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  #21  
Old January 12th, 2006, 09:28 PM

leo1434 leo1434 is offline
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Default Masters Mod: Foundation and Masters

May be it is because I liked so much all the Foundation Books, but I think this name is one of the most beautiful which have been used to name a mod!!!
Besides it contains some very interesting concepts!

Good work!
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  #22  
Old February 11th, 2006, 01:27 PM
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Default Re: Masters Mod v1.3: Foundation and Masters updat

A great mod it is.

Quote:
Urendi Maleldil said:
The AI is based on AI from the TDM Modpack.
I'd like to see all of the TDM races "mastered". What has to be done to accomplish this? Is it just AI general that has to be tweaked for the races? NM.

Some of the costs seem to be too high. Psy masters for example, I would always prefer the traditional Psycho trait if there are 1500 pts. to spend. Psy masters don't have any new components as far as I can see; This is more a 500 pt. trait I think. Not yet sure about the rest, but there should be a balance between the racial trait that reflects advantages in components/facilities and others. Otherwise it would not be a chosen trait.
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  #23  
Old March 9th, 2006, 05:47 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Masters Mod v1.3: Foundation and Masters updat

Coming Soon:

Masters Mod v1.5: Where No Master Has Gone Before

It contains about a million bug fixes and enhancements, a few new races, plus one new racial trait. I'll leave it to you guys to try and figure out what it is.

Just a few minor tweaks left. I'll try and upload it tomorrow.
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  #24  
Old March 10th, 2006, 05:03 PM
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Default Masters Mod v1.5: Where No Master Has Gone Before

Download: Masters Mod v1.5: Where No Master Has Gone Before

Numerous additions and bugfixes. The biggest additions are the new Trek Masters trait and the Federation, Borg, Klingon and Romulan races by Atrocities. See the Masters Mod readme for the complete changes.

Only the Federation and Borg are optimized to use the Trek Masters trait right now (Testing AI takes a looooong time), but I plan to modify the Klingon and Romulan AI's in the next release.

Trek Masters
Your race has mastered the use of technology found in the Star Trek universe. In addition to normal SE4 techs, your race will be able to use powerful weapons like Phasers, Disruptors, and Photon Torpedos to help you crush your enemies, as well as efficient propulsion systems like Warp and Transwarp Drive, and Leaky Shields.

* Warp Engine
* Laser Cannon
* Phaser
* Disruptor Cannon
* Warp Core
* Photon Torpedo
* Quantum Torpedo
* Trek Shield Generator (leaky)
* Multiphasic Shields (leaky)
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  #25  
Old March 10th, 2006, 06:17 PM
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Default Re: Masters Mod v1.5: Where No Master Has Gone Bef

Trek Masters? Man, this mod is quickly going downhill...
(wait a second, leaky shields are an *advantage*? I guess when mixed with solid shields they are, since they're basically crystalline armor with shield generation to back them up, but still... )
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  #26  
Old March 11th, 2006, 02:08 AM
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Default Re: Masters Mod v1.5: Where No Master Has Gone Bef

Leaky shields are completely useless until all solid shields have been depleted.

Mixing the two is inefficient, not beneficial.
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  #27  
Old March 13th, 2006, 01:08 PM
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Default Re: Masters Mod v1.5: Where No Master Has Gone Bef

Well, they're not much different from standard shields right now, if that's what you mean.

I'm actually not that happy with the Trek shields; I was really working to push 1.5 out the door, and just haven't had time to really play around with and tweak them yet. They're not different enough from standard shields.

I might reduce the number of shield points they generate, and increase the crystal armor ability. But then it will also be a bear to get the AI to use them instead of standard shield generators, even with AI tags.
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  #28  
Old March 13th, 2006, 02:39 PM
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Default Re: Masters Mod v1.5: Where No Master Has Gone Bef

Can you not just call for SGFD ability instead of shield generation?
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  #29  
Old March 13th, 2006, 03:13 PM
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Default Re: Masters Mod v1.5: Where No Master Has Gone Bef

I could, but I was hoping to be able to use the AI Designcreation's built-in shield perameter. The way I understand it is that it will only use the components with the greatest number of shield points.
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  #30  
Old March 13th, 2006, 03:31 PM
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Default Re: Masters Mod v1.5: Where No Master Has Gone Bef

Other notable additions:

Travel Masters get Hot Rodded hull sizes - normal hulls that let you add more than the normal number of engines

Megascale Masters get Highliner hull sizes - they're not true highliners (like in the Highliners Mod), but they're large starbase-sized hulls that are available very early in the game.
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