Tereanan Empire Mod (New Thread)

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posted on March 29th, 2011, 8:20 pm
Mod Overview
This mod adds a new faction to Fleet Operations called the "Tereanan Empire."  Which is NOT to be mistaken for the "Terran" Empire.  This mod will bring several new technologies into Fleet Operations including Chroniton Torpedoes, Neutronium Armor Plating, and even resource replicators.

Avatars
Wartime Production
When facing multiple opponents, you'll want this avatar.  It reduces the time it takes to build ships at the basic shipyard and adds a new ship to the basic shipyard.  The shipyard has an increased resource cost and the ships built there have an increased supply cost.  With this avatar, you gain a transwarp network station that allows you to open up multiple transwarp conduits to anywhere on the map.  At the expense of Dilithium.

Destroy Borg
When facing the Borg, it is a good idea to pick this avatar as Borg passives will be negated and you gain some special weapons that can disrupt collective functions.  One of these weapons will even remove Borg collective connections to disrupt ship construction.  When facing any non-Borg opponent, you will not want to use this avatar.  You do get a pretty good "super starbase" with this avatar though.

Cloak Counter
The name says it all.  This avatar enables you to counter cloaking factions easily.  A cloaking opponent will have trouble raiding your mining when the mining station is using a tachyon ping.  You can choose to either attack the enemy vessel or capture it before it has a chance to decloak.  Support ships and constructors also have some form of cloak detection.  You get a nice long-range tactical scanner as a station with this avatar similar to the Dominion hyperspace sensor station, but with remote cloak detect.

Perimeter Guard
This avatar is what you choose if you want to "turtle" instead of building a fleet of ships to raid mining.  You don't get any bonuses for ships, but turrets get pretty good offensive, defensive, and system bonuses.  You get a nice Omega generator that supplies you with infinite resources.  But if it fails, it'll cause heavy damage to everything around it.

Ships and Stations
Some ships are built using modules when certain avatars are chosen, allowing you to use them for different tasks.  The ship/station power/cost ratio is such that you are at a slight disadvantage if you build a lot of turrets, but you will still be able to defend yourself effectively with turrets.

The Tereanan Empire has 5 shipyards and 2 research facilities.  At the begining of the game, you start out with a scout and you have the ability to warp-in two constructors after you select an avatar.  You have no starbase, so feel free to build it anywhere you want to.  One of the 5 shipyards substitutes the starbase by allowing you to build exactly what the starbase builds instead of having to build the starbase.  Plus the constructors can beam turrets into space every 5 minutes.  Togehter, these abilities enable you to build turrets at an overall reduced cost.

The ships and stations cost several times more Tritanium than Dilithium, as a result, you have Tritanium replicators that will produce Tritanium by consuming Dilithium.  You also have Supply replicators as a result of not being able to "buy" Supply.  The Supply replicators also use Dilithium.

Mixed technology will be researched at research facilities specializing in analizing technology from specific factions.  Afterwards, the technology can be refitted to certain vessels to give the vessel a nice bonus.  You will be able to choose which vessels to refit with the technology and which technologies the vessels receive.

Current Progress
Destroyer 1 - In progress (~10% Complete)
Battleship 3 - In progress (~25% Complete)
Turret 1 - In progress (~30% Complete)
Constructor -In progress (~80% Complete)
Around 50 ships and stations will be in this mod totaling about 8000 ODF files and about 80 SOD files.

I am currently unable to export the GMAX models to the SOD format.  If you want to help me in the export, send me a PM.

Note:  Any models you recieve will require the heirarchy to be reassigned.  You must know how to assign the mesh groups to the "m_" hardpoint and how to redesign the heirarchy of the hardpoints.  The model will come with hardpoints, but the heirarchy will have to be re-assigned.  You will also recieve instructions on how big the model should be.
posted on March 29th, 2011, 8:24 pm
Why don't you post in your already existing thread about the topic?
posted on March 29th, 2011, 8:28 pm
The other thread is a bit messy.
posted on March 30th, 2011, 1:08 pm
Just wondering, if players go random races how will you know whether or not to use Destroy Borg (or Cloak Counter)? You'll need to pick your avatar before you scout the enemy base so you don't get left behind, so if it turns out that they aren't Borg, then what?
posted on March 30th, 2011, 1:13 pm
Then, you get fed-rolled by probably every other player...
posted on March 30th, 2011, 1:16 pm
i think in his mod that the avatar is chosen later than in stock fleetops. so he might have time to scout them first.
posted on March 30th, 2011, 1:48 pm
The avatar is chosen whenever you like.  Plus the scout can cloak.  After proper research, it can subspace cloak.  After an avatar is chosen, two constructors will warp-in at the location the scout was when the avatar was chosen.

The mod is designed so that you can scout a little on small to medium-sized maps without falling far enough behind to worry about loosing.  Plus the scout is a little faster than most scouts.  On a 3v3 map like Argus Conflict, you will probably be able to scout out every enemy location on the map, and return to your starting location quickly enough so that you be only 3 or 4 minutes behind, at most.  On maps with nebulae, you'll have to be extra careful not to accidentally decloak yourself.

Despite being about 3 or 4 minutes behind, the constructors have the ability to beam turrets into space every 5 minutes.  Since 2 constructors are warped-in upon avatar selection, that's 2 turrets to deter any early game attack.  Plus, the phasers and torpedoes go right through shields.  Which should deter even mid-game attacks.

Your starting units have Neutronium Armor Plating, but until you research the technology, nothing else you build will have Neutronium Armor Plating.  The Neutronium increases the hull strength by 10x, but reduces regeneration rate of the hull by about the same amount.

Plus, unless you don't build any Tritanium replicators, you shouldn't have to worry about mistakes being that costly.  As the replicators, when upgraded, will each give you 600 Tritanium per minute.  Using about 300 Dilithium per minute.  The support yard can substitute your starbase (in terms of construction items) until you get the resources to build a starbase.  Turrets provide defense.

I'll most likely use built times and resource costs to balance this mod.  Plus, compared to the Tereanan techtree, the Federation techtree is as flat as a pancake!  This will prevent the Tereanans from just upgrading to Level 3 battleship chassis immediately and wiping the board with a Mountshining III spam.  Plus, turret upgrades can get very expensive.  You'll likely be able to fully upgrade 2 or 3 starbases for about the same price to fully upgrade 1 turret.  That does NOT include the price of replacing the armor with the Neutronium armor.
posted on March 30th, 2011, 2:04 pm
So wheres the mod.
posted on March 30th, 2011, 2:11 pm
It's in development.  I haven't made enough progress on the mod yet to post any screenshots.
posted on March 30th, 2011, 2:22 pm
you already posted a screenshot of the mountainshine class battleship planet killer
posted on March 30th, 2011, 2:36 pm
That one was already completed for Bridge Commander, which I cancelled that project.  I'm just going to use the already completed model for Fleet Operations  The Mountshining III Class is not the most powerful vessel in the Tereanan armada.  The Tereanan Battle Cube can one-shot the Mountshining III Class.  And the Tereanan Battle Barge can one-shot the Battle Cube.  But the Battle Barge and Battle Cube is extremely expensive, at the top of the techtree, and limited to only one avatar, Peremiter Guard.
posted on March 30th, 2011, 3:10 pm
lol its a starship food chain, mountaindew 1 shots borg cubes, battle cube 1 shots mountain, battle barge 1 shots battle cube. we rarely see cubes as it is, in your mod nobody would ever build these ridiculously powerful ships, even if they are technically balanced via costs, it will require a game that is many hours long.
posted on March 30th, 2011, 3:20 pm
TChapman500 wrote:It's in development.  I haven't made enough progress on the mod yet to post any screenshots.


The stop making so many topics on this when you have nothing but words to share and finish it.
posted on March 30th, 2011, 3:32 pm
plus your mod just sounds silly and not very well thought out... that or you really have a weird understanding of balance vs time vs boredom...
posted on March 30th, 2011, 3:34 pm
The Mountshining does not one-shot a Borg cube.  It's phasers only do 80 damage (directly to the hull).  It's torpedoes only do 100 damage (directly to the hull).

There are 8 phasers firing at once.  One of which uses the primary target, the other 7 will choose random targets and alternate targets with each shot.

The 4 forward torpedo launchers will fire a volley of 4 torpedoes each.  Each volley will hit up to 4 targets with the primary target being targeted the most.  The rear launchers will fire the volleys to hit random targets and will not use the primary target.

So during battle, with a single cube, assuming that the cube is in the right position, a single volley can potentially take out 640 hp with the phasers and 1600 hp with the torpedoes.  Not even close to a one-shot kill for the cube.  A sphere, maybe, but not even close to being able to one-shot a cube.  Since the vessel fires at multiple targets, the more ships you have combating the Mountshining III, the more likely a single ship is to survive.  Just make sure your fleet is attacking from the side to avoid most (if not all) of the torpedoes.




The mod isn't that well thought out.  But as the mod progresses, it'll become more and more orderly.
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