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| New ship classifications, a Star Trek XI pack, scripting - and a promo video |
| Here's what our Section 31 man - Ganondorf2002 - is up to.. 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. ------------------------------------------------------------------------------------------------------------------------- JC2006 is scripting a mission or two.. ------------------------------------------------------------------------------------------------------------------------- Our man Muldrf is rocking as well - adding ship porting to his list of talents that include Head Scripter and UUM Assistant Director.. See this topic on our discussion forum... http://www.ultimateuniversemod.net/e107_plugins/smf/smf.php?topic=6140.0 and.. here's a little video I did up.. in High Definition.. Am I personally working on anything? Well.. I'm officially retired from modding - I'd like to maybe tweak my Exploration missions a bit - if I get time.. Posted by Chris Jones on Wednesday 09 June 2010 - 08:01:14 |
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