thanks vp, that was along the same lines i was thinking, Unfortunately at this point, i have to break the canon specs, or we'll have so many over classed ships for there roles it would not be enjoyable. Ships like the defiant always do that to a game, and the vorcha which is more a battle ship than heavy cruiser. Either way i came up with a new system based off of what ships Stress put in play already and just baselined a few scales, now its really meshing together. Only bad part now is havin
darkshimmer
OK Phase 3 balancing is now in the works, this will balance out the mod even further. Current working for torps in not working correctly, so it has to be redone. New balanceing scale needs to be done, Stress we also need to move a few ships around, when i show you the spreadsheet you'll understand why. thanks to many inconsistances with Trek, i'm creating a new scale, but i'd like some feed back on the following without too much DETAI
The Antimatter will defiantely vary ship to ship, larger ships will be able to produce more atnimatter but they will take up more antimatter on abilities they get so a cloak combined with other abilites will make it drain a bit faster, and they do not replenish as often. You man even have to manually control the cloak at times.
[quote who="MindsEye" reply="20" id="1936810"]Dang that D-4 is sweet lookin. Makes me want to play as Klingons [/quote] there's advantages to play klingons, stronger hulls, harder hitting torps moderate disruptor power, but disadvantages, ships are slower, weaker shields, requires more metal to build
just giving you guys a warning now i have figured out a few things for the pirates and phase 1 of the testing has been completed, phase 2 will be implimented in .03 patch, phase 3 will be in the demo release i would strongly advise against coming to the pirate base without a fairly large fleet! you have offically been warned!
[quote who="vp21ct" reply="7" id="1934842"]Do you need voice overs for the ships. I would be willing to do some stuff for that (klingons in particular). I just ame getting a little anoyed at hearing the TEC responses coming from a klingon. (just to tell you, I have no idea how to code those in, but I wouldn't mind doing some and even getting my friends to do some) Also, do you have the Superweapons planned out yet or are you still taking sudgestions. [/quote]
i can see it now, fleets romulans and klingons with no cloaks wondering to each other.... is it fixed yet?
[quote who="derbal213" reply="21" id="1933816"] Quoting darkshimmer, reply 19 Quoting Yamota, reply 18 Quoting Major Stress, reply 11 We still have no success with the cloak so any help will be appreciated. What i had i mind was something that made the ship completely invisible, but still be able to be detected jumping into the grav well. In other words you know they are there. You just arent sure what they are, or how many until t
[quote who="Lord Tareq" reply="15" id="1932540"]That sounds wonderful, but also quite impossible to implement given all the hardcoded stuff in sins. is there an enityBoolModifier that would disable shields as well when the cloak is enable? also the cloak should be able to take damage. So, if the ship remains attackable + looses its shields, what would be the point of the cloak then? [/quote] <
[quote who="Yamota" reply="18" id="1933536"] Quoting Major Stress, reply 11 We still have no success with the cloak so any help will be appreciated. What i had i mind was something that made the ship completely invisible, but still be able to be detected jumping into the grav well. In other words you know they are there. You just arent sure what they are, or how many until they uncloak. Not sure if that is possible because of the icons in the UI, but the fact that
is there an enityBoolModifier that would disable shields as well when the cloak is enable? also the cloak should be able to take damage.
[quote who="Major Stress" reply="25" id="1923960"]Shim ill get with ya soon i havnt had much net access lately which is why i am MIA a lot. I have not been able to do much with the mod myself. I have a bunch of new Romulan ships in game, and i am working on finishing up the Klingon lineup. I went with FASA designs to fill the non canon slots up. Expect to see ships like the whitewind, winged defender, one wing, L-24 etc. etc. My only problem is i dont know what size the ships are,
ok folks, i got the balancing almost completely worked out with the feds and the klingons. Roms will be using the same tables. Akira will be scary to come across in large numbers. I also worked out the beams fire more than 2 beams at a time. Stress when i see you i'll explain how i worked this out, i still think its a good idea to limit the maximum nulls per weapon to 8, this seems to balance out more effectively than 9+ beams. Balancing torps on all races are a bit of a problem due to the hi
currently i'm using the following format Feds - Missile and Beam Plasma for defiant klingons - Missile and Plasma Romulans - Missile and Wave
WHAT! no one told me i was balancing!.......lol i got some updates to talk about. First the first round of balancing is complete for the klingons and feds. I'll need to work out some changes with stress on some ships so that we can have a better balancing layout in place before we put in some more ships. Also changed the bombing on some ships like the akira to spread out its planet bombs (torps) in a very wide format. Its very pretty! The bigger the planet the wide. Als
just to give you guys an update. The first round of balance updates have been completed. I may not have to nerf the Akira with the new settings. I actually got beat by 2 elite K'vort class BOP's. More tweaks are in the works but its coming along better than i thought at this stage.
[quote who="IsotheWise" reply="24" id="1910453"]I was referring to the pre-Nemesis Soverign. As for the D'deridex, I used the stats that I have on record. I have every canon ship in my "Database" as well as planetary classification, stellar classification, the Warp Scale and several hundred Federation ships with their name, registry and class. [/quote] well that would make sense then, the database i have includes the stats that were made after nemesis as well. Ther
[quote who="Happy_the_Hobo" reply="13" id="1907475"]I don't know if Major Stress has gotten around to doing textures for loading screens and research screens but I redid the loading screens and changed the tech research screens to have star trek related images for the different catagories. Its something simple, but if it would help I could go through and change some of the menu screens and symbols to reflect the star trek theme. <br /
[quote who="psychoak" reply="7" id="1904259"]There's just something about the Intrepid that pisses me off. I'll thoroughly enjoy blowing the shit out of it. [/quote] well you wwon't have to worry about it being all special, its just going to have its base stats
Iso, this information is incorrect: Sovereign Class: Armament: 12 x Type XII Phaser Arrays (Total Output : 85,000 Terrawatts) 4 x Burst Fire Torpedo Lauchers (Stock : 375 Photon) 1 x Rapid Fire Torpedo Launcher (Stock : 175 Quantum) Defenses: Auto Modulated Shield System (Total Capacity : 4,590,000 TeraJoules) Heavy Duranium/Tritanium Double Hull plus 10 cm Ablative Armour High Level Structural Integrity Field
sorry guys, as of today i will no longer be working on this project. R/L calls
[quote]What was the list of starships that you guys are going to model and use for your mod. Also how will you sort them into the classes of the game?Flux[/quote] right now i'm still working on that i have 6 ships already in mind for feds sovy galaxy nebula defiant centaur Ambassador Klingons B'rel Neth'ak D7 (refit) D17 Negh'var k'vek Romulans Warbird valdore Nierrh Dvethex Shadow R
my plan has always been to get at least 5 ships of each race into the mod and then do an alpha release. i do have a set of ships waiting permission responses hopefully i'll hear from them soon.
[quote]well, from a anctious fan....PLZ KEEP TRYIN TILL UR FINGERS BLEED I CANT W8 UNTILL THIS MOD COMES OUT![/quote] i'm dedicated but not that much, if i can't get it work, i would rather help out on a mod team that is getting it to work more heads on a project, it gets done faster. you play sooner. Its a domino affect
[quote]Are you having to go back and re-map the textures on each ship by hand? If that's the case, then I say woooow, that's a heck of a lot of work you guys have taken on! I say bravo for your efforts no matter the obstacles, and wanted to say again we are all waiting anxiously for news on this awesome mod!Ezraeil[/quote] yes i am, its much easier than you think and it allows me to use very updated and enhanced textures. If i have the time in one shot i can ususally get one ship conver