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  #141  
Old February 2nd, 2002, 05:58 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

RE: quote author thing:
If you click the double-quote button, you'll see:
[ quote]originally posted by Mr X.
[ qb] quoted stuff
[ /qb]
[ /quote]
I suppose those stand for "quote body" or something.

+++++++++++

With the supply thing, either go with the Standard SE4 "unmeasured reactor power and limited supplies", or convert it to "limited reactor power and unmeasured supplies" by making "reactors" store supplies and have the ship's supplies maxxed out at the beginning of each turn.
You can't really go halfway, 'cause then it dosen't make sense

In this mod, the races are different enough to make using both methods acceptable (as long as a particular race only does it one way).

quote:
Did this ever get past the drawing-board? Do you have a text file with some sample components? If not, don't worry about making a new one, I'll do it. What was the max number of engines you let ships have?
All the datafiles have been lost to the mists of time , but not the memory...
The engines would have no hardcoded limit.
Their limits would be set by combat and economic worthyness. Spending 50kT on two nacelles to get one more MP is not usually worth it, but can be used in certain situations for a tactical advantage.
The economic limit is the minimum required, but you could design a really fast 6 nacelle Frigate if you really wanted (+5 movement, no room for luxuries)
(did I mention I hate arbitrary limits? )
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  #142  
Old February 2nd, 2002, 06:03 AM

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

"There is also all the stuff in BattleSpace - gives a bunch of ships to move the troops and stuff around as well as slug it out."

Right, but I don't *have* Battlespace.. I'll have to ad-lib it

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  #143  
Old February 2nd, 2002, 06:18 AM

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

Sithspawn!!!
You're right Val, assault shuttles don't work. When you give it the order you get a "This vehicle cannot capute." error or something like that. Not sure why.
I already knew that transport fighters wouldn't work, something carring cargo inside a another cargo bay sounds pretty werid.

Ion Cannons seem to work fine though. So unless I make some small shuttle sized ship, capital ships will have handle the boarding (maybe I can describe them as short range fast shuttles ).

Hyperdrives are working fine, to repair them I made a 0 building 1 repair space yard called "Hyperdrive Motivator" and I also gave it an armor because it always seems to be damaged first.

Ok basics of these mod are:
Most standard techs are moved into a "Standard SE4 tech" (that once all races get their own techs should never be selected) and every race has acces to exclusive techs via for example a "Star Trek tech" plus a "Federation tech" racial traits.
That's why I asked wich techs would be shared with other races, those go to the "Star trek tech".
If necesary we can add a racial trait to add techs shared by a sub-group but not all Trek races.

About shipsizes:
One of the technologies only available to races with the "Standard SE4 tech" is Ship Construction, so each race gets a set of custom ship sizes under their exclusive techs.
That's also one of the few techs I already started for all races, since I want it to increase the contrast between races.

For example the Federation gets
Saber Class Starship (310 kt), Defiant Class Escort (355 kt), Norway Class Starship (622 kt), Miranda Class Starship (655 kt), Intrepid Class Starship (700), Excelsior Class Starship (2022), Akira Class Starship (2066), Sovereign Class Starship (2075), Nebula Class Starship (2082), Galaxy Class Starship (2156)
Peregrine Fighter (27), Danube Runabout(83)

Note that tonnage was made using known tonnage or estimations and scaled up or down using a variable scale to make logical SE4 sizes.
(I used the same variable scale for ship from all races, big federation ships like a GCS are half of its real size, but bigger ships form other races such as Earth Omegas or Imperial Star destroyers to a 10th part (~5000kt), and bigger ships are even more reduced, so don't complain)

It needs to be revised to correct:
1- I had ordered ships by size not by tech, that need to be corrected and add some penalty to big low tech ships and bonus to small high tech ships.
2- There are many some needed sizes missing, including stations missing. Some other races have only 1 or 2 starships.
I'll update my ST-Fed shipset to include all needed pictures once revision is finished (using neo-standard names if necessary, like I'm doing with THE Empire).

At least I'm trying to make things balanced with original SE4 techs, so you are not in a great advantage or disadvantage when playing against someone with the "standard SE4" racial trait.

I had posted a link to an old Version that includes all racial traits and ships sizes. I'm revising the starwars size and added sw and b5 tech, but the part that concerns startrek hasn´t changed.
http://se4kdy.cyberwars.com/files/sc...ci-ficross.zip
I'd post an updated Version but I'm having a little FTP problem with my site and I'm still awaiting for my host's reply. And I'm too lazt to post it here or somewhere else.


Some ideas that may help:
Torpedos can be different from standard SE4 topedoes.
If you make beams like APB (wich is very strong among SE4 weapons) but better, compensate it with some disadvantage like bigger size, or longer reload rate.
Giving Transporters fighter/sat/mine lay/load abilities sounds like a good idea, but I'd make it small and just let it put the cargo in normal cargo bays.
Unless it stacks, it't ok to have Holodeck training bonus in all the sector, crews beam on board to use the it.
ECM can be replaced by just making their ship hulls have lower to-hit chance compared with ships of the same size of other races.
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  #144  
Old February 2nd, 2002, 06:39 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I Have Some ideas about those Ship scales.

Sabre - +40
Defiant - +95
Norway - -122
(The fact is Norway is "classified" as a diplomatic frigate... thats what the writers at Star trek says.)
Miranda - -55
(Old ship.)
Intrepid - 0
Excelsior - -522
(Also OLD ship.)
Akira - -16
Sovereign - +25
Nebula - -38
(Since its a Kitbash (Shipkit + Bashed-up) of Galaxy and older than Sovereign)
Galaxy - +44 (144 if you are thinking of using Galaxy Refit)

Peregrine - -7
Danube - -13

Now these are merely an IDEA.
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  #145  
Old February 2nd, 2002, 07:28 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I'm not sure about all of TerranC's modifications, but I agree with decreasing the Excelsior's size. It is an old ship. And besides, you have a HUGE 1300 point gap between the Intrepid and the Excelsior/Akira. You need something to fill in that gap.
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  #146  
Old February 2nd, 2002, 07:41 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Why would you need to reduce the size? If it is available early, but requires more crew and has a poor ECM hull rating, no worries.

I don't think you need to name the hulls that strictly, either: "Excelsior" is a class of ship, not a hull size.

You could encourage the use of hulls with newer images just by continually reducing the crew requirements, improving the base ECM, and basic supply/cargo storage.

Even if the ship is smaller, players will choose it for the side-effect advantages, and just build more of them
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  #147  
Old February 2nd, 2002, 04:07 PM

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

That's what I suggested order them by tech and give big early ships some dissadvantage such as more life support/crew quartes more engines-per-move than other ships their size, to-hit penalties , ect. and go the other way giving some advantage to small high tech ships.
The sovereign can still be smaller than the galaxy but have advantages to make it better, or even have more usable space inside by using less crewq/lifesup.
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  #148  
Old February 2nd, 2002, 05:01 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Right. What about getting the AI to choose the best available hull from among the big old hulls...
Would a separate design for each hull, listed in the proper order in the AI_design_creation.txt work?
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  #149  
Old February 2nd, 2002, 05:21 PM

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

Leave that problem until we want to patch the AI.
BTW, we still didn't try the "useless ability" for big engines.
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  #150  
Old February 2nd, 2002, 09:25 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

BTW, There are some sites on the web that offer schematics, graphics and specs of Trek universe ships.

One of them is:
www.ditl.org

Just to let y'all know.
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