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Re: STM "Final v1.7.5" Discussion
Lastly, I was checking out the PBW site and wow, we get the turns in out email! I've never played a PBW game, how many turns would you do in an evening? how many times a week would you play?
Also, what about starting conditions, player points, tech level, etc? |
Re: STM "Final v1.7.5" Discussion
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[ August 26, 2003, 02:36: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
If it gets set to any faster than 24 hours I may have a hard time keeping up, unlike some of my fellow avid fans of SEIV I do need sleep-alot of it as a matter of fact-not to say i was even accepted in 8472 which i volunteered for...
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Re: STM "Final v1.7.5" Discussion
don't start until sept 1st... as it is a long weekend... would hate to miss the first few turns
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Re: STM "Final v1.7.5" Discussion
It would be nice to start that soon I'm afraid i may not be the caliber of some of the other players here...I only just entered the Online arena and well some of you guys rule the world and such...
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Re: STM "Final v1.7.5" Discussion
BUG: Breen Cloaking Device I-III are all avaible at level 1....
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Re: STM "Final v1.7.5" Discussion
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Thanks also Openair for the Breen bug. Fixed it just now. http://forum.shrapnelgames.com/images/icons/icon7.gif And it also showed me another bug that also fixed. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
When I play a game, I normally have the following settings.
1. 48 hour turns 2. No stellor Manipulation 3. No intel 4. No colony technology swapping 5. 2000 Racial Points 6. Good starting planets 7. No Surrender 8. Retro -series ok 9. Multiple training facilites ok 10. Gentalmen rules apply. (Those I will list out in more detail later) 11. Limited Tech Trades - I will explain more later 12. Large Map 200 =/- 25 systems I also advise everyone to remember to use a password for their race, otherwise it will be accessible by all. |
Re: STM "Final v1.7.5" Discussion
In the first game playing with the Startrek Mod
i used the Dominion with General Ship Construction. The result of researching the Battleship was : None. ?? Tech Level Req 2 := 18 Shouldn´t 18 be 1 like in all the others in this techtree ? greetings. Tymy Name := Battleship Short Name := Battleship Description := Code := BB Primary Bitmap Name := Battleship Alternate Bitmap Name := Battleship Vehicle Type := Ship Tonnage := 1000 Cost Minerals := 1000 Cost Organics := 1000 Cost Radioactives := 500 Engines Per Move := 1 Number of Tech Req := 2 Tech Area Req 1 := General Ship Construction Tech Level Req 1 := 7 Tech Area Req 2 := General Race Technology Tech Level Req 2 := 18 Number of Abilities := 0 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 2 Requirement Min Crew Quarters := 2 Requirement Uses Engines := True Requirement Max Engines := 9 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 0 Requirement Pct Cargo := 0 |
Re: STM "Final v1.7.5" Discussion
Quote:
Thanks also Openair for the Breen bug. Fixed it just now. http://forum.shrapnelgames.com/images/icons/icon7.gif And it also showed me another bug that also fixed. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I have tried everything to duplicate this and have not been able too. I can think of nothing that would generate such and error. I have checked everything and can only think that perhaps is was a random negative event. If it happens again, please take a screen cap of it and email me that and your save game file. Thanks. Fyron has also pointed out the benifits of adding the Colony Tech mod. If I do this, and I am very inclined to do so, it will be a minor undertaking and will take some time to complete. I will need to added the components, redo all of the 30 race EMP's, revise the Racial Traits, update all AI research doc, and update all race General docs. After doing so, I will have to play test the mod once again to see if the AI's use it. If I include this in the next patch, it will push the mod back a good week or so. The benifit to having it for a PBW game is that it severly limits a players ability to trade colony technology. That is unless they are of the same colony trait then the point is mute because one could be Ice - Rock Trait and the other Gas - Rock Trait and trade each other. This of course is considered cheating, but that has never stopped people from trading colony tech before. So I ask you, should I incorperate the colony tech mod into the next Version of this mod, or wait until later? Doing it now means it is done and can be play tested. Waiting means that I will have to ask Geo to upload the mod twice. Given how many Version of a mod are running at PBW, this will only add to the confusion. Any one care to venture some advice here? |
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