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February 4th, 2004, 12:03 PM
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Major
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Join Date: Jan 2004
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Re: STM "Final v1.7.5" Discussion
Hmm, corrupted archive for me (stmv150patchfix.zip). If for someone else?
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February 4th, 2004, 12:04 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
let me try it.
And by the way, System Shock 2 was one of the creepest games I have ever played. Excellent game.
While this downloads I need to put my cat out so she can go hunt something.
[ February 04, 2004, 10:07: Message edited by: Atrocities ]
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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 4th, 2004, 12:19 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by aiken:
Hmm, corrupted archive for me (stmv150patchfix.zip). If for someone else?
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http://www.astmod.com/zips/stm/STMv150PatchFix.zip
Worked for me.
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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 4th, 2004, 12:40 PM
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Major
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Re: STM "Final v1.7.5" Discussion
Aha, it seems my 33600 dial-up connection screwing some archives. Arrrgh, I really want to dwark my provider with wlendishing method
PS: Fallout, SS2, BG - where are those old good times?
[ February 04, 2004, 10:41: Message edited by: aiken ]
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February 4th, 2004, 04:23 PM
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Colonel
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Re: STM "Final v1.7.5" Discussion
Yes, however they, unlike the regular ones, you can not track them past 2 moves they just go away
Quote:
Originally posted by Imperator Fyron:
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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Kill em all let God sort em out
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February 4th, 2004, 06:17 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Exactly. They hit the 0 damage at range value, and disappear, as they should for being seekers. 
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February 4th, 2004, 07:27 PM
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Major
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Re: STM "Final v1.7.5" Discussion
BUG: STM v.1.5.0
TechArea.txt, line 1898:
Name := Cardassian Discharge Weapons
... lalala...
Tech Area Req 2 := Cardassian weapons (should be "Cardassian Weapons" - both in upper case)
Because of small letter case typo in Cardassian Discharge Weapons Tech Area Req, when rightclick on Physics 1 to look in tech areas to come, you can see Cardassian Discharge Weapons tech listed[for all races]. Also due to this bug, when playing Cardassian you can start researching Cardassian Discharge Weapons immediantly after Physics 1, and requirement for Cardassian Weapons lvl 10 is skipped.
I wonder, why the hell "Stuff" and "stuff" (lets call them so) are completely different techs?
[ February 04, 2004, 17:44: Message edited by: aiken ]
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February 4th, 2004, 07:34 PM
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Colonel
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Re: STM "Final v1.7.5" Discussion
I hope my patch works. I did a rare thing Last night. I d/l the patch to my home computer. I read the post, went to the site, and d/l the 4.8 meg program to my computer. But due to the slowness, it was almost 1:00 am before the whole thing was completed. I went to bed right afterwards. So I'll check it out tonight.
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February 4th, 2004, 08:34 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Because the string "Stuff" is an entirely different string than "stuff." Case insensitivity is a bastardization of internal computer operations. 
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February 4th, 2004, 09:30 PM
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Major
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Re: STM "Final v1.7.5" Discussion
Case sensitivity is just a purist's fetish. "Good form coding" and "never forget about Shift" - I've cursed Linux for that. And it was bad idea to make SE4 configs case sensitive.
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