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RE: Diverse Worlds v12 - Boskara

Posted: Fri Jan 14, 2011 11:04 pm
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

RE: Diverse Worlds v12 - Boskara

Posted: Sat Jan 15, 2011 3:13 am
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.

RE: Diverse Worlds v12 - Boskara

Posted: Sat Jan 15, 2011 5:30 am
by J HG T
I'm fine with either. Still, evil race with black, spiky ships and no exhaust trails, MMMMmmmm... evil.

RE: Diverse Worlds v12 - Boskara

Posted: Sat Jan 15, 2011 5:48 am
by Baleur
Shakturi, drool XD
Do think the original concept was great as it is though, with the "up" being the front :)

RE: Diverse Worlds v12 - Boskara

Posted: Sat Jan 15, 2011 1:35 pm
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]

RE: Diverse Worlds v12 - Boskara

Posted: Sat Jan 15, 2011 1:59 pm
by moonraker65
Looking forward to that WoodMan [&o].

RE: Diverse Worlds v13 - Kiadian

Posted: Sat Jan 15, 2011 4:33 pm
by WoodMan
Hey all! Version 13 now available for DL on front page. Enjoy!

RE: Diverse Worlds v13 - Kiadian

Posted: Sat Jan 15, 2011 4:41 pm
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.

RE: Diverse Worlds v13 - Kiadian

Posted: Sat Jan 15, 2011 6:05 pm
by Baleur
Hey, would be awesome if you could update the front page with the race name above each of the pictures :)

RE: Diverse Worlds v13 - Kiadian

Posted: Sat Jan 15, 2011 7:20 pm
by ASHBERY76
This latest update is crashing the game.

RE: Diverse Worlds v13 - Kiadian

Posted: Sat Jan 15, 2011 7:23 pm
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.

RE: Diverse Worlds v13 - Kiadian

Posted: Sat Jan 15, 2011 7:28 pm
by ASHBERY76
A strange one.It would not start up for 2 tries but then worked after that.

RE: Diverse Worlds v13 - Kiadian

Posted: Sat Jan 15, 2011 7:32 pm
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|]

RE: Diverse Worlds v13 - Kiadian

Posted: Sun Jan 16, 2011 6:29 am
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?


RE: Diverse Worlds v13 - Kiadian

Posted: Sun Jan 16, 2011 8:39 am
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..)

RE: Diverse Worlds v13 - Kiadian

Posted: Sun Jan 16, 2011 10:02 am
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

RE: Diverse Worlds v13 - Kiadian

Posted: Sun Jan 16, 2011 12:05 pm
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.

RE: Diverse Worlds v13 - Kiadian

Posted: Sun Jan 16, 2011 1:13 pm
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.  

RE: Diverse Worlds v13 - Kiadian

Posted: Sun Jan 16, 2011 1:42 pm
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

RE: Diverse Worlds v13 - Kiadian

Posted: Sun Jan 16, 2011 2:23 pm
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.