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				November 26th, 2003, 07:04 AM
			
			
			
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 Sergeant |  | 
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Atrocities, 
In my Lastest SE4 Star Trek mod game as the Federation. The Borg equipment their first warship/colony ship correctly with a warp drive, but all their later ships do not have a warp drives only impluse engines. All the other races I make contact with seems to have no problems developing their ships. 
 
Lighthorse
   
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				November 26th, 2003, 07:18 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Hummmm That is very odd, I will look into it, could you please send me your sav.game file.  Thanks. 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				November 26th, 2003, 09:32 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re:  STM  "Final v1.7.5"  Discussion 
 I started a new game as the Feds yesterday and wow, for the first time in many solo games, i'm not the best developed race. I started of in the centre (dead centre     ) of the map surrounded by other races and 2 of them where immediately hostile. So by the time i dealt with the threats, i hadn't developed a lot of planets and was only 11th. 
 
Now i'm currently 6th because i have researched ice colonization. It seems to me that if the ai's would research other colonization stuff earlier i would have effectively been dead. Now i can creap back by researching ice and gas and thus take all the planets in their systems that they can't colonize.
 
I also used shuttles (fighters) for the first time to clean up warppoints defended by sats. 
I lost some due to mines so i might send in a couple of minesweepers first. If i set them to "Don't get hurt" will they be hurt by the sats?
 
Anyway a very very entertaining game. All ai's develop rather well
				__________________A Se++ GdY $++ Fr+ C++++ Csc Sf++ Ai** AuO M MpT MpSk MpFd S--- Ss- RV Pw Fq Nd- Rp- G Mm++ Bb++ Tcp+ L++
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				November 26th, 2003, 01:09 PM
			
			
			
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 Lieutenant Colonel |  | 
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Re Facility Family numbers.
 As I'm sure you know some of the racial facilities with a similar function have the same family number.  After capturing a Ferengi planet and later doing an 'upgrade facilities' command i noticed that the Ferenig facility was being upgraded to Federation Council.  Although this maybe by design it seems wrong to me.
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				November 26th, 2003, 05:13 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Another thing i noticed is that ground combat is very though. I attacked a world with 15B people and dropping 300+ troops failed. I had to kill off the population to something like 250M before i could take the planet. For a large part, this is due to the fact that it where small troops.
 Is it possible to take a planet with 15B people? I suspect that it's best to use only large troops? How many troops would you need then?
 
 [ November 26, 2003, 15:14: Message edited by: minipol ]
 
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				November 26th, 2003, 05:14 PM
			
			
			
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 Private |  | 
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Seems right to me. Why would the Federation continue to use Ferengi technology? "Our way is the best way." 
 Happy Thanksgiving to all in the US, and best wishes to all.
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				November 26th, 2003, 05:38 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Try using multiple transports. Get the first to drop "shield troops" that have a single weapon and the rest shielding, so they can soak up a lot of damage. If some survive, they will be added to the new force dropped, and the militia will be reduced for the next battle.    |  
	
		
	
	
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				November 26th, 2003, 09:16 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re:  STM  "Final v1.7.5"  Discussion 
 I am working on the Borg problem now, although it really does not hurt them as they are a very strong race, the fact that after a few turns they stop adding Slipstream drive to their designs for a while  bugs me.  
 Here is the latest info for the next patch.
 
 ---------------------------------------------------
 Version History for Star Trek Mod
 ---------------------------------------------------
 
 
 Star Trek Mod v1.3.4 (Beta)
 
 1. 	Changed		Family number for Components Dominion ECM I - III
 2.	Changed		Family number for Components Klingon Target Combat Sensors I - III
 3. 	Changed		Family number for Components Small Phased Energy Cannon I - III
 4.	Changed		Family number for Components Federation Particle Fountain I - III
 5.	Changed		Family number for Component  Enhanced Fusion Beam
 6.	Changed		Family number for Component  Borg Transporter
 7. 	Changed		Family number for Components Shield Depleter I - V
 8.	Updated		To FQM Version 2.08
 9.	Added		Component Family Number List to ModInfo. (Thank you DavidG)
 10	Updated		Intro Splash screen to current Version
 11.	Fixed		Name of Component Cardassian Shock Troop II
 12.	Changed		Federation Large Transport Tonnage from 600 to 800 (Was the same as medium)
 13.	Fixed		Beam Discharger II - III level requirements
 14.	Added		Beam Discharger IV
 15.	Changed		Borg DesignCreation file in an attempt to improve AI design
 
 
 Star Trek Mod v1.3.3
 
 1.	Changed		Family number for Facility  Holosuite Center I - III, Ketracel White Facility I - III, and Political Center I - III from 37 to 47
 2.	Changed		Family number for Facility  Salvage Yard I - III from 31 to 16
 3.	Changed		Family number for Facility  Massive Planetary Shield Generator from 41 to 28
 4.	Changed		Family number for Facility  Central Computer Complex I - III to 50
 5.	Changed		Family number for Facility  Spaceport Depot I - III to 51
 6.	Changed		Family number for Facility  Subspace Telescope I - III to 52
 7.	Changed		Family number for Facility  Battle Arena I - III to 53
 8.	Added		Facility Family Number List to ModInfo.  (Thank you DavidG)
 9.	Updated		Facility Family Number List (FFNL) to refelect the changes made
 10.	Changed		Balanced all race mounts more effectively
 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				November 27th, 2003, 04:29 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re:  STM  "Final v1.7.5"  Discussion 
     Well the Borg seem to be working ok now. Thank you Rollo for the helpful tips.   
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				November 27th, 2003, 04:49 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Well Version 1.3.4 is just about ready for release.  The players of the STM game will need to update to the latest Version before making their next turn.  I will email you with the link for the download later to night.  (After Enterprise)
 In case I don't get to come on line tomorrow, you all have a nice Thanksgiving.
 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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