.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   STM "Final v1.7.5" Discussion (http://forum.shrapnelgames.com/showthread.php?t=9755)

Captain Kwok January 30th, 2004 08:02 AM

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

I talked with UserX for some time tonight re: the Star Trek Mod and I think he is interested in helping you work on a Version 2 of the mod. Perhaps you can drop him a line and see what you guys come up with!

[ January 30, 2004, 06:03: Message edited by: Captain Kwok ]

Atrocities January 30th, 2004 08:07 AM

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

Originally posted by Atrocities:
What would happend if I removed the Bonus movement ability from the Impulse Engines?

Will they then work regardless of how many are on a ship design? IE designs with 2 empulse engines will provide movement?

The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement. They have warp drive, and one or two impulse engines, but as we know, they do not move.


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

ALSO:
v1.4.2
2. Changed Reduced Abilities of Federation Sensor Array I - V (By close to half)

v1.3.9
6. Changed Removed second ability from Romulan Quantum Singularity Engine I - III because it was a illegal design

From what I saw this was not working and the AI was not using the component. If I am mistaken, and this is not an illegal design, I will add the ability back equal to the Fed Sensors I - III

Atrocities January 30th, 2004 08:09 AM

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

Originally posted by Captain Kwok:
Atrocities:

I talked with UserX for some time tonight re: the Star Trek Mod and I think he is interested in helping you work on a Version 2 of the mod. Perhaps you can drop him a line and see what you guys come up with!

<font size="2" face="sans-serif, arial, verdana">When I get to feeling better. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok January 30th, 2004 08:17 AM

Re: STM "Final v1.7.5" Discussion
 
You punk Atrocities!

Gifting that "Peacemaker" ship to that massive Federation fleet. I remember what that ship is equipped with - a genesis planet destroying weapon!!!

mottlee February 1st, 2004 08:20 PM

Re: STM "Final v1.7.5" Discussion
 
Has anyone else noticed the envlope missle disapears after moving 2 sectors??

Fyron February 1st, 2004 08:36 PM

Re: STM "Final v1.7.5" Discussion
 
Plasma Envelope missiles? They have damages like this:

Weapon Damage At Rng := 0 0 0 5 10 15 25 30 45 45 50 55 60 65 75 75 80 80 80 0

When a seeker hits a range where it does 0 damage, it disappears. This sort of damage spread works great for a direct fire weapon, as it will still be able to fire at those longer weapons. The Plasma Envelope Missiles need 1 damage in those first few range slots, or they will disappear.

Atrocities February 2nd, 2004 12:52 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks Fyron, will do.

Atrocities February 2nd, 2004 12:55 AM

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

Originally posted by Captain Kwok:
You punk Atrocities!

Gifting that "Peacemaker" ship to that massive Federation fleet. I remember what that ship is equipped with - a genesis planet destroying weapon!!!

<font size="2" face="sans-serif, arial, verdana">I should have gifted him more than I had, but that would have been pointless since your forces would have destroyed his ships long before they had a chance to get back to his space.

Atrocities February 2nd, 2004 01:00 AM

Re: STM "Final v1.7.5" Discussion
 
<font color=blue> What would happend if I removed the Bonus movement ability from the Impulse Engines?

Will they then work regardless of how many are on a ship design? IE designs with 2 empulse engines will provide movement?

The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement. They have warp drive, and one or two impulse engines, but as we know, they do not move.</fontf>

Atrocities February 2nd, 2004 01:01 AM

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

Originally posted by Imperator Fyron:
Range and rate of fire are irrelevent in troop combat, as is damage attenuation (decreasing (or increasing even) damage at range). Only damage at range one matters. More advanced troop weapons can only be improved with increased damage, decreased cost, and/or decreased size. Breen Troops II and III are 100% useless components compared to Breen Troops I.
<font size="2" face="sans-serif, arial, verdana">I will fix this now. (For all troops)

Captain Kwok February 2nd, 2004 02:02 AM

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

When I conquered the Klingons, I got that star killer ship of yours. UserX was getting all cocky because he kept capturing some of the rioting Klingon colonies and was like this is the end of the Romulans etc...

Boy, was he sad when I blew up Sol and he lost that spiffy 250 ship fleet of his! http://forum.shrapnelgames.com/images/icons/tongue.gif

Atrocities February 2nd, 2004 02:32 AM

Re: STM "Final v1.7.5" Discussion
 
You didn't?

Leave it to a Romulan to ACTUALLY use one of those doomsday ships.

Remind me in the future to turn off WOMD when playing with you.

Also I have the larger images ready for you. Just beep me or something.

[ February 02, 2004, 00:32: Message edited by: Atrocities ]

Atrocities February 2nd, 2004 02:46 AM

Re: STM "Final v1.7.5" Discussion
 
Who took control of the game? Why?

Captain Kwok February 2nd, 2004 03:29 AM

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

Originally posted by Atrocities:
Who took control of the game? Why?
<font size="2" face="sans-serif, arial, verdana">I took over because you didn't declare yourself dead and left the game hanging...

TNZ February 2nd, 2004 05:39 AM

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

What would happend if I removed the Bonus movement ability from the Impulse Engines?

Will they then work regardless of how many are on a ship design? IE designs with 2 empulse engines will provide movement?

The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement. They have warp drive, and one or two impulse engines, but as we know, they do not move.
<font size="2" face="sans-serif, arial, verdana">Try it: didn’t help. Isn’t this just an example of the AI inability to use the propulsion scheme? But even human player are designing ships with no movement because they don’t add a enough impulse engines. Maybe instead of a propulsion scheme that states more tonnage, more engines, why not just have the same number of engines needed for all ships and have component enhancements that increase the cost, size and supplies used by engine per ship size or tonnage. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities February 2nd, 2004 06:29 AM

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

Originally posted by Captain Kwok:
</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:
Who took control of the game? Why?

<font size="2" face="sans-serif, arial, verdana">I took over because you didn't declare yourself dead and left the game hanging... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I did declare myself dead, it was the Last thing I did that night. This has happend before. No worries

TNZ that is a ok idea, but would require me to revamp the entire mod, I am not willing to spend that kind of time on the mod any more. http://forum.shrapnelgames.com/images/icons/icon7.gif Perhaps for STM 2.0 http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 02, 2004, 04:31: Message edited by: Atrocities ]

Atrocities February 2nd, 2004 10:31 AM

Re: STM "Final v1.7.5" Discussion
 
I am fast approaching the next release of the mod. (I hope the final release of it.)

So get your bug reports and other in ASAP.

(I will have one more patch to fix any bugs from this patch that I missed, but that will be the Last patch)

Here is the latest info for the NEXT Version release of the mod.

<font color=red>NOTE: Not yet released!</font>

Star Trek Mod v1.5.0

1. Updated Splash Screen
2. Fixed Spelling Errors in this Document
3. Fixed Klingon Forced Labor Camp I - III now collecting correct amount of resources
4. Updated Components.BMP


Star Trek Mod v1.4.9

1. Changed Increased cargo ability for Ferengi Cargo Bay I - V (Thanks Phillip)
2. Changed Increased Romulan Torpedo Weapons from level 5 to 10
3. Added Romulan Plasma Projector I - V weapon for Romulan Torpedo Weapons level 6 - 10
4. Added Plasma Projector I for General Race Technology
5. Added General Race Weapons to TechArea file
6. Updated All General Races AI to use new technology
7. Updated Default AI to use the new technology
8. Added New Components for Plasma Projector I - V and Romulan Plasma Projector I - V


Star Trek Mod v1.4.8

1. Added Warrior Trait to Racial Traits
2. Added Warrior Technology to TechArea
3. Added Warrior Mount
4. Added New Vehicle Sizes for Warrior Trait to vehicle Size file (Heavy Destroyer, Advanced Battleship, Assault Transport, and War Station)


Star Trek Mod v1.4.7

1. Added Defense / Offense bonus to all Romulan Engines (3% to 8%) Can stack with ECM and CS
2. Added New Component Images used for Mod.
3. Changed Lowered Warrior and Berzerker Culture Space Combat bonus (Was way to high)
4. Added Warrior Race Component Warrior Combat Sensors I - III
5. Changed Klingon BOP Mount to include Destroyer (K'vort Class)


Star Trek Mod v1.4.6

1. Fixed Plasma Enveloping Missile will now stay active throughout its range
2. Fixed All Races Troop Components.
3. Changed Ground Cannon I - III (Lowered tonnage and damage)
4. Added Klingon Batlith I - III to Troop Weapons
5. Changed Aggressive / Defensive Characteristic settings


Star Trek Mod v1.4.5

1. Changed Massive Planetary Shielding level from 1 to 4
2. Changed Massive Planetary Shield Generator to Massive Planetary Shield Generator I
3. Added Massive Planetary Shield Generator II
4. Added Massive Planetary Phase Shield Generator I - II
5. Changed Shields Level from 6 to 10
6. Added Shield Generator VII - X (With Phased Shielding)
7. Added Romulan Sensor Array I - III
8. Fixed Tholian Ship Construction, Can now be researched.
9. Changed Gravitational Technology Level from 3 to 4
10. Added Gravitic Sensors IV
11. Changed 8472 Biokinetic Discharge II General Group from weapons to 8472 Weapons (Thanks Aiken)
12. Fixed Spelling Error of Parties throughout Component Text. (Thank you Aiken)
13. Changed Buzzard Collector I - III General Group from Cargo to Supply (Thank you Aiken)
14. Changed Structural Integrity Field II - V General Group from Construction to Ship Construction (Thank you Aiken)
15. Fixed Radioactives Extractor II - III now generate Radioactives instead of Minerals (Thank you Aiken)
16. Fixed Description of Abilities 1 for Radioactives Extractor II - III (Thank you Aiken)


Star Trek Mod v1.4.4

1. Added Dreadnought Mounts to other races
2. Added Defiant Cloaking Mount
3. Added Defiant Cloaking Device (For use with the Defiant Mount only)
4. Added Buzzard Collector II - III
5. Changed Movement Bonuses for all Warp Engines and similar. (Reduced)


Star Trek Mod v1.4.3

1. Added New Romulan Ship images
2. Added The rest of the New Klingon Ship images
3. Fixed Borg Neural Net was being given as ancient Tech (Borg Interface technology now accessible)(Thanks Phillip)
4. Added Neural Network Component
5. Changed Scattering Armor I - III now have a restriction of One Per Vehicle
6. Changed Robo - Miners I - III Tonnage Space Taken from 50 to 100
7. Changed Robo - Farmers I - III Tonnage Space Taken from 50 to 100
8. Changed Robo - Rad Extractors I - III Tonnage Space Taken from 50 to 100
9. Changed Federation Particle Fountain I - V Tonnage Space Taken from 50 to 75
10. Added Galaxy X Mount
11. Added Ram Cannon (For use with Galaxy X Mount, and Other Dreadnought Mounts)
12. Changed Romulan Plasma Burst I - III Weapon Target from Ships/Planets to just Ships (Engine damaging weapon)


Star Trek Mod v1.4.2

1. Updated All Race Tech Tree documents
2. Changed Reduced Abilities of Federation Sensor Array I - V
3. Changed Reduced Abilities of Dominion Combat Sensors I - III
4. Changed Slave Camp I to Slave Labor Camp I (Pirate Race)
5. Added Weapon Overloading Weapons (Tachyon Projection Cannon I - V)
6. Added Engine Overloading Weapons (Ionic Disperser I - V & Ionic Pulse Missile I - V)
7. Added Gravitational Weapons (Graviton Hellbore I - V)
8. Added Warp Weapons (Wormhole Beam I - III)
9. Fixed Pirate Shock Troops
10. Added One Per Vehicle limit to all cloaking devices


Star Trek Mod v1.4.1

1. Changed Phased Energy Cannon I - X Damage type from Normal to Skips Armor
2. Changed Beam Discharger I - IV Damage type from Normal to skips Armor and Shields
3. Changed Laser Beam I - V Damage and Range (Increased to improve usage)
4. Added Required Energy Stream Weapons V to all Race Energy Weapons Traits, except 8472.
5. Changed Cardassian Discharge Weapons Tech Requirement from Cardassian Technology 1 to Cardassian Weapons 10
6. Changed Klingon Cloaking Tech Level from 3 to 5
7. Changed Breen Cloaking Device I - III General Group from Breen Shields to Cloaking
8. Changed Klingon Cloaking Device I - III General Group from Shields to Cloaking
9. Changed Romulan Cloaking Device I - III General Group from Shields to Cloaking
10. Added Klingon Cloaking Mount - Klingon Cloaking Level 4 (For use with Scout and Frigate sized ships. Reduces size)
11 Added Klingon Advanced Cloaking Device I - II
12 Added Romulan Advanced Cloaking Device I - II
13 Changed Romulan Cloaking Tech Level from 3 to 5
14. Changed Research.txt for all races to reflect new Energy Stream Weapons Requirement.
15. Added Orion Tech Tree read-me


Star Trek Mod v1.4.0

1. Changed Dominion Battle Cruiser Radioactive Cost from 100 to 300
2. Changed Dominion Battleship Radioactive Cost from 600 to 500
3. Changed Federation Destroyer Image from Defiant to Variation of Nebula
4. Changed Federation Cruiser Tonnage from 450 to 500
5. Changed Federation Heavy Cruiser tonnage from 520 to 600
6. Changed Federation Battle Cruiser from 660 to 750
7. Changed Ferengi Frigate Tonnage from 220 to 250
8. Changed Ferengi Destroyer Tonnage from 300 to 350
9. Changed Ferengi Battle Cruiser Tonnage from 850 to 900
10. Changed 8472 Destroyer tonnage from 400 to 450
11. Changed Tholian Dreadnought Tonnage from 950 to 1000
12. Fixed Many minor spelling errors.
13. Fixed Restriction error in Afterburner I - III (Thanks Ed.)
14. Changed Breen Plasma Cannon I - III reload rate from 1 to 2
15. Changed Breen Energy Dampener I - VI reload rate from 2 to 1
16. Fixed Shield Level will now include System Gravitational Shield Facility & Planetary Gravitational Shield Facility
17. Changed Trilithium Torpedo General Group from Stellar Manipulation to Weapons of Mass Destruction
18. Changed Genesis Weapon I - III General Group from Stellar Manipulation to Weapons of Mass Destruction
19. Changed Genesis Weapon I - III Requirement from Stellar Manipulation to Weapons of Mass Destruction
20. Changed Nucleonic Thresher General Group from Stellar Manipulation to Weapons Of Mass Destruction
21. Changed Inverted Quantum Beam General Group from Stellar Manipulation to Weapons Of Mass Destruction

solops February 3rd, 2004 08:56 PM

Re: STM "Final v1.7.5" Discussion
 
I really, really like this mod. I just wish the SEIV AI could deal with minefields better, which is a problem in all SEIV games, stock and mods alike.

Atrocities February 3rd, 2004 09:04 PM

Re: STM "Final v1.7.5" Discussion
 
The AI leaves a lot to be desired. The mod tries to use the AI to give the single player a good game, but ulitmately it is a pale comparison to a real opponent.

tesco samoa February 3rd, 2004 09:32 PM

Re: STM "Final v1.7.5" Discussion
 
hey are we going to update that star trek game on pbw... http://forum.shrapnelgames.com/images/icons/icon7.gif

I see lots of fixes for the Kligons

Atrocities February 3rd, 2004 09:58 PM

Re: STM "Final v1.7.5" Discussion
 
Unfortuneately the 1.5.0 Version of the ST MOD will not be compatible with older save games or current PBW games using Version 1.3.5.

Atrocities February 3rd, 2004 09:59 PM

Re: STM "Final v1.7.5" Discussion
 
I treid to update the site but it failed misserably. I will have to rethink the process and try again later.

Atrocities February 3rd, 2004 10:05 PM

Re: STM "Final v1.7.5" Discussion
 
Version 1.5.0 is now available for download.

<font color=red>THIS VERSION</font> Will not work with previous saved games and WILL screw up current PBW games.

Revision History

Geoschmo when you get time would you please add the latest Version of the mod to PBW. Thanks.

DavidG February 4th, 2004 04:51 AM

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

Originally posted by Atrocities:

1. Added Defense / Offense bonus to all Romulan Engines (3% to 8%) Can stack with ECM and CS

<font size="2" face="sans-serif, arial, verdana">Just out of curiosity are these engines based on something from the TV shows? (guess I missed that episode)

solops February 4th, 2004 05:28 AM

Re: STM "Final v1.7.5" Discussion
 
Out of curiosity...why is the 1.3.5 full mod 17 megs but the 1.50 patch is only 4.87 megs. Are the terms "full mod" and "full patch" telling me something I'm not quite certain of?

Atrocities February 4th, 2004 05:41 AM

Re: STM "Final v1.7.5" Discussion
 
Um, I think it is self explanitory.

Full patch is telling you that it contains all data, pictures, and such. Full Patch means the same.

DATA only has only data files and Ai files no images.

Atrocities February 4th, 2004 05:42 AM

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

Originally posted by DavidG:
</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:

1. Added Defense / Offense bonus to all Romulan Engines (3% to 8%) Can stack with ECM and CS

<font size="2" face="sans-serif, arial, verdana">Just out of curiosity are these engines based on something from the TV shows? (guess I missed that episode) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Just restoring the natural balance.

And no.

And stop thinking cannon.

JAYRMARKS February 4th, 2004 09:32 AM

Re: STM "Final v1.7.5" Discussion
 
When I right clicked on the Federation sensors to see the description and attributes, I got an error message about not being able to find component 1339.bmp.

My error or the game?

Thanks to Atrocities for plugging away at those bugs!!! You've made this game one of my all time Favorites - and at my age I've played a LOT of them.

Now if you could only get my X-Wing and Tie Fighter games to play on Windblows XP...

Atrocities February 4th, 2004 10:42 AM

Re: STM "Final v1.7.5" Discussion
 
Did you download the 5 meg patch or the smaller one?

Atrocities February 4th, 2004 11:31 AM

Re: STM "Final v1.7.5" Discussion
 
Ooops sorry about that. This download will fix the missing images.

I also replaced the patch so those of you who have not downloaded the patch yet should be ok when you download it.

Aiken February 4th, 2004 12:03 PM

Re: STM "Final v1.7.5" Discussion
 
Hmm, corrupted archive for me (stmv150patchfix.zip). If for someone else?

Atrocities February 4th, 2004 12:04 PM

Re: STM "Final v1.7.5" Discussion
 
let me try it.

And by the way, System Shock 2 was one of the creepest games I have ever played. Excellent game.

While this downloads I need to put my cat out so she can go hunt something.

[ February 04, 2004, 10:07: Message edited by: Atrocities ]

Atrocities February 4th, 2004 12:19 PM

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

Originally posted by aiken:
Hmm, corrupted archive for me (stmv150patchfix.zip). If for someone else?
<font size="2" face="sans-serif, arial, verdana">http://www.astmod.com/zips/stm/STMv150PatchFix.zip

Worked for me.

Aiken February 4th, 2004 12:40 PM

Re: STM "Final v1.7.5" Discussion
 
Aha, it seems my 33600 dial-up connection screwing some archives. Arrrgh, I really want to dwark my provider with wlendishing method http://forum.shrapnelgames.com/images/icons/icon8.gif

PS: Fallout, SS2, BG - where are those old good times? http://forum.shrapnelgames.com/images/icons/icon9.gif

[ February 04, 2004, 10:41: Message edited by: aiken ]

mottlee February 4th, 2004 04:23 PM

Re: STM "Final v1.7.5" Discussion
 
Yes, however they, unlike the regular ones, you can not track them past 2 moves they just go away


Quote:

Originally posted by Imperator Fyron:
Plasma Envelope missiles? They have damages like this:

Weapon Damage At Rng := 0 0 0 5 10 15 25 30 45 45 50 55 60 65 75 75 80 80 80 0

When a seeker hits a range where it does 0 damage, it disappears. This sort of damage spread works great for a direct fire weapon, as it will still be able to fire at those longer weapons. The Plasma Envelope Missiles need 1 damage in those first few range slots, or they will disappear.

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

Fyron February 4th, 2004 06:17 PM

Re: STM "Final v1.7.5" Discussion
 
Exactly. They hit the 0 damage at range value, and disappear, as they should for being seekers. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken February 4th, 2004 07:27 PM

Re: STM "Final v1.7.5" Discussion
 
BUG: STM v.1.5.0

TechArea.txt, line 1898:

Name := Cardassian Discharge Weapons
... lalala...
Tech Area Req 2 := Cardassian weapons (should be "Cardassian Weapons" - both in upper case)

Because of small letter case typo in Cardassian Discharge Weapons Tech Area Req, when rightclick on Physics 1 to look in tech areas to come, you can see Cardassian Discharge Weapons tech listed[for all races]. Also due to this bug, when playing Cardassian you can start researching Cardassian Discharge Weapons immediantly after Physics 1, and requirement for Cardassian Weapons lvl 10 is skipped.

I wonder, why the hell "Stuff" and "stuff" (lets call them so) are completely different techs?

[ February 04, 2004, 17:44: Message edited by: aiken ]

gregebowman February 4th, 2004 07:34 PM

Re: STM "Final v1.7.5" Discussion
 
I hope my patch works. I did a rare thing Last night. I d/l the patch to my home computer. I read the post, went to the site, and d/l the 4.8 meg program to my computer. But due to the slowness, it was almost 1:00 am before the whole thing was completed. I went to bed right afterwards. So I'll check it out tonight.

Fyron February 4th, 2004 08:34 PM

Re: STM "Final v1.7.5" Discussion
 
Because the string "Stuff" is an entirely different string than "stuff." Case insensitivity is a bastardization of internal computer operations. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken February 4th, 2004 09:30 PM

Re: STM "Final v1.7.5" Discussion
 
Case sensitivity is just a purist's fetish. "Good form coding" and "never forget about Shift" - I've cursed Linux for that. And it was bad idea to make SE4 configs case sensitive.

Fyron February 4th, 2004 09:49 PM

Re: STM "Final v1.7.5" Discussion
 
It would double the amount of processing needed for reading in all of the files that depend upon it...

Aiken February 4th, 2004 10:50 PM

Re: STM "Final v1.7.5" Discussion
 
No, you don't need more processor time to READ files with case sensitive/insensitive identifiers structure, but you need to double memory reservation to compare them further, because "Stuff" will refer to a different memory space that "stuff". Also if you are coding huge project and accidentally screwed your identifier/function capitalisation somewhere, you'll get a compiler error. And you are lucky guy if using Delphi/Visual Studio, if not - go check all 100000 lines of code.

Fyron February 4th, 2004 10:59 PM

Re: STM "Final v1.7.5" Discussion
 
Yes you do need double the time, because every time you read in a string, extra time has to be spent to compare the capitalization. The strings are read in from a lot of places in several files. And who is ever going to make tech areas of "Stuff" and "stuff" anyways, unless you have a typo? Aaron can't be held responsible for fixing all of your typos.

mottlee February 5th, 2004 01:13 AM

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

Originally posted by Imperator Fyron:
Exactly. They hit the 0 damage at range value, and disappear, as they should for being seekers. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">right, then you should still see them at a range of 5, but, you do not (or I don't) playing tac combat so I should see them move till they run out a gas, right?

Aiken February 5th, 2004 01:31 AM

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

Originally posted by Imperator Fyron:
Yes you do need double the time, because every time you read in a string, extra time has to be spent to compare the capitalization.
<font size="2" face="sans-serif, arial, verdana">Ergo, if application doesn't care about upper/lower word cases it won't spend any extra time for capitalization checks, right?

[Edit] Fyron, ignore my post, I don't want to flood board with holy war debates. You are right, I was wrong, everybody happy http://forum.shrapnelgames.com/images/icons/icon12.gif

[ February 04, 2004, 23:47: Message edited by: aiken ]

President_Elect_Shang February 5th, 2004 01:36 AM

Re: STM "Final v1.7.5" Discussion
 
Damn Fyron you are a “Shrapnel Fanatic” with “10489” Posts, get a life man. Try a woman or something.

DavidG February 5th, 2004 02:13 AM

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

Originally posted by aiken:
</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:
Yes you do need double the time, because every time you read in a string, extra time has to be spent to compare the capitalization.

<font size="2" face="sans-serif, arial, verdana">Ergo, if application doesn't care about upper/lower word cases it won't spend any extra time for capitalization checks, right?
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Wrong. http://forum.shrapnelgames.com/images/icons/tongue.gif A program has to be programmed not to care about captials. But 'double'. that I doubt. (could be less, maybe more) If the program didn't care about capitals it would likely just covert everything to lower case when reading key values. It certainly would take some processor time though. (although in the era of 2Ghz + processors, who cares)

Now, how about that Star Trek Mod

[ February 05, 2004, 00:15: Message edited by: DavidG ]

Atrocities February 5th, 2004 02:27 AM

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

Originally posted by aiken:
BUG: STM v.1.5.0

TechArea.txt, line 1898:

Name := Cardassian Discharge Weapons
... lalala...
Tech Area Req 2 := Cardassian weapons (should be "Cardassian Weapons" - both in upper case)

Because of small letter case typo in Cardassian Discharge Weapons Tech Area Req, when rightclick on Physics 1 to look in tech areas to come, you can see Cardassian Discharge Weapons tech listed[for all races]. Also due to this bug, when playing Cardassian you can start researching Cardassian Discharge Weapons immediantly after Physics 1, and requirement for Cardassian Weapons lvl 10 is skipped.

I wonder, why the hell "Stuff" and "stuff" (lets call them so) are completely different techs?

<font size="2" face="sans-serif, arial, verdana">Thanks, will look into it.

Atrocities February 5th, 2004 02:35 AM

Re: STM "Final v1.7.5" Discussion
 
Yup twas a bug, thanks, will have a fix patch out later tonight.

Atrocities February 5th, 2004 02:39 AM

Re: STM "Final v1.7.5" Discussion
 
No matter how hard I try it seems like something always gets through. http://forum.shrapnelgames.com/images/icons/icon9.gif


All times are GMT -4. The time now is 12:05 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.