A total conversion mod for the Wing Commander universe taking place in the timeframe of Wing Commander III and IV. The mod is, as the original games, heavily centered around fighter and bomber warfare, while keeping a healthy importance to capital ships. With the current version, you can play as the Terran Confederation, the Union of Border Worlds, the Black Lance and the Kilrathi Empire from Wing Commander III. Mod initially created by Aaron 'czacen' Thomas who disappeared half a dozen years ago after publishing this mod and allowing me to tinker with it and improve its gameplay and balance features. This is the version for Remastered, featuring completely reworked models and new elements everywhere. Fully-working AI for all new factions and multiplayer-compatible. The hyperspace jump animation was taken with permission from the BluePlanet FreeSpace mod for Homeworld 2

Description

Edit: MOD NOT COMPATIBLE WITH HWRM 2.0 (June, 7th, 2016 patch) This version is a new milestone, as it adds a feature I dreamed of for years: ammunition management for bombers. In this new update, all Wing Commander factions' bombers will have a new info bar indicating their number of torpedoes available for launch. Each time they launch, that bar will decrease and once it reaches zero, the bombers will automatically go back to a docking-compatible ship or station to reload their ammunition. This upgrade makes the carrier what they were always supposed to be: a potent strike element and the weak point of your own strike. In addition, all motherships come with an additional subsystem that can be built to deactivate the autolanding scripts if you want to keep using your heavy fighters and bombers for combat after firing all their torpedoes.

Preview
Flag Commander v 3.55
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Darman373
Darman373 - - 13 comments

Hey. Encountered a few bugs:
1. Game crashes with "Access violation" error when I'm starting a skirmish with a Black Lance faction (even if it's AI).
2. Please check that "torpedo reloading". I was really surprised when my Thunderbolts (or Longbows in another skirmish) gave me second and third torpedo runs WITHOUT returning to carrier.
3. Please check "Tactical hyperspace" on Confed ships. Last time I've played Confed - only Lexington-class carriers had the ability to jump. No problems with jumping on Kilr. or BW ships.
4. And the last one. Not a bug, just a question. How can I get an access to Confed Bearcat?

Please PM if you'll need log files or smthg.

Thanks for your work. It's nice to return to some kind of WC strategy.

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Rufus_Shinra Author
Rufus_Shinra - - 34 comments

1. Fixed in the Steam version, I'll update it here.
2. Yeah, I've noticed that in certain conditions, the counter seems to bug out. The ammunition count is still quite experimental (very first mod to have it in HW2/HWRM AFAIK).
3. Looks like I will have to disable it properly for everyone, then. It is fully intended that ships cannot jump without jump buoys.
4. You have to capture a Black Lance carrier to unlock the research. :-)

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Darman373
Darman373 - - 13 comments

Thanks:)
Hope you'll update your mod soon.
Okay, and how should jump work? I saw buoys in game, but I still have no idea how to use them properly.

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Rufus_Shinra Author
Rufus_Shinra - - 34 comments

You can build the jump buoy (and the shipyard) from the Scout Transport, which is unlocked via building the Jump Labs in your mothership. Once you have two buoys, select one and right-click on another one. For 1000 RU, it will establish a link between both buoys that will allow all capital ships and some bombers to jump from one buoy to the other for free. This is, deliberately so, the only way to move quickly across the map. Also of interest, the buoys are very, very slow to move themselves and are one-move only, so it's better to get your Scout Transport, a really fast capital ship, BTW, in position before building the buoy.

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Darman373
Darman373 - - 13 comments

Thanks again.
Just a few more things.
1. Can you add a some kind of supply shuttle (to refill fuel) or add an ability to automatically return fighters to refuel/rearm? I had a few situations when my fighters were out of fuel and were not able to land on a carrier - even if that carrier is right near them. Really, the only way was to destroy that fighters and build another one squadron.
2. A little FAQ will be a nice idea - I'm not sure I could just guess about capturing Black Lance carrier or right-clicking on a buoy.
3. Can you make Thunderbolt squadrons instead of "1 squad = 1 fighter"? The same for Longbows, Paktahns etc.

4. And still waiting for that fix for Black Lance faction.:)

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Rufus_Shinra Author
Rufus_Shinra - - 34 comments

1. Ah crap... the code I wrote, during my testing runs, had the fighters autoland after getting in Bingo Fuel.
2. The description of the unit in-game hints towards that.
3. Nope. Not with the ammunition management system I can't. Sorry.
4. What? This is a copy of one of the latest Steam versions of the mod. The BL should be working just fine, I tested the stuff.

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Rufus_Shinra Author
Rufus_Shinra - - 34 comments

Addendum: I downloaded the ModDB version of the mod and the Black Lance faction launches without issue.

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Darman373
Darman373 - - 13 comments

Looks like it's not the mod, but the game. Strange. I almost hate Gearbox already. Luatrace gave me "SUBSYSTEM ERROR: problem loading the subs file for HW2_FIGHTERTANK". Any ideas?

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Rufus_Shinra Author
Rufus_Shinra - - 34 comments

Seems to me you are launching the old version of the mod again. Try doing this (without the Steam parts, of course): Steamcommunity.com

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Darman373
Darman373 - - 13 comments

Tried. Same. Okay, I'll try to gind a goat :)

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