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trek tech
i dont know if there is already a mod with phasers, photons, and disruptors, but i remember from Star Fleet Battles a couple things that would be good to have on a trek technology mod.
one, transporter bombs. a short range high damage device that skips armor but not shields. uses pic 124. two, wild weasle shuttles. very high damage very long range seekers that have a high damage threshold themselves, and can be fired once or twice a combat. uses pic 123. ------------------ "...the green, sticky spawn of the stars" (with apologies to H.P.L.) |
Re: trek tech
Not that I'm aware of.
I have one mod about Star Wars tech (that isn't completely finished yet). Someone suggested a ST vs SW mod, that should be easy once the initial mod is done. |
Re: trek tech
and i almost forgot, you of course need a holodeck using pic 184 that increases system wide bad event chance by about 3000 percent.
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Re: trek tech
Earl Grey Tea which gives fortitude and scans at level 3 and increases experience by 3 for each cup that is drunk.
Now if only I could carry afew enterprises around in my bag of holding.... ------------------ L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+ |
Re: trek tech
I’m working on a trek tech mod. There will be unique techs for all major races, Feds, Romulans, Klingons, Dominion, and Cardassians.
I’m focusing on making a good base Fed tech set, and then expanding form there. I’ve got lots of new comp pics to give it some flavor, and some new beam and torp graphics too. This is my first attempt at this since I lost my HD, but I’m determined to get it done this time. |
Re: trek tech
How are you planning to set up the propulsion system?
You might consider including my FTL propulsion map, for the subtle effects. (Can FTL around the edge of a system to get to the other side quickly, can cruise around space without stopping in any one system, wormhole blockades can by bypassed by taking the straight-line path at FTL speeds) As long as your mod keeps a ship's maximum movement speed to reasonable values, it should work quite nicely. ------------------------------- -<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style) [This message has been edited by suicide_junkie (edited 14 September 2001).] |
Re: trek tech
Propulsion will be a quasi Newtonian set up. My thinking is that warp engines give good speed at a fairly light weight, so I’ve sized the warp coil at 5kt. Obviously the bigger the ship, the more coils it will need.
This works rather well with my growing custom shipset/vehicle size.txt that has the right ships at the semi correct relative tonnages, eg Akira class is about 3,055,000 tons IIRC so that goes to 3055kt in game. I can still make it go fast as it should as per the trek universe, and it has room for all the offensive, defensive, and other goodies such as medical bays, security teams, engineering teams (repair one component), bussard ram scoops (supply generation), and advanced sensor arrays. This of course can go up, but I think any more than 5kt, and it will make the smaller ship classes less effective in mid/late game with all the extras available. I’ll take a look at your map and see how it combines with this system. It might be a while though since I never have time to play anymore, and when I do, I tend mod instead. I’m just ending the planning phase now, so once I get a good base set done, would you mind looking it over to check for balance issues? |
Re: trek tech
I don't really know much about this game, but I do know that Will (Atrocities) has collected and compiled some of that Trek Tech stuff that others have made, and combined it together.
I have never up loaded a file before, so I hope this is the correct one. |
Re: trek tech
Thanks for that file Ray I’m sure it will be useful for people working in the trek mod.
Maybe there are a few more files that can be necessary, but there’s no urgency. I hope Will is getting better. To the modders, Please try to keep things balanced to standard SE4 comps. That’s what I tried to do in my SW mod. Please don’t start a SW vs ST discussion because we already know no one will be able to convince the other that tech in one is better than in the other. All I can say is, both will have advantages and disadvantages, so let’s try to make things balanced with standard SE4. Of course that some weapons and components can be slightly better than normal weapons/component. But for example in Atrocities’ file there is a weapon (Transphasic Torpedoes) with a damage rating of 10, normal damage to ships/planets and range 19. In standard comps, shield accelerators, have a rating of 9, but are shields only, best rating normal damage weapons are ripper beams with 2.5, but they have a very short range (3) to compensate. |
Re: trek tech
Modders may find Spacedock(ship construction book), Ship Manual Vol 1, and the Dominion War Sourcebook useful. All are available for free at; http://www.trekrpg.net/
Just follow the links Computer Core then Netbooks. They are filled with Trek Tech. These were originally going to be published by LUG for their RPG. |
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