Author Topic: Freespace Mod for Armada 1  (Read 20401 times)

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Offline jc4jc

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Hey Why not "Freespace 2: Battlegroups", why have the allied in their. Just my two sense worth. Well sense yo guies need help what can I help with, odf files, tech trees, demo maps. I'm a little rusty on conversion but I think I can get something finished.
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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  • aka Blue Thunder
    • RNI Shipyards
Hey why not... Freespace - Battlegroups!

has a nice ring to it. anyway it's now between the following two:

Freespace - Battlegroups
Freespace - Allied Frontier

I'm going for Allied Frontier.

 
Freespace Mod for Armada 1
Freespace: Universe
and
Freespace: Battlegroup

both sound good.

 

Offline jc4jc

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Hey Here is my e-mail:
jc4jc E-mail

What ever you guyes need me to look at I'm 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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  • aka Blue Thunder
    • RNI Shipyards
Freespace Mod for Armada 1
ok, i am totally against Freespace - Universe. But im all for Freespace - Battlegroups.

And ive decided to drop Freespace - Allied Frontier.

 
Freespace Mod for Armada 1
Freespace - Battlegroups it is then.

 

Offline Pilot Of The US

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  • aka Blue Thunder
    • RNI Shipyards
Freespace Mod for Armada 1
yay! Freespace - Battlegroups. The project now has a name!

so are you gonna post a staff list, and a to-do list?
and what about a website? (may i suggest geocities, i could then do website maintanence)

 
Freespace Mod for Armada 1
Website space taken care of. My dad has a friend that runs a web server called Bookcase.com. I've got a free account there now and it has the latest in php, mysql, all that fancy stuff we could easily use. I'll post the updates as soon as my partner in crime resurfaces. Might need to e-mail him to remind him of our project here. lol

 

Offline Pilot Of The US

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  • aka Blue Thunder
    • RNI Shipyards
Freespace Mod for Armada 1
Anyway, good luck with the project. I'd like to help but i dont think i can do much, and im also working on 2 model myself so im going to be busy.

 
Freespace Mod for Armada 1
****, you guys have been BUSY! I just got back from a 9 day roadie...as u can imagine, 9 days living off a steak, potateo's, and beer diet have somewhat...exhausted me. Unfortuantly, im not round for long, as myself and a few mates are heading off to camp site several hours from civilisation...more beer, steak and potateo's :) does anyone want what i have so far with the odf's. Ive done a little polishing, but the physics files still need work

 

Offline jc4jc

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Freespace Mod for Armada 1
Hey Send them to me and I'll take a look at them. I also need any of the other files that may be ready so I can get a feel of what is done and 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 Freyr

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    • http://a2upgrades.net
Freespace Mod for Armada 1
hi guys! I exchanged PM's with Galonreaver on SGN about this conversion and he pointed me here.

I am able to convert texture files into A2's file format which to the best of my knowledge is identical to A1's save for pulses being flipped. I can also work on anything texture related, I have had quite a bit of practice over the last few months.

 :lol:  Oh, galonreaver it was a mistake pointing me here, FS2 is my favorite game of all time and erm, I am going to be "busy" for a while now.  :)

 
Freespace Mod for Armada 1
LOL, i know what you mean. when i first found HLP, i was browsing the pictures, threads, hosted projects and stuff for hours. I was up til about 2am, with school da next day ;)

 

Offline jc4jc

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Freespace Mod for Armada 1
Hey, galonrever, is their anything I can do.
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 Freyr

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    • http://a2upgrades.net
Freespace Mod for Armada 1
oh, I have been staring at the artwork which is great, even more interesting though is the SCP & FS2open, especially now I have more campaigns than the main one to play on. :D

  
Freespace Mod for Armada 1
Hey galonrever, gimme what screenshots you have and I'll put them on the host. Also gimme all the details of whats done and what needs done and who has done what and I'll get all that up too.

 
Freespace Mod for Armada 1
jc4jc, i need ur email so i can send u the odf's if u want to look at them

Majrwest, unfortuanitly, at this time, we have no screenshots to speak of except a pic of the new beam weapon thing because we havent got any models ingame yet. All my work has been on odf's and sound files. Texturing, modeling and the like are over my head. but i can give u this

ODF's are compiled, but still need polishing.

The aim of this mod is to recreate the magic of the Freespace universe. That means:
-Fighters are only effective against other fighters, bombers and very light cruisers.
-Bombers are only effective against cruisers and corvettes, and are in a supportive role in attacks on destroyers
-Cruisers are effective against other cruisers, ok against Corvettes, and in combat against heavy ships are only good really as flankers, and deversions
-Corvettes are the workhorse, good against fighters, bombers, cruisers, corvettes and destroyers (in numbers or used effectivly)
-Destroyers are heavy support ships, bringing firepower to a battle. They are loaded with weapons, BUT cost a **** load and take a LONG time to build, so u DONT want to lose them. They are good against cruisers, corvettes and other destroyers (when supported) and in numbers (something unlikely to happen) against jugganauts
-Jugganauts. The ultimate killing machine. only extreme fleets or another jugganaut is really a threat. U dont want ur opponent to have one.
-Bases
   Terran/Vasudan- generally rounded, with good anti fighter/bomber defences, and with RBC's good against warships
    Shivan- no real heavy base defences. If you want to survive, you HAVE to be on the offensive. Im leaning towards shivan shipyards, bases and stuff to be weaker then terran and vasudan, which will greatly encourage the player to always be attacking, never defending. How this will work with the AI remains to be seen

Ships will repair very slowly, like a couple percent every minute or more. This will encourage raiding strikes, ie to batter a shivan destroyers hull with a few bomber strikes, so when its down to 50% or so, you can bring in the heavy guns once their in position, even if it takes you 2 minutes, the destroyer is still damaged if there are no nearby bases for it to repair at, and since destroyers are slow, you have a kill.

Jump drives. They will only have roughly 2-4 jumps avaliable per ship, as special energy wont recharge, so you have to use it wisely. Fighters and bombers will have rougly 5-8 jumps available. This is still open to debate and discussion ( as is everything else, i should add). This is to stop people constantly jumping ships everywhere. If u jump the GTD Lincoln to defend a mining station, and you only have 1 jump left (a wise person would save that in case you have to withdraw in the face of a massive offensive) you have to think carefully what you do

Also, Im thinking on making officers limited, and you wont be able to train new ones. This will mean you have to think "Do i make 4 more Aeolus class crusiers which are fast, and a good class of cruiser, so i can spread them out, or 1 more destroyer which is slow and limited, put powerful" You'll need a diverse fleet to take down an opponent, and you'll have to decide on its make up. U might sacrifice having a few destroyers and corvettes to build one jugganaut, but if that goes down, you'll only have cruisers, a few corvettes and fighters and bombers to defend your self....

Fighters and bombers will have fairly quick buildtimes, but crusiers, corvettes, destroyers and jugganauts will have long build times. This way, if you see your opponent building a jugganaut, you know you still have a short time to effectivly assemble a force and plan an offensive, instead of having to throw **** at it constantly. this works both ways. If your the one building the jugganaut, you'll need to defend it with a compliment of ships, but still have to act offensivly, or at least defend your outposts and mining station effectivly as to not allow your enemy to build a huge fleet to use against you. You have to hassel the enemy until the Jugganaut is ready for you to deal out fire and death

Oh, also, I was thinking that to avoid having to design and create new shipyards and stuff, that we could just retexture the exsisting stuff (execpt in the case of the Ganymede, Arcadia, etc sisnce they are already in exsistine in the Freespace universe) This will save time. A little reorientation would also be good. Does anyone know how to do this?

This mod is for Freespacer's who have Armada 1 and 2. (Oh, the first mod will be aramda 1, and then, after we hear back from you commenting on things you liked/ disliked, we will make the aramda 2 mod) so i want to hear your thoughts on anything and everything. You have suggestions, dont hesitate to say them
« Last Edit: January 16, 2005, 09:46:55 pm by 1320 »

 

Offline Pilot Of The US

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  • aka Blue Thunder
    • RNI Shipyards
Freespace Mod for Armada 1
ummm, Jc4jc has already given his email address, just look up a few posts. And if anyone wants to see that beam pic, it's on page 2 of this thread.

and galonrever you might not be aware of this but there already is a Freespace mod for Armada2. And i love your concept of high build times & limited officers. Although im not that sure about limited jumps, couldnt you make it that the recharge times are really high, eg. Give each big ship 2 jumps to start off with, then any more jumps after that will require- 5min for a corrvette to charge, 10min for a destroyer to charge, 15min for a juggnut to charge (you only get one jump, and you cant stockpile jumps, so you cant get more jumps until you use up the one you have).

 

Offline jc4jc

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Freespace Mod for Armada 1
Here is my e-mail.JC4JC

I'm skeptical of the limited jump drives. I like POTUS's idea but make it harder for the fighters to recharge.  Despite the fact the the subspace drives in freespace can recharge in ... I think it is 15-30sec, The Cruisers could take 5 minutes just like the corvettes, fighters could be like destroyers 10min.

I'm also Skeptical of the Officer limit. Aramda does go on a faster than real time type scale. We could have it to were Officers take just as much time to train as it takes to build a destroyer or juggernought. that way the player dosen't say "hey, I can get anymore officors and the Shivans are still building those accursed Raksasa's and Molock's?"

HOwever I like the shipyard Idea. I was thinking that the Arcadia could act as Starbase/Fighter Shipyard, and the Ganymede could be the cruiser/corvette yards, two Ganymede's could be the destroyer yards. and then three or four could be the juggy yards. the Ganymede would act for both Terran's and Vasudans. We could ask for permission to use the Vasudan starbase that some mods are using.

I like everything else. Sorry if I sound pestimistic about my first two comments.
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)

 
Freespace Mod for Armada 1
I see where you guys are coming from, it can be a bloody hassel having ships with no jump drive stuck, but...I think it needs a bit more realism to it. Ships cant jump every where indefinatly, and when you think about it, you dont jump ships THAT often. Its really only when theres a strong offensive on its way, or just to secure a vital position. K, how bout this, fighters/bombers get 7-8 jumps, warships get 4-5

If you still want recharging jump drives, i'll concede. Like i said, this is a mod for the community, therefore, community rules ; )

jc4jc, i sent you those odf's

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?

If the enemy is building small ships, have 2 shipyards build small ones to stall them, and 1-3 shipyards build heavier ships to take the field and wipe the enemy small ships away.

Yea, i planned for the Arcadia to be the base to build the construction ships, miners and fighter/bombers. The fed light shipyard would build cruisers and corvettes, then Ganymede shipyards build destroyers, and 2 ganymede build colossus size
Heres my plan. The ships with dashes underneith a certain station are built by that station

---Terrans

GTI Arcadia (Outpost)
-GTFr Posieden (Construction ship)
-GTFr Zephryus (mining ship)
-GTF Myrmidon (Space superiority)
-GTF Perseus (Interceptor)
-GTF Eryines (Heavy Fighter)
-GTF Hercules Mk II (Assault Fighter)
-GTF Pegasus (Stealth)
-GTB Boanerges (Medium Bomber)
-GTB Ursa (Heavy Bomber)

GTI Tanus (Mining station [Just a retextured fed mining station])

GTI Ithaca (Shipyard [retextured fed shipyard])
-GTC Fenris (Light Flanking Cruiser)
-GTC Leviathen (Slow Heavy Cruiser)
-GTC Aeolus (Attack Cruiser)
-GTCv Deimos (All-rounder)

GTI Ganymede (Heavy Shipyard)
-GTD Orion (Anti Capship Destroyer)
-GTD Hecate (All-rounder)
-GTVA Colossus (not buildable in SP)

GTSG Alastor (Anti fighter gun)

GTSG Mjolnir (anti Capship)

GTA Charybdis (AWACS- Double sensor range)

Terrans- The Terrans are the beginners race. They are easy to learn, and later, when used correctly, are damn good. Fire Arcs of most ships are 720 degrees (all round the ship) with the exception of the cruisers. Even so, if cruisers are escorted by corvette's and above, flanking them wont help much. Orion's are good defence ships, and can give powerful broadsides. they have good fighters, and ok bombers. Against them, multiple attacks and fronts is the best way. Make them spread out. As them use fighters and bombers to damage ships before bringing in a task force to eliminate the opposing force, and use the Fenris and Aeolus cruisers to flank and damage the smaller elements of the enemy fleet.


---Vasudans
GVI Cairo (Outpost- Updated Arcadia/ Vasudan base from other mods if allowed)
-GVFr Bes (Construction ship)
-GVFr Anuket (Mining ship)
-GVF Serapis (Interceptor)
-GVF Ptah (Stealth)
-GVF Tauret (Heavy Fighter)
-GVF Seth (Assault Fighter)
-GVB Bakha (Assault Bomber)
-GVB Osiris (Bomber)

GVI Thuphya [Retextured A1 Klingon shipyard]
-GVC Aten Refit (Support Cruiser)
-GVC Mentu (Assault Cruiser [With Beam])
-GVCv Sobek (All-rounder)
-GVA Setekh (AWACS- double sensor range)

GVI Ganymede
-GVD Typhon (All-rounder)
-GVD Hatshepsut (All-rounder- Best destroyer ingame)
-GTVA Colossus (not buildable in SP)

GVSG Ankh (anti fighter gun)

GVSG Mjolnir (Anti Cap ship)

Vasudans- Have the best destroyer in the game. Again, the weapons are well placed. Again, flanking of little use when used against corvettes or above. Fighters ok, bombers only good for hit and runs, but capable of defending themselves well against fighters. Playing against them, take out their heavy ships first, then outflank and destroy the cruisers, and hit the bases and shipyards hard, again aiming for heavy shipyards. As them, try to keep the offensive. As soon as forced back, vunerable to anti base strikes. Has to keep enemy occupied.



---Shivans
SI Shivan Stronghold (Heavy base)
-SFr Dis (Construction ship)
-SFr Rahu (Mining)
-SF Basilisk (Heavy Fighter)
-SF Astaroth (Interceptor)
-[EDIT] SF Mara (Space Superiority)
-SB Nahema (Fast Bomber)
-SB Seraphim (Heavy Bomber)

SI Kahuka [Retextured A1 light borg shipyard]
-SC Cain (Light Cruiser)
-SC Lilith (Heavy anti-cap Cruiser)
-SC Rakshasa (Flanker)
-SCv Moloch (Corvette)

SI Rehvaki [Retextured A1 heavy borg shipyard]
-SD Demon (Anti Cap Destroyer)
-SD Ravana (All-rounder)
-SJ Sathanas (Mega ship[ not buildable in SP])

SSG Trident (Anti Fighter)

SSG Belial (heavy anti fighter)

Shivans- Most ships are designed for offensives. This is their strong point. For their base, no heavy sentery guns. Only capships good for base defence. Heavy reliance on forward facing weapons. If their flanked, they have to turn to engage. When fighting against them, well executed defensive tactics and outflanking best, with base strikes to cripple their offensive capability. As them, best defence, is a good offence. Also, you MUST have cruisers available to engage any enemy ships that outflank the heavier ships, and fighters to cover the cruisers

This is open to revision, but I think its good. Capital ships should be expensive, and slow to build, so you only have a few of them, and if you lose one, it HURTS!

Fighters and bombers will be built at the starbases, making starbases a must.
« Last Edit: January 18, 2005, 04:15:12 pm by 1320 »