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  #421  
Old August 30th, 2003, 04:43 PM
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Default Re: STM "Final v1.7.5" Discussion

Version 1.2.0 has been upload and is available.

( Patch 9 contains Version 1.1.6 through 1.2.0 )

You can either upgrade to the PBW Version or keep the SP Version. If you follow the instruction on the web site, you can even have both Versions. - Recommended.

[ August 30, 2003, 22:45: Message edited by: Atrocities ]
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  #422  
Old August 30th, 2003, 11:41 PM
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Default Re: STM "Final v1.7.5" Discussion

I will email Geoschmo and ask him to upload the 1.2.0 PBW Version to the Play By Web Server.

[ August 30, 2003, 22:44: Message edited by: Atrocities ]
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  #423  
Old August 31st, 2003, 01:13 AM
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Default Re: STM "Final v1.7.5" Discussion

Ok, I got them all working again. Each race by turn 25 has research basic weapons and are using them in their designs.

I still don't know what caused the hang up, perhaps the game set up has something to do with. I always run everything on medium, with 5k and good startings.
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  #424  
Old August 31st, 2003, 02:32 AM
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Default Re: STM "Final v1.7.5" Discussion

"And so it begins..."

(OK, a Vorlon said that, not a Tholian, but who cares, let's rock! (pun intended) )
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  #425  
Old August 31st, 2003, 04:16 AM
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Default Re: STM "Final v1.7.5" Discussion

Hey Atrocities,

Thanks to your effort on restricting Colony technology trading in this mod. After reading your posting on all the problems you encounted, my thanks to you. Hell, one of these days, I met you down at lucky lab pub and pay you a brew.

Lighthorse
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  #426  
Old August 31st, 2003, 06:02 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
I don't understand what you mean by population modifier or why it should be changed.
This stuff in Settings.txt:

Pop Modifier 7 Population Amount := 4999
Pop Modifier 7 Production Modifier Percent := 135
Pop Modifier 7 SY Rate Modifier Percent := 135

Needs to become:

Pop Modifier 7 Population Amount := 4999
Pop Modifier 7 Production Modifier Percent := 125
Pop Modifier 7 SY Rate Modifier Percent := 125

As it is now, Modifier 7 is too high (resulting from a minor typo). The bonuses go 115, 120, 135, 130, 135, 140, etc. They should be 115, 120, 125, 130, 135, 140.

[ August 31, 2003, 05:37: Message edited by: Imperator Fyron ]
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  #427  
Old August 31st, 2003, 06:35 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Tymy:
Hi,

Could you look into the research of Warp Technology.

I have found Warp Core 1 on a ruinsplanet.
When i wanted to research the next level
i saw that i still had to research level 1
and the result would be None !

As from researching level 2 and up i had
no problems.

gr. Tymy
The problem is that Warp Core I requires no technology, and Warp Core II requires Warp Technology 2. Warp Technology 1 does nothing except allow some other tech areas. You can not get Warp Core I from ruins, as it has no tech requirements. What was the exact technology and level you got?
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  #428  
Old August 31st, 2003, 10:36 AM
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Default Re: STM "Final v1.7.5" Discussion

Thank Fyron, I will fix the type in the settings text in the next Version.

The Warp Core 1 is a free technology. The only way to get the AI to move around the map. If you have been following the progression of this mod, you might recall that I had a problem getting the Ai to expand in the early stages of the game. The free warp technology (Warp Core I) seemed to solve this.



Thanks.
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  #429  
Old August 31st, 2003, 02:07 PM
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Default Re: STM "Final v1.7.5" Discussion

I am in the process of uploading the full mod once again with the new settigns doc. For those of you who have already downloaded the patch or full Version of 1.2.0 you can download this quick fix for the settings txt.

STM Settings Update

[ August 31, 2003, 13:09: Message edited by: Atrocities ]
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  #430  
Old September 1st, 2003, 03:42 AM
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Default Re: STM "Final v1.7.5" Discussion

Well I emailed Geo about uploading the mod, so lets hope he can find the time to accomodate my request.
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