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  #41  
Old October 8th, 2004, 12:45 PM
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Default Re: Starfleet Battles Mod (SFB Mod)

Unfortunately this doesn't work like 'leaky armor'. Which would be a much better emulation I would think. Then a given volley of fire might actually have a chance of getting stopped by no shields at all...but from what your saying that can't be done.

Thanks for the help IM...it has got me thinking...

Kana
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  #42  
Old October 8th, 2004, 04:23 PM
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Default Re: Starfleet Battles Mod (SFB Mod)

Well, every so many shots is not affected by shield points at all, depending on the values involved... It does function similarly to leaky armor statistically. Not necessarily on a per shot basis, but overall the effects are very similar. Leaky shields would definitely be a plus for any mod.
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  #43  
Old October 9th, 2004, 09:44 PM
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Default Re: Starfleet Battles Mod (SFB Mod)

Mixing in some shield generation would help, too.

In SFB, all energy sources can be used to reinforce the shields to a significant (and immediate) degree until they are knocked out (rather unlike stock SE4), so you could give shield regeneration ability to all power source components (i.e. engines and auxiliary reactors).

PvK
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  #44  
Old October 11th, 2004, 07:07 PM
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Default Re: Starfleet Battles Mod (SFB Mod)

Good idea...PvK...I was planning on having the APR, AWR, and Batteries as components...but their use has not been completely defined yet.

Next new question...

Shipsets and the ship type file...

You can name the ship classes what ever you want right? Can they be different for each race? Is there a maximum size or number of ships in the file? I was considering combining some ideas for early era star trek (Rom-Earth War), and then eventually based on tech advances the ships will start to look radically different...which means I would have to have all of those ships in the shipset, and defined in the ships type file, correct?

Kana
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  #45  
Old October 11th, 2004, 07:19 PM
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Default Re: Starfleet Battles Mod (SFB Mod)

Quote:
Kana said:
Shipsets and the ship type file...

You can name the ship classes what ever you want right? Can they be different for each race? Is there a maximum size or number of ships in the file? I was considering combining some ideas for early era star trek (Rom-Earth War), and then eventually based on tech advances the ships will start to look radically different...which means I would have to have all of those ships in the shipset, and defined in the ships type file, correct?

Kana
You can make a vehicle require a racial technology, restricting certain ship classes to specific races. You can have them named whatever you would like, and use whatever graphics you would like. The Star Trek Mod does exactly this. Keep in mind that every shipset in the mod will need a BattleCruiser image, as that is what is used when selecting your shipset in the empire creation screen. The races don't actually have to ever use that image in game, but it must be present.
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  #46  
Old October 14th, 2004, 08:00 PM
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Default Re: Starfleet Battles Mod (SFB Mod)

And as long as it's there, you can still reference it anyway if you need that image.
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  #47  
Old December 31st, 2004, 01:31 PM
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Default Re: Starfleet Battles Mod (SFB Mod)

Ok...I've been throwing this idea around...

I want to set a required amount of ship space to non-weapon components. So I figured if I give specific components the cargo ability, but with 0 (zero) space, I can then use the cargo percentage limiter to require a certain amount of ship tonnage to certain components...

Does this sound like it will work?

Kana
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  #48  
Old December 31st, 2004, 03:51 PM
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Default Re: Starfleet Battles Mod (SFB Mod)

Components with a cargo ability with value 0 still count as cargo components. Yes, it should work.
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  #49  
Old January 2nd, 2005, 08:36 PM
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Default Re: Starfleet Battles Mod (SFB Mod)

Cool...

I wonder how this all will translate to SEV. I just cant see myself finishing this mod before SEV is released...besides there are a bunch of things in SEV that will end up making this mod better. I just hope that when the beta is released, someone will be able to make some form of modding program like David G's or I will be so undermotivated to do it all by text/hand...

Kana
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  #50  
Old January 2nd, 2005, 09:53 PM
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Default Re: Starfleet Battles Mod (SFB Mod)

SE5 will have a bit of a modding program built-in - remember the formula parser and the scripting language? No more APB1, APB2, APB3, etc. entries, just one APB entry which defines all the levels from 1 to whatever you want via mathematical formulas!

And in the meantime... hmm, I really do need to work on that new Version of my templatizer program now, don't I? Almost there, I think, just need to get myself motivated again... and school starts tomorrow
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