Universal Combat CE

Universal Combat CE

dsmart  [developer] Dec 8, 2018 @ 5:03am
IA0002 / IA0007 / IA0101 - HOMEWORLD INSECURITY
- Mission success at the beginning: Starpath is TER/MIL!!!

mod_racecaste starpath,terran,insurgent is missing in this version.

The two other versions of HOMEWORLD INSECURITY have starpath as TER/INS.
Why is starpath marked as insurgent? Shouldn't it be Gammulan according to the script?
Did gammulan craft (prime targets) try to dock unintended at starpath if GAM/MIL?

- 750 shields: why has the damn new yorker to be such a featherweight?

- Same goes for all versions. An Engstrom could have launched the boarding shuttle with the marines. Would have made the fighter craft version easier.
Especially considering the two stormcarriers among those prime targets. That's a lot of craft for a fighter to handle, once the enemy has launched all support craft. As you're supposed to keep the new yorker alive through the mission.

- Changing the craft types could make the difference. On the gammulan side as well as the terran.

I would really like to see a version from the fighters perspective (with a little bit of the vibes from Galactic Command Echo Squad, or in that style).

- Especially the ability to dock on carriers during battle to rearm would be great to have in UCCE 3.0 LC for the elite fighters profiles!!!

# Craft should be ENGSTROM: the battlecruiser text version was probably copy&pasted into the script

!damaged this 75 say "GCV-ARKANGEL: INTEGRITY AT 25%"

# should be 75% as the 25 damage version already exists. Typo.

Crafts have interesting names. Telling a story of their own. Especially the names on gammulan craft sound highly unusual here.
Last edited by dsmart; Dec 8, 2018 @ 5:44am
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dsmart  [developer] Dec 8, 2018 @ 5:41am 
mod_racecaste has been fixed, though it wouldn't have mattered due to the top-level rules which override it.

The idea behind this mission was that Starpath was under TER/INS control before the Gammulans took it from them. GALCOM received bad intel at the time this mission was generated. The end result would have been a 3-way skirmish. I expected the player to be paying attention and get there and find out what is going on. Regardless, I have forced it to be GAM/MIL now in order to avoid confusion and unforeseen consequences.

GCV-NEW YORKER launches the shuttle because from a tactical perspective, the station forces wouldn't be expecting an incursion from a transport.

As I mentioned in the OP, I won't be making any material logic (e.g. ship types) changes to scripts. You can do that in your own versions using the GBS.

I have updated all 3 variants of this script.
Last edited by dsmart; Dec 8, 2018 @ 5:42am
AG1969 Dec 8, 2018 @ 6:30pm 
Originally posted by dsmart:
mod_racecaste has been fixed, though it wouldn't have mattered due to the top-level rules which override it.

I used WinMerge to compare the different Homeworld Insecurity scripts. mod_racecaste was a guess. I found the damage percent broadcast typo by comparing the scripts, if my memory does not cheat me. It has been a while since I made those notes and it took me a while before posting to get a proper overview of what I had assembled.

Originally posted by dsmart:
The idea behind this mission was...

As different versions of these settings exist I assume they were more or less brought into life by the activity on the 3000ad forum pages. First versions probably got discussed, leading to these different craft versions, generously assembled and provided by the developer. As I thought about the overpowered enemy in the raven script version, the only reasonable strategy seemed to use something against the enemy, Yojimbo-style. However, it did not came to mind to actually play the gammulans against the insurgents in that particular run I was making notes to. Everybody was red and on top of me.

Originally posted by dsmart:
As I mentioned in the OP, I won't be making any material logic (e.g. ship types) changes to scripts. You can do that in your own versions using the GBS.

Somehow it seems to me it's how these scripts should have been done in the first place. They should have been done and provided by the community. These instant action different tryout scripts. This Yojimbo-setting needs a lot of finetuning, a lot of testing - in all its versions - to work well. It takes a lot of time and care and making notes. This should have been done by the playing community and not by the generous developer and provider (who really does not have the time to do this). Hence my approach at some of these issues as a community driven thing to do.

Originally posted by dsmart:
I have updated all 3 variants of this script.

Thanks. Seeing how the game progresses visually and in other aspects these updates will make the future gaming experience all the greater. It's simply amazing how beautiful this game already looks. And all these prospects for the future... Cockpits/Bridges... Ship and Station Interiors taken into (far) future consideration... It's very hard to be patient. Right now I want to be in the middle of the next DLC.


Last edited by AG1969; Dec 8, 2018 @ 6:32pm
dsmart  [developer] Dec 8, 2018 @ 7:07pm 
Originally posted by AG1969:
As different versions of these settings exist I assume they were more or less brought into life by the activity on the 3000ad forum pages. First versions probably got discussed, leading to these different craft versions, generously assembled and provided by the developer.

That's not what happened. I created the variants because I wanted to provide the ability to use a different ship with some of the scenarios since the player has no control over the ship time in any scenario besides ROAM.

Somehow it seems to me it's how these scripts should have been done in the first place. They should have been done and provided by the community.

That's not how game development works.
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