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Re: *** Star Trek Mod Discussion ***
Greetings!
The first part of the website update has been completed, including: </font>
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. |
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 http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: *** Star Trek Mod Discussion ***
Looking great, Captain Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif
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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! http://forum.shrapnelgames.com/images/icons/shock.gif
Why are there no Multi-Target Sensors that allow you to hit two targets... they start at three... http://forum.shrapnelgames.com/image...s/confused.gif 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! http://forum.shrapnelgames.com/images/icons/icon12.gif Looking forward to playing with this mod! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: *** Star Trek Mod Discussion ***
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Re: *** Star Trek Mod Discussion ***
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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 ] |
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. http://forum.shrapnelgames.com/images/icons/icon12.gif 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. http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 08, 2003, 05:01: Message edited by: Imperator Fyron ] |
Re: *** Star Trek Mod Discussion ***
The site looks great Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: *** Star Trek Mod Discussion ***
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Oh well, you're the one who's been testing this mod so far so you should know http://forum.shrapnelgames.com/images/icons/icon12.gif |
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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