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February 6th, 2004, 07:51 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by DavidG:
quote: Originally posted by Atrocities:
Ok, I would like to take the time and make the mod 1.49 compatible. David G has sent me some files, and what I need to know is can and can not update to make the mod work in 1.49.
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Yikes. Your not planning on changing the current Version so it works on both Gold and 1.49 are you? When I edited the data files to make it work on 1.49 I had to change a lot of stuff for the worse because 1.49 did not support various features. ie. The bussard ram Jet thingy is now an 'only one per ship' because 1.49 did not support 2 or 3 per ship. Also many of the damage types had to be changed. etc etc. I forget everything I changed now.
I got it working in ver 1.49 but it is far better in Gold. I had considered it, but now, hell no. They will just have to buy GOLD.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 6th, 2004, 07:55 AM
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Corporal
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Join Date: Nov 2002
Location: Vancouver, Canada
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Imperial:
Playing as klingons using star trek map. I noticed that the UCP started in a system right next to mine. I left them alone and treatied with them so i could build up and such. well about 150 turns later i goto invade that system and i noticed that they had not expanded at all-- they only had there homeworld with some satelites and an orbital yard. they surrendered and i got tech--was just wondering if they may be bugged cause they did not colonize any other planet, and didnt have any ships about either????
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Using the Star Trek Map, the Federation should be starting in the center of the map while the Klingons should be starting in the south east. You should not be starting next to each other if you've followed the instructions at:Star Trek Map Page
If you still have problems after following these instructions, please contact me at rickperreault@msn.com
I've got a much newer Version of the map that if you all bug me enough for I will make the time to post.
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February 6th, 2004, 08:46 AM
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Corporal
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Re: STM "Final v1.7.5" Discussion
It was the united consortium of planets--not the feds--heh
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February 6th, 2004, 08:47 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: STM "Final v1.7.5" Discussion
*bugs Userx a tremendous amount for new Version of the map*
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February 6th, 2004, 11:15 AM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: STM "Final v1.7.5" Discussion
Something wrong with Vorta Captain I-II:
Name := Vorta Captain I
...
Ability 2 Type := Combat Movement
Ability 2 Descr := Generates 2 movement.
Ability 2 Val 1 := 1
Name := Vorta Captain II
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Ability 2 Type := Combat Movement
Ability 2 Descr := Generates 4 Combat movement.
Ability 2 Val 1 := 2
[ February 06, 2004, 09:31: Message edited by: aiken ]
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February 6th, 2004, 08:10 PM
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Sergeant
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Location: Texas
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Re: STM "Final v1.7.5" Discussion
Since installing the 1.5.1 fix patch (applied to the 1.5.1 patch) my game started under 1.5.0 crashes with the error message
" Access violation at address 004909G6 in module SE4.exe. Read of address 00000004."
This occurs during the mod loading and at turn generation. Before the fix patch things were fine. Sigh....I'd just finished researching the third colonisation tech, too.
Is this a problem with one of the patches or my saved game or bad luck?
__________________
solops
All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it. Judge Learned Hand
Just because you're paranoid doesn't mean that They are not out to get you.
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February 6th, 2004, 08:26 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
The fix does say that it will break savegames that were started with 1.5.0 or 1.5.1 without the fix. It adds back in the FQM Deluxe SectType.txt that the mod should have had. But, this causes any savegame started with the old SectType.txt file (the one from stock SE4) to not work. To finish your savegame, just copy the SectType.txt file from the stock data folder into the STM data folder. Apply the fix once you are done with the current savegame.
[ February 06, 2004, 18:27: Message edited by: Imperator Fyron ]
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February 6th, 2004, 08:39 PM
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Sergeant
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Location: Texas
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Imperator Fyron:
The fix does say that it will break savegames that were started with 1.5.0 or 1.5.1 without the fix.
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Missed that...thanks.
__________________
solops
All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it. Judge Learned Hand
Just because you're paranoid doesn't mean that They are not out to get you.
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February 6th, 2004, 08:45 PM
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Second Lieutenant
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Location: Australia
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Re: STM "Final v1.7.5" Discussion
Sounds like just a few minor issues that need workign out.
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February 6th, 2004, 10:59 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: STM "Final v1.7.5" Discussion
One noob question about boarding attack/defense strength in STM.
In the stock game boarding attack/defense strength calculated as Ability Value x 4, but STM works different(?):
Attack:
Boarding Parties I>
Ability 1 Descr := Provides 20 space marines ..skipped..
Ability 1 Val 1 := 2
=> multiplier = 10
Boarding Parties II>
Ability 1 Descr := Provides 40 space marines ..skipped..
Ability 1 Val 1 := 5
=> multiplier = 8
Boarding Parties III>
Ability 1 Descr := Provides 60 space marines ..skipped..
Ability 1 Val 1 := 10
=> multiplier = 6
Boarding Parties V>
Ability 1 Descr := Provides 100 space marines ..skipped..
Ability 1 Val 1 := 20
=> multiplier = 5
Defense:
Security Personnel I-V> multiplier = 8
Federation Security I-V> multiplier = 10
Klingon Shock Troops I>
Ability 2 Descr := Provides 100 Klingon ..skipped..
Ability 2 Val 1 := 30
=> multiplier = 3,3333...
Klingon Shock Troops II>
Ability 2 Descr := Provides 140 Klingon ..skipped..
Ability 2 Val 1 := 45
=> multiplier = 3,1111...
I'm confused. Have I missed something important about boarding?
[ February 06, 2004, 21:02: Message edited by: aiken ]
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