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  #611  
Old October 7th, 2003, 11:16 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by TNZ:
I don’t see any reason why fighters and shuttles cannot be changed to be more useful. Some ideas on how to do this.

1. New vehicle size for fighters and shuttles.
2. New AI design creation for fighters and shuttles.
3. New propulsion scheme for fighters and shuttles and new propulsion components for fighters and shuttles.
4. At the moment, fighters and shuttles technology is divided into :shuttles, fighters, adv ship construction and propulsion. Why not just make it one field ? Say Shuttle/Fighters Technology?

Examples of 1-3 in working form. Also 4 images of Federation shuttles.

1065504136.zip
I think the key to making usefull fighters is to make them survive the point defense attacks long enough to attack. This would presumably be done by boosting their hitpoints or making them harder to hit. ie give fighter armour or shields more strength. (with a matching increase in cost so they are not uber powerfull)
I'm not really sure how shuttles are dealt with in TNG and latter but I like them as they are in TOS or Star Fleet Battles. Slow moving transport vehicles.
Hmm that reminds me I wonder if it would be possible to make a 'Wild weasle' shuttle like they have in SFB. This thing would be packed with electronics and when launced would provide defesive bonus to all ships. Is there an ability in SE4 that you could do this with?
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  #612  
Old October 7th, 2003, 09:59 PM

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Default Re: STM "Final v1.7.5" Discussion

hiya, i am currently playing the Romulans--and noticed that there special torpedo tech--the Plasma burst--has a speed of 0--may be a typo--i reasearched 2 levels and both have speed 0--in combat they just sit wherever the ship launched them--so may want to look at it--just a heads up)))--great mod.
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  #613  
Old October 7th, 2003, 10:10 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
I expect to be revamping the borg a bit and fixing a few minor errors as well as replacing the sector.txt that seems to be causing the ST Map not to work. (FYRON could you please set me up a new one of these that limits the occurance of damaging WP's and email it to me?)
This has nothing to do with SectType.txt. It is the StellarAbilityTypes.txt file that determines WP abilities. As long as you have not changed that, it will have the damaging ones gone (or reduced, I forget what we did before...). In any event, the SAT.txt file in FQM has not changed since 2.03 or earlier, so there is no reason to overwrite it with the one from FQM D 2.05.
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  #614  
Old October 8th, 2003, 01:23 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by BadAxe:
Federation Ablative Armor II is looking for comp_1232.bmp and can not find it. My guess is that the value in components.txt should be comp_1256.bmp. That would be consistent with the values for FAA I and III.

I am having fun with this mod.

Thanks
Yeah, i encountered this too. Only problem i found so far. The mod is great fun
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  #615  
Old October 8th, 2003, 03:57 AM
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Default Re: STM "Final v1.7.5" Discussion

thanks fyron, my bad. I don't know why the 'whatever' file is causing a problem for I don't recall changing it or altering it.
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  #616  
Old October 8th, 2003, 05:22 AM
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Default Re: STM "Final v1.7.5" Discussion

Compare the SectType.txt file in STM with the one in FQM D. Filesize should be an indicator of missing lines.
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  #617  
Old October 8th, 2003, 04:57 PM

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Default Re: STM "Final v1.7.5" Discussion

great mod!

Trying the federation, and I noticed one of those comp-image errors for what looks like some Point Defense gun (not the federation, but the Borg one I think).

I also noticed that I am able to get over 100% in defense bonus (ship cap, sensor arrays, ecm, natural bonus, etc)- does this mean I can never get hit?

Also, saw the discussion about the Shuttles and fighters, and I had a thought, what if you adjusted the mod so boarding party components can be placed on the Fighter/Shuttles. If you want a 'conical' argument, note that in many shows people get on a shuttle and 'beam' aboard the enemy vessle. This might add another level of strategy becuase fighters are cheap- and imagine a bunch of them with ship capture ability coming at you.

Suddenly point defense takes on a whole new meaning, as does ship security... just a thought.
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  #618  
Old October 8th, 2003, 05:57 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by clark:

I also noticed that I am able to get over 100% in defense bonus (ship cap, sensor arrays, ecm, natural bonus, etc)- does this mean I can never get hit?
I think there is always a 2% chance to hit. However the enemy will likely have attack bonuses that cancel out some of your defensive ones. there is a thread somewhere that explains in detail how all this works
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  #619  
Old October 8th, 2003, 09:30 PM
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Default Re: STM "Final v1.7.5" Discussion

To hit chances all add together. If you have 100% defense bonus, but the enemy has 100% offense bonuses, they cancel, leaving you back with a normal chance to be hit (100% - (10 x distance)).
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  #620  
Old October 9th, 2003, 02:45 AM

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Default Re: STM "Final v1.7.5" Discussion

Hello again

OK, I need help - again - and I'm just a tad frustrated with the updates.

I'm using 1.1.5 SP and I love it. I downloaded - when it was still available - what I thought was the updates for this Version. When I tried to install them, my STM opening screen showed up with a great big PBW on it, and sure enough, it wouldn't work as a SP game so I had to reinstall the 1.1.5 Version.

Now the question. Where would I get the CORRECT updates to raise my Version to 1.2.0 as the STM site doesn't have them any more?

HELP!!!
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