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-   -   STM "Final v1.7.5" Discussion (http://forum.shrapnelgames.com/showthread.php?t=9755)

geoschmo December 29th, 2003 01:40 AM

Re: STM "Final v1.7.5" Discussion
 
Regarding the Star Trek Mod game failing to process. I am not sure there is a problem at all. We've had some problems the Last few days with turns failing and when the game owner hits the execute turn button they run fine the second time. I think it's a system resource thing cause we've been running some utilities on the server. Raymond, if you see this, if it fails again on the next turn let me know before you run it offline. I want to look at it and see what's happening.

DavidG December 29th, 2003 04:40 AM

Re: STM "Final v1.7.5" Discussion
 
Has anyone else notcied this:

Your ships in a fleet with the default ship and fleet orders (Optimal range) do not fire in comabat?

I have noticed this in several games. My ships run around in circles and do not approach or fire on the enemy. in some combats were they started next enemy satalites they just did not fire??

I'm not sure if this is a mod problem or maybe some se4 thing (although I suspect the later)

I was going to send one particular game turn to Atrocities to see what he thought but then I recall he is on dialup and it is a 1MB turn file. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities December 29th, 2003 05:54 AM

Re: STM "Final v1.7.5" Discussion
 
David I have no idea what would cause this. None at all. I think it might be an SeIV thing, but then agian who really knows.

Fyron December 29th, 2003 10:20 AM

Re: STM "Final v1.7.5" Discussion
 
Make sure that that default strategy is not bugged. What weapons exactly do you have on the ships?

mottlee December 29th, 2003 01:05 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
If AT did not add anything new to the SystemTypes.txt file when copying it from FQM, a better solution would be:
1) download FQM Standard
2) find the FQM Standard\Data folder
3) copy the SystemTypes.txt file from this folder
4) find the Star Trek Mod\Data folder
5) paste the copied SystemTypes.txt file from FQM into the Star Trek Mod\Data folder

This should be the same systems file, except that all systems with non-stock system images are modified to simply use stock system images (no extra nebulae, novae, black holes, etc.).

Note that this is better because FQM Standard is around 1 MB, instead of around 30 MBs for the FQM Deluxe file that you would need to get the missing system images from.

Of course, this does not help games in progress, onlt new games. CUrrent games can be easily fixed without any downloading. Just copy one of the stock Black Hole images, renaming it to the name of the missing image.

<font size="2" face="sans-serif, arial, verdana">OK will do I did D/L both but did not know what to look for http://forum.shrapnelgames.com/images/icons/shock.gif

jimbob December 29th, 2003 09:41 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Your ships in a fleet with the default ship and fleet orders (Optimal range) do not fire in comabat?
<font size="2" face="sans-serif, arial, verdana">I've noticed that if I break a treaty and try to attack in the same turn that my ships will (sometimes? always?) close with the enemy but not attack/fire. Is this a possibility in your case? It was a glitch I noticed in pre-gold, so maybe this isn't your problem.

AMF December 29th, 2003 10:53 PM

Re: STM "Final v1.7.5" Discussion
 
OK, please forgive another newbie question related to mods & images & FQM:

I'm still a bit overwhelmed by all the image mods out there.

I enjoy "maxing out" my SEIV games. So, What I want to do is this: I want to
get the most comprehensive set of images and make FQM-Deluxe usable by my mods
without causing the mods to get horked up.

So, since I play Stock SEIV, DevNull, and now Star Trek 1.3.5. do I just copy over the
"largest" image.mod files into each of the appropriate picture directories for each mod
I use? And, how can I get use of FQM-deluxe in DevNull and Star Trek (or any future mods I
load up)?

Are they able to be overlapped, or is it a one-or-the-other proposition?

thanks,

Alarik

(yes, I know this is getting off the Star Trek topic, but I've got to occupy myself somehow until the game starts...)

Quote:

Originally posted by mottlee:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
If AT did not add anything new to the SystemTypes.txt file when copying it from FQM, a better solution would be:
1) download FQM Standard
2) find the FQM Standard\Data folder
3) copy the SystemTypes.txt file from this folder
4) find the Star Trek Mod\Data folder
5) paste the copied SystemTypes.txt file from FQM into the Star Trek Mod\Data folder

This should be the same systems file, except that all systems with non-stock system images are modified to simply use stock system images (no extra nebulae, novae, black holes, etc.).

Note that this is better because FQM Standard is around 1 MB, instead of around 30 MBs for the FQM Deluxe file that you would need to get the missing system images from.

Of course, this does not help games in progress, onlt new games. CUrrent games can be easily fixed without any downloading. Just copy one of the stock Black Hole images, renaming it to the name of the missing image.

<font size="2" face="sans-serif, arial, verdana">OK will do I did D/L both but did not know what to look for http://forum.shrapnelgames.com/images/icons/shock.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Fyron December 30th, 2003 12:14 AM

Re: STM "Final v1.7.5" Discussion
 
You could copy the images into every mod. Or, you could install them into the default pictures folders, which prevents unnecessary duplication, and makes it much easier to update in the future. It is not a good idea to install the Image Mod files into particular mods.

You can move the system images from FQM Deluxe into the default Pictures\System folder as well, and they will be used by any of your mods that call for them.

Atrocities December 30th, 2003 02:10 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
You could copy the images into every mod. Or, you could install them into the default pictures folders, which prevents unnecessary duplication, and makes it much easier to update in the future. It is not a good idea to install the Image Mod files into particular mods.

You can move the system images from FQM Deluxe into the default Pictures\System folder as well, and they will be used by any of your mods that call for them.

<font size="2" face="sans-serif, arial, verdana">I would do what Fyron recommends and install them into the default pictures folders.

AMF December 30th, 2003 02:35 AM

Re: STM "Final v1.7.5" Discussion
 
Hmmm...it looks like I used the wrong shipset. I think I should've used "Cardassian (Star Trek)" instead of "Cardassian Shipset"

I presume this won't make a difference...

thanks,

Alarik

AMF December 30th, 2003 06:20 AM

Re: STM "Final v1.7.5" Discussion
 
Ummm... I'm an idiot. The game settings say "no sabotage." I didn't realize that this meant no intel at all. Is it possible for me to resubmit my empire, since I did the standard Cardassian start (which is somewhat reliant on intel...)?

thanks,

Alarik

Atrocities December 30th, 2003 07:05 AM

Re: STM "Final v1.7.5" Discussion
 
Intel is still on, but you won't be able to do projects that will kill populations or anger them.

Once a game has been started you cannot change your empire file.

Which game are you in? If the game has not been started, you can email me your emp file and I can add it manually when I set up the game.

DavidG December 30th, 2003 03:18 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by jimbob:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Your ships in a fleet with the default ship and fleet orders (Optimal range) do not fire in comabat?
<font size="2" face="sans-serif, arial, verdana">I've noticed that if I break a treaty and try to attack in the same turn that my ships will (sometimes? always?) close with the enemy but not attack/fire. Is this a possibility in your case? It was a glitch I noticed in pre-gold, so maybe this isn't your problem. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">no the combat in question was with an empire I've never had any treaty with.

the weapons I had were Borg Ripper beams. Although I also noticed this in a different game when a Romulan fleet under human control attacked me and didn't fire. I think I had it happen when playing the Feds too.

Fyron December 30th, 2003 07:30 PM

Re: STM "Final v1.7.5" Discussion
 
The intelligence box is always disabled until you have contact with at least one race.

AMF December 30th, 2003 07:51 PM

Re: STM "Final v1.7.5" Discussion
 
Well, shoot, now I *really* feel stupid. http://forum.shrapnelgames.com/images/icons/icon9.gif

sigh.

Carry on. As you were. Nothing here to see. Move along, move along...


Quote:

Originally posted by Imperator Fyron:
The intelligence box is always disabled until you have contact with at least one race.
<font size="2" face="sans-serif, arial, verdana">

mottlee December 30th, 2003 08:02 PM

Re: STM "Final v1.7.5" Discussion
 
Well every one is due at least 1 "OH SH*T!" http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif


Quote:

Originally posted by alarikf:
Well, shoot, now I *really* feel stupid. http://forum.shrapnelgames.com/images/icons/icon9.gif

sigh.

Carry on. As you were. Nothing here to see. Move along, move along...


</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
The intelligence box is always disabled until you have contact with at least one race.

<font size="2" face="sans-serif, arial, verdana"></font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

AMF December 30th, 2003 08:40 PM

Re: STM "Final v1.7.5" Discussion
 
I think I'm rapidly using up my quota though...

Quote:

Originally posted by mottlee:
Well every one is due at least 1 "OH SH*T!" http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">

Atrocities December 31st, 2003 02:29 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by alarikf:
Hmmm...I set up a solitaire game with "no sabotage" in the set up and during the game I noticed the Intelligence box was not active, so I figured there was no intel at all.

But, if there is some intel going on, then I'll stsick with my original setup... (so no action required in that case).

Thanks,

Alarik
Cardassia in Star Trek Mod II game

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
Intel is still on, but you won't be able to do projects that will kill populations or anger them.

Once a game has been started you cannot change your empire file.

Which game are you in? If the game has not been started, you can email me your emp file and I can add it manually when I set up the game.

<font size="2" face="sans-serif, arial, verdana"></font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hey I don't think we have started STM 2 yet, so you can withdraw and join again and upload your replacement EMP file, or simply email it to me.

Even though Sabo is turned off, and Espo is on, you can still use intel, but you won't have access to some nasty sabo projects. Take a look at the intel file to see what you will have access to and if you want to keep your current emp files as is.

AMF December 31st, 2003 02:49 AM

Re: STM "Final v1.7.5" Discussion
 
Hmmm...I set up a solitaire game with "no sabotage" in the set up and during the game I noticed the Intelligence box was not active, so I figured there was no intel at all.

But, if there is some intel going on, then I'll stsick with my original setup... (so no action required in that case).

Thanks,

Alarik
Cardassia in Star Trek Mod II game

Quote:

Originally posted by Atrocities:
Intel is still on, but you won't be able to do projects that will kill populations or anger them.

Once a game has been started you cannot change your empire file.

Which game are you in? If the game has not been started, you can email me your emp file and I can add it manually when I set up the game.

<font size="2" face="sans-serif, arial, verdana">

AMF December 31st, 2003 05:21 AM

Re: STM "Final v1.7.5" Discussion
 
Well, if I can still do *some* intel, then I'll keep them as is. Wouldn't be the Cardassians without the Obsidian Order, eh...?

thanks,

Alarik

Quote:

Originally posted by Atrocities:
Even though Sabo is turned off, and Espo is on, you can still use intel, but you won't have access to some nasty sabo projects. Take a look at the intel file to see what you will have access to and if you want to keep your current emp files as is.
<font size="2" face="sans-serif, arial, verdana">

Atrocities January 1st, 2004 07:19 AM

Re: STM "Final v1.7.5" Discussion
 
STM 2 PBW Game
We just need Tesco to join and upload his empire file so we can get going. http://forum.shrapnelgames.com/images/icons/icon7.gif The game will be a go this Saturday with the players that have joined.

(1) 8472 - Nodachi
(2) Borg - Geoschmo
(7)Cardassian - alarikf
(3) Dominion - Renegade 13
(4) Federation - tesco samoa
(6) Klingon - Mottlee
(8) Romulan - Atrocities

As soon as everyone has joined, hopefully by this weekend, we can get going.

[ January 01, 2004, 22:10: Message edited by: Atrocities ]

Taikon January 1st, 2004 07:42 PM

Re: STM "Final v1.7.5" Discussion
 
I see you are looking for a replacement for Star Trek Mod.

I am interested in taking over the borg role.

Atrocities January 1st, 2004 11:58 PM

Re: STM "Final v1.7.5" Discussion
 
I will accept your join now, and welcome aboard. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities January 2nd, 2004 12:03 AM

Re: STM "Final v1.7.5" Discussion
 
Lighthorse, why did you withdraw? http://forum.shrapnelgames.com/images/icons/icon9.gif

I hope everything is alright?

Atrocities January 2nd, 2004 12:06 AM

Re: STM "Final v1.7.5" Discussion
 
For the STM (1) game at PBW, I will wait until the new player has a chance to upload his turn before processing the turn. UserX still has not uploaded a turn and if he has not by the time the new player has I will still process the turn.

Lighthorse January 2nd, 2004 09:42 PM

Re: STM "Final v1.7.5" Discussion
 
Atrocities

Orginal posted by Atrocities
"Lighthorse, why did you withdraw?

I hope everything is alright?"

Remember that disclaimer that we kidded about for Star Trek Mod. That play this mod could and would ruin your life. Well its true. During the past holidays my wife and my sons informed me that they wanted me back from that evil computer.

I agreed to cut back on my SE4 gaming time, continue with present SE4 campaigns, but not to enter any new SE4 campaigns. Spend more evening with the family after work and on weekends. If a campaign ends, only then could I start another one. That was my compromise with the family.

Sorry about letting you down. I was looking forward to the other Star Trek Mod.

Thought I look real good as the Queen Borg, real sexy. Made one hell of a blind date, wouldn't she.

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

Atrocities January 2nd, 2004 10:01 PM

Re: STM "Final v1.7.5" Discussion
 
Oh hey man that is complete cool with me. RL always comes before any game. I am sorry that you won't be playing, but I do understand and I am very glad that everything is alright.

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

No apology needed Lighthorse, your a lucky man to have such a caring family. (Just keep an eye on the wallet and car keys though.) http://forum.shrapnelgames.com/images/icons/icon12.gif

userx January 6th, 2004 04:26 AM

Re: STM "Final v1.7.5" Discussion
 
Would anyone be interested in playing a TCP/IP game some weekend? I've been playing a little with a friend who I just got into the game and it's been a bLast! Over the holidays we completed a game (unmoded, small map) in about a 5/6 hour period. If a group of us could commit a Saturday night we could have lot of fun playing the star trek mod?

Comments?Thoughts?

tesco samoa January 6th, 2004 05:15 AM

Re: STM "Final v1.7.5" Discussion
 
damn sorry at.... signed in tonight.

tesco samoa January 6th, 2004 05:17 AM

Re: STM "Final v1.7.5" Discussion
 
argghhh you started... damn.... holidays....

Atrocities January 6th, 2004 07:51 AM

Re: STM "Final v1.7.5" Discussion
 
UserX that sounds like fun but I have never played one before with SeIV so a test run might be in order so we can get the hang of it.

Tesco, I am sorry man, we waited and waited, but please I would love to have you in a game or even fi you started one to play in it against you. http://forum.shrapnelgames.com/images/icons/icon7.gif (Hint Hint)

userx January 7th, 2004 03:55 AM

Re: STM "Final v1.7.5" Discussion
 
Well, why don't we try a test run this weekend? Say Saturday evening? See if we could all commit for a few hours... if it all goes well, then we could organize something bigger for a later date.

It's basically like PBW except all the turn processing takes place on a host computer. Some issues that took us a while to figure out.

You'll have to disable any firewall software (including the build in one in winxp) or else it doesn't seem to work.

My brother-in-law played about 100 turns with no problems. Game went pretty fast. Still no sure how to issue multiple orders to my ships (such as "load pop", "create colony") in one turn but aside from that it was cool.

Anyone interested? As far as I know I have no plans this Saturday.

Atrocities January 7th, 2004 07:59 AM

Re: STM "Final v1.7.5" Discussion
 
Sounds like a plan. I just need to look up how to turn of the XP fire wall.

What time would be a good time to test it? I am PST time and can be free most of Saturday evening from 5 pm on.

Fyron January 7th, 2004 08:04 AM

Re: STM "Final v1.7.5" Discussion
 
Careful... TCP/IP gets really slow when you have more than a few players. You are better off using PBW to distribute turns than TCP/IP at that point.

userx January 8th, 2004 06:02 AM

Re: STM "Final v1.7.5" Discussion
 
I'm on Pacific Time as well. After 5 would be good with me as well. You use messenger?? If so, add me (rickperreault@msn.com) and we'll chat around that time.

Here is a link to disabling (if it's enabled) the XP firewall.

http://www.microsoft.com/windowsxp/h...omenet/icf.asp

Fyron, I played about 100 turns with my brother-in-law and it was fast. Can you elaborate on the problems you've encountered??

Anyone else want to join in on a test?? maybe get three to five people.

Fyron January 8th, 2004 06:06 AM

Re: STM "Final v1.7.5" Discussion
 
I said with more than a few players. The game will only send files from the host to one user at a time. It will only recieve files from one user at a time as well. This means you have to wait as it sends out the turn files to each player individually, and then wait as it gets plr files individually (which do not take that long, but still incurs some extra wait time, especially if anyone is on dialup). With PBW, the host only has to upload the files once, and they can go out immediately to all players (or get downloaded immediately), rather than players having to wait. With just 2 players, this problem does not appear. Even with 3, it is not so big an issue. But get 10, 20 people, and it is agonizing.

You can organize a session using PBW just as easily as organizing a session using TCP/IP. All it requires is getting people to sit down at the same time.

[ January 08, 2004, 04:16: Message edited by: Imperator Fyron ]

userx January 8th, 2004 08:32 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks Fyron. I now understand. PBW sounds like a better solution for more then just a few players.

Atrocities January 8th, 2004 04:39 PM

Re: STM "Final v1.7.5" Discussion
 
Thanks for the link, I have also added you to my MSN pcpatrocities@hotmail.com

If we go for a TCI/IP game, we should talk about the mechanics. IE what do I do to get my empire file to you? What empire am I going to play?

What would be a good time to start the game? 5:30 PST (8:30 EST) sound good to you?

I will be on line with my MSN active at 5 on saturday.

Atrocities January 8th, 2004 07:58 PM

Re: STM "Final v1.7.5" Discussion
 
Here is an update on the next Version of the mod. I have no expected release date planned for this latest Version.

Star Trek Mod v1.3.6

1. Changed System Types from FQM D to FQM Standard. (To avoid any more BMP errors)
2. Fixed Klingon Target Combat Sensors II abilities
3. Fixed Error in Borg Speech file. (Thank you Ed for all the help)
4. Fixed Error in Orion (Pirates) speech file. (Thank you Ed for all the help)
5. Added New design type to Borg designCreation file in the hopes of improving borg ship design in later stages of the game.

Also I am now reviewing player requested components, improvments, ideas, and suggestions. So far I have a small list from:

TNZ
Ed Kolis
Flipper
CNC
Fyron
and a few others.

If you wish to offer some please feel free to post them here or send me an email at atrocities@astmod.com

President_Elect_Shang January 8th, 2004 08:08 PM

Re: STM "Final v1.7.5" Discussion
 
But, Atrocities, I’m not Ed Kolis (I am an Ed), that’s why you can just post me as PE Shang, to avoid any confusion.

[ January 08, 2004, 18:09: Message edited by: President Elect Shang ]

Fyron January 8th, 2004 10:00 PM

Re: STM "Final v1.7.5" Discussion
 
Yes, but Ed Kolis has reported bugs and such too. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities January 8th, 2004 10:08 PM

Re: STM "Final v1.7.5" Discussion
 
Hey no problem, I will change it to PE Shang. http://forum.shrapnelgames.com/images/icons/icon7.gif And thanks for the help http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse January 9th, 2004 02:19 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities,

Had some problems with my computer. Had to fully re-format it, reinstalling all my programs, email, internet and games. Should get the turn 33/STM in before long. Then we lost electric power for 2 days, darn ice storm.
Finally back on line Last night, late.

Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif

Fyron January 9th, 2004 03:06 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Atrocities:
Hey no problem, I will change it to PE Shang. http://forum.shrapnelgames.com/images/icons/icon7.gif And thanks for the help http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">But don't forget Ed Kolis...

Ed Kolis January 9th, 2004 03:11 AM

Re: STM "Final v1.7.5" Discussion
 
Hmm, what DID I suggest, anyway? You're using the Colony Tech mod, right? That's mine, but I haven't sent any comments in recently... actually haven't done much with the mod since I was beta testing the AST mod...

Lighthorse January 9th, 2004 03:34 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities,

Here my observations from our STM game for the Federation side. The Federation needs help. Here what I suggest; keep the sensor arrays I to V values as they were before, add one or more special Federation weapon mount(s, beside the Defiant's special mount as with all the other races, and lower by half the cost for the Federation Armor I & II & III.

The Federation is not faring very well in the STM campaign. It may be listed as in first place, but this is really not correct. Thought that Federation got off on a good start. That before I ran head long into the Klingons. Got kicked back all along points of contacts by the Klingons. Klingons had twice as many colonies, more research points, and a greater military strength. David G. is a better player than I, that for sure, but not enought to improved the Klingons so fast.

Klingons do not need any more improvements. They going very well under David's ruled. Reducing some of the klingon's effective may be in order later. It's to early to conclued at present.

I wouldn't change the Borg settings at all at present neither. They doing very well in another quick game I had. They expand well. They ships are hard to destroyed with all the extra borg armor. A very worthy enemy, the Borg are. Don't weaken them, please.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

Atrocities January 9th, 2004 12:27 PM

Re: STM "Final v1.7.5" Discussion
 
Thanks Ed, the colony mod is great. http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse, thank you for the info. A lot of how a PBW game goes is in how the player sets up his empire. The Federation will be getting a new mount for the Dreadnought or Juggernought class. It will be called the X-Mount. (Galaxy X)

The Federation has many strengths, in warp engines, sensors, training, research, and other. Just play them for a while and give them a chance to impress you. I played against them in a SP game a few days ago for fun, and had my butt handed to me on a silver platter.

Each race is most assuredly differant in how it researches, expands, and grows.

I think most of the effort for the Federation will show in the later game, its getting there that is the problem. http://forum.shrapnelgames.com/images/icons/icon7.gif Good luck and please keep me posted. Improvements and tweaking each race is very important to the over all game. Through your experience playing them, and posting about it, they can be tweaked and improved.

Thanks again man for the post and info. I will put it to good use.

Atrocities January 9th, 2004 12:33 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Lighthorse:
Atrocities,

Had some problems with my computer. Had to fully re-format it, reinstalling all my programs, email, internet and games. Should get the turn 33/STM in before long. Then we lost electric power for 2 days, darn ice storm.
Finally back on line Last night, late.

Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif

<font size="2" face="sans-serif, arial, verdana">Hey no problem, I know about the Ice storm. We are currently buried under it as well. Vancouver is a nasty mess at the moment.

Take your time, the STM (alternate) is on hold until Tnarg gets movied, about two weeks or so.

Atrocities January 9th, 2004 12:39 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
Hey no problem, I will change it to PE Shang. http://forum.shrapnelgames.com/images/icons/icon7.gif And thanks for the help http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">But don't forget Ed Kolis... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ed Kolis is listed in the Comments already. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Star Trek Mod Version 1.3.6

Special thanks to:

General Woundwort for his Star Trek looking interface.
Captain Kwok for all of the work on the mod set up.
Ed Kolis for the Colony Mod.
Fyron for his great FQ and US mods.
Aaron Hall for this great game.
Shrapnel Games for hosting the forum and giving us game addicts a place to hang out.
UserX for his excellent Star Trek Map
Rollo for his help with the AI
CNCRaymond for his web space at astmod.com
Xen0 for his great bug report
TNZ for his great ideas and the Trek side bar
DavidG for his great bug report
Seik for his great ideas and bug report
Everyone Else for all your help and insight
<font size="2" face="sans-serif, arial, verdana">And also in the Installation read-me
10. This mod uses the Colony Tech Mod by: Ed Kolis

Atrocities January 9th, 2004 05:24 PM

Re: STM "Final v1.7.5" Discussion
 
Does any one want to join our TCI/IP game set for Saturday 1-10-04 at around 5:30 pm PST?

The Federation and Klingon empires have been taken already.

It would be great to get a couple more people to play.


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