Not used craft in XWA campaign

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Not used craft in XWA campaign

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DTM
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Post by DTM » Sun Feb 19, 2017 9:59 am

I'm building my Expansion Pack for my upcomin "Rebels campaign": I need more craft slots, but I don't want to make a Total Conversion. I want that you can always play the original Azzameen missions and Training Missions.
I've just finished a search in the original files of the campaign, to see what of the original TG crafts are not present in the missions.
Someone is able to confirm this list of craft not used?

Missile Boat
Combat Utility Vehicle
Mole Miner
Factory
Satellite3
Mine 2
Mine3
Probe1
Buoy2
Shipyard
Assault Shuttle
Freight Trasport/H
Freight Transport/K
Pinook Fighter
Proximity Mine A
Proximity Mine B
New Laser battery
New Ion battery
Astromech Droid
Worker Droid

It would be enough just confirmation that some of these do not appear in missions, or a denial for some of these...
Thanks

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JaggedFel
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Post by JaggedFel » Sun Feb 19, 2017 12:32 pm

I can confirm that the Missile Boat is never used, that I know for sure.

I've got a tool that can scan all flightgroups in all missions for values (should probably put that one in git) so I can check the list easy enough.

EDIT: Here's my list.

0x0C Missile Boat
0x19 CUV
0x1F Mole Miner
0x45 X/7 Factory
0x49 *Satellite 4
0x4A *Satellite 5
0x4C *Mine B
0x4D *Mine C
0x4F *Mine 5
0x50 Probe A
0x52 *Probe 3
0x54 Nav Buoy B
0x57 Planet
0x5A Shipyard
0x5C *Modified Strike Cruiser
0x6C Freight Transport/H
0x6D Freight Transport/K
0x7B Pinook Fighter
0x7C *Booster Pack
0x7E *StarViper
0x95 *Pirate Junkyard Base
0x9E Proximity Mine A
0x9F Proximity Mine B
0xA0 *Homing Mine A
0xA2 New Laser Battery
0xA3 New Ion Battery
(these Cargo slots might be the links when a chain is created)
0xA6 *Cargo Freighter 3
0xA7 *Cargo Freighter 4
0xA8 *Cargo Freighter 5
0xAA *Cargo Tanker 2
0xAB *Cargo Tanker 3
0xAC *Cargo Tanker 4
0xAD *Cargo Tanker 5
(pods and pilots, but they don't count)
0xB5 Astromech
0xB6 Worker Droid
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Jaeven
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Post by Jaeven » Sun Feb 19, 2017 4:36 pm

Can confirm Jagged's list is accurate.

Personally, and this is just my opinion, I wouldn't replace the Shipyard, Mod. Strike Cruiser, X/7 Factory, the Missile boat, Starviper or either of the Freight Transports. Simply because people may wish to make their own missions based on your Rebels expansion, and the above named opts could be useful for that.

Of course, I guess it depends how many new opts will be entailed, but the Proximity Mines, New Batteries, and Satellites are prime candidates for replacing. Same goes, in my opinion, for the Pinook Fighter. I've personally never used that particular fighter and for the last few years it has always been replaced by the R-22 in my game :D

On a side note, did anyone ever find out what the Pirate Junkyard Base was going to be? It sounds like an interesting opt.

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DTM
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Post by DTM » Sun Feb 19, 2017 5:50 pm

Thank you very much guys!!!
I agree with you Jaeven. I will try to use only the slots of the utility crafts...and of the Pinook, replaced by my N1-L.
Interdictor's and Mod Strike Cruiser slots have a nice property: if one of them is present in your region, than your hyperdrive is disabled. I use Mod Strike Cruiser slot for the Dominator Interdictor, a preatty nice ship...

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Post by BattleDog » Wed Mar 15, 2017 2:08 am

The Astromech is used in the Astromech pickup mission in the Proving Ground.
1st Lt Sigurd "BattleDog" Stormhand, Assigned Corsair Squadron, Renegade Wing, CRS Vigilant.

Corsair 8, Squadron TrO.

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Post by Knightsaber » Sun Mar 26, 2017 1:17 am

I don't even get it, why were all these created if they aren't present in the XWA campaign? Any explanation ever given for that?

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Jaeven
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Post by Jaeven » Sun Mar 26, 2017 3:47 am

Not that I know of. If I were to guess, they were intended to be used at some point in the campaign, but then got cut. Or maybe they were trying to make Proximity Mines work the way they're meant to work, but ran out of time to program it so they never added them to the campaign. It's also possible they were planning to use them in a potential expansion (given the abrupt way the Azzameen story ends at the end of XWA).

Sadly, we'll probably never know.

Btw, any news or perhaps teasers for the campaign, DTM? After the way Season 3 of Rebels ended I'm even more hyped for this :D

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Post by The Saxman » Mon Mar 27, 2017 6:24 pm

It's been such a long time, but I want to think there was a licensing or rights problem with the Star Viper that prevented them from using it.

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Post by Tuskin » Wed Mar 29, 2017 11:03 am

They could have been made for players to use in custom missions, or the simulator.

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Post by Knightsaber » Thu Mar 30, 2017 8:21 am

I know they had planned a sequel that got canceled. I'm guessing there was a lot of cut content in this game while they were working on both.

Serious shame that we may never see any of these in action.

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Post by Tony Knightcrawler » Fri Mar 31, 2017 5:05 am

Well, a few of those I think we're just in the game for legacy reasons, like the Modified Strike Cruiser. It was important in the XvT expansion, but there isn't much reason for it to be in XWA. The Star Viper it seemed was going to be part of some broader tie-in content with SotE, which was around the same time. I think that just got cut - I mean consider how rushed the game'starts ending was. Ace wasn't even in thelast few missions, and the family story was never wrapped up.

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Post by CIDlord_1973 » Fri Mar 31, 2017 9:28 am

Hmm i use pinook fighter a lot.
I use pinook slot for my fav ship ever...the snowspeeder.
Sadly the snowspeeder i'm using is not DTM's version.
I tried hard to fly DTM's version, using yt-1300 slot or not... it makes my game crash.
Maybe i'm too newbie or i'm doing something wrong...i beg for help (PM) with this, cause it's my very fav ship, and DTM's is the best i have seen.

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Driftwood
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Post by Driftwood » Sun Feb 25, 2018 11:40 pm

I just had a realization that the PLT 1-6, and Golan 1-3 only appear one type of each at a time in the campaign.

Given ship slots are at a premium, and we now have Jeremy's mission opt replacement hook, perhaps we should start considering consolidating certain opts that get marginal use of similar class to utilizing the hook and a generic set of stats that would not be reasonably balanced for each type.

Realistically the Platforms shouldn't be all that much better or worse, and you're never tasked to destroy one in the campaign, so perhaps we could relegate them to utilizing the best platform stats, and the hook to reference a given model per mission basis.

Golans obviously are a bit more touchy as they technically are broken into three classes with pretty significant shield/hull differences. However, I don't recall being tasked to destroy one either. So either we pick the best, or the middle Golan's stats.

I did not look into the Space Colonies at this point, but perhaps we could do the same thing.

I'm even debating the merits of making generically titled craft slots such as, Light, Medium, Heavy, Gunship, Shuttle/Light Transport, Freighter/Heavy Transport classes that would be used for substituting the chosen "default" opt on a per mission basis with another opt that fits the general criteria that could also help expand the shiplist, but save on shipslots.

IE: Light fighter would have z95 stats, two laser cannons of either red/green, missiles, small sized ship.
Medium fighter would have Xwing stats, 2 or 4 laser cannons, missiles, medium sized fighter.
Heavy fighter would have Bwing stats, 2 laser cannons 2 ion cannons, missiles, medium-large fighter.
Gunship would be similar to a system patrol craft in stats, (see my Vigo gunship for the basis of my idea) would use the freighter type designation.
Light transport would be somewhere around the lambda/YT1300 stats
Freighter would obviously have to be something middling in the stats, maybe similar to the STARG or Suprosa.

Same concept could obviously be applied to light/medium/heavy/super class starships.

Obviously the only real hang up would be in skirmish mode depending how bananas one got with this concept, however, if Justagai gets his combat missions functionality a bit more refined, this would entirely be a non issue (in my opinion) as AlliEd could be used to create custom skirmish missions and utilize the opt replacement hooks there in addition to the campaign.

Just with switching up Platforms, Golans, Space Colonies, to utilize the hook vs having separate slots for each model, that would free up 9 slots to be utilized to facilitate covering 9/10ths of my proposed generic ship types.

Thoughts?

Plt1 2 missions
Plt2 3 missions
Plt3 1 mission
Plt4 4 missions
Plt5 2 missions
Plt6 2 missions

EDIT: Just checked, all the platforms have identical stats as it is. There's no reason to keep all 6 installed rather than proxy them.

SC1 1 mission
SC2 3 missions
SC3 1 mission

G1 2 missions
G2 3 missions
G3 3 missions
G1-3 1 mission* This is the only instance this would be problematic, but it's a training mission and you aren't tasked with killing the station 1B0m9W and could be proxied using the hook and the invulnerable/no target conditions.

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Post by Drinkinmiester » Thu Mar 15, 2018 7:03 pm

Now that's an interesting idea, especially with the plt already having the same stats..

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DTM
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Post by DTM » Fri Mar 16, 2018 4:24 pm

Speaking about platforms, it's a good idea, and I will do so for my next REBCP version!
I had the same idea for generic starfighters and transport and large freighter...but only for the added ones, not for the original TG crafts...
I'm not sure about the Golans...they suppose to be different installations...
The Space Colonies have fantastic XWAUP models. They deserve their own place! ;)

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Post by Drinkinmiester » Fri Mar 16, 2018 10:10 pm

Some of those ununsed objects I'd kinda like to keep around like the factory and stuff. As far as the unused satellites and mines is there any reason not to overwrite them with other craft? Will they behave weirdly? Are those spots used in any of the other packs or shipsets like unicon squadron? If they aren't is there a functional reason?

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Driftwood
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Post by Driftwood » Fri Mar 16, 2018 11:14 pm

I just don't think it's been discussed as of yet. This is a fairly new topic of discussion.

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Post by Knightsaber » Sat Mar 17, 2018 2:52 am

I can confirm to you that vessels like the Carrack and the Alliance Assault Frigate also appeared but didn't do anything in the mission each one appeared in. Perhaps that's another point to consider. Same with Space Colony Type 1 and 3, where we saw many examples of Space Colony Type 2.

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Post by Mark_Farlander » Sat Mar 17, 2018 9:52 am

The Carrack cruisers Nexus and Xerxes appear in Battle 6, Mission 6: Escort Rebel Fleet. They are chasing Task Force Defiance.
However, speaking only about the family missions and the 2 training missions, the Sodrab isn't doing anything, but the briefing mentions it's a Carrack-class.
The Assault Frigate I only appears in the 2 training missions, but it's such a jewel of fish.
2 assault shuttles appear in the first training mission, and they are not there just to look. :D
I don't judge tactics. The Battle is the best and only Judge.

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Post by Drinkinmiester » Tue Nov 27, 2018 8:19 pm

Just in case anybody else is looking for more ship slots like I was to replace via the hooks, it looks like both the Asteroid Mining Unit and Processing Plant only appear once each in the Family Reunion mission of battle six.

Edited by Moderator: Please use the full name to describe the craft and not just the acronym's, Thanks :D

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Driftwood
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Post by Driftwood » Sun Dec 30, 2018 5:43 am

Here's a patch for freeing up the Platform 2-6 slots 154-157 respectively in the vanilla campaign. It will eventually make it onto my page. (can't be bothered right now)

https://drive.google.com/open?id=1CMAry ... EkVm0LdI85

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