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  #1  
Old November 29th, 2001, 05:59 AM

Andrés Andrés is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Look at what I found!
http://www.red-jack.com/~sfbtng/indexbtw.html

Now all we need is to find a way to convert all that to SE4 and revise it carefully.
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Old November 29th, 2001, 07:53 AM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ha, Ha. Now that is what I am talking about! I need help with the ship sizes. If I could make heads or tails out of the website than I would have say that each race will need its own ship sizes. I have no problems creating that, however I do need to get the hull range down. Good job Andres! Now who is going to get that part covered?

I also agree with you on the multi-qualifications (traits). Some will need it so here is my idea, just an example.
1) Star Wars (cost 1000)
a) Rebals (Cost 1000)
b) Empire (Cost 1000)
c) Sith (Cost 1000)
See where I am going here? This can be done for everyone. Taking the Category trait (ie Star Wars) will give you access to the general techs. Taking the specialized trait (ie Rebals) will give you access the that specialzed tech tree. And the bonus is: anyone who wants a real challenge can take two general traits and try to win with the handicap. They will still have some techs and weapons but will lack having the really good stuff!

What thinks thou now!


[ 29 November 2001: Message edited by: President Elect Shang ]

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Old November 29th, 2001, 03:53 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Yes, that's what we're talking about.
Creating them is not the problem, the problem is defining wich techs will be in each general trait and wich in each race. And that's what we've been discussing here.
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Old November 29th, 2001, 04:46 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Umm, I have to work for the next couple of days. Say I try to get a rough draft to you by next wed or thur? Yo can look it over and see if you think that the techs are going to the proper places/people. This will only be a first draft so don't flip. If you like it than we can post a link to the file and let everyone else rate it?
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Old November 29th, 2001, 06:44 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

B5 Shields:

We were using some of the Agents of Gaming material for the B5 mod, and also referring to the tech books. While there really aren't that many examples, some races do have 'shields', most specifically the Vorlon, Abbai and Brakiri (also a few other ancients). The White Stars also have some sort of shield and most large EA ships have an Energy Web (mentioned by both Warner Brothers and the B5 game) that acts as a shield.

Even with this being said, I don't really recall too much shield-like tech in the actual series except with the ancients.
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Old November 30th, 2001, 06:22 AM

arthurtuxedo arthurtuxedo is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I was thinking more along the lines of controlling techs with free traits, and you just have to make sure no one takes more than one general and one specific.
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Old November 30th, 2001, 09:47 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
FERENGI
Shield Depleters?
Engine Overload?


Can I offer a suggestion here? I would also add alegance subverters as well, as the Ferengi are masters at bribery.

Also other possible ideas for trek races:

Sub Space Weapons
Transwarp Drive
Quatum Slip Stream Drive
Transphasic Weapons
Metaphsic Weapons
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