Author Topic: New BC mod and mod team: Aftermath  (Read 84731 times)

Offline majormagna

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Re: New BC mod and mod team: Aftermath
« Reply #480 on: May 13, 2010, 02:01:30 PM »
Ah, I attempted to do this sort of thing with my KM1.0 install; but it wouldn't work properly (ships used in the SP game were under "Federation" AND their new locations. Did you have this issue?)

Anyways, well done; am greatly impressed!
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Offline Psyco Diver

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Re: New BC mod and mod team: Aftermath
« Reply #481 on: May 13, 2010, 02:02:53 PM »
Awesome but some suggestions about the ship menu, mainly make it simple and keep it to PreTOS, TOS, TMP, TNG, and PostTNG. The make a sub menu for each ship for the refits like for the Galaxy {Early Galaxy, post BOBW Refit, and dominion war refit} instead of putting each ship in the menus

not gonna happen ive worked on this system and its foolproof. it will be slimed down though (Future and Alternate timeline will be merged together...)

but ENT and Pre-Tos still need to be added ;P

I understand and can't wait. I'm drooling over the thought over the ENT thought. Are all the eras going to be balanced to each other? Just in case I want to make like Voyager and go and destroy the past for no reason in ease

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #482 on: May 13, 2010, 02:05:46 PM »
Awesome but some suggestions about the ship menu, mainly make it simple and keep it to PreTOS, TOS, TMP, TNG, and PostTNG. The make a sub menu for each ship for the refits like for the Galaxy {Early Galaxy, post BOBW Refit, and dominion war refit} instead of putting each ship in the menus

not gonna happen ive worked on this system and its foolproof. it will be slimed down though (Future and Alternate timeline will be merged together...)

but ENT and Pre-Tos still need to be added ;P

I understand and can't wait. I'm drooling over the thought over the ENT thought. Are all the eras going to be balanced to each other? Just in case I want to make like Voyager and go and destroy the past for no reason in ease

yeah all is balanced to eachother :)

just remember the fact your only seeing the federation ;)

ive got:

Feds
Klingons
Romulan
Borg
Cardassian
Dominion
Breen
and Minor races :P

Offline Morgan

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Re: New BC mod and mod team: Aftermath
« Reply #483 on: May 13, 2010, 02:08:20 PM »
Just in case I want to make like Voyager and go and destroy the past for no reason in ease
Voyager was just inconsistent with TNG and itself, you're thinking of pre-season 4 Enterprise  :P

I can't wait for this. I particularly remember that DS9 model you had way back on the 2nd or 3rd page I'm anxious to try that out.

Offline Psyco Diver

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Re: New BC mod and mod team: Aftermath
« Reply #484 on: May 13, 2010, 04:53:18 PM »
This has probably been answered but since I didn't see it when I scanned through the pages, will this be a stand alone everything included mod like KM?

Offline Bones

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Re: New BC mod and mod team: Aftermath
« Reply #485 on: May 13, 2010, 05:49:49 PM »
Hey Max I have just a quick question - got any xindi in plans ??? would be awesome to fight some well balanced reptilians and insectoids

Offline deadthunder2_0

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Re: New BC mod and mod team: Aftermath
« Reply #486 on: May 13, 2010, 06:03:07 PM »
look back a bit bones
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Offline JimmyB76

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Re: New BC mod and mod team: Aftermath
« Reply #487 on: May 13, 2010, 07:01:20 PM »
Just in case I want to make like Voyager and go and destroy the past for no reason
might as well; goodness knows Voyager destroyed alot of trek canon for no reason...
lol j/k - had to toss that in there :P
btw for the record, i did like most of Voyager; im not trying to trash the series...

Offline Barihawk

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Re: New BC mod and mod team: Aftermath
« Reply #488 on: May 14, 2010, 08:48:03 PM »
This has probably been answered but since I didn't see it when I scanned through the pages, will this be a stand alone everything included mod like KM?

Right now it's essentially a ship mod but the ultimate goal is to be a compilation pack like KM, except mostly in-house original stuff. It's also being designed to work completely with Galaxy Charts with PREMADE campaign plans and fully-set up systems, which is something KM never really focused on.

Offline Lionus

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Re: New BC mod and mod team: Aftermath
« Reply #489 on: May 16, 2010, 05:50:57 PM »
What about Coeur De Lion?  :(
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Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #490 on: May 18, 2010, 02:09:19 AM »
its creapy its scary...its a monstrocity....its part of the FRANKENSTEIN FLEET!


Offline Bones

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Re: New BC mod and mod team: Aftermath
« Reply #491 on: May 18, 2010, 02:32:11 AM »
Great, now make something to one-hit-kill this monster :funny I'd like to know what were those guys smoking when they bashed this :funny

Offline Bren

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Re: New BC mod and mod team: Aftermath
« Reply #492 on: May 18, 2010, 08:43:12 AM »
I usually come in here to praise you. Not this time. I'm here to justifiably chastise you for making such a nice model of that eyesore.
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Offline WileyCoyote

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Re: New BC mod and mod team: Aftermath
« Reply #493 on: May 18, 2010, 12:00:05 PM »
Nice job. I thought that ship had a more teal-like color for the whole bridge spine area.
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Offline Nebula

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Re: New BC mod and mod team: Aftermath
« Reply #494 on: May 18, 2010, 02:55:29 PM »
what WC said otherwise it is a great model. (just need a few more shots of it though to see everything)
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Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #495 on: May 20, 2010, 11:00:25 AM »
Frankenstein Fleet :D

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #496 on: May 22, 2010, 02:41:46 PM »
Set a course for vulcan maximum warp!

Offline Dalek

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Re: New BC mod and mod team: Aftermath
« Reply #497 on: May 22, 2010, 02:47:11 PM »
Its a JJ ship with TOS markings. Doesn't look that bad at all. :)
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Offline 086gf

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Re: New BC mod and mod team: Aftermath
« Reply #498 on: May 22, 2010, 03:00:24 PM »
And Yorktown textures too.(not a bad thing!)
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Offline MarkyD

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Re: New BC mod and mod team: Aftermath
« Reply #499 on: May 23, 2010, 12:58:55 PM »
Gotta love that last ship.. good job  :thumbsup: