trekky_rudd

trekky_rudd

Joined Member # 2766475
1 Posts 48 Replies 90 Reputation

This mod gives me endless enjoyment, and I'm loving the pics that Stress put up - its just a shame they are lowish resolution or you'd have some fantastic SOA2 wallpapers Perhaps put them up on moddb? all I can ask is MORE! :P certain gameplay elements ingame are completely mavelous e.g. the use of federation fighter bases to charge the shields of nearby structures that completely changes the tactic of the attacking element, target the base and suffer phaser fire from other buildi

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During the Dominion wars once the Galaxy, and Nebula class's were re-fitted for war they performed extremely well. Would love to see some more research ingame portraying this kinda thing, Fed seem to be a good target for the team that needs to get its research done fast to keep up militarily, since the Fed's advantage compared to other races in cannon is their technical skills, I remember Dukat said as much during the Dominion assaul

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http://www.moddb.com/games/star-trek-excalibur/videos/nanofx-graphics-renderer-17-preview/#1972329 I thought I'd just post this up since there are plenty of fellow trek fans who might find it interesting. I was also wondering if there were any plans to follow the example of the stargate mod and have neutral capturable starbases or derelicts, thats one feature I'd really like to have back from armada 2 where the lack of crew makes a ship capturable :P We cant have that

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I was wondering, I expect the EA will get a custom starbase model before others since EA starbases are the most prominent of the series, when that happens will the Centauri get the TEC starbase? I was just watching the first episode of the series since I cant sleep, and the Centauri starbase above that agricultural planet that gets attacked looks of a reasonably similar design to the TEC base. also a suggestion, I've modified my own build to only use the ship models tha

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nah leave the defiant where it is, its a pure warship - very rare for the Federation and thus since this is a combat situation should be regarded as a capital ship, iirc its power systems are on par for most other vessles much larger than itself, its armour and armament warrant its production cost ingame. tell you what though, the defiant is super cool when you give it the assault ability from the ambassador. in my personal version

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one thing that bugs the hell outta me about every mod in sins is that the fleets arrange themselves incorrectly imo. frigates and cruisers in front of the cap ships just says 'SACRIFICIAL LAMBS HERE!" would be awesome if the formation recognised EVERY ship as a capital ship so that all the ships are arranged as a mix rather than 'here are the sacrificial lambs' 'here are the cap ships' </

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I would encourage considering the reversion of the pirate/neutral ships to vanilla, the large mixture of random ships currently used not only looks odd, but also is considerably harder to fight. Until a replacement selection of ships can be created there is little point in replacing them with a selection of random ships imo. a few of the SINS ships are plausible-looking enough to be included imo for neuts/pirates, modifying their stats and weapons would be more efficient and effective

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Much of the proposals are outside the realm of modding and in the realm of writing your own game. [e digicons]:)[/e] Understood :P Battlefield 2 modding was much the same I'm spending some free time learning the ins and outs of Sins, just spent a few minutes changing a couple of textures and cap ship abilities, next on my plan is messing around with creating my own nebulae.

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Happy new year :) couple of suggestions on planet stats replace population with 'garrison', most species ingame do tend to hold back from genocide :P its a small immersive detail. the passive subsystem targetting ability on the sovereign, defiant etc would actually be a nice ability of most ships ingame, as long as it is reasonable rare it would make combat ingame more interesting as you have to quickly adapt to changing cir

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Heres something I thought some of you might be interested in having input in as its based around the idea of warp rather than hyperspace. I've been tinkering with Galaxy Forge to see what kind of things can be done, and here is the basis of the map I'm making http://img64.imageshack.us/img64/57/bahum.jpg the idea is that warp capable ships are able to go wherever th

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[quote who="psychoak" reply="1997" id="2853058"] I've actually thought about working that into warp detection, but that's all you can do with it really. There aren't any functions to limit the vision stuff to nearby planets. We could do within the same solar system, but a large single star map is pretty hosed there. [/quote] Good point, I suspected that giving such a intel gathering device and then limiting the range a

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" Super weapons are... meh. I haven't really figured out what I want to do with that mechanic. I think they're moohoo myself." To an extent they are kinda naf tbh, that they work against the borg is the main problem, though if they are to be included it would be good if their use is more standardised and rationalised, e.g. a enhanced coms station (using the current relay's mesh) that can spread culture remotely, or just a

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I've been a star trek fan since I was 4 years old, I'd get in from school around 1700ish, put some food on the stove and TNG would be on BBC2 at 1800, so I was so happy to find a mod for a solid RTS that actually had a feel of star trek. So thank you to all the contributers so far, its given me a nice pastime in these cold days where I can't drive anywhere for fear of running off the road! :D I'm giving bits and bobs a look-see to see if I can help out a little, no prom

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I installed the mod correctly afaik, the mod shows up in the mod list, I click it, click enable, then everything slows down (I run on max graphics normally btw) it says the mod is enabled, so I go to single player to try it out and everything is exactly the same as vanilla soase, baliknight's seperate version of the mod works fine so I'm unsure what I'm doing wrong. Cheers for the help Rudd

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OMG I'm actually in love! Needed a star trek strategy fix for ages! ahhh those days of Star Trek New Worlds are so far away. Are the team going for the current "special powers" of ships, or for a more pragmatic approach? 'transferring energy to shields' or emergency power etc?

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[quote]That would be rele cool if you guys could make a fourth faction!! maybe the race that has been chasing the vasari in the story!![/quote] I thought it was the carebears? Ironclad and stardock rock, already on the expansion! All I want is a little more of GalCiv in there! Good luck with you're work. Will you offer beta to current users or only pre orders do you think?

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