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Re: STM "Final v1.7.5" Discussion
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I would be happy to send anyone the game files to see if they can figure it out. What they had in common was a strategty set to not fire on planets since they had no weapons that could do so but they did not fire on ships either. And i've seen this behaviour before with default 'optimal range' orders. [ February 09, 2004, 02:30: Message edited by: DavidG ] |
Re: STM "Final v1.7.5" Discussion
No.
I was thinking along the lines of supplies or something to that effect. E-mail the game files to me. I'll take a look. |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Hmm. Something fishy is going on - I'd stick to the default strategies with the mod as I've never had a problem with them.
BTW, you really need to get higher level combat/ecm sensors ASAP! You're going to get slaughtered - especially as the Romulans! |
Re: STM "Final v1.7.5" Discussion
That was a very odd combat...
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Meh. My platforms would have destroyed half or more of his fleet easily, had they gotten in range of the planet better. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: STM "Final v1.7.5" Discussion
There is a much better Romulan weapon than the Mini Plasma Disruptor - the regular Romulan Plasma Disruptor - it's similar to Federation phasers and has 10 levels.
The top Romulan weapon is the Plasma Torpedo - but it's only good if you can get away the first shot and are in close range - and ofc, if you can hit the enemy ships. http://forum.shrapnelgames.com/images/icons/tongue.gif The Klingons I think were vastly underpowered in 1.3.5, or at least it seemed that way. Ofc, the Federation is still tops overall of the regular races. However, I haven't tried the most recent Version of the mod yet so I cannot say with any certainty that this remains entirely true in 1.5.1! Actually, I think the Defiant ships need to be made much, much, more expensive (they were way too awesome in 1.3.5 for so little resources) and the Juggernought size ship needs to be dropped. There are some other ship-size issues but I don't have the exact figures handy so I'll wait to later to post about them. One thing I will suggest is the reduction of the mounts in equal size/damage ratios. i.e. twice the size gives twice the damage. If a true leaky shield system is used, the advantage lies in the initial punch for larger ships as you'd expect. Smaller ships need to be made more practical in the mod, so their defense bonuses and a minor accuracy penalty to the larger mounts would go along ways to balancing it out. Also, there seems to be a half attempt at leaky armor (some components have low, low, structure points as you expect, while others do not) - but at the same time all the armor has the damaged first ability so it is kind of a mix-up. |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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Edit: This is in ver 1.35 so perhaps something change in 1.51 but i haven't d/l that yet. [ February 09, 2004, 14:03: Message edited by: DavidG ] |
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