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  #191  
Old November 1st, 2004, 09:15 AM
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Default Re: The Star Trek Mod - Final Update

It took me 4 minutes to make the fixes. I'll e-mail the two files to you.
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  #192  
Old November 1st, 2004, 09:25 AM
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Default Re: The Star Trek Mod - Final Update

It was my request.
I asked for this because it was too easy to add unmounted warp core to design. I did it a couple of times (inspite of description saying "use mount!") Stupid me.
I thought that it could be a source of troubles for newbie players as well.
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  #193  
Old November 1st, 2004, 12:48 PM

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Default Re: The Star Trek Mod - Final Update

One small thing Atrocities. I'd meant to mention this long ago, but never did. I'm not a beta tester for the latest Version, so you may have already fixed this....but here it is anyways.

I noticed that couple of hundred turns into my game, none of the AI races would use ships over about 500kT in size. I of course was using ships way way bigger. They never did use larger ships, and so it was actually quite easy to defeat them once I had the larger ships. I know that they've researched the larger ships, because their minesweeper class ships use their largest ship sizes. I presume this might be a problem with their ship design txt files.

Hope this helps you out a little bit, sorry if this has already been addressed.

Thanks for all the hard work that's going into making this mod even better than it already is
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  #194  
Old November 1st, 2004, 02:10 PM
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Default Re: The Star Trek Mod - Final Update

Definitly a error with the design creation, most probably the big hulls are not at the top of the file (just a guess)
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  #195  
Old November 1st, 2004, 02:23 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
aiken said:
I thought that it could be a source of troubles for newbie players as well.
Ok. I see what you mean, it would usually cause an warning about size and then the player would realize "oh crap!, forgot to use the mount...". That's not a bad idea, Atrocities just needs to make sure that if he does it for a thousand to just adjust all other components accordingly. He could keep the current values and just make nacelles 500kT and adjust the structures to match the sizes.
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  #196  
Old November 1st, 2004, 07:49 PM
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Default Re: The Star Trek Mod - Final Update

Sorry if this is fixed already (I'm playing a STM 1.72 PBW game) but I noticed a few problems with weapons:

-Ferengi (and perhaps other) racial weapons can't be mounted on bases.
-Base mounts say they increase damage by 3, 5, whatever times, but in fact they don't - I understand the desire to balance the mounts out but I think it should be documented that the large mount actually does more damage than the heavy mount!
-Ferengi Pulse Weapons keeps on going past tech level 3, even though I haven't seen any weapons that use such technology yet...

Oh yeah, and only 2 levels of Captains?

Keep up the great work!
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  #197  
Old November 1st, 2004, 08:44 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Captain Kwok said:
Ack!

Why did you go change the tonnage percents on the mounts! And then change all the warp cores to a 1000kT while leaving the structures the same, i.e. 20kT!

To fix:

Step 1:
Change all warp core components back to 100kT. Make their structure equal to their size. The nacelle components are fine at their current components. I do suppose you could up their structure if you want to increase their chance of being hit.

Step 2:
Change all the propulsion mounts to 20%, 40%, 60%, 80% size and structure. Drop the huge propulsion mount, that's the default size.

Step 3:
Enjoy.
Because people were adding them without the mounts @ 100kt.
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  #198  
Old November 2nd, 2004, 01:12 AM

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Default Re: The Star Trek Mod - Final Update

Havent been really able to play that much, but is it suppose to be missing half the weapons or did I screw up installing it. Also is it suppose to have a couple place holders-in components.
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  #199  
Old November 2nd, 2004, 02:19 AM
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Default Re: The Star Trek Mod - Final Update

The weapons systems has been changed. You must now research to gain access to weapons. The next Version will have a middle starting tech that will give access to race weapons.

As for place holders, I want opinions on them. Should I leave them in or take them out. I put them there to help new players gain an understanding of the weapons in each catagory.

Thanks for the post Colonel.
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  #200  
Old November 2nd, 2004, 02:22 AM
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Default Re: The Star Trek Mod - Final Update

I should post that I am playing the latest Version, 1.8.5 and am having a bLast so far. I have not had this much fun playing the STM since Kwok and UserX and I played a turn fest.

I will get back to updating the ship sets tomorrow I think. I will also have a new beta patch, data files only, tomorrow.

Right now I am rebuilding an old Compaq PC and so far so good as it seems to be working well.

Say do any of you know a good place to get a free firewall program like zone alarm but better? Also a free anti virus program?

Thanks.
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