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

Fyron October 2nd, 2003 12:46 AM

Re: STM "Final v1.7.5" Discussion
 
Not at this time, no. Still have no internet at home, and need to get some homework done. http://forum.shrapnelgames.com/images/icons/shock.gif

What exactly do you want with "fewer damaging WPs"? Someone else could do this for you if you be a bit more specific (and they are nice http://forum.shrapnelgames.com/images/icons/icon12.gif ).

DavidG October 2nd, 2003 01:29 AM

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

Originally posted by Atrocities:
Fyron could you send me a good Version of the bad file? Could you set it up to limit the number of damaging warp points to a lower occurance as well?


<font size="2" face="sans-serif, arial, verdana">The file I e-mailed you was from the latest Version from FQM deluxe. If anyone else wants it e-mail me at dgunsten@sympatico.ca (since I'm pretty sure my program messed up the file http://forum.shrapnelgames.com/images/icons/icon9.gif the least I can do is help anyone fixt it)

Edit: or get in here: SectType.zip

[ October 02, 2003, 00:44: Message edited by: DavidG ]

Atrocities October 2nd, 2003 01:58 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

DavidG October 5th, 2003 03:12 AM

Re: STM "Final v1.7.5" Discussion
 
Just wonder what the though process was with fighters in this game. They seem really expensive to research and there does not even seem to be much point in doing that since a shuttle seems to be much better than Large fighter.
I'm trying to make a scenario based on the Trek mod but I need to have fighters that are actually usefull. Is there a way to do so in this mod. I think from what I see they are left pretty much the same as stock (except maybe worse since they are expensive to research and shuttles are better)

Atrocities October 5th, 2003 10:34 AM

Re: STM "Final v1.7.5" Discussion
 
The concept was originally NO fighters. But after some thought I included them in the mod but made them what they are in the trek universe, nearly obsolete.

BadAxe October 5th, 2003 12:44 PM

Re: STM "Final v1.7.5" Discussion
 
Federation Ablative Armor II is looking for comp_1232.bmp and can not find it. My guess is that the value in components.txt should be comp_1256.bmp. That would be consistent with the values for FAA I and III.

I am having fun with this mod.

Thanks

DavidG October 5th, 2003 05:03 PM

Re: STM "Final v1.7.5" Discussion
 
Perhaps this is intentional but with the current data files it is impossible to build a Federation Juggernought since it requires Fed Ship Const levl 9 which is unobtainable. (ie max level is 8)

Fyron October 6th, 2003 12:57 AM

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

Originally posted by Atrocities:
The concept was originally NO fighters. But after some thought I included them in the mod but made them what they are in the trek universe, nearly obsolete.
<font size="2" face="sans-serif, arial, verdana">Remember, gameplay over canonical-nonsense. http://forum.shrapnelgames.com/images/icons/icon12.gif

TNZ October 7th, 2003 06:29 AM

Re: STM "Final v1.7.5" Discussion
 
I don’t see any reason why fighters and shuttles cannot be changed to be more useful. Some ideas on how to do this.

1. New vehicle size for fighters and shuttles.
2. New AI design creation for fighters and shuttles.
3. New propulsion scheme for fighters and shuttles and new propulsion components for fighters and shuttles.
4. At the moment, fighters and shuttles technology is divided into :shuttles, fighters, adv ship construction and propulsion. Why not just make it one field ? Say Shuttle/Fighters Technology?

Examples of 1-3 in working form. Also 4 images of Federation shuttles.

1065504136.zip

Atrocities October 7th, 2003 11:03 AM

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

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
The concept was originally NO fighters. But after some thought I included them in the mod but made them what they are in the trek universe, nearly obsolete.

<font size="2" face="sans-serif, arial, verdana">Remember, gameplay over canonical-nonsense. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Tisk tisk Fyron, you know me better than that. I could give a rats *** about canonical-nonsense. I like fighters, that is why they are in the mod. I even set the mod up so that fighter can be excluded via the tech tree. If people want them to be more useful then I will make them more useful.

Thanks for the FAA II bug report. I will look into as soon as I can.

Expect and update within the week. http://forum.shrapnelgames.com/images/icons/icon7.gif

I expect to be revamping the borg a bit and fixing a few minor errors as well as replacing the sector.txt that seems to be causing the ST Map not to work. (FYRON could you please set me up a new one of these that limits the occurance of damaging WP's and email it to me?)

Thank you all for the emails and feed back, without your insight and discussion the mod would have died off a long time ago.

DavidG October 7th, 2003 11:16 AM

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

Originally posted by TNZ:
I don’t see any reason why fighters and shuttles cannot be changed to be more useful. Some ideas on how to do this.

1. New vehicle size for fighters and shuttles.
2. New AI design creation for fighters and shuttles.
3. New propulsion scheme for fighters and shuttles and new propulsion components for fighters and shuttles.
4. At the moment, fighters and shuttles technology is divided into :shuttles, fighters, adv ship construction and propulsion. Why not just make it one field ? Say Shuttle/Fighters Technology?

Examples of 1-3 in working form. Also 4 images of Federation shuttles.

1065504136.zip

<font size="2" face="sans-serif, arial, verdana">I think the key to making usefull fighters is to make them survive the point defense attacks long enough to attack. This would presumably be done by boosting their hitpoints or making them harder to hit. ie give fighter armour or shields more strength. (with a matching increase in cost so they are not uber powerfull)
I'm not really sure how shuttles are dealt with in TNG and latter but I like them as they are in TOS or Star Fleet Battles. Slow moving transport vehicles.
Hmm that reminds me I wonder if it would be possible to make a 'Wild weasle' shuttle like they have in SFB. This thing would be packed with electronics and when launced would provide defesive bonus to all ships. Is there an ability in SE4 that you could do this with?

Imperial October 7th, 2003 09:59 PM

Re: STM "Final v1.7.5" Discussion
 
hiya, i am currently playing the Romulans--and noticed that there special torpedo tech--the Plasma burst--has a speed of 0--may be a typo--i reasearched 2 levels and both have speed 0--in combat they just sit wherever the ship launched them--so may want to look at it--just a heads up)))--great mod.

Fyron October 7th, 2003 10:10 PM

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

I expect to be revamping the borg a bit and fixing a few minor errors as well as replacing the sector.txt that seems to be causing the ST Map not to work. (FYRON could you please set me up a new one of these that limits the occurance of damaging WP's and email it to me?)
<font size="2" face="sans-serif, arial, verdana">This has nothing to do with SectType.txt. It is the StellarAbilityTypes.txt file that determines WP abilities. As long as you have not changed that, it will have the damaging ones gone (or reduced, I forget what we did before...). In any event, the SAT.txt file in FQM has not changed since 2.03 or earlier, so there is no reason to overwrite it with the one from FQM D 2.05. http://forum.shrapnelgames.com/images/icons/icon12.gif

minipol October 8th, 2003 01:23 AM

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

Originally posted by BadAxe:
Federation Ablative Armor II is looking for comp_1232.bmp and can not find it. My guess is that the value in components.txt should be comp_1256.bmp. That would be consistent with the values for FAA I and III.

I am having fun with this mod.

Thanks

<font size="2" face="sans-serif, arial, verdana">Yeah, i encountered this too. Only problem i found so far. The mod is great fun http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities October 8th, 2003 03:57 AM

Re: STM "Final v1.7.5" Discussion
 
thanks fyron, my bad. I don't know why the 'whatever' file is causing a problem for I don't recall changing it or altering it.

Fyron October 8th, 2003 05:22 AM

Re: STM "Final v1.7.5" Discussion
 
Compare the SectType.txt file in STM with the one in FQM D. Filesize should be an indicator of missing lines. http://forum.shrapnelgames.com/images/icons/icon12.gif

clark October 8th, 2003 04:57 PM

Re: STM "Final v1.7.5" Discussion
 
great mod!

Trying the federation, and I noticed one of those comp-image errors for what looks like some Point Defense gun (not the federation, but the Borg one I think).

I also noticed that I am able to get over 100% in defense bonus (ship cap, sensor arrays, ecm, natural bonus, etc)- does this mean I can never get hit?

Also, saw the discussion about the Shuttles and fighters, and I had a thought, what if you adjusted the mod so boarding party components can be placed on the Fighter/Shuttles. If you want a 'conical' argument, note that in many shows people get on a shuttle and 'beam' aboard the enemy vessle. This might add another level of strategy becuase fighters are cheap- and imagine a bunch of them with ship capture ability coming at you.

Suddenly point defense takes on a whole new meaning, as does ship security... just a thought.

DavidG October 8th, 2003 05:57 PM

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

Originally posted by clark:

I also noticed that I am able to get over 100% in defense bonus (ship cap, sensor arrays, ecm, natural bonus, etc)- does this mean I can never get hit?

<font size="2" face="sans-serif, arial, verdana">I think there is always a 2% chance to hit. However the enemy will likely have attack bonuses that cancel out some of your defensive ones. there is a thread somewhere that explains in detail how all this works

Fyron October 8th, 2003 09:30 PM

Re: STM "Final v1.7.5" Discussion
 
To hit chances all add together. If you have 100% defense bonus, but the enemy has 100% offense bonuses, they cancel, leaving you back with a normal chance to be hit (100% - (10 x distance)).

JR October 9th, 2003 02:45 AM

Re: STM "Final v1.7.5" Discussion
 
Hello again

OK, I need help - again - and I'm just a tad frustrated with the updates.

I'm using 1.1.5 SP and I love it. I downloaded - when it was still available - what I thought was the updates for this Version. When I tried to install them, my STM opening screen showed up with a great big PBW on it, and sure enough, it wouldn't work as a SP game so I had to reinstall the 1.1.5 Version.

Now the question. Where would I get the CORRECT updates to raise my Version to 1.2.0 as the STM site doesn't have them any more?

HELP!!!

jimbob October 9th, 2003 03:25 AM

Re: STM "Final v1.7.5" Discussion
 
JR: really? I installed the 1.2.5. Version (PBW came up on the screen) for a friend just Last night. I watched him get rocked by the Klingons before I went home. I think that the AI is functional in the Version you're discussing. Forgive me if I'm wrong, but maybe go and play 30 or 40 turns and see if this is true.

[ October 09, 2003, 02:26: Message edited by: jimbob ]

Renegade October 9th, 2003 05:42 AM

Re: STM "Final v1.7.5" Discussion
 
I think if you read his web it explains things. If you have Version 1.5 then you should download the newest full Version and add that little update for the UCP. I have been playing this mod since the 1.25 Version game out and it is most fun and extremely enjoyable.

Look this is the ONLY Star Trek 4x game we are going to get since Activition has absolutely no intentions of making any new 4x Star Trek games.

You would email Atrocities and ask for the updates. You never know, he might still have them on the server.

TNZ October 10th, 2003 10:19 AM

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

Originally Posted by DavidG
I think the key to making usefull fighters is to make them survive the point defense attacks long enough to attack. This would presumably be done by boosting their hitpoints or making them harder to hit. ie give fighter armour or shields more strength. (with a matching increase in cost so they are not uber powerfull)
I'm not really sure how shuttles are dealt with in TNG and latter but I like them as they are in TOS or Star Fleet Battles. Slow moving transport vehicles.
Hmm that reminds me I wonder if it would be possible to make a 'Wild weasle' shuttle like they have in SFB. This thing would be packed with electronics and when launced would provide defesive bonus to all ships. Is there an ability in SE4 that you could do this with?
<font size="2" face="sans-serif, arial, verdana">I think that the basic difference is that TOS shuttles have no warp ability, but TMP and TNG shuttles do. If you were to get rid of seeking weapons, make shuttles/fighters easier to hit with standard weapons and restrict the number of shuttles/fighters you could remove the point defense weapons and increase the firepower/durability of shuttles/fighters. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities October 14th, 2003 01:12 AM

Re: STM "Final v1.7.5" Discussion
 
Star Trek Mod Version 1.2.6 Ready for download.

Star Trek Mod v1.2.6

1. Replaced StellarAbilityTypes & SectType in the Data folder so that the Star Trek Map will work.
2. Replaced The UCP Research File
3. Fixed Bit Map number on Federation Ablative Armor II
4. Changed Increased all Fighter Max Tonnage SM - 20 M - 35 L - 50
5. Fixed Romulan Plasma Burst I - III will now move in combat
6. Changed Federation Sensor Aray to reduce bonuses slightly
7. Changed Increased the Shield Generation for Small Shield Generator I - III
8. Chagned Increased the Armor Tonnage for Small Armor and Small Emissive Armor
9. Added Small Warp Engine to Components
10. Changed Tech Area Federation Ship Construction level from 8 to 9. Can now build Juggernoughts
11. Added Shuttle Type II and Shuttle Type III to Vehical.Txt Shuttle I = 60, Shuttle II = 80, & Shuttle III = 100
12. Changed Tech Area Shuttle Technology from 2 to 3
13. Changed Tech Area Level Cost for Fighters from 100,000 to 90,000
14. Fixed Typo in Vehicle.txt Borg Battle Cube was Min, Org, Rad costs
15. Changed All Ships Sizes for Borg - Thank you Lighthorse
16. Fixed Typo in Borg Drone II Weapon Damage At Rng
17. Added Borg Ripper Beam to the Borg Mount
18. Changed Increased Tech Area Borg Ship Construction level from 7 to 9
19. Changed Increased Cost of Borg Ship Construction from 100000 to 150000
20. Fixed Spelling Error of Small Impulse Engine and Small Improved Impusle Engine
21. Fixed Back Ground of component 1230
22. Updated Componet/Weapon Reports
23. Updated Splash Screen to reflect 1.2.6
24. Added New Component, Shock Troops, for use with Fighters and Shuttles
25. Added All New Andorian Race Images to Neutral 007
26. Fixed Neutral Race 007 (Andorian) HTML Viewer so that it displays images now

[ October 14, 2003, 00:57: Message edited by: Atrocities ]

jimbob October 14th, 2003 02:38 AM

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

Two things,
1) great job, thanks for the update!
2) can you answer my .emp file question over at the PBW forum? Thanks for that too.

jim

Atrocities October 14th, 2003 03:00 AM

Re: STM "Final v1.7.5" Discussion
 
Replied to it Jim.

Just curious, are you going to use the set that came with the mod for that race, or another set?

If you are using the one that came with the mod then everyone who has the full Version of the mod should beable to see the race.

Atrocities October 14th, 2003 03:03 AM

Re: STM "Final v1.7.5" Discussion
 
I have posted this on the PBW Forum in the Admin Request section as well as mailing it to the PBW admins.

Quote:

Play By Web Admins:

Could you please update the Star Trek Mod from Version 1.2.0 to Version 1.2.6 on the PBW Sever and then update my game Star Trek Mod to use the 1.2.6 Version. You can get the new full Version or a patch from the 1.2.0 Version from here: www.astmod.com/startrek/downloads.htm

Thank you.

<font size="2" face="sans-serif, arial, verdana">

Atrocities October 14th, 2003 07:00 AM

Re: STM "Final v1.7.5" Discussion
 
Star Trek Mod Version 1.2.6 Ready for download.

jimbob October 14th, 2003 05:20 PM

Re: STM "Final v1.7.5" Discussion
 
yeah, I'm using the ship set found in the mod. Glad to hear that everyone will see the same ship set all the way through the game, wish I'd gotten it right in the B5 mod.

jimbob October 14th, 2003 06:45 PM

Re: STM "Final v1.7.5" Discussion
 
*Sigh*

Atrocities, PM

Atrocities October 14th, 2003 08:37 PM

Re: STM "Final v1.7.5" Discussion
 
http://forum.shrapnelgames.com/images/icons/icon7.gif replied

Atrocities October 14th, 2003 10:02 PM

Re: STM "Final v1.7.5" Discussion
 
A big bug was reported in the Torpedo system of the mod and it was not included in the 1.2.6 patch. I have fixed the problem and here is the File STM 1.2.6 Component Fix

PLEASE INSTALL this to your 1.2.6 Version of the STM, thanks.

[ October 14, 2003, 21:10: Message edited by: Atrocities ]

Atrocities October 14th, 2003 10:22 PM

Re: STM "Final v1.7.5" Discussion
 
Star Trek Mod v1.2.6

Please also install the STM 1.2.6 Component Fix

Star Trek Mod Version 1.2.6

Special thanks to:

General Woundwort for his Star Trek looking interface.
Captain Kwok for all of the work on the mod set up.
Fyron for his great FQ and US mods.
Aaron Hall for this great game.
Shrapnel Games for hosting the forum and giving us game addicts a place to hang out.
UserX for his excellent Star Trek Map
Rollo for his help with the AI
CNCRaymond for his web space at astmod.com
Xeno for his great bug report
TNZ for his ideas
Everyone Else for all your help and insight

Thank you to all of the Beta testers:

Fyron
Captain Kwok
CNCRaymond
General Woundwort
mottlee
Mudshark
Suicide Junkie
TNZ
Lighthorse
Frank
George
DavidG
Rollo
Xeno

And many many others whom's names I do not know.

[ October 14, 2003, 21:25: Message edited by: Atrocities ]

mottlee October 14th, 2003 11:19 PM

Re: STM "Final v1.7.5" Discussion
 
Coool Got my name in lights http://forum.shrapnelgames.com/images/icons/icon7.gif (well sort of)

(Edit) FYI this will change any save games also (I now have a Sh*t load of ring worlds http://forum.shrapnelgames.com/images/icons/icon10.gif )

[ October 14, 2003, 22:41: Message edited by: mottlee ]

DavidG October 14th, 2003 11:58 PM

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

Originally posted by mottlee:
Coool Got my name in lights http://forum.shrapnelgames.com/images/icons/icon7.gif (well sort of)

(Edit) FYI this will change any save games also (I now have a Sh*t load of ring worlds http://forum.shrapnelgames.com/images/icons/icon10.gif )

<font size="2" face="sans-serif, arial, verdana">My post from few pages back:

Quote:

WARNING!!! I'm fairly certain that replacing SectTypes.txt WILL screw up the maps for any saved games.

After looking at the SectTypes.txt for ver 1.2.5 I'm fairly certain that it has at one point been saved by SE4Moddr. You can tell by the order things are placed in. ie in the default file after planet with pic 224 there is a star with pic 225. in the messed up file this is followed by another planet with pic 300 (a ringworld). While I think the order things are in in SectTypes does not matter when creating new games it appears to be very important for saved maps and saved games.

What is happening is this: A map is created with the default SectTypes that has a star with image 225. If this map is loaded with the faulty SectTypes.txt the game goes down to the 225th entry (were Star 225 was in the original file) and finds the planet with image 300 and uses it.
<font size="2" face="sans-serif, arial, verdana">So yes I think a game started under Version 1.2.5 the map will not look right in ver 1.2.6.

Fyron October 15th, 2003 12:14 AM

Re: STM "Final v1.7.5" Discussion
 
A game started in 1.2.5 with the map will necessarily be screwed up to begin with, as the map was made with the correct SectType.txt file, not with the weird one in 1.2.5.

Atrocities October 15th, 2003 01:10 AM

Re: STM "Final v1.7.5" Discussion
 
Alas, 1.2.5 was an utter failure http://forum.shrapnelgames.com/images/icons/icon9.gif No matter how hard I try, each Version has a major bug in it that later Version fix, but at the cost of creating a new bug.

Sorry about the save games. That is why I recommend keep seperate Version folders. I do and this way I can make improvements to the mod while still being able to play my old save games.

Fyron October 15th, 2003 01:27 AM

Re: STM "Final v1.7.5" Discussion
 
Don't worry about it. I am sure Adamant Mod has dozens of bugs I am not aware of. Bugs crop up all the time. Heck, P&N 3.1b had some 8 releases before all the bugs were squashed. http://forum.shrapnelgames.com/images/icons/icon12.gif

XenoTheMorph October 15th, 2003 01:54 AM

Re: STM "Final v1.7.5" Discussion
 
Just to add my two pence *grin* to the thread -

Well done, good patch Atrocities very well done.
http://forum.shrapnelgames.com/images/icons/icon10.gif

DavidG October 15th, 2003 03:16 AM

Re: STM "Final v1.7.5" Discussion
 
Ditto. Considering the depth of the Star Trek Mod the bugs I've seen are very minor.

Atrocities October 15th, 2003 03:47 AM

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

Originally posted by Imperator Fyron:
Don't worry about it. I am sure Adamant Mod has dozens of bugs I am not aware of. Bugs crop up all the time. Heck, P&N 3.1b had some 8 releases before all the bugs were squashed. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">This would make me feel better if not for the fact that we are on release 14 of the STM.
http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron October 15th, 2003 03:55 AM

Re: STM "Final v1.7.5" Discussion
 
Yeah, and P&N must be on release 50 or so by now. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities October 15th, 2003 04:15 AM

Re: STM "Final v1.7.5" Discussion
 
You know what would be a great addition to Options for SE V? The option to select the starting planet name and or system for each player. This way if you are playing the Federation you can set the starting name of your planet to Earth and the system name to Sol.

To go one step above this, have the ability to design "pre-established" systems and be able to set these systems as your players starting system wether the map is custom or randomly created.

[ October 15, 2003, 03:23: Message edited by: Atrocities ]

Atrocities October 15th, 2003 05:00 AM

Re: STM "Final v1.7.5" Discussion
 
It amazes me that after all the time I have spent on this mod that a list of bugs like the one David G provided could have ever gone on un-noticed by me. I guess it just goes to show you that I am truly blind and ignorant when it comes to modding. I don't know what I would do without people like Xeno, Fyron, DavidG, CNC, Rollo and many many others.

Expect this latest Version to be up by morning.

Star Trek Mod v1.2.7 (Thank you to Xeno and DavidG for thier bug reports)

1. Fixed Level Requirement typo in Anti - Matter Torpedo IV - V
2. Fixed Level Requirement typo in Photon Torpedo II - III
3. Fixed Credit error for the Star Trek Map in the Comments Read-me (Sorry UserX)
4. Fixed Error in Level requirement for Ferengi Troop II- V
5. Fixed Error in level requirement for Tholian Drone III
6. Changed Level from 3 to 5 in Ship Construction in Tech Area (SIF IV and V can now be researched)
7. Changed Level Requirements for Afterburner I - III. They are now correct
8. Changed Maximum Level for High Energy Weapon in Tech Area from 7 to 6
9. Changed Maximum Level for Computers in Tech Area from 3 to 4
10. Fixed Level requirment for 8472 Bio-reclamation Complex II was 8 is now 2
11. Changed Maximum Level for borg shield weapons in Tech Area from 3 to 5
12. Changed Level requirments for Borg Plasma Projectors I - III. They are now correct
13. Changed Breen Small Energy Dampener I - III Tech requirment from Breen Technology to Breen Energy Weapons
14. Changed Level requirements for Dominion Positron Tropedo I - IV. They are now correct
15. Changed Level requirements for Romulan Plasma Torpedo I - V. They are now correct
16. Fixed Error in Tholian Armor III - V requirements and level requirments
17. Fixed Error in Tholian Repair Matrix III level requirment
18. Updated Splash Screen to 1.2.7
19. Updated Component and weapons report

Fyron October 15th, 2003 05:03 AM

Re: STM "Final v1.7.5" Discussion
 
A blind and ignorant person in the ways of modding could never have put together such a great mod.

I've had a double blank line in Adamant Mod's IntelProjects file for quite some time now, and didn't notice until recently.

[ October 15, 2003, 04:05: Message edited by: Imperator Fyron ]

Atrocities October 15th, 2003 05:29 AM

Re: STM "Final v1.7.5" Discussion
 
Version 1.2.7 If that link does not work, then go HERE

And thanks Fryon.

THIS IS A MUST UPDATE. Please Update to this verison. Data files only and will only update from 1.2.6 & 1.2.6a

DavidG October 15th, 2003 11:42 AM

Re: STM "Final v1.7.5" Discussion
 
Well you could do it like the software companies and spend 10% of your time making the mod and 90% debugging but then we'd never get to play it. And we might find out where you live! http://forum.shrapnelgames.com/images/icons/icon12.gif
Most of those bugs were extremely minor so just keep producing great work and let us worry about finding a few trivial bugs. http://forum.shrapnelgames.com/images/icons/icon7.gif

jimbob October 16th, 2003 12:00 AM

Re: STM "Final v1.7.5" Discussion
 
This isn't really important, but I don't think the splash screen was updated. If you could confirm this, I'd appreciate it. Don't go updating it though, not worth the effort

Lighthorse October 16th, 2003 04:57 AM

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

Unable to put much time into star trek mod lately, because I have to study for another state test. Shall start gaming the mod later this month, as the Borg. What I have reviewed looks great so far. My thanks, to you Atrocities and everyone else, for all the hard work. By far the best mod for SE4.

Lighthorse

Atrocities October 16th, 2003 06:06 AM

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

Jimbob, the splash screen was updated, it should read 1.2.7 for the Version number. http://forum.shrapnelgames.com/images/icons/icon7.gif

If not, I can send you the file, but like you said it really is not that important. I just like to do it so that people know what Version of the game they are running.


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