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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.
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.
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.
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.
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.
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.
That's not how game development works.