Tereanan Empire Mod (New Thread)

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posted on October 18th, 2010, 10:57 pm
Last edited by TChapman500 on November 10th, 2010, 1:35 pm, edited 1 time in total.
The Tereanan Empire is from Earth, but it did not join the Federation when it was founded.  The Tereanan Empire's refusal to join the Federation lead to a lot of tension between the Tereanans and the Federation.  In the late 22[sup]nd[/sup] and early 23[sup]rd[/sup] centuries, hundreds of Tereanan ships, including cargo vessels, mining freighters, colony ships, and combat ships were thrown 15,000 light-years from Earth by an invisible temporal anomoly that sent those ships into the late 18[sup]th[/sup] century and no way to get home.  Some Federation and Klingon ships also found the anomoly.  Due to an existing war between the Tereanan Empire and the Klingon Empire, the Klingon ships were forced to retreat.  The Federation and Tereanans that were caught in the anomoly worked together on designs that could get them home faster.  As a result, the Tereanans gained trans warp capabilities, but the new areas by then had already become their home.  A clear violation of the Temporal prime directive gave the rest of the Tereanan empire trans warp capabilities during the late 23[sup]rd[/sup] century and united the Tereanans that had not gone through the anomoly and the Tereanans that had gone through the anomaly.  After the early 24[sup]th[/sup] century, a network was set up to keep the two parts of the Tereanan Empire together.  There is still quite a distinct difference between Tereanan space and Federation space.  But the Tereanan Empire is based on Earth.

The Tereanan Empire encountered the Borg in 2352, five months after the new Tereanan flagship was built.  The Tereanan-Borg war was declared in 2367 right after the battle of Wolf-359 and the incursion of the Terran system.  Between that time and 2377, the Tereanans destroyed 248 Borg vessels, turned 3 Borg planets into volcanoes using their singularity torpedoes, and destroyed 14 Borg stations including a trans warp network in the Gama-Quadrant.

This fleet-ops mod is going to put the Tereanan Empire in-game as a playable faction.  The Tereanans have extensive research in trans warp, singularity, and chroniton technology.  Making them formidable opponents.




The Tereanan Empire mod will have four avatars instead of the traditional two.  These avatars are:
  • Destroy Borg
  • Wartime Production
  • Perimeter Guard
  • Cloak Counter

For the Destroy Borg avatar, destroyers and cruisers have 30% resistance to all Borg weapons.  Stations and mining freighters have 25% resistance to all Borg weapons that are not special weapons.  Support vessels will be able to disrupt a vessels link to the collective.

For the Wartime Production avatar, destroyers and cruisers will build (either 25% or 35%) faster.  Shipyards and construction vessels will build 20% faster.  And mining stations and freighters will build 15% faster.

For the Perimeter Guard avatar, destroyers can remain cloaked 3.5 times longer if they are upgraded to be able to fire through the cloak.  Defense turret cost and built times are reduced by 20%.  Support vessels are equipped with a subspace disruptor that slows down vessel movements within the disruption field and prevents station construction.

For the Cloak Counter avatar, with the exception of the defense turrets, all stations are equipped with tachyon emitters.  Construction ships and support vessels are also equipped with tachyon emitters.  Basically, rendering cloak useless.  If you remember to add at least one support vessel to the fleet.




I'm going to balance the AI so that they don't use the avatar specific ships or stations.  Also, the Tereanans replicate supplies using dilithium.  They also use dilithium extensively in research, but only trace amounts of dilithium is used in construction.  Be ready to use some extra dilithium to upgrade some of the vessels and stations though.  Optimizing one dilithium moon is all you need for the most part.  But you'll need a lot of tritanium for construction.

I have a screenshot of one of the units here.  It's the starbase and there will be more to it than I have in this screenshot.  The starbase, once upgraded to maximum offensive and defensive values, can have a trans warp generator added.  It will eat up your dilithium and supplies quickly!  Even if you are able to keep up with the special energy demands.  The trans warp generator was developed as a method for fighting the Borg.

Image

In addition to that, a singularity generator will also be available.  Similar to the Romulan singularity transmitter, but with far greater range and power and a limit on how many you can build.  They should also be guarded.

In the way of turrets, you don't have many options.  An upgradeable phaser platform is really the only turret available.  It will pack quite a punch, but if you punch it, it will fall apart.  Not literally, fall apart, but it can't take much damage.  The starbases and large defense stations are the only "good" turrets, but they take up a lot of space, take a lot of time to build, and they are expensive.  Some of which have limits on how many you can build.

The supply replicator is your friend.  Guard it, and upgrade it as quickly as possible and build several of them.  Online, you can feed an allied Borg player with supplies with fewer stations than the Borg.  Using only a small amount of dilithium.  So, if someone needs dilithium, just optimize another dilithium moon, and start giving it to your allies.

I am wanting help on this mod.  ODFs, model conversion, unit speech, suggestions, balancing, etc.  The first release will have only a few stations and ships as a demo.  The demo will be added onto over time and perfected.




EDIT:  I didn't want to request the previous thread to be unlocked, so I just posted a new thread.  The mod is in progress.






There will be four avatars for this mod.  Destroy Borg, Wartime Production, Perimeter Guard, and Cloak Counter.  Here are the abilities of each avatar:

DESTROY BORG:
You will gain access to 4 new vessels and two new stations.  The first station is a shipyard that let's you build some of the smaller avatar specific vessels.  The second station is a defense outpost that has more firepower than the starbase and the defense station combined.  Don't get the defense station confused with the defense outpost.

The support vessels will have a weapon that reduces the combat effectiveness of any Borg unit that gets hit with the weapon.  Otherwise, you just gain some resistance against standard Borg weapons and a few special weapons on the cruisers and destroyers only.

This is the optimal choice for facing a Borg opponent as the Tereanan vessels will be designed to fight the Borg.  However, this configuration cannot build ships very fast, so when racing for power against a non-Borg opponent, this avatar will likely loose.

WARTIME PRODUCTION:
The destroyers and cruisers will be built faster than they would otherwise.  You will be able to set up phaser turrets more quickly as well.  However, the vessels won't have as much resistance to weapons.

You will gain four new vessels with this avatar.  One of which is designed for commandeering even the most heavily crewed vessel.  Plus you get a heavy duty repair ship that can easily repair a heavily damaged ship in seconds.  You also get a transwarp network which gives you a good tactical edge, but is very expensive to build and maintain, especially will all of it's transwarp gates opened at once.

If you're in a race for power against a non-Borg opponent, this will likely give you the victory.  However, the lack of resistance to weapons might prove fatal if you don't act quickly to keep your opponent from going too far up the techtree.

PERIMITER GUARD:
This is what the Tereanans don't want the Federation to find.  Highly-experimental and dangerous omega generators.  Once build, the omega generator will provide inexhaustible resources.  If destroyed, you don't want to be anywhere near it as the resulting explosion will damage your fleet and cause a subspace rupture to slow your vessels down.

The omega generator is only buildable by this avatar.  Keep an eye on it or it will blow up on you.  It might blow up on you anyways.  You will gain four new vessels with this avatar.  Two of which, have much more volume that the Borg cube.  We won't even mention their capabilities, but when up against a Destroy Borg avatar specific vessel, the Perimeter Guard avatar specific vessel will win!

The only specials you get are an increase in your abilities to put up defense stations.  Don't forget to keep an eye on that omega generator.  It can win you the game, but it can loose you the game even faster.

CLOAK COUNTER:
This avatar has the best cloak detection system available.  Stations, construction ships and support vessels are all equipped with tachyon detection systems.  Plus the scout has an increase in sensor range.

You gain four new vessels with this avatar, but your success hinges on your ability to detect cloaked vessels and stations.  You have a shield remodulator that will remodulate the shields of a friendly vessel within range of the station, but the effect only lasts a short while.

If no one can cloak, then don't bother using this avatar, as you may find that it does not have very good defenses.  Your only advantage here is the increased ability to find cloaked ships.  Plus, you do gain some defensive abilities with the shield modulator station, but only enough to counter a fleet that intercepts your fleet on the way to destroy a base.




The modeling phase of the starbase is nearly complete.  Other than a corrupted file that I have to redo, I've had no problems with the model.  The model should be able to be converted to Fleet-Ops soon.  Oh, and as a side note, the Tereanan Empire does not use pulse weapons at all.  There are also dependant on their chroniton torpedoes to win battles, so they need to be in position to fire the torpedoes.  Otherwise, they'll waist their special energy with their quantum disruptors, which will only drain the shields of enemy vessels.  All Tereanan weapons require special energy to fire.

Don't get too confident about winning because your fleet isn't in front of or behind a Tereanan vessel.  Some of the larger vessels have torpedo launchers on the sides of the vessel.






Because of the number of ODF's required for this mod, and the fact that I have about 5 other STA2 related projects and one huge rFactor project, I estimate that this mod will be released some time in early 2013.
posted on November 9th, 2010, 10:43 pm
Don't worry, the apocalypse is not due till 2045. Don't believe those psychotic 2012 stories. Because the apocalypse can wait for your mod to be finished.  :thumbsup:
posted on November 12th, 2010, 11:46 am
wait your constructors are gonna attack the enemy? does anyone remember chor spam? i loved chor spam.
posted on November 12th, 2010, 3:56 pm
TCR_500 wrote:What do you mean?  The constructors weapons are only for self-defense.  Send it up against any destroyer or vessel stronger than the destroyer, and it'll loose.  The weapons are meant to drain the defensive capabilities of the vessel until reinforcements arive.


ahhh good.

chors in an earlier patch were actually op. u could win a game by spamming them. if your weapons are gonna be like the current chor then it shouldnt be an issue.

you should see the dent a chor can put in a sabre lol.
posted on November 12th, 2010, 4:34 pm
devestating attack does that.
posted on November 12th, 2010, 5:05 pm
Myles wrote:you should see the dent a chor can put in a sabre lol.


I seem to recall observing a match once and seeing a Chor fight off 2 or 3 sabres lol
posted on November 14th, 2010, 10:26 am
lol your mod isnt gonna go far unless u buy the software to make it.

u cant expect modding communities to do your mod for u, unless u wanna have a really long readme :lol:
posted on November 19th, 2010, 4:12 pm
your test site is broke too :D
posted on November 19th, 2010, 10:07 pm
TCR_500 wrote:Impossible!  I opened up the proper ports.  The HTTP port anyways.

What type of error message do you get?


not impossible, firefox says server taking too long to respond, seems your test site isnt responding. are u using windoze?
posted on November 19th, 2010, 10:15 pm
this site is on your own computer? seems kinda dangerous. doesnt that mean when u turn off your laptop your site goes out?
posted on November 24th, 2010, 9:08 pm
nope still same error, taking too long to respond.
posted on November 25th, 2010, 11:47 pm
still same error.

this is the second time this mod got stopped in the middle lol
posted on November 26th, 2010, 7:57 pm
still cant acess your site, and your sig seems empty to me.
posted on November 26th, 2010, 10:08 pm
nope still broke.
posted on November 26th, 2010, 10:18 pm
TCR_500 wrote:Nevermind, I just had to reset the router.  All routing information has been erased.  Oops!


lololol its ok
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