Diverse Worlds v19 - Shandar

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

Moderators: Icemania, elliotg

User avatar
WoodMan
Posts: 1345
Joined: Wed Jun 02, 2010 1:22 pm
Location: Ol' Blighty

RE: Diverse Worlds v12 - Boskara

Post by WoodMan »

I could make a second set like the red Boskara in the Extra content folder without trails.  For continuity I would keep the trails on the defaults, but no prob doing both, its only a few seconds work [;)]

Edit: Kiadian will be available for DL tomorrow sometime
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
User avatar
Simulation01
Posts: 540
Joined: Wed May 12, 2010 8:10 pm

RE: Diverse Worlds v12 - Boskara

Post by Simulation01 »

ORIGINAL: Igard

Very cool and sufficiently intimidating WoodMan.

Feel free to proverbially slap me for this, but could I suggest you leave the exhaust trail out for the Shakturi? Make them more Shadow like? What does everyone think? [8|]


Maybe. I don't like exhaust trails in my trek mods. They have warp after all.
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
User avatar
J HG T
Posts: 1093
Joined: Fri May 14, 2010 4:06 am
Location: Kiadia Prime

RE: Diverse Worlds v12 - Boskara

Post by J HG T »

I'm fine with either. Still, evil race with black, spiky ships and no exhaust trails, MMMMmmmm... evil.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
User avatar
Baleur
Posts: 373
Joined: Mon Jan 18, 2010 9:48 pm

RE: Diverse Worlds v12 - Boskara

Post by Baleur »

Shakturi, drool XD
Do think the original concept was great as it is though, with the "up" being the front :)
User avatar
Igard
Posts: 2282
Joined: Mon Mar 29, 2010 2:43 am
Location: Scotland

RE: Diverse Worlds v12 - Boskara

Post by Igard »

ORIGINAL: WoodMan

I could make a second set like the red Boskara in the Extra content folder without trails.  For continuity I would keep the trails on the defaults, but no prob doing both, its only a few seconds work [;)]

Edit: Kiadian will be available for DL tomorrow sometime

That would be awesome. Looking forward to Kiadians too.[8D]
User avatar
moonraker65
Posts: 565
Joined: Wed Jul 14, 2004 3:11 pm
Location: Swindon,Wilts. UK

RE: Diverse Worlds v12 - Boskara

Post by moonraker65 »

Looking forward to that WoodMan [&o].
intel i9 13900k 128 GB RAM, RTX 4070 ti GFx card
User avatar
WoodMan
Posts: 1345
Joined: Wed Jun 02, 2010 1:22 pm
Location: Ol' Blighty

RE: Diverse Worlds v13 - Kiadian

Post by WoodMan »

Hey all! Version 13 now available for DL on front page. Enjoy!
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
User avatar
J HG T
Posts: 1093
Joined: Fri May 14, 2010 4:06 am
Location: Kiadia Prime

RE: Diverse Worlds v13 - Kiadian

Post by J HG T »

YES! Time to start the big, epic game.
And big thanks for keeping the spirit of the original heavy cruiser alive. That's what it should look like!
Excellent stuff! Than you yet again.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
User avatar
Baleur
Posts: 373
Joined: Mon Jan 18, 2010 9:48 pm

RE: Diverse Worlds v13 - Kiadian

Post by Baleur »

Hey, would be awesome if you could update the front page with the race name above each of the pictures :)
User avatar
ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: Diverse Worlds v13 - Kiadian

Post by ASHBERY76 »

This latest update is crashing the game.
User avatar
WoodMan
Posts: 1345
Joined: Wed Jun 02, 2010 1:22 pm
Location: Ol' Blighty

RE: Diverse Worlds v13 - Kiadian

Post by WoodMan »

At what point is it crashing? No problems here [&:]

Edit: Have you checked the file structure is correct? We had some problems with a previous version where unzipping from winzip actually put in the wrong file structure, maybe this has happened again. In fact this always happens, I'm not very good at that side of things, double check your file strucutre is not Customization/Diverse Worlds v13/Diverse Worlds and is just Customization/Diverse Worlds which is correct.
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
User avatar
ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: Diverse Worlds v13 - Kiadian

Post by ASHBERY76 »

A strange one.It would not start up for 2 tries but then worked after that.
User avatar
WoodMan
Posts: 1345
Joined: Wed Jun 02, 2010 1:22 pm
Location: Ol' Blighty

RE: Diverse Worlds v13 - Kiadian

Post by WoodMan »

Okay double check file structure (I edited my above post about that), if its all correct let me know of any further problems.  Also, remember there is a bug in RotS at the moment where changing themes if either of the themes contains a shipset 11 or higher can cause a crash, Eliott knows and is fixing for the next update.  If you get this crash though you can usually get around it by removing your theme starting the game, quitting and then reinstalling the theme again [8|]
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
User avatar
J HG T
Posts: 1093
Joined: Fri May 14, 2010 4:06 am
Location: Kiadia Prime

RE: Diverse Worlds v13 - Kiadian

Post by J HG T »

Out of curiosity, Woodman, when do you plan to release the Ancients and the Shakturi shipsets? Or do you plan to make shipsets for all normal races first?

Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
User avatar
Baleur
Posts: 373
Joined: Mon Jan 18, 2010 9:48 pm

RE: Diverse Worlds v13 - Kiadian

Post by Baleur »

No crash here, looks awesome ingame :)
(though i've not encountered any other races yet LOL, 2 hrs into my current game, "expanding" ai civ setting in the galaxy, im starting to get paranoid..)
User avatar
WoodMan
Posts: 1345
Joined: Wed Jun 02, 2010 1:22 pm
Location: Ol' Blighty

RE: Diverse Worlds v13 - Kiadian

Post by WoodMan »

Thanks Bal, glad your enjoying them, and yes next time I post an update I will change the first post so the shipsets previews have labels. I just hope I'm not breaking a forum rule for too many images in a single post or something [:D]

@J GH T, I was probably going to make them the last two sets, however, they are pretty much two of the only races left I actually have ideas for.

Next up is, I'm not sure yet[:D] Last night I had a play around just making some ships, below we have a almost identical ship, the left side is the possible Ackdarian version, the right is a possible Sluken version. I would probably prefer to go along the Ackdarian route, as A) its easier to make ships for bad guys, so coming up with other Sluken ideas would be easier than coming up with other Ackdarian ideas and B) if I took that route for Sluken the Shakturi would no longer be unqiue in having spiky ships which would take away from their specialness.

The big chunky ship, I turned it Black with purple windows and it looked a bit too bulky in my opinion for Sluken, perhaps a Naxx ship could come out of it, I'd probably change it colour for Naxx too, maybe even to grey. Let me know what you think, and if you got any ideas (preferably referencing a shipset to use to make those ideas). [:D]

Image
Attachments
Possibles.jpg
Possibles.jpg (84 KiB) Viewed 142 times
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
User avatar
J HG T
Posts: 1093
Joined: Fri May 14, 2010 4:06 am
Location: Kiadia Prime

RE: Diverse Worlds v13 - Kiadian

Post by J HG T »

I vote for Ackdarians. The spiky version looks a bit too high tech for the Sluken. The big ship on the other hand, can't really say anything about it. I thought about Naxilians having ships that are moderately long, have something for wings and with kinda flat noses. Ikkuro escort comes to mind.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
User avatar
Simulation01
Posts: 540
Joined: Wed May 12, 2010 8:10 pm

RE: Diverse Worlds v13 - Kiadian

Post by Simulation01 »

Aren't the Ackdarian's aquatic?  I picture the Ackdarian ships being able to plunge beneath the waves to land at their underwater cities and to that extent I would think their ships should be graceful....more like the Minbari and the Aquatics's from the Xindi conflict on Startrek:Enterprise.  
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
User avatar
WoodMan
Posts: 1345
Joined: Wed Jun 02, 2010 1:22 pm
Location: Ol' Blighty

RE: Diverse Worlds v13 - Kiadian

Post by WoodMan »

The main problem with making anything like the Minbari ships or the Aquatic Xindi cruiser is that I'm using only DW art to make these ships (thats kind of a part of the project, make a set for each race using the existing art). Therefore anything larger than a frigate with wings is pretty much out of the window.

The closest I can get to putting wings on the large ships is by stretching them out like the example below, the only problem with that is that for some reason it makes the ship look really advanced compared to all the other ships.

*Ignore the ship as a whole, its just a wings example*



Image
Attachments
wingsexample.jpg
wingsexample.jpg (30.21 KiB) Viewed 141 times
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
User avatar
J HG T
Posts: 1093
Joined: Fri May 14, 2010 4:06 am
Location: Kiadia Prime

RE: Diverse Worlds v13 - Kiadian

Post by J HG T »

My stance on wings in scifi is dependant on the tech level of the race. If race is advanced they probably use somekind of mass effect field technology which make wings next to useless, unless they are just purely appearances. Or they build all their spaceships in orbit.
Some less advanced races may still use wings on smaller surface-to-orbit ships. Larger ones are build in orbit and thus don't need any wings.
Just my thoughts on the scifi ship designs, nothing special.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
Post Reply

Return to “Design and Modding”