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 STRUCTURE IMAGES - 2D ARTISTS WANTED! 
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Aesthetics Surgeon
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Thats it, have fun :winkthumb:

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08 Aug 2008, 22:14
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was the klingon station/orbital done for a fan mod for armada 2 or the stock version, i.e. Activision did it?


09 Aug 2008, 07:18
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It's part of fan mod made for SFC, but station is from armada 2 though mesh was kitbashed i supouse :-

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09 Aug 2008, 09:35
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Great work on these images guys. Really liking it.

By the way as an aside, this is a list of the 'generic' indigenous defence structures certain races might have. This grew from a discussion Moe and I were having, and could be (speculatively for now) along these lines.

Listed in incremental strengths/abilities, as tech advances:

CELLS
+Ground Combat
--------------
Civilian Reserve
Resistance Cell


BUNKERS
+Ground Defence
-----------------
Basic Shelter
Hardened Bunker
Heavy Bunker


AIR RESPONSE
+Anti-Invasion
----------------
Air Command HQ
Combat Grid
Missile Silo
Fighter Squadrons


DEFENCE SHIELD
30 Shield Per Energy Tech
----------------------------
Molecular Shield
Positron Shield
Graviton Shield
Adv. Graviton Shield


ORBITAL DEFENCE
+Anti-Ship
----------------
Orbital Batteries
Quantum Batteries

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17 Sep 2008, 16:12
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I've implemented ALL of these structures in the game now (They still also need to be tied to each of the races). I've come up with values and tech requirements for them, but I haven't got them at hand at the mo; i'm writing this on my Wii coz my sister captured the pc tonight lol. I'll write a list here when I can get on there to check.

Once people have agreed on the values, Dafedz can add them to the database and I can update them in the game.

*Edit - i'm on my computer now. Here's the stats. Dafedz, i've made changes since I sent my last PM with the building stats because there are more of them now so use these stats in your database, not the ones in my PM.

    CELLS

    Civilian Reserve
    +10% Ground Combat
    One per system
    Build Cost: 650 Industry
    Energy Requirement: 15 Energy
    Requirement: Computers 2, Construction 2, Energy 3, Weapons 3
    Prerequisites: None
    Upgrades to: Resistance Cell
    *This structure does not currently have an image.

    Resistance Cell
    +25% Ground Combat
    One per system
    Build Cost: 2500 Industry
    Energy Requirement: 45 Energy
    Requirement: Biotech 5, Computers 4, Construction 5, Energy 5, Weapons 5
    Prerequisites: Civilian Reserve
    Upgrades to: None
    *This structure does not currently have an image.



    BUNKERS

    Basic Shelters
    +5% Ground Defense
    One per system
    Build Cost: 400 Industry
    Energy Requirement: 10 Energy
    Requirement: Biotech 2, Computers 2, Construction 3, Energy 3
    Prerequisites: None
    Upgrades to: Hardened Bunkers
    *This structure does not currently have an image.

    Hardened Bunkers
    +20% Ground Defense
    One per system
    Build Cost: 3260 Industry
    Energy Requirement: 25 Energy
    Requirement: Biotech 4, Computers 4, Construction 5, Energy 5
    Prerequisites: Basic Shelters
    Upgrades to: Heavy Bunkers
    *This structure does not currently have an image.

    Heavy Bunkers
    +30% Ground Defense
    One per system
    Build Cost: 6750 Industry
    Energy Requirement: 40 Energy
    Requirement: Biotech 6, Computers 6, Construction 7, Energy 7
    Prerequisites: Heavy Bunkers
    Upgrades to: None
    *This structure does not currently have an image.



    AIR RESPONSE

    Air Command HQ
    +5% Anti-ship Defense
    One per system
    Build Cost: 950 Industry
    Energy Requirement: 15 Energy
    Requirement: Computers 3, Construction 2, Energy 2, Weapons 3
    Prerequisites: None
    Upgrades to: None
    *This structure does not currently have an image.

    Combat Grid
    +10% Anti-ship Defense
    One per system
    Build Cost: 1720 Industry
    Energy Requirement: 25 Energy
    Requirement: Computers 4, Construction 3, Energy 3, Propulsion 3, Weapons 4
    Prerequisites: Air Command HQ
    Upgrades to: None
    *This structure does not currently have an image.

    Missile Silo
    +200 Anti-ship Defense
    One per system
    Build Cost: 2500 Industry
    Energy Requirement: 10 Energy
    Requirement: Computers 5, Construction 4, Energy 5, Propulsion 5, Weapons 6
    Prerequisites: Combat Grid
    Upgrades to: None
    *This structure does not currently have an image.

    Fighter Squadrons
    +10% Anti-ship Defense, +15% Ground Combat
    One per system
    Build Cost: 5290 Industry
    Energy Requirement: 45 Energy
    Requirement: Biotech 5, Computers 7, Construction 7, Energy 7, Propulsion 7, Weapons 8
    Prerequisites: Air Command HQ
    Upgrades to: None
    *This structure does not currently have an image.



    PLANETARY SHIELDS
    *I could make these universal structures since the Empires only currently get one low-tech shield with the same stats as the one in BOTF.

    Molecular Shield
    +35 Shields Per Energy Tech
    One per system
    Build Cost: 600 Industry
    Energy Requirement: 40 Energy
    Requirement: Computers 4, Construction 4, Energy 4
    Prerequisites: None
    Upgrades to: Positron Shield
    *This structure does not currently have an image.

    Positron Shield
    +50 Shields Per Energy Tech
    One per system
    Build Cost: 1320 Industry
    Energy Requirement: 50 Energy
    Requirement: Computers 6, Construction 6, Energy 6
    Prerequisites: Positron Shield
    Upgrades to: Graviton Shield
    *This structure does not currently have an image.

    Graviton Shield
    +75 Shields Per Energy Tech
    One per system
    Build Cost: 2900 Industry
    Energy Requirement: 65 Energy
    Requirement: Computers 8, Construction 8, Energy 8
    Prerequisites: Graviton Shield
    Upgrades to: Advanced Graviton Shield
    *This structure does not currently have an image.

    Adv. Graviton Shield
    +100 Shields Per Energy Tech
    One per system
    Build Cost: 6380 Industry
    Energy Requirement: 80 Energy
    Requirement: Computers 10, Construction 10, Energy 10
    Prerequisites: Advanced Graviton Shield
    Upgrades to: None
    *This structure does not currently have an image.



    ORBITAL DEFENCE
    *The Empires also have these structures.

    Orbital Batteries
    +80 Anti-ship defense per battery
    No build limits (Currently buggy in the editor but will be implemented later)
    Build Cost: 500 Industry
    Energy Requirement: 50 Energy
    Requirement: Computers 4, Construction 4, Energy 4, Weapons 4
    *This structure is currently using the image from BOTF; we will need a replacement.

    Quantum Batteries
    +120 Anti-ship defense per battery
    No build limits (Currently buggy in the editor but will be implemented later)
    Build Cost: 2500 Industry
    Energy Requirement: 75 Energy
    Requirement: Computers 8, Construction 8, Energy 8, Weapons 8
    *This structure does not currently have an image.

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18 Sep 2008, 00:28
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Ok cool, really good work. They will require descriptions, which I can get onto no problem. Maybe a short while though. Having decorating done at the moment and this room's next, everything's getting ripped out. Will still have this laptop over the duration, but the internet outlet is in here, so I won't be online (don't have wireless).

One point though Moe, but not sure that this can be done. The Air Response structures don't yield 'Anti-ship' bonuses, that is for orbital batteries only. I made a new and separate resource for this called 'Anti-Invasion', and these weapons on the ground have no effect on an enemy taskforce in orbit. Such defence-measures are confined to the atmosphere only; they are to counter an actual invasion/subjugation attempt, not a bombardment from space -- they specifically target Transports in the process of invading/landing.

Now, it may be too late for Mike to implement this as a game feature, but heh, my job is to conceive, invent, speculate, rather than program. It may be too late to include this idea.

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18 Sep 2008, 01:48
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what if invasion troops were beamed down to the planet's surface or take shuttles to get there and transporters are merely big launch bays? Then Anti-shuttle-aircraft would merely add to the ground defence value and not hit transporters which would stay in orbit.


18 Sep 2008, 07:49
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I noticed that Dafedz, which is why I put it as Anti-ship for the time being. I seriously doubt Mike will add a new bonus like that now, but it's worth a try. If "Anti-Invasion" isn't an Anti-Ship bonus though, the only other bonus it could be is Ground Combat. And since we've got those two bonuses already, it would be difficult to argue for a new one. What exactly is Anti-Invasion if it isn't Anti-Ship or Ground Combat? :?

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18 Sep 2008, 11:19
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Anti-Invasion is both and not both :lol:. It means that transporters (and transporters only!) are attacked and possibly destroyed like Anti-Ship on an invasion, but other vessels not since they don't escort their attacking transporters down to the surface since they cannot land which only transporters can. So it helps in ground combat too by killing transporters when they land at ground level. That's the idea.

Now what I was saying above was that transporters should stay in orbit and only shuttlecraft should be lost (which are replaceable, see maintenance costs). That way it would only be a Ground combat effect.


18 Sep 2008, 15:33
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Hi guys. This may not be valid any longer, but if you want a cleaner picture of my version of the wormhole I'm happy to provide it. I assume you took that one and polished it up a bit from one of my pictures. In which case one without the subsequent nebula layers on top should look a lot better, plus I've made some minor updates which look a little better.

EDIT: Here it is, take it or leave it :P
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18 Sep 2008, 22:01
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^ Very nice pic, looks good, perhaps a strange angle though.

Mal is right in regards to Anti-Invasion and the targeting of Transports. Obviously your Nebula and Galaxy Class and whatnot aren't going to be landing on the plush imperial lawns of Romulus. Only atmospheric vehicles are scouted by Anti-Invasion counter measures. But Mal, I do believe the Transport's very purpose is to land on the surface. I cant see another explanation working. To shuttle hundreds if not thousands of troops to the surface would take an unbelievable amount of shuttles, and several months I imagine.

But if Anti-Invasion can't be implemented, then yeh, Ground Defence would work just fine, as this targets the invasion force anyway, determined my number of transports and crew experience. But not Anti-Ship, that is an orbital defence against enemy starships.

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18 Sep 2008, 22:27
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Hey Hathaway, i'm glad to see you here. I'm a big fan of your images, they make excellent desktop backgrounds. I'm currently using your Deep Space 5 one from Trekmeshes.ch. :P

Thanks for that fantastic image, although like Dafedz said, it's a slightly wierd angle so I rotated it by 90°. I also resized it for the game; we need images that are 270x255 pixels. Hope you don't mind.

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18 Sep 2008, 23:19
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Not at all, I just took the wormhole from a previous image, I didn't think to rotate it lol.
Glad you like the pics, been a while since I made anything new.


19 Sep 2008, 00:57
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I've updated the list of structures and facilities that we still need images for - all 280 of them. The list is in the very first post of this thread. Any and all submissions for the images will be greatfully received, so if there are any artists out there that would like to contribute to the game(s), please check out the post and get your creative juices flowing!

Just as a reminder, the images need to be 270x225 pixels, and preferably in the .png format. Irfanview is a free program that is both capable of resizing and converting images if these requirements are a problem.

For legal reasons, we can only accept images that have been submitted by the image creator, or for which express permission has been both sought from, and given by, the creator for us to use.

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02 Dec 2008, 20:54
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I guess I could make a few.

I finished my mod for Sword of the Stars (AMOC) and my campaign/mod for Freespace 2, so now I have more free time :)

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05 Dec 2008, 00:56
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Great! Zeleni has told me that he is swamped with work at the moment so can't make any images for us, so we need to rely on other people to do it. I've included some breif descriptions of the buildings and/or their function to make life easier for you. I'm not asking you to make all 280 images...but the more the better. :P

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05 Dec 2008, 11:56
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TrashMan wrote:
campaign/mod for Freespace 2
SHARE. NOW. :lol: :lol: :lol:

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22 Dec 2008, 16:59
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:thumbsup:

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22 Dec 2008, 20:33
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mstrobel wrote:
TrashMan wrote:
campaign/mod for Freespace 2
SHARE. NOW. :lol: :lol: :lol:



Ahh...sorry for my time away (again). I guess you should have gotten used to that by now, given my tendancy to hop from project to project like a WON'T SOMEBODY PLEASE THINK OF THE CHILDREN rabbit on LSD.
Didn't even notice this reply....

Here:
http://www.hard-light.net/forums/index. ... 162.0.html
There's also another FS2 campaign of mine out there too.

I hope I'll have something done for BOTF2 soon....

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21 Jan 2009, 20:31
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Good to see you are back Trashman. We are on SharePoint again. I am in the process of loading up what we have for models so far.

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21 Jan 2009, 21:32
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Klingon Execution Day:

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1 more down and 280 more to go :)

edit: ok I lied here is more 8O

Romulan Night Patrol:

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Federation Marshall Law: (as before)

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Cardassian State Tribunal:

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Dominion Death Squad:

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24 Mar 2009, 03:23
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:mrgreen:

Thanks for these Val, i've added the images to my Supremacy images folder so they'l be added with my next content update. I'll remove these items from the missing images list now. It's good to be removing items from the list for once. :)

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25 Mar 2009, 00:17
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happy to see them going in... I'm going to start working in 3D studios for these... I have no idea how to use it though so wish me luck, but if it is anything like AutoCAD I can fumble my way through it "maybe" 8O

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25 Mar 2009, 04:30
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I'm making an updated credits list for the game, so i'm going to add you to the credits, Valcoren, for your structure image contributions. If anyone else wants to make any structure images for the game, you'll be listed in the credits too! 8-)

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02 Apr 2009, 12:47
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Klingon Targ Breeding Ground:

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03 Apr 2009, 12:05
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Looks like the whipping I gave you in the other post worked. :lol:

Thanks for the image Val, i'll remove the breeding ground from the list and add it to the game.

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03 Apr 2009, 12:32
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nothing like a good beating to get one motived

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03 Apr 2009, 14:37
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Here is an image submission for the Dilithium Refinery. If you think it needs more work, let me know.

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Last edited by Captain Bashir on 15 Oct 2009, 04:55, edited 1 time in total.



17 Aug 2009, 06:41
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Thanks for contributing Captain Bashir.
Valcoren may be able to offer some suggestion about how he makes those nice 2d images of his.

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17 Aug 2009, 17:41
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Perhaps we need a thread about that; we've got one with tips on how to do model textures, so one on how to make 2D images might also be useful and could encourage more people to contribute. Care to have a go, Val? Or anyone else that knows how to make 2D images.

Thanks for your contribution, starfleet, I hope you're willing to continue making more of them.

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17 Aug 2009, 21:07
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