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February 5th, 2002, 12:20 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The engines are being reworked (or should I say retrofitted?) as we speak  lowering their HP to around what SJ had suggested in the B5 thread.
Also, one thing to note : I had put the fision engines in the B5 mod for the 'under developed' races (Grom/Hurr) or as a spring board into higher tech engines if you are playing a game from scratch. Ideally, most races will start with a level of Fision tech and basic Fusion tech. In the scenario (I am still hoping for a scenario builder so I don't have to do it the long way) some races would even start with Anti-Matter and Gravitic drives (Vree/Centauri and Brakiri/Minbari) to be more true to the series.
Just re-reading the Posts, the 1000% increase in HP for the basic engine was due to the way we were going to do armor and repair originally in the B5 Mod. At first everything was going to be x10 (struct ton, damage, etc.) so we could simulate simple repairs for ships. This way crews could be working on repairing an otherwise crippled ship to get her underway again. But, unfortunately, the organic armor ability doesn't quite work the way we would like it to, ah well!
[ 04 February 2002: Message edited by: Val ]
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February 5th, 2002, 08:56 PM
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Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I added the B5 comps posted yesterday. (still have to check what was posted today)
I added the racial trait to tech areas, but I forgot to rename "Propulsion" to "Babylon 5 Propulsion" as I had done Last time, and discovered 2 interesting things
(maybe these are old news and already being used in some mod but I don’t remember any post about them before)
1- the game doesn’t have a problem with 2 technologies named the same.
2- Races with B5 tech gained standard engines. So any of the 2 technologies with the same name can be a prerequisite for components (and presumably other game items). In this case it’s a bug, and I’ll have to rename the tech area but that feature can be deliberately used to make a more complex tech trees where the same tech can be gained in different ways.
It may be very useful to allow certain technologies to be shared by a few races, and allow races starting with some higher level without having to make an exclusive racial trait for that tech.
I promise to post the data files and the .xls file I’m using as mailmerge source soon.
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February 5th, 2002, 09:44 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The engines for B5 have been reworked for structure and such, so you may want to hold off on integrating them yet  Also you need to add the Fission, Fusion, Antimater, Gravitc and Hyperspace Techs (these are corrected in the updated TechArea file in the B5 Thread as well). They should all be at the end of the TechAreas in the B5 Mod.
There are also some new test weapons for B5, the other weapons couldn't hurt the ships for anything!
Neat discovery, do you know which level it takes? The first listing of the tech or the second?
[ 05 February 2002: Message edited by: Val ]
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February 6th, 2002, 03:31 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I had added all the tech areas, and also added them the racial B5 racial trait number (7 IIRC).
But since no ene else has techs with the same name there was no conflict
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February 6th, 2002, 06:29 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I tried turning on "Standard SE4" and "B5", both propulsion tech areas appeared in the research window, but all comps appeared in the second one and no one in the first.
The same happened when I only turned on "Standard SE4", propulsion tree was empty.
Once again I was jumping to conclusion too early without proper observation.
That's why no one has ever posted about this. It doesn't work! 
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February 6th, 2002, 07:18 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
AH well...
Anyway, I fixed the Engines/Reactors and posted some test weapons on the B5 Mod thread. SJ also posted some ECM components. Armor and the other 190 weapons will be soon to follow if tests go well. Then all we have to do is the AI 
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February 7th, 2002, 04:22 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Preliminary SW comps, need more revision and changes to be made, my ships were outgunned by ships with DUC I! And there are some more still to add such as all fighter stuff that should be really important in starwars.
But I like how they're working so far.
I also included the excel file I use as mailmerge source.
http://se4kdy.cyberwars.com/temp/Starwars.zip
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