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  #921  
Old March 23rd, 2005, 06:11 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

I admire your patience for even replying to someone like that more than once, twice at the most.

Some people just... don't... get... it...
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  #922  
Old March 23rd, 2005, 06:33 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

You should have been here for the great debate over the Gorn ship set. Man that was a surprise.
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  #923  
Old March 23rd, 2005, 07:03 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

O'goody...Gorns...lets see there are at least 4 different styles of shipsets one could even possibly consider...Oh..sorry...we don't want to rehash that huh...

Kana
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  #924  
Old March 23rd, 2005, 08:25 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Quote:
AngleWyrm_2 said:
The early tech limits are too low. With a range of only six, a vessel might not even be able to leave the home system without running out of gas.

If the player builds a colony ship on turn 1, it becomes available on turn three. That ship should be able to reach at least a neighboring sector and colonize without failing, a range of about twelve average. Building an explorer on turn one should result in a ship that can do some exploring.

With a storage capacity of three turns, a ship's fuel radius is one and a half turns from a resupply center.
It is the refill rate that determines what speed a ship can travel. The ships travel until out of gas, and then run at their maximum refill rate. This can also be done by stopping to refill, and then running at full speed, but it amounts to the same velocity.
AT has already addressed this but I'd like to add, even if a ship runs out of supplies during movement all it has to do is sit still for a few turns and recharge. I think it's a good system.

One thing I'd like to bring up though, IMO Advanced Power Conservation is too cheap considering what it can do for you in this mod. I'd humbly suggest increasing its cost to 1500 racial points.

Edit: AngleWyrm_2, I apologize, I obviously didn't read your entire post and just repeated part of what you had already said.
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  #925  
Old March 24th, 2005, 03:08 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

heh, I tend to post too fast sometimes also; that's ok. The thought gets covered, even if redundantly.

Quote:
If not I will give the Colony Modules more supply storage to compensate. I want a colony ship to be able to move between 15 and 20 squares with no resupply generation. More with it.
There is a problem with making exceptions for designer-specified ships: Exploration will have to be conducted by colonizer ships. Players will no longer be able to use Explorer class ships to explore, because Colonizers do the job better. It would make more sense to leave propulsion mechanics to the propulsion equipment, rather than designing exceptions into the system.
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  #926  
Old March 26th, 2005, 09:47 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

I made a spreadsheet that counts how many guns will fit on each kind of ship in the game. It takes into account bridge, life support, quarters, warp cores, nacelles, number of engines reqired, and propulsion mounts.

It gives a good idea of what kind of firepower a ship can bring to bear, for every model in the game, a basis for comparison.

Link: ship stats spreadsheet
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  #927  
Old March 27th, 2005, 12:57 AM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Congratulations, you've officially entered the ranks of Those Who Are Obsessed With SEIV. [img]/threads/images/Graemlins/icon09.gif[/img]
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  #928  
Old March 27th, 2005, 04:48 AM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Quote:
AngleWyrm_2 said:
I made a spreadsheet that counts how many guns will fit on each kind of ship in the game. It takes into account bridge, life support, quarters, warp cores, nacelles, number of engines reqired, and propulsion mounts.

It gives a good idea of what kind of firepower a ship can bring to bear, for every model in the game, a basis for comparison.

Link: ship stats spreadsheet
Well this is impressive to say the least. I have to agree with Narf, welcome to the club.
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  #929  
Old March 27th, 2005, 04:53 AM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

A follow up. Man how long did it take you to enter all that data? I am not sure how to put this info to best use, but thanks anyways for providing it. Thank you again
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  #930  
Old March 27th, 2005, 07:12 AM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

It took a solid day of coding to get Visual Basic to read VehicleSize.txt and load it into a spreadsheet. Check out the SEIV module in Tools->Macro->VisualBasicEditor.

If you put the spreadsheet into any mod data folder and then execute the RefreshData macro, it will read in from that mod. Might not apply though, because of other STM stuff, like engine mounts. It can be refreshed after any edits to VehicleSize.txt, and stay current.

It still needs a bunch of work; I've been working on getting Effective Tech Level in, that takes into account the different racial tech costs. Might take a while on that though.

One useful bit of debugging that came up is that it appears like the Warrior trait is in need of some editing. They start the game with Heavy Destroyer technology, when everyone else has only Escorts and Scouts. The warrior tech also requires a player to climb two expensive hull-tech trees in order to get the extra hull sizes, which is WAY expensive.
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