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  #211  
Old July 21st, 2003, 07:32 AM
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Default Re: STM "Final v1.7.5" Discussion

That is your problem! If you have a mod, and that mod has a race that is also in your non mod folder, the mod Version will use the information in the non mod folder if it does not have it for itself.

Example:
I took out the Borg research file from the Ast mod. I had no other mods in my SEIV directory but I did have a borg race folder in my SEIV pictures Race directory. The mod Version of the Borg "used" the non modded Borg research file. This caused many errors and took me a while to figure out.
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  #212  
Old July 21st, 2003, 07:35 AM
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Default Re: STM "Final v1.7.5" Discussion

Try this for Patch 1

www.astmod.com/zips/stmp1.zip

I think you will have to copy over the Klingon file to the Klingon directory and then delete the mis-spelled Klingon folder.
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  #213  
Old July 21st, 2003, 09:35 PM
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Default Re: STM "Final v1.7.5" Discussion

To be on the safe side just rename them from Neutral004_AI_Research & Neutral005_AI_Research to something like OldResearchFile.

This way if you need them or another mod you will stall have them and can easily rename them.

When an AI does not have a file it needs, it first checks to see if there is one in the Defualt AI directory. If not there then it looks in the non modded SEIV folders. If it finds one, it will use it. (This really threw me for a while) If it does not find a file to use then it will use the Mod Version of the AI_Defualt for that file.

Hope this helps you.

The full release Version of the Star Trek Mod will be out this week. It should weigh in at around 20 megs zipped.

I trust that you all realize that the process for this mod has just begun and you may encounter problems and such, and by reporting them, they can be corrected or worked out for other Version of the mod. I have tried my damnedest to get the AI's to expand well on Medium Bonus & AI Difficulty Medium. Most will expand now by Turn 50. After that they are hungry and come on semi aggressively. I am still working on the Federation as they will not expand at all. Very frustraiting to say the least.

If I can not get them to work I will release the mod as is and hope that one of you will have better luck working on the AI.

To be frank, I am utterly 100% burned the frick out on SEIV and really just want to be with the mod and just play my meger PBW games until I am defeated or win.

So many of the updates and such might have to come from you folks. I will try my hardest to publish a solid mod with as few errors as possible. I will not be responding to any problems you have with the mod installation or errors about missing planets, facilities, or componets as it has now been clearly stated that the mod NEEDS the image mods, latest Version by all means.

The mod must be unzipped into your SEIV directory, and will include additional component images for use with the mod. It will not contain any other images aside from the races and intro. This will help keep the size of the mod down.

I will also notify Geoschmo and ask him to upload it to PBW as soon as he feels able to. This way we can get a game going.

ALL racial technologies currently cost zip, zilch, notta, nothing, zero and this may or may not change to prevent people from using other races technologies during PBW. I have an idea on how to fix this and might employee it.

Intel has two sub technologies, Sabotage and Espinoge, ALL of these can be turned off in game set up. This will help PBW game by turning off Espinoge projects. Players can still use intel to gather intelligance but can not use it to attack other players. (In theory.)

I will not be ditching the master computer component per the many emails requesting me not to do so.

I WILL NOT put the quantum reactor back into the mod, if you want it, put it in yourselfs.

If you come up with a better propulsion system or can make the AI work well, PLEASE PLEASE let me know.

Look for the full Version of the mod to be out later this week. I will post when it is ready for download.
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  #214  
Old July 22nd, 2003, 12:30 AM
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Default Re: STM "Final v1.7.5" Discussion

Will there be a "Patch" from this one to the "New" one? or will I need to spend 2hrs on D/L so far (now) working out good AI seams a little slow on expanding
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  #215  
Old July 22nd, 2003, 01:12 AM
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Default Re: STM "Final v1.7.5" Discussion

So I should be good to delete them??
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  #216  
Old July 22nd, 2003, 07:36 AM
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Default Re: STM "Final v1.7.5" Discussion

I can upload the basic files for you, but your save games will be no-good.

No garantees with this upgrade. It only has data files thats it.

Up Grade for Beta Version
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  #217  
Old July 22nd, 2003, 07:41 AM
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Default Re: STM "Final v1.7.5" Discussion

Well you have been waiting for this mod for over a year and I am happy to say it is finally here.

The Star Trek Mod

The mod Version is 1.0.0 and is a work in progress. I hope that it is enjoyed. I will wait a week or so before I ask Geoschmo to upload it to the PBW server. I want to give people a chance to find the bugs that the beta testers and I have not.

I would like to say thank you to all of you who helped, and especially to Captain Kowk for his work in getting this mod off the ground. Without him, this mod would not have been possible so quickly after all was lost.

True to my word I was able to get the mod up and running and ready for public use in less than a month. Again thanks to the great ground work done by Captain Kowk.

[ July 22, 2003, 06:44: Message edited by: Atrocities ]
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  #218  
Old July 22nd, 2003, 10:28 AM
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Default Re: STM "Final v1.7.5" Discussion

Great, thanks man.
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  #219  
Old July 22nd, 2003, 11:50 AM
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Default Re: STM "Final v1.7.5" Discussion

woohoo startrek time
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  #220  
Old July 23rd, 2003, 12:42 AM
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Default Re: STM "Final v1.7.5" Discussion

I hope it works for you. Enjoy
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