Space Armarda; Testing and Modmaking #1

I've claimed many things, and backed up a good deal of them, but I never claimed to be complex in my motive or character :p
 
if they had guns that would have allowed it, they would have been :p
 
Well, I chose missiles cos I thought they'd look good too. :) But also because it removes the need for some extra units (such as missile cruisers), which would otherwise be wanted (so less work for me).

What I mean about the smoke is that some units (those with large internal crew compartments) have been gven a death explosion that features lots of oxygen and gas escaping the breached hull. When this is viewed in flickster it looks fine, semitransparent smoke. But in game the order of brightness of the smoke looks wrong, so the smoke looks a bit odd. But mostly it looks OK, and anyway most of the units have a flashy spark like death animation which looks just fine.
 
Did a fair bit of work on the mod today. About half way through making the units. Finished the corvette and cruiser this evening while watching "Shaun of the dead". :)

Heres a few of the units for you to test out;

#1 The Space artillery
#2 The War shuttle
#3 The Corvette
#4 The Cruiser

As you can tell, I've made them all quite small, so that later units can be big without causing problems;Ships download
 
Smoking mirror said:
Well, I chose missiles cos I thought they'd look good too. :) But also because it removes the need for some extra units (such as missile cruisers), which would otherwise be wanted (so less work for me).

What I mean about the smoke is that some units (those with large internal crew compartments) have been gven a death explosion that features lots of oxygen and gas escaping the breached hull. When this is viewed in flickster it looks fine, semitransparent smoke. But in game the order of brightness of the smoke looks wrong, so the smoke looks a bit odd. But mostly it looks OK, and anyway most of the units have a flashy spark like death animation which looks just fine.


Yes, Flicster displays 16 alpha blend colors incorrectly. :( Something I discovered with my jumpRAV unit. The "lighter magenta" alpha blends do no work correctly. I did some testing, and I'll try to post a new alpha palette for these smoke colors soon.

From my JumpRAV unit thread

EDIT: BTW, for the curious, FLICster displays the alpha blend palette positions 17-32 incorrectly, (assuming completely transparent is 0 ).

Postions 20, 25, and 28 are the only ones that can be used in a glow effect.

I used 255,0,255 magenta as my transparent for this unit.
For positions 20, 25, and 28, I used :255, 192, 255: , :255, 128, 255: , and :255, 64, 255: respectively... check out the palette in stormRAV_HAIL.flc if you want to see how it is set up. But now it glows pretty good in game, (all though I wsh they used the entire 16 palette slots for the effect).

The other slots are all darker colors.
 
My conquests disk has snapped from a combination of over use and poor construction, so for now I'mjust working on some units for the warhammer 40k mod that Goldflash and co are making, as I can't actualy do any mod making or scenario creation.

Once I get a new disk I'll do some more work on this. I've also advanced my Open FX skills so new units should be even better. :)
 
only logical explination is you have been playing it wayyyy too much, and it melted or something.
 
Coming this week! Beta test version...

Work is proceeding apace on a beta test version. Should be finished by the time I move on sunday. I'm making it with Play The World, which will then be upgraded when I finaly get hold of conquests again.

Things that will be in the PTW version;
#1 Two eras, The Excelarando, and The Disporia. Later ages will be in the conquests version, such as The Conflict and The Consolidation...
#2 A large number of ships, both land units and deep space star ships for transporting between systems. There will be no air units at this point, and no faster than light ships.
#3 Techs & Icons for the first two Eras. I've simply followed the standard tech tree layout at this point, with a simple format of substitution.
#4 A map made up of nearby stars, roughly 15-19 light years away from earth. With correct star magnitudes and planets picked to be as acurate as is possible with no actual data. :)
#5 A finished terrain graphics set.
#6 A set of city improvements and a few wonders.

Each Star system will have a Star resource which enables me to set the food, shield and trade value to represent the absolute magnitude of each star, and allows the player to navigate around the systems. There will also be a number of unique planet resources allowing the building of specific wonders and improvements and, in the conquests version allows the production of treasure spawning improvements.

I'm going to be adjusting the Stats of the units to make sure that the eras have a certain character, for instance during the first era there will be plenty of missiles, stong defensive units and weak attackers. The only way to take enemy cities will be to subject them to a devestating barage of missile attack while they attmept to do the same thing to you. This means that anyone who tries to win through military victory in the first era must be prepared to suffer huge damage to thier infrastructre.
During the second era Attacking units will improve greatly, but will not be transportable between systems. This means that individual systems will quicky come under single rulership, but interstellar wars will not begin to happen untill the third era. Victory in the Beta test version therefore will be down to who can grab the most systems early on, and then claim them for thier civ. Although I may experiment with adding some victory point locations.

I still have a number of things left to make such as an early starship and some terrain buildings. But it should be finished soon.
Here's an update of the map, I'm using a huge map, 256X256 which allows a fair few more cities than my first version and leaves room for plenty of expansion;
wallmap.gif
 
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