Multi FlagShip mod Beta released 5-3-2009

Flagship Mod; showcase and support/discussion/questions/suggestions/reviews

Moderator: thunderchero

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thunderchero
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Post by thunderchero » Wed Mar 11, 2009 9:00 pm

Hi Everyone,

Well for the time Flag Ship mod has been recalled.

Til I can stop AI from building them

sorry,

thunderchero

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Post by stardust » Thu Mar 12, 2009 1:32 am

Well i'm still using the original version of this mod you released thunderchero and so far i've not seen any evidence of the AI buliding fleets of Flagships.
Computers! [Expletive deleted]

My 4shared folder

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captaindusk
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Post by captaindusk » Thu Mar 12, 2009 2:43 am

Unfortunately there is confirmed evidence. But I bet it will be fixed. :wink:

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Spocks-cuddly-tribble
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Post by Spocks-cuddly-tribble » Thu Mar 12, 2009 3:24 pm

thunderchero wrote:
sean_west wrote:You may want to also look for a way of stopping the AI from scrapping it for cash.


I will look into seeing if AI will scrap a ship with the value of 0
From what we know, regarding scrapping, AI don't cares about ship costs here.

Scraps its ships (only):

1.) By loosing of map-range (even if only one ship of insufficient range in a taskforce).

2.) If total credits sink less than zero (all ships regardless of positions).
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.

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thunderchero
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Post by thunderchero » Thu Mar 12, 2009 11:05 pm

Got a new version,

this version in testing has had no AI building of Flag Ships. I had 4 long tests for 200+ turns.

Mod info:

Base is 1.0.3 modified
Trades routes have been lowered so you get 1 trade route per 309 population so each home system will have at least 1.
The Ferengi Franchise Office has been decreased to 2 trade routes.
starting home systems (thinking about lowering by 1 system maybe 2) Thanks to Gowron
start 1- 2 systems (home and 1 other) tech 1
start 2- 3 systems (home and 2 other) tech 3
start 3- 4 systems (home and 3 other) tech 5
start 4- 5 systems (home and 4 other) tech 7
start 5- 6 systems (home and 5 other) tech 10 (tech 9 structures)

Flag Ship is only ship used by Command group (now named Flag Ship).
cruiser, Command, strike were all joined into one group (now named Command group).
this now corrects all descriptions for flag ship.
Flag ship has now 4 upgrades
at tech 1 Flag Ship I
at tech 3 Flag Ship II
at tech 5 Flag Ship III
at tech 7 Flag Ship IV
at tech 10 Flag Ship V
Flag Ship stats are based on command ship II.
Flag ship stats were decreased for tech 10 as well as other levels.
Cloak advantage given to romulans at tech 5 (flag ship III)
Cloak advantage given to klingons at tech 7 (flag ship IV)
speed and scan range starts low for flag ship and increases when upgraded.
New ships added for cards,feds,klingon, romulan and some minors. (new galaxyX)
4 minor races have been given ships (total 14).
scout, colony and Flag Ship is now given at all start levels (thanks to Spocks-cuddly-tribble) :wink:
major text editing still needs to be done, but this will get done in time.

If I think of any thing I forgot I will update post.

NOTE: Only use english.res german files will need to be adjusted

thunderchero
Last edited by thunderchero on Sun Apr 12, 2009 4:30 pm, edited 4 times in total.

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war800
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Post by war800 » Thu Mar 12, 2009 11:41 pm

i'm gonna try this in the morning, and see how it works out

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thunderchero
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Post by thunderchero » Fri Mar 13, 2009 9:36 pm

After Gowrons correction of code for changing starting ship I have updated installer.

changes from f version:

corrected code for starting ships.
corrected error of starbases able to build in shipyard (now starbase upgrades from outpost without 2nd transport).


thunderchero
Last edited by thunderchero on Sun Apr 12, 2009 4:31 pm, edited 1 time in total.

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Post by thunderchero » Sun Apr 12, 2009 4:23 pm

Hi everyone,

I have been editing some text and also add the ability to build minor ships to this mod. as expected you will also be able to build other major races ships too :lol: To be able to build other race ships the population must still be other race Example; you are feds you subjugate a klingon system only at that system will you ba able to build klingon ships if system still has a klingon population :D

http://www.4shared.com/file/98157386/c0 ... hip_a.html

have fun,

thunderchero
Last edited by thunderchero on Mon Apr 13, 2009 12:47 am, edited 1 time in total.

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Martok
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Post by Martok » Sun Apr 12, 2009 7:00 pm

Outstanding work, 'chero! Congrats. 8)
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Post by chmr621 » Sun Apr 12, 2009 7:30 pm

thunderchero wrote:Hi everyone,

I have been editing some text and also add the ability to build minor ships to this mod. as expected you will also be able to build other major races ships too :lol: To be able to build other race ships the population must still be other race Example; you are feds you subjagate a klingon system only at that system will you ba able to build klingon ships if system still has a klingon population :D

http://www.4shared.com/file/98157386/c0 ... hip_a.html

have fun,

thunderchero
will you be able to build the more advanced versions of the ships by reasearching or will u be stuck at the tech lvl the system was at when you subjagated it?

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thunderchero
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Post by thunderchero » Sun Apr 12, 2009 8:07 pm

chmr621 wrote:will you be able to build the more advanced versions of the ships by reasearching or will u be stuck at the tech lvl the system was at when you subjagated it?
this is untested for this but I would think as your tech goes up, upper level ships would become available.

thunderchero

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Post by chmr621 » Sun Apr 12, 2009 8:09 pm

Thanks again i just downloaded it and i will test it out lol

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thunderchero
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Post by thunderchero » Sun Apr 12, 2009 9:24 pm

Info update;

When you subjugate a major empires system the ships that are available is at tech of subjugated system. when empire is eliminated you will be able to build current tech level when it was eliminated.
Example; if you eliminate a major with tech 4 you will only be able to build tech 4 ships at that system for the rest of the game. even if your tech is tech 9.

Note; if you only have part of the major races systems and that major race goes up in tech, new ship would be listed in the system you have subjugated.

also forgot to say in subjugated systems or member system you can not build your ships.

for minor ships all were given tech requierment of tech 1 so regardless when they are subjugted or become members you would have all ships available for that minor in that system.

also you will notice all minor ships use same model for colony and troop transport.

I had a couple thoughts for more diferant minor ships (they have many duplactes now)

1. Pakled discription; The pakled have stolen a federation mass replicator after salvaging a klingon K'Vort. Now they have started production of a packled K'Vort with cloaking device..... (with edited texture for packled model.)

2. Chalnoth discription; In past battles with the Cardassians the Chalnoth has captured enough Hideki class scouts They are able to adapt their technology to build a similar version. (with edited texture for Chalnoth model.)

this could be done for a few other races and some new races replacing older ones. (Breen, xindi, gorn ect)

What do you think?

thunderchero
Last edited by thunderchero on Thu Apr 16, 2009 12:36 pm, edited 1 time in total.

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Post by stardust » Mon Apr 13, 2009 3:24 am

Looks like fun...I'll get this loaded up and have a good go at it :)

Besides I'm curious as to how the AI will make use of this new capability (if at all)

EDIT: do my eyes decieve me or do I see ship models for the Nausiccan and Ferengi raisers you see in Enterprise kicking about in here?
Computers! [Expletive deleted]

My 4shared folder

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captaindusk
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Post by captaindusk » Mon Apr 13, 2009 7:38 am

This sounds like another quite improvement. I guess I'll take a look at it right now.But since it'll take some time until I'll come to a game how must that be imagined? Will the minor ships be added to the shiplist? And can they be built throughout the entire game as soon as a member joined or is subjugated?

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