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  #561  
Old September 20th, 2003, 10:51 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
[QB]

I would also like to know if UserX's Star Trek map is up to day and if so can some one please email it to me along with the placement order of the players. QB]
I've actually made some modifications to the map to balance things out a little and fixed a few errors. I'm just on my way out but I will post it later today as well as the starting positions.
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  #562  
Old September 20th, 2003, 11:28 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
Umm... have you confirmed that it always adds your type of pop and not what is on the ship, if the ship already has population on it, or is that a guess?
I have checked ship mid steam and has "picked up" pop on it, when reaches "new" home there is HW pop on it
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  #563  
Old September 21st, 2003, 01:19 AM
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Default Re: STM "Final v1.7.5" Discussion

Can it add more population past the max cargo space on the colony ship?
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  #564  
Old September 21st, 2003, 07:18 AM
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Default Re: STM "Final v1.7.5" Discussion

OK, the latest Version of the Star Trek Map can be found here.Star Trek Map.

Enjoy.
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  #565  
Old September 21st, 2003, 12:45 PM
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Default Re: STM "Final v1.7.5" Discussion

You guys are not going to believe this. My PC has some problems. I am using my useless HP back up now. (New AMD 2.0 Pavilion someting or rather)

Fyron your Spacemepires.net is down so I could not get the newer patch for the A mod game. I have to install and or add many mods to this PC and it is on a very slow dial up connection.

So if you read this before you read my other post please just process the turn.

Thanks UserX for the info and this great map.

It will take me several days before I will be able to upload the latest Version of the game. provided the data is not lost.
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  #566  
Old September 21st, 2003, 07:47 PM
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Default Re: STM "Final v1.7.5" Discussion

You guys sure buy some shoddy hardware.
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  #567  
Old September 22nd, 2003, 08:58 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
Can it add more population past the max cargo space on the colony ship?
Hmmm..it looks as when the ship is in route has what was loaded..get to nw home is where it looks like the HW pop coming in
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  #568  
Old September 23rd, 2003, 03:54 PM
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Default Re: STM "Final v1.7.5" Discussion

Version 1.2.5 Has been released.

Star Trek Mod v1.2.5

1. Updated The Splash screen to reflect latest Version 2.2.5
2. Added Fyrons Quadrant Mod Deluxe 2.05
3. Changed StellarAbilityTypes to exclude damaging warp points. (Thanks Fyron and TNZ)
4. Updated All Race Research.txt's (Thank you Rollo for the help)
5. Changed All ships in the vehcileSize file now will use standard images if primary is not available
6. Updated Weapons / Components reports
7. Changed Automatic Colonization Population setting from 1 to 0
8. Added Maps Folder
9. Added UserX Star Trek Map
10. Added Atrocities Newest Andorian Ship/Race images to the Andorian Race (Race Neutral 007)
11. Fixed Orientation of Vulcan (Race Neutral 010) ship portraits.
12. Modified All neutral race Research.txt
13 Changed Plasma Envelope Missile I - V damage at range is detuned. (Weapons was way to powerful)
14. Changed Plasma Missile I - V Damage at Range settings to better reflect the weapon system
15. Changed Borg Mount to only give mount bonus for Borg Shield Depleter weapon and Incinerator Beam
16. Changed Borg Colony ship to same engine usage as other races colony ships


Star Trek Mod v1.2.4

1. Changed Federation Nova Burst I - III to Federation Trilithium Cobalt Torpedo I - III
2. Changed Federation Trilithium Cobalt Torpedo I - III specs to be a heavy hitting long reload time Torpedo
3. Updated Many of the weapon descriptions to include range. (Long, Medium, Short)
4. Added Weapons of Mass Destruction to the Tech Area
5. Changed All Stellar Manipulation Components that can be used as WOMD from Stellar manipulation to WOMD Tech
6. Added Artificial Warp Point Creation to the Tech Area
7. Changed All Warp Point creation/destruction components from Stellar Manipulation to Artificial Warp Point Creation

Star Trek Mod v1.2.3

1. Added Computer Control to tech area
2. Changed Master Computer I - III tech requirement to Computer Control
3. Modified Several minor changes to a bunch of components.
4. Changed Dom Torpedo Weapons to Dominion Torpedo Weapons in Tech Area and other files
5. Removed Mini Torp Weapons - Dominion technology. Was not being used
6. Changed Many BMP images to use the new Component images by Captain Kowk

Star Trek Mod v1.2.2

1. Changed Structural Integrity Field I - V (No longer has the Armor Ability)
2. Added New Component images by Captain Kwok
3. Fixed Spiral Wave Disruptor II had wrong Roman Numeral.
4. Changed Racial Trait Ancient Race cost from 0 to 1500.
5. Fixed Typo in Romulan Quantum Reactor I
6. Removed All armor and shield abilities from all warp engines. (Conflict and illegal functions)
7. Changed Storage Supply Components I - V have been revamped.
8. Added Warp Core IV
9. Changed Warp Core II - III now are gained at lower Warp Technology
10. Fixed Romulan Quantum Singularity Drive I - III now work.
11. Updated Components.BMP with in new images by Captain Kwok.
12. Changed Balanced out all of the race weapons

Star Trek Mod v1.2.1

1. Fixed Typo in the Setting.txt
2. Fixed Ai would not use colony tech if player selected game to generate random AI's (I hope it is fixed)
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  #569  
Old September 23rd, 2003, 04:06 PM
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Default Re: STM "Final v1.7.5" Discussion

Will this kill saved games??
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  #570  
Old September 23rd, 2003, 04:14 PM
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Default Re: STM "Final v1.7.5" Discussion

Read the Download page for that info.

If your save game is Version 1.2.0 or newer then no. If older then yes.

Again read the Download page.

This Version of the update will only update folders named Star Trek Mod. So if your mod folder, the one you wish to update, is not named Star Trek Mod, then you will have to name it that.

[ September 23, 2003, 15:14: Message edited by: Atrocities ]
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