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  #371  
Old October 26th, 2002, 02:02 PM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Captain Kwok:
Greetings.

I was also thinking of adding an 8th race - who do you guys think would be worthy?

Perhaps the Breen? 8472? Gorn?
Since I'm mostly an old Trek fan I would prefer to see the Gorn.
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  #372  
Old October 26th, 2002, 09:49 PM
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Default Re: *** Star Trek Mod Discussion ***

Pax: Not smartes, most logical. This brings the question: How heavily will the borg use engine destroying weapons if at all. If they use them on all their ships, no problem, but if they don't then most ships would be incapable of being boarder by the borg without defeating the cube.
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  #373  
Old October 26th, 2002, 11:11 PM
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Default Re: *** Star Trek Mod Discussion ***

The option I was considering was removing the self-destruct ability from the engineering component and having just the stand alone component. I'd give it the damaged first ability so there is a good chance it would be damaged by the time boarding troops were launched against the ship.
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  #374  
Old October 27th, 2002, 12:38 AM
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Default Re: *** Star Trek Mod Discussion ***

Capt'n Kwok:
that would be great.
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  #375  
Old October 27th, 2002, 07:52 AM
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Default Re: *** Star Trek Mod Discussion ***

I'm going to go with my option for the boarding/self-destruct issue. It does the most for balance.

I've finished up all the facilities minus some cost issues. I've changed the amount of resources harvested per turn, so most things have to be adjusted to appropriate costs. Aside from that, just some grammar checks and Last minute tweaks and it should be okay. I believe there is about 75 or so facility families, of which 40+ are race-specific ones.

The general trend for population modifiers:

Each 10M up to 1000M = +1%
Each 100M up to 10000M = +1%

For example:
  • 526M = 52% x 2000 = 1040
  • 1000M = 100% x 2000 = 2000
  • 2368M = 113% x 2000 = 2260
  • 9223M = 182% x 2000 = 3640
  • 10000M = 190% x 2000 = 3800
Originally I was going to use some sort of fun ln function, but because its exponential, the modifiers got too big near the end (about 8-9x normal rate). I want to put an emphasis on the use of orbital space yards which I feel is more Star Trek.
That's all for now.

Edit:

Ooh, 666 Posts, I hope nothing evil happens to it.

[ October 27, 2002, 05:55: Message edited by: Captain Kwok ]
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  #376  
Old October 27th, 2002, 10:03 AM
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Default Re: *** Star Trek Mod Discussion ***

Hello all,

I'm new to this discussion. I am wondering if the and when the other Trek races will be available for download.

Will there be a Mod for the Breen, Dominion and Cardassian's?

Happy to be here, and look forward to a reply soon.
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  #377  
Old October 27th, 2002, 05:28 PM
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Default Re: *** Star Trek Mod Discussion ***

You can find out more about the TNG mod from the link in my signature. The website contains most of the answers to any questions you might have.

I'm hoping on having some sort of beta Version out in December, where some playtesting and balancing can take place.
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  #378  
Old October 27th, 2002, 09:24 PM
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Default Re: *** Star Trek Mod Discussion ***


The USS Galaxy on patrol near the Romulan neutral zone.
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  #379  
Old October 27th, 2002, 10:08 PM
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Default Re: *** Star Trek Mod Discussion ***

I just posted my Borg mod.

1035747855.zip

Take a look, see what you think. It is designed as a player race. An AI using it would probably be crippled since it relies so heavily on analyzing the tech of captured ships.

It does contain a lot of nice new techs (maturation chambers, assimilation nodes, adaptive shielding, new vehicle sizes, the Borg Queen ...) and has some new pics (components, etc.) that could be quite a nice addition.

Kwok:

Nice galaxy class. Tis sweet.
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  #380  
Old October 28th, 2002, 02:02 AM

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

Cool project, Captain Kwok.
Keep up the good work.
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