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  #891  
Old March 11th, 2005, 07:31 AM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

03-11-2005

Star Trek Mod v1.9.1.2 Full (28 megs) This is the complete mod. Be sure to read both the installation and Before You Play documents.
Star Trek Mod v1.9.1.2 Patch This is just the patch and it will update any version of the mod from 1.9.0.0 to current.
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  #892  
Old March 13th, 2005, 01:56 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Problem here. In the first QoC game im playing a pirate race. I constructed the Spy Network, which reads that is adds 20% research output. I checked the facility file and it has the ability. But the bonus wont show up. I have a planet with 8 lvl 1 research facs, which makes 8*500 = 4000 research points. Due to a modifier of race ability and happiness, i get a total of about 4200, so the 20% bonus is not applied. Whats the deal here ? Do those modificators dont show up correctly when selecting the planet ?
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  #893  
Old March 13th, 2005, 02:36 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

I'm afraid that this mod won't be shown up in the planet window, since this facility has a systemwide effect.
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  #894  
Old March 13th, 2005, 03:56 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Ah, thanks a bunch. So the research is accumlated, but just not properly displayed. No big deal then. Was wondering how i got 420k research in total anyway, according to the research window


edit: apart from trading income
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  #895  
Old March 14th, 2005, 02:15 AM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Quote:
aiken said:
I'm afraid that this mod won't be shown up in the planet window, since this facility has a systemwide effect.
Is is because of the mod or is it just the way SE IV does things?

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  #896  
Old March 14th, 2005, 02:37 AM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

That is a problem with SEIV itself, nothing to do with your mod.
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  #897  
Old March 14th, 2005, 02:43 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Mod == modifier, not some partcular mod.
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  #898  
Old March 14th, 2005, 04:24 PM
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Default Fuel and Range

An examination of fuel consumption and vessel range.

Each ship consumes supplies for it's core and nacelles for every square entered. All other consumption is ignored, except during combat weapons fire. This comes to between 100 and 130 supplies/square.

Code:
Warp
Tech Speed Uses PerTurn Years Squares
1 2 100 200 inf n/a
2 3 100 300 inf n/a
3 4 110 440 3.7 148
4 5 120 600 1.2 60
5 6 130 780 0.7 42
6 6 120 720 0.8 48
7 8 110 880 0.5 40
8 8 110 880 0.5 40
9 9 100 900 0.5 45
10 10 100 1000 0.4 40
11 11 100 1100 0.3 33
12 12 100 1200 0.3 36
13 13 100 1300 0.3 39


Currently, the maximum resupply technology (besides infinite) is 2xRam Scoop-III + 1xReplicator-III only allows for a refill rate of 410 supply/star. This means that maximum sustainable speed through 1-star average space, if extensive research in resupply is spent, is Warp-3.

Most vessels have a storage capacity between 2000-5000 supplies. The operational range in turns of a vessel can therefore be calculated as the root of Storage - Turns x (PerTurn - Resupply) = 0.

The operational time in years in the last column are for a vessel with 3,000 supply storage, using Ram-Scoop-3, and where every system encountered has one star, and that the vessel will not engage in combat. Range is cut roughly in half for colony ships, which require four nacelles.
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  #899  
Old March 14th, 2005, 07:10 PM
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Default Re: Fuel and Range

Very interesting. So the faster you go, the more you use. Cool. Very helpful information. I can see that some adjusting needs to be done.
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  #900  
Old March 14th, 2005, 07:58 PM
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Default Re: Fuel and Range

These measurements can help to choose what the various tech levels will offer. Without a good measurement, it is possible to get trapped in a bottomless well of "everything should cost more, and provide less". Speeds above warp-4 produce a total movement of about 40 for a ship, and vary the time in transit between 7 turns and three turns.

The clearest view I can provide, so that you can decide what you want the game experience to be like along the whole timeline. What is the maximum length of a deep-space mission? How does that change over the course of the technology timeline?
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