Author Topic: FS Spotter Nirvana  (Read 2966 times)

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Offline karajorma

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Here's a link to the latest addition to the FAQ. A list of which ships & weapons are introduced in which mission.

There's only one small problem. I'm unable to find the exact even in which the following ships were introduced.

Terran Mara, Sekhmet, Bakha, Morning Star, Cyclops, EMP Missile

I could probably guess where they should go but I figured I might as well throw it open to the community to do as a little trivia test :D

BTW if you do bother to check the missions kindly post the mission and event name. [V] seem to have been very inconsistant about how they added new ships.
« Last Edit: November 28, 2003, 04:27:25 pm by 340 »
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Offline Hippo

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mara terran is the last event in the mission with the grall
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Offline karajorma

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I know that would be the logical time to give the player the Mara (since he can't use it before then) So I might as well say that that's the time it's given out but it isn't there. The last event gives the player the SOC crest but no ship-allowed SEXP is present.

Anyway that's one down. Anybody else got an idea when the other ships become allowed? I don't actually need the exact event it would just be nice to have it :D
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Weren't the Morning Star and EMP mentioned in command briefings?
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Offline MadProf

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Heres a list from the missions.  Grep and a text editor can be quite handy.

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

SM1-03.fs2
The Romans Blunder

Event: Exit Approved
Allowed-Ships: Herc MK II
Allowed-Weapons: Prometheus R, Hornet, Harpoon
tech-ships: Herc MK II
tech-weapons: Prometheus R, Hornet, Harpoon

Event: May Continue
Allowed-Ships: Herc MK II
Allowed-Weapons: Prometheus R, Hornet, Harpoon
tech-ships: Herc MK II
tech-weapons: Prometheus R, Hornet, Harpoon

Event: New Weapons
Allowed-Ships: Herc MK II
Allowed-Weapons: Prometheus R, Hornet, Harpoon
tech-ships: Herc MK II
tech-weapons: Prometheus R, Hornet, Harpoon

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

SM1-06.fs2
The Great Hunt

Event: Return To Base
Allowed-Ships: Boanerges
Allowed-Weapons: Cyclops#short
tech-ships: Boanerges
tech-weapons: Cyclops#short

Event: Tech Add Ravana
Allowed-Ships: Boanerges
Allowed-Weapons: Cyclops#short
tech-ships: Boanerges, SD Ravana
tech-weapons: Cyclops#short

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

SM1-07.fs2
Slaying Ravana

Event:
Allowed-Ships: Ravana Destroyed
Allowed-Weapons: Stiletto II
tech-ships: Perseus
tech-weapons: Stiletto II

Event: New Stuff
Allowed-Ships: Perseus
Allowed-Weapons: Stiletto II
tech-ships: Perseus
tech-weapons: Stiletto II

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

SM1-10.fs2
Feint! Parry! Riposte!

Event: May Continue
Allowed-Ships:
Allowed-Weapons: Morning Star, EMP Adv.
tech-ships:
tech-weapons: Morning Star, EMP Adv.

Event: New Stuff
Allowed-Ships:
Allowed-Weapons: Morning Star, EMP Adv.
tech-ships:
tech-weapons: Morning Star, EMP Adv.

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

loop1-3.fs2
...But Hate the Traitor

Event: Give Artemis DH
Allowed-Ships: Artemis D.H.
Allowed-Weapons:
tech-ships:
tech-weapons:

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

SM2-01.fs2
Battle of the Wilderness   

Event: May Continue
Allowed-Ships:
Allowed-Weapons: TAG-A
tech-ships:
tech-weapons: TAG-A

Event: New Stuff
Allowed-Ships:
Allowed-Weapons: TAG-A
tech-ships:
tech-weapons: TAG-A

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

SM2-02.fs2
A Game of TAG

Event: May Continue
Allowed-Ships: Pegasus
Allowed-Weapons:
tech-ships: Pegasus
tech-weapons:

======================
SM2-03.fs2
Proving Grounds

Event: Aquitaine Departs
Allowed-Ships: Artemis
Allowed-Weapons: Prometheus S
tech-ships: Artemis
tech-weapons: Prometheus

Event: New Stuff
Allowed-Ships:
Allowed-Weapons:
tech-ships: Artemis, Pegasus
tech-weapons:

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

SM2-04.fs2
The King's Gambit

Event: Return
Allowed-Ships:
Allowed-Weapons: Piranha
tech-ships:
tech-weapons: Piranha

Event: Possible Infyrno
Allowed-Ships:
Allowed-Weapons: Infyrno
tech-ships:
tech-weapons: Infyrno

Event: New Stuff
Allowed-Ships:
Allowed-Weapons: Piranha
tech-ships: GTSG Mjolnir
tech-weapons: Piranha

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

SM2-05.fs2
The Sicilian Defense

Event: Destroyed or Departed
Allowed-Ships:
Allowed-Weapons: Tornado
tech-ships:
tech-weapons: Tornado

Event: All Destroyed
Allowed-Ships:
Allowed-Weapons: Infyrno
tech-ships:
tech-weapons: Infyrno

Event: New Stuff
Allowed-Ships:
Allowed-Weapons: Tornado
tech-ships:
tech-weapons: Tornado

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

SM2-06.fs2
Endgame

Event: NTF Crushed
Allowed-ships:
Allowed-weapons: Mekhu HL7, Maxim
tech-ships:
tech-weapons: Mekhu HL7, Maxim

Event: New Stuff
Allowed-ships: Serapis, Tauret
Allowed-weapons: Mekhu HL7, Maxim, Lamprey
tech-ships: Serapis, Tauret
tech-weapons: Mekhu HL7, Maxim, Lamprey

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

SM2-07.fs2
The Fog of War

Event: Return To Base
Allowed-ships: Ptah
Allowed-weapons:
tech-ships: Ptah
tech-weapons:

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

SM2-08.fs2
A Monster in the Mist

Event: All Good
Allowed-ships:
Allowed-weapons: TAB-B
tech-ships:
tech-weapons: TAG-B

Event: New Stuff
Allowed-ships:
Allowed-weapons: TAG-B
tech-ships: Ptah
tech-weapons: TAG-B

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

SM2-10.fs2
A Flaming Sword

Event: Knossos Explodes
Allowed-ships:
Allowed-weapons: Infyrno, Helios
tech-ships:
tech-weapons: Infyrno, Helios

Event: New Stuff
Allowed-ships:
Allowed-weapons: Trebuchet, Helios
tech-ships:
tech-weapons: Trebuchet, Helios

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

SM3-02.fs2
High Noon

Event: New Stuff
Allowed-ships:
Allowed-weapons: Circe
tech-ships:
tech-weapons: Circe

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

SM3-04.fs2
Straight, No Chaser

Event: Jump Out
Allowed-ships:
Allowed-weapons: UD-8 Kayser
tech-ships:
tech-weapons: UD-8 Kayser

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

SM3-05.fs2
Argonautica

Event: Well Done
Allowed-ships: Erinyes
Allowed-weapons:
tech-ships: Erinyes
tech-weapons:

Event: New Stuff
Allowed-ships: Erinyes
Allowed-weapons: UD-8 Kayser, Infyrno
tech-ships: Erinyes
tech-weapons: UD-8 Kayser, Infyrno

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

loop2-2.fs2
Into the Lion's Den

Event: Give Ares
Allowed-ships: Ares
Allowed-weapons:
tech-ships: Ares
tech-weapons:

 

Offline karajorma

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Now why didn't I think of that earlier? :D

Thanks a lot :) Oh and welcome to HLP BTW :)

EDIT : Okay this is odd. You're still missing the Terran Mara, Sekhmet, Bahka and Standard Cyclops.

It's possible the player was never given the latter on in the main campaign but what the hell is going on with the Bahka and Mara? I remember flying both and they aren't on the initial ships allowed list.
« Last Edit: November 28, 2003, 04:24:42 pm by 340 »
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Offline Woolie Wool

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The Mara is awarded after the first mission of the second SOC loop and used in the next mission, "Into the Lion's Den".

The Sekhmet is awarded after A Flaming Sword and used in Bearbaiting and High Noon.

The standard Cyclops is awarded after Slaying Ravana.
« Last Edit: November 28, 2003, 04:52:48 pm by 1099 »
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16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

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Offline DeepSpace9er

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Where are you manners....
Ill just say this for the helluvit... AHEM: Powering up photon beam cannons commence plasma core insertion. Gunnery control open fire!

 

Offline Trivial Psychic

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Quote
Originally posted by Woolie Wool
The Sekhmet is awarded after A Flaming Sword and used in Bearbaiting and High Noon.


I think you're refering to the Bahka, not the Sekhmet.  The player doesn't fly that ship as a standard craft of choice during the campaign, and in Bearbating & High Noon, there's no option to select any different ships or weapons.

MadProf, are you using the FS1 Port in any way shape of form?  If you are, and the event from "The Great Hunt" is indeed making the Cyclops#short available to the player, then that may be the reason for the problems the Port has had with these weapons.  I'll have to look into it on my own.

Later!
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Offline karajorma

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Yeah I can guess where I should add them but now I'm curious as to where they actually were added.

The Mara wasn't actually granted during loop2.1 I've just run a search through the text looking for the word allow (and mara) and it failed to find it. That does make me wonder where on Earth they give you the authorisation to use it :)

TP : The player is only given the Cyclops#short before the mission with the Ravana. I have no idea if the player is ever granted the use of the cyclops itself.
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Offline MadProf

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TP : The list was extract from the base root vp.

From having a quick look at SCP code, the allow-weapon/ship only affects the weapon/ship selection screens.  If the mission has you flying or using something  that hasn't been allowed, it can be used, it just doesn't show in the weapon/ship selection screens

 

Offline karajorma

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That makes sense but I seem to remember being able to choose my loadout in Lions Den (flying the Mara). I could be wrong though.
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Offline MadProf

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The mission doesn't have any other ships specified as avaible.  So it can't be changed.  You can see the select ship screen, but non appear.

 

Offline Trivial Psychic

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Quote
Originally posted by karajorma
TP : The player is only given the Cyclops#short before the mission with the Ravana. I have no idea if the player is ever granted the use of the cyclops itself.


I'm pretty sure it was the Cyclops and not the #short that the player should have access to, for use first in "Slaying Ravana". The Port has always had problems with these weapons and wants the player to use the #short instead of the standard.  Unfortunately, none of the ships have the #short as part of their allowed S-banks list, though its in with the dogfight S-banks, and the #short doesn't have the "player_allowed" flag in its table file.  This would imply that the player is intended to use the standard Cyclops would it not.

I too tried extracting the mission from the root.vp file and confirmed the Cyclops#short as the weapon being allowed at the end of "the Great Hunt".  Since I am using the Port, my theory is that a miniscule change in the accompanying weaons.tbl file is confusing FRED into swapping the Cyclops for the #short in that event.  Once I have completed my current pilot, I will try to change this event and start a new pilot.  I've already conveyed my theory to the Port forum.

Later!
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Offline Galemp

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#Short was used in Slaying Ravana, and the standard Cyclops was granted for use in the mission with all the Mjolnirs where you fly the Artemis.

As far as I know, you never get the chance to fly the Sekhmet; the Vasudan bombing runs you do are both pre-loaded for you. You might never be 'authorized' to fly the Bakha, either, but you get shoved into it for Bearbaiting anyway.

As for the Mara, Morning Star and EMP, I dunno. Check to see if they're permitted at the very beginning in the campaign file.
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Offline karajorma

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Again. I've just searched through the mission and it doesn't show the cyclops ever being allowed. :) [V] were definately up to something weird there. :)
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Offline MadProf

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Maybe they did it this way.

Player: Cyclops#short, need to be closer
Enemy: Cyclops,  longer range better chance of been able to shoot them down.

Game balance in other words.