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Re: The Star Trek Mod - 1.9.1.2 Update Released
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Re: The Star Trek Mod - 1.9.1.2 Update Released
Another Update:
<font class="small">Code:</font><hr /><pre>Star Trek Mod v1.9.2.0 1. Added - Made new component images and submitted to Image Mod. 2. Updated - The HTML stuff. 3. Updated - To FQM v1.22 4. Updated - Mod Information 5. Added - Notes on supply useage/generation to Before You Play read-me notes. Star Trek Mod v1.9.1.9 1. Added - Strip Mining Facility I - III to Ferengi Facilities 2. Changed - Point - Defense Disrupter I - V Bitmap Image to 1902 3. Changed - Defense Phaser I - V Bitmap Image to 1907 4. Changed - Romulan Defense Cannon I - V Bitmap Image to 1903 5. Changed - Engineering I - III Bitmap Image to 1905 6. Changed - Replicator I - III Bitmap Image to 1918 7. Changed - Bio - Electric Field I - X Bitmap Image to 1900 Star Trek Mod v1.9.1.8 1. Changed - Pulse Biokinetic Ray I - X will now fire upon Fighters 2. Changed - Incinerator Beam I - X will now fire upon Fighters 3. Changed - Pulse Disruptor I - X will now fire upon Fighters 4. Changed - Compressed Mini Beam X will now fire upon Fighters 5. Changed - Polaron Cannon I - X will now fire upon Fighters 6. Changed - Pulse Phaser I - X will now fire upon Fighters 7. Changed - Pulse Anti-Proton Beam I - X will now fire upon Fighters 8. Changed - Pulse Plasma Disruptors I - X will now fire upon Fighters 9. Changed - Cascade Pulse Disruptor I - X will now fire upon Fighters 10. Changed - Pusle Weapons will no longer fire upon Planets</pre><hr /> |
Re: The Star Trek Mod - 1.9.1.2 Update Released
I would like to have some people play test the latest version of the mod before I make the update public. The latest version will NOT work with previous saved games.
If your interested, please post by tonight or email me at atrocities AT astempire DOT net. Thanks. |
Re: The Star Trek Mod - 1.9.1.2 Update Released
Sure, why not - I haven't played STM since 1.72 or so, so it should be like a whole new mod! http://forum.shrapnelgames.com/images/smilies/happy.gif
Is this going to be multiplayer or do you want each of us to run our own single-player game (which would be quicker)? |
Re: The Star Trek Mod - 1.9.1.2 Update Released
Thanks Ed. You can do what you want as far as playing. I just need feed back regarding the new propulsion / supply useage / generation system, amoung other things.
This version WILL NOT work with previous saved games. You will need to have version 1.9.1.2 already installed before you can apply the update. INSTRUCTIONS: 1. Copy your Star Trek Mod (v1.9.1.2) 2. Paste it and rename it Star Trek Mod 1920 3. I will email you the DOWNLOAD info. 4. Download the patch and apply. 5. I will also have to send you some new Component files to be added to your space empires iv \ pictures \ Components folder. I have added about 25 new images and such that you will need for this update. |
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I *think* that there might be a mistake with the Ferengi's Cargo(or supply) component, where it is the same size and nearly same amount of storage as a "generic" component. It also costs slightly more. This is with v1.9.2, I think...
Also, did you mean "Cargo Niche" instead of "Cargo Nitch" in v1.9.1.5? (Mispelling?) |
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Yes, will fix that thank you.
I will look at the Ferengi Cargo for version 1.9.1.2. |
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This is not in the Beta version yet. Will update in a bit and send PM to those who are participating.
<font class="small">Code:</font><hr /><pre>Star Trek Mod v1.9.2.0 1. Added - Made new component images and submitted to Image Mod. 2. Updated - The HTML stuff. 3. Updated - To FQM v1.22 4. Updated - Mod Information 5. Added - Notes on supply useage/generation to Before You Play read-me notes. 6. Changed - Lowered Ferengi Deuterium Tank I - V Resource cost 7. Changed - Increased Ferengi Deuterium Tank I - V Supply Storage Ability 8. Fixed - Spelling error in Racial Trait file 9. Changed - Removed Stellar Harnessing Tech requirement from Advanced Replicator Technology 10 Changed - Lowered Maximum Tech Level for Stellar Harnessing from 3 to 2. 11. Changed - Increased cost of Ram Scoop Technology. 12. Changed - Increased cost of Stellar Harnessing. 13. Changed - Increased cost of Replicator Technology. 14. Changed - Increased cost of Weapons Of Mass Destruction (It is now exceedingly expensive)</pre><hr /> |
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After playing around with 1.9.2.0 a bit...
Title screen still says version 1.9.1.2 The Cargo Niche has the same HP as the Cargo Bay, even though it's smaller. The Quantum Singularity Drive description doesn't say anything about needing Warp Nacelles. What is the purpose of the Laser Mount? Couldn't you just make lasers more powerful to begin with? Why does the Capital Ship Missile have a to-hit bonus? It's a seeker - it always hits! Why do cargo bays provide 51 cargo space? Why not 50? Why are there Personal Shield Generators? No Star Trek race except the Borg had such technology! |
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>> Why do cargo bays provide 51 cargo space? Why not 50?
AI workaround. |
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