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  #871  
Old November 5th, 2003, 02:41 AM
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Default Re: STM "Final v1.7.5" Discussion

Take a look at this image and do the following.

LINK

Focus on the center mass of the Star Screen directly behind the aft section of the BOP. Then slowly move your head slowly back and forth from your monitor.

I almost got see sick.

The Stars seem to move. Very very cool if the effect works on you.

===========================

I am looking for help in making some end game screens. I want to add a few that are custom to the mod. Any one interested in making a new end game BMP for victory or defeat please let me know. Thanks.
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  #872  
Old November 5th, 2003, 07:40 AM

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Default Re: STM "Final v1.7.5" Discussion

Plasma Envelope Missiles?

I was designing ships with only seeking weapons. When I tried my design with plasma envelope missiles in the combat simulator, the plasma envelope missiles only seem to have a seeking range of one then they stopped seeking.

One more thing: Is it possible to have a seeking weapon that has a Weapon Seeker Speed that is the same as its Weapon Damage At Range .

P.S. Atrocities, I have email my idea on the happiness data file to the StarTrek Mod email address.
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  #873  
Old November 5th, 2003, 04:34 PM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities,

I encountered a problem Last night when I first tried to play the Star Trek mod. I got some error Messages stating that the computer couldn't find the rock, gas and ice colonization technologies. Now, I had to divide the zipped mod into 3 or 4 files to place the entire thing on 3.5" floppies, but AFAIK, I put everything together in the right spots. Has anybody else had this problem and what is the solution?
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  #874  
Old November 5th, 2003, 04:49 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by gregebowman:
Atrocities,

I encountered a problem Last night when I first tried to play the Star Trek mod. I got some error Messages stating that the computer couldn't find the rock, gas and ice colonization technologies. Now, I had to divide the zipped mod into 3 or 4 files to place the entire thing on 3.5" floppies, but AFAIK, I put everything together in the right spots. Has anybody else had this problem and what is the solution?
Are you using an AI player that did not come with the Trek Mod? IF so you will get that message as the normal colonly names are changed in the trek mod.
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  #875  
Old November 5th, 2003, 05:32 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by DavidG:
[b]
Are you using an AI player that did not come with the Trek Mod? IF so you will get that message as the normal colonly names are changed in the trek mod. [/quote]

NO, I was just loading up the mod when I got that error message. I didn't even get to the point of trying to create a race. I just found out that I can use WinRar to create multiple files of the downloaded mod, so I'm going to re-d/l it again and create those files, take them home and try it again.
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  #876  
Old November 5th, 2003, 08:02 PM
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Default Re: STM "Final v1.7.5" Discussion

My bad. I think I know what happened now. I thought I had the entire mod, but it looks like I just d/l the v1.30 patch without having the previous full mod. I'm now downloading both of them. My only question is whether I need the patch for v1.25-1.28-light 1.30.
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  #877  
Old November 6th, 2003, 12:29 AM
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Default Re: STM "Final v1.7.5" Discussion

Yes you need full Version plus the 1.3.0 patch.
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  #878  
Old November 6th, 2003, 12:33 AM
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Default Re: STM "Final v1.7.5" Discussion

FOLLOW UP

Download the 1.2.6 FULL VERSION then ONLY the 1.3.0 patch listed under NEW VERSION RELEASED.

The LIGHT Version is mainly for PBW when Geo updates the mod on the PBW sevrver.
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  #879  
Old November 6th, 2003, 10:53 AM
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Default Re: STM "Final v1.7.5" Discussion

Update:

Here is the latest info on the next Version if any one cares to take a look. Intrest in the mod has died down considerablely over the Last week and I think I will take some time away from it once I upload the next full Version sometime later this week.

There are still many things wrong with the mod, most noticably illegal component designs like the Federation Sensor array and such. Some balance issues need to be worked out as well and I would like to see the AI's for each race improved.

There has been a few requests for senerios and such, like Klingon Civil War, Borg Attack, and The Dominion War. I don't know all that much about senerios or how to create them so if any one is interested in doing this please feel free to knock your socks off.

I can see why this mod took Kwok so long to design, it boggles the mind as to the complexity that goes into such an endevor as this. So many details, so many little things, and so much time. I do hope that the mod this mod is close to what he had invisioned, and I do hope that those of you who have played it enjoy it.

I know that there have been many patches for this mod over the months, very confusing, and for that I am sorry. But that is the process and like it or hate it, it is all we have.

=======================
Star Trek Mod v1.3.1
=======================

1. Fixed Photon Torpedo III had Roman numberal of 8
2. Fixed Impulse Engine VI had wrong roman numeral
3. Updated Comments
4. Changed Anti - Matter Torpedo I - V Tonnage Space Taken and Tonnage Structure from 15 to 20
5. Changed Photon Torpedo I - X Tonnage Space Taken and Tonnage Structure from 30 to 20
6. Changed Race AI DesignCreation file slightly to improve late game ship design
7. Changed Vorta Captain I - II from Standard movement to Combat Movement (Avoid engine conflicts)
8. Changed Capital Ship Missile I - V speed from 5 to 6
9. Changed All Races Troop Components Vehicle Type from Ftr/Trp to Troop
10. Added Weapons Family List (For AI Modders)
11. Updated Weapons/Componet reports
12. Added New Large Splash Screen
13. Changed Color of row grid to dark blue.
14. Changed Cost of Heavy Carrier in vehicle size file. Org/Rad were set to 0 now set at 600 each
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  #880  
Old November 6th, 2003, 12:00 PM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities, what is wrong with the Federation sensor array, It works for me... but then again I always play as the Feds.
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