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Re: The Star Trek Mod - New Version Available
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Ok, thanks -- I'll redesign my transports to include a sattelite layer, and deploy some warp-point monitors.
Transports Population I've set them to auto-do-their-thing, but...There's a pack of about half a dozen small transports that keep departing from Bre'el V en route to Taleed Beta system(see attached); they head through a warp point, then decide they are low on fuel and come back. Rinse and repeat. Perhaps destinations should be checked against fuel supply before deciding to go there. |
Re: The Star Trek Mod - New Version Available
Light Ship vs. Normal Ship Shield mounts
Are either still unchanged (I thought you fixed them - for details look ~25 posts back in this thread) or back to the old, wrong values. Basically they have the same problem as the Base Shield Mounts - light version is preferable to normal one, no matter what. Large Reactor Mount (Base) range +2 or +5 ? Text says +2, but info says +5 and it does +5 ... Large Reactor Mount (Base) does not work on Pirate Weapons/Pirate Race Weapons Sucks to be a pirate with everyone elses weapon outranging yours .. Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up Obviously, the "continuous" beam weapons are more suited for firing at small, fast moving targets (+5% to hit), while the pulse variety is more suited to deliver massive damage to easier hit targets (~ +10% damage, -10% to hit). Yet, beams are restricted to "Ships, Planets", while pulsed weapons can target "Ships\Fighters\Drones\Satellites". Mounts follow this (IMHO wrong) sheme: Primary Mount works for beam, secondary mount works for pulse weapons .. as if someone would use the primary weapon on a ship to shoot at fighters and satellites and only the secondary to target planets. The mounts boni should be re-considered as well .. |
Re: The Star Trek Mod - New Version Available
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Re: The Star Trek Mod - New Version Available
Thanks Arralen. I have adjusted the ship shield mounts as well to try and off set this. I know we discussed this many many months ago and I too thought we had resolved it.
Thanks for the other info too. Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up You make a very good point. But to change this system now would require a significant amount of time and re-constructive effort. I will give it some thought and we will see if I am up to the challenge of changing things or not. |
Re: The Star Trek Mod - New Version Available
Here is what I have done so far.
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Re: The Star Trek Mod - New Version Available
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
I have given due consideration to this issue and while I fully understand your point of view, and agree with it, have decided that it would require to much work and effort to change at this point in time. I had to go back to my original notes from way way back and in those notes I found that I had chosen to use pulse weapons as secondary weapons because the intermittent beams were used by many sci-fi shows such as BSG, Buck Rogers, Star Wars, and such in an anti-fighter way. Also people wanted pulse weapons and I had to come up with a way to make them useful in the mod. Also sustained beams, in star trek and other shows, have been historically used as the POWER weapon. Since they only fired a single beam, they were not efficient enough to be used for targeting smaller objects. |
Re: The Star Trek Mod - New Version Available
Here is the latest work I have completed.
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The AST 2.0 Mod is a considerably different kind of mod from STM. AST has a different racial trait system, some neutral AI's won't colonize, some will, has a more simplified tech tree, with each race having its own individual tech tree, limited number of major players, more neutral players, and a more BOTF feel than STM provides. Once AST 2.0 is released, I hope to begin work on the Star Wars mod. |
Re: The Star Trek Mod - New Version Available
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But while the first ship is returning for gas, another ship is ordered to do the impossible mission. In this way, all the transports have accidentally gathered together to fail at doing the job. It's a hole the fleet falls into, like lemmings jumping off a cliff. Emergent behavior at it's worst. This probably means that enemy ships are doing the same thing; being ordered to go places they cannot reach. |
Re: The Star Trek Mod - New Version Available
Still, this is WAD .. the problem is within the game logic, not in the mod. Instead of checking first if a ship can reach the destination, one minister sends it out, and the supply minister calls it back halfway through because its running out of supplies ... .
Sort of workaround would be to have ships with fuel gen by bussards nearly equal to the fuel usage at top speed ... . |
Re: The Star Trek Mod - New Version Available
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