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  #171  
Old July 8th, 2002, 03:05 AM
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Default Re: *** Star Trek Mod Discussion ***

Sure having the ship sizes more realistic would be nice...but then you have to adjust the all the component sizes, costs, structures, weapon damage, supplies, etc... and there is already more than enough to do. With the current sizes, at least I know what values work well and it just makes life easier. If the difference was more dramatic like five times or more, than sure, but it's not.
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  #172  
Old July 11th, 2002, 02:17 AM
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Default Re: *** Star Trek Mod Discussion ***

Greetings!

I have made a minor update to the site adjusting some descriptions and the tech list. With the help of Fyron, I have also made the site more friendly to view at different resolutions.

Once the Mod is released, the site will begin to feature more specific race and ship details and perhaps a fictional component based on an actual game universe. However, I don't want to get too ahead of myself, so I'm going to stick to the Mod only for now.

I've recieved an inquiry or two on the cloaking system, here is the general form:
  • Cloaking Device I-V (Gravitic cloak 1-5) availible to all races and can be detected by Thermal Scanners I-V (Gravitic scanning 1-5).
  • Cloaking Device VI-X (Passive 1-5 & Active 1-5) availible to all races and can be detected by Neutron Radiation Scanners (Passive 1-5) or by Subspace Scanners (Active 1-5). Each sensor will have an advantage/disadvantage here.
  • Finally, the Klingons and Romulans have another option than Cloaking Device VI-X. They have the Klingon Cloaking Device (Active 6-10) or Romulan Cloaking Device (Passive 6-10) which can be defeated by the expensive and large Active Tachyon Sensors (Active 6-10) or Passive Tachyon Sensors (Passive 6-10). However, capturing one of these devices and analyzing it gives the opportunity to research more compact and efficient Versions of the sensors.
  • Also, there will be a subspace listening post facility that is connecting to subspace scanning that detects cloaked ships and a few intel points from those eavesdropping sessions.
That's all for now.
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  #173  
Old July 11th, 2002, 03:54 AM

tesco samoa tesco samoa is offline
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Default Re: *** Star Trek Mod Discussion ***

kwok i have sent you the system name file.

There are 4000 systems... if you want more let me know.
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  #174  
Old July 11th, 2002, 05:32 AM
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Default Re: *** Star Trek Mod Discussion ***

Tesco:

Thanks! Do the 4000 names include many from the Trek universe (which is what I'm looking for mostly)?

[ July 11, 2002, 05:03: Message edited by: Captain Kwok ]
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  #175  
Old July 14th, 2002, 03:54 AM
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Default Re: *** Star Trek Mod Discussion ***

Greetings!

I've updated the TNG website with some new additional race tidbits and a planet/system description in Treknology.

I'm also looking for specific comments in regards to techs listed on the current tech list.

I've also made Shuttle Bays to launch/recover fighters, shuttles, and drones. Cargo bays can launch probes (small satellites with recon functions) or single Orbital Platforms - which have replaced the role of SE:IV satellites.

Thanks to all who submitted ship and system names...more are still welcomed!

That's all for now.
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  #176  
Old July 14th, 2002, 05:30 AM

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Default Re: *** Star Trek Mod Discussion ***

This mod seems to be a total conVersion from what I've seen. Here's some interesting info about Star Trek races and at Section 31.

Oh, here's a site with an image of the Borg's transwarp coil.

[ July 14, 2002, 04:48: Message edited by: dominion ]
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  #177  
Old July 20th, 2002, 12:53 AM
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Default Re: *** Star Trek Mod Discussion ***

Ugh!

My topic has fallen to the second page! That's okay...plan on doing some modding and updating the website today and tomorrow.

The latest history files (1.74 & 1.75) bring some more interesting damage types, mounts, and finally correctly fixes emissive armor. This will certainly open up some additional ideas for the Mod.

One item that I'm looking to rearrange is ship sizes. I'm thinking of scrapping the original sizes and making each race have a handful of custom sized ships. For example, there'd be a number of different hulls for the different Federation classes...sometimes requiring different technologies before they can be built. It also opens up the possibility to have classes of ships introduce through time. Early Federation ships could include the Constitution class refit and later be replaced by a more updated class like the Excelsior. Stuff to think about, eh?

Again, thanks to everyone who have sent files or ideas and suggestions.

That's all for now.
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  #178  
Old July 20th, 2002, 01:15 AM
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Default Re: *** Star Trek Mod Discussion ***

I guess the only thing to be cautious about is that once a ship size is available, it will never go away. But as long as the number of ship classes stays relatively small it shouldn't matter too much.

Good work as always.
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  #179  
Old July 20th, 2002, 06:09 AM
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Default Re: *** Star Trek Mod Discussion ***

So are you by any chance including a quadrant map in your mod that resembles the Star Trek Galaxy? If not I'd like to try and help. I have a whole slew of data on this topic.
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  #180  
Old July 20th, 2002, 07:20 AM
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Default Re: *** Star Trek Mod Discussion ***

CK, your going to burn out if your not careful.
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