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  #1  
Old June 19th, 2001, 07:32 AM

warp nine warp nine is offline
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Default What\'s new with Se4 Trek?

Been a while. Bad weather and a broken limb bring me back to the compuker. Wonder if I can remember how to play :P

What's the latest on Trek mods? Any new AI's?

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  #2  
Old June 19th, 2001, 10:31 PM

dominion dominion is offline
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Default Re: What\'s new with Se4 Trek?

current st mod available:
dominion
romulan
klingon
cardassian
borg
ferengi
federation
species 8472


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  #3  
Old June 20th, 2001, 01:00 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: What\'s new with Se4 Trek?

I also saw Magnum around here a while ago, and he was working on a components mod...
Don't know what became of it though.
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  #4  
Old June 20th, 2001, 01:02 AM

God Emperor God Emperor is offline
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Default Re: What\'s new with Se4 Trek?

I've put together a Borg variant which includes a Borg technology research tree. Will be issuing an update shortly once I finish my latest play test.....
Regards,
GE
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  #5  
Old June 21st, 2001, 05:08 AM

Magnum357 Magnum357 is offline
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Default Re: What\'s new with Se4 Trek?

I'm still here! Just been busy for the past month working extra hours (Phew!). Got a little more spare time now. I'm still working on a "SE4 SFC" mod. I plan to make it pretty different then most other peoples Star Trek modes. For example, I'm going to try to make it pretty close the SFB/SFC game mechanics (at least as close as I can get SE4 to understand it) but it will have some slight differences aswell).

Right now, I'm working on a way to implement "Crusise Missiles" into SE4 that use up "Ammo" instead of Supplies. I plan to make a new unit (or just replace one of the Fighter Units) an basically make it a "Ramming Fighter" that attacks ships. Unfortunetly, I don't think it will work as well as I had planned. I doubt I can make the AI understand to make units like this and from the tests I have implemented, its kinda hard to control the actions of the Cruise Missiles (aka. Ramming Fighters) to attack the particular targets you want. Also, completely revamped the Weapons Mount option. Instead of creating bigger mounts for weapons, it is used now in an abstract form to design "Firing Arcs" for you ships. You ships will still be able to fire 360 degrees, but now their will be penalties for some weapons that have a narrower firing arce the others that have a wider firing arc.

Anyway, just a few things I have been trying to work on in my spare time.
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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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  #6  
Old June 21st, 2001, 05:13 AM

Lucanos Lucanos is offline
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Default Re: What\'s new with Se4 Trek?

quote:
Originally posted by Magnum357:
I'm still working on a "SE4 SFC" mod.


As long as you don't pretend you're working in 3D (as the creators of SFC do), I look forward to it.

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  #7  
Old June 21st, 2001, 06:50 PM

Magnum357 Magnum357 is offline
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Default Re: What\'s new with Se4 Trek?

No problem. Actually, my mod will most likly based on the mechanics of SFB more then SFC. The only differences that it will have with SFB will be the ship pictures (combination of TOS,TMP, and TNG) and the addition of races from the TV show (Borg, Dominion, Cardassians, Breen, etc.). Now, the only thing to do is find the spare time to get something going for me.
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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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  #8  
Old June 22nd, 2001, 05:36 AM
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Default Re: What\'s new with Se4 Trek?

I got bored one day so I compiled the following races (Based in part from your great work. Several of the sets still posess the imgages you set them up with. Check out the read-me files.):

Breen (Freespace, Original, other)
Borg (Uses special images that I had)
Cardassian (Uses BOTF, DWP, and others)
Dominion (Uses DWP, others)
Federation STNG (New images Chyaenee, Galaxy, etc.)
Ferengi (Uses BOTF and others)
Klingon (SFC, BOTF, KA, and others)
Romulan (BOTF, and others.)
TOS (BOTF, SFC, SFA, KA, Originals, others)
Species 8472 (B5, Freespace, orginal, others)

I put a lot of work into these races finding new ships, masking, remasking, etc. I am proud of all of them. And, non of them could have been done without your inspiration Warp. Many of the races use images from your site, and without those images, we would not have this many Trek Races. Again, it all because of you.



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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patrick Stewart as Captain Picard
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  #9  
Old June 24th, 2001, 08:54 AM

Roelstra conDoin Roelstra conDoin is offline
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Default Re: What\'s new with Se4 Trek?

I'm a fan of SE4 and Trek. this of course meant that I was bound to try making my own mod for SE4. I have sound ideas for the mod but I keep running into the same problem. After adding a racial trait I can't load any of the Empires that come with the game. I read the Modders Guide and found some mention of this but nothing very helpful (sorry, but true). I was wondering if anyone here could lend a hand with this??? Also if there is a better place for me to post this please let me know.
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  #10  
Old June 24th, 2001, 04:35 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: What\'s new with Se4 Trek?

quote:
I have sound ideas for the mod but I keep running into the same problem. After adding a racial trait I can't load any of the Empires that come with the game.
I've been there, done that.
Check out Pirates & Nomads for info on how to deal with new racial traits. The section on "(How) To get more races to play with:" will show you how to fix your problem.
If you look into my files, you can see how to prevent certain races from using certain techs, too.

By Monday or Tuesday, I will have posted a racial traits file with lots of blank traits, and include a large pack of EMPs that will work with it. All you have to do for your mod is edit the description of each trait, and add objects that require the techs.
There will be about 10 "default-on" traits, and 10 "default-off".
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