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-   -   *** Star Trek Mod Discussion *** (http://forum.shrapnelgames.com/showthread.php?t=6130)

CNCRaymond May 25th, 2003 05:52 AM

Re: *** Star Trek Mod Discussion ***
 
That is a nice looking forum Mr. Fyron, but even on a cable modem it still took a long time to load.

[ May 25, 2003, 04:53: Message edited by: CNCRaymond ]

Fyron May 25th, 2003 08:34 AM

Re: *** Star Trek Mod Discussion ***
 
You loaded it during one of those busy times I mentioned. http://forum.shrapnelgames.com/images/icons/icon12.gif Most of the day, it loads in a snap for me.

Also, do you have browser caching disabled? If so, that would explain slow loading times. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 25, 2003, 07:35: Message edited by: Imperator Fyron ]

Atrocities May 28th, 2003 10:29 AM

Re: *** Star Trek Mod Discussion ***
 
Netscape loaded your site just fine Fyron. I was even able to post. Most impressive this netscape.

Knightsaber June 1st, 2003 08:15 AM

Re: *** Star Trek Mod Discussion ***
 
Any updates Captain? http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm still totally dying to try this out.

Captain Kwok June 1st, 2003 09:07 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Knightsaber:
Any updates Captain? http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm still totally dying to try this out.

<font size="2" face="Verdana, Helvetica, sans-serif">It's getting closer! I spent a couple of hours tonight chasing down bugs and typoes in the data files - some silly none atmosphere Gas Giants entries and things of that sort.

Check our other forum (link through the website) and see some of the Posts there, lots of good stuff including some new planet images.

Fyron June 1st, 2003 09:15 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Atrocities:
Netscape loaded your site just fine Fyron. I was even able to post. Most impressive this netscape.
<font size="2" face="Verdana, Helvetica, sans-serif">Which again is an indication that you need to clear the browser Cache for IE. And change the refreshing options. They are probably not set optimally at present. http://forum.shrapnelgames.com/images/icons/icon12.gif

Captain Kwok June 6th, 2003 08:03 AM

Re: *** Star Trek Mod Discussion ***
 
Greetings!

Look for a website update on Saturday (7th June) afternoon with the latest changes (there's been quite a few) and information about the Star Trek mod. I'm still working on getting all the races functional enough to send out in the beta, plus some basic default AI files to fix some errors I'm seeing with fleets in the mod - i.e. no strategies etc.

-----

I also want to thank you for your patience! I know it has been a year since I first proposed the mod and it seems like it will never be ready...but it's really getting there. I would send out some copies right now if it operated a little bit smoother.

-----

There are also some issues with hardcoded SE:IV stuff that I'm sending to Aaron to hopefully fix in a final patch for the game. While that patch is not certain, I'm hoping that it will be...even if it delays SE:V by a few weeks. It is really needed to cap this great game.

Some of this issues include:

Player placement when moons are involved.

Duplicate random players added when less than 20 races are available despite proper settings.txt values.

SE:IV producing non-fatal "image not found" errors for images displayed during empire setup - should just find a valid image including primary and secondary bitmap references and not just the primary values that default races follow.

Plus, why not add the research and intel abilities for components? http://forum.shrapnelgames.com/images/icons/tongue.gif

-----

That's all for now. Happy treking!

Lord Kodos June 6th, 2003 08:17 AM

Re: *** Star Trek Mod Discussion ***
 
Id also like to see the Restricted and Required racial trait fields implented as well...

Well glad to hear Kwok, cant wait for the mod and good luck!

jimbob June 7th, 2003 12:35 AM

Re: *** Star Trek Mod Discussion ***
 
Looking forward to the update tomorrow!

Atrocities June 7th, 2003 01:19 AM

Re: *** Star Trek Mod Discussion ***
 
Thanks for the update Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif One other thing to send to Aaron for fixing in a final patch, if there is to be one, would be to fix the;
Change Bad Intelligence Chance - System
Ability - Decreases the chance of any sabotage activities in this system; and get it to work.

With this working a viable counter intel facility could be built.

Captain Kwok June 7th, 2003 09:40 PM

Re: *** Star Trek Mod Discussion ***
 
Greetings!

The first part of the website update has been completed, including:
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Two screenshots and mini planet images in the Graphics Area.</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Major Ferengi ships are now complete.</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Updates to Treknology items</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Number of minor changes to race info</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Additional navigational Aids
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">The next update will include some images of different neutral race ships, more detail on cultural modifiers for each race, and hopefully a few more ships.
After that gets done, then I'll be adding the Star Trek mod database, which I'm working on as I debug the mod and will continue working on during the beta test. The database is a hyperlinked alphabetical listing of race and ship info, components and facilities, and other useful information about the mod. It will also be converted to serve as a reference manual down the road.

Raging Deadstar June 7th, 2003 10:40 PM

Re: *** Star Trek Mod Discussion ***
 
Very nice update, i'm extremely interested in playing this mod when it comes out, It's looking very good! Don't feel rushed though Kwok, we can all wait for this to come out, even if there will be some salviating and gnashing of fangs in anticipation http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS June 7th, 2003 10:50 PM

Re: *** Star Trek Mod Discussion ***
 
Looking great, Captain Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ed Kolis June 8th, 2003 04:33 AM

Re: *** Star Trek Mod Discussion ***
 
Hey Cap'n... how do ya do that cool fade effect between the pages? I've never heard of any HTML that could do THAT! http://forum.shrapnelgames.com/images/icons/shock.gif

Why are there no Multi-Target Sensors that allow you to hit two targets... they start at three... http://forum.shrapnelgames.com/image...s/confused.gif

The shield generator facilities don't generate many shields... remember, that's a FACILITY slot you're using up! (And planetary shields aren't even leaky...)

Armor had better be pretty darn cheap because it looks useless compared to shields... maybe if shield generators produced fewer shields (they do regenerate from damage - look at Adamant, shield generators hardly generate any shields but they still make up for that with their regeneration.) Besides, in Star Trek, even when shields are at 100%, the ship still rocks, so shields must not be invincible energy barriers! http://forum.shrapnelgames.com/images/icons/icon12.gif

Looking forward to playing with this mod! http://forum.shrapnelgames.com/images/icons/icon10.gif

Krsqk June 8th, 2003 04:59 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Besides, in Star Trek, even when shields are at 100%, the ship still rocks, so shields must not be invincible energy barriers!
<font size="2" face="Verdana, Helvetica, sans-serif">If you were holding a shield, and someone hit it with a photon torpedo, you'd rock a bit, too! http://forum.shrapnelgames.com/images/icons/icon7.gif It's just a giant-sized garbage can lid made out of energy--just a larger Version of the stick fights we had as kids. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok June 8th, 2003 05:19 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Ed Kolis:
Armor had better be pretty darn cheap because it looks useless compared to shields... maybe if shield generators produced fewer shields (they do regenerate from damage - look at Adamant, shield generators hardly generate any shields but they still make up for that with their regeneration.) Besides, in Star Trek, even when shields are at 100%, the ship still rocks, so shields must not be invincible energy barriers!
<font size="2" face="Verdana, Helvetica, sans-serif">You are much mistaken on this point. You need to remember that must components only have 1-2kT of structure. Armor ends up providing most of the hitpoints to suck up damage after the shields begin to leak - which happens quite readily. If you don't have armor, a single hit without shields will take you out. In fact, I had to adjust Ablative Armor because it was too effective in deflecting damage from smaller ships that it made Federation ships almost invulnerable to them in combination with the leaky shields.

The fade effect is something I can add with frontpage under 'page transitions'. I like it and it only Lasts 0.5 secs, but some people like Fyron hate it and turn in off in their internet options!

Planet cargo space is increased, so you can supplement a planet's shielding quite well with weapon platforms.

[ June 08, 2003, 05:48: Message edited by: Captain Kwok ]

Fyron June 8th, 2003 06:00 AM

Re: *** Star Trek Mod Discussion ***
 
Page transitions require javascript, and they most certainly suck big time. Ever see that Simpsons where Homer made a dating video for Ned, and everything used those star wipes? It's kinda like that, but worse. http://forum.shrapnelgames.com/images/icons/icon12.gif They are rather tacky.

I do not know if the values I have for shield generators in Adamant are good or not atm, as I have to get the weapons finished first to be able to properly test them. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 08, 2003, 05:01: Message edited by: Imperator Fyron ]

Atrocities June 8th, 2003 08:19 AM

Re: *** Star Trek Mod Discussion ***
 
The site looks great Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ed Kolis June 9th, 2003 12:06 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Captain Kwok:
You are much mistaken on this point. You need to remember that must components only have 1-2kT of structure. Armor ends up providing most of the hitpoints to suck up damage after the shields begin to leak - which happens quite readily. If you don't have armor, a single hit without shields will take you out.
<font size="2" face="Verdana, Helvetica, sans-serif">Yup, sounds like Star Trek... Our shields are down, we're dead meat! Maybe there should be no armor at all in the standard tech tree since no one on Star Trek save Captain Janeway seems to have even heard of the stuff http://forum.shrapnelgames.com/images/icons/icon10.gif

Oh well, you're the one who's been testing this mod so far so you should know http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities June 10th, 2003 03:28 PM

Re: *** Star Trek Mod Discussion ***
 
You know, *evil grin* since this mod is mostly custom made, you, ahem, I mean we could sell it as an add-on.

*Ducks and runs for cover*

Knightsaber June 10th, 2003 05:45 PM

Re: *** Star Trek Mod Discussion ***
 
*gnashes fangs*

http://forum.shrapnelgames.com/images/icons/icon7.gif

tesco samoa June 10th, 2003 05:58 PM

Re: *** Star Trek Mod Discussion ***
 
and it would help meet all canadian content laws http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie June 10th, 2003 06:09 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Well, I wouldn't say that armor in the mod was like the armor feature in Voyager "Endgame", but it provides a little more protection once the shields have been knocked out (which only occurs once the generators are truly destroyed) - but not too much, a heavy weapon with a mount against most ships will cripple or destroy them.
<font size="2" face="Verdana, Helvetica, sans-serif">As I recall, the shields and armor are both leaky.
That means, after the first hit, you will be taking some hull damage.

Without armor/SIF, even a little hull damage will kill you, so you definitely need to bulk your ship up.

Captain Kwok June 10th, 2003 06:46 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Suicide Junkie:
As I recall, the shields and armor are both leaky. That means, after the first hit, you will be taking some hull damage. Without armor/SIF, even a little hull damage will kill you, so you definitely need to bulk your ship up.
<font size="2" face="Verdana, Helvetica, sans-serif">I believe I did mention this about 6 or 7 Posts down! http://forum.shrapnelgames.com/images/icons/tongue.gif

I guess SJ is just trying to reclaim his top poster crown after Fyron zipped by him!

Ed Kolis June 10th, 2003 09:27 PM

Re: *** Star Trek Mod Discussion ***
 
Hey, this isn't the "Official" Star Trek Mod Discussion anymore? http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities June 10th, 2003 09:52 PM

Re: *** Star Trek Mod Discussion ***
 
Nope, the offical discussion is held at Fyron's forums unless kwok swiched it back here, and I doubt he has. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok June 10th, 2003 10:30 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Ed Kolis:
Hey, this isn't the "Official" Star Trek Mod Discussion anymore? http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="Verdana, Helvetica, sans-serif">I didn't expect that anyone would notice the slight title change! I really only changed it to condense the title a bit, that's all. However, I do prefer using Fyron's forum because you can create separate threads and most items don't get buried by Posts like this one!

Captain Kwok June 11th, 2003 01:35 AM

Re: *** Star Trek Mod Discussion ***
 
Well, I wouldn't say that armor in the mod was like the armor feature in Voyager "Endgame", but it provides a little more protection once the shields have been knocked out (which only occurs once the generators are truly destroyed) - but not too much, a heavy weapon with a mount against most ships will cripple or destroy them.

But you're right - how would you guys really know? Oh well don't fret, I'm getting there...still http://forum.shrapnelgames.com/images/icons/tongue.gif .

Captain Kwok June 12th, 2003 06:21 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by minipol:
The battle picture (preview) on your site looks very cool. http://forum.shrapnelgames.com/images/icons/icon6.gif drool ...
How's the testing coming along?
I have a question about the AI? Are you using an own AI or have you modfied the AI of say TMD?

<font size="2" face="Verdana, Helvetica, sans-serif">The mod is vastly different than the regular game, especially in terms of organization, so any old AIs will be totally non-functional - so I'll be making my own AIs based closely on each race's behavior on Star Trek, but I'm sure I'll borrow some ideas from the best AIs.

Testing is going ok but a little bit slower than I'd because of other 'life' demands. There's some issues right now that I need to clear up to make the mod functional enough to let other people use it without a few workarounds.

I'll post a few more in-game images soon with the next update.

Edit: Drop by our official forum hosted by Fyron, there's plenty of more detailed discussion there that you might find interesting! Link is available through the website!

[ June 12, 2003, 17:22: Message edited by: Captain Kwok ]

minipol June 13th, 2003 01:09 AM

Re: *** Star Trek Mod Discussion ***
 
The battle picture (preview) on your site looks very cool. http://forum.shrapnelgames.com/images/icons/icon6.gif drool ...
How's the testing coming along?
I have a question about the AI? Are you using an own AI or have you modfied the AI of say TMD?

Captain Kwok June 13th, 2003 11:27 PM

Re: *** Star Trek Mod Discussion ***
 
A minor website update with some design changes (in progress) and added cultural modifier data for each race on their information page.

[ June 14, 2003, 01:48: Message edited by: Captain Kwok ]

minipol June 14th, 2003 01:52 AM

Re: *** Star Trek Mod Discussion ***
 
Thanks, i'll have a look at that forum.
Making the AI will be a daunting task. Maybe you could make 1 good ai and then tweak that for the different races?

Captain Kwok June 15th, 2003 09:11 PM

Re: *** Star Trek Mod Discussion ***
 
Bad, Very Bad News

My harddrive has died. It made a few clicking noises while I was playing a pbw turn - then I realized what was happening! I tried in vain to backup what I could of my computer files, but it was too late. I had intended to copy all the mod files and graphics etc to CD a few weeks ago but had procrastinated. I feel like crying now.

I'll try and get a new harddrive if I can afford to this week and see if I can grab anything off the old one - unfortunately I don't think it will work. It sounds like the problem is mechanical.

If I cannot recover anything from the mod, I will not continue the mod. I am so sad. I keep thinking about all the time I spent making those graphics and files. All I had to do was copy it to a damn CD, half hour at most. Now I only have a few floppies with selected files from a few months ago. I'm so sorry. I feel so bad. It's been so long already and I know many of you were looking so forward and I was finally getting so close.

At least I have this laptop, so I think I'll be able to keep up with PBW turns and stuff like that. If I can't recover the data, I think I'll devote my resources into helping revive the se:ladder with Fyron and Thermodyne and making the best thing around.

I think I'm going to go for a walk, it's such a nice day. If you haven't backed up your important data recently - I suggest you do it now - don't be a dumbass like me.

Slick June 15th, 2003 09:24 PM

Re: *** Star Trek Mod Discussion ***
 
AAAAAAAAAAARRRRRRRRRRRGGGGGGGGGGG!!!! http://forum.shrapnelgames.com/images/icons/icon8.gif

That's terrible!!! I was so looking forward to this mod!!! http://forum.shrapnelgames.com/images/icons/icon9.gif

There are places that specialize in recovering data from dead systems. From what I hear, they are expensive, though http://forum.shrapnelgames.com/images/icons/shock.gif . I'd at least try to get an estimate. I have read reports of data being recovered from harddrives that had fell into water, run over with a truck, and many other seemingly unbelievable recoveries. Maybe it is not so expensive for a "normal" crash... Hope you didn't lose anything else.

[edit: If you do get an estimate, please post what the cost would be. Who knows, maybe we could take up a small collection to help.]

[edit2: check this out: http://www.drivesavers.com/museum/museuma.html ]

Slick.

[ June 15, 2003, 20:38: Message edited by: Slick ]

Katchoo June 15th, 2003 09:25 PM

Re: *** Star Trek Mod Discussion ***
 
*Katchoo's jaw drops to the floor*

Good lord! First Hugh's Hard Drive goes kaput!, now yours. Can we blame the people associated with MOO3 for this?

Seriously though, it may not be all that bad http://forum.shrapnelgames.com/images/icons/icon7.gif You have alot of images and info stored on your website and the Offical Forum. You may be able to use some of that stuff to rebuild the Mod.

Hopefully http://forum.shrapnelgames.com/images/icons/icon7.gif

Hopefully http://forum.shrapnelgames.com/images/icons/icon9.gif

Hopefully http://forum.shrapnelgames.com/image...s/confused.gif

Captain Kwok June 15th, 2003 09:59 PM

Re: *** Star Trek Mod Discussion ***
 
I'm just in shock really. I had that 'not going to happen to me' attitude and I sure paid for it huh?

I'll see what my options are in the next couple of days. It sounds like something is wrong with the arm/head?, the drive is making this clicking noise like it can't read the platters. I'm not fiddling with it anymore myself as I don't want to cause anymore possible damage. I'll be sure to post the details of what is going on.

[ June 15, 2003, 21:04: Message edited by: Captain Kwok ]

Slick June 15th, 2003 10:07 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Captain Kwok:
I'm just in shock really. I had that 'not going to happen to me' attitude and I sure paid for it huh?

I'll see what my options are in the next couple of days. It sounds like something is wrong with the arm?, the drive is making this clicking noise like it can't read the platters. I'm not fiddling with it anymore myself as I don't want to cause any damage. I'll be sure to post the details of what is going on.

<font size="2" face="Verdana, Helvetica, sans-serif">Good. From what I have been reading on the data recovery sites, the noise indicates mechanical problems that can destroy data. For drives making noise the sites do not recommend trying software to recover the data; using the drive can cause more damage. (Maybe that's just trying to get business) Although, you probably knew that already.

Slick.

Captain Kwok June 15th, 2003 10:22 PM

Re: *** Star Trek Mod Discussion ***
 
I read that too. I only tried a couple of times to re-start after the initially clicking noises began. I hope if it did cause damage, it didn't cause too much.

minipol June 15th, 2003 10:55 PM

Re: *** Star Trek Mod Discussion ***
 
All i can say is: NOOOOOOOOOOOOOOOOOOOOOOOOO!!!! http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon9.gif
Aaaarrrggggh. Never trust a hd. Hell, never trust a cd. I always keep several cd's with backups of my data.

[ June 15, 2003, 21:55: Message edited by: minipol ]

Timstone June 15th, 2003 11:02 PM

Re: *** Star Trek Mod Discussion ***
 
Ouch, this a dark day indeed for the SE4 fans.
All that time you've spend on this beautiful mod, wasted...
Although Slicks idea about the cost for recovery and a little collection sounds really tempting. I'm sure there are many, many fans at this board who are willing to pay a small fee for you great mod.
Hmm... hope Hadrian won't be offended...

Atrocities June 15th, 2003 11:02 PM

Re: *** Star Trek Mod Discussion ***
 
Kwok, save the HD as one day you might be able to get the data recovered. Trust me on this, a second HD is a god send at times. I back up all the DOGA files on that and on zip. My burner, thanks to Easy CD Creater, seldom works.

If you have BB and can access the data, email it to someone or upload it to your website for storage.

If you can not recover you work, and the ST mod is dead, then all we have left is the AST mod. And I really do not feel like going through that mod and remaking it.

[insert]Loud SCREAM of FRUSTRATION[/insert]

All of your models are gone!!!!!!!! http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

[ June 15, 2003, 22:06: Message edited by: Atrocities ]

minipol June 15th, 2003 11:03 PM

Re: *** Star Trek Mod Discussion ***
 
Yeah, definitly get an estimate.
Anyway, nobody else has part of the data files?

cybersol June 15th, 2003 11:08 PM

Re: *** Star Trek Mod Discussion ***
 
Ouch, that is really bad news for all of us, but especially for you Kwok. Sorry your HD had such a lousy sense of timing. I was (and still am if possible) really looking forward to this mod.

Getting data off the drive can be anywhere from pricey to really pricey because it usually requires a clean room at minimum. Also, it is not always possible if the heads crashed into the platter and completely destroyed the surface.

Keep us posted on the news and recovery efforts. So sorry to hear this happened to you.

Slick June 15th, 2003 11:09 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Timstone:
Ouch, this a dark day indeed for the SE4 fans.
All that time you've spend on this beautiful mod, wasted...
Although Slicks idea about the cost for recovery and a little collection sounds really tempting. I'm sure there are many, many fans at this board who are willing to pay a small fee for you great mod.
Hmm... hope Hadrian won't be offended...

<font size="2" face="Verdana, Helvetica, sans-serif">Whoa... I hinted at a collection to save his hardware, NOT to pay for the mod. There is a difference and I am sure we don't want to go there.

Slick.

Captain Kwok June 15th, 2003 11:36 PM

Re: *** Star Trek Mod Discussion ***
 
It's ok, no collection is needed!

I will take it with me to a couple of computer stores. Since I need a new HD regardless, I'm hoping to maybe make some kind of deal where if its possible to recover some data, they'll do it for me cheaper if I'll buy a new drive from them.

If all is lost, I don't think I could restart the mod. It would just be so frustrating after how much time was spent, I don't think I would ever be able to get over it. However, on a more positive note after such a horrible day, I would put my efforts into a variety of smaller projects such as ship sets (hey, Atrocities does need some competition you know), helping with other mods, and other general mayhem - just not anything too big http://forum.shrapnelgames.com/images/icons/icon7.gif .

Katchoo June 16th, 2003 12:08 AM

Re: *** Star Trek Mod Discussion ***
 
Is your Hard Drive under warrenty still? If so, and if you can't get the data back (or it's waaaay to expensive) then contact the manufacturer and send in the bad Drive for a new one. Aside from shipping of the bad Drive, there' no other cost to you.

From the description of the noises it sounds like you had the same thing happen as I did Last year with my 13 Gig Quantam Drive. A trip to the Maxtor (who bought out Quantam) wesbsite and I had authorization to swap the Drive for a new one.

Don't pay for a new Drive if you don't have too http://forum.shrapnelgames.com/images/icons/icon12.gif

minipol June 16th, 2003 12:21 AM

Re: *** Star Trek Mod Discussion ***
 
And now that i think of it. It's probably the head that's going kaboom. Which means your top disc (normally a hd consists of several disks) is going to have some scratches. Which means lost data in those sector but the other data on the disk should be recoverable. They could get the disks out and read those.

DeadZone June 16th, 2003 03:27 AM

Re: *** Star Trek Mod Discussion ***
 
And that could cost quite abit, unless u know the right ppl

DeadZone June 16th, 2003 03:32 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Slick:
From what I have been reading on the data recovery sites, the noise indicates mechanical problems that can destroy data. For drives making noise the sites do not recommend trying software to recover the data; using the drive can cause more damage. (Maybe that's just trying to get business) Although, you probably knew that already.

Slick.

<font size="2" face="Verdana, Helvetica, sans-serif">Actually it is false to some point, when I first got my hdd's they always made that noise, yet no data loss, no damage, no nothing

Tho I do know alot about computers so I can say, it is a worryin sign, just it doesnt always do anything bad

jimbob June 16th, 2003 03:34 AM

Re: *** Star Trek Mod Discussion ***
 
Oh please be recoverable... please please please please please!

I'd be willing to chip in if need be to rescue data from the drive (note to all, I don't mean that I'd be willing to pay for a mod, but rather to help with the recovery of work done). Keep us posted. Also, if you'd like, I can store some data on my HD and back up on the server here at work. Heck, I'd burn it to CD as well, and if need be I'd snail mail you replacements!

Really sorry to hear the bad bad news. Good luck to you!


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