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Re: STM "Final v1.7.5" Discussion
Perhaps the Guardian of Forever's planet can be pre-colonized by a "dummy" civilization. Also, I suppose the Guardian of Forever's inability to survive destruction can add to the game: Those who wish to possess it will have to be careful, or they may prompt their enemie to destroy it.
Also, no doubt you are wondering why I think the map should be improved. In my opinion, I think that if the map is well-designed, it can significantly enhance a game by having many special events and objects. Usually, when a map or something similar seems to be "alive" it increases the enjoyment of the players, and gives them something to concentrate on at various times. |
Re: STM "Final v1.7.5" Discussion
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I abandoned the project as there was a lack of interest, but would be interested in trying to get it too work with this mod if there were enough interest. Mostly I just need to figure out how to get this map to be compatible with this mod, and then I would resume work. I have most of the races and nuetral races systems strategically located throughout the map and used a number of resources to find my information. If you are interested let me know and I'll see what I can do to get this to work. In the mean time you can download it and check it out in a map editor. |
Re: STM "Final v1.7.5" Discussion
You can use abilities such as "Planet Point Generation Modifier - Research" as an ability on a planet. You could set it to, say, 100, and it would make all research on that planet doubled. This will not stack with the Central Computer Complex type facilities though, but that should not be a problem.
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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They easy way would be to pack it with the Secttype.txt file you used to create it. Of course then those that use it would probably want to created a second install of the trek mod so they don't overwrite the secttype.txt included with it. |
Re: STM "Final v1.7.5" Discussion
It seem in Star Trek a ship phaser/energy weapons have a maximum range of 300,000km, Photon Torpedo have a maximum range of 3,000,000km and Quantum Torpedo have a maximum range of 4,050,000km. There is no size difference between Photon Torpedo and Quantum Torpedo. Federation ships just have less Quantum Torpedoes than Photon Torpedoes because of the complexities involved with the manufacturing of Quantum Torpedoes. But as always canon information should be taken in context with a view to game mechanics. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
I am interested in it, and the other patrons of the forum seem interested or at least wish to help. Truth be told, I don't know much about editing maps very well. My assistance would be somewhat limited.(I only created a single map, one heavily unbalanced to my favor, in an unmodded Version of the game.)
Perhaps I can come up with some ideas as to what can be placed into the map, if my knowledge about Star-Trek is workable and in a suffient amount. |
Re: STM "Final v1.7.5" Discussion
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Second, I think that I am going to design a new one from stratch so that there should never be a problem with the STM mod. I have all of the information, just need to do the leg work. Any information and ideas would be greatly appreciated. Also I am very weak when it comes to posting such things for everyone else to use, so any help there would be greatly appreciated as well. Give me a couple of days and I should have some results. In the mean time, you can download the old one from PBW map site. AST Trek Major Systems Map if you want to look at the rough copy. |
Re: STM "Final v1.7.5" Discussion
On the question of analyzing technology. In my Battlestar Galactica Mod, I designed the technology and components as below. The Colonials were able to gain level 2 Propulsion technology from analyzing a Cylon ship with level 3 Propulsion technology.
Ion Drive Engine I Number of Tech Req := 2 Tech Area Req 1 := Propulsion (all races research this technology field) Tech Level Req 1 := 1 Tech Area Req 2 := Colonial Technology (the racial technology area is used to stop the component being used by another race) I don’t know if this is of any use. |
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