star trek mod month version( for main beta 3)

The 2nd borgprobe has like all ships a bonus against probes.
There none factions with a probe then the borg, because there is not anymore a system like Probe, Light, Heavy; Exploration.
Every faction has there one refit system ( with the federation you can see it good)
I will ad an Borgprobe(ENT) with a strength of 8.
 
that could work but I think they should be defense only. Borg is a build to late game military victory not a fight early game civ.
 
you are a powergamer arn't you? I'm also a powergamer but everything you added more than 1 zero to you should remove a zero. IDK if there will be a problem when the game can't find a unique name for specialists. I'm poping a speacalist every 3 turns so if I keep the game going I will find out. need to re add resource requirements to buildings and reset health and happy back to normal. (there is no reason to have 2000+ health and happy. if you want to powergame it double the health and happy from resources. buildings and techs don't need 1000+ health and happy. +2 is good +4 is reasonable powergameing. without mass unhealthy and unhappy the + health and + happy is good enough.)

as is I have no reason to gather resources but the AI still wants as many as it can get.

the +% worker speed is way to high you added it to some buildings you can build more than 1 of in a system. my workers build everything in 1 turn. they probably would still build that fast if every +100% worker speed building was set to +10%. I think for those +1% is good because this game I ran out of buildings to build and started spamming workers making stations. I got mayby 50 right now to 10 citys all stations sitting on 1 resource that is worked. I'm doing that to pass time till the AI builds a factory and finally has something I am competing against.

I'm about 600 turns to learn my tech where the AI still has over 200000 turns to go to research there first tech. I'm on Universal Database.
 
Ok.The healty, happyness effects and specialists i wiil change also to between a maxium of for between 10 and 100.the strongst technologie. The Trad Routes will still the same because you need them for getting enoguh money forrefitting units.
The problem with the AI research will be fixed with the reseach problem, because i will give the research buildings a higher AIweight.
The worker speed will be also changed.
In addition I will look if, i find a better role for the ressources.

p.s The next patch likley will not release before the next weekend. On this weekend and in the week I have no time for modding.

@all: Is somebody interested in a bigger realtrekmap and Deltquadrantmap ?
 
The Trad Routes will still the same because you need them for getting enoguh money forrefitting units.

@all: Is somebody interested in a bigger realtrekmap and Deltquadrantmap ?

I do see the need for money but if there is only 101 systems the +10000 trade routes count as 100 because you can only have 1 trade per other city. I suggest to cut the trade route + to 10 per thing with it and add +50% - +500% or more trade route yield to them. that gives more gold per trade route and doesn't max the # of trade routes you will be able to get just off 1 tech or building.

I'm interested.
 
Thanks, good to know.
I thougt of a 250 x 250 fields map if my PC doesnt crash, 200 fields high and weigt, a field is a light year and in addition 50 for the star systems. This should me allow to but on the whole Alpha and Beta Quadrant I have.
 
all Techs after the one and including the one with Starbase (MOV) needs to cost more.

all non-probe Borg ships need to cost more. (my slowest production city is producing Tactical Cubes every 6 turns and over 1/2 of my systems produce 1 a turn.)

Starbases lose there zone of control somewhere between Starbase (MOV) tech and Starbase (LE) tech. starbases made after the lose get the zone of control only during the turn they was made.

IDK when but at some point workers get glitched where the turn they supposed to compleat building something it says they need 2 more turns. (it loops over 10 times like that before worker actually builds a Starbase.) happens sometime after Starbase (MOV) tech
 
I write that on my to-do-list.

to our post in Download Last Version:

I think a cost change between TOS-LE-TNG should be 2x or 4x ( i will add that), but for the short time between TOS-MOV and TNG-DW there should be a differrences of a few thousand and no x factor
 
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