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  #1141  
Old September 26th, 2006, 07:09 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

AT,

Klingon BOP mpount appears to only be available for DD class ships. Description states its available for Scout, FF, and DD. Have fixed this with decreasing min size to 220. However, how do you preclude the usage on the small transport?

CB
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  #1142  
Old September 26th, 2006, 07:21 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Quote:
wildcowboy said:
This is a great piece of work. I love it. After getting my but kicked by the Borg and even the Ferengi and getting hung up by several minor races I come to understand Ive got to change strategy.
I'm playing the DS9 Alliance and have expanded very quietly for some time. But last night I bumped into Species 8743 (I think it was them), and they have...DREADNAUGHTS!!! I've only researched up to light cruisers.

Better start deploying mines real fast....
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  #1143  
Old September 26th, 2006, 07:55 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Here is another issue Ive just come across with resource ships. Someone else please see if they can recreate this.

1.) Design resource ship
2.) Upgrade same ship....it will say you need more crew quarters allowing you to add more mining components
3.) Upgrade again.....same thing...this allows you to place huge numbers of comp[onents on a ship that should not be able to carry the size.

CB
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  #1144  
Old September 26th, 2006, 11:47 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Thanks, I will check this out. Sounds more like an SEIV bug though than a mod issue.
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  #1145  
Old September 26th, 2006, 11:59 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

FOund the bug with the satellite upgrade issue. Was a good catch.
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  #1146  
Old September 27th, 2006, 05:19 AM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Here is what I have done so far for the next patch that will be released on the 28th.

Quote:
Star Trek Mod v1.9.4.2.2

1. Fixed - Error with Heavy Shield Mount. Will now give correct bonus for shield Percentage.
2. Changed - Added a new Q & A relating to the Quick Start Bug in the Questions And Answer document
3. Added - A Quick Start Game section to the Before You Play document.
4. Fixed - Description in Supply Replicator III will now display correct Mount Scaling information.
5. Fixed - Resource Gatherering Mount for Satellites will now show up correctly for use with only satellites
6. Added - Satellite (Mining) to Defualt Design Types
7. Changed - Small Fighter Engine description to read for use with fighters
8. Changed - Small Fighter Engine tech requirement from Shuttles 2 to Fighters 1.
9. Changed - Scanner Jammer KT Tonnage from 30 to 10
10. Fixed - Large Resource Ship size is now correct for its requirements. Changed from 2005 to 2305.
11. Changed - Description text for Shield Generator I - IX from Starship to Base for Base Shield Generator
12. Changed - Description text for Shield Generator I - V from starship to Weapon Platform for Weapon Platform Shield Generator.
13. Changed - Family number of Shield Generator I - V (Weapon Platform) from 11 to 211
14. Changed - Family number of Shield Generator I - X (Bases) from 11 to 311
15. Fixed - By changing the family names of the Shield Generators the shield upgrade issue has been fixed.
16. Changed The name of the EMC Cannon I - V to EM Cannon I - V
17. Changed - The Description of the EM Cannon I - V.
18. Changed - Changed family numbers for Remote Mining components to prevent upgrade bug.
19. Changed - Small Shield Generator family numbers to prevent upgrade bug.
20. Fixed - Repair Yard I - III will now scale correctly to the Repair Barge hull.
21. Changed - Description of component Repair Yard I - III
22. Changed - Description of component Ship yard I - III
23. Changed - Name of Point - Defense Disruptors I - V to Point - Defense Blasters I - V
24. Changed - Removed UCP race from Quick Start game options.
25. Changed - Description for BOP Mount. Should read 20% not 25%.
26. Changed - Lowered weapons damage for BOP Mount to 80%.
27. Fixed - BOP Mount now works with all three BOP class hulls.
28. Changed - All Organic Resource gathering facilities now provide a 1% bonus to Planet - Conditions
29. Changed - Descriptions on all Organic Resource gathering facilities effected by the change as listed in item 28.
31. Added - Three new Advantage Racial Traits; Mineral Mining Experts, Organic Farming Experts, and Radioactive Extraction Experts.
32. Added - Three new Dis-Advantage Racial Traits; Mining Slackers, Organic Slackers, and Radioactive Slackers


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  #1147  
Old September 27th, 2006, 05:42 AM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Quote:
wildcowboy said:

Speaking of....one clarification if you please?

Your level II and up mines/org/rad facilities damage the planets conditions as in climate or value?
The facilities list this:
Planet - Change Conditions

I am not sure but I think this might be climate. Value would be the resources.
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  #1148  
Old September 27th, 2006, 05:47 AM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Quote:
- Browsing through the Tech tree I can't find how I can progress to Warp II+, Propulsion only helps sublight engines..Which tech is Warp in ?
Physics lv (I) will open up Warp Technology.

I am working on a basic tech tree that will help aid players. It will be a lot like the ones I made way back in one of the eariler version of the mod. Too bad there isn't a program that will do this for me automatically.
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  #1149  
Old September 27th, 2006, 06:21 AM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

As you my have noted I have added a few new racial traits for players to use. This was in response to comments from players who wanted the option to boost resource generation as a racial trait but not one as great as the AI bonuses.

This change will effect any EMP files created for use with version 1.9.4.2 of the mod. I am however going to add all new EMP files for use with the mod. Only the major races will have EMP files. (Including the extra federation sets but they will be in a seperate folder)

The players will now be able to take either a resource gathering advantage or disadvantage. They will also be able to take a research advantage or disadvantage as I am also adding in three new research disadvantage traits.

Before I generate the new EMP files I was wondering if there are any more requests for Racial Traits both advantage and disadvantage?

Please post your comments no later than this evening. Thanks.
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  #1150  
Old September 27th, 2006, 06:55 AM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Quote:
Atrocities said:
Quote:
wildcowboy said:

Speaking of....one clarification if you please?

Your level II and up mines/org/rad facilities damage the planets conditions as in climate or value?
The facilities list this:
Planet - Change Conditions

I am not sure but I think this might be climate. Value would be the resources.

Thanks AT, also good call with the BOP mount. I found several destroyers were effectively taking on battleships with few losses. Will be interesting to see. And thanks for the tip on remote mining....has done the trick.

One question....Do % traits affect remote mines or just planetary facilities?

Forgive the questions, but your efforts have inspired me to learn a little more about the game mechanics and how to tweak it. I really dont have the time to consider an attempt at a full on mod but hope to help where I can.

CB
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