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May 11th, 2001, 11:33 AM
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Private
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Join Date: May 2001
Location: Germany
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Re: New Borg
Yeah SJ, you're damn right ...
quote: Originally posted by suicide_junkie:
For REAL borg, you'll have to mod some new components for them.
(since boarding parties don't work on troops)
-borg troops have Allegiance subverters! Uh, oh! The borg are coming! 
-Organic armor type regeneration for the entire ship 
That would make for some really nasty, scary borg. Also, make sure they use big, boxy Baseships!!! hehehe.
-Automatic declaration of WAR to every race.
I would really enjoy a borg mod where they get an organic-regenerating copy of every component in the game. With double hitpoints! The entire quadrant would have to join together to stop their incursions!
They would have to be AI'd to declare war instantly, every time. They should call for surrender during every encounter, then kick your *** 
I would really like to see a technologically DANGEROUS borg AI. Something that you and some friends could gang up (militarily) against and lose most battles to.
The Borg should kick *** as no other race would. I never tried them (but will soon) ... so I ask you - how is the assimilation simulated. Did you find a way that one Borg ship can spy out and replicate the technology of an enemy ship?
It would be cool to have a borg ship at low tech spying out the higher tech of an enemys ship ... then during battle or between to battles they should modify (=upgrade) their weapons (in space) and attack the more advanced enemy suddenly with his own equipment. Might be a mixture of psychic and organic tech tree or something completely new.
Is it possible to create such a race in the game?
ZzZ
[This message has been edited by ZzZ (edited 11 May 2001).]
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May 11th, 2001, 11:56 AM
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Colonel
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Join Date: Jan 2001
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Re: New Borg
Deathstalker I found a small bug in the design vehicles file: The attack ship designs have no weapons included that are present at the beginning of a game with low starting technology. That makes it impossible for the AI to build any attack ships. In fact they start building two troop transport ships, which is not very useful.
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May 11th, 2001, 12:08 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: New Borg
God Emperor, could you also email me the updated Borg AI as well. I have reworked the ship set, and would love to include the new AI files you two have made.
Thanks.
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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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May 11th, 2001, 06:41 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: New Borg
oops, Thanks Q, I had the design files as listing Capital Missile I for secondary wpn family pick but no low tech start for majority wpn pick, will change this to Duc I's, as I almost never play a low tech game (usually play med with 3 starting worlds, high AI and low AI bonus) I didn't pick this up. For those of you that this affects and know a little of modding just open up the Design_Creaions file, set the Majority Weapon Family Pick 3 to 25(which is DUC cannons), should work fine after that.
Like life, its a work in progress
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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May 11th, 2001, 06:48 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: New Borg
And on another note, The AI currently does NOT use the 'analyze' button, it will scrap and retrofit but I have NEVER seen it use anlyze. Does anyone know why?
If I am right and the AI cannot currently use this feature then boarding ships as a whole are not worth it. As you can only repair tech that you have actually researched/know then taking a heavily damaged ship will only be a drain on your resources. I really don't want to have to use Alligence Subverter for the Borg, but I may have to do a Psychic/Organic Version if this 'bug' keeps up.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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May 11th, 2001, 06:52 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: New Borg
Just give the borg really low maintenance, then capturing ships will not drain resources.
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May 12th, 2001, 03:47 AM
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Second Lieutenant
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Re: New Borg
Suicide_Junkie,
I agree. Maintenance Aptitude and Mining Aptitude are the options I employ on most of my AI to assist them with having big fleets.
ZzZ,
A Borg racial trait could be developed to do what you want I think. It could include low space repair bays (to give that regenerative aspect), ship capture (or Allegiance subVersion, whichever works best), special weapons etc.
What do you think?
hmmm, might make it my next project! (Have actually. Have developed a Borg racial trait, but, have encountered a significant inconvenience with Emp files and the racial traits file - see new thread).
[This message has been edited by God Emperor (edited 12 May 2001).]
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