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July 2nd, 2002, 12:29 PM
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Lieutenant General
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tholians
I made a new shipset:
1025605536.zip
How do you like them ?
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July 2nd, 2002, 05:49 PM
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General
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Re: tholians
The main sequence of ships is very nice. They 'sort of' resemble the only example given in the series, but not too closely. Some of the 'supporting' series like carriers are a little odd, but I guess it's hard to be creative with a single starting idea.
Giving them Crystalline Technology was a natural choice, of course. If only there was a way to simulate the Tholian Web... we can only make them research and use tractor/repulsor beams for now.
[ July 02, 2002, 16:50: Message edited by: Baron Munchausen ]
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July 2nd, 2002, 07:33 PM
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Shrapnel Fanatic
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Re: tholians
Good job Oleg. I like them.
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July 2nd, 2002, 08:36 PM
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BANNED USER
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Re: tholians
Nice shipset, They go in my folders right away.
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July 2nd, 2002, 11:21 PM
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Shrapnel Fanatic
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Re: tholians
Yes, very nice set Oleg. Very nice indeed.
However, the race is missing three images.
Shields
Big Explosion
and a Baseship image (Mostly if one is not included, the game will use the Starbase BMP.)
Here ya go Add On Zip
Contains a Shield, Big Explosion, Baseship, and HTML viewer. (The baseship is the starbase image)
[ July 02, 2002, 22:49: Message edited by: Atrocities ]
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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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July 3rd, 2002, 12:00 AM
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Private
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Re: tholians
Quote:
Originally posted by Baron Munchausen:
Giving them Crystalline Technology was a natural choice, of course. If only there was a way to simulate the Tholian Web... we can only make them research and use tractor/repulsor beams for now.
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Hmm... I wonder if Malfador would be opposed to implementing features designed to temporarily cause disruption of ship functionality. A Tholian Web generator could simply be two components that work in tandem -- a Disrupt Engines component and a Disrupt Weapons component. The Disrupt Reload Time is the closest thing to it, but that only disables the weapons as long as it takes to reload them.
Having some kind of device that could disable an entire portion of the ship for a pre-determined length of time -- i.e. being able to force a ship to be unable to move or shoot for 3 turns or so -- would be just plain cool. =)
I'm not sure how Malfador does ship abilities in the code, so I don't know how hard it'd be to implement. Based on my own programming "experience", and judging the overall difficulty of attaching lingering status effects to ships, I'd say it'd be moderate difficulty -- not a cinch, but not too difficult to consider either.
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