Re: The Star Trek Mod - 1.9.1.2 Update Released
Created a sample of componants.txt/techarea.txt that uses nine levels of ram-scoop/bussard collectors, warp cores that generate supplies, and nacelles that burn 50 each, so that it's easy to tell. 1 square = 100 supplies; no muss no fuss. (zip file attached).
So far it's workin fairly well. I created three klingon scouts, one with 2xScoops, 4xScoops, and 8xScoops. The 2x scout ran low on gas at the end of the third turn, but the 8x scout kept going strong...with it's three guns instead of six. Also tried the Feds; their Explorer could only hold one gun at max scoops and the Escourt could hold two. Rough trade, when faced with ships carrying five or six. As for the Cardassians and their weak-*** little scout ship, they can't load it with enough scoops to maintain max speed, let alone arm it too.
I didn't change the prices, even though I really like the idea, because I don't know what to shoot for on that. Definitely wanting scoops to be expensive maintenance-wise though, so that there is good motivation not to max them out every time on larger hulls.
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