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  #1  
Old February 9th, 2004, 05:51 AM

Dan Kochheiser Dan Kochheiser is offline
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by Magnum357:
Where is this "SDS" website? Can this new material be purchases Online? I have been out of the "Starfire" gaming loop for a loooooonnnng time now (since 96-97) and would like too know.
www.starfiredesign.com is thew SDS website mainpage. You can order from there and learn how to get on the mailing list and get errata. As well as links to SA program and such.

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  #2  
Old February 9th, 2004, 07:19 PM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: StarFire Mod v-Beta 2

Clc came over this morning to take a look at the Mod. In the process of checking it out we discovered a new bug. It seems that you can only have “x” amount of “items” attached to one tech area. Through the process of elimination I found that I could tie all component enhancements, vehicles, and facilities into having a “HTL” requirement for their development. But if I tried to tie any components (even one) into the “HTL” line it would not work. This apparently would not be a problem if you wanted to start out at HTL 1 and work your way up; in this case you can develop HTL2 etc just fine. But if you want to start at the “medium” or “high” technology at the start up screen than forget it, you start with HTL at level one instead of 18. I have contacted Malfador about this issue to see what Aaron has to say. I will keep you updated as I get word.

“Items” are anything from components to vehicles.
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  #3  
Old February 9th, 2004, 07:57 PM
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Default Re: StarFire Mod v-Beta 2

I could have deleted the below message but I do not like to hold back any info, I got it working and everything is back on track. It turns out that the colony component can not be tied into the HTL tech area line, once I dropped that out and made it a stand alone all started working again. I am having two new problems that I would like to shot down before the Beta goes out.

1) Sometimes the computer starts me on an “other-than-oxygen” world; I do not want that to happen.

2) No matter how I toy with the “combat movement” setting I can not seem to break speed 7.
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Old February 9th, 2004, 08:42 PM
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Default Re: StarFire Mod v-Beta 2

Quote:
1) Sometimes the computer starts me on an “other-than-oxygen” world; I do not want that to happen.
Are there moons orbiting those starting planets? Sometimes SE4 will select an available moon as the HW. But if it does this, the HW gets transfered to the "planet" in that sector instead, but the planet does not get changed to the appropriate atmosphere and planet type. So, if you have medium moons and select an average planet start, it is possible that SE4 will select that medium moon as the HW and instead use the planet it is orbiting. The way to fix this is to make it so that systems with medium, small and large moons can not be used as starting systems. Or, if you have, for example, small moons everywhere, just make it clear that you should not take bad planet starts, as you will hit this bug. Such as in FQM.

Quote:
2) No matter how I toy with the “combat movement” setting I can not seem to break speed 7.
This one is really hard to help without seeing the data files.

Colony techs are selected in a special process that ignores start and raise levels. SE4 finds either the first or Last component that has the colony ability in the components file that matches your HW type and that also can be available based on racial areas of the tech reqs, and then assigns its tech reqs to you. You do not get any other levels of those tech reqs to start with.

[ February 09, 2004, 18:43: Message edited by: Imperator Fyron ]
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Old February 9th, 2004, 10:37 PM
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Default Re: StarFire Mod v-Beta 2

Thank you Fyron for the answer to question #1, it does not happen often enough and I tried to reproduce it but could not, I am sure that this is what is taken place.

About #2, they are working just fine, it turns out that when modding you should always make sure you have enough sleep and that you press the save button before testing the change. Also make sure that you have enough sleep.

I will be back later tonight with the update on the Mod status, heck forget that, DanK sent me the info I needed and all major bugs that would prevent the testing of the Beta are done and gone.

We have all green lights; let the countdown begin…“T minus 4”.
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Old February 9th, 2004, 10:46 PM
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Default Re: StarFire Mod v-Beta 2

Quote:
About #2, they are working just fine, it turns out that when modding you should always make sure you have enough sleep and that you press the save button before testing the change. Also make sure that you have enough sleep.
LOL you have no idea how many times I have done that!
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Old February 9th, 2004, 10:54 PM
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by Imperator Fyron:
quote:
About #2, they are working just fine, it turns out that when modding you should always make sure you have enough sleep and that you press the save button before testing the change. Also make sure that you have enough sleep.
LOL you have no idea how many times I have done that!
I forgot to mention: DO NOT have an Uber-Colada before Modding!
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