Galactic Empire Mod preview (56k BEWARE) - Page 4

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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Min3mat
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Post by Min3mat »

the big ship could give u a bit of storage and m income as could the flagships and mid size ships so losing one really is devastating.
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Caydr
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Post by Caydr »

In IG, there was only one resource: cash. To get cash, you would build trade centers on your planets and tax your citizens.

I'm not quite sure how I will work this out in the mod. I was thinking there might be two resources: metal and cash. To get cash, you must build space colonies, which would presumably be inhabited by people who pay tax. Then, you would "buy" metal with that cash. Certain items in the game will cost a lot of cash, others will cost a lot of metal. Mm..... tricky to say how this will work out in the end. I'll try to make it good though.

I'm hoping that by the time the first beta is ready, there will be a customizable GUI ready so I can replace metal and energy with metal and "credits".

There's always the moral issue. It's really not very nice to blow up a colony with thousands of inhabitants just so that you can hurt your opponent's economy :lol: Is it possible to set things as non-capturable? Maybe I could make it so that colonies are permanent (damagemodifier=0) structures that, once built, must be captured by special marine transports. And everything besides colonies would be uncapturable.

Would be interesting, if it's possible. Then there's always the possibility I could avoid the issue entirely by just using... "trade outposts" or something..... dunno.

~~edit~~

Ahhh... here's an idea. I could combine the two. You could build colonies for a stable income, and trade centers could give varying amounts of money, similar to wind generators.
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Masse
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Post by Masse »

or maybe throught some LUA scripting maps could have these "planets or space colonies" that u must capture to gain more recources :wink: i dont think this a bad idea... sounds pretty good yeah :lol:

maybe few different kind ones... one gives metal one gives credits

ASTEROIDS with mining colonys... *SERIOUS BRAIN DAMAGE HERE* TOO MANY IDEAS !!!
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AF
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Post by AF »

None of this is new, I see the likes of homeworld 2 having a greater variety of ship types and uses than this, nevermind the people from that community. I spent ages reading a huge thread on race design in the HW games and how it should be done, dicsussing hwo ti ws done in a variety fo other space/land games such as starcraft Warcraft TA etc.

Very intuitive. Caydr would do well to give us a brief on the race itself, what its style is, I can see its ship style, and that it likes missiles, why else use them? It likes building big, and it likes seeing the big picture.

Maybe something for the commander type unit would benefit from a more stylised approach embodying the races philosophy. For example in HW:Cataclysm, one of the kith clan ahd a mothership that was big and had lots of ion cannons, moved slower, very respective of the type of player.

I'm a little enamoured as to how planets would be coded.

And I dont think it would be a good idea to restrict the user to building thigns on platforms on the map. Give us an unrestricted field of building like HW and ST-Armada for the most part.
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Masse
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Post by Masse »

i hope theres no platforms at all... the planets i was talking abaut was just a UNIT/structure that looks like a planet only issue there would be the size :?

i was thinking something like this:
the map makers would place some neutral units (colonys/bases/what ever) on the map... and they'd need to be captured so they will start producing what ever it will produce :wink:

but best way to get best strategial recource system is to copy it from game that has one :lol:
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Caydr
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Post by Caydr »

3D movement isn't possible as of yet, regardless of any modification I might make. The idea of neutral colonies is great, but I have no idea how this might be scripted. And I would like to keep some kind of realistic scale if possible - meaning that actual planets would be quite extremely large and strange. And don't compare this mod to Homeworld...
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Masse
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Post by Masse »

Caydr wrote:3D movement isn't possible as of yet, regardless of any modification I might make. The idea of neutral colonies is great, but I have no idea how this might be scripted. And I would like to keep some kind of realistic scale if possible - meaning that actual planets would be quite extremely large and strange. And don't compare this mod to Homeworld...
u might wanna "hire" some ppl who know howto do such a thing... and if u make this mod look cool at this point u might or WILL get more ppl working on it :wink:

space strategys has allways been close to my heart so i want this mod to happen :-) i trust in u Caydr
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Zoombie
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Post by Zoombie »

I like the colonys and trade center ideas. So lets just take two maps i made up...a few seconds ago

"The Corridor" and "Outer Rim". The outer rim is just a collection of space debrie and has a massive gass giant in the cneter. Here colonys are the way to go becasue insted of Wind speeds theres "Trading Rates" and on the ass end of the solar system/galaxy theres not going to be...any trading. So you set up colonys and get your war machine going.

In the corridor the tradeing is much higher (mabey some NPC ships just bumbling around for atmosphere) so it would be better to build cheper tradeing stations.

Its that how it would work>
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Caydr
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Post by Caydr »

Image

First textured unit ingame, starting work on the others now that I've got the process down. Problem is, I'll only be able to model simple things like fighters until Zaphod makes it possible to set the origin point of objects somehow. Otherwise things will rotate off-axis and look bizarre.
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Min3mat
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Post by Min3mat »

erm its a bit bright! looked nice and dark in the others
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Caydr
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Post by Caydr »

Late game tech has brighter appearance.
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Nemo
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Post by Nemo »

Tell me that's not the final texture...I'm guessing that's just a holding pattern, because its such an amazing model that putting a bland texture is a bit of a waste >_<

I'm sure its not the final one, but that model looked so good in shiny jet black.
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Min3mat
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Post by Min3mat »

cool. like tie fighters and star destroyers :)
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Caydr
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Post by Caydr »

Rendered movie:

http://www.fileuniverse.com/?p=showitem&ID=1926 850 kb, DIVX codec required

I am the only person in the world outside of Tamas Kreiner who has a copy of all the original IG music.... I listen to it while I model :-) This will be a fantastic mod.
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Caydr
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Post by Caydr »

Image
Image
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Caydr
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Post by Caydr »

More:
Image
Image
Image
Image

All the fighters in that last shot didn't decrease my framerate by even 1.
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SwiftSpear
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Post by SwiftSpear »

there's only 50...
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Caydr
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Post by Caydr »

Got another fighter modeled and skinned, but I'm too tired to bother with screenshots. Tomorrow..ish.
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Min3mat
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Post by Min3mat »

so awesomely pretty! still think that capitals need to be either white or dark though. i don't like that grey colour
CrowJuice
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Post by CrowJuice »

Is there no way to have freespace style capitalships:fighter size ratio? Since there will only be one of those in play per game anyways?

Suprem Commander has some pretty big units doesn't it? Maybe it could work here also?
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