Tereanan Empire Mod - CANCELLED!

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posted on July 26th, 2010, 3:20 pm
Last edited by TChapman500 on September 13th, 2010, 5:56 pm, edited 1 time in total.
This race is actually Earth in origin, but did not join the Federation.  The Tereanan Empire has extensive research in chroniton weapons, and transwarp technology.  The most powerful vessel is capable of destroying a Borg tactical cube without support from other vessels.  Their chroniton weapons will render the shields useless and they can build a resource generator that can be mined just like any other resource.

There are two super-ships that you will never want to see built.  If one of those super ships are built, it's basically game over.  The transwarp technology allows some vessels to instantly retreat to base and allows a static conduit to be built to support allies.  Although, those take quite a while to build and they are expensive.
posted on July 27th, 2010, 6:20 pm
Last edited by TChapman500 on July 27th, 2010, 6:38 pm, edited 1 time in total.
Okay, I've figured out the two profiles for this mod.

Destroy Borg
  • Increases damage done to Borg vessels by 300%
  • Increases armor strength by 75%
  • Reduces damage done by Borg weapons by 20%
  • Grants 2 additional battleships.
  • Grants 2 super-weapons

Wartime Production
  • Reduces construction costs by 25%
  • Reduces construction time by 15%
  • All vessels are armed.
  • Grants 1 additional support vessel
  • Grants 2 additional temporal weapons
  • Grants temporal cloaking technology

The weapons are not very powerful because they ignore the shields and don't need much firepower.  The Tereanan Empire needs more resources and time to build their ships.  All ships have less volume than the Borg cubes, therefore, taking less time to build.  But they are about the same price as the Borg vessels.

PS:  Can someone help me understand the ODF system?  What's with the R, W, and U suffixes after the race name that the unit is for in the odf filename?  EG:  "fedR_*.odf"
posted on July 27th, 2010, 6:39 pm
I think it's:
R = Refit
W = Weapon
U = Upgrade
posted on July 27th, 2010, 7:06 pm
What is the minimum number of ODFs I need to get one ship playable?  I'm working on the scout right now.  I want it to be built just like the other scouts at the start of the game, but it should take a while to build other scouts.  And they need different configurations for each of the two profiles.
posted on July 27th, 2010, 7:08 pm
Each scout would need 1 ship odf for each version and the required weapons.
posted on July 27th, 2010, 8:01 pm
Tyler wrote:I think it's:
R = Refit
W = Weapon
U = Upgrade


R = a ship specific research :)

The modding section of the guide is 'semi-operational' and may have some information that might be useful to you :) . Fleet Operations' ODF Commands - The Hitchhiker's Guide to Fleet Operations
posted on July 27th, 2010, 8:07 pm
All R-extension abilities that usually come to mind are refits, so I usually associate it with them.
posted on July 27th, 2010, 8:13 pm
Yup, R when after the ship name indeed refers to the refit - silly placement specific stuff :D
posted on July 27th, 2010, 9:37 pm
So what's with the "fed_venture", "fed_ventureM", "fed_ventureMM" and "fed_ventureMMM" ODFs I found?
posted on July 27th, 2010, 9:41 pm
That refers to the replaceweapon that is being activated. That's explained on the guide too now :)

For instance, SuS'a' will have first 1 "M" being activated, than a second, which looks like kli_susaM then kli_susaMM. Since the Venture is activating several replaceweapons I believe when it uses the Scan ability, that is why it has so many MMMMMMMM's :D
posted on July 27th, 2010, 9:42 pm
things that make you go mmmmmm?
posted on July 27th, 2010, 10:55 pm
Oh.

I'm going to need a lot of help for this mod.  Just about every weapon ODF will need to be modified for the new units and new experimental yards will need to be added for more mixed-tech vessels.  I've got the names of the vessel classes figured out.  I'll definitely need help with the models and textures.

I would like to have this mod in the next fleet-ops release if possible.  And can I join the modding crew for the fleet-ops mod?
posted on July 27th, 2010, 11:32 pm
Good luck on your mod mate :)

Don't mean to dash your hopes mate, but I don't think the devs are looking for more members unless you have some much needed skills - such as very strong abilities in modeling, texturing, Delphi coding etc  :sweatdrop:
Dr. Lazarus
User avatar
posted on July 28th, 2010, 12:12 am
Well I have strong abilities in Telepathy, Sex, The Force, Time Travel, Women, Quantum Teleportation and making bacon sandwiches, if any of that is useful...  B)
posted on July 28th, 2010, 12:58 am
Wow, Laz, you're back  :woot: . You missed so much in the last few... years  :blush:
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