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Re: *** Star Trek Mod Discussion ***
that is a good point....
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Re: *** Star Trek Mod Discussion ***
Greetings!
I'm hoping to make a big update to the TNG mod website later on this week. It's been almost a month since it was Last officially updated since I've been so burdened by academic pursuits. However, some of the things I have been working on for the site include: </font>
Also, to avoid confusion, Atrocities' Star Trek mod is a separate, but welcomed entity, from the TNG mod. That's all for now. |
Re: *** Star Trek Mod Discussion ***
I will be updating the site sometime in the afternoon on Saturday!
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Re: *** Star Trek Mod Discussion ***
Greetings!
I have updated the TNG mod site as promised. There are several new sections up included a starship section, more race information (partially completed), and I html-ed the TNG components and facilities list with little indicators showing what items are done. Let me know if you encounter any problems. [ November 23, 2002, 20:54: Message edited by: Captain Kwok ] |
Re: *** Star Trek Mod Discussion ***
Ok. I fixed up the race section so that when you click the logo to find out more info, the info box opens at the top of the frame. No more scrolling down.
I'll try to finish off the rest of the race info soon. |
Re: *** Star Trek Mod Discussion ***
I notice that the Vulcan Captain provides much of the benefit of the Freighter Captain but without the combat penalties... perhaps the Vulcan Captain's ability should be toned down some? Or is he significantly more expensive than the Freighter Captain?
And when you say +/- to Combat perhaps you should say to Attack? Combat implies both Attack and Defense. What if a player chooses to put NO captains on his ship? Surely there should be some sort of penalty... (This could be beneficial for Ferengi military ships!) Perhaps give all ship hulls a -50 to attack/defense and all captains a +50 plus their regular bonuses/penalties? You misspelled "nacelle" in "nacelle engine"... If you're using QNP you really shouldn't use bonus movement points as they're tacked on directly to the ship's movement after you divide by engines per move... I *think* "Bussard" is spelled with two s's If Cloaking Device VI-X is an addon to I-V, shouldn't it have a different name? Isn't the Sovereign class bigger than the Galaxy class? The description for the Scout Cube says it's a sphere... mmm new graphics, and the tech lists in html format!!! http://forum.shrapnelgames.com/images/icons/icon10.gif (I like the O2 ice world with the cratered glaciers!) Can't wait to see this mod in action! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif (Of course I'll get everything confused with Atrocities' Star Trek mod!) |
Re: *** Star Trek Mod Discussion ***
I have made some adjustments to Captain attributes for each race. I noticed some of the same problems that were mentioned. If you have ideas for more Captains - let me know!
Also corrected the spelling mistakes. I had fixed them in the data files, but forgot to fix them on the website! The TNG mod pseudo-QNP works fine. Example for Nacelle Engine X: Escort> 5 Engines / 1 Engines/move = 5 Std + 5 Bonus = 10 spaces Dreadnought> 15 Engines / 3 Engines/move = 5 Std + 5 Bonus = 10 spaces What's the problem? Both ships use approximately the same proportion of size dedicated to engines and move at the same speed as intended. In regards to Cloaks, levels VI-X just employ a different method of cloaking, but are essentially the same item, so why use another name? The Galaxy Class is much larger in volume than the Sovereign Class. However, the Sovereign's special weapons mount will give it more firepower. I have already made 40 planets with many more to be added! [ November 25, 2002, 05:43: Message edited by: Captain Kwok ] |
Re: *** Star Trek Mod Discussion ***
Go Captain Kwok! Keep up the good work!
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Re: *** Star Trek Mod Discussion ***
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