![]() |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Wasn't sure if you used the same thing to render the whole ship or not - I am nothing if not predictable http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Andrés Lescano:
BTW what happened with Terran's and Fyron's interest in the Trek part? <hr></blockquote> Well I have a job http://forum.shrapnelgames.com/images/icons/tongue.gif Trek Ideas... Hmm... Star Fleet (added) Starfleet Medical: (at top level) Prevents level 4 plague in the system. Daystrom Institute: +50 research Chronowerks: Causes your system's sun to explode at the year 3000 http://forum.shrapnelgames.com/images/icons/icon7.gif (Don't take this one seriously.) TCARS: (Ship Component) (Only works if you've selected the Temporal Tech tree) (stands for Temporal Computer Access System.) Gives the ship 20% increase in combat and 20% increase ECM. (actually it would be 100% both but for the sake of balance...) Soliton Wave Generator: Creates Warp Gates. Can ONLY create gates to systems that have SWGs in place. (Ineffective but it's trek.) +5 Combat-General +5 trade +5 Research -10 cunning Mobile Emitter: Acts as a Master Computer. Temporal Knowledge Propusion Experts Romulans: Tal Shiar: Acts as Intelligence Center with the bonus capabilities as Citizen Databank Complex. Only one may be placed per system. Cloak: Ordinary Cloak with only 75% supplies used. Plasma Torpedoes: hmm... Works like Plasma Missles but with about 20% damage. But decreased range and added supplies. +5 Cunning -5 Tolerance Klingons: Distruptors: Mesons with x3 damage (Normal Mount) Heavy Distruptors: Wave-Motion guns with decreased range but +70 damage (Normal Mount) Bat'Leth: +20 Security turrets and boarding turrets. (idea from Dominion wars) +20 Space Combat -5 happiness +15 Ground Combat +5 Tolerance Cardassians: nothing special about these folks, really. No special weapons, No special ships, No strong points. And they wonder why they lost the war. +10 Space Combat +10 Ground Combat +5 Mining in all areas Hardy Industrialists Advanced Storage Techniques Ferengi: Latinum Storage: 10000 additional storage space with anything. Only 1 per planet. +10 trade -10 Space Combat Natural Merchants Breen: Organic Armor: ... Organic Armor really, but with some slight added resistance. Energy Draining Weapon: Destroys everything that creates supplies or carries supplies. (I don't know how you can limit this to a specific race so I'm not gonna say Klingons Exception.) CRM-14 (I think): 10 Anti-personnel turrets. -20 Trade Borg: (Oh boy how do i do this...) Well for first thing, bigger ship sizes. Assimilator: +200 boarding parties. Tractor Beam: Added Damage to the Tractor beam. (WAY more than just 5 or 20.) -50 trade Emotionless Mechenoids +50 Tolerance -50 Cunning (a drone as a spy on earth...) +50 Combat General (I'd like to say -50 on reproduction then the borg would be helpless would they?) Dominion: Nothing special about these folks too. Cloning Vats: +50 Jemhardar population http://forum.shrapnelgames.com/images/icons/icon7.gif (could you put in a little weyoun in the picture?) Ketracel White: +30 to Combat, Construction and Tolerance. Changeling: +50 to Cunning. +15 Cunning +10 combat -10 Repair -10 maintenance (all those suicide attacks must do something about their economy.) Species 8472: Planet Killer: Cannot be put on a mount. 1000 damage on anything Null Space. In order to compensate for this, the damn thing's size should be around 400-600K and use a lot of supplies so that it can only be used once. Also, the cost of the cannon should be HUGE. -50 trade Xenophobic Organic Manipulation |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I'd bump up the Tolerance of the Klingons, and the Romulans should have a positive Tolerance modifier.
They are a branch of the Vulcan race, after all. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Oh BTW, Just to put some reality into it:
Planetary space yards shouldnt really be allowed to create anything more than destroyer. Some research stations should be put in space as Zero-G have some interesting effects to... well things. Weapons testing should be allowed. More Flexible treaty options and minister ideas should be put in. Some diplomacy options should be diabled if you picked Merchants or Xenophobic or Traders or Politicians. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
"Planetary space yards shouldnt really be allowed to create anything more than destroyer." Can't be done.
"Some research stations should be put in space as Zero-G have some interesting effects to... well things." Can't be done. "Weapons testing should be allowed." Other than the combat simulator, can't be done. "More Flexible treaty options and minister ideas should be put in." Can't be done (sensing a pattern here..) "Some diplomacy options should be diabled if you picked Merchants or Xenophobic or Traders or Politicians." Can't be done. Phoenix-D |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Yes, Well I knew that they can't be done actually. Too bad really.
Because those limitations (In my opinion) could have created new strategies. Well... Gold still awaits http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Andrés Lescano:
BTW what happened with Terran's and Fyron's interest in the Trek part? Are you trying some things? Don't feel intimidated by our opinions/suggestions. Not enough time?<hr></blockquote> I have been pretty busy lately. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Plasma Torpedoes: hmm... Works like Plasma Missles but with about 20% damage. But decreased range and added supplies.<hr></blockquote> Those would be really pointless weapons. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Cardassians: nothing special about these folks, really. No special weapons, No special ships, No strong points. And they wonder why they lost the war.<hr></blockquote> Umm, no. Cardassian ships are heavily armored. They should get weakened shield generators and higher hit point armor. Andres: Where can the latest Version of the data files for this mod be found? I'll make some Trek stuff this weekend if i get a chance to do so. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>"Planetary space yards shouldnt really be allowed to create anything more than destroyer." Can't be done.<hr></blockquote>CAN be done, but comes at a price:
- All ships destroyer or below require ZERO organics. - Planetary space yards build with zero organics. You'll also have to eliminate organics cost from facilities and units, so that space yard worlds can still build them. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Hmm, what about the default planet construction? Can THAT be changed?
Phoenix-D |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
No, but they can't build ships anyways.
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Andres:
Where can the latest Version of the data files for this mod be found? I'll make some Trek stuff this weekend if i get a chance to do so.<hr></blockquote> Sorry but I don't have functional data files right now. I try to get them sorted and posted asap. The Version I had posted in my site is a little old, but it includes the Trek hull sizes I had made. One of the things that needs to be changed are racial traits numbers. If we agree with this list, you can start making new the techareas and components/facilities/vehiclesizes using those techs. This is how it should look now: 1 - Psychic 2 - Deeply Religious 3 - Temporal Knowledge 4 - Crystallurgy 5 - Organic Manipulation 6 - Standard SE IV 7 - Star Wars tech 8 - Imperial tech 9 - Rebel tech 10 - Sith Empire tech 11 - Trade Fed tech 12 - Yuuzhan Vong tech 13 - Force Sensitive 14 - Light Side 15 - Dark Side 16-19 - reserved for other SW techs 20 - Star Trek tech 21 - 8472 Tech 22 - Borg Tech 23 - Cardassian Tech 24 - Dominion Tech 25 - Ferengi Tech 26 - Klingon Tech 27 - Romulan Tech 28 - Federation Tech 29-48 49 - Babylon 5 Tech (most of new stuff available to all races in the B5 mod) 50 - Abbai Tech 51 - Belt Alliance Tech 52 - Brakiri Tech 53 - Cascor Tech 54 - Centauri Tech 55 - Dilgar Tech 56 - Drahk Tech 57 - Drazi Tech 58 - Earth Alliance Tech 59 - Gaim Tech 60 - Grom Tech 61 - Hurr Tech 62 - Hyach Tech 63 - Ipsha Tech 64 - Kirishiac Lords Tech 65 - Llort Tech 66 - Lumati Tech 67 - Markab Tech 68 - Minbari Tech 69 - Moradi Tech 70 - Narn Tech 71 - Orieni Tech 72 - Pak'ma'ra Tech 73 - Raiders Tech 74 - Shadow Tech 75 - Streib Tech 76 - Third Space Aliens Tech 77 - Torata Tech 78 - Torvalus Tech 79 - Vorlon Tech 80 - Vree Tech 81 - Yolu Tech 82 - Descari Tech 83 - Shag'Toth (Soul Hunters) Tech 84+ - other B5 techs or other Wars/Trek races that don't fit in the space left above (IMHO this is overdone, I don’t think that every minor race needs an exclusive tech set, they should have be one or a few common tech trees or share some of the “major races” ones) <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>- All ships destroyer or below require ZERO organics. - Planetary space yards build with zero organics. You'll also have to eliminate organics cost from facilities and units, so that space yard worlds can still build them.<hr></blockquote> You'd also need to remove organic cost from components. That would also change the resource balance when you reach destroyers. Restrict standard space yards to "standard se4 tech" and make alternative yard techs for each group or race. I'd swear I've seen ships as big as Mon Cal Cruisers, Imperial Star Destroyers and even Super Star Destroyers being built in planetary yards. I was considering to mod them different for the Imperials, but using the same kind of tricks. A super space yard (base - very expensive - only comes with the hard-to-research DS2) used to build the DS2 in about than 6 months, but that cannot be used to build thousands of TIEs every turn (BTW, DS means Death Star not Deep Space) <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Species 8472: Planet Killer: Cannot be put on a mount. 1000 damage on anything Null Space. <hr></blockquote> I think I discovered the trick to make that, will use it for Superlasers, make the weapon type Point Defense instead of Direct Fire. As long as we don’t add any pdf mount they will have none and I didn’t notice any difference in the way they work. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
"(IMHO this is overdone, I don’t think that every minor race needs an exclusive tech set, they should have be one or a few common tech trees or share some of the “major races” ones)"
Err, yes, I'd say that's way, WAY overdone. Especially when it comes time to pick traits or look at the traits screen in-game.. Phoenix-D |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Umm, Star Destroyers cannot be built in an atmosphere. Their mass would crush them. I don't think it would be a good idea to restrict their construction to space-bound ship yards. This would encourage the construction of these types of ships in deep space regions and nebulae, which would be unrealistic, to say the least.
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Sorry, the EXTREAMLY overgrown Racial Tech list for B5 grew out of a desire to make specific weapon Groups available only to specific races - each one of those races has anywhere between 12 and 80 weapons restricted to their race alone - though many of the weapons can be captured and reverse engineered. There are also some specific non-weapon components that will be controlled by that list (and with time, some facilities as well). Of the list, there are only 4 races that I don't yet have anything for, but will (Grome, Hurr, 3rd Space Aliens & ShogToth-Soulhunters).
If y'all can think of another way to approach this... PLEASE let me know http://forum.shrapnelgames.com/images/icons/icon7.gif Another option is just to limit the races imported from the B5Mod into the Sci-Fi mod to just the major races - or those with ship sets... |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
To do that you could just make planetary spaceyard facilities build slower so they're only good for building small ships and units and make starbase shipyards build faster (more resources per turn) so it's more economical to build large ships in space. That would also solve the startrek ship building problem.
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Here are a few Trek facilities I threw together:
What do you guys think? Edit: Link removed. Check newer Version in newer post. [ 02 March 2002: Message edited by: Imperator Fyron ]</p> |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Replicators... Why didnt i think of that?
http://forum.shrapnelgames.com/images/icons/icon7.gif But tell me, why do the Med lab need Holotech? Pretty pointless if you ask me. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Well, the Medlabs use Holodecks to help find cures for really deadly diseases. They can set up tests on fake people in the holodeck, instead of experimenting on animals or on real people.
Also, they are supposed to require Medical Technology, not Biology. I forgot to fix that. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
New Version of my Trek stuff found above.
Edit: Removed link cause newer Version is posted above. [ 05 March 2002: Message edited by: Imperator Fyron ]</p> |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I'm currently working on a Borg mod, complete with tech tree etc. Tech tree looks something like this:
Assimilation Studies 1 -Assimilation Weapons - giving things like shield depleters(as temporal shield accelerators), cutting beams (skips armor), tractor beams (longer range), boosted boarding parties (x2 strength and regenerating to reflect drones being reallocated to ship assimilation), boarding cannon (to take out those pesky self-destruct devices), and assimilation tubules (troop weapon) stretched over about 10 levels. -Assimilation Tech - maturation chambers (as organic replicant center with some more levels), solar assimilator (as crystaline solar generator, though this depends on how resource generation works on constructed planets), restructuring node (as crystaline restructuring plant), borg troops (from 10 to 25kt), assimilation node (as a shipyard with 0 resource utilization weighing 10kt, for on-site assimilation of captured tech and adaptation of cube design), and small borg armor over @10 levels. -Borg Ship Tech - Borg cubes (lowered maint cost and speed remaining high throughout the sizes), regeneration nodes (5kt repair bays starting at 1 component/turn), vinculum (as neural combat net, 5kt), Borg scanners (as long range scanners), security stations (x2 strength), neural link (as master computer with regeneration to reflect the adaptive borg comand structure) over @10 levels. -Borg Adaptive Defenses - borg armor (regenerating and such), adaptive shields (slightly reduced strength shields that regenerate) over @10 levels (to account for the shields). Assimilation Studies II -Borg Stellar Engineering - as stellar manipulation. Included to give them access to warp point creation, s phereworlds, etc., innately. The Borg always seemed to be ahead in such things. A lot of the items in these techs will only become available after other techs have been assimilated [eg. the carrier cube (interceptor?) will only be accessible once fighters I is assimilated, while adaptive shields III is only available once shields III is assimilated, etc.]. I'm also creating an assimilator culture (designed using the racial characteristics window to keep it balanced with existing cultures) that, among other things, would give the Borg a -80 on research (when combined with racial penalty). This should give the Borg player a pretty big incentive to loot other races (and generally act like a Borg). Also, their racial techs are reduced in cost (though still high so it takes some time to get it all) so that they are not completely outclassed. Also, most of the Borg shipset won't be Borg at all. There will only be four or five actual cubes (from borg shiptech, not ship construction, though those after the first will require levels in SC as well) while most of the ship sizes will be made up of other races (I want to eventually get around to 'borgifying' the picture of each ship but time and talent constraints may delay this), with the exception of the escort (I'll use a borg scout) and colony ship (standard borg cube). When it comes to racial creation I was renaming and slightly reducing the costs of emotionless and mechanoids (giving the new Versions a prerequisite of Borg Tech) so that they can actually have some racial points to put into characteristics. For characteristics , besides the obvious ground combat/aggression/defense/etc. upgrades, they should have bottomed out reproduction and environmental resistance (from what I've read the only effect that ER has is on reproduction) to slow pop growth to a crawl without the use of maturation chambers. Also I decided to go with very small repair components instead of trying to make a Borg-exclusive components list where every component gets regeneration added to it, though a few components do regenerate (like boarding parties for the possibility of multiple ship take-overs, etc.). Also this helps with faster retrofitting to reflect adaptation. So far this is being designed as a player race since I don't know how well the AI analyzes captured tech (from what I've seen it doesn't) and I have a feeling that it would get stalled at the lower tech levels and die a pathetic death, at least not without some major rewrites to the AI, if even then. How well this is going to work I do not know since all I have is the Gold demo (for the love of God I hope Gold ships tomorrow). Once I get it worked out I'll post it for review. But till then are there any comments or suggestions? [ 04 March 2002: Message edited by: QuarianRex ]</p> |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I remember playing the Birth of the Federation some time ago and... Quite frankly, The borg were immensly powerful and killed every ship and race UNLESS they were at their pinnacle.
Its gonna be hard to fight a ship that would have inpenetrable shileds and regenerating armor. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>When it comes to racial creation I was renaming and slightly reducing the costs of emotionless and mechanoids (giving the new Versions a prerequisite of Borg Tech) so that they can actually have some racial points to put into characteristics.<hr></blockquote>
In normal SEIV (pre-gold), prerequisites for racial traits don't work. Also, the restrictions don't work. I hope Gold fixes this bug. [ 04 March 2002: Message edited by: Imperator Fyron ]</p> |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Its gonna be hard to fight a ship that would have inpenetrable shileds and regenerating armor.<hr></blockquote>
Null-space cannons. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Damn. I thought that I saw something in the racial traits text, but maybe not.
Also, I don't plan on giving them impenetrable shields or anything like that. The regeneration would probably be at about half the rate of an equivalent tech level shield regenerator. My plan here is not to create some uberpowerful engine of destruction with which to browbeat AI's and other players alike. Instead I am trying to create a playable race whose inherent advantages and disadvantages are balanced with other races, yet still accurately portraying the Borg. Granted I haven't been able to test any of this out yet so it will probably go through some major revisions before I get a playable race. [ 04 March 2002: Message edited by: QuarianRex ]</p> |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Those fields are in the data files, but they just don't do anything.
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Imperator Fyron:
I'll try to merge your stuff with a newer Version of what I have and upload it asap. I didn't check all details yet, looks like a good start for facilities. Should I give standard SE4 research and intel facilities a second req tech to make them available only to Standard se4 races? One thing I discovered is that replicators have Resource Manipulation as a req tech, but now that tech is going to be Standard se4 only. Remove that req and maybe increase cost to compensate. QuarianRex: What about a relatively low shield with a high crystalline armor ability? First shot can do considerable damage, but then shields adapt (regenerate from damage). Note that Borg ships are much larger than standars SE4 ships. According to my ship scale, (estimation of real tonnage and later scaled down to make coherent SE4 sizes) Borg cubes and Tactiacal Cubes (their largest ships?) are 7067 and 7283 kt. Considering their size maybe it's not necessary to make all comps so small. What about if their repair bays always repair 1 but get smaller with tech. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andrés:
About the research and intel facilities, yeah, that would be good. I was making different ones for each race to simulate their population working for your empire if you conquer them. I figure that there's no reason for Romulans to suddenly lose their natural talents at intelligence operations just because they are living under a new flag. In some ways, I am shooting for a BoTF style. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
BoTF... yeesh.
I'm going be guessing that some of the graphics are going to come out from the game? |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres:
Don't restrict the generic Compter Complexes or the Citizen Databanks. I am not going to make any of those that are worse than the standard ones, just a few that are better. TerranC: 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 ]</p> |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres:
The shields that I have right now are @ one level behind in raw power [ie. lv 1 adaptive (normal) shields have 30 shield pts and regen of 5, while lv 5 adaptive (normal) shields have 225 pts and regen of 15] and I have kept the regen low so it has an effect but not an unbalancing one. The crystaline armor effect is an interesting idea (and one that I had previously considered) but I did some reading on its actual effects and I thought that it would be too unbalancing. Besides. that would have to be a modification to the armor (or make the generators act as armor but I don't like that idea) and it already regenerates, so I don't want to make any one component overly powerful. Also, I am making the defense tech area a capturable tech so that other races lucky enough to capture a Cube can get something nifty for analysis (so the tech should eventually spread out). 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). As far as size goes, I have already at least doubled the tonnage of most of the primary components (I admit my initial estimations may have been a bit off). And these aren't to actual Borg scale either. From what I found at Daystrom Institute, etc. was a basic Cube wieght of @ 9 million kt. Even divided by 20,000 to get a somewhat reasonable SE4 tonnage of 4,500kt seems somewhat excessive. Right now I'm basing it on a maximum Cube size of @ 1200-1400kt, equivalent to some of the baseships I've seen. The Tactical Cube will be equivalent/a little bigger (probably going to designate it as a carrier). Also, I'm making this with an eye towards game balance relative to the standard game (both for testing purposes and for compatibility against a friends proposed mod). As such there is somewhat of a progression of Cube sizes etc. for the sake of playability. When the sizes get finalized for the crossover-mod then I can rescale some of the items. Please note that this subject to change once I start testing it out. Once Gold finally gets to me then I can see what actually works. |
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. |
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) |
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.
|
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. |
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. |
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. |
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 |
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. |
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. |
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
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
It might be an idea to leave the Borg some intel capabilities. After all, just a few rogue nano-probes left over from a Borg attack can cause a lot of havoc (cargo explosion, supply leak, etc.), and can even spark off a new round of assimilation (crew insurection).
It could go either way, but they should definitely not be left open to intel attacks. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The Intel points idea is pretty good for the B5 ancients, though I can't picture the shadows being 'defensive only' in their Intel. Always kind of pictured them making lots of little things happen and manipulating the events to their advantage.
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>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 <hr></blockquote>
Well yeah, that is true if the survival of the operative is important. If not, then all he/they have to do is set up their bomb(s) and such and detonate them. Voyager has proven that the Borg will allow you to set up bombs throughout their ship with no interference. Or, you could genetically engineer someone to produce a virus that kills borg really quickly and then let them get assimilated. Or, just teach a drone to be an individual and then give him back to the collective and he'll cause a huge uproar, leading to 1000s of drones becoming self-aware and leaving the collective, all to become the personal army of a Soong-type Android's evil brother. The Borg are probably the worst designed race in any semi-reasonable Sci-Fi universe. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
[sigh]
Yes, the Borg were cool in the ST:NG universe. Dangerous, rabid, intelligent and ultra-adaptive in their own way. But instead of remaining an (occassional) Uber-evil race, the creators/writers made them into a run of the mill sort of race... and unfortunately familiarity breeds contempt (rather than fear). But the unforgivable literary sin was that the writers made them stupid... In the beginning the borg can modulate their shields to become impervious to photon torpedoes after only two hits = smart. By the time we get to Janeway and the Fur Trading good-ship lollypop, the borg just can't seem to jam those transporters! By my calculations, three out of every four borg cubes we see ends up destroyed by boarding parties. Either the borg e-mail system isn't routing Messages, or the ST writers' guild needs a health round of kick-butt firings |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I am new to SE.
THis mod sounds exactly like something that I want! I am surprised something like that does not exist yet. This would be so sweet when it is all done!! http://forum.shrapnelgames.com/images/icons/icon7.gif I just got SEIV Gold. Will this Mod work with it? How long will it take to finish this Mod? Shrapnelgames should be paying you guys for this! |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Wow I am member #2500! Do I get a coupon or something http://forum.shrapnelgames.com/images/icons/icon7.gif . Anyways have anyone thought about adding another classic race? Kilrathi from Wing Commander.
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
That is a Whole lot more work.
I'm not saying that it's not a good idea: I'd love to play kilrathi's... Somehow maniac annoys me. But then we'd have to add the Terran Confed, then the Aliens from Prophecy, The Border worlds, then maybe someone will ask us to include all the pirates from Privateer. ... Thats another columm of AI sheets. |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Well, this mod is supposed to combine as many sci-fi genres as possible. As long as somebody is able and willing to make any/all of those, they can be included.
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Hmm...
You know what, The Prophecy aliens sounds nice... Maybe I'm gonna have a look at that. As Soon as i get me pot o' gold... at the end of the rainbow that leads to North Carolina... |
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Stuff I'd like to see in the Crossover Mod:
Warhammer 40k stuff (go necrons) Wing Commander stuff Space Quest stuff (roger wilco for fun) Dune stuff Foundation stuff a crap load of anime stuff -Gundam stuff -Macross/Robotech stuff The technomagi from B5 I might be able to dig up some weapon lists and stuff with prelim stats for different things. |
All times are GMT -4. The time now is 05:11 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.