Author Topic: renegade "vae victis" project: need help.  (Read 107126 times)

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Offline starlord

  • 210
renegade "vae victis" project: need help.
Hello again guys, it's been a long time as I had a computer crash lately. So first things first: I will start with this: I wish you all (even if it's a bit late) a very merry christmas and mostly a very happy new year 2008. my most humble thanks to the community for it to be what it is. May it defy time and extinction itself.

On a second note, I have made progress on the renegade legion MOD. Enough in fact to give it a violent push into serious. The MOD will be organised in 5 campaigns (or chapters) which will be no doubt released progressively. I have made a first mission script evaluation of campaign 1 (including all victory/failure systems). All campaigns will feature one "pathway choice" at one moment, and I have found enough info to make several references at some novel material such as the kraken or the orca squadron. Once my computer will be fully operational, I will scan the system maps as well as the latest designs: (seneca, illustrious, inflexible), at which point I will have reunited all salvageble renegade legion material (hopefully enough to start making the MOD).

Please feel free to check the other renegade legion MOD thread in the gaming section to take a look at the material (interceptors, tanks and capital ships).

As for the introduction:

I stared, my eyes alight with passionated awe, at the infinite depth of space from behind the observation port of my personnal quarters in crucible command, thinking about what peace might be like. "peace". Did the word, seemingly from another age long forgotten, even still yeld a faint trace of meaning anymore? Could it still mean anything to us, despite some hollow promise?
Seemingly, the war with the terran overlord government has come to a stalemate, but we all knew the truth behind the appearances: The TOG advance had been only temporarily stalled with the liberation of the messana pocket and the "outstanding" defense of jacob's star. I remember this most especially: I was there.

Outstanding defense, yes, but it came at a high price: listening post alpha's respected commander "mother" down in flames, Several friends lost forever to the void, and the elimination of a backstabbing spy. Yet the invading TOG cruiser squadron was effectively harrassed, gnawed at, and finally repelled from the system. Only 2 ships survived: the "canis" cruiser class carrier, later identified as the "relentless foe" and the command ship "bane warder", one of the new lictor exclusive seneca class cruisers.All other ships, including the "xerxes" frigate class carrier "vici" had been destroyed either in the system or as they retreated to calaris.

The fact that one of the fearsome lictor secret service's cutting edge seneca was repelled spread doubt among the TOG troups like wildfire, making the renegade counterattack on the messana pocket yet another success. Even so, the TOg is endlessly pulling in new ships in shannedam, and with the county capital "defiance" still being contested and the recent fall of "gustaviv's regret", our victory probabilities still appear more then unclear.

As of 03:35, crucible command has ordered our unit to be transfered aboard the "vigilant", a county frigate class carrier. The vigilantand it's escort shipswill be assigned a "recon in force" type mission considered dangerous or even suicidal by many standards: the infiltration of the TOG controlled systems cosmic south/south east of the messana pocket, in an attempt to locate and possibly destroy the TOG command structure in shannedam, shutting down all of their operations in the county. This directive will come to effect in 2 weeks, during which we will be assigned the routine patrol assignements in the messana pocket.

As my log entry reaches it's end, final preparations are being made for my squadron's patrol plan. I pray whatever gods their may be that one day, we might rediscover peace.

This is gariss "ares" Jameson, commander of the 70th squadron "battlespears", 80425 renegade legion wing, signing off.

Naturally, I won't present you with the missions script (What good is there to spoil your fun), Yet I would like to recruit. So should anybody be interested, be sure to contact me. I'll take just about everything, since I need just about everything.


For those who want to check the material: http://www.hard-light.net/forums/index.php?topic=50666.0

And keep in mnd this: the MOD will be free of course, but as for WCSAGA for instance, the full story comes at a price: since you have to buy the wing commander titles to have the full WC story, in a similar manner you will have to buy renegade: the battle for jacob's star to get the full renegade story (jacob is acting like a prequel to the MOD). I recommend you check the amazons or a neat little shop called cdaccess (open to international orders too). Take a new one if possible, so you can treasure the manual.

I had a message coming from the starshatter community telling me that spaceranger (a renegade fan) would like to help me as a moder once he gets a little free time. I guess that means that things are beginning to evolve.

Also, I have the detailed campaign 1, mission 1 script for you. I'm counting on your feedback.

Briefing: Welcome back to crucible, pilot. I'm commander paul wayne, commanding the renegade 80425th. As you have noticed, our recent operations in messana has given us a much needed break to reorganise our strategy, and one cannot deny that this is partly due to your work on listening post alpha.
However, we cannot relent now: Even though the pocket seems clear of TOG forces, sensor cover seems to detect several small glitches in jacob. Those could simply be metallic traces in the edison belt, yet we will still not run the risk of another TOG invasion. This mission will also reacustom yourself with fighters since your short leave, therefore it'll be an excellent occasion to test your remaining skills.

You will fly along with one wingman a standard patrol in the edison asteroid belt in jacob's star. You will be using cheeta light fighters: Touch your navpoints in order to clear the way for the starfire pegasus light corvette to lay a network of surveillance satellites. Once done, return to base. Scans report no enemy contacts, yet should you encounter the TOG, engage at will. Dismissed, pilot!

Base launch: shrew (wingman): it's great to have you back, sir! We're ready to go.

Autopilot

nav 1: clear. W: no hostiles here, command. proceeding on the patrol.

Autopilot

nav 2: wave 1: 2 launceas. W: command, we got hostiles here: 2 launceas, repeat 2 launceas.  Command: aknowledged. alpha, engage the enemy.

Wave 2: 2 launceas light fighters. W: I can't see how those ships could have come here without a carrier vessel. There must still be TOG units in jacob. At least patrol ships.

C: good job: continue your pattern, alpha!

autopilot

nav 3: 2 verutums light fighters and 2 launceas . W: command, things are getting out of hand here, we got 2 verutums and 2 launceas. TOG is still active in jacob command.

after fight: C: alpha, we have an unknown signal near you, we marked the emission area as nav 4, go check it out.

Autopilot

Nav 4: 1 cingulum light corvette, 2 spiculums medium fighters.

W: we see it, command: a cingulum sloop loaded with sensor gear, no doubt acting recon. Also 2 med spiculums acting escort. The cingulum is fleeing.

C: "alpha, take out the cingulum before it enters T-space" (you have 2 minutes), "then engage the spiculums but use caution".

(when cingulum explodes), W: wow, that's one big boom!

autopilot.

base land. W: It was an honor to fly with you, sir! C: you're clear to land alpha!

Mission failure: patrol aborted or all enemy fighters not destroyed

Mission partial failure: cingulum escaped (after 2 minutes)

mission success: all TOG units have been destroyed and fighters returned to crucible.

That's it for now.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
As promised, you can now check out the last of the material directly taken from the battle for jacob's star manual. The link to the download is here: http://www.4shared.com/file/35906170/c1aa58d5/renegade.html?dirPwdVerified=380ccc6c
 (in there you can find out the newer ship designs including the superb cutting edge seneca cruiser. ;7
Also, the mission planning made for campaign 1 turning point is nearly complete.

Of course, The first things I would need is someone with a certain bit of imagination at designing ships as several designs are evoqued, yet missing, so it seems they will have to de redesigned from scratch

those designs include:

-TOG morkanium destroyer class carrier
-TOG adscriptius class gunboat
-TOG cataphractus class escort
-TOG ultor class battleship (old design)
-TOG canis cruiser class carrier
Utility VLCA comm ship (perhaps)
2 freghters and 2 troop transports.
Several TOG and renegade fighters

Should there be any renegade legion fans in there, please help me in my quest for finishing this MOD.

Thank you.

starlord.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
So I will start with a first question to the experienced modders out there: Is it possible to mount shields on capital class ships? Also, is it possible to have interceptors with uneven armour? say 90 front, 80 rear and 40 side?

I've made up a fighter summary, looks like the TOG has 27 fighter designs and the commonwhealth/renegades have 31 (including last prototype designs). The ssora have 1 and the kessrith have 5 designs along wih their 2 corvette designs (sloop and carrier).

Also, one more race exists i forgot: the cizerack. Those are felines and mostly ressembling cougars. They are relatively peaceful yet cannot fly interceptors. However they are perfect as spies and no doubt that in the MOD you will interact with one.

This will mean that if a player is to pilot all renegade fighters (not all at the time though), at least 6 per campaign must be available. Also in campaign 3, 4 and 5, players will be given a limited number of TOG fighters to fly as infiltration, also they will possibly fly the ssora fighter. The kessrith exclusive fighters will not be flown by the player in the main campaign (however, perhaps if user made campaigns are made, they could be flown in those).

Also, Is it possible to have a ship (for instance a xerxes) carry interceptors and a small number of patrol ships (like 2 pharetra carrier corvettes). Yet those pharetras can themselves carry 1 squadron of 6 intersepors each. Is this feasable?

Also, one of the weapons is a cone laser (or claser), is it possible for a weapon to fire slightly conical bolts?

I am anxiously awaiting your replies.

best regards.

starlord.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
Today I have made up the definite campaign 1 plan (turning point).

here are the visited systems (each of the systems contains 3,4, or 5 missions)
                                                                                                                                               
                                                                   
BEGIN: 1: Jacob's star. 2: calaris. 3:mysia
                                                                   

CHOICE A: HELP DEFIANCE : 4: yin. 5: defiance. 6 WIN: ancona. 7:Yois (join). 8 WIN: Hubble. 9: sparta hill(GOAL)
                                                                            6 LOSE: Ku krassus(END)   8, 9, or 10 LOSE: Ciria. 11: ceaser' folly (END)




CHOICE B: SEARCH FOR BANE WARDER:4: Iol. 5 WIN: Olisipio. 6: cyclic. 7:Yois (join) (8, 9: same plan as A).
                                                                         5 LOSE: Ve'fros. 6:Thapsus. 7:Tarraco. 8: messana (END)

Use this in conjonction with the shannedam system map in the link I previously included.

awaiting feedback.

best regards.

starlord.
« Last Edit: February 01, 2008, 03:05:05 am by starlord »

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
Hi there,

News today: mission planning is almost over: I only need to make path B (the search for the bane warder) and the failure systems.

I'm in need of experienced persons capable of giving me feedback on my campaign (and perhaps by the same occasion, join my MOD effort). I'm awaiting your reactions.

I at lease need to know if the campaign I'm designing is going to glue you to your comps (It's my first scripted campaign, so be gentle, however I have great experience as far as the space combat genre is concerned).

Please send me your help or proposals.

best regards.

starlord.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
hi, I was just wandering if it was possible to make custom nodemaps in a MOD? Like, say, the system map of shannedam county in briefings? Could someone tell me?

Also, I noticed more than a 100 readers on my topic, but yet no answer. Come on guys, I'm not gonna bite you know... ;)

 

Offline Topgun

  • 210
Re: renegade "vae victis" project: need help.
your posts are too long. as for the system map, were do you want this map to appear? at the briefings?

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
Yes: It would be interesting to have either FS1 or FS2 style animated maps, yet as you noticed, they tend to differ. Download the file using the link I've posted and you'll see the shannedam county map: As you see, there's nothing in common with freespace.

Regarding the posts: Sorry, I hope they don't bother the administrators, but there is so much to talk about, especially in those parts of the project.

Since you are here (thanks besides for being the first one to reply and to show interest to the renegade legion), could you tell me if it is possible to create shields for capital ships? Likewise, is it possible to create fighters with uneven armour? For instance, the renegade penetrator must be carefully flown: bow armour: 90, stern: 80, sides: 40. Can this be possible?

Best regards, and thanks again.

starlord.

 

Offline Topgun

  • 210
Re: renegade "vae victis" project: need help.
well shields on capital ships is perfectly possible. as for different plates of armour, I don't think so.
if you can make a map on it's own file (not a scan from a book) it will be easy to put it into either the tech room or the briefings.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
can cap ship shields regenerate too? also, I'm afraid I didn't quite get that part about the uneven armour.

 

Offline Topgun

  • 210
Re: renegade "vae victis" project: need help.
can cap ship shields regenerate too? also, I'm afraid I didn't quite get that part about the uneven armour.
yes, I am prety sure it does.
and uneven armour doesn't work.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
Ouch! Well the perhaps we can work something out with uneven shields rather..., for instance, if the penetrator has weaker side shields, it might turn out to be the same.

On another note, I've finished the campaign 1 "turning point" victory path (along with the 2 choices) mission script. I just need to design the failure missions. Also, I'm looking for persons I could share the script with so they could give me feedback. Actually, modders and fredders wouldn't be bad either, if there still are some of them which are free. I think campaign 1 script will soon be completed, and it would be good to move to stage 2.

Also, one thing: Is it possible to make the big fighter bays of the carriers destroyable? like any other subsystem? This would add a tactical dimension when fighting carriers, as a TOG morkanium destroyer class carrier alone can transport 2 groups of fighters (I think 180 fighters), a xerxes frigate carrier can carry a full wing (360 fighters) while a canis cruiser carrier can carry so much as 3 wings (1080 fighters). However, those ships are weaker in all aspects when confronted to normal destroyers, frigates, cruisers (no spinal mounts and less gun bays to make room for additionnal fighters). So when their big fighter bays are destroyed, you will have loads of fighters off your backs and also easily cripple those ships.
« Last Edit: February 06, 2008, 08:07:46 am by starlord »

 

Offline Topgun

  • 210
Re: renegade "vae victis" project: need help.
Also, one thing: Is it possible to make the big fighter bays of the carriers destroyable? like any other subsystem? This would add a tactical dimension when fighting carriers, as a TOG morkanium destroyer class carrier alone can transport 2 groups of fighters (I think 180 fighters), a xerxes frigate carrier can carry a full wing (360 fighters) while a canis cruiser carrier can carry so much as 3 wings (1080 fighters). However, those ships are weaker in all aspects when confronted to normal destroyers, frigates, cruisers (no spinal mounts and less gun bays to make room for additionnal fighters). So when their big fighter bays are destroyed, you will have loads of fighters off your backs and also easily cripple those ships.

I do believe so.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
Whoops, sorry, I believe a morkanium houses 2 groups, not half a wing, so that makes 120 fighters.

Also, several ships have the ability to carry a limited number of patrol ships (the largest being the escort (0.4 Km). However, carrier corvettes (renegade solstice or TOG pharetra) and the escort (TOG cataphractus) can themselves carry a small number of fighters (1 squadron of 6 fighters for the corvettes and 2 squadron of 6 fighters each for the escort).

Can those small fighter carriers and their fighters be themseves carried aboard ships of the line (destroyers and beyond)?

I know this may be slightly hard to understand at first but can, say, a shiva battleship launch it's 72 fighters and it's 12 patrol ships (2 of them being pharetras and 2 others being cataphractarii), then can said patrol ships launch their fighters right after?

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
Also, topgun, might you know persons interested in helping me with the renegade legion MOD? Perhaps persons that know the renegade legion universe?

 

Offline gevatter Lars

  • Another wingnut
  • 213
    • http://gevatter_lars.tripod.com/
Re: renegade "vae victis" project: need help.
Starlord if you want to see ships firing laser batteries like the Legion ships would have you might want to take a look at Gunbuster Ep3. There is a nice battlescene where you see ships firing their laser batteries.
"Yes! That is my plan, and I see nothing wrong with it. I figure that if I stick to a stupid strategy long enough it might start to work."
 - comment to "Robotech: The Masters"

  

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
hello there lars! Interesting! Is this thing on youtube? I was thinking legions of small thin beams clustered together might do the job. I'll go and see this! Thanks.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
I'm sorry lars, Is there a link you can give me? I can't seem to find it (I found several videos on gunburster but no ep 3).

Thanks.

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
I have finished the mission script for campaign 1 "turning point" today. This includes the failure systems. I just perhaps need to refurbish slightly the command briefs (1 per system) But I think I did a god enough job overall. However, I need time to type it down as I wrote it in manuscript.

If someone is to give me feedback on the campaign, that would be now: PM me and I'll send you the script. Yet this is still to be considered classified.

Anyone please?

 

Offline starlord

  • 210
Re: renegade "vae victis" project: need help.
You realise of course I'm not asking for a fredder! I'm simply asking for a campaign maker to read my script and give me feedback on it.

Anyone please?