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Spaceempires.net :: What do you want to see in a Star Trek mod? :: View topic
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What do you want to see in a Star Trek mod?
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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Thu Nov 21, 2013 12:11 am    Post subject: Reply with quote

soo... I've been pondering yet another tech addition for version 2.3.0.

yet another bit of random pondering led me to http://en.memory-alpha.org/wiki/Magnetic_pulse.

It's a weapon used by Klingons in TOS. Not sure what properties it should have though. Maybe partial shield penetration?

Hmm... maybe partial shield pen and very high accuracy? AFAIK it's a small directional shockwave. Almost like the space equivalent of a shotgun.

another question: should this tech be exclusive to Klingons? If not, what other races should have it.


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ekolis
Virtual Guru


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

PostPosted: Thu Nov 21, 2013 4:29 am    Post subject: Reply with quote

Hmm, magnetic pulse... sounds like an EMP Razz 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 Wink


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


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Thu Nov 21, 2013 2:47 pm    Post subject: Reply with quote

hmm... well we don't really want it to be more powerful than Null-space projectors. Razz Well, at least not the low tech version, maybe have the advanced version be stronger? It's a TOS weapon after all...

Hmm... high accuracy and full hull pen sound adequately evil IMO...

Hmm... Yeah, Gorn and Tholians sound good.


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Skyburn
Space Emperor


Joined: Mar 12, 2008

PostPosted: Sat Mar 29, 2014 11:57 pm    Post subject: Reply with quote

Zwo_Dvoongar wrote:
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?


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Zwo_Dvoongar
Space Emperor


Joined: Feb 02, 2011

PostPosted: Sun Mar 30, 2014 5:21 am    Post subject: Reply with quote

Skyburn wrote:
Zwo_Dvoongar wrote:
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.


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ekolis
Virtual Guru


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

PostPosted: Sun Mar 30, 2014 8:13 pm    Post subject: Reply with quote

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! Smile

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


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Mon Mar 31, 2014 2:23 pm    Post subject: Reply with quote

I once tinkered with stuff like that as an empire power... it's surprisingly effective.

One thing to note is that obscuration effects do not prevent production. Which is very important to remember in regards to factory ships and planets.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Fri Jun 27, 2014 12:31 pm    Post subject: Reply with quote

So... changelog so far...

Todo list:
-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
-done

-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

-de-seperate organic armor and technology

-add hybrid ships
-duplicate crystalline entry-done
-rename copy to hybrid-done
-change hull costs-done
-tweak abilities-done
-change racial requirements...
-snip
--done
-add secondary req- done

-populate organic, crystalline, and hybrid versions of new ships

-fix rad cost of crystalline starbase
-done

-delete "temporary" Emissive armor restriction
-done

-why are regular large troops unable to be constructed by organic or crystal races?
-...small, medium, large weapon platforms...
-...drones...
-fixed

-fix racial requirements of tiny and mini mines...
-snip-
--done

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.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Sun Jun 29, 2014 2:06 pm    Post subject: Reply with quote

Bajoran(toltayan), Baku(default), Boslic(BotF-M, sortof), Kazon(Ancient), Krenim(13th Tribe), Kriosian(Hiigaran), Suliban(Arackterra) shipsets have been converted.

Oh yeah, I forgot to mention it earlier, but I've been tinkering with how the shipset file works. Warp 10.2.3.1 will use 23 positions in the shipset file.

Stock has:
frigate, destroyer, light cruiser, cruiser, battleship, dreadnaught, carrier, freighter, colony ship
space station, starbase, drone, fighter, mine, satellite, troop, weapon platform

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.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Thu Jul 10, 2014 2:21 pm    Post subject: Reply with quote

Reminds me... I need to go back and do the 23 conversion on the races added in Warp 10.2.1.0.. and maybe tweak a few shipsets. Twisted Evil

anyways, I finished the organic hulls... I think. *scurries off to test* It didn't crash, so maybe.


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Zwo_Dvoongar
Space Emperor


Joined: Feb 02, 2011

PostPosted: Wed Jul 16, 2014 5:48 am    Post subject: Reply with quote

Congrats on getting so motivated. That's quite a lot of work there.

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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Wed Jul 16, 2014 4:39 pm    Post subject: Reply with quote

Well, I set goals for myself... so far I've accomplished some of them. All I really have left is finishing the 23 conversions(easy) and making hybrid versions of the racial hulls. not as easy...

I also had to/felt like customize a few shipsets. You wouldn't happen to know where to find Isopsyco would you?


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Tue Aug 05, 2014 7:36 pm    Post subject: Reply with quote

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.

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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Fri Aug 08, 2014 9:16 am    Post subject: Reply with quote

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...


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Tue Aug 19, 2014 2:21 pm    Post subject: Reply with quote

https://onedrive.live.com/redir?resid=A8EBB1E1AF6F54DC%21200


BEHOLD!


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.


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tindrli
Space Emperor


Joined: Oct 02, 2006
Location: Tuzla, Bosna i Hercegovina

PostPosted: Tue Aug 19, 2014 10:15 pm    Post subject: Reply with quote

ADD THEM ASAP!

and one more thing, can you join all the stuff and post a torrent after you add an functional AI


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Wed Aug 20, 2014 3:44 pm    Post subject: Reply with quote

Well, I'm planning to add the AIs.

A torrent? not so much. I don't really know how to use those.


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