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  #121  
Old July 11th, 2003, 10:51 AM
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Default Re: STM "Final v1.7.5" Discussion

I was just over at the www.astmod.com page and noticed that CNC has posted a new update for the AST mod. The complete mod is now 1.9.3 I think. He also has a patch out to.

Just in case you did not ready my new thread about concept ships and races, I will post it here to. Concept ships and new Races

I am kinda proud of these new ships. SO DON'T make fun of them!

[ July 11, 2003, 09:53: Message edited by: Atrocities ]
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  #122  
Old July 11th, 2003, 03:24 PM
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Default Re: STM "Final v1.7.5" Discussion

Yeah, these new ships are very cool!
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  #123  
Old July 11th, 2003, 06:15 PM
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Default Re: STM "Final v1.7.5" Discussion

Error reported.

In the Cardassian Folder please rename the Cardassian_Portrait_BattleCruiser1 to BattleCruiser.

This should stop the "Missing image" error that you are getting at start up. For the next patch I sincerely hope that Aaron give us the option to turn off that random image display during player set up.

Thanks for the reports.
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  #124  
Old July 11th, 2003, 06:29 PM
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Default Re: STM "Final v1.7.5" Discussion

My Computer crashed this morning while I was receiving mail. SO IF YOU EMAILED ME about joining the Beta, @ atrocities@astmod.com please resend it to me at that email or startrekmod@astmod.com Thanks.

(Frank)
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  #125  
Old July 12th, 2003, 01:15 AM
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Default Re: STM "Final v1.7.5" Discussion

Make fun of them???? HUH??? I took a look and they look REALLY COOL! I might be many things AT, but BLIND and MORON isnt one of them!

GOOD WORK! (as always!)

Snakeye
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  #126  
Old July 13th, 2003, 07:55 AM
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Default Re: STM "Final v1.7.5" Discussion

Bump

I will be away for a few days off and on. PLEASE feel free to discuss the mods pros and cons, errors, suggestions, ideas, feedback good or bad is needed and much appreciated.
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  #127  
Old July 14th, 2003, 12:01 AM

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Default Re: STM "Final v1.7.5" Discussion

Information on Interface.

I found this (All of the cursors, menus and main screen borders are contained in the Pictures\Game directory. While on modification currently changes these graphics, it is possible to create “total conVersions”) in the Space Empires IV Gold Users Manual, Page 84

I also found a web site that might be useful in making a new interface.

www.fabuloussavers.com/stthemes.shtml

Original email to startrekmod@astmod.com
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  #128  
Old July 14th, 2003, 12:12 AM

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Default Re: STM "Final v1.7.5" Discussion

Idea for better AI weapon selection.

The A section is currently used for torpedo and missile type weapon. This is why the AI ships used so many torpedo and missile. The B section is currently used for the beam type weapons. This is why the AI ships used so few Beam weapons. In Star Trek, ships seem to have more beam weapons and fewer torpedo and missile weapons. This could be achieved by using the A section for beam weapons and the B section for torpedo and missile weapons.

Weapon family picks are rated from one to five, one being the most preferred and five the least preferred. If the weapon family picks were changed, the AI could used any weapon you wanted it too. The section in bold are weapon type, this is how the AI identifies weapon Components.

I don’t know if this information is widely known or not.

Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 2
Desired Speed := 2

(A section)
Majority Weapon Family Pick 1 := 20
Majority Weapon Family Pick 2 := 4
Majority Weapon Family Pick 3 := 25
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0

(B sections)
Secondary Weapon Family Pick 1 := 1
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0

Shields Spaces Per One := 200
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 500
Secondary Comp Ability := Weapon

Example form Star Trek Mod Federation AI Design Creation.
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  #129  
Old July 14th, 2003, 02:06 AM
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Default Re: STM "Final v1.7.5" Discussion

I am puzzled.

I ran a quick-start game (Feds) and found the movement system to be quite challenging. In fact, I couldn't design a ship with more than 1500 supplies, and the way the ships moved that could get eaten up just moving through two solar systems.

I also ran a start-from-scratch game (Feds with some production percentages), and this time, when I designed ships, supply availabilty and usage were closer to SEIV norms.

Whaddablazes is going on?
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  #130  
Old July 14th, 2003, 03:32 AM
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Default Re: STM "Final v1.7.5" Discussion

General, thanks for the post, I will check this out. Captain Kwok has sent me his propulsion modle and I have not yet had a chance to convert the game over and test it. The current propulsion modle is close to that used by Proportions Mod.

The supply usage is on purpose. There are two systems that can improve the use of supplies and as you improve your technology supply use should go down.

Use the Bussard Collectors and the Ram Scoops.

TNZ that is an excellent post regarding the use of weapons. Thank you. I will defiantly make use of it.
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