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Lt Commander Chris

Member Since 09 Feb 2008
Offline Last Active May 30 2009 09:01 PM

Topics I've Started

Some advice requested

20 May 2009 - 01:10 PM

Good afternoon, it's LTCC from UEAW; I'm hoping for some advice on skinning techniques.

I've been teaching myself the best I can using photoshop for some time now, but I need some more specific help if I am to progress further; it seems when one gets down to skinning a Venator, everything comes to pieces (:p)!

I'm alright at skinning, I guess, take my Saboath frigate skin as an example to judge me by:

Posted Image


Put simply, I need some more specific advice on base texture synthesis; hopefully some help on the Venator too. I am rather stuck on skinning it because I look at what I'm aiming for, which I'm quite confident, from my other work, I could do; if I knew how, but when it comes down to making that Venator hull texture and getting the panelling to stand out from it (I know about bumpmaps; that's not what I'm on about), I come to a complete blank; I've tried a variety of improvisations but can't think how to get that hull texture right.


I hope that some more experienced skinners come across this and can and will help,

Thanks,

Chris

LTCC

An interesting suggestion

17 October 2008 - 07:13 PM

I have read that it was intended to make capturable outposts have a build area somewhere... Anyway I liked the gist of this but have some interesting suggestions:

Presently one starts with a fortress. It has x build radius.

I suggest three buildings (buildable) which provide building area:

Fortress: Basically what we have already. Big build time, big price like presently. Not only a base of operations, but also highly defensive and provides a tactical strong-point. (build cost 25,000)

Headquarters: A building which isn't a fortification, but is a big established base, and isn't fragile. Has 3-4 build pads with similar options to fortress, but less innate defences and health/armour. Still formidable. Provides roughly the same amount of build area. Has some upgrades. Can recruit heroes. (build cost 7,000-11,000)

Outpost: A small forward base, has a single build pad for tower/artillery off side, requires siege weaponry or massed numbers to destroy still, but is but an outpost. Provides a workable but small area of land for a small base. Basically in terms of defence, a highly beefed up tower with a pad and capacity to build porters. Can't recruit heroes. (build cost 2,000-5,000)

Basically, instead of a great fortress, one starts with a Headquarters, still a defensible building but more realistic and less uber. You can build fortresses later when you have money. Headquarters are still quite tough, but not on the scale of the castle-like fortress.

Outposts allow for, well, outposts in the map, small defences and bases on bigger maps, useful. Not weak but nothing on scale of fortress and weaker than a headquarters. Headquarters can also be built, for bigger new bases, as can fortresses. Flexibility but weaknesses.

Different strengths of base and outpost possibility - doesn't it give you that fuzzy feeling inside?

;)

SEE interim balances

12 October 2008 - 08:16 PM

(Ok, I'll put this carefully and how I've been instructed)

As Elbenmensch and Verd already know, I've made some modifications to SEE, which are temporary changes which basically balance the game until the SEE team get out of beta and get balancing done.

I am not going to post a link up publicly, but if anyone wants it they may send me a PM and I may supply them with a link from which it may be obtained. They are not to post the link on the forums; it's private only, so not to steal the mod.

Two important notices follow, and I will release a summary publicly, but again no link or anything else except in private:

A) Ownership and credits for the mod.


Anything you obtain from me is simply balanced version of SEE. It is in no way mine and is but a set of adapted files which are for private distribution only.

ALL credit for the mod itself and the files which I have adapted goes to the SEE team and their contributors.

B) Disclaimer

Anything you obtain from me is not supported by the SEE boards. If you have suggestions or bugs don't whine at the people here; they have their own problems to sort out. Any malfunction or unwanted changes are not liable to the SEE team.


Overview (detailed log only in private!), gives a very basic summary:

Realistic arrow damage
Realistic crossbow damage and operation (full new system, long reload, accurate, short range, massive damage)
Full archer accuracy changes, no longer all 100%
Elven warriors have faster, deft attacks
Armour balances
Makes the good factions less puny


EDIT: Topic sprung from HERE. If you want to try this "patch", contact Lt.Chris via PM /Naz

File location?

05 October 2008 - 02:31 PM

Heya, I'm basically looking to find out the location where the unit stats (damage etc.) are kept in the SEE files, because in the vanilla .big they're in 'gamedata.ini', yet they are not so in SEE and unless they've been unchanged I can't find the damage values for many units in a search of all the files...

I ask simply because I wish to do a temporary mend to my game to sort out the MASSIVE imbalance between good and evil factions (in that moria, isengard and mordor pwn with even their worst units all the units from Elves and MotW, without flinching, because the aforementioned good guys die normally but inflict little to no damage, and hence cannot kill the orcs etc which plough throw them almost unscathed.

(like my other example, a whole company of Lorien archers fire and hit ONE uruk pikeman (not a horde, just ONE!) and barely take 10% of his health away/