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Re: The Star Trek Mod - 1.9.0.2 Update Released
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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. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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Could you make 1906 beta availiable for download for final quick revision? |
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. |
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. |
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.
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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.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
It will need SY in the same sector to retrofit.
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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 ? |
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.
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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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