(01-03-2016, 04:29 AM)Surge Wrote: [ -> ] (01-03-2016, 04:25 AM)Jim_Clonk Wrote: [ -> ]Seriously, it looks like plate armour.
Which would probably look really amazing by the way.
The uniform does have plate pauldrons so you're half right.
See, that's what threw me off.
The scarf looks nice, by the way. The blue matches the white fur and the uniform well.
(01-03-2016, 02:21 AM)Lost Rinoah Wrote: [ -> ] (01-03-2016, 01:55 AM)Surge Wrote: [ -> ]http://www.furaffinity.net/view/18676726/ sauce on new icon as well.
my dream is to get a commission from Strype, but that'll be upwards of $200. I CAN DREAM THOUGH DAMNIT.
Everyone can dream. But how many actually do more than dream?
The $600 coat can stay a dream for now I think.
(01-03-2016, 04:34 AM)Umbra Wrote: [ -> ] (01-03-2016, 04:29 AM)Surge Wrote: [ -> ]The uniform does have plate pauldrons so you're half right.
See, that's what threw me off.
The scarf looks nice, by the way. The blue matches the white fur and the uniform well.
I love how well the background goes with it. The grey manages to compliment the blue nicely.
Halo ship-captain's uniform?
(01-03-2016, 05:27 AM)Lost Rinoah Wrote: [ -> ]
Halo ship-captain's uniform?
1: no sash/scarf/thingy
2: pauldrons are smaller and less ornate
3: different insignias.
(01-03-2016, 04:47 AM)Surge Wrote: [ -> ] (01-03-2016, 04:34 AM)Umbra Wrote: [ -> ]See, that's what threw me off.
The scarf looks nice, by the way. The blue matches the white fur and the uniform well.
I love how well the background goes with it. The grey manages to compliment the blue nicely.
I find that most monochrome colors go well with red and blue, as well as green and yellow in some cases. I... Use said scheme a lot.
(01-03-2016, 05:32 AM)Surge Wrote: [ -> ]1: no sash/scarf/thingy
2: pauldrons are smaller and less ornate
3: different insignias.
Oh. The scarf is part of the uniform? Rather than a personalized application to a uniform? Kay then. Got nothing.
Checked through Dr. Who all the way to steiner, davion, liao uniforms. Even tried looking up if they wore uniforms in Red Dwarf.
(01-03-2016, 06:31 AM)Lost Rinoah Wrote: [ -> ] (01-03-2016, 05:32 AM)Surge Wrote: [ -> ]1: no sash/scarf/thingy
2: pauldrons are smaller and less ornate
3: different insignias.
Oh. The scarf is part of the uniform? Rather than a personalized application to a uniform? Kay then. Got nothing.
Checked through Dr. Who all the way to steiner, davion, liao uniforms. Even tried looking up if they wore uniforms in Red Dwarf.
It's not even that obscure of a reference.
FINE.
TEC uniform, from Sins of a Solar Empire, released 2008.
The ONE sci fi I have never touched anything on, OF COURSE I would forget to check that one. lel
I am fail.
Oh well. I absolutely love research and finding new information. Discovered a bit more on Cadian shocks and the technical side of EVE online and Star Citizen's clothing. Worth it.
well atleast the Fox's twin ATGM packs more sting than the 30mm revolver it had
(01-03-2016, 01:42 AM)Surge Wrote: [ -> ]anyways full resolution icon for those who care:
*Incomprehensible screech*
SURGE HAS A NEW AVATAR?! WHAT MADNESS IS THIS?!
No but really though oh my gods that looks amazing!!
(01-03-2016, 03:01 AM)Lost Rinoah Wrote: [ -> ]Aye.
When you know how. Money goes a lot further than most people think. But it still don't go very far.
No, it really doesn't.
I get paid on Thursday. By Saturday night I'm broke again.
Gotta really work at the budget to get what you want out of it without leaving anyone unpaid.
Oh boy real stuff for Plan B RP we might actually make it this year
I will now talk about the Rise of the Mandalorians mod for Star Wars: Empire at War, Forces of Corruption.
Rise of the Mandalorians (RotM) is one of those mods when you have a game that was really good, not quite good enough though, and unsupported for the last several years. It's basically an expansion pack in and of itself that completely overhauls starship hardpoints and weaponry for more spectacular space battles, adds partially animated gun turrets that actually track their targets (why was this not in the base game?) and a substantial number of new units. Most important to what it does though is replacing Forces of Corruption's questionable third faction, the Zann Consortium, with the Mandalorians. The Consortium made extensive use of exported Mandal Motors/Hypernautics vehicles, which makes the choice of replacement obvious, and it always seemed kind of iffy that a criminal organization should be overtly vying with the Empire and Rebels for control of the galaxy, while the Mandalorians have a canon reputation for bringing the galaxy to it's knees quite easily when they band together and get all imperialistic. So what is the problem with this mod then? where does it go wrong? RotM doesn't really go wrong it just hits the same snag that many other mods of such level of ambition hit where the game it builds upon tries very hard not to let it do the things it's trying to do, skirmish mode always lacked the depth of a campaign in Empire at War but with RotM UI limitations prevent skirmishes from featuring most of the new units, these same limitations even manage to rear their heads in the campaign where having too many production buildings on one planet prevents you from selecting certain construction options due to menu overflow.
Perhaps most importantly RotM really doesn't address many of EaW's inehrent issues, the rebel AI will still attempt to invade planets with a single platoon of infantry and an entire air wing of snow speeders, the AI will simply refuse to attack a planet unless it has a comical amount of overkill (even then it still manages to lose quite a lot but usually somewhat narrowly) or can bypass the orbital fight altogether, and such a confrontation averse AI basically defeats the purpose of a RISK style 4X, pathfinding issues remain fairly rampant and are actually made worse on RotM's new planets, the AI still seems to fail to grasp even the most basic strategy, committing giant fleets of nothing but Y-wings and X-wings to attack fortified starbases with predictably disastrous results, and finally various small bugs persist with irritating frequency.
However the developer of RotM is planning a complete overhaul of the mod, while it's new high resolution textures and models certainly look very nice and the prospect of a new and revised unit list is exciting, but I have to wonder to what degree with RotM2.0 suffer from the same issues that prevent the current version from truly wowing me.
I'm awful at RTS games. I can't even survive a month in that game on easy. That's how bad. ;s
(01-03-2016, 09:17 PM)Lost Rinoah Wrote: [ -> ]I'm awful at RTS games. I can't even survive a month in that game on easy. That's how bad. ;s
That's ultimately because the AI is very all or nothing in Empire at War, the game is designed around large empires with constant skirmishes but the AI missed the memo and, as I said, will not commit to an attack unless it has entirely TOO MANY units to carry it out, if it cannot muster that many units it will simply not carry out an attack and is very passive. Tactically it's terrible fleet compositions mean I can usually get away with defending my planets using nothing but a high level starbase, where the trick is to use the endless stream of full reinforcements to keep aggro off the station proper so you can keep replacing losses.
No response for the new SRSRP info? Not even how bad it is?
No?
...
(01-03-2016, 10:14 PM)SilverOtter Wrote: [ -> ]No response for the new SRSRP info? Not even how bad it is?
No?
...
Ehhhh I probably should sub to the srs RP thread, sorry mate.