|
|
|
|
|
November 17th, 2003, 01:40 AM
|
Private
|
|
Join Date: Nov 2003
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Starfleets mod, breaking paradigms
Since the beginning of time man has fought. From tribal warriors to military personnel, war is a constant. The time is that of strife, nerves of steel and wits - our species have conquered a new frontier: space. And with that new responsabilities arise. Brave men must step up to the task of defending their race against the perils the galaxy unfolds countlessly.
At first our sensors detected a small ship. Our experts assure us that it was just a scout, nothing to worry about. Later, several small ships were located, only too late. They confused our radars and hid Battleships, Dreadnoughs, Cruisers and other ships too fast for our detection systems. Now they are upon us.
Admiral, the emperor has given you the great honor to assemble our first Starfleet. To do so you have been given free access to all of our Empire's resources. Our best engineers are at your disposal to counsel you through this. Be wise, our fate depends on you. Long live the Emperor!
Welcome to Starfleets!
Beta Version of Starfleets is out and ready for you, check out the links bellow. If you see anything strange or wrong (a bug), please post it in this thread, I'll be addressing it as soon as I can.
This is by no means the final release. There's still much more to do and your input is very important, so don't be shy.
|
November 17th, 2003, 04:40 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Starfleets mod, breaking paradigms
Are you aware of the fact that Combat Sensors and Combat Predictor Sensors stack?
|
November 17th, 2003, 09:33 AM
|
Private
|
|
Join Date: Nov 2003
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
Quote:
Originally posted by Imperator Fyron:
Are you aware of the fact that Combat Sensors and Combat Predictor Sensors stack?
|
Ack!
Bug in stack is a bug for fact (that was horrible ) I'll see into it.
|
November 17th, 2003, 04:54 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Starfleets mod, breaking paradigms
Quote:
Originally posted by Admiral Wunderbar:
quote: Originally posted by Imperator Fyron:
Are you aware of the fact that Combat Sensors and Combat Predictor Sensors stack?
|
Ack!
Bug in stack is a bug for fact (that was horrible ) I'll see into it. Either move them below the Combat Sensors and put them in the same family so they will make them obselete and not stack, or subtract the value of each level of combat sensor from the appropriate level of CPS, so that you get the same net bonus to hit when using both CS and CPS as you do now with just CPS alone.
|
November 17th, 2003, 06:00 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
Quote:
Originally posted by Atrocities:
Welcome to the world of modding
Nice intro to the mod.
|
Agreed
AW, I saw no reference to this in your read me, is this the default results you expected?
Default Number Of Units Per Player := 1000
Default Number Of Ships Per Player := 200
[ November 17, 2003, 16:04: Message edited by: JLS ]
|
November 18th, 2003, 02:43 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Starfleets mod, breaking paradigms
Welcome to the world of modding
Nice intro to the mod.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
November 18th, 2003, 06:26 PM
|
Private
|
|
Join Date: Nov 2003
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
Quote:
Originally posted by Atrocities:
Welcome to the world of modding
Nice intro to the mod.
|
Thanks, at least something is nice!
Kidding, I'll try to rewrite lots of texts in the game to give it a cool mood, at least for the new stuff in the final Version.
Quote:
Originally posted by JLS:
AW, I saw no reference to this in your read me, is this the default results you expected?
Default Number Of Units Per Player := 1000
Default Number Of Ships Per Player := 200
|
Hmm, care to explain further this one?
Not sure where you're aiming at. But good you remembered me of that, time to put it in my TODO list.
Quote:
Originally posted by Imperator Fyron:
Either move them below the Combat Sensors and put them in the same family so they will make them obselete and not stack, or subtract the value of each level of combat sensor from the appropriate level of CPS, so that you get the same net bonus to hit when using both CS and CPS as you do now with just CPS alone.
|
I'm testing with the same family number, but the romans should have died a long time ago.
Also good you brought up the in-file sequence, need to put order in the house.
[ November 18, 2003, 16:28: Message edited by: Admiral Wunderbar ]
|
November 18th, 2003, 08:46 PM
|
|
Colonel
|
|
Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
Spent most of Last night playing this mod. It was ok, but I don't see how the different classes of ships complement each other. I'll spend some more time on it tonight.
|
November 18th, 2003, 11:22 PM
|
Private
|
|
Join Date: Nov 2003
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
Hmmm... Gregebowman, that's something interesting to talk about.
It's nice to see that you are playing Starfleets, every mod designer who publishes his/her work likes when people use it.
About the ships, at first I thought of asking if you read the Last item of the readme, but since you clearly saw differently, maybe it's more proper that you don't. I explain: probably other people can tell how useful is each and for what better than myself, for the simple fact that I have a pre-defined idea of how to use them - maybe I'm not trying different things.
The big question, of course, is how you're using your ships and assembling your fleets? But more than that, what do you think of each class of ship (exceptuating the first - lancer)?
|
November 19th, 2003, 05:14 PM
|
|
Colonel
|
|
Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Starfleets mod, breaking paradigms
From what I've seen, the ship designs were fine. However, I didn't like the fact that the supply unit was 100t. That puts a damper on how I usually design ships. I usually design a ship with a supply unit and, when I do the research, a solar panel. That gives me a ship that can go long distances without waiting for a refuel stop. But with the tonnage raised at it was, I can't do that except for the bigger ships.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|