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  #1111  
Old September 23rd, 2006, 06:29 AM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Two issues have cropped up.

1. You do not need EMP files to play the mod. The game will generate the EMP files automatically when the game is started. You can save the EMP files by switching any AI controlled player to human control on turn 1 and then save that empires EMP file. Most players don't use pre-set EMP files and I wanted to make sure that there were no errors reported before generating the 60 + EMP files for this mod. I hate to have to redo them so soon after the release of the latest version of the mod. When setting up your own race, be sure to take advantage of all the free tech and choose wisely your choices for Adv Racial Traits. Don't forget to min/max your racial characteristic points as well.

2. Here is a link to fix the Federation error that many of you have reported. The error was caused by a numbering issue that I failed to see on the final build of the Federation General AI files. One out of 40 + isn't bad.

Quck start should work fine now and the Federation General_File error should be a thing of the past.

Link to Federation Fix

Install:
1. Simply unzip and place into your Space Empires IV Deluxe folder.
2. When asked to over write, click yes.

If you haven't downloaded the full 29 meg version before Sept 23, 3am, then no worries. Go ahead and download it, it won't need to be updated.

If you have already downloaded it prior to this date and time, then simply download the Federation Fix and install it as directed above.




Thank you all for the bug report and please keep them coming. I would like to have an update ready with as many bug fixes as I can pack in no later than the end of the month.
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  #1112  
Old September 23rd, 2006, 04:00 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Admittetly, I havent played this much until recently.....OK probably 2 years at least. This mod and the release of V are the reasons Im back. Though Im still skeptical of V and not real impressed with the demo. Anyway, reason for this particular post.

AT (or anyone else) what is the purpose of the structural integrity field? OK as a Trekkie I know, but the game stats list the abilities as none for this component.

Thanks,
CB

P.S. AT, this is good stuff, last time I played your mod was probably 03-04, maybe longer...Im thinking they were just shipsets at the time!!!!
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  #1113  
Old September 23rd, 2006, 04:27 PM

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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Structural Integrity Fields give your ship extra HP which means that they might take damage and be destroyed before something useful like a shield generator or bridge.
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  #1114  
Old September 23rd, 2006, 04:57 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

The SIF has the armor ability so that it gets hit before the other systems like SC Jazz mentioned.
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  #1115  
Old September 23rd, 2006, 05:03 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Thanks guys!!
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  #1116  
Old September 23rd, 2006, 07:05 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Atrocities, you are just...The Man. Thanks for the shipsets, the mod...gee whiz. You're The Man!
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  #1117  
Old September 23rd, 2006, 07:26 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Started the mod, and I gotta say I am VERY impressed !!! Damn fine piece of work here, well thought out and well executed.

Very nicely done, AT, very nicely done indeed.
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  #1118  
Old September 24th, 2006, 02:44 AM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Wow, Out of curiosity have the Borg been tweaked? They have massivly out produced me even in the early going. Not saying over done, havent played enough to say, and the Borg is supposed to be very powerful anyway. Oh well, the Klingon empire has just been told and demonstrated to, Resistance is Futile!!!

CB
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  #1119  
Old September 24th, 2006, 07:04 AM

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Default Re: The Star Trek Mod - 1.9.2.7.1 Deluxe *updated*

AT, I have just started a dozen game turns (with Feds), some questions :
- I used a Quickstart, and the starting designs done by the IA had no warp core/nacelles and move 0 (this has always been the case with this mod IIRC)... Does that mean the IA is unable to build "moving" ships ?
- Browsing through the Tech tree I can't find how I can progress to Warp II+, Propulsion only helps sublight engines..Which tech is Warp in ?
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  #1120  
Old September 24th, 2006, 08:07 AM
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Default Re: The Star Trek Mod - 1.9.2.7.1 Deluxe *updated*

Quote:
PDF said:
AT, I have just started a dozen game turns (with Feds), some questions :
- I used a Quickstart, and the starting designs done by the IA had no warp core/nacelles and move 0 (this has always been the case with this mod IIRC)... Does that mean the IA is unable to build "moving" ships ?
- Browsing through the Tech tree I can't find how I can progress to Warp II+, Propulsion only helps sublight engines..Which tech is Warp in ?
Send me your save game. All of the simulations I run, none quick start, the AI always uses the proper components in its designs. If it is not, then it has too be something that Quck Start is doing and I suspect that perhaps the quick start my not be using the Federation Design creation files.

So please either post your Save game file or email it too me.
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