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  #351  
Old November 13th, 2004, 05:16 PM
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Default Re: The Star Trek Mod - Update Released

Ok I do not know what went on it is running now [img]/threads/images/Graemlins/Bomb.gif[/img] [img]/threads/images/Graemlins/Target.gif[/img] [img]/threads/images/Graemlins/icon13.gif[/img] [img]/threads/images/Graemlins/Hourglass.gif[/img] [img]/threads/images/Graemlins/MusicalNote.gif[/img]
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  #352  
Old November 13th, 2004, 05:19 PM
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Default Re: The Star Trek Mod - Update Released

To update:
Error in Replicator III: it requires Replicator Technology tech lvl 5, but maximum level for this tech is 3.

Complain: Species 8472 Planetary Bioelectric Field (PBF) costs 25000/1000/10000. It's too expensive for early game, but quite cheap for late game (compared to WP with equal hitpoints).
Suggestion: gradualy increasing cost of PBF, ie
PBF I: 15000/3000/5000
PBF II: 18000/4000/6000
PBF III: 22000/5000/7000
PBF IV: 26000/6000/8000
PBF V: 30000/7000/10000

Based upon assumption that average cost of hp for WP is about 10(7)/2/3 and some aesthetic considerations

Do I have to download full 1.9.0 Version if I already have Last 1.9.0 beta? Or maybe it will enough to update data files only?
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  #353  
Old November 13th, 2004, 05:26 PM
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Default Re: The Star Trek Mod - Update Released

Quote:
Ragnarok-X said:
Pirate Intellegence Center: WAY to strong. Costs only 1/3 of a normal intel center, while giving 600% as much intel !! Beef it seriously down, maybe 800/1000/1200 intel per level, and thats already quite much.

Pirate research Center: Same as Pirate intel center. Cant think of a reason why pirates should have better research than normal races anyway. I suggest removing it completly, or if it is needed (due to the traits/facilites thingy) make it same as a standart reseach center.
Note that if you're going to play against human pirate player, he won't be able to colonise planets (in the P&N fashion), so you will quickly outproduce him in research/intel anyway. As for computer rival - it will be a nice boost for poor little AI
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  #354  
Old November 13th, 2004, 05:40 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
aiken said:
Haven't had a chance to check all the files, but mod looks pretty solid. Just one small spelling error popped up:
Code:
Name                  := Replicator I
...
Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Reduces cost by 5%. (should be "Reduces maintenance cost by 5%")



And one more thing: 8472 flux pods are considired to be more advanced than ram scoops (they override any over supply comp then Latest only is on), but their supply generation ability is lower that ram scoop's one (100 vs 160 at max level). Probably make them equal?
However I might be wrong in my initial assumtion (flux pods are better than ram scoops), and then it's all right.
Me again. Sorry for selfquotation. The only purpose is to bump it.
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  #355  
Old November 13th, 2004, 05:41 PM

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Default Re: The Star Trek Mod - Update Released

Mottlee,
Just in case the problem crops up again are you using win 95/98? If so and the hang happens again it could be .bmp file headers, there is an known issue with the headers of some .bmp files made in 2000/XP with SEIV on 95/98. (Load and resave all the bmps to solve this).

Or if not just ignore this and play!!
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  #356  
Old November 13th, 2004, 05:48 PM
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Default Re: The Star Trek Mod - Update Released

LOL, Running ME can not afford to get XP yet so far running good.. Thanks!
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  #357  
Old November 13th, 2004, 06:05 PM
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Default Re: The Star Trek Mod - Update Released

Quote:
Ragnarok-X said:
Dominion Cloning Facility: Way to strong, giving 10/20/40 million people PER TURN to each planet is...much. I suggest 2/4/6m per turn.

Population Growth Facility: I think it need to be beefed up, increase the pop bonus reproduction to 2/4/5. If it only gives 1/2/3, then its not worth building (given an average starting repro of lets say 10%)
2/4/6 is trivial and useless... the increase in reproduction needs to be meaningful. You can easily surpass such a pointless pop bonus facility with a small transport bringing in a load or two of population from the homeworld...
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  #358  
Old November 13th, 2004, 06:32 PM
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Default Re: The Star Trek Mod - Update Released

I hate to be dense, but I cannot make a Borg ship that can move. The warp nacelles and Borg warp drive are each larger than any of the starting hull sizes and engines alone will not move the ship, much less make the ship pass through the warp point. What am I missing here?
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  #359  
Old November 13th, 2004, 06:34 PM
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Default Re: The Star Trek Mod - Update Released

There are Mounts for the Warp core and nacells
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  #360  
Old November 13th, 2004, 06:39 PM
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Default Re: The Star Trek Mod - Update Released

Ahhh....That does seem to make things work. Very tricky. The original design team will be re-assimilated.
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