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

jimbob June 27th, 2002 02:38 AM

Re: *** Star Trek Mod Discussion ***
 
Nice,

Glad you're on the same page and two (a hundred?) steps ahead of me http://forum.shrapnelgames.com/images/icons/icon12.gif
I like the 'base only' thing, I guess they don't have to be super massive now do they...

Edit-I just checked your web page, very nice. Should have done so a while back, would have answered a lot of my questions.

[ June 27, 2002, 01:41: Message edited by: jimbob ]

Captain Kwok June 27th, 2002 03:09 AM

Re: *** Star Trek Mod Discussion ***
 
Thanks for the input Jimbob.

One thing I would like to know...how do I get my SE4 links to open up in a new window rather than my base frame?

Krsqk June 27th, 2002 04:12 AM

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

One thing I would like to know...how do I get my SE4 links to open up in a new window rather than my base frame?
<font size="2" face="Verdana, Helvetica, sans-serif">Right-click on the link, and select "Open in New Window"-- http://forum.shrapnelgames.com/images/icons/icon7.gif I always read the forum like this.

Seen on a web page--"The smart surfer always clicks twice."

Suicide Junkie June 27th, 2002 05:56 PM

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

After viewing some of SJ's suggestions - I'm not sure about a few items. First of all, I don't believe that cloak-detecting sensors should require cloak technology. For example, several races (Feds/Dominion) at times seem adept at detecting cloaks but themselves do not have the same level of technology to use them. Furthermore if all races were to have access to cloaking, this method could potentially result in many, many redundant entires in comps.txt which for the purpose of the lone feature of comprimising another races cloak tech may not be worth it.
<font size="2" face="Verdana, Helvetica, sans-serif">The basic anti-cloak sensors go up in tech level just as in normal SE4.
If you capture a Cloak, you get a BONUS to detection against that one race's cloaks.
If you have developed that cloak type yourself, you also get a bonus to detection against (your own) race's cloaks.

Basically, if you have captured some examples of the romulan cloaking device, you will know which imperfections to look for, as jimbob said.

You will have two options:
The brute force, check everything plus the kitchen sink, way, or
The finesse way, by checking for that 534,745 Hz vitural particle harmonic in the Romulan cloaks made before 2410.5

What you get is a sensor that you've researched normally, but has a special feature of defeating Romulan cloaks +1 level higher than normal.

Quote:

Furthermore if all races were to have access to cloaking, this method could potentially result in many, many redundant entires in comps.txt which for the purpose of the lone feature of comprimising another races cloak tech may not be worth it.
<font size="2" face="Verdana, Helvetica, sans-serif">Hey, we have at least 64,000 components to work with, so I don't think space will be a problem. And I'm willing to write a little program to generate the extra components, so its not going to be an unbearable amount of work for me either.

Captain Kwok June 27th, 2002 11:11 PM

Re: *** Star Trek Mod Discussion ***
 
No, I know how to open a new window for explorer...duh

I was wondering how do I get my website to launch links in a new window...i.e...what html code do I use to do that?

[ June 28, 2002, 01:17: Message edited by: Captain Kwok ]

Captain Kwok June 28th, 2002 03:18 AM

Re: *** Star Trek Mod Discussion ***
 
I just watched the trailer for Star Trek: Nemesis and it looks really good and really exciting.

Star Trek: Nemesis Website

I've seen a few items that I might incorporate into the Mod as well.

In regards to cloaking...I think what will happen first is that cloaks will be availible for all races to research. Early cloaks will be detected by less advanced and smaller scanners while later cloaks can only be detected by larger more advanced sensors. The Klingons and Romulans will have extra cloak levels that will require more specialized sensors to detect them. The exact names of the sensors haven't been decided, perhaps a few people can make suggestions...of course more ideas are welcome.

[ June 28, 2002, 02:18: Message edited by: Captain Kwok ]

Suicide Junkie June 28th, 2002 08:43 PM

Re: *** Star Trek Mod Discussion ***
 
Do you like the idea of capturing a cloak giving you a bonus to detect against that race?

Captain Kwok June 28th, 2002 10:16 PM

Re: *** Star Trek Mod Discussion ***
 
I would like to implement your idea for the advanced Klingon and Romulan cloaks. The two cloaks would be different (one active, one passive) and require either Active or passive Tachyon sensors to be detected which could be obtained through normal research or by capturing Klingon/Romulan ships and analysing them.

Suicide Junkie June 28th, 2002 10:48 PM

Re: *** Star Trek Mod Discussion ***
 
I don't recall saying anything about advanced cloaking. I've just been thinking from the anti-cloak sensor side of things.

Capture bonus for scanners and a huge number of cloaking tech levels (for everybody who uses cloaks) is what I'm rooting for.

Captain Kwok June 29th, 2002 06:53 AM

Re: *** Star Trek Mod Discussion ***
 
No SJ - I would like to implement your idea for only the advanced Klingon and Romulan cloaks and leave the other cloaks normal...consider it an adaptation.

[ June 29, 2002, 06:57: Message edited by: Captain Kwok ]

Suicide Junkie June 29th, 2002 03:12 PM

Re: *** Star Trek Mod Discussion ***
 
But, that has basically nothing to do with my idea.

A variation on my idea might be "if we steal a Romulan cloak lets make the sensor for that level of romulan cloak cheaper/smaller/better"

Captain Kwok June 29th, 2002 05:07 PM

Re: *** Star Trek Mod Discussion ***
 
Huh? Your basic idea was to have a custom cloaking device for a race that yields the corresponding sensors to uncover it when capture and analyzed by the other player, right?

Suicide Junkie June 30th, 2002 08:14 AM

Re: *** Star Trek Mod Discussion ***
 
OH! Parse Error on my part I guess.
I thought you were implying that my idea was for the klingons & romulans to have more levels.

I see now.
Just to check; the cloaks will be defeatable by lots of levelups in sensors & computers too?
Or, maybe just by a normal tech that gives a component 25 times larger than the captured Version?

Captain Kwok June 30th, 2002 10:55 PM

Re: *** Star Trek Mod Discussion ***
 
As it stands now:

Cloaking Device I-V &gt; Availible to all races and can be defeated by Gravitic Sensors I-V.

Cloaking Device VI-X &gt; Availible to all races and can be defeated by Neutron Radiation Scanners I-V.

However, the Romulans and Klingons will have their own cloaks for level VI-X. Romulans have a passive cloak and Klingons have an active cloak. Require either Active or Passive tachyon sensors to be defeated. Capturing either device can result in more efficient (ie reduced size) scanners.

Captain Kwok July 3rd, 2002 11:15 PM

Re: *** Star Trek Mod Discussion ***
 
Well, it's been a few days since I have posted, so I thought I'd give a little update of what's going on.

I've done most of the generic comps and have begun work on adding weapon related items. The weather has been nice and hot for the Last few days so I decided to get some sun before my winter hibernation so I wasn't able to do as much as I had anticipated.

Look for some sort of update to the site later this week or early next week.

Captain Kwok July 6th, 2002 02:49 AM

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

I've made a minor update to the website including updating the TNG Mod Tech list with the most updated listing of comps and facilities to be included in the Mod. I've also added a list of basic ships (for most races) that will be in the game. To find the tech list, use the link in my signature and hit the Treknology button and then the link to see the Current Tech list.

Feel free to continue posting ideas or suggestions here...there's still plenty of room to add new items!

[ July 06, 2002, 01:51: Message edited by: Captain Kwok ]

TerranC July 6th, 2002 04:01 AM

Re: *** Star Trek Mod Discussion ***
 
Just minor things you can choose to ignore Captn Kwok...

Feddie:

Sensor Pod = Sensor Array
Nano-Virus = Nanites
Phasers 1-10 = 1-12 Since this is TNG, and Ent-E is kinda connected to TNG, and the Ent E have level 12; if you believe the writers

Kling-Offs:

LARGE distruptor/Linear Distruptor/Beam Distruptor (The ones on Negh'Var on DS9)
There's a Kor Class?

Snakeheads:

Try borrowing some Dominion Wars/Armada Ships to make up for the lack of Cardassian Ships.

Grand Lobes of Money:

I think that there should be some kind of facility for the Grand Nagus, since he plays a vital, if not godlike, role in Ferengi Society.

Misc:

The Antimatter pods, IMHO, should be Deuterium Tanks, as while There are not much Antimatter on a ship, there are tons of Deuterium Tanks.

Example in point: Galaxy Class

Ed Kolis July 6th, 2002 11:53 PM

Re: *** Star Trek Mod Discussion ***
 
Just wanted to say - I can't wait till this mod is finally released! It really looks like you guys are putting a lot of thought into it. Even though I don't like Star Trek anymore I'd *love* to play a game with Star Trek ships - anyone remember Begin2? That was a *great* tactical combat simulator - too bad you couldn't make your own ships! (I know there's Starfleet Command but for some reason the real-time aspect kind of irked me, and there weren't enough standalone missions... I'm not much for campaign-oriented games.)

Need any help with anything? (Might I suggest resizing the ships to Star Trek levels - in other words, a battlecruiser is ~150 kT instead of 600? I know it would require resizing all the components but since you're going to be redoing all of them anyway...)

Captain Kwok July 7th, 2002 04:58 AM

Re: *** Star Trek Mod Discussion ***
 
TerranC:

Strange you should mention about the phasers going up to level 12 - I never really thought about it in that way, but it makes sense given the tech manual specs.

Starships have both deuterium pods (for impulse power) and anti-matter pods to store, well, anti-matter. I choose anti-matter pods since they would provide more emergency supplies. However, I could add deuterium tanks as another cheaper source of supplies.

The Klingon's Ion Cannon I-III is essentially a powerful beam akin to the large beam weapon on big Klingon ships.

The question marks in the basic ships lists for some races are just placemarks for names when I get some or make it up. I'll take a look at some of the Trek games to pick up some additional names.

Good Luck on the move to Montreal!

Ed Kolis:

The hull sizes are fine. There's no really need to change it up and waste more time trying to balance everything else.

Thanks for the suggestions and feel free to add more at anytime.

Ed Kolis July 7th, 2002 10:40 PM

Re: *** Star Trek Mod Discussion ***
 
Oh well... I thought it would add to the "feel" to have realistic ship sizes...

Maybe someday I'll do a MOO mod where I try to make everything as MOO-like as possible... naah, I already have a mod to work on, all my ideas will go in there! ;-)

Captain Kwok July 8th, 2002 03:05 AM

Re: *** Star Trek Mod Discussion ***
 
Sure having the ship sizes more realistic would be nice...but then you have to adjust the all the component sizes, costs, structures, weapon damage, supplies, etc... and there is already more than enough to do. With the current sizes, at least I know what values work well and it just makes life easier. If the difference was more dramatic like five times or more, than sure, but it's not.

Captain Kwok July 11th, 2002 02:17 AM

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

I have made a minor update to the site adjusting some descriptions and the tech list. With the help of Fyron, I have also made the site more friendly to view at different resolutions.

Once the Mod is released, the site will begin to feature more specific race and ship details and perhaps a fictional component based on an actual game universe. However, I don't want to get too ahead of myself, so I'm going to stick to the Mod only for now.

I've recieved an inquiry or two on the cloaking system, here is the general form:
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Cloaking Device I-V (Gravitic cloak 1-5) availible to all races and can be detected by Thermal Scanners I-V (Gravitic scanning 1-5).
    </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Cloaking Device VI-X (Passive 1-5 & Active 1-5) availible to all races and can be detected by Neutron Radiation Scanners (Passive 1-5) or by Subspace Scanners (Active 1-5). Each sensor will have an advantage/disadvantage here.
    </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Finally, the Klingons and Romulans have another option than Cloaking Device VI-X. They have the Klingon Cloaking Device (Active 6-10) or Romulan Cloaking Device (Passive 6-10) which can be defeated by the expensive and large Active Tachyon Sensors (Active 6-10) or Passive Tachyon Sensors (Passive 6-10). However, capturing one of these devices and analyzing it gives the opportunity to research more compact and efficient Versions of the sensors.
    </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Also, there will be a subspace listening post facility that is connecting to subspace scanning that detects cloaked ships and a few intel points from those eavesdropping sessions.
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">That's all for now.

tesco samoa July 11th, 2002 03:54 AM

Re: *** Star Trek Mod Discussion ***
 
kwok i have sent you the system name file.

There are 4000 systems... if you want more let me know.

Captain Kwok July 11th, 2002 05:32 AM

Re: *** Star Trek Mod Discussion ***
 
Tesco:

Thanks! Do the 4000 names include many from the Trek universe (which is what I'm looking for mostly)?

[ July 11, 2002, 05:03: Message edited by: Captain Kwok ]

Captain Kwok July 14th, 2002 03:54 AM

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

I've updated the TNG website with some new additional race tidbits and a planet/system description in Treknology.

I'm also looking for specific comments in regards to techs listed on the current tech list.

I've also made Shuttle Bays to launch/recover fighters, shuttles, and drones. Cargo bays can launch probes (small satellites with recon functions) or single Orbital Platforms - which have replaced the role of SE:IV satellites.

Thanks to all who submitted ship and system names...more are still welcomed!

That's all for now.

dominion July 14th, 2002 05:30 AM

Re: *** Star Trek Mod Discussion ***
 
This mod seems to be a total conVersion from what I've seen. Here's some interesting info about Star Trek races and at Section 31.

Oh, here's a site with an image of the Borg's transwarp coil.

[ July 14, 2002, 04:48: Message edited by: dominion ]

Captain Kwok July 20th, 2002 12:53 AM

Re: *** Star Trek Mod Discussion ***
 
Ugh!

My topic has fallen to the second page! That's okay...plan on doing some modding and updating the website today and tomorrow.

The latest history files (1.74 & 1.75) bring some more interesting damage types, mounts, and finally correctly fixes emissive armor. This will certainly open up some additional ideas for the Mod.

One item that I'm looking to rearrange is ship sizes. I'm thinking of scrapping the original sizes and making each race have a handful of custom sized ships. For example, there'd be a number of different hulls for the different Federation classes...sometimes requiring different technologies before they can be built. It also opens up the possibility to have classes of ships introduce through time. Early Federation ships could include the Constitution class refit and later be replaced by a more updated class like the Excelsior. Stuff to think about, eh?

Again, thanks to everyone who have sent files or ideas and suggestions.

That's all for now.

jimbob July 20th, 2002 01:15 AM

Re: *** Star Trek Mod Discussion ***
 
I guess the only thing to be cautious about is that once a ship size is available, it will never go away. But as long as the number of ship classes stays relatively small it shouldn't matter too much.

Good work as always.

Tnarg July 20th, 2002 06:09 AM

Re: *** Star Trek Mod Discussion ***
 
So are you by any chance including a quadrant map in your mod that resembles the Star Trek Galaxy? If not I'd like to try and help. I have a whole slew of data on this topic.

Atrocities July 20th, 2002 07:20 AM

Re: *** Star Trek Mod Discussion ***
 
CK, your going to burn out if your not careful. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok July 20th, 2002 08:51 AM

Re: *** Star Trek Mod Discussion ***
 
JimBob:

Remember, there are no carriers and such, so a few extra ship hulls won't add much. Also, the TNG Mod is striving to keep a balance between all ship sizes throughout the game. So all sizes should remain useful.

Once the first Version of the Mod is released, I'm hoping to have a map similiar to the Star Trek universe. There are a few good websites out there with excellent maps for me to follow.

Extra additions to the stellar and quadrant ability types will add more variety to your average star system. Particular kinds of planets will tend to be in the same regions around the stars and they'll be a lot more moons.

Captain Kwok July 20th, 2002 09:02 PM

Re: *** Star Trek Mod Discussion ***
 
*** Incoming Message - StarFleet Command ***

Greetings!

I've updated the TNG site with a few tidbits of information in the Treknology section. Also note the changes to ship hulls as mentioned a few Posts below.

Take a look around, link is in my signature.

Captain Kwok

*** End of Message - StarFleet Command ***

jimbob July 21st, 2002 12:15 AM

Re: *** Star Trek Mod Discussion ***
 
As always, very nice web page.

Hey I read this over on your page
Quote:

...component to be damaged. Emissive armors (now fixed) will also appear, usually as race specific armor. Shields have been...
<font size="2" face="Verdana, Helvetica, sans-serif">How'd you fix the emissive armors? How do they work now? (sorry if you've already mentioned this, but I was too lazy to go through 15 pages to check http://forum.shrapnelgames.com/images/icons/icon12.gif )

I really like the multi-level cloaks and the 'leaky' sheilds.

Cheers

Captain Kwok July 21st, 2002 12:37 AM

Re: *** Star Trek Mod Discussion ***
 
JimBob:

MM has finally fixed emissive armor so it works the same as it did in SE:III. If the damage is less than the emissive ability then no damage is done. If it's greater than the emissive ability than the damage done is the strength of the hit minus the emissive rating.

oleg July 21st, 2002 03:12 AM

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

Originally posted by Captain Kwok:
JimBob:

MM has finally fixed emissive armor so it works the same as it did in SE:III. If the damage is less than the emissive ability then no damage is done. If it's greater than the emissive ability than the damage done is the strength of the hit minus the emissive rating.

<font size="2" face="Verdana, Helvetica, sans-serif">He did ?? When ?? In what patch ?? It is stiil old all or nothing in Gold, unless I'm missing something.

Captain Kwok July 21st, 2002 03:18 AM

Re: *** Star Trek Mod Discussion ***
 
It's been fixed (and tested) in Version 1.75 which should be coming out soon!

Latest History Thread

It's one of a handful of great modding features being released in the next patch!

oleg July 21st, 2002 03:23 AM

Re: *** Star Trek Mod Discussion ***
 
Hurrah !

It will certainly change weapons balance and stimulate some new ship designs !

The only negative aspect, IMHO, is a further skewing toward bigger ships with bigger mounts. http://forum.shrapnelgames.com/images/icons/icon9.gif

Captain Kwok July 21st, 2002 03:32 AM

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

The only negative aspect, IMHO, is a further skewing toward bigger ships with bigger mounts.
<font size="2" face="Verdana, Helvetica, sans-serif">Not necessarily true. You can always use the "One per" to "Ten per" ship commands to limit the amount of emissive armor a ship can have.

Woops!

Except you're talking about the increased firepower of the bigger ships to the small ones and how it could overpower the emissive armor easier. Well, you can also make it so the mounts reflect a better firepower to kT ratio between all sizes.

[ July 21, 2002, 02:34: Message edited by: Captain Kwok ]

oleg July 21st, 2002 03:39 AM

Re: *** Star Trek Mod Discussion ***
 
Yes, I was referring to even bigger damage/kt bonus to large mounts due to the fixed emissive armor.
May be we should adjust mounts a little bit now ?

Fyron July 21st, 2002 03:40 AM

Re: *** Star Trek Mod Discussion ***
 
Instead of mounts making weapons larger and increasing damage, why not make the weapon smaller and do the same damage? It would get the same effect, but not screw up Emmissive Armor.

Captain Kwok July 21st, 2002 03:52 AM

Re: *** Star Trek Mod Discussion ***
 
Of course the Last couple of Posts don't really have to do with the TNG Mod...it's rigged so that ships of all sizes are going to be quite useful through the game either strategically or economically.

Ed Kolis July 22nd, 2002 01:04 AM

Re: *** Star Trek Mod Discussion ***
 
Just thought I'd point out that repeatedly on your website you are misspelling the word "tactical"...

Suicide Junkie July 22nd, 2002 06:18 AM

Re: *** Star Trek Mod Discussion ***
 
If you take a weapon, and double both size and damage, the weapon becomes more powerful: it pierces shields better.
If you make it half size and half damage, shields will absorb a larger fraction of the damage.

Captain Kwok July 27th, 2002 02:58 PM

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

I've updated the TNG website before I go on holidays, so stop by. Please take a look at the current tech list and let me know what you think as it should be more or less everything included in the first release.

I look forward to working on the Mod more often when I get back...see you in a week or so!

The link to the site is in my signature!

Captain Kwok August 3rd, 2002 02:24 AM

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

I'm back from my short holiday and have resumed working on the Mod when I can. I sent out a basic component file to those on my little mailing list, so I look forward to hearing some feedback.

I also find myself getting a little weary or avoiding this project, does anyone have some suggestions or ideas to help rejuvenate my efforts to get this thing done...?

Atrocities August 3rd, 2002 06:09 AM

Re: *** Star Trek Mod Discussion ***
 
Your work is very important to everyone here. You are without a doubt, working on one of the most anticipated mods to date. Your work and dedication is greatly appreciated by all.

I would concentrate on the data stuff, and leave the ship sets for later. Get the actual mod data done first then work on the sets.

The important stuff are the components, then the AI for the players. Everything else can be done later.

The mod does not have to be done tomorrow, take your time on it. Enjoy what you are doing. Hell if I had the knowledge, I would be happy to work on it for you. But me dumb. http://forum.shrapnelgames.com/images/icons/icon9.gif

jimbob August 5th, 2002 02:42 AM

Re: *** Star Trek Mod Discussion ***
 
I don't have any original ideas http://forum.shrapnelgames.com/images/icons/icon7.gif but I'd agree with Atrocities whole heartedly. Your mod will be great, and I'm looking forward to playing it with/against some of my nerdy (me included) friends when it's ready. And true, while it would be great for the project to be done yesterday, this is more your hobby... so take your time and make it what you'd like it to be!

Cheers,
And where exactly did you go for your holiday?

Elowan August 6th, 2002 06:49 PM

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

Originally posted by Captain Kwok:
Greetings!

I also find myself getting a little weary or avoiding this project, does anyone have some suggestions or ideas to help rejuvenate my efforts to get this thing done...?

<font size="2" face="Verdana, Helvetica, sans-serif">Whilst everyone is anticipating the release of your mod - take a leaf from Stephen King's 'Advice for Writers'. Work at your own pace, don't let others dictate you work ethos.

Whilst self-discipline is a must in creative endeavors - there's no point flogging a dead horse. My answer to creative block is to do something entirely different for awhile. It's amazing how this gets the creative juices flowing.

From the looks of your site - you have undertaken (and executed) a tremendous amount of planning and attention to detail. Don't lose that edge.

'Act in haste - repent in leisure'.

Magnum357 August 21st, 2002 05:37 AM

Re: *** Star Trek Mod Discussion ***
 
Hey guys, this is off topic but incase any of you are modelers like me, here is a site by a guy who makes custom made models for Star Trek and Starfleet Battles. Here is the linke if you are interested...

http://www.mcdanielmodels.com/

jimbob August 21st, 2002 11:32 PM

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

I also find myself getting a little weary or avoiding this project, does anyone have some suggestions or ideas to help rejuvenate my efforts to get this thing done...?
<font size="2" face="Verdana, Helvetica, sans-serif">Okay, I have an idea for a ST:NG racial trait. I haven't had time enough to make the component(s) yet, but if you like the idea, I'll put it together tonight or tomorrow...

Racial Trait: Drug Dependancy
Like the Dominion underlings... it would suck if your crew mutinied, or worse, were captured and forced to work for the other side, so logically you make them dependent on a drug for normal functioning http://forum.shrapnelgames.com/images/icons/icon12.gif

- Racial Trait gives -50% to Attack and Defense.
- Ship/base component "drug synthesis lab" gives all ships in sector a +65% to Attack and Defense.
- If a ship is captured or rebels, it no longer has access to the drug (unless it is the drug manufacturing ship!!!) so the crew goes into withdraw.
- If another race captures your drug ship though, look out, their race isn't genetically dependant, but would benifit from all that narcotic boost.

I'd suggest making the drug synth labs large to limit them to support ships or bases. Because the race now is more 'immune' to the consequences of capture/mind control, and have a +15 to combat, my suggestion is to have it cost around 2000 Racial Points (or perhaps decrease the combat bonus to 55 or 60%).

I hope this helps with the modders block. Still looking forward to the finished product.
-Jimbob


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