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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Atrocities
Which E-mail address are you using? Are you using the hotmail still or are you only using the one that you find on your BasicModdingTutorial.txt. I got a error through Outlook that said: atrocitiest@astmod.com This address no longer accepts mail. ----------------------------------------- Imperator Fyron Thank you for answering my qustion regarding sensor detection level. |
Re: STM "Final v1.7.5" Discussion
Just a suggestion, but this might be your problem:
"atrocitiest ".... Should the 't' be there? Or didja make a typo? |
Re: STM "Final v1.7.5" Discussion
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This is a paste from Atrocities mod document: =================================== BASIC AI DESIGN FAQ # 2 Adding New Races To MODS =================================== FAQ By: William Christopher e-mail: atrocitiest@astmod.com Version 1.00 |
Re: STM "Final v1.7.5" Discussion
Then there is a typo in that file, as the trailing t should not be there.
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Re: STM "Final v1.7.5" Discussion
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Atrocities has this E-mail address error in all of his AI Modding FAQ. |
Re: STM "Final v1.7.5" Discussion
Here is a description I have found about Navigational Shields.
------------------------------------------------- Navigational Deflector A starship's navigation deflector is designed to sweep dangerous particles, ranging from micrometeorites to single atoms of hydrogen, out of the path of the ship. Without the deflector system a starship would not be able to travel at warp velocities maintain its hull integrity. The deflector system consist of two main parts. The first is the navigation deflector shields. Five low powered parabolic shields are generated by the main deflector dish. These shields extend two kilometers in front of the ship and deflect any stray material such as hydrogen atoms away from the ship that the second part of the deflector system, the main deflector beam, missed. The main deflector beam is created by high power graviton polarity source generators. The dish can by moved up to 7.2 degrees off the Z axis and the beam is manipulated by subspace field coils. With its range of movement the deflector beam can clear the path of the ship for thousands of kilometer. Any particles to large to be moved by the deflector beam and shields causes an automatic course correction. The deflector dish can also be modified by resourceful crews to accomplish a variety of missions. Known uses include tachyon beam emission and high powered weapons. ------------------------------------------- That sounds like the Navigation Shields may be able to remove mines. Also, if mines are going to be more dangerous, then this sort of component would be invaluable. |
Re: STM "Final v1.7.5" Discussion
Umm... that specifically says that it is designed to sweep tiny particles, not huge, self-propelled mines. The navigational deflector does not do anything against a photon torpedo. Why would it do anything against a similar warhead that is in a mine instead of a torpedo?
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Re: STM "Final v1.7.5" Discussion
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I don't believe the navigational deflector dish would be able to sweep mines. I believe if they tried they would set them off. Thats why we need a seperate componet for this task. Also, moving at speeds of Warp, a starship will not have enough time for a course correction if they are headed in the path of a planet using only a navigational deflector dish. Starships still need star charts and stellar cartography (as seen in Star Trek Generations) to map the location of planets to chart their positions at any given time in a solar system along with any other stellar body. This is how they are able to safely warp through these system and usually you should not warp inside a solar system if there are many stellar objects. [ March 08, 2004, 17:06: Message edited by: hicksz ] |
Re: STM "Final v1.7.5" Discussion
http://forum.shrapnelgames.com/images/icons/icon9.gif
I have only two options for using the sounds that Hicksz have generated for the mod. 1. Create a sound folder and include all of the sounds that the mod will use, (BIG FILE) 2. Or offer them as an addon that the player will have to put into his BASE sounds folder replacing sounds. I am using one of the new sounds so that new sound will be added to the base sounds folder when the next Version of the game is released. I am fiddling around with adding the Borg Taunt, but that may not work out right on AI designs because the AI is most difficult. It will add the component, but it may add additional weapons components behind it. (An AI Thing) I am going to opt for is #2, and include the new sounds in the Extra folder with instructions. for those who want to use em. |
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