Naval Units Rework Project

I'm not sure what Artificial Nucleosynthesis is supposed to be exactly... maybe that would be even more appropriate. The materials of the ship aren't really the factor here - it's more of a REALLY advanced physics trick.

Ok I found something ...

1. Nope. Antigrav and Gravitronics are separate, you need artificial nucleosynthesis or an artificial star or a miniature black hole to create gravity. Repulsion and Attraction are different in Space 4xgames.

2. Why do you think the word Homeworld is used to describe the starting planet in Space 4x Games? It is not one nation, it is just a planetary peace treaty/trade treaty with usually a few monopolistic cultures. It just means a more powerful version of the United Nations. There will always be waring factions on the moon and space pirates.

3. Attometer Engineering AND Atomization Field is Attotechnology.

Picotechnology = individual atoms.
Fermitechnology = subatomic particles.
Attotechnology = what makes up subatomic particles.

4. It makes sense because we are describing the function or aesthetic design. Where do you think the Slums will upgrade too, not everyone is in Ultratech housing. We are describing the funtion of the Organelle. A Mitochondria Power Plant will be powered by artificial mitochondria, and a Nucleus Courthouse just means that it is a biological courthouse whose general architecture resembles a Nucleus in aesthetics. Even if the naming scheme is altered, it means buildings that reproduce. Tyranids are a galactic civilization.

Which means he is actully talking about Nucleosynthesis after all.

Also you can see he also had a tech called "Gravitronics" which I hink is along the line you were thinking of the the gravity stuff later.

What I've got so far here is as far as I'd planned to go with tech work in the Galactic era... its enough to justify the progressions on these units and what takes place beyond that or develops around that is something I'm more than happy to leave alone for now. This project wasn't intended to become a Galactic Tech tree development project but I do want the proper landing points for the techs they need. If these naval units that crossover into land use as well are all the game has (besides what it already does) at the end of the tech tree then at least it has something deeper than what we've got now. As we work through more units and other design paths we'll fill in more gaps there later. If that process means making some adjustments to what's done for this project then so be it. The tree is always a work in progress. Forming a few more vertebra to work the future around from this project should really only help down the road.

Ok but don't get too side tracked. We started with Naval units and its become more of a tech rework project.

Checking into it, this is where we start getting some molecular generation and submolecular manipulation - not a stretch to take this tech to also mean an ability to generate a Quantum field that transports incoming wave energies and transports them to the opposite side of the zone to continue on their original trajectories.

Additionally, this tech, albeit one step further than Abyss Colonization, is really a perfect fit for not disturbing the combat class assignments. Just means that the Sub and Pirate are held off a little longer is all.

So I would be more than willing to work in INVISIBILITY_VOID off this tech. The only thing I don't like is it's now only one column away from the detection capabilities but that's down a whole different road and even one tech column down a different road can mean a lot of time in tech development. Besides, that's generally how most invisibility detections work... right at the same time as one is developed the tech to detect it is developed as well - just not widely applied for a while.

So this works for me... does it work for you?

Ok but also read over the stuff I linked above with what MrAzure said and intended. Looks like we have some missing Galactic era techs that would expand that whole idea up till Attometer Engineering.
 
@TB

Ok found an in depth post from MrAzure ...

Transhuman Era Blueprint
Part One: : Artificial Intelligence and Androids
lRe24PP.jpg

Artificial Intelligence is the new electricity of the Transhuman Era in that it is ubiquitous. At first it is simple speech, gesture, facial recognition software. A.I then gains the ability to recognize human language then it becomes "intuitive" in that it has the capability to collaborate with other A.Is. With Evolutionary Algorithms and Synthetic Sentience , virtual life becomes possible with evolutionary algorithms taking the role of "virtual DNA". These virtual creatures have the max intelligence as birds then cats and dogs, but not human level intelligence. At this stage the Internet becomes a living organism similar to Apple's Siri in that it can evolve and reprogram itself without human coding.

The A.I is slowly reaching human level around the time Exocortex Networks are invented. Media Hiveminds are extremely popular , but Exocortex Networks revolutionize society because it augments the brain's biological high-level cognitive processes. With Artificial Intelligence advances, Droids get upgraded to Androids and Cybernetics are possible. Quantum Computing also helps the A.I evolve because it can simulate neurons.


Binary Legislation allows A.I to control certain sectors of society, allows 12th Generation and over Android certain rights and establishes those Androids are equal members of society. Android Brothels were legal, but now Humans can form domestic partnerships with their Android Lovers. There are rumors the Androids will be allowed to vote, but opponents are that they should count as 3/5th of a vote. Similiar to the Anti-Slavery movement of American History, scholars argue that using neuroinduction fields to control high level Androids is the new Slavery. Others argue that Android Labor should be replaced by low level human clones of the lowest Epsilon and Delta classes,(Brave New World), because they have been genetically engineered to be low intelligence. Humans with cybernetics are more likely to be infavor of Android Emancipation, and their is a growing movement of Cyborgs (51% cybernetic, 49% organic) who want accelerated technological change and are protesting to create Technological Utopias.

A.I then gains extra dimensions at Binary Subconciousness like having the ability to simulate senses like taste , smell (olfacoception or olfacception), and touch (tactioception) temperature (thermoception), kinesthetic sense (proprioception), pain (nociception), balance (equilibrioception), emotions, electronic sheeps (dreams), and are truly human. Also Vomeronasal organs (sexual reproduction), Magnetoception, and Electroreception become avaliable. This, along with the uterine replicator sparks an A.I "golden age" with 12th Generation Androids being almost humanlike.

Also Simulated Reality is around the corner which enrages certain religious and technophobic groups, claming that mother nature and their diety are the only ones allowed to create worlds. Virtual Life has been around for decades, but with Simulated Reality you can enter virtual worlds that appear indistinguishable from actual reality, with smells, taste, and all the senses interacted. Before, virtual life was represented as holograms that at interacted with the environment. Now Virtual Life have their own actual virtual worlds . They feel so alive, and the world can be anything to your imagination. The Matrix and Neo are here.

The A.I continues getting more powerful, and it becomes so advanced that along with Mind Uploading, we enter the Technological Singularity. The technological singularity, or simply the singularity, is a theoretical point in time when human technology (and, A.I will have so rapidly progressed that, ultimately, a greater-than-human intelligence will emerge, which will "radically change human civilization, and perhaps even human nature itself."Since the capabilities of such an intelligence may be difficult for an unaided human mind to comprehend, the technological singularity is often seen as an occurrence (akin to a gravitational singularity) beyond which—from the perspective of the present—the future course of human history is unpredictable or even unfathomable.

Then comes the Humanoid Age, where humans and Humanoids are virtually identical, except Humanoids are seen as Homo Superior 4.0, in that they have biologically rengineered organs, and have vastly superior intellegence than a birth human. An example of a Humanoid is kinda the humanlike Cylons of Battlestar Galactica. Slowly , Humanoids start becoming the mainstream commanders of society, and unSingularitzed,( havent uploaded their minds), humans are angry that they are becoming 2nd class. The Technological Singularity is making it hard for unSingularitzed humans to even comprehend what is going on in society. There is talk of creating mythological beasts of ancestor past like Dragons, Unicorns, and others. Then the new science of Speculative Physiology allows the biological creation of new plants and animals that have never existed. Humans become equal to Humanoids by downloading their minds to machines.

Then the whole planet becomes one giant Terra computer, with virtually all A.I linked into "mega A.I Banks" that are the new megacoporations. With Human Transmutation, Humans have a chance to become more powerful version of Homo Superior, but instead humanity becomes divided into subspecies like Icarus Sapiens ,(winged humans), Gaia Sapiens(plant humans), Aquarius Sapiens (similiar to Atlantis, can breathe underwater), Geo Sapiens (infused with ore, live underground), and other branches. Eventually these human subspecies evolve into human like alien races. A.I is heavily used in almost every branch of society, and a necessity for space travel.

Then a couple of hundred years into the future Humanoids evolve into X-Humans (ex humans). Space exploration is done with von neumann and then the A.I becomes Black Hole Brains, Supernova Brains that are almost godlike and are required to enter the multiverse.


Part Two of The Transhuman Blueprint will be Biologicals. Coming soon.
 
Bear in mind that I HAVE read all of the transhuman era stuff. He certainly created and eliminated ideas at a mind numbing rate. But I think you'd find, if you read between a whole lot of lines, that what I've plotted out does actually do a lot of justice to many of the considerations he gave us. The anti-grav/grav manipulation chain may not fire in exactly the positions he had initially setup (though what does now) but the progression is almost identical in nature to his vision.

Nucleosynthesis certainly has a number of deep implications technologically but I don't think it's too much to suggest that it also represents simply a very advanced level of physics understanding and can unlock a few more tricks on this basis than what Nucleosynthesis actually does.

Also, you'll notice my attempts to adhere to previous established concepts in my desire to place Sentroids at Binary Subconscious:
A.I then gains extra dimensions at Binary Subconciousness like having the ability to simulate senses like taste , smell (olfacoception or olfacception), and touch (tactioception) temperature (thermoception), kinesthetic sense (proprioception), pain (nociception), balance (equilibrioception), emotions, electronic sheeps (dreams), and are truly human. Also Vomeronasal organs (sexual reproduction), Magnetoception, and Electroreception become avaliable. This, along with the uterine replicator sparks an A.I "golden age" with 12th Generation Androids being almost humanlike.

And I looked a little deeper into Telepathy and noted that his concept of this was added by extra techs that were actually all absorbed (by later dissemination) into the catchall tech 'Transhumanism'. Note, this is thus where I opened up Telepathic weaponry capabilities.

I know one additional tech that I wanted to include from his works that I didn't bother to add here (because this is focused on the navy) is the Angelnet concept... very cool... very doable after some of the nano cloud stuff came to pass.


The later galactic era stuff I'm researching more now in more detail but so far I'm not seeing anything that breaks my concept progression - except perhaps a mention that Attometer Engineering should come after Gravity Control which I think is a chicken and egg scenario where one could justify either one unlocking the other. I'm not stuck on the positioning of Gravity Control, which I do think is a better name for players than Gravitronics though I really wouldn't care if it were renamed, but it works a little better for the unit progression with the current proposal imo.

And that's the thing about this...

Most of the attempts so far to define the tech tree have come from an angle of merely trying to evaluate how we get from point A to point B and all the steps in between. This approach is a good way to start to form some structure BUT it can complicate things for staging unit upgrades and other progressions, which really should be ... I wouldn't say MORE important but I would say AS important.

I feel the tech tree comes together best when it does so from a perspective of staging one aspect of the game at a time and finding tech points needed in the process. Azure himself started taking a similar approach during his last run here and I think it helped tremendously.

So we work through the navy. Then we work through Air units. Then we work through Land units. (We'd want to work through spacecraft at this point BUT until multi-maps that might be overreaching and the navies are currently intended to help us keep the game relevant during these stages without leaving the player with a sense of vast underdevelopment in the late game, thus delaying the need to work on deeper traveling spacecraft lines yet.) Then we work through Civics, Religions, Corporations, Various Building upgrade chains, other projects like crime, disease etc... before you know it we've got a strong fully fleshed out tech tree and the mod is solid.

I took a pitstop from some of the combat mod development so as to address a bug in the vast strength discrepancies in some naval unit lines and it turned into this which revealed how useful it would be if the unit upgrade lines were almost completely in place before moving further into more combat mod stuff - it will make the design and development of the combat mod MUCH easier if that step comes first because then I won't have to re-adjust the combat mod values constantly like I'm having to do now...

One of the huge things I'm going to have to do here is adjust the Ranged Assault values to reflect the numerous new weapon systems that will have an impact on that side of the game - that'll have to be done as PART of this review and it's going to be a huge time consumer. But doing it this once and not having to do it again, except for maybe later further Galactic developments, will really help a great deal.

Anyhow, just so you understand... my goals force me into a lot of meandering and unintended paths but I can and do stay 'on track'. The naval stuff itself is a bit of a side-project and side projects have had to extend off of it. I just wanted to work the tech tree enough that it would suit the needs of other small projects to come for now.
 
Also, you'll notice my attempts to adhere to previous established concepts in my desire to place Sentroids at Binary Subconscious:

Yeah I agree. The placement of Sentroids at Binary Subconscious and Anthroid at Spantroids I think works very well with his original vision. Except he called Anthroids, "Humanoids" which are basically BTG (2004) Cylons.

I feel the tech tree comes together best when it does so from a perspective of staging one aspect of the game at a time and finding tech points needed in the process. Azure himself started taking a similar approach during his last run here and I think it helped tremendously.

Yeah I do feel that MrAzure's 2nd run was worth it and helped a ton. Even the buildings that he deigned, I adapted for C2C and then Faustmouse coded are great in bringing that era to life.

So we work through the navy. Then we work through Air units. Then we work through Land units. (We'd want to work through spacecraft at this point BUT until multi-maps that might be overreaching and the navies are currently intended to help us keep the game relevant during these stages without leaving the player with a sense of vast underdevelopment in the late game, thus delaying the need to work on deeper traveling spacecraft lines yet.) Then we work through Civics, Religions, Corporations, Various Building upgrade chains, other projects like crime, disease etc... before you know it we've got a strong fully fleshed out tech tree and the mod is solid.

Well the majority of the buildings and resources are already in place for the Transhuman Era. I know we will be able to make it great. :goodjob:

Anyhow, just so you understand... my goals force me into a lot of meandering and unintended paths but I can and do stay 'on track'. The naval stuff itself is a bit of a side-project and side projects have had to extend off of it. I just wanted to work the tech tree enough that it would suit the needs of other small projects to come for now.

Naw I understand I have a lot of unfinished projects in C2C. But its the nature of modding. If you stayed doing one thing, then nothing would ever get added. All projects can be improved upon. However some projects I would rather not rehash for the 5th or 6th time. This however is not one of them and I enjoy working on adding new stuff like this much more than rehashing stuff we already worked on.

I just don't know what graphics we can use for many of the new naval units. Its been getting me stumped. :(
 
I just don't know what graphics we can use for many of the new naval units. Its been getting me stumped. :(
I figured that from the beginning it's going to be a bit difficult.

There's a lot of 3d models out there, outside of particular game contexts as well. I'm sure it wouldn't take much to convert them to working in this space (reducing the polygon count etc...) with some of the programs you and I are familiar with. With Sparth to help with skinning we can work out the look but the animation may lack until someone comes in to help with that. But I think it would be worthwhile even if the navy is a little static in spots.

We'll have so search far and wide for models.

Also, in the meantime, figuring out where our blank spots are would help us to put forth the request for assistance in the graphics section of the site here.
 
Lots of good PM discussions taking place regarding artworks here!

Anyhow, figured I'd mention and provide a link. I've updated the Cargo Datasheet for these units.

Please review and comment if you would like some tweaks.

Something to mention here... VTOL units include helicopters but may also include some Air units to come. I'd like to find a way to make helicopter units also capable of counting as Air domain so they too can take up some positions on carriers but I might have to pull some kind of hard coded trick to do that since they are a DOMAIN_LAND unit. In all honesty, they should NOT be able to be carried by a troopship or transport either, which currently this arrangement would allow them to do.

So some special manipulations for the new VTOL specialunit definition may be in order which would make them count as AIR domain and NOT as LAND domain for purposes of transportation.
 
Something to mention here... VTOL units include helicopters but may also include some Air units to come. I'd like to find a way to make helicopter units also capable of counting as Air domain so they too can take up some positions on carriers but I might have to pull some kind of hard coded trick to do that since they are a DOMAIN_LAND unit. In all honesty, they should NOT be able to be carried by a troopship or transport either, which currently this arrangement would allow them to do.

So some special manipulations for the new VTOL specialunit definition may be in order which would make them count as AIR domain and NOT as LAND domain for purposes of transportation.

Curious as to why you do not want helicopters carried on transports etc. They are in RL. Either by being dismantled and carried as cargo or with their own helipad on some ships as well as on carriers.
 
Curious as to why you do not want helicopters carried on transports etc. They are in RL. Either by being dismantled and carried as cargo or with their own helipad on some ships as well as on carriers.

Transports are not generally equipped with landing pads. Many types of ships beyond the Aircraft Carrier and Corvette lines do seem to often have the ability to offer a landing pad for choppers these days true but there are other limiting factors to consider about the way to program that ability since only one special unit and domain is specifiable. I don't see choppers landing on smaller beach landing transports and on larger ships like troopships the coverage for landing pads is generally for one transportation chopper to land rather than a small military chopper force that a unit represents.

However, Carriers and Corvettes (modern corvettes according to the progression lines) are usually fully equipped to provide a reasonable amount of space for choppers that are for military purpose. Therefore those are the two lines I want able to carry them.

Another thing I was thinking... it seems reasonable that 'flies to move' units should not be able to end their moves over the open water. I've been trying to consider a way to enforce that they return to their points of origin in the round if they aren't over land at the end of their move. Considering how to do this right without a lot of processing. AI will also need to be taught to understand the limitation. So I might wait. At the moment though, helicopters don't really NEED carrying space since they can currently move along with ships as if they never have to land.
 
So Clanky4 helped out and converted some Starcraft 2 units for me/us.

Starcraft 2 Units by clanky4

Here are the original stats ...

http://us.battle.net/sc2/en/game/unit/viking
http://us.battle.net/sc2/en/game/unit/colossus
http://us.battle.net/sc2/en/game/unit/siege-tank
http://us.battle.net/sc2/en/game/unit/banshee
http://us.battle.net/sc2/en/game/unit/void-ray
http://us.battle.net/sc2/en/game/unit/medivac
http://us.battle.net/sc2/en/game/unit/phoenix
http://us.battle.net/sc2/en/game/unit/battlecruiser
http://us.battle.net/sc2/en/game/unit/observer

Now we need to decide where they should fit into C2C. Here are some of my ideas ...

Viking = A flying Mech.
Colossus = Some sort of walker droid.
Siege-Tank = A tank/siege weapon hybrid.
Banshee = On the helicopter line.
Void-Ray = Some sort of robotic lev craft.
Medivac/Dropship = Dropship line. Possible a Medical ship if we find the alt-skin from the game.
Phoenix = Spacecraft that come into the atmosphere and fight like a fighter jet. Not sure if manned or unmanned.
Battlecruiser = Possibly used as a levitating battleship.
Observer = Small flying spy drone.
 
Primarily we're looking to fill some gaps here. I would propose that we look at the unit art and completely differentiate it's use from the Starcraft original intent. In fact I really think it's more than enough plagiarism to simply use the models alone and would be breaching even further if we did NOT seek to strongly redefine them to fit with our needs that had us seeking to unlock the use of these models in the first place.

In most cases at least...

If we keep taking from the Starcraft world of unit designs, many of them look somewhat human and many look quite alien. I would like to think of these unit designs as quite succinct with one another so would be helpful to have the artistic style define the era. Thus I believe we should keep them all in the same tech zone. Even if some aren't used for Naval, they'd fit better if they fill gaps in the same epoch.

I feel that the current Troid ship arts look quite human in design, perhaps with AI conceptualization as a PART of the process. I'd be quite happy, therefore, to have them bump up to represent the Gravity Drive ships. These look quite inhuman at times and even the humanlike ones from certain angles look non-human in design to a degree. So I suggest this artistic style becomes our Troid era stuff.

It means we'll have to fill in some more gaps but I'm thinking:

http://us.battle.net/sc2/en/game/unit/viking - use as a bomber perhaps.

http://us.battle.net/sc2/en/game/unit/colossus - Perhaps the Troid Sub or a land unit. I suggest the Sub because it looks like an advancement of the Droid Squid.

http://us.battle.net/sc2/en/game/unit/siege-tank - Indeed useful for an extension of the tank lines during this era.

http://us.battle.net/sc2/en/game/unit/banshee - Definitely the era's Helicopter unit.

http://us.battle.net/sc2/en/game/unit/void-ray - Either Corvette or Destroyer.

http://us.battle.net/sc2/en/game/unit/medivac - There's no medical ship during this era so I suggest it be made the transport or Cutter unit (it has a very police ship feel if artistically tweaked that way.)

http://us.battle.net/sc2/en/game/unit/phoenix - The way it looks in the download section having been converted to Civ it appears like a good Cruiser to me, or possibly Destroyer.

http://us.battle.net/sc2/en/game/unit/battlecruiser - It looks like a Battleship or Cruiser depending on if there's something bigger still that should be the Battleship instead of this.

http://us.battle.net/sc2/en/game/unit/observer - I have been considering a small swarm ship line (something along the lines of a Jet Ski size) that is self destructive when it attacks at first and may evolve into something that isn't but just uses great numbers to swarm its foe like bees going after a person. This would probably fit quite nicely for this role during this era. I was strongly thinking of going through and adding this line to considerations so if this idea seems cool to others then I'll get right on that before I get too far ahead in the rest of the stat sheets.

We definitely need the Carrier converted! Noticed that unit shown on the Void-Ray page.


Now... going by THESE, and counting from the top left to the right like you read a line of text:
1) Obviously is a Mech or Mechatroid design.
2) Looks like a good Corvette line ship.
3) Land tank.
4) Battleship
5) Possible sub or land unit
6) Destroyer
7) Cutter
8) Swarm Ship
9) Cruiser

That would leave us needing a Carrier, a Pirate, a Transport, a Troop Ship (cruise ship), and a Cargo Ship in this era. The pirate and Carrier would be VERY easy from what I've seen. And we might not even want to veer away from a more biological looking design with these since it would not be 'against the grain' for the Droid-Troid progression for such a more organic form.
 
Colossus -Perhaps the Troid Sub or a land unit. I suggest the Sub because it looks like an advancement of the Droid Squid.

I believe that Clanky4 did animate them so having it as a sea unit would look wrong. I defiantly want to keep this as a cool type of advanced walker robot.

Medivac - There's no medical ship during this era so I suggest it be made the transport or Cutter unit (it has a very police ship feel if artistically tweaked that way.)

I ment for the Medical Helicopter line not the Medical Boat line. Also we could always reskin the unit to fit both or even all 3 types of roles Medical Chopper, Police Chopper and War Chopper. Remember the air units will be missing stuff too, not just the Naval units.

Observer - I have been considering a small swarm ship line (something along the lines of a Jet Ski size) that is self destructive when it attacks at first and may evolve into something that isn't but just uses great numbers to swarm its foe like bees going after a person. This would probably fit quite nicely for this role during this era. I was strongly thinking of going through and adding this line to considerations so if this idea seems cool to others then I'll get right on that before I get too far ahead in the rest of the stat sheets.

Yeah we could always set the unit to have many of those units to show up graphically on one unit. it reminds me of the Sentinel units we already have. Perhaps this could lead up to the sentinel and split off from say the drones. For example ...

Recon Plane -> Hypersonic Recon Plane -> Recon Drone -> Observer -> Sentinel

Note we can rename the Observer to something else.
 
@TB

Looking back at the Mass Effect ships they would fit perfect for Levitation ships.

- Mass Effect: Alliance Dreadnought
- Mass Effect: Alliance Cruiser
- [BtS] SR-2 Normandy no team-color

The Cruiser would fit as the Levitation Cruiser. What do you think the other two ships should be? Here is some brainstorming ...

Levitation Ships
- Destroyer = Starcraft 2 - Terran Battlecruiser
- Corvette = ?
- Cruiser = Mass Effect - Alliance Cruiser
- Cutter = Mass Effect - SR-2 Normandy (With Police Reskin)
- Battleship = Mass Effect - Alliance Dreadnought
- Carrier = Starcraft 2 - Prososs Carrier (If it can be converted)
- Submarine = Starcraft 2 - Protoss Void Ray (Fits well as a Voidship)
- Pirate = Babylon 5 - Earth Alliance Aries Class Starfury (Has a skull and crossbones on it) [Pic]
- Transport = Mass Effect - Shuttle Dropship
- Medical = Nanite Repair Cloud (We then have Anima Repair Cloud at Troid Ships (Animamaterials tech))
- Troop Ship = ?
- Cargo = ?

That would help fill in a little bit more.
 
@TB

Looking back at the Mass Effect ships they would fit perfect for Levitation ships.

- Mass Effect: Alliance Dreadnought
- Mass Effect: Alliance Cruiser
- [BtS] SR-2 Normandy no team-color

The Cruiser would fit as the Levitation Cruiser. What do you think the other two ships should be? Here is some brainstorming ...

Levitation Ships
- Destroyer = Starcraft 2 - Terran Battlecruiser
- Corvette = ?
- Cruiser = Mass Effect - Alliance Cruiser
- Cutter = Mass Effect - SR-2 Normandy (With Police Reskin)
- Battleship = Mass Effect - Alliance Dreadnought
- Carrier = Starcraft 2 - Prososs Carrier (If it can be converted)
- Submarine = Starcraft 2 - Protoss Void Ray (Fits well as a Voidship)
- Pirate = Babylon 5 - Earth Alliance Aries Class Starfury (Has a skull and crossbones on it) [Pic]
- Transport = Mass Effect - Shuttle Dropship
- Medical = Nanite Repair Cloud (We then have Anima Repair Cloud at Troid Ships (Animamaterials tech))
- Troop Ship = ?
- Cargo = ?

That would help fill in a little bit more.

So you're not liking the idea of moving the Troid ships up a peg to the galactic ship line then?

If you're looking to use these to fill in for the Anti-Grav (you called it Levitation and that's probably more accurate) I'll have to take a deeper look here.

The one thing that strikes me about the suggested arrangement there is a lot of artistic discord and differing approaches. It will look a bit piecemeal imo, like they ARE pulled from different sets and eras.

No problem leaving the colossus for a land unit, particularly if it is animated. Makes equal sense.

Some thinking outloud...
Spoiler :

Assuming all can be converted, I'd like:
Raven for the Pirate or Sub of the set.
Sentry for the Cutter
Warp-Prism could be either the Sub or a Corvette.
Carrier actually looks like a very good fit for a Cruiser.
Mothership makes a better carrier.

So that makes:
Void Ray the sub or destroyer.
Phoenix the Destroyer or Corvette
Sized properly, the Probe could be a good transport or Cargo ship.

The Drone could make a very good pirate.

Still liking Battlecruiser as the Battleship.


After some thought here, based on this arrangement I'm thinking that this may well make a very good Anti-Grav/Levitation set (the human side that upgrades from the Shockwave ships just after Droid ships have achieved the cutting edge for robotics.):

Destroyer:Phoenix

Corvette:Warp-Prism

Cruiser:Carrier

Cutter:Sentry

Battleship: Battlecruiser

Submarine:Void Ray (Methinks I might need to generate a new special beam weapon for this unit... hmm...)

Pirate:Raven

Carrier:Mothership

Medical: there's some options... the Observer actually does fit the original concept on the charts here. But I'm thinking the swarm attack naval ship line could use it more so I kinda like the idea of an earlier nano-healing cloud.

Transport: Mothership-Core

Troopship: Oracle

Cargo: Probe


The mass effect/babylon 5 stuff can be used for the Gravity Drive ships imo...

OR we could make this set the Gravity Drive set and build a new one for Levitation from Mass Effect/Babylon 5? The systems on these ships do look a bit more advanced but some of the supporting units around these appear to fit more with an earlier era.
 
@TB

So you're not liking the idea of moving the Troid ships up a peg to the galactic ship line then?

Naw I want to keep the Troid ships where they are.

If you're looking to use these to fill in for the Anti-Grav (you called it Levitation and that's probably more accurate) I'll have to take a deeper look here.

Yes I think these should be called "Levitation" or "Lev" units since they would be at your new Levitation tech (which takes the place of Antigrav).

The one thing that strikes me about the suggested arrangement there is a lot of artistic discord and differing approaches. It will look a bit piecemeal imo, like they ARE pulled from different sets and eras.

They all are flying though. And Sparth may be able to get their colors in harmony. Then again some of the historical ships don't look like they belong together, yet they historically were.

No problem leaving the colossus for a land unit, particularly if it is animated. Makes equal sense.

Thanks. I have so ideas for the robot linages, since there are lots of robot units we can now use from the download section. This would fit right in.

Some thinking outloud...

I am not sure if clanky4 is converting anymore. I asked him to but he has not responded back. Also some he said could not be converted or lacked a 3d model. I will forward you the PM I had with him.

Also I am not sure if we even had all those units you mention. Check out the download he was using.

http://teliko.org/modifications/dark-mercenary-model-swap/

If we cannot get some models or he wont convert them, we will be stuck. I was basing my list on what we have already available (except the Prososs Carrier).

While it would be nice to have all those you list I am not sure if we can get them all.

I do like your bottom picks BTW. I hope we can get them all converted.
 
@TB

Looking thought the Protoss files it looks like the following units are missing ...

- Mothership
- Mothership-Core
- Oracle

So even if he converts the others, he has no meshes to convert for those. Unless you can find another source online that has those units to download.

Some initial research into it suggests that there may be good reason for this - something about the meshes.

Wondering about the Raven as well but I did consider a backup there and your suggestion is good provided it doesn't prove better for the Gravity Drive line.

So... transport, carrier and troopship (and possibly a reassign on cargo and pirate)... I think those could fit a varied mold from the rest of the set as long as they had some similarities between THEM. We'll have to give further consideration...
 
Ok, so perhaps the Levitation Ships would be:
Destroyer:Phoenix

Corvette:Warp-Prism

Cruiser:Carrier

Cutter:Sentry

Battleship: Battlecruiser

Submarine:Void Ray (Methinks I might need to generate a new special beam weapon for this unit... hmm...)

Pirate:Aries

Carrier:We could skin this?

Medical: a Nano cloud art

Transport: Mass Effect Shuttle Dropship (I do like this one and I think this might be the last era it's going to look anything like this. Ships with backburners are still applicable here.

Troopship: this? or perhaps This? Might have to keep looking...

Cargo: Sagittarius?



On the subject of earlier unit types, Many units from Modern through Automated have the UNITCOMBAT_JET_SHIPS type and it generally indicates the new design of the Catamaran ship style. It will represent quite a search to fill these properly but unit bodies like This One would be a good fit. I even found a carrier with this style (so did you but I found a second one that looked yet more advanced) on another site... I think it was a Microsoft or Google or Yahoo 3d model sharing site something like that... There was a huge amount of good models on that and once I find it again I'll post the link to it here. Surprisingly there are a lot of ships that can be found of this nature out there.
 
We could skin this?

Skinning that from scratch is beyond me. Maybe Sparth could.

As for the other units I am not sure if we should be moving the Mass Effect units to the Galactic era. There are lots of spaceships we can pick from for that era, however the Mass Effect ships seem more like they could be a levitation ship more than the other spaceships could.

For example some spaceships have rings which would be needed for artificial gravity. Something you would not need on a planet.

The Warp-Prism I am not sure if it fits.

Here is my counter proposal.

Levitation Ships
- Destroyer = Mass Effect - Alliance Dreadnought
- Corvette = Starcraft 2 - Protoss Phoenix
- Cruiser = Mass Effect - Alliance Cruiser
- Cutter = Mass Effect - SR-2 Normandy
- Battleship = Starcraft 2 - Terran Battlecruiser
- Carrier = Babylon 5 - Earth Alliance Avenger
- Submarine = Starcraft 2 - Protoss Void Ray
- Pirate = Babylon 5 - Earth Alliance Aries Class Starfury
- Transport = Mass Effect - Shuttle Dropship
- Medical = Nanite Repair Cloud
- Troop Ship = ?
- Cargo = Babylon 5 - Earth Alliance Sagittarius

BTW what is the difference between a Transport and a Troop Ship?
 
A troop ship is a ship normally used for cruises during peace time but is used during war to transport large numbers of troops. The units onboard will not be able to directly attack but can be transferred to transports for that role, then taken to shore. I'm going to try to make it simple by making it impossible for boarded units to unload if the ship is in coastal water and is not in a city.

For bringing a lot of units from one city to the next, troop ships are the way to go. They'll have a gentle contribution to city tourism as well when parked in a city (assuming it's being used to offer cruise tours.) They pretty much suck at defending themselves as they are a civilian ship first and a military ship second.

I'll take a look at the rest of the proposal in a bit here.

EDIT: Ok, all looks fairly good except I'd swap the art applications on the Corvette and Cutter. This would make the military corvette much more like it's destroyer and cruiser counterparts and the Cutter, being the anti-crime ship, could actually have a 'corralling' function to its 'wings' that enables it to grip onto other ships and aid in boarding.


Oh and
There are lots of spaceships we can pick from for that era
Let's see em ;)
 
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