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  #1031  
Old December 4th, 2003, 01:19 AM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities your 1.3.4 doesn't have the revision info in it, like the website said it should.
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  #1032  
Old December 4th, 2003, 07:54 AM

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Default Re: STM "Final v1.7.5" Discussion

Atrocities if you are still looking for a more custom look for the Star Trek mods interface I made a new Screens 1024X768 RightFiller Bitmap, which you might like.
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  #1033  
Old December 4th, 2003, 09:00 AM
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Default Re: STM "Final v1.7.5" Discussion

Thank TNZ, I would interested in looking at it for sure.

Sorry about the revision text, but the revision text should be in all Version of the mod. I can email you one if you like. I will double check when I do the next update to be sure that the revision text is included.

I have just spent the Last hour changing things and tweaking them a bit, and I have to say that after 50 turn all empires are doing exactly what they should. I am very pleased with this.

Here is the latest info on the next Version.

Star Trek Mod v1.3.5 (Coming Soon)

1. Changed All Training Facilities. Balanced them out and reduced % rate of training.
2. Changed Changed Borg Design file to help improve AI use. (Hopefully)
3. Changed 8472, Breen, Cardassina, Dominion, Federation, Ferengi, Klingon, Romulan, and Tholian design files slightly to improve Ai use. (Hopefully) (Thanks President-Elect Shang)
4. Changed Borg will use less armor on their ships now
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  #1034  
Old December 4th, 2003, 09:18 AM
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Default Re: STM "Final v1.7.5" Discussion

Hey before I sign off tonight and hit the sack, I wanted to let you all know that I will be addign a 22nd race to the mod as a minor race.

By request, I will be adding the Orion Syndicate.

I would like to add a pirate trait to the mod, but that would require adding new facilities and components as well. And that would really mess up peoples games. (Unless I added them to the end??) Any way, while I kick the idea around about adding a specific racial trait for Pirates I would love to hear some feed back and suggestion for this race if I do make a racial trait for them. What would be five good components, five good weapons, and five good facilities? What do they specialize in, ie cloaking, boarding, movement, armor, etc?

I honestly do not know what would work with them so I truly need your feed back. Thanks.

EDIT:

Also I will need a good racial portrait for the race, and a good idea of what their ship coloring should be like. Thanks gain.

[ December 04, 2003, 07:22: Message edited by: Atrocities ]
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  #1035  
Old December 5th, 2003, 05:02 AM
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Default Re: STM "Final v1.7.5" Discussion

I don’t know much about the Orion’s, but what I do know is that they are raiders. It would seem to me that they should have stronger boarding parties. Maybe second in strength, next to the Borg.
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  #1036  
Old December 5th, 2003, 06:38 AM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities,

Here some ideas for the Orion Syndicate,

To assist them in capturing other commerce, They should have a beam weapon that disable vessel engines, Increase their scanner range, planetary cloaks to hide their bases and planetary shields too, I don't think their had any cloaking devises for they ships. Provide them with special spying/intelligence bonuses, excellent boarding abilities, maybe having boarders on shuttles, normal type beam weapons, a big minus when interacting with other races, They ship classes shouldn't be larger than a cruiser, so to off set that disadvantage their should have some special weapon mounts for their smaller ship classes. Allow them to build a single cloaked faculities that would be a refueling and repair base on an astorid, would also cloaked any docked ships. Is that possible to do with SE4?

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  #1037  
Old December 5th, 2003, 06:47 AM
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Default Re: STM "Final v1.7.5" Discussion

Both of you have excellent ideas. Thank you.

Does any one know where I can steal a planetary cloaking system from?
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  #1038  
Old December 5th, 2003, 07:11 AM
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Default Re: STM "Final v1.7.5" Discussion

Planetary cloaking system? As in, a facility? Some people have claimed it sort of works, as long as you save and reload the game after building it. But, the bug(s) with them seem to have been fixed in the latest beta patch.
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  #1039  
Old December 5th, 2003, 07:30 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
Planetary cloaking system? As in, a facility? Some people have claimed it sort of works, as long as you save and reload the game after building it. But, the bug(s) with them seem to have been fixed in the latest beta patch.
Ah yes, thank you Fyron for reminding me of that. I guess it can be done then. Any suggestion on who has made the best one to date that I might use for this mod?
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  #1040  
Old December 5th, 2003, 07:32 AM
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Default Re: STM "Final v1.7.5" Discussion

They are all the same... just add cloaking abilities to a facility.
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