Hard Light Productions Forums
Hosted Projects - Standalone => Diaspora => Topic started by: Revan on August 10, 2009, 04:20:17 am
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Well... in the ModDB-Site stands that not all ships of the rag tag fleet will be in Release 1 inside. I think its sure that the Valkyrie and the Pegasus won't be in. What about the remaining ships? What will be definitive in R1? What perhaps? And what probably in R2?
The other Question is about the Cylon Fleet. I believe the Basestar that the Guardian Basestar and the old Basestar will be done anytime (yes only the Basestar in R1). Plus the Cylon Fighters. What about a Cylon Freighter (TOS-Version or the badly recognizably Version from S1)? And what about custom ships like the Bolitho?
I believe to be sure that the Cylon Fleet is very uniform, but I believe also that a Flightsim needs different (hostile) ship types.
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There is a grand total of 64 ships in the rag tag fleet. If we were aiming to get all of them in R1, it would take us ages to do it, which is why every release will introduce a couple more ship types. You will get a few civilian ships in R1, though. You're correct, neither the Valkyrie or the Pegasus will be making an appearance in R1. The idea is to introduce a new battlestar type for every release. R1 battlestar will be the Sobek class Theseus. In the next releases, however, you will see canon battlestars as well - the Valkyrie and the Pegasus will make their appearances soon, with the big G following a bit later.
The Cylon fleet will also grow as we go with releases, there's the zoic basestar you'll get in r1, then the retconned inhouse variant which we'll build later, the guardian basestar, and the TOS style 1st war baseship as seen in Razor. In addition, our concept artists have been working on some of our own Cylon designs to get the diversity the Cylon fleet needs.
As far as I know the Bolitho will be included in R1.
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Like how about less ships, more mission releases? :pimp:
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how did you come up with 64 ships?
There's been so many different numbers mentioned and retconned...
Or is that just the number of actual ship types that've been seen (with like 5 different coloured fish ships)
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I like newman's plan :)
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Like how about less ships, more mission releases? :pimp:
The FREDding team and the Art Dept. are somewhat independent. If we're waiting on ship assets from the art dept the FREDding team may start work on other campaigns using the stuff we already have finished while we are waiting. The idea of R1 is to give everyone, both in-house and 3rd party a stable base on which they can build campaigns.
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64 Ships... wow. That means that the Rag-Tag-Fleet-Thread in the Dev-Blog requires an update, or do I understand something incorrect?
I thank you for the answer. :)
Is it possible to post a List of the Ships that will be definitive in R1? And of thoese that will be perhaps in R1? To hear a little bit, makes the waiting for the Release easyer. ;)
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64 ships is the number in the show, not the number we already have. As you can imagine it's going to take us a while to get all 64.
We're not going to post a list simply because there is the possibility that last minute problems could force us to yank one or more ships or even in a worst case scenario, have to completely change the missions for R1 too. It's unlikely but it could happen and if it does we don't want to publish a list of ships and then have to remove one or more.
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how did you come up with 64 ships?
There's been so many different numbers mentioned and retconned...
It's the number mentioned on Battlestar wiki. Therefore, it's very possible it's wrong :)
Regardless, the point is the same - there's a whole crapload of rtf ships, and if we were to build them all for r1 you'd all grow old waiting for it.
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Besides, do you REALLY need all 64 ships in one single mission?
Unless your talking about the escort/guard missions like "33"
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A mission like 33 would be neat, no doubt, but would devour the average computer. The scale of the mission in terms of ship type and number would be absolutely staggering. Think of this: if you've got your detail settings at max and you cannot effectively dogfight in an asteroid field because your frame rate is too low (not to mention you've got a modern computer) with FSO... you're not going to be able to enjoy a mission like 33 in its full splendor. Given, I whole-heartedly enjoy computer-melting visuals, but... that's madness!
It's also Sparta.
-Thaeris
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Oh, but in a 33-type mission, you won't need all the ships, since they can presumably all be in the process of jumping out.
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I'm sorry to say that my computer lags in asteroid fields...it's a pain.
I don't think the Vipers actually defended the RTF in 33. I thought they all jumped out, and Galactica dealt with the raiders. (Keep in mind I haven't seen it in a while)
All you'd need is 63 triangles (like in that FS2 covert OPS mission with the gte 160,000k away) who jump out a tenth of a second into the mission.
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The fleet started jumping, and Galactica covered them until all civvies were away and to see whether or not the Cylons still followed..
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I'm happy to be mistaken, then!
-Thaeris
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64 ships is the number in the show, not the number we already have.
Ah okay. Misunderstood.
We're not going to post a list simply because there is the possibility that last minute problems could force us to yank one or more ships or even in a worst case scenario, have to completely change the missions for R1 too. It's unlikely but it could happen and if it does we don't want to publish a list of ships and then have to remove one or more.
Therefore similar reasons, why you dont make a second estimate release date. Well... it is simpy so.
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Exactly. Fool me once.... :p
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I asked once about a second estimation. And now I know why there will be none. Therefore I will not ask a second time after that. If you meant that...
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I asked once about a second estimation. And now I know why there will be none.
We certainly won't give an ETA again before we're absolutely sure we can meet that deadline. It's probably safe to give an estimation once we reach the beta testing stage - not before. You people can help us get there sooner, though, even if you don't have particular skills we need - maybe you know someone who's good at texturing, modeling, voice acting, and likes BSG to boot, but hasn't heard of this community here. Spread the word and send them our way if you do, you might just help us shave off some dev time :)
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A mission like 33 would be neat, no doubt, but would devour the average computer. The scale of the mission in terms of ship type and number would be absolutely staggering. Think of this: if you've got your detail settings at max and you cannot effectively dogfight in an asteroid field because your frame rate is too low (not to mention you've got a modern computer) with FSO... you're not going to be able to enjoy a mission like 33 in its full splendor. Given, I whole-heartedly enjoy computer-melting visuals, but... that's madness!
On the contrary, unless the crew here goes completely and totally overboard on the details and has very poorly thought-out LODs, 64 ships is definitely doable.
64 RTF ships + Galactica + 24 Vipers + 2 Basestars + Ultimate Raider Zerg Rush is, on the other hand, completely impractical.
Though the engine is capable of handling 400 ships in a mission, so you could still try...
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Given that most of those ships are just decoration in the end it just ends up as Galactica + Vipers + 2 Basestars + Raiders anyway which isn't as hugely Endorian as it seems.
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A mission like 33 would be neat, no doubt, but would devour the average computer. The scale of the mission in terms of ship type and number would be absolutely staggering. Think of this: if you've got your detail settings at max and you cannot effectively dogfight in an asteroid field because your frame rate is too low (not to mention you've got a modern computer) with FSO... you're not going to be able to enjoy a mission like 33 in its full splendor. Given, I whole-heartedly enjoy computer-melting visuals, but... that's madness!
On the contrary, unless the crew here goes completely and totally overboard on the details and has very poorly thought-out LODs, 64 ships is definitely doable.
64 RTF ships + Galactica + 24 Vipers + 2 Basestars + Ultimate Raider Zerg Rush is, on the other hand, completely impractical.
Though the engine is capable of handling 400 ships in a mission, so you could still try...
The limit at that point (besides framerate) is the object limit. All those weapon projectiles add up fast...
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What happened to the guy who said he has bumped the objectslimit?
EDIT: This is the thread, anyone heard of him? Or did he shared the diffs with the scp team?
http://www.hard-light.net/forums/index.php/topic,62441.0.html
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Actually, Diaspora is currently experimenting with a bumped (doubled?) object limit. It helps, but we still run into the object limit long before we run into the ship limit. :)
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Yeah, bumping it is easy. Checking you haven't broken anything doing so (especially with multiplayer) is the tricky bit.