Tereanan Empire Mod (New Thread)
posted on July 17th, 2011, 9:10 pm
So far I can get one replication limit IFF I have the ship either passive the script or button it. It will make its own passively if I use the special energy to do something else before the passive kicks in, then it replicates & reaches the cap on replications, but with the button it stops dead....
I've have to look some more to help with the special energy usage on passive though maybe the Rom Leahval's energy reeling odf ?

posted on July 17th, 2011, 9:27 pm
Well, I posted in the bug report thread and as it turns out, there is no bug. I don't think that replaceweapons can be passive and remove resources/energy. It's going to be a real balance crusher if I can't get the replicator to consume special energy and be a passive at the same time.
posted on July 17th, 2011, 9:39 pm
Last edited by Ensign Expendable on July 17th, 2011, 9:51 pm, edited 1 time in total.
Okay silly idea but what if we try to have the script use replacementmode = 4, replacementkeepowner = 0 and make rank odf's up to rank 2. Have the rank 2 "push" build the rank 1 like the fed_platform_replicatorA (as in I make a fed_nebula_engA and a fed_platform_replicatorC pops up above the yard). That should work..... sorta, kinda, maybe
.
edit:
oops forgot to say have rank 1 have no special energy as well.


edit:
oops forgot to say have rank 1 have no special energy as well.
posted on July 17th, 2011, 9:50 pm
I think that one would backfire on us.
posted on July 18th, 2011, 3:35 pm
Okay, I'll just leave the replicator as a passive and count the special energy not being used as a bug that can't currently be fixed. Time to move on to the next vessel. The Wormhole Class Destroyer.
Armament:
Specs:
Armament:
- 4 Temporal Disruptor Arrays (2 can fire at one time) (4 Offensive Value Each)
- 1 Chroniton Torpedo Launcher (torpedo yield lowered to fit tractor emitters) (4 Offensive Value)
- 1 Phase Mine Launcher (10 Offensive Value, Use For Defense, Requires Research)
- 1 Fractal Deflector System (Can project subspace distortions to any location within weapons range) (1 Offensive Value, Used For Advanced Cloak Detect, Requires Research)
Specs:
- Code: Select all
Maximum Warp Speed: 950+ C
Maximum Transwarp Speed: 34,000+ C
Maximum Impulse Speed: 0.95+ C
Maximum Acceleration: 15+C^2
Maximum Turning Rate: 10+C^2
Length: 69.2 LG (44.09 m)
Width: 22.9 LG (14.582 m)
Height: 22.9 LG (14.582 m)
Total Wingspan: 49.6 LG (31.578 m)
Singlularity Power Cores: Level 2 Redundancy
Other Systems: Level 2 Redundancy
Life Support: Level 3 Redundancy
posted on July 20th, 2011, 12:23 am
Last edited by Anonymous on July 28th, 2011, 12:50 pm, edited 1 time in total.
Okay, I just re-adjusted the system units in max to scale to Fleet Ops units, which I believe is 200 units (1 grid) = 1 kilometer. And I have some new specs for the star ship to compensate for this.
That seems more like a star trek destroyer. About 2/3 the size of the Intrepid (345m) in terms of length. It has 27 decks, each of which is 4LG (2.55m) high (Including the Jeffery tubes). Walking space is 2.9LG (1.85m). Armor is just over 3LG (1.91m) thick!
1LG = ~2.09ft
1LG = ~0.64m
- Code: Select all
Length: 345.993LG (220.446m)
Width: 114.433LG (72.91m)
Height: 114.433LG (72.91m)
Total Wingspan: 247.855LG (157.918m)
That seems more like a star trek destroyer. About 2/3 the size of the Intrepid (345m) in terms of length. It has 27 decks, each of which is 4LG (2.55m) high (Including the Jeffery tubes). Walking space is 2.9LG (1.85m). Armor is just over 3LG (1.91m) thick!
1LG = ~2.09ft
1LG = ~0.64m
posted on July 28th, 2011, 1:27 am
Here's an idea. I'm thinking of renaming the "Perimeter Guard" avatar to "Special Ops" to make it more descriptive. I'm also thinking of making it a mission exclusive avatar. I would like oppinions. Here are the stats:
Tereanan Special Operations
- Specialized Cloaked Fields adapt to the environment to keep the vessel undetectable requardless of whether it's going through a Nebula (dangerous or otherwise) or any sort of cloak detection field. This cloak is installed on every vessel and station. Cloak is always active.
- Specialized weaponry on every combat ship and armed station is cloaked with the same technology used to hide the ships and stations and confuses the enemy on whether or not they're under attack or if they're being hit with an unknown anomaly.
Should this avatar be a mission exclusive avatar? The only way to counter these vessels is by using weapons that target a location and cause area damage.
Tereanan Special Operations
- Specialized Cloaked Fields adapt to the environment to keep the vessel undetectable requardless of whether it's going through a Nebula (dangerous or otherwise) or any sort of cloak detection field. This cloak is installed on every vessel and station. Cloak is always active.
- Specialized weaponry on every combat ship and armed station is cloaked with the same technology used to hide the ships and stations and confuses the enemy on whether or not they're under attack or if they're being hit with an unknown anomaly.
Should this avatar be a mission exclusive avatar? The only way to counter these vessels is by using weapons that target a location and cause area damage.
posted on July 28th, 2011, 8:17 am
Last edited by Megadroid on July 28th, 2011, 8:21 am, edited 1 time in total.
Sounds ludicrously hard to defeat - permanently cloaked, undetectable and fires undetectable weaponry. How are you supposed to know where to fire your artillery? How do you know when you hit?
Also why would anyone build any other ship?
Edit - just re-read the post and it seems that every single station and ship is permanently cloaked with cloaked weapons. Changing question to: why would anyone play any other avatar?
Also why would anyone build any other ship?
Edit - just re-read the post and it seems that every single station and ship is permanently cloaked with cloaked weapons. Changing question to: why would anyone play any other avatar?
posted on July 28th, 2011, 8:30 am
TChapman500 wrote:-snip-
That seems more like a star trek destroyer. About 2/3 the size of the Intrepid (345m) in terms of length. It has 27 decks, each of which is 4LG (2.55m) high (Including the Jeffery tubes). Walking space is 2.9LG (1.85m). Armor is just over 3LG (1.91m) thick!
1LG = ~2.09ft
1LG = ~0.64m
How tall (or short) are these tereanans? I personally know people taller than 1.85m in height.
posted on July 28th, 2011, 9:23 am
Megadroid wrote:Sounds ludicrously hard to defeat - permanently cloaked, undetectable and fires undetectable weaponry. How are you supposed to know where to fire your artillery? How do you know when you hit?
Also why would anyone build any other ship?
Edit - just re-read the post and it seems that every single station and ship is permanently cloaked with cloaked weapons. Changing question to: why would anyone play any other avatar?
agreed, if u wanna test how annoying this is, then make a map with derelict veteran rhienns at your base to capture at start. then watch the other player try deal with them, under the explicit condition that they cant build any cloak detect of any kind. they'll never mine anything ever.
posted on July 28th, 2011, 12:42 pm
Last edited by Anonymous on July 28th, 2011, 12:51 pm, edited 1 time in total.
Megadroid wrote:Sounds ludicrously hard to defeat - permanently cloaked, undetectable and fires undetectable weaponry. How are you supposed to know where to fire your artillery? How do you know when you hit?
Also why would anyone build any other ship?
Edit - just re-read the post and it seems that every single station and ship is permanently cloaked with cloaked weapons. Changing question to: why would anyone play any other avatar?
That's why I was thinking of making it a mission exclusive avatar.
PlatSilver wrote:How tall (or short) are these tereanans? I personally know people taller than 1.85m in height.
The primary species of the Tereanan's is Human. Which average around that height. Tereanan military ships are not known for their comfort and they make even Klingon and Borg ships luxury vessels.
EDIT:
By the way, Tereanan ships also have armored, air-tight doors at every bulkhead (military vessels anyways) as well as force fields. These bulkheads reduce the height of the corridors to 2.85LG (1.82m).
Myles wrote:agreed, if u wanna test how annoying this is, then make a map with derelict veteran rhienns at your base to capture at start. then watch the other player try deal with them, under the explicit condition that they cant build any cloak detect of any kind. they'll never mine anything ever.
That's why I was thinking of making it a mission exclusive avatar.
posted on July 28th, 2011, 1:43 pm
TChapman500 wrote:That's why I was thinking of making it a mission exclusive avatar.
that would almost certainly have to be the case. it should never be in mp.
posted on September 24th, 2011, 7:57 pm
I think I'll make the Tereanan Empire the most shield-heavy faction in FO. 90% shields. That means about double the total number of hitpoints from what a Federation ship would have with the same number of hull hitpoints. Redundant systems will be responsible for that, and higher offensive and system values. I'll find some way to balance this out.
posted on November 20th, 2011, 2:12 am
I have an idea that I think is better suited to FleetOps. First, I'll make the shields use only 80% (3% above the Federation). That way, the ships shields will only be 15% per Hull hitpoint than the Federation. My previous idea would have made the Tereanan shields 130% stronger per Hull hitpoint than the Federation.
Also, instead of making it so that the resource consumption rate is 1 Dilithium to 10 Tritanium with the Dilithium rate being very low, I think I'll make it 1 Dilithium to 3 Tritanium, effectively reversing the resource requirements from what the other factions are used to.
Also, I think that a more plausible role for the Wormhole, with it's impressive wormhole-shaped deflector would be to help guide torpedoes to their targets from strategic range (needing slight sensor support from a vessel near the target, preferably cloaked). While the Boundary class either provided a nice defense for the Wormhole Class vessels, or hit a target at the other side of the base.
For the Exponent and Hurricane Class cruisers, the Hurricane class cruisers would be able to supplement the Wormholes (using the same torpedo guidance systems as the Wormholes) perfectly while at the same time, providing defense using a long-range beam weapon. The Exponent Class could provide a diversion for the enemy defense fleet, not really doing very much damage, but absorbing a ton of weapons. Exponent weapons range, medium.
Alef Yard will have 2 Destroyer extension modules, both capable of building the Wormhole and Boundary Class destroyers. And the Alef Yard will have 2 Cruiser extension modules, both capable of building the Hurricane and Exponent Class cruisers. All four vessels will have a cloak that is detectable by any detection system and have exaggerated stats is the respective field.
PS: Torpedo guidance only works on Miners and Constructors for a perfect hit chance. And the theme is, that a small group of heavily shielded. but lightly armed ships goes into the midst of a battle while many heavily armed, but lightly shielded ships stay out of range to deal the majority of the damage, with a few extra ships staying out of combat to guard the offensive units. That is what I want going all the way up the technology tree.
How long will this theme be effective against the enemy assuming it works? The Tereanans will be slower than most getting their economy up (needing extra Tritanium income) and their Alef Yard vessels will take about 4 times longer to build than most factions.
Also, instead of making it so that the resource consumption rate is 1 Dilithium to 10 Tritanium with the Dilithium rate being very low, I think I'll make it 1 Dilithium to 3 Tritanium, effectively reversing the resource requirements from what the other factions are used to.
Also, I think that a more plausible role for the Wormhole, with it's impressive wormhole-shaped deflector would be to help guide torpedoes to their targets from strategic range (needing slight sensor support from a vessel near the target, preferably cloaked). While the Boundary class either provided a nice defense for the Wormhole Class vessels, or hit a target at the other side of the base.
For the Exponent and Hurricane Class cruisers, the Hurricane class cruisers would be able to supplement the Wormholes (using the same torpedo guidance systems as the Wormholes) perfectly while at the same time, providing defense using a long-range beam weapon. The Exponent Class could provide a diversion for the enemy defense fleet, not really doing very much damage, but absorbing a ton of weapons. Exponent weapons range, medium.
Alef Yard will have 2 Destroyer extension modules, both capable of building the Wormhole and Boundary Class destroyers. And the Alef Yard will have 2 Cruiser extension modules, both capable of building the Hurricane and Exponent Class cruisers. All four vessels will have a cloak that is detectable by any detection system and have exaggerated stats is the respective field.
PS: Torpedo guidance only works on Miners and Constructors for a perfect hit chance. And the theme is, that a small group of heavily shielded. but lightly armed ships goes into the midst of a battle while many heavily armed, but lightly shielded ships stay out of range to deal the majority of the damage, with a few extra ships staying out of combat to guard the offensive units. That is what I want going all the way up the technology tree.
How long will this theme be effective against the enemy assuming it works? The Tereanans will be slower than most getting their economy up (needing extra Tritanium income) and their Alef Yard vessels will take about 4 times longer to build than most factions.
posted on November 11th, 2012, 4:18 pm
I will be making development concepts/progress posts about this mod here as well as in this thread.
Scout Concepts
Scout Concepts
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