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-   -   STM "Final v1.7.5" Discussion (http://forum.shrapnelgames.com/showthread.php?t=9755)

ArchBuck May 13th, 2004 05:55 PM

Re: STM "Final v1.7.5" Discussion
 
awesome job with the mod so far http://forum.shrapnelgames.com/images/icons/icon7.gif keep it up!

gregebowman May 13th, 2004 06:59 PM

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

Originally posted by ArchBuck:
awesome job with the mod so far http://forum.shrapnelgames.com/images/icons/icon7.gif keep it up!
<font size="2" face="sans-serif, arial, verdana">Amen to that!!

Atrocities May 14th, 2004 02:56 AM

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

Originally posted by gregebowman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by ArchBuck:
awesome job with the mod so far http://forum.shrapnelgames.com/images/icons/icon7.gif keep it up!

<font size="2" face="sans-serif, arial, verdana">Amen to that!! </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">we are trying. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 14, 2004, 02:02: Message edited by: Atrocities ]

Wormgonenuts May 14th, 2004 10:20 PM

Re: STM "Final v1.7.5" Discussion
 
I was just wondering why the power of all the weapons are so low compared to the shields that are avaliable on the STMv172Patch?
Also, how come the AIs only build large ships for mines and satallites? I was hoping to engage large ships with massive weapons on them.

[ May 14, 2004, 21:21: Message edited by: Wormgonenuts ]

mottlee May 14th, 2004 11:48 PM

Re: STM "Final v1.7.5" Discussion
 
I had D/L the latest patch for the Facility image mod and then I had to D/L the STM images are these not in the image pak? unlessI did something wrong, all the Fed facility went By By

BlackRose May 15th, 2004 04:12 AM

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

Originally posted by Wormgonenuts:
I was just wondering why the power of all the weapons are so low compared to the shields that are avaliable on the STMv172Patch?
Also, how come the AIs only build large ships for mines and satallites? I was hoping to engage large ships with massive weapons on them.

<font size="2" face="sans-serif, arial, verdana">I usually disable fighters/shuttles/mines and sattelites while playing STM, otherwise the AI will build up a disporportanate force of these relatively useless large ships.

(I'm guessing more of a SEIV fault than a STM one) These are still good options, however, for MP play.

As far as the weapon power vs shield/armour thing goes taht will be adressed in the final patch!

Atrocities May 15th, 2004 10:14 AM

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

Originally posted by Wormgonenuts:
I was just wondering why the power of all the weapons are so low compared to the shields that are avaliable on the STMv172Patch?
Also, how come the AIs only build large ships for mines and satallites? I was hoping to engage large ships with massive weapons on them.

<font size="2" face="sans-serif, arial, verdana">Because that was the way I set them up.

The AI is still SEIV AI and still does things according to that. This is why many people turn off mines.

JAYRMARKS May 19th, 2004 07:36 PM

Re: STM "Final v1.7.5" Discussion
 
Wow. Where did everybody go? No Posts for the past few days. One can hear crickets chriping.

Maybe no bug reports is a good thing? Has 1.7.3 been released yet?

Just wanted to thank Atrocities for all of his hard work - it IS appreciated by the silent majority here. This is one hell of a mod and it's all I've been playing for the past year or so now. I love getting my a$$ kicked by the borg or others (one day I'll actually win http://forum.shrapnelgames.com/images/icons/icon7.gif )

Thanks Again Atrocities and all the testers.

JR

JLS May 19th, 2004 11:15 PM

Re: STM "Final v1.7.5" Discussion
 
Absolutely, outstanding game in all rights, way to go guys !!!

minipol May 20th, 2004 02:56 PM

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

Originally posted by BlackRose:
I usually disable fighters/shuttles/mines and sattelites while playing STM, otherwise the AI will build up a disporportanate force of these relatively useless large ships.

<font size="2" face="sans-serif, arial, verdana">How do you disable sattelites? In the tech tree you get when setting up a new game, i found mines, shuttles and fighters but no sattelites. In the txt files i found sattelites under the Applied Science group. Am i correct that i would have to adjust this to True:
Can Be Removed := False

On the other hand, i'm not sure that sats will pose such a pain as the mines for the AI?

Fyron May 20th, 2004 11:07 PM

Re: STM "Final v1.7.5" Discussion
 
Yes, you have to change the Can Be Removed setting to True.

BlackRose May 20th, 2004 11:11 PM

Re: STM "Final v1.7.5" Discussion
 
You seem to be right, here are the things I commonly turn off:

Mines
Support Craft
Fighters
Computer Control
Computer Combat
Shuttles


I'm not really sure what support craft does http://forum.shrapnelgames.com/images/icons/icon7.gif Anyhow Mines is the biggest thing as the AI builds so many Mine layers. Its almost too bad we cant turn off sats as they build a tonne of those too! I do computer control/combat for atmosphere as It doesnt fit the trek universe. Fighters just arnt powerful enough to make them a threat so why give them to the ai to build. And shuttles I havnt really experimented with yet, but mostly for atmosphere. I should try them out i guess http://forum.shrapnelgames.com/images/icons/icon7.gif

minipol May 21st, 2004 12:05 PM

Re: STM "Final v1.7.5" Discussion
 
Cool. I will try my next game without sats too then. WP control will be a ***** then or at least until you get some decent fleets.

Atrocities May 23rd, 2004 09:13 PM

Re: STM "Final v1.7.5" Discussion
 
We have been waiting for CK to finish up the file and well it has been a longer wait then I had expected. Therefore I am preparing to release a modified verion of 1.7.3 with all the fixes I have, plus a weapons modification. I will increase the power of each weapon and reset the armor values.

I will wait for another week to give CK time to finish but after that I will release the patch and we can go from there.

Atrocities May 23rd, 2004 09:35 PM

Re: STM "Final v1.7.5" Discussion
 
If nothing happens, the following is the list of changes that will be made for Version 1.7.4 of this mod. Again this list could change depending upon the changes CK has done.

Star Trek Mod v1.7.4

1. Fixed - Error in Vehicle Size file (Thanks TNZ)
2. Changed - Weapons damage
3. Changed - Armor KT to reflect new Weapons Damage.


Star Trek Mod v1.7.3 (Thank you Aiken and Black Rose)

1. Fixed - Breen General file error
2. Replaced - Component file with correct one and not the old one.
3. Changed - Structural Integrity Field I - V Tonnage Structure (5,10,15,20,25)
4. Added - Klingon Weapon Mount for use with medium sized ships.
5. Changed - AI Default Design Creation file - Fine tuned so that Ai will design larger ships with more movement
6. Changed - All Minor races Defualt Ai design Creation file to new format
7. Removed - KAtarians file (You will need to do this manually if you have it. (kAtarians not Ktarians)
8. Fixed - Error in Dominion Warhead Mount (Thanks Aiken)
9. Fixed - Level error in 8472 facilities (Thanks Aiken)
10. Added - Description improvement for weapons with modifiers (Thanks Aiken)
11. Added - Ability Generate Points Intelligence to both Federation and Romulan Sensor Arrays
12. Added - Heavy Laser Mount for Laser Beam I - V
13. Changed - Increased the seeker speed of Capitol Ship Missile I - V from 6 to 8
14. Fixed - Error in Plasma Torpedo IV - V
15. Changed - Pirate Hull Armor to match new armor ability (Reduced)
16. Added - Mini - Storage Compartment (1kt)
17. Changed - Name of Wormhole Beam I - III to Sub Space Beam I - III and changed damage to Disrupt Reload Time
18. Fixed - Description error in Massive Planetary Phased Shield Generator I - II (Thanks BadAxe)
19. Changed - Beefed up Tholian Energy Web I - III (Thanks BlackRose)
20. Changed - Tholian Sensor Refractor I - III Gave them a higher to hit defense %
21. Changed - Base Mount damages. All are correct now. (Thanks Aiken)
22. Added - Tholian Energy Mount II (TEM2) for use with smaller Tholian ships
23 Changed - Tholian Energy Mount to Tholian Energy Mount I and made minor modifications.
24. Fixed - Error in Federation Sensors V
25. Changed - Reduced the cost of Mini-Storage
26. Added - Shield Regeneration to 8472 Bioelectric Field I - X
27. Changed - Increased range and damage of 8472 Neural Disrupter I - III
28. Changed - 8472 Quantum Singularity Beam I - III Reload rate from 1 to 2, increased tonnage, and weapon target to Ships/Planets only.
29. Added - Shield Depleter Mount. (125% Damage)
30. Changed - Romulan Plasma Projector I - V Weapon Target from Ships/Planets to Ships\Planets\Ftr\Sat\Drone
31. Added - Romulan Plasma Mount (For use with Romulan Plasma SEEKERS)
32. Changed - Warrior Technology cost from 80000 to 65000.
33. Added - UserX new Star Trek Map
34. Changed - Graviton Hellbore I - V family number from 2020 to 2120 to avoid conflict with Shield Depleters.
35. Changed - Klingon Neutrino Disruptor I - III family number from 2022 to 2322 to avoid mount conflict
36. Changed - Reduced Pirate Cloaking Armor I - III Tonnage from 30 to 10.
37. Fixed - Description error in Tech Area file for Pirate Race (Thanks von_toaster)
38. Changed - Intelligence Center I - III family number from 6 to 86 to help stop conflict with GR - Intel (Thanks General Woundwort)
39. Changed - Research Center I - III family number from 5 to 85 to help stop conflict with GR - Research (Thanks General Woundwort)
40. Changed - Description of Pirate Shock Troop (Thanks von_toaster)
41. Changed - Tonnage Space of Pirate Shock Troop from 10 to 1 (Thanks Von_toaster)
42. Changed - Tonnage Space of Tholian Drone I - III & Ferengi Troop I - V from 3 to 1
43. Changed - Satellites to True in the Tech Area file so they can now be excluded at game start up.

Captain Kwok May 25th, 2004 03:01 AM

Re: STM "Final v1.7.5" Discussion
 
Message Recieved. http://forum.shrapnelgames.com/images/icons/tongue.gif

I know I've been slacking a bit. Will pick up the pace again.

Atrocities May 25th, 2004 08:47 PM

Re: STM "Final v1.7.5" Discussion
 
CK I had an idea, what if we dropped the EM Armor all together?

If we leave the weapon values were they are, and simply get rid of the Emerssive armor then everything else works well. The ships destroy each other according to the master plan and balance seems to work well.

Why should we go to the trouble of redoing everything when the simplest thing is to remove the choke point?

Let me know what you think. I have treid it already and I was surprised at how well it worked.

Captain Kwok May 26th, 2004 12:19 AM

Re: STM "Final v1.7.5" Discussion
 
I've already re-done armor so it's not a big deal, I'm just lazing on sensors and most of the weapons. http://forum.shrapnelgames.com/images/icons/tongue.gif

Emissive armor works fine at lower levels, giving a slight reduction in incoming damage, and over the course of a battle, might afford a ship an extra hit or two. The problem you experienced was quite significant because the emissive ability was close to the maximum damage of weapons without mounts.

Atrocities May 26th, 2004 01:03 AM

Re: STM "Final v1.7.5" Discussion
 
Ahhhhh. http://forum.shrapnelgames.com/image...s/rolleyes.gif

We may have a fifth player for our game if he joins. http://forum.shrapnelgames.com/images/icons/icon7.gif

mac5732 May 27th, 2004 05:12 AM

Re: STM "Final v1.7.5" Discussion
 
AT, is it possible to get the AI to build Battlestations, forts on wormholes? this is one thing SE4 needs,

just some ideas Mac

Atrocities May 27th, 2004 06:34 AM

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

Originally posted by mac5732:
AT, is it possible to get the AI to build Battlestations, forts on wormholes? this is one thing SE4 needs,

just some ideas Mac

<font size="2" face="sans-serif, arial, verdana">I really have no idea. I wish I did, but I don't. I don't think you one could mod the AI to build at X location at all. http://forum.shrapnelgames.com/images/icons/icon9.gif

TNZ May 28th, 2004 05:27 AM

Re: STM "Final v1.7.5" Discussion
 
I don’t know if these bugs are still relevant, but the Tholian crystalline torpedo and the tractor beam components have the same weapon family number. The combat sensors and Romulan sensor array components share the same family number also. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities May 28th, 2004 08:24 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks TNZ, I thought I had taken care of all the weapon family conflicts but my have missed some since there are so many.

Atrocities May 31st, 2004 06:14 AM

Re: STM "Final v1.7.5" Discussion
 
Version 1.7.4 Is ready for use. (NOTE: You may need to refresh the page.)

This Version only makes changes to the Emissive Armor and does not change weapons range and damage.

This Version will be made obsolete by Captain Kwoks Version when released.

<font color=red>Please Read the Included STM-ReadMe file. </font color>

Tnarg May 31st, 2004 07:47 AM

Re: STM "Final v1.7.5" Discussion
 
CK, I am curious to know what you have planned and and how far along you are?

Thanks http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities May 31st, 2004 08:11 AM

Re: STM "Final v1.7.5" Discussion
 
Tnarg you should do as I suggested and make a copy then rename your current mod file STM 172 then rename the copy Star Trek Mod and apply the 1.7.4 update.

You can always delete it later or make a new copy of the 1.7.2 folder and rename the 1.7.4 folder from Star Trek Mod to STM 174x then rename the new copy Star Trek Mod and apply CK's update.

You will have more than one Version of the game on your system, I have four right now. STM 135, STM 172, STM 174, and STM Modding. When CK releases his I will have STM CK.

read the RevisionHistory to find out what was changed in this Version or click on the History Revision link on the Star Trek Mod site.

General Woundwort May 31st, 2004 03:41 PM

Re: STM "Final v1.7.5" Discussion
 
http://forum.shrapnelgames.com/images/icons/blush.gif AT, I hope you don't get too mad about this, but... I have the first 1.74 bug report.

Your new 1 kt Mini Supply Storage component is a good idea - it's always nice to fill those extra kt's with something useful. But you made it the same family as the regular Supply Storage components - so when I go to upgrade a design, all my 10 kt supply components are replaced with the 1 kt model. http://forum.shrapnelgames.com/images/icons/shock.gif

Just a heads-up...

Atrocities May 31st, 2004 09:06 PM

Re: STM "Final v1.7.5" Discussion
 
I am not mad at all. I know that has happened to me. I suggest finding a good family number and switching the 1kt to that. http://forum.shrapnelgames.com/images/icons/icon7.gif

Bug reports are good please keep them coming
.

General Woundwort May 31st, 2004 10:41 PM

Re: STM "Final v1.7.5" Discussion
 
I already did a manual edit. I switched the family # to 1499 - same first two digits, and '1499' was not yet in use.

Atrocities June 1st, 2004 12:18 AM

Re: STM "Final v1.7.5" Discussion
 
ok, that will be the new number then. 1499. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities June 1st, 2004 01:05 AM

Re: STM "Final v1.7.5" Discussion
 
I will be updating the 1.7.4 patch in a bit so if you have not downloaded, wait until about 5pm (PST) to download it. It will have the fix.

I will also upload 1.7.4.1 with the fix for the Mini Storage Component.

1.7.4.1 update This just fixes the mini storage component.

Also check your Star Trek Mod / Pictures / Components folder and delete the folder named Star Trek Mod folder if you happen to have one. It is not needed.

NOTE: If you have not downloaded the 1.7.4 update yet, then just download that. If you have already downloaded the 1.7.4 update then just download the 1.7.4.1 update or manually change the Family number in the components file. (It is the Last component in the file and the new Family number is 1499)

[ June 01, 2004, 05:05: Message edited by: Atrocities ]

von_toaster June 1st, 2004 08:09 PM

Re: STM "Final v1.7.5" Discussion
 
Just to make sure, will this patch affect my current PBW game? Would be ashame to loose what Ihave so far

ChrisVon June 2nd, 2004 01:43 AM

Re: STM "Final v1.7.5" Discussion
 
Oops, I posted this as a new topic in the Main SE4 forums, so I'll post here as well, as it was intended for this group.

I'm not new to SE nor the Star Trek Mod, but certain aspects of the game I have not experimented with, or "discovered". One in particular, deals with supply ships....

Is there any way to design and build a supply ship, that can resupply another ship that is, for example, inside a nebula with it's supplies running low? If so, how do I go about this? I have designed a supply ship, with the required cargo spaces, but don't know how to load, then unload the supplies to another ship.

I know about the ramscoops and having to be in a solar system to "scoop" up intersteller materials, but I wanted to know if it could be done with another ship.

Thanks, Chris

Aiken June 2nd, 2004 04:44 AM

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

Originally posted by von_toaster:
Just to make sure, will this patch affect my current PBW game? Would be ashame to loose what Ihave so far
<font size="2" face="sans-serif, arial, verdana">Do not apply this patch to your pbw game, since current STM Version on pbw is 1.7.2 (unless you're running it manual). Just make a separate install into different folder, Atrocities have already described how to do it.

Atrocities June 2nd, 2004 05:49 AM

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

Originally posted by ChrisVon:
Oops, I posted this as a new topic in the Main SE4 forums, so I'll post here as well, as it was intended for this group.

I'm not new to SE nor the Star Trek Mod, but certain aspects of the game I have not experimented with, or "discovered". One in particular, deals with supply ships....

Is there any way to design and build a supply ship, that can resupply another ship that is, for example, inside a nebula with it's supplies running low? If so, how do I go about this? I have designed a supply ship, with the required cargo spaces, but don't know how to load, then unload the supplies to another ship.

I know about the ramscoops and having to be in a solar system to "scoop" up intersteller materials, but I wanted to know if it could be done with another ship.

Thanks, Chris

<font size="2" face="sans-serif, arial, verdana">Design and build a ship with 4 ram scoops, and 2 bussard collectors. Add as many supply storage components to it as you can. Then send it to the ship in the nebula. FLEET them. They will then share supplies.

Currently there is no way to generatre supplies while in a nebula. I have discussed having a component that would use the gasses of a nebula to resupply a ship for Space Empires V.

We will have to wait until then.

The other option is to add a quantum reactor to your components list and use that. I do believe I took the QR as it was way to advantagous.

The One June 2nd, 2004 06:12 AM

Re: STM "Final v1.7.5" Discussion
 
I was wondering if there are any new shipsets for the Vulcans?

General Woundwort June 2nd, 2004 09:56 AM

Re: STM "Final v1.7.5" Discussion
 
I can't say what AT's plans are for a Vulcan shipset. However, I can say that there will be a new, optional Star Trek Mod race debuting this weekend. Stay tuned to this thread for further details... http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities June 2nd, 2004 11:00 PM

Re: STM "Final v1.7.5" Discussion
 
Should be interesting to see.

I do not have any plans to make new Vulcan ships. However if you want to make some that would be great.

Also, as a side note, I have once again escaped the dark ages of Dial up and have broadband. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities June 3rd, 2004 06:31 AM

Re: STM "Final v1.7.5" Discussion
 
I have uploaded 1.7.4 full mod to the AST mod server.

The mod contains ALL Star Trek Mod files and Images. It weighs in at 21.5 megs. Enjoy.

NOTE: I have received a lot of emails over the Last few days asking if people need to update to keep playing on PBW. Please read the information on the download page. Until this Version, or the next Version by CK come out you should make a copy of your current STM folder and update that. This way you will have a copy of the old Version for use with any PBW games.

If any one does not understand this, please email me and I will clarify. http://forum.shrapnelgames.com/images/icons/icon7.gif

mrscrogg June 3rd, 2004 11:08 PM

Re: STM "Final v1.7.5" Discussion
 
possible bug - playing Klingons, battle cruiser space yard ship will not build ,componet is there but icon will not light up and will not work. ship was built by AI, using 1.7.4 mod

Atrocities June 3rd, 2004 11:14 PM

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

Originally posted by mrscrogg:
possible bug - playing Klingons, battle cruiser space yard ship will not build ,componet is there but icon will not light up and will not work. ship was built by AI, using 1.7.4 mod
<font size="2" face="sans-serif, arial, verdana">Send me your save game file. atrocities@astmod.com

General Woundwort June 5th, 2004 11:23 PM

Re: STM "Final v1.7.5" Discussion
 
Monkeyboys and Ridgeheads beware... The Kzinti are coming for you. http://forum.shrapnelgames.com/images/icons/icon6.gif

Check out a new optional Minor Race for STM - The Kzinti Hegemony - at...

http://www.efrafasector.com/Kzinti.html

Atrocities June 5th, 2004 11:33 PM

Re: STM "Final v1.7.5" Discussion
 
Lookin good. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities June 7th, 2004 01:02 AM

Re: STM "Final v1.7.5" Discussion
 
I am going to offically ask Geoschmo to update the PBW server to the latest Version of this mod.

From all the testing I have done if you choose to upgrade your 1.7.2 games to 1.7.4 there will be no significant adverse effects. Then again, until you we will not know for sure.

I need your help in promoting this request to PBW. Thank you.

Kana June 7th, 2004 05:36 AM

Re: STM "Final v1.7.5" Discussion
 
Yeah...the big Cats...now...Kana is a happy man...

Kana

Aiken June 7th, 2004 10:36 AM

Re: STM "Final v1.7.5" Discussion
 
So, umm, I guess CK update is RIP?

Captain Kwok June 7th, 2004 11:50 AM

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

Originally posted by aiken:
So, umm, I guess CK update is RIP?
<font size="2" face="sans-serif, arial, verdana">That's a negative sir. http://forum.shrapnelgames.com/images/icons/tongue.gif

I did some testing on the weekend and was happy with some of the items I changed, so I need to fix that. Plus fix a lot of the other weapons I haven't even touched! http://forum.shrapnelgames.com/images/icons/tongue.gif

[ June 07, 2004, 16:19: Message edited by: Captain Kwok ]

Atrocities June 8th, 2004 02:02 AM

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

Originally posted by mrscrogg:
possible bug - playing Klingons, battle cruiser space yard ship will not build ,componet is there but icon will not light up and will not work. ship was built by AI, using 1.7.4 mod
<font size="2" face="sans-serif, arial, verdana">Cloaked ships do not use components. If your ships are cloaked uncloak them and the component, construction yard, icon should appear.

And CK project is far from dead. He is taking his time to ensure that it is perfect. http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF June 9th, 2004 03:52 PM

Re: STM "Final v1.7.5" Discussion
 
OK, I had to post this question somewhere, and this seemed like the best place. In the Star Trek Mod 2 game, there are only three players left: the Cardassians (me), the Dominion, and the Hirogen. The Hiro are the big bad guys and it is a very nasty three way war. It's a very good thing we don't have star destroyers in this game, or we'd all be dead by now. But, in a twisted way, its a lot of fun.

The most interesting thing that happened Last turn is I infected my own homeworld with a nasty metagenic plague after the Hirogen conquered it. I just wish I could make it specifically kill the Hiro troops occuppying the planet (on the other hand, it's their duty to Cardassia to die for the empire when their under enemy garrison).

This leads me to a question: when I liberate the planet, will my system wide medical facilities cure the plague there?

And, boy, it sure would be nice to have a "liberate" planet option for ship attack orders, wherein I could have my ships target the occuppying troops enough so that the population rises up and recovers the planet - and returns to me. Any ideas in this regard? Anyone have a sense of the possibility of such an option being implemented in SEV?

thanks,

Alarik

Atrocities June 10th, 2004 08:08 AM

Re: STM "Final v1.7.5" Discussion
 
One of my suggestions for SE V was the option for Liberate or Conquer when attacking a planet held by your enemy. This option is in BOTF and I thought it would be great to have in SE V. (TIEfor2nd)


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