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#301 Lord of the Rings Junkie

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Posted 08 February 2008 - 05:38 AM

You have some good ideas there, Nirrti will also have an invisibility power. :p

Edited by Lord of the Rings Junkie, 08 February 2008 - 05:38 AM.

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#302 njm1983

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Posted 09 February 2008 - 03:21 AM

I have more that came to mind today, It would be cool if the SG1 heros had palantir images that changed with each level to an image from each season. IE 10 seasons, 10 level heros 1 image from each season. carter and jack should have their rank change be apart of their title/name and it should change at the appropriate level.

I have a special power for teal'c and for daniel.

for teal'c: he should have a jaffa disguise that allows him to blend in with other jaffa.

for daniel at like level 6 or 7 corresponding with the season he ascended: he should have an ascend toggle that operates on a timer giving him the ability to go anywhere or be anywhere, but not interfere. so no attack or be attacked.

or alternately the ascend is permanent unless you try to attack with him. and it resets daniel back to unascended and level 1.

what do you think?

#303 Dain Ironfoot

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Posted 09 February 2008 - 11:45 PM

That sounds needlessy complicated for somthing which really doesn't matter in terms of gameplay.

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#304 Guess Who

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Posted 10 February 2008 - 07:59 AM

What is the point on changing them each level?, would look really really weird, when you level up picture just changes, you think "WTF!?!?!!".
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#305 mike_

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Posted 10 February 2008 - 03:16 PM

Not when it's the same character for each level...

#306 Dain Ironfoot

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Posted 10 February 2008 - 04:14 PM

My point that it's still probably needlessly complicated coding for somthing which really really (yes kids, Palantir images DON'T matter overmuch) doesn't matter.

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#307 Taralom

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Posted 10 February 2008 - 04:18 PM

My point that it's still probably needlessly complicated coding for somthing which really really (yes kids, Palantir images DON'T matter overmuch) doesn't matter.

true, oh so true. But it's nice to see some good art.

which reminds me, why haven't you answered my question earlier?

@Lotr junkie: i was wondering what kind of images you'd like...
since some of the goa'uld gods images are a bit weird.

for example: you want them when they use their powers or when they seem to just look at someone.

Edited by Taralom, 10 February 2008 - 04:21 PM.

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#308 njm1983

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Posted 10 February 2008 - 05:56 PM

I dont know how complicated it would be, im not a coder, I just know that for instance Jack starts out in season 1 having brown hair by the the 3rd he is starting to have grey hair by 6 or 7 hes almost entirley grey and has a scar marring his face. and by 10 hes all grey and old. I just thought it would be neat because I myself couldnt decide on 1 image for the character given how much he changes or the years. I feel that way for all the sg1 characters but only them. Sometimes its the overly complicated little artistic touches that make the difference.

#309 Lord of the Rings Junkie

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Posted 10 February 2008 - 06:54 PM

My point that it's still probably needlessly complicated coding for somthing which really really (yes kids, Palantir images DON'T matter overmuch) doesn't matter.

true, oh so true. But it's nice to see some good art.

which reminds me, why haven't you answered my question earlier?

@Lotr junkie: i was wondering what kind of images you'd like...
since some of the goa'uld gods images are a bit weird.

for example: you want them when they use their powers or when they seem to just look at someone.

Probably when they just seem to look at someone, head-shots are best. Certain things should be avoided, like I wouldn't want Apophis' portrait to be post Sokar when he had all the damage to his face. It's ok if their eyes are glowing, that might be kind of cool. :p (Not a requirement, just saying it's ok.)

@NJM: I agree with Dain and the others that level dependent HPs (Hero Portraits) seems way too complicated. I understand what you're saying about how the characters evolved and changed throughout the series, but I'm just going to have to choose one look for each character and stick with it. FYI, Jack will have grey hair. :)
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#310 njm1983

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Posted 10 February 2008 - 10:35 PM

thats cool with me its your mod. :lol: Perhaps you may want to consider it for characters who have real significant changes like Apophis would be him normal from lvl1-5, and then 6- 10 post sokar. I think hed be the only one like that. But as I said it your mod and your decision and it wouldnt deter me from playing this when it comes out :p

#311 Taralom

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Posted 11 February 2008 - 10:28 AM

okay, i thought i had seen Heru-ur with the glowing eyes somewhere.
i'm going to check the format.
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#312 Guess Who

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Posted 11 February 2008 - 10:34 AM

Maybe just a slight skin change each level he goes up, eg. more older wrinkles, greyer hair and a slight change in cloths on level 5 and 10?
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#313 Dain Ironfoot

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Posted 11 February 2008 - 12:46 PM

So if he leveled up rapidly he'd age rapidly in a single fight? Must be some ancient weapon!

Pin the time period down. It's not like LOTR where a costume change where you put on armour is a logical one to make within a battle.

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#314 Lord of the Rings Junkie

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Posted 18 February 2008 - 06:02 PM

So if he leveled up rapidly he'd age rapidly in a single fight? Must be some ancient weapon!

Lol, Goa'uld nanites! Remember that episode? "Brief Candle"

I'm going to take a break from this for a while. It's been a ton of work and I feel like I need to spend some time on teaching myself animation right now. Everybody keep the ideas and discussion coming though, I find your input very useful. Hopefully when I start working again I can get things to a point where I can get hosted. :)

Edited by Lord of the Rings Junkie, 18 February 2008 - 06:10 PM.

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#315 Taralom

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Posted 18 February 2008 - 07:36 PM

okay,

i'll send you my work by pm.
still figuring out how to make it look great.
when i'm done with that i can start mass production :)
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#316 Bebbe

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Posted 18 February 2008 - 09:53 PM

So if he leveled up rapidly he'd age rapidly in a single fight? Must be some ancient weapon!

Lol, Goa'uld nanites! Remember that episode? "Brief Candle"

That's actually the only episode I've seen :)

#317 Lord of the Rings Junkie

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Posted 20 February 2008 - 05:09 PM

I just had a cool idea for the Tau'ri that I think I'm going to do. In addition to planting C4, a munitions expert will also be able to plant M18 claymore mines.

The way I see it working is this way:

1. Click the command button for the claymore on the munitions expert unit.
2. This will give you a ghost model of the mine along with a decal showing the spray pattern to place on any pathable location. (The mine is rotated with the mouse scroll wheel just like when placing a building.)
3. The munitions expert goes to the location and plants the mine.
4. The mine object itself will be selectable and have a detonate command button that is set to auto-cast by default, which is scripted to go off when a certain amount of enemies are near. The player can turn off the auto-casting for precise control of when to detonate.

My only concern is how to get an AI player to rotate the mine in a useful direction. For buildings this is all taken care of in BSE files. Anyhoo, what do you guys think?

Fun factoid: An M18 Claymore has a spray arc of 60 degrees and is lethal at 50 meters. Coding-wise, the mine weapon will be similar to Gandalf's wizard blast.

Edited by Lord of the Rings Junkie, 20 February 2008 - 05:13 PM.

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#318 njm1983

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Posted 23 February 2008 - 12:54 AM

You know, thats a really cool idea but it may have to be a mine that just explodes and isnt directional. since I dont know jack about coding dont listen to me. but I have to admit if it is possible, it would make defense really interesting, and quite enjoyable.

#319 Lord of the Rings Junkie

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Posted 23 February 2008 - 04:36 PM

I know it's possible for the player, I just don't know how to make the AI use it. The directionality of the weapon works the same way as Gandalf's wizard blast.
DamageNugget; A basic Nugget that just does damage
		Damage			= M_GANDALF_FORCE_ATTACK_DAMAGE
		DamageArc 		= 75 (Change this to 60 degrees)
		Radius			= 110.0 (Change this to approximate 50 meter kill range)
		DamageType		= MAGIC
		DamageFXType	= MAGIC
		DeathType		= EXPLODED
		DamageSpeed		= 700.0; must match the ShockWaveSpeed below
	End
	MetaImpactNugget; A Nugget that throws things back with force
;		HeroResist			= .75
		ShockWaveAmount   = 70.0
		ShockWaveArc	  = 75 (Change this to 60 degrees)
		ShockWaveRadius   = 110.0 (Change this to approximate 50 meter kill range)
		ShockWaveTaperOff = 0.75
		ShockWaveZMult	= 1.000
		ShockWaveSpeed	  = 700.0 
	End
End
I've already determined that coding-wise the demolitions expert unit will be just like a porter, but the command buttons will be in the palantir. Hmm, perhaps I could place the mines for the AI on the map like a farm template...

C4 will work pretty much the same way but not directional.

Edited by Lord of the Rings Junkie, 23 February 2008 - 05:42 PM.

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#320 njm1983

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Posted 28 February 2008 - 11:50 PM

I suppose that would work just have to have some kind of icon on the object for map placement to make sure that they face the right way.

heres and Idea for a power for the free jaffa

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