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  #2691  
Old June 3rd, 2004, 11:14 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by mrscrogg:
possible bug - playing Klingons, battle cruiser space yard ship will not build ,componet is there but icon will not light up and will not work. ship was built by AI, using 1.7.4 mod
Send me your save game file. atrocities@astmod.com
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  #2692  
Old June 5th, 2004, 11:23 PM
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Default Re: STM "Final v1.7.5" Discussion

Monkeyboys and Ridgeheads beware... The Kzinti are coming for you.

Check out a new optional Minor Race for STM - The Kzinti Hegemony - at...

http://www.efrafasector.com/Kzinti.html
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  #2693  
Old June 5th, 2004, 11:33 PM
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Default Re: STM "Final v1.7.5" Discussion

Lookin good.
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  #2694  
Old June 7th, 2004, 01:02 AM
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Default Re: STM "Final v1.7.5" Discussion

I am going to offically ask Geoschmo to update the PBW server to the latest Version of this mod.

From all the testing I have done if you choose to upgrade your 1.7.2 games to 1.7.4 there will be no significant adverse effects. Then again, until you we will not know for sure.

I need your help in promoting this request to PBW. Thank you.
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  #2695  
Old June 7th, 2004, 05:36 AM
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Default Re: STM "Final v1.7.5" Discussion

Yeah...the big Cats...now...Kana is a happy man...

Kana
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  #2696  
Old June 7th, 2004, 10:36 AM
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Default Re: STM "Final v1.7.5" Discussion

So, umm, I guess CK update is RIP?
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  #2697  
Old June 7th, 2004, 11:50 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by aiken:
So, umm, I guess CK update is RIP?
That's a negative sir.

I did some testing on the weekend and was happy with some of the items I changed, so I need to fix that. Plus fix a lot of the other weapons I haven't even touched!

[ June 07, 2004, 16:19: Message edited by: Captain Kwok ]
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  #2698  
Old June 8th, 2004, 02:02 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by mrscrogg:
possible bug - playing Klingons, battle cruiser space yard ship will not build ,componet is there but icon will not light up and will not work. ship was built by AI, using 1.7.4 mod
Cloaked ships do not use components. If your ships are cloaked uncloak them and the component, construction yard, icon should appear.

And CK project is far from dead. He is taking his time to ensure that it is perfect.
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  #2699  
Old June 9th, 2004, 03:52 PM

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Default Re: STM "Final v1.7.5" Discussion

OK, I had to post this question somewhere, and this seemed like the best place. In the Star Trek Mod 2 game, there are only three players left: the Cardassians (me), the Dominion, and the Hirogen. The Hiro are the big bad guys and it is a very nasty three way war. It's a very good thing we don't have star destroyers in this game, or we'd all be dead by now. But, in a twisted way, its a lot of fun.

The most interesting thing that happened Last turn is I infected my own homeworld with a nasty metagenic plague after the Hirogen conquered it. I just wish I could make it specifically kill the Hiro troops occuppying the planet (on the other hand, it's their duty to Cardassia to die for the empire when their under enemy garrison).

This leads me to a question: when I liberate the planet, will my system wide medical facilities cure the plague there?

And, boy, it sure would be nice to have a "liberate" planet option for ship attack orders, wherein I could have my ships target the occuppying troops enough so that the population rises up and recovers the planet - and returns to me. Any ideas in this regard? Anyone have a sense of the possibility of such an option being implemented in SEV?

thanks,

Alarik
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  #2700  
Old June 10th, 2004, 08:08 AM
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Default Re: STM "Final v1.7.5" Discussion

One of my suggestions for SE V was the option for Liberate or Conquer when attacking a planet held by your enemy. This option is in BOTF and I thought it would be great to have in SE V. (TIEfor2nd)
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