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[SotC] 8472 - How to do species 8472

[SotC] 8472 - How to do species 8472

myfist0, upon learning of the variety of species 8472 ships, I hereby declare you must include Species 8472 into your arsenal for your SotC mod.

Things to know:

Species 8472 will not have the same numbers of ships or structures as the Vanilla Sins races. They don't even have the same number of ships as their Armada II Counter parts. They aren't underdeveloped in Armada II; they simply don't have that many various ships. In armada II, they possess about 75% the amount of ships as the other races, and about half the structures.

Species 8472's Starbase will be mobile, on par with the Orkulus, with similar upgrades.

species 8472 builds ships in Vacuum space in 2 ways.

One way is through Embryos. There are two types of Embryos: The passive and active Embryo. They must possess the ability to construct the ship, like the Starbase Constructor in Entrenchment.

The second way is gating in ships that are especially construct (much in the same way a Galaxy class ship is constructed), but this can only be done in fluidic space. This is generally for large ships only; Battle Frigate (capital), Battleship (Capital), Behemoth (Capital). Their three capitals will fill the 5 roles usually filled by vanilla races.

In Armada II, Species 8472 used only biomatter to construct everything. They had no population, crew, capital crew, dilithium, or metal. Armada II isn't canon, so we can just go with Credit, Metal and Crystal.

With these things said:

Capital Ships. Species 8472 has no fighters; end of story. They will be at a severe disadvantage in this respect. But they will possess a variety of abilities that will either target fighters, or nearly nullify fighter damage. With that said, 8472 will have the following niches of Capital ships: Battleship, Colony, Support.

8472 Battleship          

Battleships, Battleship

Telekinetic Strike - Single hit damage
Rapid Regeneration - Increases already fast regeneration
Insanity - Like disorientation, very low AM cost, medium recovery, long duration. Single Target, not channeling.
(Super) Planetary Pulse - Massive Instant Damage to Planets for no AM cost, long cooldown.

8472 Behemoth

Colony, Behemoth

Colonize - Colonizes
Nebula - Generates a Nebula field, preventing jumps, quickly destroying small objects (strikecraft, bombers).
Rift - Allows the Behemoth Initiate a phase jump from any location.
(Super) Nebula Reaction - If the Behemoth has enough power left, or another Behemoth is present, it may fire a pulse into a Nebula field to deal massive damage to all enemy ships in the field.

8472 Battle Frigate

Utility, Battle Frigate

Concentrate - Better focuses weapon fire on target, at least doubling damage upon target. Channeling.
Planet Concentration - Planet Bombardment damage is multiplied similar to Concetrate.
Rapidity - Syncs the Frigate with allied ships, significantly reducing phase jump time within a field.
Regenerate - Immediately places Shield and Hull back to 100% but costs 300 AM.

 

Smaller Vessels: Species 8472 doesn't do very well to distinguish between Frigate and Cruiser. Instead, they have ships which can be build in vacuum space from Embryos, and are very small. These are all built from Active Embryos.

8472 Scout

Scout, Scout

Detect Cloak - This vessel can make invulnurable targets vulnurable, and detect mines for targetting.
Telepathic Link - Replicate TEC scout ability.

8472 Destroyer

Long Range Frigate, Destroyer

Read Computer - The Telepath aboard the Destroyer telepathically reads the enemy computer in range. You immediately detect which planets they own.

8472 Cruiser

Heavy Cruiser, Cruiser

Psionic Disruption - Disables and makes invulnurable one target. Nonchanneling, Duration = Cooldown 20=20, 30 AM?

8472 Launcher

Anti-Module, Launcher

Can target enemy ships as well.

8472 Collector

Support and Anti-Module, Collector

This ship has not direct firepower, and mainly is used for boosting resource income. It does have military purposes, though.

Mining Beam: Target any Planet or minable asteroid to gain an instant single bonus of Crystal and Metal.

Extraction Beam: Deals moderate damage over time and provides credit and metal upon completion.

 

These are produces from Passive Embryos.

8472 Transmuter

Support Cruiser, Transmuter

This ship has no direct firepower, and mainly is used for boosting abilities and most commonly assists the Collector. Ths ships naturally repairs itself faster than anything else known to exist, and should have an extraordinary Antimatter Regeneration rate, aswell.

Assistance: Reduce Ability cooldown and antimatter cost. Single Target, nonchannel. High duration, low cooldown.

Refuel: Consuming 100 Antimatter, this ship provides 100 antimatter to a target. Medium cooldown.

8472 Gate

Capital Ship factor, Fluidic Gate

This should have an inaccessable stable build from constructors, but therwise also be buildable from passive embyros.
They port in Battleships, Behemoths, and Battle Frigates.

 

And these three beauties are also built from passive embryos.

8472 Module

This is the most basic research station, and Likely best used as the Civilian Structure.

8472 Module

This is the structure used in Armada II to upgrade the Behemoth, but it can be used for something else.

8472 Module

This is the structure used to upgrade ship systems, ie: combat, hull/shield, sensors. This would pull off being the Military Lab.

 

See the loose ends here: http://gaming.trekcore.com/armada2/ships-species8472.html

Things like the Defender can be the construction ship.

Sentinels would take up being Turrets. Please don't forget that they are very powerful turrets relative to the other turrets in Armada. One Sentinel takes out the Federation Sovereign class Battleship easily.

They also have mines. A glance of active and passive embryo are provided within.

 

51,781 views 61 replies
Reply #52 Top

S8472-Capitalship_Behemoth
in game beside the KOL with no skybox lighting. 1 weapon point mid front and 2 ability points

 

 

Reply #53 Top

Quoting myfist0, reply 45
...to get sins to show the ship like this in-game I have to add a greyscale to the -da green channel or the ship is completely dark unless a light source is directed at it...
End of myfist0's quote

Well, light made via the da green ( light ) and da alpha ( bloom ) are fake light... it only modify the texture surface and don't really emit light who can influence surface around...

If you wish real light, the only way is to use a hardpoint and secondary mesh called via particle who use the sun.fx shader code in place of the ship.fx code...

For example, look at http://3.bp.blogspot.com/_EpX6GUNLABE/S8WhwPvHX0I/AAAAAAAABJo/kqWsTyZZYA8/s1600/screenshot14c.png ... all the blue thing are a secondary mesh who really emit light... light is projected everywhere, on the body, on the front nose tentacles, etc... in fact, if you wish, you can create a projector who can illuminate other ship who are near...

It is the only way to have real light, i mean light who really emit light... good angle weighted normal are important since it determine the direction for the light emitted...

 

Reply #54 Top

I do want that for some other models Thoumsin but not S8472. They use a material that is alive to build their ships which makes the ships viable in the dark. This is the only race I will give a greyscale to the -da green.

Reply #55 Top

i think that i understand... all the surface of the green channel da is not black but some shade of grey, making the full ship "glow" in the dark...

Reply #56 Top

Yes, but not sure if I would use the term "glow", maybe luminous but the -da alfa is only applied to the bright yellow areas which in the future I might do as you suggest and actually add a light particle effect but just to many models to get in-game now to do any special effects on each one.

I think this turned out pretty good for the darkest view in-game compared to how the KOL looks directly behind the Behemoth

 

There is some texture limitations because it is only 256x256 and enlarging the ship to the size of the KOL shows the small texture.

 

 

And the Scout in-game.  :P

 

Edit 2: Added Collector. Not sure about the scale.

 

 Start of the Fleet image

So I have 

S8472-Capitalship_BattleFrigate
S8472-Capitalship_Battleship
S8472-Capitalship_Behemoth
S8472-Frigate_Collector
S8472-Frigate_Scout  

Started a slide show on Dropbox that I will slowly add all the models to. SoaSE in-game screen shots.

Species 8472 Model Gallery

Reply #57 Top

The collector is meant to be pretty big for a resource collector. It completely dwarfs the other resource collectors in Armada II, and is pretty much bigger than any other non-8472 ship that isn't the Galaxy/Sovereign or other race's counterparts.

Reply #58 Top

Quoting myfist0, reply 50
Try to let me know about scale with existing Sins ships as a benchmark. I do not have ST models in yet to do a scale compare so I will make it about the size or the KOL then. Can easily be tweaked any time.
End of myfist0's quote

Again, I do not have ST models, play Armada or have any other m0ds assets in-game. If you want to explain scale please use existing models as a bench mark.

Reply #59 Top

If you automatically have scale providing I'm telling you to make the 9482 Battleship around the same size as a Kol, you have your scale around where I imagine it. This is because the 8472 Battleship is only slightly larger than a Sovereign class Battleship, and the Federation is known for having the smallest flag or capital ship in their usual manifestation.

From here, you must ignore the Warbird in Armada II, and scale your mod's Romulan D'Deridex class battleship to around the same size as the behemoth. Between the Size of the Behemoth or Warbird and the size of the Kol or 8472 Battleship is the range you should find your EVE battleships.

Reply #60 Top

is there any chance of resurrecting this

Reply #61 Top

probably not as it was mostly myfist0's work and he has left the forum and taken EVERYTHING of his with him