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				January 30th, 2004, 08:02 AM
			
			
			
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Atrocities:
 I talked with UserX for some time tonight re: the Star Trek Mod and I think he is interested in helping you work on a Version 2 of the mod.  Perhaps you can drop him a line and see what you guys come up with!
 
 [ January 30, 2004, 06:03: Message edited by: Captain Kwok ]
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				January 30th, 2004, 08:07 AM
			
			
			
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				 Re:  STM  "Final v1.7.5"  Discussion 
 
	Any Takers?Quote: 
	
		| Originally posted by Atrocities: What would happend if I removed the Bonus movement ability from the Impulse Engines?
 
 Will they then work regardless of how many are on a ship design?  IE designs with 2 empulse engines will provide movement?
 
 The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement.  They have warp drive, and one or two impulse engines, but as we know, they do not move.
 
 
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 ALSO:
 v1.4.2
 2.	Changed		Reduced Abilities of Federation Sensor Array I - V (By close to half)
 
 v1.3.9
 6.	Changed		Removed second ability from Romulan Quantum Singularity Engine I - III because it was a illegal design
 
 From what I saw this was not working and the AI was not using the component.  If I am mistaken, and this is not an illegal design, I will add the ability back equal to the Fed Sensors I - III
				__________________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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				January 30th, 2004, 08:09 AM
			
			
			
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				 Re:  STM  "Final v1.7.5"  Discussion 
 
	When I get to feeling better.Quote: 
	
		| Originally posted by Captain Kwok: Atrocities:
 
 I talked with UserX for some time tonight re: the Star Trek Mod and I think he is interested in helping you work on a Version 2 of the mod.  Perhaps you can drop him a line and see what you guys come up with!
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				__________________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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				January 30th, 2004, 08:17 AM
			
			
			
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				 Re:  STM  "Final v1.7.5"  Discussion 
 You punk Atrocities!
 Gifting that "Peacemaker" ship to that massive Federation fleet.  I remember what that ship is equipped with - a genesis planet destroying weapon!!!
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				February 1st, 2004, 08:20 PM
			
			
			
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Has anyone else noticed the envlope missle disapears after moving 2 sectors?? 
				__________________Kill em all let God sort em out
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				February 1st, 2004, 08:36 PM
			
			
			
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Plasma Envelope missiles? They have damages like this:
 Weapon Damage At Rng  := 0 0 0 5 10 15 25 30 45 45 50 55 60 65 75 75 80 80 80 0
 
 When a seeker hits a range where it does 0 damage, it disappears. This sort of damage spread works great for a direct fire weapon, as it will still be able to fire at those longer weapons. The Plasma Envelope Missiles need 1 damage in those first few range slots, or they will disappear.
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				February 2nd, 2004, 12:52 AM
			
			
			
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				 Re:  STM  "Final v1.7.5"  Discussion 
 Thanks Fyron, will do. 
				__________________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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				February 2nd, 2004, 12:55 AM
			
			
			
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				 Re:  STM  "Final v1.7.5"  Discussion 
 
	I should have gifted him more than I had, but that would have been pointless since your forces would have destroyed his ships long before they had a chance to get back to his space.Quote: 
	
		| Originally posted by Captain Kwok: You punk Atrocities!
 
 Gifting that "Peacemaker" ship to that massive Federation fleet.  I remember what that ship is equipped with - a genesis planet destroying weapon!!!
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				__________________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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				February 2nd, 2004, 01:00 AM
			
			
			
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				 Re:  STM  "Final v1.7.5"  Discussion 
  What would happend if I removed the Bonus movement ability from the Impulse Engines?
 Will they then work regardless of how many are on a ship design? IE designs with 2 empulse engines will provide movement?
 
 The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement. They have warp drive, and one or two impulse engines, but as we know, they do not move.
 
				__________________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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				February 2nd, 2004, 01:01 AM
			
			
			
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				 Re:  STM  "Final v1.7.5"  Discussion 
 
	I will fix this now.  (For all troops)Quote: 
	
		| Originally posted by Imperator Fyron: Range and rate of fire are irrelevent in troop combat, as is damage attenuation (decreasing (or increasing even) damage at range). Only damage at range one matters. More advanced troop weapons can only be improved with increased damage, decreased cost, and/or decreased size. Breen Troops II and III are 100% useless components compared to Breen Troops I.
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				__________________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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