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  #811  
Old June 7th, 2003, 09:40 PM
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Default Re: *** Star Trek Mod Discussion ***

Greetings!

The first part of the website update has been completed, including:
  • Two screenshots and mini planet images in the Graphics Area.
  • Major Ferengi ships are now complete.
  • Updates to Treknology items
  • Number of minor changes to race info
  • Additional navigational Aids
The next update will include some images of different neutral race ships, more detail on cultural modifiers for each race, and hopefully a few more ships.
After that gets done, then I'll be adding the Star Trek mod database, which I'm working on as I debug the mod and will continue working on during the beta test. The database is a hyperlinked alphabetical listing of race and ship info, components and facilities, and other useful information about the mod. It will also be converted to serve as a reference manual down the road.
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  #812  
Old June 7th, 2003, 10:40 PM

Raging Deadstar Raging Deadstar is offline
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Default Re: *** Star Trek Mod Discussion ***

Very nice update, i'm extremely interested in playing this mod when it comes out, It's looking very good! Don't feel rushed though Kwok, we can all wait for this to come out, even if there will be some salviating and gnashing of fangs in anticipation
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  #813  
Old June 7th, 2003, 10:50 PM

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

Looking great, Captain Kwok.
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  #814  
Old June 8th, 2003, 04:33 AM
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Default Re: *** Star Trek Mod Discussion ***

Hey Cap'n... how do ya do that cool fade effect between the pages? I've never heard of any HTML that could do THAT!

Why are there no Multi-Target Sensors that allow you to hit two targets... they start at three...

The shield generator facilities don't generate many shields... remember, that's a FACILITY slot you're using up! (And planetary shields aren't even leaky...)

Armor had better be pretty darn cheap because it looks useless compared to shields... maybe if shield generators produced fewer shields (they do regenerate from damage - look at Adamant, shield generators hardly generate any shields but they still make up for that with their regeneration.) Besides, in Star Trek, even when shields are at 100%, the ship still rocks, so shields must not be invincible energy barriers!

Looking forward to playing with this mod!
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  #815  
Old June 8th, 2003, 04:59 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Besides, in Star Trek, even when shields are at 100%, the ship still rocks, so shields must not be invincible energy barriers!
If you were holding a shield, and someone hit it with a photon torpedo, you'd rock a bit, too! It's just a giant-sized garbage can lid made out of energy--just a larger Version of the stick fights we had as kids.
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  #816  
Old June 8th, 2003, 05:19 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Ed Kolis:
Armor had better be pretty darn cheap because it looks useless compared to shields... maybe if shield generators produced fewer shields (they do regenerate from damage - look at Adamant, shield generators hardly generate any shields but they still make up for that with their regeneration.) Besides, in Star Trek, even when shields are at 100%, the ship still rocks, so shields must not be invincible energy barriers!
You are much mistaken on this point. You need to remember that must components only have 1-2kT of structure. Armor ends up providing most of the hitpoints to suck up damage after the shields begin to leak - which happens quite readily. If you don't have armor, a single hit without shields will take you out. In fact, I had to adjust Ablative Armor because it was too effective in deflecting damage from smaller ships that it made Federation ships almost invulnerable to them in combination with the leaky shields.

The fade effect is something I can add with frontpage under 'page transitions'. I like it and it only Lasts 0.5 secs, but some people like Fyron hate it and turn in off in their internet options!

Planet cargo space is increased, so you can supplement a planet's shielding quite well with weapon platforms.

[ June 08, 2003, 05:48: Message edited by: Captain Kwok ]
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  #817  
Old June 8th, 2003, 06:00 AM
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Default Re: *** Star Trek Mod Discussion ***

Page transitions require javascript, and they most certainly suck big time. Ever see that Simpsons where Homer made a dating video for Ned, and everything used those star wipes? It's kinda like that, but worse. They are rather tacky.

I do not know if the values I have for shield generators in Adamant are good or not atm, as I have to get the weapons finished first to be able to properly test them.

[ June 08, 2003, 05:01: Message edited by: Imperator Fyron ]
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  #818  
Old June 8th, 2003, 08:19 AM
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Default Re: *** Star Trek Mod Discussion ***

The site looks great Kwok.
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  #819  
Old June 9th, 2003, 12:06 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Captain Kwok:
You are much mistaken on this point. You need to remember that must components only have 1-2kT of structure. Armor ends up providing most of the hitpoints to suck up damage after the shields begin to leak - which happens quite readily. If you don't have armor, a single hit without shields will take you out.
Yup, sounds like Star Trek... Our shields are down, we're dead meat! Maybe there should be no armor at all in the standard tech tree since no one on Star Trek save Captain Janeway seems to have even heard of the stuff

Oh well, you're the one who's been testing this mod so far so you should know
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  #820  
Old June 10th, 2003, 03:28 PM
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Default Re: *** Star Trek Mod Discussion ***

You know, *evil grin* since this mod is mostly custom made, you, ahem, I mean we could sell it as an add-on.

*Ducks and runs for cover*
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