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  #541  
Old December 5th, 2004, 02:05 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

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24. Added New racial trait. Advanced Research (Generates Double the research points)
Did I guess right that 1.9.0.2 and 1.9.0.4 (and later) games will be incompatible because of this?
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  #542  
Old December 5th, 2004, 02:23 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

This addition will not effect older Versions. I added 20 place holder traits way back when so I could add more traits without frelling any ones games.
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  #543  
Old December 5th, 2004, 04:26 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

You might want to rethink that new counter-intel facility, as the fate shrine ability is fairly useless...
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  #544  
Old December 5th, 2004, 05:44 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

The ability that is used in the fate shrine was fixed in the latest patch for SE IV. It was one of the bugs that Aaron addressed.

I hope. Either way, its there now for those who will want to use it.
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  #545  
Old December 5th, 2004, 08:22 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

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Atrocities said:
The ability that is used in the fate shrine was fixed in the latest patch for SE IV. It was one of the bugs that Aaron addressed.

I hope. Either way, its there now for those who will want to use it.
It was "fixed" only in that now it plays musical chairs with the events/projects, rather than doing _nothing at all_. It still is not a useful ability. It does _not_ stop intelligence projects. All that it does is cause the project to be shuffled to a different target in your empire in a different system. The project still hits you. And there is no guarantee that it even does anything against explicitly targeted projects... The event "protection" ability of the Fate Shrine suffers from the same fatal flaw...

You may have missed the Posts I made several months back about my inquiries to Malfador over these abilities...

*thread link*

Your counter-intel facility is mostly useless. Please remove it, to prevent lulling people into a false sense of security. Or rename it to the terrorism threat color alert scheme... it amounts to the same level of uselessness.
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  #546  
Old December 5th, 2004, 08:40 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

I am not talking about the events, I am talking about Change Bad Intelligence Chance - System.
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  #547  
Old December 5th, 2004, 08:50 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

So am I. The abilities function identically. Intelligence projects are just events triggered by you. This is why practically all event types can work as intel projects and vice versa.
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  #548  
Old December 6th, 2004, 09:42 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
Your counter-intel facility is mostly useless. Please remove it, to prevent lulling people into a false sense of security. Or rename it to the terrorism threat color alert scheme... it amounts to the same level of uselessness.
Point taken. Shall be removed.
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  #549  
Old December 6th, 2004, 01:13 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

The mod has been downloaded 232 times thus far. Not counting the mirror site.
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  #550  
Old December 6th, 2004, 02:02 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Hey guys, I am really going to need to find a new host site for the mod. After the turn of the year the AST.com site is going down. I hate to say it, I just cannot afford to pay the yearly fee.

Don't worry though, the mod is currently uploaded to shrapnel and with any luck someone else will be able to host the files for us as a mirror.
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