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  #1151  
Old September 28th, 2006, 09:50 PM

scJazz scJazz is offline
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Can I patch an existing sim game when the update is released?
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  #1152  
Old September 28th, 2006, 09:57 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*


Atrocities ... this is fantastic work.

How difficult will it be to make a Star Trek Mod for Space_Empires_5 with everything included from this Mod ?
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  #1153  
Old September 29th, 2006, 01:30 AM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Thanks NT,

The latest version is being held off until next weeks. I have too look at one or two more bugs that just came in. I will be away on holiday until Sunday night.
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  #1154  
Old September 30th, 2006, 06:37 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

I don't know if anyone has mentioned this -- during tactical combat the game freezes when I click on a target for my satellites. It also freezes in tactical combat when I am trying to get my Defiant-class ships, with Defiant-mount weapons, to fire on enemy vessels.
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  #1155  
Old October 1st, 2006, 08:10 AM

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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Will the next patch be save-game compatible?
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  #1156  
Old October 1st, 2006, 11:57 AM

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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

I haven't had any trouble with save games or with my Defiants. However I'm playing in sim mode not tactical.
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  #1157  
Old October 1st, 2006, 10:34 PM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

STM1942 stock download. I've read the most recent posts so I don't know if these problems have been covered before. I'm running Fed in a turn based game. I messed up setting the game up and just figured that I run with it.

(1) Fighters show no movement when in the building menu. Shuttles show a movement of 4 when built. I haven't built any fighters and tried to move them so I assume that since no movement is shown they probably won't.
(2) Repair Barge won't fit all the needed components on it. After the SY is included there is no room for the engines to fit on it. Needs to be about 700kt size ship.
(3) Resource Ship is a little confusing until you actually figure out how many mining comps. to put on it with the crew quarters. It works, but I'm just saying that it does need some clarification!

Everything else looks great AT. I'll keep posting anything I come across.
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  #1158  
Old October 1st, 2006, 11:19 PM

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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Xrati...

1) I haven't researched fighters that much but since I'm over 200 turns into a Fed game I will and report the results.

2) Is a previously reported bug which will be fixed by AT however I note that a SY ship with the Damage Control components does as good a job as a straight Repair ship AND can build stuff.

3) Just read the fine print in the ship size selection and all is clear. You can actually build them with 7 resource gatherers. I still haven't decided if I like the universal gatherer (3 Min, 2 Org, 2 Rad) more than the specialized. Don't bother with satellites as the mount is messed up. This has also been reported and is scheduled for a fix.
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  #1159  
Old October 2nd, 2006, 01:16 AM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Quote:
Artaud said:
I don't know if anyone has mentioned this -- during tactical combat the game freezes when I click on a target for my satellites. It also freezes in tactical combat when I am trying to get my Defiant-class ships, with Defiant-mount weapons, to fire on enemy vessels.
You need to update your combat image pack.
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  #1160  
Old October 2nd, 2006, 01:16 AM
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Default Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*

Quote:
AminMaalouf said:
Will the next patch be save-game compatible?
There will be two version, one will be save-game compatable, the other will not be.
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