
July 28th, 2003, 09:58 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Re: STM "Final v1.7.5" Discussion
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Originally posted by DeadZone:
an idea, how about removing all of the original SE:IV technology and components cos I mean, capital missles and depleted uranium shell in star trek!? I think not, or at least not in the time-period of which is being covered by the mod
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Enterprise uses Capital Ship Missiles. And the General AI has got to have something to use for weapons. I could name the DUC Lasers or something, but why?
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Originally posted by DeadZone:
And have the impulse engines give minimal movement, so, at the beginnin your ships can only move 1 square wit impulse, and possibly only 2/3 extra wit warp. I think that would be better
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We did this for the AST mod and it works well, but given Captain Kowks design for the mod, this propulsion model does not work. The larger the ship the more engines it takes to move.
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Originally posted by DeadZone:
Also, have it so u must have a structural intergrity field (I think this is posible, Im not sure)
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Believe me I have been trying.
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Originally posted by DeadZone:
And how about take out carriers, after all ST doesnt have fighters, they have shuttles, wit which (tho the game will see them as a fighter) have it so normal ships can only have 1 or 2 shuttles max (ie. up the size of the hulls and up the weapons to compensate)
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You can remove them when setting up your game. The technology to turn off Carriers is available. They were left in the mod because many people like them and wanted them. To accomodate them I made them a removeable technology.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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