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shipyard graphics
Anybody got a graphic of the drydock/shipyard from Star Trek? I mean the one that looks like a large girder structure. I'm trying to put orbital shipyards into the game and I want a picture other than a starbase but I suck with graphics. Any help would be appreciated
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Re: shipyard graphics
Try the Image Modpack. Thousands of new images for components, facilities, planets (stellar bodies), and combat.
Component #299, or maybe #662 |
Re: shipyard graphics
I might. Take a look at what I have. Just click the link to my site in my signature. If not, you could try and locate it on one of the SFC2 sites. Use the Mviewer to render it out side of the game. I am not at my own computer right now, but when I get home, I can post a few links for you.
[ 08 March 2002: Message edited by: Atrocities ]</p> |
Re: shipyard graphics
I don't think you have it Atrocities...where do you think I got most of the stuff I already have (great site btw). I checked the modpacks but can't find it anywhere. I know I've seen it somewhere before. May have to use another graphic or try to get good at graphic programs real quick.
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Re: shipyard graphics
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Re: shipyard graphics
There are sites that made Star trek drydock meshes for 3d Max and Lightwave.
There are also some images that includes them. Devilsworld 6 Sci-fi Meshes |
Re: shipyard graphics
Actually Impererator, I kinda like that one. I found the actual one at the Devils...whatever site but I think I like the other one better. Got a mini of it? I guess I could really put my brain to work and try to make one if need be... but that would take away from my playing time!!
[ 08 March 2002: Message edited by: Rlaney ] [ 08 March 2002: Message edited by: Rlaney ]</p> |
Re: shipyard graphics
The one Fyron showed you is from the game BOTF. There are many images that can be used from that game. I think most of the images may already be in the Image mod. You might check there.
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Re: shipyard graphics
Atrocities:
I didn't put the space yards in the images mod, because they don't really seem like facilities. Should I add them to the mod? Rlaney: I made the picture into the right size and made a mini for it: Fed. Orbital Space Yard.zip [ 08 March 2002: Message edited by: Imperator Fyron ]</p> |
Re: shipyard graphics
Thank you very much Imperator. That helps me quite a bit. I'm puttin a "unique ancient orbital construction facility" into the game. Just got find enough ruins now to see if it pops up. Anybody know if the abilities file is editable or if it is just a description of things hardcoded into the game? Wanna make resupply ships or "away teams" to gather supplies from uninhabited planets in the sector. Think that it would be cool instead of goin clear back to a resupply depot just stop at an empty planet and gather supplies. Might work, might not. Anyway, thanks for all the help guys. I'm sure I'll have more questions later.
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Re: shipyard graphics
There is one golden rule of thumb on SE IV:
EVERYTHING is changable. |
Re: shipyard graphics
abilities.txt is not used by the game, it is just a reference file for modders.
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Re: shipyard graphics
Yeah, except in this case it's wrong.
You can change abilities.txt.. but it won't do anything. It's just a FYI file. Phoenix-D |
Re: shipyard graphics
Rlaney:
No problem. Glad I could help. There are pictures like that for the Ferengi, Romulans, Klingons and Cardassians in BotF, which I could post for you if you want them. |
Re: shipyard graphics
Thanks again Imperator. I don't need any others as that is going to be under a unique tech so... I would like to find a way to make planets more difficult to wipe out. I don't think 1 escort with 1 depleted uranium cannon should be able to kill 47 million people in 10 combat turns. If I up the maximum damage to kill population then that also becomes the minimum damage any weapon does against the planet. Maybe make it so only drones can target planets??? Then you'd need a bomber to wipe out a planet. I don't know how the ai would handle it though so I'll have to keep playin with things. Ideas welcome.
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Re: shipyard graphics
Well, I don't have Gold yet, so I don't know about drones. You could try increasing the damage resistance of population by x100, and then do the same for planetary napalm. That way, other ship-bound weapons would be virtually useless against a planets population. The problem with this method though is that Weapons Platforms can be destroyed really easily and quickly be a single Planetary Napalm.
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Re: shipyard graphics
Nope, as I said, you increase the damage resistance and that becomes the minimum damage any weapon does. I tried removing the tageting ability of most weapons but the ai didn't handle that very well at all. Have to seriously modify the ai files to make them send ships with planet targeting ability or troops but then also have to adjust weapon platforms so that they aren't overwhelmingly powerful against ships that can't target them. Once you change one then gotta change half a dozen others to maintain balance.
[ 09 March 2002: Message edited by: Rlaney ]</p> |
Re: shipyard graphics
Huh? That doesn't make since. Doesn't the damage resistance equal how much damage needs to be done in order to kill one population unit? How does that become the minimum damage?
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Re: shipyard graphics
Don't know how but it does. set it to 1000 and had a cap ship missile I do 504000 in damage.
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Re: shipyard graphics
Hmm... that seems like a bug to me.
Are you looking at the line: Damage Points To Kill One Population := 10 |
Re: shipyard graphics
Thats the one. Possibly any weapon is supposed to be able to kill at least 1 pop so 10 is pretty much the minimum from anything but fighter weapons. I guess I could drop weapon damage on EVERY weapon but then fights would become more drawn out and inconclusive with both sides withdrawing with damage, in a fairly even match anyway.
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Re: shipyard graphics
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Rlaney:
Thats the one. Possibly any weapon is supposed to be able to kill at least 1 pop so 10 is pretty much the minimum from anything but fighter weapons. I guess I could drop weapon damage on EVERY weapon but then fights would become more drawn out and inconclusive with both sides withdrawing with damage, in a fairly even match anyway.<hr></blockquote> I think the opposite is the solution. I tried raising the pop damage to 1000 and a APB did 1000 per hit killing 1 pop. Raise the Pop hit points to 50 or 100 and every gun in the game will only kill one pop per hit instead of 5 -10 per hit (if HP are 10). Leave the # a little low so big damage weapons & planetary weapons can kill more than one. Maybe change fighter weapons so they cannot target planets? Brainsucker |
Re: shipyard graphics
Best solution I've come up with so far is to put in planetary shield facilities (other than the unique one) and set the shields INCREDIBLY high. I mean like 10000 or 20000 for a level 1 facility. Then set planetary weapons like napalm and anti-planet drone warheads to skip all shields. This means that it takes a big fleet to completely wipe out a planet but bombers and anti-planet drones will do it effectively.
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Re: shipyard graphics
That's probably the best solution. Make sure that they are Phased Shield generators, or else Phase Polaron Beams will be able to penetrate them. And remove the ability to target planets from Null-Space Cannons, or else they will also be able to penetrate the shield.
[ 09 March 2002: Message edited by: Imperator Fyron ]</p> |
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