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Re: *** Star Trek Mod Discussion ***
Really. Hmm... that would solve the problem. http://forum.shrapnelgames.com/images/icons/icon7.gif
Edit: Woohoo! No more cheesey page transitions! http://forum.shrapnelgames.com/images/icons/icon12.gif [ December 01, 2002, 19:35: Message edited by: Imperator Fyron ] |
Re: *** Star Trek Mod Discussion ***
I compromised. I changed the transition effect to 0.5 seconds instead of 1. I also added some links from race descriptions to each race's respective technologies and ships for convenience.
I'm working on some new events - so some suggestions would be nice! |
Re: *** Star Trek Mod Discussion ***
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An encounter with a rogue device, like that one in the original series, could give you a planet destroyer tech. You can just state that your fleet encountered the rogue and defeated it. Abandoned outPosts can be found... Abandoned Mines with mining tech... |
Re: *** Star Trek Mod Discussion ***
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Re: *** Star Trek Mod Discussion ***
Events, people, Events!
Events include things like spatial anomalies, fuel leaks, plagues, planets exploding, etc. Tech cannot be gained through events. That can only be done through ruins! |
Re: *** Star Trek Mod Discussion ***
Thinking back to around the 30 years of Star Trek (all combined there were about 30 years of star trek, eh?) here are some ideas... (some of which probably cannot be done within the limitations of SEIV).
#1. Ripping off Voyager... How about an event that transports ships across the galaxy? #2. From TOS, there was one episode where there were peaceloving omnipotent beings who forced peace between Klingons and Federation (think they were the Organians or something...). How about encountering a race that immediately makes peace between two warring empires. #3. Return of the Doomsday device. An event that has this ship appear in the Galaxy, kicking even the butt of the Borg (there was a cool book written years ago about another Doomsday Device appearing in the universe). #4. Renegade friendly vessels ambush other starships (ala Wrath of Khan). #5. Stable wormholes appearing (ala DS9). #6. Alternate dimension invasion (ala Starfleet Command I). An evil Federation (or alternate Versions of other empires) appear in order to cause trouble. #7. A spaceship that did something in the past is mysteriously thrown into the future, resulting in a major rift between two peaceful empires causing instant war (ala "Yesterday's Enterprise"). #8. A defector comes to your side, gives you information, but results in poor relations between two empires. #9. A rogue commander attacks a peaceful empire due to personal reasons (i.e., "The Wounded"). If this ship is not disabled/destroyed war will erupt. #10. A conspiracy between two radical factions of two empires conspire to maintain the status quo in lieu of the emergence of peaceful negotiations (i.e., "Star Trek VI"). One or both nations must root out the conspiracy (destroy a base, or a ship) before they make relations sour. #11. A boobytrap (technological relic) destroyes one of your ships (TNG "Boobytrap) #12. Civil War (battle between two factions to gain power in one Empire), (TNG "Redemption I", "Redemption II") |
Re: *** Star Trek Mod Discussion ***
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Type := Research - Delete Project
Severity := High Effect Amount := 1 Message To := Owner Num Messages := 1 Message Title 1 := Research is lost! Message 1 := A scientist has "misplaced" the data for the [%TechName] project. Picture := ResearchDamaged Time Till Completion := 0 Num Start Messages := 0 </pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Ha! If only he spent more time researching and less time playing Space Empires. Major Tom: Some good ideas there. |
Re: *** Star Trek Mod Discussion ***
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Or, if you have a planet that has maxed out its industry, above and beyond, maybe there is a chance that a global catastrophy occurs (like Star Trek VI has a Klingon moon blowing up because of over mining). I like events that are a little less random, and more controlled due to the actions of the player. If they are maxing out industry, or researching deatly and 'inhumane/dangerous' weaponry then possibly events could be made to make these risky. [ December 03, 2002, 13:09: Message edited by: Major Tom ] |
Re: *** Star Trek Mod Discussion ***
Major Tom:
The best way you can simulate your idea is by giving industries the ability "Change Bad Event Chance - System" with a positive value. This will increase the chances of a bad event happening in the system. You could assigned different values based on the facilities possible risks. |
Re: *** Star Trek Mod Discussion ***
Damn, I mean Double Damn! A lot of my event ideas are being used! How dare great minds like yours think simularly to mine! You must stop this now!
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