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Re: The Star Trek Mod - Final Update
What would I suggest? Well, I think that Collective happiness type from Adamant and AIC mods could be a good alternative to current Neutrals. This type is quite indifferent to outer events, and doesn't care about treaties at all, which conforms to my understanding of "neutral". However, it doesn't mean that it will be the best choice.
<font class="small">Code:</font><hr /><pre>Max Positive Anger Change := 50 Max Negative Anger Change := -50 Homeworld Lost := 50 Any Planet Lost := 5 Any Planet Colonized := -10 Any Our Planet Captured := 5 Any Enemy Planet Captured := -20 Any Ship Lost := 0 Any Ship Constructed := -1 New Treaty War := 0 New Treaty Non Intercourse := 0 New Treaty None := 0 New Treaty Non Aggression := 0 New Treaty Subjugated (Sub) := 0 New Treaty Protectorate (Sub) := 0 New Treaty Subjugated (Dom) := 0 New Treaty Protectorate (Dom) := 0 New Treaty Trade := 0 New Treaty Trade and Research := 0 New Treaty Military Alliance := 0 New Treaty Partnership := 0 Battle in System - Win := -5 Battle in System - Loss := 2 Battle in System - Stalemate := 0 Battle in Sector - Win := -10 Battle in Sector - Loss := 4 Battle in Sector - Stalemate := 0 Enemy Ship in System := 0 Enemy Ship in Sector := 0 Our Ship in Sector := -2 Our Ship in System := -1 Enemy Troops on Planet := 1 Our Troops on Planet := -1 1M Population Killed := 1 Ship Lost in System := 0 Ship Constructed := -1 Facility Constructed := -1 Planet Plagued := 50 Natural Decrease := -30 Natural Decrease for Other Races := -10</pre><hr /> edit: also I think it's worth to tweak some numbers here: "Battle in System -" parameters, "Any Enemy Planet Captured" and "Natural Decrease" items could be lowered slightly. edit2: indeed I expressed myself with ambiguity http://forum.shrapnelgames.com/images/smilies/frown.gif To clarify: Neutrals shouldn't be emotionless because this trait cost some RP, and current Neutral type allow you to be always jubiliant and don't think about glassed planets, etc (as douglas said). I think it's too cheesy. |
Re: The Star Trek Mod - Final Update
Thanks guys
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Re: The Star Trek Mod - Final Update
Here are a few of the Andorian ships.
Space Station Battle Cruiser Battleship Carrier Tiny Dreadnought http://www.astmod.com/startrek/stmimages/and1.PNG http://www.astmod.com/startrek/stmimages/and2.PNG http://www.astmod.com/startrek/stmimages/and3.PNG http://www.astmod.com/startrek/stmimages/and4.PNG http://www.astmod.com/startrek/stmimages/and5.PNG |
Re: The Star Trek Mod - Final Update
Hey those look pretty good. Good Job Atrocities
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Re: The Star Trek Mod - Final Update
I've been looking over the weapons spreadsheet you sent me and it's looking pretty good overall.
Some brief suggestions though: Modifiers should be in at least blocks of 5% to make any difference. I've noticed a few 1% increments and such for some weapons. I guess increases/decreases in steps of 3 for increasing tech levels would be fine too for a specific weapon. Some of the weapons that go from doing 0.25x damage to shields to 4x damage to shields, may be too effective at max tech - i.e. they are rated greater than 7 (on the spreadsheet) for a first strike against shields which is extremely high. Another note, what are the operation principles behind these weapons? I've noticed them for most races, but I'm not sure if it is reasonable for them to do pitiful damage against shields at low tech and crush them at high tech. Might it be better for them to either be a less effective weapon against shields at all levels, or a more effective weapon against shields rather than having this dual personality? I'd think Klingon disruptors would be more of a high damage, less accurate weapon when compared against phasers. In general, I'd tend to make "bolt" or "pulse" weapons more damaging and less accurate for all races, while making "beam" weapons more accurate but less damaging. Anyway, I'm hoping you've found that weapon calculator handy. http://forum.shrapnelgames.com/images/smilies/smile.gif |
Re: The Star Trek Mod - Final Update
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Ah, by the way, hi all. it's been a while. travelling, working, summer. AT, now that it's rainy season in the north west, I'm now available to help you with v2. Cheers. userx |
Re: The Star Trek Mod - Final Update
Yes, we are stuck in the rainy season again UserX.
If you would like, I can send you a link to the 1.8.1 Version that CK and the others are testing now. I am working on the next beta update but have to add the new weapons first. Thank CK for the weapons work. I will work them over again and send you the spread sheet. I really appreciate the help. Thanks Aiken for the feed back on the neutral happiness settings. I have adopted those changes with a few modifications. http://forum.shrapnelgames.com/images/smilies/happy.gif (As you suggested) Now on to the Breen, Ferengi, Gorn, Hirogen, Kazon, Son'a, Vaadwaur, and Vulcans. |
Re: The Star Trek Mod - Final Update
I was browsing the other star trek mod thread and came across the other "revamped" dominion ships you did a litte while ago... I think those are cooler than the most current Dominion ones. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: The Star Trek Mod - Final Update
Thanks, but I am going to keep the current ones as they are a complete set and do not have the big bold shinny blob on them.
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Re: The Star Trek Mod - Final Update
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This is the Version I was talking about. Can't you just eliminate the glare spot? The little details on this set make it extraordinary. http://forum.shrapnelgames.com/images/smilies/cool.gif |
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