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  #71  
Old April 16th, 2008, 12:48 AM

Campeador Campeador is offline
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Default Re: Multiverse Mod

Thanks for sharing Douglas. You made very good observations. Let me clarify some.

Harlock was not on either of the last two battles of Multiverse 2. Wildstar, captain of the Argo was wondering the same thing.

I had originally planned to make two campaigns for the Arcadia. But the second part would be after Multiverse 5 (if I were still planning to make it -will see). I know where I am going but the middle is still a little fussy. I am still pondering on Multiverse 6. As it is we will see the Arcadia again now and then on the rest of the series, but I want to give the player an opportunity to try the other ships.

Ok, on Multiverse 1 there were two alternative paths where concerning the Musashi (it seems that no one noticed!). If the Musashi was destroyed at Pluto then you would not have seen it at Mars. If you did not destroyed the Musashi at Pluto before the Starbase was destroyed, then the orders would have been changed and you would have been order to retreat to Mars (Making the battle at Pluto shorter). In this instance the Musashi would have showed up at Mars on the last battle.
Since it was possible for the Musashi to be present at Mars I decided to have it on Multiverse 3, just for the player to have a try at fighting her.

I remember two players commenting that their EDF ship was the last one standing at Mars. I try the scenario many times and in some instances I accomplish the same but in others the Outpost survived and even the Arcadia. How the AI does battle varies a lot. It is also difficult to recreate the battle identical to the version on Multiverse 1. On this instance the player ship, the Hood Battlecruiser, was on the battle since the beginning to the end (It had to be for the player to win!)
On Multiverse 3 the AI cannot do what the player does to make it last the whole battle. Also any ship on the players hand if far deadlier than the same ship control by the AI. Not to mention that the player can use items to do repairs. With this behavior it is difficult to recreate an identical battle from two different points of views unless all ships were AI controlled (but we want to play!). Then again the battle may have been more intense from the Arcadias� point of view since it was fighting alone from the rear, while the Hood was being backed up by the Starbase, EDF fighters and destroyers. Also if the Hood would have been on a player hands there would have been far less enemy ships out there that would have make the Arcadia�s load lighter!
Since I cannot do an identical battle at least I try to capture the same flavor, which was like this:
�Late into the battle and after the third wave of the Illumidas forces entered the sector the Arcadia arrived. By then the thick of the battle was between planet Mars and the �Mars Outpost Starbase� and the Hood and a few other EDF ships were barely holding.� � I think that I recreated just that.

The Wave Motion Gun, I did notice that also. Yet the WMC has been unchanged since the Star Blazers mod (at the time I never dreamed about facing Star Destroyers). It still does 8,000 of damage and it is only surpass by the SDF-1 Main Reflex Cannon' which does 10,000 points of damage. On the TV show the WMC is far more powerful; it can take out a whole fleet with a single shot. On Star Fury the weapon can only hit one target (on the game we can only have dozens and not hundreds like on the original story). At the time of Star Blazers mod 8,000 points of damage was more than enough to be able to take out any ship. So, on this game it remains unchanged, still the Argo can take down any enemy ship with a single shot from its own universe�
Do note that if you move the ship out of its short arc while firing the WMC it will not do full damage. Also the WMC can be interrupted by fighters getting on the way of the beam. But yes, the Star Destroyer can still survive a direct hit. It is in a class of its own. Armor and shields alone on any side is 4,000 points! The Arcadia better not try to ram it either.

By the way did anyone notice something peculiar about the �Cosmowing� fighter?
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  #72  
Old April 16th, 2008, 02:06 AM

rstaats10 rstaats10 is offline
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Default Re: Multiverse Mod

Yes I see now the cosmowing fighter has a microfighter Bay. But on my cosmowing fighter there is no bullet fighter in the cargo hold for it to release. I will watch for this in the future to check for this. That would be cool to see the microfighter released from the cosmowing fighter.

I just finished the Battle at Zeta 3. That was hard. Took over 10 times. (escort ship was getting destroyed mainly) But I wised up and decided to used my ram nose (battering ram) to take out the 2 Zentradi ships. Worked like a charm first time I did this. Still took some fancy manuevering to get to next destination.

I really like this mod so far. I will post as I get more completed.

Btw tell your brother he did a awesome job on the Arcadia Texture. Pirate flags look really cool too!
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  #73  
Old April 16th, 2008, 02:36 PM

Campeador Campeador is offline
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Default Re: Multiverse Mod

When you look at the Cosmowing on your bay, you will not see the fighters it contains. But when you use the 'Long range Scanner' and the Cosmowing is in flight you will see that it contains two Bullet fighters (bullet-1 and bullet-2). As any enemy approaches it will release the fighters just as any carrier do. It can only release one fighter at a time, so once one bullet is destroyed, and then it releases the second assuming that the Cosmowing Fighter Bay is not damaged.
It is not perfect since fighters never return back to their carriers since the AI carriers never recall back their ships. This means that if this Bullet survives it will just remains in space, while the Cosmowing can be recalled, re-launch and have more Bullets out.
The thing is that thanks to this the Arcadia can actually have 3 fighters out, plus an extra bullet making it 4!
The Bullets are really the weakest fighters the Arcadia posses. One uses two Energy Cannons and the other uses two Light Missiles. Also it is good to know that these Light missiles just like the Arcadia's side cannons (Sea Galeon Energy Cannons) can bypass shields.

The ram is a risky maneuver. You have to do some math before deciding to use it. Ram damage capacity + front armor vs. enemy shields + armor. Usually it can take out one Zentradi scout but I would not attempt a second ram since by then all the Arcadia's front Armor is gone.
On the TV show the Arcadia has a retractable weapon that someone called �The Big Freakin Bayonet�. I was trying to recreate something similar and what you see is my version.
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  #74  
Old April 19th, 2008, 01:30 PM

rstaats10 rstaats10 is offline
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Default Re: Multiverse Mod

Great job on Multiverse 3. Campeador! It was a lot of fun commanding the Arcadia. The Mod was a little more challenging than Multiverse 2. I particually enjoyed the last few battles. I enjoyed hacking the Illumidas fleets down. In the early battles, the Zentradi scouts proved to be most worthy opponents and the most difficult for me to take down. The Ram Nose for the Arcadia was cool (and usefull) too. This mod was flawless. I had no problems (errors) during the Mod. Thanks again for an awesome SF mod, Campeador!
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  #75  
Old April 19th, 2008, 04:26 PM
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douglas douglas is offline
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Default Re: Multiverse Mod

Oh, just a side note, I actually did manage to take out a star destroyer once with the Arcadia.

It helped that it had already fought a Zentradi scout.
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  #76  
Old April 21st, 2008, 01:02 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Multiverse Mod

Hey, have you considered making a torrent of this to put on Fyron's tracker?
It could use some starfury stuff.

http://bt.spaceempires.net/index.php
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  #77  
Old May 3rd, 2008, 01:31 AM

enrico7113 enrico7113 is offline
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Default Re: Multiverse Mod

these mods are absolutely wonderful ...
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  #78  
Old October 21st, 2008, 11:20 PM

Campeador Campeador is offline
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Default Re: Multiverse Mod

Multiverse Campaign 4 is out!
Multiverse_4-Space_Time_Continuum
Time to play Star Trek!
Same story, similar events as before, but for the point of view of the Federation. This time around the player gets to be a Federation Officer joining the crew of the Enterprise. So there are going to be a few instances were the player gets to experience events from the previous campaigns (2 and 3), but from a different perspective.
The campaign is a short one but I may put the player in control of the Enterprise and the Arcadia again in the future before I finish the series.
Enjoy!

ps:
Download at: Starfury Scenarios and Mods
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  #79  
Old October 22nd, 2008, 07:34 AM
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Default Re: Multiverse Mod

I am very glad that you continued your excellent work.
Thank you very much Campeador.
Probably I won't be able to play it until next weekend, but I will let you know if I encounter any problems.
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  #80  
Old October 25th, 2008, 03:34 PM

rstaats10 rstaats10 is offline
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Default Re: Multiverse Mod

Cool! Thanks Campeador for releasing the 4th multiverse. I can't wait to play it! Just to let you know, I have finished my SF mod and I am testing it all the way through right now. Should be done in a week or so then I will post it on the forum.

Last edited by rstaats10; October 25th, 2008 at 03:44 PM..
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