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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Atrocities October 18th, 2004 12:41 AM

Re: The Star Trek Mod - Final Update
 
Thanks guys, I was stumbling onto it when I read this. Thanks for the help I don't know what I would do without you two.

Fyron October 18th, 2004 12:44 AM

Re: The Star Trek Mod - Final Update
 
Atrocities:
"No Aiken and no Fyron make Atrocities something something..."

Some random person:
"Go crazy?"

Atrocities:
"Don't mind if I do!"

Atrocities October 18th, 2004 03:58 AM

Re: The Star Trek Mod - Final Update
 
Listing out and revamping the weapons as needed now. Man this is going to take some time. At least I will be able to reorganize the components file now.

Aiken October 18th, 2004 01:31 PM

Re: The Star Trek Mod - Final Update
 
Error in warp core mounts, they interfere with each other.
There are 2 variants of fixed mounts:
<font class="small">Code:</font><hr /><pre>
Long Name := Warp Core Mount
Tonnage Percent := 20
Vehicle Size Minimum := 100
Vehicle Size Maximum := 300 (1. 300 or 2. 299)
&amp;
Long Name := Warp Core Mount
Tonnage Percent := 40
Vehicle Size Minimum := 300 (1. 301 or 2. 300)
Vehicle Size Maximum := 600 (1. 600 or 2. 599)
&amp;
Long Name := Warp Core Mount
Tonnage Percent := 60
Tonnage Structure Percent := 100
Vehicle Size Minimum := 600 (1. 601 or 2. 600)
Vehicle Size Maximum := 800 (1. 800 or 2. 799)
&amp;
Long Name := Warp Core Mount
Tonnage Percent := 80
Vehicle Size Minimum := 800 (1. 801 or 800)
Vehicle Size Maximum := 1000
</pre><hr />

2. Hand Weapon I, II and III all have different families (??)
They have Weapon Family = 100 (change it to avoid conflicts with shuttle phasers). It's generally a good idea to check all troops weapons, I have an impression that all of them have the same wpn family (100).

Damage for Hand Weapon I,II,III:
I: 5
II: 4 4 4 (???)
III: 6 6 5 (???)
quite strange distribution, leave alone that range doesn't matter.

3. afair, special abilities don't work on components for troops, so emissive armor ability on Body Armor is useless. Hence the comp itself is useless, due to miserable damage resistance (1 hp).
However I'm not completely sure about my Last statement. It's likely to be true, but could someone confirm or deny it, please?

Atrocities October 18th, 2004 03:02 PM

Re: The Star Trek Mod - Final Update
 
Thanks Aiken, for 3, its mainly cosmetic.

Fyron October 18th, 2004 04:18 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
Thanks Aiken, for 3, its mainly cosmetic.

You should remove any such "cosmetic" abilities, because they will mislead players and cause problems down the road...

Ed Kolis October 18th, 2004 06:47 PM

Re: The Star Trek Mod - Final Update
 
I agree with Fyron.

Atrocities October 18th, 2004 08:29 PM

Re: The Star Trek Mod - Final Update
 
They are just for INFANTRY, a max KT of 5.

David E. Gervais October 18th, 2004 09:21 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Ed Kolis said:
I agree with Fyron.

I haven't been following this thread, but in a blatant showing of blind trust, I'll be agreeable too.

Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron October 18th, 2004 09:48 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
They are just for INFANTRY, a max KT of 5.

Nevertheless, it is a really bad idea to use nonfunctional abilities such as emmissive armor for _any_ troops. It will only serve to confuse and anger people...


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