Wotan2a

Wotan2a

Joined Member # 2675848
2 Posts 36 Replies 3,900 Reputation

Quoting Horemvore: "Even with theirUnique Buildings?" Yes but I had a very bad start position, no precursor planets after 100 turns and not really good research planets either. That hurt. I restarted with 0.3h and now I have a precursor research planet, see if that helps. Also concentrating on missiles to see if that makes a differene, it takes too long to get to good kinetics with them so you keep getting wiped out before you can outgun anyone. AI has an advantage because of how it t

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Any idea if 0.3h is save game compatible with o.3g? Having fun with my current game and I can live with the trading screen being a bit complicated when trading with races I removed the text file for if it means continuing to play. If it is save game compatible then i will jump right away. edit: Never mind, will install new patch. Got to start a new game, I lost this one already, no sense going further. Klingons fall behind in tech very easily, got to find a way to mitig

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Finished the new DLC campaign quickly, it was interesting but very short and easy. For $5, I am definitely not complaining but the ST mod is definitely time better spent for me. I got used to the changes you made and found the unmodded version of the game a bit basic, thanks for spoiling us :-) Just started a brand new game with Klingon's using your advice above, game launched fine and is proceeding with no problems. I assume that the only impact of removing the text files is that

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Quick question about 1.82. About to start a new game to fully test the opt in, if i read your notes right about the issue you brought up I can only use a max of 8 majors including myself in a game? Any other problems with 1.82 that you ran into? Edit: Got a new DLC to contend with too. Time to delete everything and reinstall from scratch :-)

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Not a way to generate custom races on the fly but give the Star Trek mod a try and play with all factions, mod and generic. Be warned however that the generic factions will be cannon fodder. The ST factions are different enough with most having their own tech tree and wonders. Interesting though, since on a very large map it adds enough good AI players to feel like there could be a challenge without the AI massively cheating. Do not play the BORG either, they are overpowered on purpose, after

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I can definitely confirm what Horemvore is saying, I just conquered another player, 30 odd planets, every one of them had a precursor fabricator or two, some had three! Most had a technological capital. Their home world had two manufacturing capitals and three Precursor Fabricators. I deleted the manufacturing capitals and was able to rebuild them on one of my own planet that already had mine. Something is not quite right.

21 Replies 53,088 Views

It is much worse than I ever saw it before though. I just eliminated the Cardassians, 30 odd planets, every one of them had a precursor fabricator or two and most had a technological capital. Cardassia Prime had two manufacturing capitals and three Precursor Fabricators. I deleted the manufacturing capitals and was able to rebuild them on one of my own planet, both of them on a planet that already had one. Something is not right and I am not sure if it is the mod or the base game +DLC. Not ga

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I now have over 110 starbases on an immense map. I just researched Interceptors and I just finished clicking around every single one to tell them to build that module. Can we please get a button that basically says " Build on every starbase"? Not a lot to ask but it would go a long way to fix mid/late games on very large map. Thanks

5 Replies 8,835 Views

Quoting Horemvore: Been around well before the last DLC, the AI can and will break the "one per player" rule, the same as they break the rule for resource buildings/components. I am not surprised to see the AI being able to build multiple unique resource/buildings, saw that before, although not in these numbers. I was also never able to rebuild them on my own planets if I destroyed them however, that's new for me.

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Quoting Larsenex: That is a bug. The 'unique' per player should mean just one empire wide and also apply to the ai. Figures, BTW every Ferengi planet I captured had a Technological Capital building on it also. Most of them were colonized by the Ferengi and not captured from other races, interestingly, if I destroy the improvement i can rebuild it on one of my own planet. I think I Ihave 6 or 7 by now. Something definitely went a bit wonky with the la

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0.3g Opt-in 1 is save game compatible. That was a pleasant surprise :-) Quick question, has anyone else noticed the multitude of so called unique new buildings since the new DLC? I just invaded a Ferengi planet that had 3 Precursor Fabricator-P buildings on it, the tool tip even says it is player unique on all three LOL. I cannot build multiples but it seems the AI is not restricted to just one. Is this a DLC issue or an issue between the mod and the DLC?

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Horemvore, did you land a cecision on the precursor anomalies finally? Take them out completely or leave them undefended? Larsenex, since so many of us seem to like playing mirror universe races, maybe we can convince Horemvore to deliver that universe as his first DLC LOL.

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Hi Horemvore, I am away from my computer for a while being deployed. Here is an idea I was going to incorporate into the Klingon tree as a Wonder. Using the graphic for the building in the malevolent ideological tree that gives 100% increases to funds, creating a Wonder associated with the "Garrison" tech called Dek'Go'Kor Naval Academy. The wonder would give added resistance, added military production empire wide and add 20% mass to ships built at the planets sponsored shipyard. Cost

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Going away for a while so here is some feedback on 0.3f beta after 200 turns: Federation wonders work well, may overpower against some of the more vanilla factions but BORG are still supreme. Commander improvement is nowhere to be seen. Terraforming changes are a great improvement. Much better balance Still some issues with anomalies due to base code, AI does not take advantage of precursor anomalies and even on rare they still can overpower the human player espe

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Quoting Space Cadet Stimpy: All you can do is upgrade the ship they're fitted to That is the crux of my problem, when I upgraded the ship the components were on, they disappeared. The new ship does not have them. They show up in the designer, I can design a new ship with them but I cannot build that ship in a shipyard or choose it as an upgrade version even for the ship that currently has the component. And yes, they are the same class.. I tried creati

7 Replies 10,262 Views

First off, I love the new components added in with 1.85 and the DLC. As my question asks though what is supposed to happen when I upgrade a ship with a precursor component? I had a beefed up survey ship with the precursor sensor that gives 54 power as well as the engine component and when I upgraded it I lost all the components, they show up in the ship designer but when i try to install them on another ship I get the message that says they can only be used on one ship. Is this

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Wonders seem to work but one question. What is the "Commander" that the Starfleet improvement is supposed to give. Pretty sure I saw the weapons increase but not sure where to look for to confirm I get this one. Take a look at the entertainment section of the Governance branch in this tree. https://1drv.ms/u/s!AokCVy_b1r7j4DB9juHg1A67Fe2t Is that what you had in mind for some Klingon names?

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So far so good, no issues with new version of 0.3f. Playing Federation on immense with everything common. The new wonders are available and are being built :-) Interesting way to soak up some of that early game Elerium and Prometheon, especially the elerium as it now makes the decision to build the Elerium defense shields strategic, do I build those or wait and accumulate to build the Starfleet wonders? Good choice! I like the Federation tree by the way, it feels right!!

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Got sucked in the Klingon tree :-) Starting a new game now with federation to trial out the new wonders, will provide feedback ASAP.

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Here is an updated Klingon tree. https://1drv.ms/f/s!AokCVy_b1r7jal0Tb6U966psMYo I removed all references to slavery replaced it with scientist or worker references I removed all references to other races as "food species", replaced the term with "enemy", "other races" or "lesser races" depending on context. I still need to go thru every description and Klingonize them to remove the Drengin flavor that

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Should be a different file showing various flavours of 'Disruptor cannons" as well as the missile names you use. Not sure what happened there, repackaged and reposted to: https://1drv.ms/u/s!AokCVy_b1r7j4Csty2duHQDDm-o7 I am modifying the strings that the KlingonX_Name" points to in the ST_KlingonTechDefsText file. No changes made to the tech file all made in the text one. Learned that the hard way. <

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