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  #41  
Old May 31st, 2002, 11:52 PM
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Default Re: *** Star Trek Mod Discussion ***

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PS: Thanks, Fyron, for arguaing all of my armor points for me
No problem!

Quote:
Armor : in Trek world there's no real armor IIRC, so they should be rare... but I'm more of a TOS and SFB guy than a TNG one, so ...
Umm... wrong. There are several races that do not use shields, and instead rely on powerful armor, such as the Hirogen.

Klingon's should get engines with high damage resistance. In DS9, their's were the only ships capable of resisting the Breen energy weapons that knocked out power systems and such.
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  #42  
Old June 1st, 2002, 05:19 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Supplies = Power (Usually from Anti-Matter)

In regards to reactors. The supplies represent the anti-matter in the reactor needed to power the reactor - in that sense it generates all the power the ship needs. Once that anti-matter is depleted than the ship is out of power and has no supplies. Anti-Matter Pods will hold extra anti-matter. Impulse engines could provide a little power from their reactors but not much. Ramscoops collect interstellar hydrogen which is just a minor power source.

Does that clear things up?
*Sigh*
No.

You say "supplies = power", but then you describe "supplies = fuel"

If you are going with a supplies = fuel (standard SE4 system), then your ships will always have enough power to run all their systems 100% all the time. Until they run out of fuel, then weapons, shields, engines, etc, all go offline.

Definitions:
Power: Energy (used) per unit time.
Fuel: Total energy capacity.
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  #43  
Old June 1st, 2002, 07:15 AM
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Default Re: *** Star Trek Mod Discussion ***

SJ:

Yeah, ok, so technically you're right P = E/t. I've been very absent minded today. Anti-Matter is but the fuel. The important part is that it looks like we're getting to a good system for propulsion.

Geez - where would I be without SJ kicking my butt?

One reason why I do not want to get too complicated with propulsion requiring lots of different components is for programming the AI - I want the AI to be the best it can be and make the TNG Mod fun to play solo as well as multiplayer.

Back to another issue regarding cultural modifiers and racial abilities. Should all races have equal access to production/research/intel bonus facilities and just allow the cultural modifiers to be the penalty for a poor race attribute or should we restrict access to bonus facilities that contribute extra points to a race's weak field and also reduce their ability with a cultural modifier?

I've continued to build some ships and just need to add some texture maps for the Federation Defiant Class destroyer.

As usual, continue to send in ideas for components and facilities as there can never be enough of those. I'm not sure if anyone noticed but I added some extra cloak levels plus a few stellar manipulation techs. I'm calling the warp point opener a "Transwarp Conduit" but may also consider it a "Wormhole Generator"? This is kind of a slippery slope explaining the warp point system in star trek terms but it's an important part of the SEIV game. If MM were to include an ability where a created warp point closed after a turn then we could create a warp engine that generates the warp point and impulse to handle system movement but that seems unlikely.

That's all for now. Thanks for all the e-mails and input so far.

[ June 01, 2002, 06:25: Message edited by: Captain Kwok ]
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  #44  
Old June 1st, 2002, 07:30 AM
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Default Re: *** Star Trek Mod Discussion ***

Where would we be where SJ doesn't nitpick everything? Political incorrectness run amok

On the idea of warp generators, I thought maybe you could use some of the Voyager ideas *although purely scifi-babble* of using catapults and powerful reactors to pull ships in and out.

Kinda like the Caretaker's Array.

The only catch should be is it can only be opened in bases; as a ship with such reactors can have big implications on Trek, as it does in SEIV.
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  #45  
Old June 1st, 2002, 11:46 PM
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Default Re: *** Star Trek Mod Discussion ***

OK I'll bite.....where is the mod? I did not see any links?
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  #46  
Old June 2nd, 2002, 12:38 AM

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

I'm BACK!!!!!!!

Hey guys, been away from the Shrapnel forum for way too long. SJ knows who I am, the rest probably don't. Been away because of school but have the summer off now. Just found out about this "Star Trek: TNG" Mod a couple of days ago. Glad somebody is trying to make a good mode for Star Trek. I plan to comment and help out anyway I can to make this mod possible.

I was actually planning to make an SFB mode for this game, but got bogged down with school. Not even sure if anyone would be interested in an SFB mode.

2 things I would like to suggest though, one could we please be very careful about adding stuff from Voyager? I was never a great fan of the show and prefer the TOS, TNG, and especially DS9 shows better. The second thing, would anyone object to adding SFB ideas and Races to this mode? I know its not Star Trek cannon, but would add a unique flavor to an ST:TNG mod if you had the Borg going against say the Andromedans. Might not be possible to add every bit of SFB to this mode, but would could get fairly close.

Looking forward to helping ou the Captain.
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  #47  
Old June 2nd, 2002, 05:53 AM
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Default Re: *** Star Trek Mod Discussion ***

Greetings.

Unfortunately I do not see any of SFB in the initial release(s) but perhaps in the future a few of races can be incorporated into the Mod. Currently the Mod takes place after the Dominion War and will tend to adhere to most Trek canon as establish by the TV series with a little extra to help flesh out the major races.

Mottlee - This Mod is still in the planning stages. The TNG Mod link is in my signature and features some information about the Mod. I've just started to put a few things together to get to organized and hope to make some progress tomorrow with basic comps etc. Once some solid ideas are established then the work can be distributed to several people and completed faster.

I've had a few questions regarding the Systemtypes file. The current file will be arranged to distribute planets realistically with rock planets close to the sun with ice/gas giant planets further. I've got a couple of files already like this and will take a look and see if they're good to go. Since it seems most Trek races breath oxy/rock perhaps it would be wise to give a slight increase to the chance of these planets appearing. However, I'm also open to the idea of the races breathing different atmospheres - what do you think?
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  #48  
Old June 2nd, 2002, 08:02 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Captain Kwok:
I'm also open to the idea of the races breathing different atmospheres - what do you think?
Different Atmosphear...
Nah; we want to keep it Trek, we have to keep the shortsightedness of the writers.

That Includes:

Drives of the week
Everybody speaks perfect english (With a few lucky exceptions)
Someone bad becomes Someone powerful becomes someone annoying becomes someone dead with a phaser bLast
Starfleet is the best
Exploding Consoles
Dead-on *literally* Ensigns
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  #49  
Old June 2nd, 2002, 04:33 PM

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

Quote:
I'm also open to the idea of the races breathing different atmospheres
Well there were a few that races that breathed other atmospheres. And some, like the Borg, that seemed not to need an atmosphere!

I think the current trek mod had a the increased chance for Rock/oxygen.
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  #50  
Old June 2nd, 2002, 05:14 PM
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Default Re: *** Star Trek Mod Discussion ***

Greetings again.

I'm going to start work on the actual components file today with some of the common techs.

I'll probably update the site with some new stuff today as well.

Keep sending in ideas. Also if people can send in sharp images of race emblems would be good too.

If you have Moray/Pov-Ray skills and would like to make some stuff for the Mod; e-mail me.

That's all for now.

[ June 02, 2002, 16:15: Message edited by: Captain Kwok ]
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