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  #301  
Old October 10th, 2002, 11:47 AM
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Default Re: *** Star Trek Mod Discussion ***

I've never had the opportunity to play any of the Starfleet Command series. They look like they might be some fun. I don't really care what they are based on, canon/not-canon, it doesn't really matter to me.
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  #302  
Old October 10th, 2002, 07:44 PM
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Default Re: *** Star Trek Mod Discussion ***

I did buy the first Starfleet Command game, but gave up after awhile because of the high learning curve. I have no patience for that, and if I can't learn the game after a couple of hours of experimenting, I usually put it aside. That'w why I like SEIV so much. It was almost a no-brainer to pick up the basics. It was some of the nuances that took me awhile to learn. But thanks to this message board, I've learned just about everything I need to know about this game. If Starfleet Command had a similar website, maybe I'd still be playing that game too.
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  #303  
Old October 11th, 2002, 09:15 AM

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Default Re: *** Star Trek Mod Discussion ***

Ok, I must admit, the older SFC games are probably pretty complex to the average Gamer. I really liked SFC1 and SFC2 because of my experience in SFB from years ago so I was definitly excited to hear SFB was finally going to be on the PC for the first time!

Ya, SFC does require you to think a lot more then your average Star Trek game. And without a background in SFB, some Star Trek fans where turned off from it because it does have a different history then Star Trek. But that is one thing SFC3 is trying to do this time. They are trying to make the Interface simpler and easier to figure out then the previous Versions yet keeping it balanced in the Tactical combat department and actually adding new ideas to the game that previous SFC games didn't have.

I'm not saying go out and buy it, just try out the Demo when it comes out or wait a year or so until you can get a copy at a Bargin Bin or something. You might be suprised how good of a game it could be for you.

Besides, have you seen some of the crap some of these other companies are making? At least this game has its roots on a solid combat system compared to those "Wanna be's".
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  #304  
Old October 11th, 2002, 07:55 PM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Magnum357:

I'm not saying go out and buy it, just try out the Demo when it comes out or wait a year or so until you can get a copy at a Bargin Bin or something. You might be suprised how good of a game it could be for you.

Well, depending on the hardware requirements, I might try the demo. I couldn't play SFC2 at all because of all the hardware stuff. Nice graphics are a beauty to behold, but I'd rather have good gameplay over graphics. Besides, I can't afford to buy a new computer every year to buy all of these new games with their super-duper graphics requirements. My computer is 4 years old, and I haven't upgraded it since I got it. Last year killed me, what with having a new baby and having to put him in daycare. That's not cheap. I'm still recoverning from that, so I just cross my fingers when a new game comes out that I can play it.
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  #305  
Old October 12th, 2002, 05:57 AM
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Default Re: *** Star Trek Mod Discussion ***

Here is a dilema I have with the implementation of Captains:

In order to avoid a player abusing the Captains, they must be limited to one per ship. Space Empires does this by looking at the family number of the component. Simple enough. However, since each race has different types of Captains, they each require a different family number for convienience so they are available throughout the game when "Show Latest" is chosen. This however, allows a player to put combinations of different Captains on a ship like Combat Captain + Transport Captain and getting both bonuses.

So...what would be a good solution?
  • Change Captains to be sequential w/ same traits
  • Let the player worry about turning "Show Latest" off to pick the desired Captain
What do you think?
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  #306  
Old October 12th, 2002, 06:05 AM

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Default Re: *** Star Trek Mod Discussion ***

Kwok, if you put another component between the captains, you can give them the same family number, restrict them to one per ship, and still have them show up under "show latest".

You need one visible component in between each pair of captains though.

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  #307  
Old October 12th, 2002, 06:18 AM
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Default Re: *** Star Trek Mod Discussion ***

Phoenix-D:

That works? I had tried so many variations...but not that one.
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  #308  
Old October 13th, 2002, 07:48 AM
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Default Re: *** Star Trek Mod Discussion ***

I was just goofing around tonight with a couple of ships.


The Klingon Vor'Cha Class still needs some texture work, but it was fun making it. Also, here is a re-worked and re-sized D'Deridex Warbird (which also needs proper textures!) beside a little tough ship, the USS Defiant!

[ October 13, 2002, 06:52: Message edited by: Captain Kwok ]
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  #309  
Old October 13th, 2002, 07:50 AM

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Default Re: *** Star Trek Mod Discussion ***

That works, I've done it.

EDIT: The part about the filler component being visible is Really Important, BTW. If the player can't see it, SE4 sorts like it doesn't exist.

Phoenix-D

[ October 13, 2002, 06:51: Message edited by: Phoenix-D ]
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  #310  
Old October 13th, 2002, 09:55 AM

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Default Re: *** Star Trek Mod Discussion ***

Whow! Hold on here a second. What is all this "Captian" stuff you are talking about? Is this a component you are thinking about implementing to ships? Just out of curiosity, why are you doing this?
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I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

Atrocities-

Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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