View Full Version : The Star Trek Mod - v1.9.7.5 (Oct 07)
Xrati
November 17th, 2006, 10:38 AM
That's a hugh advantage in the early game. Be careful with that one and increase the cost a lot!
Atrocities
November 18th, 2006, 03:39 AM
I took what you said into consideration and came up with a better plan. Warp Overdrive I - III. (Basically Emergency Propulsion). It may help players, but I will have to come up with a simular system for the AI later.
Atrocities
November 18th, 2006, 03:46 AM
Download the Star Trek Mod v1.9.6.1 Update (http://www.shrapnelcommunity.com/threads/download.php?Number=471638) 5 megs
Download the Full Version of the Star Trek Mod v1.9.6.1 (http://www.astempire.net/zips/Stm1961Full.zip) - 29 megs
This new version includes the new Tholian ship set. Please read the update or patch installation instructions before installing the update or patch.
To Apply This Patch:
1. Copy your current Star Trek Mod 195, or other post 195 version, folder.
2. Rename the copied STM (version) folder to Star Trek Mod 196
3. Delete or remove the THOLIAN race folder from Star Trek Mod 196 / Pictures / Race folder
4. Unzip Stm1961Patch.zip to your space empires iv directory where the Star Trek Mod 196 folder is located.
5. When asked to over write files click YES or OK.
For a complete history of the modification made since the last update please read the RevisionText document included with the mod.
This version also contains an update Tech Tree Document as well.
Atrocities
November 18th, 2006, 09:36 AM
STM 1.9.6.1 Full Version of the mod. In order to upload the file I had to drop the 800x600 splash screen. If you use this resolution you can copy and resize the 1024x786 image and use it.
Xrati
November 18th, 2006, 12:20 PM
AT, I don't know what the ability was on the 'Solar Sail', but did you try that ability on the small hulls?
Xrati
November 22nd, 2006, 10:52 AM
AT, there may be a racial trait problem. I took the building trait (I think it's the Natural Engineers) that decreases your build time. On the starting turn que, my colony ship comes up as 2 turns to build, but then on the first turn it changes to 3 turns of 4 left.
Has anybody else noticed this problem? I took the Fed with the building bonus. It appears as the numbers are not working out. I'm using 1961.
Atrocities
November 22nd, 2006, 05:33 PM
I have always said that the racial characteristics work backwards. http://forum.shrapnelgames.com/images/smilies/laugh.gif Natural Enineers is improved repair 150%. Hardy industrialist and Power Industrialists are 120% and 150% to production.
Xrati
November 22nd, 2006, 08:59 PM
That's what I took, Power Industrialists, 150% to production and I went backwards. AND I spent racial points on this trait! WOW what a deal! http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Atrocities
November 22nd, 2006, 09:22 PM
must be an se 4 bug.
Atrocities
November 22nd, 2006, 10:45 PM
I tried to duplicate your issue but was unable to. The Power Industrialists worked fine. When used with no other charactersitics, say FED culture and racial trait, a standard colony ship with all available base components and two storage and one cargo component would take 2 turns to build. With no bonus other than FED culutre and RT, the build time for the same colony ship would take 3 turns.
With the Power Industrialist RC, and 145% to the Construction Characteristics the build time is still 2 turns.
I could not get the construction time to increase no matter what I did. The time remaining was always the correct amount.
Xrati
November 24th, 2006, 01:09 AM
It may have just been due to all the patching I've been doing with all the releases. I just deleted the whole folder and started from scratch. I was unable to duplicat4e the problem myself. I'm sorry for the mix up. Sometimes it gets a little overwhelming with all the updates and patches. I should have known better and started fresh in the first place. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
Atrocities
November 25th, 2006, 02:54 AM
Thanks Xrati - I know that having so many updates in recent months has been a bit much but the crush is over hopefully this was the last update for the mod.
Xrati
November 25th, 2006, 01:34 PM
Thank You for all your hard work! On that note I have two questions and maybe one more problem.
Q1) Have the Robotic Weapons for the Robo Infantry been removed? I can't get them when I go to build them.
Q2) Ancient Weapons Platform do not require a control? When I'm in design mode, you usually need a control for the WeaPlts.
3) Re-Supply ships will take Three Warp Nacelles which gives them a movement of 18! Two will give them movement of 13. I've just left it off and when you leave the third Nacelle off, it builds OK with the extra kt going for other stuff.
Atrocities
November 25th, 2006, 11:28 PM
Xrati said:
Thank You for all your hard work! On that note I have two questions and maybe one more problem.
Hey no problem. I love bugs and questions. http://forum.shrapnelgames.com/images/smilies/happy.gif It gives me something to do and for that I am always grateful.
Q1) Have the Robotic Weapons for the Robo Infantry been removed? I can't get them when I go to build them.
I don't recall if I even added them. I will check and if not will add them. (Albeit at the end of the component list)
Q2) Ancient Weapons Platform do not require a control? When I'm in design mode, you usually need a control for the WeaPlts.
This is true, the AWP doesn't require a control computer.
3) Re-Supply ships will take Three Warp Nacelles which gives them a movement of 18! Two will give them movement of 13. I've just left it off and when you leave the third Nacelle off, it builds OK with the extra kt going for other stuff.
I recall I left that as it was because as a supply ship players would have to choose between speed or supplies. But in retrospect I guess I should reset it. For right now lets see how it plays out. Perhaps people might want to keep it. (They make horrible gun ships.)
Xrati
November 27th, 2006, 10:51 AM
Robo Infantry and their weapons were in the last release.
It doesn't make sense to have a ship with a speed greater then the fleet speed. I'd rather have some extra cargo space or defensive systems. It's only my thoughts on this. http://forum.shrapnelgames.com/images/smilies/wink.gif
Artaud
November 27th, 2006, 11:22 AM
Atrocities said:
I recall I left that as it was because as a supply ship players would have to choose between speed or supplies. But in retrospect I guess I should reset it. For right now lets see how it plays out. Perhaps people might want to keep it. (They make horrible gun ships.)
For what it's worth, I would say supply ships should be big and slow.
Though I've been known to design emergency destroyer-sized supply ships with lots of solar collectors. http://forum.shrapnelgames.com/images/smilies/wink.gif
Xrati
November 28th, 2006, 10:50 AM
They are also the AI's favorite targets. In most of my recent battles I've lost at least one supply ship in every battle. After they are loaded with the standard systems there's not much room left for anything else, especially if you throw on some armor and shields.
Atrocities
November 28th, 2006, 03:16 PM
I have found a few more bugs with the mod so another update will be coming by the end of the year.
I am also working on something old/new and hope to have that project done by the end of the year as well.
Atrocities
December 2nd, 2006, 08:53 PM
The broken download link at Astempire.net has been fixed.
Xrati
December 6th, 2006, 10:45 AM
I'm going to be down a while as I made the mistake of letting microsoft install I.E.7 on my computer. It's completely hosed it over and I'll have to format and re-install the hard drive. "I'll Be Back!" http://forum.shrapnelgames.com/images/smilies/biggrin.gif (in about a week or two).
Atrocities
December 9th, 2006, 02:44 PM
I will be posting another update for the mod at the end of the month. It is my hope that I can get Geoschmo to upload that version to PBW for use there. It is my understanding that has, or is going to make all versions currently available for play on PBW obsolete and remove them. http://forum.shrapnelgames.com/images/smilies/frown.gif
It was very hard to get any version of the mod added to PBW. For some reason there was a horrendous amount of confuse over which mod to add, AST or STM.
I believe the reason he is removing STM entirely from PBW is because no one plays the mod any more. While that comes as no shock, it does seem to be a bit of a let down. Oh well, to many mods, not enough players.
Any who, I hope to have an update for the mod by the end of the month. Currently I have already addressed several "bugs" and am working on addressing other reported problems.
I would appreciate any posts that list wrong images being used for facilities. For example Starfleet Command should not have been a religious icon facility. The System Capital facility images were all wrong.
Any spelling errors in the any of the games data files.
Any ship size issues. The Federation Battleship size issue is being resolved but there might be more of them out there.
It is my sincere intention of making this next update the last update for the mod. So it is very important that any issues be resolved now.
Thank you.
geoschmo
December 9th, 2006, 03:50 PM
I tried to be clear with my original post in the other thread, sorry for any confusion. My intention was to leave the most recent versions of every mod we had on PBW. I didn't remove any mods simply because they weren't being used. They had to be not being used AND have a more recent version on the server. I only removed older mods when we had what I thought was a newer version of the same mod.
I took the STM 1.9.2.4 off because we also had version 1.9.2.6. I didn't see the point of having both versions. If I'm incorrect and you need both versions on there it's no problem to get it put back on. Just let me know.
Geoschmo
Atrocities
December 9th, 2006, 04:03 PM
1.9.2.6 is the one you should keep. http://forum.shrapnelgames.com/images/smilies/happy.gif I think its a great idea to clean PBW house. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
December 12th, 2006, 09:08 PM
Ok, since there has been no feed back, no emails, I am going to finalize this version of the Star Trek Mod and call it quits after this next update.
It has been a great joy ride. Time to move on to bigger and lessor things.
Artaud
December 12th, 2006, 09:49 PM
Sorry about the lack of feedback. I haven't played at all in several days.
I agree that the ST mod should remain on PBW.
I was just thinking today about joining a game. But there are several games on PBW that appear to be dormant.
Atrocities
December 13th, 2006, 12:46 AM
The lack of feed back was taken as a GOOD thing. http://forum.shrapnelgames.com/images/smilies/happy.gif
Ironmanbc
December 13th, 2006, 03:55 AM
Atrocities said:
Ok, since there has been no feed back, no emails, I am going to finalize this version of the Star Trek Mod and call it quits after this next update.
It has been a great joy ride. Time to move on to bigger and lessor things.
I still play it but when I buy se5 I hope to see it there too http://forum.shrapnelgames.com/images/smilies/happy.gif
Arralen
December 13th, 2006, 04:37 AM
Atrocities said:
Ok, since there has been no feed back, no emails, I am going to finalize this version of the Star Trek Mod and call it quits after this next update.
Hey - does my email from 11-29-06 not count ?? http://forum.shrapnelgames.com/images/smilies/confused.gif http://forum.shrapnelgames.com/images/smilies/wink.gif
Had found some "game killers" (AI having no Intel points, designs ships without armor/shields, uses mine sweepers but not mines, builds remote miners but doesn't use them // shield mounts do not scale 'correctly', capital ship missiles on small sats dominate the early game // etc) and therefore moved on to testing the Adamant Mod ... .
I might get some of the component issues done on my own, but I have no clue about the AI files .. don't tell me you ain't gonna fix those !!
Atrocities
December 13th, 2006, 04:53 AM
Arralen I got your email and did respond. I believe I addressed all of your concerns but might have missed some. I will go through your email again and double check your comments against things I have already addressed for the next update. Again thank you for the email.
Here are some issues that I did not notice in your email, but again I will reread it later and double check.
1. AI not having intel points? Huh.. I will check this now.
2. The AI does design ships with shields and armor, but I will double check.
3. The AI that I have played against do lay mines. In fact they lay them all over hell and back. But will double check.
4. The AI remote miners should generate resources just sitting there. (The AI will not remote mine, that is an SE IV bug. http://forum.shrapnelgames.com/images/smilies/frown.gif The AI remote mining ships have the ability to generate resources via solar power.)
5. Shield mounts? What version of the STM were you playing?
6. What component issues are you refering to?
Atrocities
December 13th, 2006, 05:31 AM
Arralen you sent me an email that had some good questions and I would like to respond to those questions publically so that everyone can benefit from the answers.
- speed is to low, supply usage from engines to high: abysmal range for most vessels. And the AI tends to build ships with the minimun amount of systems, rest guns. No antimatter storage, no armor etc. => ultra-low range and heavy combat losses .. if there is any combat at all.
This is functioning correctly by design. The object was to give the player a sense that they are just starting out. Warp 1. They would be slower ships with limited range requiring the player to build resupply bases as they expanded. As their technology improves the faster your ships will go and the less resources they will require. However if you choose to use the maximum movement of your ships each turn, especially in later games, then your supply useage will also be used far more quickly. Supply and demand.
- Would it be possible to make bridge, life support and crew quarters consume supplies as well?
Unfortunetly no. And the AI doesn't respond favoribly to most desires. The AI has to be one of the most frustrating ongoing challenges for any modder. You get the AI to behave one way, and that effects its behavor later to a undisireable degree. It is a constant give and take tug of war with the AI and its odd behaviors.
.. aren't the "neutral empires" supposed to stay in their systems? And who are the "neutral empires" in STM? I had Nausicaans come after me with a vengeance, and even some Tamarian incursions...
The AI's you listed are not neutral empires, they are minor empires and they do expand outward.
"Who are the Neutral Races" There is a read me in the Neutral Race Folder that lists all 20 of them.
Bynars 001
Talarian 002
Selay 003
Anticans 004
Bandi 005
Mintakan 006
Lurian 007
Bajorian 008
Chalnoth 009
Talosian 010
Betazoid 011
Malcoria 012
Zakdorn 013
Takarans 014
Benzites 015
Mizarian 016
Pakleds 017
Trill 018
Ullian 019
Yridians 020
AI ISSUES.. do build masses of colony ships, but no mine/satellite layers? Makes their system easy prey .. . They DO research mine tech - know that from the Nausicaans trying to sweep the fields I put on the warp point leading to my space.
Good observation. There is no call for a Satellite layer in the AI Design Creation file. It is a useless design because the AI will not use it once it is built so it was removed. As for mines, they do use them. In fact in my test game just yestarday I lost several ships to neutral AI mines.
.. send out mine-sweeper fleets without at least 1 combat ship to beat up satellites .. therefore 1 lonely satellite will keep them from entering the square (Nausicaans send 4 sweepers, but no combat ship in a fleet, and I had satellites there as well)
This I believe is an SE IV bug in general. The AI loves to send one ship at a time through known mined warp points. There really isn't much any one can do about this bug.
Ullians
.. are humanoids, but native to Oxygen Gas Giants ??
I don't see a problem with this but will look into it just to be safe.
Tamarian Republic
- has Escorts named "Mah'rek 0002" and " - 0008" in the year 2407.0 .. shouldn't run out of names that early??
Good question. I will check their name file to be sure there isn't any errors.
Nausicaans
.. seem all to eager to build Space Stations at their homeworld. On turn 198, they had 26 of about 5 different designs. But only 2 offensive ships, though those might have been killed by the Feds ;-) Lots of unusuable colony ships, too.
Yes this is a problem with an AI file that is effecting all races. I hope that the next update addresses this and cuts down on the number of stations the AI builds.
INTEL.. doesn't seem to use any. Everytime (not very often) I managed to get treaties and see the level of the allies, they had NULL intel points? Only AI nation _ever_ producing intel points was the Feds, but I wonder if they got them as a bonus from something else then Intel Centers. I never noticed any intel operation from nations I was at war with througout the game.
I will check into this and figure it out. The AI should be generating Intel Points. If they are not then there is most likely a problem. Great observation.
___ AI expansion speed ___
.. contrary to the readme, the AI seem to be very eager to send out single colony ships and seed small colonies whereever it can (isn't that much because it has range issues very much like the player)
The limitation on speed and supply use are that way by design. The AI will expands about as fast as a human play can.
___ AI anger .. ___
- maybe gets angry too much over contested systems, or single scout ships in claimed systems, or satellites dropped on warp points, maybe: Jumps from "mood: moderate" to "mood: Murderous" in 1 turn, then slowly climbs up again .. without every clearing the "war" status, though?!
I can check the AI anger files and perhaps tweak them a tad.
However the AI mood is a thing of mystry and has long plagued modders with its odd behavior.
Isn't there a special "AI advantage" anyway .. of rediculous 1000%? AI Mineral Bonus, AI Organics Bonus, AI Radioactives Bonus ... with a bonus that high, the game doesn't make any sense. To me. Maybe I'm a too bad player, but IMHO such a setting would only be justified if the player could build remote miners from turn 1 while the
AI cannot build/use them at all. But I have seen it at least build them .. not sure about the usage, though.
Players wanted the AI to be tougher, this is one way of achieving this without giving them a cheat across the board as the stock settings do. In combination with higher AI bonus settings and these advantages the AI becomes very hard core.
dogscoff
December 13th, 2006, 07:23 AM
{AI sneds lone ships through minefields]
This I believe is an SE IV bug in general ... There really isn't much any one can do about this bug.
I believe some of the TDM AIs would put a single minesweeper component on each attack ship, so that offensive fleets would have at least a moderate minesweeping capacity.
There are obvious downsides (ie reduced combat power) but it might be worth considering, if you haven't already.
PsychoTechFreak
December 13th, 2006, 08:49 AM
AIcampaign has added minesweeping ability to AI ship hulls.
Something different...
I like it very much that you have implemented Pirate abilities. Is it the same as if I would have SJ's Pirates&Nomads installed (components, ships etc.) ?
Arralen
December 13th, 2006, 09:02 AM
Ok, I have attached the turn file from my game:
It's 2425.0, and I started with low tech and medium costs.
Maybe with "medium tech start" things look different, but after reading the background story I decided to try low tech.
Looked at the file again, turning of some AIs and peaking into their turns - here's what I found:
1. AI not having intel points?
Most AIs in the game havn't build any Inter Centers.
2. The AI does [not] design ships with shields and armor
Cardassia:
- research: Armor-0, Shields-0
- they barely got out of their home system (nebula systems)
Klingons:
- Shields-0
- armor not used
Romulans:
- Shields-0
- no chemistry researched (armor not openend up)
- Propulsion-1 .. they never got out of their home system (nebula systems)
Federation:
- Shields-0
- waited for Armor-5 to apply "Shattering Armor" to its designs
Ferengi:
- Armor-0, Shields-0, Propulsion-1 ...
Borg Collective:
- Armor-0, Shields-0, Propulsion-1
3. The AI that I have played against do (not) lay mines.
Some do, some do not (Andorians, e.g.)
4. The AI remote miners should generate resources just sitting there. (The AI will not remote mine, that is an SE IV bug. The AI remote mining ships have the ability to generate resources via solar power.)
If the AI cannot use Remote Miners, as it can't use Satellite Layers, they should be removed. Sitting over the homeworld I don't see them doing any good unless by chance the homeworld has an inhabitable moon....
5. Shield mounts? What version of the STM were you playing?
1.9.6.1 DE
After selecting a ship size it asks me for "light" or "standard" shields ?!
6. Component issues
- scaling of shields (mounts)
- Capital Ship Missiles that fit into small hulls by the dozend
- Torpedoes = Beam Weapons
.. others ...
7. speed and supply usage
Acutally, I've gotten that abysmal speed and range is by design - but that's not the point:
The AI has BIG troubles with those ship designs. Had several cases where the AI didn't make it out if its home system in 250(!) turns because its ships wheren't able to get past the neighbouring all-nebula systems. That they didn't research any propulsion surely didn't help at all.
8. Mine Sweeper (Fleets)
"This I believe is an SE IV bug in general. The AI loves to send one ship at a time through known mined warp points. There really isn't much any one can do about this bug."
Actually, the AI did send out a Sweeper Fleet with 4 ships - but did not include any combat ship - therefore a lonely satellite was enough to keep them from sweeping the field - the mine field was on their side of the warp connection!
Guess there's nothing one can do about the way fleets are assembled?
Ullians .. are humanoids, but native to Oxygen Gas Giants ??
"I don't see a problem with this but will look into it just to be safe."
Besides the fact that there are no Oxygen Gas Giants in reality, the Ullians are rock dwellers like the Terranians, Andorians and all others... .
Atrocities
December 13th, 2006, 03:14 PM
This list is a huge help. Thank you http://forum.shrapnelgames.com/images/smilies/happy.gif
Artaud
December 13th, 2006, 10:08 PM
I don't know if this is relevant to the ST Mod, but in some other mods the AI does build and use satellite layers, deploying satellites up to the maximum 100 per warp point.
Perhaps those instructions could be incorporated into the ST Mod?
Atrocities
December 13th, 2006, 10:14 PM
I can always add the design back to the AI design Creation file. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
December 14th, 2006, 03:26 AM
I have to push back the final update release date. I had planned to have the final version of the mod ready by the end of the year but it now looks like that RL is preventing this.
This is good news to all those who play the mod. It shall give you more time to send in those bug reports.
I hope to have the update done by the end of January.
Also be advised that I am working on another SEIV project, my last, and after that will begin working on an SE V mod of some kind.
Atrocities
December 29th, 2006, 02:54 AM
I am still working on the final update.
Here is what I have completed so far.
[quote]
Star Trek Mod v1.9.6.2
1. - Fixed - Enhanced Torpedo Weapons are now available for all races.
2. - Fixed - Warp Weapons are now working
3. - Updated - STM Basic Tech Tree to include Enhanced Torpedo Weapons.
4. - Updated - STM Basic Tech Tree to incude Sub Space Beam I - III
5. - Changed - Monster Racial Trait cost to 5000
6. - Changed - Borg Monster Racial Trait cost to 5000
7. - Fixed - Hyper-Tachyon Sensors I now has correct ability type
8. - Fixed - Warp Overdrive II now gives correct movement bonus
9. - Fixed - Omniplex Training Matrix will now display correct facility image
10. - Fixed - Omniplex System Nexus will now display correct facility image
11. Changed - Starfleet Command I - II Pic Number from 2 to 576
12. - Changed - All System Capital facilities Pic Number from 69 to 533.
13. - Fixed - Warp Overdrive I - III will now only be available for ships.
[quote]
I have a rather exstensive list to go through still so there will be more changes made.
Xrati
January 1st, 2007, 06:29 PM
Happy New Year AT! REMEMBER to "Breath" every once in a while! http://forum.shrapnelgames.com/images/smilies/wink.gif
Atrocities
January 1st, 2007, 08:04 PM
Thanks, and I do. http://forum.shrapnelgames.com/images/smilies/happy.gif
gregebowman
January 3rd, 2007, 07:40 PM
Happy New year. Looks like I'll have my computer up and ready by the time you get the update completed. Come to find out it wasn't my hard drive that crashed. It had something to do with the cable hooking it up to the computer. It should be replaced this week. Can't wait to play SEIV again.
Black_Knyght
January 3rd, 2007, 10:08 PM
Happy New Year to everyone around here.
President_Elect_Shang
January 6th, 2007, 04:29 AM
Atrocities, why no talk about an SE5 version of this mod?
Kana
January 6th, 2007, 03:30 PM
Has to do with models for one...on the other...does he really want to devote time and effort...
Atrocities
January 6th, 2007, 06:35 PM
Kana is partly correct, the models are a major hurtle but with the use of SFC I,II,III models this might be overcome. However they do run at between 100 to 400 FPS due to high polygon counts, but they stall better than the doga models I made which run in the same range but have no textures.
I have been trying to use Ultimate Unwrap 3d to work with my first few X formated models made with doga.
Attached. (Plain jane Doga X models. Can be opened in Ultimate Unwrap 3d. Any help in skinning them would be greatly appreciated.)
The other major factor that is keeping me from working on a star trek mod for SE V is to many hands in the same pot. There are several very skilled modders currently working on concept ST mods.
And then there is the current state of the game. Any modding done now can easly be undone by a Patch or and update of SE V. For me I want to wait until the game is stable and the UI and other issues have been addressed.
Granted with the SE IV version of the ST mod I have put a lot of time and effort into the game and it only stands to reason that I would want to make a mod for SE V, and despite my earlier stance that I would not, the likelyhood of me actually making a mod is improving with each model success.
Kana
January 6th, 2007, 08:05 PM
So you still using a demo version of UU3d?
Atrocities
January 6th, 2007, 08:57 PM
Kana said:
So you still using a demo version of UU3d?
Yes until I can aford to buy the latest new version.
Atrocities
January 9th, 2007, 02:15 PM
While I work on the mod I thought I might update a few of the Romulan images. They have been in need of attention for some time now.
While I may or may not use these, here are four that I have updated. You will have to wait until the mod is updated to see the rest of the Romulan ship updates.
http://www.shrapnelcommunity.com/threads/uploads/485773-romship1.PNG
Light Cruiser (this one is in the set for sure)
http://www.shrapnelcommunity.com/threads/uploads/485773-romship2.PNGhttp://www.shrapnelcommunity.com/threads/uploads/485773-romship3.PNGhttp://www.shrapnelcommunity.com/threads/uploads/485773-romship4.PNG
President_Elect_Shang
January 9th, 2007, 04:17 PM
Those would look sweet in a 3D model for SE5.
Atrocities
January 10th, 2007, 04:22 AM
Yes they would, but they would have to benefit from some serious work before they could be used in SE V. Skills that are still beyond my level to clean up the parts.
President_Elect_Shang
January 10th, 2007, 12:09 PM
I don't think you are giving yourself enough credit. I have total faith that once you put yourself to it you will emerge as the leader in shipsets again. Which is good because we sorely need you back before the rush to churn out shipsets lowers the quality standards you set in SE4. Remember the early days of SE4 and the shipsets that came out? Thank God for you At.
SE5 needs you At!
Atrocities
January 11th, 2007, 01:05 AM
Actually I think I am just going to just call it a night on this mod. There seems to be very little interest in it now that SE V is out. I fill finish up what I have going on and then toss in the towel.
President_Elect_Shang
January 11th, 2007, 02:13 AM
Don't "toss in the towel". Things may have shifted more toward SE5 for right now but it may shift back later. You know what its like to get a new toy. You want to play with it but will give your other toys attention later. If nothing else I would just take a break if I was you.
Arralen
January 11th, 2007, 09:19 AM
Atm, SE5 sucks, and it doesn't look like that this will change within the next month(s). Maybe in a year or something, who knows.
Until then, I'm happily playing Se4 now and then.
And it would be great if Star Trek, Proportion and all the other big mods would be finished some day.
And maybe even a "StarTrek Enterprise - the very beginning", or something like that, or whatever you plan(ned) to work on http://forum.shrapnelgames.com/images/smilies/wink.gif
President_Elect_Shang
January 11th, 2007, 10:21 AM
While I agree that SE5 is broken; game stopping type broken, I don't think a good mod can ever be truly done. What I mean is as long as people are playing it there will be new ideas to toy with building into it. http://forum.shrapnelgames.com/images/smilies/smirk.gif
Xrati
January 11th, 2007, 08:25 PM
*** 2007 ***
SE5 will go the way of MOO3.
There will be a SE6.
It will be based on SE4.
While it is off in the future, there are still some of us that have followed SE4 and this STM. AT finish up what you need to do on this mod, release it and be ready to make an update in some near future time as those of us that still play will report our findings to you, here on this board! You deserve a vacation from this and you need some time away to clear all those little tweeks you've been planning. Leave it alone and come back later and start over, "Fresh."
Atrocities
January 14th, 2007, 07:27 AM
In addition to reworking many of the Romulan ships, I have also reworked many of the STGN federation ships.
This is something that I have been wanting to do for a while and I finally got around to doing it.
http://www.shrapnelcommunity.com/threads/uploads/487345-akira.PNGhttp://www.shrapnelcommunity.com/threads/uploads/487345-voy.PNG
http://www.shrapnelcommunity.com/threads/uploads/487345-galaxy.PNGhttp://www.shrapnelcommunity.com/threads/uploads/487345-sov.PNG
Xrati
January 14th, 2007, 01:18 PM
Looking Good! http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Atrocities
January 14th, 2007, 11:44 PM
Thanks, I am just doing more or less because I wanted better looking ships to play with. However I haven't played a game of SE IV in a very long time. In fact the SE IV icon, a Desk Top staple for over six years, was recently demoted to the CRAP folder. http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/images/smilies/eek.gif
Black_Knyght
January 15th, 2007, 05:25 PM
Wow !!! Damn fine work there, Amigo
Black_Knyght
January 15th, 2007, 05:33 PM
Atrocities said:
Actually I think I am just going to just call it a night on this mod. There seems to be very little interest in it now that SE V is out. I fill finish up what I have going on and then toss in the towel.
Don't give up yet, my friend. There's still a lot of interest in SEIV, it just seems to get brushed aside by the interest in the new and shiny SEV.
Atrocities
January 15th, 2007, 07:17 PM
That could be true except that I don't play SE V any more. http://forum.shrapnelgames.com/images/smilies/frown.gif At the moment I am just burned out on the game and while I believe it to be one of the best games of 2006, despite its many flaws, I just don't have the heart to keep playing.
Its a dry spell I know. I will eventually get back into it and all, but right now I just want to focus on other things.
I played Empire Earth, found it to be a huge bore, then installed and played Rise of Nations and found it to be fun, but extremely repetitive which became a bore. Now I am looking at EVE and or Planetside but the thought of paying to play kinda sucks the excitement out of those games.
Dominions 3 looks like a good candidate but the demo left me feeling a bit under satisfied. I think I am just growing out of PC gaming in general. All of the games seem to be alike, no real innovation just same old same old with better eye candy and less function and depth.
I will continue to work on the final update until it is ready. I am still working on the new AST Mod as well. Hopefully when that mod is ready people will still be playing SE IV.
Xrati
January 16th, 2007, 10:49 AM
I, too have taken a break from SEIV. Over the holidays I received GalCiv2:DL and have been playing around with that. http://forum.shrapnelgames.com/images/smilies/confused.gif It's a change of pace (of sorts).
Keep working on the MOD AT. There's no rush on when you get it finished. Take this time to 'unwind' a little and look at other games for ideas! http://forum.shrapnelgames.com/images/smilies/wink.gif
Artaud
January 16th, 2007, 08:54 PM
Arralen said:
Atm, SE5 sucks, and it doesn't look like that this will change within the next month(s). Maybe in a year or something, who knows.
Until then, I'm happily playing Se4 now and then.
Same here. I've played around with the SEV demo a couple more times, but it just does nothing for me.
To each his own. For me, SEIV remains the only space game to play.
Atrocities
January 17th, 2007, 05:07 AM
I recently came across a bunch of Star Ship blue prints. Enterprise TOS, A, and D. Along with TOS Dreadnought, Klingon D7 Cruiser, and a TOS Romulan Bird of Prey. I also found plans for a TMP Reliant (Avenger) class, and one for the TMP Hornet Class.
These blue prints do include deck by deck plans.
If your interested in the information, please let me know.
Xrati
January 17th, 2007, 10:37 AM
I have the Deck Plans for the D7. I purchased them years ago in a 'game store' sale. I have to admit that I forgot all about them until you posted AT. They had plans for all the race's ships at one time! I'm going to have to try and find them.
Atrocities
January 17th, 2007, 07:52 PM
I can zip what I have and send them to you... let me know.
Black_Knyght
January 18th, 2007, 05:29 AM
Any plans to add those new designs of yous to your shipsets?
Xrati
January 18th, 2007, 10:44 AM
That would be great AT. I'll PM my email address to you if you don't have it laying around (with all the email you get it's probably lost in some deep dark 'shadow box'). http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Let me know when you'd like it.
Atrocities
January 18th, 2007, 05:40 PM
Sounds good.
I can zip what I have and send it your way.
Kana
January 19th, 2007, 01:32 AM
There is a website that has just about all of these blue prints and more...
http://cygnus-x1.net/links/lcars/blueprints-main2.php
Atrocities
January 19th, 2007, 01:44 PM
That is one site of many. Here is another:
ICARS (http://www.cygnus-x1.net/links/lcars/blueprints-main2.php)
Ironmanbc
January 19th, 2007, 04:27 PM
Gee it's the same site http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
President_Elect_Shang
January 19th, 2007, 05:03 PM
Dude that's way to much info. Just stick to the 3D models!
Kana
January 19th, 2007, 06:47 PM
Atrocities said:
That is one site of many. Here is another:
ICARS (http://www.cygnus-x1.net/links/lcars/blueprints-main2.php)
Same site link I posted...
Atrocities
January 19th, 2007, 09:15 PM
Good site.
President_Elect_Shang
January 19th, 2007, 10:26 PM
If it got linked three times by three different people it must be! I looked at it and as I said, too much info!
Atrocities
January 19th, 2007, 11:03 PM
You can see larger images if you copy the properties to your web browser and back off the -s.jpg to .jpg
Strategia_In_Ultima
January 22nd, 2007, 06:28 PM
This mod will never die, ever, will it AT? http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
January 22nd, 2007, 10:09 PM
Well I hope not. http://forum.shrapnelgames.com/images/smilies/happy.gif I am about half way through the latest update for the mod and hope to have it ready soon.
STM Update (Still plugging away)
There was a problem with ship sizes that I am now looking into. It seems that with one or more ship sizes when you used the Propulsion mounts, the KT size left over is less than that of a BC so its pointless to use that ship hull size. Fed Battleship for example. So a few of the ship sizes might be increased to compensate for these things.
I am debating whether or not to include the updated Fed ships I made.... I am the Romulans, but I am not sure about the feds.
AST MOD v2.0 Update (Progress Continues)
Work continues on the AST v2.0 mod. I have just completed all of the research files and updated the AI general files. I still need to go through and make all the ship hull sizes for the VehicleSize files, then their corresponding Design files. After that I need to go through the Intel files and customize them.
Right now the mod uses FQM, but I was thinking that perhaps there might be an alternative to FQM. Any thoughts on what files I could use other than FQM?
Ironmanbc
January 22nd, 2007, 10:23 PM
Atrocities said:
Well I hope not. http://forum.shrapnelgames.com/images/smilies/happy.gif I am about half way through the latest update for the mod and hope to have it ready soon.
STM Update (Still plugging away)
There was a problem with ship sizes that I am now looking into. It seems that with one or more ship sizes when you used the Propulsion mounts, the KT size left over is less than that of a BC so its pointless to use that ship hull size. Fed Battleship for example. So a few of the ship sizes might be increased to compensate for these things.
I am debating whether or not to include the updated Fed ships I made.... I am the Romulans, but I am not sure about the feds.
AST MOD v2.0 Update (Progress Continues)
Work continues on the AST v2.0 mod. I have just completed all of the research files and updated the AI general files. I still need to go through and make all the ship hull sizes for the VehicleSize files, then their corresponding Design files. After that I need to go through the Intel files and customize them.
Right now the mod uses FQM, but I was thinking that perhaps there might be an alternative to FQM. Any thoughts on what files I could use other than FQM?
Well I play the Federation and I would say that any updates that you have to the shipsets will be used by other players so ya include any updates so we have a choice when we play any race.
Atrocities
January 22nd, 2007, 11:07 PM
Will do then. http://forum.shrapnelgames.com/images/smilies/happy.gif BTW.. I added Remen Heavy Troops to the Romulan's for use with the AST Mod.
Suicide Junkie
January 22nd, 2007, 11:14 PM
I read that as "Ramen heavy torpedoes"... something for the SFE mod. http://forum.shrapnelgames.com/images/smilies/happy.gif
Strategia_In_Ultima
January 23rd, 2007, 09:47 AM
I've been gone for a while, so if you could just run it by me fast - what are the major differences between STM and AST?
Atrocities
January 23rd, 2007, 07:40 PM
Well to be honest the old AST mod used SE IV technology. STM was the first conversion mod based upon Star Trek.
Currently the new AST 2.0 is also a conversion mod, but doesn't have all the fluff of the STM. It is a more streamlined mod in the spirit of BOTF. The mod is focused in the TNG era and each race has access to its own entire tech tree. This allows for tweaking of each race or the addition of special units, weapons, components, or facilities to one race without affecting other races. Also each of the neutral races have their own racial traits and special facility structures.
Phasers and Torpedo's are the only weapons available and are available from game start. Each race has a unique advantage and or disadvantage. The Breen, Klingon, and Romulans have cloaking technology, the Borg are far more powerful but have high cost ships and few of them, the Federation has more ship classes but is weaker in combat, the Ferengi have a trade bonus, etc.
Atrocities
February 1st, 2007, 07:42 PM
I have not forgotten about this mod, I am just taking some time off to work on other projects.
President_Elect_Shang
February 1st, 2007, 09:11 PM
Time off? You call cranking out three of the most incredible shipsets eyes have ever laid sight on as taking time off? Man I would hate to see what you call work! http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Atrocities
February 1st, 2007, 09:58 PM
Well I need the time off to focus on killing OR SB 49. They want to ban any child under the age of 12 from riding any type of ATV, from dirt bikes to quads. A very bad bill for Oregon and one that needs to be defeated. Next to that SE IV is just not that important.
Xrati
February 4th, 2007, 11:32 AM
You know, maybe they should require politicians pre-requisite to be, that they held a REAL job before they even attempt running for office. So when they try to protect our children (by passing laws), from something they just need to be taught correctly, to do! They will have an inkling of what laws they should be creating!
Take all the time you need AT. This place will still be here when you defeat the ugly, nasty politicians! http://forum.shrapnelgames.com/images/smilies/laugh.gif
Atrocities
February 12th, 2007, 03:33 AM
I have ran into an interesting and somewhat perplexing problem. For some reason the Gas native racial trait is allowing players to start with both Gas world and Rock world colony tech already researched. I cannot find the problem for this so if you are up to it, and want to see if you can, I have uploaded the data files only for the AST mod 2.0.
You will note that any race that uses the Gas World Trait will start the game with both Gas and rock colony tech already researched. Again I cannot figure out why so any help in problem solving this issue would be greatly appreciated.
Atrocities
February 12th, 2007, 05:04 PM
I am still working on tracking down the bug here. It seems to be an issue with the multiple colony types for the Gas Native racial trait. At the moment the cause of the problem is escaping me. I have re-ordered the arrangement of components to match the lay out in Adamant, but still the problem persists.
I have even gone so far as to copy the files directly from adamant, make the corrected changes for use with AST 2.0, and still the problem continues to remain. I am about to say to hell with the multi type colony components and just stick with stock.
Atrocities
February 12th, 2007, 08:32 PM
Star Trek Mod v1.9.6.2 Update
This update will update STM v1.9.6.1 to current.
Star Trek Mod v1.9.6.2
1. Fixed Enhanced Torpedo Weapons are now available for all races.
2. Fixed Warp Weapons are now working
3. Updated STM Basic Tech Tree to include Enhanced Torpedo Weapons.
4. Updated STM Basic Tech Tree to incude Sub Space Beam I - III
5. Changed Monster Racial Trait cost to 5000
6. Changed Borg Monster Racial Trait cost to 5000
7. Fixed Hyper-Tachyon Sensors I now has correct ability type
8. Fixed Warp Overdrive II now gives correct movement bonus
9. Fixed Omniplex Training Matrix will now display correct facility image
10. Fixed Omniplex System Nexus will now display correct facility image
11. Changed Starfleet Command I - II Pic Number from 2 to 576
12. Changed All System Capital facilities Pic Number from 69 to 533.
13. Fixed Warp Overdrive I - III will now only be available for ships.
14. Changed Replaced 8472 Troop Infantry image
15. Changed Replaced many Romulan Ship images
16. Changed Replaced Romulan Design Names file with new one
17. Changed Increased the KT size of Federation Battleship, Dreadnought, and Juggernaut
18. Change Increased the KT size of Romulan Battleship and dreadnought.
19. Changed Juggernought to Juggernaut
20. Changed Replaced Federation (STNG) images.
Ironmanbc
February 12th, 2007, 08:54 PM
Atrocities said:
I am still working on tracking down the bug here. It seems to be an issue with the multiple colony types for the Gas Native racial trait. At the moment the cause of the problem is escaping me. I have re-ordered the arrangement of components to match the lay out in Adamant, but still the problem persists.
I have even gone so far as to copy the files directly from adamant, make the corrected changes for use with AST 2.0, and still the problem continues to remain. I am about to say to hell with the multi type colony components and just stick with stock.
We can do without multicolony (well i can anyways)
Atrocities
February 12th, 2007, 09:35 PM
Its for use with the AST mod, not the STM. I really don't care for it either, but what the hell, if its working now, why not keep it.
Atrocities
February 14th, 2007, 03:29 AM
Well I think its safe to say this mod is pretty much dead now. http://forum.shrapnelgames.com/images/smilies/frown.gif 5 downloads in 24 hours. I figured more would download the update just to get the new ship images. I guess I was wrong. Oh well, I enjoyed updating the sets.
gregebowman
February 14th, 2007, 07:55 PM
Well, count one more download for me. I just hope I can play the sucker soon. Every time I think the guy will get my computer done, there's always some delay. Short of winning the lotter, I guess I'll just have to wait until it's finished and in working order. I'll still have to come to the library to check out the website, however, so don't expect to see me every day. But I can't wait to check out the mod. Hopefully, I'll be able to play SEV also, but I'll have to wait and see if the demo will play on my "new" & improved computer before I go out and buy the game.
aegisx
February 14th, 2007, 10:36 PM
I think we are all eagerly awaiting it for SEV http://forum.shrapnelgames.com/images/smilies/wink.gif
Arralen
February 15th, 2007, 07:01 AM
I have downloaded the patch and am going to try it out.
From the changes list I guess, though, that none of my complaints have been fixed ... http://forum.shrapnelgames.com/images/smilies/confused.gif http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/rant.gif http://forum.shrapnelgames.com/images/smilies/Injured.gif
Atrocities
February 15th, 2007, 09:31 PM
I lost the complain list a while back and just needed to get a fresh start. I did fix a few things that were not listed in the update history. However if there are still issues please let me know.
Arralen
February 17th, 2007, 01:49 PM
I have attached the test game saved at turn 125 ...
________________________ TECH TREE ISSUES _______________________________
Remark: Some racial techs are 'hidden' somewhere in the research tree and
not readily appearent for the player. Would be great to get some hints
in the race descriptions about these techs.
Sometimes it looks to me like the AI doesn't know about some of those techs
too.
100) Typos
= "Assault" is spelled "Assualt" all over
= ECM Weapons - "Technology that allows for the creation of EMC weapons.
Expected Results: EM Cannon I" - is it "ECM", "EMC" or "EM" ??
101) racial/special weapon tech should not require "Beam Weapon V"
To have ships more diverse from the beginning, have them branch right a level 1.
That would take away the need to
- have beam weapons tech at a discount price to enable the
- rush to level 5 to open up the racial/special techs
(which is even programmed into the AI research file, see [402].)
This pre-set tech rush makes not only for useless low-level beam tech, but
also for poor, uniform ship design and the necessarity for the old land-speeder-rush
tactics .. (fast unit with big gun to rush the neighbour which cannot be defended
against because at that tech level all defenses are much weaker or non-existant)
102) Mine Sweepers
Take mine sweepers out of the mine branch and put them with sensors/beam weapon.
Would make race possible which do not use mines at all (Klingons?!)
(see [407] as well)
103) 8472 armor missing ?
I wonder if I just didn't find it, or if there is really no bio-armor for the 8472s ??
________________________ COMPONENTS / FACILITIES ISSUES _________________
200) Typos
= "Assault" is spelled "assualt" all over
= ECM Weapons - "Technology that allows for the creation of EMC weapons.
Expected Results: EM Cannon I"
201) Basic armor
.. is pretty useless. Acutally, it doesn't look like high-resistance components are hit first (reliably) any more. Or the armors are simply too week. I would suggest making them size 5kt and resis 25kt+ ...
202) Large Reactor Mount
"Large Reactor Mount" on space stations work on "Lasers", but not "Phased Energy Cannons".
203) Shield Mount Scaling
"Light Shields" are no-brainers:
e.g. Bio-Electric Field II
"light" version is 50% size, but 75% dam res, 80% shielding, same
leakiness and regen, 80% costs.
Should be 80% size as well (20kt => 15kt instead of 10kt), otherwise
I would always prefer 2 light to 1 normal shield
(same space, 150% dam res, 160% shield)
204)Satellite Mounts
.. claim the range advantage does not apply to seeker, yet CapMiss 1 show +1 in the info screen ?!
> "Small Satelite Mount.
> The range modifier doesn't work with seeker
> weapons. That is hard coded into SE 4 and we have asked Aaron to change
> that but he has not as of yet. If the mount is effecting CSM I then that
> might be a bug with SE 4. I will look into this. Good catch."
Looks like it simply works now .. is that a bug if it works?? ;-)
Alas, shouldn't the damage resistance scale as well ... ??? http://forum.shrapnelgames.com/images/smilies/frown.gif
205) Capital Ship Missiles
- DON'T DO DAMAGE TO PLANETS (1% to hit, 1 point of damage)
- fit into small hulls by the dozend .. that's not 'capital'; this makes early Small Satellites
very powerful
- suck => Torps are equal, with "Large Reactor Mount" way better
- have same size as beam weapons (20kt), but 3 times the damage
resistance (30 instead of 10)
They shouln't fit into Scouts, Small Sats, etc.
Damage and range should be considerably higher, especially considering the high research cost.
(maybe +50/+75%)
206) Anti-Matter Torpedoes fire rate 1
All torpedoes and even small Anti-Matter Torpedos have fire rate 2 !!
207) Small Rocket Pods I are in every way inferior to Small Torpedos I
208) Small (fighter) weapons should be able to target seekers
209) "Cargo Niche" cost = "Cargo Cargo Bay I"
210) "Bio-reclamation Resource Storage I" stores 20k instead of 10k
211) Repair Yard
Onboard a ship, a Repair Yard is as big a Space Yard.
Yet, it does only repair equal or marginally more components per turn
than a Damage Control ...
"Repair Yard I" : 1 component/turn .. 400kt size in Space Station
"Repair Dome I" : 3 components/turn .. facility
"Construction Dome I" : 1 component/turn .. facility
vs
"Damage Control Center I" : 1 comp./turn .. 5kt size in FF or Space
Station
=> 10+ components/turn for "Repair Yard", or the "Damage Control Center"
shouldn't work on other vehicles (description says it does, and it really
does)
212) Small Mine Size
.. shouldn't be able to hold 2 small warheads.
Where's the point in putting only 1 in?
213) "Slipstream Drive" (Artifact Tech)
Is only a "Warp Overdrive IV", but it's very expensive to research and to use.
214) AI remote miners
> "The AI will not remote mine, that is an SE IV bug. The AI remote mining ships have
> the ability to generate resources via solar power.)
I _haven't_ seen them produce anything when I switched off the AI for some player.
215) 8472 weapon tech
There seems to be some mixup with the allowed targets for beam and pulse beam weapons: The pulsed weapons hit much worse, yet the beams are only allowed to target ships/planets, while the pulsed ones can target sats etc.
Compared with the standard beam weapons, this should be reversed.
216) fuel usage numbers / drive components
AI uses high tech Bussard Collectors, which produce more fuel - up to the point where the ships should have unlimited range.
This does not work out, though: the resupply minister turns them around as soon as they reach the point where they can barely reach the next resupply station which the fuel they have atm, not taking in account any fuel generation.
This especially effects scouts and mine/sat layers which have to run long distances from their starting points.
Supply usage from weapons is too high, too. After every minor battle
ships run for port...
________________________ RACIAL ISSUES ________________________________
301) Space /Borg Monsters are broken
.. no facilities, no research, no ships .. and no space-monster-tech ..
Guess its because the recent changes :
"5. Changed Monster Racial Trait cost to 5000
6. Changed Borg Monster Racial Trait cost to 5000"
302) wrong environmental settings
Some secondary and neutral races have wrong environmental settings (e.g. "Ullians" => Oxygen Gas Giants).
> Atroc.:"I don't see a problem with this but will look into it just to be safe."
Besides the fact that there are no Oxygen Gas Giants in reality, the Ullians are rock dwellers like the Terranians, Andorians and all others... .
While I can understand that this was made to balance/spread out race over the available planet(s) (types) better, most of those race are actually oxgen-breathing rock (or maybe ice) dwellers. There are next to none gas giant dwellers, which is a distinct feature of the Trek Universe.
________________________ AI ISSUES __________________________________
401) AI does not produce any intel
Test game 1:
turn 250, Federation 1 intel center, all others none
Test game 2:
turn 125, no intel centers anywhere (e.g. Ferengi named 1 of 78 colonies "intel compound", but did not build any intel structures because of not having researched "Applied Intellingence" at all)
402) AI uses wrong research priorities (see [102] too)
It researches "Ressource Extraction II" before going for shields/armor.
It speeds for "Beam Weapon V", neglecting missiles, PD and everything else.
Sometimes racial techs (e.g. "Tolian Armor") get neglected too.
403) ship hull usage
Gorn do not design DDs despite having the tech
Tamarians use DD hulls for minelayers/-sweepers, but not for combat ships
404) tech usage
Klingons do not use armor on ships despite having "Armor-III"
405) "Crew Quarters" missing on AI ships
Some "major" AI build follow-up designs without crew compartment.
If you go in and 'copy' that design, it says 'Must have at least 1 Crew Quarter' ... .
Interestingly, it seems those missing "Crew Quarters" let shields fail to work on those AI vessels !!
406) AI has difficulities using Artifact Tech
E.g. Klingons have "Slipstream Drive" found and researched on turn 125 (!!!).
Yet, they aren't able to use it because its a 'emergency movement device' which the AI doesn't know how to use at all (AFAIK). (see [213])
407) Mine Sweeper (Fleets)
> "This I believe is an SE IV bug in general. The AI loves to send one ship at a time through known mined warp points. There really isn't much any one can do about this bug."
Actually, the AI does send out a Sweeper Fleet with several ships. But as it does not include any combat ship, a lonely satellite is enough to keep them from sweeping the field.
Better to include 1-2 sweeping devices in every design from Destroyer upward.
408) Small/Neutral Empire
.. do build masses of colony ships, but no mine/satellite layers?
Makes their system easy prey .. . They DO research mine tech - know
that from the Nausicaans trying to sweep the fields I put on the warp
point leading to my space.
.. seem all to eager to build Space Stations at their homeworld.
On turn 198, they had 26 of about 5 different designs. But only 2
offensive ships, though those might have been killed by the Feds ;-)
409) AI expansion speed
.. contrary to the readme, the AI seem to be very eager to send out single
colony ships and seed small colonies whereever it can (isn't that much
because it has range issues very much like the player)
410) AI anger
Maybe gets angry too much over contested systems, or single scout ships
in claimed systems, or satellites dropped on warp points, maybe: Jumps
from "mood: moderate" to "mood: Murderous" in 1 turn, then slowly climbs
up again .. without every clearing the "war" status, though?!
Atrocities
February 17th, 2007, 02:22 PM
Thank you I will go through the list. http://forum.shrapnelgames.com/images/smilies/happy.gif
ECM Weapons - "Technology that allows for the creation of EMC weapons.
Expected Results: EM Cannon I" - is it "ECM", "EMC" or "EM" ??
EMC Electro Magnetic Cannon. This is correct. However I will change the description so that it is not so misleading.
Arralen
February 17th, 2007, 09:33 PM
Then it should be "EM Weapons", shouldn't it?
Btw, I have updated the list.
Especially 301 and 405 are game-breakers in SP games ... .
Would be nice if you could look into that soon.
If you need a savegame, just PM me.
Atrocities
February 17th, 2007, 11:19 PM
Thank you for the list again Arralen.
301) Space /Borg Monsters are broken
.. no facilities, no research, no ships .. and no space-monster-tech ..
Guess its because the recent changes :
"5. Changed Monster Racial Trait cost to 5000
6. Changed Borg Monster Racial Trait cost to 5000"
Borg monsters, not borg race, are set up just like regular monsters except that they use borg ships instead of monster images. Borg Monsters are NOT suppose to be used by players as a playable empire. The change in monster cost was to prevent the game from using the monsters in any type game other than 5k games because they easily can overwhelm a player in single player. If I am misunderstanding your comments please let me know. http://forum.shrapnelgames.com/images/smilies/happy.gif
405) "Crew Quarters" missing on AI ships
Some "major" AI build follow-up designs without crew compartment.
If you go in and 'copy' that design, it says 'Must have at least 1 Crew Quarter' ... .
Interestingly, it seems those missing "Crew Quarters" let shields fail to work on those AI vessels !!
This is a very long standing bug with Space Empires IV itself. The AI ignores restrictions and love to build illegal designs. I have been after Aaron to fix this going on six years now. Thus far no joy.
Atrocities
February 17th, 2007, 11:26 PM
I wanted to thank you again for the list. Its going to take a few days for me to go through it completely and investigate, research, the items.
At the moment I have two very hot burners going, one my father is in ICU with pneumonia, and my grandmother is to be admitted to a nursing home for evaluation tomorrow. Over the last three days I have had about six hours of sleep. I don't tell you this because to whine about it, I just wanted to let you know that I am working on the list, but its going to take some time to go through it completely so please don't get discourage by my lack of progress. http://forum.shrapnelgames.com/images/smilies/happy.gif
wildcowboy
February 17th, 2007, 11:50 PM
For God's sake AT, take care of the family matters first!!!!
Arralen
February 18th, 2007, 06:39 AM
<center><h1>Yeah, take care of your family first !!
And yourself - get some sleep http://forum.shrapnelgames.com/images/smilies/wink.gif</h1>
.. and only then, maybe, have a look at the mod ..
</center>
Atrocities said:
301) Space /Borg Monsters are broken
.. no facilities, no research, no ships .. and no space-monster-tech ..
Borg monsters, not borg race, are set up just like regular monsters except that they use borg ships instead of monster images. ... The change in monster cost was to prevent the game from using the monsters in any type game other than 5k games ...
But both monsters and monster-borg
- showed up in 3K game in that sorry state on turn 125 (I switched all AI off on that turn)
- don't do any better in a 5K game (5 turns on AI)
In both cases the "AI tech" is missing, their research tree seems extremly limited - and does not show any 'monster tech' at all.
405) "Crew Quarters" missing on AI ships
Some "major" AI build follow-up designs without crew compartment.
This is a .. bug with Space Empires IV itself. The AI ignores restrictions and love to build illegal designs. I have been after Aaron to fix this going on six years now.
.. it seems that "Shield Generators" on those AI vessels missing "Crew Quarters" do not work at all - ain't there any way to work around the bug ? I mean - missing to-hit modifier, wrong speed .. who cares .. but no shields ??!!
Btw., I can't remember hitting this bug with the standard game ...
Atrocities
February 20th, 2007, 08:11 AM
This Is Not (http://startrek.wikia.com/images/1/16/Tholian_Assem_logo_01.png) the Tholian Race Emblem. It is from a show called Space Above And Beyond. I saw it tonight being prominently displayed on a box during and episode of this show while at the hospital on TV.
Ergo I need the correct Tholian icon image. From the looks of this show, SOAB, it ran like 22 or so episodes on FOX back in the mid 90's before being canceled. From some screen shots I have seen of their DVD menu page, the same people who did Babylon 5 SFX, did the SFX for this show. In the back ground on the series DVD menu page is an image of Babylon 5.
I think had this show been given its due, it might have blossomed into something. But like Firefly, it was killed ala rumored one pissed off George Lucas.
Oh speaking of the high and mighty force master himself, I finally figured out where he came up with the wedge shape for the Stardestroyers. It came from a peace of pizza. While laying in bed eating cold pizza just a bit ago, I happened to look at the bottom of the slice of pizza I was about to eat and it occurred to me that it looked like the under side of a, yup you guessed it, stardestroyer.
Mystery solved.
Arralen
February 20th, 2007, 10:26 AM
Sure it's not the other way 'round?
The only other one I found doesn't seem to be any 'better' to me ...
http://images.google.com/images?svnum=10&hl=en&gbv=2&q=Tholian+Logo&btnG=Se arch
Curiously, both images are used on startrek.wikia.com - maybe for different dates ?!
http://startrek.wikia.com/wiki/Tholian_Assembly
Hmm .. maybe I'll find my Birth Of Federation CD and will install it to have a look ... http://forum.shrapnelgames.com/images/smilies/wink.gif
Atrocities
February 20th, 2007, 04:22 PM
Most of the Star Trek wikia pages pull from many other sites. its like Joe said this, and then Joe goes Sam said this, then Sam goes Joe said this as validation of for their information when Joe just made it up because it looked good. The icon that is currently accepted as the Tholian icon, is not even a Star Trek icon. http://forum.shrapnelgames.com/images/smilies/frown.gif
Arralen
February 21st, 2007, 07:24 AM
Looks like it might actually be both:
http://flare.solareclipse.net/ultimatebb.php/topic/7/1126.html
Reverend
Member # 335
> quote:Originally posted by The_Tom:
> The Tholian logo the Mandel used in the Star Charts is something of
> an in-joke, actually... he reused the emblem that he designed for the
> Chig aliens for Space: Above and Beyond.
As for the Tholian logo; not being someone who has ever bothered with
"Space: Above and Beyond" I didn't pick up on that reference.
Still I think it works well as the Tholian logo, with it's dark red
tint and it's hard faceted edges it's certainly better than the old "two
crystals on a grid" version.
Series Art Department "Space: Above and Beyond" (1995)
TV-Series 1995-1996
Geoffrey Mandel .... graphic artist (unknown episodes)
Star Trek Star Charts with Charts (Star Trek (Unnumbered Paperback))
Geoffrey Mandel (Illustrator), Doug Drexler
Interesting thread, btw. . Lots of fictitious logos, but also some fact 'bout those which acutally appeared in the series somewhere.
You might want to check the Gorm logo as well http://forum.shrapnelgames.com/images/smilies/wink.gif
On 2nd thought, what this Mr. Mandel used might not be canon if there's something like that 'bout the Tholians at all - info about them is sketchy and contradictory anyway.
I'll try to get hold of ENT 4.18 + 4.19 "In A Mirror, Darkly Part I+II" and have a look if there's a logo displayed somewhere.
Atrocities
February 23rd, 2007, 01:15 AM
Thanks, that was some very helpful info. http://forum.shrapnelgames.com/images/smilies/happy.gif I had not idea about the history of the tholian emblem. LOL. Too bad SOAB was canceled, it wasn't that bad of a series. Kinda reminded me of Babylon 5 crossed with Firefly and BSG.
Atrocities
February 23rd, 2007, 02:17 AM
203) Shield Mount Scaling
"Light Shields" are no-brainers:
e.g. Bio-Electric Field II
"light" version is 50% size, but 75% dam res, 80% shielding, same
leakiness and regen, 80% costs.
Should be 80% size as well (20kt => 15kt instead of 10kt), otherwise
I would always prefer 2 light to 1 normal shield
(same space, 150% dam res, 160% shield)
I am really having a problem understanding this one. What i gather is that two Light Shields are better than 1 Standard Shield but cost less and take up less space?
Could you please explain this issue in greater detail. I am just not having any luck wrapping my mind around it. Perhaps I am just too tied.
Long Name := Light Shields (Ship)
Short Name := LT Sh Mt
Description := Mount reduces the strength and cost of shields
Code := LT
Cost Percent := 80
Tonnage Percent := 2
Tonnage Structure Percent := 80
Damage Percent := 100
Shield Percent := 80
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 801
Vehicle Size Maximum := 3200
Comp Family Requirement := 11
Weapon Type Requirement := None
Vehicle Type := Ship
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 1
Long Name := Standard Shields (Ship)
Short Name := ST Sh Mt
Description := Mounts provides standard shield cost and strength
Code := ST
Cost Percent := 100
Tonnage Percent := 2
Tonnage Structure Percent := 100
Damage Percent := 100
Shield Percent := 100
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 100
Vehicle Size Maximum := 800
Comp Family Requirement := 11
Weapon Type Requirement := None
Vehicle Type := Ship
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 1
Cost Percent := 80
Tonnage Percent := 2
KT size of shields are 1000 so this one would cost 20kt.
Tonnage Structure Percent := 80
The TS is 15KT so at 80% of 15kt the reduce TS % would be around 12kt. It is weaker and that is the way it should be right?
Damage Percent := 100
Shield Percent := 80
Shield Generation is 35. So the actual Shield Generation would be about 28.
Cost Percent := 100
Tonnage Percent := 2
again about 20kt in size
Tonnage Structure Percent := 100
Full tonnage structure of 15kt
Damage Percent := 100
Shield Percent := 100
Full Shield Generation at 35
Two LS would be 40kt, with a TS of 24, and provide 56 Shield Generation at 80% cost.
Two SS would be 40kt, with a TS of 30, and provide 70 Shield Generation at 100% cost.
This is what I am coming up with and I really am not seeing your POV on regarding this issue. http://forum.shrapnelgames.com/images/smilies/frown.gif
Atrocities
February 23rd, 2007, 02:22 AM
So fat this is what I have been able to do thanks to Arralen's report. I have a lot more to do. http://forum.shrapnelgames.com/images/smilies/happy.gif
Star Trek Mod v1.9.6.3
1. Fixed Resource Stations will now use Resource Station images
2. Fixed Vehicle List Overrides should now be working
3. Fixed Assault is not correctly spelled throughout the component list
4. Fixed Large, Heavy, and Massive Reactor Mounts now include Phased Energy Cannons.
5. Changed EM Cannon I - V to Electromagnetic Cannon I - V
6. Changed ECM Weapons to EM Weapons in TechArea file
7. Change ECM Weapons to EM Weapons for Electromagnetic Cannon I - V
8. Changed Armor I - III Tonnage Space Taken from 10 to 5
9. Changed Armor I - III Tonnage Structure to 20/25/30
10. Changed Reflective Armor I - III Tonnage Space Taken from 10 to 5
11. Changed Scattering Armor I - III Tonnage Space Taken from 20 to 10
12. Changed All Race Armor's Tonnage Space Taken from 10 to 5
13. Added Organic Armor I - III for Race 8472
14. Added 8472 Armor to TechArea file
15. Added 8472 Armor to 8472 Research file
16. Updated Tech Tree
Atrocities
February 23rd, 2007, 02:52 AM
I see that the Sat mount is reducing the size of the CSM (Seeker) from 20kt to 10kt but it also reduces the damage rate from 50 to 25. It also increases the range.... very odd behavior for SEEKER. I didn't think this was possible. Must be an SE IV bug. I am going to added a Comp Family Requirement to the Satellite mount and hopefully that will prevent this CSM bug.
205) Capital Ship Missiles
- DON'T DO DAMAGE TO PLANETS (1% to hit, 1 point of damage)
Hum, (Weapon Target := Ships\Planets) so they should be damaging planets. If they are not, then I don't know what the problem could be.
- fit into small hulls by the dozens .. that's not 'capital'; this makes early Small Satellites
very powerful
I modeled them after a missile battery system. I figured the size of satellites would keep them in check.
- suck => Torps are equal, with "Large Reactor Mount" way better
- have same size as beam weapons (20kt), but 3 times the damage
resistance (30 instead of 10)
I am not following you on this one. Could you please be a bit more specific about this issue. Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif
They shouldn't fit into Scouts, Small Sats, etc.
Damage and range should be considerably higher, especially considering the high research cost.
(maybe +50/+75%)
What shouldn't fit into scouts and small sates? CSM's or Torpedo's? Could you be a bit more specific about this issue? I am not following your train of thought here.
Atrocities
February 23rd, 2007, 03:05 AM
Well I added the Comp Family Requirement to the Satellite mount and then added only four beam weapons to the list. No Capital Ship Missile.. Yet it still is present in the mount. I don't get it. This should have prevented the mount from working on the CSM.
Atrocities
February 23rd, 2007, 04:01 AM
1. Fixed Resource Stations will now use Resource Station images
2. Fixed Vehicle List Overrides should now be working
3. Fixed Assault is not correctly spelled throughout the component list
4. Fixed Large, Heavy, and Massive Reactor Mounts now include Phased Energy Cannons.
5. Changed EM Cannon I - V to Electromagnetic Cannon I - V
6. Changed ECM Weapons to EM Weapons in TechArea file
7. Change ECM Weapons to EM Weapons for Electromagnetic Cannon I - V
8. Changed Armor I - III Tonnage Space Taken from 10 to 5
9. Changed Armor I - III Tonnage Structure to 20/25/30
10. Changed Reflective Armor I - III Tonnage Space Taken from 10 to 5
11. Changed Scattering Armor I - III Tonnage Space Taken from 20 to 10
12. Changed All Race Armor's Tonnage Space Taken from 10 to 5
13. Added Organic Armor I - III for Race 8472
14. Added 8472 Armor to TechArea file
15. Added 8472 Armor to 8472 Research file
16. Updated Tech Tree
17. Fixed Description of Satellite Mount
18. Changed Added Comp Family Requirement to Satellite Mount.
19. Changed Increased Damage At Rng for Small Rocket Pods I - III to make them more useful
20. Changed Energy Weapons Tech Requirement from Beam Weapons 5 to Beam Weapons 1 (To promote better AI Designs)
21. Changed Reduce cost of Cargo Niche to 10/0/0.
22. Fixed Bio-reclamation Resource Storage I now stores correct amount
23. Changed Increased Component Repair amount for Repair Yard I - III coomponents from (1,2,3) to (4/6/8)
24. Changed Doubled the Component Repair amount for all Repair Yard Facilities. They are now 6/8/10
25. Changed Increased Slipstream Drive range from 4 to 20
26. Changed Increased Min/Rad cost of Slipstream Drive from 2000 to 4000
27. Changed Added 200kt worth of Supply Storage to Mine Layer I - III, Mine Sweeper I - V and Satellite Layer I - III
28. Changed Set all but one Neutral AI atmosphere type to Oxygen.
29. Changed Set most Neutral AI races to Rock world with a few to Ice. No more Gas Gaints.
Arralen
February 23rd, 2007, 11:33 AM
203) Shield Mount Scaling
The following values are from my test game (attached somewhere above, using 1.9.6.2 DE)
As one can easily see, 2x Light Shield is way superior to 1x Standard Shield, yet both use the same tonnage. Light Shield should use 80%, not 50% of the standard shields tonnage.
<font class="small">Code:</font><hr /><pre>
Bio-Electric Field III
standard shield light shield 2x light shield
(vs 1x SS)
Mount used ST Sh Mt LT Sh Mt LT Sh Mt
cost 35/120/50 28/96/40 {80%} 56/192/80
size 20 kt 10 kt {50%} 20 kt {100%}
dam res. 15 kt 12 kt {80%} 24 kt {160%}
Abilities 45 phased shield 36 phased{80%} 72 kt {150%}
6 redirect 6 redirect 6 redirect(?)
7 regen 7 regen 14 regen {200%}</pre><hr />
Torpedoes vs. Missiles
Have you fixed the fire rate of the Anti-Matter Torpedo? (List No. 206)
Can't find it in the fixlist, but may I just some glasses. Ok, I know I need some - just never got around to get me some. And the cheap ones you get everywhere look so ... awkward http://forum.shrapnelgames.com/images/smilies/wink.gif
With the fire rate of the torpedoes fixed, they are not 100% better then missiles any more http://forum.shrapnelgames.com/images/smilies/wink.gif
One problem, though, is the "Large Reactor Mount" on Stations. It works on torpedos and makes an "Anti-Matter Torp I" do 45@10, while even a "CSM III" does only 50@7 => Torpedoes the ultimate weapon for space stations.
Oh - description says "increases range by 2", yet right-click info says "weapon range modifier +5" - and it does +5 on all direct fire weapons.
With +2 that would be 45@7 for the torps .. still better than an 'equally-teched' CSM but not as bad ;-)
Small Sats, Satellite Mount and CSM
It's 70% damage, not 50% for the Satellite Mount => 35 dam
And with a size of 10kt only, you can cram 4 missile systems into 1 satellite .. each one doing 35 damage @ 6 range .. in the early game, when everyone is running around in FFs (not even DDs) with very few armor/shields/PD.
The problem here is not the damage (in first place), but the number of missiles in a volley which cannot be defended against in the early game.
And then, it's CAPITAL ship missles and those very tiny small little satellites .. it's just feels wrong that a CSM does fit in there at all http://forum.shrapnelgames.com/images/smilies/happy.gif
CSM and torps in general
In stock SE4, missiles and torps are different branches on the tech tree. And drones are, too.
Yet, in StarTrek, torps are the follow-on tech to missiles. To re-create this in SE4, the tech tree would have to be change to start with missiles only and then later branch into torpedoes (short-medium ranged, high damage, not susceptible to PD) and drones (long ranged, very high damage, working like small ships). But I guess it's too late to change that in the mod, even if you wanted to.
But there's no need to be in (with,by? ..whatever) canon here. After all, the background story has changed quite a bit.
Nevertheless, I feel torps are too easy to get considering that they're superior to missiles. I would suggest branching the torps from the missiles somewhere around level 3-5. All the 'mayor players' (Federation, Klingons, every player race etc http://forum.shrapnelgames.com/images/smilies/wink.gif ) could then (re-)develop the sophisticated torp tech, while the smaller races stay with the cheaper, yet way less effective missile tech. Drones already require quite some additional research effort and would be ok as they're now, IMHO.
Armor
IMHO there was no need the change the scattering and other 'special' armor, as those are IIRC still 'real armor' and hit first, therefore the original values would do fine. Or is this changed in the new version as well?
Atrocities
February 23rd, 2007, 03:27 PM
The problem here is not the damage (in first place), but the number of missiles in a volley which cannot be defended against in the early game.
I could make PD available sooner in the game?
Armor
IMHO there was no need the change the scattering and other 'special' armor, as those are IIRC still 'real armor' and hit first, therefore the original values would do fine. Or is this changed in the new version as well?
I can change them back, but I was thinking that armor should be uniform in size, but you make a good point, and no the only change made to these 'real armor' was to reduce the KT size.
As for shields, in the latest public version the LT is now set to 80% kt value. I used those values in my example above. Thank you for the help on this one. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
February 24th, 2007, 08:45 PM
Working out these AI issues is proving to be a real PITA. http://forum.shrapnelgames.com/images/smilies/frown.gif You make one change that fixes one issue but causes two more problems.
Ironmanbc
March 9th, 2007, 08:43 PM
Atrocities said:
Working out these AI issues is proving to be a real PITA. http://forum.shrapnelgames.com/images/smilies/frown.gif You make one change that fixes one issue but causes two more problems.
Well if ya think it's hard now just wait till you start modding it for SE5 http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif
Atrocities
March 10th, 2007, 07:35 AM
http://www.borgwarmovie.org/
If your into watching an interesting ST story, its not bad, its not good, but at least its star trek. Take a look.
Ironmanbc
March 26th, 2007, 03:42 AM
My sister is asking for an update to both mods what can I tell her other then "he's working on it"
Atrocities
March 26th, 2007, 06:31 AM
Progress has been a bit slow as I have been a bit burned out on the projects as of late. However updates on STM have been made, and AST is now a playable version. I am working on tweaking aspects of it, trying to work out some AI design issues and such. (They keep wanting to add 3 warp nacelles to ships and I cannot get them to stop doing it.)
I will be working on the Intel file next. Once that is completed I hope to add a few things to the Events file, tweak the AI a bit more and then with any luck, post AST 2.0 for download.
STM update is progressing well. I am working on a few things that seem to be an issue. Right now I am finding it very hard to get the AI to build any intel facilities. It is puzzling me. I hope to have this solved soon.
Xrati
April 27th, 2007, 04:09 PM
To those of us that have been away for a while, may I ask a an intelligently dumb question? What is the currently released version of this mod?
Ironmanbc
April 28th, 2007, 03:47 PM
An intelligently dumb question!
thats the only good thing that a Canadian Politician can say honestly /threads/images/Graemlins/Flag_Canada.gif http://forum.shrapnelgames.com/images/smilies/tongue.gif /threads/images/Graemlins/Flag_Canada.gif
other than that "he's working on it"
Atrocities
April 30th, 2007, 01:22 AM
Version 1.9.6.2 is the current release I believe but the file name is 1.9.6.
Xrati
May 5th, 2007, 10:31 AM
Thanks, AT.
Ironmanbc, don't make fun of us intelligent dummies! We may rule the world, http://forum.shrapnelgames.com/images/smilies/biggrin.gif some day? http://forum.shrapnelgames.com/images/smilies/frown.gif
gregebowman
May 10th, 2007, 01:36 PM
AT, any chance of a SEV version of your mod? I know I was one of the ones who said I'd still play SEIV once I got SEV, but now that I've been playing the new game for awhile, i find I like it more than the old one. I've been using your TNG shipset in my latest game, but I'd rather play the mod with all of the new fancy bells & whistles that SEV provides. I hope you are at least considering it.
Atrocities
May 10th, 2007, 11:22 PM
Sorry Gregebowman I don't have any interest at all in making mods for SEV. Besides there are at least a half dozen other people who say they are making a Star Trek Mod.
Ironmanbc
May 11th, 2007, 10:11 PM
As long as it's stays the same Star Trek that we all come to http://forum.shrapnelgames.com/images/smilies/heart.gif LOVE http://forum.shrapnelgames.com/images/smilies/heart.gif
And by that I mean not the way B5 mod went http://forum.shrapnelgames.com/images/smilies/Injured.gif
GeorgiaBoy
May 16th, 2007, 12:09 AM
AT,
Ditto Ironmanbc. I have looked at the AST 2.0 data folder you uploaded...it looks great...a lot more neutrals and exactly what I have been looking for /threads/images/Graemlins/Target.gif. Any timeframe on a release for AST 2.0?
GB
Atrocities
May 16th, 2007, 06:08 PM
I am working on finalizing the INTEL projects at the moment. I then have to update the events, double check that all of the images are working, and then she should be ready for her first run.
I estimate within a month if I can get my *** in gear.
GeorgiaBoy
May 16th, 2007, 07:57 PM
Great! I plan on combining it with my mod for more of a BotF feel. I also was thinking of having 'ancient ruins unique' as 'neutrals', giving a unique tech with colonization of the planet to add more flavor. It is too bad SE IV will not permit more than a combination of 20 active/neutral players...
Thanks for the quick response!
GB
Atrocities
June 3rd, 2007, 08:24 AM
I have finished up the modification for the INTEL system. Its nothing revolutionary, just revamped a bit. I am in the process now of tweaking it for each race. I hope to have the STM update ready by the end of this month.
I will also be releasing the AST 2 mod. (A closer model to BOTF type of game)
I have to be honest, I am utterly burned out with SE IV modding at this moment. I am afraid that is why it has taken me so long to get things done. Family issues aside, I should have finished this up a long long time ago.
GeorgiaBoy
June 3rd, 2007, 10:48 AM
AT,
I can understand the utterly burned out part. I have been working on a huge map with my systems mod...it has over 11,000 planets. Believe it or not, I am almost 1/2 done. (Would there be any interest?) However, there are more pressing matters, like watching cash (er, I mean, wifey's new landscaping) wilt in the hot Georgia sun...
GB
Ironmanbc
June 3rd, 2007, 11:17 PM
GeorgiaBoy said:
AT,
I can understand the utterly burned out part. I have been working on a huge map with my systems mod...it has over 11,000 planets. Believe it or not, I am almost 1/2 done. (Would there be any interest?) However, there are more pressing matters, like watching cash (er, I mean, wifey's new landscaping) wilt in the hot Georgia sun...
GB
My sis would like to give it a try, she doesn't like seV as well as seIV (she's a girl) http://forum.shrapnelgames.com/images/smilies/laugh.gif
Atrocities
June 6th, 2007, 07:14 AM
Well the Intel file is done for AST 2.0. I have just finished making all the new organic components for 8472. I ran a 100 turn test on high tech and found some bugs.
The AI doesn't add crew quarters to designs. I really wish Aaron would put out one more patch that prevents the AI from ignoring restrictions. You would think that after 6 years he would have addressed this issue at some point. http://forum.shrapnelgames.com/images/smilies/frown.gif
I don't really have any faith in getting SJ to add the new components to the Image mod as he is more than likely too busy to fuse over adding images to a mod for a very dead game that hardly any one plays any more, so they will be included with the AST 2.0. I will also include an updated Comp.bmp file. This will of course increase the size of the download for the mod significantly so I might have to break it into two parts.
I could really use some AI help in figuring out why some of the AI's won't colonize. For some reason 8472 and the Ferengi like to stay in their home systems. They have designed working colony ships, but they don't seem to build any. Also a couple of the AI's like to build way to many orbital space yards. I would like to reduce that number but haven't been able to figure it out yet. Any help would be greatly appreciated.
As far as monsters go, well I have the stuff in place but haven't put much time into it. They may not make it into this release version of AST 2.0.
The economic model for the mod hasn't been tweaked yet. So most everything is equal in cost. Help figuring out a good economic system I.E. cost for things, would be helpful too.
I guess what I am asking for is help and feed back once the mod is released. I hope to have it ready to go in about a week. I want to run some more tests and see if I can find any more bugs that I can fix before release.
Finally once I have the new Intel model working for STM I will release and up date for that mod as well. It will be a save game buster so consider yourselves forewarned.
Ironmanbc
June 6th, 2007, 03:51 PM
"I don't really have any faith in getting SJ to add the new components to the Image mod as he is more than likely too busy to fuse over adding images to a mod for a very dead game that hardly any one plays any more, so they will be included with the AST 2.0. I will also include an updated Comp.bmp file. This will of course increase the size of the download for the mod significantly so I might have to break it into two parts"
Do we need more... there is like 2000+ components now http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
As for "The AI doesn't add crew quarters to designs" put it higher in the list, before puting in the Life Support maybe that will help???
As for testing we are at your command http://forum.shrapnelgames.com/images/smilies/tongue.gif
"The economic model for the mod hasn't been tweaked yet. So most everything is equal in cost. Help figuring out a good economic system I.E. cost for things, would be helpful too."
So far the current mods is ok, long as there is Small autonomous robots which can mine asteroids we'll be ok
/threads/images/Graemlins/Hammer.gif
Fyron
June 6th, 2007, 03:53 PM
Atrocities said:
I don't really have any faith in getting SJ to add the new components to the Image mod as he is more than likely too busy to fuse over adding images to a mod for a very dead game that hardly any one plays any more, so they will be included with the AST 2.0.
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Did you ignore the post in that other top of the page thread where SJ said he would be more than happy to update the Image Mod? Why do you keep ignoring us when we tell you the game is far from dead? http://forum.shrapnelgames.com/images/smilies/tongue.gif
Atrocities
June 6th, 2007, 06:12 PM
I am not trying to ignore any one Fyron. http://forum.shrapnelgames.com/images/smilies/frown.gif SFI considers the game to be a none seller, ergo dead. The chances of the game being updated are zero. And in all honesty how many people still play it? 10, 20, 30 at the most. It really is a sad thing.
Fyron
June 6th, 2007, 08:13 PM
Geeze... just look at PBW. There are more than 30 active players of SE4 there. Then consider that PBW represents but a small fraction of the player base... Sure there is not a whole lot of posting about the game going on, but that doesn't mean noone is playing it.
Why do you say that S1st considers SE4 to be a non-seller? They still have it listed for sale (http://www.strategyfirst.com/en/games/SE4Deluxe/).
Atrocities
June 6th, 2007, 09:15 PM
They can still sell the game... hell I can still buy 10 year old games all day long, but they no longer support it. http://forum.shrapnelgames.com/images/smilies/frown.gif
And to be honest, players on PBW have more than one account and many play more than one empire in one game. http://forum.shrapnelgames.com/images/smilies/frown.gif Hence my excuse as to why I stopped playing on PBW.
Ironmanbc
June 6th, 2007, 09:18 PM
This game LOOKS alot like Stars Supernova...
www.strategyfirst.com/en/games/LostEmpire/ (http://www.strategyfirst.com/en/games/LostEmpire/)
and http://forum.shrapnelgames.com/images/smilies/confused.gif GOLD Edition! Today, a gold edition of Lost Empire was sent to publisher Strategy First!http://forum.shrapnelgames.com/images/smilies/confused.gif
is on their website http://www.polluxgamelabs.com/lostempire/
Fyron
June 6th, 2007, 09:56 PM
"And to be honest, players on PBW have more than one account and many play more than one empire in one game."
...what?
Atrocities
June 6th, 2007, 10:38 PM
Imperator Fyron said:
"And to be honest, players on PBW have more than one account and many play more than one empire in one game."
...what?
LOL
Atrocities
June 7th, 2007, 01:15 AM
STM Update
I have spent the last 8 hours trying to fix the no life support bug with no luck. No matter what configuration I use the AI simply will not follow the rules. So on high tech starts players are just going to have to live with the fact that the game (SE IV) is broken and the AI can pretty much design illegal designs all day long.
Ironmanbc
June 7th, 2007, 05:13 AM
well then we won't play an high tech game then http://forum.shrapnelgames.com/images/smilies/happy.gif
Fyron
June 7th, 2007, 02:17 PM
I am 100% certain that whatever is causing the AI to not add life support can be fixed in no time; post the files, and let another set of eyes take a look?
Ed Kolis
June 7th, 2007, 02:55 PM
Whoa, that "Lost Empire" thing is pretty neat... reminds me more of a cross between GalCiv (with the diplomatic options) and MOO2 (there is a quite Darlok-esque race, plus this wallpaper: http://www.polluxgamelabs.com/lostempire/images/stories/wallpaper/MegaWall1024x768.jpg) though!
GeorgiaBoy
June 7th, 2007, 03:12 PM
Yeah, but I would think the SE series is easier to mod...
GB
Atrocities
June 9th, 2007, 04:56 AM
It would seem that since I set up remote mining components to use crew quarters that after remote mining is researched the AI switches its preference to wanting to use the crew component ability used by remote mining components. Since those components are 100kt the AI wasn't able to add them to the designs.
Now how do I make regular crew quarter components more valuable to the AI than the remote mining one?
Ironmanbc
June 9th, 2007, 07:46 AM
and why do remote miners NEED crew quarter components ?????
Atrocities
June 9th, 2007, 08:54 AM
They needed them in order to prevent people from using the hulls, which they could get pretty quickly, from cheating. The Resource Ships had a requirement for 16 and 26 crew quarters but the crew quarter component could only be added 10 times to any design. Therefore I added it to the remote mining components thus forcing players to add at least 6 to 16 remote mining components to the two hull sizes (1005kt and 2305kt).
However I went ahead and revamped this system. I removed the crew quarter ability from remote mining components and made the Resource Ships (now called Remote Mining Ship I / II) worthless as far as weapons platforms go. I gave them a -500% to hit bonus and -500% to defense bonus. This makes them very easy targets that even though heavily armed cannot hit the broad side of a barn.
Problem solved, I hope.
I am still working on version 1.9.7, but here is what I have done so for. (STM)
Star Trek Mod v1.9.7
Star Trek Mod v1.9.7
1. Changed Revamped the entire Intel System.
2. Added Counter Intelligence I - V to Tech Area
3. Changed Added Counter Intelligence to Research file
4. Fixed AI will now add crew quarters to designs
5. Changed All resource ships now have a -500% Combat To Hit Defense Plus
6. Changed All resource ships now only require 10 crew components
7. Changed Removed ability Crew Quarter from all Remote Mining components
8. Added Remote Mining Ships to the Tech Area file
9. Changed All resource mining ships now require Mining Ship Tech level 1 or 2.
10 Changed Tonnage for all Large Resource Ships from 2305 to 2005
11. Changed Remote Mining Mount (Ship) Vehicle Size Min/Max to 2005. *Large Resource Ship*
12. Changed Remote Mining Mount's Tech Area Req to Remote Mining Ships (Lv 1 or 2)
13. Removed Extra Remote Mining ship for 8472
14. Changed Roman Numeral from 1 to 0 on all Crew Quarter components
15. Added -500% Combat To Hit Offense Plus to all Resource Ships
16. Added -500% Combat To Hit Defense Plus to Resupply Ship
17. Fixed Masking problem with Romulan Main_Bmp
18. Added New Main_Bmp, Racial images, and Emblem to Caspian
19. Changed Description on all Resource Ships removing notice for need of additional crew quarters
20. Added Description on all Resource Ships: "Worthless as an offensive weapons platform. - 500% to Combat To Hit Offensive Plus."
21. Changed Name of Resource Ship to Remote Mining Ship
22. Changed Name of Large Resource Ship to Remote Mining Ship II
23. Updated STM Basic Tech Tree Document
24. Changed Tech Requirement of Advanced Torpedo Weapons from Torpedo Weapons 5 to Torpedo Weapons 10
25. Changed Removed Resource Ship (AI) from VehicleSize file (AI was using it for illegal designs)
Star Trek Mod v1.9.6.4
1. Changed Removed Espionage from all Research Files.
2. Changed Removed un-needed misspelled "battlecruser" image from Gorn file.
3. Changed The AI Research file
4. Changed The AI Design Creation file
5. Changed Reworked the AI_DesignCreation file
6. Changed Modified the AI_Construction_Facilities file
7. Changed Modified the AI_Construction_Units file
8. Changed Re-organized the Racial Armor components
9. Changed Applied Intel now starts at level 1
10. Changed Beam Weapon I - V is now very long range but not very powerful
11. Changed Lowered technology cost for many Technologies
12. Changed Increased Standard Movement for all Warp Nacelle I - V components by 1 each
Ironmanbc
June 9th, 2007, 09:04 AM
looks good so far
Fyron
June 9th, 2007, 07:21 PM
Atrocities said:
Now how do I make regular crew quarter components more valuable to the AI than the remote mining one?
See the answer I posted on SEnet:
http://www.spaceempires.net/home/ftopict-2692-.html
You can re-implement your system and get the AI to use normal CQ without much trouble at all. An important thing to consider is that the AI cannot use remote mining in any intelligent fashion, so there is no point in having them design such ships. The restriction is only relevant for human designers anyways. http://forum.shrapnelgames.com/images/smilies/wink.gif
Atrocities
June 9th, 2007, 09:17 PM
Thank you Fyron. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
June 11th, 2007, 03:26 AM
Well I have the Klingon adding armor to their designs now. I had to give them their own special armor. Once they had that, they were hooked.
Now I am off to work on the AI Neutral fleet issues. I hope I can figure out what is going wrong there.
Guderian21
June 12th, 2007, 09:06 AM
Just passed by this forum as I was looking for more info on that Lost Empire game Kolis mentioned. Looks interesting - a bit like a good old school MOO2-like game with funny races and all, with a good story which I have missed since MOO2 came out. Any of you guys know anything about the Lost Empire-game? I only know whats on the site - havent been able to find out anything else.
Ironmanbc
June 12th, 2007, 11:08 AM
Guderian21 said:
Just passed by this forum as I was looking for more info on that Lost Empire game Kolis mentioned. Looks interesting - a bit like a good old school MOO2-like game with funny races and all, with a good story which I have missed since MOO2 came out. Any of you guys know anything about the Lost Empire-game? I only know whats on the site - havent been able to find out anything else.
what you see is what we know about it as well
it looks like a fun game and i hope it's not like Moo3 http://forum.shrapnelgames.com/images/smilies/Sick.gif
Atrocities
June 12th, 2007, 11:10 PM
My 200 turn test game went well. The AI is designing good ships, researching well, and expanding evenly. STM is certainly not a game one would play if one is expecting a 100 to 200 turn game. This mod is more along the lines of 1,000 to 2,000 turns per game.
Any who I noticed a few things that the AI doesn't research right off and I am going to put in some missing tech and re-order the research file a bit. I think the AI should be researching other colony types sooner in the game.
Research is a hit miss thing. You can put all the important stuff ahead of everything else but you soon discover there is no such thing as unimportant technology.
Guderian21
June 18th, 2007, 08:35 AM
Bought that lost empire game now - installing now. They released it on www.gamersgate.com (http://www.gamersgate.com) - will get back with feedback once I played it a bit:)
Atrocities
June 18th, 2007, 09:46 AM
Ya let us know how it plays out.
GeorgiaBoy
June 19th, 2007, 12:20 PM
Guderian21 said:
Bought that lost empire game now - installing now. They released it on www.gamersgate.com (http://www.gamersgate.com) - will get back with feedback once I played it a bit:)
Definately looking forward to it....AT, how goes the AST 2.0 mod http://forum.shrapnelgames.com/images/smilies/cool.gif?
GB
Atrocities
June 19th, 2007, 01:31 PM
Right now I am working on finishing up the STM update. Once that is completed I will be free to focus on getting AST 2.0 finished. Then hopefully onto the Star Wars mod I go.
GeorgiaBoy
June 19th, 2007, 02:22 PM
Cool...my map continues as well...
GB
Atrocities
June 20th, 2007, 12:53 PM
Star Trek Mod
Version 1.9.7.1
UPDATE PATCH (Includes Minor AI fix as of 2:30am 6-22-07)
Please read the Install Info STM 197 document before installing.
Please report any bugs or other issues.
Thank you and enjoy.
Atrocities
June 20th, 2007, 01:01 PM
Tech Tree for version 1.9.7 of the Star Trek Mod.
Arralen
June 21st, 2007, 03:21 AM
Maybe something went wrong when I patched 1.96 to 1.97, but now I'm getting the following errors upon starting a new game:
<font class="small">Code:</font><hr /><pre>
pictures\races\vaadwaur\vaadwaur_ai_designcreation .txt
Could not find field "Misc Ability 9 Name" in record "Satellite Layer".
... "Misc Ability 9 Spaces Per One" in record "Satellite Layer".
... "Misc Ability 10 Name" in record "Satellite Layer".
... "Misc Ability 10 Spaces Per One" in record "Satellite Layer".
</pre><hr />
Same happens for
ktarians, tamarian, gorn, kazon, nausicaan, andorian, hirogen, orion
Don't have the time to re-install STM completely atm, will look into it this evening ..
Emerentius
June 21st, 2007, 07:47 AM
Hi,
Newbie on this site, playing for years, still have Stars! and was playing The Star Trek Mod when I looked if there was an update. Well there was. http://forum.shrapnelgames.com/images/smilies/happy.gif
Now I have the same problems after installing the new patch. It gives the same error as when you still have the Borgmonsters in the mod playing the last version.
Hope that helps btw copy/paste the races from 1.962 removes the problem.
Atrocities
June 21st, 2007, 10:13 PM
Your DO NOT have to do a reinstall. This is just a minor script error in the design creation file. Its an easy fix.
Arralen said:
Maybe something went wrong when I patched 1.96 to 1.97, but now I'm getting the following errors upon starting a new game:
<font class="small">Code:</font><hr /><pre>
pictures\races\vaadwaur\vaadwaur_ai_designcreation .txt
Could not find field "Misc Ability 9 Name" in record "Satellite Layer".
... "Misc Ability 9 Spaces Per One" in record "Satellite Layer".
... "Misc Ability 10 Name" in record "Satellite Layer".
... "Misc Ability 10 Spaces Per One" in record "Satellite Layer".
</pre><hr />
Same happens for
ktarians, tamarian, gorn, kazon, nausicaan, andorian, hirogen, orion
Don't have the time to re-install STM completely atm, will look into it this evening ..
This seems to be a problem with one of the AI scripts. I will look at it tonight. http://forum.shrapnelgames.com/images/smilies/happy.gif Not a major issue. When the error occurs the AI simply switches from AI script for that race to the Default AI script. I will try and find the problem. Thanks for reporting it.
Atrocities
June 21st, 2007, 10:18 PM
Emerentius said:
Hi,
Newbie on this site, playing for years, still have Stars! and was playing The Star Trek Mod when I looked if there was an update. Well there was. http://forum.shrapnelgames.com/images/smilies/happy.gif
Now I have the same problems after installing the new patch. It gives the same error as when you still have the Borgmonsters in the mod playing the last version.
Hope that helps btw copy/paste the races from 1.962 removes the problem.
Could you please be more specific? I removed the racial trait "Borg Monsters" and removed all references to them in the component, facility, and tech area files. I will bet that you may not have completely follow the direction out lined in the "Install Info STM 197" document and delete the BorgMonster race folder.
To Apply This Patch:
1. Back up your current Star Trek Mod 196.
2. Rename the back up file "Star Trek Mod 197" (Without the quotes)
3. Unzip the update to your Space Empires IV folder
4. When asked to over write click yes or ok.
5. Delete BorgMonster Folder located in Star Trek Mod 197/Pictures/Race (If it is installed)
Atrocities
June 21st, 2007, 10:38 PM
Here is a fix for STM v1971 Neutral AI.
This will correct the AI_DesignCreation Satellite Layer error that has been reported.
I have also updated the full patch and re-uploaded it.
If you don't want to re-download the patch, then simply download this fix and install it.
Atrocities
June 22nd, 2007, 03:20 AM
I have had comments about people wanting to know what is different about this current version as opposed to older version. The mod has a file in it called RevisionText and that file shows all the changes that I have made to the mod since version 1.0
Here is a link to view the Revision History (http://www.astempire.net/startrek//RevisionText.txt) of the Star Trek Mod.
Arralen
June 22nd, 2007, 04:49 AM
Atrocities said:
Here is a fix for STM v197 Neutral AI.
This will correct the AI_DesignCreation Satellite Layer error that has been reported.
You overlooked to fix the Andorians (file still reports 2007-06-06 instead of 2007-06-21, and error still pops up).
Furthermore there might be some issue with species 8472
- They use the repair barges as satellite layers, attack and defense ships early on - not terribly cost effective.
- I'm pretty sure they used another (more organic looking) pic for their life support with 1.94, and I think they maybe even had another one for their crew quarters, but I'm not sure 'bout that. No, can't check with v1.94, I havn't backed up the folder...
Atrocities
June 22nd, 2007, 06:20 AM
Thanks. To fix the Andorian file just open the Design Creation file and click edit, then find and type in Satellite Layer. When it finds the satellite layer scroll down to the Number of Abilities and change that from 10 to 8. Will update the download and the fix patch later.
As to 8472 AI issues. Not much I can do about what the AI likes to do. I will look into it though.
Atrocities
June 22nd, 2007, 06:37 AM
Both the Update and the Fix patch have been updated.
If you download the patch now you don't need to download the fix update. The patch is current with all fixes.
Arralen
June 23rd, 2007, 08:22 AM
I really appreciate the work you put in this mod ..
.. but I have to say it's fairly broken for SP gaming at this point:
Repair Barge Problem
This is not only a "8472" problem: Making the repair yards as big as a spaceyard resulted in monstrous repair barges - and the AI always uses the biggest hull available for combat ships.. and ends up with attack barges at "Repair 1".
Moving the repair up the research tree (or setting the AI to research "repair" very late) does not do any good: it does refit its ships, and often. With the minimal (downmodded) repair facilities of space yards this takes the ships out of service quite a large amount of time: Either repair has to be re-integrated into shipyards and other components, or at least the yards made considerably smaller - or is there any way to restrict the use of the repair barge hull?
Base Weapon Mount
- is available for Biokinetic Ray only, Pulsed Bk-Ray does not - intentional ?
Light (Base) vs Standard (Base) Shields
cost 20/80/40, size 10, dam res. 15, 35 p.s.p, 6 to sh., 5 regen (light)
cost 25/100/50, size 20, dam res 15, 52 p.s.p., 6 to sh., 5 regen (standard)
.. I would always go with 2x Light instead of 1x Standard Shield: 60% more ressource costs doesn't matter if I can get 35% more shielding from the same space used !!
Monsters
Is it intentional that they start with tech for 1 ship (Cube), but do not use it? They don't get borg tech to outfit it, but monster tech which would not fit. The first monster ship needs "monster tech 2", though, what they research first, needing >100 turns ..
All they (can) do is building "Monster Bases: Base Space Yard" .. without any yard component or the ability to actually build ships!
Btw, "monster habitat" does not show any abilities, yet it seems to generate ressource points?!
Caspians use Federation Shipset and tech?
Orion Syndicate does not design Colony Ships
They don't have a hull big enough for a colony module! Obviously, this is because they have "Pirate Tech" .. but how is that supposed to work out? Maybe instead of going for standard "Ship Contruction" they should go for "Pirate Ship Construction", ship boarding and troops for invasions ?
Chalnoth cannot leave their system ! (??)
That's ok with their racial description - but their build/research list should be modified accordingly! Building heaps of Explorers, Colony Ships and Pop Transports does not make that much sense here ..
Sheliak are constantly scrapping their ships despite having heaps of ressources?! Haven't found out why, e.g. when I peeked into their turn a colonizer was scrapped .. while there where 4 "red" unsettled planets in their home system ..
If the tech tree got "straigthened out" to make it actually compatible with the AI (errors) and someone gives me a hint or two how the AI works, I would gladly help out with the AI scripts for some nations - just PM me!
Atrocities
June 23rd, 2007, 04:39 PM
Thanks for the list. http://forum.shrapnelgames.com/images/smilies/happy.gif
The Romulans are not using cloaking tech either. So there will be another update in a week or so to address some issues.
Arralen
June 23rd, 2007, 07:06 PM
No problem writing down everything that bugs me ;-)
If you make some fixes, PM or email (the files) to me and I'll try and do a quick test game to see if I can find some more things to quibble about http://forum.shrapnelgames.com/images/smilies/happy.gif
Orion Syndicate
Figured out why they don't colonize:
The have
Race Opt 1 Adv Trait 1 := Pirate Race
yet not the (new?)
Pirate Colony Tech
Arralen
June 23rd, 2007, 07:46 PM
"Gas World Natives" advanced trait should cost at least 500 points in STM.
There's no competition for gas giant planets, and gas giant are plentyful and (nearly) always medium size or bigger.
As there's seemingly no way to make them generally ressource poor, at least the races living on them should have inferior stats.
Arralen
June 23rd, 2007, 08:38 PM
Pack Rats trait broken / too cheap
Seemingly not only halves the storage (ressources, units), but the general planet size (facilities, population). Yet it only gives 500 points. For 3x 150 points you could take 3x "Disorganized XY Storage" and get full number of pop and facilities for 50 points only.
edit: Considering the fact that +50% storage ("advanced miniaturization" or something like that) cost you 1500 pts., maybe you should get 1500pts. for halved planets as well
Arralen
June 23rd, 2007, 08:58 PM
General Race Tech / Pirate Race / Pirate Colony Tech text is misleading
If you select "General Race" and "Pirate Race", you'll get double items .. yet the pirate buildings are not better then the general ones ?[/b]
e.g.
- Escort & Raider hull, 200kt, 200/100/100 costs
- 2x Colony Ship, 500kt, 300/200/50 and 250/250/250 costs
- Space Port, Res.depot, Constr.yard 1, SysCapital ... AND .. Space Port, Res.Depot, Constr.Yard 1, Open Market
- Intelligence Center 1, Secred Service 1, Spy Center 1, Spy Network 1
- 2x Research Center
etc etc.
Interestingly enough, if "General Race Tech" is de-selected, you get ONLY slave ressource facilities as if you had chosen the slaver trait. What I did not only on the 3rd try, because there's no hint that both get you actually the same things. Yet, those are not vastly better than the standard ones as the text from the pirate trait selection screen suggests?!
Arralen
June 23rd, 2007, 09:03 PM
Is it possible to add a shipset to STM for human players only?
Can I e.g. drop in the Crugarians from the megapack into the pictures\races\ folder, or will the game screw up because there are some special graphics missing??
cshank2
June 24th, 2007, 01:09 AM
Arr, you can do it just fine. It'll show some other ship pictures instead of the other ones due to how the file is set up.
Knock yourself out, bro.
Atrocities
June 25th, 2007, 09:49 PM
The STM doesn't use any special ship images other than shuttles, which are also fighters, and most of the neo-standard images. Juggernaut is an extra image but should use baseship as a back up.
Atrocities
June 25th, 2007, 09:51 PM
Arralen said:
General Race Tech / Pirate Race / Pirate Colony Tech text is misleading
If you select "General Race" and "Pirate Race", you'll get double items .. yet the pirate buildings are not better then the general ones ?[/b]
e.g.
- Escort & Raider hull, 200kt, 200/100/100 costs
- 2x Colony Ship, 500kt, 300/200/50 and 250/250/250 costs
- Space Port, Res.depot, Constr.yard 1, SysCapital ... AND .. Space Port, Res.Depot, Constr.Yard 1, Open Market
- Intelligence Center 1, Secred Service 1, Spy Center 1, Spy Network 1
- 2x Research Center
etc etc.
Interestingly enough, if "General Race Tech" is de-selected, you get ONLY slave ressource facilities as if you had chosen the slaver trait. What I did not only on the 3rd try, because there's no hint that both get you actually the same things. Yet, those are not vastly better than the standard ones as the text from the pirate trait selection screen suggests?!
Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif
It will take me some time to go through you lists but THANK YOU for them. http://forum.shrapnelgames.com/images/smilies/happy.gif
AngleWyrm
June 27th, 2007, 12:17 AM
Here's a cursor that I made for easy viewing
http://home.comcast.net/~anglewyrm/Selection.bmp
Sattelites
Sattelite weapons use supplies, but I don't see any supply storage modules available? Is this by design? Are sattelites only allowed around planets?
Atrocities
June 28th, 2007, 08:38 PM
I can give satellites a storage ability.
Atrocities
June 28th, 2007, 10:34 PM
Repair Barge Problem
Added new tech "Repair Ship." By not adding this tech to the AI research file the AI will not research this tech thus ending this problem.
Light (Base) vs Standard (Base) Shields
Adjusted shield percentage for Light, Standard, and Heavy ship and base mounts. Lowered the ship mount, increased the standard and heavy amounts for ships and bases.
Monsters
I will have to think about this one for a bit. I am thinking about having the Borg's have their own tech tree that they research that the other monsters do not. Perhaps this will solve the problem.
Caspians use Federation Shipset and tech?
Yes.
Orion Syndicate does not design Colony Ships
Figured out why they don't colonize:
The have
Race Opt 1 Adv Trait 1 := Pirate Race
yet not the (new?)
Pirate Colony Tech
I haven't spend a lot of time with this race. It really is just an RPG race. I will look into them and see if I can fix this for SP games.
Chalnoth
I don't know what to say other than I can only adjust some minor AI files to try and lower this amount again. The problem is that there is NO WAY to specifically limit the AI from making ships that it doesn't need after a certain point. All one can do is try to limit them a bit.
Sheliak
I have no idea why they would do this other than to say that this might be a problem with ship sizes. They want to build larger ships but cannot, so they scrap the ones they don't need, try to build a larger ship, cannot, so they build a colony ship and start the cycle all over again. The AI is a real problem since it NEVER really does what you want or need it to do.
If the tech tree got "straightened out" to make it actually compatible with the AI (errors)
I don't know what to say to this other than there is only so much you can do. The order in which the AI researches is as close to the way a human would choose to research that I can make it. There are "hidden" tech from the AI on purpose to prevent the AI from accessing technology that it doesn't need to research because it doesn't need it.
"Gas World Natives" advanced trait should cost at least 500 points in STM.
Good point. I like this idea.
Pack Rats trait broken / too cheap
Good point. I will investigate your suggestion. http://forum.shrapnelgames.com/images/smilies/happy.gif
General Race Tech / Pirate Race / Pirate Colony Tech text is misleading
Interesting observation. I don't recall if I have the Pirate Race set up to use both General Race and Pirate or not. Ideally they shouldn't be using both traits. But again I don't recall how I have this set up. I really didn't spend a lot of time on the Pirate Race trait. I should go back through this and address it in some detail.
Fyron
June 29th, 2007, 03:55 AM
Sattelite weapons use supplies, but I don't see any supply storage modules available? Is this by design? Are sattelites only allowed around planets?
Satellites have infinite supplies, like bases, troops and weapon platforms. Giving them storage components is a waste of time and resources.
AngleWyrm
June 30th, 2007, 02:57 AM
Ok, thanks -- I'll redesign my transports to include a sattelite layer, and deploy some warp-point monitors.
Transports Population
I've set them to auto-do-their-thing, but...There's a pack of about half a dozen small transports that keep departing from Bre'el V en route to Taleed Beta system(see attached); they head through a warp point, then decide they are low on fuel and come back. Rinse and repeat.
Perhaps destinations should be checked against fuel supply before deciding to go there.
Arralen
July 3rd, 2007, 09:23 PM
Light Ship vs. Normal Ship Shield mounts
Are either still unchanged (I thought you fixed them - for details look ~25 posts back in this thread) or back to the old, wrong values.
Basically they have the same problem as the Base Shield Mounts - light version is preferable to normal one, no matter what.
Large Reactor Mount (Base) range +2 or +5 ?
Text says +2, but info says +5 and it does +5 ...
Large Reactor Mount (Base) does not work on Pirate Weapons/Pirate Race Weapons
Sucks to be a pirate with everyone elses weapon outranging yours ..
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
Obviously, the "continuous" beam weapons are more suited for firing at small, fast moving targets (+5% to hit), while the pulse variety is more suited to deliver massive damage to easier hit targets (~ +10% damage, -10% to hit).
Yet, beams are restricted to "Ships, Planets", while pulsed weapons can target "Ships\Fighters\Drones\Satellites".
Mounts follow this (IMHO wrong) sheme: Primary Mount works for beam, secondary mount works for pulse weapons .. as if someone would use the primary weapon on a ship to shoot at fighters and satellites and only the secondary to target planets.
The mounts boni should be re-considered as well ..
Atrocities
July 3rd, 2007, 10:22 PM
AngleWyrm said:
Ok, thanks -- I'll redesign my transports to include a sattelite layer, and deploy some warp-point monitors.
Transports Population
I've set them to auto-do-their-thing, but...There's a pack of about half a dozen small transports that keep departing from Bre'el V en route to Taleed Beta system(see attached); they head through a warp point, then decide they are low on fuel and come back. Rinse and repeat.
Perhaps destinations should be checked against fuel supply before deciding to go there.
The thing is that this is how it is suppose to work. Your ships are designed correctly, and they have sufficient supplies, however those supplies are rapidly depleted when a ship uses its maximum movement each turn. The Bussard collectors replenish supplies over time, and having a resupply base in each system becomes very important to players. Also later on when you research replicators and get more advanced Bussard collectors and ram scoop's the supply issue becomes less of an issue. I alway like to add one or more supply components to my designs in order to increase their overall maximum range. But for the most part I just set transports to auto and let the AI worry about them. I try to put a resupply base on most of my planets, but its a pretty low priority at game start.
Atrocities
July 3rd, 2007, 10:26 PM
Thanks Arralen. I have adjusted the ship shield mounts as well to try and off set this. I know we discussed this many many months ago and I too thought we had resolved it.
Thanks for the other info too.
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
You make a very good point. But to change this system now would require a significant amount of time and re-constructive effort. I will give it some thought and we will see if I am up to the challenge of changing things or not.
Atrocities
July 3rd, 2007, 10:29 PM
Here is what I have done so far.
Star Trek Mod v1.9.7.2
1. Changed Players start with Basic Science already completed
2. Fixed Romulans will now research cloaking technology
3. Changed Name of Shield Mount to Enhanced Shield Mount
4. Added Repair Ship to Tech Area file
5. Changed Repair Barge now requires Repair Ship Lv 1
6 Changed Repair Yard Mount now requires Repair Ship Lv 1
7. Changed Increased Shield Percent for Standard Shields (Ship) mount from 100 to 120.
8. Changed Increased Shield Percent for Heavy Shields (Ship) mount from 140 to 150.
9. Changed Reduced Shield Percent for Light Shields (Ship) mount from 80 to 70.
10 Changed Increased Shield Percent for Standard Shields (Base) from 150 to 200.
11. Changed Increased Shield Percent for Heavy Shields (Base) from 200 to 300.
12. Changed Increased Tonnage Structure Percent of Heavy Shield (Base) from 110 to 120.
13. Fixed Description typo in Large Reactor Mount
14. Fixed Description typo in Heavy Reactor Mount
15. Changed Turned Off the "Borg" in Monster Tech for now
16. Added Pirate Colony Tech to Orion General file.
Atrocities
July 3rd, 2007, 11:29 PM
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
I have given due consideration to this issue and while I fully understand your point of view, and agree with it, have decided that it would require to much work and effort to change at this point in time.
I had to go back to my original notes from way way back and in those notes I found that I had chosen to use pulse weapons as secondary weapons because the intermittent beams were used by many sci-fi shows such as BSG, Buck Rogers, Star Wars, and such in an anti-fighter way. Also people wanted pulse weapons and I had to come up with a way to make them useful in the mod. Also sustained beams, in star trek and other shows, have been historically used as the POWER weapon. Since they only fired a single beam, they were not efficient enough to be used for targeting smaller objects.
Atrocities
July 3rd, 2007, 11:39 PM
Here is the latest work I have completed.
Star Trek Mod v1.9.7.2
1. Changed Players start with Basic Science already completed
2. Fixed Romulans will now research cloaking technology
3. Changed Name of Shield Mount to Enhanced Shield Mount
4. Added Repair Ship to Tech Area file
5. Changed Repair Barge now requires Repair Ship Lv 1
6 Changed Repair Yard Mount now requires Repair Ship Lv 1
7. Changed Increased Shield Percent for Standard Shields (Ship) mount from 100 to 120.
8. Changed Increased Shield Percent for Heavy Shields (Ship) mount from 140 to 150.
9. Changed Reduced Shield Percent for Light Shields (Ship) mount from 80 to 70.
10 Changed Increased Shield Percent for Standard Shields (Base) from 150 to 200.
11. Changed Increased Shield Percent for Heavy Shields (Base) from 200 to 300.
12. Changed Increased Tonnage Structure Percent of Heavy Shield (Base) from 110 to 120.
13. Fixed Description typo in Large Reactor Mount
14. Fixed Description typo in Heavy Reactor Mount
15. Changed Turned Off the "Borg" in Monster Tech for now
16. Added Pirate Colony Tech to Orion AI_General file.
17. Changed Physics now requires Basic Science Lv 1 instead of Applied Science
18. Changed Reworked AI_Research files again. (Removed un-needed entries and restructured the file some)
19. Changed Increased range of Massive Reactor Mount from 6 to 10
20. Changed Increased Damage Percent Massive Reactor Mount from 200% to 250%
21. Changed Increased the cost of researching Gas Giant Colonization from 300000 to 600000
After this update is posted, in few days, I will finalize the AST 2.0 Mod and release it.
The AST 2.0 Mod is a considerably different kind of mod from STM. AST has a different racial trait system, some neutral AI's won't colonize, some will, has a more simplified tech tree, with each race having its own individual tech tree, limited number of major players, more neutral players, and a more BOTF feel than STM provides.
Once AST 2.0 is released, I hope to begin work on the Star Wars mod.
AngleWyrm
July 4th, 2007, 03:33 AM
Atrocities said:
AngleWyrm said:
Transports Population
...There's a pack of about half a dozen small transports that keep departing from Bre'el V en route to Taleed Beta system...Perhaps destinations should be checked against fuel supply before deciding to go there.
The thing is that this is how it is suppose to work...But for the most part I just set transports to auto and let the AI worry about them.
I guess I was unclear: The AI transport minister is sending transports on impossible missions. The entire fleet of transports are stuck in a loop. Each ship gets low on gas, and is told to go home, which was supposed to be how it works.
But while the first ship is returning for gas, another ship is ordered to do the impossible mission. In this way, all the transports have accidentally gathered together to fail at doing the job. It's a hole the fleet falls into, like lemmings jumping off a cliff. Emergent behavior at it's worst.
This probably means that enemy ships are doing the same thing; being ordered to go places they cannot reach.
Arralen
July 5th, 2007, 03:01 PM
Still, this is WAD .. the problem is within the game logic, not in the mod. Instead of checking first if a ship can reach the destination, one minister sends it out, and the supply minister calls it back halfway through because its running out of supplies ... .
Sort of workaround would be to have ships with fuel gen by bussards nearly equal to the fuel usage at top speed ... .
AngleWyrm
July 5th, 2007, 04:38 PM
Arralen said:
...the problem is within the game logic, not in the mod...
If the problem exists in stock, then it is not the mod. If the problem does not exist in stock, but does exist in the mod, then it is in the mod.
Atrocities
July 5th, 2007, 06:41 PM
Turn off the supply minister would be what I would recommend. Place a resupply base in strategic location and then mark the area around it as mine fields to force the transports to go where you want them to.
Arralen
July 5th, 2007, 07:32 PM
AI designs "Explorers", but does not build them or uses them when build by player intervention.
Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.
Monsters should have "plague bomb(s)/ability, or ground troops"
Arralen
July 5th, 2007, 07:36 PM
AngleWyrm said:
Arralen said:
...the problem is within the game logic, not in the mod...
If the problem exists in stock, then it is not the mod. If the problem does not exist in stock, but does exist in the mod, then it is in the mod.
It does exist in stock ... .
Might be less pronounced, though, if the ships have lower supply consumption to start with.
But I remember a time when even colonizers kept turning back because they reached "bingo fuel" .. problem was solved by Aaron by making them ignore fuel level ... http://forum.shrapnelgames.com/images/smilies/fear.gif
Atrocities
July 8th, 2007, 11:31 PM
Arralen said:
AI designs "Explorers", but does not build them or uses them when build by player intervention.
I can only give the AI the instruction to have these on hand, whether or not the AI actually uses them is up to the AI.
Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.
I don't understand what you mean by this.
Monsters should have "plague bomb(s)/ability, or ground troops"
Monster don't have troops or at least I don't believe they do.
Atrocities
July 8th, 2007, 11:32 PM
I need to run a couple of play tests then hopefully it will be ready.
Star Trek Mod v1.9.7.3
1. Changed Decreased Shield Percent for Light Shield (Ship) mount from 70 to 65
2. Changed Increased Shield Percent for Standard Shields (Ship) mount from 120 to 130
3. Changed Increased Shield Percent for Heavy Shields (Ship) mount from 150 to 200
4. Changed Increased Cost Percent for Heavy Shields (Ship) mount from 150 to 200
5. Changed Increased cost of Pack Rats from -500 to -1000
6. Added "DO NOT use in combination with other Race Technology." To description for General Race Technology
7. Fixed Spelling error in Pirate Race description
8. Changed Increased Propulsion Experts bonus from 1 to 2
9. Changed Increased Power Industrialists bonus from 50% to 100%
10. Changed Decreased cost of Emotionless from 1500 to 1000
11. Fixed Resource Ability Amount Organic Resource Storage I was giving 20000 in stead of 10000.
12. Changed Increased several Pirate Facilities abilities slightly
13. Changed Increased ability amounts for Slave Labor Operation I - III
GeorgiaBoy
July 10th, 2007, 07:47 AM
Looking forward to all three mods!
GB
Atrocities
July 13th, 2007, 03:56 PM
STM v1.9.7.3 Update Patch
Atrocities
July 13th, 2007, 04:14 PM
STM v1973 Full Mod
GeorgiaBoy
July 13th, 2007, 04:55 PM
Cool! Thanks for the patch, AT! Anyway, I was looking at the site http://botfii.armadafleetcommand.com/. To my surprise, it has an indie startup of BotF II. It looks like the AST 2.0 mod may beat them to the punch...
GeorgiaBoy
July 20th, 2007, 11:07 PM
I have just finished a 'mini mod' of PlanetSizes.txt and SectTypes.txt to add planetary classifications...Fyron, I have used pieces of Adamant and FQM for this mod, and would like your approval to upload this mod (you have been credited).
GB
Arralen
July 23rd, 2007, 06:34 PM
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
Atrocities :I have given due consideration to this issue and while I fully understand your point of view, and agree with it, have decided that it would require to much work and effort to change at this point in time.
I can understand that.
I had to go back to my original notes from way way back and in those notes I found that I had chosen to use pulse weapons as secondary weapons because the intermittent beams were used by many sci-fi shows such as BSG, Buck Rogers, Star Wars, and such in an anti-fighter way. Also people wanted pulse weapons and I had to come up with a way to make them useful in the mod. Also sustained beams, in star trek and other shows, have been historically used as the POWER weapon. Since they only fired a single beam, they were not efficient enough to be used for targeting smaller objects.
Concerning Star Trek, IMHO and AFIAK you're wrong: There are very few pulse weapons. And those are used to punch through heavy shielding, not spray some "area" of space to hit a strafing fighter-bombers, pardon: space fighters. Even small targets like shuttles or fighters are generally fired at with beam weapons. I can't even remember seeing a real PD weapon once ... Examples are Defiant (4x Type-U pulse phasors mounted with very limited forward firing arc) and (nearly) all other "modern" federation or cardassian vessels which mount large-array beam weapons with wide firing arc. Those are deployed against all targets.
AI designs "Explorers", but does not build them or uses them when build by player intervention.
Atrocities : I can only give the AI the instruction to have these on hand, whether or not the AI actually uses them is up to the AI.
I must correct my statement: SOME AIs seem to be unable to build/use explorer class vessels. Points to some error in their files ...
I must correct myself even more: "Explorer" is in reality "Attack Base" .. and are still build as if they where costly bases, not small exploration vessels: in infrastructure mode, on defense, attack etc. but not in exploration mode.
Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.
Atrocities :I don't understand what you mean by this.
Standard armor is not longer flagged "Damaged before anything else" and is practically only a sturdy component without any further function. Some racial armor still prevents hits to other components (is not "leaky"). With propulsion and shield systems scaling to the size of the vessel, these armor components should scale to size as well, because they must be covering the entire hull effectivly.
Proportion mod has these scaling armors IIRC.
Monsters should have "plague bomb(s)/ability, or ground troops"
Atrocities :Monster don't have troops or at least I don't believe they do.
Exactly. I would like to see them invade planets or kill of the pop using biological means. (guess it would only depend on the size of the parasites if its a plague or an invasion http://forum.shrapnelgames.com/images/smilies/wink.gif )
Sheliak (1.9.7.3)
Description says "are suited to very hot environments and they die quickly in cold". They get "Rock Planet Colonization - Rock Natives" Tech.
Yet they start on "Hydrogen/Ice" planet? (What really seems to irritate the AI ... somehow managed to colonize 2 rock planets in its home system with its colonizer still listed as prototype ... while 2 other rocks where left untouched. And 3 ice planets, because the colonizing tech missing)
<font class="small">Code:</font><hr /><pre>
Sheliak_AI_General.txt
=============================================
AI DATA FILE - Sheliak
=============================================
Name := Sheliak Morbid
Biological Description := The Sheliak are a non-humanoid
species with 4 arms, and 6 eyes. Their bodies are suited to very hot
environments ...
Planet Type := Ice
Atmosphere := Hydrogen
</pre><hr />
.. I would like to suggest Rock/Methane ..
Breen (1.9.7.3)
Build ships without "Impulse Engine", therefore with very low supply capacity - they're running out of supplies before even leaving their home system. "Organic Nacelle" triggers the "engine counter" - whos max is e.g. 2 for the DD hull, yet the AI puts in 6 nacelles, and no impulse engine.
Colony Ships and Explorers are build correctly, attack, defense ships, troop and pop transports are not.
8472 builds "correct" ships, btw., bespite using organic tech as well.
<font class="small">Code:</font><hr /><pre>
Misc Ability 3 Name := Combat Movement
Misc Ability 3 Spaces Per One := 100</pre><hr />
.. should be (at least it work if I change it that way) ..
<font class="small">Code:</font><hr /><pre>
AI Tag 05 Impulse Engines
Misc Ability 3 Name := AI Tag 05
Misc Ability 3 Spaces Per One := 100
</pre><hr />
Strange thing is - some races construction templates seem to work with "combat movement", while other seem to need "tag 05" .. guess you've mixed up both somewhere in the racial techs/files. Good luck getting that straight http://forum.shrapnelgames.com/images/smilies/tongue.gif
Propulsion Experts (1.9.7.3)
.. get +2 movement, but trait description still says +1.
+2 is too much, anyway.
Monsters (1.9.7.3)
Name := Monster Drone
Short Name := Monster Drone
Description := Monster Base used by the monster as a base in space.
"Monster Yard" .. "can repair 20omponents" ..
"Monster PD 1" .. 200kt ?!
Build "Base Space Yard" without "Monster Yard" and "Monster Cloak".
Btw., how is "Monster Cloak" supposed to work, anyway.. haven't seen any cloaking effect from it?!
Pirate Races
.. should get special boarding troop from turn 1 ..
Atrocities
July 27th, 2007, 01:36 AM
Thanks man. This gives me something to do. http://forum.shrapnelgames.com/images/smilies/happy.gif I doubt that I will update STM for a while though. I am working on the Star Wars Mod right now, but I have put your issue into "My Things To Work On" list. Thank you for them.
AST 2.0 has been put on the back burner for a month or so.
Ironmanbc
July 27th, 2007, 07:21 AM
Atrocities said:
Thanks man. This gives me something to do. http://forum.shrapnelgames.com/images/smilies/happy.gif I doubt that I will update STM for a while though. I am working on the Star Wars Mod right now, but I have put your issue into "My Things To Work On" list. Thank you for them.
AST 2.0 has been put on the back burner for a month or so.
MAY THE FORCE BE WITH YOU http://forum.shrapnelgames.com/images/smilies/cool.gif
Atrocities
August 1st, 2007, 05:32 PM
Patrick was kind enough to make a nice sound mod for the STM. You can download it from The Download (http://www.astempire.net/startrek/webpage/download.htm) page on the official STM site.
Thank you Patrick
Atrocities
August 1st, 2007, 09:43 PM
Something neat I found. http://www.shrapnelcommunity.com/threads/uploads/540473-FedGalaxyClass.gif http://www.shrapnelcommunity.com/threads/uploads/540473-RomulanValdoreClass.gif
Arralen
August 11th, 2007, 02:02 PM
Arralen said:
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
Atrocities :I have given due consideration to this issue and while I fully understand your point of view, and agree with it, have decided that it would require to much work and effort to change at this point in time.
I can understand that.
I had to go back to my original notes from way way back and in those notes I found that I had chosen to use pulse weapons as secondary weapons because the intermittent beams were used by many sci-fi shows such as BSG, Buck Rogers, Star Wars, and such in an anti-fighter way. Also people wanted pulse weapons and I had to come up with a way to make them useful in the mod. Also sustained beams, in star trek and other shows, have been historically used as the POWER weapon. Since they only fired a single beam, they were not efficient enough to be used for targeting smaller objects.
Concerning Star Trek, IMHO and AFIAK you're wrong: There are very few pulse weapons. And those are used to punch through heavy shielding, not spray some "area" of space to hit a strafing fighter-bombers, pardon: space fighters. Even small targets like shuttles or fighters are generally fired at with beam weapons. I can't even remember seeing a real PD weapon once ... Examples are Defiant (4x Type-U pulse phasors mounted with very limited forward firing arc) and (nearly) all other "modern" federation or cardassian vessels which mount large-array beam weapons with wide firing arc. Those are deployed against all targets.
An interesting discussion on "pulse phasors" (proves my point, basically)
http://bbs.furryconflict.com/viewtopic.php?p=89409&sid=e03eff4734b57cc040c05080 99b6ea22
I'm not sure, though, how to make SE4 use pulse phasors as primary weapon on some vessels and beam phasors on all the others of the same race ?!
Atrocities
September 4th, 2007, 01:35 PM
You just set up the design creation file to have your designs use them. The problem is the AI really isn't that complicated and will always screw you in the end.
Atrocities
September 24th, 2007, 06:37 AM
Latest version 1.9.7.4 - Most likely will be final update for this mod barring any major bugs.
Artaud
September 24th, 2007, 06:55 PM
Thanks!
This will give me an excuse to start a new game, since I'm having a very rough time in my current one. ALL of the other empires are at war with me, even though I'm ranked 9th and have not even physically encountered most of them yet!
Enemy intel projects are absolutely killing me.
Atrocities
September 25th, 2007, 02:35 AM
Ya that is a bug with SE IV political system. It is one of the things that I dislike about the game. How can someone be at war with me if I have never met them in the game? This is why I don't take partnerships with the AI empires to. I like to explore the map, not have it laid out for me the moment I sign a partnership.
Arralen
September 29th, 2007, 05:56 AM
FIX-/CHANGE-LIST for 1.9.7.4, maybe, please ?
Atrocities
September 29th, 2007, 04:24 PM
It is included with the mod. Also can be found HERE (http://www.astempire.net/startrek/webpage/RevisionText.htm)
Atrocities
September 29th, 2007, 04:26 PM
I see what you want, you want me to update the full version of 1.9.7.4. Okay I will. I will have the updated version of the full mod uploaded in a couple of hours.
Arralen
September 29th, 2007, 04:58 PM
<font class="small">Code:</font><hr /><pre>
Star Trek Mod v1.9.7.4
1. Fixed 8472 Resource Ship now only requires 10 crew quarters
2. Fixed Phaser Cannon Mount (Federation) Now has correct KT limits
3. Fixed If you disable Shuttles in game rules you should still be able to build fighters now.
</pre><hr />
.. and nothing from my list(s) .. will I have to fix all that by myself ?!??!
http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/wink.gif
I'd rather start that pen'n'no-paper rpg I have on my mind for quite some time, using that "After Omega" story presented in this mod, than fiddle with SE4 mod files which I have little clue 'bout ...
Atrocities
September 29th, 2007, 05:01 PM
The list you gave me a while ago was addressed in previous version. What I could fix was worked on. If you want to work on the mod and make changes please do so. But please keep a detailed list of the changes you make. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
September 29th, 2007, 05:03 PM
I will review the list from July and fix the things I missed. Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
September 29th, 2007, 05:26 PM
Arralen said:
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
I understand your point of view but to change it now would mean a complete restructuring of the mod. Given that SE IV is on its way out as far as players are concerned there is no real motivation for going back and changing this. I am sorry.
AI designs "Explorers", but does not build them or uses them when build by player intervention.
Atrocities : I can only give the AI the instruction to have these on hand, whether or not the AI actually uses them is up to the AI.
I have tried to get the AI to build ships the way I want them too, but the AI simply does what it wants too. I have spent many hours playing with the files trying to get the AI to build scouts, explorer ships, and the like to no avail. There is simply no control over what the AI will build even when it is told to have x amount at all times.
Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.
This is done on purpose, as this how leaky armor is made.
Monsters should have "plague bomb(s)/ability, or ground troops"
Monsters don't need this ability. However you can always add to your files.
Sheliak (1.9.7.3)
Fixed v 1.9.7.5
Breen (1.9.7.3)
Fixed v 1.9.7.4
Propulsion Experts (1.9.7.3)
Fixed v 1.9.7.5
Monsters (1.9.7.3)
Name := Monster Drone
Fixed v 1.9.7.5
"Monster Yard" .. "can repair 20omponents" ..
"Monster PD 1" .. 200kt ?!
Build "Base Space Yard" without "Monster Yard" and "Monster Cloak".
Btw., how is "Monster Cloak" supposed to work, anyway.. haven't seen any cloaking effect from it?!
This is the way that monsters were set up in P&N mod. I have make virtually no changes to them. To be honest the only reason they were included in STM was because some folks wanted them. I will admit that I have neglected them.
Pirate Races
.. should get special boarding troop from turn 1 ..
Changed Version 1.9.7.5
Artaud
September 30th, 2007, 02:46 PM
Isn't remote mining supposed to permanently reduce the value of the target asteroid or planet? In my current game with version 1.9.7.3 that's not happening. My mining ships are busy, but making no changes in their targets.
Also, clicking on individual mining ships shows that that are mining something like 17k worth of minerals or radioactives per turn.
Atrocities
September 30th, 2007, 04:11 PM
The game is set up to prevent depletion of asteroids. You can change that in the setting.txt file. http://forum.shrapnelgames.com/images/smilies/happy.gif
Artaud
September 30th, 2007, 10:31 PM
OK. Thanks much! My remote miners are still mining 17k per turn, though.
Atrocities
September 30th, 2007, 10:44 PM
Thats good. As it states in the game play section of the installation read-me, remote mining is recommended.
Atrocities
October 8th, 2007, 09:18 PM
Here is the update for STM v1.9.7.5
Arralen
October 12th, 2007, 10:29 PM
Atrocities said:
Pirate Races
.. should get special boarding troop from turn 1 ..
Changed Version 1.9.7.5
Can't find them ?!?! What did you change ?
They had "standard" boarding troops even in 1.9.7.3 .. with "turn 1" I meant some special weak boarding troops which are available from start even with low tech start (without extra points) - enough to take over an undefended scout or colony ship, but easily defended against if boarding tech is researched.
Would give pirate races a chance to grab some colonizer early on without being overpowering ... .
Atrocities
October 12th, 2007, 11:32 PM
Ah crap. Thanks arralen.. I made the changes but didn't incorp them into the update. I will fix this.
Noble713
November 23rd, 2007, 06:53 PM
I'm trying to download your mod but I keep getting messages that the account is suspended. http://forum.shrapnelgames.com/images/smilies/frown.gif
Atrocities
November 23rd, 2007, 07:24 PM
The web site is down. My hosting service tried to extort 4x their normal monthly payment out of me. I told them to go to hell. They shut the site down. I don't have any alternative hosting site. Sorry man.
Noble713
November 23rd, 2007, 10:01 PM
Spaceempires.net?
Or one of those free file sites like rapidshare?
Ironmanbc
November 24th, 2007, 12:49 AM
Atrocities said:
The web site is down. My hosting service tried to extort 4x their normal monthly payment out of me. I told them to go to hell. They shut the site down. I don't have any alternative hosting site. Sorry man.
SUE THEM!!!!!!!!!!!!!!
Xrati
November 24th, 2007, 02:40 PM
Easy to say, Hard to do! Just move to another site is all you can do.
Atrocities
November 24th, 2007, 06:14 PM
We are trying to work out the bill snafu now. Right now the site is back up until Monday.
PsychoTechFreak
January 29th, 2008, 07:04 AM
I cannot download the Star Trek Mod Soundpack from Patrick. The archive always is corrupt and incomplete. Tried it about 20 times...
Is there a kind of engine setup manual for all the new components (nascells, warp cores, ...)?
What are Markers, marker components, and how do I use them?
Atrocities
January 29th, 2008, 08:59 AM
These are all covered in the read me text. Also look at the abilities of the ships and components. Ideally you need 2 nacelles, 1 warp core, and 2 impulse engines per design with some designs, IE colony ships, using up to four warp nacelles.
Markers are just there for info purposes.
I don't know what could be wrong with the sound pack. I will look into it tomorrow.
PsychoTechFreak
January 29th, 2008, 10:43 AM
I tried it again from the office with IE this time, worked. At home I just use Firefox, maybe it was an FF issue. Where's my mem stick now... at home.
Thanks for this great mod! I like that you have implemented the Pirates trait. I always had troubles to implement P&N to other mods.
Atrocities
January 29th, 2008, 06:32 PM
The pirates have issues. Just and fyi. http://forum.shrapnelgames.com/images/smilies/frown.gif
PsychoTechFreak
January 30th, 2008, 06:40 AM
Major issues? Are they unplayable?
Atrocities
January 30th, 2008, 09:12 PM
To be honest I honestly don't remember. IT has been so very long since I have played a game of STM that I cannot honestly remember. If they are not, I will address it, but I believe they are playable.
Atrocities
May 26th, 2008, 08:15 PM
Just playing around
http://www.shrapnelcommunity.com/threads/uploads/609729-republic%20%28Custom%29.PNG
Xrati
May 27th, 2008, 12:23 PM
AT, are you teasing us with graphics for a new STM?
Black_Knyght
May 28th, 2008, 02:20 AM
Now THAT is just plain cool!
Atrocities
May 28th, 2008, 09:42 PM
Thanks guys. And no, no new star trek mod unless BK is making one.
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