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  #211  
Old March 2nd, 2002, 08:01 AM

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

quote:
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.


Sorry but I don't have functional data files right now. I try to get them sorted and posted asap.

The Version I had posted in my site is a little old, but it includes the Trek hull sizes I had made.

One of the things that needs to be changed are racial traits numbers.

If we agree with this list, you can start making new the techareas and components/facilities/vehiclesizes using those techs.

This is how it should look now:

1 - Psychic
2 - Deeply Religious
3 - Temporal Knowledge
4 - Crystallurgy
5 - Organic Manipulation

6 - Standard SE IV

7 - Star Wars tech
8 - Imperial tech
9 - Rebel tech
10 - Sith Empire tech
11 - Trade Fed tech
12 - Yuuzhan Vong tech
13 - Force Sensitive
14 - Light Side
15 - Dark Side
16-19 - reserved for other SW techs

20 - Star Trek tech
21 - 8472 Tech
22 - Borg Tech
23 - Cardassian Tech
24 - Dominion Tech
25 - Ferengi Tech
26 - Klingon Tech
27 - Romulan Tech
28 - Federation Tech
29-48

49 - Babylon 5 Tech (most of new stuff available to all races in the B5 mod)
50 - Abbai Tech
51 - Belt Alliance Tech
52 - Brakiri Tech
53 - Cascor Tech
54 - Centauri Tech
55 - Dilgar Tech
56 - Drahk Tech
57 - Drazi Tech
58 - Earth Alliance Tech
59 - Gaim Tech
60 - Grom Tech
61 - Hurr Tech
62 - Hyach Tech
63 - Ipsha Tech
64 - Kirishiac Lords Tech
65 - Llort Tech
66 - Lumati Tech
67 - Markab Tech
68 - Minbari Tech
69 - Moradi Tech
70 - Narn Tech
71 - Orieni Tech
72 - Pak'ma'ra Tech
73 - Raiders Tech
74 - Shadow Tech
75 - Streib Tech
76 - Third Space Aliens Tech
77 - Torata Tech
78 - Torvalus Tech
79 - Vorlon Tech
80 - Vree Tech
81 - Yolu Tech
82 - Descari Tech
83 - Shag'Toth (Soul Hunters) Tech
84+ - other B5 techs or other Wars/Trek races that don't fit in the space left above
(IMHO this is overdone, I don’t think that every minor race needs an exclusive tech set, they should have be one or a few common tech trees or share some of the “major races” ones)

quote:
- 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.


You'd also need to remove organic cost from components.
That would also change the resource balance when you reach destroyers.

Restrict standard space yards to "standard se4 tech" and make alternative yard techs for each group or race.

I'd swear I've seen ships as big as Mon Cal Cruisers, Imperial Star Destroyers and even Super Star Destroyers being built in planetary yards.
I was considering to mod them different for the Imperials, but using the same kind of tricks.
A super space yard (base - very expensive - only comes with the hard-to-research DS2) used to build the DS2 in about than 6 months, but that cannot be used to build thousands of TIEs every turn (BTW, DS means Death Star not Deep Space)

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

I think I discovered the trick to make that, will use it for Superlasers, make the weapon type Point Defense instead of Direct Fire.
As long as we don’t add any pdf mount they will have none and I didn’t notice any difference in the way they work.
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  #212  
Old March 2nd, 2002, 08:11 AM

Phoenix-D Phoenix-D is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

"(IMHO this is overdone, I don’t think that every minor race needs an exclusive tech set, they should have be one or a few common tech trees or share some of the “major races” ones)"

Err, yes, I'd say that's way, WAY overdone. Especially when it comes time to pick traits or look at the traits screen in-game..

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  #213  
Old March 2nd, 2002, 08:27 AM
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Fyron Fyron is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Umm, Star Destroyers cannot be built in an atmosphere. Their mass would crush them. I don't think it would be a good idea to restrict their construction to space-bound ship yards. This would encourage the construction of these types of ships in deep space regions and nebulae, which would be unrealistic, to say the least.
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  #214  
Old March 2nd, 2002, 03:30 PM

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

Sorry, the EXTREAMLY overgrown Racial Tech list for B5 grew out of a desire to make specific weapon Groups available only to specific races - each one of those races has anywhere between 12 and 80 weapons restricted to their race alone - though many of the weapons can be captured and reverse engineered. There are also some specific non-weapon components that will be controlled by that list (and with time, some facilities as well). Of the list, there are only 4 races that I don't yet have anything for, but will (Grome, Hurr, 3rd Space Aliens & ShogToth-Soulhunters).

If y'all can think of another way to approach this... PLEASE let me know

Another option is just to limit the races imported from the B5Mod into the Sci-Fi mod to just the major races - or those with ship sets...
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  #215  
Old March 2nd, 2002, 08:14 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

To do that you could just make planetary spaceyard facilities build slower so they're only good for building small ships and units and make starbase shipyards build faster (more resources per turn) so it's more economical to build large ships in space. That would also solve the startrek ship building problem.
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  #216  
Old March 2nd, 2002, 08:23 PM
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Fyron Fyron is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Here are a few Trek facilities I threw together:
What do you guys think?

Edit:
Link removed. Check newer Version in newer post.

[ 02 March 2002: Message edited by: Imperator Fyron ]

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  #217  
Old March 2nd, 2002, 08:58 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Replicators... Why didnt i think of that?



But tell me, why do the Med lab need Holotech?
Pretty pointless if you ask me.
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  #218  
Old March 2nd, 2002, 09:11 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Well, the Medlabs use Holodecks to help find cures for really deadly diseases. They can set up tests on fake people in the holodeck, instead of experimenting on animals or on real people.

Also, they are supposed to require Medical Technology, not Biology. I forgot to fix that.
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  #219  
Old March 2nd, 2002, 09:55 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

New Version of my Trek stuff found above.

Edit:
Removed link cause newer Version is posted above.

[ 05 March 2002: Message edited by: Imperator Fyron ]

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  #220  
Old March 4th, 2002, 02:06 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I'm currently working on a Borg mod, complete with tech tree etc. Tech tree looks something like this:

Assimilation Studies 1

-Assimilation Weapons - giving things like
shield depleters(as temporal shield
accelerators), cutting beams (skips
armor), tractor beams (longer range),
boosted boarding parties (x2 strength
and regenerating to reflect drones
being reallocated to ship
assimilation), boarding cannon (to
take out those pesky self-destruct
devices), and assimilation tubules
(troop weapon) stretched over about 10
levels.

-Assimilation Tech - maturation chambers (as
organic replicant center with some
more levels), solar assimilator (as
crystaline solar generator, though
this depends on how resource
generation works on constructed
planets), restructuring node (as
crystaline restructuring plant), borg
troops (from 10 to 25kt), assimilation
node (as a shipyard with 0 resource
utilization weighing 10kt, for on-site
assimilation of captured tech and
adaptation of cube design), and small
borg armor over @10 levels.

-Borg Ship Tech - Borg cubes (lowered maint
cost and speed remaining high
throughout the sizes), regeneration
nodes (5kt repair bays starting at 1
component/turn), vinculum (as neural
combat net, 5kt), Borg scanners (as
long range scanners), security
stations (x2 strength), neural link
(as master computer with regeneration
to reflect the adaptive borg comand
structure) over @10 levels.

-Borg Adaptive Defenses - borg armor
(regenerating and such), adaptive
shields (slightly reduced strength
shields that regenerate) over @10
levels (to account for the shields).


Assimilation Studies II

-Borg Stellar Engineering - as stellar
manipulation. Included to give them
access to warp point creation, s
phereworlds, etc., innately. The Borg
always seemed to be ahead in such
things.

A lot of the items in these techs will only become available after other techs have been assimilated [eg. the carrier cube (interceptor?) will only be accessible once fighters I is assimilated, while adaptive shields III is only available once shields III is assimilated, etc.].

I'm also creating an assimilator culture (designed using the racial characteristics window to keep it balanced with existing cultures) that, among other things, would give the Borg a -80 on research (when combined with racial penalty). This should give the Borg player a pretty big incentive to loot other races (and generally act like a Borg). Also, their racial techs are reduced in cost (though still high so it takes some time to get it all) so that they are not completely outclassed.

Also, most of the Borg shipset won't be Borg at all. There will only be four or five actual cubes (from borg shiptech, not ship construction, though those after the first will require levels in SC as well) while most of the ship sizes will be made up of other races (I want to eventually get around to 'borgifying' the picture of each ship but time and talent constraints may delay this), with the exception of the escort (I'll use a borg scout) and colony ship (standard borg cube).

When it comes to racial creation I was renaming and slightly reducing the costs of emotionless and mechanoids (giving the new Versions a prerequisite of Borg Tech) so that they can actually have some racial points to put into characteristics. For characteristics , besides the obvious ground combat/aggression/defense/etc. upgrades, they should have bottomed out reproduction and environmental resistance (from what I've read the only effect that ER has is on reproduction) to slow pop growth to a crawl without the use of maturation chambers.

Also I decided to go with very small repair components instead of trying to make a Borg-exclusive components list where every component gets regeneration added to it, though a few components do regenerate (like boarding parties for the possibility of multiple ship take-overs, etc.). Also this helps with faster retrofitting to reflect adaptation.

So far this is being designed as a player race since I don't know how well the AI analyzes captured tech (from what I've seen it doesn't) and I have a feeling that it would get stalled at the lower tech levels and die a pathetic death, at least not without some major rewrites to the AI, if even then.

How well this is going to work I do not know since all I have is the Gold demo (for the love of God I hope Gold ships tomorrow). Once I get it worked out I'll post it for review. But till then are there any comments or suggestions?

[ 04 March 2002: Message edited by: QuarianRex ]

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