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March 14th, 2004, 07:59 PM
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Re: STM "Final v1.7.5" Discussion
I was browsing the components.txt, and found that there is a duplicate entry for the Planet Eater (monster tech). The two entries are near the bottom of the file, and appear identical, although they are separated by quite a few other components.
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March 14th, 2004, 08:48 PM
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Tnarg:
Atroticities,
Noticed that the Kazon, Ktarians, Tamarions, Vaadwaur, Gorn, and Hirogen all had ships with two captians. These are the majority of the minor races, so I am assuming that the others have the same problem. Major races were fine.
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Though I'm not Atrocities...
Double captains onboard problem happens when Captain is be best comp with Combat to hit offense/defense plus (ie. you have Captain but where is no ECM or Combat Sensors yet). Since minor races research Captains after Combat Support but before Sensors, then Combat To Hit Defense Plus call from DesignCreation file will place first Captain and AI Tag 02 call will place second Captain. When AI achieves Sensors tech everything should be fine. But it's a good idea to decrease research priority for Captains in minor race's Research files to avoid this.
Please, correct me if I'm wrong.
Also, Captains cannot be stolen.
Quote:
Last in, Blockaded planets and 25% boost to moral, has this been incorporated? I know that it was talked about. I saw a Borg planet being blockaded, and noticed no difference in production rates.
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It was talked about Rioting planet 25% production rate (overall, against of 0% in stock game) but nothing about blockaded.
Sorry for all the grammar mistakes.
[ March 14, 2004, 20:21: Message edited by: aiken ]
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March 14th, 2004, 08:50 PM
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Corporal
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Re: STM "Final v1.7.5" Discussion
Hi Everyone,
I'm not sure if anyone has noticed a slight problem with some of the Race_AI_General files in 1.5.1.1 (I cannot find any note of it being changed in any later beta Versions either).
As far as I can tell the Characteristic/Trait settings in the Text files are different from the ones used in the Emp files (at least for 5000 racial points).
In two of these cases (Breen & Klingon) the settings in the Text files stop any Advanced Traits (including Racial tech & native planet Types!) being chosen, stoping these randomly generated empires building ships and colonising.  This is due to the Charateristics using to many points before them, unlike the ones used directly in the Emp files. This seems to be mainly due to the Aggression settings (120, which is more than the 110 max you can manually choose anyway!  ).
The other example is the Orion General text file it does not leave enough Points to choose all of their Advanced traits (it does get the Racial tech & colony ones so it will expand). This seem to be due to the extra Defensivness (110 compared to 100 on Emp) & maintanance (110 comp to 105 in Emp).
Overall this means that unless you explicitally add the empire from the included Emp file (or make your own) it will not play properly at all (less of a problem for the Orions since they will still expand)
I hope this report is not outdated already
[ March 14, 2004, 18:57: Message edited by: XenoTheMorph ]
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March 15th, 2004, 12:28 AM
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Re: STM "Final v1.7.5" Discussion
The captains technology area is not a special race technology area all races can research it. When a ship is analyzed the game tries to add the analyzed ship�s technology, to your empire's technology. If the race analyzing the ship can not research the technology areas of the ship being analyze no new technology. So captains technology can be stolen. 
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March 15th, 2004, 03:51 AM
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by XenoTheMorph:
Hi Everyone,
I'm not sure if anyone has noticed a slight problem with some of the Race_AI_General files in 1.5.1.1 (I cannot find any note of it being changed in any later beta Versions either).
As far as I can tell the Characteristic/Trait settings in the Text files are different from the ones used in the Emp files (at least for 5000 racial points).
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I will double check the files, but all races expand and work well in all of my test games using the 5k files.
The klingons in fact are often in the top 3 races.
I will double check all files though and make changes as they are needed. Thanks.
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March 15th, 2004, 03:55 AM
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Re: STM "Final v1.7.5" Discussion
I want to say thank you all for making Posts, for answering questions, and adressing things. I have not had a chance to read them all and I am pressed for time at the moment, so thank you all. 
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March 15th, 2004, 07:35 PM
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Re: STM "Final v1.7.5" Discussion
Hi Atrocities
About those Klingons when you test them are you using the Emp files or letting them get randomly chosen? The emp file are fine its only when they are randomly generated for a 5000 point game that a problem occurs. (Sorry if I'm repeating the obvious but even I'm finding my earlier post a bit confusing!!  )
P.S. And thank you for driving forward and investing all that time in what may possibly be the best overall mod yet made for SEIV. (I can't wait untill you release the next Version with 'Monsters'  )
[ March 15, 2004, 17:41: Message edited by: XenoTheMorph ]
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March 15th, 2004, 07:39 PM
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Re: STM "Final v1.7.5" Discussion
I am using EMP files.
I don't understand why the randomly chosen set up would differ if the EMP files worked. However the settings could be like you said, set wrong and the AI is just to stupid to figure it out.
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March 15th, 2004, 07:50 PM
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Re: STM "Final v1.7.5" Discussion
Hmm,
I think you will see what I mean if you start a Large Quadrent game with 'Random empires' checked & 'High' numbers selected, and choosing say the UCP as your race (not adding any others manually). Then in the game itself change the race you are playing to the Klingons (or Breen/orions) and check out their Advance Traits in the Race dialog. Or you could save the empire to a new Emp file and compare the stats in this file compared to the Klingon 5000 point Emp file included in the download. Hopefully this will show the difference (If not I've made a big mistake  somewhere!)
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A Pessimist is just an Optimistic Realist.
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March 16th, 2004, 01:05 AM
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Re: STM "Final v1.7.5" Discussion
Xeno, thanks for the info, I have fixed those files and tested them. they seem to work now.
Latest info (1.6.5 is still having things added to it.)
Star Trek Mod v1.6.5 BETA (WILL NOT EFFECT SAVED GAMES)
1. Fixed - Deleted duplicate entry in Components file for Planet Eater Component. (Thanks Renegade 13)
2. Changed - Minor Races Research file to research Captains later in the game. (Thanks Aiken and Tnarg)
3 Fixed - Points error in Breen, Klingon, Orion, and UCP AI General files. (Thanks Xeno)
Star Trek Mod v1.6.4
1. Fixed - Romulan were adding two Romulan Sensor Arrays to designs. (Thanks Tnarg)
2. Changed - Added restriction of "Two Per Vehicle" for Beam Discharger I - IV
3. Changed - Reload Rate for Beam Discharger I - IV from 1 to 3
4. Fixed - Dominion were adding two Dominion ECM's to designs. (Thanks Tnarg)
5. Changed - Replaced all of the Dominion images with new higher quality renderings
6. Changed - Replaced all of the Cardassian image with new higher quality renderings
[ March 15, 2004, 23:09: Message edited by: Atrocities ]
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