![]() |
Re: The Star Trek Mod - Final Update
No I just loaded the game I had from before this little update but then I went to build something. Must be a little bug as I just started a new low start game to see and it didnt appear or maybe I discovered it somehow (But the Dominion wern't in that game).
|
Re: The Star Trek Mod - Final Update
Ok. It was likely because the game was created with a previous Version of the mod and some change in the update you applied (i.e. an added or deleted component) switched things up.
|
Re: The Star Trek Mod - Final Update
Here is what I have going on the next beta patch. Should be ready by Monday.
<font color="blue"> (NOTE: Since it has new components, it will muck up any saved games by moving components on ships around. Beta players will most likely have to start a new game.)</font> Quote:
|
Re: The Star Trek Mod - Final Update
AT, you definetely should start thinking about stable STM release. Stable doesn't mean bug-free, it means that no new features will be added, only bugfixes.
|
Re: The Star Trek Mod - Final Update
I was planning on releasing 1.8.9 once you guys had a chance tp play it for a few days. http://forum.shrapnelgames.com/images/smilies/happy.gif
I am finishing up the Ferengi images now and will start on the Gorn tonight. With any luck I will have the Gorn, Kazon, Sona, Vulcan, and Vaadwaur done by Monday. If not I will release what I have done a few days later, after you guys have a chance to play it. |
Re: The Star Trek Mod - Final Update
Just a small question, how are the new shipsets going along ? Finished anything new (not yet posted) lately ?
|
Re: The Star Trek Mod - Final Update
Is there only supposed to be one captain type available for each race? I thought, for instance, the Ferengi were able to get Mercenary DaiMons (combat bonuses), Freighter DaiMons (maintenance bonuses), and one other type... all I've been able to find is the Mercenary DaiMons, which kinda detracts from the whole concept of Captains in the first place, which is IIRC to add variety and roleplaying to ship design... were the other types of captains removed because they were unbalancing or you couldn't figure out how to restrict them to one type per ship??? Or have I just failed to research a high enough tech level in the various racial techs to get the other Captains?
|
Re: The Star Trek Mod - Final Update
Quote:
As for new ships, I just finished the Ferengi and Gorn. You can download them in just a bit from www.pbw.cc site. (For base games, AI will not work in STM or AST) |
Re: The Star Trek Mod - Final Update
I cannot release the mod until Suicide Junkie updates the Events pack and Component pack for the image mod.
These are <font color="red"> MUST </font> fixes before the update can be released. |
Re: The Star Trek Mod - Final Update
Quote:
Also I need help setting up the files for Medium Tech start. Any help will be greatly apprecaited. I would like to get these changes made by Monday so that the update can be played for a few days before its offical release. Most likely I will recommend that players download the latest Version of the mod in FULL once its released, to avoid any complications. To many changes have been made to just do an "update" of old files. So you potential players be prepared to download a 20 meg plus file. |
All times are GMT -4. The time now is 06:52 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.