Demon Difficulties

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Afterburner
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Demon Difficulties

Post by Afterburner »

The first Palan Mission is impossible in my Galaxy or Centurion.

I've managed to destroy 7 Demons so far, but when I take off from Palan the game is spawning 10 enemy Shadow Demons.

The best I've been able to accomplish is 7 kills.

My ship is being torn to pieces every time. I've spent several hours trying to finish this one mission and it's now driving me crazy.

This mission has some serious problems, as the Demons are often Blue on the radar and move away quickly from me.

How can I add in an uber-ship for my use so that i can get through this impossible mission.

If I could skip over this mission, that would be even better.
z30
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Super ship

Post by z30 »

Do you have autotracking for all your guns? What kind of missiles are you using?


For superships, there's the Gothri which can match the Demon's 1200kps speed. There's also the Stilleto but , though it's faster at 1400kph the weaponry is limited.

To make the Gothri available, you just need to modify the second column of its entry in master_parts_list.csv - you can use Excel to do this. Just be sure to save it back again in CSV format.

The original second column reads starships/Deprecated , you need to change this to something like starships/Hunter/Heavy or something like that.

The price column dictates how much it sells for, you can set that lower. Or you can just wait a few hours so I can attach the files in this thread.

Another alternative , a ship from WCU which we're planning to bring into PR is the Raptor, an actual ship in the Wing commander series :

Class : Heavy Fighter
Mission Role : Assault
Max Afterburner velocity : 1200k/s
Stock weaponry : 2 Mass drivers, 2 Neutron guns, 2 IR, 2 HS, 1 FF missile


There's already a model of it in WCU, I'm porting it over to PR but would like someone to test this Confed fighter for viability. Would you be interested?

You can check the ship out here at JCF :

http://tactics.solsector.net/confed-list.htm#

Or I can send the file which will activate the Gothri for you.
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Afterburner
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Post by Afterburner »

I'm definitely interested in trying all of your suggestions.

On the Galaxy I raised the cruising speed to 350, I increased the values of all of the galaxy models so that I could fit a Level 8 Generator and a 4 x Level 8 shield. I also increased the ships manouvreability to 110.
Only with these was I able to last for more than a few seconds when all 10 Demons were attacking me.

I tried the Centurion as standard as well and then also resorted to super-tuning it, so that it had a level 5 generator and shield.

This was much better than the overtuned Galaxy, but I was still not able to destroy more than 7 of the Demons.

I have Auto-tracking on all the slots - cannon and missile.

I'm using Tachyon Cannons and Turrets, as they have a damage rating of 3MJ per 0.1 second (the same as the ION) yet have a slightly longer range.

I've also fitted a Repulsor Beam to one of the Missile Slots, which helped a great deal.

This leaves me with 10 torpedoes, which definitely help.

I'm flying like a madman, using the roll keys and the mouse to try to avoid enemy fire. If I fly in a straight line for more than a second I take too much damage.

The turret has been set to Active Fire (Control + W) and also to Attack My Target (Control + T).
Control + W seems to be a little better with so many enemy ships attacking at the same time.

I've tried using different speeds and the afterburner but the Demons are like mosquitoes buzzing around me.

They also seem to be able to hit me with remarkable accuracy when they are circling me.

I read that someone was working on a Galaxy Gunship.
Is that available for download yet?

I'd like to try the Raptor!


ps Is there an easy way to change the damage rate of some of the heavier cannons, as all of the Medium and Heavy Cannons except for the Plasma Cannon (or is it the Neutron Cannon?) do the same amount of damage - 3 per 0.1 seconds.

I'd like to adjust the levels up slightly in my game so that there is a reason to try the other versions.

At the moment I'm only using Laser and Tachyon cannons.

pps Yes, please send me the file. Please include instructions.
Last edited by Afterburner on Wed Aug 02, 2006 12:44 pm, edited 2 times in total.
z30
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Demons, Gothris and Galaxies

Post by z30 »

Afterburner wrote:

I've tried using different speeds and the afterburner but the Demons are like mosquitoes buzzing around me.

They also seem to be able to hit me with remarkable accuracy when they are circling me.

I read that someone was working on a Galaxy Gunship.
Is that available for download yet?

I'd like to try the Raptor!


ps Is there an easy way to change the damage rate of some of the heavier cannons, as all of the Medium and Heavy Cannons except for the Plasma Cannon (or is it the Neutron Cannon?) do the same amount of damage - 4 per 0.1 seconds.

I'd like to adjust the levels up slightly in my game so that there is a reason to try the other versions.

At the moment I'm only using Laser and Tachyon cannons.

pps Yes, please send me the file. Please include instructions.
There are two Galaxy Hunter Killer class variants available, the more interesting one is Gosshawk's version with > 2 turrets. Mine is a variant with 4 missile launchers in the hull.

I'll attach both in a couple of hours in a format easy to import in your setup (You'll need Excel to do this but it's going to be a simple process).

As soon as Goss and I decide who's going to import what (Drakhiri or Raptor) into PR, I'll let you know and give you a timeline on when it's going to be available.

The problem with the Palan one scenerio is you need a ship with 1200kph top speed to avoid getting overrun *and* it should have heavy armaments as well. The irony is that the only ship that comes close to this is the Kilrathi Gothri :)

My favorite ship is the Galaxy btw, so I am VERY interested in how close you come to beating this nasty mission in them.

Some players have been able to beat the game by fighting , landing on Palan to repair, fighting etc... They used a Centurion.

Goss, if you're reading this - I suggest we keep the stock Galaxy at 150-175k with the Hunter Killer variants at 250k. I've not decided in my mind if these should be classied as belonging to the Hunters Guild or Merchants.

If Merchants these can be described as their ultimate specialized gunships.
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Post by Afterburner »

I've just edited my post as it should have been - a damage rating of 3 per 0.1 second as stated below.

"I'm using Tachyon Cannons and Turrets, as they have a damage rating of 3MJ per 0.1 second (the same as the ION) yet have a slightly longer range."

Is there an easy way that I can make the Gothri available for my use?

The Galaxy is also a favourite of mine. I wanted to see how far I could get in the game using it.
It's a shame that it's not suitable for this mission, but it gives me a reason to try others.

Did the different cannons in the original Privateer all have the same damage rating?
This, to my mind, is over balancing as it gives the player no real incentive to try other weapons.

Where in my saved game file do I find the data on the wares/outfits fitted to my current ship? I've looked through the saves and can't find where the ship's details and outfits are recorded.

I should have mentioned that I'm playing the Easy level.

Cheers
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Post by z30 »

Afterburner wrote: Is there an easy way that I can make the Gothri available for my use?

The Galaxy is also a favourite of mine. I wanted to see how far I could get in the game using it.

It's a shame that it's not suitable for this mission, but it gives me a reason to try others.

Did the different cannons in the original Privateer all have the same damage rating?
This, to my mind, is over balancing as it gives the player no real incentive to try other weapons.

Where in my saved game file do I find the data on the wares/outfits fitted to my current ship? I've looked through the saves and can't find where the ship's details and outfits are recorded.

Cheers
I finished the original game in a Galaxy, didn't even touch the Centurion.

PR definitely has a diff. weapon balance, lasers are very powerful for one thing - 3 is all a Talon or Dralthi needs to tear a serious hole in a hull.

Particle turrets & guns are quite effective, I prefer them over Tachyons. Fusion guns are even better.

I don't know where the ship parts are in a saved game unfortunately, my suspicion is that the last saved game is backed up somewhere. Everytime I clean out the save folder, the last game always appears magicaly as if I never deleted it.

Will tweak my Galaxy a bit before posting it, Gosshawk's variant will be in the file as well.
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Galaxy Gunships & Gothri

Post by z30 »

Here they are, two files and the instructions.

1) Open the units-galaxy-gunships.xls with Excel.
Open your units.csv with Excel (back up first!)
Cut & paste the entries in units-galaxy-gunships.xls into your units.csv
Save your units.csv (make sure Excel saves it in CSV formatO

2) Open master_part_list_galaxy_gunships.xls with Excel
Open your master_part_list.csv with Excel
Cut and paste the Gothri entry in master_part_list_galaxy_gunships.xls into your master_part_list.csv - you should overwrite the existing gothri entry there

Cut and paste the galaxy gunship entries in the master_part_list_galaxy_gunships file to your master_part_list.csv

These should be available at NewCon,Detroit or any high tech planet as a Hunter Heavy or a Merchant medium

Gothri will appear as a Hunter heavy.
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Post by Gosshawk »

The stock prices you mentioned are good, Tho I think the HK versions should be 500K, as that forces the player to stick with and upgrade fully some of the other ships. It also makes it more rewarding when you finally get one, imo.
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Post by z30 »

Gosshawk wrote:The stock prices you mentioned are good, Tho I think the HK versions should be 500K, as that forces the player to stick with and upgrade fully some of the other ships. It also makes it more rewarding when you finally get one, imo.
Sounds good to me :)
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Post by OnyxPaladin »

I keep getting the message that microsoft excel viewer cannot open .csv files.

Edit: was able to modify my master parts list with notepad so the gothri is available to me, someone mind telling me how to mod the upgrade space?
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Post by OnyxPaladin »

I guess i'm not going to get an answer..
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Post by z30 »

OnyxPaladin wrote:I guess i'm not going to get an answer..
You need the real Microsoft Excel or Open Office Calc to safely edit the csv file. Look for the column Upgrade Space then just modify it to 13 or 14. That hould do it :)
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Post by Afterburner »

Thanks for the files.

I installed the Parallel Universe 1.0 files as well as the Galaxy and Gothri files you provided.

The Galaxy GS only has 4 turrets available.
There are the two standard turrets - midship upper and lower.
There is also an upper turret behind the cockpit on the main fuselage and also a turret on the lower surface of the port wing.

The starboard lower turret is not appearing in the game.

I have checked the installation and started 2 new games and only 4 turrets were present on the Galaxy GS.

The Galaxy GS can only hold 1 forward gun in the nose and there are no Missile Mounts on the ship.

After trying twice, I tried using the info in Units and copied the Mounts from the standard Galaxy and pasted them into the Galaxy GS rows replacing the data.

This allowed me to have 2 gun mounts/slots and 2 missile mounts.
This did not seem to affect the extra turrets - only 4 turrets slots were available in the Outfitters.

Is it possible to add a rear turret to the Galaxy?

I'd like to try a variant of Gosshawk's GunShip that has all of the standard Galaxy slots/mounts/turrets but adds the front upper turret and adds a rear turret, but without the port and starboard lower wing turrets.

What do i have to add to the Galaxy file to add this rear turret?

The Galaxy HK does not have any gun mounts in the nose of the fuselage.

The Guthri is a great little ship but unfortunately all the 'allied' ships turn red/hostile when I'm in the Gothri so it's not really suitable for doing most of the missions in the plot. It will be very handy in the Palan Missions as all the Shadow Demons should now see me as an enemy all the time.

The Gladius Kukhri is great but the player has limited visibility due to the amount of screen space taken up by the cockpit.

I ended up flying by radar during combat, until the enemy was directly ahead for a split second.
By lowering the cockpit sides and dashboard and raising the player's view the ship would be more enjoyable to fly. The other option is to give the player the option to turn the cockpit view off.

The Kukhri is much better than the standard Gladius, as with the Kukhri I was able to hit an enemy ship.
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Post by Gosshawk »

Chances are the download you got is corupt. there's a bit of cut off on the longer entries, such as mounts and subunit, when converting betwwen spreadsheet programs somtimes. It a issue that hopfully will be resolved when we release the finished product.

but in the mean time
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Post by Mordred »

Just my two cents: I was having a problem with palan 3, but now solved so can say that I had diff with palan one, but beat it on the fifth try with two wingmenand a tricked out galaxy (tachs up front, two tubes of ff, b&s omni, and two ion turrents. What helped was that they were blue (which other people didn't like) It allowed me to get right up next to it and fire off two ff taking down its shield and then blowing it apart. the others kept attacking a kilrathi drathi and did the same to him. I repeated this 4 times before they turned red. By this time my escorts caught up and were blasting away and drawing attention to them allowing me and my turrents to blast them to pieces (the kilrathi helped to, but then finished off my escorts lol) I was really beat up, couldn't survive another battle, but I whup'd em! So you can try that....just a thought anyway since you are already probably past that part by now.....
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Post by OnyxPaladin »

z30 wrote:You need the real Microsoft Excel or Open Office Calc to safely edit the csv file. Look for the column Upgrade Space then just modify it to 13 or 14. That hould do it :)
I need to dl a 93mb application so i can open one file? That's insane!

I don't mean to whine, but i don't have much hd space at the moment and it's not the most effective use of space.
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Post by Full Metal Jackass »

this may help (haven't used it myself)

http://vegastrike.sourceforge.net/forum ... php?t=7143
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Post by Afterburner »

I installed the files and made a few extra changes.

On the GalaxyGS I added the rear turret from the Orion.
The upgrade space was increased from 16 to 20.
Cargo space was increased to 100.
(In my game the standard Galaxy has adefault cargo capacity of 250 which can be upgraded to 325. The game seems to adjust the mission cargo capacity according to the space available.)
The GS can take a Level 8 Reactor and Level 8 shields.

On the GS I've fitted Laser Turrets to the standard upper and lower turret slots and to the added rear turret slot.
The front upper turret slot behind the cockpit has a Tachyon turret fitted as do the starboard and port lower wing slots.

The front 2 gun slots are fitted with Tachyon Cannons.

One of the Missile mounts is fitted with a Repulsor beam.

The 3 missile slots remaining are fitted with a mixture of Torpedoes and Dumbfire missiles. (varies according to mission requirements)

I adjusted the Centurion so that they were able to carry Level 5 Shields and a Level 5 Reactor.

I started a new game after adding the files and making the changes.

1) The Tarsus Mk2 is great.
I flew one early in the game and was surprised at how much better it was when compared to the standard Tarsus. The extra turret was helpful as there were more Pirate talons in Troy after I added the Parrallel Universe files.
I also managed to have one as an Escort and it was more helpful than the Galaxy escort. It arrived earlier to help out against the Pirate Talons attacking me, and it was able to stay on target longer.
The Kukhri escorts were of course excellent escorts and without them the Tarsus Mk2 would have been overrun.


2) In the Tayla - Miissions 1 , 2 & 3 I was able to use the afterburner to avoid firing at the Confed/Militia ships for the first time due to the higher maximum speeds of the GS.
In the past with the standard Galaxy I was often destroyed by the Confed/Militia fighters.
When I reloaded I would then resort to fighting back, which meant that my reputation with the Confed was shot.


3) Tayla - Mission 4 it took 8 attempts before I was able to survive the onslaught of the Centurion flown by William Riodian and the Talons in the middle of the Asteroid field beside Oakham.
The ships and the asteroids caused a great deal of damage.
Evertime I tried to afterburn through the asteroid field after leaving the station the bloody asteroids would destroy my ship.
I was using the front Tachyons and the Repulsor beam while trying to clear the asteroid field.
On my last attempt I managed to limp to Constantinople with a very badly damaged Gunship.


4) Lynch - Mission 1 took a couple of attempts.


5) Lynch - Mission 2 had to be done 4 times.


6) Lynch - Mission 3 had to be done 3 times before I managed to get to Romulus in one piece. I had to leave my Tuurets on active defence (Control + w) to keep the Stillettoes from destroying me.
By this stage I'm not very popular with the Confeds, however the Kilrathi like me.
Again it was only the speed of the GS that made it possible to finish this mission. I was sitting on the afterburner during the jump so that I wouldn't be mobbed when I entered the Castor system.


7) Lynch - Mission 4 only took 2 attempts as I entered the Newcastle system already on the afterburners so I was able to position myself so that I was able to take out 2 of the Talons with a spread of 3 Torpedoes fired at once.


8) Masterson - Mission 1 took 9 attempts.
I had to resort to using HR missiles fired in groups of 3.
It took all 30 of the missiles plus some luck to finish it on the 9th attempt.
On the last attempt I managed to jump in directly under the Drayman which made things easier.


9) Masterson - Mission 2 took 4 attempts.
My Gunship with 30 Proton torpedoes.
I began firing at the Galaxy as soon as I had a lock on the Black Rhombus.
The galaxy would have had Level 8 shields and a level 8 reactor on board so it took alot of torpedoes to kill.
I used up all the torps on that mission and managed to limp back to Oxford with a damaged escort .


10) Masterson - Mission 3 took over 20 attempts.
I had to resort to using Image Recognition missiles only.
A volley of three destroyed a Demon if they all hit at roughly the same time. Unfortunately this only happened once.
Many times only 1 or 2 of them would hit leaving the remining ones to pursue the Demon.
I ended up using all 30 the IR missiles. I could have easily used 50 on that mission alone.
The demons did not turn hostile until i had destroyrf the third one.
I just made it back to Oxford. My GS was literally falling apart - virtually everyting was damaged.
The Drayman escort was in remarkably good condition for once.

Quote from Privateer Walkthrough website:
"MASTERSON - Mission 3

Masterson is expecting a shipment of books. Unfortunately, someone else has contracted bounty hunters to destroy the shipment.

Objective: Escort Vulcan's Forge (Drayman) to Oxford. Again, 10000 credits and soon access to library.

You'll find the Drayman at nav 3, with 4+2 Demons. The Demons are after you, not the Drayman, so you don't need to worry about the merchant ship being attacked."

The Demons were already attacking Vulcan's Forge when I entered the system and did not bother attacking me until i had destroyed the fourth Demon.


11) Masterson - Mission 4 only took 8 attempts.
I again used Image Recognition missiles, but was forced to go searching for them on New Detroit and Constantinople to get all 30.
Firing them in volleys definitely helped reduce the time taken to destroy the Talons.
The Drayman was dadly damaged and the GS definitely needed repairs.
I tried without the missiles and every time the Drayman was destroyed too quickly.


12) Lynn Murphy - Mission 1 took 28 attempts.
I used 20 Dumbfire and 10 Proton Torpedoes.
I had to keep landing to re-arm and carry out repairs as I had Confed ships constantly attacking me.
I managed to catch 2 of the Shadow Demons just as they were jumping out of the system.
Because I was on the Confed hit list the Kilrathi weren't bothering with me.

It took several hours of jumping from one point to another to finally locate the last of the Shadow Demons. They were halfway between Palan (planet) and the Asteroid field where they were attacking a group of Dralthi.

I joined in to help destroy the last 3 Demons.

I landed on Palan to re-arm and to do repairs.

When I took off from Palan I was met with another group of Demons.
This time they were hostile, so at least I didn't have to go chasing them.

There must have been about 7 of them to start with.
And more Demons seemed to join in after a while.

The Dumbfires when fired at point blank range in groups were very effective.

I had stayed close to Palan so it wasn't far to go to repair my severly damaged ship - so badly damaged that the Overload sign was showing.


13) Lynn Murphy - Mission 2 took over 25 attempts

The Privateer Walkthough sites states:

"LYNN MURPHY - Mission 2

Objective: Kill all hostiles. You'll be paid 10000 credits.

Go to Palan's nav 1 and you'll find 3 Demons followed by 4 Centurions (all aces?). Take them all out. The Centurions will be your biggest threat, so you may want to keep your missiles until they show up."

In my game the Demons and more than 4 Centurions were waiting for me beside Palan.

The dumbfires were essential in this mission - I was firing 3 at a time at point blank range when they were closing in on me and when moving away. The Centurions would swerve at the last moment, so more missiles would have been handy.

The turrets were set to Active Defence (Control + w) which helped to weakon the Centurions attacking from behind.

(The Centurions were fitted with Level 5 Reactors and Level 5 shields.)

Again my ship was severly damaged and showing the Overload sign for the last minute of the battle.


14) Lynn Murphy - Mission 3 took over 20 attempts

There were 5 Demons waiting close to Palan (planet) and more were joining the battle all the time. (At least they were hostile.)

The 2 wingmen I had been given were destroyed by Kilrathi fighters before I got anywhere near the planet.

The wingmen were not present after reloading the saved game.

This has been happening all the time.
If I hire wingmen then save the game after contacting them and telling them to follow me, when I reload the save after being destroyed the Wingmen are no longer present.
The wingmen stay only up until I'm destroyed.

Firing 2 Dumbfires at a time was a quick way of finishing off the Demons.


15) Monkhouse - Mission took 3 attempts

By leaving the Turrets on Active Defence, using Multiple Dumbfires against each target and by using the Repulsor beam I was able to complete this mission fairly easily.
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Post by Afterburner »

GAME KILLER!

The psycho asteroids are a game killer!

How do I reduce the speed of the asteroids as it is impossible to finish the second Cross mission.

1) Cross - Mission 1 completed after more than 20 attempts

The asteroid field at the jump point to the Delta system damaged my ship every time I made the jump.

I lost track of the number of times I was destroyed in the Asteroid Field before I could even make the jump.

Finally arrived back at Rygannon with a ship held together with string, masking tape and fencing wire.


2) Cross - Mission 2 can't complete this mission

After finally managing to jump into the Delta System without any Hull or Armour damage I keep getting destroyed by the asteroids in the Beta system.

I have now tried this mission more times than I care to remember.

How do I make the Isometal upgrade available?

Would it be better if I tried the mission in a Kamekh or a Paradigm?


ps I've already bought a Kamekh and I got a good laugh when I saw what it was fitted with -
* Every Radar was fitted to it - all were damaged and I could only repair one of the Radars.
* None of the other radars could be sold.


I'd be interested in trying the special Drayman when i finally get these Cross missions finished.
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Post by z30 »

Afterburner wrote:
1) The Tarsus Mk2 is great.
I flew one early in the game and was surprised at how much better it was when compared to the standard Tarsus. The extra turret was helpful as there were more Pirate talons in Troy after I added the Parrallel Universe files.
I also managed to have one as an Escort and it was more helpful than the Galaxy escort. It arrived earlier to help out against the Pirate Talons attacking me, and it was able to stay on target longer.
The Kukhri escorts were of course excellent escorts and without them the Tarsus Mk2 would have been overrun.


2) In the Tayla - Miissions 1 , 2 & 3 I was able to use the afterburner to avoid firing at the Confed/Militia ships for the first time due to the higher maximum speeds of the GS.
In the past with the standard Galaxy I was often destroyed by the Confed/Militia fighters.
I'm very glad the first set of ships worked well for you, the Tarsus Mk2 is a very important transitional ship in the game. In the many tests I've run it always surprises me how great Goss' ship performs under pressure.

I thought I WAS the Galaxy fanatic until I read your account, I'm amazed you got this far - even in a souped up Galaxy.

There is a hidden pirate base in Regallis near Troy. I'm seriously thinking of placing some fighter scramble routines near Helen to give a starting player some support.

Quite happy the Kukhri is proving to be an able escort - the Gladius really sucked in that role.
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Post by Gosshawk »

You can lower the collision damage in the vegastrike.config file.

<var name="collision_damage_scale" value="4"/>
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Post by Afterburner »

Thanks for your help Gosshawk.

I've been able to finish the Cross mission set after making the changes to the asteroids.

The game is much better now!


I made the following changes in vegastrike.config using WordPad:

1) <var name = "collision_damage_scale" value = "1"/>

2) <var name = "AsteroidDifficulty" value = ".001"
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Post by micheal_andreas_stahl »

For some reason i can't put a radar on my gunship. i have swapped the values from the standed Galaxy over to the gunship but that did not work. I have a feeling that it was made for PR 1.2 and i had PR 1.0.
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