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  #251  
Old November 4th, 2004, 09:42 PM

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Default Re: The Star Trek Mod - Final Update

No I just loaded the game I had from before this little update but then I went to build something. Must be a little bug as I just started a new low start game to see and it didnt appear or maybe I discovered it somehow (But the Dominion wern't in that game).
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  #252  
Old November 4th, 2004, 10:53 PM
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Default Re: The Star Trek Mod - Final Update

Ok. It was likely because the game was created with a previous Version of the mod and some change in the update you applied (i.e. an added or deleted component) switched things up.
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  #253  
Old November 5th, 2004, 08:02 AM
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Default Re: The Star Trek Mod - Final Update

Here is what I have going on the next beta patch. Should be ready by Monday.

(NOTE: Since it has new components, it will muck up any saved games by moving components on ships around. Beta players will most likely have to start a new game.)


Quote:
Star Trek Mod v1.8.9 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED

1. Changed Laser Mount, reduced range to 1.
2. Changed Fixed Engineering III, Will now use second ability
3. Changed Set Drone Propulsion Restriction to One Per Vehicle
4. Changed Set Drone Propulsion Vehicle Type to Drone.
5. Changed Phaser I now uses the same image as Phaser II - X.
6. Changed Reload Disruptor I - IV bmp image from 514 to 595
7. Changed Moved Tachyon Sensors I - III in components file to come before Medical Bay
8. Changed Moved Advanced Tachyon Sensors I - II in components file to come before Medical Bay.
9. Changed Added Drone Propulsion II - V
10 Changed Added Drone Propulsion to Tech Area
11. Changed Added one more Drone Propulsion Mounts
12. Added Added Heavy Drone
13. Added Ram Scoop Technology
14. Added Ram Scoop I - III back
15. Changed Ram Scoop I - III family number to 6 (Matches Bussard Collectors)
16. Added Replicator Technology
17. Added Replicator I - III (Reduces Maintenance costs 5,8,10) Stackable with Engineering I - III
18. Added Advanced Replicator Technology
19. Added Replicator Facility I - III (Produces 1000,1100,1200 of each resource)
20. Changed Increased Cargo tech level from 5 to 6
21. Added Cargo Facility IV - VI
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  #254  
Old November 5th, 2004, 09:09 AM
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Default Re: The Star Trek Mod - Final Update

AT, you definetely should start thinking about stable STM release. Stable doesn't mean bug-free, it means that no new features will be added, only bugfixes.
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  #255  
Old November 5th, 2004, 11:19 AM
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Default Re: The Star Trek Mod - Final Update

I was planning on releasing 1.8.9 once you guys had a chance tp play it for a few days.

I am finishing up the Ferengi images now and will start on the Gorn tonight. With any luck I will have the Gorn, Kazon, Sona, Vulcan, and Vaadwaur done by Monday. If not I will release what I have done a few days later, after you guys have a chance to play it.
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  #256  
Old November 5th, 2004, 12:38 PM
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Default Re: The Star Trek Mod - Final Update

Just a small question, how are the new shipsets going along ? Finished anything new (not yet posted) lately ?
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  #257  
Old November 5th, 2004, 12:56 PM
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Default Re: The Star Trek Mod - Final Update

Is there only supposed to be one captain type available for each race? I thought, for instance, the Ferengi were able to get Mercenary DaiMons (combat bonuses), Freighter DaiMons (maintenance bonuses), and one other type... all I've been able to find is the Mercenary DaiMons, which kinda detracts from the whole concept of Captains in the first place, which is IIRC to add variety and roleplaying to ship design... were the other types of captains removed because they were unbalancing or you couldn't figure out how to restrict them to one type per ship??? Or have I just failed to research a high enough tech level in the various racial techs to get the other Captains?
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  #258  
Old November 5th, 2004, 03:48 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Ed Kolis said:
Is there only supposed to be one captain type available for each race? I thought, for instance, the Ferengi were able to get Mercenary DaiMons (combat bonuses), Freighter DaiMons (maintenance bonuses), and one other type... all I've been able to find is the Mercenary DaiMons, which kinda detracts from the whole concept of Captains in the first place, which is IIRC to add variety and roleplaying to ship design... were the other types of captains removed because they were unbalancing or you couldn't figure out how to restrict them to one type per ship??? Or have I just failed to research a high enough tech level in the various racial techs to get the other Captains?
A long while ago we had to remove all the extra captains. I don't recall the specific AI issue that prompted it, but it was nessassary IIRC.

As for new ships, I just finished the Ferengi and Gorn.

You can download them in just a bit from www.pbw.cc site. (For base games, AI will not work in STM or AST)
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  #259  
Old November 5th, 2004, 04:12 PM
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Default Re: The Star Trek Mod - Final Update

I cannot release the mod until Suicide Junkie updates the Events pack and Component pack for the image mod.

These are MUST fixes before the update can be released.
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  #260  
Old November 5th, 2004, 04:23 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:
I cannot release the mod until Suicide Junkie updates the Events pack and Component pack for the image mod.

These are MUST fixes before the update can be released.
Ok beta testers, I need to hear form you as to which technologies you feel need to be, or should be capturable and at what level.

Also I need help setting up the files for Medium Tech start.

Any help will be greatly apprecaited. I would like to get these changes made by Monday so that the update can be played for a few days before its offical release.

Most likely I will recommend that players download the latest Version of the mod in FULL once its released, to avoid any complications.

To many changes have been made to just do an "update" of old files. So you potential players be prepared to download a 20 meg plus file.
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