UDM ramming issue (resolved)

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Crims
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UDM ramming issue (resolved)

Post by Crims » Thu Sep 01, 2011 10:38 pm

I play :) vanilla and UDM(L). Don't like ramming though and won't play unless its off the table (RF - i spit on you!).

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xDx
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Post by xDx » Fri Sep 02, 2011 7:52 am

Crims wrote:
I play :) vanilla and UDM(L). Don't like ramming though and won't play unless its off the table
The ram is just an exploit in UDM that anyone can take advantage of. Cardassians have the highest hull of any empire next I believe are Dominion, Feds, Klingons, and Roms in that order. If you play someone that likes to use ram choose another empire that is comparable in hull strength and use the ram exploit yourself. BTW ECM v2 has this corrected and is the closest mod to vanilla out there. UDM4 when released will also have this issue resolved :wink:

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Post by ruthlessferengi » Fri Sep 02, 2011 6:54 pm

Crims wrote:I play :) vanilla and UDM(L). Don't like ramming though and won't play unless its off the table (RF - i spit on you!)

Unintended outcomes of mp games r hard to digest. Everytime I lose I learn something new. No need to get all upset and start losing control of one's own bodily fluids. This is a skill most 30 something year olds mostly mastered. If not, there are bibs available.

Ram in udme is screwd up and I've been campaigning to have it addressed, please see prev multiple pposts. Ram cost me a championship spot in the last tourny. Let's just be civil about it. Otherwise, next u discover other little idiosynchrasies of the game such as kvort2 and raider 2 trained to elite level, u 'd want them banned tooo?

As a compromise, letms play anither game where u. Can ram my fleets to ur heart content. I promise I won't Shower u with my saliva. It's all fun and games, right;)
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Re: UDM ramming issue (resolved)

Post by thunderchero » Fri Sep 02, 2011 7:35 pm

here are replacement trek.exe that uses SCT's ram fix

UDM_combat_distance+ram_fix.rar

just replace the current trek.exe from the proper folder.

Note all player must have same trek.exe in use in MP games

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Re: UDM ramming issue (resolved)

Post by xDx » Fri Sep 02, 2011 8:32 pm

Thanks TC for putting this issue to rest but question did you remove ram altogether like in BoP (both ships are destroyed if ramming is used) or did you implement the fix to use the current turns hull points of each ship?

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Re: UDM ramming issue (resolved)

Post by thunderchero » Fri Sep 02, 2011 8:48 pm

xDx wrote:Thanks TC for putting this issue to rest but question did you remove ram altogether like in BoP (both ships are destroyed if ramming is used) or did you implement the fix to use the current turns hull points of each ship?
current turns hull points of each ship was used

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Re: UDM ramming issue (resolved)

Post by JeanLucPicard1 » Fri Sep 02, 2011 11:02 pm

This would be for 3.01c and not usable for other versions (like if I wanted to use for 3.01b) correct?

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Re: UDM ramming issue (resolved)

Post by thunderchero » Fri Sep 02, 2011 11:04 pm

JeanLucPicard1 wrote:This would be for 3.01c and not usable for other versions (like if I wanted to use for 3.01b) correct?
only current version 3.0.1c

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Re: UDM ramming issue (resolved)

Post by ruthlessferengi » Sat Sep 03, 2011 4:31 pm

Why don't we update the game with the fix in selfinstaller versions.... some will swap the files (me) others may not have a clue...
Rf
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Re: UDM ramming issue (resolved)

Post by thunderchero » Sat Sep 03, 2011 5:31 pm

ruthlessferengi wrote:Why don't we update the game with the fix in selfinstaller versions.... some will swap the files (me) others may not have a clue...
Rf
1. it is a 103mb file to upload (I know no big deal really)

2. I would like to see how this effects ramming with so high of hull values.

3. I already have the new chat window fix to add and would like to wait to see if any other small changes might be added (if they are easy enough to edit and quick). I am sure Dissy will request a few. :wink:

so maybe in a couple weeks a new installer will be created with new version number to prevent incompatibilities.

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Re: UDM ramming issue (resolved)

Post by xDx » Sat Sep 03, 2011 5:39 pm

cough *AI map scan* cough... ahem sorry something stuck there :wink:

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