.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old January 11th, 2002, 09:21 AM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default A new Mod Idea (Look Here For Enlightenment)



Today I was thinking about how to make a Star Trek Mod for SEIV G, and it occurred to me that it would be rather easy. Balance issues and shared tech would be an easy issue to settle.

For each race there is a RACE specific tech that cost nothing. You would select it as an advanced trait. For example, if you selected Klingon, then you would also select the Advanced Trait Klingon. Through that trait you gain access to the Klingon Tech Tree.

No other race will have access to Klingon Tech. Each race would have their own tech trees. There will be shared tech, I.E. warp and impulse engines, except for the Quantum singularity drive of the Romulans, and the slipstream for the Borg.

Each race will have shared type of weapons, as well as race specific weapons. The nice thing about this is that now, balance issues can be addressed and advanced weapons can be made race specific.

If you combine the Trek races with other races such as B5 or Star Wars, then each of those races would also have Race specific Advanced Traits. Phaser would be more lethal than Lasers, but Ripper beams would be more powerful than Phasers. Turbo Lasers = Phasers, and such.

This way, an advanced race such as the Shadows or the Borg would have their own tech trees, and there by have more advanced weapons exclusive to them.

Think of it like this, instead of TEMPORAL KNOWLEDGE, there would be Klingon Knowledge. Then any weapon in the Klingon Knowledge Tree would be exclusive to any race that chose Klingon Knowledge. Since only the Klingons should use this Knowledge, then no other race should possess it.

The same for buildings. The Cardassians and Romulans would get bonuses for Intel Buildings. The Obsidian Order complex, and the Talshair Compound. Klingons would get buildings for training of military forces, and the Feds for research.

If my logic is flawed and this can not be accomplished, then by all means say so. If not, post your ideas. I have already started on this sometime ago, and want to try and get it into beta form by the end of February. I am not a Mod maker, but I am trying.

Ideas and input are always welcome. Tech ideas for the following races would be greatly appreciated.

Primary Races
8472*
Andorian
Bajoran
Breen
Borg*
Cardassian
Dominion
Federation
Ferengi
Harogen
Gorn
Kazon
Klingon
Orion
Romulan
Sona
Thollian
Vulcan

I have already started building ship sets for the races without them.

*Advanced Races.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #2  
Old January 11th, 2002, 10:39 AM

zippy zippy is offline
Private
 
Join Date: May 2001
Posts: 25
Thanks: 0
Thanked 0 Times in 0 Posts
zippy is on a distinguished road
Default Re: A new Mod Idea (Look Here For Enlightenment)

Atrocities: I guarantee that your idea will work -- its exactly what I do in my mod, except that I limit the free traits to the AI. Watch what happens in RacialTraits.txt when you toggle the "Ultra Racial Traits" in ZippyMod AI Setup Utility.exe (Of course you'll have to save your changes and then reopen RacialTraits.txt.)
__________________
ZippyMod Home Page
Reply With Quote
  #3  
Old January 11th, 2002, 11:33 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: A new Mod Idea (Look Here For Enlightenment)

Atrocities your idea will work and e.g. for the Borg that was exactely what I did in my mod.
However it is quite a bit of work because you must adapt the research and design files for each races not to speak about the designs of the components and tech trees themselves. So if you want to do this for all your races you will be busy for some time!
And for games with human players there has to be a strict code not to cheat by choosing any of these enhanced AI racial technologies.
Reply With Quote
  #4  
Old January 11th, 2002, 04:01 PM
Jmenschenfresser's Avatar

Jmenschenfresser Jmenschenfresser is offline
Sergeant
 
Join Date: Jan 2002
Location: New York
Posts: 345
Thanks: 0
Thanked 0 Times in 0 Posts
Jmenschenfresser is on a distinguished road
Default Re: A new Mod Idea (Look Here For Enlightenment)

The only thing I can see which might take some time to calibrate (if it doesn't complete throw the game out of wack) are cloaking devices. Only a few Trek races have them, and those who don't (at least in the shows) don't really have a means or device to detect them.

I was just thinking about the effects of a lop-sided cloak race when I read your post. I am not sure how much of an advantage the AI would get out of it, but it might be something to think about.

In my thoughts on this "Invisible Race," I thought it might be beneficial to give to all as a common tech a powerful sensor which is expensive and only can be put on satellites, thus giving say the Federation a means to patrol its own boarders but unable to detect cloaked ships in foreign systems.

Just some ideas.
__________________
My granddaddy was a toaster.
Reply With Quote
  #5  
Old January 11th, 2002, 04:32 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: A new Mod Idea (Look Here For Enlightenment)

quote:
In my thoughts on this "Invisible Race," I thought it might be beneficial to give to all as a common tech a powerful sensor which is expensive and only can be put on satellites, thus giving say the Federation a means to patrol its own boarders but unable to detect cloaked ships in foreign systems.
Problem is those sensor are only supposed to be very limited range.

A better way to simulate it would probably be with mines. Sweeping capacity should be quite low, and the mines quite expensive: describe it as a cluster of objects, withthe mine body being the sensor package, and the warheads designed in are weapon sats. (Change the pictures to match)

Any ship attempting to cross this border would be detected by the sensor sat (mine hull), attacked by the defense sats (warheads), and would manage to destroy at least one of the clusters.

Limit minesweeping ability to 1 sweep per 50KT or weaker, and make the sat clusters cost 10x what SE4 mines cost now.

I wonder if you could give a mine SpaceYard abilities, and get those Klingon self-replicating mines .
Reply With Quote
  #6  
Old January 11th, 2002, 07:12 PM

Rhinestone Cowboy Rhinestone Cowboy is offline
Private
 
Join Date: Sep 2001
Location: newmarket,on,Canada
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
Rhinestone Cowboy is on a distinguished road
Default Re: A new Mod Idea (Look Here For Enlightenment)

If you are looking for a good source of who uses what technology (At least for the older races) The old STAR FLEET BATTLES Boardgame is a trove of information. Especially for different ship types and Weapons.

I would really like to see a SEIV Version of a Romulan MAULER Beam <---

another good source might be the BOTF Computer Game.(Aside from just talking to Trekkies who have all that stuff locked away in their Brains!)

Hope these ideas help!

RhineStone
Reply With Quote
  #7  
Old January 11th, 2002, 08:12 PM
Dracus's Avatar

Dracus Dracus is offline
Captain
 
Join Date: Jan 2001
Location: Dallas, Texas
Posts: 817
Thanks: 0
Thanked 0 Times in 0 Posts
Dracus is on a distinguished road
Default Re: A new Mod Idea (Look Here For Enlightenment)

I know the klingons, so if you want some info just let me know.
Reply With Quote
  #8  
Old January 11th, 2002, 08:55 PM

Rich04 Rich04 is offline
Corporal
 
Join Date: Jan 2001
Location: Riverside,Ca,USA
Posts: 90
Thanks: 0
Thanked 0 Times in 0 Posts
Rich04 is on a distinguished road
Default Re: A new Mod Idea (Look Here For Enlightenment)

You should check out the Sci-Fi Crossover topic. They are doing the tech trees that way. You might want to check it out.

They are also using for one of the references the Babylon Trek Wars a free web game for starship mini combat.

There is also the free Trek RPG <Last Unicorn> ship combat and design rules Online as well.

Both of these links <And other cool stuff > can be found at;

http://www.star-ranger.com/home.htm
__________________
I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts. -- Captain John Sheridan, Babylon 5
Reply With Quote
  #9  
Old January 11th, 2002, 08:58 PM
ZeroAdunn's Avatar

ZeroAdunn ZeroAdunn is offline
Captain
 
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
ZeroAdunn is on a distinguished road
Default Re: A new Mod Idea (Look Here For Enlightenment)

If you want a good cloak defense simply make cloacking devices require a lot of supplies to use.
Reply With Quote
  #10  
Old January 11th, 2002, 09:28 PM

Taera Taera is offline
Colonel
 
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
Taera is on a distinguished road
Default Re: A new Mod Idea (Look Here For Enlightenment)

This is almost what i have in mind with my own mod.... almost.
__________________
Let the game begin!
Green bug from outa space!
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:41 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.