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  #941  
Old November 16th, 2003, 04:12 AM
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Default Re: STM "Final v1.7.5" Discussion

I think there might be a problem with the family number of the Urban Pacifiation Centre similar to that of the Starfleet acadamy. Although I haven't tested it in game I notice that it has the same family number as a few racial facilities that provide a similar function.
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  #942  
Old November 16th, 2003, 11:39 AM
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Default Re: STM "Final v1.7.5" Discussion

Hey David thanks for that Facility Family list. That has helped a lot. In fact I am well on my way now with the next Version thanks to your efforts.

COMING SOON

Star Trek Mod v1.3.3

1. Changed Family number for Facility Holosuite Center I - III, Ketracel White Facility I - III, and Political Center I - III from 37 to 47
2. Changed Family number for Facility Salvage Yard I - III from 31 to 16
3. Changed Family number for Facility Massive Planetary Shield Generator from 41 to 28
4. Changed Family number for Facility Central Computer Complex I - III to 50
5. Changed Family number for Facility Spaceport Depot I - III to 51
6. Changed Family number for Facility Subspace Telescope I - III to 52
7. Changed Family number for Facility Battle Arena I - III to 53
8. Added Facility Family Number List to ModInfo. (Thank yoou DavidG)
9. Updated Facility Family Number List (FFNL) to refelect the changes made
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  #943  
Old November 16th, 2003, 11:47 AM
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Default Re: STM "Final v1.7.5" Discussion

I have all the player files except for the Romulans. Once I get that player file I can start the game.

Please be sure you have updated to the latest Version 1.3.2 Or do you all want to update to the 1.3.3 Version and beta test it? I have to add the latest data from the FQM before it is ready and to do that I need to talk with Fyron about which files I will need. (To avoid issues with the Star Trek Map)

The game site will be Star Trek Mod Game

Cardassians - CNC (Have)
Dominion - PCP (Have)
Federation - Lighthorse (Have)
Ferengi - Renegade 13 (Have)
Klingons - DavidG (Have)
Romulans - Tnarg *NEED*
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  #944  
Old November 18th, 2003, 01:11 AM
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Default Re: STM "Final v1.7.5" Discussion

Is any one playing this mod, or is it just one of those dead mods?

The updates are coming out to quickly. You keep screwing up my save games and I hate you for it!
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  #945  
Old November 18th, 2003, 03:55 AM

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Default Re: STM "Final v1.7.5" Discussion

Found a bug:

The Ferengi Mini Anti-Proton Beam is not firing in combat, either Strategic or Tactical.

Renegade
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  #946  
Old November 18th, 2003, 05:50 AM
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Default Re: STM "Final v1.7.5" Discussion

Odd, I tried a little test and the weapon worked for me just fine. I had to set to slow tactical combat though to see it working.

Take a look.

Oops sorry, the link was dead.

[ November 18, 2003, 03:52: Message edited by: CNCRaymond ]
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  #947  
Old November 18th, 2003, 06:12 AM

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Default Re: STM "Final v1.7.5" Discussion

That's weird. I slowed down the tactical combat, but it didn't make a difference. The percent chance to hit display shows 0% even if I'm right beside the planet I'm targetting. The weapons simply doesn't fire. I'll try starting a new game and trying it out again.

Also, I don't know if it'll make a difference or not, but the weapon in question is the Ferengi Mini Anti-Proton Beam II.
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  #948  
Old November 18th, 2003, 07:13 AM
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Default Re: STM "Final v1.7.5" Discussion

Look at the valid targets for the weapon - perhaps it's not set for planets.

[ November 18, 2003, 05:37: Message edited by: Captain Kwok ]
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  #949  
Old November 18th, 2003, 12:21 PM
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Default Re: STM "Final v1.7.5" Discussion

The Ferengi Mini anti-proton beam can target ships only.
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  #950  
Old November 18th, 2003, 01:12 PM
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Default Re: STM "Final v1.7.5" Discussion

Mini weapons are ships only. I had to blance the weapons in some regard in order to make players pick and choose what weapon load outs their ships would have. Specific weapons for specific tasks was the ideas behind it.
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