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  #1  
Old February 2nd, 2002, 02:50 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Fyron:
What exactly are you trying to do with the supplies here?

Way back when, me and Magnum came up with a nifty Trek propulsion emulator for SE4.

Impulse drives give combat movement.
Nacelles give 1 standard movement.
The M/ARC (aka warpcore) provides 4-7 "bonus" movement.
Escorts & frigates require 1 Engine per move
Most ships upto say Battleship size require 2 engines per move.
Battleships take 3, dreadnaughts take 4.

- Any ship with too few functional nacelles is dead in the strategic water, no matter how good their reactor is. (bonus movement is useless without at least 1 standard movement)
- Putting four nacelles on an LC is fine: you get 1MP more, and backups incase of combat damage.
- Include an "internalized" nacelle design for ships like the defiant, where the nacelle is more expensive, but much more resistant to damage (or is perhaps not counted as "armor")
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Old February 2nd, 2002, 03:12 AM

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

I've started work on a Battletech mod while I wait for SE4Gold (unlike TechMod, I don't think BT will use many, if any, of the new stuff).

So, should I try to make it mesh with this mod as well? If so.. is there anything I can download to get an idea on what I need to balance against? I don't have a heck of a lot of information available, so I can be decently flexible..just trying to get the feel of it down, not the numbers.

Would it even add anything to the mod? BT focues more on ground invasions, so strong troops. Good fighters as well, and if I can figure out a way to model them, dropships (large shuttles, esentially- they do all the lifting to and from planets).

Other characteristics:
-No shields
-Ablative-type armor (the troop armor can be damaged by rifle fire, yet take direct hits from hypersonic slugs..the warpship armor is similar)
-Fairly slow on a strategic scale, middling speed in combat (hard to do, seeing that afterburner abilities don't stack)
-Weapons are powerful but fairly inaccurate

More later..

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Old February 2nd, 2002, 03:52 AM

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

There is also all the stuff in BattleSpace - gives a bunch of ships to move the troops and stuff around as well as slug it out.

There are also a lot of (aerospace)fighters in BTech.
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Old February 2nd, 2002, 05:22 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

SJ:
quote:
What exactly are you trying to do with the supplies here?


I don't really know at this point. I was throwing out some ideas to get the Trek part of the Mod jump-started.

quote:
Way back when, me and Magnum came up with a nifty Trek propulsion emulator for SE4.


Did this ever get past the drawing-board? Do you have a text file with some sample components? If not, don't worry about making a new one, I'll do it. What was the max number of engines you let ships have?

TerranC:
quote:
I Heard somwhere that Defiant Class use ECM generators against the Borg.


Where did you hear that? I've never heard it before.

P.S: How do you make the quote tag say who originally made the post (short of manually typing in "posted by...")?

[ 02 February 2002: Message edited by: Imperator Fyron ]

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  #5  
Old February 2nd, 2002, 05:58 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

RE: quote author thing:
If you click the double-quote button, you'll see:
[ quote]originally posted by Mr X.
[ qb] quoted stuff
[ /qb]
[ /quote]
I suppose those stand for "quote body" or something.

+++++++++++

With the supply thing, either go with the Standard SE4 "unmeasured reactor power and limited supplies", or convert it to "limited reactor power and unmeasured supplies" by making "reactors" store supplies and have the ship's supplies maxxed out at the beginning of each turn.
You can't really go halfway, 'cause then it dosen't make sense

In this mod, the races are different enough to make using both methods acceptable (as long as a particular race only does it one way).

quote:
Did this ever get past the drawing-board? Do you have a text file with some sample components? If not, don't worry about making a new one, I'll do it. What was the max number of engines you let ships have?
All the datafiles have been lost to the mists of time , but not the memory...
The engines would have no hardcoded limit.
Their limits would be set by combat and economic worthyness. Spending 50kT on two nacelles to get one more MP is not usually worth it, but can be used in certain situations for a tactical advantage.
The economic limit is the minimum required, but you could design a really fast 6 nacelle Frigate if you really wanted (+5 movement, no room for luxuries)
(did I mention I hate arbitrary limits? )
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Old February 2nd, 2002, 06:03 AM

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

"There is also all the stuff in BattleSpace - gives a bunch of ships to move the troops and stuff around as well as slug it out."

Right, but I don't *have* Battlespace.. I'll have to ad-lib it

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  #7  
Old February 2nd, 2002, 06:18 AM

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

Sithspawn!!!
You're right Val, assault shuttles don't work. When you give it the order you get a "This vehicle cannot capute." error or something like that. Not sure why.
I already knew that transport fighters wouldn't work, something carring cargo inside a another cargo bay sounds pretty werid.

Ion Cannons seem to work fine though. So unless I make some small shuttle sized ship, capital ships will have handle the boarding (maybe I can describe them as short range fast shuttles ).

Hyperdrives are working fine, to repair them I made a 0 building 1 repair space yard called "Hyperdrive Motivator" and I also gave it an armor because it always seems to be damaged first.

Ok basics of these mod are:
Most standard techs are moved into a "Standard SE4 tech" (that once all races get their own techs should never be selected) and every race has acces to exclusive techs via for example a "Star Trek tech" plus a "Federation tech" racial traits.
That's why I asked wich techs would be shared with other races, those go to the "Star trek tech".
If necesary we can add a racial trait to add techs shared by a sub-group but not all Trek races.

About shipsizes:
One of the technologies only available to races with the "Standard SE4 tech" is Ship Construction, so each race gets a set of custom ship sizes under their exclusive techs.
That's also one of the few techs I already started for all races, since I want it to increase the contrast between races.

For example the Federation gets
Saber Class Starship (310 kt), Defiant Class Escort (355 kt), Norway Class Starship (622 kt), Miranda Class Starship (655 kt), Intrepid Class Starship (700), Excelsior Class Starship (2022), Akira Class Starship (2066), Sovereign Class Starship (2075), Nebula Class Starship (2082), Galaxy Class Starship (2156)
Peregrine Fighter (27), Danube Runabout(83)

Note that tonnage was made using known tonnage or estimations and scaled up or down using a variable scale to make logical SE4 sizes.
(I used the same variable scale for ship from all races, big federation ships like a GCS are half of its real size, but bigger ships form other races such as Earth Omegas or Imperial Star destroyers to a 10th part (~5000kt), and bigger ships are even more reduced, so don't complain)

It needs to be revised to correct:
1- I had ordered ships by size not by tech, that need to be corrected and add some penalty to big low tech ships and bonus to small high tech ships.
2- There are many some needed sizes missing, including stations missing. Some other races have only 1 or 2 starships.
I'll update my ST-Fed shipset to include all needed pictures once revision is finished (using neo-standard names if necessary, like I'm doing with THE Empire).

At least I'm trying to make things balanced with original SE4 techs, so you are not in a great advantage or disadvantage when playing against someone with the "standard SE4" racial trait.

I had posted a link to an old Version that includes all racial traits and ships sizes. I'm revising the starwars size and added sw and b5 tech, but the part that concerns startrek hasn´t changed.
http://se4kdy.cyberwars.com/files/sc...ci-ficross.zip
I'd post an updated Version but I'm having a little FTP problem with my site and I'm still awaiting for my host's reply. And I'm too lazt to post it here or somewhere else.


Some ideas that may help:
Torpedos can be different from standard SE4 topedoes.
If you make beams like APB (wich is very strong among SE4 weapons) but better, compensate it with some disadvantage like bigger size, or longer reload rate.
Giving Transporters fighter/sat/mine lay/load abilities sounds like a good idea, but I'd make it small and just let it put the cargo in normal cargo bays.
Unless it stacks, it't ok to have Holodeck training bonus in all the sector, crews beam on board to use the it.
ECM can be replaced by just making their ship hulls have lower to-hit chance compared with ships of the same size of other races.
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