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December 29th, 2002, 06:21 PM
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National Security Advisor
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Atrocities:
It looks like you are making some good changes in the latest Version.
Here are my recommendations for re-organizing your Federation ships.
I would exchange your Battlecruiser image (New Orleans class) and make it a Frigate, which fits in better with it's intended size. I would replace the battlecruiser with the Prometheus (currently Light Carrier). You can use the Akira as a Light Carrier since it has been described as a carrier and has a large shuttlebay in the saucer. I'm not sure what you can do with the Nebula class image, perhaps creating a new ship size around 700kT would be approriate. For the vacant escort image, I believe Ex Astris Scientia has some nice pictures of the Nova class which would fit perfectly as an escort.
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December 29th, 2002, 07:33 PM
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National Security Advisor
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Eh!
The "Extra Movement Generation" ability which is normally connected with the Solar Sail component does not count towards a ship's combat movement as userX stated. I think we just assumed he was referring to using a movement bonus, which definately does count towards combat movement. I guess you learn something new everyday.
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December 29th, 2002, 10:44 PM
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Shrapnel Fanatic
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Quote:
Originally posted by Captain Kwok:
Eh!
The "Extra Movement Generation" ability which is normally connected with the Solar Sail component does not count towards a ship's combat movement as userX stated. I think we just assumed he was referring to using a movement bonus, which definately does count towards combat movement. I guess you learn something new everyday.
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Yes, it does count towards combat movement. Get a ship with 6 Quantum Engines and a Solar Sail III. It has 12 strategic move. It's combat move is 6. Looks like strategic move / 2 to me. 
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December 30th, 2002, 12:20 AM
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Corporal
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
This is getting complicated!
It appears as though “Extra Movement Generation” is counted when calculating combat movement. Here’s the catch, if there are not components generating “Standard Ship Movement,” “Extra Movement Generation” is not counted for combat movement calculation.
For example, I have a component generating 8 points “Movement Bonus”, another generating 8 “Extra Movement Generation,” the ship will move around the map at a speed of 16 but have a speed of 0 on the combat board. If I add a component that generates any number of “Combat Movement” points, only those points will be used on the combat board. If I add a component that generates “Standard Ship Movement,” then all the points will be included in the calculation of combat speed.
With that said, I’m getting inconsistent results. Standard Movement 1, Movement Bonus 8, total ship movement 9 = Combat movement of 6???? Could “general group” value or “Ability Val 2” value have something to do with how propulsion related components work?
Maybe we should move this discussion somewhere else?
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December 30th, 2002, 01:11 AM
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Shrapnel Fanatic
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Kwok, thanks.
List them out including any extra class you feel would work. IE
Escort - Nova
Frigate - Steamrunner
etc.
I can make a Federation set based upon that, and still keep the current one availible for those who enjoy using it.
When I set up the Federation I did it according to my asthetic (sp) view. it was not based upon any specific method other than that.
[ December 29, 2002, 23:14: Message edited by: Atrocities ]
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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December 30th, 2002, 02:02 AM
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National Security Advisor
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Atrocities:
I'll get back to you later on ships and such.
UserX:
Feel free to post your movement findings in the TNG mod discussion.
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December 30th, 2002, 03:29 AM
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Shrapnel Fanatic
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Quote:
Originally posted by userx:
This is getting complicated!
It appears as though “Extra Movement Generation” is counted when calculating combat movement. Here’s the catch, if there are not components generating “Standard Ship Movement,” “Extra Movement Generation” is not counted for combat movement calculation.
For example, I have a component generating 8 points “Movement Bonus”, another generating 8 “Extra Movement Generation,” the ship will move around the map at a speed of 16 but have a speed of 0 on the combat board. If I add a component that generates any number of “Combat Movement” points, only those points will be used on the combat board. If I add a component that generates “Standard Ship Movement,” then all the points will be included in the calculation of combat speed.
With that said, I’m getting inconsistent results. Standard Movement 1, Movement Bonus 8, total ship movement 9 = Combat movement of 6???? Could “general group” value or “Ability Val 2” value have something to do with how propulsion related components work?
Maybe we should move this discussion somewhere else?
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Ships are supposed to have 0 movement points of any type unless they have engines that generate at least 1 strategic movement point, generated from standard movmement point engines. Extra movement generation is not supposed to allow the ship to move if it has no standard engines.
I see no reason to move the discussion, really.
[ December 30, 2002, 01:31: Message edited by: Imperator Fyron ]
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