Nephele 1
Please post any problems or comments specific to this mission here.
I haven't played the mission yet but I've watched the brefing and I've noticed that the ship and weapons selections screens are available. Edit: Mantis Ticket.
If you would have watched the briefing, then you would have heard that from M25 on you are allowed to select your weaponry. 😂
Wasn't able to fully play the mission yet as I slowly progress through the campaign again, but took a look on the mission and noticed that you are able to remove all your primary weapons and start the mission. Funny thing, I guess you can't simply deactivate the weapon selection for primary guns ?
Please open a ticket. We might be able to do something about it.
Ticket opened.
And closed. Working as designed. it is also a "bug" that we have a ship selection screen in which you cannot change your ship type.
That is simply a feature of our game that we don't fully use but simply support to be fully flexible for potential mods. Any code change that limits the primary gun selection might break modability.
Therefore we'll leave it as is. The player CAN remove all weapons but if he does so he gets exactly what he deserves ^^
No problem, I didn't think about mod support.
The report was totally justified, but in this case we will sacrifice polishing for modability. The engine simply does have a few features we don't fully exploit. We also have a "Depart" order in the comm menu, which we simply do not need. But that doesn't mean that we'll remove it just to look more polished in that area. We want to be a fully flexible platform also and as long as something isn't broken or hindering to the player we'll keep it to keep the flexibility. That's the best decision I can think of. Also code changes might introduce further bugs and I really don't want to risk that now to fix something that is basically not broken.
Tolwyn wrote:If you would have watched the briefing, then you would have heard that from M25 on you are allowed to select your weaponry. 😂Sorry, someone distracted me while watching the debriefing so I could only hear what this mission's about and "Congratulations".
Btw nothing else found yet.
If you had listened to the BRIEFING, not the debriefing, you'd know about it. Also in M24 you were promoted, which you seem to have missed also ^^
Guys.. we need you to TEST this. That INCLUDES the briefings and debriefings. if you don't listen to those you are wasting our time...
What's wrong with me today? I meant to write "Briefing" and not "Debriefing". Ok, I'm gonna get some sleep now and I hope that I'l be better tomorrow and that I won't get distracted by that very person again. Let's see if I can find something else in this mission.
The Nephele series of missions are really awesome! The new music theme is great and is building nice atmosphere. The missions are challenging, but on easy I was able to finish them on the first playthrough.
Notes specific to first mission. I suppose the debris at Nav 1 will be changed to depict the terran debris not Kilrathi. Other than that the rest is fine. Although at first I thought that I had to scan every transport trying to dock with the station. It wasn't clear enough for me that I had to scan at least one until I checked the goals. I got the "bonus objective acomplished" after scanning the first one but wasn't sure if I was suppose to keep'em scanning. But that's probably becouse my situational awerness was low after exiting from autopilot and seeing the transports trying to dock and hearing that we have to destroy them before they do it. Becouse of that I let one transport get through with the supplies, but the rest were fried. Got the message to return to Hermes while two corvettes were still operational, so I took one down with Avatarr before we headed back to the carrier. While one was still flying I was unable to engage the autopilot in the proximity of the station and the remaining corvette, so we had to build some distance.
Phew... a tough mission, at least for me. The dog fights aren't that hard at all, but it's the vast amounts of enemys you encounter. First you have to deal with the strakhas which aren't a real thread if you know how to deal with them, but they can cause some damage to your allies if you don't help em take the stealth guys out quickly. Then there is wing after wing of mixed fighters which can be easily destroyed with the right skills but take their time. My problem was that when we arrived at the base, I first went after one of the transports near the station (as I was told by the wing leader) and avoided the fighter but got hit by 2-3 missiles at once. Insta death. The second time I tried the mission everything worked fine. I took down 2 fighters with missiles when I arrived at the station so I had time some time to attack the convoy BUT even after every fighter was destroyed my wingmen could only take down 1(!) freighter. I don't know why but I watched two thunderbolts launching their torps at one freighter at once. Don't think this behaviour is intentional ? Or is it simply the FS2 AI ? It took me another try to finish the freighters by disabling two of them and finishing all but one with my primary guns.
Great raid mission. Reminds me of those "get in there and deal as much damage as possible before reinforcements arrive" missions in Tie-Fighter
A question about the command briefing: Captain Moran mentions that the Behemoth's target is classified. Wouldn't it be a contradiction to show the Loki System in that very part of the Command Briefing?
Write a ticket please
Would it help if we changed it to:
"The details of its deployment are classified, but High Command is confident that deploying it as planned will bring Confed a final and decisive victory to this war."
I also find the wing men not efficient in destroying the transports. Torpedo lock takes too long, so I rushed in and disabled their engines but in most cases at least one transport docks. Disabling the engines mostly alone takes too long and the reinforcements arrive, we take them out since the transports can't move anymore. After all fighters are destroyed we take down the transports. I don't understand why we should retreat leaving the two corvettes there. They are an easy target for 4 Thunderbolts. We should get rewarded by taking them out so they don't show up to defend the base and launch cap ship missiles at the next mission.
You ARE rewarded fro taking them out... But they are still not the main target of this mission.
I have a question about that - you don't really leave the player a choice when the auto-pilot can't be engaged while the corvettes are still there. Wouldn't it be better if in that case the auto-pilot would let you fly, even when the corvettes are still alive? Or is it even possible to code?
To the mission: Won that one, but one freighter managed to dock before I got there. I couldn't find any bugs so far.
btw: Very, very nice soundtrack!
well you can fly out of range of the corvettes, can't you.
But I'll see what I can do.
KeldorKatarn wrote:well you can fly out of range of the corvettes, can't you.Yah, you're right. It was just a thought, maybe some people won't know that. But as you said before, we can't be babysitter for everyone (Words creatively reused 😎)
@Thor: You were wondering in your video why the autopilot was available while one of the transports was still alive:
Explanation: You missed destroying that one before it could dock. Once it had docked it was no longer of any strategic importance and Eight Ball even commented on that "Nothing we can do about it now, ignore it"
That's why nobody cared about it any longer.
One question that came into my mind: Is there any chance you could alter the wingmen behaviour so that they will break off the attack and head for Nav 5 when the retreat order comes? I have to retreat to the navpoint after the mission is lost, but the ohter fighters are still engaging the enemy.
EDIT: On the second time I played that mission, I noticed that the fighters do head to Nav 5, but without afterburners.
Another thing I noticed is that in the winning debriefing, Hotel wing is not mentioned. I know you deleted a part of the text to solve the issue Peacemaker reported, but wouldn't there be a chance you could copy a part of the VO of the losing debriefing so that Hotel wing would be mentioned again? Seems a bit odd that they're only mentioned in one of two debriefings since they are dead in any case...
Open tickts for both issues please.
One other thing: this is not a bug.
Mission flow: When engaging the Strakha, I was able to kill several as they were partially cloaked, cloaking or decloaking, but was not given credit for the kill. RED
I have experienced, while greenlighting that mission, that two freighters were destroyed, one docked and one was still on it's way to dock while the mission goal became "primary objective successful" - is that by design? Is 50% of the convoy the threshold? I am unsure on how to proceed with my greenlights...
Max 1 is allowed to dock. Are you sure the other one was able to dock? There is a voice line indicating that. If so, it's a bug. The mission is won after all transports are either destroyed or all but one are destroyed and that one has already finished docking. at least that's how it should be.
KeldorKatarn wrote:Max 1 is allowed to dock. Are you sure the other one was able to dock? There is a voice line indicating that. If so, it's a bug. The mission is won after all transports are either destroyed or all but one are destroyed and that one has already finished docking. at least that's how it should be.The voice line was played - "There's nothing we can do about it now". After that, one transport was still alive when the "successful" dialogue appeared.
I've filed a report: 0001121