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  #811  
Old January 24th, 2005, 10:59 AM

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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

Hey AT,

Let me second what BlkRose said, for the umpteenth time: it's quite simply the best mod I have ever played. I love the QConflict game et al. Great job!

So, I haven't played past the version in use in the QConflict game, so my next suggestin may be OBE, but still wanted to mention it: I was noticing in the QConflict game that there are ringworld/sphereworld construction techs. I would humbly suggest that these should be a borg racial tech - I can't envision any of the other races building such things really, even though they encountered them in the series.

Also, the construction of planets using Genesis devices seem s a bit problematic to me as well. I thought the Genesis device didn't work in the end. So I would think either canx it, OR, perhaps even better, make it a fed technology that is really really expensive...so that other races would have a strong motivation to steal the genesis ship - and hence open up the path for the same thing that happened in ST2:TWOK...

Just my two cents...I understand that having them in makes sense as well, but wanted to put for th my opinion.

Thanks again for an amazing mod!

Alarik
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  #812  
Old January 24th, 2005, 01:23 PM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

Thanks for the suggestions. I wrestled with the SW/RW matter and in the end decided that an advanced race, no matter its origins, would eventually develop such technology. The same concept as in Traswarp drive. As for the Genesis Torpedoes, well it was an easy way to solve the create a planet issue. Again, technology was prefected.

Read the back story for the mod. Keep in mind that the only way to explain a lot of the differances between Star Trek and Space Empires was to do so creatively. This mod takes place in the Space Empires Universe, therefore its rules, physics, and realities are what govern the Star Trek Mod, not the other way around. When in Rome.....
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  #813  
Old January 24th, 2005, 08:42 PM

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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

wah

No no, (if possible) I'm having so much fun, I set up the Quadrants map and placed the Vulcans in Vulcan and the Andorians in Andoria, and the feds partnered with each and yet the Vulcans and Andorians stayed at war! Its perfect!!! Dont replace them

Thats what I meant about the Bajorans, ie placing them like I could with the Andorians and Vulcans
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  #814  
Old January 24th, 2005, 08:49 PM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

test post
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  #815  
Old January 24th, 2005, 09:55 PM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

AT: uhm.....minor quibble. Made sure I had latest component pack for image mod and the pic for warp nacelle is missing. the component.txt file calls for image "888" but there is none.
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  #816  
Old January 24th, 2005, 11:00 PM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

I don't think thats a STmod problem. I got the latest image mod to play Final Frontier 3, and I have that image.
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  #817  
Old January 24th, 2005, 11:13 PM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

Quote:
Randallw said:
I don't think thats a STmod problem. I got the latest image mod to play Final Frontier 3, and I have that image.
Yep, I d'l'd a different version of the component pak from IF's site and it showed up. Thanks!

Funny, both are labeled v 33?!
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  #818  
Old January 25th, 2005, 05:09 AM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

Quote:
pathfinder said:
AT: uhm.....minor quibble. Made sure I had latest component pack for image mod and the pic for warp nacelle is missing. the component.txt file calls for image "888" but there is none.
That component is the warp nacelle. I do not know why SJ does not have it in the latest version of the image mod. Download an older version and see use its master component.bmp image.

There was a problem with it having a white strip to one side, and he said he fixed it. Perhaps that is what caused the problem.
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  #819  
Old January 25th, 2005, 05:51 AM

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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

Resistance is futile! Just commenting on how my game is shaping up, may I say that the AI is performing brilliantly, I can imagine the havoc they'd wreak if they actually used the ships up from escort they designed (they have tonnes of schematics, they just dont build them). All in all i'm very impressed with how they handle themselves (cept for the size thing).

A comment on the Borg AI which is trully frightening, except for one small hang up! (at least with the escort thing). If the Borg encounter satelites they are stopped dead in their tracks.

In my game the borg are absolute monsters accounting for 2nd, 3rd, 4th, 5th scores combined, but whats holding these fiends back you ask? about 2 dozen Hirogen satelites palced strategically in the Delta Quadrant. At each sateleite area (about 6 sats per) are a few hundred borg vessels, all with wpns that cant hit sats

Interesting

But i love the changes Atrocities, and if you could *plz* consider keeping the Andorians and Vulcans as a selectable race in your next version, placing them on maps is just to cool
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  #820  
Old January 25th, 2005, 06:05 AM
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Default Re: The Star Trek Mod - 1.9.0.9 Update Released

I checked the latest version of the Component pack, and the component 888 is there and is in the master component.bmp list as well. I suggest updating.
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