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  #761  
Old January 3rd, 2005, 06:12 PM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Quote:
Ragnarok-X said:
Heh i would like to choose propulsion experts or the new research trait, but im reffering to the Startrek MOD final game which has been long started. Anyways, i guess i will just try to research faster engines (then again its high tech cost if im right)
I often research physics 1, Warp Prop, Propulsion, Beam Weapons, Race Ship Construction, and resupply. I figure that it will take a player a few turns to find me so I do not worry to much about the minds until around turn 40 or so.

I keep Warp Prop in the research que until I have at lease warp 5. I can often get this by turn 30 or so. (Note for our game, I already have it. )
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  #762  
Old January 3rd, 2005, 07:34 PM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Quote:
Atrocities said:
I keep Warp Prop in the research que until I have at lease warp 5. I can often get this by turn 30 or so. (Note for our game, I already have it. )
Really? Are you talking about Final STM mod game? It's a high tech cost game. Warp Tech 5 requires 2'700'000 total research points to spend. I can hardly imagine you have so much RP by turn 25.
It was a nice try, though Misinformation rocks!
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  #763  
Old January 3rd, 2005, 10:27 PM

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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

No, I think he's talking about the Star Trek: Quadrants of Conflict game.
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  #764  
Old January 3rd, 2005, 11:10 PM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

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Renegade 13 said:
No, I think he's talking about the Star Trek: Quadrants of Conflict game.
Oh, in this case I apologize to my distrust and lack of respect to your words, AT.
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  #765  
Old January 4th, 2005, 12:05 AM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

No, Aiken is right, we hunters like to brage about our accomplishments.

pssst - system shock 2 guy, next time just agree with me.
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  #766  
Old January 4th, 2005, 12:37 AM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

<conspiratorial tone> ok, sure, I'll play up to you next time. but tsssss...<conspiratorial tone>

AT showed me a screenshot of his research window, and he has an access to Warp Tech 5 indeed. He told that it came from multiple ruins. This is amazing luck! I'd never believe it, but I saw this with my own eyes! I certainly don't want to be his enemy in this game.
His Last post about my rightfulness was a joke, if you don't get it yet.
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  #767  
Old January 4th, 2005, 08:39 AM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Uh let me get this straigt: Atrocities has access to Warp Technology level 5 in the new created Startrek mod final game, which is at turn 30 or something like that !? I can hardly believe it !
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  #768  
Old January 4th, 2005, 12:59 PM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

Star Trek Mod -= FORUM =- at SE.net

Thank you Fyron for inviting and hosting us.
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  #769  
Old January 5th, 2005, 04:49 AM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

I have noticed two strange things, I don't know if these things are intended or bugs.

1) Romulans:
They have a Advanced Plasma Torpedo (skips armor and shields) with a firing rate of 2, the rest of the races has a firing rate of 5. This makes their torps massively more dangerous.

2) Klingons:
I saw them with a maximum cloaking level of 6 and the Romulans (from whom they aquired the cloaking tech in the first palce) have a maximum level of 5. Shouldn't this be the other way around?
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  #770  
Old January 5th, 2005, 05:15 AM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

And romulans were the honerable ones in ST:TOS
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