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Top 10 scariest pirate planets


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#41 Ghostrider

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Posted 02 March 2009 - 07:25 AM

Not sure if this was a bug for just my download, or with all of them:

Lines 578 and 3419 of the Outer Rim Campaign have incomplete ending tags. They are missing the s> out of </Starting_Forces>, causing a game crash.


Thanks and sorry about the mistake - I'll repost later today.
Ghost.


Here is the amended file. Sorry! ;)

Edited by Ghostrider, 02 March 2009 - 08:48 AM.


#42 Tropical Bob

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Posted 03 March 2009 - 07:00 AM

I'm getting an exception upon the new GFFA Slim load. I can't pinpoint the reason though. I did find a couple hyperspace routes that don't exist though: Corellia-Corfai_Major, Corfai-Duro_Major (Corfai isn't in the GFFA Slim planet list?), Kaal-Sullust_Major (Though "Minor" exists), and Endor-Kaal_Major ("Minor" exists). At least I think so with all that. Maybe you folk up in the mod developing department have updated TradeRoutes.xml, and forgot about us lesser beings. :dry:

The new Core Worlds Slim has the Pirates starting with forces on Dolomar, a Rebel planet.

Edited by Tropical Bob, 03 March 2009 - 07:30 AM.


#43 Ghostrider

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Posted 03 March 2009 - 03:00 PM

I'm getting an exception upon the new GFFA Slim load. I can't pinpoint the reason though. I did find a couple hyperspace routes that don't exist though: Corellia-Corfai_Major, Corfai-Duro_Major (Corfai isn't in the GFFA Slim planet list?), Kaal-Sullust_Major (Though "Minor" exists), and Endor-Kaal_Major ("Minor" exists). At least I think so with all that. Maybe you folk up in the mod developing department have updated TradeRoutes.xml, and forgot about us lesser beings. :p

The new Core Worlds Slim has the Pirates starting with forces on Dolomar, a Rebel planet.



Ah - I see what has happened; I did the maps fairly recently and the maps are correct, with Corfai correctly placed on the Corellian Run, and the Sylvestri Trace upgraded to Major instead of minor.

I made the trade routes fit with the map (which is correct), but this has been done AFTER the trade route files were done - hence the problem.

For now I'll make GFFA fit the current (incorrect) trade routes and we will re-tweak the trade routes files when we do the Thrawn Release. (Coming soon)

Fresh files ready for upload!
Ghost.

Edited by Ghostrider, 03 March 2009 - 03:10 PM.


#44 Tropical Bob

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Posted 03 March 2009 - 08:10 PM

Am I the only one getting an exception trying to load GFFA Slim? Has anyone else even tried?

#45 Ghostrider

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Posted 04 March 2009 - 07:46 AM

Am I the only one getting an exception trying to load GFFA Slim? Has anyone else even tried?


Is it working now?

#46 Tropical Bob

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Posted 04 March 2009 - 03:21 PM

Is it working now?

Oddly enough, no. And it's just the GFFA Slim one. The other Slims work fine.

Odd. I'll look into it!
Ghost....


Edited by Ghostrider, 05 March 2009 - 01:23 PM.


#47 Ghostrider

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Posted 05 March 2009 - 01:25 PM

Is it working now?

Oddly enough, no. And it's just the GFFA Slim one. The other Slims work fine.

Odd. I'll look into it!
Ghost....



OK. I have reflowed new pirate forces into the original slim GFFA. If this doesnt work it's a problem with the pirates bit.

#48 Tropical Bob

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Posted 05 March 2009 - 06:07 PM

Actually, Ghost, that's the same file. Lol.

I get no exception when I use the stock Slim or the one from the Standard Campaign Pack.

#49 Ghostrider

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Posted 06 March 2009 - 09:46 AM

Actually, Ghost, that's the same file. Lol.

I get no exception when I use the stock Slim or the one from the Standard Campaign Pack.


Wierd. I put the new pirate forces (the same ones in the other slim campaigns) into the old stock GFFA Slim!
I'll get PR to look at it!

#50 Ghostrider

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Posted 06 March 2009 - 10:24 AM

Actually, Ghost, that's the same file. Lol.

I get no exception when I use the stock Slim or the one from the Standard Campaign Pack.


Wierd. I put the new pirate forces (the same ones in the other slim campaigns) into the old stock GFFA Slim!

Here is another version taken from a backup file.



#51 keraunos

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Posted 09 March 2009 - 05:12 PM

One scripting question - is it possible to give a planet more pirate ships if it's not owned by Empire/Rebellion? It could add to a challange if we could increase pirate fleet, giving player another choice - do you want to attack now (weaker vs weaker enemy), or wait - while both of you get stronger?

#52 Karhedron

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Posted 25 March 2009 - 05:52 AM

Scariest Pirate planet?

Oh that is quite easy.... Farrfin!

Who needs a fighter shield anyway. A lot of bigger ships are quite good for anti-fighter duty....as long as they do not hang around in space being a piece of useless metal after being hit by magpulse torpedos. At least my 2 MC80 got out of that alive (well...they were somewhat the rest of a whole Rebel fleet.. :blink: ). Hooray on Mon Calamari hull design! :wink_new:

#53 Phoenix Rising

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Posted 28 April 2009 - 02:30 PM

One scripting question - is it possible to give a planet more pirate ships if it's not owned by Empire/Rebellion? It could add to a challange if we could increase pirate fleet, giving player another choice - do you want to attack now (weaker vs weaker enemy), or wait - while both of you get stronger?

You're talking about a sort of population growth for pirate forces over time, or simulated building? It might be possible; my concern would be figuring out if there's a way to replicate Ghost's unique starting forces for each planet rather than just randomly adding an IPV here or a V-wing there (it ought to be fairly straightforward for vanilla). Of course, I'd expect anything to do with scripting to only slow the game down further, so I would only explore this if the lag problems ever become negligible.

#54 feld

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Posted 04 December 2009 - 06:16 PM

Ghost,

OK - not the worst pirate planet ever...but a HUGE surprise for me and some feedback for you.

Playing v1.1 Slim Outer Rim Campaign for the first time. Playing (you guessed it) the Imperials. It's about week 3 and I took ADM Motti with a group of Dreadnoughts and Acclamators to conquer Bespin because it looked like a pretty low threat way of getting a quick income boost...

First off - this was the first time I'd been to Bespin in EAW/FOC and I was THRILLED to actually fight the battle in the outer atmosphere of the planet! Ghost, I don't know if this was original Petroglyph art or if you, PR, and jdk had anything to do with it but WAY TO GO!!! VERY Star Wars - I've mentioned before on this board my pet theory that even the largest SW ship is likely mostly on repulsorlift propulsion when we see them in the films and to see that sort of thing played out in Bespin's upper clouds was great!

I can't wait to go back...(from which you can conclude that I ran away like a scared Jawa from what I found):

Now, I'll be the first to admit that Ghost got me. I broke my own rule (ALWAYS scout before you attack) but I sent the fleet without sending a probe droid or even doing a fighter recon first.

Now, I admit that I was silly to do that.

And I deserve what I got.

In fact, I got off very lightly because (fortunately) I almost NEVER dispatch fleets without putting some small, fast, sacrificial unit in the "jumps in first" box.

And, really, it looks like it'll be a great fight.

Later.

When I have much bigger ships.

But, I gotta ask...

Ghost - why the HELL is there an Imperial Task Force with at least one Star Destroyer at Bespin in 18 BBY!?!!?!?

Thanks!

v/r
feld

Edited by feld, 04 December 2009 - 06:20 PM.


#55 Ghostrider

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Posted 07 December 2009 - 09:43 AM

Ghost,


But, I gotta ask...

Ghost - why the HELL is there an Imperial Task Force with at least one Star Destroyer at Bespin in 18 BBY!?!!?!?

Thanks!

v/r
feld



When planning Bespin, I took myself back to the CW era and said to myself 'How important is Bespin and Tibanna Gas to a galactic-wide conflict'
Answer: Pretty damn important. No Tibanna Gas, no guns, no victory.

Right. Better protect this essential military commodity with a task force, and not just any task force. A resource of this magnitude gets the best - one of the first Imperial-class Star Destroyers fresh of the KDY production line + escorts.

Ghost.

#56 feld

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Posted 07 December 2009 - 01:51 PM

Ghost,


But, I gotta ask...

Ghost - why the HELL is there an Imperial Task Force with at least one Star Destroyer at Bespin in 18 BBY!?!!?!?

Thanks!

v/r
feld



When planning Bespin, I took myself back to the CW era and said to myself 'How important is Bespin and Tibanna Gas to a galactic-wide conflict'
Answer: Pretty damn important. No Tibanna Gas, no guns, no victory.

Right. Better protect this essential military commodity with a task force, and not just any task force. A resource of this magnitude gets the best - one of the first Imperial-class Star Destroyers fresh of the KDY production line + escorts.

Ghost.


Gak! Of course. (I should have thought of that.)

Awesome and logical, as always!

v/r
feld

#57 Stormhawk

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Posted 09 June 2010 - 05:45 PM

N'Zoth's Y-wings and Fire Ships. Didn't even notice the Fire Ships until 80% of my 20+ squadron fighter screen disappeared. Amazing how illegal weaponry can do that.

Edited by Stormhawk, 09 June 2010 - 06:34 PM.


#58 Ghostrider

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Posted 22 June 2010 - 07:35 AM

N'Zoth's Y-wings and Fire Ships. Didn't even notice the Fire Ships until 80% of my 20+ squadron fighter screen disappeared. Amazing how illegal weaponry can do that.



Glad they got the timing right. I have had a few battles where the enemy commander prematurely detonated his fire ships and obliterated a passing asteroid and not much else.

There are several types of fire ship, so watch out:
GR75 Fire Ship: Standard
BFF- Fire ship: Twice as big and nasty
Quazar Fire Fire Ship: Very messy indeed.
CTF-Fire Ship_Illegal: Ionite explosives capable of taking down the shields on an Imperial Star Destroyer. Very deadly in the right hands.

I will be reporting on Illegal developments in due course. We have a few more nasty surprises for V1.2....

#59 Stormhawk

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Posted 22 June 2010 - 11:35 PM

Quazar Fire's? Where are those? Don't think I saw any at N'Zoth. And when is 1.2 coming out??? Dying of impatience here.

Edited by Stormhawk, 22 June 2010 - 11:43 PM.


#60 Tropical Bob

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Posted 23 June 2010 - 04:42 AM

Quazar Fire's? Where are those? Don't think I saw any at N'Zoth.

A couple planets, but certainly not at N'Zoth. You'll have to find out which ones yourself, either the easy way, or the hard way.

And when is 1.2 coming out??? Dying of impatience here.

PR mentioned something in another thread about a release during the summer.



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