Continuing on with my game and starting to understand the different ships.
Just a balancing/tweaking thought. Does it seem strange that the Federation ships are always waiting for their shields to repair longer then their hulls? Now I know that the shield value is much larger, but in terms of canon is a bit weird. I'm trialing a different setting, with hull rate repair reduced by 700%, offset by a 10% increase in shield regeneration. 700 hundred sound like a lot, but otherwise hull is repaired much faster then shield. What I am after, is both more accuracy to cannon, and a tactical reason to not just fight out combat, ie a need to avoid hull damage if possible. Thoughts?
Hello all
Im back and better than ever and ready to mod.
thanks jay
I really like that idea, of course, I hated how long it took sheilds to restore, I'm not sure if it is cannon or not but it seems like if sovereign's shields get hit hard, it will take ten-twenty minutes to get back to full. I think that the refit operations at the factories should not only repair hull but also restore shields.
maybe keep the shield restore rate the same but give the refit operations at spacedock a giant boost to shield restore rate, like pulling them back up faster than the current hull restore rate, within like a minute maybe.
Hello, from The Borg/Star Fleet.
I have a question?
I have just captured a klingon Vessel via The Borg, and i would like to know if its possible to research/simulate their technology e.g. cloaking Device?
Why because for me to use their cloaking Device it says i need to research the technology.
Im back and better than ever and ready to mod.
thanks jay
You mean i can finally rest? J/K
Welcome back Jay. Glad your OK
I have a question?
I have just captured a klingon Vessel via The Borg, and i would like to know if its possible to research/simulate their technology e.g. cloaking Device?
Why because for me to use their cloaking Device it says i need to research the technology.
borg don't "need" to hide from their enemies when they can just steamroll them into the ground or in this case obliterate them.
The Borg have conquered 3 Planets, but when i capture their ships i need their research to use their special powers.
Cloaked Borg
It suddenly got very very cold in my room......
haha ![]()
the borg would probably classify cloaking as inefficient
Pay more attention to the rest of your fleet. ![]()
Federation starbases restore shields twice as fast as hull points, their engineer related abilities increase passive shield restoration, and the Saber has a full restore ability for rapidly repairing between fights. You're seeing a side specific mechanical advantage, but missing the other half of it. The Federation is very, very good at repairing up in the field. Romulans are second, with no repair for the ships that lack self repair, and an equally effective shield restoration ability.
Their actual passive rates are identical. 1/1k restore rate.
That may be true, but 'in-game' after a battle, I always have hull repaired before shields. Maybe its just a personal thing for myself, but with the above tweaks (-700%) I am getting was after, which was more of an incentive to avoid hull damage. What I am finding now, is that in my next engagement, sometime, I'm still showing the hull scars from that battle, with shields fully restored.
Don't get me wrong, this is just a personal preference, as I am loving this mod, as attested by the 12 hours a day I've spent on it over the last week.
Don't get me wrong, this is just a personal preference, as I am loving this mod, as attested by the 12 hours a day I've spent on it over the last week.
Are you using a lot of Excelsiors? They have a repair crew thingy that lets them repair the hulls of friendly ships. Use Sabers as well and your ships' shields will be full power fairly quickly.
I probably need to reiterate. Its not hull rate repair rates per say, its their speed compared to shield. In terms of game play overall, I love slow games-the slower the better, as while its a bit 'nothing to do' at the start, mid to late game really suits my game pace/cannon requirements. Ie
1. You get a warning that a fleet is incoming and are able to build defensive structures and a couple of ships by the time they arrive. Hate this, so for example my soverign clas takes arounf 800 seconds to build.
2. Likewise, a planet has been bombed, and 5-10 minutes later population is back to full. Now, a 280 pop terran world for me takes about an hour game time to come up to full pop.
These are just two examples, as I have changed all build rates/research rates economic rates etc etc etc.
Now I know these settings are not for everyone (maybe no one
) because you need a LOT of time to play, but, it just gives the game a more epic feel, with the loss of a capital ship a true disaster, and planet pop raids a terrible, long term, problem. I only wish the game constants file had a heap more tags, and tweaking these would be a lot less work. Also, Iv'e tried to give ships individual phase speed with a work around, ie as a buff type, or individual phase lane effects, but so far no go. I'm probably banging my head against a brick wall hear but, individual ship phase speeds is something that would suit this trek mod amazingly well.
quick question, not that i have been having them with this mod for a while, but in general, were is the Miidump file/text located? so i can report bugs?
Don't get me wrong, this is just a personal preference, as I am loving this mod, as attested by the 12 hours a day I've spent on it over the last week.
that hull won't protect you from heavy radiation, that's what shields are for besides obvious protection from weapons in general.
Sooo.. where can I download this mod? How do I install it also for Trinity using Imulse as well? Please help ![]()
Missed the top of the page sticky?? Use the diplomacy one, install instructions included. 121+1.21a+1.3 IIRC
Still haven't updated the download?
To many chiefs and not enough indians.
The 0.4.6 series is for Entrenchment only.
I haven't had time to consolidate everything there into one download on ModDB yet. Nor update the links on the main topic. Use the ModDB page for now. I havent been back in the picture that long, and the guys that were doing this seemed to have dropped off the face of the earth. EDIT: Fixing this problem right now.
Just a quick question, what files determine the sweep pattern of an attacking ship? The reason I ask is that playing as the Dominion Iv'e noticed that their starting capital ship seems to get 'stuck' when performing its turn on a target, limiting its ability to attack. It gets to the end of its distance away, then just stops, with little twitches as it try's (unsuccessfully) to turn.
Fixed.
Crap, knew I forgot something. It's the even damage distribution, fixed for the next version.
Edit: Or already fixed for the next version, so I forgot and remembered earlier.
I thought you guys were going to move to the SOGE beta type of update?
Doing the sane thing and developing it with decent version control doesn't mean it's getting opened up to the public.
Currently, the repository exists on my system, a less than always on computer on a residential connection out in the sticks, you need a dedicated web server to be doing that sort of thing. I wouldn't anyway, too much hassle. You have to add in users manually, and lots of people are, for some strange reason, too dumb to set it up without pestering for help. ![]()
Just had a look around and cannot find the 'even damage distribution' . Where exactly is that one?
Oh and on another note, the elite engineers from the galaxy class, because of the 'allow original unit to stack' X3 tag actually, over time do three times the listed hull repair/shield restore rates. This may be intended, so just advising if not.
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