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Old March 13th, 2006, 01:08 PM
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Default Re: Masters Mod v1.5: Where No Master Has Gone Bef

Well, they're not much different from standard shields right now, if that's what you mean.

I'm actually not that happy with the Trek shields; I was really working to push 1.5 out the door, and just haven't had time to really play around with and tweak them yet. They're not different enough from standard shields.

I might reduce the number of shield points they generate, and increase the crystal armor ability. But then it will also be a bear to get the AI to use them instead of standard shield generators, even with AI tags.
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Old March 13th, 2006, 02:39 PM
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Default Re: Masters Mod v1.5: Where No Master Has Gone Bef

Can you not just call for SGFD ability instead of shield generation?
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Old March 13th, 2006, 03:13 PM
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Default Re: Masters Mod v1.5: Where No Master Has Gone Bef

I could, but I was hoping to be able to use the AI Designcreation's built-in shield perameter. The way I understand it is that it will only use the components with the greatest number of shield points.
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Old March 13th, 2006, 03:31 PM
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Default Re: Masters Mod v1.5: Where No Master Has Gone Bef

Other notable additions:

Travel Masters get Hot Rodded hull sizes - normal hulls that let you add more than the normal number of engines

Megascale Masters get Highliner hull sizes - they're not true highliners (like in the Highliners Mod), but they're large starbase-sized hulls that are available very early in the game.
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