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July 21st, 2002, 03:52 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Thanked 14 Times in 12 Posts
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Re: *** Star Trek Mod Discussion ***
Of course the Last couple of Posts don't really have to do with the TNG Mod...it's rigged so that ships of all sizes are going to be quite useful through the game either strategically or economically.
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July 22nd, 2002, 01:04 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: *** Star Trek Mod Discussion ***
Just thought I'd point out that repeatedly on your website you are misspelling the word "tactical"...
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The Ed draws near! What dost thou deaux?
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July 22nd, 2002, 06:18 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: *** Star Trek Mod Discussion ***
If you take a weapon, and double both size and damage, the weapon becomes more powerful: it pierces shields better.
If you make it half size and half damage, shields will absorb a larger fraction of the damage.
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Things you want:
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July 27th, 2002, 02:58 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: *** Star Trek Mod Discussion ***
Greetings!
I've updated the TNG website before I go on holidays, so stop by. Please take a look at the current tech list and let me know what you think as it should be more or less everything included in the first release.
I look forward to working on the Mod more often when I get back...see you in a week or so!
The link to the site is in my signature!
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August 3rd, 2002, 02:24 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: *** Star Trek Mod Discussion ***
Greetings!
I'm back from my short holiday and have resumed working on the Mod when I can. I sent out a basic component file to those on my little mailing list, so I look forward to hearing some feedback.
I also find myself getting a little weary or avoiding this project, does anyone have some suggestions or ideas to help rejuvenate my efforts to get this thing done...?
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August 3rd, 2002, 06:09 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Re: *** Star Trek Mod Discussion ***
Your work is very important to everyone here. You are without a doubt, working on one of the most anticipated mods to date. Your work and dedication is greatly appreciated by all.
I would concentrate on the data stuff, and leave the ship sets for later. Get the actual mod data done first then work on the sets.
The important stuff are the components, then the AI for the players. Everything else can be done later.
The mod does not have to be done tomorrow, take your time on it. Enjoy what you are doing. Hell if I had the knowledge, I would be happy to work on it for you. But me dumb.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 5th, 2002, 02:42 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: *** Star Trek Mod Discussion ***
I don't have any original ideas but I'd agree with Atrocities whole heartedly. Your mod will be great, and I'm looking forward to playing it with/against some of my nerdy (me included) friends when it's ready. And true, while it would be great for the project to be done yesterday, this is more your hobby... so take your time and make it what you'd like it to be!
Cheers,
And where exactly did you go for your holiday?
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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August 6th, 2002, 06:49 PM
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Second Lieutenant
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Join Date: Jun 2002
Posts: 463
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Re: *** Star Trek Mod Discussion ***
Quote:
Originally posted by Captain Kwok:
Greetings!
I also find myself getting a little weary or avoiding this project, does anyone have some suggestions or ideas to help rejuvenate my efforts to get this thing done...?
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Whilst everyone is anticipating the release of your mod - take a leaf from Stephen King's 'Advice for Writers'. Work at your own pace, don't let others dictate you work ethos.
Whilst self-discipline is a must in creative endeavors - there's no point flogging a dead horse. My answer to creative block is to do something entirely different for awhile. It's amazing how this gets the creative juices flowing.
From the looks of your site - you have undertaken (and executed) a tremendous amount of planning and attention to detail. Don't lose that edge.
'Act in haste - repent in leisure'.
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'There are old space jockies and bold space jockies but there ain't no old, bold space jockies'
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August 21st, 2002, 05:37 AM
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Sergeant
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Join Date: May 2001
Location: Great Falls, Montana, US
Posts: 208
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Re: *** Star Trek Mod Discussion ***
Hey guys, this is off topic but incase any of you are modelers like me, here is a site by a guy who makes custom made models for Star Trek and Starfleet Battles. Here is the linke if you are interested...
http://www.mcdanielmodels.com/
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Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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August 21st, 2002, 11:32 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: *** Star Trek Mod Discussion ***
Quote:
I also find myself getting a little weary or avoiding this project, does anyone have some suggestions or ideas to help rejuvenate my efforts to get this thing done...?
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Okay, I have an idea for a ST:NG racial trait. I haven't had time enough to make the component(s) yet, but if you like the idea, I'll put it together tonight or tomorrow...
Racial Trait: Drug Dependancy
Like the Dominion underlings... it would suck if your crew mutinied, or worse, were captured and forced to work for the other side, so logically you make them dependent on a drug for normal functioning
- Racial Trait gives -50% to Attack and Defense.
- Ship/base component "drug synthesis lab" gives all ships in sector a +65% to Attack and Defense.
- If a ship is captured or rebels, it no longer has access to the drug (unless it is the drug manufacturing ship!!!) so the crew goes into withdraw.
- If another race captures your drug ship though, look out, their race isn't genetically dependant, but would benifit from all that narcotic boost.
I'd suggest making the drug synth labs large to limit them to support ships or bases. Because the race now is more 'immune' to the consequences of capture/mind control, and have a +15 to combat, my suggestion is to have it cost around 2000 Racial Points (or perhaps decrease the combat bonus to 55 or 60%).
I hope this helps with the modders block. Still looking forward to the finished product.
-Jimbob
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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