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janior

Arcane
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Nov 9, 2015
Messages
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Ashenvale
:shredder::shredder::shredder:
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Joined
Mar 30, 2012
Messages
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Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Quake II Mission Pack: The Reckoning

The first expansion introduced some cool new weapons, such as Ion Ripper which is like a more powerful Hyper Blaster which uses 2 rounds per shot and has a better stopping force. The other one is Phalanx Particle Cannon, which fires two projectiles with some extra splash damage. Very useful at the later parts, since rocket launcher is too slow compared to the first Quake. There is also a trap, which sucks enemy and turns them into a health cube (sic!).

As for the enemies, there are three new guards classes present - which have either Hyper Blaster, Ripper or Laser as the main weapon. They aren't such easy to beat as in the original due to the sheer numbers of foes per each location and the new weaponry can kill you really fast. There are also annoying Gekks at the beginning spewing at you some nasty goo. And the repair bot, which is basically a medic but more slow and he is mostly trying to fix the equipment that is near his patrol area. I have never had any problems with them due to their slowly movement and pacifistic behaviour.

As for the story and levels, it really is more interesting and you need to stay focus to know where to go next, especially in the first chapter which can be confusing for the player who was used to more friendly Q II. At first after we got to enter some installation, there are laser fields which will kill us instantly. We need to make a huge detour, and finally we can venture on the other side. But after some time, I got used to the more nuanced "do here, press a button, find a key card" objectives. There is many secrets to find as well, but they are harder to find. Our main objective is to destroy Strogg's fleet, which will take some time and there is a lot of smaller tasks to do before we can do that. Very good pacing and lenght makes it a worthwile addon to those who want more industrial atmosphere but with minor changes and additions.


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Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
Since I have some travelling ahead of me, I decided to look into phone emulation. Trouble is, most games I'd want to play would be awkward as hell to play using the on-screen keyboard.

But not all!
eu0bhu.jpg


Navigating a game with the on-screen keyboard is a pain, but I can type on it just fine. The text is legible, and the game is not graphically intensive enough to be a problem. It's pretty much perfect.
On account of a hard drive failure, I never finished this one, so now it's time to see how it compares with its predecessor. :D
 
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DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Kerbal with Guns: The Patchening

Fixed and improved my workshop stuff:

Dragon class gunship:

Actually, a post-battle shot, even though you couldn't tell:
C643EB2E3D2C9283A7EAB898C4E80915F3C7CFE3

In battle (1-on-1, AI controlled):
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4BDDBAC0F75CC672ABC450F94CA3852CACEA962E

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With the opponent you *can* tell it's a post-battle shot:
2DEC9D2E80FE50D2A2BC1A4FCA80A42BE4948250

Finishing off the last of 5 gunships (another battle, manual control):
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Specs, compared to stock Gunship:
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Gryphon class frigate:

Gryphon-E, tanking some railgun fire (and returning some of its own):
A7F225F77467B5F0CB1795F4EEE7E5947F1F7A19

Pair of Gryphons, soft-killing a gunship around Remus (moonlet of 87 Sylvia):
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Pair of Gryphons, taking on Voitenko's fleet:
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Battle against 10 laser frigs (featuring some self-inflicted damage due to too-close nuclear detonations):
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Specs, compared to laser frigate:
Gryphon-A:
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Gryphon-E:
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Leviathan class fleet carrier:

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Specs, compared to fleet carrier:
3C9CF46DB63946D16DEEC1B2030D5074240CCBDF

0235F169B203769D11278D020290F2DE8AE7E898
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
It is a "Let's take a bunch of techs that has been at least prototyped IRL (to put it in perspective: the most out there techs in game are railguns and NERVAs, basically 5' into the future stuff) for which mathematical models and equations can be found, let's dump those models into game data along with tons of physical properties for various RL materials AND numerical n-body orbital physics (NOT KSP's simplified patched conics - it does Lagrange points and perturbation), then let players build spaceships and components (you can make your your own rocket engines, guns, reactors, etc.) out of that and have them duke it out in space."

I would consider it an incline. :obviously:

Oh, the ships are streamlined because of armour sloping being good - you can easily build just a can, but it will be easily perforated compared to elongated cone. Also, the "lasers" are just tracers for slugthrowers (chemical, rail and coil based) - actual lasers are just bright glow on the turret (visible due to diffraction) and bright spot plus shooting out ejecta on the target - subtract bright spot/glow if using IR or UV laser.
 
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Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
eu0bhu.jpg

It's pretty much perfect.
Turns out it wasn't perfect after all. The version of Homeworld that's floating around on abandonware sites (or at least the version that I downloaded) is broken and doesn't display the opening cutscene, and more critically, doesn't allow you to save the game. If you try, you get this message: "Unable to open file 'C:\Gateway2\HOME001.SAV'"
The problem is the ini file in the game folder, which points to the wrong directory unless you happen to run the exe from C:\Gateway2\ within DOSBox. To fix it, just point the ini to the correct directory. Or you could set up DOSBox so that the directory in the ini is correct, of course. Either one would work.

Nobody asked, and there might be easier ways to fix this that I don't know about, or the solution might be obvious to everybody but me, but I'll post this just in case; to date, the only instructions I've found on how to run the Gateway games in SVGA mode comes from an LP on this very site (thanks Sceptic and spekkio :D), so who knows, this might end up helping some random Googler in need.
 
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