Oh dear...
Actually, I was just supplying ideas. Levels, AM requirements, power, duration are all up to the guys in charge.
I also tried to make ability suggestions that actually fit with the starship canon. I've seen a few suggestions tossed around that don't seem to have anything to do with what the specific ship class is meant to do....I tried to avoid that.
Loki/Development Team/Paradoxnt:
Per my promises, I'm working on the following abilities:
Paradoxnt had some good ideas a few pages ago (see here). I can program most of those without too much trouble - the question is whether the development team actually would use them. Let me know and I can do some coding.
P.S. - got a new idea: boarding party. Target enemy ships w/ no shields left and allows for random sabotage effects/damage. Presumably Klingon ability, since they don't mind going out in a blaze of glory, but hey, maybe some star fleet red-shirt ensigns can do the same thing - just don't expect them to do anything but get killed (that's all they're good for).
boarding party was already suggested in an enchancement request.
So is anyone already working on it?
romulans are basically 80% complete at this point, however there are other updates currently in work and we are adding those to the mod at our pace. i also have not had a chance to go back and give the vorcha some teeth yet. i want to get as much done this weekend as work will be picking up for me again shortly due to a special project i've been selected for at work. i'm not releasing any info on whats coming, but .2 will be a fairly medium sized update. fortunately for us, you all have already downloaded the bulk of the content so the file size will not be so large.
currently its a low priority item right now until the core of the mod is completed.
Yeah, the boarding parties working only once the targets shields are down is key...might be harder to do.
Actually, I'm having a huge problem doing the basic programming stuff I used to do all the time pre-entrenchment. When I create an exact copy of a ship or ability, I get a mini-dump if I try to substitute the new ability or ship in the mod. It's like there's a new set of references in the Entrenchment version of Sins that I never saw in the previous version.
Does anybody know what's going on here? Is there a new "master list" of files that I'm unaware of?
(I mean, I've figured out HOW do make some of these abilities, I just don't know how to make the damn game/mod accept new ones/ones with new names)
Update: I've got an ability set up to make Klingon ships (right now, the D-10) pop out mines every now and then during combat. Easily customizable. The only problem is that usually the mines hit ships as soon as they pop out, making it hard to tell the mine was ever there. I'm trying to work on this to see if I can make it more noticeable so that it's not just a mysterious explosion on the screen. I haven't figured out how to insert abilities with new names, so right now I've just written over existing SoA2 file names to make the damn thing work. Any advice on how to make the mod accept new names w/o a mini-dump would be appreciated.
Yeah, I ran into similar issues working on the ship separation ability. I had copied vanilla ability/buff coding and tried to use it in entrenchment without realizing that new coding lines were added to the expansion version. Plus, some of the actual modifer terms have changed as well. There's a sticky in the Sins modding forum for all of these modifiers, but I suggest you just copy some of the reference files that go along with the modding tools to be safe.
Actually, that won't be too hard I don't think. There's an existing parameter in the game for HP below a given percent, I assume there must be one for shields too.
G-ADM_Prawn - Are you adding the file names to the manifest.entity file?
this sounds like you are not adding the files to the manifests.
I have written a small utility to MAKE fresh manifests for any mod and it can be downloaded from this thread.
harpo
guys does the sins engine allow for normal ship weapons (ie phasers and photons for example) to knock systems offline on a target ship:
example a federation ship fires at a klingon ship and at random it knocks the klingon ships weapons or engines offline for 10 secs.
its not an ability it just happens randomly like in the tv shows where key systems randomly stop working even though the shields are still up they just get knocked offline. would add an even more exciting edge to combat and would regulate dps also because at any given time a hip could hae its engines or weapons knocked offline for a short period.
not sure if i have gotten my idea across properly lol but its late! or early
Not hard to do with a ability or a buff
The easiest way I can think of to make this happen would be to give every ship a passive ability that inflicts some kind of negative status on the ship when hit by a weapon while its hull points are below a certain point. It's seems fairly straightforward in theory, come to think of it. I'm not really sure you'd like the handicaps such an ability would create, though. I'm all for realism, but if a ship is going to be dead in the water while damaged, it's unlikely that it'll survive in the mass battles we see in the mod.
Yeah sorry Prawn, I suggested the Boarding Parties idea for the Suq'Jagh the other day.
Regarding the shields down thing however- while not exactly canon (though kinda) the Suq'Jagh launched boarding craft *through* enemy shields to penetrate the hull (ie they didn't use transporters) in Armada 1. Since the Federation ships tend to have higher shielding than their counterparts, it seems unfair to force the Suq-Jagh to knock shields down first. Ofcourse, any borg ships (when added) would be immune to this power).
(I'm pretty much duplicating this post in the enhancement one too).
Is there any update to have original races back in Star Trek Mod ?
@ Mystic i was thinking more of a random chance to disable a system rather than it being a certainty every time a ship was low on health, i agree it would be a bit crippling to have subsystem damage on every ship every time it was damaged to a certain point.
i was wondering more about something more like a 1-5% chance to cause subsystem damage during a weapons discharge.
just wondering really
You mean like the tec, advent, and vasari? No, this is a total conversion mod. Also those races would be totally obliterated in straight combat with our ships.
If you mean, the races that were in the previous releases for this mod, we're currently working on it.
if you guys can make that random disability work, i would definately use it in the mod. I agree to adding to the realism.
on a side note, once the romulans are ready they will be released, without the extra enchancements we had planned. Stress and i had a meeting last night and there will be ships changes to the feds, romulans, and klingons. ships like the lakota are being mothballed permanently. all other enchancements and add ons that were in the works are now on hold.
Dark- Have you concedered using the ships that get mothballed as pirates or planet defenders?
Hmmm, using the mothballed ships as pirates/neutrals is a great idea.
Having a Lakota refit as a pirate ship when you're popping out the original excelsiors?
We have had problems with the pirates before as in dump issues during raids. It has to do with the size of the pirate fleet sizes and what ships are in the raids. Sins seems to be more finiky about altering this than anything else. It has to be perfect for it to work without dumps. Pir8s are the lowest of prioritys right now.
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