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-   -   Star Trek Mod and Colony Ships (http://forum.shrapnelgames.com/showthread.php?t=30135)

Artaud September 5th, 2006 10:38 PM

Star Trek Mod and Colony Ships
 
Since losing all the stuff on my hard drive I've re-downloaded the ST mod. I've started a new game as the Klingons, and can't get my colony ships to move. They are designed with a warp core, 2 impulse engines and 2 warp nacelles, all 'propulsion mount.'

My scout ships move just fine with this setup. But my colony ships don't move at all. I know everything worked before, but this time I'm doing something wrong. Anybody know what it is?

Captain Kwok September 5th, 2006 11:04 PM

Re: Star Trek Mod and Colony Ships
 
I think they need 4 nacelles. http://forum.shrapnelgames.com/image...ies/tongue.gif

ToddT September 5th, 2006 11:09 PM

Re: Star Trek Mod and Colony Ships
 
i beleive that is the case its been awhile but sounds right.

Atrocities September 6th, 2006 03:36 AM

Re: Star Trek Mod and Colony Ships
 
If you read the abilities for the hull sizes it will tell you how many warp nacelles you need if the amount is over 2. CK is correct, the number for Colony ships is four. The logic behind this is the fact that the ships carry 1 million colonists. That makes them semi large ships.

Artaud September 6th, 2006 09:30 PM

Re: Star Trek Mod and Colony Ships
 
Yes! That's it! Now I remember...4 for colony ships...

Thanks guys!


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