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  #121  
Old October 22nd, 2004, 06:47 PM

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Default Re: The Star Trek Mod - Final Update

Well, I probably should do a "full tech " drill on the klingons to see what they have at max tech, but I really quite enjoy discovering it as I go. So my comments may not be valid later on.

But in any case, man, the mod is super fantastic excellent. I mean, really. It is the best star trek game I have ever seen. Truly. An amazing job. Thanks. Christmas is coming up - can I get you anything in return?



Quote:
Atrocities said:
I am playing the Klingons now, the Klingons are not very smart when it comes to technology so they are a bit behind, but what they lack for smarts, their weapons and ships make up for. Klingons have cloaking tech as well. You have to do a lot of researching to benefit the Klingons.

I am working on making the klingons and all other races, a bit more equal in all regards to avoid balance issues like this.

And thanks for the nice words Alarik.
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  #122  
Old October 23rd, 2004, 10:26 AM
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Default Re: The Star Trek Mod - Final Update

My homework
------------------------------------------------------------------------
1. Drone and Satellite mount are broken: size requirements are too big.

Long Name := Drone (Satellite) Mount
Vehicle Size Minimum := 800 (huh?)
Vehicle Size Maximum := 1000 (huhuh??)
------------
2.Error in Tholian Radioactives System Extractor I-III:

Name := Radioactives System Extractor I
Ability 1 Type := Resource Gen Modifier System - Radioactives
Ability 1 Descr := Increase radioactives production for a system by 10%.
Ability 1 Val 1 := 5 (should be 10)
Ability 1 Val 2 := 0

Name := Radioactives System Extractor II
Ability 1 Type := Resource Gen Modifier System - Radioactives
Ability 1 Descr := Increase radioactives production for a system by 15%.
Ability 1 Val 1 := 10 (should be 15)
Ability 1 Val 2 := 0

Name := Radioactives System Extractor III
Ability 1 Type := Resource Gen Modifier System - Radioactives
Ability 1 Descr := Increase radioactives production for a system by 20%.
Ability 1 Val 1 := 15 (should be 20)
Ability 1 Val 2 := 0
--------------
3. Error in Tholian Command Complex II:

Name := Tholian Command Complex II
Ability 1 Type := Fleet Training
Ability 1 Descr := Fleets in this sector will improve by 3% each turn up to 5%.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 4 (should be 5)
------------
4. (Complain) Tholian crystalline armor is too damn strong: at lvl 5 it has 70 hp and occupies 10 kt of space. In conjunction with crystalline armor ability, 7 piecies of Tholian CA V are almost unvulnerable, unless you are doing 80 points of damage per shot (consider 10 damage reduction from emissive ability). Armor skipping weapon helps, but nevertheless there is no weapon able to do 80 dmg in the mod (even with Dreadnought mount). Suggestion: reduce damage resistance of Tholian CA to this values: 25/35/40/45/50 (rough numbers).
------------
5. (Reguest) It's very easy to add unmouted warp core to design by mistake. Make it 10 times bigger (1000 kt) and change WC mounts accordingly.
------------
6. Error in Romulan Quantum Singularity Drive II-IV (consider that Quantum Singularity Drive V gives 3 bonus movement and bonus movent increases by 1 mp per 2 lvls of warp cores):

Name := Quantum Singularity Drive II
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 2 bonus movement points. (Requires 2 Warp Nacelles to move) (I guess it should be "Generates 1 bonus movement points"?)
Ability 1 Val 1 := 2 (should be 1?)
Ability 1 Val 2 := 0

Name := Quantum Singularity Drive III
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 4 bonus movement points. (Requires 2 Warp Nacelles to move) (should be "Generates 2 bonus movement points"?)

Ability 1 Val 1 := 4 (should be 2?)
Ability 1 Val 2 := 0

Name := Quantum Singularity Drive IV
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 5 bonus movement points. (Requires 2 Warp Nacelles to move) (should be "Generates 2 bonus movement points"?)
Ability 1 Val 1 := 5 (should be 2?)
Ability 1 Val 2 := 0
--------------
7. Error in Dominion Varethiel Armor I:

Name := Varethiel Armor I (should be "Dominion Varethiel Armor I")
--------------
8. Error in 8472 Bioelectric Field IX:

Name := 8472 Bioelectric Field IX (should be "Bioelectric Field IX")
--------------
9. Error
Name := Borg Shield Regenerator I (should be Borg Regenerative Shields I or else Borg Regenerative Shields II-V should be Borg Shield Regenerator II-V)
--------------
10. Incomplete description on Hanger Bay I-III:
Name := Hanger Bay I
Ability 1 Type := Launch/Recover Fighters
Ability 1 Descr := Can launch and recover Shuttles from space. (add "2 Shuttles can be launched per combat turn and 4 Shuttles can be launched per game turn." here)
Ability 1 Val 1 := 2
Ability 1 Val 2 := 4
-------------
11. Spelling error in Borg monster's Drone Launcher
Name := Drone Launcer (should be "Launcher")
------------
12. Error in 8472 Biokinetic Ray I

Name := Biokinetic Ray I (should be "8472 Biokinetic Ray I")
------------
13. You have to add Component Destroyed On Use ability to Ionic Concussion BLaster, else player is able to create enourmous amount of storms per turn (it was fixed in 1.91)
------------
14. Error in Pirates I-III:

Name := Pirates I
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 100 mercenaries for Boarding (25 boarding attack points). (should be "Provides 140 mercenaries for Boarding (35 boarding attack points)")
Ability 1 Val 1 := 35
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := Provides 100 mercenaries for defending (25 boarding defense points). (should be "Provides 140 mercenaries for defending (35 boarding defense points).")
Ability 2 Val 1 := 35
Ability 2 Val 2 := 0

Name := Pirates II
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 140 mercenaries for Boarding (45 boarding attack points). (should be "Provides 180 mercenaries for Boarding (45 boarding attack points)")
Ability 1 Val 1 := 45
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := Provides 140 mercenaries for defending (35 boarding defense points). (should be "Provides 180 mercenaries for defending (45 boarding defense points).")
Ability 2 Val 1 := 45
Ability 2 Val 2 := 0

Name := Pirates III
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 160 mercenaries for Boarding (45 boarding attack points). (should be "Provides 220 mercenaries for Boarding (55 boarding attack points)")
Ability 1 Val 1 := 55
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := Provides 180 mercenaries for defending (45 boarding defense points). (should be "Provides 220 mercenaries for defending (55 boarding defense points).")
Ability 2 Val 1 := 55
Ability 2 Val 2 := 0
Weapon Type := None
-------------
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  #123  
Old October 24th, 2004, 05:08 AM
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Default Re: The Star Trek Mod - Final Update

Some Dominion Ships

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  #124  
Old October 24th, 2004, 05:09 AM
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Default Re: The Star Trek Mod - Final Update

Nice designs, but a tad bit too purple for Dominion ships. What are these, Centauri?
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  #125  
Old October 24th, 2004, 05:11 AM
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Default Re: The Star Trek Mod - Final Update

Thanks Aiken. Most helpful.

The error in the PIRATES I - III is the description of the abilities right? Could you please provide correct amounts for the description if you would. Thanks.
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  #126  
Old October 24th, 2004, 07:05 AM
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Default Re: The Star Trek Mod - Final Update

I kinda did it. Look for text in brackets, ie: (should be "and_goes_fixed_description"). It contains a right description for given values.
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  #127  
Old October 24th, 2004, 11:46 AM
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Default Re: The Star Trek Mod - Final Update

Nice Dominion ships ! A small questin though, the right image is supposed to be a starbase, right ? Where did you get the design from, i dont remember noticing a dominion base in tv.
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  #128  
Old October 24th, 2004, 01:58 PM
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Default Re: The Star Trek Mod - Final Update

Atrocities, the previous batch of dominion ships seemed to have more detail (i.e. "raised panel" effects) on their hulls or am I just imagining this? If not, then I'd suggest adding a bit of that detail to the textures.
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  #129  
Old October 24th, 2004, 04:35 PM
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Default Re: The Star Trek Mod - Final Update

Ragnarok X, to answer your question, creative license.

Kwok, they are the same designs, just no reflections. The images are all one texture with three colors total for the whole design. This way if I ever can export them for use with SE V, the task will be much easier. And when they are at 128x128 size, they all look alike.
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  #130  
Old October 24th, 2004, 05:15 PM
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Default Re: The Star Trek Mod - Final Update

Atrocities,
I like to think I know this game pretty well, so forgive me if I'm wrong.

I started 2 different games (1 with 1.79 as the Feds and 1 with 1.80 as the Dominion) with med. tech and 5k racial. I chose random opponents in the first game and setup specific races in the second. In both cases, I designed a colony ship with 2 Impulse engines, 2 nacelles, 1 warp core, and 4 boussards (sp?). My design window shows 2 MP, but when it gets built, there are 0 MP.

I started a Max Tech game as the STNG Feds and had various other racial technology (Tholian, Borg, Cardsassian), is this intentional?

I have an initial savegame if you would like to see it. Email or PM.
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