Re: STM "Final v1.7.5" Discussion
There what I got so far by turn 61 in STM as the Borgs.
Enjoy the look and feel of star trek in this mod, nice work, it adds a lot to the game.
Still need to finish some of those bmp files/pictures yet. Do you want me to keep track of which bmp pictures that are missing?
Got a problem with the Vulcan Society as it is control by AI, keep getting unknown value "Phased energy weapons"/twice and " specical technology"/once during each turn cycle.
Reviewed all the ninteen empires on turn 61, some were doing OK, something to write home about and others were just sitting there.
Need to program the AI empires to expand out fast, most never left they system by turn 61!
They were all doing a good work of moving the populations to new colonies, blocking warp holes with satillites.
They all had no problems having rersources, with resources stockpiles, normal 50K to 90K range.
They didn't launched they planetary satillites and/or mines sometimes. they would put some satilltiles up, but there be more sitting on the ground/planet.
I really like the limited range/fuel/warp core for spaceships. Its makes for a better strategy game. No longer can a single scout ship ranged all out the galaxy early in the game. But now you must plan and fight it out for those critical systems, build advance star bases, and refueling points. Thus you must push back your enemies forces, capture his planet bases, before driving deeper into his empire. Just like in the Star Trek movies.
Here a suggested for the AI empires, force them to expand out into a new system every 10 turns or so during the first part of the game. Colonizes planets they go.
Lastly I set the my game for many AI players, diffcurtly high and AI gets a small bonus. Player could only colonize breathable atmosphere, didn't allow surrenders or ruins.
Having fun, good mod.
Lighthorse
PS, sorry, but I didn't have time to correct my spelling.
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Oh man, why do you have to hit me with those negative waves so early in the morning..
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