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  #591  
Old December 12th, 2004, 02:56 AM

[CDN]Steel_Ice [CDN]Steel_Ice is offline
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Wow, I like the new vulcan shipset

I just wanted to mention some things that I noticed after some playing.

The specialised mine warheads such as armour skipping show that they block scans like the actual mines do but should'nt it be only the mines themselves with these ablities, having the wareheads block scans is redundant isent it?

Also I noticed that the replicator facilities keep upgrating as a monolith facility rather then the next level of the replicator facility, essentially downgrading them. Can anyone tell me how to correct this manualy for the time being, I want to upgrade my facilites but it wont let me.

Also, just a suggestion, but the defiant (heavy escort) description says its "very manuverable" but it has only a 20% defense rate, the same as the much larger desroyer class, maybe this could be upped to 30% to make alittle more sense?

Thats about it, for now. Now back to my federation
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  #592  
Old December 12th, 2004, 03:00 AM
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Atrocities Atrocities is offline
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Good suggestions.

The mine one though is nessassary so I won't be changing it. The reason being that mines should be cloaked, all levels. A player could use this mine exclusively, IE like the pirate race, and they would want it cloaked to gain the element of surprise.

I like the suggestion for the defiant. Will use it as well as chcking out that upgrade problem. Thanks for the report. Your name has been added to the list of thank yous.
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  #593  
Old December 12th, 2004, 03:23 AM

[CDN]Steel_Ice [CDN]Steel_Ice is offline
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Thanks

For the mines, I thought the mine itself has those ablitlies, why would the mine warehead need them too?

Also I just noticed that the small phased cannon III needs beams 6 to be available but beams tech area only goes to 5.
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  #594  
Old December 12th, 2004, 03:44 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Thanks.

I am having trouble finding the bug you mentioned.

Quote:
Name := Small Phased Energy Cannon III
Description := Short range cannon which fires large depleted uranium shells.
Pic Num := 154
Tonnage Space Taken := 5
Tonnage Structure := 3
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2423
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Beam Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Shuttles
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := uranc_s.wav
Weapon Family := 109
Is this the component your referancing?
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  #595  
Old December 12th, 2004, 03:48 AM

[CDN]Steel_Ice [CDN]Steel_Ice is offline
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

I meant this one

Name := Small Phaser Cannon III
Description := Short range cannon which fires large depleted uranium shells.
Pic Num := 154
Tonnage Space Taken := 5
Tonnage Structure := 3
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2423
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Beam Weapons
Tech Level Req 1 := 5
Tech Area Req 2 := Shuttles
Tech Level Req 2 := 1
Tech Area Req 3 := Federation Technology
Tech Level Req 3 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 2
Weapon Sound := uranc_s.wav
Weapon Family := 109

NOTE*** I changed the value to 5 for now so my troop and fighter designs dont get messed up, but the defualt file has it as 6 for beam weapon tech required
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  #596  
Old December 12th, 2004, 08:11 AM

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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

By Atrocities
Quote:

Quote:
8. As for 7. but for the Pirate Space Dock I (for these 'Only latest' does only show the pirate Version but no option for upgrading is shown! Maybe due to being the same facility family but not being adjacent in the file?)
I am afraid that I do not follow you on these. Could you please explain it in more detail?

Well I'm not absolutely sure myself .

I thought that since the Pirate Space Docks and standard Space Yards have the same facility number only the Last available facility in the file will be show when 'Only latest' is selected.
In this case the Pirate Space Docks will show.

I also thought that for a valid upgrade (besides the facilities having a higher roman numeral) they had to be adjacent in the file and not separated by other facilities.
In this case there are lots of other facilities that are between them so it will not upgrade from standard Space Yards to the Pirate Space Docks.

(Well OK I only checked this with space yard I to Pirate Space Dock I so it might work for the others . Oh and yes i DID have to check this in the 'Modding 101 Tutorial', since I only vaguely remembered )
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  #597  
Old December 12th, 2004, 10:52 AM

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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Just to let yo know, the borg monsters are waaaay to strong and agressive. I played a bit as a pirate lately (since there seem to be the most bugs with them) and at turn 17 I encountered a borg cube, at turn 18 the borg declared war, wiped out all my ships, and nearly destroyed my homeworld, at turn 19 I was dead.
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  #598  
Old December 12th, 2004, 01:26 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

I think it makes no sense to play against borg monsters in single, unless you're a se4 demigod . Cooperative PvC pbw game is their habitat.
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  #599  
Old December 12th, 2004, 03:17 PM

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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

I just selected use randomly generated computer empires, one of em was them.
Anyways, more bugs to report:

Pirate spacedock I wants to upgrade to spacedock II which is essntially a downgrade, if you want to go from spacedock I to spacedock II you have to scrap and rebuild.

Also it would be nice to be able to upgrade from a spaceyard to a pirate spacedock.
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  #600  
Old December 12th, 2004, 04:07 PM

[CDN]Steel_Ice [CDN]Steel_Ice is offline
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
boran_blok said:
Just to let yo know, the borg monsters are waaaay to strong and agressive. I played a bit as a pirate lately (since there seem to be the most bugs with them) and at turn 17 I encountered a borg cube, at turn 18 the borg declared war, wiped out all my ships, and nearly destroyed my homeworld, at turn 19 I was dead.
Similar thing happened to me in my SP game but with the space monsters. Early in the game when I had only about a dozen ships and half a dozen colonies I suddenly came under attack by 2 unstoppable space monster ships and then 40 (yes fourty) unstoppable anti planet drones. They wiped out 2 colonies and were heading for my homeworld before I had enought and next turn took them over and selfdestructed all their ships and crippled thier homeworld so I could continue on with the game. I think I did all the other AI empires a favour too since the monsters had doomsday machines running around other parts of the galaxy .

The moral of this story... don't add monsters to singleplayer games if you wanna live long
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