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  #441  
Old December 1st, 2002, 09:28 PM
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Default Re: *** Star Trek Mod Discussion ***

Really. Hmm... that would solve the problem.

Edit:
Woohoo! No more cheesey page transitions!

[ December 01, 2002, 19:35: Message edited by: Imperator Fyron ]
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  #442  
Old December 2nd, 2002, 05:47 AM
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Default Re: *** Star Trek Mod Discussion ***

I compromised. I changed the transition effect to 0.5 seconds instead of 1. I also added some links from race descriptions to each race's respective technologies and ships for convenience.

I'm working on some new events - so some suggestions would be nice!
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  #443  
Old December 2nd, 2002, 03:43 PM

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

Quote:
I'm working on some new events - so some suggestions would be nice!
You can have an encounter with a "Q" - ANY tech can be given by such an entity! To any race!

An encounter with a rogue device, like that one in the original series, could give you a planet destroyer tech. You can just state that your fleet encountered the rogue and defeated it.

Abandoned outPosts can be found...

Abandoned Mines with mining tech...
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  #444  
Old December 2nd, 2002, 10:14 PM

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

Quote:
Originally posted by Captain Kwok:
I'm working on some new events - so some suggestions would be nice!
How about some disconnected Borg, derelict alien spacecraft with special technologies, and early warp developement species?
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  #445  
Old December 2nd, 2002, 11:17 PM
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Default Re: *** Star Trek Mod Discussion ***

Events, people, Events!

Events include things like spatial anomalies, fuel leaks, plagues, planets exploding, etc.

Tech cannot be gained through events. That can only be done through ruins!
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  #446  
Old December 3rd, 2002, 02:58 AM

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

Thinking back to around the 30 years of Star Trek (all combined there were about 30 years of star trek, eh?) here are some ideas... (some of which probably cannot be done within the limitations of SEIV).

#1. Ripping off Voyager... How about an event that transports ships across the galaxy?

#2. From TOS, there was one episode where there were peaceloving omnipotent beings who forced peace between Klingons and Federation (think they were the Organians or something...). How about encountering a race that immediately makes peace between two warring empires.

#3. Return of the Doomsday device. An event that has this ship appear in the Galaxy, kicking even the butt of the Borg (there was a cool book written years ago about another Doomsday Device appearing in the universe).

#4. Renegade friendly vessels ambush other starships (ala Wrath of Khan).

#5. Stable wormholes appearing (ala DS9).

#6. Alternate dimension invasion (ala Starfleet Command I). An evil Federation (or alternate Versions of other empires) appear in order to cause trouble.

#7. A spaceship that did something in the past is mysteriously thrown into the future, resulting in a major rift between two peaceful empires causing instant war (ala "Yesterday's Enterprise").

#8. A defector comes to your side, gives you information, but results in poor relations between two empires.

#9. A rogue commander attacks a peaceful empire due to personal reasons (i.e., "The Wounded"). If this ship is not disabled/destroyed war will erupt.

#10. A conspiracy between two radical factions of two empires conspire to maintain the status quo in lieu of the emergence of peaceful negotiations (i.e., "Star Trek VI"). One or both nations must root out the conspiracy (destroy a base, or a ship) before they make relations sour.

#11. A boobytrap (technological relic) destroyes one of your ships (TNG "Boobytrap)

#12. Civil War (battle between two factions to gain power in one Empire), (TNG "Redemption I", "Redemption II")
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  #447  
Old December 3rd, 2002, 04:14 AM
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Default Re: *** Star Trek Mod Discussion ***

code:
Type                      := Research - Delete Project
Severity := High
Effect Amount := 1
Message To := Owner
Num Messages := 1
Message Title 1 := Research is lost!
Message 1 := A scientist has "misplaced" the data for the [%TechName] project.
Picture := ResearchDamaged
Time Till Completion := 0
Num Start Messages := 0

Ha! If only he spent more time researching and less time playing Space Empires.

Major Tom:

Some good ideas there.
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  #448  
Old December 3rd, 2002, 03:07 PM

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

Quote:
Originally posted by Captain Kwok:
code:
Type                      := Research - Delete Project
Severity := High
Effect Amount := 1
Message To := Owner
Num Messages := 1
Message Title 1 := Research is lost!
Message 1 := A scientist has "misplaced" the data for the [%TechName] project.
Picture := ResearchDamaged
Time Till Completion := 0
Num Start Messages := 0

Ha! If only he spent more time researching and less time playing Space Empires.
When I read this first, I thought it said "Delete Planet", not "Delete Project", which gave me an idea. Maybe certain research/industrial growth can cause actual damage to a planet or a system? This could be a trigger for a specific region of research (i.e., if you choose to research metagenic weapons there is a chance that you will get an event that results in a planet destroyed by a leak at the research plant).

Or, if you have a planet that has maxed out its industry, above and beyond, maybe there is a chance that a global catastrophy occurs (like Star Trek VI has a Klingon moon blowing up because of over mining).

I like events that are a little less random, and more controlled due to the actions of the player. If they are maxing out industry, or researching deatly and 'inhumane/dangerous' weaponry then possibly events could be made to make these risky.

[ December 03, 2002, 13:09: Message edited by: Major Tom ]
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  #449  
Old December 3rd, 2002, 03:53 PM
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Default Re: *** Star Trek Mod Discussion ***

Major Tom:

The best way you can simulate your idea is by giving industries the ability "Change Bad Event Chance - System" with a positive value. This will increase the chances of a bad event happening in the system. You could assigned different values based on the facilities possible risks.
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  #450  
Old December 3rd, 2002, 04:00 PM
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Default Re: *** Star Trek Mod Discussion ***

Damn, I mean Double Damn! A lot of my event ideas are being used! How dare great minds like yours think simularly to mine! You must stop this now!
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