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Re: *** Star Trek Mod Discussion ***
Well, I was thinking that I needed to adjust them anyways. The original armor was smaller, that's why some of the rates seem high right now...
But of course, there was always Voyager... http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: *** Star Trek Mod Discussion ***
Yeah, Voyager-the-light-cruiser-that-just-happened-to-have-a-built-in-spaceyard-facility, "Let's go design our own Delta Flyer and build it RIGHT HERE on our ship!" http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: *** Star Trek Mod Discussion ***
Is there any way to make troops have a the ship capture and capture defense ability? I think it would be cool. If you had a security station you have to fill it with soldiers first. They would be your capture\defense personell. Is that even possible?
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Giving those abilities to troops would be meaningless. Only ships and bases can make use of those abilities. Units with them do nothing.
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I know what he meant, and my answer included that and other situations in which you would consider using boarding abilities on units. Units in ship cargo have no abilities as far as the game is concerned.
[ April 17, 2003, 19:09: Message edited by: Imperator Fyron ] |
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Hehe, my troops have Ubermachium Buckytube Nanoweave Armor and have 5000 hitpoints each, but since I can fit 10 of them in a cargo bay and a cargo bay has 20 hitpoints, all 50K HP worth of troops can be killed by a measly meson bLaster http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: *** Star Trek Mod Discussion ***
Greetings!
Exams are over and I now have almost two weeks of 'uninterupted' time to dedicated towards getting the STmod operational. Look for a website and status update shortly. |
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Hooray?
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Re: *** Star Trek Mod Discussion ***
Greetings.
Here is what I want to do: Change Cultures.txt from choices like Warriors, Engineers, Merchants, etc, to a specific one for each race, Neutral, Federation, Klingon, Romulan, etc, with appropriate values that suit each race. The modifiers will be left for the player to distribute their points as they see fit. Allows for some player customization. Racialtraits.txt changed to values of Neutral, Federation, etc., that allows access to specific technology trees. Maybe scrap traditional choices of propulsion experts, emotionless, etc., or apply them under an appropriate race. The reason behind these changes is to encourage players to play the empire as they appear on the show - i.e., Federation is not emotionless with warrior culture or advanced storage techniques. What do you think? *PS* Still working on that website update, just a little distracted from you know what. [ April 29, 2003, 23:17: Message edited by: Captain Kwok ] |
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I think it's better that way.
Kligon shouldn't have merchant traits. Let's see: Ferengi: Merchant, Neutral Federation: Klingon: Warrior Romulan: Dominion: |
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A little graphical treat, part II:
Negh'Var and Voodieh Classes: http://members.rogers.com/capt-kwok/...on-neghvar.png http://members.rogers.com/capt-kwok/...on-voodieh.png The Negh'Var was often seen as the Klingon flagship on DS9. The Voodieh is a mix of the Vor'Cha and Negh'Var classes. It has appeared in a couple of episodes including the TNG finale "All Good Things". [ April 30, 2003, 21:57: Message edited by: Captain Kwok ] |
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Here is the long serving K'tinga class Battlecruiser.
K'tinga Class: http://members.rogers.com/capt-kwok/...gon-ktinga.png |
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The new Klingon ships look great! I have never heard of the voodieh but it looks good too.
Btw-what is the word on the beta release date? Also, I think I found some cool trek pics that could work for combat scenes, etc. Let me know if you want to see them. If you've already got the graphics pics taken care of, then never mind. |
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Kwok: Your ships are truly amazing, great job. How long till we see some of these shipsets completed?
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This is final main Klingon ship:
Kodos Class http://members.rogers.com/capt-kwok/...ngon-kodos.png It's a conjectural design based on a link between the K'tinga and Vor'cha class ships. I think I'm going to finish off some of the Federation or Romulan ships next. |
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And its named after me!
although my favorite races are 8472, Breen, and the Borg. Anyhow thanks Kwok! Cant wait to see this baby done.. |
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It seems you are really moving on this thing. How long till we see a working Version.
When we do get a working Version, who is up for a PBW game? We would need to fill every race slot. (I claim the Breen!) So, who's up for a game? |
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I think a couple of more weeks. The status page is up to date at the moment, so that gives a good indication of where things are at.
I've been working on getting everything organized (images, models, textures, data files, etc) and backed up on CD. I had stuff all over the place so it was hard to know what I still needed to do. Most of the data files are done, except for a few components and facilities and lots of quadrant type entries. There are still 100 planets to finish (got about 50% of textures done) so I just need to render those and supply corresponding entries. All together, there are 300 new planets included with the mod. I've actually tested the new standard systems and they look fairly good so far. Atrocities is working on some re-working of his many fine ships for incorporation into the STmod as neutral ships. AI is on hold, it's likely the beta at first won't have AI so it'll be PBW and solo all-player testing to start. |
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Zero:
Oh, I am so going to play this mod!! Capt'n Kwok: I don't think the problem will be finding enough players to fill all the racial slots, I'm thinking the problem will be having too many players for the number of races available at this time. I could be wrong, but I'm guessing that there'll be atleast 2 PBW games with a full complement of players! That said, count me in for one of the games, and I'm willing to play any but Species ### (I'd do a pretty crappy job of Role Playing the race). |
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I wanna be the Romulans! http://forum.shrapnelgames.com/images/icons/icon10.gif He he he, spying on everybody... I wanted to do that in that one paranoia game but I never actually got any intel facilities built... http://forum.shrapnelgames.com/image...s/rolleyes.gif oh well I'd better not give out TOO many details, other players might be lurking here http://forum.shrapnelgames.com/images/icons/icon12.gif
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if my pc is better by then, il be 8472
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Ok, so we got:
ME: Breen Kodos: 8472 Yimbob: ???? Ed Kolis: Romulans (I am suprised nobody has grabbed the feddies.) |
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ill take dominion...but it depends on when ur going to do this. ive got exams at the beginning of june and ill probably be busy studying from mid may till the end. im done school mid june so if u start then, then hell ya im in but if its during my exams time or study time, ill have NO time.
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No worries, I don't think this game will be starting any time soon, we still need to wait for the finished mod and beta testing.
Updated roster: ME: Breen Kodos: 8472 Yimbob: ???? Ed Kolis: Romulans Cannuck: Dominion |
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I suppose I'll take the Federation. http://forum.shrapnelgames.com/images/icons/tongue.gif
I actually want to run 2 or 3 STmod beta PBW games concurrently just to maximize testing. Any big flaws will be corrected along the way. An 'official' PBW game can begin once the mod is reasonably balanced. Atrocities has provided some excellent re-renders of many of his ships at my request and they look splendid. I'll be adding some neutral race preview eye candy tomorrow (6th May) on the website. |
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Woohoo!
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Hey... I just found this mod, after waiting for a Star Trek mod for SE4 since it came out... can't wait till its released, and would very much like to join in on the PBW game... i'd like the borg or klinks...
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Re: *** Star Trek Mod Discussion ***
The Klinks?
"NO VAAAHN, beht NO VAAAHN, eensults the honor of a WARRIOR!!!" http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Me = dying for even a beta of this mod.
Hand it over! *shoots self in face rather than wait longer* |
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It's getting there!
I just installed WinXP Pro yesterday, so that took a few hours to make sure everything went smoothly... I'll post images for the remainder of the planets tomorrow (14th) or on Thursday, depending when I finish rendering them. |
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i think the tholian web would be better portrayed by mines.
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just curious but...
Shouldent 8472 ships cost only Organics? And shouldent they have that 8 ship linked Planet Killer? Still EXCELLENT mod Kwok! Cant wait! And thanks again for naming that ship after me ^_^ |
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I think the more important part of the web is that the target can't move... after all, in SE4, if you take out the enemy's engines then unless he has backup supply storage, he can't shoot either! http://forum.shrapnelgames.com/images/icons/icon10.gif
edit: also it better fits with the "spiderweb" effect! [ May 15, 2003, 17:46: Message edited by: Ed Kolis ] |
Re: *** Star Trek Mod Discussion ***
Won't "increase reload time" be useless on mines anyway?
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yes, but the tholian web was built slowly over a period of time, better portrayed as mines.
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You could make it the cost whtever a 8472 DNs cost is X8 and make it only able to hold the Planet Buster ^_^ lol or implement it in the same way you are the Fusion Cubes and Spheres...
Im just being annoying arent I. Well in any event stop reading my useless Posts and get back to work on our beta!lol |
Re: *** Star Trek Mod Discussion ***
BTW, I wasn't referring to using those damage types on mines but instead some sort of direct fire torpedo-like weapon.
Destroying engines in STmod only prevents movement since the warp core provides the supplies to the ship, so engines only damage won't cause the weapons to fail. At this time, I had been using engines only for the Tholian web since it really immobolizes a ship and then contracts, destroying the ship within. The weapons are still available while the ship is in the web... |
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Although Species 8472 uses Organic-based ships, I'm sure there might be some sort of requirement for other types of materials...
There is no way to duplicate the combined-8 ship planet buster thingy in se4. How would mines better portray the Tholian web? Woops...the message here was inaccurate...that's what you get for posting too early in the morning before work. [ May 15, 2003, 21:36: Message edited by: Captain Kwok ] |
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After several hours of fixing typos and other errors, I finally got the the STmod to load in SE:IV for the first time. Just need to add some image placeholders and I should be able to actually 'start' a game. There's much to fix up for the beta, but it's getting much closer now.
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Re: *** Star Trek Mod Discussion ***
Wait- you did all that..without testing the thing along the way?! http://forum.shrapnelgames.com/images/icons/shock.gif
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Re: *** Star Trek Mod Discussion ***
I did testing along the way, but usually in little component chunks (i.e. engines, shields, etc) but never the whole mod.
I mentioned in the Star Trek mod forum at Fyron's website that in retrospect I would have added piece by piece rather than start from scratch, so I could more effectively test or play test. Overall, the changes to most items are fundamental in terms of costs or point generation, but also family numbers, general Groups, weapon familites are all revamped. One of the reasons I hadn't loaded the files before was when I started the mod you needed to have all the data files in the directory and since there were so many changes made, it was hard to make sure everything was correalated in each file. So I usually just added to one file at a time... Edit: I actually have two directories for the mod, one directory that I used to test out parts of the mod, graphics, and all 'reference files' and a second that serves as the official STmod directory that contains the mod files in their proper form. [ May 17, 2003, 21:05: Message edited by: Captain Kwok ] |
Re: *** Star Trek Mod Discussion ***
Website updated with latest information and a few new and/or updated graphics. Look for more images to be added in the next couple of days.
Note: I added an extra 'Race_portrait_battlecruiser' image for each race to be displayed when adding empires. I preferred to name each image after the class ship (with a backup name corresponding to a se4 std ship) but the game would not display the 'typical' ship unless the bitmap was named '...battlecruiser' regardless of additional bitmap references. This is fine anyways, as I can use whatever image I think is most appropriate to be representative of the race with the extra pic. |
Re: *** Star Trek Mod Discussion ***
Greetings!
Mod Info: The 'Alpha' testing phase continues as I make the mod ready for the beta testers. Combat, ship design, and the ready graphics are looking good so far. I had to make a few minor changes to the propulsion system and I really need to fix some research and resource cost issues. Website Info: I'm hoping to keep the website updated every 1-2 days based on the latest state of the mod. In the next couple of weeks, I'm going to begin uploading the first parts of the Star Trek mod database. This is an alphabetical listing of components, technologies, races etc, in the mod with descriptions, tips, research paths, and other useful info. What else... Be sure to check out our official forum hosted by Fyron's Imperial Forums, lots of additional discussion and comments are there and might be of some interest. Here is the link: Star Trek Mod Forum Sometimes it's a little slow or down for some reason, but do not be discouraged! Try again later. |
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Excellent news. Too bad I can not load Fyrons Forums on dial up. They just hang. http://forum.shrapnelgames.com/images/icons/icon9.gif
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They are on a free server, so sometimes there are periods of inaccessibilty, but they do not Last long (maybe a minute or two). Most of the time the site loads just fine.
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