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Re: STM "Final v1.7.5" Discussion
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I just tried this in game combat and it worked OK for me. |
Re: STM "Final v1.7.5" Discussion
How come the 1.2.7 and 1.2.8 Versions don't show as such on the splash screen or mod launcher? This has happened on both Versions for me so I'm not really sure the patches have been extracted. I'm not doing anything different than before when I extract them. Its just that the Version # isn't showing up as having been updated.
With Borg regenerative shields, are these just the regeneration components and not shields, or are they both regenerators AND shields? WHAT'S UP WITH THE SATELLITES THAT DANCE AROUND? http://forum.shrapnelgames.com/images/icons/shock.gif I just got my grapes crushed by Kitarian satellites that my ships (borg) just couldn't seem to fire at or otherwise get a handle on. Is that normal for these particular satellites? If so, nice touch!! If not, then this bug's worth exploiting because it's damned deadly and frustrating. How would I defeat them? JR [ October 21, 2003, 13:18: Message edited by: JR ] |
Re: STM "Final v1.7.5" Discussion
The splash screen and mod launcher info have to be changed manually. AT may not have updated them.
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Re: STM "Final v1.7.5" Discussion
JR, the modinfo and the splash screen have both been updated for 1.2.8.
Try this, look in your Star Trek Mod folder for a folder named GAME. If you find the GAME folder place it in the PICTURES folder. |
Re: STM "Final v1.7.5" Discussion
several pictures seem to be missing, including a warp point, the borg maturation chamber and a few planet pics, which it complained about when i opened up a few of the races to look at them.
i'm playing on the star trek map as the borged. so far, it's pretty good. i like the bussard colecters. infinite range scouts! just turn the exploration minister on and ignore them. |
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So check out SJ offical Site. |
Re: STM "Final v1.7.5" Discussion
i just looked at the read-me and saw that. scuse me, must whap forehead and repeat 'read the directions'.
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Re: STM "Final v1.7.5" Discussion
When i install the 1.2.8 patch i cannot use my old 1.2.7 savegames. I get this error then:
"The data files currently being used do not match the data files that where used when this game was started. Please check with your host to get the correct data files." Sounds pretty reasonable. Is there a way to solve this so i can keep my save game? I already restarted since i had the same problem going from Version 1.2.6 to 1.2.7. I tried moving the current mod to another dir and installing the full 1.2.6 Version and then the 2 patches 1.2.7 and 1.2.8 but that doesn't work. ( i couldn't download patch 1.27a, dead link ) I didn't really understand the message from Atrocities regarding this problem: Quote:
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Re: STM "Final v1.7.5" Discussion
I did notice that when i play as host, i don't get this error message. Can i keep on playing as the host then or is there a better solution?
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Re: STM "Final v1.7.5" Discussion
Tis an easy fix Min,
Just resinstall 1.2.7 www.astmod.com/zips/STM127Patch.zip The reason for the Savegames not working any more is because I changed the family number of a few components. |
Re: STM "Final v1.7.5" Discussion
Thanks Atrocities, i'll give that a try.
But will this mean i'm playing Version 1.2.7 or Version 1.2.8, in other words, will i have all the 1.2.8 goodness when i reapply the 1.27 path? Edit: I forgot to mention. For the first time in 3 STM games, i'm boxed-in in the upper corner! 3 races race through my territory right now. I only have 1 secure system (my home system, 2 system are infested with Borg that i'm trying to kick out. Is it me or are the Borg spreading like viruses? Wow. This will be a fun one http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 21, 2003, 22:07: Message edited by: minipol ] |
Re: STM "Final v1.7.5" Discussion
For many reasons I have always advocated that when you update a mod, you make a copy of the mod folder and name it after that current Version. Then rename the copied folder to the name of the mod and update that copy.
this way if the mod makes major changes a players save game will be safe in the previous Version and they can continue to play. I know that these constant updates are a real pain in the ***, and for the I do sincerely apologize, but they are a nessassary evil in order to get the mod as close to 100% as possible. Again, I am sorry about some of your save games being lost, but if you keep seperate Version folders you may be able to avoid this unfortuneate aggervation. Damn dial up in the middle of the day sucks!!!!!!!!!! |
Re: STM "Final v1.7.5" Discussion
Mini,
The only two files that were mainly changed were the Components and VehicleSize documents. So all you really have to do is copy them over from the zip. If push comes to shove, just download the 1.2.6 Version and update to 1.2.7 then copy over your save game and play on. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Cool! Thanks for the link. It's just that my current game is so exciting that i rather play it on for a while http://forum.shrapnelgames.com/images/icons/icon7.gif
It really is a great MOD! Anyway, thanks for the help and the efforts on this mod. I really appreciate it! |
Re: STM "Final v1.7.5" Discussion
[ October 22, 2003, 01:57: Message edited by: JR ] |
Re: STM "Final v1.7.5" Discussion
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Ok, I'm working on the first problem. When I do an update, do I have to install the 1.2.7 BEFORE I install 1.2.8, or can I just install 1.2.8 period? What about the shield/regenerator question I mentioned? Anybody? I know, I'm getting to be a pain in the butt. Thanks for your patience. JR |
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Re: STM "Final v1.7.5" Discussion
I checked the component data files and the only ability Borg Regenerative Shields have is the ability to....regenerate shields!! No actual shield generation. Too bad, huh?? http://forum.shrapnelgames.com/images/icons/icon9.gif
Renegade |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I just tried this in game combat and it worked OK for me. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hummm, I've updated the mod and can no longer duplicated the error with the colbalt torps. Cool. Also, thanks for addressing the Federation issues. Man, this mod is funner than the original game! |
Re: STM "Final v1.7.5" Discussion
Thanks UserX. http://forum.shrapnelgames.com/images/icons/icon7.gif
Do you want to know something funny? I have yet to play the mod for enjoyment. I have been to busy play testing it to get involved in a game. http://forum.shrapnelgames.com/images/icons/icon9.gif Captain Kwok spent over a year setting the mod up, his efforts and the dedication of people on this forum is the only reason we have this mod. http://forum.shrapnelgames.com/images/icons/icon7.gif I do hope that it enjoyable and that most of the big bugs and such have been worked out of it. http://forum.shrapnelgames.com/images/icons/icon7.gif The bug reports that have been sent to me or posted on this site over the Last four months have been the driving force behind the mod. Thank you all very much for your help. Now go play and find more. http://forum.shrapnelgames.com/images/icons/icon10.gif [ October 22, 2003, 06:28: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
why do the bioelectric fields have phased and normal shields? doesn't having both make both of them one or the other? making the second sheilding redundent?
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Re: STM "Final v1.7.5" Discussion
Have been playing 1.2.7 I think it is a cool mod, I also now have 3 Star Trek mods (without 1.2.8) my SE file is now over 1 Gig in size so I think I will hold off 1.2.8 till done with this game
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
COMING SOON
Star Trek Mod v1.2.9 1. Fixed Most of the Captain I had the wrong Tech Level requirement. 2. Changed Laser Beam I - V weapon family from 2000 to 2333 to prevent conflicts when upgrading 3. Fixed Tholian Armor I - IV now have the same requirement (Tholian Armor) as Tholian Armor V |
Re: STM "Final v1.7.5" Discussion
i just lost a whole fleet because the ships that where supposed to take out the satelite's didn't fire on them. they had weapons that could hit satelite's and their targetting priorities allowed them to shoot at satelite's.
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sending...thanks...
i should probably tell you i'm playing as the borg. [ October 23, 2003, 22:21: Message edited by: narf poit chez BOOM ] |
Re: STM "Final v1.7.5" Discussion
Narf is the Borg.
Resistance is futile. You will be given cheese. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: STM "Final v1.7.5" Discussion
*whaps Woundwart with a piece of cheese*
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Re: STM "Final v1.7.5" Discussion
Atrocities,
Finish a two week long game as the Borg. I didn’t notice any major problems at all with the Star Trek Mod as the Borg. After 120 turns, I was able to push back all the other races. But, it was not a walk over, loses were heavy for the Borg. The problem the AI had was it would not launched their satellites and/or mines they had on the surface on their planets at times. Sometimes they would launch their satellites, but never their mines. The AI races perform well at defending warp holes with satellites, and their planets with weapons platforms and satellites. All the major AI races expanded out from their home-planet system. Only the minor AI races wouldn’t expand at all from their home system. Got the Borg research level up to 250K points a turn. Researched up to ship construction/ level, Queens Cube for 3.6M research points, had five more turns to go to completing it. Excellent Mod Lighthorse http://forum.shrapnelgames.com/images/icons/icon10.gif [ October 24, 2003, 01:51: Message edited by: Lighthorse ] |
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Re: STM "Final v1.7.5" Discussion
Atrocities,
I'm finished play-testing the Borg. Is there another major Star Trek Mod race that hasn't been tested yet? If so, please let me know, and I will play-test them. Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Thanks Lighthorse. http://forum.shrapnelgames.com/images/icons/icon7.gif
Now if only we could get Geo to update the PBW server and such with 1.2.9 and from their start a PBW game. The nice thing about the mod is that people can now modify it and come up with alternate Version of the mod. I doubt this mod is all that important to many, I mean it is not a B5 mod or a Star Wars mod, and from what I have read here not to many people here like star trek so I figure its a nitch mod and that will be all that it will be. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
PBW game
Hey guys As much as it pains me to do so, I will have to withdraw from our planed Star Trek Play by Web game. I just got a huge promotion at work and I'm now managing a whole department. What that means is I'm now spending a couple of hours earch evening answering email and talking on the phone with clients and production people and I can't really see how I could realistically participate in a game that stretches over several months. I love the mod and I'm having a bLast but I can't commit to uploading files every 48 hours. Just not right now. If it doesn't start for a month or two, maybe I'll be in a different position but if you are planing to start within a couple of weeks, that just would not be possible. So, the Federation is up for grabs. Again, Atrocities, I'm having a bLast with your mod, keep up the grat work and I'll keep playing from time to time. Sincerely, Userx |
Re: STM "Final v1.7.5" Discussion
So all those ST PBW games you (and a few others made) that filled up within hours meant nothing? http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: STM "Final v1.7.5" Discussion
so, UserX, we can now bug you endlessly as useless management?
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Re: STM "Final v1.7.5" Discussion
Sorry to hear about your promotion UserX, you will be missed in the game when it gets going.
But I guess congradulations are in order. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif (Take if from one who was promoted, a promotion is temporary, living is life long. Don't waste your life worrying about work or you will miss the things that really matter.) Those games filled up that fast Fyron? Man I had no idea. |
Re: STM "Final v1.7.5" Discussion
Usex,
Since I got promoted five years ago into upper management, I found that 10 minutes or more playing SE4 at night, help me to sleep at night. We all need our down time, even if its only a few minutes playing SE4 on the computer. For example I started work today at 5 am, will get home around 3 pm, will take a 5 mile hike with my family, get back and feed/water/blanket with our four horses before dark, help with dinner, allow more time playing with my 8 yrs old, just before I crawl into bed, I will play SE4 with what time I have left. You need some escape on the computer, or your life will surely because very very boring. There nothing wrong in allowing some time for yourself. Your moving up in the world. You need to manage your work and personnel time better now. That what allow me to get my job done every day, without taking work home all the times. As for today, some times you got to work weekends to cover for vacating employees, there no getting around that. Overall I feel that I perform well for my employer and get home early every night for my family. Trust me, you can have it all, but you got to get smarter on how you manage your time. Best of Luck. Forward and upward, Usex. Lighthorse [ October 25, 2003, 18:01: Message edited by: Lighthorse ] |
Re: STM "Final v1.7.5" Discussion
Hi, Atrocities and everyone else.
I’m new here and this is my first post. I just want to say I played SEIV before and just got SEIV Gold because of the Star Trek Mod. And what a great piece of work it is. And I just want to say…. THANKS!!!! I know that you ask people to report any bugs that they may have found. And I think I may have found one or two. 1. The Structural Integrity Field 1 is not taking damaged before other components. I notice this after fighting a few battles in which I lost some components but still had the structural integrity field. 2. The Ferengi min anti-proton beam III has no graphics when it fires. I look at the components.txt and the weapons display was number at 17 so I then went to the combat graphics and looked. And there was no graphics for number 17 so I added one. And now it works, I’m taking damage now from those Ferengi ships. It’s funny how you won’t take damage if they don’t have graphics for their weapons, unless there right next to you. I hope this helps, if I find any thing else I’ll try to let you know. And again, THANKS!! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
hi, welcome to the forums.
how about a nice peice of cheese? hey, it's irrelevent, but i havn't even finished a star trek mod game. [ October 25, 2003, 21:01: Message edited by: narf poit chez BOOM ] |
Re: STM "Final v1.7.5" Discussion
I just noticed that i can put StarFleet Marines I as a component in a Medium Troop. Is this a bug or by design? I play as the Federation
Edit 1: 56 K picture: http://Users.pandora.be/benedict.ver...iv/marines.jpg Edit 2: Just noticed that when i design a shuttle i also have the choice to put Marines there [ October 25, 2003, 22:36: Message edited by: minipol ] |
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And thank you Cosmos, I fixed the Ferengi issue. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Pretty trivial but Phased Energy Cannons seems to have the description left over from DUC's. They also seem a little expensive compared to other weapons.
Also is it intentional the Klingon disruptors are twice the size of the Fed Phasers? (but otherwise the same) It took me a while to figure out why my Klingon Dreadnoughts kept getting their buts kick by the Fed DN's http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
I am going to play test the mod a bit more before posting this new patch.
Be advised that this patch will invalidate you save games when it is released, so again, make a copy of your Star Trek Mod folder and rename it STM 1.2.8 before updating. Hopefully the latest update will be it for a while so I want to get as much fixed as possible. So please keep the bug reports coming. Star Trek Mod v1.2.9 1. Fixed Most of the Captain I had the wrong Tech Level requirement. 2. Changed Laser Beam I - V weapon family from 2000 to 2333 to prevent conflicts when upgrading 3. Fixed Tholian Armor I - IV now have the same requirement (Tholian Armor) as Tholian Armor V 4. Changed Dreadnought size for General Races from 1000 to 1200 5. Added Race mounts for 8472, Breen, Cardassian, Ferengi, General, and Romulan races. 6. Fixed Dominion Founder Shrine II was listed under Religious Technology and not Dominion Technology 7. Fixed Ferengi Mini Anti-Proton Beam I - III did not have the correct beam number was 17 now 16 8. Changed Description of Component Structural Integrity Field I - V 9. Changed Description of Component Phased Energy Cannon I - X 10. Changed Mineral cost of Phased Energy Cannon I - X from 300 to 50 11. Adjusted The cost and Tonnage of all Disruptors [ October 26, 2003, 00:12: Message edited by: Atrocities ] |
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Re: STM "Final v1.7.5" Discussion
Not sure about this one: I had an almost full level 1 Counter - Intelligence I. I got a message that i prevented intelligence attacks from the klingon and the whole intel project was gone. Not sure if this was supposed to happen as normally only a couple of bars are deleted per attack that you prevent. Maybe the Klingon have very costly intel projects?
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