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Arthur_Tuxedo
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Post by Arthur_Tuxedo »

Hotfoot wrote:
Arthur_Tuxedo wrote:But that's just it. You don't get access to someone's racial tech when you capture their ships. That's what makes it so much less valuable than in vanilla SE4.
Actually, in the ST mod, you do. In normal SE4, you don't.

Say, for example, I capture a Psionic race's ship, complete with allegience subverters. I can keep this ship, and use it against my foe. If I try to analyze it, all I'll get are maybe some better engines and a better hull, maybe some generic tech. I won't get alliegience subverters.

Borg do in this mod, as I remember from the R&D thread over at Shrapnel.

There's the difference. :P
Hmm, well I'm playing the mod signelplayer as the Borg, and I didn't get racial tech from either the Breen or the Orions when I analyzed their ships.
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brianeyci
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Post by brianeyci »

PBW Admin just e-mailed me, password is reset.

Now just waiting on your .plr file Trog : - ). Send to my e-mail if the "cancel turn" thing doesn't work. I just checked, the .plr file in PBW is still the old one, so if you already tried and it didn't work send it to my e-mail.

<edit>Oh by the way I was thinking a little more about the aggro expansion, and I'm not sure if it's such a good idea in Star Trek Mod. Ships in the beginning have so few move points, it may just be more economical to colonize ships in your home system first. If even this basic strategy I've always used is in doubt, everything is in doubt and I wonder how fighters stack up against point defense, or whether mines (there's 120 per sector, beware peeps you need to sweep 120 not 100) are doable, or whether missiles are a good investment. I'm still going for torpedoes and greater hull size though, and shields, ECM and Combat Sensors. Hopefully those are still good bets.</edit>

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Post by Nephtys »

Arthur_Tuxedo wrote:
Hotfoot wrote:
Arthur_Tuxedo wrote:But that's just it. You don't get access to someone's racial tech when you capture their ships. That's what makes it so much less valuable than in vanilla SE4.
Actually, in the ST mod, you do. In normal SE4, you don't.

Say, for example, I capture a Psionic race's ship, complete with allegience subverters. I can keep this ship, and use it against my foe. If I try to analyze it, all I'll get are maybe some better engines and a better hull, maybe some generic tech. I won't get alliegience subverters.

Borg do in this mod, as I remember from the R&D thread over at Shrapnel.

There's the difference. :P
Hmm, well I'm playing the mod signelplayer as the Borg, and I didn't get racial tech from either the Breen or the Orions when I analyzed their ships.
The Breen and Orions suck. Go after a Major race like the Feddies or Klingons.
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Post by Trogdor »

All right, this is really weird. I downloaded the turn again, did the turn again, saved, but there's no .plr file in my save games fold in the trek mod. The only thing that's in there is the .gam file I downloaded. Even the search for *.plr yields nothing. If I reload the save, all the stuff I did is still there.

Am I not supposed to put the file I download from the website into the save games folder? Because that's the only place it seems to make sense to put it.

Again, sorry everybody for the delay.

Oh, and Brian, I didn't think you were yelling at me before. I just tend to get really apologetic when my ineptitude with computers becomes apparent, because I know I sometimes get confused by stuff that doesn't faze most people.
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

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Post by brianeyci »

Turns are 72 hours. A few hours delay isn't anything.

You have to press "end turn" for the .plr file to show up.

<edit>load your saved game, press end turn hehe : D</edit>

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Post by Trogdor »

*Smacks forehead*

I swear, the simpler the solution to a problem is, the less likely I am to find it. I'll get right on it.
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

"The ability to destroy a planet is insignificant compared to the power of the Force."--Darth Vader
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Post by brianeyci »

I'm getting 150k research points a turn. Wow.

We'll be at Dreadnaughts and Planetkillers in no time.

I guess it does kind of fit the theme, it wouldn't take decades to rediscover technology that's already there, but it sure fucks up the game balance. I knew it would be brutal, but I didn't know just how brutal.

<edit>Fucking Feds are on top, Kirk's Feds first followed by TNG Feds. Ferengi are number 3, whee.

Image

Neutrals are far behind as expected.

Image

Oh Klingon research lags wayyyy behind for some reason. I hope things are cheaper for the Klingons, or they have good racial tech, because that's almost 50% more research the Federation has. I'm guessing Dalton has fortified his planets with weapons platforms or something.

Dominion 395 units, wow you are loaded for bear, what did you do emergency build shuttles? Fighters can't go through warp points without carriers to hold them.

Oh emergency build has a detriment, you can only do it for 1.0 years, and afterwards you build at 0.25 rate for 1.0 years, so it's not really good unless you do it for like pumping out a colony ship a turn or a warship from 4 turns to 2 turns or 3 turns to 1 turn.

</edit>

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Post by Trogdor »

That's me with the units, not the Dominion. I just did one turn's worth of police troops for each planet. I've found that Romulans react very quickly to having troops on planet. Also, I find that if I send colony ships made with the starting tech out of the system, they're so slow that faster ships which are built later will usually overtake them easily, despite their head start. When I first thought about it, it didn't seem like there was much of a point in rushing the first generation of colony ships, seeing as how there would be a period of time when I was waiting for the tech to become good enough for the ships to make it to their out of system destinations without their younger brothers being able to beat them to it.

Upon furthur consideration, I've realized that this wasn't the wisest move I could've made, but it's only one turn. And anyway, I did this turn like, 5 times. I'm surprised I didn't make some really bad mistake. :wink:

EDIT: Damn, Dalton's not in a very good position, even with resources. I hardly hit the jackpot either, but at least I'm still in the 80K's level. Is there some racial trait of the Klingons that impedes resource gathering or did Dalton just get shitty homeworlds?
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

"The ability to destroy a planet is insignificant compared to the power of the Force."--Darth Vader
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Post by GuppyShark »

brianeyci wrote:Dominion 395 units, wow you are loaded for bear, what did you do emergency build shuttles? Fighters can't go through warp points without carriers to hold them.
Don't scare me like that. It's hard to hold my form.

I'm emergency building my first wave of colony ships, I figure I'll hit the maintenance cap pretty quickly if my normal SEIV record is any indicator.

I wonder where in the tech tree the Dominion get their fightercraft? I just can't bring myself to build a 'shuttle carrier'.
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Post by Dalton »

Brian, please lengthen the amount of time I have before the goddamn system starts nagging me.

EDIT: Execution failed again. Bad password.
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Post by Dalton »

Trogdor wrote:EDIT: Damn, Dalton's not in a very good position, even with resources. I hardly hit the jackpot either, but at least I'm still in the 80K's level. Is there some racial trait of the Klingons that impedes resource gathering or did Dalton just get shitty homeworlds?
Probably Klingon racial modifiers :?

Damn, I didn't realize my resource extraction abilities sucked so hard.

EDIT: Nope. My planets' conditions range from mild to unpleasant. Whee.
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Post by GuppyShark »

Dalton wrote:Brian, please lengthen the amount of time I have before the goddamn system starts nagging me.

EDIT: Execution failed again. Bad password.
I think it starts nagging when half the players have uploaded their turns.
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Post by brianeyci »

Trogdor wrote:Upon furthur consideration, I've realized that this wasn't the wisest move I could've made, but it's only one turn. And anyway, I did this turn like, 5 times. I'm surprised I didn't make some really bad mistake. :wink:
Hehe, yeah since ships have so little move points in the beginning, you really aren't that far behind, especially if the police troops end up bringing up the happiness to 100.
Dalton wrote:EDIT: Nope. My planets' conditions range from mild to unpleasant. Whee.
Dalton
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Brian, please lengthen the amount of time I have before the goddamn system starts nagging me.
Damn that's a big handicap. If you want we can... restart. Dammit, I just checked, my planets range from unpleasant to optimal. I guess you just got unlucky Dalton :twisted:.

Also it nags at 4 people left to upload regardless of time. I lowered it down to nag to last two with 16 hours remaining. Before it was 4.
GuppyShark wrote:I'm emergency building my first wave of colony ships, I figure I'll hit the maintenance cap pretty quickly if my normal SEIV record is any indicator.
Good thing about Ferengi is they don't have to emergency build, and they can get a colony ship out in two turns because of the 20% construction modifier. Is anybody getting a colony ship out in one turn?

Federations too don't need to wait 3 turns for colony ships, only 2 like Ferengi.

If you look at the Federations they have points in all the areas that count. Agressiveness (ship attack), Refining (minerals), Construction (% to shipyard rate). Look at the research points too, they are leading in that.

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Post by Dalton »

brianeyci wrote:Damn that's a big handicap. If you want we can... restart.
petaQ! It is a challenge! A Klingon warrior does not ask for a restart, for it is without honor.
brianeyci wrote:Dammit, I just checked, my planets range from unpleasant to optimal. I guess you just got unlucky Dalton :twisted:.
It is all the fault of those filthy Romulan targhs and their conspirator! They are deceitful and without honor!
brianeyci wrote:Also it nags at 4 people left to upload regardless of time. I lowered it down to nag to last two with 16 hours remaining. Before it was 4.
Good! Then I will not have to kill you!
brianeyci wrote:Is anybody getting a colony ship out in one turn?

Federations too don't need to wait 3 turns for colony ships, only 2 like Ferengi.
Our construction workers apparently have had too much blood-wine. A full three tenths of a year for a single colony ship! Dishonorable!
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Post by Trogdor »

Dalton wrote:
brianeyci wrote:Dammit, I just checked, my planets range from unpleasant to optimal. I guess you just got unlucky Dalton :twisted:.
It is all the fault of those filthy Romulan targhs and their conspirator! They are deceitful and without honor!
Just like a Klingon to blame his problems on other people. As usual, their immaturity is nothing short of revolting...

Oh, and by the way, my dedicated Romulan laborers constuct colony ships in a mere two turns, unlike your lazy Klingon workers.
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

"The ability to destroy a planet is insignificant compared to the power of the Force."--Darth Vader
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Post by Dalton »

Trogdor wrote:
Dalton wrote:
brianeyci wrote:Dammit, I just checked, my planets range from unpleasant to optimal. I guess you just got unlucky Dalton :twisted:.
It is all the fault of those filthy Romulan targhs and their conspirator! They are deceitful and without honor!
Just like a Klingon to blame his problems on other people. As usual, their immaturity is nothing short of revolting...

Oh, and by the way, my dedicated Romulan laborers constuct colony ships in a mere two turns, unlike your lazy Klingon workers.
You will taste our bat'leths, Romulan filth. The galaxy will run green with the blood of our enemies!
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Post by Trogdor »

Dalton wrote:You will taste our bat'leths, Romulan filth. The galaxy will run green with the blood of our enemies!
Ah, the usual Klingon bluster flying in the face of facts. With your pathetic economy, I doubt you could even manufacture enough of those primative things you call weapons to arm all your forces.

My empire, on the other hand, just pulled into the lead in terms of resource gathering.
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

"The ability to destroy a planet is insignificant compared to the power of the Force."--Darth Vader
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Post by Dalton »

Trogdor wrote:
Dalton wrote:You will taste our bat'leths, Romulan filth. The galaxy will run green with the blood of our enemies!
Ah, the usual Klingon bluster flying in the face of facts. With your pathetic economy, I doubt you could even manufacture enough of those primative things you call weapons to arm all your forces.

My empire, on the other hand, just pulled into the lead in terms of resource gathering.
We shall see, Romulan, we shall see. Our victory will be glorious!
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Post by Trogdor »

Indeed we shall see, when the Romulan eagle flies over your worlds.
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

"The ability to destroy a planet is insignificant compared to the power of the Force."--Darth Vader
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Post by Nephtys »

Trogdor wrote:Indeed we shall see, when the Romulan eagle flies over your worlds.
Fire in the Hole!

*tosses another tape recorder into the room, sliding to a standstill next to Trogdor. The 'play' button clicks.*

"RESISTANCE IS FUTILE. YOU WILL BE... oh bloody hell. Do we need to read this over and over? I'm calling my Agent. This is killing my career."

*sounds of drills cutting into voice actor*
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Post by Trogdor »

*Romulan Legionaire blasts tape recorder to vapor with disruptor.*

The Borg monologue is best in small doses, Nephtys. :P :wink:
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

"The ability to destroy a planet is insignificant compared to the power of the Force."--Darth Vader
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Post by brianeyci »

Keep fighting.

"War is good for business."

New Ferenginar is now open for business, accepting orders for condoms, aphrodisiacs, torture chambers and warships. And best of all, we take American Express.

:twisted:

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Post by Dalton »

OK, why does the Colony Ship I just built have 0/2 movement points?
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Post by brianeyci »

Dalton wrote:OK, why does the Colony Ship I just built have 0/2 movement points?
Don't worry it can move. I think it's because of simultaneous move, your ships will move when the turn processes. Order them to move, use the eyeball to check the ship's orders.

<edit>Movement is not real time in simultaneous move. Also, remember to load your ship with people. Cargo transfer is one of the few things that is real time in simultaneous move, you can real-time transfer people between your ship and the planet as many times as you want. I suggest you do this, it's easier you just check at the end of your turn whether all your colony ships have people and they're good to go. Top ten newbie mistakes is forgetting to load population into a colony ship before heading out.</edit>

Image

P.S. You Klingons are really slow. Slow workers, and it appears slow ships as well :twisted:.

<edit>Wait you Klingon weasel, you said it took 3 turns to build a ship how come you have one already rotfl :twisted:. Did you emergency build?</edit>

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Post by Dalton »

LOL yeah. Emergency build, and only 2 movement points. Feh! You'll fall before the might of my legions.
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