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-   -   *** Star Trek Mod Discussion *** (http://forum.shrapnelgames.com/showthread.php?t=6130)

mottlee June 3rd, 2002 12:59 AM

Re: *** Star Trek Mod Discussion ***
 
KOOOL! looking foward to it (I like all types)

http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Captain Kwok June 3rd, 2002 04:53 AM

Re: *** Star Trek Mod Discussion ***
 
I ended up changing the warp core reactor from what was discussed earlier in the thread.

I had hoped to make it store supplies and provide bonus movement which is easy enough. Here is the problem though: If I give the bonus movement abilities to the reactor than it will surely reduce the number of engine levels and that might make research boring.

This is what I have done to remedy this:

There are now 5 levels of reactors providing 3000, 3500, 4000, 4500 and 5000 supplies and requiring Anti-Matter Harnessing I-V. There are now ten tech levels of propulsion for Nascelle Engines.

Engine-Standard-Bonus
I-1-1 Require Propulsion I + a.m. I
II-1-1 Require Propulsion II + a.m. I
III-1-2 Require Propulsion III + a.m. II
IV-1-2 Require Propulsion IV + a.m. II
V-1-3 Require Propulsion V + a.m. III
VI-1-3 Require Propulsion VI + a.m. III
VII-1-4 Require Propulsion VII + a.m. IV
VIII-1-4 Require Propulsion VIII + a.m. IV
IX-1-5 Require Propulsion IX + a.m. V
X-1-5 Require Propulsion X + a.m. V

I tied in Anti-Matter research to the propulsion -so in essence better engines need a better power system.

I think this works good. I tried to give the two components a value equivalent to the cost of 6 engines which would occupy the same space as the reactor and nascelle engines. Once playtesting begins then this value can be adjusted.

That's all for now.

[ June 03, 2002, 03:55: Message edited by: Captain Kwok ]

Suicide Junkie June 3rd, 2002 05:37 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

One reason why I do not want to get too complicated with propulsion requiring lots of different components is for programming the AI - I want the AI to be the best it can be and make the TNG Mod fun to play solo as well as multiplayer.
<font size="2" face="Verdana, Helvetica, sans-serif">I fail to see how the system was complicated!

Ship between 1 and 250 KT:
Add one engine
Ship between 251 and 700 KT:
Add two engines
Ship between 701 and 900 KT:
Add three engines.
Ship between 901 and 1500 KT:
Add four engines.

The AI files are set up perfectly for that sort of thing.

*sigh*

Oh well.

Suicide Junkie June 3rd, 2002 03:54 PM

Re: *** Star Trek Mod Discussion ***
 
All the same things apply to the Full-nacelle system.

The only difference really, is that the speed is dependant on your reactor, and not your nacelle configuration.
You just need enough nacelle(s) to enclose your entire ship in the warp field, and then you throw bigger and bigger reactors into the ship to go faster.

The reactor would provide a lot of secondary abilities too, any of which could be used to make AI choices for less-than-maximum speed ships. If you like.

Captain Kwok June 3rd, 2002 11:07 PM

Re: *** Star Trek Mod Discussion ***
 
SJ...

It would work fine and the AI could easily be programmed to handle it except for the problem I mentioned earlier (the post 3 down from this one). I think that system works the best for both the AI and human players. It makes good sense too. The reactor uses the Anti-Matter (supplies) that provide the fictional "power" to the engines that actually move the ship. It also makes sense that better engines (more movement) require better reactors to go faster. However, I would like to add some kind of second ability to the reactor, got any ideas aside from movement?

Edit:

If you have the "nascelle engines" just called "nascelles" and make them larger you also run into the problem of having, say, 4 on a ship that clearly has maybe 2 nascelles in the pretty picture. Calling them "nascelle engines" implies they are ambigious engines hidden within the nascelle that move the ship, so it doesn't matter how many there are...

[ June 03, 2002, 22:12: Message edited by: Captain Kwok ]

Suicide Junkie June 3rd, 2002 11:14 PM

Re: *** Star Trek Mod Discussion ***
 
This?
Quote:

If I give the bonus movement abilities to the reactor than it will surely reduce the number of engine levels and that might make research boring.
<font size="2" face="Verdana, Helvetica, sans-serif">All of those tech levels will be part of reactor research!
You don't lose any, they just give you reactors instead of engines.

Captain Kwok June 3rd, 2002 11:32 PM

Re: *** Star Trek Mod Discussion ***
 
But SJ...

*sigh* http://forum.shrapnelgames.com/images/icons/tongue.gif

Do you mean a single area of research that gives you engines and reactors? I don't know...but that's kind of a "supertech" area. Plus it doesn't make much sense to have the reactor do movement...it doesn't...it just provides "power" to the engines that do the moving.

It makes more sense to have them independent of each other as a research area but also have it so they are tied together in pratical use and should be researched concurrently...ie...better engines need better reactors...it makes perfect sense...and is more flexible than the other proposed system. I think it's the best thing since there is no true warp ability.

Captain Kwok June 4th, 2002 01:32 AM

Re: *** Star Trek Mod Discussion ***
 
SJ:

What I was referring to was avoiding having comps that provide the same kind of movement - this would give trouble for the AI at choosing the intended components.

Now though it should be easy:

AI should only has "Nascelle Engine" for standard movement.
Have condition for 10kT for ability "Supply Storage" for Warp Core.
Have condition for 10kT for ability "Combat Movement" for Impulse Eninge.

However...I choose to make "Nascelle Engines" at 10kT with a standard movement of 1 with varying bonuses depending on the tech level. That means a ship with 5 will move 6 at the beginning of the game and 10 at the max tech. Remember larger ships will require more engines to move. Now if we were to make them bigger (say 20kt) and give them a standard movement of 2 but then it will decrease flexibility in speed - you would either have commit 40kT or 60kT and with the 10kT of warp core that is 70kT. With smaller engines you can set up a wider range of ship speeds and that is why I choose to make 10kT comps.

Captain Kwok June 4th, 2002 11:42 PM

Re: *** Star Trek Mod Discussion ***
 
Ok.

I haven't had much time during this week to work on the Mod as I have started a new job. However, during the weekend I should be able to much more work. I hope to have most of the common components done shortly. Perhaps if someone wants to volunteer to work on some of the data just send me an e-mail and I let you know what you can do to help. http://forum.shrapnelgames.com/images/icons/tongue.gif

There is still a shortfall in techs for the races...please continue to suggest ideas...even if they are not pure Trek Canon...

I most likely won't update the TNG website until Saturday but it should have lots of new information when I do.

Thanks for all the ideas so far. Please continue to send more!

Suicide Junkie June 4th, 2002 11:58 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Do you mean a single area of research that gives you engines and reactors? I don't know...but that's kind of a "supertech" area. Plus it doesn't make much sense to have the reactor do movement...it doesn't...it just provides "power" to the engines that do the moving.
<font size="2" face="Verdana, Helvetica, sans-serif">Its the wheels on your car versus the combustion engine under your hood. Once you have four wheels, all you need to go faster is a bigger engine. As long as your chassis is not scraping the ground, more (horse)power = faster speed.

Quote:

It makes more sense to have them independent of each other as a research area but also have it so they are tied together in pratical use and should be researched concurrently...ie...better engines need better reactors...it makes perfect sense...and is more flexible than the other proposed system. I think it's the best thing since there is no true warp ability.
<font size="2" face="Verdana, Helvetica, sans-serif">Of course. Matrix tech areas.
-Research into containment fields and construction materials lightens the reactor.
-Research into High Energy Physics improves the max speed (power output).
-Research into antimatter manipulation makes the reactor harder to destroy.
-Research into mass production / manufacturing techniques reduces cost.
- anything else you can think of.

Captain Kwok June 5th, 2002 12:50 AM

Re: *** Star Trek Mod Discussion ***
 
True...but the warp reactor isn't the combustion engine but basically the fuel tank...but I like the ideas you mentioned below.

[ June 04, 2002, 23:50: Message edited by: Captain Kwok ]

TerranC June 5th, 2002 01:01 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Captain Kwok:
True...but the warp reactor isn't the combustion engine but basically the fuel tank...but I like the ideas you mentioned below.
<font size="2" face="Verdana, Helvetica, sans-serif">Fuel Tanks = Deuterium Reserves
Warp Reactor = Combustion engine

If the warp reactor was just a tank, they wouldn't have to eject the damn thing if it became unstable and evacuate the crew.

Of course if you are talking about in the sense that you are going to use Warpreactor as a tank, I haven't the slightest idea what's going on and I'm sorry for interrupting.

Phoenix-D June 5th, 2002 01:16 AM

Re: *** Star Trek Mod Discussion ***
 
"If the warp reactor was just a tank, they wouldn't have to eject the damn thing if it became unstable and evacuate the crew."

A fuel tank full of antimatter or other nasty substances would have to be ejected if it became unstable too.

Loosing containment on enough antimatter to power a warship for months would be slightly detrimental to the ship's health..

Phoenix-D

Suicide Junkie June 5th, 2002 03:03 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

If the warp reactor was just a tank, they wouldn't have to eject the damn thing if it became unstable and evacuate the crew.
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, if the reactor was just a tank of antimatter, they would really want to get a few hundred lightyears away from it before it exploded.

Although the reactor is not a fuel tank, it does have a significant amount of antimatter flowing through it in order to operate. (Fuel lines and gas in pistons)

Problem with antimatter, is that even a tiny amount can really make a mess.
A one-kilogram cloud of antimatter produces the same energy as a 40 megaton nuke when it annihilates with your reactor's wall.

EG:
The Yamato's destruction was due to leftover antimatter in the reactor core, even after most of it was flushed by the emergency systems (which were disabled by the computer infestation before they finished their job)

Captain Kwok June 5th, 2002 03:39 AM

Re: *** Star Trek Mod Discussion ***
 
When I called the reactor a fuel tank - it's just to simplify the situation. Of course it does more than just store fuel...but if you're gas tank became unstable on your car - look out! http://forum.shrapnelgames.com/images/icons/tongue.gif

TerranC...Deuterium is the fuel used by the Impulse fusion reactors to power the Impulse engines. In the Mod, impulse engines which supply combat movement only also store a small amount of supplies as well.

[ June 05, 2002, 02:41: Message edited by: Captain Kwok ]

Suicide Junkie June 5th, 2002 05:11 AM

Re: *** Star Trek Mod Discussion ***
 
When you say "fuel tank", that makes it sound like you're talking about the "real" Trek Tech.

If instead you said "Supply storage" we would know you were talking about an SE4 ability.

Atrocities June 5th, 2002 07:51 AM

Re: *** Star Trek Mod Discussion ***
 
Would ships created using the DOGA program be acceptable for the mod, or do you want to keep the ships looking simular as they currently do. You know made from the same graphics program.

BTW, what graphics program are you using? I would love to learn it.

[ June 05, 2002, 11:11: Message edited by: Atrocities ]

Gandalph June 5th, 2002 07:12 PM

Re: *** Star Trek Mod Discussion ***
 
I have ripped custom weapons sounds from the Bridge Commander game and they are available here . I thought they would make a nice addition to the realism of the mod.

ZeroAdunn June 5th, 2002 11:38 PM

Re: *** Star Trek Mod Discussion ***
 
Hey, captain Kwak, really nice ships. Can I get a copy of the MDL files from ya?? Please???

If your willing you can send them to me at: AaronHSteffen@msn.com

Waddya say???

Captain Kwok June 6th, 2002 12:43 AM

Re: *** Star Trek Mod Discussion ***
 
Gandalph: Thanks for the great sound effects...they fit right in with the current SEIV sounds and even gave me some ideas for more techs...

Atrocities: It's a little bit of a learning curve but if you need help just send me an e-mail and I can help give you pointers.

ZeroAdunn: I think I'll post the mdl files at some time or another but not quite yet...do you have Moray skills? If so, maybe you can build some comps or one of the ship sets...it's really not that hard...most of the ships are just different uses of spheres, cylinders, rectangles...with image maps...

SJ: Ok. I'll talk in SE Modding terms from now on... http://forum.shrapnelgames.com/images/icons/tongue.gif

Captain Kwok June 6th, 2002 01:01 AM

Re: *** Star Trek Mod Discussion ***
 
I use Moray to make the 3D pics and Pov-Ray to render - which isn't all that hard to use once you fool around with it for a bit. A lot easier than most 3D programs. They are both availible as shareware. Just do a search on Google for the Moray homepage - it's like a 4mb download and also look for the POV-Ray download link on the Moray site...

I would prefer to avoid DOGA, but other 3D programs should be able to attain the similiar look.

Atrocities June 6th, 2002 01:05 AM

Re: *** Star Trek Mod Discussion ***
 
Thanks. I'll check it out. http://forum.shrapnelgames.com/images/icons/icon7.gif

Magnum357 June 6th, 2002 03:44 AM

Re: *** Star Trek Mod Discussion ***
 
How about this little addition?

Was wondering if this would be a good idea for the TNG mode. I've notice Nebulas and Storms in SE4 have the ability to "Clock" (I guess that is what they do) any ships or units in the game. What about Astroids? In my own custom mode, I have been thinking about making Astroid Feilds able to clock ships at maybe only level one. That would mean Levels 2 and higher for scanners would easily be able to see through the sensors. What do you think?

Magnum357 June 6th, 2002 03:46 AM

Re: *** Star Trek Mod Discussion ***
 
Whoops! I mean "cloak" not "clock". http://forum.shrapnelgames.com/image...s/rolleyes.gif

TerranC June 6th, 2002 06:14 AM

Re: *** Star Trek Mod Discussion ***
 
Magnum, You can use the Edit Button on the top on your post to edit your Posts, after you've seen what the error is.

Asteroids should have a damaging effect to ships. NOT UNITS however; as they would be nimble enough.

Asteroid's damage to vessles should be set on the size of the asteroids. Huge to Huge damage to small to Minimal damage.

The damage on asteroids should be fought off with armor, but maybe if it could be implemented, fought off with shileds more effectively rather than armor.

Just my 2 cents.

ZeroAdunn June 6th, 2002 07:45 AM

Re: *** Star Trek Mod Discussion ***
 
Magnum Don't change it! It is so much funniar as clock!

As for Kwok (get it, clock, kwok???) sure I have some pretty good skills with moray, I would love to do some work. Send me what you've got and I'll get started. Would you also like some new nebulas?? I've got a bunch of them lying around. Seriously, whatever you need let me know, I am always happy to lend out my graphic design skills. This applies to anyone else who needs them.

Magnum357 June 6th, 2002 08:59 AM

Re: *** Star Trek Mod Discussion ***
 
Hey TerranC, thanks for the suggestions. I never thought about having them damage ships, but I still think an Astroid feild have some cloak ability for ships and units. Think of it as a tradeoff, bigger the astroid feild, the more cloaking ability yet the increase of damage.

Krsqk June 6th, 2002 11:11 PM

Re: *** Star Trek Mod Discussion ***
 
IIRC, sector damage, like mine damage, bypasses shields completely. Apparently, it's not common practice to use shields while traveling through dangerous enemy-infested territory. http://forum.shrapnelgames.com/images/icons/tongue.gif

Captain Kwok June 6th, 2002 11:19 PM

Re: *** Star Trek Mod Discussion ***
 
Regarding damage in asteroid fields...remember star trek ships have navagational deflectors and shields that protect them in such a situation.

I suppose you could give some a small proportion of asteroids an obscuration level based on some wierd mineral deposit...you could even introduce an occassional planet with some kind of atmospheric condition that interferes with sensors. Those are common trek occurences.

ZeroAdunn: My moray mdl files are usually connected with some hefty image files that I use to skin the ships and makes for some size...I probably can send you a couple of rough ships though without the good textures.

ZeroAdunn June 6th, 2002 11:27 PM

Re: *** Star Trek Mod Discussion ***
 
Captain Kowk: That sucks. I was hoping to get a full file, with all the textures. I am still working on my texturing skills and seing how somebody else does it would really help me out. Oh well, do what you can and I will try and help you out.

Captain Kwok June 6th, 2002 11:33 PM

Re: *** Star Trek Mod Discussion ***
 
ZeroAdunn: Are you aware that you can create bitmaps and use them as textures on your models? That is how I get all the little windows or numbers and things like that. It takes me very little time to throw together the rough model but a long time to make all these little images for different parts of the ship...especially when you keep on revising them...

Captain Kwok June 7th, 2002 02:56 AM

Re: *** Star Trek Mod Discussion ***
 
Greetings.

I have made a minor update to the TNG site including updating the tech list with a few new components and details.

I've also added a status section with a brief comment and edited the General Mod info to reflect the current state of the Mod. The next update should be Saturday afternoon EST.

-----

ZeroAdunn: What I can do is send you some simple models and texture examples with comments on how I did them. I won't be able to do that until Saturday though.

-----

Mag357: How about sending me a few stellar ability type entries for obscuring asteroids and planets...?

-----

That's all for now.

Taz-in-Space June 7th, 2002 05:04 AM

Re: *** Star Trek Mod Discussion ***
 
Just had a thought about the star trek universe.
I remember quite a few times that ships in the star trek universe HID using stars. Is it possible to MOD the system types file to include this automatically for generated maps? I did this via the map program for a small map and it took a while. IMO a map that had stars that you could hide in (maybe taking damage also in trade-off) would add to the experance.

ZeroAdunn June 7th, 2002 08:34 AM

Re: *** Star Trek Mod Discussion ***
 
Actually in star trek ships could hide practicly anywhere. This is because star trek occasionally emplored reallalistic physics and realised you can not scan through a stellar body such as a star or a planet. If you were going to do this you would have to apply it to just about everything. Actually that could be kind of cool.

Kwok: yah I know. I am just not very good at applying them. Seriously, if I could get a copy of a couple of files with all their associated image files it would be a real help.

On a side note, what do you use to create the texture maps? I personally use Adobe Photoshop/Illustrator for all my needs.

Captain Kwok June 8th, 2002 12:34 AM

Re: *** Star Trek Mod Discussion ***
 
Begin Transmission...

-----

I don't think it's a good idea to have all stellar objects with an obscure ability. I would prefer to have an occassional asteroid or planet with the ability making it kind of a lucky find in which to hide those invasion fleets.

-----

Another Thought: I feel that experience is too powerful. I was thinking of reducing the maximum levels to perhaps 10% and hopefully encourage more even battles between equally matched fleets rather than the lopsided battles that too often occur in SEIV.

-----

ZeroAdunn: I use Adobe Photoshop 6. It is sometimes challenging to devise a good image map for objects. I'll send you some things tomorrow with some hints that I use...keep in mind that I'm no expert. I hope it will be helpful.

-----

End Transmission.

[ June 07, 2002, 23:35: Message edited by: Captain Kwok ]

Captain Kwok June 9th, 2002 02:25 AM

Re: *** Star Trek Mod Discussion ***
 
Greetings.

Unfortunately I didn't get the kind of time I needed today to do some major work as I had hoped. The site underwent a minor change with some new images but not much else.

I'm occassionally found at the #SE4 room on the gamesnet.net chat server. There is usually a few people present at any one time now.

Here is a sample component image I made. It's a Nacelle engine...I'm going to add a blue glowing strip to it and it will be finished.

http://members.rogers.com/capt-kwok/...lle-engine.gif

BTW - How come no one has mentioned that I've been spelling NACELLE NaScelle for the Last ten years?

Edit: Image wasn't displaying.

[ June 09, 2002, 01:26: Message edited by: Captain Kwok ]

ZeroAdunn June 9th, 2002 03:14 AM

Re: *** Star Trek Mod Discussion ***
 
Kwok: Ahhhh, photoshop 6, one step ahead, still stuck with 5.5, kinda sucks.

Magnum357 June 9th, 2002 09:57 AM

Re: *** Star Trek Mod Discussion ***
 
Hey Kwok, what do you mean by that Last message below...

"Mag357: How about sending me a few stellar ability type entries for obscuring asteroids and planets...?"

Could you tell me what you mean by this?

Suicide Junkie June 9th, 2002 02:52 PM

Re: *** Star Trek Mod Discussion ***
 
Entries from stellarabilitytypes.txt are in the form:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Name := Normal Storm
Number of Poss Abilities := 4
Ability 1 Chance := 250
Ability 1 Type := Sector - Damage
Ability 1 Descr := Turbulence causes damage to space vehicles.
Ability 1 Val 1 := 200
Ability 1 Val 2 := 1
Ability 2 Chance := 250
Ability 2 Type := Sector - Sight Obscuration
Ability 2 Descr := This storm is opaque to most scanners.
Ability 2 Val 1 := 3
Ability 2 Val 2 := 0
Ability 3 Chance := 250
Ability 3 Type := Sector - Sensor Interference
Ability 3 Descr := There is heavy radiation causing combat sensor interference.
Ability 3 Val 1 := -50
Ability 3 Val 2 := 0
Ability 4 Chance := 250
Ability 4 Type := Sector - Shield Disruption
Ability 4 Descr := Ion radiation renders all shields useless.
Ability 4 Val 1 := 5000
Ability 4 Val 2 := 0</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">

Captain Kwok June 9th, 2002 02:53 PM

Re: *** Star Trek Mod Discussion ***
 
Mag357:

I thought since you came up with the idea of the obscuring asteroids/planets, you could make a few entries and send them to me for the Mod.

Look at SJ's example. Use the obscuration level ability. Remember in the Mod - there are 12 (not 5 as in vanilla SE4) levels of cloak and sensors.

I suppose I could whip it up but I rather I get some help or the Mod is never going to be done.

[ June 09, 2002, 13:55: Message edited by: Captain Kwok ]

Suicide Junkie June 9th, 2002 06:25 PM

Re: *** Star Trek Mod Discussion ***
 
Me and and the Captain were discussing the defenses on IRC (#SE4).

To summarize:
-Internals have from 1 (lifesupport) to 5 (Nacelle parts) hitpoints. Higher hitpoint components are more likely to be destroyed first. The average for most ships should be close to 3 hitpoints per component.
- Shields are 20kt each, and run from 15 to 150 after ten tech levels. Hitpoints should be 5 each.
- Early armor will be about 0.5hp/kt. This could rise to maybe 4 or 5 by the time shields reach 7.5 hp/kt.
- Armor segments should have about 10 hitpoints each, in order to be hit first most of the time.

Calculation: An early tech ship of 200 kt (such as the new trek series enterprise) can expect to have about 60 hitpoints of shield/armor plus a bit of crystalline effect, and 40 hitpoints of internals. The ship would be beyond repair after about 10 solid hits from low-tech particle beams (meson bLaster I's).

ZeroAdunn June 10th, 2002 08:20 PM

Re: *** Star Trek Mod Discussion ***
 
Ok Kowk, here to put in my two cents:

--:Federation:--
1: Add a smaller size drone, call it a probe, give it just enough space for one or two engines and long range scanner.

--:Dominion:--
1: I think Ketracil white facilities should give bonuses to ship combat insystem (without the Jemhadar would be unable to run the ships)

2: The Dominion should have cloning facilities that increase the rate at which population grows and then there reproduction shuold be set extremely low.

--:Ferengi:--
1: Give them some sort of facility that gives them Ultra - Recycler ablities.

2: Have you thought about giving them a component that reduces ship cost? I think it would fit for them

--:borg:--

1: Give them a crew converter (change the name to assimilation drones or somthing), this would make them even more devestating and more like the borg from TNG.

2: Here is how I would do the borg shields, make them weaker than everybody elses but make it so they regenerate fully in one turn.

3: Give them troops that are extremely hard to kill (very high damage resistance) but don't do a ton of damage. This would allow a representation of the borg attempting to assimilate a planet instead of just conquering it and aliens putting up resistance.

--:General Components:--
1: Explorer bridge (-10 offense, -10 defense, +1 movement, maint reduction)

2: Plus two repair on engineering is a bit high, you might want to think about reducing it.

3: I would remove the shield regenorators. It seemed in TNG once shields were down you were screwed.

4: You might want to increase construction time for ships. It seems to take a long time to build ships.

5: My idea for a deflector: Every ship must have (don't know if this is possible) provides 2 shield generation and 2 shield regeneration.

Suicide Junkie June 10th, 2002 08:36 PM

Re: *** Star Trek Mod Discussion ***
 
For the Ferengi, they should probably also get some large resource storage facilities, in order to more effectively trade.

Borg:
Definitely enough regeneration each turn to hold of 2 or three ships of the same era.
Also, give every borg component Organic Armor Regeneration abilities.
In the latest Gold patch, it works the way we need.

General:
#2: Each turn is a month long... I'm sure the engineering crews can fix more than one component in that amount of time...

#3: Yep. Regenerators would mess with the partial-shield-skipping system.

#5: I dunno, the deflector isn't really used in combat (except for technobabble solutions), it's for clearing junk out of your path while travelling fast.

ZeroAdunn June 10th, 2002 10:42 PM

Re: *** Star Trek Mod Discussion ***
 
SJ: I know, I just thought it would look better if every ship had a deflector component.

Captain Kwok June 10th, 2002 10:57 PM

Re: *** Star Trek Mod Discussion ***
 
ZeroAdunn:

If you go to the TNG Mod site and check out the link that lists the current techs - you'll see many of those ideas are already in.

I do need more Ferengi ideas though...

Regarding Armor:

I've been working on armor and these are the results so far:

Armor I-III - Standard Armor req. Armor I-III

Duranium Armor I-III - Stronger Armor req. Armor IV-VI

Polarized Armor I-III - Armor w/ slight crystalline armor ability - req. Armor I-III + Shields I-III

Structural Integrity Field I-III - Hardens Armor w/ inc. hp/kt and damaged first - req. Armor IV-VI + Shields I-III.

Notes: Armor in this Mod no longer has the "Damaged First" ability (except S.I.F.) but is still most likely to be hit first since they have much more hp's than other components. Armor is also small in size (1-2kT) - so expect repair times to jump.

Federation has access to Ablative Armor. Borg to have Regenerative Armor. Not sure, but might have Reactive armor (similiar to Ablative) and some other types for unique race techs.

Next up is Shields + Sensors. As SJ has mentioned shields will be a little porous allowing some damage to squeak through. They'll be two types: Regular (10 levels) and Multiphasic (Phased, 5 levels). There may be a few custom types too...but that is unclear right now.

Since I'm now working during the week, I have less time to work on the project but check the Gamesnet.net IRC chat in room #se4 from time to time and I might be there looking to discuss the Mod further.

That's all for now.

Captain Kwok June 10th, 2002 11:00 PM

Re: *** Star Trek Mod Discussion ***
 
Zero Adunn:

I'm staying away from Deflector comps because there is already beginning to be too many comps that are needed and I want small ships to be useful throughout the game - not to be at a major disadvantage since they cannot cram all the extra goodies on board.

ZeroAdunn June 10th, 2002 11:07 PM

Re: *** Star Trek Mod Discussion ***
 
Actually Kwok, I was at the site when I was righting stuff down. I didn't see any of the stuff I listed on the list. That is why I posted it.

Captain Kwok June 11th, 2002 06:45 AM

Re: *** Star Trek Mod Discussion ***
 
Greetings.

SJ and I had another good IRC session and have developed quite an interesting system for mounts that works with the proposed shield system.

</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Some races like the Federation will have access to mounts called "Arrays" and "Banks" which give more raw power but less piercing ability.
    </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Others like Klingons will have access to mounts that have less power but increased piercing ability.
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">The actual numbers are still being worked out but I'm sure SJ will make us a spreadsheet demostrating his numerical prowess.
Since I actually have this Saturday to myself, look for an update to the TNG Mod site that will explain the armor/shield/mount system much better.

I'm still looking for help to make some of the other data files like stellarabilities and sectortypes; so if you would like to do this, contact me and I'll let you know what is needed

That is all for now. I'm going to bed.

Derek June 11th, 2002 07:53 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Captain Kwok:

SJ and I had another good IRC session and have developed quite an interesting system for mounts that works with the proposed shield system.

</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Others like Klingons will have access to mounts that have less power but increased piercing ability.
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">

<font size="2" face="Verdana, Helvetica, sans-serif">Interesting idea. How do you restrict access to the different types of mounts, for races that cannot get those types, since the compenhancement.txt file doesn't have entries for tech level, or race type, or anything like that...
Derek

Suicide Junkie June 11th, 2002 02:25 PM

Re: *** Star Trek Mod Discussion ***
 
I whipped up the spreadsheet with mount calculations, and even a damage simulator.
You can fill in the base weapon damage, and CA points per generator, and see how much hull damage you take from any mount vs 1,2 or 3 shield generators.

I want to add in a bit more still, such as calculating the damage based on having an equal space set aside for the weapons.
As it is now, the hull damage numbers are for a single mounted weapon, when you could fit more array mount than heavy mount in th esame space.

[ June 11, 2002, 15:02: Message edited by: Suicide Junkie ]


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