Tereanan Empire Mod - CANCELLED!

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posted on July 28th, 2010, 1:05 am
Naw, not that long, he posted on my intro thread like a year ago. :lol:

Hey man how's it been?
posted on July 28th, 2010, 11:19 am
Well, I can model some ships and even place a texture on them.  I only run into problems when converting the models to SOD formats.  Which for me, is impossible.
posted on July 28th, 2010, 12:54 pm
TCR_500 wrote: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
...


What in the heck?
Where did you get this whole idea from??
Not in the federation, has super powerful weapons, Earth based?!
As perhaps Harry S. Plinkett would say:
"This has got to be the most stupidest idea I have ever heard."
posted on July 28th, 2010, 1:00 pm
That avater would be better suited to 8472 than any Terran force.
Dr. Lazarus
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posted on July 28th, 2010, 1:55 pm
Adm. Zaxxon wrote:Naw, not that long, he posted on my intro thread like a year ago. :lol:

Hey man how's it been?



I'm good, just been busy trying to conquer the universe. But I'm now trying to make sense of what topics people are talking about - Flip Flops mostly it seems, but that's hardly a revelation.  :borg:
posted on July 28th, 2010, 3:58 pm
Yeah, same old, same old.  Borg are OP, Feds are OP, ect, Ray is still lobbying for separation of the two half's of the galaxy,(sounds like a political statement.  We can call him the Separatist. :lol:)  And we are all still trying to kill the turtling and spamming movements.  :whistling:

And I don't think that the terrians would have beat the Borg, but they could have beat the klingons,(I thought they did in some timeline) so maybe they have a limited cloak, and some weapons using their tech.
posted on July 28th, 2010, 4:15 pm
Last edited by TChapman500 on July 28th, 2010, 7:45 pm, edited 1 time in total.
The Destroy Borg is designed specifically to designed to handle the Borg and most of the weapons, including one of the super weapons, will only effect the Borg.  Well, the standard weapons will effect other races, but they will only cause more damage to the Borg by using this profile.  One super weapon will destroy everything in its shock-wave (literally), but it takes forever to build.

Other than that, it's all about speed.  Produce as many ships as you can from as many stations as you can as fast as you can and guard your mining stations using as many resources that are necessary to stop anything.  And I do mean, literally, guard your resource stations with whatever is necessary to stop anything.

UPDATE:
By the way, the mining station can process dilithium and tritanium simultaneously.  So it takes fewer stations to hold a resource.

I'm almost done with one of the cruisers geometry.  One of the few vessels that will actually have a saucer section.  I've completed the battleships geometry and I'm going to add the hardpoints soon.  What are the recommended number of polygons for a single ship?  Because this cruiser currently has just over 3,000 polygons and it's projected to have 3,200 polygons once it's complete.  I currently have the fuselage and saucer section completed.
posted on July 28th, 2010, 8:32 pm
generally about half of that is accepted, but it is your mod, so it only really matters what you want.
posted on July 28th, 2010, 8:42 pm
I bet you could streamline 3200 to a lower number without affecting the overall look or feel of the cruiser. I think the key is perhaps in removing detail in areas which the player generally won't see while playing :).

My computer seems to like 1500-2000 for general purpose ships. I'd suppose that a higher number might be acceptable for a very rare ship with a build cap.
posted on July 28th, 2010, 9:09 pm
Thanks for that information.  I'm reducing the polygons of the cruiser.  I'm currently down to about 2800 polygons.
posted on July 28th, 2010, 10:27 pm
Thats good.  Depending on how many you plan on having in screen, how big it is, ect really matters on the detail, so be sure to keep those in mind.
posted on July 28th, 2010, 10:44 pm
The length is about 1/7 or 1/8 the width of a Borg cube.  But I may scale it to about 1/2 to 1/3 the size of the cube so it can be seen by the player.
posted on July 28th, 2010, 10:52 pm
well, if it is not too big, but it is a main ship like the akira or something, a ship which there will be a lot of on screen somewhere between 1-2k is good.  If it is a rare ship, a little more is ok, but if it is a big ship then you could stick with 1-2k.  If there are more ships on screen, then less poly is better.
posted on July 29th, 2010, 12:21 am
The cruiser is designed to rush at fleets of opposing battleships, retreat to recharge shields, then rush at the battleships again.  The ship itself takes a moderate amount of time to build and has a special multi-targeting system that has to be researched separately from the other multi-targeting weapon upgrade.  The ship can be built as long as you have the resources to build it.

By the way, when the multi-targeting upgrade has been researched, the multi-targeting weapons should replace the standard weapons so the firepower doesn't increase due to having two weapon sets.  I have no clue on how to do that.  I know just about all of the ODF commands, but not which ones to use or on what files.
posted on July 29th, 2010, 12:34 am
hmm, the only way I can think of doing that is by putting a buttonless replace weapon on every one of your ships that needs research to work and will replace instantly.  just have it replace your ship with one that has the correct values.
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