Final Frontier 1.18 (Website and first FF-map released) - Page 12

Final Frontier 1.18 (Website and first FF-map released)

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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

The outgrowths are engines... and personally I would like to reserve design control for TLL for the time being... Im not gone, just got X3 the reunion and have been playing that extensively (it is addicting)... Ive also felt as though I was phased out of the decision making process here anywho.. which is one reason I havent payed much attention..
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smoth
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Post by smoth »

Image

Something like this... not this but something like it... see how I used angles to make it less boxy and I melded the engines in with the main part of the body... also I scaled down the bridge.
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Optimus Prime
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Post by Optimus Prime »

how can you work on 3do files? Which program do you use? I m not able to model a 3do file. Only texturing and scaling is possible with 3do builder here :(

btw nice :)

ah and i have made another ship completely new and i tried to create it more like a normal arm ship.

Image

does it look bad too?

Edit: Engines reduced a bit and sme different textures
Last edited by Optimus Prime on 02 Feb 2006, 12:43, edited 3 times in total.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

Much better. I like both smoth's and yours. For a first effort, this ain't bad at all.
aspa
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Joined: 29 Sep 2005, 01:51

Post by aspa »

First thing I thought of when I saw this was a drone carrier. Would it be possible to script it like the Triage?
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Fanger
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Post by Fanger »

That is much improved optimus.. still needs smaller engines (maybe 75%-60% the size now.) and a slightly larger front...
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Flint
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Post by Flint »

Why dont you use both yours and smoths, putting one to core and arm each? Possibly alter yours a bit (colores/shape) for core and throw in smoths for arm.

Just an idea
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Optimus Prime
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Post by Optimus Prime »

Ok here is the first ig test...

Image

now i have only one problem left: I want to give it an inaccuracy, but that doesnt works. I removed guidance and tracking ability, but it still hits exactly the point it attacks...
Does anyone know how to fix that?

here is the weapontag:
[Orion]
{
ID=173;
name=Tactical nuclear missiles;
rendertype=1;
model=rocket;
lineofsight=1;
turret=0;
vlaunch=1;


range=2800;
reloadtime=0.8;
weapontimer=2;
flighttime=5;

weaponvelocity=450;
startvelocity=300;
weaponacceleration=150;
turnrate=30000;
areaofeffect=180;
soundtrigger=1;
propeller=1;
energypershot=0;
metalpershot=20;
noautorange=1;
burnblow=1;
tolerance=1000;
pitchtolerance=1000;
accuracy=2000;
soundstart=longbow;
soundhit=bang2;
firestarter=70;
tracks=0;
selfprop=0;
shakemagnitude=5;
shakeduration=.2;
twophase=0;
guidance=0;
explosiongaf=fx;
explosionart=nuke1;

waterexplosiongaf=fx;
waterexplosionart=nuke1;

lavaexplosiongaf=fx;
lavaexplosionart=nuke1;

startsmoke=1;
smokedelay=.1;
smoketrail=1;

[DAMAGE]
{X}
}
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FizWizz
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Post by FizWizz »

I don't think Vlaunch weapons can be innacurate, which sucks because they could be in OTA.
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FizWizz
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Post by FizWizz »

[Double Post]
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

No offence OP, but i like Smoth's take on whatever this ship is called a lot better. It looks cool and sleek.

Also dosnt the arm already have a missle ship? The longbow?
smokingwreckage
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Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

Zoombie: The Longbow fires FORWARD. It is direct-fire, making it a front-line ship.... any of your own ships in front of it will get hit by it, or it won't fire, one or the other. The New Arm Ship here is INDIRECT FIRE so it can sit behind the lines and shoot OVER your ships.

I like both the models. If anything Smoth's looks more Core and Optimus' looks more Arm.
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Zoombie
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Post by Zoombie »

So KNOW it makes sence...
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Optimus Prime
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Post by Optimus Prime »

i like this one for core more (actual Name: Devastator):

Image

just some *thoughts*:
making this unit as big as the piledriver and nearly as strong as it or
giving core a lvl 4 yard where they can build piledriver and this one
(with some more weapons) or making this unit a medium-big unit.

note that at the moment there is nothing clear about which unit will be
implemented and which not. I m just testing my modelerskills and learn
how to implement those units into the game.

ok here is a first ig screen. On this scene it was nearly as strong as 2 piledrivers...
Image
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smoth
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Post by smoth »

:shock: :shock: :shock: 8) :shock: :shock: :shock:
I want THAT IN MY SPRING NOW.... :oops: um.. yeah.. that unit is a keeper man!
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Optimus Prime
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Post by Optimus Prime »

ok i nearly finished all the work on that monster :)

you will need to build a BIG shipyard for that BIG ship

it is now fully armed with:

3 x Antifighetr Flak Guns
6 x Mounted Antimatter-Blaster
2 x Small Nuclear Missile Launcher

(of course the missiles reload correctly - that cost me half the day :()

I think thats enough for the beginning of a massacre ;)

here is an actual screenshot:
Image
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Zoombie
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Post by Zoombie »

Now THAT is a planetkiller!

I love it!
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Hehe.
l4 plant? Thats fine!
If it delivers, it could cost 1million metal, and it would be fine to me :D
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clericvash
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Joined: 05 Oct 2004, 01:05

Post by clericvash »

i really wish i had a better pc....lol...i played it a while ago before the current version...great mod!
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

it needs a way better texture/UVMap; it looks like a giant blob ATM.
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