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  #1571  
Old February 7th, 2004, 09:04 AM
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Fyron Fyron is offline
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by aiken:
Oh, sorry guys. Thats my bugged English, I meant "exhaustive".

*/me is erasing that stupid 127 MB English-Russian-English dictionary*
Hey, don't worry. Most native English speakers are only aware of a small fraction of the words in the English language. Being the bastardized offspring of several different Germanic Languages, whatever the native language of the original inhabitants of England were, French, Latin, Spanish, and some others does that to a language.

[ February 07, 2004, 07:05: Message edited by: Imperator Fyron ]
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  #1572  
Old February 7th, 2004, 01:25 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by aiken:
Irrefragable answer. And unfortunately STM neither keeps constant multipliers nor provides additional boarding points description. That hurts when playing with ship capture tactics. So looking forward for Atrocities' opinion.
These are interesting points, however when the mod was set up I was going from information that Captain Kwok had supplied for components such as these. I had not considered that the description or multipliers would become a topic of discussion. However since they have, I will go with any good recommendation for the componants for purpose of balance and better game play.

This mod is a continuing work and I am always interested in making improvements or refinements that will make it a better playing mod for those who are interested enough to play it.

Modding is an incredibly time consuming process that can eat up a day faster than a heroin injections, and with equal effects. No offense, but if you add up the time I have spent directly or in directly working on this mod, talking about this mod, posting about it, or reading ideas, emails, bug reports, etc, it would easily be classified as a full time job. That is 8 hours a day 5 days a week.

That is a hell of a lot of time to have invested into any one project.

Factor in Kwoks time on figure things out, building a web page, and much of the same other ground work things such as posting about the mod, working out details and such, and this mod becomes its own free time sucking black hole.

Don't get me wrong, I have enjoyed the journey, and the result of our efforts, everyones, is a nice playable mod.

Now that it is playable, the tweaking and balancing of things has begun. When the mod was set up ideas and concepts we newly employeed and the result of these could not have been foreseen. So yes some balance issues could not have been worked out before hand, they had to be worked out through game play and testing. ONLY RECENTLY have we begun to do this.

The process is an on going one, and I really want to do what is right by the mod and by the players, but not all things can be done or explained as to why they were done the way they were done. Simply put it was the best I could come up with at the time, and it seemed like a good idea to me. If I was wrong, well I am only human. And that is what play testing and bug reports are for.

I had wanted to have the mod locked into a Version for a long playable period of time. 1.3.5 was that first attempt. It was also the first time the mod was actually uploaded to PBW. I do not want to bother Geoschmo with a new Version every week so I keep the updates and accumilated them over time hoping that more and more bugs, balance, and play issues would be discovered and improvements made so that when I did publish the latest Version, it would stand for a significat time period without having to be updated. Well like all good plans, it didn't happen that way.

Oh well, what is is what is. As people begin to finsih off there old games and graduate to the latest Version of the mod, the balance will be restored and more ideas, tweaks, and bugs will be addressed and when the time comes, we can all move to the next Version as one and not peace meal as it has always seemed to have been.

Thanks for reading, and thanks for all the emails asking me to explain why I did what I did. Enjoy the mod.

[ February 07, 2004, 11:27: Message edited by: Atrocities ]
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  #1573  
Old February 7th, 2004, 01:40 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by mac5732:
Just started playing the mod, up to 1.5.0, found the following minor problems (if they are)
Thanks Mac


Quote:
Originally posted by mac5732:

1. the 3rd line under race description is unable to be read, doesn't scroll down
Can you tell me which race?

Quote:
Originally posted by mac5732:

2. giving ship move order by cliking on wormhole button doesn't work, you have to use the arrow button lst then clik on the wormhole button
This is not a mod issue.

Quote:
Originally posted by mac5732:

3. In constructin a Space station, won't let put engine on it. However, when you clik on the engine it does show it is available to be put on a base. so the question is, Is the space stations allowed to have at least l engine or not?
As far as I know you have never been able to put engines on a space station. Or at least I have never been able to.

Quote:
Originally posted by mac5732:

Note this was in the 150 Version, I have just upgraded to 151 and the patch fix and have started a new game. So I don't know if these problems are still there, but thought I would let you know, if still there I will let you know

just some ideas Mac
Each Version comes with a Revision History. That file will tell you what changes were made to the mod.

Quote:
mac that is funny Version 150

it is almost true
LOL Not quite, but getting there.

[ February 07, 2004, 11:41: Message edited by: Atrocities ]
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  #1574  
Old February 7th, 2004, 07:21 PM
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Default Re: STM "Final v1.7.5" Discussion

[quote]Originally posted by Atrocities:
Quote:
Oh well, what is is what is. As people begin to finsih off there old games and graduate to the latest Version of the mod, the balance will be restored and more ideas, tweaks, and bugs will be addressed and when the time comes, we can all move to the next Version as one and not peace meal as it has always seemed to have been.
Obvious decision. Some fellows here (better to say - one fellow ) need to relax and switch their (his) attention to something different. Personally, I'd like to collect a Big Bug Bag rather than post them one-by-one. It will be better for all, I suppose.

Thank you for STM and all the huge work you've done, Atrocities.

*/me is looking for some other incomplete mod around. But stop, what is this? Hohoho, ADAMANT! *
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  #1575  
Old February 7th, 2004, 07:38 PM
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Default Re: STM "Final v1.7.5" Discussion

So If I understand this, this is a useless tech! if it will not go past the "0" damage point then how will it do ANY damage?

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by mottlee:
quote:
Originally posted by Imperator Fyron:
Exactly. They hit the 0 damage at range value, and disappear, as they should for being seekers.
right, then you should still see them at a range of 5, but, you do not (or I don't) playing tac combat so I should see them move till they run out a gas, right?
Nope. They start at range 0. Once the get to any range with 0 damage, they disappear. So that range 1 or 2 or 3 with 0 damage will make them stop. They can not ever reach range 5.

Quote:
Originally posted by President Elect Shang:
Damn Fyron you are a “Shrapnel Fanatic” with “10489” Posts, get a life man. Try a woman or something.
That was highly insulting. I have a life. The ability to type quickly allows you to make a lot of Posts in a short amount of time.

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  #1576  
Old February 7th, 2004, 07:43 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by aiken:
Some fellows here (better to say - one fellow ) need to relax and switch their (his) attention to something different.
Just what is that supposed to mean?

Quote:
*/me is looking for some other incomplete mod around. But stop, what is this? Hohoho, ADAMANT! *
Adamant Mod is in the testing phase right now, with 3 different PBW games running. Other than AI files and play balance tweaking, the mod is nearly complete.
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  #1577  
Old February 7th, 2004, 08:35 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
Just what is that supposed to mean?
The matter concerns fellow whose nick is Aiken And nobody else.

Quote:
Adamant Mod is in the testing phase right now, with 3 different PBW games running. Other than AI files and play balance tweaking, the mod is nearly complete.
That is excellent news for me! I was really confused by the Version numbering (current v.0.13.29). I thought it is early beta still. D/L-ing it now.

[ February 07, 2004, 18:38: Message edited by: aiken ]
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  #1578  
Old February 7th, 2004, 08:39 PM
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Fyron Fyron is offline
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by aiken:
That is excellent news for me! I was really confused by the Version numbering (current v.0.13.28). I thought it is early beta still. D/L-ing it now.
It is still in beta. It has been on the .13 series for a while because that is what has been used for the PBW beta testing games. Versions that differ only in the Last number (28 in this case) will not break savegames if you upgrade. But differences in the first two numbers will (0 and 13 in this case). The AI doesn't really work, but the mod works great in multiplayer. Make sure to follow the link to the latest development patches on the downloads page, as it contains the frequent patches released for use in the beta testing games.

Eek! Quoted before you edited! But it still applies.

[ February 07, 2004, 18:41: Message edited by: Imperator Fyron ]
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  #1579  
Old February 7th, 2004, 09:36 PM
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Default Re: STM "Final v1.7.5" Discussion

Aikens bug reports are very very helpful and I can't thank him enough for posting them. Better to have all things out in the open than letting them go without consideration.

Thank you Aiken for posting the bugs and questions. This is how we make a good mod.

And the Adamant mod is a great mod to get into.
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  #1580  
Old February 7th, 2004, 10:45 PM
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Default Re: STM "Final v1.7.5" Discussion

Question to All,

I thought give modding-programming a try. Can everyone tell me how the family numbering code system works. I know why there a family numbering system, but don't know what numbers ranges that are used. Seems like 1000, 2000, 4000 numbers have uses. Unsure which would be safe to use. So I started with 7600's range, better than any other as far I as I can tell.

Lighthorse
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