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

Lib3r8er January 6th, 2003 08:42 AM

Re: *** Star Trek Mod Discussion ***
 
just wanted to say this mod is looking great

also in star trek armada the klingons also use phasers so may be u should consider a least making the phaser tech capturable

[ January 06, 2003, 06:44: Message edited by: Lib3r8er ]

AEther January 6th, 2003 10:02 PM

Re: *** Star Trek Mod Discussion ***
 
i agree completely, not only the federation have phasers they are the ones only with PULSE PHASERS not phasers.

Captain Kwok January 7th, 2003 07:35 PM

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

It has been a couple of days since I Last posted, here is the latest info:

Most of the data files are done, with a few minor exceptions I hope to address during this week. School has also resumed this week, so that will slow things again. However, I'm hoping to have a beta Version to some testers very soon, so that's good. I've also worked on putting together some temp ship sets until I get the original ones more complete.

One of the files I've worked on was happiness.txt, I've added several more happiness types to better correspond with the different races:

Neutral: ?
Capitalist: Ferengi
Collective: Borg
Expansionist: Cardassian
Peaceful: Federation
Religious: [N]
Warrior: Klingon, Romulan, [N]
Xenophobic: Dominion, [N]

[N] denotes use by a neutral race.

I've also modified cultures.txt to a similiar degree as above.

Due to the method that I've arranged the vehiclesize.txt file (custom hulls for most of a race's ship sizes), I just realized I will have to do the same for the neutrals (i.e., making a unique neutral technology trait), since I don't want neutral default sizes appearing in the ship lists of the major races. I'm also thinking of reducing the sizes of the neutral ships, since you don't expect the Bajorans to be cruising around in 1000kT ships. I'll probably top the big ships at 500-600kT in size.

That's all for now.

Captain Kwok January 8th, 2003 04:29 AM

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

I've updated the website with a new feature - Mod Status - which allows visitors to check what's going on. I've also added temporary images for some Federation and Dominion ships, I'll be adding temporary images for other races sometime soon.

As usual, any comments are welcomed.

Kevin Arisa January 8th, 2003 07:37 PM

Re: *** Star Trek Mod Discussion ***
 
I noticed that you changed the nebula into the one with the sensor pod. Why did you do that? It is hardly battle worthy without it's battle pod. Are you planning on making the nebula class upgradeable? http://forum.shrapnelgames.com/image...s/confused.gif

TerranC January 8th, 2003 11:16 PM

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

Originally posted by Kevin Arisa:
I noticed that you changed the nebula into the one with the sensor pod. Why did you do that? It is hardly battle worthy without it's battle pod. Are you planning on making the nebula class upgradeable? http://forum.shrapnelgames.com/image...s/confused.gif
<font size="2" face="Verdana, Helvetica, sans-serif">... The nebula class is most certainly battle worthy even without it's battle pod. And you can make the nebula class upgradable yourself; just create two variants in a TNG mod game.

Personaly, I think the Phoenix (Sensors pod Version) looks a lot better than the Sutherland (Weapons pod Version).

Captain Kwok January 8th, 2003 11:32 PM

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

Originally posted by TerranC:
Personaly, I think the Phoenix (Sensors pod Version) looks a lot better than the Sutherland (Weapons pod Version).
<font size="2" face="Verdana, Helvetica, sans-serif">That is exactly why I changed it. I didn't like the way the upper pod was turning out with the Sutherland variant.

Edit: Besides, who says the Phoenix variant's upper pod can't have a couple of torpedo tubes?

[ January 08, 2003, 21:35: Message edited by: Captain Kwok ]

Fyron January 9th, 2003 01:56 AM

Re: *** Star Trek Mod Discussion ***
 
You can not upgrade a ship from one vehicle type to another.

TerranC January 9th, 2003 03:41 AM

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

Originally posted by Imperator Fyron:
You can not upgrade a ship from one vehicle type to another.
<font size="2" face="Verdana, Helvetica, sans-serif">I don't think that's what he was asking, Fyron.

Fyron January 9th, 2003 03:44 AM

Re: *** Star Trek Mod Discussion ***
 
That is what was being implied. Have 2 different types of Nebula class ships, and upgrade from one to the other. It won't work. http://forum.shrapnelgames.com/images/icons/icon7.gif


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