View Full Version : The Star Trek Mod - v1.9.7.5 (Oct 07)
Atrocities
September 26th, 2004, 11:18 PM
<font color="red">http://www.astempire.net/startrek/webpage/races_files/comm-badge.gif Offical Star Trek Mod Web Page (http://www.astmod.com/startrek/stm.htm)</font> - ALL NEW
PLEASE KEEP IN MIND THE FOLLOWING:
The Star Trek Mod is a mod of SPACE EMPIRES IV therefore it must follow the physics of this game. The Star Trek Mod is not a STAND ALONE GAME. It is limited to the physics and restrictions of SE IV, thereby many elements of the mod that would be considered as Star Trek Cannon, cannot apply. IE true warp drive, ship sizes, weapons, and star trek acting AI. Albeit I have tried, with the help of many fine people, to simulate as well as we can, a true star trek environment for our game play pleasure.
Star Trek Mod -= FORUM (http://www.spaceempires.net/home/modules.php?name=Forums&file=viewforum&f=34) =- at SE.net (http://www.spaceempires.net)
PLEASE READ THE INSTALLATION FILE -= LINK (http://www.astempire.net/startrek/webpage/Installation.htm) =-
Also if you are updating any Version of the Star Trek mod before Version 1.9.6.0 - DO A FRESH INSTALL OF 1.9.7.3 FULL and then update to current version if applicable. Updating from any Versions prior to 1.9.7.0 will cause errors and problems.
<font color="blue">If for any reason you get an error that a back ground bmp will not load, download FQM Deluxe and copy over all of the system images to your base systems folder in your space empires iv directory.</font>
Be sure that you have installed the latest Image Mod Packs (http://imagemod.spaceempires.net/). Planets, Components, Facilities, Events, and Combat or you might get a scan line or other type of error.
06-20-2007
Tech Tree Read-Me document - v1.9.7.0.x (http://www.shrapnelcommunity.com/threads/uploads/530626-STM197BasicTechTree.txt) (This Tech Tree is also included with the mod.)
10-26-2006
Tech Tree Read-Me document - v1.9.5.3.x (http://www.shrapnelcommunity.com/threads/download.php?Number=463221)
==================================
VERSION DOWNLOAD HISTORY
==================================
<font color="red">10-07-2007</font>
Star Trek Mod v1.9.7.5 (http://www.shrapnelcommunity.com/threads/download.php?Number=554909) Update - 7.5 Megs
Mirror Site (http://www.astempire.net) (And Full Version)
<font color="red">09-24-2007</font>
Star Trek Mod v1.9.7.4 (http://www.shrapnelcommunity.com/threads/download.php?Number=551603) Update - 7.5 Megs Mirror (http://www.astempire.net/zips/STM1974Patch.zip)
<font color="red">07-13-2007</font>
Star Trek Mod v1.9.7.3 (http://www.shrapnelcommunity.com/threads/download.php?Number=536117) Update - 7.5 Megs Mirror (http://www.astempire.net/zips/STM1973Patch.zip)
Star Trek Mod v1.9.7.3 (http://www.astempire.net/zips/STM1973Full.zip) Full Mod 29 Megs
<font color="red">06-20-2007</font>
Star Trek Mod v1.9.7.0 (http://www.shrapnelcommunity.com/threads/download.php?Number=530620) Update - 7.5 Megs - Please read the "Install Info STM 197" document before installing the update. Otherwise you will have problems. This patch will update from version 1.9.6.0 to current.
<font color="red">02-12-2007</font>
Star Trek Mod v1.9.6.2 (http://www.shrapnelcommunity.com/threads/download.php?Number=495793) Update - 6.5 Megs - Please read the installation doc first. This patch will update from versions 1.9.5 to current.
Star Trek Mod v1.9.6.2 (http://www.astempire.net/zips/STMv1962Full.zip) Full Version - 30.0 Megs - Please read the installation doc first. This patch will update from versions 1.9.5 to current.
<font color="red">11-17-2006</font>
Star Trek Mod v1.9.6.1 (http://www.shrapnelcommunity.com/threads/download.php?Number=471638) Update - 5 megs - Please read installation doc first. This patch will update from versions 1.9.5 to current
Star Trek Mod v1.9.6.1 (http://www.astempire.net/zips/Stm1961Full.zip) Full - 29 megs (This is the full version of the mod and it doesn't require any updating.)
<font color="red">10-08-2006</font>
Star Trek Mod v1.9.5.2 (http://www.shrapnelcommunity.com/threads/download.php?Number=454347) Update Patch - 2.5 megs
This patch will update from versions 1.9.5 to current
<font color="red">10-06-2006</font>
Star Trek Mod v1.9.5.1 FULL (http://www.shrapnelcommunity.com/threads/download.php?Number=453095) 29 megs
(This is the full version of the mod and it doesn't require any updating.)
<font color="red">10-04-2006</font>
Version 1.9.5.1 (http://www.shrapnelcommunity.com/threads/download.php?Number=452362) Update - Read Install Doc - .04 megs
(NOTE: Please install version 1.9.5 prior to installing this update. This update does not contain material from previous updates.)
<font color="red">10-02-2006</font>
Version 1.9.5 (http://www.shrapnelcommunity.com/threads/download.php?Number=450964) Patch - Read Install Doc - 3 megs
<font color="red">10-02-2006</font>
Version 1.9.4.2.2 (http://www.shrapnelcommunity.com/threads/download.php?Number=450960) PATCH - Read Install Doc - 1 meg
<font color="red">09-22-2006</font>
Star Trek Mod v1.9.4.2 (http://www.shrapnelcommunity.com/threads/download.php?Number=447996) - 29 megs - Full Version.
Version 1.9.2.7.1 is an interum patch that address some recently reported game damaging bugs.
<font color="red">04-29-2006</font>
Version 1.9.2.7.1 Patch A (http://www.shrapnelcommunity.com/threads/download.php?Number=421845) - Full patch and will update from version 1.9.2.6.
Version 1.9.2.7.1 Patch B (http://www.shrapnelcommunity.com/threads/download.php?Number=421846)- Minor Patch will ONLY update from version 1.9.2.7.
<font color="red">04-16-2006</font>
STM V1.9.2.7 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=419027)
<font color="red">12-17-2005</font>
Version 1.9.2.6 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=397150) 6.4 Megs **All In Patch** (Will update from version 1.9.2.2)
Version 1.9.2.6 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=397154) 4.5 Megs - Updates from version 1.9.2.4 only.
Version 1.9.2.6 Full Mod (http://www.shrapnelcommunity.com/threads/download.php?Number=397155) 30.0 Megs.
Version 1.9.2.6 Data and AI files only (http://www.shrapnelcommunity.com/threads/download.php?Number=397153). No Images. 3.5 Megs
<font color="red">09-01-2005</font>
Star Trek Mod Patch Version 1.9.2.4 (http://www.shrapnelcommunity.com/threads/download.php?Number=376407) (9-1-05) 5 Megs
Star Trek Mod Full Version 1.9.2.4 (http://www.shrapnelcommunity.com/threads/download.php?Number=376442) (9-1-05) 29.5 Megs
Star Trek Mod Ai/Data Files Only Version 1.9.2.4 (http://www.shrapnelcommunity.com/threads/download.php?Number=376443) (9-1-05) 3.0 Megs
<font color="red">06-20-2005</font>
UDATE Your component Pack before playing v1.9.2.2 as new components have been added. See link above to get latest version of the Component Pack.
Star Trek Mod Full (29 Megs) v1.9.2.2 (http://www.shrapnelcommunity.com/threads/download.php?Number=360170) This is the complete mod. Be sure to read both the installation and Before You Play documents.
Star Trek Mod v1.9.2.2 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=360168) This is just the patch and it will update any version of the mod from 1.9.1.2 to current.
<font color="red">03-11-2005</font>
Star Trek Mod v1.9.1.2 Full (28 megs) (http://www.shrapnelcommunity.com/threads/download.php?Number=339237) This is the complete mod. Be sure to read both the installation and Before You Play documents.
Star Trek Mod v1.9.1.2 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=335718) This is just the patch and it will update any version of the mod from 1.9.0.0 to current.
<font color="red">02-28-2005</font>
The latest patch, version 1.9.1.2 is available for download.
<font color="red">12-28-2004</font>
The Last patch of the year.
Star Trek Mod v1.9.0.9 - Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=320345)
Star Trek Mod v1.9.0.9 - Patch Without Spash Screen (http://www.shrapnelcommunity.com/threads/download.php?Number=320346)
Star Trek Mod v1.9.0.9 - PBW Data Files for Update (http://www.astmod.com/zips/stm/STM1909Data.zip)
Star Trek Mod v1.9.0.9 - Full Version (Torrent File) (http://kazharii.no-ip.com:6969/)
Web Site (http://www.astmod.com/startrek/download.htm) Revision History (http://www.astmod.com/startrek/RevisionText.txt)
I have posted the back story for the mod if any one is interested in a long read. The Cleansing (http://www.astmod.com/startrek/backstory.html)
Enjoy.
<font color="red"> 12-18-2004 UPDATE</font>
Star Trek Mod Patch v1.9.0.7 (http://www.shrapnelcommunity.com/threads/download.php?Number=318393) (Will update any Version from 1.9.0.0 to current.) Players DOWN LOAD THIS ONE.
Star Trek Mod Patch v1.9.0.7 (http://www.astmod.com/zips/stm/StmPatch1907NG.zip) Ai and Data files only (Contains only AI and data files - no graphics. Will update any Version from 1.9.0.0 to current) - PBW WEB ADMINS USE THIS ONE TO UPDATE PBW
Star Trek Mod Full 1.9.0.7 Data and AI files (http://www.shrapnelcommunity.com/threads/download.php?Number=318618) only no graphics. (FIXED LINK)
<font color="red"> 11-18-2004 UPDATE</font>
STM v1.9.0.2 With Intro 5.0 megs (http://www.shrapnelcommunity.com/threads/download.php?Number=313001)
STM v1.9.0.2 Without Intro 2.5 megs (http://www.shrapnelcommunity.com/threads/download.php?Number=313002)
STM v1.9.0.2 Data and Ai files only. No images 500k (http://www.astmod.com/zips/stm/STM1902DATAUD.zip)
<font color="red">11-14-2004 UPDATE </font>
Star Trek Mod Patch 1.9.0.1 (http://www.shrapnelcommunity.com/threads/download.php?Number=311154)With Intro 2.5 megs (New File - Should no longer cause error when being unzipped)
Star Trek Mod 1.9.0.1 (http://www.shrapnelcommunity.com/threads/download.php?Number=311055)Without Intro 400k
Part 1 of 4 STM 1.9.0.0 (http://www.shrapnelcommunity.com/threads/download.php?Number=311309)
Part 2 of 4 STM 1.9.0.0 (http://www.shrapnelcommunity.com/threads/download.php?Number=311311)
Part 3 of 4 STM 1.9.0.0 (http://www.shrapnelcommunity.com/threads/download.php?Number=311312)
Part 4 of 4 STM 1.9.0.0 (http://www.shrapnelcommunity.com/threads/download.php?Number=311314)
<font color="red">11-14-2004 UPDATE </font>
PLEASE DO NOT INSTALL OVER EXSISTING STAR TREK MOD FILES. DO A FRESH INSTALL WITH THIS VERSION
The latest Version of the Star Trek Mod can now be downloaded. Please report any bugs or questions to AtrocitiesATgmailDOTcom. Thank you and enjoy.
Star Trek Version 1.9.0.0 Download Link (http://www.shrapnelcommunity.com/threads/download.php?Number=310653) 22 Megs (149 downloads so far)
Be sure to update to the latest Versions of the Component and Events packs. SJ Image Mod Site (http://imagemodserver.mine.nu/other/MM/SE4/imagemod/)
I would like to get input on what things need addressing for a final update for the Star Trek Mod.
As it stands now, the only suggestions I have are to work on the Romulan AI, adjust the cost of some facilities and components for races like the Breen, 8472 and a few others.
Any suggestions that have to deal with the Ai and or minor tweaks or bugs would be appreciated.
Thanks.
Captain Kwok
September 27th, 2004, 03:16 AM
Check your astmod mail account. I sent you some files.
Atrocities
September 27th, 2004, 03:39 AM
Thanks.
Ragnarok-X
September 27th, 2004, 05:39 AM
Increase the strength of pirate trait capturing ability. I mentioned that a while ago. As it stands now, each race is capable of EASILY defeating the capturing tech of the pirates. Please make them stronger. I always wanted to board a borg cube http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif
Additionally i think dominion polaron beams are a BIT to strong, using the dominion mount they can do good damage and a high range using lowlevel-tech.
Atrocities
September 27th, 2004, 05:40 AM
Thanks Ragnarok-X
tesco samoa
September 27th, 2004, 08:50 AM
make the federation weaker http://forum.shrapnelgames.com/images/smilies/wink.gif
Ragnarok-X
September 27th, 2004, 01:36 PM
Yep, especially the armors of the federation. If i may remember right, than the most advanted fed armors can hardly be damaged by anything except torpedos since they have a very high negation ability.
Atrocities
September 27th, 2004, 03:13 PM
The armor issues have been addressed by Captain Kwok.
gregebowman
September 30th, 2004, 05:22 PM
I don't have any complaints. Just curious as to when the update will come out.
Atrocities
September 30th, 2004, 07:46 PM
I will be taking my time so I suspect it will be out in a month or two.
gregebowman
October 1st, 2004, 10:26 AM
Cool beans. Sounds like you might be playing Santa Claus this year, giving out those must have toys for us good children http://forum.shrapnelgames.com/images/smilies/happy.gif
Ed Kolis
October 3rd, 2004, 10:06 PM
First of all, bear in mind that these comments apply to the 1.72 edition of STmod... I've never played 1.75 and you may have addressed some of these concerns already in that Version http://forum.shrapnelgames.com/images/smilies/happy.gif
I would like to see my custom warhead pics used for the warheads, seeing as you do have multiple damage types for your warheads and you can't tell them apart visually on a mine design. http://forum.shrapnelgames.com/images/smilies/wink.gif The pics are in the Imagemod.
Also, while this might be a major design decision that you don't want to implement, I personally think impulse-only ships should be slower than they are in STmod - I know having warp ships travel 1000 times faster than impulse ships is impossible in SE4, but 3 times times faster might be doable instead of the current ~1.5 times faster? (Maybe warp cores could be scale mounted, too?)
I also think the bussard collectors and ramscoops provide WAY too many supplies for their tiny size and low tech requirements - currently it's possible to make starships practically self-sustaining without consuming any noticeable amount of tonnage, rendering supply depots useless... or did you intend that to be the case, given that starships were often sent on "five-year missions"? http://forum.shrapnelgames.com/images/smilies/wink.gif
Atrocities
October 4th, 2004, 08:24 PM
Thanks Ed.
I have not yet had the chance to meet with CK but he has a new propulsion system that we will be using.
The warheads are no problem, I will be happy to do that. http://forum.shrapnelgames.com/images/smilies/happy.gif
I will look at the BC and other and see if they need to be tweaked. The idea was to provide a ship with some supplies each turn, but not enought to keep it out in space forever. The supplies generated should be lower than the supplies used, however setting that standard is nearly impossible to do.
Aiken
October 5th, 2004, 10:07 PM
Annoyance (not a bug): 8472's ConVersion Complex and Borg's Drone Maturation Chamber have Facility Family := 34, which is the same as generic Population Growth Facility family. It causes these racial facilities to "upgrade" to PGF, then total uprade is performed (in Construction Queues window). Very annoying.
Atrocities
October 5th, 2004, 11:52 PM
Will fix, thanks Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
October 9th, 2004, 10:08 AM
Here's and update on whats going on thus far. Please keep in mind that this is NOT the final Version as the work continues.
---------------------------------------------------
Version History for Star Trek Mod
---------------------------------------------------
Star Trek Mod v1.7.7
1. Added 20 Place holder slots to the RacialTech File
2. Added Infantry to Vehicle Size file
3. Added Infantry Specific Weapons - Phasers, Disruptors, and Others
4. Updated All Race Ship Sets to new hi-res renders
5. Changed Description of Ring and Sphere Worlds to make them more descriptive on how to use.
6. Changed Ferengi Neutrino Mine I - III image from 185 to 1332
7. Changed Shield Generators Mine I - III Image from 185 to 1327
8. Changed Engine Mine I - III Image from 185 to 1328
9. Added Power Industrialists to Racial Trait (150% to Space Yard Production @ a cost of 1500 Points)
10. Added Very Un-Lucky to Raical Trait (-100 to Luck @ a Savings of 1000 points)
11. Added Natural Engineers to Racial Traits (150% to Repair) (Based upon Adamant Mod)
12. Added Engineeringly challenged to Racial Traits (-50% to Repair)
13. Added Miniaturization Experts to Racial Traits (120% to Planet Storage) (Based upon Adamant Mod)
14. Added Pack Rats to Racial Traits (-25% to Planet Storage)
15. Added Advanced Minerals Storage, Advanced Organics Storage, and Advanced Radioactives Storage To Racial Traits. (Based upon Adamant Mod)
16. Added Disorganized Minerals Storage, Disorganized Organics Storage, and Disorganized Radioactives Storage to Racial Traits. (Based upon the Adamant Mod)
17. Changed Bussard Collector I - III supply generation from 100,120,140 to 80,100,120
18. Changed Ram Scoop I - III supply generation from 150,180,200 to 120,140,160
19. Changed Drone Maturation Chamber I - V and ConVersion Complex I - III family number from 34 to 87
20. Changed Lowered over all Cost of Breen Atmospheric Modification Plant II - III
21. Changed Lowered over all Cost of Breen Organic Extractor I - III
22. Added Infantry Tech to Tech Area
23. Added Pistol, Rifle, Body Armor, Person Shield Generator to Components for use with Infantry Tech.
24. Removed All Races Troops from Components File. No need.
25. Added All Races Troops to Vehicle Size File. (Now a True Troop)
26. Added Pirate Troops to Tech Area file.
27. Changed Strength of Pirates I - III (Ship Capture) from 25,35,45 to 35,45,55
28. Changed Pirate Shield Depleter I - V damage at range from 15 to 25 across all ranges.
29. Changed Pirate Hull Armor I - III tonnage structure (35,40,45)(5kt)
30. Changed Modified cost of Pirate Hull Armor I - III
31. Changed Klingon Small Disruptor I - III tech requirement from Klingon Stream Weapons to Klingon Disruptors
32. Changed Pirate Disruptor I - X to match that of the Klingons
Star Trek Mod v1.7.6 Captain Kwok's Revisions
1. Changed Modified tonnage structures for most components.
2. Changed Armor tonnage (10kT) structure (20-25-30)
3. Added Armor - Ten Per Vehicle restriction
4. Changed Modified cost for Armor
5. Changed Emissive Armor (20kT) tonnage structure (40-45-50)
6. Added Emissive Armor - Five Per Vehicle restriction
7. Changed Modified cost for Emissive Armor
8. Changed Scattering Armor (40kT) tonnage structure (40-45-50)
9. Changed Modified cost for Scattering Armor
10. Changed Federation Ablative Armor to Ablative Armor
11. Changed Ablative Armor (5kT) tonnage structure (20-25-30)
12. Changed Ablative Armor - Ten Per Vehicle restriction
13. Changed Modified cost for Ablative Armor
15. Changed Borg Regenerative Armor (10kT) tonnage structure (15-20-25)
16. Changed Borg Regenerative Armor - Ten Per Vehicle restriction
17. Changed Modified cost for Borg Regenerative Armor
18. Changed Description for Borg Regenerative Armor
19. Changed Breen Organic Armor (10kT) tonnage structure (30-35-40)
20. Changed Breen Organic Armor - Ten Per Vehicle restriction
21. Changed Modified cost for Borg Regenerative Armor
22. Changed Kelindide Armor (10kT) tonnage structure (30-35-40)
23. Changed Kelindide Armor - Ten Per Vehicle restriction
24. Changed Modified cost for Kelindide Armor
25. Changed Varethiel Armor (10kT) tonnage structure (30-40-50)
26. Changed Varethiel Armor - Ten Per Vehicle restriction
27. Changed Modified cost for Varethiel Armor
28. Changed Crystalline Armor (10kT) tonnage structure (50-60-70)
29. Changed Crystalline Armor - Ten Per Vehicle restriction
30. Changed Modified cost for Crystalline Armor
31. Changed Shield Generator I-X to 20kT
32. Changed Modified Shield Generator attributes, shield Points, phased Shields, etc.
33. Changed Modified Bio - Electric Field attributes - phased shield points only
34. Changed Renamed Borg Regenerative Shields to Borg Shield Regenerator to match actual function
35. Changed Modified attributes of Borg Shield Regenerator
36. Changed Modified cost of Borg Shield Regenerator
37. Changed Structural Integrity Field (0kT) tonnage structure (20-40-60-80-100)
38. Changed Renamed Supply Storage to Anti-Matter Pod
39. Changed Modified Anti-Matter Pod supply storage (500-625-750-875-1000)
40. Changed Reduced Cargo Bay storage space (50-60-70-80-100)
41. Changed Modified Ferengi Deuterium Tank supply storage (500-750-1000-1250-1500)
42. Changed Modified cost of Ferengi Deuterium Tank
43. Changed Modified Ferengi Compact Cargo Bay storage space (40-50-60-70-80)
44. Changed Modified cost of Ferengi Compact Cargo Bay
46. Changed Damage for Laser I-V.
47. Removed Phased-Energy Cannons VI-X.
48. Changed Damage for Phased-Energy Cannons I-V.
49. Changed Renamed Federation Phasers I-X to Phasers I-X.
50. Changed Description for Phasers I-X.
51. Changed Damage and cost for Phasers I-X.
52. Changed +10% Accuracy for Phasers I-X.
53. Changed Phasers I-X now use beam image 16.
54. Note Same 'Scaled' modifications as above for Small Phasers I-III.
55. Removed Federation Pulse Phasers VI.
56. Changed Renamed Federation Pulse Phasers I-V to Pulse Phasers I-V.
57. Changed Description for Pulse Phasers I-V.
58. Changed Damage and cost for Pulse Phasers I-V.
59. Changed -10% Accuracy for Pulse Phasers I-V.
60. Note Same 'Scaled' modifications as above for Small Pulse Phasers I-III.
61. Changed Renamed Ram Cannon to Phaser Cannon.
62. Changed Description for Phaser Cannon.
63. Changed Damage and cost for Phaser Cannon.
64. Changed Increase Federation Pulse Weapon Energy Stream Weapon requirement to 5.
65. Changed Display image for Klingon Disruptor to Torp 131.
66. Changed Increased cost of Federation Pulse Weapons tech area to 25000.
67. Changed Changed tech area Klingon Stream Weapons to Klingon Disruptors.
68. Changed Increased size of Scanner Jammer to 30kT
69. Removed Small Ship Shield Mount
70. Changed Attributes of Galaxy X Mount
71. Changed Settings.txt Population Mass to 10
Aiken
October 9th, 2004, 10:49 AM
Post deleted by aiken
Atrocities
October 9th, 2004, 11:28 AM
Your mocking my spelling aren't you? http://forum.shrapnelgames.com/images/smilies/laugh.gif
Aiken
October 9th, 2004, 12:03 PM
Post deleted by aiken
Ragnarok-X
October 9th, 2004, 01:59 PM
Nice indeed, sounds like a perfect time for the kazon to take control of the known galaxy.
Imperial
October 9th, 2004, 02:24 PM
This all looks very good--thanks alot. Any chance for some improved AI? I know it is hard to do but any improvements are welcome. Also maybe look into the cardassians--in a few games I have played they are still using DUC's--(forgot the modded name) at a very high level. They also colonize like crazy--heh.
Atrocities
October 9th, 2004, 02:30 PM
Thanks Imperial. The AI is more or less optimized for Higher player settings. When left on low setting they tend to keep using the weaker weapons.
I do plan on working on the AI though. Mainly the Romulans. http://forum.shrapnelgames.com/images/smilies/happy.gif But all will be addressed to some degree. Hopefully I can improve them.
XenoTheMorph
October 10th, 2004, 06:37 AM
Possible bug -
I just noticed that in my game (1.7.5) the Federation (TMP) are using Drone Launchers III instead of cargo holds on thier Colony ships! Also the 8472 are using them for thier transports as well.
Atrocities
October 10th, 2004, 08:33 AM
Thanks. I will look into it. Might be a storage requirment. If the TMP are doing it then it is likely the Federation is doing it as well.
Atrocities
October 14th, 2004, 09:39 PM
I am looking for a few people to help test the latest changes to the mod. If your interested, please email me.
Ed Kolis
October 14th, 2004, 10:23 PM
Say, any chance of getting all those component/facility descriptions fixed up? You know, like the Ferengi Small Anti-Proton Beam having the stock Meson BLaster description?
narf poit chez BOOM
October 14th, 2004, 11:07 PM
Naturally it is. The Ferengi are trying to mis-represent their capabilities. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Atrocities
October 14th, 2004, 11:49 PM
Ed Kolis said:
Say, any chance of getting all those component/facility descriptions fixed up? You know, like the Ferengi Small Anti-Proton Beam having the stock Meson BLaster description?
I will redo them as I go. http://forum.shrapnelgames.com/images/smilies/happy.gif Thanks Ed.
Atrocities
October 14th, 2004, 11:58 PM
Atrocities said:
I am looking for a few people to help test the latest changes to the mod. If your interested, please email me.
Any takers?
Atrocities
October 15th, 2004, 12:31 AM
Here is an update:
Star Trek Mod v1.7.8
1. Changed All Races Troop Tech requpirment to match in the TechArea file.
2. NEED TO Infantry to all Race Design Creation Files
3. Fixed Comp_1230 masking problem
4. Changed Reduced Drone Size by half for all sizes
5. Changed Reduced Drone Planet and Ship warhead damage by half for all sizes
6. Changed Reduced Drone Launcher I - III cargo capacity (To avoid conflict with Cargo Bay)
7. Changed Reduced Satellite Launcher I - III cargo capticy (To avoid conflict with Cargo Bay)
8. Changed Reduced Satellite Size by half for all sizes
9. Added Drone Mount - Reduces size of components for use with Drone by 50%
10. Added Satellite Mount - Reduces size of components for use with Satellite by 50%
11. Changed Propulsion system of the mod. (Testing Phase)
12. Added Warp Core I - V mounts (Based On Ship Size)
13. Added Comp_888 Warp Nacelle to mod -
14. Changed Klingon Stream Weapons to Klingon Disruptors in Klingon Research file.
15 Changed Modified all Races Design Creation files to reflect changes in the new propulsion system
16. Changed Modified Romulan Research file slightly
17. Changed Modified Ai Files slightly
18. Added All New Race EMP files for 2k, 3k, and 5k
I am still looking for a few people to help test these changes. If your interested please email or PM me.
Atrocities
October 15th, 2004, 04:56 AM
Have any of you seen the HELP files included with the Adamant Mod by Fyron? For the most part that is a cool addition to any mod and I would like to include one with the final Version of the STM.
If any one has any skill at all for making nice looking informational web pages, please let me know. I could really use the help in setting up the HELP pages for the Star Trek Mod.
Art work is welcome too. http://forum.shrapnelgames.com/images/smilies/happy.gif
mottlee
October 15th, 2004, 11:02 AM
I'll give it a go...you need a start from the bottom?
Ed Kolis
October 15th, 2004, 11:07 AM
Speaking of misrepresenting facilities, doesn't a "Spaceport Depot" sound like it would combine the functions of a spaceport and a supply depot, not act as an uber construction yard?
(So how many times is the STmod going to die off, anyway? http://forum.shrapnelgames.com/images/smilies/laugh.gif)
edit: 150% construction for 1500 points??? What if you take that AND the 125% construction trait? http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/eek.gif
and the Unlucky and Very Unlucky traits seem to provide too many points, given the rarity of events in SE4...
Atrocities
October 15th, 2004, 11:24 AM
Good point Ed. Duh. Will adjust.
I will send you the files soon mottlee. Mainly I am just testing the new features and the current concept for the propulsion systems.
mottlee
October 15th, 2004, 01:22 PM
So to start with all tech?
Atrocities
October 15th, 2004, 03:01 PM
<font color="brown">Beta Testers for Update </font>
Please do the following:
1. Copy your Star Trek Mod folder
2. Rename your Star Trek Mod Folder to: Star Trek Mod 176
3. Download the Data Files for Version 1.7.9
4. Unzip the file and copy to your Space Empires Folder. You should be asked to over write say YES. If not, then you have not followed the directions correctly.
5. Read the BEFORE YOU PLAY text file.
<font color="blue">(READ YOUR PM FOR DOWN LOAD INFORMATION) </font>
INSTRUCTIONS FOR BETA TESTING UPDATE
Please either manually load EMP files or just choose one for youself and allow the Game to generate random players. I need you to play and report any issues with the new BORG MONSTERs, new armor settings, new components settings, new weapons settings, and the tenative new propulsion system.
Suggestions are very helpful from ideas for improving descriptions to what does and does not work.
The new propulsion system is a tad differant from the old one in that there are only five impusle engines and they only give combat movement and supply storage.
The Warp Core I - IV generate additional movements.
The Warp Nacelle generates Standard movement points.
So on most designs you will want to have at least 2 impulse engines, 1 warp core, and 2 warp nacelles.
The AI currently does not use Impusle engines, but beings how the Warp Nacelle generates 2 standard movements this should not be a big issue.
Please play the game on any settings you wish. For the best game follow the Before You Play instructions. Good luck and thank you.
Fyron
October 15th, 2004, 04:20 PM
Ed Kolis said:
and the Unlucky and Very Unlucky traits seem to provide too many points, given the rarity of events in SE4...
So add more events and make them more frequent!
Aiken
October 15th, 2004, 04:54 PM
Starting from tommorow I'll have some time to test new STM build. Please send me a link to the patch and contact email there I should send feedback.
PS: PM doesn't seem to work for me (some apache errors). Drop me a letter to: aiken $ fromru * commmmm.
mottlee
October 15th, 2004, 05:06 PM
So far, Borg Monsters, Bases w/ mine sweeper comp on them, ships w/no supply comp on them...in 3 turns, PM DOA!
DS-9 ships w/no warp core= no movement
Atrocities
October 15th, 2004, 06:10 PM
Aiken, the PM system on the forum seems to be having issues.
I will send it as soon as I can, but could you send me your current email? Thanks.
Mottlee, thanks, there are still some AI's that may not have been update. I will check them. The Borg Monsters worked well for me, I am curious as to why they are not working for you. Could you send me your save game file?
Atrocities
October 15th, 2004, 06:14 PM
Mottlee, I figured out the problem with the DS9 set. I don't have it. I will add to the file and update the AI once the AvP is done scanning my system.
Still looking into the Borg Monster issues.
mottlee
October 15th, 2004, 06:43 PM
Have noticed that ships do not use supplys as fast as some others SO this may not really be a problem
Atrocities
October 15th, 2004, 07:01 PM
Mottlee, I think I know what the Borg Monster Problem was. I forgot to change the images for those components. I just started a new game with High AI Diffuculty and Medium AI Bonus and by turn 5 the Borg Monsters were producing leathal ship designs.
Aiken
October 15th, 2004, 07:09 PM
Atrocities said:
Aiken, the PM system on the forum seems to be having issues.
I will send it as soon as I can, but could you send me your current email? Thanks.
aiken
@
fromru
.
com
Atrocities
October 15th, 2004, 11:15 PM
Email Sent.
Let me know if you got it.
Aiken
October 16th, 2004, 06:13 AM
Got it. Borg (as well as other miserable species) are already sheddering with horror. http://forum.shrapnelgames.com/images/smilies/evil.gif
Atrocities
October 16th, 2004, 04:05 PM
I lost two games in a row the AI on the recommended settings. Thats was surprising.
Aiken
October 16th, 2004, 04:35 PM
There are 2 almost identical racial traits: Advanced Storage Techniques (cost 1000, +20% planet space) and Miniaturization Experts (cost 1000, +25% planet space). I suppose one of them should be removed.
Atrocities
October 16th, 2004, 04:36 PM
Oooops, thanks Aiken, will fix.
Aiken
October 16th, 2004, 05:49 PM
1. Racial troops tech do not require racial tech, so they are seen to all races. Minor annoyance.
2. I think it would be fair to make Pirate Race tech starting from level 1, not 0 as now. The problem is that now Pirates should scrap all their research facilities and SY on the homeworld and build racial ones to get some advantage. Or else give Pirate Research Center and Pirate Docks the same facility families as generic Research Center and SY. Then they'll be able to upgrade Homeworld RCs and SY as soon as they research Pirate Race tech 1.
3. Pirate Colony Ship has a Engines Per Move requirement of 10. Since Warp Nacelle provides 3 standard movement point you need 4 nacelles to achieve system speed of 1. But due to reduced tonnage for Pirate Colony Ship there will be no place for warp drive. So their colony ships will be always moving at speed 1 http://forum.shrapnelgames.com/images/smilies/frown.gif Is it feature or just an oversight?
If this is not a feature then change Engines Per Move for pirate colony ship to 9, then 3 nacelles + warp drive will fit the colony ship perfectly.
edit: fixed 1.
Atrocities
October 16th, 2004, 07:15 PM
1. Will Fix
2. Great Idea
3. Will change
Thank you Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif
Aiken
October 16th, 2004, 07:28 PM
In general: why colony ships are so slow? Personaly, I will certainly prefer warships to colonyship to found new colonies: typical colony ship EPM = 10, while destroyer's EPM = 2. Sure, I have to research destroyer first, but it's another question. So in mid game colonyships will be abbandoned completely.
I guess you did it to make colonisation phase a bit slower, but there can be another way to do it, without making colonisers useless. What do you think?
Atrocities
October 16th, 2004, 08:13 PM
I honestly don't know. I had no intention of making colony ships useless by mid game. What race are you playing as?
Aiken
October 16th, 2004, 09:22 PM
I'm playing 2 games as 8472 and Orion. Actually all races have equal colonyships (with EPM=10) except those which belong to general races (EPM=4) and 8472 (EPM=6).
Another issue: it's still too easy to make a selfsufficient ships. Ex.: Dreadnought, 3 nacceles + transwarp drive III + 4 impulse engine V = 15 MP. Supply usage is 420 units per 15 mp. So 4 bussard collectors will easily compensate supply expenses. +2 ramscoops will even provide some redundant supplies. Same situation in low tech game: Frigate, 2 nacelles + warp drive I + 4 impulse engines I = 5 mp. Supply usage is 270 units per 5 mp. It's easy to regenerate them with 4 bussard collectors I (80*4=320).
I think that rule for calculating supply generation values should be: 4 * supplies from maxed bussard collector + 2 * supplies from maxed ramscoop < 420. You only need to find right values for bussard and ramscoop.
Captain Kwok
October 16th, 2004, 11:39 PM
Anyway this will be mute once the new propulsion system is in place. http://forum.shrapnelgames.com/images/smilies/tongue.gif
However, I do recommend special mounts for colony modules for use with colony ship hulls a la adamant mod.
Atrocities
October 17th, 2004, 12:20 AM
Ahhh, the Orions, I see now. Since they are a pirate race, they have very poor colonization technology. There best at compensating for this disability by capturing other races colony ships and enslaving the colonists.
Atrocities
October 17th, 2004, 12:33 AM
aiken said:
1. Racial troops tech do not require racial tech, so they are seen to all races. Minor annoyance.
Did you by any chance start with high tech start?
Some technology is captureable and if you do a high tech start that technology will become available to you.
Colonel
October 17th, 2004, 12:45 AM
I noticed something that seemed a little strange when playing today. I was the federation and some of the fighter\shuttle components. They were both 5kt but one had 3 for the damage then another with the same size was 5 for the damage. Is this meant to be this or is it just no one noticed
Atrocities
October 17th, 2004, 03:01 AM
Colonel said:
I noticed something that seemed a little strange when playing today. I was the federation and some of the fighter\shuttle components. They were both 5kt but one had 3 for the damage then another with the same size was 5 for the damage. Is this meant to be this or is it just no one noticed
I will look into it. http://forum.shrapnelgames.com/images/smilies/happy.gif Do you remember the component name?
Atrocities
October 17th, 2004, 06:15 AM
---------------------
Warp Scale:
---------------------
Warp Core I + 2 Warp Nacelle I = Movement of 2 Warp Core II + 2 Warp Nacelle II = Movement of 3 Warp Core III + 2 Warp Nacelle II = Movement of 4 Warp Core IV + 2 Warp Nacelle III = Movement of 5 Warp Core V + 2 Warp Nacelle III = Movement of 6 Warp Core VI + 2 Warp Nacelle III = Movement of 6 Warp Core VII + 2 Warp Nacelle IV = Movement of 8 Warp Core VIII + 2 Warp Nacelle IV = Movement of 8 Warp Core IX + 2 Warp Nacelle IV = Movement of 9 Warp Core X + 2 Warp Nacelle V = Movement of 10 TransWarp Core I + 2 Warp Nacelle V = Movement of 11 TransWarp Core II + 2 Warp Nacelle V = Movement of 12 TransWarp Core III + 2 Warp Nacelle V = Movement of 13
Atrocities
October 17th, 2004, 06:28 AM
I want to increase the Home World Cargo capacity, how do I do that?
Atrocities
October 17th, 2004, 06:28 AM
Also I would like to set it up so that each race starts the game USING their facilities instead of the stock ones. How do I do this?
Colonel
October 17th, 2004, 11:38 AM
Atrocities said:
Colonel said:
I noticed something that seemed a little strange when playing today. I was the federation and some of the fighter\shuttle components. They were both 5kt but one had 3 for the damage then another with the same size was 5 for the damage. Is this meant to be this or is it just no one noticed
I will look into it. http://forum.shrapnelgames.com/images/smilies/happy.gif Do you remember the component name?
One was Federation Small Pulse Phaser and Federation Small Phaser all of them level 1-3 have the same tonnage but do different damage
Atrocities
October 17th, 2004, 01:41 PM
Right now the only differance is the accuracy. I will be reviewing all of the weapons in the mod for balance next. If I come acrossed a weapons, such as you have listed, I will hopefully be able to give one a uniqe ability so that they are both equally usefull.
Thank you.
Aiken
October 17th, 2004, 01:58 PM
However, I do recommend special mounts for colony modules for use with colony ship hulls a la adamant mod.
And then AI will be suffering from the "2 colony modules per coloniser" bug.
Did you by any chance start with high tech start?
Low tech start. Racial troops are not availiable for every race. Just you can see all racial troops tech then looking for Construction 1 research results. That's why I said it was a minor visual annoyance (initially I posted that racial troops are availiable for all, but it was a mistake).
I want to increase the Home World Cargo capacity, how do I do that?
PlanetSize.txt: Name := Sphereworld and go on.
Also I would like to set it up so that each race starts the game USING their facilities instead of the stock ones. How do I do this?
Racial facilities should be availiable from start and provide "better" abilities (e.g. more research points).
Ragnarok-X
October 17th, 2004, 02:11 PM
Instead of increasing the max cargo of the planet like aiken suggested you could just create facilites which increase cargo hold. Since homeworlds start quite advanced and have "unique" buildings, you could just set it up that way.
Atrocities
October 17th, 2004, 02:11 PM
Thanks Aiken, I fixed the troop issue by adding the requirement OF "Race Technology" to each races Troop entry in the Tech Area file. This should fix the issue.
Thanks for the help with my questions as well. http://forum.shrapnelgames.com/images/smilies/happy.gif
All races have access to Generic Infantry. Only the following have acess to Race Infantry:
8472, Borg, Breen, Cardassian, Dominion, Federation (ALL), Ferengi, Klingon, Orion, Romulan, and Tholian.
Atrocities
October 17th, 2004, 02:21 PM
Could you please give me more info on modifying the Homeworld cargo amount. I don't understand how changing Sphere World will effect home world cargo.
Thanks.
Aiken
October 17th, 2004, 02:42 PM
Ooopsy. What a crap I wrote about Sphereworlds! http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
I just thought you had asked about sphereworlds. Sorry.
Well, the right answer will be "I don't know".
Or follow the advice that Rag-X gave, add a Cargo Storage ability to Spaceports. To make such facility a "homeworld only", create racial facilities with Spaceport and Cargo storage abilities and make them very expensive. Although you'll have to test which facility will be placed on a HW: generic SP or racial one.
edit: Resupply Depot is another convenient facility.
edit2: actualy, resupply depot is better, because Natural Merchants trait will remove Space Port from HW.
edit3: on a second thought AI will likely prefere to build expensive racial resupply depot or Space port in just colonised systems. It can cause AI to stumble and waste its resourses on a very expensive facilities. If you want to go further - add an AI tag to resupply depot (or space port) and change all AI_construction_facilities.txt to reflect this change.
edit4: never mind
Fyron
October 17th, 2004, 02:56 PM
aiken said:
However, I do recommend special mounts for colony modules for use with colony ship hulls a la adamant mod.
And then AI will be suffering from the "2 colony modules per coloniser" bug.
This bug was fixed a while ago. Look at the Colony Ship designs in the AI Design Creation files. http://forum.shrapnelgames.com/images/smilies/happy.gif
Aiken
October 17th, 2004, 02:59 PM
This bug was fixed a while ago. Look at the Colony Ship designs in the AI Design Creation files.
It's semifixed. Now Rock AI designs and builds Gas and Ice colonisers without ice and gas colony modules from start.
Fyron
October 17th, 2004, 03:20 PM
So they do... I guess I need an AI trait now...
edit: Problem solved. http://forum.shrapnelgames.com/images/smilies/wink.gif
Aiken
October 17th, 2004, 03:59 PM
Just found an interesting game feature. Probably it's a well know for others.
Empire setup: enviroment - Rock; adv. traits - Gas world natives (yes, it was my mistake)
Game started. Now go to research screen, and voila! - "Rock Planet Colonisation - Gas Natives" tech is already researched. Nice protection against my stupidity http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
October 17th, 2004, 07:58 PM
Thats funny
Atrocities
October 17th, 2004, 08:29 PM
Ok the beta for 1.8.0 is ready. I will PM or email you the download link.
Please keep playing as normal using the recommended settings listed in the "Before You Play" document.
Please pay close attention to the new propulsion system, and watch for any illegal designs by the AI.
Please keep an eye out for any discriptions that can be improved or spell checked.
Star Trek Mod v1.8.0 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED
1. Added DS9 ship set
2. Added DS9 STM AI files
3. Changed Images for Borg Monster Components
4. Added Some ASCII Art Work to a few files.
5. Added Warp Core V - X
6. Added Quantum Singularity Drive V - X
7. Added Borg Warp Drive IV - X
8. Added Warp Nacelle II - V
9. Added Supply Storage ability to Warp Core I - X
10. Added Supply Storage ability to Quantum Singularity Drive I - X
11. Added Supply Storage ability to Borg Warp Drive I - X
12. Changed Removed Supply Storage ability from Warp Nacelle
13. Changed Warp Technology Tech level from 5 to 10
14. Changed Adv. Warp Technology requirment from Warp Technology 5 to Warp Technology 10
15. Added Supply Storage ability to Transwarp Drive I - III
16. Changed Minor adjustments to images for Warp Core I - X
17. Changed Minor adjustments to images for Quantum Singularity Drive I - X
18. Changed Minor adjustments to Impulse Engine I - V supply Storage ability amounts
19. Changed Image for Transwarp Drive I - III
20. Added Tech requirement of Warp Technology to Warp Nacelle II - V. (1,4,7,10)
21. Changed Supply usage rates for Warp Core I - X
22. Changed Supply usage rates for Quantum Singularity Drive I - X
23. Changed Supply usage rates for Borg Warp Drive I - X
24. Changed Supply usage rates for Transwarp Drive I - III.
25. Changed Movement Generation bonus for Warp Core I - X (1,1,2,2,3,3,4,4,5,5)
26. Changed Movement Generation bonus for Quantum Singularity Drive I - X (1,1,2,2,3,3,4,4,5,5)
27. Changed Movement Generation bonus for Borg Warp Drive I - X (1,1,2,2,3,3,4,4,5,5)
28. Changed Movement Generation bonus for Transwarp Drive I - III (6,7,8)
29. Changed Modified all races Research files to reflect increase in Warp Technology levels
30. Changed Set all ship designs in Vehicle Size file to Engines Per Move of 2 (or 3 in larger ships) with max
engines of 2 (max engines of 3 in larger ships)
32. NOTE Warp Scale:
Warp Core I + 2 Warp Nacelle I = Movement of 2
Warp Core II + 2 Warp Nacelle II = Movement of 3
Warp Core III + 2 Warp Nacelle II = Movement of 4
Warp Core IV + 2 Warp Nacelle III = Movement of 5
Warp Core V + 2 Warp Nacelle III = Movement of 6
Warp Core VI + 2 Warp Nacelle III = Movement of 6
Warp Core VII + 2 Warp Nacelle IV = Movement of 8
Warp Core VIII + 2 Warp Nacelle IV = Movement of 8
Warp Core IX + 2 Warp Nacelle IV = Movement of 9
Warp Core X + 2 Warp Nacelle V = Movement of 10
TransWarp Core I + 2 Warp Nacelle V = Movement of 11
TransWarp Core II + 2 Warp Nacelle V = Movement of 12
TransWarp Core III + 2 Warp Nacelle V = Movement of 13
31. Fixed Error in Borg Monster Research file. Borg Monsters will now research
32. Changed Cost of Miniaturization Experts from 1000 to 1500
33. Changed Bonus of Miniaturization Experts from 120% to 150%
34. Added AI Tag 05 (Impulse Engines) to all major ship designs in all races Design Creation files.
35. Changed Pirate Slave Labor Camp I - III family number to match Monolith (To promote AI to use)
35. Changed Pirate Space Dock I - III family number to match Construction Yard (To promote AI to use)
36. Changed Pirate Research Center I - III family number to match Research Center (To promote AI to use)
37. Changed Pirate Intelligence Center I - III family number to match Intelligence Center (To promote AI to use)
38. Updated Installation file with new Shrapnel Forum Star Trek Mod Discussion LINK.
39. Changed Impulse Engine I - V bitmap images.
40. Fixed Issue with all races Infantry technoolgy being seen by all races in the reseach que.
41. Added Armor Skipping Mine I - III
42. Added Weapon Destroying Mine I - III
Aiken
October 18th, 2004, 12:05 AM
Miniaturization Experts trait says that it will increase planet storage by 50%, but it will increase it by 25% only.
<font class="small">Code:</font><hr /><pre> Value 1 := 25 (should be 50) </pre><hr />
Atrocities
October 18th, 2004, 12:16 AM
Thanks.
I also ran into an illegal design problem that I cannot find a work around for. The AI when designing fighters (SHuttles) after the first turn load them with RIFLES, a TROOP only weapon with a limit of ONE per Troop.
Two things wrong here, first a FIGHTER ( shuttle ) should not be able to access this component, RIFLE, and second it should not be able to use more than one but it is.
Now human players will not be able to use RIFLE on shuttles so why is the GD AI doing it? I have tried everything short of craking the code and re-writing the software from scratch.
To see what I am talking about simply start a game, set the Minister to do design, and run one turn. Then look at the UNIT designs, fighter. You will see that it has added component RIFLE instead of the legal component of small phaser.
Fyron
October 18th, 2004, 12:28 AM
Do they have the same weapon family values? If so, you must change them.
The AI is notorious for ignoring restrictions. It never pays any attention to restrictions such as Only X Per Vehicle, the only 1 bridge per ship limit, etc. These rules only apply to humans... Also, I have noticed that troops often use fighter-only components if they are the best. Some sort of bug exists in the AI design routines that it thinks that fighter-only components are valid on troops, and vice versa. This has also happened sometimes with weapon platform designs using ship-only components... Every time it was due to overlapping family numbers.
Aiken
October 18th, 2004, 12:32 AM
Atrocities said:
Thanks.
I also ran into an illegal design problem that I cannot find a work around for. The AI when designing fighters (SHuttles) after the first turn load them with RIFLES, a TROOP only weapon with a limit of ONE per Troop.
Two things wrong here, first a FIGHTER ( shuttle ) should not be able to access this component, RIFLE, and second it should not be able to use more than one but it is.
Now human players will not be able to use RIFLE on shuttles so why is the GD AI doing it? I have tried everything short of craking the code and re-writing the software from scratch.
To see what I am talking about simply start a game, set the Minister to do design, and run one turn. Then look at the UNIT designs, fighter. You will see that it has added component RIFLE instead of the legal component of small phaser.
It doesn't matter for AI. You need to change weapon families for rifles etc. Rifles and Shuttle Phasers share same weapon family (Weapon Family := 100). Change Rifle's weapon family to another one to fix it. And don't worry about human players - it's AI only trick.
ps: nice ascii ship http://forum.shrapnelgames.com/images/smilies/happy.gif
Fyron
October 18th, 2004, 12:35 AM
aiken said:
ps: nice ascii ship http://forum.shrapnelgames.com/images/smilies/happy.gif
ASCII ship? What a copycat. http://forum.shrapnelgames.com/images/smilies/wink.gif j/k
Atrocities
October 18th, 2004, 12:41 AM
Thanks guys, I was stumbling onto it when I read this. Thanks for the help I don't know what I would do without you two.
Fyron
October 18th, 2004, 12:44 AM
Atrocities:
"No Aiken and no Fyron make Atrocities something something..."
Some random person:
"Go crazy?"
Atrocities:
"Don't mind if I do!"
Atrocities
October 18th, 2004, 03:58 AM
Listing out and revamping the weapons as needed now. Man this is going to take some time. At least I will be able to reorganize the components file now.
Aiken
October 18th, 2004, 01:31 PM
Error in warp core mounts, they interfere with each other.
There are 2 variants of fixed mounts:
<font class="small">Code:</font><hr /><pre>
Long Name := Warp Core Mount
Tonnage Percent := 20
Vehicle Size Minimum := 100
Vehicle Size Maximum := 300 (1. 300 or 2. 299)
&
Long Name := Warp Core Mount
Tonnage Percent := 40
Vehicle Size Minimum := 300 (1. 301 or 2. 300)
Vehicle Size Maximum := 600 (1. 600 or 2. 599)
&
Long Name := Warp Core Mount
Tonnage Percent := 60
Tonnage Structure Percent := 100
Vehicle Size Minimum := 600 (1. 601 or 2. 600)
Vehicle Size Maximum := 800 (1. 800 or 2. 799)
&
Long Name := Warp Core Mount
Tonnage Percent := 80
Vehicle Size Minimum := 800 (1. 801 or 800)
Vehicle Size Maximum := 1000
</pre><hr />
2. Hand Weapon I, II and III all have different families (??)
They have Weapon Family = 100 (change it to avoid conflicts with shuttle phasers). It's generally a good idea to check all troops weapons, I have an impression that all of them have the same wpn family (100).
Damage for Hand Weapon I,II,III:
I: 5
II: 4 4 4 (???)
III: 6 6 5 (???)
quite strange distribution, leave alone that range doesn't matter.
3. afair, special abilities don't work on components for troops, so emissive armor ability on Body Armor is useless. Hence the comp itself is useless, due to miserable damage resistance (1 hp).
However I'm not completely sure about my Last statement. It's likely to be true, but could someone confirm or deny it, please?
Atrocities
October 18th, 2004, 03:02 PM
Thanks Aiken, for 3, its mainly cosmetic.
Fyron
October 18th, 2004, 04:18 PM
Atrocities said:
Thanks Aiken, for 3, its mainly cosmetic.
You should remove any such "cosmetic" abilities, because they will mislead players and cause problems down the road...
Ed Kolis
October 18th, 2004, 06:47 PM
I agree with Fyron.
Atrocities
October 18th, 2004, 08:29 PM
They are just for INFANTRY, a max KT of 5.
David E. Gervais
October 18th, 2004, 09:21 PM
Ed Kolis said:
I agree with Fyron.
I haven't been following this thread, but in a blatant showing of blind trust, I'll be agreeable too.
Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif
Fyron
October 18th, 2004, 09:48 PM
Atrocities said:
They are just for INFANTRY, a max KT of 5.
Nevertheless, it is a really bad idea to use nonfunctional abilities such as emmissive armor for _any_ troops. It will only serve to confuse and anger people...
Aiken
October 19th, 2004, 12:48 AM
Imperator Fyron said:
Atrocities said:
They are just for INFANTRY, a max KT of 5.
Nevertheless, it is a really bad idea to use nonfunctional abilities such as emmissive armor for _any_ troops. It will only serve to confuse and anger people...
http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif
rrrraaaaghhhhhh (c) tesco
http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif
http://forum.shrapnelgames.com/images/smilies/wink.gif
narf poit chez BOOM
October 19th, 2004, 01:00 AM
*SQUEEK*
Atrocities
October 19th, 2004, 01:34 AM
Good point, will fix.
Atrocities
October 20th, 2004, 02:30 AM
Some New Hi-Res shots
http://www.astmod.com/startrek/stmimages/bop.PNGhttp://www.astmod.com/startrek/stmimages/d7.PNG http://www.astmod.com/startrek/stmimages/d9.PNGhttp://www.astmod.com/startrek/stmimages/vortcha.PNG http://www.astmod.com/startrek/stmimages/neghvar1.PNG
Atrocities
October 20th, 2004, 02:32 AM
I will be releasing the entire NEO-Standard Set soon, and these new hi-res renders will be going into the next Version of the STM.
narf poit chez BOOM
October 20th, 2004, 02:33 AM
I like them. They look dangerous.
Ok, one of the reasons I use things like 'shiney' is I find it hard to verbalize what I like. But I do know what I like about them. Just, not verbally.
Atrocities
October 20th, 2004, 02:34 AM
narf poit chez BOOM said:
I like them. They look dangerous.
Ok, one of the reasons I use things like 'shiney' is I find it hard to verbalize what I like. But I do know what I like about them. Just, not verbally.
Thanks, I guess. http://forum.shrapnelgames.com/images/smilies/happy.gif
Aiken
October 20th, 2004, 02:44 AM
They're definitely better than the old ones. Are there any limits for your advance?
I hope not http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
October 20th, 2004, 03:02 AM
http://www.astmod.com/startrek/stmimages/romulan1.PNG http://www.astmod.com/startrek/stmimages/romulan2.PNG http://www.astmod.com/startrek/stmimages/romulan3.PNG http://www.astmod.com/startrek/stmimages/romulan4.PNG http://www.astmod.com/startrek/stmimages/romulan5.PNG
narf poit chez BOOM
October 20th, 2004, 03:26 AM
Well, uh, 'Shiney'. Pretty lights and deadly-looking and um engines and stuff.
Fyron
October 20th, 2004, 03:27 AM
It's an invasion! *Summons the rest of the mighty Zhentaran armada to fend off the Romulans.*
Atrocities
October 20th, 2004, 03:32 AM
Before I added the glow to the engines and gun port, I did some checking, they did glow.
Since all but three of the total 40 some odd romulan ships I have made are orginal works, I reserved the right for creative license. http://forum.shrapnelgames.com/images/smilies/laugh.gif
I like them, and especially how the Klingons ships came out. The BOP is the work of literally a years worth of tinkering.
The Romulan ship that was in Nemesis, the first on the second row, took weeks to perfect. I still am not happy with the War Bird, thrid on top, but hey, I am using DOGA so cut me a break. http://forum.shrapnelgames.com/images/smilies/wink.gif
Aiken
October 20th, 2004, 04:37 PM
Another couple of very similar racial traits:
Poor Storage Techniques, -500 cost, -20% planet storage space
and
Pack Rats, -500 cost, -25% planet storage space.
I think Pack rats could provide greater savings and greater penalty: -1000 cost, -40% planet storage space.
Fyron
October 20th, 2004, 05:04 PM
Note that you can combine two such traits, and their effects will add together. You coul make them both -500 and 20% penalty (example values of course, not saying these are absolutely balanced values). Take both, gives 1000 points and provides a 40% space penalty.
If you have trait A with -20% and gives 500, and trait B with -40% and gives 1000, you can take both to get 1500 points and have a -60% penalty.
Aiken
October 20th, 2004, 06:25 PM
Anti-matter pod upgrades to Mini-storage compartment. Same comp family I guess. A bit annoying.
R.Daneel
October 20th, 2004, 07:03 PM
This is the must active comunity "devoted" to one game....
you are made a great job http://forum.shrapnelgames.com/images/smilies/happy.gif
every time i check it... found new development for se4
"Ragazzi non ho proprio idea di che succederà quando
se5 verrà alla luce http://forum.shrapnelgames.com/images/smilies/happy.gif"
I'm working with poser5 to made new image to se4
( maybe someone have seen it in one my recent post )
How and where i can send it.. to be incorporate in future relase of graphic add-on. ( if they are OK )
Is necesary send the complete library (or only the news)
I can post in one se4 treat... or else
Tank you
"Un grazie a tutti per il lavoro che fate."
P.S.
If poser image is not "legal" please tell me.
R.Daneel
Aiken
October 20th, 2004, 08:43 PM
So. Current STM beta utilize its own components.bmp. Next. Borg Tracking comp uses bitmap # 1653. Problem is that there is no such mini in the components.bmp supplied with the mod.
AT, all your components are already included into the IM component pack, so why not use this pack instead of customised one?
Atrocities
October 20th, 2004, 08:46 PM
THanks Aiken for the Mini-Storage issue.
Atrocities
October 20th, 2004, 08:52 PM
Aiken, I have generated about 20 new components for use with the mod SINCE the latest image mod. I am waiting to submit them to Suicide Junkie until the mod's next release.
Borg Tracking comp uses bitmap # 1653
Will look into it, might be a typo.
R.Daneel - Do a search for "Image Mod Updates" or Private Message (PM) Sucide Junkie.
Atrocities
October 20th, 2004, 08:56 PM
aiken said:
So. Current STM beta utilize its own components.bmp. Next. Borg Tracking comp uses bitmap # 1653. Problem is that there is no such mini in the components.bmp supplied with the mod.
This component is in the latest Version of the IMAGE mod. I just checked and the component is correctly numbered. You might want to update your IMAGE MOD files.
Aiken
October 20th, 2004, 10:11 PM
I have latest IM component pack. And both fullsize and mini pictures are there. But since components.bmp in the stm_mod\pictures\components folder overrides imagemod components files, I couldn't see this component's mini picture. I deleted components folder from STM folder and pasted comp_888 into imagemod folder and compiled minis. Now everything is fine.
*************
Error in Borg Monster ai_design_creation.txt: no SY component on base space yard design.
<font class="small">Code:</font><hr /><pre>Now:
Name := Base Space Yard
...
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
but it should be:
Name := Base Space Yard
Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := Weapon
Must Have Ability 2 := Space Yard</pre><hr />
Atrocities
October 21st, 2004, 03:53 AM
I will have all the new components submitted to IMAGE mod soon.
I do not understand, if the image is missing from the STM pictures / component, folder then SE IV should automatically get it from the game - Pictures/Component folder. Very odd.
Oh well, you learn something new every day.
Here are some of the latest Cardassian images. (Please note that I re-did the Terok'Nor space station completely. - DS9)
http://www.astmod.com/startrek/stmimages/cardescort.PNG http://www.astmod.com/startrek/stmimages/cardfrigate.PNG http://www.astmod.com/startrek/stmimages/galor1.PNG http://www.astmod.com/startrek/stmimages/galor.PNG http://www.astmod.com/startrek/stmimages/galor2.PNG http://www.astmod.com/startrek/stmimages/ds9.PNG
narf poit chez BOOM
October 21st, 2004, 03:55 AM
They look good, but not as good as the romulon's. For some reason, they also remind me of clams. You might want to re-think the brown color.
Atrocities
October 21st, 2004, 04:04 AM
narf poit chez BOOM said:
They look good, but not as good as the romulon's. For some reason, they also remind me of clams. You might want to re-think the brown color.
Thanks Narf.
I did a lot of color matching before I chose the brown-Clam color. I have a Playmates Cardassian Galor class ship and I had two choices, yellow brown, or copper brown. I opted for the copper tone color as it provided me with a greater degree of varations for off sets.
Aiken, thank you for the information on the Borg, I will fix ASAP.
I should note that Intimidator and I are playing a game via IM and process on average about 20 turns a day. We have discovered a few things that have now been added to my "fix list." We discovered the Mini-Storage component would often be used by the AI as an upgrade, Aiken also noted this. We know that the Neutral empires need help with designing ships, as the Vulcans and others are not using Warp Core and nacelles. A few other minor issues have come up, like adjustments for supply useage and such.
I have also finished with the master weapons list, both for the current weapons component load out of the STM, as well as the new proposed weapon component load out. (For balance issues)
The new propulsion system is working very well and gives the game a real RPG thrill that I do hope players will enjoy.
I have finished re-modeling the Klingons, the Romulans, and I am now working on the Cardassians. I hope to have all the major races re-rendered by the end of next month.
The beta testing continues on the 1.8.0 Version of the game, and I want to say thank you to Aiken for his reports. They have been very helpful.
If you are play testing the mods beta update, PLEASE take the time to post any bugs you might encounter as you play. Please post suggestions, spelling errors, oddities, etc.
Thank you.
Captain Kwok
October 21st, 2004, 07:34 AM
You should use that thing you do to make those red engines "glow" on the Cardassian ships...
Anyway, I'm still just impressed that you filled up that spreadsheet with all those weapons so quickly!
Fyron
October 21st, 2004, 11:42 AM
Atrocities said:
I do not understand, if the image is missing from the STM pictures / component, folder then SE IV should automatically get it from the game - Pictures/Component folder. Very odd.
For _portraits_, yes. But, there is a Components.bmp file in the mod folder, so SE4 uses it. It can not randomly change it's mind and use the stock game's Components.bmp file for a few minis. A blank (completely black) mini is still a mini as far as the game is concerned. If you were to delete the Components.bmp file from the mod folder, SE4 should look at the one in the stock folder.
Ragnarok-X
October 21st, 2004, 12:52 PM
Cool, im really looking forward to see more of the "revised" shipsets. Im especially excited about species 8472, the Borg and oc the Kazon ^^
Atrocities
October 21st, 2004, 05:26 PM
I have added more to the spread sheet. The proposed weapons one that is. I will be adding smaller weapons to it soon.
AMF
October 22nd, 2004, 11:19 AM
I think the mod is simply amazing. Very excellent - best star trek game I have ever played.
Haveing said that, I have a few broad questions about the klingons in the current Version of the mod. I played the just prior Version as the Cardassians, and now am in the Quadrant of COnflict game as the Klingons. It seems the Klingons are a lot less "tweaked" or "flavored" than I expected given my experience as the Cardassians previously.
What I mean is, the Klingons just seem to have "standard" components and weapons, except for the few klingon facilities. The only real flavor in them as far as I know so far is the "warrior" tech and that's not standard part of the Klingons.
For example, the Cardassians had a whole bunch of "cardassian mounts" - but I have not yet seen any in the klingons.
Also, are there some specific Klingon weapons that appear later? All I have to play with so far are phasers and the standard torpedo weapon family - and even with massive mounts, standard phasers now do a lot less damage than they did previously it seems. Whatever happened to disruptors?
Admittedly, I'm not yet into the late tech of the Klingons, but I find that I am definitely concentrating on getting my Warrior tech maxed out rather than my Klingon tech, simply because it seems to give me more of a payoff.
Am I just confused? Maybe I need to just dig deeper into the Klingon Ship COnsrtuction techs, or some of the other Klingon racial tech trees?
Thanks for a great mod!
Alarik
Atrocities
October 22nd, 2004, 06:10 PM
I am playing the Klingons now, the Klingons are not very smart when it comes to technology so they are a bit behind, but what they lack for smarts, their weapons and ships make up for. Klingons have cloaking tech as well. You have to do a lot of researching to benefit the Klingons.
I am working on making the klingons and all other races, a bit more equal in all regards to avoid balance issues like this.
And thanks for the nice words Alarik. http://forum.shrapnelgames.com/images/smilies/happy.gif
AMF
October 22nd, 2004, 06:47 PM
Well, I probably should do a "full tech " drill on the klingons to see what they have at max tech, but I really quite enjoy discovering it as I go. So my comments may not be valid later on.
But in any case, man, the mod is super fantastic excellent. I mean, really. It is the best star trek game I have ever seen. Truly. An amazing job. Thanks. Christmas is coming up - can I get you anything in return?
http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities said:
I am playing the Klingons now, the Klingons are not very smart when it comes to technology so they are a bit behind, but what they lack for smarts, their weapons and ships make up for. Klingons have cloaking tech as well. You have to do a lot of researching to benefit the Klingons.
I am working on making the klingons and all other races, a bit more equal in all regards to avoid balance issues like this.
And thanks for the nice words Alarik. http://forum.shrapnelgames.com/images/smilies/happy.gif
Aiken
October 23rd, 2004, 10:26 AM
My homework http://forum.shrapnelgames.com/images/smilies/happy.gif
------------------------------------------------------------------------
1. Drone and Satellite mount are broken: size requirements are too big.
Long Name := Drone (Satellite) Mount
Vehicle Size Minimum := 800 (huh?)
Vehicle Size Maximum := 1000 (huhuh??)
------------
2.Error in Tholian Radioactives System Extractor I-III:
Name := Radioactives System Extractor I
Ability 1 Type := Resource Gen Modifier System - Radioactives
Ability 1 Descr := Increase radioactives production for a system by 10%.
Ability 1 Val 1 := 5 (should be 10)
Ability 1 Val 2 := 0
Name := Radioactives System Extractor II
Ability 1 Type := Resource Gen Modifier System - Radioactives
Ability 1 Descr := Increase radioactives production for a system by 15%.
Ability 1 Val 1 := 10 (should be 15)
Ability 1 Val 2 := 0
Name := Radioactives System Extractor III
Ability 1 Type := Resource Gen Modifier System - Radioactives
Ability 1 Descr := Increase radioactives production for a system by 20%.
Ability 1 Val 1 := 15 (should be 20)
Ability 1 Val 2 := 0
--------------
3. Error in Tholian Command Complex II:
Name := Tholian Command Complex II
Ability 1 Type := Fleet Training
Ability 1 Descr := Fleets in this sector will improve by 3% each turn up to 5%.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 4 (should be 5)
------------
4. (Complain) Tholian crystalline armor is too damn strong: at lvl 5 it has 70 hp and occupies 10 kt of space. In conjunction with crystalline armor ability, 7 piecies of Tholian CA V are almost unvulnerable, unless you are doing 80 points of damage per shot (consider 10 damage reduction from emissive ability). Armor skipping weapon helps, but nevertheless there is no weapon able to do 80 dmg in the mod (even with Dreadnought mount). Suggestion: reduce damage resistance of Tholian CA to this values: 25/35/40/45/50 (rough numbers).
------------
5. (Reguest) It's very easy to add unmouted warp core to design by mistake. Make it 10 times bigger (1000 kt) and change WC mounts accordingly.
------------
6. Error in Romulan Quantum Singularity Drive II-IV (consider that Quantum Singularity Drive V gives 3 bonus movement and bonus movent increases by 1 mp per 2 lvls of warp cores):
Name := Quantum Singularity Drive II
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 2 bonus movement points. (Requires 2 Warp Nacelles to move) (I guess it should be "Generates 1 bonus movement points"?)
Ability 1 Val 1 := 2 (should be 1?)
Ability 1 Val 2 := 0
Name := Quantum Singularity Drive III
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 4 bonus movement points. (Requires 2 Warp Nacelles to move) (should be "Generates 2 bonus movement points"?)
Ability 1 Val 1 := 4 (should be 2?)
Ability 1 Val 2 := 0
Name := Quantum Singularity Drive IV
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 5 bonus movement points. (Requires 2 Warp Nacelles to move) (should be "Generates 2 bonus movement points"?)
Ability 1 Val 1 := 5 (should be 2?)
Ability 1 Val 2 := 0
--------------
7. Error in Dominion Varethiel Armor I:
Name := Varethiel Armor I (should be "Dominion Varethiel Armor I")
--------------
8. Error in 8472 Bioelectric Field IX:
Name := 8472 Bioelectric Field IX (should be "Bioelectric Field IX")
--------------
9. Error
Name := Borg Shield Regenerator I (should be Borg Regenerative Shields I or else Borg Regenerative Shields II-V should be Borg Shield Regenerator II-V)
--------------
10. Incomplete description on Hanger Bay I-III:
Name := Hanger Bay I
Ability 1 Type := Launch/Recover Fighters
Ability 1 Descr := Can launch and recover Shuttles from space. (add "2 Shuttles can be launched per combat turn and 4 Shuttles can be launched per game turn." here)
Ability 1 Val 1 := 2
Ability 1 Val 2 := 4
-------------
11. Spelling error in Borg monster's Drone Launcher
Name := Drone Launcer (should be "Launcher")
------------
12. Error in 8472 Biokinetic Ray I
Name := Biokinetic Ray I (should be "8472 Biokinetic Ray I")
------------
13. You have to add Component Destroyed On Use ability to Ionic Concussion BLaster, else player is able to create enourmous amount of storms per turn (it was fixed in 1.91)
------------
14. Error in Pirates I-III:
Name := Pirates I
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 100 mercenaries for Boarding (25 boarding attack points). (should be "Provides 140 mercenaries for Boarding (35 boarding attack points)")
Ability 1 Val 1 := 35
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := Provides 100 mercenaries for defending (25 boarding defense points). (should be "Provides 140 mercenaries for defending (35 boarding defense points).")
Ability 2 Val 1 := 35
Ability 2 Val 2 := 0
Name := Pirates II
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 140 mercenaries for Boarding (45 boarding attack points). (should be "Provides 180 mercenaries for Boarding (45 boarding attack points)")
Ability 1 Val 1 := 45
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := Provides 140 mercenaries for defending (35 boarding defense points). (should be "Provides 180 mercenaries for defending (45 boarding defense points).")
Ability 2 Val 1 := 45
Ability 2 Val 2 := 0
Name := Pirates III
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 160 mercenaries for Boarding (45 boarding attack points). (should be "Provides 220 mercenaries for Boarding (55 boarding attack points)")
Ability 1 Val 1 := 55
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := Provides 180 mercenaries for defending (45 boarding defense points). (should be "Provides 220 mercenaries for defending (55 boarding defense points).")
Ability 2 Val 1 := 55
Ability 2 Val 2 := 0
Weapon Type := None
-------------
Atrocities
October 24th, 2004, 05:08 AM
Some Dominion Ships
http://www.astmod.com/startrek/stmimages/domdem.PNG http://www.astmod.com/startrek/stmimages/domdem1.PNG http://www.astmod.com/startrek/stmimages/domdem2.PNG http://www.astmod.com/startrek/stmimages/domdem3.PNG
Fyron
October 24th, 2004, 05:09 AM
Nice designs, but a tad bit too purple for Dominion ships. What are these, Centauri? http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
October 24th, 2004, 05:11 AM
Thanks Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif Most helpful.
The error in the PIRATES I - III is the description of the abilities right? Could you please provide correct amounts for the description if you would. Thanks.
Aiken
October 24th, 2004, 07:05 AM
I kinda did it. Look for text in brackets, ie: (should be "and_goes_fixed_description"). It contains a right description for given values.
Ragnarok-X
October 24th, 2004, 11:46 AM
Nice Dominion ships ! A small questin though, the right image is supposed to be a starbase, right ? Where did you get the design from, i dont remember noticing a dominion base in tv.
Captain Kwok
October 24th, 2004, 01:58 PM
Atrocities, the previous batch of dominion ships seemed to have more detail (i.e. "raised panel" effects) on their hulls or am I just imagining this? If not, then I'd suggest adding a bit of that detail to the textures.
Atrocities
October 24th, 2004, 04:35 PM
Ragnarok X, to answer your question, creative license.
Kwok, they are the same designs, just no reflections. The images are all one texture with three colors total for the whole design. This way if I ever can export them for use with SE V, the task will be much easier. And when they are at 128x128 size, they all look alike. http://forum.shrapnelgames.com/images/smilies/frown.gif
Gandalph
October 24th, 2004, 05:15 PM
Atrocities,
I like to think I know this game pretty well, so forgive me if I'm wrong.
I started 2 different games (1 with 1.79 as the Feds and 1 with 1.80 as the Dominion) with med. tech and 5k racial. I chose random opponents in the first game and setup specific races in the second. In both cases, I designed a colony ship with 2 Impulse engines, 2 nacelles, 1 warp core, and 4 boussards (sp?). My design window shows 2 MP, but when it gets built, there are 0 MP.
I started a Max Tech game as the STNG Feds and had various other racial technology (Tholian, Borg, Cardsassian), is this intentional?
I have an initial savegame if you would like to see it. Email or PM.
Atrocities
October 24th, 2004, 05:21 PM
could you send me your latest sav game file. And try this, for colony ships, add two more warp nacelles. That should fix the issue. Colony ships should have four warp nacelles. I will add a description text to that effect in the game to avoid problems like this.
Thanks Gandalph
Atrocities
October 24th, 2004, 05:25 PM
Aiken, that is one hell of an impressive list you have there. Thank you very very much. http://forum.shrapnelgames.com/images/smilies/happy.gif Man I shudder to think what this mod would be like without such detailed help from you and all of the beta testers. Thank you Aiken, and thank you all for all the help.
Atrocities
October 24th, 2004, 06:47 PM
aiken said:
Error in Borg Monster ai_design_creation.txt: no SY component on base space yard design.
<font class="small">Code:</font><hr /><pre>Now:
Name := Base Space Yard
...
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
but it should be:
Name := Base Space Yard
Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := Weapon
Must Have Ability 2 := Space Yard</pre><hr />
I think that this was the way Rollo had set them up orinially for use with MONSTER Tech. I will check though.
Fyron
October 24th, 2004, 06:56 PM
The first BSYs built are meant to have those storm-type sector cloaks. I am not sure, but I think that they would not benefit from a space yard, as it would eat up the space needed for the storm cloak... Rollo did know what he was doing when he made the space monsters, you know. http://forum.shrapnelgames.com/images/smilies/wink.gif
Atrocities
October 24th, 2004, 07:01 PM
Thanks Fyron.
Atrocities
October 24th, 2004, 10:11 PM
Some of the new Species 8472 Ships. Sorry guys, all my files for 8472 are gone and I had to start from scratch.
http://www.astmod.com/startrek/stmimages/8472a1.PNG http://www.astmod.com/startrek/stmimages/8472b.PNG http://www.astmod.com/startrek/stmimages/8472c.PNG http://www.astmod.com/startrek/stmimages/8472d.PNG
Fyron
October 24th, 2004, 10:29 PM
I liked the old 8472, but I must say, these are even better! http://forum.shrapnelgames.com/images/smilies/eek.gif
Atrocities
October 24th, 2004, 11:12 PM
Thanks Fyron. I have had to re-do the entire set. I am almost done. I just need to make fighters, transports, weapon platforms, troops, mine, and satellite images.
The set will be Neo-Standard for a none mod ship set as well.
Captain Kwok
October 25th, 2004, 01:23 AM
I concur with Fyron. Those are some nicely design bioships AT. Much better than the previous ones! http://forum.shrapnelgames.com/images/smilies/shock.gif
Fyron
October 25th, 2004, 01:25 AM
Atrocities said:
Thanks Fyron. I have had to re-do the entire set. I am almost done. I just need to make fighters, transports, weapon platforms, troops, mine, and satellite images.
The set will be Neo-Standard for a none mod ship set as well.
I can't wait! The neostandard Version will definitely have a home in Adamant to replace the old one. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Atrocities
October 25th, 2004, 03:08 AM
I would be honored. I may include two or three extra ships with this set. Some of this ships I like, others just don't do it for me.
What do you think an organic races carriers would look like? Well Trust me, I am sure they won't look like the ones I made.
I simply don't like them but have little choice unless I can over come this creative block I have hit. I was hoping working on ship designs would help me forget about my cat, but really all its doing is seeming like pointless dren.
Sorry Fyron, I still have your machine ships to work on, I just haven't had the motivation to be creative in the Last week or so. I will get to them, and they will look cool when I am done so don't loose hope. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
October 25th, 2004, 03:11 AM
What if the Klingons stole or were sold a bio-genetic weapon or material that when applied to a living being, say a Klingon operative, would by its design, mutate the operatives genes to make him look human. Now say that the person, who sold this biogenetic material, or the Klingons by accident, had altered it so that it became a cotangent. IE it would spread throughout the population base of the species that used it, mutating so that it only affected that species.
Lets just say for the sake of argument the Klingons bought this bio-genetic tool, altered it slightly for use with its covert operations, and whole by mistake, created a plague that altered the genetic structure of their race in such a way that they all became human looking.
An accident that epic could be used to explain why the Klingons in Enterprise era look like the Klingons in TNG while the Klingons in theTOS era look human. One could say that they acquired the biogenetic material during the Enterprise era and an accident occured thus mutating them all to look like humans, however by the time the events of TMP occured the Klingons were able to reverse the effects of the mutagen and regain their original apperance.
This would also explain why the Klingons of DS9 era consider the subject of the Klingons of TOS era to be something they do not discuss.
Just a thought.
narf poit chez BOOM
October 25th, 2004, 07:28 AM
There's even a name for it, too. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Z-pe'zial E've'cts Bu'jet.
Ragnarok-X
October 25th, 2004, 12:42 PM
Woah, the 8472 set is AMAZING !. Very good work. Now for the borg...
narf poit chez BOOM
October 25th, 2004, 06:25 PM
1 out of 1 Narf's said 'Ooooo' upon seeing the 8472 ship set.
Aiken
October 25th, 2004, 10:24 PM
8472 was always my #1 set. Now they are #0 http://forum.shrapnelgames.com/images/smilies/happy.gif
hmm, back to mod: Neutral happiness type is cheating! Look yourself:
<font class="small">Code:</font><hr /><pre>Max Positive Anger Change := 200
Max Negative Anger Change := -200
Homeworld Lost := 20
Any Planet Lost := 0
Any Planet Colonized := 0
Any Our Planet Captured := 0
Any Enemy Planet Captured := 0
Any Ship Lost := 0
Any Ship Constructed := 0
New Treaty War := 25
New Treaty Non Intercourse := 2
New Treaty None := 1
New Treaty Non Aggression := -5
New Treaty Subjugated (Sub) := 0
New Treaty Protectorate (Sub) := 0
New Treaty Subjugated (Dom) := 0
New Treaty Protectorate (Dom) := 0
New Treaty Trade := -10
New Treaty Trade and Research := -20
New Treaty Military Alliance := -30
New Treaty Partnership := -40
Battle in System - Win := 0
Battle in System - Loss := 0
Battle in System - Stalemate := 0
Battle in Sector - Win := 0
Battle in Sector - Loss := 0
Battle in Sector - Stalemate := 0
Enemy Ship in System := 0
Enemy Ship in Sector := 0
Our Ship in Sector := -1
Our Ship in System := -1
Enemy Troops on Planet := 10
Our Troops on Planet := -2
1M Population Killed := 1
Ship Lost in System := 0
Ship Constructed := -1
Facility Constructed := -1
Planet Plagued := 20
Natural Decrease := -50
Natural Decrease for Other Races := 20 </pre><hr />
So they don't react on planet and ship losses, unlucky battles and enemy ships hanging over their heads. But they have huge natural decrease and nice happiness boost from positive treaties. Neutrals are riot safe. Neutrals are Emotionless (which trait costs 1700 rp, btw). Neutrals are cheaters!
Atrocities
October 25th, 2004, 10:29 PM
Thank you Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif You will be the first to get the 8472 set once its done.
Captain Kwok
October 26th, 2004, 01:35 AM
I started a solo game of 1.80 at mid-tech as the Romulans. Here are some early observations:
Mid-tech level should give at least warp core II and nacelle II, shields III, armor, plus low level racial weapons
Romulan scout ships should be 120kT or so rather than 190kT
ECM stacks with Romulan sensor array
I won't bother with weapon damages since those are changing
Bases can add impulse engines and nacelle bussards
Bussard ramscoops add too much supplies!
Atrocities
October 26th, 2004, 04:50 AM
Thank you Captain Kwok. http://forum.shrapnelgames.com/images/smilies/happy.gif
Captain Kwok
October 26th, 2004, 09:04 PM
The new propulsion system has made the current supply model a little iffy, but it can easily fixed up. You'd probably want ships starting at about 1000 total supplies from the Warp Core and moving towards 3000 at max tech. You'll want nacelles to use about 100 supplies combined per turn (50 each), that'd give ships a range of about 1 year to start without additional sources of supply (i.e. anti-matter pods, impulse engines). By max tech, ships could cruise for about 3 years without refueling contending that their journey is uneventful.
What I'd recommend is that you limit Bussard Ramscoops to 2 per ship and make them capable of resupplying at max tech about 50-60% of ship's propulsion needs. Make weapons take up a larger chunk of supplies when used so active combat ships will need to be re-supplied more often.
Is it me or do nacelles not require mounts to downsize them for smaller ships??? http://forum.shrapnelgames.com/images/smilies/confused.gif
Atrocities
October 26th, 2004, 09:47 PM
Nacelles do not have mounts. I can add them. Thanks for the supply model as well. http://forum.shrapnelgames.com/images/smilies/happy.gif
I have just finished up the borg ships. I hate the borg. They are so damn hard to model for. So when you see this set, please DO NOT kill me. I did the best I could. I think they are sufficently differant enough to server the purpose.
http://www.astmod.com/startrek/stmimages/borg1.PNG http://www.astmod.com/startrek/stmimages/borg2.PNG http://www.astmod.com/startrek/stmimages/borg3.PNG http://www.astmod.com/startrek/stmimages/borg4.PNG http://www.astmod.com/startrek/stmimages/borg5.PNG http://www.astmod.com/startrek/stmimages/borgbase.PNG
The fourth and fifth images are fighters.
Captain Kwok
October 26th, 2004, 10:34 PM
The reasoning for mounted nacelles is to keep a similar proportion of each ship dedicated to propulsion. You can use the same warp core mount you already have, just re-name it to "propulsion mount" and make nacelles 5x larger then it should work out just dandy.
narf poit chez BOOM
October 26th, 2004, 10:35 PM
Hey, nobody expects detail in a borg shipset. I like them.
Captain Kwok
October 26th, 2004, 10:41 PM
Post some 128x128 portraits and see if that wierd angle thing goes away, I think that is the biggest detriment to the images below. http://forum.shrapnelgames.com/images/smilies/stupid.gif
Atrocities
October 27th, 2004, 02:07 PM
Oh I can adjust the angles
Ed Kolis
October 27th, 2004, 02:21 PM
Atrocities, I really don't know what you're talking about with the "please don't hesitate to kill me" - those are some cool-looking Borg ships! http://forum.shrapnelgames.com/images/smilies/laugh.gif
And BTW, no offense intended but how are the Borg so hard to model for? I actually find them easy because their ships are mostly just simple geometric shapes - why do you think the only 2 shipsets I have to my name are based off of geometric shapes? http://forum.shrapnelgames.com/images/smilies/wink.gif Are you just saying that because of the simplicity of the designs it's hard to make the ships not look amateurish so you have to compensate extra hard with the texturing work?
Atrocities
October 27th, 2004, 02:29 PM
Captain Kwok said:
The reasoning for mounted nacelles is to keep a similar proportion of each ship dedicated to propulsion. You can use the same warp core mount you already have, just re-name it to "propulsion mount" and make nacelles 5x larger then it should work out just dandy.
At 100 people might add them by mistake at that level. However I can put in a description tag to tell them to use the mount. Will do, excellent idea CK.
EDIT:
I set them to 1000 each. This way they will stay size proportionate as you suggested. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
October 27th, 2004, 02:56 PM
aiken said:
Neutral happiness type is cheating! Look yourself:
<font class="small">Code:</font><hr /><pre>Max Positive Anger Change := 200
Max Negative Anger Change := -200
Homeworld Lost := 20
Any Planet Lost := 0
Any Planet Colonized := 0
Any Our Planet Captured := 0
Any Enemy Planet Captured := 0
Any Ship Lost := 0
Any Ship Constructed := 0
New Treaty War := 25
New Treaty Non Intercourse := 2
New Treaty None := 1
New Treaty Non Aggression := -5
New Treaty Subjugated (Sub) := 0
New Treaty Protectorate (Sub) := 0
New Treaty Subjugated (Dom) := 0
New Treaty Protectorate (Dom) := 0
New Treaty Trade := -10
New Treaty Trade and Research := -20
New Treaty Military Alliance := -30
New Treaty Partnership := -40
Battle in System - Win := 0
Battle in System - Loss := 0
Battle in System - Stalemate := 0
Battle in Sector - Win := 0
Battle in Sector - Loss := 0
Battle in Sector - Stalemate := 0
Enemy Ship in System := 0
Enemy Ship in Sector := 0
Our Ship in Sector := -1
Our Ship in System := -1
Enemy Troops on Planet := 10
Our Troops on Planet := -2
1M Population Killed := 1
Ship Lost in System := 0
Ship Constructed := -1
Facility Constructed := -1
Planet Plagued := 20
Natural Decrease := -50
Natural Decrease for Other Races := 20 </pre><hr />
So they don't react on planet and ship losses, unlucky battles and enemy ships hanging over their heads. But they have huge natural decrease and nice happiness boost from positive treaties. Neutrals are riot safe. Neutrals are Emotionless (which trait costs 1700 rp, btw). Neutrals are cheaters!
I looked at the Neutrals for base and they are much worse. What would you suggest here? I agree that they should be emotionaless and truly neutral.
Ragnarok-X
October 27th, 2004, 03:21 PM
Just a small suggestion to make the borg set "better". Put a few small green glowing sections on the cubes, that way they will look more borgish (imho) ^^ Great though !!
douglas
October 27th, 2004, 03:36 PM
Atrocities said:
I agree that they should be emotionaless and truly neutral.
I think you misread that. Aiken wasn't saying they should be emotionless, but that they are emotionless - for free. In fact, they're better than emotionless, because they aren't forever denied becoming jubilant.
Aiken
October 27th, 2004, 04:01 PM
What would I suggest? Well, I think that Collective happiness type from Adamant and AIC mods could be a good alternative to current Neutrals. This type is quite indifferent to outer events, and doesn't care about treaties at all, which conforms to my understanding of "neutral". However, it doesn't mean that it will be the best choice.
<font class="small">Code:</font><hr /><pre>Max Positive Anger Change := 50
Max Negative Anger Change := -50
Homeworld Lost := 50
Any Planet Lost := 5
Any Planet Colonized := -10
Any Our Planet Captured := 5
Any Enemy Planet Captured := -20
Any Ship Lost := 0
Any Ship Constructed := -1
New Treaty War := 0
New Treaty Non Intercourse := 0
New Treaty None := 0
New Treaty Non Aggression := 0
New Treaty Subjugated (Sub) := 0
New Treaty Protectorate (Sub) := 0
New Treaty Subjugated (Dom) := 0
New Treaty Protectorate (Dom) := 0
New Treaty Trade := 0
New Treaty Trade and Research := 0
New Treaty Military Alliance := 0
New Treaty Partnership := 0
Battle in System - Win := -5
Battle in System - Loss := 2
Battle in System - Stalemate := 0
Battle in Sector - Win := -10
Battle in Sector - Loss := 4
Battle in Sector - Stalemate := 0
Enemy Ship in System := 0
Enemy Ship in Sector := 0
Our Ship in Sector := -2
Our Ship in System := -1
Enemy Troops on Planet := 1
Our Troops on Planet := -1
1M Population Killed := 1
Ship Lost in System := 0
Ship Constructed := -1
Facility Constructed := -1
Planet Plagued := 50
Natural Decrease := -30
Natural Decrease for Other Races := -10</pre><hr />
edit: also I think it's worth to tweak some numbers here: "Battle in System -" parameters, "Any Enemy Planet Captured" and "Natural Decrease" items could be lowered slightly.
edit2: indeed I expressed myself with ambiguity http://forum.shrapnelgames.com/images/smilies/frown.gif To clarify: Neutrals shouldn't be emotionless because this trait cost some RP, and current Neutral type allow you to be always jubiliant and don't think about glassed planets, etc (as douglas said). I think it's too cheesy.
Atrocities
October 27th, 2004, 04:48 PM
Thanks guys
Atrocities
October 27th, 2004, 10:11 PM
Here are a few of the Andorian ships.
Space Station
Battle Cruiser
Battleship
Carrier Tiny
Dreadnought
http://www.astmod.com/startrek/stmimages/and1.PNG http://www.astmod.com/startrek/stmimages/and2.PNG http://www.astmod.com/startrek/stmimages/and3.PNG http://www.astmod.com/startrek/stmimages/and4.PNG http://www.astmod.com/startrek/stmimages/and5.PNG
Colonel
October 27th, 2004, 11:04 PM
Hey those look pretty good. Good Job Atrocities
Captain Kwok
October 27th, 2004, 11:04 PM
I've been looking over the weapons spreadsheet you sent me and it's looking pretty good overall.
Some brief suggestions though:
Modifiers should be in at least blocks of 5% to make any difference. I've noticed a few 1% increments and such for some weapons. I guess increases/decreases in steps of 3 for increasing tech levels would be fine too for a specific weapon.
Some of the weapons that go from doing 0.25x damage to shields to 4x damage to shields, may be too effective at max tech - i.e. they are rated greater than 7 (on the spreadsheet) for a first strike against shields which is extremely high. Another note, what are the operation principles behind these weapons? I've noticed them for most races, but I'm not sure if it is reasonable for them to do pitiful damage against shields at low tech and crush them at high tech. Might it be better for them to either be a less effective weapon against shields at all levels, or a more effective weapon against shields rather than having this dual personality?
I'd think Klingon disruptors would be more of a high damage, less accurate weapon when compared against phasers. In general, I'd tend to make "bolt" or "pulse" weapons more damaging and less accurate for all races, while making "beam" weapons more accurate but less damaging.
Anyway, I'm hoping you've found that weapon calculator handy. http://forum.shrapnelgames.com/images/smilies/smile.gif
userx
October 27th, 2004, 11:17 PM
Ed Kolis said:
I also think the bussard collectors and ramscoops provide WAY too many supplies for their tiny size and low tech requirements - currently it's possible to make starships practically self-sustaining without consuming any noticeable amount of tonnage, rendering supply depots useless... or did you intend that to be the case, given that starships were often sent on "five-year missions"? http://forum.shrapnelgames.com/images/smilies/wink.gif
I've noticed this as well. I've done some testing with higher use of supply for weapons. This effect is that while ships can travel fast (I agree with your point about faster ships) and far, if they get into combat, they'll use up most of their supply and have to sit out a few turns (which prevents multiple attacks with a 20 movement point ship) or seek out a supply depot.
Ah, by the way, hi all. it's been a while. travelling, working, summer. AT, now that it's rainy season in the north west, I'm now available to help you with v2.
Cheers.
userx
Atrocities
October 28th, 2004, 12:05 AM
Yes, we are stuck in the rainy season again UserX.
If you would like, I can send you a link to the 1.8.1 Version that CK and the others are testing now.
I am working on the next beta update but have to add the new weapons first.
Thank CK for the weapons work. I will work them over again and send you the spread sheet. I really appreciate the help.
Thanks Aiken for the feed back on the neutral happiness settings. I have adopted those changes with a few modifications. http://forum.shrapnelgames.com/images/smilies/happy.gif (As you suggested)
Now on to the Breen, Ferengi, Gorn, Hirogen, Kazon, Son'a, Vaadwaur, and Vulcans.
Captain Kwok
October 28th, 2004, 07:55 PM
I was browsing the other star trek mod thread and came across the other "revamped" dominion ships you did a litte while ago... I think those are cooler than the most current Dominion ones. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Atrocities
October 28th, 2004, 08:45 PM
Thanks, but I am going to keep the current ones as they are a complete set and do not have the big bold shinny blob on them.
Captain Kwok
October 28th, 2004, 09:36 PM
Atrocities said:
Thanks, but I am going to keep the current ones as they are a complete set and do not have the big bold shinny blob on them.
http://www.astmod.com/startrek/stmimages/Dom1.PNG
This is the Version I was talking about. Can't you just eliminate the glare spot? The little details on this set make it extraordinary. http://forum.shrapnelgames.com/images/smilies/cool.gif
Atrocities
October 29th, 2004, 12:13 AM
I like that ship as well CK, however, when I went to update it I discovered it had to many parts that when re-rendered, made the image look cheap. http://forum.shrapnelgames.com/images/smilies/frown.gif
I still have these renders, and will offer the set as an alternative to the new set. To be honest, I am just depressed about how limited DOGA is and how poor my own 3d skills are. I would love to make really detailed models for SE V, but I know that unless I can learn Maya or Bryce, I am SOL. (3d max is just to complicated and to costly to learn.)
Captain Kwok
October 29th, 2004, 12:55 AM
Ok.
But I wouldn't call your skills poor. You've done some excellent work. http://forum.shrapnelgames.com/images/smilies/tongue.gif
narf poit chez BOOM
October 29th, 2004, 02:10 AM
Try wings3d. Free and very easy to learn.
Atrocities
October 31st, 2004, 10:09 PM
Here is an update. I should have the latest beta of the update ready sometime tomorrow or the next day. I am still updating some of the Research and Design Creation files. Please email me if you are a beta tester. I lost my list and need to reconstitute it.
Thank you.
Star Trek Mod v1.8.3 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED
1. Changed Had wrong values for bonus movements in Quantum Singularity Drive II - IV.
2. Changed Removed "Dominion" from Verethiel Armor II - III
3. Changed 8472 Bilelectric Field IX to Bio - Electric Field IX.
4. Changed Changed Borg Shield Regenerator I to Borg Regenerative Shields I
5. Added New discription text by Aiken to Hanger Bay I - III
6. Fixed Spelling error of Borg Drone Launcher
7. Changed Tonnage Space Taken for Warp Core I - X from 100 to 1000
8. Changed Tonnage Space Taken for Quantum Singularity Drive I - X from 100 to 1000
9. Changed Tonnage Space Taken for Borg Warp Drive I - X from 100 to 1000
10. Changed Tonnage Space Taken for Organic Drive I - X from 100 to 1000
11. Added Destroyed On Use ability to Ionic Concussion BLaster
12. Fixed Ability description errors in Pirates I - III (Thank you Aiken)
13. Changed Vehicle Size Minimum for Drone Mount from 100 to 50
14. Changed Vehicle Size Minimum for Satellite Mount from 100 to 50
15. Changed Vehicle Size Maximum for Drone Mount from 1000 to 500
16. Changed Vehicle Size Maximum for Satellite Mount from 1000 to 500
17. Changed Adjusted Warp Core Mounts to compensate for new Tonnage Space Taken sizes of all Warp Core Components.
18. Changed Added "Player should add 4 warp nacelles to design." to all Colony Module Descriptions.
19. Changed Added "Player should add 4 warp nacelles to design." to all Colony Ship descriptions.
20. Changed Mini Cargo components Family number to 510 to avoid conflict with Cargo Component.
21. Changed Small Shuttle to Shuttle
22. Changed Small Shuttle 2 to Shuttle 2
23. Changed Name of Warp Mount to Propulsion Mount
24. Changed Added Warp Nacelles to Propulsion Mount
25. Changed Tonnage of Warp Nacelles from 10 to 100
26. Changed Neutral Happiness type slightly to make it more neutral
27. Added New Smaller Weapons
28. Fixed Roman Numeral error In Engineering component
29. Added Engineering II - III
30. Added One Per Vehicle restriction to Engineering I - III
31. Changed Warp Nacelle back to 10 KT (Will work with adding a mount later - Could not get to work with AI)
32. Added All new balanced race weapons
33. Changed Modified Research files for all races
34. Changed Removed obsolete techs from tech area file
35. Changed Set many needed technologies to FALSE so they cannot be removed.
36. Changed Federation Paticle Fountain I - V now requires Minerals Extraction I - V
37. Changed Tholian Rad Extractor I - III now require Radioactives Extraction I - III
38. Added Breen Harvester I - V (Mineral Extractor)
39. Changed Changed Self - Destruct Device required tech from Propulsion III to Computer Control III
40. Changed Removed Tholian Energy Net I - V do to game crashing event. Will review and add back later.
41. Updated Component and Weapons reports.
42. Added 8472, Andorian Breen, Borg, Cardassian, Dominion, Klingon, and Romulan hi-res rendered images.
43. Changed Updated all Race Design Creation files to use new weapons.
Star Trek Mod v1.8.2
1. Changed All Mine weapons to Mine Tech instead of Explosive Warheads
2. Changed Increased Mine Tech to 10
3. Changed Shield Generators Mine I - III Tech Level Req to 8,9,10
4. Changed Weapon Destroying Mine I - III Tech Level Req to 8,9,10
5. Changed Armor Skipping Mine I - III Tech Level Req to 6,8,10
6. Changed Engine Mine I - III Tech Level Req to 3,5,7
7. Changed Revamped Race Tech entries - Removed a few no longer needed
8. Changed Standardized all weapons - Read Weapon Report to see how
9. Changed Re-organzied Tech Area Files
10. Added Advanced Physics to Tech Area (Requirement for Enhanced Energy Weapons)
11. Changed All race weapons now require Tech Area Req of Energy Weapon
12. Changed All advanced race weapons now require Tech Area Req of Enhanced Energy Weapons
13. Changed Projectile Weapons to Beam Weapons
14. Changed Small Phased Energy Cannon I - III from Tech Req from Projectile Weapons to Beam Weapons
15. Changed Tonnage Structure and Tonnage Space Taken for Ground Cannon I - III from 1 to 4
16. Changed Damage At RNG for Ground Cannon I - III to 6,8,10
17. Added Discription to Warp Core I - X to instruct the player to use a mount.
18. Added Discription to Quantum Sinularity Drive I - X to instruct the player to use a mount.
19. Added Discription to Borg Warp Drive I - X to instruct the player to use a mount.
20. Changed Supply usage for Warp Core I - X
21. Changed Supply usage for Quantum Singularity Drive I - X
22. Changed Supply usage for Borg Warp Drive I - X
23. Changed Supply usage for Impulse Engines I - V
24. Added AI TAG 03 - Discription to Ionic Disperser I - V
25. Added AI TAG 03 - Discription to Ionic Pulse Missile I - V
26. Added AI TAG 03 - Discription to Graviton Hellbore I - V
27. Added AI TAG 03 - Discription to Sub Space Beam I - III
28. Added Mount for Ionic Disperser I - V
29. Added Mount for Graviton Hellbore I - V
30. Added Mount for Sub Space Beam I - III
31. Added Mount for Massive Ionic Disperser
32. Added AI TAG 03 - Tachyon Projection Cannon I - V
33. Added Mount for Tachyon Projection Cannon I - V
34. Added Marker Components - Text based components that provide information and no other value. Cannot be used on designs.
35. Added Components 830 thru 837 to components (Organic Nacelle, and Organic Warp Cores.)
36. Added Organic Drive I - X (For Species 8472)
37. Added Organic Nacelle I - V (For Species 8472)
Atrocities
October 31st, 2004, 10:45 PM
Captain Kwok said:
I started a solo game of 1.80 at mid-tech as the Romulans. Here are some early observations:
Mid-tech level should give at least warp core II and nacelle II, shields III, armor, plus low level racial weapons
Romulan scout ships should be 120kT or so rather than 190kT
ECM stacks with Romulan sensor array
I won't bother with weapon damages since those are changing
Bases can add impulse engines and nacelle bussards
Bussard ramscoops add too much supplies!
Can you help me with the Medium Tech stuff?
I will have to revamp the entire ECM / CBS system to fix this. http://forum.shrapnelgames.com/images/smilies/frown.gif Not liking life right now.
? Bases are adding, or can add? I do not know how to exclude them from doing so.
Already lowered. Will test with 1.8.4 when ready. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
October 31st, 2004, 10:49 PM
Captain Kwok said:
The reasoning for mounted nacelles is to keep a similar proportion of each ship dedicated to propulsion. You can use the same warp core mount you already have, just re-name it to "propulsion mount" and make nacelles 5x larger then it should work out just dandy.
The Ai had a hissy fit over this. http://forum.shrapnelgames.com/images/smilies/frown.gif I will either have to make a new mount for the nacelles, or leave them at 10kt each. http://forum.shrapnelgames.com/images/smilies/frown.gif
I will work on a solution later.
Captain Kwok
October 31st, 2004, 10:54 PM
Atrocities said:
Can you help me with the Medium Tech stuff?
I will have to revamp the entire ECM / CBS system to fix this. http://forum.shrapnelgames.com/images/smilies/frown.gif Not liking life right now.
? Bases are adding, or can add? I do not know how to exclude them from doing so.
Already lowered. Will test with 1.8.4 when ready. http://forum.shrapnelgames.com/images/smilies/happy.gif
The fastest and easiest way to solve the ecm/combat sensors dilemna is to do away with all combined sensor arrays, and just offer half-size Versions for both ecm and combat sensors with family numbers that match regular ecm and combat sensors to eliminate stacking. Just stick something in between them like multiplex sensors so they all show up when "latest only" is selected.
For the impulse engines, just make the vehicle type for ships only, instead of ship/bases or whatever it is now. The AI isn't adding them but a player can.
Captain Kwok
October 31st, 2004, 10:57 PM
For the medium tech stuff, just edit the techarea.txt file to allow for each race to have at least the lowest level of their racial weapons, propulsion components necessary to achieve "warp 5", something more than basic armor, and maybe a few levels of shields.
Captain Kwok
November 1st, 2004, 01:55 AM
Atrocities said:
I will work on a solution later.
No need to. Here is what you need to do. Just add the nacelle family number (601) to the wcm mounts (so you'll have 154, 601). Make the nacelles 50kT each and 25kT structure. Viola! It works fine. My Romulan design minister was creating legal designs just as intended! http://forum.shrapnelgames.com/images/smilies/eek.gif
One minor correction, be sure to reduce structure by the same amount as you decrease size for each mount.
I'd probadly use just "P" for the propulsion mounts, plus one letter for each size. i.e. Pt for Propulsion tiny; Ps for Propulsion small, Pm for medium, Pl for large.
Hope this helps!
Atrocities
November 1st, 2004, 03:33 AM
Captain Kwok said:
Atrocities said:
Can you help me with the Medium Tech stuff?
I will have to revamp the entire ECM / CBS system to fix this. http://forum.shrapnelgames.com/images/smilies/frown.gif Not liking life right now.
? Bases are adding, or can add? I do not know how to exclude them from doing so.
Already lowered. Will test with 1.8.4 when ready. http://forum.shrapnelgames.com/images/smilies/happy.gif
The fastest and easiest way to solve the ecm/combat sensors dilemna is to do away with all combined sensor arrays, and just offer half-size Versions for both ecm and combat sensors with family numbers that match regular ecm and combat sensors to eliminate stacking. Just stick something in between them like multiplex sensors so they all show up when "latest only" is selected.
For the impulse engines, just make the vehicle type for ships only, instead of ship/bases or whatever it is now. The AI isn't adding them but a player can.
Problem solved. I made them a universal component and they are stackable for a combined bonus. The bonus does not exceed 15% for any race. http://forum.shrapnelgames.com/images/smilies/happy.gif I am proud of my work.
Atrocities
November 1st, 2004, 03:35 AM
Captain Kwok said:
Atrocities said:
I will work on a solution later.
No need to. Here is what you need to do. Just add the nacelle family number (601) to the wcm mounts (so you'll have 154, 601). Make the nacelles 50kT each and 25kT structure. Viola! It works fine. My Romulan design minister was creating legal designs just as intended! http://forum.shrapnelgames.com/images/smilies/eek.gif
One minor correction, be sure to reduce structure by the same amount as you decrease size for each mount.
I'd probadly use just "P" for the propulsion mounts, plus one letter for each size. i.e. Pt for Propulsion tiny; Ps for Propulsion small, Pm for medium, Pl for large.
Hope this helps!
Will try it out tonight. http://forum.shrapnelgames.com/images/smilies/happy.gif And Thanks.
Atrocities
November 1st, 2004, 03:37 AM
Captain Kwok said:
For the medium tech stuff, just edit the techarea.txt file to allow for each race to have at least the lowest level of their racial weapons, propulsion components necessary to achieve "warp 5", something more than basic armor, and maybe a few levels of shields.
I will have to take some time on this one. I want to do it, and would appreciate any help when the time comes to get it done. http://forum.shrapnelgames.com/images/smilies/happy.gif
With any luck the 1.8.4 Version will be done and out for beta testing tomorrow.
Captain Kwok
November 1st, 2004, 04:00 AM
No problem. It shouldn't take long at all.
Atrocities
November 1st, 2004, 04:32 AM
The New Weapons Report (http://www.astmod.com/stmweapreport.htm)
The New Weapons Report (http://www.galileo.spaceports.com/~william/stmweapreport.htm) Alternate
Atrocities
November 1st, 2004, 05:18 AM
This is the Version that will be going to the testers.
Star Trek Mod v1.8.4 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED
1. Changed Poor Storage Techniques Cost from -500 to -250
2. Changed Pack Rats disadvantage from -25% to -50%
3. Fixed Error in Radioactives System Extractor I - III. Now provides correct system production.
4. Fixed Error in Tholian Command Complex II. No gives correct bonus.
5. Changed Adjusted the supply useage for both Warp Nacelle I - V and Organic Nacelle I - V.
6. Changed Removed Federation Sensor Array I - V
7. Changed Removed Federation Combat Support technology (No longer needed)
8. Changed Removed Romulan Sensor Array I - III
9. Changed Removed Dominion Combat Sensors I - III
10 Changed Removed Dominion ECM I - III
11. Changed Removed Klingon Target Combat Sensors
12 Changed Removed Tholian Sensor Refractor I - III
13. Changed Removed Warrior Combat Sensors I - III
14. Changed Reduced Combat Sensors I - III attack bonus slightly
15. Changed Reduced ECM I - III defense bonus slightly
16. Changed Removed Warrior ECM I - III
17. Added Sensor Array I - III for use with all races (Can stack with ECM - CS for added bonuses)
18. Changed Removed Klingon Combat Support technology (No longer needed)
19. Changed Removed Tholian Support technology (No longer needed)
20. Changed Employed Captain Kwoks suggestion for Warp Nacelle use with mounts. (TESTING)
I STRONGLY Recommend that when the time comes to download the update beta that you read and follow the instructions.
This latest Version is a complete departure from the Last update and will not work with the Last update. Therefore you must download the full beta of the mod. (The complete mod)
Also at this time I would suggest copying the IMAGE mod components into your STM pictures/components folder once you have downloaded the mod. Add the components for the STM.
The reason you must install the image mod first is because I have not yet submitted the new component images to SJ for inclussion with the IMAGE mod. Therefore when the mod calls for an image that is not in the mods component file, beings how the new components are the only ones there, it will display nothing. So installing the image mod into the STM components folder first then installing the new components will prevent the missing images from occuring. I hope.
Any who back to testing.
Fyron
November 1st, 2004, 05:32 AM
So much for bed. http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/yawn.gif
Aiken
November 1st, 2004, 05:42 AM
Link?
PM or
aiken@
fromru.
com
Atrocities
November 1st, 2004, 06:24 AM
Well here we are again. I have made a ton of changes to the mod
mostly thanks to the feed back form you guys, the beta testers. I
would especially like to thank Aiken and Captain Kwok for all the
help. Fyron too. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Please be aware that this download is about 21.9 megs alone just for
the mod. You will also need to download the latest component addons
for the mod seprately.
Directions:
1. Download the mod. Easy enough if One Web Hosting doesn't kill the server.
2. Install
3. Copy over all of the image mod components from your base / pictures
/ components folder over to the fresh install of the stm.
4. Download the Components
5. Place the downloaded components into your STM / Pictures /
Components folder and click yes to over write.
When playing the STM please keep in mind that the settings outlined in
the "Before You Play" read me are the settings that I normally play
and test the mod at.
Please pay special attention to how the AI designs its ships and uses
its weapons.
The new research file is a universal file. That means its the same
for every race.
Please let me know if you find any oddities or bugs.
Thank You and enjoy.
William (Atrocities)
Atrocities
November 1st, 2004, 06:26 AM
Imperator Fyron said:
So much for bed. http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/yawn.gif
What can I say, I got busy and lost track of time again. This will be a 24 hour day for me in less than six minutes, including our day light savings time. http://forum.shrapnelgames.com/images/smilies/frown.gif The sad thing is I am not even tired. Go figure.
Captain Kwok
November 1st, 2004, 09:08 AM
Ack!
Why did you go change the tonnage percents on the mounts! And then change all the warp cores to a 1000kT while leaving the structures the same, i.e. 20kT!
To fix:
Step 1:
Change all warp core components back to 100kT. Make their structure equal to their size. The nacelle components are fine at their current components. I do suppose you could up their structure if you want to increase their chance of being hit.
Step 2:
Change all the propulsion mounts to 20%, 40%, 60%, 80% size and structure. Drop the huge propulsion mount, that's the default size.
Step 3:
Enjoy.
Captain Kwok
November 1st, 2004, 09:15 AM
It took me 4 minutes to make the fixes. I'll e-mail the two files to you.
Aiken
November 1st, 2004, 09:25 AM
It was my request.
I asked for this because it was too easy to add unmounted warp core to design. I did it a couple of times (inspite of description saying "use mount!") http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Stupid me.
I thought that it could be a source of troubles for newbie players as well.
Renegade 13
November 1st, 2004, 12:48 PM
One small thing Atrocities. I'd meant to mention this long ago, but never did. I'm not a beta tester for the latest Version, so you may have already fixed this....but here it is anyways.
I noticed that couple of hundred turns into my game, none of the AI races would use ships over about 500kT in size. I of course was using ships way way bigger. They never did use larger ships, and so it was actually quite easy to defeat them once I had the larger ships. I know that they've researched the larger ships, because their minesweeper class ships use their largest ship sizes. I presume this might be a problem with their ship design txt files.
Hope this helps you out a little bit, sorry if this has already been addressed.
Thanks for all the hard work that's going into making this mod even better than it already is http://forum.shrapnelgames.com/images/smilies/happy.gif
Ragnarok-X
November 1st, 2004, 02:10 PM
Definitly a error with the design creation, most probably the big hulls are not at the top of the file (just a guess)
Captain Kwok
November 1st, 2004, 02:23 PM
aiken said:
I thought that it could be a source of troubles for newbie players as well.
Ok. I see what you mean, it would usually cause an warning about size and then the player would realize "oh crap!, forgot to use the mount...". That's not a bad idea, Atrocities just needs to make sure that if he does it for a thousand to just adjust all other components accordingly. He could keep the current values and just make nacelles 500kT and adjust the structures to match the sizes.
Ed Kolis
November 1st, 2004, 07:49 PM
Sorry if this is fixed already (I'm playing a STM 1.72 PBW game) but I noticed a few problems with weapons:
-Ferengi (and perhaps other) racial weapons can't be mounted on bases.
-Base mounts say they increase damage by 3, 5, whatever times, but in fact they don't - I understand the desire to balance the mounts out but I think it should be documented that the large mount actually does more damage than the heavy mount!
-Ferengi Pulse Weapons keeps on going past tech level 3, even though I haven't seen any weapons that use such technology yet...
Oh yeah, and only 2 levels of Captains? http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/images/smilies/tongue.gif
Keep up the great work! http://forum.shrapnelgames.com/images/smilies/laugh.gif
Atrocities
November 1st, 2004, 08:44 PM
Captain Kwok said:
Ack!
Why did you go change the tonnage percents on the mounts! And then change all the warp cores to a 1000kT while leaving the structures the same, i.e. 20kT!
To fix:
Step 1:
Change all warp core components back to 100kT. Make their structure equal to their size. The nacelle components are fine at their current components. I do suppose you could up their structure if you want to increase their chance of being hit.
Step 2:
Change all the propulsion mounts to 20%, 40%, 60%, 80% size and structure. Drop the huge propulsion mount, that's the default size.
Step 3:
Enjoy.
Because people were adding them without the mounts @ 100kt.
Colonel
November 2nd, 2004, 01:12 AM
Havent been really able to play that much, but is it suppose to be missing half the weapons or did I screw up installing it. Also is it suppose to have a couple place holders-in components.
Atrocities
November 2nd, 2004, 02:19 AM
The weapons systems has been changed. You must now research to gain access to weapons. The next Version will have a middle starting tech that will give access to race weapons.
As for place holders, I want opinions on them. Should I leave them in or take them out. I put them there to help new players gain an understanding of the weapons in each catagory.
Thanks for the post Colonel. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
November 2nd, 2004, 02:22 AM
I should post that I am playing the latest Version, 1.8.5 and am having a bLast so far. I have not had this much fun playing the STM since Kwok and UserX and I played a turn fest.
I will get back to updating the ship sets tomorrow I think. I will also have a new beta patch, data files only, tomorrow.
Right now I am rebuilding an old Compaq PC and so far so good as it seems to be working well.
Say do any of you know a good place to get a free firewall program like zone alarm but better? Also a free anti virus program?
Thanks.
solops
November 2nd, 2004, 03:16 AM
You are "Having a bLast"...So this is supposed to make me feel good while I'm stuck in a hotel room far from home with only 1.75 to play?
I feel so...so helpless and neglected.
solops
November 2nd, 2004, 03:20 AM
Atrocities said:
Say do any of you know a good place to get a free firewall program like zone alarm but better? Also a free anti virus program?
Thanks.
No. I broke down and bought ZoneAlarm Pro. I also wound up buying Norton AV and Webroot's Spysweeper. Not to mention some anti-spyware freebies like Adaware and SpyBLaster.
Fyron
November 2nd, 2004, 03:45 AM
Kerio has a really good personal firewall that is free... Much better than Zonealarm. I have been informed that you will want Kerio 2.1.5, not the newest 4.x Version... Download link: http://www.kerio.com/dwn/kpf2-en-win.exe
If you want a good AV, Kaspersky (www.kaspersky.com) is one of the best. Definitely better than Norton AV, which is actually on the low end of the spectrum... Partially because they make you rebuy it for engine upgrades, unlike most anti-virus programs... Definitely not free though.
Free AV programs include Avast (http://www.avast.com/) and AVPE (http://www.antivir.de/). Stay away from AVG... Just be warned that free AV programs have poor detection rates compared to good "professional" AV programs.
Atrocities
November 2nd, 2004, 04:37 AM
I am growing depressed again over the mod. It seems for no reason that I can identify, the AI is not expanding again. Oh sure they are building colony ships, good designs, but the yare not expanding at all. They colonize the planets in their home system then sit on their asses like they are all neutral AI or something. I ran a test game up to 200 turns and NOT ONE AI expanded!
I don;t know what to do. At this point I am just to put out to try and figure it out.
Here is what I have done.
1. Replaced orginal research files - edited slight to avoid conflict with missing or name changed Technologies.
2. Replaced orginal design creation file.
3. Reset changes to Warp Nacelle back to orginal settings.
Nothing I do works. At this point I am so discouraged that all I want to do is just forget about the whole mod and stop playing SEIV all together.
I have no clue as to what in the hell is causing the AI to behave so stupidly.
The AI is designing solid designs, researching well, but not expanding. Like I said it is as if they are all behaving as neutral AI.
Please someone help me who knows how to fix this GD problem.
Fyron
November 2nd, 2004, 04:44 AM
They merely need more scout ships. Add "Attack Base" design types, then have the AI build some in Construction_Vehicles. The AI will use these to explore new systems. Colony ships can _NOT_ be used to explore by the AI. These "Attack Bases" need no weapons, and are just warship hulls with lots of supplies. Well, you might want a few weapons in case they run into a ship they need to blow up...
Atrocities
November 2nd, 2004, 04:46 AM
Thanks fyron, but I don't follow you at all. http://forum.shrapnelgames.com/images/smilies/frown.gif The design creation file already has this in it and they still do not expand. They used to, but not any more.
Fyron
November 2nd, 2004, 04:50 AM
Are the "Attack Bases" warship hulls with lots of supplies? Do you have an entry similar to the following one in all AI Construction Vehicle files? Make sure it is the first one in the Exploration state...
AI State := Exploration
Num Queue Entries := (number of entries you have)
Entry 1 Type := Attack Base
Entry 1 Planet Per Item := 20
Entry 1 Must Have At Least := 1
Also, how many supplies to the ships have? The AI is hard coded to send ships that go below a certain threshhold back to a resupply base. I forget whether it is 1000 supply points or 500... Ships definitely need many more supplies than this to be used effectively for exploration (and most other purposes) by the AI.
Atrocities
November 2nd, 2004, 04:53 AM
Yes
Atrocities
November 2nd, 2004, 04:53 AM
AI State := Exploration
Num Queue Entries := 19
Entry 1 Type := Colonizer
Entry 1 Planet Per Item := 0
Entry 1 Must Have At Least := 2
Entry 2 Type := Attack Base
Entry 2 Planet Per Item := 120
Entry 2 Must Have At Least := 2
Entry 3 Type := Base Space Yard
Entry 3 Planet Per Item := 0
Entry 3 Must Have At Least := 2
Entry 4 Type := Colonizer
Entry 4 Planet Per Item := 100
Entry 4 Must Have At Least := 5
Entry 5 Type := Attack Ship
Entry 5 Planet Per Item := 40
Entry 5 Must Have At Least := 4
Atrocities
November 2nd, 2004, 04:54 AM
Also, how many supplies to the ships have? The AI is hard coded to send ships that go below a certain threshhold back to a resupply base. I forget whether it is 1000 supply points or 500... Ships definitely need many more supplies than this to be used effectively for exploration (and most other purposes) by the AI.
This night be the culprit. Let me test
Atrocities
November 2nd, 2004, 04:59 AM
Atrocities said:
Also, how many supplies to the ships have? The AI is hard coded to send ships that go below a certain threshhold back to a resupply base. I forget whether it is 1000 supply points or 500... Ships definitely need many more supplies than this to be used effectively for exploration (and most other purposes) by the AI.
This night be the culprit. Let me test
Nope, same thing. The AI is locked into its own system and I am clueless as to why.
Fyron
November 2nd, 2004, 05:06 AM
Is it actually building "Attack Base" ships? Are these ships just sitting at the homeworld as well?
Fyron
November 2nd, 2004, 05:06 AM
Imperator Fyron said:
Kerio has a really good personal firewall that is free... Much better than Zonealarm. I have been informed that you will want Kerio 2.1.5, not the newest 4.x Version... Download link: http://www.kerio.com/dwn/kpf2-en-win.exe
If you want a good AV, Kaspersky (www.kaspersky.com) is one of the best. Definitely better than Norton AV, which is actually on the low end of the spectrum... Partially because they make you rebuy it for engine upgrades, unlike most anti-virus programs... Definitely not free though.
Free AV programs include Avast (http://www.avast.com/) and AVPE (http://www.antivir.de/). Stay away from AVG... Just be warned that free AV programs have poor detection rates compared to good "professional" AV programs.
Just so this doesn't get lost in the deluge, I repost it...
Atrocities
November 2nd, 2004, 05:08 AM
The only differance between 181 and 185 is the amount of supplies each ship uses.
In 181 the ships are consistantly have less then 1000 supplies, but the usage rate is far less than in 185. So I am thinking this might be the problem. Supply useage and not amount.
Fyron
November 2nd, 2004, 05:09 AM
If the attack bases and attack ships move out, then back to the HW next turn, they are indeed running out of supplies too quickly.
Atrocities
November 2nd, 2004, 05:13 AM
Bingo. I set the supply usage of the Warp core from 100 to 50 and by turn 20 the major races, say for the borg, had moved into another system.
Fyron I don't know how to thank you other than to say Thank you very much.
Fyron
November 2nd, 2004, 05:25 AM
Did you see my post on firewalls and such?
Atrocities
November 2nd, 2004, 05:44 AM
Imperator Fyron said:
If the attack bases and attack ships move out, then back to the HW next turn, they are indeed running out of supplies too quickly.
I owe you big time for your help in figuring this one out Fyron. Thank you very very much. http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif
Star Trek Mod v1.8.5 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED
1. Changed Fixed error in Laser Mount. Laser Mount now works with Laser.
2. Changed Increased tonnage of Warp Nacelles I - V and Organic Nacelles I - V to 500
3. Changed Increased tonnage structure of Warp Nacelles I - V and Organic Nacelles I - V to 250
4. Fixed Error in Adv GR Torpedo Weapons. No longer visable at start of game.
5. Changed Ai Design Creation file. Most AI designs will now use two Impusle Engines.
6. Changed Increased storage ability by 100 for all Warp Cores.
7. Changed Added requirment of Borg Technology to Borg Neural Net
8. Changed Discription for Unlucky racial trait. Now lists disadvantage.
9. Changed Discription for Very Unlucky racial trait. Now lists disadvantage.
10. Changed Infantry Tonnage from 5 to 4.
11. Changed Reset supply useage for many components (Set to high AI will not explore) Thank you FYRON.
Atrocities
November 2nd, 2004, 06:23 AM
Beta testers. I have PM'ed you about the latest patch. One Last night, for Version 1.8.4 Full, and one tonight for 1.8.5 data files. If you did not get one or the other please email me.
Version 1.8.5 fixes a few minor bugs that should improve game play over 1.8.4. I hope.
Captain Kwok
November 2nd, 2004, 10:42 AM
That's a good thing to know about supplies. I always figured that it would look at percentage of supplies remaining and not just a hard figure like 500 or 1000.
Atrocities
November 2nd, 2004, 11:42 AM
What do you like better, the standard SE IV fleet images, that being of ships, or the idea of using the race emblem like in other games such as Birth of the Federation?
Fyron
November 2nd, 2004, 12:38 PM
Atrocities said:
What do you like better, the standard SE IV fleet images, that being of ships, or the idea of using the race emblem like in other games such as Birth of the Federation?
Ships.
Atrocities
November 2nd, 2004, 12:49 PM
Star Trek Mod v1.8.6 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED
1. Added Description ability to all colony ship designs to use 4 warp nacelles on design.
2. Changed Lowered the supply generation ability of Bussard Collector I - III (50,60,70)
3. Changed 8472 Flux Pod I - V supply generation amounts (60,70,80,90,100)
4. Changed Lowered the supply generation ability of Ram Scoop I - III (70,90,100)
5. Changed Fixed spacing error in all research files. (oops)
<font color="brown"> Beta Testing Folks </font>
I will combine 1.8.5 with 1.8.6 so no need to download 1.8.5 seperately. That is unless you want to. The fixes included in 1.8.6 really only just fix the research bug. The races will still research up to a point, but after that, no dice. The 1.8.6 patch address that. Hey, even I make mistakes from time to time. /threads/images/Graemlins/Cold.gif
So change the file link I gave you from StmBeta185.zip to Stmbeta186.zip <font color="brown"> Again, the 1.8.6 patch is combined with the 1.8.5 patch so if you have not yet downloaded the 1.8.5 patch don't. Just download the 1.8.6 patch and all is good. </font>
Sorry about any confussion I might cause with this. The Last two beta patches have been important ones so I put them out as soon as I found and fixed the bugs.
If you need specific instruction:
1. Download the full beta Version of STM 1.8.4
2. Install STM 1.8.4
3. Copy your Base / Pictures / Component folder (Hopefully you have all of the latest IMAGE MOD component images added.)
4. Past into your STM / Pictures Directory.
5. Download the Components.zip
6. Place the contents of the components zip into your STM / Pictures / Components folder.
7. Click yes to over write when asked. If not asked then something is wrong. Email me.
NOTE: Why do we have to do this? Well because until Suicide Junkie can update the Image mod to include the new components I just made for the STMod we want to avoid conflicts so copying over the image mod is the best option.
Unless you just want to apply the new components directly to your base space empires iv / pictures / components folder. Oh boy.... *drops head* damn.... Well crap hind sight is always 20/20 isn't it? Oh wait, better just do it the way I originally instructed. Just in case the location of the new components is changed by Suicide Junkie. Better to have the change happen under your STMod folder than to the base folder which could effect all mods.
8. Downlaod beta patch StmBeta186.zip and install
I am going to go to bed now.
http://forum.shrapnelgames.com/images/smilies/Sick.gif
Aiken
November 3rd, 2004, 10:48 AM
STM v.1.8.6:
1. Little error in Dominion Torpedo Weapons tech:
Name := Dominion Torpedo Weapons
Group := 8472 Technology (should be "Dominion Technology")
2. Spelling errors in:
a) Anit-Proton Beam I-X. Should be "Anti-Proton Beam"
b) Pulse Anit-Proton Beam I-X. Should be "Pulse Anti-Proton Beam"
c) Telokinetic Torpedo I-III. Should be "Telekinetic Torpedo"
3. Error in Organic Nacelle II-V
Name := Organic Nacelle II-V
...
Tonnage Space Taken := 50 (should be 500)
Tonnage Structure := 25 (should be 250)
4. Warp Drives still have damage resistance of 20 kt. With Propulsion mount applied, they have damage resistance of 0 kt - undestructible component. Change it to 200 kt, or better 500 kt.
5. Serious bug with Energy Weapons and Enhanced Energy Weapons techs:
All races use 2 techs for their energy weapons - Energy Weapons and Enhanced Energy Weapons. But in fact there are several Energy Weapons and Enhanced Energy Weapons tech in Techarea.txt and each one requires different and incompatible racial techs:
<font class="small">Code:</font><hr /><pre>Name := Energy Weapons
...
Number of Tech Req := 2
Tech Area Req 1 := Advanced Physics
Tech Level Req 1 := 1
Tech Area Req 2 := Borg Technology
Tech Level Req 2 := 1
but also
Name := Energy Weapons
..
Number of Tech Req := 2
Tech Area Req 1 := Advanced Physics
Tech Level Req 1 := 1
Tech Area Req 2 := Breen Technology
Tech Level Req 2 := 1
etc, for each race</pre><hr />
Same for Enhanced Energy Weapons tech.
It really confuses game and therefore _all_ weapons that require Energy Weapons and Enhanced Energy Weapons tech are unavailiable.
How to fix: make this techs completely independent, ie Borg Energy Weapons/Borg Enhanced Energy Weapons and Breen Energy Weapons/Breen Enhanced Energy Weapons, etc for each race. Change racial weapons to require modified Energy Weapons and Enhanced Energy Weapons techs.
Atrocities
November 3rd, 2004, 06:14 PM
Thank you Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif This is an impressive bug list. And here I thought I had a solid patch. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Aswome work my firiend. http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
November 3rd, 2004, 06:36 PM
5. Serious bug with Energy Weapons and Enhanced Energy Weapons techs:
All races use 2 techs for their energy weapons - Energy Weapons and Enhanced Energy Weapons. But in fact there are several Energy Weapons and Enhanced Energy Weapons tech in Techarea.txt and each one requires different and incompatible racial techs:
I am confused about this. Each race will only research its own Energy Weapon technology and Enhanced Energy Weapon technology.
The name of the technology shouldn't be playing a part in this or causing the AI to foul up.
The tech Tree is:
Beam Technology I - V gives Adv Physics gives Energy Weapons I - X gives Enhanced Energy Weapons I - X.
Does not having the Energy and Enhanced Energy weapons named after each race not named after each race cause problems? If so how?
Same for Enhanced Energy Weapons tech.
It really confuses game and therefore _all_ weapons that require Energy Weapons and Enhanced Energy Weapons tech are unavailiable.
I will double check and if the ai is doing this, and I think it likely given the ai's propensity for doing such things, then it shall be fixed and we will have a new patch out tonight. http://forum.shrapnelgames.com/images/smilies/happy.gif
Thanks again Aiken. Your a tremdously huge asset to the success of this mod. http://forum.shrapnelgames.com/images/smilies/happy.gif
Fyron
November 3rd, 2004, 08:06 PM
Every tech area needs a unique name.
Atrocities
November 3rd, 2004, 09:35 PM
Thanks
Colonel
November 3rd, 2004, 10:12 PM
Did you get rid of some of the ship mounts and things of that sort or are they not going to be in this one. (ie Defiant mount, small shield mount etc etc). Or are they not yet included.
Atrocities
November 3rd, 2004, 10:22 PM
The mounts have been re-organized. The defiant mount is still in the game and unchanged. The same for the BOP mount. I removed many of the Dreadnought mounts as they were pointless.
Currently most mounts are weapons or propulsion mounts. Base/satellite/ and drone mounts are still the same as they were in previous Versions.
I will be adding a smaller ship class mount that will be given later in the Ship Construction file to enable better use of smaller ships.
I will be expanding the miniturization racial trait a bit and revamping the Warrior tech trait as well.
Warrior tech trait will give better mounts in range and damage, along with stronger troops, and more ship hull choices.
I am toying with the idea of adding one grade of weapons mount for all races, that improves with ship size. I don't know what I will call it, or even if I will add it.
I want the mount to be based off of warp technology. IE Tie in the warp core to boast power sort of thing.
Again I don't know if I will add it or not.
I would enjoy looking at any suggestions people might have for mounts provided they do not become over burdonsome and that they are equal to all races.
http://forum.shrapnelgames.com/images/smilies/happy.gif
Captain Kwok
November 3rd, 2004, 10:41 PM
Just add a few custom mounts for races or specific weapons, and make the remainder of the "standard" mounts equal damage increase for size increase, i.e. 2x size = 2x damage.
Atrocities
November 3rd, 2004, 10:51 PM
Captain Kwok said:
Just add a few custom mounts for races or specific weapons, and make the remainder of the "standard" mounts equal damage increase for size increase, i.e. 2x size = 2x damage.
STM 186 Weapons Report (http://www.astmod.com/stmweapreport.htm)
The STM 186 Weapons Report (http://www.galileo.spaceports.com/~william/stmweapreport.htm) Alternate
Captain Kwok
November 4th, 2004, 12:39 AM
Also consider removing either Ram Scoops or Bussard Collectors - because technically they are actually the same thing - known as "Bussard Ramscoops" in Trek. http://forum.shrapnelgames.com/images/smilies/shock.gif
Colonel
November 4th, 2004, 12:59 AM
Atrocities said:
Captain Kwok said:
Just add a few custom mounts for races or specific weapons, and make the remainder of the "standard" mounts equal damage increase for size increase, i.e. 2x size = 2x damage.
STM 186 Weapons Report (http://www.astmod.com/stmweapreport.htm)
The STM 186 Weapons Report (http://www.galileo.spaceports.com/~william/stmweapreport.htm) Alternate
Are those weapons in that in the beta-mod or is that what is all going into the mod.
Atrocities
November 4th, 2004, 03:37 AM
Colonel said:
Atrocities said:
Captain Kwok said:
Just add a few custom mounts for races or specific weapons, and make the remainder of the "standard" mounts equal damage increase for size increase, i.e. 2x size = 2x damage.
STM 186 Weapons Report (http://www.astmod.com/stmweapreport.htm)
The STM 186 Weapons Report (http://www.galileo.spaceports.com/~william/stmweapreport.htm) Alternate
Are those weapons in that in the beta-mod or is that what is all going into the mod.
They are all in the beta mod.
Atrocities
November 4th, 2004, 03:38 AM
Star Trek Mod v1.8.7 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED
1. Changed Component Markers bmp numbers to corrospond to there new location within the imagae mod.
2. Fixed Error in Dominion Torpedo Tech.
3. Changed Added each races name to Energy Weapons
4. Changed Added each races name to Enhanced Energy Weapons
5. Changed Added each races name to Energy Weapon Components
6. Changed Added each races name to Enhanced Energy Weapon Components
7. Changed Updated all Research files
8. Changed Laser mount now also has increased range and accuracy.
9. Fixed Spelling error in Anti - Proton Beam I - X
10 Fixed Spelling error in Pulse Anti-Proton I - X
11. Fixed Spelling error in Telekinetic Torpedo I - III
12. Changed Organic Nacelle II - V Tonnage Space Taken and Tonnage Structure are now correct.
13. Changed Organic Hyper Drive I - V Tonnage Stucture from 20 to 500
14. Changed Organic Drive I - X Tonnage Stucture from 20 to 500
15. Changed Warp Drive I - X Tonnage Stucture from 20 to 500
16. Changed Quantum Singularity Drive I - X Tonnage Stucture from 20 to 500
17. Changed Borg Warp Drive I - X Tonnage Stucture from 20 to 500
18. Changed Transwarp Drive I - III Tonnage Stucture from 20 to 500
19. Changed Updated the CompEnhancement
20. Changed TMP Troop images
21. Added TMP Infantry Image
22. Added Federation Infantry Image
23. Added DS9 Infantry Image
24. Added UCP Infantry Image
25. Changed Added new Weapon Platform images to DS9
26. Changed Added new Weapon Platform images to Federation
27. Changed Added new Weapon Platform images to TMP
28. Changed Added new Weapon Platform images to UCP
29. Added AI TAG 03 - Description notifying players if ship can have 3 Warp Nacelles to all ship classes that
can have three warp nacelles.
30. Removed Ram Scoop components.
Will be uploading in just a bit. If you do not get a PM from me, please email me so that I know you need the link.
Just apply this patch to your STM BETA folder.
Atrocities
November 4th, 2004, 04:00 AM
Ok heres the scoop.
Version 1.8.8 will update the beta mod from 1.8.5 full.
So if your in the beta and do not have Beta 1.8.5 Full email me for the link.
Beta 188 Link (http://www.astmod.com/zips/stm/StmBeta188.zip)
<font color="red">If your not in the beta, don't bother downloading the file. It will only muck up your mod.</font>
Since Suicide Junkie has update the image mod, Patch Version 23c (http://imagemodserver.mine.nu/other/MM/SE4/imagemod/componentpack22to23c.zip) you MUST delete the STM BETA / Pictures / Components folder and update to the latest Version of the component pack. The mod has been updated for to this Version.
There is a problem though. This latest update by Sucide Junkie is missing ONE component form the STM. Therefore until he updates the image mod component pack once again, YOU MUST download the intrum patch which basically is the missing component, Comp_888 and a new Comp.bmp file.
Comonent 888 and new Comp BMP (http://www.astmod.com/zips/stm/comp888.zip) Just apply this patch to your base space empires IV / pictures / components folder after you have updated that folder to the latest Version of the Image Mod Component pack and have deleted your STM BETA / Pictures / Components folder.
Suicide Junkies Image Mod SITE Link (http://imagemodserver.mine.nu/other/MM/SE4/imagemod/)
If you have downloaded the patch before this edit, 02:50 am Nov 04 PST, download it again as its been updated.
Aiken
November 4th, 2004, 06:21 AM
I know, I'm evil http://forum.shrapnelgames.com/images/smilies/happy.gif
1. There's no Propulsion mount for drones, so it's impossible to install Warp Nacelles to drones, hence they won't move.
2. Question about Engineering I-III comp: they have 2 abilities - Repair and Maintanence Reduction, but the Last one is disabled:
<font class="small">Code:</font><hr /><pre>Name := Engineering I
...
Number of Abilities := 1 (--here--)
Ability 1 Type := Component Repair
Ability 1 Descr := Repairs 1 component per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Reduces maintenance cost by 5%.
Ability 2 Val 1 := -5
Ability 2 Val 2 := 0
Weapon Type := None</pre><hr />
Is it bug or feature?
3. Warp Core is not used on Drones. Is it intentional? I thought they should use the same propulsion scheme as ships, since drones can move through warp points too. But that's only my idea, afterall.
4. Small Warp Core (for Fighters and Shuttles) weights 40 kt. I find it quite big for 20-40 kt fighter http://forum.shrapnelgames.com/images/smilies/happy.gif
5. I made a proper drone propulsion mount (see point 1) and now Large Drone with 4 Warp Nacelles V moves at whooping speed of 23 (!!!) - about 2 times faster than fastest ship. Is it ok?
6. Most technologies are not capturable anymore (compared to 1.7.5). Did you decide to get rid of capturable techs?
7. Small balance suggestion: make Hyper Optics III a little weaker, so you won't be able to reveal mines and Romulan Adv Cloaking Device II with it:
<font class="small">Code:</font><hr /><pre>Name := Hyper Optics III
...
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Passive scanning at level 6. (change it to level 5)
Ability 1 Val 1 := EM Passive
Ability 1 Val 2 := 6 (change it to 5)
Weapon Type := None</pre><hr />
Aiken
November 4th, 2004, 06:38 AM
8. Error in Armor Skipping Mine I-III:
Weapon Damage Type := Only Shield Generators (should be "Skips Armor")
9. Error in Weapon Destroying Mine I-III:
Weapon Damage Type := Only Engines (should be "Only Weapons")
10. Error in Weapons Destroyer I-IV:
Weapon Damage Type := Only Engines (should be "Only Weapons")
10.1. Weapons Destroyer I-IV has the same family (562) as Reload Disruptor I-IV. Because of that Weapons Destroyer I-IV is invisible then "Only Latest" is on.
10.2. Small visual glitch with Focused Energy Weapons tech:
Name := Focused Energy Weapons
Group := Weapons Technology (should be "Weapon Technology")
Atrocities
November 4th, 2004, 07:16 AM
Thank Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif Another awsome bug report. With your help we are getting them nailed down.
As for reduced maintenance cost, I had no idea that it was disabled tech. I shall fix it now.
I will add a drone mount. 23 is a bit to fast, but that depends upon if a drone should be fast or not. This I really never thought much about.
I am also going to tweak the Laser and federation mount. WAY to powerful.
Atrocities
November 4th, 2004, 07:21 AM
About captureable tech. I haven't reviewed which techs I want to be captureable yet. I thought I had set them all to non capturable.
Atrocities
November 4th, 2004, 07:49 AM
Ok heres the scoop.
Version 1.8.8 will update the beta mod from 1.8.5 full.
So if your in the beta and do not have Beta 1.8.5 Full email me for the link.
Beta 188 Link (http://www.astmod.com/zips/stm/StmBeta188.zip)
<font color="red">If your not in the beta, don't bother downloading the file. It will only muck up your mod.</font>
Since Suicide Junkie has update the image mod, Patch Version 23c (http://imagemodserver.mine.nu/other/MM/SE4/imagemod/componentpack22to23c.zip) you MUST delete the STM BETA / Pictures / Components folder and update to the latest Version of the component pack. The mod has been updated for to this Version.
There is a problem though. This latest update by Sucide Junkie is missing ONE component form the STM. Therefore until he updates the image mod component pack once again, YOU MUST download the intrum patch which basically is the missing component, Comp_888 and a new Comp.bmp file.
Comonent 888 and new Comp BMP (http://www.astmod.com/zips/stm/comp888.zip) Just apply this patch to your base space empires IV / pictures / components folder after you have updated that folder to the latest Version of the Image Mod Component pack and have deleted your STM BETA / Pictures / Components folder.
Suicide Junkies Image Mod SITE Link (http://imagemodserver.mine.nu/other/MM/SE4/imagemod/)
If you have downloaded the patch before this edit, 02:50 am Nov 04 PST, download it again as its been updated.
Star Trek Mod v1.8.8 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED
1. Changed Engineering I - II second ability is now working
2. Changed Reduced Tonnage Space Taken on Small Warp Engine from 40 to 10
3. Changed Reduced Tonnage Structure of Small Warp Engine from 20 to 5
4. Changed Reduced Hyper Optics I - III effectiveness by 1 each (1,3,5)
5. Fixed Armor Skipping Mine I - III now work correctly.
6. Fixed Weapon Destroying Mine I - III now work correctly.
7. Changed Reload Disruptor I - IV weapon family to 569
8. Fixed Weapons Destroyer I - IV now work correctly
9. Changed Focused Energy Weapons from Weapons Technology to Weapon Technology.
10 Added Drone Propulsion
11. Added Drone Propulsion Mount
Thank you Aiken. Version 1.8.8 is dedicated to you my friend.
Atrocities
November 4th, 2004, 07:53 AM
I will add more drone engines and sizes in the next Version. Suggestion sought though.
Captain Kwok
November 4th, 2004, 08:46 AM
Drones shouldn't be moving faster than ships - the "warp ten" limit should apply to them as well with traditional components. You could make them require only one nacelle with 1 engine per move.
Aiken
November 4th, 2004, 09:54 AM
1. From Revision.txt: "1. Changed Engineering I - II second ability is now working"
You forgot about Engineering III http://forum.shrapnelgames.com/images/smilies/happy.gif
2. Stellar Harnessing tech is redundant now.
3. Name := Drone Propulsion
...
Vehicle Type := Ship\Base (should be "Drone")
I don't think it's enough for new patch, let's wait for more errors http://forum.shrapnelgames.com/images/smilies/happy.gif
Atrocities
November 4th, 2004, 06:40 PM
1. From Revision.txt: "1. Changed Engineering I - II second ability is now working"
You forgot about Engineering III
Great God All Mighty, I did. *starres blankly at monitor*
I have plans for stellar harnesing. I am thinking of using the ram scoop as an upgrade to the Bussard Colloectors. Use the same family number and AI tag. Two RS would equal 4 BC at each level. Also add in a list of monolith like facilities.
I will fix the drone issue also. Give drones five classes of engines, and one more size hull: Heavy Drone.
I am heading out the door now with a friend to go do something so I will work on these when I get back. http://forum.shrapnelgames.com/images/smilies/happy.gif
mottlee
November 4th, 2004, 07:10 PM
Sorry I have been out of the loop for a few, having legle problems right now and do not see an end to it in the short http://forum.shrapnelgames.com/images/smilies/frown.gif I will put in to this when I can.
Colonel
November 4th, 2004, 08:24 PM
Um you screwed up the Fed and Dominion techs up in that newest mod Version 1.8.8 I got the Dominion special with the fed but the dominion race is fine
Captain Kwok
November 4th, 2004, 09:15 PM
Colonel said:
Um you screwed up the Fed and Dominion techs up in that newest mod Version 1.8.8 I got the Dominion special with the fed but the dominion race is fine
Some racial techs were designed to be stealable by Atrocities, so in that case they would should up for all races in a high tech start. Does that match you situation?
Atrocities
November 4th, 2004, 09:34 PM
Colonel said:
Um you screwed up the Fed and Dominion techs up in that newest mod Version 1.8.8 I got the Dominion special with the fed but the dominion race is fine
You must have started on High tech start as Captain Kwok said. http://forum.shrapnelgames.com/images/smilies/happy.gif
Never fear, that was a very helpful report. I have gone through and set all tech to non capturable until I have a chance to talk with CK or UserX about what technology should be captureable.
Any ways here is what I am working on currently.
Star Trek Mod v1.8.9 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED
1. Changed Laser Mount, reduced range to 1.
2. Changed Fixed Engineering III, Will now use second ability
3. Changed Set Drone Propulsion Restriction to One Per Vehicle
4. Changed Set Drone Propulsion Vehicle Type to Drone.
5. Changed Phaser I now uses the same image as Phaser II - X.
6. Changed Reload Disruptor I - IV bmp image from 514 to 595
7. Changed Moved Tachyon Sensors I - III in components file to come before Medical Bay
8. Changed Moved Advanced Tachyon Sensors I - II in components file to come before Medical Bay.
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