Tactical Fleet Simulator (TFS) is a total overhaul that completely redefines the Homeworld experience. TFS aims to transform Homeworld2 into a tactics-oriented combat simulator by enhancing the tactical aspect of the game through the inclusion of new content and revamping the entire pace of combat to simulate a more immersing and adrenaline-soaked experience. Recurring themes are quasi-modern (circa 20th century) air and naval doctrines modified for three-dimensional movement complete with a proper unit classification system. Grand strategy plays a significant role, but the emphasis is placed on battlefield adaptability simulated by a large amount of available assets - some of which have similar roles but are only applicable under specific circumstances. Combined arms is the name of the game: there are no individual "super" powered units. Even the strongest ships will be taken down in short order if not managed correctly and utilized in conjunction with other assets.

Report article RSS Feed TFS v2.8.3 Update and Mission 3

Announcing TFS v2.8.3 Updates: Campaign Fixes and Further Refinements

Posted by Battlecry on Feb 27th, 2013

Announcement: TFS v2.8.3
Tactical Fleet Simulator will be updated to v2.8.3 adding further refinements to the gameplay experience, including modified HODs for existing ships and subsystems, including the FFP-31 Interceptor Frigate and FF/C-12B Assault Fighter. Other planned changes include general bug fixes with game modes, cleaning up and standardizing the maps included, and fixing any issues that are discovered with unit standardization and balancing.

TFS v2.8.3 will also be released with a comprehensive manual in PDF format detailing game strategies and information on each ship.

Stay tuned for further updates.

Mission 3 Issue(s):
Due to the high volume of comments I have received regarding the third level on the single player campaign I decided to record myself playing through it myself using v2.8.2 to see if I could replicate the reported issue(s). I was able to pass the mission just fine without any issues.

If you are receiving issues with the third level and would like to help me resolve the problem, post information on your specific problem you are receiving in the comment section. If you have a basic knowledge of LUA scripting and want to contribute or help test and evaluate various versions of the campaign missions in TFS, send me a PM.


Post comment Comments
BarecGesh
BarecGesh Feb 27 2013, 6:24am says:

awesome

+1 vote     reply to comment
omebius
omebius Mar 10 2013, 7:55pm says:

hi, loving the mod but i am having an issue on mission 6 i think it is. the one with the dust clouds where you have to get the oracle. whenever the small patrol group gets drawn the game CTD's? looked at the error log and i have no idea what any of it meant.

+1 vote     reply to comment
Battlecry
Battlecry Mar 12 2013, 8:25pm replied:

Are you talking about Mission 5 (Gehenna) or Mission 6 (Karos Graveyard)? It sounds like you are referring the mission 5. I will take a look at it, but the last time I played it worked fine without issue.

Try restarting the mission and see if it works without a CTD.

+1 vote     reply to comment
regul
regul Apr 2 2013, 7:20am says:

Is Sagyxil there?

+1 vote     reply to comment
Battlecry
Battlecry May 25 2013, 4:06am replied:

Sagyxil has not been working on TFS for a few years now. If I recall correctly, he left sometime in 2010.

+1 vote     reply to comment
afcadet576
afcadet576 Jul 20 2013, 5:06am says:

Mission 3 does not trigger the attack on the Shipyard by the Vagyr Infiltrator Frigates. Vagyr carrier attacked and was destroyed but then the mission continues indefinitely. Not sure what is wrong. Any help would be appreciated.

+1 vote     reply to comment
Guest
Guest Jan 5 2014, 2:12pm replied:

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Guest
Guest Aug 31 2013, 3:49pm says:

Alright, I think I figured out how to get around the problem in mission 3. The "destroy the probes" objective, for some reason, cannot be completed if the player has not fulfilled the optional objective of setting up a forward resource collection operation before the first Vaygr carrier arrives. If this is done properly, Fleet Intelligence should warn you that the Vaygr are attacking the resource operation and the mission should function properly.

+1 vote     reply to comment
Guest
Guest Sep 15 2013, 11:02pm says:

Something about killing the probes before the shipyard is repaired or the resourcing operation has been defended makes the script hang. So, if anyone is still having trouble passing mission 3, you need to wait until you see infiltration frigates to off the last of the enemy probes.

So stop doing what the mission says and killing the probes, I guess, until you're in mop-up after the Bentusi split.

+1 vote     reply to comment
Guest
Guest Mar 2 2014, 11:00am says:

I absolutely love the mod :) HOWEVER I'm having a bit of trouble on mission 13 - Balcora Gate. I come up against a over a dozen battlecruisers! Whaaaaat. I realise if I were trying to prevent someone from getting to sajuuk I'd rally all my forces to defend but... it'd be nice if I could at least match the size of their forces. My 4 battlecruisers/battleships only dent them.
I thought about avoiding the wall of battlecruisers and going round to save the gate but then they just jump in to the middle and **** **** up.

Is this normal?

+1 vote     reply to comment
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Released Jun 30, 2009
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