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  #241  
Old November 4th, 2004, 07:21 AM
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Default Re: The Star Trek Mod - Final Update

About captureable tech. I haven't reviewed which techs I want to be captureable yet. I thought I had set them all to non capturable.
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  #242  
Old November 4th, 2004, 07:49 AM
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Default Re: The Star Trek Mod - Final Update

Ok heres the scoop.

Version 1.8.8 will update the beta mod from 1.8.5 full.
So if your in the beta and do not have Beta 1.8.5 Full email me for the link.
Beta 188 Link

If your not in the beta, don't bother downloading the file. It will only muck up your mod.

Since Suicide Junkie has update the image mod, Patch Version 23c you MUST delete the STM BETA / Pictures / Components folder and update to the latest Version of the component pack. The mod has been updated for to this Version.

There is a problem though. This latest update by Sucide Junkie is missing ONE component form the STM. Therefore until he updates the image mod component pack once again, YOU MUST download the intrum patch which basically is the missing component, Comp_888 and a new Comp.bmp file.
Comonent 888 and new Comp BMP Just apply this patch to your base space empires IV / pictures / components folder after you have updated that folder to the latest Version of the Image Mod Component pack and have deleted your STM BETA / Pictures / Components folder.

Suicide Junkies Image Mod SITE Link

If you have downloaded the patch before this edit, 02:50 am Nov 04 PST, download it again as its been updated.

Quote:
Star Trek Mod v1.8.8 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED

1. Changed Engineering I - II second ability is now working
2. Changed Reduced Tonnage Space Taken on Small Warp Engine from 40 to 10
3. Changed Reduced Tonnage Structure of Small Warp Engine from 20 to 5
4. Changed Reduced Hyper Optics I - III effectiveness by 1 each (1,3,5)
5. Fixed Armor Skipping Mine I - III now work correctly.
6. Fixed Weapon Destroying Mine I - III now work correctly.
7. Changed Reload Disruptor I - IV weapon family to 569
8. Fixed Weapons Destroyer I - IV now work correctly
9. Changed Focused Energy Weapons from Weapons Technology to Weapon Technology.
10 Added Drone Propulsion
11. Added Drone Propulsion Mount
Thank you Aiken. Version 1.8.8 is dedicated to you my friend.
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  #243  
Old November 4th, 2004, 07:53 AM
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Default Re: The Star Trek Mod - Final Update

I will add more drone engines and sizes in the next Version. Suggestion sought though.
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  #244  
Old November 4th, 2004, 08:46 AM
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Default Re: The Star Trek Mod - Final Update

Drones shouldn't be moving faster than ships - the "warp ten" limit should apply to them as well with traditional components. You could make them require only one nacelle with 1 engine per move.
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  #245  
Old November 4th, 2004, 09:54 AM
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Default Re: The Star Trek Mod - Final Update

1. From Revision.txt: "1. Changed Engineering I - II second ability is now working"
You forgot about Engineering III

2. Stellar Harnessing tech is redundant now.

3. Name := Drone Propulsion
...
Vehicle Type := Ship\Base (should be "Drone")

I don't think it's enough for new patch, let's wait for more errors
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  #246  
Old November 4th, 2004, 06:40 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
1. From Revision.txt: "1. Changed Engineering I - II second ability is now working"
You forgot about Engineering III
Great God All Mighty, I did. *starres blankly at monitor*

I have plans for stellar harnesing. I am thinking of using the ram scoop as an upgrade to the Bussard Colloectors. Use the same family number and AI tag. Two RS would equal 4 BC at each level. Also add in a list of monolith like facilities.

I will fix the drone issue also. Give drones five classes of engines, and one more size hull: Heavy Drone.

I am heading out the door now with a friend to go do something so I will work on these when I get back.
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  #247  
Old November 4th, 2004, 07:10 PM
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Default Re: The Star Trek Mod - Final Update

Sorry I have been out of the loop for a few, having legle problems right now and do not see an end to it in the short I will put in to this when I can.
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  #248  
Old November 4th, 2004, 08:24 PM

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Default Re: The Star Trek Mod - Final Update

Um you screwed up the Fed and Dominion techs up in that newest mod Version 1.8.8 I got the Dominion special with the fed but the dominion race is fine
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  #249  
Old November 4th, 2004, 09:15 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Colonel said:
Um you screwed up the Fed and Dominion techs up in that newest mod Version 1.8.8 I got the Dominion special with the fed but the dominion race is fine
Some racial techs were designed to be stealable by Atrocities, so in that case they would should up for all races in a high tech start. Does that match you situation?
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  #250  
Old November 4th, 2004, 09:34 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Colonel said:
Um you screwed up the Fed and Dominion techs up in that newest mod Version 1.8.8 I got the Dominion special with the fed but the dominion race is fine
You must have started on High tech start as Captain Kwok said.

Never fear, that was a very helpful report. I have gone through and set all tech to non capturable until I have a chance to talk with CK or UserX about what technology should be captureable.

Any ways here is what I am working on currently.

Quote:
Star Trek Mod v1.8.9 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED

1. Changed Laser Mount, reduced range to 1.
2. Changed Fixed Engineering III, Will now use second ability
3. Changed Set Drone Propulsion Restriction to One Per Vehicle
4. Changed Set Drone Propulsion Vehicle Type to Drone.
5. Changed Phaser I now uses the same image as Phaser II - X.
6. Changed Reload Disruptor I - IV bmp image from 514 to 595
7. Changed Moved Tachyon Sensors I - III in components file to come before Medical Bay
8. Changed Moved Advanced Tachyon Sensors I - II in components file to come before Medical Bay.
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