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  #11  
Old December 24th, 2002, 11:46 PM

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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Oh,I overlooked that, THANKS Imperator Fyron
, its all working fine now.
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  #12  
Old December 25th, 2002, 12:59 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Nicely done!

Not a big fan of Star Trek but the MOD is nicely done

Oh! Oh! Me likes the way the planets are done (dense edge?)

[ December 24, 2002, 23:16: Message edited by: pathfinder ]
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  #13  
Old December 27th, 2002, 03:32 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

I've finally had some time to play around with the mod, and some of the things I would recommend are adding a few more specialized weapons or components for each race and re-arranging some of the ships to match better with their intended sizes. I have some images you might be interested in using. Just let me know!
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  #14  
Old December 28th, 2002, 08:32 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Thanks guys.

Kwok, your ship recommendations are very important to me. Please post them. If you have images that will work, please let me know. I will have to give you a alternate email for large downloads.

I had planned to add more components, weapons, and facilities as the mod progressed. I wanted to start the mod off with an equal footing for all the races. I have many more ideas for the mod, but wanted to be sure that people had the chance to play it and give recommendations.

At this point, any recommendations for weapons, componets, facilities are welcome and incouraged.

The mod is intended to be a general trek mod, not to compete with your STNG mod that will kick *** over all other mods. I just made the mod because I wanted to see how the process was done, and to learn. I like playing it too, and find that I make a lot of little tweaks to it each and every time I play.

Quote:
1.1
1. Changed Facility Group Federation to Federation Technology in Starfleet Command I
2. Updated GETTING STARTED read-me file
3. Reduced "Energy Stream Weapons" from Max Tech Level 15 to 5
4. Added Tech Area/Level Energy Pulse Weapons / 12 to Phased-Energy Weapons (Laser weapons must be researched before Phasers can be researched)
5. Added Tech Area/Level Enegry Pulse Weapons / 4 to Energy Stream Weapons (Laser weapons must be researched before Disrupters can be researched)
6. Changed Enhanced Disruptor I - III Tech Req 3 (Energy Pulse Weapons) from 12 to 4, 6, 8
7. Changed Enhanced Phasers I - III Tech Req 3 (Energy Pulse Weapons) from 12 to 4, 6, 8
8. Removed duplicate mounts in CompEnhacement.txt
9. Reduced the Tech Level Req 1, 2, 3 for Advanced Components to 3 each
10. Reduced the Tech Level Req 1, 2, 3 for Engine to 3 each
11. Added Small Mount for use with ship sized 200kt and up.
See what I mean.

[ December 28, 2002, 06:36: Message edited by: Atrocities ]
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  #15  
Old December 28th, 2002, 11:28 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Sorry for the long post but I hope it’s worth the read. Being a Star Trek fan I’m enjoying this mod and I think your 1.1 changes will be a welcomed enhancement. I have a suggestion that could help bring ship movement more in line with the Star Trek universe.

I’d like to suggest that warp drive should be a technology available from the beginning (or attainable within a few turns … Physics I). Without warp drive capable ships, one would not be exploring nearby solar systems. I’d like to also suggest that warp drive technology be broken into two areas of research: Warp Technology (1-6) which provides the “Warp Core” component, and a new tech area, Warp Engine Design (1-6) which provides the “Nacelle Engines.” Propulsion technology (1-8) tree provides the “Impulse Engine” component.

These three components collectively would form the basis of ship propulsion in the mod.

The Impulse Engine component (1-8) primary function is to move the ship during combat. It would generate 1 Bonus Movement point (representing sub-light movement capabilities) and (1-8) Combat Movement points. It would also carry a limited amount of “supply.” (Limited One Per Ship)

Warp Core component (1-6) primary function is to provide a star ship with energy to power its warp engines. It would carry the majority of a ships supply (1000-3500) points and generate (2-12) bonus movement points. (Limited One per ship – though the computer sometimes gets away with putting two on large ships?)

Nacelle Engine component is the engines that propel the ship. Each engine would generate (1-6) Standard Ship Movement. They carry not supply or generate combat movement bonuses. (Limited Two Per Ship)

For example, a ship with an Impulse Engine Type III, Nacelle Engine IV, and Warp Core II would have Ship Movement of 13, Combat movement bonus 3, and carry 2000 supplies.

This system would allow for a maximum ship movement of 29. If you think that’s too high, in ST:TNG, the enterprise at warp 8 can travel across one sector (20 light years) in about 7 days. This also allows for some interesting combinations. For example, the Klingons could focus on improving impulse engines for combat advantages while the Romulans could focus on Nacelle Engines for fast ships. The Federation could focus on a balance between speed (Nacelle Engines) and long range capabilities (Warp Core).

Below are examples of each component.

Name := Impulse Engine I
Description := Standard Ion Engine for sub-light inter-system travel.
Pic Num := 9
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := One Per Vehicle
General Group := Sub Light Engines (note new Category)
Family := 200
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 1 bonus movement point.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 1
Ability 2 Type := Combat Movement
Ability 2 Descr := Generates 1 bonus combat movement point.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None

Name := Warp Core I
Description := Main anti-matter power source.
Pic Num := 889
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Engines
Family := 42
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Warp Technology (1-6)
Tech Level Req 1 := 1
Tech Area Req 2 := Warp Engine Design
Tech Level Req 2 := 1
Number of Abilities := 3
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 2 bonus movement point.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 1
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 1000 units of supply.
Ability 2 Val 1 := 1000
Ability 2 Val 2 := 0
Ability 3 Type := Armor
Ability 3 Descr := Delicate will be destroyed before any other component.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := None

Name := Nacelle Engine I
Description := Creates a warp field surrounding a ship.
Pic Num := 26
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := Two Per Vehicle
General Group := Engines
Family := 9
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Warp Engine Design (1-6)
Tech Level Req 1 := 1
Tech Area Req 2 := Warp Technology
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Weapon Type := None

Hope there is something here to consider for your mod.
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  #16  
Old December 29th, 2002, 12:06 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

I see someone has been reading my treknology list!

The items that UserX suggested is how the propulsion system works in the TNG Mod, except for the warp core, which provides no movement in my mod. However, the max speed for ships in the TNG mod is 12-15 spaces, since large numbers over 20 make the combat map quite small when ships can buzz around 10+ spaces at a time as they would in userX's suggested method. I had considered a similiar system for some time before, but decided against it since it was too unbalancing.

[ December 28, 2002, 22:07: Message edited by: Captain Kwok ]
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  #17  
Old December 29th, 2002, 04:22 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Quote:
Originally posted by Captain Kwok:
I see someone has been reading my treknology list!
Not really, though, I do apologies if what I’m suggesting has already been posted somewhere (or something similar). I’m aware of your mod (and looking forward to it) but I’m not familiar with the specifics of it. Anyone looking at the available component abilities would come to a similar conclusion if trying to recreate Star Trek ship movement.

You may be correct about the excessive combat board speeds. How would one create a situation where ships can travel fast from one system to another while keeping the Combat Movement low?

If you where to give the Nacelles and Warp Core "Bonus Movement", and give the Impulse Engine "Standard Movement(1)" and "Combat Movement" would this solve the combat board problem?
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  #18  
Old December 29th, 2002, 04:29 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Since half of the standard movement is used to give combat speed, there is no way to keep combat speed reasonable while giving standard movement many points.
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  #19  
Old December 29th, 2002, 05:17 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Actually, I'm happy to report that that is not totally correct!

Only half of "Standard Ship Movement" is used to calculate Combat movement. Extra Movement Generation is not included (and I believe neither is Movement Bonus). I've just tested a ship that ziped around the map at a speed of 21 but in the combat simulator, had a combat speed of 1.

If this is of interest to you (or anyone), contact me and we'll talk more about this. rp@telus.net
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  #20  
Old December 29th, 2002, 05:32 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

...to bad i don't have gold. =(

[ December 29, 2002, 03:39: Message edited by: tokche ]
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