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Re: The Star Trek Mod - New Version Available
Pack Rats trait broken / too cheap
Seemingly not only halves the storage (ressources, units), but the general planet size (facilities, population). Yet it only gives 500 points. For 3x 150 points you could take 3x "Disorganized XY Storage" and get full number of pop and facilities for 50 points only. edit: Considering the fact that +50% storage ("advanced miniaturization" or something like that) cost you 1500 pts., maybe you should get 1500pts. for halved planets as well |
Re: The Star Trek Mod - New Version Available
General Race Tech / Pirate Race / Pirate Colony Tech text is misleading
If you select "General Race" and "Pirate Race", you'll get double items .. yet the pirate buildings are not better then the general ones ?[/b] e.g. - Escort & Raider hull, 200kt, 200/100/100 costs - 2x Colony Ship, 500kt, 300/200/50 and 250/250/250 costs - Space Port, Res.depot, Constr.yard 1, SysCapital ... AND .. Space Port, Res.Depot, Constr.Yard 1, Open Market - Intelligence Center 1, Secred Service 1, Spy Center 1, Spy Network 1 - 2x Research Center etc etc. Interestingly enough, if "General Race Tech" is de-selected, you get ONLY slave ressource facilities as if you had chosen the slaver trait. What I did not only on the 3rd try, because there's no hint that both get you actually the same things. Yet, those are not vastly better than the standard ones as the text from the pirate trait selection screen suggests?! |
Re: The Star Trek Mod - New Version Available
Is it possible to add a shipset to STM for human players only?
Can I e.g. drop in the Crugarians from the megapack into the pictures\races\ folder, or will the game screw up because there are some special graphics missing?? |
Re: The Star Trek Mod - New Version Available
Arr, you can do it just fine. It'll show some other ship pictures instead of the other ones due to how the file is set up.
Knock yourself out, bro. |
Re: The Star Trek Mod - New Version Available
The STM doesn't use any special ship images other than shuttles, which are also fighters, and most of the neo-standard images. Juggernaut is an extra image but should use baseship as a back up.
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Re: The Star Trek Mod - New Version Available
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It will take me some time to go through you lists but THANK YOU for them. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
Here's a cursor that I made for easy viewing
http://home.comcast.net/~anglewyrm/Selection.bmp Sattelites Sattelite weapons use supplies, but I don't see any supply storage modules available? Is this by design? Are sattelites only allowed around planets? |
Re: The Star Trek Mod - New Version Available
I can give satellites a storage ability.
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Re: The Star Trek Mod - New Version Available
Repair Barge Problem
Added new tech "Repair Ship." By not adding this tech to the AI research file the AI will not research this tech thus ending this problem. Light (Base) vs Standard (Base) Shields Adjusted shield percentage for Light, Standard, and Heavy ship and base mounts. Lowered the ship mount, increased the standard and heavy amounts for ships and bases. Monsters I will have to think about this one for a bit. I am thinking about having the Borg's have their own tech tree that they research that the other monsters do not. Perhaps this will solve the problem. Caspians use Federation Shipset and tech? Yes. Orion Syndicate does not design Colony Ships Quote:
Chalnoth I don't know what to say other than I can only adjust some minor AI files to try and lower this amount again. The problem is that there is NO WAY to specifically limit the AI from making ships that it doesn't need after a certain point. All one can do is try to limit them a bit. Sheliak I have no idea why they would do this other than to say that this might be a problem with ship sizes. They want to build larger ships but cannot, so they scrap the ones they don't need, try to build a larger ship, cannot, so they build a colony ship and start the cycle all over again. The AI is a real problem since it NEVER really does what you want or need it to do. Quote:
"Gas World Natives" advanced trait should cost at least 500 points in STM. Good point. I like this idea. Pack Rats trait broken / too cheap Good point. I will investigate your suggestion. http://forum.shrapnelgames.com/images/smilies/happy.gif General Race Tech / Pirate Race / Pirate Colony Tech text is misleading Interesting observation. I don't recall if I have the Pirate Race set up to use both General Race and Pirate or not. Ideally they shouldn't be using both traits. But again I don't recall how I have this set up. I really didn't spend a lot of time on the Pirate Race trait. I should go back through this and address it in some detail. |
Re: The Star Trek Mod - New Version Available
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