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  #821  
Old October 30th, 2003, 05:07 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Cosmos:
I may have mess with it.
Sorry!!!!
Thanks for posting the problem. My answer was short because I was in a hurry and I did not mean to sound rude. I take any report serious and do check them all. I am the one who is sorry for rude.

Thanks again for posting about the problem. If I find one I will let you know.

What would help me to try and duplicate the problem is if you could post what game settings you were using, and how many races you have playing. If you have a copy of the game file, that would be of tremendous help.
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  #822  
Old October 30th, 2003, 07:12 AM
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Default Re: STM "Final v1.7.5" Discussion

I just reinstall over the game and added the patch and everything else up to V.1.2.8 and I still have the same problem. And I also found out that the UCP Consortium is not designing colony ships.

If you want, I can start a new game and send you a save game file. Or any other file that you want.

Btw. I never thought that you sounded rude.
But I do think
That you�re a really cool dude.
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  #823  
Old October 30th, 2003, 07:38 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Cosmos:
I just reinstall over the game and added the patch and everything else up to V.1.2.8 and I still have the same problem. And I also found out that the UCP Consortium is not designing colony ships.

If you want, I can start a new game and send you a save game file. Or any other file that you want.

Btw. I never thought that you sounded rude.
But I do think
That you�re a really cool dude.
Thanks.

The problem with the UCP is the same with the Federation. I will fix it for the next patch. Thanks.
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  #824  
Old October 30th, 2003, 07:49 AM
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Default Re: STM "Final v1.7.5" Discussion

sometimes the races will not design units until they have a specific technology. Most, if not all, will design basic units from game start, but sometimes one or two will hold off.

I have play tested all races (manually selecting each race EMP) and they all appear to be designing and building units. I have also added the Construction Units file created by Rollo from the TDM mod for the UnitedFlora race. Perhpas this will add some flavor to the AI's use of units.

If not, I will remove them before I release the next Version. (1.3.0 will be out by this weekend hopefully.)

And regarding the conept for increasing the cost of research, I have toyed with that, and perhaps in a later Version we can. The idea would be to reduce the research points generated by research facilities rather than increasing the cost of items.

I would love to see Aaron design into SE V the ability of a modder to set the increase cost by % for each tech level increase. Lv 1 cost X, Lv 2 cost 20% more than Lv1 did, Lv 3 cost 40% more than Lv 2 cost, etc.
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  #825  
Old October 30th, 2003, 10:12 AM

XenoTheMorph XenoTheMorph is offline
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Default Re: STM "Final v1.7.5" Discussion

Another Minor(ish) bug report

Just playing the game as the dominion (v1.2.8)and I reasearched 'Ship Construction' level 2 and when I checked 'Captains' nothing would be discovered! After checking the components.txt I found a problem with captains across almost all the races.


Name := ANY Captain/daimon/gul/nexus/plexus etc I
Number of Tech Req := 2
Tech Area Req 1 := Captains
Tech Level Req 1 := 2 (should be 1 for cap I's !)
Tech Area Req 2 := 'Race' Technology
Tech Level Req 2 := 1

The only exceptions to this are 'Federation Captain I' & 'Privateer Captain I', both have a requirement of 1.

Oh and this mod is brilliant!
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  #826  
Old October 30th, 2003, 11:21 AM
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Default Re: STM "Final v1.7.5" Discussion

Thanks for the bug report and support.

This paticular bug has been addressed.

Star Trek Mod v1.2.9

1. Fixed Most of the Captain I had the wrong Tech Level requirement.

Thanks though, you never know when one of these things has slipped through the cracks. Without people like you and so many others posting and emailing bug reports to me I honestly don't think the mod would be where it is today.

I hope to have the 1.2.9 - 1.3.0 Version out later this week. I just want to play test it for a bit longer and see if any more bugs pop up.

Thanks.

=============================================
Star Trek Mod v1.3.0
=============================================
1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from shuttle to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ)
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
10. Fixed Masking issues with Components BMP (Mini)
11. Removed Extra Medical Facilities I - III (Duplicated)
12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons
13. Fixed Issue with Romulan and Federation not designing colony ships early in game. (Thanks TNZ)
14. Added (As a test) the AI_Construction_Units file from the TDM Race UnitedFlora AI by Rollo
15. Changed Romulan Design Construction file slightly to facilitate the design of units early in the game
16. Changed Shuttle II - III size from 100 to 80 and 80 to 70.
17. Changed Reduced ship construction research cost by 10k
18. Changed Romulan General racial make up slightly to hopefully make them more effective in game. (I hope)

=============================================
Star Trek Mod v1.2.9
=============================================
1. Fixed Most of the Captain I had the wrong Tech Level requirement.
2. Changed Laser Beam I - V weapon family from 2000 to 2333 to prevent conflicts when upgrading
3. Fixed Tholian Armor I - IV now have the same requirement (Tholian Armor) as Tholian Armor V
4. Changed Dreadnought size for General Races from 1000 to 1200
5. Added Race mounts for 8472, Breen, Cardassian, Ferengi, General, and Romulan races.
6. Fixed Dominion Founder Shrine II was listed under Religious Technology and not Dominion Technology
7. Fixed Ferengi Mini Anti-Proton Beam I - III did not have the correct beam number was 17 now 16
8. Changed Description of Component Structural Integrity Field I - V
9. Changed Description of Component Phased Energy Cannon I - X
10. Changed Mineral cost of Phased Energy Cannon I - X from 300 to 50
11. Adjusted The cost and Tonnage of all Disruptors
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments
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  #827  
Old October 30th, 2003, 07:42 PM

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Default Re: STM "Final v1.7.5" Discussion

Not sure if this has been brought up, if it has, all apoligies:

Borg Drone Repair Crew. The component for Drone Repair comes in at 50k, the normal repair component comes in at 35k... Perhaps drop the Bog Drone repair component down to 10-20k, as the borgs are all about repairing... right? Or am I missing something? As it is, there is no point in even using or researhing the Borg Repair Crew if the regular one is smaller.

Having a bLast with this mod!
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  #828  
Old October 30th, 2003, 09:39 PM

XenoTheMorph XenoTheMorph is offline
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Default Re: STM "Final v1.7.5" Discussion

Whoops!!! Sorry about that.

I was sure I checked to see if it was on your patch lists, must be because it was the first one for 1.2.9 I would not dream to check there.

Now i was actually going to post about the Vorta Captains this time lets hope I have not done the same mistake again.

The Vorta Captains give 'Standard Movement' as an ability, this means they count towards the engine totals and they provide much less than an engine would. I was wondering if they were supposed to produce 'Bonus Movement' (or Combat Movement)instead? That way they would provide a very good (possibly too good?) bonus and not count towards the engine total.

Hmm i'm also wondering about the

Dominion Mini Phased - Polaron Beams
Tonnage Space Taken := 10
Tonnage Structure := 30!!

maybe it should be 20 as with Dominion Mini Polaron Beams (or even the size 20 non mini weapons )

Finally techarea Dominion Torpedo Weapons has 5 levels, but there are only 4 used by the weapons themselves.

Well thats my two pennys worth.

[ October 30, 2003, 21:56: Message edited by: XenoTheMorph ]
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  #829  
Old October 31st, 2003, 11:18 AM
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Atrocities Atrocities is offline
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Default Re: STM "Final v1.7.5" Discussion

This latest Version will most likely foul up your save game so do the following if you want to keep your current game.

1. open your SEIV directory and right click on your Star Trek Mod folder
2. click copy
3. click in an open area of your SE IV directory and then right click and paste
4. rename this copy Star Trek Mod 128
5. Update your old Star Trek Mod folder.

The file is a self extracting and installing file. Simply direct it to your Space Empires Directroy. If you are not asked to over right files, then it has not been directed to the correct location.

I am not a smart guy, but if I can figure this **** out, then so can you. Please if you do something wrong don't yell at me. Just think about it and you will solve the problem.

I will update the web site later, after some of you have had a chance to play this latest Version and report any bugs or other issues.

Enjoy.

For the time being this will most likely be the Last update I do unless a major bug is discovered. I want to thank you all for your support and hope you all enjoy the mod.

=============================
Star Trek Mod v1.3.0
=============================

1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from shuttle to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ)
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
10. Fixed Masking issues with Components BMP (Mini)
11. Removed Extra Medical Facilities I - III (Duplicated)
12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons
13. Fixed Issue with Romulan and Federation not designing colony ships early in game. (Thanks TNZ)
14. Added (As a test) the AI_Construction_Units file from the TDM Race UnitedFlora AI by Rollo
15. Changed Romulan Design Construction file slightly to facilitate the design of units early in the game
16. Changed Shuttle II - III size from 100 to 80 and 80 to 70.
17. Changed Reduced ship construction research cost by 10k
18. Changed Romulan General racial make up slightly to hopefully make them more effective in game. (I hope)
19. Added New Romulan 2k, 3k, 5k EMP files
20. Changed borg, Tholian, and standard Repair components to be more cost effective and better reflect the races using them


Star Trek Mod v1.2.9

1. Fixed Most of the Captain I had the wrong Tech Level requirement.
2. Changed Laser Beam I - V weapon family from 2000 to 2333 to prevent conflicts when upgrading
3. Fixed Tholian Armor I - IV now have the same requirement (Tholian Armor) as Tholian Armor V
4. Changed Dreadnought size for General Races from 1000 to 1200
5. Added Race mounts for 8472, Breen, Cardassian, Ferengi, General, and Romulan races.
6. Fixed Dominion Founder Shrine II was listed under Religious Technology and not Dominion Technology
7. Fixed Ferengi Mini Anti-Proton Beam I - III did not have the correct beam number was 17 now 16
8. Changed Description of Component Structural Integrity Field I - V
9. Changed Description of Component Phased Energy Cannon I - X
10. Changed Mineral cost of Phased Energy Cannon I - X from 300 to 50
11. Adjusted The cost and Tonnage of all Disruptors
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments

[ October 31, 2003, 09:20: Message edited by: Atrocities ]
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  #830  
Old October 31st, 2003, 12:33 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:

I am not a smart guy, but if I can figure this **** out, then so can you. Please if you do something wrong don't yell at me. Just think about it and you will solve the problem.
Duh!!!.... What????

Just kidding

Thank you.....Atrocities.
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