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  #1181  
Old October 6th, 2006, 04:08 PM
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Default Re: The Star Trek Mod - Final Update

No, the latest patch shouldn't effect your saved games.
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  #1182  
Old October 6th, 2006, 07:05 PM

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Default Re: The Star Trek Mod - Final Update

Thanks Atrocities, great mod.
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  #1183  
Old October 7th, 2006, 01:39 AM
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Default Re: The Star Trek Mod - Final Update

AT,

I think Ive come across another mount problem. The repair ship will not fit required components to use a mobile space yard. May just be eaiser to change size of ships and change mount parameters to fit like with the large resource ship. Course the repair mount will need changed too. Sorry I didnt run across this earlier, just did not have much call to use one of these units.

CB
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  #1184  
Old October 7th, 2006, 04:01 AM
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Default Re: The Star Trek Mod - Final Update

This problem has already been addressed. It should be fine in version 1.9.5 and later. What version do you have installed?
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  #1185  
Old October 7th, 2006, 04:09 AM
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Default Re: The Star Trek Mod - Final Update

I see what you mean. I sware that this was fixed and working well in the last version. I don't know why now its not working. I don't get it. I f**king hate it when this [censored] happens. There is no reason for it not too work! I just made one of these ships not more than a few days ago and it was working.

Here is the component list I had.

1 Bridge
6 Life Supports
8 Crew Quarters
1 SFI
1 Engineering
2 Damage Control
1 Deflector Dish
2 Impulse Engines
1 Warp Core
4 Warp Nacelles
1 Replicator
4 Bussard Collectors
2 Ram Scoops
1 Captain
1 Command Computer
1 Space Yard (Scaled to fit with mount to Repair Barge hull)
= 610KT
- Hide quoted text -

edit- somehow, and God only know how, the mount was changed after I fixed the repair mount issue. Instead of reducing the shipyard to 300kt, it reduces it too 400kt. This is obviously wrong. It puts the design 100kt over budget. I have no idea how this occured but I will fix it.

The ship can still be made under current settings but it will be slower and have far less support components. This will be fixed for the nextu update.

However if any one would like to fix this, they can do so very easily.

1. Open the data folder in the Star Trek Mod 195 file
2. Open the CompEnhancement doc
3. Click on EDIT then FIND and type in Space Yard Mount (make sure its the first listing and change no other listings)
4. Where it says Tonnage Percent := 4, change the 4 to a 3
5. Save and exit the doc.

You should only change the setting for the listing that is for vehicle type ship. That is the first Space Yard Mount in the list. The rest are for bases.
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  #1186  
Old October 7th, 2006, 04:24 AM
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Default Re: The Star Trek Mod - Final Update

Here is a quick fix for the problem if you don't want to wait for the next update or make the change your self.
Attached Files
File Type: zip 453593-STM1951Fix.zip (5.5 KB, 228 views)
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  #1187  
Old October 7th, 2006, 04:27 AM
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Default Re: The Star Trek Mod - Final Update

Would it be worth doing if it was always easy?!! Believe me partner, youve got more skill than I do. Im pushed to the limits just finding, understanding, and maybe tweaking what few (and I mean very few) bugs Ive found in this tremendous undertaking you have put together. The rest of us just bear with the master. Youre the man AT.

CB
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  #1188  
Old October 7th, 2006, 04:27 AM
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Default Re: The Star Trek Mod - Final Update

I am going to add a new AI racial trait along with facilities, ships, components, and weapons to the mod.

The new AI trait will give the AI the best weapons, facilities, ships, and components from game start. Players who want the AI to be more challenging well this AI will be for you.

Once this new AI option is ready, I will update the mod. Don't worry, it won't change the game settings or effect save games. All components and facilities will be added at the end of each doc so as not to change things.

Should be interesting.
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  #1189  
Old October 7th, 2006, 10:36 AM
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Default Re: The Star Trek Mod - Final Update

OK. I really think that in an effort to keep our results reliable, we should just start new games once an upgrade is made. While I've designed scenarios with special components and weapons, I realize how easy it is to skew results of a game in progress, as I made changes to my scenario while play testing it. We really should start new games at this point to get an accurate feedback to AT. I know if the new additions are placed at the end of the .txt file it will not affect OUR games but will hose the AI.'s in some cases. Everyone should be on version 1.9.5.1 for accuracy of our reports.
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  #1190  
Old October 7th, 2006, 09:20 PM
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Default Re: The Star Trek Mod - Final Update

AT,

Will this AI upgrade be automatic or something you select to increase diff? Will be out of pocket for a few days so no more bug reports from me on this one for a while. Ya'll have a good weekend.

CB
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