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  #591  
Old September 30th, 2003, 12:32 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by TNZ:
Screen shot of the star trek mod map in space empires IV map editor?
1064920258.bmp
This is exactly what happens with the SectType.txt that is wrong. Download Fyrons Quadrant Mod Deluxe and stick the SectType.txt file from it in the the StarTrek Mods data folder

[ September 30, 2003, 11:33: Message edited by: DavidG ]
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  #592  
Old September 30th, 2003, 02:11 PM
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Default Re: STM "Final v1.7.5" Discussion

WARNING!!! I'm fairly certain that replacing SectTypes.txt WILL screw up the maps for any saved games.

After looking at the SectTypes.txt for ver 1.2.5 I'm fairly certain that it has at one point been saved by SE4Moddr. You can tell by the order things are placed in. ie in the default file after planet with pic 224 there is a star with pic 225. in the messed up file this is followed by another planet with pic 300 (a ringworld). While I think the order things are in in SectTypes does not matter when creating new games it appears to be very important for saved maps and saved games.

What is happening is this: A map is created with the default SectTypes that has a star with image 225. If this map is loaded with the faulty SectTypes.txt the game goes down to the 225th entry (were Star 225 was in the original file) and finds the planet with image 300 and uses it.
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  #593  
Old September 30th, 2003, 10:19 PM
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Default Re: STM "Final v1.7.5" Discussion

Yes, order in the file is all important, as all that SE4 apparently stores for each stellar object is its position in the SectType.txt file (and it's name, values and abilities, but those are all from separate files). SectType.txt is used constantly by the game, which is the entire reason why there is a FQM Standard and a FQM Deluxe.
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  #594  
Old October 1st, 2003, 02:19 AM
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Default Re: STM "Final v1.7.5" Discussion

Please don't tell me I have to rebuild the map!!

Seriously, is this related to something that I may have done? If so, let me know how I can repair this.
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  #595  
Old October 1st, 2003, 03:28 AM
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Default Re: STM "Final v1.7.5" Discussion

Hey Atrocities,

After playing with the Borg, I noted all those changes that you maded. Here my thoughts and suggestions.
Ship Sizes are the same for the "Cube" and "Battle Cube" at 500 kts each. The Battle Cube cost 4000 metal vs a tenth of that for the regular Cube. This must have been a type-o mistake. Tha largest Cube was the Fusion Cube at 1200kts. That seem to small, since that eight smaller cubes fused together. If the Borg fused eight regular Cubes and/or T-Cubes together the combine size should be about 3200 kt to 4000 kt for the Fusion Cube. Borg only had seven ship classes vs eight to nine classes for all the other races. What you think about this idea;
Sphere 200kt, 200metal - 50org - 100rad's
Escort 300kt, 300metal - 75org - 150rad's
T-Cube 400kt, 400metal - 100org - 200rad's
Cube 600kt, 600metal - 150org - 300rad's
Battle Cube 800kt, 800metal - 200org - 400rad's
Attack Cube 1200kt, 1200metal - 300org - 600rad's
Queen's Cube 1600kt, 1600metal - 400org - 800rad
Fusion Cube 3200kt, 3200metal - 800org -1600rad's

Second thing was the Borg Drone II weapon is 5-5-5-4-10-5 it should be 5-5-5-4.

Third item is Borg special weapon mounts. The only weapon that has Borg special weapon mounts is the Borg shield depleter. You may want to include Borfg's ripper beam and tachyon cannon.

I was depressed to find that the Borg organic armor was reduce in its effective by over 60%. The Borg's do not need both shield re-changer and organic armor. Remove the shield rechanger and restore the organic armor back to its orginal Ratings.

In summary the Borg had a different ship design than the other races had. The Borg cube were big and square. They re-generated (organic armor) they hull during battle, boarded enemy ship, etc. I just think it wrong to made all the race's ships all the same size. Each race should be different, with they weakness and strenghts. The biggest Borg weakness is everyone else is gunning for them, attacked them on sight.

Those are some my thoughts
Lighthorse

[ October 01, 2003, 02:36: Message edited by: Lighthorse ]
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  #596  
Old October 1st, 2003, 04:11 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by userx:
Please don't tell me I have to rebuild the map!!

Seriously, is this related to something that I may have done? If so, let me know how I can repair this.
Your map should be fine. The mod just somehow got an incorrect SectType.txt file in it.
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  #597  
Old October 2nd, 2003, 12:17 AM

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Default Re: STM "Final v1.7.5" Discussion

Spaceempires.net is down and the kazharii network hub fyron's quadrant mod page is not working. So where can I get a copy of the sector type data file from fyron's quadrant mod deluxe Version: 2.05.
Maybe could some one upload the sector type data file?

[ October 01, 2003, 23:19: Message edited by: TNZ ]
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  #598  
Old October 2nd, 2003, 12:26 AM
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Default Re: STM "Final v1.7.5" Discussion

I don't know.

The game runs fine, it is only the map that seems to be an issue. However the file will be replaced as soon as possible.
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  #599  
Old October 2nd, 2003, 12:39 AM
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Default Re: STM "Final v1.7.5" Discussion

I was going to upload the mods, but stupid Shrapnel no longer supports the .exe file extension.

I was hosting the latest Version on SE.net and just linking to it from there on the kazharii hub. Yeah, its cheating, so sue me.

[ October 01, 2003, 23:41: Message edited by: Imperator Fyron ]
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  #600  
Old October 2nd, 2003, 12:44 AM
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Default Re: STM "Final v1.7.5" Discussion

Fyron could you send me a good Version of the bad file? Could you set it up to limit the number of damaging warp points to a lower occurance as well?

Thanks man.

I don't know when the next update will be out, but in the mean time I would like to get a few of the known problems sorted out and have fixes availible for them so we can all enjoy the mod and the great map UserX made.
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