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Post by Ardanis on May 22, 2018 10:38:41 GMT -8
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Post by Ardanis on Apr 13, 2018 6:30:31 GMT -8
2. We were told only ruvian princesses could have their genetics tampered with so as to acquire the ability to awaken, i.e Sola and Asaga. so from this do we infer that Alice was at one point a princess. Alice seems to be some kind of reincarnation of Sharr Myren, the Nightmare's original pilot. REturn.rpy, line 8738: REturn.rpy, line 11311: So, I would assume that Diodians have somehow discovered the Nightmare frame and bio-engineered Alice from the remnants of its diseased pilot, which gave a start to the whole Prototype project.
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Post by Ardanis on Sept 10, 2017 4:01:37 GMT -8
Loren the Amazon Princess, when it got released on Steam in early 2014. Since then played Sunrider, Eien no Aselia & Seinarukana, some of the Sakura games, Saya no Uta, something else I can't immediately recall. Don't really like the idea of book with choices format though, prefer it either with gameplay (i.e. more like RPG) or kinetic (a-la book with pictures and music).
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Post by Ardanis on Sept 10, 2017 3:41:34 GMT -8
Icari is a kind of "mage" character, in that she requires more skill and management to play correctly, but also is more versatile and fun to play as a result. It makes even more sense if you think that typical fantasy "melee tank" vs "fragile ranged" roles are reversed in sci-fi settings dominated by guns.
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Post by Ardanis on Apr 19, 2016 17:09:41 GMT -8
Several issues I noticed when checking the game files to make sure I didn't accidentally miss something. Played Asaga, Chigara and Sola routes, no Ava.
m1w4_solapool No calls to it whatsoever, apart from debug.
m3w3_eldersday From events.rpy:
The "meetasaga_eldersday" check should be removed, because it turns false at the end of Asaga event in dayloops.rpy and blocks "m3w3_eldersday" from ever showing up.
Unrelated to the above issue, from script.rpy:
The actual luck stat is not modified.
m4_bednosleep I had this event on M4W2D8 (just before kendo tournament). After it played out, I got "What a busy day..." message - despite it already being the morning, - followed by "There's a kendo tournament today." and the day went as usual. However, once the activities concluded, instead of sleeping the day replayed itself, i.e. I got another kendo message followed by another tournament - at H7 no less!
I managed to fix it by commenting out this line in script.rpy:
Probably not how it should be fixed, though... I still got the redundant "What a busy day..." message at the end of event, but other than that everything seems to have gone smoothly, no duplicate kendo tournament in the middle of the night.
m5_solafinalexams Script.rpy:
Should be "hour > 5". Otherwise it's a black screen.
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Post by Ardanis on Apr 9, 2016 23:45:04 GMT -8
Considering heavy reliance on temporal anomalies, I think alternate universe isn't out of question. If so, then it should be pretty safe imo, because if you don't like something, you can simply say "oh well, it's not like this was canon to begin with" and just enjoy more Sunrider fiction.
I too, however, am a bit concerned about DLC being story only. I know that battle design takes more than merely dropping a bunch of units against player, but I suspect it shouldn't take more than 2-3 days to make a new mission complete with balance tests. I'd certainly be willing to wait an extra week or two if it meant more gameplay goodness.
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Post by Ardanis on Apr 1, 2016 21:05:16 GMT -8
Conversely, you would be pretty unlucky to miss at 90+% accuracy for Captain difficulty and below as the RNG cheats in your favor when making single shot attacks above 50%. Wha-?? I did sometimes get a feeling I was landing way too many lucky shots at 70%-90% on Captain, to the point I felt like reloading to even the odds.
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Post by Ardanis on Apr 1, 2016 20:59:05 GMT -8
Missiles are useful in early missions, when there're enough enemies without overlapping flak protection. But after that they're imo only really good as emergency or in specific situations, like vs Ryuvian cruisers. The cost of upgrading for extra shots also becomes prohibitively expensive very soon, unlike regular weapons.
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Post by Ardanis on Mar 30, 2016 22:05:38 GMT -8
I only reload battles, not shots. Occasionally load an autosave if I really miscalculated something very obvious, or just badly misclicked. The lagging really doesn't help there... Also, on the second playthrough, when going "Hang on... I can get a couple more units..." full mode in Agamemnon mission, I saved every turn after the last big wave, and reloaded 1-2 turns back if enemies scored way too many hits. Wanted to see if it were possible to get all of them - and it was! Took me 24 turns to finish, but the credits were worth it
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Post by Ardanis on Mar 28, 2016 14:34:23 GMT -8
As far as new enemy types are concerned, I think they've been sorely lacking in medium class. A sort of backbone infantry, that can't be one-shot by Sola (without awakening anyway) and isn't dangerous enough - like Ironhogs or Supports, - to warrant an override kill order. But at the same time, the one whose presence really can't be ignored. Ryuvian cruisers would a be good example, stats wise. Another consistent issue is that spending on accuracy upgrades doesn't pay off as much damage or energy cost upgrades (not counting Sola, as she does need accuracy to snipe out two Supports on the first turn). There're capital ships that you can reliably hit with anything, and there're ryders that only Sola, Icari and highly accurate lasers can hit. So far, the only good reason to invest into accuracy are Fast Cruisers. Using fewer units: like only The Paladin and The Phoenix. Problem with this is that some players might not have EVER upgraded those two, or worse downgraded them. As long as the option to open store/research window before battle remains, I think there'll be no problems with under-developed units. At worst, you can just respec them, if conscience allows.
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Post by Ardanis on Mar 25, 2016 13:15:10 GMT -8
I wouldn't go for double repair. It is quite expensive on its own, and investing these funds into weapons can let you kill enemies faster, which in turn will reduce the damage they inflict.
Agreed about dropping some hull plating on Sunrider - with 25 armor you don't need to worry much about stray lasers and missiles, and enemy torpedoes are limited in supply. Also I'd drop its shield upgrades - with 2-hex coverage Bianca and Liberty, if placed strategically, can shield most of your formation just fine. The 80% mitigation is sufficient to reduce most of the laser attacks to minor scratches.
Stripping Liberty and Bianca of everything except shields and energy should also be high priority - they're better at casting than attacking, and if they don't generate aggro then enemies will also ignore them.
Paladin can do without evasion and flak. It's tough enough to take an extra hit or two, and the alliance cruisers provide decent flak coverage.
Black Jack has way too much hull as well - it may come in handy in the last battle, but until then it's overkill.
Phoenix is lacking energy to be effective as melee build - with 130+ it can fly into range, kill a couple ryders that Bianca drags towards it, then return to safety. If not, it's a waste of funds.
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Post by Ardanis on Mar 22, 2016 22:36:27 GMT -8
Whatever is most protected, presumably a battleship. Fighting on the front lines is for young hot shots, high ranking officers are there to command - which means they need to take minimal risks.
The ryder, should "Abandon ship!" command be issued, would be something like Black Jack - all around balance of armor, speed and defenses, along with medium primary weapon and an array of secondary weapons.
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Post by Ardanis on Mar 22, 2016 15:20:26 GMT -8
Lasers are certainly viable, but even with multiple damage upgrades Black Jack is still lagging behind Paladin. I currently have both of them fire thrice per turn, and consistently find it harder to find viable targets for lasers than for kinetics. Not saying you shouldn't go for lasers - they're definitely worth it - but not at the expense of kinetics.
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Post by Ardanis on Mar 22, 2016 14:42:28 GMT -8
Ah. Well, that sort of explains the difficulty with this mission By this time it's advisable to already have double-shot Sola and triple-shot Kryska, otherwise there's just too many enemy hit points to take down. The escort mission can certainly help with cash, though it may be hard to kill all of them with your setup.
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Post by Ardanis on Mar 22, 2016 13:13:39 GMT -8
Depends on what upgrades you have purchased, really. My setup is as follows.
Turn 1.
Starting with vanguard cannon is an option, but opening the battle with Full Forward appears to inflict just about as much damage, if not more. Sola snipes out both Supports. Somebody else kills Ironhogs - Asaga is good at that, if she's proficient with lasers. Chigara can disable one capital ship, and Kryska can kill another. If Claude assists with gravity gun, Icari can kill two Elites and retreat back into your shield/flak protective range. The remaining ships provide finishing shots to the above mentioned targets, if necessary, and concentrate the remaining firepower on another capital ship, preferably the one with shields lowered by Union Frigates.
Turn 2. Enemies may manage to avenge the two Elites and kill Icari on their turn, but doing so will waste most of their attacks on her. If she survived, or if you don't care to resurrect her, then it's Warp+Vanguard time. Kryska should kill another cap ship, and the others should handle a couple more. If you didn't leave any cripples to finish, you can awaken Sola for the next turn's wave.
Turn 3. If Vanguard was fired, enemies tend to concentrate on Sunrider, but with all torpedos already shot in previous turn, they shouldn't be able to sink her. If hull damage is low, then another Vanguard can kill or cripple 3-4 cruisers and remaining cap ships. Otherwise fire weapons at point blank range and warp back to safety.
From this on, enemy numbers should be low enough to kill new reinforcements as they come. The last big wave may be tough, but it's also possible to kill all of them in one turn, if you don't fancy losing credits.
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Post by Ardanis on Mar 13, 2016 15:08:57 GMT -8
Also, was I the only one that was really thrown into a loop by Kuushana's name? Because I saw her character model, assumed that PACT was basically Russia, and hoped she would get a Russian or Eastern European name. For the record, as a Russian myself it makes me happy to see the commie scourge not associated with my country for once
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Post by Ardanis on Mar 13, 2016 15:00:21 GMT -8
The problem is that if a game features one optional romance route, that you may or may not choose, it creates two issues.
First, the base game material should be competitive enough, else the people who declined the optional route will be pissed at missing on content.
Second, that sounds similar to "Take the reward" / "Decline" kind of a choice, which is not really a choice at all. After all, who is their sane mind would refuse. I.e. what's the point in playing the game, if you're not interested in what it has to offer.
The alternative is to make two equal routes, one featuring romance, and the other not. Unfortunately, that tends to get expensive to produce real quick.
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Post by Ardanis on Mar 13, 2016 9:50:55 GMT -8
Tricky subject... On one hand, I really didn't like the forced Chigara route. Though maybe that's because I was Ava's fan... On the other, I think it worked out rather great in the end, as it provided excellent character development for Asaga. The transition from the initial embarrassment to the dark pit of despair to hateful jealousy to reconciliation to the reunion was very well done. The hug scene was particularly brilliant, saying petty much everything about her feelings. I even ended up betraying Ava in the waifu poll If the player had an option to pick Asaga right away, I highly doubt the abovementioned would even be possible. Sunrider was the first VN that I played (unless Loren the Amazon Princess counts), so I don't have much knowledge if the genre handles such things differently from traditional RPGs. But if working in the RPG industry for several years have taught me anything, it's that any attempts at dramatic development are doomed to fail spectacularly when player is allowed to make a real choice, be it romance or not. You can have love tracks written for each party member, and they can even be all good, but in the end they feel like mini-games where you try to score high and get a sex scene (or something equivalent). Which may be not so bad if you're in for gameplay, but if you're in for the plot, then... medium format restrictions are not the only reason we don't have branching plots in books and movies. Long story short, being able to select your waifu is nice, but it tends to dull the experience. While taking linear approach you risk rubbing salt into those who don't share your preferences.
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Post by Ardanis on Mar 12, 2016 21:31:42 GMT -8
Alice is missing.
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Post by Ardanis on Mar 10, 2016 4:46:37 GMT -8
I did have a feeling it might be something very obvious like that. For some reason I thought the sounds files were already in LB. Copying the folder fixed it, thanks!
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Post by Ardanis on Mar 9, 2016 19:03:11 GMT -8
What the title says. Nice bug though, seeing how I can't use merc ships there due to sound issues
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Post by Ardanis on Mar 9, 2016 18:58:45 GMT -8
2nd battle, when trying to deploy cruisers or frigates I get the Couldn't find file 'sound/Voice/UnionFrigate/selection1.ogg' error. If I ignore it, I get another one about Sunrider not being in removal list. Union Frigate I'm sorry, but an uncaught exception occurred.
While running game code: File "game/script.rpy", line 2655, in script call call battlewarning_label from _call_battlewarning_label File "game/combatlabels.rpy", line 258, in script call if ui.interact() == 'continue': File "game/combatlabels.rpy", line 104, in script python: File "game/combatlabels.rpy", line 116, in <module> BM.start() File "game/classes.rpy", line 1196, in start self.formation_phase() File "game/classes.rpy", line 483, in formation_phase self.result = ui.interact() IOError: Couldn't find file 'sound/Voice/UnionFrigate/selection1.ogg'.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/script.rpy", line 2655, in script call call battlewarning_label from _call_battlewarning_label File "game/combatlabels.rpy", line 258, in script call if ui.interact() == 'continue': File "game/combatlabels.rpy", line 104, in script python: File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\ast.py", line 805, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\python.py", line 1461, in py_exec_bytecode exec bytecode in globals, locals File "game/combatlabels.rpy", line 116, in <module> BM.start() File "game/classes.rpy", line 1196, in start self.formation_phase() File "game/classes.rpy", line 483, in formation_phase self.result = ui.interact() File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\ui.py", line 277, in interact rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\display\core.py", line 2424, in interact repeat, rv = self.interact_core(preloads=preloads, **kwargs) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\display\core.py", line 2715, in interact_core renpy.audio.audio.interact() File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 790, in interact periodic() File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 724, in periodic c.periodic() File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 340, in periodic topf = load(self.file_prefix + topq.filename + self.file_suffix) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 74, in load rv = renpy.loader.load(fn) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\loader.py", line 533, in load raise IOError("Couldn't find file '%s'." % name) IOError: Couldn't find file 'sound/Voice/UnionFrigate/selection1.ogg'.
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.949 Release 1.2
Alliance Cruiser I'm sorry, but an uncaught exception occurred.
While running game code: File "game/combatlabels.rpy", line 104, in script python: File "game/combatlabels.rpy", line 116, in <module> BM.start() File "game/classes.rpy", line 1196, in start self.formation_phase() File "game/classes.rpy", line 483, in formation_phase self.result = ui.interact() IOError: Couldn't find file 'sound/Voice/AllianceCruiser/Reporting For Duty.ogg'.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/combatlabels.rpy", line 104, in script python: File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\ast.py", line 805, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\python.py", line 1461, in py_exec_bytecode exec bytecode in globals, locals File "game/combatlabels.rpy", line 116, in <module> BM.start() File "game/classes.rpy", line 1196, in start self.formation_phase() File "game/classes.rpy", line 483, in formation_phase self.result = ui.interact() File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\ui.py", line 277, in interact rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\display\core.py", line 2424, in interact repeat, rv = self.interact_core(preloads=preloads, **kwargs) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\display\core.py", line 2715, in interact_core renpy.audio.audio.interact() File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 790, in interact periodic() File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 724, in periodic c.periodic() File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 340, in periodic topf = load(self.file_prefix + topq.filename + self.file_suffix) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 74, in load rv = renpy.loader.load(fn) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\loader.py", line 533, in load raise IOError("Couldn't find file '%s'." % name) IOError: Couldn't find file 'sound/Voice/AllianceCruiser/Reporting For Duty.ogg'.
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.949 Release 1.2
Sunrider I'm sorry, but an uncaught exception occurred.
While running game code: File "game/script.rpy", line 2655, in script call call battlewarning_label from _call_battlewarning_label File "game/script.rpy", line 2661, in script call call mission2_inits from _call_mission2_inits File "game/initialize.rpy", line 488, in script python: File "game/initialize.rpy", line 493, in <module> player_ships.remove(sunrider) ValueError: list.remove(x): x not in list
-- Full Traceback ------------------------------------------------------------
Full traceback: File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\bootstrap.py", line 281, in bootstrap renpy.main.main() File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\main.py", line 468, in main run(restart) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\main.py", line 139, in run renpy.execution.run_context(True) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\execution.py", line 714, in run_context context.run() File "game/script.rpy", line 2655, in script call call battlewarning_label from _call_battlewarning_label File "game/script.rpy", line 2661, in script call call mission2_inits from _call_mission2_inits File "game/initialize.rpy", line 488, in script python: File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\ast.py", line 805, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\python.py", line 1461, in py_exec_bytecode exec bytecode in globals, locals File "game/initialize.rpy", line 493, in <module> player_ships.remove(sunrider) File "D:\Program Files\Steam\SteamApps\common\Sunrider Liberation Day\renpy\python.py", line 546, in do_mutation return method(self, *args, **kwargs) ValueError: list.remove(x): x not in list
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.949 Release 1.2
Playing with audio settings doesn't seem to have any effect. I can start the battle if I don't buy the mercs, but looking at the enemy fleet...
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