Mod Ideas
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on May 31st, 2011, 6:30 pm
Last edited by JR_109 on May 31st, 2011, 6:35 pm, edited 1 time in total.
Hello everyone. I was talking to k_merse a little bit about mod ideas, I figured I would create a list and see what everyone's opinion is on my ideas.
Ok, I've actually seen the texture concept done on legacy, but for mixed tech I think it would be cool to have ships of the contributing team in the textures of the players race, for example, you are playing as the feds and you build a mixed tech yard with the klingons as the contributors. so then you can build a k'tinga but it has fed textures, the blue glow replacement and in federation colors, it would use federation weapons too.
next, the toggle ability of the romulan's turret. I thought the idea was pretty awsome, switching from the pulse disruptor to the projectile weapon. but why stop there? I think it would work well for alot of ships. like the vor'cha for instance, you could switch from it's high damage disruptor cannon to a longer ranged, less damage pulse disruptor. The possibilities of the toggle weapon ability are pretty vast.
I always loved borg assimilation, but they only show initial effects on ships, a little borg stuff here and there on the assimilated vessel. so what if there was a structure that you could send the ship to that would completely retrofit it, full borg textures, weapons, and maybe some abilities?
That's all for now, I'll post more later. I look forward to hearing responses from everyone!
I just noticed I put this in the wrong section, it should have been in the ideas section of the forums. Sorry about that...
Ok, I've actually seen the texture concept done on legacy, but for mixed tech I think it would be cool to have ships of the contributing team in the textures of the players race, for example, you are playing as the feds and you build a mixed tech yard with the klingons as the contributors. so then you can build a k'tinga but it has fed textures, the blue glow replacement and in federation colors, it would use federation weapons too.
next, the toggle ability of the romulan's turret. I thought the idea was pretty awsome, switching from the pulse disruptor to the projectile weapon. but why stop there? I think it would work well for alot of ships. like the vor'cha for instance, you could switch from it's high damage disruptor cannon to a longer ranged, less damage pulse disruptor. The possibilities of the toggle weapon ability are pretty vast.
I always loved borg assimilation, but they only show initial effects on ships, a little borg stuff here and there on the assimilated vessel. so what if there was a structure that you could send the ship to that would completely retrofit it, full borg textures, weapons, and maybe some abilities?
That's all for now, I'll post more later. I look forward to hearing responses from everyone!
I just noticed I put this in the wrong section, it should have been in the ideas section of the forums. Sorry about that...
posted on June 1st, 2011, 12:09 pm
about mixed tech having different painted hull: i dont think feds should be able to build klink designs, such as ktinga. i think the mixed tech ships should be as they are now, unique designs which belong to the race building them but have a little characteristic reminding you of the mixed tech race. so the saeihr is a romulan ship, it looks romulan but has klingon teeth.
the okinawa will be a fed ship, but with klingon teeth.
i am also not a fan of just repainting a ship like that.
about weapons toggles: yes this could apply to many ships, but then weapons types are one of the ways to define a ship's unique position and usage style. if ships could toggle between them then there would be less unique ships and roles. so im against this.
think of the monsoon, it obviously has a photon torpedo lawnchair. but it chooses to use power on the phasers instead and not fire the torps. this defines its role well. if u want to torp spam somebody to death then get an e2.
the okinawa will be a fed ship, but with klingon teeth.
i am also not a fan of just repainting a ship like that.
about weapons toggles: yes this could apply to many ships, but then weapons types are one of the ways to define a ship's unique position and usage style. if ships could toggle between them then there would be less unique ships and roles. so im against this.
think of the monsoon, it obviously has a photon torpedo lawnchair. but it chooses to use power on the phasers instead and not fire the torps. this defines its role well. if u want to torp spam somebody to death then get an e2.
posted on June 1st, 2011, 12:21 pm
Thank you for the input myles, most appreciated!
I'd like to see mixed tech being more of a ship exchange then a couple dandy specials on a otherwise normal ship (for the most part) i'd like to see not only the paint, but the actual textures too. i think it would put a more interesting spin on it personally.
actually for the toggle weapon idea i was thinking for instance, you take a...remore, and have the toggle so it has normal fire mode, or has no attack at all but could do some support function to balence it out. (like point defence phasers is it's weapon.) you'd have to guard it alot more but at the same time it provides a valuable asset. really it could be anything you wanted
I'd like to see mixed tech being more of a ship exchange then a couple dandy specials on a otherwise normal ship (for the most part) i'd like to see not only the paint, but the actual textures too. i think it would put a more interesting spin on it personally.
actually for the toggle weapon idea i was thinking for instance, you take a...remore, and have the toggle so it has normal fire mode, or has no attack at all but could do some support function to balence it out. (like point defence phasers is it's weapon.) you'd have to guard it alot more but at the same time it provides a valuable asset. really it could be anything you wanted
posted on June 1st, 2011, 6:23 pm
mixed tech will get redone eventually. will probably be a lot cooler than current.
posted on June 1st, 2011, 7:11 pm
hopefully. i'm trying to do the toggle weapon on the vor'cha as a test run, is it as simple as copying the rom turret function and changing the weapons involved? or does it run deeper then that? i looked at the hitchhikers guide but it didnt help much...any insight would be most appreciated
posted on June 1st, 2011, 7:18 pm
JR_109 wrote:hopefully. i'm trying to do the toggle weapon on the vor'cha as a test run, is it as simple as copying the rom turret function and changing the weapons involved? or does it run deeper then that? i looked at the hitchhikers guide but it didnt help much...any insight would be most appreciated
not a modder im afraid.
posted on June 1st, 2011, 8:32 pm
Ok, so now a modder walks in...
Well first you need to make odfs for each rank of the new mode you want to put in, with weapons and everything, as if you're making it as a new ship class entirely. (Toggle weapons like this are replaceweapons, so you need something to replace the base ship with.)
Then, yeah, copy a replaceweapon that exists, such as that on the rom turret, or any of the hundreds of ships using one, and change the values to convert the base ship into the new mode. Make another copy to change them back. Add the new weapon to each of the ship ranks (both base and new mode, though don't get the 2 weapons mixed up at this point), make buttons, and add to sprites index and techtree...
It's quite intuitive once you get the hang of it. Just experiment a bit and see how it works. =)
Good luck
Well first you need to make odfs for each rank of the new mode you want to put in, with weapons and everything, as if you're making it as a new ship class entirely. (Toggle weapons like this are replaceweapons, so you need something to replace the base ship with.)
Then, yeah, copy a replaceweapon that exists, such as that on the rom turret, or any of the hundreds of ships using one, and change the values to convert the base ship into the new mode. Make another copy to change them back. Add the new weapon to each of the ship ranks (both base and new mode, though don't get the 2 weapons mixed up at this point), make buttons, and add to sprites index and techtree...
It's quite intuitive once you get the hang of it. Just experiment a bit and see how it works. =)
Good luck
posted on June 1st, 2011, 8:38 pm
Someone should write up a page for the guide about adding new toggle weapons.
posted on June 1st, 2011, 11:30 pm
Atlantis wrote:Ok, so now a modder walks in...
Well first you need to make odfs for each rank of the new mode you want to put in, with weapons and everything, as if you're making it as a new ship class entirely. (Toggle weapons like this are replaceweapons, so you need something to replace the base ship with.)
Then, yeah, copy a replaceweapon that exists, such as that on the rom turret, or any of the hundreds of ships using one, and change the values to convert the base ship into the new mode. Make another copy to change them back. Add the new weapon to each of the ship ranks (both base and new mode, though don't get the 2 weapons mixed up at this point), make buttons, and add to sprites index and techtree...
It's quite intuitive once you get the hang of it. Just experiment a bit and see how it works. =)
Good luck
Wow...looks like i have my work cut out for the next couple days, lol. Thank you so much for the explaination!
posted on June 2nd, 2011, 8:04 am
JR_109 wrote:Wow...looks like i have my work cut out for the next couple days, lol. Thank you so much for the explaination!
It does look like a lot of work, but don't worry, it's easier than it seems.
The easiest experiment to do with replaceweapons, for learning purposes, is to make a "cheat" button, which turns your ship into a Rank5 version of itself. That way, you don't need to create a new ship for it to "replace" into, as it's already there.
posted on June 2nd, 2011, 6:34 pm
Hmm, alright then. i'll give it a whirl. what does replacement class and conditions mean? i tried finding it on the guide but i couldent.
posted on June 2nd, 2011, 7:11 pm
Last edited by 086gf on June 2nd, 2011, 7:15 pm, edited 1 time in total.
posted on June 3rd, 2011, 12:00 am
heh...thank you. i completely missed that earlier
posted on June 3rd, 2011, 11:26 pm
Last edited by JR_109 on June 5th, 2011, 10:07 pm, edited 1 time in total.
Do passive abilities stack? say, a ship has multilayered shields on it twice...just wondering
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