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  #221  
Old March 4th, 2002, 02:56 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I remember playing the Birth of the Federation some time ago and... Quite frankly, The borg were immensly powerful and killed every ship and race UNLESS they were at their pinnacle.

Its gonna be hard to fight a ship that would have inpenetrable shileds and regenerating armor.
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  #222  
Old March 4th, 2002, 02:57 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
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.

In normal SEIV (pre-gold), prerequisites for racial traits don't work. Also, the restrictions don't work. I hope Gold fixes this bug.

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

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  #223  
Old March 4th, 2002, 03:01 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Its gonna be hard to fight a ship that would have inpenetrable shileds and regenerating armor.

Null-space cannons.
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  #224  
Old March 4th, 2002, 03:11 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Damn. I thought that I saw something in the racial traits text, but maybe not.

Also, I don't plan on giving them impenetrable shields or anything like that. The regeneration would probably be at about half the rate of an equivalent tech level shield regenerator. My plan here is not to create some uberpowerful engine of destruction with which to browbeat AI's and other players alike. Instead I am trying to create a playable race whose inherent advantages and disadvantages are balanced with other races, yet still accurately portraying the Borg.

Granted I haven't been able to test any of this out yet so it will probably go through some major revisions before I get a playable race.

[ 04 March 2002: Message edited by: QuarianRex ]

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  #225  
Old March 4th, 2002, 03:29 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Those fields are in the data files, but they just don't do anything.
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  #226  
Old March 4th, 2002, 07:31 AM

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

Imperator Fyron:
I'll try to merge your stuff with a newer Version of what I have and upload it asap.
I didn't check all details yet, looks like a good start for facilities.
Should I give standard SE4 research and intel facilities a second req tech to make them available only to Standard se4 races?
One thing I discovered is that replicators have Resource Manipulation as a req tech, but now that tech is going to be Standard se4 only. Remove that req and maybe increase cost to compensate.


QuarianRex:
What about a relatively low shield with a high crystalline armor ability? First shot can do considerable damage, but then shields adapt (regenerate from damage).

Note that Borg ships are much larger than standars SE4 ships. According to my ship scale, (estimation of real tonnage and later scaled down to make coherent SE4 sizes) Borg cubes and Tactiacal Cubes (their largest ships?) are 7067 and 7283 kt.
Considering their size maybe it's not necessary to make all comps so small.
What about if their repair bays always repair 1 but get smaller with tech.
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  #227  
Old March 4th, 2002, 08:41 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andrés:
About the research and intel facilities, yeah, that would be good. I was making different ones for each race to simulate their population working for your empire if you conquer them. I figure that there's no reason for Romulans to suddenly lose their natural talents at intelligence operations just because they are living under a new flag. In some ways, I am shooting for a BoTF style.
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  #228  
Old March 4th, 2002, 09:16 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

BoTF... yeesh.

I'm going be guessing that some of the graphics are going to come out from the game?
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  #229  
Old March 5th, 2002, 12:25 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andres:
Don't restrict the generic Compter Complexes or the Citizen Databanks. I am not going to make any of those that are worse than the standard ones, just a few that are better.

TerranC:
Whats wrong with BOTF? It was a good design, just implemented poorly. And if you check the Images Modpack, you'll see that I have already submitted all of the BOTF facilities to it. I see no problem with using them for this mod.

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

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  #230  
Old March 5th, 2002, 12:52 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andres:

The shields that I have right now are @ one level behind in raw power [ie. lv 1 adaptive (normal) shields have 30 shield pts and regen of 5, while lv 5 adaptive (normal) shields have 225 pts and regen of 15] and I have kept the regen low so it has an effect but not an unbalancing one.

The crystaline armor effect is an interesting idea (and one that I had previously considered) but I did some reading on its actual effects and I thought that it would be too unbalancing. Besides. that would have to be a modification to the armor (or make the generators act as armor but I don't like that idea) and it already regenerates, so I don't want to make any one component overly powerful. Also, I am making the defense tech area a capturable tech so that other races lucky enough to capture a Cube can get something nifty for analysis (so the tech should eventually spread out). Though I am toying with the idea of giving the armor some minor emissive abilities at extremely high levels (depending on how the ability is working in gold).

As far as size goes, I have already at least doubled the tonnage of most of the primary components (I admit my initial estimations may have been a bit off). And these aren't to actual Borg scale either. From what I found at Daystrom Institute, etc. was a basic Cube wieght of @ 9 million kt. Even divided by 20,000 to get a somewhat reasonable SE4 tonnage of 4,500kt seems somewhat excessive.

Right now I'm basing it on a maximum Cube size of @ 1200-1400kt, equivalent to some of the baseships I've seen. The Tactical Cube will be equivalent/a little bigger (probably going to designate it as a carrier).

Also, I'm making this with an eye towards game balance relative to the standard game (both for testing purposes and for compatibility against a friends proposed mod). As such there is somewhat of a progression of Cube sizes etc. for the sake of playability. When the sizes get finalized for the crossover-mod then I can rescale some of the items.

Please note that this subject to change once I start testing it out. Once Gold finally gets to me then I can see what actually works.
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