Need help with Modding
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posted on October 25th, 2012, 10:44 pm
still no success convincing milkshape to work, very depressing, it looks like ill need to eventually seek out help if i wish to further this project, as for ODF scripting, ive continued to develop advanced weaponry for starfleet's warp-in ive also started developing two new mixed tech yards that dont require the capture of a opponents construction ship, available for the klingons, Romulans, Dominion these are the Pirate weapon contracts - these special stations are limited to 1, yes i know what your thinking... two different shipyards but you can only build one...
one is the Outcast Weapon's Contract Shipyard, the other is the Corsair Weapon's Contract
These yards allow you to build your race's ships equipt with Pirate weaponry, perhaps at a future date i can add corsair & outcast ships and stations for the purpose of putting them on a map... perhaps a map where the players need to kill each other and also deal with the AI pirates (kill or base capture to gain manufacturing)
The borg dont make deals and the federation doesnt deal with Pirates and Terrorists (or cannibals: *cough* corsairs *cough*)
Weapons Completed:
Bretonia Battleship Turret
Nomad Impulse Reaction Disruptor (Nomad Cruise Disruptor beam)
Nomad Battleship Cannon
Nomad Pulse blaster
Corsair shield drain Series: Borroco,Rapier,lobera,Tizona del Cid,Colada del Cid
Outcast shield Drain: Inferno I - V
CODENAMES completed: Solaris,Prometheus,Onyx,Jade,Kintano,Claymore
Corsair Neutron based weapons - Angelito I,II,III and Salamanca I,II,III
Outcast Particle gun Series
Outcast Tachyon Array Series
Dominion Pirate Contract Yards:
Corsair Experimental yard
A-20c attack destroyer
polaron beam replaced with Corsair Neutron weapon
instead of gaining a Tet torp vessel gains Solaris codename (at lv 4,5,6)
Specials: unknown as of yet
T-15c Heavy Cruiser
Corsair Pulse weapon & Corsair Neutron Weapon
Specials: unknown as of yet
Corsair Assault Frigate - (war Frigate hull)
1x Corsair Pulse Weapon
4x Corsair Neutron Weapons
Troopship Equipment Removed
Outcast Experimental yard
A-20o attack destroyer
polaron beam replaced with Outcast Tachyon Array
instead of gaining a Tet torp vessel gains Prometheus codename (at lv 4,5,6)
Specials: unknown as of yet
T-15o Heavy Cruiser
Outcast Inferno & Outcast Particle Gun
Specials: unknown as of yet
Outcast Battle Frigate - (war Frigate hull)
1x Outcast Inferno
2x Outcast Tachyon Array
2x Outcast Particle Guns
Troopship Equipment Removed
Actually had alot of fun designing these yards for the dominion, but i found it slightly difficult to find suitable hulls(which is why i hacked the warfrigate to pieces to make a new combat ship),i actually found the pirate frigates to work well with the original warfrigate troopships due to their shield killing pulse weapons, just dont let the borg assimilate them
Romulan
Outcast Experimental yard
Talon Class - Outcast Refit
Crew: 25
Sod size +0.3
Stats = K't'inga-like
1x Outcast Particle Gun
Prometheus codename (at lv 4,5,6)
Scouting technologies removed
Saeihr Class - Outcast Refit
1x Outcast Inferno Shieldbuster
2x Outcast Particle Guns
1x Outcast Tachyon Array
Concave Plasma Conduits Removed
Corsair Experimental yard
Talon Class - Corsair Refit
Crew: 25
Sod size +0.3
Stats = K't'inga-like
1x Corsair Neutron Weapon
Solaris codename (at lv 4,5,6)
Scouting technologies removed
Saeihr Class - Corsair Refit
1x Corsair Shieldbuster Pulse weapon
3x Corsair Neutron Weapons
Concave Plasma Conduits Removed
Im thinking for the third ship to use the D'deridex warbird... any thoughts... mind you id actually need to pester someone for a hardpoint layout for the beauty to be setup correctly
right now im wracking my brain to figure out how to integrate the outcast's cardamine theme into their ships
for the dominion ships i was thinking about 'cardamine (laced or enhanced not sure on which term) Ketracel white' similar to the ability we're allready familar with but im not sure what kind of alterations the cardamine would do interms of scientific terms and then also in game physics terms
then the step after that is how to integrate the artifacts concept into corsair ships to act as the balancing force
one is the Outcast Weapon's Contract Shipyard, the other is the Corsair Weapon's Contract
These yards allow you to build your race's ships equipt with Pirate weaponry, perhaps at a future date i can add corsair & outcast ships and stations for the purpose of putting them on a map... perhaps a map where the players need to kill each other and also deal with the AI pirates (kill or base capture to gain manufacturing)
The borg dont make deals and the federation doesnt deal with Pirates and Terrorists (or cannibals: *cough* corsairs *cough*)
Weapons Completed:
Bretonia Battleship Turret
Nomad Impulse Reaction Disruptor (Nomad Cruise Disruptor beam)
Nomad Battleship Cannon
Nomad Pulse blaster
Corsair shield drain Series: Borroco,Rapier,lobera,Tizona del Cid,Colada del Cid
Outcast shield Drain: Inferno I - V
CODENAMES completed: Solaris,Prometheus,Onyx,Jade,Kintano,Claymore
Corsair Neutron based weapons - Angelito I,II,III and Salamanca I,II,III
Outcast Particle gun Series
Outcast Tachyon Array Series
Dominion Pirate Contract Yards:
Corsair Experimental yard
A-20c attack destroyer
polaron beam replaced with Corsair Neutron weapon
instead of gaining a Tet torp vessel gains Solaris codename (at lv 4,5,6)
Specials: unknown as of yet
T-15c Heavy Cruiser
Corsair Pulse weapon & Corsair Neutron Weapon
Specials: unknown as of yet
Corsair Assault Frigate - (war Frigate hull)
1x Corsair Pulse Weapon
4x Corsair Neutron Weapons
Troopship Equipment Removed
Outcast Experimental yard
A-20o attack destroyer
polaron beam replaced with Outcast Tachyon Array
instead of gaining a Tet torp vessel gains Prometheus codename (at lv 4,5,6)
Specials: unknown as of yet
T-15o Heavy Cruiser
Outcast Inferno & Outcast Particle Gun
Specials: unknown as of yet
Outcast Battle Frigate - (war Frigate hull)
1x Outcast Inferno
2x Outcast Tachyon Array
2x Outcast Particle Guns
Troopship Equipment Removed
Actually had alot of fun designing these yards for the dominion, but i found it slightly difficult to find suitable hulls(which is why i hacked the warfrigate to pieces to make a new combat ship),i actually found the pirate frigates to work well with the original warfrigate troopships due to their shield killing pulse weapons, just dont let the borg assimilate them
Romulan
Outcast Experimental yard
Talon Class - Outcast Refit
Crew: 25
Sod size +0.3
Stats = K't'inga-like
1x Outcast Particle Gun
Prometheus codename (at lv 4,5,6)
Scouting technologies removed
Saeihr Class - Outcast Refit
1x Outcast Inferno Shieldbuster
2x Outcast Particle Guns
1x Outcast Tachyon Array
Concave Plasma Conduits Removed
Corsair Experimental yard
Talon Class - Corsair Refit
Crew: 25
Sod size +0.3
Stats = K't'inga-like
1x Corsair Neutron Weapon
Solaris codename (at lv 4,5,6)
Scouting technologies removed
Saeihr Class - Corsair Refit
1x Corsair Shieldbuster Pulse weapon
3x Corsair Neutron Weapons
Concave Plasma Conduits Removed
Im thinking for the third ship to use the D'deridex warbird... any thoughts... mind you id actually need to pester someone for a hardpoint layout for the beauty to be setup correctly
right now im wracking my brain to figure out how to integrate the outcast's cardamine theme into their ships
for the dominion ships i was thinking about 'cardamine (laced or enhanced not sure on which term) Ketracel white' similar to the ability we're allready familar with but im not sure what kind of alterations the cardamine would do interms of scientific terms and then also in game physics terms
then the step after that is how to integrate the artifacts concept into corsair ships to act as the balancing force
posted on November 8th, 2012, 6:32 am
Pirates are always good, but honestly I"m not sure what the aim of your mod is other than the corsair technology. 

posted on November 8th, 2012, 4:46 pm
If I recall correctly, cardamine boosted a pilots flying ability, but was so addictive, they required a constant supply of it.
Maybe you can add it as a temporary replace weapon that would lower the hit chance while boosting speed and maneuvering.
I say temporary, because after a minute, it will return to normal.
Maybe you can add it as a temporary replace weapon that would lower the hit chance while boosting speed and maneuvering.
I say temporary, because after a minute, it will return to normal.
posted on November 8th, 2012, 6:18 pm
I don't recall Cardamine being described as having that effect. I thought it was something to do with the radiation on the planets that the Corsairs and Outcasts lived on affecting their bodies, and Cardamine helped combat these effects at the cost of being super-crack for anyone on it.
Still, works as an in game effect though
Still, works as an in game effect though

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