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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: starlord on January 30, 2008, 02:10:53 am

Title: renegade "vae victis" project: need help.
Post by: starlord on January 30, 2008, 02:10:53 am
Hello again guys, it's been a long time as I had a computer crash lately. So first things first: I will start with this: I wish you all (even if it's a bit late) a very merry christmas and mostly a very happy new year 2008. my most humble thanks to the community for it to be what it is. May it defy time and extinction itself.

On a second note, I have made progress on the renegade legion MOD. Enough in fact to give it a violent push into serious. The MOD will be organised in 5 campaigns (or chapters) which will be no doubt released progressively. I have made a first mission script evaluation of campaign 1 (including all victory/failure systems). All campaigns will feature one "pathway choice" at one moment, and I have found enough info to make several references at some novel material such as the kraken or the orca squadron. Once my computer will be fully operational, I will scan the system maps as well as the latest designs: (seneca, illustrious, inflexible), at which point I will have reunited all salvageble renegade legion material (hopefully enough to start making the MOD).

Please feel free to check the other renegade legion MOD thread in the gaming section to take a look at the material (interceptors, tanks and capital ships).

As for the introduction:

I stared, my eyes alight with passionated awe, at the infinite depth of space from behind the observation port of my personnal quarters in crucible command, thinking about what peace might be like. "peace". Did the word, seemingly from another age long forgotten, even still yeld a faint trace of meaning anymore? Could it still mean anything to us, despite some hollow promise?
Seemingly, the war with the terran overlord government has come to a stalemate, but we all knew the truth behind the appearances: The TOG advance had been only temporarily stalled with the liberation of the messana pocket and the "outstanding" defense of jacob's star. I remember this most especially: I was there.

Outstanding defense, yes, but it came at a high price: listening post alpha's respected commander "mother" down in flames, Several friends lost forever to the void, and the elimination of a backstabbing spy. Yet the invading TOG cruiser squadron was effectively harrassed, gnawed at, and finally repelled from the system. Only 2 ships survived: the "canis" cruiser class carrier, later identified as the "relentless foe" and the command ship "bane warder", one of the new lictor exclusive seneca class cruisers.All other ships, including the "xerxes" frigate class carrier "vici" had been destroyed either in the system or as they retreated to calaris.

The fact that one of the fearsome lictor secret service's cutting edge seneca was repelled spread doubt among the TOG troups like wildfire, making the renegade counterattack on the messana pocket yet another success. Even so, the TOg is endlessly pulling in new ships in shannedam, and with the county capital "defiance" still being contested and the recent fall of "gustaviv's regret", our victory probabilities still appear more then unclear.

As of 03:35, crucible command has ordered our unit to be transfered aboard the "vigilant", a county frigate class carrier. The vigilantand it's escort shipswill be assigned a "recon in force" type mission considered dangerous or even suicidal by many standards: the infiltration of the TOG controlled systems cosmic south/south east of the messana pocket, in an attempt to locate and possibly destroy the TOG command structure in shannedam, shutting down all of their operations in the county. This directive will come to effect in 2 weeks, during which we will be assigned the routine patrol assignements in the messana pocket.

As my log entry reaches it's end, final preparations are being made for my squadron's patrol plan. I pray whatever gods their may be that one day, we might rediscover peace.

This is gariss "ares" Jameson, commander of the 70th squadron "battlespears", 80425 renegade legion wing, signing off.

Naturally, I won't present you with the missions script (What good is there to spoil your fun), Yet I would like to recruit. So should anybody be interested, be sure to contact me. I'll take just about everything, since I need just about everything.


For those who want to check the material: http://www.hard-light.net/forums/index.php?topic=50666.0

And keep in mnd this: the MOD will be free of course, but as for WCSAGA for instance, the full story comes at a price: since you have to buy the wing commander titles to have the full WC story, in a similar manner you will have to buy renegade: the battle for jacob's star to get the full renegade story (jacob is acting like a prequel to the MOD). I recommend you check the amazons or a neat little shop called cdaccess (open to international orders too). Take a new one if possible, so you can treasure the manual.

I had a message coming from the starshatter community telling me that spaceranger (a renegade fan) would like to help me as a moder once he gets a little free time. I guess that means that things are beginning to evolve.

Also, I have the detailed campaign 1, mission 1 script for you. I'm counting on your feedback.

Briefing: Welcome back to crucible, pilot. I'm commander paul wayne, commanding the renegade 80425th. As you have noticed, our recent operations in messana has given us a much needed break to reorganise our strategy, and one cannot deny that this is partly due to your work on listening post alpha.
However, we cannot relent now: Even though the pocket seems clear of TOG forces, sensor cover seems to detect several small glitches in jacob. Those could simply be metallic traces in the edison belt, yet we will still not run the risk of another TOG invasion. This mission will also reacustom yourself with fighters since your short leave, therefore it'll be an excellent occasion to test your remaining skills.

You will fly along with one wingman a standard patrol in the edison asteroid belt in jacob's star. You will be using cheeta light fighters: Touch your navpoints in order to clear the way for the starfire pegasus light corvette to lay a network of surveillance satellites. Once done, return to base. Scans report no enemy contacts, yet should you encounter the TOG, engage at will. Dismissed, pilot!

Base launch: shrew (wingman): it's great to have you back, sir! We're ready to go.

Autopilot

nav 1: clear. W: no hostiles here, command. proceeding on the patrol.

Autopilot

nav 2: wave 1: 2 launceas. W: command, we got hostiles here: 2 launceas, repeat 2 launceas.  Command: aknowledged. alpha, engage the enemy.

Wave 2: 2 launceas light fighters. W: I can't see how those ships could have come here without a carrier vessel. There must still be TOG units in jacob. At least patrol ships.

C: good job: continue your pattern, alpha!

autopilot

nav 3: 2 verutums light fighters and 2 launceas . W: command, things are getting out of hand here, we got 2 verutums and 2 launceas. TOG is still active in jacob command.

after fight: C: alpha, we have an unknown signal near you, we marked the emission area as nav 4, go check it out.

Autopilot

Nav 4: 1 cingulum light corvette, 2 spiculums medium fighters.

W: we see it, command: a cingulum sloop loaded with sensor gear, no doubt acting recon. Also 2 med spiculums acting escort. The cingulum is fleeing.

C: "alpha, take out the cingulum before it enters T-space" (you have 2 minutes), "then engage the spiculums but use caution".

(when cingulum explodes), W: wow, that's one big boom!

autopilot.

base land. W: It was an honor to fly with you, sir! C: you're clear to land alpha!

Mission failure: patrol aborted or all enemy fighters not destroyed

Mission partial failure: cingulum escaped (after 2 minutes)

mission success: all TOG units have been destroyed and fighters returned to crucible.

That's it for now.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on January 30, 2008, 02:19:16 am
As promised, you can now check out the last of the material directly taken from the battle for jacob's star manual. The link to the download is here: http://www.4shared.com/file/35906170/c1aa58d5/renegade.html?dirPwdVerified=380ccc6c
 (in there you can find out the newer ship designs including the superb cutting edge seneca cruiser. ;7
Also, the mission planning made for campaign 1 turning point is nearly complete.

Of course, The first things I would need is someone with a certain bit of imagination at designing ships as several designs are evoqued, yet missing, so it seems they will have to de redesigned from scratch

those designs include:

-TOG morkanium destroyer class carrier
-TOG adscriptius class gunboat
-TOG cataphractus class escort
-TOG ultor class battleship (old design)
-TOG canis cruiser class carrier
Utility VLCA comm ship (perhaps)
2 freghters and 2 troop transports.
Several TOG and renegade fighters

Should there be any renegade legion fans in there, please help me in my quest for finishing this MOD.

Thank you.

starlord.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on January 30, 2008, 06:29:49 am
So I will start with a first question to the experienced modders out there: Is it possible to mount shields on capital class ships? Also, is it possible to have interceptors with uneven armour? say 90 front, 80 rear and 40 side?

I've made up a fighter summary, looks like the TOG has 27 fighter designs and the commonwhealth/renegades have 31 (including last prototype designs). The ssora have 1 and the kessrith have 5 designs along wih their 2 corvette designs (sloop and carrier).

Also, one more race exists i forgot: the cizerack. Those are felines and mostly ressembling cougars. They are relatively peaceful yet cannot fly interceptors. However they are perfect as spies and no doubt that in the MOD you will interact with one.

This will mean that if a player is to pilot all renegade fighters (not all at the time though), at least 6 per campaign must be available. Also in campaign 3, 4 and 5, players will be given a limited number of TOG fighters to fly as infiltration, also they will possibly fly the ssora fighter. The kessrith exclusive fighters will not be flown by the player in the main campaign (however, perhaps if user made campaigns are made, they could be flown in those).

Also, Is it possible to have a ship (for instance a xerxes) carry interceptors and a small number of patrol ships (like 2 pharetra carrier corvettes). Yet those pharetras can themselves carry 1 squadron of 6 intersepors each. Is this feasable?

Also, one of the weapons is a cone laser (or claser), is it possible for a weapon to fire slightly conical bolts?

I am anxiously awaiting your replies.

best regards.

starlord.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on January 31, 2008, 06:06:49 am
Today I have made up the definite campaign 1 plan (turning point).

here are the visited systems (each of the systems contains 3,4, or 5 missions)
                                                                                                                                               
                                                                   
BEGIN: 1: Jacob's star. 2: calaris. 3:mysia
                                                                   

CHOICE A: HELP DEFIANCE : 4: yin. 5: defiance. 6 WIN: ancona. 7:Yois (join). 8 WIN: Hubble. 9: sparta hill(GOAL)
                                                                            6 LOSE: Ku krassus(END)   8, 9, or 10 LOSE: Ciria. 11: ceaser' folly (END)




CHOICE B: SEARCH FOR BANE WARDER:4: Iol. 5 WIN: Olisipio. 6: cyclic. 7:Yois (join) (8, 9: same plan as A).
                                                                         5 LOSE: Ve'fros. 6:Thapsus. 7:Tarraco. 8: messana (END)

Use this in conjonction with the shannedam system map in the link I previously included.

awaiting feedback.

best regards.

starlord.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 02, 2008, 09:06:49 am
Hi there,

News today: mission planning is almost over: I only need to make path B (the search for the bane warder) and the failure systems.

I'm in need of experienced persons capable of giving me feedback on my campaign (and perhaps by the same occasion, join my MOD effort). I'm awaiting your reactions.

I at lease need to know if the campaign I'm designing is going to glue you to your comps (It's my first scripted campaign, so be gentle, however I have great experience as far as the space combat genre is concerned).

Please send me your help or proposals.

best regards.

starlord.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 04, 2008, 03:06:16 am
hi, I was just wandering if it was possible to make custom nodemaps in a MOD? Like, say, the system map of shannedam county in briefings? Could someone tell me?

Also, I noticed more than a 100 readers on my topic, but yet no answer. Come on guys, I'm not gonna bite you know... ;)
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on February 04, 2008, 03:04:06 pm
your posts are too long. as for the system map, were do you want this map to appear? at the briefings?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 05, 2008, 03:02:09 am
Yes: It would be interesting to have either FS1 or FS2 style animated maps, yet as you noticed, they tend to differ. Download the file using the link I've posted and you'll see the shannedam county map: As you see, there's nothing in common with freespace.

Regarding the posts: Sorry, I hope they don't bother the administrators, but there is so much to talk about, especially in those parts of the project.

Since you are here (thanks besides for being the first one to reply and to show interest to the renegade legion), could you tell me if it is possible to create shields for capital ships? Likewise, is it possible to create fighters with uneven armour? For instance, the renegade penetrator must be carefully flown: bow armour: 90, stern: 80, sides: 40. Can this be possible?

Best regards, and thanks again.

starlord.
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on February 05, 2008, 09:15:33 am
well shields on capital ships is perfectly possible. as for different plates of armour, I don't think so.
if you can make a map on it's own file (not a scan from a book) it will be easy to put it into either the tech room or the briefings.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 05, 2008, 10:33:17 am
can cap ship shields regenerate too? also, I'm afraid I didn't quite get that part about the uneven armour.
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on February 05, 2008, 10:35:31 am
can cap ship shields regenerate too? also, I'm afraid I didn't quite get that part about the uneven armour.
yes, I am prety sure it does.
and uneven armour doesn't work.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 06, 2008, 07:44:16 am
Ouch! Well the perhaps we can work something out with uneven shields rather..., for instance, if the penetrator has weaker side shields, it might turn out to be the same.

On another note, I've finished the campaign 1 "turning point" victory path (along with the 2 choices) mission script. I just need to design the failure missions. Also, I'm looking for persons I could share the script with so they could give me feedback. Actually, modders and fredders wouldn't be bad either, if there still are some of them which are free. I think campaign 1 script will soon be completed, and it would be good to move to stage 2.

Also, one thing: Is it possible to make the big fighter bays of the carriers destroyable? like any other subsystem? This would add a tactical dimension when fighting carriers, as a TOG morkanium destroyer class carrier alone can transport 2 groups of fighters (I think 180 fighters), a xerxes frigate carrier can carry a full wing (360 fighters) while a canis cruiser carrier can carry so much as 3 wings (1080 fighters). However, those ships are weaker in all aspects when confronted to normal destroyers, frigates, cruisers (no spinal mounts and less gun bays to make room for additionnal fighters). So when their big fighter bays are destroyed, you will have loads of fighters off your backs and also easily cripple those ships.
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on February 06, 2008, 12:46:09 pm
Also, one thing: Is it possible to make the big fighter bays of the carriers destroyable? like any other subsystem? This would add a tactical dimension when fighting carriers, as a TOG morkanium destroyer class carrier alone can transport 2 groups of fighters (I think 180 fighters), a xerxes frigate carrier can carry a full wing (360 fighters) while a canis cruiser carrier can carry so much as 3 wings (1080 fighters). However, those ships are weaker in all aspects when confronted to normal destroyers, frigates, cruisers (no spinal mounts and less gun bays to make room for additionnal fighters). So when their big fighter bays are destroyed, you will have loads of fighters off your backs and also easily cripple those ships.

I do believe so.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 07, 2008, 03:23:27 am
Whoops, sorry, I believe a morkanium houses 2 groups, not half a wing, so that makes 120 fighters.

Also, several ships have the ability to carry a limited number of patrol ships (the largest being the escort (0.4 Km). However, carrier corvettes (renegade solstice or TOG pharetra) and the escort (TOG cataphractus) can themselves carry a small number of fighters (1 squadron of 6 fighters for the corvettes and 2 squadron of 6 fighters each for the escort).

Can those small fighter carriers and their fighters be themseves carried aboard ships of the line (destroyers and beyond)?

I know this may be slightly hard to understand at first but can, say, a shiva battleship launch it's 72 fighters and it's 12 patrol ships (2 of them being pharetras and 2 others being cataphractarii), then can said patrol ships launch their fighters right after?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 08, 2008, 02:20:21 am
Also, topgun, might you know persons interested in helping me with the renegade legion MOD? Perhaps persons that know the renegade legion universe?
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on February 08, 2008, 08:54:53 am
Starlord if you want to see ships firing laser batteries like the Legion ships would have you might want to take a look at Gunbuster Ep3. There is a nice battlescene where you see ships firing their laser batteries.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 08, 2008, 01:05:41 pm
hello there lars! Interesting! Is this thing on youtube? I was thinking legions of small thin beams clustered together might do the job. I'll go and see this! Thanks.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 12, 2008, 02:53:59 am
I'm sorry lars, Is there a link you can give me? I can't seem to find it (I found several videos on gunburster but no ep 3).

Thanks.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 13, 2008, 07:20:25 am
I have finished the mission script for campaign 1 "turning point" today. This includes the failure systems. I just perhaps need to refurbish slightly the command briefs (1 per system) But I think I did a god enough job overall. However, I need time to type it down as I wrote it in manuscript.

If someone is to give me feedback on the campaign, that would be now: PM me and I'll send you the script. Yet this is still to be considered classified.

Anyone please?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 18, 2008, 03:35:50 am
You realise of course I'm not asking for a fredder! I'm simply asking for a campaign maker to read my script and give me feedback on it.

Anyone please?
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on February 18, 2008, 12:31:19 pm
Most of what you are talking about are FRED issues.

Have all those ships with active fighter bays and then you Fred the patrol ships leaving the line bays, then you Fred the fighters launching... It's not automatic you have to tell the game do this at this time or event or waypoint etc...

You can make conical bolts but I would think they need to be pofs shaped.

I never tried a conical image so I have no idea if that would look right in game?

Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 19, 2008, 04:47:27 am
It woudn't need to be that much conical.

Also, regarding the system map, I would like a FS1 style animated map of the shannedam count systems (To my knowledge, there are no 3D representations of shannedam). How can I do that exactly?
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on February 20, 2008, 11:26:39 am
how too make it or how too put it in the game?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 20, 2008, 02:18:42 pm
How to make it, I'd say! :)

Also, I was woundering about the capital ship's gun bays: The ships have 4 weapon systems:

-spinal mount: huge frontal cannon
-gun bays: big laser guns clustered together (think stalinorgel) in 10, 25, 50 or 100 varieties.
-missile system: big nuclear missiles capable of launching from any angle (to destroy, disable the missile control subsystem).
-turrets: for point defense: Those turrets contain interceptor class beams or missiles for use against interceptors.

Regarding the gun bays: Is it possible to make a 100 gun bay register as 1 freespace turret? (when you disable the bay, you disable all the guns inside). I was thinking about small anti fighter freespace beams (to use against ships and sometimes to snipe at fighters), so a 100 bay would mean 100 anti fighter beams fired simultaneously at a capital ship.

Is this feasable?
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on February 20, 2008, 02:40:30 pm
I believe there is a total of 86 or 89 turrets per ship... One less after the spinal mount etc...

You migth be able to mess with appearance with firing points on a turret (ie like 10 per) but don't quote me on that it still might count?

Title: Re: renegade "vae victis" project: need help.
Post by: TrashMan on February 20, 2008, 06:55:17 pm
can cap ship shields regenerate too? also, I'm afraid I didn't quite get that part about the uneven armour.

Capship shields are possible even without any shield models. (there is a flag you have to set for the ship in the tbl and set it's shield value to something)
Their shields also regenerate, but at the standard fighter rate. To remedy this you'd have to use set it's shield re-charge rate manually (which should be possible in 3.5.10, together with reactor output)
Title: Re: renegade "vae victis" project: need help.
Post by: Flaming_Sword on February 20, 2008, 11:21:22 pm
*shamelessly plugs his shivan mod*

Lucifer ships.tbl entry:
Code: [Select]
$Name:                          Fleet Carrier
$Short name: SSuperD
$Species:                       Shivan
+Tech Description:
XSTR(
"Fleet Carriers serve as the flagships of our battlegroups. Five reactors along the ship power thirteen Heavy Plasma Cannons and a massive shielding system, the only ship larger than an Assault Bomber to possess shields. The Fleet Carrier is equipped with facilities for building and repairing fighters, bombers and sentry guns and can house enough ships for the battlegroup. Only two Fleet Carriers have ever been lost, one disappearing in subspace a long time ago, and another disappearing along with its battlegroup when investigating increased subspace activity with previously unknown signatures. It was later revealed to have been destroyed by the Terrans.", -1)
$end_multi_text
$POF file:                      capital02.pof
$Detail distance:       (0, 5000, 13000, 30000)
$Show damage:           NO
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       1.5
$Max Velocity:          0.0, 0.0, 15.0
$Rotation time:         200.0, 200.0, 200.0
$Rear Velocity:         0.0
$Forward accel:         20.0
$Forward decel:         10.0
$Slide accel:           0.0
$Slide decel:           0.0
$Expl inner rad:        100.0
$Expl outer rad:        4000.0
$Expl damage:           1000.0
$Expl blast:            4000.0
$Expl Propagates:       YES                                                     ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:       600.0                                           ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 4
$Shockwave model: shockwave_red.pof
$Default PBanks:        ()
$Default SBanks:        ()
$SBank Capacity:        ()
$Shields:               800000 ;; Shields from fsport
$Shield Color:          255 92 92
$Power Output:          100.0
$Max Oclk Speed:        24.0
$Max Weapon Eng:        100.0
$Hitpoints:                     800000
$Flags:                         ( "capital" "big damage" "in tech database" "surface shields" )
$AI Class:                      Captain
$Afterburner:           NO
$Countermeasures:       0
$Scan time:                     20000
$EngineSnd:       176                   ;; Engine sound of ship
$Closeup_pos:           0.0, 0.0, -3440
$Closeup_zoom:          0.5
$Shield_icon:           shield-capital02
$Score:             1000
$Subsystem:                     turret01,1.0,6.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret02,1.0,6.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret03,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret04,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret05,0.5,0.5
$Default SBanks:        ( "Shivan Cluster" )
$Subsystem:                     turret06,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret07,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret08,0.25,0.5
$Default SBanks:        ( "Shivan Cluster" )
$Subsystem:                     turret09,1.0,6.5
$Default SBanks:        ( "Shivan Cluster" )
$Subsystem:                     turret10,0.25,0.5
$Default SBanks:        ( "Shivan Cluster" )
$Subsystem:                     turret11,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret12,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret13,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret14,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret15,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret16,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     turret17,0.5,0.5
$Default PBanks:        ( "Heavy Plasma Cannon" )
$Subsystem:                     navigation,             4,0.0
$Subsystem:                     weapons,                1,0.0
$Subsystem:                     sensors,                10,0.0
$Subsystem:                     engine 1,               5,0.0
$Engine Wash: Default1100
$Subsystem:                     engine 2,               5,0.0
$Engine Wash: Default1100
$Subsystem:                     communication, 2,0.0
$Subsystem:                     fighterbay 1,           0,0.0
$Subsystem:                     fighterbay 2,           0,0.0
$Subsystem:                     reactor 1,  1.085,0.0
$Subsystem:                     reactor 2,  1.085,0.0
$Subsystem:                     reactor 3,  1.085,0.0
$Subsystem:                     reactor 4,  1.085,0.0
$Subsystem:                     reactor 5,  1.085,0.0

"surface shields" is the flag you want. Note the $Shields:, $Shield Color: and $Shield_icon: entries.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 21, 2008, 04:37:21 am
Interesting regarding the shields. Furthermore, to keep fighting leviathans a dangerous affair when using interceptors, I would set the shields at a good recharge rate. Also, I would set a shield generator subsystem, so that the shield is destroyed when the dater one is disabled. Is that possible?

Getter robo G, What you said regarding weapons, I didn't understand. Is it possible to model a 100 gun bay and to make it count as 1 turret (yet firing simultaneously 100 anti fighter beams). Is it possible?

Also, back on the fighters with uneven armour (like the penetrator): If uneven armour doesn't exist, could it be possible to "cheat" by using uneven shields (in that case, weaker side shields)?

Thank you all for your feedback. With your help, I might just succeed in preserving the renegade legion.
Title: Re: renegade "vae victis" project: need help.
Post by: TrashMan on February 21, 2008, 08:38:08 am
IIRC, setting shield strength per side is not possible.

Making different ships parts with different armor rating should be possible once all that armor code gets worked out...methinks.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 21, 2008, 04:02:23 pm
That's interesting.

now for the node map: how can I create a FS1 (2D as no 3D documents on the renegade systems exist) animated nodemap of shannedam county? Could you please cover this step by step? (be sure to check out the shannedam system map in the renegade.7z file).
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 22, 2008, 04:04:26 am
Also, perhaps it's possible to "cheat" regarding the turrets: Important weapon systems like the capital missile silos, the spinal mount or the weapon bays could be made subsystems instead of turrets, no? Regarding the missile system for instance: Silos are all over the ship, making fire from any angle possible. Instead of creating a huge number of silos on the ship and have to disarm them one by one, I would rather create a missile weapon subsystem (somewhere on the ship) and destroy it to ruin the missile firing capability of all the ship.

Also, is it possible to create a shield generator subsystem and make the cap ship shield fall to 0 immediately when the subsystem is destroyed?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 23, 2008, 12:25:14 pm
Hello guys:

A VERY unfortunate turn of events today: I managed to find nearly all I needed regarding leviathan ships, yet it seems we will have to graphically design most of them.

I've found this piece of info: http://www.warpfish.com/jhan/ft/rl/index.shtml

Seems very good, however this means more ship designs (although fewer more) and most of all several inconsistencies with my script. I can still maintain the seneca cruiser being very scarcely used by the lictor, however, the morkanium is a basic destroyer (not a carrier), and the canis is a destroyer carrier and not a cruiser carrier. Also, we will have to "make" a cruiser carrier and, most importantly, give it a suiting name. I already can think of a few, like "basileios", "alexius", "vicarius" or "cicero". You could approuve or not. :D

Also, despite my new post, I still need those answers to the questions I posted earlier. Any ideas?
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on February 24, 2008, 11:16:09 am
sorry to butt in but real quick.

"Surface Shields" tag works in 3.6.9? or do I need to use .10?
Title: Re: renegade "vae victis" project: need help.
Post by: Flaming_Sword on February 24, 2008, 03:38:05 pm
I think it worked in 3.6.9. Make a mission with a lucifer in it using my mod, run it in 3.6.9 and shoot at it.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 25, 2008, 02:14:16 am
I suppose it's futile to ask, but would anyone here possess any of those?

-renegade legion TOG fighter briefing
-renegade legion commonwhealth/renegade fighter briefing
-leviathan capital ship briefing (especially this one).

It would seems I badly need them. If anyone here has them please PM me.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 26, 2008, 12:27:55 pm
Good news, I found some old renegades scattered out there on various forums. It seems they will be able to give me several scans of the said briefings.

Stay tuned: You are going to see lovely pics soon.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 28, 2008, 06:54:45 am
All right, It seems I got 3 of the 4 briefings necessary: I got the 2 fighter briefings and the tank briefing. However, I'm still awaiting the leviathan cap ship briefing to re-organise my campaign. Without it, my work remains stuck.

any suggestions?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on February 28, 2008, 11:39:32 am
All right, It seems I got 3 of the 4 briefings necessary: I got the 2 fighter briefings and the tank briefing. However, I'm still awaiting the leviathan cap ship briefing to re-organise my campaign. Without it, my work remains stuck.

any suggestions?

   Ebay.

   That's where I got my RL stuff. Though I don't have any of it with me, nor do I have anything Leviathan related. Though Leviathan is the coolest one of all.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 28, 2008, 04:16:52 pm
Don't worry: I've been there: It's sold out everywhere I go. :(
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on February 28, 2008, 05:35:36 pm
About the nodemap question:
Outside of the game, it's just an animation.  I'm no artist so I can't help you there -- all I know is, someone makes a picture/map, then makes different animations panning across different systems.  Some of the more clever people make it in some 3D modeling program.

Getting it into the game I can help you a bit with.  Get AniBuilder and AniViewer from the FAQ's tools page (http://homepage.ntlworld.com/karajorma/FAQ/tools.html).  I suggest you use them to look at FS2's command briefing animations.  Extract them, see how they work.  ANI files are just a series of PCX pictures, all with the same 256 color palette, stiched together with AniBuilder to playback at a certain FPS speed.

Since you already have a map, turning it into the animated frames you want is where you need to start.  Hopefully there are tutorials out there -- maybe the same methods for making animated GIFs could apply.  Worst case, you could do it brute force by making hundreds of copies of the map, renaming them to have sequential filenames (i.e. map0000, map0001, map0002 etc), then crop and save each... but surely there's an easier way!

About the shield generator question, yes that is possible.  I'm sure the Star Wars mod uses it.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 28, 2008, 08:25:22 pm
Thanks for the explanation: I'll come back to that later:

I have my first pics of the other less known leviathans (thanks to some renegades at robotech I found). We have far more ships than thought possible. I'll truly have to endeavour to place them all.

Here are several pics:

www.xs4all.nl/~ptn/RenLegion/CapitalBriefP003.jpg <- contents with all classes and allegiances.

Some random pickings, scan quality is not great though:
www.xs4all.nl/~ptn/RenLegion/CapitalBriefP008.jpg
www.xs4all.nl/~ptn/RenLegion/CapitalBriefP009.jpg
www.xs4all.nl/~ptn/RenLegion/CapitalBriefP072.jpg
www.xs4all.nl/~ptn/RenLegion/CapitalBriefP073.jpg
www.xs4all.nl/~ptn/RenLegion/CapitalBriefP096.jpg
www.xs4all.nl/~ptn/RenLegion/CapitalBriefP097.jpg
www.xs4all.nl/~ptn/RenLegion/CapitalBriefP112.jpg
www.xs4all.nl/~ptn/RenLegion/CapitalBriefP113.jpg
www.xs4all.nl/~ptn/RenLegion/CapitalBriefP120.jpg
www.xs4all.nl/~ptn/RenLegion/CapitalBriefP121.jpg


As you can see, this is only a minor bit.

I'll keep you updated.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on February 29, 2008, 03:30:09 am
    Have you begun working on this? Or are you more in the planning stage + gathering reference material?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 29, 2008, 04:07:46 am
I still need a team of programmers. So far I'm only doing the script (which is hard, believe me: Especially when new material turns up like this). However help is always appreciated: If I could already find someone to MOD those ships...
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 29, 2008, 04:41:42 am
Again, say hello to the new pics galore:

Seneca:
CapitalBriefP076.jpg
CapitalBriefP077.jpg
Illustris:
CapitalBriefP104.jpg
CapitalBriefP105.jpg
Morkanium:
CapitalBriefP016.jpg
CapitalBriefP017.jpg
Mars:
CapitalBriefP106.jpg
CapitalBriefP107.jpg
Ultor:
CapitalBriefP110.jpg
CapitalBriefP111.jpg

Unfortunately, a few things remain: there are no lengths in the briefing, so we will have to design lengths to those ships based on their description. Also, despite having a turret factor, they do not have an official number of turrets: there again, we will have to decide.

So, any moders willing to revive those beauties?

Stay tuned for more pics.
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on February 29, 2008, 09:17:03 am
I still need a team of programmers.

why would you need programmers?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on February 29, 2008, 11:16:29 am
Sorry, I meant FREDers, tablers and modders (especially the later at that stage of operations).
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 01, 2008, 06:16:10 am
Yet more ships galore:

In troducing the moltke destroyer, the canin destroyer carrrier, the seadler destroyer carrier, the falx frigate, the hermes frigate and the conqueror cruiser (all TOG).

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP014.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP015.jpg

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP022.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP023.jpg

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP024.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP025.jpg

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP050.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP051.jpg

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP052.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP053.jpg

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP072.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP073.jpg

Have fun.

P.S: regarding the precedent ships (mars ultor, etc...) I forgot: the exact links are:

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP076.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP077.jpg

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP104.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP105.jpg

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP016.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP017.jpg

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP106.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP107.jpg

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP110.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP111.jpg

that's it! enjoy!
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 03, 2008, 11:03:23 am
Could anyone tell me at least what they think of those ships? It would be interesting to hear.

Also, i would like an answer regarding this turret/subsystem question I've been posting: Is it possible to put some important weapon systems like bays, the spinal mount and the missile system as subsystems so as to permit the engine to give slightly more turrets to the ships? (like this, we have more weapon systems while remaining under the 100 turrets limit).
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on March 03, 2008, 11:06:36 am
I don't think any of us know the answer to your question. :nervous: :lol:

as for the ships, they seem intresting, shouldn't be hard to model.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 03, 2008, 01:07:51 pm
That's why if a moder is interested in preserving the renegade legion, I would more than appreciate his help.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 03, 2008, 02:11:36 pm
New ships galore: i humbly present:

TOG hipper frigate:

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP054.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP055.jpg

TOG Tyrranus cruiser:

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP082.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP083.jpg

TOG Colossus battleship:

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP102.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP103.jpg

Renegade/commonwhealth conflictor battleship:

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP114.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP115.jpg

renegade/commonwhealth proelium battleship class carrier:

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP122.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP123.jpg

Please tell me what you think about those? Could somebody model them?
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on March 03, 2008, 02:15:52 pm
you should learn how to model. it isn't that hard. plus if make a few ships and put them into the game it would cause alot of excitemint about the project making it easer to recruit modelers.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 03, 2008, 04:01:33 pm
All right: What would you propose to a complete newbie? Which program is very easy to use?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 03, 2008, 04:42:48 pm
     Before you invest a ****load of time into this project, you should consider who you'd be making it for. Renegade Legion may be a great game, I know I've had fun playing Centurion, but it hasn't been in print for decades. How many people really know anything about the universe? I know more than most and know damn all myself. Look at all of the Total Conversions . . . Babylon 5, BSG, Wing Commander, etcetera they're all universes with a large fan base.

    I'm not trying to dissuade you, there's the possibility that you could introduce a lot of people to RL and they'd really enjoy it. I think most people here would play pretty much any major campaign that came out. But it would be a hell of a lot of work on your part (and other people's, if you could get anyone to join up). But getting people interested might be one of the first things as Topgun said.
 
    As for 3d programs . . well, depends. There are a few free options, and a few non-free options . . . usually the non-free options are still free in the end if you know what I mean but they're a bit harder to come by. There's also lots of free tutorials online if you search for them. If you check out the wiki it talks about some of the tools that are available:

http://www.hard-light.net/wiki/index.php/Category:Tools (http://www.hard-light.net/wiki/index.php/Category:Tools)
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on March 03, 2008, 05:12:39 pm
Yeah, see if you can do some recruiting on any other forums about Renegade or at least that have fans, like where you got some scans.  This community, it's hard to find someone who isn't already working on 3+ things :D

Wow, I totally hadn't realized Renegade Legion was by FASA!  Shoots it up in my esteem a couple notches... if it wasn't so hard to find I'd try the paper one out.  I had the Battle for Jacob's Star aaaages ago, I should go dig it up.

I can't model, I'm a coder :p  But I do know it is hard but getting easier.  PCS 2.0 is out, which is for converting finished models to the format Freespace uses.  I think I heard work is being done on ways to convert from Blender, which I hear is easier / cheaper than some.

To the turret question... not sure, but you could probably make really big 'turrets' with 10+ firepoints?
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on March 03, 2008, 05:54:31 pm
the free options are these
1 blender
2 wings3d
3 skechup (am I spelling it right?)
4 truespace 3.2
5 bryce 5.5
6 gmax
I use blender as it has capabilities other then just modeling (particles, rendering). i suggest trying them all and seeing which is better for you.
as for converting the models, that depends on the program you use. in the end though you will always want to get it to .cob format and into pcs2. from there you can convert it to freespace's .pof.
ps: blender doesn't seem user friendly at all at first but give it a chance, umkay?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 04, 2008, 05:50:12 am
I have a quite busy student like right now, but I'll give it a try: If it can put a little more enthousiasm in this project, then I'll have a go.

The renegade legion is a much too interesting universe to die out like that: The vae victis project is the very last ditch I can think of to make it rise from the ashes. Besides, what I love with freespace mods is the way they tend to preserve sci-fi universes: all mods contain a variation of fred enabling users to make their own fan campaigns, etc...

While sticking as close to canon as possible (i've got enough info regarding this thanks to renegades I found) I intend to bring an ending to this story. This is what the 5 campaigns are going to do. Yet the "new" leviathans are postponing my work as I have to include them too.

if this project can save the renegade legion, then I will finish this project.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 06, 2008, 03:41:20 am
Also, could somebody tell me if it is possible to have a 100 gun bay register as 1 turret (or better still, as 1 subsystem)?

This way the leviathans could stay under the 100 turret limit.

Also, Is it possible for leviathans to launch missile swarms from every angle possible without dedicated turrets? i would like players to disable missile launch not by targetting a series of turrets, but by disabling the launch control subsystem somewhere on the bridge of the ships.

Would this be possible?
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on March 07, 2008, 10:14:00 am
you can have 1 turret with many fire points.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 07, 2008, 10:40:42 am
I hope it'll be possible to mount 100 fire points into some of them: they will no doubt fire small beams (anti fighter size). Also, the bays should be flagged as subsystems, so that we can mount a few more weapons (cheating around the 100 turret limit).

I'm still on the lookout for assistance modelwise: I've posted several pleas on several forums. I hope they will answer.
Title: Re: renegade "vae victis" project: need help.
Post by: Dread on March 09, 2008, 10:29:24 pm
I'm one of the other sources StarLord has found on Robotech. Given what I remember of the Leviathan ship generation rules, the turrets only dish out a maximum of 6 points of damage. But, the key is, that it must be on the leviathan scale, rather than the fighter scale. If the turrets only did 6 points of damage total, then a flight of heavy fighters could tear a battleship up. If the ratio converts from 1 to 100, then you have something that may be much more reasonable.

Damage scales are much different between leviathan and interceptor. If I remember correctly, a full 10 by 10 armor square (100 boxes) in Interceptor is equal to a single armor square in Leviathan. That's a 1 to 100 difference, if I have my math right. Of course, I'm tired, and not thinking straight, so the armor and damage may actually be limited to 1 to 10 ratio.

So, a turret factor of 6 means either 60 or 600 points of damage on the Interceptor scale.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 10, 2008, 10:18:55 am
Interesting! question is: it might be a little hard to absolutely cling to the RL model in freespace regarding damage, since in leviathan battles, losses are inevitable: at the fighter scale, numerical superiority is the only way to take down a ship of the line.

However, the turret system of freespace is pretty good IMO. I would be more worried about the bays (especially the 100 ones).

P.S: dreadnaught, welcome to the freespace lair. If you do not know what the freespace universe is, rest assured that this community will succeed in making you a freespace addict  :lol:
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 10, 2008, 02:05:57 pm
     I would honestly be more concerned with emulating the feel of the Renegade Legion universe rather than translating stats exactly from one game to another. I mean in game a player doesnt know the specifics of how much damage a ship is dishing out, but if it feels like two capital ships going at it then that's what matters.
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on March 10, 2008, 02:11:50 pm
I'm still trying to get my mind around the scale of the ships and the sheer amount of guns/turrets. :eek2:
How fast do they fire?
How accurate are they?  (This scale you mention suggests that most turrets are more designed/intneded for Leviathan-Leviathan combat as far as I understand?)
Do they all tend to concentrate on one main target, or do they fire at everything in range?  (If you would, answer that in both "in theory" and "in practice/on average"... sure, maybe in theory they can fire at hundereds of targets at once, but is that supposed to happen in an average encounter?)

If large 'banks' of guns tend to fire on one thing at a time, that is good because in Freespace you could make one turret with many firepoints, as Topgun said.  I'm pretty sure the AI of such a turret only aims at one target at a time (somebody correct me if I'm wrong).

Not sure about the missile subsystem question... I do know that missions can be scripted to have an event like "When subsystem 'this' is destroyed, disable the following list of turrets", so that may do what you need.

My package of Battle for Jacob's Star arrived today (couldn't find the old one so got a copy on half.com :) ) so I'm off to get a bit more familiar with this stuff. :D
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 10, 2008, 06:55:48 pm
Be careful: jacob is not exactly new: Prepare to face the dreaded DOS configs ;7

As for your question regarding the bays, each of them would fire at one target only (all guns simultaneously) although they could snipe a few shots at fighters, althoughthe  point defense turrets are much better at that job.

One thing also: There will be no dedicated missile turrets on the leviathans (we need to stay under the 100 turret limit) so destroying individual silos is out of the question: I was thinking if it was possible for a ship to spawn cap ship missiles (without turrets) at any angle to attacking ships: The only way to destroy the missile system (which would be destroyed in it's entirety then) would be to destroy the missile targeting subsystem, preventing any launch.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 11, 2008, 12:45:47 pm
Also, how many fighters can the freespace 2 engine handle simultaneously? Considering what I know regarding the renegade legion: the "swarm" interceptor attack will be just about the only thing permitting fighters (at least at first) to duke it out with the leviathans. In the manuals, we're talking about entire wings (1 wing= 360 fighters) of interceptors sometimes.

Of course we're not going to throw so many into the fray simultaneously, but how about 70-80 (friend and foe) being constantly regenerated as the carriers constantly launch replacement fighters? is this feasable?
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on March 11, 2008, 03:23:08 pm
not nearlly that much. I think the ship limet is like what? 150?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 11, 2008, 04:16:09 pm
     The problem I'd say with trying to translate Leviathan is that the game is simply that, about Leviathans. Not fighters. Universes like Freespace, Star Wars, Wing Commander, Battlestar Galactica, Babylon 5 they're all fighter-orientated on some level. Whereas Leviathan I think is more realistic, and more epic in scope. Tiny little fighters aren't going to do too much to kilometer long battlecruisers. I mean, even compare that to Freespace . . . when you fight the Sathanas, is it destroyed with fighters? No. It's damaged with fighters and then its destroyed by the Colossus. You have to think about "this is an awesome ship of destruction, how can I bring it into the game engine and still make it fun". Maybe you can look at the large ships as sort of back ground story pieces, but for the actual gameplay look more at Interceptor for what you want to achieve.  Or think about taking out the large ships over multiple missions with different objectives. Or of course the simplest thing is to lower the power of the heavier ships, and boost the power of fightercraft while still trying to maintain the flavour of the universe/story (simplest thing though not neessarily the easiest).

    It's kind of like the Star Trek MOD that was around a few years ago (dunno if it's still around), I never understood the point of that MOD to be honest because Star Trek is ship combat. Not fighter combat. So why bring it into a fighter-combat game?
Title: Re: renegade "vae victis" project: need help.
Post by: Dread on March 11, 2008, 07:47:03 pm
Ok... From what I recall of the game, the bay weapons are not capable of tracking a fighter group. They are strictly anti-starship in nature. The turrets can inflict damage on another leviathan, but the amount is really negligeable given the ranges. Damage potential falls off after about 3 or 4 hexes in the game. Some bay weapons have damage potential out beyond 20 hexes, and it drops pretty low, but any fighters destroyed by these weapons were just unlucky.

The turret weapons were powerful, sure, but, if I recall correctly, if they couldn't get a fix through the fighter's flicker shield, they couldn't hurt the fighter. I know the fighters have shields, just like the Leviathans. The flicker rate is how many times the shield switches on and off in a second, I think. The sheild is not like Star Trek. They are intense gravity bubbles that can actually distort a laser bolt. They flicker on and off because the power demand to keep them on is too high. Switching them on and off allows the power consumption to stay manageable.

The damage potentials bandied back and forth on the Leviathan scale are huge compared to the Interceptor level. I don't think it would be unheard of to award one-shot kills. The truism, "Safety in numbers" is very much apt when it comes to a fighter attack on a Leviathan. Of course, the lighter the Leviathan in question, the less damage potential it carries. Where a battleship would have a turret factor of 6 in close, a destroyer might have a 2. The weapons are still horrendous to a fighter, but they are much less like a GOD-GUN than are the turrets aboard a battleship.

The single failing to this is that I may be wrong. I have not looked at my games in years. It will late April, early May before I even can think about getting to them.
Title: Re: renegade "vae victis" project: need help.
Post by: FreeSpaceFreak on March 12, 2008, 01:43:16 am
Hey Dread, you haven't been beamed yet!

:welcomered:

For welcome speeches, see this thread (http://www.hard-light.net/forums/index.php/topic,39765.0.html) for some nice examples (one of the admins complained about it lately, so I won't write one here).

@starlord: I don't know about the number of ships, but there is a limit to the shots flying around simultaneously. Max 350, and with 70-80 fighters, you get there pretty quick, I guess.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 12, 2008, 03:46:58 am
Regarding the bays sniping at fighters, you'll get your answer there: http://members.tripod.com/~Cwintel/leviathan.pdf

Also, regarding the flicker shield, since it's impossible for freespace to do a turn on/off shield, we'll stick with a normal shield for fighters and capships.

Also, the primary interceptor attack would be detect weakness/strike swiftly: In short, they will mainly hinder ships (by destroying components like turrets, comm arrays, spinal mounts, weapon bays, missile systems, or even engines). However, as technology evolves, we will begin to witness hell missiles being used as torpedoes against capships, and the apparition of anti cap ship fighters (tchack'mul and the kessrith designed vrak'tar prototype: the only fighter capable of carrying a spinal mount) ;7

Also, if possible: Backslash, could you get me some pics at RL and TOG freighters in jacob? I haven't gone that far because of DOS issues.

Alakabeth: Regarding leviathan, I believe the fighters there are a very valuable asset, but mainly for the points I stated above: It wasn't the collosus who disabled the sathanas's firing power, it was fighter craft. Yet with later dedicated designs, this will slowly change.
Also, star trek DOES have fighters (valkyries, typhoons, etc...). Making a MOD (which is still active, besides) is very useful.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 12, 2008, 04:46:18 am
    RE: Weapon bays, hmmn personally if I were you I'd try to simply the number of "bays" to something far less numerous. The Shiva for example has 600 guns not including turrets. That's a little silly. The point of Bays in the boardgame is for ease of gameplay, the player doesnt want to roll 600 dice. So instead even the largest battleship only has 12 bays plus a spinal plus some defensive turrets and missiles. I think for example I'd probably take the number of guns in a bay, and divide that by a factor of 10. So the Shiva, the biggest of the warships (that I'm aware of) would have like 65 turrets plus some antifighter turrets and one big main gun. I'm not sure how 2.75km translates to Freespace ships . . . but I mean, ultimately what I'd want is to keep things manageable and at the same time make the ship combat look cool. So maybe for example the BAY turrets are swarm type like the Centauri Twin Arrays. So they fire a bunch of shots at once and it looks hella cool. Similarly, they're not really that great at targeting fighters I think which fits in with the Leviathan fluff.

    For the antiship missiles, I dunno, if you want 360' missiles why not make the missiles fighter craft? Have them launch from the ship, fly towards their target and do a kamikaze attack like the Anubises did in FS1. Using FredOpen you can also make them bomb-targetable (with the B key). The missiles sound fairly potent so I think it would be good to restrict them somewhat anyway. And having them as fighter craft does that very well.  You could either have them leave a hangar, or appear near the ship with no warp signature, but that might be wierd as they may be facing the wrong direction etcetera. Hangar or a "missile bay" makes more sense. Maybe with FredOpen you can have them appear from any subsystem (ie a missile launcher subsystem), I'm not sure really.

   As for the spinal mount, one idea might be to make it a beam weapon. Except give it a very short firing time. It moves at near speed of light or somesuch I think I read. The benefit to being a beam weapon instead of a projectile is that you can have the big warm up sounds and anticipation to firing. If it just fires some massive projectile out it's about as dramatic as the Leviathan's ventral missile launcher (ie not very). Unless you can get some cool warm up sounds with a projectile.

   And if you look at fighter numbers, the limit seems to be about 72 craft save for the Carriers (well the Repulse has 144). So . .. you're not really going to have to worry about a ton of fighters in the mission at any one time. Unless you've got some huge BoE going on . . . one good thing though is that because pretty much every ship carries fighters you can have the player based on smaller ships in the start of the story.


   As for Flicker shields . .. flicker shields basically provide continuous coverage. They don't sorta turn on and off leaving the fighter/ship obviously vulnerable sometimes, and not others. Rather they rapidly flicker many times over the course of a second giving overall coverage but at the same time leaving some vulnerability. In Centurion, the players had to first try to discover the flicker-pattern before firing. If they got the pattern, the target would take the full brunt of all the players weaponry as the tank could time the shots to coincide with a time when the shield was down. If they failed, then only a few weapons could breach the shield unhindered. But basically you'd probably have to go with normal shields and it wouldn't matter too much either way.


   As for Star Trek. They may have introduced fighters but the fact remains that fighters don't play any sort of central role in Star Trek. Maybe they brought them out as some neato weapons for the dominion war or something, I don't know, but the vast majority of combat in ST is ship to ship, period. If some people are still making a MOD for it that's cool, though I personally don't see the point.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 12, 2008, 02:50:58 pm
Actually, regarding the bays, thanks to the several hit points turrets, I think this is possible to model the exact number of guns the ships have (In that case, a 100 gun bay would count as 1 turret or subsystem). I would use small beams (anti-fighter) clustered together.

Regarding cap ship missiles, those missiles are not antifighter (some point defense turrets contain anti fighter missiles) but these ones are nuclear anti ship missiles/torpedoes. Knowing that silos run throughout the ship, the only way to disable the whole system will be to destroy the missile targeting subsystem. Those missiles can be intercepted and destroyed like bombs and are sent in volleys (an additional task for fighters).

Spinal mount: beam weapon? why not, but the only thing I would like is an explosion when impacting: It is a huge chunk of metal at near relativistic speed after all: imagine the effects...

Careful, there are more leviathans than this: regular fighter complement for a battleship is 144. (the shiva just can't accomodate that much, that's all. Also, remember that there are more leviathans in the briefing: The biggest battleship is the TOG illustris and the biggest carrier is the TOG overlord battleship carrier (more than 2000 fighters).

Flicker shields: they will act as normal shields in freespace.

As for fighters: you know what they say: a space battle without fighters is like a soup without mustache hair inside: Unconceivable realitywise  :lol:

Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on March 12, 2008, 02:56:24 pm
I allways thought that these weaponbays are ship to ship weapons. If its possible to make one weapon with up to 100 firepoints that are eather firing a small beam at the same time or bolds with a little delay it would be quite some view. Also it would lower the number of weapons on the ship to a quite managable number. The overlord would have about 8 bays and some AA turrets (no number given) and 3 missile launchers.

As for the size. I think that its no problem gamewise to make them 2km long. Its more a matter of you can detail them and paint them so the texture are still looking good. A simple solution would be to scale down everything by the same factor and keep the proportions.

Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 12, 2008, 03:40:13 pm
I allways thought that these weaponbays are ship to ship weapons. If its possible to make one weapon with up to 100 firepoints that are eather firing a small beam at the same time or bolds with a little delay it would be quite some view. Also it would lower the number of weapons on the ship to a quite managable number. The overlord would have about 8 bays and some AA turrets (no number given) and 3 missile launchers.

As for the size. I think that its no problem gamewise to make them 2km long. Its more a matter of you can detail them and paint them so the texture are still looking good. A simple solution would be to scale down everything by the same factor and keep the proportions.

     Yeah, like I said . . the maximum number of bays would be 12 for any one ship. If you can get a turret with that many firepoints, I dunno how that works, but might be cool (or not a turret persay, but rather a strip of little bumps on the ships). Maybe think something like the combat in Gunbuster with all it's laser cannons. Either way though, you'd want it to look cool. That's the bottom line. And yeah they are the anti-ship bays.

     Hmmn, now that I open modelview 2km long is only the length of the Orion. So that's perfectly manageable. Perhaps even a little small depending on how impressive you want the ships to be. Oh wait the Shiva's 2.75 . . . so that's basically 50% bigger than the orion, or longer anyway . . . of course it's also got that huge fin on it. So the sizes would probably translate pretty well.
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on March 12, 2008, 05:34:00 pm
Gunbuster was also my inspiration for how these bays could look like. ^_^
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 12, 2008, 07:41:17 pm
The damage potentials bandied back and forth on the Leviathan scale are huge compared to the Interceptor level. I don't think it would be unheard of to award one-shot kills. The truism, "Safety in numbers" is very much apt when it comes to a fighter attack on a Leviathan. Of course, the lighter the Leviathan in question, the less damage potential it carries. Where a battleship would have a turret factor of 6 in close, a destroyer might have a 2. The weapons are still horrendous to a fighter, but they are much less like a GOD-GUN than are the turrets aboard a battleship.

The single failing to this is that I may be wrong. I have not looked at my games in years. It will late April, early May before I even can think about getting to them.

    Not everything is so cut and dry, here's a section from Leviathan regarding the conversion process between it and Interceptor:

                                   Leviathan                 Interceptor
Hex Size                         75km                        15km
Turn Length                 5 minutes                 1 minute
Armor Comparison         1 box                    100 boxes

Weapon Damage:
7.5/6 Laser at 1 Hex       .05                            10
37.5/30 at 1 Hex             .275                          55

Weapon Range:
7.5/6 Laser                      3                              15
37.5/30 Laser                  20                           100

        Some interesting things, the armor is translated at a rate of 1:100 but the damage is 1:200. Scarey stuff, but I think the most important thing in the table to realize is that one turn in Leviathan is equal to 5 minutes. So maybe a rating 6 turret on a Battleship can deal out the equivelant of 1200 damage or 600 armor boxes, BUT it's over a span of 5 minutes.

       I don't think you can really translate the game, straight across from a turn based boardgame to a real time space flight sim. Obviously if the warships only fire their antiship beams for example once every 5 minutes it's going to be pretty damn boring. What a person needs to do I think is take an average ship . . . and translate it stats across to something that "feels right" or feels fun. Then from there go, the rest of the ships will follow suite.

      For example, let's say a person picks the TOG FF Bantha as their baseline ship. For starters, maybe a person thinks oh 1 thrust point will equal 5 points of speed. So with 3 thrust the Bantha has 15m/s speed in FS. Maybe the player wants the ship about equal to the Deimos in terms of how much punishment it can take . .  so maybe they make some convoluted formula like ((total armour)*(1000)/6) so in this case ((480)*(1000)/6)) = 80000 hitpoints (same as the Deimos). As for weapons . . . well, who knows. One of the Bantha's 50 15/30 bays does 10 damage at range 1 over the course of 5 minutes. Using the same formula as above, that equates to about 1670 hitpoints of damage. This means that one such bay would have to hit another Bantha 48 times before destroying it (well, not including shields . . dunno about them just now). Using the full broadside of about 3 bays, it would take say . .. 15-20 hits to take down another Bantha. So maybe a person sets up a fight between a pair of such ships, and decides how long they want any such fight to last before one ship is destroyed. And from there, set up some sort of baseline for how often the guns fire.

     It's all about the feel of the battle right, you want the battle to be just the right amount of time to be interesting to play, but not so fast that the ships just waste eachother in a couple of salvos or that they take forever to do any damage and the player is bored out of their mind (or worse yet, unimpressed). If the player can do more damage to a ship than another ship can there's something wrong.

     There's a lot of stuff to think about, but basically I think a person wants to:
     A - determine the rules/methods for conversion using one or two baseline ships/fighters
     B - convert the rest of the units along those lines
     C - option: allow for some variation for added flavour to certain units. (ie if a ship is known to be very slow, then maybe you make it a bit slower than you would normally . . . just to fit the fluff).
     
Title: Re: renegade "vae victis" project: need help.
Post by: Dread on March 13, 2008, 12:01:19 am
Ok, I have a couple of simple solutions to some problems. Feel free to chuck 'em out the airlock if they sound too flimsy.

If a hex in Leviathan is 75km, and a typical battleship has an acceleration of 2 per turn, then that equates to 30km/m in accel. There's a real world measurement that you can incorporate into the data displays. The only thing to keep in mind is that the game will have to be able to handle however many different ships with their own acceleration rates.

Bay weapons may only fire in a single direction, requiring the ship be steered for targeting outside the arc the weapons cover. The broadside bays may not fire forward or aft without turning the ship either left or right. The forward and aft bays may not fire into the broadside arcs. They count as a single shot, regardless of how many guns are in the bay. If the bay takes damage, then the firepower is correspondingly reduced until the bay is useless (say three of four glancing strikes or a single direct hit).

The one thing I don't recall seeing mentioned was power allocation. The ships engines have to supply power to more than just thrust and weapons. However, that means that you have to cut into the internal power (life support, etc.), if you make large power demands without diverting power from another system to one that you need it in. For example, A pristine battleship enters combat with an accelleration of 2, with power available for weapons. Before long, it is found that the battleship is in over its head and the commander has a choice. He can divert weapons power to the engines and gain an additional point of thrust, or he can further reduce his thrust and direct that power into his weapons and/or shields (if you decide that the shields can be rebuilt in battle). As an emergency measure, he can divert his life support power into the mix and make a fighting withdrawal with all of his functional weapons fully powered and engines in overthrust. Of course, this may have a detrimental effect on the crew, and if the crew dies of asphyxiation, then all the power in the galaxy is not going to allow that ship to survive.

I like the idea of fighters being able to target specific items on a starship's hull. Sensors, weapons and engines stand out as BIG targets in my mind, with other possibilities easily making the list. If they can take out the engines, then that would qualify as a kill, since the ship would be without power to fight or escape. Taking out the sensors makes weapons targeting and even target detection harder. And, of course, taking down the weapons bays or turrets degrades the ship's firepower. I like the idea of making the hangar bays capable of being destroyed. It also comes to mind that, if possible, the Leviathan ships have two sets of drives. The T-space, and the normal space drives. Damaging one or both may not actually kill the engines. But you could certainly prevent the ship from manuevering or escaping.

My vote is keep the ratios mentioned above for weapons strength and armor values. Weapons and sensors are by necessity lightly armored, and thus susceptible to fighter attack. Engines ar more protected, but the drives have weak directions that a fighter can hit to make a kill. Allow the acceleration to be piled on at the rate of the ship's accell, until it hits a maximum velocity imparted by the game.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 13, 2008, 02:32:37 am
Ok, I have a couple of simple solutions to some problems. Feel free to chuck 'em out the airlock if they sound too flimsy.

If a hex in Leviathan is 75km, and a typical battleship has an acceleration of 2 per turn, then that equates to 30km/m in accel. There's a real world measurement that you can incorporate into the data displays. The only thing to keep in mind is that the game will have to be able to handle however many different ships with their own acceleration rates.

     Regarding intertia-based movement. It sounds like maybe you haven't played Freespace? I don't know. But . . . assuming that you haven't, Freespace is like X-Wing and Tie Fighter in that fighters and ships have a maximum velocity. They're either stopped or moving up to their maximum speed. Their maximum speed can then also be boosted by use of afterburners. Ships tend to range in speed from 10-50 . . with most warships being 30 or less. Fighters/Bombers start at around 45 and go upwards from there . . with top afterburner around 170-180 maybe in FS2? So giving a Battleship for example a speed of 30 m/s, and consequently some DDs might be around 75 m/s might be a little fast. Everything is relative though of course. The fastest fighter in Leviathan looks to be the Arcubalista at 13 thrust . . . so 13x15 = 195 m/s might be a little fast. But maybe not, would have to try and see.

   But, for intertia-based movement . . . I know some people have sorta done some tests where their fighter had unlimited speed limits but I'm not sure how well that worked.  I've never really heard of the AI having those same sorts of movement . . . especially the ship classes. It would be worth looking into but I'm not sure that it's possible. And if it is possible, how would the AI handle it? And would it be fun for the player?? These are all questions worth looking into.


Quote
Bay weapons may only fire in a single direction, requiring the ship be steered for targeting outside the arc the weapons cover. The broadside bays may not fire forward or aft without turning the ship either left or right. The forward and aft bays may not fire into the broadside arcs. They count as a single shot, regardless of how many guns are in the bay. If the bay takes damage, then the firepower is correspondingly reduced until the bay is useless (say three of four glancing strikes or a single direct hit).

        In Freespace there are basically two types of weapons on ships. Turrets and hardpoints. Hardpoints by their very nature have a fixed arc of fire so they'd work well for the bay weapons. I'm not sure that a weapon can be reduced in effectiveness through damage. One work around would be to simply break up bays into smaller bays. Say if you have a 100 gun bay, make it into four 25 gun bays instead. This then poses the problem of "bays can only fire at one target". If the guns are beam weapons, the player creating the mission can script the weapons to fire at certain times at certain targets. If they're projectile weapons, I believe that the new FredOpen mission builder allows a player to give weapons priority targets. Basically so that non-beam anti-ship weapons fire at ships instead of trying to fire at fighters. This target priority would ensure that each "bay" even if broken into smaller sub units, fires at the same target. The only thing is they probably wouldn't be firing at the same time.

Quote
The one thing I don't recall seeing mentioned was power allocation. The ships engines have to supply power to more than just thrust and weapons. . . . As an emergency measure, he can divert his life support power into the mix and make a fighting withdrawal with all of his functional weapons fully powered and engines in overthrust. Of course, this may have a detrimental effect on the crew, and if the crew dies of asphyxiation, then all the power in the galaxy is not going to allow that ship to survive.

       This has more to do with mission scripting rather than game mechanics. Aside from the players craft, ships don't have power allocation. But for capital ships for example the mission designer could script this sort of thing into the mission. For example, one option in the mission designer is to "lock-turret". This prevents a weapon on a ship from firing. A person could for example, "lock" several weapons when one of the ship's engines is disabled. The mission designer could link all of the weapons to one or more of the engines, such that when the engine is disabled the gun ceases to fire. I know that some people, I believe Trashman for example, like to "turn off" weapons on ships as they become damaged whether they are destroyed or not.
       The sense of desperation you describe can all be communicated over the comm channels, as it was done in Freespace2 on occasion.

Quote
I like the idea of fighters being able to target specific items on a starship's hull. Sensors, weapons and engines stand out as BIG targets in my mind, with other possibilities easily making the list. If they can take out the engines, then that would qualify as a kill, since the ship would be without power to fight or escape. Taking out the sensors makes weapons targeting and even target detection harder. And, of course, taking down the weapons bays or turrets degrades the ship's firepower. I like the idea of making the hangar bays capable of being destroyed. It also comes to mind that, if possible, the Leviathan ships have two sets of drives. The T-space, and the normal space drives. Damaging one or both may not actually kill the engines. But you could certainly prevent the ship from manuevering or escaping.

      You can certainly add "subsystems" onto a model and have them be relevant to the mission. Ships typically have weapons, sensors, navigation, communications, reactor, fighterbay and engine subsystems (plus associated turrets). Of those, fighter bay is not targettable. I'm not even sure if there's any effect on the ship for any of those, though I know weapons supposidely decreases accuracy. But a modeller could add the T-Space drive for example . . . I don't think fighterbays are typically destroyable, but I think a person could add say a "hangar entrance". All fighters have conditionals to entering the field. If you have say two wings of fighters leaving a Frigate, you could have a conditional which effectively says "as long as hangar Entrance is not destroyed". So when the hangar entrance subsystem is destroyed, they stop arriving. But typically you can't destroy the fighterbay.

     But basically a lot of what you want can be achieved through the design of the mission. The behavior and stats of the ships only go so far.
     Let's say for example you have the player trying to help capture a ship.

     You could have them first destroy the T-Space Drive subsystem . . . if they don't the ship will eventually  jump out, if they do the ship will just keep running under normal engines.
     Then the player has to take out the engines, and linked to each engine is a number of weapon bays and turrets throughout the ship. Once the engines are all down, the guns cease firing. And the allied transports can come in, dock and deposite the marine assault force.

     For destroying subsystems like turrets, etcetera certain weapons can be weighted towards being more effective. Weapons have three values in freespace, damage versus shields, versus hull and versus subsystems. If you give a weapon a good anti-subsystem rating it can destroy the engines more easily. 
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 13, 2008, 04:32:31 am
Yes, I've been thinking about that: Unless I'm wrong, there are no "neutralise only" weapons in leviathan or interceptor (as opposed to the disruptor in freespace). Yet I recall that ship captures (even fighter captures) are possible in the RL universe: For instance, the renegades would LOVE to capture rather than destroy, the TOG ctwp fighter. On the other hand, if a cap ship flag is activated, this wouldn't prove extremely difficult to neutralise leviathans: Look at the lucifer in FS1: even though you mount killer weapons (not the disruptor), you can actually go faster in disabling the reactors than killing the lucifer itself.

Regarding size, I think just about every structure is doable, (even the last one which may be the biggest): The TOG illustris (biggest battleship) would range at 3 or slightly more KM. (unfortunately, the renegade cap briefing doesn't give length, but it does give mass though, so we can come out with a few estimations), While the overlord carrier (mannius) would be 3.5 (carriers are generally slightly longer than normal ships, and this one carrier more than 2000 fighters).

Also, I seem to recall persons telling me that fighter bays can be destroyable, only in freespace it was scripted that they would not be destroyed.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 13, 2008, 01:40:38 pm
I'm thinking of something, especially with winged leviathans like the derrflinger or seneca: If the bays are where I think they are (on the "equatorial line" of the ship), they'll be just over the wings. But this leaves extremely large dead angles in which a ship can tear another in relative safety: Especially the underside of the ships, as the "wings" will obstruct the bays.

Your opinions on the matter?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 13, 2008, 04:18:18 pm
I'm thinking of something, especially with winged leviathans like the derrflinger or seneca: If the bays are where I think they are (on the "equatorial line" of the ship), they'll be just over the wings. But this leaves extremely large dead angles in which a ship can tear another in relative safety: Especially the underside of the ships, as the "wings" will obstruct the bays.

Your opinions on the matter?

    Not sure what the ships you're referring to look like exactly, but there are a couple solutions in my mind to the problem:
    A - the weapon bay's locations aren't realy established, as far as I can tell. So the modeller can put them wherever they want. If bays are split up they could even put half of the bay under the wing, and the other half overtop.
    B - maybe the ship does have a blind spot which represents a weakness in the design which other ships can exploit during the mission gameplay.  Note that even with a big blind spot caused by the wing, a ship can roll towards the target and simply move that blind spot well away from the enemy. Of course you can't really make a ship roll in freespace, that I'm aware of, but you can have the ship enter the mission in that sort of fashion so that the enemy is always within it's sights.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 14, 2008, 03:27:17 am
Well: the derrflinger is a destroyer (lightest class of leviathan) and as such has 4 bays:

2 forward/aft
and 2 50bays left/right: Knowing it has only one per broadside, I suggest it will be above the wing to obtain maximum coverage, but the wing is providing a big dead angle: just perfect to attack the ship.

On the other hand, it's a destroyer, so I suppose it'll be nimble and have high thrust.

However, in that case 2 or 3 escorts on the ship's underside could spell doom: Those may be petrol ships only, but they are the largest of them AND mount the same type A slinal mount as the destroyer. Since tey are smaller, they have more thrust and are more maneuvreble: If they trim their spinal mounts on the underside of the ship then we have a problem.

The only thing I would see providing coverage here, aside from the anti fighter point defense turrets, would be the 360 degree firing missile system. That's why it must be made to fire volleys of (heavy cap ship) missiles at any degree possible (the missiles would spawn). And the only way to take out it's missile capability would be for fighters to disable the missile targetting subsystem somewhere on the hull of the ship, shutting down completely the missile spawns.

Also, one thing regarding the neutralising weapons for fighter capture (like the ctwp or else), Is it possible to modify the stats of a weapon during game play? For instance this mission in FS2 when you gave a shakedown to the pegasus fighter: Were they invulnerable or were your weapons trimmed to do no damage?
In vae victis, during a capture operation, command could warn you that they are alterning your weapon's fire mode to capture without killing, changing the weapon's stats during game play allowing you to capture a fighter without destroying it.

Would this be possible?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 14, 2008, 01:37:46 pm
You lucky dogs: look what I got for you:

Pics of all the leviathans I have gathered up till now (all the tog ones if you put in addition those in the leviathan game).

Enjoy gawping your eyes out. No need to tell you I want to know everything you think, so post away.

link is here:

http://www.4shared.com/file/40795208/ff247228/renegade_leviathans.html?dirPwdVerified=380ccc6c

enjoy!
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 14, 2008, 02:52:15 pm

       Thanks dude. Still a book I'll have to pick up sometime . . . the Capital Ship Briefing seems to be one of the rarer ones.
       I notice on some ships like the Serpens the guy's detailed where the gun bays are specifically . . .but with the Derfflinger it's not really the case. The drawing of the Derfflinger is honestly a little wierd, the the shape of the wing is not at all clear. With the Derfflinger, maybe the bays are actually hidden behind a couple of those ribbed areas in front of the wing (look like garage doors). They might slide up to reveal the bays or something. That would make the wings less of an issue. . .  oh wait, not those are the fighter launch bays according to the description. It mentions the broadside bays but makes no reference to their location. So who knows . . .they could even be on the wings potential. But damn those wings are wierd, looks like they curve up come down, and down again into a fin in the 3/4 front view. But the profile doesn't suggest that. I mean, if the Derfflinger has the potential to cause problems, there's another 6 TOG destroyers out there. How many does the game really need? :) The Serpens and Doechendal are arguably just as cool looking. The Doech is described as the Workhorse, and the Serpens as "the most common TOG destroyer on the front lines" so I think in any adaptation they'd take precedence over the Derfflinger anyway.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 15, 2008, 03:09:03 am
yup, but we need all the ships from the brief into that MOD: It's a preservation task, remember? Besides, the derrflinger is one of the strongest destroyers available it seems and is capable of limited autonomy while the serpens is a rapid destroyer typically used in a battleship squadron as an anti-fighter platform.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 15, 2008, 03:32:33 am
yup, but we need all the ships from the brief into that MOD: It's a preservation task, remember? Besides, the derrflinger is one of the strongest destroyers available it seems and is capable of limited autonomy while the serpens is a rapid destroyer typically used in a battleship squadron as an anti-fighter platform.

      Hmmn . . . well, one thing at a time dude. I think you'd want to prioritize what units you'd need for a "core game" so to speak. Similar to how the Star Wars guys did the same with their ships (see the list in their forums). For example, the Derrflinger might be a fancy ship .. . but by the briefing there are like 570 in service, compared to 5000+ for the Dochendal. Serpens I see is actually pretty new . . . so maybe not a priority. Keep things in manageable realistic chunks. . . .have like a "big goal" of preserving everything. While at the same time, have some small goals or getting certain groups of units into a playable game. If you have some "small goals", you can celebrate those more often and keep your morale up while you continue to work on the long term goal. Primary goal should be providing an entertaining story to bring people into the RL universe, not simply preserving/cataloguing the units.
      For example, I checked out the TOG ships and this might be a core list based on numbers:

Dochendal Destroyer - _the_ workhorse unit
Morkanium Destroyer - one of the most commonly deployed destroyers
Seeadler Carrier - 2,500 in service (this also serves your role of being an autonomous ship . . . as it's designed as a Raider).

Invictus - widely deployed, _the cruiser_ of TOG. (older, but is the Cruiser when people think TOG cruiser)
Syracuse Cruiser - another older cruiser. widely deployed.

Bantha - widely deployed in all arms of service (don't know about the frigates, since haven't seen most of 'em)
Xerxes - basic FF carrier??

Shiva - most common BB

      Even that list . . . as a base, is kinda big. More warships than the Terrans have basically in FS2 just about. To shortlist it even more, I'd say Dochendal, Invictus, Xerxes, Shiva. (or maybe another destroyer?). Or to make it even shorter for like some basic game play demo. . . just have one destroyer for each side, Renegade and TOG (or even one destroyer they can share . . . since many TOG ships are now Renegade Legion ships) and have like 2-4 fighter classes total. Or maybe one side has destroyers, the others have ca ruiser. And the few destroyers are trying to hunt the Cruiser? Or Frigate? Some small goal like that which is achievable to help build motivation, interest and morale in that you're getting something done.

     That'd be my thoughts anyway.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 15, 2008, 03:42:02 am
yes: i know: that is the reason I'm redisigning my first campaign (turning point). there is also the question of where they are deployed: for instance, the conqueror is a well deployed cruiser but in pembroke, not in shannedam, which might be where campaign 2 might take us through.

basically, I'm trying to be fair about this, but my definite goal is to make all ships appear (at least one time), and unless when in special occasions, you can forget the renegades using tog ships (however, i did metion special occasions...)

one ship well deployed also is the canis and a cruiser carrier that i'll make up (the cicero).

besides, remember i don't have all the leviathans yet (especially on the renegade side).
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 15, 2008, 04:05:44 am
basically, I'm trying to be fair about this, but my definite goal is to make all ships appear (at least one time), and unless when in special occasions, you can forget the renegades using tog ships (however, i did metion special occasions...)

one ship well deployed also is the canis and a cruiser carrier that i'll make up (the cicero).

besides, remember i don't have all the leviathans yet (especially on the renegade side).

    Don't forget the Renegade Legion used to be TOG. The RL is to TOG as the NTF is to the GTVA. In the Motlke description for example, it lists that 112 ships have defected, many to the RL. That's a lot of ships. I'm not saying you should give both sides the same ships . . . obviously you want some flavour for both the TOG and the Commmonwealth/RL. But there should certainly be some older ships which are found in both sides. Maybe for example an older TOG ship is found in the front lines for the Renegades, but the for TOG it's in the second line/reserve fleets so maybe the ship is a "good ship" for the first part of the grand campaign, and a "bad ship" for the second part as older defected ships are replaced by new Commonwealth-built ships. But, with some overlap here and there.
    One thing kinda dumb in my opinion about Freespace 2 is that even though it was a "civil war", the bad guys still had bad guy tech and the good guys had good guy tech. NTF was all Herc1s, Lokis, . .. that other light bomber, Orions etcetera. And the good guys were Herc 2s, Perseus, Hecates, etcetera. Easy for the player to understand . . .but kinda dumb. Especially since the Loki and the light bomber were solely bad guys in Silent Threat as well.

    But anyway, the first thing to finish would be the fighters, not the ships. As a fighter-based game they should have the most priority I'd think. A bunch of ships duking it out is cool, but you don't want every mission to be the Battle of Endor. But if the player gets to fight a bunch of different cool little fighters they'll probably be happy. Plus fighters are generally easier to model . . . ;)
   
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 15, 2008, 04:20:59 am
Yes, but I have to wait for interceptor pics, only I can tell you there are 60 to 70 models of interceptors (not counting the patrol ships (gunboat, corvettes, escort), utility ships (freighters, assault transports...)and bases/structures/stations.

Yes, the renegades WERE Tog legions, but that was ages ago, and ships have long been decommissioned since. However, perhaps a few TOG ships will appear in renegade ranks, but either during undercover, or much later (campaign 3, 4 and 5). When the renegades fled, most of them lost the equipment they've been trained to use over the years so that alone can explain the fact that there aren't many TOG designed vessels in their ranks. Besides, the TOG knows the capabilities of their ships, but what about those of the custom ships the commonwhealth/renegades fight with? not always, so tactically, it's also a better choice. ;)

However, renegades (especially in later campaigns) will have all the time to approach TOG tech again (you will even fly their fighters). But I won't tell you more. :D

question: is it possible to make (on planet missions) soldier legions next to attacking tanks (like a sort of white "cover" on the land representing the infantry)? Like this interceptors could sweep the infantry away along with the tanks with ground missiles. (the cover would "get eaten away" with weapon's fire and blasts and mission directives would be validated when completely destroyed). Is this possible?

Also, don't underestimate the threat of TOG fighters: they'll attack your freighters (spiculums, ictuses), they'll attack your ships (gladii, spathas), they'll recon your fleets (arcubalistas, launceas), they'll stop your recons (the same), they'll protect their ships (martiobarbulus, defensor). You'll have to fight them often, sometimes in big swarms.
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on March 15, 2008, 07:45:26 am
I'm only gonna post a tangent in your thread once Starlord...

[Warning: explanation, sarcasm, and joke response] smiley included at end...

Akalabeth made 2 posts about Trek for some reason  ;).

Yes still alive, (where have you been last 4 years), anyway Omni was working on a version of the mod independently you understand more (CAP SHIPS) then stopped. Previous to that I started the fighter POV one. GRANTED, fighters in Trek get the short end of the stick but it's canon for the genre that certain factions and lower tech worlds HAVE FIGHTERS! Numerous episodes and Trek games have them since the 70's (Starfleet Battles),  90's (SFC series of games), Invasion (PS1), Shattered Universe (PS2), etc...

Due to the tech base Cap ships roll over fighters worse than a Sathanas over a Fenris, BUT you get a squadron of Peregrines unloading Micro Q-Torps on the same target they are going to have a bad day! So while battle will be ridiculously hard, they are not unwinnable.

Now WHY make a Trek fighter mod? Because I think it will be cool and not totally unfeasible. While I love Klingon Academy and the original Starfleet academy, how fun is it really gonna be to fly diff cap ships all day via joystick when interactionand immersion will be minimal?

So you're the damn Captain,helmsman, navigator,comm officer and engineer all at one on a cap ship in what basicly is a fighter simm? (in ships not even close to scale anyway). If you want to do that might as well pack it in and get the ORIGINAL games that do it the way it should be done and not try a rough and lacking conversion for FS2.

Those games are a blast, but if you don't have cloaking, oversharging of weapons shields, self repair ability, and numerous other interface options in the middle of a battle you would be missing out on a lot of Trek oriented stuff as well as gameplay experience...

Trek Fighters on the other hand, are a lot more similar to FS2 combat (minus the ability to make micro warps and Warp speed attacks, etc) minor stuff that can be easily dismissed.

plus the most important reason of all: Cause I want to.


Talk to Gunbuster: my new PR unit...

I find in difficult situations a Buster Beam solves most problems/disagreements.
Next thing you're going to say is you don;t understand the point of having Them in FS2!
[Oh wait that's actually more logical...]  :D
(http://i22.photobucket.com/albums/b321/Star-Dragon/gunbuster.jpg)
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 15, 2008, 10:25:36 am
As far as star trek fighters are concerned, I agree, getter robo G. Besides, I would like to fly a valkyrie again against a borg sphere or cube :lol:
there are a lot of ships in trek though, if you are to include them all (which I hope you will, even that mysterious race in invasion) it will be hard.

While you're here, Here's the eboliar pics from robotech crystal dreams: Perhaps you'll include it as well in your MOD:
http://www.opusgames.com/games/rcd/fanart.html

Right: besides, dread: might you have some info on the interceptors briefings and the tanks briefing?
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on March 15, 2008, 10:48:43 am
Not really, the closest thing I could add even would be the ones like trinagular Rocks, since Venom(Nico) made some rotating with the f-22 demo I got the skybox and ground terrain from. They look more like the JAM from Yukkikaze.

Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 15, 2008, 11:20:45 am
Excuse me? Are you talking about eboliar or the trek ships?
Title: Re: renegade "vae victis" project: need help.
Post by: Dread on March 15, 2008, 01:19:37 pm
The tank briefing is in storage over 1300 miles away from me. It will be late April, early May at the absolute earliest before I can get to it. As far as the fighter briefings go, I did not see them on the rack last week. I'll look again this week to see if they were hidden behind something else.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 15, 2008, 01:28:41 pm
Hmm pity, but thanks anyway: Meanwhile, we'll try to concentrate on the leviathans.

Dread, which ones would you see as most standardly deployed in shannedam?
Title: Re: renegade "vae victis" project: need help.
Post by: Dread on March 15, 2008, 01:32:25 pm
First and foremost, I'd say anything that is actually stated to be in the County in the breifings. After that, I'd say that you will see mostly the commonly deployed ships, with a scattering of the newest. I'd go with the list that was laid out a few posts back and run with it.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 15, 2008, 03:50:22 pm
Yes still alive, (where have you been last 4 years), anyway Omni was working on a version of the mod independently you understand more (CAP SHIPS) then stopped. Previous to that I started the fighter POV one. GRANTED, fighters in Trek get the short end of the stick but it's canon for the genre that certain factions and lower tech worlds HAVE FIGHTERS! Numerous episodes and Trek games have them since the 70's (Starfleet Battles),  90's (SFC series of games), Invasion (PS1), Shattered Universe (PS2), etc...

     Uh, more like 2-3 years . . but school, and doing other things besides freespace. SFC is based on SFB so not really valid as a element unto itself :P

Quote
Now WHY make a Trek fighter mod? Because I think it will be cool and not totally unfeasible. While I love Klingon Academy and the original Starfleet academy, how fun is it really gonna be to fly diff cap ships all day via joystick when interactionand immersion will be minimal?

So you're the damn Captain,helmsman, navigator,comm officer and engineer all at one on a cap ship in what basicly is a fighter simm? (in ships not even close to scale anyway). If you want to do that might as well pack it in and get the ORIGINAL games that do it the way it should be done and not try a rough and lacking conversion for FS2.

Those games are a blast, but if you don't have cloaking, oversharging of weapons shields, self repair ability, and numerous other interface options in the middle of a battle you would be missing out on a lot of Trek oriented stuff as well as gameplay experience...

Trek Fighters on the other hand, are a lot more similar to FS2 combat (minus the ability to make micro warps and Warp speed attacks, etc) minor stuff that can be easily dismissed.

     I dunno about DS9 but the only fighters I saw on TNG where
     A  - Wesley Crusher and his buddies pissing around.
     B - random lowtech fighters attack Enterprise, vaporized in one phaser volley.
     C - random Fed ships launch near jupiter to stop Borg Cube. Last all of 2 seconds.
     D - Picard and the Nemesis Romulans birds escaping the Scimitar (or something like that).

     I got no problems with you making/working on a mod, I just don't see the point myself. Though I've got no problem trying the end product. If you can create something fun and enjoyable I'll be pleasantly surprised. Never actually played any Star Trek games myself . . .thought about picking up Legacy but didn't. OOh, I might've played some text-based game AGES ago . . but the closest I've got to a star trek game was Space Quest. haha.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 15, 2008, 04:04:56 pm
Yes, the renegades WERE Tog legions, but that was ages ago, and ships have long been decommissioned since. However, perhaps a few TOG ships will appear in renegade ranks, but either during undercover, or much later (campaign 3, 4 and 5). When the renegades fled, most of them lost the equipment they've been trained to use over the years so that alone can explain the fact that there aren't many TOG designed vessels in their ranks. Besides, the TOG knows the capabilities of their ships, but what about those of the custom ships the commonwhealth/renegades fight with? not always, so tactically, it's also a better choice. ;)

       Well, Renegade Legions formed in . . 6681. Most of the smaller ships entered TOG service thereafter, but some of the Battleships are notable exceptions. The Ultor ISD is 66002 and the Illustris is from late 6500s so Renegades might have of those left. But yeah it does seem the Cruisers have shorter operation lifetimes. Or at least, the Capital Brief doesn't list any old ones.  And I don't think the Renegades lost their equipment, once source online I have says the Renegade Legion consisted of "half the fleet" (that was gathered on the Kessrith border).


Quote
question: is it possible to make (on planet missions) soldier legions next to attacking tanks (like a sort of white "cover" on the land representing the infantry)? Like this interceptors could sweep the infantry away along with the tanks with ground missiles. (the cover would "get eaten away" with weapon's fire and blasts and mission directives would be validated when completely destroyed). Is this possible?

    Hmmn, do Interceptors even carry anti-personnel weaponry? I've never used Bounce infantry in Centurion, so I don't know if the tanks needed particular guns to fight the infantry. If so the interceptors likely wouldn't have them. But who knows. One would think they'd just land some grav tanks to kill the infantry. With the interceptors maybe helping more against enemy grav tanks??? But to answer your question, I'm sure you could just make something as simple as a flat cube type object and put a picture of a bunch of little guys on it with some firepoints or something.


   And yeah, I forgot all those interceptors. One book for each faction. Bah.
   Might get my parents to bring some of my RL stuff to me when they visit mid april.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 15, 2008, 04:40:47 pm
Right, that would be great, angel: If you can have a few pics, I'll thoroughly appreciate.

I seem to remember (from what's left of kannic's pages) that there were also kessrith designs (fighters and corvettes). Even if fewer (10-15), I would like to implement them also. Who knows, perhaps users might be interested to make campaigns on the kessrith front...
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 15, 2008, 08:40:39 pm
       Pictures? hmmn, might be difficult without a scanner.
       Weren't you looking to pick some of these books up? The fighter briefings are comparatively easy to come by on eBay I know. Much more common than the capital briefing which I've almost never seen.
Title: Re: renegade "vae victis" project: need help.
Post by: Dread on March 16, 2008, 01:15:38 am
Well, I have some bad news. The fighter briefings sold a couple weeks ago. I'll keep my eyes open for other copies. Have you tried Amazon?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 16, 2008, 01:26:49 am
Well, I have some bad news. The fighter briefings sold a couple weeks ago. I'll keep my eyes open for other copies. Have you tried Amazon?

    Well both fighter briefings are in an estore on ebay right now, though admittedly a little steeply priced for such an old book (20US each). No . . . auctions at the moment seem to have 'em. Mostly centurion stuff or miniatures. Though I do see both the fighter briefings on Amazon.com for 7 US a pop. Pretty damn cheap man.  No Capital briefing of course, damn thing's never available.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 16, 2008, 05:11:02 am
Thanks to thomasseen, leviathans might not be the biggest problem right now.

I also managed to find the author of the briefs. He might give me a few scans with a bit of luck.

Anyway, I can't buy right now: Some sucker toyed with my bank account, so I'll have to wait for that problem to be over.

Yet another load from thomasseen: Including a VERY interesting galaxy map:

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP004.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP006.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP032.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP033.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP034.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP035.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP036.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP037.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP038.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP039.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP040.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP041.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP042.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP043.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP044.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP045.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP048.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP049.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP058.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP059.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP060.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP061.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP080.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP081.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP108.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP109.jpg

A good helping of ships, as you can see, and a rather curious map (page 4): What's the hive? is it baufrin territory? What's mom pono, mochov and dalvik, new races I forgot? Any idea, dread?

Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 16, 2008, 11:19:49 am
I may have a source capable of acquiring the fighter briefings but nothing is certain yet. I'll tell you more as I know.

I'm asking again, I suppose, but Would anybody consider trying to mod a few RL ships?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 16, 2008, 02:57:34 pm
I may have a source capable of acquiring the fighter briefings but nothing is certain yet. I'll tell you more as I know.

I'm asking again, I suppose, but Would anybody consider trying to mod a few RL ships?

        Hmmmn, I might try doing a ship or two after I've finished this Vasudan fighter I've been working on.
        Though in a week's time I'm going to get awful busy when I start a new job.
        Before I actually do any ships, I'd probably do some dummy test ship to see if a person can actually implement the bay weapons.

        In the interim, I'd suggest you try to pick up modelling yourself. It's not that difficult, though might be a bit of a learning curve.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 17, 2008, 04:40:04 am
I have info on the races: Thomassen delivered the following info:

Mom Pono, Mochov and Dalvik are TOG provinces, not races. As the legenda in the map states.

The Hivers are an officially extinct alien race (they met the TOG), how dead they really are was never answered. It was IMO a setup for later books but of course the RL universe died a quiet death before that.

(those who feel thrilled by the "unknown menace" symptom in freespace might be able to work out something with the hivers in the vae victis MOD).

Also, I have a few interceptor pics from the first interceptor game:

http://www.4shared.com/file/41026881/9da160a1/renegade-ships.html?dirPwdVerified=380ccc6c

enjoy.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 18, 2008, 01:33:06 pm
I know someone who once tried to MOD leviathans for homeworld. He said he was interested, but since then, nothing. That's fustrating!
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 19, 2008, 03:49:54 am
       Here, I was playing around with trying to make bays all day and here's more less what I ended up with:

(http://members.shaw.ca/pbcbrown/pics/RL_test_07.jpg)

       Yeah, it's a crappy facsimile of a RL Leviathan for test purposes.
       No beam weapons in the game will fire more than one shot at another ship, so in order to simulate the bays . . . they have to basically fire very fast invisible missiles with the missile trail (smoke) behind it simulating the actual laser. Identical in manner to how the Lucifer's beams worked in Freespace 1 (dunno if you played that).
       I'm guessing that a person could make animated missile trails to better simulate the beam effect. As well, a person could probably also do a "Muzzle Flash" (similar to what flak have) to simulate some sort of muzzle glow for the laser.

       But bottom line is that the beams probably won't be beams unless someone can figure something else out. But . . . the end effect could probably look a lot more cool than what I did (as it was only a test). Not sure what's all possible with FSOpen. So maybe a person can make the smoke trails animated, have them glow, etcetera . . basically look like beams even though they're not beams.

      Also the maximum number of fire points on any one turret is 10. I learned this the hard way. So all Bays would need to be broken down into ten point blocks. This means that a 100 gun bay will actually be 10 turrets. But, even though it's 10 turrets, each of those turrets will fire 10 shots for 100 shots total. In my picture above, that's 3 turrets firing . . .but it's 30 shots altogether. It also probably wont be firing at exactly the same time . . . nor will it necessarily only fire at one target. A person can specify that it only fires as capital ships through certain weapon flags I'm pretty sure but if there's more than one large non-fighter ship in that direction the ship will probably split fire to a degree. Though . . it does seem that even though I had seperate turrets for the bays, often the bays would fire at the same sort of area on the enemy ship. So even though a ship can fire at multiple ships in one arc, it may just fire at one ship? Who knows.
     EDIT - Oh, but the FREDer can give each turret priority for who to fire at. So for well-scripted missions, the FREDer can give the whole 100 gun bay of 10 turrets the same target priority so they should shoot at the same target more/less. Though not necessarily all at exactly the same moment. It'll be a little broken up I'm sure.

   
    Also quite frankly I would just ignore shields.
    Renegade Legion shields don't work like Freespace shields. RL Shields don't absorb damage, they stop it entirely. In the game, this is equated as a modifier to hit. Basically a fighter or ship with stronger shields is harder to hit because there's a greater chance the damage will be stopped entirely by the shield. (A higher shield rating means the shield is "up" more often, meaning less chance of enemy firing hitting the ship). But a person can't really simulate this in FS2 at all. What a person could do is add a base percentage onto the hitpoints per shield rating to reflect the added toughness of the ship. So a ship with 100 hull all around and rated 3 shields will have more hitpoints than a ship with 100 hull and rated 2 shields.
   Though I don't know how the Wing Commander shields work in WCSaga. If they block damage all together, what a person could do is give all the ships shields and make all weapons ignore shields except for fighter missiles. Since in the game, it seems they're the only weapon which is stopped cold by shields altogether.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 19, 2008, 04:39:56 am
Wow! that's very impressive: technically it's very close to what I was imagining angel.

Now, in order to avoid overloading the F2s engine with shots, I would see the bays fire their cannons in a sweeping manner (in a 100 bay: 10*10). However, if you say a 100 bay will be 10 10 bays, the damage must registed equally to all of them (in order to be able to destroy the entirety of the 100 bay)

Also, regarding the shields, we will use normal ones: Basically, flicker shields CAN be overpowered too.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 19, 2008, 05:15:23 am
Wow! that's very impressive: technically it's very close to what I was imagining angel.

Now, in order to avoid overloading the F2s engine with shots, I would see the bays fire their cannons in a sweeping manner (in a 100 bay: 10*10). However, if you say a 100 bay will be 10 10 bays, the damage must registed equally to all of them (in order to be able to destroy the entirety of the 100 bay)

     Well, I don't really think the bays would overload the FS2 engines. 10 bays firing 10 shots is the same as 12 fighters firing 8 hornets each (96 missiles). Same number of missiles, it's not going to affect anything. Well, not at present anyway. If the trails could be animated and stuff it might matter . . . would have to see.
     I don't think you can really have the bays all linked together. It's like 10 seperate turrets. Unless the FREDer did like "when Bay X is destroyed, sabotage Bay X2-X10 or something". If one turret is destroyed, think of it like the bay is damaged and has less firepower. It's unrealistic to shoot one group of 10 lasers and have 10 lasers way down the line get destroyed too. A 100 gun bay might be like 300 meters long. Destroying 50 meters on one end shouldnt affect the other lasers 200 meters down the line I'd think.
     BUT for a specific mission, let's say the player has to take out some broadside bays on a battleship of 100 lasers or whatever. You could especially FRED the mission such that after a few bays are destroyed, the rest are destroyed or perhaps more realistically they just stop firing (you can lock the turrets). But in a normal mission, wouldn't really bother. It would be a bit of a hassle to do every time especially with multiple ships. But it is possible. Again, while a Bay might be a single weapon in the boardgame that's more for the sake of simplicity. For a MOD I'd think to move it in a little more realistic fashion. Though as I said, special missions would be possible.
     The bays do fire in a sweeping manner on an individual basis, they fire one shot 10 times from 10 different points in sequences (though the start point moves up each time, so the first shot is 1-10, the second is 2-10,1 the third is 3-10,1-2, the fourth is 4-10,1-3 etcetera, if you know what I mean) Rather than 10 shots all at once. It's like a hornet firing from a fighter craft. But having them sweep from 0-100 would be not possible as far as I know. Happy circumstance perhaps.


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Also, regarding the shields, we will use normal ones: Basically, flicker shields CAN be overpowered too.

    Er, yeah. But . . .overpower = ignore.
    In Centurion for example, there are two types of weapons. Weapons that care about Shields, and weapons that don't (MDCs). There's no inbetween. There are no, for example, weapons that degrade shields. Shields never get worse, they either stop the damage completely or they don't. It's like a completely different concept. In Freespace it would be like a fighter going invulnerable, and vulnerable, and invulnerable again multiple times over the course of a second. And when you shot at the fighter, either you did ZERO damage, or you did full damage. That's what a flicker shield is.
   But if you just to want to translate them into the game as normal shields instead of flicker-style then that's cool.
   
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 19, 2008, 11:22:45 am
No, I meant the flicker shield can be overpowered (pierced) by a sufficient volume of fire (I suppose this rule was made up to suit up more to the battle for jacob's star space sim). What I'm trying to say is we will keep a standard shield (for cap ships and fighters).

Besides, the idea of Fs1 lucifer "beams" is a good idea, however, the beam charge and noises is something I would like to keep with the "pseudo beams", also one thing I loved with real beams is that they scoured the target's armour, while the lucy's didn't do visible damage (just the sexp stipulating the galatea's huul should go down to 32, then to 1 then to 0).

One thing I'm thinking about too: There isn't one type of laser bay only: lasers have dimentions (the bigger the better range and damage). Shall we set a damage and range for each of the types or shall we "standardise"?

And of course, the fact of having bays being consisted of 10 "mini" bays (careful, there are 25 gun bays), is a good idea, but bays plus spinal mount plus turrets (the missiles will simply be one subsystem spawning missiles aroud the ship): Are we not going to go past the FS engine limit?
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on March 19, 2008, 01:31:18 pm
I think haveing different types of Lasers makes sense.
About using missiles...give them a homing ability and it would make a greate anime like FX ^_^
I know its not what you want but would still look interesting.

@Akalabeth Angel
Would you mind to release the model/textures and its tbl files?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 19, 2008, 07:22:08 pm
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Besides, the idea of Fs1 lucifer "beams" is a good idea, however, the beam charge and noises is something I would like to keep with the "pseudo beams", also one thing I loved with real beams is that they scoured the target's armour, while the lucy's didn't do visible damage (just the sexp stipulating the galatea's huul should go down to 32, then to 1 then to 0).

   Hmmn, I don't think you can get a beam charge and cooldown sound with these guns. Normal guns don't really charge and cool down. Unless it's possible to add those sounds to normal weapons? Usually a gun like a flak cannon, or another gun just fires. What a person could do is make a sound that has both the "shooting sound" and the "cooldown" sound. So that every time a beam fired it would have the beam fire and the cooldown sound attached to the end. A firing sound can be as long as a person wants I think.
   Similarly I'm sure the gun can be given any sort of impact explosion a person wants, and at any size as well. The beams won't sort of slash the target like the Terran and Vasudan beams, but they will hit the target like in a row of 10 explosions sorta thing (same as how they fire).

   Hmmn, when I threw a third ship in there. There did seem to be some slowdown . . . so maybe animated missile trails would be a little out of the question. Who knows, would have to see. The sound would be definately doable I think.

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And of course, the fact of having bays being consisted of 10 "mini" bays (careful, there are 25 gun bays), is a good idea, but bays plus spinal mount plus turrets (the missiles will simply be one subsystem spawning missiles aroud the ship): Are we not going to go past the FS engine limit?

   Oh making some "half" bays/turrets of 5 shouldn't be a problem.
   The game seems to have a limit of about 100 turrets. For most ships, this shouldnt be a problem . . . the Venatrix is a notable exception as it has 12 bays of 100 guns each (120 turrets) not including AF defenses. For that, well a person could potentially basically combine bays . . . it wouldnt be ideal, but a person could say just give it bays that fire twice instead of once. Same firepower, but it'll look a little less impressive perhaps. For the Venatrix in particular, the basically 80 of those guns could be turned into 40 since the aft 20 are identical calibre, the front are identical calibre, etcetera . .. .
   
   I think a person would definately want to re-create every laser mount. Give them different ranges, different damages. Higher diameter give them broader beams sorta thing.

   And for turrets . . honestly I would ignore what the book says and for turrets their application should be a lot more liberal. As it is, each class of ship has EXACTLY the same anti-fighter defenses. That's honestly really boring. Imagine if in Freespace 2, the Fenris, Leviathan, Cain, Lilith, Aten, Mentu and Aeolus all had exactly the same fighter defenses. Anti-fighter defenses are basically the biggest interaction the player has with capital ships, I would certainly look at making some ships good anti-fighter ships and have some ships as fairly crappy. And  base that largely on whatever information a person can get out of their description or the ship's intended role.

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About using missiles...give them a homing ability and it would make a greate anime like FX ^_^
I know its not what you want but would still look interesting.

    Eh . . anime? Bah. Save it for a Gunbuster mod.  :nod: The Gunbuster's "homing laser" was one of the low points of the OVA for me to be honest. Whereas I thought the "main barrage" from the fleet was more of a camera effect or something rather than having them home in on the fleet (in the first large engagement, when the lasers sorta curve around the planet at the alien fleet). Also, since they're going to be primarily anti-ship weapons . . I think homing lasers would mean that they would basically never miss. Maybe kinda boring?? I dunno. But they'd definitely read/look more like missile barrages than laser fire that's for sure.

I attached the ship in a zip file. It's a piece of crap to be honest. The model's a little screwed up . . . the textures are just from the Deimos and I don't know how to tile them so it's stretched all over the place. The port side has 6 turrets/bays, the stbd has 1, the front has 1 spinal mount sorta thing (with some dink gun in there). Also the turrets are messed up, for some reason the turrets all register in flight as being at the same point in the hull. I think this in turn causes no more than 4 of the turrets to work at any one time (by work I mean fire). I added engines but I couldnt seem to add thrusters, I dunno what the heck. Maybe MODView isn't ideal.

But basically, all you had to do is make a new folder in your FSOpen directory (ie RL) then extract the zip there and it'll release a data folder, etcetera. I included some crap test mission with three of the ships fighting a Deimos. One of them I gave a slightly different gun. It fires harbingers Fusion Mortar-models instead, and in volleys of 20 . .. with that ship there, it can slowdown a bit on my computer. Obviously the lasers shouldn't fire missiles but what I do like about that is that from a distance it looks like the lasers have a bright head to them. I think that's sorta cool.
   
I'm not sure about velocity limits in FS2. Obviously the lasers should be pretty fast. And the missile trails life should last at least as long as the weapon's range. If the trail starts to dissappear before the laser reaches its target it wont look like a beam imo.


       Hmmn, like what I see for capital ships in RL:
       Personally I'd like the engagement distances to be a lot bigger . . for like 37.5 . . .the longest range, make it like 10-20kms range.
       Think about it, you've got like a Shiva and an Ultor class (ie the Kraken), circling eachother at like 10 kms. Each of them firing broadsides of 250 lasers from their 37.5 bays. Meanwhile the player is caught inbetween, doing whatever they're doing while the two behemoths whittle eachother down at extreme range. Maybe give the "lasers" like velocity 2-3000 or something, at 10km they reach their target in like 3-5 seconds.       I like the look of large glowing laser heads . . . the player's flying around, suddenly 10-20 lasers fly right past him in front of him. That'd be cool.
       20km might be a little long . . . .15 might be ideal for the extreme range of 37.5. This doesnt mean that every battle would take place at the range, not at all. You don't want a bunch of missions where the player spends half the time going places. That would get old pretty fast. But the higher ranges would allow ships to really exploit their roles. The TOG Morkanium for example has no spinal mount but carries nothing but 37.5 bays as a destroyer. Throw it up against something like the RL Exeter which has 22.5 guns which have half the range. And the Morkanium can actually act like it ought to . .. maybe the player is based on the Exeter, the Morkanium comes in and is staying at like 9km. The player has rush over and disable it's guns before his own ship is torn apart. Or maybe disable the engines, so the Exeter can move in and with its lower-ranged but more numerous weapons deliver a killing blow.
 
Looking at laser length, this is how it might translate in different possible scales.
                       Boardgame           1:1            4:3           2:1 (hexes to km)
37.5                      20                  20km        15km       10km
30                         15                  15            11.25         7.5
22.5                      10                  10              7.5             5
15                          6                     6              4.5             3
7.5                         3                     3              2.25          1.5
1:1 might be a little much. But 4:3 or 2:1 would be cool I think.
     So there's basically 5 range brackets of weapons, and in each of those weapon there's 6 calibres (30cm, 25cm, 20cm, 15cm, 10cm, 5-6cm)
     Which translates into basically 30 weapons. Plus 5 spinal mounts is like 35 types of ship weapons (not including AA turrets). That's not too too many, not sure what the limit is for the weapons.tbl :)
     6 calibres also means 6 types of bay turret models/meshes. Which again isnt that many. A person could potentially even uh . . . diversify it a bit more and have them look different for each faction (slightly?). Kessrith might be a bit different, not really sure who they are yet.

     EDIT And actually, that range conversion of 4:3 or 2:1 would work well for the fighters too. Fighters have a max range in Leviathan of 3 hexes . . . which is as it says about 2.25km or 1.5 (2250 meters of 1500 meters). This is comparable to the fighter ranges in Freespace 2. So it seems like a good fit. (basic subach is about 1000 metres, Prometheus-S is around 1500-2000 I think).

     Anyway, this post is too damn long already so that's enough for now.

[attachment deleted by ninja]
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on March 20, 2008, 12:18:18 am
Lotta good stuff here.  :yes:

WCSaga's shields aren't quite as clever as you conjecture... missiles merely do less damage to shields than to hull.  If your shield is up, your shield will take the damage (but you probably don't want to get hit by another missile right away).

Nice work AA... I was just about to suggest doing such a thing.  For gameplay questions like these, it's often a good idea to just 'get it into the game' and experiment -- forget about pretty looks and proper models until you have the time and support and talent. :)  I'm going to go play with it.

Yeah, don't use Modview any more... I think you'll have a lot better success with PCS2 (http://www.hard-light.net/forums/index.php/topic,52098.0.html) now that it's at a stable release.

You can have animated muzzle flashes... wonder what a long animation would look like.  You could probably have that 'glowing head' effect and make a tiny model to make the actual solid 'missile' invisible.  Some tweakage or additional options for properly 'glowing' missile trails might be doable too -- and if not, with luck it'll be easy for me (or someone) to add to the code.

'Charging' non-beam weapons (complete with effects and sounds) has been on the wishlist for quite a while.  I'll take a look at it when I have some time but I can't promise anything.  I did just think of a possible silly workaround -- have two weapons (per caliber).  The first would have the 'charging' sound, a long muzzle flash, and an almost nonexistent look and speed.  After a second or two it spawns the second weapon, which has the 'firing' sound (perhaps combined with the 'cooldown' sound) and the fast speed and visible attributes.  There may likely be some downsides to this method... we'll have to experiment.

Are there descriptions of what these lasers look like?  If not, might I suggest eventually giving different calibers different colors?

How fast are fighters on average?  How long should it take them to get between two Leviathans standing off 20km apart?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 20, 2008, 01:17:40 am
WCSaga's shields aren't quite as clever as you conjecture... missiles merely do less damage to shields than to hull.  If your shield is up, your shield will take the damage (but you probably don't want to get hit by another missile right away).

    Hmmn, not quite sure what you mean. Are you talking about ships specifically or fighters as well?
    I haven't really examined the WCSaga shields at all . .  . I think my computer had some problems playing one of the later missions, the shockwaves would make my Open crash (animated shockwaves I think??). I remember the fighter combat being really lethal. Mission launch tone would put the fear of god into me that's for sure.

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Nice work AA... I was just about to suggest doing such a thing.  For gameplay questions like these, it's often a good idea to just 'get it into the game' and experiment -- forget about pretty looks and proper models until you have the time and support and talent. :)  I'm going to go play with it.

Yeah, don't use Modview any more... I think you'll have a lot better success with PCS2 (http://www.hard-light.net/forums/index.php/topic,52098.0.html) now that it's at a stable release.

      Well, there's no point modelling anything if the fundamentals of the universe can't be applied (ie why do a huge battleship if you can't even get the guns to work). The bays were sort of the main problem in my mind . .. other things can be worked around in different ways.
      PCS2 doesnt really like my computer. I can run it on a basic level but it crashes if I try to add gunpoints and the like. PCS1 seems to work more/less, but the interface is like . . . bright white all the time (my model I mean). So I found it a little difficult to add points. I was putting my fighter in there just for fun and couldnt get thrusters in Modelview so I tried in PCS but I figure out where the point was. So just went without fighters. Ideally though, PCS2 sounds good so If I can get it working that'd be cool.

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You can have animated muzzle flashes... wonder what a long animation would look like.  You could probably have that 'glowing head' effect and make a tiny model to make the actual solid 'missile' invisible.  Some tweakage or additional options for properly 'glowing' missile trails might be doable too -- and if not, with luck it'll be easy for me (or someone) to add to the code.

'Charging' non-beam weapons (complete with effects and sounds) has been on the wishlist for quite a while.  I'll take a look at it when I have some time but I can't promise anything.  I did just think of a possible silly workaround -- have two weapons (per caliber).  The first would have the 'charging' sound, a long muzzle flash, and an almost nonexistent look and speed.  After a second or two it spawns the second weapon, which has the 'firing' sound (perhaps combined with the 'cooldown' sound) and the fast speed and visible attributes.  There may likely be some downsides to this method... we'll have to experiment.

     Hmmn, not sure how that'd work with like a turret with 10 firepoints firing 10 beams. But . . . who knows. Could try it out (the workaround I mean). I tried to actually put the "railtrail" as an animated flash for the beams but it didnt really seem to work so I just forgot about it (the railtrail is the railgun particle spew from TBP AFAIK).

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Are there descriptions of what these lasers look like?  If not, might I suggest eventually giving different calibers different colors?

How fast are fighters on average?  How long should it take them to get between two Leviathans standing off 20km apart?

     Lasers . . . don't know, haven't really read anything. I thought about looking for some of the novels to see if they can give some more background on what's going on. Thought I'd check out the local bookstores before I ran to amazon. I'm thinking that giving different ranged beams different colours makes sense for sure, for large damage potential I figure just giving it a big missile trail would make sense. That's my thoughts anyway.

     As for the fighters . . . uh, well strictly speaking in scale terms a fighter can move about 2500 m/s which is a little fast for Freespace (average fighter probably moves about 10 hexes in the game, each hex is 75km and each turn is only 5 minutes so that's like 2.5 km /sec).
 
    But in more relativisitic terms . .. Most fighters are about twice as fast as the fastest ship. So if the fastest ship was say 30 m/s the average fighter would be 60-65 m/s sans afterburner with the fastest fighter being 100 m/s and the slowest around 50m/s. That's by Leviathan Squadron values anyway. .. if you go strictly by the fighter stats, most fighters are barely faster than the fastest ship. so it would be like . .. 42m/s? Yikes, pretty slow. One thing I didnt understand at first is that, fighters in Leviathan are sort of given a boost in fighter speed because in the game, fighters have a set number of moves they can make in a turn and that never changes. Whereas ships can accumulate speed from turn to turn (ie they have momentum throughout the game) so the fighters were kinda skewed a bit to compensate. I'd probably go with the higher levels just to keep it more in line with sorta freespace gameplay. Though the slower approach might be interesting too . . . make the afterburner much more important perhaps. The lower values would also leave some room for improvements from new designs, etcetera.
   But yeah, I think 20km is a little too far :) 10-15km is maybe okay. The ship is far enough away to look epic sorta thing but not too far that you couldnt get there if you needed to.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 20, 2008, 01:34:47 am
        Btw, I dunno if anyone posted this earlier in the thread, know Starlord was asking about it.
        But here's some reference from Gunbuster that me and Gevatter have likely both seen about a dozen times and drooled over.

http://www.youtube.com/watch?v=t8OwY86Pd5c

        Bugger, wrong link. Just a second.
        Here's the right link: http://www.youtube.com/watch?v=yboCSFYAX0c

        Unfornuately, like all Youtube you'll have to deal with the fanboy's overlay music (which is in many cases far inferior to the original score).
        At time reference: 1:10 you can see the lasers opening, preparing to fire
        At time reference: 2:10 you can see the lasers actually fire.

    If we could get Renegade Legion battles looking like that, that would be freaking awesome. But who knows . . .
    Notice that there's no warmup, and no warmup sound, but that the lasers still look damn cool. Though of course the guy says "fire" which is the anticipation to the firing instead of some muzzle glow. It's probably impossible to get them all lined up like that. But no worries.
    But if they could code muzzle glow and/or sounds for non-beam weapons that'd be sweet too.
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on March 20, 2008, 02:43:30 am
zomg I Must Find Gunbuster.  That looks AWESOME.
At first I was thinking we wanted a slower 'visible' beam travel like we see in those videos, but then considering the distances they are using vs the distances we'll be using (light-minutes vs kms), it should be just about instant.

That is an awesome effect to try to imitate.  Beam weapons really seem like the best solution if they could be made to work with multiple fire points.  I'll look into that.
Hmmn, not quite sure what you mean. Are you talking about ships specifically or fighters as well?
Well, I was just talking about fighters.  But the same sort of happens for capships and torpedoes.  We may yet tweak that... haven't decided whether it's best to HAVE to batter down the shields before a torp launch will be fatal, or the torp actually punches through the shields completely (like some of the canon sources suggest).
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I think my computer had some problems playing one of the later missions, the shockwaves would make my Open crash (animated shockwaves I think??).
Please let me know your video card type and amount of video memory -- that shockwave issue happens to a few people, and we're trying to come up with something that will work for everyone.  Especially because there will tend to be a LOT of shockwaves in some missions in the full release :D
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PCS2 doesnt really like my computer. I can run it on a basic level but it crashes if I try to add gunpoints and the like.
That is odd.  Have you reported this?  Normally I'd wonder if it is also video card related, but gunpoints are so simple a concept, one would think they wouldn't be 'hard' to draw.  Bug.

We'll have to try a lot of different speed ideas.  Ignoring Freespace terms for a moment... So if the fighters were moving at 2500 m/s, how fast would an average leviathan be moving?

Back in Freespace terms now.  The idea of a capship being able to accelerate up to rather high speeds is cool, unique, AND maybe doable.  With the right combination of high$Damp (http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Damp:), $Forward accel and $Forward decel numbers in ships.tbl entries, as well as $use newtonian dampening (http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24use_newtonian_dampening:) in ai_profiles.tbl .

WCSaga dealt with a different speed/distance 'scale' than Freespace by using an entry in hud_gauges.tbl called $Length Unit Multiplier: .  That way the higher visible numbers fit Wing Commander 'canon' while still remaining viable distances/speeds in FreeSpace's engine.  Perhaps something similar could be used here.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 20, 2008, 03:13:46 am
zomg I Must Find Gunbuster.  That looks AWESOME.
At first I was thinking we wanted a slower 'visible' beam travel like we see in those videos, but then considering the distances they are using vs the distances we'll be using (light-minutes vs kms), it should be just about instant.

That is an awesome effect to try to imitate.  Beam weapons really seem like the best solution if they could be made to work with multiple fire points.  I'll look into that.

   Yeah like a type 5 beam? I dunno.
   Gunbuster was recently re-released on DVD, that's the copy I have. Should be fairly easy to find. It's just a 6 episode OVA. It's a bit otaku-ish but also a lot of psuedo-hard science. It's one of my favourites. Not too much space combat, but what you see there . . . well, all the combat is just as freakin awesome like that man.
   Gunbuster btw is from the guy who did Evangelion. Some of his first work was also the . . . God Warrior sequence in Nausicaa if you've seen that. So yeah, his stuff is pretty awesome. I prefer gunbuster to eva by a long shot I think :). Robots are cool, but robots with spaceships is even cooler.

   And uh . . .yeah, like that laser effect is really not all that fancy. I mean, the lasers flicker. when they're fired there's sort of a expanding shockwave a little bit (totally doable). And I think they're also big to start off with and get smaller . . not sure how the trail stuff works just yet. But notice when it shows the lasers going away it's got the "fatter" glowy head on the front. That's what I was thinking would look cool. And in the thing I uploaded, I do put a ship in there which fires basically Fusion Mortars with long tails. From a distance it looks a bit like a glowy head and it does look cooler imo.

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Please let me know your video card type and amount of video memory -- that shockwave issue happens to a few people, and we're trying to come up with something that will work for everyone.  Especially because there will tend to be a LOT of shockwaves in some missions in the full release :D

     Uh, that's the problem. I don't have a video card . . it's just the basic built in thing.
     I'm starting a new job next week, so once I get some money I'll look into maybe buying a proper card. I know I've got a few games lying around here (Dawn of War, Painkiller) which I bought but can't play because my card sucks. :P That might be the core issue with PCS2 as well . . it's not just gunpoints, it's any points (dock points, missile points, thrust points). I reported it on mantis etcetera already. I saw in another thread someone having more/less the same issue, dunno if his setup is similar to mine.
    Does anyone know is there a command I can do which'll tell me what my computer's specs are? Like in a printout on the screen? I just got some computer from Dell via my parents so not really sure what it's got in it  (aside from two processors supposidely).


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We'll have to try a lot of different speed ideas.  Ignoring Freespace terms for a moment... So if the fighters were moving at 2500 m/s, how fast would an average leviathan be moving?

Back in Freespace terms now.  The idea of a capship being able to accelerate up to rather high speeds is cool, unique, AND maybe doable.  With the right combination of high$Damp (http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Damp:), $Forward accel and $Forward decel numbers in ships.tbl entries, as well as $use newtonian dampening (http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24use_newtonian_dampening:) in ai_profiles.tbl .

WCSaga dealt with a different speed/distance 'scale' than Freespace by using an entry in hud_gauges.tbl called $Length Unit Multiplier: .  That way the higher visible numbers fit Wing Commander 'canon' while still remaining viable distances/speeds in FreeSpace's engine.  Perhaps something similar could be used here.

     Uh, well basically. Here's the scale of Leviathan
Game Turns: 5 minutes
Hex Area: 75 kms

    Most Leviathans have 2-5 thrust allowing them to accelerate/decel by that much per turn (I'm not sure if any ships have 1 thrust). So for instance, if a ship accelerates by 3 it moves 3 more hexes per turn and moves 225km faster per 5 minutes (750m/s faster I think))
    Most fighters, as a base in neutonian terms have . . . 5-13 thrust? (the fighter-only "Interceptor" game gives them constant momentum as well). But as I said in Leviathan fighters get a boost of 3-4 thrust or thereabouts because they don't do neutonian stuff (and then large groups of fighters lose thrust because of the movement needed to stay in formation or somesuch).
    If a person could introduce neutonian stuff, it might be cool. I don't know how the hell a person would do that. I know some people have played around with it, but in a MOD don't think it's been done yet aside from this sideslip thing. But no increasing momentum.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 20, 2008, 05:24:19 am
Knowing that jacob doesn't stick with full neutonian momentum, I suggest we drop the idea.

Also, there are no leviathans at thrust 1 value.

The fighters have from 4 to 13 thrust unit (4 is the guardian, if I recall correctly and 13 is the arcubalista).

Regarding bay lasers colors, I think that we should keep the "basic" laser colour (orange/yellow), as other weapons like the epc and npc (exclusive fighter weaponry) are blue or green, etc...

Regarding AA turrets, Indeed it would be a good idea to specify AA capability for all ships: For instance, the serpens is often used as an anti fighter platform, but what of the canis or seadler?

Also, regarding calibers: It would be a good idea to differenciate them, but caliver variations are also present in fighter armament: a 5/1 laser wouldn't be the same as a 7.5/5 and a EPC9 wouldn't be the same as a EPC18 in damage values (although it would have the same visual effect).

Also, good to know that some guns can clearly bypass shields: This might be useful in later stages.

also, gevetter lars did a quite nice model of a bay (unfortunately deleted by the admin). Could we have a look at it once again?

Also, why do I have the neat impression of seeing TOG ships in that gunbuster clip? :D No seriously, this is truly extremely close to the feel of the renegade legion (I hope some of that feeling will appear in the MOD).
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 20, 2008, 05:41:57 am
Regarding bay lasers colors, I think that we should keep the "basic" laser colour (orange/yellow), as other weapons like the epc and npc (exclusive fighter weaponry) are blue or green, etc...

   Is there a basic laser colour? Or are you basing this on the video game. I've never actually played Jacob's star, I see it's on HotU but haven't played it. The reason I think that differentiating the laser colour is good is . . just because the player can better tell between the different beams. Like for example, if one ship is firing a bunch of yellow beams and the other ship isnt because it has short range beams. Then the fact that their beams are different would be better emphasised with a different colour. If the say a ship is firing 37.5s and their bright yellow, and another ship takes all that punishment, going in and then when close enough fires some . . . whatever 22.5s the player might think "why the hell didn't you shoot those before? You're firing the same damn thing."

  A person can also try to make some beams more impressive than others in that regard. Even something simple, like maybe short range beams are red. And then as beams get longer range they become progressively more yellow/white (so a mid-range might be orange). I'd say don't necessarily limit yourself to a 15-20 year old video game. Take for example the Star Wars conversion, the Tie Fighter game was contemporary with Jacob's star but the SWC guys (fate of the galaxy anyway) aren't sticking to it. They're trying to go beyond it and simulate the movies or whatever else, while still drawing upon the wealth of information and ships from the game.

  That'd be my thoughts anyway.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 20, 2008, 07:49:28 am
Yes, you may be right: We can vary the lasers colours, but stick to the red/orange/gold colour types: Blue or green or elso would confuse the player in thinking the ships have long range EPC or NPC canons.

Also, on the renegade pegasus corvette (in the leviathan briefing) there is the perfect standard turret for use as ship AA defense: I would say give it 5 hitpoints: 4 guns (varying fighter armament: MDC, epc, npc or laser) and a fighter missile hard point (meaning ships can still threaten your fighter with missiles).
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 20, 2008, 08:17:37 am
Yes, you may be right: We can vary the lasers colours, but stick to the red/orange/gold colour types: Blue or green or elso would confuse the player in thinking the ships have long range EPC or NPC canons.

   Oh yeah, I see what you're saying. Keep the Particle cannons blue and the lasers yellow . . . but yeah. If the lasers were all "warm" colours and the Particle weapons were cold blue-sorta colours that'd probably be good. But yeah, for ship lasers you don't want to go like . . . the whole rainbow. That would just be kinda dumb imo. :)
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 20, 2008, 10:19:49 am
That's right: The punisher uses already the LEPC (I think it's the only one, but I may be wrong), a modified weapon firing a laser and EPC bolt at the same time, so it'll already make a "orange yet silvery laser" declination. We don't need much more. :p
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on March 20, 2008, 11:00:17 am
About the Gunbuster scene. I think what makes the lasers go in a curve is the gravitiy of the planet. It is possible while the effect was overdone in the anime...as everything mostly is in these films.
Still it was nice to see someone payin a little attention to these kind of details. Also don't you think that the main ship in Ep3 looks very much like the ones from Renegade?
Won't suprise me if FASA copied the design. They did that with Battletech, another game universe they have created.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 20, 2008, 11:05:17 am
That's why I thought I was seeing TOg ships all over the place, with their big vertical fins. :nod:
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on March 20, 2008, 02:12:13 pm
Yeah I was thinking that too... the curve plus the impression that it 'takes a while' to get there is probably due to gravity and the sheer scale of the distance involved.  I suppose that's a bit more realistic than some later crazy weapons in 'modern' anime.
Knowing that jacob doesn't stick with full neutonian momentum, I suggest we drop the idea.
Note that I was not suggesting a full newtonian system... it is much harder to learn and execute properly, at least for fighter combat.  But I do think a 'pseudo-newtonian' method (meaning, just a lot more momentum than regular WWII in space) would be interesting to consider for at least the Leviathans.  Especially because nobody else has done that yet.  Granted, I haven't fought anything bigger than a fighter in Jacob's Star yet so I don't know how they behave there... but as AA says, we don't have to limit ourselves to an old game engine.  It's good for inspiration and a start...

I like the color ideas thrown up so far.  From red to yellow according to range -- there's a lot of possible shades in there.  Heh, though particle cannons being blue makes me feel like I'm back in Battletech/Mechwarrior  :D :yes:

So how many hexes across is an average game field?
Uh, that's the problem. I don't have a video card . . it's just the basic built in thing.
    Does anyone know is there a command I can do which'll tell me what my computer's specs are? Like in a printout on the screen? I just got some computer from Dell via my parents so not really sure what it's got in it  (aside from two processors supposidely).
Try GPU-Z (http://www.techpowerup.com/gpuz/) for video related stuff (even though you may not have a 'video card' you've obviously got something integrated in there [and this btw is partly to blame why PC gaming is dying out.  Dell couldn't have included even a $20 card?!]).  Then there's CPU-Z (http://www.cpuid.com/cpuz.php) for the rest of the important specs.
Dawn of War is awesome -- I love the 40k universe and they really nailed the 'atmosphere'/general feeling.  Painkiller I wasn't impressed with, but I guess I prefer the more realistic style of FPS to the ultrafast twitch-kill-everything.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 20, 2008, 03:12:48 pm
as far as leviathans is concerned, yes we can use such a model. However, I would prefer not for the fighters.

Also, backslash, I don't want to burst your bubble, but I honestly don't know if you will engage leviathans in jacob: It would seem the biggest warships you will fight in there will be corvettes (cingulums). I hope I'm wrong, but...

Also, only electron particle cannons fire a blue bolt, neutron particle cannons fire a green bolt.
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on March 20, 2008, 03:19:07 pm
Blue particle beams...did anyone said PPC ^_^
As for PCs with integraded graphic chips even the discounter around the corner had a Geforce 8600 build into the system and was below 1000 bugs. So I don't get why, except for office PCs one should buy a PC with integrated cards.
Btw Backlash...your comment sounds a lot like you read/heard the interview with one of the Gears of War designers...forgot the name.
He mentioned the same reason.
Oh well I just wait for the first virus for consoles ^_^

Back to topic.
I also belive a pseudo newton-physik would be nice. Let the fighters not turn on a dime but make him slide a little into the direction he came from before he turns. Just a little not the entire way it would take to turn with real newton physics.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 20, 2008, 03:40:45 pm
Sure, ok. As long as it doesn't become another mantis: experimental fighter game  :D

Also, remember that question I asked regarding altering weapon's destructive power during a mission? Is it possible, say, for someone flying a cheeta to be notified by command that they are to capture one of the prised TOG ctwp fighters once the fight is over and the 2 last ones are fleeing. Can command "reprogram" your weapons (lasers) to make minimal damage and higher subsystem damage during mission?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 20, 2008, 05:42:10 pm
About the Gunbuster scene. I think what makes the lasers go in a curve is the gravitiy of the planet. It is possible while the effect was overdone in the anime...as everything mostly is in these films.
Still it was nice to see someone payin a little attention to these kind of details. Also don't you think that the main ship in Ep3 looks very much like the ones from Renegade?
Won't suprise me if FASA copied the design. They did that with Battletech, another game universe they have created.

    Hmmn, well Gunbuster came out in 1988 and Leviathan in 1989 so if they did copy it, they had a hell of a small timeframe. Especially since anime takes a while to hit north america. But it does look a bit like the Exelion . .. but at the same, the Exelion looks a bit like the ISD too. So who knows. Leviathan and the rest of the Renegade Legion series was initially intended for Star Wars I've heard, but FASA lost the bid for the game to . . . whoever. Some company with a W anyway. Interceptor, the first game, was supposed to be like X-Wing etcetera.
    Oh wait, well Macross came out in 1984 and Battletech/Droids in 1985 so yeah, maybe they took inspiration from Gunbuster. But hey, why not? It rocks.

Quote
Try GPU-Z for video related stuff (even though you may not have a 'video card' you've obviously got something integrated in there [and this btw is partly to blame why PC gaming is dying out.  Dell couldn't have included even a $20 card?!]).  Then there's CPU-Z for the rest of the important specs.
Dawn of War is awesome -- I love the 40k universe and they really nailed the 'atmosphere'/general feeling.  Painkiller I wasn't impressed with, but I guess I prefer the more realistic style of FPS to the ultrafast twitch-kill-everything.

     Hmmn, well I can play games like FEAR and Doom3 all the way through. Hell I can even play newer ones SIN:Ep and HL2 with slowdown (massive slowdown for part of the HL2 demo I know). So the video card isn't that bad . .. but DoW specifically requires some fancy shading mode or, light effects or something? I dunno. And PK I think, is just a more indy-type game so doesnt support my card. That'd be my guess.

Quote
Also, remember that question I asked regarding altering weapon's destructive power during a mission? Is it possible, say, for someone flying a cheeta to be notified by command that they are to capture one of the prised TOG ctwp fighters once the fight is over and the 2 last ones are fleeing. Can command "reprogram" your weapons (lasers) to make minimal damage and higher subsystem damage during mission?

     Eh, don't know about that one. Though I wonder if the FREDer could simply cut to another mission, and like use persistent variables for the fighter's hull and give the player a new fighter with the downgraded weapons?? (rather than Redalert which would keep the same weapons) Unless there's some sort of sexp where the FRED can change the weapons on a given craft? In the first case, I don't know about the remaining missile loadout though.

     Though the question then becomes, why would the lasers do more subsystem damage? Hmmn . . you know Particle Cannons in battletech are often thought to have some sort of EMP effect. Maybe a subsystem disrupter would be based upon a EPC instead???

Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on March 20, 2008, 06:20:55 pm
Exelion-like ships seen in 1984's (Macross:DYRL?) The female Meltron ships.

Also, I think the correct procedure for NON pcs2 users is:
1.) After all .cob modeling is done/oriented, turrets, etc. open in PCS1 and convert to .pof
2.) Add thrusters and points, add dock point/paths, and save
3.) MV to more easily position thruster points, add guns and missiles, fix turret points, add/import shield if not done earlier, save model
4.) open in pcs1 for glow points (optional) Cause MV strips them.

I suffer the white model in pcs1 cause MV wont move the dock points.

I have never added glow points to a model before, so far I just made custom glow maps with points on them.

That's how I convert models into FS2.


Lastly you MIGHT find this useful (if not then ignore). You can make an image of multiple beams firing from one turret. Especially if you texture the single turre to have multiple holes or emitter points.

Would something liek this be of use to you?
(http://img124.imageshack.us/img124/7012/FOABattle.jpg)
As you can see it appears to be 12 beams but is actually 3.
Each beam is a 4 beam texture.

If you feel like experimenting at all here is one I tweaked for tripel barrel turrets but depending on angle of view sometimes they are verticle instead of horizontal....
(http://img212.imageshack.us/img212/9682/testcannon15rf.jpg)

 
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 20, 2008, 09:26:07 pm
Exelion-like ships seen in 1984's (Macross:DYRL?) The female Meltron ships.

Also, I think the correct procedure for NON pcs2 users is:
1.) After all .cob modeling is done/oriented, turrets, etc. open in PCS1 and convert to .pof
2.) Add thrusters and points, add dock point/paths, and save
3.) MV to more easily position thruster points, add guns and missiles, fix turret points, add/import shield if not done earlier, save model
4.) open in pcs1 for glow points (optional) Cause MV strips them.

    Hmmn, yeah that's an idea. Thanks I might try that out.

Quote
Lastly you MIGHT find this useful (if not then ignore). You can make an image of multiple beams firing from one turret. Especially if you texture the single turre to have multiple holes or emitter points.

    No offence intended, and I don't speak for anyone but myself, but personally those multi-beam beams are my least favourite part of the Robotech mod. Though it is an ingenious way to get around the turret limit.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 21, 2008, 03:12:46 am
Actually, I find those "beam clusters" very interesting!

getter robo G, do you have any idea the number of beams you can cluste like this? (could it possibly go up to 100?, or 10 at least)?
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on March 21, 2008, 06:08:29 am
No idea, but dispersal is affected by beam entrys and I think those are in relation to a BFRED???

You would have to do you own experiments, I haven't messed with that in years I did however shorty try to do this for StarBlazers as Heru had the ships but not the effects and this happened, which made me temporarily abandon the effort of tri-beams:
(http://img139.imageshack.us/img139/9460/newshockbeam9dj.jpg)
Shot at 2006-02-17

and

(http://img31.imageshack.us/img31/2320/shockcannon2.jpg)
Shot at 2004-10-07

See the verticle angle? I wish that could be stopped.

Take that image I posted and throw it on top of another (save) and copy the new one do it again and one more time. Then you would have 1 weapon with 24 beams. Something to test with.

When it works well it will probably work liek you posted earlier..

however at certain angles it goes verticle and that would ruin what you want... Good luck with that!
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 21, 2008, 08:06:43 am
         Well, see the thing is a beam texture is flat. Not three-dimensional.
         So the beam is going to look the same, wherever the player is positioned. For the beams to hook up to the turret barrels, the beam has to be wide enough that each part of the texture will hit the right place. But the problem is, as Getter G I'm sure knows, if the player isn't positioned in the right spot when the beam fires it'll look dumb for lack of a better word. Since multipart turrets can only be positioned on top or bottom, basically the beam would look best if the player is directly above and the turret looks relatively flat (same as the beam). But if the player is say on the same plane as the turret, so that the three barrels overlap then the beam will look dumb because the textures don't line up anymore. Sometimes the player might only see one barrel but the texture is still simulating 3 so as in that picture there's beams coming out of top and bottom.

           To put things in perspective for RL, you could have a beam texture with 100 shots on it. And have one bay as one turret. And from up above it'll look great. But if the player is directly in front of the leviathan and is moving towards it and the levy fires a broadside then if you're lucky maybe 3-10 of those beam textures might look like they're coming from the guns. The other 90 will either be coming out of the hull or out of nowhere in space basically.



              But yeah, it would be sweet if the SCP team made like a "swarm beam" that fired multiple beams from multiple firepoints. That would help a lot of different mods I think and would add new options for advanced Freespace weaponry.


EDIT - sweet looking ships btw Getter G. I got a few of those bad boys in miniature form. Couple Yamatos, Hood . . . one of those aircraft carriers. Pretty cool. I might pick up the ship recognition guide someday soon. Ignore Gundam, ignore Star Trek . . do more Starblazers :)
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 21, 2008, 12:27:41 pm
Or else, the only thing I see would be to "alternate" beam fire, say instead of having a 100 bay fire all it's beams simultaneously, start the firing this way:

beam 1,2,3...20,21 (one stops),22 (2 stops) etc until the whole bay has fired. This could perhaps help the beams to stay on the bays (and not to fire from the ship's hull).

You see what I mean?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 21, 2008, 02:34:08 pm
Once again, the remaining leviathans have come to us, thanks to thomassen (This accounts for all the leviathan except a few "hand made designs" (like the cicero).

http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP062.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP063.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP064.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP065.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP066.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP067.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP068.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP069.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP070.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP071.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP086.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP087.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP088.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP089.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP090.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP091.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP092.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP093.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP094.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP095.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP098.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP099.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP118.jpg
http://www.xs4all.nl/~ptn/RenLegion/CapitalBriefP119.jpg

That's the last of it, WE HAVE THE LEVIATHANS!!!

I'll upload a new version of my renegade leviathans file soon.
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on March 22, 2008, 12:49:32 am
Ok AA so go run GPU-Z and tell me your results please... or did it just error "unknown architecture"?

'Swarm beam' does sound like the best way, and I'm sure there are plenty people out there that would like it.  I'm not familiar with this section of the code, but I'm doing some experimenting.  Discovered some fun accidental semi-tractor-beam ideas in the process ;7

Nice looking stuff, GRG!  Sigh, this is why I wish mods would adopt a 'communal' development approach.  Sure, more people would end up seeing the 'dirty' work in progress stuff... but more people would see the stuff period.  The amount of times I've seen one mod group stuck on a problem, only to hear some other group go "oh yeah, we've had that solved for years, we just haven't released yet"... sigh.  I guess I also just want to play around with all the toys :D

starlord, your 'alternating fire' idea is a good one (and so far AA's test ships are sort of doing that).  This would look best if each bay of beams were laid out in a 'square' instead of all in a line.  Though now that I think about it, if you mean to combine it with Getter's idea, one solution would be to have ONE actual beam launcher in the middle of the square, and the square just LOOK like a big bank of many points.

Quote
Also, remember that question I asked regarding altering weapon's destructive power during a mission? Is it possible, say, for someone flying a cheeta to be notified by command that they are to capture one of the prised TOG ctwp fighters once the fight is over and the 2 last ones are fleeing. Can command "reprogram" your weapons (lasers) to make minimal damage and higher subsystem damage during mission?

     Eh, don't know about that one. Though I wonder if the FREDer could simply cut to another mission, and like use persistent variables for the fighter's hull and give the player a new fighter with the downgraded weapons?? (rather than Redalert which would keep the same weapons) Unless there's some sort of sexp where the FRED can change the weapons on a given craft? In the first case, I don't know about the remaining missile loadout though.

     Though the question then becomes, why would the lasers do more subsystem damage? Hmmn . . you know Particle Cannons in battletech are often thought to have some sort of EMP effect. Maybe a subsystem disrupter would be based upon a EPC instead???
Yes, there are sexps to change the specific weapons on a given craft, and also ones to change the entire ship type.  In the latter case this is unreliable (and like you say, resets the missile loadout) but at least you don't have to do a completely new mission.
Still, most 'universes' don't have such 'flexible' weapons (except maybe Star Trek, where you reverse the polarity of the thingy and increase the bogon flux of the whatsit or whatever :p) so this is usually a role for a specific weapon type (or missile).  Plus those types tend to have some downsides, otherwise there's the question -- if your weapons can be set to disable, why not have that on ALL the time?  Unless you're going for some sort of Scorched Earth tactic, it's almost always better to capture than destroy.  So uh... I guess what I'm saying is, if this sort of on-the-fly configure thing is common in the RL universe, sure it can be done.  Is it?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 22, 2008, 01:39:17 am
Quote
That's the last of it, WE HAVE THE LEVIATHANS!!!

   That's great, now start modelling.


Ok AA so go run GPU-Z and tell me your results please... or did it just error "unknown architecture"?

    Check your PMs


Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 22, 2008, 06:26:05 am
I'm gonna gave to see if my source has succeeded in finding the interceptor briefs. Dread: I thought I saw kessrith designs in one of the briefs (kessrith exclusive). Can you confirm?

Also, I was thinking about the beams, If we have problems spacing them correctly, why not make them even thinner? (real "needle" beams)?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 22, 2008, 09:15:22 am
I think I've got the last maps I can locate: They give us very interesting info regarding the yolentrov and the rift counties (we already have finor, shannedam and keserdal). Unfortunately, it looks as though we wil have nothing more (aside perhaps from a few references in the briefings like "new dogger bank").

Here are the pages: http://members.tripod.com/~Rintel/Data/Campaign3a.htm
and here: http://members.tripod.com/~Rintel/Data/mapst2.htm

That's about all the material we can scavenge.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 22, 2008, 09:40:02 pm

      You do realize that those two maps are some "some guys" campaign and are therefore completely un-official. I don't know whether they made up those systems or whether they're actually drawing information from an official map. But the only sourcebook released for RL was Shannedam county as far as I'm aware.



I think I've got the last maps I can locate: They give us very interesting info regarding the yolentrov and the rift counties (we already have finor, shannedam and keserdal). Unfortunately, it looks as though we wil have nothing more (aside perhaps from a few references in the briefings like "new dogger bank").

Here are the pages: http://members.tripod.com/~Rintel/Data/Campaign3a.htm
and here: http://members.tripod.com/~Rintel/Data/mapst2.htm

That's about all the material we can scavenge.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 23, 2008, 07:22:39 am
Well, if you look at page 70, you'll notice the finnor and kerseldal maps (over and under the shannedam systems), so what if it was official? anyhow, this might help us (me thinks).

After all, why wait: Here are all the leviathans (nicely given by thomassen) ina 7.z file. Download them here:

http://www.4shared.com/file/41651170/9b4170c3/renegade_leviathans.html?dirPwdVerified=380ccc6c

have fun!
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 24, 2008, 06:36:10 am
Excellent news: Space ranger from starshattermods has emerged again and has confirmed he has the 2 fighter briefings: I suppose you will soon discover fighter galore. :lol:

This leaves only the tank briefing now.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 25, 2008, 12:18:03 pm
I'm gonna go back on the "very very very" pointy topic of uneven armour.

If uneven armour is impossible, are uneven shields possible?

It would seem as though several interceptors are weaker on one or several quadrant of armour (i.e: the penetrator is strong fore and aft, but half as strong armour wise on the sides, which means the pilots must take this into account an plan attacks accordingly).

If uneven armour is impossible, could we recreate that feeling by using uneven shields?

Also (even if it will come into the fray much later, and I'm pretty sure of the answer (WCSAGA)), can fighters have stealth devices (go invisible like the stakhra in wing commander)?
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on March 25, 2008, 01:17:39 pm
Both are impossible right NOW... ;) but it's something I'm thinking about how to do (someday).  WCSaga also wants uneven armor/shields.

Question: in Interceptor, was there a difference between 'armor' and 'hull', i.e. you only started taking system damage when the armor of a particular side was punched through?

As for stealth / cloak devices... yes and no.  WCSaga's method uses some pretty clever in-mission scripting, and of course you don't fly the Strakha yourself -- I'm not even sure if it works properly for a player.  Ideally someday it would be coded into the engine, but as it involves graphics code it's way out of my league.

Hooray about the materials! :yes:
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 25, 2008, 07:51:53 pm
Both are impossible right NOW... ;) but it's something I'm thinking about how to do (someday).  WCSaga also wants uneven armor/shields.

Question: in Interceptor, was there a difference between 'armor' and 'hull', i.e. you only started taking system damage when the armor of a particular side was punched through?

      Armour is purely armour. You take armour damage, then take system damage, then you die.
      Though technically, under the template weapon style . . . the system damage is really armour/systems. So to be really specific, each fighter has a set amount of boxes which both absorb damage and physically represent systems taking damage. When the box is hit, the system is likewise damaged. On top of that, each ship/fighter has a variable amount of armour which takes damage and doesn't affect the ship itself. If that makes sense.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 26, 2008, 06:06:13 am
I can understand his question: For instance: x com interceptor has 3 protective layers: shields, armour and hull.

Although in interceptor, only shields and armour are taken into account.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 29, 2008, 02:27:05 pm
Next week I'm going to launch a recruitment thread at classicbattletech forums: With a bit of luck, things will get going ahead a bit more. :nod:
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 29, 2008, 04:21:46 pm
   Wake of the Kraken has a few new designs for all sides, though no artwork to go with it. Nightshift Game's reinforcements also has a few variants for both interceptor and leviathan.


   There also seems to be an inherent turret limit of 19 turrets (average of say 7 turrets) firing at any one target in the source code which means that if a RL ship had a 100 bay split into 10 10s then it would never fire all 10 of them which is kinda lame (see 4 turret limit thread).  Though not sure how hard/stable it would be to change that in the code.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 30, 2008, 06:32:26 am
Interesting: can you give me more info on the kraken designs? Are there some of them we didn't see already?

Also, Those limits might give us some hard time...
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 30, 2008, 03:01:12 pm
Interesting: can you give me more info on the kraken designs? Are there some of them we didn't see already?

Also, Those limits might give us some hard time...

The Kraken book just gives stats, not pictures or anything. Here's what's in the book:

Renegade/Commonwealth Leicester Class Freighter
Renegade/Commonwealth Republic Class Battleship
Renegade/Commonwealth Raptor Class Carrier
Kess-Rith Gav'Rosk Class Cruiser
TOG Skinner Class Tender

There's also a modified Valiant Class Frigate serving as a personal transport for a Commonwealth royal.

Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on March 30, 2008, 03:30:05 pm
Limits successfully destroyed.  Returning to base :D
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 30, 2008, 03:40:11 pm
Limits successfully destroyed.  Returning to base :D

     Already? That was fast
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 31, 2008, 02:22:54 am
oh wait: I got it wrongly: Remember I proposed something regarding those bays: Take a 100 bay, I sort of anticipated it would not fire all 100 guns at a ship at once  :D I proposed a pattern like this: cannon 1 fires, cannon 2 fires... cannon 20 fires/cannon 1 stops, cannon 21 fires/cannon 2 stops...

We'll just have to modify the pattern in order for cannon 1 to stop firing when cannon 10 fires, and so on. It could still be very impressive.

Wow: A freighter in RL: That's not something you see every day: I think we'll take those referrences (who knows, some things like the raptor carrier (could be a cruiser carrier to equal the TOG cicero). I don't know what the republic ccould do though (but who knows), the gav'rosk could serve in case someone wants to create a kess'rith front campaign (a lot of kess'rith ships we have no idea of). On the other hand, what's a tender?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 31, 2008, 02:40:15 am
oh wait: I got it wrongly: Remember I proposed something regarding those bays: Take a 100 bay, I sort of anticipated it would not fire all 100 guns at a ship at once  :D I proposed a pattern like this: cannon 1 fires, cannon 2 fires... cannon 20 fires/cannon 1 stops, cannon 21 fires/cannon 2 stops...

We'll just have to modify the pattern in order for cannon 1 to stop firing when cannon 10 fires, and so on. It could still be very impressive.

Wow: A freighter in RL: That's not something you see every day: I think we'll take those referrences (who knows, some things like the raptor carrier (could be a cruiser carrier to equal the TOG cicero). I don't know what the republic ccould do though (but who knows), the gav'rosk could serve in case someone wants to create a kess'rith front campaign (a lot of kess'rith ships we have no idea of). On the other hand, what's a tender?

      A tender is a repair ship. Basically like a repair dock but mobile.
      The Republic is a beast with 325 guns per side (various calibers), type E Spinal, type E Missile, maximum armour, etcetera.
      The KessRith are nominally allied with the Commonwealth/Renegade Legions, since they're on the brink of defeat at the hands of TOG too. Some KessRith designs are therefore in service with the Commonwealth navy. Some have Kessrith crews, some do not as far as I know. There's at least one Kessrith-designed cruiser in the capital ship briefing. There's also stats for a VLCA (Very Large Communication Array). Or, more accurately the core since the array is like a massive pencil-thin radar dish type thing. The freighter stats are a little abbreviated but, it's enough.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 31, 2008, 03:51:56 am
Very interesting: Perhaps the republic will appear as a test design in the later stages.

In the meanwhile, there is still the bay problem: Would my solution work or not?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 31, 2008, 04:24:28 am
Very interesting: Perhaps the republic will appear as a test design in the later stages.

In the meanwhile, there is still the bay problem: Would my solution work or not?

     Thing is you can only have 10 firepoints on any one turret. So you can't do the 20 gun firing thing. What you could do, is have that same thing but on a turret by turret basis. So like, each of the ten firepoints fires, and when the tenth one fires, the 1st ones stops, then the second, then the third (so 1,2,3,4,5,6,7,8,9,10 fires . . then 1,2,3,4,5,6,7,8,9,10 stops firing). But beyond that the turrets will fire whenever they want to whether they're firing beams, or my simulated-beams (ala Lucifer).
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 31, 2008, 08:54:33 am
Yes, that's what I meant!

But won't this pose problems with the most powerful broadside ships? (venatrix, dreadnaught super ship, and now the republic)? You told me those were going over the turret limit (If we take the 10 turret bay model). Unless it is possible to make a 20 bay turret model with your same 10 fire pattern: cannon 11 fires/cannon 1 stops, 12 fires/2 stops, etc...
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 31, 2008, 11:19:55 am
Yes, that's what I meant!

But won't this pose problems with the most powerful broadside ships? (venatrix, dreadnaught super ship, and now the republic)? You told me those were going over the turret limit (If we take the 10 turret bay model). Unless it is possible to make a 20 bay turret model with your same 10 fire pattern: cannon 11 fires/cannon 1 stops, 12 fires/2 stops, etc...

     Yeah, those guys wont really work unless the turret limit is increase. Not sure if the Republic would be a problem, it would have . .. 66 turrets for broadsides plus maybe another 10 on either end? The Venatrix doesn't have a spinal which is why it has so many bays weapons. Another problem is the Shiva-Nova Variant which is a Venatrix knock-off.

      For that ship, I dunno. I'm guessing the one way to do it is to simply give it faster firing turrets. If the typical turret fires one salvo of 10 beams once every 20 seconds for example, give the Venatrix turrets that fire once every 10 seconds. Same damage output, just less turrets to deal with.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on March 31, 2008, 12:59:13 pm
would be an idea! just remind me what is the nova shiva variant? did I miss something? The only thing in reconds I know capable of outstanding a shiva( TOG wise) is the illustris.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on March 31, 2008, 01:37:55 pm
would be an idea! just remind me what is the nova shiva variant? did I miss something? The only thing in reconds I know capable of outstanding a shiva( TOG wise) is the illustris.

      After FASA dropped Renegade Legion it was picked up by a company called Nightshift games, they published two products called Reinforcements and A Gathering Storm. Reinforcements has variants for several craft on both sides including one variant for the Shiva which attempts to make it more like the Venatrix (ie ****load of bay weapons). Though only three such ships were made as far as I know, retrofitted during repairs after battle. Reinforcements also has some other variants for other Leviathans, Fighters and Grav Tanks. Some examples of other leviathans . .  A Syracuse II upgrade, an original Bantha Frigate configuration . . . Valiant II . . . etcetera.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 01, 2008, 03:43:13 am
I heard of the syracuse 2, and I saw also other variants like the moltke A and the conqueror A (generally traiding one of their small bays for a fighter bay).

Do you have reinforcements? Might come in handy!

Also who is on the valiant 2 in the wake? Is it lukather himself? What differences does the valiant 2 sport compared to the original?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 02, 2008, 12:27:09 am
You can download Reinforcements off the Renegade Legion Yahoo group: http://games.groups.yahoo.com/group/renleg/ (http://games.groups.yahoo.com/group/renleg/) (also known as Rick Rolled today)

The Valiant courier has Duke Nicolas Massus, son of the Grand Duke of Shannedam country. It's basically a valiant, minus: the missile bays, all 22.5/10 laser bays and the forward 15/10 bays. According to the book anyway.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 02, 2008, 09:26:14 am
Sorry, I don't seem to have access to the file: Are you a member yourself? If so, could you get the file for me please?

thank you!
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 02, 2008, 10:40:47 am
Sorry, I don't seem to have access to the file: Are you a member yourself? If so, could you get the file for me please?

thank you!

       Er, it's a yahoo group. You have to join up to get access. Which is as simple as creating a yahoo account and clicking "join" on the group.
       I figured you'd want to join simply because that's one place where there's a bunch of RL people who you might want to try recruiting from. The place has some 200+ members, all RL fans.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 02, 2008, 12:56:36 pm
Wow: great! Begining my registration NOW!

Thanks for the tip!
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 03, 2008, 04:02:09 am
I have posted my recruiting message out there: Let's hope they'll reply!
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 04, 2008, 02:47:05 am
Might anyone have the gathering storm book? It seems that the version I got from the yahoo group is bugged (I have only 26 pages out of the 40 +).

Ship designs include a TOG cruiser carrier: the octavianus class (basically the one I awaited, too bad for the cicero).

I found some interceptor models (no doubt the 12 more common (the same ones as in battle for jacob's star) but it already is a start. Those files are .x: Here they are: http://www.4shared.com/file/42976825/be248817/rl_interceptor.html?dirPwdVerified=380ccc6c

At the same time, I discovered several new ship designs, including a TOG battleship more powerful and larger than the illustris (designed to replace it): The regnum class. (3 exist and 1 of them the "julianus eternus" is ceaser's personnal flag ship. Those operate near terra.

Also, I contacted kannik: I hope he'll help us out!
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 13, 2008, 04:52:30 am
We're out of hibernation gents:

I give you the ships of gathering storm:

Octavianus Class Cruiser Carrier

Mass: 3,773,089 tons
Engines: Left, Center, Right ratings 30,000 each
Thrust: 3
Shields: F 4, LF 3, LA 3, RF 3, RA 3, A 2.
Armor: 100 each location.
Weapons:
                                                                             Ranges/Damage
Type                           Location             1                 2-3              4-6               7-10
25 22.5/15 Lasers             R                  4                   3                3                  2
25 22.5/15 Lasers             L                   4                   3                3                  2
10 15/30                           F                   2                  2                2                  -
10 15/30                           A                   2                  2                2                  -

Turrets          0             1            2          3
L                  5              5           4          3
R                  5              5           4          3

Type D missile system, 3 shots at 100 points

Fighters: 720 at 300 tons
No small craft
50,000 tons of cargo
Crew: 4,714
Passengers: 120
Marines: 500
Extras: Thrust Option


Maya Class Frigate Carrier

Mass: 796,314 tons
Engines: Left, Center, Right ratings 25,000 each
Thrust: 4
Shields: F 3, LF 3, LA 2, RF 3, RA 2, A 3.
Armor: 80 each location.
Weapons:
                                                                             Ranges/Damage
Type                           Location             1                 2-3              4-6               7-10           11-15            16-20
B Spinal Mount                 F                  8                   6                4                  -                  -                   -
100 37.5/5 Lasers             R                  15                 13              10                 8                 5                  4
100 37.5/5 Lasers             L                   15                 13              10                 8                 5                  4
25 15/30                           R                  5                  4                4                    -                 -                   -
25 15/30                           L                  5                  4                4                    -                 -                   -
10 7.5/30                          A                  2                  2                -                    -                 -                    -

Turrets          0             1            2          3
L                  4              4           3          2
R                  4              4           3          2

Type E missile system, 3 shots at 150 points

Fighters: 24 at 300 tons
6 small craft at 1,000 tons
5,000 tons of cargo
Crew: 707
Passengers: 100
Marines: 200
Extras: Thrust Option, Anti-grav drives


Nadreth Class Destroyer

Mass: 663,498 tons
Engines: Left, Center, Right ratings 14,000 each
Thrust: 4
Shields: F 2, LF 2, LA 2, RF 2, RA 2, A 2.
Armor: 50 each location.
Weapons:
                                                                             Ranges/Damage
Type                           Location             1                 2-3              4-6               7-10           11-15            16-20
A Spinal Mount                 F                  5                   3                -                   -                  -                   -
50 37.5/5 Lasers               R                  8                   6                5                  4                 3                   1
50 37.5/5 Lasers               L                  8                   6                5                  4                 3                   1
25 22.5/30                        R                  6                   5                4                 4                    -                 -
25 22.5/30                        L                  6                   5                4                 4                    -                 -
25 22.5/30                        F                  6                   5                4                 4                    -                 -
25 22.5/30                        A                  6                   5                4                 4                    -                 -

Turrets          0             1            2          3
L                  3              3           2          1
R                  3             3            2          1

Type A missile system, 2 shots at 50 points

Fighters: 12 at 400 tons
5 small craft at 1,000 tons
5,000 tons of cargo
Crew: 410
Passengers: 50
Marines: 120
Extras: Anti-grav drives


Regnum Class Battleship: [TOG]

Mass: 14,746,183 Tons
Cost: 62,436,643,000

Right Engine Rating: 56,000
Center Engine Rating: 56,000
Left Engine Rating: 56,000

Thrust: 2

   Shields:
Forward: 4
Left Forward: 4
Left Aft: 4
Right Forward: 4
Right Aft: 4
Aft: 4

   Armor:
Forward: 200
Left Forward: 200
Left Aft: 200
Right Forward: 200
Right Aft: 200
Aft: 200

Fighter Launch Facilities: 24
Fighter Recovery Facilities: 24

Fighters: 120 (400 Ton)
Small Craft: 20 (1,000 Ton)
Cargo: 14,000 Tons
Crew: 5,798
Passengers: 90
Marines: 500

Weapons:                                                                                Range:
   Type:                                   Location:             1:    2-3:  4-6:  7-10:  11-15:  16-20:
Type E Spinal Mount                             F                   15     13     11     9         7        ------
100 37.5/30                                            R                   28     25     23     20       18         15
100 37.5/30                                            L                   28     25     23     20       18         15
100 37.5/10                                            R                   18     15     13     10       8           5
100 37.5/10                                            R                   18     15     13     10       8           5
100 37.5/10                                            L                   18     15     13     10       8           5
100 37.5/10                                            L                   18     15     13     10       8           5
100 37.5/5                                              R                   15     13     10     8        5           4
100 37.5/5                                              L                   15     13     10     8        5           4
100 37.5/5                                              F                   15     13     10     8        5           4
100 37.5/5                                              F                   15     13     10     8        5           4
100 37.5/5                                              A                   15     13     10     8       5            4
100 37.5/5                                              A                   15     13     10     8       5            4

                              Range:
     Turrets:               0:  1:  2:  3:
Right Turret System       6   6   5   4
Left Turret System         6   6   5   4

Type E Missile System: 3 Shots At 150 Points


Overview:

   Upon his ascension to the Caesarship, Nicholas Julianus told his best naval architects to create a new class of battleship. The ship was to commemorate his reign as Caesar, and to replace the aging Illustris class. Imperial Tachyonics and Ry’Thyll Shipyards came up with a collaborative design that beat out all other entries.

   Despite allegations of political favoritism to the two companies (Both backed by Illustrus Senators personally loyal to the new Caesar), the new vessel, designated the Regnum class, proved to be one of the deadliest……..and most expensive, ships in the galaxy. Detractors within the TOG also questioned awarding part of the contract to a Naram firm from the Dalvik district, but Ry’thyll Shipyards and the Likal Clan who run it are considered staunch, even fanatic, loyalists to TOG, which causes Renegade and Commonwealth Naram no end of consternation.

Capabilities:

   Imperial Tachyonics and Ry’thyll Shipyards set out to design the ultimate battleship, and may have succeeded. The core of the vessel was based upon an Imperial Tachyonics Class Epsilon mass driver. Backing up this monstrous weapon were 12 100 gun bays of 37.5 class lasers. The broadsides each consisted of  1 bay of 37.5/30 lasers, 2 bays of 37.5/10 lasers, and a bay of 37.5/5 lasers. Unlike many TOG ships, the front and aft were amply covered by a pair of 37.5/5 laser bays. Rounding out the anti-capital ship armament was a Ry’thyll La-Xibil (Night Phantom) class E HELL missile battery, a deadly weapon system know for its reliability and accurate phased-array tracking system.
Almost as an afterthought, a standard battleship class turret array was added. A broadside from a Regnum can strip 30% of the armor of a frigate at extreme range, and instantly immolate a destroyer or smaller vessel at close range.

   The Regnum was designed to carry 120 fighters, 20 small ships, and 500 marines. A comprehensive internal defense system was installed as well. In a controversial move, the fighter bays were configured to hold Interceptors of up to 400 tons in mass. This was done to accommodated the projected series of heavy fighters and assault bombers now beginning to see service. The mix of fighters varies widely, by preference of the Admiral commanding the vessel in question.

   The first Regnum, Julianus Eternus, launched in 6790, the vessel is currently the personal flagship of Caesar Julianus. The ships are comparatively rare, as despite their awesome combat power, they are the second most expensive class of vessel in the TOG navy, exceeded only by the Overlord class carrier.

Deployment:

   Regnum class battleships are assigned only to units which show undeniable loyalty to Caesar Julianus. To a great degree being assigned as commander of a Regnum is considered the ultimate test of loyalty. It is for this fact (and that afformentioned internal defense system), that no Regnum has defected to the Renegade Legions, although a few have been destroyed in combat. Those which have been destroyed have generally taking more then 9 times their mass with them.

   Notable vessels of the class are the Julianus Eternus, Caesar’s personal vessel, which spends most of it’s time orbiting Terra. Caesar Regnus, which was crippled in the abortive Gael Cluster fiasco of Overlord Magnan Domitus Grachi, and Naveria Regnus, flagship of TOG’s 920th Naram Heavy Carrier Group.

That's it! Unfortunately no pics of those exist, so we'll have to use our imagination to depict those beasts!

I'm currently still working on campaign 1 (implementing the new legiathans from the briefing). I'll update you when I recieve the interceptor pics.

cheers!

Edit: here are the kraken ships (some utility ships like the tender are very interesting and will no doubt appear in the campaigns).

Leicester Class Frieghters (Commmonwealth/RL)

Thrust: 2 (3 if no weapons fire)
Shields: 1
Armour: 20
Weapons
  10 15/10  Fore
  10 15/10  Aft
  10 15/10  Left
  10 15/10  Right

No Turret system


----------------------------------------

Republic Class Battleship (Commmonwealth/RL)

Mass: 8,339,011
Cost: 41,897,066,660
Engines:
 Right:  55,000
 Left:   55,000
 Centre: 55,000
Thrust: 2
Shields: 4 (all around)
Armour: 200

Weapons
Type E Spinal    Fore
100 37.5/15   Right
100 30/20   Right
100 22.5/25   Right
25  30/30   Right
100 37.5/15   Left
100 30/20   Left
100 22.5/25   Left
25  30/30   Left
25  37.5/10   Fore
25  37.5/10   Fore
50  37.5/15   Aft
50  37.5/15   Aft

Turrets - as per Battleship

Type E Missile (3x 150)

Fighters: 144 at 300 tons
Small Craft: 24 at 1,000 tons
Cargo: 30,000 tons
Crew: 4,615
Passengers: 75
Marines: 300

----------------------------------------

Gav'Rosk Class Cruiser (Kess Rith design in Commonwealth service)

Mass: 1,230,889
Cost: 7,953,600
Engines:
 Right:  30,000
 Left:   30,000
 Centre: 30,000
Thrust: 2
Shields: 4F/4LF/4RF/3LA/3RA/2A
Armour: 100

Weapons
Type C Spinal    Fore
100 37.5/15   Right
50  15/30   Right
25  30/15   Right
25  30/15   Right
100 37.5/15   Left
50  15/30   Left
25  30/15   Left
25  30/15   Left
25  30/15   Fore
25  30/15   Fore
25  30/15   Aft
25  30/15   Aft

Turrets - as per Cruiser

No missiles

Fighters: 36 at 300 tons
Small Craft: 6 at 1,000 tons
Cargo: 5,000 tons
Crew: 1,138
Passengers: 10
Marines: 200

----------------------------------------

Raptor Class Carrier (Destroyer-class) (Commmonwealth/RL)

Mass: 653,649
Cost: 3,576,128,097
Engines:
 Right:  25,000
 Left:   25,000
Thrust: 4
Shields: 2 (all around)
Armour: 50

Weapons
50  15/30   Right
10  37.5/30   Right
50  15/30   Left
10  37.5/30   Left
25  37.5/20   Fore
10  37.5/30   Aft

Turrets - as per Destroyer

No missiles

Fighters: 144 at 300 tons
Small Craft: 12 at 1,000 tons
Cargo: 5,000 tons
Crew: 1,129
Passengers: 50
Marines: 150
Extras: Anti-Grav Drives, Streamlining

----------------------------------------

VLCA Core (Tubanos system) (Commmonwealth/RL)

Core Armour: 50 per side
Shields: 1 per side
Weapons:
  No Spinal, Bays or Missiles

Turrets: as per Destroyer

Fighters: 36(?)

----------------------------------------

Entourage (personal ship of Duke Nicolas Massus, son of Grand Due of the Shannedam county) (Commmonwealth/RL)

modified Valiant-class Frigate

Changes:
  No missiles
  remove all 25/10 laser baays
  remove forward firing 15/10 bays

----------------------------------------

Skinner Class Repair Ship / Fleet Tender (TOG)

As per Serpens Class Destroyer with following exceptions:
  Thrust: 2
  No Spinal Weapon, Missile System or Fighters
  Only a single 50 15/20 per side instead of the normal double bays

Hull is significantly altered (think docking cranes, resupply and repair gantries, etcetera).
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 17, 2008, 01:36:54 pm
Right, news again!

I have been carefully studying the leviathans (at least some of them: I'm not finished yet) and I'm able after comparing mass, type, and weaponry, to provide hypothetical dimensions: Also, I was able to determine which ships would appear in campaign 1 (shannedam county) and in campaign 2 (gilpin/hibbing counties) after checking deployment of the vessels.

DESTROYERS

TOG:
-derfflinger: 0.8km, campaign 2
-dochendal: 1.1km, campaign 1
-fulgur: 1km, campaign 1
-moltke/moltke A: 1.4Km, campaign 2
-morkanium: 0.6km, campaign 1
-serpens: 0.9Km, campaign 1
-von der tann: 0.5Km, campaign 2
-canis (carrier): 1.4km, campaign 1
-seeadler (carrier): 1.2Km, campaign 1

RENEGADES:
-ajax: 0.6Km campaign 1
-enmity: 0.75Km campaign 2
-exeter: 0.9Km campaign 1
-Kruger: 1Km campaign 1
-potemkin: 1.2Km campaign 2
-vengeance: 0.8Km campaign 1
-Warder: 0.7Km Campaign 1
-Hornet (carrier): 1.3Km Campaign 1
-illustrious (carrier): 1.2Km campaign 1
-Lexington (carrier): 1.35Km campaign 1

FRIGATES

TOG

-bantha: 1.25Km campaign 1
-falx: 1.1Km Campaign 2
-Hermes: 1.0Km Campaign 2
-Hipper: 1.8Km Campaign 2
-Octil: 1.7Km campaign 1
-Xerxes (carrier): 1.75Km Campaign 1

That's the helping i have so far, I think that is a quite good balance (game wise AND cannon wise)

Awaiting your opinions.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 17, 2008, 01:52:29 pm
Right, news again!

I have been carefully studying the leviathans (at least some of them: I'm not finished yet) and I'm able after comparing mass, type, and weaponry, to provide hypothetical dimensions: Also, I was able to determine which ships would appear in campaign 1 (shannedam county) and in campaign 2 (gilpin/hibbing counties) after checking deployment of the vessels.

    Haven't really had time to check out the mass ratio . . . but one thing of note is that I think the hitpoints of a ship should be based a great deal on mass rather than just on armour. All ships of a given class have exactly the same armour value, that's kinda boring. It also doesn't make sense that a 2,000,000 ton BB like the Repulse shouldn't have the same hitpoints as a 14,000,000 ton Battleship like the Illustris. So for freespace hitpoints I'd suggest a base value depending on class to represent armour, and then on top of that some modifier representing the mass of the ship. Not sure if that's something you've thought of already or not.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 17, 2008, 03:05:56 pm
Regarding this, I agree!

It's ridiculous to suggest the mars should have the same armous as an illustris.

However, I think we will be able to come out with something based on vessel tasks/tonnage/dimensions.

For instance, I'd give the moltke/moltke A the biggest armour rating regarding the destroyer class.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 18, 2008, 03:01:03 am
For instance, I'd give the moltke/moltke A the biggest armour rating regarding the destroyer class.

     Hmmn, I probably wouldn't. Not at least until I checked out why exactly it's so heavy . .. .
     Thing about the Moltke is it's also 100 years old. So old in fact that it's largely relegated to garrison duty behind the front lines. Old = heavy and inefficent (The Illustris is likewise huge but its armament is pathetic). So . . . there's more to factor in than simply just mass. One has to account for Mass, armour, role, age, fluff, perhaps even principle user? (maybe Kessrith and Naram designs are different than terran ones)
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 18, 2008, 03:34:58 am
Sorry, I meant TOG destroyer class.

Besides, I read the moltke and the moltke A were quite well used. They didn't strike me as an average destroyer like the fulgur...
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 18, 2008, 03:51:47 am
Sorry, I meant TOG destroyer class.

Besides, I read the moltke and the moltke A were quite well used. They didn't strike me as an average destroyer like the fulgur...

         It's well used but it's old. I wouldn't describe the Fulgur as very remarkable either. It's even relegated more to the defense role. whereas at least 20% of the Moltke is on the frontline. Even so, the Moltke isn't anywhere near as common as something like the Serpens. But anyway, there's a lot to read into things.

         In any case, dreaming up stats is all well and good but with no models to go with them there won't be much point. Have you started to learn 3d modelling starlord?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 18, 2008, 04:19:45 am
I'm in the process of doing so (I've cast my die on blender). I'll try to send you something at one point. I recon one of the best models to start with (as it's "relatively simple") would be the bumblebee renegade fighter.

Also, what do you think of my "ship campaign distribution"? I took several things into account (mostly deployment and game balance), I think it should be relatively fine.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 18, 2008, 12:02:22 pm
I'm in the process of doing so (I've cast my die on blender). I'll try to send you something at one point. I recon one of the best models to start with (as it's "relatively simple") would be the bumblebee renegade fighter.

     Good stuff, let us know when you've got something to show. (ie Work in progress)

Quote
Also, what do you think of my "ship campaign distribution"? I took several things into account (mostly deployment and game balance), I think it should be relatively fine.


      Hmmn, it's probably fine depending upon how big the campaigns are. The ships should fit the stories, rather than simply thrown in there for the sake of appearances.  You might have a few too many ships in there though . . . I know you're looking to preserve the whole universe but at the same time you want to release the campaign before our universe comes to an end. Look at other campaigns and how many ships they have and how many people and see how long it's taking them. Something to think about anyway.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 18, 2008, 02:52:12 pm
Will do! Unfortunately, I'm still involved in student projects right now, but I'll try to get to it ASAP. I downloaded enough tutorials to fill my hard drive already.

I'll give you notice if my bumblebee becomes presentable. You'll have to be gentle, though! :lol:
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on April 19, 2008, 11:19:45 am
sounds like an interesting MOD
good luck
BTW I dont know if anyone knows this (they probably do) but this fansite http://madcoyote.com/renleg/frame-test.html might provide someuseful info
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 19, 2008, 12:34:32 pm
Heh, a lot of info comes from there! :lol:

Thank you, renegade! ;7

Care to help, by the way? Care to see the TOG crushed? :P
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on April 19, 2008, 04:16:17 pm
I wouldn't mind being part of the project but i'm sorta a noob.  I guess i could help FRED when that is needed.
I also don't know much about this universe.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 20, 2008, 02:21:31 am
Well, that's a kind hearted offer, and I'm sure we might use a fredder, although right now, I need to leard how to model.

You should go through the thread and pick up the various files and docs I found on the universe (especially the cap ship briefing), that might answer a lot of questions.

Best regards.

Angel, after reviewing the moltke, I can actually see that it is an endurant destroyer who packs quite a punch (more than the dochendal) and who is quite prised for it: It seems after that admiral rode the prototype it gained fame everywhere (very unlike the fulgur, for instance). Also, it can deploy thor satellites. I think the briefs describes it as quite capable, not as average: It is considered to share the same popularity of the serpens (very successful).
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 20, 2008, 02:54:38 am
Angel, after reviewing the moltke, I can actually see that it is an endurant destroyer who packs quite a punch (more than the dochendal) and who is quite prised for it: It seems after that admiral rode the prototype it gained fame everywhere (very unlike the fulgur, for instance). Also, it can deploy thor satellites. I think the briefs describes it as quite capable, not as average: It is considered to share the same popularity of the serpens (very successful).

    Yeah, it's possible. Though you can worry about the ship stats later when there's actually some ship models to give them to :)

    I might try some modelling but I'm staring at Maya all day nearly everyday already, plus I've got some other models I need to finish up. But if I can get motivated I might give it a whirl.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 20, 2008, 04:01:03 am
Thanks, as stated, I'll try the bumblebee, and perhaps later, the spiculum: Those seem the simplest fighters I can come up with. Cross your fingers! :lol:
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on April 20, 2008, 09:38:19 am
You guys should check out the max number of weapoins targeting a ship.  If you really want to do huge broadsides, it could be a problem.  On standard difficulty, only four turrets from one ship can attack an enemy at a time.  Here's a link about the issue http://www.hard-light.net/forums/index.php/topic,53021.0.html.  i think there is a fix on page three.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 20, 2008, 02:43:02 pm
I know, the issue was covered by the fact of introducing milti firepoint turrets (idea by angel) and to have a "sweeping fire" sequence: on a 100 bay, cannon 1 to 20 fire, then 21 fires/1 stops, 22 fires, 2 stops, etc...

For practical purposes, ships will only fire one bay at a time.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 20, 2008, 03:20:21 pm
You guys should check out the max number of weapoins targeting a ship.  If you really want to do huge broadsides, it could be a problem.  On standard difficulty, only four turrets from one ship can attack an enemy at a time.  Here's a link about the issue http://www.hard-light.net/forums/index.php/topic,53021.0.html.  i think there is a fix on page three.

      Yeah I saw that and see it's been rectified in short order. Obviously any RL mod will need to include the latest build with that option and some changes to the number of turrets that fire on all difficulties.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 21, 2008, 04:01:30 am
Ouch! i wasn't aware of this (even if I knew that the broadsides would be stressing freespace to the limit). It's lucky the SCP guys were able to tweak it at all. I guess we'll have to wait next release to see the extent of REAL beam battles.

On a side note, I've started with the dolphin blender tutorial, but unfortunately, I have a problem handling out my lattices. I think I'll pull through though.

I'll keep you updated.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 21, 2008, 04:08:46 am
Ouch! i wasn't aware of this (even if I knew that the broadsides would be stressing freespace to the limit). It's lucky the SCP guys were able to tweak it at all. I guess we'll have to wait next release to see the extent of REAL beam battles.

On a side note, I've started with the dolphin blender tutorial, but unfortunately, I have a problem handling out my lattices. I think I'll pull through though.

I'll keep you updated.

      Lattices??? Er okay. I dunno, I just start with a cube, add detail, extrude, add more detail, extrude, move points around, etcetera.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 21, 2008, 04:18:55 am
I simply followed tutorials, but if you have a workaround, please do tell :nod:

which reminds me: the cap briefing sometimes talks about ship's cutters (considered as small craft). do you know what they are? the only thing I know of regarding small craft are utility craft (shuttles and boarding) and the patrol ships (escorts, corvettes and gunboats).
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 21, 2008, 11:29:24 am
I simply followed tutorials, but if you have a workaround, please do tell :nod:

      Eh, I don't know much about modelling. But from what I do know a Lattice is just like a general deformer, it doesn't really give you much control over the object you're deforming. There are a few (or at least one) Freespace ship tutorials out there that might be worth checking out, though they're not in regards to Blender, but rather Truespace I think. But once you learn the interface of Blender you can pretty much use those same tutorials yourself.
       But regardless of the tutorial, it hsould give you some insight into the program so that's good anyway.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 21, 2008, 03:15:49 pm
could you point me out to those freespace tutorials? Also, what do you know about truespace? Is it free? (if the tutorials were made for truespace and it turns out to be free, then I might leave blender to choose it instead: might save time).
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 21, 2008, 03:43:04 pm
could you point me out to those freespace tutorials? Also, what do you know about truespace? Is it free? (if the tutorials were made for truespace and it turns out to be free, then I might leave blender to choose it instead: might save time).

    Er no, don't chose truespace. There is a free version (see the stickies in this forum), but it's . . . seriously, a good way to make you want to kill yourself. Truespace may be a good program, I don't know, but the last free one is pretty old (hopefully) so the GUI is very subpar.
    I'm not sure where that tutorial is . . .it's on some obscure webpage. Lemme look . . . oh I found it, and it's even a blender tutorial. Hurray for you: http://freespace.volitionwatch.com/fs2/mods/fighterguide/ (http://freespace.volitionwatch.com/fs2/mods/fighterguide/)

    And no, the fighter isn't much to look at, but it serves its purpose very well (and it's finished, which is more than I can say for any model I've started).

     And of course the Oracle has a few things, but nothing quite like the one above: http://homepage.ntlworld.com/karajorma/FAQ/modding.html
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 21, 2008, 05:21:57 pm
Thanks! I'll try this out! great info.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 21, 2008, 05:34:38 pm
Thanks! I'll try this out! great info.

    If it's helpful there's also a video of some silly Australian kid making a spaceship on youtube: http://www.youtube.com/watch?v=dAHffOISTNw (http://www.youtube.com/watch?v=dAHffOISTNw). He's using Maya not Blender but the same principles should apply to an extent. One thing I'd do differently though is to not model both sides of the ship, just model one side and then later you can mirror it over so it'll be perfectly symmetrical (you also only have to UVMap half the ship).
     Also you wouldn't have to do that smooth shading crap he does at the end either.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 21, 2008, 07:28:48 pm
Interesting!
Title: Re: renegade "vae victis" project: need help.
Post by: BadSyntax on April 22, 2008, 12:13:01 am
While I'm not looking to get involved with this project as I don't really do "mods", I have been an avid supporter of renegade legion and own all the books and like 4 cohorts or so of mini's ;)

Anyway, I'm posting as I have all the original books and many in PDF... I also have databses in excel with data for all ships/fighters/tanks/etc ever published, I dont want to send out like 50 copies and my website is slow as heck, but if somebody has space shoot me an email at [email protected] and I'll zip em up and send em off to you.

My "centurion" folder is around 300mb unzipped FYI. 

I do appreciate the 3D models somebody on here posted, I didn't have those and now that I do maybe I can do something with em ;)

I can program an entire leviathan/centurion/interceptor engine in a couple days, but can't do graphics worth crap or I'd have made a game years ago, if anybody can do LOTS of 2D graphics (or models/textures) and wants to see a game like this (and many other board games I have, like Ogre, battletech, heavy gear, etc) come to life shoot me an email too.

Here is a DIR of my centurion folder (no subdirs)

Capital Ship Briefing
Centurian Construction Worksheet.xls
Centurion
Centurion - New Rules.htm
Centurion - New Weapons.htm
Centurion Computer Game.xls
Centurion Construction.xls
Centurion Game Data.xls
Centurion New Rules.htm
Centurion Sheets
Centurion Stuff.xls
Centurion to Dirtside II Conversion Notes.htm
CNTGRAV.TXT
CNTRULE.TXT
Compositions.xls
Core Rules For Card Game.pdf
Counters
Counters.xls
Database.xls
Gathering Storm (Incomplete).pdf
Gathering Storm.xls
Graphics
GURPS RL.doc
Interceptor - First Line of Defense.pdf
Interceptor - New Rules.htm
Interceptor 2nd Edition
Interceptor 2nd Edition.pdf
Interceptor Game Rules
Interceptor mk2 Record Sheet.pdf
Interceptor Models
Interceptor Sheets
Leviathan (Hypothetical v2).doc
Leviathan.xls
New Centurion.xls
Phalanx Streets of Blood.htm
Play Sheets
Prefect.xls
PREFECT2.doc
Reinforcements.pdf
Renegade Legion - Legionnaire.pdf
Renegade Legion Technical Update (Backgrounds).pdf
Renegade Legion Technical Update.pdf
Renegade Transmission 1.pdf
Renegade Transmission 3 & 4.pdf
renegadelegioncomplex.gif
RLCataphractus.doc
Rulebook - 2nd-ACR.pdf
Rulebook - Centurion.pdf
Rulebook - Harbingers Of Death.pdf
Rulebook - Leviathan.pdf
Rulebook - Prefect Operations Briefing.pdf
Rulebook - Prefect.pdf
Rulebook, Centurion.doc
Shannedam County Breakdown.xls
SSI's Interceptor
Strategic Centurion.xls
StrategicLeviathan.txt
SW-Interceptor Stats.xls


Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 22, 2008, 12:34:33 am
   Hey man, do you have scans of the 3d box counters for Leviathan and Interceptor? They would probably help a great deal with modelling.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 22, 2008, 05:52:11 am
Badsyntax: This is your first post in HLP and you come to us already? I'm truly honoured!

First of all, welcome to the HLP on behalf of all of us (could somebody beam him?).
And thanks for the support. It's always a pleasure to have the help of more renegades: Those docs might be useful (especially the centurion docs at a later stage).

You say you have everything in the RL catalog, do you have battle for jacob's star? This was a hell of a game and since the sequel (return to jacob's star) was cancelled and the RL universe fell into oblivion I thought it could be interesting to "continue" the story in the "vae victis" MOD.

Anyway, thank you very much for your offered help: it might come in very handy.

Angel: I recieved the stats and I've posted them (thanks a lot). Great to know about these utility ships: I would personnally see the carrus as a sort of triton freighter: with a huge container containing the infantry and the tanks (say deployment barge). I didn't know about a corvette carrying tanks though. Any TOG counterpart?

New ships from Distant Fire:

Carrus Class Transport (TOG)
1-hex sized ship (so . . roughly destroyer sized I believe)

Thrust: 2 (3 if no weapons fire)
Shield: 1 (all sides)
Armour: 20 (all sides)
Weapons:

10 7.5/25 Bay     Fore
10 7.5/25 Bay     Aft
10 15/10 Bay      Right
10 15/10 Bay      Left

No mention of Turrets

    The Carrus is a troop transport, it moves Grav Tanks to the atmosphere where they disembark and perform a combat drop.

Renegade Legion: Mound Class Transport (stats identical to the TOG counterpart above)


=============================================

Angel Class Transport Corvette (Interceptor Stats)(Commonwealth/Renegade Legion)

Class: Corvette
Mass: 3,417
Cost: 24,058,000

Engine:
  Centre   5,000
  Left     5,000
  Right    5,000
Thrust: 2
Allocatable Power: 859
Streamlining: Yes
Anti-Grav: No
Tank Bay: 6 275-ton tanks
Crew: 6
Passengers: 18 (6 three-man tank crews)
FTL Capable: Yes
Cargo: 20 tons

Shields:
   All classed as: Variable (whatever the hell that means)

Armour:
  Bow      110
  Right Front    80
  Left Front    80
  Right Rear    90
  Left Rear    90
  Stern      100

Weapons:       Location
MDC 10         Turret#1
MDC 10         Turret#1
MDC 10         Turret#1
Autloading Hardpoint   Turret#1
Safeguard-3      Bow


Also, I was thinking about bay fire. Should we not rather simply make a very quick sweeping pattern from cannon 1 to 100 so that only 1 cannon fires at the time? Only it would have to be real fast. Also, there's the issue of bay's targetting fighter (they are supposed to do so). Should they fire 1 beam from the closest cannon to the fighter 3 times (like a FS AA beam)?

And while I'm at it, could one of you tell me what a ship's cutter (found the term several times on the cap ship briefing) is? It's described as a sort of small ship (patrol like).
   
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on April 22, 2008, 06:50:58 am
It isn't really an issue of how many beams are firing at once, it's an issue of how many there are total.  The idea of 10 bays of 10 works much better than 1 bay of 100 because so far multipart turrets can't have more than 10 firepoints.  I may be able to change this but it may require some other code that taylor is working on, so it will probably be a while.

Whoa wait, all bays can target fighters?  The problem is in FS anti-fighter beams are a completely different type -- they get handled differently in order to be less accurate (otherwise the fighter is easily hit and vaporised).  I'm hoping I misunderstand and the main anti-leviathan broadside-type bays don't shoot fighters.  I suppose we can put some anti-fighter beams in the same place as the regular bays if necessary.  Fortunately we CAN customize how many AA shot 'pulses' are fired.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 22, 2008, 07:07:08 am
Ha ha, no not the main, mean types. On the other hand, why not allow little 10 bays to snipe at fighters? (one shot or two: the fulgur has those). I recall that in the cap ship brief small bays are said to provide "opportunity" defense against fighters. The turret system is much more thorough against that kind of threat and cap missiles though.

Oh, and badsyntax  :welcome:
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 22, 2008, 10:29:30 am
     All bays laser things can target fighters, but they can't do it all that well. They have like penalties to hit. . . .personally I'd just ignore that or as starlord said just have some of the small bays able to target fighters?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 22, 2008, 10:55:22 am
I'd keep it to only the 10 bays to have anti fighter capability (besides, it'll add one more rush to the game mechanics). However, there'd be no sense in firing the heavy 37.5/20 broadsides of a shiva against fighters (for the reasons angel covered).

Besides, in the case of the transports you have presented (turret-less). This'll be the only ship's defense against interceptors.

besides, the shields on a corvette are variable (I saw this on the jacob manual) because of their capability of allocating power: Technically, they could drop the shields to give more weapon fire or make a shield segment almost impervieous by allocating power only to that segment. It's a bit curious, but likewise, the pegasus and the cingulum's shields are described as variable on my manual (no factor given as in leviathan because of their capacity to change).

If cap ships may have regen shields under FS (which I think they can), that's going to be very interesting. :cool:
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 22, 2008, 11:27:30 am
I'd keep it to only the 10 bays to have anti fighter capability (besides, it'll add one more rush to the game mechanics). However, there'd be no sense in firing the heavy 37.5/20 broadsides of a shiva against fighters (for the reasons angel covered).

Besides, in the case of the transports you have presented (turret-less). This'll be the only ship's defense against interceptors.

     Hmmn, or you could keep them anti-ship . . . that way the only defense against interceptors is other friendly interceptors (ie the player). If you're concerned about the transports not posing a threat to the player, that's what other enemy allied ships would be for (ie Corvettes).
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 22, 2008, 11:52:48 am
I'm also trying to keep it as cannon as possible: The fulgur presentation (in leviathan, not the briefing) says the only thing the ridiculous 10 bays can do (with a 2 damage rate at close range) is play snipe with enemy fighters. It would also not leave freighters completely naked (although you are right about the patrol ships escorting them. However, those weapons the transports have are here to serve the ship, and I honestly don't think they'll serve by firing at a destroyer  :lol: , or even a patrol ship for that matter: The transport just isn't cut for that kind of combat. I think those bays will mostly serve against interceptors).
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 23, 2008, 12:58:39 pm
Angel, could you please when you can upload the drawing of the angel corvette? Also regarding the interceptor docs, might you have the pic of the corsair?

THX.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on April 23, 2008, 11:36:16 pm
Angel, could you please when you can upload the drawing of the angel corvette? Also regarding the interceptor docs, might you have the pic of the corsair?

    Yeah someday dude, too tired at the moment.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 24, 2008, 04:12:27 am
No problem! thanks!
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on April 27, 2008, 05:26:51 am
I have contacted bad syntax in order for him to upload the centurion data. We'll find info on the renegade legion tanks thanks to him. As for the TOG briefing, I still need a little more time.
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on May 01, 2008, 07:58:12 am
Backslash, didn't Vasudan Admiral (I think) make a Vasudan fighter vanish? I think it was about 4-5 months ago when someone mentioned cloaking in FS2 and I posted my crap screenie.

I cant find that Leviathan-esque model I posted a pic of a while ago, any idea what it was called? If I can find it I will post the file for you.





Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 01, 2008, 04:07:02 pm
A lot of persons attempted at modelling the shiva.
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on May 01, 2008, 07:12:02 pm
Bingo this is it, you will need milkshake and teh sfc3 .mod plugin to extract the .mod file. I usually save MSfiles as .3ds or if need be .lwo before using 3dexploration to check it out, reassign maps if needed to blank slots and resave as .cob

http://majorracal.battleclinic.com/leviathan.html
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on May 01, 2008, 08:50:41 pm
that site you posted mentioned the carrier held 10 small craft
are those like gunships or fs2-esque cruisers?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 02, 2008, 03:16:25 am
That would be the county frigate class carrier, I think.

And small craft here would be gunboats or corvettes (some ships can hold in some escorts, which are the largest patrol ships (just below the destroyer in power and length and would be the equivalent of a FS cruiser in length (though not in weaponry and armour: about 0.3Km).

That's a good find. how did you know this site robo?
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on May 02, 2008, 06:44:03 am
I asked him for permission bout 3 years ago to convert some stuff.  He's one of my contacts in the TREK modding community. The Leviathan caught my eye, but since I couldn't map it just sat on my drvie forever (now forgot where it is filed and under what name).

Since I'm on many model sites things tend to jar my memory when related things are mentioned...
(BTW that was the only RL model I ever saw online)...

Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 02, 2008, 01:14:04 pm
That's interesting. I wonder if he might be able to help with vae victis?
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on May 03, 2008, 05:39:36 am
Probably not as he's very busy working on like 25+ WHOLE FACTIONS(Fleets) for SFC3 and the Leviathan is just a single ship lumped as another race's BB/CA?. His backlog is mind boggling. I mentioned some custom modling once but he told me he has his hands full (though he enjoys screenies of his work used - like the Corvus I converted).

Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 03, 2008, 12:58:31 pm
good news today: Macave of starshatter is seriously considering helping as a modder for RL ships. He liked the designs.

Possibly those models could benefit the RL mods planned for starshatter and freespace.
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on May 04, 2008, 07:32:22 pm
I know this may seem like an odd request, but can someone upload Battle for jacob's Star.  I downloaded the Underdogs version and I couldn't get it to work.  May be a vista issue.  Still, if someone could do this it would be great.
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 04, 2008, 11:42:04 pm
Oh it's definitely a Vista issue.  Also XP, or 2003, or 2000... You're not going to get it to work outside of DOS.  May I recommend DOSbox (http://www.dosbox.com/) if you haven't tried it already.  There's really no difference from the CD version and the version you got off of the Underdogs except it leaves out some cutscenes and music.  I'm uploading it somewhere but it's taking a while because it's 650MB.  17 hours remaining.

In the meantime try to get yours working with DOSbox, because the CD version will work just the same only with more features.  PM me if you have specific questions :)
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on May 05, 2008, 12:13:18 am
Don't know if this will help you but:

http://www.majorracal.com/pdf/Renegade%20Legion/

l8tr!
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 05, 2008, 03:15:35 am
Thanks robo, all of them are here.

jake: the manual of jacob is next to priceless. If you want my opinion, try amazon, ebay or cdaccess (this one's great). Don't pass that opportunity. Unfortunately, I have a real DOS machine, so I can't tell you anything regarding dosbox (it's not on their comp list) but that might be simply because they don't know it (I've had full of retrieved games tested to see that they worked flawlessly).

Badsyntax has very nicely uploaded the RL fighter briefs. At last you will all know what's a spatha or corsair like.

http://www.goodsects.com/RLFighterBriefs.zip
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 05, 2008, 07:22:09 pm
The manual is pretty awesome, yeah.

In case it wasn't apparent in my previous post, I myself use it under DOSbox and it works well.  I got it working on a DOS machine but at this point I only have working USB joysticks and they don't work in DOS :sigh: ...but they do in DOSbox, hooray.

Gah, the upload timed out.  Anyone know of a site that allows resuming?  My internet connection is on the cheapest end of DSL and cuts out once in a while :(
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on May 05, 2008, 07:40:02 pm
i get an error when i use dosbox
it cant find all the files or something
which is why I asked for you to upload
BTW, thanks for doing this
if i learn to model, id like to help you guys
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 05, 2008, 08:10:15 pm
Please print out the error message.  I've gotten the underdogs version to work.
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on May 05, 2008, 08:58:08 pm
do you know how to take screenshots in dosbox or should i type?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 05, 2008, 09:01:05 pm
do you know how to take screenshots in dosbox or should i type?

      Eh, can't you just hit "printscreen" (located typically above the "INSERT" key) and then paste that image into MS Paint or whatever else you got. (photoshop, etcetera). Maqking sure the image size is big enough for your screen resolution of course.
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on May 05, 2008, 09:11:55 pm
do you know how to take screenshots in dosbox or should i type?

      Eh, can't you just hit "printscreen" (located typically above the "INSERT" key) and then paste that image into MS Paint or whatever else you got. (photoshop, etcetera). Maqking sure the image size is big enough for your screen resolution of course.

duh now i feel stupid

here it is

(http://img169.imageshack.us/img169/1428/dosboxscreensl5.th.png) (http://img169.imageshack.us/my.php?image=dosboxscreensl5.png)

i also know that when I install, 23 files dont seem to copy correctly
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 06, 2008, 02:00:29 am
Yeah, the 23 files are the movies that got ripped out.

The error in the screenshot has nothing to do with that error -- it's because the game thinks you don't have a CD-ROM drive :lol:
Mount ANY cd and it'll work.  to save you time, type "mount e G:\ -t cdrom" , where G:\ is your cd-rom drive (or you can even do a folder on your hard drive instead!)

No luck on my own uploading efforts, but I did just find this link (http://www.4shared.com/dir/5585695/bc631c10/Renegade_-_The_Battle_for_Jacobs_Star.html) by googling...  that'll help when you want to see the full game with movies, sound and music.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 06, 2008, 02:17:23 am
hmm, so the movies are ripped in the HOTU version? That alone makes me prefer the CD. :lol:

Hey, if you manage to make it run and if you advance fairly well in the game. Could you by any chance give us screenies of ressuply ships (TOG and R)? They are fairly rare and might be of use in the MOD.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 06, 2008, 06:54:31 am
Hmm: one problem:

After reviewing the TOG fighter brief, I discovered that the defensor had 4 primaries (2 7.5/2 lasers, 1 EPC 9, 2 NPC 16 and 1 MDC-G).

In case we should fly it, then what happens? Isn't the limit 3 primaries? can this limit be negociated?
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 06, 2008, 10:02:43 pm
Yeah, the limit is 3 primaries.  I've got code in progress for bumping this limit (and secondaries, and number of ships per wing), but it messes with backward compatibility in pilot files.  So I have to wait until taylor finishes a big pilot file code overhaul.  The limit will be bumped, it'll just be a while.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 07, 2008, 01:05:45 am
Tell me: Is there ONE limit that cannot be pushed? the FS engine is so awesome. :nod:
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on May 07, 2008, 08:08:42 am
I think I can guess that one (turrets or subsystems)...  :drevil:

Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 07, 2008, 09:46:40 am
Yeah: This one is a problem in our case.

However, tell me: what did the inferno guys do with their super uber mega jugs? Didn't they push that limit?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 07, 2008, 12:46:22 pm
News: Macave from starshatter has accepted to model RL ships. We're getting somewhere at last. ;7
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 07, 2008, 01:05:37 pm
   If people do start modeling ships I suggest you keep a list of what's being worked on and by who so you don't have two people doing the exact same model.
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 07, 2008, 06:58:36 pm
I think I can guess that one (turrets or subsystems)...  :drevil:
Oh, I wouldn't be too surprised, once the pilot file code overhaul is in place, that this would become possible too.  Still, we've got a bit of a wait...
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 08, 2008, 04:39:00 am
Currently macave is checking out some leviathans. He was especially enthousiastic about the shiva.
Title: Re: renegade "vae victis" project: need help.
Post by: BadSyntax on May 08, 2008, 11:17:00 pm
Well I had an opportunity and the time today (while the maids clean I get locked in my spare room with the cats, who HATE vacuums) and did some scanning :)

First of all I scanned everything color @ 600dpi, cept for a few of the line arts which I scanned as grayscale.

My scanner isn't high tech, its an old brother mfc5100c that's been out of toner for like 2 years, but still had a functioning scanner.

Anyway, I scanned in all the profile views of the 14 grav tanks that had the profiles in all the products, as well as the size comparison.  I also scanned the leviathan *counters* that came with the 2nd edition (I have the 1st edition box counters too, but they are well worn!) and they came out pretty decent.  On the back they had line art versions and I scanned those in both B&W and grayscale.

I tried to get em as lined up as I could, but its obvious some of the tanks are a few degrees off :(  I also tried to clean them up and dropped all the excess.

BUT, like all old pre-computer printed drawings, they use that stupid dot fill method, where when you look at them up close there are thousands of tiny dots instead of an actual color, so they need SERIOUS help to look great, in addition many times those dots were off a few mm, so the borders around the outside of the tanks is quite jagged and shouldn't be :(

I didn't upload the counters themselves from either game, as they are like 75mb each and honestly quite worthless for any computer conversion.

Its a 125mb download, and if anybody cleans up the images or does models I'd *really* like to see em ;)

I did notice there are a couple top views of like 6-10 fighters in some of the interceptor scenario books (fire eagles, medusa sqdn, etc) but they are just all black.  Also, the ship briefing has side views of ALL the ships, though no top views except for the core 10 or so ships unfortunately :( 

http://www.goodsects.com/CenturionLeviathan.zip (http://www.goodsects.com/CenturionLeviathan.zip)

I'll re-update my entire centurion folder (I made lots of changes due to interest recently) in a day or two.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 08, 2008, 11:19:53 pm

I'll re-update my entire centurion folder (I made lots of changes due to interest recently) in a day or two.

      Cool man, thanks. Yeah I noticed the core ships have top and side views ut they lack the front back etcetera which would make things much easier in general.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 09, 2008, 01:57:15 am
Oh darn, you don't have the box counters edition. Oh well . . . Leviathan was a person can still use it for some idea of colour scheme for texturing.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 09, 2008, 02:55:27 am
Thank you so much: I think we've got everything me possibly need as far as info and docs are concerned now.
I'll send the tank pics to macave to see what he thinks of them.

regards.

mike.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 09, 2008, 11:51:16 am
Thank you so much: I think we've got everything me possibly need as far as info and docs are concerned now.
I'll send the tank pics to macave to see what he thinks of them.

     Eh, tanks should be a low, low, low priority compared to fighters and capital ships.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 09, 2008, 12:08:36 pm
True enough. Right now, it seems macave is working on the leviathans. I'll dig up my bee after my exams.
Title: Re: renegade "vae victis" project: need help.
Post by: BadSyntax on May 09, 2008, 10:27:01 pm
Guess ya'll went and got me interested in renegade legion again :(


2d engine is done, and will handle thousands of ships/fighters and theoritically infinite play areas:
http://www.goodsects.com/Leviathan.bmp (http://www.goodsects.com/Leviathan.bmp)

Now for the easy stuff, the back end code (well the armor widowing will take a day maybe)

Then the interface, which will take days

Then the mission code, days...

Then network code, days to weeks...

Now to find the days :)  (If I had like 2 weeks I could finish it all, but I dont get that much vacation and am trying to work on another project to keep me from having to work!)

I updated my huge centurion file, http://www.goodsects.com/Centurion (http://www.goodsects.com/Centurion) - its around 1.4GB, sorry for the size, its also got the full ISO for Battle for Jacob's Star in there.

I'd be very curious to see Interceptor become playable, though I would think writing a 3D space engine (Using something like TrueVision3D and VB) would be easier than modding an existing one that will never be exactly what you need.

Bad Syntax
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 10, 2008, 05:56:49 am
Actually, this MOD will aim at being a blend of centurion/interceptor/leviathan elements while following a plot (from the point of view of a pilot).

Thanks for the data anyways, it's much appreciated.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 10, 2008, 06:51:28 am
The goodsects link doesn't seem to be working.

As for the other ideas, I dunno . . . personally, not sure how involved I'll ever be in this but if I do get involved, I don't know much about modding but I know even less about programming. Freespace2 has a few limitations, but they're being pushed all the time as new code is introduced. But might be worth checking out . . .


You should mention your plans for a 2d Leviathan game on the yahoo group, I'm sure people would love to check it out.

Title: Re: renegade "vae victis" project: need help.
Post by: BadSyntax on May 10, 2008, 03:31:33 pm
Whoops!  Forgot the .zip in the URL:

Use this one:
http://www.goodsects.com/Centurion.rar (http://www.goodsects.com/Centurion.rar)

Actually, I don't need any help at all doing all the programming for a game such as this, my limitation is graphics.

Basically, the ships/fighters for anything space related.

Ground stuff is even harder, if I had good tanks and terrain I could make it in 2D fairly easily.

3D on the other hand, while the base code isn't that much harder, I am not very good at making all the cool effects like missiles arcing through the sky, laser beams, or explosions, but using TV/VB.NET I can do the other stuff pretty well.

My problem with mods that completely change the universe of the original game, is that they never really feel "complete" and always feel more of a "hack".  Take the battletech mod for C&C Generals for example, *excellent* mod, but it really doesn't capture battletech very well (though I'd love to have all the models!).

The dropteam game could pretty easily do centurion, but I found the engine quite lacking as far as interface went and at times was jerky enough to be annoyingly unplayable (and the rest of the time it was like 60fps, go figure)

I would think the best interceptor mod would be one of the wing commander games, but I don't think those were ever moddable.  WC3 was the last game that got me really "riled up", though some like COD4 came kinda close.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 10, 2008, 03:54:08 pm
Well, it's interesting to note that Wing Commander has been modded to FS2 (WC:Saga). Not sure if you've given that a try and to see whether it "captured" the universe or not.

I dunno, I think the main thing right now for any MOD is simply creating assets (ie 3d models of the fighters and ships). That's what's most important. If someone decides to switch game engines down the road they should be workable in either environment.
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on May 10, 2008, 05:47:37 pm
Whoops!  Forgot the .zip in the URL:

Use this one:
http://www.goodsects.com/Centurion.zip (http://www.goodsects.com/Centurion.zip)

Actually, I don't need any help at all doing all the programming for a game such as this, my limitation is graphics.

Basically, the ships/fighters for anything space related.

Ground stuff is even harder, if I had good tanks and terrain I could make it in 2D fairly easily.

3D on the other hand, while the base code isn't that much harder, I am not very good at making all the cool effects like missiles arcing through the sky, laser beams, or explosions, but using TV/VB.NET I can do the other stuff pretty well.

My problem with mods that completely change the universe of the original game, is that they never really feel "complete" and always feel more of a "hack".  Take the battletech mod for C&C Generals for example, *excellent* mod, but it really doesn't capture battletech very well (though I'd love to have all the models!).

The dropteam game could pretty easily do centurion, but I found the engine quite lacking as far as interface went and at times was jerky enough to be annoyingly unplayable (and the rest of the time it was like 60fps, go figure)

I would think the best interceptor mod would be one of the wing commander games, but I don't think those were ever moddable.  WC3 was the last game that got me really "riled up", though some like COD4 came kinda close.

the FS2 engine is surprisingly moddable, and with a community like HLP, you'll always find someone who can help
the BtRL and WC:Sage mods are excellent coversions to those universes

alos, i agree COD4 is a great game
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 10, 2008, 07:52:01 pm
My problem with mods that completely change the universe of the original game, is that they never really feel "complete" and always feel more of a "hack".  Take the battletech mod for C&C Generals for example, *excellent* mod, but it really doesn't capture battletech very well (though I'd love to have all the models!).
I mostly agree.  Fortunately, the difference between them and us, however, is we have the source code.  With the right talent, this can go way beyond mere 'modding'.

Some people say it's comparatively easy to program a game engine and get it up and running.  I say... well if you can, go for it and let us know how it turns out.  Unfortunately this has happened a lot... some coder goes off to reinvent the wheel "and do it right this time".  90% of the time major progress is made, but by the time the engine is perhaps halfway done, the coder runs out of steam (or hits a RL hurdle), and the rest of the interested community, seeing nothing they can yet use, eventually lose interest.

So yeah, I believe you could code up an engine that got 3d rendering and collision detection working properly.  That sounds like a feasible one-man job.  But then you gotta factor in:
* AI (this one's huge)
* sound
* networking (getting easier nowdays, but still)
* tools for asset creation/conversion
* mission scripting and parsing (important!)
In fact, the last two combined with weapon/ship/object stats boil down to THE most important things to the engine.  If this isn't accessible to the public, the engine will be forgotten (outside of the really dedicated).  I guarantee Freespace would be NOWHERE if it weren't for the ease of table editing...

The beauty of having THIS engine here and now is we can try things out NOW, and add more as we go.  Even someone who can't do art to save his life (like me ;)) can look at a simple table (made of text!) and go "Hmm, let's see what happens if I make this ship go 100m/s instead of 50?" "Oooh, what happens if I give that beam a refire rate of 0.5?" and so on. :D
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 11, 2008, 01:08:10 am
Regarding Armour Values:

    I think I've discovered a solution to the problem of uneven armour values.
    What I think will probably work, is to basically model a four or six part subsystem shell covering the fighter. Make the shell invisible, and make it a destroyable subsystem (so the geo will disappear) and have the no-carryover damage flag so that basically, when the subsystem is hit the hull doesn't take damage. Basically, it will be a second "shield" except made of subsystems instead. Then once the subsystem is destroyed, the piece of geo dissapears, and the ship's hull itself can be hit (which in general would probably be fairly weak).
    Only problem I foresee is that there might be a lot of subsystems to keep track of (similar to how capital ships get far too many subsystems). And that, the armour would show up as subsystem damage rather than in a diagram unless the HUD could be jury rigged to do something else. But basically it would work as desired. Actually hell the hull value shows up the same, so whatever who cares. . . .

So after a rough beating you might have:
Subsystem Damage:
Armour Front - 32%
Armour Port - 60%
Armour Aft - 0%

    Problem is, those subsystems would also have to be told not to regenerate. Which is fine, since I think the whole subsystem regeneration thing is native to FS2 only and I'm pretty sure the no-self-fix can be made default. Also, with regards to disabling fighters, I'm not sure if the armour would have to be shot down first or not. But not sure how important disabling craft is for the game anyway. . . . I'm sure it can be accomodated in some fashion. Might be a problem though if the player takes out the ship too quickly once the armour is down.


   One other thing I'm thinking is that the fighters would probably need a top and bottom armour value. Though one could get away with simply the sides . . .if a top/bottom is used I'd just go with giving it the lowest value on the fighter. (so if a fighter has 50/30/30/40 armour (F/L/R/A) the top bottom would be 30/30)

Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 11, 2008, 03:53:42 am
a few words: Campaign 1, CTWP, cone lasers, capture immediately! ;7
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 11, 2008, 02:08:12 pm
a few words: Campaign 1, CTWP, cone lasers, capture immediately! ;7

     Eh, one problem is that the thing about RL is that it's so dependent upon the damage template for dealing armour. It's a cool device for a boardgame but probably not very implementable in the game. But weapons like the cone laser, Laser/EPC, etcetera all depend a lot on the template in order to be "cool". Even weapons like the EPC/NPC will probably be hard to do . . the NPC does more damage at long range than close range, how can that be done? Every other weapon does more damage at short range than long range, currently there's no way to accomodate this as far as I know.

Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 11, 2008, 02:24:17 pm
Whoa, what are cone lasers?  What would they look like?  How MUCH of a cone?

Funny you should mention doing more damage at long range than close range... I've been working on fixing the Attenuation setting for beams to work inversely as well.  ...course that might not help if the NPC acts more like a projectile.  Hmm, perhaps I could implement that too.

Good ideas about the armor.  I'll do some thinking about how to jury rig the HUD for such a situation, if possible.  You are correct that the self repair can be turned off.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 11, 2008, 02:34:37 pm
Whoa, what are cone lasers?  What would they look like?  How MUCH of a cone?

      Not as exciting as you think. One thing to know first, Renegade Legion boardgames work off the principle that the armour of a unit is represented by a box with 10 columns and a variable number of rows. So a ship with 50 armour would have a 5 by 10 box representing the armour.  Now, different weapons affect the armour in different ways. A Mass Driver Cannon for example, gouges out a crater so it would effectively mark off 5 boxes off the top row, 3 off the second, and maybe 1 off the third if you get my meaning.
      Lasers, of the normal variety, typically only affect one column. So a laser that does 8 damage that hit an undamaged 50 armour ship would deal 5 damage to one column of armour and the remaining 3 would penetrate to the internal components.

      Cone Lasers are supposed to be on a different frequency, so rather than just make a small but deep hole in the armour, they refract around and bounce their damage all over the place one they've penetrated armour. What effectively happens, is that the laser deals a "reverse cone" of damage with maybe 1 point of damage on the top, and a widening hole beneath it. But in terms of visual effects, it would look largely the same. Now what's the point of that? Well, if on that 5 by 10 group of boxes, you can seperate some boxes from the larger chunk then at the end of the turn, they float away. So if a cone laser hits, and makes sort of a pyramid/cone shape and then a normal laser drills a whole which touches the base of that cone or pyramid, then the group of armour above it becomes "widowed" and floats away.

     So yeah, basically some weapons deal damage, and some weapons deal damage in an odd way to facilitate the removal of armour from a target without actually damaging that armour. The Cone Laser is one of them.


EDIT - I'm pretty sure this wouldn't be implementable in the game without some MAJOR MAJOR coding going on representing an optional but entirely new way of dealing and receiving damage. (ie impossible)
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 11, 2008, 02:58:39 pm
In that case, we'll have to "simplify" the damage values of those cannons (If necessary, we'll stray slightly away from cannon).

This idea backslash mentionned for the NPC looks good (since the Npc is a beam). Is it operational? Has it been tested?
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 12, 2008, 12:21:24 am
It is not fully operational, I'm still testing it. ;)  It's taking a bit of tweaking to make sure the math is right.

I'll ignore the cone laser concept for now.  If/when we get armor implemented, we could make it a weapon that perhaps does damage to armor and not hull.  Or maybe vice versa, I dunno.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 12, 2008, 01:11:15 am
It is not fully operational, I'm still testing it. ;)  It's taking a bit of tweaking to make sure the math is right.

I'll ignore the cone laser concept for now.  If/when we get armor implemented, we could make it a weapon that perhaps does damage to armor and not hull.  Or maybe vice versa, I dunno.

     Can you tell me how exactly the armour code is going to work? Is it just extra hitpoints or is it something else entirely?
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on May 12, 2008, 10:00:16 pm
Use the shield as the armor and just turn off regenerate
isn't there a way to do that?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 12, 2008, 10:06:58 pm
Use the shield as the armor and just turn off regenerate
isn't there a way to do that?

    Yeah but Renegade Legion fighters have shields too. Thbugh they work on different principle, I believe Starlord intends to emulate the game Jacob's Star which seemed to make them shields in the traditional fashion of space games.
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 13, 2008, 12:36:05 am
Currently, armor exists as something else entirely (http://www.hard-light.net/wiki/index.php/Armor.tbl).  I'm hoping to expand this to behave as you'd expect -- in theory, armor could be made to behave just like a second set of non-regenerating shields.  However it's a lot of work and I'm in the middle of a few things, so I haven't got anywhere past the looking through the code to see what would need to be changed.  Perhaps someone else might take it up... but if not, I may tackle it in a couple months.

One little problem I just noticed... ideally we'd like weapons to have an $Armor Factor that behaves similar to $Shield Factor (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Shield_Factor:).  Problem is, there's already something named $Armor Factor which is the hull!  If we're lucky we can work around this with some clever tweaking by adding an optional $Hull Factor setting, or something else.  Dunno yet.

We'd also have to have a setting for WCSaga's sake where certain subsystems like turrets are not protected by the armor.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 13, 2008, 02:21:30 am
Currently, armor exists as something else entirely (http://www.hard-light.net/wiki/index.php/Armor.tbl).  I'm hoping to expand this to behave as you'd expect -- in theory, armor could be made to behave just like a second set of non-regenerating shields.  However it's a lot of work and I'm in the middle of a few things, so I haven't got anywhere past the looking through the code to see what would need to be changed.  Perhaps someone else might take it up... but if not, I may tackle it in a couple months.

      Hmmn, sounds like it would cater well to Battletech, if . . . Battletech actually used any of those fancy armour types in anything beyond Solaris VII. Certainly not a useless option and would work fairly well for armour-only ships (or, rather shieldless ships).
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 13, 2008, 03:21:51 am
Hmm, so ships are 3 layered protected now? not a bad idea. shields/armour/hull (like in prophecy or Xcom interceptor).
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 20, 2008, 01:02:28 pm
I'm starting to wounder if it might not be possible (provided some people are interested) to do a sort of test bed mission (not using any special features such as uneven armour or autopilot). I've made the dialogs for campaign 1 mission 1: To test it out, we would need a cheeta, a launcea, a verutum, a spiculum and a cingulum.

Could we start with this or is it too soon? I've notified our friends at the starshatter community of the idea.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 20, 2008, 01:14:24 pm
I'm starting to wounder if it might not be possible (provided some people are interested) to do a sort of test bed mission (not using any special features such as uneven armour or autopilot). I've made the dialogs for campaign 1 mission 1: To test it out, we would need a cheeta, a launcea, a verutum, a spiculum and a cingulum.

Could we start with this or is it too soon? I've notified our friends at the starshatter community of the idea.

     Uh, well it's too soon in the way that, there are no models made.
     Also if you want a quick test mission, you should use one fighter, not five different ones. Especially when there are no ships available right now. Or maybe two fighters. One fighter will give you a training op for either side. Two will give you opposition potentially (assuming you have a fighter from each side)
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 21, 2008, 02:41:52 am
All right then. :D
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 21, 2008, 03:29:13 am
All right then. :D

      Getting any ships into the game might be a touch harder than we realise.
      Look at the TVWP demo, only three fighters and what . . . 5 new ships of various classes? Took a loooong time for TVWP to release anything. Though of course what they did is pretty darn cool. Of course it helps if people have the motivation and the free time to work on such things.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 21, 2008, 10:15:41 am
I simply hope starshatter will give us support. It'll be much needed.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 29, 2008, 04:59:35 am
At last, a first leviathan model:

braddw25 has done an amazing job on the fulgur destroyer.


check it out: http://www.starshattermods.com/forum/viewthread.php?forum_id=8&thread_id=391&pid=2999#post_2999
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on May 29, 2008, 10:41:03 am
I get an error.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 29, 2008, 11:46:11 am
Yes: it seems starshattermods is having a few problems at the moment.

The model is quite good, the only thing I can see is the fulgur normally has a double top fin (not single as in the model). I'll have to notify this.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 29, 2008, 12:57:42 pm
It's back online: go feast your eyes.
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on May 29, 2008, 05:19:52 pm
Good news everyone!

Wanderer has been working on some turret code (http://www.hard-light.net/forums/index.php/topic,53318.msg1091515.html#msg1091515) and has made it so beams will fire out of multiple firepoints at once.  It's not committed yet, but it works in his posted test build.  Lots of interesting options to try!
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 29, 2008, 05:23:03 pm
Good news everyone!

Wanderer has been working on some turret code (http://www.hard-light.net/forums/index.php/topic,53318.msg1091515.html#msg1091515) and has made it so beams will fire out of multiple firepoints at once.  It's not committed yet, but it works in his posted test build.  Lots of interesting options to try!

      Good stuff
 
   
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 30, 2008, 02:03:02 am
VERY interesting! kudos :yes:
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on May 30, 2008, 01:00:39 pm
Yes: it seems starshattermods is having a few problems at the moment.

The model is quite good, the only thing I can see is the fulgur normally has a double top fin (not single as in the model). I'll have to notify this.

       It's hard to tell how much detail he's got on it with that weird texture he's using.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on May 31, 2008, 01:45:50 am
As far as textues ae going, this is only experimental.

I think we're aiming for a pearly white/ shiny texture for those ships, like the TOS battlestar galactica.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 02, 2008, 04:10:10 am
The Saxum Light Fighter (TOG)

(http://knossos.firenebula.com/temporary/saxum/saxum_01.jpg)
(http://knossos.firenebula.com/temporary/saxum/saxum_02.jpg)
(http://knossos.firenebula.com/temporary/saxum/saxum_04.jpg)
(http://knossos.firenebula.com/temporary/saxum/saxum_03.jpg)


      Finished LOD0. Not entirely happy with the fuselage, the side drawing and the front on drawing don't really correspond quite correctly. So some of the details are a little off, but whatever. Fighter comes in at around 6000 polys, the jpeg say 7000s but that's because there's actually one and a half fighters there. Yeah, I got a little carried away. UV Mapping is going to be a ***** with the assymetrical gun. I'm going to have to UV map most of it, then mirror it, then delete the gun from one side and UV map the gun and the non-gun area (not to mention all the inside and overlapping areas that I put in). And I dunno why the sides of the wings look wierd like that when it's triangulated. But anyway.

     
     Next up I gotta finish a fighter or two for the Battletech MOD which I've started. Then I might do another fighter, maybe RL, maybe another TOGGie. Who knows. After I do a fighter or two more I might try to model one of the Leviathans.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 02, 2008, 06:14:23 am
Really nice, angel: Indeed it's the saxum and it's huge under portion. I always woundered how this fighter could land. :p

However, as far as wierdies go, the spatha is really on top. How can a pilot line his shots with that fighter? The guns look oblique.
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on June 02, 2008, 06:32:39 am
An quiet interesting design and a well done model.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 02, 2008, 12:07:42 pm
Really nice, angel: Indeed it's the saxum and it's huge under portion. I always woundered how this fighter could land. :p

     Maybe the tail fin folds up.
     Or maybe it doesn't land on a deck but is instead just grabbed by some docking arm. It is space after all. While the ships may have antiartificial-gravity the landing bay doesn't necessarily.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 02, 2008, 03:31:24 pm
true: Aside from the arcus, no fighter is truly designated as a planetary lander.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 03, 2008, 01:20:37 am
What do you think would work as a texture? We don't have much info regarding fighters colorwise. I remember seeing a few in jacob where they mostly were grey with shades of red (TOG) and grey/tellow/blue (RL).

Also, regarding the leviathans, I'm thinking of making them pearly white with glistening windows, a bit like star destroyers and TOS battlestars/basestars as they correspond to an 80s kind esthetics where ships are supposed to make you gape in wounder BOTH esthethically and capably.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 03, 2008, 02:34:32 am
What do you think would work as a texture? We don't have much info regarding fighters colorwise. I remember seeing a few in jacob where they mostly were grey with shades of red (TOG) and grey/tellow/blue (RL).

Also, regarding the leviathans, I'm thinking of making them pearly white with glistening windows, a bit like star destroyers and TOS battlestars/basestars as they correspond to an 80s kind esthetics where ships are supposed to make you gape in wounder BOTH esthethically and capably.

       Hmmn, odd, the counters in Interceptor are the exact opposite. The Renegade Fighters are white with red markings whereas the TOGgies are yellow/gold . . . wait, no, that's wrong. They're not even consistent. Some rebs are white, some are yellow, some TOGgies are white, some are yellow. Wierd. And the KessRith fighter is purple of all colours. (Fluttering Petal) http://www.boardgamegeek.com/image/64543?size=large (http://www.boardgamegeek.com/image/64543?size=large)

       Personally for the ships I might go for more of a blue/grey. They're always greyish blue in all the cover art (Wake of the Kraken, Shannedam County, the Briefing etcetera). Whereas the counters for the game has them blue or yellow/brown again http://www.boardgamegeek.com/image/43137 (http://www.boardgamegeek.com/image/43137). I wouldn't go pearly white for a number of reasons:
      1. If they're too white it might wash out the windows. A greyer hull would make the windows pop out more. I also wouldn't throw windows all over the ships. I mean it depends on the ships, but some look like they have windows in only a few spots (like on the underbelly). If you look at the box art right: http://www.boardgamegeek.com/image/43135 (http://www.boardgamegeek.com/image/43135) the RL Battleship in the background has  a few windows, and a field places where its just slabs of armour.
     2. Also the game is called Leviathan, and Leviathan in mythology is a huge undersea creature. So one might think of the Leviathans as big undersea creatures battling eachother. (incidentally the most famous Leviathan is the Kraken, which is itself another undersea creature).
     3. If the ships are all the same colour, it might look boring. I'd try to vary it a little bit.

     That being said, something whitish is probably okay because, the games were intended to emulate Star Wars at first. But I dunno, would you want something that looks just like Star Wars and BSG or something that looks a little more unique and on its own, with its own flavour sorta thing??
 
     But texturing's a ways down the road . . . there's lots of time to think about different things in the interim.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 03, 2008, 06:21:04 am
Regarding the ships, what you may see on the counters might be "nude" ships: For instance, the 12 primary interceptors (RL and TOG) pictures show internal systems (not the case with the later models). those colors you see may be the component's colours without the painting.

Anyway, jacob screenies are here: http://www.mobygames.com/game/dos/renegade-the-battle-for-jacobs-star/screenshots

As for the leviathans, I Think it would be good to stay with the "star wars/battlestar" textures type. Leviathans are old ships, they should IMO correspond to a kind of 80s estethics, and the small shiny windows might provide a sense of scale. But we have time to discuss this, as blue-grayish is quite nice also.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 03, 2008, 12:48:20 pm
Regarding the ships, what you may see on the counters might be "nude" ships: For instance, the 12 primary interceptors (RL and TOG) pictures show internal systems (not the case with the later models). those colors you see may be the component's colours without the painting.

     No, the counters themselves aren't cutaways.
     The Fluttering Petal for example, is pretty much this colour in the counters: http://www.mobygames.com/game/dos/renegade-the-battle-for-jacobs-star/screenshots/gameShotId,240665/ (http://www.mobygames.com/game/dos/renegade-the-battle-for-jacobs-star/screenshots/gameShotId,240665/)

Quote
Anyway, jacob screenies are here: http://www.mobygames.com/game/dos/renegade-the-battle-for-jacobs-star/screenshots

As for the leviathans, I Think it would be good to stay with the "star wars/battlestar" textures type. Leviathans are old ships, they should IMO correspond to a kind of 80s estethics, and the small shiny windows might provide a sense of scale. But we have time to discuss this, as blue-grayish is quite nice also.

       Yeah I got Jacob's Star off of . . .wherever, HoTU or something but haven't tried it out yet. There's also a few novels I might pick up which should give a good idea of the universe though, I imagine they're likely centurion-based stories for the most part.
        The shiny windows is of course a good idea, but as I said keep in mind that they would be more noticeable on a less-white hull (more contrast). But anyway, until someone learns to texture that won't be so much of a problem.

EDIT - But yeah, I need to play JS to get a better feel for the universe or at least the game you're trying to emulate. I'm only familiar with the board games.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 04, 2008, 02:37:03 am
Actually, despite appearing like this in the holospace preview, the petal will be blue/yellow/green when you fly it ingame.  :confused:
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 04, 2008, 02:40:13 am
Actually, despite appearing like this in the holospace preview, the petal will be blue/yellow/green when you fly it ingame.  :confused:

        Hmmn, I dunno. Maybe the Petal is only purple in KessRith service.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 04, 2008, 02:44:03 am
Perhaps the colors vary accorting to the units (or legions).
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 04, 2008, 12:37:32 pm
Perhaps the colors vary accorting to the units (or legions).

    I'm sure they do.

    I showed my Saxum to the guys on the yahoogroup and one guy said he might be interested in getting involved, apparently he's got some low poly versions of some of the interceptors.  But haven't seen anything about 'em yet.

   
     On a related subject to the last few posts one thing he mentioned was, "it would be cool if a person could choose their squadron colours like in Dawn of War". I think, theoretically, it could be possible that a person could basically UV Map each fighter to have specific areas where like they all use a common texture. Which in turn might be cool.

      Freespace2 to my knowledge doesn't have any sort of potential to have some built in colour picker, but I think a person could basically provide a bunch of different colour files like "primary trim" and "secondary trim" and allow them to choose which ones they want, and install those so their fighter (and all allied fighters) will have those colours. Or they could of course, also just adjust the colours themselves if they don't find something that's really suitable.

       That might be pretty cool. I'll have to look into how exactly to do the whole tiling textures bit.
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on June 04, 2008, 02:00:08 pm
I think there is a texture replacement function in FRED. So if a ship has different texturemaps you could exchange them when building the mission.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 04, 2008, 02:05:47 pm
I think there is a texture replacement function in FRED. So if a ship has different texturemaps you could exchange them when building the mission.

      Oh yeah, I think I tried it out for nameplates once though it didn't work so well (my textures that is). But yeah, that would be cool. If the ships all had designate areas of trim, a person could make different squadrons different colours of trim. And maybe even different logos (though that would require all the ships to probably be the same colour? Or wait, maybe not.
     Though I think the logos is more/less setup already with the logos and the nameplates. I'm not sure if that's more multiplayer sorta thing though.
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 04, 2008, 11:53:01 pm
I mentioned this in the Renegade Legion Yahoo Group, but I think it would be nice for the player to choose the primary, secondary, and trim colors ala Dawn of War or MechCommander2.  I don't know if Frespace supports that level of mucking around with custom colors, but it would be nice if it could be done.  Similarly, perhaps something could be done with the decals so that RL or CommonWealth units could be choosen with specific color schemes and squadron symbols.
--
TAZ
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 05, 2008, 12:19:14 am
I mentioned this in the Renegade Legion Yahoo Group, but I think it would be nice for the player to choose the primary, secondary, and trim colors ala Dawn of War or MechCommander2.  I don't know if Frespace supports that level of mucking around with custom colors, but it would be nice if it could be done.  Similarly, perhaps something could be done with the decals so that RL or CommonWealth units could be choosen with specific color schemes and squadron symbols.

       I'm guessing that the primary colours bit probably wouldn't be possible. When you say Primary you mean the overall colour of the ship right? Thing is, well, that could be possible, but that would mean the ships would all be tiled instead of having their own UVMap. By tiled I mean, just a texture that's thrown on top of everything. As opposed to a specific texture for that fighter, which could include additional details to match the shape of the craft (so like panel lines, etcetera). Unless maybe a fighter could have two textures, one with the details, and one with the "primary colour underneath (so the detail layer would be transparent in a lot of ways).
      Another problem is that tiling ships instead of giving them their own map is harder on the game engine I think. So, therefore potentially slower.

      But, I could see just possibly like, having trim for the ships. Similar to how the original Jacob's Star game looked. RL was grey with green and blue or whatnot, Toggies were grey with red and orange or something like that??
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 05, 2008, 01:57:59 am
The Idis Medium Fighter (TOG)

(http://knossos.firenebula.com/temporary/renegade/idis_03.jpg)
(http://knossos.firenebula.com/temporary/renegade/idis_02.jpg)
(http://knossos.firenebula.com/temporary/renegade/idis_01.jpg)


        Not the prettiest fighter of the bunch, but easy to do. Relatively.
        I don't know why the default lighting/render gives me that weird shadow in the middle. But whatever. And yeah, it's not quite exact. The EPC barrels are bigger than they should be, but they seem like pretty powerful guns so what the hell.


Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 05, 2008, 02:13:36 am
Very nice: This one's a real arrow! :nod:

Regarding interceptor colours, this looks very ambitious. However, if it can be done, why not? this'll give the player yet another interesting possibility.
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 05, 2008, 09:44:46 am
Slowly walking through 15 pages of messages...

    One thing kinda dumb in my opinion about Freespace 2 is that even though it was a "civil war", the bad guys still had bad guy tech and the good guys had good guy tech. NTF was all Herc1s, Lokis, . .. that other light bomber, Orions etcetera. And the good guys were Herc 2s, Perseus, Hecates, etcetera. Easy for the player to understand . . .but kinda dumb. Especially since the Loki and the light bomber were solely bad guys in Silent Threat as well.

Look at it from this perspective...   If Arizona were to have a civil war, the northern forces would have F-16s from Luke AFB and the southern forces would have A-10s from Davis-Monthan AFB plus UAVs and attack choppers from Fort Huachuca.  Logistically, you group like craft together to reduce their maintenance and training costs. 

So, it is plausible that the FS2 civil war could have some isolation in fighter and ship classes.  Of course, a more realisitic view would take into account where the manfacturing sites for their units are located.  What that means with regard to scripting a RL campaign is that a Renegade Legion unit might start out with 100% TOG units but as fighters are lost, they have to be replaced with Commonwealth units.  Artistically, RL units might look more patchwork that TOG or CW units as well since they have to depend more on repairing damaged sub systems rather than replacing them.
--
TAZ
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 05, 2008, 10:41:20 am
A lot of persons attempted at modelling the shiva.
I think every Renegade Legion fan that has some 3D skills at some point does a version of the Shiva.  I know that I have.  :-)
--
TAZ
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 05, 2008, 11:03:51 am

So, it is plausible that the FS2 civil war could have some isolation in fighter and ship classes.  Of course, a more realisitic view would take into account where the manfacturing sites for their units are located.  What that means with regard to scripting a RL campaign is that a Renegade Legion unit might start out with 100% TOG units but as fighters are lost, they have to be replaced with Commonwealth units.  Artistically, RL units might look more patchwork that TOG or CW units as well since they have to depend more on repairing damaged sub systems rather than replacing them.

        You should know first off that Freespace 2 is very scripted as far as games go. Basically the player is playing through a story that the mission designer has laid out for them. Whereas I think (correct me if I'm wrong) that Jacob's Star was a little more freeform (as was Interceptor which preceeded it). So in any given mission, you might get a choice of fighter and a choice of missiles (typically Freespace gives you a choice of weapons as well but RL the weapons seem to be less flexible (ie built in)), but beyond that, you're just playing a very specific mission with its own briefing, objectives, in-flight chatter, etcetera.

        I wasn't really up to speed on the RL-verse at the time of that post, and didn't realize that the Renegades had been seperate from TOG for so long. At this point in history, which is what, 100+ years after the split they should both be using more/less their own units. With the exception perhaps of some enduring ship classes like the Ultor Battleship which pre-dates even TOG. Most of the fighter classes are only 70-80 years old at most with the exception of the Defensor (and maybe the CWTP).

       Though if a ship and its fighter wing were to suddenly go Renegade, they would of course have TOG equipment. Maybe a cool campaign would start on the side of TOG, as the pilot a member of their armed forces. But through several incidents the player's mini faction decides to go Renegade and the first arc of the story ends with them fighting to the Renegade territory. In turn, maybe the leader of the player's force has valuable intel which leads to the events which lead into a RL/CW counter offensive. And later, as the player plays the side of the Renegades, their TOG fighter is gradually replaced with RL/CW units. That might be one idea. The blurb for one of the TOG destroyers suggests that defections to the renegades is an ongoing reality.
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 05, 2008, 11:34:46 am
Semi-technical modelling questions, the two latest models that I've seen have some pretty high polygon counts for a realtime game with potential for lots of units in the air.  I know these are LOD0 models, but I'm curious as to how many levels of detail FS2 supports and what are the polygon bugets for each level?

I've got some low res Interceptor models (all the basic units for CW and TOG) that I'd like to contribute, but it would be good to know how many levels of detail would be required.  I'm kind of looking at the project from the opposite direction from Akalabeth Angel.  Instead of starting with high detail models and eventually reducing them with each level, I need to add details as the levels move towards LOD0.
--
TAZ

I've attached a JPG of the models as viewed in a back burner project that I'm working on.  Sorry about the generic textures.  The two stations in the back are inspired by the 2D multi- hex counters included in the board game.

[attachment deleted by admin]
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 05, 2008, 11:42:34 am
Actually, I intend to continue the jacob's star story, however, if finished, Knowing the fact that the RL universe is so vast, I guess everyone good at fredding may try their own ideas: An "enlightment" campaign like the one you suggested might be very interesting, as well as a kessrith or true TOG one (on the kessrith or comm front). Also, I guess it could be possible to recreate the human Vs Kessrith-ssora war, up to the original trajan uprising finally culminating up to the heroic flight of constantin and his soon to become renegades. :)
Or else explore the future and uneveil hidden misteries like that of the hivers: are they dead or lurking? are they neutral or the next threat to challenge the sentient species of the galaxy once the TOG has collapsed. What? You disagree on that part? Well then make up your view of the story.
Also, I've noticed a lot of WW2 stories are nicely sinched with the RL universe: Despite working on the main campaign, I've been imagining a few short stories, one being the invasion of trader's paradise by a raider force led by the notourious bismark, a mars class battleship. And a band of merchants and their outdated devil fighters and no hope of reinforcements. Although this was just a thought of course. :lol:

Basically what I'm trying to say is that the fact of bringing space combat to the RL universe (eg: jacob's star) was a GREAT idea. The fact that the game wasn't successful (mainly because of tech issues involving non true SVGA graphics and also the fact that the wing commander 3 killer was on the loose) doesn't mean the idea has to be forgotten (I've heard that a sequel was planned under the name return to jacob's star, but then canned. Anyway, my campaign sees action there, so no matter).

If this MOD succeeds, this universe will be granted what every TC under freespace is granted (thanks to FRED): Immortality!

Hey, what are those stations? Are those the mythical "fort oasis" class kannic has been promoting in his modified briefs?
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 05, 2008, 12:12:10 pm
Hey, what are those stations? Are those the mythical "fort oasis" class kannic has been promoting in his modified briefs?

In RL:INT they're just targets for destruction or recon scanning, same with the original computer game (prior to Jacob's Star.)  I don't think they ever had names beyond generic spacestation and VLCA relay station.  I'll have to do some homework to determine if they're part of the Oasis class.  Given their deployment on the fringe where they are vulnerable to fighter hit and run tactics, it is internally consistent with the RL universe. 

Since the stations are 3D represenations of just an overhead view, there is a lot of artistic license in their design.  On that note, anyone who has ever tried to model a Shiva has run into the same problem where if you have six artists you are going to get six versions of the Shiva.
--
TAZ
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 05, 2008, 12:32:21 pm
Semi-technical modelling questions, the two latest models that I've seen have some pretty high polygon counts for a realtime game with potential for lots of units in the air.  I know these are LOD0 models, but I'm curious as to how many levels of detail FS2 supports and what are the polygon bugets for each level?

        Hmmn, well, the far away levels can be very very basic. Basically, like if a person can't see the detail, there's no point having the game render it. I'm at work right now, but when I get home I'll give you an example from the HTL project, which is basically . . . people creating high-poly versions of the original Freespace ships. I get the impression that for the most part, that they only bothered modifying the LOD0 and maybe LOD1 but the others remain in their original form.

       Here's a little bit about modelling: http://www.hard-light.net/wiki/index.php/Modelling (http://www.hard-light.net/wiki/index.php/Modelling)

       But, as far as the original game, I think in general that a ship might have LOD0-LOD3 or 4. I think it's up to the creator really. And for like an FS Cruiser-sized ship (in RL terms, would be maybe an Escort-class ship), might have like 6000-10000 polygons (inc turrets) for LOD0, but for LOD3 or 4 it might be like 10-20 polygons (literally).

Actually, I intend to continue the jacob's star story, however, if finished, Knowing the fact that the RL universe is so vast, I guess everyone good at fredding may try their own ideas: An "enlightment" campaign like the one you suggested might be very interesting, as well as a kessrith or true TOG one (on the kessrith or comm front). Also, I guess it could be possible to recreate the human Vs Kessrith-ssora war, up to the original trajan uprising finally culminating up to the heroic flight of constantin and his soon to become renegades. :)

       Ah right, the Jacob's Star thing.
       Keep in mind though, that when you're writing your story that 95% of the people who play the MOD probably never even heard of Jacob's Star let alone played it. So, your presentation of information should keep that in mind.

        But yes, people could basically do whatever they want for fredding missions. Though older stories would use different combat craft so wouldn't necessarily be doable. Though, some of the TOG fighters are noted as being used in the last TOG-KessRith war. Though of course, there aren't really enough KessRith units to have a full fledged campaign without people making stuff up.
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 05, 2008, 03:35:59 pm
Scripting questions that might result in 'authentic' flicker shields...

I read in a previous post that you can via script make a ship vulnerable or invulnerable.  Cool, so the first question is can you do that in the middle of a game?  Next question, when a ship is hit, can we determine which facing it comes in from?  (Specifically the left, right, fore, and aft quadrants or perhaps a bearing for cap ships.)  Final question, does the script allow you to roll random numbers and check the results? 

If the answer is yes to all of those questions, then it should be very feasible to recreate flicker shield technology within FS2 so that it mimics the Renegade Legion universe.  Universal ablative armor I can live with, but the ablative shields that have been proposed is a poor compromise (in my humble opinion.)  Even without the bearing data, it might be possible to create 360 degree flicker shields.  I can also see linking them with a sub system on the fighter to simulate a shield generator critical hit.

Thoughts?
--
TAZ

This made on the assumption that scripts can be triggered by events such as getting hit by a weapon, ramming an object, getting caught in an explosion, etc.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 05, 2008, 04:19:58 pm
I read in a previous post that you can via script make a ship vulnerable or invulnerable.  Cool, so the first question is can you do that in the middle of a game?  Next question, when a ship is hit, can we determine which facing it comes in from?  (Specifically the left, right, fore, and aft quadrants or perhaps a bearing for cap ships.)  Final question, does the script allow you to roll random numbers and check the results? 

       That's mission scripting specifically. The vulnerable/invulnerable.
       But to be honest I hadn't really thought about actual scripting . . like coding (some people are animating things with coding for example). It's certainly something to look into with regards to flicker shields and would give the RL it's proper flavour (Even though that seems to have been abandoned somewhat in Jacob's star???). The scripting is something I've been curious about but haven't really looked into.


Quote
Universal ablative armor I can live with, but the ablative shields that have been proposed is a poor compromise (in my humble opinion.)  Even without the bearing data, it might be possible to create 360 degree flicker shields.  I can also see linking them with a sub system on the fighter to simulate a shield generator critical hit.

         Hmmn, yeah I haven't thought too much about the shields to be honest. I've been looking at more recreating the armour system. I believe the ablative shields is something Starlord (who's idea this mod is in the first place) thought would be not-bad because basically that's what Jacob's Star did and I get the impression that Jacob's Star is Starlord's first and perhaps (only??) experience with Renegade Legion.

          But yeah, having actual flicker shields would be pretty cool and unique.
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 05, 2008, 04:41:34 pm
I believe the ablative shields is something Starlord (who's idea this mod is in the first place) thought would be not-bad because basically that's what Jacob's Star did and I get the impression that Jacob's Star is Starlord's first and perhaps (only??) experience with Renegade Legion.
Jacob's Star is not a bad thing unto itself, but if you didn't come in from the board game or SSI's first RL:INT game, you would not be aware of what compromises were made in order to make it more like Wing Commander.  (Again, not a bad thing since WC was all the rage at that time.)

Quote
But yeah, having actual flicker shields would be pretty cool and unique.
It would certainly put some fear and loathing into the game when you come across a Fluttering Petal or Gladius.  :-)

I understand the need for compromise due to the game engine specs.  Those I can rest easy with.  But, I think it would be nice to score some authenticity points as well since the potential fan base covers all Renegade Legion fans.

Back to scripts, I was reading through the wiki and it does mention some hooks for weapon and collision events.  So, the scripting question remains open for me.  I might have to hunt down a Lau/FS2 scripting guru and see what they say about the possibility of modelling flicker shields.
--
TAZ
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 05, 2008, 04:47:53 pm
Back to scripts, I was reading through the wiki and it does mention some hooks for weapon and collision events.  So, the scripting question remains open for me.  I might have to hunt down a Lau/FS2 scripting guru and see what they say about the possibility of modelling flicker shields.

        Hmmn, well I'm at work right now and know jack-all about scripting but you could try posting your ideas in the scripting sub board. I believe that's where all the knowledgable types like to hang out :).

        Flicker shields might be a bit problematic when it comes to ships though . . I mean I don't know how intensive those calculations are going to be, but when you've got like Veratum(?) and a Shiva Nova with 200+ guns per side blasting into eachother that'll be a lot of computations potentially :). But who knows. Thing is these sorts of MODs take months and years to reach completion, so there's certainly lots of time to look at all sorts of stuff (another one would be newtonian inertia).
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 05, 2008, 09:45:08 pm
Hmmn, well I'm at work right now and know jack-all about scripting but you could try posting your ideas in the scripting sub board. I believe that's where all the knowledgable types like to hang out.
Done.

Quote
Flicker shields might be a bit problematic when it comes to ships though . . I mean I don't know how intensive those calculations are going to be, but when you've got like Veratum(?) and a Shiva Nova with 200+ guns per side blasting into eachother that'll be a lot of computations potentially.
I don't think the burden would be that heavy, the logic is fairly straight forward:

1.  Was I hit?  If weapon hit event = yes then call flicker shield script.
2.  Determine angle of attack.
3.  Was there a functional shield generator subsystem in that quadrant?
4.  If yes then roll dice else apply damage normally.
5.  Was the die roll less than or equal to the flicker rate for that subsystem?
6.  If yes then the fighter is invulnerable for that attack else apply damage normally.

That should not be too bad.  Some things like angle of attack might already be generated by the system.
--
TAZ
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 06, 2008, 01:07:07 am
Actually, if it's possible, then why not?

despite not having played the board game, I have read and studied the docs of interceptor and leviathan: It's quite true that jacob has simplified a few things here and there. However, I'd be willing to find a compromise:

Some weapons (HGMDCs, spinal mounts) are described as able to penetrate leviathan shielding.
Also, no matter the flicker rate, I've read somewhere that multiple heavy shots/missile impacts CAN overpower the shield even when flicker is on (Don't remember where I've read it though).

But you're right about one thing: It WOULD be original, and who am I to deny what RL people want?

Also, zircher, I hope you'll forgive me for forgetting to go on with my duties:

 
:welcome:


Exits are to the rear and left. In case of emergency... Err.. I don't know where the shotguns went



Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 06, 2008, 01:13:23 am
As for polygon counts, well . . each fighter/ship has 4 levels + one level for debris for a total of 5.
Some counts for various ships:

Moloch Corvette (this would be about RL Destroyer sized)
Level1: 6664 polys
Level2: 1692
Level3: 446
Level4: 22

Loki Interceptor (featured in the image)
Level1: 9344
Level2: 323
Level3: 205
Level4: 40

Hecate Destroyer (Cruiser or Frigate Class for RL)
Level1: 16453
Level2: 824
Level3: 556
Level4: 198

Lucifer SuperDestroyer (again, around Cruiser or Frigate sized)
Level1: 12,304
Level2: 2682
Level3: 227
Level4: 12

         So, as you can see there's quite a bit of room for low poly and high poly models. Most of the high poly fighters average more around 3000, so . . . some of mine are probably getting  a tad too detailed. I might try to bear that in mind as I continue along with other fighters.

[attachment deleted by admin]
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 06, 2008, 01:21:22 am
Some weapons (HGMDCs, spinal mounts) are described as able to penetrate leviathan shielding.
Also, no matter the flicker rate, I've read somewhere that multiple heavy shots/missile impacts CAN overpower the shield even when flicker is on (Don't remember where I've read it though).

       The only thing I'm aware of offhand that can overpower a flicker shield is the Gauss-type rounds fired by the Grav Tanks. But they're not mounted on interceptors (and maybe the Thor(?) rounds can do it too, not sure).
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 06, 2008, 03:07:50 am
spinal mount crowbars can do that (I read it somewhere in leviathan) and kannik's tchakmul and tchakmul weyeb fighters (one of the first designed precisely to attack leviathans) sport heavy gatling mass driver cannons capable of breaking through the shields of leviathans.

zircher, Might you know where several designs described by kannik come from? I'm most interested to know where he found out the meteorum assault corvette, the castra praetorii small base and the prince regent heavy fighter. Do those ring a bell? AFAIK, they are considered canon.
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 06, 2008, 07:47:17 am
Could they be write ups from the novels?
--
TAZ

Thanks, good to be aboard.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 06, 2008, 09:19:17 am
I'm afraid I can't answer that question, as I haven't read any RL models. However, I do know a few glimpses I'm going to use, like parts of the kraken story, and possibly allusions to the fireeagles and the golden medusas. Also, some officers (mostly, the covert OPS commander you'll be working with in the later chapter during the infiltration of TOG territory) might follow the "ex-TOG" description similar to that in renegade's honour.

News: Brad is attempting to model the overlord on starshattermods. There's a small way to go, but he's progressing nicely!
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 06, 2008, 10:19:30 am
Good news on the question about scripting flicker shields.  It looks like scripting system is fully capable of supporting that level of behavior with ship specific events.  Good to know when it comes time to implement it.

http://www.hard-light.net/forums/index.php/topic,54327.0.html (http://www.hard-light.net/forums/index.php/topic,54327.0.html)

What's interesting is that such a script would free up normal shields.  Perhaps they can be used as RL directional ablative 'armor'?   I'm hopeful that the game engine can simulate more of the RL universe flavor than previously thought.  I'm sure that there would be a fair amount of tweaking and game balancing that would need to be done to give it the right feel.  But, knowing is half of the battle.
--
TAZ
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 06, 2008, 10:36:06 am
Neat! This should give RL fans a round for their money! :lol:
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 06, 2008, 12:38:37 pm
What's interesting is that such a script would free up normal shields.  Perhaps they can be used as RL directional ablative 'armor'?   I'm hopeful that the game engine can simulate more of the RL universe flavor than previously thought.  I'm sure that there would be a fair amount of tweaking and game balancing that would need to be done to give it the right feel.  But, knowing is half of the battle.

        The problem with normal shields is that you can't set specific values in any one direction so they'll be as you said universal. Which is fine for Leviathans but I think it would take a lot of the flavour out of using Interceptors. If we can get directional armour in another way I think it would be good to do it. Of course the whole template thing probably won't happen but whatever.

News: Brad is attempting to model the overlord on starshattermods. There's a small way to go, but he's progressing nicely!

         Not to burst anyone's bubble but does this Brad guy even care about Freespace? It sounds more like he's doing a Starshatter mod. And the models, well . . . I can certainly understand that they're some of his first models and everything but in terms of detail I think they're a little lacking for Freespace from what I can see. Just from reading the thread I haven't gotten the impression that's he at all interested in Freespace2 modding and while his ships are suitable for starshatter they don't seem suitable for Freespace. I don't know jack about SS but it looks like an RTS game akin to homeworld and doesn't look like it would have the player flying down the length of a 1km TOG Cruiser for example.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 06, 2008, 02:06:51 pm
Actually, SS is a space sim game and it doesn't really matter whether the models are done here or there: getter robo G has been able to use starshatter models and to introduce them into freespace.
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 06, 2008, 04:36:46 pm
Aye, nothing wrong with models doing double (or even triple) duty if the author doesn't mind.  Even if it turns out that SS models are LOD1 models relative to FreeSpace, that at least gives someone a basis for creating more detailed models.  It's a lot easier to add nurnies and greebles to an existing model than to create the whole thing from scratch.  Heh, I even have greeble plug-ins for POV Ray and trueSpace lying around some place.
--
TAZ

No, I'm not making those words up.  :-)

http://en.wikipedia.org/wiki/Greeble (http://en.wikipedia.org/wiki/Greeble)
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on June 06, 2008, 05:52:37 pm
(Still lurking to follow project status)

Just to clarify I approached a few SS modelers and they provided their models in (usually) .3ds or .obj format so I could then use 3dexploration to save as .cobs and then tweak...

You cannot use SS ships as is, cause MAGIC(TM) is like PCS (but with no reverse formatting capability.
Instead of .pof's, SS uses .MAG's (the way SFC series uses .MOD's).

Understand?


Title: Re: renegade "vae victis" project: need help.
Post by: braddw25 on June 07, 2008, 07:20:29 am
Not to burst anyone's bubble but does this Brad guy even care about Freespace? It sounds more like he's doing a Starshatter mod. And the models, well . . . I can certainly understand that they're some of his first models and everything but in terms of detail I think they're a little lacking for Freespace from what I can see. Just from reading the thread I haven't gotten the impression that's he at all interested in Freespace2 modding and while his ships are suitable for starshatter they don't seem suitable for Freespace. I don't know jack about SS but it looks like an RTS game akin to homeworld and doesn't look like it would have the player flying down the length of a 1km TOG Cruiser for example.

First of all, this Brad guy is interested in preserving the Renegade Legions in any game engine whether it be starshatter or Freespace2 or something else. I'm also interested in learing how to do 3d Modelling, so I thought this project was a natural place to start after being introduced to it by Starlord. Thanks for your most constructive and helpful comments for improving my models. Maybe in the future instead of being casually dismissive, you could be a bit more specific in telling me exactly what needs to be added to bring the models up to your high standards. Just let me know, and I'll be happy to give it a try. I'm just learning, as of 2 weeks ago I didn't know the first thing about 3d modelling. I didn't even know what program to use. So it's really great that after spending money for a 3d modelling program and spending countless hours learning how to use it only to have to read wonderful comments like this. I would also not be so dismissive of Starshatter, because the scenario you just described would easily be possible in that game engine.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 07, 2008, 07:33:12 am
Hi brad, let me get that beam for you: :lol:

:welcome:

Hope you'll like it there. :nod:

Actually, despite having initially thought of a freespace MOD, I think starshatter might also be very interesting for renegades: especially with that cap ship sim (who wouldn't want to direct leviathans)?

Now, what I suggest right now is to make this a joint project. I'll gleefully give the starshatter community my story plans or other needed items for a sharshatter "vae victis" version.

I'm also you chose to model RL stuff as your first models: I think this alone deserves recognition. :cool:
Title: Re: renegade "vae victis" project: need help.
Post by: Vasudan Admiral on June 07, 2008, 08:48:23 am
Thanks for your most constructive and helpful comments for improving my models. Maybe in the future instead of being casually dismissive, you could be a bit more specific in telling me exactly what needs to be added to bring the models up to your high standards. Just let me know, and I'll be happy to give it a try. I'm just learning, as of 2 weeks ago I didn't know the first thing about 3d modelling. I didn't even know what program to use. So it's really great that after spending money for a 3d modelling program and spending countless hours learning how to use it only to have to read wonderful comments like this.
Don't get discouraged and don't worry about it - for someone who's around two weeks into modelling and has already UVed and textured it, you're lightyears ahead of most people. :)

Just keep working at it, making every new ship better than the last and soon enough you'll be set.

From what I can see in your pics, I would suggest you focus on the mesh detailing side of things first and get practice with making more and more complex models. That way you reach a point where you can switch your learning focus to be on the UV mapping and texturing side of things without it slowing down the complex modelling improvments. Complex modelling is hard to learn and will just take practice, but the UV mapping and texturing sort of follow on from it - so it's probably the most important aspect you can work on.

Do modelling tutorials when you can and look at other peoples models to see what processes or features you could incorporate into your own things, and don't hesitate to ask questions here or wherever else if you do run into trouble. :)
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on June 07, 2008, 09:00:16 am
Brad, you're one of these "2 week guys" huh?

    I hate that...  :mad:

More power to you!   :yes:

Welcome aboard, I hope you find an equally enjoyable experience with FS2 and our little community.

I've seen your work and very impressed, just keep at it. The whole point is NOT what other people think (This ain't sci-fimeshes.com PEOPLE!) It's about you getting pleasure about your work as interpreted by YOU!

Meshing is like 49.5% of the battle in Modding while Texturing is 49.5% and Ship data is 1%

The key is to NOT get frustrated when you have a problem in one of those areas and instead get help from more experienced members of the community.

IF you have a skill in one of them however minor, don't take critics to heart, you can always improve.

A mesh can always be more detailed(Greebled), a texture can always be replace, new data written. Ect..

I hope you share more of your future works with us beyond the RL genre if you decide to hang with modding!

I'd be more active on the SS forums if I had the game (the only thing stopping me from doing something there is that I have no possible way to purchase it online, I have to physically buy my games. That means Walmart or the mall for me...) :(
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 07, 2008, 11:23:47 am
Along the line of sharing between engines and all, Brad, if you're interested in any of the fighter models that I have created (either to use directly or modify to your heart's desire) you're more than wecome to them.  I have .x meshes of them zipped up on the Renedage Legion Yahoo group.  They're in the files section in the TAZ folder.  If you need them in another 3d modelling format just hollar and I'll what I can convert them to.

I think having multiple RL modellers running about doing good works is great no matter the format.  :-)
--
TAZ
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 07, 2008, 11:56:28 am
Yes: it helps to preserve the RL genre in a way!
Title: Re: renegade "vae victis" project: need help.
Post by: Getter Robo G on June 07, 2008, 02:02:30 pm
True, but a cool design is a cool design regardless the context so hopefully the rest of us can get a hold of them also...  :D
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 07, 2008, 02:18:57 pm
you expect me to say: No! Those designs are FASA's proprety? :lol:

I guess it's all go!
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 07, 2008, 02:28:11 pm
First of all, this Brad guy is interested in preserving the Renegade Legions in any game engine whether it be starshatter or Freespace2 or something else. I'm also interested in learing how to do 3d Modelling, so I thought this project was a natural place to start after being introduced to it by Starlord. Thanks for your most constructive and helpful comments for improving my models. Maybe in the future instead of being casually dismissive, you could be a bit more specific in telling me exactly what needs to be added to bring the models up to your high standards. Just let me know, and I'll be happy to give it a try. I'm just learning, as of 2 weeks ago I didn't know the first thing about 3d modelling. I didn't even know what program to use. So it's really great that after spending money for a 3d modelling program and spending countless hours learning how to use it only to have to read wonderful comments like this. I would also not be so dismissive of Starshatter, because the scenario you just described would easily be possible in that game engine.

           Hey Brad, sorry, it wasn't my intention to offend you though I can see how you would be offended (just as I would be offended in your shoes). I got the impression from the Starshatter thread that you weren't interested in Freespace because there wasn't really any mention of it in your posts. My comments were neither constructive nor helpful but I honestly didn't expect you to ever read them. If I was going out to hurt your feelings I would have created an account on your other forum and been a jerk there. Don't let me being an ass discourage you from continuing. And I also don't know a damn thing about Starshatter so I was just going from what I saw in your screenshots which looked to me to be similar to something like one of the Star Trek games for example (an RTS).
           But anyway, I hope that clears things up and alleviates some of your misgivings.
       
           And as a disclaimer, I'm not exactly a hot **** modeller myself. If you've seen the two fighters i've posted in the thread, those are just my fourth and fifth models respectively (though the 3rd one I did doesn't really count imo, so let's say 3rd and 4th). So I probably have a lot of problems or inefficiencies with my own models myself.


           Anyway, all that being said, what program are you actually using? It looks like you're modelling both sides of the Starship. With most programs you shouldn't need to do this. Most should have something like a "mirror geometry" tool which means you just need to build one side of the starship and then the program will copy it over to the other side and you then link it together (merge the vertices). It's pretty clear from the mismatched fins on the Overlord that you didn't use any such tool. If you program has it, (check the help files), it will literally cut your work in half and will result in a more symmetrically accurate (ie identical) model.

           Secondly, if your program has the ability to import image planes as reference use it. Renegade Legion is good in that all ships have at least one-side on view, many ships have more than that. So if you crop the little ship out of the image and import it can help immensely with getting the model more accurate proportion-wise.
 

           EDIT - and if your program doesn't have mirror geometry tool, there are other ways you can do it. Ie, you can duplicate the mesh, create a locater, parent the mesh to the locator, give the located a scale of -1 in the appropriate direction and kablamo the mesh will basically be mirrored (though you might have to position the locator on the edge (it the mid-axis running down the ship). A locator btw is a uh, basically a reference tool in Maya, so it's an object which doesn't have gemeotry but who's sole function is to aid in other parts of the program. So it sounds like you're using "Magic"?? or something, it might be called something else under that. 
           
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 07, 2008, 04:03:07 pm
       I spent some time last night thinking about turrets and today I whipped something up:

(http://knossos.firenebula.com/temporary/renegade/laserbay_01.jpg)
(http://knossos.firenebula.com/temporary/renegade/laserbay_02.jpg)
(http://knossos.firenebula.com/temporary/renegade/laserbay_03.jpg)

       A ten-firepoint Laser Bay
       I tried to make it as simplistic as possible without looking too boring. I originally had much more detail in it, on paper, until I did the math and realized some of the astronomical polygon counts there'd be. Even this one leads to some pretty high counts for turrets alone with the larger ships. The Venatrix, the grand daddy of all laser-bay ships would need 120 of these things (assuming that many turrets were even possible in FS2) which would mean like 17000 polygons for the freakin gun bays alone. So . . I dunno, something to look at anyway.

      But the average ship would be a lot more reasonable. The Fulgur as an example, since Brad has worked on it, would need 14 or so of these which would be around 2100 polys. In terms of reducing the count, the first obvious thing would be to delete the middle section or at least the raised ridge line. Or something else might be to have one trench per 5 lasers rather than each having their own individual depression. Or even one trench per two lasers, actually yeah, the one per two might work . . . .I just had an idea for another design which might look both interesting and have less detail so I'll try that out later tonight or tomorrow but at the moment I've gotta go watch Indiana 4 :)

      Oh, depending on . . how the game handles destroyed versions of subsystems, I might also look at making destroyed versions of the gun. But maybe like 4-5 different versions. The turrets would all look the same, until destroyed, then they'd look a bit different but would use the same textures probably. I personally was envisioning the bays as being inset into the ships a bit instead of just stuck on top. But if they just disappear when destroyed it leaves a big empty trench. BUT, that being said, if the destroyed only increases the polycount it might not be worth it.
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on June 07, 2008, 07:06:31 pm
I think you guys could realy use some normalmaps to keep the polycount low.
I think a basic shape with a good normalmap could give you much more, concidering the number of bays you need, then even a midpoly bay could give you.
Title: Re: renegade "vae victis" project: need help.
Post by: braddw25 on June 07, 2008, 09:11:44 pm
Angel,

No hard feelings. I appreciate your apology, and in all fairness to you I should probably in the future refrain from reading posts when I'm suffering from an end of the school year Tequila hangover.  :eek:

Now, as for the rest of your latest post, now we are getting somewhere. This was constructive for sure, because I didn't even realize before you told me that those tails were mismatched. I am using Milkshape to make my models, and I do in fact build one side first, and then mirror it as you suggested. I must not have had the one face poly selected on the tail when I duplicated it and mirrored to create the other half. I didn't even notice it after I had posted that image, so thanks very much for pointing that out. I'll get right on to fixing it. Any further suggestions are most welcomed as well. I have looked at your fighter models, and I think they look great. I also thing it would be great if we combined efforts of the SS and FS communities as Starlord suggested so that we could perhaps have some of your fighters flying one day out of the Fulgur or the Overlord. To that end, I would like to let everyone here know that any models that I create are free to be used, tinkered with, changed, improved or whatever else you think might need to be done in order to improve them. I know that I am a novice at best when it comes to modelling, and especially texturing which I really just don't have a knack for at all. So if anyone else would like copies of my models so that you can make them better, just let me know.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 07, 2008, 11:08:24 pm
Now, as for the rest of your latest post, now we are getting somewhere. This was constructive for sure, because I didn't even realize before you told me that those tails were mismatched. I am using Milkshape to make my models, and I do in fact build one side first, and then mirror it as you suggested. I must not have had the one face poly selected on the tail when I duplicated it and mirrored to create the other half.

     Hmmn, I dunno about Milkshape but with Maya one thing I found is that . . if you Mirror Geometry and the computer automerges it sometimes it'll screw stuff up. I found that when it mirrored it, it would merge vertices for no good reason. So while I mirror the geometry, I always merge the two halves manually because it just screws up for whatever reason. I dunno if it only screwed up along the axis or not. Also in Maya there's a thing where you've got like Edge mode, Face Mode, Vertices Mode and Object mode. I always mirror in Object mode so everything's selected.

   
    As for your other models, honestly I'm not sure how much detail you have on the Fulgur because it's a bit hard for me to distinguish with the texture you've got on there. I don't necessarily want to nitpick details when you're just starting out. I think on the whole your model is a bit broader than the drawing suggests, and also for major details it's missing the sort of inset engine area at the rear between the two dorsal fins. Adding something like that to your model would make it a bit more visually interesting from above.

I think you guys could realy use some normalmaps to keep the polycount low.
I think a basic shape with a good normalmap could give you much more, concidering the number of bays you need, then even a midpoly bay could give you.

     I'm not really sure what you mean by normalmaps. I've heard of 'em before but, they don't mean much. Are they like bump maps but for games or something similar? I figure some of those fancy HTL maps would be used eventually to bring out even more detail.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 08, 2008, 12:54:16 am
Eh, here's a slightly different laser bay. Saved a whole 8 polygons. Whoop-de-doo.
Will have to look into the normal maps thing a bit more.

(http://knossos.firenebula.com/temporary/renegade/laserbay_04.jpg)



A bit on models:


I'm not speaking about anyone's models in particular, but just in general. Personally, I think the models should probably lean on the more detailed side of things. Now that's just for a number of reasons.

1. In the forums for example, here, you often have people saying "Hey, anyone got some cool Shivan ships??? (Shivans are the badguys of Freesapce2) to which people reply "oh yeah, check out this, this and this and this from, for example, Inferno Release 1". (Inferno is a mod which includes a lot of new ships, shivans included) To which people reply, "hmmn, those are too ugly and low poly. Why can't I get the new Inferno ships or something similar??". Basically, I think the Freespace2 community as a whole has sort of come to expect a bit more detail on the models than what one might find in the original FS2. If a large part of the audience is Freespace 2 users, part of making the mod appealing is to adhere to something approaching the new sort of standard.

2. I've seen a few mods, Inferno included, where basically they've got a bunch of ships modelled. And they look decent, but not particularly high poly. Then some guy or a bunch of guys decide "wow, these models look pretty dated. Maybe we need to go back and spruce them up". And then they go back, reset the clock, and basically start all over again. I don't know how long I'll be involved in this mod, but if I'm here 2 years down the road I don't want everyone to suddenly decide "hey, you know we're done 40 models now. But they're kind of dodgey, why don't we redo all of them and basically throw away all of our progress." Stuff like that kills projects.

3. Personally, I find it easier to remove detail than to add it. Adding in some little fancy greeble takes me a little while, deleting it takes all of 30 seconds. If a model, like the Saxum is a little over the top in detail I can always go back in and trim the unneeded stuff fairly easily. It's easier for me personally to do a revision like that, instead of trying to work overtop of what I already have and basically . . . re-acquaint myself with the model before trying to tackle and rework whatever detail I want in there.

4. Also, personally, I actually use Maya (my 3d software) professionally on an everyday basis. Not as a modeller, but as an animator. But pushing my skills with the software and trying sort of new and detailed things is both good for whatever I'm working on and good for my skillset in general. So if I have a little too much fun with some models, it's not such a bad thing because it can possibly contribute to things like my portfolio, etcetera to help my career down the road.


       But for me #2's the big one. It's better to go too far than not far enough. That being said, any progress is good progress. Zircher's come in and seemingly brings with him the core set of all the fighter models. Some of them might get up-detailed, some might get replaced, but having them at all is of great benefit because they can more easily be put in the game. Part of any MOD is of course the missions and the game itself, and with so much difference between RL and Freespace there's a lot of need for in game testing of different things.

      Some of the things that might be included for example: Flicker Shields, directional armour, interia-style movement, different style of ship weapons, etcetera . . . . some of the fighters for example, are just as slow (or fast) as some of the ships. How's that going to play out? How will missiles work, can a person get any of the fancy other systems working? Chaff missiles, ECM pods, anti-missile guns, etcetera.
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on June 08, 2008, 04:49:55 am
Well I am not good at explaining but here is a small article about normalmapping
http://en.wikipedia.org/wiki/Normal_mapping

This image shows what can be done. (http://upload.wikimedia.org/wikipedia/commons/3/36/Normal_map_example.png)

Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 08, 2008, 06:27:34 am
However, we have to be careful: newton like inertia is known to render a game difficult (XF5700 mantis) especially with non assisted firing.

I know what you are going to say, and I know it's not a real referrence point, but jacob was freespace like in game mechanics (not newtonian). Are we sure newtonian flight is part of RL? (I mean, sure there's drag, but there is drag in freespace and WC also actually).

Of course, I could be wrong, or why not (If it's possible) do the same thing as in starshatter: let the player decide to activate newton or non newton flight in game?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 08, 2008, 01:58:43 pm
However, we have to be careful: newton like inertia is known to render a game difficult (XF5700 mantis) especially with non assisted firing.

I know what you are going to say, and I know it's not a real referrence point, but jacob was freespace like in game mechanics (not newtonian). Are we sure newtonian flight is part of RL? (I mean, sure there's drag, but there is drag in freespace and WC also actually).

      I'm not sure of anything but it's worth looking into is all.
      And some of the fighters are REALLY REALLY slow, some players may not enjoy flying them as a set speed. But if it's just their ability to accelerate it might be more tolerable.

Well I am not good at explaining but here is a small article about normalmapping

    Cool thanks, I shoulda looked there in the first place. I'll check it out :)
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on June 08, 2008, 02:19:55 pm
No problem ^_^
There are two ways of doing normalmaps that I know of.

First is that you create a highpoly model and use it to create the normalmap from its geometrie and then apply this to a lowpoly model. That is what they have done in the image.

Second way is that you create it by hand. From my experiance and depending on what you do it takes some practice but could give some quite interesting results.
Ask DaBrain for help. He knows quite a lot about it and also creates some very good looking maps.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 08, 2008, 02:23:28 pm
No problem ^_^
There are two ways of doing normalmaps that I know of.

First is that you create a highpoly model and use it to create the normalmap from its geometrie and then apply this to a lowpoly model. That is what they have done in the image.

Second way is that you create it by hand. From my experiance and depending on what you do it takes some practice but could give some quite interesting results.
Ask DaBrain for help. He knows quite a lot about it and also creates some very good looking maps.

         Yeah, I checked out one uh, tutorial for Maya and they said you can create like a lowpoly thing in Maya and then make a higher poly normal map in ZBrush which is like some, texturing software sorta thing. The ZBrush thing sounds easier than having to add more polygons. But anyway, it's something to look into, in the interim I'll just keep doing some other modelling. I always figured to be using those fancy bumpmap type things for the paneling and so forth for many of the details.
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 09, 2008, 08:44:25 am
It's funny how that works out.  ZBrush is easier to use if you have the artisitc talent to back it up.  But, for a modeller like me, using polygon sub-division and other tools is more pratical for adding details and smoothness.  Good to know that there is more than one way to tackle that if needed.
--
TAZ
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 17, 2008, 01:42:10 am
Yeah, the 23 files are the movies that got ripped out.

The error in the screenshot has nothing to do with that error -- it's because the game thinks you don't have a CD-ROM drive :lol:
Mount ANY cd and it'll work.  to save you time, type "mount e G:\ -t cdrom" , where G:\ is your cd-rom drive (or you can even do a folder on your hard drive instead!)

          Grrrr, I got Jacob's star for a few bucks off eBay or someplace but I can't get the damn game to run. I get the same error where it apparently can't find the CD rom but even though I mount the drive the damn thing still doesn't play. SOOOOO aggravating. Same error that this guy got: http://img169.imageshack.us/my.php?image=dosboxscreensl5.png (http://img169.imageshack.us/my.php?image=dosboxscreensl5.png)

          Do you know what the deal is Backlash??
          Here's my freaking config;s autoexec stuff (created using DOG), dunno why it wouldn't work:

mount a d:\ -t cdrom -usecd 0
mount y c:\games\
Y:
cd/
cd renegade
call RENEGADE.BAT

       EDIT - though I had fatal error #26, maybe it's different.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 17, 2008, 03:33:57 am
no MSCDEX?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 17, 2008, 04:09:11 am
no MSCDEX?


eh?
Title: Re: renegade "vae victis" project: need help.
Post by: Flaming_Sword on June 17, 2008, 04:25:45 am
http://en.wikipedia.org/wiki/MSCDEX :D
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 17, 2008, 09:11:59 am
However, perhaps it's not needed in dosbox.

I recalled having discussed with some dosbox programmers about jacob and it seems it can run flawlessly.
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on June 17, 2008, 11:00:47 am
Yeah, the 23 files are the movies that got ripped out.

The error in the screenshot has nothing to do with that error -- it's because the game thinks you don't have a CD-ROM drive :lol:
Mount ANY cd and it'll work.  to save you time, type "mount e G:\ -t cdrom" , where G:\ is your cd-rom drive (or you can even do a folder on your hard drive instead!)

          Grrrr, I got Jacob's star for a few bucks off eBay or someplace but I can't get the damn game to run. I get the same error where it apparently can't find the CD rom but even though I mount the drive the damn thing still doesn't play. SOOOOO aggravating. Same error that this guy got: http://img169.imageshack.us/my.php?image=dosboxscreensl5.png (http://img169.imageshack.us/my.php?image=dosboxscreensl5.png)

          Do you know what the deal is Backlash??
          Here's my freaking config;s autoexec stuff (created using DOG), dunno why it wouldn't work:

mount a d:\ -t cdrom -usecd 0
mount y c:\games\
Y:
cd/
cd renegade
call RENEGADE.BAT

       EDIT - though I had fatal error #26, maybe it's different.

i never got it to play either
i think i need to reconfig dosbox settings to allow/enable XMS memory?  not sure which setting right now
but i cant save the dosbox config file!  it gave me some "directory not found" sh*t when i tried to save (even though i can browse to that directory)
if you get it working, it would be great to know how
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 17, 2008, 11:09:59 am
In that case I suggest asking the dosbox devs!
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 17, 2008, 12:47:45 pm
i never got it to play either
i think i need to reconfig dosbox settings to allow/enable XMS memory?  not sure which setting right now
but i cant save the dosbox config file!  it gave me some "directory not found" sh*t when i tried to save (even though i can browse to that directory)
if you get it working, it would be great to know how

       I was using some frontend which supposedly allowed for XMS memory but maybe not. I'm asking on the other forums, maybe they can help me out.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 17, 2008, 02:42:01 pm
IIRC, the requirements featured XMS memory, but no EMS.

Might the problem come from there?

EMS mem managers are known to cause a lot of problems: try to disable EMS.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 18, 2008, 05:34:05 am
News from our starshatter pals there:

Brad and wdboyd haven't been sleeping lately.

Brad has thrown himself at the overlord and wdboyd has made a very nice sica!

go check it out! :nod:
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 19, 2008, 04:16:39 am
hey, could somebody tell me where I could find a RL document giving me accurate description of interceptor weaponry? The interceptor PDF covers only lasers, MDCs, E/Npcs. No TPPs, CLs, or LEPCs.

I thought I recall having seen one though. advice Anybody?

EDIT: please disregard that last post: I found what I needed right here:
 http://files.the-underdogs.info//games/r/renegade/files/renegade.pdf

However, I would like to know what's the size of a hex in RL?
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on June 19, 2008, 05:42:50 pm
Sorry guys, I've been busy in the bad kind of RL: Real Life, not Renegade Legion  :p

No MSCDEX is necessary in DOSBox.
          Do you know what the deal is Backlash??
          Here's my freaking config;s autoexec stuff (created using DOG), dunno why it wouldn't work:

mount a d:\ -t cdrom -usecd 0
mount y c:\games\
Y:
cd/
cd renegade
call RENEGADE.BAT
This looks very close.  I have a hunch: perhaps try changing the first line to "mount d d:\ -t cdrom -usecd 0"
A: was historically considered the floppy drive so the game might not be even considering drive letters less than C.

i never got it to play either
i think i need to reconfig dosbox settings to allow/enable XMS memory?  not sure which setting right now
but i cant save the dosbox config file!  it gave me some "directory not found" sh*t when i tried to save (even though i can browse to that directory)
Dunno why the directory not found would happen.  "dosbox.conf" is a simple text file.  Try opening it with Notepad or something else simple.

In the [dos] section of dosbox.conf you can set xms=true and ems=false as you like.  I myself have both set to true and it works fine.  I'm fairly certain xms defaults to true so you shouldn't have had to mess with that.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 20, 2008, 07:14:14 am
is your copy running backlash? If so, where are you in it? what's your impressions?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 20, 2008, 02:04:59 pm
This looks very close.  I have a hunch: perhaps try changing the first line to "mount d d:\ -t cdrom -usecd 0"
A: was historically considered the floppy drive so the game might not be even considering drive letters less than C.

          Is that what you've been using when you got it to work? I'll try it out. I tried the mount d already but didn't try -usecd 0. think I used -iotcl whatever the hell that does.
Title: Re: renegade "vae victis" project: need help.
Post by: zircher on June 20, 2008, 02:12:24 pm
I tried the mount d already but didn't try -usecd 0. think I used -iotcl whatever the hell that does.

From http://www.dosbox.com/wiki/MOUNT (http://www.dosbox.com/wiki/MOUNT)...

-ioctl = Lowest level of hardware access
--
TAZ

A more literal translation would be Input/Output ConTroL.
Title: Re: renegade "vae victis" project: need help.
Post by: Backslash on June 22, 2008, 01:27:22 am
My copy works.  I'm only on mission 2 or 3 or so because my job work has increased to overtime lately.  I like it (though the music seems a little out of place), but just haven't had time for gaming for a while :sigh:

For the record, I only used "mount d H:\ -t cdrom" (where H: is my real cd-rom drive), it still worked without usecd or ioctl (though the music didn't always work).  The important switch set is -t cdrom so that it thinks it's a CD-ROM drive.  Even if you replace H:\ with a hard drive folder ;-)

Another thing you can try is make a bin/cue image set, then "IMGMOUNT E C:\Images\Renegade.cue -t iso"
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 23, 2008, 12:19:15 pm
One of the most beautiful ships of the RL universe has been done by bradd of starshatter comm: The TOG xerxes frigate carrier. Go check it out.

Edit: just in case: http://www.starshattermods.com/forum/viewthread.php?forum_id=8&thread_id=391&rowstart=0
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 27, 2008, 07:51:13 am
Again new ships in the starshatter shipyards: the shiva (on the works) and the kenderson fighter.

feedback requested.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 27, 2008, 06:47:23 pm
How's your bumblebee?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 28, 2008, 05:26:22 am
Still working on it, but it seems I'm going to have to stop during july: I've got a study report to fill in in UK. I'll be gone during a month.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 29, 2008, 04:50:35 pm
Still working on it, but it seems I'm going to have to stop during july: I've got a study report to fill in in UK. I'll be gone during a month.

        Why don't you post a work-in-progress screenshot of the fighter, so people can help you out with an issues you might be having?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 30, 2008, 10:50:55 am
Well actually, I remember having deleted my efforts 3 times in blender, because t was quite frustrating to mess up the mesh and not correct it: I'm currently on the lookout for other software tools. I'll keep you informed though, however, since I'm starting work tomorrow up till the 31 of august, you might have to wait a bit.

Also, wdboyd of starshatter has requested the use of the saxum and Idis models: i think he would like to see how they handle in the game: Might it be possible for you to give them angel?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 30, 2008, 12:51:21 pm
Well actually, I remember having deleted my efforts 3 times in blender, because t was quite frustrating to mess up the mesh and not correct it:

     You ever heard of ctrl-Z?

Quote
Also, wdboyd of starshatter has requested the use of the saxum and Idis models: i think he would like to see how they handle in the game: Might it be possible for you to give them angel?

     Nope.
     They're not textured.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 30, 2008, 03:24:08 pm
Ok, some other time then, no pressure. :)

Also, wdboyd has rendered the manubalista fighter.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on June 30, 2008, 07:41:17 pm
     I sent the fighters to wdboyd anyway, since he just puts some simple textures on them himself it probably shouldn't matter. I still need to texture them for Freespace though regardless of what he does.

 
     If you're having problems with the models and couldn't fix it you should post some screenshots, so you can get help from people with the issues you're having problems with. Some people are here are blender gurus too. Starting a model, getting frustrated, and ditching it doesn't get you anywhere.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on June 30, 2008, 09:52:12 pm
I'm not ditching it, I'm simply gonna compare several software tools that might make me model this fighter. wdboyd once mentionned wings3d...
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 05, 2008, 05:13:59 am
The Pharetra Corvette (TOG)

(http://knossos.firenebula.com/temporary/renegade/pharetra_01.jpg)
(http://knossos.firenebula.com/temporary/renegade/pharetra_03.jpg)
(http://knossos.firenebula.com/temporary/renegade/pharetra_02.jpg)

         This is the TOG equivalent of the Viper Corvette from StarWars. Basically a small dedicated carrier who's main purpose is to give 6 fighters FTL capability.

         Think I need to redo the rotating portion of the turret a little bit so it doesn't look dumb when it rotates. The engine flaps, armour cowls or whatever they are can articulate or be destroyed as they're separate. Also while I'll probably send this to Starshatter, but for Freespace I'm going to do a more detailed version which has fighter bay doors which open up. I'll post pics of that when it's done (maybe by Monday) So the Bay doors can open up and the Toggie fighters can fly out for combat. And I'll also need to do another pass of the model to clean it up a bit to cut down on polygons.


         Btw for any experienced modellers out there, if you see me doing anything wrong please feel free to interject and offer your opinion. I'm not sure if I'm adding more detail than is necessary, especially with regards to curved surfaces like the fore section of this particular ship. I'm not even sure if that turret's going to work now that I think about it. It normally has 3 direct fire firepoints and one secondary weapon. But I think multi-part turrets have a firepoint limit of 3?? Or maybe because the missile firepoint is fixed, that'll be even more wierd. I'll have to look into that anyway.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 05, 2008, 05:45:22 am
Wow, that's great looking angel. Here's the TOG's smallest carrier :lol:

Also, sorry if I'm wrong, but if there's one turret only, how can it protect it's underside from fighters?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 05, 2008, 05:55:40 am
Wow, that's great looking angel. Here's the TOG's smallest carrier :lol:

Also, sorry if I'm wrong, but if there's one turret only, how can it protect it's underside from fighters?


      It can't.
      Hence the text "A Pharetra should be a relatively easy kill for any medium or heavy fighter squadron"
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 05, 2008, 02:54:06 pm
As a matter of interest I've added a page to the wikipedia about the MOD: http://www.hard-light.net/wiki/index.php/Renegade_Legion (http://www.hard-light.net/wiki/index.php/Renegade_Legion) . Not much information on there, but at the moment there's not much to say so it's good enough me thinks.


Re: The Pharetra

    It's not a combat vessel. It's a fighter transport. The Pharetra's main purpose is to give FTL capabilities to a squadron of Spiculums (though I assume other fighters 130tons or less could also be carried on board). If the Pharetra engages in combat, it's basically already lost the fight. It's only intended to stave off a few light fighters perhaps. Basically any mission would be as such:

1. Enter the System from T-Space
2. Launch Fighters
3. Fighters fly insystem and perform mission
4. Rendevous with and Land Fighters
5. Leave the System

     Regarding the blind spot, if it does in fact have to engage in combat. Assuming at least two Corvettes are part of the mission, one of the Corvettes could fly inverted so its turret points downward while the other ship's points upwards. Essentially the two craft can try to cover one another's blind spots. Or perhaps another Corvette like a Cingulum can tag along for escort. But basically it's main defense is the fighters it carries. If the ship is ever caught without its fighters, it's toast. And the Commonwealth will have 6 or so TOG fighters offering their surrender fairly soon thereafter.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 06, 2008, 04:50:16 am
True that this is the way I see it: the cingulum is much more potent against interceptors, despite being a small corvette. And then again, it could be paired with a meteorum assault corvette...

Also, I'm woundering, do you plan to animate the launch doors? Is this only possible?

Also IIRC, any light to med fighters with the 130 ton restriction can be fitted into pharetras, and also pharetras can be carried on some leviathans (leviathan carrying pharetra carriers carrying fighters). Actually, some designs can even host up to escorts (cataphractus) while able to host the 3 corvette types (pharetra, meteorum, cingulum) and 2 gunboats (adscriptius, adscriptius-M).

Also, to give the corvette a fighting chance, I recommend the auto hard point to be equipped with TGMs (mark 1 or 2) so that the missiles may circle the ship and present a small menace to fighters.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 06, 2008, 01:48:15 pm
True that this is the way I see it: the cingulum is much more potent against interceptors, despite being a small corvette. And then again, it could be paired with a meteorum assault corvette...

Also, I'm woundering, do you plan to animate the launch doors? Is this only possible?

Also IIRC, any light to med fighters with the 130 ton restriction can be fitted into pharetras, and also pharetras can be carried on some leviathans (leviathan carrying pharetra carriers carrying fighters). Actually, some designs can even host up to escorts (cataphractus) while able to host the 3 corvette types (pharetra, meteorum, cingulum) and 2 gunboats (adscriptius, adscriptius-M).

        Meteorum Assault Corvette? You got stats for that, never heard of it? Nor the Cataphractus or Adscriptus.
        The doors can probably be animated open, launching the fighters might be a bit harder though. Rather than hangar bays the ship might have 6 dock points with one fighter docked to each. Will have to see.


        I'm not sure what Leviathan designs you're looking at, unless there's some new ones in the Nighsthift games release. But in terms of the Capital Ship Briefing, no TOG Leviathan can Carry the Pharetra. Of the Cingulum and Pharetra, only the Falx and Colossus can even carry the Cingulum. The Pharetra is too large for both. Though "Reinforcements" adds a "Cingulum Magnae" which is small enough to be carried by most every ship apparently as it's under the 1000 ton norm.
 
        EDIT - Oh I see for Interceptor 2e they've minmaxed a lot of the Corvettes so they'll fit into a standard bay. That's kinda cheesy imo, and goes against the fluff text of the Falx or somesuch ship which specifically say's it's a unique ship because it can carry FTL corvettes. Still don't know where this Cataphractus and other things you're looking at come frmo. I only see the Meotorum, though it's cool that there's a few Kessright designs. http://coyotegames.com/renleg/int/int-b.html (http://coyotegames.com/renleg/int/int-b.html)
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 07, 2008, 11:37:04 am
Actually, I'll stick to the 2nd edition rules, as carrying small ships is a very interesting concept me thinks.

Besides, one CW ship has been described in the brief as able to carry solstices (and described the carrier carrier tactic to deploy fighters) and even FTL escorts (I'm thinking of the derviche from gathering storm), so the contrary should also be true, even if we stray oh so slightly from cannon: It would still be coherent...

Also, the cataphractus and adscriptius are creations of mine (after all, RL games have shipyards do they not? and we need those classes): Basically, the cataphractus will be an answer to the derviche: think of a bigger corvette with an A spinal, 4 10 gun bays, 4 turrets and 12 fighters (med maximum), of course, FTL capable. It would range 3000 tons).

The adscriptius will be a "demi" corvette (I think it's also nicknamed "cutter"): Basically a collection of varrying forward guns (with the possibility to include weapons unmountable on fighters (except perhaps on kessrith fighters) as far as calibers are concerned, Hardpoints (although not autoloaded in the standard adscriptius) and 2 turrets, not FTL capable and usually deployed in base defence roles in numbers to swarm attackers, about 500 tons).
The adscriptius M would be more of a missile boat to complement the adscriptius with the remouval of much of the cannons and the installation of auto hard points).
Also, it's a breach from cannon I know, but as an assault corvette, I would like to give the meteorum FTL capability, Also, perhaps (I'm not sure yet) it could be interesting to provide a TOG equivalent to the angel transport corvette for tank carrying operations, especially since those ships could be carried in leviathans (contrarily to the big war transports carrying infantry and big numbers of tanks or the cargo/freighters) and would give those ships the capability to engage combat on the ground.

I heard also about utilitary crafts like the "hero" marine shuttle (could be useful in capture operations) and life boats (although we could use FS's hermes... I don't know).

EDIT: in leviathan there is an escort ship silhouette in the stat sheets: We could perhaps use it's general form for the cataphractus...
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 07, 2008, 01:36:49 pm
I don't have a problem with Leviathans carrying small ships if those ships can actually fit into their bays. The Corvettes under 1e rules cannot fit into most Leviathans. And really, a Corvette like the Cingulum or the Pegasus isn't an escort. It's a patrol ship. In your standard Leviathan engagement, a Cingulum or a Pegasus is a waste of money. It's just going to get slaughtered, because it's not built for combat it's built for patrolling. If you read the descriptions of those two Corvettes, you'll see that both of them are patrol ships and their crews are bored to death most of the time.

A Gunboat like the Meteorum is a different matter. It's basically a very heavy fighter, or a bomber of sorts. It doesn't need an FTL because most of the time it'll just supplement Leviathan fighter forces. Something like this could even be player flyable. Renegade Legion isn't like Freespace, travelling through T-Space can take a long time depending on how far you're going. A gunboat is built for combat, if you add an FTL it wastes weight and power, plus all the other room and storage you need for living facilities, etcetera. A 1000 ton Corvette with FTL requires 100 tons for the FTL alone. For a gunboat, that 100 tons would be better spent on weapons. The Meteorum is also described as an assault unit against heavily defended KessRith systems. Well you're not going to assault with Gunboat forces only, and no Leviathans. So why would it not be FTL capable?

RE: The Cataphractus. I assume you're making this an escort, since a Corvette cannot carry a Spinal mount or Bay weapons. Not to mention the fact that a Spinal A is 250,000 tons which is probably a little hefty for a 3000 ton Corvette to carry. Escorts are basically small Destroyers. And there'd be little reason to carry them in another Leviathan.

In the Distant Fire book, TOG invades a certain world but when they bring their troops they don't bring them on Leviathans they bring them on Transports. Leviathans are warships, they don't have the room to carry a sufficient quantity of Marines and Tanks to invade a planet. You need dedicated transports. Tog certainly would have an equivelant to the Angel, but the Angel type probably isn't really used that much in an invasion. Grav Tanks are anti-grav, they can enter an atmosphere and even fight in space if required (though very poorly). Tanks aren't carried to the surface, they're released in orbit and fight their way to the surface of the planet under their own power while getting cut to ribbons by defending interceptors.

But yes, there's certainly a need to create transport shuttles and assault shuttles with marines, and small gunboats like the Meteorum etcetera to fill the small bays of many warships. Some Leviathans are specifically mentioned as carrying marines and assault craft. This background story should be emphasized to give the ships character rather than simply giving every Leviathan the same capabilities to carry exactly the same ships. Leviathans are tous le même as it is, with the same armour and rough speed for all of them.
Title: Re: renegade "vae victis" project: need help.
Post by: gevatter Lars on July 08, 2008, 04:27:05 am
I have got my copy of Sins of a solar empire yesterday and thought it would also make a nice basis for a Renegade mod. It has all the weapons you need. Including laser batteries. Only small clusters of 4 per bay but it could still simulate a bigger battery very well.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 08, 2008, 11:27:57 am
However, I have problems assessing the situation: gunboats should be 500 ton craft (ship cutter) and the meteorum is both a 1000 craft and described as a corvette (although it lacks FTL). Also, the power rating of the meteorum is superior to the gunboat class in general.

Perhaps as a testbed in kessrith territory the meteorum was deployed in a gunboat role (parhaps before the devellopment of the adscriptius) and also perhaps the kessrith were more able to defend against hit and run raiders given the heavy firepower in their ships (that's why it would have been used as an ambusher in "graveyards"). However, even with 100 tons added for the FTL drive, it could still be carried aboard leviathans and use it's firepower in hit and run tactics. The meteorum is too strong to be a gunboat anyway: it could cripple a cingulum and even damage an escort as it is.

I say add FTL to the CWfront version of the meteorum and leave the gunboat roles to the adscriptius and M variant. Anyway, that's how I (for what that means) feel it  :)

On the other hand, your comments regarding escorts seem right: perhaps it would be exaggerated to carry some on leviathans (or else, perhaps in the last stages of my story where new techs are brought to bear, but we'll have time to discuss this later). Anyhow, you are right regarding this: I would see leviathans (big ones like the illustris or other heavy units) capable of carrying gunboats (cutters) up to all corvettes (small, assault (TOG), fighter carrier AND tank carrier (varrying configurations according to what the situation need be and according to bay space: Don't expect to find a pharetra in a fulgur).

Also, what about a TOG tank carrier corvette called the harpy?

At last regarding tank corvettes: you are right: planetary invasions will mostly call for specific ships (like war transports: think of them as big FS triton freighters carrying infantry and tanks in a big pressurised container, freighters and cargo ships).
However, they would give the opportunity to leviathans to push a bit on the balance should they choose and when needed.

To lars: Hmm, why not? But I'll stick to those mods (they are more than enough work already). And also, strategy is very good and I encourage it, but I WANT to blast my shiva or overlord to sithmereens. ;7
I truly hope you can understand the feelings or a relentless space sim fan. :lol:

Oh, and another thing: shouldn't we "add" a safeguard system to the pharetra to give it a fighting chance while no one's watching?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 08, 2008, 01:35:31 pm
So . . the Metoreoum is a heavy gunboat then? The KessRith employ slow ships with heavy shielding and armour, it's designed to combat that fighting style is all. Adding 100 tons for an FTL drive (more like 115 since it'll be a new percentage of the overall weight), what's the point? (most Leviathans only have 1000 ton bays, adding any weight to the Meteorum will mean that most can't carry 'em). Renegade Legion FTL drives aren't for intrasystem travel. Ships use FTL to travel system to system and then move via normal space therein. It's not like freespace where ships launch from a carrier, jump to some other place in the system, and then do their thing, and jump back.

If you don't like the Meteorum as is, then leave it on the KessRith front. It's that simple.

It's not an exaggeration to carry an Escort on a Leviathan, it's just pointless. If an Escort is self-contained, and perfectly capable of flying around on its own, why build another larger ship to carry it? There's no reason for it.

As I said before, only 5 ships can carry anything bigger than 1000 tons. And again, what's the point of it? Why carry a corvette like the Pharetra with 6 fighters when your ship already has 200 fighters in it? Why carry a Cingulum when the Cingulum has an FTL drive to accompany the ship on its own? I think you're confusing Leviathans with Star Destroyers. Star Destroyers are big ships with a bunch of fighters, and a bunch of ground troops, and a bunch of "pre-fab" bases and a bunch of everything a person would need or something like that, according to the Fluff. Basically they do everything that's needed, a little unrealistic. But Leviathans aren't. They're just warships which do the job of destroying other warships. Similarly, Corvettes like the Cingulum are for patrolling areas than are not important enough to warrant a warship, Corvettes like the Pharetra are for bringing a few fighters to some backwater system to mount a quick raid. If you make some jack of all trade ships you've ended up with something that can do nothing well. If you're carrying tanks or troops, you need bays for those ships and you need living quarters for the crews of those transports. But your ship isn't always going to be involved in planetary invasions. When you're not you've suddenly got a lot of space spent on transporting people and materials when you could be carrying more weapons instead.

And yeah, a Leviathan even for a short time could carry a few more tanks or whatever. But really, if a Transport is like a Carrier, then most transports are going to carry what 100-200 or more tanks? Now if you've got 5 transports with a thousand tanks would you rather load your Leviathan with a few transports, to carry 30 more tanks? Or would you rather load it up with some heavy gunboats, to ensure that the transports can do their jobs?

Harpy's a possibility but would have to look at the naming conventions, TOG doesn't seem to use much in the way of mythology for their ship names from what I can tell. But could be wrong. (where the Commonwealth has the Pegasus, etcetera). Though if you model the ship you can name it whatever you like.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 09, 2008, 11:38:42 am
Actually, I revised it: I would name it auriga.

Also, I've been thinking a lot regarding the corvette/gunboat question: leaving the meteorum behind is out of the question, and I truly think that the MOD needs an assault corvette. At the very least, make the CW front variant of the meteorum FTL capable even if not carried in leviathans. (It's quite important in my script (campaign 2), and well... remember I'm taking a few liberties anyway, so it's not to be considered as 100% canon ;), other RL fans could make campaigns involving the "real" meteorum, perhaps on the kessrith front...), I mean, ships get modified all the time :shiva nova (besides, this bugger has a 10% superior broadside than the venatrix: that's going to be a pain!), xerxes maximus, cingulum magnae, and several fighters.

Second, I've been thinking that cingulum and pegasus corvettes are very likely to be used as shuttle craft since they can be accomodated for passenger transport/rescue missions and are not what you would called under armed to counter "normal" threats. The fact that those ships may come and go as they please in a ship to ferry passengers or via T-space, or to be transported in a leviathan (one T-space wake) and THEN to carry out covert missions in the system without enemies detecting it's entry is very attractive. Also, to have a MOD where leviathans are capable of deploying patrol ships as well as fighters will interest quite a lot of persons, you'll see.

Anyway, before talking about that, we should already imagine what the meteorum would be like... We know it's named the shark for some reason (big radiator fins).

Also, IIRC, the war transport we need is the carrus (unless I'm wrong). The patrol ships present in this MOD will make fans drool: you'll see! ;7
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 09, 2008, 12:43:08 pm
Also, IIRC, the war transport we need is the carrus (unless I'm wrong). The patrol ships present in this MOD will make fans drool: you'll see! ;7

     Whether or not the fans drool over the ships depends upon how well I model them, since I'm the only one who's done any actual game-related work. 
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 10, 2008, 11:20:03 am
Wdboyd and bradd have done also, and besides... things are not over yet!

I'm not starting an idea to let it go to dust then.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 14, 2008, 05:20:47 am
On another side: I've noticed several things:

First, flicker shields I have seen are supposed to be off when the fighter is firing, as when it's on, nothing can fire out. This basically means the flicker shield should be deactivated when the player fires (very interesting strategically speaking: this means the player should choose when to favour protection or attack: on things like a head on engagement, the choice might be hard).

Also there's another thing which might add a good feeling to the universe (it was also part of jacob's star and interceptor before that): the "pushing the powerplant" rule: In short, a fighter has a limited safe thurst through which he can if needed go over (afterburn). this might give him a small edge in combat but if used too much will damage the engine thus reducing the overall safe thurst. I'm woundering if it might be possible in the FS engine to create a player enabled SEXP damaging the engines to an extent when the afterburners are used too much...
IMO, would be great, as umprecedented.

Also there's the safeguard problem: first of all, can we make missiles destroyable by gun fire? If so, can we create a small turret (on missiles or patrol ships) able to shoot at missiles only? (that would be the safeguard).
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on July 14, 2008, 10:24:55 am
Also there's the safeguard problem: first of all, can we make missiles destroyable by gun fire? If so, can we create a small turret (on missiles or patrol ships) able to shoot at missiles only? (that would be the safeguard).

You could flag the missile as a bomb.  Then it would be destroyable.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 14, 2008, 01:32:45 pm
On another side: I've noticed several things:

First, flicker shields I have seen are supposed to be off when the fighter is firing, as when it's on, nothing can fire out. This basically means the flicker shield should be deactivated when the player fires (very interesting strategically speaking: this means the player should choose when to favour protection or attack: on things like a head on engagement, the choice might be hard).

      Eh, I think you're reading a little too much into things. The computer can calculate enough to turn the shields off at the exact moment the shot is passing through the shields.

      It's like airplanes right. Airplanes don't have to turn off their propeller to shoot their gun. Rather the gun is synchronized to fire when the propellor won't be in the way. It's the same with flicker shields. Or it should be, depending on the fluff.


Also there's the safeguard problem: first of all, can we make missiles destroyable by gun fire? If so, can we create a small turret (on missiles or patrol ships) able to shoot at missiles only? (that would be the safeguard).

       As the other guy said you could turn them into bombs but then I think every turret would fire at them. instead of just the safeguard one. Of course, if the ship doesn't have a turret that won't be a problem. But then other ships like the Glaidus would get the benefit of safeguard without the system itself. I don't know if you can program turrets to not target missiles or not.

         
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 15, 2008, 11:32:52 am
nice. and what about the pushing the plant rule? could this be done?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 15, 2008, 11:35:37 am
nice. and what about the pushing the plant rule? could this be done?


           Hmmn, well that can be done with sex-ps and variables most likely. One can probably set it up such that if player's speed exceeds certain value for certain amount of time there's a percentage chance that the engine will take damage?

           But where do you get the whole engine taking damage thing? Looking at Interceptor I only noticed that ships which go too fast have the chance of going out of control which is due to pilot error rather than engine failure.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 15, 2008, 04:09:40 pm
       I've been playing Wing Commander a bit (WCSaga) and thought the finite amount of afterburner is actually a pretty cool idea. I have to look more into the Interceptor side of things, of how things work . . but having an afterburner which is more of a fuel reserve than a capability of the engine is kind of a cooler concept on some levels.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 15, 2008, 10:18:21 pm
Hmm. Perhaps this comes from the interceptor video game then?

http://www.4shared.com/file/42976825/be248817/rl_interceptor.html?dirPwdVerified=380ccc6c

I'm sure I saw it there.

It's also used in jacob.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 18, 2008, 01:27:02 pm
Please do forgive me: the link is here:

http://www.4shared.com/file/55704667/15f64ace/interceptor20game20manual1.html?dirPwdVerified=380ccc6c

page 11. I'm sure this'll interest you.

best regards.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 20, 2008, 03:44:35 pm
      Ah I see it is in theboardgame as well, I obviously missed it the first time around.
      Hmmn, I guess fighters don't really have afterburners. Thing is, the way the rule is now, depending on the thrust of the fighter they can increase their own thrust up to a potential increase of 5. The percentage chance that the engine will take damage is dependent upon how much they increase by.

     The problem I see with that however, is two fold. First, better AI uses their afterburners. They use them a lot.  Setting this up with sex-ps would be a pain in the butt for even one ship. I'm not sure about every ship in mission. The only viable alternative is possibly setting something up via scripting but not sure if that's possible or not. If it is possible, there's a few problems:


1. Better AI would actually be worse because they'll continually use their afterburners and eventually burn out their engines.

2. If you restrict the "engine shorting" to the player craft only, then every other craft in the game will have an advantage over the player and the player will get pissed off and rightly so. (ie "How come I can blow my engine using my afterburner but no one else ever does? The computer's a cheater!").

3. Alternatively, every single player-flyable ships has a player-only version which includes an afterburner whereas the computer's ships do not. This gives the player the advantage of having an afterburner but also the possibility of it shorting out. Given the fact this would literally double the number of entries for fighters in the ships.tbl, it seems like a bad idea. It would also be very hard to enforce unless all missions were "scramble missions" (ie the player doesn't chose his craft and loadout), which, if they were, the player would probably get ticked off because chosing the loadout is an important part of the game, especially for Renegade legion.  At least, in terms of missile loadout anyway. Weaponry is conversely quite limited per each craft.

 
       That's my thoughts anyway. Not sure if anyone has a better idea.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 21, 2008, 11:16:39 am
Hmm, we will have to think this up.

Can we actually script the length of use of afterburners for enemy ships?
Title: Re: renegade "vae victis" project: need help.
Post by: Al Tarket on July 21, 2008, 11:32:30 am
looking for a finite amount of fuel.. hope this is what your looking for..

Code: [Select]
$Afterburner:           YES
+Aburn Max Vel: 0.0, 0.0, 150.0
+Aburn For accel:       0.7
+Aburn Fuel:            300.0
+Aburn Burn Rate:       50.0
+Aburn Rec Rate:        0.0
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 21, 2008, 02:34:29 pm
No, I mean the levels of afterburn they use in usual, or does it not vary independently to the ship's AI?
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on July 21, 2008, 02:56:43 pm
No, I mean the levels of afterburn they use in usual, or does it not vary independently to the ship's AI?

     AI determines whether they use it or not. I don't think there's any time dependent variable beyond how much fuel their afterburner has. But the rules just determine the frequency or conditions of them using it, such that on lower levels the AI never uses it, and on higher levels they always do.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 23, 2008, 11:25:29 am
Hey, I just thought about something to balance the game regarding this rule:

-leave the enemies with "natural"FS afterburn able to run out with time but to regenerate.
-Give the player potentially unlimited afterburn, BUT with engine damage occurring if used fore more than say, 5 seconds or something like it.

Could this be scripped to the player's ship only?
Title: Re: renegade "vae victis" project: need help.
Post by: Topgun on July 24, 2008, 11:34:53 am
probably. ask in the scripting board if you want.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 27, 2008, 04:58:05 am
The all mighty "wmcoolman"   :D has given his verdict:

Those "danger" afterburners are very much possible, and if applied to the player only (which they are), easy to do without scripting:

1) Make toggle using keypress triggers, or if this is just for the player, just make it conditional on being the player (eg "$Ship: Alpha 1" if player is always alpha 1)
2) When toggle is enabled, alter afterburner acceleration stats in ship.Physics
3) When AfterburnerFuelLeft < AfterburnerFuelMax, apply damage to engines and reset AfterburnerFuelLeft to AfterburnerFuelMax
Title: Re: renegade "vae victis" project: need help.
Post by: Colonol Dekker on July 27, 2008, 12:44:35 pm
 :lol: did you miss the right topic?
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on July 27, 2008, 01:50:50 pm
 :wtf: :wtf:

I'm referring to the afterburner question in the renegade legion universe, in which overuse of said afterburn provoques engine damage.

 :D
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on August 12, 2008, 11:50:34 am
Hey everyone: see the xerxes live in starshatter:

http://www.starshattermods.com/forum/viewthread.php?forum_id=8&thread_id=391&pid=3597#post_3597

Title: Re: renegade "vae victis" project: need help.
Post by: starlord on September 23, 2008, 09:06:31 am
I got several interesting docs I scanned from jacob today: Check out the story, the military navy model, the commonwhealth front theater, the races and the tactics in the RL universe.

please download here:

http://www.4shared.com/file/64123505/b652b6ae/renegade_story.html?dirPwdVerified=380ccc6c

of course, to know what you think of this would be very useful.

Best regards.

mike.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on September 23, 2008, 01:24:54 pm
I've already got most of that information (and a lot more) in the various RL books I already have but some of it may be vaguely useful. I doubt many people who aren't involved in this project are going to care though. Most would rather have this information presented to them in a mod rather than reading it in gif format.
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on October 09, 2008, 04:01:55 am
This mod's not dead yet.

Here's a Renegade Destroyer, WIP

(http://knossos.firenebula.com/temporary/renegade/enmity02.jpg)

Title: Re: renegade "vae victis" project: need help.
Post by: starlord on October 09, 2008, 04:58:31 am
the enmity destroyer lives ;7
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on October 09, 2008, 12:56:57 pm
the enmity destroyer lives ;7

   Er yeah, you saw it already on the other board.
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on October 09, 2008, 04:34:01 pm
I know, but I mostly love how you captured the curves of that ship. I'm also really interested to know what one of those will look like in the FS engine. :nod:
Title: Re: renegade "vae victis" project: need help.
Post by: Jake2447 on October 09, 2008, 10:18:19 pm
This mod's not dead yet.

Here's a Renegade Destroyer, WIP

(http://knossos.firenebula.com/temporary/renegade/enmity02.jpg)



Looks nice
I really like it
Title: Re: renegade "vae victis" project: need help.
Post by: Akalabeth Angel on October 10, 2008, 12:26:34 am
Looks nice
I really like it

     Thanks dude. It's not exactly my design, I'm just trying to give 3D life to an old drawing from some obscure game no one knows about anymore :D
Title: Re: renegade "vae victis" project: need help.
Post by: starlord on October 10, 2008, 02:24:36 am
you see? I'm not alone in saying so: renegade ships in general have a sort of mesmerising appearance. :lol: