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  #21  
Old October 9th, 2004, 02:24 PM

Imperial Imperial is offline
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Default Re: The Star Trek Mod - Final Update

This all looks very good--thanks alot. Any chance for some improved AI? I know it is hard to do but any improvements are welcome. Also maybe look into the cardassians--in a few games I have played they are still using DUC's--(forgot the modded name) at a very high level. They also colonize like crazy--heh.
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  #22  
Old October 9th, 2004, 02:30 PM
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Default Re: The Star Trek Mod - Final Update

Thanks Imperial. The AI is more or less optimized for Higher player settings. When left on low setting they tend to keep using the weaker weapons.

I do plan on working on the AI though. Mainly the Romulans. But all will be addressed to some degree. Hopefully I can improve them.
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  #23  
Old October 10th, 2004, 06:37 AM

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Default Re: The Star Trek Mod - Final Update

Possible bug -
I just noticed that in my game (1.7.5) the Federation (TMP) are using Drone Launchers III instead of cargo holds on thier Colony ships! Also the 8472 are using them for thier transports as well.
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  #24  
Old October 10th, 2004, 08:33 AM
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Default Re: The Star Trek Mod - Final Update

Thanks. I will look into it. Might be a storage requirment. If the TMP are doing it then it is likely the Federation is doing it as well.
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  #25  
Old October 14th, 2004, 09:39 PM
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Default Re: The Star Trek Mod - Final Update

I am looking for a few people to help test the latest changes to the mod. If your interested, please email me.
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  #26  
Old October 14th, 2004, 10:23 PM
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Default Re: The Star Trek Mod - Final Update

Say, any chance of getting all those component/facility descriptions fixed up? You know, like the Ferengi Small Anti-Proton Beam having the stock Meson BLaster description?
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  #27  
Old October 14th, 2004, 11:07 PM
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Default Re: The Star Trek Mod - Final Update

Naturally it is. The Ferengi are trying to mis-represent their capabilities.
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  #28  
Old October 14th, 2004, 11:49 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Ed Kolis said:
Say, any chance of getting all those component/facility descriptions fixed up? You know, like the Ferengi Small Anti-Proton Beam having the stock Meson BLaster description?
I will redo them as I go. Thanks Ed.
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  #29  
Old October 14th, 2004, 11:58 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:
I am looking for a few people to help test the latest changes to the mod. If your interested, please email me.
Any takers?
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  #30  
Old October 15th, 2004, 12:31 AM
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Default Re: The Star Trek Mod - Final Update

Here is an update:

Star Trek Mod v1.7.8

1. Changed All Races Troop Tech requpirment to match in the TechArea file.
2. NEED TO Infantry to all Race Design Creation Files
3. Fixed Comp_1230 masking problem
4. Changed Reduced Drone Size by half for all sizes
5. Changed Reduced Drone Planet and Ship warhead damage by half for all sizes
6. Changed Reduced Drone Launcher I - III cargo capacity (To avoid conflict with Cargo Bay)
7. Changed Reduced Satellite Launcher I - III cargo capticy (To avoid conflict with Cargo Bay)
8. Changed Reduced Satellite Size by half for all sizes
9. Added Drone Mount - Reduces size of components for use with Drone by 50%
10. Added Satellite Mount - Reduces size of components for use with Satellite by 50%
11. Changed Propulsion system of the mod. (Testing Phase)
12. Added Warp Core I - V mounts (Based On Ship Size)
13. Added Comp_888 Warp Nacelle to mod -
14. Changed Klingon Stream Weapons to Klingon Disruptors in Klingon Research file.
15 Changed Modified all Races Design Creation files to reflect changes in the new propulsion system
16. Changed Modified Romulan Research file slightly
17. Changed Modified Ai Files slightly
18. Added All New Race EMP files for 2k, 3k, and 5k

I am still looking for a few people to help test these changes. If your interested please email or PM me.
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