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  #731  
Old March 12th, 2003, 01:30 AM
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Default Re: *** Star Trek Mod Discussion ***

Ok, I made some changes to the Cardassian:


The newer one is on the left...

Tesco:

Thanks for the names. I'll take a look at them.
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  #732  
Old March 12th, 2003, 08:29 AM
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Default Re: *** Star Trek Mod Discussion ***

Here is an updated Version of 'Picard':


I'm really starting to like them more after these latest refinements.

[ March 12, 2003, 06:31: Message edited by: Captain Kwok ]
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  #733  
Old March 12th, 2003, 08:54 AM
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Default Re: *** Star Trek Mod Discussion ***

Can we get some action poses on those captains? Oh yeah, muppet picard kicking some muppet borg @$$ would be nice....

Oooh, 80%, does this mean it will be done soon?
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  #734  
Old March 13th, 2003, 05:35 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by ZeroAdunn:
Can we get some action poses on those captains? Oh yeah, muppet picard kicking some muppet borg @$$ would be nice....

Oooh, 80%, does this mean it will be done soon?
The troops and stuff will be armed and I suppose I could make a few action pics for you down the road.

Ok...the actually number is probably 75% done, but I'll try to bump that number up over the next week or so as I think I have some free time coming my way.
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  #735  
Old March 13th, 2003, 07:51 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Intelligence operations in the Star Trek mod focus more on espionage and low-level sabotage, so projects like force concentrations, ship bombs, and research interruption represent the general options available. Unbalancing projects such as Puppet Political Parties have been removed to prevent issues that plague regular SE:IV games. The research path for intelligence projects has been divided into a couple of areas so AI races will not waste time researching and launching intel projects that are of no benefit to them.
This is from an upcoming update to the 'features' page at the STmod website. What do you think?
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  #736  
Old March 27th, 2003, 03:50 AM
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Default Re: *** Star Trek Mod Discussion ***

You updated the mod site without telling anybody? Bad Kwok! Uh, I mean, Hooray! Uh, I mean, Bad Kwok! Uh...

So, looking around... aren't Romulans supposed to have pointy ears? ... honorable schemers, I wonder how that would work... We are planting a bomb on your starship... HONORABLY!

The Cardassian description seems to... borrow... a bit from the Federation

Are the Tholians, Breen, and 8472 going to have some sort of penalty to offset the advantages of liking planets that other races don't? (At least the Tholians and 8472 since oxygen ice planets can still be desired by other races once they get ice colony tech)

Oh good, none of that silliness about the Breen homeworld being temperate until 500 years ago when it froze over, and now they can't stand heat... riiiight, they suddenly adapted 500 years ago but can't adapt back?

Leaky shields - wouldn't you have to give all components the crystalline armor ability for it to work properly? Otherwise the shields regenerate only when the generator is hit, which is kind of weird...

A research/intel/cargo/etc. facility II is TWICE as good as a level I facility? isn't that a bit much??? or do the costs increase appropriately?

The Ferengi still get a combat bonus from captainless ships...

A warehouse PRODUCES resources???

Planning on using all the fancy Nx damage to shields damage types?

As usual, keep up the good work?
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  #737  
Old March 27th, 2003, 05:11 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Leaky shields - wouldn't you have to give all components the crystalline armor ability for it to work properly? Otherwise the shields regenerate only when the generator is hit, which is kind of weird...
Just like emissive armor, it dosen't care where you get hit.

All crystalline ability on the hull gets used whenever there is a normal-damage hit to any component.
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  #738  
Old March 27th, 2003, 03:50 PM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Planning on using all the fancy Nx damage to shields damage types?
--------------------------------------------------------------------------------

The polarized hull plating is armor, not shields, and is simply basic emissive armor.
Using the various shield damage multipliers will affect the maximum deflection %.

1/4 damage = shields absorb up to 80% of each hit.
1/2 = 66%
normal = 50%
2x = 33%
4x = 20%
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  #739  
Old March 27th, 2003, 09:52 PM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
quote:

The Ferengi still get a combat bonus from captainless ships...
What do you mean? The Ferengi do not have dedicated combat captains like other races...their only sources of bonuses will be in the form of sensors etc.

Yeah... but there's nothing to stop a cunning Ferengi admiral from assigning NO captain to a ship... and since all the Ferengi captains provide combat penalties, that would effectively be a combat bonus! Not to mention that when the captain is lost, the penalty goes away too... The captain's dead, now we can all fight better!
Why not just give the Ferengi a racial penalty to combat, either in their culture or their racial traits, and remove the penalties from the captains?

Quote:
quote:

Planning on using all the fancy Nx damage to shields damage types?
The polarized hull plating is armor, not shields, and is simply basic emissive armor.

Huh? Never said anything about polarized hull plating... I was just asking if you're going to spread around those interesting damage types to make some weapons better at penetrating shields than others.
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  #740  
Old March 28th, 2003, 01:56 AM
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Default Re: *** Star Trek Mod Discussion ***

You are under a mistaken impression that every ship requires/uses a captain...they do not. Ships without them can be assumed to have the average 'captain'. They are just components with different abilities that you can use if you want.

The idea behind a freighter captain is to reduce maintenance for non-combat ships since you're not really using them for combat. The combat penalty is to ensure players don't use these components on warships where they don't belong.

The Ferengi are not designed to be war mongers. They require a different strategy and their bonuses will reflect that.
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