Wing Commander - Privateer Gemini Gold

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posted: 07 Apr 2011, 01:17

Actually, friendlies shooting at each others does make a certain amount of sense. I think that what happens is that during a real furball, some ships inadvertantly hit a good guy instead of the bad guy they meant to hit, and the good guy takes offense to being shot at. Since the AI doesn't seem to distinguish between "generally" friendly and "generally" unfriendly classes at that point, I think the individual animosity is the only thing the AI recognizes and allows the battle to continue between two ships that should be friendly.

I've actually had this happen to me a couple of times, when I hit a merchant by accident during a battle. That ship still shows as blue (friendly) on my radar, but if you communicate with it, you'll notice that the available selection of messages for that one ship is decidely less friendly than it is for other merchant ships that are in the area. So, it appears that you can have an individual enemy even though you are friendly with the class as a whole.
Kenner
 
Posts: 321
Joined: 30 Jan 2007, 23:22
Location: Canada

posted: 08 Jun 2011, 01:38

I've played pretty much all the way through the Privateer missions with the SVN version (just picked up the steltek gun and landed back on Rygannon), and I was thinking maybe if we picked one problem to point out, our super secret, lurking, problem fixer :D might take pity on us, and provide a fix!

A couple of problems I was thinking of that top my list are:

1. Damage bugs - repair bots not properly fixing damage. Despite all systems returning to green, sometimes the speed still does not reset to the full levels, turbos actually reduce speed when activated, ITTS does not function (on high end radars), or steering can remain sluggish (or non-functioning). I suspect that all of these problems are symptoms of the same bug, and would really like to have it fixed.

2. Saved game bug - that annoying build-up of bad guys that occurs everytime you save a game can get to be a real pain after a while. I know we can work around it by auto-destructing and restarting, but I'd still really like to see this fixed. However, I fear that this bug may be a tough one to squash, as it could be buried somewhere in the vegastrike engine.

What do you think? Anyone else want these fixed, or are there other bugs that you think are worse (in terms of impact on gameplay) than these?
Kenner
 
Posts: 321
Joined: 30 Jan 2007, 23:22
Location: Canada

posted: 02 Jun 2012, 23:26

Hey! I just noticed that klaussfreire posted a small fix to the SVN version back in early May:

Revision: 295
Author: klaussfreire
Date: 2:19:55 AM, May-02-12
Message:
Fix undefined access to mount_num

----
Modified : /privgold/trunk/data/bases/weapons_lib.py

I don't know what it fixes, or how major the error was, but thought I'd point out the fix in case anyone is keeping their SVN version up to date. It's nice to see something happening (no matter how small) to the code in almost a year. Maybe klaussfreire will post a quick comment on what the fix is for, hopefully.
Kenner
 
Posts: 321
Joined: 30 Jan 2007, 23:22
Location: Canada

posted: 04 Jun 2012, 14:53

regarding militia Talons in teh last Murphy mission - the engine works the way they just shoot anything that is a target of yours, even planets :-)
podbelski1
 
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Joined: 02 Mar 2012, 16:21

posted: 23 Jun 2012, 07:14

I think that was from an issue I was having when trying to get the latest VS binary to play nice with the PGG data. I haven't had a chance to do anything yet... RL just won't give me enough free time :(
pheonixstorm
 
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Joined: 17 Nov 2010, 03:52

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