Topic: OP+ Corrections Thread: as of version 3.1  (Read 32275 times)

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TarMinyatur

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Mysterious Hull Type assignments
« Reply #100 on: November 30, 2003, 01:32:11 pm »
Taldren put some ships in very odd "spacedock" classes; meaning Frigate, Light Cruiser, Heavy Cruiser, and Dreadnought. The warp movement cost appears to be the basis for this division. FF = 0.5 or less, CL = 0.75 or 0.67, CA = 1, DN = 1.25+.

There are some glaring exceptions:

Listed as a FF: F-HDW (0.67), K-F6 (0.67), R-KFR (0.67), L-PFW (0.67)
Listed as a CL: L-DD (0.5), F-DD (0.5), R-BH (0.5), H-LN (0.5), H-KN (0.5), F-NCA (1), F-NCM (1), G-CM (1),  H-NCA's (1), K-D5W (1), L-NCA (1), Z-NCA (1)
Listed as a CA: G-CL (0.67), L-CL (0.67), F-BCE (1.25, a borderline DN), I-CAA (1.25, definitely not a DN)

Why does this matter? In some tournaments the terms will list "Light Cruisers" only. To most people this means anything in the Light Cruiser spacedock "box" or the lower right. To this day, I have arguments with people regarding the G-CL being a Heavy Cruiser. It is clearly a CL by any measure. So one could have a tourney situation in which a R-KFR would be allowed but a G-CLF would not. The same can be said of the F-DD line. A F-DD can't be taken as a Frigate, but a superior F-DW or F-HDW could.

Firesoul, maybe you can institute some level of conformity to this chaos. I see that the OP+3.1specs list the F-NCA as a Heavy Cruiser as it should be. So it appears you've done some adjustments on this issue.

FireSoul

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Re: Mysterious Hull Type assignments
« Reply #101 on: November 30, 2003, 02:42:12 pm »
Yes, Some but not all..
.. it's not a bad idea. I could script detection out, and adjust as needed. At that point, I'll see how it turns out.

You see, sometimes things are as they are for a reason. For example, I ran out of space in a hull class, and would go over the 128 ships limit unless I reclassify the ships.

FireSoul

  • Guest
Another model.. Free Trader/Traitor
« Reply #102 on: November 30, 2003, 04:48:29 pm »
.. Here's my rendition of the Free Traders/Traitors I'll be adding soon..

I figured I'd have a model for them before I have them in the shiplist.

 http://forums.taldren.com/ubbthreads/showflat.php?Cat=&Number=222376&page=0&view=collapsed&sb=5&o=31&fpart=&vc=1&PHPSESSID=
 

TarMinyatur

  • Guest
Re: Mysterious Hull Type assignments
« Reply #103 on: November 30, 2003, 06:31:54 pm »
Quote:

Yes, Some but not all..
.. it's not a bad idea. I could script detection out, and adjust as needed. At that point, I'll see how it turns out.

You see, sometimes things are as they are for a reason. For example, I ran out of space in a hull class, and would go over the 128 ships limit unless I reclassify the ships.  




Ugh, I didn't think of the 128 ship limit. Anyways, probably the more important ones to reassign are the NCA's, these being labeled "Light Cruisers" drives me nuts since they have 30 or 32 warp. This might free up some space for the HDW's in the CL slots. Thanks for considering this stuff.  

Primus2003

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Re: Mysterious Hull Type assignments
« Reply #104 on: December 02, 2003, 09:21:17 am »
I had wondered why some ships seemed to get shifted around ie the miranda class to the CL instead of NCA type.  Why is there 128 max in the prog?  Does it cuase a game crash otherwise?

FireSoul

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Re: Mysterious Hull Type assignments
« Reply #105 on: December 02, 2003, 12:12:39 pm »
Quote:

I had wondered why some ships seemed to get shifted around ie the miranda class to the CL instead of NCA type.  Why is there 128 max in the prog?  Does it cuase a game crash otherwise?  




And I'll proably shift things around again, as much as I can, to fix a few things.
As for the 128.. well.. It used to be 64. I think it's like that Bill Gates thing, when he said that PCs would never need more than 640K of RAM.

Corbomite

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Re: OP+ Corrections Thread: as of version 3.1
« Reply #106 on: December 02, 2003, 02:34:15 pm »
This isn't as much a correction as a question.

We will never get the graphics of the firing arcs in the ship library like in SFC3 (a real shame), but I was wondering if info could be added to the written specs on the side in the library? Something like:

4 x Photon  FA

8 x Phaser 1  FH (2) LS (3) RS (3)

2 x Phaser 3  LS (1) RS (1)

2 x Drone G  360

2 x AMD 6  360


I realize this could get lengthy for some ships, but there seems to be plenty of room on the screen. It might not be possible to do all of the ships or maybe not all of the weapons on a ship, but most should be doable if this is at all possible.
« Last Edit: December 31, 1969, 06:00:00 pm by Corbomite »

FireSoul

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Re: OP+ Corrections Thread: as of version 3.1
« Reply #107 on: December 02, 2003, 02:41:41 pm »
Quote:

This isn't as much a correction as a question.

We will never get the graphics of the firing arcs in the ship library like in SFC3 (a real shame), but I was wondering if info could be added to the written specs on the side in the library? Something like:

4 x Photon  FA

8 x Phaser 1  FH (2) LS (3) RS (3)

2 x Phaser 3  LS (1) RS (1)

2 x Drone G  360

2 x AMD 6  360


I realize this could get lengthy for some ships, but there seems to be plenty of room on the screen. It might not be possible to do all of the ships or maybe not all of the weapons on a ship, but most should be doable if this is at all possible.  





That would require changing the game itself. I believe SFC:OP's not going to recieve any new patches, so..
-- Luc

Corbomite

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Re: OP+ Corrections Thread: as of version 3.1
« Reply #108 on: December 03, 2003, 04:48:59 pm »
Don't know if this has been brought up yet, but the KDR/KDP pointers are pointing to the SNA model not the D5 model. Also I noticed in the stock shiplist that the KDR/KDP ships do not have the rear boom arcs and not all of the klingon D5 types to either. In OP+ I noticed that the KDR/KDP ship did have these arcs. Did you correct all of these or is something screwy going on here.

FireSoul

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Re: OP+ Corrections Thread: as of version 3.1
« Reply #109 on: December 03, 2003, 06:42:31 pm »
Quote:

Don't know if this has been brought up yet, but the KDR/KDP pointers are pointing to the SNA model not the D5 model. Also I noticed in the stock shiplist that the KDR/KDP ships do not have the rear boom arcs and not all of the klingon D5 types to either. In OP+ I noticed that the KDR/KDP ship did have these arcs. Did you correct all of these or is something screwy going on here.  




Thanks for the models mistake. No models pack, right? My error.
As for the boom arcs, yes: I spent time fixing these.

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.1
« Reply #110 on: December 04, 2003, 09:40:37 pm »
Quote:

Quote:

Quote:

Quote:

Do the Klingon F5W and FWK have true wing arcs instead of LS/RS for the Ph-3's?
The FWC and FWL have LS/RS Ph-1's which seem strange too. Perhaps these ought to use wing arcs.  





Hm. These ships would need a NEW arc, which would mix both the LS/RS and the Wing arcs. (see footnote)
I'll leavfe them to the more useful LS/RS for now.




So the starboard warp nacelle doesn't block the starboard wing phaser on this class? Interesting. So its full arc in SFC would be everthing except LF?  




As you can see from this model of an SFB F5 the wing phasers on an F5W would be located on those wing struts which would give then an LS/RS arc but not much more and definately not a D class hull wing arc for sure.

     





I think I'll leave them as LS/RS... Its still the closest arc in my mind. Also, this pic helped.

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.1
« Reply #111 on: December 17, 2003, 09:54:07 am »
--== UPDATE ==--

OP+ 3.2 is well on its way. I've decided to post about the slow progress and let people know where I'm at.

But first some news. I'm back to work. I've been 'off' for 9 months, which allowed for many of the leaps and bounds of shiplist and mod releases I've done in the last year. Now, it's much slower. Of course, things like nights out (hmm.. LoTR:RoTK, anyone?) and xmas (ugh) will take a chunk of my time too.


Ok.. Here's what I've done so far in the OP+ 3.2 project (dubed "3.2", of course):
1- fighterless casual carriers:
In SFB, all carriers are shown with just its base BPV. Unless noted otherwise, fighters are *extra*. Of course, it doesn't make sense to have a dedicated carrier without fighters, but it *does* make sense to allow not having to pay for them if it's optional. This affects many Hydran ships, as well as some others through the shiplist. These ships will be recognizable by the 'n' appended at the end of the ship designation.
These ships will be marked as "R"estricted. These ships shouldn't appear on the D2 since that's not how it works for there.

ie:
  The stock shiplist's H-SUI (a Taldren invention) costs 161 BPV.
  The OP+ H-SUI costs 167 BPV (stock fighter price leveled with other races).
  The OP+ 3.2 H-SUIn will cost 155 BPV and will have no fighters. Nothing is put in place to replace the fighters. The fighters are just not there: the player simply didn't pay for them.


2- Hullclass and Hulltype reclassifications
I reclassified ships into their appropriate lists based on their weight (without pods) and # of engines. No, not BPV. Affected are many ships throughout the shiplist.
ie: Simple relocation example: F-NCM
The F-NCM was listed as "NEW_HEAVY_CRUISER" within the CL list. It has a movement cost of 1 and ~30 warps. I've moved it to the CA list with the other NCAs.
ie: Major adjustment example: HDWs.
The HDWs were listed as "WAR_DESTROYER" mostly within the FF list. They have a movement cost of 2/3 and ~24 warps. I've moved them to the CL list, reclassifying them as "LIGHT_CRUISER". They are, after all, heavier than a WAR_DESTROYER.


3- More freighters for all races.
  - repair freighters (large and small)
  - exploration freighters (large and small)
  - troop transport freighters (large and small)


4- all freighters for pirates too. I've never heard of illegal operations that didn't have some legal front with legitimate operations.


5- civilian freighters for all races. (with new model)
  - Free Traders (for everyone)
  - Free Traitors (for pirates)
  - Free Trooper and Tanker (Marines-related units)


6- A few fun additions, such as the Federation Express


7- System Activity Maintenance Stations (SAMS)
  - With various modules installed (Hospital, VIP quarters, cargo, sciences, etc..)
Think as these as small platform stations. These are also used as a kind of listening post in far away systems where other tasks are needed, such as a research station above a planet.
 (with new platform model)


8- Commercial Platforms (CPL)
These are similar to the SAMS, but plainer and simply built.
 (with new platform model)


9- Recently advised fighter corrections.
Some ISC .III fighters come out before the .II fighters. Dates have been fixed.
From:
Code:

I-Restitution.II   11
I-Writ.II   15
I-Tort.II   17
I-Caveat.II   17
I-Restitution.III   15
I-Writ.III   11
I-Tort.III   11
I-Caveat.III   15



To:
Code:

I-Restitution.II   11
I-Writ.II   11
I-Tort.II   15
I-Caveat.II   15
I-Restitution.III   15
I-Writ.III   15
I-Tort.III   17
I-Caveat.III   17




10- I'm sure there were other corrections.

EDIT: (I forgot this)
11- X1 and X2 Bases.
In some cases, I had to more or less feel my way around in the dark to create proper bases for all races in X1 and X2 era. I just didn't seem right that all races had bases of all kinds from beginning to late era, then when Advanced arrives, all's there is a X2-style SBX.
Well. I renamed all the SBX to XSBs and added the following:

     
  • BSX - X1 base stations
     
  • BSXF(or P) - with Fighters/PFs.
     
  • XBS
     
  • XBSF/P
     
  • BTX
     
  • BTXF/P
     
  • XBT
     
  • XBTF/P
     
  • SBX
     
  • SBXF/P
     
  • XSBF/P


With all the above things, that brings the shiplist to..  .. get this...  .. 5248 shiplist entries.  (OP+ 3.1 has 4140 entries).

--== TODO ==--

1- Civilian Base Stations
2- Armed Priority Transports and variants (needs a new model)
3- MBs  (Mobile Bases aka "Modular Bases" as I'll call them for clarity)
4- Models for Tugs with various number of pods to be completed


As you can see, I'm still gonna be busy. However this should give you an idea of what's gonna be in OP+ 3.2. There aren't any new player-oriented ships except for the "n" variants. However, all these other units should allow any single and multiplayer D2 environments to flourish better. Also, many of these added elements are going to be for scripters to handle and manage.


Later. Gotta work.
-- Luc

Edit: Forgot the hull reclassifications. Added.
Edit2: Forgot the X bases!
« Last Edit: December 17, 2003, 10:51:09 am by FireSoul »

762

  • Guest
Re: OP+ Corrections Thread: as of version 3.1
« Reply #112 on: December 17, 2003, 01:12:23 pm »
Thanks for doing those "n" variants FS!  

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.1
« Reply #113 on: December 17, 2003, 01:44:26 pm »
Quote:

Thanks for doing those "n" variants FS!    




Just for you, man.. and you know it.

762

  • Guest
Re: OP+ Corrections Thread: as of version 3.1
« Reply #114 on: December 17, 2003, 01:55:08 pm »
And all the other Hydrans on GSA.

Right guys?

<cricket sounds>

ChrsLWlstr

  • Guest
Re: OP+ Corrections Thread: as of version 3.1
« Reply #115 on: December 17, 2003, 04:55:47 pm »
Quote:

And all the other Hydrans on GSA.

Right guys?

<cricket sounds>  




Seems as if we're an endangered species...

K_hunt

  • Guest
Re: OP+ Corrections Thread: as of version 3.1
« Reply #116 on: December 18, 2003, 03:01:52 pm »
Quote:

Quote:

And all the other Hydrans on GSA.

Right guys?

<cricket sounds>  




Seems as if we're an endangered species...  




Shhhsshhhh!!!  Don't let the Lyrans hear that!

BTW, the Hydrans were alive and kicking on SS2  Chris.   You missed a heck of a war.  

762

  • Guest
Re: OP+ Corrections Thread: as of version 3.1
« Reply #117 on: December 18, 2003, 04:30:57 pm »
Damn skippy!

Mr. Hypergol

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Re: OP+ Corrections Thread: as of version 3.1
« Reply #118 on: December 19, 2003, 11:05:29 am »
 
Quote:

 Looks like the S-SLV1 (Syndicate Slaver?) does not point to a model. Model link problem? Causes crash to desktop. You see nothing but the redicle where the model should be.

I was playing a convoy raid mission and the enemy was protecting 4 or 5 slavers.......but they just were'nt there?  




Firesoul, did you see this post on page 5 about the Syndicate Slaver?  

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.1
« Reply #119 on: December 19, 2003, 11:51:15 am »
Quote:

 
Quote:

 Looks like the S-SLV1 (Syndicate Slaver?) does not point to a model. Model link problem? Causes crash to desktop. You see nothing but the redicle where the model should be.

I was playing a convoy raid mission and the enemy was protecting 4 or 5 slavers.......but they just were'nt there?  




Firesoul, did you see this post on page 5 about the Syndicate Slaver?  




Yes. Is fixed for next version too.

.. I don't want to do a temporary fix EXE because I want to leave Assets/Models alone. The manual quickfix is:

copy opplus/models/pslv/ directory to assets/models.   This will fix this OP+ 3.1 problem.