View Full Version : The Star Trek Mod - v1.9.7.5 (Oct 07)
Atrocities
May 28th, 2005, 06:50 AM
Star Trek Mod v1.9.1.7
1. Changed All Hand Weapons should now share the same Family Number
2. Changed All Rifles should now share the same Family Number
3. Changed Abbravation for Laser Mount (LasM) to LBM
4. Changed Resource costs for Engineering I - III
5. Changed Resource costs for Damage Control I - III
6. Changed Resource costs for Ram Scoop I - III
Star Trek Mod v1.9.1.6
1. Changed Most ships now only require 1 Life Support (Say for the Borg and Dreadnoughts or larger)
2. Changed Borg ships, because of their size, require more crew and life support components
3. Changed Lowered KT size of Federation Frigate from 300 to 280
4. Changed Increased KT size of Federation Heavy Escort from 240 to 250
5. Changed Increased KT size of Federation Destroyer from 350 to 360
6. Changed Increased KT size of Federation Light Cruiser from 400 to 420
7. Changed Increased KT size of Ferengi Destroyer from 350 to 360
8. Changed Name of Shuttle Type V to Shuttle V.
9. Changed Lowered Combat To Hit Offense Plus and Combat To Hit Defense Plus abilities for all fighters
10. Changed Lowered Combat to Hit Defense Plus for Shuttles I - V
11. Changed Reorganized the vehicle Size file.
12. Changed Troop KT Size (SM-12,MD-18,LG-23)
Star Trek Mod v1.9.1.5
1. Added Cargo Nitch (1kt cargo, 1kt Tonnage)
2. Changed Location of SIF in component list
3. Changed Lowered Shield Generation From Damage for all shields from 10 to 5 (Bio - 6)
4. Changed Lowered Shield Generation From Damage for Crystalline Armor I - V (2,2,2,3,3)
5. Changed Emissive Armor values for Crystalline Armor I - V (5,8,10,12.14)
6. Changed (SSM) Small Satellite Mount description
7. Changed (SSM) Small Satellite Range bonus from 2 to 1
8. Changed Added Borg Drone Deflector
9. Changed Tonnage Space Taken for Small Shield Generator I - III to 5
10 Changed Personal Shield Generator Family number from 507 to 515
Star Trek Mod v1.9.1.4
1. Added Deflector Dish - a zero cost item that reduces maintenance cost by 2%
2. Changed Supply Storage amounts for all Warp Engine Type Components
3. Changed Flux Pod I - V will no longer be allowed for bases
5. Added Bussard Collector IV - X
6. Changed Bussard Collector I - X is no longer be allowed for bases
7. Changed Bussard Collector I - X tech requirement from Propulsion to Warp Technology
8. Changed Ram Scoop I - III is no longer be allowed for bases
9. Changed Ram Scoop I - III Family number to 514 (Can now be stacked with Bussard Collectors)
10. Changed Anti Matter Pod I - V is no longer be allowed for bases
Star Trek Mod v1.9.1.3
1. Changed Removed AI Tag 02 Description from Captains.
2. Fixed Multiplex Tracking (6) Roman Numeral is now correct
3. Changed Description of Warrior Trait to include "Not Intended For PBW Games."
4. Changed Description of Pirate Colony Tech to include "Not Intended For PBW Games"
5. Added AI Tag 02 to Pirate Captain I - II (Tells the AI to add to ship designs)
6. Changed Removed Repair ability from Engineering I - III (Was redundant)
7. Changed Changed Maintenance Reduction costs for Engineering I - III (8%,13%,18%)
8. Changed Changed Engineering I tech requirement to Ship Construction I (Available from start of game)
9. Changed Reduced Maintenance Costs from Replicator I - III (2% now)
10. Changed Replicator I - III now generate 300/400/500 in supplies each turn
Atrocities
May 28th, 2005, 08:16 PM
Another Update:
<font class="small">Code:</font><hr /><pre>Star Trek Mod v1.9.2.0
1. Added - Made new component images and submitted to Image Mod.
2. Updated - The HTML stuff.
3. Updated - To FQM v1.22
4. Updated - Mod Information
5. Added - Notes on supply useage/generation to Before You Play read-me notes.
Star Trek Mod v1.9.1.9
1. Added - Strip Mining Facility I - III to Ferengi Facilities
2. Changed - Point - Defense Disrupter I - V Bitmap Image to 1902
3. Changed - Defense Phaser I - V Bitmap Image to 1907
4. Changed - Romulan Defense Cannon I - V Bitmap Image to 1903
5. Changed - Engineering I - III Bitmap Image to 1905
6. Changed - Replicator I - III Bitmap Image to 1918
7. Changed - Bio - Electric Field I - X Bitmap Image to 1900
Star Trek Mod v1.9.1.8
1. Changed - Pulse Biokinetic Ray I - X will now fire upon Fighters
2. Changed - Incinerator Beam I - X will now fire upon Fighters
3. Changed - Pulse Disruptor I - X will now fire upon Fighters
4. Changed - Compressed Mini Beam X will now fire upon Fighters
5. Changed - Polaron Cannon I - X will now fire upon Fighters
6. Changed - Pulse Phaser I - X will now fire upon Fighters
7. Changed - Pulse Anti-Proton Beam I - X will now fire upon Fighters
8. Changed - Pulse Plasma Disruptors I - X will now fire upon Fighters
9. Changed - Cascade Pulse Disruptor I - X will now fire upon Fighters
10. Changed - Pusle Weapons will no longer fire upon Planets</pre><hr />
Atrocities
May 28th, 2005, 08:22 PM
I would like to have some people play test the latest version of the mod before I make the update public. The latest version will NOT work with previous saved games.
If your interested, please post by tonight or email me at atrocities AT astempire DOT net. Thanks.
Ed Kolis
May 28th, 2005, 09:03 PM
Sure, why not - I haven't played STM since 1.72 or so, so it should be like a whole new mod! http://forum.shrapnelgames.com/images/smilies/happy.gif
Is this going to be multiplayer or do you want each of us to run our own single-player game (which would be quicker)?
Atrocities
May 28th, 2005, 09:11 PM
Thanks Ed. You can do what you want as far as playing. I just need feed back regarding the new propulsion / supply useage / generation system, amoung other things.
This version WILL NOT work with previous saved games. You will need to have version 1.9.1.2 already installed before you can apply the update.
INSTRUCTIONS:
1. Copy your Star Trek Mod (v1.9.1.2)
2. Paste it and rename it Star Trek Mod 1920
3. I will email you the DOWNLOAD info.
4. Download the patch and apply.
5. I will also have to send you some new Component files to be added to your space empires iv \ pictures \ Components folder. I have added about 25 new images and such that you will need for this update.
Sabin
May 28th, 2005, 11:05 PM
I *think* that there might be a mistake with the Ferengi's Cargo(or supply) component, where it is the same size and nearly same amount of storage as a "generic" component. It also costs slightly more. This is with v1.9.2, I think...
Also, did you mean "Cargo Niche" instead of "Cargo Nitch" in v1.9.1.5? (Mispelling?)
Atrocities
May 29th, 2005, 12:26 AM
Yes, will fix that thank you.
I will look at the Ferengi Cargo for version 1.9.1.2.
Atrocities
May 29th, 2005, 03:16 AM
This is not in the Beta version yet. Will update in a bit and send PM to those who are participating.
<font class="small">Code:</font><hr /><pre>Star Trek Mod v1.9.2.0
1. Added - Made new component images and submitted to Image Mod.
2. Updated - The HTML stuff.
3. Updated - To FQM v1.22
4. Updated - Mod Information
5. Added - Notes on supply useage/generation to Before You Play read-me notes.
6. Changed - Lowered Ferengi Deuterium Tank I - V Resource cost
7. Changed - Increased Ferengi Deuterium Tank I - V Supply Storage Ability
8. Fixed - Spelling error in Racial Trait file
9. Changed - Removed Stellar Harnessing Tech requirement from Advanced Replicator Technology
10 Changed - Lowered Maximum Tech Level for Stellar Harnessing from 3 to 2.
11. Changed - Increased cost of Ram Scoop Technology.
12. Changed - Increased cost of Stellar Harnessing.
13. Changed - Increased cost of Replicator Technology.
14. Changed - Increased cost of Weapons Of Mass Destruction (It is now exceedingly expensive)</pre><hr />
Ed Kolis
May 29th, 2005, 01:53 PM
After playing around with 1.9.2.0 a bit...
Title screen still says version 1.9.1.2
The Cargo Niche has the same HP as the Cargo Bay, even though it's smaller.
The Quantum Singularity Drive description doesn't say anything about needing Warp Nacelles.
What is the purpose of the Laser Mount? Couldn't you just make lasers more powerful to begin with?
Why does the Capital Ship Missile have a to-hit bonus? It's a seeker - it always hits!
Why do cargo bays provide 51 cargo space? Why not 50?
Why are there Personal Shield Generators? No Star Trek race except the Borg had such technology!
Aiken
May 29th, 2005, 02:57 PM
>> Why do cargo bays provide 51 cargo space? Why not 50?
AI workaround.
Atrocities
May 29th, 2005, 06:40 PM
Aiken is correct, an AI work around.
Atrocities
May 29th, 2005, 06:46 PM
Ed Kolis said:
Title screen still says version 1.9.1.2
Thank you, I know, it will be the last thing I change when the update is ready for release.
The Cargo Niche has the same HP as the Cargo Bay, even though it's smaller.
Good point. Will fix.
The Quantum Singularity Drive description doesn't say anything about needing Warp Nacelles.
Ok, will fix.
What is the purpose of the Laser Mount? Couldn't you just make lasers more powerful to begin with?
To have have a mountable weapon that combines well with the Phase Cannon.
Why does the Capital Ship Missile have a to-hit bonus? It's a seeker - it always hits!
Must be left over from before I "knew" how seekers worked. Also the Small Sat Mount says the missiles get a distance bonus even though we know they do not. Tis left over. I will update the missiles.
Why do cargo bays provide 51 cargo space? Why not 50?
Some AI have specialized cargo components. To get them to use them they have to be better than the stock versions. So they are 1kt over the stock version and the AI uses them.
Why are there Personal Shield Generators? No Star Trek race except the Borg had such technology!
Because this is not a cannon Star Trek game.
Ed Kolis
May 30th, 2005, 03:07 PM
Impulse Engine II says it generates 4 bonus combat movement "point", not "points".
One thing I don't like about the new propulsion system is you always have to add the same engines to your ships - there's no strategic tradeoffs, it's just "add the highest tech engines"... http://forum.shrapnelgames.com/images/smilies/frown.gif
The "Romulan Ship Capture" tech description says "Technology used to defend against boarding parties" - but it actually gives boarding parties...
The Borg ship size "TacticalCube" should have a space in it.
"Romulan" needs to be pluralized in the ability description of the Romulan Shock Troop.
Why do the AI's take PBW Accelerated Research? I thought that was for *PBW* games...
Are small antimatter torpedoes supposed to be mountable on troops?
Atrocities
May 30th, 2005, 04:44 PM
Ed Kolis said:
Impulse Engine II says it generates 4 bonus combat movement "point", not "points".
Thanks.
One thing I don't like about the new propulsion system is you always have to add the same engines to your ships - there's no strategic tradeoffs, it's just "add the highest tech engines"... http://forum.shrapnelgames.com/images/smilies/frown.gif
The propulsion system has not been changed. It is as it has always been. Warp Technology is just that, a warp core with nacelles. The better the warp technology the higher the speed. There is a trade off, you can go faster with a warp X engine but you will consum your supplies at a higher rate than you would if you went at top speed with a warp V engine.
The "Romulan Ship Capture" tech description says "Technology used to defend against boarding parties" - but it actually gives boarding parties...
Thanks, will check this out.
The Borg ship size "TacticalCube" should have a space in it.
Great catch. Thanks.
"Romulan" needs to be pluralized in the ability description of the Romulan Shock Troop.
Thanks.
Why do the AI's take PBW Accelerated Research? I thought that was for *PBW* games...
The Ai is set to use PBW tech automatically. It is up to the host, when using AI, to turn it on or off. Also this give the AI an advantage over the single player in addition to the bonus settings a player might use.
[/quote]
Are small antimatter torpedoes supposed to be mountable on troops?
[/quote]
They could be, but I think we shall change that.
Thanks for the report Ed, excellent work.
Atrocities
May 31st, 2005, 09:47 PM
New Star Trek Federation Ship Classes:
http://www.shrapnelcommunity.com/threads/uploads/356698-200.PNG
Cyro Class - Heavy Cruiser back ground.
Tsunami Class - Battle Cruiser for ground.
Ed Kolis
May 31st, 2005, 09:48 PM
Ooooo, NIIIICE! http://forum.shrapnelgames.com/images/smilies/laugh.gif
Atrocities
May 31st, 2005, 09:52 PM
Thanks Ed. http://forum.shrapnelgames.com/images/smilies/happy.gif (Attachment- for above post)
Atrocities
May 31st, 2005, 10:38 PM
http://www.shrapnelcommunity.com/threads/uploads/356704-fleet200.PNG
Larger version (http://www.shrapnelcommunity.com/threads/uploads/356705-fleet.PNG)
Atrocities
May 31st, 2005, 10:39 PM
for the above post
narf poit chez BOOM
June 1st, 2005, 02:57 AM
Shinies!
Atrocities
June 1st, 2005, 04:47 AM
New Warbird
Thank you Rene for sending me the model, and special thank you to who ever created these parts that allowed me to assemble this model.
http://www.shrapnelcommunity.com/threads/uploads/356746-RomulanBS.PNG
Captain Kwok
June 1st, 2005, 09:02 AM
Now that's a great warbird!
narf poit chez BOOM
June 1st, 2005, 03:30 PM
I like it.
Ed Kolis
June 3rd, 2005, 05:09 PM
Oh no, I let this thread slip to page 2 without reporting any more bugs! http://forum.shrapnelgames.com/images/smilies/tongue.gif
Well here's a bug, and an idea:
Small rocket pods are useless (one shot, 7 damage, ships/planets only?), while all other fighter/shuttle weapons besides shuttle phasers are rather dubious - or have I just not researched enough? At least the torpedoes should be useful; shuttles are commonly armed with mini-torpedoes...
How about anti-seeker weapons for fighters/shuttles, and maybe vice versa? Neither seekers nor fighters are common in Star Trek, but since they're in, it seems to make sense that one could hit the other...
Atrocities
June 3rd, 2005, 06:49 PM
I like the anti seeker weapon idea.
The limit of range one for troop weapons sucks arse. If it were fixed I would gladly increase the range of Rocket Pods. I did not do much research into troop/fighter weapons to be honest. Now it is catching up to me. http://forum.shrapnelgames.com/images/smilies/frown.gif
Ed Kolis
June 3rd, 2005, 07:09 PM
Oops, I should have clarified - I was talking about small rocket pods on fighters.
Atrocities
June 3rd, 2005, 07:11 PM
Ahhh, I really should look into those fighter weapons. http://forum.shrapnelgames.com/images/smilies/happy.gif I am not a big fan of having fighters in star trek. However, if this were a star wars mod, the fighters would only have one primary weapon, laster cannons. http://forum.shrapnelgames.com/images/smilies/happy.gif
In ST they would have phasers, and perhaps micro photon torpedeo's at best. What do you think?
Ed Kolis
June 3rd, 2005, 07:48 PM
That's all right... though it does seem kind of odd to have phasers on fighters for all races when not all races can even develop phasers in the mod... (aren't they limited to the Federation and a few others?)
Renegade 13
June 3rd, 2005, 09:00 PM
Well for Klingons and Romulans you could put Disruptors on their fighters instead of phasers.
Atrocities
June 3rd, 2005, 10:30 PM
Good Point Guys.
ScoobGwyn
June 4th, 2005, 02:21 AM
Just an FYI:
While playing 1.9.1.2 tonight, I noticed a Breen minelaying ship built out of a large transport hull (800 kt) with a movement of 1. It had no Warp Core or Impulse engines, just two Warp Nacelles.
More detailed description (in case it's wanted)
1 Master Computer
2 Warp Nacelles
15 Mine Layer components
4 Shields
2 Mine Layer components
4 Point defense guns
1 Breen cloaking device
1 Sensor Array II
1 Combat Sensor
1 Structural Integrity field
in that order.
Kana
June 4th, 2005, 04:29 AM
Ed Kolis said:
Neither seekers nor fighters are common in Star Trek, but since they're in, it seems to make sense that one could hit the other...
Common is right...but there are always shuttles...and the runabouts are basically really big combat capable shuttles. Then you have the Maquis raider, and the stunt flyers of the academy, and during the dominion war I think there were a few shown on screen...as for seekers...well I would think that a plasma torpedo is a seeker, and then there is that one special photon in ST6.
But I'm an SFB man...and there are a buttload of seekers and fighters... http://forum.shrapnelgames.com/images/smilies/happy.gif
Kana
ScoobGwyn
June 4th, 2005, 09:16 PM
Another slight anomoly has shown up for the Klingons. The Ion Cannon components I thru IX are Pic Num 1389, where the Ion Cannon X is Pic Num 1417.
Another FYI.
ScoobGwyn
Atrocities
June 4th, 2005, 10:57 PM
Thanks, will fix
Atrocities
June 18th, 2005, 09:53 PM
Bump
If for any reason you get an error that a back ground bmp will not load, download FQM Delux and copy over all of the system images to your base systems folder in your space empires iv directory.
Atrocities
July 27th, 2005, 11:47 PM
The next version of the mod will most likely be 1.9.2.4. I have started work on it with the updating of the FQM files. Here is the history for v1913. Not yet released.
Also there is a new Star Trek ship set out, the Terran Empire (http://www.shrapnelcommunity.com/threads/download.php?Number=365282). It has both stock AI and AI for use with the STM.
Star Trek Mod v1.9.2.3
1. Changed - Moved Weapons Of Mass Destruction in the AI_Research file to avoid bottle neck
2. Changed - Added AI Tag 03 (Warp Core) to designs in AI_DesignCreation file to help AI
3. Changed - Federation Battleship now only requires 2 warp nacelles.
4. Changed - Hanger Bay I - III Tech Requirement to Adv Ship Construction (1,2,3)
5. Changed - Modified the Research file to improve resource managment for AI
6. Changed - Modified the Research file to improve AI uses of Cargo Component
7. Changed - Hanger Bay III to Tech Level Requirement to Level IV Adv Ship Construction
8. Changed - Utopia Planitia Shipyard Family Group to Ship Yard
9. Changed - Utopia Planitia Shipyard resource cost - now more cost affective to use
10. Changed - Increased Min/Org/Rad cost for Robo - Miners I - III
11. Changed - Increased Min/Org/Rad cost for Robo - Farmers I - III
12. Changed - Increased Min/Org/Rad cost for Robo - Rad Extractors I - III
13 Changed - Increased Min/Org/Rad cost for Breen Harvester I - III
14. Changed - Increased Min/Org/Rad cost for Federation Particle Fountain I - III
15. Changed - Increased Min/Org/Rad cost for Tholian Rad Extractor I - III
16. Changed - Picture Number of Damage Control I - III to 1904
17. Changed - Picture Number of Personal Shield Generator to 1920
18. Changed - Picture Number of Borg Drone Deflector to 1896
19. Changed - Varethiel Armor I - III Ability 2 from Combat Bonus to Armor
20. Changed - Balanced Emersive Armor ability for all Armor Components
21. Changed - Increased Min/Org/Rad cost of Warrior Warrior Targeting System
22. Changed - Lowered Ability 1 and 2 for all Captain Components
23. Changed - Balacned Ability 1 and 2 for all Captain Components
24. Changed - Lowered Ability 1 Combat To Hit Defense Plus for ECM I - V to (4%,6%,8%,10%,12%)
25. Changed - Lowered Ability 1 Combat To Hit Offense Plus for Combat Sensors I - V to (8%,10%,12%,14%,16%)
26. Changed - Lowered Ability Combit To Hit Offense / Defense Plus for All Sensor Array I - III components
27. Changed - Increased Standard Movement from 2 to 4 for Shuttle Impulse Engine I - IV
28. Changed - Increased Standard Movement from 2 to 4 for Shuttle Thruster
29. Changed - Increased Min/Org/Rad cost of Battlestation
30. Changed - Increased Min/Org/Rad cost of Starbase
31. Removed - Neutral_AI_Research from the Neutral AI folder - Was causing errors
Atrocities
July 31st, 2005, 11:01 AM
BUMP
Atrocities
August 30th, 2005, 06:51 AM
Star Trek Mod Patch Version 1.9.2.4 (http://www.shrapnelcommunity.com/threads/download.php?Number=376407) (9-1-05) 5 Megs
Star Trek Mod Full Version 1.9.2.4 (http://www.shrapnelcommunity.com/threads/download.php?Number=376442) (9-1-05) 29.5 Megs
Star Trek Mod Ai/Data Files Only Version 1.9.2.4 (http://www.shrapnelcommunity.com/threads/download.php?Number=376443) (9-1-05) 3.0 Megs
Star Trek Mod v1.9.2.4
1. Changed - Updated FQM files to 1.23 Standard
2. NOTE - Star Trek Maps Will no longer work unless you use ulternate Data File in the MAPS folder
3. Added - Terran Empire Race
4. Added - Alternate Data folder that should allow players to use the maps - READ the Read-me.
5. Changed - Applied FQM Standard FIX for version 1.23
6. Changed - Revamped the read-me files to improve information flow.
7. Changed - Increased Mineral cost for Robo - Miners I - III to 1000/1250/1500
8. Changed - Increased Mineral cost for Robo - Farmers I - III to 1000/1250/1500
9. Changed - Increased Mineral cost for Robo - Rad Extractors I - III to 1000/1250/1500
10. Changed - Increased Mineral cost for Breen Harvester I - III to 900/1150/1400
11. Changed - Increased Mineral cost for Federation Particle Fountain I - III to 900/1200/1400
12. Changed - Increased Mineral cost for Tholian Rad Extractor I - III to 900/1150/1400
Star Trek Mod v1.9.2.3
1. Changed - Moved Weapons Of Mass Destruction in the AI_Research file to avoid bottle neck
2. Changed - Added AI Tag 03 (Warp Core) to designs in AI_DesignCreation file to help AI
3. Changed - Federation Battleship now only requires 2 warp nacelles.
4. Changed - Hanger Bay I - III Tech Requirement to Adv Ship Construction (1,2,3)
5. Changed - Modified the Research file to improve resource managment for AI
6. Changed - Modified the Research file to improve AI uses of Cargo Component
7. Changed - Hanger Bay III to Tech Level Requirement to Level IV Adv Ship Construction
8. Changed - Utopia Planitia Shipyard Family Group to Ship Yard
9. Changed - Utopia Planitia Shipyard resource cost - now more cost affective to use
10. Changed - Increased Min/Org/Rad cost for Robo - Miners I - III
11. Changed - Increased Min/Org/Rad cost for Robo - Farmers I - III
12. Changed - Increased Min/Org/Rad cost for Robo - Rad Extractors I - III
13 Changed - Increased Min/Org/Rad cost for Breen Harvester I - III
14. Changed - Increased Min/Org/Rad cost for Federation Particle Fountain I - III
15. Changed - Increased Min/Org/Rad cost for Tholian Rad Extractor I - III
16. Changed - Picture Number of Damage Control I - III to 1904
17. Changed - Picture Number of Personal Shield Generator to 1920
18. Changed - Picture Number of Borg Drone Deflector to 1896
19. Changed - Varethiel Armor I - III Ability 2 from Combat Bonus to Armor
20. Changed - Balanced Emersive Armor ability for all Armor Components
21. Changed - Increased Min/Org/Rad cost of Warrior Warrior Targeting System
22. Changed - Lowered Ability 1 and 2 for all Captain Components
23. Changed - Balacned Ability 1 and 2 for all Captain Components
24. Changed - Lowered Ability 1 Combat To Hit Defense Plus for ECM I - V to (4%,6%,8%,10%,12%)
25. Changed - Lowered Ability 1 Combat To Hit Offense Plus for Combat Sensors I - V to (8%,10%,12%,14%,16%)
26. Changed - Lowered Ability Combit To Hit Offense / Defense Plus for All Sensor Array I - III components
27. Changed - Increased Standard Movement from 2 to 4 for Shuttle Impulse Engine I - IV
28. Changed - Increased Standard Movement from 2 to 4 for Shuttle Thruster
29. Changed - Increased Min/Org/Rad cost of Battlestation
30. Changed - Increased Min/Org/Rad cost of Starbase
31. Removed - Neutral_AI_Research from the Neutral AI folder - Was causing errors
Atrocities
September 6th, 2005, 03:30 AM
This topic about the strength of the Monsters in STM was brought up before during other STM dicussion but never seemed to be of major interest to folks. Well its been a year now so I would like to ask how many of you feel that the monsters in STM are over powerful and unbalance the game?
Currently I am working on reducing the monsters and borg monsters over all power in an effort to balance them. They will still be strong as hell, and a real pain to kill, but they won't be overwhelming at game start and with some effort a player should be able to destroy the monsters with a good strong fleet of ships.
I had considered having additional racial traits for weaker monsters but that was rather redundent and well not something that I felt would work. So I am left with revamping the current monsters.
So any input you my want to offer will be greatly appreciated.
For the Borg, I have limited them to just three ships sizes. I have raised the research tech level cost for both the Monsters and Borg Monsters from 20,000 to 50,000.
I have reduced the weapons damage for both monsters, and have lowered the Tonnage structures on most components. I have also increased the KT size of some components and added in restriction limits for some weapons.
I feel that Monsters should play a fair and balanced part of the mod and I apologize for keeping this project on the back burner for so long.
These changes, once ready, will be part of the final and I promise you, last update for the Star Trek Mod.
So please get those bug reports, ideas, recommendations, and other in ASAP.
Wolfman77
September 6th, 2005, 03:17 PM
I only played the mod one time, really enjoyed it, but got distracted for the time being by Adamant. The only ploblem I had with the monsters was the one that destroyed my planet fairly early on. The rest were dispatched with good weapons platforms, and were slow enough that even my colony ships could outrun them in battle. But that was single player with tactical combat. Other than that, I didn't think the monsters were too powerful.
Increasing reaserch for them is a great idea as AI bonuses can offset this to make them harder if a player wants. I hope changing weapon damage and component sizes won't make them too easy though.
Atrocities
November 2nd, 2005, 09:49 PM
GO TO THE FIRST POST to see a list of all the downloads that have been posted since last year.
wilhil
November 2nd, 2005, 10:22 PM
I personally like the monsters, If I am honest, I would rather they did not have the ability to do warp holes or any sort of steller manipulation, but all in all, they just add a little variety and fun to the game.
Wolfman77
November 3rd, 2005, 11:38 AM
It may be just my limited experience, but the races I've met so far seem overly friendly. I've only met 5 races, but 4 have offered treaties imediately, the other declared war. The mood of the 4 that had treaties went up to brotherly and stayed even though I was colonizing in their systems and parking troop transports over their worlds, allowing me to declare war and take their worlds on the same turn.
They also use alot of weapons that target ships/planets only, making shuttles more effective as they cannot be hit by them. That might change later in the game though.
Great mod, and thanks for all the work you've done on it.
Atrocities
November 3rd, 2005, 01:26 PM
Wolfman, the AI is the AI and despite my best efforts to make it love you, it will, like a family member who lives with you too long, turn on you like a rabbid dog! Be warned.
Wihil - the monsters are a bit overwhelming to many players so they are being nuttered a bit.
Wolfman77
November 3rd, 2005, 02:34 PM
Thanks for the warning. I'll have to keep them caged up in their corners of the galaxy then. http://forum.shrapnelgames.com/images/smilies/wink.gif
wilhil
November 3rd, 2005, 02:55 PM
well the only thing that annoys me with the monsters is when they send fleets of about 100 drones, that is annoying!
personally, I like a challenge!
What I would like to see is the monsters not so much as a very powerful race, but rather a extremly hard "believable" race.
how about giving them the ability colonise but their modules are like 100,000,000KT meaning they can only be on a very large ship (trying to think larger than that doomsday thing?) or a mount, and that ship can only move one sector a time
this will make colonising possible, just very slow!
maybe make their ships stronger but much more expensive, so they will need to colonise to afford them e.t.c.
This way, monsters could be a real race, and defend them selves, but until about turn 50-60 they would not be a real threat.
anyway, hope you like this suggestion
Atrocities
November 3rd, 2005, 02:56 PM
Just remember, when corned a caged animal is capable of anything. (you have been warned)
Atrocities
December 5th, 2005, 10:56 AM
I have been getting a lot of emails lately from new players who are having a tough go with the mod. Here are some of the questions I have been getting regularlary now.
1. The warp core components won't fit on my ship why?
2. My colony ship won't move!
3. I get errors in combat.
4. I have these white boxes and get errors when I click on planets.
5. It says I am missing component images!
6. I keep getting this unknown value "AI TAG 02" unknown.
ALL of these questions have been adressed in many of the included read me files with the game. Mainly Installation, Before You Play, Comments, and so on.
Just to be safe here are the answers to the above questions.
1. Use Mounts to scale the components
2. Some ships, and they will tell you which ones, require more than one warp nacelle. Colony ships happen to require 4.
3. You need to install the latest Image Mod (Combat Pack)
4. You need to install the latest Image Mod (Planets Pack)
5. You need to install the latest Image Mod (Components Pack)
6. Be sure to update your version of Space Empires IV to 1.91 Gold or 1.94 Deluxe
Please read the installation instructions for the images mods.
Xrati
December 5th, 2005, 09:08 PM
AT, it would probably be a good idea to post the latest version number too!
Atrocities
December 7th, 2005, 03:50 PM
Latest version number is Version 1.9.2.4 Gold
Atrocities
December 18th, 2005, 05:51 AM
STAR TREK MOD
Version 1.9.2.6 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=397150) 6.4 Megs **All In Patch** (Read Below)
Version 1.9.2.6 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=397154) 4.5 Megs - Updates from version 1.9.2.4 only.
Version 1.9.2.6 Full Mod (http://www.shrapnelcommunity.com/threads/download.php?Number=397155) 30.0 Megs.
Version 1.9.2.6 Data and AI files only (http://www.shrapnelcommunity.com/threads/download.php?Number=397153). No Images. 3.5 Megs
www.astempire.net (http://www.astempire.net)
Please Report Bugs To: Address listed in the Readme file.
STAR TREK MOD **All In Patch**
December 17th, 2005
There is an email address in the readme files to contact me if you want to report any bugs.
INSTRUCTIONS
1. You must have a full version of 1.9.1.2 or later installed. (This version does NOT update versions prior to 1.9.1.2)
2. Make a copy of your current Star Trek Mod folder.
3. Rename the copy after the version such as "STM 1912" without the "" of course.
4. Unzip the Star Trek Mod up date into your Space Empires IV directory.
NOTE: You will be asked to over write things, accept.
Be sure to update the IMAGE MOD Component Pack to the latest version before you play. (AND CHECK OFTEN FOR UPDATES) Image Mod (http://imagemodserver.mine.nu/other/MM/SE4/imagemod/)
PREVIOUS SAVE GAMES may not work well with this version so BACK UP YOUR GAME AS INSTRUCTED prior to installation of the update.
Star Trek Mod v1.9.2.6 Deluxe Edition
1. Changed Added PlanetSize.txt from FQM Deluxe 2.10
2. Changed Added SectTypes.txt from FQM Deluxe 2.10
3. Changed Body Armor Family number from 506 to 546 to avoid possible conflict with Small Armor
4. Changed Pistol Family number from 605 to 294
5. Fixed Several Descriptions in the Vehicle Size file were in the wrong location
6. Added Descriptions to all vehicles in the Vehicle Size file.
7. Fixed Error in the AI Design Creation file that might contribute to troop designs not having weapons and causing an error to occur during combat.
8. Changed Slightly re-organized Racial Trait file.
9. Updated All EMP files.
10. Changed Terran Empire Race Portrait.
Star Trek Mod v1.9.2.5
1. Changed Increased Defending Units Per Population from 20 to 30
2. Changed Increased Population Defender Attack Strength from 10 to 12
3. Changed Increased Tonnage Space Taken for most Borg Monster components
4. Changed Decreased Tonnage Structure for most Borg monster components
5. Changed Increased Tonnage Space Taken for most Monster components
6. Changed Decreased Tonnage Structure for most Monster components
7. Changed Increased the Tech Level cost for Borg Monster from 20000 to 600000
8. Changed Increased the Tech Level cost for Monsters from 20000 to 600000
9. Changed Right Filler image to Star Trek based LCARS image courtesy of David Gervais
10. Changed Increased Max Population for all planet sizes
11. Changed Increased Max Facilities for all planet sizes
12. Changed Increased Max Cargo Space for all planet sizes
Star Trek Mod v1.9.2.4.1
1. Fixed AI Error in Design Creation file for Andorian
2. Fixed AI Error in Design Creation file for AI Neutral
Atrocities
April 16th, 2006, 07:37 PM
Star Trek Mod Version 1.9.2.7 Update
STM V1.9.2.7 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=419027)
Will only update version 1.9.2.6. Not compatable with any version older than 1.9.2.6.
Star Trek Mod v1.9.2.7 Deluxe Edition
1. Changed Modified Settings for Race Personality Groups for each race. 1 = 5%, 2 = 80%, 3 = 10%, 4 = 5%.
2. Changed Modified each races AI_Settings file to reflect new Race Personality Group numbers.
3. Changed StartMenu image to a Star Trek themed one made by David Gervais.
4. Changed Reduced amounts for units in the AI_Unit file for all races.
5. Updated Some of the web HTML files.
6. Changed All Quarter and half damage to shield weapons to Quad Damage to Shields.
7. Fixed Removed duplicate abilities in Warp Core VI
8. Fixed BOP mount will now only show up for BOP (Destroyer)
9. Changed Adjusted the cost of Species 8472 ships slightly lower
10. Changed Adjusted the cost of Organic Drive I - X (Focused on organics now not minerals)
11. Fixed Remasked the Klingon Main.bmp to help avoid white combat masking issue
12 Changed Borg Troop weapons are now stronger
Atrocities
April 17th, 2006, 12:09 PM
BUMP
mottlee
April 17th, 2006, 11:05 PM
Is there on that will work w/older ver?
Atrocities
April 17th, 2006, 11:41 PM
This update will not work with versions prior to 1.9.2.6.
The patch only contains the files modified from 1.9.2.6 to 1.9.2.7.
You can apply the patch to any version of the STM after 1.9.0.0 and see what happens, but without all of the updated files there is no garrentee that it will work.
I recommend that you consider updating to 1.9.2.6 then update to 1.9.2.7.
Version 1.9.2.6 is the latest FULL install version of the mod. Currently there is no full install version for 1.9.2.7.
Atrocities
April 30th, 2006, 02:12 AM
A new version of the Star Trek Mod is now available for download.
Version 1.9.2.7.1 is an interum patch that address some recently reported game damaging bugs.
Version 1.9.2.7.1 Patch A (http://www.shrapnelcommunity.com/threads/download.php?Number=421845) - Full patch and will update from version 1.9.2.6.
Version 1.9.2.7.1 Patch B (http://www.shrapnelcommunity.com/threads/download.php?Number=421846)- Minor Patch will ONLY update from version 1.9.2.7.
Thank you for reporting the bugs.
Star Trek Mod v1.9.2.7.1 Deluxe Edition
1. Fixed Defiant Pulse Mount was set to Min/Max 240 - is now 250. (Thank you Michael)
2. Changed Lowered Borg Monster Drone Combat To Hit Defense Plus from 70% to 20%.
3. Changed Lowered Monster Drone Combat To Hit Defense Plus from 70% to 20%.
4. Changed Increased Borg Monster resource cost from 1/0/0 to 100/20/20
5. Changed Increased Monster Drone resource cost from 1/0/0 to 100/20/20
Atrocities
April 30th, 2006, 02:15 AM
For above post.
Atrocities
May 10th, 2006, 10:48 AM
bump
Should I redo the tholian ship set?
Captain Kwok
May 10th, 2006, 04:11 PM
Sure, you can add it in version 1.9.2.7.1.1! http://forum.shrapnelgames.com/images/smilies/tongue.gif
Black_Knyght
May 10th, 2006, 04:15 PM
http://forum.shrapnelgames.com/images/smilies/cool.gif Sounds like you might just have an eager & interested following... http://forum.shrapnelgames.com/images/smilies/wink.gif
CNCRaymond
May 11th, 2006, 11:53 PM
Why redo them? I mean whats wrong with the current set?
Black_Knyght
May 12th, 2006, 05:23 AM
One very <font color="red">MAJOR</font> reason would be to have a Tholian shipset that ACTUALLY resembled the Tholian ships from the Star Trek Universe. The current ships aren't bad, if fact they're very good, but they just aren't what anyone interested in the Tholians has come to see as,...well..., THOLIAN !!! They're what most of us have settled for since a more realistic, or rather more accurate, shipset wasn't available.
<font color="red">AT</font> has done some simply amazing work putting the feel of each of the respective Star Trek races and their shipsets into reality. All except the Tholians. Wouldn't a Tholian set from <font color="red">AT</font> himself be a perfect way to wrap up the Star Trek shipsets?
Personally, I'd say <font color="red"> Hell Yeah !!! </font> http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/cool.gif http://forum.shrapnelgames.com/images/smilies/happy.gif
Fyron
May 12th, 2006, 11:43 AM
Personally, I think the Tholian set is better than most anything else I have seen about "Tholians".
Like these ugly things:
http://www.sfbnexus.com/Tholian/t-pc-a.jpg
http://www.sfbnexus.com/Tholian/T-CA-M2-A.jpg
Or this:
another ugly one (http://homepage.mac.com/starshipexeter/exeterstudio/images/concept/Dennis-Titles/tholian1.jpg)
or this ugly mug (http://www.trekfrontier.com/Download/Navi%20Stellari/Extra%20Federazione/Aliene/Tholian1.jpg)
This one isn't too bad, though: okish (http://www.ex-astris-scientia.org/schematics/tholian-22nd-century-screen.jpg)
Oleg has done much better work than 99% of the half-arsed attempts at Tholian ships out there, I think. No need to discount his work like this... they look just as "Trek" as any of AT's sets.
Atrocities
May 12th, 2006, 12:02 PM
Oleg had a solid textred version of the set. but no oleg for a very long time.
Captain Kwok
May 12th, 2006, 12:26 PM
I've always like Oleg's Tholian set, and how cool would they have been if they were partially transparent!?
But I wouldn't mind seeing AT take a shot at a Tholian set either. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Black_Knyght
May 12th, 2006, 12:56 PM
Oleg has done much better work than 99% of the half-arsed attempts at Tholian ships out there, I think. No need to discount his work like this... they look just as "Trek" as any of AT's sets.
Whoa, easy there, hotshot !!!
No need to get pissy, <font color="darkred">Fyron</font>, I wasn't dissin' Oleg, or his shipset. In point of fact, I said it was a good one. If you are looking for a crystalline shipset, it's great.
It just doesn't resemble the Tholians from the series, or have the same "character" as the remainder of the "Star Trek" shipsets. That's all.
If you play the Star Trek Mod, with all of it's associated "Star Trek" shipsets, in can be reasonably assumed that you are a fan of the ST universe - to one degree or another. Therefore, there's a certain appeal to having the Klingons, or Romulans, or Son'a in what actually look like Klingon, or Romulan, or Son'a ships, as they are seen in that universe.
That specific "flavor" or "theme" is a large part of the appeal. Whether or not you think they are ugly or not isn't even close to the issue. Any number of ships may look "ugly" or "half-arsed" to one person and appeal to another. There were already a number of other shipsets for specific races in existence when <font color="red">AT</font> created new versions of them, not with the thought in mind of trashing prior efforts but as simply a new choice. That's the same story here. A new choice, done in <font color="red">AT</font>'s unique and talented style.
Fyron
May 12th, 2006, 08:26 PM
"There were already a number of other shipsets for specific races in existence when AT created new versions of them..."
100% of such ST ship sets were just screen captures, half made by AT before he got into modeling, anyways. http://forum.shrapnelgames.com/images/smilies/wink.gif
So... do you actually want them to look like the crudely crafted models from TOS?
http://www.memory-alpha.org/en/images/5/56/TholianWeb.jpg
I think even the worst of the models I linked to were much more interesting than those.
"Oleg had a solid textred version of the set. but no oleg for a very long time."
Just send him an email (in his profile). He'll respond. http://forum.shrapnelgames.com/images/smilies/wink.gif
narf poit chez BOOM
May 13th, 2006, 01:46 AM
All it needs is a paint job. The basic idea of a gem-like starship is good.
Black_Knyght
May 13th, 2006, 03:56 AM
I'm curious, <font color="darkred">Fyron</font>, why you're soooooooooo adamantly opposed to the idea of a new shipset for the game ? This seems almost personal, as if a new Tholian shipset was some sort of an affront to you.
Really though, what's wrong with the idea of <font color="red">AT</font>'s creating a new Tholian shipset, one that more closely resembles the ships seen in the series? Is that such a bad thing? Why the need to bash and trash the idea? You may well like the set that alreadt exists. More power to you. Others may be interested in a different one. Is that so bad?
You asked "So... do you actually want them to look like the crudely crafted models from TOS?".
Honestly, as a fan of Star Trek, my answer is - <font color="green">yes</font>!
Or, as they appeared in the Enterprise series, or perhaps even some convergence of the two. I admire <font color="red">AT</font>'s works, I like the effort made to maintain the "look & feel" of the Star Trek Mod, and I personally even like the overall look of the Tholians and they're ships.
Can anyone honestly say that Klingon ships are stylish or pretty, or Vulcan ships, or Hirogen ships? What about some of the Stock Races ships, like the Toltayans, or the Piundon? Yeah, they can, just as others would say they're not.
I think the most basic point in question here is the one you've managed to dance around so peevishly. This is not a question of whether or not the existing Tholian shipset is good or bad, but would anybody be interested in seeing <font color="red">AT</font> redo it in his own uniquely talented style?
In answer to that particular question, my personal vote would be: Yes
Black_Knyght
May 13th, 2006, 04:17 AM
Just for some additional perspective, here are a few examples other possible types of Tholian ship designs. They originated in a Star Trek PC game developed by Paramount.
http://i37.photobucket.com/albums/e80/Black_Knyght/Space%20Empires/TholianShips.gif
narf poit chez BOOM
May 13th, 2006, 02:23 PM
I'd like to see Tholian-style energy-style ships.
Ed Kolis
May 13th, 2006, 04:27 PM
Energy? I thought they were crystalline... and what's with the blue "windowy" things on a gray hull? I thought Tholian ships were orange... those shots, while cool, do look too much like a possible Federation fighter prototype rather than some truly alien vessel http://forum.shrapnelgames.com/images/smilies/tongue.gif
Ragnarok-X
May 13th, 2006, 06:28 PM
Wow, im amazed. This thread was quite some weeks (months even?) and now i just see 12 unread posts and its already all about being pissed and dissin ppl. Im amazed to see such talk in the SE4 boards lol.
Louist
May 13th, 2006, 07:35 PM
I refuse to try out the mod unless it contains the "crimson forcefeild!"
Fyron
May 13th, 2006, 07:54 PM
Black_Knyght said:
I'm curious, Fyron, why you're so adamantly opposed to the idea of a new shipset for the game ? This seems almost personal, as if a new Tholian shipset was some sort of an affront to you.
Huh? What are you talking about? The only thing I am "opposed to" is your dismissal of Oleg's work because it doesn't match your vision of what is "Tholian." You butter it up in effort to hide it, but it is still blatant. I'm not sure where you're getting the rest of this from...
Captain Kwok
May 13th, 2006, 10:19 PM
Now where did I put that Canon Cannon?
Fyron
May 13th, 2006, 11:08 PM
*points over to the left*
Atrocities
May 14th, 2006, 12:39 AM
Louist said:
I refuse to try out the mod unless it contains the "crimson forcefeild!"
Great, another die hard trek cannon fan. http://forum.shrapnelgames.com/images/smilies/frown.gif
Atrocities
May 14th, 2006, 12:42 AM
Oleg made a great set. I wish I could have gotten him to send me his complete metal textured set though. All I can do is try to make a nice looking set based off of Olegs sets. I have had several people request a alternate tholian and orion set so there is a demand for them.
Oleg where are you buddy?
Black_Knyght
May 14th, 2006, 12:58 AM
Huh? What are you talking about? The only thing I am "opposed to" is your dismissal of Oleg's work because it doesn't match your vision of what is "Tholian." You butter it up in effort to hide it, but it is still blatant. I'm not sure where you're getting the rest of this from...
To set the record straight - I NEVER dismissed Oleg's work. In truth, this is what I said about it:
I wasn't dissin' Oleg, or his shipset. In point of fact, I said it was a good one. If you are looking for a crystalline shipset, it's great.
It just doesn't resemble the Tholians from the series, or have the same "character" as the remainder of the "Star Trek" shipsets. That's all.
I didn't butter anything up. I said exactly what I thought, given the venue I was talking about.
The entire "theme" of the Star Trek Mod, and of <font color="red">AT</font>'s efforts in developing all the Race-specific shipsets for it, has been one of holding as faithful as possible to the Star Trek universe. Each shipset he developed has been done with the thought in mind of trying to maintain the "look & feel" of the ST series and movies. With this thought in mind, in my personal opinion, the existing Tholian shipset, while both cleverly original and very good, does not maintain that specific "look & feel" that so much effort has been put into.
So, when <font color="red">AT</font> asks
Should I redo the tholian ship set?
I said yes, and why I thought it was a good idea as well. I'm hardly the "politically correct" type and not prone to "buttering things up, as the conversations between you and I have demonstrated. I am enthusiatic about my opinions, and don't hesitate to say so. I don't care if it is in opposition to someone else's opinion and I'm pleased if my viewpoints have a favorable outcome. Nothing wrong in saying what you feel and sticking to it, so long as you don't do so to be malicious. And I never was.
Captain Kwok
May 14th, 2006, 02:34 AM
Atrocities said:Great, another die hard trek cannon fan. http://forum.shrapnelgames.com/images/smilies/frown.gif
I think it was a joke AT. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Fyron
May 14th, 2006, 04:20 AM
Black_Knyght said:
To set the record straight - I NEVER dismissed Oleg's work.
You did dismiss it as Tholian/Trek.
Black_Knyght
May 14th, 2006, 06:42 AM
Uh, you're reaching a bit to call that a dismissal. It isn't a dismissal to say the Oleg's version of the Tholian shipset doesn't resemble the ships seen in the original Star Trek or Enterprise. Sorry, but they just don't.
Oleg's set is very good, and I applaud his efforts and creativity with it. I even use it myself, albeit not as the Tholians however. And I'd like to make it clear I have nothing against either him or his set. I simply do not think they share the same overall resemblence to the various ships of Star Trek as do the other sets developed by AT.
I am not, and will not, dismiss somebody elses efforts or works. No matter how thinly stretched any suggestion to the contrary may be.
Louist
May 14th, 2006, 12:56 PM
Now now, I'm not a die hard star trek fan. But that ep. was on spike the other day and gave me a laugh lol
Fyron
May 14th, 2006, 01:41 PM
Please note the qualifier on that sentence...
Black_Knyght
May 14th, 2006, 09:07 PM
Okay, this has officially gone from a debate, to a difference of opinion, to a disagreement, to ridiculous.
At this point any further debate by either myself or Fyron would just boil down to a pissing match, which is nothing more than a waste of time, space, and energy. Lets put an end to this pointlessness, and simply resolve our viewpoints here as follows:
Fyron votes <font color="red">NO</font>
Black_Knyght votes <font color="green">YES</font>
This is not intended to discourage the voicing of opinions by anyone, just simply an effort on my part to end what has pointlessly become an issue of contention.
NullAshton
May 14th, 2006, 10:44 PM
No, this is where a comment may be interpreted to be something that someone acts strongly about, and that someone overreacts and replies harsly back. I've done it before, I should know...
Atrocities
May 15th, 2006, 02:19 PM
Captain Kwok said:
Atrocities said:Great, another die hard trek cannon fan. http://forum.shrapnelgames.com/images/smilies/frown.gif
I think it was a joke AT. http://forum.shrapnelgames.com/images/smilies/tongue.gif
I know, http://forum.shrapnelgames.com/images/smilies/happy.gif I was being cinical
Kana
May 15th, 2006, 09:56 PM
Imperator Fyron said:
Personally, I think the Tholian set is better than most anything else I have seen about "Tholians".
Like these ugly things:
http://www.sfbnexus.com/Tholian/t-pc-a.jpg
http://www.sfbnexus.com/Tholian/T-CA-M2-A.jpg
I actually like the 'ugly' ones at sfbnexus, but I'm bias toward SFB 'canon' ship types...
http://forum.shrapnelgames.com/images/smilies/cool.gif
Atrocities
May 16th, 2006, 01:02 AM
When it comes to star trek, nothing is really cannon. Just look the lack of consistancy between TOS - TNG - DS9 - Voyager * shudder * - and ENT.
Voyager and ENT really blew any sense of cannon right off the map.
Black_Knyght
May 16th, 2006, 02:09 AM
Can't argue with that. It's all pretty much a matter of reasonable extrapolation now. The quote ol' Captain Kirk (TWoK) - "Best guess, Mr. Sulu !"
Atrocities
May 16th, 2006, 02:17 AM
You know, I love the ship of Star Trek, most of them.. some of the TNG models used for the Aliens of the week I dislike, but the Federation, Klingon, Romulan, Borg, Cardassian, Dominion, and Sona are just awsome designs.
I still think the Romulan war trillagy would make for better movies than the anticipated TOS - Captain Kirk, Mr. Spock Acadamey days movie. Question, if Captian Kirk is a captain, then how would he be a cadet at star fleet academy? The whole movie concept was flawed when Harvey came up with it, and its still flawed now, even more so.
Actually waht I want to see is a Borg War trillagy.
Black_Knyght
May 16th, 2006, 02:43 AM
I read something somewhere where they were saying that it wasn't going to be with Capt. Kirk, but some other captain on a new ship. Also,I read that it would be taking place during the first Federation/Romulan war. Maybe ( http://forum.shrapnelgames.com/images/smilies/wink.gif )the Romulan ships will actually have warp-drive, unlike the way Spock & Kirk Described them in the OS.
Strategia_In_Ultima
May 16th, 2006, 04:52 AM
OK, so we're in the five-digit Star Trek Mod update number now..... lemme know when you reach seven, and I'll bring back the "100 Signs AT is Bored Again" thread http://forum.shrapnelgames.com/images/smilies/wink.gif
Atrocities
July 28th, 2006, 06:33 AM
The beta files for the next update will be ready soon. I am going on vacation for a week. I will email the beta files to those who are interested in beta testing this next version of the STM. If your interested, please Private Message me no later than tomorrow night. If you do want to help, please follow the instructions for beta testing the mod. The beta is reserved for the first five people who sign up.
gregebowman
August 7th, 2006, 07:49 PM
I'd like to see a movie based on the original crew of the NCC-1701, captained by Robert April. And if memory serves me right, George Kirk was the security officer on that ship. But since Enterprise came out, I'd doubt if they'll go backwards and do a pre-Kirk series.
As far as Atrocities ships, leave the guy alone. He puts his effort into creating all of these great shipsets, and someone bickers about not being canon. Come on. I'm a trekkie, and barely remember seeing some of the episodes when they first appeared in teh 60's. But to say AT's ships aren't up to snuff just because they don't have Roddenberry's stamp of approval or whatever, just doesn't make sense. Just enjoy them for what they really are, a tribute to the greatest sci-fi tv show ever made.
Atrocities
August 8th, 2006, 02:43 AM
You know if Enterprise had gone its full 7 years, we would have discovered that Archer would have had to make a choice regarding the Temperal cold war. Choose his time line or restore the actual time line, the one with Kirk and crew. Too bad they pulled the plug on the series before that story could be fully told. Enterprise was the only thing on UPN worth watching and they pulled it because of demographics... not enough of UPN's targeted audiance, and we all know who they were, would watch an intelligent show. (Not saying they are not smart folks, but rather that they preferred to watch less intelligent sitcoms which were targeted toward a specific demographic.)
Their gain, our loss.
Atrocities
August 8th, 2006, 03:38 AM
I don't know if I have said this before but just incase I haven't let me now do so.
To all of my friends and all those who have been there for me when I needed help, supported this mod, and or have taken the time to download it and play it, thank you. To Aaron and Shrapnel Games, a sincere thank you.
Atrocities
August 19th, 2006, 08:29 PM
Version 1.9.4.0 is ready for Beta testing. I have already emailed those who PM'ed me about beta testing. Please if your interested, PM me.
Atrocities
September 21st, 2006, 05:59 AM
The new version of the mod is just about ready. I have to address some issues with 8472 AI and build the new EMP files for the races.
This latest adaptation of the mod will not be compatable with any previous version so a new complete install will be required. I am sorry about this but it has to be this way in order to avoid errors and mix ups.
This new version has been considerably changed and is a true continueation of the mod.
Many things were changed, from technology being streamlined and re-organized to the advent of each race having sole access to virtually every component, facility, and mount. This way any one who wants to change one thing in one race won't have too worry about it chaning anything in other races. In this way a modder can really tweak each race to their hearts content.
The facities files have all been revamped as has the the Tech tree. Some changes were made to racial traits so if your setting up a new empire be sure to take advantage of the "free tech" or you might be handycaping your race.
The AI has been modified and I hope the changes help to improve the single player game. While the AI was a major focus for modification it proved to be more of a PITA than I had planned for thus the long wait time for the update.
Sorry, no new tholian ships for this update, I simply just don't have the interest in making a new set at this point in time.
Many of you will ask why you should bother to download this new mod once its available, the simple answer is that its a very good mod and a very good single player mod for that matter. While SE V is coming out soon, it is, as many of you have posted, in need of major work before its really a viable and playable game.
In the intrum wait, why not check out this latest incarnation of the Star Trek Mod.
Black_Knyght
September 21st, 2006, 11:07 AM
I know I'm certainly eager to give it a whirl....
Atrocities
September 21st, 2006, 05:14 PM
Lets hope others are too. Or else I pretty much wasted my time. But thats would be ok, at least I know I made a fun mod.
Ludd
September 21st, 2006, 06:25 PM
STM is great. I will definately be downloading the new version.
When will the SEV version be ready?. http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Atrocities
September 21st, 2006, 07:07 PM
A lot of newer players to the game have expressed a lot of confusion over having to install the image packs and updates. I have tried to make things easy for them but still its a lot to do when your first starting out.
Seems that most of them are not reading the help files and or are reading them but are becoming confused by them. How do you explain how to install the image packs in a way that someone with no computer skills what so ever can understand?
Black_Knyght
September 21st, 2006, 10:25 PM
That's an interesting dilemma. I'll give it some thought to see how to best present that.
Caduceus
September 21st, 2006, 11:48 PM
My experience (as a bit of a techno-failure) is getting support from this forum or from IRC. Folks have ALWAYS been helpful. Sometimes I was even doing the right thing, with unexpected results.
Black_Knyght
September 22nd, 2006, 02:44 AM
Downloaded the Mod, and I'm starting a game asap. Didn't catch that you'd released it already when I was on here earlier.
Atrocities
September 22nd, 2006, 03:04 AM
I started the upload earlier and had to leave. Hope it works.
Atrocities
September 22nd, 2006, 03:56 AM
I could not log onto SE.net too post this news so it is going to have to be broken here first. http://forum.shrapnelgames.com/images/smilies/frown.gif Sorry Fyron.
The Star Trek Mod Version 1.9.4.2 Deluxe (http://www.shrapnelcommunity.com/threads/download.php?Number=447996)
(29 megs)
The year is 2400.00 and the galaxy awaits exploration. Who could have ever imagine the wonders and horrors to come. Where peaceful exploration and diplomacy fail, conquest begins. Immerse yourself in the role of leader of a Star Trek Race. Explore the technology, build ships, and colonize the galaxy as you battle against other star trek races for absolute power.
This latest version is a major departure from the last version of the mod. Virtually everything has been modified from the way the technology has been laid out to how the AI works.
Major Changes:
1. Technology has been re-organized
2. All facilities have been replaced with the inclusion of expandable ship yards.
3. Racial Traits have been modified and now include free traits that give access to Infantry and Troops. (Seperated in an attempt to limit illegal AI designs)
4. The AI has been reworked as to improve the single player experience.
5. Virtually every component and facility is now divided equally into parts for each race. This will enable modding of individual races components and facilities without affecting other races.
6. Spaceyards build at faster rates than planet based construction yards.
Release Notes:
1. This mod is designed for long term play therefore do not expect a fast paced game by turn 30 as the AI is designed to expand and research at a moderate pace in order to emulate a true Star Trek universe.
2. The Star Trek Mod must follow the rules and physics of Space Empires IV. Therefore do not expect the mod to be pure Star Trek in any form. Although we have tried to make the mod as star trek as possible, some things such as warp drive and what not will not be like they are in the Star Trek universe.
3. Read the INSTALLATION and Before You Play documents before you play the mod. They Contains helpful information.
Please report bugs and other issues to my gmail account listed in the mods documentation. Thank you and I hope you enjoy the mod.
scJazz
September 22nd, 2006, 02:42 PM
Thank you AT!!!
Atrocities
September 23rd, 2006, 06:29 AM
Two issues have cropped up.
1. You do not need EMP files to play the mod. The game will generate the EMP files automatically when the game is started. You can save the EMP files by switching any AI controlled player to human control on turn 1 and then save that empires EMP file. Most players don't use pre-set EMP files and I wanted to make sure that there were no errors reported before generating the 60 + EMP files for this mod. I hate to have to redo them so soon after the release of the latest version of the mod. When setting up your own race, be sure to take advantage of all the free tech and choose wisely your choices for Adv Racial Traits. Don't forget to min/max your racial characteristic points as well.
2. Here is a link to fix the Federation error that many of you have reported. The error was caused by a numbering issue that I failed to see on the final build of the Federation General AI files. One out of 40 + isn't bad.
Quck start should work fine now and the Federation General_File error should be a thing of the past.
Link to Federation Fix (http://www.shrapnelcommunity.com/threads/download.php?Number=448360)
Install:
1. Simply unzip and place into your Space Empires IV Deluxe folder.
2. When asked to over write, click yes.
If you haven't downloaded the full 29 meg version before Sept 23, 3am, then no worries. Go ahead and download it, it won't need to be updated.
If you have already downloaded it prior to this date and time, then simply download the Federation Fix and install it as directed above.
Thank you all for the bug report and please keep them coming. I would like to have an update ready with as many bug fixes as I can pack in no later than the end of the month.
wildcowboy
September 23rd, 2006, 04:00 PM
Admittetly, I havent played this much until recently.....OK probably 2 years at least. This mod and the release of V are the reasons Im back. Though Im still skeptical of V and not real impressed with the demo. Anyway, reason for this particular post.
AT (or anyone else) what is the purpose of the structural integrity field? OK as a Trekkie I know, but the game stats list the abilities as none for this component.
Thanks,
CB
P.S. AT, this is good stuff, last time I played your mod was probably 03-04, maybe longer...Im thinking they were just shipsets at the time!!!!
scJazz
September 23rd, 2006, 04:27 PM
Structural Integrity Fields give your ship extra HP which means that they might take damage and be destroyed before something useful like a shield generator or bridge.
Captain Kwok
September 23rd, 2006, 04:57 PM
The SIF has the armor ability so that it gets hit before the other systems like SC Jazz mentioned.
wildcowboy
September 23rd, 2006, 05:03 PM
Thanks guys!!
Artaud
September 23rd, 2006, 07:05 PM
Atrocities, you are just...The Man. Thanks for the shipsets, the mod...gee whiz. You're The Man!
Black_Knyght
September 23rd, 2006, 07:26 PM
Started the mod, and I gotta say I am VERY impressed !!! Damn fine piece of work here, well thought out and well executed. http://forum.shrapnelgames.com/images/smilies/smile.gif
Very nicely done, <font color="red">AT</font>, very nicely done indeed. http://forum.shrapnelgames.com/images/smilies/cool.gif
wildcowboy
September 24th, 2006, 02:44 AM
Wow, Out of curiosity have the Borg been tweaked? They have massivly out produced me even in the early going. Not saying over done, havent played enough to say, and the Borg is supposed to be very powerful anyway. Oh well, the Klingon empire has just been told and demonstrated to, Resistance is Futile!!!
CB
PDF
September 24th, 2006, 07:04 AM
AT, I have just started a dozen game turns (with Feds), some questions :
- I used a Quickstart, and the starting designs done by the IA had no warp core/nacelles and move 0 (this has always been the case with this mod IIRC)... Does that mean the IA is unable to build "moving" ships ?
- Browsing through the Tech tree I can't find how I can progress to Warp II+, Propulsion only helps sublight engines..Which tech is Warp in ?
Atrocities
September 24th, 2006, 08:07 AM
PDF said:
AT, I have just started a dozen game turns (with Feds), some questions :
- I used a Quickstart, and the starting designs done by the IA had no warp core/nacelles and move 0 (this has always been the case with this mod IIRC)... Does that mean the IA is unable to build "moving" ships ?
- Browsing through the Tech tree I can't find how I can progress to Warp II+, Propulsion only helps sublight engines..Which tech is Warp in ?
Send me your save game. All of the simulations I run, none quick start, the AI always uses the proper components in its designs. If it is not, then it has too be something that Quck Start is doing and I suspect that perhaps the quick start my not be using the Federation Design creation files.
So please either post your Save game file or email it too me.
Atrocities
September 24th, 2006, 08:11 AM
Ok I started a QS game and I see what your talking about. I won't need that save game. I don't know why the AI isn't designing ships correctly. It must be a bug with how SEIV uses QS to generate the game. While the game uses other required components, it ignors most.
At this point I would say just start a game without using QS. I don't know what is causing QS to mess up but I will try and figure it out.
Thanks.
Atrocities
September 24th, 2006, 08:11 AM
If any one is interested the Quick Start master game password is "master"
Atrocities
September 24th, 2006, 08:30 AM
Ok this is very odd bug. It is most likely an SE IV bug and not related to the mod.
The reason I say this is because the AI is correctly designing the other races ships. I switched all of the other players to human control and verified that the AI had correctly designed their ships.
I did notice that on turn one only the Human player had ready to use designs while the other AI players did not. In order to see the AI designed ships I had to first run a complete turn before changing them from AI to human control.
What I observed is that the AI does indeed correctly design ships for the AI controlled players but since the Human player is starting the game with designs already loaded, the designs are flawed.
I was curious too see what would happen if I switched my human controlled empire to AI control. So what I did was choose a neutral AI and changed it from AI control to human control on turn 1. I then switched my empire from human control to AI control and then ended the turn. I ran the turn twice, once as the original empire to change to the neutral empire. Then as the neutral empire on complete turn. I then set the neutral empire back to AI control and set my original empire back to human control. I ended the turn and when my original empire loaded I checked my designs.
I checked "hide obsolete" and all of the flawed designs were removed. Only new, correctly designed, designed ships were present.
This told me that it had to be a bug with Quick Start and SEIV in general and not the mod.
As I stated, I checked all of the other empires and the AI is designing ships correctly.
Any ways the quick fix to over come this bug would be too do the following:
1. Choose your race and start your QS game.
2. On Turn one click on the menu and change one of the minor races to human control and set your race to AI control.
3. End the turn.
4. When your temp race comes up, end the turn without doing anything.
5. When your temp races comes up again, select menu and set it back to AI control and set your original race back to human control.
6. End the turn.
7. When your original race loads check too see if the designs are properly designed. They should be.
Let me know if they don't.
Xrati
September 24th, 2006, 12:16 PM
AT, you were going to send me locations of the updated mod files for use in the playtest. When you get around to it maybe you can list them somewhere.
PDF
September 24th, 2006, 04:43 PM
Ok Atrocities, no big deal I had faulty starting designs, I scapped them anyway.
And about the Warp tech ?
Atrocities
September 24th, 2006, 04:55 PM
Xrati said:
AT, you were going to send me locations of the updated mod files for use in the playtest. When you get around to it maybe you can list them somewhere.
You can download the full mod now. Did you need something other than this? If so please let me know. The moment the mod was ready, ie. the game killing bug was fixed, I uploaded the mod for general use. I had only two players willing to test the mod for bugs so I figured that if more people had access to it, the more bug reports I would get.
Thankfully that was true as I have received several excellent bugs to track down and kill. http://forum.shrapnelgames.com/images/smilies/happy.gif There will be a small update by the end of the month. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
September 24th, 2006, 06:58 PM
Ok here is a quck way to over come the Quick Start Bug.
In order to have the Design Minister design ships that have all of the required components do this:
1. Once the game is loaded make all of the designs obsolete
2. Activate the Design Minister
3. Process the turn.
The minister will design correct designs for the next turn. This method worked for both minor and Major races including the Federation.
wildcowboy
September 24th, 2006, 07:41 PM
AT,
While attempting to build a large resource ship for remote mining Ive realized I dont think the scale works.
Requirements:
26x Crew Quarters (10x of actual quarters max)
1x Bridge
2x Life Support
1x Warp Core
1x Warp Nacelle
This weighs in at 1665 Kt
wildcowboy
September 24th, 2006, 07:43 PM
AT,
While attempting to build a large resource ship for remote mining Ive realized I dont think the scale works.
Requirements:
26x Crew Quarters (10x of actual quarters max)
1x Bridge
2x Life Support
1x Warp Core
1x Warp Nacelle
This weighs in at 2115 Kt
Ship Max is 2005.....
Unless Im missing something there is no way to build this ship other than to use it as an imobile base?
Thanks,
CB
** http://forum.shrapnelgames.com/images/smilies/confused.gif Sorry for the double post!!**
Dejavuproned
September 24th, 2006, 08:08 PM
The new version looks great! Two things though:
1. When I tried setting up a game the manual way (new game) when I started with the federation I had nothing, no facilities and no tech of any kind???
2. Quick start gives you ai only cheat traits, you can see this if you go to the abilities tab on your homeworld at the beggining. - Edit - Gives you the ai tech researched as well, no sure what that does though.
Atrocities
September 24th, 2006, 09:00 PM
wildcowboy said:
AT,
While attempting to build a large resource ship for remote mining Ive realized I dont think the scale works.
Requirements:
26x Crew Quarters (10x of actual quarters max)
1x Bridge
2x Life Support
1x Warp Core
1x Warp Nacelle
This weighs in at 2115 Kt
Good catch. Will fix now and will be in the next update. Thank you.
Atrocities
September 24th, 2006, 09:05 PM
Here is the updates that I have completed so far.
Star Trek Mod v1.9.4.2.2
1. - Fixed - Error with Heavy Shield Mount. Will now give correct bonus for shield Percentage.
2. - Changed - Added a new Q & A relating to the Quick Start Bug in the Questions And Answer document
3. - Added - A Quick Start Game section to the Before You Play document.
4. - Fixed - Description in Supply Replicator III will now display correct Mount Scaling information.
5. - Fixed - Resource Gatherering Mount for Satellites will now show up correctly for use with only satellites
6. - Added - Satellite (Mining) to Defualt Design Types
7. - Changed - Small Fighter Engine description to read for use with fighters
8. - Changed - Small Fighter Engine tech requirement from Shuttles 2 to Fighters 1.
9. - Changed - Scanner Jammer KT Tonnage from 30 to 10
10. - Fixed - Large Resource Ship size is now correct for its requirements. Changed from 2005 to 2305.
Atrocities
September 24th, 2006, 09:12 PM
Dejavuproned said:
The new version looks great! Two things though:
1. When I tried setting up a game the manual way (new game) when I started with the federation I had nothing, no facilities and no tech of any kind???
You need to select the FEDERATION racial trait. You should also select the two free techs.
2. Quick start gives you ai only cheat traits, you can see this if you go to the abilities tab on your homeworld at the beggining. - Edit - Gives you the ai tech researched as well, no sure what that does though.
Yes the QUICK START games do give you access to the cheat traits because they are listed in the races General_AI file. So whatever the AI has access too in that file, you will have access too when it is used to generate a quick start game.
Dejavuproned
September 25th, 2006, 04:31 AM
I coulda swore I did select that Federation racial trait, but ill test again tomorrow.
Black_Knyght
September 25th, 2006, 07:38 AM
Okay, three things....
1) - God I love this MOD !!! Damn fine piece of work, and I am enjoying the H3LL out of EVERY minute I'm playing it. http://forum.shrapnelgames.com/images/smilies/happy.gif
2) - The Borg just stomped the H3LL out of my Tholians !!! (maybe if they'd had a different shipset*, they'd have lasted a bit longer....hint,hint,hint,wink http://forum.shrapnelgames.com/images/smilies/wink.gif...)
3) Time to start again and get some payback !!! Here Borgy, Borgy... http://forum.shrapnelgames.com/images/smilies/tongue.gif
*No offense intended to Oleg here http://forum.shrapnelgames.com/images/smilies/cool.gif
wildcowboy
September 26th, 2006, 01:56 AM
This is a great piece of work. I love it. After getting my but kicked by the Borg and even the Ferengi and getting hung up by several minor races I come to understand Ive got to change strategy. I believe the AI Min/Org/Rad bonus is what is getting me. Im being totally outproduced/out expanded even within the first 30-40 turns. Any ideas on combating this? Ive even bumped my Org/Rad back to over 100% with little success.
Once again, this is not a criticism by any means, afetr all I can just tweak the numbers down a little if it comes to it. Id rather play within the framework of the mod and its intent. Just looking for ideas.
Suicide Junkie
September 26th, 2006, 02:35 AM
Can you not use a lower AI bonus setting?
None = Fair
Low = 2x
Medium = 3x
High = 5x
wildcowboy
September 26th, 2006, 03:08 AM
The AI bonus is not what is causing this.
1.) Maybe Im just not that good!!!
2.) As Ive messed with editing certain things ,i.e making some of the adjustments AT has mentioned will be in the next release. (thanks to the threads the modding experts have out there) It is a setting with the AI racial abilities to for min/org/rad harvesting. Im fixin to start a game with this halved to see how it goes. My intent is to make sure it is difficult enough so that I only win 20-30% of the time.
Ive grown to like this mod so much I doubt Ill ever go back to stock or any other at least for a long while.
Atrocities
September 26th, 2006, 06:11 AM
Remote mining will give you the edge. I wam working on a tech tree chart now. (Very basic but will help).
The AI doesn't re-act to quickly to mines. Mines can save off invasion for a bit.
Focus on getting energy weapons, shields, and combat support.
Remote mining is very important. As is using engineering, captains, deflector dishes, replicators, bussard collectors, SIF, and race armor.
wildcowboy
September 26th, 2006, 06:28 AM
AT,
Nice to see Im not the only one up at all hours!! Ill give the remote mining a run. As of now the 50% of your AI increase still has left me in last place after 65 turns. Ive always had a habit of jumping for the genesis torp idea and mining the planets due to resource depletion of remote.
Speaking of....one clarification if you please?
Your level II and up mines/org/rad facilities damage the planets conditions as in climate or value?
wildcowboy
September 26th, 2006, 07:09 PM
AT,
Klingon BOP mpount appears to only be available for DD class ships. Description states its available for Scout, FF, and DD. Have fixed this with decreasing min size to 220. However, how do you preclude the usage on the small transport?
CB
Artaud
September 26th, 2006, 07:21 PM
wildcowboy said:
This is a great piece of work. I love it. After getting my but kicked by the Borg and even the Ferengi and getting hung up by several minor races I come to understand Ive got to change strategy.
I'm playing the DS9 Alliance and have expanded very quietly for some time. But last night I bumped into Species 8743 (I think it was them), and they have...DREADNAUGHTS!!! I've only researched up to light cruisers. http://forum.shrapnelgames.com/images/smilies/shock.gif
Better start deploying mines real fast.... http://forum.shrapnelgames.com/images/smilies/wink.gif
wildcowboy
September 26th, 2006, 07:55 PM
Here is another issue Ive just come across with resource ships. Someone else please see if they can recreate this.
1.) Design resource ship
2.) Upgrade same ship....it will say you need more crew quarters allowing you to add more mining components
3.) Upgrade again.....same thing...this allows you to place huge numbers of comp[onents on a ship that should not be able to carry the size.
CB
Atrocities
September 26th, 2006, 11:47 PM
Thanks, I will check this out. Sounds more like an SEIV bug though than a mod issue.
Atrocities
September 26th, 2006, 11:59 PM
FOund the bug with the satellite upgrade issue. http://forum.shrapnelgames.com/images/smilies/happy.gif Was a good catch.
Atrocities
September 27th, 2006, 05:19 AM
Here is what I have done so far for the next patch that will be released on the 28th.
Star Trek Mod v1.9.4.2.2
1. Fixed - Error with Heavy Shield Mount. Will now give correct bonus for shield Percentage.
2. Changed - Added a new Q & A relating to the Quick Start Bug in the Questions And Answer document
3. Added - A Quick Start Game section to the Before You Play document.
4. Fixed - Description in Supply Replicator III will now display correct Mount Scaling information.
5. Fixed - Resource Gatherering Mount for Satellites will now show up correctly for use with only satellites
6. Added - Satellite (Mining) to Defualt Design Types
7. Changed - Small Fighter Engine description to read for use with fighters
8. Changed - Small Fighter Engine tech requirement from Shuttles 2 to Fighters 1.
9. Changed - Scanner Jammer KT Tonnage from 30 to 10
10. Fixed - Large Resource Ship size is now correct for its requirements. Changed from 2005 to 2305.
11. Changed - Description text for Shield Generator I - IX from Starship to Base for Base Shield Generator
12. Changed - Description text for Shield Generator I - V from starship to Weapon Platform for Weapon Platform Shield Generator.
13. Changed - Family number of Shield Generator I - V (Weapon Platform) from 11 to 211
14. Changed - Family number of Shield Generator I - X (Bases) from 11 to 311
15. Fixed - By changing the family names of the Shield Generators the shield upgrade issue has been fixed.
16. Changed The name of the EMC Cannon I - V to EM Cannon I - V
17. Changed - The Description of the EM Cannon I - V.
18. Changed - Changed family numbers for Remote Mining components to prevent upgrade bug.
19. Changed - Small Shield Generator family numbers to prevent upgrade bug.
20. Fixed - Repair Yard I - III will now scale correctly to the Repair Barge hull.
21. Changed - Description of component Repair Yard I - III
22. Changed - Description of component Ship yard I - III
23. Changed - Name of Point - Defense Disruptors I - V to Point - Defense Blasters I - V
24. Changed - Removed UCP race from Quick Start game options.
25. Changed - Description for BOP Mount. Should read 20% not 25%.
26. Changed - Lowered weapons damage for BOP Mount to 80%.
27. Fixed - BOP Mount now works with all three BOP class hulls.
28. Changed - All Organic Resource gathering facilities now provide a 1% bonus to Planet - Conditions
29. Changed - Descriptions on all Organic Resource gathering facilities effected by the change as listed in item 28.
31. Added - Three new Advantage Racial Traits; Mineral Mining Experts, Organic Farming Experts, and Radioactive Extraction Experts.
32. Added - Three new Dis-Advantage Racial Traits; Mining Slackers, Organic Slackers, and Radioactive Slackers
Atrocities
September 27th, 2006, 05:42 AM
wildcowboy said:
Speaking of....one clarification if you please?
Your level II and up mines/org/rad facilities damage the planets conditions as in climate or value?
The facilities list this:
Planet - Change Conditions
I am not sure but I think this might be climate. Value would be the resources.
Atrocities
September 27th, 2006, 05:47 AM
- Browsing through the Tech tree I can't find how I can progress to Warp II+, Propulsion only helps sublight engines..Which tech is Warp in ?
Physics lv (I) will open up Warp Technology.
I am working on a basic tech tree that will help aid players. It will be a lot like the ones I made way back in one of the eariler version of the mod. Too bad there isn't a program that will do this for me automatically. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
September 27th, 2006, 06:21 AM
As you my have noted I have added a few new racial traits for players to use. This was in response to comments from players who wanted the option to boost resource generation as a racial trait but not one as great as the AI bonuses.
This change will effect any EMP files created for use with version 1.9.4.2 of the mod. I am however going to add all new EMP files for use with the mod. Only the major races will have EMP files. (Including the extra federation sets but they will be in a seperate folder)
The players will now be able to take either a resource gathering advantage or disadvantage. They will also be able to take a research advantage or disadvantage as I am also adding in three new research disadvantage traits.
Before I generate the new EMP files I was wondering if there are any more requests for Racial Traits both advantage and disadvantage?
Please post your comments no later than this evening. Thanks.
wildcowboy
September 27th, 2006, 06:55 AM
Atrocities said:
wildcowboy said:
Speaking of....one clarification if you please?
Your level II and up mines/org/rad facilities damage the planets conditions as in climate or value?
The facilities list this:
Planet - Change Conditions
I am not sure but I think this might be climate. Value would be the resources.
Thanks AT, also good call with the BOP mount. I found several destroyers were effectively taking on battleships with few losses. Will be interesting to see. And thanks for the tip on remote mining....has done the trick.
One question....Do % traits affect remote mines or just planetary facilities?
Forgive the questions, but your efforts have inspired me to learn a little more about the game mechanics and how to tweak it. I really dont have the time to consider an attempt at a full on mod but hope to help where I can.
CB
scJazz
September 28th, 2006, 09:50 PM
Can I patch an existing sim game when the update is released?
NTJedi
September 28th, 2006, 09:57 PM
Atrocities ... this is fantastic work. http://forum.shrapnelgames.com/images/smilies/laugh.gif
How difficult will it be to make a Star Trek Mod for Space_Empires_5 with everything included from this Mod ?
Atrocities
September 29th, 2006, 01:30 AM
Thanks NT,
The latest version is being held off until next weeks. I have too look at one or two more bugs that just came in. I will be away on holiday until Sunday night.
Artaud
September 30th, 2006, 06:37 PM
I don't know if anyone has mentioned this -- during tactical combat the game freezes when I click on a target for my satellites. It also freezes in tactical combat when I am trying to get my Defiant-class ships, with Defiant-mount weapons, to fire on enemy vessels.
AminMaalouf
October 1st, 2006, 08:10 AM
Will the next patch be save-game compatible?
scJazz
October 1st, 2006, 11:57 AM
I haven't had any trouble with save games or with my Defiants. However I'm playing in sim mode not tactical.
Xrati
October 1st, 2006, 10:34 PM
STM1942 stock download. I've read the most recent posts so I don't know if these problems have been covered before. I'm running Fed in a turn based game. I messed up setting the game up and just figured that I run with it.
(1) Fighters show no movement when in the building menu. Shuttles show a movement of 4 when built. I haven't built any fighters and tried to move them so I assume that since no movement is shown they probably won't.
(2) Repair Barge won't fit all the needed components on it. After the SY is included there is no room for the engines to fit on it. Needs to be about 700kt size ship.
(3) Resource Ship is a little confusing until you actually figure out how many mining comps. to put on it with the crew quarters. It works, but I'm just saying that it does need some clarification!
Everything else looks great AT. I'll keep posting anything I come across.
scJazz
October 1st, 2006, 11:19 PM
Xrati...
1) I haven't researched fighters that much but since I'm over 200 turns into a Fed game I will and report the results.
2) Is a previously reported bug which will be fixed by AT however I note that a SY ship with the Damage Control components does as good a job as a straight Repair ship AND can build stuff.
3) Just read the fine print in the ship size selection and all is clear. You can actually build them with 7 resource gatherers. I still haven't decided if I like the universal gatherer (3 Min, 2 Org, 2 Rad) more than the specialized. Don't bother with satellites as the mount is messed up. This has also been reported and is scheduled for a fix.
Atrocities
October 2nd, 2006, 01:16 AM
Artaud said:
I don't know if anyone has mentioned this -- during tactical combat the game freezes when I click on a target for my satellites. It also freezes in tactical combat when I am trying to get my Defiant-class ships, with Defiant-mount weapons, to fire on enemy vessels.
You need to update your combat image pack.
Atrocities
October 2nd, 2006, 01:16 AM
AminMaalouf said:
Will the next patch be save-game compatible?
There will be two version, one will be save-game compatable, the other will not be.
Atrocities
October 2nd, 2006, 01:20 AM
(1) Fighters show no movement when in the building menu. Shuttles show a movement of 4 when built. I haven't built any fighters and tried to move them so I assume that since no movement is shown they probably won't.
I will look into this. You might need to add the Fighter Engine. (Scales to size with mount)
(2) Repair Barge won't fit all the needed components on it. After the SY is included there is no room for the engines to fit on it. Needs to be about 700kt size ship.
There was a bug and it has been addressed in latest version. Sorry about that. I know that with a construction yard component all other components fit just fine. However the Repair Yard componet had the settings.
(3) Resource Ship is a little confusing until you actually figure out how many mining comps. to put on it with the crew quarters. It works, but I'm just saying that it does need some clarification!
I tried to cover this in the Before You Play doc and with ability tags telling the players that they need to add mining components.
Atrocities
October 2nd, 2006, 07:03 AM
Star Trek Mod UPDATE
Version 1.9.4.2.2 (http://www.shrapnelcommunity.com/threads/download.php?Number=450960)
Please install as directed
This version will update Star Trek Mod v1.9.4.2 to the Star Trek Mod v1.9.4.2.2
NOTE - Use this version if you wish to continue playing your saved games. This version should not affect saved games.
====================
INSTALLATION Version 1.9.4.2.2
====================
1. - Unzip STM***Patch.zip to your your Space Empires Directory as you would any other mod.
2. - Click YES or OK when asked to over write any files.
3. - Use the Mod Launcher program to start the mod.
------------------------------------------------------------
Star Trek Mod UPDATE
Version 1.9.5 (http://www.shrapnelcommunity.com/threads/download.php?Number=450964)
(This version WILL effect saved games and should be installed as directed below!)
This version will update Star Trek Mod v1.9.4.2 and later, to Star Trek Mod v1.9.5
NOTE This version WILL effect saved games!
====================
INSTALLATION Version 1.9.5
====================
1. - Make a copy of your Star Trek Mod 1942 folder
2. - Change the name of the copy to Star Trek Mod 195
3. - Unzip STM***Patch.zip to your your Space Empires Directory as you would any other mod.
4. - Click YES or OK when asked to over write any files.
5. - Use the Mod Launcher program to start the mod.
Xrati
October 2nd, 2006, 09:49 AM
AT, in the unit build window there were only two engines possible, shuttle and fighter. Made one of each. The shuttle showed movement of 4 and the fighter 0. Used the different mounts for each. I think it's missing an ability as there are three for the shuttle and two for the fighter.
scJazz
October 2nd, 2006, 11:46 AM
Where is the Default Strategy for Ship Type stored?
wildcowboy
October 2nd, 2006, 03:00 PM
AT,
The mount for your large resource ship needs updated to reflect the size change of the ship. Quick fix for any of ya'll who want to make it yourself. Just go to Data/CompEnhancements Change min and max sizes on remote mining mount from 2005 to 2305.
Rest looks good so far AT. Im going to play with the fighter engine deal the others have been talking about next.
CB
Atrocities
October 2nd, 2006, 03:37 PM
Fighters have combat movement only. They won't show standard movment because they do not have any. Standard movment is reserved for Shuttles and ships.
Atrocities
October 2nd, 2006, 03:53 PM
Thanks for the report on the mining mount. If there are any more mount issues please let me know asap. Thanks.
I will reload the patchs with the corrected file.
Atrocities
October 2nd, 2006, 03:56 PM
scJazz said:
Where is the Default Strategy for Ship Type stored?
In the DATA folder. Also the AI uses one in the AI folder and the races should all have their own versions in their folders.
scJazz
October 2nd, 2006, 05:02 PM
Whups my bad! What a poor choice of phrasing. I'll try again.
When I make a ship of type Attack Ship it gets a default strategy of Interception.
When I make a ship of type War Ship it gets a default strategy of Don't Get Hurt.
Where is that stuff stored?
Atrocities
October 2nd, 2006, 05:31 PM
You can change the defualt strategy types in game when you design the ships.
scJazz
October 2nd, 2006, 05:53 PM
Yes I know but I don't want to have to keep changing the strategy everytime I upgrade a ship. I'd like to always have my attack ships use a particular strategy and always have my whatever follow something else.
Atrocities
October 2nd, 2006, 06:07 PM
I am not sure where the information is but I too would like too know so that I can prevent it from mucking up peoples games. http://forum.shrapnelgames.com/images/smilies/happy.gif
scJazz
October 2nd, 2006, 06:43 PM
RATZ!
wildcowboy
October 3rd, 2006, 11:27 PM
Covered somewhere already Im sure. Are shipyard components affected by racial traits...ie, power industrialist and construction?
CB
Atrocities
October 3rd, 2006, 11:46 PM
wildcowboy said:
Covered somewhere already Im sure. Are shipyard components affected by racial traits...ie, power industrialist and construction?
CB
I don't believe so. However it does affect homeworld production. Shipyards should have a higher production value over non-homeworlds by design since they are in space.
wildcowboy
October 4th, 2006, 01:01 AM
Thanks AT,
Id also like to add that your suggestions about remote mining to catch up is great. It allows dropping of trait points in those areas because they dont effect remote units. Havent found anything since the mining mount. All looks good.
CB
Atrocities
October 4th, 2006, 04:15 AM
Thanks, I appreciate all the bug reports. I hope you all enjoy the mod.
Atrocities
October 4th, 2006, 05:17 PM
Star Trek Mod version 1.9.5.1 - 0.35 megs.
STM v1.9.5.1 (http://www.shrapnelcommunity.com/threads/download.php?Number=452362)
This update fixes a few minor bugs.
(NOTE: Please install version 1.9.5 prior to installing this update. This update does not contain material from previous updates.)
Star Trek Mod v1.9.5.1
1. - Fixed - Remote Mining Mount now works correctly for Large Remote Mining ship.
2. - Fixed - War Base now has access to Shield Mounts.
3. - Fixed - Spacing error in IntelProject file. All races now have access to intel projects.
Atrocities
October 6th, 2006, 06:27 AM
Star Trek Mod v1.9.5.1 FULL (http://www.shrapnelcommunity.com/threads/download.php?Number=453095) 29 megs
(This is the full version of the mod and it doesn't require any updating.)
Xrati
October 6th, 2006, 10:43 AM
AT, I've got a 1.9.5.0 game going. Is this going to affect my save games?
Atrocities
October 6th, 2006, 04:08 PM
No, the latest patch shouldn't effect your saved games.
Ludd
October 6th, 2006, 07:05 PM
Thanks Atrocities, great mod.
wildcowboy
October 7th, 2006, 01:39 AM
AT,
I think Ive come across another mount problem. The repair ship will not fit required components to use a mobile space yard. May just be eaiser to change size of ships and change mount parameters to fit like with the large resource ship. Course the repair mount will need changed too. Sorry I didnt run across this earlier, just did not have much call to use one of these units.
CB
Atrocities
October 7th, 2006, 04:01 AM
This problem has already been addressed. It should be fine in version 1.9.5 and later. What version do you have installed?
Atrocities
October 7th, 2006, 04:09 AM
I see what you mean. I sware that this was fixed and working well in the last version. I don't know why now its not working. I don't get it. I f**king hate it when this [censored] happens. There is no reason for it not too work! I just made one of these ships not more than a few days ago and it was working.
Here is the component list I had.
1 Bridge
6 Life Supports
8 Crew Quarters
1 SFI
1 Engineering
2 Damage Control
1 Deflector Dish
2 Impulse Engines
1 Warp Core
4 Warp Nacelles
1 Replicator
4 Bussard Collectors
2 Ram Scoops
1 Captain
1 Command Computer
1 Space Yard (Scaled to fit with mount to Repair Barge hull)
= 610KT
- Hide quoted text -
edit- somehow, and God only know how, the mount was changed after I fixed the repair mount issue. Instead of reducing the shipyard to 300kt, it reduces it too 400kt. This is obviously wrong. It puts the design 100kt over budget. I have no idea how this occured but I will fix it.
The ship can still be made under current settings but it will be slower and have far less support components. This will be fixed for the nextu update.
However if any one would like to fix this, they can do so very easily.
1. Open the data folder in the Star Trek Mod 195 file
2. Open the CompEnhancement doc
3. Click on EDIT then FIND and type in Space Yard Mount (make sure its the first listing and change no other listings)
4. Where it says Tonnage Percent := 4, change the 4 to a 3
5. Save and exit the doc.
You should only change the setting for the listing that is for vehicle type ship. That is the first Space Yard Mount in the list. The rest are for bases.
Atrocities
October 7th, 2006, 04:24 AM
Here is a quick fix for the problem if you don't want to wait for the next update or make the change your self.
wildcowboy
October 7th, 2006, 04:27 AM
Would it be worth doing if it was always easy?!! Believe me partner, youve got more skill than I do. Im pushed to the limits just finding, understanding, and maybe tweaking what few (and I mean very few) bugs Ive found in this tremendous undertaking you have put together. The rest of us just bear with the master. Youre the man AT.
CB
Atrocities
October 7th, 2006, 04:27 AM
I am going to add a new AI racial trait along with facilities, ships, components, and weapons to the mod.
The new AI trait will give the AI the best weapons, facilities, ships, and components from game start. Players who want the AI to be more challenging well this AI will be for you.
Once this new AI option is ready, I will update the mod. Don't worry, it won't change the game settings or effect save games. All components and facilities will be added at the end of each doc so as not to change things.
Should be interesting.
Xrati
October 7th, 2006, 10:36 AM
OK. I really think that in an effort to keep our results reliable, we should just start new games once an upgrade is made. While I've designed scenarios with special components and weapons, I realize how easy it is to skew results of a game in progress, as I made changes to my scenario while play testing it. We really should start new games at this point to get an accurate feedback to AT. I know if the new additions are placed at the end of the .txt file it will not affect OUR games but will hose the AI.'s in some cases. Everyone should be on version 1.9.5.1 for accuracy of our reports.
wildcowboy
October 7th, 2006, 09:20 PM
AT,
Will this AI upgrade be automatic or something you select to increase diff? Will be out of pocket for a few days so no more bug reports from me on this one for a while. Ya'll have a good weekend.
CB
Atrocities
October 7th, 2006, 09:54 PM
Thanks for your help. http://forum.shrapnelgames.com/images/smilies/happy.gif
scJazz
October 8th, 2006, 01:42 PM
Sorry AT Space Yard Mount Fix is not working for Repair Barge Class Ships. Space Yard remains 400kt rather than the 300kt you intend.
Question: If I started a game and on turn 0 applied the component enhancement fix would it matter?
Captain Kwok
October 8th, 2006, 02:27 PM
Modifying ComponentEnahancement.txt will have an immediate effect on re-loading a saved-game.
scJazz
October 8th, 2006, 02:33 PM
Yup very immediate effect. Since a data file is modified simultaneous mode games are unplayable.
<sigh>
Captain Kwok
October 8th, 2006, 02:44 PM
Not so. You just need to run a turn as the host and it will be ok.
scJazz
October 8th, 2006, 04:30 PM
OK OK ignore previous 2 posts
scJazz
October 8th, 2006, 04:45 PM
Resource Gathering Components are unaffected by Mount when used on a Resource Base Small.
scJazz
October 8th, 2006, 04:59 PM
Resource Gathering Components are unaffected by Mount when used on a satellite.
scJazz
October 8th, 2006, 05:00 PM
Looks like above two bugs occur because there are specific Gathering components with different family numbers for bases and satellites.
Atrocities
October 8th, 2006, 07:16 PM
scJazz said:
Sorry AT Space Yard Mount Fix is not working for Repair Barge Class Ships. Space Yard remains 400kt rather than the 300kt you intend.
Question: If I started a game and on turn 0 applied the component enhancement fix would it matter?
You need to update to 1.9.5 then to 1.9.5.1. Then use the fix update. I will compile a cumlative patch later today and post it.
Atrocities
October 8th, 2006, 07:19 PM
scJazz said:
Looks like above two bugs occur because there are specific Gathering components with different family numbers for bases and satellites.
Again thanks. I don't understand why this is occuring. Those changes were all made to the compEhancement file when the family numbers were changed. I can only conclude that for some reason I might have had to compenhancement files open and saved the wrong one or saved an older one over the updated one. This really angers me.
I will fix this and post a new cumlative patch. Again thanks for the bug reports.
Atrocities
October 8th, 2006, 07:36 PM
scJazz said:
Resource Gathering Components are unaffected by Mount when used on a satellite.
Satellite Remote Mining components do not require mounts. The Resource Gathering mount is a unique tech. It should only be present when "discovered". I will look into this.
Atrocities
October 8th, 2006, 08:21 PM
Star Trek Mod version 1.9.5.2 Update Patch - 2.5 megs
This will update STM version 1.9.5 - 1.9.5.1 to current.
Star Trek Mod v1.9.5.2 (http://www.shrapnelcommunity.com/threads/download.php?Number=454347)
1. - Fixed - Space Yard Mount should now correctly scale the Space Yard component.
2. - Fixed - Resource Gathering Mount will no longer show up as a stock mount
3. - Fixed - Family numbers for Remote Mining mount for Bases are now correct
4. - Fixed - Description spelling error for System Control Complex
5. - Fixed - Description spelling error for many of the Assualt Troop Components.
Atrocities
October 8th, 2006, 08:32 PM
Why so many patches so fast?
Well with the release of SE 5 space empires IV days are now numbered. I voved to do what I could to make the Star Trek Mod for SE IV the best mod possible. Like with most things some bugs crept into the works and they had to be addressed. The best method for doing this was to release update patches once the reported bugs were fixed. I chose to do these updates as quickly as I could in order to give the players the benefits of the improvements.
While it does take some effort to update a mod, the benefits out weighted the cost.
Unless a game altering bug is now found this should be the last update for a long while.
I will of course post a beta for any one who wants to try the new AI challenge out once its completed.
Thank you for playing and for reporting bugs.
scJazz
October 8th, 2006, 11:35 PM
AT in case no one has mentioned this lately...
Thanks for a really cool mod!
Your hard work is really appreciated.
gregebowman
October 11th, 2006, 08:36 PM
scJazz said:
AT in case no one has mentioned this lately...
Thanks for a really cool mod!
Your hard work is really appreciated.
Amen to that. This is my favorite mod. Keep up the good work.
Atrocities
October 11th, 2006, 09:08 PM
Thanks guys. It has been a great experience filled with a lot of what I am happy to say is happy people. http://forum.shrapnelgames.com/images/smilies/happy.gif
Spectarofdeath
October 11th, 2006, 11:04 PM
Yes. By far the greatest mod I've ever played. I bought SEIV just for the mod. Very awesome awesome awesome awesome work. You ARE the MAN!! (No, I don't mean THE MAN) lol So I guess now I ask the question we're all wondering about.....Are you going to make a ST for SEV?
mrscrogg
October 11th, 2006, 11:50 PM
I agree ! Best mod I've ever played - let's here it for Star Trek Mod - SEV !
Black_Knyght
October 12th, 2006, 05:35 PM
gregebowman said:
scJazz said:
AT in case no one has mentioned this lately...
Thanks for a really cool mod!
Your hard work is really appreciated.
Amen to that. This is my favorite mod. Keep up the good work.
I agree wholeheartedly. A damn fine mod, done with the thorough excellence you've shown in the many things you do for SEIV. Your hard work and efforts have been, and continue to be, greatly appreciated.
Atrocities
October 14th, 2006, 04:00 AM
thanks guys but the mod wouldn't be what it is without all the help i recieved from everyone.
Atrocities
October 26th, 2006, 06:20 AM
Here is a basic Tech Tree (http://www.shrapnelcommunity.com/threads/download.php?Number=463221) for the Star Trek Mod.
This tech tree reflects the current version that I am working so there are a few new things in the tech tree that are not yet available to players until the next update.
It took me over 700 turns to research all of the technology and it is loosely based upon the Federation Techonology but is useable for all races. Just keep in mind that the tech tree for all of the races is basically the same but that components and facilities are named differantly.
Here is some info on the next update that I am working on.
Star Trek Mod v1.9.5.3.1
1. - Fixed - Weapon Platform Reactor Mounts will now show up correctly
2. - Fixed - Shuttle V is now accessable
3. - Fixed - Weapons Of Mass Destruction is now only available if it is selected as a Racial Trait.
4. - Fixed - Sensors can no long be researched beyond Tech Level 6
5. - Fixed - Tractor\Repulser Weapons can no longer be researched beyond Tech Level 6
6. - Changed - Stellar Harnessing Maximum Level from 2 to 5
7. - Fixed - Flux Pod III - V can now be used
8. - Added - New Technology, Solar Science
9. - Added - New Technology, Solar Mining
10. - Added - New Facility, Solar Wind Collector
11. - Added - New Component, Solar Collector
12. - Added - New Facility, Planetary Cloak
Atrocities
October 27th, 2006, 08:42 AM
http://www.astempire.net/display/tholian/NewTholian1.PNG
I have posted more of the Tholian set over on SE.net in the Star Trek Mod forums. These ships are an ongoing work in progress.
I am sorry to say that my creative jucies are not flowing. Or rather I have some great ideas but lack the tools to create what I invision. (Doga limitations).
Black_Knyght
October 27th, 2006, 09:18 PM
<font color="red">HOLY HELL !!!</font> http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/cool.gif http://forum.shrapnelgames.com/images/smilies/wink.gif
<font color="blue">THAT LOOKS FRAKKIN' <font color="white">INCREDIBLE</font> !!!</font>
Xrati
October 29th, 2006, 07:22 PM
Wow, talk about like minds. http://forum.shrapnelgames.com/images/smilies/wink.gif
Artaud
October 31st, 2006, 06:16 PM
Why doesn't the latest version include .emp files for DS9?
Artaud
October 31st, 2006, 10:47 PM
And also...am I missing something re planet bombardment? I'm playing as the Federation, involved in long war vs the Romulans. I find it almost impossible to bombard planets effectively. Almost all of my shots miss, even when I'm less than 10 spaces away, while the planetary defenses are dead-on accurate in their counterfire.
Is there some component I should be mounting, other than the existing combat sensor?
Atrocities
November 1st, 2006, 12:36 AM
Artaud said:
Why doesn't the latest version include .emp files for DS9?
The latest version did not include any extra federation empires in the RACE folder. All extra Federation type empires were removed and placed into a seperate folder under the Pictures directory. (All of them have, or should have, updated AI for version 1.9.5.2)
This was done by request of many players. They found that having five or more Federation type empires was interfering with the balance of their games.
Atrocities
November 1st, 2006, 12:42 AM
Artaud said:
And also...am I missing something re planet bombardment? I'm playing as the Federation, involved in long war vs the Romulans. I find it almost impossible to bombard planets effectively. Almost all of my shots miss, even when I'm less than 10 spaces away, while the planetary defenses are dead-on accurate in their counterfire.
Is there some component I should be mounting, other than the existing combat sensor?
Planets are EXTREMELY hard to kill. Landing troops is the prefered option. Homeworlds are the toughest to obliterate but it can be done. Planet Weapons give the best early weapons to use against planets. I once lost a fleet of 20 ships to a planet. Planetary defense have a hard coded (via SEIV stock) combat bonus. While I have found it hard to take out planets, it can be done with the proper amount of ships and technology.
There are Sensor Arrays, combat sensors, and other componetns such as captains, that give bonuses in combat. Also be sure that your weapons can target planets. Some weapons are better at it than others.
Militia are tough so be sure to send in a fair amount of well armed troops when you go to land infantry on a hostile planet.
Artaud
November 1st, 2006, 09:28 PM
Atrocities said:
Planets are EXTREMELY hard to kill. Landing troops is the prefered option. Homeworlds are the toughest to obliterate but it can be done. Planet Weapons give the best early weapons to use against planets. I once lost a fleet of 20 ships to a planet. Planetary defense have a hard coded (via SEIV stock) combat bonus.
I'm finding it a LOT harder to effectively bombard planets and land troops in the ST mod than in stock SEIV. My old tried-and-true strategies for taking planets are just not working now. http://forum.shrapnelgames.com/images/smilies/shock.gif
You must have tweaked that AI something fierce, Atrocities, cause those Romulans are building literally dozens and dozens and dozens of weapon platforms, on all of their planets. I never saw that to such a great extent in stock SEIV. The AI never built that many.
Great mod, my friend! If you ever come to the Origins convention in Columbus, all of your drinks are on me!
Xrati
November 1st, 2006, 09:53 PM
In the planet attacks what's happening is this. My game is currently set to a turn based game rather then a simultanous. You can see more of the combat results in that mode.
I attacked a Katarine homeworld with about 600 infantry. They had 450 militia defending, no troops. I had three transports full of infantry. The first one attacked losing all its troops and knocking down the defenders to about 280 militia. I landed the next transport and the defenders once again had 450 militia. The battle went the same so I landed the third transport and got the exact same result. Three battles where I knocked the defenders down to some 280 troops only to have them back at full strangth for the next transport. If you don't take them with the first transport then non of the following attempts will be any better. I should have tried ending the combat and then start the attack again to see if the results are applied after the combat is finished. Then maybe the planet would have been down on militia. I had nothing but infantry units as I didn't choose any of the troop options in the game setup.
I don't know if there's a special function for homeworlds but you need heavy troops to take planets. I currently have a game going and will be trying some different approaches. This game I took the troop options and now have Troops.
Atrocities
November 2nd, 2006, 02:32 AM
I tend to agree Xrati, the militia's build up is a problem. I guess you could speculate that the build up is do to the success of their resistence, but as far as real game mechanics go, it shouldn't be going back to full strength so quickly. I fear that this might be something that is hard coded.
I am considering lowering the combat attacks to 2 rounds per landing. This way a player has time to build up forces on the planet. It might work it might not, I have to experiment.
Suicide Junkie
November 2nd, 2006, 02:58 PM
If all of the attackers are killed, the militia is reset.
You have to maintain a beachhead on the planet...
Reducing the number of ground combat turns will go a long way towards that.
Xrati
November 2nd, 2006, 06:15 PM
SJ is right. I ran a battle last night where my forces, 60-HAV, 60-LAV and some 300 Infantry were pretty much hammered, but after 10 combat rounds I had infantry left. So when the next transport landed the militia remained the same. I would say, that to not take troops is probably the worst thing you can do. Unless your just going to glass the planet.
AT, you probably just need to eliminate the racial choice of troops or not. You will never capture a planet without troops. You just can't do it with infantry as you can't put enough of them in a transport.
Atrocities
November 2nd, 2006, 10:15 PM
Troops and Infantry are free technology. They need to be seperate racial traits or they end up sharing each others technology and that leads to illegal designs and game hang up and PBW game crashes.
Atrocities
November 2nd, 2006, 10:16 PM
I will shorten the combat turns from 10 to 2. I am play testing this now and it seems to work well.
Atrocities
November 3rd, 2006, 07:49 PM
I did and thank you very much. I am now working on the problem with the Unique tech. You get the tech but its worthless so I am working on it.
Star Trek Mod v1.9.5.4
01. - Fixed - Weapon Platform Reactor Mounts will now show up correctly
02. - Fixed - Shuttle V is now accessable
03. - Fixed - Weapons Of Mass Destruction is now only available if it is selected as a Racial Trait.
04. - Fixed - Sensors can no long be researched beyond Tech Level 6
05. - Fixed - Tractor\Repulser Weapons can no longer be researched beyond Tech Level 6
06. Changed - Stellar Harnessing Maximum Level from 2 to 5
07. - Fixed - Flux Pod III - V can now be used
08. - Added - New Technology, Solar Science
09. - Added - New Technology, Solar Mining
10. - Added - New Facility, Solar Wind Collector
11. - Added - New Component, Solar Collector
12. - Added - New Facility, Planetary Cloak
13. - Changed - Updated all Research Files
14. - Changed - Communication Interceptors from Sabotage to Espionage
15. - Changed - The name of Infantry (component) to Infantry Troop
16. - Update - STM Basic Tech Tree
17. - Fixed - Bio-Electric Field II - X will now require correct level of shields before becoming available.
18. - Fixed - Gravitational Condenser will now scale correctly with the Artificial Warp Point Mount
19. - Changed - Added (Ship), (Base), (Satellite) - to Remote Mining components names.
20. - Fixed - Artificial Intelligence Mount is now included.
21. - Fixed - Hyper-Tachyon Sensor Mount now scales Hyper-Tachyon Sensors I - IV to 100kt
22. - Fixed - Gravitic Sensor Mount now scales Gravitic Sensor I - IV to 100kt
23. - Changed - Increased Scrap Ship Percent Returned from 30 to 50.
24. - Changed - Number Of Ground Combat Turns from 10 to 2 (Under testing at the moment)
25. - Changed - Ground Combat Damage Modifier Percent from 30 to 100.
26. - Changed - Defending Units Per Population from 30 to 10 (Gives more militia to planetary defense)
27. - Changed - Population Defender Attack Strength from 12 to 10
28. - Changed - Population Defender Hit Points from 30 to 40
29. - Changed - Capital Ship Missile I - V Tonnage Space Taken from 50 to 20
30. - Changed - Plasma Missile I - V Tonnage Space Taken from 50 to 20
31. - Changed - Plasma Envelope Missile I - V Tonnage Space Taken from 50 to 20
32. - Changed - Weapon Seeker Speed for Plasma Envelope Missile I - V
33. - Changed - Weapon Seeker Speed for Plasma Missile I - V
34. - Changed - Weapon Seeker Speed for Capital Ship Missile I - V
Xrati
November 3rd, 2006, 10:54 PM
I'm sorry, I didn't even think about shortening the combat turns! To linear of thinking on my part. http://forum.shrapnelgames.com/images/smilies/shock.gif Based on my first battles, 5 tuns may work the best. That would give you a 'beach head' with only infantry. You wouldn't have many but you'd have some left. Then your follow up transport could land their units.
AT, I don't know if you got my last email but I found three more problems in STM 1952. They may have been addressed already.
1. Artificial Intelligence Mounts: There are none. They don't show up on the mounts list.
2. Gravitic Sensors: The satellite mounts only reduce the size to 200kt.
3. Hyper-Tachyon Sensors: The satellite mounts only reduce the size to 400kt.
Great job on the mod!
Xrati
November 4th, 2006, 05:41 PM
AT, let us know what version we should be testing. I'm currently working on 1952.
I also have a map that will get you through the tech tree in about 40 turns. It also has all the Unique techs in your starting system. If anyones interested (PM me) and I'll zip it and upload it to this thread. It's not for playing a regular game, but for checking the tech tree and all the techs/mounts and facilities. You could edit it and use it for a regular game later. If there's enough interest I'll cover how to use it.
Atrocities
November 4th, 2006, 08:01 PM
I am play testing version 1.9.5.4 right now. I can zip the files that I have and move onto 1.9.5.5 while you and any one else who wants it, test 1.9.5.4. Let me know.
Black_Knyght
November 4th, 2006, 10:02 PM
Sounds good to me, if you're asking for a volunteer. You already have my e-Mail address.
Atrocities
November 5th, 2006, 01:19 AM
http://forum.shrapnelgames.com/images/smilies/happy.gif Awsome. Will be tomorrow sometime though. http://forum.shrapnelgames.com/images/smilies/happy.gif
Xrati
November 5th, 2006, 03:24 AM
Zip away and just keep us informed. http://forum.shrapnelgames.com/images/smilies/happy.gif
Xrati
November 6th, 2006, 01:07 AM
AT, under "Unique Techs" the Resource Gatherers do not seem to work. They don't show the mining icon on the unit display or register any amount under mining resources line in the economic window. I'm not sure if they're supposed to be working off of solar (suns) power or if they need to be in asteroids. I tried both with no success.
Atrocities
November 6th, 2006, 07:40 AM
They use the ability Generate Points Minerals/Organics/Radioactives therefore they will not show up in the mining resource line in the economic window. This is a known bug with SE IV. http://forum.shrapnelgames.com/images/smilies/frown.gif
The description states they convert solar energy into resources. I wonder if I should add a tag telling players that they are not remote miners but can simply be deployed any where and will generate resources?
Xrati
November 6th, 2006, 10:42 AM
It's like a Solar Resource Gatherer. They work the same way the ground bases do (The Original Chrystallines)? What amount of resources do they gather per sun per turn? If I put out a group of 10 Sats, would it be 10 x the resources? I'll try to answer some of these by experimenting within the playtest game I have going. It's not going to be easy to figure this one out.
Let me know when 1954 is ready to playtest.
Atrocities
November 6th, 2006, 06:31 PM
Actually these don't need a sun in a system to gather resources. They are the new ability added in one of the later versions of SE IV. They should generate resources regardless of a stars presence.
Any who, should have 1.9.5.4 wrapped up in a bit and will let you know.
Atrocities
November 9th, 2006, 11:13 PM
This is a beta version of 1.9.5.4
You will need to:
1. Make a copy of your current STM 1.9.5.2 folder.
2. Rename the copy to Star Trek Mod 1954.
3. Apply the beta patch
Your save games should work ok for single player. However you might have to process the turn manually with the updated files before your mp games will work.
Since this is just a beta version of the next patch please keep in mind that the splash screen hasn't been updated nor have any of the support files. Revision history has been included with a list of changes made since 1.9.5.2.
Please report any bugs. Thank you.
Star Trek Mod v1.9.5.4
1. - Fixed - Weapon Platform Reactor Mounts will now show up correctly
2. - Fixed - Shuttle V is now accessable
3. - Fixed - Weapons Of Mass Destruction is now only available if it is selected as a Racial Trait.
4. - Fixed - Sensors can no long be researched beyond Tech Level 6
5. - Fixed - Tractor\Repulser Weapons can no longer be researched beyond Tech Level 6
6. - Changed - Stellar Harnessing Maximum Level from 2 to 5
7. - Fixed - Flux Pod III - V can now be used
8. - Added - New Technology, Solar Science
9. - Added - New Technology, Solar Mining
10. - Added - New Facility, Solar Wind Collector
11. - Added - New Component, Solar Collector
12. - Added - New Facility, Planetary Cloak
13. - Changed - Updated all Research Files
14. - Changed - Communication Interceptors from Sabotage to Espionage
15. - Changed - The name of Infantry (component) to Infantry Troop
16. - Update - STM Basic Tech Tree
17. - Fixed - Bio-Electric Field II - X will now require correct level of shields before becoming available.
18. - Fixed - Gravitational Condenser will now scale correctly with the Artificial Warp Point Mount
19. - Changed - Added (Ship), (Base), (Satellite) - to Remote Mining components names.
20. - Fixed - Artificial Intelligence Mount is now included.
21. - Fixed - Hyper-Tachyon Sensor Mount now scales Hyper-Tachyon Sensors I - IV to 100kt
22. - Fixed - Gravitic Sensor Mount now scales Gravitic Sensor I - IV to 100kt
23. - Changed - Increased Scrap Ship Percent Returned from 30 to 50.
24. - Changed - Number Of Ground Combat Turns from 10 to 2
25. - Changed - Ground Combat Damage Modifier Percent from 30 to 100.
26. - Changed - Defending Units Per Population from 30 to 10 (Gives more militia to planetary defense)
27. - Changed - Population Defender Attack Strength from 12 to 10
28. - Changed - Population Defender Hit Points from 30 to 40
29. - Changed - Capital Ship Missile I - V Tonnage Space Taken from 50 to 20
30. - Changed - Plasma Missile I - V Tonnage Space Taken from 50 to 20
31. - Changed - Plasma Envelope Missile I - V Tonnage Space Taken from 50 to 20
32. - Changed - Weapon Seeker Speed for Plasma Envelope Missile I - V
33. - Changed - Weapon Seeker Speed for Plasma Missile I - V
34. - Changed - Weapon Seeker Speed for Capital Ship Missile I - V
35. - Added - Ancient Weapons Platform
36. - Fixed - Range Mount now has correct Tech Level Req
37. - Fixed - Ancient unique tech now has correct requirements.
38. - Added - (Ship)(Base) to description for Remote Mining Mounts.
36. - Added - (Ship)(Base)(WepPlt) to description for Shield Mounts
37. - Added - (Ftr)(Trp)(Drn) to description for all Small Shields I - III
38. - Changed - Combat Support Group from General Technology to Military Science
39. - Changed - ECM Weapons Level Cost from 50000 to 150000
40. - Fixed - Replaced missing Icon for Neutral Race O02
41. - Updated - A couple HTML docs
Star Trek Mod v1.9.5.3
1. - Changed - Applied Science is no longer required for any of the Colony Techs.
2. - Fixed - Only the Racially selected colony technology will be listed under Applied Science
Xrati
November 12th, 2006, 12:43 PM
AT, I'm doing a playtest of 1954 (Downloaded from here).
The Solar Wind Collectors do not work. I've done the math on my economy (over two turns) and there's no effect on it from the SWCs.
Atrocities
November 12th, 2006, 08:01 PM
Ok, thanks, I will take a look at them. http://forum.shrapnelgames.com/images/smilies/happy.gif
Black_Knyght
November 13th, 2006, 12:52 AM
I had planned to post that detail, but it looks like I got beat to it.
Grrrrrrrrrrr........ http://forum.shrapnelgames.com/images/smilies/wink.gif
Atrocities
November 15th, 2006, 04:05 AM
Here is what I have got so far from the feed back on 1954
The file is set up to work with your 1954 beta Installation. Only bases and the Defiant will generally be effected.
Star Trek Mod v1.9.6 (Will Affect Saved Games Slightly)
1. - Changed - Defiant Mount Description slightly
2. - Changed - Defiant Mount cost has been increased
3. - Changed - Defiant Mount now has greater damage
4. - Changed - Defiant Mount now has Range of 2
5. - Added - Extra Movement Generation of 1 to 2 to all Scout/Escorts
6. - Changed - Satellite Mount now has lower cost better damage rating, and range.
7. - Changed - Revamped Large, Heavy, and Massive Reactor Mounts (Bases) Increased damage and range.
8. - Changed - Large, Heavy, and Massive Reactor Mounts now work for Phasers/Disruptors, Pulse Weapons, Laser, and Torpedo weapons.
9. - Changed - Large, Heavy, and Massive Reactor Mounts now have Base Construction Tech Area Requirements. (1,2,3)
10. - Changed - Lowered Mineral Cost for all Remote Mining Components.
11. - Changed - Increased resource cost for Defiant
12. - Changed - Defiant description slightly
13. - Fixed - Solor Wind Collector's (Generate Points does not work was changed to Resource Generation)
The objective here was to make bases more dangerous as they should be hard tragets to take down. They should have superior range and fire power than a standard ship. I may also be increasing the effectiveness of Base Shields to give them better protection.
I wanted to tweak the Defiant in order to better emulate the DS9 ship. Heavy weapons, cloaking, but more expensive. I may or may not add built in ablade of armor to the Defiant in a later patch. I have been watching DS9 lately and noted that the Defiant is considered to be one of the most powerful "warships" in the quadrant. I wanted to emulate this slightly. The cost of the ship has been increased to help off set the stronger weapons.
Also I don't know if the extra movement generation will work correctly. Smaller ships, mainly scouts, explorer, escort and a few chosen others, have had this ability added to them in order to speed up the early games a bit and to make these smaller ships more valuable.
I also lowered the cost for remote mining by over 400 minerals for each level. This should help improve remote mining value.
I also increased satellite mount damage and range in order to emulate true orbital defenses as seen in DS9 and BOTF.
I discovered that the Solar Wind Collector's use of Point Generation doesn't work. I switched the abilities to Resource Generation and they now work.
Xrati
November 15th, 2006, 10:48 AM
Looks Good AT. I like the Defiant changes as it is supposed to be the "first warship" ever built by the Federation. Strickly built to encounter the Borg, later the Dominion. It makes sense that it would have some over gunned weapons. I'll try using a saved game to see if it's usable in an effort to speed up the testing of these new changes.
Atrocities
November 15th, 2006, 09:18 PM
Thanks for the feed back. Say could someone also check to see if the Planetary Cloak is working? Its a unique tech so it should appear for a high tech start.
Thanks.
Xrati
November 16th, 2006, 10:44 AM
AT, the planet cloak works great. It does work like the ship cloak though. You must turn it 'on' and once on, you can't build ships. The patch works with my saved games as I just installed it and starting playing a saved game. The defiant mount look great. It's now actually a very vicious ship which is what it's design concept was all about. The Solar Wind Collectors are now working too!
Are there any races that you specifically need tested? I am currently running Feds but will move on to Romulans and then Klingons.
Atrocities
November 16th, 2006, 11:44 AM
Thank Xrati, that feed back is great. Right now I just want to make sure that the scout/escorts that have been given the extra movement ability are working correctly. I believe that I tried this before and it had conflicts. However I cannot find anything in my notes about it so the only thing that can be done is to test them.
Artaud
November 16th, 2006, 09:55 PM
Hmmm. Perhaps I'll start a game as the Klingons if testing is what you need.
Atrocities
November 16th, 2006, 10:02 PM
Any play test / bug reports would be a God send.
Xrati
November 17th, 2006, 12:42 AM
AT, your Escorts and Explorer movement didn't work. My speed went from 14 (13 normal +1 for propulsion experts) to speed 6 on the escorts and speed 7 on the explorer and Hvy. Escorts. I don't beleive that you'll be able to get the extra movement with the "Movement Generation" line. So what I tried is this:
Ability 3 Type := Standard Ship Movement
Ability 3 Descr := Smaller size allows for greater speed.
Ability 3 Val 1 := 2
Ability 3 Val 2 := 0
Now with this the Hvy Esc. went from 14 to 15 movement, It has an inherent movement of one with no engines on it. I don't know if this is the way you want to go in creating an extra movement for the ships, but it does work. If you changed the value in the line:
Ability 3 Val 1 := 2
to :=3 you would get 2 extra movement out of it but the base speed without engines would be 2. I only tried this with the heavy escort as I know it will work for the others as well. Again, it's up to you if you want ships having inherent movement without engines. I don't know why the movement was halved, by the other statement calling for "Generated Movement."
Atrocities
November 17th, 2006, 01:51 AM
Thank you. I guess this is what I ran into last time I tried this. I will remove the abilities from the hulls.
I am thinking about increasing the Prop Expert Racial Trait from 1 to 2. This would make it more valuable to players.
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