Update (again)
Double-Post (sorry, I hope I won't go the prison for this), It's in a different file, because I want to make sure I didn't brake the balance changing the Hell Storm X, it needs some testing in Mission 14 (thanks), read below for specifications about that change:
[LINK REMOVED, THIS PATCH IS ALREADY IMPLEMENTED]
-------------------- OLD History Section here (it means you can get really bored reading, but remember: it's not my job to entertain people) --------------------
I was thinking of use the $Arm Distance: for the FireStorm other missiles are really OK, but if you accidentally keep pressed the Secondary fire key, then magic, "Suicide" (and even in Very easy), not only that, but you go to hell with your own squadron, also Assigning the Dinky Shockwave with it's Low Damage.
The Hall of Failure: (Whoa...I think I'll make this place my home), there is no way I can set the Dinky Shockwave & Damage for Sub-Munnitions, since the delay of the explosion is 0, I mean it would be, "if FireStorm Fail, you Fail too", but Sub-Munnition are not intelegent enough to understand that......it will remain the same
I think we should start using +Attenuation: For Beams, I am not too sure about this, I mean not from start of the Beam (Total Damage) to the End of the Beam (0 Damage), I mean, yes, but in space, energy doesn't really lost massively, after all there is no atmosphere that weaken or consume the surface of the Beam. As I said before with the Armor.tbl, it's hard to choose right.......but yes I think it's not the Same to being hitted by the URed from 10m (instant death) than from 25000m, so it's bothering me...., somewhat this should somewhat make Weaker Beams have a more near Damage of a Big Beam, for Example a BFBlue/BFSilv, having a damage more of a SBFRed if hits from a few meters, that would mean that I would need to increase the Damage of all Beams in order to equilabrate the Damage Attenuation, after is like represent the +ShrinkFactor with lessen Damage...
One of the other problems, are the Beam max range 30000m is not the real range where a Beam should dissapear in Space, the problem is that Beam travels automatically to the Hit Point, that kills the Head of the Beam, plus if there is a way to make Collision Between Beam, beams should have a Travel Speed:, otherwise there is no point to really make a collision
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Ah...this is a good one, was bothering me since I really catch the Hell Storm X wasn't a Multi-Warhead Missile (Spawn "",x) Flag, but was a $Swarm:, it's because of the GTVA commentary, damn, do the GTVA is always wrong...I am starting to feel something like go Gigas kill everyone.....
To the real Point, The Hell Storm X is a Swarm Capital Bomb, now we have 3 Swarm in Normal Fire-Mode, and 6 in Dual-Fire Mode. Now, how many have noticed that the Hell Storm X comes all togheter, I mean, if you are going to make bomb after bomb, then why the Hell don't you make a single bomb that has the power of six...
The Point is, if you destroy one, normally the others are destroyed by the Hell Storm X Damage which as being a Capital Bomb is big, enough to destroy another of the same Type, so there should be a like a machine-gun or a vulcan-cannon, one after the other (but not the same axis) having enough range between them so if one is destroyed, you don't lost all of the launched ordenace,
This can be done using the $Swarm Wait:, which have to be really accurate, the range needs to be exact, otherwise a distance too big between missiles could seems like it's another ordenance while it's still the same.........
Using the "Cycle" flag which Cycle through Firing Points, I'll make the line Axis be different, not much, but enough to not be one after another...better, using a "Corkscrew" Flag would be intereting, with Fire Delay, yes, I can Imagine it, a proud name for missile called "Hell Storm" (X), all twisting, rotating, like evading all of your shots, and saying "What?, do I move too much, you are missing me, you need to practice more, good luck next time, boom!!!", rotatory axis in a slow missile, umm....hope you like to aim...and you aim really good....
This sometimes get even worse, when the 1st Hell Storm X explodes, destroying the ones that come a litte behind, this don't bother now, because there is no $Shockwave Damage, and $Shockwave Damage Type:, but I am sure if those would be used, the damage would be lessen a lot...
This isn't as worse of what happen with some Ships, I think it's the Bahka or other, where you would fire a Bomb that has a fixed speed of 75, then if you where going to 90 with AfterArburner and Launch it, boom, it automatically collides with you.....
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WHAT'S UPDATED:
- mostly fixing Dockpoints and Paths (Well, I learn about the SCP existence in October, I don't have enough time to learn everything of the changes since the retail anyways...):
OrcTer: Fixed the wrong Dock that was intersected in the Hull of the Orc, it seems someone leave a "-" symbol
Add Dock to: Alcyone (new), Akrotiri (new), Androgeos, Ehreos, Gigas (new), Phobos Advanced, Pyrgos (***), Sai (**), ShivNode1, ShivWorm, Vinaashak, Cairo Extension, Iblis, Hara (Pandy), VasFR01-INF, SSD Lucifer, and AFighterNew (It lack of subsystems/Gun-Missile Points/Etc., I don't add it because, I think it's a little umcompleted in the Desing, compared to the others Ancient Models)
(new) : means the Models that comes with INF SCP Patch, Old models will be probabily long forgotten (by me, at least)
***Primary-wep.tbm:
- Mostly Turret Laser Lenght, and specially Laser Head & Tail Radius are the equal, since the Bitmaps is already like a head and Tail there is no need to simulate it (it was looking deformed, I change it). I check this in the TBM that comes in the Media v3.6.7 Update 3, that was I didn't add it before to the TBM....
- Corrected te Firestorm Range to 840m (why I wrote 2400m anyways?)
***Secondary-web.tbm:
- Added, the FLARE bitmap, a Yellow emp_shockwave to the EMP Advance which was laking the difference between hey "I don't do damage, I sabotage subsystem momentarly", still, I just changed the Colour, A EMP Shockwave would need Lightining generating almost from it's center and spreading as second passing by to the end of the Shockwave, so it's need an EFF/DDS, it means a lot of work, like Lightnimg Arms or Forks (as sometimes can be appreciated, specially when Lightining travel sky-to-sky without ending hitting the earth itself). Why I added it Yellow, just to Difference, usually (not really) Lightining can be seen as Light Violet, I mean more like a Plasma Storm, but I don't add it Violet, because Plasma in Lightining form could do both EMP and Damage (imagine it's a very concentrated lightining)
- Added the "Intelligent" (just, a different) Hell Storm X (better No Dumb, Hell Storm X)
- Added the w_shockwave, Blue Version of the F, since Ship explosion is Red, then Shockwave is Red, I changed this, beceuase when you kill a Ship using a Shocker or Stinger the Explosion meshes and you reallly ask "Do the f_shockwave is working correctly"....., Bomb EFF Shockwaves are in Blue Colour, so...same colour
- Set the Pandy's (Hara, why it's Pandy ?) to and Pyrgos's Mass to 50,000,000 (the Gigas has 32,000,000, so it's Okay), otherwise you would see a Sathanas colliding the Pyrgos, and the Pyrgos would move, now it should remaing still when it's collided
***Ships.tbl:
- (Transmission Start) Alpha 1: Commander?, we have deviced a SJ Signature, confirmed, AI Signature. (Transmission End) [AI Pyrgos, on station]
***Weapon.Tbl:
- Removed the $Swarm: 3 of the Hell Storm X for Swarm/Corkscrew compatibility issues, no, placing a $Swarm: 0 in the TBM doesn't fix the compatibility, I have no other Choice
WARNING: at Mission 14, is probabily you need to work harder against the Hell Storm X, I removed the Dumb Chain Explosion, where you destroy one (the 1st mostly) of the Hell Storm X and all the other near explode, I can't believe Earth wasted so many resources, so now it's a more "intellegent bomb" in every possible way, better check yourself and say me
INFShips-shp.tbm:
- f_shockwave.pof fix, by setting the Shockwave Count to 1 (it seems that in newer CVS Default Count is 0 if it's not Shockwave.pof). Special thanks to Psychonaut.....
- Raised the SI Hara from 10,000,000 to 20,000,000 (the same as the Pyrgos) it have more HP and Armor than the Gigas, that's an Installation, as I say "Armor", so.......the Armor.tbl it's still chasing me in my mind....
(**) Not like with the Orc I tried to do a Random or Proximity Dock, I added 2 Docks to have some Simetry, so:
***Does the Sai Docks are right, or wrong ?
The Orc Docks:
Number of Docks: 2
Spline per Docks: 1
Dock01-01
Dock02-01
The Sai Docks:
Number of Docks: 1
Spline per Docks: 2
Dock01-01
Dock01-02
Refenced the Spline to each Path, one is 22 and the other is 23
I believe this means if the Ship is Directed to Dock01, the ship will choose the nearest one, or something like that, Hope I didn't brake something. I can assure this is the exact difference but I don't wanted 2 Docks, I mean if not 1 then why 2 it could be 3/4/5/6 or whateaver have some place left......(Do is this how the the BSG Dock were Made?, I mean an Area common Dock with Multiple Points, and then Another Docks with Multiple points, or do those are thousands of single Docks?)
(***) The AI Pyrgos leaves the imagination to anything:
A- Havin lot of Dockpoints Outside (like a bee) and Inside for a Full Fleet of Ancients Ships, (like the BSG Base Star)
B- Having the Core Inside (like the Karnak)
C- Lot of AAA Beams and Flak (even FighterBays) inside to protect the Core (Use the force Lucke, not, you should need more than that)
D- I see there is a way to make Turret Animated, but isn't there a way to make a Fighter Bay Door Animated ??, and be able broke like the Engines, like it slide (not rotate), the problem is that the Pyrgos is so big that it could hold a SD, however the entrance is really small conpared to the Storage. The point is, it's so big it could even have a Fighter Bay for Cruiser/Destroyer and even a few SD (depending on size), but there needs to be an alternative way of enter, one bigger, but that normally reaming closed, until the Fleet launches and then the door open then close...blablabla, If there were so many Missions that were just used for the Sol Gate, I think there should be at least the same for the Pyrgos, it can hide a whole planet inside, well...a fleet, OK...I mean, it's so big inside, you can make a real fight or a mission in that place (remembers me to one of the Final mission in Ace Combat 3).
The Fighters Bay could be a Path Outside-Inside, of course the Poly COunt of a thing like that could be massive, but it would make sense, the Ship come from the Hangar Inside (Hangar...with that Space you can anyone can build a small City), the point is, like the Karnak with Multiple ways inside, but using the FighterBays, though it should be closed until someone destroy it...or until it opens momentarly. I think even when this ship is abandoned by Ancients it should have an IA sleeping mechanism, the Lucifer have one in Derelict, so why not...?
(****) Finally, some Docks in some Ships specific ships (...SJ Sathanas...), are placed in a place that is somewhat hidden and covered, however if you try to Dock another SuperCapital or anything, it will probabily collide until one or the other explode. So, this compatibility Issue can't be fixed until someone test all the possible combinations, and report what of the 2 ships is the one with DockPoint (NOTE: I am not "Someone", I am "Shadow0000", thanks, I also rarely do a Mission with Docked Capital or SuperCapital ships)
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What's would be updated next probabily:
The Ships POF Name, to the Ship Name, it makes finiding a Ship in a POF Editor really harder, different names really bother, but for the moment being I leave they like that, I mean, the respect I feel for it's creator stop me for changing the names (anyways why the Hara, is called Pandy, Pandy doesn't seem a Shivan name anyways, neither Zodiac, neither Angelic, neither Demon).
It's not like INF uses only 10 Ships, it's really confusing to search all ships.....
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The Ehreos's Side Flaks problem is still there, the problem is not the Z Axis, but that the Turrets look to it, to be OK, it should be, Turret looking to X Axis, and also set at X Axis. (Modifiying the Z Axis in the TBM correct the problem)
I just don't bother really adding a Good Tech Title, Description, and Anims (repited ones) for the Shivan or Ancient Weapons, I hope this doesn't brake anything, of course if some add a flag like "in_tech_database", but I don't want to invent a description for Shivan/Ancients Weapons, and with the Anim Limit problem, it's like, "remain like that, no one will know" or "so be it"......