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  #1  
Old March 2nd, 2002, 12:48 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I'd bump up the Tolerance of the Klingons, and the Romulans should have a positive Tolerance modifier.
They are a branch of the Vulcan race, after all.
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Old March 2nd, 2002, 12:49 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Oh BTW, Just to put some reality into it:

Planetary space yards shouldnt really be allowed to create anything more than destroyer.

Some research stations should be put in space as Zero-G have some interesting effects to... well things.

Weapons testing should be allowed.

More Flexible treaty options and minister ideas should be put in.

Some diplomacy options should be diabled if you picked Merchants or Xenophobic or Traders or Politicians.
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Old March 2nd, 2002, 01:44 AM

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

"Planetary space yards shouldnt really be allowed to create anything more than destroyer." Can't be done.

"Some research stations should be put in space as Zero-G have some interesting effects to... well things." Can't be done.

"Weapons testing should be allowed." Other than the combat simulator, can't be done.

"More Flexible treaty options and minister ideas should be put in." Can't be done (sensing a pattern here..)

"Some diplomacy options should be diabled if you picked Merchants or Xenophobic or Traders or Politicians." Can't be done.

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Old March 2nd, 2002, 04:21 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Yes, Well I knew that they can't be done actually. Too bad really.

Because those limitations (In my opinion) could have created new strategies.

Well... Gold still awaits
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Old March 2nd, 2002, 05:11 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?
Are you trying some things?
Don't feel intimidated by our opinions/suggestions. Not enough time?



I have been pretty busy lately.

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


Those would be really pointless weapons.

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


Umm, no. Cardassian ships are heavily armored. They should get weakened shield generators and higher hit point armor.

Andres:
Where can the latest Version of the data files for this mod be found? I'll make some Trek stuff this weekend if i get a chance to do so.
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Old March 2nd, 2002, 05:30 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
"Planetary space yards shouldnt really be allowed to create anything more than destroyer." Can't be done.
CAN be done, but comes at a price:

- All ships destroyer or below require ZERO organics.
- Planetary space yards build with zero organics.

You'll also have to eliminate organics cost from facilities and units, so that space yard worlds can still build them.
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Old March 2nd, 2002, 05:40 AM

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

Hmm, what about the default planet construction? Can THAT be changed?

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