Lt. Commander
Join Date: Dec 2007
Posts: 120
So, I would really appreciate some feedback regarding a map I'm trying to create. I'm making a Federation world called Renorilliax. I want to make a really nice sized city, but I don't feel the Federation buildings are working. I am thinking about using Romulan or Cardassian buildings and a.) explain the architecture in the mission, or b.) ignore it...thoughts
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-10-2011, 07:19 PM
It's not clear in your post what you're asking/want from us.

Most if not all of the Federation buildings are unfortunately meant to be alone. The game just hasn't had many large cities (none of them Federation), so no building types that fit for that layout have been generated.
I've created a few cities, and unfortunately, there's no way to really get a good sense of massive scale with the building we have. However, Cardassian buildings and Klingon buildings are the tallest and most useful for building cities.

I have heard a few people talk about creatively using Foundation blocks to stack individual Fed buildings more or less on top of each other, adding walls and textures to blend the seams so it appears as though it is one large building. While I haven't had a chance to try it yet, it might be something work looking into.

Also, don't discount using large, tall buildings and just placing Federation style walls around them. You can almost 'wallpaper' any building to look like any other type of building with the right walls and good attention to detail.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-10-2011, 08:23 PM
I'm thinking about using Romulan or Cardy buildings on my Federation world and either "explaining" away in dialog, or just not explaining it at all, and asking to see how people would feel about a city like that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-10-2011, 08:50 PM
is this a new colony? was the colony absorbed into the federation following the fallout of the dominion war or the destruction of Romulus? Could they be remainders of a failed colony from a period before either?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-10-2011, 09:44 PM
Try the colony map from the tutorial. I cant remember the name.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-10-2011, 10:02 PM
Quote:
Try the colony map from the tutorial. I cant remember the name.
Vega, isn't it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7 This is NOT a colony
03-10-2011, 10:14 PM
Sorry for the confusion, but the world is not a colony, but a full on Federation member world that has advanced and fully functioning cities. My issue is that the Federation buildings are not working for the map I'm making, and the Rom or Cardi building that do work for what I want are clearly not Federation buildings...so my solution would be to use the other factions buildings and try to explain it in game or just ignore the architectural difference. I'm asking for the opinion of the community as to what you think would be the best for immersion.... Acknowledge the difference or just pretend it's the architecture from this world, that happens to look like Rom, or Cardyi architecture....Thanks for the suggestions
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-11-2011, 08:30 AM
well one thing you can also consider doing is place the building and then 'redress' the set using bits in the toolkit, add a detail here and there that help to disguise the origin of piece. And nothing says that this member world isn't populated by an offshoot branch of one of those Empires. Or that at one time they were colonies that broke away and joined the Federation, or even something like Bajor was after the occupation of the Cardassians. To answer the outright question, it is your choice if you want to acknowledge it in some way, but at the same time it is understood that you only have so many toys in the box that you can play with as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-11-2011, 07:36 PM
OP - I see what you're asking now.

It really depends on whether or not knowing that info would enhance the story you're trying to tell. If this world being conquered by the klingons in the past allows the players to make better sense of what's going on and why then you should require the players to contact someone who'll come right out and say it.

If it's not essential then I'd still have the info explaining the odd buildings in there to appease the hard-core types but that info would be something you'd get by talking to a side NPC that's not required for the mission. This way those who feel it really needs to be explained can get what they want but you don't have to force it onto those players who could care less.

Really it's a judgement call. That's how I'd go at it. Your milage may vary.
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