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Mike Substelny

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Reply with quote  #46 
Wow that looks amazing!
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Mike Substelny

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Reply with quote  #47 
Last night during Artemis at Critical Hit we demonstrated to Thom that AI ships will not shoot at monsters while monsters will gleefully eat AI ships and Bases all day long. That is, if a Comms Officer tells AI Destroyer A45 to "Go defend DS1" and DS1 gets attacked by a Space Piranhas, AI Destroyer A45 will just sit there and watch DS1 get eaten.

Thom considers this to be a bug. The AI Destroyer should try to kill the Piranhas.

I can't promise that Thom will fix it before code lock (eight days from now!), but as you make your plans for the War IMO you should assume that your Comms Officer will be able to use AI ships to fight monsters.

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Angel of Rust

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Reply with quote  #48 
Update:

Made some progress on the map today. Will post some more photos tomorrow or Monday.

20200215_220108 - Copy.jpg

notsabbat

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Reply with quote  #49 
That looks awesome!
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notsabbat

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Reply with quote  #50 
To join in on the prep:

[KQMvGrZ] 

Now to figure out the best way to base them. I may just make a flat bottom for the models to be placed directly on the mat. Depends on how simple/cool a fully based ship will look. A flat base would certainly cut down on the volume they take up.

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NoseyNick

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Reply with quote  #51 
Which models / slicer / settings? The ones on thingiverse, I found, had some dubious disconnected surfaces and stuff. I tried writing a tool to re-convert them from the original DXS game files, and realised WHY they seem to be so broken - the originals are presumably designed to look good in-game, but definitely not designed for 3D printing    [frown]
I can't get them to print very nicely even if I turn on ALL of cura's various mesh-fixing options.   [confused]
notsabbat

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Reply with quote  #52 
Quote:
Originally Posted by NoseyNick
Which models / slicer / settings? The ones on thingiverse, I found, had some dubious disconnected surfaces and stuff. I tried writing a tool to re-convert them from the original DXS game files, and realised WHY they seem to be so broken - the originals are presumably designed to look good in-game, but definitely not designed for 3D printing    [frown]
I can't get them to print very nicely even if I turn on ALL of cura's various mesh-fixing options.   [confused]


Just used normal settings. They are not what I would call...Good prints. However they will do a good job indicating what is where, which is ultimately the point. I also enlarged the STLs by 150%, so there is that.

The models were pulled directly from game files and they were absolutely NOT made for 3D printing. The stations especially will need some work to make representative models. I imagine an SLA printer would do a MUCH better job than the FDM printer I have currently. I maaaayyy have access to one before Armada, but that remains to be seen.

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Angel of Rust

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Reply with quote  #53 
Quote:
Originally Posted by Mike Substelny
On how the Persistent War will be conducted:

The Admirals will not have a computer screen. They will have a big 72" x 72" War Map and a bunch of minifigs to try to make sense of the war, like this scene from Sink the Bismarck!

BismarckMap.png




Map is about 50% done at this point. I think it will fit the theme! Also, wishful thinking for summer weather for Armada! [tongue]

strategy map 20200216.jpg 


Angel of Rust

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Reply with quote  #54 
Quote:
Originally Posted by notsabbat
To join in on the prep:

Now to figure out the best way to base them. I may just make a flat bottom for the models to be placed directly on the mat. Depends on how simple/cool a fully based ship will look. A flat base would certainly cut down on the volume they take up.


Looking good! Can't wait to see the minifigs together with the map!

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Reply with quote  #55 
Quote:
Map is about 50% done at this point. I think it will fit the theme

Oh my, Angel of Rust, you are TOO AWESOME for this world!   [thumb]

Gentlemen! You can't fight in here! This is the war room!
parpar88

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Reply with quote  #56 
Quote:
Originally Posted by Angel of Rust


Map is about 50% done at this point. I think it will fit the theme! Also, wishful thinking for summer weather for Armada! [tongue]

strategy map 20200216.jpg 



OMG, this is great!

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Reply with quote  #57 
Thanks everyone for the comments.

notsabbat and I are making a team effort for the strategy map -- it's gonna be awesome!

progress photo:

20200217_233617 - Copy.jpg

notsabbat

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Reply with quote  #58 

I printed out a very basic square 4.3" per side and put a couple of the ship models inside. may be a bit big on scale. I dont think its too bad for player ships so that they stick out, but Ill probably have to play with enemy models a bit.

20200216_224838.jpg 

Im thinking that since Krelians often spawn as a group of 5, having a single model represent a "unit" of Krelians will work well. this will keep the models numbers reasonable as well. I will of course have some giant ones to represent the inquisitors 😉

Special ships will likely be represented one for one. I may be able to work out a system to represent multiples (disks under the ships, etc), but since I imagine the models will need to be placed in a hurry I don't know how realistic that is.

I also want to try printing the various enemies types in different colors to make them easily distinguishable.

At some point when I have a good number of minis Ill try loading up an Artemis map and place some models to represent a square of the map to see how it all works in practice.

AoR: I will echo what others have already said and say that you took an awesome picture!

 



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NoseyNick

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Reply with quote  #59 
Pretty sure the Bismark ones are "not to scale" either, just sayin'   [tongue]
Angel of Rust

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Reply with quote  #60 

Quote:
Originally Posted by notsabbat


AoR: I will echo what others have already said and say that you took an awesome picture!

 



Thanks! I really wanted to stage that shot ever since Mike posted the original screencap.


Quote:
Originally Posted by notsabbat

I printed out a very basic square 4.3" per side and put a couple of the ship models inside. may be a bit big on scale. I dont think its too bad for player ships so that they stick out, but Ill probably have to play with enemy models a bit.

Im thinking that since Krelians often spawn as a group of 5, having a single model represent a "unit" of Krelians will work well. this will keep the models numbers reasonable as well. I will of course have some giant ones to represent the inquisitors 😉

Special ships will likely be represented one for one. I may be able to work out a system to represent multiples (disks under the ships, etc), but since I imagine the models will need to be placed in a hurry I don't know how realistic that is.

I also want to try printing the various enemies types in different colors to make them easily distinguishable.

At some point when I have a good number of minis Ill try loading up an Artemis map and place some models to represent a square of the map to see how it all works in practice.



notsabbat, I really like the direction you are taking with the minifigs. I also really like this scale for all of the ships. The shapes really pop and should be easily visible from the edges of the map and even a short distance away. (being able to pick out the various silhouettes at a glance is a big deal)

One thing that occurs to me is that the strategic setup for this game is highly incremental (i.e., we start with a few scouts and work our way up to larger fleets and ships). It is nearly a given that the GMs will ramp up the opposition accordingly to keep things interesting. The various twists and turns of an interesting campaign are the bread and butter of GM'ing.

Accordingly, we can't count on having enemy ship representations at the beginning of the campaign work at the end. It is a matter of bandwidth as much as anything else. Suppose we just have one friendly ship in each sector -- a couple scouts and some warships on sorties. Suppose at a given time that scouting and battle reports come into command at a modest rate of 1 / 2 min / ship -- that means the radio operators at the strategic map will be parsing multiple sightings / updates / kills at an average rate of 1 update every 13 seconds. (that's the average, real messages will come in fits and starts) That isn't a lot of time. We're not talking about seasoned signals technicians drilled on a 500-page comms protocol for 2 months -- we're talking about the crew of Galaxy Quest. We most likely won't be pushing massive flotillas around the map, we'll be pushing representations of the opposition, likely scaled back to the most significant ships once the action really picks up.

All that blather is to say, I am strongly in favor of having a few big ships to represent the major information and shy away from trying to represent all the minutia. We're at risk of loosing some aspects of the big picture. Having maximum flexibility with the minifigs seems to be the key. Is there a way to gang some smaller ships together on a base to represent generic escorts?

Final thought on scale -- We have a total of 225 squares represented on the map. That potentially sets us up to have a lot of fine placement already. Having a couple ship models that will fit in a grid seems quite reasonable to me.

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