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Re: *** Star Trek Mod Discussion ***
That is a nice looking forum Mr. Fyron, but even on a cable modem it still took a long time to load.
[ May 25, 2003, 04:53: Message edited by: CNCRaymond ] |
Re: *** Star Trek Mod Discussion ***
You loaded it during one of those busy times I mentioned. http://forum.shrapnelgames.com/images/icons/icon12.gif Most of the day, it loads in a snap for me.
Also, do you have browser caching disabled? If so, that would explain slow loading times. http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 25, 2003, 07:35: Message edited by: Imperator Fyron ] |
Re: *** Star Trek Mod Discussion ***
Netscape loaded your site just fine Fyron. I was even able to post. Most impressive this netscape.
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Re: *** Star Trek Mod Discussion ***
Any updates Captain? http://forum.shrapnelgames.com/images/icons/icon7.gif
I'm still totally dying to try this out. |
Re: *** Star Trek Mod Discussion ***
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Check our other forum (link through the website) and see some of the Posts there, lots of good stuff including some new planet images. |
Re: *** Star Trek Mod Discussion ***
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Re: *** Star Trek Mod Discussion ***
Greetings!
Look for a website update on Saturday (7th June) afternoon with the latest changes (there's been quite a few) and information about the Star Trek mod. I'm still working on getting all the races functional enough to send out in the beta, plus some basic default AI files to fix some errors I'm seeing with fleets in the mod - i.e. no strategies etc. ----- I also want to thank you for your patience! I know it has been a year since I first proposed the mod and it seems like it will never be ready...but it's really getting there. I would send out some copies right now if it operated a little bit smoother. ----- There are also some issues with hardcoded SE:IV stuff that I'm sending to Aaron to hopefully fix in a final patch for the game. While that patch is not certain, I'm hoping that it will be...even if it delays SE:V by a few weeks. It is really needed to cap this great game. Some of this issues include: Player placement when moons are involved. Duplicate random players added when less than 20 races are available despite proper settings.txt values. SE:IV producing non-fatal "image not found" errors for images displayed during empire setup - should just find a valid image including primary and secondary bitmap references and not just the primary values that default races follow. Plus, why not add the research and intel abilities for components? http://forum.shrapnelgames.com/images/icons/tongue.gif ----- That's all for now. Happy treking! |
Re: *** Star Trek Mod Discussion ***
Id also like to see the Restricted and Required racial trait fields implented as well...
Well glad to hear Kwok, cant wait for the mod and good luck! |
Re: *** Star Trek Mod Discussion ***
Looking forward to the update tomorrow!
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Re: *** Star Trek Mod Discussion ***
Thanks for the update Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif One other thing to send to Aaron for fixing in a final patch, if there is to be one, would be to fix the;
Change Bad Intelligence Chance - System Ability - Decreases the chance of any sabotage activities in this system; and get it to work. With this working a viable counter intel facility could be built. |
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