Something big

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Crossroads Inc.
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Re: Something big

Post by Crossroads Inc. »

LOL oh god that is hysterical!
And what the blank is a "Death Saucer" ? o_0

Oh also, because I know evillejedi frequents here.
ERMERGERD! HE released a new Warlords mod!
I mean it is sort of just a beta, but Way to go Evill!
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Re: Something big

Post by Eternal_Freedom »

Crossroads Inc. wrote:LOL oh god that is hysterical!
And what the blank is a "Death Saucer" ? o_0

Oh also, because I know evillejedi frequents here.
ERMERGERD! HE released a new Warlords mod!
I mean it is sort of just a beta, but Way to go Evill!
What, you mean evilJedi is the guy behind the HW2 Warlords mod? God damn that's a lot of fun. Is this for the remastered version?
Baltar: "I don't want to miss a moment of the last Battlestar's destruction!"
Centurion: "Sir, I really think you should look at the other Battlestar."
Baltar: "What are you babbling about other...it's impossible!"
Centurion: "No. It is a Battlestar."

Corrax Entry 7:17: So you walk eternally through the shadow realms, standing against evil where all others falter. May your thirst for retribution never quench, may the blood on your sword never dry, and may we never need you again.
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Re: Something big

Post by Crossroads Inc. »

YES! it is for remastered! there, are only a few ships so far put out, but oh GOD Are they GORGEOUS!!
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Re: Something big

Post by Eternal_Freedom »

I just tried it, certainly is gorgeous but with no way to blow up enemy nav buoys you can't actually win. Still awesome to have my squadron of ISD-II's chasing down fleeing MC-80's though!
Baltar: "I don't want to miss a moment of the last Battlestar's destruction!"
Centurion: "Sir, I really think you should look at the other Battlestar."
Baltar: "What are you babbling about other...it's impossible!"
Centurion: "No. It is a Battlestar."

Corrax Entry 7:17: So you walk eternally through the shadow realms, standing against evil where all others falter. May your thirst for retribution never quench, may the blood on your sword never dry, and may we never need you again.
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Re: Something big

Post by Abacus »

fractalsponge1 wrote:
Abuse of scale!
Right? :lol:
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Re: Something big

Post by evillejedi »

why does everyone want closure? isn't endless destruction of large death wedges what we want? (as long as you have resource injections turned on) :-p
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Re: Something big

Post by Crossroads Inc. »

Well, you know us nerds, we last he getting to that triumphant "victory" screen so much ;)

That said, I don't suppose you have a "development list" ?
Like, what other ships are close to being finished,?

Also some notes on game play, I REALLY like how the big imps have point defense turrets now! Also the big ships seem "beefier" in the old mod, or always seemed that once the "shields" went down, most ships crumpled like paper :P

One thing, there seemed to be a bug with using the formations.
When I assigned a group of ships into a formation the group "got wired" and the individual ships would select if I hit their hotkey
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Re: Something big

Post by Eternal_Freedom »

evillejedi wrote:why does everyone want closure? isn't endless destruction of large death wedges what we want? (as long as you have resource injections turned on) :-p
Like Crossroads said, being able to get the "Your Fleet is Victorious" screen is satisfying. Especially as at the moment all you can do is fly up, crush the enemy force entirely, then move on to another enemy while the first one inevitably rebuilds.

Don't get me wrong, it's fun and all, but with only a handful of ship classes it gets dull after about, oh, the 8th round of "6 ISD-II's gun down 4 MC-80's, rinse and repeat."
Baltar: "I don't want to miss a moment of the last Battlestar's destruction!"
Centurion: "Sir, I really think you should look at the other Battlestar."
Baltar: "What are you babbling about other...it's impossible!"
Centurion: "No. It is a Battlestar."

Corrax Entry 7:17: So you walk eternally through the shadow realms, standing against evil where all others falter. May your thirst for retribution never quench, may the blood on your sword never dry, and may we never need you again.
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evillejedi
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Re: Something big

Post by evillejedi »

understood, I needed to get some of the basics out of the way to provide a frame work for importing a lot of other ships (especially before moving into the clonewars stuff)

with a few exceptions I can convert older ships to be mostly functional. What I am trying to figure out is how much time to spend on converting ships and how much to work on updating existing ones for example I am rebuilding the Tie series and I just finished a new Awing model to conform more with the remastered art pipeline process

from a game perspective I plan on getting some construction platforms in game shortly to give some facilities to wipe out. The old mod had skirmish and facilities as the two major options and I plan on implementing that. The issue with the skirmish win condition defining it. Winning after destroying all capital ships needs some sort of cool down and the AI doesn't know that is important, so winning may be arbitrary, even if one miner and a resource ship survive the standard game continues. I'm not opposed to a flagship mode, but the question is what ships to use and are they special variants? I'm open for ideas on basic game mode conditions.


I would like to spend some time working out an objective based gameplay, either capture points with resource awards or some other victory point system, also open for ideas

I'm open to suggestion about what ships need to be in the ship list sooner rather than later

Ships I really want to redo/model in no specific order:
Neb-b (needs serious work)
Updated Corellian gunship
Corellian corvette/heavy corvette (more for efficiency and better texture)
Assault frigate (thoughts on the design)
Vindicator (based on Fractals)
Victory I (based on Fractals)
Escort Carrier (based on Fractals)
MC80 Liberty (current model is very old)
MC80A (always wanted to do this one right)
MC-40 (always wanted to do this one right)
Nebulon B-2 (have this about half done)
Strike cruiser (want to clean it up)
Hammerhead cruiser (new)
MC-75 (new)

Ships that will probably go in sooner as conversions to fill roles
Alliance
MC-30c
Bulk Cruiser
Assault Frigate
CC9600 frigate


Empire
Dreadnaught
Vindicator (old model)
Vic I (old model)
Gladiator/Demolisher Cruiser
System Patrol craft
Lancer frigate
some mid sized Star Cruiser (have a half finished Bellator, and a model for the Wemis/Tagge Cruiser)

Thoughts?
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Re: Something big

Post by fractalsponge1 »

For flagship mode, you can do two tiers - capital and non capital. Most of the ships wouldn't really survive trying to take down Executor, for instance, but you could make the Imperial flag an ISD and the Mon Cal an MC80, and prevent spawning anything that size or bigger. Then the rest of the small ships can hammer at each other, fighters would be more important, and you have a boss target that takes real coordination to kill. Can you add a cooldown to hyper?

Sadly real relative acceleration doesn't translate well to the engine (or any engine). Might have to tweak TTK for the flagship to make it doable by the minnows, or otherwise gimp them by scenario (damaged ship, protect until timer or something). I know it's hard making something make sense numbers wise and fun, but warlords has always managed pretty well.

Can the HW engine and AI handle capture points? You could even do a vaguely tower-defense mode with neutral platforms and small craft defender hordes that have to be cleared out to take the point, all the while the other side is trying the same, of course!
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Re: Something big

Post by evillejedi »

that's probably a good game mode concept to have a small capital mode. I think someone wrote a tower defense script with waves. I would like to have a capture point mode that could be based off the existing relic capture mode

entertainingly, the original engine had a maximum of 2 million resource units, so building the Executor would actually overflow the number and the resources would go negative
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Re: Something big

Post by Crossroads Inc. »

Well as long as I get my:
Carrack cruisers
Marauder corvette
Lancel frigate
Republic dreadnaught
And Vic stars I'm happy ;)

That said I love some of the ideas drone Fractal.
A capture the flag type game or tower defense style sounds awesome!
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Re: Something big

Post by evillejedi »

and we can call that faction the Corporate Sector Authority?
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Re: Something big

Post by Crossroads Inc. »

Lol yeah that's who I usually played as :3
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Re: Something big

Post by evillejedi »

Interesting observation I came to after trying to figure out what I wanted to do for the Republic faction with the Mandator.
Based on the history of the Bellator being the most up to date of the Mandator lineage. I imported my mandator model based on Image over my work in progress for the Bellator and amazingly the two fit with minor modifications. Reactors, bridge tower and engines line up, my model was a bit wider and had a snub nose, but not a big difference.

My proposal is to take the existing Bellator design and on the dorsal super structure extend it forward to bulk out the bow of the ship almost like an iron clad and then extend the rounded aft section into a fantail. Obviously needs more work to blend it together, but the thought processes is that the Bellator removed unnecessary hull sections to allow for a lower overall mass, more engines and more weaponry emplacements. This also fits with the lore that the original Mandator Design was limited by Old Republic regulations here are some mock ups of the two models composited Image Image
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Re: Something big

Post by fractalsponge1 »

That works shockingly well. Looks quite good.

I am fond of the idea of Mandators being quite a bit chunkier than Bellators though, but using similar components. I am definitely thinking Mandator III is on the order of 12km, and proportioned like an Assertor, while Mandator I and II are 8km, and proportionately even wider than an Assertor.
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Re: Something big

Post by evillejedi »

I am strongly considering what it will take to do the mothership mode, any thoughts on what good options would be? I would like to have the player to pick from 3 or more options (at this point will use existing ships with different stats)

obvious ships are the large ones, Executor, Mandator, Home One, Malevolence, but other ships could provide some tactical benefit since ships can have area effect abilities that affect friendlies and enemies seperately
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Re: Something big

Post by Crossroads Inc. »

I would LOVE for a "Word devastator" to be an option!
As a manufacturing center, it seems an obvious choice as a mother ship :3
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Re: Something big

Post by fractalsponge1 »

I think a few modes for different scales would be good (subject to playtesting verification of fun).

1) Carrier mothership - Something destroyer sized maybe, but use it to spawn light craft. Allow the minnows to come out and swarm. Tune it right and the mode could be a huge test of coordination and unit balance (escorts to kill interceptors to let bombers through, etc.).

2) Capital mothership - a big ship as the target, disable the hyperdrive, "damage" it so it can't sweep fleets away with its own weapons. Defend the flagship until it can escape to hyperspace! The player faces infinite and increasingly brutal waves. Like start with a fighter attack, then a corvette/gunship swarm backing a bomber strike, then add frigates, and for the final waves the AI launches a dozen destroyers at once at the player.

3) Straight up turret defense - platforms only, or slow monitor-type ships. Waves like the capital mode, but defined limits. Probably hard to playtest.

4) King of the Hill vs AI or other players - capture a fixed point by destroying a strongpoint and building and defending your own, and keep the strongpoint alive for points, first to X points wins.
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Re: Something big

Post by Abacus »

Fractal, I wanted to ask -- are you planning on ever making an ISD render based on the Imperial I-class Star Destroyers we saw in "Rebel One"? The ones with the trio of center-dorsal mounted heavy turbolaser cannon?
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Re: Something big

Post by evillejedi »

1) is probably the easiest to do as it is just a build restriction with a starting ship

2) This one is probably also relatively easy, the main issue is the first few waves would have to be massive to even be worth spending time on.

3) I originally read this as waves of platforms attack, I think the opposite is easier, generate a set of platforms in various patterns to kill

4) would take some scripting, but doesn't require a lot of movement so I think a few points on the map with varying bonuses in addition to the points


My understanding for Rogue One is that the Devastator model from ANH was laser scanned and then they cleaned it up and added a bunch of details implied by the concept art and the original model. It is also a lot more symmetrical than the original model (I think there is an ILM video on this somewhere) the ESB and ROTJ ISD II models were much much more detailed.
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Re: Something big

Post by Commander Veers »

Liking the new Mandator design. Makes for a perfect progression into the Bellator.

Haven't tried your remastered Warlords mod yet, but loved the first one so I'll give it a try when I can. I take it you are not adding Star Dreadnoughts above a certain size? My dreams of seeing the Assertor-class added into a game, crushed once again :mrgreen:

Also, Idk if either of you have seen this channel before but you may well find it useful or interesting.
https://www.youtube.com/channel/UCMMMBM ... LZgj-dPTaw
He looks at the technical capabilities of the SW universe and provides some pretty useful cues for understanding it.
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Re: Something big

Post by Abacus »

The Assertor-class is in the Star Wars Ship Mod for Stellaris, along with "Fractal's Ships" mod.
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Re: Something big

Post by Commander Veers »

Oh snap, well I'll have to check that out. Thank you.
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Re: Something big

Post by Commander Veers »

Can't edit my posts, but the Assertor isn't in there sadly. The Fulgor, Kontos, Allegiance, Bellator and Victory are however. And it looks like the Assertor has been done in Nomada_Firefox's Allegiance mod; good on him.
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