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

Captain Kwok November 3rd, 2002 02:38 AM

Re: *** Star Trek Mod Discussion ***
 
It's virtually that way already. Most colonizable planets are in rings 2-3, with the occassional habitable world in ring 4. Gas Giants in the outer rings might harbour a M-class moon, but that doesn't occur very often.

[ November 03, 2002, 14:50: Message edited by: Captain Kwok ]

jimbob November 6th, 2002 09:15 PM

Re: *** Star Trek Mod Discussion ***
 
Hi Kwok,

I was looking over the captains in the tech file, and was wondering if the Vulcan captain could decrease the Resource use of the ship (Vulcans are nothing if not efficient) plus maybe a minor reduction in Maintenance cost.

Just my 0.02$Cdn

Edit: Oh, and I don't think the movement bonuses that the captains give will be stackable with other movement bonuses http://forum.shrapnelgames.com/images/icons/icon9.gif (eg. mov bonus for impulse engines)

jimbob

[ November 06, 2002, 19:19: Message edited by: jimbob ]

Captain Kwok November 6th, 2002 10:14 PM

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

Originally posted by jimbob:
Hi Kwok,

I was looking over the captains in the tech file, and was wondering if the Vulcan captain could decrease the Resource use of the ship (Vulcans are nothing if not efficient) plus maybe a minor reduction in Maintenance cost.

Just my 0.02$Cdn

Edit: Oh, and I don't think the movement bonuses that the captains give will be stackable with other movement bonuses http://forum.shrapnelgames.com/images/icons/icon9.gif (eg. mov bonus for impulse engines)

jimbob

<font size="2" face="Verdana, Helvetica, sans-serif">Reducing maintenance is the same thing as reducing the resource cost of a ship - however if you were talking about supplies - has anyone ever tried giving a component a negative value for supplies?

The movement bonus is not actually a movement bonus - it's just a single standard move - I suppose I should clarify that.

Suicide Junkie November 6th, 2002 10:36 PM

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

Reducing maintenance is the same thing as reducing the resource cost of a ship
<font size="2" face="Verdana, Helvetica, sans-serif">There is a maintenance modification ability. It's used on bases to give 'em -50% to maintenance.

Just copy that, and have the vulcans give you -5% to maintenance.

jimbob November 7th, 2002 12:12 AM

Re: *** Star Trek Mod Discussion ***
 
Kwok, et al

I was actually thinking of the trait for reduced supply usage:

Trait Type := Supply Cost
Value 1 := -25
Value 2 := 0

I just assumed it was under abilities, and could be used as such... but it's a trait type... hmm could we try to use it for a specific vessel, or would it reduce supply cost to all ships owned?! We could test it of course (that said, I suppose that I should do the testing, after all it was my big fat idea).

Of course if someone already knows it won't work, you could save me the trouble http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie November 7th, 2002 12:22 AM

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

Modified Maintenance Cost
Value1 = Percentage of normal maintenance (10% = 110% of normal, -10% = 90% of normal)
Value2 = NOT USED
<font size="2" face="Verdana, Helvetica, sans-serif">Just give that ability to the vulcan quartermaster component, and set value1 to -5.

End result: Ship that normally costs 1000 minerals, will normally pay 250 minerals maintenance, and now pays 237.5 (rounded down).

Captain Kwok November 7th, 2002 01:09 AM

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

I think we are aware of how to reduce maintenance cost. What JimBob is referring to is the reducing the amount of supplies used by the ship through a component.

[ November 07, 2002, 05:46: Message edited by: Captain Kwok ]

Captain Kwok November 8th, 2002 05:19 PM

Re: *** Star Trek Mod Discussion ***
 
Greetings and ugh - I'm so friggin' busy!

I had wanted to add more stuff to the website by this weekend - such as more detailed race information (biology, society, etc, etc), starship reports, html the tech list, and provide a checklist of stuff that needs to be done - but it looks like that will be on hold for a bit longer (read: couple weeks) before I get it a change to do it.

I have managed to sneak in a few half-hrs to work on the mod though - so progress continues!

Also, Geoschmo inspired an idea with his reference to armor skipping mines - the TNG mod now introduces Subspace Mines - very nasty buggers with subspace warheads and armor skipping damage!

Capt. Peter Longstreet November 13th, 2002 04:34 AM

Re: *** Star Trek Mod Discussion ***
 
ooooh! subspace mines. very DS9...espically with the warp points. if only we could make them self replicating... http://forum.shrapnelgames.com/images/icons/tongue.gif

Captain Kwok November 13th, 2002 06:24 AM

Re: *** Star Trek Mod Discussion ***
 
I wish I could self-replicate some time.

Aside from that nitpick - it will be at least another week or so before I have anything significant to report in re: to the TNG mod.

I can't wait until mid-December - I think I'll finally be able to relax for a bit and put some serious time into the mod. I'm kind of embarrassed right now of how much I seem like Mr.Kodos - but at least I have a web site! http://forum.shrapnelgames.com/images/icons/icon7.gif


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