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  #221  
Old November 2nd, 2004, 11:42 AM
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Default Re: The Star Trek Mod - Final Update

What do you like better, the standard SE IV fleet images, that being of ships, or the idea of using the race emblem like in other games such as Birth of the Federation?
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  #222  
Old November 2nd, 2004, 12:38 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:
What do you like better, the standard SE IV fleet images, that being of ships, or the idea of using the race emblem like in other games such as Birth of the Federation?
Ships.
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  #223  
Old November 2nd, 2004, 12:49 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Star Trek Mod v1.8.6 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED

1. Added Description ability to all colony ship designs to use 4 warp nacelles on design.
2. Changed Lowered the supply generation ability of Bussard Collector I - III (50,60,70)
3. Changed 8472 Flux Pod I - V supply generation amounts (60,70,80,90,100)
4. Changed Lowered the supply generation ability of Ram Scoop I - III (70,90,100)
5. Changed Fixed spacing error in all research files. (oops)
Beta Testing Folks

I will combine 1.8.5 with 1.8.6 so no need to download 1.8.5 seperately. That is unless you want to. The fixes included in 1.8.6 really only just fix the research bug. The races will still research up to a point, but after that, no dice. The 1.8.6 patch address that. Hey, even I make mistakes from time to time. [img]/threads/images/Graemlins/Cold.gif[/img]

So change the file link I gave you from StmBeta185.zip to Stmbeta186.zip Again, the 1.8.6 patch is combined with the 1.8.5 patch so if you have not yet downloaded the 1.8.5 patch don't. Just download the 1.8.6 patch and all is good.

Sorry about any confussion I might cause with this. The Last two beta patches have been important ones so I put them out as soon as I found and fixed the bugs.

If you need specific instruction:

1. Download the full beta Version of STM 1.8.4
2. Install STM 1.8.4
3. Copy your Base / Pictures / Component folder (Hopefully you have all of the latest IMAGE MOD component images added.)
4. Past into your STM / Pictures Directory.
5. Download the Components.zip
6. Place the contents of the components zip into your STM / Pictures / Components folder.
7. Click yes to over write when asked. If not asked then something is wrong. Email me.

NOTE: Why do we have to do this? Well because until Suicide Junkie can update the Image mod to include the new components I just made for the STMod we want to avoid conflicts so copying over the image mod is the best option.

Unless you just want to apply the new components directly to your base space empires iv / pictures / components folder. Oh boy.... *drops head* damn.... Well crap hind sight is always 20/20 isn't it? Oh wait, better just do it the way I originally instructed. Just in case the location of the new components is changed by Suicide Junkie. Better to have the change happen under your STMod folder than to the base folder which could effect all mods.

8. Downlaod beta patch StmBeta186.zip and install

I am going to go to bed now.

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  #224  
Old November 3rd, 2004, 10:48 AM
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Default Re: The Star Trek Mod - Final Update

STM v.1.8.6:

1. Little error in Dominion Torpedo Weapons tech:

Name := Dominion Torpedo Weapons
Group := 8472 Technology (should be "Dominion Technology")

2. Spelling errors in:

a) Anit-Proton Beam I-X. Should be "Anti-Proton Beam"

b) Pulse Anit-Proton Beam I-X. Should be "Pulse Anti-Proton Beam"

c) Telokinetic Torpedo I-III. Should be "Telekinetic Torpedo"

3. Error in Organic Nacelle II-V
Name := Organic Nacelle II-V
...
Tonnage Space Taken := 50 (should be 500)
Tonnage Structure := 25 (should be 250)

4. Warp Drives still have damage resistance of 20 kt. With Propulsion mount applied, they have damage resistance of 0 kt - undestructible component. Change it to 200 kt, or better 500 kt.

5. Serious bug with Energy Weapons and Enhanced Energy Weapons techs:

All races use 2 techs for their energy weapons - Energy Weapons and Enhanced Energy Weapons. But in fact there are several Energy Weapons and Enhanced Energy Weapons tech in Techarea.txt and each one requires different and incompatible racial techs:

Code:
Name                  := Energy Weapons
...
Number of Tech Req := 2
Tech Area Req 1 := Advanced Physics
Tech Level Req 1 := 1
Tech Area Req 2 := Borg Technology
Tech Level Req 2 := 1

but also

Name := Energy Weapons
..
Number of Tech Req := 2
Tech Area Req 1 := Advanced Physics
Tech Level Req 1 := 1
Tech Area Req 2 := Breen Technology
Tech Level Req 2 := 1

etc, for each race


Same for Enhanced Energy Weapons tech.
It really confuses game and therefore _all_ weapons that require Energy Weapons and Enhanced Energy Weapons tech are unavailiable.

How to fix: make this techs completely independent, ie Borg Energy Weapons/Borg Enhanced Energy Weapons and Breen Energy Weapons/Breen Enhanced Energy Weapons, etc for each race. Change racial weapons to require modified Energy Weapons and Enhanced Energy Weapons techs.
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  #225  
Old November 3rd, 2004, 06:14 PM
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Default Re: The Star Trek Mod - Final Update

Thank you Aiken. This is an impressive bug list. And here I thought I had a solid patch.


Aswome work my firiend.
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  #226  
Old November 3rd, 2004, 06:36 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
5. Serious bug with Energy Weapons and Enhanced Energy Weapons techs:

All races use 2 techs for their energy weapons - Energy Weapons and Enhanced Energy Weapons. But in fact there are several Energy Weapons and Enhanced Energy Weapons tech in Techarea.txt and each one requires different and incompatible racial techs:
I am confused about this. Each race will only research its own Energy Weapon technology and Enhanced Energy Weapon technology.

The name of the technology shouldn't be playing a part in this or causing the AI to foul up.

The tech Tree is:

Beam Technology I - V gives Adv Physics gives Energy Weapons I - X gives Enhanced Energy Weapons I - X.

Does not having the Energy and Enhanced Energy weapons named after each race not named after each race cause problems? If so how?

Quote:

Same for Enhanced Energy Weapons tech.
It really confuses game and therefore _all_ weapons that require Energy Weapons and Enhanced Energy Weapons tech are unavailiable.
I will double check and if the ai is doing this, and I think it likely given the ai's propensity for doing such things, then it shall be fixed and we will have a new patch out tonight.

Thanks again Aiken. Your a tremdously huge asset to the success of this mod.
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  #227  
Old November 3rd, 2004, 08:06 PM
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Default Re: The Star Trek Mod - Final Update

Every tech area needs a unique name.
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  #228  
Old November 3rd, 2004, 09:35 PM
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Default Re: The Star Trek Mod - Final Update

Thanks
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  #229  
Old November 3rd, 2004, 10:12 PM

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Default Re: The Star Trek Mod - Final Update

Did you get rid of some of the ship mounts and things of that sort or are they not going to be in this one. (ie Defiant mount, small shield mount etc etc). Or are they not yet included.
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  #230  
Old November 3rd, 2004, 10:22 PM
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Default Re: The Star Trek Mod - Final Update

The mounts have been re-organized. The defiant mount is still in the game and unchanged. The same for the BOP mount. I removed many of the Dreadnought mounts as they were pointless.

Currently most mounts are weapons or propulsion mounts. Base/satellite/ and drone mounts are still the same as they were in previous Versions.

I will be adding a smaller ship class mount that will be given later in the Ship Construction file to enable better use of smaller ships.

I will be expanding the miniturization racial trait a bit and revamping the Warrior tech trait as well.

Warrior tech trait will give better mounts in range and damage, along with stronger troops, and more ship hull choices.

I am toying with the idea of adding one grade of weapons mount for all races, that improves with ship size. I don't know what I will call it, or even if I will add it.

I want the mount to be based off of warp technology. IE Tie in the warp core to boast power sort of thing.

Again I don't know if I will add it or not.

I would enjoy looking at any suggestions people might have for mounts provided they do not become over burdonsome and that they are equal to all races.

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