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Re: *** Star Trek Mod Discussion ***
There you go.
Well summarized Atrocities! |
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The ships should be more purplish to look like the ships in DS9 though. http://forum.shrapnelgames.com/images/icons/icon7.gif
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ok im happy with that explanation, and i was kinda a dumbass as i know how hard it is to create models accurately and how harder it is to get a mod made, and im even more of a dumbass because im part of a mod team for HW right now so, im sorry for that. i guess maybe later if someone takes the time they could make the actual model for the larger cap ships, they can be used. but till then i can live with these designs if i have too http://forum.shrapnelgames.com/image...s/rolleyes.gif but once again, really great job so far, cant wait for the finished product http://forum.shrapnelgames.com/images/icons/icon10.gif
ps i agree wit Fyron, more purple, too blue [ February 28, 2003, 01:31: Message edited by: The Canuck ] |
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I like the blue ships although I have to agree, they do not look very dominionish. However, I do like the color, and hope that you continue to use it. It gives the Dominion a unique look and feel that sets them apart from other races. I say keep the blue. And I visited the Fyron Forum for your Star Trek Mod, and I have to say that your Races look quite good and that Jim Henson will be calling you in the morning. http://forum.shrapnelgames.com/images/icons/icon10.gif Seriously, they look great. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Ok, if you scroll down, the ships have been slightly modified to appear a tad more violet as they should be. Also, I uploaded the new images to the website, so all is good.
Got to adjust that damn abode gamma! [ February 28, 2003, 03:29: Message edited by: Captain Kwok ] |
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The new stuff looks great. I was wondering if 8472 will have the planet-killer beam seen in "scorpion". it could be set up as stellar manipulation, but work more like stellar construction. one ship has the focusing component, a few other ships need some kind of energy generator (like a ringworld constructor and the cables and plating). i dont think its possible to put in the art for it, but at least it can work like it did on the show with the multiple ships.
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At this time for the 'planet buster', I have a big weapon that can only target planets and fires once per round. I was thinking that it would be quite powerful and several hits could wipe out all life on a planet.
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I think they blew the whole planet up.
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CNC - I colorized the original ship images, and later Val made all the images one color for me.
About combining a bunch of ships to make a super weapon, I had discussed that with Kwok using the same concept as describe below. Odd how great minds often think alike. http://forum.shrapnelgames.com/images/icons/icon7.gif But from a pratical point of view, I don't think it can be done. You'll have to ask Kwok about that. |
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You can make a really big vehicle size, and a really big planet buster comp that only fits on that size. This could simulate needed 9 ships or whatever to break planets, but it would introduce other problems, like using the big vehicle size for other purposes. Of course, you could give it 1000 increased maintenance, and give the planet buster comp 1000 decreased maintenance to balance that out. That would strongly discourage people from using the large ship for anything else. http://forum.shrapnelgames.com/images/icons/icon10.gif
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The Death Star.
You could also make a mount that would only work on base ships, and only for that race, and would cost a bajillion in resources to prevent its use. |
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I'm aware that the Species 8472 ships blew up the planet, but I didn't want to introduce another planet destroying weapon, so I altered it just to glass the planet in a couple of hits...
I've added 3 more ships for the Ferengi at the website, check them out if you want...my favourite one is the Kreechta class Marauder. [ March 06, 2003, 04:47: Message edited by: Captain Kwok ] |
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Yup, they're nice all right. I'm thinking that the Ferengi would be a definite race to play.
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Here's an updated Version of the Ferengi D'Kora class Marauder. I made a couple of minor changes to the colour and texture.
http://members.rogers.com/capt-kwok/...mple-dkora.png |
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Hey, I really like what you guys are doing with this mod. Do you have any sort of tentative completion date? Thanks!
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Tenative completion date? http://forum.shrapnelgames.com/images/icons/icon7.gif When its done. http://forum.shrapnelgames.com/images/icons/icon7.gif
I can not speak for Captain Kwok and I would not presume to. I feel that it takes time to make a mod of this complexity and the Captain, (Kwok) seems like the kind of person who knows what must be done, and does it. If you look at his models and the work he has done on the mod thus far you gain an appreciation for how much planning he has put into the mod. He is plugging away at it and he has made a considerable advancements in recent weeks. I am not all that good at AI construction, what I know is from trial and error and examples that other folks have done. Kwok designed the mod, and knows it inside and out, so he is doing all most all of the work on it. http://forum.shrapnelgames.com/images/icons/icon7.gif He has nearly finished the Ferengi ship set for the mod, and they look great. He has added new klingon ships, B'rel and K'Vort, and has kept the Star Trek Mod site up to date and looking good. He is plugging away on the data files and AI. Once all of the little steps and obsticles are out of play, and the peace are in place, then the mod will come together rather rapidly. Until then, it is one step at a time. |
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I think Atrocities summed it up well.
The biggest hurdle to the mod at this moment is my school related crap. Once that's over, it should free up a lot more time so I can collect all my little fragments of files and stick them together. I update the status page at the website periodically, so it kind of gives an indication of where things are at. Atrocities has been doing some foundation work for the AIs, and once the major data files are functional, they can be finished off. The data files right now are mostly done, but I haven't fixed them up so that they correspond (i.e. tech areas and components, etc) or made adjustments for changes that were made when Atrocities came onboard. I hope to get some of that done this weekend. I'm not so worried about the ships, we can always add placeholders until the proper ones are ready to go. I enjoy making the ships the most, it's a nice break from modding files or trying to calculate the enthalpy in a constant volume reversible expansion! I keep a mailing list of people interested in the Star Trek mod, and every once in a while I send something out. You can also check this thread or our official forums at Fyron's website - as I post updates often. I prefer Fyron's forums to this thread, because you can create your own topics and polls, and that way things can be categorized and don't get lost in a big thread like this one! [ March 07, 2003, 16:50: Message edited by: Captain Kwok ] |
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Thanks for the responses. It looks great and I can't wait to play it!
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Here is a rough portrait of a Cardassian:
http://members.rogers.com/capt-kwok/...cardassian.png I'll tidy him up later. [ March 10, 2003, 08:09: Message edited by: Captain Kwok ] |
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I am picky because that is a bad style? How does that follow?
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Fyron: You might want to put a smiley after that post, so everybody knows your not serious.
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Anyways...I rather not waste more space in this thread on the matter and consider it closed. You'll just have to hunt down some 'caps for yourself http://forum.shrapnelgames.com/images/icons/tongue.gif ! |
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Anyways...I rather not waste more space in this thread on the matter and consider it closed. You'll just have to hunt down some 'caps for yourself http://forum.shrapnelgames.com/images/icons/tongue.gif !</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Or just use the ones from Atrocities' sets. http://forum.shrapnelgames.com/images/icons/icon7.gif Well... its hard to play a mod when the graphics are awful to look at. http://forum.shrapnelgames.com/images/icons/tongue.gif |
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More on topic... I'm working on the data files at the moment and Atrocities is getting together parts of the AI files, so things are moving along. I'll try and put together a good status update this weekend...I think we're at about 80% - rather than the ~60% currently displayed at the site. [ March 11, 2003, 05:22: Message edited by: Captain Kwok ] |
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Romulan Ship Set Names.
Here is 492 Romulan Ship Names... Hopefully their are no dups. Enjoy Also if you want to add to it let me know... 1047422792.txt |
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Ok, I made some changes to the Cardassian:
http://members.rogers.com/capt-kwok/...le-cardie1.png http://members.rogers.com/capt-kwok/...le-cardie2.png The newer one is on the left... Tesco: Thanks for the names. I'll take a look at them. |
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Here is an updated Version of 'Picard':
http://members.rogers.com/capt-kwok/...e-fedcapt1.png I'm really starting to like them more after these latest refinements. [ March 12, 2003, 06:31: Message edited by: Captain Kwok ] |
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Can we get some action poses on those captains? Oh yeah, muppet picard kicking some muppet borg @$$ would be nice....
Oooh, 80%, does this mean it will be done soon? |
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Ok...the actually number is probably 75% done, but I'll try to bump that number up over the next week or so as I think I have some free time coming my way. |
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You updated the mod site without telling anybody? Bad Kwok! Uh, I mean, Hooray! Uh, I mean, Bad Kwok! Uh... http://forum.shrapnelgames.com/images/icons/icon10.gif
So, looking around... aren't Romulans supposed to have pointy ears? http://forum.shrapnelgames.com/image...s/rolleyes.gif ... honorable schemers, I wonder how that would work... We are planting a bomb on your starship... HONORABLY! http://forum.shrapnelgames.com/images/icons/icon10.gif The Cardassian description seems to... borrow... a bit from the Federation http://forum.shrapnelgames.com/images/icons/icon10.gif Are the Tholians, Breen, and 8472 going to have some sort of penalty to offset the advantages of liking planets that other races don't? (At least the Tholians and 8472 since oxygen ice planets can still be desired by other races once they get ice colony tech) Oh good, none of that silliness about the Breen homeworld being temperate until 500 years ago when it froze over, and now they can't stand heat... riiiight, they suddenly adapted 500 years ago but can't adapt back? http://forum.shrapnelgames.com/image...s/rolleyes.gif Leaky shields - wouldn't you have to give all components the crystalline armor ability for it to work properly? Otherwise the shields regenerate only when the generator is hit, which is kind of weird... A research/intel/cargo/etc. facility II is TWICE as good as a level I facility? http://forum.shrapnelgames.com/images/icons/shock.gif isn't that a bit much??? or do the costs increase appropriately? The Ferengi still get a combat bonus from captainless ships... A warehouse PRODUCES resources??? http://forum.shrapnelgames.com/image...s/confused.gif Planning on using all the fancy Nx damage to shields damage types? As usual, keep up the good work? http://forum.shrapnelgames.com/images/icons/icon10.gif |
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All crystalline ability on the hull gets used whenever there is a normal-damage hit to any component. |
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1/4 damage = shields absorb up to 80% of each hit. 1/2 = 66% normal = 50% 2x = 33% 4x = 20% |
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yeah... but there's nothing to stop a cunning Ferengi admiral from assigning NO captain to a ship... and since all the Ferengi captains provide combat penalties, that would effectively be a combat bonus! Not to mention that when the captain is lost, the penalty goes away too... The captain's dead, now we can all fight better! http://forum.shrapnelgames.com/image...s/confused.gif Why not just give the Ferengi a racial penalty to combat, either in their culture or their racial traits, and remove the penalties from the captains? Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Huh? Never said anything about polarized hull plating... I was just asking if you're going to spread around those interesting damage types to make some weapons better at penetrating shields than others. |
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You are under a mistaken impression that every ship requires/uses a captain...they do not. Ships without them can be assumed to have the average 'captain'. They are just components with different abilities that you can use if you want.
The idea behind a freighter captain is to reduce maintenance for non-combat ships since you're not really using them for combat. The combat penalty is to ensure players don't use these components on warships where they don't belong. The Ferengi are not designed to be war mongers. They require a different strategy and their bonuses will reflect that. |
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OK, I guess that makes sense now http://forum.shrapnelgames.com/images/icons/icon10.gif
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For those who may not be aware, the Star Trek mod has an 'official' forum hosted by Fyron:
Star Trek Mod Forum There's lots of good stuff there! [ March 29, 2003, 16:12: Message edited by: Captain Kwok ] |
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I'm not sure if I mentioned in this thread, but the new target date for beta testing is the Last week of April. I have two weeks off between school and full time work, so I will use them most wisely.
Below is a topic that I'm brought up in the Star Trek mod's other forum (That would be here): After discussing with Fyron about his implementation of leaky armor and shields into his Adamant Mod...I realized that some adjustments had to be made in the Star Trek mod. Before I discuss those changes, I though I would explain what are leaky armor and leaky shields in terms of the Star Trek mod. Leaky armor is armor without the ‘damaged first’ ability. In this case, a hit that strikes the ship’s components does not necessarily hit the armor first and may damage other components like the bridge or engines. However, by increasing the hitpoints per kT of armor and decreasing the hitpoints per kT of other internals, you can increase the probability that damage will hit the armor first but not always. Specifically in the mod, most internal components have about 1 hitpoint per 10kT of structure. Armor can have anywhere from 20 to 50 hitpoints per 10kT and in a typical design represents about 75-85% of the total hitpoints. In essence, this number represents the probability that a hit that strikes the hull will hit the armor first. About 15-25% of the time, another component will be hit. In the Star Trek mod, most internal components have only 1 or 2 hitpoints while weapons can do between 15-100+ hitpoints of damage. However, the likelihood of several internal components being destroyed at one time (as you might think due to their low hitpoints) is not that bad. In fact, during testing today when most armor is intact, only the odd hit ever took out more than one internal. The adjustments I made were to tweak the hitpoint per kT ratio for all armors to have them in the 75-85% range in most designs. One point though, when your shields and armor are toast, better launch those escape pods! Leaky shields are regular shields with the ‘shields from damage’ or commonly known as the ‘crystalline armor’ ability from the component that uses it in standard SE4. This ability takes the prescribed amount of damage (the shields from damage amount) from the weapon and channels it back into the shields when any component takes damage. This creates ‘leaky’ shields when they are low enough to let damage pass through. For example, shields are at 50 with a total of 75 in crystalline ability before taking 100 damage points. The shields would drop to 0, 50 damage points would be done to the hull, and then the shields would charge back to 50 points. Of course, damage that squeaks by the shields might end up leaking through the armor and damaging other components in which Suicide Junkie refers to as the ‘exploding panel’ effect. I adjusted some of the values for the shields at lower levels to make them worthwhile, as their shield point levels were too low. I think more testing is going to be needed to determine the best crystalline armor amounts for balance. Overall, these two items combine to create far more interesting ship battles. A few lucky strikes can really cause chaos or turn the tables on any force. It should get more interesting once the mod is ready for real testing. [ March 31, 2003, 12:54: Message edited by: Captain Kwok ] |
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Thank you for posting this information. I had wondered how you were going to modify them for use in the ST mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Hey Kapitan Kwok:
I'm posting here because I had a hard time logging in over at STAR TREK FORUM (sorry, can't change fonts here so the caps looked like ST letters http://forum.shrapnelgames.com/images/icons/icon10.gif ) Anyhoo, just wondering about the description of construction yards. i) there are 5 levels, but the description states that they can repair 10 components per turn. First, isn't 10 components/turn a little much? (I don't know, cause I haven't seen the size of armor etc in a game yet, so maybe it isn't excessive). And is that 10 repairs per turn for all levels (level I and V are equal) or does that ramp up with increasing levels? ii) why is there a discrepancy between how much minerals can be built per turn vs organics and radioactives? I assume it's for play balance, but again, just sitting here wondering http://forum.shrapnelgames.com/images/icons/icon12.gif Cheers, great work, jimbob |
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All levels of Space Yards can repair 10 comps per turn. It's mostly the result of smaller armor and shield components, plus their leaky effects, which lead to a lot more damaged components. There are also a number of other repair options from engineering to repair bays to replicators. I was also going to add a repair component for vehicles only, so you could make repair pods (treated as fighters) but I'm not sure if that works since I haven't tested it and I can't remember the results of the thread concerning this kind of thing a few months back.
The building rates are designed to proportionally reflect the costs of a typical ship. So basically, all three resources are being used to build the ship throughout its build time. You may also noticed that radioactives extraction rates are also much lower. That is to reflect their nature as 'exotic' elements. I mentioned a few of these items under features at the website, I think. Sometimes Fyron's forums are slow to load or not working, but oh well. I prefer using them simply because we can create individual topics, so things don't get lost as easily as they do in this thread. |
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The high numbers of damaged comps should take a while to repair. That is the other half of using leaky armor and shields. Having the SYs and Repair Bays repairing a lot more comps removes the space junk aspect of leakiness. http://forum.shrapnelgames.com/images/icons/icon7.gif
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[ April 07, 2003, 06:02: Message edited by: Imperator Fyron ] |
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I agree with Fyron; even scotty can't replace the hull plating of half the saucer that fast!
Taking serious damage should really require a trip back to a starbase or shipyard for speedy repairs. Out in space, it should take a turn or three to finish repairs on moderately damaged internals, never mind the armor! Ships can cross a system in hours, do you really don't have too much time for repairs each game turn. [ April 07, 2003, 20:47: Message edited by: Suicide Junkie ] |
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