
...and the interior.

Abs
You're right that no one can get in from sickbay, but there is access from the Sensor room.NarnKar wrote:In regards to your Saladin's layout, it looks like the medbay station is placed in front of the doors, meaning no one can get in...the custom rooms are really cool though!
I see a misunderstanding.Abs wrote:You're right that no one can get in from sickbay, but there is access from the Sensor room.NarnKar wrote:In regards to your Saladin's layout, it looks like the medbay station is placed in front of the doors, meaning no one can get in...the custom rooms are really cool though!Thanks for the nice comments...I was hoping that the rooms turned out alright.
Abs
AbsAbs wrote:Current Features (Click links for screenshots):Planned Features:
- U.S.S. Saladin NCC-1981 (Replaces Kestrel A)
- U.S.S. Centaur NCC-2012 (Replaces Engi Cruiser A)
- U.S.S. Enterprise NCC-1701 (Replaces Fed Cruiser A)
- Custom Enemy Ships (Currently: 2)
- New Player Weapons (phasers, torpedos)
- Starfleet Uniforms on Humans
- Custom Room Art (Bridge, Sickbay, Engineering, Shuttlebay)
- Custom Hangar Deck
- Gibs on every ship
- New UI Sounds
- Custom Soundtrack
- Custom Sector Map
- Unique Sectors (Currently: Federation: 4; Klingon: 1; Romulan: 1;)
- Generic Sectors (Currently: Federation: 134; Klingon: 45; Romulan: 41;)
- Custom events (Currently: 1)
- FTL Events Replaced: 3
- Disable Fleet Pursuit
Since we can't make custom races, the following is my race legend:
- Custom enemy weapons
- New drone for the player
- Modify Rock sprite sheet to look like Klingons.
- Modify Zoltan sprite sheet to look like Romulans.
- Starfleet = Humans
- Klingons = Rock
- Romulans = Zoltan
Code: Select all
<event name="KLINGON_SHIP_SURRENDER"> <!-- ST:FTL -->
<text load="KLINGON_SHIP_SURRENDER"/>
<choice>
<text>Accept their offer.</text>
<event>
<ship hostile="false"/>
<autoReward level="RANDOM">stuff</autoReward>
</event>
</choice>
<choice>
<text>We will not accept surrender!</text>
<event/>
</choice>
</event>
...
[textList is here.]
...
<event>
<text>Before you have a chance to leave, a Klingon patrol ship arrives and you intercept their comm chatter, "...appears we've finally found them. Their killing spree ends now!" Before you can plead your innocence they move in to attack.</text>
<ship load="KLINGON_SHIP" hostile="true"/>
</event>
Code: Select all
<ship name="KLINGON_SHIP" auto_blueprint="SHIPS_KLINGON">
<surrender chance="0.1" min="3" max="4" load="KLINGON_SHIP_SURRENDER"/>
<destroyed load="DESTROYED_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
</ship>
Code: Select all
<blueprintList name="SHIPS_KLINGON">
<name>Klingon_D7_Cruiser</name>
</blueprintList>