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Re: STM "Final v1.7.5" Discussion
Lighthorse, do much skiing? http://forum.shrapnelgames.com/images/icons/icon10.gif You being from Sandy and all I figure you'd be doing that a lot.
I tried Ski-Bowl once but got hurt and haven't tried skiing since. I did ok, but I couldn't figure out how to stop. Night skiing was a bLast except for that 5 year old kid. http://forum.shrapnelgames.com/images/icons/icon9.gif Keep circling me laughing. I mean what is so funny about a big blue guy who keeps falling down could this kid find so hillarious? http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: STM "Final v1.7.5" Discussion
I have sent another email to PBW Admin, but I think Geo is preoccupied with moving to be concerned with my request for updating the PBW server with the 1.2.7 Version of the mod.
So it looks like the game won't start until "after" Geoschmo moves and gets settled down. http://forum.shrapnelgames.com/images/icons/icon9.gif In the mean time I think I will help CNC with the AST mod. He has been bugging me for help for a while now. Also we have made progress on the CONQUEST mod. More info on this mod will come later. |
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uh, i don't think you can expect a person to do much else when there moving.
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http://forum.shrapnelgames.com/images/icons/shock.gif Moving depresses me horribly. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: STM "Final v1.7.5" Discussion
Any feed back on the latest Version?
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Re: STM "Final v1.7.5" Discussion
Atrocities,
Orginal posted by Atrocities Lighthorse, do much skiing? You being from Sandy and all I figure you'd be doing that a lot. Haven't ski since I worked for the US Forest Service about 20 years ago. I horse back ride now in the mountains. During the summer I try to take the family either camping, bicycle riding, hiking or horse back riding in the mountains or on coast twice a month. Finish the state test today, will start gaming on star trek mod tonight. Lighthorse [ October 16, 2003, 21:57: Message edited by: Lighthorse ] |
Re: STM "Final v1.7.5" Discussion
hate to shatter your delusions Atrocities, but i don't think Geoschmoe is a superhero. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: STM "Final v1.7.5" Discussion
Star Trek Mod: Note AI will put in all Bussard collectors instead of supply containers (so far all I've found)
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Re: STM "Final v1.7.5" Discussion
I tried to download the 1.2.7 update and got the "NOT FOUND" screen on all links. Anybody know what's going on?
Also, can't get the map editor to work on the 1.2.6 update. Tried to alter the startrek map and the editor won't work. Thanks JR |
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Thank you. The links now work and I downloaded the patch successfully!
I've said it before and I'll say it again: I LOVE YOU MAN!! Any advice on the map editor problem? Future patch maybe? Thanks again JR |
Re: STM "Final v1.7.5" Discussion
You have to use the mod launcher to start the map editor. http://forum.shrapnelgames.com/images/icons/icon7.gif If you use that, then the map editors seems to work just fine.
Select the mod, then click on the edit maps. |
Re: STM "Final v1.7.5" Discussion
Hey guys
Sorry I've been absent. Been busy with work but I have been following the threads. I've had so many Star Trek Map downloads on my server that I'm interested in doing a revised Version. Problem (maybe some of you veterns can help me ...Imperator Fyron, hint hint): When I try to edit the map, adding warp points or a new system I get an error. Specifically, a "range check error." Any thoughts? I'd like to put some more space between the Dominion and Cardassions as well as openning the southern part of the map but I can no longer edit it. Looking forward to our PBW game! Rick (aka userx) [ October 17, 2003, 07:22: Message edited by: userx ] |
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Here some of my first impressions with Version 1.27 of Star trek mod;
The AI races does an good job in defending they planets, and warp holes with satellites and weapon platforms. AI races do counter attack if its in they interest to do so. AI races also attacks planets and will roll you up if you’re not prepare for it. AI races is use they race weapons and they design they ship, satellites and weapon platform intelligently. No more two warp cores per ships. If ones plays the Borg, they better prepare for the long haul, since research takes so time before Borg’s start giving Cubes warships, and that the way it should be. I’m at turn 90, research level is at 200,000 points and I got five more turns to go in researching Battle Cube for 2m research points. This is cool. Haven’t encounter any AI races shuttle yet. Finished researching shuttle lv 2. Boy that makes for a mean nasty fighting machine, shielding at 150 points, weapons at 270 points, speed at 6 and added some limited armor too. Lighthorse |
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ALSO, I know that it's been talked about before here, but this subject is so long I don't want to wade through the whole thing. What's the program everyone uses to modify the shipsets and etc? Obviously it's not the drawing program that comes with winblows. JR |
Re: STM "Final v1.7.5" Discussion
I will look into the map editor thing, but I honestly don't think it is a mod issue as it seems to be working fine for me. I will see if I can duplicate the problem your having.
I used DOGA to make many of the ship sets used in the mod. The Federation - Klingons - Romulans - and UCP ships are from Star Fleet Command - Klingon Acadamey - Dominion Wars - Freespace and a few other Star Trek games. The Tholians were made by Oleg and I do not recall what program he used. |
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Would you know where I could get a copy of DOGA? Is it freeware etc? JR |
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calling Imperator Fyron, I know you know the answer to this!
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Re: STM "Final v1.7.5" Discussion
userx,
A long time ago... long, long ago, I made a map for the AST Mod. It was based upon the Star Trek Galaxy according to Geoffrey Mandel's "Star Trek Star Charts". If you ever decide to embark on a making a new map for this mod let me know, I would be more than happy to help you out. I believe the old map is somewhere on the PBW map page under AST Star Trek Map. |
Re: STM "Final v1.7.5" Discussion
Try using the SectType.txt file that was in STM 1.2.1.
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Re: STM "Final v1.7.5" Discussion
For future Versions I'd suggest any new vehicle sizes get added to the end of the file. Adding them in the middle (such as the Shuttle II and III) causes some problems with games saved from earlier Versions. ie My colony ships are now Battleships.
(enless doing so would cause other problems?? ) [ October 18, 2003, 21:38: Message edited by: DavidG ] |
Re: STM "Final v1.7.5" Discussion
When I try to edit the map I also get the RCE's. The map editor is a finicky, touchie, and often buggy program.
I don't think your going to be able to fix this UserX. I would email the problem to Malfador and ask Aaron for help. This is his domain and perhaps he might be able to use it to make the map editor better. Atrocities (aka William) |
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Would you know where I could get a copy of DOGA? Is it freeware etc? JR</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I am using XP on this system and I can not duplicate the map problem you are having. Beleive me I have been using the map editor all night. Do a search for the key word DOGA in the forum or at Google. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: STM "Final v1.7.5" Discussion
Quick question: Ablative armor says it 'negates' 30 points of damage... What exactly is meant by this? It absorbs 30 points of damage, or it prevents any damage under 30? I notice that for the federation, they can only use 2 of these on a ship.
Does that mean is can absorb/prevent 60 points of damage? Or is it non-cumulative? Is this effect per round, or per shot fired at it? So, say 10 ships attack in one round, each with a 10 point damage weapon... would only the Last few get through? Or would none of them? Just trying to understand what this effect has... thanks for any future replies. |
Re: STM "Final v1.7.5" Discussion
[quote]Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JR: Quote:
Do a search for the key word DOGA in the forum or at Google. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Tryied that.......nothing http://forum.shrapnelgames.com/image...s/confused.gif (edit) FOUND IT!!!! TG for "Stickys" http://forum.shrapnelgames.com/images/icons/icon10.gif [ October 20, 2003, 22:01: Message edited by: mottlee ] |
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Re: STM "Final v1.7.5" Discussion
To bad I could not get the exploding panel idea of Kwoks to work. It was an illegal design and kept causing problems.
http://forum.shrapnelgames.com/images/icons/icon9.gif I was think of a new armor type. Battle Ready Armor, or BRA for short http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Speaking about the mod. I had a quick game over the weekend (rained like hell here so there was not much else to do) and I noticed a couple of problems with the Federation.
Federation no longer has access to Combat Sensors and ECM. They have there sensor array but that is weaker then a fully upgraded Combar Sensors or ECM. Also, if my ship contain Federation Armor (max 2), I can't fill some extra space with regular armor... seems odd. Lastly, trilithium colbalt torp causes an error when used and the game freeses up. "#our of range" error. I've duplicated the error several times. Ah, and one Last thing. Because the federation Battleship is 780k, it's just short of getting the next size of weapon mount and therefore at a serious disatvantage when facing similar size ships. Also, if your trying to keep this a little cannon, while the Sovereign class is smaller then the Galaxy class, it is far more powerfull with it's type XII phaser array. So, maybe a special mount? Having fun with the mod! |
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Ummm...found a bit of a bug here. I'm playing as the Borg, I created a ship with Impulse engines 5, and when later in the game I decide to upgrade the ship, the automatic ship upgrader changed all my Impulse Engines to Nucleonic Threshers. Not a serious issue, but a bit annoying.
BTW, I'm having great fun with the mod http://forum.shrapnelgames.com/images/icons/icon10.gif Its awesome!! Renegade |
Re: STM "Final v1.7.5" Discussion
Sounds like accidental family overlap.
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Re: STM "Final v1.7.5" Discussion
Yes that was a family conflict.
I am uploading a patch to fix it, but if you want to do it yourself it is really easy. Patch 127a Comp Fix Follow these steps: 1. Open your Star Trek Mod folder 2. Open the Data Folder 3. Open the Components.txt document. 4. Click EDIT 5. Click Find 6. Enter the name Nucleonic Thresher and press enter 7. Look for the FAMILY listing, most likely will be 1009. 8. Change the FAMILY listing to 1232 9. Click File 10. Click Save 11. Click File and then EXIT. |
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In the mean time please keep the bug reports coming. Thanks. |
Re: STM "Final v1.7.5" Discussion
Star Trek Mod v1.2.8
1. Fixed Family conflict between Impulse Engines I - V and the Nucleonic Thresher 2. Changed Federation Ablative Armor Family name from 10 to 197. This should allow for other armor to be added to designs 3. Changed Balanced out the Vehicle sizes and cost a bit. 4. Fixed Had the Game folder in the wrong location. Now splash screen should be updated. 5. Updated Splash screen to reflect 1.2.8 Quote:
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The other items have been fixed, and thank you very much for posting these bugs. |
Re: STM "Final v1.7.5" Discussion
where's the download or patch?
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Re: STM "Final v1.7.5" Discussion
KEEP IN MIND:
That this patch WILL modify your save games as the vehicle size and cost have changed. I recommend that you make a copy of your current Star Trek Mod folder, then rename the old one Star Trek Mod 127 and then the new copy Star Trek Mod, before updating. Star Trek Mod 1.2.8 (This patch will update from 1.2.5 thru 1.2.7a to Version 1.2.8) Enjoy |
Re: STM "Final v1.7.5" Discussion
i get a 'requested URL was not found' error.
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thanks.
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Re: STM "Final v1.7.5" Discussion
well, since i have yet to play it, that won't be a problem. http://forum.shrapnelgames.com/images/icons/icon7.gif
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