|
|
|
 |
|

April 15th, 2004, 11:37 PM
|
 |
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
I Have found the defalt strat for ships is RUN, I do not know when it started but in the other mods I have if it is a war type ship (other than Transport, mine layer/sweeper and sat launcher) defalt is Opt weapons range. Is there anything that I can change/fix realy hate finding it after building a lot of ships 
__________________
Kill em all let God sort em out
|

April 16th, 2004, 01:55 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: STM "Final v1.7.5" Discussion
Thanks for reporting this. I have checked the design creation file and all designs appear to be set to OFR (Optimal Firing Range)
All I can suggest is that after you design a ship, you check the design and change the strategy of it.
In my current game I discovered this, thank to you, and all I did was find it on the design list and change the design strategy from Don't Get Hurt to Optimal Firing Range. Presto I had a fleet of war ships ready to kick serious Cardassians Coloniser butt. ( I have to admit that it is pretty pathetic to see a Klingon Negh'Var Dreanought run from a Cardassian Colony ship. Many of Klingon Commanders have died because of there cowardly actions.)
[ April 16, 2004, 01:11: Message edited by: Atrocities ]
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

April 16th, 2004, 08:55 PM
|
 |
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
Thanks for reporting this. I have checked the design creation file and all designs appear to be set to OFR (Optimal Firing Range)
All I can suggest is that after you design a ship, you check the design and change the strategy of it.
In my current game I discovered this, thank to you, and all I did was find it on the design list and change the design strategy from Don't Get Hurt to Optimal Firing Range. Presto I had a fleet of war ships ready to kick serious Cardassians Coloniser butt. ( I have to admit that it is pretty pathetic to see a Klingon Negh'Var Dreanought run from a Cardassian Colony ship. Many of Klingon Commanders have died because of there cowardly actions.)
|
Ah; I see you have had the same thing happen to you, min was a fleet of about 12 total against 3, very confusing when you loose that many 
__________________
Kill em all let God sort em out
|

April 17th, 2004, 07:09 PM
|
Corporal
|
|
Join Date: Jan 2004
Location: Ann Arbor
Posts: 100
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
There's something strange with the federation sensor array. at level 4 it gives a 14% offense bonus & 14% defense bonus but at level 5 it gives a 4% offense bonus & 16% defense bonus. is that what it's supposed to be like?
|

April 17th, 2004, 08:52 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: STM "Final v1.7.5" Discussion
I will look at it.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

April 17th, 2004, 08:55 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: STM "Final v1.7.5" Discussion
Well we have discovered another victim of the crash.. I had reset all the sensor and such and well they are still at old figures. More to do for 1.7.3
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

April 17th, 2004, 10:08 PM
|
Corporal
|
|
Join Date: Feb 2004
Location: Canada
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
Well I must say that bugs are starting to become few and far between  Havnt found anything in days 
|

April 17th, 2004, 10:43 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: STM "Final v1.7.5" Discussion
If you want to find bugs, Adamant Mod probably has many that need finding. 
|

April 17th, 2004, 10:50 PM
|
 |
Major
|
|
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: STM "Final v1.7.5" Discussion
Fyron, I've checked about a half of Adamant's component file (damn, it's tooooo big  ) and can't find any bugs so far. So you're probably slandering yourself.
Edit: Although, I could miss bugs.
[ April 17, 2004, 22:06: Message edited by: aiken ]
|

April 18th, 2004, 04:03 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: STM "Final v1.7.5" Discussion
Adamant is solidly put together. I wish I was as good at it as he is.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|