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Re: The Star Trek Mod - New Version Available
Turn off the supply minister would be what I would recommend. Place a resupply base in strategic location and then mark the area around it as mine fields to force the transports to go where you want them to.
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Re: The Star Trek Mod - New Version Available
AI designs "Explorers", but does not build them or uses them when build by player intervention.
Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely. Monsters should have "plague bomb(s)/ability, or ground troops" |
Re: The Star Trek Mod - New Version Available
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Might be less pronounced, though, if the ships have lower supply consumption to start with. But I remember a time when even colonizers kept turning back because they reached "bingo fuel" .. problem was solved by Aaron by making them ignore fuel level ... http://forum.shrapnelgames.com/images/smilies/fear.gif |
Re: The Star Trek Mod - New Version Available
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Re: The Star Trek Mod - New Version Available
I need to run a couple of play tests then hopefully it will be ready.
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Re: The Star Trek Mod - New Version Available
Looking forward to all three mods!
GB |
Re: The Star Trek Mod - New Version Available *NOW
1 Attachment(s)
STM v1.9.7.3 Update Patch
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Re: The Star Trek Mod - v1.9.7.3 *NEW*
1 Attachment(s)
STM v1973 Full Mod
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Re: The Star Trek Mod - v1.9.7.3 *NEW*
Cool! Thanks for the patch, AT! Anyway, I was looking at the site http://botfii.armadafleetcommand.com/. To my surprise, it has an indie startup of BotF II. It looks like the AST 2.0 mod may beat them to the punch...
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Re: The Star Trek Mod - v1.9.7.3 *NEW*
I have just finished a 'mini mod' of PlanetSizes.txt and SectTypes.txt to add planetary classifications...Fyron, I have used pieces of Adamant and FQM for this mod, and would like your approval to upload this mod (you have been credited).
GB |
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