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  #141  
Old July 15th, 2003, 01:00 AM
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Default Re: STM "Final v1.7.5" Discussion

My opinion is that the loss of engineering would result in a significant loss in manouverability/speed. I personally wouldn't have a problem with the loss. However, wouldn't the introduction of lifesupport to the hull mess up the original intent - driving component requirements by having them carry the lifesupport ability?
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  #142  
Old July 15th, 2003, 01:16 AM
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Default Re: STM "Final v1.7.5" Discussion

General Woundwort, I like your idea about finding treky like sounds! I'll see what I can find.

[ July 14, 2003, 12:59: Message edited by: Mudshark ]
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  #143  
Old July 15th, 2003, 03:44 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by jimbob:
My opinion is that the loss of engineering would result in a significant loss in manouverability/speed. I personally wouldn't have a problem with the loss. However, wouldn't the introduction of lifesupport to the hull mess up the original intent - driving component requirements by having them carry the lifesupport ability?
I believe it would. Besides, why complicate things, the way the mod is set up now works fine. Adding extra components can be done later, right now we need to focus on bugs and balance issues.

PCP, you really need to make new components for the troop components, Buzzard collector, ram scoop, and warp cores. Also for the weapons.

Game Report:
Settings Large Galaxy - Good - starting planet 1 - Good AI bonuses.

Turn 100, Ai does not expand very well, the Tholians are doing ok, but the old leaders in this area, the Klingons, are being held back. Each race is researching ok, but for some reason it is slowing the AI expansion way the hell down.

The Ai are aggressive and will attack. They use the new intel projects well, and I have lost many ships to well equiped AI vessels.

All in all, the mod looks good and plays ok. Work on the expanding issues, and worry about new components later.
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  #144  
Old July 15th, 2003, 07:12 AM
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Default Re: STM "Final v1.7.5" Discussion

Here what I got after tonight gaming.
Borg's warp core I & II has no bmp file/number is 890 bmp.
Started another game as Klingon. I noted that if one start with both Klingon technology and general race technology, you get the best of neither technology. You need to limited that choose to one only somehow.
Lastly, I checked the AI empires, they were all different, no repeats.

Later All
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  #145  
Old July 15th, 2003, 10:07 AM

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Default Re: STM "Final v1.7.5" Discussion

The point was to make a component that the AI is guaranteed to use. Also, this is a good way to get the AI to use a warp core type component.

[ July 18, 2003, 04:17: Message edited by: TNZ ]
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  #146  
Old July 15th, 2003, 09:15 PM
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Default Re: STM "Final v1.7.5" Discussion

Thanks TNZ. Hey could you, in the future, attach these to your post. Upload them in note and we can all look at them simply by clicking on the link. Plus I can save them easier.
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  #147  
Old July 15th, 2003, 09:16 PM
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Default Re: STM "Final v1.7.5" Discussion

In the future, please upload components and such as a text file instead of directly in your post (esp. when there are a bunch of them ). Thanks.
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  #148  
Old July 16th, 2003, 12:51 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
In the future, please upload components and such as a text file instead of directly in your post (esp. when there are a bunch of them ). Thanks.
I think thats what I said in my posted
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  #149  
Old July 16th, 2003, 01:02 AM
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Default Re: STM "Final v1.7.5" Discussion

Your post did not exist when I was writing mine.
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  #150  
Old July 16th, 2003, 02:27 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
Your post did not exist when I was writing mine.
Oh, well then, thank you Great minds think alike.
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