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Supreme Cmdr

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  1. quote: Originally posted by Cmdr Nova: Crashed twice in Navitron. Both of which, I was running a Ter/Sci career, with a Genris, from the Gazer1 station in Pluto. Both of them, had the destination to Midae.First time: Started the career. Launched, and opened Navitron. I clicked on Midae, but the thing said the destination was Chalinis (Alpha Gamma). Clicked it again, it finally said Midae. On exit, it crashed. 1. Both of what had destination to Midae? 2. If its crashing as you say it is (I doubt it, if you patched properly), why are you not testing this particular aspect exclusively? 3. And what thing said Chalinis? The current location is displayed in Navitron whenever you enter it. You DO know how to use it, right?
  2. BEGINNER This is fairly straightforward. Most of the work is in the model and tag creation. Say you want to replace the BCRUZ MK3 with a model of your choice (e.g. a Macross unit). Or say the ATV with a Leapard Tank. Create the model in MAX 2.x or 3.x Export it as a RIGID mesh using one of the plugins included in BCS. See the exporting docs included with BCS Copy your .3D model and its textures (TGA or BMP) to the relevant folders and use BCS to view the model Load the BCRUZMK3 model into BCS. Turn on the tags and from the tag list, make a note of EACH and EVERY tag. Since you are replacing and existing model (which as definitions in a GBS-II script file you don't have), you HAVE to ensure that the tags are the same. Only the model will be different. Now, create those tags* in BCS and name them. Backup the BCRUZMK3.3D model (or whatever craft model you are replacing) and rename your model to this known filename. Start BCM and launch with the replaced model. *These tags are ALL required. Here is a basic description of each. This will let you know where on your ship you want to place a tag. For example, the BCMK3 has two guns underneath the fore bridge section. You may have a model which places two guns elsewhere. In which case, you need to create two additional /GUN tags for your new model. The ObjectTags.txt file included with BCM shows all valid tag descriptions. This is for information only!! Don't go messing with stuff if you don't know what you are doing. ADVANCED This section shows you how to create a new model and add it to the BCM world. We will be creating a new fighter as an example. Note that the security check at the top of some these INI files, will be disabled once GBS-2 is released. This will permit the modification of those files without BCM croaking. Create the unit model and export it as normal Determine how many tags it needs, create them in BCS and save the model. Edit DATAASSETS.INI and add a new class Edit OBJDEFS.SCR and add the model definition Edit OBJCLASS.SCR and add the model class definition Create the HUD icon file for the new model Create the SNG icon files for the new model Run PREPARE OBJECTS Run PREPARE on any scripts that use the new model. By default, the new model is available in all existing scripts, as long as the new OBJDEFS.DAT file is in the SCRIPTS folder. Copy the relevant files (3D model, textures, scripts) to the relevant folders Start the scenario i.e. ROAM and select the new unit. NPCs will also have access to these new or revised units. NOTES: 1. You would create the models as per the previous tutorials. 2. This will be based on how many guns, missile launches, contrail vectors etc. e.g. load the lfighter.3d fighter model in BCS. Then activate MODEL/TAGS/PRIMITIVES to see all the tags. You can also go into MODEL/TAGS/TAGS LIST to see their definitions. This fighter has 2 gun vectors, 2 missile vectors, 1 cockpit vector (VERY IMPORTANT!!), and 1 contrail vector. So, you would need to create similar vectors for your model, depending on its attributes. e.g. if your model has 4 guns, then you need 4 gun vectors (/GUN:0,GUN, /GUN:1,GUN, /GUN:2,GUN, /GUN:3,GUN). The same with missiles vectors. The contrail vectors are optional; but without them, there won't be any on the models. NOTE : that contrails are already pre-defined in BCMSFX.INI and scaled according to model type/size. So you don't want to mess with them. e.g. a fighter has 11 particle based (sparks) and 11 bitmap (bitmap) based contrails to choose from. As such, you can use any of the pre-defined ones e.g. /contrail:4 instead of /contrail:3 3. The reason you have to define the class in here, is so that the craft is available for selection in SNG In the case of our fighter, you would load ASSETS.INI (always backup the originals!!!) in a text editor (e.g. Notepad) and scroll down to line #1304 (it doesn't matter where you put it. I just like to keep my files clean and in organized sections) and clone that class block and copy it after the original. That entry looks like this: code: CLASS { ASSET {FIGHTER, SUPER FIGHTER, LFIGHTER, LFIGHTER.3D, 1} } Note that LFIGHTER is the class name of your model (usually it is the same as the model name) and LFIGHTER.3D is actual 3D model name. You would need to change these two to match your actual model class/name e.g. XWING and XWING.3D Save the file when done 4. This is where you create the actual model's AI, dynamics and other performance related parameters. In the case of our fighter, go to line 231 or thereabouts and clone the definition for LFIGHTER. That entry looks like this: code: LFIGHTER.3D,L-FIGHTER,SARc, ?22,*1500,!15000,%125,A0.1144,L150,C1750,H2000,&600000,j25000,J25000,P25,R30,Y20,[250,]250,^15000,40000,{50000,}150000,(PRYATVGNEW) For now, you would simply change the model and class name (LFIGHTER and L-FIGHTER) to that of your choice (as indicated previously). Unless you know what you are doing so far, you do NOT want to mess with anything else. You have plenty of time to come back and tweak each value. Each one is described at the top of that file. So, until then, your new fighter will perform exactly as an LFIGHTER. 5. This is where you create the actual model's class, AI, loadout, crew (if it has them e.g. a station has SFMs) parameters. In the case of our fighter, go to line 760 or thereabouts and clone the definition for LFIGHTER. That entry looks like this: code: CLASS LFIGHTER:LFIGHTER.3D,fighter { ICON={8,1}; GUN=[sHOTm4r,SHOTm4r]; MISSILE={4,ATA_WARRIOR}; MISSILE={4,ATS_HYPERDYNE}; MISSILE={4,STS_QUESTOR}; MISSILE={4,STS_RALIX}; } GUNS & SHOTS: As you can see, the model has its 2 gun vectors defined here. WARNING: Each /GUN vector defined in the .3D model, MUST be matched in this section. e.g. if your model has 4 gun vectors, then you would have 4 entries (not 2) defined here. e.g. GUN=[sHOTm4r,SHOTm4r,SHOTm4r,SHOTm4r]; The game engine will enumerate them accordingly. e.g. the first entry in this section, will be fired from the first gun tag (/GUN:0,GUN). Also, you can mix and match shot types e.g. GUN=[sHOTm4r,SHOTm5r]; The two SHOTm4r values determine what type of shot it uses. The parameters for those shots are also defined in OBJECTS.SCR. And in the case of the LFIGHTER, are defined around line 577 and looks like this code: SHOTm4r.3D,_SHOTm4r,,A0,L250,C500,H750,~15000,E55,(QLBTA)This means that each shot fired from either of those vectors, has a damage value of 55. So when that ship fires, a total of (55x2) is given to the target IF the shots hit it. To find out the rate of fire based on damage given, you would need to check the craft's gun recharge value in OBJDEFS.SCR. In the case of this fighter, it has a firing rate of 125ms (%125 parameter). Where 1000ms = 1 sec. This means that these guns can fire 8 times a second - IF - they are fully operational, charged and not damaged. All things being equal, when this fighter fires, the target will be damaged at the rate of 8x(55x2)=880 units per second - IF - all the shots hit the target. And if you take into account the fact that each shot travels at the rate of 750ms (H750) and a lifetime of 15secs (~15000), you will see that the actual final damage awarded won't necessarily be 880 units because the ship could fire well out of range and the shots could expire before they reach their target. This will happen most often if the target is moving away and the closure rate is constant. e.g. the craft could fire 4 times and only the first voley (2 shots) could hit the target, while the other three voleys expire due to the target going out of range or manoevering outside the shot's dynamics capabilities. Shots are not missiles, so they don't do any tracking. This is why like NPCs who do predicted firing, you the player also have the same firing cues (TLL/TLD) in the HUD. Like the contrails, the shots are also scaled according to the craft firing them. e.g. the m in SHOTm4r means that this is scaled for a medium sized craft. Use it on a, say, a carrier, and you won't see it when fired. At all. The r is a designator which determines the type of rendering used for the shot. These different rendering modes were created for performance reasons. e.g. using the R class ones are more efficient than the legacy (used in previous BC titles) versions but are stretched. The legacy ones (e.g SHOTm4) are more like projecticles. This creates a LOT of shots and which have a high impact during massive battles, though they may look better than the R class since they are more visual. The P class shots (e.g. SHOTm4p) are used for the beam (aka PAD) type shots used by turrets. You cannot use P type shots for guns; only on turrets. So don't try it. And since nothing is stopping you from mounting turrets on a fighter (or any object for that matter), be my guest. I don't want to get carried with discussing shots, but the general rule of thumb is, if you don't know what kind of shot to use, then clone values from the defaults and call it a day. MISSILES: This determines the type of missile loadouts used by the craft by default. Since the player can override these (in Tactical/Loadout), these values are only adhered to by NPCs. Nevertheless, you need to define defaults. Unlike guns, the number of missile vectors does not have to match the values in this file. This is because the ship will use whichever missile vector is available when it fires. So for example, even though the LFIGHTER only has 2 missile vectors, there are 4 types of missiles defined here. This just indicates the type of missiles that a newly created fighter of this type, will use. You can even change all those four lines so that they all have different missile classes or numbers. e.g. The missile loadouts for your new fighter could just have two classes instead of four. When an NPC is created using this fighter, it will only have access to these missiles. This means that if it is sent on a planetary ground strike op, it won't have ATS missiles to use. So it will use guns as best it can. It is always a good idea to have all three (ATA, ATS, STS) types of missile classes defined for crafts. code: MISSILE={16,ATA_WARRIOR}; MISSILE={16,STS_VAGRANT}; The MINE and OTS params are similar to the MISSILE param, though the MINE params requires an explicit /MINE vector or the unit won't be able to launch any mines. Since OTS weapons are just special missiles, they are launched from missile vectors. TURRETS: Even though the fighter does not contain turrets, I am going to cover these here for completeness. The turret and its vectors, follow the same principles of gun vectors. You need to name and enumerate them accordingly (load a unit with turrets into BCS e.g. BCRUZMK3.3D or GALCOMHQ.3D and take a look). Then, in the class definition, you would create the turret class and the shots it uses. e.g. code: TURRET=[sHOTh3p,SHOTh3p,SHOTh2p,SHOTh2p,SHOTh3p];To see an example, take a look at the BCRUZMK1 class definition in OBJCLASS.SCR around line 461 code: CLASS BATTLECRUISER_MK1:BCRUZMK1.3D,carrier { ICON={7,1}; SHIP={4,INTERCEPTOR_MK1}; SHIP={4,SHUTTLE_MK1}; SHIP={20,MARINE_SFORCE_A}; TURRET=[sHOTl1p,SHOTl1p,SHOTl1p]; GUN=[sHOTl3r,SHOTl3r]; MISSILE={15,STS_STARFLASH}; MISSILE={15,STS_VAGRANT}; MINE={5,MINE_CRAB}; MINE={5,MINE_LEECH}; OTS={5,OTS_TANIX}; OTS={5,OTS_SKYFLASH}; POD=[sHUTTLE_MK1]; } SUPPORT UNITS: Even though the fighter does not contain support units (crafts, vehicles, personnel), I am going to cover these here for completeness. The /SHIP vector determines locations from where support units are launched from the primary unit. They are also enumerated as missile vectors. This means that you can have as many ship vectors as you want, but they don't have to match the SHIP= parameters in the class. The unit will launch its support units from any available /ship vector. If a unit does not have these vectors, no matter what classes are defined for it, they won't be able to launch. Period. e.g. code: SHIP={4,INTERCEPTOR_MK1}; SHIP={4,SHUTTLE_MK1}; SHIP={20,MARINE_SFORCE_A}; This indicates that the BCRUZMK1 has 4 MK1 intercetor fightes, 4 MK1 shuttles and 20 SFMs ESCAPE PODS: Even though the fighter does not contain support units (crafts, vehicles, personnel), I am going to cover these here for completeness. The /POD vector is also similar to the /SHIP vector but is used exclusively for units (cruisers, carriers, transports and stations) which are able to evacuate personnel during a severe breach or destruction. To see an example, take a look at the BCRUZMK1 class definition in OBJCLASS.SCR around line 461 Here is the entire class definition for the GALCOMHQ station, a very advanced and sophisticated unit in the game (as are carriers) code: CLASS GALCOMHQ:GALCOMHQ.3D,starstation { # Terran/Military ICON={10,5}; DNAME="GALCOMHQ"; SHIP={5,VANDAL}; SHIP={5,AURORA}; SHIP={5,VIPER}; SHIP={5,STARDRONE}; SHIP={10,INTERCEPTOR_MK2}; SHIP={10,INTERCEPTOR_MK1}; SHIP={2,BATTLECRUISER_MK3}; SHIP={2,BATTLECRUISER_MK2}; SHIP={2,BATTLECRUISER_MK1}; SHIP={2,SENTRY}; SHIP={2,SOLNAR}; SHIP={2,LRT10}; SHIP={2,LRT15}; SHIP={2,MRT15}; SHIP={2,JENSTAR}; SHIP={2,GENERIS}; SHIP={4,SHUTTLE_MK1}; SHIP={4,SHUTTLE_MK2}; SHIP={4,SHUTTLE_MK3}; SHIP={15,MARINE_SFORCE_A}; POD=[sHUTTLE_MK1]; TURRET=[sHOTh5p,SHOTh5p,SHOTh5p,SHOTh5p,SHOTh5p,SHOTh5p,SHOTh5p,SHOTh5p,SHOTh5p, HOTh5p,SHOTh5p,SHOTh5p,SHOTh5p]; MISSILE={100,SDM_DROGUE}; MISSILE={100,SDM_PIRANHA}; } 6. The icon used in the ICON parameter in the class definition, is just an index into the bitmap used to extract the icon displayed in the HUD and other areas. In the case of the LFIGHTER, the 8,1 parameter corresponds to SFXBCICONS8.TGA (image #8) and the craft image is the second one (cell #1) in the image file. These are enumerated using programming principles, where the first item is 0, the second is 1 and so on. This is called 'zero based' enumeration. Anyway, unless you have taken the trouble of creating an icon (it doesn't have to look exactly as these i.e. Yellowish), you can just leave the value as is. But if you DO want to create your own ICON, then you would create a 256x256 TGA file (BCICONS12.TGA), give it an alpha channel and then put your 64x64 icon of the craft in the file. EACH icon cell should be 64x64 - and thats how come you have a 4x4 grid of icons in a 256x256 bitmap. 7. In order for the new unit to be displayed in SNG when you select an asset (or gear if is a weapon), you have to create a 320x200 BMP image bearing the same name of the unit class as defined in the ASSETS.INI file. e.g. in GFXFRONTENDASSETS.ZIP you will see the LFIGHTER.BMP file. This is what is loaded when you select this fighter in SNG. This image can be a MAX render of the model from MAX which is then scaled down to the size requirements or you can use BCS as follows: Start BCS and change its resolution in VIEW/RESOLUTION to 640x480 Load the model and position it as desired Use FILE/SCREENSHOT to take a snapshot Load the shot from the SHOTS folder into a paint program and size it to 320x200 then save it out as a BMP file Once you have the file, you can either zip it into the GFXFRONTENDASSETS.ZIP file or you can just leave it in the GFXFRONTEND folder (preferable). The system will use it wherever it resides. 8. Once you have done steps 1-6 and checked everything, it is time to parse the new values. This entails using the PREPARE script parser as indicated. This will then create a new OBJDEFS.DAT file containing the new info jammed into the OBJDEFS.SCR and OBJCLASS.SCR files. Copying this file into the SCRIPTS folder will override the default version in the DATASCENARIOS.ZIP file (since it is newer) and all those values (e.g. if you changed the class values for units, even though you didn't create any new models) will be used by ALL the scenario files. WARNING: Creating a new OBJDEFS.DAT file or even messing with ANY game unit, IMMEDIATELY invalidates ALL saved games. This means that in order to use the mod, you ALWAYS have to Start New Game (SNG). 9. This step is only required if you created new scripts (or modified existing ones) which either use the new unit you just created use units whose definitions you modified in OBJDEFS.SCR or OBJCLASS.SCR e.g. revising the BCRUZMK1 model in ANY way - or - adding a new unit to the game requires you copy the new .3D model (saved via BCS) to the MODELS folder. copy the textures that were modified or are for a new model, to the MODELSTEXTURES folder parse the object definition files (PREPARE objects) parse all the user scripts which use this model (e.g. PREPARE bcia0090.scr then PREPARE phrases bcia0090.scr) copy those script files (e.g. bcia0090.mis, bcia0090.dat, bcia0090.des, objdefs.dat) to the SCRIPTS folder. Start a new ROAM, ACM, IA, TA scenario Doing the above ensures that the default and user scripts, have access to this new or modified unit but NOT from previous saved games. However, games saved using this new file set, can be resumed and restore (roam/acm) as normal. [ 03-06-2002, 13:29: Message edited by: Supreme Cmdr ]
  3. quote: Originally posted by Gallion: I take it that the only way to fix a botched Mod is to unintall/install BCM correct? Yep. And sensible modder will back up the following folders DATA MODELS And once GBS-II is out and I show them how to create new planetary mzones etc PTE2
  4. quote: Originally posted by Captain Dread: So, let me get this straight. As the crew AI goes up from being on station, fighting, etc (assuming it does so at a somewhat constant gametime:ai increase ratio), the enemy ships will spawn close to or above that level. So, after about a week of game time, they will be spawning with 80-100 AI which will blow me to bits?Shoulda been a paramedic...... Yes. But it also depends on WHERE you go. Even venture near Gammulan territory around day 8 and you won't live to tell about it I don't think. [ 11-23-2001: Message edited by: Supreme Cmdr ]
  5. quote: Originally posted by Urza: How accurate is Gallion's estimate?And are there ways for time to pass without actively playing? (i.e., do you have to be playing 2 hours for AI do go up one point?) 1. Pretty accurate. But it varies 2. Sure. Find a moon and land on it. Leave the game running and go feed the fish. [ 11-23-2001: Message edited by: Supreme Cmdr ]
  6. quote: Originally posted by Scott1: All right I've had family and friends look at this and none of us can figure out how to poster print. I'm desperately looking for the printer manual, but I'm not sure if I can find it. I really need some help here. Try portrait print then. I simply don't know what the fuss is about. I loaded the file in my browser, hit the print preview, saw what it looked like. Printed it.
  7. quote: Originally posted by JJ: thank you sc, how's it looking, nice? No different from the ZS10 zoom scope.
  8. quote: Originally posted by Enur_74: Or maybe have an option for it to print to file as well?? Rune If I do put it in, it could print to a file and output to the commlink log at the same time.
  9. quote: Originally posted by JJ: Space Force Marine is freaking awesome, though hard as hell, it's absolutely incredible to just drift in and around a space station, play as an sfm once and you will realize the scale of this game, most of the time though if you wanna play sfm go as a cmdr and just hop out in battle I've add the zoom scope to the Sabre assault rifle.
  10. quote: Originally posted by Cmdr Nova: Hehe. Well, he still is Tac, after all. Still wacky, still crazy, still sniffing those Medpacks. (He's got wits now, at least.)Hm. Pre-patch, I launched from the Insurgent station, New America, as a Ter/Mil....... I get control of the ship, try to planetfall as fast as I can to get away....... Too slow. Sliced me in two like a piece of bread. You won't be able to do that in the final patch because I will be disabling the debug info mode which allows that and the /i invincible flag.
  11. quote: Originally posted by Melanie650: I'm gonna add on to this. If you beam to another planet while you can see the transporter effect on the bridge, It will allow you to beam down but only your weapons will appear. The body of your character seems to have disappeared. I don't get it. Please rephrase this and provide steps.
  12. quote: Originally posted by Cmdr Nova: I play, and after an hour or so, or after a battle, I might start seeing little effects flash on my screen. Thats your ship damage fx. The same ones you see on NPC crafts. It happens to you too.
  13. OK, Dell it is. Thanks for the input!!
  14. quote: Originally posted by Rm: Who? JJ or me? You of course
  15. This is NOT for the feint at heart. You HAVE been warned. EXPORTING A MAX MODEL TO 3D : Create the model using Max 2.5 or 3.1 Export the .MAX model to the .3D format using steps outlined in the docs. Start with rigid models (those without animations e.g. guns, vehicles, crafts etc) since they are easier. The most important step is the resetting of transforms. DO NOT FORGET!!! The plugins for Max 2.5 and 3.1 are in the PLUGINS folder Copy the exported .3D model to the MODELS folder. Be sure to use different file names if you are just testing. Which means, do NOT overwrite the game's models. In fact, you may want to zip up the entire MODELS structure and save it. If you bork any of those files, you will hose your BCM environment and would have to restart. You HAVE been warned. Now fire up BCS and load the model. If you can view it, then the export is fine. PREPARING AN EXPORTED .3D MODEL FOR USE IN BCM Exporting a model to 3D is one thing. Getting it ready for BCM is quite another. Different models have different steps. This example assumes a new weapon model. And it is assumed that the model is accurately scaled to fit the character's hands. This example assumes a pistol. If you load the SCAT1.3D model into BCS, go to the MODEL/INFO dialog and you will see its dimensions. If you scale the model according to this, then it will be fine. Once the final GBS tools are release, the source character models will be released. This will allow you to scale the model from within Max. The MCMDR model included in this first release of BCS, can be used for this purpose. But since it uses a different model than, say, the EFM, you won't be able to get the scales quite right when this new model, scaled for the MCMDR is used by the EFM. To prep a weapon model, you need to create a vector tag in BCS. This tag is simply a line going from the weapon muzzle and extending (length does not matter) in the direction of fire. The DRAW/LINE function in BCS can be used for this. Once you have created the line vector, you will be prompted for tag name. Enter /GUN:0,GUN , pick a color if you like and click OK. If you don't create a tag, the weapon will not fire and BCM may crash when that weapon is fired. Note that different models require different tags. e.g. units that can fire missiles, have different tags. Units which can fly, have their own unique tags etc. You can load the SCAT1.3D model and turn on its tags using MODEL/TAGS (primitives+names) and you will see what I mean. Be sure to check the weapon from all view modes in BCS so that you know the tag is in the right place!!!! If you want to edit an existing tag, use MODELS/TAGS/TAG LIST. Then select the tag, change the name/color and click on SET to change it. Save the model Now, say you are replacing the SCAT1.3D with another. You would rename the existing model to something else (e.g. SCAT1.BAK) and then rename your model to SCAT1.3D. TESTING YOUR MODEL IN BCM There's really nothing to it. If the model exported OK, the tag is fine and everything looks OK in BCS, then that is EXACTLY how it will look in BCM. So, run the game with a career who has access to this weapon. Then equip it. You can use this method to replace all the valid weapons in the game. Here are the filenames used. BMP9 WRISTLASER ZS10 SABRE SCAT1 HD4SG LR12 GRENADE_SMOKE GRENADE_FRAG Note that this method shows you how to REPLACE a model. Once GBS-II is released, it will contain instructions on how to IMPORT completely new models into BCM and modify their attributes in the DATAITEMMGR.INI file. Do NOT modify this file!! See that number at the top of the file? OK. Good. [ 03-06-2002, 09:58: Message edited by: Supreme Cmdr ]
  16. OK, I know I'm going to regret this, but what the hell. You can download BCS now. Unzip to the folder where BCM is installed and read the docs. [ 11-23-2001: Message edited by: Supreme Cmdr ]
  17. quote: Originally posted by Camaro76: I guess I'm thinking of the forums in terms of a radio show... where once in a while you get an extreme 'opinion' from some crackpot that makes you go "Who the hell was that wacko?". In most cases the radio host may bleep out the person, but it depends on the show. I can see your viewpoint SC, because the 'moderator' didn't step in with some sort of reprimand/post removal... but it's entirely possible they didn't take post #5 seriously (from looking at posts 11 and 12). I'd have to take a look at more posts from the same person to really make an assessment. And judging from EA's Forum FAQ: ----- Anything relevant to the forum you are posting it in. Try not to post information that is misleading or wrong. Avoid offensive language or your message will be removed. No spamming is allowed. We reserve the right to edit any post. ----- It looks like they are not seriously concerned with moderating anything, period (posts 1 and 13). Which brings me back to my opinion that legal action won't change anything, except maybe to force EA to take a harder line with outrageous viewpoints like post #5. I'm not trying to defend these people, mind you... this is a totally serious situation. I'm saying that it all would likely end up as a wild goose chase, and the time/money would be better spent elsewhere. Understood. Here, try this. Post to one of the threads above, citing the FAQ. And see the response you get. Just try it.
  18. Well look whose talking. Where have YOU been?!? Talk about AWOL. [ 11-23-2001: Message edited by: Supreme Cmdr ]
  19. quote: Originally posted by Captain Dread: Story #2: I wasn't really paying attention where I launched from, I was just in a rush to try out all the cool new stuff in BCM as opposed to Legacy. Tip #2: Pay attention where your launching from. You know, for a noob, I like you already. Pretty funny, whacky stuff you've been posting. You sound like Tac....back when he was, well, Tac.
  20. quote: Originally posted by Badgerius: Just how deadly is an enemy with an AI of 100? The AI is already creepily smart, setting traps and coming to each other's rescue. What's a "super genius" enemy like? Lets put it this way. Unless you are really good, and your crew have been eating their Wheaties regularly, you don't stand a chance against an AI level 80 adversary, let alone 100 (very rare and only appear around 7-10 days of game time). Trust me on this.
  21. quote: Originally posted by Captain Dread: B..b....but that's...that's....not fair? There should be a notable advantage to having high AI levels on your ship by staying alive, as opposed to enemy ships where they will automatically spawn with a high AI, even though you've been killing em.....right? There should....right? (knows the answer to his questions, walks to the bridge of his ship, yells out on ship wide comms "It's hopeless!!!", and shoots himself through the head with his wristlaser) LOL!!! Yeah, the only unfair advantage is that they are created with a specific AI level. ...but, and this is going to toast your buns...they learn over time. Just like your crew.
  22. quote: Originally posted by Tac: Probably would not wait for you to launch, it'd just blow up the station you landed in heeheee... ROTFLMAO!!! Talk about pre-emptive strike
  23. Back up GFXFRONTENDNPC.ZIP Convert an image of yourself to 128x128 size in Windows BMP format. Name the file MCMDR.BMP (for male) or FCMDR.BMP (for female) Put the file in the zip file above (overwriting the default version), making sure to use only standard compression. [ 11-23-2001: Message edited by: Supreme Cmdr ]
  24. quote: Originally posted by Advil: I don't know if you've ever listened to Art Bell on the radio or not, but he kinda went through a couple situations like this. He's a public figure that tends to have weird people in contact with him.Well, some paper (I believe it was Jamaican?) Printed this false email supposedly from him HATING them as a race, and all these things he never said. The end result was a large number of very serious death threats. He took legal action against the paper and eventally got a retraction printed. I think your situation is similar in the following way: If you think that you have taken any provable personal damage, or have had your reputation permanently damaged by these people from outright lies, then you have a case. But the damage has to be serious enough to make legal action worthwile. You have to have a reason the think that a ruling in your favor would somehow aid your position with the public. If yes then go for it. If not then what's the point? Precisely. Before, I didn't have the time, resources, not the inclination to do anything. For one thing, I spent enough money getting Bill Huffman's site shutdown and he just popped up elsewhere. And we came to the conclusion that unless I actually sue him and go the distance, thereby setting a precedence, it won't stop. That of course meant more money than I was willing to throw at the problem. At the time. That [money] is no longer the issue, nor is time for that matter. Which is why, as I've said before, that the first time the news breaks, it will come as a complete shock. And I know for a fact that I'll win. There is simply no ifs ands or buts about it. None whatsoever. Heck, I've had this f*cking idiot, stalk me for crissakes. In real life. It took cops going to his house, to solve that. But he's still at it, which is why, he won't see this either. I've already given my attorneys, everything short of a blank cheque. At the moment, I'm just gauging and soliciting feedback from you lot, as well as other developers and press (I've received lots of emails about this already - some mixed) so that nobody gets the wrong impression as to what I am aiming to achieve. Simply put. I'VE HAD IT! [ 11-23-2001: Message edited by: Supreme Cmdr ]
  25. Or what about the 12th post from this thread? Can you even list how many libelous claims are in that post? And thats from one of EA's friends.
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