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  #281  
Old August 1st, 2003, 02:17 AM

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Default Re: STM "Final v1.7.5" Discussion

can't attach, sorry

Name := Phased Shield Generator I
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 600
Cost Organics := 50
Cost Radioactives := 50
Tech Area Req 1 := Shields
Tech Level Req 1 := 7
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1 := 300
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 10 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 10
Ability 3 Type := Shield Regeneration
Ability 3 Descr := Regenerates 20 shield points per turn.
Ability 3 Val 1 := 20

Name := Phased Shield Generator II
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 700
Cost Organics := 50
Cost Radioactives := 50
Tech Area Req 1 := Shields
Tech Level Req 1 := 8
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1 := 400
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 10 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 10
Ability 3 Type := Shield Regeneration
Ability 3 Descr := Regenerates 30 shield points per turn.
Ability 3 Val 1 := 30

Name := Phased Shield Generator III
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 800
Cost Organics := 50
Cost Radioactives := 50
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 9
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1 := 500
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 15 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 15
Ability 3 Type := Shield Regeneration
Ability 3 Descr := Regenerates 40 shield points per turn.
Ability 3 Val 1 := 40

suggested extension to the shield tech...

[ August 01, 2003, 01:17: Message edited by: openair ]
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  #282  
Old August 1st, 2003, 02:26 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by DeadZone:
A few ideas for the Borg

Take out the need for life support and crew quarters, and have a borg control nexus that would act as a bridge and give a joint combat exp. bonus

This is hard coded I believe. If not, it is a good idea. I'll look into it.

Also IMO as the borg are a collective, give them their own research facilities that way they will research quicker (and possibly make a very strong opponent, well heres wishing anyway)

I do believe they have a facility to increase research. I can always give them a new Reseach facility, but getting the AI to use it .... well that is the trick now.

Also, should the borg have captains?
And maybe (dunno if this is already done) have their boarding parties double the strength of other races, that way the assilimation affect would kinda work

About captains, they have Combat Nexuses, I agree, the boarding parties should be beefed up.

IMO Borg should also start wit an inf supply source, that way they will definitly be a huge threat, after all, all borg ships can substain themselves

This can be done. I an make the Q-reactor a borg only component. But it may really give them a tremendous advantage. I'll have to try it.

Now as Im always Federation I would love to see the Borg made as the strongest race as IMO they are the strongest of all the ST races. This way if I happen to border next to Borg terriorty then I must have defenses or I would be doomed. I say this cos Im currently in game early on (Game Date 2416.4), got two races on my borders with whom Im at war with, and they have nvr attacked me, hell Ive only ever seen one Light Cruiser from one of them which my explorer class starship made mince pie of(anyone want a piece?), and I have it on highest diff. lol

This should be addressed, hopefully in the next patch. Most of the races were not developing ships, hopefully now they will.

And finally on the ideas for the borg
Change the ships classes, something I didnt like bout all the other ST mods was the fact of all the bloody cubes being used, the Borg have only 3 types of Cubes, Normal Cube, Tactical Cube and a Fusion Cube(In order of size, smallest to Bigest), oh and If I remember correctly from a ST game, the colony ship is actually pyramid shaped.
If you want I can give you all of the Borg class vessels, and I should be able to get hold of some pics

Yes please give me the borg classes. Also the game requires that all bmp's be included. Sure we can mod the game to use only the ships we want, and I agree, there should only be as many Cubes as the Borg actually have. But that would be a real pain for most players as it would limit them. We would have to really work on size for each Cube. Perhaps have Cube, Cube Adv, Cube Adv II - Tatical Cube, Tatical Cube Adv, Tactical Cube Adv II - Fussion Cube, Fussion Cube Adv, and Fussion Cube Adv II.

And something I've just came to realize, I have just switched to Borg in my game to see how they are doing, well needless to say, they havent even designed any ships let alone built any

Again this should be fixed in the next patch

Now other then borg ideas
Have most of the general weapons for general races only and not for all (confusing when u have ur races weapons and general weapons at the same time)

There should only be 5 or so "general" race weapons. The other races need weapons to use, and all players should have access to them.

As for the engines idea I posted earlier I think it should be left for now as it does work.

Thanks

If you need any help (or maybe a new member to the team *hint hint* ) then just ask and I will gladly accept

Thanks, these were great suggestions and observations. Please keep them coming

Well that my 2 cents for now, holla at yer later


[ August 01, 2003, 01:29: Message edited by: Atrocities ]
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  #283  
Old August 1st, 2003, 02:38 AM
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Default Re: STM "Final v1.7.5" Discussion

Under the newest patch all of the races appear to be expanding quite well.

Turn
8472 - (25) 2 systems (50) 4 systems (100) 7
Borg - (25) 3 systems (50) 3 systems(100) 7
Breen - (25) 3 systems (50) 6 systems (100) 9
Cardassian - (25) 5 systmes (50) 12 systems (100) 18
Dominion - (25) 4 systems (50) 6 systems (100) 13
Federation - (25) 4 systems (50) 7 systems (100) 7
Ferengi - (25) 5 systems (50) 8 systems (100) 12
Klingon - (25) 2 systems (They did not expand past this)
Romulan - (25) 3 systems (50) 8 systems (100) 7
Tholian - (25) 4 systems (50) 8 systems (100) 10

Here is the latest info on the next patch.

Star Trek Mod v1.0.5

1. - Fixed Error in Cargo Bay V
2. - Increased Cargo Storage Abilities for Cargo Bay I - V (100, 150, 200, 250, 300)
3. - Increased Range of Nova Burst I - III
4. - Decreased Reload rate of Nova Burst I - III from 2 to 1
5. - Corrected Spelling error of Small Efficent Impulse Engine
6. - Increased Range of Gravimetric Torpedo I - III
7. - Decreased Reload rate of Gravimetric Torpedo I - II from 2 to 1
8. - Changed Weapon Damage Type of Plasma Torpedo I - V from Normal to Skips All Shields (More to the design of the weapon used by the Romulans)
9. - Increased Range of Plasma Burst I - III
10. - Reduced Reload rate for Plasma Burst I- III from 2 to 1
11. - Increased Range of Crystalline Torpedo I - V
12. - Decreased Reload rate of Crystalline Torpedo I - V
13. - Changed Pulse Phaser I - VI from Normal Weapon Damage to Skips Armor
14. - Reduced Pulse Phaser I - VI Tonage Space and Structure from 20 to 10
15. - Changed Pulse Phaser I - VI Weapon Display from Torp to Beam
16. - Reduced Small Pulse Phaser I - III Weapon Display from Torp to Beam
17. - Changed Small Pulse Phaser I - III from Normal Weapon Damage to Skips Armor
18. - Increased Quantum Singlarity Beam I - III Damage at Range from 5 to 15 each
19. - Removed All but the Combat Captains components. (Will add revised one back in later)
20. - Changed The Reload rate for Quantum Torpedo I - V from 1 to 2

Star Trek Mod v1.0.4

1. - Reduced Tonage of Mini Positron Torpedo I - IV from 20 to 10
2. - Incresed Range of Mini Positron Torpedo I - IV
3. - Decreased Reload rate for Mini Positron Torpedo I - IV from 2 to 1
4. - Added Master Computer I - III back to the mod by popular request
5. - Changed Racial Trait Ancient Race cost from 1000 to 0 (For use with AI's)
6. - Changed Supply amount used on Impulse Engines I - V to 5 each
7. - Increased Supply Storage Ability for Impulse Engines I - V
8. - Added Supply Amount Used 50 to Transwarp Drive

Star Trek Mod v1.0.3

1. - Added AI_DesignCreation files to Ktarians, Nausicaan, Sheliak, and Tamarian Races
2. - Replaced All Race AI_DesignCreation files
3. - Fixed Federation Race Portrait and Mini image so that numbers show up better. (White on white did not work well)
4. - Changed The Color of the Main Icons boarder to yellow
5. - Changed The Color of the Order Icons to Green
6. - Fixed Error in 8472 General.txt
7. - Fixed Errors in Breen General.txt
8. - Fixed Error in Ferengi General.txt
9. - Made New Breen 5k EMP file to replace bad one
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  #284  
Old August 1st, 2003, 03:30 AM
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Default Re: STM "Final v1.7.5" Discussion

The Star Trek Mod Version 1.0.6

This latest Version seems to fix the expansion problems and improves weapons range and usage.

Bug reports are always welcome as are suggestions. Please Enjoy the mod.
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  #285  
Old August 1st, 2003, 05:11 AM

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Default Re: STM "Final v1.7.5" Discussion

If you really want, I could write a VehicleSize.txt for the borg so all you have to do is copy it, I will get the pictures sorted also
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  #286  
Old August 1st, 2003, 06:36 AM
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Default Re: STM "Final v1.7.5" Discussion

Sounds Good DZ.
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  #287  
Old August 1st, 2003, 07:38 AM

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Default Re: STM "Final v1.7.5" Discussion

One thing, how many Ship Classes do you want, I can give you quite a few
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  #288  
Old August 1st, 2003, 08:24 AM

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Default Re: STM "Final v1.7.5" Discussion

So you know I have started on the size file, and The borg vessels I have dont require life support or crew quarters, it does require a bridge (this can be removed but I fail to see why it should be)
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  #289  
Old August 1st, 2003, 10:54 AM
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Default Re: STM "Final v1.7.5" Discussion

PCP this latest patch is working great. I did notice one thing though, The Borg Repair III is given at the same time as Borg Repair II.

Hey if it was up to me I would have no more than 6 ships per race.

This can be done simply enough, include all ships as needed by the game, then include the ships you want to use for the mod. This will work a lot better than trying to name new ships.

The Federation would have more ships because they do, but their largest would be equal to all of the other races. They would just have more ships with different sizes.

I will post a list later. (You could use your new Star Trek images for this.)
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  #290  
Old August 1st, 2003, 11:39 AM

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Default Re: STM "Final v1.7.5" Discussion

If it was upto me I would have loads of ship classes (I prefer the long games that take me weeks to do)

For the Borg as far I have 9 ship classes (so if implemented Atrocities will need to add 2 to the Borg Ship Tech lvls), 1 shuttle and a colony ship
I am currently lookin at wot would make good carriers and transport
Oh and also I have a Borg StarBase that you would see in UniMatrix One
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