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  #1211  
Old October 14th, 2006, 04:00 AM
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Default Re: The Star Trek Mod - Final Update

thanks guys but the mod wouldn't be what it is without all the help i recieved from everyone.
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  #1212  
Old October 26th, 2006, 06:20 AM
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Default Re: The Star Trek Mod - Final Update

Here is a basic Tech Tree for the Star Trek Mod.

This tech tree reflects the current version that I am working so there are a few new things in the tech tree that are not yet available to players until the next update.

It took me over 700 turns to research all of the technology and it is loosely based upon the Federation Techonology but is useable for all races. Just keep in mind that the tech tree for all of the races is basically the same but that components and facilities are named differantly.


Here is some info on the next update that I am working on.

Quote:
Star Trek Mod v1.9.5.3.1

1. - Fixed - Weapon Platform Reactor Mounts will now show up correctly
2. - Fixed - Shuttle V is now accessable
3. - Fixed - Weapons Of Mass Destruction is now only available if it is selected as a Racial Trait.
4. - Fixed - Sensors can no long be researched beyond Tech Level 6
5. - Fixed - Tractor\Repulser Weapons can no longer be researched beyond Tech Level 6
6. - Changed - Stellar Harnessing Maximum Level from 2 to 5
7. - Fixed - Flux Pod III - V can now be used
8. - Added - New Technology, Solar Science
9. - Added - New Technology, Solar Mining
10. - Added - New Facility, Solar Wind Collector
11. - Added - New Component, Solar Collector
12. - Added - New Facility, Planetary Cloak
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File Type: zip 463221-STMBTT.zip (7.7 KB, 388 views)
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  #1213  
Old October 27th, 2006, 08:42 AM
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Default Re: The Star Trek Mod - Final Update



I have posted more of the Tholian set over on SE.net in the Star Trek Mod forums. These ships are an ongoing work in progress.

I am sorry to say that my creative jucies are not flowing. Or rather I have some great ideas but lack the tools to create what I invision. (Doga limitations).
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  #1214  
Old October 27th, 2006, 09:18 PM
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Default Re: The Star Trek Mod - Final Update

HOLY HELL !!!


THAT LOOKS FRAKKIN' INCREDIBLE !!!
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  #1215  
Old October 29th, 2006, 07:22 PM
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Default Re: The Star Trek Mod - Final Update

Wow, talk about like minds.
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  #1216  
Old October 31st, 2006, 06:16 PM
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Default Re: The Star Trek Mod - Final Update

Why doesn't the latest version include .emp files for DS9?
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  #1217  
Old October 31st, 2006, 10:47 PM
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Default Re: The Star Trek Mod - Final Update

And also...am I missing something re planet bombardment? I'm playing as the Federation, involved in long war vs the Romulans. I find it almost impossible to bombard planets effectively. Almost all of my shots miss, even when I'm less than 10 spaces away, while the planetary defenses are dead-on accurate in their counterfire.

Is there some component I should be mounting, other than the existing combat sensor?
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  #1218  
Old November 1st, 2006, 12:36 AM
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Default Re: The Star Trek Mod - Final Update

Quote:
Artaud said:
Why doesn't the latest version include .emp files for DS9?
The latest version did not include any extra federation empires in the RACE folder. All extra Federation type empires were removed and placed into a seperate folder under the Pictures directory. (All of them have, or should have, updated AI for version 1.9.5.2)

This was done by request of many players. They found that having five or more Federation type empires was interfering with the balance of their games.
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  #1219  
Old November 1st, 2006, 12:42 AM
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Default Re: The Star Trek Mod - Final Update

Quote:
Artaud said:
And also...am I missing something re planet bombardment? I'm playing as the Federation, involved in long war vs the Romulans. I find it almost impossible to bombard planets effectively. Almost all of my shots miss, even when I'm less than 10 spaces away, while the planetary defenses are dead-on accurate in their counterfire.

Is there some component I should be mounting, other than the existing combat sensor?
Planets are EXTREMELY hard to kill. Landing troops is the prefered option. Homeworlds are the toughest to obliterate but it can be done. Planet Weapons give the best early weapons to use against planets. I once lost a fleet of 20 ships to a planet. Planetary defense have a hard coded (via SEIV stock) combat bonus. While I have found it hard to take out planets, it can be done with the proper amount of ships and technology.

There are Sensor Arrays, combat sensors, and other componetns such as captains, that give bonuses in combat. Also be sure that your weapons can target planets. Some weapons are better at it than others.

Militia are tough so be sure to send in a fair amount of well armed troops when you go to land infantry on a hostile planet.
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  #1220  
Old November 1st, 2006, 09:28 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:
Planets are EXTREMELY hard to kill. Landing troops is the prefered option. Homeworlds are the toughest to obliterate but it can be done. Planet Weapons give the best early weapons to use against planets. I once lost a fleet of 20 ships to a planet. Planetary defense have a hard coded (via SEIV stock) combat bonus.
I'm finding it a LOT harder to effectively bombard planets and land troops in the ST mod than in stock SEIV. My old tried-and-true strategies for taking planets are just not working now.

You must have tweaked that AI something fierce, Atrocities, cause those Romulans are building literally dozens and dozens and dozens of weapon platforms, on all of their planets. I never saw that to such a great extent in stock SEIV. The AI never built that many.

Great mod, my friend! If you ever come to the Origins convention in Columbus, all of your drinks are on me!
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