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April 7th, 2006, 10:04 AM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
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Re: Masters Mod v1.6: One Small Step for Masters
I tried the assimilation masters last night. Kinda fun taking other ships with the nanites, but they seemed very powerful. once you get LC's the mount gives the nanites 100% chance to convert if they hit, and at range 2 they tend to hit alot. I was up against a race that used missiles alot, but even with the range advantage I could still take 3 ships very quickly. As soon as they start using MC's the nanites should become useless however. Also you may want to restrict them from Weapon Platforms, or make a different one that goes on them, the WP mounts make these very dangerous.
The special Life Support component that gives 5% reduction to maintenance stacks. A Space Station with 1 bridge 2 Crew Quarters and then filled with These Life Supports will net about 7000 each turn in minerals from negative maintenance. They also stack with the 100kT SY's 40%. You could limit them to 10 per ship in the restrictions line for the comp, the only ones who have acces to ships that need more than that are the Megascale. If you want people to be able to take more than one master trait for some reason you could make a second comp right below it without the restriction and having both master traits required.
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April 8th, 2006, 05:29 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Masters Mod v1.6: One Small Step for Masters
Oh, I hadn't noticed the maintenance thing. I'll have to fix that right away.
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April 8th, 2006, 07:11 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
Posts: 369
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Re: Masters Mod v1.6: One Small Step for Masters
I just downloaded the mod and started a new game, I'm having a lot of fun so far. I picked the Defense masters for my first game. The borg started two systems away from me, and I've had quite some trouble with them  . Anyhow, I managed to research computers early on, which has given me a big advantage, and they just surrendered to me a turn ago.
Just one remark so far: With the defense masters trait, you can install navigational shield systems and structural integrity fields on weapon platforms and satellites (which gives your weapon platforms +1 movement), this seems a bit odd, it's only a small cosmetic thing but I thought I should mention it. Other than that I can't find any errors, It would be nice to have a few more of the AI's use the new masters traits though. Anyhow, great mod so far, I'm looking forward to any updates.
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April 9th, 2006, 02:49 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.6: One Small Step for Masters
Hey, thanks for the complements. I've had a lot of fun building the mod, and I have a lot more things to add to it.
So far I haven't added Masters traits to any of the races that already use stock racial traits, but that will change in the future.
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April 10th, 2006, 02:17 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
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Re: Masters Mod v1.6: One Small Step for Masters
I noticed the trek masters warp drive has 2 components that have the same abilities except the newer version is more expensive. It's either 4 and 5 or 5 and 6 can't remember which.
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May 29th, 2006, 10:35 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Masters Mod v1.6: One Small Step for Masters
I'm going to release the Masters mod v1.7 in the next day or so. What are some of the bugs and balance issues you guys have noticed in v1.6? I want to polish up the latest release before I put it out.
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May 29th, 2006, 02:48 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Masters Mod v1.6: One Small Step for Masters
What's new in 1.7? Perhaps Orion Masters, with MOO technology? 
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