FileFront Forums

FileFront Forums (http://forums.filefront.com/)
-   ST:A2 Modding, Mapping and Editing (http://forums.filefront.com/st-a2-modding-mapping-editing-139/)
-   -   A # of Race Question (http://forums.filefront.com/st-a2-modding-mapping-editing/351603-race-question.html)

Majestic-MSFC February 19th, 2008 07:38 PM

A # of Race Question
 
For the life of me I can't remember this, I do recall somewhere that it is 14 but does this include the planet/norace and ferengi scavenger races as well?

Thun February 19th, 2008 07:41 PM

Re: A # of Race Question
 
I was under the impression that the Ferengi were separate, but I am not sure.

Achilles February 19th, 2008 07:49 PM

Re: A # of Race Question
 
I dont see why the ferengi couldn't use any race odf? I assume the no race must stand.

Majestic-MSFC February 19th, 2008 09:22 PM

Re: A # of Race Question
 
The no race is for planets and since I still am using colonization it must stay. I just need to know if the 14 limit includes the norace and ferengi or not. ;)

Hopefully someone around here will know.

Avon February 20th, 2008 02:05 AM

Re: A # of Race Question
 
Well, its been a long time since I've seen this being asked. I seem to remember 16, but I'm guessing that was total, so 14 could be right.

Atlantis February 20th, 2008 02:54 AM

Re: A # of Race Question
 
If there is a limit, it's a lot higher than that. I saw a mod (which was so big it never got finished), with 26 races in it (plus scavenger, plus norace). So that's 28.

My current install has 12 races, plus scavenger, plus norace, plus the original 6, so that's 20.

Majestic-MSFC February 20th, 2008 03:28 AM

Re: A # of Race Question
 
Thanks Atlantis, that answers my question, certainly enough for what I am looking at. ;)

exodus_499 February 20th, 2008 03:28 AM

Re: A # of Race Question
 
14 rings a bell... I can't remember the actual value

Flash525 February 23rd, 2008 12:24 PM

Re: A # of Race Question
 
Regardless what it might be, why (other than a bigger choice) would anyone, be it the YY team, another project, or a single individual need anymore than eight sides to choose from?

Afterall, you can only play with eight players at a time... At least, to my knowledge. If there is a way to play more than eight, then it needs to be shared, and used on AoW =p

Majestic-MSFC February 23rd, 2008 01:55 PM

Re: A # of Race Question
 
It's called having more choices Tycoon. I don't understand your constant need of only having 8 all the time. So what if only 8 can be used at one time, they don't all have to be on the map at once.

Sorry if I sound a little strong headed there but you do go on about 8 races quite a bit and I really just wanted to put my view across.

As for the number of races I am just curious. I have seen mods with usually only 6, YY still only has 8 races and we don't plan to go beyond that. Its not because of the map limit we have 8, it's because we don't think anymore are necessary for our story we are covering in YY.

Achilles February 23rd, 2008 02:38 PM

Re: A # of Race Question
 
my current aim is for 11, if I progress beyond that I'll be sure to test it before I put a whole race in ;)

Flash525 February 23rd, 2008 02:54 PM

Re: A # of Race Question
 
Quote:

Originally Posted by Majest (Post 4232700)
It's called having more choices Tycoon. I don't understand your constant need of only having 8 all the time. So what if only 8 can be used at one time, they don't all have to be on the map at once.

Sorry if I sound a little strong headed there but you do go on about 8 races quite a bit and I really just wanted to put my view across.

Eeek!!

Calm down please, I didn't mean that in an annoying sense, I was simply sharing my thoughts (again) on the matter :lol:

Like you've said below, most projects have six or eight, because of the obvious reasons. Adding more than eight, unless you have a lot of time on your hands, or, alike Achilles, release a project in stages, I find pointless, as you'd be putting more and more time into a project, that may not need all the races you are giving it.

This isn't directed at YY. The races you've got in there (all bar one) fit in quite welll for the time set. :)

Quote:

Originally Posted by Majest (Post 4232700)
As for the number of races I am just curious. I have seen mods with usually only 6, YY still only has 8 races and we don't plan to go beyond that. Its not because of the map limit we have 8, it's because we don't think anymore are necessary for our story we are covering in YY.

That is fair enough.

Quote:

Originally Posted by Achilles (Post 4232795)
my current aim is for 11, if I progress beyond that I'll be sure to test it before I put a whole race in ;)

:lol: Fair Enough. 11x the chaos, eh? ;)

Majestic-MSFC February 24th, 2008 02:05 AM

Re: A # of Race Question
 
Quote:

Originally Posted by Tycoon (Post 4232829)
The races you've got in there (all bar one) fit in quite welll for the time set. :)

Let me guess, Cardassians?

I must point out it's (the mod) set in the early 24th century, a few years before the Tomed Incident (2311). ;)

starfox1701 February 24th, 2008 02:37 AM

Re: A # of Race Question
 
Do we actually have a cannon fist contact date for the Federation and the Union? I don't recall one. What I do recall is the Batreka Nebula Incident bettween the Cardassians and the Klingons. The conversation between Garik and Dr. Bashir places that event 100 years before the episode. Klingons invade Cardassia in what 2370 or so give or take a couple of years that plases them in contact with the Klingons around the time of the Enterprise refit. Thats 30 years before YY.

Majestic-MSFC February 24th, 2008 02:51 AM

Re: A # of Race Question
 
Quote:

Originally Posted by starfox1701 (Post 4233520)
Do we actually have a cannon fist contact date for the Federation and the Union? I don't recall one. What I do recall is the Batreka Nebula Incident bettween the Cardassians and the Klingons. The conversation between Garik and Dr. Bashir places that event 100 years before the episode. Klingons invade Cardassia in what 2370 or so give or take a couple of years that plases them in contact with the Klingons around the time of the Enterprise refit. Thats 30 years before YY.

Theres a book about that and I think it's 2320's-2330's or something that the Batreka Nebula Incident happened. Another production error I'd say with Bashir or the novel.

We added the Cardassians as no one has ever attempted to our knowledge a TMP era Cardassian race and we believe first contact was in the very early 24th century considering they had a war with the Federation somewhere in gap of the 2330-2350's.

Flash525 February 24th, 2008 04:09 AM

Re: A # of Race Question
 
Quote:

Originally Posted by Majest (Post 4233498)
Let me guess, Cardassians?

Actually, your guess is incorrect. The 'all bar one' is the 'Secret Race' of yours. As it remains secret, I cannot say as to whether it would fit in a TMP storyline, or not. ;)

starfox1701 February 24th, 2008 05:56 AM

Re: A # of Race Question
 
@ Majset
Comments made during both TNG and DS9 lead me to belive that the Federation was at least aware of the Cardassians much earlier. I've never read any books covering that but my book budget has been cut back for economic reasons for a couple of years now so I'm way behind in the fiction department.

Squire James February 24th, 2008 07:54 AM

Re: A # of Race Question
 
Well, if I had the time, I would probably try and implement the Hydrans as a playable race in KA2. However, I only have one station for them and my skills at 3d modelling (atleast for starships from Trek) are mediocre at best.

Maybe for V.1.2 though ;)

However I agree with the general consensus that unless you have an ungodly amount of time or you release in sections, making, balancing and "individualising" (i.e making each race feel unique) more than 7 or 8 races is an uphill challenge. Also, as mentioned storyline wise "too many players makes for an overly complex play" ;) Theres nothing stopping you implementing as many map races as you want. They are much easier to do, as they don't need to be especially balanced as they are as a rule unbuildable, and they don't need to be in fitting with any particular race style (what I mean is, if you have a race like the Federation but all the ships are by different authors and don't look like they were made in the same yard in the same sort of time period then theres a problem, but for map races, they don't need to fit in with so many ships, as theres generally only 3 or 4 ships in a map race).

Achilles February 24th, 2008 11:20 AM

Re: A # of Race Question
 
well, if it's a matter of only having 8 races to a map, why would you want every game to have the same races?

Squire James February 24th, 2008 11:54 AM

Re: A # of Race Question
 
I agree Achilles, infact most of my games don't feature more than 4 races anyway (usually Federation and Gorns vs Klingons and Romulans) as I try to play "realistically". By that I mean not have strange alliances or (apart from Klingons who have regular tiffs with other Klingons) same race opponents. Its highly unlikely that 6 or 8 races would have bases in the same star system.

That said, my argument against having dozens of races is the balancing and the time spent by the creator. E.g if there are 25 races in a mod, chances are each race has had less time spent on them than in a mod with only 6.

If you have the time to make a mod with the Federation, Borg, Klingons, Romulans, Remans, Cardassians, Dominion, Breen, Tholians, Ferengi, Species 8472, Vulcans and so on then great, but it would probably take you three years or more and the size would be prohibitive.

In a nutshell:-

"Quality not Quantity"

Dan1025 February 24th, 2008 12:30 PM

Re: A # of Race Question
 
Good point, plus a mod that has 25 races would take a looooooong time to get released lol.

Achilles February 24th, 2008 12:44 PM

Re: A # of Race Question
 
well working alone I can't ensure quality, can't compete with the fantastic literary back story most mods have and certainly can't compare to the level of details yours and other mods have... Still it's a bloody laugh.

Majestic-MSFC February 24th, 2008 02:37 PM

Re: A # of Race Question
 
Quote:

Originally Posted by Tycoon (Post 4233607)
Actually, your guess is incorrect. The 'all bar one' is the 'Secret Race' of yours. As it remains secret, I cannot say as to whether it would fit in a TMP storyline, or not. ;)

I assure you it is.

Quote:

Originally Posted by starfox1701 (Post 4233717)
@ Majset
Comments made during both TNG and DS9 lead me to belive that the Federation was at least aware of the Cardassians much earlier. I've never read any books covering that but my book budget has been cut back for economic reasons for a couple of years now so I'm way behind in the fiction department.

I actually never read the book only the summary on one of the Trek Wiki's. Either way we are not too focused on canon as if we were we wouldn't have Conny's floating around in the early 2400's. :lol:

Quote:

Originally Posted by Squire James (Post 4234346)
In a nutshell:-

"Quality not Quantity"

Bingo, hit the nail on the head there. ;)

Quote:

Originally Posted by Achilles (Post 4234466)
well working alone I can't ensure quality, can't compete with the fantastic literary back story most mods have and certainly can't compare to the level of details yours and other mods have... Still it's a bloody laugh.

I wouldn't put your mod down, they are always of the highest quality and the AI is deadiler then many human players. Also gameplay is the main focus on a mod not storylines or models they do add to it but it's gameplay is what keeps bringing players back. :D


All times are GMT -7.

Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
SEO by vBSEO 3.6.0 ©2011, Crawlability, Inc.