Author Topic: Freespace Mod for Armada 1  (Read 19614 times)

0 Members and 1 Guest are viewing this topic.

Offline Krackers87

  • 158 crew
  • 29
Why not replace wormholes with jump nodes? Yah i know theyre only for intersystem blah blah blah

but i liked the wormhole idea armada had, didnt like the warp thing 2 did.
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Pilot Of The US

  • 28
  • aka Blue Thunder
    • RNI Shipyards
im against the SF Manticore, being Space Superiority. I really think the the SF Mara should be the space superiority fighter.

 Also im starting to see what you mean about limiting jump drives. How about a comprimise? Unlimited jumps in single player and limited jumps in multiplayer.

I'd also like to know where did you find the "Shivan Stronghold" station, because ive never seen it?

Quote- "Also, the thing with the officers is, if theres a limit of say 200, and you have a few ships, once those ships are lost in combat or decommissioned, the officers are restored to you immediatly, so if you are at full capacity, and launch an offensive, if ships are destroyed, the officer limit drops, and you can build new ships. Is that waht you meant"-

Well if you ment it that way, that they instantly return (and you dont have to wait for the officers to train), then that's fine with me. But just incase some people may not like it, i suggest using the compimrise i discussed earlier. Limited officers in multiplayer and unlimited in singleplayer.
« Last Edit: January 19, 2005, 08:23:12 am by 1659 »

 

Offline jc4jc

  • Tap tap tapping
  • 28
    • http://www.geocities.com/jc84jc00
As some of us has said with both limiting proposals we could have it to were it take a "very    Long    time..."( - Tree Beard, Lord of The Rings: Two Tower's) to replenish subspace drives and train officers. besides There is already a limit on most sp missions to prevents such "unimited" officer training. I think the limit is like 250. You would have to tweek one of the cfg filesto limit such. how ever it would effect both.
There is an appointed time for everything...
A time to kill and a time to heal;
A time to tear down and a time to build up...
A Time For War and A Time For Peace.
                                   Eccl. 3:1a, 3, 8b

I say let us strive towards PEACE.
                                    JC4JC

Advanced Weapons modder, and Fred2er, TBL modder (mostly ships and weapons). Baisc-Intermediate Ship modder. Intermediate Ani modder. Basic (not that good) Texture modder.

Stargate: SG-1 Earth's Defence. A TC for FS2. Project Lead. Formerly At VWBB and HLP, now residing at Game-Warden.

The Apocalypse Project. A Homeworld, Homeworld:Catcalysm, Homeworld 2 TC for FS2. Lead Freder. (No longer in Production)
JC 4(For) J(esus) C(hrist)

 
Actually, in Armada 1, there is no limit. As long as you build more starbases, which can in turn build officer quarters (how you get new officers) you can keep building ships. What i propose is that Stations (like the Arcadia) take a while to build and are expensive (as you didnt really see many Arcadia's in FS1 or 2) but come with say 30 officers each. So, the more starbases you have, the more officers you can obtain. No training required. Hows that?

Pilot, you are completly right about the Manticore being replaced by the Mara. The Mara completly slipped my mind. I'll modify the odf accordingly. Well done on picking that up : )

The Shivan stronghold (if we get permission) could come from the Inferno campaign. I believe they designed one.

Im not sure if you can limit jump drives in multi and not in single, but dont quote me on that. We'll look into it

I had been intending on replacing the wormholes with jump nodes Krackers, but first i need to find someone who can do it, as im no where near up to the challenge. Anyone interested?

 

Offline jc4jc

  • Tap tap tapping
  • 28
    • http://www.geocities.com/jc84jc00
What I ment was there is no way, besides using the cheats, to obtain the reasorces, and space required to bouild such infastructer. As for the personal for ships your looking at something around the following:
~1 officer for fighters, sence regular crewmen are not allowed to fly.
~1-2 officers for bombers, pilot and gunner depending on bomber type.
~2-3 officers & 50-75 crew for construction and mining ships; Captian, Helm, Operations.
~5-10 officers & 250-5000 crew for cruisers and corvettes.
~15-25 officers and 10,000+ crew for destroyers. You would have to wait an eternaty jut to get one destroyer.
~50+ officers and 100,000+ for juggies. This would require you to hold an enemy off indefanetly with multiple starbases hacking out officers over M-class planets.

As for the jump drives, we would just have to make a single player and multiplayer version with the different amounts required to for that version. All we would do is make the numbers do what we want them to. and I know how to.

As for the nodes, if I remember correctly, the wormholes are animated meshes that increase and decrease with size when used. wee would have to either have create just a barely visable subspace rift or use the node model and see if we can get a rift in it to grow. well just my two cents.
There is an appointed time for everything...
A time to kill and a time to heal;
A time to tear down and a time to build up...
A Time For War and A Time For Peace.
                                   Eccl. 3:1a, 3, 8b

I say let us strive towards PEACE.
                                    JC4JC

Advanced Weapons modder, and Fred2er, TBL modder (mostly ships and weapons). Baisc-Intermediate Ship modder. Intermediate Ani modder. Basic (not that good) Texture modder.

Stargate: SG-1 Earth's Defence. A TC for FS2. Project Lead. Formerly At VWBB and HLP, now residing at Game-Warden.

The Apocalypse Project. A Homeworld, Homeworld:Catcalysm, Homeworld 2 TC for FS2. Lead Freder. (No longer in Production)
JC 4(For) J(esus) C(hrist)

 

Offline Pilot Of The US

  • 28
  • aka Blue Thunder
    • RNI Shipyards
I was just scanning over your info and i just spotted the shivan space superiority fighter as a manticore. It just struck me as being odd. Anyway ill take a more proper look through just incase :p

I actually like the whole 'you build an archadia station and get the officers with it (no training)'. That means you can start building ships right after the station is done. I just wanted to know, after you've built an arcadia, can you train more officers maually, incase you dont want to build another station.

jc4jc, i really like the way you've setup the officers required for each ship, but i think that the crew should be from 50-100 for construction and mining ships. I think it'd be better if we had the same rules for single and multiplayer, because a player might find it more difficult to transition from single to multiplayer mode.

Also a great thing for jump node animation would be a small green spherical thing in FS, and have it get bigger. And as it gets bigger it starts to fade out, while a subspace portal (blue whiteity circle thingy) fades in at the same time :)

Also you might want to have a look at the GTI Acheron :D
« Last Edit: January 19, 2005, 08:20:55 am by 1659 »

 

Offline jc4jc

  • Tap tap tapping
  • 28
    • http://www.geocities.com/jc84jc00
Well The Comment on different SP and MP jump limites was to reflect on what galonrever said. personaly I think it would be extreamly hard on the player to have any limites at all. but that is just me. I would use them for attack and retreat tactics.
There is an appointed time for everything...
A time to kill and a time to heal;
A time to tear down and a time to build up...
A Time For War and A Time For Peace.
                                   Eccl. 3:1a, 3, 8b

I say let us strive towards PEACE.
                                    JC4JC

Advanced Weapons modder, and Fred2er, TBL modder (mostly ships and weapons). Baisc-Intermediate Ship modder. Intermediate Ani modder. Basic (not that good) Texture modder.

Stargate: SG-1 Earth's Defence. A TC for FS2. Project Lead. Formerly At VWBB and HLP, now residing at Game-Warden.

The Apocalypse Project. A Homeworld, Homeworld:Catcalysm, Homeworld 2 TC for FS2. Lead Freder. (No longer in Production)
JC 4(For) J(esus) C(hrist)

 

Offline Pilot Of The US

  • 28
  • aka Blue Thunder
    • RNI Shipyards
ok why dont we just have unlimited jump drives with long recharge times?

Also a note requarding these jumps, are these jumps on the same map or between diffrent maps? (in a2 you can warp within the same map).

And what do you think about the jump node animation?

 
Uhhh...i know far more about Armada 1 then i do about Armada 2. The first Stage of this mod is for Armada 1, mainly as both a teaser and a practice area for the team. Then, once the Armada 1 mod is released, we can begin work on the Armada 2 mod. This way we satisfy both communities. Now before anyone says "But theres already an Aramda 2 mod!" I have this to say. No, there isnt. The mod was cancelled. No one has seen or heard from Stalker in a LONG time. Unfortuanitly this means not only is the mod dead, but all of his ideas, and data went with him...a shame really, his mod looked superb. Pilot, I like your idea for the jump node, but im not sure its possible. I SERIOUSLY hope I am mistaken, because that would be awesome! ;)

Ok, we'll go with unlimited jumps with long recharge. Though in saying that, that kills the players chance to employ hit and fade tactic's with ships, as you have to wait for it to recharge. We might make it that fighters and bombers have 2 jumps available and recharge, so you can jump in, hit your target, and jump out, then have to wait for the drive to recharge to do it again.

 

Offline Pilot Of The US

  • 28
  • aka Blue Thunder
    • RNI Shipyards
well, i guess. The whole unlimited is good.  but could we hold off the decision about jump drives for a while, because i really like the use of tactics and not brute force. Oh and stalkers ideas for the A2 mod arent completely gone. there's a really long thread all about it.

Also im pretty sure the only type of jump available in A1 is the map 2 map jump. And i also really hope we can do my jump animation idea!!! :D :D :D
« Last Edit: January 20, 2005, 12:33:39 am by 1659 »

 
Do you mean like the Borg transwarp drive jump? or as in a totally different map jump?? Cuz the latter isnt possible (to my knowledge)

 

Offline Pilot Of The US

  • 28
  • aka Blue Thunder
    • RNI Shipyards
ok, hold on, since you know about A1 alot. Tell me about the mission where you have to get Warf (in a defient) to some place while being chased by 3 klingon ships. What type of jumps were thoes (bluey wormhole)?

[EDIT] ok never mind about that question. I just played A1, and ive found out that i was thinking of the wrong wormhole. The wormholes in A1 are jumps made on the same map, not to a different map.
« Last Edit: January 20, 2005, 12:01:37 pm by 1659 »

 

Offline jc4jc

  • Tap tap tapping
  • 28
    • http://www.geocities.com/jc84jc00
Yes, those are wormholes. They are the animated models that increase and decrease in size. they Can't change models. At this point I don't think we can have the nodes unless we change every map with an independet node model that is like the nebules. We'll just have to what and see.
There is an appointed time for everything...
A time to kill and a time to heal;
A time to tear down and a time to build up...
A Time For War and A Time For Peace.
                                   Eccl. 3:1a, 3, 8b

I say let us strive towards PEACE.
                                    JC4JC

Advanced Weapons modder, and Fred2er, TBL modder (mostly ships and weapons). Baisc-Intermediate Ship modder. Intermediate Ani modder. Basic (not that good) Texture modder.

Stargate: SG-1 Earth's Defence. A TC for FS2. Project Lead. Formerly At VWBB and HLP, now residing at Game-Warden.

The Apocalypse Project. A Homeworld, Homeworld:Catcalysm, Homeworld 2 TC for FS2. Lead Freder. (No longer in Production)
JC 4(For) J(esus) C(hrist)

 

Offline Pilot Of The US

  • 28
  • aka Blue Thunder
    • RNI Shipyards
And about that wormhole model. What if we had a green spherical thingy, WITH a jump node in the centre. Then they'd both incease in size, and we dont have the problem of changing models.

 

Offline jc4jc

  • Tap tap tapping
  • 28
    • http://www.geocities.com/jc84jc00
Well I guess that would be fine but wouldn't it look kind of - strange.
There is an appointed time for everything...
A time to kill and a time to heal;
A time to tear down and a time to build up...
A Time For War and A Time For Peace.
                                   Eccl. 3:1a, 3, 8b

I say let us strive towards PEACE.
                                    JC4JC

Advanced Weapons modder, and Fred2er, TBL modder (mostly ships and weapons). Baisc-Intermediate Ship modder. Intermediate Ani modder. Basic (not that good) Texture modder.

Stargate: SG-1 Earth's Defence. A TC for FS2. Project Lead. Formerly At VWBB and HLP, now residing at Game-Warden.

The Apocalypse Project. A Homeworld, Homeworld:Catcalysm, Homeworld 2 TC for FS2. Lead Freder. (No longer in Production)
JC 4(For) J(esus) C(hrist)

 

Offline Pilot Of The US

  • 28
  • aka Blue Thunder
    • RNI Shipyards
Why would it look strange? The way see it, the green node thingy will a translucant, so that it's harder to see. You'll pickup on wormsholes just like in the original game. A small blue discy thing, only it looks like a freespace wormhole, with a faint green sphere around it.

 
ok, guys about the wormhole thing, you do know that you can set it so that there is no change in size when they're used. Albiet it wouldn't be as cool as some of the things you guys have suggested but wouldn't it be more true to Freespace? Just to have the green thingy. I'm not too sure about how the jump nodes are done in Freespace 2 but if I remember Freespace well enough, it was pretty much just the green thing and they warped inside of it. You'd still have the ships get small so you'd still have the effect of the ship entering the node properly. Just my opinion on the subject.

 

Offline Pilot Of The US

  • 28
  • aka Blue Thunder
    • RNI Shipyards
but if you just had the green sphere, then where's the bluey whitey subspace portal that's supposed to open up. But it doesnt matter, if you decide otherwise.

We still need to work out the whole jump drive limit thing.

 
I agree with the fact that we need to work on the jump drives limits. I'm mainly just for hosting and trying to help with ideas, so this is part of my jurisdiction, 'eh?

 

Offline Pilot Of The US

  • 28
  • aka Blue Thunder
    • RNI Shipyards
ok, we serisoly need to get all our ideas straight.

-for the wormhole, lets just have a big green sphere, that doesnt change in size with no blue-white warp portal.

-as for limited jump drives, im all for it (single and multiplayer). Fighters and bombers should have more jumps than destroyers & corvetts ships (about 50-75% more).

- And crusiers should have about 25% more jumps than destroyers and corvettes.

[EDIT] - Here's an example. If fighters & bombers have about 9 jumps, crusiers will have about 6. Destroyers and corvettes will have 3-4.

now what does everyone else think?
« Last Edit: January 21, 2005, 04:47:39 am by 1659 »