The Gorn
Which race do you like most? What do you like - what you don't like? Discuss it here.
posted on March 13th, 2011, 7:04 pm
Kestrel wrote:English isnt everyones native language someone with brains might work this out and not create provocative posts.
So Enlish isn't your native language? I must be too used to english-speaking places... that does tend to change things a bit.
posted on March 16th, 2011, 11:01 pm
Last edited by Utopia on March 16th, 2011, 11:13 pm, edited 1 time in total.
I can't edit the poll! I want to put Ferengi, Bajoran, and Son'a in.
posted on March 17th, 2011, 4:40 am
i too hope to see the Son'a with the dominion race cant wait 

posted on March 23rd, 2011, 11:12 pm
As I haven't actually voted, I'll ask one question; where is the option for Cthulhu?
posted on April 2nd, 2011, 5:07 pm
Last edited by Utopia on April 8th, 2011, 6:42 pm, edited 1 time in total.
The hitchhiker's guide to the Gorn. It not quite done yet but I hope you like it. 
Modified the gorn hitchhikers guide so it looks a little more complete. Added Mercenary ships and a ship that was dropped from ent.
The Gorn don’t use beam weapons but pulse weapons and torpedoes. Their capital ships have shorter range. Capital ships can destroy Federation, Dominion, and Klingon fleets fairly quickly. Their Pros go to their multi-targeting abilities (up to 10 ships at once). They don’t build shipyards as they have their starbase to build four vessels at a time. They don’t have weapon platforms but rely on their starbases for defense. They build sensor platforms.
In battle, the Gorn lack offensive power against large vessels because they use pulse weapons. The command ship is vataly important as their artillary range is used for map coverage.
Avatars are Confederation; medium offense and defense, Mercenary; higher offense but lower defense, and Daughters of Ghdar; faster ships but lower offense and defense.

Modified the gorn hitchhikers guide so it looks a little more complete. Added Mercenary ships and a ship that was dropped from ent.
The Gorn don’t use beam weapons but pulse weapons and torpedoes. Their capital ships have shorter range. Capital ships can destroy Federation, Dominion, and Klingon fleets fairly quickly. Their Pros go to their multi-targeting abilities (up to 10 ships at once). They don’t build shipyards as they have their starbase to build four vessels at a time. They don’t have weapon platforms but rely on their starbases for defense. They build sensor platforms.
In battle, the Gorn lack offensive power against large vessels because they use pulse weapons. The command ship is vataly important as their artillary range is used for map coverage.
Avatars are Confederation; medium offense and defense, Mercenary; higher offense but lower defense, and Daughters of Ghdar; faster ships but lower offense and defense.
Attachments
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posted on April 11th, 2011, 7:36 am
Greyusurper wrote:I think it'd be cool to see at least a Gorn and/or Tholian ship running around causing trouble. I don't think we know enough about them to make either a full on playable race by themselves.
Star Trek: Klingon Academy - KlingonAcademy.com
There ya go, TMP era Gorn ships.
Klingon Academy II: Empire at War mod for Star Trek: Armada II - Mod DB
DL that mod to get them in A2.
Or just google the series 'Starfleet Command" for gorn ships in that game (basicly same models however).
posted on April 11th, 2011, 5:19 pm
Tok`ra wrote:
Star Trek: Klingon Academy - KlingonAcademy.com
There ya go, TMP era Gorn ships.
Klingon Academy II: Empire at War mod for Star Trek: Armada II - Mod DB
DL that mod to get them in A2.
Or just google the series 'Starfleet Command" for gorn ships in that game (basicly same models however).
And don't forget all the Gorn and Tholians romming around A2files.
Star Trek: Armada 2 Mods, Star Trek: Armada 2 Maps, Star Trek: Armada 2 Downloads
posted on April 11th, 2011, 10:35 pm
Well Klingon Academy gives good tholian ships too, plus some of the tholian mods for A2 also would give good ones too (KA2 has some good rom ships, even better ones for its next version from what Ive seen).
Only downside is the better tholian vessels tend to be TOS era vessels, however some of the older (and I think better) background on the tholians establishes them as not really changing their vessel appearance much over time so that'd work out, plus theyre little known enough to the broad player base that no one would really notice the difference or mind I believe.
Only downside is the better tholian vessels tend to be TOS era vessels, however some of the older (and I think better) background on the tholians establishes them as not really changing their vessel appearance much over time so that'd work out, plus theyre little known enough to the broad player base that no one would really notice the difference or mind I believe.
posted on April 11th, 2011, 10:49 pm
According to the Project Progress section under Normal Priority it says " • Add Zeich's Cardassian Pack". I think it's safe to assume we'll be seeing them in the game before any of the other new races. The Breen as an NPC race were in FO a few patches back, complete with a Starbase, Yard, turrets and research station. I have no clue why they were taken out but I'm sure they'll be thrown back in sooner or later. 
Personally I'd love to see the Tholians.

Personally I'd love to see the Tholians.

posted on April 11th, 2011, 10:55 pm
Persoanly I wouldnt mind breen/cardies as a playable race, either with their tech trees modified for the flops storyline or ignoring it and just balanced for fun gameplay.
If not Im sure eventualy someone WILL do a flops mod adding them, at which point non-moded flops will likely cease to be played
If not Im sure eventualy someone WILL do a flops mod adding them, at which point non-moded flops will likely cease to be played
posted on April 11th, 2011, 11:07 pm
Last edited by Tyler on April 11th, 2011, 11:09 pm, edited 1 time in total.
Though I usually support the FO timeline being priority, I wouldn't mind playable Cardassians. It would allow me to re-enact the Dominion War properly, ignoring the post-war passives.
I doubt mod-added Cardassians would override multiplayer...
I doubt mod-added Cardassians would override multiplayer...
posted on April 11th, 2011, 11:28 pm
Tyler wrote:Though I usually support the FO timeline being priority, I wouldn't mind playable Cardassians. It would allow me to re-enact the Dominion War properly, ignoring the post-war passives.
I doubt mod-added Cardassians would override multiplayer...
If enough people enjoy playing cardies, it would, as they'd play that mod in MP.
And the avatars would be easy if it were to fit the flops timeline, too.
Puretech: Better economy (IE: some bonus for it's miners/builders or some other econ bonus) but as cardie ship designs were never really upgraded much it would rely on massed numbers of Galor and Keldon class vessels (with the Hutet class being the very expenseve base killer).
Mixed Tech: Uses a mix of dom war era dominion ships such as the bug, tech tops out at the jem hadar battleship but it has a differnt special than the current dom version, with 2-3 dom dreadnoughts being buildable as the top ship for this tech line.
Prehaps give as a researchable (or for ranked ships only) standard toggleable passive a cardie version of cover fire that allows cardie bugs to take hits for the larger cardie ships.
posted on April 18th, 2011, 12:04 am
I am oddly enough a big fan of cardies. I never liked monolithic ideas, and The Galors and other card things were always amusing. Plus the whole wanting to refight the Dominion Wars thing.
I dont know its a long term idea. We need a stable patch before anyone would spend that long to do a mod.
I dont know its a long term idea. We need a stable patch before anyone would spend that long to do a mod.
posted on April 18th, 2011, 12:28 am
Well to be honest most of this patch is stable, and the borked stuff would go out if someone did a mod anyway.
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