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  #511  
Old September 15th, 2003, 09:21 PM
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Default Re: STM "Final v1.7.5" Discussion

To the best of my knowledge, I did not do anything to effect population growth or min max settings on a planet.

What should they be?
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  #512  
Old September 15th, 2003, 09:25 PM
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Default Re: STM "Final v1.7.5" Discussion

HOLD OFF DOWNLOADING THIS. Once Again I think I have fallen victim to an out dated Version on the OFFICAL Image Mod web site.

New Components.

1177 thru 1272 including a new Components.BMP

Comp 1177 - 1272

I have pushed the start of the game back a week to allow for time for the PBW Admins to add the new player slot and to allow me more time to finish up the next patch.

This one was more work than I had anticipated. Thanks again to Rollo, Fyron, TNZ for the help.

You can download the new images and install them if you want. I new Version of the mod will USE many of the new images by Captain Kowk. They will also be included in the patch, but for those who are playing the PBW game and who choose to download the images seperately, I can also make a data only patch. This will lighten the download by over 2 megs. Provided you download the new images seprately.

They can go in either your standard components folder or your game mod folder. I have them in both and that is what I recommend.

[ September 16, 2003, 01:05: Message edited by: Atrocities ]
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  #513  
Old September 15th, 2003, 10:15 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
To the best of my knowledge, I did not do anything to effect population growth or min max settings on a planet.

What should they be?
You did not. All that you changed is that all new colonies get +1 million pop. So, if you send a colony ship with no pop loaded by accident, the new colony will be given 1 M pop anyways, so as to prevent it from being useless.

Also, I assume you are submitting those images to the Image Mod?

[ September 15, 2003, 21:16: Message edited by: Imperator Fyron ]
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  #514  
Old September 16th, 2003, 01:00 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
AT set the Automatic Colonization Population in Settings.txt to 1, so all planets get 1 M extra pop, regardless of what the ship is carrying.
OK I see, this can lead to building up pop this way granted will take time to do so but 1M extra
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  #515  
Old September 16th, 2003, 01:48 AM
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Default Re: STM "Final v1.7.5" Discussion

I posted here at Shrapnel in the hopes that the message would get out. I downloaded the 1.11 Version of the mod and it did not include any of the new images at all. So I hope the will be included now.
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  #516  
Old September 16th, 2003, 02:14 AM
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Default Re: STM "Final v1.7.5" Discussion

Components pack of the Image Mod is at 1.16.
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  #517  
Old September 16th, 2003, 02:52 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Imperator Fyron:
Components pack of the Image Mod is at 1.16.
ya, I know now. Thanks. I had no idea that the site I was at wasn't updated. Oh well. Lifes little annoying surprises. Back to the drawing board.
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  #518  
Old September 16th, 2003, 04:01 AM
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Default Re: STM "Final v1.7.5" Discussion

New Components for the Star Trek Mod. (9-16-2003)

Installation - Unzip the file to your SE IV directory pictures folder / components folder.

The zip will over write older STM images, 1177 thru 1231 This is ok. It will also add the newer images 1256 through 1296 and replace the Component.bmp

Comp 1256 - 1296
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  #519  
Old September 16th, 2003, 10:04 AM

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Default Re: STM "Final v1.7.5" Discussion

Idea For The Master Computer Components.

I preferred playing without the master computer components, so I added a new tech requirement to the components called master computer tech. Next I added a new tech area to the tech area data file called master computer tech. This way you can choose to have the master computer components in your game or not. This way everyone is happy.
1063699135.zip
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  #520  
Old September 16th, 2003, 10:26 AM
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Default Re: STM "Final v1.7.5" Discussion

Excellent idea. I would like to encorperate your idea into the latest Version provided it does not require me to make any new EMP files. If it does it will have to wait til later.

I also want to break up the Stellor Manipulation components. Have the ones that can cause destruction under a seprate technology that can be excluded from a game while leaving facilities and components that are helpful in the game.

Fyron has also given me the ok to use his latest Version of the FQM D 2.5 in the mod as well.

[ September 16, 2003, 09:30: Message edited by: Atrocities ]
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