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-   -   STM "Final v1.7.5" Discussion (http://forum.shrapnelgames.com/showthread.php?t=9755)

jimbob September 14th, 2003 11:20 PM

Re: STM "Final v1.7.5" Discussion
 
Okay, I installed patch for 1.2.1. It still says it's Version 1.2.0 in the start up screen though (?).

How many racial points are we going with? Once I get answers to these two questions I'll upload my race.

cheers all,
jimbob

jimbob September 14th, 2003 11:25 PM

Re: STM "Final v1.7.5" Discussion
 
Oh! I checked PBW and I see that farstryder is playing the Ferengi already http://forum.shrapnelgames.com/images/icons/blush.gif

Well, I'm a little embarassed, I thought I was playing. Well excuse my excessive Posts about nothing then http://forum.shrapnelgames.com/images/icons/icon12.gif

[Exits quickly http://forum.shrapnelgames.com/image...s/rolleyes.gif ]

Atrocities September 15th, 2003 05:12 AM

Re: STM "Final v1.7.5" Discussion
 
Damn I wasn't fast enough to set the player limit to 11. Any players that drop, you will get first dibs on their spot if your interested.

[ September 15, 2003, 04:17: Message edited by: Atrocities ]

Fyron September 15th, 2003 06:34 AM

Re: STM "Final v1.7.5" Discussion
 
If you want more players in the game, just make a request in the Admin Requests forum on PBW to get the number of slots increased.

Atrocities September 15th, 2003 06:51 AM

Re: STM "Final v1.7.5" Discussion
 
I will do that if JimBob still wants to play. Who do you want to play, there are many races left.

I would recommend the UCP. You get the Federation Technology and simular ships.

[ September 15, 2003, 05:52: Message edited by: Atrocities ]

jimbob September 15th, 2003 04:58 PM

Re: STM "Final v1.7.5" Discussion
 
Okay, I'll have a quick root around the races and see what's there. Thanks for being willing to open up an extra spot!

Atrocities September 15th, 2003 06:41 PM

Re: STM "Final v1.7.5" Discussion
 
I have posted the request to add one more slot to the Star Trek Mod game in the PBW Admin Request forum. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron September 15th, 2003 07:49 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
AT set the Automatic Colonization Population in Settings.txt to 1, so all planets get 1 M extra pop, regardless of what the ship is carrying.

<font size="2" face="Verdana, Helvetica, sans-serif">OK I see, this can lead to building up pop this way http://forum.shrapnelgames.com/images/icons/shock.gif granted will take time to do so but 1M extra</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well when your HW has 12 billion on it, 1 M people on a new planet is fairly insignificant. http://forum.shrapnelgames.com/images/icons/icon12.gif

mottlee September 15th, 2003 08:15 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
AT set the Automatic Colonization Population in Settings.txt to 1, so all planets get 1 M extra pop, regardless of what the ship is carrying.

<font size="2" face="Verdana, Helvetica, sans-serif">OK I see, this can lead to building up pop this way http://forum.shrapnelgames.com/images/icons/shock.gif granted will take time to do so but 1M extra</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well when your HW has 12 billion on it, 1 M people on a new planet is fairly insignificant. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">you keep doing it over and over and moving it like a transport and is no longer 1M

Fyron September 15th, 2003 08:50 PM

Re: STM "Final v1.7.5" Discussion
 
Umm... huh? You only get 1 M free pop on a new planet... you can not load up 1 M pop, so you can't just go abandoning it to get free pop. Please clarify.

Atrocities September 15th, 2003 09:21 PM

Re: STM "Final v1.7.5" Discussion
 
To the best of my knowledge, I did not do anything to effect population growth or min max settings on a planet.

What should they be?

Atrocities September 15th, 2003 09:25 PM

Re: STM "Final v1.7.5" Discussion
 
HOLD OFF DOWNLOADING THIS. Once Again I think I have fallen victim to an out dated Version on the OFFICAL Image Mod web site. http://forum.shrapnelgames.com/images/icons/icon9.gif

New Components.

1177 thru 1272 including a new Components.BMP

Comp 1177 - 1272

I have pushed the start of the game back a week to allow for time for the PBW Admins to add the new player slot and to allow me more time to finish up the next patch.

This one was more work than I had anticipated. Thanks again to Rollo, Fyron, TNZ for the help.

You can download the new images and install them if you want. I new Version of the mod will USE many of the new images by Captain Kowk. They will also be included in the patch, but for those who are playing the PBW game and who choose to download the images seperately, I can also make a data only patch. This will lighten the download by over 2 megs. http://forum.shrapnelgames.com/images/icons/icon10.gif Provided you download the new images seprately.

They can go in either your standard components folder or your game mod folder. I have them in both and that is what I recommend.

[ September 16, 2003, 01:05: Message edited by: Atrocities ]

Fyron September 15th, 2003 10:15 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Atrocities:
To the best of my knowledge, I did not do anything to effect population growth or min max settings on a planet.

What should they be?

<font size="2" face="Verdana, Helvetica, sans-serif">You did not. All that you changed is that all new colonies get +1 million pop. So, if you send a colony ship with no pop loaded by accident, the new colony will be given 1 M pop anyways, so as to prevent it from being useless. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, I assume you are submitting those images to the Image Mod?

[ September 15, 2003, 21:16: Message edited by: Imperator Fyron ]

mottlee September 16th, 2003 01:00 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
AT set the Automatic Colonization Population in Settings.txt to 1, so all planets get 1 M extra pop, regardless of what the ship is carrying.
<font size="2" face="Verdana, Helvetica, sans-serif">OK I see, this can lead to building up pop this way http://forum.shrapnelgames.com/images/icons/shock.gif granted will take time to do so but 1M extra

Atrocities September 16th, 2003 01:48 AM

Re: STM "Final v1.7.5" Discussion
 
I posted here at Shrapnel in the hopes that the message would get out. I downloaded the 1.11 Version of the mod and it did not include any of the new images at all. So I hope the will be included now.

Fyron September 16th, 2003 02:14 AM

Re: STM "Final v1.7.5" Discussion
 
Components pack of the Image Mod is at 1.16.

Atrocities September 16th, 2003 02:52 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
Components pack of the Image Mod is at 1.16.
<font size="2" face="Verdana, Helvetica, sans-serif">ya, I know now. Thanks. I had no idea that the site I was at wasn't updated. Oh well. Lifes little annoying surprises. Back to the drawing board.

Atrocities September 16th, 2003 04:01 AM

Re: STM "Final v1.7.5" Discussion
 
New Components for the Star Trek Mod. (9-16-2003)

Installation - Unzip the file to your SE IV directory pictures folder / components folder.

The zip will over write older STM images, 1177 thru 1231 This is ok. It will also add the newer images 1256 through 1296 and replace the Component.bmp

Comp 1256 - 1296

TNZ September 16th, 2003 10:04 AM

Re: STM "Final v1.7.5" Discussion
 
Idea For The Master Computer Components.

I preferred playing without the master computer components, so I added a new tech requirement to the components called master computer tech. Next I added a new tech area to the tech area data file called master computer tech. This way you can choose to have the master computer components in your game or not. This way everyone is happy. http://forum.shrapnelgames.com/images/icons/icon7.gif
1063699135.zip

Atrocities September 16th, 2003 10:26 AM

Re: STM "Final v1.7.5" Discussion
 
Excellent idea. I would like to encorperate your idea into the latest Version provided it does not require me to make any new EMP files. If it does it will have to wait til later. http://forum.shrapnelgames.com/images/icons/icon7.gif

I also want to break up the Stellor Manipulation components. Have the ones that can cause destruction under a seprate technology that can be excluded from a game while leaving facilities and components that are helpful in the game.

Fyron has also given me the ok to use his latest Version of the FQM D 2.5 in the mod as well.

[ September 16, 2003, 09:30: Message edited by: Atrocities ]

mottlee September 16th, 2003 03:30 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
Umm... huh? You only get 1 M free pop on a new planet... you can not load up 1 M pop, so you can't just go abandoning it to get free pop. Please clarify.
<font size="2" face="Verdana, Helvetica, sans-serif">Set over an empty planet of a non compatable type colinize then move to one and drop em

jimbob September 16th, 2003 08:14 PM

Re: STM "Final v1.7.5" Discussion
 
Okay Atrocities,

Two questions. 1st, I'm unclear on what Version (including patch) we're using in the PBW game. 2nd, I attempted to patch to v. 1.2.1, but after I was done the start up screen still said I had v. 1.2.0. Did I make a mistake, or is it possible that the new patch doesn't display 1.2.1 (that is, it might not have been updated?)

Thanks, I'll get that race in once I know the answers to these questions. Oh, and I'd like to play the "Orions" using one of the minor races as the ship set. Would this be okay, considering that none of the minor races have a tech tree anyways?

Fyron September 16th, 2003 08:50 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Umm... huh? You only get 1 M free pop on a new planet... you can not load up 1 M pop, so you can't just go abandoning it to get free pop. Please clarify.

<font size="2" face="Verdana, Helvetica, sans-serif">Set over an empty planet of a non compatable type colinize then move to one and drop em</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Colonizing a planet uses up the colony ship. You can not pick up that 1 M people. IF the number was higher, then this could be done to gain some free population. But it is only 1 M. I just do not see how this is a productive "exploit". Sure, they will grow, but slowly. It would be more productive and effecient to just pick some people up off of the highly populated HW.

jimbob, AT did not change all of the locations where it says 1.2.0 to 1.2.1. You should be patched fine. IIRC, the only changes in 1.2.1 are to the AI files, so they should have no affect on the PBW game anyways (as they are only used in the host copy of the game, ie the PBW server).

[ September 16, 2003, 19:51: Message edited by: Imperator Fyron ]

Atrocities September 16th, 2003 08:58 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by jimbob:
Okay Atrocities,

Two questions. 1st, I'm unclear on what Version (including patch) we're using in the PBW game. 2nd, I attempted to patch to v. 1.2.1, but after I was done the start up screen still said I had v. 1.2.0. Did I make a mistake, or is it possible that the new patch doesn't display 1.2.1 (that is, it might not have been updated?)

Thanks, I'll get that race in once I know the answers to these questions. Oh, and I'd like to play the "Orions" using one of the minor races as the ship set. Would this be okay, considering that none of the minor races have a tech tree anyways?

<font size="2" face="Verdana, Helvetica, sans-serif">The splash does not show the latest revision number. Sorry about that. Thanks.

Look at the mod Info or the revision history. If they show 1.2.1 then your ok.

jimbob September 16th, 2003 10:26 PM

Re: STM "Final v1.7.5" Discussion
 
Thanks Atrocities.

So can you open another spot for me then? I've got my race all ready to go. And we're waiting for the next patch before starting, right?

Edit: how would people feel about allowing someone to buy additional colonization abilities? Say gentlemans agreement that multiple colony types could be chosen, but at 1500 racial points for each beyond the first? Then the player would just leave the correct number (1500 or 3000) racial points unused when making their race.

[ September 16, 2003, 21:28: Message edited by: jimbob ]

Fyron September 16th, 2003 10:33 PM

Re: STM "Final v1.7.5" Discussion
 
How about not... the ability to colonize multple planet types from the beginning would be way too powerful.

Atrocities September 17th, 2003 03:54 AM

Re: STM "Final v1.7.5" Discussion
 
I posted the request to add an extra slot at PBW for the game Jim. I hope the admins there read the forums. I can drop them an email as well.

The next patch will be ready sometime next week. Just in time for me to be leaving on vacation for a week. http://forum.shrapnelgames.com/images/icons/icon9.gif I mean http://forum.shrapnelgames.com/images/icons/icon7.gif

I will ask Geo to update the mod on PBW and we will run the 1.2.5 Version once it is available.

For this game everyone should only have one colony tech. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities September 17th, 2003 10:58 AM

Re: STM "Final v1.7.5" Discussion
 
Could either Fyron or TNZ do me a favor? I need someone to take the latest FQM D 2.5 StellarAbilityTypes and make damaging warp points a thing of the past.

Thanks, is much appreciated. atrocities@astmod.com

[ September 17, 2003, 11:16: Message edited by: Atrocities ]

Atrocities September 17th, 2003 12:15 PM

Re: STM "Final v1.7.5" Discussion
 
I have to admit, the new changes are quite good. I am beginning to get excited about the mod again, and that is something that I have not been for some time.

Now that I have a good working idea how a few things work with the AI, I am working very had on tweaking them to work well on their own.

Again, TNZ, Fyron, or any one interested in helping me, please take the latest FQM D 2.5 StellarAbilityTypes and remove the Damaging WPs from the file and email it back to me at atrocities@astmod.com

Thanks.

jimbob September 17th, 2003 05:09 PM

Re: STM "Final v1.7.5" Discussion
 
hey, I'm still back on 1.2.1 and think it's pretty snazzy!
Two things, noticed that the neutral race Tamarians have no Scout pictures. I just copied and renamed the mini and the portrait of the Escort. Thought you should know, as perhaps you could add this to the next patch too.

Secondly, the Compact Cargo component (Ferengi I think) is twice as large as the normal Cargo component (10kt vs. 5kt), but only holds a quarter the amount of Cargo (25kT vs. 100kt). Were these values accidentally reversed?

These are pretty minor problems, and I just thought I'd mention them. Keep up the good work, loving this mod!!

Fyron September 17th, 2003 07:31 PM

Re: STM "Final v1.7.5" Discussion
 
If the vehicle size has a stock image set as its secondary, missing a scout should not cause any problems in-game. It doesn't look as cool, but should run fine. I don't know if it is set up that way, but if not, it needs to be. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron September 17th, 2003 07:35 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Again, TNZ, Fyron, or any one interested in helping me, please take the latest FQM D 2.5 StellarAbilityTypes and remove the Damaging WPs from the file and email it back to me at atrocities@astmod.com
<font size="2" face="Verdana, Helvetica, sans-serif">It is a simple process, really. Open up the file. Go to the Unstable Warp Point Category. Delete all Abilities of these types:

Sector - Damage
Warp Point - Turbulence

These should be abilities 4-20. Then, renumber the remaining abilities, and set Num Poss Abilities to the new highest number.

Of course, doing this means that a lot fewer WPs will have abilities, which is, IMO, very boring. http://forum.shrapnelgames.com/images/icons/icon12.gif I suggest adding some new ability entries or increasing the chances of existing abilities, to make the maps less monotonous. The chances are in tenths of a percent, so 10 means that 1% of WPs will have that ability. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities September 17th, 2003 07:41 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by jimbob:
hey, I'm still back on 1.2.1 and think it's pretty snazzy!
Two things, noticed that the neutral race Tamarians have no Scout pictures. I just copied and renamed the mini and the portrait of the Escort. Thought you should know, as perhaps you could add this to the next patch too.
<font size="2" face="Verdana, Helvetica, sans-serif">The Tamarians, for that matter any of the non main races should not have scout class ships. I will need to look into this. (Did you set that race up to use another of the races tech?)

[/quote]Secondly, the Compact Cargo component (Ferengi I think) is twice as large as the normal Cargo component (10kt vs. 5kt), but only holds a quarter the amount of Cargo (25kT vs. 100kt). Were these values accidentally reversed?[/quote]

Yes it was wrong. Thank you http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

These are pretty minor problems, and I just thought I'd mention them. Keep up the good work, loving this mod!!
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif Version 1.2.5 is on its way.

Fyron September 17th, 2003 07:46 PM

Re: STM "Final v1.7.5" Discussion
 
Btw, if you want more in-depth help with the damaging WPs, feel free to log on to ICQ. http://forum.shrapnelgames.com/images/icons/icon12.gif I can not seem to log on to MSN myself. :'S

[ September 17, 2003, 18:54: Message edited by: Imperator Fyron ]

jimbob September 17th, 2003 10:15 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Did you set that race up to use another of the races tech?
<font size="2" face="Verdana, Helvetica, sans-serif">Oh, yes. I decided to play a trader type race (Orions) and felt that it would be nice to have a racial trait tech tree of some sort (otherwise I'm getting the short end of the technology stick, aren't I?). I thought that the Ferengi trait would be closest to what the Orions would have.

Atrocities September 17th, 2003 11:18 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by jimbob:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Did you set that race up to use another of the races tech?
<font size="2" face="Verdana, Helvetica, sans-serif">Oh, yes. I decided to play a trader type race (Orions) and felt that it would be nice to have a racial trait tech tree of some sort (otherwise I'm getting the short end of the technology stick, aren't I?). I thought that the Ferengi trait would be closest to what the Orions would have.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Thanks, this catch by you has made it into the next Version. http://forum.shrapnelgames.com/images/icons/icon7.gif I have set all speciality ships to use default ships in the event a player sets up one of the minor races to use a major race trait. http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks.

mottlee September 18th, 2003 12:05 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Umm... huh? You only get 1 M free pop on a new planet... you can not load up 1 M pop, so you can't just go abandoning it to get free pop. Please clarify.

<font size="2" face="Verdana, Helvetica, sans-serif">Set over an empty planet of a non compatable type colinize then move to one and drop em</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Colonizing a planet uses up the colony ship. You can not pick up that 1 M people. IF the number was higher, then this could be done to gain some free population. But it is only 1 M. I just do not see how this is a productive "exploit". Sure, they will grow, but slowly. It would be more productive and effecient to just pick some people up off of the highly populated HW.

jimbob, AT did not change all of the locations where it says 1.2.0 to 1.2.1. You should be patched fine. IIRC, the only changes in 1.2.1 are to the AI files, so they should have no affect on the PBW game anyways (as they are only used in the host copy of the game, ie the PBW server).
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">OK in a PBW game would not be a good one agreed,
on a stand alone if the planets are close can keep doing it over and over it will not colonize if the wrong comp on it just move to other planet drop then do it again, yes 1M is small but still adds up if you do it 5X a turn. but no problem

Fyron September 18th, 2003 12:08 AM

Re: STM "Final v1.7.5" Discussion
 
You can only colonize a planet once. You can not colonize a planet with a colony on it already. You can not load up the Last 1 M pop on a planet. Abandoning the colony loses that 1 M pop. I still do not see where there is any exploit here. http://forum.shrapnelgames.com/image...s/confused.gif

[ September 17, 2003, 23:10: Message edited by: Imperator Fyron ]

Atrocities September 18th, 2003 01:24 AM

Re: STM "Final v1.7.5" Discussion
 
Updated the Web site. Take a look

www.astmod.com/startrek/stm.htm

Fyron September 18th, 2003 07:12 AM

Re: STM "Final v1.7.5" Discussion
 
You might want to look into the row of links including Downloads, Forums, Screen Shots, etc. The Screen Shots cell gets rather smooshed for me. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities September 18th, 2003 07:44 AM

Re: STM "Final v1.7.5" Discussion
 
You got to love front page. http://forum.shrapnelgames.com/images/icons/icon9.gif

JLS September 18th, 2003 07:55 AM

Re: STM "Final v1.7.5" Discussion
 
Site looks great Atrocities

mottlee September 18th, 2003 02:30 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
You can only colonize a planet once. You can not colonize a planet with a colony on it already. You can not load up the Last 1 M pop on a planet. Abandoning the colony loses that 1 M pop. I still do not see where there is any exploit here. http://forum.shrapnelgames.com/image...s/confused.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Take a coloniy ship, park it over a planet of oh say Gas (with Ice on ship) empty no pop, hit colonize and you will get message can not but you will now have 1M pop on board...move to a planet W/pop and drop repete

Found this when I load up a ship with 2 did pop types on planet and found I was having HW pop on it too

[ September 18, 2003, 13:31: Message edited by: mottlee ]

Atrocities September 18th, 2003 03:01 PM

Re: STM "Final v1.7.5" Discussion
 
If this is going to be a problem, how do we fix it?

jimbob September 18th, 2003 04:18 PM

Re: STM "Final v1.7.5" Discussion
 
Sounds like the improbability drive to me. It's highly improbable that 1M population will spontaneously appear when the colony ship lacks them, especially at a planet that isn't even colonizable by that race. And so of course, being nearly infinitely improbable, this event will occur whenever an improbability drive is activated at full power elsewhere in the universe! Lower improbability events such as Supernovae, completed road construction, remembering your parents' anniversary and world peace may also occur when shorter distances are traversed by said improbability drive.

I suggest that we have a gentlemans agreement to not abuse this game error. I trust y'all http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 18, 2003, 15:37: Message edited by: jimbob ]

mottlee September 18th, 2003 05:35 PM

Re: STM "Final v1.7.5" Discussion
 
It is not a problem, I just thought you would like to know of things in your mod (good one I might add) I have been playing this and others and I just happened to find this, I do not know if it is anything you did or not I have not tried to mod yet so I do not know what can or can not be changed...was just an FYI

Atrocities September 18th, 2003 05:40 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by mottlee:
It is not a problem, I just thought you would like to know of things in your mod (good one I might add) I have been playing this and others and I just happened to find this, I do not know if it is anything you did or not I have not tried to mod yet so I do not know what can or can not be changed...was just an FYI
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks

To be honest with you, I never modded this bug/feature/expliot into the game. I don't know how it came to be, or really what to do about it.

Fyron September 18th, 2003 07:45 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
You can only colonize a planet once. You can not colonize a planet with a colony on it already. You can not load up the Last 1 M pop on a planet. Abandoning the colony loses that 1 M pop. I still do not see where there is any exploit here. http://forum.shrapnelgames.com/image...s/confused.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Take a coloniy ship, park it over a planet of oh say Gas (with Ice on ship) empty no pop, hit colonize and you will get message can not but you will now have 1M pop on board...move to a planet W/pop and drop repete

Found this when I load up a ship with 2 did pop types on planet and found I was having HW pop on it too
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Oh... ick. http://forum.shrapnelgames.com/images/icons/icon9.gif Definitely send this in to MM. This is a nasty bug. http://forum.shrapnelgames.com/images/icons/icon9.gif It can not really get you much, esp. in a PBW game, with just 1 M per trip, so there is no reason to remove the default 1 M pop in STM. But MM definitely needs to know. se4@malfador.com

AT, just list it as a Banned bug in the STM game description. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 18, 2003, 18:46: Message edited by: Imperator Fyron ]

mottlee September 18th, 2003 11:14 PM

Re: STM "Final v1.7.5" Discussion
 
I do not rember it doing this in the stock game???
I feel a TEST! coming on http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron September 18th, 2003 11:28 PM

Re: STM "Final v1.7.5" Discussion
 
The Stock game has 0 default pop for new colonies. This is why noone would have noticed it. http://forum.shrapnelgames.com/images/icons/icon12.gif But, there is obviously a bug, becaus the pop should be added to the colony after it is made, not to the colony ship before the colony is made.


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