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Old June 23rd, 2007, 08:22 AM
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Arralen Arralen is offline
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Default Re: The Star Trek Mod - New Version Available

I really appreciate the work you put in this mod ..
.. but I have to say it's fairly broken for SP gaming at this point:



Repair Barge Problem
This is not only a "8472" problem: Making the repair yards as big as a spaceyard resulted in monstrous repair barges - and the AI always uses the biggest hull available for combat ships.. and ends up with attack barges at "Repair 1".
Moving the repair up the research tree (or setting the AI to research "repair" very late) does not do any good: it does refit its ships, and often. With the minimal (downmodded) repair facilities of space yards this takes the ships out of service quite a large amount of time: Either repair has to be re-integrated into shipyards and other components, or at least the yards made considerably smaller - or is there any way to restrict the use of the repair barge hull?

Base Weapon Mount
- is available for Biokinetic Ray only, Pulsed Bk-Ray does not - intentional ?

Light (Base) vs Standard (Base) Shields
cost 20/80/40, size 10, dam res. 15, 35 p.s.p, 6 to sh., 5 regen (light)
cost 25/100/50, size 20, dam res 15, 52 p.s.p., 6 to sh., 5 regen (standard)
.. I would always go with 2x Light instead of 1x Standard Shield: 60% more ressource costs doesn't matter if I can get 35% more shielding from the same space used !!

Monsters
Is it intentional that they start with tech for 1 ship (Cube), but do not use it? They don't get borg tech to outfit it, but monster tech which would not fit. The first monster ship needs "monster tech 2", though, what they research first, needing >100 turns ..
All they (can) do is building "Monster Bases: Base Space Yard" .. without any yard component or the ability to actually build ships!
Btw, "monster habitat" does not show any abilities, yet it seems to generate ressource points?!

Caspians use Federation Shipset and tech?

Orion Syndicate does not design Colony Ships
They don't have a hull big enough for a colony module! Obviously, this is because they have "Pirate Tech" .. but how is that supposed to work out? Maybe instead of going for standard "Ship Contruction" they should go for "Pirate Ship Construction", ship boarding and troops for invasions ?

Chalnoth cannot leave their system ! (??)
That's ok with their racial description - but their build/research list should be modified accordingly! Building heaps of Explorers, Colony Ships and Pop Transports does not make that much sense here ..

Sheliak are constantly scrapping their ships despite having heaps of ressources?! Haven't found out why, e.g. when I peeked into their turn a colonizer was scrapped .. while there where 4 "red" unsettled planets in their home system ..

If the tech tree got "straigthened out" to make it actually compatible with the AI (errors) and someone gives me a hint or two how the AI works, I would gladly help out with the AI scripts for some nations - just PM me!
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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