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  #1  
Old March 2nd, 2002, 01:44 AM

Phoenix-D Phoenix-D is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

"Planetary space yards shouldnt really be allowed to create anything more than destroyer." Can't be done.

"Some research stations should be put in space as Zero-G have some interesting effects to... well things." Can't be done.

"Weapons testing should be allowed." Other than the combat simulator, can't be done.

"More Flexible treaty options and minister ideas should be put in." Can't be done (sensing a pattern here..)

"Some diplomacy options should be diabled if you picked Merchants or Xenophobic or Traders or Politicians." Can't be done.

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Old March 2nd, 2002, 04:21 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Yes, Well I knew that they can't be done actually. Too bad really.

Because those limitations (In my opinion) could have created new strategies.

Well... Gold still awaits
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  #3  
Old March 2nd, 2002, 05:11 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Originally posted by Andrés Lescano:
BTW what happened with Terran's and Fyron's interest in the Trek part?
Are you trying some things?
Don't feel intimidated by our opinions/suggestions. Not enough time?



I have been pretty busy lately.

quote:
Plasma Torpedoes: hmm... Works like Plasma Missles but with about 20% damage. But decreased range and added supplies.


Those would be really pointless weapons.

quote:
Cardassians:
nothing special about these folks, really.
No special weapons, No special ships, No strong points. And they wonder why they lost the war.


Umm, no. Cardassian ships are heavily armored. They should get weakened shield generators and higher hit point armor.

Andres:
Where can the latest Version of the data files for this mod be found? I'll make some Trek stuff this weekend if i get a chance to do so.
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Old March 2nd, 2002, 05:30 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
"Planetary space yards shouldnt really be allowed to create anything more than destroyer." Can't be done.
CAN be done, but comes at a price:

- All ships destroyer or below require ZERO organics.
- Planetary space yards build with zero organics.

You'll also have to eliminate organics cost from facilities and units, so that space yard worlds can still build them.
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Old March 2nd, 2002, 05:40 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Hmm, what about the default planet construction? Can THAT be changed?

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  #6  
Old March 2nd, 2002, 08:00 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

No, but they can't build ships anyways.
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Old March 2nd, 2002, 08:01 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Andres:
Where can the latest Version of the data files for this mod be found? I'll make some Trek stuff this weekend if i get a chance to do so.


Sorry but I don't have functional data files right now. I try to get them sorted and posted asap.

The Version I had posted in my site is a little old, but it includes the Trek hull sizes I had made.

One of the things that needs to be changed are racial traits numbers.

If we agree with this list, you can start making new the techareas and components/facilities/vehiclesizes using those techs.

This is how it should look now:

1 - Psychic
2 - Deeply Religious
3 - Temporal Knowledge
4 - Crystallurgy
5 - Organic Manipulation

6 - Standard SE IV

7 - Star Wars tech
8 - Imperial tech
9 - Rebel tech
10 - Sith Empire tech
11 - Trade Fed tech
12 - Yuuzhan Vong tech
13 - Force Sensitive
14 - Light Side
15 - Dark Side
16-19 - reserved for other SW techs

20 - Star Trek tech
21 - 8472 Tech
22 - Borg Tech
23 - Cardassian Tech
24 - Dominion Tech
25 - Ferengi Tech
26 - Klingon Tech
27 - Romulan Tech
28 - Federation Tech
29-48

49 - Babylon 5 Tech (most of new stuff available to all races in the B5 mod)
50 - Abbai Tech
51 - Belt Alliance Tech
52 - Brakiri Tech
53 - Cascor Tech
54 - Centauri Tech
55 - Dilgar Tech
56 - Drahk Tech
57 - Drazi Tech
58 - Earth Alliance Tech
59 - Gaim Tech
60 - Grom Tech
61 - Hurr Tech
62 - Hyach Tech
63 - Ipsha Tech
64 - Kirishiac Lords Tech
65 - Llort Tech
66 - Lumati Tech
67 - Markab Tech
68 - Minbari Tech
69 - Moradi Tech
70 - Narn Tech
71 - Orieni Tech
72 - Pak'ma'ra Tech
73 - Raiders Tech
74 - Shadow Tech
75 - Streib Tech
76 - Third Space Aliens Tech
77 - Torata Tech
78 - Torvalus Tech
79 - Vorlon Tech
80 - Vree Tech
81 - Yolu Tech
82 - Descari Tech
83 - Shag'Toth (Soul Hunters) Tech
84+ - other B5 techs or other Wars/Trek races that don't fit in the space left above
(IMHO this is overdone, I don’t think that every minor race needs an exclusive tech set, they should have be one or a few common tech trees or share some of the “major races” ones)

quote:
- All ships destroyer or below require ZERO organics.
- Planetary space yards build with zero organics.

You'll also have to eliminate organics cost from facilities and units, so that space yard worlds can still build them.


You'd also need to remove organic cost from components.
That would also change the resource balance when you reach destroyers.

Restrict standard space yards to "standard se4 tech" and make alternative yard techs for each group or race.

I'd swear I've seen ships as big as Mon Cal Cruisers, Imperial Star Destroyers and even Super Star Destroyers being built in planetary yards.
I was considering to mod them different for the Imperials, but using the same kind of tricks.
A super space yard (base - very expensive - only comes with the hard-to-research DS2) used to build the DS2 in about than 6 months, but that cannot be used to build thousands of TIEs every turn (BTW, DS means Death Star not Deep Space)

quote:
Species 8472:
Planet Killer: Cannot be put on a mount. 1000 damage on anything Null Space.

I think I discovered the trick to make that, will use it for Superlasers, make the weapon type Point Defense instead of Direct Fire.
As long as we don’t add any pdf mount they will have none and I didn’t notice any difference in the way they work.
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