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  #1  
Old June 24th, 2003, 07:15 AM
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Default STM "Final v1.7.5" Discussion

The Star Trek Mod

I have talked it over with both Kwok and CNC Raymond about re-modding the AST Mod into a mod similar to the one Kwok was working on.

Kwok has given his support of this, and is allowing me to use many of his concepts and ideas. Thank you Captain Kwok.

CNC has agreed to allow me to scavenge the AST mod as needed.

If all progresses well, I will have a beta Version of the mod out by the middle of July.

The mod will use most, if not all of Captain Kowks original Star Trek mod concepts, settings, ideas, etc, in conjunction with a few from the AST mod.

I will set up a web page soon that will list my progress. In the mean time your comments are welcome.

[ June 15, 2004, 06:03: Message edited by: Atrocities ]
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  #2  
Old June 24th, 2003, 08:35 AM
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Default Re: STM "Final v1.7.5" Discussion

Cool but isn't mid july a bit optimistic if you know how long it took Capt'n?
Anyway, i hope you succeed in doing so because if want to play a good ST mod. It was one of the initial reasons i bought the game: i saw many of your shipsets so i knew the game was very moddable
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Old June 24th, 2003, 09:12 AM
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Default Re: STM "Final v1.7.5" Discussion

Much of Kwok's time (until the Last few months) was spent theorizing and coming up with ideas, and also making graphics. The actual implementation of them in the data files takes much less time.
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Old June 24th, 2003, 10:26 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by minipol:
Cool but isn't mid july a bit optimistic if you know how long it took Capt'n?
Anyway, i hope you succeed in doing so because if want to play a good ST mod. It was one of the initial reasons i bought the game: i saw many of your shipsets so i knew the game was very moddable
What Fyron said is very true and remember that the AST mod has been around now for over six months and a lot of the files have been kinda sorta optimized for a trek based mod already.

So I am hopeful. The ships sets are already done, the basic mod blue print is done, all that really remains is taking what Kwok has generated for the Star Trek mod and make it using his concepts.
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Old June 25th, 2003, 01:26 AM
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Default Re: STM "Final v1.7.5" Discussion

Maybe this is a good time to explain the differences between both mods to us forum-goers who weren't around when work on them began ?

If it's been explained elsewhere, just point me in the right direction.
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Old June 24th, 2003, 06:21 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Chief Engineer Erax:
Maybe this is a good time to explain the differences between both mods to us forum-goers who weren't around when work on them began?
The basic difference between the two mods was that the ASTmod played more along the lines of a typical SE4 game, while the STmod was intended to be a complete 'conVersion' sort of thing, much skewed from the original game.

Quote:
Originally posted by Imperator Fyron:
Much of Kwok's time (until the Last few months) was spent theorizing and coming up with ideas, and also making graphics. The actual implementation of them in the data files takes much less time.
That is true. Also keep in mind that most of the time while I was working on the mod, I was also attending school, working, and married.

I've given Atrocities the full go ahead to use whatever he wants from the old mod, and I'd stay on in more of a consulting role. We discussed this Last night and the new mod should be along the lines of what I was working on, but minus the ships and other graphics I had before the loss.

I'm going to keep the STmod site up, but I might move in to a different web address in the next week or so. I'll redo my current site to feature more info about SE4, StarFury, and other fun Captain Kwok stuff I'll be working on once I my new computer arrives.

Anyways, good luck to Atrocities on this task and I hope he meets his self-imposed timeline.

[ June 24, 2003, 17:22: Message edited by: Captain Kwok ]
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Old August 9th, 2004, 07:02 PM
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Default Re: Colony Modules

I'm wondering why the colony modules have 300 hp, while the entire rest of the ship has only about 50 hp total.
Spaceyards and robominers are similar.

The capital ship missile component has an ability description of "+10% bonus to hit" when its a seeker, and thus guaranteed to hit.
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  #8  
Old August 10th, 2004, 02:24 AM
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Default Re: Colony Modules

Cuz I am to lazy to fix them.
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