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March 27th, 2004, 02:14 AM
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Sergeant
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Join Date: Mar 2002
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Re: STM "Final v1.7.5" Discussion
While I am at it, I would also like any advise on how to limit regular engines so that they behave more like Impule engines for maneuvering "combat advantages" yet slow "cross system" speeds.
Basically what I am trying to do is simulate the huge difference between regular enginges and warp engines. A ship with a great deal of regular engines will be able to have great combat speed rates, but SLOW system movement rates. Ships with warp technology and engines will be able to cross those voids with ease, but they need to be researched first.
Also thinking about adapting the Warp Factor idea. Warp factor 1 engine all the way to a Warp Factor 10. (Transwarp drive that would enable huge and obnoxious distance to be traveled.) I am really bad at equations, so please feal free to add input. I know that there is one out there.
Warp 1: 2 bonus movement
Warp 2: 3 bonus movement
Warp 3: 4 bonus movement
Warp 4: 6 bonus movement +1 combat bonus
Warp 5: 9 bonus movement +2 combat bonus
Warp 6: 14 bonus movement +4 combat bonus
Warp 7: 22 bonus movement +6 combat bounus
Warp 8: 36 bonus movement +10 combat bounus
Warp 9: 60 bonus movement +15 combat bounus
Warp 10: 120 bounus movement +30 combat bonus
I calculated this off of the Warp Factor Chart in the Star Trek Encyclopedia.
With regular engines the max movement of a vessel would be say 5 or 8, yet the combat speed would be high. Yet the required 3 impulse engines would still be in effect to work with a warp engine.
Thanks 
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March 27th, 2004, 04:01 AM
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Private
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Re: STM "Final v1.7.5" Discussion
I was looking at a few Star Trek sites and found one that has pictures of Star Trek Federation ship and non-Federation ship size comparisons. The second link also compares some star trek ships against other sci-fi shows. I don't know how accurate it is but it looks great.
If you are interested:
http://www.st-minutiae.com/academy/e...2A/index.xhtml
http://www.st-minutiae.com/misc/comparison.xhtml
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March 27th, 2004, 04:08 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Tnarg I had orginally thought to do this, but soon discovered that it adversely affected the feel of the mod.
The concept for the mod is that the races have achieved the basic warp technology, Warp 1.
They are now venturing out into space.
On medium settings with only a few other AI major races and about 10 neutrals, my game has progressed very nicely. I am on turn 131 and although the map has been explored, there are many systems not yet claimed.
I have only been able to research about half of the overall tech tree and still have not produced any Dreadnoughts.
The pace of the game is moderate and I like that.
When people make a custom mod out of the STM, they could, if they wanted too, offer it as a Mod for the Mod.
That would be sweet.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 27th, 2004, 05:04 AM
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Sergeant
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Location: New Zealand
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Re: STM "Final v1.7.5" Discussion
Atrocities, the idea of a mod for the mod is a great idea. In fact, with you permission, I may give it a go.
Some idea I have:
1. The Borg to get bigger ship sizes.
2. A propulsion system that is not “Engines Per Move” based, but mount based.
3. Only having two sets of ship sizes: Borg and non-Borg.
4. Deleting the Master Computer component. 
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March 27th, 2004, 05:06 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Sounds like a great idea TNZ. And by the way you can turn off the master computer component in STM.
I do it all the time. 
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 27th, 2004, 05:44 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Your all probibly going to hate me for this, but I am revamping the weapons range and damage protocals for all weapons. *DUCKS*
I think the way they are set up now is far to powerful far too soon.
By revamping the weapons I can balance them out, reduce their range and strength to more reasonable levels.
Additionally it gives me room to add new weapons later.
Although this might not be ready for sometime.
[ March 27, 2004, 04:11: Message edited by: Atrocities ]
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 27th, 2004, 07:18 AM
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Corporal
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Join Date: Feb 2004
Location: Canada
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
Your all probibly going to hate me for this, but I am revamping the weapons range and damage protocals for all weapons. *DUCKS*
I think the way they are set up now is far to powerful far too soon.
By revamping the weapons I can balance them out, reduce their range and strength to more reasonable levels.
Additionally it gives me room to add new weapons later.
Although this might not be ready for sometime.
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Great Idea Was wondering about the Dominion weaponry as well Phased Polaron Beam Skips armour and shields and has a reload rate of 1. Quite powerful (Similar Breen weapon has reload of 2, more reasonable)
I was thinking about all these weapons in general actually, why not do away with all of them except fpr XXXXXX Weapon Technology 8-10 or so? And refine them a bit so as not to be the only choice for weaponry?
Again my experience is limited but all the shield skippers and worse the shield/armour skippers seem so powerful and quite easy to access!
Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one?
When I was designing some Mines (playing as the breen) I was able to place Breen Energy Dampeners and both Breen Plasma and Mini Plasma weponry on them. Dont think this is supposed to be?
Intended feature or bug? High tech start now gives a race all of the capturable tech, like Ferengi Supply/Cargo, Cloaking Devices etc.
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March 27th, 2004, 07:28 AM
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Shrapnel Fanatic
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Location: Southern CA, USA
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Re: STM "Final v1.7.5" Discussion
Quote:
Your all probibly going to hate me for this, but I am revamping the weapons range and damage protocals for all weapons. *DUCKS*
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I love you for that. The current values are, well, not the best.
Quote:
Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one?
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The organic facility is much better for organics. It gives a higher bonus.
Quote:
Intended feature or bug? High tech start now gives a race all of the capturable tech, like Ferengi Supply/Cargo, Cloaking Devices etc.
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This is how SE4 works. It is unavoidable, unfortunately.
[ March 27, 2004, 05:30: Message edited by: Imperator Fyron ]
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March 27th, 2004, 07:35 AM
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Corporal
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Re: STM "Final v1.7.5" Discussion
Breen Intel Centre II alows you to 'upgrade' to Breen Intel Centre I (Shows name and stats for type I but the gfx shows the III under the building) I didnt 'upgrade' it as i'm in a tight game fighting for my life and I dont want to take the gamble
edit: BTW I have not researched type III Intel Centre yet.
[ March 27, 2004, 05:35: Message edited by: BlackRose ]
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March 27th, 2004, 07:43 AM
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Corporal
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Re: STM "Final v1.7.5" Discussion
Quote:
Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one?
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Quote:
The organic facility is much better for organics. It gives a higher bonus.
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Breen Organic III gives a 30% Bonus to Organic
Labour Camp gives 35% 35% 35% min, org, rad
Other than the cost there is no reason to build the Organic one.
Tholian Dreadnought mount seems to be accessible for a number of different races, including the Breen. I can use them when I have the tech for Battle Cruiser and above.
[ March 27, 2004, 05:56: Message edited by: BlackRose ]
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