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Re: The Star Trek Mod - New Version Available
That's a hugh advantage in the early game. Be careful with that one and increase the cost a lot!
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Re: The Star Trek Mod - New Version Available
I took what you said into consideration and came up with a better plan. Warp Overdrive I - III. (Basically Emergency Propulsion). It may help players, but I will have to come up with a simular system for the AI later.
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Re: The Star Trek Mod - New Version Available
1 Attachment(s)
Download the Star Trek Mod v1.9.6.1 Update 5 megs
Download the Full Version of the Star Trek Mod v1.9.6.1 - 29 megs This new version includes the new Tholian ship set. Please read the update or patch installation instructions before installing the update or patch. Quote:
This version also contains an update Tech Tree Document as well. |
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
STM 1.9.6.1 Full Version of the mod. In order to upload the file I had to drop the 800x600 splash screen. If you use this resolution you can copy and resize the 1024x786 image and use it.
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Re: The Star Trek Mod - New Version Available
AT, I don't know what the ability was on the 'Solar Sail', but did you try that ability on the small hulls?
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Re: The Star Trek Mod - New Version Available
AT, there may be a racial trait problem. I took the building trait (I think it's the Natural Engineers) that decreases your build time. On the starting turn que, my colony ship comes up as 2 turns to build, but then on the first turn it changes to 3 turns of 4 left.
Has anybody else noticed this problem? I took the Fed with the building bonus. It appears as the numbers are not working out. I'm using 1961. |
Re: The Star Trek Mod - New Version Available
I have always said that the racial characteristics work backwards. http://forum.shrapnelgames.com/images/smilies/laugh.gif Natural Enineers is improved repair 150%. Hardy industrialist and Power Industrialists are 120% and 150% to production.
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Re: The Star Trek Mod - New Version Available
That's what I took, Power Industrialists, 150% to production and I went backwards. AND I spent racial points on this trait! WOW what a deal! http://forum.shrapnelgames.com/image...es/biggrin.gif
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Re: The Star Trek Mod - New Version Available
must be an se 4 bug.
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Re: The Star Trek Mod - New Version Available
I tried to duplicate your issue but was unable to. The Power Industrialists worked fine. When used with no other charactersitics, say FED culture and racial trait, a standard colony ship with all available base components and two storage and one cargo component would take 2 turns to build. With no bonus other than FED culutre and RT, the build time for the same colony ship would take 3 turns.
With the Power Industrialist RC, and 145% to the Construction Characteristics the build time is still 2 turns. I could not get the construction time to increase no matter what I did. The time remaining was always the correct amount. |
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