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  #1731  
Old February 21st, 2004, 08:25 AM
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Default Re: STM "Final v1.7.5" Discussion

David G could you please upload your turn for the private STM game? Thanks.

http://www.astmod.com/games/stm/
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  #1732  
Old February 21st, 2004, 08:35 AM
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Default Re: STM "Final v1.7.5" Discussion

Thanks Aiken for the excellent bug report you sent me. I shall put it too good use.

I am going to be away the rest of the weekend. You'all have fun now ya hear!
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  #1733  
Old February 21st, 2004, 08:36 AM

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Default Re: STM "Final v1.7.5" Discussion

Yep they do have warp cores...just checked again.


Quote:
Originally posted by Atrocities:
quote:
Originally posted by alarikf:
OK, so in the STM2 game, I just spent the Last however many turns building some 10 odd ships. Only to find that when finished none of them have any movement points.

OK, so, clearly I need to get a grip on the scaled movement points + bonus (warp) points = >0 movement.

BUT, I am looking at the Cardassian Small Transport. It;s specs say it can have a MAX of 3 engines. BUT, with 3 engines, it has zero movement. How can I get around this? Am I just stupid, missing something basic?

thanks,

Alarik
Did you add a warp drive?
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  #1734  
Old February 21st, 2004, 08:38 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by TNZ:
I have only seen the first series of Enterprise. But my impression was that Archers mission was interrupted by the temperal cold war not caused by it, or are you saying the time line was broken before the events shown the first series.

The Enterprise series isn�t that bad, the first series any way. The problem with the series is that it is trying to fill in the back story of pre-TOS by taking the facts of pre-TOS and trying to make a more believable back story for TOS. An example of this is that the Romulans have warp ability and cloaking ability in the series, but this is a known contradiction of facts of the pre-TOS back story. If the facts of the pre-TOS back story are to be believed, without question, as some Star Trek fans do, the Romulans fought a war with the Vulcans, Andorians and Humans, all without warp ability?

The fact that Romulans have cloaking ability in the The Enterprise series is not a big problem either because the Enterprise�s Sensors are really bad. Better Sensors would/may have seen the Romulan ship. This is only a my theory: I haven�t see the Romulan episode of The Enterprise series yet.
You know the writers could have fixed this problem really easy by simply making them recognize the Romulans as Romulans, and having the War a part of there History as well. But NOoooooooooooooooooo, Brandon Braga and his band of *** kissers decided to write as if there was no TOS, and that is why so many people are so peaved about the series. They are challenging the ICON that is the Original series.
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  #1735  
Old February 21st, 2004, 08:38 AM

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Default Re: STM "Final v1.7.5" Discussion

WEll, we're "average" happiness (I don't recall changing that) and "aggressive" but that's about it...let me give it a few more turns of building riot police and bashing in heads and see if they keep rioting...

thanks!

Alarik

Quote:
Originally posted by Atrocities:
quote:
Originally posted by alarikf:
And, while I'm at it, can someone explain to me why Cardassians seem to all want to riot even though I am building troops up the wazoo all over the place? The situation just seems to get worse, even though pretty much every build queue I have is pumping out riot police like nobody's business...Just looking for some advice, not complaining...

thanks,

Alarik
Did you select Xenophobic race? Or lower your happiness points below 95%?

I am not in the game, so if you want, send me your PW and I can look into it.

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  #1736  
Old February 21st, 2004, 10:07 AM
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Default Re: STM "Final v1.7.5" Discussion

I am not sure, but it seems like the fighters are quite strong, enough so that they can easily destroy a larger vehicle, 1v1. I may be wrong though, but that probably depends on the opinions of the other players.

Also, a problem related with fighters: When I successfully hit a group of fighters, the statistics screens for them are not reduced, for shields, damage, and supplies.

I also have an idea about warping, but it is probably not workable...

Basically, use a warp-point creator to let ships go to another system. However, once they enter the warp-point or cancel/leave the tile, the warp-point is canceled. The level of Warp-Core technology decides how many sectors can be bypassed, and the supply cost for each move.
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  #1737  
Old February 21st, 2004, 05:09 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by alarikf:
Yep they do have warp cores...just checked again.


quote:
Originally posted by Atrocities:
quote:
Originally posted by alarikf:
OK, so in the STM2 game, I just spent the Last however many turns building some 10 odd ships. Only to find that when finished none of them have any movement points.

OK, so, clearly I need to get a grip on the scaled movement points + bonus (warp) points = >0 movement.

BUT, I am looking at the Cardassian Small Transport. It;s specs say it can have a MAX of 3 engines. BUT, with 3 engines, it has zero movement. How can I get around this? Am I just stupid, missing something basic?

thanks,

Alarik
Did you add a warp drive?

Strange. I've just built a Cardassian small transport with warp core I and 3 Impulse engines I and it has 8 MP. Can you post exact design of your transport?

PS: I'm using STM 1.5.1.1
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  #1738  
Old February 21st, 2004, 07:25 PM

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Default Re: STM "Final v1.7.5" Discussion

A silly question, from a silly man!

I'm trying to change the Federation ship pictures. I go into Pictures/Races. I have no problem importing ships in from the TMP sets, but I have problems renaming some of the original ships

IE

I change the Nebula to J as a placeholder. I then try to make the Akira a heavy cruiser, but the Nebula appears in its place when I hit enter. I now have 2 Nebulas in the shipset, but no Akira!

How can I avoid this?
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  #1739  
Old February 21st, 2004, 07:34 PM

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Default Re: STM "Final v1.7.5" Discussion

Oh yeah, I should mention I enjoy the mod, just downloaded 1.51 and getting ready to add to 1.35.

Out of interest which Computer controlled races usually do the best. I recently played in a large spiral galaxy and most of the Computer players did really badly.

Up to 2445ish

2 Systems or less

Klingons (Died out no contact with aliens)
8472
Dominion

3-7 Systems
Orions
Gorn

Beating Me
UCP

Plenty of minors as well

In such a sparsely populated galaxy I'd have expected a lot of colonization, however I am the only player to have made contact with another race (The Ullians)

I smy experience typical.
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  #1740  
Old February 21st, 2004, 10:41 PM
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Default Re: STM "Final v1.7.5" Discussion

It seems to me that the races are quite healthy in my game at medium difficulty. They have expanded greatly across the universe, especially Starfleet Command. For the other races, I would say that the Klingons and the Borg are well off.

They also seem to have a fair amount of fighting and pact making. However, they may be performing well since it is the Star Trek star-chart map I am using.

Also, a question: In what order should a person select races in the set-up screen, so that they are all in the appropriate parts of the map?
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