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  #2411  
Old April 7th, 2004, 05:14 AM

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Default Re: STM "Final v1.7.5" Discussion

Also the Son'a and the Vaudwaar (sp) dont appear to have a name when the game starts, its just blank with their symbol

[ April 07, 2004, 04:28: Message edited by: BlackRose ]
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  #2412  
Old April 7th, 2004, 05:25 AM

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Default Re: STM "Final v1.7.5" Discussion

I have encountered two races--one in 1.7.0 and also in 1.7.1 with no names--one was the sheliak and i cannot remember the other. i looked at the players listing and there flag shows and no name--also when contact is established--no name.
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  #2413  
Old April 7th, 2004, 06:03 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by newbie123:
Hi,

Love the mod. However I think there is something wrong with federation ablative armor. It seems to not absorb damage, as a ship was heavily damaged and armor was one of the undamaged components. I have a screenshot with this. Let me know if you need it

Dan
It might be a leaky armor, which does not have the armor ability. It would thus not always be destroyed first.
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  #2414  
Old April 7th, 2004, 08:11 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
Should we add Neo Standard ships?

Keep in mind there are NO neo standard images for any of the Federation sets, and I sincerely doubt there ever will be. (I am far to lazy to find them and convert them for use with SEIV)

I can add the neo standard hulls as a new racial trait, Neo Ships, but should it cost points?
Yes, Yes, Yes, more flavors. Will this screw up the AI's ship designing? Racial points sound good, kind of like the Warrior Trait, but more hull sizes.

The Federation ships are about the only ones that I have seen that have a ton of different designs to go above and beyond what is already there. Let me see if I can track down that site I visited a couple of weeks ago. The other races, well, I don't know what to say other than imagination and creativity can be a good thing.
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  #2415  
Old April 7th, 2004, 08:16 PM
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Default Re: STM "Final v1.7.5" Discussion

...I keep losing....couldn't be me , the AI must be cheating....@*#*$^#*@)#* Federation allying with the #@^#%$*@&#% Klingons against me....think I was the frigging Dominion or something.....
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  #2416  
Old April 7th, 2004, 11:07 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by BlackRose:
I always get confused with the patches, if I have 1.70 can I use the 1.71 patch? ( it sais updates from 1.66 to 1.71) Or do I need to delete and then reinstall 1.66 mod?
Whenever a new patch is ready it is always a cumalative patch. That means it will include all the previous patches unless otherwise stated.

I hope that helps.

Also the patches come with UPDATE readme and a Read-me file. Those also state what they will or will not do.

I hope this helps.
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  #2417  
Old April 7th, 2004, 11:13 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by aiken:
Atrocities, these are things you may want to fix in future Versions of STM.

Note: issue with Vehicle Size Minimum/Maximum results in impossibility to use this mounts with Dreadnoughts. All of this also concerns 1.7.1

quote:
Originally posted by aiken:
I'm really sorry Atrocities, but where are errors in 1.7.0 with Dominion, Klingon, Tholian and Romulan Dreadnought mounts:

Long Name := Dominion Dreadnought Mount
...
Vehicle Size Minimum := 1800 (size in game 1300kt)
Vehicle Size Maximum := 1800

Long Name := Klingon Dreadnought Mount
...
Vehicle Size Minimum := 1600 (size in game 1300kt)
Vehicle Size Maximum := 1600

Long Name := Romulan Dreadnought Mount
...
Vehicle Size Minimum := 1200 (size in game 1250kt)
Vehicle Size Maximum := 1200

Long Name := Tholian Dreadnought Mount
...
Vehicle Size Minimum := 1000 (size in game 1200kt)
Vehicle Size Maximum := 1000

and Tholian Energy Mount STILL doesn't affect Tholian Energy Web, it doesn't affect even Tholian Cascade Disruptor now:

Long Name := Tholian Energy Mount
...
Comp Family Requirement := 3544, (nothing after comma, it seems you forgot to add families)

I suppose this line shold look like this:
Comp Family Requirement := 3544,3334,1688
That's all.
Thanks Aiken. I know how it seems when Posts don't get replied to. I simply missed it or it would have been fixed. Thanks for posting it.
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  #2418  
Old April 7th, 2004, 11:16 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by JAYRMARKS:
Hello All,

Would it be possible to have an updated full install for the ST mod?

JR
I will upload one with the 1.7.2 patch.
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  #2419  
Old April 7th, 2004, 11:17 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by BlackRose:
Also the Son'a and the Vaudwaar (sp) dont appear to have a name when the game starts, its just blank with their symbol
After the game starts? Of while your setting up the game? They do not have any EMP files.
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  #2420  
Old April 8th, 2004, 01:30 AM
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Default Re: STM "Final v1.7.5" Discussion

never mind

[ April 08, 2004, 00:31: Message edited by: Atrocities ]
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