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Re: The Star Trek Mod - 1.9.0.2 Update Released
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Ahhh, the 18th. A good day. Actually it is one of the better days of the year.
My son's birthday :-) |
Re: The Star Trek Mod - 1.9.0.2 Update Released
So far with the completion of the Last Ship Set update, all I am waiting for are Last minute bug reports, tweaks, and suggestions. http://forum.shrapnelgames.com/images/smilies/happy.gif
So Saturday the 18th is the day.... its also the anniversy of my fourth year at the forums. So what are you getting your son for his birthday? A copy of SEIV Gold? http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Well I have something for you. I was looking at what my next level (level 6) of sensors would give me and it will appearantly give me..
Tachyon Sensors III, Advanced Tachyon Sensors I, Advanced Tachyon Sensors II, Gravitic Sensors I, Gravitic Sensors II, Gravitic Sensors III, Gravitic Sensors IV Not a bad investment eh? http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Crap. Will have to check this one out. http://forum.shrapnelgames.com/images/smilies/happy.gif Thanks
The problem is they have a second requirement of Gravitational Technology. You maxed on that and when you hit Level 6 for scanners you get the whole enchalada (sp). I will change this of course. Thank you. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Yeah I guess I kinda ignored sensors once I got the max combat sensor http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: The Star Trek Mod - 1.9.0.2 Update Released
The latest Version report.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to follow the requirements of the 1st set instead of the new comp destroyers? I belive the Pirate small shield depleters used the tech requirements of the 2nd set.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
I'd like to raise a question about Weapons Destroyers and Reload Disruptors. Imo, they're overpowered.
Weapons Destroyer I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. At first lvl it's able to destroy 2 unmounted guns. You can't protect your ship against it. High offense bonus make it difficult to miss. Reload Disruptor I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. Very powerful. At first lvl it can "turn off" ship for the most part of battle. Also high chance to hit. And master computer is the only cure. But they usually come into play much later than reload disruptors (which only require Focused Energy Weapons 2 to be availiable). Q: what's your view on balance of these weapons? |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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