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  #1191  
Old January 8th, 2004, 10:00 PM
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Default Re: STM "Final v1.7.5" Discussion

Yes, but Ed Kolis has reported bugs and such too.
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  #1192  
Old January 8th, 2004, 10:08 PM
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Default Re: STM "Final v1.7.5" Discussion

Hey no problem, I will change it to PE Shang. And thanks for the help
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  #1193  
Old January 9th, 2004, 02:19 AM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities,

Had some problems with my computer. Had to fully re-format it, reinstalling all my programs, email, internet and games. Should get the turn 33/STM in before long. Then we lost electric power for 2 days, darn ice storm.
Finally back on line Last night, late.

Lighthorse
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  #1194  
Old January 9th, 2004, 03:06 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
Hey no problem, I will change it to PE Shang. And thanks for the help
But don't forget Ed Kolis...
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  #1195  
Old January 9th, 2004, 03:11 AM
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Default Re: STM "Final v1.7.5" Discussion

Hmm, what DID I suggest, anyway? You're using the Colony Tech mod, right? That's mine, but I haven't sent any comments in recently... actually haven't done much with the mod since I was beta testing the AST mod...
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  #1196  
Old January 9th, 2004, 03:34 AM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities,

Here my observations from our STM game for the Federation side. The Federation needs help. Here what I suggest; keep the sensor arrays I to V values as they were before, add one or more special Federation weapon mount(s, beside the Defiant's special mount as with all the other races, and lower by half the cost for the Federation Armor I & II & III.

The Federation is not faring very well in the STM campaign. It may be listed as in first place, but this is really not correct. Thought that Federation got off on a good start. That before I ran head long into the Klingons. Got kicked back all along points of contacts by the Klingons. Klingons had twice as many colonies, more research points, and a greater military strength. David G. is a better player than I, that for sure, but not enought to improved the Klingons so fast.

Klingons do not need any more improvements. They going very well under David's ruled. Reducing some of the klingon's effective may be in order later. It's to early to conclued at present.

I wouldn't change the Borg settings at all at present neither. They doing very well in another quick game I had. They expand well. They ships are hard to destroyed with all the extra borg armor. A very worthy enemy, the Borg are. Don't weaken them, please.

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  #1197  
Old January 9th, 2004, 12:27 PM
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Default Re: STM "Final v1.7.5" Discussion

Thanks Ed, the colony mod is great.

Lighthorse, thank you for the info. A lot of how a PBW game goes is in how the player sets up his empire. The Federation will be getting a new mount for the Dreadnought or Juggernought class. It will be called the X-Mount. (Galaxy X)

The Federation has many strengths, in warp engines, sensors, training, research, and other. Just play them for a while and give them a chance to impress you. I played against them in a SP game a few days ago for fun, and had my butt handed to me on a silver platter.

Each race is most assuredly differant in how it researches, expands, and grows.

I think most of the effort for the Federation will show in the later game, its getting there that is the problem. Good luck and please keep me posted. Improvements and tweaking each race is very important to the over all game. Through your experience playing them, and posting about it, they can be tweaked and improved.

Thanks again man for the post and info. I will put it to good use.
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  #1198  
Old January 9th, 2004, 12:33 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Lighthorse:
Atrocities,

Had some problems with my computer. Had to fully re-format it, reinstalling all my programs, email, internet and games. Should get the turn 33/STM in before long. Then we lost electric power for 2 days, darn ice storm.
Finally back on line Last night, late.

Lighthorse
Hey no problem, I know about the Ice storm. We are currently buried under it as well. Vancouver is a nasty mess at the moment.

Take your time, the STM (alternate) is on hold until Tnarg gets movied, about two weeks or so.
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  #1199  
Old January 9th, 2004, 12:39 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by Atrocities:
Hey no problem, I will change it to PE Shang. And thanks for the help
But don't forget Ed Kolis...
Ed Kolis is listed in the Comments already.

Quote:
Star Trek Mod Version 1.3.6

Special thanks to:

General Woundwort for his Star Trek looking interface.
Captain Kwok for all of the work on the mod set up.
Ed Kolis for the Colony Mod.
Fyron for his great FQ and US mods.
Aaron Hall for this great game.
Shrapnel Games for hosting the forum and giving us game addicts a place to hang out.
UserX for his excellent Star Trek Map
Rollo for his help with the AI
CNCRaymond for his web space at astmod.com
Xen0 for his great bug report
TNZ for his great ideas and the Trek side bar
DavidG for his great bug report
Seik for his great ideas and bug report
Everyone Else for all your help and insight
And also in the Installation read-me
10. This mod uses the Colony Tech Mod by: Ed Kolis
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  #1200  
Old January 9th, 2004, 05:24 PM
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Default Re: STM "Final v1.7.5" Discussion

Does any one want to join our TCI/IP game set for Saturday 1-10-04 at around 5:30 pm PST?

The Federation and Klingon empires have been taken already.

It would be great to get a couple more people to play.
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