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December 21st, 2002, 08:17 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: *** Star Trek Mod Discussion ***
I assume the Tholians are going to get lots of engine destroying weapons and tractor/repulsor beams? Or did they give up that tactic by the time of TNG?
__________________
The Ed draws near! What dost thou deaux?
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December 21st, 2002, 09:17 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: *** Star Trek Mod Discussion ***
I haven't put much thought into it, but the Tholians will likely focus on the weapons you described.
A minor update to the starship section, with hull costs now added.
[ December 21, 2002, 19:53: Message edited by: Captain Kwok ]
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December 21st, 2002, 10:24 PM
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Private
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Re: *** Star Trek Mod Discussion ***
Will players be able to play as splinter Groups of a larger species? And are latter techs caputerable (this is done by making techs have non-researchable prerequisits while being researchable themselves)
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December 21st, 2002, 10:32 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: *** Star Trek Mod Discussion ***
Quote:
Originally posted by Shadow Master:
Will players be able to play as splinter Groups of a larger species? And are latter techs caputerable (this is done by making techs have non-researchable prerequisits while being researchable themselves)
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Players can only play only the major races. Some of the technologies can be captured and when analyzed will lead to new items. An example of this would be Klingon or Romulan cloaking devices that yield specialized sensors to detect them when captured and analyzed.
[ December 21, 2002, 20:32: Message edited by: Captain Kwok ]
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December 21st, 2002, 11:58 PM
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Private
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Re: *** Star Trek Mod Discussion ***
Captain Kwok, do you plan on making scenarios for the Star Trek Modification when it is done or at least released to the public? I have a few scenario ideas. Scenarios are my favorite part of SEIVG.
Here are my ideas.
- Klingons VS. Romulans, a new war with the Klingons and Romulans is formed.
- Klingon Civil War, have two Klingon races and make them battle each other until peace is formed for 10.0 years.
- Future Federation VS. Future Klingons, something similar to the future part of an episode I do not remember, but the Enterprise C came into Enterprise D's time.
Will Q be in this modification?
EDIT: I mixed up the episode names, sorry.
[ December 22, 2002, 22:14: Message edited by: Ryan ]
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December 22nd, 2002, 03:18 AM
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Private
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Re: *** Star Trek Mod Discussion ***
Captain,
You managed to competly avoid the first question.
Can there be 2 Romulan empirers (for example) in the same game? And could they be different in small ways?
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December 22nd, 2002, 04:31 AM
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National Security Advisor
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Join Date: Oct 2001
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Re: *** Star Trek Mod Discussion ***
It's possible in SE:IV to play multiple Versions of the same race, so yes, if you wanted you could play different Groups of Romulans, etc.
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December 22nd, 2002, 09:36 PM
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Sergeant
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Re: *** Star Trek Mod Discussion ***
Ya, why not! Any Empire (even the Feds) could have a civil war spliting an empire. Heck, it even happened to the Feds in DS9.
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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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December 23rd, 2002, 01:38 AM
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Major
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Location: New York, NY
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Re: *** Star Trek Mod Discussion ***
Or you could play the evil Terran Empire. Evil Spock anyone?
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December 24th, 2002, 01:06 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: *** Star Trek Mod Discussion ***
My apololgies if this had already been mentioned ( didn't really want to read all 518 Messages ) but is your release date for a beta still the end of december as you website says?
I'm looking forward to hoping into a Romulan Warbird and kicking that annoying bald guy's butt.
[ December 23, 2002, 23:20: Message edited by: DavidG ]
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