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  #621  
Old December 14th, 2004, 07:07 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
aiken said:
I'd like to raise a question about Weapons Destroyers and Reload Disruptors. Imo, they're overpowered.
Weapons Destroyer I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. At first lvl it's able to destroy 2 unmounted guns. You can't protect your ship against it. High offense bonus make it difficult to miss.
Reload Disruptor I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. Very powerful. At first lvl it can "turn off" ship for the most part of battle. Also high chance to hit. And master computer is the only cure. But they usually come into play much later than reload disruptors (which only require Focused Energy Weapons 2 to be availiable).

Q: what's your view on balance of these weapons?
I can reduce the Hit Bonus by half to 15%.
Increase the reload time by 1
And lower the damage by 20%.

Do you think this will help balance them out?
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  #622  
Old December 15th, 2004, 08:56 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Yet another update on the Version progress

I spent all of today working on the new HTML Read Me files. They are based off of Captain Kwoks old Star Trek Mod web site and provide more information and better access to information than the old HTML read me files.


Quote:
Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only. Thank you boran_blok
4. Changed Added new Vulcan ship set.
5. Changed Added new Vaadwaur ship set.
6. Changed Brightened the Andorian race color.
7. Added Adv Gravitational Technology to Tech Area
8. Changed Gravitic Sensors I - IV requirement to Adv Gravitational Technology (Lv, 1,2,3,4)
9. Changed Increased Maximum Level for Sensors from 6 to 8
10. Changed Advanced Tachyon Sensors I - II level requirement to Sensors 7, 8. Removed other requirement
11. Changed Gravitational Technology Maximum level from 4 to 2.
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)
18. Fixed Spelling errors in Kazon, TMP and Vulcan general file.
19. Changed Breen Organic Extractor I - III Cost organics / Radiactives to 0 to match stock Organic Extractor
20. Changed Increased Breen Organic Extractor I - III Resource Generation - Organics to 1500,1800,2100
21. Added Escort2 image to DS9, TMP, and UCP races.
22. Changed Tholian Dreadnought now has correct tonnage.
23. Changed Revised the HTML Read Me (Now more informative) Based off of Captain Kwoks Star Trek Mod Web Site
24. Changed Various settings in the Vehicle Size file (Mostly house keeping issues)
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  #623  
Old December 15th, 2004, 09:22 AM

XenoTheMorph XenoTheMorph is offline
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
Atrocities said:
Quote:
XenoTheMorph said:
Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to follow the requirements of the 1st set instead of the new comp destroyers? I belive the Pirate small shield depleters used the tech requirements of the 2nd set.
They are set to:
Quote:
Number of Tech Req := 2
Tech Area Req 1 := Pirate Race
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
I just thought it was a bit strange that you can have fighters with Shield Depleters (of any level) & not necessarily have a ship Version available.
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  #624  
Old December 15th, 2004, 10:48 AM

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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)
noo, no more powergaming as pirate

But the changes are good tho, 3000 research points was a bit much for pirate research centers, and it's made up by the fact that you start the game with them now, I always spent many turns removing all other facilities and replacing them by the pirate ones.
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  #625  
Old December 15th, 2004, 11:06 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Kinda liked the old Pirate Space Dock though. Felt like it compensated the smaller ship size, and it had an addiction effect which forced you to seek for more resources.
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  #626  
Old December 15th, 2004, 11:36 AM

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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Agreed, because you have a huge lack of spaceyards and space based spaceyards are increddibly slow it should compensate a bit.

Maybe give it 500 more or something like that, higher production isnt all that big advantage anyways, because you need to have the resources to back it up.
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  #627  
Old December 15th, 2004, 06:04 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
XenoTheMorph said:
Quote:
Atrocities said:
Quote:
XenoTheMorph said:
Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to follow the requirements of the 1st set instead of the new comp destroyers? I belive the Pirate small shield depleters used the tech requirements of the 2nd set.
They are set to:
Quote:
Number of Tech Req := 2
Tech Area Req 1 := Pirate Race
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
I just thought it was a bit strange that you can have fighters with Shield Depleters (of any level) & not necessarily have a ship Version available.
Ahh good point.
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  #628  
Old December 15th, 2004, 06:09 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
von_toaster said:
Kinda liked the old Pirate Space Dock though. Felt like it compensated the smaller ship size, and it had an addiction effect which forced you to seek for more resources.
It was a toss up to keep it or not. It still is far better than any of the other races ship yards. I am also going to add in an ability to reduce maitenance cost for pirate ship hulls. If it works it will cut the cost of those ships maitenance down by up to 10%.

Ideally now, in retrospect, I should have had two pirate traits, one with colony tech and no extra bonus giving facilities, and one without colony tech that gave the bonus research, Intel, and construction facilities. Oh well, lessons for 2.0.
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  #629  
Old December 15th, 2004, 06:40 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
boran_blok said:
Agreed, because you have a huge lack of spaceyards and space based spaceyards are increddibly slow it should compensate a bit.

Maybe give it 500 more or something like that, higher production isnt all that big advantage anyways, because you need to have the resources to back it up.
The base space yard issue should be fixed. Will run test game to see.
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  #630  
Old December 15th, 2004, 06:42 PM

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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Also, not really a bug, but more of a question, why are all cargo storages 51 kt, or 71 kt etc ?
All cargo storage has 1 kt excess it seems.
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