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  #61  
Old October 17th, 2004, 06:28 AM
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Default Re: The Star Trek Mod - Final Update

I want to increase the Home World Cargo capacity, how do I do that?
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  #62  
Old October 17th, 2004, 06:28 AM
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Default Re: The Star Trek Mod - Final Update

Also I would like to set it up so that each race starts the game USING their facilities instead of the stock ones. How do I do this?
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  #63  
Old October 17th, 2004, 11:38 AM

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Default Re: The Star Trek Mod - Final Update

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Atrocities said:
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Colonel said:
I noticed something that seemed a little strange when playing today. I was the federation and some of the fighter\shuttle components. They were both 5kt but one had 3 for the damage then another with the same size was 5 for the damage. Is this meant to be this or is it just no one noticed
I will look into it. Do you remember the component name?
One was Federation Small Pulse Phaser and Federation Small Phaser all of them level 1-3 have the same tonnage but do different damage
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  #64  
Old October 17th, 2004, 01:41 PM
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Default Re: The Star Trek Mod - Final Update

Right now the only differance is the accuracy. I will be reviewing all of the weapons in the mod for balance next. If I come acrossed a weapons, such as you have listed, I will hopefully be able to give one a uniqe ability so that they are both equally usefull.

Thank you.
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  #65  
Old October 17th, 2004, 01:58 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
However, I do recommend special mounts for colony modules for use with colony ship hulls a la adamant mod.
And then AI will be suffering from the "2 colony modules per coloniser" bug.
Quote:
Did you by any chance start with high tech start?
Low tech start. Racial troops are not availiable for every race. Just you can see all racial troops tech then looking for Construction 1 research results. That's why I said it was a minor visual annoyance (initially I posted that racial troops are availiable for all, but it was a mistake).
Quote:
I want to increase the Home World Cargo capacity, how do I do that?
PlanetSize.txt: Name := Sphereworld and go on.
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Also I would like to set it up so that each race starts the game USING their facilities instead of the stock ones. How do I do this?
Racial facilities should be availiable from start and provide "better" abilities (e.g. more research points).
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  #66  
Old October 17th, 2004, 02:11 PM
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Default Re: The Star Trek Mod - Final Update

Instead of increasing the max cargo of the planet like aiken suggested you could just create facilites which increase cargo hold. Since homeworlds start quite advanced and have "unique" buildings, you could just set it up that way.
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  #67  
Old October 17th, 2004, 02:11 PM
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Default Re: The Star Trek Mod - Final Update

Thanks Aiken, I fixed the troop issue by adding the requirement OF "Race Technology" to each races Troop entry in the Tech Area file. This should fix the issue.

Thanks for the help with my questions as well.

All races have access to Generic Infantry. Only the following have acess to Race Infantry:
8472, Borg, Breen, Cardassian, Dominion, Federation (ALL), Ferengi, Klingon, Orion, Romulan, and Tholian.

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  #68  
Old October 17th, 2004, 02:21 PM
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Default Re: The Star Trek Mod - Final Update

Could you please give me more info on modifying the Homeworld cargo amount. I don't understand how changing Sphere World will effect home world cargo.

Thanks.
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  #69  
Old October 17th, 2004, 02:42 PM
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Default Re: The Star Trek Mod - Final Update

Ooopsy. What a crap I wrote about Sphereworlds!
I just thought you had asked about sphereworlds. Sorry.
Well, the right answer will be "I don't know".
Or follow the advice that Rag-X gave, add a Cargo Storage ability to Spaceports. To make such facility a "homeworld only", create racial facilities with Spaceport and Cargo storage abilities and make them very expensive. Although you'll have to test which facility will be placed on a HW: generic SP or racial one.

edit: Resupply Depot is another convenient facility.
edit2: actualy, resupply depot is better, because Natural Merchants trait will remove Space Port from HW.
edit3: on a second thought AI will likely prefere to build expensive racial resupply depot or Space port in just colonised systems. It can cause AI to stumble and waste its resourses on a very expensive facilities. If you want to go further - add an AI tag to resupply depot (or space port) and change all AI_construction_facilities.txt to reflect this change.
edit4: never mind
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  #70  
Old October 17th, 2004, 02:56 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
aiken said:
Quote:
However, I do recommend special mounts for colony modules for use with colony ship hulls a la adamant mod.
And then AI will be suffering from the "2 colony modules per coloniser" bug.
This bug was fixed a while ago. Look at the Colony Ship designs in the AI Design Creation files.
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