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  #201  
Old March 1st, 2002, 09:40 PM

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

Wasn't sure if you used the same thing to render the whole ship or not - I am nothing if not predictable
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  #202  
Old March 2nd, 2002, 12:42 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Originally posted by Andrés Lescano:
BTW what happened with Terran's and Fyron's interest in the Trek part?



Well I have a job

Trek Ideas... Hmm...

Star Fleet (added)

Starfleet Medical: (at top level) Prevents level 4 plague in the system.

Daystrom Institute: +50 research

Chronowerks: Causes your system's sun to explode at the year 3000 (Don't take this one seriously.)

TCARS: (Ship Component) (Only works if you've selected the Temporal Tech tree) (stands for Temporal Computer Access System.) Gives the ship 20% increase in combat and 20% increase ECM.

(actually it would be 100% both but for the sake of balance...)

Soliton Wave Generator: Creates Warp Gates. Can ONLY create gates to systems that have SWGs in place. (Ineffective but it's trek.)

+5 Combat-General
+5 trade
+5 Research
-10 cunning

Mobile Emitter: Acts as a Master Computer.

Temporal Knowledge
Propusion Experts

Romulans:
Tal Shiar: Acts as Intelligence Center with the bonus capabilities as Citizen Databank Complex.
Only one may be placed per system.

Cloak: Ordinary Cloak with only 75% supplies used.

Plasma Torpedoes: hmm... Works like Plasma Missles but with about 20% damage. But decreased range and added supplies.

+5 Cunning
-5 Tolerance

Klingons:
Distruptors: Mesons with x3 damage (Normal Mount)

Heavy Distruptors: Wave-Motion guns with decreased range but +70 damage (Normal Mount)

Bat'Leth: +20 Security turrets and boarding turrets. (idea from Dominion wars)

+20 Space Combat
-5 happiness
+15 Ground Combat
+5 Tolerance

Cardassians:
nothing special about these folks, really.
No special weapons, No special ships, No strong points. And they wonder why they lost the war.

+10 Space Combat
+10 Ground Combat
+5 Mining in all areas

Hardy Industrialists
Advanced Storage Techniques

Ferengi:
Latinum Storage: 10000 additional storage space with anything. Only 1 per planet.

+10 trade
-10 Space Combat

Natural Merchants

Breen:
Organic Armor: ... Organic Armor really, but with some slight added resistance.

Energy Draining Weapon: Destroys everything that creates supplies or carries supplies.
(I don't know how you can limit this to a specific race so I'm not gonna say Klingons Exception.)

CRM-14 (I think): 10 Anti-personnel turrets.

-20 Trade

Borg:
(Oh boy how do i do this...)

Well for first thing, bigger ship sizes.

Assimilator: +200 boarding parties.

Tractor Beam: Added Damage to the Tractor beam. (WAY more than just 5 or 20.)

-50 trade
Emotionless
Mechenoids
+50 Tolerance
-50 Cunning (a drone as a spy on earth...)
+50 Combat General

(I'd like to say -50 on reproduction then the borg would be helpless would they?)

Dominion:
Nothing special about these folks too.

Cloning Vats: +50 Jemhardar population (could you put in a little weyoun in the picture?)

Ketracel White: +30 to Combat, Construction and Tolerance.

Changeling: +50 to Cunning.

+15 Cunning
+10 combat
-10 Repair
-10 maintenance (all those suicide attacks must do something about their economy.)

Species 8472:
Planet Killer: Cannot be put on a mount. 1000 damage on anything Null Space.

In order to compensate for this, the damn thing's size should be around 400-600K and use a lot of supplies so that it can only be used once. Also, the cost of the cannon should be HUGE.

-50 trade
Xenophobic
Organic Manipulation
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  #203  
Old March 2nd, 2002, 12:48 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I'd bump up the Tolerance of the Klingons, and the Romulans should have a positive Tolerance modifier.
They are a branch of the Vulcan race, after all.
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  #204  
Old March 2nd, 2002, 12:49 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Oh BTW, Just to put some reality into it:

Planetary space yards shouldnt really be allowed to create anything more than destroyer.

Some research stations should be put in space as Zero-G have some interesting effects to... well things.

Weapons testing should be allowed.

More Flexible treaty options and minister ideas should be put in.

Some diplomacy options should be diabled if you picked Merchants or Xenophobic or Traders or Politicians.
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  #205  
Old March 2nd, 2002, 01:44 AM

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

"Planetary space yards shouldnt really be allowed to create anything more than destroyer." Can't be done.

"Some research stations should be put in space as Zero-G have some interesting effects to... well things." Can't be done.

"Weapons testing should be allowed." Other than the combat simulator, can't be done.

"More Flexible treaty options and minister ideas should be put in." Can't be done (sensing a pattern here..)

"Some diplomacy options should be diabled if you picked Merchants or Xenophobic or Traders or Politicians." Can't be done.

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  #206  
Old March 2nd, 2002, 04:21 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Yes, Well I knew that they can't be done actually. Too bad really.

Because those limitations (In my opinion) could have created new strategies.

Well... Gold still awaits
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  #207  
Old March 2nd, 2002, 05:11 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Originally posted by Andrés Lescano:
BTW what happened with Terran's and Fyron's interest in the Trek part?
Are you trying some things?
Don't feel intimidated by our opinions/suggestions. Not enough time?



I have been pretty busy lately.

quote:
Plasma Torpedoes: hmm... Works like Plasma Missles but with about 20% damage. But decreased range and added supplies.


Those would be really pointless weapons.

quote:
Cardassians:
nothing special about these folks, really.
No special weapons, No special ships, No strong points. And they wonder why they lost the war.


Umm, no. Cardassian ships are heavily armored. They should get weakened shield generators and higher hit point armor.

Andres:
Where can the latest Version of the data files for this mod be found? I'll make some Trek stuff this weekend if i get a chance to do so.
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  #208  
Old March 2nd, 2002, 05:30 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
"Planetary space yards shouldnt really be allowed to create anything more than destroyer." Can't be done.
CAN be done, but comes at a price:

- All ships destroyer or below require ZERO organics.
- Planetary space yards build with zero organics.

You'll also have to eliminate organics cost from facilities and units, so that space yard worlds can still build them.
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  #209  
Old March 2nd, 2002, 05:40 AM

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

Hmm, what about the default planet construction? Can THAT be changed?

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  #210  
Old March 2nd, 2002, 08:00 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

No, but they can't build ships anyways.
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