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October 16th, 2004, 07:15 PM
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Shrapnel Fanatic
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Re: The Star Trek Mod - Final Update
1. Will Fix
2. Great Idea
3. Will change
Thank you Aiken.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 16th, 2004, 07:28 PM
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Major
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Join Date: Jan 2004
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Re: The Star Trek Mod - Final Update
In general: why colony ships are so slow? Personaly, I will certainly prefer warships to colonyship to found new colonies: typical colony ship EPM = 10, while destroyer's EPM = 2. Sure, I have to research destroyer first, but it's another question. So in mid game colonyships will be abbandoned completely.
I guess you did it to make colonisation phase a bit slower, but there can be another way to do it, without making colonisers useless. What do you think?
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October 16th, 2004, 08:13 PM
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Shrapnel Fanatic
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Re: The Star Trek Mod - Final Update
I honestly don't know. I had no intention of making colony ships useless by mid game. What race are you playing as?
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 16th, 2004, 09:22 PM
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Major
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Re: The Star Trek Mod - Final Update
I'm playing 2 games as 8472 and Orion. Actually all races have equal colonyships (with EPM=10) except those which belong to general races (EPM=4) and 8472 (EPM=6).
Another issue: it's still too easy to make a selfsufficient ships. Ex.: Dreadnought, 3 nacceles + transwarp drive III + 4 impulse engine V = 15 MP. Supply usage is 420 units per 15 mp. So 4 bussard collectors will easily compensate supply expenses. +2 ramscoops will even provide some redundant supplies. Same situation in low tech game: Frigate, 2 nacelles + warp drive I + 4 impulse engines I = 5 mp. Supply usage is 270 units per 5 mp. It's easy to regenerate them with 4 bussard collectors I (80*4=320).
I think that rule for calculating supply generation values should be: 4 * supplies from maxed bussard collector + 2 * supplies from maxed ramscoop < 420. You only need to find right values for bussard and ramscoop.
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October 16th, 2004, 11:39 PM
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National Security Advisor
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Re: The Star Trek Mod - Final Update
Anyway this will be mute once the new propulsion system is in place.
However, I do recommend special mounts for colony modules for use with colony ship hulls a la adamant mod.
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October 17th, 2004, 12:20 AM
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Shrapnel Fanatic
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Re: The Star Trek Mod - Final Update
Ahhh, the Orions, I see now. Since they are a pirate race, they have very poor colonization technology. There best at compensating for this disability by capturing other races colony ships and enslaving the colonists.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 17th, 2004, 12:33 AM
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Shrapnel Fanatic
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Re: The Star Trek Mod - Final Update
Quote:
aiken said:
1. Racial troops tech do not require racial tech, so they are seen to all races. Minor annoyance.
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Did you by any chance start with high tech start?
Some technology is captureable and if you do a high tech start that technology will become available to you.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 17th, 2004, 12:45 AM
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Sergeant
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Re: The Star Trek Mod - Final Update
I noticed something that seemed a little strange when playing today. I was the federation and some of the fighter\shuttle components. They were both 5kt but one had 3 for the damage then another with the same size was 5 for the damage. Is this meant to be this or is it just no one noticed
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October 17th, 2004, 03:01 AM
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Shrapnel Fanatic
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Re: The Star Trek Mod - Final Update
Quote:
Colonel said:
I noticed something that seemed a little strange when playing today. I was the federation and some of the fighter\shuttle components. They were both 5kt but one had 3 for the damage then another with the same size was 5 for the damage. Is this meant to be this or is it just no one noticed
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I will look into it. Do you remember the component name?
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 17th, 2004, 06:15 AM
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Shrapnel Fanatic
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Re: The Star Trek Mod - Final Update
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Warp Scale:
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[*]Warp Core I + 2 Warp Nacelle I = Movement of 2[*]Warp Core II + 2 Warp Nacelle II = Movement of 3 [*]Warp Core III + 2 Warp Nacelle II = Movement of 4[*]Warp Core IV + 2 Warp Nacelle III = Movement of 5[*]Warp Core V + 2 Warp Nacelle III = Movement of 6[*]Warp Core VI + 2 Warp Nacelle III = Movement of 6[*]Warp Core VII + 2 Warp Nacelle IV = Movement of 8[*]Warp Core VIII + 2 Warp Nacelle IV = Movement of 8[*]Warp Core IX + 2 Warp Nacelle IV = Movement of 9[*]Warp Core X + 2 Warp Nacelle V = Movement of 10[*]TransWarp Core I + 2 Warp Nacelle V = Movement of 11[*]TransWarp Core II + 2 Warp Nacelle V = Movement of 12[*]TransWarp Core III + 2 Warp Nacelle V = Movement of 13
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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