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Thunder

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Post Posted: 04-16-2004 01:02 PM Post subject:

In nano fx, its possible to vent plasma from the nacelles, but this is a random occurance (summat like that) would it be possible to have a button in brex's menu to vent the plasma when you feel like it.

Maybe when you vent the plasma the nacelles could go offline aswell.

I kinda wanna do it cos the ship looks cool when the plasma is venting LOL

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Thunder

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Post Posted: 04-16-2004 06:47 PM Post subject:

In bridge commander the sheilds are like bubbles which surrounds the ship. Would it be possible to make this bubble bigger if, and when i want to during play.

Say i had a sov and a friendly defiant was close to being destroyed, i could expand my sheild bubble around the defiant.

If this could be done, then the bigger the bubble, the more power the sheilds use.

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Post Posted: 05-02-2004 03:03 PM Post subject:

OK. I had a very cool idea about skin shields a moment ago. I know nothing of copding so i'll put it in simple terms Wink

The ablative Armour generator being made by MLeoDaalder.
When finished would it be possible to make the generated armour completely transparent then create an impact effect over the armour similar to the shield affects. Possible?


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Master Toddy

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Post Posted: 05-21-2004 10:41 PM Post subject:

Here's a few ideas I came up with:

changeable gui - when you load up a certain bridge, such as the Constitution or the NX, the gui will change to reflect that era of technology. This could also work for uniforms as well, the unifroms change with the bridge. Also, I believe it was suggested earlier, but it'd be cool to have bridges change when you change ships (like when you transport from Voyager to the Defiant, the bridge will change to a Defiant-class bridge)

Set the self destruct and abandon the ship - there's already an abandon ship script, and a self destruct script, but, if you try to set the self destruct and then transport over, stupid Saffi cancels the Self Destruct. It'd be cool if you could set the Self Destruct and then abandon the ship, and watch as it explodes.

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Post Posted: 05-21-2004 11:11 PM Post subject:

you can its called destroy host ship its in her menue


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Post Posted: 05-23-2004 08:40 PM Post subject:

I know that, but I'm talking about not having to push that button - like in First Contact and Star Trek III - the self destruct is set for a certain time, you leave, and the ship explodes. As it is, Saffii cancels the self destruct when you leave the ship.

Or wait, a better idea, how about you get the option to kill Saffii, that way, when you leave the ship she won't be able to open her big mouth and cancel the self destruct. Grin

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Post Posted: 05-23-2004 08:41 PM Post subject:

Well...that is actually a problem in the current Engineering Extension. It will be fixed sooner or later.


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Post Posted: 05-24-2004 01:07 PM Post subject:

I think it would be really cool if someone would make a Dominion Wars campaign instead of the old Malestrom missions


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Post Posted: 06-29-2004 06:03 PM Post subject:

How a bout a picard maneuver script were u go to helm press it and the ship jumps and stops daed in front of the enemy at 1k and then BOOM!!!! Fire all weapons


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Post Posted: 07-06-2004 03:13 PM Post subject:

Uh, the Dominion Campaign is actually currently in the planning stages; we're laying out the storyline now.

hmm... for a script idea... Sorry, I'm out of those at the moment. Please check back later and I may have restocked.


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Post Posted: 08-18-2004 10:05 PM Post subject: :[color=red] Individual Shield power diversion.[/color]

I had an idea a while ago for a good script: Individual Shield power diversion. It could be a sub menu under felix or brex. u could move a sliders to divert power to forward shields, dorsal shields, aft u get the idea. The total ammount of power u have could come from the ammount of power that is diverted to shields in the main slider that is allready there.

I dunno how easy/hard this would be to do, but it could be done in a similar way to how Brex going to enginering enhances the systems in the engineering ext. ??

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Strayhero

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Post Posted: 08-18-2004 10:21 PM Post subject: Re: :[color=red] Individual Shield power diversion.[/color]

lost_jedi wrote:
I had an idea a while ago for a good script: Individual Shield power diversion. It could be a sub menu under felix or brex. u could move a sliders to divert power to forward shields, dorsal shields, aft u get the idea. The total ammount of power u have could come from the ammount of power that is diverted to shields in the main slider that is allready there.

I dunno how easy/hard this would be to do, but it could be done in a similar way to how Brex going to enginering enhances the systems in the engineering ext. ??

i think it was tried once.....


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Post Posted: 08-18-2004 10:23 PM Post subject:

Off-Topic: Stryhero, your signature is HUGE, I think it is too huge. Would you mind removing some of it?


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Strayhero

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Post Posted: 08-18-2004 11:08 PM Post subject:

Matsch-Klon wrote:
Off-Topic: Stryhero, your signature is HUGE, I think it is too huge. Would you mind removing some of it?

yea i was thinking about that earlier, i will remove the exelcior thingy....

edit - compressed!


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Post Posted: 08-19-2004 12:36 PM Post subject:

It's being worked on.


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Post Posted: 08-19-2004 12:38 PM Post subject:

MLeoDaalder wrote:
It's being worked on.

beeing? so you dropped it?


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Post Posted: 08-19-2004 12:39 PM Post subject:

I means I'm still working on it.

I must be getting out of touch with my English...


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Post Posted: 08-19-2004 01:25 PM Post subject:

MLeoDaalder wrote:
I means I'm still working on it.

I must be getting out of touch with my English...


Your English was fine... Chalk this one up to people who speak lots of different languages communicating in a language that's not their own, and is full of eccentricity Wink


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Post Posted: 08-19-2004 01:31 PM Post subject:

Sim Rex wrote:

Your English was fine... Chalk this one up to people who speak lots of different languages communicating in a language that's not their own, and is full of eccentricity ;)

I used google to get sure that I understand this right, so slap google :P


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Post Posted: 08-19-2004 02:30 PM Post subject:

Sim Rex wrote:
MLeoDaalder wrote:
I means I'm still working on it.

I must be getting out of touch with my English...


Your English was fine... Chalk this one up to people who speak lots of different languages communicating in a language that's not their own, and is full of eccentricity Wink


Ya right, I know that from peronal experience ya know, I speak 3 languages... Smile


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Post Posted: 08-22-2004 04:42 AM Post subject:

im not 100 sure this is going to belong here, but it has to do with missions and thats scripting so im guessing this might be the right place. okay i got a wild idea. the badlands.... would it be possible to model fire like shapes and put them in the mission with animated so it looks as if its spinning? i know your probably like what does this have to do with scripting right? with would the game seem them as level objects and slow the game down if you have alot of them like ships, or not?


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Post Posted: 12-20-2004 05:03 AM Post subject:

how about an ultraviolet star? it's be sweet to see a star on a map in the UV or near UV spectrum. I'm not sure if such a star exsists in reality but it'd be fun to see.


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Post Posted: 02-19-2005 08:21 AM Post subject: Repair priorities

I often dont like the way Brex manages repairs, like when he choose to repair the tractor beam before my torpedo tubes Evil or Very Mad
Is it possible to add to his menu a list of the systems he must give priority to?

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Post Posted: 02-19-2005 10:20 AM Post subject:

@StarForce: ALL stars give off UV radiation.


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Post Posted: 02-26-2005 11:32 AM Post subject: Re: Repair priorities

Cochrane wrote:
I often dont like the way Brex manages repairs, like when he choose to repair the tractor beam before my torpedo tubes Evil or Very Mad
Is it possible to add to his menu a list of the systems he must give priority to?

You can manage what system he repairs first, just click on it.


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Post Posted: 02-27-2005 12:28 AM Post subject:

well I don't think we could do that with bc's engine


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Post Posted: 02-27-2005 12:30 AM Post subject:

I was thinking that maybe someone could tweak the hardpoint for a Voyager (any one would do) and add the "Photonic Cannon" from the episode where the doctor is having delusions of grandeur (can't think of name...)

If this is in the wrong topic or thread, please tell me where it goes.


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Post Posted: 03-05-2005 04:18 AM Post subject:

SuB-CommandeR HuggY BeaR wrote:
I was thinking that maybe someone could tweak the hardpoint for a Voyager (any one would do) and add the "Photonic Cannon" from the episode where the doctor is having delusions of grandeur (can't think of name...)

If this is in the wrong topic or thread, please tell me where it goes.
I think it may go in the modding forum, unless hardpoints are counted as scripts. Don't ask me XD

Could make it come out of the deflector, like when the Enterprise-D used its deflector on the borg. Similar to the one Defiant from the mod pack on BCFiles.


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Post Posted: 03-25-2005 12:06 PM Post subject:

Actually I have two ideas, one of which I really need so if anyone wants to help, Let us know!

1.It would be great if you could fire torps manualyy like you can with phasers when you press H, like manual targeting.


2.I reall need/would like to see a script where you can move the ship on a x/y/z axis, like in wraith of khan in the nebula. I guess the best way to do would be to make sliders of each axis with +/- speeds up to maximum impulse speed.


If anyone would have a crack at these, Im sure they would make BC more Realistic a star trek game!

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Post Posted: 03-25-2005 04:09 PM Post subject:

Your first idea is already in game. When you press H the torp will go where ever you tell it the first time its fired.... though it won't change its corse in mid flight

and your second idea was just made in the thrusters mod here...

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=17940


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