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Spaceempires.net :: Reduced Size Shipsets - A new perspective on space combat :: View topic
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Reduced Size Shipsets - A new perspective on space combat
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gurachn
Space Emperor


Joined: Aug 03, 2010
Location: Osaka, Japan

PostPosted: Sun Jan 29, 2012 8:39 am    Post subject: Reply with quote

Prometeu wrote:
Nice work! Looks very interesting and gives you a very good perspective in combat.

Its a good way to showcase the excellent details of shipsets like yours.
Very Happy

I had a bit of a stab at the recolor I mentioned earlier, the 8472.
Its a very cool set and the yellow/brown theme works well, but some of the ships are a bit bright, and overall I thought it didn't quite fit an evil race, so I darkened it up a bit and changed it to a blue-green hue.

Not sure if I like this better than the original, but it definitely has a different feel



Oh, I also added engine glows, which is something the original set sadly lacked.

If you feel like a change, you can grab it here.
As usual, you will need the original full Shipset, which you can get from the Shipyards.


SEV Visual Mods:
Black UI
Reduced Size Shipsets


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FishSteak
Space Emperor


Joined: Jan 13, 2012
Location: US West Coast

PostPosted: Sun Jan 29, 2012 9:12 am    Post subject: Reply with quote

Ooh, very nice. The only solution is to have both that *and* the original scheme in there with an overlay race on it. Smile

Gurachn wrote:
What effect does that have in-game?
It's a blank value, and it's ommission doesn't affect the render in ShipSetViewer


The game produces an ugly error. I'm not sure if it has any effect on the savegame, but it doesn't crash the game.


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gurachn
Space Emperor


Joined: Aug 03, 2010
Location: Osaka, Japan

PostPosted: Sun Jan 29, 2012 11:20 am    Post subject: Reply with quote

FishSteak wrote:
Ooh, very nice. The only solution is to have both that *and* the original scheme in there with an overlay race on it. Smile

Gurachn wrote:
What effect does that have in-game?
It's a blank value, and it's ommission doesn't affect the render in ShipSetViewer


The game produces an ugly error. I'm not sure if it has any effect on the savegame, but it doesn't crash the game.


Well, we certainly don't like ugly errors. Crying or Very sad

I've actually been playing against the Hydrans also (and with BM 1.19i they are right bastards!) and have never seen that error, but I just checked and it seems they are sewing the WPs with nasty satellites rather than mines.

In any case, I have fixed it and updated the pack.
I also shovelled in all the recolors and such, so anyone downloading the Reduced size pack now gets all the other gear too.
One stop shopping for convenience and pleasure! Wink


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Sun Jan 29, 2012 10:41 pm    Post subject: Reply with quote

gurachn wrote:
marhawkman wrote:
I like that set, where's the rest of it?
Check the dressed links in the post.
I mean the rest of the minmatar set. but I found it.

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Veni_Vidi_Vici
Space Emperor


Joined: Oct 18, 2009

PostPosted: Mon Jan 30, 2012 1:17 am    Post subject: Reply with quote

LOVE THE RECOLOR. Now if only some of the models were less organic...

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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Mon Jan 30, 2012 3:51 am    Post subject: Reply with quote

um... that's a good thing. Very Happy

BTW, Gurachn, did you get around to tinkering with the ISC/Vidiian set yet?


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gurachn
Space Emperor


Joined: Aug 03, 2010
Location: Osaka, Japan

PostPosted: Mon Jan 30, 2012 12:18 pm    Post subject: Reply with quote

marhawkman wrote:
BTW, Gurachn, did you get around to tinkering with the ISC/Vidiian set yet?

Nah, not yet.
A retexture and dimension change like that is a fairly major hunk of work. It's on the list, but I'm afraid that one's on the back burner for the next while.

On the subject of your Star Trek mod though, there was a recent thread on the possibility of creating scenarios, e.g. non-random game setups with custom designed maps, shipsets and pre-developed situations.

That would seem to be an ideal fit for the tech trees and racial stuff you have been working on.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Mon Jan 30, 2012 3:07 pm    Post subject: Reply with quote

yeah I'd have to tinker with the Galaxy creator thing for a long time to make a map, but maybe. I've been paying attention, just not sure what I'll do.

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gurachn
Space Emperor


Joined: Aug 03, 2010
Location: Osaka, Japan

PostPosted: Mon Jan 30, 2012 3:55 pm    Post subject: Reply with quote

marhawkman wrote:
yeah I'd have to tinker with the Galaxy creator thing for a long time to make a map, but maybe. I've been paying attention, just not sure what I'll do.

Trek is very story based.
Without the the context of the various borders and neutral zones and particular race personality traits, I don't think you can really capture the proper feeling.
But with the recent advances in tailoring addon race AIs and with the Skyburn's ideas for a 'quick build' setup mod, I think we are getting pretty close to the real possibility of being able the simulate a decent Trek (or SW/B5/BSG/etc) situation.

Pretty exciting stuff, but well off topic for this thread!


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Mon Jan 30, 2012 5:03 pm    Post subject: Reply with quote

I have managed to approximate race personalities. The map? well... There's the interesting part. Drawing a proper map would be fiendishly time consuming...

Step1: plan the scenario, decide what races to put in and what the relative technical developement of each race should be. I'd probably start with a simple one and simply have multiple races at the same level of development. But thinking further I'd probably need to do several versions, My planned additions will up the race count to 23 thus I can't put all of the races in each game. hmm... I'll probably just seperate them into groups and put the various groups in certain scenarios.

Step2: figure out the relative positions of the empire homeworlds. Not very hard, but certain races would be a lot harder than others. we've never seen the location of the Breen HW for example(or vidiian, or Hirogen, etc..). There are several other races that it'd be problematic to assign a HW location too. The Voth apparently originated on Earth for example. And Species 8472 isn't native to the same universe as the Federation. Placing HWs for those races would be very problematic.

Step3: fill in the rest of the map. I like large maps so I'd probably make a 250 system map. After placing HWs for 20-ish races that leaves 230-ish systems to figure out what to name and where to locate them. Tossing in random system names in random places wouldn't feel right.

Step4: Add empires to the game in their homesystems and run a few turns to get things started. This would also necessitate scenario based decisions about what race should have what researched when the scenario starts

the big problem? I left out a step:
Step0: get AIs to use the new toys. I need to do that before I can really start on anything else. Otherwise it's largely a waste of time.


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gurachn
Space Emperor


Joined: Aug 03, 2010
Location: Osaka, Japan

PostPosted: Tue Jan 31, 2012 1:38 am    Post subject: Reply with quote

marhawkman wrote:
I have managed to approximate race personalities. The map? well... There's the interesting part. Drawing a proper map would be fiendishly time consuming...

Step1: ...

Cool, but lets continue this discussion over in the Warp 10 Thread.


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FishSteak
Space Emperor


Joined: Jan 13, 2012
Location: US West Coast

PostPosted: Sun Feb 05, 2012 3:00 am    Post subject: Reply with quote

Updated my little file of reduced-size addenda and other enhancements and stuff.

http://files.spaceempires.net/user/3348/FS_Enhancements.rar

Some miscellaneous changes and updates:

Druuge and VUX now are reduced-size. Reduced-shipset list now can include:

Arackterra
Aragonite
Druuge
ISC
Minbari
Noah
Pakmara
VUX
Xoronn


Elowan fleshed out into a full race intended to use the Advent shipset.

Veloxi given their own flag made by me (not great by any stretch, but serviceable).

Thrynn race image switched.

Some minor corrections here and there.


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Veni_Vidi_Vici
Space Emperor


Joined: Oct 18, 2009

PostPosted: Sun Feb 05, 2012 3:03 am    Post subject: Reply with quote

@ Fish Steak and gurachn.
If you have the time would you be so kind as to re-size the stargate shipsets. The starbases for example are 5 skyboxes across! The fans would appreciate it.


Last edited by Veni_Vidi_Vici on Sun Feb 05, 2012 9:59 pm; edited 1 time in total


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FishSteak
Space Emperor


Joined: Jan 13, 2012
Location: US West Coast

PostPosted: Sun Feb 05, 2012 11:41 am    Post subject: Reply with quote

Why not. Working on Goa'uld now. Itty bitty pyramids...


EDIT: Sanctified bovines, you ain't kidding. This thing is all over the place. Fixing FPs and adding engine points too. (Yeah, I know engine points are going to be highly subjective here, but engine points are glorious, unless the SG-1 afficionados think there should be none? I dunno, I don't watch it. So, unless anyone has a better suggestion, white engine glows to the rear of the ships. I'll run with any canon-informed tips though.)


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Veni_Vidi_Vici
Space Emperor


Joined: Oct 18, 2009

PostPosted: Sun Feb 05, 2012 8:53 pm    Post subject: Reply with quote

Some, eg the Goauld don't really have visible engines, maybe under the ship works, but they aren't laterally powered. Do the rear with everyone else.

Edit BTW, "Santified Bovines" = best forum reply ever imho


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Mon Feb 06, 2012 4:19 am    Post subject: Reply with quote

Actually... yeah, in the TV show, the Goa'uld ships are never seen to have any sort of engine glow/exhaust visible. I guess to enhance their alienness, they sort of drift in whatever direction they want to go... (often really fast)

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FishSteak
Space Emperor


Joined: Jan 13, 2012
Location: US West Coast

PostPosted: Mon Feb 06, 2012 11:17 pm    Post subject: Reply with quote

Alrighty. Goa'uld done.

I personally like it better with engine glows, so I made an alternate version that you can use if you like. The default one has all engine glows disabled (I just set number of engine glows to 0 without removing the engine glow data -- if this causes other problems, please let me know and I'll fix it).

Also includes AI and some other enhancements (see its readme).

Also updated Wraith AI, and made a fleshed-out alternative race for them (no image or flag yet), for those like me who like the shipset but don't so much like Stargate's space vampire Wraith.

http://files.spaceempires.net/user/3348/FS_Enhancements_v1.04.rar

So, we can now add Goa'uld to the reduced shipset list.

Any particular request for the next one?


(EDIT: Fixed a couple of bugs I noticed, including a couple of new ones in the BM AI Default Moderate scripts. More importantly, shipsize reduction and AI for Syreen.)


Last edited by FishSteak on Tue Feb 07, 2012 3:17 am; edited 1 time in total


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Mon Feb 06, 2012 11:41 pm    Post subject: Reply with quote

Perhaps the Vux shipset?

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FishSteak
Space Emperor


Joined: Jan 13, 2012
Location: US West Coast

PostPosted: Tue Feb 07, 2012 1:04 am    Post subject: Reply with quote

marhawkman wrote:
Perhaps the Vux shipset?


Done! That was easy. Very Happy

(EDIT: But I reduced the Syreen, so that's now all three SC2 sets reduced.)


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Tue Feb 07, 2012 4:42 am    Post subject: Reply with quote

Hmm... I don't remember off the top of my head which of these have been don but I think that most have been done, I just want to double check, these are things I'm thinking about using in Warp 10:
Minmatar, Vux, Sith ( http://www.filefront.com/17908453/sith.rar ), Arakterra, Ancient, Vulcan, Wraith, Species 8472, Borg, Cardassian, Breen, Dominion, Federation, Ferengi, Gorn, Tau'Ri, Klingon, Kzinti, Lyran, Romulan, Tholian, ISC, Asgard, Toltayan, 13th Tribe(BSG)

I'm pretty sure you guys did most of those, but I'm not sure exactly which ones.


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FishSteak
Space Emperor


Joined: Jan 13, 2012
Location: US West Coast

PostPosted: Tue Feb 07, 2012 9:38 am    Post subject: Reply with quote

Of those, I think Sith, Ancient, Vulcan, Tau'Ri, Asgard, Toltayan and 13th Tribe haven't been done. Gurachn did one of the Federation ones, FedTNG.

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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Tue Feb 07, 2012 2:11 pm    Post subject: Reply with quote

Ah, cool. Yeah I forgot to mention which Fed set it was. It was that one.

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zaracyn
Space Emperor


Joined: Mar 06, 2008

PostPosted: Wed Feb 08, 2012 3:29 am    Post subject: Reply with quote

It'd be cool if there was a Mass Effect ship-set out there Rolling Eyes Wink

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Damok666
Space Emperor


Joined: Jul 28, 2007

PostPosted: Wed Feb 08, 2012 6:28 pm    Post subject: Reply with quote

How about improving the Shadow ship set Babylon 5 or even Kinetic Shipyards Yithian Collective ship set for Reduced size shipset

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FishSteak
Space Emperor


Joined: Jan 13, 2012
Location: US West Coast

PostPosted: Sat Feb 11, 2012 2:39 am    Post subject: Reply with quote

Okay, since I've been on a Kwayne and SC2 shipsets kick, I think I'll do Toltayan and Mycon next.

Yes, it would be nice if there was a Mass Effect shipset out there. I wonder if anyone's ever put a download link up for one...

Shadow and Yithian... alrighty, I'll put those on the list.

As to the other SG-1 shipsets, like Tauri and Asgard... is it just me, or are the textures supposed to be like that? Some look "right," but some look like just sort of flat, almost-featureless textures... are they supposed to be like that?


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