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  #551  
Old September 19th, 2003, 02:48 PM
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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:
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.
Take a coloniy ship, park it over a planet of oh say Gas (with Ice on ship) empty no pop, hit colonize and you will get message can not but you will now have 1M pop on board...move to a planet W/pop and drop repete

Found this when I load up a ship with 2 did pop types on planet and found I was having HW pop on it too

Oh... ick. Definitely send this in to MM. This is a nasty bug. It can not really get you much, esp. in a PBW game, with just 1 M per trip, so there is no reason to remove the default 1 M pop in STM. But MM definitely needs to know. se4@malfador.com

AT, just list it as a Banned bug in the STM game description.

Consider it listed. But if the pop setting is to 1, and should be 0, then by changing it back to 0 would this not fix the issue for this mod?
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  #552  
Old September 19th, 2003, 02:51 PM
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Default Re: STM "Final v1.7.5" Discussion

The PBW Admins have added the 11th player slot so Jimbob your clear to join the game now.

Also if you have not uploaded your empires, please do so as soon as you can.

I have a question for those who know.

The next Version does not make any changes to the game that would require new EMP files to by up grading to the latest Version at PBW be the best option for us?

Or should we just all just update and leave the current Version as is ap PBW until we know if we have any major bugs?

If we do not update PBW will I have to manually process the turns?

Thanks.

Also Fyron had been kind enought to set up a game forum for us over at www.spaceempires.net Please check it out and post question comments concerns.
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  #553  
Old September 19th, 2003, 03:03 PM
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Default Re: STM "Final v1.7.5" Discussion

I will be uploading the 1.2.5 patch and full Version sometime in the next day or so.

Here is a list of the changes made since the 1.2.1 patch.

Star Trek Mod v1.2.5

1. Updated The Splash screen to reflect latest Version 2.2.5
2. Added Fyrons Quadrant Mod Deluxe 2.05
3. Changed StellarAbilityTypes to exclude damaging warp points. (Thanks Fyron and TNZ)
4. Updated All Race Research.txt's (Thank you Rollo for the help)
5. Changed All ships in the vehcileSize file now will use standard images if primary is not available
6. Updated Weapons / Components reports
7. Changed Automatic Colonization Population setting from 1 to 0

Star Trek Mod v1.2.4

1. Changed Federation Nova Burst I - III to Federation Trilithium Cobalt Torpedo I - III
2. Changed Federation Trilithium Cobalt Torpedo I - III specs to be a heavy hitting long reload time Torpedo
3. Updated Many of the weapon descriptions to include range. (Long, Medium, Short)
4. Added Weapons of Mass Destruction to the Tech Area
5. Changed All Stellar Manipulation Components that can be used as WOMD from Stellar manipulation to WOMD Tech
6. Added Artificial Warp Point Creation to the Tech Area
7. Changed All Warp Point creation/destruction components from Stellar Manipulation to Artificial Warp Point Creation

Star Trek Mod v1.2.3

1. Added Computer Control to tech area
2. Changed Master Computer I - III tech requirement to Computer Control
3. Modified Several minor changes to a bunch of components.
4. Changed Dom Torpedo Weapons to Dominion Torpedo Weapons in Tech Area and other files
5. Removed Mini Torp Weapons - Dominion technology. Was not being used
6. Changed Many BMP images to use the new Component images by Captain Kowk

Star Trek Mod v1.2.2

1. Changed Structural Integrity Field I - V (No longer has the Armor Ability)
2. Added New Component images by Captain Kwok
3. Fixed Spiral Wave Disruptor II had wrong Roman Numeral.
4. Changed Racial Trait Ancient Race cost from 0 to 1500.
5. Fixed Typo in Romulan Quantum Reactor I
6. Removed All armor and shield abilities from all warp engines. (Conflict and illegal functions)
7. Changed Storage Supply Components I - V have been revamped.
8. Added Warp Core IV
9. Changed Warp Core II - III now are gained at lower Warp Technology
10. Fixed Romulan Quantum Singularity Drive I - III now work.
11. Updated Components.BMP with in new images by Captain Kwok.
12. Changed Balanced out all of the race weapons
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  #554  
Old September 19th, 2003, 03:47 PM
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Default Re: STM "Final v1.7.5" Discussion

I was wondering if any one had any suggestion for the cost of technology / ship research / ship costs etc.

I would also like to know if UserX's Star Trek map is up to day and if so can some one please email it to me along with the placement order of the players. - oh wait I can change that order my self to alphabetical by using the map editor.

I just want to be sure I have the latest Version of the map.

I have also added the new Andorian ships to the mod.

I have added the the entire new vulcan set to the mod as well.
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  #555  
Old September 19th, 2003, 04:24 PM
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Default Re: STM "Final v1.7.5" Discussion

A couple of questions:

1) i have installed Version 1.2.1 of the single player stuff and what i see is slow expansion of the races except the klingons. i know this was a known issue a while back. is it solved?
the kligons have some 40 planets (small map), the next best ai are the dominion with 20 planets. i'm at 90 planets (but i traded rock colonization for ice, and then ice for gas with another alien race.) This is after some 90-100 turns.

2) I play as the federation and i thus have access to the federation tech tree. For "role playing" purposes, if for instance a weapon appears in the federation tech tree and the "normal" tech tree, should you research both or only the federation Version?

My only gripe so far is that i seems a bit difficult to install the single player stuff. meaning, you first install Version 1.1.5 if think and then 2 updates. Otherwise, WOW
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  #556  
Old September 19th, 2003, 04:57 PM
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Default Re: STM "Final v1.7.5" Discussion

The install process is the nature of the beast when your dealing with updates. I am on dial up and can not upload large files daily.

The AI has been improved and will expand better in the latest Version.

The reason for the Single Player Version and the Play By Web Version was because the PBW Version has the COLONY tech mod. This meant that any saved cames would be invalidated.

The single player verison was released so players could finish playing their games.

There will only be one release for the 1.2.5 and that will have the colony mod included so any previous Version of the mod, priort to 1.2.0 pbw will no longer support.

This is explained in the download section of the web site.

To many people get confused to easily. If I can figure out how to install a mod and then mod then any one can do it. I can not think for everyone, and I won't try. Read the instruction and if they don't, then they will have problems. If they have problems, then they need to step back and think about what it is they did wrong.

The latest Versions, once uploaded, will include a one patch from Version 1.2.0 to 1.2.5, and a full Version of 1.2.5 so everyone should have no problem updating or installing the mod.

Hopefully
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  #557  
Old September 19th, 2003, 08:16 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
Consider it listed. But if the pop setting is to 1, and should be 0, then by changing it back to 0 would this not fix the issue for this mod?
It is not an issue with just 1 free pop... it takes too long for it to matter. You are better off just loading some pop off of your 12 B HW and letting them reproduce... please change it back to 1.
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  #558  
Old September 20th, 2003, 06:44 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote

Originally posted by Atrocities:
I have a question for those who know.
The next Version does not make any changes to the game that would require new EMP files to by up grading to the latest Version at PBW be the best option for us?
Or should we just all just update and leave the current Version as is ap PBW until we know if we have any major bugs?

I for one prefer to do the full meal deal. Update the empire files, latest Version, etc. It will prevent/reduce confusion and error later on in the campaigm PBW game.

I have only the copies of UserX Star Trek Map Versions 1.0 and 1.1, completed on 8/13/03 and 8/18/03. If you want those I can email them to you.

Lighthorse
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  #559  
Old September 20th, 2003, 06:29 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by Atrocities:
Consider it listed. But if the pop setting is to 1, and should be 0, then by changing it back to 0 would this not fix the issue for this mod?
It is not an issue with just 1 free pop... it takes too long for it to matter. You are better off just loading some pop off of your 12 B HW and letting them reproduce... please change it back to 1.
I have Emailed MM on this, No it is not a big problem, unless, you try to use the pop of one type of atmopher (sp) and find this nice big planet is now domed with some of your pop on it
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  #560  
Old September 20th, 2003, 06:55 PM
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Default Re: STM "Final v1.7.5" Discussion

Umm... have you confirmed that it always adds your type of pop and not what is on the ship, if the ship already has population on it, or is that a guess?
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