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Re: The Star Trek Mod - Final Update
It took me 4 minutes to make the fixes. I'll e-mail the two files to you.
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Re: The Star Trek Mod - Final Update
It was my request.
I asked for this because it was too easy to add unmounted warp core to design. I did it a couple of times (inspite of description saying "use mount!") http://forum.shrapnelgames.com/image...s/rolleyes.gif Stupid me. I thought that it could be a source of troubles for newbie players as well. |
Re: The Star Trek Mod - Final Update
One small thing Atrocities. I'd meant to mention this long ago, but never did. I'm not a beta tester for the latest Version, so you may have already fixed this....but here it is anyways.
I noticed that couple of hundred turns into my game, none of the AI races would use ships over about 500kT in size. I of course was using ships way way bigger. They never did use larger ships, and so it was actually quite easy to defeat them once I had the larger ships. I know that they've researched the larger ships, because their minesweeper class ships use their largest ship sizes. I presume this might be a problem with their ship design txt files. Hope this helps you out a little bit, sorry if this has already been addressed. Thanks for all the hard work that's going into making this mod even better than it already is http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
Definitly a error with the design creation, most probably the big hulls are not at the top of the file (just a guess)
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Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
Sorry if this is fixed already (I'm playing a STM 1.72 PBW game) but I noticed a few problems with weapons:
-Ferengi (and perhaps other) racial weapons can't be mounted on bases. -Base mounts say they increase damage by 3, 5, whatever times, but in fact they don't - I understand the desire to balance the mounts out but I think it should be documented that the large mount actually does more damage than the heavy mount! -Ferengi Pulse Weapons keeps on going past tech level 3, even though I haven't seen any weapons that use such technology yet... Oh yeah, and only 2 levels of Captains? http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/image...ies/tongue.gif Keep up the great work! http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
Havent been really able to play that much, but is it suppose to be missing half the weapons or did I screw up installing it. Also is it suppose to have a couple place holders-in components.
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Re: The Star Trek Mod - Final Update
The weapons systems has been changed. You must now research to gain access to weapons. The next Version will have a middle starting tech that will give access to race weapons.
As for place holders, I want opinions on them. Should I leave them in or take them out. I put them there to help new players gain an understanding of the weapons in each catagory. Thanks for the post Colonel. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
I should post that I am playing the latest Version, 1.8.5 and am having a bLast so far. I have not had this much fun playing the STM since Kwok and UserX and I played a turn fest.
I will get back to updating the ship sets tomorrow I think. I will also have a new beta patch, data files only, tomorrow. Right now I am rebuilding an old Compaq PC and so far so good as it seems to be working well. Say do any of you know a good place to get a free firewall program like zone alarm but better? Also a free anti virus program? Thanks. |
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