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  #1  
Old March 23rd, 2006, 03:34 PM
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Default Re: Masters Mod v1.3: Foundation and Masters updat

I checked last night a few things. I got the image to work by saving as a tiff then sving back to a bmp so it must just be a funny bmp coding. The multiplex problem was with the Sergetti. I also noticed in the facilities text that the gaia facilities atmosphere chage description says 20,19,and 18 turns but the value is at 20,15,and 10. I also noticed the Core mount that fits 10mT ships and bases has the same supply usage as the massive mount, seems really low to me.
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Old March 31st, 2006, 11:59 AM
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Default Re: Masters Mod v1.51

Hey, thanks for the info. I've added the corrections to the next version.

Other than releasing a copy of the Image Mod alongside the Masters Mod, I'm not sure what I could do about the wacky images, since it's a problem just with the Image Mod. That would increase the file size substantially. Not something I want to happen. I'm sure I'll think of something.

Suggestions?
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Old March 31st, 2006, 12:04 PM
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Default Leaky shields

In the next version I've updated the Trek Masters leaky shields so they generate fewer shield points than normal shields, but offer more shield generation from damage.

As Suicide Junkie suggested, I modified the AI by using the SGFD ability to call for the shields instead of the normal Shields entry, which would just use the components with the greatest number of shield points. It wasn't nearly as painful a conversion as I thought it would be.
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Old March 31st, 2006, 01:18 PM
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Default Re: Leaky shields

Aside from going through the mod pack and resaving the images there isn't much you could do. I don't think including the mod packs pictures with you mod is a good way to go. At least if someone asks about the proble you know how they can fix it, maybe with the next mod pack the images can be fixed. If someone has a program that can automaticaly save them as a different file type, then resave them back to BMP's it would be the best way. It does NOT work to load the BMP then "save as" to a BMP. They have to be converted to another type, then back. I used corel paint but I don't know how to do the scripting in it to load and save multiple files.
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Old April 6th, 2006, 01:27 PM
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Default Masters Mod v1.6: One Small Step for Masters

Download v1.6: One Small Step for Masters here

Several changes, bugfixes, and one new Master trait.

The Small Ship Masters racial trait makes small ships more useful throughout the game. Different small hull sizes with additional abilities will perform specialized roles better than large generic ships. Special small ship mounts will also supplement the additional hull sizes, letting you cram a hull full of electronics, enhance weapon accuracy, and increase shielding.

Also fixed some major balance issues with the Assimilation Masters.

1.6
Romulans and Klingons now use Trek Masters trait
reduced damage ammount of Assimilation Nanites (thanks, Pax)
increased size of Assimilation Nanites to 20kT
Sergetti megascale ship designs now use multiplex tracking (thanks, Wolfman77)
decreased shield generation for Trek shields, and increased generation from damage
Borg, Federation, klingon, and Romulan AI modified to use the new trek-style shields
fixed Gaia Facility change atmosphere description (thanks, Wolfman77)
changed supply % for core mounts to 1500% (thanks, Wolfman77)
added Small Ship Masters racial trait

Small Ship Masters
Your race has mastered the development of smaller ship sizes. As your technology increases, you will gain cheaper, higher quality, more maneuverable smaller hulls that will prove to your enemies that bigger is not always better.
* Fast Escort
* Cheap Frigate
* Stabilized Frigate
* Stabilized Destroyer
* Hardened Destroyer
* Hardened Light Cruiser
* Shielded Light Cruiser
* Shielded Cruiser
* Stabilized Direct Fire Mount
* Miniaturized Electronics Mount
* Small Geometry Shield Mount
* Endurance Cruiser
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Old April 7th, 2006, 10:04 AM
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Default 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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Old April 8th, 2006, 05:29 PM
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Default 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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