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Posted: 10 Dec 2005, 02:58
by Zoombie
All doubt about whether this mod is good or not as been compleatly abolished from my mind.

FREAKEN AWSOME!!!

Posted: 10 Dec 2005, 05:13
by Maelstrom
If they fire big uber death lazers like that, they still need to be bigger. Otherwise its pretty damn cool

Posted: 10 Dec 2005, 17:43
by AF
Rapid firing bolts, giving the feel that big space battles have in the movie, with ltos and lots of energy bolts flying around and swarms of fighters.

Posted: 17 Dec 2005, 01:47
by Caydr

Posted: 17 Dec 2005, 05:43
by Maelstrom
Nice movie. Are those the models that will be ingame, or just special high-polly versions for making cool videos? And start complaning to the devs to implement two suns, so you can actually make a map like that.

Posted: 17 Dec 2005, 20:55
by Caydr
Those are ingame models and textures, but rendered in max so I can have precise camera movement and sharper shadows basically. In reality, the models will actually look *better* ingame, because I haven't set these renders up with specular maps the way I have for the ones that go ingame. :-)

Posted: 27 Dec 2005, 07:10
by Caydr
Some new eyecandy here:

http://taspring.clan-sy.com/phpbb/viewt ... 7847#47847

I was planning on a febuary release of some kind, but I might decide to push this off for a bit and concentrate on a completed tech tree.

Posted: 25 Jan 2006, 08:25
by Caydr
In case you haven't been browsing the art forum, I've just recently started working on G/E/M again since AA 1.42 is such a success. The latest screenshots start here:

http://taspring.clan-sy.com/phpbb/viewt ... 2846#52846

Enjoy! :-)

Posted: 25 Jan 2006, 18:01
by Mars Keeper
Looking forward to this :-)

Posted: 26 Jan 2006, 16:50
by Caydr
A TON of information about what I'm planning for G/E/M has just been added to the wiki here: http://taspring.clan-sy.com/wiki/GEM

Sorry about the formatting, I'll clean it up eventually when it gets closer to being done. In the meantime, if anyone would like to divide it up into sections and whatever, that'd be appreciated.

Please post feedback on what you read. Now I'll get back to work on the mod...

Posted: 26 Jan 2006, 16:59
by Zoombie
I'm fairly certian i gave you that idea for tradestations...

or did i?

Whatever its still cool!

Posted: 27 Jan 2006, 08:59
by Flint
I have to admit, these screenshots are very impressive and I look forward to playing your mod. Keep up the great work.

Posted: 11 Apr 2006, 00:01
by Drone_Fragger
Bump. Update please Caydr :D

Posted: 12 May 2006, 17:20
by Caydr
Since AA 1.46 appears to be working well for the time being, I've used this break to begin actively working on GEM again. Yesterday alone I made tremendous progress. All statistics, save for build costs and times (as these will rely on the new GUI) are finished. All weapons are finished, and new ship was modeled.

I'm going to try to have an ingame video or at least some new screenshots soon.

Posted: 12 May 2006, 18:53
by Mars Keeper
Caydr wrote:Since AA 1.46 appears to be working well for the time being, I've used this break to begin actively working on GEM again. Yesterday alone I made tremendous progress. All statistics, save for build costs and times (as these will rely on the new GUI) are finished. All weapons are finished, and new ship was modeled.

I'm going to try to have an ingame video or at least some new screenshots soon.
Thats awesome! I can´t wait to see have things are looking at the moment :-)

Posted: 12 May 2006, 18:59
by Caydr
In light of how well GEM is performing on my computer, I've decided that I might be shifting the focus away from ship-to-ship combat and move things into a larger scale, somewhat more similar to TA. So, instead of battles consisting of a dozen units, maybe they might consist of a dozen dozen.

For this reason, I'm going to be forced to change scale around a bit, making capital ships I've shown you considerably smaller.

HOWEVER, that doesn't mean that I'm aiming for shorter battles, ie more but weaker units. A top tier ship such as a level 3 destroyer will still require at least 30-45 seconds to destroy a bottom tier ship like a level 1 destroyer.

Posted: 12 May 2006, 19:14
by Felix the Cat
Caydr,

With all due respect, the idea of having only small-scale battles has been the big draw and most awaited feature of GEM, at least for me. We have a gajillion mods that are large-scale, and while large-scale battles are very fun, small-scale ones are as well.

I've really been looking forward to GEM and the combination of epic scale and smaller-scale battles. I'm afraid that if the mod were to shift away from the small-scale warfare, it would become "yet another spam mod", which would be very unfortunate because a lot of us have been psyched over GEM, and I'd hate to see all of those beautiful models and all of your hard work become yet another mod that's played one or two times a day.

Posted: 12 May 2006, 19:41
by Caydr
No, I agree completely. This isn't going to be a spam war. I merely meant that instead of seeing 2 or 3 ships involved in each battle you might see 12 or so (both sides combined), plus 30 fighters per side or so.

Posted: 12 May 2006, 19:54
by Felix the Cat
Caydr wrote:No, I agree completely. This isn't going to be a spam war. I merely meant that instead of seeing 2 or 3 ships involved in each battle you might see 12 or so (both sides combined), plus 30 fighters per side or so.
Oh, okay.

Your "dozen dozen" comment got me thinking of 144 capital ships facing off against 144 capital ships, with all their various accompaniments of fighter and bombers and whatever auxilliary craft would be necessary.

6 capital ships + 30 fighters per side actually sounds better to me than 1 or 2 capital ships per side. Awesome! as long as it doesn't lag horribly

Posted: 12 May 2006, 21:03
by Caydr
What kind of lag?

What do you guys think of this idea: since fighters are very small, it will be difficult to tell their team colour from any reasonable zoom level (probably). I could increase the number of team colour spots, but this would probably just come out looking kinda... bad. What if, instead of that, I make the entire ship (minus cockpit) have a slight hue towards whatever its affiliation is? So, a team red ship would be 10% red all over. Or 5%. Whatever looks acceptable.