(Updated 9-26-16) Ultimate Dominion mod III 3.0.1ddb

Ultimate Dominion Mod; showcase and support/discussion/questions/suggestions/reviews

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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by Silverbreaker »

hi, 3.0.1dda doesn't have support for mpr++2.6? I cant install it?!
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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by thunderchero »

Silverbreaker wrote:hi, 3.0.1dda doesn't have support for mpr++2.6? I cant install it?!
3.0.1dda is supported by mpr++

just run mpr++ installer (UDM and or UDML option) after installing 3.0.1dda

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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by robertbc73 »

If you do anther update or revamp of ultimate dominion mod.

Please, enforce the borders.
Please, make the Federation territory blue much darker.

Any tips on a non-cloaking race against cloaking races? Would it be difficult (in programming terms) for each of the non-cloaking races to get a anti-cloak ship; that would make enemy cloaking ships entering combat to begin uncloaked?

Thank you for your time and the awesome mod.

(Note: Sometimes I will send a fleet of ships out to a location and 1 turn later their destination will revert back to where they came from. Don't know if that matters or helps but just something I noticed.)
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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by thunderchero »

robertbc73 wrote:Would it be difficult (in programming terms) for each of the non-cloaking races to get a anti-cloak ship; that would make enemy cloaking ships entering combat to begin uncloaked?
only thing is to give non cloaking races a cloaked ship.
robertbc73 wrote:Sometimes I will send a fleet of ships out to a location and 1 turn later their destination will revert back to where they came from. Don't know if that matters or helps but just something I noticed.
I have seen this happen on vanilla and all mods. My thought is that it is an intel attack sending wrong orders to fleet. but would bet it is a saved game error.

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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by Martok »

thunderchero wrote:
robertbc73 wrote:Sometimes I will send a fleet of ships out to a location and 1 turn later their destination will revert back to where they came from. Don't know if that matters or helps but just something I noticed.
I have seen this happen on vanilla and all mods. My thought is that it is an intel attack sending wrong orders to fleet. but would bet it is a saved game error.

thunderchero

I've always assumed this to be one of the various "ship-movement" bugs that becomes somewhat common in the late game (ships suddenly moving in the opposite direction after hitting the turn button, ships getting "stuck" after you give them movement orders, etc.). Yes? No?
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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by adi »

I've seen those too; to me it seam it happened after loading a saved game; so i would vote for a saved game bug.
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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by nager1234 »

Hi guys.

I really love that Mod and still playing it. ATM I'm searching for those "Dominion War" Scenario save games and can't find them anywhere. I know I have been playing them long time ago but I can't find them to download. You know, I mean those save games where the galaxy was structured like in the TV series and the behaviour of the races was similar.

Could you help me finding them?
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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by thunderchero »

nager1234 wrote:ATM I'm searching for those "Dominion War" Scenario
they are no longer compatible with current version.

you would have to go back to version 3.0.0d and even then saves were found to have errors

viewtopic.php?f=25&t=826

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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by robertbc73 »

Why did the Romulans not get their (old and new versions) bird of preys? The old style seen on the original star trek series and the new version (I presume) from star trek the online game. I have a picture showing both if that would help. Just curious. I feel like a traitor to the race not using them, regardless of the fact they aren't in the game (just replace the destroyers with them hinthint).

Thank you for the 856th time thank you for this mod and your time put in on it.
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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by robertbc73 »

What gives a starbase extra defense? Is it powered orbital batteries?
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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by robertbc73 »

How long does a native race, with no occupation by a major race, take to reach maximum tech on its planetary buildings?
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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by thunderchero »

robertbc73 wrote:What gives a starbase extra defense? Is it powered orbital batteries?
OB's are only used during planetary assault

shield recharge, hull and shields make outposts and starbase so strong
robertbc73 wrote:How long does a native race, with no occupation by a major race, take to reach maximum tech on its planetary buildings?
I guess you meant minor race? A native system is a system you colonized.

this depends on a lot of factors; start level, difficulty, race and your current tech level. here is post on code changes
viewtopic.php?f=187&t=13&p=24357#p24357

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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by robertbc73 »

Does it matter, for the purposes of defenses, the number of orbital batteries active? Does a crap load of orbitals have a better going of it against strike cruisers or is the number of orbitals just like the planets ammo for defense?
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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by robertbc73 »

Yes I meant minor races.

Thank you for your replies.
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Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by thunderchero »

robertbc73 wrote:Does it matter, for the purposes of defenses, the number of orbital batteries active? Does a crap load of orbitals have a better going of it against strike cruisers or is the number of orbitals just like the planets ammo for defense?
planetary assault is 3 fold

first ships must get past orbital batteries (they must be active to do damage to attacking ships) but also if inactive the orbitals can be destroyed easily.
if they survive then they have to deal with planetary shields and bunker networks to determine if ground assault is successful (ground assault only happens if troop transport survive).
if no troop transports survive the remaining ships will assault planet from orbit doing damage to planet structures and population (this also happens if troop transports survive)
but there is also other variables such as race, ground defense, bunker training, Fortified Bases, Defense Force Base, minor race bonus structures and even random variables within code.

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