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  #2251  
Old March 28th, 2004, 02:34 AM
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Aiken Aiken is offline
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Default Re: STM "Final v1.7.5" Discussion

My 5 cents:
Star Trek Mod v1.5.4
...
6. Changed Tholian Energy Mount now includes Tholian Energy Web I - III
actually it didn't :
Long Name := Tholian Energy Mount
Comp Family Requirement := 3334
...
--------

As I posted below where is a bug (though a called it a "cool feature", but I think that any unexpected behaviour is a bug) when Fed can gain 0 kt Klingon (Breen/Romulan) cloacking device with help of Defiant Cloacking mount. Since it is impossible to steal Federation Cloacking Device you may simply change its Comp Family to another value (and change Defiant Cloacking mount correspondingly).

Thanks.
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  #2252  
Old March 28th, 2004, 02:49 AM
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Default Re: STM "Final v1.7.5" Discussion

Coming Soon

If all goes well and I can get the weapons done I should have this Version ready for use by next weekend.

Star Trek Mod v1.6.7 (WILL NOT EFFECT SAVED GAMES)
1. Changed - Klingon Combat Support in Tech Area from Max level 5 to 3.
2. Fixed - Map Error that called for Blackhole3.bmp
3. Fixed - Error in Tholian speech file. (Thanks BlackRose)
4. Changed - Weapons Of Mass Destruction to Weapon Technology
5. Changed - Beam Discharger I - IV Family Number from 2009 to 2035 to avoid conflicts. (Thanks CNC)
6. Changed - Made some adjustments to the Happiness file.
7. Changed - Deuterium Tank I - III Lowered Supplies Generated to a more reasonable level (500/1000/1500)
8. Changed - Ram Connon Weapon Family from 1 to 138
9. Updated - Weapons Family & Component Lists
10. Changed - Borg Tuant Weapon Family and Family from 10 to 26
11. Fixed - Spacing Error at bottom of Component File
12 Fixed - Roman Numberal error in Breen Intel Center I (Thanks BlackRose)
13. Changed - Breen Organic Extractor I - III to produce organics at the planet level instead of system. (Avoids conflict with Breen Labour Camp Facilities)
14. Fixed - Tholian Dreadnought Mount was accessable to other races. (Thanks BlackRose)
15. Changed - Klingon Neutrino Disruptor I - III reload rate from 1 to 2
16. Changed - Shield Disrupter I - V reload rate from 3 to 2
17. Changed - Shield Depleter I - V reload rate from 1 to 2
18. Changed - Borg Shield Depleter I - V reload rate from 1 to 2
19. Changed - Tholian Energy Web I - III reload rat from 1 to 2
20. Changed - Cost of some facilities to balance them out between races better.
21. Changed - Balanced out the weapons Mounts more effectively
22. Changed - Lowered the bonuses for all ECM's and Combat Sensors and like Racial components.
23. Fixed - Tholian Energy Mount will now work with Tholian Energy Web
24. Changed - Federation Cloaking Device Family from 26 to 42

[ March 27, 2004, 12:50: Message edited by: Atrocities ]
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  #2253  
Old March 28th, 2004, 03:11 AM
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Default Re: STM "Final v1.7.5" Discussion

Ahhhh bugger. I want to post something but I have nothing to post.
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  #2254  
Old March 28th, 2004, 01:35 PM
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Default Re: STM "Final v1.7.5" Discussion

Tank you Imperator Fyron for the statement I’ll do what you suggest me.
Maybe Aaron can do something for that
Atrocities I have no intention to cause you a headache I have some ideas of your work
on the mod and I know the pain of a new bug…. so take it easy I love your work.

Now a question….
There is a mode or a custom program to import a single system in a new map?
I have found original Star Trek Map and I wont convert to the game…. system to system.

Of course is possible to create a new one with the game system and then move
and rename each one correctly… but is not a very elegant solution… maybe just a little bit practical
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  #2255  
Old March 28th, 2004, 04:12 PM
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Default Re: STM "Final v1.7.5" Discussion

The map thing can be difficult. We have italian speaking people on the forum. I wonder where they went?

In my current test game, the federation has nearly 2000 ships and over 600 planets. They are roughly twice my size.

The Dominion has the most population with nearly have a trillion. But they have no intel. (0)

The Cardassians are by far the most aggressive. I just lost another fleet of 50 ships to one of there 125+ size fleets.

I have not yet encountered the Romulans. The Ferengi have been my longest allies in the game and are generally very nice. I think the new happiness files are working.

The only problem I am having is the 15 minute turn durations.
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  #2256  
Old March 28th, 2004, 04:35 PM
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Default Re: STM "Final v1.7.5" Discussion

Turn 150, bed time. I have only played 13 turns all night. The Dominion surrendered upon request. They were in 9th place so no harm no foul. I expect a neutral and the Romulans to surrender to me this next turn.

I gained nearly half a trillion or better in population with the surrender of the Dominion.

The Cardassians are pressing the attack now as I try to reclaim sovereign Klingon territory taken by the vile cardies over 50 turns ago. We must avenge the Bolians and our fallen comrads!

I can out produce the Cardassians now and have slipped into the number one spot this turn. The cards held the spot until the Feds took it from them about 25 turns back. I just stoled it from the Feds. LOL

The bulk of my 2000 ships are remote mining ships. I'd say at least 10% (200) of them are.

My planets are not as productive as my resoure miners are. Never the less I am committed to the course of slave labor and will eventually have all my planets producing resources.

The mod is playing very well and with the latest patch I hope it continues to play well.

While going over and rebalancing weapons I discovered many errors in the weapons components and hopefully have fixed them.

I have not yet tested the balanced weapons as I am only about 2/3rds done with the file. I hope that the rebalancing will not harm the mod. Lord knows it could.
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  #2257  
Old March 28th, 2004, 06:12 PM

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Default Re: STM "Final v1.7.5" Discussion

how many planets did the dominion have before they surrendered? what level of diplomacy did you use--pleading, neutral, or threatening?-- i have trouble getting the AI to surrender and was just wondering?
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  #2258  
Old March 28th, 2004, 06:12 PM

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Default Re: STM "Final v1.7.5" Discussion

how many planets did the dominion have before they surrendered? what level of diplomacy did you use--pleading, neutral, or threatening?-- i have trouble getting the AI to surrender and was just wondering?
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  #2259  
Old March 28th, 2004, 06:13 PM

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Default Re: STM "Final v1.7.5" Discussion

sorry i hit the reply button twice??? erase
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  #2260  
Old March 28th, 2004, 06:22 PM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities,

i played your mod today.
I set up a nice large galaxie, with max AIs and neutral empires, tech cost medium, racial points 3000, difficulty hard, NO AI boni.

I stopped playing at turn 98, because the game got boring.
I had contact with the breen, the ferengi, the new federation, the romulan and the bajoran.
I was at war with every race (my initiative), but i barley got attacked by more than 2 or 3 ships.
To top that, the enemies ALL used depleted uranium guns level 3 or 4. No phasers, missiles or any other cool stuff.
Just when i decided to stop playing i decided also to make a few intels, to see my enemies tech levels.
They didnt researched any racial tech at all, in addition they all had tech levels 3-4 in basic sciences.
I also made some intels to see ship designed and noticed the ferengi had a design which used approx 8 anti matter torpedos. That was all.
Is there anything wrong with the AI ?!? Because in your Posts it seems to challenging...?!


anyway, nice mod, like it so far, esspecially the tech tree and stuff !
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