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  #131  
Old October 24th, 2004, 05:21 PM
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Default Re: The Star Trek Mod - Final Update

could you send me your latest sav game file. And try this, for colony ships, add two more warp nacelles. That should fix the issue. Colony ships should have four warp nacelles. I will add a description text to that effect in the game to avoid problems like this.

Thanks Gandalph
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  #132  
Old October 24th, 2004, 05:25 PM
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Default Re: The Star Trek Mod - Final Update

Aiken, that is one hell of an impressive list you have there. Thank you very very much. Man I shudder to think what this mod would be like without such detailed help from you and all of the beta testers. Thank you Aiken, and thank you all for all the help.
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  #133  
Old October 24th, 2004, 06:47 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
aiken said:

Error in Borg Monster ai_design_creation.txt: no SY component on base space yard design.
Code:
Now:
Name := Base Space Yard
...
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon

but it should be:

Name := Base Space Yard
Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := Weapon
Must Have Ability 2 := Space Yard


I think that this was the way Rollo had set them up orinially for use with MONSTER Tech. I will check though.
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  #134  
Old October 24th, 2004, 06:56 PM
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Default Re: The Star Trek Mod - Final Update

The first BSYs built are meant to have those storm-type sector cloaks. I am not sure, but I think that they would not benefit from a space yard, as it would eat up the space needed for the storm cloak... Rollo did know what he was doing when he made the space monsters, you know.
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  #135  
Old October 24th, 2004, 07:01 PM
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Default Re: The Star Trek Mod - Final Update

Thanks Fyron.
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  #136  
Old October 24th, 2004, 10:11 PM
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Default Re: The Star Trek Mod - Final Update

Some of the new Species 8472 Ships. Sorry guys, all my files for 8472 are gone and I had to start from scratch.

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  #137  
Old October 24th, 2004, 10:29 PM
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Default Re: The Star Trek Mod - Final Update

I liked the old 8472, but I must say, these are even better!
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  #138  
Old October 24th, 2004, 11:12 PM
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Default Re: The Star Trek Mod - Final Update

Thanks Fyron. I have had to re-do the entire set. I am almost done. I just need to make fighters, transports, weapon platforms, troops, mine, and satellite images.

The set will be Neo-Standard for a none mod ship set as well.
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  #139  
Old October 25th, 2004, 01:23 AM
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Default Re: The Star Trek Mod - Final Update

I concur with Fyron. Those are some nicely design bioships AT. Much better than the previous ones!
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  #140  
Old October 25th, 2004, 01:25 AM
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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:
Thanks Fyron. I have had to re-do the entire set. I am almost done. I just need to make fighters, transports, weapon platforms, troops, mine, and satellite images.

The set will be Neo-Standard for a none mod ship set as well.
I can't wait! The neostandard Version will definitely have a home in Adamant to replace the old one.
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