Tereanan Empire Mod - CANCELLED!
posted on July 29th, 2010, 1:29 am
Okay, I'm down to 1,600 polygons. I think I might be able to keep the model at or under 1700 after I add the warp nacelles, and bridge geometry.
How would I texture such a high-poly model? Or for that matter, how would I start the texture?
How would I texture such a high-poly model? Or for that matter, how would I start the texture?
posted on July 29th, 2010, 2:06 am
you have me at a loss there.
Good job sofar though 


posted on July 29th, 2010, 5:14 am
Texturing is a pain... what are you using Milkshape???
posted on July 29th, 2010, 1:03 pm
Last edited by TChapman500 on July 29th, 2010, 1:14 pm, edited 1 time in total.
Gmax. I never got the hang of milkshape.
EDIT:
However, if someone has the unlocked version of milkshape, I could send a file in the MOD format and milkshape does have a plugin available to convert the MOD file to a SOD format.
Oh, and I need some ideas. The Tereanans only use Tritanium in the construction of vessels and stations and as a result, the vessels need to cost more in Tritanium. How would I balance that out? Oh, and Supplies are used in the construction and repair of vessels.
EDIT:
However, if someone has the unlocked version of milkshape, I could send a file in the MOD format and milkshape does have a plugin available to convert the MOD file to a SOD format.
Oh, and I need some ideas. The Tereanans only use Tritanium in the construction of vessels and stations and as a result, the vessels need to cost more in Tritanium. How would I balance that out? Oh, and Supplies are used in the construction and repair of vessels.
posted on July 29th, 2010, 1:26 pm
TCR_500 wrote:Oh, and I need some ideas. The Tereanans only use Tritanium in the construction of vessels and stations and as a result, the vessels need to cost more in Tritanium. How would I balance that out? Oh, and Supplies are used in the construction and repair of vessels.
well that would throw out balance on many maps as they would not use the dilithium moons at all.
they would need to mine tritanium at a much faster rate to balance it out.
they would need a way to get supply too, if they buy it then it would have to not cost any dilithium, or if they use dilithium to buy supply, it would have to cost a lot of tri and little di. or they could have generators which make supply. or they could mine it from dil moons, or from ranking like klinks etc.
or you could make a different way of getting supply.
posted on July 29th, 2010, 1:41 pm
I'm already ahead of you on the generators. You can generate some Tritanium and Supplies using special replicators that use Dilithium as fuel. You can also mine Tritanium and Dilithium simultaneously with extension modules. Hopefully, that'll balance out the game a little.
Oh, and Dilithium is used extensively in research. Almost exclusively.
Oh, and Dilithium is used extensively in research. Almost exclusively.
posted on July 29th, 2010, 1:44 pm
TCR_500 wrote:I'm already ahead of you on the generators. You can generate some Tritanium and Supplies using special replicators that use Dilithium as fuel. You can also mine Tritanium and Dilithium simultaneously with extension modules. Hopefully, that'll balance out the game a little.
Oh, and Dilithium is used extensively in research. Almost exclusively.
i see, that sounds interesting.

its gonna be a nightmare to balance resources though.
posted on July 29th, 2010, 2:21 pm
I know. It's just that I want some uniqueness to this mod that no other race has.
I've completed the geometry of the cruiser. It looks a little bit like an Intrepid, but when compared to the Intrepid, there are several distinct differences. By the way, does anyone have a gmax model of fleet-ops Intrepid? If so, can they send it to me so I can compare the two models?
I've completed the geometry of the cruiser. It looks a little bit like an Intrepid, but when compared to the Intrepid, there are several distinct differences. By the way, does anyone have a gmax model of fleet-ops Intrepid? If so, can they send it to me so I can compare the two models?
posted on July 29th, 2010, 2:30 pm
In my BSG mod they don't use resources at all 

posted on July 29th, 2010, 3:38 pm
Well, I think I've got the balancing thing figured out as far as resources go. Dilithium is used to power the replicators and used for research, but not station construction. Tritanium is used somewhat in research, but mostly in ship and station construction. And supplies are used in the construction and repair of vessels as well as research.
Now, I'm going to make it possible to upgrade the resource generators. Would it be wise to upgrade the generators to maximum (probably depleting your resources in the process) as soon as the research center is built?
Now, I'm going to make it possible to upgrade the resource generators. Would it be wise to upgrade the generators to maximum (probably depleting your resources in the process) as soon as the research center is built?
posted on July 29th, 2010, 3:41 pm
it depends, with borg i usually upgrade opti incubators straight away, as its cheaper than making another station.
posted on July 29th, 2010, 3:45 pm
The generators are upgraded at the research center and all of the generators are upgraded at once. If you have three generators, then you can literally triple your resource income with the first upgrade. Speaking of which, how do I balance that out? Increase the cost of the resource generators after each upgrade?
posted on July 29th, 2010, 3:47 pm
TCR_500 wrote:The generators are upgraded at the research center and all of the generators are upgraded at once. If you have three generators, then you can literally triple your resource income with the first upgrade. Speaking of which, how do I balance that out? Increase the cost of the resource generators after each upgrade?
wow that does sound different, imagine building loads of generators, then doing the first upgrade to increase your production by loads. i think each generator should get its own upgrade. or make the upgrades not very large, just small upgrades.
posted on July 29th, 2010, 3:56 pm
You could give them a brutal cost, similar to Klingon supply?
posted on July 29th, 2010, 4:35 pm
Okay, I'll make it so each generator has its own upgrades. The generators can be upgraded twice. And that adds some room at the research station for more ship upgrades.
By the way, my cruiser has about 1,800 polygons and the geometry is complete. All I have to do now is add the hardpoints, textures, and convert it. Wait, I can't convert it.
By the way, the cruiser has the ability to regenerate its shields by using special energy. But I don't want it to be used with the weapons autonomy on med or high. Because there is a rear deflector weapon that will inflict damage directly to the shields during the retreat stage of the rush and it uses all of the vessels special energy.
By the way, my cruiser has about 1,800 polygons and the geometry is complete. All I have to do now is add the hardpoints, textures, and convert it. Wait, I can't convert it.
By the way, the cruiser has the ability to regenerate its shields by using special energy. But I don't want it to be used with the weapons autonomy on med or high. Because there is a rear deflector weapon that will inflict damage directly to the shields during the retreat stage of the rush and it uses all of the vessels special energy.
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