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  #1451  
Old July 5th, 2007, 06:41 PM
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Default Re: The Star Trek Mod - New Version Available

Turn off the supply minister would be what I would recommend. Place a resupply base in strategic location and then mark the area around it as mine fields to force the transports to go where you want them to.
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  #1452  
Old July 5th, 2007, 07:32 PM
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Default Re: The Star Trek Mod - New Version Available

AI designs "Explorers", but does not build them or uses them when build by player intervention.


Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.


Monsters should have "plague bomb(s)/ability, or ground troops"



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  #1453  
Old July 5th, 2007, 07:36 PM
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Default Re: The Star Trek Mod - New Version Available

Quote:
AngleWyrm said:
Quote:
Arralen said:
...the problem is within the game logic, not in the mod...
If the problem exists in stock, then it is not the mod. If the problem does not exist in stock, but does exist in the mod, then it is in the mod.
It does exist in stock ... .

Might be less pronounced, though, if the ships have lower supply consumption to start with.

But I remember a time when even colonizers kept turning back because they reached "bingo fuel" .. problem was solved by Aaron by making them ignore fuel level ...
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
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  #1454  
Old July 8th, 2007, 11:31 PM
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Default Re: The Star Trek Mod - New Version Available

Quote:
Arralen said:
AI designs "Explorers", but does not build them or uses them when build by player intervention.

I can only give the AI the instruction to have these on hand, whether or not the AI actually uses them is up to the AI.


Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.

I don't understand what you mean by this.


Monsters should have "plague bomb(s)/ability, or ground troops"

Monster don't have troops or at least I don't believe they do.




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  #1455  
Old July 8th, 2007, 11:32 PM
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Default Re: The Star Trek Mod - New Version Available

I need to run a couple of play tests then hopefully it will be ready.



Quote:
Star Trek Mod v1.9.7.3

1. Changed Decreased Shield Percent for Light Shield (Ship) mount from 70 to 65
2. Changed Increased Shield Percent for Standard Shields (Ship) mount from 120 to 130
3. Changed Increased Shield Percent for Heavy Shields (Ship) mount from 150 to 200
4. Changed Increased Cost Percent for Heavy Shields (Ship) mount from 150 to 200
5. Changed Increased cost of Pack Rats from -500 to -1000
6. Added "DO NOT use in combination with other Race Technology." To description for General Race Technology
7. Fixed Spelling error in Pirate Race description
8. Changed Increased Propulsion Experts bonus from 1 to 2
9. Changed Increased Power Industrialists bonus from 50% to 100%
10. Changed Decreased cost of Emotionless from 1500 to 1000
11. Fixed Resource Ability Amount Organic Resource Storage I was giving 20000 in stead of 10000.
12. Changed Increased several Pirate Facilities abilities slightly
13. Changed Increased ability amounts for Slave Labor Operation I - III


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  #1456  
Old July 10th, 2007, 07:47 AM

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Default Re: The Star Trek Mod - New Version Available

Looking forward to all three mods!

GB
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  #1457  
Old July 13th, 2007, 03:56 PM
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Default Re: The Star Trek Mod - New Version Available *NOW

STM v1.9.7.3 Update Patch
Attached Files
File Type: zip 536117-STM1973Patch.zip (6.08 MB, 347 views)
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  #1458  
Old July 13th, 2007, 04:14 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

STM v1973 Full Mod
Attached Files
File Type: zip 536122-STM197Full.zip (28.44 MB, 125 views)
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  #1459  
Old July 13th, 2007, 04:55 PM

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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Cool! Thanks for the patch, AT! Anyway, I was looking at the site http://botfii.armadafleetcommand.com/. To my surprise, it has an indie startup of BotF II. It looks like the AST 2.0 mod may beat them to the punch...
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  #1460  
Old July 20th, 2007, 11:07 PM

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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

I have just finished a 'mini mod' of PlanetSizes.txt and SectTypes.txt to add planetary classifications...Fyron, I have used pieces of Adamant and FQM for this mod, and would like your approval to upload this mod (you have been credited).

GB
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