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  #231  
Old November 3rd, 2004, 10:41 PM
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Default Re: The Star Trek Mod - Final Update

Just add a few custom mounts for races or specific weapons, and make the remainder of the "standard" mounts equal damage increase for size increase, i.e. 2x size = 2x damage.
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  #232  
Old November 3rd, 2004, 10:51 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Captain Kwok said:
Just add a few custom mounts for races or specific weapons, and make the remainder of the "standard" mounts equal damage increase for size increase, i.e. 2x size = 2x damage.
STM 186 Weapons Report

The STM 186 Weapons Report Alternate
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  #233  
Old November 4th, 2004, 12:39 AM
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Default Re: The Star Trek Mod - Final Update

Also consider removing either Ram Scoops or Bussard Collectors - because technically they are actually the same thing - known as "Bussard Ramscoops" in Trek.
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  #234  
Old November 4th, 2004, 12:59 AM

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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:
Quote:
Captain Kwok said:
Just add a few custom mounts for races or specific weapons, and make the remainder of the "standard" mounts equal damage increase for size increase, i.e. 2x size = 2x damage.
STM 186 Weapons Report

The STM 186 Weapons Report Alternate
Are those weapons in that in the beta-mod or is that what is all going into the mod.
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  #235  
Old November 4th, 2004, 03:37 AM
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Default Re: The Star Trek Mod - Final Update

Quote:
Colonel said:
Quote:
Atrocities said:
Quote:
Captain Kwok said:
Just add a few custom mounts for races or specific weapons, and make the remainder of the "standard" mounts equal damage increase for size increase, i.e. 2x size = 2x damage.
STM 186 Weapons Report

The STM 186 Weapons Report Alternate
Are those weapons in that in the beta-mod or is that what is all going into the mod.
They are all in the beta mod.
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  #236  
Old November 4th, 2004, 03:38 AM
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Default Re: The Star Trek Mod - Final Update

Quote:
Star Trek Mod v1.8.7 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED

1. Changed Component Markers bmp numbers to corrospond to there new location within the imagae mod.
2. Fixed Error in Dominion Torpedo Tech.
3. Changed Added each races name to Energy Weapons
4. Changed Added each races name to Enhanced Energy Weapons
5. Changed Added each races name to Energy Weapon Components
6. Changed Added each races name to Enhanced Energy Weapon Components
7. Changed Updated all Research files
8. Changed Laser mount now also has increased range and accuracy.
9. Fixed Spelling error in Anti - Proton Beam I - X
10 Fixed Spelling error in Pulse Anti-Proton I - X
11. Fixed Spelling error in Telekinetic Torpedo I - III
12. Changed Organic Nacelle II - V Tonnage Space Taken and Tonnage Structure are now correct.
13. Changed Organic Hyper Drive I - V Tonnage Stucture from 20 to 500
14. Changed Organic Drive I - X Tonnage Stucture from 20 to 500
15. Changed Warp Drive I - X Tonnage Stucture from 20 to 500
16. Changed Quantum Singularity Drive I - X Tonnage Stucture from 20 to 500
17. Changed Borg Warp Drive I - X Tonnage Stucture from 20 to 500
18. Changed Transwarp Drive I - III Tonnage Stucture from 20 to 500
19. Changed Updated the CompEnhancement
20. Changed TMP Troop images
21. Added TMP Infantry Image
22. Added Federation Infantry Image
23. Added DS9 Infantry Image
24. Added UCP Infantry Image
25. Changed Added new Weapon Platform images to DS9
26. Changed Added new Weapon Platform images to Federation
27. Changed Added new Weapon Platform images to TMP
28. Changed Added new Weapon Platform images to UCP
29. Added AI TAG 03 - Description notifying players if ship can have 3 Warp Nacelles to all ship classes that

can have three warp nacelles.
30. Removed Ram Scoop components.
Will be uploading in just a bit. If you do not get a PM from me, please email me so that I know you need the link.

Just apply this patch to your STM BETA folder.
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  #237  
Old November 4th, 2004, 04:00 AM
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Default Re: The Star Trek Mod - Final Update

Ok heres the scoop.

Version 1.8.8 will update the beta mod from 1.8.5 full.
So if your in the beta and do not have Beta 1.8.5 Full email me for the link.
Beta 188 Link

If your not in the beta, don't bother downloading the file. It will only muck up your mod.

Since Suicide Junkie has update the image mod, Patch Version 23c you MUST delete the STM BETA / Pictures / Components folder and update to the latest Version of the component pack. The mod has been updated for to this Version.

There is a problem though. This latest update by Sucide Junkie is missing ONE component form the STM. Therefore until he updates the image mod component pack once again, YOU MUST download the intrum patch which basically is the missing component, Comp_888 and a new Comp.bmp file.
Comonent 888 and new Comp BMP Just apply this patch to your base space empires IV / pictures / components folder after you have updated that folder to the latest Version of the Image Mod Component pack and have deleted your STM BETA / Pictures / Components folder.

Suicide Junkies Image Mod SITE Link

If you have downloaded the patch before this edit, 02:50 am Nov 04 PST, download it again as its been updated.
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  #238  
Old November 4th, 2004, 06:21 AM
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Default Re: The Star Trek Mod - Final Update

I know, I'm evil

1. There's no Propulsion mount for drones, so it's impossible to install Warp Nacelles to drones, hence they won't move.

2. Question about Engineering I-III comp: they have 2 abilities - Repair and Maintanence Reduction, but the Last one is disabled:
Code:
Name                  := Engineering I
...
Number of Abilities := 1 (--here--)
Ability 1 Type := Component Repair
Ability 1 Descr := Repairs 1 component per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Reduces maintenance cost by 5%.
Ability 2 Val 1 := -5
Ability 2 Val 2 := 0
Weapon Type := None


Is it bug or feature?

3. Warp Core is not used on Drones. Is it intentional? I thought they should use the same propulsion scheme as ships, since drones can move through warp points too. But that's only my idea, afterall.

4. Small Warp Core (for Fighters and Shuttles) weights 40 kt. I find it quite big for 20-40 kt fighter

5. I made a proper drone propulsion mount (see point 1) and now Large Drone with 4 Warp Nacelles V moves at whooping speed of 23 (!!!) - about 2 times faster than fastest ship. Is it ok?

6. Most technologies are not capturable anymore (compared to 1.7.5). Did you decide to get rid of capturable techs?

7. Small balance suggestion: make Hyper Optics III a little weaker, so you won't be able to reveal mines and Romulan Adv Cloaking Device II with it:
Code:
Name                  := Hyper Optics III
...
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Passive scanning at level 6. (change it to level 5)
Ability 1 Val 1 := EM Passive
Ability 1 Val 2 := 6 (change it to 5)
Weapon Type := None

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  #239  
Old November 4th, 2004, 06:38 AM
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Default Re: The Star Trek Mod - Final Update

8. Error in Armor Skipping Mine I-III:
Weapon Damage Type := Only Shield Generators (should be "Skips Armor")

9. Error in Weapon Destroying Mine I-III:
Weapon Damage Type := Only Engines (should be "Only Weapons")

10. Error in Weapons Destroyer I-IV:
Weapon Damage Type := Only Engines (should be "Only Weapons")

10.1. Weapons Destroyer I-IV has the same family (562) as Reload Disruptor I-IV. Because of that Weapons Destroyer I-IV is invisible then "Only Latest" is on.

10.2. Small visual glitch with Focused Energy Weapons tech:
Name := Focused Energy Weapons
Group := Weapons Technology (should be "Weapon Technology")
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  #240  
Old November 4th, 2004, 07:16 AM
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Default Re: The Star Trek Mod - Final Update

Thank Aiken. Another awsome bug report. With your help we are getting them nailed down.

As for reduced maintenance cost, I had no idea that it was disabled tech. I shall fix it now.

I will add a drone mount. 23 is a bit to fast, but that depends upon if a drone should be fast or not. This I really never thought much about.

I am also going to tweak the Laser and federation mount. WAY to powerful.
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