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  #2121  
Old March 18th, 2004, 06:59 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by aiken:
Small addition: it concerns Structural Integrity Field III-V as well.

And another small question:
Practically all AI designs for all races contain this section:
Misc Ability X Name := Armor Regeneration
Misc Ability X Spaces Per One := 100

But components with such ability availiable for Breen, Borg and Monsters only. This components can't be stolen. So what's the point? Is it workaround or something of that kind?
I like this idea a lot but will hold off on using it for now.
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  #2122  
Old March 18th, 2004, 10:17 AM
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Default Re: STM "Final v1.7.5" Discussion

Beta Testers please check your email. If you did not get an email from me please let me know.
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  #2123  
Old March 18th, 2004, 10:27 AM

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Default Re: STM "Final v1.7.5" Discussion

Quick questions. I started a game using the Dominion with that amazing trek map.

Do Ketracil White Facility and Urban Pacification bonuses not stack? If not which is better and why have both? I keep getting the pop up saying that I already have that ability if i have the White facility in SYSTEM and try to build the Pacification Center on another planet in system.

Same goes for Cloning Facility and Population Growth Facility.
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  #2124  
Old March 18th, 2004, 10:32 AM
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Default Re: STM "Final v1.7.5" Discussion

If your playing as the Dominion, go with the Ketricil White facility.

The reason your getting warnins is because many of the Race specific facilities share abilities with non race specific facilities.

Always go for your races facilities.

You can turn off the warning if you want in the minister window top right hand side tab then go down the list and deselect it.
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  #2125  
Old March 18th, 2004, 10:36 AM
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Default Re: STM "Final v1.7.5" Discussion

With any luck I will be posting the Public Version of the 1.6.6 Patch sometime this weekend. It will be the Last patch for some time unless a major bug is discovered.

The Patch will effect 1.5.1 saved games so be warned.

Also the Patch will weigh in at around 10-megs.

I am thinking about breaking that up into 3 or 4 seperate downloads for those on dial up.

For a complete revision history check out the web site. Star Trek Mod

[ March 18, 2004, 08:40: Message edited by: Atrocities ]
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  #2126  
Old March 18th, 2004, 08:12 PM
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Default Re: STM "Final v1.7.5" Discussion

---begin quote---
Star Trek Mod v1.6.6BETA (WILL NOT EFFECT SAVED GAMES)
...
7.Changed Small Phased Energy Cannon I family from 101 to 109
---end quote---

Hmm. According to WeaponList.txt (generated by game):

Weapon Family: 109
Small Phased Energy Cannon I
Small Phased Energy Cannon II
Small Phased Energy Cannon III

But in Components.txt:
Name := Small Phased Energy Cannon I (II, III)
...
Weapon Family := 101

Paradox.
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  #2127  
Old March 18th, 2004, 09:01 PM
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Default Re: STM "Final v1.7.5" Discussion

Very Odd, will have to check.
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  #2128  
Old March 18th, 2004, 09:05 PM
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Default Re: STM "Final v1.7.5" Discussion

According to Components they are all 109. I think I know what happend. I forgot to include the new components file with the beta. GD it!

Sure as crap I did. Sorry about that.
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  #2129  
Old March 18th, 2004, 09:09 PM
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Default Re: STM "Final v1.7.5" Discussion

BETA Testers:
If you have already downloaded Version 1.6.6 I have uploaded a replacement Component file and will email the link to you for Version 1.6.6.

IF YOU HAVE NOT YET downloaded it, just wait a bit as I upload a new Version with the correct Component file.
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  #2130  
Old March 19th, 2004, 06:36 PM

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Default Re: STM "Final v1.7.5" Discussion

Bug or Feature? Transwarp Drive coupled 3 Impulse V Engines (Might be VI, something like that) on both Dreadnought and Battleship result in 0 movement for both Dominion ships. Transwarp text says requires 3 to move and it does work for anything smaller than battleship. (Says I have 8 movement)

v1.5.1 is what i'm playing with.

(Would make sense if bigger ships required 4 Impulse engines to move but there is no text to back that up)
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