EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
[MOD] Babylon 5 Total Conversion B5X3TC
Post new topic Reply to topic Goto page 1, 2, 3, 4  Next
View previous topic :: View next topic
Author Message
I_E_Maverick





Joined: 07 Jul 2006
Posts: 265 on topic

Thank you for registering your game
modified
PostPosted: Wed, 30. Sep 09, 16:39    Post subject: [MOD] Babylon 5 Total Conversion B5X3TC Reply with quote Print

Babylon 5 Total Conversion
B5X3TC



Render of the whitestar


After getting a lot of replies in the old topic about not being informative enough i decided to do a new topic, which we will regularily update.
so...


News

04.07.2010:
We are going to release an Alpha Demo to show the EA sectors and nearly all of EA ships and stations. Also some surrounding sectors. This may happen in the near future and we have released a Demo Trailer made by Metalvenom who did a great job on that one. Thanks to him!
Look under videos in this post and have fun!

14.07.2010:
The Demo Release is coming closer. We plan the release for the weekend of 24th and 25th of july so in about 2 weeks. Time to get excited Wink
The newest addition to the game wont make it into the demo, but as one of the most important ships to the minbari i thought that i should present it here with the news Wink


26.07.2010:
BIG NEWS!
The Alpha Demo is now released which makes it possible for everyone to get a first look at out total conversion. Have fun!

Get it here:

https://sourceforge.net/projects/b5x3tc/files/

http://www.filefront.com/17148291/B5X3TCMod.v1.0.exe



What is this total conversion about?


B5X3TC is a total conversion of X3 Terran Conflict obviously. It changes all aspects of the original game to match the Babylon 5 Universe of the famous science fiction series from the 1990s.

We have built a completly new universe with a different way of traveling. Between most of the sectors are hyperspacesectors which connect the sectors like in the original series. In the following picture you get an overview of the universe map. Not all sectors are in there, but you can see the popular stuff Wink




What is going to be changed

As it is a total conversion we are going to change everything. We created more than 30 different races. Some of them are under the same race slot but only because TC cant handle 30 races. In the game they will have different stations and ships though. Every race gets at least a few ships and one station. The main races, which are 6, get a lot more. For the EA for example we have already 28 ships and 5 stations. There will be more stations though the universe overall wont be that filled with stations.



Economy


We have a different economy as well. We will try to simulate the trading between planets by using planetary trading docks, kind of super trading stations. We try to get a more realistic approach on the economy than the original TC. Only stuff that gets advantages by being produced in space will be produced in space. The other stuff is produced on planets. To simulate planets we did a scripts to make a fully working economy. this is also done already. We are working on the needed stations. Atm we have dummys for that, but the scripting there is done. Having said that we have also most of the wares and stuff ingame to be transported. Mostly needed are ships and stations which is very time consuming as there are not that much reference files out there. That means we have to do our own designs. But as you can see in the following pics we are doing a good job with new designs:






What is ingame now?

As stated in a different post, we have come a long way. We are working on that project for 3 years now. But we have also added a lot to the mod. Most is graphic stuff, but there is a lot going on behind the scenes as well.
So here are some ingame screens:






Videos


Here are all of our videos linked. Be sure to have a look, cause there you can see how our mod behaves and what is already done packed into a nice story. Or just some nice features Smile


Story video which shows ships and Unity station at earth sector
http://www.vimeo.com/4442222

Continueing of EA1 video
http://www.vimeo.com/4444127

Demo Trailer by Metalvenom
http://www.youtube.com/watch?v=e5xQyRSzkrM





Our Homepage


http://b5.hc-gamer.de/index.php?mod=news&action=recent


This topis is going to be updated once we have new interesting stuff and it is here for questions, suggestions and general discussions. Feel free to post your ideas, if you wish to help or with any kind of constructive critism.



Last edited by I_E_Maverick on Tue, 27. Jul 10, 00:00; edited 6 times in total
Back to top
View user's profile Send private message
Goldfinch





Joined: 18 Feb 2004
Posts: 515 on topic

Thank you for registering your game
PostPosted: Wed, 30. Sep 09, 19:38    Post subject: Reply with quote Print

I don't mean to be rude, but is this ever likely to see release?

I don't know how long you've been working on it or anything, but a lot of mods this ambitious disappear into the void after having some ideas and early models posted. Is this all concept at this stage, or do you have the features you mention in some sort of working, if incomplete, prototype?

Back to top
View user's profile Send private message
I_E_Maverick





Joined: 07 Jul 2006
Posts: 265 on topic

Thank you for registering your game
PostPosted: Thu, 1. Oct 09, 23:00    Post subject: Reply with quote Print

We get a lot of these responses sadly. We are working on this project for 3 years now. We started with X3 Reunion and then switched to TC after it was released. We want to get a demo out this year with one full developed race and another one to show what we got. So, this project is going to be finished.

The Universe is done, except the art stuff, but connections, trading routes and setup is done.
A lot of ships are ingame. We tested a lot of docking stuff, have new weapons, new turrets, new docks.
We already did a completly new main menu, fully animated.
We have some basic scripts in and a real animated jumpgate and forming jumppoints, things that have never been seen in any other mod.
You can have a look at our page for videos that show our progress, you will be pleased i am sure.

Of course all of that is taking a lot of time. but we have always at least some progress.

Back to top
View user's profile Send private message
exogenesis



MEDALMEDALMEDAL

Joined: 09 Sep 2007
Posts: 879 on topic
Location: UK
Thank you for registering your game
PostPosted: Fri, 2. Oct 09, 01:47    Post subject: Reply with quote Print

And much appreciated it is too.

Will love to see the merging of my two all time favourite universes
X & Babylon5

Back to top
View user's profile Send private message Visit poster's website
Elffin





Joined: 18 May 2005
Posts: 353 on topic
Location: Wales
Thank you for registering your game
PostPosted: Sun, 4. Oct 09, 15:55    Post subject: Reply with quote Print

This mod looks great

Out of interest - are you intending to revamp the spoken text - a partial or a full revamp? I'm currently developing a bsg total conversion and using soundforge to edit the existing audio dat file. I just wondered what approach your team is taking in regards to this 'big' file?


_________________
Click on the signature to discuss BSG

The gods lift those who lift each other

>>> BSG : Cry of the Gods Music Wip <<<
Back to top
View user's profile Send private message
garrry34





Joined: 17 Jul 2005
Posts: 297 on topic
Location: Belfast
Thank you for registering your game
PostPosted: Sun, 4. Oct 09, 17:26    Post subject: Reply with quote Print

hi there sorry to bother you, im a noob at modelling and im learning as i go, can i asked how you added the steering thrusters to the furys, im editing a ship to put into game and im wanting to add that effect to the ship, can that be done on a capital ship?


_________________
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
Back to top
View user's profile Send private message Send e-mail Yahoo Messenger MSN Messenger
SAVOTW





Joined: 23 Dec 2005
Posts: 122 on topic
Location: Caernarfon
Thank you for registering your game
PostPosted: Sun, 4. Oct 09, 21:24    Post subject: Reply with quote Print

Maverick is away atm, so I will answer as best I can...

@Elffin - Sut mae Wink . We are currently recording and adding our own voice for the ship computer to identify gates, sectors, ships etc by editing the two files in the Mov folder 00044(text file to identify correct sections to use from the sound file) and 00144(the csound clips). Not sure how far we will expand it - probably for everything as I doubt a Teladi clip will make do for a Centauri Smile . Not entirely sure what software is being used etc..as it's being done by another of our members Syrel..I can ask for the details if you wish?. Hope that helps. Ohh we're essentially starting our own version of this file from scratch...

@Garry34 - I don't know if you can add it to bigger ships, although from memory I can't think why not. To see the effect I think you would need to be about to impact with the ship though. It does work well with fighters
The thruster effects can be imported into the ships scene via Dbox, then after exporting the whole scene I added C numbers that corresponded to those thrusters firing. Had to do this by trial and error to find out what C pairings did what...took ages!. Here is the scene of the Aurora Starfury..

Note the name of the TC thruster type I used then a C number to link it to a particular direction...that can be seen in the N description e.g. frlft(front left turn or arot(anticlock rotation)..they tend to be in pairs of 2 or 4 depending on the movement of the ship(slowing down all of front 4) or turning left(2 pairs of 2 - leftfront and right back thrusters). I wrote down somewhere what C numbers did what...I shall have to find it if you are still interested...
To get all the effects I wanted I had several thrusters overlapping depending on their function.

Code:
/# Exported with dbox2 1.9 from aurora4LODengeffect4.max at 16/12/2008 11:35:21
 
VER: 6;
 
P 0; B effects\engines\fx_engine_boron_M3; C4;N Beffects\engines\fx_engine_boron_M3_04_frlft; b  // idx 0
{ 0x2002;  -2467; 1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 1; B effects\engines\fx_engine_boron_M3; C4;N Beffects\engines\fx_engine_boron_M3_04_frlft; b  // idx 1
{ 0x2002;  -2467; -1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 2; B effects\engines\fx_engine_boron_M3; C8;N Beffects\engines\fx_engine_boron_M3_08_frrt; b  // idx 2
{ 0x2002;  2468; 1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 3; B effects\engines\fx_engine_boron_M3; C8;N Beffects\engines\fx_engine_boron_M3_08_frrt; b  // idx 3
{ 0x2002;  2468; -1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 4; B effects\engines\fx_engine_boron_M3; C16;N Beffects\engines\fx_engine_boron_M3_16_frup; b  // idx 4
{ 0x2002;  -2467; 1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 5; B effects\engines\fx_engine_boron_M3; C16;N Beffects\engines\fx_engine_boron_M3_16_frup; b  // idx 5
{ 0x2002;  2468; 1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 6; B effects\engines\fx_engine_boron_M3; C2;N Beffects\engines\fx_engine_boron_M3_2_fr; b  // idx 6
{ 0x2002;  2468; -1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 7; B effects\engines\fx_engine_boron_M3; C2;N Beffects\engines\fx_engine_boron_M3_2_fr; b  // idx 7
{ 0x2002;  -2467; 1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 8; B effects\engines\fx_engine_boron_M3; C2;N Beffects\engines\fx_engine_boron_M3_2_fr; b  // idx 8
{ 0x2002;  2468; 1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 9; B effects\engines\fx_engine_boron_M3; C2;N Beffects\engines\fx_engine_boron_M3_2_fr; b  // idx 9
{ 0x2002;  -2467; -1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 10; B effects\engines\fx_engine_boron_M3; C32;N Beffects\engines\fx_engine_boron_M3_32_frdwn; b  // idx 10
{ 0x2002;  2468; -1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 11; B effects\engines\fx_engine_boron_M3; C32;N Beffects\engines\fx_engine_boron_M3_32_frdwn; b  // idx 11
{ 0x2002;  -2467; -1113; 800;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0

P 12; B effects\engines\fx_engine_teladi_M5; C4;N Beffects\engines\fx_engine_teladi_M5_04_bklft; b  // idx 12
{ 0x2002;  2467; 1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 13; B effects\engines\fx_engine_teladi_M5; C4;N Beffects\engines\fx_engine_teladi_M5_04_bklft; b  // idx 13
{ 0x2002;  2467; -1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 14; B effects\engines\fx_engine_teladi_M5; C8;N Beffects\engines\fx_engine_teladi_M5_08_bkrt; b  // idx 14
{ 0x2002;  -2468; 1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 15; B effects\engines\fx_engine_teladi_M5; C8;N Beffects\engines\fx_engine_teladi_M5_08_bkrt; b  // idx 15
{ 0x2002;  -2468; -1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 16; B effects\engines\fx_engine_teladi_M5; C16;N Beffects\engines\fx_engine_teladi_M5_16_bkup; b  // idx 16
{ 0x2002;  2467; -1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 17; B effects\engines\fx_engine_teladi_M5; C16;N Beffects\engines\fx_engine_teladi_M5_16_bkup; b  // idx 17
{ 0x2002;  -2468; -1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 18; B effects\engines\fx_engine_teladi_M5; C28673;N Beffects\engines\fx_engine_teladi_M5_28673_bk; b  // idx 18
{ 0x2002;  2467; 1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 19; B effects\engines\fx_engine_teladi_M5; C28673;N Beffects\engines\fx_engine_teladi_M5_28673_bk; b  // idx 19
{ 0x2002;  -2468; -1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 20; B effects\engines\fx_engine_teladi_M5; C28673;N Beffects\engines\fx_engine_teladi_M5_28673_bk; b  // idx 20
{ 0x2002;  -2468; 1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 21; B effects\engines\fx_engine_teladi_M5; C28673;N Beffects\engines\fx_engine_teladi_M5_28673_bk; b  // idx 21
{ 0x2002;  2467; -1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 22; B effects\engines\fx_engine_teladi_M5; C32;N Beffects\engines\fx_engine_teladi_M5_32_bkdwn; b  // idx 22
{ 0x2002;  -2468; 1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 23; B effects\engines\fx_engine_teladi_M5; C32;N Beffects\engines\fx_engine_teladi_M5_32_bkdwn; b  // idx 23
{ 0x2002;  2467; 1113; -1777;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 24; B effects\engines\fx_engine_usc_fightdrone; C64;N Beffects\engines\fx_engine_usc_fightdrone_128_arot; b  // idx 24
{ 0x2002;  2468; -1678; 0;  0.250000; -1.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 25; B effects\engines\fx_engine_usc_fightdrone; C64;N Beffects\engines\fx_engine_usc_fightdrone_128_arot; b  // idx 25
{ 0x2002;  -2468; 1679; 0;  0.250000; 1.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 26; B effects\engines\fx_engine_usc_fightdrone; C64;N Beffects\engines\fx_engine_usc_fightdrone_128_lb; b  // idx 26
{ 0x2002;  -3035; -1113; 0;  0.333333; 0.577350; 0.577350; 0.577350;  -1; 1; } // 0

P 27; B effects\engines\fx_engine_usc_fightdrone; C64;N Beffects\engines\fx_engine_usc_fightdrone_128_rt; b  // idx 27
{ 0x2002;  3032; 1113; 0;  0.333333; 0.577350; -0.577350; -0.577350;  -1; 1; } // 0

P 28; B effects\engines\fx_engine_usc_fightdrone; C128;N Beffects\engines\fx_engine_usc_fightdrone_64_lt; b  // idx 32
{ 0x2002;  -3035; 1113; 0;  0.333333; 0.577350; 0.577350; 0.577350;  -1; 1; } // 0

P 29; B effects\engines\fx_engine_usc_fightdrone; C128;N Beffects\engines\fx_engine_usc_fightdrone_64_rb; b  // idx 33
{ 0x2002;  3032; -1113; 0;  0.333333; 0.577350; -0.577350; -0.577350;  -1; 1; } // 0

P 30; B effects\engines\fx_engine_usc_fightdrone; C128;N Beffects\engines\fx_engine_usc_fightdrone_64_rot; b  // idx 34
{ 0x2002;  2468; 1679; 0;  0.250000; 1.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 31; B effects\engines\fx_engine_usc_fightdrone; C128;N Beffects\engines\fx_engine_usc_fightdrone_64_rot; b  // idx 35
{ 0x2002;  -2468; -1678; 0;  0.250000; -1.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 32; B ships\EA\aurora_fury; N Bships\EA\aurora_fury; b  // idx 36
{ 0x2002;  0; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 33; B ships\props\cameradummy; N Bships\props\cameradummy; b  // idx 37
{ 0x2002;  0; 245; 2097;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 34; B ships\props\invisible_weapon; N Bships\props\invisible_weapon_left; b  // idx 38
{ 0x2002;  -387; -648; 1940;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 35; B ships\props\invisible_weapon; N Bships\props\invisible_weapon_right; b  // idx 39
{ 0x2002;  388; -648; 1940;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0



I'll let u digest this...feel free to ask if you need any more clarification.


_________________
Back to top
View user's profile Send private message
Elffin





Joined: 18 May 2005
Posts: 353 on topic
Location: Wales
Thank you for registering your game
PostPosted: Sun, 4. Oct 09, 23:33    Post subject: Reply with quote Print

@Savotw - diolch am yr ymateb sydyn (thanks for the quick reply)

I was begininng to come to the conclusion that it may be more flexible to create my own version. Defnitley saves on download size.


_________________
Click on the signature to discuss BSG

The gods lift those who lift each other

>>> BSG : Cry of the Gods Music Wip <<<
Back to top
View user's profile Send private message
SAVOTW





Joined: 23 Dec 2005
Posts: 122 on topic
Location: Caernarfon
Thank you for registering your game
PostPosted: Sun, 4. Oct 09, 23:52    Post subject: Reply with quote Print

It would seem like the only way short of switching off the voice...then the universe becomes very quiet indeed. No doubt like us your sector names and other items have little or nothing in common with TC ones. I noticed the difference straight away on having a voice specific to the mod. With objects and sectors being identified correctly. Smile . We've not found it easy to get voice actors though and it is a lot of work to remake this file Sad . With more races than u can stick a shake at we have more editing to do than most...not tested if we can go beyond the set race list for things like station anouncments yet...I'm curious as to how many races you have 2+? and the number of sectors(either side of the red line Smile )


_________________
Back to top
View user's profile Send private message
Dustoff





Joined: 15 Sep 2009
Posts: 43 on topic
Location: Chicago
Thank you for registering your game
PostPosted: Mon, 5. Oct 09, 04:36    Post subject: Reply with quote Print

Wow 3 years....

So if someone would like to change X3 to make it play like Homeword 2, where all factions would start in one sector.
How long would that take and how many people?

Back to top
View user's profile Send private message
SAVOTW





Joined: 23 Dec 2005
Posts: 122 on topic
Location: Caernarfon
Thank you for registering your game
PostPosted: Mon, 5. Oct 09, 14:02    Post subject: Reply with quote Print

We're diverting a little from the point of this topic now...i.e. to showcase what has been achieved in this mod so far. One of the reasons I DIDN'T want the other B5 mod topic closed as it could have been used for general questions aimed at our team...but a brash moderator (without consulting any of us) closed it.
Anyway to your questions: The mod has been in production for 3 years, but many of us have not been with it as long as that and some of the original members have left or faded away. We have also had long periods where critical members have not been available or the transition to TC from Reunion slowed us down.

It's very hard for me to say how long it would take you to make a homeworld mod without seeing the full extent of what u intend. 2 races? how many sectors? It also sounds by the description of having 'all races starting in same sector' just like Homeworld..and since homeworld was superb in that regard i'm not sure I see the point. One of the reasons it's taking us so long is attention to detail and the vastness of what we intend, but many hands make light work and if you have a reasonably sized team and a lot of patience you can do it Smile . We have about 6 members working when they have free time on different aspects of the mod/conversion.


_________________
Back to top
View user's profile Send private message
garrry34





Joined: 17 Jul 2005
Posts: 297 on topic
Location: Belfast
Thank you for registering your game
PostPosted: Tue, 6. Oct 09, 18:57    Post subject: Reply with quote Print

i can sort make sense of the code, I'm wanting to try to create custom thruster effects, i assume that it would be similar to creating engine effects, the ship it is for is a M7, the ship has forward facing thruster vents which i want to activate when the ship is slowing or stopping, plus it already has vents in the texture for steering, so i would like to add custom effects to show the ship steering, just like your fury.

lol anyone that recognises my user name will know what ship I'm referring to, I've been pining for it to be in game since x3r.


_________________
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
Back to top
View user's profile Send private message Send e-mail Yahoo Messenger MSN Messenger
Dustoff





Joined: 15 Sep 2009
Posts: 43 on topic
Location: Chicago
Thank you for registering your game
PostPosted: Tue, 6. Oct 09, 23:09    Post subject: Reply with quote Print

SAVOTW wrote:
We're diverting a little from the point of this topic now...i.e. to showcase what has been achieved in this mod so far. One of the reasons I DIDN'T want the other B5 mod topic closed as it could have been used for general questions aimed at our team...but a brash moderator (without consulting any of us) closed it.
Anyway to your questions: The mod has been in production for 3 years, but many of us have not been with it as long as that and some of the original members have left or faded away. We have also had long periods where critical members have not been available or the transition to TC from Reunion slowed us down.

It's very hard for me to say how long it would take you to make a homeworld mod without seeing the full extent of what u intend. 2 races? how many sectors? It also sounds by the description of having 'all races starting in same sector' just like Homeworld..and since homeworld was superb in that regard i'm not sure I see the point. One of the reasons it's taking us so long is attention to detail and the vastness of what we intend, but many hands make light work and if you have a reasonably sized team and a lot of patience you can do it Smile . We have about 6 members working when they have free time on different aspects of the mod/conversion.



Sorry about diverting from the topic, I thought your team would be the right guys to ask this question. Smile Sometimes I feel like would like to learn programing and do few changes. Sometimes I feel Like I want to pay someone to make changes for me or better yet start my own company:) Got to tell you, you are doing great job with new mod and sure must take long time. Just making new graphics wow!
You guys are totally making a new game and sure I would like to play it.

And if you don't mind me to say few more words about homeworld mod,
I was thinking about existing ships and graphics. Sorry I made mistake not one sector but smaller universe like maybe 20 sectors, etc.

Each race would start in their own main sector and then spread out to meet and conquer.
I was thinking about starting with Supply TL ship (Mothership), with enough resourses to make 1 ore and 1 silicon mine + two TS.

Then I would have to gather more of these resourses to build more TS and gather more ore and silicon to build more mines or ship yard, then start building shield and weapon fabs and now basic fighters.
Then either more mines or power plants, crystal fabs to build faster, etc.
Then Advanved weapons and Shields to build more powerfull ships, etc.
Then other fabs to build top lline battle ships.

The enemy could jump only to front line sectors anywhere on the map but not deep into your other sectors.
These front line sectour actually wouldn't have to have fabs etc, depending on player, etc. Lol, I feel like I am playing this game already Smile)

So the player could actully choose which way to go about more ships or more economy and during that time we would have visits from our not a best friends pirates, and finally real enemy other race.

I think the game would be played like homeworld so you wouldn't fly around in ships but play like strategy game.
I think the ships should be already pre equiped at their best.

I think some should have weapons like PhaseRepeaterGun, Other HighEnergyPlasmaCanons. Etc.
So the player could atually have M3-PRG Fighters good for against other fighters and M3-HEPT good for something heavier etc.
Or experimental like PlasmaThrower after you steal pirates tech.

I think in general the game would be bit more simpler, nobody would worry about fitting fighter with weapons or M6 or M7.
Boarding other ships, fabs replicating them should be....

Main economy would be gathering res and then converting them into ablility to build. Secondary resourses would speed up the production in fabs producig weapons, other ware, etc. Still they would need main resources to run.

In the end if the Universes would be small the game actually could be played on line at least with in 6 hours limit more or less.
Or real time at home.

Sorry, I get excited about Homeworld too much.

Well I Think Egosoft should come up the the X3 TC as strategy also.

Thanks for reading.

I send my hopes out.

Back to top
View user's profile Send private message
SAVOTW





Joined: 23 Dec 2005
Posts: 122 on topic
Location: Caernarfon
Thank you for registering your game
PostPosted: Wed, 7. Oct 09, 01:00    Post subject: Reply with quote Print

@Garry..sounds like the last starfighter or the Angelwing from 'Nexus' Wink

I have yet to make a new engine or thruster effect..used the originals so far and even though we do need new ones e.g. Thunderbolt(yellow/orange) I've just not got around to it...although Spuddy did alter them for the thunderbolt we had in Reunion version. So I cannot advise you on creating the bods and textures for the effects, there is a tutorial here though;

http://www.after-domination.net/phpbb3/viewtopic.php?f=67&t=28

Best way though is to track an original bod from MAX using texture and bod names etc...then copy it for your own or modify one...

@Dustoff: Sounds like you have though about the Homeworld mod quite a bit Wink , thought there was already a Homeworld mod on the go for TC though somewhere? Either way it would need to be quite different from HW to make it worthwhile. One of the reasons I'm working on this one is the lack of a wide ranging game like TC for B5. Mind you had I known just how much work and frustration was involved I might have stayed in my tree Laughing


_________________
Back to top
View user's profile Send private message
I_E_Maverick





Joined: 07 Jul 2006
Posts: 265 on topic

Thank you for registering your game
PostPosted: Sun, 4. Jul 10, 22:43    Post subject: Reply with quote Print

I have updated the first post with a news section and added a link to our new demo trailer. The release shouldnt not be too long ahead now hopefully Smile

i hope you enjoy the video!

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page 1, 2, 3, 4  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Thu, 2. Sep 10, 21:34

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2009
Powered by phpBB © 2001, 2005 phpBB Group
Message Board Statistics Template created by Avatar & BurnIt!
Debug: page generation = 0.20216 seconds, sql queries = 70