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Re: The Star Trek Mod - Final Update
About captureable tech. I haven't reviewed which techs I want to be captureable yet. I thought I had set them all to non capturable.
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Re: The Star Trek Mod - Final Update
Ok heres the scoop.
Version 1.8.8 will update the beta mod from 1.8.5 full. So if your in the beta and do not have Beta 1.8.5 Full email me for the link. Beta 188 Link <font color="red">If your not in the beta, don't bother downloading the file. It will only muck up your mod.</font> Since Suicide Junkie has update the image mod, Patch Version 23c you MUST delete the STM BETA / Pictures / Components folder and update to the latest Version of the component pack. The mod has been updated for to this Version. There is a problem though. This latest update by Sucide Junkie is missing ONE component form the STM. Therefore until he updates the image mod component pack once again, YOU MUST download the intrum patch which basically is the missing component, Comp_888 and a new Comp.bmp file. Comonent 888 and new Comp BMP Just apply this patch to your base space empires IV / pictures / components folder after you have updated that folder to the latest Version of the Image Mod Component pack and have deleted your STM BETA / Pictures / Components folder. Suicide Junkies Image Mod SITE Link If you have downloaded the patch before this edit, 02:50 am Nov 04 PST, download it again as its been updated. Quote:
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Re: The Star Trek Mod - Final Update
I will add more drone engines and sizes in the next Version. Suggestion sought though.
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Re: The Star Trek Mod - Final Update
Drones shouldn't be moving faster than ships - the "warp ten" limit should apply to them as well with traditional components. You could make them require only one nacelle with 1 engine per move.
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Re: The Star Trek Mod - Final Update
1. From Revision.txt: "1. Changed Engineering I - II second ability is now working"
You forgot about Engineering III http://forum.shrapnelgames.com/images/smilies/happy.gif 2. Stellar Harnessing tech is redundant now. 3. Name := Drone Propulsion ... Vehicle Type := Ship\Base (should be "Drone") I don't think it's enough for new patch, let's wait for more errors http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
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I have plans for stellar harnesing. I am thinking of using the ram scoop as an upgrade to the Bussard Colloectors. Use the same family number and AI tag. Two RS would equal 4 BC at each level. Also add in a list of monolith like facilities. I will fix the drone issue also. Give drones five classes of engines, and one more size hull: Heavy Drone. I am heading out the door now with a friend to go do something so I will work on these when I get back. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
Sorry I have been out of the loop for a few, having legle problems right now and do not see an end to it in the short http://forum.shrapnelgames.com/images/smilies/frown.gif I will put in to this when I can.
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Re: The Star Trek Mod - Final Update
Um you screwed up the Fed and Dominion techs up in that newest mod Version 1.8.8 I got the Dominion special with the fed but the dominion race is fine
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Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
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Never fear, that was a very helpful report. I have gone through and set all tech to non capturable until I have a chance to talk with CK or UserX about what technology should be captureable. Any ways here is what I am working on currently. Quote:
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