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Re: The Star Trek Mod - Final Update
I want to increase the Home World Cargo capacity, how do I do that?
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Re: The Star Trek Mod - Final Update
Also I would like to set it up so that each race starts the game USING their facilities instead of the stock ones. How do I do this?
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Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
Right now the only differance is the accuracy. I will be reviewing all of the weapons in the mod for balance next. If I come acrossed a weapons, such as you have listed, I will hopefully be able to give one a uniqe ability so that they are both equally usefull.
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Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
Instead of increasing the max cargo of the planet like aiken suggested you could just create facilites which increase cargo hold. Since homeworlds start quite advanced and have "unique" buildings, you could just set it up that way.
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Re: The Star Trek Mod - Final Update
Thanks Aiken, I fixed the troop issue by adding the requirement OF "Race Technology" to each races Troop entry in the Tech Area file. This should fix the issue.
Thanks for the help with my questions as well. http://forum.shrapnelgames.com/images/smilies/happy.gif All races have access to Generic Infantry. Only the following have acess to Race Infantry: 8472, Borg, Breen, Cardassian, Dominion, Federation (ALL), Ferengi, Klingon, Orion, Romulan, and Tholian. |
Re: The Star Trek Mod - Final Update
Could you please give me more info on modifying the Homeworld cargo amount. I don't understand how changing Sphere World will effect home world cargo.
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Re: The Star Trek Mod - Final Update
Ooopsy. What a crap I wrote about Sphereworlds! http://forum.shrapnelgames.com/image...s/rolleyes.gif
I just thought you had asked about sphereworlds. Sorry. Well, the right answer will be "I don't know". Or follow the advice that Rag-X gave, add a Cargo Storage ability to Spaceports. To make such facility a "homeworld only", create racial facilities with Spaceport and Cargo storage abilities and make them very expensive. Although you'll have to test which facility will be placed on a HW: generic SP or racial one. edit: Resupply Depot is another convenient facility. edit2: actualy, resupply depot is better, because Natural Merchants trait will remove Space Port from HW. edit3: on a second thought AI will likely prefere to build expensive racial resupply depot or Space port in just colonised systems. It can cause AI to stumble and waste its resourses on a very expensive facilities. If you want to go further - add an AI tag to resupply depot (or space port) and change all AI_construction_facilities.txt to reflect this change. edit4: never mind |
Re: The Star Trek Mod - Final Update
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