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May 13th, 2004, 05:55 PM
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Private
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Join Date: May 2004
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Re: STM "Final v1.7.5" Discussion
awesome job with the mod so far  keep it up!
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May 13th, 2004, 06:59 PM
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Colonel
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by ArchBuck:
awesome job with the mod so far keep it up!
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Amen to that!!
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May 14th, 2004, 02:56 AM
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Shrapnel Fanatic
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Location: USA
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by gregebowman:
quote: Originally posted by ArchBuck:
awesome job with the mod so far keep it up!
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Amen to that!! we are trying. 
[ May 14, 2004, 02:02: Message edited by: Atrocities ]
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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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May 14th, 2004, 10:20 PM
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Private
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Re: STM "Final v1.7.5" Discussion
I was just wondering why the power of all the weapons are so low compared to the shields that are avaliable on the STMv172Patch?
Also, how come the AIs only build large ships for mines and satallites? I was hoping to engage large ships with massive weapons on them.
[ May 14, 2004, 21:21: Message edited by: Wormgonenuts ]
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May 14th, 2004, 11:48 PM
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Colonel
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Re: STM "Final v1.7.5" Discussion
I had D/L the latest patch for the Facility image mod and then I had to D/L the STM images are these not in the image pak? unlessI did something wrong, all the Fed facility went By By
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Kill em all let God sort em out
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May 15th, 2004, 04:12 AM
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Corporal
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Wormgonenuts:
I was just wondering why the power of all the weapons are so low compared to the shields that are avaliable on the STMv172Patch?
Also, how come the AIs only build large ships for mines and satallites? I was hoping to engage large ships with massive weapons on them.
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I usually disable fighters/shuttles/mines and sattelites while playing STM, otherwise the AI will build up a disporportanate force of these relatively useless large ships.
(I'm guessing more of a SEIV fault than a STM one) These are still good options, however, for MP play.
As far as the weapon power vs shield/armour thing goes taht will be adressed in the final patch!
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May 15th, 2004, 10:14 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Wormgonenuts:
I was just wondering why the power of all the weapons are so low compared to the shields that are avaliable on the STMv172Patch?
Also, how come the AIs only build large ships for mines and satallites? I was hoping to engage large ships with massive weapons on them.
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Because that was the way I set them up.
The AI is still SEIV AI and still does things according to that. This is why many people turn off mines.
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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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May 19th, 2004, 07:36 PM
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Private
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Re: STM "Final v1.7.5" Discussion
Wow. Where did everybody go? No Posts for the past few days. One can hear crickets chriping.
Maybe no bug reports is a good thing? Has 1.7.3 been released yet?
Just wanted to thank Atrocities for all of his hard work - it IS appreciated by the silent majority here. This is one hell of a mod and it's all I've been playing for the past year or so now. I love getting my a$$ kicked by the borg or others (one day I'll actually win  )
Thanks Again Atrocities and all the testers.
JR
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The chaser of windmills
And dreamer of impossible dreams
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May 19th, 2004, 11:15 PM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Absolutely, outstanding game in all rights, way to go guys !!!
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May 20th, 2004, 02:56 PM
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Second Lieutenant
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by BlackRose:
I usually disable fighters/shuttles/mines and sattelites while playing STM, otherwise the AI will build up a disporportanate force of these relatively useless large ships.
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How do you disable sattelites? In the tech tree you get when setting up a new game, i found mines, shuttles and fighters but no sattelites. In the txt files i found sattelites under the Applied Science group. Am i correct that i would have to adjust this to True:
Can Be Removed := False
On the other hand, i'm not sure that sats will pose such a pain as the mines for the AI?
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