Author Topic: Freespace Mod for Armada 1  (Read 19621 times)

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I'm all for it, so long as everyone else agrees, we're good in both respects.
« Last Edit: January 21, 2005, 04:43:57 am by 2376 »

 

Offline jc4jc

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Well no effect is what the B5 mod by Wraith did for armada.

As for the limit, I would like to stress that we still need to be true to Freespace. I would Suggest that we give fighters and bombers around 6 jumps; cruisers 4; corvettes and destroyers 1-2; juggernoughts 1. and of course have slow recharge of the drives. This will stay with Pilot's percentages and give the feel of  freespace.
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 StratComm

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I don't see how limiting jump drives is "true to greespace" at all.  I'd say give them infinite jumps, but have them take a long time to recharge.  I don't forsee special energy being used for much else, and it'd be a relatively simple matter to balance jump drive charge time via the special energy.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline jc4jc

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Well I ment that they would have the number of jumps to start of with but that it would take a long time for them to recharge. I never said that it would be "NO MORE THAT THIS MANY JUMPS."
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

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Quote
As for the limit, I would like to stress that we still need to be true to Freespace. I would Suggest that we give fighters and bombers around 6 jumps; cruisers 4; corvettes and destroyers 1-2; juggernoughts 1. and of course have slow recharge of the drives. This will stay with Pilot's percentages and give the feel of freespace.


Exellent! i really like the way you've divided up everything. Only lets just give corvettes 2 jumps. And destroyers have 1 jump.  
This way there is an advantage of having a corvette.

As for juggernoughts, they have no jumps. What i mean is, as soon as you finish building a juggernought, it's jump drive starts to charge up, so initally, you have no jumps. that way you cant jump as soon as you've finished your juggernought, and whipe out the other player. This will give a bit more difficulty and require more strategy to protect your juggernought so it doesnt get destroyed before you can jump it out.

Ok, i need to know if any of the following is possible:  if a fighter has 6 jumps, it can jump in and out as many times as it likes, without having to wair & recharge. But after it has reached 6, it has to wait and recharge. After it has recharged it will have - a) 6 jumps, b) one jump.
« Last Edit: January 21, 2005, 09:23:17 pm by 1659 »

 

Offline jc4jc

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Six jumps as far as I know you can't limit them after you set them, and I don't think you can change the speical energy after the ship is built either.

OK. you guyes don't seem to have much consept of how Armada works. The speical weapons that take from the speical energy subtraces from the full amount. You can't just change the amount when speical events like warping, which isn't real warping by the way, a number of times happens. sorry but it just doesn't work that way. Their isn't some Armada version of Fred that can dictate how a map works, as much as the armada community would like to have such a tool. Sorry if I sound harsh, but 'them's the brakes' with this game.
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

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Well, yeah. You're right.  but I do have armarda 1, but i dont mod for it and i only just build ship and attack. I never really take an in-depth look into the game. I build ships and order them to attack other ships. However i do have some understanding.

So we cant take away energy whenever a ship warps?
and limit the amount of energy each ship has?

Quote
As for juggernoughts, they have no jumps. What i mean is, as soon as you finish building a juggernought, it's jump drive starts to charge up, so initally, you have no jumps. that way you cant jump as soon as you've finished your juggernought, and whipe out the other player. This will give a bit more difficulty and require more strategy to protect your juggernought so it doesnt get destroyed before you can jump it out.


Also i dont think you understand me. Each ship has a certain amount of special energy. After a ship is built does it's special energy have to charge up before special weapons can be used or is the energy already charged? And what im saying is extending the time this energy recharges.
« Last Edit: January 22, 2005, 05:12:36 am by 1659 »

 

Offline jc4jc

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No, we can take way or limit the energy from the ships in game. Yes, we can change the amount of energy a ship has and how much speical weaponstake from that energy.
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

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A couple of thing s about the shiplist
Ok, can we take away energy whenever a ship jumps?
Can we specify how long energy takes to recharge?

Also galonrever, for the shivan interceptor, instead of the SF Astaroth, may i suggest the SF Dragon or the SF Manitcore.
dragon has the best shields, but is slowest.
manitcore has the fastest speed, moderate shields.
astaroth has lowest shields, but moderate speed.

Also there's a similar but oposite situation with the SF Basalisk (Heavy fighter). You could use the SF Aeshma, which apparently is a more recently encountered fighter. But I'd stick with the basalisk as most people recongnise it.

For the terrans, i think the GTFr Triton should be the contruction ship instead of the GTFr Posidon. Coz, it's bigger (carrys twice the cargo, and is roughly the same size as the miner. And the GTB Boanerges is more of a heavy bomber, so replacing it with a more of a medium bomber like the GTB Medusa might be good.

As for the vasudans, i think you should have the GTFr Satis as the construction ship, because it's closer to the size of the miner. Aslo you might want to change the interceptor from Serapis to Horus.
Just check out it's tech description!
Quote
The GVF Horus was the fastest fighter class during the Great War and it's still the fastest fighter in the GTVA fleet. Its weapon capacity is average for a fighter, with four primary banks and two missile bays. The Horus pays for its speed and maneuverability with thin armor and relatively weak shields. The Horus shines as a bomber interceptor, a role Allied Command puts it in as often as possible. For offensive operations against well-defended targets, however, the Horus is a poor choice.

Horus has better shields, but Serapis has a slightly stronger hull.

The Osiris bomber should be an assault bomber because of it's age and small bomb bays. The Sekhmet should be the main bomber because of it age, large bomb bays, and higher shields.

And that should just about wrap things up.......for now :D:yes:
« Last Edit: January 22, 2005, 01:08:34 pm by 1659 »

 

Offline jc4jc

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Yes, we can make the energy recharge what ever we want. I can handle this part. I just need models to go with them.

As for the rest of your post why restrict them at all. We could have a special construction module that builds the new (7) fighters as well as the old (6) fighters and another that builds the bombers(7 totel).
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)

 
I think we want to keep fighter and bomber numbers to a low af about 6-8 in total, otherwise a new player to the game may get confused, and be a bit overwhelmed by the sheer number of them.

Pilot, id prefer to keep the Astaroth, Basalisk and Serapis, but the construction ship ideas i like.

Also, what Pilot suggested about ships having a stock begining of jumps available, and then a slow recharge is highly possible, and I ESPECIALLY like the idea about having the Jugganaut start from scratch with its jump drives. An excellent idea!
But, oure main problem is a lack of models. Without models to HP and balance and stuff, all we're doing is tossing around awesome ideas with little to show for it
Is anyone good with model converting?

 

Offline Pilot Of The US

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id really love to to help. but ive got no idea about modding armarda 1. ive only played the game. I dont understand exactly what odf are, or how the game works everything out, or how you would get fs2 ship into armarda 1. And what about the limits of armarda 1.

And you're right we should keep the basalisk, serapis and astraroth. we should change the contruction ship though.

I thought you had the models in odf already?

 
odfs are, in basic, text files that control how the models will react and what will do what. whats connected to what and all that good stuff. Albiet, I haven't actively worked with odf files in a while so I may be off. The odf files aren't the same as the model files.

 

Offline Pilot Of The US

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oh man! ok, how are you doing with the models (convertions)?

 

Offline jc4jc

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No, Odf's are the states, majrwest is correct. Their like each ship has its own tbl. the SOD files are the models. As for model conversions there is a program that I can use to convert them. However I would need the exact model and textures we want to convert. I have to find out what format the program will except. But I can get the convertion part if you guies have the models ready.
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

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ok, the models are in pof format, or they could be converted to cob. The textures are in PCX format, but could be converted to bmp or something else. Hows that?

 
Textures need to end up in .tga format from pcx, and models have to go from pof to sod.

Yea, odf's state the ships physics, and properties like speed, sensor range, weapons, weapon placement, hitpoints, shields, etc. The odf is then linked to the sod, and the properties applied to the model.

 

Offline Pilot Of The US

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ok, i can get the textures from PCX to TGA. but i need to know how "in-depth" to make them, eg. Freespace can only handel PCX images when they are in 265 colour.

Also i wont be able to get the pof into sods. Is there any other format that can be converted into a sod?

 
uhhh.....pass

 

Offline Pilot Of The US

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well, im not exactly disapointed at your response since my earlier response was actually directed at jc4jc.