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Comment History  (0 - 30 of 195)
Mazryonh
Mazryonh - - 195 comments @ Going Down

It's from the seafaring lingo that spaceships/starships are stuck in. We still use "docking," for instance, whenever spaceships/starships land within another or when they physically attach to one another. There's no water to sink a ship in space, but we still refer to it as "going down" much like a critically-damaged sea-going ship would.

Good karma+3 votes
Mazryonh
Mazryonh - - 195 comments @ Necron Scythe Cruiser

Well, I hope they make a really ominous "engine running" sound to emphasize how easily they can "flip the bird" at physics. I take it their Gauss, Tesla, and Particle Whip weapons will use a colour-swapped "Energy Skeeter" effect from vanilla Nexus to keep in with the "Green Lightning" theme for their weapons?

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Firestorm Frigate‏

I'd love to see those variants. Are you sure no one could loan you some Battlefleet Gothic miniatures for better references?

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Necron Scythe Cruiser (Early in-game shot)

A sight to make hardened Imperial Captains and even Ordos Xenos inquisitors familiar with the Necrons soil their breeches.

Good karma+2 votes
Mazryonh
Mazryonh - - 195 comments @ Necron Scythe Cruiser

Necron ships use reactionless drives, right? So we won't be seeing any engine trails for them?

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ F-302 (improved model and re-textured)

I see, it's just that I remember how gunboats and bombers in vanilla Nexus could penetrate shields some of the time (otherwise they wouldn't be of much use). I'd like to see how you balance these.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Firestorm Frigate‏

Yeah, but I've seen the Siege Laser firing off-axis before in vanilla Nexus 1. Hopefully fixed-axis weaponry will be "fixed" in Nexus 2.

In the BSG mod, only the Colonial Vipers had maneuvering thrusters (admittedly this was also the case for all small craft in Nexus 1). This is because it takes a certain amount of skill to design combat starships so they look attractive while having a full complement of maneuvering thrusters, and since the original BSG Colonial capital warships didn't have those thrusters, neither did the newer ones (Where would you stick the bow-firing thrusters? Underneath the main prow maybe, but that's where the bow-mounted guns on Battlestars are).

Sadly it seems the original designers of the miniatures these 3d models are based on don't have the same skills that the Nexus 1 team did, or else their business mandates say that "space fighters should look like real-life aircraft rather than craft that can function in both vacuum and atmospheric conditions" or suchlike.

At least this model can still have a full complement of maneuvering thrusters with a few changes. The large aperture on the starboard side near the "ventral fin" could be come a side-firing maneuvering thruster at the stern, the "toilet plunger" turrets near the prow could also be side-firing thrusters, and you could put holes in the prow to act as the braking thrusters (which is funny because Battlefleet Gothic on the tabletop actually has a rule called "Burn Retros" to allow a ship to maneuver more tightly).

The amount of forethought necessary to give the Angelwing or Gorg Battleship, or Gorg Cruiser, etc. in Nexus 1 full sets of maneuvering thrusters while still looking aesthetically pleasing and "aggressive" really makes me appreciate those designs all the more.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Firestorm Frigate‏

I thought the big bad main gun underneath the prow would have a hole modelled into it. Or is it just going to have a black bore texture at the end to represent the muzzle?

I also haven't seen the tabletop miniature for this model before. I was under the impression that Imperium ships didn't have anything sitting forward of the prow so as not to interfere with ramming abilities. Of course, since the Nexus 1 engine doesn't support capital ship ramming, that's not an issue . . .

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ AG-3 Satellites (Re-textured)

Can't wait to see these in action!

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ F-302 (improved model and re-textured)

Will these act as the Nexus equivalent of Gunboats? I seem to recall that they had shield-piercing missiles in the show, and that sounds a lot like the gunboat projectiles in Nexus.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ F-301 (re-textured)

I take it that the "recall device" issues have been fixed with these "Tau'ri Death Gliders"? How will they be better than F-302s?

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Firestorm Frigate‏

Is this ship going to function like the Battlestars in the BSG mod? Nexus has a hardcoded limit of 10 weapons (including flaks) so, I take it a lot of the gun barrels here will just be particle emitters (like many of those in the BSG mod) rather than actual weapons that do real damage--are you going to treat the broadside batteries (with the exception of the lances) as a single weapon in and of themselves?

How are you going to handle the fixed axis guns? Last I checked, Nexus couldn't handle those weapons very well. And are you going to give this ship a full complement of visibly-firing maneuvering thrusters? The model doesn't appear to possess them (especially bow-firing thrusters), unless you plan to turn some of the gun barrels on the sides and top into maneuvering thrusters rather than weapons.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Battle (early in-game shot)

These are lance batteries firing, right? Are you going to reuse the flak effects from the BSG mod to represent the point defense fire in this game?

I appreciate your work very much; however, since you guys are clearly understaffed (otherwise the Stargate and BSG mods wouldn't be in hiatus), perhaps you could focus on a mod where much of the work is already done for you.

The Freespace Nexus mod, for instance, already has an extensive fan community that has all the models, effects, and sounds extracted and ready for conversion; all that needs to be done is to script all the missions and record voice acting. Maybe you could focus on getting that done first? One completely finished mod is better than many unfinished mods, right?

Good karma+2 votes
Mazryonh
Mazryonh - - 195 comments @ Star Wars Eternal Conflicts

Don't worry, some of us still believe in you and your hard work. Patience is one of the virtues of being a jedi after all.

Good karma+5 votes
Mazryonh
Mazryonh - - 195 comments @ Babylon 5: CoL 2 Public Beta v0.6.5

Well, that's terrible news. Kind of like how terrible it was for Stargate Universe to have been cancelled. I hope eventually you can find more people to keep this great work of yours alive.

Good karma+3 votes
Mazryonh
Mazryonh - - 195 comments @ Babylon 5: Conflicts of Loyalty 2

I have a small question. Will you be adding thrusters to let ingame starships respect Newtonian mechanics more? For example, the Omega-class destroyer from Babylon 5 doesn't have thrusters to move in the yaw/roll/bank axes, nor does it have thrusters to let it move backwards (though the big outlets originally intended to be "gigaton-class mine launchers" on the bow just below the forward launching bay could be repurposed into rear thrusters). Many other ships in the B5 universe lack maneuvering thrusters as well, sadly. The Minbari, Vree, Shadows, and Vorlons get a free pass on this because they use reactionless drives, like the Vardrags in the vanilla game.

Will you add maneuvering thrusters to the ship models that don't belong to those three factions so they can more realistically maneuver in space vacuum? Or will you rather be sticking with models faithful to the show like you did with the Colonial capital ships in the Battlestar Galactica mod, however unrealistic from a physics standpoint they may be?

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ First Campaign Beta

Hi there, I'm still able and willing to help with the script for any upcoming campaigns. Best of luck to you with this mod!

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Still the best Realism Mod

Yep, this is still the best mod for this game.

Maybe you could make a realism mod for GRAW2 as well? I don't like how soldiers who are supposedly wearing body armour get killed by 3 hits from a 9x19mm pistol in that game.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Chaos Cruiser (WIP)

Beautiful stuff. Will they be using crimson engine trail effects? The Relic Warhammer 40k games seem to think that this colour is a signature Chaos colour.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Defence Monitor (WIP)

I see, so these are the spaceborne 40k equivalents of real-life shoreline patrol cruisers. But without warp drives, I don't think we'll see them in the campaign except in planetary defense scenarios.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Defence Monitor (WIP)

What class of ship is this? It looks like it might be an escort, one with only 1 point of shielding and around 2 points of hull integrity in the tabletop game.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Harbinger (Render)

I see, it's just that in Dawn of War 1 and 2, there was an "army painter" feature that let you change the colour of your units ingame without using an external program. Dawn of War 2 lets you go even further, letting you change the colour layout of your Space Marine units from the standard. This was all an attempt to emulate the painting aspect of the tabletop game. I very much doubt this sort of thing will be possible with the Nexus: TJI 1 engine though.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Harbinger (Render)

Don't worry, I wasn't giving you flak (get it?) over it. By the same token, the word "Omen" is also used to mean a sign or clue of a negative feature. Why else would they have made an extensive horror film series called "The Omen"?

Will Nexus: TJI1 be able to support an "army painter" feature like Relic's Warhammer 40,000 games have done thus far? Or is it not possible short of editing the textures themselves in an outside program?

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Marauder (Render)

Very nice-looking. I'm still at a loss as to how the Nexus: TJI1 engine will handle 6 autocannons at the front, the detachable missiles, or the heavy bolter turret at the back; so many places to emit particles from! And where are you going to put the maneuvering thrusters?

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Harbinger (Render)

I thought it was spelled "Harbinger." A Harbinger is someone or something that gives a clue or sign as to what the future will be, and is usually reserved for clues or signs that foretell a bad future.

Great render regardless.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Tactics are necessary !

Pardon me, which ships are in this screenshot?

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Valkyrie on the attack

You could call the railguns the "Hammer of Hephaestus" or the "Thunderers of Zeus," if you want to involve Greek myth.

On a similar note, if you want to give Battlestars an energy shield, you could call it the "Aegis of Athena." If you want to give Battlestars beam weapons, you could call them the "Sunrays of Apollo."

Good karma0 votes
Mazryonh
Mazryonh - - 195 comments @ Ladies of the Colonial fleet

Awesome ships like these are a good sign that the Cylons wouldn't have been able to pull off the fall of the Twelve Colonies without haxxoring.

Good karma+1 vote
Mazryonh
Mazryonh - - 195 comments @ Warhammer40k: Battlefleet Nexus

Well, I for one am less concerned about canonicity than plausible-looking models that are made within the limitations of the Nexus: TJI1 engine. I still think it's a damn shame that the Forgeworld model designers clearly didn't design their small craft to include maneuvering thrusters or the like, when they are canonically meant to be both perfectly combat-capable in both vacuum and in an atmosphere, for instance. The (Dark) Eldar and Necrons get a free pass on the lack of maneuvering thrusters since they rely on gravitic drives to accelerate and decelerate, but there is a limit to this; even the White Star in Babylon 5 had to use maneuvering thrusters to quickly turn around.

Another possibility would be to introduce auto-loading missile launchers, mounted flush with the fuselage of a small craft. The structure would be geometrically simple, just a rectangular prism or a cylinder (but both with holes in both ends that are larger than the missiles it is supposed to load and fire) that holds a missile in place while its rocket motor gets started. Once the motor is fully ignited the launcher releases its hold on the missile and it emerges from the front hole in the tube, with the backblast of the missile dissipating harmlessly out the rear hole. The missile launcher then loads another missile into the tube.

This method would require less polys than rocket pods, would not require the hassle of getting missiles to visibly and reliably leave exposed pylons (since the ammunition stores are internal), and these tubes could be stuck along any convenient side of the small craft models where they are deemed to fit and don't look too unattractive, so as long as they are positioned to be parallel to the bow-stern axis of the small craft (unless for some reason you want the missile launchers to fire their missiles to the sides or up/down relative to the small craft).

Good karma+2 votes
Mazryonh
Mazryonh - - 195 comments @ Dreadclaw Drop Pod (Render)

Things are just looking better and better. These are unarmed, but still very nasty in that they can latch onto an enemy ship's hull and disgorge a squad of Chaos Space Marines or even Chaos Dreadnoughts right into your ship!

It's criminal that you can't use these in Dawn of War 2, frankly. I would have loved to have them drop a Chaos Dreadnought onto the field in that game before taking off again.

Good karma+1 vote