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Re: STM "Final v1.7.5" Discussion
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Star Trek Mod v1.2.8 2. Changed Federation Ablative Armor Family name from 10 to 197. This should allow for other armor to be added to designs ============================================= Please keep the bug reports coming. I would like to get as many bugs fixed as possible by this weekend so I can include them in the 131 Version. Also any AI issues and such. Fixes ideas whatever, just submit them please. Thanks The 131 Version will be it for a while. I need to finish up the AST update and work on the Conquest mod. |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Well since there seem to be no more bugs being reported, no reports of balance issues, and no more suggestions, I am going to butten up this Version of the mod, burn it to disk, and drive the 30 miles to get up loaded. The full Version of 1.3.1 come in at around 18.5 megs and the Patch in at around 1.5.
Also Kwok can I steal your old Star Trek Mod web site and update it to the current statistics of the mod? I know you put a lot of work into that site and I would hate to see it go to waste man. Please let me know. And for those who are new to the mod, please take the time to read the INSTALLATION read me included with both the full Version and any patch. It provides information that may answer some of your questions. No BMP's showing up, you need the latest image mod. The STM contains the components it needs but does not have any of the IMAGE mod files. So you will need those. Now only if we could get a beta game going. Start small with just six players. Cardassians - CNC Dominion - PCP Federation Ferengi Klingons Romulans - Tnarg It would have to be set up and hosted on an alternate site until PBW comes back up. |
Re: STM "Final v1.7.5" Discussion
Atrocities,
orginal posted by atrocities Now only if we could get a beta game going. Start small with just six players. Federation Ferengi Klingons I'm willing to be a beta tester as either the Federation or Klingons. Unsure if you already choicen the other beta testers. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
If they're still available I'd take the Ferengi (since they're the only ones left http://forum.shrapnelgames.com/images/icons/icon10.gif )
Unless you don't want a newbie playing against all you professional galaxy conquerers http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: STM "Final v1.7.5" Discussion
Cool we have out players. I will get the update taken care of tomorrow.
Perhaps I will talk to Fyron about getting the game hosted on his site. http://forum.shrapnelgames.com/images/icons/icon7.gif Cardassians - CNC Dominion - PCP Federation - Lighthorse Ferengi - Renegade 13 Klingons - DavidG Romulans - Tnarg |
Re: STM "Final v1.7.5" Discussion
Well I am in the process of uploading the 1.3.1 patch as I type this.
I have been play testing the mod now for nearly 100 turns and thus far all is working just fine. Races are expanding, fighting, and designing well. I am really encouraged by this latest test game. I have to admit that this has been one of the better test games I have ran. |
Re: STM "Final v1.7.5" Discussion
Version 1.3.1 is available for download.
I am tired and going to bed now. http://forum.shrapnelgames.com/images/icons/icon7.gif --------------------------------------------------- Version History for Star Trek Mod --------------------------------------------------- Star Trek Mod v1.3.1 1. Fixed Photon Torpedo III had Roman numberal of 8 2. Fixed Impulse Engine VI had wrong roman numeral 3. Updated Comments 4. Changed Anti - Matter Torpedo I - V Tonnage Space Taken and Tonnage Structure from 15 to 20 5. Changed Photon Torpedo I - X Tonnage Space Taken and Tonnage Structure from 30 to 20 6. Changed Race AI DesignCreation file slightly to improve late game ship design 7. Changed Vorta Captain I - II from Standard movement to Combat Movement (Avoid engine conflicts) 8. Changed Capital Ship Missile I - V speed from 5 to 6 9. Changed All Races Troop Components Vehicle Type from Ftr/Trp to Troop 10. Added Weapons Family List (For AI Modders) 11. Updated Weapons/Componet reports 12. Added New Large Splash Screen 13. Changed Color of row grid to dark blue. 14. Changed Cost of Heavy Carrier in vehicle size file. Org/Rad were set to 0 now set at 600 each 15. Changed Family number from 37 to 66 for Federation Facility Holo-Center I - III 16. Added An extra redundant tech req to the supply Storage Component I - V to help AI use it more effectively. (Thank you Fyron) 17. Fixed Requirement error in Ferengi Cargo V 18. Modified 8472, Borg, Breen, Cardassian, Dominion, Federation, Romulan, Tholian,and UCP research files to research Torpedo requirments 19. Added The Star Trek TMP set to the Mod 20. Added Federation TMP 2, 3, 5 k EMP files |
Re: STM "Final v1.7.5" Discussion
Can anyone explain this? I build a Fed Colony ship. I want a cheap ship so I put on 1 Impulse eng IV and one Warp Core III. This gives a ship with a speed of 8 according to the design window. However when I build them the move 0. Waaaa.
Mmmm as I type this I figure out that answer (I think) I guess this is a bit of an SE4 bug. Since the fed colony ship has an engines per move of 10 I guess you need at least 10 standard movement points (2 Impulse IV's) on board before the bonus movement will kick in. |
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