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  #531  
Old September 17th, 2003, 07:31 PM
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Default Re: STM "Final v1.7.5" Discussion

If the vehicle size has a stock image set as its secondary, missing a scout should not cause any problems in-game. It doesn't look as cool, but should run fine. I don't know if it is set up that way, but if not, it needs to be.
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  #532  
Old September 17th, 2003, 07:35 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Again, TNZ, Fyron, or any one interested in helping me, please take the latest FQM D 2.5 StellarAbilityTypes and remove the Damaging WPs from the file and email it back to me at atrocities@astmod.com
It is a simple process, really. Open up the file. Go to the Unstable Warp Point Category. Delete all Abilities of these types:

Sector - Damage
Warp Point - Turbulence

These should be abilities 4-20. Then, renumber the remaining abilities, and set Num Poss Abilities to the new highest number.

Of course, doing this means that a lot fewer WPs will have abilities, which is, IMO, very boring. I suggest adding some new ability entries or increasing the chances of existing abilities, to make the maps less monotonous. The chances are in tenths of a percent, so 10 means that 1% of WPs will have that ability.
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  #533  
Old September 17th, 2003, 07:41 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by jimbob:
hey, I'm still back on 1.2.1 and think it's pretty snazzy!
Two things, noticed that the neutral race Tamarians have no Scout pictures. I just copied and renamed the mini and the portrait of the Escort. Thought you should know, as perhaps you could add this to the next patch too.
The Tamarians, for that matter any of the non main races should not have scout class ships. I will need to look into this. (Did you set that race up to use another of the races tech?)

[/quote]Secondly, the Compact Cargo component (Ferengi I think) is twice as large as the normal Cargo component (10kt vs. 5kt), but only holds a quarter the amount of Cargo (25kT vs. 100kt). Were these values accidentally reversed?[/quote]

Yes it was wrong. Thank you

Quote:
These are pretty minor problems, and I just thought I'd mention them. Keep up the good work, loving this mod!!
Thanks. Version 1.2.5 is on its way.
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  #534  
Old September 17th, 2003, 07:46 PM
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Default Re: STM "Final v1.7.5" Discussion

Btw, if you want more in-depth help with the damaging WPs, feel free to log on to ICQ. I can not seem to log on to MSN myself. :'S

[ September 17, 2003, 18:54: Message edited by: Imperator Fyron ]
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  #535  
Old September 17th, 2003, 10:15 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Did you set that race up to use another of the races tech?
Oh, yes. I decided to play a trader type race (Orions) and felt that it would be nice to have a racial trait tech tree of some sort (otherwise I'm getting the short end of the technology stick, aren't I?). I thought that the Ferengi trait would be closest to what the Orions would have.
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  #536  
Old September 17th, 2003, 11:18 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by jimbob:
quote:
Did you set that race up to use another of the races tech?
Oh, yes. I decided to play a trader type race (Orions) and felt that it would be nice to have a racial trait tech tree of some sort (otherwise I'm getting the short end of the technology stick, aren't I?). I thought that the Ferengi trait would be closest to what the Orions would have.
Thanks, this catch by you has made it into the next Version. I have set all speciality ships to use default ships in the event a player sets up one of the minor races to use a major race trait. Thanks.
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  #537  
Old September 18th, 2003, 12:05 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by mottlee:
quote:
Originally posted by Imperator Fyron:
Umm... huh? You only get 1 M free pop on a new planet... you can not load up 1 M pop, so you can't just go abandoning it to get free pop. Please clarify.
Set over an empty planet of a non compatable type colinize then move to one and drop em
Colonizing a planet uses up the colony ship. You can not pick up that 1 M people. IF the number was higher, then this could be done to gain some free population. But it is only 1 M. I just do not see how this is a productive "exploit". Sure, they will grow, but slowly. It would be more productive and effecient to just pick some people up off of the highly populated HW.

jimbob, AT did not change all of the locations where it says 1.2.0 to 1.2.1. You should be patched fine. IIRC, the only changes in 1.2.1 are to the AI files, so they should have no affect on the PBW game anyways (as they are only used in the host copy of the game, ie the PBW server).

OK in a PBW game would not be a good one agreed,
on a stand alone if the planets are close can keep doing it over and over it will not colonize if the wrong comp on it just move to other planet drop then do it again, yes 1M is small but still adds up if you do it 5X a turn. but no problem
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  #538  
Old September 18th, 2003, 12:08 AM
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Default Re: STM "Final v1.7.5" Discussion

You can only colonize a planet once. You can not colonize a planet with a colony on it already. You can not load up the Last 1 M pop on a planet. Abandoning the colony loses that 1 M pop. I still do not see where there is any exploit here.

[ September 17, 2003, 23:10: Message edited by: Imperator Fyron ]
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  #539  
Old September 18th, 2003, 01:24 AM
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Default Re: STM "Final v1.7.5" Discussion

Updated the Web site. Take a look

www.astmod.com/startrek/stm.htm
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  #540  
Old September 18th, 2003, 07:12 AM
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Default Re: STM "Final v1.7.5" Discussion

You might want to look into the row of links including Downloads, Forums, Screen Shots, etc. The Screen Shots cell gets rather smooshed for me.
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