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March 4th, 2002, 03:01 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Its gonna be hard to fight a ship that would have inpenetrable shileds and regenerating armor.
Null-space cannons.
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March 4th, 2002, 03:11 AM
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Sergeant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Damn. I thought that I saw something in the racial traits text, but maybe not.
Also, I don't plan on giving them impenetrable shields or anything like that. The regeneration would probably be at about half the rate of an equivalent tech level shield regenerator. My plan here is not to create some uberpowerful engine of destruction with which to browbeat AI's and other players alike. Instead I am trying to create a playable race whose inherent advantages and disadvantages are balanced with other races, yet still accurately portraying the Borg.
Granted I haven't been able to test any of this out yet so it will probably go through some major revisions before I get a playable race.
[ 04 March 2002: Message edited by: QuarianRex ]
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March 4th, 2002, 03:29 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Those fields are in the data files, but they just don't do anything.
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March 4th, 2002, 07:31 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Imperator Fyron:
I'll try to merge your stuff with a newer Version of what I have and upload it asap.
I didn't check all details yet, looks like a good start for facilities.
Should I give standard SE4 research and intel facilities a second req tech to make them available only to Standard se4 races?
One thing I discovered is that replicators have Resource Manipulation as a req tech, but now that tech is going to be Standard se4 only. Remove that req and maybe increase cost to compensate.
QuarianRex:
What about a relatively low shield with a high crystalline armor ability? First shot can do considerable damage, but then shields adapt (regenerate from damage).
Note that Borg ships are much larger than standars SE4 ships. According to my ship scale, (estimation of real tonnage and later scaled down to make coherent SE4 sizes) Borg cubes and Tactiacal Cubes (their largest ships?) are 7067 and 7283 kt.
Considering their size maybe it's not necessary to make all comps so small.
What about if their repair bays always repair 1 but get smaller with tech.
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March 4th, 2002, 08:41 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andrés:
About the research and intel facilities, yeah, that would be good. I was making different ones for each race to simulate their population working for your empire if you conquer them. I figure that there's no reason for Romulans to suddenly lose their natural talents at intelligence operations just because they are living under a new flag. In some ways, I am shooting for a BoTF style.
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March 4th, 2002, 09:16 AM
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Brigadier General
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
BoTF... yeesh.
I'm going be guessing that some of the graphics are going to come out from the game?
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March 5th, 2002, 12:25 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres:
Don't restrict the generic Compter Complexes or the Citizen Databanks. I am not going to make any of those that are worse than the standard ones, just a few that are better.
TerranC:
Whats wrong with BOTF? It was a good design, just implemented poorly. And if you check the Images Modpack, you'll see that I have already submitted all of the BOTF facilities to it. I see no problem with using them for this mod.
[ 04 March 2002: Message edited by: Imperator Fyron ]
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