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  #181  
Old July 20th, 2002, 08:51 AM
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Default Re: *** Star Trek Mod Discussion ***

JimBob:

Remember, there are no carriers and such, so a few extra ship hulls won't add much. Also, the TNG Mod is striving to keep a balance between all ship sizes throughout the game. So all sizes should remain useful.

Once the first Version of the Mod is released, I'm hoping to have a map similiar to the Star Trek universe. There are a few good websites out there with excellent maps for me to follow.

Extra additions to the stellar and quadrant ability types will add more variety to your average star system. Particular kinds of planets will tend to be in the same regions around the stars and they'll be a lot more moons.
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  #182  
Old July 20th, 2002, 09:02 PM
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Default Re: *** Star Trek Mod Discussion ***

*** Incoming Message - StarFleet Command ***

Greetings!

I've updated the TNG site with a few tidbits of information in the Treknology section. Also note the changes to ship hulls as mentioned a few Posts below.

Take a look around, link is in my signature.

Captain Kwok

*** End of Message - StarFleet Command ***
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  #183  
Old July 21st, 2002, 12:15 AM
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Default Re: *** Star Trek Mod Discussion ***

As always, very nice web page.

Hey I read this over on your page
Quote:
...component to be damaged. Emissive armors (now fixed) will also appear, usually as race specific armor. Shields have been...
How'd you fix the emissive armors? How do they work now? (sorry if you've already mentioned this, but I was too lazy to go through 15 pages to check )

I really like the multi-level cloaks and the 'leaky' sheilds.

Cheers
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  #184  
Old July 21st, 2002, 12:37 AM
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Default Re: *** Star Trek Mod Discussion ***

JimBob:

MM has finally fixed emissive armor so it works the same as it did in SE:III. If the damage is less than the emissive ability then no damage is done. If it's greater than the emissive ability than the damage done is the strength of the hit minus the emissive rating.
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  #185  
Old July 21st, 2002, 03:12 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Captain Kwok:
JimBob:

MM has finally fixed emissive armor so it works the same as it did in SE:III. If the damage is less than the emissive ability then no damage is done. If it's greater than the emissive ability than the damage done is the strength of the hit minus the emissive rating.
He did ?? When ?? In what patch ?? It is stiil old all or nothing in Gold, unless I'm missing something.
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  #186  
Old July 21st, 2002, 03:18 AM
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Default Re: *** Star Trek Mod Discussion ***

It's been fixed (and tested) in Version 1.75 which should be coming out soon!

Latest History Thread

It's one of a handful of great modding features being released in the next patch!
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  #187  
Old July 21st, 2002, 03:23 AM
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Default Re: *** Star Trek Mod Discussion ***

Hurrah !

It will certainly change weapons balance and stimulate some new ship designs !

The only negative aspect, IMHO, is a further skewing toward bigger ships with bigger mounts.
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  #188  
Old July 21st, 2002, 03:32 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
The only negative aspect, IMHO, is a further skewing toward bigger ships with bigger mounts.
Not necessarily true. You can always use the "One per" to "Ten per" ship commands to limit the amount of emissive armor a ship can have.

Woops!

Except you're talking about the increased firepower of the bigger ships to the small ones and how it could overpower the emissive armor easier. Well, you can also make it so the mounts reflect a better firepower to kT ratio between all sizes.

[ July 21, 2002, 02:34: Message edited by: Captain Kwok ]
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  #189  
Old July 21st, 2002, 03:39 AM
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Default Re: *** Star Trek Mod Discussion ***

Yes, I was referring to even bigger damage/kt bonus to large mounts due to the fixed emissive armor.
May be we should adjust mounts a little bit now ?
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  #190  
Old July 21st, 2002, 03:40 AM
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Default Re: *** Star Trek Mod Discussion ***

Instead of mounts making weapons larger and increasing damage, why not make the weapon smaller and do the same damage? It would get the same effect, but not screw up Emmissive Armor.
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