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May 30th, 2002, 11:21 PM
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Corporal
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Join Date: Jan 2001
Location: Riverside,Ca,USA
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Re: *** Star Trek Mod Discussion ***
Every few months someone tries to take up the banner for a trek mod. I love the idea.
An excellent source for trek technology and starships is Spacedock.
This can be found for free at
http://216.40.212.6/trek/core/comp_core_netbooks.htm
There are also books on several of the major races.
Hope you find it useful.
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I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts. -- Captain John Sheridan, Babylon 5
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May 30th, 2002, 11:47 PM
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Brigadier General
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Re: *** Star Trek Mod Discussion ***
Go to these sites for your help.
Ex Astris Scientia - General Info of Trek
The Daystrom Institute - General Info of Trek Ships
Omicron Theta - Info of Specific Tech, also with a acronym table
Star Trek Schematics - a good help if you are lost on designs.
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Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
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May 31st, 2002, 01:00 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: *** Star Trek Mod Discussion ***
Quote:
SJ - Interesting idea for the nascelles but I think the propulsion model with stick with the SE:IV standard except larger ships will require additional engines per move. It will follow the same level as the mounts for weapons do.
Light Mount - 1 engine per move - 150 to 300kT
Medium Mount - 2 engines per move - 400 to 600kT
Heavy Mount - 3 engines per move - 800 to 1000kT
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I don't see how this is going to work. You can't make mounts that will increase an engine's thrust; component mounts don't change ability amounts.
If you're making these manually, and simply naming them "light mount engine I", then players are just going to stuff the maximum amount of the highest efficiency drive on every ship they own.
Can you explain what you're doing with these engines a bit more?
Quote:
Class D - Geo PLastic Planets
I thought PLastic was man made and not natural?
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"PLastic" in this case in referring to the opposite of "Brittle", or in other words, the surface rock is smushy, play-doh like stuff. (Don't touch, very hot!)
Quote:
Ablative Armor I-III (Reflecting Armor)
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"Ablative" means that bits of it come off when it gets hit. Nothing to do with reflectivity, and shininess really means nothing in Trek Combat.
Also, I believe in the first contact (TNG) with the Ferengi, they used a WMG on the enterprise. (Rapidly switching Tractor/Repulsor beam)
You could use that name for their racial weapon. (probably not good to use anything like the SE4 stats)
[ May 31, 2002, 00:10: Message edited by: Suicide Junkie. ]
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May 31st, 2002, 01:13 AM
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National Security Advisor
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Re: *** Star Trek Mod Discussion ***
SJ - You misunderstand. I am not trying to devise a mount for engines - that is impossible.
Ships that use "Light Mount" for weapons like a frigate will use only one engine per move. Ships that use "Medium Mount" for weapons like a light cruiser will use two engines per move. Ships that use the "Heavy Mount" like a battleship will need 3 engines per move.
The reason for this is that the ships that have the bigger mount weapons (hence, more damage/kT) will need to use more space for engines.
Sorry for the confusion.
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May 31st, 2002, 01:26 AM
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National Security Advisor
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Re: *** Star Trek Mod Discussion ***
SJ - Regarding the Ablative armor it actually dissapites the incoming energy first and then if the damage is too severe breaks off.
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May 31st, 2002, 03:59 AM
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Shrapnel Fanatic
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Re: *** Star Trek Mod Discussion ***
RE: Propulsion.
So, you've pretty much given up on the entire nacelle thing, and the nacelles only exist in the pretty pictures of the ships?
The engines you're talking about making seem to have no relation to any ST system.
Quote:
SJ - Regarding the Ablative armor it actually dissapites the incoming energy first and then if the damage is too severe breaks off.
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Everything has a heat capacity, plus a little bit of heat conduction
The ablativeness of the armor kicks in to throw excessively hot flakes of armor into space where they won't harm the ship they used to be sitting on.
It dosen't reflect the beam or anything. Just sacrifices bits of itself for the good of the rest of the armor.
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May 31st, 2002, 05:26 AM
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Shrapnel Fanatic
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Re: *** Star Trek Mod Discussion ***
Kwok:
Did you happen to look at the file that I referenced in the other thread? It has some Trek facilities that I made. Here it is again, just in case:
http://forum.shrapnelgames.com/newup...1015288527.zip
Oh, and btw, the Last I checked, the Ground Combat modifier ability for facilities did not work.
[ May 31, 2002, 04:33: Message edited by: Imperator Fyron ]
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May 31st, 2002, 06:24 AM
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National Security Advisor
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Re: *** Star Trek Mod Discussion ***
SJ...
Actually I was thinking of something like this:
Nascelle Engine
"Engine coil in a ship's nascelle that generates movement for the ship"
Think of them as the little coils in the cutaway pics of the nascelle. They would remain as 10kT comps and would generate 1 standard movement points with increasing movement bonuses as the tech level increased. There would be ten levels with every two representing an expensive and cheaper Version. As previously mention larger ships would still require more engines.
As you suggested - "Impulse Engines" would be 20kT and generate only combat movement. There would be 3 tech levels with each level generating a 1,2, or 3 bonus. Only One per ship allowed. However this might change. It a recent beta of SEIV, MM added "One per Ship" to "Ten per Ship" for comps. Maybe we can make impulse engines to 10kT with 1 bonus and 5 levels with a max of 3 or 4 per ship.
I would like to cap the max speed for ships around 10-12 for System movement and 10 for combat movement.
Fyron - Yep. I got the facilities before. Thanks. Some good ideas in there.
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May 31st, 2002, 06:28 AM
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National Security Advisor
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Re: *** Star Trek Mod Discussion ***
...and I know the little coils are really warp coils but hey, I think it's good enough.
I was goint to make engines without supplies and requiring a reactor (aka warp core/anti-matter reactor) that stores supplies - then get rid of the supply storage altogether. There would be maybe 5 tech levels each holding a certain number of supplies (from 2500-10000?) before needing to be replenished.
SJ - About Ablative armor - what characteristic should it have, nitpicker?
[ May 31, 2002, 05:41: Message edited by: Captain Kwok ]
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May 31st, 2002, 07:03 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: *** Star Trek Mod Discussion ***
Ablative Armor:
Size- 1 kt
Damage Resistance- rather high (at least competitive with contemporary shields)
Quote:
Fyron - Yep. I got the facilities before. Thanks. Some good ideas in there.
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Ok. I just didn't see very many in the list. Also, I didn't see any mention of me as a contributer. Sniff.
Not that it really matters that much.
Also, consider using my formations.txt. It is a compilation of a lot of formations that I found in various mods a while back. I plan on updating it after the next patch, which will up the slots to 100.
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