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  #81  
Old July 6th, 2003, 09:54 AM
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Default Re: STM "Final v1.7.5" Discussion

Sorry guys, my sense of humor is a bit off at 5 am or so after being up for 24 hours strait. To much coffee and no sleep make Atrocities a bit cynical.

Regarding the computer using extra components despite the restrictions. Well I would rather it used SIF than have an extra engine or two. The AI has to fill up space I guess to I will make the SIF have a tonage of 5 instead of 0. That should fix the problem if not, oh well, an issue for another time.

Thanks TNZ t hat is very helpful info. Very helpful.

[ July 06, 2003, 08:57: Message edited by: Atrocities ]
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  #82  
Old July 6th, 2003, 06:51 PM
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Default Re: STM "Final v1.7.5" Discussion

Thanks TNZ, but when I tried this simular idea for the AST mod, it caused a lot of problems. One could not research other colony technology and was stuck with what they started the game with. But I will give it a shot.
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  #83  
Old July 6th, 2003, 10:15 PM
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Default Re: STM "Final v1.7.5" Discussion

I have completed the 8472 and Borg facilities.

I added the DefaultDesignTypes and DefaultColonyTypes from the FQM 2.4 to the Data folder.
I would like to add the latest Version of the USM to the mod as well. *DONE*
I have also added the latest Version of CNC Star Trek Systems names to the mod.

I also replaced the Carrier and Fighters types in the VehicleSize.txt file. They are under Advanced Ship Construction. I reduce the size of the fighters and tweaked the carriers a bit. The light carrier is smaller and faster, while the other two slow down as the size increases and hold a little bit more. I re-included them because some players like this options, although I do not, and I will make the Advanced Ship Construction a removeable technology. It will include Fighters and Carriers.

I have added both the Definant Escort and the Klingon BOP (Bird Of Pray) mounts to thw CompEnhancment.txt file.

The rest of the file will remain as defualt for now. We can always add more mounts later.
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  #84  
Old July 6th, 2003, 10:42 PM
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Default Re: STM "Final v1.7.5" Discussion

Here are the names of the 20 neutral races. I added two new ones to the list.

Bynars 001
Talarian 002
Selay 003
Anticans 004
Bandi 005
Mintakan 006
Andorian 007
Bajorian 008
Chalnoth 009
Vulcan 010 (Race Portrait from the Internet)
Betazoid 011
Malcoria 012 (NEW)
Zakdorn 013
Takarans 014 (NEW)
Benzites 015 - Race Emblem by: David Gervais
Mizarian 016 - Race Emblem by: David Gervais
Pakleds 017 - Race Emblem by: David Gervais
Trill 018 - Race Emblem by: David Gervais
Ullian 019 - Race Emblem by: David Gervais
Yridians 020 - Race Emblem by: David Gervais

[ July 06, 2003, 21:42: Message edited by: Atrocities ]
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  #85  
Old July 6th, 2003, 11:46 PM
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Default Re: STM "Final v1.7.5" Discussion

The new intro image is also done now.

I have also finished the Breen and Cardassian Facilities.
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  #86  
Old July 7th, 2003, 01:39 AM

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Default Re: STM "Final v1.7.5" Discussion

New Component Idea for New Star Trek Mod

No more designing three different colony ships.

Name := Colony I
Description := Materials needed to start a colony on a rock planet.
Pic Num := 54
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Colonizing
Family := 5001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 60kT worth of cargo space.
Ability 2 Val 1 := 60
Ability 2 Val 2 := 0
Weapon Type := None

Name := Colony II
Description := Materials needed to start a colony on a rock planet And a ice planet.
Pic Num := 54
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Colonizing
Family := 5001
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Ice Planet Colonization
Tech Level Req 2 := 1
Number of Abilities := 3
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Colonize Planet - Ice
Ability 2 Descr := Can colonize an ice based planet.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Cargo Storage
Ability 3 Descr := Provides 60kT worth of cargo space.
Ability 3 Val 1 := 60
Ability 3 Val 2 := 0
Weapon Type := None

Name := Colony III
Description := Materials needed to start all colony.
Pic Num := 54
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Colonizing
Family := 5001
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Ice Planet Colonization
Tech Level Req 2 := 1
Tech Area Req 3 := Gas Giant Colonization
Tech Level Req 3 := 1
Number of Abilities := 4
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Colonize Planet - Ice
Ability 2 Descr := Can colonize an ice based planet.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Colonize Planet - Gas
Ability 3 Descr := Can colonize a gas giant planet.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Ability 4 Type := Cargo Storage
Ability 4 Descr := Provides 60kT worth of cargo space.
Ability 4 Val 1 := 60
Ability 4 Val 2 := 0
Weapon Type := None
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  #87  
Old July 7th, 2003, 06:29 PM
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Default Re: STM "Final v1.7.5" Discussion

I have finished the Dominion, Federation and Ferengi facilities.

I have only the Klingon, Romulan, and Tholian left to do.

I will take on the research.txt's again and try and get them to work better.
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  #88  
Old July 7th, 2003, 06:38 PM
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Default Re: STM "Final v1.7.5" Discussion

Hey AT,

I tried doing a "STNG" interface for SEIV awhile back, but gave up for sheer frustration (the way the game screen uses and divides up the display frame BMPs is enough to give one nightmares ). However, one thing I did manage to do is change the graphic for the race/planet data buttons from SEIV font to STNG Monitor font. Interested?
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  #89  
Old July 7th, 2003, 11:29 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
Again for the five or so of you who seem to care about this mod.
A lot of people care. It's just that we are so anxiously awaiting this mod that we do not wish to bother you very much because this mean you would reply and when you reply you aren't doing the mod which in turn means we have to wait longer to kick some Borg circuits.
So by acting like we do not care we show that we care

(damn i should have become a lawyer )

[ July 07, 2003, 22:30: Message edited by: minipol ]
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  #90  
Old July 8th, 2003, 01:52 AM
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Default Re: STM "Final v1.7.5" Discussion

[de-lurk]

I'm looking forward to the mod my friend. I was willing to put up cash to help the great and magnanamous Kwok out on that Hard Drive problem, and must say that I'm downright tickled that someone else is willing and able to step in and work with him on an updated ST mod considering the heartache of the lost work. Cheers, my hat's off to you.

Secondly, before I re-lurk... would it be possible to make a special weapon and/or mount just for the Galaxy Class? I remember that the Collameter (sp) ring phaser was able to track while firing and split up it's beam to shoot at multiple targets, etc. I was just wondering if the special weapon/mount could be called a "collameter section". Putting several of these sections together would allow the weapon to fire "multiple times". Also, I think it would be cool if the weapon had the PDF ability (but not necessarily the targetting bonus) versus all ship and unit types (basically against all incoming objects... including ships).

Just my thoughts

[/de-lurk]
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