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Old March 1st, 2002, 02:34 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Originally posted by Andrés Lescano:
I just rendered this pic:
http://se4kdy.cyberwars.com/temp/intro.jpg




This looks cool!

Sorry for the interruption, first time checkingn this thread and I see the above .
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Old March 1st, 2002, 02:39 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I realize its tough to fit lots of ships on the screen at once, but it looks like all three of those ships are about to ram each other
The galaxy is quite flexible for attack orientation, and the B5 Omega could be shooting at something farther away...

I don't know how easy it would be to also change the nametags on the Enterprise-D and the Agamemnon. The history of those ships dosen't really work for a crossover.
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Old March 1st, 2002, 04:29 AM

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

Well I wanted close ups of very big ships so the only way to make them fit was to put them very close.

BTW details of the Agamemnon's cannons would work great for components.

Changing the names would be easy. There are just text in texture maps all I need to do is find a matching font and type another name. Any suggestions?
And BTW you cannot read Enterprise, the tag number is hard to see and you can only recognize it if you're already know it.
But wait why should I change the names?
Many crossover stories (fan-made of course) include those ships
So that ISD could be the "Devastator" (Lord Vader's ship in ANH) and that X-Wing be piloted by Luke Skywalker and Artoo-Deetoo.

The ships ramming each other:
The Agamemnon rams the Devastator, and is destroyed taking most of its shields.
The Enterprise would have been able to avoid the explosion with more ease, but Picard waited until the Last second to order the evasive maneuvers so it's impacted by a few debris that bounce harmlessly from its shields.
As the star destroyer's shields are down, the Enterprise beams a small team to the Devastator's bridge.
Vader slices Worf in 2 with his lightsaber while the stormtroopers finish off the rest of the invaders.
The Enterprise has problems targeting the many small and fast TIEs that swarm around it.
The good old method doesn't work:
"Ensign, prepare to fire phasers on the nearest fighter on my mark."
Pircard stands, straightens his uniform and orders "Fire!"
On the other hand there are more than 60 trigger happy gunners shooting at the Enterprise, computer programmed evasive maneuvers are no match for them.
They are too distracted by the easy target that they fail to see the X-Wing approaching from the bottom until it's too late.
Luke fires two torpedoes directly into the star destroyer main reactor.
Vader had escaped in a shuttle but the nor crippled Enterprise is able to take down his shields and beam him on board before he can jump into hyperspace.
The dark lord of the sith makes his way out of the brig by making a hole in the wall with his lightsaber and starts slaying anyone he finds.
Vader forces Geordi to freeze Riker in carbonite.
Troy: "I love you."
Riker: "I know."
Luke lands in the shuttlebay and hurries to help.
Lightsaber duel, Vader cuts Luke's hand off.
Vader: "Luke I am your father. Join me together we will rule this galaxy as father and son."
Luke: "Nooooo!", and he jumps into the warp shaft.
Then the Falcon comes and helps Luke can get away.

Ok that was too much and I was getting nowhere.

[ 01 March 2002: Message edited by: Andrés Lescano ]

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Old March 1st, 2002, 03:15 PM

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

Neat pic Maybe add a few Tie fighters and Starfuries/T-Bolts.

What did you use to render? Do you have any other ships - esp B5 stuff I could use for weapon samples?
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Old March 1st, 2002, 09:24 PM

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

Here's latest update:
http://se4kdy.cyberwars.com/temp/intro2.jpg

Val you asked that a millon times and I always answered I use 3ds Max.
Moved the ships around, and added more. It's getting a little overcrowded, but that was the intention.
I couldn't find a good StarFury model. Maybe Rambie knows, I'll have to ask.
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Old March 1st, 2002, 09:40 PM

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

Wasn't sure if you used the same thing to render the whole ship or not - I am nothing if not predictable
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Old March 2nd, 2002, 12:42 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Originally posted by Andrés Lescano:
BTW what happened with Terran's and Fyron's interest in the Trek part?



Well I have a job

Trek Ideas... Hmm...

Star Fleet (added)

Starfleet Medical: (at top level) Prevents level 4 plague in the system.

Daystrom Institute: +50 research

Chronowerks: Causes your system's sun to explode at the year 3000 (Don't take this one seriously.)

TCARS: (Ship Component) (Only works if you've selected the Temporal Tech tree) (stands for Temporal Computer Access System.) Gives the ship 20% increase in combat and 20% increase ECM.

(actually it would be 100% both but for the sake of balance...)

Soliton Wave Generator: Creates Warp Gates. Can ONLY create gates to systems that have SWGs in place. (Ineffective but it's trek.)

+5 Combat-General
+5 trade
+5 Research
-10 cunning

Mobile Emitter: Acts as a Master Computer.

Temporal Knowledge
Propusion Experts

Romulans:
Tal Shiar: Acts as Intelligence Center with the bonus capabilities as Citizen Databank Complex.
Only one may be placed per system.

Cloak: Ordinary Cloak with only 75% supplies used.

Plasma Torpedoes: hmm... Works like Plasma Missles but with about 20% damage. But decreased range and added supplies.

+5 Cunning
-5 Tolerance

Klingons:
Distruptors: Mesons with x3 damage (Normal Mount)

Heavy Distruptors: Wave-Motion guns with decreased range but +70 damage (Normal Mount)

Bat'Leth: +20 Security turrets and boarding turrets. (idea from Dominion wars)

+20 Space Combat
-5 happiness
+15 Ground Combat
+5 Tolerance

Cardassians:
nothing special about these folks, really.
No special weapons, No special ships, No strong points. And they wonder why they lost the war.

+10 Space Combat
+10 Ground Combat
+5 Mining in all areas

Hardy Industrialists
Advanced Storage Techniques

Ferengi:
Latinum Storage: 10000 additional storage space with anything. Only 1 per planet.

+10 trade
-10 Space Combat

Natural Merchants

Breen:
Organic Armor: ... Organic Armor really, but with some slight added resistance.

Energy Draining Weapon: Destroys everything that creates supplies or carries supplies.
(I don't know how you can limit this to a specific race so I'm not gonna say Klingons Exception.)

CRM-14 (I think): 10 Anti-personnel turrets.

-20 Trade

Borg:
(Oh boy how do i do this...)

Well for first thing, bigger ship sizes.

Assimilator: +200 boarding parties.

Tractor Beam: Added Damage to the Tractor beam. (WAY more than just 5 or 20.)

-50 trade
Emotionless
Mechenoids
+50 Tolerance
-50 Cunning (a drone as a spy on earth...)
+50 Combat General

(I'd like to say -50 on reproduction then the borg would be helpless would they?)

Dominion:
Nothing special about these folks too.

Cloning Vats: +50 Jemhardar population (could you put in a little weyoun in the picture?)

Ketracel White: +30 to Combat, Construction and Tolerance.

Changeling: +50 to Cunning.

+15 Cunning
+10 combat
-10 Repair
-10 maintenance (all those suicide attacks must do something about their economy.)

Species 8472:
Planet Killer: Cannot be put on a mount. 1000 damage on anything Null Space.

In order to compensate for this, the damn thing's size should be around 400-600K and use a lot of supplies so that it can only be used once. Also, the cost of the cannon should be HUGE.

-50 trade
Xenophobic
Organic Manipulation
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