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  #1851  
Old February 29th, 2004, 08:22 AM
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Default Re: STM "Final v1.7.5" Discussion

I think you should improve the carrier hulls. I noticed that they are essientially the same as other hulls, but more restricted. Perhaps you can improve them through the following methods:

Provide mounts for them that reduce the size of them, perhaps 4 such mounts towards drones, fighters, mines, and satellites. A fifth mount can be multi-purpose, affecting all such components but at a reduced bonus for each.

Also, you probably should remove the restrictions about the 50% of the hull being specifically for fighter bays. Instead, make it that 50% of the hull must be composed of bays for other sorts of launcher bays, so that they may be used for multiple purposes, not just one.

I also noticed the A.I. never uses Master Computers, which gives them a slight disadvantage in combat, since less of their hulls is capable of holding better parts in battle.

The Last item I would mention in this post has to do with Quantum Torpedoes: They are not very valuable later in the game, surpassed by the Photon Torpedos. Instead, perhaps you can improve them by adding 5 more levels(to X) and giving them added range and a slight boost to power.

As they are currently, they are less valuable due to their weight(40kt) and power, which is similar to the Photon Torpedos(20kt). That means two Photon Torpedo parts are much better then a single Quantum Torpedo.
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  #1852  
Old February 29th, 2004, 08:32 AM
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Default Re: STM "Final v1.7.5" Discussion

My mistake, I was looking at the facility number rather than the picture number.

Atrocities, the Romulan Command Center and the Romulan Subspace Telescope both use Picture Num 02 in the Facility Data Folder.
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  #1853  
Old February 29th, 2004, 09:05 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Also, you probably should remove the restrictions about the 50% of the hull being specifically for fighter bays. Instead, make it that 50% of the hull must be composed of bays for other sorts of launcher bays, so that they may be used for multiple purposes, not just one.
Unfortunately, this is not possible. The only valid % requirements are:

Requirement Pct Fighter Bays
Requirement Pct Colony Mods
Requirement Pct Cargo
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  #1854  
Old February 29th, 2004, 09:10 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Tnarg:
My mistake, I was looking at the facility number rather than the picture number.

Atrocities, the Romulan Command Center and the Romulan Subspace Telescope both use Picture Num 02 in the Facility Data Folder.
You are so right about that Tnarg. Thank you. Sorry about the confussion, its been a very long day.
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  #1855  
Old February 29th, 2004, 09:22 AM
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Default Re: STM "Final v1.7.5" Discussion

The Federation already has the best weapons, ships, and facilities in the game, so making the Q-Torpedo cheaper is not really a priority. However, I can reduce the size by a few kt as the tech level improves. I will not add any more levels to the weapons as that might effect the fragile balance of the mod.

Fyron aswered the Carrier question. The Carriers are basically stock. Orginally we were not going to have Carriers in the mod. I might still yank them in a later Version of the mod. Mostly ships in ST universe had hanger bays. These bays took the place and need for carriers.
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  #1856  
Old February 29th, 2004, 09:23 AM
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Default Re: STM "Final v1.7.5" Discussion

Well I have play tested 1.5.7 and am on to the next Version.

Here is an update.

Star Trek Mod v1.5.7

1. Added Complete Andorian (Neutral 007) ship set.
2. Changed Modified Neutral 007 research file slightly to better facility weapons research early on.
3. Changed Subspace Telescope I - III to Romulan Subspace Telescope I - III
4. Added Copied Borgs Queen Cube and named the new images Juggernought to avoid errors with borg ship images
5. Changed Romulan Command Center I - III picture number from 2 to 330 (Thank You Tnarg)
6. Changed Romulan Sub Space Telescope I - III from 2 to 326 (Thank you Tnarg)
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  #1857  
Old February 29th, 2004, 08:52 PM
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Default Re: STM "Final v1.7.5" Discussion

I got a load error: unable to load bitmap c:......\..\...\pictures\systems\1024 x768\nova 4 .bmp error in one of my games.

I Checked the systems data folder to the system pictures folder and found that there are four different nova systems and only one nova image.
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  #1858  
Old February 29th, 2004, 08:55 PM
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Default Re: STM "Final v1.7.5" Discussion

You will need to get the system images from FQM Deluxe.

Alternatively, copy the FQM Standard SystemTypes.txt file into your STM folder. It is the same file, except that it uses no new images, only stock system images. This will in no way shape or form cause any data file mismatch errors with multiplayer games.
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  #1859  
Old February 29th, 2004, 09:17 PM
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Default Re: STM "Final v1.7.5" Discussion

I have some ideas for the Star Trek Map. Mind you, they may have been already implemented or are not very good.

1: Add the "Dyson's Sphere", which was featured in at least one book. It seemed to be similar to a Sphereworld. Adding it in may make the gameplay more varied.(everyone trying to take it, ect.)

2: Begin renaming the planets in each system to their regular titles.(Sol I to Earth, ect.) I would also think that making the descriptions for homeworld planets and other sigificant items more specific would be helpful.

3: Add the Guardian of Forever. Perhaps it can be a facility that can never be destroyed or built.(Thus keeping it to one planet) I am not sure what powers it may have specifically, but perhaps it can aid in research, intelligence, and so on.

4: Perhaps add in a damaging barrier that would be disabled after a number of turns.(It had much to do with The Original Series, since it limited space exploration and destroyed any ships that attempted to cross it, or subverted their crew.)

They probably can be nebulas, in that they can represent a number of abilities.

[ February 29, 2004, 19:19: Message edited by: Sabin ]
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  #1860  
Old February 29th, 2004, 09:51 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
3: Add the Guardian of Forever. Perhaps it can be a facility that can never be destroyed or built.(Thus keeping it to one planet) I am not sure what powers it may have specifically, but perhaps it can aid in research, intelligence, and so on.
This is not possible. Facilities can only exist on a colonized planet. They can not be made immune to destruction.
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