Gauntlet03

Gauntlet03

Joined Member # 847148
89 Posts 1,666 Replies 2,484 Reputation

Okay... took a bit... but here is a Fulgar Hypergate facility. Note the advertising buoys lol. Notably, I hate when I look at a shipset and I think "I can do a lot better than that... I oversimplified there... why don't I try" it's awful... now I'm considering redoing the entire Fulgar Starbases lol. <img src="https://cdn.stardock.us/fo

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So... new missile launcher, pretty classic/simple box launchers. New cargo supply vessel for the upcoming expansion. ... and perhaps the start of a new shipset. Though I'm definitely just phoning it in a little by using a variety of pre-existing turrets for this one. They'll be a faction of roaming mercenary types or such, so it's somewhat justified. <img src="https://cdn.stardock.us/forums/8/47/847148/3b3f0d9

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I agree, that new one is a lot more consistent in design and I think that really helps it come together. Also... yeah... GC3 is weird in that each set of parts can radically look different than each other in material properties or textures... despite the fact that we have settings for that. It would be nice if all the parts were really one universal set of parts, and that they reacted uniformly the same to the material and color settings of the scheme. This way everything would blend together

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Thank you very much! I enjoy updating too... been a while, and a new game expansion helps get the ol' motivation circuits back up and running! Here is the Uttu Class gate constructor for the Zrenrakka. Uttu was some sort of spiderish deity for the summerians, spinning a web, and also, influenced the creation of life on earth. The web spinning aspect made sense for linked hypergates, which may indeed be important for spreading life in GC III Retribution!

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Well I appreciate the compliment! I would bear in mind, if my ships look complicated, its often because I'm using a LOT of custom parts... at this point I have a pretty vast library of parts to call upon for adding complication very quickly. What was new and somewhat challenging with that ship was the "Form" of the vessel. I'll come back to that. I for one always look forward to seeing your ships. You always put some thought into them and you clearly have passion for it. I do

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Firstly... u sing "ALL CAPS" does not enhance your argument. It emphasizes, but does not clarify. Or rather, it clarifies your emotional state, not, your ideas. Since your emotional state is irrelevant as to whether your ideas have merit... it doesn't really assist you. I resort to all caps on occasion, many of us do, but I also recognize it for what it is... a vice, not a virtue. I highly recommend that people use said vice sparingly... at this point (JJ) your usage is so fre

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Those parts are from the Heroes of Star Control DLC. I sadly don't have tips on those nose designs... I often have the same problem and I just keep fiddling. Sometimes I cheat and put angled armor extensions to cover the joint enough that you don't SEE the issue. I like the design with the exception of the bottom... I don't like the entirely flat level profile... unless there is a reason for that. I think just some antennae or such would help with that. Just my opinion. <

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Certainly the AI stuff is beyond me. You guys get the gist of what I'm getting at and seem to agree. Woot. In regards to modability though... and forgetting the AI... it's been a while, but I think nearly all of my ideas are moddable. True... there may be unintended consequences... but I think they can be done. The big one I remember having trouble with playing with it in the past was ship roles? Or am I mistaken? Oh and I bet Carriers can't be done...</

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Oh indeed... couple years. As far as I can tell Frogboy's least favorite aspect of GC is combat... (okay... maybe the economic wheel of days past lol) to the point where I often detect a hint of scorn over any suggestion of deeper combat mechanics (manually controlled tactical combat). I get the impression that somehow the tactical combat of Fallen Enchantress (elemental) series must have caused a great deal of pain and misery for him or others, so now he's just burdened with game dev

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That's a good point. I'm kind of surprised the default designs are kinda poor, and updating those would help a little. Though the designs are mostly poor because of their engine choices. In a perfect world id give the AI a "fleet" blueprint for assembling fleets. If it had that and could somehow flexibly choose to launch ad hoc fleets when desperate and assemble larger thought out fleets when it felt confident... Well I think that would be great.

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Getting back on topic... and thinking of do-able and easier to implement changes to the combat system (not thinking a big complete redux with tons of features here)... Bear in mind my goals: diversity of ship design and the potential for multiple valid design choices: 1) Scanners should impact tactical battles, I would have them impact the accuracy and the RANGE of a ship's weapons. Note, this is a per-ship result... a big sensor boat in the back will not help t

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Well, it's not really about the ability points do much as the globaldefs file. This won't invalidate races with 4 points from other mods as they'd have added their own global def files. This also frees me if reviewing star docks changes to abilities as much, since all my races will use custom abilities . Flexibility is key here. It helps make GRM less fragile to the

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