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  #161  
Old June 29th, 2002, 03:12 PM
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Default Re: *** Star Trek Mod Discussion ***

But, that has basically nothing to do with my idea.

A variation on my idea might be "if we steal a Romulan cloak lets make the sensor for that level of romulan cloak cheaper/smaller/better"
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  #162  
Old June 29th, 2002, 05:07 PM
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Default Re: *** Star Trek Mod Discussion ***

Huh? Your basic idea was to have a custom cloaking device for a race that yields the corresponding sensors to uncover it when capture and analyzed by the other player, right?
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  #163  
Old June 30th, 2002, 08:14 AM
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Default Re: *** Star Trek Mod Discussion ***

OH! Parse Error on my part I guess.
I thought you were implying that my idea was for the klingons & romulans to have more levels.

I see now.
Just to check; the cloaks will be defeatable by lots of levelups in sensors & computers too?
Or, maybe just by a normal tech that gives a component 25 times larger than the captured Version?
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  #164  
Old June 30th, 2002, 10:55 PM
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Default Re: *** Star Trek Mod Discussion ***

As it stands now:

Cloaking Device I-V > Availible to all races and can be defeated by Gravitic Sensors I-V.

Cloaking Device VI-X > Availible to all races and can be defeated by Neutron Radiation Scanners I-V.

However, the Romulans and Klingons will have their own cloaks for level VI-X. Romulans have a passive cloak and Klingons have an active cloak. Require either Active or Passive tachyon sensors to be defeated. Capturing either device can result in more efficient (ie reduced size) scanners.
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  #165  
Old July 3rd, 2002, 11:15 PM
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Default Re: *** Star Trek Mod Discussion ***

Well, it's been a few days since I have posted, so I thought I'd give a little update of what's going on.

I've done most of the generic comps and have begun work on adding weapon related items. The weather has been nice and hot for the Last few days so I decided to get some sun before my winter hibernation so I wasn't able to do as much as I had anticipated.

Look for some sort of update to the site later this week or early next week.
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  #166  
Old July 6th, 2002, 02:49 AM
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Default Re: *** Star Trek Mod Discussion ***

Greetings!

I've made a minor update to the website including updating the TNG Mod Tech list with the most updated listing of comps and facilities to be included in the Mod. I've also added a list of basic ships (for most races) that will be in the game. To find the tech list, use the link in my signature and hit the Treknology button and then the link to see the Current Tech list.

Feel free to continue posting ideas or suggestions here...there's still plenty of room to add new items!

[ July 06, 2002, 01:51: Message edited by: Captain Kwok ]
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  #167  
Old July 6th, 2002, 04:01 AM
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Default Re: *** Star Trek Mod Discussion ***

Just minor things you can choose to ignore Captn Kwok...

Feddie:

Sensor Pod = Sensor Array
Nano-Virus = Nanites
Phasers 1-10 = 1-12 Since this is TNG, and Ent-E is kinda connected to TNG, and the Ent E have level 12; if you believe the writers

Kling-Offs:

LARGE distruptor/Linear Distruptor/Beam Distruptor (The ones on Negh'Var on DS9)
There's a Kor Class?

Snakeheads:

Try borrowing some Dominion Wars/Armada Ships to make up for the lack of Cardassian Ships.

Grand Lobes of Money:

I think that there should be some kind of facility for the Grand Nagus, since he plays a vital, if not godlike, role in Ferengi Society.

Misc:

The Antimatter pods, IMHO, should be Deuterium Tanks, as while There are not much Antimatter on a ship, there are tons of Deuterium Tanks.

Example in point: Galaxy Class
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  #168  
Old July 6th, 2002, 11:53 PM
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Default Re: *** Star Trek Mod Discussion ***

Just wanted to say - I can't wait till this mod is finally released! It really looks like you guys are putting a lot of thought into it. Even though I don't like Star Trek anymore I'd *love* to play a game with Star Trek ships - anyone remember Begin2? That was a *great* tactical combat simulator - too bad you couldn't make your own ships! (I know there's Starfleet Command but for some reason the real-time aspect kind of irked me, and there weren't enough standalone missions... I'm not much for campaign-oriented games.)

Need any help with anything? (Might I suggest resizing the ships to Star Trek levels - in other words, a battlecruiser is ~150 kT instead of 600? I know it would require resizing all the components but since you're going to be redoing all of them anyway...)
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  #169  
Old July 7th, 2002, 04:58 AM
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Default Re: *** Star Trek Mod Discussion ***

TerranC:

Strange you should mention about the phasers going up to level 12 - I never really thought about it in that way, but it makes sense given the tech manual specs.

Starships have both deuterium pods (for impulse power) and anti-matter pods to store, well, anti-matter. I choose anti-matter pods since they would provide more emergency supplies. However, I could add deuterium tanks as another cheaper source of supplies.

The Klingon's Ion Cannon I-III is essentially a powerful beam akin to the large beam weapon on big Klingon ships.

The question marks in the basic ships lists for some races are just placemarks for names when I get some or make it up. I'll take a look at some of the Trek games to pick up some additional names.

Good Luck on the move to Montreal!

Ed Kolis:

The hull sizes are fine. There's no really need to change it up and waste more time trying to balance everything else.

Thanks for the suggestions and feel free to add more at anytime.
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  #170  
Old July 7th, 2002, 10:40 PM
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Default Re: *** Star Trek Mod Discussion ***

Oh well... I thought it would add to the "feel" to have realistic ship sizes...

Maybe someday I'll do a MOO mod where I try to make everything as MOO-like as possible... naah, I already have a mod to work on, all my ideas will go in there! ;-)
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