.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 February 9th, 2004 05:13 PM

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 Captain Kwok:
Also, there seems to be a half attempt at leaky armor (some components have low, low, structure points as you expect, while others do not) - but at the same time all the armor has the damaged first ability so it is kind of a mix-up.

<font size="2" face="sans-serif, arial, verdana">...with the exception of Armor, Emissive Armor, and Dominion Varethiel Armor, which have no Armor ability. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">My mistake - I had looked at the wrong file when I made that comment.

However, their are a number of components like remote miners, weapons, etc, that don't have the appropriate reduction to structure as expected with leaky armor. http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron February 9th, 2004 06:11 PM

Re: STM "Final v1.7.5" Discussion
 
Umm... why would you ever reduce the hit points of other components when implementing leaky armor? They should be left alone! Big bulky components have a high chance of being hit anyways. Normally, leaky armor will have 20 or more hp/kT, so there will be so many more hit points associated with the leaky armor than those other components that the leaky armor gets hit more often. And if you think about it, those sorts of components are primarily on the outside of the hull anyways (remote miners, weapons, engines), so deserve to have a higher chance of getting hit! Leaky armor should not be designed to get hit first nearly all of the time, just a larger portion of the time than "internals." The armor is spread all over the hull, after all, and it is possible to shoot a spot where the armor has already been destroyed.

[ February 09, 2004, 16:13: Message edited by: Imperator Fyron ]

Fyron February 9th, 2004 10:58 PM

Re: STM "Final v1.7.5" Discussion
 
DavidG, make sure to send in the savegame with your password and the data files (just the data folder would suffice) to MM so they can try to get the bug that causes this fixed!

My guess is that they chose the planet as the target, but could not fire, so just got skipped. http://forum.shrapnelgames.com/images/icons/icon8.gif

[ February 09, 2004, 20:59: Message edited by: Imperator Fyron ]

Captain Kwok February 9th, 2004 11:24 PM

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

In general most people don't make armor 20hp/kT!!! Which, btw, is twice the strength of the most advanced shields in this mod. Typically armor is usually 5-10hp/kT and so to make an effective leaky armor system you usually reduce the hp of regular components - standard practice, just ask SJ. Using your suggestion, you'd have craploads of hps that in this case would not be appropriate.

I'm not an idiot Fyron and I know how to implement a leaky system. Sheesh.

Fyron February 10th, 2004 12:22 AM

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

In general most people don't make armor 20hp/kT!!! Which, btw, is twice the strength of the most advanced shields in this mod. Typically armor is usually 5-10hp/kT and so to make an effective leaky armor system you usually reduce the hp of regular components
<font size="2" face="sans-serif, arial, verdana">Most leaky armor systems increase the hp/kT of the leaky armor and leave the hit points of other components alone.

All the mods SJ has worked on with leaky armor have normal hit point levels for the other components Kwok. B5 Mod, for example. It has light leaky armor with up to 15 hp/kT. It doesn't have shield generators though, so you do not need it to have quite as many hit points. You are the only person I have ever heard advocating reducing the hit points of lots of other components when making leaky armor! Also, leaky armor _should_ have more hp/kT than shield generators provide shields, otherwise they are extremely weak by comparison! Shields have the advantage of being a single layer that must be gotten through, whereas leaky armor is not a single magic wall. It needs a lot more hit points to remain viable.

[ February 09, 2004, 22:25: Message edited by: Imperator Fyron ]

Atrocities February 10th, 2004 01:03 AM

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

Originally posted by Captain Kwok:
No.

I was thinking along the lines of supplies or something to that effect.

E-mail the game files to me. I'll take a look.

<font size="2" face="sans-serif, arial, verdana">David I would also like to have this game file please.

Atrocities February 10th, 2004 01:07 AM

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

Originally posted by DavidG:
So any reason the Federation get such a big early atvantage in weapons tech compared to the Romulans and Klingons?

Consider:

After researching Physics the Feds get Phasors and Mini pulse phasors (a Traget 'all but seekers' weapons that skips armour)

After researching Physics the Klingons and Romulans get Mini Disrupters only( a SHIP ONLY targeting weapon that skips armour). They then have to research this to level 5 before getting disruptors that can target satellites/planets/stations etc. In fact untill they get to level 5 the have NO racial weapons that can target Planets or Stations.

<font size="2" face="sans-serif, arial, verdana">In the latest Version, 1.5.1 all weapons tech for each race should not have beam weapons until after Level 3 or 5 Energy Stream Weapons.

Federation Pulse Phasers - Level 3 Energy Stream Weapons
Federation Phasers - Level 5 Energy Stream Weapons

If they are getting these weapons sooner, then it is a bug and I will address it ASAP.

[ February 09, 2004, 23:11: Message edited by: Atrocities ]

Atrocities February 10th, 2004 01:25 AM

Re: STM "Final v1.7.5" Discussion
 
Regarding leaky armor, I thought we discussed this some time ago and we agreed that the system being used as a good system. IE The armor was working accordingly as planned. I recall getting a few compliments on how it was designed.

When discussion things like armor and SIF's I should point out that we had a lot of issues with the AI. Currently the AI in SE IV simply does not work well with concept ideas such as LA and SIF's. Either it would add more than it was suppose to, or not add it at all. It was a significant pain in the ***.

About mounts. Mounts were never really considered for the mod until after I started getting suggestions from players. I think mounts add to a game, and agree that balance is a must. Mounts can be improved, and I will make it a top priority for the next Version of the mod.

Ship sizes and costs, those are an on going tweaking process that is both rewarding and disappointing.

I have adjusted the cost of the Defian slighty in the latest Version. (1.5.1)

Klingon weapons were not the issue in our game Kwok, it was the way I researched. I spent most of my research on WMD's and not enough on pratical weapons.

REST ASSURED, the weapons in the next Version are going to be drastically revised! All of them.

I am after all only one man, and as much as I enjoy working on this mod, even I need a break.

Please continue play testing the mod. The more feed back and suggestion, bugs and quirks that can be addressed between now and the next Version will be the differance between a good mod, and a horrible mod.

Right now I would rate the STM as a 3 on a scale of 1 to 10. 10 being excellent, 1 being horrible.


1609

[ February 09, 2004, 23:28: Message edited by: Atrocities ]

Captain Kwok February 10th, 2004 01:57 AM

Re: STM "Final v1.7.5" Discussion
 
Quick suggestion:

Make the pulse phasers available after the regular phasers - after all they're supposed to be more advanced - well sort of. http://forum.shrapnelgames.com/images/icons/tongue.gif

Captain Kwok February 10th, 2004 01:59 AM

Re: STM "Final v1.7.5" Discussion
 
Second quick point:

You should really talk to UserX about the future of the mod. He has a lot of good ideas and has already done lots of data work. He has told me that he wants to work with on Version 2. So go talk to him! It will help ease your workload on this mod!

Atrocities February 10th, 2004 02:15 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif That is a great suggestion for them. http://forum.shrapnelgames.com/images/icons/icon7.gif

And yes, UserX and I need to touch base and discuss STM 2.0.

I have been busy, and am taking sometime away from the mod so I can get back into the rythm and mood needed for me to do any modding.

But rest assured, UserX, and hopefully you as well, will be very involved in STM 2.0

After that, we must discuss STM Version 1.0 for SE V.

DavidG February 10th, 2004 02:20 AM

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

Originally posted by Imperator Fyron:
Meh. My platforms would have destroyed half or more of his fleet easily, had they gotten in range of the planet better. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">Half I would have expected. http://forum.shrapnelgames.com/images/icons/icon9.gif

This is actually about the 5th time i've noticed behaviour like this. very wierd. I wonder if it is some bug in SE4 that perhaps only comes up with weapons that can't target 'all but seekers' which is pretty much the default in unmodded se4.

DavidG February 10th, 2004 02:25 AM

Re: STM "Final v1.7.5" Discussion
 
So any reason the Federation get such a big early atvantage in weapons tech compared to the Romulans and Klingons?

Consider:

After researching Physics the Feds get Phasors and Mini pulse phasors (a Traget 'all but seekers' weapons that skips armour)

After researching Physics the Klingons and Romulans get Mini Disrupters only( a SHIP ONLY targeting weapon that skips armour). They then have to research this to level 5 before getting disruptors that can target satellites/planets/stations etc. In fact untill they get to level 5 the have NO racial weapons that can target Planets or Stations.

DeadZone February 10th, 2004 02:52 AM

Re: STM "Final v1.7.5" Discussion
 
Just to let you guys know, Ive released a scenario for the mod called Survival

You can d/l it here

Quick overview
You are the Federation, you must overcome all threats and lead the feds to victory

All comments are welcome (as long as they are constructive http://forum.shrapnelgames.com/images/icons/icon12.gif ), to prevent flooding this thread wit it, I suggest you comment over at my site (where its hosted), you dont need to sign up too post

DeadZone

DavidG February 10th, 2004 03:26 AM

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

Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DavidG:
So any reason the Federation get such a big early atvantage in weapons tech compared to the Romulans and Klingons?

Consider:

After researching Physics the Feds get Phasors and Mini pulse phasors (a Traget 'all but seekers' weapons that skips armour)

After researching Physics the Klingons and Romulans get Mini Disrupters only( a SHIP ONLY targeting weapon that skips armour). They then have to research this to level 5 before getting disruptors that can target satellites/planets/stations etc. In fact untill they get to level 5 the have NO racial weapons that can target Planets or Stations.

<font size="2" face="sans-serif, arial, verdana">In the latest Version, 1.5.1 all weapons tech for each race should not have beam weapons until after Level 3 or 5 Energy Stream Weapons.

Federation Pulse Phasers - Level 3 Energy Stream Weapons
Federation Phasers - Level 5 Energy Stream Weapons

If they are getting these weapons sooner, then it is a bug and I will address it ASAP.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ah. I see. I really should upgrade. Still using ver 1.35 http://forum.shrapnelgames.com/images/icons/blush.gif

userx February 10th, 2004 03:46 AM

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

Originally posted by Captain Kwok:
Quick suggestion:

Make the pulse phasers available after the regular phasers - after all they're supposed to be more advanced - well sort of. http://forum.shrapnelgames.com/images/icons/tongue.gif

<font size="2" face="sans-serif, arial, verdana">Actually, as far as I know, Pulse Phasers are only used on the Defiant. My suggestion would be to make them only available to that class.

userx February 10th, 2004 03:54 AM

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

Originally posted by DeadZone:
Just to let you guys know, Ive released a scenario for the mod called Survival

You can d/l it here

Quick overview
You are the Federation, you must overcome all threats and lead the feds to victory

All comments are welcome (as long as they are constructive http://forum.shrapnelgames.com/images/icons/icon12.gif ), to prevent flooding this thread wit it, I suggest you comment over at my site (where its hosted), you dont need to sign up too post

DeadZone

<font size="2" face="sans-serif, arial, verdana">I'm getting "access violations" as the warp points look like asteriod fields. What Version of the mod did you use?

Atrocities February 10th, 2004 03:55 AM

Re: STM "Final v1.7.5" Discussion
 
Dead Zone, thanks, I look forward to playing it.

Pulse Phasers, didn't they have those in ST Movies then drop them in STNG in favor of the sustained arc phasers?

1.5.1 WILL BREAK your save games David, so wait or make copy of mod before updating to 1.5.1 and then updating to 1.5.1 fix.

(Fix addresses to FQM issues that were in 1.5.1)

Captain Kwok February 10th, 2004 04:43 AM

Re: STM "Final v1.7.5" Discussion
 
No - the phasers in the Star Trek movies were fired from "turrets" but were still continous beams like normal phasers.

I don't think they should be restricted to the defiant - but perhaps make them a special mount that makes them better on the defiant than regular phasers.

TNZ February 10th, 2004 05:40 AM

Re: STM "Final v1.7.5" Discussion
 
Some questions. http://forum.shrapnelgames.com/images/icons/icon7.gif
With a crew quarters II and deuterium tank, wouldn’t it be possible to gain extra supplies for a ship every second turn?
The Breen have cloaking devices: why?
Couldn’t the ram scoop and Bussard collector be merged?
Maybe the Master Computer component should be deleted?

Captain Kwok February 10th, 2004 05:54 AM

Re: STM "Final v1.7.5" Discussion
 
The Breen have been mentioned to use cloaking devices in the series.

The bussard/ramscoop could be reconciled.

Nah, master computer is fun. What was that episode of TOS with the M5 computer that goes berserk and destroys another ship?

Not sure about the supply issue.

DeadZone February 10th, 2004 04:53 PM

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

Originally posted by userx:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DeadZone:
Just to let you guys know, Ive released a scenario for the mod called Survival

You can d/l it here

Quick overview
You are the Federation, you must overcome all threats and lead the feds to victory

All comments are welcome (as long as they are constructive http://forum.shrapnelgames.com/images/icons/icon12.gif ), to prevent flooding this thread wit it, I suggest you comment over at my site (where its hosted), you dont need to sign up too post

DeadZone

<font size="2" face="sans-serif, arial, verdana">I'm getting "access violations" as the warp points look like asteriod fields. What Version of the mod did you use? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Im using 1.51

Let me know if anyone else is getting this error

Atrocities February 10th, 2004 06:33 PM

Re: STM "Final v1.7.5" Discussion
 
TNZ Master Computers can be turned off at game set up. If you look back through the revision history you will see when we took them out, then added them back in by overwhelming demand.

Fyron February 10th, 2004 07:19 PM

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

Originally posted by DeadZone:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by userx:
I'm getting "access violations" as the warp points look like asteriod fields. What Version of the mod did you use?

<font size="2" face="sans-serif, arial, verdana">Im using 1.51

Let me know if anyone else is getting this error
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You guys are using different SectType.txt files. Deadzone, did you create this with the non-fixed 1.5.1? With the stock SectType.txt file or the FQM Deluxe one of the fix? Userx, which are you using?

Tnarg February 10th, 2004 09:02 PM

Re: STM "Final v1.7.5" Discussion
 
I don't know if the original STM game using 1.35 is still being played? If it is I have lost my link to the site where I can get my next turn.

Any one else getting a barrage of these stupid computer viruses.? I think I receive about 10 to 15 a day. When are they going to pass a law that makes the creaters of these nasties to be allowed a public lynching? http://forum.shrapnelgames.com/images/icons/icon8.gif

DeadZone February 11th, 2004 12:12 AM

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 DeadZone:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by userx:
I'm getting "access violations" as the warp points look like asteriod fields. What Version of the mod did you use?

<font size="2" face="sans-serif, arial, verdana">Im using 1.51

Let me know if anyone else is getting this error
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You guys are using different SectType.txt files. Deadzone, did you create this with the non-fixed 1.5.1? With the stock SectType.txt file or the FQM Deluxe one of the fix? Userx, which are you using?
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Its my end, I will update it when I can

Paul1980au February 11th, 2004 12:18 AM

Re: STM "Final v1.7.5" Discussion
 
Looking forward to that update.

AMF February 11th, 2004 12:39 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, I just got your message below now on the 11th, don't kill my empire! I thought we had till tonight to get turns in....I'm doing it as soon as I can get the turn downloaded... (I seem to be having trouble downloading using Opera ever since I installed the latest MS patch...what a surprise there...)

Feb 9, 2004 9:04:14 PM EST (Posted by atrocities): I will process the turn for this game in one day. If you do not wish to play the game please email me so I can kill your empire. If you do not email me by tomorrow, and your turn is not uploaded, I will kill your empire in order to keep the game going smoothly. Thanks.

Thanks,

Alarik

Atrocities February 11th, 2004 12:51 AM

Re: STM "Final v1.7.5" Discussion
 
http://forum.shrapnelgames.com/images/icons/icon7.gif thanks man, don't worry I no kill off empire. I would like Jimbob to play his turn though for one of our games. If I no hear from him soon, I will be forced to kill of his empire. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities February 11th, 2004 12:53 AM

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

Originally posted by Tnarg:
I don't know if the original STM game using 1.35 is still being played? If it is I have lost my link to the site where I can get my next turn.

Any one else getting a barrage of these stupid computer viruses.? I think I receive about 10 to 15 a day. When are they going to pass a law that makes the creaters of these nasties to be allowed a public lynching? http://forum.shrapnelgames.com/images/icons/icon8.gif

<font size="2" face="sans-serif, arial, verdana">The game is still going strong.
www.astmod.com/games/stm and yes I too am getting about 30 or so day in emails.

mottlee February 11th, 2004 12:55 AM

Re: STM "Final v1.7.5" Discussion
 
1.5.1 LOVE the intro screen shot http://forum.shrapnelgames.com/images/icons/icon10.gif Well done!

Atrocities February 11th, 2004 01:14 AM

Re: STM "Final v1.7.5" Discussion
 
Yes David did a great job on that. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken February 11th, 2004 02:18 AM

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

Originally posted by TNZ:
Some questions. http://forum.shrapnelgames.com/images/icons/icon7.gif
With a crew quarters II and deuterium tank, wouldn’t it be possible to gain extra supplies for a ship every second turn?

<font size="2" face="sans-serif, arial, verdana">No. Only space yard component is able to repair Emergency Resupply/Propulsion pods. At least in stock game and latest STM.

DavidG February 11th, 2004 02:53 AM

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

Originally posted by Captain Kwok:
Nah, master computer is fun. What was that episode of TOS with the M5 computer that goes berserk and destroys another ship?

<font size="2" face="sans-serif, arial, verdana">Too bad you couldn't mod that. 5% chance per turn Master computer will become self aware and go bezerk. http://forum.shrapnelgames.com/images/icons/icon10.gif

JAYRMARKS February 11th, 2004 06:36 PM

Re: STM "Final v1.7.5" Discussion
 
I'm still waiting to see if 1.5.1 tests out ok before I install it. Has it been working right? Anyone? Fyron? Atrocities (How ya been old friend?)

Thanks

JR

Atrocities February 11th, 2004 07:13 PM

Re: STM "Final v1.7.5" Discussion
 
So far the patch has tested out ok. The major bug was the secttypes issue and that has been addressed.

The next Version of the mod will most likely focus upon weapons modification & balancing. UserX, Kwok, and I have been disucssing it on MIRC #se4 channel off and on for many weeks now. The play test have all yeilded excellent reports and Aikens bug reports have been very helpful.

Don't expect a new patch for a couple of months. (Sooner if the SE IV Last patch effects the mod.)

The 1.5.1 has the new splash screen, and TNZ Star Trek UI graphics.

I get a lot of emails saying that the UI coloring and graphics make the mod that much better. That the yellow and green really set it apart from standard SEIV.

boromeo February 12th, 2004 06:08 AM

Re: STM "Final v1.7.5" Discussion
 
I ve just remarked taht SE4 is using 2 ports tcp and udp ..My firewall tells me so..Is that normal ?

Fyron February 12th, 2004 07:10 PM

Re: STM "Final v1.7.5" Discussion
 
Yes. It does not actually contact anything on the web, unless you join/start a TCP/IP game. It just reserves the right to use those ports when you start the game, in case it will need them.

solops February 12th, 2004 07:20 PM

Re: STM "Final v1.7.5" Discussion
 
1.5.1 is totally awesome.

David E. Gervais February 12th, 2004 07:38 PM

Re: STM "Final v1.7.5" Discussion
 
I don't know if this is a bug, but when I start a new game in v1.51 I can't make colony ships. (there is no Rock Colony component available but one is required to make a colonizer.)

What's up with that?

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron February 12th, 2004 07:45 PM

Re: STM "Final v1.7.5" Discussion
 
Perhaps you didn't read the readme? You must select the Rock World Natives racial trait (or Ice or Gas, depending on your choice of homeworld).

gregebowman February 12th, 2004 07:54 PM

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

Originally posted by David E. Gervais:
I don't know if this is a bug, but when I start a new game in v1.51 I can't make colony ships. (there is no Rock Colony component available but one is required to make a colonizer.)

What's up with that?

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">This isn't related to this mod, but there a couple of mods I've played recently that instead of having the rock colonization, you start with the ice colonization, even though the homeworlds you start out with are on rock. I can't remember which ones they were, but there was at least 2 that started that way, and I had to research the rock colonization. I just that was plain weird. Why have ice when you can't even travel to an ice world in the beginning of the game?

David E. Gervais February 12th, 2004 08:24 PM

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

Originally posted by Imperator Fyron:
Perhaps you didn't read the readme? You must select the Rock World Natives racial trait (or Ice or Gas, depending on your choice of homeworld).
<font size="2" face="sans-serif, arial, verdana">Doh! Guilty as charged. http://forum.shrapnelgames.com/images/icons/tongue.gif

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

P.S. and I still haven't read the readme. http://forum.shrapnelgames.com/images/icons/tongue.gif

geoschmo February 13th, 2004 05:18 PM

Re: STM "Final v1.7.5" Discussion
 
Atrocities and everyone that's interested. I have setup 1.5.1 as a Version for play on PBW.

Fyron February 13th, 2004 06:10 PM

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

Originally posted by gregebowman:
This isn't related to this mod, but there a couple of mods I've played recently that instead of having the rock colonization, you start with the ice colonization, even though the homeworlds you start out with are on rock. I can't remember which ones they were, but there was at least 2 that started that way, and I had to research the rock colonization. I just that was plain weird. Why have ice when you can't even travel to an ice world in the beginning of the game?
<font size="2" face="sans-serif, arial, verdana">You should try to figure out which mods those were, so that they can be fixed if they are broken.

Atrocities February 14th, 2004 01:13 AM

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

Originally posted by geoschmo:
Atrocities and everyone that's interested. I have setup 1.5.1 as a Version for play on PBW.
<font size="2" face="sans-serif, arial, verdana">Thank you Mr. Geoschmo.

Atrocities February 14th, 2004 01:15 AM

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

Originally posted by solops:
1.5.1 is totally awesome.
<font size="2" face="sans-serif, arial, verdana">I am glad you like it. http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo February 14th, 2004 01:58 AM

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

Originally posted by Atrocities:
Thank you Mr. Geoschmo.
<font size="2" face="sans-serif, arial, verdana">You don't have to call me Mr. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken February 15th, 2004 02:54 AM

Re: STM "Final v1.7.5" Discussion
 
Does it mean that somebody will be kind and brave enough to create new 1.51 Star Trek game on PBW?

Atrocities February 15th, 2004 03:37 AM

Re: STM "Final v1.7.5" Discussion
 
I don't know how to take that Aiken. http://forum.shrapnelgames.com/image...s/confused.gif Are you saying that playing 151 at PBW might be hazardous?

I can assure you that there will be no more Version of the mod until after the Final Patch is released for SE 4.


All times are GMT -4. The time now is 12:00 AM.

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