Amazing work. Those new textures look brilliant.
derbal213
Good Ideas. [quote]-Wraith Retrovirus- Take control of wraith ship for a shirt time? disable wraith ship for a short time? (virus converts wraiths to humans but only for a while without regular doses) -Anti-replicator weapon- disable target replicator ship? destroy target replicator ship?[/quote] For balancing purposes, both could be simple disabling abilities. The Wraith return to Wraith form, the Replicators figure out how to block the signal and rebuild themselves. <
[quote]I dont think it needs much of an explanation... If it were my creation I'd simply say every time a maraz goes into an enemy system it realeases a swarm of robotic probes that attach to orbiting debris in the hope to be used as planetary bombardment projectiles. the concept and execution rock.ds[/quote] Yea. But it would be even cooler to have the Marza actually release a 'probe', have the probe teleport in a flash or some other effect, and then comes the asteroid bomb.
Personally, I like it, but I think you need to have more of an effect that sort of explains how the asteroid is grabbed. I don't know what you would use, but it just seems to be missing something having the asteroid come out of nowhere with no real explanation.
What did you edit to change the smoke trails for the missiles?
[quote]A idea for the third alien research could be reverse-engineering, Some examples of what can go here are- Gou'ald based shields ((first shield upgrade) leads to Asgard shields then Ancient) Naquadah Basics (leads to)- Naquadah enhanced missiles, Naquadah reactors, Naquadria hyperdrive (first hyperspace upgrade) Cloaking (this should be for jumpers and BC304s(I'm not sure if this should go here or in ancient))[/quote] Good Ideas..I'll see what I can do.<br/
Hello, In case any of you were wondering, I have been very busy lately and have not posted much pertaining to this mod. This is because I haven't gotten anything done, but now I am starting to free up some time again and should get around to getting some things done. Tonight, I have added in the Ancient research tree for the Tau'ri. I will go more in-depth later along with screen shots. Along with this, I have renamed the "Combat" title of the research window to "Alien." This is
Very Nice. I think it really fits in with the whole Xin feel. Keep it up.
Not sure why it won't show up. The only possibilities are you misspelled something somewhere or you don't actually have an "AbilityPhaseCapitalShipColonize" ability in your GameInfo folder.
OK..That makes sense then. It looks like something the government would build to be stealthy and whatnot. Your problem is going to be actually making it stealthy like you describe and balancing, etc.
Yea. Sounds cool. Can't wait to hear the finalized versions.
I like them. I'm not sure with which race they would fit best, but I like the overall look of them. Of course, most, if not all gamers out there are eager to get their hands on something new, so new ships are always welcome. My suggestion is, if you feel like it, make a brand new race and develop your own ships. They can all be based around the look of this ship. And once you get weapons and everything finished this will turn out to be a very good looking ship. Keep up the good work.
Yea..I thought about that. The thing is, make sure that the 'sounds' they make can be clearly identified as affirmative or negative. You want the player to have a pretty good understanding of what the alien words mean, even though they can't understand it word for word, so to speak. What I'm getting at is, don't say affirmative phrases in a negative tone. Don't say 'yes' while shaking your head no, basically. Does that make any sense at all?
I like it, but I don't think it fits for the organic feel of the Xin. It sounds almost robotic. I couldn't really understand it either. It does feel like a big, bad alien, but more of a big, bad alien robot. My thought of how the Xin would sound is kind of a raspy sound. Or at least something a little more organic. If you're doing the kind of, Star Wars bounty Hunter helmet voice change thing, then that's cool, but just make it understandable.
[quote]Hey guys I had some Suggestions for the research/artifacts-For research-Asgard (as you already have) + Asgard Core (Minor additions to shields/ weapons/ hull/ speed/ hyperspace opening time/ Antimatter)Ancient- ZPMs- (increses Antimatter/Shields/Ship Speed) Drone Weapons- (Adds Drone Weapons to ships) Ancient Weapons Platform- (Allows you to construct an Ancient Weapons Platform- (Season 1, Episode 19 - The Siege Part 1)) Ancient Shield Technology- (Requires Asgard Shields (Shiel
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AH! Yes! This is awesome! I've been waiting for this for a long time. Thanks so much!
Awesome! Really looking forward to seeing some Empire ships in Star Wars. The Empire rules!
[quote]I hear that the DEVS are in fact releasing the Particle Editor soon, very soon. Us modders have been putting the pressure on them. Hopefully this, combined with releasing the limits, will let all of us do what we need to do in order to get our mods to work.[/quote] That would be absolutely awesome.
[quote]Nice explosions. I have to say though, I think you picked my most disliked metallica song[/quote] Thank you. But St. Anger is probably my single most favorite album and song of all time. Metallica is [I][B]the[/B][/I] rock band. I don't think I've found a song from them I don't like. Of course, though you mean that Metallica is amazing and St. Anger is your least favorite but is still an awesome song, right? ;)
[quote]The next tool to be released is Particle Forge.[/quote] Sweet. Any idea on a timeline?
[quote]My question to you is... How did you open the files and get the pixelbox references? I have not been able to get the pixel references that you have in your post. Perhaps I have just missed a step or something. Any response is greatly appreciated.[/quote] The Pixel references you get from Photoshop or whatever you use. For Photoshop: -Go to View, Click Rulers. -Right Click on rulers and select pixels. -The Ruler measurements will now be in pixels. <br
UPDATE: I got back to work on the explosions. I think they look quite a bit better. With the help of Bailknight, I was able to create a 'chain reaction' explosion set. Capital Ship Final Explosion: [IMG]http://i305.photobucket.com/albums/nn234/derbal213/ScreenShot_17.jpg[/IMG] Frigate Final Explosion: [IMG]http://i305.photobucket.com/albums/nn234/derbal213/ScreenShot_18.jpg[/IMG] -These were taken from the exact same camera angle and zoom level. I
[quote]Ok, someone turn the lights back on...Damn that realism, your ship might be pretty, but I can't see squat. Might want to consider a serious increase to the amount of ambient lighting on your maps, see if you can get things more visible. Unless it's pitch black because of an oops.[/quote] It's just because of the map. The map's background is one of the really dark ones. It will be more visible against other backgrounds.
[quote]have you considered the damage from the asgard beam weapons?2 shots for a hive ship3 for an ori warship6 for an ancient warship?[/quote] Yes we have. And Balancing will all come later. If we are unable to balance it right (i.e. beams accessible way way too early) then the damage will be lowered. We will have to sacrifice stargate reality for gameplay. But I'm sure no one wants to play a mod where they can destroy a fleet with one or two ships.