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  #561  
Old December 8th, 2004, 03:33 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

The sets are all included in te mod. You can download them individually from www.pbw.cc Look for the latest Versions (Will say they are NEO Standard)

Most are v1.81
Look on the race web page at the Description to see the Version.

I hope to have enough donatons to keep the AST site on line so I can post the zips there for download. Right now its up in the air as to whether or not AST will remain on line so I am directly everyone to PBW.
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  #562  
Old December 8th, 2004, 12:46 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Damn! I can't view the sets here at work.
I'll have to wait untill I get home. Ahwell, good things take longer. I'll post my opinion as soon as I viewed them all.
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  #563  
Old December 8th, 2004, 01:34 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

I look forward to reading your post then.
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  #564  
Old December 8th, 2004, 01:37 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

If any one is interested, here is my current game file. I am using 1.9.0.4 for this game, but it should still work for games running 1.9.0.2 and up. If not, well, bugger.

I am the Klingons.
Attached Files
File Type: zip 316223-My Game 01.zip (1.52 MB, 118 views)
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  #565  
Old December 8th, 2004, 11:39 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Well? Any one play the save game? Any comments on the revised Star Trek Ship sets?
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  #566  
Old December 9th, 2004, 12:53 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Haven't the lot of us commented enough on the new sets as they were made available? I bet everybody is out of praising words to lavish upon them.
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  #567  
Old December 9th, 2004, 12:59 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
Imperator Fyron said:
Haven't the lot of us commented enough on the new sets as they were made available? I bet everybody is out of praising words to lavish upon them.
I suppose your right. I was hoping those who had not yet commented would though. But I guess your right, if they have not yet commented then most likely they won't.
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  #568  
Old December 9th, 2004, 01:23 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Just uploading something for SJ.
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File Type: zip 316406-Explosions.zip (1.18 MB, 95 views)
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  #569  
Old December 9th, 2004, 06:31 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

AT, thank you for this savegame you gave us. I never had enough patience to play big long game. There are some problem AI designs, but these are later (need some time to gather my observations). But there are several things I'd like to post right now.

1. Warp Nacells mini-images have a visual glitch - thin white bar on the left (guess this is an image mod problem). It only appears in ship design window for some reason.

2. [AI related] ECM V vs Sensor Array III: since Sensor array provides better defense bonus, AI will not use ECM V in its designs. You could consider either boost ECM defense bonus or reduce Sensor Array defense bonus to allow full set of defensive utilities on AI ships.

3. [AI related] Remove Scanners tech from the AI_Research file. This tech is useless for AI, and just wastes its research points. Also it will be possible to use independent Generate Points Intelligence call for Sensor Arrays then (to avoid confusion with CS/ECM).

4. Question about Sensor Array tech reqs:
Name := Sensor Array I
...
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 1
Tech Area Req 2 := RaceX Technology
Tech Level Req 2 := 1
Tech Area Req 3 := Sensors
Tech Level Req 3 := 3(!)

Name := Sensor Array II
...
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 3
Tech Area Req 2 := RaceX Technology
Tech Level Req 2 := 1
Tech Area Req 3 := Sensors
Tech Level Req 3 := 3

Name := Sensor Array II
...
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 5
Tech Area Req 2 := RaceX Technology
Tech Level Req 2 := 1
Tech Area Req 3 := Sensors
Tech Level Req 3 := 1(!)

So current tech lvl reqs (Combat support/Race tech/Sensors lvls): 1/1/3 -> 3/1/3 -> 5/1/1
Quite illogical. Something like 1/1/1 -> 3/1/3 -> 5/1/5 will be better.

5. [AI Related] You could make some simple tweaks to AI_research file to increase the priority of some essential techs:

AI State := blah
Tech Area Name := Cargo
Tech Area Level := 1 (change to 3, else AI will use mine/sat layers for transports)
Tech Area Min Percent := 34

AI State := blah
Tech Area Name := Space Yards
Tech Area Level := 1 (change to 2, else it will stick with SY I for a long time)
Tech Area Min Percent := 34
....
AI State := blah
Tech Area Name := Cargo
Tech Area Level := 3 (change to 6, since the max level of this tech has changed)
Tech Area Min Percent := 34
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  #570  
Old December 9th, 2004, 06:44 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Thank you Aiken.

The image glitch on the warp nacelles... I do not see it. If it is present, then it is most likely an image mod issue.
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