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March 19th, 2006, 08:58 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.51 update released
Download Masters Mod v1.51 update
Torpedos were way overpowered. This update reduces torpedo range and adds -20% penalty to Assimilation Torpedo.
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March 20th, 2006, 12:06 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
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Re: Masters Mod v1.51 update released
I found a small bug in the magascale masters facilities where the Space Elevator I doesn't upgrade to II. Probably just need to adjust the family number.
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March 22nd, 2006, 03:02 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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Re: Masters Mod v1.51 update released
Thanks, I'll check it out.
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March 22nd, 2006, 11:07 AM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: Masters Mod v1.51 update released
I was looking at the data file the other night, it seems it was the roman numeral was set to 0 on all three of them, same with the arcology-orbital tower-orbital ring. I'm not sure if you meant those to be upgradable.
I had a small issue with the image for the mega space yard, not sure if it was some bad images in my facility pack or not but it would give an error in the game if I tried to look at the facility, worked ok when I changed the image number. I'm going to update/reinstall my image pack to see if that fixes it, I'll let you knowif it was on my end.
I attacked an AI battlemoon last night that had 162 CSM V's and no multiplex tracking. I don't know if he isn't using it or hasn't reaserched it yet, but at this point in the game he should have it. I believe it was Cue Cappa but I forgot to wright it down, I'll check tonight.
I think there was one other thing, but I can't recal what it was. I should know by now I won't remember things if I don't write them down. I'll let you know tomorrow If I get to play tonight.
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March 22nd, 2006, 04:33 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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Re: Masters Mod v1.51 update released
I forgot to note that the v1.51 update contains working Klingon and Romulan Trek Masters AI
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March 22nd, 2006, 04:36 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Masters Mod v1.51 update released
Oh, the Space Elevator facilities were actually upgrading, but I accidentally set all their roman numerals to "II." So they're actually different, even though they look the same.
They'll be fixed in v1.52. I'll also check the Cue Cappa AI to see if they're adding multiplex or not.
I think the image errors you're getting might be related to the Image Modpack. I get the same errors with the Psych Masters facilities. I think some of the .bmp's in the Image Modpack are encoded strangely. I might have to put together a small patch to fix it.
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March 23rd, 2006, 01:02 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Masters Mod v1.3: Foundation and Masters updat
I re-uploaded the file. Everything's cool.
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March 23rd, 2006, 03:34 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: Masters Mod v1.3: Foundation and Masters updat
I checked last night a few things. I got the image to work by saving as a tiff then sving back to a bmp so it must just be a funny bmp coding. The multiplex problem was with the Sergetti. I also noticed in the facilities text that the gaia facilities atmosphere chage description says 20,19,and 18 turns but the value is at 20,15,and 10. I also noticed the Core mount that fits 10mT ships and bases has the same supply usage as the massive mount, seems really low to me.
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March 31st, 2006, 11:59 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Masters Mod v1.51
Hey, thanks for the info. I've added the corrections to the next version.
Other than releasing a copy of the Image Mod alongside the Masters Mod, I'm not sure what I could do about the wacky images, since it's a problem just with the Image Mod. That would increase the file size substantially. Not something I want to happen. I'm sure I'll think of something.
Suggestions?
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March 31st, 2006, 12:04 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Leaky shields
In the next version I've updated the Trek Masters leaky shields so they generate fewer shield points than normal shields, but offer more shield generation from damage.
As Suicide Junkie suggested, I modified the AI by using the SGFD ability to call for the shields instead of the normal Shields entry, which would just use the components with the greatest number of shield points. It wasn't nearly as painful a conversion as I thought it would be.
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