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  #191  
Old March 25th, 2004, 04:10 PM

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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by President Elect Shang:
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…
How about increasing the supply usage of engines? Ships can still explore the whole galaxy, but they'll have to stop to resupply once in a while.
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  #192  
Old March 25th, 2004, 04:15 PM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: StarFire Mod v-Beta 2

Good catch abc, I got that fixed and the patch name is still the same on my website but with the designator (a) after the patch number. Also I learned how to do the ***.exe file to make it extract itself to the correct location, assuming that you did not change the default path of installation for SE4G.

The EDM is designed to help a ship by providing extra point defense it can’t mount, the target type is ship/planet to force the player to fire on one target and follow the missile in to that target or lose the protection. If I had set the target type to seekers than a player could launch a fleet of them at the start of the battle and just let them run around the map for the full 30 turns shooting away. As I am sure you can see not much fun.
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  #193  
Old March 25th, 2004, 04:17 PM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: StarFire Mod v-Beta 2

Actually in my test game so far I do have to stop long enough to let the CFN recharge me. I need another 15 minutes to post the patch, problems connecting to server.

Patch up now.

[ March 25, 2004, 14:34: Message edited by: President Elect Shang ]
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  #194  
Old March 25th, 2004, 09:39 PM
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Default Re: StarFire Mod v-Beta 2

This post has no other purpose than to:

Thank abc for the great bug reports.

TerranC for all his hard work. (I am looking forward to that splash screen, put your John Hancock in one of the corners please)

Dan K: For being a great co-author and helping me to overcome many small and large errors!

Dawn Falcon: For some really great suggestions. I beat him up pretty hard for one or two of them, but damn if they arn't in the Mod today.

I thank all of you for the fine job and helping to give me the desire to see this project to its end.

[ March 25, 2004, 19:40: Message edited by: President Elect Shang ]
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  #195  
Old March 26th, 2004, 12:49 PM
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Default Re: StarFire Mod v-Beta 2

I am back for a brief while, real life has hit me with a vengeance, and I have been out of circulation (and the country) for a good few weeks, and I leave again on Monday.

I will try and instal the MOD and all patches this weekend, and give my initial feedback then

Sorry Wubbles
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  #196  
Old March 26th, 2004, 04:48 PM
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Default Re: StarFire Mod v-Beta 2

Mr Floppy: Welcome back, sort of, take your time. I said that I would keep your seat warm (La Grrrrrrrrrrr). Build 2 is a big change form the first one.

abc: It could be different ships, you are right.

Supply usage: Right, SJ is correct, but in StarFire engines do not require supplies, only regular maintenance for wear and tear. Still lets test this out some more, I have had two people comment on the supply issue and I am willing to Mod it back in. Keep in mind that the re-supply issue is a SE4G aspect, not a StarFire one. Also you should test the supplies in a ship armed to the teeth with missile weapons after a major combat. One way or another I see that this needs some serious looking into, good job!

Commercial Engine: Yes they give a higher strategic movement, and should be doing so in the Mod had I remembered to add the ability back in. One of those pre-move to Build 2 tests I ran. The military engines give a much higher combat movement and I would not suggest building a warship with commercial engines, but it has been done in past StarFire games. Have you played the game?

Spelling error: good catch, at least I got all the letters in there.

Plague: I don’t know as I am still apprehensive about having it in there in the first place. Part of me wants to take it out all together and I keep telling myself to just wait and see if the testers like it and what they want to do. So if that is your suggestion than I will mark one vote for upping the deadliness. None of the present games I am in use the rule and the new text books do not even mention IED. Sad as I really liked it, “Will my big butt colony that is the foundation of my Empires economy suddenly start dieing off”?

Colony Ships: Really? I can get the Class III Military Engine on mine? Check that one again and let me know how it turns out.

I can’t wait to get your feedback on the new Box Launchers; I must check the forum about 2k times a day to see your comments. I will wait till later tonight and put out a patch for the type-o and the commercial engines. It will not break a saved game.
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  #197  
Old March 26th, 2004, 07:56 PM
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by President Elect Shang:
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.
I'm having trouble on your site to get to the d/l. All of the buttons on the left side are blank (actually, they show up as boxes), and the little hand symbol doesn't show up when I go over them with the cursor. Is there a trick to accessing your site?
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  #198  
Old March 26th, 2004, 08:03 PM
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Default Re: StarFire Mod v-Beta 2

Really, wow that is the first I have heard of this problem. Let me run over and check it out. Strange looks fine to me, the curser will not change to a hand, you just click. I need to figure out how you get it to change to a hand, which would be cool. Give it another try, if that does not work than I will send the base and the latest patch to the email address you have listed in your profile. Note that there will be another patch put out tonight.
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  #199  
Old March 26th, 2004, 08:37 PM

Dan Kochheiser Dan Kochheiser is offline
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by President Elect Shang:
Really, wow that is the first I have heard of this problem. Let me run over and check it out. Strange looks fine to me, the curser will not change to a hand, you just click. I need to figure out how you get it to change to a hand, which would be cool. Give it another try, if that does not work than I will send the base and the latest patch to the email address you have listed in your profile. Note that there will be another patch put out tonight.
I know that the hand thing has to do with the Mouse Over command. So you might want to look at that. I made a mouse over once that just changed the buttons from blue to red....

Dan K
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  #200  
Old March 26th, 2004, 09:11 PM
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Default Re: StarFire Mod v-Beta 2

Dan K, this isn't the problem you were having right? It was worse.
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