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February 25th, 2004, 06:48 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
I hope you like the mod.
[ February 25, 2004, 04:49: Message edited by: Atrocities ]
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February 25th, 2004, 06:51 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by DavidG:
Atrocities. Did you test your capturable tech using a Full tech start? I just tried that and I see what you mean. Seems like you found a bug in SE4. I'm just testing it but I think it will work as expected in a normal start.
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David yes to this, and yes to the previous post. That is exactly how I have the tech set up. 
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February 25th, 2004, 06:56 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Captain Kwok:
The full-tech start probably gives all possible techs to the race and that is why it would show up in the race's tech list - which is fine really.
More importantly - it shouldn't show up in the research screen...
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As far as I can tell it does not show up in the research screen.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 25th, 2004, 07:01 AM
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Sabin:
I believe that an new A.I. bug has been discovered. In this case, the A.I. has been able to place three Federation Sensor Array Vs on a single ship. The ship class is Hippocrates.
In any case, if the A.I. is capable of placing three such arrays on a design, that means a 75% boost to attack & defense, and +30 sensor range.
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This is caused from the component having more than one ability that the Design calls for. Ergo it adds it three times. It is a real PITA that I was hoping that Aaron would fix for the Last patch.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 25th, 2004, 01:22 PM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
You might be able to fix the sensor array problem by calling just for one of the abilities that it has - and not all three.
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February 25th, 2004, 04:54 PM
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Colonel
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Re: STM "Final v1.7.5" Discussion
Now that the new SE4 patch is out, will there be a new patch for the ST Mod? Or can we play the mod as-is?
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February 25th, 2004, 04:57 PM
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by gregebowman:
Now that the new SE4 patch is out, will there be a new patch for the ST Mod? Or can we play the mod as-is?
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The mod itself shouldn't need a patch/update to be compatible with the new 1.91 Version.
However, I think Atrocities is going to use this patch as a motivator for STmod 2.0 that he and I believe UserX are going to work on.
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February 25th, 2004, 05:54 PM
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Colonel
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Captain Kwok:
quote: Originally posted by gregebowman:
Now that the new SE4 patch is out, will there be a new patch for the ST Mod? Or can we play the mod as-is?
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The mod itself shouldn't need a patch/update to be compatible with the new 1.91 Version.
However, I think Atrocities is going to use this patch as a motivator for STmod 2.0 that he and I believe UserX are going to work on. Ok, sounds good to me. If I have a problem, I'll let Atrocities know.
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February 25th, 2004, 11:58 PM
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Private
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
I hope you like the mod.
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Simply excellent!!
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February 26th, 2004, 12:22 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Well now......... The new patch is out.............. What to do now...........
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