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Old March 24th, 2004, 04:45 PM
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Default Re: StarFire Mod v-Beta 2

TerranC: You can do the splash screen also? You ARE the MAN! I didn’t want to ask you for it as I still feel guilty about having you do the ship sets by yourself. I am still trying to digest that DOGA file you sent. My hat is off to you and all of the ship set makers, I never realized how much work goes into creating even one ship until you sent that file. I will take it as soon as you can get it out.

Atrocities: Please do if you have the time. I want this Mod to be playable and fun for the non-initiated, if it is not than I have come up short and need to adjust it. Note: read the Last comments below.

The Canuk: If you click the link in my signature you will see a button for the ‘Downloads’ page, mid-way down on it you will see the Beta Build 2. After installing it click over to the ‘SE4G’ page and there you will see the first patch, install it and you are ready to play. Note: read the Last comments below.

abc:
Supplies: This was a hot issue during the revision to Beta Build 2. By [StarFire] cannon you can explore the whole galaxy without having to return to base. Your ships are considered refilled by the Commercial Freight Network (CFN) of your empire. It works well in the game but there are many other factors that affect it but can not be duplicated here. The other argument was that even in SE4G you could research the Quantum Reactor and do the same thing, mmm? There is a flaw in that logic…

Fighter Fuel Pod: Ack! What the heck? I put supplies in twice, thanks! Since my co-author and I are running campaign games we have not gotten fighter tech yet to test that one out. Good catch. It is fixed now and should provide speed 12 with an endurance of 2 without rest or refuel.

Medical Bays: Here is something known as Intrepid Explorers Disease. In the old SF it was an optional rule that could wipe out an entire colony. A microbe that was not considered harmful at first mutates into a deadly illness. I left the medical bays out to test players feelings on this, but I can add it back in at a later date.

Suicide Fighters: In the books, shuttles (many types) and gunboats where the main weapon of choice in this tactic. I could not Mod them in, in such a way to justify their expense as only ramming craft compared to the XO weapons. As for fighters they rammed but it was their missile load and the force of moving at a good portion of c that did the damage. I chose to leave them (fighter suicide weapons) out as the preferred tactic, even in the books, was to expend all ammo and then ram.

PDC: I did what? Again! Actually this is one of those minor details that slipped past during the change to Build 2. In the first Build they where not needed, then again there was only one size of PDC. I will fix that with the next patch.

2kt: That should be one of the Point Defense weapons, it is not a mistake.

Ok my fingers are getting tired so let’s wrap this up. By tonight I should have the next patch at my website. If you are already in a game and your favorite test empire is about to kill over take heart, this patch will break the game. You may have noticed that the “Box Missile Launcher” is an unbalanced component; it was left untouched as I had other plans for it that needed working out before implementing the changes. The next patch (vb2_2) will make these changes and should be out at my website tonight sometime.

[ March 24, 2004, 14:49: Message edited by: President Elect Shang ]
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Old March 25th, 2004, 04:52 AM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: StarFire Mod v-Beta 2

The latest patch for the StarFire Mod is out. Just follow the link in my signature and click over to the SE4G page. You will not need to download the first patch as SF Mod vb2.2 includes the first one. If you need the base game you will still need to click over to my Downloads page to get it then install the latest patch. Have fun and thanks for giving it a test run.
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Old March 25th, 2004, 10:08 AM

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Default Re: StarFire Mod v-Beta 2

I checked my notes for the tonnage error. It is still there in Patch 2.2

Name := Missile Box Launcher
Description := May fire up to 3 capital type missles.
Pic Num := 620
Tonnage Space Taken := 20
Tonnage Structure := 10

Name := Improved Missile Box Launcher
Description := May fire up to 4 capital type missiles.
Pic Num := 620
Tonnage Space Taken := 2
Tonnage Structure := 1

Check the PDC Box launcher, too. Same situation.

The enhanced drive missiles have point-defense as weapon type, but ships/planets as target. The weapon target should probably be seekers.

[ March 25, 2004, 08:48: Message edited by: abc ]
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Old March 25th, 2004, 04:10 PM

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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by President Elect Shang:
Supplies: This was a hot issue during the revision to Beta Build 2. By [StarFire] cannon you can explore the whole galaxy without having to return to base. Your ships are considered refilled by the Commercial Freight Network (CFN) of your empire. It works well in the game but there are many other factors that affect it but can not be duplicated here. The other argument was that even in SE4G you could research the Quantum Reactor and do the same thing, mmm? There is a flaw in that logic…
How about increasing the supply usage of engines? Ships can still explore the whole galaxy, but they'll have to stop to resupply once in a while.
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Old March 25th, 2004, 04:15 PM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: StarFire Mod v-Beta 2

Good catch abc, I got that fixed and the patch name is still the same on my website but with the designator (a) after the patch number. Also I learned how to do the ***.exe file to make it extract itself to the correct location, assuming that you did not change the default path of installation for SE4G.

The EDM is designed to help a ship by providing extra point defense it can’t mount, the target type is ship/planet to force the player to fire on one target and follow the missile in to that target or lose the protection. If I had set the target type to seekers than a player could launch a fleet of them at the start of the battle and just let them run around the map for the full 30 turns shooting away. As I am sure you can see not much fun.
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Old March 25th, 2004, 04:17 PM
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Default Re: StarFire Mod v-Beta 2

Actually in my test game so far I do have to stop long enough to let the CFN recharge me. I need another 15 minutes to post the patch, problems connecting to server.

Patch up now.

[ March 25, 2004, 14:34: Message edited by: President Elect Shang ]
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Old March 25th, 2004, 09:39 PM
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Default Re: StarFire Mod v-Beta 2

This post has no other purpose than to:

Thank abc for the great bug reports.

TerranC for all his hard work. (I am looking forward to that splash screen, put your John Hancock in one of the corners please)

Dan K: For being a great co-author and helping me to overcome many small and large errors!

Dawn Falcon: For some really great suggestions. I beat him up pretty hard for one or two of them, but damn if they arn't in the Mod today.

I thank all of you for the fine job and helping to give me the desire to see this project to its end.

[ March 25, 2004, 19:40: Message edited by: President Elect Shang ]
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