OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Surrealistik on August 09, 2016, 10:02:57 am

Title: Ship Layouts
Post by: Surrealistik on August 09, 2016, 10:02:57 am
Just want to complement the person who did the Bomber ship layout (probably Dioxide); I actually held off on killing the last remaining drone to fully explore it; pretty cool, with logical internals whose purpose made perfect sense at a glance.

About the only thing I've been disappointed with in terms of ship layouts thus far is the Cruiser which seems untouched from the original with all of its myriad pointless rooms/spaces.
Title: Re: Ship Layouts
Post by: ohartenstein23 on August 09, 2016, 03:13:24 pm
Just wait until you see the interior of a battleship - it is quite the sight to behold and then clear out.
Title: Re: Ship Layouts
Post by: KateMicucci on August 12, 2016, 03:24:11 am
I got my first bomber mission and my first smoke forest mission at the same time, at night. That was a memorable experience.
Title: Re: Ship Layouts
Post by: Dioxine on August 12, 2016, 06:39:33 am
Just want to complement the person who did the Bomber ship layout

Thank you. I still consider it one of my best maps, although I like the brutality of Destroyer design, also can't help but be proud of the Battleship :)

Speaking of, fine! There are varied vanilla ship layout variants available in other big mods, I can port them here too (like I ported variants for the 2 smallest ships, Cutter and Roundabout). With Cruiser, I'm not sure though, since the sheer brutality of 4-way entrance has its charm (and I haven't seen a modified map where the 4-way was kept alone and only the small room layout was changed).
Title: Re: Ship Layouts
Post by: Surrealistik on August 12, 2016, 08:00:03 am
I love the Cruiser's hull and several of its core elements, but man, it's like whoever made it totally ran out of ideas after the engines, holodeck, central shaft and main halls (I hate the third floor halls; so much wasted/dead space). It also needs a proper and impressive bridge, as opposed to that painfully lame solitary round table on the third.
Title: Re: Ship Layouts
Post by: Solarius Scorch on August 12, 2016, 10:56:38 am
I love the Cruiser's hull and several of its core elements, but man, it's like whoever made it totally ran out of ideas after the engines, holodeck, central shaft and main halls (I hate the third floor halls; so much wasted/dead space). It also needs a proper and impressive bridge, as opposed to that painfully lame solitary round table on the third.

I'm inclined to agree. Though it's not really much different from most other vanilla UFOs, it's just bigger and therefore the emptiness is more obvious. I think TFTD floor plans were more logical.
Hellrazor and Cooper did some vanilla Battleship variants, I'll have another look at them.
Title: Re: Ship Layouts
Post by: Dioxine on August 12, 2016, 12:13:02 pm
TFTD designs were sheer evil :) Such designs should be reserved for top-tier enemies :)
Title: Re: Ship Layouts
Post by: Solarius Scorch on August 12, 2016, 12:28:31 pm
TFTD designs were sheer evil :) Such designs should be reserved for top-tier enemies :)

No doubt. The entire game was pure evil.
But I really liked how more natural the ships looked than the ones in UFO: EU. Less unexplained empty space.
Title: Re: Ship Layouts
Post by: Surrealistik on August 12, 2016, 10:49:06 pm
The thing that really made TFTD annoying was the Lobstermen since you couldn't just lazily grenade them into oblivion; blaster bombs and MC still made a joke of the game though if you permitted yourself to abuse them. I did manage to win on SH Ironman with the alien weapon self-destruct and without using MC or BBs. T'Leth was tense because you had to be _very_ careful to avoid getting blaster bombed (i.e. have a door or other obstacle between yourself and a trajectory).

Cruiser needs some weapon bay areas with the glowy plasma tanks (it kind of has one, it just looks like shit), a briefing area, proper bridge, medbay (stasis chambers and surgery would do for this), food/life support module, storage facility, and living quarters, maybe even a brig.
Title: Re: Ship Layouts
Post by: Solarius Scorch on August 13, 2016, 02:16:15 pm
The thing that really made TFTD annoying was the Lobstermen since you couldn't just lazily grenade them into oblivion; blaster bombs and MC still made a joke of the game though if you permitted yourself to abuse them. I did manage to win on SH Ironman with the alien weapon self-destruct and without using MC or BBs. T'Leth was tense because you had to be _very_ careful to avoid getting blaster bombed (i.e. have a door or other obstacle between yourself and a trajectory).

No, that wasn't the main reason why the game was evil. The main reason was it was carefully designed to be as trolling as possible, with the given mechanics. I was in this case referring to the way USOs were constructed, so that any storming X-Com agents would get pelted with shots. So it was kind of logical, but it was using the "X-Com physics" (the map engine, with all its limitations and simplifications) instead of RL physics. So it was often misleading to the player.

Cruiser needs some weapon bay areas with the glowy plasma tanks (it kind of has one, it just looks like shit), a briefing area, proper bridge, medbay (stasis chambers and surgery would do for this), food/life support module, storage facility, and living quarters, maybe even a brig.

It would be cool, yes.
Title: Re: Ship Layouts
Post by: Boltgun on August 13, 2016, 02:48:08 pm
OpenXcom made TFTD a lot more enjoyable, yet the cruise liner attack was the most boring x-com experience I ever had. I just completed the lower deck. Never again.

This game's ships are evil, without alternate movement methods it's plain sacrifice.
Title: Re: Ship Layouts
Post by: Surrealistik on August 13, 2016, 07:11:33 pm
No, that wasn't the main reason why the game was evil. The main reason was it was carefully designed to be as trolling as possible, with the given mechanics. I was in this case referring to the way USOs were constructed, so that any storming X-Com agents would get pelted with shots. So it was kind of logical, but it was using the "X-Com physics" (the map engine, with all its limitations and simplifications) instead of RL physics. So it was often misleading to the player.

I never had an issue with the layouts; I think there was one time I got fucked by a tentaculat matrixing a bunch of reaction fire when it came out of one of the custom purposed raised alcoves on a USO, but that's about it. Far more annoying was definitely the mid-late  game typical explosive immune enemy that robbed you of the single most effective approach to winning tacticals (smoke and bomb) while taking multiple sonic cannon blasts to kill and blaster bombs that would punish you terribly for daring to provide a line of ingress for a missile whose launcher location would often be impossible to know.


Mansion missions remind me of the cruise liner; what an unbelievable PITA grind.
Title: Re: Ship Layouts
Post by: Solarius Scorch on August 13, 2016, 07:51:33 pm
I dunno, the Lobstermen never seemed very threatening to me. Taking a bit long to kill, but I definitely preferred them to Tasoth. Lobstermen were just stupid.
Title: Re: Ship Layouts
Post by: Boltgun on August 13, 2016, 08:02:08 pm
I dunno, the Lobstermen never seemed very threatening to me. Taking a bit long to kill, but I definitely preferred them to Tasoth. Lobstermen were just stupid.

What's stupid is that you need a calcinite to research melee weapons and those are likely to never spawn. I guess I'll have to use tasers and thermal shock launchers instead but those are cumbersome.
Title: Re: Ship Layouts
Post by: Surrealistik on August 13, 2016, 08:06:19 pm
It's not that Lobstermen were especially deadly, it's that they were tedious in that I forbade myself from using their best counter (MC), so I couldn't be basically flippant when fighting them because they would require more than a pulsar/sonic cannon shot or two to put down. If you ever overextended and these guys were outside of melee range, they usually made you pay for it because you couldn't kill them before they had a chance to open fire, whereas Tasoths you could put down with relatively little effort. Thermal shok launchers helped, but they weren't always in a position to be shot by one.
Title: Re: Ship Layouts
Post by: Surrealistik on August 21, 2016, 11:37:59 am
Experienced a Destroyer for the first time; the weapon systems were done well, but everything else just seemed sparse and barren as compared to the Bomber. Definitely demands a fusion torch to infiltrate.
Title: Re: Ship Layouts
Post by: Surrealistik on August 23, 2016, 03:42:51 am
Deshitifying the Cruiser; will post screenies soon.
Title: Re: Ship Layouts
Post by: Surrealistik on August 23, 2016, 04:53:35 am
Top floor of the Cruiser thus far, featuring the Briefing Area, Lounge/Rec Area, Bunks, Life Support/Food module, and incomplete bridge:

https://i.imgur.com/J2kpBFE.png

EDIT: Completed 3rd floor: https://i.imgur.com/XE6BFte.png
Title: Re: Ship Layouts
Post by: ohartenstein23 on August 23, 2016, 02:45:06 pm
So. Many. Chairs.  Also, the bunk beds look hella out of place and excessive for the crew size.  The layout's great though, and seems like it'd preserve the mini bughunt of the vanilla rooms.
Title: Re: Ship Layouts
Post by: Surrealistik on August 23, 2016, 10:24:48 pm
So. Many. Chairs.  Also, the bunk beds look hella out of place and excessive for the crew size.  The layout's great though, and seems like it'd preserve the mini bughunt of the vanilla rooms.

Not sure what else I'd use; maybe the TFTD cryopods? They'd look even more out of place though IMO. Regular beds are also found on other ships. As for the crew size, 24 beds is actually significant less than the ones I've encountered (which is upwards of 30 on Jack Sparrow). I might replace the lounge area later with bathrooms and showers which should cut down on the too many damn chairs situation (which I can't really do with briefing or the bridge because of what they are).

Second floor: Medbay with regeneration chambers and surgery, holodeck/triptown, weapon arrays, engineering and gunnery stations, storage area:

https://i.imgur.com/NBf64kR.png

Title: Re: Ship Layouts
Post by: Arthanor on August 23, 2016, 10:28:58 pm
Unless the whole crew watches a movie together, I agree that the rec/briefing room is a bit extreme. It does look  better than the vanilla layout with the boring top site though. Bunks look weird, but I'd welcome a shootout in between bunks as it somehow feels very piraty. Also one needs to think about all those additional SlaveAIs and whatever alien entertainments are called in Piratez being given (or taken away) by the redesign.

If you do think there needs to be beds, maybe there could be better accommodation for the higher ranking crew on the top floor, and the low ranks should bunk on the 2nd floor?
Title: Re: Ship Layouts
Post by: Surrealistik on August 23, 2016, 10:39:04 pm
Extreme in the sense of too many screens, or too large a space? In the event of the latter it barely fits the crew on smaller difficulties, and doesn't (comfortably) on higher ones.

If anyone knows of a better alternative for sleeping than bunks, I'm all ears; I took my cue to employ bunks from other ships which do use them.

If I were to shunt the lower rank sleeping quarters to the 2nd floor I'd pretty much have to get rid of the holodeck.
Title: Re: Ship Layouts
Post by: Arthanor on August 23, 2016, 11:04:55 pm
Too large a space. I can't really picture the whole crew watching a movie together leaving the ship unmanned, unless they are docked in a safe space which means they would go "offshore" for their R&R. Assuming the ship is intended to be crewed by half the crew while the other half is resting/eating/sleeping, there is no need to have more than enough seats for half the crew and even that is probably too many.

The ships I've been on have lounges (and cafeterias) that can't accommodate all the crew at once, since there is no occasion where all the crews are all at once eating or resting. This is especially true for entertainment: the lounges could accommodate maybe a third of the crew, since in their off time, people will be doing different things. They'll not be eating all at once (some shower before eating, some are too hungry to wait, some eat fast, others not, etc.) or hanging out in their rooms instead, so you'd need a special event to get even all of the off shift to sit down together at the same time. The only time we did something where really everybody was there (well, 90%, for the party of the mission), it was on the helicopter deck because that's the only place that could take the crowd.

Even beds you don't need one for each crew if you're hot bunking (https://en.wikipedia.org/wiki/Hot_racking) and given how most factions treat their low ranks, I could see them doing it in favor of better rooms for the upper ranks. Cruisers have guild masters, provosts or cardinals in them. No way those sleep in a bunk in the same room as the lowly GOs/Osirons/Neophytes. I'd cut the rec room significantly, move the holodeck up and create a fancy room for the cruiser boss on the top floor, and drop the bunks below near the engines.
Title: Re: Ship Layouts
Post by: Solarius Scorch on August 23, 2016, 11:22:13 pm
One thing I would like to mention, which probably is obvious: if there are more ships of the same type (in this case STR_BATTLESHIP), they all must use the same tilesets.

Of course it doesn't matter if you want to have only one ship map anyway.
Title: Re: Ship Layouts
Post by: Dioxine on August 24, 2016, 12:25:36 am
Yeah it'd be very sad if you had to remake the map from scratch just because you've used non-conforming tilesets... :)
Speaking of which, what is the list of tilesets you've used?

But this looks not like a normal cruiser (which is not designed to spend more than several hours in air), more like some long-distance Church ship... (bunks for clerics and fresh neophytes, big theaters to conduct masses). Might be added as a replacement for the 3rd Shrine Ship in the Conversion mission, maybe... In which case it'd need to use Church tilesets anyway.
Title: Re: Ship Layouts
Post by: Surrealistik on August 24, 2016, 02:16:34 am
@ General: I think there may be some confusion over the 'theatre'. It's not really a theatre so much as it is a briefing room which is generally featured on most larger military ships and is intended to accomodate the vast majority of the ship's crew.

@ Arthanor: Neither the bunks nor the lounge (or even the briefing area outside of standing) can really accommodate the entire crew. I agree though that the big boss is likely to want their own room; I'm thinking of converting the small holodeck on the upper level and part of the common bunks to a private bedroom and study. I'll probably convert part of the holodeckto more bunks.

@Dioxine: Used the X-Com base, Alien base and pretty much every alien UFO default tileset. That said, are Cruisers _really_ supposed to only be in the air a couple of hours? A ship that large, well armed and space capable seems likely to make extended patrols.
Title: Re: Ship Layouts
Post by: Dioxine on August 24, 2016, 02:22:39 am
Yeah but not on Earth... on Earth it's used as strike ship, mostly. The ones coming from Mars are crewed by Star God cohorts, so no need for bunks... but Marsec might find an use for such a layout as well.
Title: Re: Ship Layouts
Post by: Surrealistik on August 24, 2016, 02:31:13 am
Yeah, MarSec for sure would utilize such a configuration.

Given that the ship is versatile (and expensive), I can see Cruisers by default being configured as to be capable of space sojourns and other extended flights though; it makes sense that such an investment be ready for interstellar and interplanetary deployments if necessary (particularly given the nature of the Stellar Empire) rather than geared exclusively for Earth surface strikes in most cases.
Title: Re: Ship Layouts
Post by: Surrealistik on September 04, 2016, 01:13:53 am
Alright, pretty happy with this Cruiser layout thus far:

1st Floor (Engines/Engineering):

https://i.imgur.com/8MUwxHr.png
(https://i.imgur.com/8MUwxHr.png)
2nd Floor (Medbay, Bathroom/Showers, Barracks, Storage Facilities, Weapon Systems & Gunnery):
https://i.imgur.com/djPD9xk.png
(https://i.imgur.com/djPD9xk.png)
3rd Floor (Bridge, Life Support, Lounge/Entertainment Deck, Briefing Room, Officer Accommodations):
https://i.imgur.com/pNre5sy.png
(https://i.imgur.com/pNre5sy.png)
Title: Re: Ship Layouts
Post by: Arthanor on September 04, 2016, 02:20:52 am
That certainly looks a lot more Star Trek than Walmart cheap stuff of the vanilla one. Nice work!
Title: Re: Ship Layouts
Post by: Surrealistik on September 04, 2016, 08:00:49 am
Thanks; going to be overhauling most of the others as well.
Title: Re: Ship Layouts
Post by: legionof1 on September 04, 2016, 11:07:15 pm
What type of walls did you put around the power cores in the "feet"? I ask since if they are particularly sturdy engine explosion from interception would have neglible gameplay impact.
Title: Re: Ship Layouts
Post by: Arthanor on September 04, 2016, 11:26:56 pm
I think that was the intent. Spaceships that blow up their outer hulls from engine failures are pretty bad designs, theoretically and in tactical battles for the aliens. For us it's pretty good since it makes breaching easier but I'd expect removing that advantage was one of the aims, something I also agree with.
Title: Re: Ship Layouts
Post by: Stoddard on September 05, 2016, 12:26:51 am
I think that was the intent. Spaceships that blow up their outer hulls from engine failures are pretty bad designs, theoretically and in tactical battles for the aliens.

I thought the cruiser had its engines in pods external to the main hull exactly for this reason.

We can also handwave a bit and declare that alien antigrav magic needs as thin walls around it as possible and also cooling.
Title: Re: Ship Layouts
Post by: legionof1 on September 05, 2016, 12:46:25 am
Change sure. I am just concerned if those walls are to strong the explosion mechanic ends up having no point beyond visual fluffyness.

And from a realistic standpoint channeled venting to exterior is the reasonable engineering solution unless you can hard stop the detonation force within the first handful of meters. Big hole in an atmosphere craft is generally speaking only an inconvenience unless something vital is damaged. A gravity drive craft cares even less because it ignores lift surfaces.

Even in a spaceship explosion venting is generally preferred over greater internal damage.

I like the walls for a different reason. The core actually occupies the entire tile for drawing LOS while visually it does not. In most craft that's not an issue but any ship with the "foot" room tends to trap a few crew because the AI tends to remain on the same z level if lifts/ladders/hover are the only option.

Missing the last few crew due a visual vs LOS mismatch is annoying.
Title: Re: Ship Layouts
Post by: Arthanor on September 05, 2016, 01:33:39 am
Venting the explosion outside is one thing that one could argue the cruiser does (assuming you can seal the lift when an engine pod blows up), but most designs (scout ships, terror ships, vanilla supply ships) seem to be made exactly so that as much as possible of the UFO and its passengers gets blown up. Admittedly, maybe not all these are warships but still, they have weapons which hints at fighting being a consideration and they are definitely not a safe design.

Given that these explosions can tear through UFO outer hulls, which is the toughest terrain in XCOM, I guess it is beyond them to hard stop the explosion, but putting some kind of wall between power sources and the outer hulls seems sensible.
Title: Re: Ship Layouts
Post by: legionof1 on September 05, 2016, 05:24:31 am
Lifts being sealable is a given the number of lifts that directly exit crafts. Even some of the vanilla ones.

One can also assume that single core craft may not have blowout in mind in the design given that core failure is fatal to the craft irregardless of secondary damage from the failure.

Blowout is only valid if the failed system has a redundancy otherwise it's wasted effort and expense. Designing something so it will fail given precise conditions but otherwise behave normally is difficult.
Title: Re: Ship Layouts
Post by: Surrealistik on September 06, 2016, 04:02:39 am
Reactor was walled in both for the reasons of realism in that it's a damage control mechanism to absorb most of the detonation as Cruisers are space faring warships (also creates a sealed chamber for coolant/temperature and environmental controls/etc), and to deal with the unintuitive LoS blocking that reactors present.
Title: Re: Ship Layouts
Post by: Surrealistik on September 11, 2016, 06:28:35 am
Could someone provide me a list corresponding ship map files with their craft names?
Title: Re: Ship Layouts
Post by: Stoddard on September 11, 2016, 10:26:03 am
STR_DORADO DORADO mapBlocks ['VENTURA'] mapDataSets ['BLANKS', 'AVENGER_GO', 'LIGHTNIN_GO', 'XBASE1']
STR_WRECK OLD FIGHTER HULL not defined
STR_VENTURA BONAVENTURA mapBlocks ['VENTURA'] mapDataSets ['BLANKS', 'AVENGER_GR', 'LIGHTNIN_GR', 'XBASE1']
STR_NIGHTMARE NIGHTMARE mapBlocks ['FIGHTER1'] mapDataSets ['BLANKS', 'TRITON_U', 'PLANE', 'LIGHTNIN_G2']
STR_LIGHTNING CRAB mapBlocks ['CRAB'] mapDataSets ['BLANKS', 'LIGHTNIN']
STR_SABRE SABRE mapBlocks ['FIGHTER1'] mapDataSets ['BLANKS', 'TRITON_U', 'PLANE', 'LIGHTNIN_G2']
STR_SWORDFISH SWORDFISH mapBlocks ['FIGHTER1'] mapDataSets ['BLANKS', 'TRITON_U', 'PLANE', 'LIGHTNIN_G2']
STR_SKYRANGER SKYRANGER mapBlocks ['PLANE'] mapDataSets ['BLANKS', 'PLANE']
STR_AIRCAR AIRCAR mapBlocks ['AIRCAR'] mapDataSets ['BLANKS', 'C_EXT_WALL_RED', 'C_EXT_ROOF_RED', 'C_EXT_NOSE_BUMPLESS_RED', 'C_EXT_NOSE_SIDE_RED', 'C_EXT_ENGINE_S_RED', 'C_INT_XCOM', 'C_EXT_XCOM']
STR_AIRBUS AIRBUS mapBlocks ['AIRBUS'] mapDataSets ['BLANKS', 'C_EXT_WALL_SILVER', 'C_EXT_ROOF_SILVER', 'C_EXT_NOSE_SILVER', 'C_EXT_NOSE_SIDE_SILVER', 'C_EXT_ENGINE_S_SILVER', 'C_INT_XCOM', 'C_BITS2', 'C_BITS_02']
STR_AVENGER CONQUEROR mapBlocks ['MARSHIP'] mapDataSets ['BLANKS', 'AVENGER_R', 'LIGHTNIN_R', 'XBASE1', 'U_WALL_G_X', 'BATHBITZ']
STR_JETBIKE SHARK JETBIKE mapBlocks ['JETBIKE'] mapDataSets ['BLANKS', 'AVENGER_R', 'LIGHTNIN_R', 'U_WALL_G_X']
STR_BRIG LEVIATHAN mapBlocks ['BRIG'] mapDataSets ['BLANKS', 'AVENGER', 'U_WALL_G_X', 'XBASE1']
STR_METALLO METALLO mapBlocks ['VENTURA'] mapDataSets ['BLANKS', 'AVENGER_G3', 'LIGHTNIN_G2', 'XBASE1']
STR_AIRSPEEDER AIRSPEEDER mapBlocks ['AIRSPEEDER'] mapDataSets ['BLANKS', 'C_EXT_WALL_RED', 'C_EXT_ROOF_RED', 'C_EXT_NOSE_BUMPLESS_RED', 'C_EXT_NOSE_SIDE_RED', 'C_EXT_ENGINE_S_RED', 'C_INT_XCOM', 'C_EXT_XCOM']
STR_MBT BATTLE TANK not defined
STR_KRAKEN KRAKEN mapBlocks ['KRAKEN'] mapDataSets ['BLANKS', 'AVENGER', 'LIGHTNIN', 'XBASE1']
STR_INTERCEPTOR HUNTER-KILLER mapBlocks ['FIGHTER1'] mapDataSets ['BLANKS', 'TRITON_U', 'PLANE', 'LIGHTNIN_G2']
STR_DRAKKAR DRAKKAR mapBlocks ['DRAKKAR'] mapDataSets ['BLANKS', 'AVENGER', 'U_WALL_G_X', 'XBASE1']
STR_FUEGO EL FUEGO mapBlocks ['VENTURA'] mapDataSets ['BLANKS', 'AVENGER_R', 'LIGHTNIN_R2', 'XBASE1']
STR_FIRESTORM DELIVERATOR mapBlocks ['BLAZER'] mapDataSets ['BLANKS', 'AVENGER_G3', 'LIGHTNIN_G2', 'XBASE1', 'U_WALL_G_X']
STR_DROPSHIP THUNDERHORSE mapBlocks ['DROPSHIP'] mapDataSets ['BLANKS', 'LIGHTNIN', 'AVENGER']
STR_CHARIOT PACHYDERM mapBlocks ['CHARIOT'] mapDataSets ['BLANKS', 'AVENGER_R', 'LIGHTNIN_R', 'XBASE1']
STR_BARACUDA BARACUDA mapBlocks ['FIGHTER1'] mapDataSets ['BLANKS', 'TRITON_U', 'PLANE', 'LIGHTNIN_G2']
STR_M_WING M-WING not defined
STR_MINING_SHIP PROSPECTOR mapBlocks ['MINER'] mapDataSets ['BLANKS', 'AVENGER_G3', 'LIGHTNIN_G2', 'XBASE1']
STR_PREDATOR PREDATOR mapBlocks ['FIGHTER1'] mapDataSets ['BLANKS', 'TRITON_U', 'PLANE', 'LIGHTNIN_G2']
STR_PIGEON PIGEON mapBlocks ['PIGEON'] mapDataSets ['BLANKS', 'PLANE', 'XBASE2', 'XBASE1']
STR_FORTUNA FORTUNA mapBlocks ['VENTURA'] mapDataSets ['BLANKS', 'AVENGER_BL2', 'LIGHTNIN_BL2', 'XBASE1']
STR_BRAVE_WHALER BRAVE WHALER mapBlocks ['FIGHTER1'] mapDataSets ['BLANKS', 'TRITON_U', 'PLANE', 'LIGHTNIN_G2']
STR_MERC_FIGHTER DOG OF WAR not defined
STR_HYDRA DRAGON mapBlocks ['HYDRA'] mapDataSets ['BLANKS', 'AVENGER_G3', 'LIGHTNIN_G2', 'XBASE1']
STR_ZEPPELIN SPY ZEPPELIN mapBlocks ['ZEPPELIN'] mapDataSets ['BLANKS', 'C_EXT_WALL_SILVER', 'C_EXT_ROOF_SILVER', 'C_EXT_NOSE_SILVER', 'C_EXT_NOSE_SIDE_SILVER', 'C_EXT_ENGINE_S_SILVER', 'C_INT_XCOM', 'C_BITS2', 'LIFTER', 'BATHBITZ_HT', 'COMPUTERS', 'DOORSSEC', 'XBASEN_BITS']
STR_VESSEL_BOARDING_TORPEDO Boarding Torpedo mapBlocks ['VES_410'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_PODS_G', 'U_BITS_G', 'U_DISEC2']
STR_VESSEL_GOVT_CRUISER Govt Fusion Cruiser mapBlocks ['VES_G_010'] mapDataSets ['BLANKS', 'XBASE1_AMB', 'RET_SHIPS']
STR_VESSEL_CE_CHASER GT617 Gepard mapBlocks ['VESSEL_CE4'] mapDataSets ['BLANKS', 'C_EXT_WALL', 'C_EXT_ROOF', 'C_EXT_ENGINE_E', 'C_EXT_ENGINE_S', 'C_EXT_NOSE', 'C_EXT_NOSE_BUMPER', 'C_EXT_NOSE_BUMPLESS', 'C_EXT_NOSE_SIDE', 'C_BITS2', 'C_INT', 'DOORSSEC', 'DOORS2', 'C_EXT_GLASSWALL', 'LIFTER', 'C_INT_ENGINE_E']
STR_VESSEL_PINK Pink Ship mapBlocks ['VES_PINK', 'VES_PINK', 'VES_PINK', 'VES_PINK', 'VES_PINK'] mapDataSets ['BLANKS', 'U_EXT_P', 'U_WALL_P', 'U_BITS_P', 'UFOL83_P', 'FRNTURE_GOLD']
STR_VESSEL_MILITARY_TRANSPORT Military Transport mapBlocks ['VES_250', 'VES_250'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G']
STR_VESSEL_MESSENGER Messenger mapBlocks ['VES_220'] mapDataSets ['BLANKS', 'U_EXT02', 'U_WALL02', 'U_BITS', 'U_DISEC2']
STR_VESSEL_FREIGHTER_G Freighter mapBlocks ['VES_130_C'] mapDataSets ['BLANKS', 'U_EXT_B', 'U_WALL_B', 'U_PODS_B', 'U_BITS_B', 'FRNITURE', 'BATHBITZ']
STR_VESSEL_RAIDER_FIGHTER Raider Fighter mapBlocks ['VES_313'] mapDataSets ['BLANKS', 'C_EXT02', 'C_WALL02', 'C_BITS_X1', 'AVENGER_G3', 'FRNITURE']
STR_VESSEL_CI_HARVESTER L606A Combine Harvester mapBlocks ['VESSEL_CI3'] mapDataSets ['BLANKS', 'C_EXT_WALL', 'C_EXT_ROOF', 'C_EXT_ENGINE_E', 'C_EXT_ENGINE_S', 'C_EXT_NOSE', 'C_EXT_NOSE_BUMPER', 'C_EXT_NOSE_BUMPLESS', 'C_EXT_NOSE_SIDE', 'C_BITS2', 'C_INT', 'DOORSSEC', 'DOORS2', 'C_EXT_GLASSWALL', 'LIFTER', 'C_INT_ENGINE_E']
STR_LOC_GUILD_OUTPOST Warehouse Wars mapBlocks ['GUHOUSE_01'] mapDataSets ['BLANKS', 'C_EXT_WALL_DBLUE', 'C_EXT_ROOF_DBLUE', 'C_BITS2', 'C_INT_HALF', 'BATHBITZ_HT', 'XBASEN_BEDS', 'WAREBITS', 'RET_BITS', 'DOORSSEC', 'DOORS2']
STR_VESSEL_SMUGGLER Smuggler Ship mapBlocks ['VES_190', 'VES_190', 'VES_190', 'VES_190', 'VES_190', 'VES_190', 'VES_190', 'VES_190', 'VES_190', 'VES_190', 'VES_190', 'VES_190'] mapDataSets ['BLANKS', 'U_EXT02', 'U_WALL02', 'UFO1', 'U_BITS', 'FRNITURE', 'plane']
STR_VESSEL_RAIDER_GUNSHIP Raider Gunship mapBlocks ['VES_311'] mapDataSets ['BLANKS', 'C_EXT02', 'C_WALL02', 'C_BITS_X1', 'XBASE1_AMB']
STR_VESSEL_BREAKER Breaker mapBlocks ['VES_430'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_PODS_G', 'U_BITS_G', 'U_DISEC2']
STR_VESSEL_CE_LIMO S3000 Limousine mapBlocks ['VESSEL_CE1'] mapDataSets ['BLANKS', 'C_EXT_WALL', 'C_EXT_ROOF', 'C_EXT_ENGINE_E', 'C_EXT_ENGINE_S', 'C_EXT_NOSE', 'C_EXT_NOSE_BUMPER', 'C_EXT_NOSE_BUMPLESS', 'C_EXT_NOSE_SIDE', 'C_BITS2', 'C_INT', 'DOORSSEC', 'DOORS2', 'C_EXT_GLASSWALL', 'LIFTER', 'C_INT_ENGINE_E']
STR_VESSEL_SENTRY Sentry mapBlocks ['VES_280'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G']
STR_VESSEL_CC_TRANSIT R20A Transit mapBlocks ['VESSEL_CC1'] mapDataSets ['BLANKS', 'C_EXT_WALL', 'C_EXT_ROOF', 'C_EXT_ENGINE_E', 'C_EXT_ENGINE_S', 'C_EXT_NOSE', 'C_EXT_NOSE_BUMPER', 'C_EXT_NOSE_BUMPLESS', 'C_EXT_NOSE_SIDE', 'C_BITS2', 'C_INT', 'DOORSSEC', 'DOORS2', 'C_EXT_GLASSWALL', 'LIFTER', 'C_INT_ENGINE_E']
STR_HARVESTER Shrine Ship mapBlocks ['UFO_130'] mapDataSets ['BLANKS', 'U_EXT02GOLD', 'U_WALL02GOLD', 'U_DISEC2GOLD', 'U_BITSGOLD']
STR_VESSEL_SEKAR SEKAR mapBlocks ['VES_R_020'] mapDataSets ['BLANKS', 'RET_SHIPS']
STR_VESSEL_GUNSHIP Gunship mapBlocks ['VES_110'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_OPER_G', 'U_BITS_G']
STR_VESSEL_REBEL_FREIGHTER Rebel Freighter mapBlocks ['VES_312'] mapDataSets ['BLANKS', 'C_EXT02', 'C_WALL02', 'C_BITS_X1', 'XBASE1_AMB']
STR_VESSEL_FRIGATE Frigate mapBlocks ['UFO_170'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_DISEC2', 'U_BITS_G']
STR_VESSEL_CC_SKYFISH Tesla Skyfish mapBlocks ['VESSEL_CC4'] mapDataSets ['BLANKS', 'C_EXT_WALL', 'C_EXT_ROOF', 'C_EXT_ENGINE_E', 'C_EXT_ENGINE_S', 'C_EXT_NOSE', 'C_EXT_NOSE_BUMPER', 'C_EXT_NOSE_BUMPLESS', 'C_EXT_NOSE_SIDE', 'C_BITS2', 'C_INT', 'DOORSSEC', 'DOORS2', 'C_EXT_GLASSWALL', 'LIFTER', 'C_INT_ENGINE_E']
STR_LOC_KEEP Imperial Probe mapBlocks ['D_KEEP'] mapDataSets ['BLANKS', 'CULTIVAT', 'BARN', 'XBASE1', 'XBASE2']
STR_VESSEL_PROBE Imperial Probe mapBlocks ['UFO1A'] mapDataSets ['BLANKS', 'UFO1']
STR_VESSEL_CC_CLOUDCAR Paradizo Cloudcar mapBlocks ['VESSEL_CC5'] mapDataSets ['BLANKS', 'C_EXT_WALL', 'C_EXT_ROOF', 'C_EXT_ENGINE_E', 'C_EXT_ENGINE_S', 'C_EXT_NOSE', 'C_EXT_NOSE_BUMPER', 'C_EXT_NOSE_BUMPLESS', 'C_EXT_NOSE_SIDE', 'C_BITS2', 'C_INT', 'DOORSSEC', 'DOORS2', 'C_EXT_GLASSWALL', 'LIFTER', 'C_INT_ENGINE_E']
STR_VESSEL_HOTROD Hotrod mapBlocks ['VES_500'] mapDataSets ['BLANKS', 'U_EXT_B', 'U_WALL_B', 'U_BITS_B', 'UFOL83DIO_B']
STR_VESSEL_LIGHT_GUNBOAT Light Gunboat mapBlocks ['VES_240'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G']
STR_LOC_CHURCH_OUTPOST Temple Raid mapBlocks ['CSHOUSE_01'] mapDataSets ['BLANKS', 'CULTAN', 'CULTBITS', 'EASTER', 'BATHBITZ_HT', 'LIFTER', 'XBASEN_BEDS', 'FLOORSET', 'DOORS2']
STR_VESSEL_CC_SKYBUS AS9 Skybus mapBlocks ['VESSEL_CC2'] mapDataSets ['BLANKS', 'C_EXT_WALL', 'C_EXT_ROOF', 'C_EXT_ENGINE_E', 'C_EXT_ENGINE_S', 'C_EXT_NOSE', 'C_EXT_NOSE_BUMPER', 'C_EXT_NOSE_BUMPLESS', 'C_EXT_NOSE_SIDE', 'C_BITS2', 'C_INT', 'DOORSSEC', 'DOORS2', 'C_EXT_GLASSWALL', 'LIFTER', 'C_INT_ENGINE_E']
STR_VESSEL_DESTROYER Destroyer mapBlocks ['VES_260'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_PODS_G', 'U_BITS_G', 'U_OPER_G']
STR_VESSEL_SMUGGLER_MILENIO Smuggler Ship mapBlocks ['VES_190'] mapDataSets ['BLANKS', 'U_EXT02', 'U_WALL02', 'UFO1', 'U_BITS', 'FRNITURE', 'plane']
STR_VESSEL_GOVSHIP Ordinator mapBlocks ['VES_160'] mapDataSets ['BLANKS', 'U_EXT02', 'U_WALL02', 'U_DISEC2', 'U_BITS']
STR_VESSEL_EXCAVATOR Excavator mapBlocks ['VES_EXCV'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G', 'UFOL83DIO_B']
STR_LOC_HT_HOUSE Bring Down the Watchtower mapBlocks ['HTHOUSE_00'] mapDataSets ['BLANKS', 'C_EXT_WALL_SILVER', 'C_EXT_ROOF_SILVER', 'C_BITS2', 'LIFTER', 'C_INT', 'COMPUTERS', 'BATHBITZ_HT', 'XBASEN_BITS', 'DOORS1']
STR_VESSEL_FREIGHTER Freighter mapBlocks ['VES_130_A', 'VES_130_A', 'VES_130_A', 'VES_130_A', 'VES_130_A'] mapDataSets ['BLANKS', 'U_EXT_B', 'U_WALL_B', 'U_PODS_B', 'U_BITS_B', 'FRNITURE', 'BATHBITZ']
STR_VESSEL_CORVETTE Corvette mapBlocks ['VES_290'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_PODS_G', 'U_BITS_G']
STR_VESSEL_ESCORT Escort mapBlocks ['VES_170'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_OPER_G', 'U_BITS_G']
STR_ABDUCTOR Envoy mapBlocks ['UFO_140'] mapDataSets ['BLANKS', 'U_EXT02', 'U_WALL02', 'U_OPER2', 'U_BITS']
STR_VESSEL_BOMBER Bomber mapBlocks ['VES_210'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_PODS_G', 'U_BITS_G', 'U_DISEC2', 'U_OPER_G']
STR_VESSEL_GUNBOAT Gunboat mapBlocks ['VES_230'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G']
STR_VESSEL_REBEL_FIGHTER Rebel Fighter mapBlocks ['VES_313'] mapDataSets ['BLANKS', 'C_EXT02', 'C_WALL02', 'C_BITS_X1', 'AVENGER_G3', 'FRNITURE']
STR_VESSEL_HOPPER Hopper mapBlocks ['VES_150', 'VES_150', 'VES_150', 'VES_150', 'VES_150'] mapDataSets ['BLANKS', 'U_EXT_B', 'U_WALL_B', 'U_BITS_B']
STR_BATTLESHIP Cruiser mapBlocks ['UFO_160'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_PODS_G', 'U_BITS_G']
STR_LOC_ATRIUM Imperial Probe mapBlocks ['D_ATRIUM'] mapDataSets ['BLANKS', 'ROADS', 'URBITS', 'URBAN', 'FRNITURE']
STR_TERROR_SHIP Terror Ship mapBlocks ['UFO_150'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_PODS_G', 'U_BITS_G']
STR_VESSEL_COURIER Courier mapBlocks ['VES_140'] mapDataSets ['BLANKS', 'U_EXT_B', 'U_WALL_B', 'U_BITS_B']
STR_LOC_MANSION Imperial Probe mapBlocks ['D_MANSN'] mapDataSets ['BLANKS', 'ROADS', 'URBITS', 'URBAN', 'FRNITURE']
STR_LOC_DEEP_ONE_01 Imperial Probe mapBlocks ['DEEPS'] mapDataSets ['BLANKS', 'SANDS', 'MUJUNGLE', 'JUNGLE']
STR_CIVILIAN_TRAFFIC Civilian Traffic mapBlocks ['UFO1A'] mapDataSets ['BLANKS', 'UFO1']
STR_MEDIUM_SCOUT_D Runabout mapBlocks ['UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3', 'UFO_110DIO3'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G', 'UFOL83_G']
STR_VESSEL_SOTL Battleship mapBlocks ['VES_270'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_PODS_G', 'U_BITS_G', 'U_OPER_G', 'UFOL83DIO_B', 'XB2BR', 'U_DISEC2']
STR_VESSEL_CC_FAUST BM4 Eisenkopf PFKW mapBlocks ['VESSEL_CC3'] mapDataSets ['BLANKS', 'C_EXT_WALL', 'C_EXT_ROOF', 'C_EXT_ENGINE_E', 'C_EXT_ENGINE_S', 'C_EXT_NOSE', 'C_EXT_NOSE_BUMPER', 'C_EXT_NOSE_BUMPLESS', 'C_EXT_NOSE_SIDE', 'C_BITS2', 'C_INT', 'DOORSSEC', 'DOORS2', 'C_EXT_GLASSWALL', 'LIFTER', 'C_INT_ENGINE_E']
STR_VESSEL_CI_TRUCK K5 Truck mapBlocks ['VESSEL_CI1'] mapDataSets ['BLANKS', 'C_EXT_WALL', 'C_EXT_ROOF', 'C_EXT_ENGINE_E', 'C_EXT_ENGINE_S', 'C_EXT_NOSE', 'C_EXT_NOSE_BUMPER', 'C_EXT_NOSE_BUMPLESS', 'C_EXT_NOSE_SIDE', 'C_BITS2', 'C_INT', 'DOORSSEC', 'DOORS2', 'C_EXT_GLASSWALL', 'LIFTER', 'C_INT_ENGINE_E']
STR_MEDIUM_SCOUT Runabout mapBlocks ['UFO_110', 'UFO_110DIO1', 'UFO_110DIO2', 'UFR_110', 'UFO_110', 'UFR_110', 'UFO_110A', 'UFO_110B', 'UFO_110C', 'UFR_110A', 'UFR_110B', 'UFR_110C'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G', 'UFOL83_G']
STR_VESSEL_SEC_SCOUT SEK-SKOUT mapBlocks ['VES_R_030'] mapDataSets ['BLANKS', 'RET_SHIPS']
STR_VESSEL_ASSAULT_TRANSPORT Assault Transport mapBlocks ['VES_420'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_PODS_G', 'U_BITS_G', 'U_DISEC2']
STR_VESSEL_NAZI Hanabu mapBlocks ['VES_320'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G']
STR_VESSEL_PROBE_DISTRESS Comm Wave mapBlocks ['UFO1A'] mapDataSets ['BLANKS', 'UFO1']
STR_VESSEL_FREIGHTER_L Freighter mapBlocks ['VES_130'] mapDataSets ['BLANKS', 'U_EXT_B', 'U_WALL_B', 'U_PODS_B', 'U_BITS_B', 'FRNITURE', 'BATHBITZ']
STR_VESSEL_FIGHTER Fighter mapBlocks ['VES_200'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G']
STR_LARGE_SCOUT Cutter mapBlocks ['UFO_120', 'UFO_120A', 'UFO_120B', 'UFO_120C', 'UFO_120E', 'UFO_120F', 'UFO_120G', 'UFO_120H', 'UFO_120I', 'UFO_120J', 'UFO_120K', 'UFR_120', 'UFR_120A', 'UFR_120B', 'UFR_120C', 'UFR_120E', 'UFR_120F', 'UFR_120G', 'UFR_120H', 'UFR_120I', 'UFR_120J', 'UFR_120K'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G', 'UFOL83_G']
STR_SUPPLY_SHIP Supply ship mapBlocks ['VES_180'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_DISEC2', 'U_BITS_G']
STR_LOC_RET_BASE Imperial Probe mapBlocks ['D_RET_BASE'] mapDataSets ['BLANKS', 'U_DISEC2', 'U_BASE', 'RET_SHIPS']
STR_VESSEL_SEKTRAK SEK-TRAK mapBlocks ['VES_R_010'] mapDataSets ['BLANKS', 'RET_SHIPS']
STR_VESSEL_FIGHTER_G Govt Fighter mapBlocks ['VES_200'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_BITS_G']
STR_LOC_ACADEMY_OUTPOST Scientific Experiments mapBlocks ['HTHOUSE_01'] mapDataSets ['BLANKS', 'C_EXT_WALL_SILVER', 'C_EXT_ROOF_SILVER', 'C_BITS2', 'LIFTER', 'C_INT', 'COMPUTERS', 'BATHBITZ_HT', 'XBASEN_BITS', 'DOORS1']
STR_VESSEL_HEAVY_GUNSHIP Heavy Gunship mapBlocks ['VES_120'] mapDataSets ['BLANKS', 'U_EXT_G', 'U_WALL_G', 'U_OPER_G', 'U_BITS_G']
STR_VESSEL_RAIDER Raider mapBlocks ['VES_310A', 'VES_310', 'VES_310A', 'VES_310B', 'VES_310B'] mapDataSets ['BLANKS', 'C_EXT02', 'XBASE1', 'FRNITURE', 'C_BITS_X1']
STR_SMALL_SCOUT Scout mapBlocks ['UFO1A'] mapDataSets ['BLANKS', 'UFO1']
STR_VESSEL_SILVER_TOWERS Silver Towers mapBlocks ['VES_300'] mapDataSets ['BLANKS', 'U_EXT02', 'U_WALL02', 'U_PODS', 'U_BITS', 'U_DISEC2']

Title: Re: Ship Layouts
Post by: Surrealistik on September 11, 2016, 10:49:13 am
Awesome, thanks, this will make things much easier.