Tereanan Empire Mod - CANCELLED!

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posted on August 29th, 2010, 12:32 am
A moon would have enough gravity to hold the satellite in orbit.  Which by the way, would it be possible to change the resource names to what they were in stock STA2?
posted on August 29th, 2010, 12:52 am
yeah i believe so
posted on August 29th, 2010, 1:11 am
How would it be done?

The reason I want to change the resources back to where they were is because some races don't use Tritanium for their ships.  The "Metal" resource, although not as descriptive as "Tritanium", it's could be anything that is used for ships.

By the way, all though I'm not going to do it in this mod, I'm wanting to update the Borg.  Take-out some vessel, update other vessels (including modules), and change what vessels have modules.  Although, just about every vessel in the collective is built with modules.  The main thing I want to do is give the Borg a better cloak-detection system.  Those Dodecs (in my opinion) aren't worth it for their cloak detection system and you can forget those scout cubes when it comes to detecting cloak.  I'd rather use the Dodecs.
posted on August 29th, 2010, 1:38 am
I think its just a matter of changing the d_l_s.h file.  I would ask Blade though.
posted on August 29th, 2010, 11:36 am
dont forget em scubes, they are useful.
posted on August 29th, 2010, 12:48 pm
Where is this d_l_s.h file located?  Or is that an abbriviation for something?

Those scout cube only detect cloak when in combat.  The problem is, I can't keep them in combat. when fighting a cloaked fleet.
posted on August 29th, 2010, 1:40 pm
dynamic localised strings ;-)
posted on August 29th, 2010, 1:55 pm
heh sorry, I forget who knows what around here. :sweatdrop:
posted on August 29th, 2010, 2:21 pm
I'm wanting my mining stations to be upgradable.  Should I have the upgrade levels at 15, 30, 45 or 15, 30, 60?  Units per second.
posted on August 29th, 2010, 10:00 pm
15 30 60 sounds better to me.  otherwise there is not much need to upgrade past 30
posted on August 29th, 2010, 10:13 pm
TCR_500 wrote:Those scout cube only detect cloak when in combat.  The problem is, I can't keep them in combat. when fighting a cloaked fleet.


how can u be fighting them if they are cloaked?

cloaked ships cant fight.

em scubes can stop ships retreating and cloaking. ie when they harass u, they cant easily escape.
posted on August 30th, 2010, 12:49 am
I have an idea for some modules on some of the Tereanan ships.

Multi-Targeting Scanners
Chroniton Disruptor
Power Cores
Torpedo Launchers
Energy Dampeners
Tactical Armor
Subspace Conduit Generator
Nanoprobe Generator

The blue modules listed can be installed on all module-based vessels.

The Multi-Targeting Scanner module is pretty self-explanitory.
The Chroniton Disruptor module increases the firepower of the ships chroniton disruptor.
The Power Core module increase shield and special weapon strength and recharge rates.
The Torpedo Launcher module allows torpedoes to be fired in other directions other than the front and/or rear of the ship.
The Energy Dampener module reduces the amount of damage recieved by most weapons.
The Tactical Armor module add more armor to a vessel so in the event the shields go out, the vessel can remain in combat longer.
The Subspace Conduit Generator module allows the vessel to hide inside a subspace conduit.  It's actually part of the transwarp drive system but transwarp is only available at the starbase in this mod.
The Nanoprobe Generator module reduces the time it takes to repair the sub-systems on the ship and increases the hull repair rate.  The Borg aren't the only ones with nano-technology.

The support vessels, destroyers, scouts, construction vessels, repair ships, and some cruisers cannot be built with different configurations.  All battleships can be built with different configurations.

I'm thinking of only going with one avatar for this mod instead of two.
posted on September 7th, 2010, 3:43 pm
This project is on hold, however, I would like to know if it's possible to have the shields take the same shape as the ship.
posted on September 7th, 2010, 4:31 pm
TCR_500 wrote:This project is on hold, however, I would like to know if it's possible to have the shields take the same shape as the ship.

Not at the moment I believe - that's something that's been looked into by the FO devs before, but no word on how successful it was. I'm betting if it will be/was achieved it would have/will be added to the Sovie as that had been brought up before.
posted on September 8th, 2010, 6:28 pm
In the stock STA2, I tried to increase the amount of resources mined per second by modifying one of the mining beam "weapons".  It didn't work.  I had to modify the RaceName ODF file to increase the rate at which resources are mined.  In fleet-ops, is it possible to modify the rate at which resources are mined on a per "weapon" basis?

Oh, and I'm wondering.  Maybe I should make it so that you have to fully upgrade the starbases defensive and offensive capabilities in order to refit the starbase with a transwarp generator.  That way, you don't gain such a large tactical advantage right off the bat.
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