Multi FlagShip mod Beta released 5-3-2009
Moderator: thunderchero
- thunderchero
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Well I got very little done today on flagship mod
I did setup DCER latest code for building minors and was able to keep flagship unbuildable.
you will now be able to build your ships at minor systems and any minor ships that race may have (if any).
You can build minor ships only if they are members
any subjugated systems minors or major race "Your ships can only be built"
The tech when minor becomes a member will not increase. so if ship upgrade is available later, you would be unable to build upgrade.
Now this will open many new options for more minor ships and or upgrades. (oh boy more work ) But I enjoy a challenge
so check back soon for more info
(will I ever release next version of flagship mod )
thunderchero
I did setup DCER latest code for building minors and was able to keep flagship unbuildable.
you will now be able to build your ships at minor systems and any minor ships that race may have (if any).
You can build minor ships only if they are members
any subjugated systems minors or major race "Your ships can only be built"
The tech when minor becomes a member will not increase. so if ship upgrade is available later, you would be unable to build upgrade.
Now this will open many new options for more minor ships and or upgrades. (oh boy more work ) But I enjoy a challenge
so check back soon for more info
(will I ever release next version of flagship mod )
thunderchero
- thunderchero
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- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
thunderchero wrote:3 ships are missing for old code not sure how many I will need now
Hmmm,... I'm not sure if I understand this correctly. Your sentences let me think someone manage to expent the shiplist (more than 250?). Do you guys find a way hive/divest the minor ships from the normal list?!thunderchero wrote:Now this will open many new options for more minor ships and or upgrades. (oh boy more work Shocked )
- thunderchero
- Site Administrator aka Fleet Admiral
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- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7953
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
This is correct. only minor ships can be built at there system and only if they are members. and your ships can be built along side minor ships in minors system.sean_west wrote:Thunder
You say that a subjigated system can only build your ships, does this mean that you can no longer build other empires ships from their systems?
example:
you are federation
vulcan is your member
you will be able to build vulcan ships and your ships at vulcan. vulcan ships can only built at vulcan.
edo is your member
they have no ships so you can only build fed ships at edo (as vanilla)
any subagated system minor or major race you can only build fed ships (as vanilla)
Now I have been tring to test if you get vulcan as a member build 20 ships. then declare war on vulcan (break membership) you do keep the 20 vulcan ships. I want to know if vulcan will start to increase tech levels after breaking membership so you can get them back as members later with upgraded ship? I went about 100 turns before I gave up on last test with no results.
this will happen in next update.
thunderchero
- thunderchero
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I got an idea
I was removing the no longer needed colony and troop transports for minors and thought of this;
since the Bandi and Mintakans will not get warships
Edo will also get no warship (edo guardian)
I will give them Resettlement Ship (colony ship)
first 40,000-60,000 cost maybe more?
gives max terreformed population when it is used to colonize a system any system
40 industry (regardless of population)
15 food
EDIT:
I am also thinking about giving 2 minor races mega troop transports?
but what 2 races from vanilla? Nausicaans, Sheliak, Takarans, Angosian?
also I have removed upgrades for minors they will be stronger (more important on lower tech starts) but strong enough to be worth keeping and building on higher levels. This will make first contact on lower levels should be made with Flagship
With the changes above I will only need to work on shiplist and scale and should be able to release next version. also will leave some room to edit ships by user only 1-4 models.
I could have added a few more minor ships, but would have had to remake almost all of the major ships so they would share more phaser slots
any thoughts?
thunderchero
I was removing the no longer needed colony and troop transports for minors and thought of this;
since the Bandi and Mintakans will not get warships
Edo will also get no warship (edo guardian)
I will give them Resettlement Ship (colony ship)
first 40,000-60,000 cost maybe more?
gives max terreformed population when it is used to colonize a system any system
40 industry (regardless of population)
15 food
EDIT:
I am also thinking about giving 2 minor races mega troop transports?
but what 2 races from vanilla? Nausicaans, Sheliak, Takarans, Angosian?
also I have removed upgrades for minors they will be stronger (more important on lower tech starts) but strong enough to be worth keeping and building on higher levels. This will make first contact on lower levels should be made with Flagship
With the changes above I will only need to work on shiplist and scale and should be able to release next version. also will leave some room to edit ships by user only 1-4 models.
I could have added a few more minor ships, but would have had to remake almost all of the major ships so they would share more phaser slots
any thoughts?
thunderchero
I think Nausiccans and Angosians are no brainers for the TT's. Nausicaans love a good punch up and the Angosians have the genetically engineered super troops
I also like the idea of the souped up colony ship, though with the Mintakans you need to do something about ther tech level advancement because they never seem to advance to a point where they'll build ships in Vanilla.
I also like the idea of the souped up colony ship, though with the Mintakans you need to do something about ther tech level advancement because they never seem to advance to a point where they'll build ships in Vanilla.
- thunderchero
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Nausiccans and Angosians was my first choice toostardust wrote:I think Nausiccans and Angosians are no brainers for the TT's. Nausicaans love a good punch up and the Angosians have the genetically engineered super troops
I also like the idea of the souped up colony ship, though with the Mintakans you need to do something about ther tech level advancement because they never seem to advance to a point where they'll build ships in Vanilla.
Mintakans tech has already been fixed
thunderchero
Okay, thats a good choise in exchange of space for some better warships.I was removing the no longer needed colony and troop transports for minors and thought of this;
Yeah, I this was confusing me before. Also a good change.since the Bandi and Mintakans will not get warships Very Happy
Edo will also get no warship (edo guardian)
I will give them Resettlement Ship (colony ship)
Ye-Ha! Thats a top idea! Cool new feature & a great expant for strategy.EDIT: I am also thinking about giving 2 minor races mega troop transports?
but what 2 races from vanilla? Nausicaans, Sheliak, Takarans, Angosian?
hm... they start with better ships at a lower tech-level? But they are still taff enough at tech 8 - 10? Okayalso I have removed upgrades for minors they will be stronger (more important on lower tech starts) but strong enough to be worth keeping and building on higher levels. This will make first contact on lower levels should be made with Flagship
Overall I think some new minors would be a better choise to embrace with this new ideas. Yes, I know ... I always want another UDM.
I have a better relation to this minors. Some of the Vanilla are totaly lazy. We need Breens, Son'a & Co. Some brillant models are already made. :-/
Something different,...
i remember me that someone think about the problem of missing space at buildings. he want to change to upgrates for farms, factory, energy etc only every second tech-level. Is there any break through?
is there any plan for this mod in this way? maybe the free buildings could been used as some new (second) minor special buildings?! I like this [url=ttp://www.trekmania.net/temp_files/botf_races ... wn_new.htm]table[/url] for the Supremacy project. perhaps we can take some of this buildings and stats?!
i remember me that someone think about the problem of missing space at buildings. he want to change to upgrates for farms, factory, energy etc only every second tech-level. Is there any break through?
is there any plan for this mod in this way? maybe the free buildings could been used as some new (second) minor special buildings?! I like this [url=ttp://www.trekmania.net/temp_files/botf_races ... wn_new.htm]table[/url] for the Supremacy project. perhaps we can take some of this buildings and stats?!
Last edited by Gh0st on Tue Apr 28, 2009 2:47 pm, edited 1 time in total.
- thunderchero
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Gh0st,
to add new minors like breen, sona ect would add 1-2 months before release. adding new sounds editing lexicon and all other changes needed.
I will be honest about this mod,
I started this mod as more of a trial area for new ideas for UCW2.0, I had no idea it would be this popular.
I would almost consider turning over development of this mod to right person. I just don't have the time for all the ideas that could be used in this mod.
thunderchero
to add new minors like breen, sona ect would add 1-2 months before release. adding new sounds editing lexicon and all other changes needed.
I will be honest about this mod,
I started this mod as more of a trial area for new ideas for UCW2.0, I had no idea it would be this popular.
I would almost consider turning over development of this mod to right person. I just don't have the time for all the ideas that could be used in this mod.
thunderchero
Well I can get the minor races sorted out at any rate.
I'm still learing when it comes to modding, where things are and what they do, and I'm still weak when it comes to hex editing.
But if no one else comes forward who's more experienced I'll be willing to take this on if it means you can get on with UCW2.0 etc Thunderchero.
I'm still learing when it comes to modding, where things are and what they do, and I'm still weak when it comes to hex editing.
But if no one else comes forward who's more experienced I'll be willing to take this on if it means you can get on with UCW2.0 etc Thunderchero.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7953
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Here is first official Beta release of Flagship mod
changes from last version:
most minors have 1 ship most warships, 2 super colony ships, and 1 ? (hint: Bynars + name of mod)
most lexicon has been edited (I hope)
ship stats have been adjusted minors will be over powering (stronger than all ships) on lower tech starts. but still very useful til end of game. (I hope)
DCER's latest minor ship building code. Now minor ships may only be built if they are members.
(Note this mod at present is only compatable with 7.0dev3 UE).
Beta Flagship Mod
Edit:
Still left to do....
scale all ships
new names and descriptions for many major ships.
anything else I have forgoten
thunderchero
changes from last version:
most minors have 1 ship most warships, 2 super colony ships, and 1 ? (hint: Bynars + name of mod)
most lexicon has been edited (I hope)
ship stats have been adjusted minors will be over powering (stronger than all ships) on lower tech starts. but still very useful til end of game. (I hope)
DCER's latest minor ship building code. Now minor ships may only be built if they are members.
(Note this mod at present is only compatable with 7.0dev3 UE).
Beta Flagship Mod
Edit:
Still left to do....
scale all ships
new names and descriptions for many major ships.
anything else I have forgoten
thunderchero