|
|
|
 |
|

July 24th, 2003, 06:56 AM
|
 |
Second Lieutenant
|
|
Join Date: Sep 2001
Location: Vancouver WA
Posts: 407
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
I think this is a fluke. I just received the Borg Neural Net as a bonus for having discovered ruines on a planet. I checked and the Borg neural net is a dedicated Borg technology. Sure enough, I have the Borg Neural net availible to me.
Now only if I can get a few more technologies from other races.
|

July 24th, 2003, 07:14 AM
|
 |
Second Lieutenant
|
|
Join Date: Sep 2001
Location: Vancouver WA
Posts: 407
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
Bug:
1. No differance between Poloron Beam and Mini Poloron Beam for the Dominion weapons.
(EDIT - Ok I see the differance now, one is used for ships only while the other can target other things. As a suggestion, you should lower the ship hit points a tad and lower the cost and tonnage to make it reflect the "mini" name.)
I have to say I really love how this mod uses resources. My ships are limited range and that forces me to have to build supply bases. I also love how the mod uses Rads and Org and forces me to have to build facilities to gather them.
I am on turn 100 and only the Romulans are now expanding and they are in 1st place. The others are still only in one system.
[ July 24, 2003, 06:25: Message edited by: CNCRaymond ]
|

July 24th, 2003, 09:46 AM
|
Sergeant
|
|
Join Date: Jul 2003
Location: New Zealand
Posts: 252
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
I noticed the entry for energy stream weapons in the tech area data file. I don’t think it should have a racial area number.
Name := Energy Stream Weapons
Group := Weapon Technology
Description := Weapons employing a continuous stream of energy.
Maximum Level := 5
Level Cost := 5000
Start Level := 0
Raise Level := 2
Racial Area := 5
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Physics
Tech Level Req 1 := 2
|

July 25th, 2003, 08:34 AM
|
 |
Sergeant
|
|
Join Date: May 2002
Location: Sandy, Oregon
Posts: 217
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
The problem of the AI empires not expanding can be solved by chicking on "All systems seem by all players" and for good measure I also chicked on "Omnipresent view of all systems" during game setup in Quadrant. After six turns over half of the AI empires expanded out into two to three other systems bysides they our home system. Yes, I know that its takes away the unknown feature of the game, but its more of a challerage if AI expands outward as quickly as a human does.
A suggestion maybe for AI empire to start with ancient knowledge of the galaxy, may allow them to expand outward rapidly.
That my two cent worth
Lighthorse
__________________
Oh man, why do you have to hit me with those negative waves so early in the morning..
|

July 25th, 2003, 07:43 PM
|
Private
|
|
Join Date: Sep 2001
Location: Suburban Detroit
Posts: 48
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
I think the Supply Storage progression is wrong. Level II and III become more and more inefficient in terms of Supply Storage ability, and it not until Level V that the efficiency of Level I is regained.
I notice that the cost in minerals, etc decreases the first three levels, then plateaus, but I would think that in the early stages of research into stellar exploration, stashing more fuel etc onto a ship would be a much higher priority than making it cheaper to build.
|

July 25th, 2003, 07:52 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: STM "Final v1.7.5" Discussion
"Transphysic"
This has GOT to be a spelling error, morphed into a new word.
Transphasic, perhaps?
__________________
Things you want:
|

July 25th, 2003, 09:56 PM
|
Private
|
|
Join Date: Sep 2001
Location: Suburban Detroit
Posts: 48
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
I do not believe that your patch changed Brussard Collector supply usage.
|

July 26th, 2003, 03:08 AM
|
 |
Sergeant
|
|
Join Date: May 2002
Location: Sandy, Oregon
Posts: 217
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
Restarted another Star Trek mod game to test the AI expandation rate.
Setting for game were, high number of computer players x20, High level for diffculty, medium bonus for computer players, Quadrant was a large dense cluster. The most important thing was chicking on for "All systems seen by all players" in the Quadrant section of the set up.
By turn ten, 13 x computer player had expanded outside they home world system, not bad.
Turn 13th turn 16 computer players had expand beyond they home system and seven computer empires now had 10 or more planets, with the Klingon on top with 15 planets.
Turn 16th only two computer computer hadn't expanded past they home system. The Borg scored first place with 13 x planets and Klingon 4th place/score with 18 planets.
I had make contacts with four other computer players, of which two were friendly and the other two were very cool to my offers of friendship and trade.
Turn 20 only one computer players hadn't expanded at all, maybe they can't. I need to check that out yet.
This is looking like a very hard game for my side, Species 8472.
Try this set up for your game of Star Trek Mod and please let me know how it worked for you.
Lighthorse
__________________
Oh man, why do you have to hit me with those negative waves so early in the morning..
|

July 26th, 2003, 11:33 PM
|
 |
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
I was playing the Ferengi, and found in Strategic (Simulated) combat that only one of my 8 boarding party equiped ships actually underwent boarding actions. The other 7 ships just danced around getting hosed down by weapons fire (no, the opponents had no shielding). Any reason for this? Will this happen in real combat, or is it a glitch in the simulated combat? Oh, and I think I changed the orders to "boarding" orders first, "short weapons" second. Both sides were computer controlled...any ideas out there?
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
|

July 28th, 2003, 05:19 AM
|
Private
|
|
Join Date: Sep 2001
Location: Suburban Detroit
Posts: 48
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
When I attempted to add an Exploration Captain to a ship, he was counted as an engine. Thus the net result is a loss in mobility.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|