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Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
Posted: Thu Nov 21, 2013 4:29 am Post subject:
Hmm, magnetic pulse... sounds like an EMP I wonder why such a weapon would cause "buckling of the antimatter pods"? Maybe it didn't physically damage the pods, but instead disrupted the containment field, allowing some of the antimatter to leak and cause damage?
Maybe instead of just "partial shield piercing", it should be a weapon that does full damage to shields, but in addition also skips armor and damages internals. So if you get hit with 100 points of EMP, instead of taking 50 to shields and 50 to armor/hull, you take 100 to shields and 100 to hull.
Or if that's a bit overpowered, and reducing the damage isn't enough, maybe you could limit what types of components it can damage? Say, limit it to components that store or produce supplies...
As for what other races should have it... maybe the Tholians? Seems like a race made of crystals would have a good understanding of electromagnetism... Or maybe the Gorn, seeing as Memory Alpha said the same effect was used for a Gorn weapon That's no space station - it's a spreadsheet! Back to top
Well, I sure didn't know about that. I thought ships could have passive cloaking, but I tested with "stealth armor", and it needs to be "activated".
That being the case, I'm not confident there'll ever be a way to get AIs cloaked.
Bit late here, sorry, but could you use the Sight Obscuration ability to give passive cloaking to AIs?
I won't say you can't, but I don't readily see a way to do it.
The "Sight Obscuration" ability applies to sectors, according to the text. Some sort of mass-cloaking might be possible, if it could be attached to ships. That'd differ considerably from cloaking as it is generally conceived, if it can even be done. It would serve to hide ALL ships, friendly, enemy, or indifferent. "Portable Nebula Emulator" or something?
That was some good thinking; if anything can be done, that's the most likely place to start. Back to top
Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
Posted: Sun Mar 30, 2014 8:13 pm Post subject:
Giving the ships a sight obscuration ability with a scope of "Space Object" might at least be worth a try... can't guarantee that it will work or anything, but you never know! That's no space station - it's a spreadsheet! Back to top
-add working shipsets for the 12 new races; Acamarian, Andorian, Bajoran, Baku, Boslic, Kazon, Krenim, Kriosian, Suliban, Voth, Vulcan, Xindi
done: Baku(Default, yes, I made it work!), Boslic(BotF-M variant), Kriosian(Hiigaran, mostly done)
-add racial traits for new races
-populate tech trees for new races
-add reinforced mount
-add simplified transwarp techs
-add parallax sensor array
-add research and intel stations/ships
-possible future developement
-why are regular large troops unable to be constructed by organic or crystal races?
-...small, medium, large weapon platforms...
-fix racial requirements of tiny and mini mines...
test game attempt1: forgot to add "TRUE" after Boslic in organic reqs, mis-numbered abilities for Hybrid med freighters... fixed... SUCCESS!
Sooo... the three categories of stuff I need to finish: add new races to TechAreas, finish shipset conversions(including the old races), create organic/crystal/hybrid versions of racial tech ships. Back to top
the new ones have:
frigate, destroyer, light cruiser, cruiser, battleship, dreadnaught, carrier, freighter, colony ship
space station, starbase, drone, fighter, mine, satellite, troop, weapon platform, baseship
scout, heavy carrier, large freighter, large drone, large fighter
I'm thinking about adding large satellite and troop slots. Back to top
Well, after working on adding Hybrid ships I came to a conclusion. I need to go back and edit all of the xfileclasses files for all the old races to make it work. This will take a while, but it's a simple matter of cloning certain entries to add more entries. Add what? Well, I'm adding Xfile entries for stuff like large freighters, heavy carriers, etc... the exact reason for this lies in the number of options in vehiclesizes for xfiles. It has a primary, alternate, and default for things, but for the hybrids like heavy carriers it would need 4 entries, organic heavy, crystal heavy, heavy, and regular, but it'd work better with six. Back to top
Well, I pondered this again and realized something. Cloning .x files doesn't help much if there are no pictures to go with them. THAT would take an insane amount of work since I'd have to do that for every shipset used with the mod. then I thought about it again and realized that most of the discussion was strictly theoretical. Is there a shipset that actually has different skins for Crystal and non-crystal ships? Well, maybe, somewhere, possibly, but not in this mod. As for organic variants, I'm using Arackterra which DOES have organic and regular variants. It also has stuff like heavy carriers, and large freighters. So for now, hybrids will go organic heavy, heavy, regular.
Which is actually pretty fast to code compared to what I was thinking about doing... Back to top
It's a bit of an alpha release, and HUGE(.9G). NOTE: this is a full mod package, you should not need any files from previous versions. It includes the shipsets for all 25 main races.
What it lacks:
there's a minor glitch with the baseship model for Vulcans, the game keeps complaining about how it's allegedly missing a texture file, but otherwise there doesn't seem to be anything wrong with it. (The Baseship displays fine)
The 10 new races don't have functional AIs. I'm planning to add those later. Back to top
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