Author Topic: TVWP FAQ  (Read 108519 times)

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Offline Snail

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Q: Were the ship's base attributes in ships.tbl matched to those of FS1 ships or would rebalancing be needed?

Question for the project i'm doing, and for fan-FREDers during later releases of the project that are set closer to the FS1 time. What i mean is if, for example, you took the TVWP Mustang Alpha, without any modification, and pitted it against an FS1 Apollo (again without editing), does the Mustang's Hitpoints/energy/manoeuvring speed/cargo space etc. represent its capabilities against the superior ship (excluding technological differences like the sheilds, afterburner style, etc), or would someone need to redo the Mustang's attributes?

(I imagine most modders would tweek the attributes a little anyway to represent upgrades to the chassis, but they'd need to know that the values as they are make good starting points for said tweeking).
You'd probably need a lot of heavy editing to change that. TVWP ships have some really funky maneuvering and stats.

 

Offline headdie

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Ask the Diaspora team, they have similar issues (I assume) with ballistic weapons, and did you read that thread a while back about ammo conservation?

I think this is the most recent

http://www.hard-light.net/forums/index.php/topic,63950.0.html
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Offline colecampbell666

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That's the one.
Gettin' back to dodgin' lasers.

 

Offline Solatar

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Q: Were the ship's base attributes in ships.tbl matched to those of FS1 ships or would rebalancing be needed?

Question for the project i'm doing, and for fan-FREDers during later releases of the project that are set closer to the FS1 time. What i mean is if, for example, you took the TVWP Mustang Alpha, without any modification, and pitted it against an FS1 Apollo (again without editing), does the Mustang's Hitpoints/energy/manoeuvring speed/cargo space etc. represent its capabilities against the superior ship (excluding technological differences like the sheilds, afterburner style, etc), or would someone need to redo the Mustang's attributes?

(I imagine most modders would tweek the attributes a little anyway to represent upgrades to the chassis, but they'd need to know that the values as they are make good starting points for said tweeking).

Last I checked everything was balanced independant of FS1 ships, etc. The reasoning was that creating weapons that were loads weaker than FS1 weapons and ships that were weaker was kind of stupid. If we had done that we'd have 25 hitpoint fighters running around with weapons that did fractions of a hitpoint of damage per hit. All numbers, etc. have been upped to a more manageable state. If you're going to use a Mustang Alpha in a fighter against an Apollo, you'll have to tweak it to make it weaker.

The maneuvering status of the Unification War era ships is "canon", however. Thrusters and maneuvering stabilizers were at a more primitive state, although if you wanted to throw in some technobabble about them being upgraded you could.


 

Offline Sushi

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Ask the Diaspora team, they have similar issues (I assume) with ballistic weapons, and did you read that thread a while back about ammo conservation?

I think this is the most recent

http://www.hard-light.net/forums/index.php/topic,63950.0.html

Yep. If you've been following Nightly builds, you may have noticed that there is now (basic) support for AI firing primaries in bursts to conserve ammo. It works quite well for Diaspora's rapid-fire machine-gun-like primaries. Length/frequency of bursts is basically a function of ammo left and distance (modified slightly by angle-off to target and a per-difficulty-level multiplier).

AI will still run out of ammo... eventually. But it definitely takes longer this way.

 

Offline headdie

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Ask the Diaspora team, they have similar issues (I assume) with ballistic weapons, and did you read that thread a while back about ammo conservation?

I think this is the most recent

http://www.hard-light.net/forums/index.php/topic,63950.0.html

Yep. If you've been following Nightly builds, you may have noticed that there is now (basic) support for AI firing primaries in bursts to conserve ammo. It works quite well for Diaspora's rapid-fire machine-gun-like primaries. Length/frequency of bursts is basically a function of ammo left and distance (modified slightly by angle-off to target and a per-difficulty-level multiplier).

AI will still run out of ammo... eventually. But it definitely takes longer this way.

As some one laying the foundations for my first mod which relies on ammo dependent primarys i am seriously looking forward to the next release  ;7
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Offline Eishtmo

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When it comes to AI weapons, the simpliest answer is to create a second set of primaries that have the same stats, but are NOT based on ammo.  But then that brings up issues of assigning primary weapons and such.  Tweaking things will work.
Warpstorm  Bringing Disorder to Chaos, And Eventually We'll Get It Right.

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I know there is a method, but all I see is madness.

 

Offline T-Man

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What are the race\culture mixes like for each of the Colony powers?

Was wondering as i've noticed some of the Colonies seem to be quite distinct in this regard (eg. Mars = Russian).

Also goes by 'Murasaki-Tatsu' outside of Hard-Light

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Offline Goober5000

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We haven't really put as much thought into that as you might expect.  The tech room descriptions pretty much cover everything on the cultural front.

 
It is a good question though. Even if Earth was unified before colonization began, there was still probably some racial supremist groups that might have come to power or something.
Sig nuked! New one coming soon!

 

Offline T-Man

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It is a good question though. Even if Earth was unified before colonization began, there was still probably some racial supremist groups that might have come to power or something.

Not necessarily supremacist groups, but with the UNE being a federation of seperate counties, and the nature of the planet prior to its formation, its likely many of the colonies were specifically funded or pioneered by the larger nations (US, China, Russia, Japan etc), so the majority of the population would likely be of that heritage or ideology, and in turn influence the overall culture of their colony.
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 

Offline Eishtmo

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What are the race\culture mixes like for each of the Colony powers?

Was wondering as i've noticed some of the Colonies seem to be quite distinct in this regard (eg. Mars = Russian).



When I came up with the original idea, I didn't consider, or even care, about racial mixes.  Culturally, at this point they are Martians, Lunies, Jovians, etc.

Mars was intended to be more socialist as they had to ration supplies amongst a great many people in order to survive.  The Lunies had a stronger sense of independence, despite still being dependent on Earth.  The Kuipers are rough and ready survivaliests.
Warpstorm  Bringing Disorder to Chaos, And Eventually We'll Get It Right.

---------

I know there is a method, but all I see is madness.

 

Offline Locutus of Borg

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I'd be really sad if this didn't have voice acting. It's one of the view campaigns I've acturally played that didn't (Due to my vision problem, having to read stuff while playing is too much for me)

I'd be more than happy to help VA.

FRAK, I clicked the thread and it didn't automatically take me to the last page. Sorry, just realized I had read the bottom of the first xD
« Last Edit: September 05, 2009, 12:34:47 pm by Locutus of Borg »
We are the Borg
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Resistance is FUTILE

 

Offline General Battuta

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Offline Locutus of Borg

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Even though it was a misunderstanding, (totally on my part) my offer still stands
We are the Borg
We will add your biological and technological distinctiveness to our own

Resistance is FUTILE

 
Fak it.

You guys still need Fredding help? Chapter 1 sounds like it's almost done but it's been sounding that way for two years so not sure what's goin on. Though honestly not sure I'd deliver on any content, was supposed to do an HTL model for BWO and never got round to it.  :nervous:

Normally I don't give a damn about helping other mods but TVWP is one that's always interested me for whatever reason. Old school tech is fun.
« Last Edit: September 14, 2009, 05:25:35 pm by Akalabeth Angel »

 

Offline General Battuta

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I believe all the missions are complete in at least rough form.

 
I believe all the missions are complete in at least rough form.

Chapter 1 or all the chapters? However many there are. Think it was 3 or 5 or something crazy like that. Or ou're probably just concentrating on releasing one at a time maybe.

 

Offline General Battuta

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I really shouldn't be discussing this. Goob can take point.

 
I really shouldn't be discussing this. Goob can take point.

Oh my mistake. Seven chapters according to the website.
So the full game will be done in like 2047 hahah. Unless chapters 2-7 are much shorter than chapter 1 which is itself 30 missions?? But if all 7 chapters are full campaigns that's like 210 missions or something.