Log in

View Full Version : The Star Trek Mod - v1.9.7.5 (Oct 07)


Pages : 1 2 [3] 4 5 6 7

solops
November 28th, 2004, 10:30 PM
Are the latest ImageMod files going to be posted as Zip files someplace? All I found are rar files.

Randallw
November 28th, 2004, 10:39 PM
I am interested to learn if a particular bug has been fixed. In Qconflict I naturally use the ST intel facilities (1100 pts vs SE4 stock 700). However It annoys me that when I click on upgrade facilities it upgrades the 1100 pt facilities to 800 pt standard ones. I didn't notice this downgrade until some time after it had started.

Atrocities
November 28th, 2004, 10:46 PM
I have checked. The only facility that shares the same family number with intel facility (86) is the pirate one. This is being changed now. However the problem you mentioned was fixed in Version 1.7.3:

38. Changed Intelligence Center I - III family number from 6 to 86 to help stop conflict with GR - Intel (Thanks General Woundwort)

Aiken
November 29th, 2004, 04:47 AM
to 1.9.0.3:
Patch 1.9.0.2 negated all changes made to mounts in patch 1.9.0.1:
<font class="small">Code:</font><hr /><pre>4. Changed Reduced range modifier of Federation Weapon Mount from 5 to 2</pre><hr />
-&gt; in patch 1901: range mod is 2; in patch 1902: it's 5 again.
<font class="small">Code:</font><hr /><pre>5. Changed Fixed Descriptions for Large, Heavy, and Massive Weapon Platform Mounts
6. Changed Fixed Description for Large Satellite Mount
7. Changed Fixed Descriptions for Large, Heavy, and Massive Base Mounts</pre><hr />
-&gt; in 1902 patch descriptions reverted to pre1901 state.
<font class="small">Code:</font><hr /><pre>8. Changed Fixed Damage % for Large, Heavy, and Massive Base Mounts. (30,40,50%)</pre><hr />
-&gt; in 1901 patch: damage mods are +30%/+40%/+50%; in 1902 patch damage mods are +30%/+5%/+10% again
<font class="small">Code:</font><hr /><pre>9. Changed Reduced range modifier of Dominion Weapon Mount from 5 to 2
10. Changed Reduced range modifier of Ferengi Weapon Mount from 5 to 2</pre><hr />
-&gt; same sh*t as for Federation Weapon mount
..
<font class="small">Code:</font><hr /><pre>21. Added Phh Propulsion Mount. (1600kt to 3200kt)</pre><hr />
-&gt; no such mount in 1902 patch (for Fusion Cubes)
<font class="small">Code:</font><hr /><pre>22. Changed Ph Propulson Mount from 1001 to 2000 to 1001 to 1500</pre><hr />
-&gt; in 1902 patch it's 1001-2000 kt again.

Atrocities
November 29th, 2004, 07:19 AM
GD IT, how in the hell did this happen? You know what, after I made the patch I shut my computer off for an hour while I went to the store. EVER GD TIME I do this, the frells things up.

There is no reason for this to happen except to say that some how the system screwed up... I honestly don't know what in the hell happend.

I will reload Version 1.9.0.2. Or should I just wait for 1.9.0.3?

Atrocities
November 29th, 2004, 07:28 AM
It looks like the CompEnhancement file was not saved in the update folder that was used for the zip. Like I have said, this has happened before. Its an XP thing that is really beginning to PMO to no end.

Both times it has happened after a shut down - reboot.

Any ways, the fixes in 1.9.0.1 WILL be back in 1.9.0.3.

I guess I will just have to get it done sooner than I had anticipated.

In the mean time, if you want the correct file, I have attached it to this post. Simply replace the exsiting one with this one. NOTE: Do not do this if your playing in a PBW game. You will have to wait until the 1.9.0.3 update.

Latest Progress on new Version.

Star Trek Mod v1.9.0.3

1. Changed Min,Org,Rad cost for Phased Energy Cannon III - V. (Went with XenoTheMorph Suggestions)
2. Fixed Typo - error - in Phased Energy Cannon V.
3. Changed Increased the Range Modifier for Laser Mount from 1 to 2.
4. Changed Romulan Defense Cannon I - V Pic Num to 1392
5. Changed Increased Supply Storage Ability for Warp Core I - X by 200 for each level
6. Changed Increased Supply Storage Ability for Quantum Singularity Drive I - X by 200 for each level
7. Changed Increased Supply Storage Ability for Borg Warp Drive I - X by 200 for each level.
8. Changed Increased Supply Storage Ability for Transwarp Drive I - III by 200 for each level.
9. Changed Increased Supply Storage Abiltiy for Organic Drive I - X by 200 for each level.
10. Changed Increased Supply Storage Abiltiy for Organic Hyper Drive I - X by 200 for each level.
11. Changed Increases Supply Storage Ability for Impulse Engine I - V (750,800,850,900,950)
12. Added Two Per Vehicle restriction on Damage Control I - III
13. Changed Modified all races Desgin Creation files (Thank You Captain Kwok)
14. Changed Made all ship primary "resource" cost equal to KT size of ship in vehicle size file.
15. Changed Reduced by half most ship combat defense % ability. (Tholians remained the same)
16. Changed Increased Supply Ability from 500 to 1000 for all colony Modules
17. Changed Revised Research files slightly
18. Changed Addressed a few minor house keeping issues.
19. Changed Pirate Research Center I - III family number to 83 to avoid conflict with Research Center I - III
20. Changed Pirate Intelligence Center I - III Family to 84 to avoid conflcit with Intelligence Center I - III
21. Replaced CompEnhancement file with correct updates - updates were undone in 1.9.0.2 by mistake. (SORRY)

Atrocities
November 29th, 2004, 07:45 AM
I would like everyones permission that has helped with this mod to add their names to Emperor Names list. So if your interested, Please post or email me with the name you want used.

Atrocities
November 29th, 2004, 09:12 AM
I have been play testing this latest Version for the better part of four hours now and I have to say that I am really happy with how it is working out. Despite the occational illegal design that creeps in and out occationally, the mod plays and feels good.

The new design creation files are working very well. There are some issues, but those are generally caused by ships less than 200kt in size and are very short lived.

Does any one want to beta test this Version for me?

I would like to put it through the ringer for a month before it is released.

At this point I guess the focus, aside from bugs, would be on spelling issues, descriptions, balance issues in resource useage, and balance in abilities for facilities.

Basically we are down to tweaking things.

I also would like input on the Warrior Trait. I would like to get it balanced out and useable as a viable trait to play.

If a player chooses the warrior trait I am thinking on making it 100% neo-standard. If a player chooses this trait they will gain additional ships, in this case neo standard ships.

XenoTheMorph
November 29th, 2004, 10:45 AM
Well Atrocities I would be honoured to be in the Emperor names file if you would like http://forum.shrapnelgames.com/images/smilies/happy.gif
(Xeno would probably be better than XenoTheMorph don't you think!)

Also could you check that when you replaced the Compenhancements file you readded the Laser mount change http://forum.shrapnelgames.com/images/smilies/tongue.gif

from v1.9.0.3 changes
3. Changed Increased the Range Modifier for Laser Mount from 1 to 2.
21. Replaced CompEnhancement file with correct updates - updates were undone in 1.9.0.2 by mistake. (SORRY)

I'd be willing to do some Beta testing for you, PM or email me with the details (either XenoTheMorphREMTHIS@gmail.com or Xeno@twilightREMTHIS70.freeserve.co.uk).

Aiken
November 29th, 2004, 08:00 PM
Atrocities, I'm affraid that 1.9.0.2 patch eliminated 1.9.0.1 changes in Vehiclesize.txt and Facilities.txt too:
<font class="small">Code:</font><hr /><pre>25. Changed Min, Org, Rad cost for Infantry. (10,10,10)
26. Changed Min, Org, Rad cost for Racial Troops (5,5,5)</pre><hr />
-&gt; in 1902 patch: infantry and racial troops cost 1/5/1 again.

<font class="small">Code:</font><hr /><pre>1. Changed Lowered ability amounts of Cloning Facility I - III (5,10,20)</pre><hr />
-&gt;1901: 5M/10M/20M; 1902: 10M/20M/40M again
<font class="small">Code:</font><hr /><pre>2. Changed Lowered ability amounts of Bio-reclamation Complex III - V (15,20,25)</pre><hr />
-&gt; 1901: 5%/10%/15%/20%/25%; 1902: 5%/10%/20%/30%/40% again
<font class="small">Code:</font><hr /><pre>3. Changed Increased ability amounts of Population Growth Facility I - III</pre><hr />
1901: 2%/4%/6%; 1902: 1%/2%/3% again
<font class="small">Code:</font><hr /><pre>12. Changed Min, Org, Rad cost for Planetary Bioelectric Field I - V </pre><hr />
1901: new variable costs; 1902: 25000/1000/10000 for all levels again.

Also there're other racial planetary shields in the mod: Borg Planet Regenerative Shielding I-V and Cardassian Remote Power Station I-III.

Proposed costs for these facilities:

for Borg Planet Regenerative Shielding
lvl 1: 10000/2000/6000
lvl 2: 17000/3000/7000
lvl 3: 21000/4000/8000
lvl 4: 25000/5000/9000
lvl 5: 29000/6000/10000

for Cardassian Remote Power Station
lvl 1: 10000/1000/7000
lvl 2: 15000/2000/8000
lvl 3: 20000/3000/9000
-----------------------
Description for Enhanced Fusion Beam says "+30% bonus to hit. Use Mount with this weapon." Question: what mount?

TNZ
November 29th, 2004, 08:13 PM
I would like to be part of the beta test for this Version. A good name for an emperor? How about Capt. Kirk’s middle name? Tiberius.http://forum.shrapnelgames.com/images/smilies/smile.gif

Renegade 13
November 29th, 2004, 11:55 PM
Atrocities said:
I would like everyones permission that has helped with this mod to add their names to Emperor Names list. So if your interested, Please post or email me with the name you want used.



Well, I've helped you out in the past, so if you'd like to put "Renegade" into your Emperor Names list, go right ahead http://forum.shrapnelgames.com/images/smilies/laugh.gif

Oh, and I'd be quite happy to help you beta test the newest Version of the mod. Send anything you need to this email address: dragon_t12@hotmail.com

solops
November 30th, 2004, 12:04 AM
I've always thought there should be a Dread Emperor Bob.

Fyron
November 30th, 2004, 12:17 AM
solops said:
Are the latest ImageMod files going to be posted as Zip files someplace? All I found are rar files.

Just get WinRar... It is a superior program to WinZip and the built-in XP zip program in every possibly way...

http://www.rarlabs.com/

Alternatively, you could get a self-extracting rar file (no special programs needed) of the entire Image Mod from my Bit Torrent tracker...

http://kazharii.no-ip.com:6969/

solops
November 30th, 2004, 12:25 PM
Imperator Fyron said:

solops said:
Are the latest ImageMod files going to be posted as Zip files someplace? All I found are rar files.

Just get WinRar... It is a superior program to WinZip and the built-in XP zip program in every possibly way...

http://www.rarlabs.com/

Alternatively, you could get a self-extracting rar file (no special programs needed) of the entire Image Mod from my Bit Torrent tracker...

http://kazharii.no-ip.com:6969/



The rar demo expires and terminates its function. I don't care to pay for a commercial Version when an "unzipper" is free with Windows.

The alternative sounds OK, though... self extracting...

Fyron
November 30th, 2004, 12:48 PM
Perhaps 7-zip would suffice? It is completely free.

http://7-zip.org/

solops
November 30th, 2004, 05:23 PM
Imperator Fyron said:
Perhaps 7-zip would suffice? It is completely free.

http://7-zip.org/



Ahhh...verrry good...Clever Emperor...I'll have to keep my eye on you...yes indeed, very good.

Suicide Junkie
November 30th, 2004, 06:54 PM
solops said:The rar demo expires and terminates its function. I don't care to pay for a commercial Version when an "unzipper" is free with Windows.

The alternative sounds OK, though... self extracting...

Eh? What Version/etc did you download?

After 30 days it just gives you the please register screen like winzip does.

mottlee
November 30th, 2004, 07:11 PM
Hmmm so far the one I have just pops up a note still works http://forum.shrapnelgames.com/images/smilies/confused.gif

Atrocities
November 30th, 2004, 07:16 PM
mottlee said:
Hmmm so far the one I have just pops up a note still works http://forum.shrapnelgames.com/images/smilies/confused.gif



Errrrr, http://forum.shrapnelgames.com/images/smilies/eek.gif What are we talking about here? http://forum.shrapnelgames.com/images/smilies/fear.gif

mottlee
November 30th, 2004, 08:10 PM
Well not realy a "Pop Up" just dialog asking to reg

Onyx
November 30th, 2004, 08:21 PM
Atrocities said:

mottlee said:
Hmmm so far the one I have just pops up a note still works http://forum.shrapnelgames.com/images/smilies/confused.gif



Errrrr, http://forum.shrapnelgames.com/images/smilies/eek.gif What are we talking about here? http://forum.shrapnelgames.com/images/smilies/fear.gif



Winrar file extractor. http://forum.shrapnelgames.com/images/smilies/smile.gif

Renegade 13
November 30th, 2004, 10:25 PM
Hey Atrocities, I'm interested in play testing your 1.9.0.3 mod Version, if you'd like to have another play tester.

Atrocities
December 1st, 2004, 02:44 AM
Thanks Renegade 13, PM away.

Renegade 13
December 1st, 2004, 12:50 PM
Thanks! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Atrocities
December 1st, 2004, 01:57 PM
No problem, let me know if you find any bugs. Please pay attention to balance issues and look for descriptions that can be improved.

http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities
December 2nd, 2004, 07:19 AM
Well I am working on 1.9.0.4 and I think this will be the Version that I release in a couple of weeks.


Star Trek Mod v1.9.0.4

1. Changed Shuttle I, Shuttle II, and Shuttle III in VehicleSize image from shuttle to shuttle2.bmp
2. Changed Planet Regenerative Shielding I - V min,org,rad costs (Went with Aikens Recommendations)
3. Changed Remote Power Station I - III min,org,rad costs (Went with Aikens Recommendations)
4. Added Fusion Beam Mount.
5. Fixed Satellite Mount now works as intended.
6. Changed Mini Storage Vehicle Type to Ship\Base
7. Changed Anti - Matter Pod I - V Vehicle Type to Ship\Base\Drone
8. Changed Drone Mount now works as intended.
9. Changed Ram Scoop I - III Vehicle Type to Ship\Base\Drone
10. Changed 8472 Flux Pod I - V Vehicle Type to Ship\Base\Drone
11. Changed Deuterium Tank I - III Vehicle Type to Ship
12. Changed Ferengi Deuterium Tank I - V Vehicle Type to Ship



Also if I cannot cover the yearly cost for the AST.com site, I will need a new site to host not only all of the STM stuff, but all of my other ship sets as well. (If any one can aford to donate to the cause it would be greatly appreciated.) If not, I need about 350 megs of space if any one can host. Donate to NASY (http://www.astmod.com/Donate.htm)

Atrocities
December 2nd, 2004, 10:49 AM
I am nearing turn 100 in my current game as the Klingons, and have met both the Breen and the Son'a. Right now the Ferengi are in the lead followed close by the Son'a.

So far the game has been very much to the nature of Star Trek. The Breen were the first to declare war upon me, but have not attacked. The Son'a declared war then sent a fleet of ships through our shared WP and lost them to my mines.

The slower pace of the mod allows for some RPG type game play and that is nice. I am currently building K'Vort class destroyers as well as a wing of B'rel class firgates.

I have good disrupter technology and my ships are being trained to fight.

I am deploying standard, engine damaging, weapon damaging, and shield and armor damaging mines at my shared WP's. I am also now deploying medium satellites to attack mine sweepers.

I hope to have a wing or two of attack shuttles deployed to each WP as well.

Resources are a constant struggle, but that is the way it should be. Tech research is going slow, again that is the way it should be.

I have an idea for SE V though. When at war a race should get a bonus for research. This is how it is in the real world. When we are at war we spend more on researching new weapons and defenses. I think it would be a good addition to SE V.

Fyron
December 2nd, 2004, 12:57 PM
I have an idea for SE V though. When at war a race should get a bonus for research. This is how it is in the real world. When we are at war we spend more on researching new weapons and defenses. I think it would be a good addition to SE V.

Or maybe "military" techs could be slightly cheaper to research, but "civilian" techs (resource production, storage, stuff that is not directly of a military nature) would be more expensive. This could be easily abused if it results in faster research to be in a phony war with another empire than a trade treaty with them instead would though...

solops
December 2nd, 2004, 01:24 PM
Disclaimer: I have never dug into the guts of SEIV and do not pretend to understand the mechanics on a modding nor even play at a "good player" level.

Question:
Is there a real difference between the STM races? In looking through the weapons and facilities reports, they all look pretty much the same, just different names.

Teach me, Obi-wan Atrocities.

Captain Kwok
December 2nd, 2004, 02:13 PM
No, there isn't all that much different between each race aside from a few components, mounts, and some ship sizes.

Unfortunately, each of the races are becoming more alike with each new revision. It's understandable to some degree, as it would take a tremendous amount of work to balance otherwise.

Ragnarok-X
December 2nd, 2004, 02:49 PM
Its really unfortunate. I was hoping that each race is more "Unique", http://forum.shrapnelgames.com/images/smilies/frown.gif Good work anyways

Atrocities
December 2nd, 2004, 03:10 PM
All base line weapons are simular as they are in fact in the series. No one race has a distinct weapons advantage over the other. Howeve each race has special attributes that they may only share with one or two other races.

The Klingons and Romulans have cloaking technology.
The Federation has more ships, better resource gain ability and better sensors.
The Cardassians have better planet damaging weapons, and the Ferengi ships cost less. The Tholians have the best armor, and the breen share their cost for ships between org and mineral. The borg have a superior mount, and the largest ships, while the Pirate races have the best capture technology.

Star Trek is about ideals, tactics, and strategies. When playing the mod keep in mind the fundamentals of Star Trek in that uber super weapons held by one race simply do not exist.

I have received many email on this and not all of them have been kind. I will tell you what I tell them, if you want to play as a super race, mod the mod yourself and make it so. http://forum.shrapnelgames.com/images/smilies/happy.gif

If you want the Federation to have the best weapons, change them. They are all listed in the files and can easily be modded.

solops
December 2nd, 2004, 04:26 PM
Thanks for the summary, AT. That is plenty of difference for me. I was afraid that there were virtually no differences at all. Nope, I just want to assimilate everyone and build big cubical objects.

LiveWire
December 3rd, 2004, 06:16 PM
Found this odd bug while playing v. 1.9.0.2, something about vaadwaur_ai_research.txt during AI turns.

LiveWire
December 3rd, 2004, 06:20 PM
"Errors in AI Research: C:\... vaadwaur_ai_research.txt"
-Unknown Value 'Energy Weapons' for Tech area name in record 'Energy Weapons'
-Unknown Value 'Enhanced Energy Weapons' for Tech area name in record 'Enhanced Energy Weapons'
-Unknown Value 'Energy Weapons' for Tech area name in record 'Energy Weapons'
-Unknown Value 'Enhanced Energy Weapons' for Tech area name in record 'Enhanced Energy Weapons'

That's what the window says, it doesn't crash the game though.

Atrocities
December 3rd, 2004, 07:15 PM
I do not get the error, but thank you for reporting it. I will double check the Ai files to be sure.

I would suspect that the Vaadwuar Research file is out of date. All of the research files for 1.9.0.2 are the same for each race, just named differantly. Copy over one of the other races Research file and rename it after the Vaadwaur. Should fix the problem.

I will verify that the next update has the correct research file for the Vaadwaur just to be on the safe side.

And welcome to the forums. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities
December 3rd, 2004, 07:18 PM
Correction, there is an error occuring, so I will track it down and fix it. Thank you very much for the info. I will add your name to the list. http://forum.shrapnelgames.com/images/smilies/happy.gif

Looks like the research file for the Vaadwaur in v1.9.0.2 is out of date.

This is one of those twilight episode things. Since all the files share the same research file then the Vaadwaur should not be the only ones having this error, yet they are. That is because the Vaadwaur file is an older file and seems to be the only one that is. *I just love windows*

Atrocities
December 3rd, 2004, 10:12 PM
Here is the latest info on whats going on with the latest test Version of the mod.

<font color="red">NOTE: </font>
Do to changes in the mounts, some save games will be mildly effected. In othe words some of your designs might be made illegal. Not to worry, you should be able to easily over come this minor inconvience.



Star Trek Mod v1.9.0.4

1. Changed Shuttle I, Shuttle II, and Shuttle III in VehicleSize image from shuttle to shuttle2.bmp
2. Changed Planet Regenerative Shielding I - V min,org,rad costs (Went with Aikens Recommendations)
3. Changed Remote Power Station I - III min,org,rad costs (Went with Aikens Recommendations)
4. Added Fusion Beam Mount.
5. Fixed Satellite Mount now works as intended.
6. Changed Mini Storage Vehicle Type to Ship\Base
7. Changed Anti - Matter Pod I - V Vehicle Type to Ship\Base\Drone
8. Changed Drone Mount now works as intended.
9. Changed Ram Scoop I - III Vehicle Type to Ship\Base\Drone
10. Changed 8472 Flux Pod I - V Vehicle Type to Ship\Base\Drone
11. Changed Deuterium Tank I - III Vehicle Type to Ship
12. Changed Ferengi Deuterium Tank I - V Vehicle Type to Ship
13. Changed Klingon BOP mount now works as intended
14. Changed Klingon BOP mount Tonnage Percent from 50% to 75%
15. Changed Description of Klingon Cloaking mount.
16. Changed Reload Disruptor I - V BMP image from 595 to 021 because 595 mini was not showing up.
17. Changed Romulan Design Creation file slightly
18. Changed Romulan Research file slightly to make AI research Cloaking much sooner.
19. Changed Klingon Research file slightly to make AI research Cloaking much sooner.
20. Changed Added Tech Area Req 2, Replicator Technology, to Advanced Replicator Technology
21. Added Counter Intelligance I - III Facility (-25%,-35%,-45%) Change Bad Intelligence Chance - System
22. Added Counter Intelligance to Tech Area
23. Fixed Spelling error in Lucky Racial Trait.
24. Added New racial trait. Advanced Research (Generates Double the research points)
25. Changed Update Place Holder numbers.
26. Changed Fixed errors in Vaadwaur Research file
27. Changed Increased damage rate for Romulan Defense Cannon I - V (15,18,21,23,25)
28. Changed Increased damage rate for Defense Phaser I - V (15,18,21,23,25)
29. Changed Increased damage rate for Point - Defense Disrupter I - V (15,17,19,21,24)
30. Changed Decreased Weapon Modifier for Point - Defense Disrupter I - V (20%,30%,35%,40%,45%)
31. Changed Decreased Weapon Modifier for Defense Phaser I - V (20%,30%,35%,40%,45%)
32. Changed Decreased Weapon Modifier for Romulan Defense Cannon I - V (20%,30%,35%,40%,45%)

Atrocities
December 5th, 2004, 12:40 PM
The play testing continues. I will start to work on the vulcan ship set this week and re-render the vaadwaur set.

Aiken
December 5th, 2004, 02:05 PM
24. Added New racial trait. Advanced Research (Generates Double the research points)

Did I guess right that 1.9.0.2 and 1.9.0.4 (and later) games will be incompatible because of this?

Atrocities
December 5th, 2004, 02:23 PM
This addition will not effect older Versions. I added 20 place holder traits way back when so I could add more traits without frelling any ones games.

Ed Kolis
December 5th, 2004, 04:26 PM
You might want to rethink that new counter-intel facility, as the fate shrine ability is fairly useless... http://forum.shrapnelgames.com/images/smilies/tongue.gif

Atrocities
December 5th, 2004, 05:44 PM
The ability that is used in the fate shrine was fixed in the latest patch for SE IV. It was one of the bugs that Aaron addressed.

I hope. Either way, its there now for those who will want to use it. http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron
December 5th, 2004, 08:22 PM
Atrocities said:
The ability that is used in the fate shrine was fixed in the latest patch for SE IV. It was one of the bugs that Aaron addressed.

I hope. Either way, its there now for those who will want to use it. http://forum.shrapnelgames.com/images/smilies/happy.gif

It was "fixed" only in that now it plays musical chairs with the events/projects, rather than doing _nothing at all_. It still is not a useful ability. It does _not_ stop intelligence projects. All that it does is cause the project to be shuffled to a different target in your empire in a different system. The project still hits you. And there is no guarantee that it even does anything against explicitly targeted projects... The event "protection" ability of the Fate Shrine suffers from the same fatal flaw...

You may have missed the Posts I made several months back about my inquiries to Malfador over these abilities...

*thread link* (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&amp;Board=UBB23&amp;Number=181008)

Your counter-intel facility is mostly useless. Please remove it, to prevent lulling people into a false sense of security. Or rename it to the terrorism threat color alert scheme... it amounts to the same level of uselessness.

Atrocities
December 5th, 2004, 08:40 PM
I am not talking about the events, I am talking about Change Bad Intelligence Chance - System.

Fyron
December 5th, 2004, 08:50 PM
So am I. The abilities function identically. Intelligence projects are just events triggered by you. This is why practically all event types can work as intel projects and vice versa.

Atrocities
December 6th, 2004, 09:42 AM
Your counter-intel facility is mostly useless. Please remove it, to prevent lulling people into a false sense of security. Or rename it to the terrorism threat color alert scheme... it amounts to the same level of uselessness.



Point taken. Shall be removed.

Atrocities
December 6th, 2004, 01:13 PM
The mod has been downloaded 232 times thus far. Not counting the mirror site.

Atrocities
December 6th, 2004, 02:02 PM
Hey guys, I am really going to need to find a new host site for the mod. After the turn of the year the AST.com site is going down. I hate to say it, I just cannot afford to pay the yearly fee. http://forum.shrapnelgames.com/images/smilies/frown.gif

Don't worry though, the mod is currently uploaded to shrapnel and with any luck someone else will be able to host the files for us as a mirror.

Fyron
December 6th, 2004, 02:23 PM
I don't see what the problem with just leaving the mod files on Shrapnel is...

Atrocities
December 6th, 2004, 03:08 PM
There is no problem. I just don't know if that is going to Last.

Fyron
December 6th, 2004, 03:28 PM
You could make use of my bit torrent tracker... no bandwidth costs for yourself at all (assuming you don't have to pay for bandwidth explicitly with your ISP...).

Atrocities
December 6th, 2004, 04:34 PM
Thank you Fyron, I will.

Renegade 13
December 7th, 2004, 12:29 AM
Spelling errors in 1.9.0.3:

- Organic Drive I-X. Says "Add 2 Impusle Engines. Should be "Impulse"
- Organic Hyper Drive I-III. Says "Add 2 Impusle Engines. Should be "Impulse"

(These two techs are 8472 racial components)

Renegade 13
December 7th, 2004, 12:45 AM
Other Errors:

- Organic Drive II has a supply usage of 2. This seems wrong since Organic Drive I has a supply usage of 20, and Organic Drive III has a usage of 30. You probably meant for the OD II to use 20 supplies instead of 2.

More Spelling errors in 1.9.0.3:

- Warp Core I-X. Says "Add 2 Impusle Engines" Should be "Impulse".
- Quantum Singularity Drive I-X. Says "Add 2 Impusle Engines" Should be "Impulse".
- Borg Warp Drive I-X. Says "Add 2 Impusle Engines" Should be "Impulse".
- Transwarp Drive I-III. Says "Add 2 Impusle Engines" Should be "Impulse".

Renegade 13
December 7th, 2004, 02:58 AM
Sorry for not collecting all the bugs I've found into one post, but I kinda just posted them as I encountered them http://forum.shrapnelgames.com/images/smilies/wink.gif . Here's a couple more, and the Last for the night.

- Biokinetic Ray I-X. Description says this weapon is "less accurate", but has a +5 Accuracy bonus in the Abilities list.
- I encountered the Federation, but the message I got said I encountered the "United Federatio of Planets". Need an "n" on the end of "Federatio". This is probably simply a tiny error in the .emp files you included in the mod, this is when using the 5k .emp files that came with the mod.

Hope these help! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Atrocities
December 7th, 2004, 10:24 AM
Thank you very much for this information Renegade 13. http://forum.shrapnelgames.com/images/smilies/happy.gif


Star Trek Mod v1.9.0.4

1. Changed Shuttle I, Shuttle II, and Shuttle III in VehicleSize image from shuttle to shuttle2.bmp
2. Changed Planet Regenerative Shielding I - V min,org,rad costs (Went with Aikens Recommendations)
3. Changed Remote Power Station I - III min,org,rad costs (Went with Aikens Recommendations)
4. Added Fusion Beam Mount.
5. Fixed Satellite Mount now works as intended.
6. Changed Mini Storage Vehicle Type to Ship\Base
7. Changed Anti - Matter Pod I - V Vehicle Type to Ship\Base\Drone
8. Changed Drone Mount now works as intended.
9. Changed Ram Scoop I - III Vehicle Type to Ship\Base\Drone
10. Changed 8472 Flux Pod I - V Vehicle Type to Ship\Base\Drone
11. Changed Deuterium Tank I - III Vehicle Type to Ship
12. Changed Ferengi Deuterium Tank I - V Vehicle Type to Ship
13. Changed Klingon BOP mount now works as intended
14. Changed Klingon BOP mount Tonnage Percent from 50% to 75%
15. Changed Description of Klingon Cloaking mount.
16. Changed Reload Disruptor I - V BMP image from 595 to 021 because 595 mini was not showing up.
17. Changed Romulan Design Creation file slightly
18. Changed Romulan Research file slightly to make AI research Cloaking much sooner.
19. Changed Klingon Research file slightly to make AI research Cloaking much sooner.
20. Changed Added Tech Area Req 2, Replicator Technology, to Advanced Replicator Technology
21. Fixed Spelling error in Lucky Racial Trait.
22. Added New racial trait. Advanced Research (Generates Double the research points)
23. Changed Update Place Holder numbers.
24. Changed Fixed errors in Vaadwaur Research file
25. Changed Increased damage rate for Romulan Defense Cannon I - V (15,18,21,23,25)
26. Changed Increased damage rate for Defense Phaser I - V (15,18,21,23,25)
27. Changed Increased damage rate for Point - Defense Disrupter I - V (15,17,19,21,24)
28. Changed Decreased Weapon Modifier for Point - Defense Disrupter I - V (20%,30%,35%,40%,45%)
29. Changed Decreased Weapon Modifier for Defense Phaser I - V (20%,30%,35%,40%,45%)
30. Changed Decreased Weapon Modifier for Romulan Defense Cannon I - V (20%,30%,35%,40%,45%)
31. Fixed Spelling errors of the term "Impulse" throught component file.
32 Changed Supply Amount Used for Organic Drive II from 2 to 20.
33. Changed Description of Biokinetic Ray I - X to reflect accurate information
34. Fixed Spelling error of the term "Federation" in Federation STGN 2, 3, and 5, EMP file.

Atrocities
December 8th, 2004, 02:36 AM
For those of you who have not yet seen all of the new ship renderings, well here ya go. I espeically like how the Kazon and Son'a turned out.

I am very happy with all of the sets in fact, but I would have to say at the moment, the Kazon most appeal to me.


Species 8472 (http://www.galileo.spaceports.com/~william/startrek/8472/8472.htm)
The Andorian (http://www.galileo.spaceports.com/~william/startrek/andorian/Andorian.htm)
The Borg (http://www.galileo.spaceports.com/~william/startrek/borg/Borg.htm)
The Breen (http://www.galileo.spaceports.com/~william/startrek/breen/Breen.htm)
The Cardassian (http://www.galileo.spaceports.com/~william/startrek/cardassian/Cardassian.htm)
The Dominion (http://www.galileo.spaceports.com/~william/startrek/Dominion/Dominion.htm)
The Ferengi (http://www.galileo.spaceports.com/~william/startrek/ferengi/Ferengi.htm)
The Gorn (http://www.galileo.spaceports.com/~william/startrek/gorn/Gorn.htm)
The Hirogen (http://www.galileo.spaceports.com/~william/startrek/hirogen/Hirogen.htm)
The Kazon (http://www.galileo.spaceports.com/~william/startrek/kazon/Kazon.htm)
The Klingon (http://www.galileo.spaceports.com/~william/startrek/klingon/Klingon.htm)
The Romulan (http://www.galileo.spaceports.com/~william/startrek/romulan/Romulan.htm)
The Son'a (http://www.galileo.spaceports.com/~william/startrek/sona/Sona.htm)

Please post which sets you like or don't like. http://forum.shrapnelgames.com/images/smilies/happy.gif

I am very very very proud of my work here. All of the sets have a nice smooth look to them with a degree of professional quality. Or at least that is how I look at them. Forgive me if I seem a bit arogant, I'm not trying to be, I am just very happy with how they all turned out. They have surpased my expectations and I am in awe of them. I am very very pleased with my work and I sincerely hope that those of you who care are as well. http://forum.shrapnelgames.com/images/smilies/happy.gif

EDIT:
I might even release a few of these sets as non trek sets. Change the race portrait and such. I am just amazed that I was able to pull this off better than I had ever expected. I am in awe of the work and just cannot believe that I actually did it. http://forum.shrapnelgames.com/images/smilies/happy.gif I will work on the Vaadwaur and Vulcan sets now. I figured them to be easy, but they are not turning out that way.

The FryeR K
December 8th, 2004, 03:00 AM
Atrocities... I can't download any of the set they all show up as 404 file not found.. http://forum.shrapnelgames.com/images/smilies/frown.gif

Atrocities
December 8th, 2004, 03:33 AM
The sets are all included in te mod. You can download them individually from www.pbw.cc (http://www.pbw.cc) Look for the latest Versions (Will say they are NEO Standard)

Most are v1.81
Look on the race web page at the Description to see the Version. http://forum.shrapnelgames.com/images/smilies/happy.gif

I hope to have enough donatons to keep the AST site on line so I can post the zips there for download. Right now its up in the air as to whether or not AST will remain on line so I am directly everyone to PBW.

Timstone
December 8th, 2004, 12:46 PM
Damn! I can't view the sets here at work.
I'll have to wait untill I get home. Ahwell, good things take longer. I'll post my opinion as soon as I viewed them all.

Atrocities
December 8th, 2004, 01:34 PM
I look forward to reading your post then. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities
December 8th, 2004, 01:37 PM
If any one is interested, here is my current game file. I am using 1.9.0.4 for this game, but it should still work for games running 1.9.0.2 and up. If not, well, bugger. http://forum.shrapnelgames.com/images/smilies/happy.gif

I am the Klingons.

Atrocities
December 8th, 2004, 11:39 PM
Well? Any one play the save game? Any comments on the revised Star Trek Ship sets?

Fyron
December 9th, 2004, 12:53 AM
Haven't the lot of us commented enough on the new sets as they were made available? http://forum.shrapnelgames.com/images/smilies/wink.gif I bet everybody is out of praising words to lavish upon them.

Atrocities
December 9th, 2004, 12:59 AM
Imperator Fyron said:
Haven't the lot of us commented enough on the new sets as they were made available? http://forum.shrapnelgames.com/images/smilies/wink.gif I bet everybody is out of praising words to lavish upon them.



I suppose your right. http://forum.shrapnelgames.com/images/smilies/happy.gif I was hoping those who had not yet commented would though. But I guess your right, if they have not yet commented then most likely they won't.

Atrocities
December 9th, 2004, 01:23 AM
Just uploading something for SJ.

Aiken
December 9th, 2004, 06:31 PM
AT, thank you for this savegame you gave us. I never had enough patience to play big long game. There are some problem AI designs, but these are later (need some time to gather my observations). But there are several things I'd like to post right now.

1. Warp Nacells mini-images have a visual glitch - thin white bar on the left (guess this is an image mod problem). It only appears in ship design window for some reason.

2. [AI related] ECM V vs Sensor Array III: since Sensor array provides better defense bonus, AI will not use ECM V in its designs. You could consider either boost ECM defense bonus or reduce Sensor Array defense bonus to allow full set of defensive utilities on AI ships.

3. [AI related] Remove Scanners tech from the AI_Research file. This tech is useless for AI, and just wastes its research points. Also it will be possible to use independent Generate Points Intelligence call for Sensor Arrays then (to avoid confusion with CS/ECM).

4. Question about Sensor Array tech reqs:
Name := Sensor Array I
...
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 1
Tech Area Req 2 := RaceX Technology
Tech Level Req 2 := 1
Tech Area Req 3 := Sensors
Tech Level Req 3 := 3(!)

Name := Sensor Array II
...
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 3
Tech Area Req 2 := RaceX Technology
Tech Level Req 2 := 1
Tech Area Req 3 := Sensors
Tech Level Req 3 := 3

Name := Sensor Array II
...
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 5
Tech Area Req 2 := RaceX Technology
Tech Level Req 2 := 1
Tech Area Req 3 := Sensors
Tech Level Req 3 := 1(!)

So current tech lvl reqs (Combat support/Race tech/Sensors lvls): 1/1/3 -&gt; 3/1/3 -&gt; 5/1/1
Quite illogical. Something like 1/1/1 -&gt; 3/1/3 -&gt; 5/1/5 will be better.

5. [AI Related] You could make some simple tweaks to AI_research file to increase the priority of some essential techs:

AI State := blah
Tech Area Name := Cargo
Tech Area Level := 1 (change to 3, else AI will use mine/sat layers for transports)
Tech Area Min Percent := 34

AI State := blah
Tech Area Name := Space Yards
Tech Area Level := 1 (change to 2, else it will stick with SY I for a long time)
Tech Area Min Percent := 34
....
AI State := blah
Tech Area Name := Cargo
Tech Area Level := 3 (change to 6, since the max level of this tech has changed)
Tech Area Min Percent := 34

Atrocities
December 9th, 2004, 06:44 PM
Thank you Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif

The image glitch on the warp nacelles... I do not see it. If it is present, then it is most likely an image mod issue.

Atrocities
December 9th, 2004, 07:17 PM
Here is the latest on the 1.9.0.4 Version.


Star Trek Mod v1.9.0.4

1. Changed Shuttle I, Shuttle II, and Shuttle III in VehicleSize image from shuttle to shuttle2.bmp
2. Changed Planet Regenerative Shielding I - V min,org,rad costs (Went with Aikens Recommendations)
3. Changed Remote Power Station I - III min,org,rad costs (Went with Aikens Recommendations)
4. Added Fusion Beam Mount.
5. Fixed Satellite Mount now works as intended.
6. Changed Mini Storage Vehicle Type to Ship\Base
7. Changed Anti - Matter Pod I - V Vehicle Type to Ship\Base\Drone
8. Changed Drone Mount now works as intended.
9. Changed Ram Scoop I - III Vehicle Type to Ship\Base\Drone
10. Changed 8472 Flux Pod I - V Vehicle Type to Ship\Base\Drone
11. Changed Deuterium Tank I - III Vehicle Type to Ship
12. Changed Ferengi Deuterium Tank I - V Vehicle Type to Ship
13. Changed Klingon BOP mount now works as intended
14. Changed Klingon BOP mount Tonnage Percent from 50% to 75%
15. Changed Description of Klingon Cloaking mount.
16. Changed Reload Disruptor I - V BMP image from 595 to 021 because 595 mini was not showing up.
17. Changed Romulan Design Creation file slightly
18. Changed Romulan Research file slightly to make AI research Cloaking much sooner.
19. Changed Klingon Research file slightly to make AI research Cloaking much sooner.
20. Changed Added Tech Area Req 2, Replicator Technology, to Advanced Replicator Technology
21. Fixed Spelling error in Lucky Racial Trait.
22. Added New racial trait. Advanced Research (Generates Double the research points)
23. Changed Update Place Holder numbers.
24. Changed Fixed errors in Vaadwaur Research file
25. Changed Increased damage rate for Romulan Defense Cannon I - V (15,18,21,23,25)
26. Changed Increased damage rate for Defense Phaser I - V (15,18,21,23,25)
27. Changed Increased damage rate for Point - Defense Disrupter I - V (15,17,19,21,24)
28. Changed Decreased Weapon Modifier for Point - Defense Disrupter I - V (20%,30%,35%,40%,45%)
29. Changed Decreased Weapon Modifier for Defense Phaser I - V (20%,30%,35%,40%,45%)
30. Changed Decreased Weapon Modifier for Romulan Defense Cannon I - V (20%,30%,35%,40%,45%)
31. Fixed Spelling errors of the term "Impulse" throught component file.
32 Changed Supply Amount Used for Organic Drive II from 2 to 20.
33. Changed Description of Biokinetic Ray I - X to reflect accurate information
34. Fixed Spelling error of the term "Federation" in Federation STGN 2, 3, and 5, EMP file.
35. Changed Small Shuttle Impulse Engine, Small Impulse Engine, Small Improved Impulse Engine, Small Eficient Impulse Engine, and Small Quantum Impulse Engine now have a standard ship movement of 2.
36. Changed Breen Emblem and "main" color from off red to green.
37. Added PBW Advanced Research Trait. Gives 5x the research points to speed up the game. (Extra rules should apply to its use)
38. Changed Combat Sensors V Tech Area Req Level from 4 to 5
39. Changed All Race Sensor Array III Tec Level Req 3 from Sensor 1 to Sensor 5.
40. Changed All Race Sensor Array III Ability 1 Defense Plus from 16% to 14%.
41. Changed ECM V Ability 1 Defense Plush from 14% to 15%.
42 Changed Made some modifications to Research file - Thank you Aiken
43 Changed Increased Maximum Level for Warrior Technology from 4 to 6.
44. Added Cruiser Heavy, Juggernought, Baseship to vehicle size file for use with Warrior technology.

Atrocities
December 9th, 2004, 07:32 PM
NOTE:
Play By Web

Advanced Trait
PBW Advanced Research

I added the PBW Advanced Research Trait to the mod in order to speed up PBW games. That this trait is free, and I strongly suggest that it be stipulated in any PBW, EBEM, or PBIM games that this Advanced Trait be used by all or not at all. To use it when others do not is considered cheating therefore all game hosts must consider this as a mandtory rule.

NOTE:
Single Player

Advanced Trait
Mild Research Boost
Medium Research Boost
Heavy Research Boost

Now for Single Players you can set your Computer Player Bonus to low or medium and then give these trait to one or more of the AI's. By doing so you will be giving the AI a boost in research and an advantage over you. In this way you can make a more unique game for yourself by giving each race its own level for research boosting.

For example: Give the Heavy Research Boost trait to the Borg and they will research faster than you and say an AI with the Mild trait. These settings will provide for a more unique type of game play whereas the AI players will research at differant levels in stead of one size fits all.

Atrocities
December 9th, 2004, 09:37 PM
Beta Patch 1.9.0.4 - BETA PATCH -

Onyx
December 11th, 2004, 05:17 AM
First, thanks again Atrocities (and all who contributed) for your excellent work.
Regarding 1.9.0.4. This is a note about the AI ship design. The AI is designing better ships now but I have still found a problem. The Borg AI designed an A8 Fusion Cube with 13 Multiplex tracking devices and no shields.
I've only just started playing so I dont know if there are other problems yet.
I'm playing against hard AI with medium bonus and all research already completed. Prefer to get into the good stuff straight away http://forum.shrapnelgames.com/images/smilies/happy.gif
Keep up the good work

msnevil
December 11th, 2004, 05:58 AM
Atrocities.

How much do you need to keep your site up, and would you accept others helping you ($$$) keep it up?

XenoTheMorph
December 11th, 2004, 08:45 AM
Hmm, I've been doing some testing and listed all the possible typos/bugs I've found (v1.9.0.4) -

1. Nacelles show up in base design. Maybe amend them to be ship only not ship/base, since they are no use for bases.

2. Amend the starting Shuttle Phaser to be Fighter only not Troop/Fighter.

3. There are TWO sets of Pirate Sheild Depleters I-V!! http://forum.shrapnelgames.com/images/smilies/shock.gif (maybe tech-grid them since there are useful differences in cause &amp; effect?)

a) 1st in file - These are based on 'Pirate Race' 1 and increasing 'Shield Damaging Weapons'.
(Quick description) Set range of 5, Damage increase from 20 to 40. +5% to hit, fire every 2 turns.
*NOTE: General Group := Borg Weapons !!

b) 2nd in file - These are based on 'Pirate Race' 1 to 5 only.
(Quick description) Set damage of 25, Range increase from 3 to 7. +10% to hit, fire every turn. (except for the damage MUCH better! Though even generic shield depleters can do more damage!) These are also the base for the Pirate Small Shield Depleters.
*NOTE: General Group := Pirate Race (NOT Pirate Weapons as almost all other pirate weapons) (This is also incorrect for pirate small shield depleters) !!

4. Pirate Tractor Beam I has the following typo (though it seems to show up properly http://forum.shrapnelgames.com/images/smilies/happy.gif) -
Number of Tech Req := 2
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 2
Tech Area Req 1 := Pirate Race !
Tech Level Req 1 := 1 !
Tech Area Req 2 := Pirate Race
Tech Level Req 2 := 1

5. 'Pirate Race' trait should really mention not to choose a '*Foo* World Native' trait unless they are using the 'Pirate Colony' trait. (They get the colony component and then only need a larger hull to use it even without a colony ship)

6. Pirate Research I-III are under the 'Applied Research' facility type not the 'Pirate Race' type as all the other pirate facilities are. (even the Pirate Space Dock)

7. Should the Pirate Research I-III facilities not be an upgrade for the normal research ones since even the first pirate facility is better than the Last normal one. Without this the AI will never 'upgrade' its normal homeworld facilities.

8. As for 7. but for the Pirate Space Dock I+ (for these 'Only latest' does only show the pirate Version but no option for upgrading is shown! Maybe due to being the same facility family but not being adjacent in the file?)

Well there we go hopefully some help for polishing the mod http://forum.shrapnelgames.com/images/smilies/cool.gif

Aiken
December 11th, 2004, 02:57 PM
3. There are TWO sets of Pirate Sheild Depleters I-V!! (maybe tech-grid them since there are useful differences in cause &amp; effect?)

There are also 2 sets of Cardassian Metagenic Plague Bomb I-V. Attempt to remove them will cause incompatibility with 1.9.0.2 Version though http://forum.shrapnelgames.com/images/smilies/frown.gif

And now random notes by Mr. Word Spellchecker. Enjoy.

Components.txt
--------------------------
Dominion's "Phased Pholaron Beam" should be "Phased Polaron Beam" (all levels)
"Missle Weapon Marker" should be "Missile Weapon Marker". Also description "Missle Weapons are an effective weapon." should be "Missile Weapons are an effective weapon."
Borg's "Telokinetic Torpedo" should be "Telekinetic Torpedo" (all levels)
Dominion's "Phased Poloron Torpedo" should be "Phased Polaron Torpedo" [???] (all levels)
"Tri-Colbalt Torpedos" should be "Tri-Colbalt Torpedoes" (all levels)
Shield Disrupter I-V description: "Tunneling neutrino beam ...blah..." should be "Tunnelling"
Description for Engine Mine I-III: "Large warhead which will explode on contact with a ship diabling its engines." should be "disabling"
Borg Monster's "Planet Assimulator" should be "Planet Assimilator"
Borg Organic Armor (all levels) description: "Armor that obsorbs weapons impact" should be "adsorbs"
Borg Monster's "Assimulation Drones" should be "Assimilation Drones", also description should say "Assimilates boarding parties" instead of "Assimulates boarding parties".
Borg Monster's Repulser Beam description: "Pushes targert away from source" should be "target"
Borg Monster's Enhanced Cutter Beam description: "Will penatrate both shields and armor" should be "penetrate"
Borg Taunt ability description: "ADD this weapon LAST to your designs to hear tuant." should be "taunt"

Facility.txt
--------------------------
Starfleet Command, Imperial Command, Romulan Command Center, Tholian Command Complex (all levels) description: "Centeral command for a system." should be "Central"
Utopia Planitia Shipyard description: "Speicalized ship construction yard." should be "Specialized"
Divine Treasury Shrine (all levels) description: "Religious icon that helps prevent bad events from occuring" should be "occurring"

CompEnhancement.txt
--------------------------
Drone Mount description: "Reduces the Size of Components for Dones." should be "Drones"
Dominion Warhead Mount description: "A warhead yeild mount for use with smaller Dominion Ships." should be "yield"
Torpedo Mount description (Feds and Romulan): "Mount that increases the damage of photon torpedos." should be "Mount that increases the damage of photon torpedoes."
Klingon BOP Mount description "Miniture weapons mount for the Scout, Frigate Class, and Destroyer class..." should be "Miniature"
Plasma Torpedo Mount description: "Mount that increases the Damage of Plasma Torpedos." should be "Torpedoes"

Cultures.txt
--------------------------
"Berzerkers" should be "Berserkers". In description too.
Collective description: "...Though trade and political abities suffer." should be "abilities"

IntelProjects.txt
Planet Sabotage I-III description: "Carefully planted sizemic bombs that damage the conditions of a planet." should be "seismic"
Here in Target Message 1: "A saboteur has detonated a sizemic bomb damaging the conditions of planet [%PlanetName]." should be "seismic" too.
Political Assassination project Target MEssage 1: "An Offical on [%PlanetName] has been assassinated and this has caused civil unrest." should be "Official".

RacialTraits.txt
--------------------------
8472 Technology trait description: "Gains access to the Spieces 8472 Technology Tree." should be "Species"
Miniaturization Experts trait description: "Race has perfected miniturization technology so ..." should be "miniaturisation"
Pack Rats trait description: "Race has bad habit of keeping everthing they find..." should be "everything"

TechArea.txt
--------------------------
Taunt Tech description: "Gives Access to Tuant Weapons if your race has one." should be "Taunt"

VehicleSize.txt
--------------------------
Fed's Heavy Escort description: "Very manauverable and has a special mount." should be "maneuverable"
Fed's Destroyer description: "Fast ship hull design, elivated cost" should be "elevated" (???)
Fed's Light Cruiser description: "...slight advantage in manauverablity" should be "maneuverability"
Borg Monster's "Tacticle Cube" should be "Tactical Cube" (both Name and Short Name)
Borg Monster's Massive Cube description: "One of the larges Borg Ship in known exsistance." should be "largest" and "existence".

Atrocities
December 11th, 2004, 04:55 PM
Oh my! That is an impressive list from you both. Thank you. I have my afternoon work cut out for me. http://forum.shrapnelgames.com/images/smilies/happy.gif

As for the duplicate entries, I sware to you that they should not be in there. However, that they are just shows you how complex modding can become. What I will do is modify the second listing so that they are simply another weapon for that race to use.

Thank you.

Atrocities
December 11th, 2004, 05:52 PM
5. 'Pirate Race' trait should really mention not to choose a '*Foo* World Native' trait unless they are using the 'Pirate Colony' trait. (They get the colony component and then only need a larger hull to use it even without a colony ship)




6. Pirate Research I-III are under the 'Applied Research' facility type not the 'Pirate Race' type as all the other pirate facilities are. (even the Pirate Space Dock)

- Changed in 1.9.0.5


8. As for 7. but for the Pirate Space Dock I+ (for these 'Only latest' does only show the pirate Version but no option for upgrading is shown! Maybe due to being the same facility family but not being adjacent in the file?)



I am afraid that I do not follow you on these. Could you please explain it in more detail?

Atrocities
December 11th, 2004, 07:03 PM
Thank you all for the latest bug reports.

Here is what I have done with them.


Star Trek Mod v1.9.0.5

1. Changed Addressed all Design Creation File to help prevent over use of Multiplex Tracking
2. Changed Warp Nacelle I - V &amp; Organice Nacelle I - V vehicle type from Ship\Base to Ship
3 Changed Shuttle Phaser Vehicle Type from Ftr\Troop to Fighter
4. Changed Replaced sencond list for Pirate Race Shield Depleters I - V with ECM Cannon I - V. (Destroyes Master Computers)
5. Added ECM Weapons to end of Tech Area file
6. Fixed Error in Pirate Tractor Beam I
7. Changed Pirate Research Center I - III Facility Group from Research to Pirate Race.
8. Changed Pirate Intelligence Center I - III Facility Group from Intelligence to Pirate Race.
9. Fixed Spelling error in Utopia Planitia Shipyard description
10. Fixed Spelling error in Starfleet Command, Imperial Command, Romulan Command Center, Tholian Command Complex (all levels) description.
11. Fixed Spelling error in Divine Treasury Shrine I - III Description.
12. Fixed Spelling errors in Component file. Thank you Aiken
13. Fixed Spelling errors in Facilities file. Thank you Aiken
14. Fixed Spelling errors in CompEnhancement file. Thank you Aiken
15. Fixed Spelling errors in Cultures file. Thank you Aiken
16. Fixed Spelling errors in Intel Projects file. Thank you Aiken
17. Fixed Spelling errors in Racial Traits file. Thank you Aiken
18. Fixed Spelling errors in Tech Area file. Thank you Aiken
19. Fixed Spelling errors in Vehicle Size file. Thank you Aiken
20. Changed Replaced sencond list for Cardassian Metagenic Plague Bomb I - V with Cardassian Neutron Bomb I - V
21. Changed Used vehicle type override to set Cardassian Metagenic Plague Bomb I - V to Ship\Drone only.



ADDITIONS



22. Changed Addressed a design issue with Base Space Yards in all race Design Creation files.
23. Changed Replaced second entry for Small Borg Shield Depleter I - III with Small Borg Shield Disruptor I - III
24. Changed Corrected Replicator I - III descrition. Thank you Renegade 13
25. Changed Fixed spelling errors in Neutral Race 14 (Takarans) Thank you Renegade 13

Aiken
December 11th, 2004, 07:21 PM
Space Yard Base design (for all races) is quite odd:
Size Minimum Tonnage := 1500
Size Maximum Tonnage := 5000

I think that starting tonnage for this design should be 500 kt, to allow AI to use BSY early (i'm not sure if it will use them effectively or not, though), and maximum tonnage should be limited to 1500 kt. 5000 kt BSY is pathetic, actually it's a huge and expensive shield hog.

Atrocities
December 11th, 2004, 07:27 PM
aiken said:
Space Yard Base design (for all races) is quite odd:
Size Minimum Tonnage := 1500
Size Maximum Tonnage := 5000

I think that starting tonnage for this design should be 500 kt, to allow AI to use BSY early (i'm not sure if it will use them effectively or not, though), and maximum tonnage should be limited to 1500 kt. 5000 kt BSY is pathetic, actually it's a huge and expensive shield hog.



Good point. Might be a left over from something, but should be changed. Thank you.

Renegade 13
December 11th, 2004, 09:05 PM
1.9.0.4 problems I've found so far:

- Duplicate entries for "Borg Small Shield Depleter". There is a small variance in damage amounts, but very small. They have the same family number and everything.

Spelling errors:

- Replicator I-III description says: "Component that reduces Maintenance costs by generates replacement parts" "Maintenance" shouldn't be capitalized, and you should replace "generates" with "generating".

- Biological description for minor race Takarans says in part: "their skin is a dull bluewish color" Should be changed to "bluish". Also in the same biological description it says "not physically as strong as Klingons howevery they are far more intelligant." Should replace "howevery" with "however" and "intelligant" with "intelligent".

That's it for now, probably going to be more coming.

Atrocities
December 11th, 2004, 09:39 PM
Thank You Renegade 13. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities
December 11th, 2004, 09:41 PM
Here Come the Vulcans

http://www.astmod.com/design/vbase.PNG http://www.astmod.com/design/ves.PNG http://www.astmod.com/design/vbc.PNG http://www.astmod.com/design/vbs.PNG http://www.astmod.com/design/vdead.PNG

Starbase - Escort - Battle Cruisr - Battleship - Dreadnought

narf poit chez BOOM
December 11th, 2004, 11:02 PM
I like them.

Atrocities
December 11th, 2004, 11:44 PM
Thanks.

Renegade 13
December 12th, 2004, 12:43 AM
Oooooo! I like!! I think they're a vast improvement on the current Vulcan ships http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/happy.gif As always, beautiful work.

Atrocities
December 12th, 2004, 02:23 AM
Thanks Renegade 13. You can view the complete set now at
This Site. (http://www.galileo.spaceports.com/~william/startrek/vulcan/Vulcan.htm)

Also you can download the set from www.pbw.cc (http://www.pbw.cc) BUT do NOT use the AI files with the STM.

Atrocities
December 12th, 2004, 02:47 AM
BETA Version 1.9.0.5 With Intro - complete (Email ME)
BETA Version 1.9.0.5 Without Intro (http://www.shrapnelcommunity.com/threads/download.php?Number=317076) - only newest files since v 1.9.0.4

I hope to release the latest Version, this Version, by the 18th. The final Version will have the updated Vaadwaur set included.

[CDN]Steel_Ice
December 12th, 2004, 02:56 AM
Wow, I like the new vulcan shipset http://forum.shrapnelgames.com/images/smilies/happy.gif

I just wanted to mention some things that I noticed after some playing.

The specialised mine warheads such as armour skipping show that they block scans like the actual mines do but should'nt it be only the mines themselves with these ablities, having the wareheads block scans is redundant isent it?

Also I noticed that the replicator facilities keep upgrating as a monolith facility rather then the next level of the replicator facility, essentially downgrading them. Can anyone tell me how to correct this manualy for the time being, I want to upgrade my facilites but it wont let me.

Also, just a suggestion, but the defiant (heavy escort) description says its "very manuverable" but it has only a 20% defense rate, the same as the much larger desroyer class, maybe this could be upped to 30% to make alittle more sense?

Thats about it, for now. Now back to my federation http://forum.shrapnelgames.com/images/smilies/wink.gif

Atrocities
December 12th, 2004, 03:00 AM
Good suggestions.

The mine one though is nessassary so I won't be changing it. http://forum.shrapnelgames.com/images/smilies/happy.gif The reason being that mines should be cloaked, all levels. A player could use this mine exclusively, IE like the pirate race, and they would want it cloaked to gain the element of surprise.

I like the suggestion for the defiant. Will use it as well as chcking out that upgrade problem. Thanks for the report. Your name has been added to the list of thank yous. http://forum.shrapnelgames.com/images/smilies/happy.gif

[CDN]Steel_Ice
December 12th, 2004, 03:23 AM
Thanks

For the mines, I thought the mine itself has those ablitlies, why would the mine warehead need them too?

Also I just noticed that the small phased cannon III needs beams 6 to be available but beams tech area only goes to 5.

Atrocities
December 12th, 2004, 03:44 AM
Thanks.

I am having trouble finding the bug you mentioned.


Name := Small Phased Energy Cannon III
Description := Short range cannon which fires large depleted uranium shells.
Pic Num := 154
Tonnage Space Taken := 5
Tonnage Structure := 3
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2423
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Beam Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Shuttles
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := uranc_s.wav
Weapon Family := 109



Is this the component your referancing?

[CDN]Steel_Ice
December 12th, 2004, 03:48 AM
I meant this one

Name := Small Phaser Cannon III
Description := Short range cannon which fires large depleted uranium shells.
Pic Num := 154
Tonnage Space Taken := 5
Tonnage Structure := 3
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2423
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Beam Weapons
Tech Level Req 1 := 5
Tech Area Req 2 := Shuttles
Tech Level Req 2 := 1
Tech Area Req 3 := Federation Technology
Tech Level Req 3 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 2
Weapon Sound := uranc_s.wav
Weapon Family := 109

NOTE*** I changed the value to 5 for now so my troop and fighter designs dont get messed up, but the defualt file has it as 6 for beam weapon tech required

XenoTheMorph
December 12th, 2004, 08:11 AM
By Atrocities



8. As for 7. but for the Pirate Space Dock I (for these 'Only latest' does only show the pirate Version but no option for upgrading is shown! Maybe due to being the same facility family but not being adjacent in the file?)



I am afraid that I do not follow you on these. Could you please explain it in more detail?




Well I'm not absolutely sure myself http://forum.shrapnelgames.com/images/smilies/tongue.gif.

I thought that since the Pirate Space Docks and standard Space Yards have the same facility number only the Last available facility in the file will be show when 'Only latest' is selected.
In this case the Pirate Space Docks will show.

I also thought that for a valid upgrade (besides the facilities having a higher roman numeral) they had to be adjacent in the file and not separated by other facilities.
In this case there are lots of other facilities that are between them so it will not upgrade from standard Space Yards to the Pirate Space Docks.

(Well OK I only checked this with space yard I to Pirate Space Dock I so it might work for the others http://forum.shrapnelgames.com/images/smilies/wink.gif . Oh and yes i DID have to check this in the 'Modding 101 Tutorial', since I only vaguely remembered http://forum.shrapnelgames.com/images/smilies/tongue.gif)

boran_blok
December 12th, 2004, 10:52 AM
Just to let yo know, the borg monsters are waaaay to strong and agressive. I played a bit as a pirate lately (since there seem to be the most bugs with them) and at turn 17 I encountered a borg cube, at turn 18 the borg declared war, wiped out all my ships, and nearly destroyed my homeworld, at turn 19 I was dead.

Aiken
December 12th, 2004, 01:26 PM
I think it makes no sense to play against borg monsters in single, unless you're a se4 demigod http://forum.shrapnelgames.com/images/smilies/happy.gif. Cooperative PvC pbw game is their habitat.

boran_blok
December 12th, 2004, 03:17 PM
I just selected use randomly generated computer empires, one of em was them.
Anyways, more bugs to report:

Pirate spacedock I wants to upgrade to spacedock II which is essntially a downgrade, if you want to go from spacedock I to spacedock II you have to scrap and rebuild.

Also it would be nice to be able to upgrade from a spaceyard to a pirate spacedock.

[CDN]Steel_Ice
December 12th, 2004, 04:07 PM
boran_blok said:
Just to let yo know, the borg monsters are waaaay to strong and agressive. I played a bit as a pirate lately (since there seem to be the most bugs with them) and at turn 17 I encountered a borg cube, at turn 18 the borg declared war, wiped out all my ships, and nearly destroyed my homeworld, at turn 19 I was dead.



Similar thing happened to me in my SP game but with the space monsters. Early in the game when I had only about a dozen ships and half a dozen colonies I suddenly came under attack by 2 unstoppable space monster ships and then 40 (yes fourty) unstoppable anti planet drones. They wiped out 2 colonies and were heading for my homeworld before I had enought and next turn took them over and selfdestructed all their ships and crippled thier homeworld so I could continue on with the game. I think I did all the other AI empires a favour too since the monsters had doomsday machines running around other parts of the galaxy http://forum.shrapnelgames.com/images/smilies/eek.gif.

The moral of this story... don't add monsters to singleplayer games if you wanna live long http://forum.shrapnelgames.com/images/smilies/wink.gif

Renegade 13
December 12th, 2004, 04:35 PM
Atrocities said:
BETA Version 1.9.0.5 With Intro - complete (Email ME)
BETA Version 1.9.0.5 Without Intro (http://www.shrapnelcommunity.com/threads/download.php?Number=317076) - only newest files since v 1.9.0.4

I hope to release the latest Version, this Version, by the 18th. The final Version will have the updated Vaadwaur set included.



Bit of confusion here...is the BETA 1.9.0.5 With Intro - Complete, the FULL Version of the mod, or is it just a patch that includes the Intro??

Sorry for my denseness http://forum.shrapnelgames.com/images/smilies/tongue.gif

boran_blok
December 12th, 2004, 06:23 PM
Another bug:
Pirate weapons destroyer I (dont know about later ones, havent got that tech yet) states is damages only engines, whereas it should state that it damages only weapons, dont know if it's a visual bug only or not.

Atrocities
December 12th, 2004, 06:26 PM
boran_blok said:
Just to let yo know, the borg monsters are waaaay to strong and agressive. I played a bit as a pirate lately (since there seem to be the most bugs with them) and at turn 17 I encountered a borg cube, at turn 18 the borg declared war, wiped out all my ships, and nearly destroyed my homeworld, at turn 19 I was dead.



Ouch... The settings for them are the same as they are for all monsters in any mod that have them.

Atrocities
December 12th, 2004, 06:29 PM
just a patch that includes the Intro?



Yes + all of the other patches stuff since 1.9.0.0

Atrocities
December 12th, 2004, 06:42 PM
Here is the latest list of fixes


Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only.



Much thanks to all of you for reporting these.

Atrocities
December 12th, 2004, 08:50 PM
http://www.astmod.com/design/vacr.PNG http://www.astmod.com/design/vabc.PNG http://www.astmod.com/design/vabs.PNG http://www.astmod.com/design/vadn.PNG http://www.astmod.com/design/vass.PNG

Cruiser - Battle Cruiser - Battleship - Dreadnought - Space Station

Atrocities
December 13th, 2004, 04:30 AM
Well, I am finished. I started to update all of the Star Trek sets that I made for this mod and well, with the completion of the Vaadwaur I am finally done. http://forum.shrapnelgames.com/images/smilies/happy.gif

I have updated all fifteen of my Star Trek sets and I have to say that I am happy as to how they all came out.

I do hope that this mod, and these ship sets, give many people hundreds, if not thousands, of hours of fun.

Enjoy.

Captain Kwok
December 13th, 2004, 01:15 PM
A couple minor things I noticed during my Last pbw turn for STM Final, shuttle phasers show up for troops and the Andorian's purple colour is too dark and very hard to see on the galaxy map.

solops
December 13th, 2004, 04:50 PM
So.........

When and where can the rest of us update?

Not that I'm trying to push......Much :-)

Atrocities
December 13th, 2004, 06:39 PM
Captain Kwok said:
A couple minor things I noticed during my Last pbw turn for STM Final, shuttle phasers show up for troops and the Andorian's purple colour is too dark and very hard to see on the galaxy map.



The shuttle phaser issue has already been addressed. I will look at the Andorian color now.

Atrocities
December 13th, 2004, 06:41 PM
solops said:
So.........

When and where can the rest of us update?

Not that I'm trying to push......Much :-)



The 18th give or take a day, but I am shooting for the 18th. http://forum.shrapnelgames.com/images/smilies/happy.gif

solops
December 13th, 2004, 10:17 PM
Ahhh, the 18th. A good day. Actually it is one of the better days of the year.

My son's birthday :-)

Atrocities
December 13th, 2004, 10:23 PM
So far with the completion of the Last Ship Set update, all I am waiting for are Last minute bug reports, tweaks, and suggestions. http://forum.shrapnelgames.com/images/smilies/happy.gif

So Saturday the 18th is the day.... its also the anniversy of my fourth year at the forums.

So what are you getting your son for his birthday? A copy of SEIV Gold? http://forum.shrapnelgames.com/images/smilies/happy.gif

[CDN]Steel_Ice
December 13th, 2004, 10:39 PM
Well I have something for you. I was looking at what my next level (level 6) of sensors would give me and it will appearantly give me..

Tachyon Sensors III, Advanced Tachyon Sensors I, Advanced Tachyon Sensors II, Gravitic Sensors I, Gravitic Sensors II, Gravitic Sensors III, Gravitic Sensors IV

Not a bad investment eh? http://forum.shrapnelgames.com/images/smilies/tongue.gif

Atrocities
December 14th, 2004, 02:54 AM
Crap. Will have to check this one out. http://forum.shrapnelgames.com/images/smilies/happy.gif Thanks

The problem is they have a second requirement of Gravitational Technology. You maxed on that and when you hit Level 6 for scanners you get the whole enchalada (sp).

I will change this of course.

Thank you.

[CDN]Steel_Ice
December 14th, 2004, 03:28 AM
Yeah I guess I kinda ignored sensors once I got the max combat sensor http://forum.shrapnelgames.com/images/smilies/tongue.gif

Atrocities
December 14th, 2004, 06:01 PM
The latest Version report.


Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only. Thank you boran_blok
4. Changed Added new Vulcan ship set.
5. Changed Added new Vaadwaur ship set.
6. Changed Brightened the Andorian race color.
7. Added Adv Gravitational Technology to Tech Area
8. Changed Gravitic Sensors I - IV requirement to Adv Gravitational Technology (Lv, 1,2,3,4)
9. Changed Increased Maximum Level for Sensors from 6 to 8
10. Changed Advanced Tachyon Sensors I - II level requirement to Sensors 7, 8. Removed other requirement
11. Changed Gravitational Technology Maximum level from 4 to 2.
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)

XenoTheMorph
December 14th, 2004, 06:44 PM
Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to follow the requirements of the 1st set instead of the new comp destroyers? I belive the Pirate small shield depleters used the tech requirements of the 2nd set.

Aiken
December 14th, 2004, 06:53 PM
I'd like to raise a question about Weapons Destroyers and Reload Disruptors. Imo, they're overpowered.
Weapons Destroyer I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. At first lvl it's able to destroy 2 unmounted guns. You can't protect your ship against it. High offense bonus make it difficult to miss.
Reload Disruptor I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. Very powerful. At first lvl it can "turn off" ship for the most part of battle. Also high chance to hit. And master computer is the only cure. But they usually come into play much later than reload disruptors (which only require Focused Energy Weapons 2 to be availiable).

Q: what's your view on balance of these weapons?

Atrocities
December 14th, 2004, 07:06 PM
XenoTheMorph said:
Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to follow the requirements of the 1st set instead of the new comp destroyers? I belive the Pirate small shield depleters used the tech requirements of the 2nd set.



They are set to:

Number of Tech Req := 2
Tech Area Req 1 := Pirate Race
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1

Atrocities
December 14th, 2004, 07:07 PM
aiken said:
I'd like to raise a question about Weapons Destroyers and Reload Disruptors. Imo, they're overpowered.
Weapons Destroyer I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. At first lvl it's able to destroy 2 unmounted guns. You can't protect your ship against it. High offense bonus make it difficult to miss.
Reload Disruptor I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. Very powerful. At first lvl it can "turn off" ship for the most part of battle. Also high chance to hit. And master computer is the only cure. But they usually come into play much later than reload disruptors (which only require Focused Energy Weapons 2 to be availiable).

Q: what's your view on balance of these weapons?



I can reduce the Hit Bonus by half to 15%.
Increase the reload time by 1
And lower the damage by 20%.

Do you think this will help balance them out?

Atrocities
December 15th, 2004, 08:56 AM
Yet another update on the Version progress

I spent all of today working on the new HTML Read Me files. They are based off of Captain Kwoks old Star Trek Mod web site and provide more information and better access to information than the old HTML read me files.



Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only. Thank you boran_blok
4. Changed Added new Vulcan ship set.
5. Changed Added new Vaadwaur ship set.
6. Changed Brightened the Andorian race color.
7. Added Adv Gravitational Technology to Tech Area
8. Changed Gravitic Sensors I - IV requirement to Adv Gravitational Technology (Lv, 1,2,3,4)
9. Changed Increased Maximum Level for Sensors from 6 to 8
10. Changed Advanced Tachyon Sensors I - II level requirement to Sensors 7, 8. Removed other requirement
11. Changed Gravitational Technology Maximum level from 4 to 2.
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)
18. Fixed Spelling errors in Kazon, TMP and Vulcan general file.
19. Changed Breen Organic Extractor I - III Cost organics / Radiactives to 0 to match stock Organic Extractor
20. Changed Increased Breen Organic Extractor I - III Resource Generation - Organics to 1500,1800,2100
21. Added Escort2 image to DS9, TMP, and UCP races.
22. Changed Tholian Dreadnought now has correct tonnage.
23. Changed Revised the HTML Read Me (Now more informative) Based off of Captain Kwoks Star Trek Mod Web Site
24. Changed Various settings in the Vehicle Size file (Mostly house keeping issues)

XenoTheMorph
December 15th, 2004, 09:22 AM
Atrocities said:

XenoTheMorph said:
Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to follow the requirements of the 1st set instead of the new comp destroyers? I belive the Pirate small shield depleters used the tech requirements of the 2nd set.


They are set to:

Number of Tech Req := 2
Tech Area Req 1 := Pirate Race
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1





I just thought it was a bit strange that you can have fighters with Shield Depleters (of any level) &amp; not necessarily have a ship Version available. http://forum.shrapnelgames.com/images/smilies/wink.gif

boran_blok
December 15th, 2004, 10:48 AM
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)



noo, no more powergaming as pirate http://forum.shrapnelgames.com/images/smilies/wink.gif

But the changes are good tho, 3000 research points was a bit much for pirate research centers, and it's made up by the fact that you start the game with them now, I always spent many turns removing all other facilities and replacing them by the pirate ones.

von_toaster
December 15th, 2004, 11:06 AM
Kinda liked the old Pirate Space Dock though. Felt like it compensated the smaller ship size, and it had an addiction effect which forced you to seek for more resources.

boran_blok
December 15th, 2004, 11:36 AM
Agreed, because you have a huge lack of spaceyards and space based spaceyards are increddibly slow it should compensate a bit.

Maybe give it 500 more or something like that, higher production isnt all that big advantage anyways, because you need to have the resources to back it up.

Atrocities
December 15th, 2004, 06:04 PM
XenoTheMorph said:

Atrocities said:

XenoTheMorph said:
Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to follow the requirements of the 1st set instead of the new comp destroyers? I belive the Pirate small shield depleters used the tech requirements of the 2nd set.


They are set to:

Number of Tech Req := 2
Tech Area Req 1 := Pirate Race
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1





I just thought it was a bit strange that you can have fighters with Shield Depleters (of any level) &amp; not necessarily have a ship Version available. http://forum.shrapnelgames.com/images/smilies/wink.gif



Ahh good point. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities
December 15th, 2004, 06:09 PM
von_toaster said:
Kinda liked the old Pirate Space Dock though. Felt like it compensated the smaller ship size, and it had an addiction effect which forced you to seek for more resources.



It was a toss up to keep it or not. It still is far better than any of the other races ship yards. I am also going to add in an ability to reduce maitenance cost for pirate ship hulls. If it works it will cut the cost of those ships maitenance down by up to 10%.

Ideally now, in retrospect, I should have had two pirate traits, one with colony tech and no extra bonus giving facilities, and one without colony tech that gave the bonus research, Intel, and construction facilities. Oh well, lessons for 2.0.

Atrocities
December 15th, 2004, 06:40 PM
boran_blok said:
Agreed, because you have a huge lack of spaceyards and space based spaceyards are increddibly slow it should compensate a bit.

Maybe give it 500 more or something like that, higher production isnt all that big advantage anyways, because you need to have the resources to back it up.



The base space yard issue should be fixed. Will run test game to see.

boran_blok
December 15th, 2004, 06:42 PM
Also, not really a bug, but more of a question, why are all cargo storages 51 kt, or 71 kt etc ?
All cargo storage has 1 kt excess it seems.

Atrocities
December 15th, 2004, 06:49 PM
boran_blok said:
Also, not really a bug, but more of a question, why are all cargo storages 51 kt, or 71 kt etc ?
All cargo storage has 1 kt excess it seems.



If your refering to the Ferengi or 8472 it is to prompt the AI to think they are better so it will use them.

boran_blok
December 15th, 2004, 07:25 PM
The cargo storage the pirates have are also like that.
Cargo bay I has 51 Kt of storage (I'm not further than that yet but prolly the II has 71, etc)

Atrocities
December 15th, 2004, 07:26 PM
Latest round of updates


Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only. Thank you boran_blok
4. Changed Added new Vulcan ship set.
5. Changed Added new Vaadwaur ship set.
6. Changed Brightened the Andorian race color.
7. Added Adv Gravitational Technology to Tech Area
8. Changed Gravitic Sensors I - IV requirement to Adv Gravitational Technology (Lv, 1,2,3,4)
9. Changed Increased Maximum Level for Sensors from 6 to 8
10. Changed Advanced Tachyon Sensors I - II level requirement to Sensors 7, 8. Removed other requirement
11. Changed Gravitational Technology Maximum level from 4 to 2.
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)
18. Fixed Spelling errors in Kazon, TMP and Vulcan general file.
19. Changed Breen Organic Extractor I - III Cost organics / Radiactives to 0 to match stock Organic Extractor
20. Changed Increased Breen Organic Extractor I - III Resource Generation - Organics to 1500,1800,2100
21. Added Escort2 image to DS9, TMP, and UCP races.
22. Changed Tholian Dreadnought now has correct tonnage.
23. Changed Revised the HTML Read Me (Now more informative) Based off of Captain Kwoks Star Trek Mod Web Site
24. Changed Various settings in the Vehicle Size file (Mostly house keeping issues)
25. Changed Pirate Small Shield Depleter I - III Tech Req from Smaller weapons to Shield Damaging Weapons
26. Changed Damage At Rng for Weapons Destroyer I - IV (10,15,20,25) Rng 5.
27. Changed Weapon Modifier for Weapons Destroyer I - IV from 30 to 10.
28. Changed Weapon Modifier for Reload Disruptor I - IV from 30 to 10.
29. Changed Damage At Rng for Reload Disruptor I - IV (10,15,20,25) Rng 5.
30. Changed Tachyon Projection Cannon I - V reload rate from 1 to 3
31. Changed Tachyon Projection Cannon I - V Weapon Damage At Rng settings. (lowered)
32. Changed Fusion Beam family number from 2010 to 597
33. Changed Fusion Beam Mount to use new Fusion Beam Family number.
34. Changed Added Mount for Tachyon Projection Cannon and Ionic Disperser I - V
35. Changed Pirate Weapons Destroyer I - V Weapon Damage At Rng (15,20,25,30) Rng = 5
36. Changed Pirate Weapons Destroyer I - V Weapon Modifier from 30 to 10
37. Changed Added Restriction Two Per Vehicle to Pirate Weapons Destroyer I - V
38. Changed Added Restrcition Two Per Vehicle to Pirate Ionic Disperser
39. Changed Added Restriction Two Per Vehicle to Reload Disruptor I - IV
40. Changed Added Restriction Two Per Vehicle to Weapons Destroyer I - IV
41. Changed Added Restriction Two Per Vehicle to Ionic Disperser I - V
42. Changed Added Restriction Two Per Vehicle to Tachyon Projection Cannon I - V.

Aiken
December 15th, 2004, 07:40 PM
Atrocities said:

aiken said:
I'd like to raise a question about Weapons Destroyers and Reload Disruptors. Imo, they're overpowered.
Weapons Destroyer I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. At first lvl it's able to destroy 2 unmounted guns. You can't protect your ship against it. High offense bonus make it difficult to miss.
Reload Disruptor I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. Very powerful. At first lvl it can "turn off" ship for the most part of battle. Also high chance to hit. And master computer is the only cure. But they usually come into play much later than reload disruptors (which only require Focused Energy Weapons 2 to be availiable).

Q: what's your view on balance of these weapons?



I can reduce the Hit Bonus by half to 15%.
Increase the reload time by 1
And lower the damage by 20%.

Do you think this will help balance them out?

What about this layout:
Weapons Destroyer I/II/III/IV: dmg = 10/20/30/40 at range 2/3/4/5 with weapon modifier 5/10/15/20 % and change Vehicle type from Ship\Base to Ship\Base\Sat.
Reload Disruptor I/II/III/IV: dmg = 5/10/20/30 at range 2/3/4/5 with weapon modifier 5/10/15/20 % and change Vehicle type from Ship\Base to Ship\Base\Sat.
Reload time = 5 for both.

edit: hehe, too late http://forum.shrapnelgames.com/images/smilies/happy.gif

boran_blok
December 16th, 2004, 01:27 PM
Suggestion:
It's only logical that the small portable pirate spacedock evolves together with the big non-portable one (relatively speaking)

you could make the small one 300, 350 and 400 which would be exactly 1/10th of the big one.

AMF
December 16th, 2004, 01:44 PM
I have noticed some weird things as the Klingons in the QConflict game. It uses 1.7.2, so these may have been addressed, but here they are anyways:

When I upgrade a ship with a ram scoop, sometimes that ram scoop is turned into 2 warrior combat sensors.

When I upgrade a ship with a warrior combat sensor, sometimes it turns into two warrior combat sensors.

I don't have on hand the exact situation, but it is reproducible for any given ship that is affected by it. I noticed it primarily because my upgrades suddenly started giving me "components too big for this ship" errors...

Thanks,

Alarik

Atrocities
December 16th, 2004, 07:47 PM
boran_blok said:
Suggestion:
It's only logical that the small portable pirate spacedock evolves together with the big non-portable one (relatively speaking)

you could make the small one 300, 350 and 400 which would be exactly 1/10th of the big one.



SO what your saying is the Pirates need a Shipyard component? I thought about this, I did, but did not include one. If I did it would be at the end of the component list hidden away. Its a good idea though but honestly the pirates already have more superior components and such than the other races. At this point I would say I like the idea but really need to get some feed back from others as to whether or not we really need to give them their own unique shipyard component.

So comments on this topic are welcome.

Atrocities
December 16th, 2004, 07:51 PM
alarikf said:
I have noticed some weird things as the Klingons in the QConflict game. It uses 1.7.2, so these may have been addressed, but here they are anyways:

When I upgrade a ship with a ram scoop, sometimes that ram scoop is turned into 2 warrior combat sensors.

When I upgrade a ship with a warrior combat sensor, sometimes it turns into two warrior combat sensors.

I don't have on hand the exact situation, but it is reproducible for any given ship that is affected by it. I noticed it primarily because my upgrades suddenly started giving me "components too big for this ship" errors...

Thanks,

Alarik



I have not seen this happen before. They are completely differant components and have distinctively differant purposes with differant family numbers. Now if this is happening, it must be caused by something that I have not yet identified. I know that with the latest Version, 1.9.0.0 (A fresh install is recommended) I have not heard of this problem occuring.

So I would say that it is a problem caused exclusively in the 1.7.2 Version. But never the less I will keep an eye out for simular problems in 1.9.0.6 after its release.

Thanks for reporting it.

Aiken
December 17th, 2004, 12:31 AM
Change 8472's Biokinetic and Telekinetic Torpedoes to different weapon families. Telekinetic torps are not always better that Biokinetic torps, and it's annoying to turn off "only latest" to pick a couple of biokinetic torps.

Tachyon Projection Cannons I-V are affected by Fusion Beam Mount. Hard to tell, whether it is right or wrong. It happens because of the same comp family of these 2 weapons (2010).
At the same time description for Tachyon Projection Cannon and Ionic Disperser says "Use the Weapons mount for this weapon". So I guess it should be some separate mount for these 2 kinds of weapons?

Satellite mount Q.
From revision.txt: "5. Fixed Satellite Mount now works as intended."
So, how is it intended to work?
Is it a general purpose mount for all type of components, or else it's for weapons only (as now)? In the first case Weapon Type Requirement must be set to "None" (like in Drone Mount).

SO what your saying is the Pirates need a Shipyard component? I thought about this, I did, but did not include one. If I did it would be at the end of the component list hidden away. Its a good idea though but honestly the pirates already have more superior components and such than the other races. At this point I would say I like the idea but really need to get some feed back from others as to whether or not we really need to give them their own unique shipyard component.

My 1905 beta has Small Pirate Dry Dock component already. And it's in the end of component file. The specs are: size=100kt, construct with 300 min/org/rad, repair 1 comp. So no new comps required. Also you can add high Resource Reclamation ability to this component, so pirates can quickly acquire resources from captured ships.

Atrocities
December 17th, 2004, 01:02 AM
Here is the latest revison history


Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only. Thank you boran_blok
4. Changed Added new Vulcan ship set.
5. Changed Added new Vaadwaur ship set.
6. Changed Brightened the Andorian race color.
7. Added Adv Gravitational Technology to Tech Area
8. Changed Gravitic Sensors I - IV requirement to Adv Gravitational Technology (Lv, 1,2,3,4)
9. Changed Increased Maximum Level for Sensors from 6 to 8
10. Changed Advanced Tachyon Sensors I - II level requirement to Sensors 7, 8. Removed other requirement
11. Changed Gravitational Technology Maximum level from 4 to 2.
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)
18. Fixed Spelling errors in Kazon, TMP and Vulcan general file.
19. Changed Breen Organic Extractor I - III Cost organics / Radiactives to 0 to match stock Organic Extractor
20. Changed Increased Breen Organic Extractor I - III Resource Generation - Organics to 1500,1800,2100
21. Added Escort2 image to DS9, TMP, and UCP races.
22. Changed Tholian Dreadnought now has correct tonnage.
23. Changed Revised the HTML Read Me (Now more informative) Based off of Captain Kwoks Star Trek Mod Web Site
24. Changed Various settings in the Vehicle Size file (Mostly house keeping issues)
25. Changed Pirate Small Shield Depleter I - III Tech Req from Smaller weapons to Shield Damaging Weapons
26. Changed Damage At Rng for Weapons Destroyer I - IV (10,15,20,25) Rng 5.
27. Changed Weapon Modifier for Weapons Destroyer I - IV from 30 to 10.
28. Changed Weapon Modifier for Reload Disruptor I - IV from 30 to 10.
29. Changed Damage At Rng for Reload Disruptor I - IV (10,15,20,25) Rng 5.
30. Changed Tachyon Projection Cannon I - V reload rate from 1 to 3
31. Changed Tachyon Projection Cannon I - V Weapon Damage At Rng settings. (lowered)
32. Changed Fusion Beam family number from 2010 to 597
33. Changed Fusion Beam Mount to use new Fusion Beam Family number.
34. Changed Added Mount for Tachyon Projection Cannon and Ionic Disperser I - V
35. Changed Pirate Weapons Destroyer I - V Weapon Damage At Rng (15,20,25,30) Rng = 5
36. Changed Pirate Weapons Destroyer I - V Weapon Modifier from 30 to 10
37. Changed Added Restriction Two Per Vehicle to Pirate Weapons Destroyer I - V
38. Changed Added Restrcition Two Per Vehicle to Pirate Ionic Disperser
39. Changed Added Restriction Two Per Vehicle to Reload Disruptor I - IV
40. Changed Added Restriction Two Per Vehicle to Weapons Destroyer I - IV
41. Changed Added Restriction Two Per Vehicle to Ionic Disperser I - V
42. Changed Added Restriction Two Per Vehicle to Tachyon Projection Cannon I - V.
43. Changed 8472 Design Creation file slightly to prevent the Ai from adding 4 Organic Nacelles to early designs
44. Changed Bio-reclamation Complex I - V Family number from 17 to 55
45. Changed Slave Labor Camp I - III Family number from 4 to 56
46. Changed Added a Vehicle Override of Ship, Base, Satellite to Pirate Weapons Destoryer I - V
47. Changed Added a Vehicle Override of Ship, Base, Satellite to Weapons Destoryer I - IV
48. Changed Added a Vehicle Override of Ship, Base, Satellite to Ionic Disperser I - IV
49. Changed Added Restriction of One Per Vehicle to Breen Energy Dampener I - V
50. Changed Breen Energy Dampener I - V Weapon Reload Rate from 3 to 15 (This is a very powerful weapon)
51. Changed Tactical Phasers Weapon Reload Rate from 3 to 15
52. Changed Added lower maintenance cost to all Pirate Ship hulls. (-5% to Maintenance Cost)
53. Changed Pirate Tech maximum level from 6 to 7.
54. Changed Added more neo-standard hull sizes to Warrior trait.
55. Changed Removed Component Repair Ability from Replicator I - III (Redundent)
56. Changed Added Solar Supply Generation to Replicator I - III (50)
57. Changed Small Warp Engine (Set so that AI will only add one to designs)
58. Changed Advanced Torpedo weapons for all races from weapon family 4 to weapon family 27
59. Changed Added ability Resource Reclamation to Small Pirate Space Doc.
60. Changed Satellite Mount Weapon Type Requiremen to None.

Atrocities
December 17th, 2004, 01:06 AM
aiken said:
Tachyon Projection Cannons I-V are affected by Fusion Beam Mount. Hard to tell, whether it is right or wrong. It happens because of the same comp family of these 2 weapons (2010).
At the same time description for Tachyon Projection Cannon and Ionic Disperser says "Use the Weapons mount for this weapon". So I guess it should be some separate mount for these 2 kinds of weapons?





Thank you for the info.

This bug was addressed already, however it is buried in the file so I thought I would post seperately to let you know in case you thought I was ignoring you. http://forum.shrapnelgames.com/images/smilies/happy.gif

32. Changed Fusion Beam family number from 2010 to 597
33. Changed Fusion Beam Mount to use new Fusion Beam Family number.

Aiken
December 17th, 2004, 02:15 AM
Atrocities said:

aiken said:
Tachyon Projection Cannons I-V are affected by Fusion Beam Mount. Hard to tell, whether it is right or wrong. It happens because of the same comp family of these 2 weapons (2010).
At the same time description for Tachyon Projection Cannon and Ionic Disperser says "Use the Weapons mount for this weapon". So I guess it should be some separate mount for these 2 kinds of weapons?


Thank you for the info.

This bug was addressed already, however it is buried in the file so I thought I would post seperately to let you know in case you thought I was ignoring you. http://forum.shrapnelgames.com/images/smilies/happy.gif

32. Changed Fusion Beam family number from 2010 to 597
33. Changed Fusion Beam Mount to use new Fusion Beam Family number.

Ah, sorry. It was not easy to track it, indeed http://forum.shrapnelgames.com/images/smilies/happy.gif
Could you make 1906 beta availiable for download for final quick revision?

Atrocities
December 17th, 2004, 02:49 AM
Click the Attachment to download the beta of 1.9.0.6

The beta has no BMP images, just datam html, and AI files.

boran_blok
December 17th, 2004, 05:14 AM
Same thing as with the biokinetic torpedo's:
Anti matter torpedo V is bettter than photon torpedo I, because the Anti matter torpedo has a fire rate of 1 whereas the photon torpedo has a fire rate of 2 (the bit longer range and 5 more dmg really doesnt compensate if you can fire it only half as many times in combat),

making these seperate families would also be nice.

As for the small portable spaceyard, the pirates definetly need those, otherwise they cannot cap and analyse ships. I'm playing a game now and the closest enemy is 5 systems away, if I had to send a ship back it would be years before I could analyse it. and the 300 kt construction capacity of the small spacedock is enough to make a small recon sat or a few troops to cap a freshly inhabited planet.

Boran.

von_toaster
December 17th, 2004, 10:23 AM
Yes, I agree with Boran. The capture and analyze protocol is just the thing for the Pirates. Given that you have a ship big enough to carry a small shipyard component and get where you want it to be.

boran_blok
December 17th, 2004, 01:48 PM
Combine pirate race with the warrior trait, the heavy destroyer with 420 kt of space is an ideal pirate ship, mostly I equip it with a sattelitte bay, one or two cargo bays, pirates to cap ships, some small weaponry to deal with fighters mainly. it's an ideal long range ship. definetly if you give it repair bays that way it can quickly retrofit itself.

Aiken
December 17th, 2004, 01:53 PM
It will need SY in the same sector to retrofit.

boran_blok
December 17th, 2004, 01:59 PM
It has that right on itself, I use that tactic all the time.

as long as you dont retrofit the spaceyard itself and dont carry cargo it can retrofit itself.

Anyways, another "issue" I have:
Why do resupply-related objects show up in spaceyard construction ? bases dont really use supply dont they ?

Ragnarok-X
December 17th, 2004, 03:55 PM
Nope they dont. In fact bases have unlimited supplies, given they could group with ships.

boran_blok
December 17th, 2004, 03:59 PM
Serious bug:
Satellite mount doesnt work anymore for weapons, but works for everything else (including satellite computer and remote mining components)

changing:
<font class="small">Code:</font><hr /><pre>Long Name := Satellite Mount
Short Name := Satellite Mount
Description := Reduces the Size of Components for Satellites.
Code := SM
Cost Percent := 100
Tonnage Percent := 50
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 2
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 50
Weapon Type Requirement := None
Vehicle Type := Satellite
Number of Tech Req := 0</pre><hr />
to

<font class="small">Code:</font><hr /><pre>Long Name := Satellite Mount
Short Name := Satellite Mount
Description := Reduces the Size of Components for Satellites.
Code := SM
Cost Percent := 100
Tonnage Percent := 50
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 2
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 50
Weapon Type Requirement := Direct Fire
Vehicle Type := Satellite
Number of Tech Req := 0</pre><hr />

Fixed the problem, dont know why you changed it from 1.9.0.5 tho.

Aiken
December 17th, 2004, 04:31 PM
Boran_blok, compare your post to mine:

Satellite mount Q.
From revision.txt: "5. Fixed Satellite Mount now works as intended."
So, how is it intended to work?
Is it a general purpose mount for all type of components, or else it's for weapons only (as now)? In the first case Weapon Type Requirement must be set to "None" (like in Drone Mount).

:)

So I'm still confused, how it should work? Either it for components or weapons?
We need to wait for clear answer from Atrocities.

boran_blok
December 17th, 2004, 04:37 PM
Spelling error: (I think, i'm not native english speaking, so if it's correct tell me)
In pirate ship description:
Maintenance costs reduced by 5% do to advanced Technology

-Should do be due ?
-small t ? (I know I'm nitpicking, but if you fix due you can also fix that)

boran_blok
December 17th, 2004, 04:39 PM
aiken said:
Boran_blok, compare your post to mine:

Satellite mount Q.
From revision.txt: "5. Fixed Satellite Mount now works as intended."
So, how is it intended to work?
Is it a general purpose mount for all type of components, or else it's for weapons only (as now)? In the first case Weapon Type Requirement must be set to "None" (like in Drone Mount).

:)

So I'm still confused, how it should work? Either it for components or weapons?
We need to wait for clear answer from Atrocities.



If it's components only why have a range increase of 2 ? components dont have a range.

This is from CompEnhancement.txt:
<font class="small">Code:</font><hr /><pre>Weapon Type Requirement
The component must be of this weapon type.
Any - Any Weapon Type
None - Non Weapon Types Only
Direct Fire, Seeking, Point-Defense, Warhead</pre><hr />
I think if you want it to work for all components including weapons, you have to omit it.

edit:ommitting is not it, so it's either weapons or all the rest.

Ragnarok-X
December 17th, 2004, 05:57 PM
boran_blok said:
Spelling error: (I think, i'm not native english speaking, so if it's correct tell me)
In pirate ship description:
Maintenance costs reduced by 5% do to advanced Technology

-Should do be due ?
-small t ? (I know I'm nitpicking, but if you fix due you can also fix that)




Im not native english, too, but i seriously think you are right. It must be "due to advanced technology".

narf poit chez BOOM
December 17th, 2004, 06:34 PM
Yep, due.

Aiken
December 17th, 2004, 06:58 PM
boran_blok: my judgement about satellite mount was based upon its comparison with Large Satellite mount. The damage/tonnage/cost ratio for Large Sat Mount is 1.3/1.0/1.25 = 1.04, but for Sat Mount it is 1.0/0.5/1.0 = 2! So SM is almost twice as effective as LSM here.

boran_blok
December 17th, 2004, 07:24 PM
Another bug: Pirate tractor beam I and II both become available at tractor/repulsor weapons lvl 2, I think the first should come available at lvl 1

<font class="small">Code:</font><hr /><pre>
Name := Pirate Tractor Beam I
Description := Gravitational beam which pulls enemy ships towards your ship.
[..cut..]
Number of Tech Req := 2
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Pirate Race
Tech Level Req 2 := 1
[..cut..]

Name := Pirate Tractor Beam II
Description := Gravitational beam which pulls enemy ships towards your ship.
[..cut..]
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Pirate Race
Tech Level Req 2 := 1
[..cut..]</pre><hr />

XenoTheMorph
December 17th, 2004, 08:45 PM
Just a few more possible bugs/typos (v1.9.0.6)


1. Both the 'Bussard Collectors' &amp; the 'Impulse Engines' have supply usage stats, though these components use no supplys when the ship moves.

2. Why do the Pirate race have both a 'Pirate Race Weapon Mount' &amp; a 'Pulse Weapon Mount' (should that not be 'Pirate Pulse Weapon Mount'?). These mounts are identicle in their effects only for different weapons, they are also gained at the same tech level. Maybe they should be merged or made more individual.

3. The Pirate Pulse Disruptors do 5 extra damage at only the cost of -1% accuracy &amp; 5 extra supply use, compared to the standard Pirate Disruptors. This means that there is no real reason to ever use the normal Disruptors only the pulse Version. maybe change these a little (possibly via number 2 above?)

4. 'Laser Beam II' only uses 10 supply per shot while I &amp; III-V use 20!

5. The 'Laser Beam I-III' have different costs to IV-V
For I-III Min:30/40/50, Org:0/0/0, Rad:15/20/25
For IV-V Min:10, Org:10, Rad:10 http://forum.shrapnelgames.com/images/smilies/shock.gif

I would propose to continue the progression with -
IV Min:60, Org:0, Rad:30
V Min:70, Org:0, Rad:35

Atrocities
December 17th, 2004, 09:12 PM
aiken said:
Boran_blok, compare your post to mine:

Satellite mount Q.
From revision.txt: "5. Fixed Satellite Mount now works as intended."
So, how is it intended to work?
Is it a general purpose mount for all type of components, or else it's for weapons only (as now)? In the first case Weapon Type Requirement must be set to "None" (like in Drone Mount).

:)



So I'm still confused, how it should work? Either it for components or weapons?
We need to wait for clear answer from Atrocities.



I tested it both ways and feel that the satellite mount is best served giving a size reduction to weapons. I would have to make a second mount to reduce component size. I tried the overrides, but they only work if weapons are set to none. So I will change it back to the way it was before and rewrite the description. I can add a second satellite mount later. (Note there are currently two satellite mounts available)

Atrocities
December 17th, 2004, 09:14 PM
boran_blok said:
Spelling error: (I think, i'm not native english speaking, so if it's correct tell me)
In pirate ship description:
Maintenance costs reduced by 5% do to advanced Technology

-Should do be due ?
-small t ? (I know I'm nitpicking, but if you fix due you can also fix that)



due - Some one is owed something.

Due to has been widely used for many years as a compound preposition like owing to, but some critics have insisted that due should be used only as an adjective. According to this view, it is incorrect to say The concert was canceled due to the rain, but acceptable to say The cancellation of the concert was due to the rain, where due continues to function as an adjective modifying cancellation. This seems a fine point, however, and since due to is widely used and understood, there seems little reason to avoid using it as a preposition.

do - as a command.

Thanks. Spelling is not one of my strongest suites.

[CDN]Steel_Ice
December 17th, 2004, 09:58 PM
After upgrading to the latest patch, the heavy cruiser and explorer class ships for the federation (i dono if any other races ships are effected too) had wrong images. When i opened up the VehicleSize file i noticed you had battle cruiser image set for heavy cruiser and escort image set for the explorer.

Atrocities
December 17th, 2004, 10:01 PM
boran_blok said:
Anyways, another "issue" I have:
Why do resupply-related objects show up in spaceyard construction ? bases dont really use supply dont they ?



I do not know. The design does not appear to call for them.

Atrocities
December 17th, 2004, 10:06 PM
XenoTheMorph said:
Just a few more possible bugs/typos (v1.9.0.6)


1. Both the 'Bussard Collectors' &amp; the 'Impulse Engines' have supply usage stats, though these components use no supplys when the ship moves.

2. Why do the Pirate race have both a 'Pirate Race Weapon Mount' &amp; a 'Pulse Weapon Mount' (should that not be 'Pirate Pulse Weapon Mount'?). These mounts are identicle in their effects only for different weapons, they are also gained at the same tech level. Maybe they should be merged or made more individual.



As to 1. I honestly do not know why this is.

2. All races have a pulse weapon mount. I chose not to name the pulse weapon mount after each race because of space requirements. I did not want the name to be too long.

The differances in the mounts should have been more pronounced.

Atrocities
December 17th, 2004, 10:15 PM
Please keep in mind that the mod is for the most part an on going work and that things change. It has never been my intention to make an exact persaudo star trek universe mod, it cannot be done with this game. However, I have labored to do what I can do to make the mod as much a true star trek mod I could.

SEIV has many limitations, and I am afraid we have stumbled onto a few of them. Modding the AI to design ships that you would design is an unreasonable expectation. The game simply will not design ships as well as humans can. There is no way to establish the techniques that we use into a system the AI can utilize. All we can do is tweak it here and there and see what happens.

At this point we are doing more fine tuning and tweaking to the mod and that tells me that most everything else is looking good. So later tomorrow I will release the latest Version, 1.0.9.7, and hope that people do not confuse this with the AST 1.97 mod. (It has happended more than I can count).

From this point we keep going. http://forum.shrapnelgames.com/images/smilies/happy.gif Suggestions and bug reports are vital to the process and I welcome them all. This Last round of bug reports, suggestions, and such were essential to helping with the mod. I thank you all for all the Posts and I sincerely hope that you will continue posting.

http://forum.shrapnelgames.com/images/smilies/happy.gif


Star Trek Mod v1.9.0.7 - Pending

1. Changed Satellite Mount Weapon Type Requirement from none to Any (Should only work for Weapons now)
2. Changed Large Satellite Mount Tonnage Structure Percent from 200 to 120.
3. Changed Modified the Description of Satellite Mount. Now reads weapon components.
4. Fixed Spelling errors in Vehicle Size file (do - due)
5. Changed Pirate Tractor Beam I now available at correct level. Tractor\Repulser Weapons I.
6. Changed Changed all PULSE WEAPONS to a weapon modifier of -10%.
7. Changed Laser Beam II now uses correct amount of supplies.
8. Changed Made Laser beam IV &amp; V Min,Rad,Org cost compareable to Laser Beam I - III
9. Changed Pirate Weapon Mount - added range mondify of 1 - lowered damage % to 110% - same for Supply use

Atrocities
December 17th, 2004, 10:21 PM
[CDN]Steel_Ice said:
After upgrading to the latest patch, the heavy cruiser and explorer class ships for the federation (i dono if any other races ships are effected too) had wrong images. When i opened up the VehicleSize file i noticed you had battle cruiser image set for heavy cruiser and escort image set for the explorer.



This is true. I simply have not yet set up any of the Federation races with Neo Standard ship images. I have to find acceptable ships images, and then incorp them into the sets.

XenoTheMorph
December 17th, 2004, 10:53 PM
Atrocities said:

XenoTheMorph said:
Just a few more possible bugs/typos (v1.9.0.6)

1. Both the 'Bussard Collectors' &amp; the 'Impulse Engines' have supply usage stats, though these components use no supplys when the ship moves.




As to 1. I honestly do not know why this is.




Atrocities,

Maybe change the 'Impulse Engines' &amp; 'Bussard Collectors' so they don't display a positive supply usage, it seems slightly misleading if you don't know about it.

Also I was looking around the troop weapons and the 'Klingon Batliths' seem to not get any better while costing more? (damage @ range 1 stays the same, ranged damage increases but that is no use on troops)

FYI it seems the most common spelling for Batlith is Batleth (Well there are an order of magnitude more hits for 'Klingon Batleth' than for 'Klingon Batlith' on Google, Meh)

Maybe just for fun you could make Batliths compulsory on Klignon Troops (A matter of Honour! http://forum.shrapnelgames.com/images/smilies/happy.gif ). Just add a requires engine setting on the troop and make the batlith an 'Engine' (I'm sure I've seen that fudge somewhere before?). Oh and any changes to the design files for the Klingons (if needed haven't check myself).

Atrocities
December 17th, 2004, 10:59 PM
Thanks, I will do as you recommend.

How did you determine that those components were not using supplies?

XenoTheMorph
December 17th, 2004, 11:15 PM
In Turn based I moved a ship 1 space and the usage was 100. The total usage for the Warp Core (20) and 2 Nacelles (40 each) totals 100 as it should. After retrofitting it with 4 Bussard Collectors (5 each) and 2 Impulse engines (20 each) the usage for 1 space was still 100 (not 160). http://forum.shrapnelgames.com/images/smilies/cool.gif

Also it seems I edited my original message after you read it, you might want to reread it just in case (nothing important but I like the idea http://forum.shrapnelgames.com/images/smilies/biggrin.gif)


[edited to clarify usage amounts]

Atrocities
December 17th, 2004, 11:19 PM
Thanks. I found a few others that were doing the same thing. I wonder why they were not using supplies. Must have to do with supply storage or something. Very odd. PErhpas a bug with SEIV.

XenoTheMorph
December 17th, 2004, 11:36 PM
I think that the only components that use supplys are -

1. weapons upon firing

2. stellar manipulation on use

3. components that provide non-tactical movement when moving

Anyone else know?

XenoTheMorph
December 18th, 2004, 12:15 AM
One Last post, sleepy time NOW http://forum.shrapnelgames.com/images/smilies/stupid.gif

The two largest Warrior trait ships (Baseship &amp; Baseship Heavy) have a Max engines of 6 not 4 (as stated in the AI Tag 03 text). This is not a problem since 'Nacells' have a 'Only four on ship' limit themselves, but still it is a typo. http://forum.shrapnelgames.com/images/smilies/wink.gif
[edit: Actually this is not a typo being so big the engines per move is 6, therefore they need 6 low tech nacells to move!! (O.K. the chances of getting those ship size and still be using 1 move nacells is miniscule but ...) the restriction on the Nacells should be 'Only six on ship' instead &amp; the 'AI Tag 03' text changed to suit]

The larger (i.e. no Defensive bonus due to small size like the Destroyer Heavy) Warrior trait combat ships (the Dreadnought Heavy, Cruiser Heavy, Juggernought, Baseship &amp; Baseship Heavy) don't have 'Shuttle Bays' built in like all the other larger ships (for any race) &amp; really I think should.

Also for flavor and to keep a bit of consistency since all the other Warrior combat ships (except the gigantic Baseship Heavy) get a defence bonus from advanced technology maybe the Destroyer Heavy's defence bonus description should be slightly changed -

Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size and advanced technology makes ship 20% harder to hit in combat.
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0

Atrocities
December 18th, 2004, 12:41 AM
Latest update info.


Star Trek Mod v1.9.0.7

1. Changed Satellite Mount Weapon Type Requirement from none to Any (Should only work for Weapons now)
2. Changed Large Satellite Mount Tonnage Structure Percent from 200 to 120.
3. Changed Modified the Description of Satellite Mount. Now reads weapon components.
4. Fixed Spelling errors in Vehicle Size file (do - due)
5. Changed Pirate Tractor Beam I now available at correct level. Tractor\Repulser Weapons I.
6. Changed Changed all PULSE WEAPONS to a weapon modifier of -10%.
7. Changed Laser Beam II now uses correct amount of supplies.
8. Changed Made Laser beam IV &amp; V Min,Rad,Org cost compareable to Laser Beam I - III
9. Changed Pirate Weapon Mount - added range mondify of 1 - lowered damage % to 110% - same for Supply use
10. Changed Klingon Batlith I - III Damage (1,2,3) (Damage at rang does not work for Troop Weapons)
11. Changed Changed Supply Useage for Impulse Engine I - V to 0 (Not useing any ways)
12. Changed Changed Supply Useage for Bussard Collector I - III, Ram Scoop I - III, and Flux Pod I - V to 0
13. Changed Abilities description for Heavy Destroyer.
14. Changed Added Launch/Recover Fighter Ability to Cruiser Heavy, Juggernought, Baseship, and Baseship Heavy
15. Changed Baseship and Baseship Heavy Requirement Max Engines from 6 to 4.
16. Changed Baseship and Baseship Heavy Engines Per Move from 6 to 4.

Atrocities
December 18th, 2004, 01:22 AM
Click the above attachment to download the NEW STAR TREK MOD Version 1.9.0.7 PATCH. 8.5 megs

Atrocities
December 18th, 2004, 02:41 AM
<font color="red"> 12-18-2004 UPDATE</font>

Star Trek Mod PATCH Version 1.9.0.7 (http://www.shrapnelcommunity.com/threads/download.php?Number=318393)
This Version will update any Version from 1.9.0.0 to current.) Players DOWN LOAD THIS ONE.

Star Trek Mod Patch v1.9.0.7 (http://www.astmod.com/zips/stm/StmPatch1907NG.zip)
Ai and Data files only (Contains only AI and data files - no graphics. Will update any Version from 1.9.0.0 to current) - PBW WEB ADMINS USE THIS ONE TO UPDATE PBW

Star Trek Mod Full 1.9.0.7 Data and AI files (http://www.shrapnelcommunity.com/threads/download.php?Number=318618) only no graphics. (link fixed)

I am also seeding a full Version 1.9.0.7 of the mod at http://kazharii.no-ip.com:6969 (http://kazharii.no-ip.com:6969/ ) for the next two days.

boran_blok
December 18th, 2004, 06:58 AM
What's with all the different Versions ?
The first one contains all the other two contains does it eh ?

Anyways, I'm starting a new game right away.

Atrocities
December 18th, 2004, 07:54 AM
boran_blok said:
What's with all the different Versions ?
The first one contains all the other two contains does it eh ?

Anyways, I'm starting a new game right away.



They are all the same Version. The differances are listed. The reason for them are that people may want files but not the graphics.

boran_blok
December 18th, 2004, 09:17 AM
Sub Space Beam (shouldnt it be Subspace Beam ?) seems to be broken as it sais that it disrupts reload time.

boran_blok
December 18th, 2004, 09:24 AM
The heavy and massive fighter have maintenance redutcion with their abilities, do fighters have maintenance ?

solops
December 18th, 2004, 12:26 PM
When I click one of the links above I get this message:

"Forbidden
You don't have permission to access to this document on this server.


--------------------------------------------------------------------------------

Apache Server at astmod.com "

When I go directly to the STM site and then download, everything is fine.

????

Fyron
December 18th, 2004, 04:13 PM
boran_blok said:
The heavy and massive fighter have maintenance redutcion with their abilities, do fighters have maintenance ?

Units can not have maintenance.

XenoTheMorph
December 18th, 2004, 08:54 PM
Atrocities,

Just to let you know it seem that the Dreadnought Heavy was not changed when you added shuttle bays to the larger Warrior ships. It is in a different part of the file (Just after the Destroyer Heavy) not at the end.

Atrocities
December 18th, 2004, 10:23 PM
Ooops. I will include that in the next patch for sure. Sorry about that. http://forum.shrapnelgames.com/images/smilies/frown.gif

The next patch will be out around april or so unless we find a lot of bugs in this Version that need to be fixed in a hurry.

XenoTheMorph
December 18th, 2004, 10:41 PM
April eek http://forum.shrapnelgames.com/images/smilies/eek.gif

Oh well, hopefully you will have a long list of little things to tweak by then. Hmm on that note -

I found quite a few more components with supply stats a very incomplete list follows:

Bridge
Life Support
Crew Quarters
(Warrior) Sensor Arrays (&amp; probably the other races sensors)
Pirates (&amp; probably other security/boarding comps)
Anti-matter Pods
Cargo Bays
Remote Mining comps

Hopefully you can work around the supply issues! http://forum.shrapnelgames.com/images/smilies/frown.gif

Atrocities
December 18th, 2004, 11:57 PM
XenoTheMorph said:
April eek http://forum.shrapnelgames.com/images/smilies/eek.gif

Oh well, hopefully you will have a long list of little things to tweak by then. Hmm on that note -

I found quite a few more components with supply stats a very incomplete list follows:

Bridge
Life Support
Crew Quarters
(Warrior) Sensor Arrays (&amp; probably the other races sensors)
Pirates (&amp; probably other security/boarding comps)
Anti-matter Pods
Cargo Bays
Remote Mining comps

Hopefully you can work around the supply issues! http://forum.shrapnelgames.com/images/smilies/frown.gif



Someone posted an idea for a work around over at the mod works on www.spaceempires.net (http://www.spaceempires.net) that I think might work. At the bare minimum it provides an intersting theory to work form.

Atrocities
December 19th, 2004, 12:01 AM
I have posted the back story for the mod if any one is interested in a long read. The Cleansing (http://www.astmod.com/startrek/backstory.html)

Enjoy.

Ed Kolis
December 19th, 2004, 12:31 AM
Remote mining components DO use supplies, BTW, they just don't require supplies be present in order to function http://forum.shrapnelgames.com/images/smilies/wink.gif

XenoTheMorph
December 19th, 2004, 08:23 AM
Ed Kolis said:
Remote mining components DO use supplies, BTW, they just don't require supplies be present in order to function http://forum.shrapnelgames.com/images/smilies/wink.gif



I had a vague feeling they did aswell (I'm sure I noticed remote mining ships run out of supplys without moving in the past). But when I tested them out in the STM v1.9.0.7 nothing showed. I made a remote mining ship (Rads I think) with total supplys of 750, two moves to get to an empty planet (down to 550, 100 per move), process turn, and no change in supply (still 550, and the remote miner should use 100)!
All in turn based.
Can you think of a reason it might not show in this?

Aiken
December 19th, 2004, 10:46 AM
Bussard collectors? http://forum.shrapnelgames.com/images/smilies/wink.gif

Captain Kwok
December 19th, 2004, 11:17 AM
Remote miners do use supplies. Did you run the turn and see how many supplies the ship had next turn? Remote mining components only remove supplies during turn execution...

XenoTheMorph
December 19th, 2004, 11:29 AM
Captain Kwok said:
Remote miners do use supplies. Did you run the turn and see how many supplies the ship had next turn? Remote mining components only remove supplies during turn execution...



Yep that is exactly what I did, just to double check I did not miss anything I'll do it again, but that will have to wait until I get back from work http://forum.shrapnelgames.com/images/smilies/frown.gif
Hopefully I did if not looks like something is very wierd.

[Aiken - Oh I know I designed the miner from scratch so I don't think I put on any bussard collectors but will make sure this time http://forum.shrapnelgames.com/images/smilies/tongue.gif]

Atrocities
December 19th, 2004, 11:58 AM
aiken said:
Bussard collectors? http://forum.shrapnelgames.com/images/smilies/wink.gif



??

XenoTheMorph
December 19th, 2004, 03:48 PM
Atrocities said:

aiken said:
Bussard collectors? http://forum.shrapnelgames.com/images/smilies/wink.gif



??



I belive Aiken meant that I might have had some Bussard collectors on my test Remote Mining ship, and that these generated exactly the same amount of supplies used by the Remote Mining, therefore showing no decrease in the overall amount of supplies.

Unfortunately this is NOT the case http://forum.shrapnelgames.com/images/smilies/rolleyes.gif, I have tested it again and no supplies are used (A STM v1.9.07 .gam file is attached that shows this).

The REALLY odd thing is that when I tested it with the unmodded game it DID!!!!!!! http://forum.shrapnelgames.com/images/smilies/mad.gif

*some more testing later*

O.K. I have checked the data files and found out the cause (Though not the 'why' behind it, it seems slightly weird). The setting in Settings.txt that sets if the resource value of the Planet/Asteroids are decreased is False in the STM, when I changed it to True and reloaded the .gam file the supplies where used as in the Unmodded game. So it seems a trade off is required, supplies used OR No value decrease. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif


Oh and another few bugs/typos -

The following Pirate ships still have the old "do to advanced technology" instead of "due to advanced technology"
(and these are the only ones for any race I could find)

Interceptor
Battleship


Xeno.

von_toaster
December 19th, 2004, 04:20 PM
Romulan bug. It seems that the Plasma Torpedo Mount applies to all weapons, not just the plasma torpedos.

Atrocities
December 20th, 2004, 01:02 AM
von_toaster said:
Romulan bug. It seems that the Plasma Torpedo Mount applies to all weapons, not just the plasma torpedos.



Hummm, very odd.

Long Name := Plasma Torpedo Mount
Short Name := Romulan RPTM
Description := Mount that increases the Damage of Plasma torpedoes.
Code := RPTM
Cost Percent := 125
Tonnage Percent := 100
Tonnage Structure Percent := 100
Damage Percent := 120
Supply Percent := 120
Range Modifier := 1
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 100
Weapon Type Requirement := Direct Fire
Comp Family Requirement := 563.564
Vehicle Type := Ship
Number of Tech Req := 2
Tech Area Req 1 := Adv Romulan Torpedo Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Romulan Technology
Tech Level Req 2 := 1

Is should only be using the weapons families listed .... Oh ... Its another one of these either or's. Never the less the mount should ONLY work with those components weapons. I will have to ask for help to figure this one out.

http://forum.shrapnelgames.com/images/smilies/frown.gif

Aiken
December 20th, 2004, 10:59 AM
Comp Family Requirement := 563.564


I believe it should be Comp Family Requirement := 563,564

boran_blok
December 20th, 2004, 11:43 AM
Agreed, it states that it has to be a comma separated list.

Atrocities
December 20th, 2004, 05:46 PM
Easy fix then.

I have a few other minor house keeping things to do with the mod as well, so the question is, should I go ahead and release one Last patch for the end of the year?

Call it the new years patch persay?

boran_blok
December 20th, 2004, 07:23 PM
Imho you can patch into eternity, there are always bugs.

Atrocities
December 20th, 2004, 08:43 PM
boran_blok said:
Imho you can patch into eternity, there are always bugs.



The problem with frequent patches are getting the updates to all those who have the mod and getting the updates uploaded to PBW. I hate to bother the PBW admins every few weeks.

I agree that updates are on going, and a nessassary evil.

I am just asking if we need another update so soon, or should I wait and gather more reports so that the next patch has as many fixes in it as possible?

Aiken
December 21st, 2004, 08:08 AM
AT, next patch can wait for a few months imo (no critical bugs so far). And try to contact with pbw admins to unpload 1.9.0.7 patch to pbw.

XenoTheMorph
December 21st, 2004, 08:42 AM
Atrocities said:

boran_blok said:
Imho you can patch into eternity, there are always bugs.



The problem with frequent patches are getting the updates to all those who have the mod and getting the updates uploaded to PBW. I hate to bother the PBW admins every few weeks.

I agree that updates are on going, and a nessassary evil.

I am just asking if we need another update so soon, or should I wait and gather more reports so that the next patch has as many fixes in it as possible?



I think that the best thing to do is only patch if at least a month has past since the Last time OR The patch is mainly to fix a annoying/major bug OR the patch would significantly improve the mod experience OR everybody says 'Give us a patch!!' http://forum.shrapnelgames.com/images/smilies/laugh.gif

Do you think the Mount issue (the only even vaguely significant bug) is important enough for a patch? I don't think so myself. (unless you have solved the supply issue http://forum.shrapnelgames.com/images/smilies/smile.gif )

(But from my own view point gimme! gimme! gimme! http://forum.shrapnelgames.com/images/smilies/stupid.gif)

solops
December 21st, 2004, 10:54 PM
Since I don't play PBW, I like updates frequently, provided they fix problems and don't just improve cosmetics.

Atrocities
December 22nd, 2004, 02:02 AM
solops said:
Since I don't play PBW, I like updates frequently, provided they fix problems and don't just improve cosmetics.



I fixed the cosmetics of the mod as well as improving game play, game balance, and offering more features. I really tried hard to give the mod a true star trek feel. http://forum.shrapnelgames.com/images/smilies/happy.gif

I honestly do not think you will find a 4x game that lends itself to the look and feel of a star trek game more so than this mod other than say BOTF.

This is just testimate to the wonders of SEIV and we are very lucky that Aaron set up SEIV to be so moddable. I do not think that SEV will be as easilly moddable as SEIV and the ships sets we now have for SEIV we will not have for SE V. (SEV uses 3d x format ship models like in SF. How many new ships did we see for SF? Not many. In fact virtually none.)

So game play might be emulated, but I sincerely doubt that ships will be. Well not in the great numbers they have been for SE IV and this mod.

Fyron
December 22nd, 2004, 02:13 AM
I do not think that SEV will be as easilly moddable as SEIV

I can see no reason to imagine that this will be the case... From everything Malfador has said so far about SEV, it will be even more moddable than SEIV. All that remains is an actual scripting system for really powerful modding capabilities...


Atrocities said:
(SEV uses 3d x format ship models like in SF. How many new ships did we see for SF? Not many. In fact virtually none.)

That is because Starfury has such a small player base (at least Online...) more than anything.


So game play might be emulated, but I sincerely doubt that ships will be. Well not in the great numbers they have been for SE IV and this mod.

Don't be so melodramatic... Making ships for SF and SEV will just require not using Doga. No big deal, really... a few dozen hours of practice and everyone will be ready to go. http://forum.shrapnelgames.com/images/smilies/tongue.gif Hell, a large majority of sets out there were made in non-Doga modelers, with actual 3d models (not legos strung together, but regular 3d models)... Most shipset authors will not require any adjustment.

Atrocities
December 22nd, 2004, 02:21 AM
I can see no reason to imagine that this will be the case... From everything Malfador has said so far about SEV, it will be even more moddable than SEIV. All that remains is an actual scripting system for really powerful modding capabilities...

Good point, but I was refering to the fact that, like Star Fury, it will require a lot more time and effort to mod.


That is because Starfury has such a small player base (at least Online...) more than anything.

I cannot dispute this, and in fact I agree, but never the less there are, were, very few ships made for this game. The combined problem of first rendering a low polly count ship, then sizing it correctly for use, not to mention the texturing issues made modeling for SF, and in kind SE V, far more difficult. In response I sincerely doubt we will see the numbers of ship sets that SEIV has seen.


Don't be so melodramatic... Making ships for SF and SEV will just require not using Doga. No big deal, really... a few dozen hours of practice and everyone will be ready to go. Hell, a large majority of sets out there were made in non-Doga modelers, with actual 3d models (not legos strung together, but regular 3d models)... Most shipset authors will not require any adjustment.



Although I do tend to be melodramatic, I feel that I am not being so here. The issue is not DOGA, it is with the complexity that a 3d graphic engine, such as the one in SF, generates. Generating a 3d image then making it into a BMP is simple. But generating a 3d image, then mapping textures to it, while keeping the size correct and the polly count down will prove to be more difficult than most people, inclduing myself, are currently capable of doing. There is simply a lot more to the task now than before. A lot more.

Atrocities
December 22nd, 2004, 02:27 AM
And for the record, all 3d programs are lego programs. DOGA simply has already made a lot of the "standard" objects used in a 3d environment. DOGA is a great tool but has two major failings, one it does not render rounded edge well, and two it has a very high polygon count for its models.

DOGA is anything is an expediant tool. Sure it lacks the power that say 3dmax or maya might have, but it is simple enough to use, and has been used to produce some stunning images and ship sets.

No matter what program you use to render new ship images for SE V, you will have two large obsticales to over come. 1. The texturing issue. Since you will not be able to use great detail in your ship models, the reason for which is to keep the polygon count down, you will have to rely upon texturing and texture mapping. A good example of this is the models used for such games as BOTF. The ship is just a wire frame with a Texture mapped to it.

The second large issue will be a combination of sizing and polloygon counts. The larger the image the higher the count.

So to have huge fleets in SE V battling it out, the ship models will most likely have to be very small. The more you have the slower the combat will run.

This is just simple physics, and problems that many games have ran into from Rebellion through Homeworld.

Nodachi
December 22nd, 2004, 02:30 AM
What software is Malfador using for the shipsets in SEV? If we can find this out then maybe we could duplicate (and then modify) the model creation workflow.

Atrocities
December 22nd, 2004, 02:30 AM
Most likely 3d max.

Fyron
December 22nd, 2004, 02:37 AM
Atrocities said:
Good point, but I was refering to the fact that, like Star Fury, it will require a lot more time and effort to mod.

Why? Component families will be createable with a single entry and some clever formulas. Other files will be similar. I don't forsee most of the files being much different from SE4. It is unlikely that ships will have anywhere near the detail that SE4 ships do. They will probably be the same... The level of complexity of the data files for SE5 will be nowhere near those in SF, since most of the files SF needed are not applicable to a strategy game...

Nodachi
December 22nd, 2004, 02:38 AM
The big thing is to find out how models are being exported to the x format.

Also, once we know how it's being done we can "borrow" custom ships from other games until we can figure out how to make them ourselves.

Timstone
December 22nd, 2004, 06:15 AM
I consider myself to be an adept 3D modeller. I've made quite a few 3D models sofar. Not all of them are spaceships, but that is not important. I own a copy of 3D Max 7, Solidworks 2005 and a few other programs. I only use SW 2005 and Max 7 for making pics to post here. SW 2005 is for the modeling part and Max 7 for rendering and texturing.
I really would like to make lots of models for SE V, but the only thing is the time to do it in. I have a regular job (a job which is not very ordinary), so that leaves me with very, very little time to do something for SE V.
Agreed, 3D modelling consumes more time than your average 2D pic, but when you use the right tools, the result can be breathtaking. You'll see when SE V comes out that suddenly tens of people are going to try and create some beautifull models of their own.

And please don't say that 3D programs are all Lego based (snapping different pieces together). I've played around with DOGA myself and I found that it was a crossover between Max 7 and SolidWorks. The ease of making seperate models of SW (for use on other models) and more or less the horrible way of making models like in Max 7.
Max 7 is a program which uses basic forms and is focussed on surface modeling (adding details on non-straight surfaces like faces). The modelling in Max 7 isn't quite the same as DOGA, but looks somewhat similar.
SolidWorks (my alltime favorite) is very adept in making industrial things and uses basic forms. When they are created they can be altered with great ease and thus forming most complex models.

It's not about trying to duplicate the production process of MM, but to make your own process. Try to find your qon way of working. Okay, you can use MM's methods and build on those, but finding it out yourself is so much more helpful. Just go about and make some basic models (cube, orb, etc.) and import them into StarFury (the enige should be somewhat similar) and see how they turn out.

If you need any help with modelling, use the net to search for help or post it here. There is always a friendly, maybe even helpful, post.

Fyron
December 22nd, 2004, 05:27 PM
Timstone said:
And please don't say that 3D programs are all Lego based (snapping different pieces together).

Nobody said anything of the sort.

Timstone
December 23rd, 2004, 10:04 AM
Imperator:

Yes someone did, just read:

Written by AT:
...And for the record, all 3d programs are lego programs...


You see? Anyway, I'm not offended or something.
I'm really getting itchy again to make some nice models. Especially the Borg, they are the first race to get a full 3D shipset made by me. If only I had the time to do it in...
Maybe between christmas and newyears eve.

Fyron
December 23rd, 2004, 02:00 PM
Whoops, missed that bit. Atrocities just needs to take the time to learn the non-lego 3d modellers. http://forum.shrapnelgames.com/images/smilies/wink.gif

Timstone
December 23rd, 2004, 02:42 PM
Hehe!!
Most of those non-lego modellers are quite expensive (Max, Lightwave, Solidworks, Maya).
Ah well, I still think there will be lots of shipsets available by the time SE VI will come.

boran_blok
December 23rd, 2004, 04:32 PM
http://www.blender3d.org/

Blender is an open source 3D modeller, all you have to do is read tons of manuals to understand it, but that goes for every single 3D modelling program.

and .x is a rather standard file format to describe 3D objects if my memory serves right but i'm not sure.

Phoenix-D
December 23rd, 2004, 04:49 PM
Another free modeler is Wings3d. Its also much easier to use than Blender.

.x is not the standard file format; there IS no standard file format. .x is microsoft's directX format. Lithunwrap can convert to it, and its free as well..

Timstone
December 23rd, 2004, 05:06 PM
Lithunwrap is holy! Holy I tell you!
I use that program too to unwrap models I imported into Max 7.
But Lithunwrap does havs it's limitations, it can't handle the complex models I make for my job. So I use another program, but that's an other story.

I heard many good things about Wings3D. I suggst everyone takes a look at that and try to make something out of it.
I think someone here (maybe David) posted a link to another open sourced 3D program. I think it was French, but there was an English translation Dl'able.

Phoenix-D
December 23rd, 2004, 05:25 PM
Well, any model simple enough to be ported into SE5 is probably going to be simple enough for Lithunwrap to handle..

Atrocities
December 26th, 2004, 11:31 PM
<font color="red"> 427 downloads in just over a month! </font> That has to be a record or something. http://forum.shrapnelgames.com/images/smilies/laugh.gif

ironman
December 27th, 2004, 01:44 AM
When Ya make something good they will come

Atrocities
December 28th, 2004, 03:10 AM
I am releasing this Version a bit early. This will be the Version that I ask the PBW admins to upload to PBW.


Star Trek Mod v1.9.0.9

1. Changed Comp Family Requirement to Weap Family Requirement
2. Changed Power Mount description to read that it works with Overloading weapons.


Star Trek Mod v1.9.0.8

1. Changed Fixed error in Pulse Weapon Mount
2. Changed Fixed some minor spelling errors in the Vehicle Size file.

Atrocities
December 28th, 2004, 03:17 AM
Patch 1.9.0.7 without splash screen update.

Atrocities
December 28th, 2004, 03:54 AM
Ok, I have sent in the request to PBW to update the mod.

HEMAN
December 28th, 2004, 04:49 AM
Hello atrocities and others,im getting a error called .(Scan line index out of range).Then my computer freeze up.It happens every time with( federation compression phazer I or II )and the tactical phaser.I was doing a simulation with these weapons,then the above happens.No other problems with other weapons.The game is great.Ill keep playing, i just wont use these weapons on any ships.Hope for timly response.

Atrocities
December 28th, 2004, 05:14 AM
Send me your saved game

atrocities@gmail.com

And I need to know what Version of the mod you are using.

Atrocities
December 28th, 2004, 05:27 AM
I have tried every combination with these weapons and cannot duplicate the bug you reported.

Do this:

1. Make a copy of your Save game file and save it in a safe spot.
2. Delete your Star Trek Mod folder (The one you used for this game)
3. Dowload the full Version of the STM 1.9.0.0 DOWNLOAD (http://www.shrapnelcommunity.com/threads/download.php?Number=310653)
4. Install
5. Download the latest Version 1.9.0.9 (http://www.astmod.com/zips/stm/StmPatch1909.zip)
6. Install
7. Copy over the save game file and start game.

See if that fixes the bug.

Also send me your save game file so that I can see this bug first hand. Thank you.

HEMAN
December 28th, 2004, 06:24 AM
Hi atrocitie i gave you the wrong file its stmode with fighters.ill give you another email save game file..i will do the following you requested on update as well...

Atrocities
December 28th, 2004, 06:56 AM
Heman, I sent you an email.

I tested the files you sent me and could not duplicate the bug.

I would also, to be on the safe side, update your combat images with the latest Version of the image mod combat pack. The problem could be that you do not have the most current combat pack and thus the images needed are not there.

Let me know.

HEMAN
December 28th, 2004, 07:47 AM
Problem solved,Thanks KING ATROCITIE,it was the combat pack,i had a older Version?, weapon display was not showing in combat, thus thats what caused the error message..I downloaded combatpack10 sucessfully.And Thanks again.

Atrocities
December 28th, 2004, 08:29 AM
http://forum.shrapnelgames.com/images/smilies/happy.gif Your welcome, and thanks for posting about the bug. I will have to add this one to the Q&amp;A file. http://forum.shrapnelgames.com/images/smilies/happy.gif

tesco samoa
December 29th, 2004, 03:52 PM
Hi AT. 1909 is now on the pbw server.

Next time it restarts it will be available for use.

Geo will be going over a config file to make sure it is ok.

later

msnevil
December 30th, 2004, 02:42 PM
I know its been stated in the past.

But the Borg monster\Monster needs to be neutered for the single player game. (PBW- it might be perfect. I don't know.)

Having 50 planet killers running around after 150 turns seems a bit absurd. Not to mention suicidal for the single player. And defending agianst a 250,000 Intel attack as turn 50 as well. Especially when the Borg\monster double team you for a combined 500,000 Intel attack as well. (Medium AI Bonus, High Ai difficulty, low tech start, Medium planet.)

Think Borg of Single player Botf. (low tech, not playing the romulans)

While I think they should be a "very strong" threat. I don't think they should be a "suicidal" threat either.

tesco samoa
December 30th, 2004, 04:10 PM
ok at. the proper pbw one is now on the server

Atrocities
December 30th, 2004, 07:15 PM
About the Borg Monsters.. Simply remove the Borg Monsters race file from the Race directory and you won't have to worry about them being chosen automatically. Also remove their emp file from the Empires folder as well.

http://forum.shrapnelgames.com/images/smilies/happy.gif

The problem with the Borg Monsters is that they are set up according to how the Monsters are set up in other mods. I do not have a lot of experience with them but will look at the files before the next update and see if I can dumb them down a bit.

Fyron
December 30th, 2004, 07:22 PM
If they are a modified Version of the Devnull monsters, just increase the research cost of their "Space Monsters" tech area, or make the items it provides require more levels of it. This will provide more of a delay before they get items available to use, or maybe just a longer delay for the deadlier ones, depending on what you do exactly.

Atrocities
December 30th, 2004, 10:58 PM
Thanks Fyron, that will do the trick. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities
December 30th, 2004, 11:32 PM
The web page has been revised. www.astmod.com/startrek/stm.htm (http://www.astmod.com/startrek/stm.htm)

There might still be some dead links, so if you find any just let me know via email. Thanks.

XenoTheMorph
December 31st, 2004, 08:35 AM
Nice change! http://forum.shrapnelgames.com/images/smilies/happy.gif

You might want to slightly tweak the 'Button bar' window to make it a little wider so the side to side scroll bar disapears (well I have one with firefox), manually tweaking it allowed me to get rid of it without squeezing the main window into having one.

Atrocities
December 31st, 2004, 09:10 AM
Thanks. It has taken me many months to do. And it is by no means done. I am just far to lazy to list all of the things that Captain Kwok had on his site. OOOOOOh boy the time he must have spent on the mod, just too loose all of his data... I would have been sickendly POed.

msnevil
December 31st, 2004, 09:30 AM
Oh, I all ready dumbed them down. http://forum.shrapnelgames.com/images/smilies/happy.gif (Borg and monsters.)

I posted my "solution" based on my preferences and then deleted it. Due to fudging the data. (The score does not show the Medium AI Bonuses. oops.)

1) I changed the variable ability "generates supplies to Costs supplies" with a value of 1.

2) I changed the habitat values. 1,000 habitat one. 2,000 Habitat two. (All values the same.)

3) I increased the research value by 2x (100,000).

While I loved the Borg of Botf. The Ai was brain dead. And let them devide without a single challenge. So by the time I encountered one. My fleet of 45 ships would destroy two Borg cubes and then lose to the Armada of 20-30 $%$%ing Cubes. Usually turn 50-75. (low tech. Any galaxy size.)Then the game of steller chicken started.

The only solution was either to make them impotent, or shut them off. (Please note, A Borg ship disarmed would still wipe out the AI empires. Without the AI firing a single shot.)

The Endless Spawning without maitenence was the problem. And then They returned and assimilated Atrocities Mod. And Gained the ability to add resources as well.

And The Ai was Brain dead agian. Leaving the poor (stupid) single player staring at 50 Massive planet killer Cubes at his borders.

Atrocities
December 31st, 2004, 09:42 AM
Thank you, this will help me when I set them up for the next update. http://forum.shrapnelgames.com/images/smilies/happy.gif

msnevil
January 1st, 2005, 09:59 AM
Been testing the "dumbed down Version". High Diff, medium ai bonus.

At turn 100. A combined might of Species 8472, Orions, and adorians finaly exterminate the "borg monsters". (First time, I have ever seen the Borg monsters attacked from multiple sides.)

Between 100-175. The Space monster Collective knocks the Sheliak and andorians to Last place from the top five. (scores)And is in a stalemate fighting the combined might of Vulcans, and orions. (They are in 1st place with 500k. Vulcins 2nd 350.) They also have one planet killer currently wrecking havic on the Vulcins inner worlds. (Correction edit: the idiots sent the planet killer into a worm hole. Located right before my home worlds. http://forum.shrapnelgames.com/images/smilies/happy.gif)

Atrocities
January 2nd, 2005, 11:14 AM
Thank you DAVID for the great work you did with the new Star Trek Mod web site. OMG its amazing.

http://www.astmod.com/startrek/stm.htm

Take a look and see for yourselves. http://forum.shrapnelgames.com/images/smilies/happy.gif

David E. Gervais
January 2nd, 2005, 12:55 PM
It was fun, I had fun, we had fun, what can I say, FUN FUN FUN! you're welcome AT, did I say I had FUN! http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif

Renegade 13
January 2nd, 2005, 02:39 PM
I'm having a bit of trouble with your new site AT. On the left side menu, I went into "Reports" then tried to go into "Weapons". It gave me a "Not Found The requested URL was not found on this server" error. I also get the same error for "Weapons Families", "Components" and "Component Families".

The rest of reports work just fine.

Atrocities
January 2nd, 2005, 02:42 PM
We are working on the site now. http://forum.shrapnelgames.com/images/smilies/happy.gif Hopefully the bugs will be worked out soon.

Atrocities
January 2nd, 2005, 02:48 PM
Ok, should be fixed now. And thanks for letting me know.

Aiken
January 2nd, 2005, 07:08 PM
Achtung, FRAMES!

Beside that, it's great. Probably too many colors, but it's just my own liking/disliking (I love minimalistic designs with very few colors).

Ragnarok-X
January 2nd, 2005, 07:21 PM
Maybe do some startrek stuff to the page, eyecandy anyone ?