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June 19th, 2004, 04:24 AM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by General Woundwort:
quote: Originally posted by Captain Kwok:
A few of the items Atrocities and I have talked about for "Version 2" are as follows:
- Improved Combat
- New system types
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Sounds interesting, yet vague. Wouldst thou care to elaborate? I've made adjustments to the armor and shield values so they work as intended for leaky armor/shields. I was helping Atrocities revamp the weapon damage values so those will match up better allowing for more of that "exploding panel" damage seen often on Trek. There are also changes to mounts to make them more balanced, i.e., 2x size = 2x firepower. The larger ships will have the benefit of being able to penetrate the shields better but less accurately, while smaller ships can hit more often but are less likely to break through the shields.
I'll be throwing in some of my system types I've made for Space Food Empires. That's 35 additional types of planetary systems alone, that's 3-10 planets per system with moons and somewhat plentiful asteroids. The planetary systems in general will mimic our own solar system, i.e. rock close and gas far. There's also a host of other ones like binary, neutron etc.
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June 19th, 2004, 08:15 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Captain Kwok:
quote: Originally posted by TNZ:
I had an idea about how to do the AI research files in a way so that all races use the same file. Use the racial traits to divide the components and facilities, instead of using the racial traits to divide the tech areas.
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I think Atrocities originally had racial components etc, to have a racial trait requirement but then changed most of those items so they could be "capturable".
Correctamondo.
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June 19th, 2004, 08:28 AM
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Re: STM "Final v1.7.5" Discussion
Captain Kwok, here is how components would look in a universal AI research file system. All races would research the same technology areas, in this case advanced armor. Since each race starts with its own racial traits e.g Federation Technology, Borg Technology all components technology would be capturable, just like the Captain components are.
Federation Ablative Armor I
Number of Tech Req := 2
Tech Area Req 1 := Advanced Armor
Tech Level Req 1 := 1
Tech Area Req 2 := Federation Technology
Tech Level Req 2 := 1
Borg Regenerative Armor I
Number of Tech Req := 2
Tech Area Req 1 := Advanced Armor
Tech Level Req 1 := 1
Tech Area Req 2 := Borg Technology
Tech Level Req 2 := 1
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June 19th, 2004, 04:01 PM
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Major
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Re: STM "Final v1.7.5" Discussion
TNZ, I think it is a very good idea for mod unification, but it has 1 significant drawback - all races will look like each other, ie, same amount of hull sizes, same amount of similar facilities and components. Else they will simply waste their research point trying to research techs which give them nothing.
Example: Borg have 5 levels of Drone Maturation Chamber facility (increase system reproduction), so they need some sort of population support tech with 5 levels to research. But Romulans have only 1 facility with similar function - Romulan Senate (increase happiness, 1 level). So why should they bother themself researching 4 additional levels of Population Support tech which give no benefit for them?
This example is not the best, maybe, but I think this approach has some problems if you want significantly diversified races.
[ June 19, 2004, 15:11: Message edited by: aiken ]
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June 20th, 2004, 03:11 AM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
I'd have to agree with Aiken on this point. In fact, Atrocities and I have talked about moving more in the opposite direction and increasing the diversity in the mod.
[ June 20, 2004, 02:12: Message edited by: Captain Kwok ]
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June 20th, 2004, 04:31 AM
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Re: STM "Final v1.7.5" Discussion
I think its best. 
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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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June 20th, 2004, 03:14 PM
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Captain Kwok:
I've made adjustments to the armor and shield values so they work as intended for leaky armor/shields. I was helping Atrocities revamp the weapon damage values so those will match up better allowing for more of that "exploding panel" damage seen often on Trek. There are also changes to mounts to make them more balanced, i.e., 2x size = 2x firepower. The larger ships will have the benefit of being able to penetrate the shields better but less accurately, while smaller ships can hit more often but are less likely to break through the shields.
I'll be throwing in some of my system types I've made for Space Food Empires. That's 35 additional types of planetary systems alone, that's 3-10 planets per system with moons and somewhat plentiful asteroids. The planetary systems in general will mimic our own solar system, i.e. rock close and gas far. There's also a host of other ones like binary, neutron etc.
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Sounds great!!!
Will this be for se4 or do we have to wait till this falls se5.
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June 20th, 2004, 03:21 PM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
No, this is all just a wrap up for Space Empires IV. Although SE:V is due around the end of the year, I'd hazard to guess it won't be out until spring. So we need to keep busy until then.
This is not really a major overhaul, just a few key changes that will have a big impact. Plus, we are also considering setting up the mod in such a way that'd be easy to transfer to SE:V right away when it's out. 
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June 20th, 2004, 03:27 PM
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Re: STM "Final v1.7.5" Discussion
Outstanding
= = = = = = = =
Also to say, I would like to see se5 under my tree this x-mas, I do hope it is ready by then
[ June 20, 2004, 15:36: Message edited by: JLS ]
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June 20th, 2004, 07:58 PM
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by JLS:
Outstanding
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Indeed it will be. 
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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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