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  #1771  
Old February 23rd, 2004, 11:05 PM

BlackRose BlackRose is offline
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Default Re: STM "Final v1.7.5" Discussion

Thanks for all the swift replies The reason why I was so confused is the AST Website (or where the mod is hosted) looks and feels updated while the ST Mod website looks a little run down with all the broken links

Anyhow as I said I was a big fan of BoTF (modded BoTF that is!) and i'm thrilled to come upon a project like this one! It looks fantastic, let me add my kudos to the author!

Oh and for those who cannot get botf to run try this http://members.aon.at/zelli/others.htm and download the XP fix, I'd also reccomend downloading the Building Mod as it is very well done and can make the game much better than the original ever was

Well now I just have to patiently wait for my game to be shipped... (hard game to find and more expensive that I would have thought!)
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  #1772  
Old February 24th, 2004, 01:52 AM
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Atrocities Atrocities is offline
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Default Re: STM "Final v1.7.5" Discussion

I will run an update on the ST site and fix the bad links.

Thanks, and welcome to the game.
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  #1773  
Old February 24th, 2004, 01:53 AM

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Default Re: STM "Final v1.7.5" Discussion

Atrocities,

Thought I'd remind you about the problem with the Klingon Advanced Cloaking Device. There's no scanner that can penetrate it!! You might already be aware of this, I simply didn't see it in your list of revisions, and thought I'd remind you in case you forgot about it

Great mod, and thanks for all the work you've put into it.
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  #1774  
Old February 24th, 2004, 02:01 AM
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Default Re: STM "Final v1.7.5" Discussion

I would also make an reminder that I have found more spelling mistakes, which are not listed in the change list.
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  #1775  
Old February 24th, 2004, 02:09 AM
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Default Re: STM "Final v1.7.5" Discussion

Thanks for the BOTF link. It is good to know that site is still up and running. I remember it from when I was a member at TOP. Thanks for the link.

Man proofing the Speech files is proving to be a lot of work.

What I would like to do is discuss capturable technology. I would like to add some to the game, IE each race has at least two capturable techs, say for 8472, and the borg. I would like to give the Borg a better advantage at capturing technology if possible.

My logic behind this is simple, I am lazy and do not want to do it.
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  #1776  
Old February 24th, 2004, 03:18 AM
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Default Re: STM "Final v1.7.5" Discussion

This is by far one of the most in depth and refreshing mods out there. I thank all that worked on this and gave life again to SEIVG.

I'm curious why all of the empire files have natural merchants as a culture trait? I may have overlooked this in the update readme.

Also curiuos if there is a particular quadrant type that is computer player friendly for this mod?
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  #1777  
Old February 24th, 2004, 03:18 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:

What I would like to do is discuss capturable technology. I would like to add some to the game, IE each race has at least two capturable techs, say for 8472, and the borg. I would like to give the Borg a better advantage at capturing technology if possible.
The trick here I think would be to make whatever the component is that can be captured usefull enough so that people will actually research it and put them on a ship.

As far as the Borg go you would just have to make them better at capturing ships. Maybe cheaper boarding parties and shield depleting weapoins?
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  #1778  
Old February 24th, 2004, 03:18 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Tnarg:
Also curiuos if there is a particular quadrant type that is computer player friendly for this mod?
Try Paradise.

[ February 24, 2004, 01:27: Message edited by: Imperator Fyron ]
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  #1779  
Old February 24th, 2004, 03:43 AM
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Default Re: STM "Final v1.7.5" Discussion

I would prefer that all technology would be capturable. However, that can come later, since it would take time for Atrocities to become used to this particular aspect of the game's mechanics.

As for the Borg, how about tractor beam/repulsor weapons that are specifically adjusted to destroy engines, security stations, and self-destruct devices?

I dislike the Federation's point-defense cannons which seem unable to do much against a fighter.(Actually, it seems the fighters structure is too strong, which if toned down a bit, can probably be better balanced.)
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  #1780  
Old February 24th, 2004, 11:43 AM

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Default Re: STM "Final v1.7.5" Discussion

Wow, i'm glued to this thread and all its associated links!

Atrocities i've read just about everything about you (not to be creepy!) Including this entire thread, your entire revisions lists, your entire web site Updates. Inspiring work I know what your going through, I just did a full on Lord of the Rings mod for Age of Wonders II Shadow Magic including Map/Portrait/Custom blah blah blah!

Anyhow your amazing I've sat through a bizillion dead end BoTF mods that never quite delivered and even made a few of my own, (ever get the name conVersion mod?! it dissapeared when i my hd got fragged by a virus but it converted all the english names for ships in BoTF to Cardassian, Romulan and also redid the Federation ship names ala Kwok ) Well i'm salivating while waiting for my SEIV Gold to show up (T minus 7-10 Business days and counting!)

I suppose i didnt need to post anything again but as a mod maker you tend to love the occasional (or frequent) pat on the back!
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