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  #1  
Old April 8th, 2004, 10:54 PM
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Intimidator Intimidator is offline
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Default Re: Star Trek, Quadrants of Conflict

Somebody the Orions. please !!
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  #2  
Old April 9th, 2004, 12:48 AM

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Default Re: Star Trek, Quadrants of Conflict

The Sheliak are indeed in the Alpha, perhaps Beta Quadrant, (To my knowledge) However both the Tamarians and Tama are in Delta and the Shelia (Sheliak) are in the Gamma. (not positive on Tama, but I remember seeing it in the Delta quad while playing the map).

Since, again to my knowledge, the exact placement of the Sheliak is unkown i'm guessing that is why they were placed in the Gamma Quadrant. (You'd have to ask Tnarg tho) I'm guessing he did this for balance issues. I'm fine with total unbalance to be honest and would be more than willing to play on a totally true to trek map Even if I was the weakest of the 11 powers, not really sure who that is tho Heck i'd even play as a minor if alll the race slots were filled, lol
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  #3  
Old April 9th, 2004, 09:12 AM
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Default Re: Star Trek, Quadrants of Conflict

Hi all!

I think, we should use the „original“ star trek map( we spoke about it frans!). Because IMHO there are some points which makes this one really fitting.

First: Both the delta and gamma quadrant are connected to the rest of the galaxy by only one system, so it produces the islated effects for the borg and the kazon or the dominion in gamma. We should impair opening of warppoints from these locations until the races have developed warppoint technology IV or more to display the far reach of these regions ( 10.000 lightyears for the delta quadrant).

Second: there is much space for everybody… even the minor races will have a good deal of management to get started in such a great quadrant.

Third: If we could rp the minor races correspondingly to the series, well this would make a quite interesting session. But this needs an admin who is closely monitoring the ai races. Therefore he must assign them to “shadow” players to get control over themand setting them to computer player and complete AI on! Which makes it really hard not to “cheat” in any way.

I use to play 2 games where I just made this setting and it runs well. One must trust of course the admin( even more if he is also player) that he do not use the “power” he has over the minor races to topple the game.

I also like to know how important intel is? This is a difficult point. While the borg for example do not use intel alltogether, nealry all other races do. But I think the system in SEIV to simulate intel do not fit any proper use. It´s only who gets first the most point and when does these points stack over the enemy points. So I must say I would be not really disappointed if we shun intel from the game.

Sarting racial points I think shall be 3000 with 5 planets good conditions and medium severity with 100000 ressources.

AI should be medium difficulty and medium boni.



So that are my opinions!



Ralf
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  #4  
Old April 9th, 2004, 09:36 AM
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Default Re: Star Trek, Quadrants of Conflict

The Vulcans and the Andorians are a neutral race. If you want to use them in this game you will need to install them into the mod B4 you start the game.

I would strongly suggest using one of the other races AI for them as well. You Can use the Neutral AI if you wish that the current Vulcans are using in the neutral race folder.

Basically all you would be doing is copying that neutral vulcan race and renaming it Vulcan instead of Neutral. Tis easy enough. They will then of course expand.

Ok I have sent Geoschmo an email yestarday about uploading Version 1.7.2. So far no response.

Any of you care to send him one please be my guest.

Also if you have just installed a fresh install of the full 1.7.2 mod I have been advised that there are two images not in the latest Version of the IMAGE mod that the STM mod needs. You can download them from www.astmod.com/startrek/stm.htm

or directly Missing Files
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  #5  
Old April 9th, 2004, 09:51 AM

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Default Re: Star Trek, Quadrants of Conflict

Quote:
Originally posted by lord evil:
Hi all!

First: Both the delta and gamma quadrant are connected to the rest of the galaxy by only one system, so it produces the islated effects for the borg and the kazon or the dominion in gamma. We should impair opening of warppoints from these locations until the races have developed warppoint technology IV or more to display the far reach of these regions ( 10.000 lightyears for the delta quadrant).

Second: there is much space for everybody… even the minor races will have a good deal of management to get started in such a great quadrant.
Good Points Both are good, I dont mind playing on either ! I agree with the warp point technology, heck I dont even mind if the tech was disabled to begin with In Trek you couldnt just 'warp' past Chintoka to get to Cardassia Prime, no you had to go in and take out those platforms!

Quote:
Originally posted by lord evil:
Third: If we could rp the minor races correspondingly to the series, well this would make a quite interesting session. But this needs an admin who is closely monitoring the ai races. Therefore he must assign them to “shadow” players to get control over themand setting them to computer player and complete AI on! Which makes it really hard not to “cheat” in any way.

I use to play 2 games where I just made this setting and it runs well. One must trust of course the admin( even more if he is also player) that he do not use the “power” he has over the minor races to topple the game.
All sounds fine with me, although i'm less concerned about hte minors, BUT, if someone is willing to do it that does sound really cool

Quote:
Originally posted by lord evil:

I also like to know how important intel is? This is a difficult point. While the borg for example do not use intel alltogether, nealry all other races do. But I think the system in SEIV to simulate intel do not fit any proper use. It´s only who gets first the most point and when does these points stack over the enemy points. So I must say I would be not really disappointed if we shun intel from the game.
I have a rather innovative idea, (i hope) what about house rules for intel? Someone would divy up the intel progects that are available to each race, ie Cardassians would have total access to Sabatoge, Founders would have Crew Insurrection, Feds would only have Counter Intel up to a certain point, see where i'm going? Could be fun?

Quote:
Originally posted by lord evil:
Sarting racial points I think shall be 3000 with 5 planets good conditions and medium severity with 100000 ressources.

AI should be medium difficulty and medium boni.
I dont really have an opinion on this one way or the other just want to know what the points will be so I can see what I like (Assuming we get to customize it!)

Quote:
Originally posted by lord evil:
So that are my opinions!

Ralf
So does that mean your taking the Orions?

[ April 09, 2004, 08:53: Message edited by: BlackRose ]
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  #6  
Old April 9th, 2004, 12:38 PM
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Default Re: Star Trek, Quadrants of Conflict

i wouldnt mind playing a minor race, just for the fun of it.
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  #7  
Old April 10th, 2004, 01:27 AM
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Default Re: Star Trek, Quadrants of Conflict

Quote:
Originally posted by Intimidator:
Major Races: 5000 racial points
Minor Races: 0 or 2000 racial points and an smaller planet (It are minor races aren't they)

So if there are people willing to play a minor race, let me know.
Well, that's look good for me. And some further suggestions: 1 planet start (planet is Good) - it will slow down the game at early stage but prevent most part of issues with map knowledge.
From another hand lord evil's suggestions was 5 planet start - that's too many IMHO. So if you don't like 1 planet and 5 planet then 3 planet is just what you need.

Quote:
I thought of the standard emp-files also !!
Intimidator,
Oh, please don't do it! Race optimizing is a part of the fun. May I suggest the following conditions:
1. Planet and Atmosphere type from standard setup, ie 8472 must be Methane/Gas.
2. Every major race must pick up its own race culture: ie 8472 must have 8472 race culture.
3. Every major race must have their planet type world natives trait and their racial technology trait: ie for 8472 must have Gas World Natives and 8472 Technology trait.
4. Happiness type from standard setup: ie, Renegades for 8472.
5. Everything else is to player's discretion

This way you're still canon, and pleased with your race, so no justification, like: "I lost because of bad .emp setup" or such
Negative side of this setup: minimaxers (me too) will do their dirty business However, minimaxing is somewhat limited in the mod (min GC=90%, max SC=110%) so decide yorself.

Quote:
Originally posted by BlackRose:
I have a rather innovative idea, (i hope) what about house rules for intel? Someone would divy up the intel progects that are available to each race, ie Cardassians would have total access to Sabatoge, Founders would have Crew Insurrection, Feds would only have Counter Intel up to a certain point, see where i'm going? Could be fun?
Great idea indeed. If we are going this way someone has to make set of intel rules for every of major races and common rules for minor races (one for all). And one of the rules I can suggest - no offensive intel attacks against AIs or human driven minor race.

Last question is about diplomacy limitation: if where will be any limits to partnerships etc? I hope that where will be (beyond the RP limitations, like 8472 vs Borg), let say max amount of Partners is about 2, max amout of allies (TA&TRA) is about 4-5. This is to avoid dummy total partnership situation, where many races parasitize on stronger ones.

Oh, and the very Last suggestion, it's common for many games - no tech trades and no population swaping.
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