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  #881  
Old November 6th, 2003, 12:39 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Cosmos:
Atrocities, what is wrong with the Federation sensor array, It works for me... but then again I always play as the Feds.
I think he means the AI is adding more than one to it's designs which is supposed to be illegal.
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  #882  
Old November 6th, 2003, 04:07 PM
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Default Re: STM "Final v1.7.5" Discussion

I know I've been quiet lately, but I remain very interested in this mod. Thanks Atrocities and Kwok for all the hard work

Also, you're not a software developer, so don't sweat any imperfections in the Mod. It's still cleaner than anything Microsoft puts out (IMHO).
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  #883  
Old November 6th, 2003, 06:06 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by DavidG:
I think he means the AI is adding more than one to it's designs which is supposed to be illegal.

Yep!! That's what happening on the Feds transports ships, which is not to bad. four things,that I did notice is that.
1. The Feds have no shields at all, they are not even researching them.
2. The Feds are researching PD Disrupters along with Feds PD Phasers they only need one and are only using one.
3. The Feds attack ships are only using Federation phasers no pulse phasers.
4. And this one I didn�t even notice on the game I just started the other day until right now. Where are the Feds Torpedo weapons? They are all gone.

I ended the test game around turn 120. They were expanding really fast which is good.
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  #884  
Old November 6th, 2003, 06:44 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Cosmos:


4. And this one I didn�t even notice on the game I just started the other day until right now. Where are the Feds Torpedo weapons? They are all gone.

check the revision history. I believe he added a pre requisite of Torpedo Weapons level 4 for the Racial torpedo techs
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  #885  
Old November 6th, 2003, 06:46 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
Intrest in the mod has died down considerablely over the Last week
If you mean our interest your wrong. Just getting much harder to find any bugs.
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  #886  
Old November 6th, 2003, 08:58 PM
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Default Re: STM "Final v1.7.5" Discussion

It may have been noted AI using colony mod for cargo I do not think this is the only mod that it happens in
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  #887  
Old November 6th, 2003, 11:21 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by DavidG:
check the revision history. I believe he added a pre requisite of Torpedo Weapons level 4 for the Racial torpedo techs

hehehe.. Yep... It's in the technology tree. I just haven't reserch there yet.
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  #888  
Old November 7th, 2003, 02:32 AM
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Default Re: STM "Final v1.7.5" Discussion

I'm also still very into it. I just cant find myself to quit my 1.2.7 game where i'm whooping *ss. After this, i'll try the new Version.
But as other people have said, a lot of bugs are already ironed out so the slow down in reports is quite logical.

Edit: wow, did this Last bit sound Vulcan or what

[ November 07, 2003, 00:37: Message edited by: minipol ]
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  #889  
Old November 7th, 2003, 02:54 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
FOLLOW UP

Download the 1.2.6 FULL VERSION then ONLY the 1.3.0 patch listed under NEW VERSION RELEASED.

The LIGHT Version is mainly for PBW when Geo updates the mod on the PBW sevrver.
Ok, thanks. I thought it might have been something like that.
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  #890  
Old November 7th, 2003, 05:23 AM
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Default Re: STM "Final v1.7.5" Discussion

I have to do a little research revamping after making the torpedo tech requirment change. Tis easy enough. The longer games the AI's use the Torpedos quite effectively which is both good and bad.

The mod is at a point now where we can begin focusing upon AI design, balance, and AI set up. Multip-Player is ready to go and we can address any balance issues with a good PBW beta test.

Three short term goals.

1. Tweak all Research files to facilitate early development of Torpedo weapons
2. Tweak design Creation file to improve diversification of designs. (Mainly add more design types)
3. Play test the hell out of the mod for balance issues.

Long Term

1. Improve all AI's. (Hopefully the mod will attrack good AI modders like Rollo, Mephisto, and others.
2. Tweak the balance issues
3. Add other features including more traits, technologies, and races.


The federation sensor array is being used 3 times on federation designs because it has three abilities so the AI uses it as three seperate abilities instead of just 1. We hope that this bug will be fixed in the next patch, and to achieve this we will need everyone to write Aaron an email and ask him to fix it. Otherwise it will be a low priority and may not be addressed.
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