Author Topic: Ship Layouts  (Read 19134 times)

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 486
    • View Profile
Re: Ship Layouts
« Reply #30 on: September 04, 2016, 08:00:49 am »
Thanks; going to be overhauling most of the others as well.

Offline legionof1

  • Moderator
  • Commander
  • ***
  • Posts: 1900
  • Bullets go that way. Money comes this way.
    • View Profile
Re: Ship Layouts
« Reply #31 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.

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Ship Layouts
« Reply #32 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.

Offline Stoddard

  • Colonel
  • ****
  • Posts: 485
  • in a fey mood
    • View Profile
    • Linux builds & stuff
Re: Ship Layouts
« Reply #33 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.

Offline legionof1

  • Moderator
  • Commander
  • ***
  • Posts: 1900
  • Bullets go that way. Money comes this way.
    • View Profile
Re: Ship Layouts
« Reply #34 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.

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Ship Layouts
« Reply #35 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.

Offline legionof1

  • Moderator
  • Commander
  • ***
  • Posts: 1900
  • Bullets go that way. Money comes this way.
    • View Profile
Re: Ship Layouts
« Reply #36 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.

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 486
    • View Profile
Re: Ship Layouts
« Reply #37 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.

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 486
    • View Profile
Re: Ship Layouts
« Reply #38 on: September 11, 2016, 06:28:35 am »
Could someone provide me a list corresponding ship map files with their craft names?

Offline Stoddard

  • Colonel
  • ****
  • Posts: 485
  • in a fey mood
    • View Profile
    • Linux builds & stuff
Re: Ship Layouts
« Reply #39 on: September 11, 2016, 10:26:03 am »
Spoiler:
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']


Offline Surrealistik

  • Colonel
  • ****
  • Posts: 486
    • View Profile
Re: Ship Layouts
« Reply #40 on: September 11, 2016, 10:49:13 am »
Awesome, thanks, this will make things much easier.