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January 12th, 2006, 09:28 PM
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Corporal
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Join Date: Jan 2003
Location: Buenos Aires, Argentina
Posts: 109
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Masters Mod: Foundation and Masters
May be it is because I liked so much all the Foundation Books, but I think this name is one of the most beautiful which have been used to name a mod!!!
Besides it contains some very interesting concepts!
Good work!
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February 11th, 2006, 01:27 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
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Re: Masters Mod v1.3: Foundation and Masters updat
A great mod it is.
Quote:
Urendi Maleldil said:
The AI is based on AI from the TDM Modpack.
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I'd like to see all of the TDM races "mastered". What has to be done to accomplish this? Is it just AI general that has to be tweaked for the races? NM.
Some of the costs seem to be too high. Psy masters for example, I would always prefer the traditional Psycho trait if there are 1500 pts. to spend. Psy masters don't have any new components as far as I can see; This is more a 500 pt. trait I think. Not yet sure about the rest, but there should be a balance between the racial trait that reflects advantages in components/facilities and others. Otherwise it would not be a chosen trait.
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March 9th, 2006, 05:47 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 v1.3: Foundation and Masters updat
Coming Soon:
Masters Mod v1.5: Where No Master Has Gone Before
It contains about a million bug fixes and enhancements, a few new races, plus one new racial trait. I'll leave it to you guys to try and figure out what it is.
Just a few minor tweaks left. I'll try and upload it tomorrow.
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March 10th, 2006, 05:03 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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Masters Mod v1.5: Where No Master Has Gone Before
Download: Masters Mod v1.5: Where No Master Has Gone Before
Numerous additions and bugfixes. The biggest additions are the new Trek Masters trait and the Federation, Borg, Klingon and Romulan races by Atrocities. See the Masters Mod readme for the complete changes.
Only the Federation and Borg are optimized to use the Trek Masters trait right now (Testing AI takes a looooong time), but I plan to modify the Klingon and Romulan AI's in the next release.
Trek Masters
Your race has mastered the use of technology found in the Star Trek universe. In addition to normal SE4 techs, your race will be able to use powerful weapons like Phasers, Disruptors, and Photon Torpedos to help you crush your enemies, as well as efficient propulsion systems like Warp and Transwarp Drive, and Leaky Shields.
* Warp Engine
* Laser Cannon
* Phaser
* Disruptor Cannon
* Warp Core
* Photon Torpedo
* Quantum Torpedo
* Trek Shield Generator (leaky)
* Multiphasic Shields (leaky)
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March 10th, 2006, 06:17 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Masters Mod v1.5: Where No Master Has Gone Bef
Trek Masters? Man, this mod is quickly going downhill...
(wait a second, leaky shields are an *advantage*? I guess when mixed with solid shields they are, since they're basically crystalline armor with shield generation to back them up, but still... )
__________________
The Ed draws near! What dost thou deaux?
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March 11th, 2006, 02:08 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: Masters Mod v1.5: Where No Master Has Gone Bef
Leaky shields are completely useless until all solid shields have been depleted.
Mixing the two is inefficient, not beneficial.
__________________
Things you want:
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March 13th, 2006, 01:08 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 v1.5: Where No Master Has Gone Bef
Well, they're not much different from standard shields right now, if that's what you mean.
I'm actually not that happy with the Trek shields; I was really working to push 1.5 out the door, and just haven't had time to really play around with and tweak them yet. They're not different enough from standard shields.
I might reduce the number of shield points they generate, and increase the crystal armor ability. But then it will also be a bear to get the AI to use them instead of standard shield generators, even with AI tags.
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March 13th, 2006, 02:39 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Masters Mod v1.5: Where No Master Has Gone Bef
Can you not just call for SGFD ability instead of shield generation?
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March 13th, 2006, 03:13 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 v1.5: Where No Master Has Gone Bef
I could, but I was hoping to be able to use the AI Designcreation's built-in shield perameter. The way I understand it is that it will only use the components with the greatest number of shield points.
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March 13th, 2006, 03:31 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 v1.5: Where No Master Has Gone Bef
Other notable additions:
Travel Masters get Hot Rodded hull sizes - normal hulls that let you add more than the normal number of engines
Megascale Masters get Highliner hull sizes - they're not true highliners (like in the Highliners Mod), but they're large starbase-sized hulls that are available very early in the game.
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