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  #2161  
Old March 21st, 2004, 04:51 AM
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Default Re: STM "Final v1.7.5" Discussion

Try this.

Unzip the Planet Pack and install it into your base SEIV pictures directory.

If should ask to overwrite one or more files. If it does not, then you may be trying to install it into the incorrect location.

SpaceEmpiresIV/Pictures
Under the Pictures folder there are several sub folders
Races
Game
Combat
Planets
Facilities
Components

When installing the Image Mods, planets, components and facilities it is important that you install them only into the Pictures folder. Otherwise they will not overwrite the needed images.

In most cases people install them into SpaceEmpiresIV/Pictures/Planets and that simply adds a sub folder into your Planets folder named Planets.

I hope this makes sense.

About maps, don't worry, I think your ok there. The newest maps included with the mod were made from the files in the mod so they should be ok.
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  #2162  
Old March 21st, 2004, 05:19 AM

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Default Re: STM "Final v1.7.5" Discussion

Thanks for all the help guys. I have fixed the problem (hopefully the Last). What I had done was installed the planet and component updates, but on one site it said to label the Planets file Newplanets. So that's where the problem came from. But it is fixed now.

Time to conquer the galaxy.

Thanks again,
Juggies
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  #2163  
Old March 21st, 2004, 08:40 AM
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Default Re: STM "Final v1.7.5" Discussion

Crap, your right about that. Man I am sorry I did not catch it. Glad you figured it out. Perhaps we can get SJ to include a readme or post on his site that you need to rename those files.
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  #2164  
Old March 21st, 2004, 08:53 AM
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Default Re: STM "Final v1.7.5" Discussion

This is not in reference to a need to change Components.bmp to NewComponents.bmp for the file that is in the image mod pack. It is a reference to the older image mod files, in which Components.bmp used to be named NewComponents.bmp. The original game Components.bmp is recommended to be renamed to OldComponents.bmp so that you have a backup of it. Before, you would extract NewComponents.bmp and rename it to Components.bmp. But now, the image mod packs just have the file name Components.bmp already. Same for the other packs.
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  #2165  
Old March 21st, 2004, 07:02 PM
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Default Re: STM "Final v1.7.5" Discussion

Since installing the newest Version, I have not been able to play when using a generated map. It gives access violation errors. Now when I play with a saved map it works, but on some of the smaller planets it won't let me put any population. Last time I checked I had all the up to date stuff I needed. I didn't have any of these problems when playing 1.5.5. Any help would be appreciated.
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  #2166  
Old March 21st, 2004, 07:55 PM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities,

Love the newest star trek mod 1.66 ver.
I know that de-bugging is a on going process that never seems to end. Would it be possible to upload STM 1.66 on to PBW servicer so that I could host a game and de-bug as we play.

Lighthorse
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  #2167  
Old March 21st, 2004, 09:09 PM
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Default Re: STM "Final v1.7.5" Discussion

I would like to wait about a week before uploading it to PBW. Having Geoschmo upload a mod to PBW then a week or two later have him upload it again is a PITA for him and I want to avoid that if at all possible.

You can still run a game. Fyron offers a great game hosting site that plays much like PBW.
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  #2168  
Old March 21st, 2004, 09:13 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Dragonswrd:
Since installing the newest Version, I have not been able to play when using a generated map. It gives access violation errors. Now when I play with a saved map it works, but on some of the smaller planets it won't let me put any population. Last time I checked I had all the up to date stuff I needed. I didn't have any of these problems when playing 1.5.5. Any help would be appreciated.
I would do a fresh install of the mod. A file may have been corrupted at some point.
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  #2169  
Old March 22nd, 2004, 06:47 AM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities,

STM 1.66 ver.

I'm unsure what happen when my Klingon destroyer attacked a monstor's vessel. I had boarders on the Klingon, plus laser beams. On the second round the monstor ship move toward the Klingon destroyer and fired it weapons. Next the Klingon destroyer moved next to the monstor vessel to adtemp to board her. Then both ship were removed from the battle screen, no explose, no flash of light, nothing. If the monster ship self-destruct after being captured, that happens next, isn't there something?

Lighthorse
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  #2170  
Old March 22nd, 2004, 07:00 AM
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Default Re: STM "Final v1.7.5" Discussion

All monster hulls have self destruct abilities built in, as well as Master Computer abilities. You can neither board nor subvert them.
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