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  #401  
Old August 26th, 2003, 03:18 AM
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Default Re: STM "Final v1.7.5" Discussion

Lastly, I was checking out the PBW site and wow, we get the turns in out email! I've never played a PBW game, how many turns would you do in an evening? how many times a week would you play?

Also, what about starting conditions, player points, tech level, etc?
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  #402  
Old August 26th, 2003, 03:35 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
But you don't see what's in each system until you enter it?
Yes, but you could still load up the map in the map editor and look at it to see what is in any system...

Quote:
Originally posted by userx:
Lastly, I was checking out the PBW site and wow, we get the turns in out email! I've never played a PBW game, how many turns would you do in an evening? how many times a week would you play?

Also, what about starting conditions, player points, tech level, etc?
With most PBW games, you play one or two turns a day, depending on the turn rate.

[ August 26, 2003, 02:36: Message edited by: Imperator Fyron ]
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  #403  
Old August 26th, 2003, 03:46 AM
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Default Re: STM "Final v1.7.5" Discussion

If it gets set to any faster than 24 hours I may have a hard time keeping up, unlike some of my fellow avid fans of SEIV I do need sleep-alot of it as a matter of fact-not to say i was even accepted in 8472 which i volunteered for...
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  #404  
Old August 26th, 2003, 04:06 AM

tesco samoa tesco samoa is offline
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Default Re: STM "Final v1.7.5" Discussion

don't start until sept 1st... as it is a long weekend... would hate to miss the first few turns
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  #405  
Old August 26th, 2003, 04:22 AM
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Default Re: STM "Final v1.7.5" Discussion

It would be nice to start that soon I'm afraid i may not be the caliber of some of the other players here...I only just entered the Online arena and well some of you guys rule the world and such...
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  #406  
Old August 26th, 2003, 07:43 AM

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Default Re: STM "Final v1.7.5" Discussion

BUG: Breen Cloaking Device I-III are all avaible at level 1....
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  #407  
Old August 26th, 2003, 09:23 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by userx:
Also, Atrocities, I was playing a short game yesterday as the Klingons and noticed that everytime I won a battle in a system I controled, I got a message saying something to the effect that my "population is growing UNHAPPY due to the recent victories." For the sake of the Klingon player, we might want to investigate further
Huh? This I will check out right now. Thank you.

Thanks also Openair for the Breen bug. Fixed it just now. And it also showed me another bug that also fixed.
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  #408  
Old August 26th, 2003, 09:27 AM
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Default Re: STM "Final v1.7.5" Discussion

When I play a game, I normally have the following settings.

1. 48 hour turns
2. No stellor Manipulation
3. No intel
4. No colony technology swapping
5. 2000 Racial Points
6. Good starting planets
7. No Surrender
8. Retro -series ok
9. Multiple training facilites ok
10. Gentalmen rules apply. (Those I will list out in more detail later)
11. Limited Tech Trades - I will explain more later
12. Large Map 200 =/- 25 systems

I also advise everyone to remember to use a password for their race, otherwise it will be accessible by all.
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  #409  
Old August 26th, 2003, 12:23 PM

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Default Re: STM "Final v1.7.5" Discussion

In the first game playing with the Startrek Mod
i used the Dominion with General Ship
Construction.

The result of researching the Battleship was :
None. ??

Tech Level Req 2 := 18
Shouldn´t 18 be 1 like in all the others in
this techtree ?

greetings.
Tymy

Name := Battleship
Short Name := Battleship
Description :=
Code := BB
Primary Bitmap Name := Battleship
Alternate Bitmap Name := Battleship
Vehicle Type := Ship
Tonnage := 1000
Cost Minerals := 1000
Cost Organics := 1000
Cost Radioactives := 500
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := General Ship Construction
Tech Level Req 1 := 7
Tech Area Req 2 := General Race Technology
Tech Level Req 2 := 18
Number of Abilities := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 2
Requirement Min Crew Quarters := 2
Requirement Uses Engines := True
Requirement Max Engines := 9
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
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  #410  
Old August 26th, 2003, 12:28 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
quote:
Originally posted by userx:
Also, Atrocities, I was playing a short game yesterday as the Klingons and noticed that everytime I won a battle in a system I controled, I got a message saying something to the effect that my "population is growing UNHAPPY due to the recent victories." For the sake of the Klingon player, we might want to investigate further
Huh? This I will check out right now. Thank you.

Thanks also Openair for the Breen bug. Fixed it just now. And it also showed me another bug that also fixed.

I have tried everything to duplicate this and have not been able too. I can think of nothing that would generate such and error. I have checked everything and can only think that perhaps is was a random negative event.

If it happens again, please take a screen cap of it and email me that and your save game file. Thanks.

Fyron has also pointed out the benifits of adding the Colony Tech mod. If I do this, and I am very inclined to do so, it will be a minor undertaking and will take some time to complete.

I will need to added the components, redo all of the 30 race EMP's, revise the Racial Traits, update all AI research doc, and update all race General docs. After doing so, I will have to play test the mod once again to see if the AI's use it.

If I include this in the next patch, it will push the mod back a good week or so.

The benifit to having it for a PBW game is that it severly limits a players ability to trade colony technology. That is unless they are of the same colony trait then the point is mute because one could be Ice - Rock Trait and the other Gas - Rock Trait and trade each other. This of course is considered cheating, but that has never stopped people from trading colony tech before.

So I ask you, should I incorperate the colony tech mod into the next Version of this mod, or wait until later?

Doing it now means it is done and can be play tested. Waiting means that I will have to ask Geo to upload the mod twice. Given how many Version of a mod are running at PBW, this will only add to the confusion.

Any one care to venture some advice here?
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