.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Star Wars Mod - II (Sci-Fi Xover Mod) (http://forum.shrapnelgames.com/showthread.php?t=4655)

TerranC March 5th, 2002 01:22 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Imperator Fyron:
Whats wrong with BOTF? It was a good design, just implemented poorly. And if you check the Images Modpack, you'll see that I have already submitted all of the BOTF facilities to it. I see no problem with using them for this mod.

[ 04 March 2002: Message edited by: Imperator Fyron ]
<hr></blockquote>

Nothing is wrong with it.
But as you said, it was implemented POORLY.

Suicide Junkie March 5th, 2002 01:24 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Though I am toying with the idea of giving the armor some minor emissive abilities at extremely high levels (depending on how the ability is working in gold).<hr></blockquote>Proper Emissive armor can be simulated by low levels of crystalline ability.

Make a one-per-ship component that gives 60 crystalline points at max tech, it dosen't even have to be armor.

(60 points is not much at max tech, consider that every ship will have Large or Heavy mounts, so that blocks meson bLasters at best)

QuarianRex March 5th, 2002 01:45 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Interesting. I always thought that the companent with the crystal ability had to get damaged, but if not then I might be able to use it.

Fyron March 5th, 2002 02:38 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Here is the latest Version of my Trek stuff:
Trek Data.zip

Having read this post, you are now legally obligated to download this file and to provide feedback. http://forum.shrapnelgames.com/images/icons/icon12.gif Seriously though, all constructive criticism would be greatly appreciated.

QuarianRex March 5th, 2002 03:17 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Nice work, though I do have some questions.

Does each race really need its own research/inteligence facilities? Couldn't this be better handled just through racial modifiers? Though using the Daystrom Institute, etc., instead of the usual computer facilities was a good idea.

Why have the fleet/ship training totals been boosted to 60%? Is that to make up for Treks lack of ECM/combat sensors? Because it always seemed to me that Trek had some of the weakest pilots in sci-fi. Though I do like the idea of having different values for ship and fleet training. Shouldn't the values be reversed for the Klingons? Their glory seeking warior culture seems more inclined to individual ship prowess than team tactics.

I noticed that other facilities (holodecks, Jem-hadar breeding facilities, etc.) have ship/fleet bonuses as well. Do they stack? Won't that get a little excessive?

Overall, pretty good. Your interpretation of holodecks, medlabs, and industrial replicators, etc. are all good and (dare I say it?) even accurate. It can be a pain to try to adapt tech between genres and I'm glad to see that you're having some success.

TerranC March 5th, 2002 03:28 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
Constructive Criticism:

Gem'hadar: It's J.

Mercenary Training Center: Ferengi's used Privateers... But doesn't matter really.

Replicant Center: Maybe just bring it down to 6%? (Since (at top level) 30%+9%+3%=41% Immediat Experience.)

Research Centers: Klingons and Romulans aren't as... slow really... so maybe up the points that the research centers provide?

Dominion Intel: Founder's Hand? The Shapeshifter's Guild? Just something other than Dominion Intel Facility IHMO.

Phoenix-D March 5th, 2002 03:50 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
A few comments:

-A few of the sci-fi races sound like they'd be more or less immune to intelligence actions, right? (borg, maybe shadows, etc) There is a way to do that.. give them intelligence points out of EVERY facility, but don't give any intelligence actions other than counter-intel. So they're defensive nightmares, but have no offensive punch.

Phoenix-D

Fyron March 5th, 2002 04:18 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Does each race really need its own research/inteligence facilities? Couldn't this be better handled just through racial modifiers?<hr></blockquote>
Yes, it could. However, I wanted to make it so that conquered populations remain more unique, instead of functioning exactly as your own people go.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Why have the fleet/ship training totals been boosted to 60%? Is that to make up for Treks lack of ECM/combat sensors? Because it always seemed to me that Trek had some of the weakest pilots in sci-fi. Though I do like the idea of having different values for ship and fleet training.<hr></blockquote>
I think that the max experience for ships and fleetd is 50 (each), so I wanted to have the training facilities go a little higher than they do normally. I keep forgetting to request that the normal training facilities be increased to reflect the standard that I have set up.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Shouldn't the values be reversed for the Klingons? Their glory seeking warior culture seems more inclined to individual ship prowess than team tactics.<hr></blockquote>
Not really. Klingon ships are weak by themselves. They function better in packs than on their own.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I noticed that other facilities (holodecks, Jem-hadar breeding facilities, etc.) have ship/fleet bonuses as well. Do they stack? Won't that get a little excessive?<hr></blockquote>
Their are four possible experience adding abilities (planet v. system and ship v. fleet). Only the highest level of experience added per turn by each of these 4 types is added to a ship. So, if you have 2 ship training facilities, only one adds its experience to a ship, not both. System-wide and planet training facilities both stack. Each facility adds no points after its maximum training level has been reached. The Jem'Hadar replicant facilities won't add any points after the first turn. A Replicant Center III will add 10 ship experience on the turn the ship is constructed, but it won't ever add any more.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Overall, pretty good. Your interpretation of holodecks, medlabs, and industrial replicators, etc. are all good and (dare I say it?) even accurate. It can be a pain to try to adapt tech between genres and I'm glad to see that you're having some success.<hr></blockquote>
Yeah!

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Gem'hadar: It's J.<hr></blockquote>
Really? I thought it was G. Guess I'll have to fix that. Won't take more than 2 seconds to do.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Replicant Center: Maybe just bring it down to 6%? (Since (at top level) 30%+9%+3%=41% Immediat Experience.)<hr></blockquote>
Not really. Look above for the explantion.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Research Centers: Klingons and Romulans aren't as... slow really... so maybe up the points that the research centers provide?<hr></blockquote>
Romulans have a 50 point bonus. Klinogns aren't really known for their researching abilities. They are warriors, not scientists. And besides, I only gave them a 25 point penalty.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Dominion Intel: Founder's Hand? The Shapeshifter's Guild? Just something other than Dominion Intel Facility IHMO.<hr></blockquote>
All of the "Research Centers" and "Intel Facilities" are just place-holder names that I will replace when I have better ones.

Fyron March 5th, 2002 04:30 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>-A few of the sci-fi races sound like they'd be more or less immune to intelligence actions, right? (borg, maybe shadows, etc) There is a way to do that.. give them intelligence points out of EVERY facility, but don't give any intelligence actions other than counter-intel. So they're defensive nightmares, but have no offensive punch.<hr></blockquote>
Thats good for Shadows and Vorlons, but its not really a good idea for the Borg (assuming we want to stick closely to the shows). It is really easy to penetrate a Borg vessel. Just beam over and don't appear to be a threat, and they will ignore you. Its happened numerous times in the shows. Of course, if we want to be more realistic, then making them immune to intel is a good idea.

Suicide Junkie March 5th, 2002 04:49 AM

Re: Star Wars Mod - II (Sci-Fi Xover Mod)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>It is really easy to penetrate a Borg vessel. Just beam over and don't appear to be a threat, and they will ignore you<hr></blockquote>Sure, as long as you're just looking around, they don't bother you, but the instant you try to pull something, you'll have three dead drones, and a thousand invulnerable ones coming down on you like a ton of bricks http://forum.shrapnelgames.com/images/icons/icon7.gif


All times are GMT -4. The time now is 03:30 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.