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  #1241  
Old November 13th, 2006, 12:52 AM
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Default Re: The Star Trek Mod - Final Update

I had planned to post that detail, but it looks like I got beat to it.


Grrrrrrrrrrr........
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  #1242  
Old November 15th, 2006, 04:05 AM
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Default Re: The Star Trek Mod - New Version Available

Here is what I have got so far from the feed back on 1954

The file is set up to work with your 1954 beta Installation. Only bases and the Defiant will generally be effected.

Quote:

Star Trek Mod v1.9.6 (Will Affect Saved Games Slightly)

1. - Changed - Defiant Mount Description slightly
2. - Changed - Defiant Mount cost has been increased
3. - Changed - Defiant Mount now has greater damage
4. - Changed - Defiant Mount now has Range of 2
5. - Added - Extra Movement Generation of 1 to 2 to all Scout/Escorts
6. - Changed - Satellite Mount now has lower cost better damage rating, and range.
7. - Changed - Revamped Large, Heavy, and Massive Reactor Mounts (Bases) Increased damage and range.
8. - Changed - Large, Heavy, and Massive Reactor Mounts now work for Phasers/Disruptors, Pulse Weapons, Laser, and Torpedo weapons.
9. - Changed - Large, Heavy, and Massive Reactor Mounts now have Base Construction Tech Area Requirements. (1,2,3)
10. - Changed - Lowered Mineral Cost for all Remote Mining Components.
11. - Changed - Increased resource cost for Defiant
12. - Changed - Defiant description slightly
13. - Fixed - Solor Wind Collector's (Generate Points does not work was changed to Resource Generation)


The objective here was to make bases more dangerous as they should be hard tragets to take down. They should have superior range and fire power than a standard ship. I may also be increasing the effectiveness of Base Shields to give them better protection.

I wanted to tweak the Defiant in order to better emulate the DS9 ship. Heavy weapons, cloaking, but more expensive. I may or may not add built in ablade of armor to the Defiant in a later patch. I have been watching DS9 lately and noted that the Defiant is considered to be one of the most powerful "warships" in the quadrant. I wanted to emulate this slightly. The cost of the ship has been increased to help off set the stronger weapons.

Also I don't know if the extra movement generation will work correctly. Smaller ships, mainly scouts, explorer, escort and a few chosen others, have had this ability added to them in order to speed up the early games a bit and to make these smaller ships more valuable.

I also lowered the cost for remote mining by over 400 minerals for each level. This should help improve remote mining value.

I also increased satellite mount damage and range in order to emulate true orbital defenses as seen in DS9 and BOTF.

I discovered that the Solar Wind Collector's use of Point Generation doesn't work. I switched the abilities to Resource Generation and they now work.
Attached Files
File Type: rar 470715-STM196Beta.rar (149.1 KB, 90 views)
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  #1243  
Old November 15th, 2006, 10:48 AM
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Default Re: The Star Trek Mod - New Version Available

Looks Good AT. I like the Defiant changes as it is supposed to be the "first warship" ever built by the Federation. Strickly built to encounter the Borg, later the Dominion. It makes sense that it would have some over gunned weapons. I'll try using a saved game to see if it's usable in an effort to speed up the testing of these new changes.
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  #1244  
Old November 15th, 2006, 09:18 PM
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Default Re: The Star Trek Mod - New Version Available

Thanks for the feed back. Say could someone also check to see if the Planetary Cloak is working? Its a unique tech so it should appear for a high tech start.

Thanks.
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  #1245  
Old November 16th, 2006, 10:44 AM
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Default Re: The Star Trek Mod - New Version Available

AT, the planet cloak works great. It does work like the ship cloak though. You must turn it 'on' and once on, you can't build ships. The patch works with my saved games as I just installed it and starting playing a saved game. The defiant mount look great. It's now actually a very vicious ship which is what it's design concept was all about. The Solar Wind Collectors are now working too!
Are there any races that you specifically need tested? I am currently running Feds but will move on to Romulans and then Klingons.
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  #1246  
Old November 16th, 2006, 11:44 AM
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Default Re: The Star Trek Mod - New Version Available

Thank Xrati, that feed back is great. Right now I just want to make sure that the scout/escorts that have been given the extra movement ability are working correctly. I believe that I tried this before and it had conflicts. However I cannot find anything in my notes about it so the only thing that can be done is to test them.
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  #1247  
Old November 16th, 2006, 09:55 PM
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Default Re: The Star Trek Mod - New Version Available

Hmmm. Perhaps I'll start a game as the Klingons if testing is what you need.
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  #1248  
Old November 16th, 2006, 10:02 PM
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Default Re: The Star Trek Mod - New Version Available

Any play test / bug reports would be a God send.
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  #1249  
Old November 17th, 2006, 12:42 AM
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Default Re: The Star Trek Mod - New Version Available

AT, your Escorts and Explorer movement didn't work. My speed went from 14 (13 normal +1 for propulsion experts) to speed 6 on the escorts and speed 7 on the explorer and Hvy. Escorts. I don't beleive that you'll be able to get the extra movement with the "Movement Generation" line. So what I tried is this:

Ability 3 Type := Standard Ship Movement
Ability 3 Descr := Smaller size allows for greater speed.
Ability 3 Val 1 := 2
Ability 3 Val 2 := 0

Now with this the Hvy Esc. went from 14 to 15 movement, It has an inherent movement of one with no engines on it. I don't know if this is the way you want to go in creating an extra movement for the ships, but it does work. If you changed the value in the line:
Ability 3 Val 1 := 2
to :=3 you would get 2 extra movement out of it but the base speed without engines would be 2. I only tried this with the heavy escort as I know it will work for the others as well. Again, it's up to you if you want ships having inherent movement without engines. I don't know why the movement was halved, by the other statement calling for "Generated Movement."
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  #1250  
Old November 17th, 2006, 01:51 AM
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Default Re: The Star Trek Mod - New Version Available

Thank you. I guess this is what I ran into last time I tried this. I will remove the abilities from the hulls.

I am thinking about increasing the Prop Expert Racial Trait from 1 to 2. This would make it more valuable to players.
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