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  #321  
Old October 14th, 2002, 08:52 AM
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Default Re: *** Star Trek Mod Discussion ***

Before I depart for bed - a sneak peek at the latest ship under construction at Utopia Planitia:

Hmm...can you guess what ship this will be?
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  #322  
Old October 14th, 2002, 08:58 AM

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

Hey Captain, was wondering, how big are you going to make your Defiant in the game? I understand that you are going to make Pulse Phasers something that only the Defiant (and maybe a couple of other types of hulls) can install on its hull, but how big are you going to make this "Tough little ship" for the game? Actually, I can't even get an exact Dimension size for it. I've heard people say its about 270 meters to as small as 100 meters in lenght. I'm not exactly sure what that would translate to KT's in the game. I've read in the DS9 Tech Manual (and I question many concepts in that manual to say that least) it places the Tonnage of the vessel at 355,000 Metric Tons. does that mean you are going to make the Defiant 355 KT? What about the Enterprise-D and E? The Ent-D seems to be much more massive then the E, yet its obvious the E has much more powerful Weapon systems on board. In my SFB mode I had planned, I was thinking in just keeping a relative Tonnage for all races (at least that would be balanced).

Also, what about Quantum Torpedoes? Suicide Junkie and I had a long discussion about Quantums once and we both agreed that the DS9's Tech Manual theories about how they work (among a few weird theories from Trekkies) seem a bit silly. Just wondering what was your theories about this weapon system.

[ October 14, 2002, 08:02: Message edited by: Magnum357 ]
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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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  #323  
Old October 14th, 2002, 02:00 PM
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HeWhoRunsWithScissors HeWhoRunsWithScissors is offline
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Default Re: *** Star Trek Mod Discussion ***

Random comments:

The Mod looks sweet. (Now If I only knew how to play SE:IV G)
The lego captain is adorable.
Vor'Cha's in DS9 were dark green also.
Love the Khazara.

I look forward to getting beaten again and again by every race around the Alpha Quadrant block.
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  #324  
Old October 14th, 2002, 04:33 PM
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Default Re: *** Star Trek Mod Discussion ***

The Defiant will be a 180kT ship and will have access to a nice compact mount intended for use with its pulse phasers. Among ship-obsessed Trekkies, the general consensus is that the Defiant is 120m and not 170m as indicated in DS9TM.

The Galaxy will be larger in kT size, but will not have the special Sovereign mount that will help the latter kick butt against the Federation's foes.

Quantum Torpedoes will be an extension of the torpedo research tree for the Federation only. The major difference between the Quantum and Photon torpedo is that one is blue and the other is red .

The Vor'Chas in DS9 are still actually the blue-cyan colour they are usually, it's just shown really dark so it looks greeny.
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  #325  
Old October 14th, 2002, 04:40 PM
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Default Re: *** Star Trek Mod Discussion ***

Just to prove CaptainKwok's point:

http://www.ex-astris-scientia.org/sc...haneghvar1.htm

Edit: You mean these ones?

http://www.ditl.org/gptz/GVorKaboom3.jpg

DS9 Ships

[ October 14, 2002, 16:00: Message edited by: TerranC ]
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  #326  
Old October 14th, 2002, 04:43 PM
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Default Re: *** Star Trek Mod Discussion ***

Ha Ha, TerranC, it doesn't actually *prove* anything since none of those Vor'Cha images are from the DS9 run - but somewhere else there was a nice screencap with a Vor'Cha being blown apart by the Cardassian orbital platforms. Vor'Cha Kaboom!

[ October 14, 2002, 17:31: Message edited by: Captain Kwok ]
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  #327  
Old October 14th, 2002, 11:45 PM
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Default Re: *** Star Trek Mod Discussion ***

Great work kwok.

I would advise making specialized crew components as suggested. Making spartan (small) regular ( medium) and luxury (large) all with different levels of abilities.

You models always look great! Wish I had your skill with textures
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  #328  
Old October 15th, 2002, 04:55 AM
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Default Re: *** Star Trek Mod Discussion ***

Captain Kwok,

At what time do you hope to have your Star Trek Mod completed by?

Lighthorse
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  #329  
Old October 15th, 2002, 05:28 AM
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Default Re: *** Star Trek Mod Discussion ***

The date of release for the TNG mod really depends on my workload from school and my job. I'm thinking mid-December at the moment because I have a few weeks off then from school and perhaps work - which should allow for some serious tweaking.

Currently I have all sorts of odds and ends, with most normal facilities and components done. Most of the racial stuff is set but needs to be coded in. Then the other files will then have to be matched and some sort of simple AIs pumped out for testing.

Once released, the feedback should lead to a fully vamped Version by March with all the intended features (ie graphics) and extras.

The TNG mod site hit 3000!

[ October 15, 2002, 04:29: Message edited by: Captain Kwok ]
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  #330  
Old October 15th, 2002, 09:27 AM

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

Personally Captain, I think the Blue/Green looks great and I hope you use it for all you Klingons ships. Makes the Klingons distinguishable from the other races.

As for the Quantums, well... its a given that Quantums are Blue and Photons are red, but what I mean any differentail in game characteristics? SJ and I had discussed extensively on these weapons. Obviously, they were specifically designed (at least most evidence seems to lean torward this theory) to defeat the borg. We are not sure how Borg keep Fed weapon systems adapting (is it an adapting sheild system or is it some other sort of feild that adapts to Energy weapons?) so why are Quantums so disruptive to borg ships compared to other weapons? The DS9 manual explains that the weapons use Null space or something like that to cause significant damage to a target. It basically said that the weapon system creates a small strain of Multi-dimensional substances and projects it torward the target (why this would be damaging to the target isn't really explained in the TM). Personally, SJ and I thought this was sort of rediculas and thought Quantums where basically Quantum Singularitiy Drivers. We reasoned that since a Quantum Singularity (black hole) can easily be created buy making a mass dense enough to occure, it would make much better sense to fire a "Black Hole" at a Borg ship then this Null Space stuff. Even if a Borg ship could adapt to the damaged being caused, with such gravitaional forces, it would just keep sucking Borg ship parts until it burned itself out. Anyway, we where thinking about having Quantums etheir Sheild Peircing or Quad to sheilds for mechanical effects in the game. But that brings up another question, how are Borg Weapon systems and other race specific systems differ from other races?

Also, I agree with most other Trekkies about the 120 metter length. At least the schematics support it.
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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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