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  #11  
Old April 4th, 2005, 08:51 AM
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Default Re: Star Trek Mod - Please need some help

I'm sorry but you'll have to wait for someone who knows more to come along. I'm not aware of exactly how everything works. I am faintly aware there is a whole formula that involves destroying the weapons platforms first and cargo before the damage moves over to population. You say you haven't counted the torpedo damage, are you aware that all weapons damage works the same on population, it's just that bombs are made specifically to target population. If there is quite alot of the other types of weapons they might be responsible for the disparity in the final amount.
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  #12  
Old April 4th, 2005, 08:56 AM

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Default Re: Star Trek Mod - Please need some help

Greetings,

Thank you for your answers. I feel you are right. Anyway, I'll change my strategy and capture the planets instead of glassing them. And if it really does not work, I'll just change back the seeting to 10...

Tis mod is still very fun to play.

Thank you
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  #13  
Old April 4th, 2005, 11:42 AM
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Default Re: Star Trek Mod - Please need some help

After all arent the borg supposed to capture planets ? I guess the population is eagerly waiting to be incorporated into the hive
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  #14  
Old April 4th, 2005, 12:15 PM

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Default Re: Star Trek Mod - Please need some help

Greetings,

In fact, if we refer to most of the Star Trek literature and to the few relevant episodes in TNG, the borgs capture the population and incorporate them into their "cubes".

They also "beam up" large parts of land (i.e.: I think it is at the beginning of the first best of both worlds episode that you see an away team lead by Riker standing by a large part of land that has been removed from a planet).

The Star Trek mod is fabulously done. However, I would have liked to see two things:
- The cubes are HUGE ships (100 times larger than the Enterprise) and very fast with incredible shields. So, the Borgs should have tactical cubes with, let's say, 10000 of tonnage...hehe
- The Borgs assimilate technologies. I did not read they were doing researches really (Maybe there is one reference in the Star Trek movie First Contact). So, they could have started with a hedge in the technology and have a hedge in the intelligence (To simulate the high assimilation of technologies).

In any way, the mod is incredible and in no way, I am criticizing it.

I have another question: SEIV, construction rate. I noticed it took forever to build ships with Quantum things to colapse and open warp points. Where does it say how long it takes to build a component? I did look in the components file, but I can's see any reference to it.

Thank you

Thank you
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  #15  
Old April 4th, 2005, 12:18 PM

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Default Re: Star Trek Mod - Please need some help

Expense yields time to construct -- ships are constructed XXX resources a turn, not YYY turns to build a component.
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  #16  
Old April 4th, 2005, 12:20 PM
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Default Re: Star Trek Mod - Please need some help

How long components take depends on how fast the shipyard builds at. So a ship with components that costs 10,000 mineral being built at a yard that builds with a rate of 2,000 mineral/turn takes 5 turns. Same for Rads and Organics.

So with a 2000/2000/2000 yard and a ship costing 4000 mineral, 1000 Rads and 1000 Organics it would still take 2 turns, even though the rads and organics would be finished in one turn.

Hope thats clear.
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  #17  
Old April 4th, 2005, 12:22 PM

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Default Re: Star Trek Mod - Please need some help

Greetings,

aaaaah! It makes sense. I took that one from the Star Trek mod, but I assume it is close with the normal SEIV:

Name := Gravitational Quantum Resonator III
Description := Gravitational beam which opens a new warp point to a nearby system.
Pic Num := 41
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 70000
Cost Organics := 0
Cost Radioactives := 30000

It is 100,000 resources cost. A lot more than a dreadnought hull.

Thank you
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  #18  
Old April 4th, 2005, 12:27 PM
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Default Re: Star Trek Mod - Please need some help

Sort of.

The resources are seperate, so it's a 70000 Mineral cost only. You'd add that to the mineral cost of all the other components. Do the same for Rads and Organics and find which of the three is the highest, then divide that by the rate of the shipyard to get build time.
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  #19  
Old April 4th, 2005, 12:58 PM
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Default Re: Star Trek Mod - Please need some help

This can indeed be very..... annoying - say, you're building a Tactical cube, and an event kills even 10M pop on a several B planet, you might experience slower production - look in Seetings for the population "threasholds" where you get increased production - and it might take another 3 turns extra. Or, also not so very nice, you can build at 2k minerals per turn and you have a ship costing 10300 minerals. It will STILL take six turns to finish.
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  #20  
Old April 4th, 2005, 02:11 PM
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Default Re: Star Trek Mod - Please need some help

Then again i experienced player will just cut off some components and do a retrofit run, majorly decreasing the time to complete a a fleet / a ship at only minorly increased cost.
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