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  #1001  
Old May 28th, 2005, 06:50 AM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Quote:
Star Trek Mod v1.9.1.7

1. Changed All Hand Weapons should now share the same Family Number
2. Changed All Rifles should now share the same Family Number
3. Changed Abbravation for Laser Mount (LasM) to LBM
4. Changed Resource costs for Engineering I - III
5. Changed Resource costs for Damage Control I - III
6. Changed Resource costs for Ram Scoop I - III


Star Trek Mod v1.9.1.6

1. Changed Most ships now only require 1 Life Support (Say for the Borg and Dreadnoughts or larger)
2. Changed Borg ships, because of their size, require more crew and life support components
3. Changed Lowered KT size of Federation Frigate from 300 to 280
4. Changed Increased KT size of Federation Heavy Escort from 240 to 250
5. Changed Increased KT size of Federation Destroyer from 350 to 360
6. Changed Increased KT size of Federation Light Cruiser from 400 to 420
7. Changed Increased KT size of Ferengi Destroyer from 350 to 360
8. Changed Name of Shuttle Type V to Shuttle V.
9. Changed Lowered Combat To Hit Offense Plus and Combat To Hit Defense Plus abilities for all fighters
10. Changed Lowered Combat to Hit Defense Plus for Shuttles I - V
11. Changed Reorganized the vehicle Size file.
12. Changed Troop KT Size (SM-12,MD-18,LG-23)


Star Trek Mod v1.9.1.5

1. Added Cargo Nitch (1kt cargo, 1kt Tonnage)
2. Changed Location of SIF in component list
3. Changed Lowered Shield Generation From Damage for all shields from 10 to 5 (Bio - 6)
4. Changed Lowered Shield Generation From Damage for Crystalline Armor I - V (2,2,2,3,3)
5. Changed Emissive Armor values for Crystalline Armor I - V (5,8,10,12.14)
6. Changed (SSM) Small Satellite Mount description
7. Changed (SSM) Small Satellite Range bonus from 2 to 1
8. Changed Added Borg Drone Deflector
9. Changed Tonnage Space Taken for Small Shield Generator I - III to 5
10 Changed Personal Shield Generator Family number from 507 to 515


Star Trek Mod v1.9.1.4

1. Added Deflector Dish - a zero cost item that reduces maintenance cost by 2%
2. Changed Supply Storage amounts for all Warp Engine Type Components
3. Changed Flux Pod I - V will no longer be allowed for bases
5. Added Bussard Collector IV - X
6. Changed Bussard Collector I - X is no longer be allowed for bases
7. Changed Bussard Collector I - X tech requirement from Propulsion to Warp Technology
8. Changed Ram Scoop I - III is no longer be allowed for bases
9. Changed Ram Scoop I - III Family number to 514 (Can now be stacked with Bussard Collectors)
10. Changed Anti Matter Pod I - V is no longer be allowed for bases


Star Trek Mod v1.9.1.3

1. Changed Removed AI Tag 02 Description from Captains.
2. Fixed Multiplex Tracking (6) Roman Numeral is now correct
3. Changed Description of Warrior Trait to include "Not Intended For PBW Games."
4. Changed Description of Pirate Colony Tech to include "Not Intended For PBW Games"
5. Added AI Tag 02 to Pirate Captain I - II (Tells the AI to add to ship designs)
6. Changed Removed Repair ability from Engineering I - III (Was redundant)
7. Changed Changed Maintenance Reduction costs for Engineering I - III (8%,13%,18%)
8. Changed Changed Engineering I tech requirement to Ship Construction I (Available from start of game)
9. Changed Reduced Maintenance Costs from Replicator I - III (2% now)
10. Changed Replicator I - III now generate 300/400/500 in supplies each turn
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  #1002  
Old May 28th, 2005, 08:16 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Another Update:

Code:
Star Trek Mod v1.9.2.0

1. Added - Made new component images and submitted to Image Mod.
2. Updated - The HTML stuff.
3. Updated - To FQM v1.22
4. Updated - Mod Information
5. Added - Notes on supply useage/generation to Before You Play read-me notes.


Star Trek Mod v1.9.1.9

1. Added - Strip Mining Facility I - III to Ferengi Facilities
2. Changed - Point - Defense Disrupter I - V Bitmap Image to 1902
3. Changed - Defense Phaser I - V Bitmap Image to 1907
4. Changed - Romulan Defense Cannon I - V Bitmap Image to 1903
5. Changed - Engineering I - III Bitmap Image to 1905
6. Changed - Replicator I - III Bitmap Image to 1918
7. Changed - Bio - Electric Field I - X Bitmap Image to 1900


Star Trek Mod v1.9.1.8

1. Changed - Pulse Biokinetic Ray I - X will now fire upon Fighters
2. Changed - Incinerator Beam I - X will now fire upon Fighters
3. Changed - Pulse Disruptor I - X will now fire upon Fighters
4. Changed - Compressed Mini Beam X will now fire upon Fighters
5. Changed - Polaron Cannon I - X will now fire upon Fighters
6. Changed - Pulse Phaser I - X will now fire upon Fighters
7. Changed - Pulse Anti-Proton Beam I - X will now fire upon Fighters
8. Changed - Pulse Plasma Disruptors I - X will now fire upon Fighters
9. Changed - Cascade Pulse Disruptor I - X will now fire upon Fighters
10. Changed - Pusle Weapons will no longer fire upon Planets

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  #1003  
Old May 28th, 2005, 08:22 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

I would like to have some people play test the latest version of the mod before I make the update public. The latest version will NOT work with previous saved games.

If your interested, please post by tonight or email me at atrocities AT astempire DOT net. Thanks.
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  #1004  
Old May 28th, 2005, 09:03 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Sure, why not - I haven't played STM since 1.72 or so, so it should be like a whole new mod!
Is this going to be multiplayer or do you want each of us to run our own single-player game (which would be quicker)?
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  #1005  
Old May 28th, 2005, 09:11 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Thanks Ed. You can do what you want as far as playing. I just need feed back regarding the new propulsion / supply useage / generation system, amoung other things.

This version WILL NOT work with previous saved games. You will need to have version 1.9.1.2 already installed before you can apply the update.

INSTRUCTIONS:
1. Copy your Star Trek Mod (v1.9.1.2)
2. Paste it and rename it Star Trek Mod 1920
3. I will email you the DOWNLOAD info.
4. Download the patch and apply.
5. I will also have to send you some new Component files to be added to your space empires iv \ pictures \ Components folder. I have added about 25 new images and such that you will need for this update.
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  #1006  
Old May 28th, 2005, 11:05 PM
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Default ...

I *think* that there might be a mistake with the Ferengi's Cargo(or supply) component, where it is the same size and nearly same amount of storage as a "generic" component. It also costs slightly more. This is with v1.9.2, I think...

Also, did you mean "Cargo Niche" instead of "Cargo Nitch" in v1.9.1.5? (Mispelling?)
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  #1007  
Old May 29th, 2005, 12:26 AM
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Default Re: ...

Yes, will fix that thank you.

I will look at the Ferengi Cargo for version 1.9.1.2.
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  #1008  
Old May 29th, 2005, 03:16 AM
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Default Re: ...

This is not in the Beta version yet. Will update in a bit and send PM to those who are participating.

Code:
Star Trek Mod v1.9.2.0

1. Added - Made new component images and submitted to Image Mod.
2. Updated - The HTML stuff.
3. Updated - To FQM v1.22
4. Updated - Mod Information
5. Added - Notes on supply useage/generation to Before You Play read-me notes.
6. Changed - Lowered Ferengi Deuterium Tank I - V Resource cost
7. Changed - Increased Ferengi Deuterium Tank I - V Supply Storage Ability
8. Fixed - Spelling error in Racial Trait file
9. Changed - Removed Stellar Harnessing Tech requirement from Advanced Replicator Technology
10 Changed - Lowered Maximum Tech Level for Stellar Harnessing from 3 to 2.
11. Changed - Increased cost of Ram Scoop Technology.
12. Changed - Increased cost of Stellar Harnessing.
13. Changed - Increased cost of Replicator Technology.
14. Changed - Increased cost of Weapons Of Mass Destruction (It is now exceedingly expensive)

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  #1009  
Old May 29th, 2005, 01:53 PM
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Default Re: ...

After playing around with 1.9.2.0 a bit...

Title screen still says version 1.9.1.2
The Cargo Niche has the same HP as the Cargo Bay, even though it's smaller.
The Quantum Singularity Drive description doesn't say anything about needing Warp Nacelles.
What is the purpose of the Laser Mount? Couldn't you just make lasers more powerful to begin with?
Why does the Capital Ship Missile have a to-hit bonus? It's a seeker - it always hits!
Why do cargo bays provide 51 cargo space? Why not 50?
Why are there Personal Shield Generators? No Star Trek race except the Borg had such technology!
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  #1010  
Old May 29th, 2005, 02:57 PM
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Default Re: ...

>> Why do cargo bays provide 51 cargo space? Why not 50?

AI workaround.
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