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#51 | ||
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![]() You can order your wingmen by using the wingman command keys:
Shift-A= Orders wingmen to attack the target in your Combat Multi-View Display (CMD) Shift-I= Wingmen ignore the target in your CMD Shift-H= Orders wingmen to enter hyperspace/hangar Shift-E= Orders wingmen to make evasive manuvers Shift-C= Orders wingmen to disengage from their target and defend you (good if you've taken heavy damage to systems like shields, engines, or flight control) Shift-W= Orders wingmen to wait in one place (they will halt their engines and ignore all targets) Shift-G= Cancels shift-w Shift-R= Orders wingmen to report in TIE Fighter has two additional commands: Shift-S+Space= Request reinforcements, which usually summons a flight group of Assault Gunboats that attack all hostile craft. It's not a good idea, since they tend to destroy disabled craft, and you also lose about 20,000 mission points. There is one exception, however... Shift-B= Orders a resupply craft to repair your ship and rearm it with warheads. As far as assigning pilots goes, you can assign any pilot in the registry to fly a mission; this means you can create 20 pilots and sign them up in any mission. Their quality depends on how many missions they have flown in the proving ground and the historical mission simulator. You can lose those pilots if they are shot down and captured or killed, however. |
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#52 | ||
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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![]() Quote:
Previous post already talk about all possible commands... No need to repeat myself. |
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#53 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: ,
Posts: 250
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![]() i find that the wingmen are unrealiable most of the time - they tend to be in the wrong place at the wrong time - i guess the AI of the day had a lot to live up to. Still a good game all round but modern day games would have a much better AI to go with it for wingmen and enemy fightres etc.
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#54 | ||
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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![]() Well, to be frank about you Goblins, the Wingmen were about as intelligent as the ennemy in front of you, so I say they were pretty much even. The point in being able to give them orders was especially usefull when they were wandering away where they should not like you were talking about.
I myself always used them both as an help at the beginning by making them attack my target everytime I was dodgefighting a Tie so it doesn't always flee away or use them as cannon fodder against big targets while I was concentrating on real objectives. You can count both examples as distractions tough, because they were not able to stand their own by themselves unless they had a pretty high rank in level and was fighting low ranked opponents... This is mainly because the Imperials have an odd unwritten rule which say that a "comfortable" attack seems to be when you overwhelm 3 to one on strenght or, in starfighters case, number. |
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#55 | ||
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![]() The AI is decent enough if you have well-trained pilots. If you send novice pilots into difficult missions, they will most likely get shot down.
Also, your rank, your wingmen's ranks, and where you place them has some effect on their flying ability. If you are a flight officer and place a commander in a wingman position, then he is more likely to ignore your wingman commands. It's not a good idea to order your wingmen to attack the same target you're attacking, since enemy TIEs take only a few hits with lasers to destroy. If you're trying to protect allied craft from enemy bombers (such as in the Redemption mission), order your wingmen to attack one bomber, then target another bomber while your wingmen are attacking the bomber you assigned to them. There are also some missions where you have to destroy enemy capital starships. If there are enemy fighters, order your wingmen to ignore the starship. They will focus their attack on the starfighters until you order them to attack the main target. If there aren't any enemy starfighters (such as in the second FRG Priam mission), order your wingmen to wait until you destroy the mines and drop the shields on the target. If your mission objective is to destroy a Star Destroyer, get close to it and turn your targeting computer off. Switch to proton torpedoes and move your starfighter so the target receptacle is focused on one of the two orbs (called shield generators) at the top of the bridge of the Star Destroyer, and dual fire your torpedoes at it. It may take four torpedoes to destroy one generator, but if you destroy both, the Star Destroyer's shields will go down. If you just get a target lock on the Star Destroyer, it would probably take more than eight torpedoes hitting the hull to take the shields down. I know English isn't exactly the strong suit of people here, so I hope I'm not typing in vain. |
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#56 | ||
![]() ![]() ![]() Join Date: Oct 2003
Location: Shella, Kenya
Posts: 1,578
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![]() Quote:
__________________
Rabyd Rev -- 2 Timothy 2:15 |
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#57 | ||
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![]() I still have the manual from the 5 disk DOS version. I need it for copy protection...
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#58 | ||
![]() ![]() Join Date: Jan 2005
Location: ,
Posts: 2
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![]() Happy New Year everyone!
I have some unfortunate news, a CD case of mine was stolen after a recent move and I lost my TIE Fighter Collectors CD (Win95 edition). I still have my X-Wing Collectors CD (and an older TIE Figher DOS cd), but I was really looking forward to finishing a recent campaign in TIE Fighter (especially with the new DirectX fix). If anyone could be so kind to a help a fellow TIE pilot in need, I would be greatly obliged if someone could ftp/xdcc me a CD image, or burn a copy and I'd happily pay for the disc and shipping via paypal. I'm not a pirate, I'll happily send pics of the DOS CD or the X-wing CD if need be. If anyone can help, please private msg me, thanks so much! edit: Nevermind, Edonkey to the rescue! God bless P2P! |
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#59 | ||
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![]() Did any of you guys own the original x-wing that came out on 3 or 4 (3 1/2") floppies? If you did, you may have noticed that the rereleases cut in my opinion pivitol parts of that game. After a mission there used to be a cutscene of your fighter gliding into the hanger, its landing gaer dropping and coming to a rest. Then you'd see the pilot opening the cockpit, and repair crews would be starting to repair your damaged fighter. Those scenes made a huge difference to me. Now there isn't too much effect after a mission. Big mistake for lucasarts. This among many other things have completely lost my faith in those guys.
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#60 | ||
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![]() Heh... I didn't notice that until you mentioned it.
And the DOS version had 5 floppy disks. |
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