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  #981  
Old November 26th, 2003, 07:04 AM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities,

In my Lastest SE4 Star Trek mod game as the Federation. The Borg equipment their first warship/colony ship correctly with a warp drive, but all their later ships do not have a warp drives only impluse engines. All the other races I make contact with seems to have no problems developing their ships.

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  #982  
Old November 26th, 2003, 07:18 AM
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Default Re: STM "Final v1.7.5" Discussion

Hummmm That is very odd, I will look into it, could you please send me your sav.game file. Thanks.
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  #983  
Old November 26th, 2003, 09:32 AM
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Default Re: STM "Final v1.7.5" Discussion

I started a new game as the Feds yesterday and wow, for the first time in many solo games, i'm not the best developed race. I started of in the centre (dead centre ) of the map surrounded by other races and 2 of them where immediately hostile. So by the time i dealt with the threats, i hadn't developed a lot of planets and was only 11th.

Now i'm currently 6th because i have researched ice colonization. It seems to me that if the ai's would research other colonization stuff earlier i would have effectively been dead. Now i can creap back by researching ice and gas and thus take all the planets in their systems that they can't colonize.

I also used shuttles (fighters) for the first time to clean up warppoints defended by sats.
I lost some due to mines so i might send in a couple of minesweepers first. If i set them to "Don't get hurt" will they be hurt by the sats?

Anyway a very very entertaining game. All ai's develop rather well
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  #984  
Old November 26th, 2003, 01:09 PM
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Default Re: STM "Final v1.7.5" Discussion

Re Facility Family numbers.

As I'm sure you know some of the racial facilities with a similar function have the same family number. After capturing a Ferengi planet and later doing an 'upgrade facilities' command i noticed that the Ferenig facility was being upgraded to Federation Council. Although this maybe by design it seems wrong to me.
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  #985  
Old November 26th, 2003, 05:13 PM
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Default Re: STM "Final v1.7.5" Discussion

Another thing i noticed is that ground combat is very though. I attacked a world with 15B people and dropping 300+ troops failed. I had to kill off the population to something like 250M before i could take the planet. For a large part, this is due to the fact that it where small troops.

Is it possible to take a planet with 15B people? I suspect that it's best to use only large troops? How many troops would you need then?

[ November 26, 2003, 15:14: Message edited by: minipol ]
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  #986  
Old November 26th, 2003, 05:14 PM

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Default Re: STM "Final v1.7.5" Discussion

Seems right to me. Why would the Federation continue to use Ferengi technology? "Our way is the best way."

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  #987  
Old November 26th, 2003, 05:38 PM
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Default Re: STM "Final v1.7.5" Discussion

Try using multiple transports. Get the first to drop "shield troops" that have a single weapon and the rest shielding, so they can soak up a lot of damage. If some survive, they will be added to the new force dropped, and the militia will be reduced for the next battle.
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  #988  
Old November 26th, 2003, 09:16 PM
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Default Re: STM "Final v1.7.5" Discussion

I am working on the Borg problem now, although it really does not hurt them as they are a very strong race, the fact that after a few turns they stop adding Slipstream drive to their designs for a while bugs me.

Here is the latest info for the next patch.

---------------------------------------------------
Version History for Star Trek Mod
---------------------------------------------------


Star Trek Mod v1.3.4 (Beta)

1. Changed Family number for Components Dominion ECM I - III
2. Changed Family number for Components Klingon Target Combat Sensors I - III
3. Changed Family number for Components Small Phased Energy Cannon I - III
4. Changed Family number for Components Federation Particle Fountain I - III
5. Changed Family number for Component Enhanced Fusion Beam
6. Changed Family number for Component Borg Transporter
7. Changed Family number for Components Shield Depleter I - V
8. Updated To FQM Version 2.08
9. Added Component Family Number List to ModInfo. (Thank you DavidG)
10 Updated Intro Splash screen to current Version
11. Fixed Name of Component Cardassian Shock Troop II
12. Changed Federation Large Transport Tonnage from 600 to 800 (Was the same as medium)
13. Fixed Beam Discharger II - III level requirements
14. Added Beam Discharger IV
15. Changed Borg DesignCreation file in an attempt to improve AI design


Star Trek Mod v1.3.3

1. Changed Family number for Facility Holosuite Center I - III, Ketracel White Facility I - III, and Political Center I - III from 37 to 47
2. Changed Family number for Facility Salvage Yard I - III from 31 to 16
3. Changed Family number for Facility Massive Planetary Shield Generator from 41 to 28
4. Changed Family number for Facility Central Computer Complex I - III to 50
5. Changed Family number for Facility Spaceport Depot I - III to 51
6. Changed Family number for Facility Subspace Telescope I - III to 52
7. Changed Family number for Facility Battle Arena I - III to 53
8. Added Facility Family Number List to ModInfo. (Thank you DavidG)
9. Updated Facility Family Number List (FFNL) to refelect the changes made
10. Changed Balanced all race mounts more effectively
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  #989  
Old November 27th, 2003, 04:29 AM
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Default Re: STM "Final v1.7.5" Discussion

Well the Borg seem to be working ok now. Thank you Rollo for the helpful tips.
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  #990  
Old November 27th, 2003, 04:49 AM
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Default Re: STM "Final v1.7.5" Discussion

Well Version 1.3.4 is just about ready for release. The players of the STM game will need to update to the latest Version before making their next turn. I will email you with the link for the download later to night. (After Enterprise)

In case I don't get to come on line tomorrow, you all have a nice Thanksgiving.
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