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  #1231  
Old November 4th, 2006, 10:02 PM
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Default Re: The Star Trek Mod - Final Update

Sounds good to me, if you're asking for a volunteer. You already have my e-Mail address.
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  #1232  
Old November 5th, 2006, 01:19 AM
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Default Re: The Star Trek Mod - Final Update

Awsome. Will be tomorrow sometime though.
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  #1233  
Old November 5th, 2006, 03:24 AM
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Default Re: The Star Trek Mod - Final Update

Zip away and just keep us informed.
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  #1234  
Old November 6th, 2006, 01:07 AM
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Default Re: The Star Trek Mod - Final Update

AT, under "Unique Techs" the Resource Gatherers do not seem to work. They don't show the mining icon on the unit display or register any amount under mining resources line in the economic window. I'm not sure if they're supposed to be working off of solar (suns) power or if they need to be in asteroids. I tried both with no success.
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  #1235  
Old November 6th, 2006, 07:40 AM
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Default Re: The Star Trek Mod - Final Update

They use the ability Generate Points Minerals/Organics/Radioactives therefore they will not show up in the mining resource line in the economic window. This is a known bug with SE IV.

The description states they convert solar energy into resources. I wonder if I should add a tag telling players that they are not remote miners but can simply be deployed any where and will generate resources?
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  #1236  
Old November 6th, 2006, 10:42 AM
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Default Re: The Star Trek Mod - Final Update

It's like a Solar Resource Gatherer. They work the same way the ground bases do (The Original Chrystallines)? What amount of resources do they gather per sun per turn? If I put out a group of 10 Sats, would it be 10 x the resources? I'll try to answer some of these by experimenting within the playtest game I have going. It's not going to be easy to figure this one out.
Let me know when 1954 is ready to playtest.
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  #1237  
Old November 6th, 2006, 06:31 PM
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Default Re: The Star Trek Mod - Final Update

Actually these don't need a sun in a system to gather resources. They are the new ability added in one of the later versions of SE IV. They should generate resources regardless of a stars presence.

Any who, should have 1.9.5.4 wrapped up in a bit and will let you know.
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  #1238  
Old November 9th, 2006, 11:13 PM
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Default Re: The Star Trek Mod - Final Update

This is a beta version of 1.9.5.4

You will need to:
1. Make a copy of your current STM 1.9.5.2 folder.
2. Rename the copy to Star Trek Mod 1954.
3. Apply the beta patch

Your save games should work ok for single player. However you might have to process the turn manually with the updated files before your mp games will work.

Since this is just a beta version of the next patch please keep in mind that the splash screen hasn't been updated nor have any of the support files. Revision history has been included with a list of changes made since 1.9.5.2.

Please report any bugs. Thank you.

Quote:

Star Trek Mod v1.9.5.4

1. - Fixed - Weapon Platform Reactor Mounts will now show up correctly
2. - Fixed - Shuttle V is now accessable
3. - Fixed - Weapons Of Mass Destruction is now only available if it is selected as a Racial Trait.
4. - Fixed - Sensors can no long be researched beyond Tech Level 6
5. - Fixed - Tractor\Repulser Weapons can no longer be researched beyond Tech Level 6
6. - Changed - Stellar Harnessing Maximum Level from 2 to 5
7. - Fixed - Flux Pod III - V can now be used
8. - Added - New Technology, Solar Science
9. - Added - New Technology, Solar Mining
10. - Added - New Facility, Solar Wind Collector
11. - Added - New Component, Solar Collector
12. - Added - New Facility, Planetary Cloak
13. - Changed - Updated all Research Files
14. - Changed - Communication Interceptors from Sabotage to Espionage
15. - Changed - The name of Infantry (component) to Infantry Troop
16. - Update - STM Basic Tech Tree
17. - Fixed - Bio-Electric Field II - X will now require correct level of shields before becoming available.
18. - Fixed - Gravitational Condenser will now scale correctly with the Artificial Warp Point Mount
19. - Changed - Added (Ship), (Base), (Satellite) - to Remote Mining components names.
20. - Fixed - Artificial Intelligence Mount is now included.
21. - Fixed - Hyper-Tachyon Sensor Mount now scales Hyper-Tachyon Sensors I - IV to 100kt
22. - Fixed - Gravitic Sensor Mount now scales Gravitic Sensor I - IV to 100kt
23. - Changed - Increased Scrap Ship Percent Returned from 30 to 50.
24. - Changed - Number Of Ground Combat Turns from 10 to 2
25. - Changed - Ground Combat Damage Modifier Percent from 30 to 100.
26. - Changed - Defending Units Per Population from 30 to 10 (Gives more militia to planetary defense)
27. - Changed - Population Defender Attack Strength from 12 to 10
28. - Changed - Population Defender Hit Points from 30 to 40
29. - Changed - Capital Ship Missile I - V Tonnage Space Taken from 50 to 20
30. - Changed - Plasma Missile I - V Tonnage Space Taken from 50 to 20
31. - Changed - Plasma Envelope Missile I - V Tonnage Space Taken from 50 to 20
32. - Changed - Weapon Seeker Speed for Plasma Envelope Missile I - V
33. - Changed - Weapon Seeker Speed for Plasma Missile I - V
34. - Changed - Weapon Seeker Speed for Capital Ship Missile I - V
35. - Added - Ancient Weapons Platform
36. - Fixed - Range Mount now has correct Tech Level Req
37. - Fixed - Ancient unique tech now has correct requirements.
38. - Added - (Ship)(Base) to description for Remote Mining Mounts.
36. - Added - (Ship)(Base)(WepPlt) to description for Shield Mounts
37. - Added - (Ftr)(Trp)(Drn) to description for all Small Shields I - III
38. - Changed - Combat Support Group from General Technology to Military Science
39. - Changed - ECM Weapons Level Cost from 50000 to 150000
40. - Fixed - Replaced missing Icon for Neutral Race O02
41. - Updated - A couple HTML docs


Star Trek Mod v1.9.5.3

1. - Changed - Applied Science is no longer required for any of the Colony Techs.
2. - Fixed - Only the Racially selected colony technology will be listed under Applied Science
Attached Files
File Type: zip 469072-Stm1954Beta.zip (984.0 KB, 103 views)
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  #1239  
Old November 12th, 2006, 12:43 PM
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Default Re: The Star Trek Mod - Final Update

AT, I'm doing a playtest of 1954 (Downloaded from here).
The Solar Wind Collectors do not work. I've done the math on my economy (over two turns) and there's no effect on it from the SWCs.
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  #1240  
Old November 12th, 2006, 08:01 PM
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Default Re: The Star Trek Mod - Final Update

Ok, thanks, I will take a look at them.
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