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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Atrocities October 25th, 2004 03:08 AM

Re: The Star Trek Mod - Final Update
 
I would be honored. I may include two or three extra ships with this set. Some of this ships I like, others just don't do it for me.

What do you think an organic races carriers would look like? Well Trust me, I am sure they won't look like the ones I made.
I simply don't like them but have little choice unless I can over come this creative block I have hit. I was hoping working on ship designs would help me forget about my cat, but really all its doing is seeming like pointless dren.

Sorry Fyron, I still have your machine ships to work on, I just haven't had the motivation to be creative in the Last week or so. I will get to them, and they will look cool when I am done so don't loose hope. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities October 25th, 2004 03:11 AM

Re: The Star Trek Mod - Final Update
 
What if the Klingons stole or were sold a bio-genetic weapon or material that when applied to a living being, say a Klingon operative, would by its design, mutate the operatives genes to make him look human. Now say that the person, who sold this biogenetic material, or the Klingons by accident, had altered it so that it became a cotangent. IE it would spread throughout the population base of the species that used it, mutating so that it only affected that species.

Lets just say for the sake of argument the Klingons bought this bio-genetic tool, altered it slightly for use with its covert operations, and whole by mistake, created a plague that altered the genetic structure of their race in such a way that they all became human looking.

An accident that epic could be used to explain why the Klingons in Enterprise era look like the Klingons in TNG while the Klingons in theTOS era look human. One could say that they acquired the biogenetic material during the Enterprise era and an accident occured thus mutating them all to look like humans, however by the time the events of TMP occured the Klingons were able to reverse the effects of the mutagen and regain their original apperance.

This would also explain why the Klingons of DS9 era consider the subject of the Klingons of TOS era to be something they do not discuss.

Just a thought.

narf poit chez BOOM October 25th, 2004 07:28 AM

Re: The Star Trek Mod - Final Update
 
There's even a name for it, too. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Z-pe'zial E've'cts Bu'jet.

Ragnarok-X October 25th, 2004 12:42 PM

Re: The Star Trek Mod - Final Update
 
Woah, the 8472 set is AMAZING !. Very good work. Now for the borg...

narf poit chez BOOM October 25th, 2004 06:25 PM

Re: The Star Trek Mod - Final Update
 
1 out of 1 Narf's said 'Ooooo' upon seeing the 8472 ship set.

Aiken October 25th, 2004 10:24 PM

Re: The Star Trek Mod - Final Update
 
8472 was always my #1 set. Now they are #0 http://forum.shrapnelgames.com/images/smilies/happy.gif

hmm, back to mod: Neutral happiness type is cheating! Look yourself:
<font class="small">Code:</font><hr /><pre>Max Positive Anger Change := 200
Max Negative Anger Change := -200
Homeworld Lost := 20
Any Planet Lost := 0
Any Planet Colonized := 0
Any Our Planet Captured := 0
Any Enemy Planet Captured := 0
Any Ship Lost := 0
Any Ship Constructed := 0
New Treaty War := 25
New Treaty Non Intercourse := 2
New Treaty None := 1
New Treaty Non Aggression := -5
New Treaty Subjugated (Sub) := 0
New Treaty Protectorate (Sub) := 0
New Treaty Subjugated (Dom) := 0
New Treaty Protectorate (Dom) := 0
New Treaty Trade := -10
New Treaty Trade and Research := -20
New Treaty Military Alliance := -30
New Treaty Partnership := -40
Battle in System - Win := 0
Battle in System - Loss := 0
Battle in System - Stalemate := 0
Battle in Sector - Win := 0
Battle in Sector - Loss := 0
Battle in Sector - Stalemate := 0
Enemy Ship in System := 0
Enemy Ship in Sector := 0
Our Ship in Sector := -1
Our Ship in System := -1
Enemy Troops on Planet := 10
Our Troops on Planet := -2
1M Population Killed := 1
Ship Lost in System := 0
Ship Constructed := -1
Facility Constructed := -1
Planet Plagued := 20
Natural Decrease := -50
Natural Decrease for Other Races := 20 </pre><hr />

So they don't react on planet and ship losses, unlucky battles and enemy ships hanging over their heads. But they have huge natural decrease and nice happiness boost from positive treaties. Neutrals are riot safe. Neutrals are Emotionless (which trait costs 1700 rp, btw). Neutrals are cheaters!

Atrocities October 25th, 2004 10:29 PM

Re: The Star Trek Mod - Final Update
 
Thank you Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif You will be the first to get the 8472 set once its done.

Captain Kwok October 26th, 2004 01:35 AM

Re: The Star Trek Mod - Final Update
 
I started a solo game of 1.80 at mid-tech as the Romulans. Here are some early observations:
  • Mid-tech level should give at least warp core II and nacelle II, shields III, armor, plus low level racial weapons
  • Romulan scout ships should be 120kT or so rather than 190kT
  • ECM stacks with Romulan sensor array
  • I won't bother with weapon damages since those are changing
  • Bases can add impulse engines and nacelle bussards
  • Bussard ramscoops add too much supplies!

Atrocities October 26th, 2004 04:50 AM

Re: The Star Trek Mod - Final Update
 
Thank you Captain Kwok. http://forum.shrapnelgames.com/images/smilies/happy.gif

Captain Kwok October 26th, 2004 09:04 PM

Re: The Star Trek Mod - Final Update
 
The new propulsion system has made the current supply model a little iffy, but it can easily fixed up. You'd probably want ships starting at about 1000 total supplies from the Warp Core and moving towards 3000 at max tech. You'll want nacelles to use about 100 supplies combined per turn (50 each), that'd give ships a range of about 1 year to start without additional sources of supply (i.e. anti-matter pods, impulse engines). By max tech, ships could cruise for about 3 years without refueling contending that their journey is uneventful.

What I'd recommend is that you limit Bussard Ramscoops to 2 per ship and make them capable of resupplying at max tech about 50-60% of ship's propulsion needs. Make weapons take up a larger chunk of supplies when used so active combat ships will need to be re-supplied more often.

Is it me or do nacelles not require mounts to downsize them for smaller ships??? http://forum.shrapnelgames.com/image...s/confused.gif


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