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July 23rd, 2003, 12:52 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: STM "Final v1.7.5" Discussion
unzipping as we speak,
looking forward to the game!!
kudos to you and Kwok both, thanks for all the hard work.
cherrio,
jimbob
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Jimbob
The best way to have a good idea is to have lots of ideas.
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Take away paradox from the thinker and you have a professor.
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July 23rd, 2003, 01:06 AM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
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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Thanks, I will try the patch and let you know how it goes 
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Kill em all let God sort em out
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July 23rd, 2003, 01:20 AM
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Sergeant
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Join Date: Jul 2003
Location: New Zealand
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Re: STM "Final v1.7.5" Discussion
Ideas for StarTrek Mod
1.New propulsion components: warp nacelle and impulse drive.
2.New propulsion system. The Cardassian_AI_DesignCreation
and Default_AI_DesignCreation have been set to used the new propulsion system and new propulsion components.
3.New Cardassian_AI_DesignCreation file. The Cardassians will make ships now. It seems the Minimum Speed and Desired Speed were set too high before, and the AI would not make ships.
4.New cargo bay and compact cargo bay. It seems a cargo bay component must have the most cargo storage ability or the AI will use a Drone Launcher instead.
5. New sizes for components: supply storage 15kt, emissive armor 15kt and shield generator 30kt.
All File Provided.
1058915819.zip
[ July 23, 2003, 07:40: Message edited by: TNZ ]
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July 23rd, 2003, 01:44 AM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
I hope it works for you. Enjoy
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It apears that the new will run the old as long as you do not overwrite your savegame, I loaded fine so far but only ran 2 turns so far
(oops I stand corrected....comps are different)
[ July 23, 2003, 00:46: Message edited by: mottlee ]
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Kill em all let God sort em out
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July 24th, 2003, 12:42 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: STM "Final v1.7.5" Discussion
Thanks Lurk, these I will look into right now. 
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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July 24th, 2003, 01:14 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: STM "Final v1.7.5" Discussion
Star Trek Mod v1.0.1 Patch 1
1. - Changed Advanced Transphysic Drive Now has a movement bonus of 12
2. - Changed Advanced Transphysic Drive now has a cost of 200 for Organics
3. - Chagned Slipstream Drive (Federation Technology) now has a movement bonus of 13
4. - Changed Quantum Singularity Engine I - III Ability 3 from Hit Offense Minus to Plus
5. - Removed Quantum Slipstream Drive Ability 4
6. - Changed Bussard Collectors supply usage from 30 to 5
7. - Fixed Romulan Quantum Slipstream Drive was not giving its movement bonus
8. - Modified Romulan DesignCreation.txt file slightly
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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July 24th, 2003, 01:31 AM
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Private
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Join Date: Sep 2002
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Re: STM "Final v1.7.5" Discussion
Now you've done it. I haven't posted here for ages and even had to get my password again by e-mail so I could log in and post. Congratulations on finally finishing the job(well, it's not finished but you get the point) and a big thank you as well!
I'd like to start by pointing out a few errors:
1)The transphysic and Advanced transphysic drives cost the same and give equal bonuses.
2)The quantum singularity engines&drive's describtion says they reduce the chance to be hit but actually it's the other way around, they lower your own chance to hit
3)Are the buzzerd collectors really supposed to use 30 supplies? Aren't they supposed to generate supplies?
Well that's all for now. Maybe I'll post again next year. 
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July 24th, 2003, 05:50 AM
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Second Lieutenant
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Join Date: Sep 2001
Location: Vancouver WA
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Re: STM "Final v1.7.5" Discussion
First I would like to say great mod so far.
Bugs:
1. Dominion Escort has eleven moves with only three engines
2. The SystemNames.txt has a few erros in it. Little boxes at the ends of some names. Usually a spacing error. Also missing a few star trek system names like Vulcan. (I will send you my latest Star Trek system names)
Suggestions:
1. Have a second class of colony technology, one that allows for more cargo. Example: Colony Tech Rock 1, Colony Tech Rock 2, Colony Tech Rock 3 with each giving an increase in cargo by 5.
2. Federation Explorer and Escort class need more moves per engine to be effective I think.
[ July 24, 2003, 05:38: Message edited by: CNCRaymond ]
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July 24th, 2003, 06:17 AM
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Second Lieutenant
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Join Date: Apr 2003
Location: England
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Re: STM "Final v1.7.5" Discussion
Keep up the good work
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July 24th, 2003, 06:40 AM
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Brigadier General
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Join Date: Dec 2001
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Re: STM "Final v1.7.5" Discussion
Good stuff: but I think there were some errors made:
1. The Pulse Phasers aren't mounted when I select the Defiant mount. (I'm assuming that this is an error.)
2. In a high tech start, the ferengi homeworld starts with 2 ferengi space yards, giving it a construction rate of 15K per turn. (I'm also assuming that this wasn't intended.)
But nevertheless, kudos to Atrocities and Kwok.
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