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  #51  
Old April 7th, 2005, 03:05 AM
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Default Re: Star Trek Mod - Please need some help

Ok - so just using a single Space Yard ability by itself without specifying a resource or build rate will allow for the analysis but never build anything - is that correct?
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  #52  
Old April 7th, 2005, 03:15 AM
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Default Re: Star Trek Mod - Please need some help

Here you go. I added 13 copies of the Space Yard I component renamed to reflect which resources are set to 0 construction. With the first 7, I set the rate to 0. With the last 6 (labelled alternate) I actually deleted the space yard abilities for the 0 rate resources and adjusted the number of abilities. I increased the radioactives cost by 1000 so that each of the three resources produces a different build time. To test, make one base space yard design with each modded space yard, build one, and then have each new base build the next. You'll have to deselect show latest only to see them all. For testing that you don't actually pay the amount for 0-rate construction, design a starbase with a huge number of quantum reactors and build it with a no-minerals space yard.

No, this isn't what I used initially, but I like being thorough with what I release for public consumption .

Edit: Yes, Kwok, a space yard with 0 rate for everything will allow analyzation, retrofitting, scrapping, etc. but not building.
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  #53  
Old April 7th, 2005, 03:39 PM
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Default Re: Star Trek Mod - Please need some help

Here is a quick Borg mod that I posted about a year ago...

BorgMod.zip

It is designed around the kind of gameplay that you're describing. The Borg have virtually no research potential and have to get all of their Tech from analysis. It has zero level shipyards called Assimilation Nodes, Borg boarding parties that have Organic Regeneration so that a single Cube could capture more than one ship per combat, a Boarding Cannon to take out SDDs, and other such goodies.

It had a unique feel to gameplay and worked quite well. It was quite a change of pace to constantly be behind the tech curve. Have a look for yourself.

I haven't gotten around to addapting it to STM yet but I think I just might to se how it goes.
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  #54  
Old April 7th, 2005, 04:02 PM
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Default Re: Star Trek Mod - Please need some help

Borg mod????? i must see that!!!
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  #55  
Old April 8th, 2005, 08:13 AM

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Default Re: Star Trek Mod - Please need some help

Greetings,

Just to let you know I finally was able to capture planets with the Star Trek mod...hehehehe

It took me a while to get it right and a few thousands troops.

Just one stupid question: In tactical, is it possible to drop all your troops at the same time and not just choosing the ship, then give the drop troop order and see you poor 400 troops getting slaughtered by 850 militia while you are 2000 troops waiting in 20 transports in orbit?

It is like living again D-day and sending Tom Hanks to the beaches....hehehehe

Thank you
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  #56  
Old April 8th, 2005, 02:45 PM
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Default Re: Star Trek Mod - Please need some help

I am afraid not. Its first come first selected first dropped. So the larger the transport, the more troops you have. Also the size of your troops plays a part. Infantry is weaker and much less likely to capture a planet, but you can build a lot of them really cheap so they are often the best cost effective solution. However the larger Troops are the better for going after planets.
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  #57  
Old April 8th, 2005, 02:51 PM
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Default Re: Star Trek Mod - Please need some help

You could make ground combat last only 1 or 2 rounds. This way, there is a good chance that multiple transports can be used without entire loads being slaughtered and the militia automagically being regenerated from nothing within the same game day...

Make militia have a lot more hit points too. These changes will allow the defender to drop reinforcement troops as well, as it will likely take several game turns to finish conquering the planet. No longer does ground combat have to resolve in a single round...
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