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 Fatum Nautae - A Skirmish Scene 
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Joined: Tue Oct 13, 2009 4:23 pm
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Post Re: Fatum Nautae - A Skirmish Scene
I'm guessing Fatum = Fatal/Dangerous, Nautae = Nature/Water/Sea.
Now I have that out there, I'm going to download it. Could do with a new map.


Thu Oct 21, 2010 7:13 pm
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Post Re: Fatum Nautae - A Skirmish Scene
Fatum as in fate? In that case "fateful seas" makes sense.

Anyway, YGMDL for sheer suspense.


Thu Oct 21, 2010 10:08 pm
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Post Re: Fatum Nautae - A Skirmish Scene
Fate Sailor or Sea of Fate.

That said, it's a good enough map.


Thu Oct 21, 2010 10:57 pm
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Post Re: Fatum Nautae - A Skirmish Scene
Fate sailor or doom sailor.


Fri Oct 22, 2010 1:12 am
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Post Re: Fatum Nautae - A Skirmish Scene
Fatal Death?


Fri Oct 22, 2010 3:30 am
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Post Re: Fatum Nautae - A Skirmish Scene
Sailor's Fate. Those Romans and their crazy sentence structure... :)


Fri Oct 22, 2010 12:44 pm
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Post Re: Fatum Nautae - A Skirmish Scene
By sailor do you mean spaceship pilot? I mean, it's not like there's a Latin word for that is there? So it could mean [rather than directly translate as] traveller's fate.

I like the use of red rock to make that large cliff-face. Softer rock weathers fastest, so it looks more natural from a geological perspective.


Fri Oct 22, 2010 5:05 pm
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Post Re: Fatum Nautae - A Skirmish Scene
Doomed sail?


Fri Oct 22, 2010 6:37 pm
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Post Re: Fatum Nautae - A Skirmish Scene
Mirefrost is right; it's "fate of the sailor," or "sailor's fate."


Sat Oct 23, 2010 12:00 am
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Post Re: Fatum Nautae - A Skirmish Scene
Make a new texture for it then. Or find one that works with CC already. You don't have to just settle with what you're given, that's what CC is all about.

Also, I think you'll find the default texture is even more horrible.


Sun Oct 24, 2010 5:56 pm
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Post Re: Fatum Nautae - A Skirmish Scene
Just had a look in Base, and from what I can make out in Materials.ini, The texture can be any size. Take a look at this:
Code:
AddMaterial = Material
   Index = 16
   PresetName = Dense Red Earth
   Bounce = 0.1
   Friction = 0.85
   StructuralIntegrity = 50
   DensityKGPerVolumeL = 2.0
   GibImpulseLimitPerVolumeL = 15
   GibWoundLimitPerVolumeL = 0.1
   Priority = 10
   SettleMaterial = 51
   Color = Color
      R = 120
      G = 55
      B = 32
   TextureFile = ContentFile
      Path = Base.rte/Scenes/Textures/RockRed.bmp


Recreate that code under an undefined index [say 15], give it a new name, change the colour slightly [and in the scene materials .bmp] and then choose a new texture.

Put all that into your index before the scene.


Mon Oct 25, 2010 11:54 am
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Post Re: Fatum Nautae - A Skirmish Scene
I enjoyed long skirmish on this, man. You making any others like it?


Tue Oct 26, 2010 2:02 am
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Post Re: Fatum Nautae - A Skirmish Scene
Sounds interesting by all these comments, but a picture would be nice. I don't normally download without a preview of the item I am downloading, take this into consideration as there are probably people like me and you are missing out on sharing your masterpiece... or is it? I can't tell because there's no picture!

Edit: It's pretty easy to take, just download "fraps" free trial or something.


Mon Nov 01, 2010 7:36 am
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Post Re: Fatum Nautae - A Skirmish Scene
Hmm... my little Latin knowledge tells me that Viri is most definitely green.

The obvious translation to Servus [and probably the one google translates it to] is serving or servant, but that makes no sense... and I have it on good word from my close friend that Servus can mean to protect or preserve.

So er... my best guess is "Protected Green".


Mon Nov 01, 2010 9:45 pm
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Post Re: Fatum Nautae - A Skirmish Scene
I would guess serving/slave men- clones?

As for the AI zones thing, it's to do with your map not being XWrapped.
You'll need a bit of Lua to force dropships into their designated landing zones.


Mon Nov 01, 2010 9:50 pm
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