I think i found a bug that wasnt fixed in the patc

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21 years 7 months ago #17718 by explodingheadboy
I'm at the end of Act 2, on the last mission. I've taken an antenna, and i just docked to the field pods... smith rigged up the transmitter... etc... but when I return to the l-point nothing happens...

isn't the end of the mission supposed to trigger?

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21 years 7 months ago #5528 by Shane
Did you take the antenna to the L-point? You have to tow the antenna into the center of the l-point, and then undock from it. Then Smith should say he's sending the signal for extraction.

If you've done this, and it still has not worked, post back. I'll be up most of the night.

No confusion; just wrong or right ... Only Solutions

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21 years 7 months ago #5533 by Stephen Robertson PS
That's a very complicated mission, so there may well be one or two bugs in it. [:I]

If anyone finds a bug, they can always try to fix them themselves, as the source code for that mission is included in the Pog SDK. :D

-- Steve
Stephen Robertson
Particle Systems
Independence War Website

-- Steve
Stephen Robertson
I-War series co-designer.

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21 years 7 months ago #5536 by explodingheadboy

Originally posted by Shane

Did you take the antenna to the L-point? You have to tow the antenna into the center of the l-point, and then undock from it. Then Smith should say he's sending the signal for extraction.

If you've done this, and it still has not worked, post back. I'll be up most of the night.


Well now. I'm really confused. I'll give you a rundown of what I've done and you can tell me where I'm going wrong.

1. I enter the system, blah blah blah, I scout out the Faust L-Point. Mission stuff begins because I can't transmit.

2. I scout each of the FTL waypoints, and get close enough to each base to trigger the cutscenes.

3. From the antenna, smith makes his comments, so I go and get a Flitter from the shipyard. I dock to it and tow it to where the antenna is.

4. I rem link the flitter and dock to the antenna. I then undock and return to the command section. I dock to the command section.

5. I then unlink and pilot the command section (with the flitter still docked) to the L-Point again. Smith tries to transmit, but the signal is too weak.

6. I then fly over to the cargo depot, where smith spots the pods. I fly near them and undock the flitter. I fly the command section over and dock to a pod. Smith does his thing and tells me I can undock.

7. After undocking from the pod I fly back to the flitter and dock back up to it. I then fly the command section to the l-point again with the flitter still attached to the command section.

This is where I get stuck. I'm told by numerous walkthroughs that this is where smith should try to transmit again. And this time it's supposed to work. Instead, in my game, no diologue is triggered. Nothing. Is there something I have left to do? Is there a bug? What exactly is supposed to trigger the end of the mission?

I WANT TO GET TO ACT 3 DAMMIT :p

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21 years 7 months ago #5538 by Shane
******SPOILER ALERT ******* HIDE AND SEEK MISSION *****

This is a raw dump from Soup's walkthrough. I'm pretty sure you are supposed to leave the flitter at the area where you get the antenna (you just use it to get the antenna near, then discard it). Does this help?

Mission 24 Hide and Seek

1) You, with the aid of the League, hide the command section in a cargo pod, which is then taken through by Marauder mega-freighter to the Dante system. The small, stealthy command section has more of a chance to successfully scout the system than a larger ship, though it will have to be ferried out of the system by a rescue ship, as it has no capsule drive.

2) The League are aware of at least one other jump-point in the Dante system, but it is disused and the jump coordinates are no longer known. You must scout it out so that the League can find a back door into the system.

3) You must also take the opportunity check out the locations of the Marauder bases in the system, ready for the League to take them out.

4) First you must travel to the disused Faust-Alpha L-point. There is a waypoint for it on the contact list. The Sun is kicking out a lot of EM interference so the FTL signal can't get through. Smith says that he needs some way to boost the signal as the command section's FTL transceiver is not powerful enough. Clay suggests looking around the Marauder bases to search for ways to do this. He then discovers that there are six FTL transmission sources in the system. Some of them are likely to be close to Marauder bases. These FTL sources appear as waypoints on the contact list.

5) Three of the waypoints are the locations of comms relays. You discover that the remaining three are the locations of three Marauder bases.

6) The Marauder HQ is around the moon Avicenna Epsilon. The Marauders are working on an antenna array, and a spare antenna is floating there. Smith says that he could use the antenna, but Clay points out that you couldn't retrieve it without being detected. Smith suggests you steal a maintenance ship from somewhere to retrieve it.

7) Around the planet Malthus you discover the Marauder Shipyard. Worryingly the Marauders are working on a Cruiser, which would make the assault on the system very difficult.

<!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Clay spots some maintenance flitters, and you dock to one. Smith 'hotwires' it so that it can be remote controlled. They tow it back to the HQ, and use it to retrieve the antenna, which you can dock to the command section.

9) You return to the L-point, only to find that the antenna is not enough. You need to boost the power output.

10) Around the moon Valia Beta there's a the Marauder cargo yard. Smith spots some pods of 'field generators', which he could use to boost the transmitter power output.

11) Clay points out that some cargo ships are inspecting the cargo. You will have to time it just right to dock to a pod of Field Generators.

12) When the field generator has been retrieved Smith wires it in and you return to the L-point. Smith transmits the signal successfully, and a ship is sent through to you.




No confusion; just wrong or right ... Only Solutions

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21 years 7 months ago #5549 by explodingheadboy
Thanks shane, that little tip got me through the mission.

What happened was I docked the flitter to the antenna, and I thought I stole spare parts and could undock and bring them back to the command section. This was not the case, so, leaving the antenna at HQ was a mistake, but it didn't mess up the mission... so when i towed the flitter back to the lpoint it still triggered the conversation, even though I hadn't really done what I needed to do.

Basically I didnt actually have the antenna attached to the comm section when I went back the second time, and it checked for it. But the script didnt the first time, it just looked to see if I had docked to the antenna at least once.

Something the coders probably just overlooked because the mission still worked the way they intended.

Thanks again for the help.

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