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  #361  
Old November 13th, 2004, 06:46 PM
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Default Re: The Star Trek Mod - Update Released

OK. I have a Borg warp drive, two warp nacelles, two Impulse Engines, 1955 supplies and the ship will not move. (plus all of the usual bridge, crew quarters, life support, etc). The design window claims I have 1 movement point, but all the ship does is wallow in orbit.

What is wrong now?

(Design team III is about to get their chance).
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  #362  
Old November 13th, 2004, 06:50 PM
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Default Re: The Star Trek Mod - Update Released

double post
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All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke
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  #363  
Old November 13th, 2004, 07:28 PM

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Default Re: The Star Trek Mod - Update Released

I think you forgot the nacell thingys. when I made one it said I had 11 movement and it moved 11

Also I dont know if this was by design or not but the biggest Borg ship has no populsion mount.

Other then that I like Off to kill the Borg.

O yea my favorite little ship has lost all its punch there no defiant weapon mount only the cloak mount no punch with the little bitty ship

But I like Great Job Atrocities
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  #364  
Old November 13th, 2004, 07:29 PM
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Default Re: The Star Trek Mod - Update Released

See if you can add another nacell, WC I did not think you can have 2 but some ships require 3 nacells, if you can't should get the warning
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  #365  
Old November 13th, 2004, 07:34 PM
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Default Re: The Star Trek Mod - Update Released

Colonel, the largest ships don't require propulsion mounts.

Solops, like Mottlee suggested try adding extra nacelles. Atrocities has made some ships require up to 4 nacelles.
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  #366  
Old November 13th, 2004, 08:23 PM
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Default Re: The Star Trek Mod - Update Released

Quote:
Captain Kwok said:
Colonel, the largest ships don't require propulsion mounts.
But unmounted Warp core and 3 nacelles eat up 2500 kt of total 3200 kt for Fusion Cube! So only 700 kt left for other comps. I think it's a bug.
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  #367  
Old November 13th, 2004, 08:40 PM
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Default Re: The Star Trek Mod - Update Released

That's right.

I forgot he pushed up everything to 1000/500kT sizes.
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  #368  
Old November 13th, 2004, 08:48 PM
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Default Re: The Star Trek Mod - Update Released

Some notes before going to sleep:

I. Real bugz:
-------------------------------
1. Error in Drone Propulsion V:
Name := Drone Propulsion V
Ability 4 Descr := Generates 5 bonus movement points.
Ability 4 Val 1 := 45 (should be 5)
Ability 4 Val 2 := 0
Weapon Type := None

2. Error in Afterburners III:
Name := Afterburners III
...
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 6 (max level of Propulsion is 5, so here it should be 5 too)
Tech Area Req 2 := Shuttles
Tech Level Req 2 := 3

II. Questions, nitpickings, requests, etc:
------------------------------------------------------------------------
1. There's no difference between Infantry and racial troops (4kt). Why?

2. Same as p.1: what's the difference between Warp Cores and Organic Drives? Same properties and equal cost after lvl 3. Probably change the cost of Organic Drives to 700/150/600, so they'll be more ... organic?

3. Could you please fix mount descriptions? It seems they haven't been changed since 1.3.5.

4. Small request: different picture for 8472 Organic SY - so they would look organic too.
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  #369  
Old November 14th, 2004, 02:05 AM

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Default Re: The Star Trek Mod - Update Released

Hey I found a real glitch or bug. When you design bases you can add impulse engines which will give3 you at max 5 movement in combat. This would be a base with movement in combat. You need to either make the impulse engine only for ships or say you cant place on bases.
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  #370  
Old November 14th, 2004, 02:21 AM
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Default Re: The Star Trek Mod - Update Released

Quote:
aiken said:
3. Could you please fix mount descriptions? It seems they haven't been changed since 1.3.5.
They can be mostly deleted, really, since the mount description screen shows all of the effects of the mount now anyways... The description itself can just be a qualitative one, such as "makes weapon more accurate."
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