View Full Version : Vandron Shipset
chewy027
September 30th, 2001, 01:12 AM
OK as many shipset creators do, I have opened a discussion thread for the Vandron shipset. Obviously the AI isn't done yet but for now any opinions on the ships themselves are needed.
Good or bad it's all welcome here http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
chewy027
September 30th, 2001, 01:13 AM
Oops forgot to mention that you can get the fleet over in the mods/races section
chewy027
September 30th, 2001, 02:30 AM
OK well SJ has just pointed out that i forgot to make the fighters. Don't i feel stupid http://www.shrapnelgames.com/ubb/images/icons/icon9.gif so i'm gonna fix that now.
Suicide Junkie
September 30th, 2001, 03:01 AM
Are you gonna make a Battlemoon too? http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
chewy027
September 30th, 2001, 03:08 AM
sure why not http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Should i add on to the starbase or design something new?
chewy027
September 30th, 2001, 04:16 AM
ok i posted the new (and hopefully now complete) shipset. I added the fighters, and i redid the fleet pic, the troops, and weopon platforms. See whatcha think
Comments requested http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
chewy027
September 30th, 2001, 04:17 AM
almost forgot: per the request of SJ i added a baseship. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Suicide Junkie
September 30th, 2001, 04:59 AM
A battlemoon is basically a hollowed out moon or large asteroid.
I looked through Mainframe's site (makers of Shadow Raiders, where I got the idea from), but they don't have any good pictures of a battlemoon.
This is the best I could find: Mainframe Battlemoon (http://mainframe.ca/shows/warplanets/html/episodes/ep17.jpg) The planetoid in the background would be the battlemoon, and that circular camoed thing is likely the main cannon http://www.shrapnelgames.com/ubb/images/icons/icon12.gif. That would be the equivalent of a Core-mount WMG, doing 6-10K damage per shot http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
The viking take on a battlemoon (http://www.sandman43.fsnet.co.uk/images/viking/battlemoon.gif)
The default Battlemoon image in P&N, is "SE4\pictures\planets\p0203", on your harddrive http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
[This message has been edited by suicide_junkie (edited 30 September 2001).]
chewy027
September 30th, 2001, 05:42 AM
well for the battlemoon i just added on to the starbase i guess i can make it more "moonish" instead. BTW what is the purpose of me making a battlemoon since it wont be used in the game?
Andrés
September 30th, 2001, 05:52 AM
The battlemoon should look much bigger. than the starbase.
Still missing population pictures (reduced size of race portrait)
Andrés
September 30th, 2001, 05:54 AM
Oh and I'll add this race to my race directory as soon as possible.
Suicide Junkie
September 30th, 2001, 06:01 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>well for the battlemoon i just added on to the starbase i guess i can make it more "moonish" instead. BTW what is the purpose of me making a battlemoon since it wont be used in the game?<HR></BLOCKQUOTE>Well, I am going to be one of the first to use your shipset, and I play P&N all the time.
Therefore, it will be used in the game. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Also: battlemoons are mobile, and equivalent in battle to approximately 15 Dreadnaughts.
[This message has been edited by suicide_junkie (edited 30 September 2001).]
chewy027
September 30th, 2001, 06:57 AM
ok i redid the battlemoon http://www.shrapnelgames.com/ubb/images/icons/icon10.gif i think it looks pretty cool but thats just me also i redid the bases.
Andres thanks for the reminder i'll add those i next http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
chewy027
September 30th, 2001, 08:21 AM
Ok added the mini pop pic. Is it finally done? Probably not depending on the response and feedback i get from everyone else out there http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
What do YOU think !!
Puke
September 30th, 2001, 10:01 AM
i think it looks pretty cool
------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
Suicide Junkie
September 30th, 2001, 03:52 PM
I tried using the styletester this time, rather than looking at the pics individually, and there were two things I noticed.
1) Weapons platforms look smaller than troops.
2) Some masking problems on the ships:
- Most noticeable on the Heavy Carrier, and the Light Cruiser. The carrier's launch bays (I think), and stripes down the engine areas of the ships are going transparent, leaving holes in your ships. (see the attached screenshot to see what I mean)
That battlemoon has a nice look. Big and powerful despite being the same size image as everything else http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.
Can't wait for the whole thing to be done.
Andrés
September 30th, 2001, 04:06 PM
Note that masking works different depening if user system is 24 bits or 16 bits color.
Make internal shadows a very dark grey, for example RGB 10,10,10 and backgroung perfect black.
The pop mini picture is 36x36, and there's no pop portrait picture. Rename it pop portrait and make a new 20x20 pop mini pic.
Andrés
September 30th, 2001, 04:08 PM
http://se4kdy.cyberwars.com/files/viewer22.zip
chewy027
September 30th, 2001, 04:38 PM
Andres thanks for the viewer i fixed the pop pictures now http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
SJ i'll redo the platforms to make them look bigger but I can't really make the battlemoon any bigger unless I make the picture bigger than 128X128, and yeah the masking is a bit off i guess i'll fix that too. Thanks for the feedback keep it comin http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
chewy027
September 30th, 2001, 06:49 PM
Ok the weapon platforms have been redone (and looking quite deadly http://www.shrapnelgames.com/ubb/images/icons/icon12.gif as well as the light cruiser and the heavy carrier (is it too big now?) http://www.shrapnelgames.com/ubb/images/icons/confused.gif
Also, i got bored and decided to show the fleet in action. Take a look at this cool pic I made. SJ you should especially like it http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
Suicide Junkie
September 30th, 2001, 09:34 PM
<evil>Bwa Ha HA ha. The universe shall tremble before me!</evil>
That is amazing http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
HX and LC are much better now.
Remaining masking issues:
-Frigate has holes in its center/engine area
-Dreadnaught has holes in the shadows of its weapon mounts.
-destroyer's engine area to cockpit has long masking holes
-same with cruiser (engines and cockpit mount)
-Battleship engines sliced by masking, some holes in the center & forward hull.
-Battlecruiser has slices in engines and center hull.
chewy027
October 1st, 2001, 02:34 AM
Ok i rerendered all the ships from the escort all the way to the dreadnought !! as well as the carrier. Masking should not be a problem anymore.
And if you liked that pic wait till ya see the next one coming "The Fleet Attacks" (insert SJ's maniacal laughter)
chewy027
October 1st, 2001, 05:26 AM
Andres just for the sake of your race directory it is officially the Vandron Imperium http://www.shrapnelgames.com/ubb/images/icons/icon7.gif and since Alpha Kodiak is helping me with the AI you should make him a cocreator http://www.shrapnelgames.com/ubb/images/icons/icon12.gif Thanks !!
Suicide Junkie
October 1st, 2001, 06:11 AM
As of now, I've taken a copy of your pictures, and renamed them to Norak_xyz, so my games-in-progress will use the set.
Its too bad that the Battlemoons take so long to research an build http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
ZeroAdunn
October 1st, 2001, 06:25 AM
Mind if I ask what program you use?
chewy027
October 1st, 2001, 06:29 AM
OK here's the next 3D pic in the Vandron series. The enemy ships are some that I made for a possible future race http://www.shrapnelgames.com/ubb/images/icons/icon10.gif. Although they can't be made out very well. Overall I think this pic came out better. My only criticism is that I couldn't make the explosions better. I guess they can be interpreted as shield impacts or something.
What do you think?
chewy027
October 1st, 2001, 06:31 AM
Zero I use a program called DOGA-L2 I saw it on the "how to make a shipset thread" and now use it for everything you see http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
zircher
October 1st, 2001, 03:59 PM
FYI, I'm something of a DoGA expert. So, if ya'll have questions about DoGA ( http://www.doga.co.jp/english/ ), feel free to drop me a line and I'll do my best to help.
--
TAZ
Suicide Junkie
October 1st, 2001, 04:10 PM
The forecast calls for high winds and temperatures as high as 250 degrees for cities all along the east coast of what appears to be south america. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
chewy027
October 1st, 2001, 07:31 PM
Well i couldn't take it anymore and redid the explosions as well as the shield impacts in this pic. Looks much better now http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
SJ where do you see South America ? http://www.shrapnelgames.com/ubb/images/icons/confused.gif
As for the shipset itself, anyone have anymore suggestions or fixes?
Suicide Junkie
October 1st, 2001, 07:34 PM
Just a bit to the left of the water where the BattleMoon beam is hitting. SA was just the impression I got through all those clouds.
chewy027
October 1st, 2001, 07:42 PM
Oh ok i see it now http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.......check out the updated pic it's much more realistic now http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
chewy027
October 1st, 2001, 08:07 PM
Next question: What should the design names for this race be? They are religous and lean more toward the aggressive side. Any suggestions?
Suicide Junkie
October 1st, 2001, 08:16 PM
Visit dictionary.com, click thesaurus, and punch in somthing like "holy"; you'll be swamped with good design names http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Suicide Junkie
October 1st, 2001, 11:11 PM
Looking at that battle pic now. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
IMO, the enemy shields look very similar to a fireball + debris, and the Vandron shield flares stop too suddenly. Perhaps if you nested a number of those shield effects, you could get a "wrap and fade" look.
chewy027
October 1st, 2001, 11:57 PM
Well SJ your right about the enemy shields cause there nor shields at all, they are explosions http://www.shrapnelgames.com/ubb/images/icons/icon10.gif If i would have included a description i would have said that the Vandron were using phased weapons and they went right through the enemy shields.
About the Vandron shields, do you mean stacking them or what? I don't understrand what you mean by nesting
zircher
October 2nd, 2001, 12:23 AM
Layering the shield flares like an onion in order to get variable levels of transparency. If we can get L3 up and running, there is a gradient texture effect that is just great for shields.
--
TAZ
Suicide Junkie
October 2nd, 2001, 12:36 AM
Hard to describe properly, I suppose.
Take the picture I've attached, and imagine each arc as a mostly-transparent 3D dome. Place them all facing the impact point, and you should get a nice glow that fades out gradually.
Since the enemy ships are so far away, its hard to tell the difference between a shield-effect dome and a spherical bLast.
Would it be difficult to make an irregular, directed bLast?
EDIT:
I don't know if there is anything similar you can do with the program you're using, but in 3DStudio, I made a texture that only reflected non-diffuse light, and was transparent otherwise.
A sphere of that stuff around a ship, plus some spotlights made for some really quick and easy shield effects.
[This message has been edited by suicide_junkie (edited 01 October 2001).]
chewy027
October 2nd, 2001, 12:45 AM
ok i see what you mean about the shields. The explosions are harder to render irregularly but i'll work on it. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
ZeroAdunn
October 2nd, 2001, 09:32 AM
did you make the race portrait yourself?
chewy027
October 2nd, 2001, 02:04 PM
no i didn't make it from scratch. Found it on the web then modified to make it look better. Don't know who did it originally.
chewy027
October 3rd, 2001, 04:29 AM
Any more ideas for design names? How bout ideas for the next pic?
Suicide Junkie
October 3rd, 2001, 04:49 AM
How about a planetary assault?
Capital ships bLasting platforms from above while Heavy transports deploy troops to attack.
Or, If you've got some cool effects available, ships exiting a warppoint, or flying past a black hole, or laying mines near a star.
You could have a spacedock scene, with some ships being repaired after battle, and a new one under construction.
Maybe a domed colony, busy expanding the domes and constructing facilities.
chewy027
October 3rd, 2001, 04:57 AM
Yeah a planetery assault sounds cool. I think i'll try that. The others will take a little bit more time and development http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Thanks SJ http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
chewy027
October 3rd, 2001, 09:29 PM
Here is the final Version of the fleet attacks pic. I couldn't really fix the shields, but maybe i can do better in future pics. I am coming along with the invasion pic it looks pretty good so far. Hopefully, i can smooth out all the little kinks.
In regards to the Vandron AI. Alpha Kodiak has compiled a prelim AI and i'm about halfway through the speech file. Geeze that things long http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
chewy027
October 4th, 2001, 04:26 PM
Thanks alpha i'll start play testing them now, and i'll look at the descriptions too http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
chewy027
October 5th, 2001, 07:48 AM
ok here is the next pic. The Vandron invasion. Tried to incorporate the fighters as well as the troops from a distance. See what ya think.
zircher
October 5th, 2001, 05:06 PM
Another good battle scene. Just to be helpful, I notice at least one of the explosions had a bLast ring around it. You might want to try changing the ring to a 2D disk or the ring object flattened down to .01 on the Z axis (I think.) You can then apply a bomb texture with fake shadow or frosted glass as the material to make it semi-transparent. That will work with L2 or L3.
Duh moment. Remember how I mentioned off list that you could only use 'frame 1' of an animated texture? I forgot to mention that in the DoGACGA\common\atr\l3\ directory are all the individual frames for each animation. So, you can add say shockwave1\sw1027 to your custom texture scratch pad (those arrow icon thingys at the bottom of the texture manager) and then use them as transparency masks to make effects like the attached image. L3 file also included.
--
TAZ
zircher
October 5th, 2001, 05:15 PM
Duh moment number two. The L3 file uses an external high resolution sphere to make the bLast look nicer. You can import external SUF files from the part menu in L3. You can either fish the ball/sphere out of the L3 sample directories or do what I do and create a parts directory to hold all your external parts.
--
TAZ
chewy027
October 5th, 2001, 06:13 PM
thanks zircher i'll have to try those http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Andrés
October 6th, 2001, 05:06 PM
Chewy your pictures look great.
I'll have to make battle scenes with my ships sometime!
Suicide Junkie
October 6th, 2001, 07:36 PM
Thats one freaky looking alien City/Weapon platform http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.
I just figured out what was missing form your pics: Damaged, retreating ships and burning hulks.
The battles seem too clean, with no rubble.
Maybe some smoldering bunkers, or burnt out tanks, or a crashed fighter sticking out of a hill.
PS: How can you take over a gas giant planet with tanks?
It's probably not important enough to redo all your troop images, but just something amusing to think about.
Intruder13
October 7th, 2001, 06:01 PM
Heys, cool pictures!
"How can you take over a gas giant planet with tanks?"
-I believe that they can attach together and use hovering to maneuver.(Terran_Portrait_TroopLarge)
chewy027
October 8th, 2001, 02:28 AM
Thnaks guys for the compliments http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
As for the tanks on a gas giant well what da heck I don't know SJ I might as well go with the hovering thing.
And i guess the battles can be seen as the start of the battle. I'm not good enough yet to for the smoldering burned hulks. But i'll keep that in mind for the next pics http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
BTW here is the next pic. This scene shows what started the war between the "Vandron" and the "yet be named anyone have any ideas"
I guess it's called the ambush. SJ tried to get your wormhole idea in the one. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Suicide Junkie
October 8th, 2001, 03:58 AM
Note to self: leave standing orders for shields to be raised before useing warppoints.
Nice warppoint image.
I must say, I'm stunned at the reaction time of those aliens! Opening fire before the vandron ship has travelled its own length (to emerge from the wormhole)
Either that, or there's some conspicuous warppoint opening event before ships enter.
chewy027
October 8th, 2001, 04:42 AM
yeah i guess i was thinking something like the deep space 9 wormhole where you know something is coming through before it actually appears. Also, i figure since it was an ambush the bad guys might have had some idea of when the dread was coming.
zircher
October 8th, 2001, 06:05 PM
To use 'SE4 logic' for a sec... If you're parked over a wormhole and an enemy comes through, your fleets are mixed and at short range from the start of battle. Call the appearance of the warp point during the battle as artistic license. :-)
Just a technical note, burning hulks are hard to do since most 3D models are not built to be deformed due to battle damage. You'd have to build a second model and replace the damaged parts with new objects/meshes to simulate the damage. In DoGA L2 it's pretty hard to do, retexturing some parts will do. But, the modelling might have to resort to dozens of smaller models and parts to create fragments from a bLast.
--
TAZ
Suicide Junkie
October 8th, 2001, 07:11 PM
Could you not use some sort of carve tool, subtracting a bLast shape from the ship mesh, and then retexture the exposed faces?
You'd have a bunch of meshes, but they wouldn't be too hard to create.
zircher
October 8th, 2001, 09:02 PM
There are programs that allow for CSG (constructive solid geometry) where you can do that Moray/POV Ray or Spazz3D are examples.
The DoGA CGA series is based on a parts metaphor. Easy to use, but you have to build custom parts by creating them from small bits. The latest Version (L3) allow for the importing of DXF files so you could build a damaged part externally and bring it. You can get clever with certain textures and create transparent sections and then build an interior. This is a lot easier with L3 since you can build a damaged section or create a transparency mask to mimic battle damage.
--
TAZ
As an example... http://zircher.iwarp.com/fots_3d/contest03/drifter.htm
chewy027
October 9th, 2001, 04:14 PM
After the Vandron counterattack had completely wiped out one of the enemies planets. The Vandron pull the bulk of their "purging" forces back into their own space leaving only a few cloaked ships behind for reconaissance. Meanwhile, they begin to lay a dense minefield in front of the worm hole where they were first ambushed by the enemy.
So goes the story with the latest pic. Not much action here but it moves the story along...
zircher
October 9th, 2001, 05:22 PM
Pardon my nitpicking, bad habit...
The default sphere is too blocky, try loading ball3.suf from the L3 sample directory, It's twenty times smoother than the basic sphere. I can see one planet in view, but not two. Space is too big for that to happen. Perhaps a planet and a moon... Similarly, I love the coloration of the suns, but they are too large. Figure one should be thumbnail sized and the other one a bit smaller. It's interesting that the warp point blocks part of the sun. Perhaps using a transparency mask would make for a more warp-like effect where the two overlap.
This is just more of a random thought thing. Would mines 'tumble' out or would they be launched more like depth charges in a V pattern? The idea of tumbling autonomous anti-matter bombs out the hatch sounds a little frightning. :-)
--
TAZ
chewy027
October 9th, 2001, 06:08 PM
ok i'll try to use the smoother sphere next time. And the ransparant wormhole is a good idea. As for the size and spacing i was just trying to spruce up a somewhat bland pic. And the mines are being "placed" outside the ships with a wide arc tractor beam. At least thats what i thought that beam was anyway http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
zircher
October 9th, 2001, 07:35 PM
Fair enough. :-) As to sprucing up scenes, try using NASA stock photos of nebuli and other such space 'terrain'. You can also download programs like Universe and Starbits to make your own space back drops.
Both are shareware: Universe ( http://www.diardsoftware.com/ ) has more features, but is more expensive. I happen to like Starbits because it's cheaper (only $10) and the demo is fully functional. I used Starbits to make the vortex in this image...
http://zircher.iwarp.com/fots_3d/images/emergence.htm
--
TAZ
I got problems connecting to EMM's home page so try this link for Starbits... http://www.softpile.com/Multimedia/Image_Editors/Review_04867_index.html
chewy027
October 9th, 2001, 09:28 PM
ok so how do i import backgrounds that i make with these programs?
Suicide Junkie
October 9th, 2001, 10:46 PM
If there isn't an explicit background feature, use a gigantic box with the NASA image as a texture.
Alpha Kodiak
October 10th, 2001, 04:26 PM
AI Update:
I hope to be able to post an improved set of AI files tonight or tomorrow morning. They're not finished yet, but I think that they are much improved.
zircher
October 10th, 2001, 09:49 PM
C27: ok so how do i import backgrounds that i make with these programs?
It depends on which Version of DoGA CGA you're using. I have an essay on hacking backgrounds in L2. For L3, it's as easy or as hard as you want to make it. :-)
Clicking Display > Rendering Properties will bring up the Renedering Properties dialog box. The frame on the right controls the background, the four choices are none, select a solid color, select a spherical background, or select a custom image to use as a back drop. Drops are fixed and 3D backgrounds pan with camera motion/placement. [This is also why some backgrounds show a planet, but you don't see it because the camera is facing the wrong direction.]
Using a back drop is pretty easy. Create a background or pull one off the web and save the image to disk. Fire up L3 and go to the Render Properties dialog. Click on option four and browse from there to where the image is located. Render as normal. For stills, this is 99% of what you need to know for custom backgrounds.
If you want to make spherical backgrounds, you'll to learn how to merge six images into a single panoramic picture and proper distort it. Fortunately, there's a tool to do that for you. Of course, it's in Japanese so you may want my Version which includes an English cheat sheet. To use a panoramic picture in L3. Load it as you would a back drop, but check the "Map to BG sphere" check box.
--
TAZ
chewy027
October 10th, 2001, 11:41 PM
thanks zircher i'll have to try that http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Alpha Kodiak
October 11th, 2001, 02:02 PM
Here is the latest AI. It is much closer to releaseable. Give it a shot and see what you think.
chewy027
October 12th, 2001, 01:38 AM
great job alpha. I have all the big boys in and guess whos in first after 60 turns http://www.shrapnelgames.com/ubb/images/icons/icon7.gif http://www.shrapnelgames.com/ubb/images/icons/icon7.gif http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Alpha Kodiak
October 12th, 2001, 09:45 AM
Cool. I'm still working a few bugs out, and I haven't seen how they research all the way up to the big ships yet, but I think we are getting there.
Any progress on a design name file? I have a few ideas that I can start putting together, but any names you can come up with would be great.
chewy027
October 12th, 2001, 05:11 PM
what kind of names were you thinking? SJ suggested that we do a dictionary search for "HOLY" and use that.
Alpha Kodiak
October 13th, 2001, 06:28 AM
I figured maybe some religious terms mixed with some mineral and walking terms, just for a little variety. I'll put together a list for the next Version.
chewy027
October 13th, 2001, 08:58 AM
sounds good. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
After playing the game for 200 turns here's what i noticed
- still don't build enough ships although do build better variety of ships now
- don't spread population very well
- don't get intel fast enough or enough of it
- everything else looks great
- finished 2nd behind vaxin http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
chewy027
October 14th, 2001, 05:07 AM
After the main fleet returned to secure space, a few covert battalions remained to scout and destroy oppurtune targets. Upon the discovery of an enemy space station, one of the cloaked battalions relayed a message back to a front line military base requesting two unmanned dummy escorts. After receiving the dummy ships they preceeded to attack the heavily armed base. This pic depicts the opening moments of the battle.
Puke
October 14th, 2001, 07:46 AM
a full batallion operating under cloak is awfully impressive. like all the other images, i think this one is great. however, i notice that a couple of stars appear in the foreground (in front of the ships)
chewy027
October 14th, 2001, 04:50 PM
hmmm.... yeah it does appear like that now that I look more closely at it Puke. I think its because of the transparancy effect I used for the cloaked ships. Oh well http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
chewy027
October 14th, 2001, 06:59 PM
Alpha have you given any thought to the possibility of changing the culture type?
Alpha Kodiak
October 15th, 2001, 07:41 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by chewy027:
Alpha have you given any thought to the possibility of changing the culture type? <HR></BLOCKQUOTE>
Yeah, I'm trying a Version with a worker culture. So far it's looking pretty good. I also came up with a fairly extensive design name file. I'll try to get something posted in the next day or two.
chewy027
October 15th, 2001, 09:49 PM
great!! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I figured the warrior culture wasn't very advantageous for what we are designing. Workers sound good.
Alpha Kodiak
October 15th, 2001, 11:22 PM
I noticed that there seems to be a problem with the race portraits in the ship set. The pop_mini seems to be sized as the pop_portrait should be, and the pop_portrait seems to be missing. (Assuming I have the correct Version.) You might want to check and make sure those are set properly.
chewy027
October 16th, 2001, 12:09 AM
yeah andres lescano sp? caught that a while back i fixed it a while ago, but don't download the latest Version yet cause i am redoing some of the minis and angles on some of the bases and carrier. I'll post that when its done as the latest Version http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
chewy027
October 16th, 2001, 02:20 AM
for a peek at the fleet without having to download them head on over to USY and check out the under construction section. As i stated in the Last post though, i'm updating some of the pics and most all of the minis
and if anyone has any more thoughts or suggestions i'm all ears http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
[This message has been edited by chewy027 (edited 16 October 2001).]
chewy027
October 16th, 2001, 03:02 PM
After the annihilation of their third most populated world, and the discovery and destruction of their main research base by the Vandron, the Hevordah amass a retaliatory fleet of their own. They never thought the Vandron would have the means to inflict that much damage on them, but now the Hevordah feel it is time for payback. One dreadnaught is not enough.....
Sorry to triple post here but i just finished this pic and I think its great. I did the background myself ("starbits" thanks zircher) and as you can see have the makings for the next fleet. I'm real interested to see what you think. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
zircher
October 16th, 2001, 05:34 PM
Heh, the Hevordah seem a little peeved. BTW, glad to help. :-)
--
TAZ
chewy027
October 18th, 2001, 04:40 AM
well i posted the vandron v1.6 in the mods section. It has a beta AI and an emp file for 5k i redid some stuff in the shipset as well. In all my games that i've play tested them they've always been in the top three after 200 or so turns. So check em out. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Alpha Kodiak
October 18th, 2001, 08:15 AM
Aaacccckkk! I was too slow. http://www.shrapnelgames.com/ubb/images/icons/shock.gif
Here is an updated AI that is working quite well up through BC size ships, at least. It includes .emp files for 2K, 3K and 5K, and a design names file.
I would consider this AI a valid release AI, albeit a 1.0 Version, so I'm sure it will need updates after we get feedback.
Edit: I guess including the file would be a good idea. http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
[This message has been edited by Alpha Kodiak (edited 18 October 2001).]
chewy027
October 18th, 2001, 04:55 PM
must have posted right after me. No prob i updated the download in the races directory to include the new AI. So try it out and tell us what you think. http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
chewy027
October 22nd, 2001, 04:16 AM
anyone play against them yet? How do they stand up? I been in a game with em now for about 500 turns and there pretty tough.
chewy027
November 6th, 2001, 01:19 AM
Alpha any more progress with the AI? I have the speech just about finished, but i'll wait for the latest AI to update them. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Alpha Kodiak
November 6th, 2001, 05:28 PM
I spent my alotment of free time the Last week or so getting the Rage and Vaxin up to 1.49 standards for the TDM Modpack. I got a few tweaks in on the Vandron during that time, but now I can get the Vandron, Angelican Regency and the SEOR AIs updated and hopefully ready for release in another week or so.
Fortunately, I copied all of my SEIV development to my laptop Last week, because the motherboard on my desktop died over the weekend. http://www.shrapnelgames.com/ubb/images/icons/icon8.gif
chewy027
November 6th, 2001, 05:51 PM
lucky you backed everything up http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ok i'll just wait then, thanks
Alpha Kodiak
November 15th, 2001, 10:30 PM
Vandron AI update:
The AI is working very well now. I want to adjust a couple of things based on what came out of the discussion on the Rage and the Vaxin for the TDM Modpack. I should have something to post in the next day or so (work permitting http://www.shrapnelgames.com/ubb/images/smilies/rolleyes.gif ).
The Hevordah AI has been on the back burner since the 1.49 patch, but I hope to get back on it soon. If I recall correctly, it was pretty far along.
chewy027
November 15th, 2001, 10:53 PM
excellent. i am just about done with the hevordah shipset. and the vandron speech file, yeah i know, but i've been busy lately. BTW do you want to include the vandron in the new cd burn alpha?
Alpha Kodiak
November 16th, 2001, 12:02 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by chewy027:
excellent. i am just about done with the hevordah shipset. and the vandron speech file, yeah i know, but i've been busy lately. BTW do you want to include the vandron in the new cd burn alpha?<HR></BLOCKQUOTE>
Have to ask the TDM guys what they think. I don't know if they want to add another race this late in the process, but I think the Vandron would do well if it was added.
Tampa, Daynarr, Mephisto, what do you guys think? I can have the final AI done by tomorrow night. Do you want to add the Vandron to the Modpack?
Alpha Kodiak
November 17th, 2001, 06:51 AM
Ok, here is Version 2.0 of the Vandron AI. So far, its looking pretty good. Let me know what you think.
chewy027
November 19th, 2001, 04:34 AM
great have to start a new game now http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
chewy027
November 19th, 2001, 06:20 PM
well alpha they're woopin up on everyboby including me http://www.shrapnelgames.com/ubb/images/icons/icon7.gif !! I guess i'll post this as the first official release Version in the mods section. Should I put it in the definitive mods section for the new burn or are you gonna tweak them some more. Great Job !!
Alpha Kodiak
November 19th, 2001, 06:51 PM
I think well call this Version complete. Go ahead and post them in the Definitive Mod thread. Make sure there is a readme file with basic install instructions and so forth, as I didn't put one together for the Vandron. (Just thought about that now, and can't do anything about it at work. http://www.shrapnelgames.com/ubb/images/smilies/rolleyes.gif )
Next up for me (once I finish polishing the Angelican Regency and the SEOR - both almost done) is to get back to the Hevordah.
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