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  #621  
Old October 9th, 2003, 03:25 AM
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Default Re: STM "Final v1.7.5" Discussion

JR: really? I installed the 1.2.5. Version (PBW came up on the screen) for a friend just Last night. I watched him get rocked by the Klingons before I went home. I think that the AI is functional in the Version you're discussing. Forgive me if I'm wrong, but maybe go and play 30 or 40 turns and see if this is true.

[ October 09, 2003, 02:26: Message edited by: jimbob ]
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  #622  
Old October 9th, 2003, 05:42 AM
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Default Re: STM "Final v1.7.5" Discussion

I think if you read his web it explains things. If you have Version 1.5 then you should download the newest full Version and add that little update for the UCP. I have been playing this mod since the 1.25 Version game out and it is most fun and extremely enjoyable.

Look this is the ONLY Star Trek 4x game we are going to get since Activition has absolutely no intentions of making any new 4x Star Trek games.

You would email Atrocities and ask for the updates. You never know, he might still have them on the server.
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  #623  
Old October 10th, 2003, 10:19 AM

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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally Posted by DavidG
I think the key to making usefull fighters is to make them survive the point defense attacks long enough to attack. This would presumably be done by boosting their hitpoints or making them harder to hit. ie give fighter armour or shields more strength. (with a matching increase in cost so they are not uber powerfull)
I'm not really sure how shuttles are dealt with in TNG and latter but I like them as they are in TOS or Star Fleet Battles. Slow moving transport vehicles.
Hmm that reminds me I wonder if it would be possible to make a 'Wild weasle' shuttle like they have in SFB. This thing would be packed with electronics and when launced would provide defesive bonus to all ships. Is there an ability in SE4 that you could do this with?
I think that the basic difference is that TOS shuttles have no warp ability, but TMP and TNG shuttles do. If you were to get rid of seeking weapons, make shuttles/fighters easier to hit with standard weapons and restrict the number of shuttles/fighters you could remove the point defense weapons and increase the firepower/durability of shuttles/fighters.
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  #624  
Old October 14th, 2003, 01:12 AM
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Default Re: STM "Final v1.7.5" Discussion

Star Trek Mod Version 1.2.6 Ready for download.

Star Trek Mod v1.2.6

1. Replaced StellarAbilityTypes & SectType in the Data folder so that the Star Trek Map will work.
2. Replaced The UCP Research File
3. Fixed Bit Map number on Federation Ablative Armor II
4. Changed Increased all Fighter Max Tonnage SM - 20 M - 35 L - 50
5. Fixed Romulan Plasma Burst I - III will now move in combat
6. Changed Federation Sensor Aray to reduce bonuses slightly
7. Changed Increased the Shield Generation for Small Shield Generator I - III
8. Chagned Increased the Armor Tonnage for Small Armor and Small Emissive Armor
9. Added Small Warp Engine to Components
10. Changed Tech Area Federation Ship Construction level from 8 to 9. Can now build Juggernoughts
11. Added Shuttle Type II and Shuttle Type III to Vehical.Txt Shuttle I = 60, Shuttle II = 80, & Shuttle III = 100
12. Changed Tech Area Shuttle Technology from 2 to 3
13. Changed Tech Area Level Cost for Fighters from 100,000 to 90,000
14. Fixed Typo in Vehicle.txt Borg Battle Cube was Min, Org, Rad costs
15. Changed All Ships Sizes for Borg - Thank you Lighthorse
16. Fixed Typo in Borg Drone II Weapon Damage At Rng
17. Added Borg Ripper Beam to the Borg Mount
18. Changed Increased Tech Area Borg Ship Construction level from 7 to 9
19. Changed Increased Cost of Borg Ship Construction from 100000 to 150000
20. Fixed Spelling Error of Small Impulse Engine and Small Improved Impusle Engine
21. Fixed Back Ground of component 1230
22. Updated Componet/Weapon Reports
23. Updated Splash Screen to reflect 1.2.6
24. Added New Component, Shock Troops, for use with Fighters and Shuttles
25. Added All New Andorian Race Images to Neutral 007
26. Fixed Neutral Race 007 (Andorian) HTML Viewer so that it displays images now

[ October 14, 2003, 00:57: Message edited by: Atrocities ]
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  #625  
Old October 14th, 2003, 02:38 AM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities:

Two things,
1) great job, thanks for the update!
2) can you answer my .emp file question over at the PBW forum? Thanks for that too.

jim
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  #626  
Old October 14th, 2003, 03:00 AM
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Default Re: STM "Final v1.7.5" Discussion

Replied to it Jim.

Just curious, are you going to use the set that came with the mod for that race, or another set?

If you are using the one that came with the mod then everyone who has the full Version of the mod should beable to see the race.
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  #627  
Old October 14th, 2003, 03:03 AM
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Default Re: STM "Final v1.7.5" Discussion

I have posted this on the PBW Forum in the Admin Request section as well as mailing it to the PBW admins.

Quote:
Play By Web Admins:

Could you please update the Star Trek Mod from Version 1.2.0 to Version 1.2.6 on the PBW Sever and then update my game Star Trek Mod to use the 1.2.6 Version. You can get the new full Version or a patch from the 1.2.0 Version from here: www.astmod.com/startrek/downloads.htm

Thank you.
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  #628  
Old October 14th, 2003, 07:00 AM
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Default Re: STM "Final v1.7.5" Discussion

Star Trek Mod Version 1.2.6 Ready for download.
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  #629  
Old October 14th, 2003, 05:20 PM
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Default Re: STM "Final v1.7.5" Discussion

yeah, I'm using the ship set found in the mod. Glad to hear that everyone will see the same ship set all the way through the game, wish I'd gotten it right in the B5 mod.
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  #630  
Old October 14th, 2003, 06:45 PM
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Default Re: STM "Final v1.7.5" Discussion

*Sigh*

Atrocities, PM
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