Tereanan Empire Mod (New Thread)

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posted on May 17th, 2011, 4:33 pm
SGU stands for StarGate Universe
posted on May 17th, 2011, 4:34 pm
Oh.  Well, I know nothing about Star Gate other than it's another science fiction show.
posted on May 17th, 2011, 4:42 pm
TChapman500 wrote:Well, I've been asking for help, but no one's been answering.  At least not in the areas that I actually need help in.


you cant always expect help, not all of us are modders (i know for a fact that i couldnt help you with your mod, i just dont have the knowledge), and almost anyone with modding experience has their own mod to make.

TChapman500 wrote:Which by the way, I think this post gave the developers the idea for one of the Nebula variant's special


you dont own a monopoly on a starship building a turret them beaming it into space. star trek legacy did it first (with a nebula class too) in the final mission, it built and beamed turrets into space, but stayed outta the fight. its about the only good thing that ever came outta that train wreck of a game.

but even if u did inspire the devs in some way (im sure some ideas from forum members have been included in the past) what do you want, a cookie? dont get hung up on credit.

TChapman500 wrote:Well worth the $300 that it costs.


WTF you could buy a second hand car for around that (not a very good one though). a whole freaking car. the most realistic driving simulator available.

TChapman500 wrote:One more thing.  What is SGU?


as denarius said its stargate universe. i mentioned it because your drone idea resembles drones from sgu. no shields, deal ok damage in swarms, completely dependent on support from larger ships.
posted on May 17th, 2011, 5:04 pm
I know that not everyone is a modder, but there can't be that many modders that are that busy, can there?




The idea was from Star Trek Legacy?  Never played it.




That's only for the wheel.  I'm planning on spending around $2,000 for a custom-built system that can take full detail with 3 monitors.  And another $100 for the headset, which is going to use 3.5mm jacks.  I'm not racing on these simulators just for the fun of it.  I'm racing on them so I can go into NASCAR.  I guess I don't really need the simulators, but they're pretty helpful.  Plus, I need something to do in my spare time.




Well, the drone idea had nothing to do with Star Gate.  The similarities are purely coincidental.
posted on May 17th, 2011, 5:14 pm
TChapman500 wrote:I know that not everyone is a modder, but there can't be that many modders that are that busy, can there?


yup, modders are defined by modding, and a modder with no mods is just weird.

TChapman500 wrote:The idea was from Star Trek Legacy?  Never played it.


i dont wanna say "go play it", because it was a shitty game.

TChapman500 wrote:Well, the drone idea had nothing to do with Star Gate.  The similarities are purely coincidental.


ok
posted on May 17th, 2011, 5:25 pm
I'm kind-of waiting for the new modding system to come out before I release the new Buildable Warp-Ins mod.  I'm also kind-of jumping the gun a little on the Tereanan Empire mod because I'm trying to use the new system.
posted on May 17th, 2011, 5:44 pm
TChapman500 wrote:That's only for the wheel.  I'm planning on spending around $2,000 for a custom-built system that can take full detail with 3 monitors.  And another $100 for the headset, which is going to use 3.5mm jacks.  I'm not racing on these simulators just for the fun of it.  I'm racing on them so I can go into NASCAR.  I guess I don't really need the simulators, but they're pretty helpful.  Plus, I need something to do in my spare time.

Ambitious, are we? Well, everyone must have a dream.
Me? I play FleetOps. So one day I can go and command starships around. :blush:

TChapman500 wrote:I'm kind-of waiting for the new modding system to come out before I release the new Buildable Warp-Ins mod.  I'm also kind-of jumping the gun a little on the Tereanan Empire mod because I'm trying to use the new system.

Me, too. I originally planned to do a little bit of modding work for FO while Wastelands is slumbering in the depth (no time to work on it during the semester), but I'll wait until the next release is out. I'm also itching to try out the broken replay system and see if I can do anything about it.
posted on May 17th, 2011, 6:03 pm
Sounds like you don't believe that'll happen.




The commands to record replays are there.  But Activision probably forgot to "activate" them.
posted on May 17th, 2011, 6:05 pm
Terra_Inc wrote:I'm also itching to try out the broken replay system and see if I can do anything about it.


if u can fix that i'll give you my first born.

TChapman500 wrote:The commands to record replays are there.  But Activision probably forgot to "activate" them.


they didnt forget, the replay feature was left out cos its broken.
posted on May 18th, 2011, 5:20 pm
Last edited by Anonymous on June 16th, 2011, 11:29 pm, edited 1 time in total.
Well, I would love to be able to save a replay and commentate off of the replay.  It'll reduce the lag not to have fraps running while the game is actually in progress.





Here are the values for the drone.

8.00 Offensive Value
0.14 Defensive Value
0.00 System Value

Weapons:
1 Temporal Disruptor
- 14 Damage
- 2 Shots/Volley
- 2nd Shot After 1.5 Seconds
- 7.5 Seconds Between Volleys





I'm currently working out the specials of each of the vessels.

The Explorer Class scout will have 2 mitron ping modes.
  • The first mode runs a graviton-myotron ping that will require the vessel to decloak.  The ping allows cloaked vessels to remain on sensors longer, but has a 3% chance of failure.
  • The second mode runs a subspace myotron ping that will run a scan for vessels using subspace cloaking technology.  This does not require the vessel to decloak and has a 0% chance of failure.  It will NOT detect vessels that are not using subspace cloaking technologies.
Both specials reduce the firepower of the vessel's temporal disruptors.  Not that it has that much firepower in the first place, but with dual-firing phaser strips it should match the Klingon scouts firepower.

The vessel only has subspace cloak available and it zaps the special energy needed to run the scans.  So if you cloak, you'll only get 1 subspace myotron scan before you have to decloak and recharge.  The other scan requires the vessel to decloak, but since it'll probably be run right after the vessel has decloaked, you won't be able to cloak immediately after the scan.  And energy does not recharge during the scan.




For the Wormhole Class destroyer, it has basically 2 "modes."  The default mode equips the vessel with low-yield chroniton torpedoes.  These torpedoes have a reduced yield because they are equipped with tractor emitters that guarantee a hit.  Ranking increases detonation yield.  Switching between modes will take 18 seconds.  During that time the vessel will have no defensive capabilities and will not be able to retreat.

After the mode switch is complete, the vessel will be equipped with micro-singularity torpedoes.  These torpedoes are strategic range, fired in volleys of 4, and deal some damage to a medium-ranged area.  There's a long delay between volleys.  The shock wave doesn't deal that much damage in terms of damage per second (probably 5 or 6 DPS) and it only lasts 2.5 seconds.  The fire rate increases with rank.  These can be fired while cloaked, but it takes a lot of special energy because you're firing through the cloak field.  If you don't plan on using special energy to fire them, in which case you'll eventually run out and have to decloak, you should decloak to prevent special energy depletion.

You will be able to revert the ship back to it's original mode, but you have to wait 45 seconds to do it and you'll be vulnerable for 18 seconds while it's in progress.  The vessel must be decloaked during each mode switch.

The Wormhole Class has a standard cloak field that will allow shields to be deployed while cloaked after the 3rd rank-up.  The Wormhole Class is built at the Alef Class Shipyard at either of the 2 Destroyer Extension Modules.  Both modes consider the destroyer a long-ranged, small destroyer and passives will be programmed based on that.

By the way, the Wormhole Class sensors are of standard range regardless of what mode you are running in.  Which means you'll need an extra ship providing sensor support for when it's been refitted with micro-singularity torpedoes.  The shock wave will harm friends and enemies alike.
posted on May 18th, 2011, 7:27 pm
are u really planning on editing the odfs of every craft with TWA or HDSG (not to mention stuff based on size) to get passives working against this destroyer? thats a lot of work.
posted on May 18th, 2011, 8:43 pm
There are only 244 ODF files for the entire ship.  Only 96 of those files are the actual ship.  144 of the remaining files are the weapons+ ordinances.  The remaining files are the refit and cloak buttons.  It's not going to be as much work as you might think primarily because of the new modding system that's coming out.
posted on May 18th, 2011, 8:48 pm
I think he meant existing passives. You'd have to edit far more than just the files for your ships, such as every weapon that has altered damage or accuracy against your ships.
posted on May 18th, 2011, 8:49 pm
Thats more than I have in my entire bsg mod. :thumbsup:
posted on May 18th, 2011, 8:54 pm
yeah. your ship is long range. so any weapon on a ship that has TWA (more damage to long range) will need to have every one of its ordnance files edited to do more damage to your ship.

and your ship's ordnance files will need to specify less damage to any ship with HDSG. thats a lot of files to edit by hand.

and thats assuming your ship has no passives of its own.

the devs use a program they wrote magic to write the 9000+ (no seriously there are 9174 odfs in my odf folder) odfs
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