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  #1  
Old March 4th, 2002, 02:56 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I remember playing the Birth of the Federation some time ago and... Quite frankly, The borg were immensly powerful and killed every ship and race UNLESS they were at their pinnacle.

Its gonna be hard to fight a ship that would have inpenetrable shileds and regenerating armor.
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Old March 4th, 2002, 02:57 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
When it comes to racial creation I was renaming and slightly reducing the costs of emotionless and mechanoids (giving the new Versions a prerequisite of Borg Tech) so that they can actually have some racial points to put into characteristics.

In normal SEIV (pre-gold), prerequisites for racial traits don't work. Also, the restrictions don't work. I hope Gold fixes this bug.

[ 04 March 2002: Message edited by: Imperator Fyron ]

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Old March 4th, 2002, 03:01 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Its gonna be hard to fight a ship that would have inpenetrable shileds and regenerating armor.

Null-space cannons.
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Old March 4th, 2002, 03:11 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Damn. I thought that I saw something in the racial traits text, but maybe not.

Also, I don't plan on giving them impenetrable shields or anything like that. The regeneration would probably be at about half the rate of an equivalent tech level shield regenerator. My plan here is not to create some uberpowerful engine of destruction with which to browbeat AI's and other players alike. Instead I am trying to create a playable race whose inherent advantages and disadvantages are balanced with other races, yet still accurately portraying the Borg.

Granted I haven't been able to test any of this out yet so it will probably go through some major revisions before I get a playable race.

[ 04 March 2002: Message edited by: QuarianRex ]

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Old March 4th, 2002, 03:29 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Those fields are in the data files, but they just don't do anything.
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Old March 4th, 2002, 07:31 AM

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

Imperator Fyron:
I'll try to merge your stuff with a newer Version of what I have and upload it asap.
I didn't check all details yet, looks like a good start for facilities.
Should I give standard SE4 research and intel facilities a second req tech to make them available only to Standard se4 races?
One thing I discovered is that replicators have Resource Manipulation as a req tech, but now that tech is going to be Standard se4 only. Remove that req and maybe increase cost to compensate.


QuarianRex:
What about a relatively low shield with a high crystalline armor ability? First shot can do considerable damage, but then shields adapt (regenerate from damage).

Note that Borg ships are much larger than standars SE4 ships. According to my ship scale, (estimation of real tonnage and later scaled down to make coherent SE4 sizes) Borg cubes and Tactiacal Cubes (their largest ships?) are 7067 and 7283 kt.
Considering their size maybe it's not necessary to make all comps so small.
What about if their repair bays always repair 1 but get smaller with tech.
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Old March 4th, 2002, 08:41 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andrés:
About the research and intel facilities, yeah, that would be good. I was making different ones for each race to simulate their population working for your empire if you conquer them. I figure that there's no reason for Romulans to suddenly lose their natural talents at intelligence operations just because they are living under a new flag. In some ways, I am shooting for a BoTF style.
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