Thunderchero's Multi-player mod (updated 9-26-16)

Thunderchero's Multi-player mod; showcase and support/discussion/questions/suggestions/reviews

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thunderchero
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Re: Official Multi-player mod

Post by thunderchero » Sun Sep 18, 2011 2:50 pm

Hi Everyone,

I think I have the "base" ship list set. If you want to take a look at it here it is.

Base_shiplist.html

As I stated these are the base numbers and each race will be a little different but give a good idea of ship classes and types/upgrades that will be used.

also here is a preview of the model to be used as the Ferengi destroyer Escort class.



Here is the description that will be used

The K'gort is the Alliance's best destroyer class ship, designed to intercept any ship. The ship design was klingon But this ship is all Ferengi. The team that replicated the hull was never able to get the cloak to work in it's new design, but the hull is the strongest in the fleet.

At least RF said he liked it lol

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Re: Official Multi-player mod

Post by thunderchero » Sun Sep 18, 2011 6:29 pm

Here is the romulan shadow escort



polygons 468 (3 point)
polygons combined 380
interpenetration tolerance 0.0800
vertex number 1103
hob size 119 KB
1 textures (1 palette)

This model was originally converted by voltron but I started over from the original Activision file and got a much lower poly/hob file size. Plus added the lighting.

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Re: Official Multi-player mod

Post by anjel » Sun Sep 18, 2011 8:56 pm

wow and double wow, the texture it´s just amazing, i don´t believe you did it with just one... :evil: pure envy
The lights are perfect.
Live long and propser

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Re: Official Multi-player mod

Post by thunderchero » Mon Sep 19, 2011 11:21 am

Hi again,

here is one I was thinking of using as klingon heavy escort



polygons 3298 (3 point) (model had been sliced many times)
polygons combined 642
interpenetration tolerance 0.0800
vertex number 1582
hob size 182 KB (old hob by voltron was 337 KB)
1 textures (1 palette)

This model was originally converted by voltron but I used his hob file that was sliced many times and got a much lower poly/hob file size with my conversion. Plus added the lighting (not much). lol

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Re: Official Multi-player mod

Post by anjel » Mon Sep 19, 2011 12:09 pm

looks really good, it is a nice change in the common klingon ships appeal. And it´s fantastic that with the lower poly count looks good.
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Re: Official Multi-player mod

Post by xDx » Mon Sep 19, 2011 6:53 pm

These look very well done TC. I look forward to the release of this mod and see the reaction of our new MPs when I kick their butts OMPM style :D I look forward to the Card escort you come up with and as always keep up the good work. :) Heck maybe we can pull some of the SP junkies on WZ to give this mod a go lol

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Re: Official Multi-player mod

Post by thunderchero » Tue Sep 20, 2011 11:20 am

Thanks guys,

As for the cardassians I am not sure. It has to look mean but don't want the same old design (like all card ships) so it might be a tough one.

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Re: Official Multi-player mod

Post by thunderchero » Tue Sep 20, 2011 2:48 pm

I found something that will work for cardassians.



polygons 756 (3 point)
polygons combined 554
interpenetration tolerance 0.0730
vertex number 1475
hob size 165 KB
3 textures (1 palette)

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Re: Official Multi-player mod

Post by thunderchero » Wed Sep 21, 2011 2:51 pm

well everyone,

Here it is release candidate 1

Official_Multi-player_mod_1.0.exe (release candidate 1)

I think I have all info in readme. I think this will work very well

let me know what you think after you play.

still to do list

some ship names and descriptions
minor ship stat changes if needed (I hope none are needed)

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Re: Official Multi-player mod

Post by xDx » Wed Sep 21, 2011 5:15 pm

I just downloaded it. I will convince RF to play a game with me tomorrow and see how it is. :) Quick work TC thought it would take longer but you managed to get it done very quick. Cheers! :D

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Re: Official Multi-player mod

Post by Tethys » Wed Sep 21, 2011 8:53 pm

Ive played 135 turns with the Romulans and I have to say the new ships are a nice addition to the mod. I would like to make 2 suggestions if I may.

1. While it is still largely untested, I would like for there to be open borders between powers during peacetime. To spice the mood up a bit, its always more fun to try to plan surprise attacks before formally declaring war.

2. Outpost/Starbase territory upgrade. This has the potential to create more disputed territories which should make for a nice neutral zone buffer between opposing empires during peacetime.

I realize these are code changes, and they are essientially mods, not fixes. So it would alter gameplay slightly, but it should be an interesting feature nonetheless.

EDIT: As an update can we use the smaller phasers and shields effects so that its not as laggy in combat when ships fire. Some may not have this issue, but I seem to. Should be relatively easy to add and anything that improves gameplay gets my recommendation.
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Re: Official Multi-player mod

Post by thunderchero » Thu Sep 22, 2011 10:28 pm

Sorry after a quick test with RF in MP I am not very happy, :evil:

I saw 2 errors and one forgotten fix

errors
scanners not upgrading correctly
basic shipyard only buildable

forgotten fix
chat fix

these were all due to lost trek.exe I had to rebuild at last min. But as soon as I can I will upload a corrected version.

But I am in middle of a complete reformat of my main computer so it could be a few days.

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Re: Official Multi-player mod

Post by gentle » Fri Sep 23, 2011 3:28 am

i think the romulans and klings have a big advantage because of cloak. I mean, the hulls and shields of all ships are to low, and the amount of damage deal by the ships is exaggerate. I played with romulans and was like a walk in the park. I beat a fleet twice as large that mine without sustaining casualties.. For example a romulan escort may destroy in the first fighting turn 3 or 4 card,fed or ferengi escorts (For example..romulan escort 14X60 rays,11X120 torp vs 123 hull/580shields a federation heavy escort). Klings may also be overpowered, even if not all of their ships have cloak(the destroyers III and the escorts are all they need). Another thing..the outpost are sooo weaaak (i like that :D )What i liked very much in this version is how the minors increase population each turn, and how their ships are close to major races ships in quality.. Don't mean to be disrespect with this post, i am just a "newbie" waiting for a game in WZ.. (for this mode i play only romulans and klings are banned :D )

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Re: Official Multi-player mod

Post by Tethys » Fri Sep 23, 2011 11:15 am

I agree with many poins gentle mentioned. Roms are a bit overpowered, at least those Escorts are anyway. I was able to fly around with a fleet of those (Elite Crew) and raid and pillage whatever I wanted from the Ferengi while mounting a secondary assault on the Feds with 2 Warbirds, 9 Strikes, and 3 fleets of Destroyer IV's. By the way this was not until 80 or so turns into the game when I met the Fergs, so they had a decent fleet size (Large, Irreg, T5)

I think to take away 10% shield on all Romulan ships which cloak (if UE can do this in group stats) and take a few disruptors and a torpedo or 2 from the Escorts, or decrease their beam/torp power a few points, perhaps 10 or 15. Alternatively you can shoot up the maintenance costs, but then that would limit fleet size which Im sure would be far worse for balance then group editing stats.

EDIT: Also forgot to mention the Vorcha's are grossly overpowered. They should be switched with the Negh'Var, as the Negh'Var is supposed to be the flagship anyway.

EDIT 2: Something to make the nebulae more useful to the noncloaking powers, is to perhaps find a way to nullify cloak if the sector contains nebulae, black hole, pulsar, this way at least the non cloaking powers can mount some kind of offense, its a rather nice tradeoff if you ask me.
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Re: Official Multi-player mod

Post by thunderchero » Fri Sep 23, 2011 5:37 pm

Hi Everyone,

Thank you for the responces so far, first off here is the corrected version I promised.

Official_Multi-player_mod_1.0_RC2.exe

gentle and tethys I agree the romulans and some klingons look over powered, but before any major editing I would like to hear some comments from some MP games. I will be more than happy to edit these if needed.

outpost under powered issue; this has been discused and also may be edited, but no matter what since AI rarely builds starbases I doubt that raising values would help much vs AI.

As for being able kill anything with lots of ships. Are you able to do this with any race? or is romulans on races you have played? I have found on any High tech game I could do this on any race.

I will just say for now it needs much more testing :wink:

thunderchero

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