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  #1941  
Old March 3rd, 2004, 08:19 PM

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Default Re: STM "Final v1.7.5" Discussion

Another monster Idea: LOR (Data's evil twin). That guy (err... android) can kick some serious a$$, and since he's evil all sides must be wary of him.
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  #1942  
Old March 3rd, 2004, 08:20 PM
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Default Re: STM "Final v1.7.5" Discussion

Sign on to MSN or IRC!
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  #1943  
Old March 3rd, 2004, 09:02 PM
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Default Re: STM "Final v1.7.5" Discussion

Thank you Fyron for you help. If not for your suggestion I might not have figured out how simple a fix this was.

(I don't know how I fixed it, but it works)

Adding more monsters at this time might not be a good idea.)
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  #1944  
Old March 3rd, 2004, 09:38 PM
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Default Re: STM "Final v1.7.5" Discussion

Beta Testers:

I am in the process of uploading the latest Version of the mod, Version 1.6.0 to the host site.

PLEASE be sure DELETE the FACILITIES folder in your STM / Pictures / directory BEFORE YOU INSTALL the latest patch.

Also please pay close attention to testing the Monsters, and EVENTS. (I have added new events, and with them new event images.)

I will email you all when the upload is complete. (It should be done by 2pm PST today.)

You can at that time substitute the 159 portion of the old link for 160 and it should download.

[ March 03, 2004, 20:24: Message edited by: Atrocities ]
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  #1945  
Old March 3rd, 2004, 11:12 PM

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Default Re: STM "Final v1.7.5" Discussion

lmao-- how about Q as a monster
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  #1946  
Old March 4th, 2004, 12:09 AM
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Default Re: STM "Final v1.7.5" Discussion

Imperator Fyron, did you ever find anything about some of the planet abilities not working.

Planet Point Generation Modifier - Research\Intelligance

Resource Generation Modifier Planet - Mineral\Organic\Radioactives

Also I am utilizing the Sector - Sight Obscuration for a few planets and just wanted to make sure that that won't affect planetary facilities once the planet is discovered and colonized?

One Last thing, I also am noticicing that Sector -Damage ability randomally damages vessels intstead of everytime. Is this supposed to be this way?

Thanks for all of your advice.
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  #1947  
Old March 4th, 2004, 02:43 AM
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Default Re: STM "Final v1.7.5" Discussion

I have seen the AI use Captains, but Kowk and I already discussed giving them all AI tags.

As for fixing the sensor issue, well that has been addressed I hope. I retarded the Fed sensors a tad and did something else but I can't remember what.

We will see in the latest Version how they play out.

ALSO

I do want to add space monsters. I need to understand the basic's. I can pirate the concept from D mod, however I need his permission. Second, I need to understand how they function and how to "hide" there planet. This may mean that I will have to add a planet cloak ability.

I understand that Space Monsters DO NOT have colony tech, have excellent Counter Intel, and do not do intel. They are powerful and have superior resource design and access to quantum reactors witch I will have to add to the mod as a special component.

Any whoo the ideas for space monsters are as follows: (Please offer more if you know of them):

Calamarain - Gaseous lifeform that hunts for your ships. (Physic Weapons)

Combat Drone - They just keep coming. (Energy Weapons)

Edo Guardian - Not that this is really much of an enemy. (Temperol Weapons)

Gomtuu - A lonely, suicidal sentient starship that just is looking for a place to die. (Gravity weapons)

Tarrellian Ship - One of the worst and the easiest to get rid of. (Plague Weapons)

Crystalline Entity - Very Nasty bugger. (Crystal weapons)

Day Of the Dove - Not very nice - (Physic weapons)

Dooms Day Machine - Says it all - (Wave Motion Gun set on ultra high with good armor)

[ March 03, 2004, 13:07: Message edited by: Atrocities ]
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  #1948  
Old March 4th, 2004, 02:45 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Captain Kwok:
I believe you can correct the problem of the AI placing 3 arrays on a ship, by calling for just one of the abilities on the component not each of the 3 - or alternatively, call for none of the abilities and use an AI tag on it.

Edit:

However, since I believe the sensor array requires both sensors and combat support techs, I could see a minor problem if the AI researchs one of them some time before the other, that it may not design ships with offense/defense abilities depending on the ability that is called for in the design creation file. Although this can be solved by telling the Federation research file to research sensors first, and only using the "combat to hit offense plus" ability in the design creation file. Therefore, the AI would use combat sensors when they are researched, and then as soon as combat support is researched the Sensor Array becomes available and the AI will use that component instead because of its slightly better attack rating. Of course, this is just a theory.
Very insteresting.... must try.

So your suggesting simply to keep the component as it, drop the extra design requirement from Fed designs, and set up research file for better order?

Ok, why the hell not.
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  #1949  
Old March 4th, 2004, 03:37 AM
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Default Re: STM "Final v1.7.5" Discussion

I believe the Klingon A.I. is somewhat flawed. What the problem is that they send colonization ships through one of my guarded warp points, without escort and one at a time. The chassis in use is the Yor VIII, but it probably applys to other designs.
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  #1950  
Old March 4th, 2004, 03:38 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Sabin:
I believe the Klingon A.I. is somewhat flawed. What the problem is that they send colonization ships through one of my guarded warp points, without escort and one at a time. The chassis in use is the Yor VIII, but it probably applys to other designs.
That's not really an Klingon flaw, it's a general AI flaw.
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