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  #41  
Old October 15th, 2004, 06:14 PM
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Default Re: The Star Trek Mod - Final Update

Mottlee, I figured out the problem with the DS9 set. I don't have it. I will add to the file and update the AI once the AvP is done scanning my system.

Still looking into the Borg Monster issues.
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  #42  
Old October 15th, 2004, 06:43 PM
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Default Re: The Star Trek Mod - Final Update

Have noticed that ships do not use supplys as fast as some others SO this may not really be a problem
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  #43  
Old October 15th, 2004, 07:01 PM
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Default Re: The Star Trek Mod - Final Update

Mottlee, I think I know what the Borg Monster Problem was. I forgot to change the images for those components. I just started a new game with High AI Diffuculty and Medium AI Bonus and by turn 5 the Borg Monsters were producing leathal ship designs.
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  #44  
Old October 15th, 2004, 07:09 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:
Aiken, the PM system on the forum seems to be having issues.
I will send it as soon as I can, but could you send me your current email? Thanks.

aiken
@
fromru
.
com
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  #45  
Old October 15th, 2004, 11:15 PM
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Default Re: The Star Trek Mod - Final Update

Email Sent.

Let me know if you got it.
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  #46  
Old October 16th, 2004, 06:13 AM
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Default Re: The Star Trek Mod - Final Update

Got it. Borg (as well as other miserable species) are already sheddering with horror.
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  #47  
Old October 16th, 2004, 04:05 PM
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Default Re: The Star Trek Mod - Final Update

I lost two games in a row the AI on the recommended settings. Thats was surprising.
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  #48  
Old October 16th, 2004, 04:35 PM
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Default Re: The Star Trek Mod - Final Update

There are 2 almost identical racial traits: Advanced Storage Techniques (cost 1000, +20% planet space) and Miniaturization Experts (cost 1000, +25% planet space). I suppose one of them should be removed.
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  #49  
Old October 16th, 2004, 04:36 PM
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Default Re: The Star Trek Mod - Final Update

Oooops, thanks Aiken, will fix.
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  #50  
Old October 16th, 2004, 05:49 PM
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Default Re: The Star Trek Mod - Final Update

1. Racial troops tech do not require racial tech, so they are seen to all races. Minor annoyance.

2. I think it would be fair to make Pirate Race tech starting from level 1, not 0 as now. The problem is that now Pirates should scrap all their research facilities and SY on the homeworld and build racial ones to get some advantage. Or else give Pirate Research Center and Pirate Docks the same facility families as generic Research Center and SY. Then they'll be able to upgrade Homeworld RCs and SY as soon as they research Pirate Race tech 1.

3. Pirate Colony Ship has a Engines Per Move requirement of 10. Since Warp Nacelle provides 3 standard movement point you need 4 nacelles to achieve system speed of 1. But due to reduced tonnage for Pirate Colony Ship there will be no place for warp drive. So their colony ships will be always moving at speed 1 Is it feature or just an oversight?
If this is not a feature then change Engines Per Move for pirate colony ship to 9, then 3 nacelles + warp drive will fit the colony ship perfectly.

edit: fixed 1.
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