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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
I am considering starting a email game to test out the mod.
The mod Version will be 1.2.9 and you will all have to update to it to play. The rules would be simple: 1. Take only one Colony type - Rock for rock, ice for ice, and gas for gas 2. Take ONLY your races racial trait and any combination of other traits you want 3. No Ancient racial triat 4. Take ONLY your races culture type Game settings would be: Large dense Mid life (ala FQM) 1 planet start Low tech start 5k racial points (Best to get it going) Good starting Good Resources No Intel No Weapons of Mass Destruction 48 hour turns Max players 8 Dominion = Atrocities Cardassians = CNC Raymond Others are open. If your interested, please let me know ASAP. I can probably talk to Fyron have him set up a site for us to play our turns on, otherwise tis all going to be email. [ October 26, 2003, 00:44: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Has anyone play tested the Federation using their torpedoes? ( i've mostly been playing all sides of a game to make a scenario so far) The Fed torpedoes seem like they are very powerfull compared to the other races weapons. (which of course may be by design )
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Re: STM "Final v1.7.5" Discussion
Atrocities:
If you're going to get such a game going, I'd join (if you'd have me http://forum.shrapnelgames.com/images/icons/tongue.gif ) I've never played a PBW or PBEM game before, although I have been playing SEIV Gold for a year or so now and I think I understand the basics of both PBW and PBEM. So I may have a few questions about the whole process if you let me join. Yeah, I know you might want some more 'experienced' players to join but hey, how 'bout some fresh meat to kick all over the galaxy? Let me know when you decide. (you will be assimilated!! http://forum.shrapnelgames.com/images/icons/icon10.gif ) EDIT: When's the 1.2.9 patch going to be available for download? Renegade 13 [ October 26, 2003, 02:47: Message edited by: Renegade 13 ] |
Re: STM "Final v1.7.5" Discussion
Its ready now, I am just checking out the game and waiting for any more bug reports to come in.
I do have one problem that I can't seem to figure out. Most of the races seem to stop designing ships after they reach Light Cruiser. They don't design ships larger than that. Can any one shed some light on this? And if you want to play Renegade 13, welcome abord, just pick a race. The game is first come first serve. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Oh, and as to your problem with the AI not constructing ships larger than Light Cruiser; the only thing I've heard of like this was in the stock game, if you chose high starting tech the AI would only design and build light cruisers for the first 10 or so turns. Don't know if that'll help you, but maybe. |
Re: STM "Final v1.7.5" Discussion
WOW!!!
The work that went into this is amazing. It looks like all the major races are different. F…ing …. A Great work!!! This is the best Star Trek game ever!!! And it is only a Mod. http://forum.shrapnelgames.com/images/icons/icon7.gif It’s amazing what can happen when people put their hearts into it. http://forum.shrapnelgames.com/images/icons/icon12.gif I’m still on my first game as the Fed, and it blows the crap away… that was MOO 3 This game is more like the 4x… thing that I want…more than MOO 3…ever will be. http://forum.shrapnelgames.com/image...s/rolleyes.gif And again….THANKS PS. During a fight… when I was trying to take over a planet, I was able to kill everyone on the planet but still had to fight against the satellites… and they killed the rest of my fleet. I was thinking that I just killed 127 million bad guys but I can’t kill these satellites. SO.. Maybe the….. Damage Points To Kill One Population := 10 In the setting txt.... should be higher.... After all…..if everyone is dead how are the satellites going to fight back.... Who controls them if everyone is dead? |
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I've tied editing the vehicle size for the Fed Cruiser. If I go up to 510kt it will design it. 511kt it will only design a Light Cruiser. While testing this I did notcie a few errors in the Fed design creation. - The required ability for offesive and defesive bonus results in 2 sensor arrary. Since they provid both perhaps you only nee one of the abilites to be required. - The Secondary Weapon Family Pick 1 for the feds should be 4 I think allowing torpeadoes. however they think the Photon torpeado V is the best. Do you need to modify the Quantum Torps and the other one so the AI know they are upgraded Photons? [ October 26, 2003, 13:22: Message edited by: DavidG ] |
Re: STM "Final v1.7.5" Discussion
I already asked by e-mail, but let me post it here just in case.
I'd like to take the Klingons. QaplaH! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: STM "Final v1.7.5" Discussion
OK a few Minor bug reports http://forum.shrapnelgames.com/images/icons/icon12.gif
Name := Cardassian Bio Weapons Group := Weapon Technology Should be Group := Cardassian Technology AND Name := Dominion Small Polaron Beam III Number of Tech Req := 1 (SHOULD BE 2 http://forum.shrapnelgames.com/images/icons/icon7.gif ) Tech Area Req 1 := Dominion Weapons Tech Level Req 1 := 3 Tech Area Req 2 := Smaller Weapons Tech Level Req 2 := 3 Not much but I tend to get bugged easily ( http://forum.shrapnelgames.com/image...s/rolleyes.gif I need a humour transplant) |
Re: STM "Final v1.7.5" Discussion
DavidG:
The Impulse Engines upgrading to Nucleonic Threshers problem was fixed in 1.2.8 Renegade 13 |
Re: STM "Final v1.7.5" Discussion
Atrocities,
Orginal posted by Cosmo Quote:
Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
Thank you all very much for these great bug reports. I hope I have been able to fix most of them.
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 12. Fixed Spacing errors in SystemNames 13. Fixed Level requirement error for Dominion Small Polaron Beam III 14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology 15. Fixed Errors in Federation Design Creation file 16. Changed Damage Points To Kill One Population from 10 to 50 |
Re: STM "Final v1.7.5" Discussion
More Bug reports please.
And who else want to get in on the PBEM game? [ October 26, 2003, 18:00: Message edited by: Atrocities ] |
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What happened to the first one we were going to play?
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Re: STM "Final v1.7.5" Discussion
Atrocities,
Little bit of a bug, more of an annoyance really. The Borg Plasma Projector is put as an obsolete weapon when the "Only Latest" button is selected in the ship design window. This doesn't seem right, as it is far superior to, say, the Borg Ripper Beam which replaces the Plasma Projector when you try to upgrade a ship with the Plasma Projector already in the design. Hope that makes sense. I don't know if that was by design or not, but I thought I'd mention it. Thanks, Renegade 13 |
Re: STM "Final v1.7.5" Discussion
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Edit: And another trivial one that you'd only notice if you use a different race such as the TOS Feds that I like. The alternate bitmap for Shuttles probably should be a standard pics like FigherSmall, FigherMedium etc. Took me a while to figure out why my shuttles looked like bases http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 26, 2003, 22:14: Message edited by: DavidG ] |
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Edit OK well maybe not an se4 bug. Devnull mod AI's seem to design Battleships. I did notice while testing this that the Federation ships often put more than one sensor array on board. They also do not seem to use the Federation weapons. ( i think the Major Weapons Family in the design creation should be 1, it is currently 119 which is a Borg thing) Edit2: Hmm my impulse engines IV upgrade into Nucleonic Threshers [ October 26, 2003, 12:32: Message edited by: DavidG ] |
Re: STM "Final v1.7.5" Discussion
1.2.7 will use larger ships however they seme to build a lot of mine sweepers, the neutral races do do as yuo said and also stop building updated ships even when the tech is resurched
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Re: STM "Final v1.7.5" Discussion
COMING SOON
Star Trek Mod v1.3.0 1. Fixed Spelling error in name Impulse Engine IV 2. Changed Shuttle alternate image from fighter to FighterLarge 3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam 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 12. Fixed Spacing errors in SystemNames 13. Fixed Level requirement error for Dominion Small Polaron Beam III 14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology 15. Fixed Errors in Federation Design Creation file 16. Changed Damage Points To Kill One Population from 10 to 50 17. Added Five negative point racial traits 18. Updated Splash Screen 19. Updated Component/Weapons families file 20. Updated Comments |
Re: STM "Final v1.7.5" Discussion
One bug, one idea and two questions. http://forum.shrapnelgames.com/images/icons/icon7.gif
I noticed that the cardassian have two components that have the plague level 1 ability the cardassian metagenic plague bomb I and cardassian plague bomb I. Idea for federation sensor array to stop AI overuse. New Federation Sensor Array. Name := Long Range Scanners III Description := Sensors which can scan an enemy ship at many sectors distance. Pic Num := 14 Tonnage Space Taken := 20 Tonnage Structure := 20 Cost Minerals := 900 Cost Organics := 0 Cost Radioactives := 100 Vehicle Type := Ship\Base\Sat Supply Amount Used := 0 Restrictions := None General Group := Sensors Family := 20 Roman Numeral := 3 Name := Federation Sensor Array I Description := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies. Pic Num := 37 Tonnage Space Taken := 10 Tonnage Structure := 10 Cost Minerals := 400 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Ship\Base\Sat\WeapPlat\Drone Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Federation Ship Technology Family := 20 Roman Numeral := 4 New Federation Attack Ship. Num Misc Abilities := 9 Misc Ability 1 Name := Point-Defense Misc Ability 1 Spaces Per One := 200 Misc Ability 2 Name := Cloak Level Misc Ability 2 Spaces Per One := 10000 Misc Ability 3 Name := Armor Regeneration Misc Ability 3 Spaces Per One := 100 Misc Ability 4 Name := Long Range Scanner Misc Ability 4 Spaces Per One := 10000 Misc Ability 5 Name := Extra Movement Generation Misc Ability 5 Spaces Per One := 10000 Misc Ability 6 Name := Emergency Resupply Misc Ability 6 Spaces Per One := 800 Misc Ability 7 Name := Scanner Jammer Misc Ability 7 Spaces Per One := 10000 Misc Ability 8 Name := Armor Regeneration Misc Ability 8 Spaces Per One := 100 Misc Ability 9 Name := Solar Supply Generation Misc Ability 9 Spaces Per One := 50 Why does the size of the following components change: emissive armor, shield generator, master computer and computer virus? I may be wrong but a ram scoop is the nickname for a bussard collector? Bussard collector Device usually attached to the forward end of the warp nacelles that serves to collect interstellar hydrogen atoms for fuel replenishment, also referred to as Bussard ramscoop. The Bussard collector consists of a set of coils which generate a magnetic field. The Bussard collector is named for the 20th century physicist and mathematician Robert W. http://www.ex-astris-scientia.org/ [ October 27, 2003, 03:31: Message edited by: TNZ ] |
Re: STM "Final v1.7.5" Discussion
Thanks TNZ, but I was able, I hope, to get the AI use the correct number by deleting one of the defense requirments form the ship designs. They appear to be using only one now.
The reason there are two abilities is because that is the way I believe Kwok had it planned. Thanks for the cannon on the bussard collector, but don't worry about it. This mod is not intended to be persay cannon. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Thanks for the bug report TNZ. The Master Computer is the only component that should decrease in size as the tech level improves. The others were not suppose to change. And great catch on the Plague Bomb I.
======================================== Star Trek Mod v1.3.0 1. Fixed Spelling error in name Impulse Engine IV 2. Changed Shuttle alternate image from fighter to FighterLarge 3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam 4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I 5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40 6. Changed Tonnage Space Taken on Computer Virus I - II to 30 7. Fixed Plague Bom I was named incorrectly and had the wrong General Group (Thanks TNZ) 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 12. Fixed Spacing errors in SystemNames 13. Fixed Level requirement error for Dominion Small Polaron Beam III 14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology 15. Fixed Errors in Federation Design Creation file 16. Changed Damage Points To Kill One Population from 10 to 50 17. Added Five negative point racial traits 18. Updated Splash Screen 19. Updated Component/Weapons families file 20. Updated Comments |
Re: STM "Final v1.7.5" Discussion
One more bug: http://forum.shrapnelgames.com/images/icons/icon12.gif
The Breen Organic Extractor II is in tech level 8 of Breen Facility Technology. It should be in level 2. Renegade 13 |
Re: STM "Final v1.7.5" Discussion
Star Trek Mod v1.3.0
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons. 9. Fixed Level requirement error in Breen Organic Extractor II Thanks Renegade 13 Hey does any one know how to set up a race to drop troops as a primary tactic? I want to try and get the borg to design and drop troops on planets and to primarily capture ships as oppesed to destroying them. To do this I need help. |
Re: STM "Final v1.7.5" Discussion
I have yet to install .8 in my .7 with the UFP looks for shuttle pic and can not find I did not find one in pic folder so I copy/paste and renamed one and still no go...will work at it more and let you know http://forum.shrapnelgames.com/images/icons/icon10.gif great mod I too am getting stomped http://forum.shrapnelgames.com/images/icons/icon9.gif
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2. Changed Shuttle alternate image from fighter to FighterLarge (although actuall I think he ment to say change from "shuttle" to FighterLarge) |
Re: STM "Final v1.7.5" Discussion
ok
[ October 27, 2003, 21:17: Message edited by: narf poit chez BOOM ] |
Re: STM "Final v1.7.5" Discussion
OMG every i blink, there's a new Version out http://forum.shrapnelgames.com/images/icons/icon7.gif
Anyway, in my game (1.2.7) the Romulans where easy victims. They had no defenses what so ever on there homeplanets ( i tried a start once with 3 home planets each, medium tech ). Now i'm ready to invade the Borg. * minipol to Borg Queen: I told you a cube isn't a great design for a spaceship. * |
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Man talk about a hard game. I can not make head way. I am chasing borg ships all over, the klingons are tyring to colonize in my space now, and the breen keep attacking me without warning.
I have two minor allies and they need help, from the borg, and now I am fighting a war on three fronts. This has got to be one of the funnest games I have played in over a year. |
Re: STM "Final v1.7.5" Discussion
OMG.
I am on turn 125 and it has been a glorious fight all the way. I am playing as the Dominion against the Borg, Breen, Cardassians, Federations, Ferengi, Klingons, Romulans, and five neutral ai's. The Romulans were an easy victim around turn 50 or so. They put up a fight but were ultimately forced to surrender to me. Then the Breen wiped out the only romulan planet I had and has been nipping away at my heals ever since. They have cloaking technology so they slip into my systems and wipe out new colonies despite my best effort at stopping them. The have also mined nearly every warp point in the area and I have lost many ships to them. As fast as I take them down they put up more and clear the ones I put up. The Borg, OMG they are absolute monsters! They are by far the most powerful race in the game with an easy 3 to one lead. They engage me to test my defenses then leave. They have obliterated many of my planets, but my fleets have been able thus far to keep their cubes out of our core systems. I have not met any of the other AI's yet, and at this point I really don't want to. Medium settings/good starting/one planet/FQM large midlife. The borg are using intel, and thus far my intel has been able to avert most of their attacks, but a few get through from time to time. Most effective. I am literally in a fight for my life. No cheats in this game, just me against the evil empires of the galaxy. |
Re: STM "Final v1.7.5" Discussion
Atrocities,
Enjoy reading your narrative of your “Glorious War”. Interesting that the Breens are mining the warp holes. Please continue to keep us posted on the latest new report from the front. Question, Did you start the game with bonuses for the AI races? I wonder if there a way to beef up the Romulans some how. The Romulans seem like a third world country. Here my suggestion, increase their intelligence capacities for a lessen cost per intelligence post. Lessen their ship construction and Romulan’s basic weapon cost and size for weapon. That should increase the number of Romulans ship, that pack more of a punch. Still toying with the idea to allow all Romulans ships to have free cloaking. No sure about that idea yet. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
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11. Adjusted The cost and Tonnage of all Disruptors I'm not sure what he is changing them to but I noticed that the Klingon and Romulan disruptors despite having the same offense as Fed phasers took up more space (30kt and 20kt compared to 15kt for phasers) |
Re: STM "Final v1.7.5" Discussion
Wee bug here:
The Small Anti Matter Torpeado has a General Group of Ferengi Weapons despite have no tech requirement that would make them Ferengi. |
Re: STM "Final v1.7.5" Discussion
Well the battle has slightly improved. I have been able to finally punch through into one of the breen systems and have erradicated all of their worlds. I am holding my own against the Borg for now, who for some time could simply out run my ships, and now the Cardassian and the Klingons are testing my boarders.
I am gathering a fleet to penatrate further into breen space, it is my desire to wipe them out, all of them. I am using remote miners now and this has proven to be highly effective to get resources. I am now in the process of clearing an asteroid system of Breen infection and will dipatch a lot of resource ships once the system is clear. Mines are utterly useless against the AI at this point, but still highly effective against me. The Borg ships are so huge that they can clear a 100 mines with one ship and they often do. The Breen have been the best AI opponent thus far with incursions and attacks. I have temperal spy satellites up now in all of my systems and have been detecting their ships as they enter. My Atrocities Class Heavy Cruiser armed with Positron Torpedos has proven to be quite formiddable. About making the Romulans better opponents, I think they are good oppoents, but the way they are set up is hurting them. I will fiddle around with them a bit and see what I can do to improve them. But if they get a good starting location, they will do well. The Breen are using battleships and dreadnoughts now. So at least one other AI is using the larger ships hulls. =========================== Star Trek Mod v1.3.0 as of 10-28-2003 =========================== 1. Fixed Spelling error in name Impulse Engine IV 2. Changed Shuttle alternate image from shuttle to FighterLarge 3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam 4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I 5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40 6. Changed Tonnage Space Taken on Computer Virus I - II to 30 7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ) 8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons. 9. Fixed Level requirement error in Breen Organic Extractor II 10. Fixed Masking issues with Components BMP (Mini) 11. Removed Extra Medical Facilities I - III (Duplicated) 12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons |
Re: STM "Final v1.7.5" Discussion
Atrocities,
After reading your posting about your latest game. I remember that in my Last game, the Romulans didn’t offer much resistance either. I just rolled right over them, they only slow me down some, like a speed bump would. Each major AI races should has some special weapon, ship mount, etc that helps to give them that combat edge or advantage. The Romulans has special weapons, facilities, etc., but they don’t have something that really reflexes their secretive nature, tactical wise. Disregard my earlier suggestions for the Romulans. Here what I think the Romulans should have. Combine they cloaking devise with ECM capacities. The Romulans would use they cloaking devise in combat to enter a tactical situation cloaked. Decloak and engage an enemy vessel and recloak again. Move around some, decloak and open fire again, then recloak before the enemy vessel should effectively engaged them. Thus using their cloak devise tactically is the same as using ECM. The cloaking devise should start at smaller size and increase in size as its capacities increase. Also a smaller size would allow the Romulans to effectively to use them on smaller warships. Cloak devise one, size 10 tons, cloak emissive of 1, and ECM of +20 Cloak devise two, size 15 tons, cloak emissive of 2, and ECM of +40 Cloak devise three, size 20 tons, cloak emissive of 3, and ECM of +60 Cloak devise four, size 30 tons, cloak emissive of 4, and ECM of +80 Cloak devise five, size 40 tons, cloak emissive of 4, and ECM of +100 Cloak devise six, size 50 tons, cloak emissive of 5, and ECM of +125 Remove the regular ECM (I think its under combat support) from the Romulans research tech tree, but the leave the smaller ECM in place for fighter/troops and shuttles. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
This all sounds good, but where's the link to d/l the mod? All I"m seeing are descriptions of what's in each Version, but no actual way to d/l it. Where do I have to go do d/l this mod?
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Re: STM "Final v1.7.5" Discussion
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http://www.astmod.com/startrek/download.htm [ October 28, 2003, 18:04: Message edited by: General Woundwort ] |
Re: STM "Final v1.7.5" Discussion
Ok, thanks for the info. I'll d/l it tonight, probably after I watch 24. I've been waiting all summer for that show to start again.
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Re: STM "Final v1.7.5" Discussion
Lighthorse, those values might leave others with a 1% chance to hit romulan ships at any range when they have Cloaking Device V. It is a good idea in principle, but those numbers seem a bit high to me. (unless STM has ECM and Combat Sensors maxing around 80-100 or so...).
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Thanks for your input Imperator Fyron Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
Is there anywhere I can download either Version 1.2.9 or 1.3.0? I've seen the revision histories posted here, but no links to the patches. I've also checked www.astmod.com/startrek/download.htm , but it isn't available there. Help please?
Renegade 13 |
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Edit for stupid double post
[ October 29, 2003, 01:28: Message edited by: Renegade 13 ] |
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------------------- I figured out the problem with the Romulans. This I may need AI help on. The Romulans are not designing colony ships until around turn 25. The Federation is also in the same boat. I figure it has something to do with them both having speciality warp drives, however the borg also have speciality warp drives and are designing colony ships from the word go. |
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