On the other hand I used a super carrier and launched all my fighters and they did pretty well. Only one fighter damaged, base 50% destroyed 1. If they don't have the proper weapons, they won't engage. 2. If they don't detect any SEAD (you DO know what those targets are, right?) units, they won't engage. When in doubt, use SAD (assuming #1 is satisfied)
  9. A minor bug was introduced (related to the cargo menu change) which prevents shuttle launches. If you have NOT yet downloaded the patch, hold off until you hear back from me later when I upload newer files. And if you have already downloaded it, you can just download the 1.0.04 update version and apply on top of itself. Only the EXE file will change. Sorry! UPDATE: OK, new files uploaded to mirrors. Give it about an hour or so (from this time stamp of this email) and grab it from the 3D Gamers or File Planet mirrors. If you get a CTD on shuttle launch, you've got the wrong version. [ 01-05-2002: Message edited by: Supreme Cmdr ]
  10. quote: Originally posted by Charles Lindsey: Plus a spiffy new link at the top of the main page of this forum. Thank you Derek. np
  11. quote: Originally posted by Geldonyetich: You're right, I'm a fool. Killed all TSRs *BEFORE* making the save, and it worked. Rebooted, killed Norton Antivirus 2002 Beta (Yes, dammit, a Beta even) and I'm able to save and restore an infinite number of times fine now. Bah, simplest of computing sins and I fell for it: never trust your TSRs. There you go. Now go get the final 1.0.04 patch
  12. quote: Originally posted by Meldan: I realize that I will get banned. uhm, why? Not registering game and updating your profile would be one reason. But so far, nobody has been banned for that yet. You've had the game for three weeks and have not registered it. I can't look at your profile to see what hardware you are running. And for all we know, you're running a pirated version of my game. quote: I will now go and troubleshoot my system that was rock solid stable and working perfectly before I started. Since BCM does NOT alter ANY system files used by the OS, you can't blame it for that. You evidently screwed up your system yourself. [ 01-05-2002: Message edited by: Supreme Cmdr ]
  13. You get the patches from the same place you got the ones you mentioned. The downloads section of this site. The FAQ, the downloads page and a thread in the announcements section of this forum, shows you how to apply a patch. If the game won't run after patching, it means that you do not have DirectX 8.1 installed. Read the FAQ
  14. quote: Originally posted by Melcar: Hey Tac, You forgot the Bugnors! No he didn't. The Bugnor is an OTS missile
  15. quote: Originally posted by Roberto: Hey thats great new SC! I was wondering about the missiles myself! I didnt think they all had the same turn rate. They don't. And the faster the turn rate, the more effective the missile. Missiles with higher PRY rates are highly dangerous. e.g. The Sunflash has a PRY rating of 15/18/20* degrees/second The Vagrant has a PRY rating of 105/120/45 d/s If you go in a vertical climb with a Vagrant up your pipe, if you don't jam it, you are going to get hit because its P rating is way higher than yours. And if you are in a turn, its going to hit you that much faster. And since the R(oll) rating is higher than the P(itch) and Y(aw), the missile will always perform a roll first if it can; since it is faster. Crafts do the same thing. Which is why you can out turn some of them and vice versa. Don't forget that missiles don't have to hit in order to cause damage. Even if you keep evading a missile, it will self-destruct when its timer expires. And it will self destruct once its proximity alarm goes off (similar to mines). The proximity breach range depends on the size of the target. And once it self-destructs like that, its the fragments and shock that damages you. *I just noticed that Gallion got this wrong in the appendix!
  16. quote: Originally posted by insecttoid3: ive got a couple of screenshots of an enemy BcMk3 ramming galcomHQ several time is a row, the first while going full speed, and just bouncing off Buy a frame for them. I'm sure they'd look great over your dinner table.
  17. quote: Originally posted by ooJAYoo: 1. Why when landing on Scorpia, it was raining above the clouds ???, is this a thing on all planets that have rainy weather,that rain goes up as well as down ?2. In fighter craft, decide to play the ram CC ship game. Why, well wanted to see the fireworks. But I bounce off it!. My CC has shields down, mine are up yet should`nt I explode when flying at mach9 into it ?? Thanks. 1. Works as designed. There is no ceiling for the rain particles 2. Keep trying
  18. Thanks Duncan. It was a team effort that paid off in the end. If you think BCM is good now; just wait.
  19. quote: Originally posted by Geldonyetich: Was Running these TSRs: ICQ, GetRight, Windows Messenger, and Norton Antivirus (enabled). I had tried terminating these before in order to try and salvage an already once restored save game that wasn't working, but no luck. Fool.
  20. quote: Originally posted by Geldonyetich: I slightly fudged my steps to reproduce the bug, particularly step #4. Let me try that once again (inserting a step at step 0): Nope. Works fine here.
  21. quote: Originally posted by Guardian452: Okiliy dokily....loosely define "insane amount of memory" for us. A lot. When in doubt, don't mess with the VMM settings for your system. PERIOD
  22. The downloads page will be updated once all the mirrors have been updated. The VCF has been updated.
  23. quote: Originally posted by Nimbus: How much do certain stats like the number of turrets and the various main gun stats really matter? Yes. Read the manual quote: Is there mote to it or what. I mean the Sunflash has 12 turrets and the BCMk3 has 3. Does that mean in a fight with just PTA's the Sunflash has four times as much firepower? Not particularly. Having 12 turrets is meaningless if not all 12 can fire on a particular target. quote: Another thing, while I admittedly haven't looked very hard, I don't recall seeing twelve seperate turrets when running ont he hull of my sunflash. The Sunflash has six dual turret mounts quote: Are they truly seperate or is the turret # more of a firepower amount for a set number of turrets? Read the manual quote: And the main guns, are they all the same with the only differences between recharge time? Read the appendix data for crafts as well as the manual quote: And what's the difference between main gun range and COMPUTED main gun range? And on that subject, how important is the number of main guns? Read the manual page 44 (I think) quote: I really don't understand it at all, though I want to. You would understand it, if you actually READ the information provided to you. Don't expect anyone to type up all that crap again for you.
  24. quote: Originally posted by Guardian452: Do the various types of missles (especially STS or ATA) have varying performance/maneuverability characteristics in BCM? Yes. ALL missiles have different characteristics. In fact, I just checked and noticed that Gallion did not include the max speed/pitch/roll/yaw values for missiles in the missiles.html appendix file. Will ask him to put those in. UPDATE: A few hours after I sent Gallion the info for this, he just sent me an updated appendix file which now contains the info. This will be added in the final 1.0.04 patch due out later today. [ 01-05-2002: Message edited by: Supreme Cmdr ]
  25. quote: Originally posted by KreKol: Once your chief engineer gets high enough AI he will send your engineers out to fix what is broken. Of course what he thinks needs to be fix is not what you would want fixed first or fixed at all. Beggars can't be choosers. Correct. I added this to the crew appendix data I believe.
×
×
  • Create New...