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Re: *** Star Trek Mod Discussion ***
Every few months someone tries to take up the banner for a trek mod. I love the idea.
An excellent source for trek technology and starships is Spacedock. This can be found for free at http://216.40.212.6/trek/core/comp_core_netbooks.htm There are also books on several of the major races. Hope you find it useful. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: *** Star Trek Mod Discussion ***
Go to these sites for your help.
Ex Astris Scientia - General Info of Trek The Daystrom Institute - General Info of Trek Ships Omicron Theta - Info of Specific Tech, also with a acronym table Star Trek Schematics - a good help if you are lost on designs. |
Re: *** Star Trek Mod Discussion ***
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If you're making these manually, and simply naming them "light mount engine I", then players are just going to stuff the maximum amount of the highest efficiency drive on every ship they own. Can you explain what you're doing with these engines a bit more? Quote:
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Also, I believe in the first contact (TNG) with the Ferengi, they used a WMG on the enterprise. (Rapidly switching Tractor/Repulsor beam) You could use that name for their racial weapon. (probably not good to use anything like the SE4 stats) [ May 31, 2002, 00:10: Message edited by: Suicide Junkie. ] |
Re: *** Star Trek Mod Discussion ***
SJ - You misunderstand. I am not trying to devise a mount for engines - that is impossible.
Ships that use "Light Mount" for weapons like a frigate will use only one engine per move. Ships that use "Medium Mount" for weapons like a light cruiser will use two engines per move. Ships that use the "Heavy Mount" like a battleship will need 3 engines per move. The reason for this is that the ships that have the bigger mount weapons (hence, more damage/kT) will need to use more space for engines. Sorry for the confusion. |
Re: *** Star Trek Mod Discussion ***
SJ - Regarding the Ablative armor it actually dissapites the incoming energy first and then if the damage is too severe breaks off.
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Re: *** Star Trek Mod Discussion ***
RE: Propulsion.
So, you've pretty much given up on the entire nacelle thing, and the nacelles only exist in the pretty pictures of the ships? The engines you're talking about making seem to have no relation to any ST system. Quote:
The ablativeness of the armor kicks in to throw excessively hot flakes of armor into space where they won't harm the ship they used to be sitting on. It dosen't reflect the beam or anything. Just sacrifices bits of itself for the good of the rest of the armor. |
Re: *** Star Trek Mod Discussion ***
Kwok:
Did you happen to look at the file that I referenced in the other thread? It has some Trek facilities that I made. Here it is again, just in case: http://forum.shrapnelgames.com/newup...1015288527.zip Oh, and btw, the Last I checked, the Ground Combat modifier ability for facilities did not work. [ May 31, 2002, 04:33: Message edited by: Imperator Fyron ] |
Re: *** Star Trek Mod Discussion ***
SJ...
Actually I was thinking of something like this: Nascelle Engine "Engine coil in a ship's nascelle that generates movement for the ship" Think of them as the little coils in the cutaway pics of the nascelle. They would remain as 10kT comps and would generate 1 standard movement points with increasing movement bonuses as the tech level increased. There would be ten levels with every two representing an expensive and cheaper Version. As previously mention larger ships would still require more engines. As you suggested - "Impulse Engines" would be 20kT and generate only combat movement. There would be 3 tech levels with each level generating a 1,2, or 3 bonus. Only One per ship allowed. However this might change. It a recent beta of SEIV, MM added "One per Ship" to "Ten per Ship" for comps. Maybe we can make impulse engines to 10kT with 1 bonus and 5 levels with a max of 3 or 4 per ship. I would like to cap the max speed for ships around 10-12 for System movement and 10 for combat movement. Fyron - Yep. I got the facilities before. Thanks. Some good ideas in there. |
Re: *** Star Trek Mod Discussion ***
...and I know the little coils are really warp coils but hey, I think it's good enough.
I was goint to make engines without supplies and requiring a reactor (aka warp core/anti-matter reactor) that stores supplies - then get rid of the supply storage altogether. There would be maybe 5 tech levels each holding a certain number of supplies (from 2500-10000?) before needing to be replenished. SJ - About Ablative armor - what characteristic should it have, nitpicker? [ May 31, 2002, 05:41: Message edited by: Captain Kwok ] |
Re: *** Star Trek Mod Discussion ***
Ablative Armor:
Size- 1 kt Damage Resistance- rather high (at least competitive with contemporary shields) Quote:
http://forum.shrapnelgames.com/images/icons/icon12.gif Not that it really matters that much. http://forum.shrapnelgames.com/images/icons/icon7.gif Also, consider using my formations.txt. It is a compilation of a lot of formations that I found in various mods a while back. I plan on updating it after the next patch, which will up the slots to 100. http://forum.shrapnelgames.com/images/icons/shock.gif |
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