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STM for SEV

 
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boba924
Space Emperor


Joined: Aug 07, 2008

PostPosted: Mon Aug 11, 2008 12:52 am    Post subject: STM for SEV Reply with quote

Will somebody make a SEV Star Trek Mod? its way overdue!

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FedSpammer
Space Emperor


Joined: Jul 02, 2007

PostPosted: Mon Aug 11, 2008 1:57 am    Post subject: Reply with quote

I was thinking about it...but, I'm already doing one for SEIV at the moment. Maybe after that gets finished.

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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Aug 11, 2008 4:48 am    Post subject: Reply with quote

boba924:
Then get working on one!


Smarter than your average Texrak.


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Mon Aug 11, 2008 3:46 pm    Post subject: Reply with quote

Hmm, there was another discussion on this forum about making all the races rock/oxygen, and removing all the non-rock planets which have oxygen atmospheres... that might be appropriate for a Star Trek mod...

Alternatively, you could change the planet physical types into "Class M", etc., and do atmospheres so that every atmosphere has a few planet classes that it is restricted to... a side effect of this is that there would be a colonization tech for every different class of planet! No problem though - if you don't like that, I was working on a mod where "Rock Colonization" etc. did not even EXIST - you just had Basic/Intermediate/Advanced colonization, and those gave different colony modules depending on your homeworld type! So to apply that to Star Trek, as colony modules level up, they could grant more and more planet type colonization abilities around your homeworld type! Smile

Though, I think SE5 is limited to 5 physical planet types (there are 5 separate colonization abilities, instead of one with an index reference to PlanetPhysicalTypes.txt, grumble grumble Razz), so you might have to group the planet classes into 5 general types or so along the lines of the MOO games... but who needs 26 planet classes anyway? Wink Just make each one correspond to a different atmosphere and bingo! Very Happy

edit: oh, here's another idea! Very Happy

In Star Trek, you see ships of all sizes being used, and new ships are not necessarily larger than old ships (discounting the huge time gap between TOS/TNG, of course). And in that time gap, what was considered a "heavy cruiser" or whatnot seems to have gotten bigger. This suggests that research into all ship sizes goes on simultaneously in the Star Trek universe, as opposed to "level 3 cruisers unlock level 1 battleships which completely supplant cruisers". So perhaps all ship sizes should be available from the start, and research into a generic Spacecraft Construction tech would increase the size of all hulls, while research into the individual hull types (frigate, cruiser, etc.) would provide enhancements that apply to those specific hull types - for instance, frigates could get miniaturized shield generators (like in Dark Nova) and pulse phasers (much smaller, more damage/kT but less damage/hit, akin to "small anti-proton beams" for fighters) or something, while battleships could get modified starbase-grade phasers (size and damage similar to heavy starbase phaser, but less accuracy than a regular ship phaser or a starbase phaser), probe launchers (think sensor drones used to find cloaked ships or extend a ship's sensor range, though a warlike race might install warheads on them like in "Begin"), science labs, or whatnot.


That's no space station - it's a spreadsheet!


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Kana
Space Emperor


Joined: Jan 15, 2005

PostPosted: Mon Aug 11, 2008 8:47 pm    Post subject: Reply with quote

Some good ideas the EK.

FSL Kana/CNO F.W.S.N/FNS Brawler (PBC IV)


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Shektho
Space Emperor


Joined: Aug 05, 2006

PostPosted: Fri Aug 15, 2008 2:36 am    Post subject: Reply with quote

Another idea:
Invert the planet types and atmospheres.

So instead of colonizing based on rock/ice/gas, make them colonize like in se3 and use the classes as atmospheres. In other words, instead of Rock/Oxygen, Oxygen/Class M.


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Brainsucker
Space Emperor


Joined: Sep 02, 2008

PostPosted: Wed Sep 03, 2008 1:59 am    Post subject: Reply with quote

Because it is Star Trek Mod for 4x Game, why not make a Star Trek Mod that start from Enterprise Era?

Plus, to expand the versatility for the gameplay, I think it is better if you don't named the hull with class name that mentioned in Star Trek, Instead

Heavy Cruiser - 22nd century
Light Cruiser - 23rd Century
Heavy Cruiser - 23rd Century
Battleship - 24th century

etc

and...

Instead of giving a lot of engines like SE5 original, you should only need to give 2 - 5 engines for a starship to run. The reactor is the key for the ship power

Instead of hull capacity, I propose Dilithium reactor that limit the components in a ship.

A Frigate should can only has 1 small reactor, Destroyer medium reactor, Cruiser - one heavy reactor,battlecruiser - two heavy Reactor, Battleship 3 heavy reactors.

The number of components in your ship is determind the number of crews
Computer can be added to a ship with crews to decrease the crews need


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Shektho
Space Emperor


Joined: Aug 05, 2006

PostPosted: Sat Sep 06, 2008 1:58 am    Post subject: Reply with quote

Brainsucker wrote:

Instead of hull capacity, I propose Dilithium reactor that limit the components in a ship.


That can't quite be done. You could limit components by a reactor using requirements, but a ship still has to have a size in kt

Quote:

The number of components in your ship is determind the number of crews
Computer can be added to a ship with crews to decrease the crews need


Sounds like how it is in Gritty Galaxy.


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