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  #111  
Old June 12th, 2002, 01:17 AM
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Default Re: *** Star Trek Mod Discussion ***

Yep. Here it is in 1.72:

Quote:
8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements.


It is able to work that because of the way that are shields are designed with the crystalline armor ability. SJ can probably explain better in terms of percentages and such.
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  #112  
Old June 14th, 2002, 04:49 PM
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Default Re: *** Star Trek Mod Discussion ***

Greetings.

I've been a little busy for the Last couple of days, so I haven't been able to do all that much. I have tomorrow to myself, so hopefully I'll be able to get a lot of stuff done.

I tested the shields and they work well albeit a little bit different than described earlier. In general, a large salvo against a ship will often damage the hull but leave some of the shields intact. Currently, weapon and shields strengths need to have their costs and strengths adjusted.

Look for an update on the TNG Mod site tomorrow that will include lots of new information.

I need one or two people to help make additional sector type and stellar ability type entries.

Please continue to send ideas as my e-mail box has grown empty in the Last week or so.

Thanks.
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  #113  
Old June 14th, 2002, 07:34 PM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
I tested the shields and they work well albeit a little bit different than described earlier. In general, a large salvo against a ship will often damage the hull but leave some of the shields intact. Currently, weapon and shields strengths need to have their costs and strengths adjusted.
The shield meter shown by SE4 with blue boxes only indicates how much more damage the shields can absorb without leaking.

Once the meter reaches zero (or very small numbers), your shields are beginning to collapse.
They will continue to deflect up to 50% of the damage, depending on the piercing ability of the weapon, and the number/tech level of shield generators you have remaining.

Only once your generators have all been destroyed, are your shields truly down.
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  #114  
Old June 15th, 2002, 09:39 PM
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Default Re: *** Star Trek Mod Discussion ***

Greetings.

I have re-worked the TNG Mod site and added some new information. Check it out and let me know if you catch a spelling mistake or want to add a link to your site. The link to the site can be found in my signature.

I'm still working on the Mod as much as I can but it's a lot of work.

I would like to mod the random events and intel projects files with some more trekkie entries - would anyone like to do this?

Edit: The forum is really empty today.

[ June 15, 2002, 23:19: Message edited by: Captain Kwok ]
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  #115  
Old June 18th, 2002, 10:44 PM
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Default Re: *** Star Trek Mod Discussion ***

Hello!

Work is continuing on the Mod albeit a little slowly at the moment. I'm still working on adding the comps and doing graphics whenever I have the time.

ZeroAdunn has begun work on the Cardassian fleet and it's looking good. He has also donated some of his time working on new events and intel projects. Thanks Zero!

I'm still looking for help in regards to adding more sector (planets, stars) and stellar ability types (storms, nebulae) for the mod, please let me know if you want to donate your time, thanks.

I'll continue to post and update the site every so often with the latest news/status.

Thanks again!
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  #116  
Old June 19th, 2002, 03:01 AM
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Default Re: *** Star Trek Mod Discussion ***

The mod you are working on will be most impressive.
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  #117  
Old June 19th, 2002, 04:35 AM
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Default Re: *** Star Trek Mod Discussion ***

My WonderSystems addon for the systemtypes.txt

There is a planetary system colliding with a storm, which provides lots of cloaked planets, dangerous energy fields, and various other effects around the planets. A great stronghold position where attackers will have to bring in many specialized ship designs.

A nomadic planet & moon system. A nice, dense package of territory, but no star means resupply may be a problem.

A unique planetary system with lots of dual planets. These are just cool to have. Romulans might like to start here.
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  #118  
Old June 19th, 2002, 11:44 AM
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Default Re: *** Star Trek Mod Discussion ***

I just have a couple of things to say.

For the Borg:
Try using regenerating boarding parties instead of an alliegence converter. It works beautifully (I use it in my borg mod) allowing multiple boarding attempts in a combat and also allows an adequadetly prepared defender a chance to avoid assimilation (through security stations, shields and the like).

Also, making every component on a cube regenerate isn't really necessary. I found that a reasonable complement of borg armor (regenerating), assimilation drones (regenerating boarding parties), and neural link (regenerating master comp) was more than enough to protect against all but the most unholy of foes. More substantial combat damage would be repaired by assimilation nodes (20kt shipyards capable of using zero resources but repairing 3,5, or 8 at levels 1-3) and repair nodes (10kt with repair 1, 2 at levels 1 and 2. Also, the assimilation nodes, while incapable of manufacturing anything, allows on-the-spot studying of captured ships (assimilation) and retrofitting (adaptation).

As far as borg shields regenerating every turn, I think that it would be better to have th crystal armor ability instead. The borg tend to be greatly outnumbered in combat and need immediate shield adaptation rather than replenishment after the damage is done.

As for propulsion:
I hope that you would reconsider SJ's ideas in that department. The design of the nacelle was based on the shape of the ship, to (loosly) contour the warp field to the outline of the ship. After that they were left alone (as in not upgraded) with little attention paid to them except damage repair for the occasional plot device. It was the warp core that got tweaked for a little extra speed, it was the warp core that was retrofitted to boost speed from warp 4 to 5 (or was it 5 to 6?) on one episode of Enterprise.

Essentially it is a simple system (and easy to implement) that is much truer to the spirit of trek. I just don't like the idea of packing the nacelles full of "engines". It just makes the nacelles seem like some sort of rocket that is directly providing propulsion or somesuch.

SJ: Originally I was against the idea of any kind of QN propulsion in trek (since it isn't) but I like the way that you used it as a rationalization for using multiple nacelles. I have to ask though, what is with your propensity for akward numbering? Why say that a nac should provide 7 movement while saying that the hull sizes would require 7, 14, 21, and 28 engines per move as hull size progresses, when you could have just said that the eng give 1 mov and hulls need 1, 2, 3, or 4 eng/mov. My sleep addled brain had to read it twice to make sure that there wasn't some actual reason for it.

P.S. Please pull the defiant out of the normal ship sizes. Seeing the federations most powerful warship portrayed as a paltry 200 or 300kt runt brings a tear to my eye. It was designed to counter the borg after all. Perhaps save it as an advanced prototype (maybe also requiring military studies or such) that while remaining somewhat small has access to specialized mounts (such as pulsed weapon mount and a compact component mount to fit more into its small frame) that other ships are denied. I understand that this will actually be possible in the next patch.

These were just some ideas. I hope that they can help (and are coherent, it is very early here...).
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  #119  
Old June 19th, 2002, 07:48 PM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
SJ: Originally I was against the idea of any kind of QN propulsion in trek (since it isn't) but I like the way that you used it as a rationalization for using multiple nacelles. I have to ask though, what is with your propensity for akward numbering? Why say that a nac should provide 7 movement while saying that the hull sizes would require 7, 14, 21, and 28 engines per move as hull size progresses, when you could have just said that the eng give 1 mov and hulls need 1, 2, 3, or 4 eng/mov. My sleep addled brain had to read it twice to make sure that there wasn't some actual reason for it.
The 7 movement would be provided by "small" nacelles. "medium" would give 8, "large" give 9.

So, you could have a lightcruiser require 2 small nacelles (14 epm), while a full cruiser requires 2 medium nacelles (16 epm).

Basically, it is a way to force larger ships to use slightly larger engines, and keep a sense of scale.

Quote:
But note that warp core tech and propulsion tech are closely linked with better engines requiring more advanced reactors. And for the other system being more simple - it is not and reduces research diversity.
I still disagree with that diversity statement.

Anything you can do with coil abilities you can do with the reactor abilities.
Plus the fact that losing the reactor in my system kills almost all non-tactical movement. (If the nacelles are still intact, you can use auxiliary power to achieve warp 1)

Quote:
I have much debate with some who wanted the Defiant as a 150kT escort! But that is not happening - it is either going to be 300kT or perhaps a 350kT new hull - which allows it to be about equal in strength to an Excelsior class ship (recall DS9 episode with the Lakota/Defiant battle). Unfortunately you cannot create mounts specifically for a single type of ship.
You didn't quite read the Last sentence, there.

In the next patch you can specify an upper limit on the valid hull size for a mount.

This means you can make the defiant 155 KT, and have defiant mounts which are limited to ships in the 154 to 156 kt range.
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  #120  
Old June 19th, 2002, 10:50 PM
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Default Re: *** Star Trek Mod Discussion ***

SJ - Losing the reactor in the current system also results in no non-tatical movement either unless you have emergency thrusters or anti-matter pods to provide a little power.

Woops, I forgot about the hull specific mounts...perhaps then the Defiant can get it's own specific mount for its size afterall.

I wasn't sure what to do with a computer core...it seemed no specific ability was quite applicable...however I got an idea. While there would be no computer core component - Computers would be a research area needed to fulfill the tech requirements for many different comps as they get more advanced. For example, better computer tech needed for more advanced sensors, reactors, etc.

That's all for now.
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