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  #21  
Old January 30th, 2007, 04:21 PM
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Default Re: SE V Klingon Set Ready For Use

OMG that was total Greek to me At! I do mods not shipsets. I have no idea how you manage to do them. It mystifies me how you wrap the skins in your mind, take a dull shape and transform it into a tear jerking ship. Are you going to let the STM for SE5 idea fade away. Or maybe let someone else help you... Sort of like having an employee you would be the manager...

Speaking of which I am half way through the first AI for the SFTC-Lite. The AI really isn't proving to be that difficult after all and I should be testing by this weekend. Sooner if my RL business doesn't take as long as I'm thinking. Also I am about half way done with the Romulan slots.
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  #22  
Old January 30th, 2007, 08:43 PM
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Default Re: SE V Klingon Set Ready For Use

Quote:
PvK said:
Clearly it's so we can play tile-mapped turn-based games...

Argentine Smileys versus Swiss Men, capture the flag
LOL!!! i wonder why did you pick Argentina
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  #23  
Old January 30th, 2007, 09:36 PM
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Default Re: SE V Klingon Set Ready For Use

I always assumed the firing point was from the center of the model and had little to do with the shape of the ship, but I've noticed with the klingon frigates the weapons come out of the wings. I was also testing the cruisers and noticed weapons fire coming from the rear.

An interesting issue, not one I suppose makes much difference, is that when you tell the game to autobuild a Klingon ship it tends to stick engines in places like at the front of the neck.
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  #24  
Old January 30th, 2007, 11:39 PM
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Default Re: SE V Klingon Set Ready For Use

The placement of components means nothing. Its mainly cosmetic.

The firing points are set in specific locations. The ship will fire at its target using the closest firing point within that firing arc. SO if the ship is closer to the read, and within the rear gun arc, the rear gun will fire.

Note that the at times ships do fire through themselves, this is a bug from what I am told. So I tended to try and keep the firing arcs from having angles into the ships. However with the Feds, they still do it and I will need to add more firing points to the bottom of the saucers to hopefully stop this from happening.

Thank you Randal for posting, it is good to read posts that give feed back on the firing arcs and combat characteristics of the set. PS, the Romulans are almost done.
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  #25  
Old January 31st, 2007, 12:42 AM
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Default Re: SE V Klingon Set Ready For Use

The image was just too wide to fit neatly.
Attached Images
File Type: jpg 491954-Dr-Kl.jpg (331.9 KB, 95 views)
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  #26  
Old January 31st, 2007, 12:50 AM

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Default Re: SE V Klingon Set Ready For Use

Using the SEIV STM as a template shouldn't a SEV STM be fairly easy to make? And besides, the longer it takes to get a ST mod out, the more you can play with your SF using ST ships!!! ROCK ON!!!!
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  #27  
Old January 31st, 2007, 12:58 AM
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Default Re: SE V Klingon Set Ready For Use

Honestly it wouldn't be all that hard. I used the SFTC as a template for the SFTC-Lite so this would be a similar challenge.
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  #28  
Old January 31st, 2007, 01:00 AM

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Default Re: SE V Klingon Set Ready For Use

Thought so....on that subject I sat down at work and started to plot out doing a mod.....got a few facilities down...then gave up lmao Damn thats hard work. All you modders out there deserve to be paid more then the sports guys.
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  #29  
Old January 31st, 2007, 04:25 AM
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Default Re: SE V Klingon Set Ready For Use

Quote:
Spectarofdeath said:
Using the SEIV STM as a template shouldn't a SEV STM be fairly easy to make? And besides, the longer it takes to get a ST mod out, the more you can play with your SF using ST ships!!! ROCK ON!!!!
One would think so but to be said, no. Better to use the yet to be released AST mod 2.0 as a template for a first time Star Trek Mod for SE V.

Right now the major hurtles will be the AI. I have been waiting for Aaron to finalize a lot of the scripts and other things before actually diving into modding. The reason for this is that I would hate to do a lot of work on a mod just to have all that work nullified do to a patch or update that added or changed the scripts or program.

Also there has been a lot of issues with balance that haven't yet been fully addressed and the discussion regarding adding new ships hull sizes and images to the game still pose a significant problem.

Whether I end up making a mod, or someone else, you can bet one will be made though.
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  #30  
Old January 31st, 2007, 05:29 AM
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Default Re: SE V Klingon Set Ready For Use

Atrocities said:
The placement of components means nothing. Its mainly cosmetic.


That's not entirely true. Within a layer, damage is directional. Placement of components does matter, though it tends to not have a big effect in the damage-happy stock mod.
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