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  #491  
Old November 28th, 2004, 03:26 AM
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Default Re: The Star Trek Mod - Final Update

We really need Aaron to put out one more patch that fixes this bug. When it states ONE PER VEHCILE, then the AI should only add ONE period.
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  #492  
Old November 28th, 2004, 04:21 AM

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Default Re: The Star Trek Mod - Final Update

Firstly I would like to say I LOVE the mod, its very different and refreshing to play! And it gives a definate star trek feeling

My question is, I have V 1.9.0.0 and I have a good game going and don't want to lose it. Do either of the two newer patches affect saved games badly? I know 1.9.0.2 can, but what about 1.9.0.1?

Also another question, ive noticed my ships are pretty much invincible. Im federation and I have ablative armor 3, and shield gen VII (at this point) and in battle if the sheids are penetrated then I get either no damage or "reverse damage" and I dont mean that the sheilds are replenished but that if I get any actual hull damaged it is reversed when my ship takes another hit, is this intended or is it a bug?

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  #493  
Old November 28th, 2004, 04:40 AM
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Default Re: The Star Trek Mod - Final Update

Version 1.9.0.2 does effect saved games. Because of an error in the data files when a player updates their designs will be devalidated. What I mean by this is that the components they have chosen for the design, will be off by one.

In the latest Version I have cut the hit/miss values for the ships down by half thus balancing out some of these issues.

Do this to get effective weapons - Research Beam tech to level 5. Then research Advanced Physics. Then research your races Energy weapons to level 10.

Also research torpedo weapons. They are less accurate but have a higher yield and range later on.

Shields are good, but there are shield depleting weapons that will hurt them bad. Also consider using engine damaging weapons on your designs.

Remember the order in which you put weapons on your designs dictate their firing order as well.
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  #494  
Old November 28th, 2004, 05:17 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Here is the latest update on what I have done thus far.

Quote:

Star Trek Mod v1.9.0.3

1. Changed Min,Org,Rad cost for Phased Energy Cannon III - V. (Went with XenoTheMorph Suggestions)
2. Fixed Typo - error - in Phased Energy Cannon V.
3. Changed Increased the Range Modifier for Laser Mount from 1 to 2.
4. Changed Romulan Defense Cannon I - V Pic Num to 1392
5. Changed Increased Supply Storage Ability for Warp Core I - X by 200 for each level
6. Changed Increased Supply Storage Ability for Quantum Singularity Drive I - X by 200 for each level
7. Changed Increased Supply Storage Ability for Borg Warp Drive I - X by 200 for each level.
8. Changed Increased Supply Storage Ability for Transwarp Drive I - III by 200 for each level.
9. Changed Increased Supply Storage Abiltiy for Organic Drive I - X by 200 for each level.
10. Changed Increased Supply Storage Abiltiy for Organic Hyper Drive I - X by 200 for each level.
11. Changed Increases Supply Storage Ability for Impulse Engine I - V (750,800,850,900,950)
12. Added Two Per Vehicle restriction on Damage Control I - III
13. Changed Modified all races Desgin Creation files (Thank You Captain Kwok) *STILL WORKING ON THIS ONE*
14. Changed Made all ship primary "resource" cost equal to KT size of ship in vehicle size file.
15. Changed Reduced by half most ship combat defense % ability. (Tholians remained the same)
16. Changed Increased Supply Ability from 500 to 1000 for all colony Modules
17. Changed Revised Research files slightly
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  #495  
Old November 28th, 2004, 06:53 AM
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Default Re: The Star Trek Mod - Final Update

Quote:
[CDN]Steel_Ice said:
...in battle if the sheids are penetrated then I get either no damage or "reverse damage" and I dont mean that the sheilds are replenished but that if I get any actual hull damaged it is reversed when my ship takes another hit, is this intended or is it a bug?
This is intended. It is how the crystalline armor ability (Shield Generation From Damage) ability functions. This ability is the key feature of a "leaky shielding" system, where the goal of shielding is not to provide a magic wall that offers 100% protection until the moment that the shield level hits 0, then nothing at all, as in stock SE4. Instead, the shielding has the overall net affect of allowing some shots to damage the ship, but others will be stopped. Thus, some damage "leaks" through, in classic Star Trek style. The only way to do this in SE4 is to use the crystalline armor ability, which functions precisely as you have seen it function. It causes shield points to be added to the shield layer for each point of damage done to the hull, up to the maximum allowed by the ability levels of your armor/shields/whatever.

Unfortunately, partial damage is not stored on a per component basis. Instead, any remaining damage (that was not enough to destroy an entire component) is added to the next incoming shot. Normally, this process is not really visible. Each shot just damages more components. It does not make much difference overall that that extra 5 damage points are added to the incoming 65, since it will all end up doing the same sort of damage to the ship anyways. Note that this can cause some odd effects with special damage weapons. If you had, say, 20 points of partial damage remaining from an Anti-Proton Beam hit, and the next hit is with an Ionic Disperser (engine damaging), then that 20 points of partial damage are transformed into engine damage, adding directly to the damage of the ID. This can either cause the ID to destroy more engines than it normally would, or it can cause that 20 stored partial damage from the APB to be lost (special damage weapons, which damage only a specific type of component, do not accumulate partial damages; they either destroy an entire component (or more), or do nothing). But I digress...

With Shield Generation From Damage components in play, the stored partial damage must get through the shield layer again (as the shot that created that partial damage also resulted in the generation of shield points). Against crystalline armored/leaky shield protected ships, damage per shot becomes very, very important. You have to be able to destroy whole components in a single shot, else you won't get anywhere very fast...
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  #496  
Old November 28th, 2004, 07:26 AM
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Default Re: The Star Trek Mod - Final Update

Thank you Fryon for the info.
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  #497  
Old November 28th, 2004, 07:26 AM

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Default Re: The Star Trek Mod - Final Update

Atrocities, try this out it appear to work
http://www.shrapnelcommunity.com/thr...?Number=313888
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  #498  
Old November 28th, 2004, 07:29 AM
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Default Re: The Star Trek Mod - Final Update

Thanks TNZ. I am in the middle of a test game now.
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  #499  
Old November 28th, 2004, 05:51 PM

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Default Re: The Star Trek Mod - Final Update

Thank you guys for the info, that makes sense . So Atrocities I take it 1.9.0.1 shouldent affect my saved game bad then? For 1.9.0.2 I think I can add the changes myself apart from the spacing fix.
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  #500  
Old November 28th, 2004, 07:37 PM
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Default Re: The Star Trek Mod - Final Update

They both will I am sorry to say. Just in the ship design areas. Most inconvient, but easy to over come by editing your designs.
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