Ambrosia Garden Archive
    • E5 Weave Mission 1


      I'm having some trouble getting through the Weave Introductory Mission in E5.

      I go to Nexus Starport and pick up the spy, but then the red arrow still points at the system of Nexus. Well, I went to Turin V even though it pointed to Nexus. Nothing happened when I landed on Turin V. So I went back to Nexus, but nothing happened.

      The instructions are to pick up the spy at Nexus Starport and take her to Turin V.

      Also, the Weave and Sauridians are attacking me. I am not bad with either of them. I am only bad with one Empire system.

      I am, remember, on the first Weave mission. So how is it possible that I am getting attacked by the Weave and the Sauridians?

      This has happened to me in all of the other Empire plugs also.

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      Sing us a song, you're the piano man
      Sing us a song tonight
      Well, we're all in the mood for a melody
      And you've got us feelin' alright

    • The same thing is happening with the mission Vega Chronicles.

      Sounds like you have some remodeling to do with this, eh?

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      Sing us a song, you're the piano man
      Sing us a song tonight
      Well, we're all in the mood for a melody
      And you've got us feelin' alright

    • Sadly this is a small bug that seems to have the occasion of acting up from time to time. It has happened to me in a few non-Empire plugs as well, so it is not based within the Empire scenearios. I guess for now you'll have to live with it. Sorry if I can't help.

      Whitehawk

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      (url="http://"http://pub51.ezboard.com/fquillzfrm4.showMessage?topicID=10.topic")A Pilot's memory(/url)

    • Quote

      Originally posted by The Space Between:
      **I'm having some trouble getting through the Weave Introductory Mission in E5.
      (snip)
      This has happened to me in all of the other Empire plugs also.

      **

      Being attacked by ships you are allied with is a problem not unheard of in EV plug-ins and your best bet is to just hail the capital ship in question and bribe them to go away. Because of this odd little bug with the game engine I have used "escort" dudes as much as possible. Hint: be careful not to accidentally fire upon any allied starfighters or ships as sometimes that can cause them to attack.

      As for a problem with the intro mission, that is very strange as the entire plug was tested not once but twice. I'll look into this matter and contact you over private email (or over the webboard if there really is something that escaped my attention).

      In the meantime I hope you enjoy the storyline - it gets much more involved as the game progresses.

      Kindest Regards,

      Tim
      (url="http://"http://www.geocities.com/empire_trilogy")http://www.geocities.../empire_trilogy(/url)

    • It's great so far! I'm taking the weak route, at least in the beginning, and playing double agent. I'll only be able to do this until the system changes start occurring, though. I absolutely love the moral dimension of the storylines. Playing both strings at once, you can see what the perspectives are from both angles, so you can figure out what actually is going on. (On the rebel side, you see the moral sacrifices they make, as well as some incorrect assumptions concerning the Empire. Meanwhile, on the Empire front, the human-superior mindset is portrayed fairly realistically.) The double agent thing, of course, is also for the self-serving quest for cooler technologies for one's ship - despite how it makes the sequence of storyline events somewhat strange.

      I started out with a Cult gunship with a particle beam, and just graduated to a captured Cult destroyer. The gunship worked well with the particle beam, given its vast fuel tanks.
      The Cult destroyer is a nifty midrange ship with plenty of speed and space. Cult ships seem to be unaligned, which make them good for double agent use. And most importantly, I think that they are easily the coolest-looking ships in the game (so far).

      I still have mixed opinions of having disabled warships behave the way they do in this plug-in (similar to Empire of Crime). You can grab hideous amounts of money by looting cash as well as fighters from these leviathans. In addition, many of the larger disabled ships have lots of "crew," which boost your rating when you destroy them. (However, having this ability could be good for those wishing a quick start into the game...)

      (This message has been edited by Starfish (edited 12-13-2001).)

    • A little tip for future reference Starfish: Get the Weave Missile Frigate if you choose the Weave side. Same if you join the Empire - get the Missile Frigate.

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      Sing us a song, you're the piano man
      Sing us a song tonight
      Well, we're all in the mood for a melody
      And you've got us feelin' alright

    • Starfish,TSB,you are both incorrect.
      Given unlimited funds,my vessel of choice is a Heavy Transport with the Hawk bay taken out,speed upgrades added,900 tons of cargo converted to weapons space, all the shield and armour upgrades you can stuff on it,which is all of them,the Saa'rellian hyperspatial thingumwotsit,Saa'rellian Particle Turrets,two torpedo launchers,and as many torpedos as you can pack into it.
      It works really well.
      Of course it would work even better with a Saa'rellian freighter,but they're simply too ugly for me.

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      (url="http://"http://www.geocities.com/shades_shipyard")Shade's Shipyard(/url), the source for your ship needs.

    • Quote

      Originally posted by Shade:
      **Starfish,TSB,you are bothincorrect.
      Given unlimited funds,my vessel of choice is a Heavy Transport with the Hawk bay taken out,speed upgrades added,900 tons of cargo converted to weapons space, all the shield and armour upgrades you can stuff on it,which is all of them,the Saa'rellian hyperspatial thingumwotsit,Saa'rellian Particle Turrets,two torpedo launchers,and as many torpedos as you can pack into it.
      It works really well.
      **

      I guess I'm not the only one then. I 'only' converted 500 tons to weapons space, but it was plenty of room four armor and shield upgrades. With the Warship Armor and the Saa'rellian armor, the ship can really take a beating before going down. All three engine upgrades actually make it acceptable to fly in. My configuration is identical to yours pretty much.

      Of course, I decided that it sucked some of the challenge out of the game, so I started a pilot and forced myself to stick to a Galleon for a large part of the missions, then to a Corvette. I think eventually I'll move on to something bigger. Maybe.

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      (url="http://"http://www.drmartens.com/")Acid proof soles.(/url) Because let's face it, you never know.(url="http://"http://community.theunderdogs.org/smiley/gallery.htm")•(/url)(url="http://"http://www.dropbear.trav.net")•(/url)

    • How did you get those ships?

      MAN! I wish the Plug-In worked for me! :frown:

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      "No-Hassle, No-Haggle" - (url="http://"http://Saturnbp.com/")Saturn Corporation(/url) sales policy.
      (url="http://"http://www.geocities.com/ev_evo_spacebetweensoftware")SBSoftware(/url)

    • Quote

      Originally posted by The Space Between:
      **How did you get those ships?

      MAN! I wish the Plug-In worked for me! :frown:

      **

      Which ships are you referring to?
      Plugin isn't working?

    • ...continuing the adventures. I ended up siding with the Rebels (at least for this try) before the Empire mission to dominate Turin. So, got full access to Empire and cult tech...not bad. Now, just encountered the aliens, and ouchies! do they hurt. The aliens also fly nifty ships which are....capturable! So, I went back to Sol, bought and massively upgraded a terran assault carrier, and proceeded to capture a suitable alien ship. The frigate-class infiltrator worked nicely for a while, as it is quite zippy and has nice turretted firepower when upgraded, as well as a nice fuel capacity. However, it lacked the firepower necessary to easily deal with its nastier cousins. Capturing a cruiser-class dominar (with the assault carrier) worked better since they carried drone launchers, but their scarcity of other weaponry proved somewhat tiring.
      Finally, after several sorties, I managed to capture the nifty, yet slow, star destroyer (with the assault carrier). To my chagrin, the onboard cache of heavy fighters and the secondary alien spiker weapon disappeared after landing at an outfit shop (due to the absence of their outfits in the plug). It actually is more useful than the agonizingly slow speed might otherwise indicate. The deathbringer (nasty nasty ship) looks appetizing due to its faster speed, though it may take a while to capture one.
      Anyhow, just continuing to reiterate that this a very well written plug.

    • You're all wrong. Siding with the Weave (rebels), this is the route I took:
      shuttlecraft, metroworks courier thing, weave destroyer (which is MUCH superior to the weave missile cruiser, no matter what everyone says) which was made superhard by the saa'rel hull armour upgrade and black-market, pirated hull upgrade. However, this was replaced by the Weave beam cruiser, and it is probably the best ship in the whole game (if you like to take out your prey yourself, rather than let your escorts get all the fun...). I have access to the Weave super-cruiser what-not (I forget the name), but I don't want to use it. It's too slow. So far, the weave missions have required me to dominate 3 planets, and the cruiser hasn't let me down, although I owe a lot to my escorts (3 empire missile cruisers, 1 empire battleship, 1 empire assault cruiser and 1 empire comm ship - the comm ship is the most useful because it can destroy an assault carrier with 2 salvos of mines). Great fun so far... death to the empire scum!

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      "This lady needs to be taken to a hospital immediately"
      "A hospital, what is it?"
      "It's a big building with patients in, but that's not important right now"

    • Finished the Rebel string after the endless waves of dealing with aliens. Ended up just sticking with the Star Destroyer, as my patience gave in while trying to subdue a deathbringer.

      Now, I'm plodding through the Empire string, where I had branched off earlier before the capture of Turin. I had been all alone in my cult destroyer when temptation struck. Now, perhaps it was just a moment of weakness, and ... maaaaybe it was cheating, I cannot say. But, on the Empire mission where you had to rescue survivors from a derelict Naval supergun, I succumbed. Entering the system in a newly bought Terran carrier, I aborted the mission, and boarded the ship. Voila, instant help. Oops, I took the mission again, and, oops, it was aborted
      and the ship captured again. Repeat, and suddenly there seemed to be five Naval superguns following me around. Knowing that fate was already tempted too much, I bought back a souped-up Cult destroyer and am continuing to use that, albeit with a nice entourage.

      (This message has been edited by Starfish (edited 01-15-2002).)

    • I see you like my Supergun, hey, Starfish?
      And my lovely Grach'ta aliens.
      How I love my little green children

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      (url="http://"http://www.geocities.com/shades_shipyard")Shade's Shipyard(/url), the source for your ship needs.