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  #621  
Old February 2nd, 2003, 05:11 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by minipol:
i like the new forum layout too.
Technically, the discussion was about the site layout, not the forum layout.
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  #622  
Old February 2nd, 2003, 06:23 PM
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Default Re: *** Star Trek Mod Discussion ***

Kwok, please check your Private Messages. Thanks.
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  #623  
Old February 3rd, 2003, 01:07 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Imperator Fyron:
Technically, the discussion was about the site layout, not the forum layout.
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You are right off course.
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  #624  
Old February 5th, 2003, 05:29 AM

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

is it just me or did the progress indicater just go down again
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  #625  
Old February 5th, 2003, 05:41 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Lib3r8er:
is it just me or did the progress indicater just go down again
It didn't! It was suppossed to be at 60% but I had forgot to upload the appropriate graphic, so the 80% bar was there but said '60% Complete'. I have sinced fixed that.

Good News:

Atrocities is at home again and doing better, so that means that things should start to pick up a bit (well, in a week or so really since I'm being detained by 'academic' demands). We have connected a few times and made some decisions.

Re: Neutrals

We are planning on about 10 neutral races that are somewhat customized. Major ships for neutral races fall between 100-500kT in size, unlike regular SE:IV where they can build all sizes. After all, you don't expect the Bajorans to be building Dreadnoughts do you? This also means that the neutrals will get some custom ship images rather than generic ones, which adds to the diversity. At this time, no neutrals have custom techs, but who knows what we might be adding in the future.

One other thing - there is a problem with SE:IV. For example, the mod has 10 major races. When you select high AI races, you get duplicate AIs regardless of the max specified in settings.txt - is this a bug and is there a way around it? So far, the only way around this is to have at least 20 AI races...

[ February 05, 2003, 03:42: Message edited by: Captain Kwok ]
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  #626  
Old February 5th, 2003, 06:26 AM
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Default Re: *** Star Trek Mod Discussion ***

Set the game to use fewer races with High numbers in Settings.txt. If you have 10 races, make the max races for a high number of races be 10. Be warned: the game will only add up to 5 neutral races randomly. You can manually add more with empire files, but the random process will add only 5.
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  #627  
Old February 5th, 2003, 06:32 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Imperator Fyron:
Set the game to use fewer races with High numbers in Settings.txt. If you have 10 races, make the max races for a high number of races be 10. Be warned: the game will only add up to 5 neutral races randomly. You can manually add more with empire files, but the random process will add only 5.
Did you not read my post?

Setting high AIs to say, 10, in settings.txt does not eliminate the choosing of duplicate AI empires by the game, although it does work in that it chooses only 10 AI empires.

[ February 05, 2003, 04:33: Message edited by: Captain Kwok ]
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  #628  
Old February 8th, 2003, 12:06 AM
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Default Re: *** Star Trek Mod Discussion ***

Here are the neutral races for the Star Trek Mod:

Bajorans
Gorn
Hirogen
Kazon
Krenim
Nausicaans
Pakled
Son'a
Talarians
Yridians

Neutral races will have access to the generic technology tree and will employ ship sizes between 100-500kT. I'll probably create an information page for them next week.
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  #629  
Old February 8th, 2003, 12:32 AM
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Default Re: *** Star Trek Mod Discussion ***

No!!!!!
Not the Pakled, I want them to be a primary race!

"We like things that make us go... Geordie, will you make us go??"
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  #630  
Old February 8th, 2003, 12:42 AM
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Default Re: *** Star Trek Mod Discussion ***

I know you probably have a warp drive model already, but I thought you might be interested in this idea...

Model warp drives as components that have warp-opening and warp-closing ability of various (but short) distances - the more advanced the drive, the longer the distance. Stipulate that games should (but not necessarily must) begin with no warp points. (Or maybe that can be put into QuadrantTypes.txt... set max. warp points per system to zero...) Then a ship can go to warp by creating a warp point, and other ships can "ride the quantum slipstream" by following the warp point, unless the ship immediately closes the warp point once on the other side. Regular intrasystem travel would then be handled by impulse drives, and maneuvering thrusters would provide extra combat movement (with the Afterburner ability).

Just an idea...
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