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  #521  
Old November 30th, 2004, 08:10 PM
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Default Re: The Star Trek Mod - Final Update

Well not realy a "Pop Up" just dialog asking to reg
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  #522  
Old November 30th, 2004, 08:21 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:
Quote:
mottlee said:
Hmmm so far the one I have just pops up a note still works
Errrrr, What are we talking about here?
Winrar file extractor.
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  #523  
Old November 30th, 2004, 10:25 PM

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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Hey Atrocities, I'm interested in play testing your 1.9.0.3 mod Version, if you'd like to have another play tester.
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  #524  
Old December 1st, 2004, 02:44 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Thanks Renegade 13, PM away.
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  #525  
Old December 1st, 2004, 12:50 PM

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Default Re: The Star Trek Mod - Final Update

Thanks!
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Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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  #526  
Old December 1st, 2004, 01:57 PM
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Default Re: The Star Trek Mod - Final Update

No problem, let me know if you find any bugs. Please pay attention to balance issues and look for descriptions that can be improved.

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  #527  
Old December 2nd, 2004, 07:19 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Well I am working on 1.9.0.4 and I think this will be the Version that I release in a couple of weeks.

Quote:
Star Trek Mod v1.9.0.4

1. Changed Shuttle I, Shuttle II, and Shuttle III in VehicleSize image from shuttle to shuttle2.bmp
2. Changed Planet Regenerative Shielding I - V min,org,rad costs (Went with Aikens Recommendations)
3. Changed Remote Power Station I - III min,org,rad costs (Went with Aikens Recommendations)
4. Added Fusion Beam Mount.
5. Fixed Satellite Mount now works as intended.
6. Changed Mini Storage Vehicle Type to Ship\Base
7. Changed Anti - Matter Pod I - V Vehicle Type to Ship\Base\Drone
8. Changed Drone Mount now works as intended.
9. Changed Ram Scoop I - III Vehicle Type to Ship\Base\Drone
10. Changed 8472 Flux Pod I - V Vehicle Type to Ship\Base\Drone
11. Changed Deuterium Tank I - III Vehicle Type to Ship
12. Changed Ferengi Deuterium Tank I - V Vehicle Type to Ship
Also if I cannot cover the yearly cost for the AST.com site, I will need a new site to host not only all of the STM stuff, but all of my other ship sets as well. (If any one can aford to donate to the cause it would be greatly appreciated.) If not, I need about 350 megs of space if any one can host. Donate to NASY
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  #528  
Old December 2nd, 2004, 10:49 AM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

I am nearing turn 100 in my current game as the Klingons, and have met both the Breen and the Son'a. Right now the Ferengi are in the lead followed close by the Son'a.

So far the game has been very much to the nature of Star Trek. The Breen were the first to declare war upon me, but have not attacked. The Son'a declared war then sent a fleet of ships through our shared WP and lost them to my mines.

The slower pace of the mod allows for some RPG type game play and that is nice. I am currently building K'Vort class destroyers as well as a wing of B'rel class firgates.

I have good disrupter technology and my ships are being trained to fight.

I am deploying standard, engine damaging, weapon damaging, and shield and armor damaging mines at my shared WP's. I am also now deploying medium satellites to attack mine sweepers.

I hope to have a wing or two of attack shuttles deployed to each WP as well.

Resources are a constant struggle, but that is the way it should be. Tech research is going slow, again that is the way it should be.

I have an idea for SE V though. When at war a race should get a bonus for research. This is how it is in the real world. When we are at war we spend more on researching new weapons and defenses. I think it would be a good addition to SE V.
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  #529  
Old December 2nd, 2004, 12:57 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released

Quote:
I have an idea for SE V though. When at war a race should get a bonus for research. This is how it is in the real world. When we are at war we spend more on researching new weapons and defenses. I think it would be a good addition to SE V.
Or maybe "military" techs could be slightly cheaper to research, but "civilian" techs (resource production, storage, stuff that is not directly of a military nature) would be more expensive. This could be easily abused if it results in faster research to be in a phony war with another empire than a trade treaty with them instead would though...
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  #530  
Old December 2nd, 2004, 01:24 PM
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Default Re: The Star Trek Mod - 1.9.0.2 Update Released


Disclaimer: I have never dug into the guts of SEIV and do not pretend to understand the mechanics on a modding nor even play at a "good player" level.

Question:
Is there a real difference between the STM races? In looking through the weapons and facilities reports, they all look pretty much the same, just different names.

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