Topic: SFB OP Mod '03b - New and Improved!  (Read 10202 times)

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Bonk

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SFB OP Mod '03b - New and Improved!
« on: August 14, 2003, 08:51:01 pm »
New version now available at FilePlanet, many improvements, Andromedans added!

FilePlanet - SFB Mod v0.3b
(100.7 MB download, 546.1 MB installed)

SFB OP 03b - Cumulative Update 03
(~240 KB download, A-DOM model pointer fix, Z-PFT PF donation corrected, PF UIs fixed, R-Trib fixed - just download and install over SFB OP 03b):

Version '03b replaces '03a. Uninstall the old mod or any others present, then download and install the new SFB OP Mod 03b, followed by the SFB OP 03b - Cumulative Update 03.  

In this version; missing models fixed, empire and cartel slots consolidated, PF and fighter donation optimised, installer improved, offers installation directory confirmation prompt (note: this is your OP installation folder - should be detected and displayed - with ability to edit), an option to keep multiplayer scripts on uninstall, and Andromedans added!  

SFB OP Mob '03b Installer Information / Acknowledgements:

Quote:


This mod includes PFs, Fighters, LDR, Tholians, WYN and Andros. Engine doubling for the cartel slots is disabled. Empire and Cartel slots are used as follows:

F   Federation         Ftr/Donated PF
K   Klingon            Ftr/Donated PF
R   Romulan         PF/Donated Ftr
Z   Kzinti            Ftr/Donated PF
L   Lyran            PF/Donated Ftr
G   Gorn            PF/Donated Ftr
H   Hydran            Ftr/Donated PF
I   ISC            Ftr/Donated PF
C   LDR (Camboro)                 Ftr/Donated PF
P   Andromedan (Prime)      Donated PF
W   WYN (WyldeFire)      Ftr/Donated PF
X   Orion (Orion)         Ftr/Donated PF
Y   Tholian/Neo-Tholian (Korgath)   Ftr/Donated PF
B         BeastRaiders         Ftr

O   Orion (non-player)      Ftr/Donated PF
S   Syndicate (Ftr donor)      Ftr donor
T   TigerHeart (PF donor)      PF donor

This will install:

1) A modified version of gman's SFB SHIPLIST FOR SFC ORION PIRATES (original created 2001-09-20, modified 2003-08-14)

2) NuclearWessels' (ED) OP Missions (2003-05-26), TraceyG's OP Missions 4.1(2003-08-09), and Karnak's EEK OP V2 Missions (2003-08-12)

3) The Fleetdock13 models (created by Anduril, Atra-hasis Cleeve, E, Ghost.fox, Lansing, Starfire, Stress puppy, Jeff Wallace and Wicked Zombie)

4) The Tholian Will models by Commodore Brezgonne (Daniel K. Thompson)

5) Selected models and textures from Chris Jones' Ultimate TOS mod for SFC:OP





This version is a significant improvement over the last. The empires are no longer split over multiple slots and have all the appropriate fighters or PFs donated to one slot. I had fun testing the Andromedans and found a battlefest with LDR (Camboro), Andromedan (Prime), WYN (WyldeFire) and Tholian/Neo-Tholian (Korgath) most interesting.

Though improved, this version is still not intended to be a final version. Again, I seek your valuable input, of which I have already implemented some... Stuff like;  What do you think of the Andromedans? The other Empires? Can they work on a D2 in their current slots? Missing strings? Can your video card handle it? Trouble balancing matches? Other issues...?

I apologise that I still have not completed a no-models (lite) version yet. The way I set things up, it will take me a bunch of work. I have a good start on it but it will be a while yet. I essentially need to replace all the custom models chosen with stock models one by one, since I have done this over time and don't recall what each custom model file is... well... In any case it should be done soon...

Note: Sorry the "OP Arena" was down this weekend, I was away at the interview for the job I just got, so I wasn't here to restart it... My D2 servers "OP Arena" and "Masters Arena" will come down next week. I am moving, and once I get reconnected, look for a test server for the new SFB OP Mod 03b and a new EAW server on a custom map...    
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Klingon Fanatic

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Re: SFB OP Mod '03b - New and Improved!
« Reply #1 on: August 14, 2003, 09:13:10 pm »
This sounds exciting! If you need help stripping the custom models out send me the spec files and strings so I can help.

Qapla!

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #2 on: August 14, 2003, 09:25:47 pm »
Quote:

 This sounds exciting! If you need help stripping the custom models out send me the spec files and strings so I can help.

Qapla!

KF  




As I mentioned above, I'm still working on it. There's a lot to go.... I have to move for a new job... I'll get it done as I find the time.  The changes to the mod for this version were much less work than the "lite" version represents. If anyone is willing to help things along by mapping each of the custom models back to stock models in the NSIS installer script I could post the incomplete script and what needs to be done? I'll then need to recover the finished script and compile it but may not be connected for a bit anyway... so I'll be back online soon, I hope to finish the "lite" version soon after that. If anyone wants it sooner, I can post the incomplete NSIS script and files for someone else to complete? If no one else wants to complete it, I will, just give me time... it took me three months to assemble the list as it is, it may take the same time to assign all stock models to it, but hopefully will be faster, that's the best I can do...  


Edit: (incomplete "lite" NSIS script and spec files sent KF, thanks for the generous offer to help... but don't feel obliged, let me know if you get anything done on it though...)
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

TarMinyatur

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Re: SFB OP Mod '03b - New and Improved!
« Reply #3 on: August 14, 2003, 10:39:03 pm »
I'd like to take a look at the shiplist.txt.  Could you email me it or post a link to it?

Thanks.

tarminyatur@hotmail.com

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #4 on: August 14, 2003, 11:13:27 pm »
Quote:

I'd like to take a look at the shiplist.txt.  Could you email me it or post a link to it?

Thanks.
 




I just posted the incomplete "lite" (no models, missions or textures) NSIS script and files here:
SFB_OP_03b_lite_inc.zip

If anyone is interested; all the shiplist, fighterlist and strings files are current to 03b, just the installer script is incomplete. 2.5.4.12 stock files are included in the package for the uninstaller. An excel file containing all the unique models from the stock and mod lists is included for reference. The model conversion for the Juggernaught is complete in the installer script as an example. The folders are created and mod model names are already listed (;\model.mod) under each model folder for all model folders, but need to be double checked against the unique models list for completeness and each completed as for the juggernaught to stock Intruder model conversion. I hope to have this completed as soon as I can manage it.

If you just want to have a look at the shiplist, fighterlist and strings files, they can all be found in the zip file above.      
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #5 on: August 15, 2003, 01:52:01 am »
Oops, found an error, (the model Pointer for the A-DOM was incorrect), it is now corrected in the incomplete "lite" package link above, and here is an update for the installation (just download and install over SFB OP 03b): SFB_OP_03b_Update_01.exe

Sorry I missed this. (Post at the top of the thread edited to reflect the update.) Please let me know if you see any similar errors, thanks.
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Klingon Fanatic

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Re: SFB OP Mod '03b - New and Improved!
« Reply #6 on: August 15, 2003, 07:27:37 am »
Wow!

That was fast for an update!

I'll attempt to put the stock models back in and resend this ASAP.

Can somebody tell me how the Mirror Universe Imperials work in SFB?

KF

jimmi7769

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Re: SFB OP Mod '03b - New and Improved!
« Reply #7 on: August 15, 2003, 01:25:27 pm »
Tried to fly some Mirak PF's off of a Needle tender PFt and at launch the PF's disappeared.  The UI still showed them out there and when I told them to do something the responeded verbally but they just weren't out there.

Also on the PF's, could you add in a UI for them, it makes them easier to control if they have a UI.

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #8 on: August 15, 2003, 03:45:05 pm »
Quote:

Tried to fly some Mirak PF's off of a Needle tender PFt and at launch the PF's disappeared.  The UI still showed them out there and when I told them to do something the responeded verbally but they just weren't out there.

Also on the PF's, could you add in a UI for them, it makes them easier to control if they have a UI.  




Ah, the Z-PFT got missed and was not copied into the Tigerheart PF donor cartel and was thus not a PFT... fixed! All the empire and cartel PFs should have a functional UI now as well.

Thanks for reporting  that jimmi, all the feedback is a big help!

Cumulative update here:  SFB OP 03b - Cumulative Update 02
(incomplete lite package above updated and the post at top edited as well)

Twisted note: I have noticed in this process that a PF can carry PFs.  If I load a PF carrying PF with itself,  I wonder what will happen? Russian Doll PFs forever? hehe.. It's bad enough that there are fighter carrying PFs in this mod (which need to be tested too...)    
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

jimmi7769

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Re: SFB OP Mod '03b - New and Improved!
« Reply #9 on: August 15, 2003, 10:38:33 pm »
Quote:


Twisted note: I have noticed in this process that a PF can carry PFs.  If I load a PF carrying PF with itself,  I wonder what will happen? Russian Doll PFs forever? hehe.. It's bad enough that there are fighter carrying PFs in this mod (which need to be tested too...)      





I remember reading somewhere that someone used Lyran BBF's as PF's which launched more BBF's and so on and so on.

End result was the game crashed.

Rod O'neal

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Re: SFB OP Mod '03b - New and Improved!
« Reply #10 on: August 15, 2003, 11:12:17 pm »
[quote

Twisted note: I have noticed in this process that a PF can carry PFs.  If I load a PF carrying PF with itself,  I wonder what will happen? Russian Doll PFs forever? hehe.. It's bad enough that there are fighter carrying PFs in this mod (which need to be tested too...)      




I had once thought of using that "feature" to create the  Z-SSCS  KHS Goliath. Giving it two complete squadrons of PFs and fighters. The bug is when the PF that launched the second PF is destroyed, both are, as well as the fighters that the 2nd one launched, since the original PF is acting as the tender and the 2nd one is acting as a carrier.

The "Fi-Con" PFs work pretty well though on their own and I use them to create the loadouts for SCS/BCS.  

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #11 on: August 16, 2003, 10:03:40 am »
Heh, I sort of figured "Russian Doll" PFs would crash the game but I'm still tempted to try it out myself just to see it in action for a laugh.

Good idea for use of the "Fi-Con" PFs for SCS/BCS loadouts, I'll look at that.  

Tulwar

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Re: SFB OP Mod '03b - New and Improved!
« Reply #12 on: August 16, 2003, 02:18:28 pm »
I've tried it and it works!  Of course, fighters cannot be grouped.  

FireSoul

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Re: SFB OP Mod '03b - New and Improved!
« Reply #13 on: August 16, 2003, 06:03:50 pm »
Quote:

Heh, I sort of figured "Russian Doll" PFs would crash the game but I'm still tempted to try it out myself just to see it in action for a laugh.

Good idea for use of the "Fi-Con" PFs for SCS/BCS loadouts, I'll look at that.  




When recalled and relaunched, wouldn't they have a new full load of fighters?

Arachne

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Re: SFB OP Mod '03b - New and Improved!
« Reply #14 on: August 16, 2003, 07:48:09 pm »
Yes they would, and be rearmed if they carried drones or PlaD. I had a shiplist form RIP-Calel in GZ that was called the HIVE. It had different ships that had PF's launching PF's armed with Drone D's.

Interesting thing about a Drone D is that depending on what era you arm the drone rack with, will determine how it damages a ship.

 
    Kinda OT now, but this is cool, the Drone D fired like a Plasma D.

    Same speed, and it downgraded the warhead's ability to damage as it went.

    The warhead power would could be selected as the drone type. Either Type I for 12 points or Type IV for 24 points.

    Then here is the cool part. Depending on what era you select for the missile, say, E,M or Late, will determine how that warhead damage will be applied. On early era, I believe all damage is dont to the shield it hits. On mid era, the damage completely penetrates the shields as if they wernt there. And late era works just like an envelope plasma with the warhead damage being distributed evenly across all shields.

    Coolest thing I have seen was when it went straight thru my shields, hehe.  Scariest thing too...


Back to topic tho, these PF's carried decoy PF's that looked the same with shields and all, but had no weapons and little internals. One Type I drone hit usually wacked them.

Here's another thing thats interesting. When a PF was recalled, despite the mother PF being destroyed along with its decoy, (which would blow up the same time the mother PF would), It seemed to count the decoy recalled PF's as mother PF's and you ended up with 4x mother PF's again... I think thats how it worked.

Aside from how many PF's you can have in the game, I dont know, but... I think I saw around 36+. One ship launched 4x PF's (4) each loaded with 3x (12) each of the 12 loaded with 2x (24). So thats 4+12+24= 40. Hrmm... Thats a lot of PF's. It didnt crash. Game speed was 6, and there were 4x players on GSA and mb 6 capitol ships and a Planet. But when those PF's opened fire, a BB was instantly destroyed along with my frame rate dropping to maybe 2. Hehe.




 

Rod O'neal

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Re: SFB OP Mod '03b - New and Improved!
« Reply #15 on: August 17, 2003, 12:31:41 am »
Quote:


When recalled and relaunched, wouldn't they have a new full load of fighters?  




Yes. Of course, when there's only a single ftr left from a squadron, you get a full squadron back as well. It's not really too much different. If you recall the Fi-Con while it still has ftrs in play, the ftrs disappear when it docks/lands too.  

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #16 on: August 17, 2003, 11:04:08 am »
Thanks for all the info guys. That hadn't occured to me about free reloads for the Fi-Cons, I'll think about leaving them out now, or maybe increase the bpv? Perhaps it is enough that there are carriers and PFTs for each race as it is. Some SCS/BCSs have PF and Fighter versions on this list and there are Fi-Cons available to load.

 I need to work on fighter and PF loadouts and bpvs, particularly for the Andromedans. My approach has been to load each carrier/PFT with the minimum loadout and you pay to upgrade (some BPVs may need adjustment). I did not do this with the Andros yet though. This approach can make the AI in campaign missions weak and boring however. This area is probably where the list needs the most work and feedback.

It has also occurred to me to include single player campaign customisations (mission combos, maps?, prices, starting ship and PP etc..) I noticed using the mod on the default single player campaign settings was a bit tough prices wise. Is there any interest in this? Drone prices in multiplayer skirmish are a bit high too.. (is that determined by the host's single player serverprofiles settings too?)
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #17 on: August 19, 2003, 09:25:02 am »
Just fixed the plasma F on the Romulan Tribune Fighter, thought it was worth an update:
SFB OP 03b - Cumulative Update 03
(again, incomplete lite pack link is updated as well)

I just tested the number of shots from a G-1 (1 shot) and the Tribune (3 shots) and it looks good. 18 G-1s will kill a Fed CA with their 1 shot and fire no more at a second CA, then I launched 6 Tribunes and they nearly killed the second CA with their 3 shots and fired no more.  

Rod O'neal

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Re: SFB OP Mod '03b - New and Improved!
« Reply #18 on: August 19, 2003, 06:07:54 pm »
Quote:

I need to work on fighter and PF loadouts and bpvs, particularly for the Andromedans. My approach has been to load each carrier/PFT with the minimum loadout and you pay to upgrade (some BPVs may need adjustment). I did not do this with the Andros yet though. This approach can make the AI in campaign missions weak and boring however. This area is probably where the list needs the most work and feedback.
 




A thought on the Andros. There are 3 different size SatShips and a mother ship is configured to carry a particular loadout. An Intruder (CA), for instance, can carry 4xSmall (.33 movement cost), 3xMedium (.5 movement cost), or 2xLarge (.67 movement cost). If you really want to mix it up it can carry 2xSmall and 1xLarge. The problem you run into is SFC doesn't allow you to denote this. The one way I've gotten around it is to make 4 versions. Each with a particular "fixed" SatShip complement. Since the Andros have a limited number of hull types and few varients this also helps fill out the shiplist a bit. If not people will take 4xLarge SatShips on a ship that is designed to carry 4xSmall. A bit unbalancing, to say the least.    

Arachne

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Re: SFB OP Mod '03b - New and Improved!
« Reply #19 on: August 20, 2003, 09:30:51 am »
Sat ships are easily implemented. Model.size will show the correct size of the PF and a CnC rule will allow for what loadout can be carried.

You can give DN statistics for PF's. So any Sat ship will be possible.

The only wrench in the wheel is if the AI recalls PF's. CnC will prevent the Andromedan player from recalling PF's to repair/rearm (Andros dont have bays to do that do they?) but does the AI recall PF's? If they do, thats bad...

The only other problem is if the mother ship is destroyed, so are the sat ships... I dont know if this is how they worked in SFB, were they able to operate independently?

Rod O'neal

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Re: SFB OP Mod '03b - New and Improved!
« Reply #20 on: August 20, 2003, 09:44:01 pm »
Quote:

Sat ships are easily implemented. Model.size will show the correct size of the PF and a CnC rule will allow for what loadout can be carried.



Could you explain what you mean by "CnC rule"?



Quote:

The only wrench in the wheel is if the AI recalls PF's. CnC will prevent the Andromedan player from recalling PF's to repair/rearm (Andros dont have bays to do that do they?) but does the AI recall PF's? If they do, thats bad...




SatShips are full size starships and capable of rearming/repairing themselves. The motherships can help with repairs as well. Motherships have repair boxes just like PF tenders plus they can use their own repair systems, the equivalent of SFC's "magic screws", on SatShips at the expense of not having them for it's own repairs if needed.


Quote:

The only other problem is if the mother ship is destroyed, so are the sat ships... I dont know if this is how they worked in SFB, were they able to operate independently?  




They can operate independently, to a certain extent. They don't have any supplies on board them, and strategically, Andro ships are too slow to make the long journeys. So they aren't designed for independent operations. The exceptions being those SatShips with displacement devices (DisDevs). The combination of DisDevs and The RTN (rapid transit network) gave the Andromedans the ability to move at an effective speed of warp 13!!! I know the theoretical universal speed limit is warp 10. DisDevs moved the ships out of regular space though (Maybe into subspace. Nobody knows for sure.). This gave them unlimited strategic mobility and is why their relatively small fleet could wreak so much havoc during the invasion. As far as ftrs/PFs blowing up when their carrier is destroyed. This is purely an SFC phenomenon. One of those, "Hand of Bethke" things.      

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #21 on: August 21, 2003, 09:08:00 am »
Yes there are a few loadouts that must be controlled by a CnC (Command and Control rating) rule. For example a Fed CVA can load up 24 F-111s (double space fighters) which is totally illegal. (double spacing on fighters does not seem to work in SFC). Similarly, one can load an A-DEV with 4 A-DEVFs (again totally illegal) as I created a DEVF PF for the Andro starbase.  (Though I have just noticed that cartel bases all use the neutral or orion base anyway.) A CnC rule for campaigns is one way to address this, it will be obvious if anyone breaks the rule in PvP but would be hard to enforce for players fighting AI only. (db would have to be inspected...)

I am curious what you mean by a ""fixed" SatShip complement", I have made the SatShips PFs, and all the PFs can be loaded on any tender. It seems in development though, I did notice a way to load a PF on a ship and not allow the player to change it, but it was not the desired result at the time and I forget how now.

Yes, SatShips can be recalled for repair. The major issues I see with this setup are that the SatShips are vulnerable to defensive plasma where they shouldn't be, (but they absorb and consume the enemies defensive plasma well, which is handy if allied fighters are present) and the SatShips are destroyed when the Mothership (tender) is destroyed. But this is as close as we can get. (I think...)

I have been playing the Andros in a single player custom conquest campaign and did ok in the starting A-ASP but when I bought an A-COQ and traded in the ASP I found the enemy AI drawn too much to handle. I haven't won a patrol (ED) yet. This is because the mothership's bpv includes the bpv of the default loadout, which is the bpv used in mission matching. I am thinking I will try loading all the motherships with the smallest SatShips (the player can load their desired (legal) loadout themselves), and reduce the mothership bpvs accordingly. As it is my A-COQ usually draws a gorn CVA, BBm and DNT, with another COQ and EXP as allies (which promptly suicide), which makes for a pretty much impossible patrol - pretty impressive looking though.

Missionmatching is the toughest problem with the Andros as far as I can see now, I think I can remedy the situation as described above (input is welcome) but it will take a bit of time and testing. I'm moving Friday and will be offline soon, but I want to get back to this as soon as I get reconnected.      
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Rod O'neal

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Re: SFB OP Mod '03b - New and Improved!
« Reply #22 on: August 21, 2003, 07:14:09 pm »
I had to look at a shiplist that I had done with Andros to see how I did it myself (fixed loadouts). It's been a while since I messed with them.

What I did was to make them ff's and cl's instead of ftr's. (sm. and med. satships ff, lge. cl) They are, afterall, full size starships. When you put them in the hangers in your shiplist they work fine. If you try to change them out though, they can't be found by spacedock. They also show up in fleet control when they're done this way. This can be a problem if you have multiple motherships on your team with a lot of satships on board. If you follow standard Andromedan doctrine of no more than 2 ships w/disdevs in a scenario this is rarely a problem.

The added benefit of doing it this way is you get both ftr control and fleet control over them. If you launch them on defend me and select the inverted delta fleet formation, for example, they stay locked in a perfect echelon formation. At least they did before V25.4.10 or .12. I doubt that would change with those patches though. You can release them from fleet control and they respond as regular ftrs do. Or if you launch them to attack but keep them under fleet control they act like regular team ships. Other combinations of ftr/fleet control has different effects and creates different tactics. Pretty interesting, IMO.

The satships without disdevs set to special and they won't be drafted in fleet builds either, as they shouldn't be anyway. Exception is the cobra. It was used by the Andros independent of a mothership. So, leave that available.

These are just somethings that I had done. Since using them in SFC incorporates a whole lot of compromises anyway, they're fun to try different configurations to see which you prefer. The best that you can accomplish is to create ships/systems that has the "racial flavor" of Andromedans and hopefully require similar tactics to be successful when flying them.      

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #23 on: August 21, 2003, 11:12:08 pm »
Ah, very interesting, thanks for the input. That seems like what I recall of a fixed loadout.  What happens in a campaign when one is destroyed in mission, can it be replaced in supply? I dont think so, which would pose a problem but then I may be wrong. If they cannot be replaced then this solution is not much good to me as I would like to be able use them in a campaign. There are some real advantages to their behaviour as "fixed loadouts" though, that combination Fighter/Fleet control you describe sounds pretty cool. Good idea to restrict or set the satships to special, I'll look at that, or leave them as PFs only (but again I see mission matching issues...). I was playing a friend tonight and he complained about the excessive batteries (no PA panels anyway) and low cloak cost on the Andros (even as he was blowing one up...). I may look at reducing the number of batteries and increasing the cloak cost of the larger ships. I need to work down the BPVs for mission matching, that might be one way. I'm offline as of tonight but I'll be back soon!
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

CptCastrin

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Re: SFB OP Mod '03b - New and Improved!
« Reply #24 on: October 06, 2003, 05:58:51 pm »
Any new word on this project?

   

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #25 on: October 07, 2003, 08:48:40 am »
I just got settled at my new job and got a new apartment, but haven't gotten back online yet. (Don't even have my computers set up...) I just checked the forums here and see there is a new patch for OP and additional Taldren models released! I have a little catching up to do... Once I get back online (within a few weeks) I will resume work on this project.  

Bonk

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Re: SFB OP Mod '03b - New and Improved!
« Reply #26 on: October 09, 2003, 03:16:05 pm »
Houston, we have a problem...

I cannot obtain internet service at my current location. My local ADSL provider (Aliant) has insufficient security on their customer accounts; one can obtain phone or internet service in someone else's name very easily. All you need is the victim's social insurance number and you can obtain services in their name from Aliant. This is of course entirely unacceptable so I will not deal with them, since they have not taken any measures to prevent fraud of this type.

My local cable provider (Eastlink) will only do installs (internet,cable or phone) Mon-Fri, 9am-5pm. By incredible coincidence, this is exactly my work schedule. They will not install at any other time and share the same holidays as I, therefore no service from Eastlink for me.

That leaves dial-up, but as I cannot obtain a phone from Eastlink and will not get one from Aliant, that is out too!

There is one hope however, my worksite has a wireless LAN and I live within 1000m of the site. I may be able to get internet service at home using this, but will not have control over ports so may be unable to play anyway.

So, the bottom line is: I am offline indefinitely. If anyone wants to pick up where I left off, go right ahead, just post here to let us know.  

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #27 on: October 17, 2003, 08:56:24 am »
It appears I have convinced my local cable ISP (Eastlink) to do an installation on Saturday, Yay!
So, I do intend to resume work on this project around Christmas, but if anyone is interested in
taking it up where I left off, the offer still stands. I should be back online soon.  

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #28 on: October 26, 2003, 09:35:59 am »
Well the local cable contractor never showed up, what a drag. Talk about Denial of Service!

I have checked into satellite service and the cost is prohibitive, $3000 in equipment, $500-1000 setup, $150-200 monthly fee... Most will only provide a satellite modem with a usb connector  as well, which requires the purchase of another computer to set up a gateway... all told it would cost me about $5000 dollars to get connected and then about $170 per month, that is just too much.

My only remaining option is tapping into someone else's network, but since I wouldn't control the gateway that wouldn't be much use to me and would probably land me in court anyway.

I guess I'm just not meant to play SFC online anymore, I must have angered the SFC Gods somehow... Single player isn't so bad I guess, I'm getting to explore other aspects of the game.

It irks me, but what can I do? The mod is not complete and restores stock files for 2.5.4.12 instead of the latest patch, since it came out after I went offline.

Best wishes all, hopefully I can move back to civilization eventually and get back online, but that will be a few years at least, hopefully the game will last that long... or maybe there will be a GAW by the time I get back...  

Klingon Fanatic

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #29 on: October 26, 2003, 09:52:44 am »
Well the easiest thing to do then would be to MAKE the mod burn it on CD and Mail it to somebody who can host it, e.g., STMODDIRECTORY or SFU.

Don't give up on this community, somebody will find a way to help I'm sure.

Qapla!

KF

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #30 on: February 12, 2004, 04:07:27 am »
OK, I have the Andros working on the D2 server now!    
 It was a silly mistake (FYA), I also restricted the battle tugs and monitors.

To login the test server if you so desire, download the mod here: SFB Mod v0.3b, if you don't already have it. Then install it followed by the: SFB OP 03b - D2 development update. That's all.
 
The second link to the development update will remain current with the test server, if you get a file error on login, download and install the latest D2 development update from the link above... resets will be frequent but for the rare pleasure of playing on this shiplist...    seriously, I could use some more feedback at this point on the shiplist structure and D2 play. (stock map, missions and alliances to test on)

I can get down to some serious testing on it now, already made a number of major tweaks. I'm looking toward a new complete version to post on Fileplanet soon.

There is a webmap in the works for the server -  (still not fully updated to op yet but will be soon I hope...)

note: to login as one of the custom cartel slots use the following guide:

F-   Federation   
K-   Klingon
R-   Romulan
Z-   Kzinti
L-   Lyran
G-   Gorn
H-   Hydran
I-   ISC
C-   LDR (Camboro)
A-   Andromedan (Prime)
W-   WYN (WyldeFire)
X-   Orion (Orion)   
Y-   Tholian/Neo-Tholian (Korgath)
B-   BeastRaiders (Juggernaught, Space Dragon)

S-   Syndicate (Non-Player Ftr donor)
T-   TigerHeart (Non-Player PF donor)

...I've been busy waiting for RDSL...
           
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Kestrel

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #31 on: February 12, 2004, 11:09:59 am »
The link does not appear to be working.

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #32 on: February 12, 2004, 11:49:18 am »
Which link?  All three appear fine at the time of this post. (installer, update and webmap...)
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

jimmi7769

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #33 on: February 12, 2004, 01:46:30 pm »
Very cool, works like a charm.  Tried out the Tholians and the Andromedans.

DH123

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #34 on: February 12, 2004, 02:28:32 pm »
Cool, more stuff for me to steal!!!    

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #35 on: February 12, 2004, 06:08:24 pm »
Quote:

Very cool, works like a charm.  Tried out the Tholians and the Andromedans.  




Thanks for checking it out Mace - good to hear it worked well, Im sure the D2 server will turn up some more issues... I'm hunting for "predamaged" ships (know theres a few), missing strings (know theres a bunch), bad BPVs, years, arcs etc..  

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #36 on: February 15, 2004, 08:58:38 pm »
To login to the SFB-OP-TEST the following install sequence is now required:
1) SFB Mod v0.3b
2)  SFB OP 03b - D2 development update
3)  Latest EEK 2.1 mission pack

Many improvements, much smoothness...    

Snazzy new compatible webmap too:  SFB-OP-TEST Webmap
« Last Edit: February 15, 2004, 09:05:43 pm by Bonk »

Karnak

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #37 on: February 17, 2004, 09:31:19 am »
It's really cool to fly Tholian again (from SG3) and the new Andros.  Great work all!!  
« Last Edit: December 31, 1969, 06:00:00 pm by Karnak »

Maxillius

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #38 on: February 18, 2004, 02:53:36 pm »
any chance you could get anyone else to host your mod, like, perhaps, NOT LAMESPY?

There is no way there are 350 people d/ling your mod, let alone 350 people on 3 servers, and I don't feel like waiting an hour only to be bumped when I'm 2nd in line.

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #39 on: February 18, 2004, 03:30:50 pm »
Quote:

any chance you could get anyone else to host your mod, like, perhaps, NOT LAMESPY?

There is no way there are 350 people d/ling your mod, let alone 350 people on 3 servers, and I don't feel like waiting an hour only to be bumped when I'm 2nd in line.  




I totally sympathise with your frustration with fileplanet, it used to drive me nuts downloading stuff till I figured out there is usually no wait at 4-6am EST. (but lately there has been...) Of course there is not 350 people waiting to download my mod, the queue is for all files on the server you selected.

Heres a little trick I use on fileplanet to keep from getting bumped and to advance my place in line faster... the pane at the left of your fileplanet download window is set to refresh every 1 minutes... I find if you right click and manually refresh the page more frequently your place in line will advance a little faster... not much help really, I know...

I selected fileplanet because they are the only ones who have the bandwidth and will host for free (its a pretty good deal really) except for the dang wait and all the ads they push at you while claiming not to have the bandwidth available to send your file... what irks me the most is waiting for a ~250KB file for like 2 hours while they push megabyte after megabyte of advertising at you...  arrg!  ... so I understand.

SFB_OP_04 will be considerably smaller because of the new compression in the nullsoft installer system. I may even be able to place it on a 50MB freehost... not sure yet.

Tell ya what - I'll take a little time tonight to try and find a freehost that will take a 100MB file. Castrin used to mirror it but I think he can't afford that kind of bandwith lately as his server is pretty busy nowadays.

Sorry for your troubles at fileplanet, I can relate. Thanks for showing an interest in the mod, I'll do my best to make it more available.
   

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #40 on: February 19, 2004, 12:11:04 am »
OK, after much searching, I found another download site that ought to be good for about 35 days or 15GB:

To login to the SFB-OP-TEST the following install sequence is now required:

1) SFB Mod v0.3b or  <link removed - see below...>

2)  SFB OP 03b - D2 development update  

3)  Latest EEK 2.1 mission pack


Webmap:  SFB-OP-TEST Webmap      
« Last Edit: February 20, 2004, 10:13:22 pm by Bonk »

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #41 on: February 20, 2004, 07:01:49 am »
My ISP is down for some time (buried in snow, many lines down...) Hopefully I'll be back online within a few days. Till then my D2 servers will be offline.   The power is flicking on and off unpredictably... time for a UPS when I can scrape up the dough... I hate to think whats been happening to the millions in instrumentation I work with....    

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #42 on: February 20, 2004, 08:45:51 am »
Update: My ISP is back up already, I'm really impressed. Their line crews must be tough!
The power seems to have stabilised, so my D2 servers are back up for testing.
(The instrumentation at work is ok for the most part... phew!)

Just gotta lay in some supplies to play on RDSL this weekend, the liquor store is still closed though!    

Edit: Spoke too soon, power is still flickering and I can't see my servers anymore...  
« Last Edit: February 20, 2004, 09:21:22 am by Bonk »

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #43 on: February 20, 2004, 03:33:29 pm »
OK, I think I'm back online to stay this time... unless the plows take out any lines... <crosses fingers>  

Bonk

  • Guest
SFB OP Mod 04
« Reply #44 on: February 20, 2004, 09:50:35 pm »
I've just compiled tested and submitted SFB OP 04 to fileplanet, the file size alone merited the new version. (plus all the fixes) I'll start a new thread when its posted there, but until then it can be found here:

 SFB OP Mod v04 (temporary link 1)
             or here:
 SFB OP Mod v04 (temporary link 2)

NOTE: uninstall previous versions of SFB OP (or other shiplist mods), then uninstall/reinstall  EEK 2.1 - because SFB OP 03b contained conflicting missions... the new installer only includes shiplist, fighterlist, shipnames, strings, textures and models - NO missions or campaign scripts to avoid future conflicts... the new installer also does not include stock files but rather backs up your current files under \SFB_OP_04_backup in your OP installation folder and offers the choice to keep custom files in another folder on uninstall for the manual swappers. This installer is pretty wild.... installs to 512MB on disk but is only a 45.3MB download !!!!    

Sorry if you just downloaded the larger file and update but I just had to do this. (SFB_OP_04 is actually the same as the latest development update linked above, so no need to download again if you want to check out the current test server, there will likely continue to be small deveopment updates as I work toward the next version anyway... ) I figure the smaller download will probably get me more feedback as I know there a still a few rough spots that will only really show up on a test server.  
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Bonk

  • Guest
SFB OP Mod '03b - New and Improved!
« Reply #45 on: August 14, 2003, 08:51:01 pm »
New version now available at FilePlanet, many improvements, Andromedans added!

FilePlanet - SFB Mod v0.3b
(100.7 MB download, 546.1 MB installed)

SFB OP 03b - Cumulative Update 03
(~240 KB download, A-DOM model pointer fix, Z-PFT PF donation corrected, PF UIs fixed, R-Trib fixed - just download and install over SFB OP 03b):

Version '03b replaces '03a. Uninstall the old mod or any others present, then download and install the new SFB OP Mod 03b, followed by the SFB OP 03b - Cumulative Update 03.  

In this version; missing models fixed, empire and cartel slots consolidated, PF and fighter donation optimised, installer improved, offers installation directory confirmation prompt (note: this is your OP installation folder - should be detected and displayed - with ability to edit), an option to keep multiplayer scripts on uninstall, and Andromedans added!  

SFB OP Mob '03b Installer Information / Acknowledgements:

Quote:


This mod includes PFs, Fighters, LDR, Tholians, WYN and Andros. Engine doubling for the cartel slots is disabled. Empire and Cartel slots are used as follows:

F   Federation         Ftr/Donated PF
K   Klingon            Ftr/Donated PF
R   Romulan         PF/Donated Ftr
Z   Kzinti            Ftr/Donated PF
L   Lyran            PF/Donated Ftr
G   Gorn            PF/Donated Ftr
H   Hydran            Ftr/Donated PF
I   ISC            Ftr/Donated PF
C   LDR (Camboro)                 Ftr/Donated PF
P   Andromedan (Prime)      Donated PF
W   WYN (WyldeFire)      Ftr/Donated PF
X   Orion (Orion)         Ftr/Donated PF
Y   Tholian/Neo-Tholian (Korgath)   Ftr/Donated PF
B         BeastRaiders         Ftr

O   Orion (non-player)      Ftr/Donated PF
S   Syndicate (Ftr donor)      Ftr donor
T   TigerHeart (PF donor)      PF donor

This will install:

1) A modified version of gman's SFB SHIPLIST FOR SFC ORION PIRATES (original created 2001-09-20, modified 2003-08-14)

2) NuclearWessels' (ED) OP Missions (2003-05-26), TraceyG's OP Missions 4.1(2003-08-09), and Karnak's EEK OP V2 Missions (2003-08-12)

3) The Fleetdock13 models (created by Anduril, Atra-hasis Cleeve, E, Ghost.fox, Lansing, Starfire, Stress puppy, Jeff Wallace and Wicked Zombie)

4) The Tholian Will models by Commodore Brezgonne (Daniel K. Thompson)

5) Selected models and textures from Chris Jones' Ultimate TOS mod for SFC:OP





This version is a significant improvement over the last. The empires are no longer split over multiple slots and have all the appropriate fighters or PFs donated to one slot. I had fun testing the Andromedans and found a battlefest with LDR (Camboro), Andromedan (Prime), WYN (WyldeFire) and Tholian/Neo-Tholian (Korgath) most interesting.

Though improved, this version is still not intended to be a final version. Again, I seek your valuable input, of which I have already implemented some... Stuff like;  What do you think of the Andromedans? The other Empires? Can they work on a D2 in their current slots? Missing strings? Can your video card handle it? Trouble balancing matches? Other issues...?

I apologise that I still have not completed a no-models (lite) version yet. The way I set things up, it will take me a bunch of work. I have a good start on it but it will be a while yet. I essentially need to replace all the custom models chosen with stock models one by one, since I have done this over time and don't recall what each custom model file is... well... In any case it should be done soon...

Note: Sorry the "OP Arena" was down this weekend, I was away at the interview for the job I just got, so I wasn't here to restart it... My D2 servers "OP Arena" and "Masters Arena" will come down next week. I am moving, and once I get reconnected, look for a test server for the new SFB OP Mod 03b and a new EAW server on a custom map...    
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Klingon Fanatic

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #46 on: August 14, 2003, 09:13:10 pm »
This sounds exciting! If you need help stripping the custom models out send me the spec files and strings so I can help.

Qapla!

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #47 on: August 14, 2003, 09:25:47 pm »
Quote:

 This sounds exciting! If you need help stripping the custom models out send me the spec files and strings so I can help.

Qapla!

KF  




As I mentioned above, I'm still working on it. There's a lot to go.... I have to move for a new job... I'll get it done as I find the time.  The changes to the mod for this version were much less work than the "lite" version represents. If anyone is willing to help things along by mapping each of the custom models back to stock models in the NSIS installer script I could post the incomplete script and what needs to be done? I'll then need to recover the finished script and compile it but may not be connected for a bit anyway... so I'll be back online soon, I hope to finish the "lite" version soon after that. If anyone wants it sooner, I can post the incomplete NSIS script and files for someone else to complete? If no one else wants to complete it, I will, just give me time... it took me three months to assemble the list as it is, it may take the same time to assign all stock models to it, but hopefully will be faster, that's the best I can do...  


Edit: (incomplete "lite" NSIS script and spec files sent KF, thanks for the generous offer to help... but don't feel obliged, let me know if you get anything done on it though...)
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

TarMinyatur

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #48 on: August 14, 2003, 10:39:03 pm »
I'd like to take a look at the shiplist.txt.  Could you email me it or post a link to it?

Thanks.

tarminyatur@hotmail.com

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #49 on: August 14, 2003, 11:13:27 pm »
Quote:

I'd like to take a look at the shiplist.txt.  Could you email me it or post a link to it?

Thanks.
 




I just posted the incomplete "lite" (no models, missions or textures) NSIS script and files here:
SFB_OP_03b_lite_inc.zip

If anyone is interested; all the shiplist, fighterlist and strings files are current to 03b, just the installer script is incomplete. 2.5.4.12 stock files are included in the package for the uninstaller. An excel file containing all the unique models from the stock and mod lists is included for reference. The model conversion for the Juggernaught is complete in the installer script as an example. The folders are created and mod model names are already listed (;\model.mod) under each model folder for all model folders, but need to be double checked against the unique models list for completeness and each completed as for the juggernaught to stock Intruder model conversion. I hope to have this completed as soon as I can manage it.

If you just want to have a look at the shiplist, fighterlist and strings files, they can all be found in the zip file above.      
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #50 on: August 15, 2003, 01:52:01 am »
Oops, found an error, (the model Pointer for the A-DOM was incorrect), it is now corrected in the incomplete "lite" package link above, and here is an update for the installation (just download and install over SFB OP 03b): SFB_OP_03b_Update_01.exe

Sorry I missed this. (Post at the top of the thread edited to reflect the update.) Please let me know if you see any similar errors, thanks.
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Klingon Fanatic

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #51 on: August 15, 2003, 07:27:37 am »
Wow!

That was fast for an update!

I'll attempt to put the stock models back in and resend this ASAP.

Can somebody tell me how the Mirror Universe Imperials work in SFB?

KF

jimmi7769

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #52 on: August 15, 2003, 01:25:27 pm »
Tried to fly some Mirak PF's off of a Needle tender PFt and at launch the PF's disappeared.  The UI still showed them out there and when I told them to do something the responeded verbally but they just weren't out there.

Also on the PF's, could you add in a UI for them, it makes them easier to control if they have a UI.

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #53 on: August 15, 2003, 03:45:05 pm »
Quote:

Tried to fly some Mirak PF's off of a Needle tender PFt and at launch the PF's disappeared.  The UI still showed them out there and when I told them to do something the responeded verbally but they just weren't out there.

Also on the PF's, could you add in a UI for them, it makes them easier to control if they have a UI.  




Ah, the Z-PFT got missed and was not copied into the Tigerheart PF donor cartel and was thus not a PFT... fixed! All the empire and cartel PFs should have a functional UI now as well.

Thanks for reporting  that jimmi, all the feedback is a big help!

Cumulative update here:  SFB OP 03b - Cumulative Update 02
(incomplete lite package above updated and the post at top edited as well)

Twisted note: I have noticed in this process that a PF can carry PFs.  If I load a PF carrying PF with itself,  I wonder what will happen? Russian Doll PFs forever? hehe.. It's bad enough that there are fighter carrying PFs in this mod (which need to be tested too...)    
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

jimmi7769

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #54 on: August 15, 2003, 10:38:33 pm »
Quote:


Twisted note: I have noticed in this process that a PF can carry PFs.  If I load a PF carrying PF with itself,  I wonder what will happen? Russian Doll PFs forever? hehe.. It's bad enough that there are fighter carrying PFs in this mod (which need to be tested too...)      





I remember reading somewhere that someone used Lyran BBF's as PF's which launched more BBF's and so on and so on.

End result was the game crashed.

Rod O'neal

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #55 on: August 15, 2003, 11:12:17 pm »
[quote

Twisted note: I have noticed in this process that a PF can carry PFs.  If I load a PF carrying PF with itself,  I wonder what will happen? Russian Doll PFs forever? hehe.. It's bad enough that there are fighter carrying PFs in this mod (which need to be tested too...)      




I had once thought of using that "feature" to create the  Z-SSCS  KHS Goliath. Giving it two complete squadrons of PFs and fighters. The bug is when the PF that launched the second PF is destroyed, both are, as well as the fighters that the 2nd one launched, since the original PF is acting as the tender and the 2nd one is acting as a carrier.

The "Fi-Con" PFs work pretty well though on their own and I use them to create the loadouts for SCS/BCS.  

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #56 on: August 16, 2003, 10:03:40 am »
Heh, I sort of figured "Russian Doll" PFs would crash the game but I'm still tempted to try it out myself just to see it in action for a laugh.

Good idea for use of the "Fi-Con" PFs for SCS/BCS loadouts, I'll look at that.  

Tulwar

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #57 on: August 16, 2003, 02:18:28 pm »
I've tried it and it works!  Of course, fighters cannot be grouped.  

FireSoul

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #58 on: August 16, 2003, 06:03:50 pm »
Quote:

Heh, I sort of figured "Russian Doll" PFs would crash the game but I'm still tempted to try it out myself just to see it in action for a laugh.

Good idea for use of the "Fi-Con" PFs for SCS/BCS loadouts, I'll look at that.  




When recalled and relaunched, wouldn't they have a new full load of fighters?

Arachne

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #59 on: August 16, 2003, 07:48:09 pm »
Yes they would, and be rearmed if they carried drones or PlaD. I had a shiplist form RIP-Calel in GZ that was called the HIVE. It had different ships that had PF's launching PF's armed with Drone D's.

Interesting thing about a Drone D is that depending on what era you arm the drone rack with, will determine how it damages a ship.

 
    Kinda OT now, but this is cool, the Drone D fired like a Plasma D.

    Same speed, and it downgraded the warhead's ability to damage as it went.

    The warhead power would could be selected as the drone type. Either Type I for 12 points or Type IV for 24 points.

    Then here is the cool part. Depending on what era you select for the missile, say, E,M or Late, will determine how that warhead damage will be applied. On early era, I believe all damage is dont to the shield it hits. On mid era, the damage completely penetrates the shields as if they wernt there. And late era works just like an envelope plasma with the warhead damage being distributed evenly across all shields.

    Coolest thing I have seen was when it went straight thru my shields, hehe.  Scariest thing too...


Back to topic tho, these PF's carried decoy PF's that looked the same with shields and all, but had no weapons and little internals. One Type I drone hit usually wacked them.

Here's another thing thats interesting. When a PF was recalled, despite the mother PF being destroyed along with its decoy, (which would blow up the same time the mother PF would), It seemed to count the decoy recalled PF's as mother PF's and you ended up with 4x mother PF's again... I think thats how it worked.

Aside from how many PF's you can have in the game, I dont know, but... I think I saw around 36+. One ship launched 4x PF's (4) each loaded with 3x (12) each of the 12 loaded with 2x (24). So thats 4+12+24= 40. Hrmm... Thats a lot of PF's. It didnt crash. Game speed was 6, and there were 4x players on GSA and mb 6 capitol ships and a Planet. But when those PF's opened fire, a BB was instantly destroyed along with my frame rate dropping to maybe 2. Hehe.




 

Rod O'neal

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #60 on: August 17, 2003, 12:31:41 am »
Quote:


When recalled and relaunched, wouldn't they have a new full load of fighters?  




Yes. Of course, when there's only a single ftr left from a squadron, you get a full squadron back as well. It's not really too much different. If you recall the Fi-Con while it still has ftrs in play, the ftrs disappear when it docks/lands too.  

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #61 on: August 17, 2003, 11:04:08 am »
Thanks for all the info guys. That hadn't occured to me about free reloads for the Fi-Cons, I'll think about leaving them out now, or maybe increase the bpv? Perhaps it is enough that there are carriers and PFTs for each race as it is. Some SCS/BCSs have PF and Fighter versions on this list and there are Fi-Cons available to load.

 I need to work on fighter and PF loadouts and bpvs, particularly for the Andromedans. My approach has been to load each carrier/PFT with the minimum loadout and you pay to upgrade (some BPVs may need adjustment). I did not do this with the Andros yet though. This approach can make the AI in campaign missions weak and boring however. This area is probably where the list needs the most work and feedback.

It has also occurred to me to include single player campaign customisations (mission combos, maps?, prices, starting ship and PP etc..) I noticed using the mod on the default single player campaign settings was a bit tough prices wise. Is there any interest in this? Drone prices in multiplayer skirmish are a bit high too.. (is that determined by the host's single player serverprofiles settings too?)
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #62 on: August 19, 2003, 09:25:02 am »
Just fixed the plasma F on the Romulan Tribune Fighter, thought it was worth an update:
SFB OP 03b - Cumulative Update 03
(again, incomplete lite pack link is updated as well)

I just tested the number of shots from a G-1 (1 shot) and the Tribune (3 shots) and it looks good. 18 G-1s will kill a Fed CA with their 1 shot and fire no more at a second CA, then I launched 6 Tribunes and they nearly killed the second CA with their 3 shots and fired no more.  

Rod O'neal

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #63 on: August 19, 2003, 06:07:54 pm »
Quote:

I need to work on fighter and PF loadouts and bpvs, particularly for the Andromedans. My approach has been to load each carrier/PFT with the minimum loadout and you pay to upgrade (some BPVs may need adjustment). I did not do this with the Andros yet though. This approach can make the AI in campaign missions weak and boring however. This area is probably where the list needs the most work and feedback.
 




A thought on the Andros. There are 3 different size SatShips and a mother ship is configured to carry a particular loadout. An Intruder (CA), for instance, can carry 4xSmall (.33 movement cost), 3xMedium (.5 movement cost), or 2xLarge (.67 movement cost). If you really want to mix it up it can carry 2xSmall and 1xLarge. The problem you run into is SFC doesn't allow you to denote this. The one way I've gotten around it is to make 4 versions. Each with a particular "fixed" SatShip complement. Since the Andros have a limited number of hull types and few varients this also helps fill out the shiplist a bit. If not people will take 4xLarge SatShips on a ship that is designed to carry 4xSmall. A bit unbalancing, to say the least.    

Arachne

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #64 on: August 20, 2003, 09:30:51 am »
Sat ships are easily implemented. Model.size will show the correct size of the PF and a CnC rule will allow for what loadout can be carried.

You can give DN statistics for PF's. So any Sat ship will be possible.

The only wrench in the wheel is if the AI recalls PF's. CnC will prevent the Andromedan player from recalling PF's to repair/rearm (Andros dont have bays to do that do they?) but does the AI recall PF's? If they do, thats bad...

The only other problem is if the mother ship is destroyed, so are the sat ships... I dont know if this is how they worked in SFB, were they able to operate independently?

Rod O'neal

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #65 on: August 20, 2003, 09:44:01 pm »
Quote:

Sat ships are easily implemented. Model.size will show the correct size of the PF and a CnC rule will allow for what loadout can be carried.



Could you explain what you mean by "CnC rule"?



Quote:

The only wrench in the wheel is if the AI recalls PF's. CnC will prevent the Andromedan player from recalling PF's to repair/rearm (Andros dont have bays to do that do they?) but does the AI recall PF's? If they do, thats bad...




SatShips are full size starships and capable of rearming/repairing themselves. The motherships can help with repairs as well. Motherships have repair boxes just like PF tenders plus they can use their own repair systems, the equivalent of SFC's "magic screws", on SatShips at the expense of not having them for it's own repairs if needed.


Quote:

The only other problem is if the mother ship is destroyed, so are the sat ships... I dont know if this is how they worked in SFB, were they able to operate independently?  




They can operate independently, to a certain extent. They don't have any supplies on board them, and strategically, Andro ships are too slow to make the long journeys. So they aren't designed for independent operations. The exceptions being those SatShips with displacement devices (DisDevs). The combination of DisDevs and The RTN (rapid transit network) gave the Andromedans the ability to move at an effective speed of warp 13!!! I know the theoretical universal speed limit is warp 10. DisDevs moved the ships out of regular space though (Maybe into subspace. Nobody knows for sure.). This gave them unlimited strategic mobility and is why their relatively small fleet could wreak so much havoc during the invasion. As far as ftrs/PFs blowing up when their carrier is destroyed. This is purely an SFC phenomenon. One of those, "Hand of Bethke" things.      

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #66 on: August 21, 2003, 09:08:00 am »
Yes there are a few loadouts that must be controlled by a CnC (Command and Control rating) rule. For example a Fed CVA can load up 24 F-111s (double space fighters) which is totally illegal. (double spacing on fighters does not seem to work in SFC). Similarly, one can load an A-DEV with 4 A-DEVFs (again totally illegal) as I created a DEVF PF for the Andro starbase.  (Though I have just noticed that cartel bases all use the neutral or orion base anyway.) A CnC rule for campaigns is one way to address this, it will be obvious if anyone breaks the rule in PvP but would be hard to enforce for players fighting AI only. (db would have to be inspected...)

I am curious what you mean by a ""fixed" SatShip complement", I have made the SatShips PFs, and all the PFs can be loaded on any tender. It seems in development though, I did notice a way to load a PF on a ship and not allow the player to change it, but it was not the desired result at the time and I forget how now.

Yes, SatShips can be recalled for repair. The major issues I see with this setup are that the SatShips are vulnerable to defensive plasma where they shouldn't be, (but they absorb and consume the enemies defensive plasma well, which is handy if allied fighters are present) and the SatShips are destroyed when the Mothership (tender) is destroyed. But this is as close as we can get. (I think...)

I have been playing the Andros in a single player custom conquest campaign and did ok in the starting A-ASP but when I bought an A-COQ and traded in the ASP I found the enemy AI drawn too much to handle. I haven't won a patrol (ED) yet. This is because the mothership's bpv includes the bpv of the default loadout, which is the bpv used in mission matching. I am thinking I will try loading all the motherships with the smallest SatShips (the player can load their desired (legal) loadout themselves), and reduce the mothership bpvs accordingly. As it is my A-COQ usually draws a gorn CVA, BBm and DNT, with another COQ and EXP as allies (which promptly suicide), which makes for a pretty much impossible patrol - pretty impressive looking though.

Missionmatching is the toughest problem with the Andros as far as I can see now, I think I can remedy the situation as described above (input is welcome) but it will take a bit of time and testing. I'm moving Friday and will be offline soon, but I want to get back to this as soon as I get reconnected.      
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Rod O'neal

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #67 on: August 21, 2003, 07:14:09 pm »
I had to look at a shiplist that I had done with Andros to see how I did it myself (fixed loadouts). It's been a while since I messed with them.

What I did was to make them ff's and cl's instead of ftr's. (sm. and med. satships ff, lge. cl) They are, afterall, full size starships. When you put them in the hangers in your shiplist they work fine. If you try to change them out though, they can't be found by spacedock. They also show up in fleet control when they're done this way. This can be a problem if you have multiple motherships on your team with a lot of satships on board. If you follow standard Andromedan doctrine of no more than 2 ships w/disdevs in a scenario this is rarely a problem.

The added benefit of doing it this way is you get both ftr control and fleet control over them. If you launch them on defend me and select the inverted delta fleet formation, for example, they stay locked in a perfect echelon formation. At least they did before V25.4.10 or .12. I doubt that would change with those patches though. You can release them from fleet control and they respond as regular ftrs do. Or if you launch them to attack but keep them under fleet control they act like regular team ships. Other combinations of ftr/fleet control has different effects and creates different tactics. Pretty interesting, IMO.

The satships without disdevs set to special and they won't be drafted in fleet builds either, as they shouldn't be anyway. Exception is the cobra. It was used by the Andros independent of a mothership. So, leave that available.

These are just somethings that I had done. Since using them in SFC incorporates a whole lot of compromises anyway, they're fun to try different configurations to see which you prefer. The best that you can accomplish is to create ships/systems that has the "racial flavor" of Andromedans and hopefully require similar tactics to be successful when flying them.      

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #68 on: August 21, 2003, 11:12:08 pm »
Ah, very interesting, thanks for the input. That seems like what I recall of a fixed loadout.  What happens in a campaign when one is destroyed in mission, can it be replaced in supply? I dont think so, which would pose a problem but then I may be wrong. If they cannot be replaced then this solution is not much good to me as I would like to be able use them in a campaign. There are some real advantages to their behaviour as "fixed loadouts" though, that combination Fighter/Fleet control you describe sounds pretty cool. Good idea to restrict or set the satships to special, I'll look at that, or leave them as PFs only (but again I see mission matching issues...). I was playing a friend tonight and he complained about the excessive batteries (no PA panels anyway) and low cloak cost on the Andros (even as he was blowing one up...). I may look at reducing the number of batteries and increasing the cloak cost of the larger ships. I need to work down the BPVs for mission matching, that might be one way. I'm offline as of tonight but I'll be back soon!
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

CptCastrin

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #69 on: October 06, 2003, 05:58:51 pm »
Any new word on this project?

   

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #70 on: October 07, 2003, 08:48:40 am »
I just got settled at my new job and got a new apartment, but haven't gotten back online yet. (Don't even have my computers set up...) I just checked the forums here and see there is a new patch for OP and additional Taldren models released! I have a little catching up to do... Once I get back online (within a few weeks) I will resume work on this project.  

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #71 on: October 09, 2003, 03:16:05 pm »
Houston, we have a problem...

I cannot obtain internet service at my current location. My local ADSL provider (Aliant) has insufficient security on their customer accounts; one can obtain phone or internet service in someone else's name very easily. All you need is the victim's social insurance number and you can obtain services in their name from Aliant. This is of course entirely unacceptable so I will not deal with them, since they have not taken any measures to prevent fraud of this type.

My local cable provider (Eastlink) will only do installs (internet,cable or phone) Mon-Fri, 9am-5pm. By incredible coincidence, this is exactly my work schedule. They will not install at any other time and share the same holidays as I, therefore no service from Eastlink for me.

That leaves dial-up, but as I cannot obtain a phone from Eastlink and will not get one from Aliant, that is out too!

There is one hope however, my worksite has a wireless LAN and I live within 1000m of the site. I may be able to get internet service at home using this, but will not have control over ports so may be unable to play anyway.

So, the bottom line is: I am offline indefinitely. If anyone wants to pick up where I left off, go right ahead, just post here to let us know.  

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #72 on: October 17, 2003, 08:56:24 am »
It appears I have convinced my local cable ISP (Eastlink) to do an installation on Saturday, Yay!
So, I do intend to resume work on this project around Christmas, but if anyone is interested in
taking it up where I left off, the offer still stands. I should be back online soon.  

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #73 on: October 26, 2003, 09:35:59 am »
Well the local cable contractor never showed up, what a drag. Talk about Denial of Service!

I have checked into satellite service and the cost is prohibitive, $3000 in equipment, $500-1000 setup, $150-200 monthly fee... Most will only provide a satellite modem with a usb connector  as well, which requires the purchase of another computer to set up a gateway... all told it would cost me about $5000 dollars to get connected and then about $170 per month, that is just too much.

My only remaining option is tapping into someone else's network, but since I wouldn't control the gateway that wouldn't be much use to me and would probably land me in court anyway.

I guess I'm just not meant to play SFC online anymore, I must have angered the SFC Gods somehow... Single player isn't so bad I guess, I'm getting to explore other aspects of the game.

It irks me, but what can I do? The mod is not complete and restores stock files for 2.5.4.12 instead of the latest patch, since it came out after I went offline.

Best wishes all, hopefully I can move back to civilization eventually and get back online, but that will be a few years at least, hopefully the game will last that long... or maybe there will be a GAW by the time I get back...  

Klingon Fanatic

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #74 on: October 26, 2003, 09:52:44 am »
Well the easiest thing to do then would be to MAKE the mod burn it on CD and Mail it to somebody who can host it, e.g., STMODDIRECTORY or SFU.

Don't give up on this community, somebody will find a way to help I'm sure.

Qapla!

KF

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #75 on: February 12, 2004, 04:07:27 am »
OK, I have the Andros working on the D2 server now!    
 It was a silly mistake (FYA), I also restricted the battle tugs and monitors.

To login the test server if you so desire, download the mod here: SFB Mod v0.3b, if you don't already have it. Then install it followed by the: SFB OP 03b - D2 development update. That's all.
 
The second link to the development update will remain current with the test server, if you get a file error on login, download and install the latest D2 development update from the link above... resets will be frequent but for the rare pleasure of playing on this shiplist...    seriously, I could use some more feedback at this point on the shiplist structure and D2 play. (stock map, missions and alliances to test on)

I can get down to some serious testing on it now, already made a number of major tweaks. I'm looking toward a new complete version to post on Fileplanet soon.

There is a webmap in the works for the server -  (still not fully updated to op yet but will be soon I hope...)

note: to login as one of the custom cartel slots use the following guide:

F-   Federation   
K-   Klingon
R-   Romulan
Z-   Kzinti
L-   Lyran
G-   Gorn
H-   Hydran
I-   ISC
C-   LDR (Camboro)
A-   Andromedan (Prime)
W-   WYN (WyldeFire)
X-   Orion (Orion)   
Y-   Tholian/Neo-Tholian (Korgath)
B-   BeastRaiders (Juggernaught, Space Dragon)

S-   Syndicate (Non-Player Ftr donor)
T-   TigerHeart (Non-Player PF donor)

...I've been busy waiting for RDSL...
           
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Kestrel

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #76 on: February 12, 2004, 11:09:59 am »
The link does not appear to be working.

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #77 on: February 12, 2004, 11:49:18 am »
Which link?  All three appear fine at the time of this post. (installer, update and webmap...)
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

jimmi7769

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #78 on: February 12, 2004, 01:46:30 pm »
Very cool, works like a charm.  Tried out the Tholians and the Andromedans.

DH123

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #79 on: February 12, 2004, 02:28:32 pm »
Cool, more stuff for me to steal!!!    

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #80 on: February 12, 2004, 06:08:24 pm »
Quote:

Very cool, works like a charm.  Tried out the Tholians and the Andromedans.  




Thanks for checking it out Mace - good to hear it worked well, Im sure the D2 server will turn up some more issues... I'm hunting for "predamaged" ships (know theres a few), missing strings (know theres a bunch), bad BPVs, years, arcs etc..  

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #81 on: February 15, 2004, 08:58:38 pm »
To login to the SFB-OP-TEST the following install sequence is now required:
1) SFB Mod v0.3b
2)  SFB OP 03b - D2 development update
3)  Latest EEK 2.1 mission pack

Many improvements, much smoothness...    

Snazzy new compatible webmap too:  SFB-OP-TEST Webmap
« Last Edit: February 15, 2004, 09:05:43 pm by Bonk »

Karnak

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #82 on: February 17, 2004, 09:31:19 am »
It's really cool to fly Tholian again (from SG3) and the new Andros.  Great work all!!  
« Last Edit: December 31, 1969, 06:00:00 pm by Karnak »

Maxillius

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #83 on: February 18, 2004, 02:53:36 pm »
any chance you could get anyone else to host your mod, like, perhaps, NOT LAMESPY?

There is no way there are 350 people d/ling your mod, let alone 350 people on 3 servers, and I don't feel like waiting an hour only to be bumped when I'm 2nd in line.

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #84 on: February 18, 2004, 03:30:50 pm »
Quote:

any chance you could get anyone else to host your mod, like, perhaps, NOT LAMESPY?

There is no way there are 350 people d/ling your mod, let alone 350 people on 3 servers, and I don't feel like waiting an hour only to be bumped when I'm 2nd in line.  




I totally sympathise with your frustration with fileplanet, it used to drive me nuts downloading stuff till I figured out there is usually no wait at 4-6am EST. (but lately there has been...) Of course there is not 350 people waiting to download my mod, the queue is for all files on the server you selected.

Heres a little trick I use on fileplanet to keep from getting bumped and to advance my place in line faster... the pane at the left of your fileplanet download window is set to refresh every 1 minutes... I find if you right click and manually refresh the page more frequently your place in line will advance a little faster... not much help really, I know...

I selected fileplanet because they are the only ones who have the bandwidth and will host for free (its a pretty good deal really) except for the dang wait and all the ads they push at you while claiming not to have the bandwidth available to send your file... what irks me the most is waiting for a ~250KB file for like 2 hours while they push megabyte after megabyte of advertising at you...  arrg!  ... so I understand.

SFB_OP_04 will be considerably smaller because of the new compression in the nullsoft installer system. I may even be able to place it on a 50MB freehost... not sure yet.

Tell ya what - I'll take a little time tonight to try and find a freehost that will take a 100MB file. Castrin used to mirror it but I think he can't afford that kind of bandwith lately as his server is pretty busy nowadays.

Sorry for your troubles at fileplanet, I can relate. Thanks for showing an interest in the mod, I'll do my best to make it more available.
   

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #85 on: February 19, 2004, 12:11:04 am »
OK, after much searching, I found another download site that ought to be good for about 35 days or 15GB:

To login to the SFB-OP-TEST the following install sequence is now required:

1) SFB Mod v0.3b or  <link removed - see below...>

2)  SFB OP 03b - D2 development update  

3)  Latest EEK 2.1 mission pack


Webmap:  SFB-OP-TEST Webmap      
« Last Edit: February 20, 2004, 10:13:22 pm by Bonk »

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #86 on: February 20, 2004, 07:01:49 am »
My ISP is down for some time (buried in snow, many lines down...) Hopefully I'll be back online within a few days. Till then my D2 servers will be offline.   The power is flicking on and off unpredictably... time for a UPS when I can scrape up the dough... I hate to think whats been happening to the millions in instrumentation I work with....    

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #87 on: February 20, 2004, 08:45:51 am »
Update: My ISP is back up already, I'm really impressed. Their line crews must be tough!
The power seems to have stabilised, so my D2 servers are back up for testing.
(The instrumentation at work is ok for the most part... phew!)

Just gotta lay in some supplies to play on RDSL this weekend, the liquor store is still closed though!    

Edit: Spoke too soon, power is still flickering and I can't see my servers anymore...  
« Last Edit: February 20, 2004, 09:21:22 am by Bonk »

Bonk

  • Guest
Re: SFB OP Mod '03b - New and Improved!
« Reply #88 on: February 20, 2004, 03:33:29 pm »
OK, I think I'm back online to stay this time... unless the plows take out any lines... <crosses fingers>  

Bonk

  • Guest
SFB OP Mod 04
« Reply #89 on: February 20, 2004, 09:50:35 pm »
I've just compiled tested and submitted SFB OP 04 to fileplanet, the file size alone merited the new version. (plus all the fixes) I'll start a new thread when its posted there, but until then it can be found here:

 SFB OP Mod v04 (temporary link 1)
             or here:
 SFB OP Mod v04 (temporary link 2)

NOTE: uninstall previous versions of SFB OP (or other shiplist mods), then uninstall/reinstall  EEK 2.1 - because SFB OP 03b contained conflicting missions... the new installer only includes shiplist, fighterlist, shipnames, strings, textures and models - NO missions or campaign scripts to avoid future conflicts... the new installer also does not include stock files but rather backs up your current files under \SFB_OP_04_backup in your OP installation folder and offers the choice to keep custom files in another folder on uninstall for the manual swappers. This installer is pretty wild.... installs to 512MB on disk but is only a 45.3MB download !!!!    

Sorry if you just downloaded the larger file and update but I just had to do this. (SFB_OP_04 is actually the same as the latest development update linked above, so no need to download again if you want to check out the current test server, there will likely continue to be small deveopment updates as I work toward the next version anyway... ) I figure the smaller download will probably get me more feedback as I know there a still a few rough spots that will only really show up on a test server.  
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »