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The Chris Jones Gaming Network Daily Gamepad
September 02, 2010, 08:30:31 PM
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ULTIMATE UNIVERSE MOD for Star Trek: Legacy
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ULTIMATE UNIVERSE 2010
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Gans' Projects
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ganondorf2002
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Gans' Projects
«
on:
June 08, 2010, 08:32:27 PM »
Gan's Projects for UUM
Well I've decided to start working on Legacy once again, and I'm glad I came back. I've got several ideas of projects that I would like to do for UUM and I thought I would share some of them with the public and see what everyone thinks.
Balancing: This is something that has been needed for quite sometime and I've decided to give it a try. First of I want one thing clearly understood. I will not change the core stats or weapons of any modeler's ship without their permission. Stock ships and the ones I worked on are up for modification as needed.
1). Classifications: When UUM 2.0 was released many ships were listed as various classes such as Light Cruisers, Frigates, etc. However I did not created proper class files for them at that time. That will be rectified. There will be differences in the classes too such as flight patterns, photon reload and shield recharge. Here is a list of many of the classes that will be fully featured.
Scout Frigate
PT Destroyer Destroyer
Patrol Cruiser Light Destroyer
Strategic Frigate Light Cruiser
Shuttle Cruiser
Fighter Heavy Cruiser
Escort Battle Cruiser
Attack Cruiser Battleship
Heavy Destroyer
2). Repair Rates: I redid all the repair rates for UUM 2.0 but now I'm going to update them to further diversify the many races of the mod. There are 3 main groups for repair rates.
Group 1: Romulan, Cardassian, Xindi.
Group 2: Klingon, Dominion, various multi era.
Group 3: Federation, Section 31, Terran Empire, multi era.
Each of these groups are broken down into the following:
ENT Early, ENT Late
TOS Early, TOS Late, TMP
TNG Early, TNG Mid, TNG Late, TNG Late 2
The idea of breaking the repair rates down like this is to help show the progression of technology. For example in the TOS/TMP era the Constitution MkII and the Excelsior should not have the same repair rates since they were made in different times. The Galaxy and DW Galaxy would also have different repair rates because of DW Galaxy being an upgraded version. Now these may or may not break your ship or fleet in battle but it will give you an idea of what to choose for the cost. As well as maybe give you a slight advantage over your enemy.
3). Flight Patterns: There are four different flight patterns in legacy. Right now all TNG Fed Battleships use the exact same percentage points per pattern, thus making them all fly essentially the same. However in creating multiple TNG Fed Battleship files I have altered the flight patterns some. So say you have a Galaxy, Sovereign and Sovereign Refit. They are all battleships, but will have different points distributed to each of the flight patterns. So all three may fly differently by the AI giving more realistic fleet and squad battles. Those patterns are being changed for all ship classes in all eras.
4). Destruct Damage: This is another thing that I'm altering for mostly the larger starships and star bases. You should not be able to destroy a Borg Cube or Klingon Space dock and fly right through it or right next to it and survive. First I have to find a comfortable radius that will be affected by the damage, then come up with the actual damage points. One idea is this. A ship that is say 400 m long should have a damage radius of 200-220 m. Since radius is half the actual range that will be affected will be between 400-440 m. Giving smaller ships a range slightly greater than there actual size would be fairly accurate. Although on larger ships like stations and cubes the range will be greater without being too excessive for actual game play.
Retextures: After the above project is completed to the teams approval then I will move on to reworking stock textures for the Romulans. Inspired by Nix's Romulan colors and the colors shown throughout the Romulan Empire I intend to make them look less like a mold fest. For my taste they are too green. So I hope to improve upon that. The two ships I did so far, Romulan D-7 and Ktinga, turned out pretty good.
Maps: I would also like to try my hand at making some nice but low lag maps. This way players can enjoy fleet skirmishes with out too much lag. And make them more 3d like, as far as positioning of planets, bases, etc.
That's all for now. I have other ideas to but don't want to commit to them just yet. Please feel free to post feedback on what I'm working on I would really like to see what the public and team member think.
Thanks,
Gan.
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ganondorf2002
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Re: Gans' Projects
«
Reply #1 on:
June 14, 2010, 07:56:37 PM »
I have been reworking the repair points, again to make them more noticeably different. As you see there are 3 groups. All 3 groups are used in all the races of UUM, except the Borg. I have not touched the Borg repairs. The assimilated ships like the Klingon D-7 will share the same repair points as the Klingon D-7 of that time, not the Borg repair points. This is done to show some transition between partially assimilated ships and full blown Borg ships. Another thing noted is the Dominion Alliance. Each of the three races that makes up the Dominion Alliance will have a separate group it belongs to in the repair points. For example the Dominion may belong to Group 1, Cardassians Group 2, and Breen Group 3. That also helps distinguish their own ships. Well here is a comparison of the points used right now and the ones I'm working on. Keep in mind this is still a WIP.
Current Repair Rates NEW Repair Rates
Era Group 1 Group 2 Group 3 Group 1 Group 2 Group 3
ENT Early 10 12 13 10 13 16
ENT Late 12 14 16 12 16 19
TOS Early 19 18 19 19 22 24
TOS Late 22 22 28 22 25 29
TMP 24 26 28 24 28 31
TNG Early 22 24 28 22 26 29
TNG Mid 25 28 31 25 30 33
TNG Late 30 33 36 30 34 38
TNG Late 2 36 38 40 36 40 43
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ganondorf2002
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Re: Gans' Projects
«
Reply #2 on:
July 31, 2010, 04:25:57 PM »
Well I've been working fairly steady on the whole balancing thing and I thought I would give you an update on the sefdestruct ability. All ships featured in this video are at 100% full strength. The first two ships are DW Galaxy classes. The next set is a DW Galaxy and TNG Brel. And the last set is two TOS D-7's. I haven't changed the ranges of the ships, mainly because I'm still trying to find a good range that doesn't exaggerate the damage. But this should give you an idea of why not to fly so close to a dying ship, especially if you are in a weak or damaged ship.
Sefdestruct 1
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Jc2006
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Re: Gans' Projects
«
Reply #3 on:
July 31, 2010, 04:42:49 PM »
I'm liking this so far Gan, it seems to be proportional. Obviously, a Galaxy going up would be a powerful explosion, but in terms of gameplay, I think you've got the right kind of consequence going.
A B'rel Class, no matter how much it'd been upgraded, I doubt would be able to stand up to the blast of a Galaxy Class Warp Core detonation, so the B'rel being destroyed is also proportional to what I'd expect.
The D-7 didn't have as much damage as I expected, but then, they're not big ships by the standard of the 24th Century and their warp speed was limited, so the effect of warp core detonation is perhaps an artistic freedom.
Overall, nice work Gan, it should be part of the game that other ships exploding should be able to cause you quite serious problems, if not your own destruction........
.....I suppose you could say, winning is only the beginning
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AdmiralQ
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It's Very cold in space
Re: Gans' Projects
«
Reply #4 on:
July 31, 2010, 07:15:23 PM »
Miri would be proud of those.
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