Constructing Alien Techtree
Post ideas and suggestions on new features or improvements here.
posted on October 1st, 2010, 5:27 pm
Tyler wrote:That's the logic behind my idea of Borg mixed-tech where their tech is enhanced by other specials rather than replaced.
Except for the ship 'shape = perfection' part. The shape is simple but irrelevent to the function and the Borg don't care about it anyway. That is just preference like any other empire.
I'm pretty sure that it has been mentioned by the borg Queen that the borg seek perfection in all things... logic supports their ship designs would be an extension of this. Although, I understand that the word 'perfect' leaves much open for interpretation because i'm sure the lead engineer on the defiant project thought she was perfect as well. So I guess ... touché my good man you win this one.

posted on October 1st, 2010, 6:16 pm
What about making it so a vessel has a line of code to the upgrade ODF? Example:
borg_cube.odf
borg_cubeM.odf"
Same concept for upgrades, but with slightly different codes to account for the fact that the vessel isn't built with a framework by a construction ship. I haven't thought out the details yet.
borg_cube.odf
- Code: Select all
// code for generic specifications
// ODF file name with the modules for this vessel
modulesFile = "borg_cubeM.odf"
modulesAllowed = 6
borg_cubeM.odf"
- Code: Select all
// Module Definitions
module0Name = "Beam Module"
module0Tooltip = "BeamModule-TOOLTIP"
module0MaxModules = 1
// Weapon to replace, replace weapon with this
module0WeaponReplace = "borgW_cube_phaser1" "borgW_cube_phaser2"
// Vessel gets a 20% reduction in damage caused by phasers
module0WeaponResistance = "phaser" 20.0f
// Dilithium, Tritanium, Supplies, Connections, Crew
module0CostIncrease = 750 245 5 0 0
module0TimeIncrease = 8
module1Name = "Regeneration Module"
module1Tooltip = "RegenModule-TOOLTIP"
module1MaxModules = 1
module1SpecialValue = "healthRate" 25
module1SpecialValue = "sensorRepairTime" -0.05
module1CostIncrease = 300 285 10 0
module1TimeIncrease = 12
Same concept for upgrades, but with slightly different codes to account for the fact that the vessel isn't built with a framework by a construction ship. I haven't thought out the details yet.
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