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  #791  
Old January 8th, 2005, 06:39 PM

msnevil msnevil is offline
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

http://www.spaceempires.net/home/mod...=getit&lid=391

^^^^^^^^^^^^^^^Tampa link above.^^^^^^^^^^^^^^^^^^^^^^
???

I already moded Tampa's sound into your mod. Along with SEIII.

So every weapon now has a different sound.

28mb's. worth. I just need a host. Or give me a day, and I will find a host myself. After I get some sleep.
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  #792  
Old January 8th, 2005, 07:24 PM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Contact Fyron, perhpas he could host, or upload the file here At shrapanel.
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  #793  
Old January 8th, 2005, 09:34 PM
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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

Perhaps you could separate out the "new" sounds (such as SE3 sounds, but not Tampa Gamer sound pack, as I already have that) and submit them to the Sound Pack which is currently being developed? This would be the best solution IMO.

http://www.shrapnelcommunity.com/thr...&Number=181285
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  #794  
Old January 9th, 2005, 01:29 AM

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Default Re: The Star Trek Mod - 1.9.0.7 Update Released

The seiii sounds were ones included with the seiv regular game. (if the information is true?)

What I did was use the ones already available to the SEIV game owners via mods. (So that the only sounds required were ones already available.)

I have also already named every sound.wav corresponding to the current weapon. exp. phased energy cannon.wav, Phaser.wav.

So its pretty much impossible to "restore" the old default seiv regular sounds.

If you want the sounds as a temporary sound theme. (before the sound mod comes out.) Let me know. I was hoping to help contribute to the mod. (ie do my part.) If not, oh well.
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  #795  
Old January 10th, 2005, 09:38 AM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

I'm on turn 160-something of a solo game, and none of the AI races seem to have researched past 300kt frigate-type ships. Is this normal? I haven't been particularly in a rush to research ships, but still I have 800kt Attack Cruisers; needless to say I am laying waste to them all.
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  #796  
Old January 10th, 2005, 03:08 PM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

Quote:
DarkHorse said:
I'm on turn 160-something of a solo game, and none of the AI races seem to have researched past 300kt frigate-type ships. Is this normal? I haven't been particularly in a rush to research ships, but still I have 800kt Attack Cruisers; needless to say I am laying waste to them all.
What settings did you use for the AI? If you gave then no AI bonus then yes it is normal.
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  #797  
Old January 10th, 2005, 03:35 PM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

Quote:
Atrocities said:

What settings did you use for the AI? If you gave then no AI bonus then yes it is normal.
I'll have to check when I get home. I thought I took the recommended settings, but I may have missed/forgotten something. Boy that would suck, having to start all over again because I screwed up the settings
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  #798  
Old January 10th, 2005, 05:10 PM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

DO this, Play a turn as each of the empires and make them research what you need them too.

I will run a few tests and see what the problem is. In all of my games, with the recommended settings, the AI always had the edge.

The problem also might be more than what I am thinking. I might have to work on the construction files and such. And that is something I know nothing about.
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  #799  
Old January 10th, 2005, 05:13 PM

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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

Hey AT,

I was looking over the new mod site, thinking about trying a solitaire game with it, and I had a question: I would like to use the map that was put together (I forget by whom) as a "historically accurate" map (It's the same one we use in the "Quadrants of Conflict" game) - is that map still compatible with the latest Version if I wanted to play with the races it includes?

My primary concern is that the Borg now appear to be treated as monsters only rather than as a race - meaning that I figure I'll have a hard time getting them in accurately.

Thanks,

Alarik

Ps: a most excellent mod, by the way. The QConflict game is by far the most invested I've ever been in a SE4 game...
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  #800  
Old January 10th, 2005, 09:51 PM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

Quote:
alarikf said:
Hey AT,

I was looking over the new mod site, thinking about trying a solitaire game with it, and I had a question: I would like to use the map that was put together (I forget by whom) as a "historically accurate" map (It's the same one we use in the "Quadrants of Conflict" game) - is that map still compatible with the latest Version if I wanted to play with the races it includes?

My primary concern is that the Borg now appear to be treated as monsters only rather than as a race - meaning that I figure I'll have a hard time getting them in accurately.

Thanks,

Alarik

Ps: a most excellent mod, by the way. The QConflict game is by far the most invested I've ever been in a SE4 game...
I really do not know about the map. I guess the best option would be to ask Fyron or someone who might know. You can try and load it with the Mod Launcher/Map edit option. See if it loads and if everything is in the right place. I would hope that it would work without problems. Check the revsion historys to see if I made any changes to the files that might effect the map. I don't recall doing so.

And thanks for the nice works about the mod. I am happy that so many people are enjoying it.
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