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December 30th, 2003, 06:20 AM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Ummm... I'm an idiot. The game settings say "no sabotage." I didn't realize that this meant no intel at all. Is it possible for me to resubmit my empire, since I did the standard Cardassian start (which is somewhat reliant on intel...)?
thanks,
Alarik
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December 30th, 2003, 07:05 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Intel is still on, but you won't be able to do projects that will kill populations or anger them.
Once a game has been started you cannot change your empire file.
Which game are you in? If the game has not been started, you can email me your emp file and I can add it manually when I set up the game.
__________________
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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December 30th, 2003, 03:18 PM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by jimbob:
quote: Your ships in a fleet with the default ship and fleet orders (Optimal range) do not fire in comabat?
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I've noticed that if I break a treaty and try to attack in the same turn that my ships will (sometimes? always?) close with the enemy but not attack/fire. Is this a possibility in your case? It was a glitch I noticed in pre-gold, so maybe this isn't your problem. no the combat in question was with an empire I've never had any treaty with.
the weapons I had were Borg Ripper beams. Although I also noticed this in a different game when a Romulan fleet under human control attacked me and didn't fire. I think I had it happen when playing the Feds too.
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December 30th, 2003, 07:30 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
The intelligence box is always disabled until you have contact with at least one race.
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December 30th, 2003, 07:51 PM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Well, shoot, now I *really* feel stupid.
sigh.
Carry on. As you were. Nothing here to see. Move along, move along...
Quote:
Originally posted by Imperator Fyron:
The intelligence box is always disabled until you have contact with at least one race.
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December 30th, 2003, 08:02 PM
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Colonel
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Re: STM "Final v1.7.5" Discussion
Well every one is due at least 1 "OH SH*T!"
Quote:
Originally posted by alarikf:
Well, shoot, now I *really* feel stupid.
sigh.
Carry on. As you were. Nothing here to see. Move along, move along...
quote: Originally posted by Imperator Fyron:
The intelligence box is always disabled until you have contact with at least one race.
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Kill em all let God sort em out
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December 30th, 2003, 08:40 PM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
I think I'm rapidly using up my quota though...
Quote:
Originally posted by mottlee:
Well every one is due at least 1 "OH SH*T!"
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December 31st, 2003, 02:29 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by alarikf:
Hmmm...I set up a solitaire game with "no sabotage" in the set up and during the game I noticed the Intelligence box was not active, so I figured there was no intel at all.
But, if there is some intel going on, then I'll stsick with my original setup... (so no action required in that case).
Thanks,
Alarik
Cardassia in Star Trek Mod II game
quote: Originally posted by Atrocities:
Intel is still on, but you won't be able to do projects that will kill populations or anger them.
Once a game has been started you cannot change your empire file.
Which game are you in? If the game has not been started, you can email me your emp file and I can add it manually when I set up the game.
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Hey I don't think we have started STM 2 yet, so you can withdraw and join again and upload your replacement EMP file, or simply email it to me.
Even though Sabo is turned off, and Espo is on, you can still use intel, but you won't have access to some nasty sabo projects. Take a look at the intel file to see what you will have access to and if you want to keep your current emp files as is.
__________________
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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December 31st, 2003, 02:49 AM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Hmmm...I set up a solitaire game with "no sabotage" in the set up and during the game I noticed the Intelligence box was not active, so I figured there was no intel at all.
But, if there is some intel going on, then I'll stsick with my original setup... (so no action required in that case).
Thanks,
Alarik
Cardassia in Star Trek Mod II game
Quote:
Originally posted by Atrocities:
Intel is still on, but you won't be able to do projects that will kill populations or anger them.
Once a game has been started you cannot change your empire file.
Which game are you in? If the game has not been started, you can email me your emp file and I can add it manually when I set up the game.
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December 31st, 2003, 05:21 AM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Well, if I can still do *some* intel, then I'll keep them as is. Wouldn't be the Cardassians without the Obsidian Order, eh...?
thanks,
Alarik
Quote:
Originally posted by Atrocities:
Even though Sabo is turned off, and Espo is on, you can still use intel, but you won't have access to some nasty sabo projects. Take a look at the intel file to see what you will have access to and if you want to keep your current emp files as is.
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