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Re: The Star Trek Mod - New Version Available
Thanks, that was some very helpful info. http://forum.shrapnelgames.com/images/smilies/happy.gif I had not idea about the history of the tholian emblem. LOL. Too bad SOAB was canceled, it wasn't that bad of a series. Kinda reminded me of Babylon 5 crossed with Firefly and BSG.
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Re: The Star Trek Mod - New Version Available
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Could you please explain this issue in greater detail. I am just not having any luck wrapping my mind around it. Perhaps I am just too tied. Quote:
Tonnage Percent := 2 KT size of shields are 1000 so this one would cost 20kt. Tonnage Structure Percent := 80 The TS is 15KT so at 80% of 15kt the reduce TS % would be around 12kt. It is weaker and that is the way it should be right? Damage Percent := 100 Shield Percent := 80 Shield Generation is 35. So the actual Shield Generation would be about 28. Cost Percent := 100 Tonnage Percent := 2 again about 20kt in size Tonnage Structure Percent := 100 Full tonnage structure of 15kt Damage Percent := 100 Shield Percent := 100 Full Shield Generation at 35 Two LS would be 40kt, with a TS of 24, and provide 56 Shield Generation at 80% cost. Two SS would be 40kt, with a TS of 30, and provide 70 Shield Generation at 100% cost. This is what I am coming up with and I really am not seeing your POV on regarding this issue. http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: The Star Trek Mod - New Version Available
So fat this is what I have been able to do thanks to Arralen's report. I have a lot more to do. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - New Version Available
I see that the Sat mount is reducing the size of the CSM (Seeker) from 20kt to 10kt but it also reduces the damage rate from 50 to 25. It also increases the range.... very odd behavior for SEEKER. I didn't think this was possible. Must be an SE IV bug. I am going to added a Comp Family Requirement to the Satellite mount and hopefully that will prevent this CSM bug.
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Re: The Star Trek Mod - New Version Available
Well I added the Comp Family Requirement to the Satellite mount and then added only four beam weapons to the list. No Capital Ship Missile.. Yet it still is present in the mount. I don't get it. This should have prevented the mount from working on the CSM.
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Re: The Star Trek Mod - New Version Available
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Re: The Star Trek Mod - New Version Available
203) Shield Mount Scaling
The following values are from my test game (attached somewhere above, using 1.9.6.2 DE) As one can easily see, 2x Light Shield is way superior to 1x Standard Shield, yet both use the same tonnage. Light Shield should use 80%, not 50% of the standard shields tonnage. <font class="small">Code:</font><hr /><pre> Bio-Electric Field III standard shield light shield 2x light shield (vs 1x SS) Mount used ST Sh Mt LT Sh Mt LT Sh Mt cost 35/120/50 28/96/40 {80%} 56/192/80 size 20 kt 10 kt {50%} 20 kt {100%} dam res. 15 kt 12 kt {80%} 24 kt {160%} Abilities 45 phased shield 36 phased{80%} 72 kt {150%} 6 redirect 6 redirect 6 redirect(?) 7 regen 7 regen 14 regen {200%}</pre><hr /> Torpedoes vs. Missiles Have you fixed the fire rate of the Anti-Matter Torpedo? (List No. 206) Can't find it in the fixlist, but may I just some glasses. Ok, I know I need some - just never got around to get me some. And the cheap ones you get everywhere look so ... awkward http://forum.shrapnelgames.com/images/smilies/wink.gif With the fire rate of the torpedoes fixed, they are not 100% better then missiles any more http://forum.shrapnelgames.com/images/smilies/wink.gif One problem, though, is the "Large Reactor Mount" on Stations. It works on torpedos and makes an "Anti-Matter Torp I" do 45@10, while even a "CSM III" does only 50@7 => Torpedoes the ultimate weapon for space stations. Oh - description says "increases range by 2", yet right-click info says "weapon range modifier +5" - and it does +5 on all direct fire weapons. With +2 that would be 45@7 for the torps .. still better than an 'equally-teched' CSM but not as bad ;-) Small Sats, Satellite Mount and CSM It's 70% damage, not 50% for the Satellite Mount => 35 dam And with a size of 10kt only, you can cram 4 missile systems into 1 satellite .. each one doing 35 damage @ 6 range .. in the early game, when everyone is running around in FFs (not even DDs) with very few armor/shields/PD. The problem here is not the damage (in first place), but the number of missiles in a volley which cannot be defended against in the early game. And then, it's CAPITAL ship missles and those very tiny small little satellites .. it's just feels wrong that a CSM does fit in there at all http://forum.shrapnelgames.com/images/smilies/happy.gif CSM and torps in general In stock SE4, missiles and torps are different branches on the tech tree. And drones are, too. Yet, in StarTrek, torps are the follow-on tech to missiles. To re-create this in SE4, the tech tree would have to be change to start with missiles only and then later branch into torpedoes (short-medium ranged, high damage, not susceptible to PD) and drones (long ranged, very high damage, working like small ships). But I guess it's too late to change that in the mod, even if you wanted to. But there's no need to be in (with,by? ..whatever) canon here. After all, the background story has changed quite a bit. Nevertheless, I feel torps are too easy to get considering that they're superior to missiles. I would suggest branching the torps from the missiles somewhere around level 3-5. All the 'mayor players' (Federation, Klingons, every player race etc http://forum.shrapnelgames.com/images/smilies/wink.gif ) could then (re-)develop the sophisticated torp tech, while the smaller races stay with the cheaper, yet way less effective missile tech. Drones already require quite some additional research effort and would be ok as they're now, IMHO. Armor IMHO there was no need the change the scattering and other 'special' armor, as those are IIRC still 'real armor' and hit first, therefore the original values would do fine. Or is this changed in the new version as well? |
Re: The Star Trek Mod - New Version Available
The problem here is not the damage (in first place), but the number of missiles in a volley which cannot be defended against in the early game.
I could make PD available sooner in the game? Armor IMHO there was no need the change the scattering and other 'special' armor, as those are IIRC still 'real armor' and hit first, therefore the original values would do fine. Or is this changed in the new version as well? I can change them back, but I was thinking that armor should be uniform in size, but you make a good point, and no the only change made to these 'real armor' was to reduce the KT size. As for shields, in the latest public version the LT is now set to 80% kt value. I used those values in my example above. Thank you for the help on this one. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - New Version Available
Working out these AI issues is proving to be a real PITA. http://forum.shrapnelgames.com/images/smilies/frown.gif You make one change that fixes one issue but causes two more problems.
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Re: The Star Trek Mod - New Version Available
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