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June 16th, 2005, 09:07 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: SE IV Shipsets \"mod\"
Any new ship entries will be available to all races by default. What you need to do is for the the primary image, specify the name of your new Federation ship picture, and then for the alternate image choose a picture that the other races already have by default.
For example, say you wanted to add a second type of frigate because you wanted to use your nifty Sabre-class image. You can copy the existing frigate entry, and change the primary image name to something like 'SabreClass' while keeping the alternate as 'Frigate'. You can change the stats of the new ship if you want or keep them the same.
If you're editing Atrocities' Star Trek mod, you can restrict the new ship entry to the Federation only, by adding a new tech requirement set to level 1 in 'Federation Tech' or something of that sort. Look at the heavy destroyer (defiant) entry to doublecheck what Atrocities used.
Also note you'll need both a 128x128 portrait size image and a 36x36 top-down image of the new ship you're adding.
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June 16th, 2005, 10:51 PM
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Corporal
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Join Date: Jun 2001
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Re: SE IV Shipsets \"mod\"
There are many shipsets that do not include images for certain ship types that are used with certain mods.
For example, DevNull and Miner's Guild use corvettes, heavy destroyers and prospectors, but most SE4 shipsets do not include these types, so the images used are the default frigate, destroyer, transport, etc.
It would be great if the shipset designers could create some odds-and-sods ship images to fill in these gaps.
One of my favorite books is the Klingon Ship Recognition Manual, and one of my favorite races to play is the Klingons. It would be cool to incorporate some of the "alternate" destroyer, cruiser, transport, etc designs into SE4, so the heavy destroyers in DevNull will look different from the ordinary destroyers.
__________________
"The bigger the smile, the sharper the knife." - Ferengi Rule of Acquisition #48
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June 16th, 2005, 11:01 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SE IV Shipsets \"mod\"
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June 17th, 2005, 03:42 AM
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Corporal
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Join Date: Jun 2002
Location: Germany
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Re: SE IV Shipsets \"mod\"
Klingon Ship Recognition Manual?
Where could i possibly get such a thing?
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Number One! Red Alert, shields up and please escort Ensign Crusher to airlock 21, without a spacesuit!
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June 17th, 2005, 04:11 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: SE IV Shipsets \"mod\"
Um, as to the Klingons being Neo-Standard The klingons
One of the reasons I made my own Klingon set was so that I could make a Neo-Standard set. The same goes for all of the Star Trek sets I have made, not the ones I compiled from other sources, but the ones I have made, they are all Neo-Standard and do have a couple of extra ships each.
Enjoy
The manual is most likely from the old FASA game. I have a copy too but found the ships in it to be - odd.
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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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June 20th, 2005, 07:13 AM
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Corporal
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Join Date: Jun 2002
Location: Germany
Posts: 103
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Re: SE IV Shipsets \"mod\"
Well, i have taken some time and made what you all had proposed.
Now, the Federation/DS9 and UCP has 16 more shipclasses, with some abilities or minor changes in hullsize.
And because it was fun, i "played" around a little bit more, and now i have something of an variant of you 1.91 AST Mod, atrocities, and i think, i would very much like ti test this "mod" (well, more the changes to your mod i made) of mine in an pbw game.
So thanks all for your help! 
__________________
Number One! Red Alert, shields up and please escort Ensign Crusher to airlock 21, without a spacesuit!
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