The main part seems a bit small and dense as it's all crowded into a single small area. I was planning on spreading it out and making it look more like a giant space-metropolis- like Eridani's "city" in size (maybe bigger?), but instead of a crescent, a full circle filled in but well-spaced so that you arn't going to have too much trouble docking if you can't find a targting rom.
Maybe I could have like outlying slums of cheap residentials and container habitats and upscale buisnesses and residentials towards the inside with a big commonwealth station in the middle
BTW- if you save the antarctica in my mod, it'll appear in st.k's
Bigger, less crowded, more detailed st.k's?
- Arisaya
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working on this now... I'll have some screens in a few days (the internet at the place I'm staying at is kinda slow)
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St.Kays is supposed to be a very friendly and habitated system, thats why I think the people are supposed to group together on one planet. You might have noticed the planet is a earth-like planet, so imagine that this 10 stations are still quite small compared to the planet.
@sponge: true, I remember that ^^
@sponge: true, I remember that ^^
Last edited by Sheltem on Fri Aug 08, 2008 10:23 pm, edited 1 time in total.
regards
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?
However, the system is a HUGE pain without a targeting ROM. Even with your targeting program, it's still pretty easy to miss-dock. I'd much rather a nicely arranged circle of stations than a big glob.Sheltem wrote:St.Kays is supposed to be a very friendly and habitated system, thats why I think the people are supposed to group together on one planet. You might have noticed the planet is a earth-like planet, so imagine that this 10 stations are still quite small compared to the planet.
- Arisaya
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That's what I'm doing... The mass of stations would still be centered around that one planet just greatly enlarged and added to. Maybe i'll even give them a CSC to watch over the commonwealth capitol...
I'm planning on making st.k's central area a bit more populated-
1) core- the main CW station surrounded by various buisnesses. Even one or two high level buisnesses. Maybe a couple hotels and other "high wealth" buisnesses.
2) outer core- lower level buisnesses- ie, tinkers, fuel depots, low-level weapons/armor dealers. Maybe a corperate warehouse or two.
3) inner res ring- these are higher level residences- one or two subsidiary CW stations and plenty of CW residentials
4) outer res ring- these are low wealth stations like the outlying stations in eridani
5) slums- these are container stations
6) beyond the border- there will be a patrolling CSC specifically for st.kat's (maybe CSC Sol?) and some aquilla's and centurions as well. Not like they will EVER serve any kind of in-game function- they are merely set dressing to make it seem like a more realistic setting.
The small communities on the other planets will still be there.
I might add a "CW customs station" to the outbound stargate and have it spawn a few enemy ships that try to attack it every few minutes (frequency "rare")
In Trans-X 2, all CSC's will have different weapons loadouts- so some, if not all CSC's will appear in the game. (almost every ship will have variable weapon configs- only a few, such as eridani corsairs or eridani centarian raiders will have non-changeable configs)
I've been thinking and:
New CSC
CSC Sol (st.kat's) - quad 150mm railguns (a new super-kinetic weapon w/ shatter and WMD ability- they look like the Escape Velocity railguns, but faster and with minor differences)
7 defualt CSC's
CSC Asia - quad Tev9's + 50mm railgun chaingun (fast firing light railgun)
CSC America - quad plasma-pulse disruptor banks (a light salvo-firing plasma weapon with device damage ability)
CSC Atlantica - dual kiloton cannons
CSC Arctica - R20 shield (superior version of R series deflectors) and quad Tev9's
CSC India - quad thermo cannons (unlimited amo)
CSC Pacifica - 8 particle cannons
CSC Sahara - quad FusionFire howitzers
dead CSC
CSC europia will have a pair of lootable heavy ion cannons (warning- they may be damaged)
special CSC's
CSC Antarctica - Same
CSC Terra - Same
I'm planning on making st.k's central area a bit more populated-
1) core- the main CW station surrounded by various buisnesses. Even one or two high level buisnesses. Maybe a couple hotels and other "high wealth" buisnesses.
2) outer core- lower level buisnesses- ie, tinkers, fuel depots, low-level weapons/armor dealers. Maybe a corperate warehouse or two.
3) inner res ring- these are higher level residences- one or two subsidiary CW stations and plenty of CW residentials
4) outer res ring- these are low wealth stations like the outlying stations in eridani
5) slums- these are container stations
6) beyond the border- there will be a patrolling CSC specifically for st.kat's (maybe CSC Sol?) and some aquilla's and centurions as well. Not like they will EVER serve any kind of in-game function- they are merely set dressing to make it seem like a more realistic setting.
The small communities on the other planets will still be there.
I might add a "CW customs station" to the outbound stargate and have it spawn a few enemy ships that try to attack it every few minutes (frequency "rare")
In Trans-X 2, all CSC's will have different weapons loadouts- so some, if not all CSC's will appear in the game. (almost every ship will have variable weapon configs- only a few, such as eridani corsairs or eridani centarian raiders will have non-changeable configs)
I've been thinking and:
New CSC
CSC Sol (st.kat's) - quad 150mm railguns (a new super-kinetic weapon w/ shatter and WMD ability- they look like the Escape Velocity railguns, but faster and with minor differences)
7 defualt CSC's
CSC Asia - quad Tev9's + 50mm railgun chaingun (fast firing light railgun)
CSC America - quad plasma-pulse disruptor banks (a light salvo-firing plasma weapon with device damage ability)
CSC Atlantica - dual kiloton cannons
CSC Arctica - R20 shield (superior version of R series deflectors) and quad Tev9's
CSC India - quad thermo cannons (unlimited amo)
CSC Pacifica - 8 particle cannons
CSC Sahara - quad FusionFire howitzers
dead CSC
CSC europia will have a pair of lootable heavy ion cannons (warning- they may be damaged)
special CSC's
CSC Antarctica - Same
CSC Terra - Same
(shpOrder gPlayership 'barrelRoll)
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Should be called CSC Australia. That is the only continent that doesn't have a CSC. Sol is inappropriate because that is not a geographic land massWolfy wrote: New CSC
CSC Sol (st.kat's) - quad 150mm railguns (a new super-kinetic weapon w/ shatter and WMD ability- they look like the Escape Velocity railguns, but faster and with minor differences)
- Arisaya
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lol - neither is terraF50 wrote:Should be called CSC Australia. That is the only continent that doesn't have a CSC. Sol is inappropriate because that is not a geographic land massWolfy wrote: New CSC
CSC Sol (st.kat's) - quad 150mm railguns (a new super-kinetic weapon w/ shatter and WMD ability- they look like the Escape Velocity railguns, but faster and with minor differences)
I was reserving australia as an easter egg

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Yep, now this would be a fine and easy way for the CSC to get rid of their own circling Centurion patrolsWolfy wrote: CSC Atlantica - dual kiloton cannons

(Their first encounter with a single Ares Sandstorm, the captain gives the order to open fire...and after the smoke clears)
[XO] Well, Captain, now that leaves only one Centurion left to guard us. Should I make it easy on you and just target it the next time you give the order to fire those kilotons?
All fun a side, I think this is an interesting mod concept.
- Arisaya
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Good point... >.>FAD wrote:Yep, now this would be a fine and easy way for the CSC to get rid of their own circling Centurion patrolsWolfy wrote: CSC Atlantica - dual kiloton cannons![]()
(Their first encounter with a single Ares Sandstorm, the captain gives the order to open fire...and after the smoke clears)
[XO] Well, Captain, now that leaves only one Centurion left to guard us. Should I make it easy on you and just target it the next time you give the order to fire those kilotons?
All fun a side, I think this is an interesting mod concept.
Hmmm...
How about a giant plasma cannon (like the ares one)?
And I guess the CSC australia isn't so much an easter egg as a special "hidden" mission (you can only access it after saving the antarctica because you can only get it through the friendly ares)
Any name suggestions for the CSC st.kat's?
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- digdug
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CSC Panthalassa
CSC Gondwana
CSC Tethys
CSC Laurasia
CSC Mirovia
CSC Rodinia
CSC Pannotia
CSC Laurentia
CSC Juan de Fuca
CSC Gorda
CSC Nazca
CSC Farallon
eheh Plate tectonics and paleoOceans
CSC Gondwana
CSC Tethys
CSC Laurasia
CSC Mirovia
CSC Rodinia
CSC Pannotia
CSC Laurentia
CSC Juan de Fuca
CSC Gorda
CSC Nazca
CSC Farallon
eheh Plate tectonics and paleoOceans

no plasma for commonwealth please, but a giant particle or ion cannon.How about a giant plasma cannon (like the ares one)?
continents ? Why do we have no CSC Africa ?
You could use some deserts for naming, too.
other ideas:
CSC Luna
CSC Mars
...
You could use some deserts for naming, too.
other ideas:
CSC Luna
CSC Mars
...
regards
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?