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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Atrocities December 17th, 2004 01:06 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

aiken said:
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?



Thank you for the info.

This bug was addressed already, however it is buried in the file so I thought I would post seperately to let you know in case you thought I was ignoring you. http://forum.shrapnelgames.com/images/smilies/happy.gif

32. Changed Fusion Beam family number from 2010 to 597
33. Changed Fusion Beam Mount to use new Fusion Beam Family number.

Aiken December 17th, 2004 02:15 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Atrocities said:
Quote:

aiken said:
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?

Thank you for the info.

This bug was addressed already, however it is buried in the file so I thought I would post seperately to let you know in case you thought I was ignoring you. http://forum.shrapnelgames.com/images/smilies/happy.gif

32. Changed Fusion Beam family number from 2010 to 597
33. Changed Fusion Beam Mount to use new Fusion Beam Family number.

Ah, sorry. It was not easy to track it, indeed http://forum.shrapnelgames.com/images/smilies/happy.gif
Could you make 1906 beta availiable for download for final quick revision?

Atrocities December 17th, 2004 02:49 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
1 Attachment(s)
Click the Attachment to download the beta of 1.9.0.6

The beta has no BMP images, just datam html, and AI files.

boran_blok December 17th, 2004 05:14 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Same thing as with the biokinetic torpedo's:
Anti matter torpedo V is bettter than photon torpedo I, because the Anti matter torpedo has a fire rate of 1 whereas the photon torpedo has a fire rate of 2 (the bit longer range and 5 more dmg really doesnt compensate if you can fire it only half as many times in combat),

making these seperate families would also be nice.

As for the small portable spaceyard, the pirates definetly need those, otherwise they cannot cap and analyse ships. I'm playing a game now and the closest enemy is 5 systems away, if I had to send a ship back it would be years before I could analyse it. and the 300 kt construction capacity of the small spacedock is enough to make a small recon sat or a few troops to cap a freshly inhabited planet.

Boran.

von_toaster December 17th, 2004 10:23 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Yes, I agree with Boran. The capture and analyze protocol is just the thing for the Pirates. Given that you have a ship big enough to carry a small shipyard component and get where you want it to be.

boran_blok December 17th, 2004 01:48 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Combine pirate race with the warrior trait, the heavy destroyer with 420 kt of space is an ideal pirate ship, mostly I equip it with a sattelitte bay, one or two cargo bays, pirates to cap ships, some small weaponry to deal with fighters mainly. it's an ideal long range ship. definetly if you give it repair bays that way it can quickly retrofit itself.

Aiken December 17th, 2004 01:53 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
It will need SY in the same sector to retrofit.

boran_blok December 17th, 2004 01:59 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
It has that right on itself, I use that tactic all the time.

as long as you dont retrofit the spaceyard itself and dont carry cargo it can retrofit itself.

Anyways, another "issue" I have:
Why do resupply-related objects show up in spaceyard construction ? bases dont really use supply dont they ?

Ragnarok-X December 17th, 2004 03:55 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Nope they dont. In fact bases have unlimited supplies, given they could group with ships.

boran_blok December 17th, 2004 03:59 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Serious bug:
Satellite mount doesnt work anymore for weapons, but works for everything else (including satellite computer and remote mining components)

changing:
<font class="small">Code:</font><hr /><pre>Long Name := Satellite Mount
Short Name := Satellite Mount
Description := Reduces the Size of Components for Satellites.
Code := SM
Cost Percent := 100
Tonnage Percent := 50
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 2
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 50
Weapon Type Requirement := None
Vehicle Type := Satellite
Number of Tech Req := 0</pre><hr />
to

<font class="small">Code:</font><hr /><pre>Long Name := Satellite Mount
Short Name := Satellite Mount
Description := Reduces the Size of Components for Satellites.
Code := SM
Cost Percent := 100
Tonnage Percent := 50
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 2
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 50
Weapon Type Requirement := Direct Fire
Vehicle Type := Satellite
Number of Tech Req := 0</pre><hr />

Fixed the problem, dont know why you changed it from 1.9.0.5 tho.


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