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  #471  
Old December 10th, 2002, 11:19 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: *** Star Trek Mod Discussion ***

Hwy Kwok, your images are great. Do you think you could put some tutorials on the mod page describing how you made the graphics?

[ December 10, 2002, 21:19: Message edited by: Urendi Maleldil ]
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  #472  
Old December 10th, 2002, 11:57 PM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Urendi Maleldil:
Hwy Kwok, your images are great. Do you think you could put some tutorials on the mod page describing how you made the graphics?
Sure, I'll try to put something together. I'm also making some changes to the current "Starship" section. Look for that update on Saturday.
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  #473  
Old December 12th, 2002, 07:15 PM
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Default Re: *** Star Trek Mod Discussion ***

Greetings.

I'm just looking for some feedback regarding what to do with the AIs - since I'll be tackling those soon.

Would you prefer the AIs to be as competative as possible forsaking some of the race's attributes, or should I design the AI to play as you would expect them in the Star Trek universe (i.e., Federation peaceful, Klingons Agressive, ship designs not always combat based, etc) - well what do you think?

I'm leaning towards the second option.

Look for an update to the site by Saturday Afternoon. I've made some changes to the starship section that I'll be uploading soon.
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  #474  
Old December 12th, 2002, 10:32 PM
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Default Re: *** Star Trek Mod Discussion ***

I think the first option is the best. Because if you encounter a race in the second option, the Federation will always respond the same, so will the other races. The playability of the mod will be severly hampered. I say let every computer react like any other AI so far. No "real" Star Trek behaviour.
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  #475  
Old December 12th, 2002, 10:39 PM
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Default Re: *** Star Trek Mod Discussion ***

You could create two Versions of the races (Trek and Competitive), or just start a PBW RP game.
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  #476  
Old December 12th, 2002, 10:48 PM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Timstone:
I think the first option is the best. Because if you encounter a race in the second option, the Federation will always respond the same, so will the other races. The playability of the mod will be severly hampered. I say let every computer react like any other AI so far. No "real" Star Trek behaviour.
Umm - the first option would be even worse for that. They will always be out to get you! However, if you create a nice set of anger files for each race - you can have them be good allies sometimes and if you double cross them, colonize claimed systems - look out!
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  #477  
Old December 12th, 2002, 10:57 PM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Suicide Junkie:
You could create two Versions of the races (Trek and Competitive), or just start a PBW RP game.
Don't think the second option won't be competative...it will be fairly close. It's just a matter of specifying good design files that are called upon in certain states, like defense!

For example:

You have met the Federation. They are friendly and offer a trade treaty and for several years this works out. The Federation is in an exploration or other non-defensive state so they build mostly exploration ships and explore the galaxy, etc. However, you are bad. You attack a couple of their colonies! Their anger file is set to respond poorly to such an event. The Federation goes into a defensive state and begins building warships.

Look out, here comes the Defiant!

It will take lots of time to tweak the files to be at this level, but that is what I'm referring to when I say "character-based".

However, some players might exploit this feature, so that it is less competitive than the first option.

[ December 12, 2002, 21:01: Message edited by: Captain Kwok ]
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  #478  
Old December 13th, 2002, 07:07 PM

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Default Re: *** Star Trek Mod Discussion ***

I definitly think that the races should behave like who they are supposed to be. I mean, whats the point in having Star Trek races that behave nothing like what they are supposed to? It would be like just changing the images of existing races so that they would look like star trek. The second option is really the only option. I want sneaky, backstabbing romulans, agressive but honorable klingons, greeeedy ferengi, etc.
Just my 2 cents.
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  #479  
Old December 13th, 2002, 08:56 PM
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Default Re: *** Star Trek Mod Discussion ***

I agree, it will be far more "realistic" with definite 'personalities' for each race. The stock races have personalities too, just not as extreme as say the Romulans (nasty back-stabbing spies!) or the Klingons (blood thirsty at it's best, but I'm not sure how the honourable thing will be worked out). The fact that we all know what their personalities are will make them more predicatable, and yes there will be the possibility of taking advantage of some of these predicatabilities, but isn't that what happens in real life anyway? Everyone knows how Russia, the US, China, Japan, etc will respond in any given situation, but that doesn't make it any easier on you when they show up with some tanks!

Just my thoughts on this highly anticipated mod.
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  #480  
Old December 13th, 2002, 09:16 PM
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Default Re: *** Star Trek Mod Discussion ***

Hmm... Jimbob, that was a very good piece of text. Good examples taken from real live. I appreciate that.
Oki, you got me convinced. But I hope the characters (races) won't be too predictable, that would spoil the whole fun.
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