Galactic Empire Mod preview (56k BEWARE) - Page 3

Galactic Empire Mod preview (56k BEWARE)

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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AF
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Post by AF »

They all seem centred around 2 basic designs with variations at different sizes.

Maybe if you had a more varied approach, as those pics give the impression that whatever race that is it's focus is primarily on ever icnreasingly sized attack ships with similair weapons of varying degrees of intensity, and it doesnt say too much about the race itself and its style.
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Zoombie
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Post by Zoombie »

Thats what i noticed to. Make a race that is nothing but spinaty's and guns. Thats all you need. Spinythings and guns!
Doomweaver
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Post by Doomweaver »

I can't say I really like the scale... it's saught of rediculous. I'll have to play a game before I can offer honest criticism, but maybe bring the scale closer... please... :|

Anyway, the models look awsome, even the old ones. I hope we get ground based plasma batteries that bombard those huge battleships. Looks like it'l be awsome. :P
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AF
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Post by AF »

I can imagine users wont be using overhead OTA camera mdoe as much on this, adn they'll be zoomed out a lot more.

Otherwise I like big extremes in unit size differences as they give a more atmospheric effect imho.

But more variety in design is needed.
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Caydr
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Post by Caydr »

I could say the same thing about modern navies. They're basically variations on one or two different frames. When you see them ingame, with... well, look, it'll be good. Lotsa fun. If I can figure out how to UV map properly, that is.

Sigh... such a pain in the ass. I know modeling. I can model like a king... of modeling. And I know how to make textures pretty well too. And I can balance reasonably well. And what I can't script, I've got a friend who can. And I know how FBIs and TDFs work. And GUIs. And everything else. But now I've gotta learn UV mapping and it's delaying me badly as a result. I could ALREADY have a playable beta out, but untextured models aren't good for anything.

I *COULD* at least get stated if only there was a little documentation on the peculiarities of S3O files.
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Maelstrom
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Post by Maelstrom »

I agree. After finally working out how to UV texture things in Wings, I made a pretty good looking model in it. I exported it peice by peice and loaded them into Upspring. Turns out that the model only accepts one UV texture per model, not per peice which means I need to learn how to UV map multiple objects onto one file, retexture the whole thing THEN work out how to get UV textures working in Upspring, load my model into Spring, hope that it might finally work, and then find out that it doesnt. Even half a paragraph on the process of using Upspring, then exporting, and finally the correct way to load it into Spring would be VERY handy. PLEASE, some one that knows how to work s3o, make some documentation!
Warlord Zsinj
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Post by Warlord Zsinj »

I have to disagree with the people complaining about scale. I love seeing things with massive differences in scale; it makes it much more fun to see your teeming swarms of fighters roll around a dorsal fin of some massive battleship that dwarfs them into insignificance.

If Spring can deal with it, I say keep the scale, by all means keep the scale.
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Zoombie
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Post by Zoombie »

I'm, as ususal, with Warlord. He's right you know. Scale is only detrimental when its not big enough.

I mean you can never be TO big. Just make bigger maps, and allow people to zoom out farther. :roll:
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Maelstrom
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Post by Maelstrom »

Or do what minispring did, and make the units really small, but then just add in the massive units on top of them. Then, you have the scale and dont need to redo the map. Simple.
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Optimus Prime
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Post by Optimus Prime »

3 Questions:

1. will the big ships be able, to carry fighters? (I hope so :D)

2. how big must a map be, to be playable with the biggest ship. In Homeworld 2 you have really big spacemaps, but in Spring, I dont think that such a big map will ever exist

3. what about performance? When you zoom out in Spring, i dont think that the engine reduces the polycount of the units, so if you zoom out to see the biggest ship, you will see about 1k small fighters around it and so this will be a photoshow

But i wish you the best to make this mod playable cause it looks really great :)
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Caydr
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Post by Caydr »

With a little help from he whose name begins with Z, I'm hoping that larger ships will be able to build and repair fighters. I'm considering remodeling everything I've got so far in low-poly and just texturing the old fashioned way until someone starts handing out clues how to effectively UV map - and especially when you're limited to one texture per unit.

The units I've shown so far have been colossally out-of-context... ingame they won't be anywhere near as big. It's really just to show how big things are... um... SUPPOSED to be. Like, in relation to anything in TA. A fighter might be a little bigger in footprint than an AK. A destroyer will be about the size of, just a rough estimate, 10 bulldogs in a row by 3 bulldogs in a row (10x3). A cruiser is only about 10-20% larger than a destroyer. And a flagship will be roughly 20 bulldogs by 4 bulldogs. In actuality they should be about 30x5 or so, but you've gotta throw a couple things out the window in the name of gameplay, I suppose. The really-super-terrific-bloody-huge ship in that picture might not be in the game at all. In ImpGal it was a unique ship, you got only one, so it doesn't make sense that you'd be able to build them yourself - although maybe you'll see it as a map feature or something ^_^

Don't expect to see a thousand fighters onscreen at one time! At the very largest, a battle in this mod will consist of...

2 flagships
6 cruisers (and not likely to ALL be my huge-poly cahudhri, since they all have strengths and weaknesses)
6 destroyers
30 fighters.

Tactics will be emphasized heavily in this mod. If you engage too many ships in one battle, you will be risking the entire game, and really almost guaranteeing your loss. A certain amount of micromanagement will be necessary to control individual larger ships (like cruisers) so that their firing arcs are optimal. Ships will take a while to turn a full 360 degrees, for instance, so if you're attacked from behind you better have backup or else a ship with a moderately strong rear firing arc - you can't just turn around on a dime.

I can't really give specific details since I haven't worked them out yet. But in this mod, it's probable that every class of ship will have its own shipyard (to simulate research). Every ship will take as long as 15-30 minutes to build - and there will probably not be the possibility of very much, if any, nano-assisting. Shipyards will be pretty fragile. A half-dozen fighters will make short work of one, and since fighters can move pretty quickly, they'll probably be used heavily in the late game as scouts and raiders.

Certain ships, specifically high-level destroyers, all cruisers, and all flagships, will be the only highly mobile units with radar and a long LoS. Level 1 and 2 destroyers, and all fighters, essentially fly blind unless they're accompanied by one of the above ships. While they'll have a long enough line of sight to engage anything they find, they'll easily lose track of it and won't be much good as scouts.

For scouting, you'll probably have to rely heavily on unarmed specialty satellites - survey satellite, spy satellite, spy sat 2, and hubble 2 (as the tech tree progresses). Shipyards and other common base facilities, on the other hand, will all have a long LoS and radar distance, probably longer than even the longest satellite range.
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FizWizz
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Post by FizWizz »

^Very interesting insight into the proposed workings of your new mod-in-progress

I'm only slightly dissapointed by the task-force numbers you gave:
2 flagships
6 cruisers (and not likely to ALL be my huge-poly cahudhri, since they all have strengths and weaknesses)
6 destroyers
30 fighters.
I like it better when the ratio of fighters to capships is nearer to 50:1. Of course, the capship progression tree I have in mind is Corvettes<Frigates<Destroyers<Cruisers<Battleships<Dreadnoughts, and what you call destroyers may be only frigates or corvetttes in my mind.
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Caydr
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Post by Caydr »

Yeah, it's decided. Hell with UV mapping for now, I'll wait a couple versions so that hopefully it'll actually be useful and working by that time.

Regardless of the tech level, fighters in this mod aren't the sort you expect from playing TA. They'll take more than one or two hits - in fact, all units in the battle being of equal tech level, they will probably survive 10+ direct hits before being destroyed, even from weapons designed specifically for anti-fighter. If you can pull fighters out of a battle before they're destroyed, you'll save a lot of money.

The role of units in the *early* game is as follows:

Construction ships - these didn't exist in IG, but will have to for this mod to work obviously. Not sure about its specifics or anything. Different tech level shipyard produce high tech level conships, but with little variance in purpose. Basically unarmed.

Level 1 fightere, Raptor class, are the first fighters available and pack lots of speed with a fair tick of firepower (relative to things this tech level...), but that's pretty much it. About a dozen of them could probably overwhelm a light destroyer, though losing at least half their number in the process. Cheap, reasonably effective, highly vulnerable to missile weapons, moderately vulnerable to anti-fighter weapons.

Level 2 fighter, Valkrie class. Can be considered a heavy fighter/light bomber. About twice the firepower of a L1 fighter, but with only a slightly stronger hull. Slower and less maneuverable, and almost useless against "true" fighters. Not as cheap as L2 fighters, but much more effective against larger targets. Highly vulnerable to anti-fighter weapons and missile weapons.

Level 1 destroyer, Guardian class. Many times the hit points of a fighter, with about 6 times the firepower of a Raptor. Highly maneuverable, for a destroyer. Good all-round firing arcs, though its aft is quite vulnerable. Short-medium LoS, possessing relatively long-ranged guns compared to fighters. While a space base will eat fighters alive, these ships have the HP and firepower to stand up to them in sufficient numbers.

Level 1 cruiser, Thunderbolt class. Heavy ship. Slow. Expensive. But good firing arcs and plenty of anti-ship firepower. Vulnerable to fighters and especially bombers.

Level 2 destroyer, Warrior class. One of the most versatile ships of the early game. Heavy firepower, speed only a little less than you'd find on a Guardian, but with a much poorer turning rate. Its combined firepower is greater than that of a L1 cruiser, but not all of the guns can be turned to one firing arc, so regardless of the confrontation, unless very clever tactics are used, the cruiser will win.

Level 1 space base, [something] class. I don't remember its IG name, so I'll have to look it up. Can repair fighters and build L1 and L2 fighters. Heavy base, capable of taking a lot of punishment, armed to the teeth equally on all arcs, and features a light missile launcher. Missiles annihilate groups of fighters and can cause heavy damage to larger ships, but have a very low rate of fire.

Survey satellite - Large line of sight, moderate radar coverage. Slow moving, but excellent for intrusion detection.

---end of "early" tech---

The role of units in the *mid* game is as follows:

Level 1 fightere, Raptor class, are still a reasonably powerful weapons platform, although outdone on every level by L3 fighters. Their only advantage is that they're cheap and marginally faster (though not enough to really make much of a difference).

Level 2 fighter, Valkrie class. Still a good choice for anti-ship roles, though you'll require larger numbers. They will be short work for just about anything though, unless they're escorted.

Level 3 fighter, Hammerhead class. A medium fighter, packing all the best aspects of both Raptor and Valrkie classes. A mainstay of mid-game fights. Quite powerful against fighters, and good for hitting early-tech destroyers and cruisers. Although their hull is stronger compared with L1 and L2 fighters, it isn't proportional to the amount of increased firepower that anti-fighter turrets get in mid-tech level.

Level 4 fighter, [something] class. A stealth fighter, with even greater firepower than a Hammerhead although not nearly as much staying power in a fight. A superior raiding vessel, because their speed is superior to L1, L2, and L3 fighters, although their hull is pretty weak.

Level 1 destroyer, Guardian class. Still an OK choice for escort and base attack, although only because they're cheap in comparison to newer models. Against L3 or L4 fighters, these will take a beating. Heck, against just about anything these will take a beating ^_^

Level 1 cruiser, Thunderbolt class. Still a good choice for base assault. Heavy firepower, although very easily overwhelmed at this point in the game.

Level 2 destroyer, Warrior class. A great choice for anti-fighter at this point, and despite more powerful alternatives being avilable, a viable multipurpose unit in numbers because of its relatively low cost. Their slower turning speed is still quite reasonable.

Level 2 cruiser, Thunderbolt-II class. A fearsome multipurpose cruiser with a balanced loadout. Armed with equal numbers of powerful anti-fighter and anti-ship weapons, although they almost exclusively face port or starboard. No defense guns aft, and only a very weak forward attack. In fact, its port and starboard loadouts are both as powerful as the fore attack strangth of a L1 cruiser.

Level 1 flagship, Mammoth class. Capable of both building level 1-3 fighters and servicing any fighter, these ships are also armed with a powerful missile attack - 6 missiles at 10 second intevals, every 2 minutes. These are each just as powerful as those armed on level 1 space bases. Flagships exceptionally powerful on all arcs. Both port and starboard possess the firepower of a Thunderbolt cruiser, with the fore attack posessing more than 2 times the firepower of a Thundbolt. Their only disadvantage is their extremely weak aft firepower, low rotation speed, and slow movement. Capable of engaging a space base singlehandedly for several minutes.

Level 1 space base, [something] class. Still a highly viable defense mechanism for a large area of space.

Level 2 space base, Giant class. A massive improvement from level 1 space bases, features a heavy missile launcher with 3-shot volleys. Only a very determined assault will bring one of these down. Their only actual weakness is that they are immobile.

Survey satellite - Large line of sight, small radar coverage. Slow moving, but excellent for intrusion detection.

Spy satellite - Even larger line of sight and a moderate radar range. Superior early-detection.

---end of "mid" tech---

The role of units in the *late* game is as follows:

Level 1 fightere, Raptor class, all but useless except for scouting and raiding. At this point, it's extremely cheap and mass-producible.

Level 2 fighter, Valkrie class. Cheap anti-ship, but little else. Send it with groups of raptors - the raptors can find the soft targets, while the Valkries can destroy them in their wake.

Level 3 fighter, Hammerhead class. Still a highly viable choice in numbers.

Level 4 fighter, [something] class. As it is the only stealth fighter, it is still very valuable. A squadron of these can get in, destroy a shipyard, and escape before an unwary player is able to mount a response.

Level 5 fighter, [something] class. A superior choice for pure anti-fighter missions. Faster and more powerful than any other fighter, but lacks stealth and is extremely expensive compared to other fighters.

Level 6 heavy bomber, Strike class. A wing of these, with a proper escort, can devastate any slow target. Features a light point-defense turret on both its upper and lower side. Prohibitively expensive to produce in large numbers.

Level 1 destroyer, Guardian class. Very weak, very cheap.

Level 1 cruiser, Thunderbolt class. Not equal to the task of fighting modern heavy ships, although it can function somewhat effectively as a support vessel.

Level 2 destroyer, Warrior class. Still a half-decent ship. Its wide anti-fighter arcs make it a good choice for an economically-strapped player in need of fighter defense.

Level 2 cruiser, Thunderbolt-II class. Remains a powerful opponent and a superb front-line ship.

Level 3 destroyer, Jabberwocky class. A fast destroyer with more firepower than it's level 2 counterpart, although suffering from a further-reduced rate of rotation. An extremely dense hull allows it to engage even flagships for a time, although it won't survive under concentrated fire for long. Expensive.

Level 3 cruiser, Cahudhri class. Although extremely expensive, it is highly-cost effective when compared with its fantastic firepower and relatively high maneuverability. Capable of singlehandedly engaging several enemy targets. Features a salvo-fire quad missile launcher.

Level 1 flagship, Mammoth class. Still a powerful ship, but certainly showing its age. Cheap.

Level 2 flagship, Python class. Slower than the Mammoth class, but it more than makes up for this with its massive firepower. Only marginally more expensive than the Mammoth class, but seperated by the requirement of an expensive shipyard.

Level 3 flagship, Kraken class. Badass, outrageously powerful, but an incredibly high price. Extremely long-range guns.

Level 1 space base, [something] class. Good for preventing fighter raids, but no longer effective against more modern ships.

Level 2 space base, Giant class. Its powerful missile launcher means it's still worth building.

Level 3 space base, [something] class. The single most powerful unit in the game, though immobile.

Survey satellite - Large line of sight, small radar coverage. Slow moving, but excellent for intrusion detection.

Spy satellite - Even larger line of sight and a moderate radar range. Superior early-detection.

Spy Sat 2 - Long range sight, long radar range, and stealthy.

Hubble 2 - Long range sight, extremely large radar range, though not stealthy.
Last edited by Caydr on 15 Nov 2005, 07:05, edited 1 time in total.
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Zoombie
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Post by Zoombie »

All well and good...for one race.
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Caydr
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Post by Caydr »

IG only has one playable race, and you only see a handful of the other sides' ships... I'm not sure if alternate playable races will be in the mod, at least not in the first release.
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Caydr
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Post by Caydr »

Image
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Min3mat
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Post by Min3mat »

sweet :shock: whens the release date? are u going to make maps with high hardness to play this on? what will the metal placement be like?
mod looks thoroughly awesome. take ur time but give us a estimate :D
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Masse
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Post by Masse »

umm... am i understanding correctly (actually i didnt read like at all) theres not gonna be land on maps ?.. thats gonna be awesome !.. i have allways hated Final Frontier cause it had land why do space need land !?!
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Optimus Prime
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Post by Optimus Prime »

uhm how will you get metal when not from land? In FF you had asteroids on which metal was. I liked the system and i think that in this mod there will be land too, or can u build in space metal and energyproductions? (land = small moons or asteroids).

Is thw picture abova an ig screenshot???? Dont think so
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Masse
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Post by Masse »

who needs metal anyway :lol: how does other space strategys handle this... umm...

btw... if this is gonna work as well as i think its gonna... it will be AWESOME and kick every other space strategys ass
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