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Archived Boards => The Apocalypse Project => The Archive => Archived The Apocalypse Project Threads => Topic started by: Unknown Target on January 17, 2002, 01:52:00 pm

Title: Combat.....
Post by: Unknown Target on January 17, 2002, 01:52:00 pm
I'm just making a suggestion here....I REALLY think, during missions, you should make it seem as if you're being ordered around (i.e. continuosley changing orders, you scouting a long ways away, alone, etc.)
Just my 2 cents!
Title: Combat.....
Post by: USS Alexander on January 17, 2002, 03:03:00 pm
Don't worry wil make it like homeworld as close as the engine can handle, and what's homeworld without constanatly changing orders
Title: Combat.....
Post by: Thorn on January 17, 2002, 03:45:00 pm
We'll see....  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Combat.....
Post by: vadar_1 on January 17, 2002, 05:36:00 pm
changing orders constantly would just be stupid. It takes a long time to constantly build those commands in, and if your doing voice acting its just a hella lot of work. And who wants to do a lot of constant reading anyways? it should be a couple clear cut directives that you can perform yourself. This isn't the same as homeworld where the strike craft dont know when to run away from the missile destroyer...
Title: Combat.....
Post by: Setekh on January 18, 2002, 02:34:00 am
I'm definitely interested as to how the gameplay in TAP will come out...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Combat.....
Post by: Nico on January 18, 2002, 05:30:00 am
 
Quote
Originally posted by vadar_1:
changing orders constantly would just be stupid. It takes a long time to constantly build those commands in, and if your doing voice acting its just a hella lot of work. And who wants to do a lot of constant reading anyways? it should be a couple clear cut directives that you can perform yourself. This isn't the same as homeworld where the strike craft dont know when to run away from the missile destroyer...

This as to be done well, of course. Changing goals before you've complete the first obj is dumb, for sure, but lot of different goals in a single mission si'nt a bad idea.

Title: Combat.....
Post by: USS Alexander on January 18, 2002, 07:11:00 am
 
Quote
Originally posted by venom2506:
This as to be done well, of course. Changing goals before you've complete the first obj is dumb, for sure, but lot of different goals in a single mission si'nt a bad idea.


Yeah, i think that's what UNKNOWN ment alot of directives in the mission but you first have to finish the other's.
Title: Combat.....
Post by: Unknown Target on January 22, 2002, 01:24:00 pm
So....how are you going to make the ships do the backwards barrel roals like in the real game....hmmmmm?
(shameless p1mp (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif))
Title: Combat.....
Post by: Farsight on January 22, 2002, 01:27:00 pm
backward barrel roles hmmm can that be done?

[This message has been edited by Farsight (edited 01-22-2002).]
Title: Combat.....
Post by: Unknown Target on January 22, 2002, 01:36:00 pm
yes  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
In fact, I'm the staffer that's doing it for the Robotech MOD   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

[This message has been edited by Unkown Target (edited 01-22-2002).]
Title: Combat.....
Post by: Thorn on January 22, 2002, 01:51:00 pm
Can't be done, unless you can make the ships slide.
And only games like Iwar and Allegiance can do that.
Title: Combat.....
Post by: Unknown Target on January 22, 2002, 02:03:00 pm
no, no, I can make you go completely backwards, no sliding, if I take your meaing correctly.
Send me a fighter+and I'll do it.

EDIT: I can also make it slide, if you want.
E-mail should be in my profile if you decide to send me a fighter.

[This message has been edited by Unkown Target (edited 01-22-2002).]
Title: Combat.....
Post by: Thorn on January 22, 2002, 02:05:00 pm
How about you just explain how?
Email me, I want to know how to do this so I can do it with the rest of them..
Title: Combat.....
Post by: Unknown Target on January 22, 2002, 02:06:00 pm
 
Quote
Originally posted by Thorn:
How about you just explain how?
Email me, I want to know how to do this so I can do it with the rest of them..

Trade secret  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
No, I'll e-mail you, just wait about a minute, I'm typing it now.
Oh, just a quick question,
Will I get credit (no offense)

[This message has been edited by Unkown Target (edited 01-22-2002).]
Title: Combat.....
Post by: Thorn on January 22, 2002, 02:06:00 pm
Cool thanks  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Combat.....
Post by: Unknown Target on January 22, 2002, 02:08:00 pm
Actually, could you at least give me a sample .tbl?
I haven't worked in one in awhile, so I forget what everything says   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
EDIT: Just post it here, it's much quicker

[This message has been edited by Unkown Target (edited 01-22-2002).]
Title: Combat.....
Post by: Thorn on January 22, 2002, 02:13:00 pm
alrighty...

Code: [Select]
$Name:                          SwF Acolyte
$Short name:                    Acolyte
$Species:                       Terran
+Type:                          XSTR("Heavy Interceptor", 2939)
+Maneuverability:               XSTR("Excellent", 2940)
+Armor:                         XSTR("Medium", 2941)
+Manufacturer:                  XSTR("Kiith Somtaaw", 2942)
+Description:                   XSTR("Heavy assaults" , -1)
$end_multi_text
+Tech Description:
XSTR("", -1)
$end_multi_text
+Length:          17 m
+Gun Mounts:      2
+Missile Banks:   2

$POF file:                      sacolyte.pof
$Detail distance:       (0, 80, 300, 900)
; $ND: 42 42 244
$Show damage:           YES
$Density:                       1
$Damp:                          0.1
$Rotdamp:                       0.35
$Max Velocity:          0.0, 0.0, 82.0                  
$Rotation time:         3.0, 2.6, 5.0
$Rear Velocity:         0.0
$Forward accel:         3.0
$Forward decel:         1.5
$Slide accel:           10.0
$Slide decel:           5.0
$Expl inner rad:        25.0
$Expl outer rad:        55.0
$Expl damage:           15.0
$Expl blast:            1000.0
$Expl Propagates:       NO                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:       0.0                                             ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks:                 ( "Railgun" "Energy cannon" )
$Allowed Dogfight PBanks:        ( "Railgun" "Energy cannon" )
$Default PBanks:                 ( "Railgun" )
$Allowed SBanks:                 ( "Harpoon" )
$Allowed Dogfight SBanks:        ( "Harpoon D" )
$Default SBanks:                 ( "Harpoon" )
$SBank Capacity:                 ( 5 )
$Shields:                       0
$Shield Color: 100 100 255
$Power Output:          2.0
$Max Oclk Speed:        94.0
$Max Weapon Eng:        80.0
$Hitpoints:                     350
$Flags:                         ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class:                      Captain
$Afterburner:           YES
+Aburn Max Vel: 0.0, 0.0, 0.0
+Aburn For accel:       0.0
+Aburn Fuel:            0.0
+Aburn Burn Rate:       0.0
+Aburn Rec Rate:        0.0
$Countermeasures:       25
$Scan time:                     2000
$EngineSnd:       128                  
$Closeup_pos:           0.0, 0.0, -22
$Closeup_zoom:          0.5
$Shield_icon:           shield-f01
$Ship_icon:                     iconfighter01
$Ship_anim:                     ssfighter01
$Ship_overhead: loadfighter2t-03
$Score:             8
$Trail:
+Offset: 0.50 2.00 -8.0
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: -1.0 2.00 -8.0
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Subsystem:                     communication,                  10, 0
$Subsystem:                     navigation,                     10, 0
$Subsystem:                     weapons,                        20, 0
$Subsystem:                     sensors,                        10, 0
$Subsystem:                     engines,                        35, 0
Title: Combat.....
Post by: USS Alexander on January 22, 2002, 02:18:00 pm
Species Somtaaw  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/rolleyes.gif)
Title: Combat.....
Post by: Thorn on January 22, 2002, 02:24:00 pm
We havent edited anything in the species.tbl file yet, remember?
Title: Combat.....
Post by: USS Alexander on January 22, 2002, 02:48:00 pm
 
Quote
Originally posted by Thorn:
We havent edited anything in the species.tbl file yet, remember?

I have
Title: Combat.....
Post by: Unknown Target on January 22, 2002, 05:17:00 pm
Get the e-mail, Thorn?
What do you think?
Title: Combat.....
Post by: Thorn on January 22, 2002, 05:32:00 pm
Yup, I'll let you know..
Ive yet to try it...
Title: Combat.....
Post by: Grug on January 23, 2002, 08:21:00 am
im pretty sure in the allied forces mod, some shivan ships can go backwards, prob is there is no hud to display speed for sliding or backwards etc.

as for the changing orders subject, if there was voice acting u could just use the same as homeworld so there is only a couple different things to say eg, "new coordinates d/l" to move (which is hell making in levels) "new target acwired" for destroy objectivs etc

only main problem in this overall point of view, is that in homeworld u tell a group of fighters to attack something and thats it, there'ry happy to die for u and follow the same procedures everytime.
however in freespace2 it targets a more realistic style that shows all of the micro management in just simple skirmishes such as subsystems etc.
i call this 'minion syndrome'
because in free2 there really isnt any minions to speak of.
so to convey a 'pure' homeworld feel too a freespace2 conversion we have to make it as simple as possible in free2 terms - however this would make the game extremly dull for players taking the role of 'minions'
so therefor we have to design it inbetween these two worlds simple enough to be homeworld and yet enough 'micro management' to be entertaining in a freespace environment

wow thats alot of writing, but i think it puts a good lot of question to where the detail is going to be in level design.

PS no pressure level designers  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

------------------
"too succeed is not enough, others must fail"
Title: Combat.....
Post by: Unknown Target on January 23, 2002, 11:01:00 am
Well, I think just loads of fighters would be good enough for the MOD.
BTW, use FS2 as an abberviation, not free2 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Combat.....
Post by: Unknown Target on January 23, 2002, 01:43:00 pm
Hmmmmm....what about asteroids?
How are you going to make the harvesters harvest them?
I'm thinking this:
Make a no-damage weapon that looks like a harvest beam, and make the harvester attack an asteroid, and then, after a couple seconds, it returns to base (not sure about that part, though)
Would make some interesting gameplay, like you have to protect the harvester, while the main fleet engages elsewhere.
Title: Combat.....
Post by: DragonClaw on January 23, 2002, 04:33:00 pm
 
Quote
Originally posted by Unkown Target:
Hmmmmm....what about asteroids?
How are you going to make the harvesters harvest them?
I'm thinking this:
Make a no-damage weapon that looks like a harvest beam, and make the harvester attack an asteroid, and then, after a couple seconds, it returns to base (not sure about that part, though)
Would make some interesting gameplay, like you have to protect the harvester, while the main fleet engages elsewhere.

Why not just do one that does a little damage... so the asteriod blows up after awhile...

------------------
   -Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
    -WebMaster of The Apocolypse Project ("http://www.3dap.com/hlp/hosted/tap/")

       
Quote
The fear always controls our attitude, let us fear no more!
Title: Combat.....
Post by: Unknown Target on January 23, 2002, 05:05:00 pm
You're right, that's better.
Because of that and the fact that, in HW, you can tell harvesters to attack enemy ships.
Title: Combat.....
Post by: Setekh on January 24, 2002, 05:25:00 am
You can? Can they deal out any serious damage?
Title: Combat.....
Post by: Thorn on January 24, 2002, 07:28:00 am
Not really, but they should considering what they do.....
But, then again, theres always the "K" key  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/drevil.gif)
Title: Combat.....
Post by: Grug on January 24, 2002, 08:44:00 am
with the harvesters u could just have it so u start off escorting it as it leaves an asteroid field until it flys all the way back to the processor and then have it so u get called back to the mothership.

or have a really large level set up so its like homeworld and u have to fly all the way across space to get back and defend the mothership or intercept fighters, problem is that the flying inbetween parts is a bit dull so you'd have to compress everything to just the right distance so it doesnt get boring. or have a top afterburner speed of 1000 or something.
(wich is possible and funny, like ur wingmates flying along and then 'pop' they dissapear)

------------------
"too succeed is not enough, others must fail"
Title: Combat.....
Post by: Unknown Target on January 24, 2002, 09:56:00 am
Hey, Thorn, are you ever going to get back to me on that thing I sent you????
Title: Combat.....
Post by: Nico on January 24, 2002, 10:28:00 am
 
Quote
Originally posted by GoDoFeViL:
with the harvesters u could just have it so u start off escorting it as it leaves an asteroid field until it flys all the way back to the processor and then have it so u get called back to the mothership.

or have a really large level set up so its like homeworld and u have to fly all the way across space to get back and defend the mothership or intercept fighters, problem is that the flying inbetween parts is a bit dull so you'd have to compress everything to just the right distance so it doesnt get boring. or have a top afterburner speed of 1000 or something.
(wich is possible and funny, like ur wingmates flying along and then 'pop' they dissapear)


mmh, nothing of that sounds really fun to me.

Title: Combat.....
Post by: Unknown Target on January 24, 2002, 01:17:00 pm
No, but if you do it so you do get called into the main fighting, it will be, i.e.:

--You're protecting harvester--
"Command, we need some reinforcments now, they're all over us!"
"Just hold on, we're re-directing some fighter wings now!"
"Alpha, Beta, engage and destroy the enemy at coordinates Alpha-Alpha, Gamma-Ray, 2 niner! The HSS Rea-nan will meet you there!! Zeta will take over the escort, just hurry!"
--Alpha 2 speaking---
"roger command, we're on our way!"
Granted, the levels can't be too large without some distractions, or else gameplay will get pretty boring.
Title: Combat.....
Post by: Thorn on January 24, 2002, 04:03:00 pm
 
Quote
Originally posted by Unkown Target:
Hey, Thorn, are you ever going to get back to me on that thing I sent you????

I havent had a chance to try it out yet, Ive been busy. I have exams tomorrow and next week, so I probably wont have much of a chance then...
Title: Combat.....
Post by: Unknown Target on January 24, 2002, 05:11:00 pm
Oh, sorry about that. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
Title: Combat.....
Post by: Grug on January 25, 2002, 09:08:00 am
what if we made it so at the begining of the campaign ur placed in a small out post wich barely classes as a fleet, u could fly a recon or a scout or something. so u here on the 'radio' about the discovery of the beast hostile and run into it as it wipes out ur 'fleet'. u barely make it out alive reaching a node or something just in time. then u join up with the kushan or something and follow the campaign from there.

any suggestions? or r we following the story strickly in the eyes of the main chars out of the homeworld & cataclysm?

------------------
"too succeed is not enough, others must fail"
Title: Combat.....
Post by: Thorn on January 25, 2002, 09:18:00 am
We're concentrating on the main Homeworld campaign first...
Contact me on ICQ or MSNMS and I'll tell you all the details...
Title: Combat.....
Post by: StarGunner on January 25, 2002, 03:40:00 pm
 
Quote
Originally posted by Unkown Target:
 Trade secret   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
No, I'll e-mail you, just wait about a minute, I'm typing it now.
Oh, just a quick question,
Will I get credit (no offense)

[This message has been edited by Unkown Target (edited 01-22-2002).]

Could you send me one? I'm TBL Editer to.

P.S. Iv ben trying to do this for months

------------------
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.
Title: Combat.....
Post by: Unknown Target on January 25, 2002, 04:01:00 pm
Sure.
Just don't go spreading it around, I want the RT MOD to have something unique, it REALLY needs  the boost, and I'm trusting you guys not to spread how to do this, OK?

[This message has been edited by Unkown Target (edited 01-25-2002).]
Title: Combat.....
Post by: Grug on January 26, 2002, 08:04:00 am
u do realize that once u release ur mod that most people will probably rip it out of the table anyway

------------------
"too succeed is not enough, others must fail"
Title: Combat.....
Post by: Unknown Target on January 26, 2002, 11:19:00 am
As sicne Steve isn't back, and fokker+Venom have gone AWOL, we can't release it for awhile, so that's why I don't want to spread this around.
Title: Combat.....
Post by: Nico on January 26, 2002, 11:53:00 am
 
Quote
Originally posted by Unkown Target:
As sicne Steve isn't back, and fokker+Venom have gone AWOL, we can't release it for awhile, so that's why I don't want to spread this around.

Mmh? I'm still there, I just have nothing to do.
Title: Combat.....
Post by: Unknown Target on January 26, 2002, 01:45:00 pm
Get on ICQ, and I'll tell you what we need  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Don't worry, it's something you should have, so it won't take long  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Combat.....
Post by: Alikchi on January 26, 2002, 05:38:00 pm
Eewwww!!
Title: Combat.....
Post by: Unknown Target on January 26, 2002, 05:43:00 pm
What's ewww?
Title: Combat.....
Post by: Alikchi on January 26, 2002, 10:09:00 pm
Nothing, I have a sick mind.
Title: Combat.....
Post by: Setekh on January 26, 2002, 10:31:00 pm
That you do.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

Man, those Inferno and TAP avatars look sweet on a black background.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Combat.....
Post by: WMCoolmon on January 26, 2002, 10:59:00 pm
Is that a semi-p1mp?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
What IS eww for, anyway...
Title: Combat.....
Post by: Thorn on January 31, 2002, 09:40:00 pm
Anyway..
This topic has started to drift, and since theres no further need of it...
Topic closed..