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G.I jim0
I'm New! Laugh At Me!
Registered: Mar 2001
Location:
Posts: 35 |
I like it. Damn, those Shadow Ships are tough. 
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YEAAHHHHH! I'M GONNA BE SICK!!!
GIR! GIR! Unleash the monkey...
Why is his head so big? WHY IS HIS HEAD SO BIG?
- Invader Zim and Gir
I farm cows MAAAAHHHHHHOOOOOOO!!!!
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04-16-2004 12:24 PM |
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JamieK
Murdock
Registered: Jun 2002
Location: London, UK
Posts: 682 |
well, they are one of the first ones you know.
You try beating an alien race that has been in space for millions of years, while you have only been in space say 200-400yrs.
Technically, you would get slaughtered, but John Sheridan is one hell of a good tactician.
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04-17-2004 02:33 AM |
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-Norbert-
Murdock
Registered: Jun 2002
Location:
Posts: 239 |
And if I remember right, it was said that they lost 5 ships for every shadow they destroyed.
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04-18-2004 10:09 AM |
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Vorlone
Face
Registered: Nov 2003
Location:
Posts: 38 |
quote: And if I remember right, it was said that they lost 5 ships for every shadow they destroyed.
I could swear that it was said that they only lost 2 ships for every shadow ship they distroyed!
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04-23-2004 05:56 PM |
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Trivial Psychic
Face
Registered: May 2003
Location:
Posts: 63 |
I'm with Vorlone on this one.
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04-23-2004 07:02 PM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
quote: Originally posted by Vorlone
I could swear that it was said that they only lost 2 ships for every shadow ship they distroyed!
That is correct. It was a 2:1 loss ratio...which isn't bad.
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04-23-2004 08:50 PM |
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madaboutgames
Face
Registered: Feb 2004
Location:
Posts: 83 |
Thats right, for every shadow ship destroyed, the ISA lost 2.
It was their first organised multi race offensive against the shadows. If they didnt work out that telepaths could disable the shadow vessels, then it probably would have been a 5 to 1 loss ratio, if not more.
Understanding is a 3 edged sword!!!
Last edited by madaboutgames on 04-24-2004 at 09:43 AM
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04-24-2004 09:40 AM |
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Trivial Psychic
Face
Registered: May 2003
Location:
Posts: 63 |
TEEPS... WHAT A COOL IDEA!!!
OK, how's this? In order to account for the ability of telepaths to jam Shadow vessels, make a beam weapon with no textures, no beam glow, no sounds, and give it a massive leech effect on the target's energy reserves, and have it on a turret within the hull. It could even be scripted in by mission designers so it would be locked most of of the time. Then use beam-fire (say 20 seconds default duration) on the TEEP cannon in conjunction with beam-fire of other main cannons on the ship, targetted at the Shadow vessel, as though they are firing when the Shadow vessel is being jammed.
Am I going to far with this idea?
Later!
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04-25-2004 05:01 AM |
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madaboutgames
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Registered: Feb 2004
Location:
Posts: 83 |
Sounds a good idea if could be properly integrated. I was going to use another way but it would have taken up too much time. As in the mission the cargo on most cruisers and heavy ships are telepaths. I was going to do a series of scripts which when a cruiser with telepaths was destroyed then one of the shadow vessels would fire a beam, the more cruisers with teeps taken out, the more the shadow beams would fire making them more active. This would have taken too much time, and may have caused problems if the ship they where going to fire the beam at had already been destroyed. Thankfully the AI on the shadow vessels works just right, they only fire every now and again and sometimes hang there for a short while.
Another thing to consider is that one of the turrets would be taken up, since the battlecrabs only have 2 turrets, energy mines and beam - then one would have to be sacrificed for this purpose.
Good Idea though, never thought of that one myself.
.
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04-25-2004 10:28 AM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
Capital ships are not affected by energy draining weapons if I remember correctly. That is because they do not have primary weapons but turrets.
It's easier just to give Shadow ships play dead order at certain time.
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Last edited by Mr. Fury on 04-25-2004 at 11:28 AM
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04-25-2004 11:27 AM |
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Trivial Psychic
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Registered: May 2003
Location:
Posts: 63 |
How about using the "electronics" flag from the FS1 D-Missile, which will temporarily stop any ship in its tracks, and prevent it from firing its weapons. I'm not sure if such a flag can be applied to beams, but its worth a shot... if you'll pardon the pun.
Later!
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04-26-2004 01:26 AM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
Again...the D-Missile had only limited effects on a target vessel.
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04-26-2004 04:00 AM |
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madaboutgames
Face
Registered: Feb 2004
Location:
Posts: 83 |
3 fred questions that have been bugging me for a while.
3 fred questions that have been bugging me for a while.
How can i give a certain ship a certain order (eg.play dead) at a certain time?
Is there a way I can set up an event if 2 ships (player or ai) come within a specified distance from each other?
How can I set up an event that is based on a ships hull damage? eg. if a ships hull reaches 20 then an event can be scripted.
If anyone can help great
http://b5.madaboutgames.com
Last edited by madaboutgames on 04-29-2004 at 12:09 PM
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04-29-2004 12:07 PM |
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redmenace7
Face
Registered: Jul 2002
Location:
Posts: 271 |
the first one I think you use
has time elapsed
--ai ad order
----play dead
I think that answers the first one
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04-29-2004 03:24 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
Question 1:
The SEXPs you're looking for are "add-goal" and "ai-play-dead." For example, if you wanted Joe Tanker to stop whatever it was doing and play dead 55 seconds into the mission, you'd set up an event like this:
"Event Name"
when
has-time-elapsed
55
add-goal
Joe Tanker
ai-play-dead
89
Obviously, you can replace "has-time-elapsed" with whatever you please. If you wanted Joe Tanker to pay dead when a new ship warped in, you'd have a "has-arrived-delay" with the appropriate ship name, for instance.
Question 2:
The SEXPs you're looking for here are "<" (the less than symbol) and "distance." The "<" can be found under the "Logical" SEXP submenu and "distance" under the "Status" SEXP menu. Set up an event like this:
"Event Name"
when
<
distance
Ship 1
Ship 2
3000
do-nothing
The above event will become true when Ship 1 comes within 3000 meters of Ship 2. When you put in the "<" SEXP, you should get two values accompanying it which are zeros. To get the "distance" SEXP, right click on the first one (the top one) and go to "Replace Operator" on the pop-up menu, then "Status" and you'll find the SEXP you're looking for. As before, if you want something to happen when Ship 1 and Ship 2 get within 3000 meters (or whatever value you want there) to become true, you can replace do-nothing with another SEXP. If you used beam-free-all, for example, you could free the beams on a ship when Ship 1 and Ship 2 were within 3000 meters of each other.
Quesion 3:
For this event you'll end up using the same "<" less than symbol as before. Only this time, instead of using "distance", you'll use the "hits-left" SEXP, also from the same "Status" menu. The event is structured somewhat similarly as the last one, with a few key differences.
"Event Name"
when
<
hits-left
Joe Tanker
20
beam-free-all
Joe Tanker
Again, once you use the "<" less than SEXP, right click on the top zero it'll have as one of its values and replace it with the "hits-left" SEXP. In the example above, Joe Tanker will have its beams enabled once its hull integrity is less than 20. As always, any value can be substitued for 20, another SEXP for "beam-free-all", another ship name for Joe Tanker, etc, etc, etc....
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04-29-2004 03:28 PM |
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madaboutgames
Face
Registered: Feb 2004
Location:
Posts: 83 |
Thanks Slasher and everyone 
I can finally make a few of the missions Ive planned perfictly!! 
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04-29-2004 04:29 PM |
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karajorma
Murdock
Registered: Jul 2001
Location:
Posts: 1234 |
You may want to have a look at my FREDing FAQ page if those things caused you problems. I've got a few more questions answered there.
[URL=http://homepage.ntlworld.com/karajorma/freespace/fred2.html]click me[/URL]
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Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?
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04-30-2004 11:32 AM |
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starman
I'm New! Laugh At Me!
Registered: Jan 2004
Location:
Posts: 3 |
Unable to play battle for sector 83 mission
I have the correct fs 2 open and fred but still unable to play mission it comes up unable to open file any ideas
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05-04-2004 12:34 PM |
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karajorma
Murdock
Registered: Jul 2001
Location:
Posts: 1234 |
Unless I'm mistaken this mission may require on of the ship packs from another thread. Have you downloaded that?
If you have can you give us a bit more detail about the error message.
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Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?
[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)
Supreme Overlord of The Mercury Affair Campaign.
FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]
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05-05-2004 10:36 AM |
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