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March 5th, 2002, 12:25 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres:
Don't restrict the generic Compter Complexes or the Citizen Databanks. I am not going to make any of those that are worse than the standard ones, just a few that are better.
TerranC:
Whats wrong with BOTF? It was a good design, just implemented poorly. And if you check the Images Modpack, you'll see that I have already submitted all of the BOTF facilities to it. I see no problem with using them for this mod.
[ 04 March 2002: Message edited by: Imperator Fyron ]
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March 5th, 2002, 12:52 AM
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Sergeant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres:
The shields that I have right now are @ one level behind in raw power [ie. lv 1 adaptive (normal) shields have 30 shield pts and regen of 5, while lv 5 adaptive (normal) shields have 225 pts and regen of 15] and I have kept the regen low so it has an effect but not an unbalancing one.
The crystaline armor effect is an interesting idea (and one that I had previously considered) but I did some reading on its actual effects and I thought that it would be too unbalancing. Besides. that would have to be a modification to the armor (or make the generators act as armor but I don't like that idea) and it already regenerates, so I don't want to make any one component overly powerful. Also, I am making the defense tech area a capturable tech so that other races lucky enough to capture a Cube can get something nifty for analysis (so the tech should eventually spread out). Though I am toying with the idea of giving the armor some minor emissive abilities at extremely high levels (depending on how the ability is working in gold).
As far as size goes, I have already at least doubled the tonnage of most of the primary components (I admit my initial estimations may have been a bit off). And these aren't to actual Borg scale either. From what I found at Daystrom Institute, etc. was a basic Cube wieght of @ 9 million kt. Even divided by 20,000 to get a somewhat reasonable SE4 tonnage of 4,500kt seems somewhat excessive.
Right now I'm basing it on a maximum Cube size of @ 1200-1400kt, equivalent to some of the baseships I've seen. The Tactical Cube will be equivalent/a little bigger (probably going to designate it as a carrier).
Also, I'm making this with an eye towards game balance relative to the standard game (both for testing purposes and for compatibility against a friends proposed mod). As such there is somewhat of a progression of Cube sizes etc. for the sake of playability. When the sizes get finalized for the crossover-mod then I can rescale some of the items.
Please note that this subject to change once I start testing it out. Once Gold finally gets to me then I can see what actually works.
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I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
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March 5th, 2002, 01:22 AM
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Brigadier General
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Originally posted by Imperator Fyron:
Whats wrong with BOTF? It was a good design, just implemented poorly. And if you check the Images Modpack, you'll see that I have already submitted all of the BOTF facilities to it. I see no problem with using them for this mod.
[ 04 March 2002: Message edited by: Imperator Fyron ]
Nothing is wrong with it.
But as you said, it was implemented POORLY.
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March 5th, 2002, 01:24 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Though I am toying with the idea of giving the armor some minor emissive abilities at extremely high levels (depending on how the ability is working in gold).
Proper Emissive armor can be simulated by low levels of crystalline ability.
Make a one-per-ship component that gives 60 crystalline points at max tech, it dosen't even have to be armor.
(60 points is not much at max tech, consider that every ship will have Large or Heavy mounts, so that blocks meson bLasters at best)
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March 5th, 2002, 01:45 AM
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Sergeant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Interesting. I always thought that the companent with the crystal ability had to get damaged, but if not then I might be able to use it.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
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March 5th, 2002, 02:38 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Here is the latest Version of my Trek stuff:
Trek Data.zip
Having read this post, you are now legally obligated to download this file and to provide feedback.  Seriously though, all constructive criticism would be greatly appreciated.
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March 5th, 2002, 03:17 AM
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Sergeant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Nice work, though I do have some questions.
Does each race really need its own research/inteligence facilities? Couldn't this be better handled just through racial modifiers? Though using the Daystrom Institute, etc., instead of the usual computer facilities was a good idea.
Why have the fleet/ship training totals been boosted to 60%? Is that to make up for Treks lack of ECM/combat sensors? Because it always seemed to me that Trek had some of the weakest pilots in sci-fi. Though I do like the idea of having different values for ship and fleet training. Shouldn't the values be reversed for the Klingons? Their glory seeking warior culture seems more inclined to individual ship prowess than team tactics.
I noticed that other facilities (holodecks, Jem-hadar breeding facilities, etc.) have ship/fleet bonuses as well. Do they stack? Won't that get a little excessive?
Overall, pretty good. Your interpretation of holodecks, medlabs, and industrial replicators, etc. are all good and (dare I say it?) even accurate. It can be a pain to try to adapt tech between genres and I'm glad to see that you're having some success.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
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