|
|
|
 |

March 11th, 2006, 02:08 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Masters Mod v1.5: Where No Master Has Gone Bef
Leaky shields are completely useless until all solid shields have been depleted.
Mixing the two is inefficient, not beneficial.
__________________
Things you want:
|

March 13th, 2006, 01:08 PM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Masters Mod v1.5: Where No Master Has Gone Bef
Well, they're not much different from standard shields right now, if that's what you mean.
I'm actually not that happy with the Trek shields; I was really working to push 1.5 out the door, and just haven't had time to really play around with and tweak them yet. They're not different enough from standard shields.
I might reduce the number of shield points they generate, and increase the crystal armor ability. But then it will also be a bear to get the AI to use them instead of standard shield generators, even with AI tags.
|

March 13th, 2006, 02:39 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Masters Mod v1.5: Where No Master Has Gone Bef
Can you not just call for SGFD ability instead of shield generation?
__________________
Things you want:
|

March 13th, 2006, 03:13 PM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Masters Mod v1.5: Where No Master Has Gone Bef
I could, but I was hoping to be able to use the AI Designcreation's built-in shield perameter. The way I understand it is that it will only use the components with the greatest number of shield points.
|

March 13th, 2006, 03:31 PM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Masters Mod v1.5: Where No Master Has Gone Bef
Other notable additions:
Travel Masters get Hot Rodded hull sizes - normal hulls that let you add more than the normal number of engines
Megascale Masters get Highliner hull sizes - they're not true highliners (like in the Highliners Mod), but they're large starbase-sized hulls that are available very early in the game.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|