...
Ship 28: Class: 11; Radius: 20; Fuel: 120; Damage: 4; Explosive Force: 14500; Max Speed: 1300; ...
Ship 29: Class: 11; Radius: 20; Fuel: 140; Damage: 4; Explosive Force: 13500; Max Speed: 1100; ...
Ship 30: Class: 11; Radius: 20; Fuel: 160; Damage: 4; Explosive Force: 10500; Max Speed: 900; ...
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Index 24 Class 8 Gun Laser cannon
Index 25 Class 8 Gun Neutron gun
Index 26 Class 8 Gun Mass driver
Index 27 Class 8 Gun
Index 28 Class 11 Missile Dart DF
Index 29 Class 11 Missile Javelin HS
Index 30 Class 11 Missile Pilum FF
Index 31 Class 11 Missile Spiculum IR
Index 32 Class 11 Missile
Index 33 Class 10 Mine Porcupine
Ship: 24: Class: 8; Radius: 10; Mass: 0; Max Scale: 512; Power Plant: 7; Fuel: 30; Damage: 25; Explosive Force: 0; Max Speed: 1600; Cruise Speed: 0; Max Acceleration: 0; Max Yaw/Pitch/Roll: 0/ 0/ 0; Angular Inertia: 0
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 25: Class: 8; Radius: 10; Mass: 1; Max Scale: 832; Power Plant: 14; Fuel: 20; Damage: 40; Explosive Force: 0; Max Speed: 1400; Cruise Speed: 0; Max Acceleration: 0; Max Yaw/Pitch/Roll: 0/ 0/ 0; Angular Inertia: 0
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 26: Class: 8; Radius: 10; Mass: 0; Max Scale: 512; Power Plant: 9; Fuel: 25; Damage: 30; Explosive Force: 0; Max Speed: 1200; Cruise Speed: 0; Max Acceleration: 0; Max Yaw/Pitch/Roll: 0/ 0/ 0; Angular Inertia: 0
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 27: Class: 8; Radius: 15; Mass: 0; Max Scale: 832; Power Plant: 15; Fuel: 40; Damage: 50; Explosive Force: 1000; Max Speed: 1500; Cruise Speed: 0; Max Acceleration: 0; Max Yaw/Pitch/Roll: 0/ 0/ 0; Angular Inertia: 0
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 28: Class: 11; Radius: 20; Mass: 5; Max Scale: 768; Power Plant: 500; Fuel: 120; Damage: 4; Explosive Force: 14500; Max Speed: 1300; Cruise Speed: 0; Max Acceleration: 1433; Max Yaw/Pitch/Roll: 15/15/15; Angular Inertia: 100
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 29: Class: 11; Radius: 20; Mass: 5; Max Scale: 768; Power Plant: 400; Fuel: 140; Damage: 4; Explosive Force: 13500; Max Speed: 1100; Cruise Speed: 0; Max Acceleration: 1689; Max Yaw/Pitch/Roll: 11/11/11; Angular Inertia: 100
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 30: Class: 11; Radius: 20; Mass: 5; Max Scale: 768; Power Plant: 400; Fuel: 160; Damage: 4; Explosive Force: 10500; Max Speed: 900; Cruise Speed: 0; Max Acceleration: 1689; Max Yaw/Pitch/Roll: 11/11/11; Angular Inertia: 100
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 31: Class: 11; Radius: 20; Mass: 5; Max Scale: 768; Power Plant: 400; Fuel: 110; Damage: 4; Explosive Force: 11500; Max Speed: 1100; Cruise Speed: 0; Max Acceleration: 1689; Max Yaw/Pitch/Roll: 11/11/11; Angular Inertia: 100
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 32: Class: 11; Radius: 25; Mass: 10; Max Scale: 768; Power Plant: 400; Fuel: 200; Damage: 4; Explosive Force: 30000; Max Speed: 500; Cruise Speed: 0; Max Acceleration: 1280; Max Yaw/Pitch/Roll: 10/10/10; Angular Inertia: 100
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 33: Class: 10; Radius: 20; Mass: 5; Max Scale: 768; Power Plant: 110; Fuel: 120; Damage: 4; Explosive Force: 10000; Max Speed: 200; Cruise Speed: 200; Max Acceleration: 0; Max Yaw/Pitch/Roll: 0/ 2/ 2; Angular Inertia: 0
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Could you be convinced to extend this to WC3/4/Armada?
No need for convincing, I'm already working on Armada. I'm finishing work on something else and then will prepare for an initial release. It won't be complete support for the game, but a start.
Pedro said:Since it's the same engine I assume there will be a lot of overlap with Armada.
Pedro said:It's still early days for me and Grim but we'd love to compare notes.
Armada is absolutely ripe for some hardcore modding. Speaking as someone who actually went to people's houses to do split screen two-player-on-one-machine Armada combat way back in 1994 to my epic live streaming showdown with Dundradal a few weeks ago, I'm a huge Armada fan and would play the hell out of a fan revamp.
I have no place to talk about actual difficulty or feasibility in doing the work, but there's so much potential for expansion. Just right off the top of my head: streamlining the multiplayer connection process, increasing the resolution to see more map, adding in 3 or 4 player ability, adding in ships, greater control over the sectors, adjusting the probabilities of the quick combat, adding other cap ships (destroyers/cruisers that act like mobile fortresses... potentially capship combat), adding other planetside structures (advanced shipyards that can do higher tier fighters/capships/etc), and adding drag-and-drop movement to streamline all the transit clicking would be amazing. That's just for the strategic mode. There's improvements that can be made to the coop gauntlet and tons of stuff for the five player proving grounds arena combat as well.
I'm not sure I'd call Armada choppy, but it's certainly an earlier build than WC3 with a few differences. Sense of speed and AI tactics were definitely unique. The AI is overly focused on "jousting," which leads to a lot of spinning around and face-off runs which are a bit off. It's certainly possible to overcome this with your own flying technique, but it doesn't feel quite as solid as most WC games in that regard. This is much less of an issue for human on human combat.
pahandav managed to extract the MIDIs:I'm eager to extract various graphics, sounds and the MIDIs.