Highfleet Custom Modded Campaign – Robbed. #15



This campaign is really out to get me. I wasn’t sure about the end to this one but I wanted to give you the fight you deserve. Let’s see what happens when we take Khiva.

It’s finally time to take another attempt at this custom modded campaign. All enemy ships were designed and voted on by the community! Thank you again to everyone who took part!

Voice Acting Credit: Madeline Dorroh (https://www.madelinedorroh.com/)

Special thanks to everyone who has supported me through my Ko-Fi! (https://ko-fi.com/phros)

My Discord: https://discord.gg/zp2pfvtDgx
Second Channel: https://www.youtube.com/@PhrosToo

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34 thoughts on “Highfleet Custom Modded Campaign – Robbed. #15”

  1. i don’t really understand the loss of the thunderbolt. it feels like a bug, i mean feature 😊, of the ground system. curious if there is a save where you could save the thunderbolt. not sure if that is save scumming or not. doesn’t feel that way to me, and if there truly an over sight i understand the honor in not reloading. i would love to see a test battle of the Varyag vs thunderbolt!

    great campaign and i am here till phros says enough is enough! love the content keep up the great work!

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  2. something ive thought, why not have a logistics chain, hitman ? could run back and forth from fuel depos and provide cheaper fuel. it could allow the fleet to operate away from the main trade rotues and move on its terms.

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  3. Well, the game giveth, the game taketh away.

    It took your Thunderbolt, but it also took the Varyag replacement on the Lord Gov. lol

    TBF you didn't NEED to duel the Lord Gov. you could have just bypassed him and the Varyag would show up in the Khiva garrison, but yea most people like the duel.

    But yea, that close to Nagar, I don't think anyone would have blamed you for reloading the save, even if it technically was working as intended in that if you have no landing gear the game eats the ship.

    That being said, that close to Khiva, usually the garrison in Khiva isn't that impressive and you're about to get massive reinforcements both with your own Nomad Doughnut (The timer on the Diana starts AFTER the Lord Gov. sends the offer, I believe, so it should be arriving back any minute. There is a chance depending on timing it may come in after you take Khiva) and all of the add-ons from the Tarkhans. Hopefully it doesn't eat the Typhoon replacements or else this might be a very quick endgame.

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  4. I can't agree more with the others, reload from save and repeat your steps. This campaign's difficulty level is too high to accept losing the only ship that can carry us forward to a bug/mechanic like that.

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  5. Correct me if I'm wrong, but don't fighter jets always immediately trigger the alarm when they get within visual range of a city? I think you may have killed your chance at a silent strike by including a fighter patrol…

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  6. Well, that was a cool run. With the thunderbolt lost to a fairly stupid game mechanic that I would consider to be a bug rather than a well thought through mechanic and the Varyag being bugged but you also being set on fighting it, this feels like the campaign can't go on smoothly without some sort of intervention from the outside.
    I see basically 3 options:
    1) You accept the loss of the Thunderbolt and you can beat the Varyag with the Gladiator after some tries I think, so you could continue the campaign considering the Varyag beaten, even if it didn't spawn in.
    2) You accept the loss of the Thunderbolt and you could opt to negotiate with the Lord Governor to get the Varyag into your fleet and get around the fight. If seriously trying to win the campaign, after losing the Thunderbolt this would have been the most logical course of action I think.
    3) You reload from the Fleet HQ save and don't lose the Thunderbolt to a stupid glitch that doesn't make a lot of sense. This will probably still not give us the big showdown of Varyag / Thunderbolt though.
    I think my favorite option would still be 3. The Thunderbolt fights in the last 2 episodes were amazing and I wanna see more of those. Sucks that the campaign is bugged but we'll have to deal with it and make the best of it. You truly tried to play as fair as possible and we all know you never shy away from taking losses, no matter how much they hurt. But thinking ahead a little: I'm not sure if there's gonna be another playthrough after this one. The Thunderbolt is the biggest and baddest ship we've seen you fly so far. It feels like it deserves more screentime!

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  7. I would agree with everyone who has been saying that it'd be fine to reload. Personally I hope you do, as Ive enjoyed seeing your skill with the Thunderbolt and the epic fights you've had, and think it'd be a shame to loose it to a glitch, or even a questionable game mechanic. I think most people would prefer to see it die in combat rather than to a 'sand worm'. Regardless, I will respect whatever you choose and have been really enjoying the playthrough

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  8. I feel highly confident in just saying you should reload the Nagar save to bring the Thunderbolt back. The ground instakilling the ship for not having landing gear seems like an absurdly unlucky punishing glitch and I don't think that should spell what could be the end of the campaign.

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  9. That was complete horseshit, I have several ships with no landing gear that don't get deleted for being landed. I suggest a reload for that personally, but make sure you have enough fuel to get it out of any potential line of fire next time.
    I should add, the landing mechanic has never been consistent nor well explained in-world. The game assumes anywhere you stop is valid and all ships are capable of landing, so I can have half a ship still capable of flight and landing as long as it has power and engines to either side, right up until I actually need it to fight or land. Every player has had ships that, when you're checking if it should land for repairs or not decide against trying due to it clearly not being capable of such, where exactly do these ships go? A landing pad is much safer than non-uniform desert crag, but the game allows these ships to continue existing on Schrodingers landing pad. The game can't tell in those cases and it would likely result in a worse experience post combat if it did and nothing else were changed. In this case it failed to realize that your ship was in fact capable of being landed. I've landed heavily overloaded and off balance tankers directly onto a single engine thruster before, the damage you'd sustained was survivable.

    For future reference something I found in my latest campaign, the hidden cities are always about 3500km ~ 4500km away from each other, making about 4 in total per campaign. As long as you can find the first one the rest have about two pretty obvious spots within those ranges.

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  10. How were you landed? Salvage/rescue? I thought you needed to play the moon lander mini game to land? Sorry I’m not that familiar with the game. It seems to me the game landed you without any option, for no reason.

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  11. A reload seems totally fair. The game boned you hard for no good reason. As much as I love highfleet it has a few quirks that make you want to tear your hair out.

    Also for hidden cities, the easiest way to find them is to look for big gaps between groups of cities. Use the compass to draw circles of radius 750 km centered on each city (hidden cities will not spawn within 750 km of another city.) then use a ship with radar set to ground mode to search the areas between the cities outside of the circles. You'll see a cluster of roads on the radar if there is a hidden city nearby.

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