Author Topic: RELEASE: Deneb III  (Read 1026 times)

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Offline Nyctaeus

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Just finished. Veeery cool little campaign, with nicely freded BoE. I guess it's a good way to solve Lucifer side beam cannon inconsistency as they are orange in FS2 intro. Gosh, even placement of other warships is correct. This is really impressive :yes: !
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Offline Goober5000

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Thanks! :)

 

Offline CT27

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I came up with two more questions Goober, hope that's okay (you could take it that people engaging in dialogue about your campaign means it's really cool):


1-This is a response to your recent response to my previous question:

Spoiler:
Why would they think it wouldn't deviate from attacking the planet?  That seems like a risky assumption to assume a ship wouldn't make a slight maneuver since they know ships can move.  In a similar vein, wouldn't it have been better to park the Legion behind the Lucifer instead of to the side which is in close view of its planet cannon?  I understand you had to place it the Legion there though because that's where it was in the FS2 cutscene.




2-This question kind of is about the final mission but also about FS in general:

Spoiler:
The FS wiki says that while Helioses do much more damage to an overall target, Harbingers are much more effective at destroying subsystems/parts of a ship.  Does that mean if a shielded Lucifer came back in the FS2/post-FS2 era and heavy enough bombs can damage it, the GTVA would be better served to bring back Harbingers rather than use Helioses?
« Last Edit: October 17, 2017, 02:41:28 pm by CT27 »

 

Offline Goober5000

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I came up with two more questions Goober, hope that's okay (you could take it that people engaging in dialogue about your campaign means it's really cool):

Indeed it is.  And yes, I take it in that spirit. :)

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1-This is a response to your recent response to my previous question:

Spoiler:
Why would they think it wouldn't deviate from attacking the planet?  That seems like a risky assumption to assume a ship wouldn't make a slight maneuver since they know ships can move.  In a similar vein, wouldn't it have been better to park the Legion behind the Lucifer instead of to the side which is in close view of its planet cannon?  I understand you had to place it the Legion there though because that's where it was in the FS2 cutscene.

Spoiler:
The Lucifer had already attacked two planets previously, SR-5 (in Ross 128) and Ribos IV.  In both cases, once it reached its target orbit, it followed its pattern of bombarding the surface and did nothing else until the bombardment was complete.  (Reference the mission briefing, which says "We do not believe the Lucifer will leave orbit until it has devastated most of the surface with its flux cannon weaponry.  In previous engagements, the Lucifer has demonstrated unwavering focus on its primary mission objective, its shielding system allowing it to shrug off any distraction.")

Either the Lucifer needed to route all available power to the planetary bombardment beam, or it takes a bit of time to reconfigure from "planetary bombardment mode" to "capital ship attack mode".  Note that in the mission, the Lucifer stops bombarding the planet after its reactor is destroyed.  Furthermore, it doesn't attack the Guardian right away; it sits there doing nothing for several minutes.

The GTI expected the Lucifer to do exactly what it had done in previous engagements.  In both previous occasions, it a) did not deviate from its orbit, b) used its forward beam cannons for attacking warships and its side beam cannons for attacking planets, c) did nothing else while it was bombarding the planet.  But the GTI failed to consider that the destruction of a reactor might provide sufficient incentive for the Lucifer to alter its behavior.  It may be single-minded, but it's not stupid.

Both the Legion and the Guardian were positioned out of the firing arc of the Lucifer's forward cannons, which is where the GTI assumed that any attack would originate, if the Lucifer decided to switch from "planetary bombardment mode" to "warship attack mode".  They also assumed they would have a bit of warning if this were to happen.

Quote
2-This question kind of is about the final mission but also about FS in general:

Spoiler:
The FS wiki says that while Helioses do much more damage to an overall target, Harbingers are much more effective at destroying subsystems/parts of a ship.  Does that mean if a shielded Lucifer came back in the FS2/post-FS2 era and heavy enough bombs can damage it, the GTVA would be better served to bring back Harbingers rather than use Helioses?

Spoiler:
I suppose, but neither Harbingers nor Helioses are particularly effective when the Lucifer's shield is operating.  The overriding factor is the shield penetration ability.  If the Helios is good at penetrating shields, it may inflict more subsystem damage despite being less effective against subsystems on unshielded craft.  This is the sort of thing that would be up to the mod designer.  The ideal strategy, of course, would be to use beams, against which shields offer no protection.

By the way, The Scroll of Atankharzim, Part I features the arrival of a Lucifer-class destroyer in the post-FS2 era.  Though Sesquipedalian and I hold different opinions on what precisely happens when all five reactors are destroyed and the ship is not traveling through subspace.

 

Offline Vidmaster

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Played it this evening, very neat overall :-) I felt that M1 was the weakest and M2 the strongest (suprised?) due to the thematic writing there.

Issues I noticed:
* M1: the line "all remaining lambda transports have docked" is played when all 4 transports go down. While technically true, its somewhat cynical ;-)
* M3: there seems to be no Debriefing when loosing the Guardian in the fourth phase + plus some instances of colliding cruisers

Overall, it felt very FS1-like in all the right (or wrong) places. Great job. Voice-acted would be much appreciated by the way.
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Offline Goober5000

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Played it this evening, very neat overall :-)

Thanks!

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I felt that M1 was the weakest and M2 the strongest (suprised?) due to the thematic writing there.

Oh, interesting!  Would you mind elaborating?  M2 has a lot of plot development, but it's more in moving the pieces on the chessboard than any overt actions.

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Issues I noticed:
* M1: the line "all remaining lambda transports have docked" is played when all 4 transports go down. While technically true, its somewhat cynical ;-)

I'll look at this.

Quote
* M3: there seems to be no Debriefing when loosing the Guardian in the fourth phase + plus some instances of colliding cruisers

The no-debriefing is intentional.  Note where Command orders you to jump to. ;)

Which cruisers collided?

Quote
Overall, it felt very FS1-like in all the right (or wrong) places. Great job. Voice-acted would be much appreciated by the way.

On my list of things to do is to ask Sesquipedalian to generate synthesized speech for these missions using the same technique we used for Scroll Part I.

 

Offline Vidmaster

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I am one of these people how always found the beginning of a story or teasing for future plot points most interesting. As long as the story is not locked onto a single plot branch, it could "go anywhere" which means the narrative possibility space is largest. M2 is very interesting from a plot standpoint: Lots of things happen "around" us, tension mounts and "irregularities" start to occur. I really like how it escalates purely through writing.

Yeah, voice acting would really go a long way here (as usual). Personally, I would *REALLY* interested in the technique used for generating good Vasudan Voices.
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline Goober5000

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I am one of these people how always found the beginning of a story or teasing for future plot points most interesting. As long as the story is not locked onto a single plot branch, it could "go anywhere" which means the narrative possibility space is largest. M2 is very interesting from a plot standpoint: Lots of things happen "around" us, tension mounts and "irregularities" start to occur. I really like how it escalates purely through writing.

Excellent. :)  This is the kind of feedback I love to hear.

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Yeah, voice acting would really go a long way here (as usual). Personally, I would *REALLY* interested in the technique used for generating good Vasudan Voices.

I'm going to see if I can get Deneb III voice acted using the same speech generation that was used in Scroll Part I.  That particular technique is known only to Sesquipedalian, but if you want to use the style in the main FS campaign or in ST:R, we have snippets of the Volition Vasudan voice posted in the Extras section on the FSPort website.