Dynaverse.net
Taldrenites => General Starfleet Command Forum => Topic started by: David Ferrell on July 17, 2003, 02:26:33 pm
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Details here:
http://208.57.228.4/ubbthreads/showflat.php?Cat=&Board=UBB16&Number=127408&page=0&view=collapsed&sb=5&o=&fpart=1
Thanks,
Dave
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.. and we're live.
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Wooot!!!
OP is back, and I'm loving it.
In recognition of this patch, XC has also reformatted all the OP mod packs, with a new installer.
You can get the Sound, texture and Ambient mod packs here:
XC Enhancements for OP
All files, including the patches, are on our high bandwidth server.
Great work, everyone, and big thanks to Dave and Taldren for making it really happen.
Regards,
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Many, many thanks for the hard work you and the testers have put into this, David. I appreciate this so much. The neutral co-op fix alone is worth it for me.
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Thanks David, and all who tested it or gave bug feedback to the testers.
Nice work!
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Thanks to everyone who worked on this.
Sten
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Thanks a bunch for all the work. This patch is a wonder, just what OP has been waiting for.
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Let loose the Dogs of War!
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Thank you David. It's been good working with you again.. With all of you, in fact.
-- Luc
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Woohooo!
Thank you, gentlemen!
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Thank you very much Dave and all who helped bring this about. Now for the first question on the new cloak -
It said that a seeking weapon's ship loses lock on the seeking weapon would be removed. Does this count towards Plasma torps as well? I though they were self guided.
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Mr. Ferrell, could you repost your PayPal addy? I didn't write it down when it was posted in the other thread (which now looks to be gone).
Thanks in advance...
...and thanks for the patch, guys...it's quite cool.
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Plasma is included. It's got the time to fade out to reach the target. Afterwards it loses lockon.
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You can send thank you notes to me @ davidf@taldren.com
Thanks,
Dave
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Okay, Dave!
Just sent you a quick note of thanks!
And here's another one!
Can't wait to try this out (looks like SFC3 will have to wait a tick). 
-TF
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Quote:
Thank you very much Dave and all who helped bring this about. Now for the first question on the new cloak -
It said that a seeking weapon's ship loses lock on the seeking weapon would be removed. Does this count towards Plasma torps as well? I though they were self guided.
Auto-tracking does not mean auto-retain lockon..
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Thanks to everyone who made this possible! At one point I thought this would never happen! Oh happy days!
<grin>
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Quote:
Thank you very much Dave and all who helped bring this about. Now for the first question on the new cloak -
It said that a seeking weapon's ship loses lock on the seeking weapon would be removed. Does this count towards Plasma torps as well? I though they were self guided.
You are correct, Corbo, that plasma can guide itself in SFB. This does mean that a Rom ship can launch and then cloak. On the receiving end, it also means In theory that plasma has a marginally better chance to retain lock-on at cloak fade out, since it is usually closer to its target than is the ship that launched it.
In practice, however, I find it really makes no difference. The Rom really has to be doing something silly to give anything a good chance to retain lock on, and even if lock is retained a quick dump of battery power into ECM will force another check. In 23 years of playing I can't immediately remember ever getting hit by a plasma if I managed to complete my fade out before the plasma got to me. (I'm sure it happened once or twice when I was going excessively fast, but I don't remember it ever happening.)
This programming should work just fine to give an accurate representation of SFB cloak.
For what it's worth, this improvement of cloak to SFB levels is what is going to make me give OP another chance. I'm downloading the patch now. THANKS, DAVE!!! AND EVERYONE ELSE AT TALDREN OR TESTING!
Paypal, eh? Well why not. I've always been willing to pay for improvements to SFC1, SFC2....... and even OP.
-S'Cipio the happy
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Thanks everyone for your kind thoughts on the release of the OP
patch.
I am not asking you to send any special thank yous, that is up to you ( and
might get me into more trouble than it is worth <imagines Paramount looking
for their cut> ).
I really appreciate all the cool posts I have read here today, that makes
it all worth it. SFC has been a labor of love for me and getting the game
in to a really cool state has been satisfying. Working with a commited
group of testers has been very nice and their help has been priceless.
I'll sign off now before I start sobbing like a baby. 
Dave
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Quote:
Quote:
Thank you very much Dave and all who helped bring this about. Now for the first question on the new cloak -
It said that a seeking weapon's ship loses lock on the seeking weapon would be removed. Does this count towards Plasma torps as well? I though they were self guided.
Auto-tracking does not mean auto-retain lockon..
I agree. I just wanted to know how it was linked to the ship's lock on status.
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Big thanks to Dave and all the testers.
I don't know where we would be without you.
<><
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Scipio--
I could be wrong here, but I THINK Corbo was questioning not whether a plasma torp could HIT a cloaking vessel, but whether a plasma torp FIRED by a vessel which THEN subsequently turns on its cloak would lose its tracking.
I THINK in the patch as it stands that the plasma torp LOSES tracking if the firing vessel completes its cloak fade-in before the torp connects with the targetted vessel... but I haven't tried it.
IIRC, that method would be incorrect as compared to SFB [duck for cover!]. The plasma torp has its own lock-on mechanism and does not need the firing ship to maintain lock-on (which the firing ship would LOSE once it cloaked... Can't cloak and ping targets at the same time, can we
? ), so although the plasma ship CLOAKED and lost lock-on to the targetted ship, the plasma should keep on flying towards the target. That, at least, is how I recall it.
Now, lest this be misconstrued as berating of the patch...
...HECK NO!!!! I can't believe how much this patch made my day! I think this seeking weapon thing (I hesitate to even call it an 'issue') PALES in comparison to prepatch cloak. This will totally redefine how I use the cloaking device in SFC (which had been 'not at all'
)!
But Scipio, your post did make me wonder: is the ECM Yo-yo actually implimented in SFC? I thought it wasn't, but I'm not sure. (NOT NITPICKING! JUST AN ACADEMIC/TACTICAL SFC QUESTION!)
Thanks, again, DF and Testers!
-TF
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why don't you go test it yourself?
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FireSoul:
Just tested it the "firing plasma when cloaked... is lock-on to the targetted ship by the launched plasma lost after fade-out of the firing ship" question.
Three words: Colon, Right Parantheses.
aka 
Great job, guys! And getting greater the more I play it!
-TF
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If I wasn't at work right now I'd download it immediately.

Thank you very much for the patch!
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Awesome news. Thanks to all who are keeping OP alive!
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Hmm, cloak now really makes disruptors and hellbores ineffective. They do not do damage based on true range (as they should when using the cloak chart). They still use the effective range (R*2 + 5) for hit% and damage. ECM still apparently works to benefit a fully cloaked vessel (though it is unlikely to have the energy to overcome the enemy's ECCM, but it is possible).
So a typical R0 attack now does:
OL Dizzy (83% accuracy vs no shift)
33% do 6 *
33% do 3
33% do 1
OL Hellore (72% accuracy vs no shift)
33% do 19*
33% do 9
33% do 4
OL Photon (50% accuracy vs no shift)
33% do 16*
33% do 8
33% do 4
* pre 2.5.4.10 this is 100%
...for comparison
SFB OL Dizzy (83% accuracy w/ UIM, ECM shift always ignored)
33% do 10
33% do 5
33% do 2
SFB OL Hellbore (72% accuracy, ECM shift always ignored)
33% do 30
33% do 15
33% do 7
SFB OL Photon (50% accuracy, ECM shift always ignored)
33% do 16
33% do 8
33% do 4
Draw any conclusions you wish from that.
Phaser-1's are apparently less devastating at R0 as they ought to be:
EDIT: The following does not appear to be true
Initial Damage; Expected Cloak chart outcomes
16%: 5; 5, 2, 1
16%: 4; 4, 2, 1
16%: 4; 4, 2, 1
16%: 3; 3, 1, 0
16%: 3; 3, 1, 0
16%: 2; 2, 1, 0
All this means is that the average damage per Ph-1 is now just 1.83 (assuming no ECM shift!)
They used to do 3.5 damage. This is a huge change. Take 8 Ph-1's on a G-BCH drilling a cloaked R-NHK on a high speed overrun for example:
Pre-patch: 8*3.5 = 28, which puts a big dent in any shield
Now: 8*1.83 = 14.6, which isn't too bad
EDIT: I'm gathering data. Something isn't right with Phasers vs cloak. The damage is too high.
The immediate disappearance of all seeking weapons targeted on a cloaked ship is really generous. I think that missiles and plasma should still have a chance to lock on (though lower than before). There is now no drama in wondering if you'll shake them off before they hit. It's count to 5 mississippi...blip...all incoming warheads gone.
The SFC cloak is reportedly defensively better than the SFB version in this final patch. If Roms could use WTACs to remain manuverable then they could save some badly needed energy instead of moving at speed 10 to keep a good turn rate while under the massive drain from the cloaking device.
The future looks bright for the Romulan Empire and the Orions. (or maybe not)
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How does the proxy/cloak relationship work out?
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Thanks for the patch! It really shows your dedication.
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I need to regather data but I'm pretty certain Proximity Photons use the effective range to determine hit% as they always have.
True range: Effective range (R*2 + 5): Hit%
8: 21: cannot be fired
9: 23: 67%
12: 29: 67%
13: 31: 33%
23: 51: 0% (?)
55: 115: 0% (?)
If they hit, they go through the cloak chart:
33% do 4
33% do 2
33% do 1
Up to now they'd do 4 every time.
I also noticed that Erratics don't lower your HET success by 33% as they do in EAW. This isn't a big deal but it is a bug.
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I know the feeling, well, kind of.
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There is a chance that seekers will maintain lock, using an approximation
of the SFB rules.
Thanks,
Dave
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Quote:
Thanks everyone for your kind thoughts on the release of the OP
patch.
I am not asking you to send any special thank yous, that is up to you ( and
might get me into more trouble than it is worth <imagines Paramount looking
for their cut> ).
I really appreciate all the cool posts I have read here today, that makes
it all worth it. SFC has been a labor of love for me and getting the game
in to a really cool state has been satisfying. Working with a commited
group of testers has been very nice and their help has been priceless.
I'll sign off now before I start sobbing like a baby. 
Dave
Heheh..."Thank You" note sent. Again...thank's for the work doen by yourself and the beta testers. I'm genuinely excited to see a chance for OP to come off life support and live a normal, productive life...heheh.
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Quote:
There is a chance that seekers will maintain lock, using an approximation
of the SFB rules.
Thanks,
Dave
That's awesome! The more one plays, the more one has to appreciate this patch!
Orion PIrates ROCKS!
...ahem...
...uh...
...Carry on.
-TF
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Quote:
There is a chance that seekers will maintain lock, using an approximation
of the SFB rules.
Thanks,
Dave
Well, I'll take my foot out of my mouth, now. That's fantastic.
OP Four Ten makes EAW totally obsolete. I'll have to scour the bargain bins for extra copies of OP. (They'll be free to anyone who installs the SW specs. )
=====
SFC2 Shipwrights
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Quote:
There is a chance that seekers will maintain lock, using an approximation
of the SFB rules.
Thanks,
Dave
Wowsers, even I didn't know that! (all seekers faded during my playing)
Cool
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It's at least a theoretical chance. Looking at the numbers the firing ship
would have to be close and the cloaker's speed high.
Thanks,
Dave
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I have been hit after the usual lock loss time, but I couldn't replicate it so I stopped trying. So I guess I wasn't seeing things after all.
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Thanks for the patch. !!!
I will reinstall OP this weekend. After months of playing SFC3, it will be a mayor change.....
Mariano
To all at Taldren....Live long and Prosper.!!!
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Mariano, get ready to get your butt handed to you by the AI. Happened to me so often in the last two days I felt like a total newbie.
2.5.4.10 kicks ass, guys! Thanks!
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Admiral level means something now.
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Advanced Era EaW campaigns are well cool.
A BC or a XFF?
Great stuff. I'm so bloody delighted that your keeping up the good work.
SFC is just F'ing brilliant !!!!!
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I loaded the patch to my original CD version 2.5.0.0 and the program now bombs each time I select Single player -> campaign. Any suggestions? Or can I select old patches rather than this new one? I'm rumming Win98 on a P3-900MHz
...
Thanks for the great support... better than any other game out there...
scarecrow
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Quote:
I loaded the patch to my original CD version 2.5.0.0 and the program now bombs each time I select Single player -> campaign. Any suggestions? Or can I select old patches rather than this new one? I'm rumming Win98 on a P3-900MHz
...
Thanks for the great support... better than any other game out there...
scarecrow
You're not trying to run an old saved campaign are you? If so, you cannot run old campaigns under a new patch. Other than that I would try another clean install and re DL the patch, you might have gotten a corrupted DL.
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You could also try to run the game in Win95/98 or Win2000 mode. I did a clean install with 2500-25410 patch. After loading, it asked for my CD key and it locked my keyboard out. I set it on Win2000 and it works beautifully.
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Quote:
Quote:
I loaded the patch to my original CD version 2.5.0.0 and the program now bombs each time I select Single player -> campaign. Any suggestions? Or can I select old patches rather than this new one? I'm rumming Win98 on a P3-900MHz
...
Thanks for the great support... better than any other game out there...
scarecrow
You're not trying to run an old saved campaign are you? If so, you cannot run old campaigns under a new patch. Other than that I would try another clean install and re DL the patch, you might have gotten a corrupted DL.
I'm having that same issue. Click "Single Player", NP. From the SP menu, click "Campaign," and get a free ticket to the desktop. It acts like a program termination; ie. there is no error logging message or de-bug prompt.
I do have the game modded with the latest OP+ and ED missions for online play, and SP campaigns are just a filler for me, so I didn't want to raise a stink about it unless others are having the same issue.
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I believe that the presence of any old SP saved campaigns in the folder will cause the CTD (regardless of whether you try to load them or start a new campaign). I had the same problem under XP until I deleted the contents of the folder.
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Quote:
I believe that the presence of any old SP saved campaigns in the folder will cause the CTD (regardless of whether you try to load them or start a new campaign). I had the same problem under XP until I deleted the contents of the folder.
right.
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Quote:
Quote:
I believe that the presence of any old SP saved campaigns in the folder will cause the CTD (regardless of whether you try to load them or start a new campaign). I had the same problem under XP until I deleted the contents of the folder.
right.
More FAQ material...
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Quote:
I believe that the presence of any old SP saved campaigns in the folder will cause the CTD (regardless of whether you try to load them or start a new campaign). I had the same problem under XP until I deleted the contents of the folder.
That was a good fix for my issues
TY
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Yay for the patch!

*random ponder*
But if it went up that far, shouldn't it be 2.5.5.0, to keep the last number in the 1-9 range? 
*nitpicks*
Thanks for patching!
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I forgot to thank you for the new patch! Now I feel safe behind my cloak!

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Quote:
Yay for the patch!

*random ponder*
But if it went up that far, shouldn't it be 2.5.5.0, to keep the last number in the 1-9 range? 
*nitpicks*
Thanks for patching!
I believe that major and minor versions numbers must be from 0-9(inclusive), but build numbers are not limited to such a convention.
Best,
Jerry
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I run the patch, it goes through everything just fine (i.e. no errors), but when I load the game the title screen still says 2.5.3.8 and I get no servers listed on the Dynaverse.
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No it is not patching correctly . You are doing something wrong.
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Which patch version are you running? are you running the 2538->25410? or the 2501-> 25410? This might not be your problem, but without any other info, it's my first guess.
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silly question, but are you s-u-r-e you are using the 25410 patch?

Best,
Jerry
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If all else fails, reinstall and do a 2500->25410.
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To me, it sounds like there's 2 copies of the game installed. The patch is fixing one, and your playing the other.
Any chance of that?
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Details here:
http://208.57.228.4/ubbthreads/showflat.php?Cat=&Board=UBB16&Number=127408&page=0&view=collapsed&sb=5&o=&fpart=1
Thanks,
Dave
-
.. and we're live.
-
Wooot!!!
OP is back, and I'm loving it.
In recognition of this patch, XC has also reformatted all the OP mod packs, with a new installer.
You can get the Sound, texture and Ambient mod packs here:
XC Enhancements for OP
All files, including the patches, are on our high bandwidth server.
Great work, everyone, and big thanks to Dave and Taldren for making it really happen.
Regards,
-
Many, many thanks for the hard work you and the testers have put into this, David. I appreciate this so much. The neutral co-op fix alone is worth it for me.
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Thanks David, and all who tested it or gave bug feedback to the testers.
Nice work!
-
Thanks to everyone who worked on this.
Sten
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Thanks a bunch for all the work. This patch is a wonder, just what OP has been waiting for.
-

Let loose the Dogs of War!
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Thank you David. It's been good working with you again.. With all of you, in fact.
-- Luc
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Woohooo!
Thank you, gentlemen!
-
Thank you very much Dave and all who helped bring this about. Now for the first question on the new cloak -
It said that a seeking weapon's ship loses lock on the seeking weapon would be removed. Does this count towards Plasma torps as well? I though they were self guided.
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Mr. Ferrell, could you repost your PayPal addy? I didn't write it down when it was posted in the other thread (which now looks to be gone).
Thanks in advance...
...and thanks for the patch, guys...it's quite cool.
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Plasma is included. It's got the time to fade out to reach the target. Afterwards it loses lockon.
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You can send thank you notes to me @ davidf@taldren.com
Thanks,
Dave
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Okay, Dave!
Just sent you a quick note of thanks!
And here's another one!
Can't wait to try this out (looks like SFC3 will have to wait a tick). 
-TF
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Quote:
Thank you very much Dave and all who helped bring this about. Now for the first question on the new cloak -
It said that a seeking weapon's ship loses lock on the seeking weapon would be removed. Does this count towards Plasma torps as well? I though they were self guided.
Auto-tracking does not mean auto-retain lockon..
-
Thanks to everyone who made this possible! At one point I thought this would never happen! Oh happy days!
<grin>
-
Quote:
Thank you very much Dave and all who helped bring this about. Now for the first question on the new cloak -
It said that a seeking weapon's ship loses lock on the seeking weapon would be removed. Does this count towards Plasma torps as well? I though they were self guided.
You are correct, Corbo, that plasma can guide itself in SFB. This does mean that a Rom ship can launch and then cloak. On the receiving end, it also means In theory that plasma has a marginally better chance to retain lock-on at cloak fade out, since it is usually closer to its target than is the ship that launched it.
In practice, however, I find it really makes no difference. The Rom really has to be doing something silly to give anything a good chance to retain lock on, and even if lock is retained a quick dump of battery power into ECM will force another check. In 23 years of playing I can't immediately remember ever getting hit by a plasma if I managed to complete my fade out before the plasma got to me. (I'm sure it happened once or twice when I was going excessively fast, but I don't remember it ever happening.)
This programming should work just fine to give an accurate representation of SFB cloak.
For what it's worth, this improvement of cloak to SFB levels is what is going to make me give OP another chance. I'm downloading the patch now. THANKS, DAVE!!! AND EVERYONE ELSE AT TALDREN OR TESTING!
Paypal, eh? Well why not. I've always been willing to pay for improvements to SFC1, SFC2....... and even OP.
-S'Cipio the happy
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Thanks everyone for your kind thoughts on the release of the OP
patch.
I am not asking you to send any special thank yous, that is up to you ( and
might get me into more trouble than it is worth <imagines Paramount looking
for their cut> ).
I really appreciate all the cool posts I have read here today, that makes
it all worth it. SFC has been a labor of love for me and getting the game
in to a really cool state has been satisfying. Working with a commited
group of testers has been very nice and their help has been priceless.
I'll sign off now before I start sobbing like a baby. 
Dave
-
Quote:
Quote:
Thank you very much Dave and all who helped bring this about. Now for the first question on the new cloak -
It said that a seeking weapon's ship loses lock on the seeking weapon would be removed. Does this count towards Plasma torps as well? I though they were self guided.
Auto-tracking does not mean auto-retain lockon..
I agree. I just wanted to know how it was linked to the ship's lock on status.
-
Big thanks to Dave and all the testers.
I don't know where we would be without you.
<><
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Scipio--
I could be wrong here, but I THINK Corbo was questioning not whether a plasma torp could HIT a cloaking vessel, but whether a plasma torp FIRED by a vessel which THEN subsequently turns on its cloak would lose its tracking.
I THINK in the patch as it stands that the plasma torp LOSES tracking if the firing vessel completes its cloak fade-in before the torp connects with the targetted vessel... but I haven't tried it.
IIRC, that method would be incorrect as compared to SFB [duck for cover!]. The plasma torp has its own lock-on mechanism and does not need the firing ship to maintain lock-on (which the firing ship would LOSE once it cloaked... Can't cloak and ping targets at the same time, can we
? ), so although the plasma ship CLOAKED and lost lock-on to the targetted ship, the plasma should keep on flying towards the target. That, at least, is how I recall it.
Now, lest this be misconstrued as berating of the patch...
...HECK NO!!!! I can't believe how much this patch made my day! I think this seeking weapon thing (I hesitate to even call it an 'issue') PALES in comparison to prepatch cloak. This will totally redefine how I use the cloaking device in SFC (which had been 'not at all'
)!
But Scipio, your post did make me wonder: is the ECM Yo-yo actually implimented in SFC? I thought it wasn't, but I'm not sure. (NOT NITPICKING! JUST AN ACADEMIC/TACTICAL SFC QUESTION!)
Thanks, again, DF and Testers!
-TF
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why don't you go test it yourself?
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FireSoul:
Just tested it the "firing plasma when cloaked... is lock-on to the targetted ship by the launched plasma lost after fade-out of the firing ship" question.
Three words: Colon, Right Parantheses.
aka 
Great job, guys! And getting greater the more I play it!
-TF
-
If I wasn't at work right now I'd download it immediately.

Thank you very much for the patch!
-
Awesome news. Thanks to all who are keeping OP alive!
-
Hmm, cloak now really makes disruptors and hellbores ineffective. They do not do damage based on true range (as they should when using the cloak chart). They still use the effective range (R*2 + 5) for hit% and damage. ECM still apparently works to benefit a fully cloaked vessel (though it is unlikely to have the energy to overcome the enemy's ECCM, but it is possible).
So a typical R0 attack now does:
OL Dizzy (83% accuracy vs no shift)
33% do 6 *
33% do 3
33% do 1
OL Hellore (72% accuracy vs no shift)
33% do 19*
33% do 9
33% do 4
OL Photon (50% accuracy vs no shift)
33% do 16*
33% do 8
33% do 4
* pre 2.5.4.10 this is 100%
...for comparison
SFB OL Dizzy (83% accuracy w/ UIM, ECM shift always ignored)
33% do 10
33% do 5
33% do 2
SFB OL Hellbore (72% accuracy, ECM shift always ignored)
33% do 30
33% do 15
33% do 7
SFB OL Photon (50% accuracy, ECM shift always ignored)
33% do 16
33% do 8
33% do 4
Draw any conclusions you wish from that.
Phaser-1's are apparently less devastating at R0 as they ought to be:
EDIT: The following does not appear to be true
Initial Damage; Expected Cloak chart outcomes
16%: 5; 5, 2, 1
16%: 4; 4, 2, 1
16%: 4; 4, 2, 1
16%: 3; 3, 1, 0
16%: 3; 3, 1, 0
16%: 2; 2, 1, 0
All this means is that the average damage per Ph-1 is now just 1.83 (assuming no ECM shift!)
They used to do 3.5 damage. This is a huge change. Take 8 Ph-1's on a G-BCH drilling a cloaked R-NHK on a high speed overrun for example:
Pre-patch: 8*3.5 = 28, which puts a big dent in any shield
Now: 8*1.83 = 14.6, which isn't too bad
EDIT: I'm gathering data. Something isn't right with Phasers vs cloak. The damage is too high.
The immediate disappearance of all seeking weapons targeted on a cloaked ship is really generous. I think that missiles and plasma should still have a chance to lock on (though lower than before). There is now no drama in wondering if you'll shake them off before they hit. It's count to 5 mississippi...blip...all incoming warheads gone.
The SFC cloak is reportedly defensively better than the SFB version in this final patch. If Roms could use WTACs to remain manuverable then they could save some badly needed energy instead of moving at speed 10 to keep a good turn rate while under the massive drain from the cloaking device.
The future looks bright for the Romulan Empire and the Orions. (or maybe not)
-
How does the proxy/cloak relationship work out?
-
Thanks for the patch! It really shows your dedication.
-
I need to regather data but I'm pretty certain Proximity Photons use the effective range to determine hit% as they always have.
True range: Effective range (R*2 + 5): Hit%
8: 21: cannot be fired
9: 23: 67%
12: 29: 67%
13: 31: 33%
23: 51: 0% (?)
55: 115: 0% (?)
If they hit, they go through the cloak chart:
33% do 4
33% do 2
33% do 1
Up to now they'd do 4 every time.
I also noticed that Erratics don't lower your HET success by 33% as they do in EAW. This isn't a big deal but it is a bug.
-
I know the feeling, well, kind of.
-
There is a chance that seekers will maintain lock, using an approximation
of the SFB rules.
Thanks,
Dave
-
Quote:
Thanks everyone for your kind thoughts on the release of the OP
patch.
I am not asking you to send any special thank yous, that is up to you ( and
might get me into more trouble than it is worth <imagines Paramount looking
for their cut> ).
I really appreciate all the cool posts I have read here today, that makes
it all worth it. SFC has been a labor of love for me and getting the game
in to a really cool state has been satisfying. Working with a commited
group of testers has been very nice and their help has been priceless.
I'll sign off now before I start sobbing like a baby. 
Dave
Heheh..."Thank You" note sent. Again...thank's for the work doen by yourself and the beta testers. I'm genuinely excited to see a chance for OP to come off life support and live a normal, productive life...heheh.
-
Quote:
There is a chance that seekers will maintain lock, using an approximation
of the SFB rules.
Thanks,
Dave
That's awesome! The more one plays, the more one has to appreciate this patch!
Orion PIrates ROCKS!
...ahem...
...uh...
...Carry on.
-TF
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Quote:
There is a chance that seekers will maintain lock, using an approximation
of the SFB rules.
Thanks,
Dave
Well, I'll take my foot out of my mouth, now. That's fantastic.
OP Four Ten makes EAW totally obsolete. I'll have to scour the bargain bins for extra copies of OP. (They'll be free to anyone who installs the SW specs. )
=====
SFC2 Shipwrights
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Quote:
There is a chance that seekers will maintain lock, using an approximation
of the SFB rules.
Thanks,
Dave
Wowsers, even I didn't know that! (all seekers faded during my playing)
Cool
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It's at least a theoretical chance. Looking at the numbers the firing ship
would have to be close and the cloaker's speed high.
Thanks,
Dave
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I have been hit after the usual lock loss time, but I couldn't replicate it so I stopped trying. So I guess I wasn't seeing things after all.
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Thanks for the patch. !!!
I will reinstall OP this weekend. After months of playing SFC3, it will be a mayor change.....
Mariano
To all at Taldren....Live long and Prosper.!!!
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Mariano, get ready to get your butt handed to you by the AI. Happened to me so often in the last two days I felt like a total newbie.
2.5.4.10 kicks ass, guys! Thanks!
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Admiral level means something now.
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Advanced Era EaW campaigns are well cool.
A BC or a XFF?
Great stuff. I'm so bloody delighted that your keeping up the good work.
SFC is just F'ing brilliant !!!!!
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I loaded the patch to my original CD version 2.5.0.0 and the program now bombs each time I select Single player -> campaign. Any suggestions? Or can I select old patches rather than this new one? I'm rumming Win98 on a P3-900MHz
...
Thanks for the great support... better than any other game out there...
scarecrow
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Quote:
I loaded the patch to my original CD version 2.5.0.0 and the program now bombs each time I select Single player -> campaign. Any suggestions? Or can I select old patches rather than this new one? I'm rumming Win98 on a P3-900MHz
...
Thanks for the great support... better than any other game out there...
scarecrow
You're not trying to run an old saved campaign are you? If so, you cannot run old campaigns under a new patch. Other than that I would try another clean install and re DL the patch, you might have gotten a corrupted DL.
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You could also try to run the game in Win95/98 or Win2000 mode. I did a clean install with 2500-25410 patch. After loading, it asked for my CD key and it locked my keyboard out. I set it on Win2000 and it works beautifully.
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Quote:
Quote:
I loaded the patch to my original CD version 2.5.0.0 and the program now bombs each time I select Single player -> campaign. Any suggestions? Or can I select old patches rather than this new one? I'm rumming Win98 on a P3-900MHz
...
Thanks for the great support... better than any other game out there...
scarecrow
You're not trying to run an old saved campaign are you? If so, you cannot run old campaigns under a new patch. Other than that I would try another clean install and re DL the patch, you might have gotten a corrupted DL.
I'm having that same issue. Click "Single Player", NP. From the SP menu, click "Campaign," and get a free ticket to the desktop. It acts like a program termination; ie. there is no error logging message or de-bug prompt.
I do have the game modded with the latest OP+ and ED missions for online play, and SP campaigns are just a filler for me, so I didn't want to raise a stink about it unless others are having the same issue.
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I believe that the presence of any old SP saved campaigns in the folder will cause the CTD (regardless of whether you try to load them or start a new campaign). I had the same problem under XP until I deleted the contents of the folder.
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Quote:
I believe that the presence of any old SP saved campaigns in the folder will cause the CTD (regardless of whether you try to load them or start a new campaign). I had the same problem under XP until I deleted the contents of the folder.
right.
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Quote:
Quote:
I believe that the presence of any old SP saved campaigns in the folder will cause the CTD (regardless of whether you try to load them or start a new campaign). I had the same problem under XP until I deleted the contents of the folder.
right.
More FAQ material...
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Quote:
I believe that the presence of any old SP saved campaigns in the folder will cause the CTD (regardless of whether you try to load them or start a new campaign). I had the same problem under XP until I deleted the contents of the folder.
That was a good fix for my issues
TY
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Yay for the patch!

*random ponder*
But if it went up that far, shouldn't it be 2.5.5.0, to keep the last number in the 1-9 range? 
*nitpicks*
Thanks for patching!
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I forgot to thank you for the new patch! Now I feel safe behind my cloak!

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Quote:
Yay for the patch!

*random ponder*
But if it went up that far, shouldn't it be 2.5.5.0, to keep the last number in the 1-9 range? 
*nitpicks*
Thanks for patching!
I believe that major and minor versions numbers must be from 0-9(inclusive), but build numbers are not limited to such a convention.
Best,
Jerry
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I run the patch, it goes through everything just fine (i.e. no errors), but when I load the game the title screen still says 2.5.3.8 and I get no servers listed on the Dynaverse.
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No it is not patching correctly . You are doing something wrong.
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Which patch version are you running? are you running the 2538->25410? or the 2501-> 25410? This might not be your problem, but without any other info, it's my first guess.
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silly question, but are you s-u-r-e you are using the 25410 patch?

Best,
Jerry
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If all else fails, reinstall and do a 2500->25410.
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To me, it sounds like there's 2 copies of the game installed. The patch is fixing one, and your playing the other.
Any chance of that?