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Star Trek Fan Games :: View topic - Cruiser V
Star Trek Fan Games
http://bote2.square7.ch/forum/

Cruiser V
http://bote2.square7.ch/forum/viewtopic.php?f=32&t=2919
Page 1 of 1

Author:  jszrom [ 17 Jun 2009, 23:26 ]
Post subject:  Cruiser V

The intrepid class star ship price cost and run cost need to be switched.

Author:  Matress_of_evil [ 21 Jun 2009, 23:41 ]
Post subject:  Re: Cruiser V

Thanks for that jszrom, i'll add it to my to-do list.

Author:  jszrom [ 24 Jun 2009, 22:24 ]
Post subject:  Re: Cruiser V

Yea thats what i was talking about before because i built a few of them and well i didnt have any credits left lol So i started over. Is there a way to self destruct a ship? Or decomission it?

Author:  Matress_of_evil [ 25 Jun 2009, 00:36 ]
Post subject:  Re: Cruiser V

Not yet, be we plan to have a system where ships can be "mothballed" - basically, a certain amount of the ship will be recycled, but the spaceframe will be left intact in a special yard you can build. Then if an emergency occurs (Eg. invasion, Borg, whatever), you'll be able to spend resources on fixing up the ships and bring them back into service. Mothballed ships do not require maintenance, but they will take time and resources to bring into use. However, this will be a lot faster and require less resources than building a fleet from scratch.

Author:  jszrom [ 25 Jun 2009, 01:37 ]
Post subject:  Re: Cruiser V

How far can we upgrade ships? Will we be able to upgrade the weapons and shields engines ect?

Author:  Iceman [ 25 Jun 2009, 16:42 ]
Post subject:  Re: Cruiser V

The designs themselves are upgraded, not specific components. Cruiser IV for example upgrades to Cruiser V, which has better stats overall. The design 2 generations back (for military ships - one gen for non-military) is obsoleted (Cruiser III in the example), so you cannot build it anymore once you get to the new upgrade.
The number of upgrades depends on a number of things, like class, empire, etc.

Author:  jszrom [ 26 Jun 2009, 04:45 ]
Post subject:  Re: Cruiser V

Yea i follow, I was just wondering if you could refit, something llike that.

Author:  Matress_of_evil [ 27 Jun 2009, 20:40 ]
Post subject:  Re: Cruiser V

No, there are no refits in the game. Mike hasn't programmed such a capability, but that doesn't mean he won't. Even if he did though, we probably wouldn't include it. That doesn't mean mods or post-completion content updates wouldn't be able to use it though. :wink:

In some respects, you could say that a select few designs do get refits though. The Federation Cruiser II and Cruiser III are the Constitution and the Constitution refit. And the Klingon Scout I, Scout II, and Scout III are all variants of the B'rel.

Author:  m.laforge [ 06 Dec 2009, 22:59 ]
Post subject:  Re: Cruiser V

i found an solution for the issue
dl and install an shareware xml editor and open the file
(game directory)/Resources\Data\TechObjectDatabase.xml
with
search in the file for "intrepid"
and change red marked values to this>>>

<Ship Key="FED_CRUISER_V">
<TechRequirements>
<BioTech>10</BioTech>
<Energy>10</Energy>
<Computers>10</Computers>
<Propulsion>10</Propulsion>
<Construction>10</Construction>
<Weapons>10</Weapons>
</TechRequirements>
<BuildCost>23820</BuildCost>
<RawMaterials>130</RawMaterials>
<MaintenanceCost>105</MaintenanceCost>
<PopulationHealth>4</PopulationHealth>
<IsUniversallyAvailable>false</IsUniversallyAvailable>
<ObsoletedItems>
<ObsoletedItem>FED_CRUISER_III</ObsoletedItem>
</ObsoletedItems>
<Crew>440</Crew>
<ScienceAbility>9%</ScienceAbility>
<ScanPower>4</ScanPower>
<SensorRange>5</SensorRange>
<HullStrength>310</HullStrength>
<ShieldStrength>1650</ShieldStrength>
<ShieldRecharge>12%</ShieldRecharge>
<BeamType Count="5" Damage="78" Refire="79"></BeamType>
<TorpedoType Count="4" Damage="105"></TorpedoType>
<ShipType>Cruiser</ShipType>
<ClassName>Intrepid</ClassName>
<Dilithium>1</Dilithium>
<Range>15</Range>
<Speed>5</Speed>
<FuelReserve>14</FuelReserve>
<InterceptAbility>8%</InterceptAbility>
<Maneuverability>3</Maneuverability>
<EvacuationLimit>3</EvacuationLimit>
</Ship>

hope it works >
(sorry for bad english)

Author:  Matress_of_evil [ 06 Dec 2009, 23:31 ]
Post subject:  Re: Cruiser V


Author:  m.laforge [ 07 Dec 2009, 20:33 ]
Post subject:  Re: Cruiser V

Thanks for your response and welcome, i see too,l that the changes not cause an effect, but game not run instable until yet,
my second think about this was the same you told in last post,
the second file affect to the tech database was encoded, its it's a pity that the code isnt so tricky i think before :)
you need co workers for this project i see... , you need some 2d artworkers? say which format and file you need for some ingame pics to beat my boredom :) and thrust 3d studio and photoshop i dont used the last years

Author:  Matress_of_evil [ 08 Dec 2009, 23:47 ]
Post subject:  Re: Cruiser V

If you want to help make game content, then there are several jobs threads that you can check out:







You should be able to find plenty of work there. Alternatively, speak to Kenneth_of_Borg if you're interested in texturing the ship models.

Author:  m.laforge [ 08 Dec 2009, 23:56 ]
Post subject:  Re: Cruiser V

ah very god, i hope that i can found my old licence for my max 3.0 and i hope this will be run under windows seven, i looking forward to support your team to make an nice sequell for this genius game :)

Author:  Kenneth_of_Borg [ 09 Dec 2009, 02:26 ]
Post subject:  Re: Cruiser V

If you can not run your old model program check out . It is a free download and an excellent modeling tool. There are a lot of online tutorials. Blender was used to make this for the Star Trek Supremacy game trailer we hope to complete at some time in the future.
:borg:

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