![]() |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Quote:
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
The cargo storage the pirates have are also like that.
Cargo bay I has 51 Kt of storage (I'm not further than that yet but prolly the II has 71, etc) |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Latest round of updates
Quote:
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Quote:
Weapons Destroyer I/II/III/IV: dmg = 10/20/30/40 at range 2/3/4/5 with weapon modifier 5/10/15/20 % and change Vehicle type from Ship\Base to Ship\Base\Sat. Reload Disruptor I/II/III/IV: dmg = 5/10/20/30 at range 2/3/4/5 with weapon modifier 5/10/15/20 % and change Vehicle type from Ship\Base to Ship\Base\Sat. Reload time = 5 for both. edit: hehe, too late http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Suggestion:
It's only logical that the small portable pirate spacedock evolves together with the big non-portable one (relatively speaking) you could make the small one 300, 350 and 400 which would be exactly 1/10th of the big one. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
I have noticed some weird things as the Klingons in the QConflict game. It uses 1.7.2, so these may have been addressed, but here they are anyways:
When I upgrade a ship with a ram scoop, sometimes that ram scoop is turned into 2 warrior combat sensors. When I upgrade a ship with a warrior combat sensor, sometimes it turns into two warrior combat sensors. I don't have on hand the exact situation, but it is reproducible for any given ship that is affected by it. I noticed it primarily because my upgrades suddenly started giving me "components too big for this ship" errors... Thanks, Alarik |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Quote:
So comments on this topic are welcome. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Quote:
So I would say that it is a problem caused exclusively in the 1.7.2 Version. But never the less I will keep an eye out for simular problems in 1.9.0.6 after its release. Thanks for reporting it. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Change 8472's Biokinetic and Telekinetic Torpedoes to different weapon families. Telekinetic torps are not always better that Biokinetic torps, and it's annoying to turn off "only latest" to pick a couple of biokinetic torps.
Tachyon Projection Cannons I-V are affected by Fusion Beam Mount. Hard to tell, whether it is right or wrong. It happens because of the same comp family of these 2 weapons (2010). At the same time description for Tachyon Projection Cannon and Ionic Disperser says "Use the Weapons mount for this weapon". So I guess it should be some separate mount for these 2 kinds of weapons? Satellite mount Q. From revision.txt: "5. Fixed Satellite Mount now works as intended." So, how is it intended to work? Is it a general purpose mount for all type of components, or else it's for weapons only (as now)? In the first case Weapon Type Requirement must be set to "None" (like in Drone Mount). Quote:
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Here is the latest revison history
Quote:
|
All times are GMT -4. The time now is 03:17 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.