Hello everyone,
I have completed work on the Narn Dag'Kar Missile Frigate, it has 544 poligons and uses the FF Carrier Animation.
Civilopedia:
Combat:
@Ajidica
Thanks for the icon

!, it looks great. About the main menu music, I somewhat agree, what I would actually like is the "speech" to be played only once, and then when the track ends, it should be repeated but without the "speech", however, to my knowledge, none of us have sound skills.
@Tssha
What you say makes sense, and since the balance tips to the 4 pier jump gate, I'll model that one.
@at Psi Corps et al
This might be a little harder to do as it is, in effect, a command detonation rather than a proximity detonation. A command detonation would only be able to be done in the owning players turn, thus it could not be used against a unit moving through its plot. If an enemy unit has ended its turn in the same plot then fair enough the mine could be detonated. The problem with the command type mine is that there is no guarantee where the enemy will stop so you would end up with at least one in every plot to keep the home systems safe. The obvious counter to this is to make them expensive to maintain or limit the numbers of them, like a national unit.
A proximity mine is something that is just left there and will affect any unit that moves into the plot regardless of who laid it.
As far as I can remember (tho I'm not sure) a nuclear explosion in civ also affects the adjacent tiles, so its area of effect is actually bigger. Now, if the mine explodes when ANY ship enters the tile, it would explode right after being deployed taking the mine layer with it, plus, this mines should be costly, and become only an option to be deployed on well known attack routes or backdoors, plus, you might want to let friendly ships come trough.
Tactically speaking, an enemy fleet would send a vanguard before the main fleet, the nuke will explode when the vanguard ships come close, but what you want is to take out the main fleet. I say we use a command detonation mine.
Using Earth customs you could have Olympus Mk I, MK II and MK III to allow for 3 different versions of the same unit much the same as FF currently has the Alpha to Omega versions. This may work for the EA but not the other races.
I don't see why other races could not use a MK system. Please, ellaborate more on this.
What i would like to do is refine the ships combat bonuses so that each ships is good at something, average at a few things and poor at something. Presently all i have done to reflect the differences between the races is to make the less combat effective units cheaper to build than the more combat effective ones. the EA has the cheapest costs, then the Narn and Centauri, with the Minbari having the most expensive ships to build.
I say we leave fine tuning the ship's costs and capabilities for later, or as a secondary priority task. I think we should have the ship tree as our priority (I need to know what ships to model

). But you have some good observations, tho I don't think the Narn should be costlier than the EA, I don't think Earth vessels are less combat effective than the Narn ones, I'm not talking about military capabilities (I think they are almost a match), but about power / energy production, it is well known that Narn engine's power output is not very effective but rather deficient. That could balance things.
We would need to have 3 different classes of ship to represent the 3 different variations possible. Alternatively as new ships become available they make older ships obsolete. So, for example, the EA starts building Olympus class ships all over the place then manages to get the research completed to allow them to build the Artemis class ship. Does the Artemis make the Olympus obsolete so the EA can no longer build them or does the Olympus become upgradeable to the Artemis or do we leave it as is so that all ships can coexist with one another?
First of all, as far as I know the Olympus is a newer design than the Artemis.
As you stated we can follow one of two schools here:
1) Ship obsolescence and upgradeability
2) Ship continuity
The first would allow an older (possibly promoted) obsolete ship to become upgraded to a newer model.
The second, would allow a post-war scenario in wich the more affected player could actually look backwards in technology to rebuild its fleet rapidly (older ship models will be faster to build).
Both points have advantages, but I say we should go with the first one "ship obsolescence and upgradeability", because you could mass produce Artemises, but if you are facing Sharlins, your ships would inflict almost no damage to the enemy before being destroyed, but if you have just a few Omegas you could actually hurt the enemy, and perhaps, make him/her think twice. Plus I believe the AI wouldn't exploit the 2nd option to its fullest.
But on any case we need to define the ship tree before taking that decision.However, before defining the ship tree we need to define the ship's roles, here is an initial proposal (obviously EA based, ship classes between "< >" are suggestions of mine):
I think this image speaks for itself, here we can see that some Roles have multiple ships, some of them coexisting ships (like the Omega and Cmd. Omega), but also some that could replace the other (Nova > Warlock). I think this table will help us define the ship tree.
And we also need to define ship equivalences, again, here is an initial proposal (I'm not happy with the ships marked in red):
Ships with a (*) mark, I'm not sure on their class names.
This again is an initial proposal, and
I'm looking forward for your comments on this. The ships listed in the lower part of the table are ships we have defined (with the Torotha already modeled) that I found no match for them (I just placed those there without trying to make an equivalence). If we add some more ships (like the ones I propose, and some others) we could adjust this table to be adecuate.
In the mean time, I'll halt ship building until we define a little bit more the ships. In the mean time, I'll model the jump gate.
