Stargate Mod
#261
Posted 26 January 2008 - 04:29 PM
I'm turning my attention back to the mod now, though. Next thing modeled will likely be the sarcophagus. Don't worry, I will NEVER lose interest in making this mod. I'm way too stubborn to give up on something like this once I've started it.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#262
Posted 31 January 2008 - 04:13 AM
It's not nearly as impressive as the naquadah mine, but my next update will be really good. I'll be working on the death glider next. *Getting back on track...*
For those who don't follow the series, a sarcophagus is a powerful piece of Goa'uld technology, it can heal just about any injury or sickness and can even bring people back from the dead. Sometimes, as seen in the episode 'Abyss', the Goa'uld would torture their prisoners to death only to revive them and repeat the process as they pleased.
Edited by Lord of the Rings Junkie, 31 January 2008 - 04:19 AM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#263
Posted 31 January 2008 - 05:27 PM
please take note that, until further notice, I don't care, so get lost.
#264
Posted 31 January 2008 - 05:54 PM
Edited by Lord of the Rings Junkie, 31 January 2008 - 06:14 PM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#265
Posted 31 January 2008 - 07:05 PM
Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?
#266
Posted 31 January 2008 - 10:07 PM
Anubis is going to be awesome, I've already dabbled with some artwork and sound fx when not modeling. (On nazgul unit at the moment.)
Edited by Lord of the Rings Junkie, 31 January 2008 - 10:46 PM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#267
Posted 31 January 2008 - 10:46 PM
Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?
#269
Posted 01 February 2008 - 12:48 AM
#270
Posted 01 February 2008 - 11:38 PM
I've been thinking about it, and now I'm going to do things the way Dain suggested. You will only be able to control one Goa'uld at a time, but I will use a command set switch to give them a LOT of cool powers and abilities.
Thanks to Fingulfin for writing a nice tutorial on how to do this. link
[Edit] Just completed that tutorial Fin, but I found you only need the two command buttons that do the actual switching, you don't need the separate shortcut buttons. Just make them un-pressable and the shortcuts still work.
Edited by Lord of the Rings Junkie, 02 February 2008 - 02:22 AM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#271
Posted 02 February 2008 - 12:47 PM
i think you should drop the scale thing.
please take note that, until further notice, I don't care, so get lost.
#272
Posted 02 February 2008 - 02:39 PM
Great Alliance of System Lords:
- Ba'al (lvls 1-6, since he later on betrayed the alliance he previously led (season 8 ep 1, New Order))
- Yu (gives acces to his First Prime, Oshu, and another members of the Alliance, also bonuses to ash'rak)
- Amaterasu
- needs more, can't think of any right now
Lone System Lords:
- Apophis (gives access to Klorel at lvl 3, also to Serpent Guards)
- Klorel (gives access to Apophis at lvl 5, also to Serpent Guards)
- Heru'ur (gives access to Ra-guards, able to join with any System Lord at lvl 10)
System Lord Outcasts:
- Anubis (gives access to Kull Warriors, and later on Ba'al when he reaches lvl 8)
- Ba'al (access to cloning and weak, cheap Goa'uld underlings, also Kull Warriors at lvl 7). Note that you have to choose Ba'al in the beginning, and that all Alliance upgrades will be lost when you decide to 'Outcast' him)
- Sokar (access to Devil-jaffa, anti-hero bonuses, anti-Tok'ra bonuses and Bynarr at lvl 4)
#273
Posted 02 February 2008 - 03:32 PM
@Allathar: Sounds complicated. I think I will just make it so you can recruit one system lord and all the tech that comes with them regardless of the experience level. I will give each hero a SYSTEM_LORD kind of and limit it to one at a time. That way if your Goa'uld dies, you have the option of either reviving them or choosing to recruit another system lord. For example: I start the game and recruit Sokar. This allows me to recruit some devil jaffa, so I do. Sokar gets killed somehow, but instead of reviving him I choose to recruit Apophis. I can no longer recruit new devil jaffa, but I still have control of those already on the map. This reflects the idea that a Goa'uld often absorbs the forces of a defeated fellow system lord into their own.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#274
Posted 02 February 2008 - 10:26 PM
#275
Posted 02 February 2008 - 10:51 PM
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#276
Posted 03 February 2008 - 02:48 AM
#277
Posted 03 February 2008 - 05:34 AM
A fellow CG artist on Blenderartists.com pointed me to a mid-poly death glider model he made and put up for download on scifi-meshes.com, so right now I am re-modeling it to be low-poly enough.
Left = Mid-poly wing Right = My progress on low-poly version.
Blender's retopo tool has been a lifesaver so far.
Edited by Lord of the Rings Junkie, 03 February 2008 - 05:37 AM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#278
Posted 03 February 2008 - 08:15 AM
Very sure you can't create new KindOfs... There are a TON of unused ones that you can use though (leftovers from BFME I)I think I will just make it so you can recruit one system lord and all the tech that comes with them regardless of the experience level. I will give each hero a SYSTEM_LORD kind of and limit it to one at a time.
#279
Posted 03 February 2008 - 02:26 PM
Okay, now I'd like to discuss a bit of building mechanics with you guys. Obviously with the new game scale a lot of things are going to change, and one important thing is the amount of damage buildings take from ground troops. Most buildings are going to be pretty tough to take down with troops, and fortresses almost impossible. Each building should take a decent amount of siege to take them down like in S.E.E., and fortresses should take quite a bit of siege. To compensate for their strength, building times are going to have to be made longer. If I may quote Sul:
So here are my thoughts:It's a bit sad to see a catapult destroy a farm with some effort and turn to the second farm all the while an enemy porter rebuilds the first farm faster than he can raze the second building.
Resource structures should take 1 minute.
Unit production structures should take 2 minutes.
Air unit production buildings should take 2 minutes 30 seconds.
Buildings where unit upgrades are researched should take 2 minutes 45 seconds.
Attack buildings such as sentry towers and fortress expansions should also take 2 minutes 45 seconds.
Fortresses should take 5 minutes. (This is the longest of any building.)
Still don't know about wall hubs, it will depend on the strength and type of wall.
I will be removing the auto-repair behavior on all structures so that they can only be repaired by porters, and the rate at which they are repaired will be 0.5% per second.
I've thought these through a bit, and I believe them to be a good compromise between reality and playability.
Any thoughts on this subject?
Edited by Lord of the Rings Junkie, 03 February 2008 - 06:28 PM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#280
Posted 03 February 2008 - 09:49 PM
On another note, what kind of siege would we be talking about? Ships? Ion Cannons? If so, how long would these take to build, and how much would they cost?
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users