Author Topic: Inferno SCP Additional Content  (Read 50696 times)

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Offline Goober5000

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Quote
Originally posted by High Max
their x-girfriends :D
Mutants?

 

Offline Woomeister

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Quote
Originally posted by High Max
That's what I meant despite the fact that it is very off topic ;)


Well this thread was about making additional ships compatible with Inferno after the next release, which ended about page 4 of this thread :D

 

Offline Woomeister

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Smaller repair yard for Cruiser-Light destroyer class ships. Still in the mapping phase. This one should work fine on both stations unlike the larger one.

 

Offline Goober5000

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Quote
Originally posted by High Max
That's what I meant despite the fact that it is very off topic ;)
:blah: You didn't get my joke.  I referred to X- as in X-Men. :p

 

Offline T-Man

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My only objection to this module idea is that it's gonna fill the map up with green dots, and let's just not go into protection missions...
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 

Offline Goober5000

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So use friendly-ship-stealth. :p

 

Offline Woomeister

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Stealth them and make the mission designer do the mission properally so most of the extensions wouldn't go under attack as the enemy would attack the main station, except for the GTExD as it can fight back :)

 

Offline T-Man

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...good points, well presented.

Woomeister, you mentioned way back in the thread a 250 ship limit. Is this a limit for the number of added ship types you can use in a mission? Or is it the limit for the number you can actually have in the modules?

BTW: Since they're modules that add mods, i hereby name them "MODules" :lol: unless the team have another term for them.
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 

Offline Woomeister

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The limit is 250 overall ships, this includes all the main campaign entries and any installed mods. The limit of the mods is 250-total in ships.tbl

 

Offline Woomeister

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The bigger the limit, the more memory required to store all the data.

 

Offline Woomeister

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But it might be a problem for those with 256mb ram, plus there's no reason to waste memoery on 1000 max entries when that many would not be used.
250 should be fine for now, and if I did ask the limit to be bumped, it would be to 300 and no more.

Of course you could create a custom INF Build by editing the cvs code yourself if you really wanted that many.

 

Offline T-Man

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If, say, you wanted to change a ship designation or tech description half-way through the campaign (to show intelligence progression as more data is collected), could it be done using a SEXP in the FRED build's campaign editor, or would you need to switch between multiple entries of the ship?
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 

Offline Woomeister

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I wouldn't mess with the techroom really, it can be messy sometimes if multpile tech entries are changed...

 

Offline Woomeister

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To bring this thread back to its original topic:

A ship you may recognise from R1...
This one will be part of a larger pack I'm working on.

 

Offline Darius

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The Ophion! Yes!!

Is it still going to be the SOC's main superiority fighter?

 

Offline Woomeister

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It's part of a 'special ops' pack and takes the medium fighter role (equivilant to the Ezechiel)

It's nearly half the size of the R1 version (a more reasonable size) and has only 1 secondary bank. I have a 4 arm variant for the heavy fighter role, the Orpheus as the light fighter, Benki as interceptor, and a new fighter as the assault fighter. For bombers the Artemis will be included, and the Lyre which is included in the main mod.

No heavy bombers as I don't see a need for special ones.

That gives the following with the same map style:

GTF Orpheus
GTF Ophion
GTF Ophion 4 wing Variant (unamed at the moment)
GTF Benkei
GTF Unamed (Alves eqiv)
GTB Artemis

GTF Banshee (R2 included)
GTB Lyre (R2 included)

The Banshee and Lyre are used by normal GTVA fleets and are in the main mod. The others will probably be classed as being in eval periods for elite use only when tech descriptions are done.

All the new ones will be in 1 download, but in seperate VP files so you can delete any you don't want to use without having to extract everything.

I'll take a group shot once I'm more done with them.

 
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Yes, we like screen shots. :nod:

  

Offline Woomeister

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All of them for scale:


Banshee and Benkei:


Tethys and Orpheus:


Ophion and heavy variant Ceyx:


Artemis and Lyre:

 
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Nice!!  Are they going to be part of the campaign, or just included in the mod.

 

Offline Woomeister

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The only ones included in the mod are the Lyre and Banshee.
The rest are a seperate download for those who'll make user missions. Everything in this thread except for the Arcas and extensions are extra mods.