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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Atrocities October 16th, 2004 07:15 PM

Re: The Star Trek Mod - Final Update
 
1. Will Fix
2. Great Idea
3. Will change

Thank you Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif

Aiken October 16th, 2004 07:28 PM

Re: The Star Trek Mod - Final Update
 
In general: why colony ships are so slow? Personaly, I will certainly prefer warships to colonyship to found new colonies: typical colony ship EPM = 10, while destroyer's EPM = 2. Sure, I have to research destroyer first, but it's another question. So in mid game colonyships will be abbandoned completely.
I guess you did it to make colonisation phase a bit slower, but there can be another way to do it, without making colonisers useless. What do you think?

Atrocities October 16th, 2004 08:13 PM

Re: The Star Trek Mod - Final Update
 
I honestly don't know. I had no intention of making colony ships useless by mid game. What race are you playing as?

Aiken October 16th, 2004 09:22 PM

Re: The Star Trek Mod - Final Update
 
I'm playing 2 games as 8472 and Orion. Actually all races have equal colonyships (with EPM=10) except those which belong to general races (EPM=4) and 8472 (EPM=6).

Another issue: it's still too easy to make a selfsufficient ships. Ex.: Dreadnought, 3 nacceles + transwarp drive III + 4 impulse engine V = 15 MP. Supply usage is 420 units per 15 mp. So 4 bussard collectors will easily compensate supply expenses. +2 ramscoops will even provide some redundant supplies. Same situation in low tech game: Frigate, 2 nacelles + warp drive I + 4 impulse engines I = 5 mp. Supply usage is 270 units per 5 mp. It's easy to regenerate them with 4 bussard collectors I (80*4=320).
I think that rule for calculating supply generation values should be: 4 * supplies from maxed bussard collector + 2 * supplies from maxed ramscoop < 420. You only need to find right values for bussard and ramscoop.

Captain Kwok October 16th, 2004 11:39 PM

Re: The Star Trek Mod - Final Update
 
Anyway this will be mute once the new propulsion system is in place. http://forum.shrapnelgames.com/image...ies/tongue.gif

However, I do recommend special mounts for colony modules for use with colony ship hulls a la adamant mod.

Atrocities October 17th, 2004 12:20 AM

Re: The Star Trek Mod - Final Update
 
Ahhh, the Orions, I see now. Since they are a pirate race, they have very poor colonization technology. There best at compensating for this disability by capturing other races colony ships and enslaving the colonists.

Atrocities October 17th, 2004 12:33 AM

Re: The Star Trek Mod - Final Update
 
Quote:

aiken said:
1. Racial troops tech do not require racial tech, so they are seen to all races. Minor annoyance.


Did you by any chance start with high tech start?

Some technology is captureable and if you do a high tech start that technology will become available to you.

Colonel October 17th, 2004 12:45 AM

Re: The Star Trek Mod - Final Update
 
I noticed something that seemed a little strange when playing today. I was the federation and some of the fighter\shuttle components. They were both 5kt but one had 3 for the damage then another with the same size was 5 for the damage. Is this meant to be this or is it just no one noticed

Atrocities October 17th, 2004 03:01 AM

Re: The Star Trek Mod - Final Update
 
Quote:

Colonel said:
I noticed something that seemed a little strange when playing today. I was the federation and some of the fighter\shuttle components. They were both 5kt but one had 3 for the damage then another with the same size was 5 for the damage. Is this meant to be this or is it just no one noticed

I will look into it. http://forum.shrapnelgames.com/images/smilies/happy.gif Do you remember the component name?

Atrocities October 17th, 2004 06:15 AM

Re: The Star Trek Mod - Final Update
 
---------------------
Warp Scale:
---------------------

[*]Warp Core I + 2 Warp Nacelle I = Movement of 2[*]Warp Core II + 2 Warp Nacelle II = Movement of 3 [*]Warp Core III + 2 Warp Nacelle II = Movement of 4[*]Warp Core IV + 2 Warp Nacelle III = Movement of 5[*]Warp Core V + 2 Warp Nacelle III = Movement of 6[*]Warp Core VI + 2 Warp Nacelle III = Movement of 6[*]Warp Core VII + 2 Warp Nacelle IV = Movement of 8[*]Warp Core VIII + 2 Warp Nacelle IV = Movement of 8[*]Warp Core IX + 2 Warp Nacelle IV = Movement of 9[*]Warp Core X + 2 Warp Nacelle V = Movement of 10[*]TransWarp Core I + 2 Warp Nacelle V = Movement of 11[*]TransWarp Core II + 2 Warp Nacelle V = Movement of 12[*]TransWarp Core III + 2 Warp Nacelle V = Movement of 13


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