[SHIPS/WEAPONS] Star Trek Universe - Final update!.

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speedoflight
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Re: [SHIP/S] Star Trek Universe - Updated 24/03

Postby speedoflight » Sun Mar 24, 2013 7:27 pm

Updated link on the first post with Borg stuff and other things :)

As always, the Borg cube starts with the max weapon slots filled for test purposes, but the next version it will have 3 weapons instead of 4.

And thats it, i need some ideas about the Cardassian and the Jem Haddar, specially for the weapon stuff. Since FTL doesnt get too far on modding , i think i already filled all the weapon types (except bomb weapons) and ion beams. In fact, i was thinking on create another borg weapon, one of bomb type, like a suicide drone or something, but i think its better to save more weapons for the car. or the jh..

I also need to start on the klingon crew sprites... but after a lot of hours doing it with the human crew.. i reallly will take this very slowly..

I also need to start with the gibs..

Anyways, enjoy!.
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DryEagle
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Re: [SHIP/S] Star Trek Universe - Updated 24/03

Postby DryEagle » Sun Mar 24, 2013 8:01 pm

Wikipedia wrote:Jem'Hadar use phased polaron weaponry, both for handheld and ship-mounted weaponry. Apart from their sheer destructive force, Jem'Hadar weapon beams emit a pulse that prevents coagulation in impacted biological tissue; even a glancing wound will cause unstoppable bleeding and death if untreated. In most other regards, Jem'Hadar small arms appear comparable to those used by Starfleet, Klingons and Cardassians. In addition, ship-mounted phased polaron beams were able to penetrate the shields of Federation, Cardassian, and Romulan ships. By a stroke of luck, in 2373 Starfleet was able to capture an intact Jem'Hadar fighter and reverse engineer the weapons, developing an effective defense. This helped prevent the Dominion from achieving victory early in the Dominion War.

The Jem'Hadar also use edged weapons, including a small, curved blade designed to be held in one hand (and often used, rather oddly, as a bayonet on their energy carbines), and a larger sword-like weapon usually held with two hands. In early encounters, Jem'Hadar can walk through Starfleet forcefields. According to startrek.com, this ability is derived from energy-absorbing pads built into their uniforms. However, the same source also indicates their shrouding ability to be derived from technology, despite the fact that the episode "Rocks and Shoals" explicitly established the ability to be biological.
Underlined the important bits. Shield piercing seems like the way to go here.
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speedoflight
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Re: [SHIP/S] Star Trek Universe - Updated 24/03

Postby speedoflight » Sun Mar 24, 2013 8:23 pm

Yeah, i know Jem Haddar weapons are based on shield piercing (polaron weapons are known by pass through shields and inflict system overload), but i have the problem on augmenations. I only have 4 or 5 left, and they are a bit useless.

The cardassians will be done before the Jem Haddar, so now i need to think on Cardassian weapons, they are not too much different from other ones, but the problem again are the augmentations i will give to the ships..

The augmentations that are left are ->

CRYSTAL_SHARDS
ENERGY_SHIELD
DRONE_SPEED
SCRAP_COLLECTOR
AUTO_COOLDOWN
FTL_JAMMER
DRONE_RECOVERY
STASIS_POD (Anyways, wtf is this¿??)

I was thinking to give the Jem Haddar drone control, so the drone_speed and drone_recovery will be jem haddar augmentations. I was planning to make a jem haddar attack ship (the smaller one that appears in DS9) as a combat drone. I should include as well a boarding party, since the Jem Haddar are pure soldiers but that will be too much. Same happened with the Borg, they probably will need almost all the augmentations, as the Jem Haddar have also faster ships than most of species and more destructive power, but its impossibe lol (i wish we could make custom augmentations..). I want to reserve the energy_shield / auto_cooldown for other species in the future (since i still will need 2 more ship slots...). So wat augmentations to the Cardassian?? they dont have special abilities, or something else, maybe scarp_collector and ftl_jammer?? (scrap collector will be creat for the Ferengi xDD, but for Cardassian..).

So, i am in a bit of a mess here :p. Well, until i start with the Cardassian weapons, i will start on the ships.

Also, i was wondering, is it possible to create new crew blueprints?? cuz i will not have enough to make different crew graphics..

Edit: Since the Cardassians are used to attack in swarms or groups, they probably will make any ship trying to scape very difficult, so maybe the ftl_jammer will be a good choice?
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Metzelmax
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Re: [SHIP/S] Star Trek Universe - Updated 24/03

Postby Metzelmax » Sun Mar 24, 2013 10:11 pm

WE ARE THE BORG! YOU WILL BE ASSIMILATED! RESISTANCE IS FUTILE!

sorry, just nerded out a bit


on topic:

FTL_Jammer = Tractor beam

I would say, since they are the most important... and even in ftl the fed has 2 ships... another 2 fed ships are a must. I.E. the Enterprise D (Galaxy class) and the Voyager (Intrepid class). Galaxy with tractor beam, voyager with automated reloader... or so.

scrap_collector sounds like the ferengi would have that... but no one wants to play as ferengi so thats a no.

The zoltan shields... I dont know. There are many episodes like: "fire everything! Full hit! No damage, shields are holding" But no species where it really fits.

The stasis pod is for the crystal quest. It doesnt give any stats, so you can ignore that.
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Metzelmax
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Re: [SHIP/S] Star Trek Universe - Updated 24/03

Postby Metzelmax » Sun Mar 24, 2013 10:21 pm

nearly forgot: Rock ships are now really really hard to kill. Can you take away the augment on them?
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DryEagle
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Re: [SHIP/S] Star Trek Universe - Updated 24/03

Postby DryEagle » Sun Mar 24, 2013 10:33 pm

I would suggest taking the CRYSTAL_SHARDS aug for the jem'hadar. You can give it quite a high value, and call it something like "retaliatory fire - the jem'hadar automatically return fire whenever they take damage". Hell, give it a value of 1 so it happens EVERY time you take hull damage. This combined with a small number of weak shield-piercing weapons will give an interesting offensive mechanic to the ship, it kills the enemy by taking hits... (just a suggestion).

Zoltan shields, to me, make sense for the borg - they always have strong shielding at the start, but then once the "good guys" start modulating weapons or whatever, it no longer works. Kinda like zoltan shield only being up at the start of a fight. And it's green, too!

stasis pod is used for the quest chain to unlock the secret sector. It does nothing by itself outside of that.
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speedoflight
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Re: [SHIP/S] Star Trek Universe - Updated 24/03

Postby speedoflight » Sun Mar 24, 2013 11:43 pm

Metzelmax: I dunno if in the end i will include more ships of any faction, but the ftl jammer is reserved to another faction. I cant give the ftl jammer to another starfleet ship, since other factions will need it (just to give em something...).

About the Rock plating, i cant do anything about it.. sadly. If i want the Borg to feel like the Borg.. that plating value must be there, and since there is no way to make custom augments.. :( just take the Rock ships like more challenging ones, and thats it.

DryEagle: Yes, u read my mind. I was thinking on the arsenal of the Jem Haddar, and as u said, all the weapons will have shield piercing, but not too much (well, i need to make 1 weapon with great sp, if not it will be a bit pointless). About the crystal shard, the problem is to make a custom retalation proyectile. If i change it, the in-game crystal ships will have the same... i didnt check it, but i think there is no way to make custom proyectiles as if they were new weapons for that augment.. im a wrong?

About the Borg shields. Even if they claim to use shields, u will never see a shield on a Borg ship, as far as i remember (with the exception of voyager, in some episodes i think). The borg shields are not the same as an usual ship shield, it is a plating shield, like a reflecting field or something. But, there is a reason u will never "see" a shield in a borg ship. Even if in some episodes they talk about em, Borg ships are designed for operate without shields. The structure of a Borg ships is filled with layers and layers of strong hull plating, precisely to compensate the lack of shields. This is the design that was originally made but evolved in "why the hell, we need to give borg shields, so we can talk about it in some episodes". In Trek Core they said that this was really a funny thing, because they were laughing if the Borg could have the same shield structure of any other usual ship. Imagine if its hard enough to hurt a Borg ship, if they have shields like the enterprise... in a lot of scenes u will see any ship attacking a borg cube with proyectiles but the borg shield is not showing up any shield. But then u look at the impact of the phaser array, and u can see how the energy is reflected or kinda , probably because of that Borg plating i talked about.

This is a tricky thing.. lol. But as i said, the Borg should have A LOT of augments, but its impossible.
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Re: [SHIP/S] Star Trek Universe - Updated 24/03

Postby DryEagle » Mon Mar 25, 2013 12:55 am

Ah, I think my memories of their green shields were personnel shields, not ship then, because I can clearly remember them (haven't watched startrek in years...). So, ignore that then ;)

For the crystal projectile, yes it can't be helped, but then, players are unlikely to run into crystal ships... plus you can change the default weapons the crystal ships get to make this a non-issue. It's up to you, but it would be at least an interesting thing to have.

For the rock plating (and all the other augments) you can just change the enemy ships to not have it, if it is causing problems.
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speedoflight
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Re: [SHIP/S] Star Trek Universe - Updated 24/03

Postby speedoflight » Mon Mar 25, 2013 1:30 am

DryEagle wrote:Ah, I think my memories of their green shields were personnel shields, not ship then, because I can clearly remember them (haven't watched startrek in years...). So, ignore that then ;)

For the crystal projectile, yes it can't be helped, but then, players are unlikely to run into crystal ships... plus you can change the default weapons the crystal ships get to make this a non-issue. It's up to you, but it would be at least an interesting thing to have.

For the rock plating (and all the other augments) you can just change the enemy ships to not have it, if it is causing problems.


Well, i really dunno about the crystal. Modifying so many base-values of the default game is not really the point of this mod. Including a totally rewritten autoblueprints.xml will be too much i think. Besides, i will need to basically remove the crystal 1 shot shard (i guess thats the model the game is using for the augmentation) weapon from the game, leaving the crystal ships that use it almost useless (if i want to change the slot to another crystal weapon i will need to recheck all the systems to make the enemy ship not power messed up..)

But then i need to ask for people who is testing this mod, if they want me to change the autoblueprints.xml file to change the default enemies in-game. The changes will be -> remove the rock plating for rock ships, and remove the crystal shard augment from crystal ships. But again, i dont like that, since in the end, fighting enemy ships will be just really boring.. if we start modyfing things (we still need other 6-8 ships so... we can be at the same point in the future..).

But well, if only 2 people (for now DryEagle and Metzelmax) are testing the mod, and they are the ones who "doesnt care" about those changes, i could do it. ;) but be aware, rock ships now will be really boring and easy to kill, and crystal ships probably will be too easy in most of the cases too...
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BrenTenkage
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Re: [SHIP/S] Star Trek Universe - Updated 24/03

Postby BrenTenkage » Mon Mar 25, 2013 6:04 am

http://www.youtube.com/watch?v=xqikZl-z ... e=youtu.be

Another Bren Tenkage Lets play, please enjoy, I think this is one of my better works in terms of comedy, even the ending is nothing short of funny
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
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