.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 28th, 2002, 08:23 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Ambitious Star Trek Mod Idea

Consider to import colony development from Proportions. Babylon5 and Derek' mod using it.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #2  
Old May 28th, 2002, 08:50 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Ambitious Star Trek Mod Idea

Oleg - I was thinking of including something like the cultural facility or cities from proportions but maybe even something like giving reduced construction abilities to planets with low populations. For example a colony of 20 million would only build at 20% instead - combine this with increased population weight and it simulates the proportion mod feeling without the extra work.

Here is a image I just threw together in ten minutes of a galaxy class ship to give an idea of what I meant by original images...keep in mind it has no textures, so it will look much better when it does...

Galaxy Class
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #3  
Old May 28th, 2002, 09:10 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Ambitious Star Trek Mod Idea

I messed with the idea of making a trek mod earilier this year, but the task of editing all the AI to use the modified RACE ABILITIES, was far too much for me to fathom. Hense, I stopped work on it.

I had set up files for each race so that each race had its own Racial Trait and race specific technology. Something along the ideas of what the Crossover Mod people have been working on.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #4  
Old May 28th, 2002, 09:46 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Ambitious Star Trek Mod Idea

Atrocities: There would only be 7 AI's to consider and it would be more of a change the numbers kind of thing...

This is how I would hope to distribute the work:

First there would be some sort of brainstorming session that would establish the common techs and custom techs for each of the 7 major races. Once those were decided, then we could make or modify the components and facilities. Each person of the team could pick one or two Groups and edit the data before it was compiled into the mod.

At the same time, our ship volunteers could work on designing the ships and other graphics.

Once the data files were done, the AI files could be edited and testing started. When the graphics were done then the whole mod could be put together and play tested.

Hopefully, if four or five people could work on the data files and a similiar amount on the graphics, it wouldn't be so much work for any one individual.

If you want to work on this Mod please let me know and what you would like to work on

capt-kwok@rogers.com

Once a few people have signed up then we can hold a brainstorming session where ideas for techs can be submitted and work can begin!
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #5  
Old May 28th, 2002, 09:52 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Ambitious Star Trek Mod Idea

In Addition...

I think I might call it the "TNG-Mod" since it takes place during that timeline of the Star Trek universe.

Also, please be aware I do not intend to create whole new tech trees for each race, just a few custom techs and facilities to give the race the flavour of the Trek universe.

Here is a rough Romulan Warbird that I just put together as another graphic example - of course it doesn't have any real textures but I thought is shaping up okay.

Romulan Warbird
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #6  
Old May 28th, 2002, 10:49 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Ambitious Star Trek Mod Idea

I just made a quick website containing most of the information in this thread:

TNG Mod Homepage

I hope to add some more detailed information about the Mod shortly but I have to clean up the house first before my wife gets home!
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #7  
Old May 28th, 2002, 11:33 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Ambitious Star Trek Mod Idea

Quote:
I don't think a FTL system is needed, so it would just use the normal warp point system of SEIV - but ships would probably use QN propulsion.
Umm... for impulse engines, this is fine. However, for warp drive, it is not. The sub-space field generated about starships that allows for warp travel effectively nullifies the mass of the ship. This means that velocity is dependant solely on the amount of energy put in, and not the size/mass of the ship. Larger ships tend to go faster because they have more powerful engines and power systems. So, pure QNP would not be entirely appropriate. Just think about it: galaxy class starships are some of the fastest and largest ships in Starfleet.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:13 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.