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  #71  
Old June 6th, 2002, 01:01 AM
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Default Re: *** Star Trek Mod Discussion ***

I use Moray to make the 3D pics and Pov-Ray to render - which isn't all that hard to use once you fool around with it for a bit. A lot easier than most 3D programs. They are both availible as shareware. Just do a search on Google for the Moray homepage - it's like a 4mb download and also look for the POV-Ray download link on the Moray site...

I would prefer to avoid DOGA, but other 3D programs should be able to attain the similiar look.
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  #72  
Old June 6th, 2002, 01:05 AM
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Default Re: *** Star Trek Mod Discussion ***

Thanks. I'll check it out.
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  #73  
Old June 6th, 2002, 03:44 AM

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

How about this little addition?

Was wondering if this would be a good idea for the TNG mode. I've notice Nebulas and Storms in SE4 have the ability to "Clock" (I guess that is what they do) any ships or units in the game. What about Astroids? In my own custom mode, I have been thinking about making Astroid Feilds able to clock ships at maybe only level one. That would mean Levels 2 and higher for scanners would easily be able to see through the sensors. What do you think?
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  #74  
Old June 6th, 2002, 03:46 AM

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

Whoops! I mean "cloak" not "clock".
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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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  #75  
Old June 6th, 2002, 06:14 AM
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Default Re: *** Star Trek Mod Discussion ***

Magnum, You can use the Edit Button on the top on your post to edit your Posts, after you've seen what the error is.

Asteroids should have a damaging effect to ships. NOT UNITS however; as they would be nimble enough.

Asteroid's damage to vessles should be set on the size of the asteroids. Huge to Huge damage to small to Minimal damage.

The damage on asteroids should be fought off with armor, but maybe if it could be implemented, fought off with shileds more effectively rather than armor.

Just my 2 cents.
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  #76  
Old June 6th, 2002, 07:45 AM
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Default Re: *** Star Trek Mod Discussion ***

Magnum Don't change it! It is so much funniar as clock!

As for Kwok (get it, clock, kwok???) sure I have some pretty good skills with moray, I would love to do some work. Send me what you've got and I'll get started. Would you also like some new nebulas?? I've got a bunch of them lying around. Seriously, whatever you need let me know, I am always happy to lend out my graphic design skills. This applies to anyone else who needs them.
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  #77  
Old June 6th, 2002, 08:59 AM

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

Hey TerranC, thanks for the suggestions. I never thought about having them damage ships, but I still think an Astroid feild have some cloak ability for ships and units. Think of it as a tradeoff, bigger the astroid feild, the more cloaking ability yet the increase of damage.
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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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  #78  
Old June 6th, 2002, 11:11 PM
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Default Re: *** Star Trek Mod Discussion ***

IIRC, sector damage, like mine damage, bypasses shields completely. Apparently, it's not common practice to use shields while traveling through dangerous enemy-infested territory.
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  #79  
Old June 6th, 2002, 11:19 PM
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Default Re: *** Star Trek Mod Discussion ***

Regarding damage in asteroid fields...remember star trek ships have navagational deflectors and shields that protect them in such a situation.

I suppose you could give some a small proportion of asteroids an obscuration level based on some wierd mineral deposit...you could even introduce an occassional planet with some kind of atmospheric condition that interferes with sensors. Those are common trek occurences.

ZeroAdunn: My moray mdl files are usually connected with some hefty image files that I use to skin the ships and makes for some size...I probably can send you a couple of rough ships though without the good textures.
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  #80  
Old June 6th, 2002, 11:27 PM
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Default Re: *** Star Trek Mod Discussion ***

Captain Kowk: That sucks. I was hoping to get a full file, with all the textures. I am still working on my texturing skills and seing how somebody else does it would really help me out. Oh well, do what you can and I will try and help you out.
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