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  #1471  
Old September 29th, 2007, 05:56 AM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

FIX-/CHANGE-LIST for 1.9.7.4, maybe, please ?
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  #1472  
Old September 29th, 2007, 04:24 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

It is included with the mod. Also can be found HERE
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  #1473  
Old September 29th, 2007, 04:26 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

I see what you want, you want me to update the full version of 1.9.7.4. Okay I will. I will have the updated version of the full mod uploaded in a couple of hours.
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  #1474  
Old September 29th, 2007, 04:58 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Code:

Star Trek Mod v1.9.7.4

1. Fixed 8472 Resource Ship now only requires 10 crew quarters
2. Fixed Phaser Cannon Mount (Federation) Now has correct KT limits
3. Fixed If you disable Shuttles in game rules you should still be able to build fighters now.




.. and nothing from my list(s) .. will I have to fix all that by myself ?!??!


I'd rather start that pen'n'no-paper rpg I have on my mind for quite some time, using that "After Omega" story presented in this mod, than fiddle with SE4 mod files which I have little clue 'bout ...
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
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  #1475  
Old September 29th, 2007, 05:01 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

The list you gave me a while ago was addressed in previous version. What I could fix was worked on. If you want to work on the mod and make changes please do so. But please keep a detailed list of the changes you make.
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  #1476  
Old September 29th, 2007, 05:03 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

I will review the list from July and fix the things I missed. Thanks.
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  #1477  
Old September 29th, 2007, 05:26 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Arralen said:
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up

I understand your point of view but to change it now would mean a complete restructuring of the mod. Given that SE IV is on its way out as far as players are concerned there is no real motivation for going back and changing this. I am sorry.



AI designs "Explorers", but does not build them or uses them when build by player intervention.

Atrocities : I can only give the AI the instruction to have these on hand, whether or not the AI actually uses them is up to the AI.

I have tried to get the AI to build ships the way I want them too, but the AI simply does what it wants too. I have spent many hours playing with the files trying to get the AI to build scouts, explorer ships, and the like to no avail. There is simply no control over what the AI will build even when it is told to have x amount at all times.



Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.

This is done on purpose, as this how leaky armor is made.



Monsters should have "plague bomb(s)/ability, or ground troops"

Monsters don't need this ability. However you can always add to your files.

Sheliak (1.9.7.3)
Fixed v 1.9.7.5

Breen (1.9.7.3)
Fixed v 1.9.7.4

Propulsion Experts (1.9.7.3)
Fixed v 1.9.7.5

Monsters (1.9.7.3)

Name := Monster Drone
Fixed v 1.9.7.5

Quote:

"Monster Yard" .. "can repair 20omponents" ..
"Monster PD 1" .. 200kt ?!
Build "Base Space Yard" without "Monster Yard" and "Monster Cloak".
Btw., how is "Monster Cloak" supposed to work, anyway.. haven't seen any cloaking effect from it?!
This is the way that monsters were set up in P&N mod. I have make virtually no changes to them. To be honest the only reason they were included in STM was because some folks wanted them. I will admit that I have neglected them.

Pirate Races
.. should get special boarding troop from turn 1 ..

Changed Version 1.9.7.5
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  #1478  
Old September 30th, 2007, 02:46 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Isn't remote mining supposed to permanently reduce the value of the target asteroid or planet? In my current game with version 1.9.7.3 that's not happening. My mining ships are busy, but making no changes in their targets.

Also, clicking on individual mining ships shows that that are mining something like 17k worth of minerals or radioactives per turn.
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  #1479  
Old September 30th, 2007, 04:11 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

The game is set up to prevent depletion of asteroids. You can change that in the setting.txt file.
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  #1480  
Old September 30th, 2007, 10:31 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

OK. Thanks much! My remote miners are still mining 17k per turn, though.
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