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tempest6677
tempest6677 - - 41 comments @ FreeSpace: Fleet Command 3.31

Looks like the solution to the lua error was discovered:

-Go to windows start->control panel->regions and language
-Set "Format" to English (USA) or click on "advanced settings" and change "decimal number symbol" from comma "," to period ".". Click on "apply" and "ok".
-Delete the mod from your HW2Classic folder and delete all profiles from your HW2Classic\Bin\Profiles folder. Then redownload the mod, start the game/the mod and create a new profile.
That way the LUA files should use the proper decimal number system for it to work.

After you downloaded the mod and created a new profile you can go and turn your regional language settings/decimal number symbol back to normal. You should be able to play the mod now. I think this solution should also work for other mods where a similar error occurs.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

The thing that Typhons excel at is building more Typhons. It's a beautiful cycle.

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tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

It is in that bin/release folder. It's a text file called "Hw2.log"

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tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

I need to see your hw2.log file.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

Usually, the last lines in the log tell me what went wrong.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

That's not a stupid question. Assault fighters have one huge advantage over bombers: their missiles can't be shot down. Because of this, they are a great solution to enemy cruisers, and can also soft counter interceptors and at least engage superiority fighters. Cruisers also have really specific roles they play- the Fenris is effective at putting early pressure on an enemy destroyer, while a Mentu is an effective solution to corvettes. Cruisers have their most well-defined role in an environment where your opponent has not yet researched heavy beams. They are cost-effective to jump onto an enemy expand and nuke the drop-off before it can withdraw, as well.
Also, the Tornado upgrade is extremely useful in making some of your assault fighters a viable option against other fighters while retaining their anti-cruiser role.
Two gameplay examples of these craft are:
1. Using assault fighters as a defensive soft-counter. While they can be beaten by similar numbers of superiority fighters, keeping them on the defensive can make them a frustrating brick to remove, particularly with careful withdrawing of damaged flights.
2. Using cruisers as an early-pressure option against destroyers, forcing the destroyer to withdraw or face eventual annihilation. A cruiser horde is also frustrating for an opponent to deal with when you build upgraded sentry guns around it to remove bombs.
Simply put though, cruisers are definitely hard to use and require a bit of manipulation of subspace mechanics and extreme aggression to get a lot of mileage out of them.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

The AI is definitely unfinished in v3. It was intended for multiplayer battles and had incomplete AI. The remastered v4 has a much better AI backbone, so make sure you check it out when it gets released!

Good karma+2 votes
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

That's strange. Mind posting your hw2.log file? I'll only need the last few lines. Are you able to play a match if all players are Shivan?

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ FreeSpace: Fleet Command 3.31

What error are you experiencing?

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

The Vasudans have awesome destroyers! Their destroyers are both very tough to start out, and they have either the build speed upgrade with the Typhon or they rock the Flux torpedo batteries in the case of the Hatshepsut. Their strike craft are more specialized, as opposed to the Terrans, and they have easy access to maxim. The Aten is also a really unique piece- available before the rest of the factions get cruisers. Another benefit is the extreme toughness of the GVT isis, making it difficult to take down collectors with smaller raids. Plus, the Thoth is the king superiority fighter.
But without a shadow of a doubt, Vasudan destroyers can bully the others around at least until beams are unlocked. They have a LOT of flak.

Good karma+3 votes
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

The Dev team uses the Tunngle program for LAN. I'm not familiar with Evolve.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

Fighter combat is being tweaked to work better for the remastered version. I think a part of what youre seeing is because fighters in fs2 don't use missiles as much as they could.
FSFC v4 is already in progress. Remastered is extremely similar to hw2; many features were simply dragged and dropped in. A beta release will not be possible until mod tools are released, as there are some significant shader and geometry differences between the games.

Good karma+2 votes
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

The random maps and player strategy actually alter the way the resource gathering techniques work- some maps/players/destroyers favor an aggressive, destroyer-jumping cargo retrieval approach, while others will want to defend a static base of operations. It would be awesome to see this spawned randomly- it would definitely add more to the game.
FS1 craft need to be researched to standardize the time it takes to get strike craft. FS1 is unique in that missiles don't need to be researched to get the basic strike craft, but since even Apollos and Athenas can rip apart a mining operation, we feel that letting players get these tools too quickly force the game to favor a fighter rush strategy- as any other strategy will get its economy crushed.
I think different population modes is a really creative and cool idea. I'll definitely look to include a low-fighter and low-capital mode in future releases.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

Thanks for the feedback!

I'm surprised you have been able to play it over steam- the testing team has not been able to use the hw2 classic that shipped with remastered to play with, although we may need to manually forward some ports.
The balance has been an area of extreme focus throughout the past year. It'd be interesting what areas you feel need 'fleshing out'- as I'm sure your playgroup is going to do things in ways to demonstrate issues with gameplay that we haven't found! So far, there are a few things in 3.31 the team has identified (particularly with Shivan) but they aren't crippling to gameplay.
The manual is still a work in progress. I'd love it if someone could give it some more love, since there are a few gameplay features that are totally undocumented. The tooltips on load are supposed to help with that, but putting them all in the same place would be ideal, especially for beginners.
Currently, the FS1/FS2 areas are my focus. There's enough content there to go insane! What I'm planning for remastered is to have fully functional tutorials and possibly a single player campaign. Blue Planet is absolutely awesome and gorgeous, but there is another HW2 mod that focuses exclusively on that era, so I'll leave the War in Heaven to that team.
We haven't noticed that fighters get stuck in the docking pattern, but the docking pattern does take a while for fighters to go in due to the way the Demon is laid out. Make sure nothing is trying to bring cargo to the demon, as cargo will take up a spot in the queue, stopping any other craft from docking. This is unfortunately a limitation of the game engine, although a workaround may be released with the remastered version.
Let me know if any other issues crop up! Thanks

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

Absolutely hw1 formations and tactics would be ideal.
The fs1 era actually has the only real, traditonal scout: the SF Scorpion. The Loki is a scout in both eras, and the Fs2 era has stealth fighters that perform reconaissance. For ECM/AWACS, you have the FS1 science vessels and FS2 awacs, as well as sensor bouys in both eras. We feel that there are a bunch of options to spy on your enemy!
Subspace nodes are usually used as launch points for fighter/bomber raids but they are awesome for being able to perform a jump before your subspace recharge is up.
I very much appreciate the feedback!

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

The support ship already functions as a repair corvette- it can repair the fighters in flights. What functionality do you feel its missing?
The cargo depots are usually indicated by the different shade of brown they are, but having a different or stronger indicator is a great idea!
Subspace nodes function as hyperspace gates, and also make subspace jumps cheaper, especially for fighters.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

Thanks for the feedback! The team is always looking for ways to improve the experience.
I know the skyboxes are intense. They were created as super high resolution skyboxes and do not translate well to smaller resolutions. The remastered verson will address this issue.
I'm not sure why the sensor bubble isn't there. The sensor bubbles are supposed to exist.
Players usually use a single flight of cheap interceptors or superiority fighters as scouts. This works well enough.
Dangerous nebula are always red and have debris in them which is a good tip-off if you're unsure. The other dust clouds are harmless.
There are a lot of subtleties going on with the missiles actually! Different craft focus on them to different degrees. Assault fighters need their hornet/tornado swarms to be able to deal with cruisers, while fighters like dragon or erinyes rely on their guns. Depletable ordinance is planned for the remastered version.
The team really likes having strike craft in waves, so we're probably going to keep them that way for the remastered release.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

Thanks for the feedback! Unfortunately, the AI is incomplete, especially in the FS1/Lucifer era. The mod is intended to be multiplayer, and AI is used most often for testing. If the Lucifer isn't firing its beams, its not too impressive. When the Lucifer is firing her beams, it is truly terrifying.
I'm not sure what you mean about shield technology? The shield research in the FS1 era has been removed due to inherent imbalances with the power spikes between factions.
The best way to enjoy CPU matches is to play in the FS2 era, but even better is to go online and find matches there.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command v3.3

That's very odd. Earlier versions had a problem where all weapons were forced to converge on the center of the target, causing crashes with things like hornet missiles when too many were fired at once. That particular issue has been resolved and in the hundreds of test games we've run through, we did not have that problem.

If you like, PM me your error log, minidump, and hw2.log file found in your bin directory, and I'll see what I can figure out.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

Some graphics cards and monitors render the background in this way. This is normally an issue with smaller resolutions. Unfortunately, there is no known fix at this time, although increasing your anti-aliasing setting may help.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command v3.3

Chaos, what strike craft were you using and what was their target? How many did you use? We have not had this issue come up in testing, even in fleet battle mode.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

Yep! This is correct. For some reason, -overridebigfile will cause sound issues with some installs. It's a sporadic issue that I currently don't know how to solve.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

Make sure the target field has the correct format. Mine looks like this:

"G:\Sierra\Freespace Fleet Command\Bin\Release\Homeworld2.exe" -mod FSFCv3.big -w 1920 -h 1080

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command v3.3

The Hippocrates is a cool ship that unfortunately can't really find a role in the game. If the model gets a hi-poly reworking, I'll consider trying to make room. When the game transitions to the new homeworld engine, hopefully I'll be able to make a campaign featuring it and other vessels that didn't make the cut.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command v3.3

Hey Fleet Admiral!
Don't worry! The Pegasus is very much still in the game. The Terran destroyers have different fighters they can build; you'll notice the Orion builds the older fighters and the Hecate builds the newer ones. The Hecate can build the Pegasus, and is also required to perform research on the Pegasus as well.
Thanks for bringing the Dragon description issue up, I'll definitely fix that for future versions.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

You were right, there was definitely a problem with the research tree. For now, you'll only be able to use the Hades in Hades mode or in FS2 era. Sorry about that!

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

The issue has indeed been resolved. It has to do with graphics drivers and started happening to me when I updated my drivers last year. I'll upload a fix for it soon.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

Thank you. I encourage you to try the new version when it comes online, I think you'll enjoy it. Happy beaming!

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tempest6677
tempest6677 - - 41 comments @ Freespace: Fleet Command

I'm sorry you're having that issue! Version 3.3 will be online soon, which should fix both of those problems. Occasionally users have reported UI abnormalities when playing on lower resolutions. Try altering the command line parameters of your executable to run the game in a better resolution for you.

Let me know if that helps! Thanks.

Good karma+1 vote
tempest6677
tempest6677 - - 41 comments @ FSFC version 3.23

You can try looking up some command line switches for Homeworld 2 and see which ones work for you. I have not encountered this issue before and it is surprising that it only affects certain models. Let me know if you figure out the solution. Sorry I couldn't be of more assistance.

Good karma+1 vote