Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Battlefleet Gothic

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: Battlefleet Gothic Page: <<   < prev  1 [2] 3 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Battlefleet Gothic - 4/1/2010 3:35:49 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Maybe another thing for the developers to think about then. I'll add it to the wish-list thread.

Nurgle really should have a penalty to trade. Who wants to buy Dantha Fur from a smelly diseased nurgling?

Perhaps just small bonuses then. Maybe their ship maintenance should be good because they can keep things running even when it's decayed. Then again, on that logic, they could have poor ship maintenance.

Their troop maintenance should receive a big bonus since they don't seem too big on hygeine or keeping their equipment in good condition.

(in reply to nicodede62)
Post #: 31
RE: Battlefleet Gothic - 4/1/2010 4:30:08 PM   
hellfirejet


Posts: 1052
Joined: 12/16/2008
From: Scotland
Status: offline
Hi guys,I took the plunge and bought this game,I'm delighted that Battlefleet Gothic will be an option for game play,I also note that the Battlefleet Gothic ship art is difficult to track down,as a top view is required for the in game graphics,since I do ship graphics for War Plan Orange & War In The Pacific Admirals Edition,I will try to track down suitable art for Battlefleet Gothic,so that the Warhammer ship graphics will be available for Distant Worlds.

< Message edited by hellfirejet -- 4/1/2010 4:31:47 PM >


_____________________________

Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller

(in reply to Igard)
Post #: 32
RE: Battlefleet Gothic - 4/1/2010 4:45:43 PM   
wormguy

 

Posts: 10
Joined: 3/31/2010
Status: offline
Nice! Look forward to trying the Necrons and Tyranids out! I am hoping to extend nicodede62's mod by adding (slowly) custom ships for each race if he likes them. Top down images of WH40k ship are impossible to find so there will be much photoshopping to be done on my part.

I am also going to be resizing the ships in the process to make all the civilian ships super small whilst the (controllable) battle ships will be larger but also scaled. I hope this way it will give some visual cues to the class of ships just by looking at them since in vanilla they all look so samey - As for the tiny civilian ships, I figure since you can't control the civilian ships anyway they are just annoying the way they are so huge and in your face and it often gets me mixed up which ships are my battle fleet and which are the annoying civ ships. Probably not everyone will like the change, but if you don't like it you can rescale it yourself to your liking.

I will also eventually update shipNames so the ships have more realistic default names. Here's a few samples I'm working on. I'm trying my best so that they will try to be to scale with the Capital ship but the Distant World editor doesn't seem to like me. Ingame, the Capital ship is about as large as the default capital ships. These are some of the Imperium ships so far:

Left: Capital Ship
2nd from left: Cruiser
Top Right: Frigate
Bottom Right: Small Civilian Freighter






Attachment (1)

< Message edited by wormguy -- 4/1/2010 4:48:44 PM >

(in reply to Igard)
Post #: 33
RE: Battlefleet Gothic - 4/1/2010 7:52:55 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
The battleship is wonderful, very good job. Maybe change the eagle at the front of ship. It's weird, we see that it is not in the right direction.
The cruiser is well done too, but it looks like a big "block". Maybe with colors, it would better .

Finally, for the first images, this is very well. Since there is no way to get an idea these ships seen from above.

Very well, continue like this .

(in reply to wormguy)
Post #: 34
RE: Battlefleet Gothic - 4/1/2010 8:03:17 PM   
wormguy

 

Posts: 10
Joined: 3/31/2010
Status: offline
So far I have included blinking lights and Engine trails to the ships and it helps a lot with the fact that they are not coloured. They look pretty good in game. If you like I can send them to you in a PM to test yourself.

(in reply to nicodede62)
Post #: 35
RE: Battlefleet Gothic - 4/1/2010 9:19:43 PM   
Bestor

 

Posts: 18
Joined: 3/29/2010
Status: offline
There is a bfg mod in progress for sins of a solar empire, perhaps if someone could get hold of the models you could take a snap shot of the top view and use that?

< Message edited by Bestor -- 4/1/2010 9:20:07 PM >

(in reply to wormguy)
Post #: 36
RE: Battlefleet Gothic - 4/1/2010 10:22:25 PM   
KVD

 

Posts: 7
Joined: 3/29/2010
Status: offline
Aaaargh, wormguy, i'm jealous of your talent !

The question is : have we possibilities to have more designs ships than the 8 families (Matrix Games\Distant Worlds\images\units\ships) ?

< Message edited by KVD -- 4/1/2010 10:23:00 PM >

(in reply to Bestor)
Post #: 37
RE: Battlefleet Gothic - 4/1/2010 11:35:32 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Looks terrific.

KVD, I don't think we can add more ships to the game. Only change the existing ones. There are 9 race families(0-8), so multiple factions may have to share ship sets. e.g. Bad Moonz ships will look the same as Blood Axez.

I think we can replace base images with ships. That way we could use very few base designs (one or two for each faction) giving us more ships to play with.



< Message edited by Igard -- 4/1/2010 11:36:25 PM >

(in reply to KVD)
Post #: 38
RE: Battlefleet Gothic - 4/1/2010 11:53:34 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
I put in front page, a winrar file containing for me the best musics of various 4X .

(in reply to nicodede62)
Post #: 39
RE: Battlefleet Gothic - 4/2/2010 10:13:38 AM   
wormguy

 

Posts: 10
Joined: 3/31/2010
Status: offline
Thank you KVD but I am just photoshopping some already cool artwork to make it look like a top down view of the ships. The real person to be praised is whoever it was at Games Workshop who did the orig artwork.

I think Igard is right about the ships... in vanilla several factions have the same ships. nicodede62, great music! But where is it from?

Here are some more ships I have finished. Again, all lights and engine trails included and they really help with the lack of colour. I will post a screenshot of ingame soon so you can also see how the scaling looks.

Top right to left: Space Ports -large to small (Sourced from vanilla but rescaled and added more lighting. Temporary until I can get something better)
Bottom Left: Destroyer
Bottom Right: Escort





Attachment (1)

< Message edited by wormguy -- 4/2/2010 10:16:30 AM >

(in reply to KVD)
Post #: 40
RE: Battlefleet Gothic - 4/2/2010 10:23:38 AM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
I test a little.

The IA is wicked by nature, but she always try to sell its technologys. I think it comes from the base IA and at the moment, we can not do anything .

@ Wormguy: is what you have sins of a solar empire?
If yes, look here: http://forums.sinsofasolarempire.com/332224
If you should not do, I'll try to look at what gives the models in game. And you make a screen for a view from above.


(in reply to nicodede62)
Post #: 41
RE: Battlefleet Gothic - 4/2/2010 10:44:40 AM   
wormguy

 

Posts: 10
Joined: 3/31/2010
Status: offline
I have Sins of a Solar Empire but I do not have the expansion Entrenchment which you need to play that mod...

Here is a screenshot in game.






Attachment (1)

(in reply to nicodede62)
Post #: 42
RE: Battlefleet Gothic - 4/2/2010 12:00:02 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline

quote:

ORIGINAL: wormguy
I have Sins of a Solar Empire but I do not have the expansion Entrenchment which you need to play that mod...



It does not matter, I have. I'll go see what gives the models in game.

Nice work anyway .

(in reply to wormguy)
Post #: 43
RE: Battlefleet Gothic - 4/2/2010 5:38:40 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
I put in front page:


CURRENT PROBLEM:
- Ai use diplomacy with you .
- Ai transfert population in yours colony .
- Ai seel technologys with you.
- The ai dont start in good planet type.
- The original system has the wrong name.(it often used by independent )

(in reply to nicodede62)
Post #: 44
RE: Battlefleet Gothic - 4/2/2010 6:46:51 PM   
drillerman


Posts: 455
Joined: 2/11/2010
From: Blighty
Status: offline
Yeah, I like it!!! I love the whole idea and backstory of Spacefleet/Battlefleet gothic.

_____________________________

Huh?

(in reply to nicodede62)
Post #: 45
RE: Battlefleet Gothic - 4/3/2010 7:26:17 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Awesome work, wormguy. Can't wait to see these ships with a bit of colour added. Though, in truth, they look great as they are.


(in reply to drillerman)
Post #: 46
RE: Battlefleet Gothic - 4/3/2010 7:44:41 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Nicodede, Great work so far. Hopefully if patch 1.03 sorts out most of the remaining bugs, the devs will start addressing problems in the next patch, like:-

Moving independant colonies to smaller less suitable worlds, or an option to disable independants;
Making races more aggresive/malevolent so they don't try diplomacy or share technology;
An option to prevent alien migration to your colonies, or to stop it altogether.

I think these changes would be condusive to making most mods more enjoyable not just this one.

(in reply to Igard)
Post #: 47
RE: Battlefleet Gothic - 4/3/2010 8:09:49 AM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
Wait and see .
I also hope that the modding is not going to put 3 patch to unlock a little .

(in reply to Igard)
Post #: 48
RE: Battlefleet Gothic - 4/3/2010 10:35:20 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
For me, it doesn't matter how many patches they make. They have been working pretty fast so I don't think we have to wait long.

Regardless of these problems, this is still a really fun mod.

(in reply to nicodede62)
Post #: 49
RE: Battlefleet Gothic - 4/3/2010 11:59:23 PM   
wormguy

 

Posts: 10
Joined: 3/31/2010
Status: offline
Phew... ok, now I am tired... Here are more previews for the Imperium of Man. I am just about finished with all their ships now. I have new bases done too. Thanks for the support Igard. Truth is though, I'm thinking I am not gonna colour them at all because I think it would take an eternity and there are many more races yet to do!! Might take a break for a few days but anyone have any requests to which races ships I should do next? I personally wanna do the Tyranids cause their bio ships will be awesome looking!




Attachment (1)

(in reply to Igard)
Post #: 50
RE: Battlefleet Gothic - 4/4/2010 7:41:08 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Wormguy, they look awesome without colour anyway!

Very impressed that you finished these so fast. I know there's very few ships in the literature with a top-down view so you must have photoshopped all of them!

Looking forward to seeing what both you and nicodede come up with.

Enjoy yourself some rest now.



(in reply to wormguy)
Post #: 51
RE: Battlefleet Gothic - 4/6/2010 1:15:43 PM   
Joram

 

Posts: 3198
Joined: 7/15/2005
Status: offline
Good job Nico and Wormguy!

(in reply to Igard)
Post #: 52
RE: Battlefleet Gothic - 4/6/2010 1:55:50 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Regarding making races more aggressive, are you using the galaxy settings slider? For 40k I would slide it all the way to the right (Chaos).

< Message edited by Erik Rutins -- 4/6/2010 5:34:51 PM >


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Joram)
Post #: 53
RE: Battlefleet Gothic - 4/6/2010 2:29:35 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline

quote:

ORIGINAL: Erik Rutins
Regarding making races more aggressive, are you using the galaxy settings slider? For 40k I would slide it all the way to the right (Restless).



No, I had leave completely left in the settings .
I notice the races are more aggressive when I put the "chaos" in settings map.
I have not tested thoroughly with this option, especially because I wait the patch 1.03 for enjoy the game at 100%.

A question Erik

Will it be possible to integrate a specific government for a race?

As for example, I wanted put 'hive mind" for the Tyranids. But, it's not possible with the file "race.xml" because it's not in this folder that the governments are made.

(in reply to Erik Rutins)
Post #: 54
RE: Battlefleet Gothic - 4/6/2010 2:33:33 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Not tried it all the way up yet. I'm too scared!

Will give this a try next time I start a game. Does this put an end to any natural affinities one empire might have for another? Does it completely stop all tech sharing and generally make it harder to trade?

(in reply to Erik Rutins)
Post #: 55
RE: Battlefleet Gothic - 4/6/2010 3:43:54 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
Well, I have not the talent at wormguy, but I try to make a Eldar ships for a top view:


http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1290346&prodId=prod1101805

< Message edited by nicodede62 -- 4/6/2010 3:45:54 PM >

(in reply to Igard)
Post #: 56
RE: Battlefleet Gothic - 4/6/2010 5:17:19 PM   
KVD

 

Posts: 7
Joined: 3/29/2010
Status: offline
I like your eldar's ship. You're always on the good way and i hope more modables abilities for races in the game in the future !

(hem... i hope my english is understood... sorry for the bad speaking )

(in reply to nicodede62)
Post #: 57
RE: Battlefleet Gothic - 4/6/2010 5:36:57 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: nicodede62
o, I had leave completely left in the settings .
I notice the races are more aggressive when I put the "chaos" in settings map.
I have not tested thoroughly with this option, especially because I wait the patch 1.03 for enjoy the game at 100%.


Yes, "Chaos" is the setting you want for 40k, definitely.

quote:

Will it be possible to integrate a specific government for a race?
As for example, I wanted put 'hive mind" for the Tyranids. But, it's not possible with the file "race.xml" because it's not in this folder that the governments are made.


I don't know yet, but I do know that we are planning to improve things on the modding side as soon as we can stop fixing issues and making important UI tweaks. So modders will have to be patient with us, but we will get some improvements done on that front too.


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to nicodede62)
Post #: 58
RE: Battlefleet Gothic - 4/6/2010 5:55:17 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline

quote:

ORIGINAL: Erik Rutins
I don't know yet, but I do know that we are planning to improve things on the modding side as soon as we can stop fixing issues and making important UI tweaks. So modders will have to be patient with us, but we will get some improvements done on that front too.


Yes, I learned that you were only two on the project. It's already a huge amount of work provided, and I understand quite that you need to first resolve bugs and other problems in the game.

I wait with impatience the 1.3 .

(in reply to Erik Rutins)
Post #: 59
RE: Battlefleet Gothic - 4/6/2010 8:51:04 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
Eldar Void Stalker battlecruiser

Former model:


New model:


Anyone see a difference ?

(in reply to nicodede62)
Post #: 60
Page:   <<   < prev  1 [2] 3 4   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: Battlefleet Gothic Page: <<   < prev  1 [2] 3 4   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.609