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Re: STM "Final v1.7.5" Discussion
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Back in June, my feedback was a good deal of those very few feedback emails, though most of it was in MSN IM, not actual email. This is the middle of the summer, and Shrapnel has slowed down, just as it did Last summer, and the one before. There are a lot fewer Posts in total, so of course there is going to be a lot less feedback at this point in time. A lot of people are off on vacations or whatever. So now to make this a not totally useless post: Atrocities, have you considered using the Colony Tech Mod by Ekolis? It will be great for PBW games, as it forcibly removes the absurdity of being able to trade your starting colony techs away... and players already have to go select an advanced trait for their race, so one more won't be any more confusing. |
Re: STM "Final v1.7.5" Discussion
userx thanks a million for the map. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif
CNC, um, no more caffine for you, PERIOD! http://forum.shrapnelgames.com/images/icons/icon12.gif Fyron, Kwok, and all others, thanks for your awsome imput on this mod. The more poeple that step up and offer feedback the better I can deal with the problems. CNC tis ok man, thanks for caring, but I am a big boy. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: STM "Final v1.7.5" Discussion
I have to be honest I wanted to get the mod up and running and get as much feedback as I could on it before it was released. The problem was that only a few poeple gave me any feedback. Fyron was one of the most helpful of them, as was CNC and a few others. To you all I say thank you. As a result, the public release has yeilded far more bug reports than the beta and I think the process is working just fine. Soon we will have a mod worthy of the name, and one that will be a lot of fun to play by web.
I think that my egerness to please often out paces my ability and as a result I occationally post updates that do more harm than good. For this I sincerely apologize. I know that some may harbor the thought that I am an idiot, unskilled, and horrible at mod making. To them all I can say is, oh well. If you think you can do a better job, then by all means, knock your socks off. Part of modding process is to make improvements, find what works, and what does not. Sure the mod is not 100% like what Captain Kowk has described on his web site, and sure it has a long ways to go before it is finished, however in my own defense, no one else stepped up to bat when the project was abruptly terminated. So please keep in mind that I love feedback, good, bad, or other. It helps me to fix things, and improve the mod. I could careless if people think I am an idiot or not, but I do care about any bugs they find, or suggestions they do have for the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif About the Ship issue, damn I missed that. Thanks for reporting it. I shall get it fixed asap. The AI research issue. All race do have uinque research tech files customized for each race. The problem is, I did not organize them very well as they were my first attempt. I will redo them and get them timed better. I did run into a problem with the research tech slowing the AI expansion down a great deal at one point thus the modified research files. But since I think I have fixed the expansion issue, I can redo them all and see what happens. I can also look more closely at what Captain Kwok has for the SIF and Federation ships and fix them as well. Again these Posts are great feedback and I do sincerely appreciate it. http://forum.shrapnelgames.com/images/icons/icon7.gif The more there are the better the mod will become. http://forum.shrapnelgames.com/images/icons/icon7.gif The Colony Tech mod is an excellent idea. http://forum.shrapnelgames.com/images/icons/icon7.gif [ August 14, 2003, 05:45: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Hey Userx,
Let me know how your game turns out on it. I am the UCF Federation. Turn 62, at war with the Klingon and Cardassian. I set the game per your instruction, but found Regulus Prime space section empty, the Romulan started else way. Its nothing like fighting a two front war, with three more races lining up to attack the federation along my frontier. Should complete researching the Defiant class ship, with the special mounts and quautum torpedo class V by turn 66, then watch out. Havn't got shielding or armor yet, but with defiant excort loaded down with 8 Quautum torpedos should help the federation war effort. I was wondering if you use the federation boardgame/wargame as the basics for your map? Nice job on the map, Userx. Lighthorse |
Re: STM "Final v1.7.5" Discussion
Kwok & Fyron, what can I say but I posted before I thought. I hope you understand that my post was not intended to be offensive, I was only sticking up for PCP. I misinterpreted the tones of your Posts and I am sorry. Directness is often viewed incorrectly as rudeness. I should have gathered that you both have a working rapore with PCP and that to the point Posts are far more helpful to getting to the crux of the topic than long winded Posts like the ones I post.
Once again, I am sorry. |
Re: STM "Final v1.7.5" Discussion
No harm, no foul! http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: STM "Final v1.7.5" Discussion
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start in the north east in the Romulus system. I'm sure the Klingons will be contesting the system by turn 80! Quote:
Very glad you are having fun with it... let me know if you want me to continue working on it. Also, I have a topic thread for the map so maybe we could move this conversation there. |
Re: STM "Final v1.7.5" Discussion
Atrocities, I think you are doing a great job! It takes a community to make a GREAT MOD. As for the colony tech,,,, I prefer to play with "only colonize home planet type...
My thoughts [ August 14, 2003, 07:52: Message edited by: userx ] |
Re: STM "Final v1.7.5" Discussion
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AT: You need an empty Maps folder in the mod download. Maps generated with stock SE4 will NOT work in the mod, as you have included FQM Deluxe. Similarly, maps made in the mod will NOT work in stock SE4. So, they really need to be set up to be kept separate. http://forum.shrapnelgames.com/images/icons/icon7.gif [ August 14, 2003, 08:23: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
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