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  #111  
Old February 26th, 2005, 03:03 PM

luke_slovakian luke_slovakian is offline
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Default Re: Star Trek : Quadrants of Conflict 2

I signed up at PBW. :-). But now i have to wait for the game:-(. But ja intimidator i will tell you what to make for the empire and thanks man
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  #112  
Old February 26th, 2005, 03:22 PM

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Default Re: Star Trek : Quadrants of Conflict 2

Hey we are soppuse to keep it trek like? So that means no 50% physical strength and stuff right? But we can lower it to like 90%right?
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  #113  
Old February 26th, 2005, 06:43 PM
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Default Re: Star Trek : Quadrants of Conflict 2

the empires designed with ST MOD 1.0.0.9 will be compatible with the new version?
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If you see a light at the end of a wormhole its a photon torpedo!

You think is such three dimensional way, how small have you become - Borg Queen.

Whatever that thing was the Shivans got one less of them now - S.O.C. Freespace 2

We're the borg, lower your shields and surrender your ships, we will add your technological and biological distintiveness to our own your race will adapt to serve us, resistant is futile.
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  #114  
Old February 26th, 2005, 06:48 PM
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Default Re: Star Trek : Quadrants of Conflict 2

1.0.0.9?
No, because of new racial traits.
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  #115  
Old February 26th, 2005, 06:49 PM
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Default Re: Star Trek : Quadrants of Conflict 2

well..., i'll guess i will have to wait to create my empire

edit: sorry i mean the latest version 1.9.0.9 is it?
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If you see a light at the end of a wormhole its a photon torpedo!

You think is such three dimensional way, how small have you become - Borg Queen.

Whatever that thing was the Shivans got one less of them now - S.O.C. Freespace 2

We're the borg, lower your shields and surrender your ships, we will add your technological and biological distintiveness to our own your race will adapt to serve us, resistant is futile.
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  #116  
Old February 26th, 2005, 07:03 PM
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Default Re: Star Trek : Quadrants of Conflict 2

Here I'm lost !?!?!?!?!?

I thought the emp-files we're going to be compatible with the new version !!?? (AT. Can you give me an answer on this????)

But it will not matter a lot, as soon as the new version is available on PBW, I will create a new game and signup all players manualy.............And Emp-files can be uploaded again.

But we will have an answer on that in a matter of days, as soon as AT. launches the new version.

Inti,
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  #117  
Old February 26th, 2005, 11:18 PM
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Default Re: Star Trek : Quadrants of Conflict 2

Quote:
EaX said:
the empires designed with ST MOD 1.0.0.9 will be compatible with the new version?
Yes, the mod makes no changes that will effect our empire files. The only thing that will be effected are the breen as the size of the cloaking device was increased from 10kt to 20kt. However if the Breen do not have the cloaking tech researched yet, there will be no effecting them. So to answer your question, THEY ARE COMPATABLE.

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  #118  
Old February 27th, 2005, 12:44 AM

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Default Re: Star Trek : Quadrants of Conflict 2

At why did you make the weapons take up so little space? I mean they only take 20k for almost every weapon. Phasers are the same size with quantum torpedos. No offense or anything
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  #119  
Old February 27th, 2005, 01:55 AM
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Default Re: Star Trek : Quadrants of Conflict 2

i take it that means you finally got your copy of SEIV? in that case, congrats!
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  #120  
Old February 27th, 2005, 02:51 AM
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Default Re: Star Trek : Quadrants of Conflict 2

Quote:
luke_slovakian said:
At why did you make the weapons take up so little space? I mean they only take 20k for almost every weapon. Phasers are the same size with quantum torpedos. No offense or anything
The weapons are basically the same size as they are in the base game. Before the big revision, the weapons were various sizes and stuff and were horribly unbalanced. When I sat down to revamp the weapons, using Captain Kwoks XLS program, I tried to keep the weapon balanced and fun.

Remember that we are limited by the physics of Space Empires and that Star Trek is a visitor and therefore not a master of the Space Empires Universe. Captain Kwok devised a slick propulsion system and I did the weapon revamps. Later we had to make some major changes to armor and components, but those are all behind us now.

I would like to see weapons tied into engines and or a reactor of somekind, but that is simply not possible with SE IV.

I also considered making the weapon components much larger say 50kt each with twice the power but opted for the current system as it gave the play a lot more flexiblity in the design process.

To be honest I could have made the STM a lot like the AST mod, but I wanted to keep the two mods seperated. As the AST mods downloads began to fall off and more and more people were getting the two confused, I dropped the AST altogether.

The though had occured to UserX, Kwok, and myself to make version 2.0 of the STM a lot more like BOTF but plans for 2.0 are being geared more toward SE V than SE IV at this point.

SE V will allow for a far greater degree of modablity and it is my hope that we can achieve a balance of game play that we have not yet seen.
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