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I love the power management system in Iwar2 being able to reduce power to the different systems and see your signature go down. Not sure how much any of it actually did but it was fun to play with.
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# ? Apr 29, 2014 03:39 |
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# ? May 21, 2024 17:42 |
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Kairo posted:Any hints/tips? Mr. Crow touched on a major thing, which is that using WASD with the joystick lets you exceed speed limits within ports, which gains you an advantage over the AI, which tends to respect speed limits. It's a bit cheese, and sometimes turns battles into jousting events (mental note: look for space-based jousting game after the current tide of indie space games crests and falls), but even just using your thrusters to help you maneuver in battles, one hand on WASD, the other on the joystick, will serve you well. If you're mostly doing the arcade-y Instant Action mode, tapping '3' tells your AI partners to shoot at your target. If you're starting out with a dumber ship, this can be useful, since you're usually guarded by mid-level corvettes and have to kind of earn your way toward the better ships. If they die, you just get more, so let 'em. There's also a transport that you can dock with that shows up every six battles or so. I-War 2 is a really good game and an engine far ahead of its time, that so much deserved an expansion pack to round it out. Just by digging into the game manual or the engineering screen, you can see the open possibilities. I won't get into how badly the game deserves a sequel. As you play it, remember: a game like this came out in the year 2000. It's stellar for that alone. doctorfrog fucked around with this message at 08:41 on Apr 29, 2014 |
# ? Apr 29, 2014 08:28 |
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As previously stated I am a dummy and never heard about this game or paid attention until recently. My most pressing question, is that movie poster going to be for sale at some point?
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# ? Apr 29, 2014 18:31 |
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I played the campaign and instant action for about two hours last night. It's quite neat, and it's encouraging to see Starfighter feels similar in some ways (such as warping around a system). I like their usage of wireframe and am going to make the system Jump Nodes look similar. And their info reticle is really cool. I am going try something similar to their implementation of weapon range indication -- rotate the target reticle when you're in range and keep it locked when out of range, or maybe an orange-to-red color swap will be enough. Excited to play more tonight!
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# ? Apr 29, 2014 18:34 |
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Unfunny Poster posted:As previously stated I am a dummy and never heard about this game or paid attention until recently. My most pressing question, is that movie poster going to be for sale at some point? I am looking at https://www.redbubble.com to print up posters. Will do more research over lunch, but they seem to be quite reasonable, and some artists I really like use their services too, like http://www.simonstalenhag.se/
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# ? Apr 29, 2014 18:46 |
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That sounds awesome. Thanks for answering.
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# ? Apr 29, 2014 19:52 |
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I'd seen some of his stuff before, nice to know who it is. Thanks.
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# ? Apr 29, 2014 21:10 |
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Redbubble is great, pretty fast production and shipping too. I have one of his prints up on my wall
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# ? Apr 29, 2014 21:28 |
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Kairo posted:I played the campaign and instant action for about two hours last night. It's quite neat, and it's encouraging to see Starfighter feels similar in some ways (such as warping around a system). I like their usage of wireframe and am going to make the system Jump Nodes look similar. Neat. IW2 made a lot of good design decisions, such as the conceit of placing the HUD into the visor that the player is supposed to be wearing, as you describe. Though the game isn't perfect, it's nice seeing it appreciated and perhaps cribbed from in a modern game. I got in touch with Ravenger just recently on the GOG forum to ask for some advice on creating a mod. He's a former IWar2 dev and always pretty happy to chat about the game if you have any questions. He's also got an account here, but with no PMs.
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# ? Apr 30, 2014 00:47 |
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I-War 2 is possibly my favorite Space Sim game, I haven't played it in ages though, I should change that some time. One hint I'll give is that you can turn off flight assist and manually thrust to some crazy speeds, its great for combat. Also, if you find yourself going in a direction you'd rather not way too fast, just start spooling up the LDS drive and then cut it before actually engaging, for some reason it just completely kills your current velocity, great for evasive maneuvers and rapid vector changes.
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# ? Apr 30, 2014 03:55 |
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Galaga Galaxian posted:for some reason it just completely kills your current velocity, great for evasive maneuvers and rapid vector changes. Well obviously it's because in order for the drive to access ultraspace and generate false mass, it has to collapse the normally separate 7 dimensions into a singularity, which causes your momentum to reset in the context of your relationship between those collapsed dimensions. Niel Degrasse Tyson went over this in the most recent episode of Cosmos.
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# ? May 1, 2014 17:02 |
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doctorfrog posted:I got in touch with Ravenger just recently on the GOG forum to ask for some advice on creating a mod. He's a former IWar2 dev and always pretty happy to chat about the game if you have any questions. He's also got an account here, but with no PMs. Just thought I'd pop on here as doctorfrog told me some I-War 2 chat was going on here. It's wonderful to find people playing and enjoying I-War 2 after all these years. It's been great reading the comments on this thread. Many thanks doctorfrog for letting me know. If you have any questions about the I-War games or their development then feel free to ask me.
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# ? May 2, 2014 15:09 |
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Badass! I loved I-War 2 and thank you and your fellow devs for your work. I also remember playing with a force-feedback joystick and loving how strong the forces were when playing the game - definitely didn't hold back on the numbers for that. Uh, no questions on my end.
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# ? May 2, 2014 15:13 |
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Ravenger posted:Just thought I'd pop on here as doctorfrog told me some I-War 2 chat was going on here. When (If ever while developing the game) did you guys realize the best way to kill space stations was by chucking a cargo container at it at several kilometers a second? (preferably one full of antimatter for that extra ) Also I-War 2 owns, and I love how it supports modern resolutions out of the box and so many choices about the UI and other things. gently caress Freespace 2 (feels too slow) I-War 2 is the second greatest Space Sim ever for me. First is TIE Fighter, though honestly I'd say I-War 2 is actually the better game.
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# ? May 2, 2014 16:46 |
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Galaga Galaxian posted:When (If ever while developing the game) did you guys realize the best way to kill space stations was by chucking a cargo container at it at several kilometers a second? (preferably one full of antimatter for that extra ) Thanks for the kind words! It's an amazing engine, especially when you consider it was developed on P2-400's. Framerates while developing the game were around 10-15fps on my PC.
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# ? May 2, 2014 17:15 |
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Thanks for making a great game I-war2 had probably the best atmosphere of any space game I've played. Also cutting beam
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# ? May 2, 2014 17:26 |
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Ravenger posted:Framerates while developing the game were around 10-15fps on my PC. Haha, wow -- well the game has scaled really well. I am sad I missed playing it when it came out, but I'm really enjoying my time with it now! I have a tech question if that's cool: How did you guys handle ships outside the current loaded area? I am guessing their AI/movement was LOD'd down but if you could go over any restrictions this imposed or how that was handled, it would be super helpful. Thanks for stopping by!
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# ? May 2, 2014 18:17 |
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Jumping to the IW2 love bandwagon. Sank so many hours exploring and pirating; should probably replay it one of these days. Freespace 1/2 had a more engrossing story, but IW2 had it beat in general ambience and gameplay by spades. That music.
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# ? May 2, 2014 20:56 |
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Oh yeah, the music was excellent. I still have the MP3s tucked away on my computer. Honestly, if I knew anything at all about video recording and editing, I'd probably do an LP of I-War 2.
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# ? May 2, 2014 20:59 |
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I played the first I-War back in the day (yo) and I thought it was interesting, but flawed. It's been a while, so I don't remember exact details, but the key memories I have are having to try to run a six-man ship by myself and repeatedly flinging myself away from encounters as soon as they started going even a tiny bit south because (a) once stuff started getting broken, you'd soon be crippled and helpless and (b) if you could get away from the encounter, autorepair would restore you to perfect condition, and the enemy never bothered to pursue. How does I-War 2 compare?
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# ? May 2, 2014 21:19 |
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I-War 2 ditches the whole "multi-crew" concept and gives your character a super-special prototype command module designed to fold all that poo poo into a single pilot's seat. It has an awesome UI and interface system using the hatswitch of the joystick. Basically tap the hat switch and your flight reticle/gunsight fills with menu options: And here is what the engineering menu looks like: For me at least, it was really easy to go through the menus using the hat switch. You could even keep flying via normal joystick movement while using the menu. I think you could even shoot if you needed to, but I can't remember.
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# ? May 2, 2014 21:26 |
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You could maneuver, shoot, and adjust power settings simultaneously with a hat-stick. The downside? You basically needed a joystick to play the game as it was designed. The upside? It was awesome.
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# ? May 2, 2014 21:31 |
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Ynglaur posted:You could maneuver, shoot, and adjust power settings simultaneously with a hat-stick. The downside? You basically needed a joystick to play the game as it was designed. The upside? It was awesome. The I-War 2 menu maps perfectly to a gamepad's d-pad. Dominic White made a control profile for an Xbox Gamepad which maps pretty much everything perfectly.
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# ? May 2, 2014 21:33 |
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Ynglaur posted:The downside? You basically needed a joystick to play the game as it was designed Welcome to space sims, sucka.
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# ? May 2, 2014 21:49 |
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Galaga Galaxian posted:I-War 2 ditches the whole "multi-crew" concept and gives your character a super-special prototype command module designed to fold all that poo poo into a single pilot's seat. It has an awesome UI and interface system using the hatswitch of the joystick. edit: I'm digging into I-War 2's small and somewhat stunted garden of mods again. It looks like you can have a more Elite-like game (with station-to-station trading instead of just piracy with central trading) by adding the following mods from http://www.i-war2.com/assoc_mods.htm:
Or you can install one of the larger mods, which all sound rather complex and buggy, but perhaps fun after beating the game. I-War 2's modding community burned out too quick . Where's my I-War 3, is what I want to know. doctorfrog fucked around with this message at 22:01 on May 2, 2014 |
# ? May 2, 2014 21:51 |
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My favorite IW2 trick (aside from near-relativistic AM cargo crates ) was rampant low-risk piracy moneys by filling the egress side of L-points with mines. Load up a ton of mines an a launcher and just spew those things all over the L-point exit. Some ships can do this *really* safely depending on what direction they throw the mines. Ships come cruising out of the L-point after a jump and can't evade the mines they didn't know about and cargo ends up everywhere, but none of it registered as YOU performing a hostile act. Pair it with the megafreighter mod and enjoy having all the money you could ever need, ever.
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# ? May 2, 2014 22:04 |
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I take it I-War 2 is also more sandboxy than the original game, which was more like Wing Commander in having a series of missions?
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# ? May 2, 2014 22:40 |
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Yeah, the first act and some of the second is fairly linear, but partway through the second act things open up and you can basically do whatever you want. Even before that, though you can fly around as you wish. It takes a while before it gives you the full abilities to go play pirate though.
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# ? May 2, 2014 22:43 |
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Ravenger Have you and the team thought about kickstarting I-War 3? Is the ip tied up, or is the series 'creatively' done? e: Thanks for THE spaceship simulators!
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# ? May 2, 2014 23:24 |
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Galaga Galaxian posted:Yeah, the first act and some of the second is fairly linear, but partway through the second act things open up and you can basically do whatever you want. The game is fairly liner, it's just liner in a GTA open-world style rather than the literal mission-to-mission linearity of IW1. Also some missions come in email form and don't get an in-space objective marker so it's actually possible to forget they exist and be stumped as to what you need to do to progress.
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# ? May 2, 2014 23:29 |
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Best tip I can think of is when you've been camping a L point for a while and there is cargo all over the place if you just call for pickup the guy driving the tug will auto mark the most valuable stuff. It might take him longer to pick things up because they are spread all over the god drat place but you don't have to tab through 30+ crates of 1k credit crap. God, what was the tug pilot's name?
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# ? May 3, 2014 00:11 |
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Sphrin posted:Best tip I can think of is when you've been camping a L point for a while and there is cargo all over the place if you just call for pickup the guy driving the tug will auto mark the most valuable stuff. It might take him longer to pick things up because they are spread all over the god drat place but you don't have to tab through 30+ crates of 1k credit crap. Jafs. And he's a bit of a creep, so there's a mod that silences him and optionally gives you a much bigger cargo hauler for him to pilot. It doesn't quite match the "I'm a scrappy pilot" flavor of the game, but after a bit you start wanting to haul more than 8 crates back to base.
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# ? May 3, 2014 00:46 |
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Ravenger posted:Thanks for the kind words! It's an amazing engine, especially when you consider it was developed on P2-400's. I should probably go and do some playthroughs of this, given that I bought them from GoG over a year ago.
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# ? May 3, 2014 00:59 |
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Alchenar posted:The game is fairly liner, it's just liner in a GTA open-world style rather than the literal mission-to-mission linearity of IW1. Also some missions come in email form and don't get an in-space objective marker so it's actually possible to forget they exist and be stumped as to what you need to do to progress. Since I'm digging through I-War 2 mods anyway:
doctorfrog fucked around with this message at 02:03 on May 3, 2014 |
# ? May 3, 2014 01:12 |
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Is there something that fixes the autopilot jumping you into suns and exploding you?
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# ? May 3, 2014 01:22 |
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I vaguely recall that happening maybe once or twice? Normally it's pretty good about avoiding things (I think you just don't take damage while in Auto-pilot + LDS, I fly through asteroids all the time and it's whatevs).
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# ? May 3, 2014 01:29 |
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It happened constantly for me. Like literally constantly. I had to manually abort every jump that went near the sun and restart it several times to hopefully get it to jump around instead of into the sun, and even then it was problematic. If I just let the autopilot fly it, it'd dump me right in the sun.
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# ? May 3, 2014 01:33 |
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Hey nerds. I don't care about iw2. Talk about enemy star fighter.
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# ? May 3, 2014 02:20 |
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No one cares what you think. Also, the guy who started the I-War 2 conversation? The guy making Enemy Starfighter.
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# ? May 3, 2014 02:24 |
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# ? May 21, 2024 17:42 |
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Ravenger posted:Just thought I'd pop on here as doctorfrog told me some I-War 2 chat was going on here. Do you get any proceeds from GOG sales, or have the rights been transferred in totality one or more times between now and then? I've always been curious about that, especially since some games outlast the lives of their original publishers several times over. I've not played the Iwar games, but may check out Iwar 2 this weekend.
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# ? May 3, 2014 02:37 |