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IVI SPOW-2
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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri Sep 29, 2006 11:30 am    Post subject:  IVI SPOW-2 Reply with quote  Mark this post and the followings unread

Hi! Comments and suggestions are always welcome Smile

Overview:
>Name=IVI SPOW-2c 'Huo Yan Shan' Basilan Class: Destroyer
>Manufacturer/Developer=Isserel Xiang Tze Wu Vehicle Industries, various other contributors
>For=supposedly solely New Xiao Mei but a squad has been sold to the Brotherhood of Nod too.
>Armaments=8x 8in. HP, Shield Piercing, Magnetic MDs; 2x 5in. HP, Shield Piercing, Magnetic MDs; 4x Grade B HP Long Range Bombardment Plasma Batteries; 6x AuTra Moderate Power Anti-Fighter Laser Turrets.
>Powerplant=4x small cold fusion reactors
>Top Speeds=150mph atmospheric, ~700mph orbital

With the success of the IVI SPOW-1 'Quan Tou', new Orbital Warships quickly went production. However, the 'Quan Tou' was easier to design because it was light and was rather small for a warship. The 'Quan Tou' used to be categorized as a frigate but lately, has been reclassed as a large Gunboat. Many attempts on larger ships were abandoned but the SPOW-2c came out as the first successful massive capital ship. 300m long and 80m wide at the forward battlements, the 'Huo Yan Shan' is an intimidating sight. In low orbit the Huo Yan Shan experiences great difficulty sustaining high cruising speeds because much of the reactors' power is directed to counteracting the force of gravity. But that doesn't stop the 'Huo Yan Shan' from delivering the wrath of the heavens. It's four Grade B High Powered Plasma Batteries can propel superheated Plasma Orbs accurately to ta distance of 70km and inaccurately to 150km. These devastating cannons are for bombardment purposes however. For staving of potential interstellar boarding attacks or raming strategies by the scrin, the 'Hou Yan Shan' has on it's bow 2 turrets armed with 4 8.in High Powered Mass Drivers each that can effectively penetrate E/B-field shields or plasma shields even. When reared, 2 rearguard turrets each armed with a 5 in. High Powered Mass Drivers will take the challenge until the Huo Yan Shan has maneovered to face the threat.

Ty-Resurreccion WARTEC labs provided the Huo Yan Shan with a moderate strength E/B-field shield too to stave off misguided mass driven projectiles and to minimize projectile damage by almost 30%.

The largest problem posed onto capital ships aren't other capital ships but swarms of anti-ship bombers. For this, the 'Huo Yan Shan' has 6 'lightning fast' auto tracking Laser Turrets (developed by AuTra) to shoot down approaching fighters/bombers.

Still, IVI warships' atmospheric combat capabilities are greatly diminished. So the SPOW series are not as devastating as they would be in freespace.

Still, most New Xiao Mei citizens polled believe that the new warships are more than capable to defend New Xiao Mei from the Scrin on an orbital basis. And if ever the Scrin try to step on New Xiao Mei territories, the Armor, led by Defense Gen. Sun Tzu Ty (and in which Isserel himself will participate in with his specialized light tank Very Happy ), will meet them head on.

Meh, maybe I should right a fiction book based on all these eh? Very Happy



IVI SPOW-2 Huo Yan Shan.PNG
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IVI SPOW-2 Huo Yan Shan.PNG



IVI Warships in Low Orbit 1.PNG
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IVI Warships en route.PNG
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IVI Warships commencing Bombardment.PNG
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IVI Warships commencing Bombardment 2.PNG
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IVI Warships commencing Bombardment 2.PNG



Last edited by IVI on Fri Sep 29, 2006 11:50 am; edited 1 time in total

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri Sep 29, 2006 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Pros:
>The Huo Yan Shan's Batteries will make quick work of ANY building.
>The Batteries range (70km) is equivalent to range=50-60
>The Huo Yan Shan is singlehandedly the most difficult air unit to kill to date. (kind of like the IVI SPAFV-34 Stegodon)
>The Huo Yan Shan can (if not intercepted halfway from the enemy base) will surely reduce an enemy base to smoldering craters and burnt remains


Cons:
>This destroyer is slow (speed=7)
>After a barrage of 5 shots, the batteries need to recharge (and takes a while too)
>1 Huo Shan Yan costs 15000
>BuildLimit=2

Last edited by IVI on Fri Sep 29, 2006 11:44 am; edited 1 time in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Sep 29, 2006 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

heh, more flying sport sneakers Smile just kidding, this one looks nice, but I'd still prefer them as naval units rather than orbital star ships of doom.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri Sep 29, 2006 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

that gives me an idea yuri06, yeah.. I guess I want to make aquatic warships too! But I read in the tiberian lore that the large parts of the oceans are covered in a tiberium algae? is that true? It kinda discouraged me to make aqua units.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Sep 29, 2006 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, it's true, but that was mainly "an excuse" for WW not to use ships this time, I think <P

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Fri Sep 29, 2006 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

They look astonishing in VV, but ingame they need more work. But a great job indeed man Smile

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri Sep 29, 2006 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

what needs to be done? Idea what is it lacking? Question

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Fri Sep 29, 2006 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oops, forgot to post that :blush:

Well, the voxels look pretty good, all they need is a bit of smoothing perhaps. And instead of that gold and black use red and black.
And all the ships need just a wee bit more remap (but they're ok on that point even now).

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Sep 29, 2006 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

you are gonna start a space mod, whether you like it or not!

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri Sep 29, 2006 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can someone teach me how to 'renormalize' correctly? What program should I use? I just normally hit the cubed autonormals and leave VXSLE to do the job for me... Can better normals be achieved? how?

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Fri Sep 29, 2006 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any autonormals program will be limited. The only way to improve upon this is to the normals by hand.

Or make it a 3D model in the first place and convert to a voxel Wink.

Normals are a pain in the backside, and I hate working them, it gets better with practise.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Sep 29, 2006 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Forget the voxel here, im more interested in the map that you're playing on. :O looks like you're an equally talented mapper, too!

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sat Sep 30, 2006 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

you like the map? It's an original map of mine: 'Shifting Sands' (1-8 ) I could post it for upload if anyone was interested Idea .

Overview:
Name=Shifting Sands
Size=large, 8 players max
Location=Central Asia
Type=Orange Zone (Yellow in transition to Red)

You know, for me C&C TS didn't totally produce the C&C TD ambiance and feeling for me. TD had that 'small-hamlets-in-vast-deserts-and-oases' kind of feeling as well as rugged cliffs, lush rivers in the middle of nowhere just to name a few. As of the moment I've been trying to catch that TD feeling. As a result many of maps look rather barren with just desert, sand dunes and rocks everywhere. If I upload my map you can expect it to be a little 'bleak' shall we say? But you can edit it to to your desire with my full support though.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat Sep 30, 2006 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Definatly release it! But I suggest you do somethign about the lighting before release...its too bright for me..like 'Hi, im here'. A red-orange lighting would be lovely to give the cliffs and sands a sunset-coloration.

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ShadowLord
Grenadier


Joined: 07 May 2006
Location: ENGLAND!!!! UK

PostPosted: Sun Oct 01, 2006 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I love the SPOW set so far! And your info of SPOW 2 has given me an idea, to write a picture story!

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sun Oct 01, 2006 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is a comic, no? Neutral

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