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IceFire
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Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

We're back!

We're back people! Talk may begin again!

Oh, and check the screen shots page. I've posted 7 new screen shots...not all of its going to be Release 2, but they are damn fun anyways.

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Old Post 02-20-2002 05:01 AM
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894

the TBP link in your sig is quite useful, Ice. I didn't even have to open up my bookmarks

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Old Post 02-20-2002 05:13 AM
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IceFire
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Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

Why thank you

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Old Post 02-20-2002 05:14 AM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

*APPLAUSE*

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Old Post 02-20-2002 05:56 AM
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Londo Molari
Murdock

Registered: May 2001
Location: Canada
Posts: 436

wow, amazing screenshots... damn the anti-aliasion on your vid card...

the drakh fighter looks good, though its textures seem to be based on the older drakh fighter mesh. I know Nadab Goksu's ( eon3d.com )mesh has better textures. Unless those are his, in which case the explosion prolly made them look bright yellow.

I also really like the drakh weapons effects.

Are you sure there IS a Drakh fighter aka smaller version of the raider? as far as I know there is only the raider, which is half the size of a white star and piloted by 1 person.

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Old Post 02-20-2002 07:36 AM
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Lady Rose
Mr. T

Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755

Whee!

Oh we can talk again? That good I havent said a thing in few days (just joke).

Yeah those screenshots were good! We want more or at least I want!

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Old Post 02-20-2002 08:37 AM
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185

Great and the pics are awesome

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Old Post 02-20-2002 11:04 AM
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Triggy
Mr. T

Registered: Oct 2001
Location: Nottingham, England
Posts: 1470

Nice screenshots and I concur with Londo about the Drakh Raider size. Unless they are to be player flyable then is there any need to have a small fighter version?

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Old Post 02-20-2002 01:52 PM
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IceFire
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Registered: Jul 2000
Location: The Cold Northland!
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The Drakh textures I think are from Nadabs model, in any case, its IP's initial work and it might get a bit of tweaking. Overall, the quality is good.

Eternal One and I decided on the Drakh Raider/Fighter thing just recently.

The size of the Drakh Raider has changed more often than the size of the WhiteStar (which has changed from 100 meters to 400 meters over the course of 3 seasons). So we've decided to have two versions of the Drakh Raider.

Drakh Fighter - Same basic hull design, scaled down to 30 meters. In terms of game balance, this ship is suited for attacking other fighters and light capital ship raids. This ship is armed with a pulse cannon of sorts.

Drakh Raider - Closer to the proper size (about 100 meters or so). Armed with the blue beam that we've come to expect. Dangerous to capital ships in groups.

This solves a balance issue and a mission design issue. If we wanted 20 Drakh Raiders in the mission....we would have to manually beam-free all of them. Then we'd have to have two different beams for the same ship...one so that fighters could be hit and not pummeled, and another that could do damage against capital ships. A beam capable of destroying a capital ship would make a fighter disintegrate in one hit, which is no fun to anyone. The other thing is that a 100 meter long ship is an easy target for fighters and does not dogfight well, a 30 meter long ship is fine. The WhiteStar has a better array of weapons and will be easier to deal with than the Drakh ships.

This is the reasoning. Its not 100% canon, but then the show never decided on size anyways....

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Old Post 02-20-2002 04:06 PM
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Triggy
Mr. T

Registered: Oct 2001
Location: Nottingham, England
Posts: 1470

Fair enough, very logical reasoning. Also, I guess you decided that the Drakh needed at least one more class of vessel for the sake of variety (all other considerations ignored).

How easy to destroy will the 100m Drakh Raider vessel be (for instance with a Starfury)?

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Old Post 02-20-2002 04:54 PM
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TheEXone
Face

Registered: May 2001
Location: Miami,Fl, USA
Posts: 49

The whitestar is a real problem for me. If it is set as a bomber it manuvers well , but looks odd being so big, and as a capship it goes in one direction and takes a while to come around again. How did you guys solve this, and do you have the same problem with the drakh?

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Old Post 02-20-2002 04:59 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

quote:
Originally posted by TheEXone
The whitestar is a real problem for me. If it is set as a bomber it manuvers well , but looks odd being so big, and as a capship it goes in one direction and takes a while to come around again. How did you guys solve this, and do you have the same problem with the drakh?


We are working on this one, right now we have a slight crashing problem our current beta model. Nothing serious, will be fixed in final model.

Probably we will create own AI specs for WS and similar ships.
Now, we do not know whether WS will be a bomber or cruiser.

If it is a cruiser, mission designers should not use direct attack commands (as they should not do on any ship, except on particular matters). Waypoints will be used instead, unfortunately this will mean that WS will not behave dynamically for events, like for enemy fighter attacks, unless scripted so by events.

Bomber would be the best choice, but it will behave oddly sometimes. Like when it begins moving, it spins around few times.

Don't worry, we will sort this out before official release.

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Old Post 02-20-2002 05:27 PM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

spin around? can you make bombers to go for waypoints if you can then make a waypoint a little away from the ship so it dosent spin but moves in a certain direction and after that it can do what it wants

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Old Post 02-20-2002 06:23 PM
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IceFire
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Registered: Jul 2000
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Spins as in FS2's AI tries to move onto course, overshoots, and then corrects. This is a problem with all AI classes (fighter, bomber, cruiser, etc). The WhiteStar will not work perfectly in TBP....there is nothing we can do about it....but we will make it work as nicely as possible.

The 100 meter long Drakh Raider will take a bit of punishment as will the WhiteStar. 30 meter Drakh Fighter will take a little more than a Nial....

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Old Post 02-20-2002 06:26 PM
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Tiletron
Murdock

Registered: Aug 2001
Location: Chichester, United Kingdom
Posts: 189

Love the nebula effects, and the Drakh ships aren't that bad either!

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Old Post 02-21-2002 12:12 PM
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TheEXone
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Registered: May 2001
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quote:
Originally posted by Mr. Fury


If it is a cruiser, mission designers should not use direct attack commands (as they should not do on any ship, except on particular matters).




So thats why my ships move like **** when I make missions.

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Old Post 02-21-2002 03:27 PM
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Triggy
Mr. T

Registered: Oct 2001
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Posts: 1470

*ding* (cartoon style light bulb appears over TheEXone's head)

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Old Post 02-21-2002 04:49 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

quote:
Originally posted by Mr. Fury


If it is a cruiser, mission designers should not use direct attack commands (as they should not do on any ship, except on particular matters). Waypoints will be used instead, unfortunately this will mean that WS will not behave dynamically for events, like for enemy fighter attacks, unless scripted so by events.



I should write an extra notice for this:

That applies only to cap ships. You can just fine assign direct orders to fighters/bombers and/or fighter/bomber wings. But do not use direct attack commands on cap ships, as they will behave oddly, pilot AI assumes that all turrets are equal and do not make difference between laser, flak, missile or beam turret. That is why it goes to side of it's target even if it does not have any anti-cap ship weapons on that side where the target is.

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Old Post 02-21-2002 05:03 PM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

this might sound very stupid as it will but how tha hell do you turn on the ship selection butons in TBP campaign?

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Old Post 02-21-2002 05:06 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

quote:
Originally posted by FSF Ashrak
this might sound very stupid as it will but how tha hell do you turn on the ship selection butons in TBP campaign?


In demo campaign, you don't. Of course you can modify the mission in following way:

Open one of the demo missions:

Toolbar: Editors --> Mission specs and untick Scramble mission.

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Old Post 02-21-2002 05:47 PM
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