Topic: SFC:OP Ponderings: what should I work on next?  (Read 14516 times)

0 Members and 2 Guests are viewing this topic.

FireSoul

  • Guest
SFC:OP Ponderings: what should I work on next?
« on: February 16, 2003, 02:04:30 am »
.. by now, a lot of people know that I try my best to improve SFC:OP's standing with the players. Some of you may be familiar with my work: the  CoopAce script ,  the OP+ Refit shiplist, and some of the work I've done concerning the  SFC:EAW single-player campaigns recompiled for SFC:OP .


.. but now I'm at a crossroads, and I want to know if and what I should work on something else next.

Before you mention it, the OP+ is finished unless someone finds problems with it. It's at around 1140+ additional ships, and is ready for release when the next SFC:OP Patch is out. As a tester, I can't tell you much more about it except that there are things in the patch for which I needed to adjust the shiplist for. It's not fully compatible with current SFC:OP 2525.

Ok.. the ideas I have been having:
.. I have source code that works *ONLY* in SFC:OP. I even have a method to figure out if the code is being compiled for SFC:OP or SFC:EAW during compile time, so the same script's sourcecode could be used for both, but with enhanced features in OP.

Stuff that SFC:OP can do that EAW can't, via the API:
1- there's an era-detection call. "mGetEra()".. I have actually made a wicked BattleFest+ script which uses my code (proof of concept) and makes proper era-based matches. (Imagine, playing in Early era, with just early-era ships as priority.)
2- OP can reset fighters on AI-controlled ships. There's a "mSetFighters" call. I've used this in the CoopAce. It's a bit involved, but bear with me.

Between the 2 abilities above, I could make wicked improvements to many many scripts, dynaverse or not. .. use your imagination for a moment..
.. AI ships are from the proper era.. .. they actually have appropirate fighterloads from the appropriate era... Enticing?

.. so I think I should start a poll:

What should FireSoul work on next, for SFC:OP?
Review all EAW single-player campaigns which were recompiled for OP, and fix the bugs
Work on and release multiplayer (GSA) oriented scripts for SFC:OP
Enhance MagnumMan's shiplist API to help facilitate using/abusing SFC:OP enhanced features
Nothing. I don't care.
Why don't you shut up? I'm tired of hearing of SFC:OP.





Let me know.
-- Luc  

Cleaven

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #1 on: February 16, 2003, 02:17:19 am »
None of the above. Work on the OP-D2 missions so that neutral co-op works, and the empire DV's move correctly regardless of the cartel map.  

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #2 on: February 16, 2003, 02:20:14 am »
uhm..

.. *CAN* those be fixed from the missions' side? .. if not I can't..
.. but if so, maybe there's something I could do there.

May I have *MORE* information on the Neutral Coop issue? I know very little about it.

-- Luc
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »

FatherTed

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #3 on: February 16, 2003, 06:43:17 am »
Quote:

uhm..

.. *CAN* those be fixed from the missions' side? .. if not I can't..
.. but if so, maybe there's something I could do there.

May I have *MORE* information on the Neutral Coop issue? I know very little about it.

-- Luc  




Example: Fred and Ted the Feds can run coop in their own territory and enemy territory, and the mission results will affect the DV of the hex. But Fred and Ted can not do that in neutral hexes, since the mission will not affect the DV. And that makes Fred and Ted the Feds see red.    

Bernard Guignard

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #4 on: February 16, 2003, 07:14:32 am »
Hi Firesoul
    I think that you did a fantastic job and personally what I'd like to see is taking more sfb scenarios and turning them into single and multi-player missions and  campagins and adding new missions to the campaigns. I seem to remember a sfb scenario where yourship is in space dock undergoing repairs when long range scanners pick up enemy ships or a ship heading your way.  You have to take your ship out of spacedock  while systems are being repaired  and get it ready for combat.  How about adding in some more monsters like the space dragon and Juggernaut and sunsnake to give monster scenarios more flavour and have the campign choose those.  
   What ever you choose to do I'll back you because I'm enjoying what your doing.    

Cpt. Chaos

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #5 on: February 16, 2003, 09:58:27 am »

Well, as a Hydran OP single-player, anything you can do to improve fighter ops sounds superb!

Chaos
 

Primus2003

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #6 on: February 16, 2003, 10:41:03 am »
I feel torn on the vote partially from what I read and partially due to the fact I do not have enough information to make for a properly informed vote.  Not your fault I am still a bit of a newbie here, so these unoffical add ons etc sound interesting but I have not yet had the chance to test them. Though someone from the board has been kind enough to offer to give me a bit of a hand there for those additions.   FOr I do own SFC 1 & 2 EAW and OP.  So any improvments would be great  as I loved the movie era ships OS series movies as I grew up with them.   Increasing capabilities sounds enticing but when i think about it, as a fan I would take stability improvements  before adding new capabilities.  So improving OP with Eaw missions, the single player would be for the best.  Just to say where I stand.  Any information or advice on how to improve the games would be very much appreciated.  FOr it would be interesting to see models of say the Excelsior refit of the Enterprise-B for example.  Hope the weather isnt to cold up your way right now.  I am also in Ontario so it is a bit of cool one where I am.  Anyway thanks for all your work.

IndyShark

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #7 on: February 16, 2003, 10:45:19 am »
Firesoul, I'd like to thank you for your efforts to date. I am having fun with coop ace and can't wait for OP+ 1.2

I'd vote for the D2 bug with coop play or anthing that adds more ships, monsters, or missions.

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #8 on: February 16, 2003, 03:34:14 pm »
BUMP.
Keep this thread alive long enough for me to have a good idea of what people want.

-- Luc  
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »

Qob'nuH

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #9 on: February 16, 2003, 10:23:18 pm »
I would like to see someone concentrate on single-player skirmish missions (not campaign). More like those found in SFC1, with terrain choices but ships totally selectable. Also a base assault skirmish that can be customized.  

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #10 on: February 16, 2003, 10:46:21 pm »
uhm.. I think you should drop the idea of "porting" scripts from SFC1. It's actually easier to take a template SFC2 script and copy over parts of the sources you're trying to set-up from the SFC1 script..

.. you have to re-invent the wheel, hence why a lot of people are relunctant to attempt doing the work (me included)
...

-- Luc
FireSoul

Cleaven

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #11 on: February 16, 2003, 11:17:25 pm »
Quote:

Hi Firesoul
    I think that you did a fantastic job and personally what I'd like to see is taking more sfb scenarios and turning them into single and multi-player missions and  campagins and adding new missions to the campaigns. I seem to remember a sfb scenario where yourship is in space dock undergoing repairs when long range scanners pick up enemy ships or a ship heading your way.  You have to take your ship out of spacedock  while systems are being repaired  and get it ready for combat.  How about adding in some more monsters like the space dragon and Juggernaut and sunsnake to give monster scenarios more flavour and have the campign choose those.  
   What ever you choose to do I'll back you because I'm enjoying what your doing.    




If the neutral co-op problem is a bit much, and it may well be, the the above idea is good fun too.  

DeepThought

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #12 on: February 16, 2003, 11:22:26 pm »
None of the above.

One of things about SFC and SFC2:EAW was the mission editor, a companion to ShipEdit by HeavensEagle, if memory servers.  I'd give my eye teeth to have a mission editor for OP!

--DeepThought  

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #13 on: February 16, 2003, 11:46:37 pm »
well..
.. get me the sources to FMSE and then maybe...

-- Luc

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #14 on: February 17, 2003, 01:32:40 pm »
I need more results.
-- Luc

Kid Carrson

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #15 on: February 17, 2003, 08:40:07 pm »
A Mission Editor for SFC OP is clearly the top choice for me.  That's one of the biggest weaknesses of SFC OP versus earlier versions of the game.  

There are two, perhaps three or even more, sources to examine / pursue for an SFC OP Mission Editor and assistance in its development: 1) FMSE by Remus & Heaven's Eagle.  Their FMSE for EAW simply rocks!  They were planning on working on an OP version once a long time ago.  2) An EAW Mission Creator created by the Astonish Company.  Randy has already stated that he was willing to share his code to advance the cause for SFC OP.  3) What will Taldren be kind enough to release (assuming they haven't already released all that they can)?  Both in regards to draft releases of an FMSE for OP (if any) and issues pertaining to the Dynaverse.  The Mission Editor for OP might involve more diplomacy than anything else, just to get going.   How much help can you get from these three groups?  Can you get help from others, such as Dave (who's done quite a bit with scripting) to assist and provide input?    

OP Dynaverse fixes/improvements would be extremely welcome.   Can those who are working on the code now be allowed to let you access more of it, especially since you might have some time, and clearly have the skills?

Personally, I'd like to have the D2 operate so that all 16 races (8 major races and 8 pirate races) operated on a singel level.   Then, a program that could let use easily modify assumptions as to alliances, race strength, etc.  Why?  Because Modders of the game could then do so much more with it.   And the closer we move in that direction the closer we can get to GAW, or a diverse representation of a full fledged TNG universe, or whatever.  

BTW, thanks for all of your efforts.  OP is simply the version of SFC OP that offers the most potential.  I hope that members of the community, combined with the wonderful help of Taldren and other powers that be, can help make its potential  be realized.  Many of us do sincerely appreciate all of your efforts on OP.  

Kid Carrson

 

3dot14

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #16 on: February 17, 2003, 08:47:59 pm »
Quote:

well..
.. get me the sources to FMSE and then maybe...

-- Luc  


http://www.amusing.com/forums/viewtopic.php?t=10&start=15

Here is the relevant link.

You may not get FSME, since I think HE and remus are both out of the scene.

But you can at least get Commodore/Admiral's source codes.

Put me down for an OP mission editor request.

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #17 on: February 17, 2003, 08:56:38 pm »
.. well.. help me get sources. ;>
-- Luc

**DONOTDELETE**

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #18 on: February 18, 2003, 10:02:35 am »
IIRC Taldren no has the rights to ship edit and FMSE.....Ask Erik

mdutr0

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #19 on: February 18, 2003, 02:58:34 pm »
Dude.  This is cool. I had no idea that this project was under way. i have been reduced to monosyllabic words.

have you considered replacing a pirate race or two with the tholians and/or the andros?

thnaks for all the hard work.

Micah

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #20 on: February 18, 2003, 03:33:07 pm »
It's been thought of..
.. but since a lot of the important things these races need can't be reproduced..

ie:
disdev: ships can't be moved around like that, even in scripting. (AFAIK)
pinwheel: there's no docking implemented.
web: .. uhm.. through scripting I _guess_ it's possible to make ships go to a complete stop. But how would you prevent some weaponry from passing through the web like it's supposed to?
PA Panels: .. I _guess_ it could be scripted that a certain amount of damage has to be absorbed before internal damage can occur. But it would be directionless, and I don't think we could simulate a 'cascade'.

.. these important details about those races ..  .. it's an excellent idea, but I think i'll have to pass.

-- Luc

mdutr0

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #21 on: February 18, 2003, 04:08:32 pm »
 Yeah, I can see that you're right now. But that's beside the point, right now.

I Just downloaded your shiplist and it's awesome!!!!
You have breathed new life into one of my favorite games. I absolutely love what you've done with the Hydrans! The battle tugs are great - I've always wanted a phG boat with a side of fusions. I never new how cool SFB was!

Thanks for all your hard work, and keep it up.  I recommend this modification to any OP player who's tired of the same old same old - it's like having a brand new game!

Micah

p.s. What's the story behind battle tugs and tugs in general anyway? Are they supposed to look like normal heavy cruisers or are they more specialty ships? I am uninformed on SFB.....

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #22 on: February 18, 2003, 05:15:40 pm »
Explain what the tugs look like...
I can do that.

The tugs themselves are very basic ships: usually lightly armed cruisers. However, they're equipped to "tow" pods or pallets.. and sometimes these pods/pallets aren't for cargo. In SFB, the tugs dock and undock the pallet to their hull.
For the purposes of SFC (since docking is not implemented), I've entered many various tug/pods combinations.

The weight of the pod(s) increase the movement cost of the ship. Check the movement cost and # of warps carefully!

Obviously, the SFC UI is incorrect as far as the ship's configuration. Pods are not shown since I have no such graphic to show. However, its weaponry is correct, and that's good enough for me.


F-TUG
Very much like a normal NCL, the F-TUG carries pods on its underbelly.
A more appropriate model/skin from the SFC2 War Refit Spacedock:
 
 

F-LTT
"Light Tactical Transport". It's a smaller cheaper tug. LTTs are usually based on WarDestroyers and may only carry 1 pod/pallet.

K-TGT/TGA
The K-TGT is a  "Transport Tug". It's lightly armed compared to the K-TGA. Although a single (cargo-only) pod may be carried, pods must be carried in pairs. These tugs are based on D6s, but are enhanced in some ways.
Pods in pairs are tucked under the wings and thus have access to front firing arc.
 

K-D5H: It's in the LTT class. It's a modified D5 which can tow a pod under it.

R-KRT: Purchased and modified klingon tug. Romulans never built 'tugs'. (they can't cloak well?) .. instead, they built ships with internal cargo capability. ie: R-SPH. R-PE, etc..

G-TUG: Can only carry a single pod, BEHIND the ship. Weapons don't have access to forward arcs. Pods are usually in the shape of an egg (chuckle). The Gorn BattleTug with refit (G-BT+) has 3 rear-facing plasma-Ss.

G-HDT (I think) is the LTT version of the Gorn tug, and is similar in towing pods behind it.

H-TUG:
Modified heavy cruiser. Can only tow a single pod, under the ship. (thus have access to forward arcs)

H-LTT: See LTTs.

etc..
etc..


Many types of pods are available to all tugs. All depend on year of availability.
ie: Battle Pod, CVA/PFT pod, Light Battle Pod, CVL Pod, Commando, Cargo..
.. I've not bothered entering a few pods.. as it would overwhelm the shiplist with a lot of junk. Maybe I'll change my mind?

Need more information? Each race's tugs are different. Pirates have no tugs.  


My personal favorites:
-  K-BTK : 8 disruptors, movement cost of 1, 6? droneracks, loaded with weapons, it's like it's an X-Ship.
-  L-BTF : 8 disruptors, movement cost of 1, 4 ESGs.. many many phaser-2s... and 2 PFs.
-  F-CVTH*.. : *24* Fed fighters, at the cost of a slow max speed of around 15. This is really a F-TUG with 2 pods in tow, the CVA pod and then the CVL pod behind it. The pods have ph-Gs, but each pod blocks arcs from the other. That's ok.. that's still 4 ph-Gs FX, and 2 ph-Gs RX.

* (I since found that it's really a CVTC and will be called as such in the next version of the shiplist)

-- Luc
PS: All tugs are real SFB ships. I didn't invent these.
 
« Last Edit: February 18, 2003, 05:18:27 pm by FireSoul »

mdutr0

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #23 on: February 18, 2003, 09:03:47 pm »
 Cool, thanks for the info. They really add some flavor that has been lacking to the various races, as do the other new ships.

Micah

 

Scipio_66

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #24 on: February 18, 2003, 09:48:44 pm »

There was a suggestion by .......... someone (my memory slips) that reversing all the empires/pirates in the shiplist would fix the cartel/emprie interaction problem on the D2 map.  That is, empires would affect each others hexes normally and would not need an allied cartel to raise the DV of their own hexes.  This edit should be a simple task, and if I were to work on anything for OP this would be my first step.

If the upcoming patch fixes the bug that prevents pirates from seeing their own DV, this shiplist edit would make the OP dynaverse very playable.


Now if you wanted to make an editor that would create (very basic) dynaverse missions, I might have to sell you my firstborn.

-S'Cipio

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #25 on: February 18, 2003, 11:06:36 pm »
I heard that too, on the OP fix radical Ideas welcomed thread, and it's essentially right;  Other than not being able to see the hex DV, pirate cartel hex squares work absolutely normally;  Alot of changes need to be done to flip the pirates and empires around, but it seems a relatively easy thing to do, if time consuming.

I've been goofing around with shipedit with SFC and SFC OP, and it seems you can have kustom graphics for ships including models.

mabey you should get together with all those older SFC modelers and come out with new class lines, like making battle tug and pocket/early dreads models for the eight mighty empires, and put another step forward in creating the SFB game you so dearly desire.  They've already got a bunch of those tugs out, for various ST modling styles (mostly TOS), but I think more TMP low polys need to be made.  with your knowledge of C++ and the OP API, you could probably even make it into a enourmous self installing exe...


Yar har har and a can of cat treats,

Holocat.

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #26 on: February 19, 2003, 12:04:09 am »
I have actually only a little bit of knowledge of C++.
I was just frustrated enough to give myself time and get familiar with the mission scripting API, the bugs, etc. I've toyed with the coopace script for a long time before anything else.

.. btw..
.. there are tractorable asteroids in the shiplist. Any ideas for a story based on this? .. maybe it could be turned into a mission:
 

-- Luc
 

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #27 on: February 19, 2003, 01:17:44 am »
Those are also destroyable are they not?  I think those are the asteroids used in the command tutorials.

As for a mission based on them, I suppose I could get creative;  What do you want, exactly?  How complicated can it be?

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #28 on: February 19, 2003, 02:46:26 am »
Well know that damage can be prevented through scripting.
.. and collision could be simulated.
ie:
if (distance == 0)
  collision;

I guess what I am wondering is .. think we could create a scenario with this? .. maybe a D2 mission?
What would be the premise? The story?

-- Luc

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #29 on: February 19, 2003, 04:29:02 am »
I warn you, you're asking a rather proliferate writer.  The short answer would be "Lots and lots I can think of."

A better answer would be "I don't know enough about scripting limitations to tell you what I would or wouldn't propose."

To be succinct, it's a rock.  It may mean nothing, but as a proliferate writer, you can do alot as long as you remember that a rock is also a plot device.

I also know enough about C++ so that if you want to talk shop, we can do that too.

Why, I ask, do you want a story about tractorable asteroids?  I mean, there are asteroids, nebulas, planets, and even *gasp* starships in this game, the starship being the rough equivlant to your protagonist/antagonist schtik.  

In conclusion, if you wish ideas about stories evolving around tractorable asteroids, I can write tons.  What I don't understand, is the true nature of the question;  Are you uncertian as to what tractorable asteroids can be scripted to do?  If that's the case, you know FAR, faaaaaaar better than I do, having the API under your belt.  If your asking if asteroids can become an important part of story telling, my answer is, 'Of course!' A good writer can make a compelling story out of rocks, or even oranges in nessisary.

The prolific writer who isn't writing a whole lot lately,

Holocat.  

Edit:  If you WANT me to write a mission involving tractorable asteroids, I can do that;  Tell me about API limitations (what one can and can't do in SFC OP) and i'll write as many mission proposals as you wish;  A campaign if you desire;  If got the time and the wild imagination. =)

2nd edit:  On top of that, I still say you should rag on some modelers for new, low poly class lines for all the nifty ships in your shiplist.

« Last Edit: February 19, 2003, 04:48:26 am by Holocat »

EmeraldEdge

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #30 on: February 19, 2003, 04:55:30 am »
Well, there is always the standard "Oh, no!  There's a huge asteroid (asteroids) aimed right at our planet/base!" scenario where you have to tractor them and divert them enough off course that they won't hit (or destroy them?)  This was a mission in one of the SFC single player games, don't remember which, it was probably SFC1 I would guess.

Other than that, there are things like:

1 - Asteroid has mineral/something valuable that is needed by the empire and you must extract it from the asteroid (with enemies trying to do the same and stop you)  This could be the basis for a medication needed by a planet or something.

2 - The asteroid is carrying a virus and must be destroyed before it can come into a star system and potentially unleash even a small portion of what is ill on it.  

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #31 on: February 19, 2003, 05:28:20 am »
Lessons in Politcs, or Things Blown Totally Out of Proportion:

The asteroid (given enough hitpoints) is found initally by the federation during a routine mineral sweep.  You determine two things:

1. it's toxic to most known life, because,

2. It's a space monster egg.

Instantly you get this:

1.  The feds want to study it.

2.  The klinks think Weapon of Mass Destruction.

3.  The romulans get suspicious. (gee, big suprise there)

4.  The hydrans (as I recall a sect of them worships monsters) want to put it in a pen and make it a big fuzzy pet.

Let's say you then have to move this 'egg' to someplace because it's its 'natural habitat'

1. Obviously, the feds being the flowery, ecosystem minded idealists they are, will assign a ship that would be much MUCH more useful on the front to move the egg over.

2.  Because it's toxic, it presents a danger to wherever you move it to AND move it through.  move it near an ally for increased plot effect.

--et. al, you can play this tom clancy meets gene rodenberry game for as many missions as you like.


I bet the API won't let me do this,

Holocat.
 

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #32 on: February 19, 2003, 07:47:47 am »
Interesting ideas..

.. I was thinking along the lines of:
"A densely populated is in our way. Take this rock and let it do its thing when it meets that planet's surface.
Oh, you have to bring it there yourself, and defend yourself while attempts to your life are being made.
Don't worry, we'll send some escorts with your to occupy them."

.. but you guys obviously have other ideas too.
I don't know if I'll *ever* end up writing this.. but I wanted to get the creative juices flowing in case someone else does.

.. as a plot device one can actually manipulate, there just doesn't seem to be enough missions with asteroids yet.

-- Luc

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #33 on: February 19, 2003, 08:06:21 am »
There are never enough scripted missions ever for anything.  Whether the plot lasts for but a mission, whether it lasts for one's entire career in The Defense of Federation and Empire, the tales that can be told through this, alien electric media is both limitless and awe-inspiring.

To the storytellers, regardless of where or how their story is told,

Holocat.  

**DONOTDELETE**

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #34 on: February 19, 2003, 10:00:41 am »
I'd like to request an attempt to simulate the campaign missions from SFC1.....I know they cant be ported over....but surely new scripts could be written with the same conditions,enemies, and goals.....and be event chained together....



 

Maxillius

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #35 on: February 19, 2003, 10:44:52 am »
I love the idea of tractorable rocks!!  But, as I recall, the tractorable version can also be flown through , so my idea of just laying them around as a terrain weapon wouldn't work.  Can anyone tell me if my memory on that has failed?    

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #36 on: February 19, 2003, 03:18:39 pm »
Yes, but there's also a "OnDistance" event.. you make all objects obey range 0.0 as impact range through scripting.
-- Luc

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #37 on: February 20, 2003, 12:32:23 am »
mabey you could make a goofy dodgeball arena, with asteroids and blackholes;  everyone gets a ship with no weapons, and the goal is to push the enemy team into asteroids/blackholes, or push asteroids onto the enemy team.

there's no end to the fun with tractorable asteroids.

All's well at the Asteroid Coral,

Holocat.
« Last Edit: December 31, 1969, 06:00:00 pm by Holocat »

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #38 on: February 22, 2003, 01:23:27 am »
Well, the people have spoken:

.. review and fix single-player campaign it is. It also happens to be what I'm currently doing, already.
Currently doing: Mirak Campaign.
Done: Hydran (and others) vs ISC.
- fixed "uni_7battlegrave".
Done: Klingon vs Mirak.
- fixed: "uni_1desecration"
- fixed: "uni_7Gates"
- fixed: "uni_9Edge"

See  http://klingon.stasis.ca/EAW_missions/ for the updated missions, individually, the fixes I did, and the ZIP current package available to download.

-- Luc
FireSoul

Kid Carrson

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #39 on: February 23, 2003, 03:10:07 pm »
Firesoul:

One mission that could be very useful and beneficial to me,and hopefully others, is the following:

     Take the existing SFC OP Multi-player Free for All Skirmish Mission and add one very important element: a TIME OF ENTRY INTO BATTLE component.  Allow for each of the (up to 6) groups of ships to have a time at which they come into battle.  Say player A and Player B enter at Time = 0:00.  Then Player C (an ally of A)  enters at Time = 20:00.  Then Player D (an ally of B) enters at Time = 30:00.  

     Adding a time element would allow for quite a lot of wonderful new twists for SFC OP missions.

     Thanks for the consideration.

KC
 

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #40 on: February 23, 2003, 03:38:06 pm »
Quote:

Take the existing SFC OP Multi-player Free for All Skirmish Mission and add one very important element: a TIME OF ENTRY INTO BATTLE component.  Allow for each of the (up to 6) groups of ships to have a time at which they come into battle.  Say player A and Player B enter at Time = 0:00.  Then Player C (an ally of A)  enters at Time = 20:00.  Then Player D (an ally of B) enters at Time = 30:00.  





An excellent idea. I'll have to see if it's possible to do this with real human players, while preserving their choice of ships.
-- Luc

Klingon Fanatic

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #41 on: February 23, 2003, 10:19:33 pm »
Thank you Firesoul!

You know, I use a mix of ships from Klingon Academy conversions to SFC to Ships of The Starfleet to FASA Trek (TMP) and a few custom ships thrown in...

Your new OP Spec file is awesome! Thank you! I do also feel that this is a renewed game for me. (off to get more models)

I for one, would like to see your take on stats on a few ships as I don't want to ruin your fine spec file.

I have the FASA Fed Fenlon Monitor [and theFASA Fed  Corvette [fighter](both by Heaven's Eagle) I plan to use as the Fed monitor

Finally, a good use for P81's FASA Klingon K-23 (Cleeve's TOS Gray one) as a tug!

I would like your input on the stats for the following ships as I think your specfile is well done/balanced and I don't wish to mangle it:

Ships of The Starfleet: Akula Perimeter action ships

FASA: Klingon D10, Klingon L24, Romulan Winged Defender, Romulan White-Wind, Federation Chandley Class (Light/Heavy Cruiser not a frigate!)

General information: http://www.sub-odeon.com/stsstcsmua/mua_sitemap.html

Klingon Academy: Tholians (MINUS the Webs I know; I understand SFB has rules to substitute Tholian weapons for using non-Tholian ones like Hellbores instead of webs), The Emperor Class, the Suvwl' Qeh

General information: http://dynamic.gamespy.com/~klingonacademy/forum/show.php?pg=ShipInfoIndex

Regarding Andromedans, something I REALLY want to see some basic stats on; can't you just up the HULL, armor, shields and superstructure to "simulate" the power overload? I would say that maybe appraoch them as if they, well are a long way from home and have few resources to repair/upgrade their ships in a fashion similar (not identical) to the Tholians. Anduril's Andromedan pack has a base station made from three smaller ship disks "cannibalized?" Regarding satellite ships, just put some of them in the fighterlist; shuttles magically appear all the time and this isn't much different than having the satellite ships displaced into battle.

Qa Pla!

KF  

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #42 on: February 24, 2003, 02:00:09 am »
Uhm.. I guess you're asking for a  bit I can't really answer.

.. you see, I entered *everything* from official SFB material I could find that matched what Taldren has done so far. Additionally, I created some variants using rules that exist within SFB where I thought such variants would be needed:

ie: R-KE now has a R-KEF variant, with 2 PFs.

..  I just dunno what to tell you..
-- Luc

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #43 on: February 24, 2003, 03:29:38 am »
BTW.. I'm a dad now. Plans for anything have become iffy.
-- Luc

**DONOTDELETE**

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #44 on: February 24, 2003, 10:46:57 am »
Quote:

Uhm.. I guess you're asking for a  bit I can't really answer.

.. you see, I entered *everything* from official SFB material I could find that matched what Taldren has done so far. Additionally, I created some variants using rules that exist within SFB where I thought such variants would be needed:

ie: R-KE now has a R-KEF variant, with 2 PFs.

..  I just dunno what to tell you..
-- Luc  




Ah...I think what he is asking....as I would also ask....is that you go further than just matching Taldren and use your skills of "taldrenizing" to add other subrace ships to the ship list or do another semi SFB list built of OP refit....

I certainly wouldnt mind the combining of the cartels to replace their slots with other unrepresented SFB races

Again...Welcome to daddyhood.....you wont have time for crap for a while...but put this idea on the back burner please...

Speaking of   babies.....if you allready have kids..you know this.... if not...here are some good tips....

Your biggest problem (I hope) will be sleep deprivation....it may not seem like much ...but after a few weeks of constanly waking up and trying to work or even just take care of baby ....nerves will run high....and lack of serious rest will take its toll......

Rule #1.....someone should be sleeping while baby sleeps...either you or moma should take a nap whenever the baby is sleeping...this will ensure that someone is allways fresh ....if you work days....split up the night and give momma the Eves off and make her take a nap even if the baby is up....if she has to get up for a few hours during the night ..she will have the energy and temperment to give better care to the baby....you will get some sleep at night to better function at work or while driving..etc...etc...

Item #1....baby swing.....get a good one that is comfortable and takes apart at least enough to move in a car trunk....

Item#2...pack and play...with net....Graco makes a good one that folds up...we still use the hell out of both items when daughter is 1yr....

Rule#2...avoid daycare if at all possible....baby is much more happier without separation anxiety and less apt get ill often....if you both must work....try to find a competent and trusted home sitter or relative...

( we made the choice that momma would stay home...and only works part time when the kids are in school...right now,*due to layoff*...I'm Mr Mom........having a single income will surely delay any financial goals.....but it surley pays in the long run with heathier, more well behaved, and  happier kids)

Rule#3...never be afraid to ask for help.....having kids is a joyous but stressful time....putting your baby first often conficts with work or other obligations  and athough babies like to go places ..we tried to avoid excessive carting around of the kids....

Dont be afraid to ask any of us...Lots of us are dads and if we dont an answer...one of the old ladies will for sure.....

One thing for sure....babies are very receptive of the emotional atmosphere...being stress free of outside influence aids alot in just dealing with the stress of taking care of baby..........having fun with baby is more important than stressing about the bills....


Sorry about highjacking the thread.....
« Last Edit: December 31, 1969, 06:00:00 pm by crimnick »

Kid Carrson

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #45 on: February 24, 2003, 07:31:37 pm »
Crimnick's advice is right on target!!   Excellent insights.

BTW, get the baby swing that is battery operated.  Don't get a mechanical wind up one.  

Sleep deprivation is a BIG issue!  Get sleep!  

Enjoy, enjoy, enjoy!!  My guess is that you'll never look at the world in the same way again!

KC

Kid Carrson

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #46 on: March 05, 2003, 10:09:23 pm »
Bump!  Too important a thread to let it die out!!

KC

Carrie

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #47 on: March 05, 2003, 11:38:11 pm »
Flipping the shiplist how? Just moving the top chunk of ships, and pasting it below the bottom chunk?

Or is there more to it?

If someone has  a 'corrected' listing of things like this, pleas tell me!!

If not, I reiterate my earlier question from elsethread.

About making a one cartel map, and disabling other ones. I know I'll need a map editor to make a one cartel map, so...

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #48 on: March 06, 2003, 04:27:24 am »
Well.. The thing people voted for most has been completed: I just finished reviewing the single-player EAW campaigns that were recompiled for OP. Now they're playable from beginning to end and they work fine.

.. my next project will be OP D2 related, to try and see if any of the OP D2 bugs can be fixed this way.
I need to find myself the list of D2 bugs again.

-- Luv

Kid Carrson

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #49 on: March 06, 2003, 07:18:44 am »
Thanks Firesoul!  Please keep the timed entry of battle idea in mind also.  Thanks.

KC

FireSoul

  • Guest
SFC:OP Ponderings: what should I work on next?
« Reply #50 on: February 16, 2003, 02:04:30 am »
.. by now, a lot of people know that I try my best to improve SFC:OP's standing with the players. Some of you may be familiar with my work: the  CoopAce script ,  the OP+ Refit shiplist, and some of the work I've done concerning the  SFC:EAW single-player campaigns recompiled for SFC:OP .


.. but now I'm at a crossroads, and I want to know if and what I should work on something else next.

Before you mention it, the OP+ is finished unless someone finds problems with it. It's at around 1140+ additional ships, and is ready for release when the next SFC:OP Patch is out. As a tester, I can't tell you much more about it except that there are things in the patch for which I needed to adjust the shiplist for. It's not fully compatible with current SFC:OP 2525.

Ok.. the ideas I have been having:
.. I have source code that works *ONLY* in SFC:OP. I even have a method to figure out if the code is being compiled for SFC:OP or SFC:EAW during compile time, so the same script's sourcecode could be used for both, but with enhanced features in OP.

Stuff that SFC:OP can do that EAW can't, via the API:
1- there's an era-detection call. "mGetEra()".. I have actually made a wicked BattleFest+ script which uses my code (proof of concept) and makes proper era-based matches. (Imagine, playing in Early era, with just early-era ships as priority.)
2- OP can reset fighters on AI-controlled ships. There's a "mSetFighters" call. I've used this in the CoopAce. It's a bit involved, but bear with me.

Between the 2 abilities above, I could make wicked improvements to many many scripts, dynaverse or not. .. use your imagination for a moment..
.. AI ships are from the proper era.. .. they actually have appropirate fighterloads from the appropriate era... Enticing?

.. so I think I should start a poll:

What should FireSoul work on next, for SFC:OP?
Review all EAW single-player campaigns which were recompiled for OP, and fix the bugs
Work on and release multiplayer (GSA) oriented scripts for SFC:OP
Enhance MagnumMan's shiplist API to help facilitate using/abusing SFC:OP enhanced features
Nothing. I don't care.
Why don't you shut up? I'm tired of hearing of SFC:OP.





Let me know.
-- Luc  

Cleaven

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #51 on: February 16, 2003, 02:17:19 am »
None of the above. Work on the OP-D2 missions so that neutral co-op works, and the empire DV's move correctly regardless of the cartel map.  

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #52 on: February 16, 2003, 02:20:14 am »
uhm..

.. *CAN* those be fixed from the missions' side? .. if not I can't..
.. but if so, maybe there's something I could do there.

May I have *MORE* information on the Neutral Coop issue? I know very little about it.

-- Luc
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »

FatherTed

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #53 on: February 16, 2003, 06:43:17 am »
Quote:

uhm..

.. *CAN* those be fixed from the missions' side? .. if not I can't..
.. but if so, maybe there's something I could do there.

May I have *MORE* information on the Neutral Coop issue? I know very little about it.

-- Luc  




Example: Fred and Ted the Feds can run coop in their own territory and enemy territory, and the mission results will affect the DV of the hex. But Fred and Ted can not do that in neutral hexes, since the mission will not affect the DV. And that makes Fred and Ted the Feds see red.    

Bernard Guignard

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #54 on: February 16, 2003, 07:14:32 am »
Hi Firesoul
    I think that you did a fantastic job and personally what I'd like to see is taking more sfb scenarios and turning them into single and multi-player missions and  campagins and adding new missions to the campaigns. I seem to remember a sfb scenario where yourship is in space dock undergoing repairs when long range scanners pick up enemy ships or a ship heading your way.  You have to take your ship out of spacedock  while systems are being repaired  and get it ready for combat.  How about adding in some more monsters like the space dragon and Juggernaut and sunsnake to give monster scenarios more flavour and have the campign choose those.  
   What ever you choose to do I'll back you because I'm enjoying what your doing.    

Cpt. Chaos

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #55 on: February 16, 2003, 09:58:27 am »

Well, as a Hydran OP single-player, anything you can do to improve fighter ops sounds superb!

Chaos
 

Primus2003

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #56 on: February 16, 2003, 10:41:03 am »
I feel torn on the vote partially from what I read and partially due to the fact I do not have enough information to make for a properly informed vote.  Not your fault I am still a bit of a newbie here, so these unoffical add ons etc sound interesting but I have not yet had the chance to test them. Though someone from the board has been kind enough to offer to give me a bit of a hand there for those additions.   FOr I do own SFC 1 & 2 EAW and OP.  So any improvments would be great  as I loved the movie era ships OS series movies as I grew up with them.   Increasing capabilities sounds enticing but when i think about it, as a fan I would take stability improvements  before adding new capabilities.  So improving OP with Eaw missions, the single player would be for the best.  Just to say where I stand.  Any information or advice on how to improve the games would be very much appreciated.  FOr it would be interesting to see models of say the Excelsior refit of the Enterprise-B for example.  Hope the weather isnt to cold up your way right now.  I am also in Ontario so it is a bit of cool one where I am.  Anyway thanks for all your work.

IndyShark

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #57 on: February 16, 2003, 10:45:19 am »
Firesoul, I'd like to thank you for your efforts to date. I am having fun with coop ace and can't wait for OP+ 1.2

I'd vote for the D2 bug with coop play or anthing that adds more ships, monsters, or missions.

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #58 on: February 16, 2003, 03:34:14 pm »
BUMP.
Keep this thread alive long enough for me to have a good idea of what people want.

-- Luc  
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »

Qob'nuH

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #59 on: February 16, 2003, 10:23:18 pm »
I would like to see someone concentrate on single-player skirmish missions (not campaign). More like those found in SFC1, with terrain choices but ships totally selectable. Also a base assault skirmish that can be customized.  

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #60 on: February 16, 2003, 10:46:21 pm »
uhm.. I think you should drop the idea of "porting" scripts from SFC1. It's actually easier to take a template SFC2 script and copy over parts of the sources you're trying to set-up from the SFC1 script..

.. you have to re-invent the wheel, hence why a lot of people are relunctant to attempt doing the work (me included)
...

-- Luc
FireSoul

Cleaven

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #61 on: February 16, 2003, 11:17:25 pm »
Quote:

Hi Firesoul
    I think that you did a fantastic job and personally what I'd like to see is taking more sfb scenarios and turning them into single and multi-player missions and  campagins and adding new missions to the campaigns. I seem to remember a sfb scenario where yourship is in space dock undergoing repairs when long range scanners pick up enemy ships or a ship heading your way.  You have to take your ship out of spacedock  while systems are being repaired  and get it ready for combat.  How about adding in some more monsters like the space dragon and Juggernaut and sunsnake to give monster scenarios more flavour and have the campign choose those.  
   What ever you choose to do I'll back you because I'm enjoying what your doing.    




If the neutral co-op problem is a bit much, and it may well be, the the above idea is good fun too.  

DeepThought

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #62 on: February 16, 2003, 11:22:26 pm »
None of the above.

One of things about SFC and SFC2:EAW was the mission editor, a companion to ShipEdit by HeavensEagle, if memory servers.  I'd give my eye teeth to have a mission editor for OP!

--DeepThought  

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #63 on: February 16, 2003, 11:46:37 pm »
well..
.. get me the sources to FMSE and then maybe...

-- Luc

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #64 on: February 17, 2003, 01:32:40 pm »
I need more results.
-- Luc

Kid Carrson

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #65 on: February 17, 2003, 08:40:07 pm »
A Mission Editor for SFC OP is clearly the top choice for me.  That's one of the biggest weaknesses of SFC OP versus earlier versions of the game.  

There are two, perhaps three or even more, sources to examine / pursue for an SFC OP Mission Editor and assistance in its development: 1) FMSE by Remus & Heaven's Eagle.  Their FMSE for EAW simply rocks!  They were planning on working on an OP version once a long time ago.  2) An EAW Mission Creator created by the Astonish Company.  Randy has already stated that he was willing to share his code to advance the cause for SFC OP.  3) What will Taldren be kind enough to release (assuming they haven't already released all that they can)?  Both in regards to draft releases of an FMSE for OP (if any) and issues pertaining to the Dynaverse.  The Mission Editor for OP might involve more diplomacy than anything else, just to get going.   How much help can you get from these three groups?  Can you get help from others, such as Dave (who's done quite a bit with scripting) to assist and provide input?    

OP Dynaverse fixes/improvements would be extremely welcome.   Can those who are working on the code now be allowed to let you access more of it, especially since you might have some time, and clearly have the skills?

Personally, I'd like to have the D2 operate so that all 16 races (8 major races and 8 pirate races) operated on a singel level.   Then, a program that could let use easily modify assumptions as to alliances, race strength, etc.  Why?  Because Modders of the game could then do so much more with it.   And the closer we move in that direction the closer we can get to GAW, or a diverse representation of a full fledged TNG universe, or whatever.  

BTW, thanks for all of your efforts.  OP is simply the version of SFC OP that offers the most potential.  I hope that members of the community, combined with the wonderful help of Taldren and other powers that be, can help make its potential  be realized.  Many of us do sincerely appreciate all of your efforts on OP.  

Kid Carrson

 

3dot14

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #66 on: February 17, 2003, 08:47:59 pm »
Quote:

well..
.. get me the sources to FMSE and then maybe...

-- Luc  


http://www.amusing.com/forums/viewtopic.php?t=10&start=15

Here is the relevant link.

You may not get FSME, since I think HE and remus are both out of the scene.

But you can at least get Commodore/Admiral's source codes.

Put me down for an OP mission editor request.

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #67 on: February 17, 2003, 08:56:38 pm »
.. well.. help me get sources. ;>
-- Luc

**DONOTDELETE**

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #68 on: February 18, 2003, 10:02:35 am »
IIRC Taldren no has the rights to ship edit and FMSE.....Ask Erik

mdutr0

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #69 on: February 18, 2003, 02:58:34 pm »
Dude.  This is cool. I had no idea that this project was under way. i have been reduced to monosyllabic words.

have you considered replacing a pirate race or two with the tholians and/or the andros?

thnaks for all the hard work.

Micah

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #70 on: February 18, 2003, 03:33:07 pm »
It's been thought of..
.. but since a lot of the important things these races need can't be reproduced..

ie:
disdev: ships can't be moved around like that, even in scripting. (AFAIK)
pinwheel: there's no docking implemented.
web: .. uhm.. through scripting I _guess_ it's possible to make ships go to a complete stop. But how would you prevent some weaponry from passing through the web like it's supposed to?
PA Panels: .. I _guess_ it could be scripted that a certain amount of damage has to be absorbed before internal damage can occur. But it would be directionless, and I don't think we could simulate a 'cascade'.

.. these important details about those races ..  .. it's an excellent idea, but I think i'll have to pass.

-- Luc

mdutr0

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #71 on: February 18, 2003, 04:08:32 pm »
 Yeah, I can see that you're right now. But that's beside the point, right now.

I Just downloaded your shiplist and it's awesome!!!!
You have breathed new life into one of my favorite games. I absolutely love what you've done with the Hydrans! The battle tugs are great - I've always wanted a phG boat with a side of fusions. I never new how cool SFB was!

Thanks for all your hard work, and keep it up.  I recommend this modification to any OP player who's tired of the same old same old - it's like having a brand new game!

Micah

p.s. What's the story behind battle tugs and tugs in general anyway? Are they supposed to look like normal heavy cruisers or are they more specialty ships? I am uninformed on SFB.....

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #72 on: February 18, 2003, 05:15:40 pm »
Explain what the tugs look like...
I can do that.

The tugs themselves are very basic ships: usually lightly armed cruisers. However, they're equipped to "tow" pods or pallets.. and sometimes these pods/pallets aren't for cargo. In SFB, the tugs dock and undock the pallet to their hull.
For the purposes of SFC (since docking is not implemented), I've entered many various tug/pods combinations.

The weight of the pod(s) increase the movement cost of the ship. Check the movement cost and # of warps carefully!

Obviously, the SFC UI is incorrect as far as the ship's configuration. Pods are not shown since I have no such graphic to show. However, its weaponry is correct, and that's good enough for me.


F-TUG
Very much like a normal NCL, the F-TUG carries pods on its underbelly.
A more appropriate model/skin from the SFC2 War Refit Spacedock:
 
 

F-LTT
"Light Tactical Transport". It's a smaller cheaper tug. LTTs are usually based on WarDestroyers and may only carry 1 pod/pallet.

K-TGT/TGA
The K-TGT is a  "Transport Tug". It's lightly armed compared to the K-TGA. Although a single (cargo-only) pod may be carried, pods must be carried in pairs. These tugs are based on D6s, but are enhanced in some ways.
Pods in pairs are tucked under the wings and thus have access to front firing arc.
 

K-D5H: It's in the LTT class. It's a modified D5 which can tow a pod under it.

R-KRT: Purchased and modified klingon tug. Romulans never built 'tugs'. (they can't cloak well?) .. instead, they built ships with internal cargo capability. ie: R-SPH. R-PE, etc..

G-TUG: Can only carry a single pod, BEHIND the ship. Weapons don't have access to forward arcs. Pods are usually in the shape of an egg (chuckle). The Gorn BattleTug with refit (G-BT+) has 3 rear-facing plasma-Ss.

G-HDT (I think) is the LTT version of the Gorn tug, and is similar in towing pods behind it.

H-TUG:
Modified heavy cruiser. Can only tow a single pod, under the ship. (thus have access to forward arcs)

H-LTT: See LTTs.

etc..
etc..


Many types of pods are available to all tugs. All depend on year of availability.
ie: Battle Pod, CVA/PFT pod, Light Battle Pod, CVL Pod, Commando, Cargo..
.. I've not bothered entering a few pods.. as it would overwhelm the shiplist with a lot of junk. Maybe I'll change my mind?

Need more information? Each race's tugs are different. Pirates have no tugs.  


My personal favorites:
-  K-BTK : 8 disruptors, movement cost of 1, 6? droneracks, loaded with weapons, it's like it's an X-Ship.
-  L-BTF : 8 disruptors, movement cost of 1, 4 ESGs.. many many phaser-2s... and 2 PFs.
-  F-CVTH*.. : *24* Fed fighters, at the cost of a slow max speed of around 15. This is really a F-TUG with 2 pods in tow, the CVA pod and then the CVL pod behind it. The pods have ph-Gs, but each pod blocks arcs from the other. That's ok.. that's still 4 ph-Gs FX, and 2 ph-Gs RX.

* (I since found that it's really a CVTC and will be called as such in the next version of the shiplist)

-- Luc
PS: All tugs are real SFB ships. I didn't invent these.
 
« Last Edit: February 18, 2003, 05:18:27 pm by FireSoul »

mdutr0

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #73 on: February 18, 2003, 09:03:47 pm »
 Cool, thanks for the info. They really add some flavor that has been lacking to the various races, as do the other new ships.

Micah

 

Scipio_66

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #74 on: February 18, 2003, 09:48:44 pm »

There was a suggestion by .......... someone (my memory slips) that reversing all the empires/pirates in the shiplist would fix the cartel/emprie interaction problem on the D2 map.  That is, empires would affect each others hexes normally and would not need an allied cartel to raise the DV of their own hexes.  This edit should be a simple task, and if I were to work on anything for OP this would be my first step.

If the upcoming patch fixes the bug that prevents pirates from seeing their own DV, this shiplist edit would make the OP dynaverse very playable.


Now if you wanted to make an editor that would create (very basic) dynaverse missions, I might have to sell you my firstborn.

-S'Cipio

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #75 on: February 18, 2003, 11:06:36 pm »
I heard that too, on the OP fix radical Ideas welcomed thread, and it's essentially right;  Other than not being able to see the hex DV, pirate cartel hex squares work absolutely normally;  Alot of changes need to be done to flip the pirates and empires around, but it seems a relatively easy thing to do, if time consuming.

I've been goofing around with shipedit with SFC and SFC OP, and it seems you can have kustom graphics for ships including models.

mabey you should get together with all those older SFC modelers and come out with new class lines, like making battle tug and pocket/early dreads models for the eight mighty empires, and put another step forward in creating the SFB game you so dearly desire.  They've already got a bunch of those tugs out, for various ST modling styles (mostly TOS), but I think more TMP low polys need to be made.  with your knowledge of C++ and the OP API, you could probably even make it into a enourmous self installing exe...


Yar har har and a can of cat treats,

Holocat.

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #76 on: February 19, 2003, 12:04:09 am »
I have actually only a little bit of knowledge of C++.
I was just frustrated enough to give myself time and get familiar with the mission scripting API, the bugs, etc. I've toyed with the coopace script for a long time before anything else.

.. btw..
.. there are tractorable asteroids in the shiplist. Any ideas for a story based on this? .. maybe it could be turned into a mission:
 

-- Luc
 

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #77 on: February 19, 2003, 01:17:44 am »
Those are also destroyable are they not?  I think those are the asteroids used in the command tutorials.

As for a mission based on them, I suppose I could get creative;  What do you want, exactly?  How complicated can it be?

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #78 on: February 19, 2003, 02:46:26 am »
Well know that damage can be prevented through scripting.
.. and collision could be simulated.
ie:
if (distance == 0)
  collision;

I guess what I am wondering is .. think we could create a scenario with this? .. maybe a D2 mission?
What would be the premise? The story?

-- Luc

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #79 on: February 19, 2003, 04:29:02 am »
I warn you, you're asking a rather proliferate writer.  The short answer would be "Lots and lots I can think of."

A better answer would be "I don't know enough about scripting limitations to tell you what I would or wouldn't propose."

To be succinct, it's a rock.  It may mean nothing, but as a proliferate writer, you can do alot as long as you remember that a rock is also a plot device.

I also know enough about C++ so that if you want to talk shop, we can do that too.

Why, I ask, do you want a story about tractorable asteroids?  I mean, there are asteroids, nebulas, planets, and even *gasp* starships in this game, the starship being the rough equivlant to your protagonist/antagonist schtik.  

In conclusion, if you wish ideas about stories evolving around tractorable asteroids, I can write tons.  What I don't understand, is the true nature of the question;  Are you uncertian as to what tractorable asteroids can be scripted to do?  If that's the case, you know FAR, faaaaaaar better than I do, having the API under your belt.  If your asking if asteroids can become an important part of story telling, my answer is, 'Of course!' A good writer can make a compelling story out of rocks, or even oranges in nessisary.

The prolific writer who isn't writing a whole lot lately,

Holocat.  

Edit:  If you WANT me to write a mission involving tractorable asteroids, I can do that;  Tell me about API limitations (what one can and can't do in SFC OP) and i'll write as many mission proposals as you wish;  A campaign if you desire;  If got the time and the wild imagination. =)

2nd edit:  On top of that, I still say you should rag on some modelers for new, low poly class lines for all the nifty ships in your shiplist.

« Last Edit: February 19, 2003, 04:48:26 am by Holocat »

EmeraldEdge

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #80 on: February 19, 2003, 04:55:30 am »
Well, there is always the standard "Oh, no!  There's a huge asteroid (asteroids) aimed right at our planet/base!" scenario where you have to tractor them and divert them enough off course that they won't hit (or destroy them?)  This was a mission in one of the SFC single player games, don't remember which, it was probably SFC1 I would guess.

Other than that, there are things like:

1 - Asteroid has mineral/something valuable that is needed by the empire and you must extract it from the asteroid (with enemies trying to do the same and stop you)  This could be the basis for a medication needed by a planet or something.

2 - The asteroid is carrying a virus and must be destroyed before it can come into a star system and potentially unleash even a small portion of what is ill on it.  

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #81 on: February 19, 2003, 05:28:20 am »
Lessons in Politcs, or Things Blown Totally Out of Proportion:

The asteroid (given enough hitpoints) is found initally by the federation during a routine mineral sweep.  You determine two things:

1. it's toxic to most known life, because,

2. It's a space monster egg.

Instantly you get this:

1.  The feds want to study it.

2.  The klinks think Weapon of Mass Destruction.

3.  The romulans get suspicious. (gee, big suprise there)

4.  The hydrans (as I recall a sect of them worships monsters) want to put it in a pen and make it a big fuzzy pet.

Let's say you then have to move this 'egg' to someplace because it's its 'natural habitat'

1. Obviously, the feds being the flowery, ecosystem minded idealists they are, will assign a ship that would be much MUCH more useful on the front to move the egg over.

2.  Because it's toxic, it presents a danger to wherever you move it to AND move it through.  move it near an ally for increased plot effect.

--et. al, you can play this tom clancy meets gene rodenberry game for as many missions as you like.


I bet the API won't let me do this,

Holocat.
 

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #82 on: February 19, 2003, 07:47:47 am »
Interesting ideas..

.. I was thinking along the lines of:
"A densely populated is in our way. Take this rock and let it do its thing when it meets that planet's surface.
Oh, you have to bring it there yourself, and defend yourself while attempts to your life are being made.
Don't worry, we'll send some escorts with your to occupy them."

.. but you guys obviously have other ideas too.
I don't know if I'll *ever* end up writing this.. but I wanted to get the creative juices flowing in case someone else does.

.. as a plot device one can actually manipulate, there just doesn't seem to be enough missions with asteroids yet.

-- Luc

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #83 on: February 19, 2003, 08:06:21 am »
There are never enough scripted missions ever for anything.  Whether the plot lasts for but a mission, whether it lasts for one's entire career in The Defense of Federation and Empire, the tales that can be told through this, alien electric media is both limitless and awe-inspiring.

To the storytellers, regardless of where or how their story is told,

Holocat.  

**DONOTDELETE**

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #84 on: February 19, 2003, 10:00:41 am »
I'd like to request an attempt to simulate the campaign missions from SFC1.....I know they cant be ported over....but surely new scripts could be written with the same conditions,enemies, and goals.....and be event chained together....



 

Maxillius

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #85 on: February 19, 2003, 10:44:52 am »
I love the idea of tractorable rocks!!  But, as I recall, the tractorable version can also be flown through , so my idea of just laying them around as a terrain weapon wouldn't work.  Can anyone tell me if my memory on that has failed?    

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #86 on: February 19, 2003, 03:18:39 pm »
Yes, but there's also a "OnDistance" event.. you make all objects obey range 0.0 as impact range through scripting.
-- Luc

Holocat

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #87 on: February 20, 2003, 12:32:23 am »
mabey you could make a goofy dodgeball arena, with asteroids and blackholes;  everyone gets a ship with no weapons, and the goal is to push the enemy team into asteroids/blackholes, or push asteroids onto the enemy team.

there's no end to the fun with tractorable asteroids.

All's well at the Asteroid Coral,

Holocat.
« Last Edit: December 31, 1969, 06:00:00 pm by Holocat »

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #88 on: February 22, 2003, 01:23:27 am »
Well, the people have spoken:

.. review and fix single-player campaign it is. It also happens to be what I'm currently doing, already.
Currently doing: Mirak Campaign.
Done: Hydran (and others) vs ISC.
- fixed "uni_7battlegrave".
Done: Klingon vs Mirak.
- fixed: "uni_1desecration"
- fixed: "uni_7Gates"
- fixed: "uni_9Edge"

See  http://klingon.stasis.ca/EAW_missions/ for the updated missions, individually, the fixes I did, and the ZIP current package available to download.

-- Luc
FireSoul

Kid Carrson

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #89 on: February 23, 2003, 03:10:07 pm »
Firesoul:

One mission that could be very useful and beneficial to me,and hopefully others, is the following:

     Take the existing SFC OP Multi-player Free for All Skirmish Mission and add one very important element: a TIME OF ENTRY INTO BATTLE component.  Allow for each of the (up to 6) groups of ships to have a time at which they come into battle.  Say player A and Player B enter at Time = 0:00.  Then Player C (an ally of A)  enters at Time = 20:00.  Then Player D (an ally of B) enters at Time = 30:00.  

     Adding a time element would allow for quite a lot of wonderful new twists for SFC OP missions.

     Thanks for the consideration.

KC
 

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #90 on: February 23, 2003, 03:38:06 pm »
Quote:

Take the existing SFC OP Multi-player Free for All Skirmish Mission and add one very important element: a TIME OF ENTRY INTO BATTLE component.  Allow for each of the (up to 6) groups of ships to have a time at which they come into battle.  Say player A and Player B enter at Time = 0:00.  Then Player C (an ally of A)  enters at Time = 20:00.  Then Player D (an ally of B) enters at Time = 30:00.  





An excellent idea. I'll have to see if it's possible to do this with real human players, while preserving their choice of ships.
-- Luc

Klingon Fanatic

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #91 on: February 23, 2003, 10:19:33 pm »
Thank you Firesoul!

You know, I use a mix of ships from Klingon Academy conversions to SFC to Ships of The Starfleet to FASA Trek (TMP) and a few custom ships thrown in...

Your new OP Spec file is awesome! Thank you! I do also feel that this is a renewed game for me. (off to get more models)

I for one, would like to see your take on stats on a few ships as I don't want to ruin your fine spec file.

I have the FASA Fed Fenlon Monitor [and theFASA Fed  Corvette [fighter](both by Heaven's Eagle) I plan to use as the Fed monitor

Finally, a good use for P81's FASA Klingon K-23 (Cleeve's TOS Gray one) as a tug!

I would like your input on the stats for the following ships as I think your specfile is well done/balanced and I don't wish to mangle it:

Ships of The Starfleet: Akula Perimeter action ships

FASA: Klingon D10, Klingon L24, Romulan Winged Defender, Romulan White-Wind, Federation Chandley Class (Light/Heavy Cruiser not a frigate!)

General information: http://www.sub-odeon.com/stsstcsmua/mua_sitemap.html

Klingon Academy: Tholians (MINUS the Webs I know; I understand SFB has rules to substitute Tholian weapons for using non-Tholian ones like Hellbores instead of webs), The Emperor Class, the Suvwl' Qeh

General information: http://dynamic.gamespy.com/~klingonacademy/forum/show.php?pg=ShipInfoIndex

Regarding Andromedans, something I REALLY want to see some basic stats on; can't you just up the HULL, armor, shields and superstructure to "simulate" the power overload? I would say that maybe appraoch them as if they, well are a long way from home and have few resources to repair/upgrade their ships in a fashion similar (not identical) to the Tholians. Anduril's Andromedan pack has a base station made from three smaller ship disks "cannibalized?" Regarding satellite ships, just put some of them in the fighterlist; shuttles magically appear all the time and this isn't much different than having the satellite ships displaced into battle.

Qa Pla!

KF  

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #92 on: February 24, 2003, 02:00:09 am »
Uhm.. I guess you're asking for a  bit I can't really answer.

.. you see, I entered *everything* from official SFB material I could find that matched what Taldren has done so far. Additionally, I created some variants using rules that exist within SFB where I thought such variants would be needed:

ie: R-KE now has a R-KEF variant, with 2 PFs.

..  I just dunno what to tell you..
-- Luc

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #93 on: February 24, 2003, 03:29:38 am »
BTW.. I'm a dad now. Plans for anything have become iffy.
-- Luc

**DONOTDELETE**

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #94 on: February 24, 2003, 10:46:57 am »
Quote:

Uhm.. I guess you're asking for a  bit I can't really answer.

.. you see, I entered *everything* from official SFB material I could find that matched what Taldren has done so far. Additionally, I created some variants using rules that exist within SFB where I thought such variants would be needed:

ie: R-KE now has a R-KEF variant, with 2 PFs.

..  I just dunno what to tell you..
-- Luc  




Ah...I think what he is asking....as I would also ask....is that you go further than just matching Taldren and use your skills of "taldrenizing" to add other subrace ships to the ship list or do another semi SFB list built of OP refit....

I certainly wouldnt mind the combining of the cartels to replace their slots with other unrepresented SFB races

Again...Welcome to daddyhood.....you wont have time for crap for a while...but put this idea on the back burner please...

Speaking of   babies.....if you allready have kids..you know this.... if not...here are some good tips....

Your biggest problem (I hope) will be sleep deprivation....it may not seem like much ...but after a few weeks of constanly waking up and trying to work or even just take care of baby ....nerves will run high....and lack of serious rest will take its toll......

Rule #1.....someone should be sleeping while baby sleeps...either you or moma should take a nap whenever the baby is sleeping...this will ensure that someone is allways fresh ....if you work days....split up the night and give momma the Eves off and make her take a nap even if the baby is up....if she has to get up for a few hours during the night ..she will have the energy and temperment to give better care to the baby....you will get some sleep at night to better function at work or while driving..etc...etc...

Item #1....baby swing.....get a good one that is comfortable and takes apart at least enough to move in a car trunk....

Item#2...pack and play...with net....Graco makes a good one that folds up...we still use the hell out of both items when daughter is 1yr....

Rule#2...avoid daycare if at all possible....baby is much more happier without separation anxiety and less apt get ill often....if you both must work....try to find a competent and trusted home sitter or relative...

( we made the choice that momma would stay home...and only works part time when the kids are in school...right now,*due to layoff*...I'm Mr Mom........having a single income will surely delay any financial goals.....but it surley pays in the long run with heathier, more well behaved, and  happier kids)

Rule#3...never be afraid to ask for help.....having kids is a joyous but stressful time....putting your baby first often conficts with work or other obligations  and athough babies like to go places ..we tried to avoid excessive carting around of the kids....

Dont be afraid to ask any of us...Lots of us are dads and if we dont an answer...one of the old ladies will for sure.....

One thing for sure....babies are very receptive of the emotional atmosphere...being stress free of outside influence aids alot in just dealing with the stress of taking care of baby..........having fun with baby is more important than stressing about the bills....


Sorry about highjacking the thread.....
« Last Edit: December 31, 1969, 06:00:00 pm by crimnick »

Kid Carrson

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #95 on: February 24, 2003, 07:31:37 pm »
Crimnick's advice is right on target!!   Excellent insights.

BTW, get the baby swing that is battery operated.  Don't get a mechanical wind up one.  

Sleep deprivation is a BIG issue!  Get sleep!  

Enjoy, enjoy, enjoy!!  My guess is that you'll never look at the world in the same way again!

KC

Kid Carrson

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #96 on: March 05, 2003, 10:09:23 pm »
Bump!  Too important a thread to let it die out!!

KC

Carrie

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #97 on: March 05, 2003, 11:38:11 pm »
Flipping the shiplist how? Just moving the top chunk of ships, and pasting it below the bottom chunk?

Or is there more to it?

If someone has  a 'corrected' listing of things like this, pleas tell me!!

If not, I reiterate my earlier question from elsethread.

About making a one cartel map, and disabling other ones. I know I'll need a map editor to make a one cartel map, so...

FireSoul

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #98 on: March 06, 2003, 04:27:24 am »
Well.. The thing people voted for most has been completed: I just finished reviewing the single-player EAW campaigns that were recompiled for OP. Now they're playable from beginning to end and they work fine.

.. my next project will be OP D2 related, to try and see if any of the OP D2 bugs can be fixed this way.
I need to find myself the list of D2 bugs again.

-- Luv

Kid Carrson

  • Guest
Re: SFC:OP Ponderings: what should I work on next?
« Reply #99 on: March 06, 2003, 07:18:44 am »
Thanks Firesoul!  Please keep the timed entry of battle idea in mind also.  Thanks.

KC