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  #381  
Old October 28th, 2002, 05:56 AM
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Default Re: *** Star Trek Mod Discussion ***

Capt'n: Very very nice Galaxy Class you got there!! If all the art is that good, it'll absolutely rock!
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  #382  
Old October 30th, 2002, 06:15 AM

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

Ya, that Galaxy sure it cool! I'm wondering if Kwok should just stick with this side veiw stuff. For Star trek ships, it seems to show the ship much better then your classic SE4 ship picture style.
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I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
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Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #383  
Old November 1st, 2002, 06:32 AM
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Default Re: *** Star Trek Mod Discussion ***

Greetings.

Here is some information in regards to the systemtypes file that I've been working on:
  • 21 Standard Systems from 3-10 planets + moons
  • 6 Binary & 6 Trinary Systems with some planets
  • 34 Other types incl. storms, nebula, etc.
I'm planning on adding about 100 new planet and star entries with images for the SectTypes file. I'm also hoping to finish up a major update to the TNG modsite sometime in the upcoming week that will include more detailed race descriptions and ship stats. The TNG mod tech list will also recieve its own page as well, replacing the current text file I have now.

Another piece of eye candy for Hallowe'en
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  #384  
Old November 1st, 2002, 06:41 AM

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

Hey Captain, the Galaxy is looking fine man! Hey, quick question though, what format are you making those 3D models? Lightwave perhaps?

Oh, and forgot to ask... on your system specifications for Star Systems. I assume that you are just sticking with Warp Points for FTL (Faster then Light) mechanics, but how exactly is the star system map going to be setuped? Will systems have access to all other systems nearby (like if they are right next to each other) or are you just making the map random occurace like what it is in SE4 now? If your confused by my question, just let me know.

[ November 01, 2002, 04:46: Message edited by: Magnum357 ]
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Gryphin-

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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  #385  
Old November 1st, 2002, 07:22 AM
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Default Re: *** Star Trek Mod Discussion ***

Kwok, are you making new planet pictures, or just incorporating those from the Image Mod?
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  #386  
Old November 2nd, 2002, 01:08 AM
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Default Re: *** Star Trek Mod Discussion ***

The TNG mod models are made in Moray and rendered with POV-ray.

I'm hoping on using some imagemod pictures (not the imagemod file itself) and planets and such, plus a number of my own.

The warp points will be more or less the same since a FTL system wouldn't really work out.
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  #387  
Old November 2nd, 2002, 03:46 AM
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Default Re: *** Star Trek Mod Discussion ***

Actually, I think the idea was to set up the map with tons of warp points, so that most systems connect to all the nearby systems, not true FTL, but a good simulation.
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  #388  
Old November 2nd, 2002, 06:02 AM
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Default Re: *** Star Trek Mod Discussion ***

ZeroAdunn:

I was just thinking about that. It wouldn't be such bad representation would it? I think I'll do that.
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  #389  
Old November 2nd, 2002, 10:55 AM

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

Actually, Zero was right in what I meant. Having a predefined map with systems having many warp points connected to each other could be a good way to simulate a "Sem-FTL" system.

At least it would be a lot easier to incorperate into the mode instead of relying on a warp point generator compenent.

As a matter of fact, if my calculations are correct, each star system should have no less then 8 warp points connected to it. Unless of course it is at a map edge. Also, might be a good idea ot make the star system objects in a system a little closer to the center of the Star system to more reflect the vast openess of space and to make ships with low "Warp Capability" or damaged warp engines have to travel far. At lightspeed, it would take 4 years to reach the nearest star system. That might be not possible to mode in, but you could make it where a ship with only a speed of 1 would take several months (maybe even a year to reach a nearby planet in a star system.

[ November 02, 2002, 09:05: Message edited by: Magnum357 ]
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Gryphin-

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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  #390  
Old November 2nd, 2002, 11:13 AM

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

Also, what could be done with planets in a star system is to have them in the same ring diameter. For example, Mercury/Venus/Earh/Mars are all considered "inner solorsystem planets". You could have all 4 planets within the 1st or second ring of a solar system. each planets could be setuped in on sector, while another planets would be setup in the exact opposite sector on the other side of the star (or whatever). Yes, Venus and earth ar not alawys on the exaxt opposite sides of a solor system, but since the planets are at a constant speed, the time where planets are in short distances from one another is small and most of the time its at a somewhat longer trip. The outter planets are could be setup in a similar way but only in a different ring.

Sort of unorthadox but a possiblility.
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Gryphin-

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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