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  #1  
Old May 28th, 2002, 09:46 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Ambitious Star Trek Mod Idea

Atrocities: There would only be 7 AI's to consider and it would be more of a change the numbers kind of thing...

This is how I would hope to distribute the work:

First there would be some sort of brainstorming session that would establish the common techs and custom techs for each of the 7 major races. Once those were decided, then we could make or modify the components and facilities. Each person of the team could pick one or two Groups and edit the data before it was compiled into the mod.

At the same time, our ship volunteers could work on designing the ships and other graphics.

Once the data files were done, the AI files could be edited and testing started. When the graphics were done then the whole mod could be put together and play tested.

Hopefully, if four or five people could work on the data files and a similiar amount on the graphics, it wouldn't be so much work for any one individual.

If you want to work on this Mod please let me know and what you would like to work on

capt-kwok@rogers.com

Once a few people have signed up then we can hold a brainstorming session where ideas for techs can be submitted and work can begin!
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Old May 28th, 2002, 09:52 PM
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Default Re: Ambitious Star Trek Mod Idea

In Addition...

I think I might call it the "TNG-Mod" since it takes place during that timeline of the Star Trek universe.

Also, please be aware I do not intend to create whole new tech trees for each race, just a few custom techs and facilities to give the race the flavour of the Trek universe.

Here is a rough Romulan Warbird that I just put together as another graphic example - of course it doesn't have any real textures but I thought is shaping up okay.

Romulan Warbird
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Old May 28th, 2002, 10:49 PM
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Default Re: Ambitious Star Trek Mod Idea

I just made a quick website containing most of the information in this thread:

TNG Mod Homepage

I hope to add some more detailed information about the Mod shortly but I have to clean up the house first before my wife gets home!
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Old May 28th, 2002, 11:33 PM
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Fyron Fyron is offline
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Default Re: Ambitious Star Trek Mod Idea

Quote:
I don't think a FTL system is needed, so it would just use the normal warp point system of SEIV - but ships would probably use QN propulsion.
Umm... for impulse engines, this is fine. However, for warp drive, it is not. The sub-space field generated about starships that allows for warp travel effectively nullifies the mass of the ship. This means that velocity is dependant solely on the amount of energy put in, and not the size/mass of the ship. Larger ships tend to go faster because they have more powerful engines and power systems. So, pure QNP would not be entirely appropriate. Just think about it: galaxy class starships are some of the fastest and largest ships in Starfleet.
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Old May 29th, 2002, 12:13 AM
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Default Re: Ambitious Star Trek Mod Idea

Fyron - Valid point. But their engines are also bigger too, right? I would like all ships to move around the same speed with a max around 10-12 at most like the regular SEIV game but with the bigger ships requiring more space for engines. The added bonus is that it makes it more viable for smaller ships to remain in the game longer too since the big ships will have a reduced fire power.

Some Ideas for custom racial techs:

Federation:
Phasers; Pulse Phasers + ?

Klingons:
Pulse Disruptors; War Shrine + ?

Romulans:
Plasma Torpedoes; Quantum Singularity Core + ?

Dominion:
Phased-Polaron Beams; Cloning Facility + ?

Cardassians:
Compressor Beam; Spiral-Wave Disruptor + ?

Ferengi:
Commerece Facility + ?

Borg:
Plasma Projectors; Cutter beams; Assimilators; Larger Hull sizes + ?

Feel free to suggest your own ideas for custom techs (doesn't have to be canon - but similiar)

Common Techs:
Bridge; Combat Bridge; Life Support; Crew Quarters
Engineering (Aux Control, Self-Destruct, +2 Repair)
Engines (Fusion-Ion-Impulse-Quantum)
Armor (Regular-Polarized-Ablative-etc...)
Shields (Regular + Multiphasic)
Sensors (All kinds)
Supply Components + Anti-Matter reactor

Common Weapons:
Torpedoes (Photon + Quantum)
Disruptors
Tractor Beam

New Common Facilities:
Capital (Bonus +research +intelligence +happiness)
Command Centre (Bonus +ship training +)

These are just some ideas off the top of my head...feel free to add suggestions...

[ May 28, 2002, 23:40: Message edited by: Captain Kwok ]
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Old May 29th, 2002, 12:19 AM
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Default Re: Ambitious Star Trek Mod Idea

I mentioned some Ideas for the Scifi-Crossover mod a LONG time ago:

Edit: For Feddies.

Weapons:

Pulse Phasers: Meson BLasters with about 5X damage but crippled accuracy.

Phasers: Anti-Proton Beams with No damage loss with distance.

Photon Torpedoes: Anti-Matter torpedoes with added range and damage.

Quantum Torpedoes: Added range.

Tri-phasic Torpedoes: 2X the quantum torp damage.

Armor & Shield:

Ablative Armor: Crystaline armor with slight added damage resistance but no shield energy.

Metaphasic shields: Phased shielding with slightly added strength and slight recharge rate.

Ship Systems:

Replicators: Able to repair damaged/crippled ship in space without the help of space yards or rapair bays, Only effective for engines, weapons and command. Engines recieve half of the storage capability, weapons only 75% effective than original. Half of supplies are used for replication of needed materials. Requires Engineerings.

Warp Core: Quantum Reactor but this generates supplies up to 80% of the original supply capabilities rather than make it limitless.

Computer Core: 1 more movement added to engines. 80% accuracy in weapons. Size should be ridiculously large to compensate for the tremendous bonuses.

EPS Conduits: 30 Extra shiled strength. Decreased hull strength due to the volatility of the conduit.

Security: Doubles as Boarding party and Security Stations but half the effectiveness of both.

Scanners:

Scanner Array: Long range scanners with boosted range.

Engines:

Ramscoop: Generates 50 supplies for every storm or sun. Adds 75 supplies to the generation of supplies if Warp core is installed.

Impulse drives: Jacketed-Photon engines with extra supplies capabilities and extra movement bonus.

Nacelles: Adds movement bonus. (Size should be large)

Structures:
Starfleet Academy: Doubles as a ship training facility and Fleet training facility.
Starfleet Command: Extra combat bonuses for every ship fighting in the system.
Starfleet Communications: Extra 10% experience for fleets. Extra 10% combat bonuses for satellites.

BTW, I've cut the farfetched Ideas from my original post

[ May 28, 2002, 23:51: Message edited by: TerranC ]
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Old May 29th, 2002, 01:13 AM

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Default Re: Ambitious Star Trek Mod Idea

If I could also suggest possibly including other races in the trek universe at some other date..I realize that such a project would take a sizeable effort, and thus is better kept small. I'd volunteer myself to assist but unfortunately I'm afraid that I know nothing on how to do scripting or editing in this game, so I can't see how I'd be of any use. I do know some people that might be inclined to use artistic talents if they thought the result might be interesting.

Also, newbie question..how on earth do you edit the preferences here? The Last post made is on top for me, and it's driving me up a wall..
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