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-   -   Some new component examples (http://forum.shrapnelgames.com/showthread.php?t=42620)

Black_Knyght March 19th, 2009 03:23 AM

Some new component examples
 
Just for kicks, here are a few examples of some of the new components I've been working on.

These are for the Crystalline tech area:

( NOTE: It was pointed out to me that these looked too grainy, and I had to agree. Looked better larger, but not so much when reduced. So, I redid them some and have posted the revised images here now. )

Energy Dampenerhttp://i37.photobucket.com/albums/e8...gyDampener.png

High-Energy Magnifierhttp://i37.photobucket.com/albums/e8...yMagnifier.png

Prism Cannonhttp://i37.photobucket.com/albums/e8...rismCannon.png

Shard Cannonhttp://i37.photobucket.com/albums/e8...hardCannon.png

Small Shard Cannonhttp://i37.photobucket.com/albums/e8...hardCannon.png

Crystalline Torpedohttp://i37.photobucket.com/albums/e8...ineTorpedo.png

Ironmanbc March 19th, 2009 05:33 PM

Re: Some new component examples
 
pretty pics :up:

Skirmisher March 19th, 2009 06:00 PM

Re: Some new component examples
 
Nice stuff. When you create technology like this do you have to replace something or is it additional equipment?

Wot's the MOD called and when do you think it might see the light of day?

Black_Knyght March 20th, 2009 03:15 AM

Re: Some new component examples
 
In this case, they're intended to replace existing images, though that's entirely up to the modder.

The mod, tentatively named "Masters of the Megaverse" is in process by myself and Alikiwi, with some wonderful contributions by Kwayne as well.

Not sure just how much more is left to do, but we will keep you appraised if you'd like.

Black_Knyght March 23rd, 2009 04:06 AM

Re: Some new component examples
 
Here's a few more:


Time Distortion Burst Gunhttp://i37.photobucket.com/albums/e8...rtionBurst.png


Chronoton Pulsarhttp://i37.photobucket.com/albums/e8...otonPulsar.png


Seeking Parasitehttp://i37.photobucket.com/albums/e8...ngParasite.png

Urendi Maleldil March 25th, 2009 10:29 AM

Re: Some new component examples
 
Sweet, these must be added to the next imagemodpack update.

Fyron March 25th, 2009 11:24 AM

Re: Some new component examples
 
That is <a href="http://www.spaceempires.net/ftopict-6402.html">the plan</a>.

Atrocities March 25th, 2009 02:41 PM

Re: Some new component examples
 
These are very nice BK. Very inventive and original.

Black_Knyght March 25th, 2009 04:58 PM

Re: Some new component examples
 
Thanx!

Coming from you, that's high praise indeed!:)

Black_Knyght April 24th, 2009 02:56 AM

Re: Some new component examples
 
Just a couple of quick pieces


Anti-Matter Cannon
http://i37.photobucket.com/albums/e8...tterCannon.png

Mass-Driver
http://i37.photobucket.com/albums/e8...ass-Driver.png

Xrati April 24th, 2009 11:25 AM

Re: Some new component examples
 
Ohhhh!!!! Pretty and Shiny!!!! :D

Nice work BK... :cool:

Ironmanbc April 25th, 2009 02:49 AM

Re: Some new component examples
 
nice pic's

now that's done "get back to work on the mod" :)

if the mod shine's as much as the pic's.... we are waiting to give it a try.

ya i know but's it like 3am and i'm getting sleepy and i sometimes rant when i'm tired

so is the mod "ready to play" :confused:

Black_Knyght April 25th, 2009 04:42 AM

Re: Some new component examples
 
No worries, I get that way too in the wee hours.

http://i37.photobucket.com/albums/e8...es/4_1_210.gif

Have no fear, for we are hard at work getting the mod done.

http://i37.photobucket.com/albums/e8...ghtlifting.gif

We have lots of goodies planned for this Mod!

http://i37.photobucket.com/albums/e8.../evil_haha.gif

Alikiwi April 26th, 2009 12:23 AM

Re: Some new component examples
 
Ready to play? Not yet, and some time off still. It's not cause of the hundreds of extra planets, or the 500+ extra components (240 approx are AT for SW), nor the new music (I have installed in my game). Nup, its a combo, of reworking everything, oh and maybe the 57 odd races he's adding in!
Some sucker has to re-write all the AI files, to incooperate the new techs, weapons, bunker facilities etc etc. We want the AI to use all those new fangled things!, Hm, what's that? Who's the sucker, er well now I think that might be.... oh, gads, ME! :-)

Alikiwi April 26th, 2009 12:52 AM

Re: Some new component examples
 
If you want tid-bits of what's going on, a few more pics to look at, you might find this blog worth visiting? Yer, don't know who did it, but there ya have it. Also don't know where I find the time either, another of lifes' mysteries :-)
http://alikiwis-galaxy-of-games.blog...-progress.html

GeorgiaBoy April 27th, 2009 12:10 AM

Re: Some new component examples
 
Hi BK and Alikiwi,

Read your blog. Nice work. This looks like a crossover mod with Star Wars, Star Trek, and Babylon 5 in one mod. cool. I often wondered how the Federation would fare against the Empire (etc.). This mod also looks like a takeoff on the 'Masters Mod' by Urendi Maleldil. Maybe he can offer input?

I have several questions:

1) Looks like this will not be out for a couple of months. Is this correct?
2) Will this mod use the TDM AI?
3) Will the Shadows/Vorlons/Borg be in the game?

Thanks for your time,

GB

Black_Knyght April 27th, 2009 01:27 AM

Re: Some new component examples
 
Quote:

Originally Posted by GeorgiaBoy (Post 688070)
Hi BK and Alikiwi,

Read your blog. Nice work. This looks like a crossover mod with Star Wars, Star Trek, and Babylon 5 in one mod. cool. I often wondered how the Federation would fare against the Empire (etc.). This mod also looks like a takeoff on the 'Masters Mod' by Urendi Maleldil. Maybe he can offer input?

I have several questions:

1) Looks like this will not be out for a couple of months. Is this correct?
2) Will this mod use the TDM AI?
3) Will the Shadows/Vorlons/Borg be in the game?

Thanks for your time,

GB

This mod is indeed based originally on Urendi Malendil's Masters Mod 1.7. It was a great mod to play. I had a number of ideas to improve or add to it, and sent him a notice saying that we were going to do a mod based off of his original work.

Among the Master traits now are an improved Star Trek Masters, an improved Star Wars Masters, and also a Babylon 5 Masters trait.

It's still a bit off , but we are working VERY hard on it EVERY chance we get.

The AI for some of the races included are indeed based off of the TDM AI, with a number of improvements in areas there were issues.

And yes, there will be Vorlons and Shadows and the Borg.....;)

GeorgiaBoy April 28th, 2009 10:41 AM

Re: Some new component examples
 
Hi BK,

Sounds great! I believe I have posted elsewhere that I am a huge fan of the Masters Mod. I have always liked the idea of the 'crossover mod'. I hope the Borg, Vorlons, Species 8472, and Shadow are not playable by humans and that they are not balanced with the other factions...

GB

P.S. This new mod should have its own thread

Urendi Maleldil April 28th, 2009 10:41 AM

Re: Some new component examples
 
Quote:

Originally Posted by Black_Knyght (Post 688078)

This mod is indeed based originally on Urendi Malendil's Masters Mod 1.7. It was a great mod to play. I had a number of ideas to improve or add to it, and sent him a notice saying that we were going to do a mod based off of his original work.

Among the Master traits now are an improved Star Trek Masters, an improved Star Wars Masters, and also a Babylon 5 Masters trait.

Interesting. Can't wait to see what you guys come up with.

You should be aware that there are a couple of game imbalances with the Masters Mod.

The Assimilation Masters are relatively weak compared to other Masters initially, but then become extremely powerful late in the game after their atmosphere converters kick in (if I remember correctly, it takes each converter about 100 turns).

And the Megascale Masters can also become extremely powerful because of their Space Elevators and other resource gen components. I tried to make them very expensive to compensate, but if their economy is booming it makes no difference.

You might want to look at ways to blunt the late game advantages those two have.

The Force Masters can become bogged down later in the game because the force user components are very expensive. This is especially a problem for the AI, who will use Jedi or Sith components on every ship.

You also might want to look at ways to make Force races run a little smoother once they have researched Force components.

Black_Knyght April 28th, 2009 12:04 PM

Re: Some new component examples
 
Thanx Urendi, that's helpful to know. I do REALLY appreciate your input here, and we're very open to any ideas and suggestions you may have. I even have some questions for you, if you're game?

We've added some interesting things to make the Assimilation Masters more evenly nasty. They're balanced differently now, but still kept very much "in them".

Megascale Masters is an area we're still working with, so no real news there yet.

Force Masters will have a few new wrinkles added that should prove interesting.

The Borg, Vorlons, Shadows, and Species 8472 ARE playable races, but they're going to be nasty too as AI run races ;).

Atrocities April 28th, 2009 03:18 PM

Re: Some new component examples
 
WFC Man!!! Very nice. I'd submit them for SE V too.

GeorgiaBoy April 28th, 2009 04:08 PM

Re: Some new component examples
 
Hi BK,

If the Vorlon/Shadow/Borg are playable, how could you balance them and keep the tech realistic? I have always liked the TNG/BOTF version of the Borg...very powerful.

I also wanted to mention I have been working off and on with a sector mod for some time. Instead of 255 systems, each system is a sector, with 3-14 systems a piece (ala Ultra Quad by Geoschmo). I stacked the planets on the same square as the star. I also made an 'ultra lite' with 4 systems per sector (instead of 9).

I can email you with the work so far. I will PM you with my email address.

AT: I would like permission to use your minor race structures in a ancient ruins unique where you would find say, the ACamarian clan hall, etc.

Gotta go..

GB

Urendi Maleldil April 30th, 2009 02:22 AM

Re: Some new component examples
 
Quote:

Originally Posted by Black_Knyght (Post 688290)
Thanx Urendi, that's helpful to know. I do REALLY appreciate your input here, and we're very open to any ideas and suggestions you may have. I even have some questions for you, if you're game?

Sure, what questions do you have?

Black_Knyght April 30th, 2009 03:54 PM

Re: Some new component examples
 
I actually have a number of them, so if you'd care to drop me an email I can send them off to you ;)

the_black_knyght@yahoo.com

Intimidator May 1st, 2009 05:13 PM

Re: Some new component examples
 
Great stuff BK.

I like them a lot !!

Black_Knyght May 14th, 2009 02:43 AM

Re: Some new component examples
 
Another quick preview.....

Launch Bay ( Babylon 5 type )
http://i37.photobucket.com/albums/e8...5LaunchBay.png

again against a black background
http://i37.photobucket.com/albums/e8...unchBayalt.png

Atrocities May 20th, 2009 07:54 AM

Re: Some new component examples
 
Looking Good. :) Your B5 style is very impressive.

Black_Knyght May 20th, 2009 01:59 PM

Re: Some new component examples
 
Thanx.

It's been a bit tough getting some of the B5 components to look the way I like. I may just be too picky, but I want to get as close as I can for a better "feel".


Here are a couple more:

Particle Cannon
http://i37.photobucket.com/albums/e8...icleCannon.png

Ballistic Mine
http://i37.photobucket.com/albums/e8...listicMine.png

Atrocities May 20th, 2009 07:37 PM

Re: Some new component examples
 
Have you made new shapes for use with DOGA? If so I'd like to get them from you.

Black_Knyght May 20th, 2009 11:53 PM

Re: Some new component examples
 
I'll certainly send you whatever parts I have, though I haven't made any new ones.


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