It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Id like to say, like most, that you made (and the team) quite an amazing game if not one of the best game I have played to date. Also the mods and stuff were always useful and sometime deepened the game. (Thanks a LOT for custom Jafs)

I always wondered about something though. How many feature were cast off / stopped development while you were making the game.

Like in EOC, the Manual LDS always seem kinda worthless, aside from instant dodging missile. Was there supposed to be a way to go at LDS speed while having direct control? Or sometime the AI would do some terrible choice (IE: A marauder transport fleeing to a Law station.)

[Kinda Spoiler]
Also funny thing. Even though Jafs is supposed to be invincible, on the last mission, if you kill him yourself, the mission finish successfully.
Thanks for your kind words!

There was an entire last act that was removed from the game due to time constraints, where you took the independence fight back to Earth.

The stations were originally meant to be procedurally generated out of dockable modules according to a forumla, but the PCs at the time didn't have the processing and rendering power to handle it. So they got cut down to a relatively few standard designs.

I believe that the faction statuses were supposed to be dynamic at one point, but in the end to suit the plot and avoid any AI issues the faction ratings were controlled by the story scripts.

I originally wanted a more graphical way of equipping ships - I had an interface designed - but that got changed to the menu style method instead.

There's probably loads more, but it's been a long time. :-)


As for the LDS drive,manual LDS was always seen as an emergency escape measure. Sometimes it's the only system working that will allow you to escape, so it's handy to have.
Post edited July 28, 2012 by Ravenger
Another thing about manual LDS is that it allows you to avoid some of the circuitous routes the autopilot takes. For instance, you can wait in line at one or two L-points using the autopilot, or instead simply point your nose toward your ultimate goal and get there via manual LDS. Note that you can adjust your speed via the throttle, and even stop completely while in LDS.
I cant control my LDS once I'm in manual. I can decide direction but the speed is always ~1000m/s never faster never slower.

The only useful thing I have done with it is missile dodging since it put your speed in the direction you are facing at 1000m/s. (kinda cheap imho)
I was never able to traverse great distance with it.
Odd - I just use the throttle control on my old joystick and it allows me to choose any LDS speed I want, from full-stop to maximum.
deathzero34, what joystick do you use? Or do you use only mouse+keyboard? What throttle control do you use for normal flight?
I just use the keyboard and the mouse (my joystick gave up on life). I think I'm using the keyboard only in the options. w/a/s/d for flight control.
Post edited July 30, 2012 by deathzero34
avatar
Cunctator: I once heard that some Particle Systems member wanted to write a I-War novel. Did he ever finished it or publish the script?

I also want to thank you and the whole team for making such great, unique games and even more for supporting them after more then one decade. Sadly nobody makes any AAA spacesims such as I-War anymore.
avatar
Ravenger: Thanks for the kind words!

I don't remember anyone at Particle Systems saying they wanted to write a novel. However an I-War fan who went by the name Hot4Darmat wrote an I-War novel called 'The Meeting'.
Thanks. That was me! Yes, the story is still up at Soupdragon's site, along with a few other stories written in the I-war universe (Out in the Cold, and Uncertain Freight), but if anyone wants their own hardcopy printed and bound, there are still a few left. Just PM or email me and I'll send one out to you.
avatar
Cunctator: I once heard that some Particle Systems member wanted to write a I-War novel. Did he ever finished it or publish the script?

I also want to thank you and the whole team for making such great, unique games and even more for supporting them after more then one decade. Sadly nobody makes any AAA spacesims such as I-War anymore.
I know this is an old post, but if you like IWar, you should take a look at Star Shatter: The Gathering Storm. Very similar, with full newtownian physics, and piloting from a fighter up to a battleship class vessel, and even fleet command level with a carrier and full battlegroup.

I'm going to DL Iwar and see if some of the scripting issues from the original (I still have the CD around somewhere) have been fixed. This game is amazingly fun and was way ahead of its time.
avatar
Cunctator: I once heard that some Particle Systems member wanted to write a I-War novel. Did he ever finished it or publish the script?

I also want to thank you and the whole team for making such great, unique games and even more for supporting them after more then one decade. Sadly nobody makes any AAA spacesims such as I-War anymore.
avatar
Worldtraveller: I know this is an old post, but if you like IWar, you should take a look at Star Shatter: The Gathering Storm. Very similar, with full newtownian physics, and piloting from a fighter up to a battleship class vessel, and even fleet command level with a carrier and full battlegroup.
I looked it up, that sounds like a really, really cool game. I never even heard of it before, but newtonian physics combined with a dynamic campaign? - awesome!
Does anyone know if it's possible to get the Thrustmaster HOTAS Warthog working under I-War 1?

At the moment it looks like I'm going to have to map the entire keyboard, but I can't seem to get the stick or throttle to work correctly. The stick seems ok under the Windows Direct X control software.
avatar
Worldtraveller: I know this is an old post, but if you like IWar, you should take a look at Star Shatter: The Gathering Storm. Very similar, with full newtownian physics, and piloting from a fighter up to a battleship class vessel, and even fleet command level with a carrier and full battlegroup.
avatar
crazy_dave: I looked it up, that sounds like a really, really cool game. I never even heard of it before, but newtonian physics combined with a dynamic campaign? - awesome!
Even better, there's a source-code project for it going on at the Hard-Light forums.

http://www.hard-light.net/forums/index.php?board=234.0

Looks like they're slowly making progress.
avatar
crazy_dave: I looked it up, that sounds like a really, really cool game. I never even heard of it before, but newtonian physics combined with a dynamic campaign? - awesome!
avatar
bargearse: Even better, there's a source-code project for it going on at the Hard-Light forums.

http://www.hard-light.net/forums/index.php?board=234.0
Looks like they're slowly making progress.
Fascinating, I noticed not only do they have the engine, but they are hosting the game assets too. Has the game gone completely freeware? Matrix games has the info about StarShatter but doesn't actually sell it.
avatar
Ravenger: As some of you may be aware, I worked on the I-War games as a designer. If you've got any questions about the games, their development, or history, then please feel free to ask.

I can't promise to be able to answer everything, after all, 10 years is a long time , so details may be fuzzy :-)
Just wanted to thank you. IWAR2 is one of my favorite games of all time. I still play it to this day.
After finishing I-War, I've started on Defiance. This is the one chapter of the I-War saga that I've never played before, so I'm very much looking forward to it.

I have to ask, though, about the intro sequence... how did Hayes and his valiant crew of 2 manage to capture the CNV Rome? A corvette is supposed to have a crew of about 50, and yet it seems that the Rome's bridge crew decided to take care of the boarding on their own, leaving only a frightened Lutano behind. Where was everyone else?

Ravenger, as Defiance's project lead, perhaps you can shed some light on this? ;)