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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]  (Read 268360 times)

Pelly

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Re: BattleFleet Gothic
« Reply #120 on: May 20, 2013, 10:56:38 PM »

Well.......seeing as the smallest of the ships is a kilometer long in the lore or around that..........smaller than a pixel......:P
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WKOB

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Re: BattleFleet Gothic
« Reply #121 on: May 21, 2013, 12:02:24 AM »

A shame, having no fighters in the mod will be strange.

What about large space marine craft like Thunderbirds?
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Pelly

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Re: BattleFleet Gothic
« Reply #122 on: May 21, 2013, 02:09:44 AM »

--Snip--
Thunderbirds? Thunderhawk
They are 26*26 metres square, so would still be tiny BUT do not be discouraged, I have thought of a way to add at least the Ork fightas and bombas in.

The Tau manta is much bigger at around 150m wingspan i think.....so it would still be tiny.

ie: A simulation/tournament which only uses fightas and bombas (explaining the size diffrence by it being on a planet or asteriod/zoomed in) and I will try and make a tournament system for the fightas. By modifying the simulator system (kinda "Pick yor ship" and fight against opponents e.g. Deffang da Bomba (who randomly picks from a selection of bombas) and if you beat them you get a set amount of credits or tokens that allow you to buy spechal mekboy upgrades to your ship e.g. MadBoyz Engin Adjustmant (adds a percentage bonus to your speed e.g. 10% and makes the system BIGREDBUTTON last for longer)

Also in reference to the Tyranids, stayed up for 5 hours last night and i think I know how to do them.....I will try and make the back "fins" animated so they look like they are "swimming" and use engines with complete transparent fire with no smoke so they look like they are actually swimming, and the weapons are a secret (shhh).

The regenerating hull I think I know how to do if not I'll ask Silent or Lazy for help, but I think I can do it.

(the auto regen will be a system that is passively working and regenerates a percentage of damage taken immediately (e.g.10% of 500 damage)  and the rest over the time of the sqr root of damage inflicted  e.g. Sqr(40)=6 seconds which is damn slow for a small amount of damage (but I might change it to the Cube root therefore ^3(40)=3 seconds if its too slow), this will be also implemented in the Necron fleet later on with the Necrodermis.

BUT I have thought of the obvious flaw that the ship will not die as for example the Stalker class has say 60000 hp it gets hit for 75000 the immediate regen would add 7500 hp to the ship keeping it eternally alive even when dead, so the obvious thing would be to say (PSEUDO CODE ALERT :P) "if Indamage>remaininghealth then ship=dead" where remaining health should be found (its shown on screen so it must be stored somewhere, I will find it!).

(Also I think that I am a bit obsessed with this now, as I am dreaming of it.....so if this affects me negatively like making me lose sleep again or making me very anxious and OCD (I have started walking in the centre of pavement stones again and counting my steps) I will stop doing it for a few days at most a week, this is all IF I get overstressed with this and IRL stuff)
 
« Last Edit: May 21, 2013, 12:57:26 PM by Pelhamds »
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HELMUT

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Re: BattleFleet Gothic
« Reply #123 on: May 22, 2013, 05:07:11 AM »

Well.......seeing as the smallest of the ships is a kilometer long in the lore or around that..........smaller than a pixel......:P

*** the lore!

More seriously, the tabletop game dont even respect the fluff. Hell! The fluff even contradict itself. For example, there is no official scale for the BFG ships, in old editions it was hundreds of kilometers, then less than one, then several. I think you shouldn't focus too much on the lore Pelhmads. Gameplay is much more important, and omitting fighter wings would be a dealdy blow to the mod (and i was actually working on a Tyranid Harridan sprite^^)

For the hulls systems. You should check out the Shadow Order mod which feature Hull regeneration. Also Thule Legacy, as Thule managed to make the RUNE Hull mod exclusive to his faction.

Also, Tyranids do use bio plasma powered engines. It would be weird to see them "swimming" in space. Adding sprite animations is nice though.

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Pelly

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Re: BattleFleet Gothic
« Reply #124 on: May 22, 2013, 05:37:39 AM »



*** the lore!

More seriously, the tabletop game dont even respect the fluff. Hell! The fluff even contradict itself. For example, there is no official scale for the BFG ships, in old editions it was hundreds of kilometers, then less than one, then several. I think you shouldn't focus too much on the lore Pelhmads. Gameplay is much more important, and omitting fighter wings would be a dealdy blow to the mod (and i was actually working on a Tyranid Harridan sprite^^)

--snip--

Also, Tyranids do use bio plasma powered engines. It would be weird to see them "swimming" in space. Adding sprite animations is nice though.



Did not know about the bio plasma engines....well green engines here we come :P I knew that there was a regen system in other mods and would have probally looked at how they did it then made my own version.

And I realised something else when thinking about the Nids, they will need different damage effects (or it looks very weird for the Nids organic ships to look like metal melting ect). So thats on the todo list as well now....

I also never said that I wouldn't add in fighters....I was just seeing what alternatives there where to the lore side of things, but if your response is "*** the lore" I don't mind then and will get on with adding flight decks ect to ships and finding pictures and images to make imperial ships (ill use Austupaio 's fightas for the orks, orks don't have standard designs so it doesn't matter to much), I will have more time next week to do stuff as I have a exam on friday, and exams on monday and thursday in 2 weeks time, so I will have a bit more time to do modding maybe, hopefully, i think.
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WKOB

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Re: BattleFleet Gothic
« Reply #125 on: May 22, 2013, 06:07:19 AM »

Good to hear you've decided to include fighters, just let me know if need anything changed or want anything new.
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Pelly

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Re: BattleFleet Gothic
« Reply #126 on: May 25, 2013, 07:43:24 AM »

Added in three Ork Fightas:
Bomba
Dakkajet
Torpedo Bomba
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K-64

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Re: BattleFleet Gothic
« Reply #127 on: May 25, 2013, 08:26:21 AM »

Well.......seeing as the smallest of the ships is a kilometer long in the lore or around that..........smaller than a pixel......:P

I think frigs are actually about 500-600m long
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HELMUT

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Re: BattleFleet Gothic
« Reply #128 on: May 25, 2013, 09:24:08 AM »

Well.......seeing as the smallest of the ships is a kilometer long in the lore or around that..........smaller than a pixel......:P

I think frigs are actually about 500-600m long

It depend from the source. One author from Black Library said frigates (escorts) were 30km longs. Other are saying they are around 1km. There is no official size. So it could go from 500m to a bit more than a kilometer.

And Pelhamds, i was about to post my sprites for the Orks fighters, so you'll take which one you prefer. But first... The Imperial navy.

Emperor:
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Retribution:
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Mars:
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Overlord:
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Lunar:
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Tyrant:
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Dominator:
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Gothic:
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Dictator:
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Dauntless:
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Sword:
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Firestorm:
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Cobra:
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I am going to edit this post for the wings.

Edit: here's the fighter wings, the size should be right:

Imperial Navy:

Fury Interceptor
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Marauder destroyer
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Starhawk heavy bomber
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Thunderbolt heavy fighter
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Space marines:

Thunderhawk
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Chaos:

Hellblade interceptor
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Helltalon fighter bomber
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Harbinger heavy bomber
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Orks:

Heavy Bommer
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Dakkajet
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Tyranids:

Harridan
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Tau:

Barracuda
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Tigershark
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TigerShark ax10
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Manta
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RazorShark
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SunShark
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« Last Edit: May 25, 2013, 10:19:45 AM by HELMUT »
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Pelly

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Re: BattleFleet Gothic
« Reply #129 on: May 25, 2013, 09:27:04 AM »

The most amusing thing about the posts is the NOVA part :P Also danke mein freind, I will get on them today and tommorrow so again thank you (also the dakkajet is hilarious)

EDITY: Just remembered what about the already done Imperial ships, for launch bays (i don't remember which ones use them apart from the Defiant)
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HELMUT

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Re: BattleFleet Gothic
« Reply #130 on: May 25, 2013, 10:25:32 AM »

The space Hulk got 6 launch bays.
The dethdeala got 1.

And i think that's all.


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Pelly

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Re: BattleFleet Gothic
« Reply #131 on: May 25, 2013, 10:36:18 AM »

I beleive that  I will use your Ork sprites :P and the fighters/bombers of the other races too....

(I think I will add in all the fighters then as they took 10 minutes each so I can get those ALLL done then add in the other races, might find better spacy marines and Necrons ships though...)
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HELMUT

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Re: BattleFleet Gothic
« Reply #132 on: May 25, 2013, 04:18:24 PM »

Finished the fighter sprites for all factions.


Eldars:

Nightwing interceptor
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Phoenix bomber
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Chaos:

Helldrake
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Dark Eldars:

Raptor interceptor
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Razorwing bomber
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Necrons:

Death scythe
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Nightshroud bomber
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Also i made the sprite for faction's torpedoes:

Tyranids
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Eldars
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Imperial Navy and Space Marines
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Orks
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Chaos
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Dark Eldars
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Tau
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HELMUT

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Re: BattleFleet Gothic
« Reply #133 on: May 30, 2013, 08:32:38 AM »

The four flagships of the Chaos gods.


The Terminus Est

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The Wage of Sin

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The Conqueror

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The Scion of Prospero

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I have to say that i am not really satisfied with the last one, so i might rework it later.

Also a bonus, the Eldar Heimlock fighter:

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silentstormpt

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Re: BattleFleet Gothic
« Reply #134 on: June 01, 2013, 06:59:58 AM »

Okay, Tyranids sprites are done. They should be the right size.

Hive ship:
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Razorfiend:
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Kraken:
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Prowler:
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Stalker
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Edit: Didn't see Austupaio post. Yes they are great! Especially Orks wings. WWII planes? Genius!

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This one would fit nicely as a Dakkajet. Just need to remove the propeller and adding machineguns on the wings.

For the Fighta Bomma, the big one, with his wings reversed and two big thrusters on each sides, that would be great.

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