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  #1461  
Old February 2nd, 2004, 02:02 AM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities:

When I conquered the Klingons, I got that star killer ship of yours. UserX was getting all cocky because he kept capturing some of the rioting Klingon colonies and was like this is the end of the Romulans etc...

Boy, was he sad when I blew up Sol and he lost that spiffy 250 ship fleet of his!
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  #1462  
Old February 2nd, 2004, 02:32 AM
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Default Re: STM "Final v1.7.5" Discussion

You didn't?

Leave it to a Romulan to ACTUALLY use one of those doomsday ships.

Remind me in the future to turn off WOMD when playing with you.

Also I have the larger images ready for you. Just beep me or something.

[ February 02, 2004, 00:32: Message edited by: Atrocities ]
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  #1463  
Old February 2nd, 2004, 02:46 AM
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Default Re: STM "Final v1.7.5" Discussion

Who took control of the game? Why?
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  #1464  
Old February 2nd, 2004, 03:29 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
Who took control of the game? Why?
I took over because you didn't declare yourself dead and left the game hanging...
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  #1465  
Old February 2nd, 2004, 05:39 AM

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Default Re: STM "Final v1.7.5" Discussion

Quote:
What would happend if I removed the Bonus movement ability from the Impulse Engines?

Will they then work regardless of how many are on a ship design? IE designs with 2 empulse engines will provide movement?

The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement. They have warp drive, and one or two impulse engines, but as we know, they do not move.
Try it: didn’t help. Isn’t this just an example of the AI inability to use the propulsion scheme? But even human player are designing ships with no movement because they don’t add a enough impulse engines. Maybe instead of a propulsion scheme that states more tonnage, more engines, why not just have the same number of engines needed for all ships and have component enhancements that increase the cost, size and supplies used by engine per ship size or tonnage.
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  #1466  
Old February 2nd, 2004, 06:29 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Captain Kwok:
quote:
Originally posted by Atrocities:
Who took control of the game? Why?
I took over because you didn't declare yourself dead and left the game hanging...
I did declare myself dead, it was the Last thing I did that night. This has happend before. No worries

TNZ that is a ok idea, but would require me to revamp the entire mod, I am not willing to spend that kind of time on the mod any more. Perhaps for STM 2.0

[ February 02, 2004, 04:31: Message edited by: Atrocities ]
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  #1467  
Old February 2nd, 2004, 10:31 AM
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Default Re: STM "Final v1.7.5" Discussion

I am fast approaching the next release of the mod. (I hope the final release of it.)

So get your bug reports and other in ASAP.

(I will have one more patch to fix any bugs from this patch that I missed, but that will be the Last patch)

Here is the latest info for the NEXT Version release of the mod.

NOTE: Not yet released!

Star Trek Mod v1.5.0

1. Updated Splash Screen
2. Fixed Spelling Errors in this Document
3. Fixed Klingon Forced Labor Camp I - III now collecting correct amount of resources
4. Updated Components.BMP


Star Trek Mod v1.4.9

1. Changed Increased cargo ability for Ferengi Cargo Bay I - V (Thanks Phillip)
2. Changed Increased Romulan Torpedo Weapons from level 5 to 10
3. Added Romulan Plasma Projector I - V weapon for Romulan Torpedo Weapons level 6 - 10
4. Added Plasma Projector I for General Race Technology
5. Added General Race Weapons to TechArea file
6. Updated All General Races AI to use new technology
7. Updated Default AI to use the new technology
8. Added New Components for Plasma Projector I - V and Romulan Plasma Projector I - V


Star Trek Mod v1.4.8

1. Added Warrior Trait to Racial Traits
2. Added Warrior Technology to TechArea
3. Added Warrior Mount
4. Added New Vehicle Sizes for Warrior Trait to vehicle Size file (Heavy Destroyer, Advanced Battleship, Assault Transport, and War Station)


Star Trek Mod v1.4.7

1. Added Defense / Offense bonus to all Romulan Engines (3% to 8%) Can stack with ECM and CS
2. Added New Component Images used for Mod.
3. Changed Lowered Warrior and Berzerker Culture Space Combat bonus (Was way to high)
4. Added Warrior Race Component Warrior Combat Sensors I - III
5. Changed Klingon BOP Mount to include Destroyer (K'vort Class)


Star Trek Mod v1.4.6

1. Fixed Plasma Enveloping Missile will now stay active throughout its range
2. Fixed All Races Troop Components.
3. Changed Ground Cannon I - III (Lowered tonnage and damage)
4. Added Klingon Batlith I - III to Troop Weapons
5. Changed Aggressive / Defensive Characteristic settings


Star Trek Mod v1.4.5

1. Changed Massive Planetary Shielding level from 1 to 4
2. Changed Massive Planetary Shield Generator to Massive Planetary Shield Generator I
3. Added Massive Planetary Shield Generator II
4. Added Massive Planetary Phase Shield Generator I - II
5. Changed Shields Level from 6 to 10
6. Added Shield Generator VII - X (With Phased Shielding)
7. Added Romulan Sensor Array I - III
8. Fixed Tholian Ship Construction, Can now be researched.
9. Changed Gravitational Technology Level from 3 to 4
10. Added Gravitic Sensors IV
11. Changed 8472 Biokinetic Discharge II General Group from weapons to 8472 Weapons (Thanks Aiken)
12. Fixed Spelling Error of Parties throughout Component Text. (Thank you Aiken)
13. Changed Buzzard Collector I - III General Group from Cargo to Supply (Thank you Aiken)
14. Changed Structural Integrity Field II - V General Group from Construction to Ship Construction (Thank you Aiken)
15. Fixed Radioactives Extractor II - III now generate Radioactives instead of Minerals (Thank you Aiken)
16. Fixed Description of Abilities 1 for Radioactives Extractor II - III (Thank you Aiken)


Star Trek Mod v1.4.4

1. Added Dreadnought Mounts to other races
2. Added Defiant Cloaking Mount
3. Added Defiant Cloaking Device (For use with the Defiant Mount only)
4. Added Buzzard Collector II - III
5. Changed Movement Bonuses for all Warp Engines and similar. (Reduced)


Star Trek Mod v1.4.3

1. Added New Romulan Ship images
2. Added The rest of the New Klingon Ship images
3. Fixed Borg Neural Net was being given as ancient Tech (Borg Interface technology now accessible)(Thanks Phillip)
4. Added Neural Network Component
5. Changed Scattering Armor I - III now have a restriction of One Per Vehicle
6. Changed Robo - Miners I - III Tonnage Space Taken from 50 to 100
7. Changed Robo - Farmers I - III Tonnage Space Taken from 50 to 100
8. Changed Robo - Rad Extractors I - III Tonnage Space Taken from 50 to 100
9. Changed Federation Particle Fountain I - V Tonnage Space Taken from 50 to 75
10. Added Galaxy X Mount
11. Added Ram Cannon (For use with Galaxy X Mount, and Other Dreadnought Mounts)
12. Changed Romulan Plasma Burst I - III Weapon Target from Ships/Planets to just Ships (Engine damaging weapon)


Star Trek Mod v1.4.2

1. Updated All Race Tech Tree documents
2. Changed Reduced Abilities of Federation Sensor Array I - V
3. Changed Reduced Abilities of Dominion Combat Sensors I - III
4. Changed Slave Camp I to Slave Labor Camp I (Pirate Race)
5. Added Weapon Overloading Weapons (Tachyon Projection Cannon I - V)
6. Added Engine Overloading Weapons (Ionic Disperser I - V & Ionic Pulse Missile I - V)
7. Added Gravitational Weapons (Graviton Hellbore I - V)
8. Added Warp Weapons (Wormhole Beam I - III)
9. Fixed Pirate Shock Troops
10. Added One Per Vehicle limit to all cloaking devices


Star Trek Mod v1.4.1

1. Changed Phased Energy Cannon I - X Damage type from Normal to Skips Armor
2. Changed Beam Discharger I - IV Damage type from Normal to skips Armor and Shields
3. Changed Laser Beam I - V Damage and Range (Increased to improve usage)
4. Added Required Energy Stream Weapons V to all Race Energy Weapons Traits, except 8472.
5. Changed Cardassian Discharge Weapons Tech Requirement from Cardassian Technology 1 to Cardassian Weapons 10
6. Changed Klingon Cloaking Tech Level from 3 to 5
7. Changed Breen Cloaking Device I - III General Group from Breen Shields to Cloaking
8. Changed Klingon Cloaking Device I - III General Group from Shields to Cloaking
9. Changed Romulan Cloaking Device I - III General Group from Shields to Cloaking
10. Added Klingon Cloaking Mount - Klingon Cloaking Level 4 (For use with Scout and Frigate sized ships. Reduces size)
11 Added Klingon Advanced Cloaking Device I - II
12 Added Romulan Advanced Cloaking Device I - II
13 Changed Romulan Cloaking Tech Level from 3 to 5
14. Changed Research.txt for all races to reflect new Energy Stream Weapons Requirement.
15. Added Orion Tech Tree read-me


Star Trek Mod v1.4.0

1. Changed Dominion Battle Cruiser Radioactive Cost from 100 to 300
2. Changed Dominion Battleship Radioactive Cost from 600 to 500
3. Changed Federation Destroyer Image from Defiant to Variation of Nebula
4. Changed Federation Cruiser Tonnage from 450 to 500
5. Changed Federation Heavy Cruiser tonnage from 520 to 600
6. Changed Federation Battle Cruiser from 660 to 750
7. Changed Ferengi Frigate Tonnage from 220 to 250
8. Changed Ferengi Destroyer Tonnage from 300 to 350
9. Changed Ferengi Battle Cruiser Tonnage from 850 to 900
10. Changed 8472 Destroyer tonnage from 400 to 450
11. Changed Tholian Dreadnought Tonnage from 950 to 1000
12. Fixed Many minor spelling errors.
13. Fixed Restriction error in Afterburner I - III (Thanks Ed.)
14. Changed Breen Plasma Cannon I - III reload rate from 1 to 2
15. Changed Breen Energy Dampener I - VI reload rate from 2 to 1
16. Fixed Shield Level will now include System Gravitational Shield Facility & Planetary Gravitational Shield Facility
17. Changed Trilithium Torpedo General Group from Stellar Manipulation to Weapons of Mass Destruction
18. Changed Genesis Weapon I - III General Group from Stellar Manipulation to Weapons of Mass Destruction
19. Changed Genesis Weapon I - III Requirement from Stellar Manipulation to Weapons of Mass Destruction
20. Changed Nucleonic Thresher General Group from Stellar Manipulation to Weapons Of Mass Destruction
21. Changed Inverted Quantum Beam General Group from Stellar Manipulation to Weapons Of Mass Destruction
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  #1468  
Old February 3rd, 2004, 08:56 PM
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Default Re: STM "Final v1.7.5" Discussion

I really, really like this mod. I just wish the SEIV AI could deal with minefields better, which is a problem in all SEIV games, stock and mods alike.
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  #1469  
Old February 3rd, 2004, 09:04 PM
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Default Re: STM "Final v1.7.5" Discussion

The AI leaves a lot to be desired. The mod tries to use the AI to give the single player a good game, but ulitmately it is a pale comparison to a real opponent.
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  #1470  
Old February 3rd, 2004, 09:32 PM

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Default Re: STM "Final v1.7.5" Discussion

hey are we going to update that star trek game on pbw...

I see lots of fixes for the Kligons
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He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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