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  #911  
Old November 11th, 2003, 12:46 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by DavidG:
Waaaa I can't put armour on my Federation ships. This may have been fixed (I'm playing a multi 1.25 game) The Federation Ablative armour restriction of 2 per ship applies to regular armour too if you have both on. is this the way it's supposed to be?

I think they may have the same family or something. I can put on say 5 regular armour then if I add just one abblative armour I get the message 'only 2 components of type Federation Ablative armour allowed'
Has been fixed:

Star Trek Mod v1.2.8

2. Changed Federation Ablative Armor Family name from 10 to 197. This should allow for other armor to be added to designs

=============================================

Please keep the bug reports coming. I would like to get as many bugs fixed as possible by this weekend so I can include them in the 131 Version.

Also any AI issues and such. Fixes ideas whatever, just submit them please. Thanks

The 131 Version will be it for a while. I need to finish up the AST update and work on the Conquest mod.
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  #912  
Old November 11th, 2003, 04:13 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
has been fixed:

Star Trek Mod v1.2.8

2. Changed Federation Ablative Armor Family name from 10 to 197. This should allow for other armor to be added to designs
Ooops sorry. Guess I should stop being lazy and read the revisions.
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  #913  
Old November 12th, 2003, 11:31 PM
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Default Re: STM "Final v1.7.5" Discussion

Well since there seem to be no more bugs being reported, no reports of balance issues, and no more suggestions, I am going to butten up this Version of the mod, burn it to disk, and drive the 30 miles to get up loaded. The full Version of 1.3.1 come in at around 18.5 megs and the Patch in at around 1.5.

Also Kwok can I steal your old Star Trek Mod web site and update it to the current statistics of the mod? I know you put a lot of work into that site and I would hate to see it go to waste man.

Please let me know.

And for those who are new to the mod, please take the time to read the INSTALLATION read me included with both the full Version and any patch. It provides information that may answer some of your questions.

No BMP's showing up, you need the latest image mod.

The STM contains the components it needs but does not have any of the IMAGE mod files. So you will need those.

Now only if we could get a beta game going. Start small with just six players.


Cardassians - CNC
Dominion - PCP
Federation
Ferengi
Klingons
Romulans - Tnarg

It would have to be set up and hosted on an alternate site until PBW comes back up.
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  #914  
Old November 13th, 2003, 02:20 AM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities,

orginal posted by atrocities
Now only if we could get a beta game going. Start small with just six players.
Federation
Ferengi
Klingons

I'm willing to be a beta tester as either the Federation or Klingons. Unsure if you already choicen the other beta testers.

Lighthorse
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  #915  
Old November 13th, 2003, 03:52 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
Now only if we could get a beta game going. Start small with just six players.


Cardassians - CNC
Dominion - PCP
Federation
Ferengi
Klingons
Romulans - Tnarg

It would have to be set up and hosted on an alternate site until PBW comes back up.
Ooo Ooo I wanna play. Also Feds or Klingons.
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  #916  
Old November 13th, 2003, 06:57 AM

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Default Re: STM "Final v1.7.5" Discussion

If they're still available I'd take the Ferengi (since they're the only ones left )

Unless you don't want a newbie playing against all you professional galaxy conquerers
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  #917  
Old November 13th, 2003, 08:02 AM
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Default Re: STM "Final v1.7.5" Discussion

Cool we have out players. I will get the update taken care of tomorrow.

Perhaps I will talk to Fyron about getting the game hosted on his site.

Cardassians - CNC
Dominion - PCP
Federation - Lighthorse
Ferengi - Renegade 13
Klingons - DavidG
Romulans - Tnarg
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  #918  
Old November 13th, 2003, 11:43 AM
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Default Re: STM "Final v1.7.5" Discussion

Well I am in the process of uploading the 1.3.1 patch as I type this.

I have been play testing the mod now for nearly 100 turns and thus far all is working just fine. Races are expanding, fighting, and designing well.

I am really encouraged by this latest test game. I have to admit that this has been one of the better test games I have ran.
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  #919  
Old November 13th, 2003, 12:54 PM
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Default Re: STM "Final v1.7.5" Discussion

Version 1.3.1 is available for download.

I am tired and going to bed now.

---------------------------------------------------
Version History for Star Trek Mod
---------------------------------------------------


Star Trek Mod v1.3.1


1. Fixed Photon Torpedo III had Roman numberal of 8
2. Fixed Impulse Engine VI had wrong roman numeral
3. Updated Comments
4. Changed Anti - Matter Torpedo I - V Tonnage Space Taken and Tonnage Structure from 15 to 20
5. Changed Photon Torpedo I - X Tonnage Space Taken and Tonnage Structure from 30 to 20
6. Changed Race AI DesignCreation file slightly to improve late game ship design
7. Changed Vorta Captain I - II from Standard movement to Combat Movement (Avoid engine conflicts)
8. Changed Capital Ship Missile I - V speed from 5 to 6
9. Changed All Races Troop Components Vehicle Type from Ftr/Trp to Troop
10. Added Weapons Family List (For AI Modders)
11. Updated Weapons/Componet reports
12. Added New Large Splash Screen
13. Changed Color of row grid to dark blue.
14. Changed Cost of Heavy Carrier in vehicle size file. Org/Rad were set to 0 now set at 600 each
15. Changed Family number from 37 to 66 for Federation Facility Holo-Center I - III
16. Added An extra redundant tech req to the supply Storage Component I - V to help AI use it more effectively. (Thank you Fyron)
17. Fixed Requirement error in Ferengi Cargo V
18. Modified 8472, Borg, Breen, Cardassian, Dominion, Federation, Romulan, Tholian,and UCP research files to research Torpedo requirments
19. Added The Star Trek TMP set to the Mod
20. Added Federation TMP 2, 3, 5 k EMP files
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  #920  
Old November 13th, 2003, 01:15 PM
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Default Re: STM "Final v1.7.5" Discussion

Can anyone explain this? I build a Fed Colony ship. I want a cheap ship so I put on 1 Impulse eng IV and one Warp Core III. This gives a ship with a speed of 8 according to the design window. However when I build them the move 0. Waaaa.

Mmmm as I type this I figure out that answer (I think) I guess this is a bit of an SE4 bug. Since the fed colony ship has an engines per move of 10 I guess you need at least 10 standard movement points (2 Impulse IV's) on board before the bonus movement will kick in.
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