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  #1481  
Old February 4th, 2004, 12:03 PM
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Default Re: STM "Final v1.7.5" Discussion

Hmm, corrupted archive for me (stmv150patchfix.zip). If for someone else?
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  #1482  
Old February 4th, 2004, 12:04 PM
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Default Re: STM "Final v1.7.5" Discussion

let me try it.

And by the way, System Shock 2 was one of the creepest games I have ever played. Excellent game.

While this downloads I need to put my cat out so she can go hunt something.

[ February 04, 2004, 10:07: Message edited by: Atrocities ]
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  #1483  
Old February 4th, 2004, 12:19 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by aiken:
Hmm, corrupted archive for me (stmv150patchfix.zip). If for someone else?
http://www.astmod.com/zips/stm/STMv150PatchFix.zip

Worked for me.
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  #1484  
Old February 4th, 2004, 12:40 PM
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Default Re: STM "Final v1.7.5" Discussion

Aha, it seems my 33600 dial-up connection screwing some archives. Arrrgh, I really want to dwark my provider with wlendishing method

PS: Fallout, SS2, BG - where are those old good times?

[ February 04, 2004, 10:41: Message edited by: aiken ]
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  #1485  
Old February 4th, 2004, 04:23 PM
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Default Re: STM "Final v1.7.5" Discussion

Yes, however they, unlike the regular ones, you can not track them past 2 moves they just go away


Quote:
Originally posted by Imperator Fyron:
Plasma Envelope missiles? They have damages like this:

Weapon Damage At Rng := 0 0 0 5 10 15 25 30 45 45 50 55 60 65 75 75 80 80 80 0

When a seeker hits a range where it does 0 damage, it disappears. This sort of damage spread works great for a direct fire weapon, as it will still be able to fire at those longer weapons. The Plasma Envelope Missiles need 1 damage in those first few range slots, or they will disappear.
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  #1486  
Old February 4th, 2004, 06:17 PM
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Default Re: STM "Final v1.7.5" Discussion

Exactly. They hit the 0 damage at range value, and disappear, as they should for being seekers.
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  #1487  
Old February 4th, 2004, 07:27 PM
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Default Re: STM "Final v1.7.5" Discussion

BUG: STM v.1.5.0

TechArea.txt, line 1898:

Name := Cardassian Discharge Weapons
... lalala...
Tech Area Req 2 := Cardassian weapons (should be "Cardassian Weapons" - both in upper case)

Because of small letter case typo in Cardassian Discharge Weapons Tech Area Req, when rightclick on Physics 1 to look in tech areas to come, you can see Cardassian Discharge Weapons tech listed[for all races]. Also due to this bug, when playing Cardassian you can start researching Cardassian Discharge Weapons immediantly after Physics 1, and requirement for Cardassian Weapons lvl 10 is skipped.

I wonder, why the hell "Stuff" and "stuff" (lets call them so) are completely different techs?

[ February 04, 2004, 17:44: Message edited by: aiken ]
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  #1488  
Old February 4th, 2004, 07:34 PM
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Default Re: STM "Final v1.7.5" Discussion

I hope my patch works. I did a rare thing Last night. I d/l the patch to my home computer. I read the post, went to the site, and d/l the 4.8 meg program to my computer. But due to the slowness, it was almost 1:00 am before the whole thing was completed. I went to bed right afterwards. So I'll check it out tonight.
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  #1489  
Old February 4th, 2004, 08:34 PM
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Default Re: STM "Final v1.7.5" Discussion

Because the string "Stuff" is an entirely different string than "stuff." Case insensitivity is a bastardization of internal computer operations.
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  #1490  
Old February 4th, 2004, 09:30 PM
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Default Re: STM "Final v1.7.5" Discussion

Case sensitivity is just a purist's fetish. "Good form coding" and "never forget about Shift" - I've cursed Linux for that. And it was bad idea to make SE4 configs case sensitive.
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