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  #181  
Old March 12th, 2004, 05:30 PM
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by DemoMonkey:
Shang

I applied the "Windows" fix. Shut everything down, rebooted, and started over. Surprise, now it works.

Could we get an idea of what ISN'T currently in the mod? I don't want to start bringing up "bugs" when it's actually just features that haven't been implemented yet, or are still being worked on.

Though it does seem surprisingly easy to win. What with the AI never building any ships, and all.
LOL, I bet it is! If you head over to my web site and click "SE4G Page" then click "StarFire Mod" you will see a chart with the current status, that will also tell you why you are always winning unchallenged.

In short the AI has not been implemented yet, I can’t until I am ready for Version 1.0.

[ March 12, 2004, 15:32: Message edited by: President Elect Shang ]
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  #182  
Old March 23rd, 2004, 04:37 PM
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Default Re: StarFire Mod v-Beta 2

Sigh It seems my Beta testers have disappeared, I am left to work on this alone. Oh well, I will finish it. At least I still have help with the Ship sets, knock on wood. However I have not received word back about the splash screen… Sigh
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  #183  
Old March 23rd, 2004, 11:46 PM
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by President Elect Shang:
However I have not received word back about the splash screen… Sigh
When would you like it?

[ March 23, 2004, 21:46: Message edited by: TerranC ]
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  #184  
Old March 24th, 2004, 12:02 AM
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Default Re: StarFire Mod v-Beta 2

I can help beta test it if you like. No garrentees that I any good at it though.
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  #185  
Old March 24th, 2004, 02:19 AM
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Default Re: StarFire Mod v-Beta 2

id also be happy to help beta test... but i cant find the d/l for the mod
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  #186  
Old March 24th, 2004, 04:18 AM
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by President Elect Shang:
quote:
Originally posted by Imperator Fyron:
You can always add the 50 KB SFX module, so that people will not have to download WinRar. They should still do so, but it is not strictly necessary.
I do not know about this, can you feel me in please?
Open an archive, in WinRar, click on Commands menu, then select Convert Archive to SFX. SFX stands for self extracting. This will create an executable instead of the .rar, which will have the necessary algorithms to extract itself. It can still be opened in WinRar (or nearly any non-WinZip archive utility) like a normal archive.
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  #187  
Old March 24th, 2004, 12:40 PM

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Default Re: StarFire Mod v-Beta 2

Hi

I would like to help test the mod, too.

I downloaded it some time ago. Here are some points I noticed:

-Supplies:
I think the supply usage is too low. My ships can explore the whole universe without resupply.

I tested the supply usage of fighters with fuel pods yesterday. The range of my fighters was much higher than 12. They used 3 supply points per turn, iirc.

-Events:
No medical bay component and a plague event is a baaaaad combination

-Suicide Fighters:
No warhead component for fighters?? Why not? Suicide Gunboats and Shuttles sound like a good idea (yup, I read the books)

-PDC:
There are no Life Support or Living Quarter componets for PDCs (at least in my data files)

That was all I can remember right now. I found a few errors (a size of 2kt instead of 20, for example), but i can't remeber the exact component right now

[ March 24, 2004, 10:42: Message edited by: abc ]
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  #188  
Old March 24th, 2004, 04:45 PM
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Default Re: StarFire Mod v-Beta 2

TerranC: You can do the splash screen also? You ARE the MAN! I didn’t want to ask you for it as I still feel guilty about having you do the ship sets by yourself. I am still trying to digest that DOGA file you sent. My hat is off to you and all of the ship set makers, I never realized how much work goes into creating even one ship until you sent that file. I will take it as soon as you can get it out.

Atrocities: Please do if you have the time. I want this Mod to be playable and fun for the non-initiated, if it is not than I have come up short and need to adjust it. Note: read the Last comments below.

The Canuk: If you click the link in my signature you will see a button for the ‘Downloads’ page, mid-way down on it you will see the Beta Build 2. After installing it click over to the ‘SE4G’ page and there you will see the first patch, install it and you are ready to play. Note: read the Last comments below.

abc:
Supplies: This was a hot issue during the revision to Beta Build 2. By [StarFire] cannon you can explore the whole galaxy without having to return to base. Your ships are considered refilled by the Commercial Freight Network (CFN) of your empire. It works well in the game but there are many other factors that affect it but can not be duplicated here. The other argument was that even in SE4G you could research the Quantum Reactor and do the same thing, mmm? There is a flaw in that logic…

Fighter Fuel Pod: Ack! What the heck? I put supplies in twice, thanks! Since my co-author and I are running campaign games we have not gotten fighter tech yet to test that one out. Good catch. It is fixed now and should provide speed 12 with an endurance of 2 without rest or refuel.

Medical Bays: Here is something known as Intrepid Explorers Disease. In the old SF it was an optional rule that could wipe out an entire colony. A microbe that was not considered harmful at first mutates into a deadly illness. I left the medical bays out to test players feelings on this, but I can add it back in at a later date.

Suicide Fighters: In the books, shuttles (many types) and gunboats where the main weapon of choice in this tactic. I could not Mod them in, in such a way to justify their expense as only ramming craft compared to the XO weapons. As for fighters they rammed but it was their missile load and the force of moving at a good portion of c that did the damage. I chose to leave them (fighter suicide weapons) out as the preferred tactic, even in the books, was to expend all ammo and then ram.

PDC: I did what? Again! Actually this is one of those minor details that slipped past during the change to Build 2. In the first Build they where not needed, then again there was only one size of PDC. I will fix that with the next patch.

2kt: That should be one of the Point Defense weapons, it is not a mistake.

Ok my fingers are getting tired so let’s wrap this up. By tonight I should have the next patch at my website. If you are already in a game and your favorite test empire is about to kill over take heart, this patch will break the game. You may have noticed that the “Box Missile Launcher” is an unbalanced component; it was left untouched as I had other plans for it that needed working out before implementing the changes. The next patch (vb2_2) will make these changes and should be out at my website tonight sometime.

[ March 24, 2004, 14:49: Message edited by: President Elect Shang ]
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  #189  
Old March 25th, 2004, 04:52 AM
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Default Re: StarFire Mod v-Beta 2

The latest patch for the StarFire Mod is out. Just follow the link in my signature and click over to the SE4G page. You will not need to download the first patch as SF Mod vb2.2 includes the first one. If you need the base game you will still need to click over to my Downloads page to get it then install the latest patch. Have fun and thanks for giving it a test run.
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  #190  
Old March 25th, 2004, 10:08 AM

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Default Re: StarFire Mod v-Beta 2

I checked my notes for the tonnage error. It is still there in Patch 2.2

Name := Missile Box Launcher
Description := May fire up to 3 capital type missles.
Pic Num := 620
Tonnage Space Taken := 20
Tonnage Structure := 10

Name := Improved Missile Box Launcher
Description := May fire up to 4 capital type missiles.
Pic Num := 620
Tonnage Space Taken := 2
Tonnage Structure := 1

Check the PDC Box launcher, too. Same situation.

The enhanced drive missiles have point-defense as weapon type, but ships/planets as target. The weapon target should probably be seekers.

[ March 25, 2004, 08:48: Message edited by: abc ]
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