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  #1  
Old March 19th, 2006, 10:48 AM
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Default Ralf�s Star Trek Mod Version 1.2

Hi to all !
I am curently doing some brainstorming for the second version of "my" star trek mod.
While i added in the first version new shipclasses for most of the races and edited the capabilities of the different vessels i did not change much of the weapons technology and the different tech trees. This shall change with this mod version. I want to give each races at least some unique features beside the added shipclasses and their abilities.
So while i have some ideas for the borg (cutting beeam weapons, advanced shield systems and perhaps propulsion systems) and the Orions and 8472 i have some difficulties to spot unique weapon tech and/or other technology for the Klingons and Romulans, Cardassians and the like.
The general idea is the following:
I want to make "normal" phaser technology available to all races as some kind of long time existing technology commonly available to all races ( in terms of treknology i want to use the old dual style phaser banks such as seen in the movies as common known and used phaser technology), but then the difficulties starts. If i want to do the same with Disrupter weapons i have the problem that most of the star trek races use Disrupter weapons as their main system, i do not know if there are any "special" disrupter weapons used by klingons or romulans....
After making the phaser tech common used weapon tech i want to create unique weapon tech trees for the different races.
While the Federation will use their Phaser Phalanxes ( I to X) and the Romulans will have their Plasma Weapons i am thinking about the disrupter thing again.....
Any ideas how i can circumvent this problem and making a common use "disrupter" according to the old phaser weapon tech and some special Disrupter weapon tech for the races?
All the other special weapon tech is no problem but with this thing i have some difficulties.

So please help!
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  #2  
Old March 19th, 2006, 10:50 AM
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Default Re: Ralf�s Star Trek Mod Version 1.2

Oh btw!
Doea anybody have an idea where i could find a good picture of a Phaser Phalanx at work, to use as a component?
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  #3  
Old March 19th, 2006, 03:18 PM
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Default Re: Ralf�s Star Trek Mod Version 1.2

Check out the imagemod. Over 2000 component pictures.

And the key here is that you *don't include it with your mod*
Everybody already has it, and it is available to every mod when installed properly.

Simply state: "This mod requires imagemod packs X,Y, and Z, version W or higher."


There are quite a few trek pictures already, since they are used in the various ST mods already out.
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Old March 21st, 2006, 06:11 PM
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Default Re: Ralf�s Star Trek Mod Version 1.2

Quote:
Heretic said:
Oh btw!
Doea anybody have an idea where i could find a good picture of a Phaser Phalanx at work, to use as a component?
U could always make your own image.
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  #5  
Old July 21st, 2006, 12:14 PM
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Default Re: Ralf�s Star Trek Mod Version 1.2

Hi!

I have just been working on the final version of my 1.2 mod for placing it online when i came across a problem.
i want to include a tech area that is only available to the alpha quadrant races but no other.
How do i make this or better where do i edit the files?

And another thing:

How exactly works emissive armor?

E.g: The ship has 50 points of shield power and emissive armor capable of withstanding 30 points of damage and 20 points structure damage, a beam hist the vessel for 100 points of damage depleting the shield and hiting the armor.
What now? Does is substract 30 points of damage from the hit and then taking the 20 points of rest damage to its structure or does it works the other way, matching the 50 points of incoming damage angainst the armor ability to negate damage, finding the higher value, in my example the 50 points of damage left, decindng that 50 is higher than 30 and the 50 points crash into the structure, destroying it...

If the latter is right, how can i produce the first mentioned effect???
Thanks for any ideas.....
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Old July 21st, 2006, 01:06 PM
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Default Re: Ralf�s Star Trek Mod Version 1.2

You make it a racial trait. This would require a lot of modding as you would have to make the racial trait, then add the technology ot the tech area file, then add the components, mounts, ships, and facilities. You would then need to add the new tech to research files for all races, just incase the player sets them up to use said tech, and then set up the design creation files for the Ai to design using new racial tech.
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  #7  
Old July 21st, 2006, 01:20 PM
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Default Re: Ralf�s Star Trek Mod Version 1.2

Yeah thought so...

Thanks anyway for the racial trait thing...
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  #8  
Old July 21st, 2006, 05:55 PM
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Default Re: Ralf�s Star Trek Mod Version 1.2

Emissive armor ability reduces the amount of damage done by every shot that applies to the physical part of the ship; it does not come into effect until shield points are reduced to 0. Only the best emissive ability of all components on the ship is applied; there is no stacking. It does not matter whether the shot hits armor or not, whether it hits the EA component, or whether the emissive ability is on an "armor" component or an "internal" component.

Armor skipping damage types and special damage types (eg: Only Weapons) completely ignore emissive abilities. Stock crystalline shard cannons do not ignore emissive armor ability because it is on armor, but rather because the damage type is hard coded to ignore emissive ability.

Note that rules for triggering shield generation from damage and emissive ability are the same. It stacks though.

"E.g: The ship has 50 points of shield power and emissive armor capable of withstanding 30 points of damage and 20 points structure damage, a beam hist the vessel for 100 points of damage depleting the shield and hiting the armor. "

First, the hit applies to the shield layer. 50 points are done to shields, leaving 50 to apply to physical layer. Assuming the weapon is not a Skips Armor or a Skips Shields and Armor type, the damage is reduced to 20, no matter what component ends up being hit. If that 20 structure armor happens to be hit, the 20 damage will destroy it.
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  #9  
Old July 22nd, 2006, 05:13 AM
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Default Re: Ralf�s Star Trek Mod Version 1.2

Thanks a lot!
So then this day will see the nwe version of ralf�s star trek mod 1.2!!!!
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Old July 22nd, 2006, 02:17 PM
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Default Re: Ralf�s Star Trek Mod Version 1.2

In the mod section i am currently "publishing" the 1.2 version...
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