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  #611  
Old December 13th, 2004, 06:41 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
solops said:
So.........

When and where can the rest of us update?

Not that I'm trying to push......Much :-)
The 18th give or take a day, but I am shooting for the 18th.

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  #612  
Old December 13th, 2004, 10:17 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Ahhh, the 18th. A good day. Actually it is one of the better days of the year.

My son's birthday :-)
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  #613  
Old December 13th, 2004, 10:23 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

So far with the completion of the Last Ship Set update, all I am waiting for are Last minute bug reports, tweaks, and suggestions.

So Saturday the 18th is the day.... its also the anniversy of my fourth year at the forums.

So what are you getting your son for his birthday? A copy of SEIV Gold?
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  #614  
Old December 13th, 2004, 10:39 PM

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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Well I have something for you. I was looking at what my next level (level 6) of sensors would give me and it will appearantly give me..

Tachyon Sensors III, Advanced Tachyon Sensors I, Advanced Tachyon Sensors II, Gravitic Sensors I, Gravitic Sensors II, Gravitic Sensors III, Gravitic Sensors IV

Not a bad investment eh?
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  #615  
Old December 14th, 2004, 02:54 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Crap. Will have to check this one out. Thanks

The problem is they have a second requirement of Gravitational Technology. You maxed on that and when you hit Level 6 for scanners you get the whole enchalada (sp).

I will change this of course.

Thank you.
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  #616  
Old December 14th, 2004, 03:28 AM

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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Yeah I guess I kinda ignored sensors once I got the max combat sensor
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  #617  
Old December 14th, 2004, 06:01 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

The latest Version report.

Quote:
Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only. Thank you boran_blok
4. Changed Added new Vulcan ship set.
5. Changed Added new Vaadwaur ship set.
6. Changed Brightened the Andorian race color.
7. Added Adv Gravitational Technology to Tech Area
8. Changed Gravitic Sensors I - IV requirement to Adv Gravitational Technology (Lv, 1,2,3,4)
9. Changed Increased Maximum Level for Sensors from 6 to 8
10. Changed Advanced Tachyon Sensors I - II level requirement to Sensors 7, 8. Removed other requirement
11. Changed Gravitational Technology Maximum level from 4 to 2.
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)
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  #618  
Old December 14th, 2004, 06:44 PM

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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to follow the requirements of the 1st set instead of the new comp destroyers? I belive the Pirate small shield depleters used the tech requirements of the 2nd set.
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  #619  
Old December 14th, 2004, 06:53 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

I'd like to raise a question about Weapons Destroyers and Reload Disruptors. Imo, they're overpowered.
Weapons Destroyer I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. At first lvl it's able to destroy 2 unmounted guns. You can't protect your ship against it. High offense bonus make it difficult to miss.
Reload Disruptor I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. Very powerful. At first lvl it can "turn off" ship for the most part of battle. Also high chance to hit. And master computer is the only cure. But they usually come into play much later than reload disruptors (which only require Focused Energy Weapons 2 to be availiable).

Q: what's your view on balance of these weapons?
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  #620  
Old December 14th, 2004, 07:06 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
XenoTheMorph said:
Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to follow the requirements of the 1st set instead of the new comp destroyers? I belive the Pirate small shield depleters used the tech requirements of the 2nd set.
They are set to:
Quote:
Number of Tech Req := 2
Tech Area Req 1 := Pirate Race
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
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