![]() |
Re: The Star Trek Mod - 1.9.0.2 Update Released
I don't see what the problem with just leaving the mod files on Shrapnel is...
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
There is no problem. I just don't know if that is going to Last.
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
You could make use of my bit torrent tracker... no bandwidth costs for yourself at all (assuming you don't have to pay for bandwidth explicitly with your ISP...).
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Thank you Fyron, I will.
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Spelling errors in 1.9.0.3:
- Organic Drive I-X. Says "Add 2 Impusle Engines. Should be "Impulse" - Organic Hyper Drive I-III. Says "Add 2 Impusle Engines. Should be "Impulse" (These two techs are 8472 racial components) |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Other Errors:
- Organic Drive II has a supply usage of 2. This seems wrong since Organic Drive I has a supply usage of 20, and Organic Drive III has a usage of 30. You probably meant for the OD II to use 20 supplies instead of 2. More Spelling errors in 1.9.0.3: - Warp Core I-X. Says "Add 2 Impusle Engines" Should be "Impulse". - Quantum Singularity Drive I-X. Says "Add 2 Impusle Engines" Should be "Impulse". - Borg Warp Drive I-X. Says "Add 2 Impusle Engines" Should be "Impulse". - Transwarp Drive I-III. Says "Add 2 Impusle Engines" Should be "Impulse". |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Sorry for not collecting all the bugs I've found into one post, but I kinda just posted them as I encountered them http://forum.shrapnelgames.com/images/smilies/wink.gif . Here's a couple more, and the Last for the night.
- Biokinetic Ray I-X. Description says this weapon is "less accurate", but has a +5 Accuracy bonus in the Abilities list. - I encountered the Federation, but the message I got said I encountered the "United Federatio of Planets". Need an "n" on the end of "Federatio". This is probably simply a tiny error in the .emp files you included in the mod, this is when using the 5k .emp files that came with the mod. Hope these help! http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Thank you very much for this information Renegade 13. http://forum.shrapnelgames.com/images/smilies/happy.gif
Quote:
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
For those of you who have not yet seen all of the new ship renderings, well here ya go. I espeically like how the Kazon and Son'a turned out.
I am very happy with all of the sets in fact, but I would have to say at the moment, the Kazon most appeal to me. Species 8472 The Andorian The Borg The Breen The Cardassian The Dominion The Ferengi The Gorn The Hirogen The Kazon The Klingon The Romulan The Son'a Please post which sets you like or don't like. http://forum.shrapnelgames.com/images/smilies/happy.gif I am very very very proud of my work here. All of the sets have a nice smooth look to them with a degree of professional quality. Or at least that is how I look at them. Forgive me if I seem a bit arogant, I'm not trying to be, I am just very happy with how they all turned out. They have surpased my expectations and I am in awe of them. I am very very pleased with my work and I sincerely hope that those of you who care are as well. http://forum.shrapnelgames.com/images/smilies/happy.gif EDIT: I might even release a few of these sets as non trek sets. Change the race portrait and such. I am just amazed that I was able to pull this off better than I had ever expected. I am in awe of the work and just cannot believe that I actually did it. http://forum.shrapnelgames.com/images/smilies/happy.gif I will work on the Vaadwaur and Vulcan sets now. I figured them to be easy, but they are not turning out that way. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Atrocities... I can't download any of the set they all show up as 404 file not found.. http://forum.shrapnelgames.com/images/smilies/frown.gif
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
The sets are all included in te mod. You can download them individually from www.pbw.cc Look for the latest Versions (Will say they are NEO Standard)
Most are v1.81 Look on the race web page at the Description to see the Version. http://forum.shrapnelgames.com/images/smilies/happy.gif I hope to have enough donatons to keep the AST site on line so I can post the zips there for download. Right now its up in the air as to whether or not AST will remain on line so I am directly everyone to PBW. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Damn! I can't view the sets here at work.
I'll have to wait untill I get home. Ahwell, good things take longer. I'll post my opinion as soon as I viewed them all. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
I look forward to reading your post then. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
1 Attachment(s)
If any one is interested, here is my current game file. I am using 1.9.0.4 for this game, but it should still work for games running 1.9.0.2 and up. If not, well, bugger. http://forum.shrapnelgames.com/images/smilies/happy.gif
I am the Klingons. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Well? Any one play the save game? Any comments on the revised Star Trek Ship sets?
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Haven't the lot of us commented enough on the new sets as they were made available? http://forum.shrapnelgames.com/images/smilies/wink.gif I bet everybody is out of praising words to lavish upon them.
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Quote:
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
1 Attachment(s)
Just uploading something for SJ.
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
AT, thank you for this savegame you gave us. I never had enough patience to play big long game. There are some problem AI designs, but these are later (need some time to gather my observations). But there are several things I'd like to post right now.
1. Warp Nacells mini-images have a visual glitch - thin white bar on the left (guess this is an image mod problem). It only appears in ship design window for some reason. 2. [AI related] ECM V vs Sensor Array III: since Sensor array provides better defense bonus, AI will not use ECM V in its designs. You could consider either boost ECM defense bonus or reduce Sensor Array defense bonus to allow full set of defensive utilities on AI ships. 3. [AI related] Remove Scanners tech from the AI_Research file. This tech is useless for AI, and just wastes its research points. Also it will be possible to use independent Generate Points Intelligence call for Sensor Arrays then (to avoid confusion with CS/ECM). 4. Question about Sensor Array tech reqs: Name := Sensor Array I ... Tech Area Req 1 := Combat Support Tech Level Req 1 := 1 Tech Area Req 2 := RaceX Technology Tech Level Req 2 := 1 Tech Area Req 3 := Sensors Tech Level Req 3 := 3(!) Name := Sensor Array II ... Tech Area Req 1 := Combat Support Tech Level Req 1 := 3 Tech Area Req 2 := RaceX Technology Tech Level Req 2 := 1 Tech Area Req 3 := Sensors Tech Level Req 3 := 3 Name := Sensor Array II ... Tech Area Req 1 := Combat Support Tech Level Req 1 := 5 Tech Area Req 2 := RaceX Technology Tech Level Req 2 := 1 Tech Area Req 3 := Sensors Tech Level Req 3 := 1(!) So current tech lvl reqs (Combat support/Race tech/Sensors lvls): 1/1/3 -> 3/1/3 -> 5/1/1 Quite illogical. Something like 1/1/1 -> 3/1/3 -> 5/1/5 will be better. 5. [AI Related] You could make some simple tweaks to AI_research file to increase the priority of some essential techs: AI State := blah Tech Area Name := Cargo Tech Area Level := 1 (change to 3, else AI will use mine/sat layers for transports) Tech Area Min Percent := 34 AI State := blah Tech Area Name := Space Yards Tech Area Level := 1 (change to 2, else it will stick with SY I for a long time) Tech Area Min Percent := 34 .... AI State := blah Tech Area Name := Cargo Tech Area Level := 3 (change to 6, since the max level of this tech has changed) Tech Area Min Percent := 34 |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Thank you Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif
The image glitch on the warp nacelles... I do not see it. If it is present, then it is most likely an image mod issue. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Here is the latest on the 1.9.0.4 Version.
Quote:
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
NOTE:
Play By Web Advanced Trait PBW Advanced Research I added the PBW Advanced Research Trait to the mod in order to speed up PBW games. That this trait is free, and I strongly suggest that it be stipulated in any PBW, EBEM, or PBIM games that this Advanced Trait be used by all or not at all. To use it when others do not is considered cheating therefore all game hosts must consider this as a mandtory rule. NOTE: Single Player Advanced Trait Mild Research Boost Medium Research Boost Heavy Research Boost Now for Single Players you can set your Computer Player Bonus to low or medium and then give these trait to one or more of the AI's. By doing so you will be giving the AI a boost in research and an advantage over you. In this way you can make a more unique game for yourself by giving each race its own level for research boosting. For example: Give the Heavy Research Boost trait to the Borg and they will research faster than you and say an AI with the Mild trait. These settings will provide for a more unique type of game play whereas the AI players will research at differant levels in stead of one size fits all. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
1 Attachment(s)
Beta Patch 1.9.0.4 - BETA PATCH -
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
First, thanks again Atrocities (and all who contributed) for your excellent work.
Regarding 1.9.0.4. This is a note about the AI ship design. The AI is designing better ships now but I have still found a problem. The Borg AI designed an A8 Fusion Cube with 13 Multiplex tracking devices and no shields. I've only just started playing so I dont know if there are other problems yet. I'm playing against hard AI with medium bonus and all research already completed. Prefer to get into the good stuff straight away http://forum.shrapnelgames.com/images/smilies/happy.gif Keep up the good work |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Atrocities.
How much do you need to keep your site up, and would you accept others helping you ($$$) keep it up? |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Hmm, I've been doing some testing and listed all the possible typos/bugs I've found (v1.9.0.4) -
1. Nacelles show up in base design. Maybe amend them to be ship only not ship/base, since they are no use for bases. 2. Amend the starting Shuttle Phaser to be Fighter only not Troop/Fighter. 3. There are TWO sets of Pirate Sheild Depleters I-V!! http://forum.shrapnelgames.com/images/smilies/shock.gif (maybe tech-grid them since there are useful differences in cause & effect?) a) 1st in file - These are based on 'Pirate Race' 1 and increasing 'Shield Damaging Weapons'. (Quick description) Set range of 5, Damage increase from 20 to 40. +5% to hit, fire every 2 turns. *NOTE: General Group := Borg Weapons !! b) 2nd in file - These are based on 'Pirate Race' 1 to 5 only. (Quick description) Set damage of 25, Range increase from 3 to 7. +10% to hit, fire every turn. (except for the damage MUCH better! Though even generic shield depleters can do more damage!) These are also the base for the Pirate Small Shield Depleters. *NOTE: General Group := Pirate Race (NOT Pirate Weapons as almost all other pirate weapons) (This is also incorrect for pirate small shield depleters) !! 4. Pirate Tractor Beam I has the following typo (though it seems to show up properly http://forum.shrapnelgames.com/images/smilies/happy.gif) - Number of Tech Req := 2 Tech Area Req 1 := Tractor\Repulser Weapons Tech Level Req 1 := 2 Tech Area Req 1 := Pirate Race ! Tech Level Req 1 := 1 ! Tech Area Req 2 := Pirate Race Tech Level Req 2 := 1 5. 'Pirate Race' trait should really mention not to choose a '*Foo* World Native' trait unless they are using the 'Pirate Colony' trait. (They get the colony component and then only need a larger hull to use it even without a colony ship) 6. Pirate Research I-III are under the 'Applied Research' facility type not the 'Pirate Race' type as all the other pirate facilities are. (even the Pirate Space Dock) 7. Should the Pirate Research I-III facilities not be an upgrade for the normal research ones since even the first pirate facility is better than the Last normal one. Without this the AI will never 'upgrade' its normal homeworld facilities. 8. As for 7. but for the Pirate Space Dock I+ (for these 'Only latest' does only show the pirate Version but no option for upgrading is shown! Maybe due to being the same facility family but not being adjacent in the file?) Well there we go hopefully some help for polishing the mod http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Quote:
And now random notes by Mr. Word Spellchecker. Enjoy. Components.txt -------------------------- Dominion's "Phased Pholaron Beam" should be "Phased Polaron Beam" (all levels) "Missle Weapon Marker" should be "Missile Weapon Marker". Also description "Missle Weapons are an effective weapon." should be "Missile Weapons are an effective weapon." Borg's "Telokinetic Torpedo" should be "Telekinetic Torpedo" (all levels) Dominion's "Phased Poloron Torpedo" should be "Phased Polaron Torpedo" [???] (all levels) "Tri-Colbalt Torpedos" should be "Tri-Colbalt Torpedoes" (all levels) Shield Disrupter I-V description: "Tunneling neutrino beam ...blah..." should be "Tunnelling" Description for Engine Mine I-III: "Large warhead which will explode on contact with a ship diabling its engines." should be "disabling" Borg Monster's "Planet Assimulator" should be "Planet Assimilator" Borg Organic Armor (all levels) description: "Armor that obsorbs weapons impact" should be "adsorbs" Borg Monster's "Assimulation Drones" should be "Assimilation Drones", also description should say "Assimilates boarding parties" instead of "Assimulates boarding parties". Borg Monster's Repulser Beam description: "Pushes targert away from source" should be "target" Borg Monster's Enhanced Cutter Beam description: "Will penatrate both shields and armor" should be "penetrate" Borg Taunt ability description: "ADD this weapon LAST to your designs to hear tuant." should be "taunt" Facility.txt -------------------------- Starfleet Command, Imperial Command, Romulan Command Center, Tholian Command Complex (all levels) description: "Centeral command for a system." should be "Central" Utopia Planitia Shipyard description: "Speicalized ship construction yard." should be "Specialized" Divine Treasury Shrine (all levels) description: "Religious icon that helps prevent bad events from occuring" should be "occurring" CompEnhancement.txt -------------------------- Drone Mount description: "Reduces the Size of Components for Dones." should be "Drones" Dominion Warhead Mount description: "A warhead yeild mount for use with smaller Dominion Ships." should be "yield" Torpedo Mount description (Feds and Romulan): "Mount that increases the damage of photon torpedos." should be "Mount that increases the damage of photon torpedoes." Klingon BOP Mount description "Miniture weapons mount for the Scout, Frigate Class, and Destroyer class..." should be "Miniature" Plasma Torpedo Mount description: "Mount that increases the Damage of Plasma Torpedos." should be "Torpedoes" Cultures.txt -------------------------- "Berzerkers" should be "Berserkers". In description too. Collective description: "...Though trade and political abities suffer." should be "abilities" IntelProjects.txt Planet Sabotage I-III description: "Carefully planted sizemic bombs that damage the conditions of a planet." should be "seismic" Here in Target Message 1: "A saboteur has detonated a sizemic bomb damaging the conditions of planet [%PlanetName]." should be "seismic" too. Political Assassination project Target MEssage 1: "An Offical on [%PlanetName] has been assassinated and this has caused civil unrest." should be "Official". RacialTraits.txt -------------------------- 8472 Technology trait description: "Gains access to the Spieces 8472 Technology Tree." should be "Species" Miniaturization Experts trait description: "Race has perfected miniturization technology so ..." should be "miniaturisation" Pack Rats trait description: "Race has bad habit of keeping everthing they find..." should be "everything" TechArea.txt -------------------------- Taunt Tech description: "Gives Access to Tuant Weapons if your race has one." should be "Taunt" VehicleSize.txt -------------------------- Fed's Heavy Escort description: "Very manauverable and has a special mount." should be "maneuverable" Fed's Destroyer description: "Fast ship hull design, elivated cost" should be "elevated" (???) Fed's Light Cruiser description: "...slight advantage in manauverablity" should be "maneuverability" Borg Monster's "Tacticle Cube" should be "Tactical Cube" (both Name and Short Name) Borg Monster's Massive Cube description: "One of the larges Borg Ship in known exsistance." should be "largest" and "existence". |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Oh my! That is an impressive list from you both. Thank you. I have my afternoon work cut out for me. http://forum.shrapnelgames.com/images/smilies/happy.gif
As for the duplicate entries, I sware to you that they should not be in there. However, that they are just shows you how complex modding can become. What I will do is modify the second listing so that they are simply another weapon for that race to use. Thank you. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Quote:
Quote:
Quote:
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Thank you all for the latest bug reports.
Here is what I have done with them. Quote:
Quote:
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Space Yard Base design (for all races) is quite odd:
Size Minimum Tonnage := 1500 Size Maximum Tonnage := 5000 I think that starting tonnage for this design should be 500 kt, to allow AI to use BSY early (i'm not sure if it will use them effectively or not, though), and maximum tonnage should be limited to 1500 kt. 5000 kt BSY is pathetic, actually it's a huge and expensive shield hog. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Quote:
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
1.9.0.4 problems I've found so far:
- Duplicate entries for "Borg Small Shield Depleter". There is a small variance in damage amounts, but very small. They have the same family number and everything. Spelling errors: - Replicator I-III description says: "Component that reduces Maintenance costs by generates replacement parts" "Maintenance" shouldn't be capitalized, and you should replace "generates" with "generating". - Biological description for minor race Takarans says in part: "their skin is a dull bluewish color" Should be changed to "bluish". Also in the same biological description it says "not physically as strong as Klingons howevery they are far more intelligant." Should replace "howevery" with "however" and "intelligant" with "intelligent". That's it for now, probably going to be more coming. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Thank You Renegade 13. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Here Come the Vulcans
http://www.astmod.com/design/vbase.PNG http://www.astmod.com/design/ves.PNG http://www.astmod.com/design/vbc.PNG http://www.astmod.com/design/vbs.PNG http://www.astmod.com/design/vdead.PNG Starbase - Escort - Battle Cruisr - Battleship - Dreadnought |
Re: The Star Trek Mod - 1.9.0.2 Update Released
I like them.
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Thanks.
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Oooooo! I like!! I think they're a vast improvement on the current Vulcan ships http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/happy.gif As always, beautiful work.
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
Thanks Renegade 13. You can view the complete set now at
This Site. Also you can download the set from www.pbw.cc BUT do NOT use the AI files with the STM. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
1 Attachment(s)
BETA Version 1.9.0.5 With Intro - complete (Email ME)
BETA Version 1.9.0.5 Without Intro - only newest files since v 1.9.0.4 I hope to release the latest Version, this Version, by the 18th. The final Version will have the updated Vaadwaur set included. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Wow, I like the new vulcan shipset http://forum.shrapnelgames.com/images/smilies/happy.gif
I just wanted to mention some things that I noticed after some playing. The specialised mine warheads such as armour skipping show that they block scans like the actual mines do but should'nt it be only the mines themselves with these ablities, having the wareheads block scans is redundant isent it? Also I noticed that the replicator facilities keep upgrating as a monolith facility rather then the next level of the replicator facility, essentially downgrading them. Can anyone tell me how to correct this manualy for the time being, I want to upgrade my facilites but it wont let me. Also, just a suggestion, but the defiant (heavy escort) description says its "very manuverable" but it has only a 20% defense rate, the same as the much larger desroyer class, maybe this could be upped to 30% to make alittle more sense? Thats about it, for now. Now back to my federation http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Good suggestions.
The mine one though is nessassary so I won't be changing it. http://forum.shrapnelgames.com/images/smilies/happy.gif The reason being that mines should be cloaked, all levels. A player could use this mine exclusively, IE like the pirate race, and they would want it cloaked to gain the element of surprise. I like the suggestion for the defiant. Will use it as well as chcking out that upgrade problem. Thanks for the report. Your name has been added to the list of thank yous. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Thanks
For the mines, I thought the mine itself has those ablitlies, why would the mine warehead need them too? Also I just noticed that the small phased cannon III needs beams 6 to be available but beams tech area only goes to 5. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Thanks.
I am having trouble finding the bug you mentioned. Quote:
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
I meant this one
Name := Small Phaser Cannon III Description := Short range cannon which fires large depleted uranium shells. Pic Num := 154 Tonnage Space Taken := 5 Tonnage Structure := 3 Cost Minerals := 20 Cost Organics := 0 Cost Radioactives := 2 Vehicle Type := Ftr\Trp Supply Amount Used := 1 Restrictions := None General Group := Weapons Family := 2423 Roman Numeral := 3 Custom Group := 0 Number of Tech Req := 3 Tech Area Req 1 := Beam Weapons Tech Level Req 1 := 5 Tech Area Req 2 := Shuttles Tech Level Req 2 := 1 Tech Area Req 3 := Federation Technology Tech Level Req 3 := 1 Number of Abilities := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets\Ftr\Sat\Drone Weapon Damage At Rng := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage Type := Normal Weapon Reload Rate := 1 Weapon Display Type := Torp Weapon Display := 19 Weapon Modifier := 2 Weapon Sound := uranc_s.wav Weapon Family := 109 NOTE*** I changed the value to 5 for now so my troop and fighter designs dont get messed up, but the defualt file has it as 6 for beam weapon tech required |
Re: The Star Trek Mod - 1.9.0.2 Update Released
By Atrocities
Quote:
I thought that since the Pirate Space Docks and standard Space Yards have the same facility number only the Last available facility in the file will be show when 'Only latest' is selected. In this case the Pirate Space Docks will show. I also thought that for a valid upgrade (besides the facilities having a higher roman numeral) they had to be adjacent in the file and not separated by other facilities. In this case there are lots of other facilities that are between them so it will not upgrade from standard Space Yards to the Pirate Space Docks. (Well OK I only checked this with space yard I to Pirate Space Dock I so it might work for the others http://forum.shrapnelgames.com/images/smilies/wink.gif . Oh and yes i DID have to check this in the 'Modding 101 Tutorial', since I only vaguely remembered http://forum.shrapnelgames.com/image...ies/tongue.gif) |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Just to let yo know, the borg monsters are waaaay to strong and agressive. I played a bit as a pirate lately (since there seem to be the most bugs with them) and at turn 17 I encountered a borg cube, at turn 18 the borg declared war, wiped out all my ships, and nearly destroyed my homeworld, at turn 19 I was dead.
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
I think it makes no sense to play against borg monsters in single, unless you're a se4 demigod http://forum.shrapnelgames.com/images/smilies/happy.gif. Cooperative PvC pbw game is their habitat.
|
Re: The Star Trek Mod - 1.9.0.2 Update Released
I just selected use randomly generated computer empires, one of em was them.
Anyways, more bugs to report: Pirate spacedock I wants to upgrade to spacedock II which is essntially a downgrade, if you want to go from spacedock I to spacedock II you have to scrap and rebuild. Also it would be nice to be able to upgrade from a spaceyard to a pirate spacedock. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Quote:
The moral of this story... don't add monsters to singleplayer games if you wanna live long http://forum.shrapnelgames.com/images/smilies/wink.gif |
All times are GMT -4. The time now is 09:55 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.