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  #791  
Old May 15th, 2003, 10:11 PM
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Default Re: *** Star Trek Mod Discussion ***

You could make it the cost whtever a 8472 DNs cost is X8 and make it only able to hold the Planet Buster ^_^ lol or implement it in the same way you are the Fusion Cubes and Spheres...

Im just being annoying arent I.

Well in any event stop reading my useless Posts and get back to work on our beta!lol
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  #792  
Old May 15th, 2003, 10:34 PM
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Default Re: *** Star Trek Mod Discussion ***

BTW, I wasn't referring to using those damage types on mines but instead some sort of direct fire torpedo-like weapon.

Destroying engines in STmod only prevents movement since the warp core provides the supplies to the ship, so engines only damage won't cause the weapons to fail.

At this time, I had been using engines only for the Tholian web since it really immobolizes a ship and then contracts, destroying the ship within. The weapons are still available while the ship is in the web...
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  #793  
Old May 16th, 2003, 01:26 AM
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Default Re: *** Star Trek Mod Discussion ***

Although Species 8472 uses Organic-based ships, I'm sure there might be some sort of requirement for other types of materials...

There is no way to duplicate the combined-8 ship planet buster thingy in se4.

How would mines better portray the Tholian web?

Woops...the message here was inaccurate...that's what you get for posting too early in the morning before work.

[ May 15, 2003, 21:36: Message edited by: Captain Kwok ]
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  #794  
Old May 17th, 2003, 09:23 PM
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Default Re: *** Star Trek Mod Discussion ***

After several hours of fixing typos and other errors, I finally got the the STmod to load in SE:IV for the first time. Just need to add some image placeholders and I should be able to actually 'start' a game. There's much to fix up for the beta, but it's getting much closer now.
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  #795  
Old May 17th, 2003, 09:31 PM

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Default Re: *** Star Trek Mod Discussion ***

Wait- you did all that..without testing the thing along the way?!
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  #796  
Old May 17th, 2003, 10:00 PM
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Default Re: *** Star Trek Mod Discussion ***

I did testing along the way, but usually in little component chunks (i.e. engines, shields, etc) but never the whole mod.

I mentioned in the Star Trek mod forum at Fyron's website that in retrospect I would have added piece by piece rather than start from scratch, so I could more effectively test or play test. Overall, the changes to most items are fundamental in terms of costs or point generation, but also family numbers, general Groups, weapon familites are all revamped. One of the reasons I hadn't loaded the files before was when I started the mod you needed to have all the data files in the directory and since there were so many changes made, it was hard to make sure everything was correalated in each file. So I usually just added to one file at a time...

Edit:

I actually have two directories for the mod, one directory that I used to test out parts of the mod, graphics, and all 'reference files' and a second that serves as the official STmod directory that contains the mod files in their proper form.

[ May 17, 2003, 21:05: Message edited by: Captain Kwok ]
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  #797  
Old May 19th, 2003, 09:42 PM
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Default Re: *** Star Trek Mod Discussion ***

Website updated with latest information and a few new and/or updated graphics. Look for more images to be added in the next couple of days.

Note:

I added an extra 'Race_portrait_battlecruiser' image for each race to be displayed when adding empires. I preferred to name each image after the class ship (with a backup name corresponding to a se4 std ship) but the game would not display the 'typical' ship unless the bitmap was named '...battlecruiser' regardless of additional bitmap references. This is fine anyways, as I can use whatever image I think is most appropriate to be representative of the race with the extra pic.
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  #798  
Old May 24th, 2003, 06:19 AM
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Default Re: *** Star Trek Mod Discussion ***

Greetings!

Mod Info:

The 'Alpha' testing phase continues as I make the mod ready for the beta testers. Combat, ship design, and the ready graphics are looking good so far. I had to make a few minor changes to the propulsion system and I really need to fix some research and resource cost issues.

Website Info:

I'm hoping to keep the website updated every 1-2 days based on the latest state of the mod. In the next couple of weeks, I'm going to begin uploading the first parts of the Star Trek mod database. This is an alphabetical listing of components, technologies, races etc, in the mod with descriptions, tips, research paths, and other useful info.

What else...

Be sure to check out our official forum hosted by Fyron's Imperial Forums, lots of additional discussion and comments are there and might be of some interest.

Here is the link: Star Trek Mod Forum

Sometimes it's a little slow or down for some reason, but do not be discouraged! Try again later.
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  #799  
Old May 24th, 2003, 06:36 AM
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Default Re: *** Star Trek Mod Discussion ***

Excellent news. Too bad I can not load Fyrons Forums on dial up. They just hang.
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  #800  
Old May 24th, 2003, 08:37 AM
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Default Re: *** Star Trek Mod Discussion ***

They are on a free server, so sometimes there are periods of inaccessibilty, but they do not Last long (maybe a minute or two). Most of the time the site loads just fine.
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