https://wiki.hard-light.net/api.php?action=feedcontributions&user=TopAce&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-29T07:35:15ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=FS2_Status_Page&diff=64468FS2 Status Page2023-02-11T15:13:38Z<p>TopAce: 23.0.0</p>
<hr />
<div>{| style="background-color: #000;" border="0"<br />
|colspan="3" align="left"|<br />
<br />
==Latest Recommended Release==<br />
|-<br />
|[https://www.hard-light.net/forums/index.php?topic=98682 23.0.0 '''Final''']<br />
|align="center" style="color: limegreen;"|GOOD<br />
|Release Date: 11 February 2023<br />
|-<br />
|[https://www.hard-light.net/forums/index.php?topic=98197.0 '''MediaVPs''' 4.6.x]<br />
|align="center" style="color: limegreen;"|GOOD<br />
|Release Date: 9 May 2022<br />
|-<br />
|[http://scp.indiegames.us/builds/oalinst.zip '''OpenAL''']<br />
|align="center" style="color: limegreen;"|GOOD<br />
|-<br />
|[http://kcat.strangesoft.net/openal.html#download '''OpenALSoft''']<br />
|align="center" style="color: limegreen;"|GOOD<br />
|-<br />
|colspan="3" align="left"|<br />
<br />
==Latest Official Release==<br />
|-<br />
|[https://www.hard-light.net/forums/index.php?topic=98682 23.0.0 '''Final''']<br />
|align="center" style="color: limegreen;"|GOOD<br />
|Release Date: 11 February 2023<br />
|-<br />
|[https://github.com/scp-fs2open/wxLauncher/releases '''wxLauncher''' 0.12.0]<br />
|align="center" style="color: yellow;"|OBSOLETE<br />
|Supports 3.8.0 final and all nightly builds (Cross-platform) (not updated anymore)<br />
|-<br />
|[https://www.hard-light.net/forums/index.php?topic=94068.0 '''Knossos''' 0.14.3 ]<br />
|align="center" style="color: limegreen;"|GOOD<br />
|Release Date: 27 June 2020<br />
|-<br />
|[https://www.hard-light.net/forums/index.php?topic=87537.0 '''FSO Installer''' 2.3.4 ]<br />
|align="center" style="color: yellow;"|OBSOLETE<br />
|Still maintained, but these days most mods are published on Knossos<br />
|-<br />
|[https://www.hard-light.net/forums/index.php?topic=98197.0 '''MediaVPs''' 4.6.x]<br />
|align="center" style="color: limegreen;"|GOOD<br />
|Release Date: 9 May 2022<br />
|-<br />
|colspan="3" align="left"|<br />
<br />
==Multiplayer==<br />
|-<br />
|[https://pxo.nottheeye.com/ PXO]<br />
|align="center" valign="top" style="color: limegreen;"|Online<br />
|Available for game and statistics tracking, for validated mods, as of 2020.<br />
|-<br />
|[https://pxo.nottheeye.com/squadwar/leagues/ Squadwar]<br />
|align="center" style="color: yellow;"|IN DEVELOPMENT<br />
|In testing and development.<br />
|-<br />
|colspan="3" align="left"|<br />
<br />
==Community==<br />
|-<br />
|[https://dev.tproxy.de/fs2/mirrors/ FSO Installer Mirrors]<br />
|align="center" style="color: limegreen;"|GOOD<br />
|&larr; Status check of all mod mirrors currently configured in the installer<br />
|<br />
|}<br />
<br />
[[Category:The games]]<br />
[[Category:Source Code Project]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Ships.tbl&diff=64466Ships.tbl2023-02-07T11:35:52Z<p>TopAce: textual changes</p>
<hr />
<div>{{TableVersionGit|2022-10-07 UTC|0dfed6de4be6747fcbcf9c35f8c35996d9d7259b}}<br />
{{Tables}}<br />
The '''ships.tbl''' defines all the ship classes used in FSO.<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm<br />
<br />
==General Format==<br />
*Ship.tbl is formed of several different sections.<br />
*All sections beginning with <nowiki>#</nowiki> need <nowiki>#</nowiki>End before the next section.<br />
**<nowiki>#</nowiki>'''Default Player Ship'''<br />
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.<br />
**<nowiki>#</nowiki>'''Engine Wash Info'''<br />
***Includes all the definitions of all engine washes used in the game.<br />
{{Table3610|<br />
:*<nowiki>#</nowiki>'''Ship Templates'''<br />
:**Includes entries for ship templates}}<br />
<br />
:*<nowiki>#</nowiki>'''Ship Classes'''<br />
:**Includes entries for every ship and also defines their attributes that are used in the game<br />
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.<br />
{{Table202|<br />
:*<nowiki>#</nowiki>'''Wing Formations'''<br />
:**Includes the list of custom wingmate formations}}<br />
:*'''$Player Ship Precedence'''<br />
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player. The next ship on the list is used in its place (assuming that ship is allowed for the player)<br />
<br />
==Default Player Ship==<br />
*Defines the default ship in the game.<br />
*Syntax: ''Name'', name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].<br />
<br />
<br />
==Engine Wash==<br />
*Defines the engines washes<br />
*First entry must be named 'default'<br />
<br />
<br />
===$Name:===<br />
*Defines the name of the engine wash.<br />
*Syntax: '''''String'''''<br />
<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===$Angle:===<br />
*Defines the angle from the engine where the engine wash exists<br />
*Syntax: '''''Float''''', degrees<br />
<br />
<br />
===$Radius Mult:===<br />
*Defines engine wash multiplier<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===$Length:===<br />
*Defines the length of the engine wash<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Intensity:===<br />
*Defines the strength of the engine wash<br />
*This setting does nothing<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
'''Example'''<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
==Ship Template Options==<br />
{{Warning|<br />
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}<br />
{{Table3610|<br />
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}<br />
<br />
<br />
===$Template:===<br />
{{Table3610|<br />
*Defines the name of template<br />
*Syntax: '''''String''''', name}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Another template can be used as template for the current template<br />
*Syntax: '''''String''''', name}}<br />
<br />
==Ships Table Options==<br />
<br />
<br />
===$Name:===<br />
*Model name that is used also in game. It is also used as name for the whole ship entry.<br>There are two special characters can be used in the name: '''#''' and '''@'''<br />
**'''#'''. It's used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.<br>An example from FSPort FreeSpace 1: The '''SF Dragon#weakened''' ship, used in [[Enter the Dragon]], appears to the player just as any other '''SF Dragon'''.<br />
**'''@'''. It's used before the proper ship name. It is fully ignored by the game. Moreover, '''@WhateverShip''' and '''WhateverShip''' are exactly the same name and therefore they both appear as '''WhateverShip''' inside the game. It just allows the user marking ships in the table because of any modding reason.<br>In the retail FS2 ships there are several ships starting by '''@'''.<br />
*Syntax: '''''String''''', name<br />
<br />
===+nocreate===<br />
{{Table3610|<br />
*In [[Modular Tables]] name can be followed by line '''+nocreate''' that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}<br />
<br />
<br />
===+Use Template:===<br />
{{Table3610|<br />
*Sets the table entry to use template based on an existing table entry instead of creating totally new one<br />
*Syntax: '''''String''''', name of the template}}<br />
<br />
<br />
===$Alt Name:===<br />
{{Table3613|<br />
*Alternative $Name: for the ship.<br />
*Syntax: '''''String''''', Alternate $Name:}}<br />
<br />
<br />
===$Short name:===<br />
*Shortened model name, for FRED, Usually more descriptive than the real name.<br />
*Syntax: '''''String''''''<br />
<br />
<br />
===$Species:===<br />
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.<br />
{{Table3610|<br />
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}<br />
<br />
*Syntax: '''''String''''', name of the species<br />
**Example: ''Terran''<br />
<br />
<br />
===Technical Description===<br />
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]<br />
<br />
====+Type:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Maneuverability:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Armor:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Manufacturer:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Tech Title:====<br />
{{Table3613|<br />
*Defines name of the ship as displayed in the tech room<br />
*Syntax: '''''String'''''}}<br />
<br />
====+Tech Description:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Requires '''$end_multi_text''' after the entry<br />
*Example:<br />
::XSTR("", -1)<br />
::$end_multi_text<br />
<br />
====+Length:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Gun Mounts:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
====+Missile Banks:====<br />
*Syntax: XSTR("'''''String'''''", integer)<br />
*Example: XSTR("", -1)<br />
<br />
<br />
===$Selection Effect:===<br />
{{Table3613|<br />
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.<br />
*Syntax: String, either "FS1", or "Off". This defaults to the FS2 effect.}}<br />
<br />
===$Cockpit POF file:===<br />
{{Table3610|*Filename of the cockpit model file<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
===+Cockpit Offset:===<br />
{{Table3610|*Defines the offset of the cockpit model<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
===$Cockpit Display:===<br />
{{Table3615|<br />
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.<br />
*'''+Texture:'''<br />
*The filename of the cockpit texture to be replaced.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Offsets:'''<br />
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.<br />
*Syntax: '''''Vector''''', two '''integers'''<br />
*'''+Size:'''<br />
* The size of the rectangle surface that will be drawn into.<br />
*Syntax: '''''Vector''''', two '''integers'''<br />
*'''+Background:'''<br />
* (Optional) Filename of the bitmap to be used as the background of this display.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Foreground:'''<br />
* (Optional) Filename of the bitmap to be used as the foreground of this display.<br />
*Syntax: '''''String''''', texture filename<br />
*'''+Display Name:'''<br />
* A name to be used as a reference handle.<br />
*Syntax: '''''String'''''}}<br />
<br />
===$POF File:===<br />
*Filename of the model file (.pof) at data/models folder<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
===$POF file Techroom:===<br />
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$Texture Replace:===<br />
{{Table3610|<br />
*'''+old:'''<br />
*Defines the texture to be replaced<br />
**Syntax: '''''String''''', filename<br />
*'''+new:'''<br />
*Defines the new texture<br />
**Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$POF Target File:===<br />
*Optional hud targeting model<br />
*Syntax: '''''String.pof''''', model filename<br />
<br />
<br />
===$POF Target LOD:===<br />
{{Table3610|<br />
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Detail Distance:===<br />
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs<br />
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]<br />
*Syntax: '''''(Detail Distances)''''' , list of '''integers''' (same amount as LODs), distances from the model in meters<br />
**Example: ''(0, 80, 300, 900)''<br />
<br />
<br />
===$Collision LOD:===<br />
{{Table373|<br />
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.<br />
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel's LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.<br />
*For example, if ''$Collision LOD: 3'' is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it'll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.<br />
**Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$ND:===<br />
NOTE: this option has done nothing since before 2008<br />
<br />
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''42, 42, 224''<br />
<br />
===$Enable Team Colors:===<br />
{{Table3615|<br />
*Enables Team Colors for a ship without setting a default color setting.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$Default Team:===<br />
{{Table3615|<br />
*Specifies the default team name to be used for coloring a ship.<br />
*None will set the default to 'no coloring'.<br />
*Syntax: '''''String''''', name of the teams as defined in [[colors.tbl]]}}<br />
<br />
===$Show Damage:===<br />
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.<br />
*Syntax: '''''Boolean''''', yes or no, usually yes<br />
<br />
<br />
===$Damage Lightning Type:===<br />
{{Table3613|<br />
*Changes the damage lightning effect shown on highly damaged ships. <br />
*Can be defined as:<br />
**''None''<br />
**''Default''}}<br />
<br />
<br />
===$Impact:===<br />
{{Table3610|<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the collision<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Impact Spew:===<br />
{{Table3610|<br />
*Used to define the impact particle spew<br />
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below<br />
*'''+Max particles:'''<br />
**Defines the maximum number of particles spewed<br />
**Setting to zero causes model to generate no particles at all<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 30}}{{Table3613|<br />
*'''+Min particles:'''<br />
**Defines the minimum number of particles spewed<br />
**Syntax: '''''Integer'''''<br />
**Default Value: 25<br />
*'''+Max Radius:'''<br />
**Defines the maximum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.5f<br />
*'''+Min Radius:'''<br />
**Defines the minimum radius of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.2f<br />
*'''+Max Lifetime:'''<br />
**Defines the maximum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.55f<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 0.05f<br />
*'''+Max Velocity:'''<br />
**Defines the maximum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 12.0f<br />
*'''+Min Velocity:'''<br />
**Defines the minimum velocity of particles<br />
**Syntax: '''''Float'''''<br />
**Default Value: 2.0f<br />
*'''+Normal Variance:'''<br />
**Defines the variance of particle direction from the normal<br />
**Syntax: '''''Float'''''<br />
**Default Value: 1.0f}}<br />
<br />
<br />
===$Damage Spew:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the 'smoke' released on weapon impact point<br />
*Certain default values (marked with '''X''') gain a specific multiplier based on ship radius<br />
::If the radius is less than 20 the multiplier is 1<br />
::If the radius is larger than 40 the multipler is 1.2<br />
::Otherwise it is between 1 and 1.2<br />
{{Table3610|<br />
*'''+Max Particles:'''<br />
**Default Value: 50 * '''X'''}}{{Table3613|<br />
*'''+Min Particles:'''<br />
**Default Value: 20 * '''X'''<br />
*'''+Max Radius:'''<br />
**Default Value: 1.3 <br />
*'''+Min Radius:'''<br />
**Default Value: 0.7<br />
*'''+Max Lifetime:'''<br />
**Default Value: 1.5 * '''X'''<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.7 * '''X'''<br />
*'''+Max Velocity:'''<br />
**Default Value: 12.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 3.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 0.2 * '''X'''}}<br />
<br />
<br />
===$Collision Physics:===<br />
{{Table3613|<br />
*Parameters affecting collision physics, including landings.<br />
*"Landing" means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. "Reorient" thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. <br />
<br />
====+Bounce:====<br />
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Both Small Bounce:====<br />
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.<br />
====+Friction:====<br />
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.<br />
====+Rotation Factor:====<br />
Affects the rotational energy of collisions. Default is 0.2.<br />
====+Landing Max Forward Vel:====<br />
Maximum velocity for which landing physics are used. <br />
====+Landing Min Forward Vel:====<br />
Minimum velocity for which landing physics are used. <br />
====+Landing Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still be considered a landing. <br />
====+Landing Max Horizontal Vel:====<br />
Maximum sideways velocity the ship can land at.<br />
====+Landing Max Angle:====<br />
Maximum angle of attack the ship can land at (in degrees).<br />
====+Landing Min Angle:====<br />
Minimum angle of attack the ship can land at (in degrees).<br />
====+Landing Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. <br />
====+Reorient Max Forward Vel:====<br />
Maximum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Min Forward Vel:====<br />
Minimum velocity for which the ship will be adjusted to the correct landing orientation.<br />
====+Reorient Max Descent Vel:====<br />
Maximum velocity at which the ship can "hit the deck" and still reorient. <br />
====+Reorient Max Horizontal Vel:====<br />
Maximum sideways velocity for reorienting.<br />
====+Reorient Max Angle:====<br />
Maximum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Min Angle:====<br />
Minimum angle of attack for reorienting to kick in (in degrees).<br />
====+Reorient Max Rotate Angle:====<br />
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.<br />
====+Reorient Speed Mult:====<br />
How quickly the reorientation takes place (when applicable)<br />
====+Landing Rest Angle:====<br />
Angle of the ship's nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. <br />
====+Landing Sound:====<br />
Sound to play when landing (if it's not a landing, normal collision sound is used).<br />
}}<br />
{{Table202|<br />
====+Collision Sound Light:====<br />
Sound when this ship collides normally.<br />
====+Collision Sound Heavy:====<br />
Sound when this ship collides at high speed.<br />
====+Collision Sound Shielded:====<br />
Sound when this ship collides with shields active.<br />
}}<br />
<br />
===$Gravity Const:===<br />
{{Table224|<br />
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.<br />
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.<br />
**Syntax: '''''Float'''''}}<br />
<br />
===$Dying Gravity Const:===<br />
{{Table224|<br />
**Same as above, but while ths ship is dying/in death roll.<br />
**The aforementioned exponential damp is still in effect during this time, but it is weaker.<br />
**Syntax: '''''Float'''''<br />
**Default: The same as $Gravity Const:}}<br />
<br />
===$Debris:===<br />
{{Table3610|<br />
*'''+Min Lifetime:'''<br />
**Defines the minimum lifetime of the debris (Default value is a random number)<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Max Lifetime:<br />
**Defines the maximum lifetime of the debris<br />
**Syntax: '''''Float,''' Seconds<br />
*'''+Min Speed:<br />
**Defines the minimum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Max Speed:<br />
**Defines the maximum speed of the debris<br />
**Syntax: '''''Float,''' Meters/second<br />
*'''+Min Rotation speed:<br />
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Max Rotation speed:<br />
**Defines the maximum rotational speed of the debris<br />
**Syntax: '''''Float,''' Radians/second<br />
*'''+Damage Type:'''<br />
**Defines the damage type of the debris<br />
**Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
{{Table3611|<br />
*'''+Min Hitpoints:'''<br />
**Defines the minimum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Max Hitpoints:'''<br />
**Defines the maximum hitpoints assigned for the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Damage Multiplier:'''<br />
**Defines the collision damage multiplier for collisions against the generated debris pieces<br />
**Syntax: '''''Float'''''<br />
*'''+Lightning Arc Percent:'''<br />
**Controls what percent of debris pieces will have the damage lightning effect applied to them.<br />
**Defaults to 50%.<br />
**Syntax: '''''Float,''' 0-100}}<br />
{{Table224|<br />
*'''+Debris Gravity Const:'''<br />
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship's debris.<br />
**Syntax: '''''Float'''''<br />
**Default: The same as $Dying Gravity Const}}<br />
{{Table202|<br />
*'''+Ambient Sound:'''<br />
**The sound played in the vicinity of debris.}}<br />
{{Table212|<br />
*'''+Generic Debris POF file:'''<br />
**The filename of the ship's generic debris, by default debris01.pof.<br />
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.<br />
**Syntax: '''''String'''<br />
*'''+Generic Debris Spew Num:'''<br />
**How many generic debris fragments to generate when the ship explodes.<br />
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.<br />
**Syntax: '''''Integer'''<br />
**Default: ''20''}}<br />
<br />
===$Density:===<br />
*Multiplies the mass and moment of inertia of the relevant ship.<br />
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.<br />
*Syntax: '''''Float''''', usually 1. Must not be 0.<br />
<br />
===$Damp:===<br />
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])<br />
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.<br />
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you'll get.<br />
<br />
*Syntax: '''''Float'''''<br />
<br />
===$Rotdamp:===<br />
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn't a engine/thrust acceleration model for rotations)<br />
*Syntax: '''''Float'''''<br />
<br />
===$Banking Constant:===<br />
{{Table3610|<br />
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Max Velocity:===<br />
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.<br />
*The x and y velocities are considered slide veocities<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 80.0''<br />
<br />
<br />
===$Player Minimum Velocity:===<br />
{{Table38|<br />
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. <br />
*The x and y velocities are considered slide velocities, the minimums for them are '''not currently implemented'''.<br />
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
**Example: ''0.0, 0.0, 40.0''<br />
}}<br />
<br />
===$Rotation Time:===<br />
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is "pitch," y-axis is "yaw," and z-axis is "roll."<br />
*Syntax: '''''Vector''''', three '''floats''', seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively<br />
**Example: ''3.0, 2.6, 5.0''<br />
**Note: Setting to Zero will cause the model to disappear in mission.<br />
<br />
===$Rear Velocity:===<br />
*Defines rear velocity<br />
*Syntax: '''''Float''''', meters per second<br />
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work<br />
<br />
<br />
===$Forward Accel:===<br />
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity<br />
** We use 63.21% instead of 100% because FSO's acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.<br />
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===$Forward Decel:===<br />
*Number of seconds needed from maximum forward (z) velocity to full stop<br />
*Syntax: '''''Float''''', seconds<br />
<br />
<br />
===$Slide Accel:===<br />
*Number of seconds needed from full stop to 63.21% maximum slide velocity<br />
*Note: this is applied to both slide (x and y) axes<br />
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===$Slide Decel:===<br />
*Number of seconds needed from 63.21% maximum slide velocity to full stop<br />
*Note: this is applied to both slide (x and y) axes<br />
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%<br />
*Syntax: '''''Float''''', seconds<br />
<br />
===$Glide:===<br />
{{Table3610|<br />
*Allows gliding in game, i.e. turning the ship's attitude/facing without changing its current movement direction and speed.<br />
*Syntax: '''''Boolean''''', yes or no}}<br />
<br />
<br />
====+Dynamic Glide Cap:====<br />
{{Table3611|<br />
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
====+Max Glide Speed:====<br />
{{Table3610|<br />
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. <br />
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.<br />
*Syntax: '''''Float'''''<br />
*Defaults to 0.}}<br />
<br />
<br />
====+Glide Accel Mult:====<br />
{{Table3611|<br />
*Defines the acceleration multiplier for the gliding mode.<br />
**If > 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by ''+Glide Accel Mult:''.<br />
**If set to 0, impossible to accelerate while in glide mode.<br />
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship's ''$Damp:'' value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.<br />
*Syntax: '''''Float'''''<br />
*Default: ''0''}}<br />
{{Table3610|<br />
*Entry exists as a dummy entry which doesn't do anything to prevent compatibility issues}}<br />
<br />
===$Use Newtonian Dampening:===<br />
{{Table3611|<br />
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. <br />
*Syntax: '''''Boolean'''''}}<br />
<br />
<br />
===$Autoaim FOV:===<br />
{{Table3610|<br />
*Defines the field of view for autoaim<br />
*Syntax: '''''Integer'''''}}<br />
<br />
====+Converging Autoaim====<br />
{{Table3611|<br />
*Defines that the autoaim uses convergence}}<br />
<br />
====+Minimum Distance:====<br />
{{Table3611|<br />
*Defines the minimum distance for the convergence}}<br />
<br />
<br />
===$Convergence:===<br />
{{Table3611|<br />
*Defines the weapons use convergence<br />
{{Note|If none of the following optional strings are added, the weapon will not converge. Don't forget to use them.}}<br />
}}<br />
<br />
====+Automatic====<br />
{{Table3611|<br />
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.<br />
*'''+Minimum Distance:'''<br />
**Defines the minimum distance for the convergence. Overrides the setting for $Autoaim FOV's minimum distance.}}<br />
<br />
====+Standard====<br />
{{Table3611|<br />
*Defines that ship uses fixed convergence.<br />
*'''+Distance:'''<br />
**Defines the converging distance from the ship}}<br />
<br />
====+Offset:====<br />
{{Table3611|<br />
*Defines the offset from the ship centerpoint for the convergence<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
===$Warpin Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpin effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
:*''Fireballl Unique ID'' - Uses the default mechanics but replaces the portal effect with the identified fireball.<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpin Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp in effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpin Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps in for '''default''' warpin effect<br />
*Sets the time that the ships warp in (not the animation itself) takes for '''BTRL''' type warpin effects<br />
*Syntax: '''''Float''''', meters per second or miiliseconds}}<br />
<br />
<br />
===$Warpin Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpin Decel Exp:===<br />
{{Table3613|<br />
*Only for the '''hyperspace''' warpin effect.<br />
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.<br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
<br />
===$Warpin Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpin Animation:===<br />
{{Table3610|<br />
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
===$Warpout Type:===<br />
{{Table3610|<br />
*Allow an animation to be defined as a warpout effect.<br />
*Can be defined as:<br />
:*''Default''<br />
:*''BTRL'' or ''Galactica''<br />
:*''Homeworld''<br />
:*''Hyperspace''}}<br />
{{Table3613|<br />
:*''Knossos''<br />
:*''Babylon5''}}<br />
{{Table3611|<br />
::*''BTRL'' was replaced with ''Galactica'' after 3.6.10}}<br />
{{Table3610|<br />
:*''Fireballl Unique ID'' - Uses the default mechanics but replaces the portal effect with the identified fireball.<br />
*Syntax: '''''String'''''}}<br />
<br />
<br />
===$Warpout Start Sound:===<br />
{{Table3610|<br />
*File for playing at start of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout End Sound:===<br />
{{Table3610|<br />
*File for playing at end of warp out effect<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Warpout Engage Time:===<br />
{{Table3615|<br />
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
===$Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the ship warps out for '''default''' warpout effect<br />
*Sets the time that the ships warp out (not the animation itself) takes for '''BTRL''' type warpout effects}}<br />
{{Table3613|<br />
*Sets the minimum speed required for the ship to warp out for '''hyperspace''' type warpout effects}}<br />
{{Table3610|<br />
*Syntax: '''''Float''''', meters per second or milliseconds}}<br />
<br />
<br />
===$Warpout Time:===<br />
{{Table3610|<br />
*Defines the effect duration<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
<br />
===$Warpout Accel Exp:===<br />
{{Table3613|<br />
*Only for the '''hyperspace''' warpin effect.<br />
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.<br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
<br />
===$Warpout Radius:===<br />
{{Table3610|<br />
*Defines the effect radius<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Warpout Animation:===<br />
{{Table3610|<br />
*Defines the animation used as the warpout effect.<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Player Warpout Speed:===<br />
{{Table3610|<br />
*Sets the speed at which the player warps out from the game<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Expl Inner Rad:===<br />
*Radius at which the full explosion damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Outer Rad:===<br />
*Maximum radius at which any damage is done<br />
*Syntax: '''''Float''''', meters<br />
<br />
<br />
===$Expl Damage:===<br />
*Amount of damage done inside the inner radius<br />
*Syntax: '''''Float''''', damage<br />
<br />
<br />
===$Expl Blast:===<br />
*The intensity of the blast effect when you're within the outer radius<br />
*Syntax: '''''Float''''', blast effect<br />
<br />
<br />
===$Expl Propagates:===<br />
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.<br />
*Syntax: '''''Boolean''''', yes or no<br />
<br />
<br />
===$Expl Splits Ship:===<br />
{{Table202|<br />
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.<br />
*Syntax: '''''Boolean''''', yes or no, defaults to the value of '$Expl Propagates:' above}}<br />
<br />
<br />
===$Propagating Expl Radius Multiplier:===<br />
{{Table3613|<br />
*This sets the multiplier for the ship splitting propagating explosions<br />
*Syntax: '''''Float''''', defaults to 1}}<br />
<br />
<br />
===$Expl Visual Rad:===<br />
{{Table3611|<br />
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. <br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Base Death-Roll Time:===<br />
{{Table3613|<br />
*Defines the base death-roll time<br />
*Values is modified depending on conditions when the ship died<br />
*Syntax: '''''Integer''''', milliseconds<br />
**Default: 3000}}<br />
<br />
<br />
===$Death-Roll Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the radius of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death-Roll Explosion Intensity Mult:===<br />
{{Table3613|<br />
*Defines the multiplier for the amount of the ship surface explosions during death roll<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Radius Mult:===<br />
{{Table3613|<br />
*Defines the multiplier applied to the ship death explosions<br />
*Syntax: '''''Float'''''<br />
**Default: 1}}<br />
<br />
<br />
===$Death FX Explosion Count:===<br />
{{Table3613|<br />
*Defines the number of explosion effect game uses when a large ship dies<br />
*Syntax: '''''Integer'''''<br />
**Default: 6}}<br />
<br />
===$Death Roll Rotation Multiplier:===<br />
{{Table202|<br />
*Multiplies the strength of the rotation imparted by death-rolling. <br />
*Syntax: '''''Float'''''<br />
**Default: 1.0}}<br />
<br />
===$Death Roll X rotation Cap:===<br />
{{Table382|<br />
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won't use this value for ships with radius > 150 (hard-coded). <br />
*Syntax: '''''Float'''''<br />
**Default: 4.725}}<br />
<br />
===$Death Roll Y rotation Cap:===<br />
{{Table382|<br />
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:<br />
*Syntax: '''''Float'''''<br />
**Default: 4.725}}<br />
<br />
===$Death Roll Z rotation Cap:===<br />
{{Table382|<br />
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:<br />
*Syntax: '''''Float'''''<br />
**Default: 4.725}}<br />
<br />
===$Ship Splitting Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on every explosion event which happens when ship is splitting apart<br />
*The old 'popcorn' effect<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 80<br />
*'''+Min Particles:'''<br />
**Default Value: 40<br />
*'''+Max Radius:'''<br />
**Default Value: Ship radius * 0.015<br />
*'''+Min Radius:'''<br />
**Default Value: Ship radius * 0.005<br />
*'''+Max Lifetime:'''<br />
**Default Value: 6.0 * (1 + 0.002 * Ship radius)<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5 * (1 + 0.002 * Ship radius) <br />
*'''+Max Velocity:'''<br />
**Default Value: Speed of the propagating explosion<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
===$Ship Death Effect:===<br />
{{Table38|<br />
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,<br />
*Syntax: '''String''', the particle effect name<br />
*If this option is specified then ''$Ship Death Particles'' is not a valid option!<br />
}}<br />
<br />
===$Ship Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released on the moment 'non-knossos' type object dies<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 100<br />
*'''+Min Particles:'''<br />
**Default Value: 50<br />
*'''+Max Radius:'''<br />
**Default Value: 1.5<br />
*'''+Min Radius:'''<br />
**Default Value: 0.1<br />
*'''+Max Lifetime:'''<br />
**Default Value: 4.0<br />
*'''+Min Lifetime:'''<br />
**Default Value: 0.5<br />
*'''+Max Velocity:'''<br />
**Default Value: 20.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 0.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Alternate Death Particles:===<br />
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]<br />
*Controls the particles released when 'knossos' type object is dying<br />
{{Table3613|<br />
*'''+Max Particles:'''<br />
**Default Value: 30<br />
*'''+Min Particles:'''<br />
**Default Value: 15<br />
*'''+Max Radius:'''<br />
**Default Value: 100.0<br />
*'''+Min Radius:'''<br />
**Default Value: 30.0<br />
*'''+Max Lifetime:'''<br />
**Default Value: 12.0<br />
*'''+Min Lifetime:'''<br />
**Default Value: 2.0<br />
*'''+Max Velocity:'''<br />
**Default Value: 350.0<br />
*'''+Min Velocity:'''<br />
**Default Value: 50.0<br />
*'''+Normal Variance:'''<br />
**Default Value: 2.0}}<br />
<br />
<br />
===$Vaporize Percent Chance:===<br />
{{Table3611|<br />
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. <br />
*Syntax: '''''Float''''', percent chance of vaporization, 0 to 100}}<br />
<br />
<br />
===$Shockwave Damage Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the damage type used for the ship explosions<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Shockwave Speed:===<br />
*Speed shockwave expands at, 0 means no shockwave<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Shockwave Count:===<br />
*Defines the number of shockwaves to spawned<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Shockwave Model:===<br />
{{Table3610|<br />
*Defines the textured model used as the ship's 3D shockwave<br />
*Syntax: '''''String.pof''''', model filename}}<br />
<br />
<br />
===$Shockwave Name:===<br />
{{Table3610|<br />
*Defines the name of the animation to used for the 2D shockwave<br />
*Syntax: '''''String''''', filename}}<br />
<br />
<br />
===$Shockwave Sound:===<br />
{{Table202|<br />
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
<br />
===$Explosion Animations:===<br />
{{Table3610|<br />
*Defines the explosion animations used for the ship<br />
*Syntax: '''''Integer list'''''}}<br />
<br />
<br />
===$Weapon Model Draw Distance:===<br />
{{Table3610|<br />
*Distance that external weapons are shown, ie. missiles and such.<br />
*Syntax: '''''Float''''', meters<br />
**Default: ''200''}}<br />
<br />
<br />
===Primary Weapons===<br />
====$Allowed PBanks:====<br />
*List of allowed primary weapons in brackets (weapon name marked with quotes).<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight PBanks:====<br />
*Primary weapons for multiplayer dogfights.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the primary weapon dogfight banks '''can optionally''' be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default PBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$PBank Capacity:====<br />
{{Table3610|<br />
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.<br />
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.<br />
*Syntax: '''''( Integer, Integer )'''''}}<br />
<br />
<br />
====$Show Primary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )''''', yes or no<br />
**Example: ''( YES YES )'' - Note the spaces on the insides of the brackets.}}<br />
<br />
<br />
===Secondary Weapons===<br />
====$Allowed SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Allowed Dogfight SBanks:====<br />
*Same for secondary weapons.<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
{{Table3610|<br />
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.<br />
*Syntax: '''''( "String" "String" ) ( "String" "String" )'''''}}<br />
<br />
<br />
====$Default SBanks:====<br />
*Defines default primary weapons for each of the primary weapon banks<br />
*Syntax: '''''( "String" "String" )''''', names of the weapons<br />
<br />
<br />
====$SBank Capacity:====<br />
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.<br />
*Syntax: '''''( Integer, Integer )'''''<br />
<br />
<br />
====$Show Secondary Models:====<br />
{{Table3610|<br />
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions<br />
*Syntax: '''''( Boolean Boolean )'''''<br />
**Example: ''(YES YES)''<br />
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.<br />
*Behavior is as follows:<br />
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.<br />
**If your bank carries more missiles than you have gunpoints in your bank, then external models will "recoil" (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.<br />
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|"external_model_launcher" flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}<br />
<br />
===$Ship Recoil Modifier:===<br />
{{Table373|<br />
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|It is not required to have any weapons with the "apply recoil" flag set for this to be enabled.}}<br />
}}<br />
<br />
===$Shields:===<br />
*Determines the shield strength<br />
*Syntax: '''''Float''''', total shield strength<br />
<br />
====+Auto Spread:====<br />
{{Table371|<br />
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|"auto spread shields"]] ship flag is also needed.<br />
*Syntax: '''''Float''''', shield thickness in meters.}}<br />
<br />
====+Minimum Weapon Span:====<br />
{{Table373|<br />
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to ''YES''. Only valid with auto spread shields.<br />
*Syntax: '''''Float''''', defaults to the shield thickness.}}<br />
<br />
====+Allow Bypass:====<br />
{{Table371|<br />
*Determines whether weapons which impact on the ship's hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.<br />
*Syntax: '''''Boolean'''''<br />
**Default: ''NO''}}<br />
<br />
====+Spread From LOD:====<br />
{{Table371|<br />
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.<br />
*Syntax: '''''Integer''''', defaults to 0}}<br />
<br />
<br />
===$Model Point Shield Controls:===<br />
{{Table371|<br />
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, "none" is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.<br />
*Syntax: '''''( String list )''''', possible values "front", "left", "right", "rear" and "none"<br />
**Example: ''( "front" "rear" )'' for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.<br />
**Example: ''( "left" "rear" "right" )'' for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.<br />
**Example: ''( "front" "right" "rear" "left" )'' for a ship with four shield sections but perhaps positioned in a non-standard way.}}<br />
<br />
<br />
===$Shield Color:===<br />
*RGB value for shield color<br />
*Syntax: '''''Color''''', red, green, blue respectively, value from 0 to 255<br />
**Example: ''100, 100, 255''<br />
<br />
<br />
===$Shield Impact Explosion:===<br />
{{Table373|<br />
*Impact explosion animation to trigger when this ship's shields are hit. Works identically for all shield types.<br />
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].<br />
*Syntax: '''''String''''', filename or ''none''<br />
}}<br />
<br />
<br />
===$Max Shield Recharge:===<br />
{{Table373|<br />
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.<br />
*Syntax: '''''Float''''', multiplier ranging from 0.0 to 1.0, defaults to 1.0<br />
**Example: ''$Max Shield Recharge: 0.5'' caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.<br />
}}<br />
<br />
<br />
===$Power Output:===<br />
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014-12-29<br />
*Syntax: '''''Float'''''<br />
<br />
===$Shield Regeneration Rate:===<br />
{{Table3610|<br />
*Repair rates for shields at percent per second<br />
*Syntax: '''''Float''''', multiplier of total shield hitpoints recharged each second. ('''NOT A PERCENTAGE''', 0.02 equals 2% recharged per second)<br />
**Default: ''0.02''<br />
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of '4')<br />
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}<br />
<br />
===+Shield Regen Hit Delay:===<br />
{{Table214|<br />
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.<br />
*Syntax: '''''Float''''', seconds}}<br />
<br />
===$Support Shield Repair Rate:===<br />
{{Table3611|<br />
*Shield repair rate when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Weapon Regeneration Rate:===<br />
{{Table3610|<br />
*Regeneration rates for primary guns at percent per second<br />
*Syntax: '''''Float''''', multiplier of total gun energy recharged each second ('''NOT A PERCENTAGE''', 0.04 equals 4% recharged per second)<br />
**Default: ''0.04''<br />
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of '4')<br />
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}<br />
<br />
===$Shield to Weapon Transfer Quantity:===<br />
{{Table202|<br />
*The fraction of ''maximum'' shield capacity to use when making direct shield -> weapon energy transfers.<br />
*Syntax: '''''Float'''''<br />
**Default: ''0.2''<br />
*'''Note:''' default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship's weapon and shield recharge rates you are advised to set this to 0.}}<br />
<br />
===$Shield to Weapon Transfer Efficiency:===<br />
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.<br />
*Syntax: '''''Float'''''<br />
**Default: ''1.0''<br />
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield->weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.<br />
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}<br />
<br />
===$Shield to Weapon Transfer Speed:===<br />
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,<br />
*Syntax: '''''Float'''''<br />
**Default:''0.04''<br />
*When energy is transferred it is instantly deducted from shields, but it must 'trickle' into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}<br />
<br />
===$Weapon to Shield Transfer Quantity:===<br />
<br />
===$Weapon to Shield Transfer Efficiency:===<br />
<br />
===$Weapon to Shield Transfer Speed:===<br />
<br />
{{Table202|As above, but with the transfer direction reversed.}}<br />
<br />
===$Max Oclk Speed:===<br />
*Can also be '''$Max Overclock Speed:'''<br />
*Maximum velocity with all energy diverted to engines<br />
*Syntax: '''''Float''''', meters per second<br />
<br />
<br />
===$Max Weapon Eng:===<br />
*Can also be '''$Max Weapon Energy:'''<br />
*The maximum amount of energy you can store in your primary weapons bank.<br />
*Syntax: '''''Float'''''<br />
<br />
===$Hitpoints:===<br />
*How much damage the ship can take<br />
*Syntax: '''''Float''''', hitpoints<br />
**Default: ''100''<br />
<br />
<br />
===$Hull Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for hull at percent per second<br />
*Syntax: '''''Float''''', percentage of hitpoints repaired per second}}<br />
<br />
===$Hull Self Repair Maximum:===<br />
{{Table220|<br />
*Maximum percentage of total hull strength that the hull will self-repair to.<br />
*Syntax: '''''Float''''', percentage of hull hitpoints}}<br />
<br />
===$Support Hull Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for hull when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Subsystem Repair Rate:===<br />
{{Table3610|<br />
*Repair rates for sybsystems percent per second<br />
*Syntax: ''Value'', percentage of total subsystem hitpoints repaired per second}}<br />
<br />
===$Subsystem Self Repair Maximum:===<br />
{{Table220|<br />
*Maximum percentage of total subsystem strength that subsystems will self-repair to.<br />
*Syntax: '''''Float''''', percentage of subsystems hitpoints}}<br />
<br />
===$Support Subsystem Repair Rate:===<br />
{{Table3611|<br />
*Repair rate for subsystems when docked to a support ship<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Armor Type:===<br />
{{Table3610|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
===$Shield Armor Type:===<br />
{{Table3611|<br />
*'''REQUIRES ADDITIONAL TABLE'''. Defines the armor type used for shield of the ship<br />
*Syntax: '''''String''''', name of the armor as defined in [[armor.tbl]]}}<br />
<br />
<br />
===$Flags:===<br />
*See [[Ships.tbl#Ships.tbl_flags|below]]<br />
*Syntax: '''''( "String" "String" )''''', names of the flags assigned to the ship<br />
**Example: ( "fighter" "in tech database" )<br />
{{Table3610|<br />
*'''+noreplace'''<br />
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}<br />
<br />
<br />
===$AI Class:===<br />
*Default AI class<br />
*Syntax: '''''String''''', name of the AI class as defined in [[ai.tbl]]<br />
<br />
<br />
===$Afterburner:===<br />
*Defines if the ships has afterburner<br />
*Syntax: '''''Boolean''''', yes or no<br />
====+Aburn Max Vel:====<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively, meters per second<br />
====+Aburn For accel:====<br />
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]<br />
*Syntax: '''''Float''''', seconds<br />
====+Aburn Max Reverse Vel:====<br />
{{Table3611|<br />
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.<br />
*Syntax: '''''Float''''', seconds<br />
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.<br />
}}<br />
====+Aburn Rev accel:====<br />
{{Table3611|<br />
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]<br />
<br />
*Syntax: '''''Float''''', seconds'''''}}<br />
====+Aburn Fuel:====<br />
*Amount of afterburner fuel the ship has<br />
*Syntax: '''''Float''''', fuel<br />
====+Aburn Burn Rate:====<br />
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Rec Rate:====<br />
*Rate the fuel is restored.<br />
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.<br />
*Syntax: '''''Float''''', fuel units per second<br />
====+Aburn Minimum Start Fuel:====<br />
{{Table202|<br />
*Minimum afterburner fuel the ship must have before allowed to afterburn.<br />
*Syntax: '''''Float''''', fuel}}<br />
====+Aburn Minimum Fuel to Burn:====<br />
{{Table202|<br />
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.<br />
*Syntax: '''''Float''''', fuel}}<br />
====+Aburn Cooldown Time:====<br />
{{Table202|<br />
*How much time must have elapsed since the last afterburn finished to allow afterburning again.<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table3610|<br />
====$Trails:====<br />
*Allows afterburner trails to be used<br />
=====+Bitmap:=====<br />
*Texture used to draw the afterburner trail<br />
*Syntax: '''''String''''', filename<br />
{{Table212|<br />
=====+Bitmap Stretch:=====<br />
*Multiplies how far the bitmap is stretched over each trail segment.<br />
*Syntax: '''''Float'''''}}<br />
=====+Width:=====<br />
*Width of afterburner trail at the beginning of it (ie. the thruster end)<br />
*Syntax: '''''Float''''', meters<br />
=====+Alpha:=====<br />
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)<br />
*Syntax: '''''Float'''''<br />
{{Table212|<br />
=====+Alpha Decay Exponent:=====<br />
*Causes the trail to fade away non-linearly. The 0 -> 1 progress through the trail's life is taken to the power of the provided number when being used for trail alpha purposes<br />
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.<br />
*Syntax: '''''Float''''', positive}}<br />
=====+Life:=====<br />
*How long the trail will last<br />
*Syntax: '''''Float''''', seconds}}<br />
{{Table202|<br />
=====+Spread:=====<br />
*Causes the trail points to diffuse and drift apart at this speed over time.<br />
*Syntax: '''''Float''''', meters per second}}<br />
{{Table3611|<br />
=====+Faded Out Sections:=====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.<br />
*Syntax: '''''Integer'''''}}<br />
<br />
<br />
===$Countermeasure Type:===<br />
{{Table3610|<br />
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have "countermeasure" flag in that case.<br />
*Syntax: '''''String''''', name of the weapon as defined in [[weapons.tbl]]}}<br />
<br />
<br />
===$Countermeasures:===<br />
*Number of countermeasures that can be loaded to the ship<br />
*Syntax: '''''Integer'''''<br />
<br />
<br />
===$Scan Time:===<br />
*Time it takes to scan the ship<br />
*Syntax: '''''Integer''''', milliseconds<br />
<br />
<br />
===$Scan range Normal:===<br />
{{Table381|<br />
*Distance at which the ship can scan other small ships or large ship subsystems<br />
*Syntax: '''''Float''''', distance<br />
}}<br />
<br />
===$Scan range Capital:===<br />
{{Table381|<br />
*Distance at which the ship can scan capital (& similar size) ships<br />
*Syntax: '''''Float''''', distance<br />
}}<br />
<br />
===$Scanning time multiplier:===<br />
{{Table220|<br />
*A factor to apply to scan time when this ship is doing the scanning<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===$Scanning range multiplier:===<br />
{{Table220|<br />
*A factor to apply to scan distance when this ship is doing the scanning<br />
*Syntax: '''''Float'''''<br />
}}<br />
<br />
===$Ask Help Shield Percent:===<br />
{{Table381|<br />
*Percentage of shield damage at which the ship will send a call for assistance message. <br />
*Syntax: '''''Float''''', percentage. Valid range 0.0-1.0<br />
}}<br />
<br />
===$Ask Help Hull Percent:===<br />
{{Table381|<br />
*Percentage of hull damage at which the ship will send a call for assistance message. <br />
*Syntax: '''''Float''''', percentage. Valid range 0.0-1.0<br />
}}<br />
<br />
===$EngineSnd:===<br />
*Engine sound used for the ship with number referring to sounds.tbl<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
<br />
<br />
===$Minimum Engine Volume:===<br />
{{Table373|<br />
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.<br />
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).<br />
*Syntax: '''''Float''''', volume multiplier, usually you'll want a value between 0.0 and 1.0<br />
}}<br />
<br />
===$GlideStartSnd:===<br />
{{Table3613|<br />
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$GlideEndSnd:===<br />
{{Table3613|<br />
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$Flyby Sound===<br />
{{Table382|<br />
*Optional sound to be used for the fly-by sound<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$CockpitEngineSnd===<br />
{{Table3613|<br />
*Optional sound to be used for looping engine sound heard in the cockpit.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$FullThrottleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when setting throttle to full power.<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ZeroThrottleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when setting throttle to zero power<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ThrottleUpSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when increasing throttle power by 1/3<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ThrottleDownSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerSnd===<br />
{{Table3613|<br />
*Optional optional sound to be used for the looping sound heard when the afterburner is active<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerEngageSnd===<br />
{{Table3613|<br />
*Optional optional sound to be used for the sound heard when the afterburner is engaged<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AfterburnerFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the activation of the afterburner failed<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileTrackingSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileLockedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$PrimaryCycleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player cycles his primary weapon<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SecondaryCycleSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player cycles his secondary weapon<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$TargetAcquiredSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the player acquires a new target<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$PrimaryFireFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the primary weapon fails to fire<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SecondaryFireFailedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the secondary weapon fails to fire<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$HeatSeekerLaunchWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AspectSeekerLaunchWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileLockWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$HeatSeekerProximityWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$AspectSeekerProximityWarningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$MissileEvadedSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when a missile has been evaded<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$CargoScanningSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the cargo of an object is being scanned<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$DeathRollSnd===<br />
{{Table202|<br />
*Optional sound to be used for the sound heard when the ship enters its death roll<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$ExplosionSnd===<br />
{{Table3613|<br />
*Optional sound to be used for the sound heard when the ship explodes<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$SubsysExplosionSnd===<br />
{{Table202|<br />
*Optional sound to be used for the sound heard when a subsystem on this ship explodes<br />
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
}}<br />
<br />
===$Closeup_pos:===<br />
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon & ship selection briefing screens.<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
===$Closeup_zoom:===<br />
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera's zoomed in, defines camera's FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon & ship selection briefing screens.<br />
*Syntax: '''''Float''''', radians<br />
<br />
{{Table381|<br />
===$Closeup_pos_targetbox:===<br />
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively<br />
<br />
===$Closeup_zoom_targetbox:===<br />
*Optional value to set how the model will show in the HUD target box view. How far the camera's zoomed in, defines camera's FOV. If not set then the value for $Closeup_zoom: will be used.<br />
*Syntax: '''''Float''''', radians<br />
}}<br />
<br />
<br />
===$Topdown Offset:===<br />
{{Table3610|<br />
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.<br />
*Syntax: '''''Float''''', meters}}<br />
<br />
<br />
===$Chase View Offset:===<br />
{{Table214|<br />
*Specifies a custom camera position when the ship is being viewed in the chase camera.<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively in meters}}<br />
<br />
<br />
===$Chase View Rigidity:===<br />
{{Table214|<br />
*Specifies how 'rigidly' the camera adheres to the 'rest' position of the chase view camera when doing maneuvers or changing speed.<br />
*Syntax: '''''Float'''''<br />
** Defaults to 5.0.}}<br />
<br />
<br />
===$Shield_Icon:===<br />
*This .ani file must be at data/hud and included to the hud.tbl.<br />
{{Table3610|<br />
*Reference to the hud.tbl is no longer needed.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Model Icon Direction:===<br />
{{Table373|<br />
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.<br />
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.<br />
**Syntax: ''String'', one of "top", "bottom", "front", "back", "left" or "right"}}<br />
<br />
<br />
===$Ship_Icon:===<br />
*The icon used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: ''Filename''<br />
<br />
<br />
===$Ship_Anim:===<br />
*The glowing green grid animation used in ship selection.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
===$Ship_Overhead:===<br />
*The overhead view used in the weapons loadout.<br />
{{Table3610|<br />
*Ship model is used by default to generate the image.}}<br />
**Syntax: '''''String''''', filename<br />
<br />
<br />
{{Table214|<br />
===$Wingmen Gauge Dot Override:===<br />
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides 'Dot Filename:' under the '+Wingman Status:' entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] <br />
*Must be an animation with two frames. <br />
*Syntax: '''''String''''', filename<br />
}}<br />
<br />
<br />
{{Table371|<br />
===$Briefing icon:===<br />
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
{{Table371|<br />
===$Briefing icon with cargo:===<br />
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
{{Table371|<br />
===$Briefing wing icon:===<br />
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
{{Table371|<br />
===$Briefing wing icon with cargo:===<br />
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)<br />
====+Regular:====<br />
*Syntax: '''''<regular anim filename>'''''<br />
====+Fade:====<br />
*Syntax: '''''<fade anim filename>'''''<br />
====+Highlight:====<br />
*Syntax: '''''<highlight anim filename>'''''}}<br />
<br />
===$Score:===<br />
*Points awarded for destroying the ship<br />
*Syntax: '''''Float'''''<br />
<br />
<br />
===Customized Thruster Effects===<br />
{{Table3611|<br />
*Defines the texture of the modeled thruster effect cone<br />
*'''$Thruster Normal Flame:'''<br />
**Syntax: '''''String''''', filename<br />
*Defines the texture of the modeled thruster effect cone with afterburners lit<br />
*'''$Thruster Afterburner Flame:'''<br />
**Syntax: '''''String''''', filename}}<br />
{{Table3610|<br />
*'''Defines the primary thruster glow - the one visible only from behind'''<br />
**'''$Thruster Bitmap 1:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Normal:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 1a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Afterburner:''' under the '''$Thrustglows:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster01 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
*'''Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow'''<br />
**'''$Thruster Bitmap 2:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Sec_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 2a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Sec_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster02 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster02 Length factor:'''<br />
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters<br />
***Replaces the older '''$Thruster01 Length factor:'''<br />
***Syntax: '''''Float'''''<br />
*'''Defines the tertiary glow type-effect for thrusters - the one visible from all directions'''<br />
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.<br />
**'''$Thruster Bitmap 3:'''<br />
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line '''+Ter_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap 3a:'''<br />
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line '''+Ter_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster03 Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''}}<br />
{{Table3613|<br />
*'''Defines the distortion effect for thrusters'''<br />
**'''$Thruster Bitmap Distortion:'''<br />
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Normal:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Bitmap Distortion a:'''<br />
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line '''+Dist_Afterburn:''' under the '''$ThrustAnims:''' entry.<br />
***Syntax: '''''String''''', filename<br />
**'''$Thruster Distortion Radius factor:'''<br />
***Defines the radius multiplier<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster Distortion Length factor:'''<br />
***Defines the length multiplier for the thruster distortion<br />
***Syntax: '''''Float'''''<br />
**'''$Thruster Distortion:'''<br />
***Defines whether the distortion effect is rendered for this ship.<br />
***Syntax: '''''Bool'''''}}<br />
{{Table373|<br />
*'''$Thruster Glow Noise Mult:'''<br />
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.<br />
** Defaults to 1.0.<br />
**Syntax: '''''Float'''''<br />
}}<br />
<br />
<br />
===$Thruster Particles:===<br />
{{Table3610|<br />
*Defines the alternative particle thruster<br />
*'''$Thruster Particle Bitmap:''' OR '''$Afterburner Particle Bitmap:'''<br />
**Name of the animation used for particle thrusters, up to '''three''' can be defined for both '''standard''' thrusters and '''afterburners''' (6 in total). Afterburner particles require at least 1 existing particle thruster entry.<br />
**Syntax: '''''String''''', filename<br />
*'''$Min Radius:'''<br />
**Defines the minimum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Max Radius:'''<br />
**Defines the maximum radius of new particles<br />
**Syntax: '''''Float''''', meters<br />
*'''$Min Created:'''<br />
**Defines the minimum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Max Created:'''<br />
**Defines the maximum amount of particles created<br />
**Syntax: '''''Float'''''<br />
*'''$Variance:'''<br />
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction<br />
**Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Stealth:===<br />
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.<br />
{{Table3610|<br />
This field is [[deprecated]], and mods using 3.6.8 and above should use the "stealth" flag.}}<br />
<br />
<br />
===$Max Decals:===<br />
{{Table3610|<br />
*Defines: Maximum number of weapon decals on a ship<br />
*Syntax: '''''Integer''''', maximum number of decals on ship<br />
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}<br />
{{Table3613|<br />
*Feature disabled. Parsing retained to maintain compatibility}}<br />
<br />
<br />
===$Trail:===<br />
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.<br />
{{Table3611|<br />
*'''+ClearAll'''<br />
**Clears all existing trail data from the ship}}<br />
====+Offset:====<br />
*The position of the contrail's head<br />
*Syntax: '''''Vector''''', three '''floats''', x, y and z values respectively, relative to the center point of the model<br />
====+Start Width:====<br />
*The width of the contrail's head<br />
*Syntax: '''''Float''''', meters<br />
====+End Width:====<br />
*The width of the contrail's tail<br />
*Syntax: '''''Float''''', meters<br />
====+Start Alpha:====<br />
*The opacity of the contrail's head<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
====+End Alpha:====<br />
*The opacity of the contrail's tail<br />
*Syntax: '''''Float''''', value between 0 and 1<br />
{{Table212|<br />
====+Alpha Decay Exponent:====<br />
*Causes the trail to fade away non-linearly. The 0 -> 1 progress through the trail's life is taken to the power of the provided number when being used for trail alpha purposes<br />
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.<br />
*Syntax: '''''Float''''', positive}}<br />
====+Max Life:====<br />
*How long the contrail remains<br />
*Syntax: '''''Float'''''', seconds<br />
{{Table202|<br />
=====+Spread:=====<br />
*Causes the trail points to diffuse and drift apart at this speed over time.<br />
*Syntax: '''''Float''''', meters per second}}<br />
====+Spew Time:====<br />
*Time in milliseconds to create new trail points, lower means less 'jagged' trails.<br />
*Syntax: '''''Integer'''''<br />
====+Bitmap:====<br />
*The image to use for the contrail.<br />
*Syntax: '''''String''''', filename<br />
{{Table212|<br />
====+Bitmap Stretch:====<br />
*Multiplies how far the bitmap is stretched over each trail segment.<br />
*Syntax: '''''Float'''''}}<br />
{{Table3611|<br />
====+Faded Out Sections:====<br />
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}<br />
<br />
<br />
===$Thruster:===<br />
{{Table3610|<br />
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.<br />
*'''+Index:'''<br />
**Defines the index number of the manoeuvring thruster defined in this entry<br />
**Syntax: '''''Integer'''''<br />
*'''+Used For:'''<br />
{{Table230|<br />
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.<br />
}}<br />
**Defines the maneuver that triggers the maneuvering thruster<br />
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse<br />
**THESE NAMES MAY BE MISLEADING FOR YOU.<br />
**Roll left and roll right are actually yaw, activated when the ship rotates around its top-bottom axis.<br />
**Bank left and bank right are actually roll, activated when the ship rotates around its front-back axis.<br />
**Syntax: '''''("String" "String")'''''<br />
**Allows one or more strings, does not have a set limit.<br />
*'''+Position:'''<br />
**Defines thruster location<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), position from the ships center point, x, y, z axis respectively<br />
*'''+Normal:'''<br />
**Defines the direction where the thruster points to<br />
**Syntax: ( '''''Float''''' '''''Float''''' '''''Float''''' ), direction of the thrusters normal, x, y, z axis respectively<br />
*'''+Texture:'''<br />
**Defines the graphic that will be used for trail, rendered like beams<br />
**Syntax: '''''String''''', filename<br />
*'''+Radius:'''<br />
**Defines the radius of cylinder<br />
**Syntax: '''''Float''''', meters<br />
*'''+Length:'''<br />
**Defines the length of thruster trail<br />
**Syntax: '''''Float''''', meters<br />
*'''+StartSnd:'''<br />
**Defines the sound played when the thruster is started<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+LoopSnd:'''<br />
**Defines the sound played when the thruster is continuously used<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]<br />
*'''+StopSnd:'''<br />
**Defines the sound played when the thruster is shutting down<br />
**Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}<br />
<br />
===$Glowpoint overrides:===<br />
{{Table373|<br />
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.<br />
*Syntax: '''''( "String:Integer" )'''''<br />
*String refers to name in [[glowpoints.tbl]]<br />
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).<br />
**Example: '''$Glowpoint overrides: ( "teal_glow_10:1" "red_glow:2,3" "white_glow_10:4" "red_glow_10:5" "green_glow_10:6")'''<br />
}}<br />
<br />
===$Radar Image 2D:===<br />
{{Table3611|<br />
*Defines the bitmap used to represent the ship on the radar screen.<br />
*Syntax: '''''Filename'''''}}<br />
{{Table3615|<br />
*'''$Radar Color Image 2D:'''<br />
**Defines the color bitmap used to represent the ship on the radar screen.<br />
**Syntax: '''''Filename'''''}}<br />
{{Table3611|<br />
*'''$Radar Image Size:'''<br />
**Defines the size of the bitmap on the radar screen (length of the longer dimension)<br />
**Syntax: '''''Integer'''''<br />
*'''$3D Radar Blip Size Multiplier:'''<br />
**Defines the multiplier used for blip size on the 3D radar.<br />
**Syntax: '''''Float'''''}}<br />
<br />
===$Ship IFF Colors:===<br />
{{Table3611|<br />
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.<br />
*'''+Seen By:'''<br />
**Defines the IFF actually viewing the object (most often 'Friendly')<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+When IFF Is:'''<br />
**Defines the IFF which the ship has to have for its color to be altered.<br />
**Syntax: '''''String''''', name of an IFF class.<br />
*'''+As Color:'''<br />
**Defines the new color of the ship's targeting brackets and radar blip<br />
**Syntax: '''''Integer list''''', red, blue and green respectively}}<br />
<br />
<br />
===$Target Priority Groups:===<br />
{{Table3611|<br />
*Defines into which target priority groups the ship belongs to<br />
*Syntax: '''''String list''''', names of the targeting groups<br />
*'''+Override'''<br />
**Overrides the ships existing groupings}}<br />
<br />
<br />
===$EMP Resistance Modifier:===<br />
{{Table3611|<br />
*Defines the ships EMP resistance modifier:<br />
*Syntax: '''''Float'''''}}<br />
<br />
<br />
===$Piercing Damage Draw Limit:===<br />
{{Table3611|<br />
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled<br />
*Syntax: '''''Float'''''<br />
**Example: '''10''', sets the limit to 10%}}<br />
<br />
===$Path Metadata:===<br />
{{Table3613|<br />
*Allows definition of extra metadata<br />
*Syntax: '''''String''''', name of the path as defined in the ship POF file.<br />
**Example: '''$Path Metadata: $Bay01'''<br />
{{Table220|<br />
====+arrival rvec:====<br />
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
====+departure rvec:====<br />
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.<br />
*Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively<br />
====+arrive speed multiplier:====<br />
{{Table373|<br />
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.<br />
**Syntax: '''''Float'''''<br />
}}<br />
====+depart speed multiplier:====<br />
{{Table373|<br />
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.<br />
**Syntax: '''''Float'''''<br />
}}<br />
}}<br />
<br />
===$Passive Lightning Arcs:===<br />
{{Table220|<br />
*Creates a 'lightning arc' between two points on the ship's hull, like when the ship is EMP'd or damaged, but naturally and fixed to two points on the ship.<br />
*This section can be repeated.<br />
*'''All subfields are required'''<br />
====+Submodel 1:====<br />
*The name of the name of the submodel the first end is connected to.<br />
*Note that the arc will ''not'' move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.<br />
**Syntax: '''''String'''''<br />
====+Position 1:====<br />
*The position on the ship this end is attached to, relative to the origin of the entire ship.<br />
**Syntax: '''''Vector''''', three '''floats''', x-axis, y-axis, z-axis, respectively<br />
====+Submodel 2:====<br />
====+Position 2:====<br />
*The same as the above for the other end of the arc.<br />
====+Duration:====<br />
*How long the arc persists while active.<br />
**Syntax: '''''Float''''', seconds<br />
====+Frequency:====<br />
*How long after creating an arc it should wait before creating another.<br />
**Syntax: '''''Float''''', seconds}}<br />
{{Table224|<br />
====+Primary color 1:====<br />
*The first primary color of the arc, chosen randomly between color 1 and 2.<br />
**Syntax: three '''''Integers''''', 0-255<br />
====+Primary color 2:====<br />
*The second primary color of the arc, chosen randomly between color 1 and 2.<br />
**Syntax: three '''''Integers''''', 0-255<br />
====+Secondary color:====<br />
*The secondary color of the arc. This is the inner color, usually close to white.<br />
**Syntax: three '''''Integers''''', 0-255}}<br />
<br />
===$Animations:===<br />
{{Table220|<br />
*The new way of specifying triggered animations, replacing the subsystem-based definitions<br />
*See [[Animation.tbl]]<br />
*Syntax: '''''( "String" "String" )''''', names of the animations for this ship, as defined in the Animation.tbl<br />
**Example: ( "wingflap" "docksequence" )<br />
}}<br />
<br />
===$Animation Moveables:===<br />
{{Table220|<br />
*Like $Animations: but for specific in-mission adjustable moveable animations.<br />
*See [[Animation.tbl]]<br />
*Syntax: '''''( "String" "String" )''''', names of the moveable animations for this ship, as defined in the Animation.tbl<br />
**Example: ( "wingflap" "docksequence" )<br />
}}<br />
<br />
===$Custom data:===<br />
{{Table220|<br />
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.<br />
Check the scripting documentation of Ship Class to find the CustomData Lua Table.<br />
====+Val:====<br />
<br />
Specifies a custom data value and its name, in the format<br />
<br />
+Val: Name Value<br />
<br />
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. <br />
====$end_custom_data====<br />
<br />
Mandatory entry to indicate that the Custom Data list has ended. }}<br />
<br />
===$Subsystem<nowiki>:</nowiki>===<br />
:''Main article: [[Subsystem]]''<br />
<br />
==Ships.tbl flags==<br />
<br />
<br />
==="no_collide"===<br />
*Defines ship as non-collideable, ie. everything will go through it<br />
<br />
<br />
==="player_ship"===<br />
*Makes it possible for the player to fly the ship<br />
<br />
==="default_player_ship"===<br />
*Makes this ship as a default part of the loadout options in FRED<br />
<br />
<br />
----<br />
<br />
===Ship Type===<br />
*Flags in this section are used to define the type of the ship<br />
*Use only one '''ship type''' flag per table entry<br />
{{Table3610|<br />
*New ship types can be defined in [[objecttypes.tbl]]}}<br />
<br />
<br />
===="repair_rearm"====<br />
*Alternate name for "support"<br />
<br />
<br />
===="support"====<br />
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly<br />
*Only one such vessel can be defined per species<br />
<br />
<br />
===="cargo"====<br />
*Defines ship as a cargo crate and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="fighter"====<br />
*Defines ship as a fighter and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="bomber"====<br />
*Defines ship as a bomber and also sets the AI behaviour<br />
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders<br />
<br />
<br />
===="transport"====<br />
*Defines ship as a transport and also sets the AI behaviour<br />
<br />
<br />
===="freighter"====<br />
*Defines ship as a freighter and also sets the AI behaviour<br />
<br />
<br />
===="capital"====<br />
*Defines ship as a capital ship and also sets the AI behaviour<br />
*By default, the ship's subsystems are scannable (this can be overridden by mission designers)<br />
*The ship will warp out without ramping up to warpout speed<br />
*When using the "Knossos" warpout, this ship will aim for the center of the portal<br />
<br />
===="supercap"====<br />
*Alternate name for "super cap"<br />
<br />
<br />
===="super cap"====<br />
*Defines ship as a super capital ship and also sets the AI behaviour<br />
*The following things are true for all ships with this flag:<br />
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship's health maximum (determined randomly for each collision)<br />
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%<br />
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated<br />
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the "$Weapon shockwave damage respects huge ship flags:" setting in game_settings.tbl is set to true<br />
**Ship subsystems are scannable by default (can be overridden by mission designers)<br />
**The ship does not need to ramp up to warpout speed before entering subspace<br />
**When using the "Knossos" warpout, the ship will aim for a departure point at the center of the Knossos portal<br />
<br />
===="drydock"====<br />
*Defines ship as a drydock and also sets the AI behaviour<br />
<br />
<br />
===="cruiser"====<br />
*Defines ship as a cruiser and also sets the AI behaviour<br />
<br />
<br />
===="navbuoy"====<br />
*Defines ship as a navbuoy and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="sentrygun"====<br />
*Alternate name for "sentry gun"<br />
<br />
<br />
===="sentry gun"====<br />
*Defines ship as a sentrygun and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="escapepod"====<br />
*Alternate name for "escape pod"<br />
<br />
<br />
===="escape pod"====<br />
*Defines ship as a escapepod and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="corvette"====<br />
*Defines ship as a corvette and also sets the AI behaviour<br />
<br />
<br />
===="gas miner"====<br />
*Defines ship as a gas miner and also sets the AI behaviour<br />
<br />
<br />
===="awacs"====<br />
*Defines ship as a AWACS and also sets the AI behaviour<br />
<br />
<br />
===="knossos"====<br />
*Alternate name for the "Knossos device"<br />
<br />
<br />
===="knossos device"====<br />
*Defines ship as a Knossos and also sets the AI behaviour<br />
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders<br />
<br />
<br />
===="stealth"====<br />
{{Table3610|<br />
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}<br />
<br />
<br />
===="no type"====<br />
*Does ???<br />
<br />
----<br />
<br />
<br />
==="ship copy"===<br />
*Defines the ship as a copy of another ship. For ships which have this flag and are a hash-variant of another ship (like '''SF Dragon''' and '''SF Dragon#2 (Weakened)'''), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.<br />
<br />
==="in tech database"===<br />
*Includes ships description to the tech database from the beginning of the campaign<br />
<br />
<br />
==="in tech database multi"===<br />
*Includes the ship to multiplayer tech database<br />
<br />
<br />
==="dont collide invisible"===<br />
*Defines invisible textures as non-collideable (For example, a hangar entrace)<br />
<br />
<br />
==="big damage"===<br />
*Limits the damage made to the ship by non-huge weapons.<br />
<br />
<br />
==="no_fred"===<br />
*Ship will not appear in any of the FRED dropdown lists for ship classes.<br />
<br />
<br />
==="ballistic primaries"===<br />
{{Table3610|<br />
*Enables the ship to use ballistic primaries<br />
*No longer needed, game handles it automatically}}<br />
<br />
<br />
==="flash"===<br />
{{Table3610|<br />
*Makes a flash when a ship dies}}<br />
<br />
<br />
==="surface shields"===<br />
{{Table3610|<br />
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}<br />
<br />
<br />
==="show ship"===<br />
{{Table3610|<br />
*Enable rendering the ship even when the ship is a player ship<br />
*Will result in the player's ship model being rendered, when in cockpit mode}}<br />
<br />
<br />
==="generate icon"===<br />
{{Table3610|<br />
*Creates a HUD icon from the model itself}}<br />
<br />
<br />
==="gun convergence"===<br />
{{Table3610|<br />
*Enables ship to use the firing points' normals in defining the direction where the weapon fire}}<br />
<br />
<br />
==="no thruster geometry noise"===<br />
{{Table3611|<br />
*Prevents noise from being added to the thruster effects geometry}}<br />
<br />
==="intrinsic no shields"===<br />
{{Table3611|<br />
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}<br />
<br />
==="no primary linking"===<br />
{{Table3611|<br />
*Bypasses linked primaries while cycling. Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}<br />
<br />
==="no pain flash"===<br />
{{Table3613|<br />
*Prevents pain flash from being shown when ship is hit}}<br />
<br />
==="dynamic primary linking"===<br />
{{Table37|<br />
*Allows this ship use the primary firepoint cycling code. With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis. So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}<br />
<br />
==="no ets"===<br />
{{Table37|<br />
Sets ship class to have no ETS}}<br />
<br />
==="no lighting"===<br />
{{Table3613|<br />
Ship will not receive lighting calculations}}<br />
<br />
==="auto spread shields"===<br />
{{Table371|<br />
Causes the ship's shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship's hull. Weapons will impact the ship's shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}<br />
<br />
==="model point shields"===<br />
{{Table371|<br />
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}<br />
<br />
==="repair disabled subsystems"===<br />
{{Table371|<br />
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}<br />
<br />
==="large ship deathroll"===<br />
{{Table210|<br />
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}<br />
<br />
==Wing Formations==<br />
===$Name:===<br />
{{Table202|<br />
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.<br />
*NOTE: FSO automatically scales these these positions by the ship's size, so the table values will be very small. You can see the retail formation's values below for reference.<br />
*Syntax: (a list of 5 '''''Vectors'''''), each has three '''floats''', x-axis, y-axis, z-axis, respectively}}<br />
<br />
===Example===<br />
<br />
<pre><br />
#Wing Formations<br />
<br />
$Name: Default<br />
((-0.39, 0.20, -0.59)<br />
( 0.39, 0.20, -0.59)<br />
(-0.78, 0.39, -1.18) <br />
( 0.00, 0.39, -1.18)<br />
( 0.78, 0.39, -1.18)) <br />
<br />
#End<br />
</pre><br />
<br />
==Player Ship Precedence==<br />
*Syntax: ( '''''"String" "String"''''')<br />
===Example===<br />
<br />
<pre><br />
$Player Ship Precedence: (<br />
"GTF Ulysses"<br />
"GTF Hercules"<br />
"GTB Medusa"<br />
"GTB Ursa" )<br />
</pre><br />
<br />
<br />
==Sample==<br />
<br />
<pre><br />
#Default Player Ship<br />
<br />
$Name: GTF Ulysses<br />
<br />
#End<br />
<br />
<br />
#Engine Wash Info<br />
<br />
$Name: Default<br />
$Angle: 10.0<br />
$Radius Mult: 1.2<br />
$Length: 400<br />
$Intensity: 1.0<br />
<br />
#End<br />
<br />
<br />
#Ship Classes<br />
$Name: GTF Ulysses<br />
$Short name: TFight<br />
$Species: Terran<br />
+Type: XSTR("Space Superiority", -1)<br />
+Maneuverability: XSTR("Excellent", -1)<br />
+Armor: XSTR("Light", -1<br />
+Manufacturer: XSTR("Triton / Mekhu", -1)<br />
+Description: XSTR( " ", -1)<br />
$end_multi_text<br />
+Tech Description: XSTR("Descriptive text", -1)<br />
$end_multi_text<br />
+Length: 16 m<br />
+Gun Mounts: 4<br />
+Missile Banks: 1<br />
$POF File: fighter01.pof<br />
$Detail Distance: (0, 80, 300, 900)<br />
$ND: 42 42 244<br />
$Show Damage: YES<br />
$Density: 1<br />
$Damp: 0.1<br />
$Rotdamp: 0.35<br />
$Max Velocity: 0.0, 0.0, 70.0<br />
$Rotation Time: 3.0, 2.6, 5.0<br />
$Rear Velocity: 0.0<br />
$Forward Accel: 2.0<br />
$Forward Decel: 1.5<br />
$Slide Accel: 0.0<br />
$Slide Decel: 0.0<br />
$Expl Inner Rad: 25.0<br />
$Expl Outer Rad: 55.0<br />
$Expl Damage: 15.0<br />
$Expl Blast: 1000.0<br />
$Expl Propagates: NO<br />
$Shockwave Speed: 0.0<br />
$Allowed PBanks: ( "Subach HL-7" "Prometheus R")<br />
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )<br />
$Default PBanks: ( "Subach HL-7" "Prometheus R" )<br />
$Allowed SBanks: ( "Rockeye" "Tempest" )<br />
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )<br />
$Default SBanks: ( "Harpoon" )<br />
$SBank Capacity: ( 40 )<br />
$Shields: 380<br />
$Shield Color: 100 100 255<br />
$Power Output: 2.0<br />
$Max Oclk Speed: 94.0<br />
$Max Weapon Eng: 80.0<br />
$Hitpoints: 180<br />
$Flags: ( "player_ship"<br />
"default_player_ship"<br />
"fighter"<br />
"in tech database")<br />
$AI Class: Captain<br />
$Afterburner: YES<br />
+Aburn Max Vel: 0.0, 0.0, 150.0<br />
+Aburn For accel: 0.7<br />
+Aburn Fuel: 300.0<br />
+Aburn Burn Rate: 50.0<br />
+Aburn Rec Rate: 25.0<br />
$Countermeasures: 25<br />
$Scan Time: 2000<br />
$EngineSnd: 128<br />
$Closeup_Pos: 0.0, 0.0, -22<br />
$Closeup_Zoom: 0.5<br />
$Shield_Icon: shield-f01<br />
$Ship_Icon: iconfighter01<br />
$Ship_Anim: ssfighter01<br />
$Ship_Overhead: loadfighter01<br />
$Score: 8<br />
$Trail:<br />
+Offset: -7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Trail:<br />
+Offset: 7.75 -2.8 0.75<br />
+Start Width: 0.25<br />
+End Width: 0.05<br />
+Start Alpha: 1.0<br />
+End Alpha: 0.0<br />
+Max Life: 1.0<br />
+Spew Time: 60<br />
+Bitmap: Contrail01<br />
$Subsystem: communication, 10, 0<br />
$Subsystem: navigation, 10, 0<br />
$Subsystem: weapons, 20, 0<br />
$Subsystem: sensors, 10, 0<br />
$Subsystem: engines, 35, 0<br />
<br />
#End<br />
<br />
$Player Ship Precedence: (<br />
"GTF Ulysses")<br />
</pre><br />
<br />
<br />
[[Category:Tables]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Category:Warmachine&diff=64463Category:Warmachine2023-01-30T15:59:38Z<p>TopAce: description + category</p>
<hr />
<div>Articles related to [[Warmachine]].<br />
<br />
[[Category:User-made Campaigns]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Manually_Installing_FreeSpace_2_Open&diff=64432Manually Installing FreeSpace 2 Open2023-01-17T16:38:20Z<p>TopAce: textual changes</p>
<hr />
<div><span style="font-size:125%; font-weight:bold; color:red">This page covers installing FSO and associated mods by hand. It is strongly recommended to use the [[Knossos (mod manager)]] as it considerably streamlines and automates the whole process.</span><br />
<br/>&nbsp;<br/><br />
<br />
This guide assumes you already have a working copy of FreeSpace 2 installed. If not, see [[Installing FreeSpace 2]].<br />
<br />
== Step One: Understanding what you need ==<br />
There are three main components that you need to get the most out of fs2_open.<br />
<br />
* First, you need to install the retail data from [[Installing FreeSpace 2|FreeSpace 2]]<br />
* Second, the '''fs2_open build'''. This is the core game engine, a single executable file.<br />
* Next, the '''launcher'''. This lets you configure the fs2_open executable for your particular system, in much the same way the original FreeSpace 2 launcher is used to configure it.<br />
* Finally, the '''MediaVPs'''. These contain all sorts of graphical improvements and are highly recommended. Version numbers of mediaVPs generally agree with the fs2_open build that they're supposed to be used with.<br />
<br />
== Step Two: Getting the Launcher ==<br />
<br />
Unless you are using an extremely old build, you will want to get the appropriate launcher for your OS. It may be bundled with your release but the direct download link is below.<br />
<br />
Windows: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher]<br />
<br />
OS X: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] unless you are using Tiger or a PowerPC Mac, in which case use Soulstorm's [http://www.hard-light.net/forums/index.php?topic=51391.0 OS X Launcher 3.0] ([[Soulstorm's OS X Launcher|instructions]])<br />
<br />
Linux: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (build it from source; see the [http://code.google.com/p/wxlauncher/source/browse/ReadMe.txt readme] for instructions)<br />
<br />
== Step Three: Choosing a build ==<br />
There are two main types of fs2_open builds, at the time of this writing. A "build" is any executable built from source code. Any build may also be a debug build. (Debug builds usually have names that end with "_d" or "_dbg" or somesuch) If you don't know why you'd want to use a debug build, you're almost certainly better off not using one.<br />
<br />
All builds should be extracted to your main FreeSpace 2 folder.<br />
<br />
=== Official Releases ===<br />
The first type is the "stable" release build. Additionally, some official release builds are available with installers. It's a good idea to get the most recent official release, even if you end up deciding to get a recent build anyway. Current official release is '''FreeSpace Open 3.8.0'''.<br />
<br />
[https://www.hard-light.net/forums/index.php?topic=93812.0 FreeSpace Open 3.8.0 release thread]<br />
<br />
=== Test Builds ===<br />
Recent Builds are ones that individual coders release. Most of the time they're released to either test or showcase some particular new feature. If you're curious about how reliable a build is, your best bet is to check the original thread it was posted in and see what people's responses were.<br />
<br />
[https://www.hard-light.net/forums/index.php/board,97.0.html Test builds forum]<br />
<br />
[https://www.hard-light.net/forums/index.php/board,113.0.html Cross Platform Development forum (for Linux/OS X builds)]<br />
<br />
=== Nightly Builds ===<br />
<br />
In addition to recent builds, nightly builds are built every evening after any changes have been applied to the source code. These are put out so that the code base can be quickly verified for general stability. Testing nightly builds on a regular basis and reporting bugs helps ensure a stable code base is maintained.<br />
<br />
[https://www.hard-light.net/forums/index.php/board,173.0.html Nightly builds forum]<br />
<br />
== Step Four: MediaVPs ==<br />
<br />
With the release of the 3.8 MediaVPs, there is once again only one set of recommended MediaVPs available. The detailed instructions for installing and the current links can currently be found in the MediaVPs Release Thread linked below.<br />
<br />
MediaVPs should be installed in a new 'MediaVPs_38X' directory under the main FreeSpace directory (\freespace2\MediaVPs_38X) This preserves the possibility to play with either with retail FreeSpace 2 vp files if this is desired (for example in multiplayer) and using the retail FreeSpace 2 executive files and requires minimal extra time to set up. (See step six for further details).<br />
<br />
[https://www.hard-light.net/forums/index.php?topic=94988.0 3.8 MediaVPs Release Thread]<br />
<br />
== Step Five: Configuring Everything ==<br />
<br />
=== Basic setup ===<br />
<br />
At this point, you have one final stage remaining before fs2_open is ready to go. Open up wxLauncher. Select the EXE you'd like to use from the dropdown menu in the "Basic Settings" tab. There are two types typically for any build release: <br />
* a debug build with the name containing 'd', 'debug' or 'FASTDBG' right after the version number. For example, fs2_open_3_8_0_x64_AVX-FASTDBG.exe.<br />
* a regular/release build with the name containing 'r' or nothing right after the version number. For example, fs2_open_3_8_0_x64_AVX.exe.<br />
<br />
For normal play you will want to use a regular build but for any testing, development, or bug reporting you definitely want to use a debug build. For example, fs2_open_3_8_0_x64_AVX-FASTDBG.exe vs fs2_open_3_8_0_x64_AVX.exe.<br />
<br />
Next, ensure that the "Audio/Joystick" and "Network" tabs have the proper settings.<br />
<br />
=== Speech setup ===<br />
<br />
If you are using Windows XP, or have the Speech API installed, fs2_open will be able to read briefings, techroom descriptions, and even ingame messages to you using computer-generated voices. Although no match for real voice acting, it is convenient when valid plot points are mentioned in the middle of combat. Speech in the various locations can be turned on and off by checking and unchecking the check boxes; you can choose which of the installed voices to use in fs2_open by changing the drop-down menu. As of this writing, fs2_open will only use the voice you choose for everything. Text to Speech is typically only available in stable release builds. Recent Builds from a coder's test branch will usually not have it, nor will Nightly Builds.<br />
<br />
=== Video setup ===<br />
<br />
In the "Video" section, you can choose choose various graphics options. Here, you can set the resolution as well as the colour depth. It is recommended to use a resolution greater or equal to 1024x768 at 32 bits of colour depth.<br />
<br />
=== Mod setup ===<br />
<br />
The "Mods" tab lets you easily switch between mods by clicking on them and hitting the "Activate" button.<br />
<br />
This tab allow you to choose a mod directory to use; files in the mod directory will be given precedence over other files, so you can easily switch between mods by installing them to different directories.<br />
<br />
=== Advanced setup ===<br />
<br />
This tab is where most of fs2_open's options can be toggled on and off. At the bottom is a readout of your current command line; you should include this in any debugging reports you make.<br />
<br />
The long list of checkboxes let you toggle the various new features in fs2_open, many of which are graphical improvements. Recommended options for midrange systems are "Enable post processing", "Enable soft particles" and "Enable FXAA anti-aliasing". There are many, many more options, but these should get you started.<br />
<br />
"Custom flags" allows you to add any command line flags that don't show up in the Launcher. This may be because they require additional arguments, as is the case with the "-fov" command line argument. For more information, see the [[Command-Line Reference]] page.<br />
<br />
[http://wiki.hard-light.net/index.php/Command-Line_Reference line Flags]<br />
<br />
=== Language Setup ===<br />
<br />
Freespace & Freespace 2 supported non-English languages such as French, German & Polish. Some mods (most notably Freespace Port) also support non-English languages. The steps required to change the language differ depending on which OS FSO is running on.<br />
<br />
Note that due to pilot file limitations, pilots can only be used with '''one''' language. If you switch languages you need to have multiple pilots.<br />
<br />
To set the language, modify the Language entry in the [[Getting_started_with_FreeSpace_2#Registry|registry or the [Default] section of the .ini file]].<br />
<br />
e.g.<br />
<br />
<code><br />
[Default]<br />
<br />
...<br />
<br />
Language=French<br />
</code><br />
<br />
== Step Six: Cutscenes ==<br />
<br />
Depending on how you installed the game, the cutscenes might not be in the proper location. If you bought your copy of FS2 from Good Old Games, the cutscenes (ten .mve files) are somewhere in \freespace2\data2\ or \freespace2\data3\ . You can get them working by moving them to \freespace2\data\movies\ . Create the directory if it does not exist. You can also download either the [http://www.freespacemods.net/download.php?view.124 original MVE cutscenes] or [http://freespacemods.net/download.php?view.128 OGG-encoded versions] from FreeSpaceMods.net. If you have the game CDs/DVD, you can copy the cutscenes from them to the FreeSpace2/data/movies/ folder. The OGG cutscenes are smaller but might not perform as well on older hardware that could run the MVEs without problem. Now you should have the full gamut of updated and retail content installed!<br />
<br />
Note: If you've found the AVI versions of the cutscenes, do not use them. Support for AVI has been removed in FSO versions 3.6.10 and higher.<br />
<br />
[[Category:Source Code Project]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Fortune_Hunters_-_2259&diff=64428Fortune Hunters - 22592023-01-13T23:20:49Z<p>TopAce: textual changes</p>
<hr />
<div>Fortune Hunters - 2259 is a campaign for [[The Babylon Project]] and a part of the [[Fortune Hunters Trilogy]].<br />
<br />
==Summary==<br />
The player assumes the role of an human pilot in his or her forties, who, being too old for military service, is leading an unusual group of outlaws calling themselves the Fortune Hunters, a Raider Group operating in Earth Alliance space. Despite being a criminal, the main character dislikes what he or she is forced to do to make a living, becoming frustrated with his or her current lifestyle. Always trying to keep the death toll to a minimum, the player's tasks include planning and executing clever raids on cargo vessels, kill competitors, stealing various goods and escaping local military forces.<br />
<br />
However, the events of the year 2259, the second season of the B5 television show, start to change the universe, affecting empires and individuals alike and the Hunters are caught in the crossfire. And they present a chance to make a difference for good...<br />
<br />
==Campaign and Author==<br />
The 9-mission campaign was created by HLP user Vidmaster and first released in October 2007.<br />
<br />
Despite being his first work and therefore suffering from balancing issues, blockers and glitches, as well as TBP popularity at an all-time low due to the lack of any new content, the campaign became quite popular. There were multiple re-releases to fix the bugs, making it somewhat difficult to determine the exact number of downloads. The latest version only was downloaded over 1500 times before FH2259 became unavailable, since Vidmaster removed the separate download and packed the campaign with the sequel (and the sequels later).<br />
<br />
==Related Links:==<br />
*[http://www.hard-light.net/forums/index.php/topic,50262.0.html Release thread | Hard-Light Productions.net]<br />
<br />
[[Category:User-made_Campaigns]]<br />
[[Category:TBP campaigns]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=ACv_Malia&diff=64427ACv Malia2023-01-13T20:00:54Z<p>TopAce: lead</p>
<hr />
<div>{{User-made Ships|''ACv '''Malia'''''}}<br />
<br />
Originally created by Bobboau for his failed campaign Dark Breed as an anti-fighter light cruiser/gunship, it was later reskinned to be an Ancient cruiser and eventually picked up by [[INFR1|Inferno]].<br />
<br />
[[Image:malia.jpg|thumb|right|650px|{{PAGENAME}} in INFR1]]<br />
[[Image:Vishnanarbiter.jpg|thumb|right|650px|The Vishnan Arbiter in Blue Planet]]<br />
<br />
==Description:==<br />
===INFR1 Tech Room Description===<br />
Even the Malia corvette fails to deliver much of an impression when it comes to anti-warship firepower. It is eaten alive by its Terran, Vasudan and Shivan equivalents, but retains an excellent speed and maneuverability comparable to nothing we've ever seen before. The Malia appears to be a supporting warship only.<br />
<br />
<br />
===Blue Planet Tech Room Description (Vishnan Arbiter)===<br />
These cruiser class vessels form the bulk of the Vishnan fleet, and appear to be fast, all-around warships. Powerful against capital ships and fighters alike, they fulfill the role of capital ship escort admirably.<br />
<br />
<br />
===Credits===<br />
*Model by '''Bobboau'''<br />
<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship_box<br />
|name = ACv Malia<br />
|yaw_pitch_roll = 70 - 70 - 80<br />
|max_velocity = 55 (60)<br />
|rear_velocity = 50<br />
|hitpoints = 155000<br />
|length = 530.19<br />
|width = 224.7<br />
|height = 199.68<br />
|turrets = 17<br />
}}<br />
<br />
{{Ship_box<br />
|name = Vishnan Arbiter<br />
|yaw_pitch_roll = 80 - 80 - 80<br />
|max_velocity = 30 (8)<br />
|hitpoints = 80000<br />
|length = 526.9<br />
|width = 225.14<br />
|height = 212.58<br />
|turrets = 17<br />
}}<br />
<br />
<br />
===Armaments===<br />
*'''ACv Malia'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno Release 1'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| SABeam<br />
| 4<br />
|- align="center"<br />
| Unknown AAA<br />
| 4<br />
|- align="center"<br />
| Unknown Turret<br />
| 9<br />
|}<br />
<br />
*'''Vishnan Arbiter'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| SAbeam<br />
| 4<br />
|- align="center"<br />
| Vishnan Pulse Turret<br />
| 2<br />
|- align="center"<br />
| Vishnan Flak<br />
| 2<br />
|- align="center"<br />
| vishnan aaa<br />
| 4<br />
|- align="center"<br />
| Vishnan Turret<br />
| 5<br />
|}<br />
<br />
<br />
==Modding Resources==<br />
*'''INFR1'''<br />
:$POF File: Malia.pof<br />
:Texture list: Acap01;Acap05;GATEA1;GATEA2;maliab;acap05;DAMAGE<br />
<br />
*'''Blue Planet'''<br />
:$POF File: Vishnan_Arbiter.pof<br />
:Texture list: acap01;vgatea3;VGATEA1;VGatea2;acap01;acap05;DAMAGE<br />
<br />
<br />
==Gallery==<br />
<gallery></gallery><br />
<br />
<br />
===Veteran Comments===<br />
{{comment|}}<br />
<br />
==Related Links:==<br />
*INFR1: <br />
**[http://www.freespacemods.net/download.php?view.95 Download | FSmods]<br />
*Blue Planet Complete:<br />
**[https://www.hard-light.net/forums/index.php?topic=90802.0 RELEASE - Blue Planet]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Briefing_texts_(FS2-Act3)&diff=64411Briefing texts (FS2-Act3)2023-01-08T15:13:57Z<p>TopAce: why am I not surprised?</p>
<hr />
<div>{{spoiler|FreeSpace 2}}<br />
<br />
Note that the texts may or may not contain the original Volition spelling due to Wiki spellcheckers.<br />
{{BriefingTexts}}<br />
{{TOC limit|3}}<br />
<br />
==Bearbaiting==<br />
<br />
Mission Filename: sm3-01.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
The Sathanas decimated our fleet at the Capella node. Your bomber wing will be scrambled to destroy the Juggernaut's forward beam turrets before it reaches Capella. You must destroy at least two turrets to give the Colossus a fighting chance. You will be armed with the new long-range Trebuchet missile and the Helios torpedo, the GTVA's most powerful tactical warhead.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Your wing destroyed the Juggernaut's forward beam cannons. The tactical significance of this achievement cannot be over-emphasized. Initial reports from Capella are favorable, though the battle is far from over. You will be scrambled immediately to assist the Colossus.<br />
<br />
====Stage 2====<br />
<br />
Your wing destroyed three of the Juggernaut's forward beam cannons. Under these circumstances, your performance is superb. Initial reports from Capella are favorable, though the battle is far from over. You will be scrambled immediately to assist the Colossus.<br />
<br />
====Stage 3====<br />
<br />
Your wing destroyed two of the Juggernaut's forward beam cannons. Under these circumstances, your performance is adequate. Initial reports from Capella are favorable, though the battle is far from over. You will be scrambled immediately to assist the Colossus.<br />
<br />
====Stage 4====<br />
<br />
You destroyed only one of the Juggernaut's forward beam cannons, pilot. You faced overwhelming odds, but they were not insurmountable. The Sathanas poses a dire threat, not only to the Colossus but to all systems of the GTVA. We are on the threshold of a second Shivan invasion, and we have limited resources to wage this war.<br />
<br />
====Stage 5====<br />
<br />
You failed to destroy any of the Juggernaut's forward beam cannons, pilot. You faced overwhelming odds, but they were not insurmountable. The Sathanas poses a dire threat, not only to the Colossus but to all systems of the GTVA. We are on the threshold of a second Shivan invasion, and we have limited resources to wage this war.<br />
<br />
====Stage 6====<br />
<br />
You also helped to eliminate the Beleth. Consequently, our remaining forces in Gamma Draconis are on the verge of securing the system.<br />
<br />
====Stage 7====<br />
<br />
The destroyer Thebes, however, did not survive the engagement. Our sacrifice in this battle is immeasurable.<br />
<br />
====Stage 8====<br />
<br />
A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.<br />
<br />
====Stage 9====<br />
<br />
Regrettably, you were unable to stop the Beleth. However, neutralizing the Sathanas must remain our highest priority.<br />
<br />
==High Noon==<br />
<br />
Mission Filename: sm3-02.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
The Satahanas has entered the Capella system and engaged the Colossus. Your exceptional performance in Gamma Draconis has significantly improved the odds for the Alliance. We are deploying your wing to provide bomber support for the Colossus. Eliminate any target of opportunity, but do not take unnecessary risks.<br />
<br />
====Stage 2====<br />
<br />
The Satahanas entered the Capella system and obliterated the line of defense we had established to intercept it. We now have no choice but to send in the Colossus. With its beam cannons still operational, the Sathanas has sufficient firepower to win this engagement.<br />
<br />
Your wing will be scrambled immediately. There is no time to select your ship or armaments. Your mission is to neutralize these remaining beam cannons as quickly as possible. If you fail, we risk losing the Colossus and the Capella system.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
With the destruction of the SJ Sathanas, Allied Command has declared a decisive victory. In the months ahead, we will isolate and eradicate the remnants of the Shivan fleet. This operation could not have succeeded without your intervention, pilot. By neutralizing the forward beam cannons of the Sathanas, you gave the Colossus the advantage it required to win the battle.<br />
<br />
For your outstanding record of service, you are hereby awarded the Nebula Campaign Victory Star. This medal recognizes your contributions to our mission of exploration and containment, from your first engagement in Gamma Draconis to our victory in the Capella system. Most notably, we commend you for three successful sorties against the Shivan Juggernaut Sathanas. Congratulations, Terran.<br />
<br />
====Stage 2====<br />
<br />
With the destruction of the SJ Sathanas, Allied Command has declared a decisive victory. In the months ahead, we will isolate and eradicate the remnants of the Shivan fleet. The outcome of this operation would have been more favorable had you completed your objectives. Though the Colossus won the engagement, neutralizing the Juggernaut's forward beam cannons would have reduced the damage it sustained.<br />
<br />
====Stage 3====<br />
<br />
The GTVA Colossus, the largest Terran-Vasudan warship ever constructed, over twenty years in the making, has been destroyed. Thirty thousand perished in the Juggernaut's attack, and millions more are in jeopardy. Though you neutralized the four beam cannons, you completed your objectives too late.<br />
<br />
====Stage 4====<br />
<br />
The GTVA Colossus, the largest Terran-Vasudan warship ever constructed, over twenty years in the making, has been destroyed. Thirty thousand perished in the Juggernaut's attack, and millions more are in jeopardy. You failed to neutralize the forward beam cannons, pilot, and now we will all pay the price of that failure.<br />
<br />
==Return to Babel==<br />
<br />
Mission Filename: sm3-03.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Colossus Triumphant<br />
<br />
At 0345 hours, the GTVA Colossus destroyed the Shivan juggernaut Sathanas near the Gamma Draconis jump node in Capella. This victory proves without a doubt our technological superiority over our Great War nemesis. For the second time, the Alliance defeated a species which has annihilated entire civilizations across this galaxy.<br />
<br />
With the Colossus, we will have nothing more to fear.<br />
<br />
====Stage 2====<br />
<br />
Damage Control<br />
<br />
We still have much to accomplish, however. The Sathanas inflicted moderate damage against the Colossus, though its systems remain 80% operational. Terran and Vasudan engineers anticipate it will take several months to fully repair the warship's hull. Until we completely secure the nebula, our evacuation of Capella's civilian population will proceed as planned.<br />
<br />
====Stage 3====<br />
<br />
Chasing the Iceni<br />
<br />
With the immediate Shivan threat neutralized, we must now focus on capturing Admiral Bosch. Recon units are scouring the nebula for any sign of his command ship. The Psamtik will lead a task force assigned to recover the Iceni once its position has been determined.<br />
<br />
Command has disclosed new information concerning the NTF's secret agenda.<br />
<br />
====Stage 4====<br />
<br />
ETAK<br />
<br />
We now know that Admiral Bosch has developed a Shivan communication technology that transmits and modulates quantum pulses. Bosch secretly resurrected a defunct GTI project involving captured Shivan specimen, terminated after the GTI's Hades rebellion in 2335. Bosch referred to his project as ETAK, short for Etamnanki, the tower that may have inspired the story of Babel.<br />
<br />
====Stage 5====<br />
<br />
Stealing History<br />
<br />
Through a rigorous study of Ancient archeology, Bosch learned the location of the Knossos subspace device, the portal to the region of the galaxy where the Ancients first encountered the Shivans. His genocidal war was a smoke screen to cover his plunder of Ancient sites in Vasudan systems. In Deneb, he learned how to activate the portal and deployed the Trinity to power up the device.<br />
<br />
====Stage 6====<br />
<br />
An Infernal Pact<br />
<br />
Integral to Bosch's vision of Neo-Terra was an alliance with the Shivans upon their return to our systems. When Bosch realized his regime was on the brink of collapse, he ordered his forces into the nebula to make contact with the enemy. Interrogation of rebel prisoners reveals that only Bosch's immediate subordinates had access to the ETAK project. No further details are available at your level of clearance.<br />
<br />
====Stage 7====<br />
<br />
Circe<br />
<br />
You are now authorized to use the GTW-19 Circe. Derived from advanced EM weaponry, the Circe disrupts shield systems by directing a barrage of fluctuating EM harmonics on the target. This energy is completely ineffective against armor plating or insulated subsystems. For this reason, the Circe is best paired with a weapon such as the Maxim or the Prometheus, which inflict heavy hull damage.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Reconnaissance has located the NTF Iceni. Bosch has made contact with the Shivans a second time. An Azrael-class transport is currently docked with the vessel. A second transport appears to be waiting nearby. We do not know if the Shivans are boarding the Iceni, or if Bosch and his followers are boarding the transports.<br />
<br />
====Stage 2====<br />
<br />
Our objective is to capture the Iceni and the ETAK technology. Two Shivan cruisers are guarding the vessel, the Azmedaj and the Sammael. Once the cruisers have been destroyed, we will deploy a Special Forces unit to board and secure the rebel command ship. Your second objective will be to defend our transport, the GVT Qeb.<br />
<br />
====Stage 3====<br />
<br />
To our knowledge, the Iceni holds the only example of the ETAK technology in existence. Bosch took extraordinary measures to destroy all evidence of his research. If we fail, we have little hope of rebuilding the device. Command has absolute faith in your ability to succeed in this endeavor.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.<br />
<br />
====Stage 2====<br />
<br />
Our transport failed to dock with the Iceni. The NTF survivors and our boarding party are now dead, and we lost the communication technology. All evidence of Bosch's ETAK project has been destroyed.<br />
<br />
I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack.<br />
<br />
You must not blame yourself, pilot. You are, after all, only human.<br />
<br />
====Stage 3====<br />
<br />
The GVT Qeb rescued the survivors of the Iceni and retrieved the specifications for Bosch's ETAK device.<br />
<br />
Command has classified these materials Level Omega, accessible only by persons specially authorized by the GTVA Security Council. Be advised that divulging any information regarding this operation is punishable under the GTVA Security Act, Antares Convention, Section 15-5-7.<br />
<br />
We arrived too late to stop the Azrael transport carrying Admiral Bosch and his immediate subordinates. Our questioning of the survivors reveals the encounter had been violent. The motives of the Shivans cannot be determined, though it seems Bosch's experiment attracted their attention. Reconnaissance is now searching for the Shivan transport.<br />
<br />
Against overwhelming odds, you destroyed the Shivan cruisers, protected the Iceni, and escorted the transport safely home. It is indeed an honor to serve with a pilot of your caliber.<br />
<br />
====Stage 4====<br />
<br />
The Shivans destroyed the GVT Qeb while the transport was still docked with the Iceni. The NTF survivors and our boarding party are now dead, and all evidence of Bosch's ETAK project has been destroyed.<br />
<br />
I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack.<br />
<br />
You must not blame yourself, pilot. You are, after all, only human.<br />
<br />
====Stage 5====<br />
<br />
We were almost there, pilot. Our transport was mere seconds away from jumping to safety. The NTF survivors and our boarding party are now dead, and all evidence of Bosch's ETAK project has been destroyed.<br />
<br />
I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack.<br />
<br />
You must not blame yourself, pilot. You are, after all, only human.<br />
<br />
====Stage 6====<br />
<br />
Our transport failed to dock with the Iceni, and we lost the ETAK technology. All evidence of Bosch's research has been destroyed.<br />
<br />
I regret to inform you that your participation in the officer exchange program has been terminated by order of Vasudan Tactical Command. I petitioned in your favor but to no avail. You faced overwhelming odds, and many of our own Vasudan pilots died in the struggle. However, Command failed to anticipate the intensity of the Shivan attack.<br />
<br />
You must not blame yourself, pilot. You are, after all, only human.<br />
<br />
==Straight, No Chaser==<br />
<br />
Mission Filename: sm3-04.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
At 1640 hours, reconnaissance detected the Shivan transport carrying Admiral Bosch and his subordinates deep within a Shivan-controlled zone of the nebula. A wing of Maras repelled our recon unit, but we now have an approximate location. Alpha and Beta, your mission is to find and disable the Azrael transport.<br />
<br />
====Stage 2====<br />
<br />
The attack must be executed quickly, before the transport escapes. Once its engines are disabled, defend the transport until the recovery team arrives on Lambda 1. They will dock with the Azrael and haul the vessel back to Gamma Draconis. Lambda 2 will be standing by in case Lambda 1 should fail.<br />
<br />
====Stage 3====<br />
<br />
Capturing Bosch and his lieutenants is of the utmost importance. We do not know if they are alive or dead, or what the Shivans intend to do with them.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.<br />
<br />
====Stage 2====<br />
<br />
Welcome to the GVD Memphis, Terran. The annihilation of the Psamtik and the thousands on board is a tragedy for all Vasudans. A people birthed in sorrow will die in sorrow, as the old proverb goes. The discovery of the second Knossos portal was of extraordinary significance, but there will be no expedition.<br />
<br />
Allied forces have sighted multiple Sathanas-class juggernauts converging on our positions throughout the nebular theater. We stand on the brink of a new Shivan resurgence, and our systems are once again in jeopardy.<br />
<br />
For the second time, Command has ordered a full retreat of all allied vessels from the nebula. We will withdraw immediately to the Capella system, where we will mount our defense. However, not even the Colossus has the firepower to repel a juggernaut fleet.<br />
<br />
With the disappearance of the Azrael, and the extreme secrecy surrounding the Alliance's handling of the ETAK project, it could be many years before we learn what happened out here.<br />
<br />
==Argonautica==<br />
<br />
Mission Filename: sm3-05.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
At 3320 Vasudan Galactic Time, we received a distress signal from the GTD Aquitaine. The destroyer came under attack 4,000 meters from the Gamma Draconis jump node. The SC Urobach and its fighter escort incapacitated the Aquitaine's engines and fighterbay.<br />
<br />
====Stage 2====<br />
<br />
Admiral Petrarch reports that his gunners destroyed the Urobach and all but one of the fighter wings. With the entire Shivan armada now heading for Terran-Vasudan space, we must get the Aquitaine out as soon as possible. Your mission is to defend the Aquitaine until its propulsion systems are restored.<br />
<br />
====Stage 3====<br />
<br />
A damage control team is currently en route from Gamma Draconis. The GTC Agrippa, an Aeolus-class warship, escorts the Argo transport carrying the team and the components needed for the repair. When the Argo arrives, your objective will be to ensure it docks safely with the damaged destroyer.<br />
<br />
====Stage 4====<br />
<br />
The Aquitaine's Engineering Officer estimates that once the damage control team arrives with the required materials, the repair will be accomplished in a matter of minutes. However, this provides the Shivans sufficient time to launch additional wings and threaten the Aquitaine.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
With sorrow, we remember the 10,000 officers and crew of the GTD Aquitaine. They fought courageously and died with valor.<br />
<br />
Your next assignment would have been on board the Aquitaine, leading the 70th Blue Lions squadron. However, with these recent developments, you have been reassigned to fly support for the 12th Fleet in the remote Wolf 359 system.<br />
<br />
Your transport departs at 0150.<br />
<br />
====Stage 2====<br />
<br />
Because of your actions, the GTD Aquitaine safely reached the Gamma Draconis system. The damage to the vessel's fighterbay and targeting system is now being repaired.<br />
<br />
Vasudan Tactical Command has informed us you are to be transferred immediately to the GTD Aquitaine for your next assignment. You will serve as leader of the elite 70th Blue Lions. However, you have also received an urgent transmission from Special Operations Command. Your talents are in demand, pilot.<br />
<br />
For your exceptional service to the crown of Emperor Khonsu II, Heir of the Dynasty of Ten Thousand Years, you are hereby inducted into the Imperial Order of Vasuda. Rarely is this honor conferred upon those of your species. Congratulations, Terran.<br />
<br />
====Stage 3====<br />
<br />
Your sighting of the Shivan juggernaut has provided Intelligence with valuable information regarding the potential strength and movements of the enemy fleet.<br />
<br />
====Stage 4====<br />
<br />
A Vasudan never leaves the field of battle without authorization from a superior officer. Your cowardice jeopardized the lives of our brothers and sisters. You are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance. You will be taken into custody and handed over to the Terran 3rd Battle Group authority, where you will face a court martial. You are a disgrace to your species, Terran.<br />
<br />
==As Lightning Fall==<br />
<br />
Mission Filename: loop2-1.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Special Operations Command<br />
<br />
You have been selected for a covert assignment with Special Operations Command (SOC), in conjunction with Galactic Terran-Vasudan Intelligence (GTVI). Our primary objective is to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA.<br />
<br />
====Stage 2====<br />
<br />
Lieutenant Commander Snipes<br />
<br />
At 0437 reconnaissance units received a coded transmission from Lieutenant Commander Snipes. The Commander's vessel, the NTT Grall, is now adrift in a Shivan-infested region of the nebula and will not survive much longer. The Grall was docked to the NTC Alexandria when the cruiser ran our blockade of the Knossos portal in Gamma Draconis.<br />
<br />
====Stage 3====<br />
<br />
S.O.S.<br />
<br />
Here is part of the actual transmission. We processed the message to enable better comprehension:<br />
<br />
Granite Mountain, this is Black Dove requesting immediate extraction. Engines and jump drives are inoperative. Location, Delta 429 by 372. Deployed Pharos beacons to assist search. Heavy Shivan presence. Severe nebula storms. Probability of survival not good.<br />
<br />
====Stage 4====<br />
<br />
Allied Retreat<br />
<br />
As you know, Allied forces are in full retreat to Gamma Draconis, so logistical support will be virtually non-existent. We have no available reinforcements and only one recovery ship. We're operating in a Shivan-infested area, so expect a fierce enemy offensive. The odds are against you on this one, pilot.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
You know why you're here, pilot, so let's get down to work. Recon located a Pharos navigation buoy not far from where Snipes's transmission was received. Your wing will be inserted at that position to find the Grall and make contact with Snipes. His transport has been incapacitated, and there's a high probability he's already a goner.<br />
<br />
====Stage 2====<br />
<br />
This sector of the nebula is extremely volatile. Recon reports heavy EM interference, scrambling sensors and communications. These buoys are the only chance we have of finding Snipes and the Grall. The EM storm will make aspect lock difficult to acquire and maintain, so we recommend you loadout with Tempests and Rockeyes.<br />
<br />
====Stage 3====<br />
<br />
Once you locate Snipes, call in Lambda 1. This is critical. Do not deploy the recovery craft until you are ready. Our transport will dock with the Grall and extract the survivors. You'll need to buy them some time as they complete this procedure. Good hunting.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Congratulations, pilot. You saved my life, and I owe you big. If I had more clout with the brass, I'd have them give you a Service Medallion, but they don't just hand those out. You didn't have to volunteer for this assignment, but I'm damn glad you did.<br />
<br />
Now here's an important lesson. SOC didn't mount a rescue op because they liked me. They did it because I had information they needed, and information is what keeps you alive out here. Now I'm heading up the 99th for another mission, and I think we're going need you on this one. I already cleared it with Command, so it's your call, pilot. Hope you do the right thing.<br />
<br />
====Stage 2====<br />
<br />
Lieutenant Commander Christopher Snipes distinguished himself as one of the best operatives ever to serve in the SOC. His courage, resourcefulness, and determination helped us defeat Admiral Bosch and his Neo-Terran Front. Snipes worked deep-cover for over six months, advising the GTVI of the enemy's movements, strategies, and capabilities. His career will stand as a shining example of service and sacrifice to the GTVA and the ideals for which the Alliance stands.<br />
<br />
Lieutenant Commander Snipes is hereby posthumously awarded the SOC Service Medallion, the most prestigious honor bestowed by the GTVA Special Operations Command. I know of no officer more worthy of such recognition.<br />
<br />
====Stage 3====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
==Into the Lion's Den==<br />
<br />
Mission Filename: loop2-2.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Here's the situation. Allied Command has ordered the full retreat of all GTVA forces. They've written off Gamma Draconis, so they're moving the armada into Capella to hold down the system. Meanwhile, SOC needs a unit to fly suicide to check out a second Knossos device the Vasudans found deep in the nebula.<br />
<br />
====Stage 2====<br />
<br />
To give us a fighting chance, our unit will fly a wing of Shivan fighters SOC forces captured early in the nebula campaign. Our engineers have modified and optimized these craft. They'll handle even better than the Shivan original, and if you play it right, you might even avoid enemy detection.<br />
<br />
====Stage 3====<br />
<br />
We're going in with a handpicked squad. You'll fly Alpha 1. I've got Alpha 2. Two of our top pilots, Xinny and Zero, will cover Alphas 3 and 4, respectively. Our Maras will be equipped with intersystem jump drives so we can use the node.<br />
<br />
====Stage 4====<br />
<br />
The timetable for this mission is 15 minutes. We'll jump in, gather data, hold down the fort, then jump out. Your drives will be inoperative inside a window of exactly 15 seconds. If we miss our jump, the recovery ship will leave us behind. There's no room for error.<br />
<br />
====Stage 5====<br />
<br />
Here's something else to think about. By the time we launch, we'll be the only allied operatives left in the nebula. There'll be no reinforcement, no support, and no base to run to. That's why this mission has to be carried out by the numbers. We have fifteen minutes. No more. No less.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Good work, Alpha 1. Most pilots only get to fly one suicide mission. We survived what should've been our last sortie. GTVA analysts are now reviewing our flight data.<br />
<br />
Unfortunately, we failed to destroy a single one of those Shivan devices. The Alliance demands top-notch flying from its elite squads, and our performance out there was a little disappointing. At least we were able to warn the Alliance.<br />
<br />
It's been a privilege and an honor, pilot. Allied Command has reassigned you to the GTD Aquitaine. Rumor has it you'll be leading the 70th Blue Lions, and I can't think of a better pilot for the job. Good luck.<br />
<br />
====Stage 2====<br />
<br />
Good work, Alpha 1. Most pilots only get to fly one suicide mission. We survived what should've been our last sortie. I've advised the GTVI that multiple Juggernaut-class warships are now en route to the Capella system. We'll have our hands full getting everyone out of there alive.<br />
<br />
By the way, nice work destroying that Shivan technology. Analysts are poring over the scan data now, but you can rest assured the results will be classified beyond your level of clearance. They always are.<br />
<br />
For helping to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA, you are hereby awarded the SOC Service Medallion, the most prestigious honor bestowed by Special Operations Command. Congratulations.<br />
<br />
It's been a privilege and an honor, pilot. Allied Command has reassigned you to the GTD Aquitaine. Rumor has it you'll be leading the 70th Blue Lions, and I can't think of a better pilot for the job. Good luck.<br />
<br />
====Stage 3====<br />
<br />
Outstanding job. Most pilots only fly one suicide mission. We survived what should've been our last sortie. I've advised the GTVI that multiple Juggernaut-class warships are now en route to the Capella system. We'll have our hands full getting everyone out of there alive.<br />
<br />
Great work neutralizing those Shivan devices. You delivered a top-notch performance. Analysts are poring over the scan data now, but you can rest assured the results will be classified beyond your level of clearance. They always are.<br />
<br />
One more thing. For helping to provide the Alliance with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of forces hostile to the GTVA, you are hereby awarded the SOC Service Medallion, the most prestigious honor bestowed by Special Operations Command. Congratulations.<br />
<br />
It's been a privilege and an honor, pilot. Allied Command has reassigned you to the GTD Aquitaine. Rumor has it you'll be leading the 70th Blue Lions, and I can't think of a better pilot for the job. Good luck.<br />
<br />
==Exodus==<br />
<br />
Mission Filename: sm3-06.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
70th Blue Lions<br />
<br />
Welcome back to the Aquitaine. Because of your outstanding service to the Alliance, the GTVA has granted you command of your own elite fighter squadron, the 70th Blue Lions. This is quite an honor, pilot. You'll receive all your briefings directly from quarterdeck.<br />
<br />
As squadron leader of the Blue Lions, you will be granted the highest priority in ship and weapon selection, but choose your ordnance carefully. Review the techroom database if you have any questions.<br />
<br />
====Stage 2====<br />
<br />
The Shivan Armada<br />
<br />
Nine Sathanas juggernauts have now entered the Capella system, and Intelligence has sighted even more in the nebula, converging on the jump node to Terran-Vasudan space.<br />
<br />
We are on the threshold of a new apocalypse. Though the juggernauts have not engaged our warships, they have set course for the Capella star. We can only speculate about their intentions, but this development cannot bode well for the Alliance.<br />
<br />
====Stage 3====<br />
<br />
Exodus<br />
<br />
Allied Command is committed to evacuating all non-essential personnel. A contingency plan is in the works to hold the Shivans here, in Capella, and prevent the expansion of the Shivan incursion to other systems of the GTVA.<br />
<br />
The 70th Blue Lions will provide the fighter cover needed to get our convoys out of the system. Millions of lives are at stake here, pilot. And if we fail, all our worlds and systems will be in jeopardy.<br />
<br />
====Stage 4====<br />
<br />
Erinyes Fighter<br />
<br />
The GTVA has just unveiled the newly developed Erinyes-class heavy assault fighter. With eight gun banks, you'll have sufficient firepower to make short work of enemy targets at close range.The Erinyes can accommodate fire control for up to two different primary systems.<br />
<br />
You may need to allocate more power to weapons to fight effectively, so make adjustments as needed.<br />
<br />
====Stage 5====<br />
<br />
GTW UD-8 Kayser<br />
<br />
You have also been issued the GTW UD-08 Kayser. For its limited OpEval period, only select units will be authorized to carry this weapon. The Kayser emits focused wavelets of subatomic particles that bombard the target, causing the wave function of the particles to collapse and emit intense zero-point energy microbursts. The Kayser is the product of our research into Shivan weapon technology.<br />
<br />
====Stage 6====<br />
<br />
GTM-11 Infyrno<br />
<br />
Finally, we have received the new GTM-11 Infyrno, a wide-area fighter suppression warhead. To use the Infyrno, press your secondary trigger once to launch the missile, then press it again to detonate. A HUD indicator will display the distance of the warhead from your ship.Upon detonation, the Infyrno releases multiple submunitions which themselves contain ultra-high explosive charges.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
As we speak, convoys of transports, freighters, and medical ships are heading for the jump nodes to Vega and Epsilon Pegasi. The evacuation of civilian personnel proceeds on schedule, but the enemy offensive has intensified. We have blockaded the Gamma Draconis node, though Shivan forces are swarming into the system.<br />
<br />
====Stage 2====<br />
<br />
The 53rd will relieve the 309th at the Gamma Draconis node, and we'll deploy the 19th to hold down the fort at 3rd Fleet Headquarters as we evacuate non-essential personnel. Command needs a closer look at the Juggernauts, so we'll be sending in the 91st.70th Blue Lions will be sortied to the Epsilon Pegasi node.<br />
<br />
====Stage 3====<br />
<br />
Blue Lions, your mission is to escort a four-ship convoy to Epsilon Pegasi. The group consists of civilian transports Lambda 1 and 2, GTFr Sulla, and the medical ship GTM Vesalius. All have minimal armaments and vulnerable hull plating. GVCv Nebtuu leads the escort.<br />
<br />
====Stage 4====<br />
<br />
At 1415 hours, the Shivan corvette Abraxis and a wing of Manticore fighters attacked the convoy. The Nebtuu called for assistance, so you're going in. Theta wing will stand by to reinforce your position. Call them in at your discretion. Good luck, pilots. The people of Capella are counting on you.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
====Stage 2====<br />
<br />
Excellent work, pilot. Your first sortie as leader of the 70th Blue Lions proved you are just the officer to lead this outfit. The Shivans launched a savage attack, but you and your squadron held them off. Because of your tactical leadership, the entire convoy safely reached Epsilon Pegasi.<br />
<br />
====Stage 3====<br />
<br />
The Shivans launched a massive offensive against all our outbound convoys. The death toll has escalated into the hundred of thousands. We do not have the resources to defend every ship escaping this system. Even your elite 70th Blue Lions failed to complete all mission objectives.<br />
<br />
====Stage 4====<br />
<br />
Both Lambda transports perished in the Shivan attack. Thousands of civilians were lost.<br />
<br />
====Stage 5====<br />
<br />
Both Lambda transports reached Epsilon Pegasi. Your efforts saved thousands of lives.<br />
<br />
====Stage 6====<br />
<br />
One of the Lambda transports reached the jump node. Half the civilians perished in the Shivan attack.<br />
<br />
====Stage 7====<br />
<br />
Relief workers in Vega and Epsilon Pegasi report a shortage of vital provisions and medical supplies. The loss of the Sulla will only complicate matters.<br />
<br />
====Stage 8====<br />
<br />
We managed to save the GTFr Sulla. The provisions it carried will help alleviate the supply shortages in Epsilon Pegasi.<br />
<br />
====Stage 9====<br />
<br />
The destruction of the GTM Vesalius is a tragedy. With the casualties the Shivans have inflicted in Capella, every medical vessel is vital to our efforts.<br />
<br />
====Stage 10====<br />
<br />
The GTM Vesalius arrived in Epsilon Pegasi. The medical vessel will play a crucial role in handling the influx of refugees from Capella.<br />
<br />
====Stage 11====<br />
<br />
Your squadron eliminated all hostile targets. If we are to halt the Shivan advance, every effort must be made to diminish the enemy force.<br />
<br />
====Stage 12====<br />
<br />
We need to deploy your unit to 3rd Fleet Headquarters pronto. Assemble your squadron in the ready room.<br />
<br />
====Stage 13====<br />
<br />
For demonstrating exceptional leadership under fire, you are hereby awarded the Meritorious Unit Commendation.<br />
<br />
==Dunkerque==<br />
<br />
Mission Filename: sm3-07.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
At 2345 hours, Allied Command authorized the immediate evacuation of 3rd Fleet Headquarters in the Capella system. The installation has come under heavy fighter and bomber attack. The Shivans are deploying their wings from the SD Nebiros, a Ravana-class destroyer. The 19th squadron, assigned to defend headquarters, has been wiped out.<br />
<br />
====Stage 2====<br />
<br />
The evacuation will proceed as follows. Lambda 1, an Argo-class transport, will dock with the installation. Personnel will then board the Argo, which will take them to the GTD Messana. Command will deploy a second transport to extract the remaining personnel on board the installation. The injured have already been transferred to the medical vessel GTM Galen.<br />
<br />
====Stage 3====<br />
<br />
After Lambda 2 has docked with the Orion, the Messana will leave the system, and you will be authorized to return to base. You will take Alpha and Delta wings and provide fighter cover for this operation. You must protect the installation, the Messana, and the two transports. Once evacuated, the installation will be destroyed.<br />
<br />
====Stage 4====<br />
<br />
We have already extracted non-essential personnel, so the operation should proceed quickly. With the evacuation of Headquarters, the Alliance is preparing to initiate the final phase of its plan to hold the Shivans in Capella.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Outstanding work, pilot. Both Lambda transports safely docked with the GTD Messana. The evacuation of 3rd Fleet Headquarters was a complete success. Under your capable leadership, the 70th Blue Lions upholds its standing among the elite squadrons of the Galactic Terran-Vasudan Alliance.<br />
<br />
The GTVA Security Council has revealed its strategy for holding the Shivans in the Capella system. I will address the officers and crew of the Aquitaine in one hour. The 70th Blue Lions will play a critical role in the upcoming operation. I know that you and your squadron are up to the challenge.<br />
<br />
====Stage 2====<br />
<br />
Though we lost the first transport, Lambda 2 safely docked with the GTD Messana. The evacuation of 3rd Fleet Headquarters was only a partial success. Under the circumstances, this outcome is perhaps the best we could hope for. However, may I remind you that elite squadrons earn their status by going above and beyond the call of duty.<br />
<br />
The GTVA Security Council has revealed its strategy for holding the Shivans in the Capella system. I will address the officers and crew of the Aquitaine in one hour. The 70th Blue Lions will play a critical role in the upcoming operation. I know that you and your squadron are up to the challenge.<br />
<br />
====Stage 3====<br />
<br />
Though we lost the second transport, Lambda 1 safely docked with the GTD Messana. The evacuation of 3rd Fleet Headquarters was only a partial success. Under the circumstances, this outcome is perhaps the best we could hope for. However, may I remind you that elite squadrons earn their status by going above and beyond the call of duty.<br />
<br />
The GTVA Security Council has revealed its strategy for holding the Shivans in the Capella system. I will address the officers and crew of the Aquitaine in one hour. The 70th Blue Lions will play a critical role in the upcoming operation. I know that you and your squadron are up to the challenge.<br />
<br />
====Stage 4====<br />
<br />
Both Lambda transports were lost. With 3rd Fleet leadership all but annihilated, the outcome of this engagement could not have been more disastrous. The GTVA Security Council has expressed its extreme displeasure with your performance as leader of the 70th Blue Lions, a so-called elite squadron. You have been relieved of command, pilot.<br />
<br />
====Stage 5====<br />
<br />
The loss of the GTD Messana is a tragedy. Many friends and colleagues perished today, and we are left only to ask what could we have done to save them. As Commanding Officer of the Aquitaine, I placed my faith in you and your squadron. The 70th Blue Lions have earned a reputation as one of the finest units in the GTVA. But reputations do not save lives. Reputations do not achieve results. I have no choice but to relieve you of your command. You are dismissed, pilot.<br />
<br />
====Stage 6====<br />
<br />
We have lost the GTD Messana. With 3rd Fleet leadership all but annihilated, the outcome of this engagement could not have been more disastrous. The GTVA Security Council has expressed its extreme displeasure with your performance as leader of the 70th Blue Lions, a so-called elite squadron. You have been relieved of command, pilot.<br />
<br />
====Stage 7====<br />
<br />
The perseverance and courage of your unit are well noted, pilot. You eliminated all hostile targets. With our backs against the wall, every advantage we achieve can make the difference between annihilation and victory.<br />
<br />
====Stage 8====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
====Stage 9====<br />
<br />
For conspicuous gallantry at the risk of your own life, you have distinguished yourself above and beyond the call of duty in the highest traditions of military service. You are hereby awarded the GTVA Legion of Honor, the highest decoration awarded by the Galactic Terran-Vasudan Alliance.<br />
<br />
==Their Finest Hour==<br />
<br />
Mission Filename: sm3-08.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Exodus<br />
<br />
With over one hundred thousand casualties and more Shivans incoming, we have no hope of holding Capella. Our only real chance is to seal off the system and prevent the invasion from spreading to other Terran-Vasudan worlds. If we fail to contain the Shivan advance, we will unleash the second Great War, a conflict we have virtually no chance of surviving. The Lucifer fleet we defeated 32 years ago is nothing compared to the strength of this armada. Command is committed to getting every last Terran out of the system.<br />
<br />
====Stage 2====<br />
<br />
A Subspace Anomaly<br />
<br />
Over 80 Shivan Juggernauts are now in position around the Capella sun. Science vessels monitoring their activity have detected an anomalous subspace field rippling from the Juggernaut fleet. Though we can barely detect the field with our instruments, its intensity has been increasing slowly over the past seventy-two hours. We have known since the Great War that the Shivans possess advanced subspace technologies, but this field goes beyond our wildest speculations. The Shivans may be powering up a new kind of weapon, the likes of which we have never before encountered.<br />
<br />
====Stage 3====<br />
<br />
Sacrifice<br />
<br />
Preparations are now underway to collapse the Epsilon Pegasi jump node. A Great-War-era destroyer, the GTD Bastion, will contain multiple meson warheads that will detonate inside the node. Scientists believe an explosion of sufficient magnitude will cause this node to collapse, as evidenced by the destruction of the Lucifer 32 years ago. The detonation of the Lucifer's reactors sealed off the Sol jump node in Delta Serpentis and severed all contact with Earth. The Bastion has completed its modifications in the Vega system and is now entering Capella.<br />
<br />
====Stage 4====<br />
<br />
Will the Strategy Work?<br />
<br />
Skeptics have argued the Shivans made intersystem jumps without using nodes in Ross 128, Ikeya, Vega, and other systems at the outbreak of the Great War. However, scientists assure us this plan will work. Though Shivans have used uncharted nodes and nodes too unstable for Terran and Vasudan vessels, they are as dependent on jump nodes as we are. Nevertheless, we must accept this strategy as nothing more than a temporary measure.<br />
<br />
====Stage 5====<br />
<br />
Endgame<br />
<br />
Once we have evacuated all civilian and military personnel from the Capella system, we will send a second destroyer, also carrying meson warheads, through the Capella jump node in Vega. If we succeed in sealing off both nodes, the Alliance will have trapped the Shivans in this system. If we fail, we face certain annihilation.<br />
<br />
This is our Alamo, pilots. We hold them here, or we die trying.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
The GTD Bastion will enter the Capella system at 1835 hours. We're sending in the 116th to escort the warship into position. Our forward observer units near the Juggernauts are calling for backup, so we'll send in the 83rd. The 309th will assist with the containment effort at the Vega node, and as for the 70th Blue Lions, we've got something special for you.<br />
<br />
====Stage 2====<br />
<br />
Your mission is to create a diversion at the Gamma Draconis node. The operation here will be a feint to lure the Shivan armada. The Colossus and its group will form a battle line near the node. By focusing our firepower here, we'll draw the brunt of the Shivan offensive. Meanwhile, on the other side of the system, the Bastion will collapse the node to Epsilon Pegasi.<br />
<br />
====Stage 3====<br />
<br />
Your objectives are simple. Destroy all enemy targets. Be advised reinforcements will not be readily available. In a recent engagement, the Colossus sustained damage to its fighterbays. You'll have to hold out until they get the flight deck cleared. Good luck, pilot.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
The Colossus has been destroyed. Over thirty thousand officers and crew, our colleagues, compatriots, and friends, perished in this battle. The most powerful Terran-Vasudan warship ever constructed, twenty years in the making, was vaporized in a matter of minutes.<br />
<br />
Command acknowledges there was nothing you could have done to save the Colossus. Many of your squadmates were killed, and you are lucky to have survived the engagement. However, we have no time to mourn the dead. We have a job to do, and if we fail, millions more will suffer and die.<br />
<br />
The 70th Blue Lions are being scrambled to assist the Bastion. Report to the ready room on the double.<br />
<br />
====Stage 2====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
==Clash of the Titans II==<br />
<br />
Mission Filename: sm3-09.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
The GTD Bastion, loaded with Meson warheads, is now en route to the Epsilon Pegasi jump node. The Bastion will be detonated inside the node to create a subspace cataclysm that will seal off the Capella system. If the Bastion fails to achieve this objective, the Shivans will swarm into our adjacent systems.<br />
<br />
====Stage 2====<br />
<br />
The task force defending the Bastion has been decimated. Three ships remain: the Templar, the Malta, and the Ertanax. All are Aeolus-class cruisers. The Shivans continue to send wave after wave of fighters and bombers. Only a handful of the Bastion's original fighter complement have survived the onslaught.<br />
<br />
====Stage 3====<br />
<br />
Alpha, Delta, and Beta wings will fly heavy intercept. Your mission is to take out enemy bombers before they close within targeting distance. You'll be armed with the Trebuchet missile, which has an effective range of four kilometers. Gamma wing will fly the Perseus. Their role will be to engage enemy fighters.<br />
<br />
====Stage 4====<br />
<br />
The majority of the fleet is fending off a massive attack at the Vega node. Thousands of civilians await evacuation and the enemy continues to flood in from Gamma Draconis. We will not get a second chance to pull this off. If we fail here, we unleash the Second Shivan War. We must get the Bastion through at any cost.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
==Apocalypse==<br />
<br />
Mission Filename: sm3-10.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Excellent work. The detonation of the Bastion's Meson bombs created a subspace cataclysm that sealed off the node. You and the 70th Blue Lions deserve the highest commendation.<br />
<br />
The Security Council has authorized the deployment of the GTD Nereid. The destroyer will depart from the Vega system and collapse the node in fifteen minutes. We must therefore complete our evacuation of Capella by that time. Any ship that remains behind will be trapped with the Shivan armada.<br />
<br />
Your objective is to defend our convoys as they flee through the Vega node. Cargo ships, personnel transports, medical vessels, and the remnants of the allied fleet are now in transit. These convoys are under heavy bomber fire. If we don't provide cover, thousands will die.<br />
<br />
Your secondary objective is to prevent Shivan warships from entering the Vega node. The Allied fleet has been pulverized, so for the sake of all Terrans and Vasudans, the war must end here. You will receive authorization to enter the Vega node and leave the system once the Nereid has been deployed.</div>TopAcehttps://wiki.hard-light.net/index.php?title=Briefing_texts_(FS2-Act1)&diff=64410Briefing texts (FS2-Act1)2023-01-08T15:13:37Z<p>TopAce: seriously<</p>
<hr />
<div>{{spoiler|FreeSpace 2}}<br />
<br />
Note that the texts may or may not contain the original Volition spelling due to Wiki spellcheckers.<br />
{{BriefingTexts}}<br />
{{TOC limit|3}}<br />
<br />
==Training mission 1==<br />
<br />
Mission Filename: Training-1.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
The 53rd Hammerheads<br />
<br />
Welcome to Vega, Ensign. I am Lieutenant Loukakis, squadron leader of the 53rd Hammerheads. You have been assigned to our unit. The Hammerheads are a space superiority squadron. We'll be flying the Myrmidon fighter, developed to replace the old GTF Ulysses. The Myrmidon is a Terran-Vasudan design and a versatile ship with high marks for speed, maneuverability, armor, and loadout.<br />
<br />
====Stage 2====<br />
<br />
History of the 53rd<br />
<br />
The 53rd Hammerheads were formed during the Great War. At the time, we served on board the GTD Bastion, the finest ship in the history of Terran space travel. You may not know this, but the pilots who destroyed the SD Lucifer in 2335 were based on the Bastion, and some were even Hammerheads. With the 53rd, you're part of a long and proud tradition.<br />
<br />
====Stage 3====<br />
<br />
Our New Home<br />
<br />
When the explosion of the Lucifer collapsed the jump node to the Sol system and severed all contact with Earth, Command transferred the Bastion to the 4th Fleet in Vega. Since then we've called Vega our home. Now Command has de-commissioned the Bastion and reassigned its squadrons to the newer Hecate destroyers. We'll be joining the GTD Aquitaine, flagship of the 3rd Fleet, Capella.<br />
<br />
====Stage 4====<br />
<br />
Review Your Training<br />
<br />
The Aquitaine will be here in 36 hours. In the meantime, it would be advisable to review your training. We have all the simulator modules you'll need for the Myrmidon fighter. These modules will give you a refresher course on such basics as your Head-Up Display (HUD), throttle controls, and targeting. If you need to review your training, now would be a good time to do so.<br />
<br />
====Stage 5====<br />
<br />
Armaments<br />
<br />
Because this is your first combat assignment, you'll be authorized to carry the standard armaments: the Subach HL-7, the Tempest dumb-fire, and the Rockeye heat-seeking missile. These weapons are covered in the training modules and in the tech room database. As you gain experience in combat, you will be authorized to use more advanced weaponry.<br />
<br />
Good luck, pilot. And welcome again to the 53rd.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Welcome to training simulator module TSM-103c, Class C qualification for the Myrmidon space superiority fighter. This module has been designed to acquaint pilots with basic targeting, throttle, and weapons systems.<br />
<br />
====Stage 2====<br />
<br />
TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Well done, pilot. You have successfully completed TSM-103c, Class C qualification for the Myrmidon space superiority fighter. You may now proceed to training simulator module TSM-103b.<br />
<br />
====Stage 2====<br />
<br />
Your performance was below acceptable standards for TSM-103c, Class C qualification for the Myrmidon space superiority fighter. To reMission Filename: the module, select the replay mission option in the lower left-hand corner of this screen.<br />
<br />
====Stage 3====<br />
<br />
Firing upon your instructor is grounds for immediate failure. To reMission Filename: module TSM-103c, select the replay mission option in the lower left-hand corner of this screen.<br />
<br />
==Training Mission 2==<br />
<br />
Mission Filename: Training-2.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Welcome to training simulator module TSM-103b, Class B qualification for the Myrmidon space superiority fighter. This module has been designed to acquaint pilots with advanced targeting controls, weapons systems, and rearming procedures.<br />
<br />
====Stage 2====<br />
<br />
TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Well done, pilot. You have successfully completed TSM-103b, Class B qualification for the Myrmidon space superiority fighter. You may now proceed to training simulator module TSM-103a.<br />
<br />
====Stage 2====<br />
<br />
Your performance was below acceptable standards for TSM-103b, Class B qualification for the Myrmidon space superiority fighter. You will not be authorized to advance to the next training simulator module until you have completed this unit successfully.<br />
<br />
==Training Mission 3==<br />
<br />
Mission Filename: Training-3.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Welcome to training simulator module TSM-103a, class A qualification for the Myrmidon space superiority fighter. This module has been designed to acquaint pilots with dogfighting techniques.<br />
<br />
====Stage 2====<br />
<br />
TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Congratulations, pilot. You have successfully completed TSM-103a, Class A qualification for the Myrmidon space superiority fighter.<br />
<br />
====Stage 2====<br />
<br />
Your performance was below acceptable standards for TSM-103a, Class A qualification for the Myrmidon space superiority fighter. You will not be authorized to fly the Myrmidon until you have completed this unit successfully.<br />
<br />
==Surrender, Belisarius!==<br />
<br />
Mission Filename: sm1-01.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Welcome to the Aquitaine<br />
<br />
This is Admiral Petrarch, commanding officer of the GTD Aquitaine. For those squadrons joining us here in Vega, welcome aboard.<br />
<br />
With a complement of 150 combat spacecraft, the Aquitaine serves as flagship of the GTVA 3rd Fleet, based in the Capella system. You join an elite crew of 10,000, the finest officers and enlisted personnel serving the Alliance today.<br />
<br />
====Stage 2====<br />
<br />
The Neo-Terran Front<br />
<br />
After 18 months of fighting, Admiral Bosch's Neo-Terran Front has become the most significant threat to regional security since the Great War ended 32 years ago.<br />
<br />
The NTF demands the independence of their systems and the revocation of the Beta Aquilae Convention, or BETAC. The BETAC treaty centralized power in the GTVA as the supreme authority in Terran-Vasudan space.<br />
<br />
====Stage 3====<br />
<br />
The Ideology of Neo-Terra<br />
<br />
Integral to NTF ideology is Bosch's vision of Neo-Terra, a utopian society where the lost grandeur of Earth will be restored. Bosch and his followers oppose any alliance with the Vasudans as a threat to the future of the human race.<br />
<br />
The rebels are entrenched in Polaris, Regulus, and Sirius. But before we hit these strongholds, we must secure Epsilon Pegasi, Alpha Centauri, and Deneb. These contested systems are now the focal point of allied operations.<br />
<br />
====Stage 4====<br />
<br />
The Battle of Deneb<br />
<br />
Allied Command has ordered the Aquitaine into the Deneb system. There we will reinforce the 13th Vasudan Battle Group, led by the GVD Psamtik.<br />
<br />
Both the NTF and the GTVA have sustained heavy casualties in the battle for Deneb. In the past seventy-two hours, we have lost the GVC Andromeda, the GTC Trafalgar, and over 15 fighter wings. Command anticipates the arrival of the Aquitaine and the Psamtik will shift the battle for Deneb in our favor and force the NTF to withdraw to Sirius.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
This is Captain Loukakis, squadron leader of the 53rd Hammerheads. At 0320 hours, the Aquitaine entered the Deneb system. Admiral Petrarch launched fighter and bomber wings as part of an all-out attack against NTF positions throughout the system. He has kept the Hammerheads on standby, until now.<br />
<br />
====Stage 2====<br />
<br />
A situation is developing near the inhabited planet of Cygnus Prime. We have over 100,000 Vasudan refugees fleeing their colonies in transports. Allied ships are rescuing the Vasudans as quickly as possible, though the logistics of this operation leave many refugees still vulnerable to rebel attack.<br />
<br />
====Stage 3====<br />
<br />
At 0545, we received a distress signal from a refugee convoy 900 clicks, or kilometers, from the outer orbit of Cygnus Prime. The Vasudans responded with a wing of Serapis fighters, designated Epsilon, which have just called in for reinforcements. Alpha wing, you're going in.<br />
<br />
====Stage 4====<br />
<br />
Because these transports do not have jump drives, you must protect the convoy until a recovery ship arrives. With all warships engaged and other convoys in dire need of protection, we do not know when a craft will become available. Command will keep you updated and send in reinforcements as needed.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Good work, pilot. You held off the rebel attack and saved both Vasudan transports from destruction. Your squadmates and I all agree: you'll make a fine addition to the 53rd Hammerheads. Command reports that 75 percent of the refugees have been recovered with few casualties. The remaining 25 percent are under allied protection and will be rescued shortly. We have also won major victories against the NTF. The NTD Jacobus and the NTC Hengst have been destroyed, and our blockades of the Alpha Centauri and Sirius jump nodes has isolated the rebel fleet. Furthermore, 600,000 ground troops will soon land on the surface of Cygnus Prime in our effort to retake the planet. Prepare for your next mission, pilot. The battle for Deneb is not over yet.<br />
<br />
====Stage 2====<br />
<br />
As officers of the GTVA, we have sworn to protect all citizens of the Alliance. The destruction of the Iota transport is unfortunate, pilot. If this were not your first sortie, I would recommend your immediate transfer out of the fighter corps. We'll give you another chance.<br />
<br />
Command reports heavy casualties among the Vasudan refugee convoys. Only 50 percent have been recovered, and the survivors remain at great risk.<br />
<br />
Our efforts to drive the rebels out of Deneb have stalled. Though we destroyed the NTC Hengst, we have lost the GTC Coriolanus and the GVC Mirage. Blockade runners continue to supply the rebel fleet, and the operation to liberate Cygnus Prime has been delayed.<br />
<br />
The Alliance remains committed to this counter-insurgency effort, though the battle for Deneb will not be won without sacrifice.<br />
<br />
====Stage 3====<br />
<br />
As officers of the GTVA, we have sworn to protect all citizens of the Alliance. The destruction of both Iota transports is a travesty, pilot. You have disgraced the 53rd Hammerheads, and I will recommend your immediate discharge from the fighter corps.<br />
<br />
The Alliance's offensive is now in shambles. Only 25 percent of the Vasudan refugees have been recovered, while the NTF continues to massacre thousands without mercy.<br />
<br />
Command reports we have lost the GTD Aeneas, the GTC Coriolanus, and the GVC Mirage. Our efforts to blockade the Alpha Centauri and Sirius jump nodes have failed. The Security Council will order the fleet to withdraw from Deneb and negotiate terms with the NTF.<br />
<br />
====Stage 4====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
==The Place of Chariots==<br />
<br />
Mission Filename: sm1-02.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Command has ordered the 53rd Hammerheads to secure an NTF depot in the Deneb asteroid belt. Six sentry guns are positioned around the depot, and rebel freighters are now moving the cargo out of the area. The NTF has gone through a lot of trouble to hide these materials.<br />
<br />
====Stage 2====<br />
<br />
Alpha 1, your mission is to seek and destroy all targets of opportunity, including freighters, cargo, and sentry guns. Beta wing will scan the cargo. Recon sighted a wing of Lokis guarding the depot, so prioritize these bandits.<br />
<br />
====Stage 3====<br />
<br />
Do not underestimate the importance of this mission, pilot. A depot raid won't win you any medals, but it can be just as vital as taking down a cruiser or corvette.We must sever rebel supply lines if we want to achieve a decisive victory.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
====Stage 2====<br />
<br />
Command has issued no official explanation for Admiral Bosch's presence in the Deneb system. The hidden base and the shielded cargo units only compound the mystery of the admiral's agenda. Under the circumstances, there was nothing you could have done to stop the escape of Bosch's command frigate, designated the NTF Iceni.<br />
<br />
====Stage 3====<br />
<br />
Intelligence has also learned the Neo-Terran Front is working on a secret project known only as ETAK, possibly a weapon of mass destruction. By destroying all cargo units in the depot, we disrupted Bosch's research.<br />
<br />
====Stage 4====<br />
<br />
Three rebel freighters escaped the depot with shielded cargo. If they try to flee the system, our blockades will intercept them.<br />
<br />
==The Romans Blunder==<br />
<br />
Mission Filename: sm1-03.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Intelligence has tracked Admiral Bosch's command frigate, the NTF Iceni, through subspace. We have vectored its course to the Sirius jump node. The 53rd is being scrambled to seek and destroy the Iceni before it escapes Deneb. We have pre-assigned your loadout, and your fighters are now standing by. Report to the flight deck pronto.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Admiral Bosch's command frigate reached the Sirius jump node. I have received no explanation, neither on nor off the record, for what happened out there. I assume we'll be informed on a need-to-know basis.<br />
<br />
Good job neutralizing those fighters and freighters. You've served the 53rd Hammerheads well. Your performance in this last mission proves you have what it takes to be an ace pilot. I have recommended your transfer to the 107th Ravens. They lost many good officers in Deneb, and they could use someone with your talents. They're a top-notch unit. I know you'll make us proud.<br />
<br />
Good luck with your new assignment, pilot. Command has ordered the Aquitaine to return to the Capella system. Admiral Petrarch will address the crew at 0630.<br />
<br />
====Stage 2====<br />
<br />
Admiral Bosch's command frigate reached the Sirius jump node. I have received no explanation, neither on nor off the record, for what happened out there. I assume we'll be informed on a need-to-know basis.<br />
<br />
Though you performed well under difficult circumstances, we should have destroyed that rebel freighter before it departed the system.<br />
<br />
You will no longer be flying with the 53rd Hammerheads. I have recommended your transfer to the 107th Ravens. Eighty percent of their unit was wiped out in Deneb, so they're desperate for new pilots.<br />
<br />
Command has ordered the Aquitaine to return to the Capella system. Admiral Petrarch will address the crew at 0630.<br />
<br />
====Stage 3====<br />
<br />
Admiral Bosch's command frigate reached the Sirius jump node. I have received no explanation, neither on nor off the record, for what happened out there. I assume we'll be informed on a need-to-know basis.<br />
<br />
You faced overwhelming odds, and you were lucky to survive. However, your performance fell short of our goals. We should have destroyed those rebel freighters before they departed the system.<br />
<br />
====Stage 4====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
==Training 4==<br />
<br />
Mission Filename: TSM-104.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Welcome to the Squadron<br />
<br />
Welcome to the 107th Ravens, pilot. I'm Lieutenant Samsa, squadron leader. As you know, the Aquitaine is now en route to the Gamma Draconis system. The details of the situation there have been classified at the highest level, so I'm as much in the dark as you are. The Admiral will brief the crew when we reach 3rd Fleet headquarters in Capella.<br />
<br />
====Stage 2====<br />
<br />
The 107th Ravens<br />
<br />
The 107th is a heavy assault squadron, so our fighter of choice is the Hercules Mark II. Implementing advances in fusion drive technology, the Mark II improves the assault fighter's speed and maneuverability without sacrificing loadout. The Herc has only two missile banks, but its ordnance capacity is greater than the Myrmidon's. The original Herc won the Great War, so we're proud to carry on the tradition.<br />
<br />
====Stage 3====<br />
<br />
The Hercules Mark II<br />
<br />
I recommend that you review the Herc II training modules before the Aquitaine arrives in Capella. These modules review advanced tactics, such as countermeasures and energy management. The Herc II is slower than the Myrmidon you've been flying with the 53rd, so learn how to evade missiles and equalize shields. These skills will help you push your fighter to the limits. Master them, and the life you save may be your own.<br />
<br />
====Stage 4====<br />
<br />
New Weapons<br />
<br />
According to your file, you are now authorized to use the GTW-5a Prometheus R, the GTM-19 Harpoon, and the GTM-4 Hornet missile.<br />
<br />
The Prometheus R is a retrofit of a cannon developed during the Great War. After the Alliance lost contact with Earth, we lacked materials required for mass production, so engineers developed this retrofit version. The Prometheus packs a bigger wallop than the Subach HL-7, but it will drain your power reserves with extended use.<br />
<br />
====Stage 5====<br />
<br />
New Weapons<br />
<br />
The Harpoon and the Hornet are both aspect-seeking missiles. While the Harpoon fires individual warheads, the Hornet launches a swarm of four projectiles, eight if you're in double-fire mode. The training modules cover the proper technique for firing aspect-seeking missiles, so be sure to review that section carefully. That's all for now, pilot. The Aquitaine will arrive in Capella in four hours.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Welcome to training simulator module TSM-107m, advanced qualification for the Hercules Mark II heavy assault fighter. This module has been designed to acquaint pilots with communications systems, countermeasures, and aspect-seeking missiles.<br />
<br />
====Stage 2====<br />
<br />
TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Well done, pilot. You have successfully completed TSM-107m, advanced qualification for the Hercules Mark II heavy assault fighter. You are advised to proceed to training simulator module TSM-107se, covering shield management and the energy transfer system.<br />
<br />
====Stage 2====<br />
<br />
Your performance was below acceptable standards for TSM-107m, advanced qualification for the Hercules Mark II heavy assault fighter. You will not be advised to advance to the next training simulator module until you have completed this unit successfully.<br />
<br />
==Training 5==<br />
<br />
Mission Filename: TSM-105.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Welcome to training simulator module TSM-107se, advanced qualification for the Hercules Mark II heavy assault fighter. This module has been designed to acquaint pilots with shield management and the energy transfer system.<br />
<br />
====Stage 2====<br />
<br />
TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Congratulations. You have successfully completed TSM-107se, advanced qualification for the Hercules Mark II heavy assault fighter.<br />
<br />
====Stage 2====<br />
<br />
Your performance was below acceptable standards for TSM-107se, advanced qualification for the Hercules Mark II heavy assault fighter. You will not be authorized to advance until you have completed this unit successfully.<br />
<br />
==A Lion at the Door==<br />
<br />
Mission Filename: sm1-04.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Shivan Attack<br />
<br />
To the officers and crew of the GTD Aquitaine, this is Admiral Petrarch. At 0115 hours, we received a transmission from 3rd Fleet Headquarters. A Shivan cruiser and three fighter wings ambushed and destroyed the GTC Vigilant as it patrolled the Gamma Draconis jump node in the Capella system.<br />
<br />
Command deployed the GTD Carthage and GVCv Dahshor. Though these vessels neutralized the immediate threat, all allied units are now in a state of enhanced vigilance.<br />
<br />
====Stage 2====<br />
<br />
Gamma Draconis<br />
<br />
Command has ordered the Aquitaine to spearhead the operation in Gamma Draconis as we investigate the origin and extent of this incursion.<br />
<br />
Gamma Draconis is a remote, uninhabited system discovered shortly before the outbreak of the Great War. The system has no planets and no viable resources. The GTSC Erikson visited the system 15 years ago and reported nothing out of the ordinary.<br />
<br />
====Stage 3====<br />
<br />
A Subspace Portal?<br />
<br />
Recon flights in Gamma Draconis detected activity near an uncharted jump node. Closer examination has revealed this node is not a natural phenomenon but a massive subspace portal of unknown origin.<br />
<br />
We do not know why the Erikson failed to detect the portal when it last visited the system. This device may have been inactive and therefore invisible to long-range sensors, or it may be of recent construction.<br />
<br />
====Stage 4====<br />
<br />
The Shivans<br />
<br />
The Shivan vessels that destroyed the Vigilant were not of any class encountered in the Great War. The light cruiser, designated Rakshasa, and the fighters, designated Mara, have been added to your on-board database.<br />
<br />
This is our first contact with this species in over three decades. Our objectives are clear. We must secure Gamma Draconis or face annihilation a second time.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
This is Lieutenant Samsa, squadron leader of the 107th Ravens. Here's the situation. The GTD Aquitaine entered Gamma Draconis at 1640. The flagship will defend the Capella node as we advance to secure the system. Recon discovered a Shivan supply depot near the subspace portal, and this will be our target.<br />
<br />
====Stage 2====<br />
<br />
Command believes the Shivans are preparing for a more aggressive attack on Capella. The SC Behemoth, a Rakshasa-class cruiser, guards the depot with a wing of Mara fighters. Enemy freighters are entering the system, dropping their cargo, and departing through the portal. Your mission, pilot, is to execute a clean sweep of the area.<br />
<br />
====Stage 3====<br />
<br />
Your primary target will be the Mara fighters. Once the escorts are down, destroy the Behemoth and any freighters in the vicinity. You'll need to hold down the fort until we deploy the Carthage and Dahshor. After you secure the area, we'll send wings Delta and Epsilon to relieve you.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You survived your first sortie against the Shivans. Though we had only a small opposing force to contend with, survival is half the battle. The C.O.s of both the Carthage and Dahshor commend our squadron for the outstanding cover we provided. The Shivan Cain cruiser and its complement of fighters might have destroyed these vessels had we not intervened. Well done, pilot.<br />
<br />
A joint Terran-Vasudan task force, under the direction of Dr. Mina Hargrove, is now studying the subspace portal. We expect a preliminary report in a few hours.<br />
<br />
====Stage 2====<br />
<br />
You survived your first sortie against the Shivans. Though we had only a small opposing force to contend with, survival is half the battle. Tragically, the 10,000 men and women on board the Carthage were not so lucky. As a unit, we must accept the blame for this catastrophe. Had we fought harder, we could have saved that destroyer. A service for the dead will be held at 0100 hours on Deck 36.<br />
<br />
A joint Terran-Vasudan task force, under the direction of Dr. Mina Hargrove, is now studying the subspace portal. We expect a preliminary report in a few hours.<br />
<br />
====Stage 3====<br />
<br />
You survived your first sortie against the Shivans. Though we had only a small opposing force to contend with, survival is half the battle. Tragically, the 6,000 Vasudan officers and crew on board the Dahshor were not so lucky. As a unit, we must accept the blame for this catastrophe. Had we fought harder, we could have saved that cruiser. A Vasudan service for the dead will be held at 0100 hours on Deck 36.<br />
<br />
A joint Terran-Vasudan task force, under the direction of Dr. Mina Hargrove, is now studying the subspace portal. We expect a preliminary report in a few hours.<br />
<br />
====Stage 4====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
====Stage 5====<br />
<br />
Over 16,000 Terrans and Vasudans perished in this engagement. That our squadron failed to stop this massacre is a disgrace. As officers and pilots of the 107th Ravens, our honor will be stained with the blood of our comrades. Had we fought harder, we could have saved the Carthage and the Dahshor.<br />
<br />
====Stage 6====<br />
<br />
For preserving the systems of the Galactic Terran-Vasudan Alliance from Shivan invasion, you are hereby awarded the Allied Defense Citation.<br />
<br />
==Mystery of the Trinity==<br />
<br />
Mission Filename: sm1-05.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Research Task Force<br />
<br />
With the Gamma Draconis system secure, a task force of Terran and Vasudan scientists is now examining the subspace portal. At this point, the scientists have ruled out the possibility the device is of Shivan origin.<br />
<br />
Dr. Mina Hargrove, leader of the research team, has issued a report of its preliminary findings. An excerpt of this report follows.<br />
<br />
====Stage 2====<br />
<br />
Dr. Hargrove, Task Force Preliminary Findings (Excerpt)<br />
<br />
The subspace portal is unlike any Shivan construction we have yet encountered. Though Shivans demonstrate considerable diversity as a species, all Shivan technology possesses certain distinctive properties. None is present in the subspace device, which means we must look elsewhere for the portal's origin. We do know that the device is very, very old, on the order of several thousand years.<br />
<br />
====Stage 3====<br />
<br />
Subspace Vortices<br />
<br />
The field generated by the interlocking movement of the portal's components creates a subspace vortex, connecting one part of the universe to another.Dr. Hargrove theorizes that whoever built this device may have used it to stabilize a jump node on the verge of collapse.<br />
<br />
If Dr. Hargrove is correct, this technology is a tremendous discovery.<br />
<br />
====Stage 4====<br />
<br />
A Way Home?<br />
<br />
By constructing our own portal, we might be able to reopen the Sol jump node in Delta Serpentis. Since the destruction of the Lucifer caused the node to collapse thirty-two years ago, Earth has remained isolated from the GTVA.<br />
<br />
We might also be able to stabilize subspace nodes that are currently too volatile for travel, thus creating routes to systems previously unexplored.<br />
<br />
====Stage 5====<br />
<br />
Beyond the Portal<br />
<br />
Our military operation will focus on what lies on the other side of the subspace portal. We must determine where the node leads and the extent of the Shivan presence there. Above all, we must prevent the Shivans from returning to Gamma Draconis.<br />
<br />
Because the portal will remain active while the research team studies the technology, our systems are vulnerable to attack. Allied Command has deemed this an acceptable risk given the potential benefits.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
At 1540 hours, the GTD Aquitaine entered the subspace portal in Gamma Draconis and jumped to our current position. We have entered a nebula, a vast and dense ionized field, and possibly the remnant of a supernova. We have travelled farther than any Terrans in the history of subspace travel.<br />
<br />
====Stage 2====<br />
<br />
The nebula has severely limited the Aquitaine's long-range sensors. We are deploying our fighter wings to explore the immediate vicinity and determine the extent of the enemy presence. Each fighter squadron will deploy a flight of four wings.<br />
<br />
====Stage 3====<br />
<br />
Alpha, Zeta, Iota, and Kappa will patrol a series of four waypoints. Zeta wing will lead this sortie, so follow Zeta 1 and do not stray. Be advised the nebula could interfere with your on-board systems. The ionized field will compromise your sensors, even within combat range.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You confronted an overwhelming Shivan force in a hostile environment. Under these circumstances, there was nothing you or anyone else could have done to save the Trinity and our boarding party. You were lucky to survive this sortie, pilot.<br />
<br />
We have heard nothing from Kappa wing since they vanished from our sensors. Unfortunately, we must presume the worst. They will be listed MIA unless we find evidence to the contrary. Our search parties have found no trace of these fighters.<br />
<br />
The presence of the Trinity deepens the enigma of the NTF's secret agenda. What was the Trinity doing out here, and what does Bosch know about the subspace portal?<br />
<br />
All patrols have uncovered an extensive Shivan force in the nebula. Command will deploy more warships through the subspace portal to assist with our mission of exploration and containment. Iota and Epsilon wings encountered two Shivan cruisers near our current location. When our reinforcements arrive, we will move against them.<br />
<br />
====Stage 2====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
==The Great Hunt==<br />
<br />
Mission Filename: sm1-06.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
With recent victories on the civil war front, the GTVA Security Council has authorized the deployment of two Deimos-class corvettes into the nebular theatre of operations. The Lysander and the Actium crossed the subspace portal in Gamma Draconis at 2335 hours and joined up with the Aquitaine's battle group.<br />
<br />
====Stage 2====<br />
<br />
On their last sortie, Epsilon and Iota wings encountered two Shivan warships: a Rakshasa-class cruiser designated the Iblis and a Lilith-class cruiser designated the Asuras. Admiral Petrarch has instructed our corvettes to hunt down and destroy these vessels. The 107th will provide fighter cover.<br />
<br />
====Stage 3====<br />
<br />
Alpha wing, your mission is to escort the Lysander and the Actium as they carry out this assault. Your first priority will be to eliminate all hostile fighters and bombers. Only then will you assist the corvettes with their strike against the Shivan warships.If we lose either corvette, you will abort the mission and withdraw from the field immediately.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Our primary objective was to defend those corvettes, and we as a unit failed. Our blunders resulted in thousands of casualties and the destruction of an allied corvette. This is no simulator, pilot. When we make mistakes, lives are lost. Command will have no choice but to re-evaluate our objectives in the nebula. Regardless of whether this debacle was our fault or the result of Command's miscalculation, our squadron will play the scapegoat.<br />
<br />
====Stage 2====<br />
<br />
The Shivan warship we encountered has been designated the SD Ravana. Allied forces have been deployed to engage this vessel.<br />
<br />
Given the number of Shivan fighters our wings have encountered, we knew an enemy destroyer had to be lurking somewhere within the nebula. Our impaired visibility and diminished sensor range made locating their base of operations difficult. Command hoped our offensive against the two Shivan cruisers would lure the destroyer from its hiding place. Under these circumstances, there was nothing you could have done to save the corvettes from destruction.<br />
<br />
Admiral Petrarch has informed me that the 107th may be called in to reinforce the vessels attacking the Ravana. Suit up for your next sortie, pilot.<br />
<br />
====Stage 3====<br />
<br />
Our primary objective was to defend those corvettes, and we as a unit failed. Our blunders resulted in thousands of casualties and the destruction of the Lysander and the Actium. This is no training module, pilot. When we make mistakes, lives are lost. Command will have no choice but to re-evaluate our objectives in the nebula. Regardless of whether this debacle was our fault or the result of Command's miscalculation, our squadron will play the scapegoat.<br />
<br />
====Stage 4====<br />
<br />
The Shivan warship we encountered has been designated the SD Ravana. Allied forces have been deployed to engage this vessel.<br />
<br />
Given the number of Shivan fighters our wings have encountered, we knew an enemy destroyer had to be lurking somewhere within the nebula. Our impaired visibility and diminished sensor range made locating their base of operations difficult. Command hoped our offensive against the two Shivan cruisers would lure the destroyer from its hiding place. Under these circumstances, there was nothing you could have done to save that corvette from destruction.<br />
<br />
Admiral Petrarch has informed me that the 107th may be called in to reinforce the vessels attacking the Ravana. Suit up for your next sortie, pilot.<br />
<br />
====Stage 5====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
==Slaying Ravana==<br />
<br />
Mission Filename: sm1-07.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
This is Lieutenant Samsa. The allied attack against the SD Ravana has deteriorated. We've lost the GTD Delacroix, and the surviving warships in the battle group are damaged. Petrarch is scrambling the 107th to assist. Command will also sortie the GVC Somtus and the GTC Yakiba. Once they cross the subspace portal, we will move them into position.<br />
<br />
====Stage 2====<br />
<br />
For this mission, we'll fly the GTB Boanerges, the Alliance's new attack bomber. The Boanerges maximizes shielding and payload, while offering enough manueverability to make it a viable tactical unit. The bomber won't handle as well as the Herc II, so stay on the move. Bombers make easy targets.<br />
<br />
====Stage 3====<br />
<br />
With our Cyclops torpedoes, we'll have the firepower to take out the Ravana. If you're too far from the target, the flak guns will neutralize your bomb, so get as close as possible. Once you fire your salvo, hit your burners to get clear of the blast. The Cyclops has an extensive lock time and countdown.<br />
<br />
====Stage 4====<br />
<br />
If we succeed, we will have secured the jump node between the nebula and Gamma Draconis. If we fail, we pave the way for a Shivan invasion of our systems. Good luck, pilot. We know you can do it.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
The destruction of the Ravana is the most significant victory over the Shivans since the end of the Great War. We have secured the subspace node linking the nebula with Gamma Draconis, and we have demonstrated our technological superiority over our Great War nemesis. We have proven without a doubt that we have the firepower to neutralize any Shivan threat.<br />
<br />
A new class of intercept fighter will be stationed on board the Aquitaine. I have recommended that you be transferred to this unit. Interceptors are fast, high-performance fighters requiring pilots with good reflexes. You've got the talent for it, and you'll represent the Ravens well.<br />
<br />
Command has ordered the Aquitaine to return to the Capella system. Admiral Petrarch will brief the crew about our upcoming operation.<br />
<br />
====Stage 2====<br />
<br />
In the aftermath of this debacle, we are faced with the prospect of fighting an all-out war on multiple fronts. Somebody will have to take the fall for this, and it's going to be the 107th. Command has disbanded our unit and will reassign its survivors to new posts in the allied fleet. Frankly, I think we'll be lucky if they let us fly support ships. Dismissed.<br />
<br />
====Stage 3====<br />
<br />
We destroyed the Ravana and secured the subspace node linking the nebula with Gamma Draconis. However, with our losses, this victory is Pyrrhic at best. The Delacroix, the Champion, the Khenmu, the Heisenberg, the Yakiba, and the Somtus all perished in this engagement.<br />
<br />
With the heavy casualties we have suffered, Admiral Petrarch will reorganize the Aquitaine's fighter squadrons. As captain of the 107th Ravens, it is my sad duty to report that after forty years of service, our unit will be disbanded.<br />
<br />
Command has ordered the Aquitaine to return to the Capella system, and there we will receive our new assignments.<br />
<br />
====Stage 4====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
==Training 6==<br />
<br />
Mission Filename: TSM-106.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Welcome<br />
<br />
Lieutenant Commander Cordova here. Welcome to the 242nd Suicide Kings, pilot. I've heard from unofficial channels that the rebels have launched a surprise attack in the Epsilon Pegasi system. Details at this point are sketchy below Phi level clearance, and Command is in no hurry to fill us in. Petrarch says he'll brief the Aquitaine when we reach Capella.<br />
<br />
====Stage 2====<br />
<br />
The 242nd Suicide Kings<br />
<br />
The GTA formed the Suicide Kings in the Great War, when the old Valkyrie fighter went into service after the Shivan attack on Ross 128. The 242nd was stationed on the Galatea back then, and our first mission was the capture of Lieutenant Alexander McCarthy. We all studied the McCarthy trials in school, pilot. We're a part of history here, though the Galatea is long gone and the Valkyrie has since been retired.<br />
<br />
====Stage 3====<br />
<br />
The Perseus Interceptor<br />
<br />
The Perseus is the next-generation interceptor, the fastest fighter in the GTVA. Our primary combat role is charging bombers and chasing down warheads. We're also assigned to surgical strikes against bigger warships. We're not called the Suicide Kings for nothing, pilot. We earn that name on every mission. For that reason, I suggest you review the Perseus training modules as soon as possible. There you'll learn how to target bombs and turrets and everything else you need to serve in an intercept squadron.<br />
<br />
====Stage 4====<br />
<br />
Stiletto II<br />
<br />
You are now authorized to use the GTM-43a Stiletto II missile, designed to incapacitate subsystems. The 43a improves on the original Stiletto design by modifying its guidance systems and disruptor charge. The Stiletto also boasts a more powerful propulsion system, increasing its speed and effective range.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Welcome to training simulator module TSM-122x, advanced qualification for the Perseus intercept fighter. This module has been designed to acquaint pilots with targeting bombs, turrets, and subsystems.<br />
<br />
====Stage 2====<br />
<br />
TSM units are approved for use as part of the GTVA combat training program or as a review for qualified pilots. The TSM series is not intended as a substitute for actual field training.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Well done, pilot. You have successfully completed TSM-122x, advanced qualification for the Perseus intercept fighter. Good luck with your upcoming assignment.<br />
<br />
====Stage 2====<br />
<br />
Your performance was below acceptable standards for TSM-122x, advanced qualification for the Perseus intercept fighter. You are advised to repeat this training module until you have completed its course of instruction successfully.<br />
<br />
==The Sixth Wonder==<br />
<br />
Mission Filename: sm1-08.fs2<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Enif Massacre<br />
<br />
36 hours ago, the NTF launched a full-scale offensive in Epsilon Pegasi, taking the GTVA 6th Fleet by surprise. Commanding his forces from the NTD Repulse, Rear Admiral Koth leads the rebel advance. With 75 percent of our forces in this system decimated, the regional death toll since the incursion now exceeds 80,000.<br />
<br />
Unless we act quickly, a decisive rebel victory is imminent.<br />
<br />
====Stage 2====<br />
<br />
Stalemate in Sirius<br />
<br />
The GTD Aquitaine will lead the allied counterstrike against Koth and his warships. We will resupply in Capella before shipping out to the front.<br />
<br />
We have also learned our campaign in Sirius has failed. A two-pronged offensive launched from Alpha Centauri and Deneb encountered fierce resistance. Unless we can devise a military solution for dealing with the rebels, the GTVA will be forced to recognize the NTF's authority in Sirius, Regulus, and Polaris.<br />
<br />
====Stage 3====<br />
<br />
On the Vanguard<br />
<br />
Allied engineers in the meantime are developing and adapting technologies that will enable us to fight more effectively in the nebula. Dr. Hargrove and her research team continue to study the subspace portal. Their findings have been classified level Phi.<br />
<br />
Until the situation in Epsilon Pegasi has been normalized, the GTVA will suspend its operations in the nebula.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
This is Lieutenant Commander Cordova, leader of the 242nd Suicide Kings. Welcome to Epsilon Pegasi, pilots. Enif Station, the Alliance's base of operations in this system, is now under attack. Though we have destroyed the NTC Outrage, the Cato continues to bombard the installation with heavy beam fire.<br />
<br />
====Stage 2====<br />
<br />
Evacuation of civilian personnel on board Enif Station is now in progress. As you know, civilians are protected under the Beta Aquilae Convention, but the NTF has rejected that treaty and its provisions. Fortunately, most of the civilian convoy has jumped safely to the Capella jump node.<br />
<br />
====Stage 3====<br />
<br />
Your mission is to defend Enif Station. As leader of Alpha wing, you will command your squadmates to destroy the fighters and warships besieging our installation. If the rebels sortie their Zeus bombers, intercept the warheads before they impact the base.<br />
<br />
====Stage 4====<br />
<br />
Allied forces are engaging the rebels throughout the system. As resources become available, they will be deployed to assist you. Until we get these reinforcements, however, holding down the fort is all up to you. This sortie will be the first combat field test of the Perseus intercept fighter, so let's put on a good show.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
When you were selected for the 242nd Suicide Kings, you were singled out as a promising candidate for a command position. The officers who recommended you had faith in your potential to make an outstanding leader. Unfortunately, this assessment seems premature, at the very least.<br />
<br />
I am disappointed in you, pilot. Though you probably fought well as an individual, you did not use your squadmates to the best advantage in this scenario. We lost Enif Station because you were placed in a situation you were ill-equipped to handle. That's not your fault. However, if you want to fly with a top-notch unit, you must learn the difference between doing an adequate job and going above and beyond the call of duty.<br />
<br />
====Stage 2====<br />
<br />
In your courageous defense of Enif Station, you were eyewitness to an historic moment: the first combat deployment of the GTVA Colossus.<br />
<br />
You and your wing also showed us what the Perseus intercept fighter can do. Against overwhelming odds, you repelled an attack against a facility of the utmost strategic importance for the Alliance.<br />
<br />
The commander of Enif Station personally extends his gratitude, pilot. I can see you'll make a fine addition to the Suicide Kings.<br />
<br />
The Alliance has won battle after battle throughout the system, crushing the NTC Rapier, the NTC Explorer, and the NTD Normandy. These victories have stalled the rebel advance, and now with the help of the Colossus, we will push them back into the Polaris system, securing Epsilon Pegasi once and for all.<br />
<br />
====Stage 3====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
====Stage 4====<br />
<br />
For demonstrating exceptional skill in combat, you are hereby awarded the Distinguished Flying Cross.<br />
<br />
==Into the Maelstrom==<br />
<br />
Mission Filename: sm1-09.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
The 242nd will escort a supply convoy as it makes its rendezvous with the GTVA Colossus. As we prepare the Colossus for the allied counterattack, we must handle the logistics of supplying and maintaining this warship. Convoys of transports, gas miners, and freighters have been deployed for this purpose.<br />
<br />
====Stage 2====<br />
<br />
The Colossus will jump in and rendezvous with your convoy at the Capella jump node, located on the far side of an asteroid field. The area has been the site of intense fighting and rebel activity. Intelligence believes the rebels might attempt to attack our supply convoys rather than challenge the Colossus directly.<br />
<br />
====Stage 3====<br />
<br />
You will be leading Alpha wing, the main escort component. Your mission is to defend the GTFr Parracombe, the GTG Avila, and the GVG Jooyun. The Avila and Jooyun are mining vessels designed to collect fuel from gas giants for the reactors that power the Colossus.<br />
<br />
====Stage 4====<br />
<br />
The Vasudans have dispatched a wing of Serapis fighters to guard the Jooyun. You do not have command over this unit. However, the 242nd Suicide Kings are responsible for the Jooyun's safety. Eighteen months of civil war are beginning to strain Terran-Vasudan relations, especially in contested systems. See to it the Jooyun survives.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Excellent job, pilot. The convoy made its rendezvous with the Colossus without losing a single ship. As the other freighters and gas miners transfer their payload to the Colossus, the Alliance is making final preparations for our attack against Admiral Koth and the NTD Repulse. A demonstration of our ultimate weapon should force the rebel leadership to reconsider their territorial ambitions.<br />
<br />
GTVA units throughout the system report a successful, coordinated strike against NTF targets. Command is confident the long stalemate in Epsilon Pegasi will soon come to a favorable resolution.<br />
<br />
====Stage 2====<br />
<br />
Admiral Petrarch and the 242nd have issued a formal apology to the Vasudans for the loss of the Jooyun. Be thankful, pilot, that we no longer live in an era in which an incident such as this could ignite an all-out war between our species. The GTVA is strong, and we have moved beyond the misunderstandings of the past. However, the destruction of an allied ship under our protection is an embarrassment to the squadron. That this happened under your leadership should give you pause. Ask yourself what you could have done to avoid this outcome, and what you will do in the future to ensure it never happens again.<br />
<br />
Our offensive against the NTF has achieved limited success. Only the Colossus has enough firepower to break this stalemate. If we fail, the Alliance will have no choice but to agree to Bosch's demands.<br />
<br />
====Stage 3====<br />
<br />
Though our mission was overall a success, we lost the Parracombe. The destruction of a single freighter will not delay the deployment of the Colossus, but our squadron must accept responsibility for vessels lost on our watch. You're in a leadership position, pilot. Ask yourself what you could have done to avoid this outcome, and what you will do in the future to ensure it never happens again.<br />
<br />
Our offensive against the NTF has achieved limited success. Only the Colossus has enough firepower to break this stalemate. If we fail, the Alliance will have no choice but to agree to Bosch's demands.<br />
<br />
====Stage 4====<br />
<br />
Though our mission was overall a success, we lost the Avila. The destruction of a single gas miner will not delay the deployment of the Colossus, but our squadron must accept responsibility for vessels lost on our watch. You're in a leadership position, pilot. Ask yourself what you could have done to avoid this outcome, and what you will do in the future to ensure it never happens again.<br />
<br />
Our offensive against the NTF has achieved limited success. Only the Colossus has enough firepower to break this stalemate. If we fail, the Alliance will have no choice but to agree to Bosch's demands.<br />
<br />
====Stage 5====<br />
<br />
The NTF decimated our supply convoys, forcing Command to withdraw the Colossus and postpone our offensive against Admiral Koth and the Repulse. Your convoy lost all three vessels, a dismal failure by any measure.<br />
<br />
The news from the captial in Beta Aquilae is not good. Support for a negotiated settlement is growing in the Security Council, even with the Colossus now operational. Opponents of the Colossus program denounce the project as a monstrosity prone to logistical failure. For Admiral Petrarch and the Aquitaine, this outcome could not be more disastrous.<br />
<br />
====Stage 6====<br />
<br />
The NTF decimated our supply convoys, with only a handful of freighters and gas miners surviving the well-orchestrated attack. Your convoy lost two out of three vessels, a failed outcome by any measure.<br />
<br />
The news from the capital in Beta Aquilae is not good. Support for a negotiated settlement is growing in the Security Council, even with the Colossus now operational. Opponents of the Colossus program denounce the project as a monstrosity prone to logistical failure. For Admiral Petrarch and the Aquitaine, this outcome could not be more disastrous.<br />
<br />
====Stage 7====<br />
<br />
The survival of the Jooyun may be good news for our Vasudan allies, but the loss of the Parracombe and the Avila are nothing less than catastrophic.<br />
<br />
The news from the capital in Beta Aquilae is not good. Support for a negotiated settlement is growing in the Security Council, even with the Colossus now operational. Opponents of the Colossus program denounce the project as a monstrosity prone to logistical failure. For Admiral Petrarch and the Aquitaine, this outcome could not be more disastrous.<br />
<br />
====Stage 8====<br />
<br />
By clearing out the rebel sentry guns in the asteroid field, you have significantly reduced the danger posed to future convoys on this route. Your initiative may save many lives.<br />
<br />
====Stage 9====<br />
<br />
You destroyed the Maelstrom but failed to neutralize its forward beam turret first. Had you followed orders, you would have reduced the damage inflicted upon the convoy vessels. Though you have been granted responsibility as a wing leader, this does not privilege you to ignore Command's directives. This incident will be noted in your record.<br />
<br />
====Stage 10====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.<br />
<br />
==Feint! Parry! Riposte!==<br />
<br />
Mission Filename: sm1-10.fs2<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
The Alliance will now take the Colossus on the offensive. We intend to break the back of the rebel fleet in Epsilon Pegasi, and the 242nd will play a pivotal role. Rear Admiral Koth is somewhere in this system. He will not commit the Repulse unless it's absolutely necessary. Your job is to create that necessity.<br />
<br />
====Stage 2====<br />
<br />
To lure Koth into our trap, the first phase of the mission will involve an attack against the rebel cruisers Majestic and Refute. They are defended by a complement of twelve Hercules-class fighters. With the speed and agility of the Perseus, you should be able to outmaneuver the Hercs and take them down.<br />
<br />
====Stage 3====<br />
<br />
Your primary objective will be to eliminate the fighter escort. This will pave the way for the GTC Rampart and our bomber wings, which will deliver the main thrust of the strike. Our plan is to damage the rebel cruisers while presenting the smallest credible threat.<br />
<br />
====Stage 4====<br />
<br />
If the rebels think our force consists of nothing more than a Leviathan and a few errant bombers, they may capitalize on this advantage and sortie their fleet. For this reason, the cruisers must not be destroyed before their reinforcements enter the field of engagement.<br />
<br />
====Stage 5====<br />
<br />
If Koth sends in the Repulse to finish the job, Command will deploy the Colossus to strike the final blow. Your secondary objective will be to defend the Rampart during this phase of the battle. The cruiser will probably sustain damage from the earlier exchange. Good luck, Alpha.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
The Alliance has declared a decisive victory in Epsilon Pegasi. With our blockade of the Polaris jump node, all rebel forces in the system have surrendered. In recognition of your contributions to the allied victory, you are hereby awarded the Epsilon Pegasi Liberation Medal. The GTVA Security Council and General Assembly extend their gratitude for your service.<br />
<br />
Admiral Petrarch has requested recommendations for the 134th Barracuda squadron, a combat evaluation unit. I have forwarded your name as an outstanding candidate. The primary role of the 134th is the field testing of new technologies. In my estimation, you will excel in this challenging position.<br />
<br />
However, I have also learned that Special Operations Command requires a volunteer for an extremely dangerous operation. If you choose to pursue this course, your assignment with the 134th will be waiting for you upon your return. The decision is yours, pilot.<br />
<br />
====Stage 2====<br />
<br />
The Alliance has declared a decisive victory in Epsilon Pegasi. With our blockade of the Polaris jump node, all rebel forces in the system have surrendered. However, the 242nd Suicide Kings have little cause to celebrate.<br />
<br />
The destruction of the Rampart reflects poorly on our unit and on your leadership. Command relies on our intercept squadrons to defend our warships. As a wing leader, you must learn how to take initiative, how to evaluate a crisis, and how to manage your squadmates.<br />
<br />
I have recommended your immediate transfer to the 134th Barracudas, a combat evaluation unit. At least the consequences of failure in such a squadron are not so grim. I have also learned that Special Operations Command requires a volunteer for a suicide mission. Of course, that decision is entirely up to you.<br />
<br />
====Stage 3====<br />
<br />
You did not have authorization to return to base, pilot. Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.</div>TopAcehttps://wiki.hard-light.net/index.php?title=Briefing_texts_(ST)&diff=64409Briefing texts (ST)2023-01-08T15:13:17Z<p>TopAce: it's still NOT "Freespace"</p>
<hr />
<div>{{spoiler|FreeSpace 1, Silent Threat}}<br />
<br />
Note that the texts may or may not contain the original Volition spelling due to Wiki spellcheckers.<br />
{{BriefingTexts}}<br />
{{TOC limit|3}}<br />
<br />
==Silence All Voices==<br />
Mission Filename: md-01.fsm <br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Welcome to the GTI<br />
<br />
Congratulations, pilot. You have been selected for the Special Operations branch of Galactic Terran Intelligence. You passed GTI's rigorous medical and psychological examinations, and your record of service with Admiral Po and the GTD Intrepid has been exemplary. You are now assigned to the GTI's Special Ops destroyer, the Krios.<br />
<br />
The primary mission of the GTI is to provide Terran Command with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of our enemies, specifically the Shivans and the Vasudan insurgency, Hammer of Light.<br />
<br />
As a pilot for Special Ops, your missions will involve intelligence gathering and containment. These assignments are covert and classified. Violation of classification protocol will result in court-martial and possible execution under the Counter-Intelligence and Espionage Act.<br />
<br />
====Stage 2====<br />
<br />
Sol<br />
<br />
All efforts to restore contact with Earth have failed. As you know, the Sol jump node in Delta Serpentis collapsed shortly after allied forces tracked and destroyed the Lucifer during its subspace jump. We believe the explosion of the Lucifer's five reactors created a subspace cataclysm that closed the node, perhaps permanently. <br />
<br />
We have no word on what became of the Terran pilots that destroyed the Lucifer, or how much of the attack force remains stranded on the Earth side of the node.<br />
<br />
As Terran scientists work toward reestablishing contact with Earth and GTA HQ, an interim GTA Command center has been set up in the Delta Serpentis system.<br />
<br />
====Stage 3====<br />
<br />
State of the Treaty<br />
<br />
Cultural and political differences have threatened to undermine the Terran-Vasudan treaty since its inception. After fourteen years of warfare, the relationship between the GTA and the PVN has been plagued with mutual distrust, misunderstanding, and a failure to comply with the treaty's mandate of full cooperation. Furthermore, incidents of violence between Terran and Vasudan military personnel have compounded an already precarious situation.<br />
<br />
====Stage 4====<br />
<br />
Overzealous Pilots<br />
<br />
The GTA and the PVN are conducting joint operations in the Vega system. Though hostilities between allied forces in Vega have been confined to isolated episodes, tensions have now escalated to an all-out confrontation. During a recent Shivan attack, Terran pilots fired upon Vasudan ships with intent to kill. Terran Command fears that if the PVN learns of this incident, the treaty and our hopes of defeating the Shivans will soon collapse.<br />
<br />
====Stage 5====<br />
<br />
Mission Classified<br />
<br />
This mission has been classified at the highest level. If you should be killed or captured while fulfilling your objectives, GTI will disavow any knowledge of you or your actions.<br />
<br />
====Stage 6====<br />
<br />
New Technology: Leech Cannon<br />
<br />
The secondary mission of the GTI is the research and development of cutting-edge technologies. As a Special Ops officer, you will have access to advanced weapons and warship prototypes not yet available to GTA pilots. These systems have undergone extensive lab and field testing and should function as designed. <br />
<br />
The Leech Cannon drains the power supply of enemy fighters. Use the Leech Cannon to disable afterburners, energy weapons, and shields. No subsystems targeting is required, just point and shoot. The Leech Cannon is an anti-fighter weapon with minimal effect against larger vessels.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
At approximately 1530 hours, Terran and Vasudan fighters repelled a Shivan assault against Outpost Fermi. During the skirmish, Terran pilots fired on our Vasudan allies with intent to kill.<br />
<br />
====Stage 2====<br />
<br />
The motives of these pilots are unclear. We do not believe their actions represent a large-scale insurrection within Terran ranks, but the situation must be contained.<br />
<br />
====Stage 3====<br />
<br />
Hostilities have escalated to an all-out confrontation between Terran and Vasudan forces in the area. A GTI communications terminal in the sector transmitted an encoded message advising command of the situation, which threatens to jeopardize our treaty with the Vasudans.<br />
<br />
====Stage 4====<br />
<br />
Your objective will be to sanitize the area. Destroy everything but the GTI communications terminal. All voices must be silenced to preserve the Terran-Vasudan alliance.<br />
<br />
====Stage 5====<br />
<br />
This mission has an operational window of five minutes. Get in. Do your job. Get out. Good luck, pilot.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Well done, pilot. You executed a clean sweep of the area and contained a volatile incident. A single Vasudan ship escaped, but the GTI will soon eliminate this threat.<br />
<br />
====Stage 2====<br />
<br />
You exceeded your operational window, pilot. This failure will give GTA sufficient evidence to reconstruct the incident. You have compromised the Terran-Vasudan alliance, and GTA has severed its support of our operations. You are grounded permanently.<br />
<br />
====Stage 3====<br />
<br />
You failed to silence the Vasudan transport. You have compromised the Terran-Vasudan alliance, and GTA has severed its support of our operations. You are grounded until further notice.<br />
<br />
====Stage 4====<br />
<br />
Two targets escaped. GTI tracked and silenced the first vessel, but the second evaded our forces and informed the Vasudans of our operation. Your failure has jeopardized our treaty with the Vasudans. You are grounded until further notice.<br />
<br />
<br />
==The Pursuit==<br />
Mission Filename: md-02.fsm <br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
A Vasudan ship, designated Aries 2, escaped our containment operation. GTI has tracked the vessel to a Vasudan-controlled supply zone.<br />
<br />
====Stage 2====<br />
<br />
Aries 2 has communicated our objectives to Vasudan forces in that sector. We are jamming all local transmissions, but we must achieve absolute containment.<br />
<br />
====Stage 3====<br />
<br />
Your mission will be to destroy all vessels in the supply zone. Ignore the cargo. Preliminary reconnaissance indicates a garrison of two Aten cruisers with fighter escort.<br />
<br />
====Stage 4====<br />
<br />
The loss of innocent lives is regrettable but necessary to preserve the Terran-Vasudan alliance and defeat the Shivans. You must not fail.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Excellent work. You defeated superior forces that intelligence failed to anticipate. The science vessel's escape pods survived the assault, but GTI will track and eliminate them. Analysis indicates you had no choice but to avoid the shock wave of the blast. You exercised good judgment under fire, pilot.<br />
<br />
====Stage 2====<br />
<br />
Aborting a mission without orders is insubordination, pilot. You will have an opportunity to explain these actions at your court martial tomorrow, at 0800 hours.<br />
<br />
==Ghosts==<br />
Mission Filename: md-03.fsm <br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
GTI has located the Einstein's escape pods in the Beta Aquilae sector.<br />
<br />
====Stage 2====<br />
<br />
Command has issued a new directive. Your mission will be to secure the area and guard the pods. A retrieval ship will recover the survivors for interrogation.<br />
<br />
====Stage 3====<br />
<br />
We will deploy the retrieval ship as soon as possible. Defend those pods until you are relieved of duty. You will receive further orders in Beta Aquilae.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
The incident at Beta Aquilae has us puzzled. Command acknowledges you had no means of confirming the authorization status of the destroyer. Under these circumstances, you did excellent work ensuring the recovery of an escape pod.<br />
<br />
====Stage 2====<br />
<br />
You are grounded until further notice, pilot. With none of the survivors in our custody, our intelligence efforts are futile.<br />
<br />
====Stage 3====<br />
<br />
You aborted your mission before completion. You will be required to provide full testimony before a court martial. Dismissed.<br />
<br />
==On the Run==<br />
Mission Filename: md-04.fsm <br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Unknown Fighters<br />
<br />
A preliminary analysis of the incident at Beta Aquilae suggests the fighters you engaged possessed advanced stealth technologies. The origin and intent of this force remain unknown, and Terran Command has ordered a full investigation. You will be informed of the progress of this inquiry on a need-to-know basis. Until further notice, you have been reassigned to other GTI operations.<br />
<br />
====Stage 2====<br />
<br />
New Technology: Zeus Bomber<br />
<br />
GTI research and development has completed field testing of the Zeus-class strike bomber. Like the Athena, its predecessor, the Zeus offers excellent speed and maneuverability. However, more efficient design enables the Zeus to carry Tsunami space bombs in its arsenal. These features will make the Zeus a versatile and effective weapon against Shivan capital ships.<br />
<br />
====Stage 3====<br />
<br />
New Technology: Cluster Bomb<br />
<br />
A second-generation Synaptic bomb, GTI's cluster warhead has been designed for attacks against groups or wings of enemy ships. Upon reaching its target, the primary warhead fragments into multiple secondary warheads that explode within a split second. The detonations produce a field of energy blasts, making the cluster bomb most effective against fighter formations.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
A Shivan offensive has decimated our forces in the Ikeya system. The enemy annihilated our installations and eighty percent of the fleet garrisoned in that sector. The survivors are now retreating to secure Terran positions.<br />
<br />
====Stage 2====<br />
<br />
Fortunately, the science cruiser Ratna survived the engagement. Scientists on board this vessel are spearheading the Eumenides Project and have developed cutting-edge weapon prototypes vital to the war effort.<br />
<br />
====Stage 3====<br />
<br />
The Shivans disabled the Ratna, so the vessel has neither propulsion nor warp capability. We must retrieve our ship, its scientists, and their prototypes. Command anticipates Shivan reinforcements will soon resume their offensive.<br />
<br />
====Stage 4====<br />
<br />
Under these circumstances, we must execute a high-risk maneuver to recover the Ratna. Vasudan transport Gemini will dock with the vessel and tow it away from the Shivan attack point. The docking seal may not hold, but we have no other viable options.<br />
<br />
====Stage 5====<br />
<br />
Command will deploy additional Terran transports to evacuate the scientists. We cannot extract the prototypes from the Ratna, so the entire vessel must be recovered.<br />
<br />
====Stage 6====<br />
<br />
Your mission: protect the Ratna. Repel the Shivan attack so repair crews can get the engines back on line. The future of this war is in your hands, pilot.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You held off the enemy so our transports could evacuate the scientists. We need their expertise to win this war, pilot. Good work.<br />
<br />
====Stage 2====<br />
<br />
Because of your outstanding performance, we recovered the Ratna and its prototypes. You should be very proud, pilot. You saved not only the Eumenides Project but possibly the lives of millions.<br />
<br />
====Stage 3====<br />
<br />
You failed to provide our transports with adequate fighter cover. As a result, we could neither evacuate the scientists nor retrieve the prototypes. Technology will win this war, not mediocrity. Knowledge is power, pilot, and you're flying unarmed. Dismissed.<br />
<br />
====Stage 4====<br />
<br />
We evacuated our scientists. However, without the prototypes, Command has terminated the Eumenides Project. There are no commendations for mediocrity, pilot. Dismissed.<br />
<br />
==Helfire==<br />
Mission Filename: md-05.fsm <br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Reconnaissance has observed a small Shivan cruiser group, designated Hellfire, en route to the Delta Serpentis jump node. If Hellfire reaches its destination, it will be reunited with the primary Shivan fleet.<br />
<br />
====Stage 2====<br />
<br />
Hellfire consists of four cruisers, both Cain and Lilith class, with a fighter escort of ten to fifteen ships.<br />
<br />
====Stage 3====<br />
<br />
Your squad will intercept and destroy as much of the Shivan force as possible. Beta and Delta will engage the cruisers. Alpha and Gamma will defend the bomber wings and neutralize the fighter threat.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Well done, pilot. Because the Shivan cruisers failed to reach the Delta Serpentis jump node, we anticipate a decisive victory for our forces in that sector.<br />
<br />
====Stage 2====<br />
<br />
You successfully destroyed Hellfire's fighter escort.<br />
<br />
====Stage 3====<br />
<br />
We're at war pilot. This is no training mission. Hellfire reached the Delta Serpentis jump node and reinforced the primary Shivan fleet. Your failure cost us lives and resources we could not afford to lose.<br />
<br />
<br />
==Secret Recovery==<br />
Mission Filename: md-06.fsm <br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Hammer of Light commandos have seized the Giordano, a science station located in the Deneb system. Sensitive GTI data will be compromised if we fail to recapture the Giordano immediately.<br />
<br />
====Stage 2====<br />
<br />
Intelligence indicates the Vasudan destroyer Ptah now guards the science station.<br />
<br />
====Stage 3====<br />
<br />
Your objective will be to protect transport Epsilon 1. The transport will dock with the Giordano and warp to a secure position. Delta wing will escort Epsilon 1 into the Deneb system and assist you with your mission.<br />
<br />
====Stage 4====<br />
<br />
Should Epsilon 1 fail to accomplish its objective, we will deploy Epsilon 2. If neither transport succeeds in recovering the Giordano, your orders are to destroy the station and return to base.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Excellent work. We recovered the Giordano and its data with only minimal losses.<br />
<br />
====Stage 2====<br />
<br />
Your mission was a success. We lost Epsilon 1, but recovered the Giordano and its data.<br />
<br />
====Stage 3====<br />
<br />
Your efforts have prevented a critical breach in GTI security. However, we regret the loss of the Giordano.<br />
<br />
====Stage 4====<br />
<br />
The transports failed to recover the Giordano. The Hammer of Light now has access to data that will compromise GTI operations. Your gross incompetence has forced command to abort several key missions. Dismissed, pilot.<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Cloak and Dagger==<br />
Mission Filename: md-07.fsm <br />
<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
Unknown Fighters<br />
<br />
During recovery of the Einstein's escape pods in Beta Aquilae, unidentified fighters attacked your wing. The results of our inquiry are puzzling-the vessels are Loki-class fighters, GTI design and manufacture. <br />
<br />
GTI research and development created the Loki-class fighter at a top-secret installation, location undisclosed. The prototype of a stealth fighter project, the Loki is designed to elude detection by all known sensor arrays.<br />
<br />
====Stage 2====<br />
<br />
Unknown Fighters<br />
<br />
Analysis of the Beta Aquilae attack has enabled our engineers to exploit a structural weakness in the Loki, thus rendering its stealth technology useless. We have shared this information with our Vasudan allies, and we anticipate the Shivans will also have the expertise to uncloak the fighter.<br />
<br />
The incident does signal an even more disturbing development, however: the emergence of a rogue element within the GTI. We suspect an insurgent cell has appropriated the Loki for unknown purposes. However, the secrecy surrounding the stealth project has impeded further inquiry.<br />
<br />
====Stage 3====<br />
<br />
The Einstein<br />
<br />
The appearance of the Einstein in the Vega System is also troubling. <br />
<br />
According to service logs, the Einstein was destroyed during the initial Shivan encounter at Ross 128, in which the enemy annihilated all Terran ships and installations. The Einstein had entered the system to conduct a routine geological survey three days prior to the attack.<br />
<br />
Obviously, the Einstein's presence in Vega during our recent operation contradicts the official record.<br />
<br />
====Stage 4====<br />
<br />
Ross 128<br />
<br />
Furthermore, evidence suggests the Einstein may have been a rogue GTI ship. A high-ranking GTI operative, Captain Ezra Tycho, commanded the science vessel. Though its official duties were limited to low-level planetary studies, the Einstein may have been involved in covert operations and weapons research. Analyzing the data we have gathered so far, we believe rogue elements within the GTI may have known about the existence of the Shivan threat prior to the attack on Ross 128.<br />
<br />
====Stage 5====<br />
<br />
Rogue Elements<br />
<br />
Therefore, we suspect the Loki-class fighters were engaged in a GTI cover-up. The attack on your wing in the Beta Aquilae system may have been a botched attempt to destroy evidence of the Einstein's existence. <br />
The extent of the cover-up and the objectives of the conspiracy remain unknown. You are advised to exercise caution during your next sorties.<br />
<br />
====Stage 6====<br />
<br />
New Technology: Loki Fighter<br />
<br />
The latest prototype developed by the GTI stealth project, the Loki features high maximum velocity and excellent maneuverability. Because of a minor structural weakness, the Loki's stealth capability has been compromised. Nevertheless, the Loki is the most versatile fighter in our arsenal.<br />
<br />
====Stage 7====<br />
<br />
New Technology: S-Breaker<br />
<br />
Developed as an anti-Shivan weapon, the Shield Breaker inflicts massive damage to enemy defensive systems. This weapon causes no structural damage, but coupling it with an anti-hull cannon will be effective against larger Shivan bombers such as the Seraphim. <br />
<br />
Use it well.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Pirates have attacked the Talus Mining Facility. Because this installation processes materials critical to our warhead production, control of Talus is of the utmost strategic importance.<br />
<br />
====Stage 2====<br />
<br />
The facility's garrison repelled the pirate attack but sustained ninety percent casualties. Certain volatile materials breached containment during the engagement, and the resulting explosion annihilated the pirate force. However, the blast also severely compromised the structural integrity of the installation.<br />
<br />
====Stage 3====<br />
<br />
Your primary objective will be to escort our transports while they recover the remaining warhead materials.<br />
<br />
====Stage 4====<br />
<br />
Be advised the explosion released an ionized gas that will render small vessels invisible to sensors. This will make missile lock impossible on targets within the ionized zone.<br />
<br />
====Stage 5====<br />
<br />
Once the operation has commenced, the facility will begin its evacuation. However, the cargo must be your first priority. Only after the materials have been recovered should you protect the escape pods. We regret any casualties that may result, but the strategic value of the warhead materials necessitates this decision.<br />
<br />
====Stage 6====<br />
<br />
Command will deploy bombers to destroy the facility after all materials and survivors have been recovered.<br />
<br />
====Stage 7====<br />
<br />
Because of heavy subspace activity in the area, we should anticipate a Shivan attack against our operation.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Well done, pilot. You ensured the retrieval of all warhead materials and saved the lives of facility personnel.<br />
<br />
====Stage 2====<br />
<br />
Good work, pilot. You ensured the retrieval of all warhead materials from the Talus Mining Facility.<br />
<br />
====Stage 3====<br />
<br />
You had strict orders, pilot. Your actions may have seemed humane, but many more lives will be lost without those warhead materials. Command has no use for pilots who disregard its directives.<br />
<br />
====Stage 4====<br />
<br />
Because of your ineptitude, the pirates now possess critical warhead materials and weapon prototypes. Furthermore, this catastrophe has bolstered the enemy's morale. Command anticipates their attacks against our positions will intensify.<br />
<br />
====Stage 5====<br />
<br />
You skillfully thwarted the pirate assault. you did well to monitor the status of the transports to prevent materials from falling into enemy hands. Analysis suggests the pirates no longer pose any viable threat to our military ships and installations.<br />
<br />
====Stage 6====<br />
<br />
Without those materials and prototypes, our capacity to wage war against the Shivans has been compromised. What happened out there, pilot? Was it incompetence...or treason?<br />
<br />
==Field of Destruction==<br />
Mission Filename: md-08.fsm <br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Iota wing is en route to a GTI safe zone, located within an asteroid field. We have positioned Watchdog sentries near the zone to neutralize incoming projectiles.<br />
<br />
====Stage 2====<br />
<br />
Iota's cargo is classified at the highest level, as are the coordinates of the safe zone. Your orders are to rendezvous with Iota and follow them to their destination.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Well done. Iota wing arrived at the safe zone and sustained minimal casualties. You accomplished a mission of the utmost importance to GTI security.<br />
<br />
====Stage 2====<br />
<br />
Whose side are you on, pilot? Iota was pulverized out there. I am not authorized to discuss the consequences of this debacle, but Hammer of Light just named a cruiser after you.<br />
<br />
====Stage 3====<br />
<br />
We suffered heavy losses, but the survivors of Iota wing owe you their lives.<br />
<br />
==Exodus==<br />
Mission Filename: md-09.fsm <br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
GTI fighters have disabled the Krios! Vital systems going critical! Return to base pronto!<br />
<br />
===Debrieifing===<br />
====Stage 1====<br />
<br />
Well done. The evacuation could have been a massacre, but you got those pods to the jump node safely.<br />
<br />
====Stage 2====<br />
<br />
All escape pods were destroyed. We are deeply saddened by the loss of this brave crew.<br />
<br />
====Stage 3====<br />
<br />
A handful of escape pods survived the engagement. We regret that more could not be recovered.<br />
<br />
==The Return to Ross 128==<br />
Mission Filename: md-10.fsm <br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
The Fate of the Krios<br />
<br />
To obliterate data gathered about its activities in the Ross 128 system, Galactic Terran Intelligence destroyed the Krios. Effectively immediately, all surviving personnel are to be reassigned to the GTD Soyakaze.<br />
<br />
====Stage 2====<br />
<br />
The GTI<br />
<br />
The conspiracy is not confined to a rogue element within the GTI, but involves officers in the highest echelon of the intelligence directorate. Although their objectives remain unclear, Command believes the conspirators intend to overthrow the GTA government and dissolve the Terran-Vasudan Treaty. <br />
<br />
Galatic Terran Intelligence-its ships, installations, and personnel-are now hostile targets. Because of the technology and sensitive information within its grasp, the GTI poses a significant threat to the stability and security of the GTA, the PVN, and all allied worlds. Our actions must be swift and decisive.<br />
<br />
The Soyakaze's primary objective is to locate and destroy the GTI's base of operations.<br />
<br />
====Stage 3====<br />
<br />
Ross 128<br />
<br />
The Soyakaze has set course for the Ross 128 system. Information recovered from the Krios indicates GTI operations are concentrated around the site of the initial Shivan attack. Our first task will be to investigate this activity.<br />
<br />
====Stage 4====<br />
<br />
Admiral Scott<br />
<br />
I will now take this opportunity to honor the late Admiral Scott, commander of the GTD Krios, who died in the line of duty.<br />
<br />
Admiral Scott devoted many years of service to the GTI and dedicated himself to its mission: to provide the GTA and its allies with accurate and comprehensive information regarding the tactics, technologies, activities, and strategic objectives of its enemies. <br />
<br />
His superiors, to whom he had given his trust and loyalty, betrayed Admiral Scott when they abandoned that mission to pursue their corrupt ambitions and designs. GTI is now the enemy. <br />
<br />
Let us never forget the integrity and sacrifice of this fine officer.<br />
<br />
====Stage 5====<br />
<br />
New Technology: EM Pulse Missile<br />
<br />
Without the technology and expertise of GTI's research and development branch, we will lack our enemy's cutting-edge weapon systems and ship prototypes. However, we do have a new addition to the arsenal: the EM Pulse missile. <br />
<br />
Upon impact, the EM Pulse disables the electronics systems of the target ship. The weapon has numerous tactical applications. For example, a direct hit with an EM Pulse missile will prevent bombers from launching aspect-seeking warheads for several seconds. Once the EMP field has worn off, they must also reacquire their target's signature lock.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
We have set course for Ross 128, the site of the first Shivan contact. GTI operatives have been active in this system, and we must investigate. Your mission will be to inspect the wreckage from the original Shivan assault.<br />
<br />
====Stage 2====<br />
<br />
Ross 128 is currently under Shivan control. There are no other Terran forces in this system. You will need to complete your mission quickly. Scan the wreckage and return to base.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Your wing annihilated all GTI vessels. Fine work. We suspect the GTI already salvaged the wreckage at Ross 128. Their objectives in this sector remain unknown.<br />
<br />
====Stage 2====<br />
<br />
We made no strategic gains at Ross 128, but your assault decimated the Shivan garrison. Nice work.<br />
<br />
====Stage 3====<br />
<br />
Elements of the Shivan force escaped. I should not have to remind you that destroying all hostiles is a high priority. Winning the battle means nothing if we lose the war.<br />
<br />
==The Wait==<br />
Mission Filename: md-11.fsm <br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Reconnaissance reports heavy Shivan traffic through the Beta Aquilae jump node. Our mission: shut them down.<br />
<br />
====Stage 2====<br />
<br />
Your wing will patrol this area and engage any hostiles. Seek and destroy.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You had orders not to destroy the cargo, pilot. Either you're a slow learner or you're shooting for demotion. Intelligence needed that cargo for analysis.<br />
<br />
====Stage 2====<br />
<br />
The Shivans escaped with their cargo. Apparently their freighters were too fast and maneuverable for you, pilot. Command is unimpressed with your lack of results.<br />
<br />
====Stage 3====<br />
<br />
Our freighters retrieved the Shivan cargo. Well done. Intelligence has begun its analysis, and we hope to learn much about Shivan strategy in this sector.<br />
<br />
====Stage 4====<br />
<br />
We failed to recover all the cargo, but we have sufficient evidence to uncover the Shivan's objective in this sector.<br />
<br />
==Secrets Revealed==<br />
Mission Filename: md-12.fsm <br />
<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
GTI Headquarters<br />
<br />
We have located the GTI's base of operations- the Jotunheim installation in the Beta Aquilae system.<br />
<br />
The full extent of their activities in Beta Aquilae remain unknown. However, we believe the GTI has been studying Shivan culture and technology at Jotunheim since the massacre at Ross 128.<br />
<br />
====Stage 2====<br />
<br />
GTI Plans<br />
<br />
Reconnaissance also has evidence of a large-scale prototype construction involving Shivan technology, but no data regarding the configuration and capability of this vessel could be gathered.<br />
<br />
====Stage 3====<br />
<br />
GTI Technology<br />
<br />
GTI forces have access to Shivan armaments as well as the systems created by its research and development branch, so be advised your foe will possess superior technology. You will have to fly smarter and fight harder to win this battle.<br />
<br />
Command suspects the GTI may also have Shivan captives at Jotunheim for the purposes of biological research and the development of viral weapons.<br />
<br />
====Stage 4====<br />
<br />
Hades<br />
<br />
Terran Command intercepted a GTI transmission and technical readout relating to a Jotunheim operation with the codename Project Hades. Cryptographers are in the process of deciphering the transmission, and engineers are analyzing the technical readout. Although we have nothing conclusive, we must act now.<br />
<br />
====Stage 5====<br />
<br />
Our Mission<br />
<br />
The rogue Galactic Terran Intelligence group must be crushed. These traitors threaten the security of the GTA, the stability of the Terran-Vasudan Alliance, and our future victory over the Shivans. Report for your mission briefing, pilot.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Reconnaissance has uncovered the location of GTI's primary base of operations, the Jotunheim. Details concerning the strength of the garrison remain sketchy. GTA will launch an immediate, all-out offensive and deploy reinforcements as soon as possible.<br />
<br />
====Stage 2====<br />
<br />
Failure is not an option. The GTI conducts weapons research on the Jotunheim, so be prepared to engage exotic prototypes with unknown capabilities.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Your cowardice jeopardized our best opportunity to eliminate the GTI threat. Once operational, the Shivan-Terran hybrid will be invincible. Dismissed, pilot.<br />
<br />
====Stage 2====<br />
<br />
Excellent work! Our initiative caught the GTI off guard. Preliminary scans indicate the GTI possessed Shivan defensive technologies. If that juggernaut had gone on line, GTI would be writing the history books.<br />
<br />
<br />
[[Category:Silent Threat Campaign]]<br />
[[Category:Transcripts]]<br />
[[Category:Canon reference]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Briefing_texts_(FS1-Act3)&diff=64408Briefing texts (FS1-Act3)2023-01-08T15:12:59Z<p>TopAce: if you could spell the name of the game you're a fan of...</p>
<hr />
<div>{{spoiler|FreeSpace 1}}<br />
<br />
Note that the texts may or may not contain the original Volition spelling due to Wiki spellcheckers.<br />
{{BriefingTexts}}<br />
{{TOC limit|3}}<br />
==Exodus==<br />
<br />
Mission Filename: sm3-01a.fsm<br />
<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
GTD Bastion<br />
<br />
Alpha Centauri System<br />
<br />
3/1/35<br />
<br />
New Assignments<br />
<br />
This is Admiral Shima. I'll be delivering your command briefs while you're onboard the GTD Bastion. I extend a welcome to all pilots formerly stationed on the Galatea. I wish your reassignments could have come under better circumstances.<br />
<br />
The loss of the Galatea is a great blow to all of us. We've lost many friends and loved ones. We've also lost many great pilots. We will need to double our efforts if we plan on stopping the Shivan fleet.<br />
<br />
====Stage 2====<br />
<br />
Destruction of Vasuda Prime<br />
<br />
This brings me to the reason for this briefing. As some of you may have already heard, shortly after the destruction of the Galatea at nineteen-hundred last night, we received word that the Shivan Lucifer made the jump to Vasuda Prime. The Lucifer fleet bombarded Vasuda Prime from orbit for thirteen hours straight.<br />
<br />
====Stage 3====<br />
<br />
Aftermath of Vasuda Attack<br />
<br />
Most escaping transport ships were destroyed. All major Vasudan cities were leveled, and most of the landmass was rendered uninhabitable. All of our attacks launched from the nearby installations were defeated.<br />
<br />
We have lost contact with all Terran ships in the area, but it appears that the Shivan fleet has now moved on. It's estimated that four billion innocent Vasudans lost their lives in the attack.<br />
<br />
Terran Command is preparing to help evacuate all survivors to other habitable worlds in the area.<br />
<br />
====Stage 4====<br />
<br />
Our Orders<br />
<br />
What we need to concentrate on now is keeping the Lucifer fleet from making further moves towards Earth. We've been put on standby status and ordered to assist in all evacuation operations in Vasuda Prime and the surrounding systems.<br />
<br />
We've lost Deneb. Antares is virtually undefended. Vasuda is a contested system.<br />
<br />
====Stage 5====<br />
<br />
New Technology: Banshee Laser<br />
<br />
The Banshee laser is now ready for deployment. We just received a partial shipment of them. The Banshee is specifically designed to take down Shivan shields.<br />
<br />
====Stage 6====<br />
<br />
New Technology: Hornet Swarm Missile<br />
<br />
We have also received a full supply of Hornet Swarm missiles. These are the best anti-fighter missiles in our arsenal, and we expect they will receive heavy use on the Bastion. Full details are available in the Tech Room.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Pilot Attend: As you know, Vasuda Prime has been devastated. Our focus must now shift to the evacuation of the survivors. You are to take your wing to the subspace node cluster in the Alpha Centauri system.<br />
<br />
====Stage 2====<br />
<br />
There are 3 subspace nodes in this sector. They lead to Vasuda, Aldebaran, and Sirius. Civilians will be transported from Vasuda to Aldebaran.<br />
<br />
====Stage 3====<br />
<br />
Vasudan warships will travel to and from both the Sirius and Vasuda jump points<br />
<br />
====Stage 4====<br />
<br />
Because of the strategic importance of this system, we expect the Shivans to try to secure it quickly. You will ensure the safe passage of all Allied vessels in the area. Additional orders will be sent to you as they arise.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You did an outstanding job in protecting the Vasudan transports. Through your actions we were able to save countless lives. You should feel proud of this accomplishment.<br />
<br />
====Stage 2====<br />
<br />
You were also able to keep the area secured until we established a stronger foothold in the system. Well done.<br />
<br />
====Stage 3====<br />
<br />
Far too many ships were lost in this evacuation operation. This is a great blow to the Vasudan morale and will put an enormous strain on the Terran-Vasudan relations. It is unfortunate that you were unable to do more to help those refugees.<br />
<br />
====Stage 4====<br />
<br />
However, we were not able to secure the area because you left your post before you were relieved. This is not the kind of performance we have come to expect from you. Perhaps our trust in your abilities is misplaced.<br />
<br />
====Stage 5====<br />
<br />
You were also unable to secure the area against future Shivan attacks. It will be very difficult to retake this sector of space.<br />
<br />
====Stage 6====<br />
<br />
What we are most impressed with, however, is your protection of each and every ship. We did not lose a single freighter or transport, and the Mecross is safe from Shivan bombers.<br />
<br />
This is truly an amazing accomplishment, and for this we are awarding you the Meritorious Unit.<br />
<br />
====Stage 7====<br />
<br />
It is unfortunate that the Mecross was destroyed during the battle. Her loss is keenly felt. We realize the odds were stacked against you, and we do not hold you responsible.<br />
<br />
====Stage 8====<br />
<br />
We did lose a few refugee ships during this evacuation operation. We have contacted the PVE and expressed our regrets.<br />
<br />
====Stage 9====<br />
<br />
We are pleased you were able to use Delta wing to accomplish all of your objectives. However, you should try to keep your use of reinforcements at a minimum. If every wing commander leader requested reinforcements at every opportunity, we would run out of fighters.<br />
<br />
==Last Hope==<br />
<br />
Mission Filename: sm3-02a.fsm<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
The PVD Hope is leaving the Antares system after an intense battle. It has sustained moderate damage and will be jumping to the Beta Aquilae system.<br />
<br />
====Stage 2====<br />
<br />
We are sending two wings to help cover the Hope while it is being repaired. The Vasudans are sending their own fighters to stand guard over the Hope, but it will be some time before they arrive.<br />
<br />
====Stage 3====<br />
<br />
The Hope should be in the system when you arrive. We do not believe the Shivans have enough forces in the system to mount a serious attack, but their strategies are difficult to predict. Good luck.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Well done, Pilot. This mission was quite a bit more intense than we had expected, thanks to the Shivans. Fortunately you were able to hang on until the Vasudan reinforcements arrived. Very impressive.<br />
<br />
====Stage 2====<br />
<br />
For protecting one of the few remaining Vasudan Typhon-class destroyers, you are awarded the medal of Conspicuous Gallantry. Wear it proudly.<br />
<br />
====Stage 3====<br />
<br />
You failed to protect the Hope. Even though we were not expecting an attack from the Shivans, you needed to protect that ship. Due to your failure, our hold on this sector becomes even more tenuous. We all have to perform beyond our abilities in this war, Pilot. Dismissed!<br />
<br />
====Stage 4====<br />
<br />
Abandoning your post in such a serious mission is deplorable. You are indefinitely grounded. Dismissed.<br />
<br />
==A Failure to Communicate==<br />
<br />
Mission Filename: sm3-03a.fsm<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Red Alert! The Beta Aquilae installation is under attack. The Lucifer has been sighted in the area. Protect it at all costs. Additional orders will be given to you on site.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
There was nothing you could do to preserve the Aquilae. There was too little time and the Lucifer is too powerful.<br />
<br />
====Stage 2====<br />
<br />
Fortunately you were able to save some of the escape pods. The survivors thank you and look forward to the chance to avenge the destruction of the Aquilae.<br />
<br />
====Stage 3====<br />
<br />
Protecting all the escape pods is most impressive. The survivors thank you and hope we can avenge the destruction of the Aquilae.<br />
<br />
====Stage 4====<br />
<br />
By protecting the Beta Aquilae Communications Terminal we are able to keep in contact with our forces in the outer systems. Losing the communication terminal would have been a severe blow. Well done pilot.<br />
<br />
For continued service to the Alliance, we are awarding you the Good Conduct Medal. Keep it up.<br />
<br />
====Stage 5====<br />
<br />
We lost many escape pods in the battle as well. Such a loss of life is difficult to bear. Several key scientists were unable to evacuate the installation. They, and their research, will be sorely missed.<br />
<br />
====Stage 6====<br />
<br />
Disobeying orders and departing during battle is inexcusable. You are indefinitely grounded. Dismissed<br />
<br />
==Reaching the Zenith==<br />
<br />
Mission Filename: sm3-04a.fsm<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
GTD Bastion<br />
<br />
Ribos System<br />
<br />
3/2/35<br />
<br />
State of the Alliance<br />
<br />
We have now lost vital ground to the Shivans in the Antares system and Sirius. The number of systems between the Shivans and Earth are dwindling fast. Fortunately, we were able to save the Beta Aquilae communications terminal. Aside from that single post, we have lost communications with every outer colony.<br />
<br />
====Stage 2====<br />
<br />
Transmission from Altair<br />
<br />
The following transmission was picked up by the Terran listening outpost in the Beta Aquilae system.<br />
<br />
" are a group of Vasudan refugees seeking the assistance of any Terran ships. We were onboard a Vasudan science outpost when it was destroyed by the Shivans. We managed to land on this uncharted planet when our escape pod lost power. It's uninhabited, but we uncovered the remains of an ancient civilization. They were neither Terran nor Vasudan nor Shivan.<br />
<br />
====Stage 3====<br />
<br />
Transmission Continued<br />
<br />
Our scanning equipment was able to locate a storage device of some sort. It was heavily protected, which suggests it stores something quite valuable, possibly information or technology. We are attempting to decipher the language of the device, but are fearful of Shivan attacks.<br />
<br />
====Stage 4====<br />
<br />
Transmission Continued<br />
<br />
I say this because it is immediately apparent that this planet was also destroyed by Shivan weapons. This is difficult to believe, considering the age of the remains, but the evidence is conclusive. What we ask is for rescue and an escort away from this planet. Our scientists are not normally a superstitious group, but having one's homeworld destroyed tends to shake your beliefs. Please send an armed rescue as soon as possible to these coordinates."<br />
<br />
====Stage 5====<br />
<br />
Our Orders<br />
<br />
Your next series of missions will require both massive firepower and intelligence. For this reason, I am assigning Alpha 1 to lead these missions. We will be attempting to rescue the Vasudan refugees from Altair.<br />
<br />
====Stage 6====<br />
<br />
New Technology: Jump Drives<br />
<br />
This mission will be facilitated by the new subspace drive we have received. For years the GTA has tried to give a fighter the ability to do intersystem jumps. After monitoring the Beta Aquilae engagements, the GTA science colony at Sol has finally been able to solve the puzzle. All GTA fighters are currently being equipped with intersystem subspace drives.<br />
<br />
====Stage 7====<br />
<br />
New Technology: Project Ursa<br />
<br />
Reasearch and Development have nearly completed project Ursa, which should be our best bet at defeating the Shivan Lucifer Destroyer. For those of you that haven't been keeping up, Project Ursa is an attempt to make a new type of Heavy Bomber capable of carrying the Harbinger bomb.<br />
<br />
We expect that a wing of Ursas will be available to you on your return trip from Altair.<br />
<br />
====Stage 8====<br />
<br />
New Technology: Harbinger Bomb<br />
<br />
The Harbinger will assist us greatly in any attacks against capital ships. Until recently, Harbingers were reserved for planetary attacks only. With this project nearing completion, we may be able to finally defeat the Lucifer.<br />
<br />
====Stage 9====<br />
<br />
New Technology: Disruptor Missile<br />
<br />
You may or may not want to use the new Disruptor missile to assist you in the next few missions. It is the only missile in our arsenal which allows us to completely shut down a cruiser for a short amount of time. It's definitely worth a look, details are in the Tech Room.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
As you already know, the Shivans have begun a massive offensive. They have completely cut us off from all of the outer colonies, and have our forces confined to nine systems that form the heart of Terran space.<br />
<br />
====Stage 2====<br />
<br />
However, in what used to be Vasudan space at Altair, a group of Vasudan refugees has apparently unearthed records from a long dead civilization. Terran Command believes the information in these records to be of great importance.<br />
<br />
====Stage 3====<br />
<br />
We have located one potential weak point in the Shivan barrier encircling us. The Deneb jump node to the Altair system is being guarded by only one cruiser, the Zenith.<br />
<br />
====Stage 4====<br />
<br />
The Zenith is currently on patrol with just two wings of Shivan fighters, the Arjuna interceptors, and the Rama superiority fighters. However, we believe they are able to call in reinforcements.<br />
<br />
====Stage 5====<br />
<br />
Your primary objective will be to destroy the Zenith. Take out the Zenith's communications system first to prevent it from calling in reinforcements. If you're unable to do that, go after all weapons systems, including turrets and missile launchers.<br />
<br />
====Stage 6====<br />
<br />
Alpha wing will provide cover for the bombers. Gamma wing will assist Alpha and will attempt to take out the communications system on Zenith. Beta will be equipped with Tsunami bombs, and will be targeting suspected weak points on the Zenith's hull.<br />
<br />
====Stage 7====<br />
<br />
After you have completed these tasks, stand by for further orders. Good luck, Alpha 1.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You were ordered to stay in the area until you received further orders. Yet you jumped out and the mission is a failure. You are hereby grounded. Dismissed.<br />
<br />
==Running the Gauntlet==<br />
<br />
Mission Filename: sm3-05a.fsm<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
As you already know, we are sending scientists to the Altair system to investigate records found on Altair 4. Command hopes they will aid us in our war with the Shivans.<br />
<br />
The Rosetta is currently carrying the scientists. It will rendezvous with two transports, Omega 1 and Omega 2. All three ships should be arriving within a few minutes.<br />
<br />
Omega wing will dock with the Rosetta as soon as they arrive. Oversee this personnel transfer, then escort Omega 1 and Omega 2 to the Jump Node<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You managed to get both transports to the Altair system. If the information at Altair 4 proves as valuable as the Vasudan refugees suspect, then the Terran and Vasudan people will owe you a great debt. Well done, pilot.<br />
<br />
====Stage 2====<br />
<br />
A crucial transport was lost. We hope the one that managed to get through will be adequate to recover the information from Altair 4. We relied on you to safeguard the transit of the scientists and you were only marginally successful. We expect better in the future.<br />
<br />
====Stage 3====<br />
<br />
Both transports were destroyed. You were entrusted with a mission of enormous importance and you failed. Dismissed.<br />
<br />
====Stage 4====<br />
<br />
The crew of the Rosetta sends their thanks. When the Lucifer jumped in, they all but gave up hope of survival. Your squadron was able to hold off the enemy and that is most impressive. For this, you are awarded the Commendation Medal.<br />
<br />
==Black Omega==<br />
<br />
Mission Filename: sm3-06a.fsm<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
We have successfully extracted the records from Altair 4. They have been partially deciphered, and are being moved back to Terran Space. Omega transports will once again be handling the movement of the scientists and the records.<br />
<br />
====Stage 2====<br />
<br />
We have successfully extracted the records from Altair 4. They have been partially deciphered, and are being moved back to Terran Space. Omega will once again be handling the movement of the scientists and the records.<br />
<br />
====Stage 3====<br />
<br />
Unfortunately, the Altair system is still controlled by the Hammer of Light. One of their flagships, the Anvil, is stationed here, and has gotten word of our presence in this system. It is currently blocking the vector to the subspace node.<br />
<br />
====Stage 4====<br />
<br />
Unfortunately, the Altair system is still controlled by the Hammer of Light. One of their flagships, the Anvil, is stationed here, and has gotten word of our presence in this system. It is currently blocking the vector to the subspace node.<br />
<br />
====Stage 5====<br />
<br />
The Anvil carries with it a powerful contingent of Vasudan fighters. Intelligence reports two squadrons: one of advanced Thoth space superiority fighters, and one of Horus Interceptors. These fighters have defended the Anvil well.<br />
<br />
====Stage 6====<br />
<br />
The Anvil carries with it a powerful contingent of Vasudan fighters. Intelligence reports two squadrons: one of advanced Thoth space superiority fighters, and one of Horus Interceptors. These fighters have defended the Anvil well.<br />
<br />
====Stage 7====<br />
<br />
Intelligence has also detected the presence of a third wing of Vasudan bombers in the system. They will undoubtedly try to attack our fleeing transports.<br />
<br />
====Stage 8====<br />
<br />
Intelligence has also detected the presence of a third wing of Vasudan bombers in the system. They will undoubtedly try to attack our fleeing transport.<br />
<br />
====Stage 9====<br />
<br />
Your strike force will once again consist of Alpha, Beta and Gamma wings. Gamma will provide escort for Alpha while Alpha attacks the Anvil. Beta will ensure the safety of the transports and maintain our fighter superiority.<br />
<br />
====Stage 10====<br />
<br />
The Anvil must be destroyed. We are equipping Alpha with Harbinger bombs. These bombs require exact placement and careful maneuvering, but will do massive damage to the Anvil. Beta and Gamma must ensure that the Harbingers reach their target.<br />
<br />
====Stage 11====<br />
<br />
The Anvil must be destroyed. We are equipping Alpha with Harbinger bombs. These bombs require exact placement and careful maneuvering, but will do massive damage to the Anvil. Beta and Gamma must ensure that the Harbingers reach their target.<br />
<br />
====Stage 12====<br />
<br />
Our primary goal, however, is to ensure that Omega 1 and Omega 2 reach the jump node. Destroying the Anvil is the best way to ensure that this goal is accomplished. This mission is of grave importance. Do not fail, Pilot. Good luck.<br />
<br />
====Stage 13====<br />
<br />
Our primary goal, however, is to ensure that Omega 1 reaches the jump node. Destroying the Anvil is the best way to ensure that this goal is accomplished. This mission is of grave importance. Do not fail, Pilot. Good luck.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
You lost both transports. This is a catastrophe. Terran Command viewed this mission as our last hope. The Lucifer is about to enter the jump node to Sol system and we have no means of stopping it.<br />
<br />
There is nothing we can do from here.<br />
<br />
Dismissed.<br />
<br />
====Stage 2====<br />
<br />
Mission accomplished, Pilot. We haven't yet been briefed on the full importance of the ancient records, but Terran Command is extremely pleased. Further orders are expected soon.<br />
<br />
====Stage 3====<br />
<br />
At least we were able to save one of the transports. We lost half the data, but the half you retrieved just might be enough. In ordinary circumstances, we'd reprimand you pilot. But in these circumstances we have no choice but to put you back into battle. The final conflict looms. All our forces are gathering for a last counterstrike.<br />
<br />
====Stage 4====<br />
<br />
It is impressive that you managed to destroy a primary flagship of the Hammer of Light. Perhaps this will put an end to their resistance. Fighting the Hammer of Light has been a great strain on the Terran-Vasudan alliance.<br />
<br />
====Stage 5====<br />
<br />
For this we are awarding you the Medal of Honor. This is a rare and coveted medal given only to the finest pilots in the GTA. Congratulations.<br />
<br />
==Clash of the Titans==<br />
<br />
Mission Filename: sm3-07a.fsm<br />
<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
GTD Bastion<br />
<br />
Sirius System<br />
<br />
3/29/35<br />
<br />
The Lucifer<br />
<br />
The Shivans have finally determined the location of the Sol system. The Lucifer has moved into position here in Sirius for the subspace jump to Delta Serpentis.<br />
<br />
From Delta Serpentis, she will certainly make the jump to Sol to destroy our homeworld.<br />
<br />
====Stage 2====<br />
<br />
New Information<br />
<br />
From the records you retrieved in Altair, we have discovered the means to destroy the Lucifer. As you know, our shield systems do not work in subspace. The same holds true for the Lucifer. More importantly, the records contain the information to enable us to track a capital ship into and inside subspace.<br />
<br />
If we can track the Lucifer into subspace, we believe a small strike force may be sufficient to destroy it.<br />
<br />
====Stage 3====<br />
<br />
Our Orders<br />
<br />
We have been assigned the task of destroying the Lucifer before she reaches Sol. The Bastion is currently en route to intercept the Lucifer at the Sirius-Delta Serpentis subspace node.<br />
<br />
The Bastion will attempt to provide close cover, while Ursa bombers deliver a payload of Harbingers. We believe that without the shielding system it's relied on so heavily, the Lucifer will be vulnerable.<br />
<br />
Keep in mind that this is a time critical operation. If we do not enter subspace soon after the Lucifer, we cannot launch our attack.<br />
<br />
====Stage 4====<br />
<br />
Destroying the Lucifer<br />
<br />
From your earlier scans of the Lucifer in the Deneb system, we have determined that it is powered by five primary reactors. These reactors are spread out across the Lucifer.<br />
<br />
If all five reactors are destroyed in a short period of time, the Lucifer won't have a chance of surviving.<br />
<br />
====Stage 5====<br />
<br />
We don't have much time. Report for mission briefings immediately.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
We have few chances to stop the Lucifer. It is heading to the Sol system but we have an opportunity to head them off at Sirius.<br />
<br />
====Stage 2====<br />
<br />
If you encounter the Lucifer in Sirius hold it off until the rest of the fleet can catch up with you.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
The Bastion was severely damaged in this battle. More of the burden of destroying the Lucifer will shift to the bombers. The Bastion will be of limited assistance.<br />
<br />
We are now proceeding to the Delta Serpentis system.<br />
<br />
====Stage 2====<br />
<br />
The GTD Bastion is in prime condition to assault the Lucifer. We are proceeding to Delta Serpentis now.<br />
<br />
====Stage 3====<br />
<br />
For your outstanding defense of the GTD Bastion, you are awarded the Military Defense Medal.<br />
<br />
====Stage 4====<br />
<br />
The Bastion has been destroyed. There is little hope of stopping the Lucifer at this point. This is the saddest of days for the Alliance. The Lucifer is expected to reach Earth in 40 hours.<br />
<br />
====Stage 5====<br />
<br />
The Bastion made the jump to Delta Serpentis and you didn't you follow her? She was destroyed shortly after her arrival. We have no way of stopping the Lucifer. This is certainly the end of the Alliance. The Lucifer is expected to reach Earth in 40 hours.<br />
<br />
==The Great Hunt==<br />
<br />
Mission Filename: sm3-08a.fsm<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
In a few minutes we will be entering the Delta Serpentis sector. We will then begin the most important engagement in our history. We will fight for the very survival of Earth.<br />
<br />
====Stage 2====<br />
<br />
Our plan is to rapidly close the distance with the Lucifer so that the Bastion will be able to enter subspace just behind her. Once in subspace, we will attack and destroy the Lucifer.<br />
<br />
====Stage 3====<br />
<br />
Your task will be to provide cover for the Bastion so that it can quickly converge on the Lucifer.<br />
<br />
That destroyer must be stopped at all costs. Failure is absolutely not an option here, pilots. Good luck.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Why you chose to leave the battle area is a complete mystery. If any historians survive the destruction of Earth, they will surely wonder what went through your mind.<br />
<br />
In a battle for the fate of Earth, you fled like a coward.<br />
<br />
==Good Luck==<br />
<br />
Mission Filename: sm3-09a.fsm<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Your objective is to destroy the Lucifer. The Lucifer has five reactors located on its main hull. In order to eliminate the Lucifer, these reactors must be destroyed<br />
<br />
====Stage 2====<br />
<br />
This stage will never be seen, and if you are looking at it, ignore it. Red Alert missions only have one stage.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
Congratulations on finishing the game.<br />
<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" background="black" width="60%"<br />
|+'''[[Briefing texts (FS1)|FreeSpace 1 Briefing Texts]]'''<br />
|-<br />
! align="left" style="background:black" |[[Briefing texts (FS1-Act2)|<< FreeSpace 1, Act 2 Briefing Texts]]<br />
! style="background:black" align="right" |[[Briefing texts (FS1-Act3)|FreeSpace 1, Act 3 Briefing Texts]]<br />
|}<br />
<br />
<br />
[[Category:Transcripts]]<br />
[[Category:Canon reference]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Briefing_texts_(FS1-Act1)&diff=64407Briefing texts (FS1-Act1)2023-01-08T15:12:26Z<p>TopAce: </p>
<hr />
<div>{{spoiler|FreeSpace 1}}<br />
<br />
Note that the texts may or may not contain the original Volition spelling due to Wiki spellcheckers.<br />
{{BriefingTexts}}<br />
{{TOC limit|3}}<br />
==Eve of Destruction==<br />
Mission Filename: sm1-01a.fsm<br />
<br />
<br />
===Command Briefing===<br />
====Stage 1====<br />
<br />
GTD Galatea<br />
<br />
Betelgeuse System<br />
<br />
1/10/35<br />
<br />
Operation Thresher<br />
<br />
Operation Thresher in the Antares system did not proceed as planned. Terran Command estimates Terran losses at 504 pilots dead, fourteen missing and presumed dead.<br />
<br />
The Vasudan foothold on Vasuda Prime and the subspace node remains solid. However, their supply lines have been cut off, which means they are most likely lacking reinforcements and supplies.<br />
<br />
Expect more news on that front in tomorrow's briefing.<br />
<br />
====Stage 2====<br />
<br />
Rumors<br />
<br />
There have been many rumors about the appearance of another sentient species. These are rumors, nothing more. Investigation of the Ross 128 attack has determined nothing.<br />
<br />
Concern yourselves with the known enemy, the Vasudans. There is to be no more talk of phantom ships.<br />
<br />
====Stage 3====<br />
<br />
New Pilots<br />
<br />
Let this serve as a "welcome aboard" to all newly-arrived pilots aboard the Galatea. Since you're here, your flight records must speak highly of you already. Serve the Galatea well, she's a fine ship.<br />
<br />
Report to your flight stations at 0830 for your squadron briefings.<br />
<br />
====Stage 4====<br />
<br />
Technologies<br />
<br />
Familiarize yourself with the specifications of the GTD Orion-class destroyer, the Apollo Space Superiority Fighter, and the ML-16 Laser. Information on all of these can be found in the Tech Room.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Pilot Attend: Welcome to the GTD Galatea. Your first assignment as a part of the Galatea's crew is to stand the 3rd watch. You will patrol the area surrounding the GTC Orff. The GTC Orff suffered an engine breakdown in the Betelgeuse system, and is awaiting repairs.<br />
<br />
====Stage 2====<br />
<br />
You will be on watch with one other ship, Alpha 2. Since this is your first watch, Alpha 2 will be piloted by Lt. Harbison, a seasoned veteran and top-notch pilot.<br />
<br />
====Stage 3====<br />
<br />
You will begin your watch by jumping to Betelgeuse near the GTC Orff<br />
<br />
====Stage 4====<br />
<br />
We have reports of Vasudan fighters in this system, so stay alert. Engage and destroy any hostiles that threaten the Orff.<br />
<br />
====Stage 5====<br />
<br />
At the end of your watch, you will be relieved by Delta wing. Upon Delta's arrival, you are to return to base.<br />
<br />
====Stage 6====<br />
<br />
Your primary objective will be to protect the Orff until the end of your watch. We expect you to carry out your orders to the letter.<br />
<br />
====Stage 7====<br />
<br />
You may confirm your ship hardware and weapons loadout for this mission. If found satisfactory, commit to the mission. GTD Galatea quarterdeck signing off.<br />
<br />
===Debriefing===<br />
====Stage 1====<br />
<br />
The GTC Orff was destroyed during your watch. Dozens of lives were lost due to your poor performance. This catastrophe will surely result in an increased Vasudan presence in the system.<br />
<br />
There is no place for you in the GTA. You are dismissed.<br />
<br />
====Stage 2====<br />
<br />
You did a fine job on your first watch, Pilot. Your strong sense of duty will serve the Alliance well.<br />
<br />
The presence of Vasudans in this system gives us little reason to worry. The ships that attacked you and the Orff were probably remnants of the Vasudan convoy that we hit last week.<br />
<br />
====Stage 3====<br />
<br />
Despite your efforts, Vasudan fighters escaped from the system. When we allow them to elude us, Pilot, we appear weak. We won't tolerate this sort of embarassment again.<br />
<br />
====Stage 4====<br />
<br />
We are saddened to learn of Lieutenant Harbison's demise. He was a brave and skillful pilot. A memorial service will be held at 0930. You are ordered to attend.<br />
<br />
====Stage 5====<br />
<br />
You left the field of battle before your watch was ended. This act of cowardice will stain your record for the rest of your military career.<br />
<br />
You are suspended from flight duty. Dismissed.<br />
<br />
==The Field of Battle==<br />
Mission Filename: sm1-02a.fsm<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
There have been a number of recent attacks by the Vasudans in the Betelgeuse system. They have been making strikes on Terran convoys en route to the Betelgeuse-Antares jump point. The Vasudan attacks have been staged from a nearby asteroid field.<br />
<br />
====Stage 2==== <br />
<br />
Terran Intelligence is certain that there are four small attack wings responsible for the attacks on our convoys. There have also been reports of a Vasudan ace piloting one of the Seth class fighters in that area.<br />
<br />
====Stage 3==== <br />
<br />
Terran Intelligence is certain that there are four small attack wings responsible for the attacks on our convoys.<br />
<br />
====Stage 4==== <br />
<br />
You are to sweep the asteroid field and take out the four Vasudan attack wings. Be aware that the asteroids will be causing interference with your sensors. You won't be able to target the Vasudans until they are near, but they won't see you either.<br />
<br />
====Stage 5==== <br />
<br />
If you encounter the Vasudan ace, you may use your discretion as to whether or not to engage him. Keep in mind that your primary objective is to take out the four attack wings. Check your loadouts and commit when ready.<br />
<br />
===Debriefing===<br />
====Stage 1==== <br />
<br />
Nicely done, pilot. By destroying the Vasudan attack wings you have helped to ensure that our convoys will make it through this subspace node.<br />
<br />
====Stage 2==== <br />
<br />
Dispatching the Vasudan Ace showed outstanding skill, pilot. You and your squad are to be commended.<br />
<br />
====Stage 3==== <br />
<br />
We are awarding you the Distinguished Flying Cross for this accomplishment.<br />
<br />
====Stage 4==== <br />
<br />
Since you were unable to take out the Vasudan attack wings, other pilots will need to risk their lives to do your job. We need results from pilots like you if we expect to keep a foothold in these systems. Dismissed!<br />
<br />
====Stage 5==== <br />
<br />
We understand that you did not engage the Vasudan Ace. It is understandable, given the skill of your opponent. Still, it would have been a blow to the Vasudans' morale if he had been defeated.<br />
<br />
<br />
==Small Deadly Space==<br />
<br />
<br />
Mission Filename: sm1-03a.fsm<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Terran Intelligence has detected unusual activity in the Vasudan cargo depot at Antares. You are to destroy all hostiles in the area. When the area is clear, our salvage crews will pick up the cargo for analysis. Do not destroy any cargo.<br />
<br />
====Stage 2==== <br />
<br />
The contents of the cargo containers is not known. Due to the unusual activity, GTA intelligence suspects they have military value.<br />
*Note: in the Descent:FreeSpace demo a disabled entry exists alongside the above. The entry, likely an earlier version, is slightly different, mentioning the potential existence of weapons in the depot, perhaps to give the player an incentive to scan the containers. As to why the entry was changed, and whether it has been voiced, remains unknown.<br />
:''The content of the cargo containers is unknown. GTA Intelligence suspects the existence of weapons, but it is more likely that they contain routine medical and food supplies.''<br />
<br />
====Stage 3==== <br />
<br />
You will be flying this mission with Epsilon wing from the 3rd squadron. Delta wing will be available for reinforcements, if necessary. If you get in trouble, don't hesitate to call them in.<br />
<br />
====Stage 4==== <br />
<br />
Reconnaissance missions have determined that there are typically two wings of Vasudan fighters guarding the depot. The fighters are your primary concern.<br />
<br />
====Stage 5==== <br />
<br />
Recon has also determined that this depot is heavily used. Taking control of it will seriously impede Vasudan attacks from this system in the future.<br />
<br />
====Stage 6==== <br />
<br />
It is likely that there will be freighters in the area transporting cargo. All Vasudan vessels must be destroyed! None must escape as they will surely bring reinforcements.<br />
<br />
====Stage 7==== <br />
<br />
Expect to find armed freighters in the area transporting cargo. All Vasudan vessels must be destroyed! None must escape as they would surely bring reinforcements.<br />
<br />
====Stage 8==== <br />
<br />
Once you have secured the area, the GTC Orff will arrive and maintain watch over the outpost. Good luck, pilot. GTA Command out.<br />
<br />
===Debriefing===<br />
====Stage 1==== <br />
<br />
The destruction of the Vasudan fighters was very important. Not only have we gained control of that depot but we've shown the Vasudans in this sector we are not to be trifled with.<br />
<br />
====Stage 2==== <br />
<br />
Elimination of the Vasudan freighters will hinder the transport of necessary supplies to their forces in that sector.<br />
<br />
====Stage 3==== <br />
<br />
All Vasudan cargo was captured and brought to our base. Intelligence will analyze it.<br />
<br />
====Stage 4==== <br />
<br />
It appears that among the cargo were some stolen weapons prototypes. We had feared that the Vasudans had already found and moved them from the area. Recapturing the weapons would have been a great victory.<br />
<br />
====Stage 5==== <br />
<br />
Because the Vasudan freighters escaped, we can expect their forces to be on the alert in this system. This is a serious failure, pilot.<br />
<br />
====Stage 6==== <br />
<br />
Some of the cargo containers were lost in the skirmish. The salvage crews recovered what they could. The GTA will analyze the container contents in the hope that it will aid us in the war.<br />
<br />
====Stage 7==== <br />
<br />
It appears there weren't many Vasudan reinforcements available. It is fortunate that you were able to destroy them.<br />
<br />
====Stage 8==== <br />
<br />
It appears that the Terran Elysium transport (Omega) hauled away the contents of one of the containers. We are not sure who was aboard the transport, but Intelligence suspects it's a group of renegade humans. We are attempting to locate the transport now.<br />
<br />
====Stage 9==== <br />
<br />
You were ordered to secure the area until the GTC Orff arrived. You failed. The GTA would be better off giving you and your squadron desk jobs.<br />
<br />
==Avenging Angels==<br />
<br />
<br />
Mission Filename: sm1-04a.fsm<br />
<br />
<br />
<br />
===Command Briefing===<br />
====Stage 1==== <br />
<br />
GTD Galatea<br />
<br />
Antares System<br />
<br />
1/15/35<br />
<br />
Lt. McCarthy<br />
<br />
Terran Command has informed us that Lt. Alex McCarthy, formerly stationed onboard the GTD Intrepid, has defected to the Vasudans along with an unknown number of fighters and several personnel.<br />
<br />
He has also managed to steal the plans for the Avenger prototype cannon. These need to be recovered immediately.<br />
<br />
Vasudan agents under Terran control have leaked information regarding McCarthy's plans to the Antares system. Since the Galatea is already in Antares, we have been assigned to lead an attack on McCarthy's forces.<br />
<br />
====Stage 2==== <br />
<br />
This operation is to be carried out by the numbers. Traitors to the Terran cause are not to be tolerated. McCarthy will serve as an example when he is brought in.<br />
<br />
====Stage 3==== <br />
<br />
New Technology: Valkyrie Interceptor<br />
<br />
The Galatea has received a full complement of the new Valkyrie Interceptor Fighters.<br />
<br />
Some of you may remember the Angel Scout Fighter. It has been completely modified and fitted with two additional engines, making it the fastest fighter in the fleet. It has been re-designated the Valkyrie. It should enable you to make short work of enemy fighters.<br />
<br />
Report for mission briefing in twenty minutes.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Plans for the Avenger weapon prototype have been stolen by Lt. McCarthy. His transport has been located here in Antares. It has been designated Omega.<br />
<br />
====Stage 2==== <br />
<br />
One of McCarthy's accomplices has been captured, and has revealed his intentions for the stolen plans. Not surprisingly, McCarthy intends to sell the Avenger to the Vasudans. His Vasudan contact has been designated Rasputin.<br />
<br />
====Stage 3==== <br />
<br />
Your squadron will arrive before the exchange takes place. You are to destroy all hostile fighters, including any renegade Terrans. However, we want McCarthy alive. Your ships have been equipped with Disruptors suitable for disabling the engines on the Omega.<br />
<br />
====Stage 4==== <br />
<br />
Alpha wing and Beta wing, each consisting of four fighters, will be sent in to carry out the mission. You will jump in approximately six kilometers away from the exchange. Get to the Omega as soon as possible.<br />
<br />
====Stage 5==== <br />
<br />
Expect to encounter significant resistance. Beta wing will focus on attacking the Vasudan forces. Alpha wing will be expected to disable the Omega. Request Beta wing's assistance if necessary.<br />
<br />
====Stage 6==== <br />
<br />
After McCarthy's transport is disabled, the GTT Comet will jump into the area and dock with it. You are to ensure the safety of the Comet, especially during the docking operation with Omega.<br />
<br />
====Stage 7==== <br />
<br />
After the Comet and the Omega have left the area, it is your responsibility to eliminate any remaining hostiles. Once the area is clear, you are to jump back to the Galatea.<br />
<br />
====Stage 8==== <br />
<br />
Note that you will be required to engage Terran pilots. These pilots are traitors to the Alliance, and no quarter should be given. Thousands of lives are at stake. Do not hesitate to use deadly force on the traitors. They are your enemy.<br />
<br />
====Stage 9==== <br />
<br />
If you encounter significant resistance or experience severe losses, Delta wing will be sent by Terran Command to assist. If further assistance is needed, call in Epsilon wing, as well. Good luck, pilot.<br />
<br />
===Debriefing===<br />
====Stage 1==== <br />
<br />
We wanted McCarthy taken alive, Pilot. Your squad's lack of control is disturbing. We are not pleased with this.<br />
<br />
====Stage 2==== <br />
<br />
We were able to recover the Avenger prototype. Good job. McCarthy has been apprehended and will go to trial soon.<br />
<br />
====Stage 3==== <br />
<br />
We were not able to recover the stolen Avenger prototype. This was your primary objective, and you failed.<br />
<br />
The Vasudans will surely use this against us in future encounters.<br />
<br />
====Stage 4==== <br />
<br />
This section has been removed<br />
<br />
====Stage 5==== <br />
<br />
Intelligence has told us that you were cautious and managed to disable the Rasputin. Key Vasudan personnel were on board, and their capture will assist our cause.<br />
<br />
This was an intelligent decision on your part, and you are to be commended for your attention to detail.<br />
<br />
Intelligence has requested that you be awarded a Commendation Medal for your part in this capture.<br />
<br />
====Stage 6==== <br />
<br />
Unfortunately, the Rasputin got away from us. This is not a major loss, but every Vasudan that escapes will cost us in the long run.<br />
<br />
====Stage 7==== <br />
<br />
The Rasputin and all of its contents were destroyed. Excellent work. It is very likely that key Vasudan personnel were on board.<br />
<br />
==Out of the Dark, Into the Night==<br />
<br />
<br />
Mission Filename: sm1-05a.fsm<br />
<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
With the Antares system nearly secure, Command has decided that the GTSC Plato will carry the prototype for the Avenger Attack Cannon through the Antares system. It will proceed to the Ribos system, where production of the Avenger will begin.<br />
<br />
====Stage 2==== <br />
<br />
Intelligence has determined that only one Vasudan Cruiser remains in this system, the Taurus. If the Vasudans decide to attack the Plato on its way to Ribos, they will certainly use the Taurus.<br />
<br />
====Stage 3==== <br />
<br />
The number of Vasudan attack craft in this system is minimal. Intelligence estimates at most two strike squads. If something should go wrong, the Plato is equipped with an escape pod. The escape pod will attempt to make the subspace jump to Ribos.<br />
<br />
====Stage 4==== <br />
<br />
Alpha wing will provide cover for the Plato, and, if necessary, the Plato's Escape Pod. The safety of the prototype is vital, and all Vasudan threats must be eliminated.<br />
<br />
====Stage 5==== <br />
<br />
Pay special attention to any Vasudan bombers that may arrive. Bombers will be the greatest threat to the Plato during this operation.<br />
<br />
====Stage 6==== <br />
<br />
When you've cleared the area of hostile bombers, eliminate other threats and continue escorting the Plato to the intersystem subspace node.<br />
<br />
===Debriefing===<br />
====Stage 1==== <br />
<br />
Your inability to protect the crew of the Plato and the prototype for the Avenger cannon has dealt a serious blow to the GTA.<br />
<br />
Perhaps you'll meet your new primary objective: cleaning the heads on the Galatea.<br />
<br />
====Stage 2==== <br />
<br />
From your ship's sensor's records, it appears there was little you could have done to protect the Plato. Its loss will be mourned, but at least her crew is safe.<br />
<br />
====Stage 3==== <br />
<br />
Intelligence has analyzed the data you provided from the attempted visual identification. There is no record of such ships. They do not appear to be Vasudan. The conclusion is that they belong to a new species.<br />
<br />
These ships are not detectable by our sensors. Worse, they appear to have some type of energy-shielding system, making them nearly immune to our attacks.<br />
<br />
But the greatest concern is their weapons. They are more powerful than anything in the GTA or VPE arsenal.<br />
<br />
We believe the data you gathered will prove valuable in discovering a weakness in this new adversary.<br />
<br />
====Stage 4==== <br />
<br />
It is regrettable you were not able to gain a visual identification of the unknown ships. During subsequent attacks, Intelligence has gathered limited information.<br />
<br />
These ships do not appear to be Vasudan. The conclusion is that they belong to a new species.<br />
<br />
The ships are not detectable by our sensors. Worse, they appear to have some type of energy-shielding system, making them nearly immune to our attacks.<br />
<br />
But the greatest concern is their weapons. They are more powerful than anything in the GTA or VPE arsenal.<br />
<br />
We are confident our scientists will soon discover a weakness in this new adversary.<br />
<br />
====Stage 5==== <br />
<br />
In all of their recent attacks in Terran Space, not one of these unknown fighters has been destroyed. It is hoped that a weakness will be found soon.<br />
<br />
====Stage 6==== <br />
<br />
In all of their recent attacks in Terran Space, not one of these unknown fighters had been destroyed.<br />
<br />
Your destruction of one of these new enemies has already boosted morale. Well done, Pilot.<br />
<br />
==Paving the Way==<br />
<br />
<br />
Mission Filename: sm1-06a.fsm<br />
<br />
<br />
<br />
===Command Briefing===<br />
====Stage 1==== <br />
<br />
GTD Galatea<br />
<br />
Antares System<br />
<br />
1/18/35<br />
<br />
The Shivans<br />
<br />
Terran Command has confirmed the existence of a new species. Until further contact is established, Command has designated them "Shivans".<br />
<br />
The Shivans have inflicted heavy casualties to both Terran and Vasudan forces in the Beta Cygni and Vega systems, and appear to be making a rapid push into other key systems along the Terran-Vasudan front. All contact has been lost with our forces in the Ikeya and Ross 128 systems.<br />
<br />
====Stage 2==== <br />
<br />
The Vasudans<br />
<br />
The Vasudan government has contacted the GTA and proposed a cease fire. Considering the reports regarding the Vasudan and Terran losses to the Shivans, this should not come as a surprise.<br />
<br />
Terran Command has not yet responded.<br />
<br />
Expect to hear more from Terran Command on this later today.<br />
<br />
====Stage 3==== <br />
<br />
Hostile Contacts<br />
<br />
All Shivan forces should be considered a serious threat.<br />
<br />
You are authorized to engage any Shivan ship that stands in the way of your mission objectives.<br />
<br />
Attempts to establish communication with the Shivans have failed. Intelligence will continue its attempts to learn more about this new adversary.<br />
<br />
====Stage 4==== <br />
<br />
Shivan Technologies<br />
<br />
What little information has been learned about Shivan technology concerns their fighter shielding system. This shield system makes them nearly impervious to our ML-16 Laser.<br />
<br />
R&D is currently modifying the Avenger Prototype cannon to make it more useful against the shields.<br />
<br />
Additionally, our fighters cannot target their ships due to our lack of data regarding the Shivan electronics systems. Plans are currently underway to remedy this situation.<br />
<br />
====Stage 5==== <br />
<br />
Orders<br />
<br />
Terran Intelligence is working around the clock to give us more information.<br />
<br />
Until then, we have been ordered to move into the Beta Cygni system and monitor any activity.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Due to increased encounters with Shivan forces, Terran Command has ordered the Galatea to the Beta Cygni system to monitor Shivan activity. The Galatea has taken quite a beating since her last repair, and there isn't time to follow the safest route.<br />
<br />
====Stage 2==== <br />
<br />
The Antares-Beta Cygni Jump Node lies in the center of a dense asteroid field, making it one of the least used Jump Nodes in the galaxy. Standard procedure would have us circumvent this node completely, requiring two jumps. Now we have no choice.<br />
<br />
====Stage 3==== <br />
<br />
Weapons systems have taken damage from enemy bombers. The Galatea should be able to make it through the Asteroid Field, but Alpha wing will be deployed to destroy approaching asteroids.<br />
<br />
====Stage 4==== <br />
<br />
Alpha Wing will fly point for the Galatea and destroy any asteroids that cross its flight path.<br />
<br />
====Stage 5==== <br />
<br />
Asteroids that are considered a threat to the Galatea will be marked by white targeting brackets. Destroy these asteroids first.<br />
<br />
====Stage 6==== <br />
<br />
Once the Galatea has jumped out, you are to report to the GTD Bastion, stationed in Antares. The Bastion will take you to Ikeya for your next mission. Your wing will rendezvous with the Galatea in Beta Cygni upon completion of that mission.<br />
<br />
====Stage 7==== <br />
<br />
In the event of enemy attack, you are to cover the Galatea's escape from the system at any cost.<br />
<br />
===Debriefing===<br />
====Stage 1==== <br />
<br />
Abandoning the Galatea in an asteroid field was an inexplicable act of cowardice. The Galatea has been destroyed and you are to blame. You are hereby stripped of all rank and duties.<br />
<br />
====Stage 2==== <br />
<br />
The destruction of the Galatea is a major loss for the Terran Alliance.<br />
<br />
Thousands of lives were lost due to your poor execution.<br />
<br />
Perhaps this task should have been given to a more skilled pilot. You are hereby stripped of all rank and duties in the GTA.<br />
<br />
====Stage 3==== <br />
<br />
The Galatea made it to Beta Cygni, but our reports show it took serious damage. It will be in repair for at least three days.<br />
<br />
It's a pity you couldn't better protect it, but what's done is done. Report to briefing at 0800.<br />
<br />
====Stage 4==== <br />
<br />
Welcome to the GTD Bastion.<br />
<br />
We just received a transmission from the Galatea. She's doing fine and the bridge thanks you for the skillful escort through the field.<br />
<br />
You will rendezvous with her in the Beta Cygni system soon. We are currently under way to the Ikeya system for your next mission.<br />
<br />
====Stage 5==== <br />
<br />
For your excellence in destroying the Shivan fighter while escorting the Plato, as well as your successful escort of the Galatea in the asteroid field, we are awarding you the Distinguished Flying Cross. Wear it proudly.<br />
<br />
==Pandora's Box==<br />
<br />
<br />
Mission Filename: sm1-07a.fsm<br />
<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
Welcome to the GTD Bastion. The Bastion is on a special ops mission to investigate and acquire Shivan technology. This includes weaponry, shielding, and stealth technology. Intelligence has determined that at least one point of Shivan entry into our space lies in the Ikeya system.<br />
<br />
====Stage 2==== <br />
<br />
At least five cargo depots of unknown origin have been located here in Ikeya. These cargo formations are different than any Vasudan and Terran formation, and are believed to belong to the Shivans.<br />
<br />
====Stage 3==== <br />
<br />
Reconnaissance indicates that the depot is protected by six sentry guns on the outer edges. This depot provides a prime opportunity to gather more information about the Shivans. Their offensive activity in this system is at a minimum, and we do not believe that they will make a serious attempt to defend this depot.<br />
<br />
====Stage 4==== <br />
<br />
Long range scanners indicate that some of these cargo containers contain unusual electronics. They appear to be similar to those used to give the Shivans their shielding technology. A short range scan of these containers is the primary objective in this operation.<br />
<br />
====Stage 5==== <br />
<br />
Further reconnaissance indicates another container group may contains parts for a Shivan sensor array. A short range scan of this group should provide crucial data needed to adjust ship sensors to attain radar lock on Shivan fighters. Scanning those containers is your secondary objective.<br />
<br />
====Stage 6==== <br />
<br />
You will jump in approximately six kilometers from the cargo depot. Proceed to the cargo depot quickly, and eliminate all sentry guns. This will enable our freighters to collect the cargo after you have scanned it.<br />
<br />
===Debriefing===<br />
====Stage 1==== <br />
<br />
Jumping out of a mission without even making an attempt to complete your objectives is gross negligence and borders on desertion.<br />
<br />
Your hearing is scheduled for 0700.<br />
<br />
====Stage 2==== <br />
<br />
Despite the Shivan ambush, you had a mission to accomplish. Your orders were to remain in the area, unless ordered to leave by Terran Command.<br />
<br />
Your defiance of these orders has wasted a prime opportunity.<br />
<br />
====Stage 3==== <br />
<br />
It is fortunate that you were able to escape the Shivan trap. Your persistence in obtaining the data we needed is commendable.<br />
<br />
While you were unable to gather the shield data, another of our Ikeya task forces was successful in acquiring it.<br />
<br />
The data you did gather about Shivan sensor technology will be vital in combating the Shivan forces. Our technicians now believe they will be able to implement a targeting solution for Shivan ships.<br />
<br />
Good work, pilot.<br />
<br />
====Stage 4==== <br />
<br />
Your success in acquiring the shield technology against such overwhelming odds has indicated to us that you are, in truth, working with the Shivans. Your interrogation is scheduled for 0930. You will be escorted to the brig.<br />
<br />
==The Hammer and the Anvil==<br />
<br />
<br />
Mission Filename: sm1-08a.fsm<br />
<br />
<br />
<br />
===Command Briefing===<br />
====Stage 1==== <br />
<br />
GTD Galatea<br />
<br />
Beta Cygni System<br />
<br />
1/25/35<br />
<br />
Cease Fire<br />
<br />
The GTA has signed a cease-fire and non-aggression pact with the Vasudans.<br />
<br />
Command has already expressed great relief, largely due to the huge drain on military and economic resources the war has caused in the past few years.<br />
<br />
The end of a 14-year war should bring peace. Unfortunately there is no time to breathe easy.<br />
<br />
After the 3rd Fleet lost the GTD Amadeus in the Vega system, the GTA and the Parliament of Vasuda have both declared open states of war against the Shivan forces.<br />
<br />
====Stage 2==== <br />
<br />
Vasudan Dissent<br />
<br />
Unfortunately, not all Vasudan forces have agreed to the cease-fire. Reports have been received of attacks by a rogue group of Vasudans calling themselves the "Hammer of Light."<br />
<br />
Hammer of Light (HOL) appears to be willfully aiding the Shivan cause, citing some Vasudan legend about the coming of an all-powerful race.<br />
<br />
If you encounter any HOL forces, you are to treat them as hostile and are to use any force necessary to neutralize them.<br />
<br />
====Stage 3==== <br />
<br />
New Technology: Shivan Tracking<br />
<br />
With the vital data gathered by the Galatea at the Ikeya Depot, our technicians now know enough about Shivan technology to successfully target their ships. You should also be able to track them on radar.<br />
<br />
====Stage 4==== <br />
<br />
New Technology: Avenger Cannon<br />
<br />
The Avenger Cannon is now being loaded on every Terran and Vasudan ship in the Galaxy. You will find these cannons far more effective against the Shivan shields.<br />
<br />
New Technology: Shield System<br />
<br />
A strike squad sent from the 5th fleet into the Ikeya system was able to recover some Shivan shield prototypes. Fully functioning versions of this technology are being developed for use on GTA fighters.<br />
<br />
The shields themselves are being transferred through the Beta Cygni system to the Ribos system. This shipment must arrive in Ribos.<br />
<br />
Report to mission briefing in 30 minutes.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
At roughly 1400 hours a large convoy carrying one of our newly developed shield prototypes was deployed. It was expected that the Shivans would attack the convoy.<br />
<br />
====Stage 2==== <br />
<br />
The Shivans destroyed the convoy. What the Shivans do not know is that the convoy was a decoy. There were a total of four working prototypes, only one of which was destroyed.<br />
<br />
====Stage 3==== <br />
<br />
You are to take two wings of fighters to escort the three remaining shield prototypes. The Shivans should think you are just another shipment headed for Beta Cygni. This is not the direct route to Earth, which should divert the Shivans from our true intent.<br />
<br />
====Stage 4==== <br />
<br />
You are to accompany the freighters until the Vasudans arrive to escort them on the second leg. Do not leave the freighters until they have jumped to the Beta Cygni system.<br />
<br />
====Stage 5==== <br />
<br />
The Shivans have hit everything sent from this installation. Expect resistance. Many pilots lost their lives today that the chances for success on this mission would be greater. You will succeed. Dismissed.<br />
<br />
===Debriefing===<br />
====Stage 1==== <br />
<br />
You did a superb job defending the shield prototypes. You were able to save all three, which not only gives us the technology, but will help expedite its mass production.<br />
<br />
Your performance will go down in the books as a standard for future pilots to follow. Simply outstanding, pilot!<br />
<br />
In appreciation of your fine performance in our first operation with allied Vasudans, we are awarding you the Vasudan Alliance Medal.<br />
<br />
====Stage 2==== <br />
<br />
Well done, pilot! You were able to get two of the three shield prototypes out of harm's way and off to the scientists back on Earth.<br />
<br />
Your efforts today will certainly even the odds a bit with the Shivans. Great job!<br />
<br />
====Stage 3==== <br />
<br />
Good work, pilot. Saving one of the shield prototypes from being destroyed was as much as could be hoped for. You should be proud.<br />
<br />
====Stage 4==== <br />
<br />
Your inability to save even one shield prototype from destruction gives the GTA little chance of winning this war.<br />
<br />
You are responsible for this failure.<br />
<br />
====Stage 5==== <br />
<br />
You have disobeyed direct orders by trying to save that Vasudan convoy! You were told to stay with the shield prototypes at all times!<br />
<br />
Do you think the original shield prototype convoy wasn't worth saving? Pilots made great sacrifices so that you could succeed, and you simply failed to follow orders!<br />
<br />
At 0800 hours tomorrow morning you will have to explain your actions in a court martial!<br />
<br />
<br />
==The Darkness and the Light==<br />
<br />
<br />
Mission Filename: sm1-09.fsm<br />
<br />
<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
The radical Vasudan splinter group known as the Hammer of Light has been conducting many surprise attacks on convoys throughout Beta Cygni. These attacks must be stopped. The Hammer of Light presence is to be eliminated from this system once and for all.<br />
<br />
====Stage 2==== <br />
<br />
A Hammer of Light cargo depot which is believed to be the primary supply center for all Hammer of Light activities in the system has been located.<br />
<br />
====Stage 3==== <br />
<br />
This depot is guarded by a wing of Seth class fighters as well as an Aten class cruiser, the Ramses. The Hammer of Light does not have shielding technology, so this operation should be simple.<br />
<br />
====Stage 4==== <br />
<br />
Your primary objective is to capture the Aten cruiser Ramses. You are to disable and disarm it with Disruptor cannons, then protect the Omega transports while they capture it.<br />
<br />
====Stage 5==== <br />
<br />
Do not destroy the Ramses. The crew of the Ramses will be interrogated to learn more about the Hammer of Light.<br />
<br />
====Stage 6==== <br />
<br />
Once the Ramses has been disabled and disarmed, destroy all cargo in the area. The Hammer of Light can not be permitted to resupply. The containers store Vasudan supplies useless to the GTA.<br />
<br />
====Stage 7==== <br />
<br />
You are to lead Alpha wing on this operation. Your ships are equipped with our new shielding system. In case of any unforeseen problems, await further orders from Command.<br />
<br />
===Debriefing===<br />
====Stage 1==== <br />
<br />
You left the battle well before there was any chance of capturing the Ramses. Were your orders not specific enough?<br />
<br />
Dismissed.<br />
<br />
====Stage 2==== <br />
<br />
You destroyed the Ramses. You were ordered to capture it. Disobeying orders is unacceptable.<br />
<br />
====Stage 3==== <br />
<br />
Unfortunately, the Taranis has been interfering with all operations in the Beta Cygni system.<br />
<br />
The destruction of the Ramses, while unfortunate, was not your fault. It is good that you destroyed the cargo before the Shivans were able to capture it.<br />
<br />
====Stage 4==== <br />
<br />
Although the Taranis prevented you from capturing the Ramses, allowing the Shivans to capture the cargo is a serious blow to the safety of this system.<br />
<br />
====Stage 5==== <br />
<br />
The destruction of the escaping freighters is important. The Hammer of Light will have a difficult time starting up their Beta Cygni operations again without supplies.<br />
<br />
====Stage 6==== <br />
<br />
It is disturbing that the Hammer of Light fighters have shield technology after all.<br />
<br />
It seems that this rebellion is far greater in scope than we had initially hoped.<br />
<br />
====Stage 7==== <br />
<br />
The destruction of the Taranis is a serious blow. Its capture could have provided a wealth of information on the Shivans. You were ordered NOT to engage the Taranis cruiser, pilot.<br />
<br />
You are grounded until you learn to listen to orders.<br />
<br />
==First Strike==<br />
<br />
<br />
Mission Filename: sm-10.fsm<br />
<br />
<br />
<br />
===Command Briefing===<br />
====Stage 1==== <br />
<br />
GTD Galatea<br />
<br />
Ikeya System<br />
<br />
1/31/35<br />
<br />
The Taranis<br />
<br />
Initial attacks have gone off without a hitch, and the Taranis is on her last leg. Delta and Epsilon wings have destroyed most of the Taranis' fighter escort. It is time to finish the job.<br />
<br />
To this end, Terran Command has sent a full wing of Athena bombers, equipped with the newly developed Stiletto bomb .<br />
<br />
====Stage 2==== <br />
<br />
New Technology: Athena Bomber<br />
<br />
The Athena is our most maneuverable bomber. It carries a massive payload, yet, in dogfights, is nearly as effective as a fighter.<br />
<br />
====Stage 3==== <br />
<br />
New Technology: Stiletto Space Bomb<br />
<br />
The Stiletto bomb has now been thoroughly tested back in Sol and is now ready for use. It can be used to destroy subsystems on any ship and should prove more effective than the Disruptor cannon. The electronics seeking device should make it simple to use. Just point and shoot.<br />
<br />
Stiletto homing capabilities are limited, so make sure you get a clean shot before you launch. The Stiletto should be especially useful in destroying the Taranis' engines and weapons systems.<br />
<br />
All Athena bombers will be equipped with Stilettos and will be piloted by Alpha wing.<br />
<br />
===Mission Briefing===<br />
====Stage 1====<br />
<br />
The Cain-class cruiser Taranis has been chased from the Beta Cygni system back to the Ikeya system. It is low on supplies, and, due to recent engagements, it is lightly guarded.<br />
<br />
====Stage 2==== <br />
<br />
The Cain-class cruiser Taranis has begun its counterattack. Although we destroyed most of its fighter escort, it managed to call in a repair craft. It is now nearly fully functional.<br />
<br />
====Stage 3==== <br />
<br />
Long range sensors indicate that only two fighters and three bombers remain to protect the Taranis.<br />
<br />
====Stage 4==== <br />
<br />
The Taranis is heading for the Beta Cygni subspace node, where it will probably resupply. This will allow for a small window of opportunity in which to conduct a strike.<br />
<br />
====Stage 5==== <br />
<br />
The Taranis is heading for the Beta Cygni subspace node, where we expect it to mount an offensive. This only allows a small window of opportunity in which to conduct a preemptive strike.<br />
<br />
====Stage 6==== <br />
<br />
Your primary objective is to disable and disarm the Taranis in order to enable its capture. This will be our first attempt to capture a major Shivan vessel. Three wings will be assigned to this task.<br />
<br />
====Stage 7==== <br />
<br />
Alpha Wing will be flying Athena bombers. These bombers just arrived on the Galatea and are equipped with the new Stiletto bomb . The Stiletto is capable of destroying subsystems in one hit. Alpha's primary responsibility will be to disarm and disable the Taranis.<br />
<br />
====Stage 8==== <br />
<br />
Beta Wing is assigned to escort Alpha and protect it from fighter attacks. Beta will fly Apollo-class fighters.<br />
<br />
====Stage 9==== <br />
<br />
Gamma wing will fly Valkyries and should engage any hostile fighters and bombers in the area. If needed elsewhere, they can be assigned to any task that you see fit.<br />
<br />
====Stage 10====<br />
<br />
Once the Taranis has been disarmed and disabled, Omega transports will arrive and capture it. When the Taranis has been captured, you are to return to the Galatea for debriefing.<br />
<br />
====Stage 11====<br />
<br />
Do not allow the Taranis to escape or be destroyed.<br />
<br />
Good luck.<br />
<br />
===Debriefing===<br />
====Stage 1==== <br />
<br />
The purpose of this mission was to capture a major Shivan vessel for analysis. It was imperative to the war effort. Your failure is unforgivable.<br />
<br />
Perhaps one day you will learn that the consequences of your actions affect others. Until that time, you are dismissed from all duties.<br />
<br />
====Stage 2==== <br />
<br />
The Taranis has escaped to the Beta Cygni system.<br />
<br />
Not only has the chance to capture a Shivan cruiser been lost, but the Taranis is certain to wreak havoc in other systems.<br />
<br />
====Stage 3==== <br />
<br />
You departed before ensuring the capture of the Taranis. The Omega transports you left unprotected were destroyed by Shivan fighters.<br />
<br />
Our hopes of capturing the Taranis were ruined by your carelessness.<br />
<br />
Your career is over, Pilot.<br />
<br />
====Stage 4==== <br />
<br />
You departed before ensuring the capture of the Taranis. The Omega transports you left unprotected were destroyed by Shivan fighters.<br />
<br />
Our hopes of capturing the Taranis were ruined by your carelessness.<br />
<br />
Your career is over, pilot.<br />
<br />
====Stage 5==== <br />
<br />
Congratulations, Alpha 1. You were instrumental in the first capture of a major Shivan vessel!<br />
<br />
The Halkins is taking her to the Tombaugh station, where engineers will be able to study their technology and learn more about their methods and motives.<br />
<br />
Meanwhile, feel free to relax for a few days. You deserve it.<br />
<br />
In recognition of your continuing service to the GTA, you have been awarded the Medal of Good Conduct.<br />
<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" background="black" width="60%"<br />
|+'''[[Briefing texts (FS1)|FreeSpace 1 Briefing Texts]]'''<br />
|-<br />
! align="left" style="background:black" |[[Briefing texts (FS1-Act1)|FreeSpace 1, Act 1 Briefing Texts]]<br />
! style="background:black" align="right" |[[Briefing texts (FS1-Act2)|FreeSpace 1, Act 2 Briefing Texts >>]]<br />
|}<br />
<br />
[[Category:Transcripts]]<br />
[[Category:Canon reference]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Briefing_texts_(FS1)&diff=64406Briefing texts (FS1)2023-01-08T15:11:56Z<p>TopAce: it's still NOT "Freespace"</p>
<hr />
<div>{{BriefingTexts}}<br />
<br />
The Briefings, Debriefings and Command Briefings from the game [[FreeSpace 1]] can be found in the following pages:<br />
<br />
*[[Briefing texts (FS1-Act1)]] - Missions 1 - 10<br />
*[[Briefing texts (FS1-Act2)]] - Missions 11 - 20<br />
*[[Briefing texts (FS1-Act3)]] - Missions 21 - 29<br />
<br />
[[Category:Briefing Texts]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=GTFg_Atlas&diff=64402GTFg Atlas2023-01-04T13:28:58Z<p>TopAce: /* Veteran Comments */ its - possessive; it's - it is</p>
<hr />
<div>{{User-made Ships|''{{PAGENAME}}''}}<br />
[[Image:GTFgAtlas.jpg|thumb|right|650px|The {{PAGENAME}} in Shadow Genesis]]<br />
[[Image:GTSDSaturn.jpg|thumb|right|650px|The GTSD Saturn in The Aftermath II]]<br />
==Description:==<br />
===GTFg Atlas Tech Room Description===<br />
GTFg ATLAS<br />
<br />
Artillery frigate<br />
<br />
The Atlas artillery frigate is a mainstay of new GTVA tactics that creates new standards for space combat. Created by the designers of the GTCv Deimos and GTD Hecate as a development of the GTC Phoebe project, its role in assaulting enemy capital ships is absolutely essential. The main task of these frigates is suppressing the enemy with heavy artillery fire from a safe distance, either as a support for assault forces or during stand-alone raids. The Atlas turned out to be such a successful project that a few ships of this class quickly appeared in most GTVA fleets. They are usually formed in assault groups with 3 units each.<br />
<br />
Differently from most GTVA warships, the Atlas' primary weapons consists of 6 powerful tactical plasma cannons with an effective range of 12500m which allows the Atlas to attack enemy ships without being vulnerable to a counterattack with beam cannons. The TPC does average damage to armour and heavy damage to critical points and turrets. Effective beam range is no further than 6-7 kilometres, then the plasma scatters and does only minor damage. Taking this into account, GTVA engineers constructed the TPC and after they realised their project is was a success, new weapon were installed not only on the Atlas, but also on the Anchorage superdestroyers, the Magnus supercarriers and the last Orions in GTVA regular service. The Vasudan Atlas equivalent, differs in that, it is armed with a large amount of missile launchers. TPCs do not need much space aboard the ship and use less energy than regular beam cannons. The Atlas is also equipped with numerous anti-bomber weaponry and a powerful jump drive, so it can operate alone, even without fighter cover.<br />
<br />
<br />
===GTSD Saturn Tech Room Description===<br />
Armed with six frontal heavy beams, five heavy Antimatter dual cannons, and a score of defensive turrets, this Vindicator class dreadnaught is a formidable beast to go head to head with. They serve as flagships for the High Command Taskforces. If a vindicator dreadnaught is present on the scene, one of the top brass of the High Command or one of the delegates of the High Council is on board this vessel. Despite the intimidating frontal firepower, this craft is still mildy lacking in flank defenses and escorting warships or squadrons are still needed to protect it's side. The Saturn nonetheless cannot outgun its sister ship, the Jupiter, and it has a weaker armor. To date, only seven of these ships were constructed and commissioned shortly after The Third Shivan War.<br />
<br />
<br />
===Credits===<br />
*Model by '''Moonred'''<br />
*Textures and conversion by '''Kobrar44'''<br />
*POF data and tables by Nyctaeus<br />
*Saturn variant by '''herkie423'''<br />
<br />
<br />
===Designer's Comments===<br />
==Performance:==<br />
===Statistics===<br />
*'''GTFg Atlas'''<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| style="width:200px" | 338.28 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 326.71 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 1284.86 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
| 39<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Fighterbays|Fighterbays]]'''<br />
| 2<br />
|}<br />
<br />
<br />
*'''GTSD Saturn'''<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| style="width:200px" | 1289 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 1674 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 4897 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
| 44<br />
|-<br />
| '''Fighterbays'''<br />
| None<br />
|}<br />
<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''GTFg Atlas'''<br />
| colspan=2 style="background:#351515;"| '''GTSD Saturn'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| Assault Railgun<br />
| 6<br />
| BTach<br />
| 4<br />
|- align="center"<br />
| Standard Flak<br />
| 7<br />
| LRBTach<br />
| 2<br />
|- align="center"<br />
| Terran Turret<br />
| 4<br />
| MkII Plasma Gun<br />
| 27<br />
|- align="center"<br />
| AAAf<br />
| 6<br />
| AAAf<br />
| 6<br />
|- align="center"<br />
| RFTurret<br />
| 11<br />
| Antimatter<br />
| 5x2<br />
|- align="center"<br />
| Gattling Turret<br />
| 2<br />
|- align="center"<br />
| AAAb<br />
| 3<br />
|}<br />
<br />
<br />
==Gallery==<br />
<gallery></gallery><br />
<br />
<br />
===Veteran Comments===<br />
{{comment|I find it deliberately ugly, tiled mess. There is actually a very cool ship hidden beneath its not encouraging appearance. Atlas is the [[Narayana]] of the GTVA in [[Shadow Genesis]], but unlike Narayana, Atlas can effectively defend itself against enemy fighters and bombers. Its spinal firepower comes from 6 long-range cannons. Projectiles cannot be intercepted and decentralized nature of its armament makes the Atlas resistant against anti-subsystem strikes. Very effective warship and frequently deployed against [[Nightmares]] with great results.}}<br />
<br />
==External links:==<br />
*Shadow Genesis:<br />
**[https://www.hard-light.net/forums/index.php?topic=83942.0 RELEASE - Shadow Genesis: 2017 Edition]<br />
*The Aftermath II:<br />
**[https://www.hard-light.net/forums/index.php?topic=96405.0 RELEASE: The Aftermath II - The Blue Guardian]</div>TopAcehttps://wiki.hard-light.net/index.php?title=FreeSpace:_Assault_Force&diff=64368FreeSpace: Assault Force2022-12-28T08:08:37Z<p>TopAce: it's still NOT "Freespace"</p>
<hr />
<div>'''FreeSpace: Assault Force''' was a campaign being developed for the Half Life 2 Engine from mid 2009 to late 2010, but with a FreeSpace-related storyline set in the FreeSpace universe.<br />
<br />
==Overview==<br />
'''Authors''' - Dragonsniper and Shiv.<br />
<br />
'''Missions''' - Unknown<br />
<br />
'''Mods''' Unknown<br />
<br />
'''Requirements''' Unknown<br />
<br />
==Description==<br />
Fight as a GTA Marine against Rebel Terrans and Vasudans during the First Great War Era. <br />
<br />
==Current Team==<br />
'''Dragonsniper (Inactive)''' - Project leader and main founder. Beta Storyline writer, Modeler and Level Designer. <br />
<br />
'''Shiv (Inactive)''' - Project Co-leader and main founder. Level Designer. Storyline consultant.<br />
<br />
'''Lucika (Inactive)''' - Storyline writer, modeling consultant level design consultant. <br />
<br />
'''Woocash (Inactive)''' - Level Designer.<br />
<br />
==Status==<br />
Was in a "clutchy" standby mode from Mid November 2009 - September 2010. Project "officially" (unannounced to the public) dead in late 2010 - early 2011 when hosting agreements with HLP could not be made due to the project's inconsistency and lack of progress.<br />
<br />
==Farewell==<br />
'''''"On behalf of the FS:AF team, I am sorry that nothing of significant value could be shown in regards to this project. To be perfectly honest, I was a lot younger when I envisioned this idea in 2008 (it's amazing what 3 years can do to a person, I'm sure we can all agree) and was unwilling and without the proper knowledge to take the required steps to make this project work. As everyone knows, RL plays a significant factor in anything we do, always creeping up on us at the worst of times. A First-Person-Shooter set within the Freespace Universe is something I will always admire, and wish for... Unfortunately, Freespace: Assault Force was not that game. Essentially nothing got accomplished in terms of modeling, level design, sounds, etc, and team communication was scarce at best due to other projects amongst other things. <br />
<br />
'''''At this time, we'd like to thank MP (MatthewPapa) at GameWarden for his willingness to host us, to everyone we collaborated with and for their help, and especially for the public and their support. Thank You and Goodbye until we meet again, at the fragmenting ends of space." - 'Dragonsniper'<br />
<br />
===Website===<br />
*http://www.game-warden.com/forum/forumdisplay.php?f=93 (Old and outdated)<br />
<br />
[[Category:Total Conversions]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=FreeSpace_1_Tactical&diff=64367FreeSpace 1 Tactical2022-12-27T12:24:20Z<p>TopAce: /* Assault Missions */ MY attacking?</p>
<hr />
<div>[[#Basics|Basics]] | [[#Mission Types|Mission Types]] | [[#The HUD|The HUD]] | [[#Preferred GTA and PVN Hardware|Ships]] | [[#Preferred Primary and Secondary Loadouts|Weapons]]<br />
<br />
===Basics===<br />
<br />
All right, pilot. Let's get to the basics of space combat in Descent: FreeSpace. In the deep cold of space, nobody can hear you scream, so don't get yourself killed. That's the first rule in any handbook.<br />
<br />
If you have the choice, you should make sure you check every aspect of your ship and wing configuration. Going with the standard loadout may get you by, but there may be better or preferred weaponry out there. <br />
<br />
When you hit space, the first thing you should check is the nearby friendly ships, your current velocity, armed weapons and configurations, and if there is any immediate threats nearby.<br />
<br />
===Mission Types===<br />
<br />
====Guard Missions====<br />
<br />
Protecting a friendly vessel can sometimes prove quite challenging, especially when the enemy forces outnumber you. Fortunately, you can use some things to your advantage. Order your wingmen to protect your escort target, or escort wing. The target being escorted usually has some defenses of its own, use those to your advantage. I've seen many a Basilisk splashed because escorting fighters drew the Shivan fighters into range of the bigger ships guns. If you have 2 wings to work with, this is even easier, you can usually assign one wing to escort while one engages the enemy ships at long range.<br />
<br />
====Assault Missions====<br />
<br />
Assault missions usually come in a few flavors. If you're attacking an enemy cap-ship, then you'll be wanting a bomber of some kind (usually [[Medusa]] or [[Ursa]]) and a loadout of [[Tsunami]]s or [[Harbinger]]s. If your mission requires the escort of a bomber wing, then you better have a few [[Ulysses]] with [[Interceptor]]s ready.<br />
<br />
When attacking enemy cap-ships, make sure you knock out some of the turrets or the Weapons subsystem before letting loose with the space bombs. Turrets on the [[Demon]] and [[Typhon]] destroyers are usually weak against fighters but do a damn good job of shooting bombs up in your face.<br />
<br />
===The HUD (Heads Up Display)===<br />
<br />
The most important interface in the entire game is your Heads Up Display, or more commonly known as HUD. The HUD used in FreeSpace is robust, giving you many options on the brightness, color, and numerous displays designed to help you during the conflict.<br />
<br />
====The Main Target Display====<br />
<br />
This helps with aiming of weapons and also gives warnings for missile locks, collisions, and other important messages.<br />
<br />
====Wingman Display====<br />
<br />
This shows the current wings under your command. Each dot represents a fighter. All are organized into their respective wings (Alpha, Beta, Delta, Epsilon).<br />
<br />
====Monitoring Display====<br />
<br />
This display allows you to keep tabs on friendly or enemy craft that are vital to your mission objectives. It allows you to target other enemies while allowing you to check the hull strength of the other ship.<br />
<br />
====Weapons Display====<br />
<br />
The top of this display shows your primary loadouts (cannons such as the [[Avenger]]). The bottom shows all secondary loadouts (missile weapons). All active weapons are marked with a single triangle. In the secondary display, missiles can be dual fired. When such an option is selected, a double triangle is used to mark the display.<br />
<br />
====Energy Display====<br />
<br />
This shows where your energy is being allotted to. When your craft is equipped with shields, this is broken into 3 bars, when there is no shields, this is shown with 2 bars. Each bar represents Guns, Shields, and Energy respectively.<br />
<br />
====Target Ship and Shields Display====<br />
<br />
This gives you vital information on the stats of a targeted ship. These include, the direction that the ship is flying in perspective to you, the hull strength, distance, target velocity, and shield strength.<br />
<br />
<br />
===Preferred GTA and PVN Hardware===<br />
<br />
Best All Around Fighter: [[GTF Ulysses]]<br><br />
Second Place: [[GTF Valkyrie]]<br><br />
<br />
Best Interceptor: [[PVF Horus]]<br><br />
Second Place: [[GTF Valkyrie]]<br><br />
<br />
Best Heavy Fighter: [[GTF Hercules]]<br><br />
Second Place: [[PVF Seth]]<br><br />
<br />
Best Bomber: [[GTB Ursa]]<br><br />
Second Place: [[GTB Medusa]]<br><br />
<br />
<br />
===Preferred Primary and Secondary Loadouts===<br />
<br />
Best Primary Weapon: [[GTW Prometheus|Prometheus Cannon]]<br><br />
Best/Most Compatible Primary Weapon: [[GTW Avenger|Avenger Cannon]]<br><br />
Best Killing Power Gun: [[GTW Banshee|Banshee Cannon]]<br><br />
Best Secondary Missile: [[GTM Hornet|Hornet]]<br><br />
Best Killing Power Missile: [[GTM Interceptor|Interceptor]]<br><br />
Best Anti-Bomber: [[GTM Phoenix V|Phoenix V]]<br><br />
Best Space Bomb: [[GTM Harbinger|Harbinger]]<br><br />
<br />
[[Category:The games]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=FreeSpace_1_Tactical&diff=64366FreeSpace 1 Tactical2022-12-27T12:22:56Z<p>TopAce: /* Basics */ textual changes</p>
<hr />
<div>[[#Basics|Basics]] | [[#Mission Types|Mission Types]] | [[#The HUD|The HUD]] | [[#Preferred GTA and PVN Hardware|Ships]] | [[#Preferred Primary and Secondary Loadouts|Weapons]]<br />
<br />
===Basics===<br />
<br />
All right, pilot. Let's get to the basics of space combat in Descent: FreeSpace. In the deep cold of space, nobody can hear you scream, so don't get yourself killed. That's the first rule in any handbook.<br />
<br />
If you have the choice, you should make sure you check every aspect of your ship and wing configuration. Going with the standard loadout may get you by, but there may be better or preferred weaponry out there. <br />
<br />
When you hit space, the first thing you should check is the nearby friendly ships, your current velocity, armed weapons and configurations, and if there is any immediate threats nearby.<br />
<br />
===Mission Types===<br />
<br />
====Guard Missions====<br />
<br />
Protecting a friendly vessel can sometimes prove quite challenging, especially when the enemy forces outnumber you. Fortunately, you can use some things to your advantage. Order your wingmen to protect your escort target, or escort wing. The target being escorted usually has some defenses of its own, use those to your advantage. I've seen many a Basilisk splashed because escorting fighters drew the Shivan fighters into range of the bigger ships guns. If you have 2 wings to work with, this is even easier, you can usually assign one wing to escort while one engages the enemy ships at long range.<br />
<br />
====Assault Missions====<br />
<br />
Assault missions usually come in a few flavors. If your attacking an enemy cap-ship, then you'll be wanting a bomber of some kind (usually [[Medusa]]or [[Ursa]]) and a loadout of [[Tsunami]]s or [[Harbinger]]s. If your mission requires the escort of a bomber wing, then you better have a few [[Ulysses]] with [[Interceptor]]s ready.<br />
<br />
When attacking enemy cap-ships, make sure you knock out some of the turrets or the weapons subsystem before letting loose with the space bombs. Turrets on the [[Demon]] and [[Typhon]] destroyers are usually weak against fighters but do a damn good job of shooting bombs up in your face.<br />
<br />
<br />
===The HUD (Heads Up Display)===<br />
<br />
The most important interface in the entire game is your Heads Up Display, or more commonly known as HUD. The HUD used in FreeSpace is robust, giving you many options on the brightness, color, and numerous displays designed to help you during the conflict.<br />
<br />
====The Main Target Display====<br />
<br />
This helps with aiming of weapons and also gives warnings for missile locks, collisions, and other important messages.<br />
<br />
====Wingman Display====<br />
<br />
This shows the current wings under your command. Each dot represents a fighter. All are organized into their respective wings (Alpha, Beta, Delta, Epsilon).<br />
<br />
====Monitoring Display====<br />
<br />
This display allows you to keep tabs on friendly or enemy craft that are vital to your mission objectives. It allows you to target other enemies while allowing you to check the hull strength of the other ship.<br />
<br />
====Weapons Display====<br />
<br />
The top of this display shows your primary loadouts (cannons such as the [[Avenger]]). The bottom shows all secondary loadouts (missile weapons). All active weapons are marked with a single triangle. In the secondary display, missiles can be dual fired. When such an option is selected, a double triangle is used to mark the display.<br />
<br />
====Energy Display====<br />
<br />
This shows where your energy is being allotted to. When your craft is equipped with shields, this is broken into 3 bars, when there is no shields, this is shown with 2 bars. Each bar represents Guns, Shields, and Energy respectively.<br />
<br />
====Target Ship and Shields Display====<br />
<br />
This gives you vital information on the stats of a targeted ship. These include, the direction that the ship is flying in perspective to you, the hull strength, distance, target velocity, and shield strength.<br />
<br />
<br />
===Preferred GTA and PVN Hardware===<br />
<br />
Best All Around Fighter: [[GTF Ulysses]]<br><br />
Second Place: [[GTF Valkyrie]]<br><br />
<br />
Best Interceptor: [[PVF Horus]]<br><br />
Second Place: [[GTF Valkyrie]]<br><br />
<br />
Best Heavy Fighter: [[GTF Hercules]]<br><br />
Second Place: [[PVF Seth]]<br><br />
<br />
Best Bomber: [[GTB Ursa]]<br><br />
Second Place: [[GTB Medusa]]<br><br />
<br />
<br />
===Preferred Primary and Secondary Loadouts===<br />
<br />
Best Primary Weapon: [[GTW Prometheus|Prometheus Cannon]]<br><br />
Best/Most Compatible Primary Weapon: [[GTW Avenger|Avenger Cannon]]<br><br />
Best Killing Power Gun: [[GTW Banshee|Banshee Cannon]]<br><br />
Best Secondary Missile: [[GTM Hornet|Hornet]]<br><br />
Best Killing Power Missile: [[GTM Interceptor|Interceptor]]<br><br />
Best Anti-Bomber: [[GTM Phoenix V|Phoenix V]]<br><br />
Best Space Bomb: [[GTM Harbinger|Harbinger]]<br><br />
<br />
[[Category:The games]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=The_Darkness_and_the_Light&diff=64363The Darkness and the Light2022-12-22T16:15:00Z<p>TopAce: /* Walkthrough */ spelling</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[The Hammer and the Anvil|Previous Mission]]<br />
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]<br />
| [[First Strike|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 1 MISSION 9</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''The radical splinter group known as the Hammer of Light has been conducting many suprise attacks on convoys throughout Beta Cygni. These attacks must be stopped. The Hammer of Light presence is to be eliminated from this system once and for all.''<br />
:''A Hammer of Light cargo depot which is believed to be the primary supply center for all Hammer of Light activities in this system has been located.''<br />
:''This depot is guarded by a wing of Seth class fighters as well as an Aten class cruiser, the Ramses. The Hammer of Light does not have shielding technology, so this operation should be simple.''<br />
:''Your primary objective is to capture the Aten cruiser Ramses. You are to disable and disarm it with Disruptor cannons, then protect the Omega transports while they capture it.''<br />
:''Do not destroy the Ramses. The crew will be interrogated to learn more about the Hammer of Light.''<br />
:''Once the Ramses has been disabled and disarmed, destroy all cargo in the area. The Hammer of Light can not be permitted to resupply. The containers store Vasudan supplies useless to the GTA.''<br />
:''You are to lead Alpha wing on this operation. Your ships are equipped with our new shielding system. In case of any unforeseen problems, await further orders from Command.''<br />
<br />
==Walkthrough==<br />
Once you arrive, order your wingmen to ignore the ''Ramses''. Avoid the HoL fighters and pass around their flank to destroy one of the "Turtle" wing Satis freighters for a bonus objective. Although the four Satises will put up a lot of flak if attacked while together, one of the freighters breaks from formation and is an easy target. You get nothing special for destroying all four, and your chances of disabling are slim, so bug out and start attacking the cargo.<br />
<br />
By the time you've destroyed the cargo, unless you are a speed demon, the ''Taranis'' should have jumped in. Order your wingmen to depart if they aren't dead already. You now have a choice to make, you can either jump out now, or choose to destroy the Shivan fighters and bombers. Scorpion wing has a 45 to 60 second delay between waves, which is enough for you to finish off the cargo if you need more time. Once the ''Ramses'' is at 4% hull or around there, proceed to kill it yourself. Your resume looks better with an Aten kill on it.<br />
<br />
Note that the HoL crew of the ''Ramses'' apparently "embraces their fate" with the Shivans; the ''Taranis'' is set at ship-protect and the Aten will not fire at it. If you do manage to maul the ''Taranis'', however, the ''Ramses'' will [[self-destruct]] anyway. If the ''Taranis'' is disarmed, has less than 30 points left on her engine system or gets her hull below 20% integrity, the ''Ramses'' will auto-destruct. Furthermore, there is an empty [[when]]/[[is-destroyed-delay]]/Taranis event sitting around in the events list, suggesting that there was to be events occurring in the mission triggered by the ''Taranis's'' destruction.<br />
<br />
==Hard/Insane==<br />
This mission is incredibly frustrating on higher difficulty levels. Even the freighters and ML-16 fighters can easily vaporize your interceptors. Swap out for Apollos, and don't bother with Disruptors. Keep your distance from the Ramses to about 3km, and just pick off what charges at you until the Taranis has warped out. After, kill whatever fighters are left ''first'', then go for the cargo.<br />
<br />
==Notes==<br />
The briefing and the mission objectives are bogus. The ''Ramses'' must be destroyed in the mission. If you manage to eliminate all hostiles and disable the ''Taranis''&mdash;and the ''Ramses'' has a reasonable hull strength left&mdash;you're up the creek. The mission will not end before the ''Ramses'' is destroyed. In the preceeding scenario, you'd be forced to destroy the ''Ramses'' yourself. In such a case you must just hope that you're not declared traitor before the ''Ramses'' goes down.<br />
<br />
==Notable ships present==<br />
*[[FreeSpace 1 Vasudan Ship Database#PVC Ramses|PVC ''Ramses'']] ([[Hammer of Light]])<br />
*[[FreeSpace 1 Shivan Ship Database#SC Taranis|SC ''Taranis'']]<br />
<br />
==Videos==<br />
===Petersaber===<br />
<br><videoflash>FSgD38nOAjc</videoflash><br><br><br />
<br />
[[Category:Main FreeSpace 1 Campaign]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=The_Hammer_and_the_Anvil&diff=64362The Hammer and the Anvil2022-12-22T16:11:36Z<p>TopAce: /* Walkthrough */ slight textual changes</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Pandora's Box (FS1)|Previous Mission]]<br />
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]<br />
| [[The Darkness and the Light|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 1 MISSION 8</b><br />
<br />
<b>Fighter squadron: Unknown.</b> <br><br />
<b>Description:</b> Shield prototypes based off Shivan technologies have been successfully tested. Alpha and Beta wings will escort the prototype shipments to be sent for mass production.<br />
<br />
----<br />
==Background==<br />
:''At roughly 1400 hours a large convoy carrying one of our newly developed shield prototypes was deployed. It was expected that the Shivans would attack the convoy.''<br><br />
:''The Shivans destroyed the convoy. What the Shivans do not know is that the convoy was a decoy. There were a total of 4 working prototypes, only one of which was destroyed.''<br><br />
:''You are to take two wings of fighters to escort the three remaining shield prototypes. The Shivans should just think you are just another shipment headed for Beta Cygni. This is not the direct route to Earth, which should divert the Shivans from our true intent.''<br><br />
:''You are to accompany the freighters until the Vasudans arrive to escort them on the second leg. Do not leave the freighters until they have jumped to the Beta Cygni system.''<br><br />
:''The Shivans have hit everything sent from this installation. Expect resistance. Many pilots lost their lives today that the chances for success on this mission would be greater. You will succeed.''<br><br />
:''Dismissed.''<br><br />
<br />
==Walkthrough==<br />
<br />
*Available ships: Apollo, Valkyrie.<br />
*Available weapons: ML-16, Disruptor, Avenger. MX-50, Fury.<br />
<br />
A recommended ship is the GTF Valkyrie with both banks of Avengers with Fury missiles. (For all wingmen, they should all carry full Avengers, there's enough for the whole team.)<br />
<br />
This is one of the first hard missions -- unless you read note 2 below. At first all will be quiet, then two wings consisting of two Basilisks (Arjuna wing) will jump in, followed by the Andromeda, Omega 1-3, and Rho wing (consisting of one single fighter). The Andromeda will call for assistance as Hammer of Light forces have already damaged it down to the mid thirties.<br><br />
Quickly order Rho wing to protect Cargo Gamma and ignore the Andromeda's pleas. If you save it you do not receive anything, plus it's extremely tough to do anyway. Just let the two wings of Hammer of Light ships toy around with it and then they won't hurt you. Quite soon after the Andromeda is attacked, Krishna wing will arrive.<br />
<br />
Krishna wing will attack the cargo. Eliminate them quickly. Krishna wing is followed by Rama wing. Eliminate these quickly also. Lastly will be, in succession, two wings of Basilisks.<br />
After you dispatch them some HoL fighters will arrive.<br />
<br />
If you scanned the bonus cargo in the previous mission, then the HoL will arrive posing as friendly reinforcements. This makes the mission much easier, as you have time to prepare for their attack and perhaps even kill a few before they turn hostile (see Alternate Missions scenario). Target one of the Seth fighters and eliminate it. Target the other Seth and eliminate it too. Ignore Command yelling at you. Shoot the Anubises if you have time. But be careful: get too triggerhappy and Command will designate you as a traitor instead. Omicron 1 will jump in and tell you that the reinforcements are really the Hammer of Light. That is why you should have shot the reinforcements. They will be easy to kill now.<br />
<br />
After you destroy the Hammer of Light ships, stay by the cargo and wait until they reach the<br />
jump node and jump out. Then proceed to do the same.<br />
<br />
==Alternate Missions==<br />
If you did not scan any of the cargo in the previous mission, the HoL will jump directly in as hostile and you're practically certain to lose at least one cargo container on Insane.<br />
<br />
==Notes==<br />
This mission can be frustratingly difficult on any level of difficulty above Very Easy, if you are playing it in [[FSPort]] and trying to get your medal by saving every piece of cargo. (Missiles behave differently in FSO compared to the original FS1) In particular - the moment, when Gamma is attacked by 2 wings of fighters, one after another. There is almost no way of stopping them from launching the amount of missiles that will be sufficient enough to vaporise your precious Gamma. The following tactics works best here. Order all your wingmen to protect the first transport ( the one, that's carrying Alpha ). Then, when the Krishna wing warps in - start dropping countermeasures between them, and the Gamma. Ideally you'll want to lay on the same course as Krishna, between them and Gamma ( in front of Krishna and the missiles of course ) - and start flying towards the Gamma dropping CMS, and let your wingmen do the killing. It may take a couple of attempts to figure out how to do this effectively, but if you do it right, it will become quite easy. Bear in mind, that you will not have time to rearm before the second wing of Krishna arrives, so use countermeasures wisely. You can repeat this tactics when Rama wings tries to destroy Alpha, but it is essentially not that hard, as the Krishna one.<br />
<br />
For a little bit of humour; if any of the Omega ships survive the initial skirmish, you can race to the Arcada installation after the mission objectives are complete and watch their strangely hypnotic Self-Immolation Death Ritual™, when they're trying to occupy the same infinitesimally small amount of space, slamming into each other until all but one of them are dead. The Andromeda will jump out normally. For the Vasudan Death Dance™ to commence, at least two of the Omega ships must make it to the installation.<br />
<br />
Also note that on easier difficulty settings the mission is another self-playing one. If you do not feel like playing the mission yourself, you can let the FreeSpace engine take care of it for you. Just point your ship in any direction -- away from the jump node is the recommended heading -- and engage full thrusters and time compression. The game will play the entire mission all by itself. After two minutes you ''will'' get your medal.<br />
<br />
==Notable ships present==<br />
*[[FreeSpace 1 Vasudan Ship Database#PVFr Andromeda|PVFr Andromeda]]<br />
*[[FreeSpace 1 Terran Ship Database#GTI Beta Cygni Installation|Beta Cygni Installation]]<br />
<br />
==Videos==<br />
===Petersaber===<br />
<br><videoflash>kf8yOFeFM1w</videoflash><br><br><br />
<br />
[[Category:Main FreeSpace 1 Campaign]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Out_of_the_Dark,_Into_the_Night&diff=64361Out of the Dark, Into the Night2022-12-22T16:06:13Z<p>TopAce: /* Notes */ typo</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Avenging Angels|Previous Mission]]<br />
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]<br />
| [[Paving the Way|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 1 MISSION 5</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''With the Antares system nearly secure, Command has decided that the GTSC Plato will carry the prototype for the Avenger Attack Cannon through the Antares system. It will proceed to the Ribos system, where production of the Avenger will begin.''<br><br />
:''Intelligence has determined that only one Vasudan cruiser remains in this system, the Taurus. If the Vasudans decide to attack the Plato on its way to Ribos, they will certainly use the Taurus.''<br><br />
:''The number of Vasudan attack craft in this system is minimal. Intelligence estimates at most two strike squads. If something should go wrong, the Plato is equipped with an escape pod. The escape pod will attempt to make the subspace jump to Ribos.''<br><br />
:''Alpha wing will provide cover for the Plato, and, if necessary, the Plato's escape pod. The safety of the prototype is vital, and all Vasudan threats must be eliminated.''<br><br />
:''Pay special attention to any Vasudan bombers that may arrive. Bombers will be the greatest threat to the Plato during this operation.''<br><br />
:''When you've cleared the area of hostile bombers, eliminate other threats and continue escorting the Plato to the intersystem subspace node.''<br><br />
<br />
==Walkthrough==<br />
Everything is quiet for a while until 3 Anubis fighters and 1 Osiris bomber (Aries wing) jump in. Take out the Osiris bomber. Don't hesitate to use a lot of your Fury missiles on it, then aid your wingmen in taking out the rest of the fighters. After this all is quiet for quite some time until the ''Taurus'' jumps in, and with it four Anubis fighters and one Osiris bomber (Virgo wing). They will be about 9,000 units away, so stay with the ''Plato''. After a while four Unknown ship-class fighters (2 Scorpions and 2 Shaitans) will attack the ''Taurus''. When the Vasudan fighters attack the unknowns, notice that the attacks hit an invisible shield which is visible only when it is hit. Command will order you to visually identify the ships. Ignore them, just stay with the ''Plato''. When you receive the message, "What the hell? They took out the Taurus already," get ready for some action.<br />
<br />
The four unknowns will jump out and four more will attack the ''Plato''. The [[SB Shaitan|''Shaitan''-class]] ships are bombers and look kind of flat. The [[SF Scorpion|Scorpions]] are fighters and will be flying around in all directions.<br />
<br />
The ''Plato'' will be destroyed and the escape pod should make it without difficulty. The bombers will jump out and one single Scorpion will remain in the area. Attack it with Furys, as the ML-16 is useless against its shields. Expend all of your Furys at the Scorpion if need be. Eventually it will die and you will complete your bonus objective.<br />
<br />
==Notes==<br />
Please note that you ''can'' target the Unknowns, using a somewhat clumsy method, however. Target one of your fighters and press 'J' (target my target's target). This will allow you to target the Unknown ships. Also note that the Taurus and Osiris bombers will target only the Plato and ''not'' the Unknown fighters or bombers, but if the Osiris gets attacked, it will retaliate against the unknowns, allowing you to target them.<br />
<br />
The Plato's escape pod is flagged invulnerable (more likely set so it doesn't die in the Plato's explosion), so it will always make it to the jump out point, regardless. However, it is quite possible to get the Plato to the node and have it sit there for awhile until enough bombs slip past you. It is unlikely at best you will successfully defend the ship against all the waves of Shivan bombers that come in; and if you do, it will break the mission. It is often best to attack a Shaitan rather than the loner remaining Scorpion anyways, however, since they make easier targets. Make sure not to be too close to a Shaitan, as you may hit a launched bomb if the bomber is still facing the Plato, making you die in a rather flashy fashion. By all means go after the Scorpion too, but it is harder to kill.<br />
<br />
You can easily reach Taurus and achieve visual confirmation if you're flying the [[Valkyrie]] interceptor, give all power to engines and engage afterburners. You should be back at Plato just after Taurus is destroyed (self-destructs after it hits 80% hull). Note that getting close to the Taurus may cause the Shaitans laying waste to it may cause them to change targets to you instead, breaking the mission unless you take up the honor of attacking it until it blows up.<br />
<br />
Note that this is the first mission (if you don't count the Vasudan Ace from The Field of Battle) that the Vasudans remove the [[Vasudan Light Laser]] pea shooter in favor of using the ML-16 laser and other Terran weapons. Though the Anubis fighters will be only pests on Very Easy, Easy, and Medium and above they fire at a devastating rate, killing you almost instantly if you're not careful.<br />
<br />
==Notable ships present==<br />
*GTSC ''Plato''<br />
*PVC ''Taurus''<br />
<br />
==Videos==<br />
===Petersaber===<br />
<br><videoflash>WBkuzNer0yE</videoflash><br><br><br />
<br />
[[Category:Main FreeSpace 1 Campaign]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=The_Great_Hunt&diff=64360The Great Hunt2022-12-22T15:47:41Z<p>TopAce: /* Notes */ a note</p>
<hr />
<div>:''This article is about the Descent: FreeSpace mission. You may be looking for [[The Great Hunt (FS2)|the FreeSpace 2 mission with the same name]].''<br />
<br />
{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Clash of the Titans|Previous Mission]]<br />
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]<br />
| [[Good Luck|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 3 MISSION 8</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''In a few minutes we will be entering the Delta Serpentis sector. We will then begin the most important engagement in our history. We will fight for the very survival of Earth.''<br />
:''Our plan is to rapidly close the distance with the Lucifer so that the Bastion is able to enter subspace just behind her. Once in subspace, we will attack and destroy the Lucifer.''<br />
:''Your task will be to provide cover for the Bastion so that it can quickly converge on the Lucifer.''<br />
:''That Destroyer must be stopped at all costs. Failure is absolutely not an option here, pilots.''<br />
<br />
==Walkthrough==<br />
First, a word about the "Escort Delta to the Node" directive. This directive is irrelevant. It will not appear when you play most of the time unless you are slower than a tortoise with three legs and a stomach cramp. You must be within 2000 units of the node and wait for Delta wing to go to the node and depart before the directive will appear. This will occur with about three minutes left. Okay. Get ready for a lot of action. Attack the six Basilisks (Deva and Arjuna) in front of the Bastion first, then head toward the node. Command will order you to go to the node quickly. Expect resistance, a lot of resistance. 6 Manticores (Krishna and Rama) will be the first to challenge you. Then 4 Basilisks (Bheema) will attack. 3 Hammer of Light Thoths (Virgo) will be next in the gauntlet. 3 more Basilisks (Asura) will keep you on your toes. 4 Scorpions (Indra) will next be stepping in your way. By 3:55 Epsilon wing will be ready. 4 more Thoths (Aries) will challenge you. Durga wing with 4 Basilisks will be your next foe. Genma wing will be a mirror image of Durga. The Prophecy (Typhon) is exactly what you need at this point. You'll never destroy it so keep going. Lastly (finally), 3 waves of 3 Dragons (oh, great) will be your last enemy. Now that was a lot of fighting.<br />
<br />
Alternatively you could A) get an Ursa, tell your wingmen to ignore one the Basilisks to prevent them from being destroyed (which will start the timer); this gives you all the time you want to make it to the node or B) get a fast fighter and zip past any Shivans that get in your way. In any case make sure that you wait for Delta and the Toths to spawn or else they will not appear in the next mission.<br />
<br />
==Alternative Missions==<br />
If the Bastion was damaged to below 35% in the previous mission, then the Bastion will start out with 35% in this mission.<br />
<br />
==Notes==<br />
If you'd like to [[cheats|cheat]], this is a mission where you can feel free to do so. Since this is a "Red Alert" mission, there will be no cheat checking at the end. All cheats are thus allowed. Go ahead, try those [[Shivan Super Laser]]s, no? You can even order your wingmen to depart in the beginning, leaving you with most of the kills. Don't do that though, you'll end up with no squadmates in the final mission. (Vanilla FreeSpace 1 only)<br />
<br />
Do not race towards the node as fast as possible and immediately jump out! If you do, and survive dashing past the enemy fighters, the bomber wings will not be deployed and [[Good Luck]] will be virtually impossible to win. Wait for all wings to be in the field of engagement before entering the node.<br />
<br />
The Lucifer is actually not invulnerable during this mission. If you cheat with the Shivan super laser, you might be able to score a hit or 2 before she departs. Note that if you destroy the ''Lucifer'' using cheats (Alt-K), she will nevertheless reappear in the next mission.<br />
<br />
The PVD ''Prophecy'' will warp in whenever you get to within 2000 meters of the node. Therefore, if you get to node without destroying the first waves of Basilisks, the timer will not have started yet and you will have all the time you want to kill her.<br />
<br />
==Notable ships present==<br />
[[GTD Bastion|GTD ''Bastion'']] <br><br />
PVD ''Prophecy'' ([[Hammer of Light]])<br />
<br />
==Videos==<br />
===Petersaber===<br />
<br><videoflash>4uZRK3ciO6g</videoflash><br><br><br />
<br />
[[Category:Main FreeSpace 1 Campaign]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Black_Omega&diff=64359Black Omega2022-12-22T15:43:25Z<p>TopAce: /* Walkthrough */ slight textual changes</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Running the Gauntlet|Previous Mission]]<br />
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]<br />
| [[Clash of the Titans|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 3 MISSION 6</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''We have successfully extracted the records from Altair 4. They have been partially deciphered and are being moved back to Terran Space. Omega transports will once again be handling the movement of the scientists and the records.''<br />
<br />
:''Unfortunately, the Altair system is still controlled by Hammer of Light. One of their flagships, the Anvil, is stationed here, and has gotten word of our presence in this system. It is currently blocking the vector to the subspace node.''<br />
<br />
:''The Anvil carries with it a powerful contingent of Vasudan fighters. Intelligence reports two squadrons: one of advanced Thoth space superiority fighters, and one of Horus Interceptors. These fighters have defended the Anvil well.''<br />
<br />
:''Intelligence has also detected the presence of a third wing of Vasudan bombers in this system. They will undoubtedly attack our fleeing transports.''<br />
<br />
:''Your strike force will once again consist of Alpha, Beta, and Gamma wings. Gamma will provide escort for Alpha while Alpha attacks the Anvil. Beta will ensure the safety of the transports and maintain our fighter superiority.''<br />
<br />
:''The Anvil must be destroyed. We are equipping Alpha with Harbinger bombs. These bombs require exact placement and careful maneuvering, but will do massive damage to the Anvil. Beta and Gamma must ensure that the Harbingers reach their target.''<br />
<br />
:''Our primary goal, however, is to ensure that Omega 1 and Omega 2 reach the jump node. Destroying the Anvil is the best way to ensure that this goal is accomplished. This mission is of grave importance. Do not fail, pilot. Good luck.''<br />
<br />
==Walkthrough==<br />
Once the mission has restarted, hit (Shift) + (/). This should put in dual fire mode for your secondary weapon. Now head toward the jump node. While you're heading there, order your wingmen to engage enemy. By this time the Leo bombers should have arrived. Dispatch them. Now you are free to attack the Anvil. Use Harbingers and be surprised at how much damage two of them will do. Switch to your other slot of Harbingers and shoot them at the Anvil. If fighters start attacking Omega 2, tell Gamma wing to protect Omega 2. Once the Anvil is down, destroy any remaining fighters and then stay with the transports until they depart.<br />
<br />
If you play on at least Medium and save both transports, you'll receive the [[Awardable Medals|Medal of Valor]].<br />
<br />
Alternative strategy:<br />
<br />
The key to this mission is timing. As soon as the bombers jump in, order all your wingmen to engage the enemy; next is the hard part, getting through the fighter screen to strike at the Anvil's weapons subsystem. I find that a loadout of Phoenix/Harbinger/Harbinger works best here as the HoL fighters will often attack you frontally on your way in, making them vulnerable to a couple of anti-bomber warheads to the face. You should concentrate on getting close to the Anvil but if you're getting pounded by the Thoths, don't hesistate to fight back and take evasive maneuvers until they lose interest. If all is proceeding as planned, the Omega transports should be coming under attack from the Anvil just before you take out the subsystem. Be prepared to micromanage your wingmen between engaging the enemy and hanging back by the transports as often a single Horus or Thoth will rudely attempt to wreck the cargo. Whilst doing this, try to get in position to disable the Anvil. If you can manage that, and both Omega transports are at 30%+ integrity at this point, then you've most likely got the medal in the bag. Call in support and finish off the destroyer at your leisure.<br />
<br />
FSPort strategy:<br />
<br />
Take a Medusa with one rack of Phoenix 5s, one rack of Stilettos, and one rack of Tsunamis. Order your wingmen to engage enemy, and head towards the jump node. When Leo arrives, destroy them. Charge the Anvil and destroy its weapons subsystem with your Stilettos. At this point, Omega ''may'' be safe, but don't count on it. Attack the Anvil and disable it, keeping a very close eye on the transports. Make sure you tell your wingmen to ignore it once its hull integrity drops below forty percent--this prevents them from stealing your kill. You could try this mission with an Ursa, but I wouldn't recommend it; its horrible speed and maneuverability will make your task much harder.<br />
<br />
==Alternate Missions==<br />
If only one Omega transport survived the last mission, then only one Omega transport will be in this mission. In this scenario, you receive the Medal of Valor, no matter your performance in this mission.<br />
<br />
==Notes==<br />
*If the Anvil is still hanging around if the Omega transports make it to the node, the destroyer will jump out shortly afterwards, robbing you of a medal and making the next mission tougher than it needs to be. A solution to this is to disable the Anvil, but usually ends up happening most of the time since a Typhon tends to get disabled when one or two warheads explode on it near the rear.<br />
<br />
==Notable ships present==<br />
*Omega 1 and 2 <br><br />
*[[FreeSpace 1 Vasudan Ship Database#PVD Anvil|PVD ''Anvil'']] ([[Hammer of Light]])<br />
<br />
==Videos==<br />
===Petersaber===<br />
<br><videoflash>ypIrxEnL-Vk</videoflash><br><br><br />
<br />
[[Category:Main FreeSpace 1 Campaign]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Reaching_the_Zenith&diff=64358Reaching the Zenith2022-12-22T15:38:20Z<p>TopAce: /* Notes */ a note</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[A Failure to Communicate|Previous Mission]]<br />
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]<br />
| [[Running the Gauntlet|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 3 MISSION 4</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Command Briefing==<br />
:'''State of the Alliance'''<br><br />
<br />
:''We have now lost vital ground to the Shivans in the Antares system and Sirius. The number of systems between the Shivans and Earth are dwindling fast. Fortunately, we were able to save the Beta Aquilae communications terminal. Aside from that single post, we have lost communications with every outer colony.''<br />
<br />
:'''Transmission from Altair'''<br><br />
<br />
:''The following transmission was picked up by the Terran listening outpost in the Beta Aquilae system.''<br />
<br />
:''" are a group of Vasudan refugees seeking the assistance of any Terran ships. We were on board a Vasudan science outpost when it was destroyed by the Shivans. We managed to land on this uncharted planet when our escape pod lost power. It's uninhabited, but we uncovered the remains of an ancient civilization. They were neither Terran nor Vasudan nor Shivan.''<br />
<br />
:'''Transmission Continued'''<br><br />
<br />
:''Our scanning equipment was able to locate a storage device of some sort. It was heavily protected, which suggests it stores something quite valuable, possibly information or technology. We are attempting to decipher the language of the device, but are fearful of Shivan attacks.''<br />
<br />
:'''Transmission Continued'''<br><br />
<br />
:''I say this because it is immediately apparent that this planet was also destroyed by Shivan weapons. This is difficult to believe, considering the age of the remains, but the evidence is conclusive. What we ask is for rescue and an escort away from this planet. Our scientists are not normally a superstitious group, but having one's homeworld destroyed tends to shake your beliefs. Please send an armed rescue as soon as possible to these coordinates."''<br />
<br />
:'''Our Orders'''<br />
<br />
:''Your next series of missions will require both massive firepower and intelligence. For this reason, I am assigning Alpha 1 to lead these missions. We will be attempting to rescue the Vasudan refugees from Altair.''<br />
<br />
:'''New Technology: Jump Drives'''<br />
<br />
:''This mission will be facilitated by the new subspace drive we have received. For years the GTA has tried to give a fighter the ability to do intersystem jumps. After monitoring the Beta Aquilae engagements, the GTA science colony at Sol has finally been able to solve the puzzle. All GTA fighters are currently being equipped with intersystem subspace drives.''<br />
<br />
:'''New Technology: Project Ursa'''<br />
<br />
:''Reasearch and Development have nearly completed project Ursa, which should be our best bet at defeating the Shivan Lucifer Destroyer. For those of you that haven't been keeping up, Project Ursa is an attempt to make a new type of Heavy Bomber capable of carrying the Harbinger bomb. We expect that a wing of Ursas will be available to you on your return trip from Altair.''<br />
<br />
:'''New Technology: Harbinger Bomb'''<br />
<br />
:''The Harbinger will assist us greatly in any attacks against capital ships. Until recently, Harbingers were reserved for planetary attacks only. With this project nearing completion, we may be able to finally defeat the Lucifer.''<br />
<br />
:'''New Technology: Disruptor Missile'''<br />
<br />
:''You may or may not want to use the new Disruptor missile to assist you in the next few missions. It is the only missile in our arsenal which allows us to completely shut down a cruiser for a short amount of time. It's definitely worth a look, details are in the Tech Room.''<br />
==Background==<br />
:''As you already know, the Shivans have begun a massive offensive. They have completely cut us off from all of the outer colonies, and have our forces confined to nine systems that form the heart of Terran space.''<br />
:''However, in what used to be Vasudan space at Altair, a group of Vasudan refugees has apparently unearthed records from a long dead civilization. Terran Command believes the information in these records to be of great importance.''<br />
:''We have located one potential weak point in the Shivan barrier encircling us. The Deneb jump node to the Altair system is being guarded by only one cruiser, the Zenith.''<br />
:''The Zenith is currently on patrol with just two wings of Shivan fighters, the Arjuna interceptors, and the Rama superiority fighters. However, we believe they are able to call in reinforcements.''<br />
:''Your primary objective will be to destroy the Zenith. Take out the Zenith's communications system first to prevent it from calling in reinforcements. If you're unable to do that, go after all weapons systems, including turrets and missile launchers.''<br />
:''Alpha wing will provide cover for the bombers. Gamma wing will assist Alpha and will attempt to take out the communications system on Zenith. Beta will be equipped with Tsunami bombs, and will be targeting suspected weak points on the Zenith's hull.''<br />
:''After you have completed these tasks, stand by for further orders. Good luck, Alpha 1.''<br />
==Walkthrough==<br />
This mission involves three wings out of four, almost a whole squadron. By default Alpha wing consists of ''[[GTF Ulysses|Ulysses]]''-class space superiority fighters, armed with [[GTW Prometheus|Prometheus]] and [[GTW Avenger|Avenger]] cannons and 40 [[GTM Hornet|Hornet]]s. Beta consists of [[GTB Medusa|Medusa]] bombers, armed with [[GTW Avenger|Avenger]] cannons, 5 [[GTM Stiletto|Stilleto]]s, 5 [[GTM Synaptic|Synaptic]] anti-fighter bombs and 5 [[GTM Tsunami|Tsunami]]s. Gamma consists of ''[[GTF Hercules|Hercules]]''-class heavy assault fighters, outfitted with [[GTW Banshee|Banshee]] lasers, [[GTW Disruptor|Disruptor]] cannons, 15 [[GTM Interceptor]] secondary missiles and 5 [[GTM Phoenix V|Phoenix]] anti-bomber missiles.<br><br />
<br />
As a space superiority fighter, your job in this mission is to engage the Shivan interceptors before they threaten Beta wing's bombers or Gamma wing's heavy fighters. Initially the [[SF Dragon|Dragon]]s are your primary concern. If you can, hit them at long range with your secondaries. After the initial clash is over, locate Gamma wing and fly escort. Gamma will attempt to destroy the SC ''Zenith'''s communications subsystem, although you can accomplish this easily yourself if they fail. You have several minutes to destroy it before some Scorpions begin to arrive. Oddly enough, if you destroy the comms after they've already arrived, the Scorpions will warp out.<br />
<br />
Eventually a Hammer of Light cruiser, the [[GVC Aten|PVC ''Aten'']]-class ''Benedict'' will jump in some distance from your position, along with a wing of ''[[GVF Thoth|Thoth]]''-class space superiority fighters. Abandon your position and focus taking out as many of the [[GVF Thoth|Thoth]]s as possible before they reach your squadron. Keep in mind the Thoth has twice the firepower of your Ulysses, so use caution on your approach.<br />
<br />
When the ''Zenith'' ''finally'' goes down, order Beta wing to attack the PVC ''Benedict''. If Beta wing is eliminated, order Gamma to do it. If Gamma wing is eliminated at this point, the mission is forfeit. Before the ''Benedict'' goes down, rearm. The next mission is a Red Alert.<br />
<br />
==Notes==<br />
As this mission ends with a red-alert&mdash;meaning no debriefing&mdash;it also means good news if you want to cheat. Non-debriefing missions have no [[cheats|cheat]] check at mission post mortem, so this means ''all'' cheats are "allowed". If you feel like having [[Shivan Super Laser]]s in this one, go right ahead. (Vanilla FreeSpace 1 only)<br />
<br />
You get a [[Awardable Medals|Legion of Merit]] for destroying the Zenith. However, since this is a red-alert, no debriefing takes place and you never actually get the medal. Also, if you fail to destroy the ''Zenith'' after about 10 minutes, the mission red-alert out normally as if you did.<br />
<br />
==Notable ships present==<br />
*SC ''Zenith''<br />
*PVC ''Benedict'' ([[Hammer of Light]])<br />
<br />
==Videos==<br />
===Petersaber===<br />
<br><videoflash>J65CC6E6JeE</videoflash><br><br><br />
<br />
[[Category:Main FreeSpace 1 Campaign]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Last_Hope&diff=64357Last Hope2022-12-22T15:33:50Z<p>TopAce: /* Notes */ typo and spelling</p>
<hr />
<div>{|- cellpadding="8" style="background:#000000;" align="center"<br />
| [[Exodus (FS1)|Previous Mission]]<br />
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]<br />
| [[A Failure to Communicate|Next Mission]]<br />
|-<br />
|}<br />
<br />
<b>ACT 3 MISSION 2</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
:''The PVD Hope is leaving the Antares system after an intense battle. It has sustained moderate damage and will be jumping to the Beta Aquilae system.''<br />
:''We are sending two wings to help cover the Hope while it is being repaired. The Vasudans are sending their own fighters to stand guard over the Hope, but it will be some time before they arrive.''<br />
:''The Hope should be in the system when you arrive. We do not believe the Shivans have enough forces in the system to mount a serious attack, but their strategies are difficult to predict.''<br />
==Walkthrough==<br />
Don't be fooled by the number of directives in this mission, this is a relatively tough one. The strategy is very simple though. Focus on the Nephilim or Shaitan bombers. This is your number one priority. The Hope will jump in pretty soon after you jump in. It will be at 36% hull integrity. Three Nephilim bombers will jump in at nearly the same time as the Hope. After just a short time five more Nephilim bombers will jump in to entertain you. Two more will attack once the rest are down. Your wingmen will do a fine job of handling the bombers, although note that the Hope's weapon subsystem and turrets are mostly broken so you will have to shoot down bombs yourself. The Interceptor works great for this.<br />
<br />
The Isis Repair should have arrived by now. One single Dragon will jump in, shortly followed by two Shaitans accompanied by two Manticores attacking the ''Hope''. Soon the Cain class ''Lightning'' will arrive. You will be suprised how quickly it goes down if you order everyone to attack it. Then the Cain class ''Thunder'' will jump in with two Manticores as escort. After a short while the ''Mecross'' will arrive to aid you. A wing of three ''Dragon''-class fighters will attack after this. Two rounds of four Nephilim and two Scorpions will finally test you. The Vasudan reinforcements should arrive after this and you should be alright.<br />
<br />
==Alternate Missions==<br />
If the Mecross did not survive the previous mission, then the Mecross will not be in this mission to assist you in attacking the Thunder.<br />
<br />
==Notes==<br />
Don't hang around waiting for the ''Hope'' to be fully repaired. She won't. Further, if you're in luck, you can see the Isis Repair appearing at the opposite side of the ''Hope'' and you'll have the pleasure of watching the reefer crazed Isis pilot commit suicide against the hull of the ''Hope''. It'll take a long time, but with serious time compression and strong drink, this can be fun to watch.<br />
<br />
Your worst nightmare. The PVD ''Hope'' is pretty much dead in the water from the word go, and this mission will stretch your intercept skills to the limit as you prevent Shivan bombers from tearing her apart. If any mission makes your heart race and your throat dry, this one will do it. It's a toss-up between this and [[Tenderizer]] for the hardest mission in FS1.<br />
<br />
The Isis Repair is very slow repairing the subsystems. A Centaur can do it in 0.3 seconds. If you want to try it out, play on mission simulator, enable cheats, disable the ''Hope'' by removing the remaining 20% of her engines, call in a support ship, abort rearm for yourself, and hold "r" while targeting the ''Hope''. The Centaur will dock and repair everything. The reason why I said to disable is because rearming a capital ship usually causes them to move around and you might be used as a baseball.<br />
<br />
==Notable ships present==<br />
*PVD ''Hope'' <br><br />
*PVT ''Isis Repair'' <br><br />
*PVC ''Mecross'' <br><br />
*SC ''Lightning'', SC ''Thunder''<br />
<br />
==Videos==<br />
===Petersaber===<br />
<br><videoflash>sZztJOuEX4E</videoflash><br><br><br />
<br />
[[Category:Main FreeSpace 1 Campaign]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=The_King%27s_Gambit&diff=64356The King's Gambit2022-12-22T15:26:00Z<p>TopAce: /* Medals */ no reason for bold here</p>
<hr />
<div>{{Mission|next=The Sicilian Defense|previous=Proving Grounds|campaign=FreeSpace 2 Campaign Walkthrough}}<br />
<br />
'''ACT 2, MISSION 4'''<br />
<br />
'''Fighter squadron:''' [[64th Raptors]]<br />
<br />
'''Description:''' The GTVA 3rd Fleet and 11th Vasudan Battle Group blockade the [[Gamma Draconis]] jump node, destroying any NTF warship that enters.<br />
<br />
----<br />
==Background==<br />
[[Aken Bosch|Admiral Bosch]] sends his forces on a charge to the [[Knossos]] subspace portal. The 3rd Terran fleet and 11th Vasudan Battle Group attempt to hold him off with the help of Alpha, Beta and Gamma wings from the 64th, as well as the combined firepower of four [[GTSG Mjolnir|Mjolnir remote beam cannons (RBCs)]].<br />
<br />
==Walkthrough==<br />
This is a bombing run mission. Your objective is to destroy at least 4 of the 6 hostile ships that jump in. The [[GTB Artemis]], armed with the [[GTW Prometheus S]] and three banks of [[GTM Cyclops]] is ideal for this mission, as the Artemis is the most maneuverable [[GTVA]] bomber you can use. A Vasudan [[GVD Typhon]]-class destroyer and several Mjolnir RBCs will assist you with their firepower.<br />
<br />
Alternatively, you can choose a fighter from another wing and let your wingmen do the bombing runs. With good instructions, the RBCs, the Typhon and your wingmen can destroy the [[Neo-Terran Front|NTF]] ships without much difficulty. Hunt down fighters if you choose this path, and be sure to loadout with a bank of [[GTM Harpoon|Harpoons]].<br />
<br />
The first NTF ship that arrives on the scene is the [[GTD Orion|Orion-class destroyer]] NTD Uhuru. You have to fire a few Cyclops at it to ensure its destruction. The Uhuru jumps in with a complement of [[GTF Hercules|Hercules fighters]] will head after the Mjolnir sentry guns. Your fighter assistance can handle them most of the time, but you should engage the NTF fighters after you have delivered a few bombs at the Uhuru. Losing the Mjolnir cannons or the Vasudan destroyer can mean a serious loss of firepower as you won't have the firepower to neutralize other enemy warships that jump in. If the Hedetet is destroyed, it will be replaced by other warships with inferior firepower.<br />
<br />
Order your bomber wings to attack the next series of warships that jump in. The messaging system in FreeSpace 2 is a little rudimentary, so you will need to order them to destroy a warship every time one jumps in.<br />
<br />
Damaging the engines of the warships immediately gains you more time before they jump out. If you manage to disable one of the warships, it will not be able to escape at all. Acquiring quick lock on a moving target with Cyclops requires time. If you practice more, and understand the targeting engine of FreeSpace, you will have the advantage.<br />
<br />
==Objectives==<br />
<br />
''(Objectives are viewable by pressing F4 and going to the Objectives tab)''<br />
<br />
* Primary Objectives:<br />
** Intercept and destroy all NTF warships<br />
<br />
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===<br />
<br />
You will obtain a '''Distinguished Flying Cross''' for destroying all NTF warships.<br />
<br />
==Tips==<br />
* It is noted that when the Uhuru jumps in, it does so at a speed of over 150m/s, reaching its waypoint faster than the other ships. One way to take down this destroyer is to target its engines as soon as it jumps in, launch a salvo of Cyclops torpedoes and follow it. Alternatively, you can order your wingmen to destroy it for you.<br />
* If you completed SOC Loop 1, you will also be given a choice to fly the [[GTB Artemis D.H.]] in this mission, on top of the other ships available for choice by default.<br />
<br />
==Notes==<br />
* This mission has the following glitches caused by using a pilot, created in FS2_Open 3.6.7 or older, in this mission on FS2_Open 3.6.9. You will need to downgrade your copy of FS2_Open, create a new pilot on FS2_Open 3.6.9, or make do with whatever you have, in order to rectify these problems. Keep in mind that creating a new pilot will cause you to lose all your progress.<br />
** At times, the weapon selection screen may not offer bombs of any type, although missiles are still available;<br />
** Odd readouts for secondary weapons;<br />
** No simulated voice in the tech room.<br />
* If any of the NTF ships escape, they will not make any further appearance in the campaign.<br />
* In the event that the Hedetet is destroyed, more GTVA warships arrive to replace the destroyer, starting with the Unut, then the York and Warwick if the Unut is destroyed. Oddly enough, Command doesn't get upset if the Hedetet and its replacements get destroyed.<br />
<br />
==Name Origin==<br />
The "''King's Gambit''" is an opening move in chess, where White attempts to sacrifice one of its own pawns to an attack from Black's pawn. If Black takes the gambit and attack, White gains a positional advantage for its other pawns, enabling the higher value pieces in its back row to move out faster, and denying Black control of the center of the board, at the risk of White exposing its king to an early checkmate.<br />
<br />
The name of this mission is likely an allusion to the drastic movements of the remaining NTF forces towards the Knossos, sacrificing some of their ships to Alliance forces in the hope that the GTVA would be sufficiently distracted so the remaining ships can get to the subspace portal. Thus, in this context, the name of the next mission ([[The Sicilian Defense]]) is the GTVA's response to the NTF's movements, while the mission after that ([[Endgame]]) is also an allusion to chess, albeit to a stage in the game and not a move played by either side.<br />
<br />
==Notable ships present==<br />
* [[FreeSpace_2_Terran_Ship_Database#GTC_Warwick|GTC Warwick]]<br />
* [[FreeSpace_2_Terran_Ship_Database#GTCv_York|GTCv York]]<br />
* [[FreeSpace_2_Rebel_Ship_Database#NTC_Liberty|NTC Liberty]]<br />
* [[FreeSpace_2_Rebel_Ship_Database#NTC_Undaunted|NTC Undaunted]]<br />
* [[FreeSpace_2_Rebel_Ship_Database#NTCv_Pax|NTCv Pax]]<br />
* [[FreeSpace_2_Rebel_Ship_Database#NTCv_Perseverance|NTCv Perseverance]]<br />
* [[FreeSpace_2_Rebel_Ship_Database#NTD_Uhuru|NTD Uhuru]]<br />
* [[FreeSpace_2_Rebel_Ship_Database#NTT_Inspiration|NTT Inspiration]]<br />
* [[FreeSpace_2_Vasudan_Ship_Database#GVC_Unut|GVC Unut]]<br />
* [[FreeSpace_2_Vasudan_Ship_Database#GVD_Hedetet|GVD Hedetet]]<br />
<br />
==New equipment==<br />
* [[GTB Artemis]]<br />
* [[GTB Artemis D.H.]] if you complete SOC Loop 1<br />
* [[GTW Prometheus S]]<br />
<br />
==Technical information==<br />
{{MissionInfo|SM2-04.fs2|70.7 KB|Brad Johnson|44 (+1 waypoint)|9|47|20|4: Numbers|Brief5}}<br />
<br />
==Videos==<br />
===QuantumDelta===<br />
<br><videoflash>meEgqEukNLQ</videoflash><br><br><br />
===TheOneTrueRenairen===<br />
<br><videoflash>PBgdtoz1cYY</videoflash><br><br />
<br />
[[Category:Main FreeSpace 2 Campaign]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Terran-Vasudan_War&diff=64355Terran-Vasudan War2022-12-22T15:22:45Z<p>TopAce: not a stub</p>
<hr />
<div>Shortly after first contact, the '''Terran-Vasudan War''', or the '''14-Year War''', broke out. Heavy and sustained casualties were suffered on both sides, but both species learned valuable lessons in adaptation and the development of new technologies. This timeline will span from the first Vasudan contact to the signing of the treaty that officially ended the 14-Year War.<br />
<br />
Most of the events that occur during the '''Terran-Vasudan War''' do not have specific dates attached to them. We know, for example, that the [[Battle of Gulnara]] was a major Vasudan defeat that seemed to ensure Terran victory, and the [[Battle of Talania]] was a major Vasudan victory that forced the GTA to resume production of the Leviathan. Other known events include the Battle of Rexias 4, where kamikaze Anubis pilots destroyed the [[GTD Goliath]], and the destruction of the [[GTD Eisenhower]] against a PVD [[Typhon]] at the Vega Engagement.<br />
<br />
<br />
=====January 8th:===== <br />
GTA launches [[Operation Thresher]]. Initial losses cause Thresher to be declared a failure only two days after it started. GTA command estimates 504 pilots dead, fourteen missing (and presumed dead).<br />
<br />
<br />
=====January 15th:===== <br />
The Shivans attack Vasudan and Terran forces near the Antares-Ribos node. The loss of the PVC ''Taurus'' and GTSC ''Plato'' leads toward a cease-fire proposal on the 18th by the Vasudans.<br />
<br />
=====January 25th:===== <br />
GTA and PVE sign a cease-fire and non-aggression pact. The 14-Year War officially comes to an end.<br />
<br />
[[Unification]]''' :PREVIOUS | NEXT: '''[[Great War]]<br />
<br />
[[Category:History|Terran-Vasudan War]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=3rd_Terran_Fleet&diff=643543rd Terran Fleet2022-12-22T15:21:42Z<p>TopAce: not a stub</p>
<hr />
<div>The 3rd Terran Fleet is based in the "densely populated" [[Capella]] system. The flagship of the 3rd Fleet, the [[GTD Aquitaine|GTD ''Aquitaine'']], played a large role in the crushing of the [[NTF Rebellion|Neo-Terran Front rebellion]] and the [[Second Shivan Incursion]]. It is not known which other ships are in the 3rd Fleet.<br />
<br />
The 3rd Terran Fleet is known to have played a role in the [[Battle of Deneb (2367)|Battle of Deneb]], the [[Operations inside the Shivan Nebula|Shivan Nebula]] and the final destruction of the [[Neo-Terran Front]]. It is said in the ending cutscene that a majority of the fleet (whether or not it was referring to the entire GTVA fleet or the 3rd Fleet individually is not known) was destroyed in the [[Second Shivan Incursion]].<br />
<br />
[[Category:History]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Benchmarking&diff=64326Benchmarking2022-12-14T08:06:35Z<p>TopAce: +category</p>
<hr />
<div>FSO has support for running automated performance benchmarks using the '''-benchmark_mode''' command line. This option currently has the following effects:<br />
<br />
* The pilot selection is automatically accepted (make sure there is a pilot to accept)<br />
* FSO will quit after running one mission<br />
<br />
This feature can be combined with '''-profile_frame_time''' to gather detailed performance data without requiring any interaction while running the test.<br />
<br />
==-profile_frame_time and -profile_write_file==<br />
When FSO is started with these options, it will write information about the frame times to a file called ''profiling.csv'' in the main FSO directory. Each line contains the system time and the frametime of each rendered frame in the format ''<system time>;<frametime>''. Both time values are measured in nanoseconds. ''system time'' is measured from an arbitrary point in the past. To get consistent results with it the first system time value should be subtracted from all system time values. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data. [https://gist.github.com/asarium/2ce04d7d2ac01b40e66a This script] uses python and numpy to generate two graphs from two sets of data which can be used to compare two different versions of the engine.<br />
<br />
==Missions==<br />
To actually run a mission you could use the commandline option '''-start_mission <mission>''' which will start the specified mission after entering the main hall. To keep the tests non interactive the started mission should be a cutscene which automatically ends when the end is reached. Here is a list of mods that contain such missions:<br />
* Blue Planet Complete<br />
** '''bp2-17.fs2''': Icarus cutscene of War in Heaven. A very demanding mission which is great for testing performance.<br />
** '''bp2-00.fs2''': Intro cutscene of War in Heaven. Also great for performance testing.<br />
<br />
==Other options==<br />
* '''-nomovies''': Can be used to disable playback of movies which speeds up game startup.<br />
* '''-no_unfocused_pause''': Disables automatic pausing when the FSO window isn't focused. Can be used to use another application while the benchmark is running.<br />
* '''-noninteractive''': Disables all dialogs or other things that may require interaction. This makes sure that FSO exits in a finite time. If it doesn't please create an issue on the GitHub bug tracker.<br />
* '''-profile_frame_time''': Shows the amount per frame that each subsystem takes to complete on the left side of the screen.<br />
<br />
[[Category:Source Code Project]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Darkness_Before_The_Abyss&diff=64324Darkness Before The Abyss2022-12-14T05:36:43Z<p>TopAce: +category</p>
<hr />
<div>[[Image:INF.png|480px|center|frameless|link=Inferno: Nostos|Inferno Nostos]]<BR><br />
<br />
{{Mission|previous=Sink the Bismarck|next=The Storm Breaks|campaign=Inferno: Nostos Campaign Walkthrough}}<br />
<br />
'''ACT 1 - MISSION 12'''<br />
<br />
'''Fighter squadron:''' 74th Templars<br />
<br />
'''Description:''' Capture an EA Cargo Depot in Ross 128.<br />
<br />
----<br />
<br />
==Background==<br />
<br />
The 74th Templars have been transferred to the GTD ''Seleceus,'' as the GTVA fleet moves to assault positions in Ross 128.<br />
<br />
The objective of this sortie is to capture an EA Cargo Depot, guarded by multiple cruisers and strike craft.<br />
<br />
==Walkthrough==<br />
<br />
You have two three-ship wings. Recommend switching out the Hercules Mark III for the Ereshkigal, you'll probably need the extra speed. (Do not expect the Perseus or the Mihos to last long against any of the cruisers' anti-air batteries, if you desire to use either one, have Stilettos or Corinthos LRMs on hand to take out subsystems at long range.)<br />
<br />
Start by taking out Gaia and Thalassa Wings, keeping your distance from the ''Sidonis'' and ''Alcibiades.''<br />
<br />
Then, use your anti-system missiles to destroy both of the Carriers' Radar Systems (they take three Stilettos each). That will temporarily shut down the depot's sentry grid.<br />
<br />
The ''Aglyptis'' and ''Ephilates'' will jump into the field. Their fighters won't come to you yet, in the meantime, destroy the freighters. Once you're done with that, start drawing Lux and Iross Wings away from their escorts and take them out. Those two ships will have taken off.<br />
<br />
Everything seems fine for now, until an anomaly pops up in the depot. Command warns you about this, so get to full burners and get five kilometers away from the danger zone (a beacon will mark the epicenter).<br />
<br />
After you get clear, watch the fireworks show, listen to some exposition, and jump back to base.<br />
<br />
==Notes==<br />
<br />
[[Category:Inferno Nostos Campaign Walkthrough]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Traitor&diff=64318Traitor2022-12-13T13:29:26Z<p>TopAce: +category</p>
<hr />
<div>In [[FreeSpace]] and [[FreeSpace 2]], there is a special debriefing message for Alpha 1 if the player survives the mission and becomes a traitor. The traitor message can be found in [[traitor.tbl]]. The following entries are the traitor messages of both games in their respective order.<br />
<br />
===FS1 Traitor Debriefing===<br />
Willfully firing on allied ships is a capital offense, punishable by death. You are hereby stripped of your rank and your citizenship in the [[GTA]]. You will appear at 0700 hours at the [[Terran|League of Defense Justice Ministry]] for your court martial.<br />
<br />
===FS2 Traitor Debriefing===<br />
For the crime of high treason, you are hereby stripped of your [[Awardable Medals|wings]] and all privileges bestowed upon you as officer of the [[Galactic Terran-Vasudan Alliance]]. You will be held in custody pending your preliminary hearing, and, if indicted, you will face a military tribunal. Firing upon allied vessels is a capital offense, punishable by death. You will be transferred to the [[Vega|Vega Penal Colony]] at 1900 hours.<br />
<br />
[[Category:FreeSpace Universe]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Traitor&diff=64317Traitor2022-12-13T13:28:43Z<p>TopAce: not a stub</p>
<hr />
<div>In [[FreeSpace]] and [[FreeSpace 2]], there is a special debriefing message for Alpha 1 if the player survives the mission and becomes a traitor. The traitor message can be found in [[traitor.tbl]]. The following entries are the traitor messages of both games in their respective order.<br />
<br />
===FS1 Traitor Debriefing===<br />
Willfully firing on allied ships is a capital offense, punishable by death. You are hereby stripped of your rank and your citizenship in the [[GTA]]. You will appear at 0700 hours at the [[Terran|League of Defense Justice Ministry]] for your court martial.<br />
<br />
===FS2 Traitor Debriefing===<br />
For the crime of high treason, you are hereby stripped of your [[Awardable Medals|wings]] and all privileges bestowed upon you as officer of the [[Galactic Terran-Vasudan Alliance]]. You will be held in custody pending your preliminary hearing, and, if indicted, you will face a military tribunal. Firing upon allied vessels is a capital offense, punishable by death. You will be transferred to the [[Vega|Vega Penal Colony]] at 1900 hours.</div>TopAcehttps://wiki.hard-light.net/index.php?title=GTC_Bellerophon&diff=64316GTC Bellerophon2022-12-13T12:54:00Z<p>TopAce: description</p>
<hr />
<div>{{Inferno_Ships}}<br />
<br />
The '''GTC ''Bellerophon''''' is a fan-made Terran cruiser.<br />
<br />
[[Image:GTCBellerophon.png|thumb|right|480px|Original GTC Bellerophon]]<br />
[[Image:GTC_Bellerophon.jpg|thumb|right|480px|HTL GTC Bellerophon]]<br />
<br />
<br />
==Description==<br />
<br />
===Released Version Description===<br />
After Capella Incident, Han-Ronald Corporation executive director decided to get back to production of ships larger than 150m by a special request of Security Council. Gaining advantage from research of shivan technology done by Nankam Aeronautical in their Project Vali, Han-Roland's engineers had access to the most sophisticated and advanced technological solutions available for the Alliance. First from new line of warships, the Bellerophon was designed as fast, agile warship capable of responding to suddenly appearing treats in the remote sectors. Designed to fight shivan light cruisers, fighters and bombers, the Bellerophon quickly replaced aging Fenris cruisers and become mainstay escort unit of the GTVA. Armed with 7 anti-fighter beams, single, next-generation, spinal beam cannon and lots of additional point-defence turrets, Bellorophon is a joy to escort for attending fighters. A complement of Bellerophons is already delivered to the biggest fleets. Bellerophon-class cruisers are expected to serve GTVA fleet for almost 50 years thanks to versatile mainframe designed to be easily customizable.<br />
<br />
===[[Inferno Nostos]] Description===<br />
Terran strike cruiser.<br />
<br />
In 2388, the Admiralty requested a dedicated cruiser-scale offensive platform, capable of supporting task groups of corvettes and destroyers with shockjump tactics. In response, Han-Ronald produced the Bellerophon. Designed with a simple set of priorities: powerful guns, maximum survivability, good reactor and power systems. Armored in corvette-grade collapsed-core molybdenum plating, and filled with the latest automated systems to collapse crew count and minimize inhabited hull space, the Bellerophon is incredibly difficult to kill. A spinal corvette-grade anti-warship beam serves as primary armament, supported by a pair of plasma cannons, and a quick-charging subspace drive gives the cruiser impressive strategic maneuverability. Laser turrets, flak guns, and more than a half-dozen antifighter beams protect the Bellerophon from fighter and bomber strikes. Integration with the PATHFINDER communication standard allows the cruiser to coordinate TAG support for friendly fighters or to organize mass shockjump strikes against hard targets. <br />
<br />
The greatest failings of the Bellerophon are the prices exacted by its strengths. Integration of the Bellerophon's tactical systems resulted in cramped living spaces unfavorably compared to the three-decades-old Aeolus, leading to the Bellerophon receiving the unflattering nickname 'sardine can.' Furthermore, the Bellerophon is incredibly expensive to produce, and has met with considerable resistance from fleet commanders and members of the General Assembly who feel that cruisers are no longer suited to an offensive role. The Bellerophon also has an extremely long logistics train for a ship of its size, which limits the number of cruisers any fleet could support. As a result, the cruiser was only produced in limited quantities until the outbreak of the war with the Earth Alliance, and most members of the class are still deployed to rear-area units.<br />
<br />
===Credits List===<br />
*Model by '''Venom'''<br />
*HTL by '''Nyctaeus'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship_box<br />
|name = GTC Bellerophon<br />
|type = Medium Cruiser<br />
|manufacturer = Han-Ronald Corp<br />
|maneuverability =<br />
|max_velocity = 30<br />
|max_ab_velocity =<br />
|max_ab_duration =<br />
|armor = <br />
|hitpoints = 65000<br />
|shields =<br />
|length = 355.3<br />
|gun_bank_1 =<br />
|gun_bank_2 =<br />
|gun_bank_3 =<br />
|missile_bank_1 =<br />
|missile_bank_2 =<br />
|missile_bank_3 =<br />
|missile_bank_4 =<br />
|countermeasures =<br />
|turrets = 26<br />
|containers = <br />
|fighters =<br />
}}<br />
<br />
===Armaments===<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| Unknown turret<br />
| 26<br />
|}<br />
<br />
==Veteran Comments==<br />
{{Comment| Original model was released without tables. The ship name is taken from the pof name, the 'GTC' part was revealed by Woomeister in Eyecandy Thread of Inferno. Nyctaeus released it as a medium cruiser, while in [[Inferno Nostos]] it appears as strike, heavy unit.<br />
}}<br />
<br />
==Related Links:==<br />
*2011 Model Dump<br />
**[http://www.hard-light.net/forums/index.php?topic=79199.msg1567447#msg1567447 Release thread | Hard-light forums]<br />
*[https://www.hard-light.net/forums/index.php?topic=94434.0 Release thread of HTL version | Hard-light forums]<br />
*Inferno: Nostos [https://www.hard-light.net/forums/index.php?topic=94800 Release thread | Hard-light forums]<br />
<br />
[[Category:Inferno Ships]]<br />
[[Category: User-made Ships]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Ship_Lab&diff=64315Ship Lab2022-12-13T11:30:17Z<p>TopAce: not a stub</p>
<hr />
<div>The '''Laboratory''' is a feature added by the Source Code Project, accessible from the main hall by the F3 button.<br />
<br />
The lab has many improvements over the traditional (but still accessible) Tech Room. These improvements include the ability to turn off many FreeSpace Open features temporarily, show transparency and a wireframe version of the model, as well as see the paths, radius, segments and other internal workings of the model. New features include adjusting the post processing and antialiasing effects.<br />
<br />
The lab is designed to be more useful to modders than the tech room, and hence possesses many useful options for them.<br />
<br />
==Controls==<br />
===Key Controls===<br />
*'''/ (key_divide):''' rotates through insignia<br />
*'''L:''' switch damage lightning effects (arcs) on/off<br />
*'''0-9:''' FXAA preset 0-9<br />
*'''B:''' increase bloom<br />
*'''N:''' reduce bloom<br />
*'''T:''' cycle forward through Team Colors<br />
*'''Y:''' cycle backward through Team Colors<br />
*'''+5%/-5% throttle button:''' increase/reduce throttle<br />
*'''afterburner button:''' switch afterburner thruster on/off<br />
<br />
===Mouse Controls===<br />
*'''Left click + Drag:''' rotate model<br />
*'''Right click + Drag up/down:''' zoom<br />
*'''Shift + Left click + Drag:''' drag model<br />
<br />
[[Category:Source Code Project]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Sample_Lighting_Settings&diff=64310Sample Lighting Settings2022-12-13T00:41:40Z<p>TopAce: formatting</p>
<hr />
<div><br />
{{Table224|<br />
This method of configuring a mod's lighting has been replaced with the [[Lighting_Profiles.tbl]], and these settings do not apply to 22.4 or later. New lighting flags listed in [[Command-Line Reference#Lighting|Command Line Reference]] now mainly serve usability and accessibility reasons, with some legacy support for modifying ambient intensity.}}<br />
<br />
This page documents some sample lighting settings. These must be entered into the optional command line parameters to have any effect. Best results are always achieved using the MediaVPs and with glowmaps, shinemaps, normal maps and environment maps turned on. Please consult the [[Command-Line Reference#Lighting|Command Line Reference]] page for specific notes on these settings.<br />
<br />
==FreeSpace Engine Default Settings==<br />
These are the Engine defaults used when no settings are specified as shown [[Command-Line_Reference#Lighting|here]], for easy reference.<br />
*-ambient_factor 128<br />
*-spec_exp 16<br />
*-spec_point 1.0<br />
*-spec_static 1.0<br />
*-spec_tube 1.0<br />
*-ogl_spec 80<br />
*-bloom_intensity 75<br />
<br />
==Modern lighting presets==<br />
<br />
===[https://imgur.com/gallery/MshrBKk FrikgFeek's Settings]===<br />
<br />
[[Image:Ff lighting 00.png|thumb|A compromise between space darkness and playability.]]<br />
Focusing on star-based lighting with relatively high bloom to help glowpoints illuminate ships. This setting provides a highly contrasting light-darkness look that puts a lot of emphasis on star position. Light and shadow are emphasized and very distinct.<br />
*-ambient_factor 55<br />
*-spec_point 0.7<br />
*-spec_static 2.12<br />
*-spec_tube 1.2<br />
*-bloom_intensity 45<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 55 -spec_point 0.7 -spec_static 2.12 -spec_tube 1.2 -bloom_intensity 45 -no_emissive_light}}<br />
<br />
[[Image:Ff lighting 01.png|thumb|Similar idea to the previous setting, adding more ambient to reduce the contrast. Still somewhat dark but never fully black.]]<br />
Omnidirectional ambient lighting is more emphasized while still darker than static lighting. Bloom is reduced to de-emphasize glowpoints. Compared to the previous setting there's a lot less light-dark contrast but overall visibility is improved.<br />
*-ambient_factor 91<br />
*-spec_point 1.2<br />
*-spec_static 0.55<br />
*-spec_tube 1.3<br />
*-bloom_intensity 19<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 91 -spec_point 1.2 -spec_static 0.55 -spec_tube 1.3 -bloom_intensity 19 -no_emissive_light }}<br />
<br />
[[Image:Ff lighting 02.png|thumb|Extremely dark setting exclusively focused on glowpoints and dynamic lighting from weapons and beams.]]<br />
This setting contains more screenshots since its look rapidly changes as action happens. Ships switch from very dark to very bright when engaged in combat. The beams also light up nearby fighters. The very high bloom(at least compared to other settings, still reduced from the default setting of 75) provides extremely bright and bleeding flashes of light during explosions, further emphasizing the dynamic nature of this preset.<br />
*-ambient_factor 45<br />
*-spec_point 1.5<br />
*-spec_static 0.7<br />
*-spec_tube 1.8<br />
*-bloom_intensity 56<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 45 -spec_point 1.5 -spec_static 0.7 -spec_tube 1.8 -bloom_intensity 56 -no_emissive_light }}<br />
<br />
===Rhymes' Settings===<br />
Generally dark but not pitch-black environments, with a heavy emphasis on lighting from weapons fire and the in-mission sun.<br />
*-ambient_factor 80<br />
*-spec_point 0.3<br />
*-spec_static 2<br />
*-spec_tube 0.7<br />
*-bloom_intensity 10<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 80 -spec_point 0.3 -spec_static 2 -spec_tube 0.7 -bloom_intensity 10 }}<br />
<br />
==Recommended Diaspora Settings==<br />
These are the recommended light settings for Diaspora. For now, you'll only see them available in Diaspora's version of the launcher.<br />
* -ambient_factor 90<br />
* -spec_exp 0.7<br />
* -spec_point 0.7<br />
* -spec_static 1.0<br />
* -spec_tube 1.0<br />
* -ogl_spec 15<br />
* -bloom_intensity 20<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 90 -spec_exp 0.7 -spec_tube 1.0 -spec_point 0.7 -spec_static 1.0 -ogl_spec 15 -bloom_intensity 20}}<br />
<br />
==Deprecated lighting presets==<br />
<br />
{{note|These settings are obsolete as of FSO 3.8.0}}<br />
<br />
===DaBrain's Settings===<br />
[[Image:Lighting-db1.jpg|thumb|DaBrain's settings feature relatively even lighting with a low specular value.]]<br />
*-ambient_factor 10<br />
*-no_emissive_light<br />
*-spec_exp 7.0<br />
*-spec_point 8.6<br />
*-spec_static 12.8<br />
*-spec_tube 5.0<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 10 -no_emissive_light -spec_exp 7.0 -spec_point 8.6 -spec_static 12.8 -spec_tube 5.0}}<br />
<br />
<br />
===Herra Tohtori's Settings===<br />
[[Image:Lighting-herra.jpg|thumb|Herra Tohtori's settings feature high specularity and glossiness.]]<br />
*-ambient_factor 35<br />
*-no_emissive_light<br />
*-spec_exp 15<br />
*-spec_point 1.2<br />
*-spec_static 1.5<br />
*-spec_tube 1.5<br />
*-ogl_spec 20<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -ogl_spec 20}}<br />
<br />
<br />
===CKid's Settings===<br />
[[Image:Lighting-ckid.jpg|thumb|CKid's settings adds emphasis on glowmaps and normal maps.]]<br />
*-ambient_factor 35<br />
*-no_emissive_light<br />
*-spec_exp 16.7<br />
*-spec_point 0.6<br />
*-spec_static 0.9<br />
*-spec_tube 1<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1}}<br />
<br />
<br />
===ColeCampbell666's Settings===<br />
[[Image:Lighting-cc666.jpg|thumb|ColeCampbell666's settings result in a very dark environment with most of the lighting coming from weapons fire.]]<br />
*-ambient_factor 0<br />
*-no_emissive_light<br />
*-spec_exp 11<br />
*-spec_point .6<br />
*-spec_static .8<br />
*-spec_tube .4<br />
*-ogl_spec 80<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80}}<br />
<br />
<br />
===Castor's Settings===<br />
[[Image:Lighting-castor.jpg|thumb|''"The thing with 'darker' settings is that the lower you go, the more dependent it will be on the quality/settings of the particular display you are viewing it on."'' -- Castor]]<br />
*-ambient_factor 75<br />
*-spec_exp 7.0<br />
*-spec_point 8.6<br />
*-spec_static 3.0<br />
*-spec_tube 5.0<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 75 -spec_exp 7.0 -spec_point 8.6 -spec_static 3.0 -spec_tube 5.0}}<br />
<br />
<br />
===Spidey's Settings===<br />
[[Image:Lighting-spidey.jpg|thumb|Spidey's settings nicely balance emphasis on diffuse, specular, and normal maps.]]<br />
*-ambient_factor 5<br />
*-spec_exp 15<br />
*-spec_point 1.2<br />
*-spec_static 1.7<br />
*-spec_tube 1.5<br />
*-ogl_spec 50<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 5 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5 -ogl_spec 50}}<br />
<br />
<br />
===Woolie Wool's Settings===<br />
[[Image:Lighting-woolie.png|thumb|Woolie Wool's settings use a very focused specular lighting to emphasize the normal maps and model contours, and a high ambient light setting to make lighting more dependent on the mission settings.]]<br />
*-ambient_factor 105<br />
*-no_emissive_light<br />
*-spec_exp 9<br />
*-spec_point 0.3<br />
*-spec_static 0.8<br />
*-spec_tube 0.7<br />
*-ogl_spec 120<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 105 -no_emissive_light -spec_exp 9 -spec_point 0.3 -spec_static 0.8 -spec_tube 0.7 -ogl_spec 120}}<br />
<br />
<br />
[[Category:Source Code Project]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Category:Inferno_Nostos_Campaign_Walkthrough&diff=64309Category:Inferno Nostos Campaign Walkthrough2022-12-13T00:36:56Z<p>TopAce: category fixed</p>
<hr />
<div>[[Inferno Nostos]] is a user-made campaign, and this category for its FSWiki walkthrough<br />
<br />
[[Category:Campaigns and Missions]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=User:TopAce&diff=64308User:TopAce2022-12-13T00:31:46Z<p>TopAce: Background Emporium added</p>
<hr />
<div>My user name is likewise '''TopAce''' on the Hard Light Productions forums. I contributed in great part in converting the contents of the old FS Wikipedia into this new, enhanced one. My biggest project in expanding the Wiki is probably the [[:Category:FRED|FRED category]].<br />
<br />
I've been an HLPer since February, 2003. I was a high school student aged 17 back then. Nowadays, I just work on my [[Fate of the Galaxy]] missions. Fate of the Galaxy is the biggest and most ambitious ''Star Wars'' [[total conversion]] for the FreeSpace Open engine. I joined its spiritual predecessor, simply called the Star Wars Conversion, some time around I joined the forums, but that iteration fell apart and a new team (with only [[User:Black Wolf|Black Wolf]] and myself remaining from the old SWC staff) was recruited. As of September, 2022, it is finally very close to an actual release.<br />
<br />
Apart from working on anything FRED-related content here, I often spellcheck other articles.<br />
<br />
==Articles written==<br />
*[[Aesdherians]] (''messed up spelling the first time around'')<br />
*[[Alexander McCarthy]]<br />
*[[Alpha 1]] (''complete rewrite'')<br />
*[[Ancient artifacts]]<br />
*[[Ancient-Shivan War (campaign)]] (''significant expansion'')<br />
*[[AWOL debriefing stage]]<br />
*[[Battle of Deneb (2367)]]<br />
*[[Briefing]]<br />
*[[Counting with variables]]<br />
*[[Custom HUD elements (basics)]]<br />
*[[Destruction of Capella]]<br />
*[[Destruction of Vasuda Prime]]<br />
*[[Destruction of the SD Lucifer]]<br />
*[[Editing a mission in a text editor]]<br />
*[[Escort list]]<br />
*[[Fiction Viewer]]<br />
*[[First engagements against the Shivans]]<br />
*[[GIMP]]<br />
*[[GTVA Colossus ship type debate]]<br />
*[[Hard Light Productions]]<br />
*[[Heist of the Avenger Prototype]]<br />
*[[Herra Tohtori's texturing tutorial]] (copy/pasted from forum; images uploaded)<br />
*[[Hunt for the SJ Sathanas]]<br />
*[[if-then-else]]<br />
*[[Liberation of Epsilon Pegasi]]<br />
*[[List of FRED-related topics]]<br />
*[[List of modding-related articles]]<br />
*[[Maja Express]]<br />
*[[Making cutscenes (basic)]]<br />
*[[Making resilient missions]]<br />
*[[Mission balance]]<br />
*[[Mission pre-release checklist]]<br />
*[[Music]] (''significant expansion'')<br />
*[[Non-native speakers of English and campaign making]]<br />
*[[Operations inside the Shivan Nebula]]<br />
*[[Return to base directive]]<br />
*[[Spellchecking a mission]]<br />
*[[Setting up a campaign file]]<br />
*[[Testing]]<br />
*[[Vasudan Ace]]<br />
*[[Variables example mission]]<br />
*[[Very simple missions]]<br />
<br />
==My community activities==<br />
*[https://www.hard-light.net/forums/index.php?topic=98589.0 My Background Emporium]<br />
*'''Current project:''' ''[[Fate of the Galaxy]]'' &mdash; very possibly the last project for FreeSpace I'll participate in, so I'm doing my very best here.<br />
*Creator of the campaigns [[Renegade Resurgence]] ([http://www.moddb.com/mods/renegade-ressurgence Mod DB entry]), [[The Journey to Epsilon Pegasi]] ([http://www.moddb.com/mods/the-journey-to-epsilon-pegasi Mod DB entry]), [[Rogues!]] ([https://www.mediafire.com/file/38j9rkx1s1ae6on/Rogues_v10.7z/file Direct download]), [[Luyten Civil War]]. ([http://www.moddb.com/mods/luyten-civil-war Mod DB entry])<br />
*Caretaker of [[Into the Halls of Valhalla]] ([http://www.moddb.com/mods/into-the-halls-of-valhalla Mod DB entry])<br />
*FREDder for [[Fate of the Galaxy]] (the Star Wars Conversion) ([http://www.moddb.com/games/fate-of-the-galaxy Mod DB entry])<br />
*General contributor for [[Syrk]] (FRED, tables, ideas)<br />
*FREDding for [[Scroll of Atankharzim]]<br />
*Tester for the [[FRED Academy]], and [[Casualties of War]] remake.</div>TopAcehttps://wiki.hard-light.net/index.php?title=The_Big_Fish&diff=64307The Big Fish2022-12-13T00:25:55Z<p>TopAce: +category</p>
<hr />
<div>[[Image:INF.png|480px|center|frameless|link=Inferno: Nostos|Inferno Nostos]]<BR><br />
<br />
{{Mission|previous=Shell Game (Nostos)|next=Pay a Bloody Toll|campaign=Inferno: Nostos Campaign Walkthrough}}<br />
<br />
'''ACT 1 - MISSION 3'''<br />
<br />
'''Fighter squadron:''' 74th Templars<br />
<br />
'''Description:''' Destroy a cargo depot in Beta Aquilae.<br />
<br />
----<br />
<br />
==Background==<br />
<br />
This cargo depot raid is to cut off supplies from the EACa ''Argus,'' the Earth Alliance [[EACa Auriga | Command Vessel]] currently operating in Beta Aquilae.<br />
<br />
One such supply depot is guarded by the [[EACa Tyrannos | Tyrannos-class]] ''Zoais,'' currently controlling the depot's sentry gun system.<br />
<br />
==Walkthrough==<br />
<br />
You will have three wings. Alpha Wing will consist of Mihos fighters, Beta Wing will consist of Artemis bombers (fixed), and Gamma Wing will consist of Ereshkigal fighters.<br />
<br />
Start by sweeping out Aqua Wing of Stentors and Durch Wing of Claymore IIs. Beta Wing will strike the ''Zoais.'' Once Beta Wing's strike is successful, assist them with cleaning out [[EASG Gungnir | sentry guns]] and any remaining fighters.<br />
<br />
After a quick break, the ''Argus'' and her supporting cruisers will jump into the field, and the ''Ramayana'' will come in as response. Direct your wings to defend the ''Ramayana'' from Pax, Vox, Risa and Terra Wings. (Kappa and Zeta Wings will target the EA capitals.)<br />
<br />
Once the ''Argus'' is driven off, park on the ''Ramayana.''<br />
<br />
===Notes===<br />
<br />
* Major characters introduced:<br />
** Rear Admiral Adriannis Spiros, ''Argus'' Commanding Officer<br />
<br />
[[Category:Inferno Nostos Campaign Walkthrough]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Shell_Game_(Nostos)&diff=64306Shell Game (Nostos)2022-12-13T00:25:34Z<p>TopAce: +category</p>
<hr />
<div>[[Image:INF.png|480px|center|frameless|link=Inferno: Nostos|Inferno Nostos]]<BR><br />
<br />
{{Mission|previous=Brotherly Feud (Nostos)|next=The Big Fish|campaign=Inferno: Nostos Campaign Walkthrough}}<br />
<br />
'''ACT 1 - MISSION 2'''<br />
<br />
'''Fighter squadron:''' 74th Templars, GTVA 4th Fleet<br />
<br />
'''Description:''' Apprehend defector Eleanor Kaprinsky, last sighted in Beta Aquilae.<br />
<br />
----<br />
<br />
==Background==<br />
<br />
Eleanor Kaprinsky, last known as a defector from the [[Galactic Terran-Vasudan Alliance]] to the [[Earth Alliance]] and recently escaped from a maximum security prison in [[Antares]], had her last known transponder position revealed to be in high orbit of Janus, the GTVA Capital in [[Beta Aquilae]].<br />
<br />
The 74th Templars are dispatched to find the transport containing her in an EA convoy, disable the ship, and apprehend Kaprinsky with the help of the GTT ''Serdike.''<br />
<br />
==Walkthrough==<br />
<br />
Once again, you have two three-ship wings of [[RVF Mihos | GTF Mihos]] fighters. The default load is sufficient, however, you can replace the Subach HL-12 for the GTW-15T Vulcan Cannon.<br />
<br />
Start by taking out the Escort Wings (Iross, Luna and Pax).<br />
<br />
Once they're taken out, start flying within 2000 meters of each transport. Once your Signal Analyzer gets a strong reading from the transponder, use your Stilettos to take out the turrets and engines of the target transport. Be aware of the transports' Gatling Turrets, they can shred your armor if you're not careful. Take a close-range scan to verify the signal.<br />
<br />
Once the transport is disabled, the GTT ''Serdike'' will be on station to dock with it. Defend them from Lux and Gaia Wings.<br />
<br />
You'll see an EA fleet coming in, however their focus is on the planet, not on you.<br />
<br />
The ''Serdike's'' Marines come up empty-handed. After that, the fleet's fighters will converge on you. Follow the ''Serdike'' out into subspace.<br />
<br />
===Notes===<br />
<br />
* Major characters introduced:<br />
** Ensign Mustafa Karim, Ensign Shonn Pasteur, Lieutenant Jamie Irving.<br />
<br />
[[Category:Inferno Nostos Campaign Walkthrough]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Category:Inferno_Nostos_Campaign_Walkthrough&diff=64300Category:Inferno Nostos Campaign Walkthrough2022-12-12T21:46:08Z<p>TopAce: description + category</p>
<hr />
<div>[[Inferno Nostos]] is a user-made campaign, and this category for its FSWiki walkthrough<br />
<br />
[[Category:Campaign Walkthroughs]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Brotherly_Feud_(Nostos)&diff=64299Brotherly Feud (Nostos)2022-12-12T21:44:54Z<p>TopAce: +category</p>
<hr />
<div>[[Image:INF.png|480px|center|frameless|link=Inferno: Nostos|Inferno Nostos]]<BR><br />
<br />
{{Mission|first=No Previous Mission|next=Shell Game (Nostos)|campaign=Inferno: Nostos Campaign Walkthrough}}<br />
<br />
'''ACT 1 - MISSION 1'''<br />
<br />
'''Fighter squadron:''' ''Not known.''<br />
<br />
'''Description:''' Drive off EA assets at the Antares-Beta Aquilae Jump Node.<br />
<br />
----<br />
<br />
==Background==<br />
<br />
Sixteen months have passed since the reformed [[Galactic Terran-Vasudan Alliance]] completed and powered up the Sol Gate, reconnecting [[Delta Serpentis]] to [[Sol]]. However, re-establishment between the GTVA and Sol paved way for the [[Earth Alliance]] to invade Delta Serpentis, [[Ross 128]], and [[Beta Aquilae]]. The Earth Alliance has commenced a full invasion of Janus, the GTVA Capital Planet in Beta Aquilae. [[Vasudan]] involvement is minimal in this conflict, as the Imperium has considered it a strictly Terran affair.<br />
<br />
Signing on as a fresh pilot for the GTVA 4th Fleet under the GTCa ''Independence,'' the fleet is readying its offensive from [[Antares]] into Beta Aquilae.<br />
<br />
Your squadron is sent to reinforce the GTCv ''Carolina'' in Antares, the only capital asset defending the Beta Aquilae Jump Node.<br />
<br />
==Walkthrough==<br />
<br />
You have two three-ship wings of [[RVF Mihos | GTF Mihos]] fighters. The default loadout is sufficient, however, you may want to bring one bank of Hurricane Rockets for yourself.<br />
<br />
You will start next to the [[GTCv Deimos| Deimos-class]] ''Carolina,'' six kilometers away from the node.<br />
<br />
Gaia and Luna Wings (consisting of [[EAF Claymore | Claymores]]) will converge on you and the ''Carolina.'' Destroy them. Then take out Iross Wing (consisting of [[EAB Aetna | Aetnas]]).<br />
<br />
After those wings are knocked out, intercept Olympia and Terra Wings (consisting of [[EAB Peregrine | Peregrines]] and Claymores).<br />
<br />
Once those bombers are out, the ''Carolina'' will start engaging the [[EAC Eclipse | Eclipse-class]] cruisers ''Ridlin'' and ''Redalvi.'' Assist by taking out their front beam cannons and taking out their defending wing (Durch Wing of Stentors). However, be wary of both cruisers' shotgun turrets.<br />
<br />
You'll have a break in the action along with some exposition, so re-arm.<br />
<br />
Once that's over, you're going to see a multitude of EA ships coming out of the node and your transmissions will get jammed. Don't worry about the ''Carolina'' at this point, rally your squadron to cover you and focus your attack on the panels of the Minoa-class ''Vantage'' (use your Hurricanes to quickly take out the panels).<br />
<br />
The rest of your assets will have been thrashed at that point, so until then, stay alive until the GTD ''Ramayana'' arrives. Once they're on station, retreat to them or under the cover of Delta and Epsilon Wings.<br />
<br />
After the EA ships are forced out, park in either of the ''Ramayana's'' hangar bays.<br />
<br />
===Notes===<br />
<br />
[[Category:Inferno Nostos Campaign Walkthrough]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Multiplayer_developer_guide&diff=64296Multiplayer developer guide2022-12-12T08:15:17Z<p>TopAce: unnecessary breaks</p>
<hr />
<div>Developing FSO's multiplayer is filled with challenges. This is meant to be a partial guide to help SCP members set up a testing environment. This guide assumes that the developer is using Knossos, but the same results can be achieved with the command line. Also, a single computer can be used for multiple instances of FSO. <br />
<br />
There is no known network-based hard limit on the number of instances that can connect on a single computer: just make sure that the instances are all using different ports.<br />
<br />
==PXO==<br />
It is recommended to use PXO since it cuts out the guess work of copying the IP address correctly into FSO settings. To register, go to https://pxo.nottheeye.com/ and create an account. Verify your email. If your verification email does not show up, please contact Taylor, the PXO admin.<br />
<br />
Once your email is verified, you can copy and paste the username and password from the PXO profile page into the multi tab of your FSO settings. (with the standard keyboard shortcuts) <br />
<br />
*Note: this is not the user name and password you use to log into the PXO website, but the login given to you by the PXO server on your PXO profile. Double check that PXO is enabled and then go to the ready room in multi mode. You should be able to get to log into the PXO chat.<br />
<br />
== Setting Up a Server And Port Forwarding ==<br />
In order for your game to be visible to others, your chosen port must be forwarded. Prior to FSO 21.0, FSO could only connect to the server if it was on port 7808. Otherwise it would just not be visible to any clients, but any port selected through knossos can now be used.<br />
<br />
FSO now has the ability to attempt to forward ports automatically, although it often fails. To check if your game is visible to clients, a PXO enabled game server will show up on the PXO server list, accessible by PXO admins. An in-game indicator of game visibility is planned but not yet implemented.<br />
<br />
If you look up the instructions for forwarding a port on your router, it should be a simple set of changes. Again, port 7808 is no longer required, but that is the default port.<br />
<br />
===Issues with NAT===<br />
If you have unexplained issues getting a server to show up, check to see if your ISP uses carrier grade NAT. If your ISP uses it, your ports cannot be properly forwarded. <br />
<br />
It may be better, in this case, to turn PXO off and to set simply set the local IP address and port in the the multi tab of the settings screen in the following format: 192.168.0.1:7808 <br />
<br />
*To look up your local IP address you can follow the steps in this article: https://www.ipconfig.in/what-is-my-local-ip-address/ . You should, of course, write the port number you are using for your server after the colon. <br />
<br />
*Using the local IP address will circumvent issues with your ISP locally, but you will be unable to host games with players on another network. <br />
<br />
*The mDNS (LAN library) implementation in FSO will also hopefully circumvent issues with NAT for local instances.<br />
<br />
*PXO is a per pilot setting (although only one PXO login is stored in FSO's config at a time). If you want to only connect to PXO during non-testing games, creating a few new non-pxo pilots may be an option to consider.<br />
<br />
==Setting up instances==<br />
As previously mentioned more than one instance of FSO multiplayer can run on a machine. In order to accomplish this, open your knossos settings and set your port to the forwarded port. Don't forget to hit save. Run your chosen mod in windowed mode, and then go to the multiplayer pilots mode in the pilot select screen. Then go to the ready room. <br />
<br />
You should see the PXO chat screen. On the bottom right, you can press continue and then on the next screen start a server. You may want to add a password in case the testing should not be interrupted, but I have never had a problem with other players entering my servers. <br />
<br />
Now, go to Knossos settings again and select a different port. This port does not have to be forwarded. Every once in a while, Knossos may ignore your changes, and you may get an error message when trying to connect your second instance. Please repeat this step until that bug no longer occurs. This should not happen more than once, and the likelihood of the bug goes down when you explicitly type the port number instead of relying on the Knossos/FSO default.<br />
<br />
Open the same mod, but select a different pilot. (there is a bug involving the mission log if there are pilots with duplicate names, it is being worked on) Once you are past the PXO screen, you should see your server up and running. <br />
<br />
Select and server and join, and enjoy your round of testing!<br />
<br />
[[Category:Multiplayer|Developer guide]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=EAB_Aetna&diff=64289EAB Aetna2022-12-11T09:38:50Z<p>TopAce: /* Download link: */ definitely not a stub</p>
<hr />
<div>{{User-made Ships|''EAB '''Aetna'''''}}<br />
<br />
[[Image:EAB_Aetna.jpg|thumb|right|480px|EAB Aetna]]<br />
<br />
==Description:==<br />
<br />
===Inferno Nostos Tech Room Description===<br />
The Aetna is the EA's light bomber, a descedant of the Great War-era Athena class. Unlike the Peregrine, the Aetna does not carry bombs but instead carries missiles designed to disable or disarm its target, allowing the bigger bombers and capital ships to safely pummel their target. Aetnas also have a limited dogfighting capability which allows them to act as a heavy fighter when not pursuing larger vessels.<br />
<br />
===Credits List===<br />
*Model by '''TBD'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Fighter-Bomber<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Thor Industries<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Average<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 70.0 - 100.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 165.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Medium<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 500<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 600<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 20 m<br />
|}<br />
<br />
===Armaments===<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#800040;"| '''Inferno Nostos'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| Ripper<br />
|- align="center"<br />
| 2nd<br />
| 2<br />
| Shrieker<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| Avenger II, Shrieker, Ripper, Mace, Trantor, Banshee-R<br />
|}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#800040;"| '''Inferno: Nostos'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 80<br />
| Halberd<br />
|- align="center"<br />
| 2nd<br />
| 80<br />
| Penetrator<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| Hunter, Warrior, Stinger, Penetrator, Halberd, Eviscerator, A.C.R<br />
|}<br />
<br />
<br />
==Gallery==<br />
<gallery><br />
Image:INF-EAFP Aetna.png|The Aetna from Earth Alliance Fleet Pack.<br />
</gallery><br />
<br />
<br />
===Veteran Comments===<br />
{{comment|}}<br />
<br />
==Download link:==<br />
*Inferno: Nostos <br />
**[https://www.hard-light.net/forums/index.php?topic=94800 Release thread | Hard-light forums]<br />
* Earth Alliance Fleet Pack<br />
**[https://www.hard-light.net/forums/index.php?topic=98339.0 Release thread | Hard-light forums]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Inferno:_Nostos&diff=64278Inferno: Nostos2022-12-10T10:03:36Z<p>TopAce: /* Related Links */ removing stub template</p>
<hr />
<div>An expanded re-release of [[Inferno: Release 1]], '''Inferno Nostos''' is the centerpiece of the Inferno Anniversary project. It will feature a radically revised version of the original Inferno campaign and additional missions to conclude the story, as well as upgraded visuals, models, and design elements.<br />
<br />
== General info ==<br />
<br />
'''The Inferno Team:''' ''Active''<br />
*'''Rampage''' - 3D artist, FREDer, Storyline designer, Modpack maintenance<br />
*'''JSRNerdo''' - FREDer, Modpack maintenance<br />
*'''Droid803''' - 3D artist, FREDer, Storyline designer, Modpack maintenance<br />
*'''Mobius''' - FREDer, Storyline designer, ModDB maintenance<br />
*'''Nyctaeus''' - 3D and 2D artist, Storyline designer, Modpack maintenance, SVN manager<br />
*'''Rhymes''' - Writer, Proof-reader, Storyline designer<br />
*'''General Battuta''' - Writer<br />
*'''Admiral Nelson''' - CBanim Artist<br />
<br />
'''The Inferno Team:''' ''Inactive or Semi-active''<br />
*'''Woomeister''' - Project leader, 3D artist, FREDer<br />
*'''Trivial Psychic''' - FREDer<br />
*'''TheDagger''' - 3D and 2D artist<br />
*'''BrotherBryon''' - 3D artist<br />
*'''Moonred''' - 3D artist<br />
*'''FreeSpaceKing''' - 3D and 2D artist<br />
*'''Jessnec''' - Effect artist<br />
<br />
Testers:<br />
*Nightmare<br />
*-Joshua-<br />
*procdrone<br />
*FrikgFeek<br />
*Ertanax<br />
*MatthTheGeek<br />
*Fusion aka Andreas Rybak<br />
*Strygon<br />
*Matthew.F<br />
<br />
'''Missions:''' ''Nostos R1 - 15'', ''Nostos R2 - TBA'', ''Nostos R2 - TBA''<br />
<br />
'''Features:'''<br />
<br />
* Improved missions from the original R1 and more brand new missions, more than doubling the original R1 campaign length<br />
* One of the largest modpack fleets ever assembled surpassing the original FS2 retail ship limits<br />
* Improved HTL versions of R1 models and many more new ones<br />
* Brand new weapon effects and new weapon designs as well as revamped R1 classics<br />
* Several new music tracks as well as upgraded R1 music<br />
<br />
'''Status:''' <br />
<br />
Act I released.<br />
<br />
'''Required:'''<br />
<br />
* The latest FS2 Open nightly build<br />
* MediaVPs 2014<br />
<br />
==Related Links==<br />
<br />
'''Forums/Threads'''<br />
*'''[https://www.hard-light.net/forums/index.php?topic=94800.0 Act I Release Thread | Hard-Light Productions.net]'''<br />
*'''[http://www.hard-light.net/forums/index.php?topic=83460.0 Inferno Nostos Announcement Thread | Hard-Light Productions.net]'''<br />
*'''[http://www.hard-light.net/forums/index.php?topic=86262.0 Inferno: Nostos Discussion | Hard-Light Productions.net]'''<br />
<br />
[[Category: New INF Continuity]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Graphic_Files&diff=64277Graphic Files2022-12-10T09:16:50Z<p>TopAce: it's and its</p>
<hr />
<div>Retail FreeSpace 2 only supports the PCX format for non-animated graphics. However, FreeSpace 2 Open is able to use several different '''graphic file formats'''. These include the [[Wikipedia:PCX|.PCX file format]] which was originally supported by the retail FreeSpace 2. In addition to this the game is able to make use of several other graphic file formats which are [[Wikipedia:JPEG|.JPG]], [[Wikipedia:Truevision_TGA|.TGA]] and more recently [[Wikipedia:DirectDraw_Surface|.DDS]] and [[Wikipedia:Portable_Network_Graphics|.PNG]] file formats. Of these the .DDS file format is the most often used with FreeSpace 2 Open modifications.<br />
<br />
For animated effects and textures see [[Multimedia Files]].<br />
<br />
==DDS==<br />
DDS is a compressed texture format that is supported by FreeSpace SCP. Any modeler should use DDS for their textures as much as possible, as it is 1/2 the size of a PCX and 1/8 the size of a TGA image.<br />
<br />
Some low-end video cards are unable to display DDS textures under the FreeSpace engine; if you have this problem, use a batch-conversion program such as [http://www.irfanview.com IrfanView] to convert the offending DDS files to a supported format (such as .PNG) and use the -mipmap Launcher/Commandline flag. <br />
<br />
===Background===<br />
The DDS File format was created by Microsoft for its DirectX graphics API, however, it has become a general format for textures and is supported (via S3TC Extension) by OpenGL (the graphics API the FS2 SCP uses). The official description of DDS is "The Microsoft DirectDraw Surface (DDS) file format is used to store textures and cubic environment maps, both with and without mipmap levels. This format can store uncompressed and compressed pixel formats, and is the preferred file format for storing DXTn compressed data."<br />
<br />
===Tools===<br />
Several tools exist for working with this format, besides any tools created by the FS2 SCP team. These tools are detailed at the [http://developer.nvidia.com/object/nv_texture_tools.html nVidia website] and should be useful.<br />
<br />
===Usage of DDS===<br />
The primary note to any texturer using the DDS file format is that even if DDS enables you to have twice the texture size, doesn't mean you should use all the available memory.<br />
For diffuse and glow, DXT1 iterative (or whatever the best quality setting is) is the preferred option. For shine and normals, use DXT5.<br />
<br />
<br />
==PNG==<br />
Portable Network Graphics support is a rather recent addition to the SCP code base (Feb 05, 2010), where it has been making its rounds as an intermediary format for testing created UVMaps, and being used in effects, anims (as EFFs) and some background pieces, as well as most heavily used in Interface elements.<br />
<br />
The format is great for testing created, un-finalized ship maps, because it is a loss-less format and doesn't suffer DXT compression or re-compression artifacts like DDS does. And the results can often be a smaller file than an uncompressed DDS if you're needing to share the work. However, since mip-mapping doesn't occur with PNG, final distribution should be done in DDS (which PNG will convert to nicely, including with any alpha channel information).<br />
<br />
As interface artwork goes, PNG is excellent in that it provides far more color depth than PCX and affords semi- or gradient transparency to elements, and has a slightly lower over head than the same files in TGA.<br />
<br />
PNG is also a format that can be saved to by any number of image file editors/converters, generally without the need for any special plugins or modules, and can also be natively loaded in many 3D modeling programs or save to from the modeling program.<br />
<br />
==JPG==<br />
<br />
JPG (or JPEG) files are compressed images that can be opened in virtually all popular graphic utilities, including Microsoft Paint. They use the same amount of graphics memory as 24 bit TGA images do, but they often have lots of compression artefacts. The compression in JPG files can be very noticeable, which is why they are almost never used by FreeSpace modders. Only potential benefit from using JPG images would be to save the actual image file size, but as this happens at considerable cost in image quality and without any degree lower graphics memory usage as TGA images, it is often avoided.<br />
<br />
<br />
==PCX==<br />
<br />
PCX were the first of the graphic files introduced to FreeSpace. Generally speaking, these files are among the largest graphic files used in FreeSpace. However, a lot of modders still use PCXs since it is the most compatible graphic file known inside FreeSpace. Earlier the TGA and JPG format files caused some graphical issues in game as it needed the command line option '''-jpgtga''' (see [[Command-Line_Reference]]) to work. However, this command line option [[Deprecation|is no longer in use]] and game loads TGA and JPG format files automatically.<br />
<br />
===Tools===<br />
PCX is a image format that is less well supported in the standard imaging editing software such as Microsoft Paint. However, advanced image editing programs such as Photoshop or the [[GIMP]] can easily save PCX files.<br />
<br />
<br />
==TGA==<br />
<br />
The FreeSpace 2 retail source code contained unimplemented support for TGA textures. FreeSpace 2 Open, however, fully supports these textures. The old [[Lightspeed's Nebula Pack]] is a common background add-on that uses large TGAs, so you may want to convert the Lightspeed files to a more efficient format before using them.<br />
<br />
<br />
[[Category:File Types]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Nebula_Data_Files&diff=64248Nebula Data Files2022-11-29T19:20:15Z<p>TopAce: category and formatting</p>
<hr />
<div>Nebula Data Files (.neb) are models of the nebula when using the version 1 nebula. They are never used in the FS2 retail campaign. These are loaded by the [[FreeSpace 2 Mission File Format#.23Background_bitmaps|+Nebula:]] directive in the mission file.<br />
<br />
There are six .neb files located in FS2's sparky.vp container, beginning with nebfull01.neb<br />
<br />
[[Category:File Types]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=FS2_Open_Lua_Scripting&diff=64236FS2 Open Lua Scripting2022-11-28T22:35:32Z<p>TopAce: it's still NOT "Freespace"</p>
<hr />
<div>This page is intended as a crash-course in Lua scripting as it relates to FreeSpace 2. It's only meant to get you started with Lua scripting - more advanced concepts such as metatables will not be covered.<br />
<br />
You don't need to read the Appendices, but I recommend at least reading the "Optimizing" section if you're doing much scripting.<br />
<br />
<p>'''IMPORTANT: This page was last updated on 5/27/2007 and assumes you are using the most up-to-date build at that time, [http://www.hard-light.net/forums/index.php/topic,47201.0.html C05202007]. There may be slight syntax differences with significantly newer or older builds. You should also make sure you are using a development build.'''</p><br />
<br />
== What You Need ==<br />
You will need a basic understanding of how to open and edit computer files, a copy of FreeSpace 2, and an open mind. Any kind of prior scripting experience will be immensely helpful, but you shouldn't need any to understand this document.<br />
<br />
Here we go!<br />
<br />
<b>Note:</b> Although all the examples should not cause syntax errors anywhere, they may not work in certain places. For example, you have to load a mission before you can get handles to ships in the mission.<br />
<br />
== Scripting hooks ==<br />
A scripting hook is a segment of Lua code, that is run at a specific place in FS2_Open. Some scripting hooks, such as $GameInit, are executed only once. Others, such as state hooks, are executed every frame. Others may be executed only when a specific action occurs (such as a keypress or a ship warping out).<br />
<br />
There are three different types of hooks. All hooks are parsed and loaded into memory when they are read, so there is no speed difference. Also, the optional field "+Override: YES" can be used to make a scripting hook completely override fs2_open's usual behavior. (For example, for the HUD, this would completely disable the default fs2_open HUD and use the scripting version instead)<br />
<br />
For the sake of organization, information on different scripting hooks can be found in the wiki page for the table that they are actually in.<br />
<br />
=== Return hook ===<br />
$Hook: 2 + #Mission.Ships<br />
This works like a normal table variable, except that you can use scripting functions as well.<br />
<br />
=== Normal hook ===<br />
$Hook: [<br />
gr.setColor(255, 255, 255)<br />
gr.drawString("Hello, world!")<br />
<br />
return 2 + #Mission.Ships<br />
]<br />
A normal hook is denoted by [ and ]. Whatever is within the brackets is passed to the Lua interpreter. This means that you cannot use table-style ;; comments within brackets; you must use Lua's comments.<br />
<br />
However, you can still use it with a .tbl field that takes a value, using the "return" command. In this case, even though the other lines are still run, the $Hook: variable would be set to the same value as in the 'Return hook' example.<br />
<br />
=== File hook ===<br />
<pre>$Hook: [[script.lua]]</pre><br />
A file hook loads the scripting from the file in the data/scripts directory. In all other respects, it is the same as a normal hook.<br />
<br />
== Comments ==<br />
A "comment" (in any programming or scripting language) is a block of a script that is ignored. In Lua there is only one kind of comment, which starts with double-dashes. Any time you put two dashes in a Lua script outside of a string, the rest of the line will be ignored. (This is the same as putting a double-semicolon in a FreeSpace table)<br />
<br />
For example, this:<br />
--Load a mission for use in the mainhall<br />
Mission.loadMission("sm2-10.fs2") --Use 'King's Gambit' for now.<br />
<br />
Will do exactly the same thing as this:<br />
Mission.loadMission("sm2-10.fs2")<br />
<br />
== Variables ==<br />
A variable is the simplest kind of thing that there is in Lua. All it really does is hold data; no more, no less. They really aren't that scary. Here are some different types of variables<br />
<br />
--Number variable<br />
life = 42<br />
<br />
--String variable<br />
name = "Bob"<br />
<br />
--Boolean variables<br />
smoking = true<br />
healthy = false<br />
<br />
--Userdata (Handle or object) variable<br />
player = Mission.Ships['Alpha 1']<br />
<br />
--Nil variable<br />
--Erases a previously set variable<br />
life = nil<br />
<br />
--Member variable of userdata. Can be any of the above types.<br />
player.Name = "Ship"<br />
<br />
<b>Note:</b> Although technically objects and handles are all userdata, it's easier to just think of every object and handle as being different types of variables.<br />
<br />
=== Arrays ===<br />
<br />
An array is a special type of variable, that holds multiple variables. The '''''index''''' of all Lua arrays starts at 1.<br />
<br />
--Set the fifth element of array to 1<br />
a[5] = 12<br />
--Set n to the fifth element (tehe)<br />
n = a[5]<br />
--n will be 12<br />
<br />
The size of arrays may also be determined using the '''''#''''' sign<br />
<br />
--Create an array<br />
a = {2, 4, 6, 8}<br />
--Set s to the size of the array<br />
s = #a<br />
--s will be 4<br />
<br />
== Libraries ==<br />
In order to gain access to the FS2_Open engine through scripting, you must use the FS2_Open libraries. Each library represents a different section of the engine. In addition, libraries may be referenced one of two ways: the full name, or a shorthand version of the name made up of two letters. Here, the same setColor '''''function''''' is used twice.<br />
<br />
Graphics.setColor(255, 255, 255)<br />
gr.setColor(255, 255, 255)<br />
<br />
For the sake of easy reading, I've used the longhand version of names in the wiki. However, I recommend you learn the shorthand versions as they're generally faster to work with when scripting.<br />
<br />
To get a full list of library functions, use the "-output_scripting" command line parameter. This should create a file called scripting.html, with a list of the different libraries, functions, and types supported by that build. (Use a web browser to open it)<br />
<br />
<br />
== Functions ==<br />
A function is an instruction to Lua to do something. It may change variables, or it may call (activate) other functions. Functions are the meat of scripting; they get everything done. Essentially, they are much like an individual SEXP.<br />
<br />
As a result, this section is pretty tough, but covers almost all of the specific knowledge you'll need to work within Lua.<br />
<br />
=== Function vocabulary ===<br />
* '''''Return value''''' - Data that a function returns. Any data that a function returns may be stored in a variable.<br />
* '''''Arguments''''' - Data that is given to a function. May be data itself, a variable containing the data, or even the return value of another function.<br />
* '''''Call''''' - To run a function.<br />
<br />
<br />
=== Typical function use ===<br />
<b>Example:</b> This will write "Alpha 1" in the upper-left corner of the screen.<br />
player = Mission.Ships['Alpha 1']<br />
Graphics.setColor(255, 255, 255)<br />
Graphics.drawString(player.Name, 5, 5)<br />
<br />
* <b>Line 1:</b> <br>In the first line, the "Ships" array of the mission library is indexed. Because 'Alpha 1' is specified, it will set either the handle to the ship named 'Alpha 1', or it will return an invalid handle if Alpha 1 is dead or there was no Alpha 1 in the mission to begin with. Because the player variable is set to the result of the Array index, it will receive whatever handle is accessed by the array. <br><br><b>Result</b><br>After the first line, the player variable is a ship handle to the ship named "Alpha 1" in the current mission.<br />
<br />
<br />
* <b>Line 2</b><br>In the second line, the "setColor" function is used to set the current drawing color to pure white. Unlike getShipByName, it takes at least three arguments, all numbers - the red, green, and blue scale of the current color, from 0 to 255. It's always a good idea to use the setColor function before doing any drawing in scripting, as the engine can and will change the current color between scripting hooks.<br><br><b>Result</b> <br>Current drawing color is set to pure white<br />
<br />
<br />
* <b>Line 3</b><br>In the third line, the drawString function takes three arguments - a string, followed by two numbers. The string specifies the text to write, the numbers specify the x and y position of the upper-left corner of the written text. As you can see, we've directly used a '''''member variable''''' of the player variable to fill the first argument. Because we got the ship handle by its name, the Name variable will be the same as the name that we got it by ("Alpha 1").<br><br><b>Result</b><br>After the third line, "Alpha 1" will appear in the upper-left corner of the string in white text.<br />
<br />
<b>Note:</b> Numbers and certain types of userdata will automatically convert to strings. In all other cases, functions will give an error if you try to use the wrong type of argument.<br />
<br />
<b>Debugging note:</b> If Alpha 1 were dead in the above example, you would get an error about 'trying to index a nil value' because it would not be able to run the getName() function.<br />
<br />
<br />
=== Userdata functions ===<br />
Handles and objects may also have functions.<br />
<br />
<b>Example:</b> This will write the number of subsystem's on Alpha 1's ship in the upper-left corner.<br />
player = Mission.Ships['Alpha 1']<br />
Graphics.drawString(#player, 5, 5)<br />
<br />
As before, we get the handle to the Alpha 1 ship with the Ships array.<br />
<br />
<br />
=== Optional arguments ===<br />
<br />
Sometimes you don't have to use an argument. For example, the setColor function has an optional fourth argument - how opaque the color should be. If the argument isn't used, the color is totally opaque. These two lines do the same thing:<br />
<br />
Graphics.setColor(255, 255, 255)<br />
Graphics.setColor(255, 255, 255, 255)<br />
<br />
<br />
== Quick, a full example! ==<br />
By this point, you may be bored of all this exposition. So here's your typical "Hello, World!" example.<br />
<br />
For this amazing trick, we'll make our very own splash screen. Turn off all FreeSpace 2 mods, and create a file called "scripting.tbl" in your data/tables directory. Open that up in a text editor, and write:<br />
#Conditional Hooks<br />
$Version: 3.7<br />
$On Splash Screen: [<br />
--Set the color to white<br />
Graphics.setColor(255, 255, 255)<br />
--Write "Hello, world!"<br />
Graphics.drawString("Hello, world!", 5, 10)<br />
]<br />
+Override: YES<br />
#End<br />
<br />
Now, when you start up FS2_Open, you should see "Hello, world!" in the upper-left, as it loads.<br />
<br />
== Control structures ==<br />
A control structure is a series of statements that let you change how a script runs, based on some condition - say, a ship is dead, or the life of a certain ship has fallen below a certain amount.<br />
<br />
=== If statements ===<br />
If statements are a way to check if something is some way or not. All if statements have the form:<br />
if (something) then<br />
(execute)<br />
end<br />
<br />
(something) can be true, or false. If it's true, then (execute) will be run. If it's false, then the script will skip down to "end" and go on from there.<br />
<br />
To check that a handle is valid:<br />
ship = Mission.Ships['Alpha 2']<br />
if ship:isValid() then<br />
--This will always happen while Alpha 2 is alive<br />
Graphics.drawString("MACKIE LIVES!", 5, 10)<br />
end<br />
<br />
To check a variable value<br />
x = 42<br />
y = 23<br />
if x < y or x is y then<br />
--We never get here, because x is bigger than y<br />
end<br />
<br />
=== For statements ===<br />
A for statement is generally used to iterate through a list.<br />
<br />
<b>Example:</b><br />
This bit of scripting will run through all of Alpha 2's subsystems if she isn't dead, and display a list of them in the upper-left.<br />
<br />
ship = Mission.Ships['Alpha 2']<br />
if ship then<br />
num_subsys = #ship<br />
x = 5<br />
y = 5<br />
for i=1,num_subsys do<br />
--Use the i variable to go through the ship's subsystems,<br />
--and to change the y position of the text.<br />
gr.drawString(ship[i].Name, x, y + i*10)<br />
end<br />
end<br />
<br />
=== More information ===<br />
For other keywords you can use with control structures, see the [http://www.lua.org/manual/5.0/manual.html#2.5.2 Lua Documentation]<br />
<br />
For more detailed information on if statements and other types of control structures, see the [http://lua-users.org/wiki/ControlStructureTutorial Lua-users wiki]<br />
<br />
<br />
== Appendices ==<br />
<br />
There's more depth to scripting than what's covered above. To make the rest of the article shorter, I've put the topics still within the scope of this article, but not necessary to know in most cases, down here.<br />
<br />
However, I HIGHLY recommend you read the optimizing scripting section.<br />
<br />
=== Appendix: Optimizing scripting ===<br />
<br />
Because fs2_open is written in C, which is much faster than Lua, it is much better to store variables in C and provide Lua functions to work with them. In addition, to keep Lua scripting from messing with C scripting and to make it as friendly as possible, there are a number of safeguards to catch problems, in most of the Lua functions.<br />
<br />
As a result, whenever you're working with a value provided by a library or object function, you should set it to a Lua variable if you're going to use it more than 1-2 times due to the large overhead resulting from the interface.<br />
<br />
Thus, even though it may look like "Name" is a member variable of the ship handle, it is actually a function that performs 3-4 validity checks before returning the value, which must also be converted from C to Lua. Setting a variable to the return value of the function means that you can use that variable wherever you want to use the ship name using the native Lua environment.<br />
<br />
=== Appendix: Debugging scripting ===<br />
<br />
Unfortunately, the Lua interpreter provides only limited debugging information about hooks. (Supposedly, it will provide more information about scripting within user functions, but I haven't tested that claim yet)<br />
<br />
Generally, error messages complaining about referencing or indexing a 'nil value' occur because a function could not return a handle, so it returned nil. Some functions also return false to indicate that the handle is correct, but due to some kind of wrong information being passed, it couldn't complete.<br />
<br />
Generally, you should check all handles before using them:<br />
player = Mission.Ships['Alpha 1']<br />
if player:isValid() then<br />
<br />
end<br />
<br />
With all uses of the player handle falling in the "if" statement.<br />
<br />
=== Appendix: Function types ===<br />
<br />
Here's all the different kinds of functions you can have:<br />
--A function provided by itself<br />
x = cos(y)<br />
--A function provided by a library<br />
x = Math.cos(y)<br />
--A function provided by a userdata variable.<br />
x = y:cos()<br />
In every case, x would be set to the cosine of y, which is 1.<br />
<br />
<b>Note:</b> You must use a ":" with userdata functions, as in the example. This tells Lua that it needs to give the function the value of the variable that it's being called from.<br />
<br />
=== Appendix: Making your own functions ===<br />
So, let's make the doSomething() function do, well, something.<br />
doSomething = function()<br />
color = "red"<br />
end<br />
As you can see, creating a function is much like creating a variable; you just use function() instead of the value, then write what you want the function to do. To end the function, you just write "end"<br />
<br />
Now, let's use our new doSomething() function.<br />
color = "black"<br />
doSomething()<br />
--After using doSomething(), color is now red<br />
<br />
Functions can also '''''return''''' values.<br />
--Make a new function<br />
doSomethingElse = function()<br />
return 10<br />
end<br />
x = 0<br />
doSomething()<br />
--x is now 27<br />
x = doSomethingElse()<br />
--x is now 10<br />
<br />
=== Appendix: Variable Scope ===<br />
The '''''scope''''' of a variable is the area where it exists. Writing <tt>local</tt> in front of the variable name will tell Lua that the variable should only exist within that function or hook.<br />
<br />
Note that this means that if you use the same variable name in two different hooks without using local, the same variable will be used.<br />
<br />
<b>Note:</b><br />
<br />
You may find it useful to have some way of distinguishing global variables from local ones, to remind yourself that the value does carry over. For example, starting global variable names with "g_".<br />
<br />
<b>Example:</b> The following will draw the text "Media VP" in the upper-left corner of the main hall, even though the variable is set in a different hook than it is used in.<br />
<br />
#Conditional Hooks<br />
$Version: 3.7<br />
$On Game Init: [g_mod = "Media VP"]<br />
<br />
$State: GS_STATE_MAIN_MENU<br />
$On Frame: [Graphics.drawString(g_mod, 0, 0)]<br />
#End<br />
<br />
=== Appendix: Variable Types ===<br />
Variables can hold different types of data. These basic types are:<br />
<br />
==== Boolean ====<br />
A boolean is a simple variable - it can be true, or false.<br />
--It's Monday, and Dilbert is at the office<br />
working = true<br />
--Oops, he just opened Solitaire<br />
working = false<br />
<br />
==== Numbers ====<br />
A number is any variable that holds (As you might've guessed) a number. A number will automatically convert into a string, if needed.<br />
--A variable can be a whole number, like this<br />
x = 5<br />
--Or it can be a decimal value<br />
x = 3.141592654<br />
--Or you can divide two numbers for a fraction<br />
x = 3/4<br />
<br />
==== Strings ====<br />
A string is a variable that holds a series of characters, and a character is any number, letter, or symbol on your keyboard (and then some). Basically, strings are the way that words and sentences are passed around in Lua.<br />
--A cow says moo!<br />
cow = "moo"<br />
--A friend's name<br />
friend = "Bob"<br />
Note that actual string content is contained within double quotation marks, to mark it as a string.<br />
<br />
==== nil ====<br />
nil isn't really a variable type, but it is important. nil means that a variable doesn't hold anything. If you want to get rid of a variable, you just set it to be nil.<br />
<br />
--Today I got a new dog<br />
dog = "Spot"<br />
--But then he ran away<br />
dog = nil<br />
<br />
Any time an error says that a variable is nil, it usually means that it doesn't exist (Double-check your spelling).<br />
<br />
==== Userdata/objects ====<br />
Objects (or "userdata", as they are known in Lua) is a variable that can contain other variables, or functions. Variables or functions within an object are known as "member variables" or "member functions".<br />
<br />
--Assuming we have a my_car object, this will copy it to your_car<br />
your_car = my_car<br />
--Congratulations! But maybe you want to customize it?<br />
--Note how I refer to the member variable, color<br />
your_car.color = "Red"<br />
<br />
==== Handles ====<br />
A handle isn't technically a Lua type, but handles are used a lot in FS2_Open Lua scripting. Essentially, a handle is a variable that refers to a specific object; but doesn't actually contain that object's data. An example is the "shipclass" type; it doesn't actually contain the data in ships.tbl, it just serves to reference the ship class so that you can get and set data.<br />
--Get the "GTF Ulysses" ship type<br />
--For this, I use the ShipClasses array<br />
ulysses = tb.ShipClasses['GTF Ulysses']<br />
--Now get rid of the handle<br />
ulysses = nil<br />
--Even though we've gotten rid of the handle, the Ulysses will still exist.<br />
<br />
In situations where a handle variable is an object, you must set the entire variable at once; you cannot change elements of the array individually.<br />
--So intead of this...<br />
ship = mn.Ships[1]<br />
ship.Position["y"] = 0<br />
<br />
--You would go...<br />
ship = mn.Ships[1]<br />
pos = ship.Position["y"]<br />
pos["y"] = 0<br />
ship.Position = pos<br />
<br />
=== Appendix: External Lua references ===<br />
* [http://www.devmaster.net/articles/lua/lua1.php DevMaster.net - Lua Scripting 101]<br />
* [http://www.lua.org/manual/5.1/ Official Lua 5.1 Reference Manual]<br />
* [http://www.lua.org/pil/ Programming in Lua]<br />
* [http://www.lua-users.org/ lua-users.org]<br />
<br />
[[Category:Source Code Project]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Knossos&diff=64190Knossos2022-11-15T11:51:39Z<p>TopAce: minor</p>
<hr />
<div>:''This article is about the subspace portal. For the application, see [[Knossos (mod manager)]].''<br />
<br />
{{FS12_Ships}}The '''''Knossos'' Device''' is an [[Ancients|Ancient-designed]] subspace portal, the first instance of it discovered in the [[Gamma Draconis]] system in 2367. A team led by Dr. Mina Hargrove determined that the portal was constructed by the Ancients. Historical findings suggests that portals such as the ''Knossos'' were used to connect parts of the Ancients' once vast empire to another throughout the galaxy. Information concerning this project are limited due to ongoing (at the time of ''FreeSpace 2'') technical and engineering evaluations on the technology.<br />
<br />
To sum up the functioning of the device, the interlocking circular motions of its components creates a subspace vortex that assists in stabilizing jump corridors otherwise too unstable to be used safely. Prolonged use of a ''Knossos'' can cause a node to completely restabilize, so that if the Knossos is destroyed or deactivated, the node remains usable.<br />
{{shipimage|image=[[image:Knossos-old.jpg]]|caption=The Knossos Device}}<br />
<br />
==Description==<br />
===FreeSpace 2 Tech Description===<br />
The subspace portal was discovered in the Gamma Draconis system in 2367. The interlocking circular motions of its components apparently create a subspace vortex that connects the Gamma Draconis system to another part of our universe. Dr. Hargrove's team continues to study the device, though their findings are highly classified.<br />
<br />
==Performance==<br />
===Statistics===<br />
{{Ship Stats|Jump Gate|Ancients|N/A|N/A|N/A|N/A|1 000 000|N/A|4732}}<br />
==Known Knossos devices==<br />
===Knossos 1===<br />
Discovered in Gamma Draconis by NTF forces, and activated by the [[NTC Trinity|NTC ''Trinity'']], this device connected GTVA space with the [[Nebula System|nebula]]. As the only easily accessible example of this device, it was extensively studied, but was eventually destroyed by Allied demolition teams in an unsuccessful attempt to prevent the [[Shivans]]' entry into the [[Galactic Terran-Vasudan Alliance]]'s core systems. Before that time, the scientific team studying the device was able to gather enough information such that something similar could conceivably be constructed to reestablish contact with the [[Sol]] system. <br />
<br />
===Knossos 2===<br />
The second Knossos portal was discovered by pilots from the [[GVD Psamtik|GVD ''Psamtik'']] in the Shivan nebula, and led to the [[Binary System]] beyond. It was the major entry point for the [[SJ Sathanas|Sathanas]] fleet into the nebula (perhaps the only one) and was only traversed once by GTVA forces, when a small exploration team of [[Special Operations Command]] operatives in captured [[SF Mara|SF ''Mara'']]-class fighters went through in an attempt to gain information about the massing Shivan fleet.<br />
<br />
===Knossos 3===<br />
The third Knossos portal was discovered by the SOC team in the binary system, approximately 150 kilometers from the node leading back to the nebula. No data is available on the system it links to, though it can be assumed to be Shivan-controlled. <br />
<br />
==Veteran Comments==<br />
{{Comment|The Knossos is not invisible to radars by default. Mission designers must tick the "Invisible to Radars" feature in the Ship Editor to make it undetectable to radars. Its species alignment is set to Terran, so it will be indicated by a green dot on your radar. Since it cannot be targeted or hit by secondaries easily, the mission designer is restricted to Meson Bombs or the [[self-destruct]] [[SEXP]] to destroy it.<br />
<br />
<br />
As with above, ship explosions and stray beam fire that hits one of the floating pieces can harm the Knossos, though usually minor as even the largest ship explosions don't really harm it much.}}<br />
<br />
==Gallery==<br />
<gallery><br />
Image:knossos1.PNG<br />
Image:knossos2.PNG<br />
Image:knossos3.PNG<br />
Image:knossos4.PNG<br />
Image:knossos5.PNG<br />
Image:knossos6.PNG<br />
Image:knossos7.PNG<br />
Image:knossos8.PNG<br />
Image:knossos9.PNG<br />
Image:knossos10.PNG<br />
Image:knossos11.PNG<br />
Image:knossos12.PNG<br />
</gallery><br />
<br />
==See also==<br />
*[[Ancients]]<br />
*[[Gamma Draconis]]<br />
<br />
[[Category:Ship]]<br />
[[Category: Installation]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=SF_Mara&diff=64189SF Mara2022-11-15T11:49:54Z<p>TopAce: unnecessary break</p>
<hr />
<div>:''See also: [[SF Mara (Terrans)]]''<br />
{{FS12_Ships}}The extensively used '''SF ''Mara''''' was one of the [[Shivans|Shivan]] fighters used during their [[Second Shivan Incursion|second invasion]]. The Mara was fast, maneuverable, tough, and relatively small. The craft also had a superior secondary weapon capability that could even compete with that of a bomber-type. Like all Shivan fighters, the Mara was extremely well-shielded and its armoring was somehow superior to that of a typical Shivan fighter. Although it was still weaker than a Terran fighter's, its heavy shielding and swiftness made the Mara a formidable opponent in a dogfight. However, despite its specifications as a fighter-type, Maras were still impractical against larger vessels, thus they were often tasked with bomber escort.<br />
<br />
It is the Mara class that was first designated of all Second Incursion-era Shivan fighters after a group of Mara fighters were detected emerging from the [[Knossos]] subspace portal in [[Gamma Draconis]]. The fighters, with the help of a [[SC Rakshasa|''Rakshasa''-class cruiser]], easily took down the patrolling GTVA force.<br />
<br />
Sometime during the nebula campaign, [[Special Operations Command|SOC]] managed to capture at least one wing of these fighters, and their engineers retrofitted them for [[Terran]] use. Later, they were used in another SOC operation that discovered the actual size of the Shivan fleet, as well as a third Knossos device.<br />
{{shipimage|image=[[Image:Sfmara-old.jpg]]|caption=The SF Mara}}<br />
<br />
==Description:==<br />
===FS2 Demo Tech Room Description===<br />
The Mara seems to be a Shivan heavy attack fighter. It is not as maneuverable as other Shivan fighters, but it packs quite a punch, and it is very resistant to our weaponry. Most often they have been used in attacking our supply convoys and transports.<br />
Treat the Mara as a Class C threat.<br />
<br />
===FS2 Tech Room Description===<br />
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
Mara has many meanings and connotations. Most likely, the fighter class is named after the Hindu goddess of death. In Buddhism, Mara is not a goddess but a male demon.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Space Superiority (?)<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 70.0 - 78.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 120.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 200<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 620<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 17.8 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| [[Shivan Mega Laser]]<br />
|- align="center"<br />
| 2nd<br />
| 2<br />
| [[Shivan Heavy Laser]]<br />
|}<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''FreeSpace 2'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 80<br />
| [[GTM Trebuchet|Trebuchet]]<br />
|- align="center"<br />
| 2nd<br />
| 80<br />
| [[GTM Hornet|Hornet]]<br />
|}<br />
<br />
==Modding Resources==<br />
{{shipimage|image=[[Image:Mara480x340.jpg]]|caption=3.6.10 SF Mara}}<br />
'''Retail''':<br><br />
:$POF File: fighter2s-02.pof<br><br />
:Textures: fighter2s-02(a/b/c), thruster01<br><br />
<br />
'''MediaVPs 2014''':<br><br />
:$POF File: Mara.pof<br><br />
:Textures: Mara<br><br />
<br><br />
History<br><br />
Proposed by: ??? on ???<br><br />
First WIP Post: ??? on ???<br><br />
First In-Game Model: ??? on ???<br><br />
Completed In-Game Model: ??? on ???<br><br />
Final Corrections: ??? on ???<br><br />
<br />
==Veteran Comments==<br />
<!--<br />
<br />
IMPORTANT: If you're going to leave a comment about the Terran Mara, do it on the "SF Mara (Terrans)" article instead. Try to keep comments here to the Maras that you'll usually shoot down.<br />
<br />
--><br />
{{comment|The Mara is a highly-capable craft. It can outmaneuver most heavier GTVA fighters and bombers, has enough speed at its disposal to be competitive, and finally has enough weaponry to be a significant threat. All this, even in the hands of an AI pilot. If the Mara were being piloted by players it would be a terror. And the upgraded [[SF Mara (Terrans)]] is a truly a nightmare, but fortunately one for the other guy.<br />
<br />
<br />
Maras are a true nightmare on higher difficulty levels. They always appear in swarms, and instantly start trying to fill your ship with volley after volley of Hornets. <br />
<br />
<br />
What was said above about outmaneuvering heavier fighters and bombers is only true on higher difficulty levels. Even then, as long as you know how to use a heavy fighter properly, you'll be fine.<br />
<br />
<br />
The Mara seems to be a successor to the [[SF Dragon]], although the Dragon is superior in every way except hull integrity, yet it acts much more like the old [[SF Scorpion]], carrying out bizarre maneuvers on the higher difficulty levels. Unfortunately, like many new Shivan ships, the Mara is more of a let-down than an improvement. It does have a thin profile, however, and the greatest hull integrity of any Shivan fighter.}}<br />
<br />
[[Category:Ship]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Exile_Intel_Entries&diff=64179Exile Intel Entries2022-11-10T20:55:52Z<p>TopAce: formatting</p>
<hr />
<div>{{Exile}}<br />
<br />
==Factions and Colonies==<br />
===Main Sol Factions===<br />
====Outer Rim Syndicate====<br />
A pact of Outer Rim worlds, colonies and corporations formed 13th June 2339 in opposition to the tyranny and exploitation of the GTA and Inner Rim corporations. The strongest players were ruling parties or governors of the gas giants' moons like Europa, Io, Ganymede, Calypso, Titan, Iapetus, Rhea, Ariel, Triton and Nereid. Multiple corporate consortiums like the Jovian Collective, Saturn Financial Combine and Miners League also wield the status of ORS members, as well as outlying colony associations like the Free People of Oorta Cloud. <br />
<br />
At its peak (during Operation Mjornir, before the Shivan incursion) the Outer Rim Syndicate comprised of the following territories: <br />
- Jupiter and all its moons with the capital in Siraxta City on Europa.<br />
- Saturn and its all moons with the capital in Veridian on Enceladus.<br />
- Uranus and all its moons with the capital in Cefaliassna on Umbriel<br />
- Neptune and all its moons with the capital on Aphaea Station orbiting Triton.<br />
- Pluto with its capital in Agartha.<br />
- Oorta District 01 with the capital in Polyphemus Station<br />
- Oorta District 02 with the capital in Lagertha Station<br />
- Oorta District 03 with the capital in Gray Abyss on Aslaug<br />
- Oorta District 04 with the capital in Telsyma Station<br />
- Oorta District 05 with the capital in Teheran Station<br />
- Oorta District 06 with the capital in Nestor Station<br />
- The liberated or conquered provinces of Mars including Noachia, Nirgal Valley, Arabia Tyrrhena Plateau, Da Valley, Harmakis Valley, Hellespont Mountains, Malea Plain, Promethea, Cimmerian Desert, Hesperia Region, Nepenthe Valley, Aeolian Coast, Lake Guse, Elysium Island, Syrtis, Cydonia, Meridian Steppe and Xanthe District on Mars with the capital in Kepler on Tyrrhena Plateau. <br />
<br />
At this time the Outer Rim was protected by 9 Galahad-class destroyers, 3 Orion-class destroyers, more than 600 frigate- and cruiser-grade warships and 900 fighter and bomber squadrons. The Syndicate Marine Corps included 11 400 000 ground soldiers and marines, 1 250 000 tanks and other ground vehicles and 914 000 hoover and atmospheric craft.<br />
<br />
As per the Europan Convention the Syndicate guarantees its citizens economic liberties as well as freedom of speech, religion and association. Both small and medium sized businesses and big corporations benefit from free market policy, including far-reaching deregulation and radical tax cuts. THe Syndicate also provides duty-free zones within the Outer Rim, although maintains strict control over trade with the Inner Rim to prevent pro-EFN corporations from gaining influence. <br />
<br />
THe ORS' executives powers belong to the Syndicate Magistratorium with its seat on Valhalla Station in high orbit of Europa. The Magistratorium consists of 27 Magistrates, each responsible for a different area of responsibility. Its members are elected on 6-year-long terms of office by the Syndicate Parliament. The Current head of the Magistratorium is High Magistrate Muhammad Al-Zardari who began his second term in August 2367. <br />
<br />
The Syndicate Parliament, the ORS primary legislative body, comprises of 1265 representatives of Outer Rim colonies and associations, each member world elects a given number of MPs depending on their population, wealth and contribution to the ORS cental budget. <br />
<br />
The Syndicate's central administration is responsible for defence, external affairs and key branches of the economy. Other areas, including economic, social and cultural policy, are mostly decentralized and left to local governors or parliaments as long as they do not violate Syndicate virtues as stated in the Europan Convention.<br />
<br />
=====Syndicate Exodus Fleet=====<br />
Formed shortly after the execution of Operation Moyses, the Syndicate Exodus Fleet is a planetless state that comprised of more than 1,500 ships which escaped Sol after the Shivan incursion. As per the moment of arrival in Cor Caroli the Fleet was home to about 1,19 million people, originating both from evacuated Syndicate moons and Outer Rim space stations. Almost half of the Fleet's population remains in cryo-sleep on three Abraham-class colony ships - Spirit of Hope, Abraham and Adrastus.<br />
<br />
All non-military ships of the Fleet are grouped into Colony Fleet while the remaining ships of the ORS and EFN military formed up the Syndicate Exodus Navy which in turn was further divided into Escort Fleet, Heavy Fleet, Roaming Fleet and Federate Task Force.<br />
<br />
=====Syndicate Magistratorium=====<br />
The Fleet is governed by the Syndicate Magistratorium reestablished by High Magistrate Al-Zardari onboard ORCo Spirit of Hope. It currently comprises of 14 members of the pre-Exodus ORS government that survived the invasion, but there are plans to fill in the vacancies with surviving members of the Syndicate Parliament or even representatives of the biggest ships in the Colony Fleet. <br />
<br />
The Magistratorium upholds many laws and liberties from the old Syndicate, although the character of the Exodus Fleet required many responsibilites to be ceded to military commanders. <br />
<br />
The High Magistrate is also the head of numerous scientific projects vital for the Fleet's functioning. Above all he maintains a team of skilled specialists called the Navigators, responsible for analysing scans and recon data and selecting optimal path for the Fleet.<br />
<br />
=====Equilibrists=====<br />
Founded in 2339 as the Church of Equilibrium, the ultimate goal of the Equilibrists was establishing a single unified spiritual system of philosophy or quasi-religion. The purpose of this manner was eradication of dogma-based beliefs, demagogy and superstitions among citizens of the Outer Rim. Also known as the Philosophers Guild, Equilibrists were spiritual leaders of the population of planets lying beyond Mars and Asteroid Belt. The initial concept of universal religion has been present since ancient times, but the actual organisation founded by Magistrate - then High Magistrate - Muhammad Al-Zardari was the first, widely distributed effort to establish a religious organization based on concept of one, universal and dogma-free philosophy. One of the major goals of The Equilibrium was accuracy with modern science and Quantum M-Theory considered as currently valid.<br />
<br />
The Equilibrium philosophy represents an agnostic view on the old question about God's existence. It rejects the traditional concept of God as a target of cult, ceremonies and prayers represented by religions of old Earth and instead emphasizes natural balance and harmony of the Universe. There is a popular, although non-compulsory Equilibristic concept of a meta-creative, omnipotent being capable of influencing the physical world by interfering with zero-state quantum field of information, shaping events around all living, sentient, conscious beings and creating unique purpose for each of them. The direct reason for creating this concept was derived from official Syndicate propaganda. It was still centered around personal development and the concept of individual purpose, aligned with serving ORS interest and goals. Although initially criticized by early intellectual and scientific elites, it came to rise in popularity when wars raged across the Outer Rim, strenghtening the need of belief among both soldiers and civilians. This aspect of Equilibrium became dominant after the Exodus and is represented by several influential figures within the Fleet and Magistratorium like Fleetmaster Aasira Raji and High Magistrate Muhammad Al-Zardari. <br />
<br />
Initial basis for Equilibrium was Zen tibetan buddhism. Official propaganda of the ORS supported all kinds of spiritual practices with scientifically proven, mental effects like reducing stress factor or increasing overall brain capacity. Meditation with the focus on internal calm, emotion tuning and eradicating negative behaviour was widely taught in all equilibrist cathedrals among the Outer Rim. Although the majority of early ORS citizens were Christian, Hinduist or Muslim, Equilibrist efforts succesfully managed to convert the majority of ORS citizens into the Equilibrium or made them adapt elements of Equilibristic philosophy into their old beliefs. The term Equilibrist describes both followers of the philosophy and activists of the Church of Equilbrium. Scientifically correct, spiritual philosophy has proven itself extremely successful in maintaining social peace mostly because it was compatible with main assumptions of already existing major belief systems. 'Leave all the dogma. Leave all the old books and people claiming themselves as saviors and prophets. Universe is not judging, not forbidding, not pray to heaven or hell. Universe is shaping your path in this life, listening to everyone, and shaping your purpose individually. You just need to look inside yourself, and help the Universe finding your place in this world'. Those and other simple watchwords were very successful and popular among citizens of the ORS. Unlike other main religions, there was no concept like creator of the universe. The Universe was actually supposed to be a creator itself, constantly maintaining it's own creation.<br />
<br />
Although the Church of Equilibrium was established as a massive propaganda tool for the Syndicate Magistratorium, it wasn't only a tool in the hands of politicians. Equilibrium was initially planned to be a supplement to the ORS' free-market economy and individual liberties to boost already excellent economic growth and uphold political stability. Equilibrium was based off hundreds of years of psychological studies, and even more ancient teachings. One more reason, except for providing social stability, ensuring economical growth and supporting ORS military doctrine, was also eradicating all extremist and highly dogma-based beliefs from ORS society. The Church of Equilibrium is an insanely influential political tool, but it's priests were also responsible for observing the state of social mentality. Ensuring the happiness of ORS citizens was a actually real, long-term goal. A happy and wealthy society was a actually a reason for the economic supremacy of the ORS, and also a key to it's eventual victory of the Rim Conflict.<br />
<br />
A handful of individuals actually discovered their psionic potential thanks to meditation practices taught by Equilibrists. There were also reported cases of establishing temporary mental contact with beings of unknown nature and origin. All alleged mystic experiences were examined as part of Blue Omega project, but it's results remain highly classified. <br />
<br />
The dark, infamous part of the Church of Equilibrium were the Zealots - group of trained agents, specialized in hunting down cultists, fanatics, terrorists, extremists and EFN agents alike. Those BOD-associated individuals were sometimes considered as 'spiritual militia'. Although the ORS was liberal in terms of beliefs and philosophy, Zealots were active hunters responsible for erasing epicenters of so called 'dangerous thinking'. Although their covert operations were only meant to uphold ORS safety and were supported by the Magistratorium, ORS military and even Black Operations Department, they became grim urban legend among some social circles.<br />
<br />
The Equilibrists survived the Great Exodus and restored the Cathedral of Equilibrium onboard the colony ship ORCo Spirit of Hope. They now continue to provide spiritual support and guidance for fellow survivors of the Exodus Fleet. They are answerable directly to the renominated High Magistrate Muhammad Al-Zardari.<br />
<br />
====Earth Federated Nations====<br />
An authoritarian (then totalitarian) regime that has ruled Earth and parts of Mars since 20th January 2341. Formed following a summit in Shanghai by 29 Earth factions existing after the collapse of the GTA more than a year earlier, including: <br />
- American Conglomerate<br />
- European Union<br />
- Indo-Asian Confederation<br />
- Republic of China<br />
7th March 2341 the EFN was joined by a pact of 9 Martian provinces led by Xanthea and Meridia. Other territories owned by the EFN were: <br />
- Luna <br />
- Martian moons Phobos and Deimos<br />
- Outposts and science facilites on Mercury and Venus<br />
- Multiple installations and mining colonies in Asteroid Belt, including Ceres<br />
<br />
At the beginning of Operation Mjornir the EFN fleet consisted of 12 Praetor-class battlecarriers, 6 Talos-class destroyers and 350 smaller warships. Their ground forces, including garrisons on Earth and Mars counted up to 16 230 000 soldiers, 1 750 000 ground vehicles and 1 200 000 hoover and atmospheric craft.<br />
<br />
Earth Federated Nations is ruled by the High Council of Terra with its seat in Shanghai. It is a centralized, almost omnipotent body of technocrats that systematically acquired control over more and more aspects of life and the economy. The Councillors of the HCT are delegated by the local parliaments of EFN member states, but their election is usually under strong influence of military parties. There are still elections held in most regions of Earth, but they remain a facade because of the drastically limited freedom of association and rights to form up parties critical towards EFN agenda. <br />
<br />
The EFN's economy was becoming systematically centralized and regulated, combining policies of pre-Unification Wars Earth regimes and fascist ideologies dating back to XX-century. THe biggest corporations remain under the strong influence of the HCT and focus their interest on military production. Society is under the strong surveillance of EFN's internal security services, from which the most fearsome and potent is the infamous Terra Security Office. <br />
<br />
THe advanced and ubiquitous machine of control came together with the extended brainwashing of Earth citizens by government propaganda. Both Federation officials, government-controlled corporations and media flood society with the doctrine of new Earth nationalism, the need of unconditional loyalty to Grand Terra combined with hatred towards the Outer Rim.<br />
<br />
===Main Sol Colonies===<br />
====Earth====<br />
For generations, Earth had been the political, economic, and cultural center of Terran civilization. Humans still measured time in hours, days, months, and years. They named their ships after the mythological figures of ancient Terran civilizations, and systems were still identified according to the constellations observed from Earth. The planet served as capital of the GTA, and the bulk of the Terran industrial base was located in the Sol system. Offworlders identified their nationality according to the old Earth boundaries, though nation-states dissolved after the discovery of subspace and the emergence of an interstellar Terran society. <br />
<br />
Since the 21st century Earth was divided into several superpowers competing with one another in space colonization efforts. Out of these the most important ones were the American Conglomerate created after the bankruptcy of the United States of America, the federalized block of the old world nations known as the European Union, the Republic of China that in the mid 21st century eventually confirmed that the 'People's' part of its name doesn't make any sense. Despite local conflicts, arm races and constant rivalry none was able to dominate the others and the network of economic connections was too valuable for anyone to benefit from a total war. In the beginning they were sending mostly separate expeditions and the newly created colonies belonged to their nations just like territories colonized by the European kingdoms in the XVI-XIX centuries. However, the further the colonization process progressed, the less significant national boundaries between the colonies became, mainly because of the close integration of the Earth's nation states and the increasing role of the corporate sector in funding new expeditions. The process was even accelerated after the discovery of subspace in the mid 23rd century. <br />
<br />
However, old hostilities returned at the beginning of the 24th century when Earth was hit by an economic crisis leading to a conflict known the Unification War. The devastating system-scale conflict lasted three years, but resulted in the ultimate dissolvement of these national states and creating a world government known as the Galactic Terran Alliance. <br />
<br />
Earth remained the GTA capital world while the now united Terrans continued space colonization efforts and throughout the entire Great War. In 2339 the GTA collapsed as a result of the destruction of Zion Installation. A few months of chaos followed before the factions of the Blue Planet reunited into the Earth Federated Nations. Earth remained EFN capital until the Shivan invasion in 2367.<br />
<br />
====Europa====<br />
The smallest of the galilean moons. Terraformation of Europa was started by the American Conglomerate and European Union in 2134, as the main base for exploring Jupiter's deuterium-rich gas fields and other moons. Although less costly and less monumental than terraformation of Mars, the conversion of Europa was harder due to close proximity of Jupiter and the radiation generated by the enormous gas planet. Ganymede whose dipolar magnetic field protected it from the radiation of its home planet was the first alternate candidate while Callisto was the second. Enormous volcanic formations found beneath the frozen surface of Europa and finally - oceans of liquid water finally contributed to her eventual selection. A planetary-scale greenhouse effect was induced on Europa to melt the icy surface, generate s dense atmosphere and create voluminous layers of clouds to protect the new global oceans from Jupiters radiation. During the Dark Age of Europa, enormous floating cities were constructed on top of gigantic volcanic formations discovered in 2029 under the ice. Although the global ocean of Europa reached down to 120 km beneath the ice, many large volcanic formations were growing through milions of years and their pinnacles were relatively shallow, some of them only 3-7 km below the surface of the Europan Ocean, and those supervolcanoes became the foundations for floating cities. The biggest one - supervolcano Siraxta was even bigger than Yellowstone located on Earth and became the foundation for the moon's capital city. All main floating cities have been constructed on top of underwater volcanos, harvesting their natural, thermal energy. The highest volcano of Europa - the Sizifus - is located on the southern hemisphere and is 73-km-high. It is also the highest known mountain in the Solar System. Although only the light side of Europa was populated, shallow areas of Europa's dark side were sources of rare mineral resources.<br />
<br />
Prior to 2192, a global, ultra thin shield made from leaden-graphenite fabric was finished. This semi-transparent material was developed to replace the dense cloud layers of Europa's atmosphere, allowing sunlight to reach the surface of the planet for the first time in 60 years. This event ended the Europan Dark Age. THe oceanic moon become a global greenhouse before the installation of the planetary-scale shielding system in 2344-2350. Based directly on technology salvaged from the shivan Lucifer superdestroyer, the Europan government decided to scrap the artifical shield and replace it with global shielding system mounted on a network of stations around Europa. The shield was powered by the natural energy of Jupiter itself and was thin enough to keep Europa safe from both radiation and cooling processes, but unable to effectively stop any solid object. In early 2360s the ORS government started conversion of this shield into a protection barrier to prevent EFN bombers and capital ships from bombarding the cities floating on the surface. This monumental enterprise was stopped by the Shivan invasion.<br />
<br />
The floating cities of Europa were well known symbols among citizens of the ORS, and ultimate proof of the technological advancement of the Outer Rim. Before the Shivan invasion, Europa was home to 430 million people living in floating cities and on numerous orbital installations. Also, Europa was the main provider of water for the Outer Rim. Ganymede, Enceladus, Umbriel and some other icy moons went through a similar process but only Europa ended her Dark Age and became a prosperous garden-world. For many years, Europa was a shining beacon of Outer Rim independence, economic and scientific progress and individual freedom.<br />
<br />
==History==<br />
===From the Great War to the First Interbellum===<br />
====ORS TECH ENTRY #34 - Post-Great War Solar System====<br />
'''The Great Perserverence Plan (GPP)''' <br><br />
The end of the Great War in 2335 marked the start of a new era for the Sol system. With all communication to the rest of Terran space severed, millions of people in the Sol system lost contact with their families in the Terran colony worlds. With fear of the Shivans continuing to grow, it became clear that the Galactic Terran Alliance needed to change radically to adapt to new circumstances. For the first few months however, the Earth-based GTA government concentrated on internal political reforms rather than restructuring the Alliance governmental and economic system as a whole.<br />
<br />
From an economic point of view, the highest price of the collapse of the Delta Serpentis node was paid by large Earth and Martian corporations including the Han-Roland Corporation, the Mesa Corporation and Triton Dynamics. They had been the corporations most strongly dependent on resources from other systems. Losing their supply routes to the rest of Terran space resulted in the loss of trillions of credits and forced them to reorganize their corporate structure and seek new resources.<br />
<br />
And they found them. Their attention, once focused on offworld colonies in Delta Serpentis, Beta Aquilae and other star systems, was now turned back to Sol's outer planets of Jupiter, Saturn, Uranus, Neptune and their numerous moons. Those corporations entered these new markets very aggressively and began construction of new colonies, mines and gas refineries.<br />
<br />
Their fast expansion, however, threatened the position of minor economic players still dominant in the Outer Rim, including Valhalla Shipyards, United Heavy Industries, Bamiyan Development and Massive Dynamics. Old and new corporations began intense competition for the most valuable sources of gas and minerals which quickly evolved far beyond standard free market rules. As Inner Rim corporations based on Earth and Mars eventually failed to dominate the Outer Rim, they requested aid from the GTA government still based on Earth.<br />
<br />
On January 11, 2338, the GTA announced a controversial Great Perseverance Plan (GPP) meant to respond to the political, economic and social consequences of the Delta Serpentis jump node collapse. The GPP was a 784-page-long document involving administrative reforms, military service reforms and other additional changes in a variety of areas. Its size, however, was intended to disguise its basic purposes:<br />
<br />
1. Grant corporations based on Earth and Mars exclusive rights to the most precious mineral sources in the Outer Rim;<br />
2. Guarantee Earth and Martian corporations a primacy over Outer Rim corporations in all future spaceship construction programs;<br />
3. Enforce massive resettlement actions from overpopulated areas of Earth, mainly African, Arabic and South-Asian regions, to the newly constructed colonies in the Outer Rim;<br />
4. Centralize the structure of the Alliance Revenue Service and allow unrestricted taxation of Outer Rim colonies by the Earth-based GTA government.<br />
<br />
It was later proven that the GPP was heavily influenced from strong lobbying by the Han-Roland Corporation. The other Inner Rim corporations' involvement in the GPP’s legislation was never confirmed, but speculation about their influence in crafting the GPP continues to this day.<br />
<br />
'''Tensions Rise''' <br><br />
Enforcement of the GPP began on March 7, 2338, with the first corporate freighters arriving at their designated mining sites at Ganymede. Miners employed by Ganymede Works, a subcontractor for Valhalla Shipyards, were ordered to abandon their stations. Between March 7 and April 12, a total of 651 mining and gas extraction sites were taken over by Earth and Martian corporations following the first stage of the GPP. In most cases, the takeovers were carried out peacefully, although more than 50 incidents of violence did occur.<br />
<br />
In order to oppose enforcement of the GPP, Outer Rim corporations began suing the privileged Earth and Mars corporations and accusing them of unfair lobbying and corporate malfeasance. Protests also took place in major Outer Rim colonies as people expected the new employers to provide inadequate working conditions. These actions were for naught, however, as the GTA judicial bureaucracy dismissed the lawsuits and the protests swayed the opinions of virtually none of the GTA politicians. Meanwhile, several of those same GTA politicians began an organized campaign of propaganda against the Outer Rim corporations. Hobart Ericsson, the GTA's Secretary of the Treasury, accused the Outer Rim corporations of becoming 'a criminal syndicate that is destroying the stability of the Alliance and threatens our jurisdiction in the whole sector'. Almost fourteen months later, Secretary Ericsson’s words would become a self-fulfilling prophecy.<br />
<br />
On May 1, 2338, the GTA announced a new warship construction program involving 12 new Orion-class destroyers equipped with a new generation of weaponry. As the GPP guaranteed, all of the construction contracts were given to corporations from Earth and Mars. Following further enforcement of the GPP, new taxes were introduced in Outer Rim colonies in order to meet the increased government expenditures. In fact, the Jupiter and Saturn colonies were required to pay Earth and Martian corporations to fund the construction of the new GTA fleet.<br />
<br />
The GPP brought numerous economic problems to the Outer Rim colonies. By the end of 2338, Europa, Io, Calypso and Ganymede were all struck by recession and unemployment following the shutdown of so many shipyards and factories and further tax increases introduced by the GTA government. Massive protests and rioting raged across the Jupiter and Saturn colonies and many of them were violently suppressed by GTA security forces and corporate mercenaries.<br />
<br />
'''Spark of Rebellion''' <br><br />
On April 15, 2339, one of Han-Roland's supply convoys was ambushed in the Asteroid Belt. All of the freighters in the convoy were hijacked while the entire escort was destroyed. There were no survivors. In the following month, eighteen more attacks occurred, all taking place beyond Mars and all involving targets connected with corporations based in the Inner Rim. A Han-Roland spokeswoman called the attacks 'an organized terrorist activity probably sponsored by Outer Rim native industry.' GTA Command responded with the deployment of the GTD Holmgard, commanded by Admiral Marcus Rossendarch, to maintain the security of the Asteroid Belt supply routes. This move, however, did not quell the attacks, but only further inflamed tensions throughout the entire Outer Rim.<br />
<br />
On May 29, 2339, the GTA government declared martial law throughout the Sol system and accused Outer Rim corporations of supporting terrorist attacks. Marines were deployed throughout the largest Jupiter and Saturn colonies and corporate security forces demanded unrestricted access to all Outer Rim shipyards. More than 80 representatives of United Heavy Industries were arrested and interrogated. One of these UHI representatives, Robert Sharif, then made a sworn statement that UHI shipyards were secretly producing fightercraft for terrorist groups. (Though rumors claimed that Sharif had been forced to make that statement, it was never conclusively proven if Sharif’s testimony was made under duress. Only a few days after making his statement, Sharif disappeared and was never heard from again.) The GTA used Sharif's sworn statement as a pretext to justify taking the Outer Rim shipyards by force. The GTD Salvation, under the command of Admiral Ivanov, was thus dispatched on June 1 to take over the Adamant Shipyard in high orbit over Europa. The shipyard's personnel refused to obey the order to stand down and evacuate. GTA boarding parties then tried to capture the shipyard by force, but met with armed resistance and were forced to withdraw. Although Ivanov had been ordered to capture the Adamant Shipyard intact, seeing his Marines repelled by a bunch of poorly armed, ragtag civilians so humiliated him that he commanded the Salvation to fire on the shipyard despite his orders. As a result, all of the 4,000 civilians onboard the shipyard were killed when the Salvation opened fire and a further 40,000 civilians died when debris from the destroyed shipyard impacted several of the cities of Europa below. (Ivanov was never punished or disciplined for firing on civilians.)<br />
<br />
This tragic event turned out to be the spark of rebellion. Two days later, leaders of the 19 largest colonies of the Outer Rim gathered at an undisclosed location on Europa and unanimously signed the Europan Convention. This document was a formal declaration of independence from the Galactic Terran Alliance and became the genesis of the Outer Rim Syndicate.<br />
<br />
In response, later that very same day, GTA High Command issued emergency orders to the 1st Gaian and 2nd Martian Fleets to set out for the Outer Rim, join up with the 3rd Jovian Fleet and end the rebellion by any means necessary.<br />
<br />
====ORS TECH ENTRY #35a - The Secession War, Part 1====<br />
'''Shifts of power''' <br><br />
Following the proclamation of the Europan Convention, the rebellion began to spread throughout the Outer Rim. Mass protests and riots raged across the Outer Rim and armed resistance groups began taking over the seats of GTA governors and corporate offices. In some cases, mostly in small remote colonies, local authorities decided to surrender, flee or even join the protesters. In others, however, especially in strategically important mining sites on the moons of Saturn and Jupiter, corporate security forces, determined to protect their employers’ property from the angry crowds, responded with violence. This only further fueled the fire. Turmoil was also spreading among the personnel of the 3rd Jovian Fleet, the majority of whom had been born and raised in Outer Rim colonies. With open rebellion in the Outer Rim now a reality, the GTA saw no other choice but to wage open warfare to restore its authority. Naturally, many of the soldiers and sailors of the 3rd Jovian Fleet had no desire to go to war against their homes and families.<br />
<br />
After the collapse of the Delta Serpentis node in 2335, the GTA had reorganized the Terran 1st Fleet of the Great War era into three separate units: the 1st Gaian Fleet guarding the core sector of Earth and Luna; the 2nd Martian Fleet securing Mars along with its moons Deimos and Phobos as well as the Asteroid Belt; and the 3rd Jovian Fleet stationed in high orbit above Jupiter, responsible for patrolling the Outer Rim sector consisting of the entire Sol system beyond the Asteroid Belt. The GTA’s initial move of the Secession War was to deploy elements of the 2nd and 3rd Fleets into the low orbits of the rebelling colonies whose leaders had signed the Europan Convention. Their orders were to destroy or capture orbital defenses, major shipyards and primary industrial infrastructure, then deploy ground forces to take over the cities and arrest the leaders of the rebellion.<br />
<br />
'''Showing the cards''' <br><br />
Because of growing unrest among members of the 3rd Fleet who hailed from the Outer Rim colonies, the GTA created mixed taskforces consisting of both 2nd and 3rd Fleet elements and tried to perform shifts in command structure so that major operations in the forthcoming offensive would be performed by commanders of unquestionable loyalty. This move forced some pro-Syndicate officers to reveal themselves, beginning with Admiral Glenzmann, commander of the 3rd Fleet. Glenzmann's flagship, the GTD Lazarus, refused to submit to GTA military police officers and fired upon 2nd Fleet ships that arrived to take Glenzmann into custody. The Lazarus then defected to the Syndicate and became the ORD Lazarus, a destroyer in the newly-formed ORS fleet. Glenzmann's renouncing of the GTA was followed by defections of many 3rd Fleet cruisers, carriers and utility vessels, the commanders of which refused to fight against their own kin. Other loyalist purges turned out to be successful, however. One such purge involved GTA boarding parties successfully taking the GTD Adrasteia by surprise and relieved pro-Syndicate Admiral Thanou of his command. Admiral Ivanov, who had already proven himself loyal to the GTA at the Adamant Shipyard, became commander of the remaining pro-GTA elements of the 3rd Fleet.<br />
<br />
Personnel shifts in the 2nd and 3rd Fleets delayed the execution of GTA High Command's standing orders. On June 6, 2339, elements of the 2nd and 3rd Fleets including the Adrasteia and the Salvation arrived at Europa, Io and Ganymede, but the colonies had used the delay to mobilize their local defense forces. Following heavy fighting, the GTD Salvation's taskforce obliterated Ganymede's orbital defenses and commenced orbital bombardment of the moon's largest industrial complexes, resulting in more than 300,000 dead. Europa's defenders suffered great losses at the hands of the Adrasteia's taskforce and Europa was very close to sharing the fate of Ganymede as a result. However, the tide of battle was turned by the arrival of the Lazarus and a large ORS battlegroup formed from 3rd Fleet defectors. After taking critical damage, the Adrasteia was forced to withdraw from Europa, resulting in the first major, though costly, victory for the Syndicate. At the same time, Admiral Tessandras of the GTD Apam Nepatis, commanding the 2nd Fleet's taskforce dispatched to Io, switched sides. Instead of attacking Io’s defenses, he struck at the remaining loyalist forces and decimated them, as treason was the last thing the loyalists expected from a ruthless Martian admiral. The outcomes of GTA incursions at the other colonies varied. The colonies that began preparations early enough were able to drive off the loyalist forces, but the vast majority of the rest were not prepared to confront regular military forces and could only evacuate and watch from a distance as their factories and shipyards were reduced to rubble. In total, GTA raids and bombardments resulted in more than 10 million casualties and crippled the infrastructure, defenses and industry of most Syndicate colonies except for Europa and Io.<br />
<br />
'''Path to unity''' <br><br />
The GTA offensive against the Outer Rim colonies was a major blow for the newly-formed Syndicate. Infrastructure damage ruined ORS plans of using small remote shipyards for decentralized construction of a new fleet to confront the GTA. 3rd Fleet defectors also took heavy losses in the colonies' defense. On the other hand, the scale of atrocities committed by the invading loyalist force resulted in further radicalization of Outer Rim citizens and brought even more volunteers under the Syndicate banner. The ORS was swamped with volunteers determined to avenge their friends and families killed in the bombardments. Outer Rim citizens were more than willing to fight; they only needed leadership and organization to form them into a force that could confront the powerful GTA.<br />
<br />
On June 13, 2339 all the signatories of the Europan Convention gathered at an undisclosed location on Europa once again; some arrived in person, while others, having to deal with the aftermath of their ravaged colonies, were only able to attend via holoconference. Accompanied by representatives of many colonies that did not initially join the rebellion but were now outraged by GTA crimes, they formed the Syndicate Magistratorium, a joint council of colony leaders, corporate officials and military officers united by their vision of an independent Outer Rim free of Earth's tyranny, oppression and economic exploitation. They appointed Admiral Glenzmann supreme commander of all ORS forces and gave him the task of creating a new unified command structure that would better suit the decentralized character of the ORS and its unconventional warfare style. Two fleets were formed under the commands of Glenzmann and Tessandras. Fleet commanders were now called "fleetmasters" and ship captains were renamed as "shipmasters"; the other ranks in the ORS military hierarchy were likewise changed to emphasize their much wider autonomy and responsibility than in the GTA fleet. Befitting Glenzmann’s greater authority as the supreme commander of the ORS military, he was awarded the rank of high fleetmaster, while Tessandras, as his subordinate, was given the rank of fleetmaster.<br />
<br />
'''Striking back''' <br><br />
While Io and Europa were secure for the moment, other colonies still suffered greatly, either harassed by GTA raids or occupied by GTA ground forces. In order to maintain their war effort, the ORS began to upgrade old transports, freighters and miners into mobile production centers. The most successful redesign was the refit of the mining ship that became the ORFS Enutriet. In the following weeks a number of Enutriet-class factory ships began extracting minerals and gas throughout the Outer Rim, processing them into fuel, ammunition and spare parts, and delivering them straight to the warships and shipyards of the ORS. The ORS fleet at that time consisted mainly of Fenris- and Leviathan-class cruisers and Sagittarius-class light carriers that were reintroduced into service by the GTA shortly after the Great War. The fleet was soon strengthened by multiple refitted pre-Great War vessels that had been either docked idle near remote installations, used by local security forces or even already sent to ship graveyards waiting to be scrapped. Three Zagreus-class destroyers, the ORD Calixta, the ORD Enyalius and the ORD Leander, soon joined the Syndicate fleet, alongside 15 Atropos-class frigates and 40 Damocles-class cruisers.<br />
<br />
While High Fleetmaster Glenzmann was organizing the new Syndicate fleet, Fleetmaster Tessandras acted on his own initiative and took his fleet into battle, combining ORS guerilla tactics with his own combat experience from the Great War. He began aggressive hit-and-run attacks against GTA-controlled colonies and installations in the Outer Rim as well as GTA supply lines between Earth, Mars and Jupiter. The Asteroid Belt in particular became a site of several fierce battles between Tessandras' forces and the GTA taskforce commanded by Admiral Rossendarch of the GTD Holmgard. As both commanders possessed impressive tactical skills and unpredictable strategic acumen, this cat-and-mouse game lasted for almost two months and brought no decisive outcome. A major part of Tessandras' strategy involved deploying elite squadrons, such as the famous 199th Eviscerators, flying significantly upgraded Athena Mk II-class light bombers. Tessandras’ attacks managed to keep Rossendarch and his forces at bay, thereby taking some pressure off Glenzmann's forces battling the loyalists across the Outer Rim. However, the Holmgard kept eluding Tessandras' traps and even managed to launch several impressive counterattacks.<br />
<br />
Once Glenzmann had finished gathering his forces, the ORS launched a large counter-offensive on August 15 to retake GTA-occupied colonies and convince hesitating, skeptical or threatened colonial governors to join their cause. The ORS taskforce joined up with local anti-GTA resistance forces, liberated Ganymede, Callisto and Rhea, and fought GTA forces at Iapetus and Titan. This ambitious offensive, however, spread the ORS forces too thinly and the GTA counterattacked. The Syndicate was forced to give ground at Iapetus and Titan, but managed to repel the GTA counterattack at Rhea. After holding and fortifying Rhea, the ORS successfully created a strong perimeter near Saturn. At the same time, local resistance forces grew stronger in the smaller colonies like Uranus' moon Ariel and Neptune's moon Nereid, so the GTA had to dispatch additional marine detachments to maintain their hold on those colonies.<br />
<br />
====ORS TECH ENTRY #35b - The Secession War, Part 2====<br />
'''Operation Punisher (1)''' <br><br />
At the beginning of September 2339, the Secession War was still far from concluded. GTA and ORS forces had fought to a stalemate. The Syndicate fortified its positions on Europa, Io, Ganymede and Rhea while the GTA's control remained secure on Titan, Iapetus and most of the moons of Uranus and Neptune. Fleetmaster Tessandras and Admiral Rossendarch continued to keep each other in check in the Asteroid Belt and neither could gain an advantage over the other.<br />
<br />
On September 4, Admiral Donathan Walker, an up-and-coming GTA officer, took command of the GTD Proteus and the entire 1st Gaian Fleet. He appeared before the GTA Security Council and presented a bold and audacious plan: Operation Punisher. Walker proposed to break the deadlock by dispatching the majority of Earth’s defensive forces to aggressively hunt down the Lazarus, penetrate its perimeter over Europa, and commence bombardment of the Galilean moons. Unlike previous bombardments of the Secession War, Walker did not intend to make precise strikes against factories, shipyards and military bases. Instead, he planned to decimate the population of Europa, Io, Calypso and Ganymede with massive thermonuclear explosions and thereby discourage other colonies from continuing the war. Other GTA admirals opposed this plan not only for moral and humanitarian reasons, but also because it would leave Earth vulnerable to an ORS counterattack. In particular, Admiral Hector Caliphtys of the GTD Ironclad very loudly insisted on continuing the war of attrition and crippling ORS infrastructure rather than leave Earth unprotected. Walker, however, remained committed to his strategy. To ensure that Caliphtys could not interfere with its execution, Walker reassigned the defiant admiral to a flotilla stationed in Earth orbit as a reserve. With Caliphtys sidelined, there was not enough opposition to keep the GTA Security Council from approving Operation Punisher.<br />
<br />
On September 20, final preparations to launch Operation Punisher were underway. The 1st Gaian Fleet had been ordered to strike simultaneously at Europa, Io, Calypso and Ganymede. Luckily, ORS Intelligence found out about the offensive only a few hours before it was scheduled to begin, allowing the ORS to withdraw ships defending Rhea and several other colonies and redeploy them around Jupiter. The Lazarus maintained its patrol over Europa, while the Calixta, the Enyalius and the Leander defended Io, Calypso, and Ganymede, respectively. When Fleetmaster Tessandras, still fighting Rossendarch in the Asteroid Belt, learned of the upcoming attack, he had the Apam Nepatis launch its fighters and bombers against incoming GTA forces while he ordered the destroyer itself to redeploy to whichever moon first needed reinforcement. As the ORS fleet rallied to stand against the GTA invasion, civilian liners, supply ships, miners and transports from all over the Outer Rim began rushing to Jupiter to evacuate the moons' civilian population. The threat of genocide, this time at the hands of their Terran brethren instead of by the Shivans, rallied the Outer Rim's citizens to a common cause.<br />
<br />
As both sides gathered their forces, the fate of the Outer Rim hung in the balance.<br />
<br />
'''Operation Punisher (2)''' <br><br />
The GTA invasion force, consisting of almost the entire 1st Gaian Fleet and elements of the 2nd Martian Fleet, arrived at the four Galilean moons simultaneously at 07:43 hours on September 21. The GTD Proteus, the GTD Dauntless and a large flotilla of GTA warships engaged the ORD Lazarus-led defense force in close combat while GTA bombers, hoping to divert some ORS forces from the main fleet, attacked civilian convoys fleeing from Europa. The same strategy was used at Io, Calypso, and Ganymede as well. After a fierce engagement, both sides suffered 70% casualties. The GTD Dauntless was so badly damaged that it was forced to withdraw while the Proteus and the Lazarus gave each other a wide berth to continue fighting at long range.<br />
<br />
Io became the first of the Galilean moons to fall to the GTA. Having destroyed the ORD Leander and its entire fleet at 08:50 hours, the GTD Salvation began firing upon the surface of the moon with thermonuclear bombs. Fleetmaster Tessandras dispatched the Apam Nepatis in a desperate push to prevent further bombardment. Despite heavy losses, bombers from the Apam Nepatis' 199th Eviscerators squadron destroyed the Salvation's missile launchers. The Apam Nepatis then managed to destroy the majority of the Salvation's escort ships. However, the Apam Nepatis was soon caught in a cross-fire when GTA reinforcements led by the GTD Holmgard arrived. The Apam Nepatis' jump drive was damaged and Tessandras, unable to retreat, put the Apam Nepatis on a collision course with the Salvation and ordered his crew to abandon ship. As Tessandras and his surviving crewmembers dashed to safety in their escape pods, the Apam Nepatis collided with the Salvation, resulting in the destruction of both ships as well as the death of the Salvation’s commanding officer, Admiral Ivanov, the Butcher of Adamant Shipyard. Tessandras and his crew were quickly rescued by the rest of the ORS fleet. With his flagship destroyed and unable to hold the line at Europa any longer, Tessandras withdrew the remainder of his fleet to reinforce the crumbling defenses at Ganymede.<br />
<br />
'''Operation Punisher (3)''' <br><br />
The assault on Ganymede was led by the GTD Adrasteia. The ORD Calixta had been critically damaged while defending Ganymede alongside the remainder of its fleet when Tessandras' ships arrived. The remaining Eviscerators, along with fighter escorts from other squadrons, were sent to destroy the thermonuclear missile launchers on board the GTD Adrasteia. However, the Adrasteia’s fighter screen was stronger than expected and the Eviscerators lost more than half of their squad members as well as all their escort fighters. The surviving Eviscerators were ordered to retreat but refused to withdraw and they continued pushing forward while surrounded by GTA fighters. The last three bombers, designated Falchion 2, Falchion 4 and Illusion 3, managed to reach the Adrasteia’s missile launchers and destroyed them seconds before they were finally overwhelmed by the Adrasteia's fighter screen.<br />
<br />
(The 199th Eviscerators' ultimate sacrifice would be honored many years later when their squadron name was given to the BOD elite gunship squadron stationed on the ORD Vermillion.)<br />
<br />
At 09:20 hours, after a hard-fought engagement at Calypso, the GTD Excelsior destroyed the ORD Enyalius and began bombarding the moon. The ORS' last reinforcements, led by the frigates ORFg Alexander and ORFg Antaeus, were deployed to destroy the heavily damaged Excelsior, but were stopped when the GTD Holmgard arrived from Europa. (No one is sure why Admiral Rossendarch chose to reinforce the EFN forces at Calypso rather than bombard a now-defenseless Europa, but some have theorized that he thought reinforcing the Excelsior was the greater priority since he could return to Europa at his leisure afterwards.) As a result, the Excelsior was able to bombard Calypso without interference. The moon's largest cities were completely destroyed, resulting in at least 128 million dead or missing, the greatest genocide committed by humans since the Unification Wars.<br />
<br />
'''Operation Punisher (4)''' <br><br />
At 09:40 hours, the Lazarus and the Proteus closed to within striking distance of each other over Europa once again. With both destroyers heavily damaged and their escort flotillas decimated, Admiral Walker called the GTD Ironclad and its fleet for help. After standing on the bridge of the Ironclad for hours hearing numerous reports of atrocious civilian casualties from the GTA bombardments of Io, Ganymede, and Calypso throughout the battle as well as the GTA attacks on civilian convoys at Europa, Admiral Caliphtys came to a sudden decision and ordered his fleet to leave its assigned position near Earth and jump to high Earth orbit.<br />
<br />
At 09:45 hours, the Ironclad and its fleet arrived in high Earth orbit at GTI Zion, the installation which housed GTA Headquarters and was presently hosting the members of the GTA Security Council who were monitoring the progress of Operation Punisher. The Ironclad destroyed Zion Installation with the entire GTA High Command and the whole Security Council on board.<br />
<br />
At 09:55 hours, the Ironclad then arrived near Europa and outflanked the GTA invasion force. The Proteus lost all its remaining escort ships and was forced to retreat back to Earth orbit. At the same time, the Ironclad's fleet split into three units that separately arrived at the orbits of Calypso, Io, and Ganymede and engaged the heavily damaged GTA flotillas. Working together with the remaining ORS forces, Caliphtys and his forces destroyed the GTD Adrasteia and the GTD Excelsior and forced the GTD Holmgard to withdraw to Mars.<br />
<br />
Operation Punisher had finally come to an end.<br />
<br />
'''Aftermath''' <br><br />
With Zion Installation destroyed, Earth collapsed into political chaos. GTA Fleet Command had been totally shattered. Several commanders of GTA forces tried to act independently and continue the invasion of the Outer Rim, but without coordination they were easily driven off by ORS forces. More and more colonies of the Outer Rim rebelled against GTA authority and joined the Syndicate. Admirals Walker and Rossendarch returned to their home planets and began regrouping what was left of the GTA fleet. Mars itself wasn't saved from political turmoil, as many poorer provinces like Hesperia, Nepenthe and Syrtis used this opportunity to secede from the GTA. Despite Martian local governments sympathizing with Outer Rim ideology, the Syndicate did not possess the means to reinforce Mars with ground troops to defend autonomous provinces from GTA counter-offensives. For this reason, the Martian secessionists did not join the ORS; instead, they proclaimed their neutrality from both the GTA and ORS until the differences between the two powers were resolved. Thanks to Rossendarch's political efforts, Mars' most resourceful regions remained loyal to the old order and even became the most active political players within the GTA, preventing it from total collapse.<br />
<br />
Although victorious, the newly independent ORS was devastated and exhausted. Thermonuclear bombardment decimated the population of Calypso and inflicted heavy damage to cities on Io. Less than 30 percent of ships created by or defected to the ORS survived the final stage of the war. The only destroyers left in the ORS fleet were the heavily damaged Lazarus and Calixta as well as the newly-joined Ironclad. Admiral Caliphtys sent his forces to secure the Outer Rim, look for survivors in bombed colonies and fight any GTA holdouts still remaining in the Outer Rim. Many ship captains from Earth and Mars, suffering from lack of supplies and without orders from Command, surrendered or defected to the Syndicate. On September 24, Admiral Caliphtys met with High Fleetmaster Glenzmann, Fleetmaster Tessandras and several Syndicate Magistrates to merge his forces with the ORS military and officially accept the rank of fleetmaster. Although his attack on Zion Installation over Earth generated a lot of controversy, many in the ORS agreed that his actions prevented further bombardment of the Galilean moons, saving millions of Outer Rim citizens and the Syndicate as a whole.<br />
<br />
On October 18, a summit was called at Covenant Installation, located in neutral territory at the edge of the Asteroid Belt. Among the participants were Admiral Walker of Earth, Admiral Rossendarch and Prime Minister Bryant representing Mars, with High Fleetmaster Glenzmann and High Magistrate Helena Smithson representing the Outer Rim. As both sides were unable to continue the war, they agreed to a ceasefire and set a demarcation line along the Asteroid Belt. The Covenant Treaty signed between the Galactic Terran Alliance and the Outer Rim Syndicate was in fact the first recognition of ORS independence from Earth’s government. It would be 12 years before the GTA's successor state, the Earth Federated Nations (EFN), would attempt to restore Earth's control over the Outer Rim again.<br />
<br />
====ORS TECH ENTRY #36 - The First Interbellum====<br />
'''Post-Secession Boom''' <br><br />
Freed from GTA rule, the Outer Rim entered a new era of economic growth. Far-reaching liberalization of economic policy combined with government help to regions struck by GTA bombardments allowed the colonies to recover from the war faster than anyone could have expected. Outer Rim corporations invested powerful financial and material resources in rebuilding Syndicate infrastructure and restoring the Syndicate’s largest production centers. Two of the strongest participants in the reconstruction process were United Heavy Industries with a total expenditure of 118.8 billion credits between the years of 2339 and 2345 and Bamiyan Development Corporation with 61.4 billion credits spent during the same period.<br />
<br />
In exchange for their investments, several corporations gained a dominant position in Outer Rim markets and received government contracts on constructing new ships and military infrastructure. Shipyards around Jupiter and Saturn began mass production of the new Vitalius-class frigate, a fast, cheap and reliable frigate designed by Bamiyan Development Corporation that would form the mainstay of a new ORS fleet.<br />
<br />
Economic growth was followed by closer political integration of the Outer Rim. From a loose confederation and a military alliance of colonies dispersed throughout the Sol system, the Syndicate evolved towards a more centralized unified state. While respecting wide autonomy of the colonies' internal policy and their economic freedom, the Syndicate Magistratorium consistently acquired prerogatives over ORS' defensive policy, technological development, and maintaining diplomatic relations with a problematic neighbor -- first the GTA and later the EFN.<br />
<br />
'''Earth reborn''' <br><br />
After losing the Secession War and the destruction of Zion Station, Earth lost both its central government as well as its privileged position within the Sol system's balance of power. Administration of Earth's remaining colonies was taken over almost entirely by Mars' pro-GTA factions and military commanders like Admiral Walker and Admiral Rossendarch. Earth's local factions, the boundaries of which mostly reflected pre-unification national borders, took over the administration of ‘internal affairs.’<br />
<br />
By the end of 2340, Admiral Walker and Admiral Rossendarch had regrouped the remnants of the GTA fleet and secured the GTA’s remaining territories, so they intensified efforts to reunite quarrelling factions of Earth and Mars into a new centralized government. On January 20, 2341, leaders of the American Conglomerate, the European Union, the Indo-Asian Confederation, the Republic of China and 25 other factions met in Shanghai and formed the Earth Federated Nations. In a 74-page-long document called the Charter of Federated Nations, they announced that it was 'high time for Earth's government to stop existing only theoretically' and that 'Grand Terra needs leadership that will not fail her as the GTA of old did'. The radical, nationalist, and xenophobic wording of the document was a harbinger of the EFN's authoritarian nature. Despite initial reluctance, pro-GTA factions of Mars eventually joined the EFN, sealing the reunion of old GTA territories.<br />
<br />
The new Earth government made far-reaching political, social and economic reforms, centralized government administration, created a new fleet command structure, and passed strict corporate laws. Old corporations like Han-Roland initially protested against the new regulations, but their losses were promised to be compensated by the new EFN fleet construction programs. These privileges turned out to only be a facade as the quickly expanding EFN police and security services began removing disobedient management under false charges and made the corporations totally dependent on government policy. Propaganda showed corporations as a public enemy to justify deeper and deeper state interventions. It was just the first step towards a total surveillance state that would later become a routine fact of life for EFN citizens.<br />
<br />
Government-dependent corporations directed huge funds to construct a new fleet for the EFN. New ship classes were introduced like the EFC Evangelist-class cruiser, the EFFg Solomon-class frigate and the EFCa Praetor-class battlecarrier. With its surveillance state and terror machine growing, the Federation began to close the power gap between itself and the Syndicate.<br />
<br />
The EFN introduced a new militaristic doctrine that included mass conscription, universal military education in schools and emphasis on order, law, and public service rather than freedom as well as the needs of society rather than the needs of an individual. The EFN spread propaganda of the 'New Earth nationalism' proclaiming the superiority of the 'true sons of Terra' over societies of other worlds with exceptions made for 'Earth's eldest children' -- Luna and Mars. To reflect this propaganda of favoring Luna and Mars alongside Earth, the EFN fleets were reorganized into the 1st Gaian, 2nd Lunar and 3rd Martian Fleets.<br />
<br />
'''Seeds of conflict''' <br><br />
In the late 2340s the ORS still benefited from the Post-Secession Boom and the EFN mostly restored its pre-Secession War economic potential. Since the end of the Secession War, the ORS and EFN maintained cool, if not overtly hostile, foreign relations (and even made a few bilateral trade agreements). As the Federation and the Syndicate continued to rebuild, however, the more hawkish factions in both states began to come to power. Shifts in government funding resulted in a rapid increase in spending on fleet construction, military infrastructure, and national security.<br />
<br />
It wasn't long before an arms race between the ORS and EFN resulted in growing unrest. An unfortunate chain of events took place between border outposts and patrols in the Asteroid Belt. Typically, a cruiser or frigate 'accidentally' fired upon the other side's convoy or a fighter wing got dangerously close to the demarcation line.<br />
<br />
The first serious incident happened on March 19, 2350 when ORS and EFN patrols clashed near Vesta resulting in the deaths of 2 Syndicate pilots and 8 Federate pilots. In retaliation, the Federation cruiser EFC Cretheus destroyed an ORS mining base on Ceres, killing 38 civilian miners and 9 military crewmen. Further escalation was halted by an emergency conference between High Magistrate Nehru and Federation Chancellor Archambeau where they both promised to restrain their more hawkish military commanders.<br />
<br />
Although the situation had officially calmed down, both the ORS and the EFN switched to waging covert actions. Across the Sol system unidentified fighters and bombers began attacking supply convoys, outposts and patrols, but both governments denied any responsibility for the attacks, instead claiming they were the work of ‘unaffiliated terrorists.’ Military intelligence agencies and secret services also intensified their efforts to infiltrate the opposing side. The Federation had discovered the existence of the Syndicate’s Enutriet-class factory ships and was determined to take away this strategic advantage from the ORS. EFN agents were given high priority orders to find the factory ships’ staging areas and managed to find over 30 of them by the end of 2350.<br />
<br />
In January 2351, under pressure from the pro-war faction led by Admiral Walker and Admiral Rossendarch, Archambeau was forced to resign the EFN chancellorship and was replaced by Thomas Warfield. Walker, Rossendarch and Warfield were all determined to start a war with the ORS as soon as possible before the newly-gained intelligence on the Enutriet factory ships became outdated.<br />
<br />
==From the The Martian War to the Second Interbellum==<br />
===ORS TECH ENTRY #37a - The Martian War, Part 1===<br />
'''The Martian spark''' <br><br />
Instead of challenging the Syndicate directly, the new Federation government started with restoring control over the seceded provinces of Mars. A now mostly terraformed planet with a population of 11.4 billion, enveloped by a slightly thin but breathable nitrogen-oxygen atmosphere, and covered with several landmasses of arid and temperate climates as well as several small freshwater oceans, Mars was divided into rich pro-Earth central regions and poorer, pro-ORS outlying provinces. On January 28, 2351, the EFN issued an ultimatum to the neutral provinces of Hesperia, Nepenthe and Tyrrhena, demanding unconditional surrender to the ‘legitimate EFN government.’ Nepenthe and Tyrrhena agreed to surrender and submitted to Federation control. Hesperia, however, chose to fight. 90,000 EFN marines invaded Hesperia and the 3rd Martian Fleet commenced bombardment of Hesperia City. Sixteen days and 300,000 dead or missing Hesperians later, the Federation had full control over the province.<br />
<br />
Frightened by EFN expansion on Mars, the provinces of Aeolis, Cimmeria and Promethea requested Syndicate aid. The Europan government publicly refused to ‘interfere in the Inner Rim's internal affairs,’ but secretly began sending convoys of supplies, weapons, and ‘military advisors’ to endangered provinces. On February 19, a demand to surrender was sent to Cimmeria by the EFN and was immediately rejected. 20,000 Cimmerian soldiers, reinforced by 6,000 ORS Marine advisors, defended the province against 50,000 EFN marines and the full power of the 3rd Martian Fleet for three weeks before they were eventually defeated. The Cimmerian soldiers and ORS marines who weren’t killed or captured fled to several still-free provinces like Eridania and Elysium to prepare them for the inevitable expansion of the Federate invasion.<br />
<br />
In the meantime, the EFN military positively identified ORS soldiers among the captured Cimmerians. This violation of the ORS’ publicly stated neutrality was used by the EFN as a pretext to attack the Outer Rim. On March 29, 2351, the Federation began a full-scale invasion of the Outer Rim, starting a conflict that would later be known as the Martian War.<br />
<br />
'''The Fog of War''' <br><br />
The initial EFN strategy of the Martian War was similar to the strategy the GTA had adopted during the Secession War. Aggressive fighter, bomber and cruiser raids took place throughout the entire Outer Rim, forcing the ORS fleet to spread themselves thin in defense of their own territory. The Federation deployed their new Praetor-class battlecarriers to serve as heavy command centers and forward bases for attacks on remote ORS outposts. This time, however, the Federation did not concentrate only on installations and moons, but struck mainly at the staging areas of the Enutriet-class mobile factories they had discovered beforehand. The Outer Rim infrastructure was heavily damaged again, although the Syndicate had several surprises for the EFN such as an experimental energy shield that protected Europan cities from orbital bombardment.<br />
<br />
At the same time, EFN ground forces supported by elements of the 3rd Martian Fleet conquered Elysium Island, completing the process of reuniting Mars under Federation rule. Remnants of the pro-ORS provinces' military formed a resistance movement and waged guerilla warfare on the invaders, but with no air support and limited supplies their combat capabilities were negligible.<br />
<br />
Perhaps the most intense battles were fought in defense of primary ORS shipyards like the ORI Valhalla where new Galahad-class heavy destroyers were being constructed. Three Galahads in various stages of construction, including the lead ship ORD Galahad herself, were destroyed during the raids. Four others, however, including High Fleetmaster Glenzmann's new flagship, the ORD Thor, survived the raids and soon joined the ORS fleet at full combat readiness after they were completed. (Since then, no Galahad-class ships have ever been destroyed by the Federation.)<br />
<br />
For the first weeks of the war, however, the EFN failed to realize that their focus on the Enutriet mobile factories was part of a Syndicate ruse. In fact, by this time the Syndicate had already developed a new-generation mobile infrastructure program and by focusing EFN attention on the Enutriet mobile factories, the Syndicate kept the existence of the newly-constructed ORFS Hephaestus factory ships and ORSh Qadesh mobile shipyards secret. The new mobile factories and shipyards remained hidden mostly beyond Neptune's orbit, secretly processing minerals, manufacturing weapons, and constructing ships. The EFN discovered their existence in late April 2351 when fresh Syndicate reinforcements began appearing from nowhere and heavily damaged Syndicate warships were returning to the fray after only a few days when they should have been in space dock for weeks. In total, Qadesh shipyards constructed 68 Vitalius-class frigates and 14 new Tychicus-class heavy escort frigates during the Martian War.<br />
<br />
Having forced the EFN to waste its time trying to negate the now-obsolete Enutriet factory ships, the Syndicate was now preparing to strike back.<br />
<br />
====ORS TECH ENTRY #37b - The Martian War, Part 2====<br />
'''Dirty tricks''' <br><br />
By June 2351, the Syndicate was still on the defensive, but with continuous support from their new mobile shipyards and factories, they were mostly able to hold the line and even eventually go on the offensive to attack and heavily damage the EFCa Septimus and the EFCa Hadrianus.<br />
<br />
Determined to bring the fight back to the enemy by any means necessary, Fleetmaster Tessandras formed the Black Operations Department (BOD). Comprised of upgraded Tychicus-class frigates and squadrons of next-gen gunships, bombers, and fighters, the BOD was created to take the most difficult assignments, strike far beyond enemy lines, and attack enemy supply routes, infrastructure, and utility ships. With this new unit, Tessandras perfected his ability to conduct covert operations, launch hit-and-run attacks, and withdraw before the enemy could react. The BOD performed long distance raids on EFN military installations orbiting Earth and Mars, ambushed Federation forces trying to bomb targets in the Outer Rim, and hunted enemy carriers in order to take pressure off regular Syndicate forces. Aside from precision strikes, the BOD also developed a vast network of spies, assassins, infiltrators, and saboteurs covertly placed in the EFN-occupied sectors of Mars as well as on Federation installations and even front-line Federation units.<br />
<br />
On July 27, 2351, the Syndicate launched a massive offensive against Mars. The battlegroup led by the ORD Damascus destroyed the Orion-class EFD Invictus at the Battle of Deimos, a costly victory for the ORS. Simultaneously, the ORD Thor attacked Augustus Station, the primary EFN shipyard in Mars orbit, destroying the still-under-construction Praetor-class EFCa Churchill and the entire 3rd Martian Fleet. Both victories were only made possible by the ORS’ new Galahad-class destroyers, which outmatched the Orion-class destroyers as well as the Praetor-class battlecarriers.<br />
<br />
'''The Iron Rain''' <br><br />
While the ORS fleet was still battling the EFN 3rd Martian Fleet, preparations were made for a ground assault on Mars. BOD operatives had spent several weeks infiltrating occupied provinces, seeking remnants of the resistance, and organizing volunteers to take up the fight for the liberation of Mars. It wasn't long before open rebellion broke out in the major cities of Cimmeria, Cydonia and other provinces. Several important Federate governors were assassinated in the confusion. Simultaneously, ORS forces led by Fleetmaster Caliphtys of the Ironclad began bombarding planetary defenses and military garrisons located in pro-EFN provinces on Mars.<br />
<br />
At 17:00 hours on August 1, the Syndicate commenced Operation Iron Rain. 2,800,000 ORS soldiers began the liberation of Mars, making it the largest planetary invasion since the Unification Wars. ORS forces landed mostly in the EFN-occupied provinces of Cimmeria, Aeolis, Eridania and Elysium Island where they joined forces with the resistance. On the opposing side, the EFN ground forces on Mars comprised of more than 2,200,000 regular soldiers, 900,000 militiamen and mercenaries and 9,000,000 conscripts. However, they were spread thinly across the surface and morale among the irregulars was very low. Using their temporary orbital superiority to their advantage, the Syndicate made a special effort to bombard only those areas where the regular EFN ground forces were concentrated and leave the irregular forces alone in an effort to sway the native Martians to their side.<br />
<br />
After initial victories at Elysium and Cimmeria, the ORS offensive headed west to the heavily fortified regions of Eridania, Tyrrhena and Hesperia. There, however, they encountered heavy resistance and got bogged down. Until mid-September both sides struggled to advance, but despite several hundred thousand casualties on both sides, a stalemate ensued on Tyrrhena Plateau and Hesperia's eastern border. As all attempted offensives were held off by the opposing side, both armies used their numerous construction drones to build huge fortifications hundreds of kilometers in length and garrisons placed mostly under the planet’s surface. The stalemate wasn’t broken even by intensive orbital bombardments commenced by both sides nor by biological and chemical weapons reintroduced by the Federate military.<br />
<br />
'''Lion of the Federation''' <br><br />
While the bulk of the ORS ground forces was occupied on Mars and the majority of the ORS warships struggled to support the invasion, the EFN fleet under Admiral Walker regrouped after several setbacks and started a counteroffensive from Earth codenamed "Heaven's Fury." Walker's flagship, the EFCa Tiberius, as well as the EFCa Executor and the EFCa Praetorian, launched a combined strike against the Galilean moons. After having stormed the defenses of Io and Ganymede, destroying two Orion-class destroyers, the ORD Cataphract and the ORD Vesuvius, the Tiberius and its fleet commenced orbital bombardment of both moons. Simultaneously, Walker dispatched small hunter-killer teams comprised of 3 Solomon-class frigates each equipped with advanced jump drives to harass ORS second-line units with devastating shock-jump attacks.<br />
<br />
Forced to choose between continuing the offensive on Mars, making a surprise strike at a now vulnerable Earth, or withdrawing to defend the Outer Rim, High Fleetmaster Glenzmann chose the last option, leaving the ground troops still fighting on Mars with the support of only the Ironclad's war-torn battlegroup. The Thor then headed for Io to confront the Tiberius. Familiar with a Galahad-class' close combat capabilities and having learned a hard lesson from Operation Punisher, Walker gave Glenzmann's flagship a wide berth and sent bombers to destroy the Thor's primary railguns. The strategy worked and the partially disarmed Thor became an easy target for the Tiberius' battlegroup. Luckily for Glenzmann and the Thor, BOD frigates arrived and inflicted enough damage to the Tiberius' escort to allow the Thor to escape. The Tiberius continued to bombard Io and damage the moon’s orbital infrastructure for eight hours before the Thor and the BOD frigates could regroup chase the Federate battlegroup away from Io.<br />
<br />
For the next few weeks, the ORS was on the defensive again. Walker kept striking at Syndicate targets across the Outer Rim, earning himself the title 'The Lion of the Federation'. His hunter-killer teams and Tessandras' BOD taskforces continued to stalk each other while the bulk of the Syndicate fleet was forced to defend the moons of Jupiter and Saturn.<br />
<br />
====ORS TECH ENTRY #37c - The Martian War, Part 3====<br />
'''Tools of destruction''' <br><br />
In the meantime, Admiral Rossendarch, now commanding the EFCa Sovereign, returned to Mars orbit and confronted Fleetmaster Caliphtys’ battle group. As both commanders were too cautious to risk a frontal assault, they sent skirmishers on flanking attacks, made precision orbital bombardments and launched bomber raids against their opponent's ground forces still stalemated on the planet’s surface. In the following months, Martian cities were pounded into rubble and –- according to post-war estimates -- more than 30,000,000 civilians were declared dead or missing.<br />
<br />
Hoping to break the deadlock, the Federation began preparations to use Xanthean Gas, an experimental chemical weapon of mass destruction named after Xanthea, the Martian province where the secret facility that had created the weapon was located. Although after the war the EFN banned the weapon and classified all data pertaining to Xanthean Gas to prevent it from ever being used again, it was revealed that the gas was in fact a swarm of self-replicating nanobots that could direct its poisonous cloud in any desired direction. Each nanobot performed a micro-scale chemical reaction that transformed components of the terraformed Martian air into a deadly poison gas.<br />
<br />
The EFN first used small samples of Xanthean Gas on several remote sectors of the front lines. The poisonous cloud directed by the nanobots was capable of penetrating or damaging air filters and gas masks, entering deep into ORS fortifications, and even choking entire battalions in their own barracks. Syndicate marines were forced to leave their prepared positions and defend in the open field, making them vulnerable targets for EFN bombers and artillery. More and more garrisons were being decimated and the ORS saw no way to counter Xanthean Gas other than to destroy entire infected facilities. Hoping to prevent the total defeat of their forces, the ORS prioritized finding the source of the deadly weapon.<br />
<br />
BOD operatives managed to locate the Xanthea facility where the nanobots were being produced and stored. On October 6, the ORD Ironclad entered Mars' low orbit and, while under the heavy fire of EFN planetary defenses, destroyed the facility with its cannons. This action, however, instead of removing the threat, merely opened the floodgates. The data that ORS Intelligence agents had gathered on Xanthean Gas nanobots indicated they could not survive a planetary bombardment of that scale. However, unbeknownst to the ORSI agents, the facility also contained the next generation of nanobots that were more resistant to physical damage and high temperature. After the bombardment, these nanobots were damaged and became nonresponsive to remote shutdown attempts, but were still operational. As a result of the bombardment, they went haywire and began poisoning the atmosphere. Larger and larger areas of Mars became contaminated, previously breathable air became poisonous, and toxic rains began destroying the terraformed vegetation so difficult to grow and adapt to Martian conditions.<br />
<br />
'''The Hesperian Armistice''' <br><br />
While the battle for Mars remained inconclusive, both sides were now under the threat of a planetary-scale cataclysm which would render the planet uninhabitable. Terrified by this prospect, more and more soldiers of both decimated armies, many of whom were native Martians, refused to fight. The ORS and the EFN held an emergency summit on October 9 and agreed to a ceasefire, despite internal opposition on both sides. Soldiers of both armies who were still able to act were sent to provide humanitarian aid to Mars' civilian population and deal with the damage dealt by Xanthean Gas.<br />
<br />
EFN and ORS fleet commanders, who could not bring themselves to believe the scale of the cataclysm on Mars, were initially reluctant to cease hostilities. Admiral Walker's hunter-killer teams and BOD operatives continued to fight minor skirmishes in the Outer Rim for a few more days before both the EFN and ORS governments convinced their military commanders to abide by the ceasefire.<br />
<br />
On October 29, a second Martian summit was held, this time in Hesperia City, where both sides agreed to an armistice that would divide Mars into EFN and ORS zones. The rest of the Sol system mostly returned to pre-Martian War boundaries.<br />
<br />
Xanthean Gas contaminated vast areas of Mars’ surface and caused several million casualties. It took several years to eradicate all the nanobots and stop the contamination from spreading further, and decades more would be needed before the damaged environment could fully recover.<br />
<br />
====ORS TECH ENTRY #38 - The Second Interbellum====<br />
'''The Decline of the Federation''' <br><br />
The Martian War ended in a draw, but its aftermath was far more consequential to the Federation than one would have expected. A peace initiative undertaken by Martian leaders was taken as an insult by the Earth regime as well as by the military units under Admirals Walker and Rossendarch, both of whom insisted on continuing the war. Open and successful opposition to the EFN agenda by Mars encouraged Earth's less radical parties to demand political reforms such as restoring GTA-era individual liberties and restraining internal security services from persecuting their own citizens. Mass protests broke out in New York, Shanghai, Hong Kong, and other major cities on Earth, but they were brutally pacified by police and military alike. The government responded with more radical propaganda, greater restrictions on freedom of speech and even more government surveillance of the civilian population. In October 2352, a year after the Hesperian Armistice, the EFN had become a fully totalitarian regime where every aspect of life and the economy was controlled by a paranoid, fascist government.<br />
<br />
The direction of EFN policy was another reason for further tensions between Earth and Mars. The assorted provincial governments of Mars concentrated their efforts on fighting the Xanthean cataclysm, clearing the atmosphere of the nanobots, decontaminating the Martian environment, and providing humanitarian aid to the residents of the most vulnerable areas. EFN-aligned Martians had no problem working with the governments of pro-Syndicate provinces or even accepting aid from the ORS itself to clean up the Xanthean disaster.<br />
<br />
No dictatorship could remain in power without directing social anger against an enemy -- real or imagined. In August 2354, the government in Shanghai nationalized Triton Dynamics and arrested their board members officially for fraud and tax evasion, but the real reason was because the corporation supported the Hesperian Armistice and cooperated with ORS rescue and decontamination teams.<br />
<br />
This policy of full centralization and terror adversely affected Earth’s economy. In December 2354, following the nationalization of Mesa Corporation, the stock markets collapsed and resulted in Earth’s greatest recession in 120 years. The political officers and statesmen that replaced corporate management made a series of tragic mistakes and military production began to drop.<br />
<br />
In order to save the EFN from total economic collapse, Admiral Walker announced martial law throughout EFN territory and gave power to a new government comprised entirely of military officers and technocrats loyal only to him. They began a purge in the EFN administration, arrested politicians and statesmen responsible for previous disastrous policy and sentenced them to death or imprisonment in show trials. They restored some of the previous more liberal corporate laws, but they didn't end the persecution and government surveillance of civilians. The economic crisis in the EFN ended in 2358, but even then, the Federation hadn’t regained its former vitality. Admiral Walker continued to be the strongest force in EFN politics while Admiral Rossendarch focused on reorganizing the 3rd Martian Fleet and his own secret military projects.<br />
<br />
Throughout the 2360s, the ORS was the dominant faction in Sol and the EFN's influence was restricted to Earth, Luna, the central provinces of Mars and several outposts on Mercury and Venus. However, as the economic situation on Earth began to slowly improve, Admiral Walker's agents in the EFN government began a new fleet construction program, introducing new ship classes like the EFC Viscount, the EFFg Vidar and the EFD Talos, the latter of which was specifically designed to confront the Syndicate’s Galahad-class heavy destroyers in close combat.<br />
<br />
Meanwhile, in the Outer Rim, seeing the EFN’s weak but improving economy as an opportunity that could soon slip away, the Syndicate began preparations in early 2367 for a preemptive strike to bring the Federation to its knees once and for all.<br />
<br />
==From Operation Mjolnir to the Shivan Incursion==<br />
===ORS TECH ENTRY #39a - Operation Mjolnir, Part 1===<br />
'''Striking First''' <br><br />
In late 2367, after the Syndicate had made numerous secret preparations for war throughout the year, High Fleetmaster Glenzmann mobilized the entire Syndicate military for a new, third war with the Federation. This time, however, the Syndicate would be the one to strike the first blow. For several years the Federation had been struck by economic crisis and political turmoil, but it had begun to recover. The choice for the ORS was simple: either the ORS could make a preemptive strike from a position of strength now, or the Federation would rebuild its military power and start yet another war with the Syndicate in a few years anyway. Seeing no viable alternative, the Syndicate Magistratorium approved Operation Mjolnir, Glenzmann’s plan to preemptively strike the EFN.<br />
<br />
Fleetmaster Tessandras and his BOD operatives had spent several years reconnoitering the defenses around Earth. After the Martian War, the Federation's strategy had been focused on defense rather than launching large offensives. Earth itself was protected by a barricade of warships, heavily armed installations and sentry guns. Meanwhile, several Praetor-class carriers were randomly patrolling near the EFN-ORS border ready to provide fighter and bomber support. If an offensive on Earth was to have any chance of succeeding, those carriers had to be tracked down and destroyed.<br />
<br />
After years of effort, a BOD sleeper agent successfully advanced though the ranks in the EFN military hierarchy to become chief engineer on the EFCa Praetorian. While undercover, he created an undetectable quantum network connected with other deep cover BOD agents operating on the EFCa Hadrianus and the EFCa Septimus. Through these agents’ efforts, the ORS was able to discover that all three battlecarriers were stationed at several rally points near Ceres.<br />
<br />
On October 3, 2367, the agents sent their locations to the ORS via subspace micro-tunnels. The ORD Thor, the ORD Sultan, and their battle groups jumped to the rally points and attacked the three EFN battlecarriers. During the battle, the quantum network was activated and a techno-virus sabotaged the jump drives and primary weaponry on all three battlecarriers. The ORS destroyed the battlecarriers and their escort ships, opening a path for a Syndicate offensive on the Inner Rim.<br />
<br />
Operation Mjolnir was now in motion.<br />
<br />
====ORS TECH ENTRY #39b - Operation Mjolnir, Part 2====<br />
'''The Liberation of Mars''' <br><br />
By 2367 many of the pro-EFN leaders of Mars were very concerned about the situation on Earth. Another wave of political purges by the EFN government left the Federation unstable, divided and vulnerable to external threats. Although Martian participation in this political turmoil was rather half-hearted, fear had begun to grow for the planet's future within the Federation. Even in central, traditionally pro-Earth provinces like Xanthea and Acidalia, a pro-ORS political party began to rise in popularity and influence.<br />
<br />
Two hours after the launch of Operation Mjolnir, when the first ORS raids hit several Martian orbital facilities, a secret offer was made by Fleetmaster Caliphtys to the leaders of several hesitant Martian provinces. In exchange for formally joining the Syndicate, or at least disarming Federate military and planetary defenses, the Syndicate promised not to bomb any targets in these provinces and guaranteed them full autonomy within the Syndicate after the war. While the previously independent provinces of Hesperia and Cydonia were more than eager to get rid of Federate rule once and for all, Xanthea, Meridia and most central provinces remained loyal to the Earth government.<br />
<br />
The Syndicate offensive on Mars was led by Fleetmaster Caliphtys, now commanding the Galahad-class ORD Demetrius. His old ship, the ORD Ironclad, was also present under the command of a young and promising fleetmaster named Horatio Tyrone. Admiral Rossendarch defended Mars for four days, but eventually withdrew his flagship to Earth and undertook no further actions apart from launching fighter and bomber raids.<br />
<br />
With almost full domination in both space and air support, the ORS ground forces advanced rapidly on the planet’s surface. Hesperia, Cydonia and several other provinces were captured after only a few weeks of fighting. Entire EFN battalions from these provinces defected to the ORS with the blessings of their local governments. The ORS planned to take the fight to the central provinces where the pro-EFN loyalists were too strong for those provinces to switch sides. Unfortunately, the EFN had turned their major cities into mighty fortresses surrounded with thick walls and packed with artillery batteries and aircraft bases. To soften these defenses, Fleetmaster Caliphtys began massive bombardments of the central provinces. This stage of the war came to be known in history as the ‘Eighteen Days Bombardment of Mars.’ During that period, the EFN military infrastructure was shattered, including the famous Acidalian Military Academy, numerous garrisons and several starports.<br />
<br />
On November 14, the ORS flag was waving over the capital of Xanthea while several other EFN provinces were almost overrun. Soon after, the Syndicate accepted the unconditional surrender of Meridia. The total liberation of Mars was at hand.<br />
<br />
'''Wounded beast's last breath''' <br><br />
With the ORS' chain of victories on Mars, the EFN had written off the Red Planet. Admiral Walker focused on preparing the defences of Earth while Admiral Rossendarch launched a series of aggressive counterstrikes on the Outer Rim. ORS High Command was surprised with how easily Rossendarch puts the dwindling Federate fleet at risk knowing he cannot truly harm Syndicate's production capabilities. The greatest battles were fought near Ganymede, Titan and in Mars orbit and they were all won by the ORS. Rossendarch's task forces attacked in many places simultaneously, but they immediately withdrew soon after the arrival of Syndicate reinforcements. Rossendarch's flagship EFCa Sovereign was ambushed by ORD Thor in Europa's orbit and crash-jumped after taking moderate damage. Our Federate sources indicate that the overeign's jump drive exploded in subspace, resulting in the destruction of the battlecarrier with Admiral Rossendarch and everyone aboard. Many other ships participating in the counter-offensive met similar fate. <br />
<br />
It is unclear till this day what Rossendarch's intentions truly were. The most probable theory is that he tried to buy time for Admiral Walker and the First Gaian Fleet to prepare the defences of Earth. It is possible their jump drives were hacked or sabotaged, but the ORS never confirmed such operations took place. Eventually the EFN counter-strike inflicted only minor damage to ORS infrastructure, although it forced ORD Thor and its battlegroups to temporarily withdraw to the Outer Rim and therefore delayed the Syndicate offensive on Earth by two or three days. <br />
<br />
By mid November 2367 the only EFN forces that posed a threat to the ORS was the fleet gathered around Earth commanded by the Lion of the Federation himself. Admiral Walker was clearly ready to fight until the bitter end. The siege of Earth began on 15th November with aggresive ORS raids on the Blue Planet's orbital installations. On 16th November the ORD Sultan destroyed the massive Teheran Shipyard in lunar orbit and the next day the ORD Thor and ORD Damascus nullifed EFCa Executor and the gargantuan G1 command facility floating above North America.<br />
<br />
However, the ORS had never been given an opportunity to hunt down Admiral Walker and finish off the sinister Federation.<br />
<br />
====The Shivan Incursion====<br />
On 17th November 2367 ORS science vessels reported a strange subspace anomaly beyond the Kuiper's Belt. Syndicate dismissed it in the beginning as regular subspace fluctuations. Two days later ORSc Sentinel was deployed to take a closer look at the anomaly. Shortly upon arrival it came under attack by Shivan fighters and was destroyed before it could withdraw. Before that it performed scan of an anomaly and sent it to ORI Lagertha. The scan clearly showed that an anomaly is an active subspace jump node. <br />
<br />
The Syndicate fleet was put on high alert and Operation Mjornir, including an attack on Earth, was immediately ceased. During an emergency call ORS and EFN leaders agreed on a ceasefire and relocating the fleets against the new threat. The Plutonian fleet's task force led by ORD Agnostica was deployed to form a blockade of the jump node. By the time it arrived the Shivans had already began moving their fleet into Sol. The Plutonians secured the jump node, although they quickly began to take damage as more and more Shivans were pouring into Sol. <br />
<br />
Fleetmaster Glenzmann arrived aboard the ORD Thor to reinforce the blockade and a BOD task force under Fleetmaster Tessandras was deployed to the other side which turned out to be Beta Volantis system. While BOD harassed the Shivan armada approaching Sol, the ORS packed the Orion-class ORD Lazarus with heavy neutron bombs and sent it to destroy the node. However, before the BOD managed to withdraw back to Sol, a massive Shivan armada led by a colossal ship that was later named SJ Sathanas arrived and tied down Tessandras' ships while the Sathanas itself jumped to Sol, destroyed the Lazarus and heavily damaged the Thor, forcing Fleetmaster Glenzmann to retreat. The Shivans then brought a huge battlegroup of 6 destroyers into Sol that drove off all other ORS attempts to restore control over the jump node. The BOD task force was never heard from again and was pronounced MIA. <br />
<br />
The Shivans have begun their invasion on Solar System.</div>TopAcehttps://wiki.hard-light.net/index.php?title=Knossos&diff=64175Knossos2022-11-08T14:45:53Z<p>TopAce: /* Veteran Comments */ typo</p>
<hr />
<div>:''This article is about the subspace portal. For the application, see [[Knossos (mod manager)]].''<br />
<br />
{{FS12_Ships}}The '''''Knossos'' Device''' is an [[Ancients|Ancient-designed]] subspace portal, the first instance of it discovered in the [[Gamma Draconis]] system in 2367. A team led by Dr. Mina Hargrove determined that the portal was constructed by the Ancients. Historical findings suggests that portals such as the ''Knossos'' were used to connect parts of the Ancients' once vast empire to another throughout the galaxy. Information concerning this project are limited due to ongoing (at the time of ''FreeSpace 2'') technical and engineering evaluations on the technology.<br />
<br />
To sum up the functioning of the device, the interlocking circular motions of its components creates a subspace vortex that assists in stabilizing jump corridors otherwise too unstable to be used safely. Prolonged use of a ''Knossos'' can cause a node to completely re-stabilize, so that if the Knossos is destroyed or deactivated, the node remains usable.<br />
{{shipimage|image=[[image:Knossos-old.jpg]]|caption=The Knossos Device}}<br />
<br />
==Description==<br />
<br />
===FreeSpace 2 Tech Description===<br />
The subspace portal was discovered in the Gamma Draconis system in 2367. The interlocking circular motions of its components apparently create a subspace vortex that connects the Gamma Draconis system to another part of our universe. Dr. Hargrove's team continues to study the device, though their findings are highly classified.<br />
<br />
==Performance==<br />
<br />
===Statistics===<br />
{{Ship Stats|Jump Gate|Ancients|N/A|N/A|N/A|N/A|1 000 000|N/A|4732}}<br />
==Known Knossos devices==<br />
<br />
===Knossos 1===<br />
Discovered in Gamma Draconis by NTF forces, and activated by the [[NTC Trinity|NTC ''Trinity'']], this device connected GTVA space with the [[Nebula System|nebula]]. As the only easily accessible example of this device, it was extensively studied, but was eventually destroyed by Allied demolition teams in an unsuccessful attempt to prevent the [[Shivans]]' entry into the [[Galactic Terran-Vasudan Alliance]]'s core systems. Before that time, the scientific team studying the device was able to gather enough information such that something similar could conceivably be constructed to reestablish contact with the [[Sol]] system. <br />
<br />
===Knossos 2===<br />
The second Knossos portal was discovered by pilots from the [[GVD Psamtik|GVD ''Psamtik'']] in the Shivan nebula, and led to the [[Binary System]] beyond. It was the major entry point for the [[SJ Sathanas|Sathanas]] fleet into the nebula (perhaps the only one) and was only traversed once by GTVA forces, when a small exploration team of [[Special Operations Command]] operatives in captured [[SF Mara|SF ''Mara'']]-class fighters went through in an attempt to gain information about the massing Shivan fleet.<br />
<br />
===Knossos 3===<br />
The third Knossos portal was discovered by the SOC team in the binary system, approximately 150 kilometers from the node leading back to the nebula. No data is available on the system it links to, though it can be assumed to be Shivan-controlled. <br />
<br />
==Veteran Comments==<br />
{{Comment|The Knossos is not invisible to radars by default. Mission designers must tick the "Invisible to Radars" feature in the Ship Editor to make it undetectable to radars. Its species alignment is set to Terran, so it will be indicated by a green dot on your radar. Since it cannot be targeted or hit by secondaries easily, the mission designer is restricted to Meson Bombs or the [[self-destruct]] [[SEXP]] to destroy it.<br />
<br />
<br />
As with above, ship explosions and stray beam fire that hits one of the floating pieces can harm the Knossos, though usually minor as even the largest ship explosions don't really harm it much.}}<br />
<br />
==Gallery==<br />
<br />
<br />
<gallery><br />
Image:knossos1.PNG<br />
Image:knossos2.PNG<br />
Image:knossos3.PNG<br />
Image:knossos4.PNG<br />
Image:knossos5.PNG<br />
Image:knossos6.PNG<br />
Image:knossos7.PNG<br />
Image:knossos8.PNG<br />
Image:knossos9.PNG<br />
Image:knossos10.PNG<br />
Image:knossos11.PNG<br />
Image:knossos12.PNG<br />
</gallery><br />
<br />
==See also==<br />
*[[Ancients]]<br />
*[[Gamma Draconis]]<br />
<br />
[[Category:Ship]]<br />
[[Category: Installation]]</div>TopAcehttps://wiki.hard-light.net/index.php?title=Exile_Intel_Entries&diff=64172Exile Intel Entries2022-11-07T21:05:20Z<p>TopAce: formatting</p>
<hr />
<div>{{Exile}}<br />
<br />
==From the Great War to the First Interbellum==<br />
===ORS TECH ENTRY #34 - Post-Great War Solar System===<br />
'''The Great Perserverence Plan (GPP)''' <br><br />
The end of the Great War in 2335 marked the start of a new era for the Sol system. With all communication to the rest of Terran space severed, millions of people in the Sol system lost contact with their families in the Terran colony worlds. With fear of the Shivans continuing to grow, it became clear that the Galactic Terran Alliance needed to change radically to adapt to new circumstances. For the first few months however, the Earth-based GTA government concentrated on internal political reforms rather than restructuring the Alliance governmental and economic system as a whole.<br />
<br />
From an economic point of view, the highest price of the collapse of the Delta Serpentis node was paid by large Earth and Martian corporations including the Han-Roland Corporation, the Mesa Corporation and Triton Dynamics. They had been the corporations most strongly dependent on resources from other systems. Losing their supply routes to the rest of Terran space resulted in the loss of trillions of credits and forced them to reorganize their corporate structure and seek new resources.<br />
<br />
And they found them. Their attention, once focused on offworld colonies in Delta Serpentis, Beta Aquilae and other star systems, was now turned back to Sol's outer planets of Jupiter, Saturn, Uranus, Neptune and their numerous moons. Those corporations entered these new markets very aggressively and began construction of new colonies, mines and gas refineries.<br />
<br />
Their fast expansion, however, threatened the position of minor economic players still dominant in the Outer Rim, including Valhalla Shipyards, United Heavy Industries, Bamiyan Development and Massive Dynamics. Old and new corporations began intense competition for the most valuable sources of gas and minerals which quickly evolved far beyond standard free market rules. As Inner Rim corporations based on Earth and Mars eventually failed to dominate the Outer Rim, they requested aid from the GTA government still based on Earth.<br />
<br />
On January 11, 2338, the GTA announced a controversial Great Perseverance Plan (GPP) meant to respond to the political, economic and social consequences of the Delta Serpentis jump node collapse. The GPP was a 784-page-long document involving administrative reforms, military service reforms and other additional changes in a variety of areas. Its size, however, was intended to disguise its basic purposes:<br />
<br />
1. Grant corporations based on Earth and Mars exclusive rights to the most precious mineral sources in the Outer Rim;<br />
2. Guarantee Earth and Martian corporations a primacy over Outer Rim corporations in all future spaceship construction programs;<br />
3. Enforce massive resettlement actions from overpopulated areas of Earth, mainly African, Arabic and South-Asian regions, to the newly constructed colonies in the Outer Rim;<br />
4. Centralize the structure of the Alliance Revenue Service and allow unrestricted taxation of Outer Rim colonies by the Earth-based GTA government.<br />
<br />
It was later proven that the GPP was heavily influenced from strong lobbying by the Han-Roland Corporation. The other Inner Rim corporations' involvement in the GPP’s legislation was never confirmed, but speculation about their influence in crafting the GPP continues to this day.<br />
<br />
'''Tensions Rise''' <br><br />
Enforcement of the GPP began on March 7, 2338, with the first corporate freighters arriving at their designated mining sites at Ganymede. Miners employed by Ganymede Works, a subcontractor for Valhalla Shipyards, were ordered to abandon their stations. Between March 7 and April 12, a total of 651 mining and gas extraction sites were taken over by Earth and Martian corporations following the first stage of the GPP. In most cases, the takeovers were carried out peacefully, although more than 50 incidents of violence did occur.<br />
<br />
In order to oppose enforcement of the GPP, Outer Rim corporations began suing the privileged Earth and Mars corporations and accusing them of unfair lobbying and corporate malfeasance. Protests also took place in major Outer Rim colonies as people expected the new employers to provide inadequate working conditions. These actions were for naught, however, as the GTA judicial bureaucracy dismissed the lawsuits and the protests swayed the opinions of virtually none of the GTA politicians. Meanwhile, several of those same GTA politicians began an organized campaign of propaganda against the Outer Rim corporations. Hobart Ericsson, the GTA's Secretary of the Treasury, accused the Outer Rim corporations of becoming 'a criminal syndicate that is destroying the stability of the Alliance and threatens our jurisdiction in the whole sector'. Almost fourteen months later, Secretary Ericsson’s words would become a self-fulfilling prophecy.<br />
<br />
On May 1, 2338, the GTA announced a new warship construction program involving 12 new Orion-class destroyers equipped with a new generation of weaponry. As the GPP guaranteed, all of the construction contracts were given to corporations from Earth and Mars. Following further enforcement of the GPP, new taxes were introduced in Outer Rim colonies in order to meet the increased government expenditures. In fact, the Jupiter and Saturn colonies were required to pay Earth and Martian corporations to fund the construction of the new GTA fleet.<br />
<br />
The GPP brought numerous economic problems to the Outer Rim colonies. By the end of 2338, Europa, Io, Calypso and Ganymede were all struck by recession and unemployment following the shutdown of so many shipyards and factories and further tax increases introduced by the GTA government. Massive protests and rioting raged across the Jupiter and Saturn colonies and many of them were violently suppressed by GTA security forces and corporate mercenaries.<br />
<br />
'''Spark of Rebellion''' <br><br />
On April 15, 2339, one of Han-Roland's supply convoys was ambushed in the Asteroid Belt. All of the freighters in the convoy were hijacked while the entire escort was destroyed. There were no survivors. In the following month, eighteen more attacks occurred, all taking place beyond Mars and all involving targets connected with corporations based in the Inner Rim. A Han-Roland spokeswoman called the attacks 'an organized terrorist activity probably sponsored by Outer Rim native industry.' GTA Command responded with the deployment of the GTD Holmgard, commanded by Admiral Marcus Rossendarch, to maintain the security of the Asteroid Belt supply routes. This move, however, did not quell the attacks, but only further inflamed tensions throughout the entire Outer Rim.<br />
<br />
On May 29, 2339, the GTA government declared martial law throughout the Sol system and accused Outer Rim corporations of supporting terrorist attacks. Marines were deployed throughout the largest Jupiter and Saturn colonies and corporate security forces demanded unrestricted access to all Outer Rim shipyards. More than 80 representatives of United Heavy Industries were arrested and interrogated. One of these UHI representatives, Robert Sharif, then made a sworn statement that UHI shipyards were secretly producing fightercraft for terrorist groups. (Though rumors claimed that Sharif had been forced to make that statement, it was never conclusively proven if Sharif’s testimony was made under duress. Only a few days after making his statement, Sharif disappeared and was never heard from again.) The GTA used Sharif's sworn statement as a pretext to justify taking the Outer Rim shipyards by force. The GTD Salvation, under the command of Admiral Ivanov, was thus dispatched on June 1 to take over the Adamant Shipyard in high orbit over Europa. The shipyard's personnel refused to obey the order to stand down and evacuate. GTA boarding parties then tried to capture the shipyard by force, but met with armed resistance and were forced to withdraw. Although Ivanov had been ordered to capture the Adamant Shipyard intact, seeing his Marines repelled by a bunch of poorly armed, ragtag civilians so humiliated him that he commanded the Salvation to fire on the shipyard despite his orders. As a result, all of the 4,000 civilians onboard the shipyard were killed when the Salvation opened fire and a further 40,000 civilians died when debris from the destroyed shipyard impacted several of the cities of Europa below. (Ivanov was never punished or disciplined for firing on civilians.)<br />
<br />
This tragic event turned out to be the spark of rebellion. Two days later, leaders of the 19 largest colonies of the Outer Rim gathered at an undisclosed location on Europa and unanimously signed the Europan Convention. This document was a formal declaration of independence from the Galactic Terran Alliance and became the genesis of the Outer Rim Syndicate.<br />
<br />
In response, later that very same day, GTA High Command issued emergency orders to the 1st Gaian and 2nd Martian Fleets to set out for the Outer Rim, join up with the 3rd Jovian Fleet and end the rebellion by any means necessary.<br />
<br />
===ORS TECH ENTRY #35a - The Secession War, Part 1===<br />
'''Shifts of power''' <br><br />
Following the proclamation of the Europan Convention, the rebellion began to spread throughout the Outer Rim. Mass protests and riots raged across the Outer Rim and armed resistance groups began taking over the seats of GTA governors and corporate offices. In some cases, mostly in small remote colonies, local authorities decided to surrender, flee or even join the protesters. In others, however, especially in strategically important mining sites on the moons of Saturn and Jupiter, corporate security forces, determined to protect their employers’ property from the angry crowds, responded with violence. This only further fueled the fire. Turmoil was also spreading among the personnel of the 3rd Jovian Fleet, the majority of whom had been born and raised in Outer Rim colonies. With open rebellion in the Outer Rim now a reality, the GTA saw no other choice but to wage open warfare to restore its authority. Naturally, many of the soldiers and sailors of the 3rd Jovian Fleet had no desire to go to war against their homes and families.<br />
<br />
After the collapse of the Delta Serpentis node in 2335, the GTA had reorganized the Terran 1st Fleet of the Great War era into three separate units: the 1st Gaian Fleet guarding the core sector of Earth and Luna; the 2nd Martian Fleet securing Mars along with its moons Deimos and Phobos as well as the Asteroid Belt; and the 3rd Jovian Fleet stationed in high orbit above Jupiter, responsible for patrolling the Outer Rim sector consisting of the entire Sol system beyond the Asteroid Belt. The GTA’s initial move of the Secession War was to deploy elements of the 2nd and 3rd Fleets into the low orbits of the rebelling colonies whose leaders had signed the Europan Convention. Their orders were to destroy or capture orbital defenses, major shipyards and primary industrial infrastructure, then deploy ground forces to take over the cities and arrest the leaders of the rebellion.<br />
<br />
'''Showing the cards''' <br><br />
Because of growing unrest among members of the 3rd Fleet who hailed from the Outer Rim colonies, the GTA created mixed taskforces consisting of both 2nd and 3rd Fleet elements and tried to perform shifts in command structure so that major operations in the forthcoming offensive would be performed by commanders of unquestionable loyalty. This move forced some pro-Syndicate officers to reveal themselves, beginning with Admiral Glenzmann, commander of the 3rd Fleet. Glenzmann's flagship, the GTD Lazarus, refused to submit to GTA military police officers and fired upon 2nd Fleet ships that arrived to take Glenzmann into custody. The Lazarus then defected to the Syndicate and became the ORD Lazarus, a destroyer in the newly-formed ORS fleet. Glenzmann's renouncing of the GTA was followed by defections of many 3rd Fleet cruisers, carriers and utility vessels, the commanders of which refused to fight against their own kin. Other loyalist purges turned out to be successful, however. One such purge involved GTA boarding parties successfully taking the GTD Adrasteia by surprise and relieved pro-Syndicate Admiral Thanou of his command. Admiral Ivanov, who had already proven himself loyal to the GTA at the Adamant Shipyard, became commander of the remaining pro-GTA elements of the 3rd Fleet.<br />
<br />
Personnel shifts in the 2nd and 3rd Fleets delayed the execution of GTA High Command's standing orders. On June 6, 2339, elements of the 2nd and 3rd Fleets including the Adrasteia and the Salvation arrived at Europa, Io and Ganymede, but the colonies had used the delay to mobilize their local defense forces. Following heavy fighting, the GTD Salvation's taskforce obliterated Ganymede's orbital defenses and commenced orbital bombardment of the moon's largest industrial complexes, resulting in more than 300,000 dead. Europa's defenders suffered great losses at the hands of the Adrasteia's taskforce and Europa was very close to sharing the fate of Ganymede as a result. However, the tide of battle was turned by the arrival of the Lazarus and a large ORS battlegroup formed from 3rd Fleet defectors. After taking critical damage, the Adrasteia was forced to withdraw from Europa, resulting in the first major, though costly, victory for the Syndicate. At the same time, Admiral Tessandras of the GTD Apam Nepatis, commanding the 2nd Fleet's taskforce dispatched to Io, switched sides. Instead of attacking Io’s defenses, he struck at the remaining loyalist forces and decimated them, as treason was the last thing the loyalists expected from a ruthless Martian admiral. The outcomes of GTA incursions at the other colonies varied. The colonies that began preparations early enough were able to drive off the loyalist forces, but the vast majority of the rest were not prepared to confront regular military forces and could only evacuate and watch from a distance as their factories and shipyards were reduced to rubble. In total, GTA raids and bombardments resulted in more than 10 million casualties and crippled the infrastructure, defenses and industry of most Syndicate colonies except for Europa and Io.<br />
<br />
'''Path to unity''' <br><br />
The GTA offensive against the Outer Rim colonies was a major blow for the newly-formed Syndicate. Infrastructure damage ruined ORS plans of using small remote shipyards for decentralized construction of a new fleet to confront the GTA. 3rd Fleet defectors also took heavy losses in the colonies' defense. On the other hand, the scale of atrocities committed by the invading loyalist force resulted in further radicalization of Outer Rim citizens and brought even more volunteers under the Syndicate banner. The ORS was swamped with volunteers determined to avenge their friends and families killed in the bombardments. Outer Rim citizens were more than willing to fight; they only needed leadership and organization to form them into a force that could confront the powerful GTA.<br />
<br />
On June 13, 2339 all the signatories of the Europan Convention gathered at an undisclosed location on Europa once again; some arrived in person, while others, having to deal with the aftermath of their ravaged colonies, were only able to attend via holoconference. Accompanied by representatives of many colonies that did not initially join the rebellion but were now outraged by GTA crimes, they formed the Syndicate Magistratorium, a joint council of colony leaders, corporate officials and military officers united by their vision of an independent Outer Rim free of Earth's tyranny, oppression and economic exploitation. They appointed Admiral Glenzmann supreme commander of all ORS forces and gave him the task of creating a new unified command structure that would better suit the decentralized character of the ORS and its unconventional warfare style. Two fleets were formed under the commands of Glenzmann and Tessandras. Fleet commanders were now called "fleetmasters" and ship captains were renamed as "shipmasters"; the other ranks in the ORS military hierarchy were likewise changed to emphasize their much wider autonomy and responsibility than in the GTA fleet. Befitting Glenzmann’s greater authority as the supreme commander of the ORS military, he was awarded the rank of high fleetmaster, while Tessandras, as his subordinate, was given the rank of fleetmaster.<br />
<br />
'''Striking back''' <br><br />
While Io and Europa were secure for the moment, other colonies still suffered greatly, either harassed by GTA raids or occupied by GTA ground forces. In order to maintain their war effort, the ORS began to upgrade old transports, freighters and miners into mobile production centers. The most successful redesign was the refit of the mining ship that became the ORFS Enutriet. In the following weeks a number of Enutriet-class factory ships began extracting minerals and gas throughout the Outer Rim, processing them into fuel, ammunition and spare parts, and delivering them straight to the warships and shipyards of the ORS. The ORS fleet at that time consisted mainly of Fenris- and Leviathan-class cruisers and Sagittarius-class light carriers that were reintroduced into service by the GTA shortly after the Great War. The fleet was soon strengthened by multiple refitted pre-Great War vessels that had been either docked idle near remote installations, used by local security forces or even already sent to ship graveyards waiting to be scrapped. Three Zagreus-class destroyers, the ORD Calixta, the ORD Enyalius and the ORD Leander, soon joined the Syndicate fleet, alongside 15 Atropos-class frigates and 40 Damocles-class cruisers.<br />
<br />
While High Fleetmaster Glenzmann was organizing the new Syndicate fleet, Fleetmaster Tessandras acted on his own initiative and took his fleet into battle, combining ORS guerilla tactics with his own combat experience from the Great War. He began aggressive hit-and-run attacks against GTA-controlled colonies and installations in the Outer Rim as well as GTA supply lines between Earth, Mars and Jupiter. The Asteroid Belt in particular became a site of several fierce battles between Tessandras' forces and the GTA taskforce commanded by Admiral Rossendarch of the GTD Holmgard. As both commanders possessed impressive tactical skills and unpredictable strategic acumen, this cat-and-mouse game lasted for almost two months and brought no decisive outcome. A major part of Tessandras' strategy involved deploying elite squadrons, such as the famous 199th Eviscerators, flying significantly upgraded Athena Mk II-class light bombers. Tessandras’ attacks managed to keep Rossendarch and his forces at bay, thereby taking some pressure off Glenzmann's forces battling the loyalists across the Outer Rim. However, the Holmgard kept eluding Tessandras' traps and even managed to launch several impressive counterattacks.<br />
<br />
Once Glenzmann had finished gathering his forces, the ORS launched a large counter-offensive on August 15 to retake GTA-occupied colonies and convince hesitating, skeptical or threatened colonial governors to join their cause. The ORS taskforce joined up with local anti-GTA resistance forces, liberated Ganymede, Callisto and Rhea, and fought GTA forces at Iapetus and Titan. This ambitious offensive, however, spread the ORS forces too thinly and the GTA counterattacked. The Syndicate was forced to give ground at Iapetus and Titan, but managed to repel the GTA counterattack at Rhea. After holding and fortifying Rhea, the ORS successfully created a strong perimeter near Saturn. At the same time, local resistance forces grew stronger in the smaller colonies like Uranus' moon Ariel and Neptune's moon Nereid, so the GTA had to dispatch additional marine detachments to maintain their hold on those colonies.<br />
<br />
===ORS TECH ENTRY #35b - The Secession War, Part 2===<br />
'''Operation Punisher (1)''' <br><br />
At the beginning of September 2339, the Secession War was still far from concluded. GTA and ORS forces had fought to a stalemate. The Syndicate fortified its positions on Europa, Io, Ganymede and Rhea while the GTA's control remained secure on Titan, Iapetus and most of the moons of Uranus and Neptune. Fleetmaster Tessandras and Admiral Rossendarch continued to keep each other in check in the Asteroid Belt and neither could gain an advantage over the other.<br />
<br />
On September 4, Admiral Donathan Walker, an up-and-coming GTA officer, took command of the GTD Proteus and the entire 1st Gaian Fleet. He appeared before the GTA Security Council and presented a bold and audacious plan: Operation Punisher. Walker proposed to break the deadlock by dispatching the majority of Earth’s defensive forces to aggressively hunt down the Lazarus, penetrate its perimeter over Europa, and commence bombardment of the Galilean moons. Unlike previous bombardments of the Secession War, Walker did not intend to make precise strikes against factories, shipyards and military bases. Instead, he planned to decimate the population of Europa, Io, Calypso and Ganymede with massive thermonuclear explosions and thereby discourage other colonies from continuing the war. Other GTA admirals opposed this plan not only for moral and humanitarian reasons, but also because it would leave Earth vulnerable to an ORS counterattack. In particular, Admiral Hector Caliphtys of the GTD Ironclad very loudly insisted on continuing the war of attrition and crippling ORS infrastructure rather than leave Earth unprotected. Walker, however, remained committed to his strategy. To ensure that Caliphtys could not interfere with its execution, Walker reassigned the defiant admiral to a flotilla stationed in Earth orbit as a reserve. With Caliphtys sidelined, there was not enough opposition to keep the GTA Security Council from approving Operation Punisher.<br />
<br />
On September 20, final preparations to launch Operation Punisher were underway. The 1st Gaian Fleet had been ordered to strike simultaneously at Europa, Io, Calypso and Ganymede. Luckily, ORS Intelligence found out about the offensive only a few hours before it was scheduled to begin, allowing the ORS to withdraw ships defending Rhea and several other colonies and redeploy them around Jupiter. The Lazarus maintained its patrol over Europa, while the Calixta, the Enyalius and the Leander defended Io, Calypso, and Ganymede, respectively. When Fleetmaster Tessandras, still fighting Rossendarch in the Asteroid Belt, learned of the upcoming attack, he had the Apam Nepatis launch its fighters and bombers against incoming GTA forces while he ordered the destroyer itself to redeploy to whichever moon first needed reinforcement. As the ORS fleet rallied to stand against the GTA invasion, civilian liners, supply ships, miners and transports from all over the Outer Rim began rushing to Jupiter to evacuate the moons' civilian population. The threat of genocide, this time at the hands of their Terran brethren instead of by the Shivans, rallied the Outer Rim's citizens to a common cause.<br />
<br />
As both sides gathered their forces, the fate of the Outer Rim hung in the balance.<br />
<br />
'''Operation Punisher (2)''' <br><br />
The GTA invasion force, consisting of almost the entire 1st Gaian Fleet and elements of the 2nd Martian Fleet, arrived at the four Galilean moons simultaneously at 07:43 hours on September 21. The GTD Proteus, the GTD Dauntless and a large flotilla of GTA warships engaged the ORD Lazarus-led defense force in close combat while GTA bombers, hoping to divert some ORS forces from the main fleet, attacked civilian convoys fleeing from Europa. The same strategy was used at Io, Calypso, and Ganymede as well. After a fierce engagement, both sides suffered 70% casualties. The GTD Dauntless was so badly damaged that it was forced to withdraw while the Proteus and the Lazarus gave each other a wide berth to continue fighting at long range.<br />
<br />
Io became the first of the Galilean moons to fall to the GTA. Having destroyed the ORD Leander and its entire fleet at 08:50 hours, the GTD Salvation began firing upon the surface of the moon with thermonuclear bombs. Fleetmaster Tessandras dispatched the Apam Nepatis in a desperate push to prevent further bombardment. Despite heavy losses, bombers from the Apam Nepatis' 199th Eviscerators squadron destroyed the Salvation's missile launchers. The Apam Nepatis then managed to destroy the majority of the Salvation's escort ships. However, the Apam Nepatis was soon caught in a cross-fire when GTA reinforcements led by the GTD Holmgard arrived. The Apam Nepatis' jump drive was damaged and Tessandras, unable to retreat, put the Apam Nepatis on a collision course with the Salvation and ordered his crew to abandon ship. As Tessandras and his surviving crewmembers dashed to safety in their escape pods, the Apam Nepatis collided with the Salvation, resulting in the destruction of both ships as well as the death of the Salvation’s commanding officer, Admiral Ivanov, the Butcher of Adamant Shipyard. Tessandras and his crew were quickly rescued by the rest of the ORS fleet. With his flagship destroyed and unable to hold the line at Europa any longer, Tessandras withdrew the remainder of his fleet to reinforce the crumbling defenses at Ganymede.<br />
<br />
'''Operation Punisher (3)''' <br><br />
The assault on Ganymede was led by the GTD Adrasteia. The ORD Calixta had been critically damaged while defending Ganymede alongside the remainder of its fleet when Tessandras' ships arrived. The remaining Eviscerators, along with fighter escorts from other squadrons, were sent to destroy the thermonuclear missile launchers on board the GTD Adrasteia. However, the Adrasteia’s fighter screen was stronger than expected and the Eviscerators lost more than half of their squad members as well as all their escort fighters. The surviving Eviscerators were ordered to retreat but refused to withdraw and they continued pushing forward while surrounded by GTA fighters. The last three bombers, designated Falchion 2, Falchion 4 and Illusion 3, managed to reach the Adrasteia’s missile launchers and destroyed them seconds before they were finally overwhelmed by the Adrasteia's fighter screen.<br />
<br />
(The 199th Eviscerators' ultimate sacrifice would be honored many years later when their squadron name was given to the BOD elite gunship squadron stationed on the ORD Vermillion.)<br />
<br />
At 09:20 hours, after a hard-fought engagement at Calypso, the GTD Excelsior destroyed the ORD Enyalius and began bombarding the moon. The ORS' last reinforcements, led by the frigates ORFg Alexander and ORFg Antaeus, were deployed to destroy the heavily damaged Excelsior, but were stopped when the GTD Holmgard arrived from Europa. (No one is sure why Admiral Rossendarch chose to reinforce the EFN forces at Calypso rather than bombard a now-defenseless Europa, but some have theorized that he thought reinforcing the Excelsior was the greater priority since he could return to Europa at his leisure afterwards.) As a result, the Excelsior was able to bombard Calypso without interference. The moon's largest cities were completely destroyed, resulting in at least 128 million dead or missing, the greatest genocide committed by humans since the Unification Wars.<br />
<br />
'''Operation Punisher (4)''' <br><br />
At 09:40 hours, the Lazarus and the Proteus closed to within striking distance of each other over Europa once again. With both destroyers heavily damaged and their escort flotillas decimated, Admiral Walker called the GTD Ironclad and its fleet for help. After standing on the bridge of the Ironclad for hours hearing numerous reports of atrocious civilian casualties from the GTA bombardments of Io, Ganymede, and Calypso throughout the battle as well as the GTA attacks on civilian convoys at Europa, Admiral Caliphtys came to a sudden decision and ordered his fleet to leave its assigned position near Earth and jump to high Earth orbit.<br />
<br />
At 09:45 hours, the Ironclad and its fleet arrived in high Earth orbit at GTI Zion, the installation which housed GTA Headquarters and was presently hosting the members of the GTA Security Council who were monitoring the progress of Operation Punisher. The Ironclad destroyed Zion Installation with the entire GTA High Command and the whole Security Council on board.<br />
<br />
At 09:55 hours, the Ironclad then arrived near Europa and outflanked the GTA invasion force. The Proteus lost all its remaining escort ships and was forced to retreat back to Earth orbit. At the same time, the Ironclad's fleet split into three units that separately arrived at the orbits of Calypso, Io, and Ganymede and engaged the heavily damaged GTA flotillas. Working together with the remaining ORS forces, Caliphtys and his forces destroyed the GTD Adrasteia and the GTD Excelsior and forced the GTD Holmgard to withdraw to Mars.<br />
<br />
Operation Punisher had finally come to an end.<br />
<br />
'''Aftermath''' <br><br />
With Zion Installation destroyed, Earth collapsed into political chaos. GTA Fleet Command had been totally shattered. Several commanders of GTA forces tried to act independently and continue the invasion of the Outer Rim, but without coordination they were easily driven off by ORS forces. More and more colonies of the Outer Rim rebelled against GTA authority and joined the Syndicate. Admirals Walker and Rossendarch returned to their home planets and began regrouping what was left of the GTA fleet. Mars itself wasn't saved from political turmoil, as many poorer provinces like Hesperia, Nepenthe and Syrtis used this opportunity to secede from the GTA. Despite Martian local governments sympathizing with Outer Rim ideology, the Syndicate did not possess the means to reinforce Mars with ground troops to defend autonomous provinces from GTA counter-offensives. For this reason, the Martian secessionists did not join the ORS; instead, they proclaimed their neutrality from both the GTA and ORS until the differences between the two powers were resolved. Thanks to Rossendarch's political efforts, Mars' most resourceful regions remained loyal to the old order and even became the most active political players within the GTA, preventing it from total collapse.<br />
<br />
Although victorious, the newly independent ORS was devastated and exhausted. Thermonuclear bombardment decimated the population of Calypso and inflicted heavy damage to cities on Io. Less than 30 percent of ships created by or defected to the ORS survived the final stage of the war. The only destroyers left in the ORS fleet were the heavily damaged Lazarus and Calixta as well as the newly-joined Ironclad. Admiral Caliphtys sent his forces to secure the Outer Rim, look for survivors in bombed colonies and fight any GTA holdouts still remaining in the Outer Rim. Many ship captains from Earth and Mars, suffering from lack of supplies and without orders from Command, surrendered or defected to the Syndicate. On September 24, Admiral Caliphtys met with High Fleetmaster Glenzmann, Fleetmaster Tessandras and several Syndicate Magistrates to merge his forces with the ORS military and officially accept the rank of fleetmaster. Although his attack on Zion Installation over Earth generated a lot of controversy, many in the ORS agreed that his actions prevented further bombardment of the Galilean moons, saving millions of Outer Rim citizens and the Syndicate as a whole.<br />
<br />
On October 18, a summit was called at Covenant Installation, located in neutral territory at the edge of the Asteroid Belt. Among the participants were Admiral Walker of Earth, Admiral Rossendarch and Prime Minister Bryant representing Mars, with High Fleetmaster Glenzmann and High Magistrate Helena Smithson representing the Outer Rim. As both sides were unable to continue the war, they agreed to a ceasefire and set a demarcation line along the Asteroid Belt. The Covenant Treaty signed between the Galactic Terran Alliance and the Outer Rim Syndicate was in fact the first recognition of ORS independence from Earth’s government. It would be 12 years before the GTA's successor state, the Earth Federated Nations (EFN), would attempt to restore Earth's control over the Outer Rim again.<br />
<br />
===ORS TECH ENTRY #36 - The First Interbellum===<br />
'''Post-Secession Boom''' <br><br />
Freed from GTA rule, the Outer Rim entered a new era of economic growth. Far-reaching liberalization of economic policy combined with government help to regions struck by GTA bombardments allowed the colonies to recover from the war faster than anyone could have expected. Outer Rim corporations invested powerful financial and material resources in rebuilding Syndicate infrastructure and restoring the Syndicate’s largest production centers. Two of the strongest participants in the reconstruction process were United Heavy Industries with a total expenditure of 118.8 billion credits between the years of 2339 and 2345 and Bamiyan Development Corporation with 61.4 billion credits spent during the same period.<br />
<br />
In exchange for their investments, several corporations gained a dominant position in Outer Rim markets and received government contracts on constructing new ships and military infrastructure. Shipyards around Jupiter and Saturn began mass production of the new Vitalius-class frigate, a fast, cheap and reliable frigate designed by Bamiyan Development Corporation that would form the mainstay of a new ORS fleet.<br />
<br />
Economic growth was followed by closer political integration of the Outer Rim. From a loose confederation and a military alliance of colonies dispersed throughout the Sol system, the Syndicate evolved towards a more centralized unified state. While respecting wide autonomy of the colonies' internal policy and their economic freedom, the Syndicate Magistratorium consistently acquired prerogatives over ORS' defensive policy, technological development, and maintaining diplomatic relations with a problematic neighbor -- first the GTA and later the EFN.<br />
<br />
'''Earth reborn''' <br><br />
After losing the Secession War and the destruction of Zion Station, Earth lost both its central government as well as its privileged position within the Sol system's balance of power. Administration of Earth's remaining colonies was taken over almost entirely by Mars' pro-GTA factions and military commanders like Admiral Walker and Admiral Rossendarch. Earth's local factions, the boundaries of which mostly reflected pre-unification national borders, took over the administration of ‘internal affairs.’<br />
<br />
By the end of 2340, Admiral Walker and Admiral Rossendarch had regrouped the remnants of the GTA fleet and secured the GTA’s remaining territories, so they intensified efforts to reunite quarrelling factions of Earth and Mars into a new centralized government. On January 20, 2341, leaders of the American Conglomerate, the European Union, the Indo-Asian Confederation, the Republic of China and 25 other factions met in Shanghai and formed the Earth Federated Nations. In a 74-page-long document called the Charter of Federated Nations, they announced that it was 'high time for Earth's government to stop existing only theoretically' and that 'Grand Terra needs leadership that will not fail her as the GTA of old did'. The radical, nationalist, and xenophobic wording of the document was a harbinger of the EFN's authoritarian nature. Despite initial reluctance, pro-GTA factions of Mars eventually joined the EFN, sealing the reunion of old GTA territories.<br />
<br />
The new Earth government made far-reaching political, social and economic reforms, centralized government administration, created a new fleet command structure, and passed strict corporate laws. Old corporations like Han-Roland initially protested against the new regulations, but their losses were promised to be compensated by the new EFN fleet construction programs. These privileges turned out to only be a facade as the quickly expanding EFN police and security services began removing disobedient management under false charges and made the corporations totally dependent on government policy. Propaganda showed corporations as a public enemy to justify deeper and deeper state interventions. It was just the first step towards a total surveillance state that would later become a routine fact of life for EFN citizens.<br />
<br />
Government-dependent corporations directed huge funds to construct a new fleet for the EFN. New ship classes were introduced like the EFC Evangelist-class cruiser, the EFFg Solomon-class frigate and the EFCa Praetor-class battlecarrier. With its surveillance state and terror machine growing, the Federation began to close the power gap between itself and the Syndicate.<br />
<br />
The EFN introduced a new militaristic doctrine that included mass conscription, universal military education in schools and emphasis on order, law, and public service rather than freedom as well as the needs of society rather than the needs of an individual. The EFN spread propaganda of the 'New Earth nationalism' proclaiming the superiority of the 'true sons of Terra' over societies of other worlds with exceptions made for 'Earth's eldest children' -- Luna and Mars. To reflect this propaganda of favoring Luna and Mars alongside Earth, the EFN fleets were reorganized into the 1st Gaian, 2nd Lunar and 3rd Martian Fleets.<br />
<br />
'''Seeds of conflict''' <br><br />
In the late 2340s the ORS still benefited from the Post-Secession Boom and the EFN mostly restored its pre-Secession War economic potential. Since the end of the Secession War, the ORS and EFN maintained cool, if not overtly hostile, foreign relations (and even made a few bilateral trade agreements). As the Federation and the Syndicate continued to rebuild, however, the more hawkish factions in both states began to come to power. Shifts in government funding resulted in a rapid increase in spending on fleet construction, military infrastructure, and national security.<br />
<br />
It wasn't long before an arms race between the ORS and EFN resulted in growing unrest. An unfortunate chain of events took place between border outposts and patrols in the Asteroid Belt. Typically, a cruiser or frigate 'accidentally' fired upon the other side's convoy or a fighter wing got dangerously close to the demarcation line.<br />
<br />
The first serious incident happened on March 19, 2350 when ORS and EFN patrols clashed near Vesta resulting in the deaths of 2 Syndicate pilots and 8 Federate pilots. In retaliation, the Federation cruiser EFC Cretheus destroyed an ORS mining base on Ceres, killing 38 civilian miners and 9 military crewmen. Further escalation was halted by an emergency conference between High Magistrate Nehru and Federation Chancellor Archambeau where they both promised to restrain their more hawkish military commanders.<br />
<br />
Although the situation had officially calmed down, both the ORS and the EFN switched to waging covert actions. Across the Sol system unidentified fighters and bombers began attacking supply convoys, outposts and patrols, but both governments denied any responsibility for the attacks, instead claiming they were the work of ‘unaffiliated terrorists.’ Military intelligence agencies and secret services also intensified their efforts to infiltrate the opposing side. The Federation had discovered the existence of the Syndicate’s Enutriet-class factory ships and was determined to take away this strategic advantage from the ORS. EFN agents were given high priority orders to find the factory ships’ staging areas and managed to find over 30 of them by the end of 2350.<br />
<br />
In January 2351, under pressure from the pro-war faction led by Admiral Walker and Admiral Rossendarch, Archambeau was forced to resign the EFN chancellorship and was replaced by Thomas Warfield. Walker, Rossendarch and Warfield were all determined to start a war with the ORS as soon as possible before the newly-gained intelligence on the Enutriet factory ships became outdated.<br />
<br />
==From the The Martian War to the Second Interbellum==<br />
===ORS TECH ENTRY #37a - The Martian War, Part 1===<br />
'''The Martian spark''' <br><br />
Instead of challenging the Syndicate directly, the new Federation government started with restoring control over the seceded provinces of Mars. A now mostly terraformed planet with a population of 11.4 billion, enveloped by a slightly thin but breathable nitrogen-oxygen atmosphere, and covered with several landmasses of arid and temperate climates as well as several small freshwater oceans, Mars was divided into rich pro-Earth central regions and poorer, pro-ORS outlying provinces. On January 28, 2351, the EFN issued an ultimatum to the neutral provinces of Hesperia, Nepenthe and Tyrrhena, demanding unconditional surrender to the ‘legitimate EFN government.’ Nepenthe and Tyrrhena agreed to surrender and submitted to Federation control. Hesperia, however, chose to fight. 90,000 EFN marines invaded Hesperia and the 3rd Martian Fleet commenced bombardment of Hesperia City. Sixteen days and 300,000 dead or missing Hesperians later, the Federation had full control over the province.<br />
<br />
Frightened by EFN expansion on Mars, the provinces of Aeolis, Cimmeria and Promethea requested Syndicate aid. The Europan government publicly refused to ‘interfere in the Inner Rim's internal affairs,’ but secretly began sending convoys of supplies, weapons, and ‘military advisors’ to endangered provinces. On February 19, a demand to surrender was sent to Cimmeria by the EFN and was immediately rejected. 20,000 Cimmerian soldiers, reinforced by 6,000 ORS Marine advisors, defended the province against 50,000 EFN marines and the full power of the 3rd Martian Fleet for three weeks before they were eventually defeated. The Cimmerian soldiers and ORS marines who weren’t killed or captured fled to several still-free provinces like Eridania and Elysium to prepare them for the inevitable expansion of the Federate invasion.<br />
<br />
In the meantime, the EFN military positively identified ORS soldiers among the captured Cimmerians. This violation of the ORS’ publicly stated neutrality was used by the EFN as a pretext to attack the Outer Rim. On March 29, 2351, the Federation began a full-scale invasion of the Outer Rim, starting a conflict that would later be known as the Martian War.<br />
<br />
'''The Fog of War''' <br><br />
The initial EFN strategy of the Martian War was similar to the strategy the GTA had adopted during the Secession War. Aggressive fighter, bomber and cruiser raids took place throughout the entire Outer Rim, forcing the ORS fleet to spread themselves thin in defense of their own territory. The Federation deployed their new Praetor-class battlecarriers to serve as heavy command centers and forward bases for attacks on remote ORS outposts. This time, however, the Federation did not concentrate only on installations and moons, but struck mainly at the staging areas of the Enutriet-class mobile factories they had discovered beforehand. The Outer Rim infrastructure was heavily damaged again, although the Syndicate had several surprises for the EFN such as an experimental energy shield that protected Europan cities from orbital bombardment.<br />
<br />
At the same time, EFN ground forces supported by elements of the 3rd Martian Fleet conquered Elysium Island, completing the process of reuniting Mars under Federation rule. Remnants of the pro-ORS provinces' military formed a resistance movement and waged guerilla warfare on the invaders, but with no air support and limited supplies their combat capabilities were negligible.<br />
<br />
Perhaps the most intense battles were fought in defense of primary ORS shipyards like the ORI Valhalla where new Galahad-class heavy destroyers were being constructed. Three Galahads in various stages of construction, including the lead ship ORD Galahad herself, were destroyed during the raids. Four others, however, including High Fleetmaster Glenzmann's new flagship, the ORD Thor, survived the raids and soon joined the ORS fleet at full combat readiness after they were completed. (Since then, no Galahad-class ships have ever been destroyed by the Federation.)<br />
<br />
For the first weeks of the war, however, the EFN failed to realize that their focus on the Enutriet mobile factories was part of a Syndicate ruse. In fact, by this time the Syndicate had already developed a new-generation mobile infrastructure program and by focusing EFN attention on the Enutriet mobile factories, the Syndicate kept the existence of the newly-constructed ORFS Hephaestus factory ships and ORSh Qadesh mobile shipyards secret. The new mobile factories and shipyards remained hidden mostly beyond Neptune's orbit, secretly processing minerals, manufacturing weapons, and constructing ships. The EFN discovered their existence in late April 2351 when fresh Syndicate reinforcements began appearing from nowhere and heavily damaged Syndicate warships were returning to the fray after only a few days when they should have been in space dock for weeks. In total, Qadesh shipyards constructed 68 Vitalius-class frigates and 14 new Tychicus-class heavy escort frigates during the Martian War.<br />
<br />
Having forced the EFN to waste its time trying to negate the now-obsolete Enutriet factory ships, the Syndicate was now preparing to strike back.<br />
<br />
===ORS TECH ENTRY #37b - The Martian War, Part 2===<br />
'''Dirty tricks''' <br><br />
By June 2351, the Syndicate was still on the defensive, but with continuous support from their new mobile shipyards and factories, they were mostly able to hold the line and even eventually go on the offensive to attack and heavily damage the EFCa Septimus and the EFCa Hadrianus.<br />
<br />
Determined to bring the fight back to the enemy by any means necessary, Fleetmaster Tessandras formed the Black Operations Department (BOD). Comprised of upgraded Tychicus-class frigates and squadrons of next-gen gunships, bombers, and fighters, the BOD was created to take the most difficult assignments, strike far beyond enemy lines, and attack enemy supply routes, infrastructure, and utility ships. With this new unit, Tessandras perfected his ability to conduct covert operations, launch hit-and-run attacks, and withdraw before the enemy could react. The BOD performed long distance raids on EFN military installations orbiting Earth and Mars, ambushed Federation forces trying to bomb targets in the Outer Rim, and hunted enemy carriers in order to take pressure off regular Syndicate forces. Aside from precision strikes, the BOD also developed a vast network of spies, assassins, infiltrators, and saboteurs covertly placed in the EFN-occupied sectors of Mars as well as on Federation installations and even front-line Federation units.<br />
<br />
On July 27, 2351, the Syndicate launched a massive offensive against Mars. The battlegroup led by the ORD Damascus destroyed the Orion-class EFD Invictus at the Battle of Deimos, a costly victory for the ORS. Simultaneously, the ORD Thor attacked Augustus Station, the primary EFN shipyard in Mars orbit, destroying the still-under-construction Praetor-class EFCa Churchill and the entire 3rd Martian Fleet. Both victories were only made possible by the ORS’ new Galahad-class destroyers, which outmatched the Orion-class destroyers as well as the Praetor-class battlecarriers.<br />
<br />
'''The Iron Rain''' <br><br />
While the ORS fleet was still battling the EFN 3rd Martian Fleet, preparations were made for a ground assault on Mars. BOD operatives had spent several weeks infiltrating occupied provinces, seeking remnants of the resistance, and organizing volunteers to take up the fight for the liberation of Mars. It wasn't long before open rebellion broke out in the major cities of Cimmeria, Cydonia and other provinces. Several important Federate governors were assassinated in the confusion. Simultaneously, ORS forces led by Fleetmaster Caliphtys of the Ironclad began bombarding planetary defenses and military garrisons located in pro-EFN provinces on Mars.<br />
<br />
At 17:00 hours on August 1, the Syndicate commenced Operation Iron Rain. 2,800,000 ORS soldiers began the liberation of Mars, making it the largest planetary invasion since the Unification Wars. ORS forces landed mostly in the EFN-occupied provinces of Cimmeria, Aeolis, Eridania and Elysium Island where they joined forces with the resistance. On the opposing side, the EFN ground forces on Mars comprised of more than 2,200,000 regular soldiers, 900,000 militiamen and mercenaries and 9,000,000 conscripts. However, they were spread thinly across the surface and morale among the irregulars was very low. Using their temporary orbital superiority to their advantage, the Syndicate made a special effort to bombard only those areas where the regular EFN ground forces were concentrated and leave the irregular forces alone in an effort to sway the native Martians to their side.<br />
<br />
After initial victories at Elysium and Cimmeria, the ORS offensive headed west to the heavily fortified regions of Eridania, Tyrrhena and Hesperia. There, however, they encountered heavy resistance and got bogged down. Until mid-September both sides struggled to advance, but despite several hundred thousand casualties on both sides, a stalemate ensued on Tyrrhena Plateau and Hesperia's eastern border. As all attempted offensives were held off by the opposing side, both armies used their numerous construction drones to build huge fortifications hundreds of kilometers in length and garrisons placed mostly under the planet’s surface. The stalemate wasn’t broken even by intensive orbital bombardments commenced by both sides nor by biological and chemical weapons reintroduced by the Federate military.<br />
<br />
'''Lion of the Federation''' <br><br />
While the bulk of the ORS ground forces was occupied on Mars and the majority of the ORS warships struggled to support the invasion, the EFN fleet under Admiral Walker regrouped after several setbacks and started a counteroffensive from Earth codenamed "Heaven's Fury." Walker's flagship, the EFCa Tiberius, as well as the EFCa Executor and the EFCa Praetorian, launched a combined strike against the Galilean moons. After having stormed the defenses of Io and Ganymede, destroying two Orion-class destroyers, the ORD Cataphract and the ORD Vesuvius, the Tiberius and its fleet commenced orbital bombardment of both moons. Simultaneously, Walker dispatched small hunter-killer teams comprised of 3 Solomon-class frigates each equipped with advanced jump drives to harass ORS second-line units with devastating shock-jump attacks.<br />
<br />
Forced to choose between continuing the offensive on Mars, making a surprise strike at a now vulnerable Earth, or withdrawing to defend the Outer Rim, High Fleetmaster Glenzmann chose the last option, leaving the ground troops still fighting on Mars with the support of only the Ironclad's war-torn battlegroup. The Thor then headed for Io to confront the Tiberius. Familiar with a Galahad-class' close combat capabilities and having learned a hard lesson from Operation Punisher, Walker gave Glenzmann's flagship a wide berth and sent bombers to destroy the Thor's primary railguns. The strategy worked and the partially disarmed Thor became an easy target for the Tiberius' battlegroup. Luckily for Glenzmann and the Thor, BOD frigates arrived and inflicted enough damage to the Tiberius' escort to allow the Thor to escape. The Tiberius continued to bombard Io and damage the moon’s orbital infrastructure for eight hours before the Thor and the BOD frigates could regroup chase the Federate battlegroup away from Io.<br />
<br />
For the next few weeks, the ORS was on the defensive again. Walker kept striking at Syndicate targets across the Outer Rim, earning himself the title 'The Lion of the Federation'. His hunter-killer teams and Tessandras' BOD taskforces continued to stalk each other while the bulk of the Syndicate fleet was forced to defend the moons of Jupiter and Saturn.<br />
<br />
===ORS TECH ENTRY #37c - The Martian War, Part 3===<br />
'''Tools of destruction''' <br><br />
In the meantime, Admiral Rossendarch, now commanding the EFCa Sovereign, returned to Mars orbit and confronted Fleetmaster Caliphtys’ battle group. As both commanders were too cautious to risk a frontal assault, they sent skirmishers on flanking attacks, made precision orbital bombardments and launched bomber raids against their opponent's ground forces still stalemated on the planet’s surface. In the following months, Martian cities were pounded into rubble and –- according to post-war estimates -- more than 30,000,000 civilians were declared dead or missing.<br />
<br />
Hoping to break the deadlock, the Federation began preparations to use Xanthean Gas, an experimental chemical weapon of mass destruction named after Xanthea, the Martian province where the secret facility that had created the weapon was located. Although after the war the EFN banned the weapon and classified all data pertaining to Xanthean Gas to prevent it from ever being used again, it was revealed that the gas was in fact a swarm of self-replicating nanobots that could direct its poisonous cloud in any desired direction. Each nanobot performed a micro-scale chemical reaction that transformed components of the terraformed Martian air into a deadly poison gas.<br />
<br />
The EFN first used small samples of Xanthean Gas on several remote sectors of the front lines. The poisonous cloud directed by the nanobots was capable of penetrating or damaging air filters and gas masks, entering deep into ORS fortifications, and even choking entire battalions in their own barracks. Syndicate marines were forced to leave their prepared positions and defend in the open field, making them vulnerable targets for EFN bombers and artillery. More and more garrisons were being decimated and the ORS saw no way to counter Xanthean Gas other than to destroy entire infected facilities. Hoping to prevent the total defeat of their forces, the ORS prioritized finding the source of the deadly weapon.<br />
<br />
BOD operatives managed to locate the Xanthea facility where the nanobots were being produced and stored. On October 6, the ORD Ironclad entered Mars' low orbit and, while under the heavy fire of EFN planetary defenses, destroyed the facility with its cannons. This action, however, instead of removing the threat, merely opened the floodgates. The data that ORS Intelligence agents had gathered on Xanthean Gas nanobots indicated they could not survive a planetary bombardment of that scale. However, unbeknownst to the ORSI agents, the facility also contained the next generation of nanobots that were more resistant to physical damage and high temperature. After the bombardment, these nanobots were damaged and became nonresponsive to remote shutdown attempts, but were still operational. As a result of the bombardment, they went haywire and began poisoning the atmosphere. Larger and larger areas of Mars became contaminated, previously breathable air became poisonous, and toxic rains began destroying the terraformed vegetation so difficult to grow and adapt to Martian conditions.<br />
<br />
'''The Hesperian Armistice''' <br><br />
While the battle for Mars remained inconclusive, both sides were now under the threat of a planetary-scale cataclysm which would render the planet uninhabitable. Terrified by this prospect, more and more soldiers of both decimated armies, many of whom were native Martians, refused to fight. The ORS and the EFN held an emergency summit on October 9 and agreed to a ceasefire, despite internal opposition on both sides. Soldiers of both armies who were still able to act were sent to provide humanitarian aid to Mars' civilian population and deal with the damage dealt by Xanthean Gas.<br />
<br />
EFN and ORS fleet commanders, who could not bring themselves to believe the scale of the cataclysm on Mars, were initially reluctant to cease hostilities. Admiral Walker's hunter-killer teams and BOD operatives continued to fight minor skirmishes in the Outer Rim for a few more days before both the EFN and ORS governments convinced their military commanders to abide by the ceasefire.<br />
<br />
On October 29, a second Martian summit was held, this time in Hesperia City, where both sides agreed to an armistice that would divide Mars into EFN and ORS zones. The rest of the Sol system mostly returned to pre-Martian War boundaries.<br />
<br />
Xanthean Gas contaminated vast areas of Mars’ surface and caused several million casualties. It took several years to eradicate all the nanobots and stop the contamination from spreading further, and decades more would be needed before the damaged environment could fully recover.<br />
<br />
===ORS TECH ENTRY #38 - The Second Interbellum===<br />
'''The Decline of the Federation''' <br><br />
The Martian War ended in a draw, but its aftermath was far more consequential to the Federation than one would have expected. A peace initiative undertaken by Martian leaders was taken as an insult by the Earth regime as well as by the military units under Admirals Walker and Rossendarch, both of whom insisted on continuing the war. Open and successful opposition to the EFN agenda by Mars encouraged Earth's less radical parties to demand political reforms such as restoring GTA-era individual liberties and restraining internal security services from persecuting their own citizens. Mass protests broke out in New York, Shanghai, Hong Kong, and other major cities on Earth, but they were brutally pacified by police and military alike. The government responded with more radical propaganda, greater restrictions on freedom of speech and even more government surveillance of the civilian population. In October 2352, a year after the Hesperian Armistice, the EFN had become a fully totalitarian regime where every aspect of life and the economy was controlled by a paranoid, fascist government.<br />
<br />
The direction of EFN policy was another reason for further tensions between Earth and Mars. The assorted provincial governments of Mars concentrated their efforts on fighting the Xanthean cataclysm, clearing the atmosphere of the nanobots, decontaminating the Martian environment, and providing humanitarian aid to the residents of the most vulnerable areas. EFN-aligned Martians had no problem working with the governments of pro-Syndicate provinces or even accepting aid from the ORS itself to clean up the Xanthean disaster.<br />
<br />
No dictatorship could remain in power without directing social anger against an enemy -- real or imagined. In August 2354, the government in Shanghai nationalized Triton Dynamics and arrested their board members officially for fraud and tax evasion, but the real reason was because the corporation supported the Hesperian Armistice and cooperated with ORS rescue and decontamination teams.<br />
<br />
This policy of full centralization and terror adversely affected Earth’s economy. In December 2354, following the nationalization of Mesa Corporation, the stock markets collapsed and resulted in Earth’s greatest recession in 120 years. The political officers and statesmen that replaced corporate management made a series of tragic mistakes and military production began to drop.<br />
<br />
In order to save the EFN from total economic collapse, Admiral Walker announced martial law throughout EFN territory and gave power to a new government comprised entirely of military officers and technocrats loyal only to him. They began a purge in the EFN administration, arrested politicians and statesmen responsible for previous disastrous policy and sentenced them to death or imprisonment in show trials. They restored some of the previous more liberal corporate laws, but they didn't end the persecution and government surveillance of civilians. The economic crisis in the EFN ended in 2358, but even then, the Federation hadn’t regained its former vitality. Admiral Walker continued to be the strongest force in EFN politics while Admiral Rossendarch focused on reorganizing the 3rd Martian Fleet and his own secret military projects.<br />
<br />
Throughout the 2360s, the ORS was the dominant faction in Sol and the EFN's influence was restricted to Earth, Luna, the central provinces of Mars and several outposts on Mercury and Venus. However, as the economic situation on Earth began to slowly improve, Admiral Walker's agents in the EFN government began a new fleet construction program, introducing new ship classes like the EFC Viscount, the EFFg Vidar and the EFD Talos, the latter of which was specifically designed to confront the Syndicate’s Galahad-class heavy destroyers in close combat.<br />
<br />
Meanwhile, in the Outer Rim, seeing the EFN’s weak but improving economy as an opportunity that could soon slip away, the Syndicate began preparations in early 2367 for a preemptive strike to bring the Federation to its knees once and for all.<br />
<br />
==Operation Mjolnir and the Liberation of Mars==<br />
===ORS TECH ENTRY #39a - Operation Mjolnir, Part 1===<br />
'''Striking First''' <br><br />
In late 2367, after the Syndicate had made numerous secret preparations for war throughout the year, High Fleetmaster Glenzmann mobilized the entire Syndicate military for a new, third war with the Federation. This time, however, the Syndicate would be the one to strike the first blow. For several years the Federation had been struck by economic crisis and political turmoil, but it had begun to recover. The choice for the ORS was simple: either the ORS could make a preemptive strike from a position of strength now, or the Federation would rebuild its military power and start yet another war with the Syndicate in a few years anyway. Seeing no viable alternative, the Syndicate Magistratorium approved Operation Mjolnir, Glenzmann’s plan to preemptively strike the EFN.<br />
<br />
Fleetmaster Tessandras and his BOD operatives had spent several years reconnoitering the defenses around Earth. After the Martian War, the Federation's strategy had been focused on defense rather than launching large offensives. Earth itself was protected by a barricade of warships, heavily armed installations and sentry guns. Meanwhile, several Praetor-class carriers were randomly patrolling near the EFN-ORS border ready to provide fighter and bomber support. If an offensive on Earth was to have any chance of succeeding, those carriers had to be tracked down and destroyed.<br />
<br />
After years of effort, a BOD sleeper agent successfully advanced though the ranks in the EFN military hierarchy to become chief engineer on the EFCa Praetorian. While undercover, he created an undetectable quantum network connected with other deep cover BOD agents operating on the EFCa Hadrianus and the EFCa Septimus. Through these agents’ efforts, the ORS was able to discover that all three battlecarriers were stationed at several rally points near Ceres.<br />
<br />
On October 3, 2367, the agents sent their locations to the ORS via subspace micro-tunnels. The ORD Thor, the ORD Sultan, and their battle groups jumped to the rally points and attacked the three EFN battlecarriers. During the battle, the quantum network was activated and a techno-virus sabotaged the jump drives and primary weaponry on all three battlecarriers. The ORS destroyed the battlecarriers and their escort ships, opening a path for a Syndicate offensive on the Inner Rim.<br />
<br />
Operation Mjolnir was now in motion.<br />
<br />
===ORS TECH ENTRY #39b - Operation Mjolnir, Part 2===<br />
'''The Liberation of Mars''' <br><br />
By 2367 many of the pro-EFN leaders of Mars were very concerned about the situation on Earth. Another wave of political purges by the EFN government left the Federation unstable, divided and vulnerable to external threats. Although Martian participation in this political turmoil was rather half-hearted, fear had begun to grow for the planet's future within the Federation. Even in central, traditionally pro-Earth provinces like Xanthea and Acidalia, a pro-ORS political party began to rise in popularity and influence.<br />
<br />
Two hours after the launch of Operation Mjolnir, when the first ORS raids hit several Martian orbital facilities, a secret offer was made by Fleetmaster Caliphtys to the leaders of several hesitant Martian provinces. In exchange for formally joining the Syndicate, or at least disarming Federate military and planetary defenses, the Syndicate promised not to bomb any targets in these provinces and guaranteed them full autonomy within the Syndicate after the war. While the previously independent provinces of Hesperia and Cydonia were more than eager to get rid of Federate rule once and for all, Xanthea, Meridia and most central provinces remained loyal to the Earth government.<br />
<br />
The Syndicate offensive on Mars was led by Fleetmaster Caliphtys, now commanding the Galahad-class ORD Demetrius. His old ship, the ORD Ironclad, was also present under the command of a young and promising fleetmaster named Horatio Tyrone. Admiral Rossendarch defended Mars for four days, but eventually withdrew his flagship to Earth and undertook no further actions apart from launching fighter and bomber raids.<br />
<br />
With almost full domination in both space and air support, the ORS ground forces advanced rapidly on the planet’s surface. Hesperia, Cydonia and several other provinces were captured after only a few weeks of fighting. Entire EFN battalions from these provinces defected to the ORS with the blessings of their local governments. The ORS planned to take the fight to the central provinces where the pro-EFN loyalists were too strong for those provinces to switch sides. Unfortunately, the EFN had turned their major cities into mighty fortresses surrounded with thick walls and packed with artillery batteries and aircraft bases. To soften these defenses, Fleetmaster Caliphtys began massive bombardments of the central provinces. This stage of the war came to be known in history as the ‘Eighteen Days Bombardment of Mars.’ During that period, the EFN military infrastructure was shattered, including the famous Acidalian Military Academy, numerous garrisons and several starports.<br />
<br />
On November 14, the ORS flag was waving over the capital of Xanthea while several other EFN provinces were almost overrun. Soon after, the Syndicate accepted the unconditional surrender of Meridia. The total liberation of Mars was at hand.</div>TopAce