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Posted by Snipes on 01-31-2001 09:36 PM:

coo


Posted by dredhawk on 01-31-2001 10:13 PM:

So Golgotha just has like one wepown well my be some Flak guns a few blue beam. but from what i have seen and heard it sems like it needs support ships like a Destroyer and a few crusiers with it to provied some protectshen. and that long pargraph at the bottom come strate from the FS game heheheh i record it then type it up i relly dont have anthing to do with my time

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When the DESTROYERS came for use we attack never had we been defeated, they were like the others strange, hides, resisting, fighting only these were not like the others they did not die, we made or first retreat we could forgo one system we left it for the DESTROYERS and went else ware but soon they followed they hunted use they followed use when we retreated discovered were we lived for a long time we did not now why they chased use they were no ordinary enemy they did not seek our territory our technology our resource now we know or crime was sin.


Posted by Mr Carrot on 01-31-2001 11:31 PM:

no its an orion with a giant gun on it with less fighter carrying ability.


Posted by IceFire on 02-01-2001 08:45 PM:

Well, its overall better armed against fighter attacks than the Orion is. Check the stats on the Extras page for the campaign to see its armaments (In table lingo of course).

Its not a full blown improvement over the Orion or the Hecate, its designed to be able to defend itself and deliver its offensive firepower. It carries half the fighters however.


Posted by Turnsky on 02-02-2001 12:39 AM:

The Golgotha should be vewy, vewy interesting indeed ("vewy" is just somthing i thought up and not something a mispelt) the problem with the hecate is that you can hide near it and blast away.


Posted by IceFire on 02-02-2001 01:36 AM:

There are still such places on the Golgotha although I'd like to think I did well in placing the turrets. The large middle section that rotates definately makes it more difficult to make sure that all areas are well defended.


Posted by Turnsky on 02-03-2001 05:24 AM:

You just have to make sure you avoid the rotating portions though, it could get a little hairy.


Posted by Snipes on 02-03-2001 04:01 PM:

Are you kidding? it's fun to get smacked around by rotating peices! Until you die that is...


Posted by sandwich on 02-06-2001 08:14 AM:

quote:
Originally posted by Turnsky:
The Golgotha should be vewy, vewy interesting indeed ("vewy" is just somthing i thought up and not something a mispelt)


Abdee abdee abdee, that's all, folk's!!



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Posted by Turnsky on 02-06-2001 12:16 PM:

Vewy good Gwasshopper.


Posted by Zeronet on 02-25-2001 01:37 AM:

And theirs me thinking the Cyhper is supposed to look like a uslysses(its 00.32 i cant be botehr to spell is write) does any1 know how to solve this? I did wonder why the shivans were using bombers on it though.


Posted by CODEDOG ND on 02-25-2001 03:13 AM:

I think I have something that will give Styxx's ships a run for its money. It is 30.3 km long and his 25 beams, 30 turrets, and 12 missile launchers, and 6 Mark VI Torpedeo Tubes. It will be called the GTVA Exodus for my Exodus Campaign. I only have it in a sketch right now, on the back of one of my school papers.

And I don't understand why they didn't shoot the beams on the SJ? I've learned the the Colossus can destroy each of the beams with one shot. And why don't the Colossus have the LBRG beams on it? Did Volition put them on there for their heatlh? Or what?

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What? I'm not crazy! But the rest of you are!


Posted by Ghost of Bobboau on 02-25-2001 09:56 AM:

so now you placed all thouse turrets eh Icefire

in many of my test missions bombing is a nightmare unless you have some cannon fodder,.. er.. I mean figher suport

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I was here then I wasn't, now I'm dead


Posted by IceFire on 02-26-2001 06:04 AM:

I set the locations, I should correct myself

Bobboau did the real work and actually did the code stuff

The recent tweaks to defenses makes the Golgotha a very tough customer.


Posted by bob_the_humble_freespacer on 02-28-2001 11:47 PM:

i'll tell you what's next........
I'M GOING INSANE!!!!! Due to my computer illiteracy, and the fact that i'm not getting a response from agatheron (not mad), i've got a problem that i think someone with a higher IQ than me can fix (75). When I'm playing derelict (whoopass campaign), it screws up wit the cypher. I have no idea what's going on with it, but here's the error:

Error: Invalid subsystem name.

In sexpression: ( when
( has-arrived-delay 8 "Cypher" )
( fire-beam
"Cypher"
"turret12"
"Nyarlathotep"
"turret17"
)
( beam-free-all "Tsathoggua" )
( fire-beam
"Cypher"
"turret20"
"Nyarlathotep"
"turret17"
)
)
(Error appears to be: turret12)
File:C:\projects\freespace2\code\Mission\MissionPa
rse.cpp
Line: 3552

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
HELLLLLLLLLLLLLLP!


Posted by IceFire on 02-28-2001 11:56 PM:

Thats a bug...its been seen before.

I think its a mission bug...but I can't remember. Make sure you have the Derelict table files installed and not some other set.

It might be trying to fire a beam from a turret that has no beam.


Posted by bob_the_humble_freespacer on 03-01-2001 12:51 AM:

yeah...i installed the derelict files again....but it still isn't working

DANGIT DANGIT WASTING MY WONDERFUL FREESPACE TIME................WHY WON'T YOU WORK!??!?!??!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Posted by Snipes on 03-01-2001 02:06 AM:

Why do people keep bringing up these old topics?


Posted by bob_the_humble_freespacer on 03-01-2001 03:42 PM:

yeah yeah i got it fixed...thanks for caring


Posted by Snipes on 03-01-2001 09:51 PM:

quote:
Originally posted by bob_the_humble_freespacer:
yeah yeah i got it fixed...thanks for caring


No prob


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