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-   -   Star Trek Mod (http://forum.shrapnelgames.com/showthread.php?t=5456)

Garfield79 March 23rd, 2002 11:36 PM

Star Trek Mod
 
I have managed to make significant progress towards a complete ST Mod. I have managed to create a nearly complete Federation Tech Tree, and have plans to begin work on the Klingon tech tree. The goal is to create a complete Star Trek based game, removing all other technologies. The end result will consist of most if not all of the races in SFC, some from NexGen, DS9, & Voyager. Like I said the end result will be a ST based game. This means that NONE of the original techs will remain.

Also, ship sizes will be greatly modified. The Enterprise E has a mass of 3200K tons, and this will be reflected in the game. Expect component sizes to drastically change as well to corespond with the new ship size. An important note about ship sizes is that they will now be race specific, so while the Federation can research a Galaxy class starship, the Klingons will not. They will be able to research Klingon ships, which will be of different sizes.

I have managed to scrounge up the ST shipsets, and I have acquired all the Mod image packs, but I am still looking for certain components. Namely, Photon Torpedos, and such. I would like to use images that refelect what the components really look like, but I can't seem to find any. If anyone out there knows where I can find a ST component image set let me know please.

As soon as I have worked all the kinks out of the Federation Tech Tree I will post it here at Shrapnel. I am open to any constructive suggestions.

Garfield79

Fyron March 24th, 2002 12:18 AM

Re: Star Trek Mod
 
Have you looked in the Sci-fi Crossover Mod thread?

Suicide Junkie March 24th, 2002 03:49 AM

Re: Star Trek Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>An important note about ship sizes is that they will now be race specific, so while the Federation can research a Galaxy class starship, the Klingons will not. They will be able to research Klingon ships, which will be of different sizes.<hr></blockquote>Have you considered making all ships require generic "ship design" research also?

This would allow the Romulans, having captured a Galaxy, to deconstruct it and gain insights on how to build ships in general, thus allowing them to create Warbirds. The romulans would never be able to build Galaxies, but would learn something by analysing a much bigger/high tech ship

Garfield79 March 24th, 2002 07:24 AM

Re: Star Trek Mod
 
Good idea. Have the racial exclusive technology based on something like Construction or Ship Design (should it remain).

I'd also planned to curve the ships size for the Federation because the Soverign is considerably smaller than the Galaxy, yet it is more powerful because of the bioneural technology that the Feds have started using. I plan on linking the ship technology to the bioneural technology. There is essentially going to be two Versions of some Federation Tech. One Isolinear, and one Bioneural.

I was also planning on changing the troops to reflect an actual unit, and not a piece of machinery. I plan on changing the cockpit to something like "Personel", and adding a Logistics component as well to reflect their supplies, and HQ, and TO&E etc.

My basic method for making this game is to just play it, and make modifications as I see fit. The above idea for the troops came about this morning when I actually started to do Troop research and I realized that I wanted Fed marines not a Fed Large Troop.

I just want Fed & Empires without all the little cardboard pieces, and the 3 maps, ya know?
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Atrocities March 24th, 2002 01:33 PM

Re: Star Trek Mod
 
Have any of you had time to write AI for any of the Star Trek Races? That is GOLD AI?

Andrés March 24th, 2002 05:11 PM

Re: Star Trek Mod
 
New AI will have to be written once techs are added, not before.

Garfield79 March 24th, 2002 07:20 PM

Re: Star Trek Mod
 
I haven't even taken a look at the AI files. That is going to be the Last thing that I work on, unless someone can come up with a good set. Plus I don't have Gold, so this is going to be a mod for 1.49.

Atrocities March 24th, 2002 07:57 PM

Re: Star Trek Mod
 
I worked on creating a Trek Tech mod for over three months but gave it up shortly after the Crossover Mod was started by Andres'

He and his team are much more indepth to doing such things than I, and have more free time too see that it is done right.


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