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Old June 1st, 2002, 07:15 AM
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Captain Kwok Captain Kwok is offline
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Default Re: *** Star Trek Mod Discussion ***

SJ:

Yeah, ok, so technically you're right P = E/t. I've been very absent minded today. Anti-Matter is but the fuel. The important part is that it looks like we're getting to a good system for propulsion.

Geez - where would I be without SJ kicking my butt?

One reason why I do not want to get too complicated with propulsion requiring lots of different components is for programming the AI - I want the AI to be the best it can be and make the TNG Mod fun to play solo as well as multiplayer.

Back to another issue regarding cultural modifiers and racial abilities. Should all races have equal access to production/research/intel bonus facilities and just allow the cultural modifiers to be the penalty for a poor race attribute or should we restrict access to bonus facilities that contribute extra points to a race's weak field and also reduce their ability with a cultural modifier?

I've continued to build some ships and just need to add some texture maps for the Federation Defiant Class destroyer.

As usual, continue to send in ideas for components and facilities as there can never be enough of those. I'm not sure if anyone noticed but I added some extra cloak levels plus a few stellar manipulation techs. I'm calling the warp point opener a "Transwarp Conduit" but may also consider it a "Wormhole Generator"? This is kind of a slippery slope explaining the warp point system in star trek terms but it's an important part of the SEIV game. If MM were to include an ability where a created warp point closed after a turn then we could create a warp engine that generates the warp point and impulse to handle system movement but that seems unlikely.

That's all for now. Thanks for all the e-mails and input so far.

[ June 01, 2002, 06:25: Message edited by: Captain Kwok ]
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