View Full Version : STM "Final v1.7.5" Discussion
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Aiken
March 28th, 2004, 02:34 AM
My 5 cents:
Star Trek Mod v1.5.4
...
6. Changed Tholian Energy Mount now includes Tholian Energy Web I - III
actually it didn't :
Long Name := Tholian Energy Mount
Comp Family Requirement := 3334
...
--------
As I posted below where is a bug (though a called it a "cool feature", but I think that any unexpected behaviour is a bug) when Fed can gain 0 kt Klingon (Breen/Romulan) cloacking device with help of Defiant Cloacking mount. Since it is impossible to steal Federation Cloacking Device you may simply change its Comp Family to another value (and change Defiant Cloacking mount correspondingly).
Thanks.
Atrocities
March 28th, 2004, 02:49 AM
Coming Soon
If all goes well and I can get the weapons done I should have this Version ready for use by next weekend.
Star Trek Mod v1.6.7 (WILL NOT EFFECT SAVED GAMES)
1. Changed - Klingon Combat Support in Tech Area from Max level 5 to 3.
2. Fixed - Map Error that called for Blackhole3.bmp
3. Fixed - Error in Tholian speech file. (Thanks BlackRose)
4. Changed - Weapons Of Mass Destruction to Weapon Technology
5. Changed - Beam Discharger I - IV Family Number from 2009 to 2035 to avoid conflicts. (Thanks CNC)
6. Changed - Made some adjustments to the Happiness file.
7. Changed - Deuterium Tank I - III Lowered Supplies Generated to a more reasonable level (500/1000/1500)
8. Changed - Ram Connon Weapon Family from 1 to 138
9. Updated - Weapons Family & Component Lists
10. Changed - Borg Tuant Weapon Family and Family from 10 to 26
11. Fixed - Spacing Error at bottom of Component File
12 Fixed - Roman Numberal error in Breen Intel Center I (Thanks BlackRose)
13. Changed - Breen Organic Extractor I - III to produce organics at the planet level instead of system. (Avoids conflict with Breen Labour Camp Facilities)
14. Fixed - Tholian Dreadnought Mount was accessable to other races. (Thanks BlackRose)
15. Changed - Klingon Neutrino Disruptor I - III reload rate from 1 to 2
16. Changed - Shield Disrupter I - V reload rate from 3 to 2
17. Changed - Shield Depleter I - V reload rate from 1 to 2
18. Changed - Borg Shield Depleter I - V reload rate from 1 to 2
19. Changed - Tholian Energy Web I - III reload rat from 1 to 2
20. Changed - Cost of some facilities to balance them out between races better.
21. Changed - Balanced out the weapons Mounts more effectively
22. Changed - Lowered the bonuses for all ECM's and Combat Sensors and like Racial components.
23. Fixed - Tholian Energy Mount will now work with Tholian Energy Web
24. Changed - Federation Cloaking Device Family from 26 to 42
[ March 27, 2004, 12:50: Message edited by: Atrocities ]
Atrocities
March 28th, 2004, 03:11 AM
Ahhhh bugger. I want to post something but I have nothing to post. http://forum.shrapnelgames.com/images/icons/icon9.gif
R.Daneel
March 28th, 2004, 01:35 PM
Tank you Imperator Fyron for the statement I’ll do what you suggest me.
Maybe Aaron can do something for that http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities I have no intention to cause you a headache I have some ideas of your work
on the mod and I know the pain of a new bug…. so take it easy I love your work. http://forum.shrapnelgames.com/images/icons/icon7.gif
Now a question….
There is a mode or a custom program to import a single system in a new map?
I have found original Star Trek Map and I wont convert to the game…. system to system.
Of course is possible to create a new one with the game system and then move
and rename each one correctly… but is not a very elegant solution… maybe just a little bit practical http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
March 28th, 2004, 04:12 PM
http://forum.shrapnelgames.com/images/icons/icon7.gif The map thing can be difficult. We have italian speaking people on the forum. I wonder where they went?
In my current test game, the federation has nearly 2000 ships and over 600 planets. They are roughly twice my size.
The Dominion has the most population with nearly have a trillion. But they have no intel. (0)
The Cardassians are by far the most aggressive. I just lost another fleet of 50 ships to one of there 125+ size fleets.
I have not yet encountered the Romulans. The Ferengi have been my longest allies in the game and are generally very nice. I think the new happiness files are working.
The only problem I am having is the 15 minute turn durations. http://forum.shrapnelgames.com/images/icons/icon9.gif
Atrocities
March 28th, 2004, 04:35 PM
Turn 150, bed time. I have only played 13 turns all night. The Dominion surrendered upon request. They were in 9th place so no harm no foul. I expect a neutral and the Romulans to surrender to me this next turn.
I gained nearly half a trillion or better in population with the surrender of the Dominion.
The Cardassians are pressing the attack now as I try to reclaim sovereign Klingon territory taken by the vile cardies over 50 turns ago. We must avenge the Bolians and our fallen comrads!
I can out produce the Cardassians now and have slipped into the number one spot this turn. The cards held the spot until the Feds took it from them about 25 turns back. I just stoled it from the Feds. LOL
The bulk of my 2000 ships are remote mining ships. I'd say at least 10% (200) of them are.
My planets are not as productive as my resoure miners are. Never the less I am committed to the course of slave labor and will eventually have all my planets producing resources.
The mod is playing very well and with the latest patch I hope it continues to play well.
While going over and rebalancing weapons I discovered many errors in the weapons components and hopefully have fixed them.
I have not yet tested the balanced weapons as I am only about 2/3rds done with the file. I hope that the rebalancing will not harm the mod. Lord knows it could.
Imperial
March 28th, 2004, 06:12 PM
how many planets did the dominion have before they surrendered? what level of diplomacy did you use--pleading, neutral, or threatening?-- i have trouble getting the AI to surrender and was just wondering? http://forum.shrapnelgames.com/images/icons/confused.gif
Imperial
March 28th, 2004, 06:12 PM
how many planets did the dominion have before they surrendered? what level of diplomacy did you use--pleading, neutral, or threatening?-- i have trouble getting the AI to surrender and was just wondering? http://forum.shrapnelgames.com/images/icons/confused.gif
Imperial
March 28th, 2004, 06:13 PM
sorry i hit the reply button twice??? erase
Ragnarok-X
March 28th, 2004, 06:22 PM
Atrocities,
i played your mod today.
I set up a nice large galaxie, with max AIs and neutral empires, tech cost medium, racial points 3000, difficulty hard, NO AI boni.
I stopped playing at turn 98, because the game got boring.
I had contact with the breen, the ferengi, the new federation, the romulan and the bajoran.
I was at war with every race (my initiative), but i barley got attacked by more than 2 or 3 ships.
To top that, the enemies ALL used depleted uranium guns level 3 or 4. No phasers, missiles or any other cool stuff.
Just when i decided to stop playing i decided also to make a few intels, to see my enemies tech levels.
They didnt researched any racial tech at all, in addition they all had tech levels 3-4 in basic sciences.
I also made some intels to see ship designed and noticed the ferengi had a design which used approx 8 anti matter torpedos. That was all.
Is there anything wrong with the AI ?!? Because in your Posts it seems to challenging...?!
anyway, nice mod, like it so far, esspecially the tech tree and stuff !
PsychoTechFreak
March 28th, 2004, 06:40 PM
The Last post from Ragnarok brings up some questions for me:
What is the recommendation regarding AI bonus, I assume LOW BONUS at least?
And I prefer to play large maps (255 based) with a lot of asteroid belts, which one?
Aiken
March 28th, 2004, 07:11 PM
I'd recommend to play with MEDIUM bonus at least, especialy if it's 1 starting planet game. Of course this statement is based entirely on my experience.
Also I have a request for Atrocities: please, increase Maximum Research Point Generation for Dominion, Klingons and UCP to at least 300000. They are at 100000 now, except for Klingons, who have 200000. These values are really low, compared to other races.
Fyron
March 28th, 2004, 07:46 PM
Originally posted by R.Daneel:
Now a question….
There is a mode or a custom program to import a single system in a new map?
I have found original Star Trek Map and I wont convert to the game…. system to system.
Of course is possible to create a new one with the game system and then move
and rename each one correctly… but is not a very elegant solution… maybe just a little bit practical http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Nope. You have to add them manually... http://forum.shrapnelgames.com/images/icons/icon9.gif
I would recommend high bonus in any mod, except possibly AIC, as the AI is just as clunky in any mod as it is in stock. AIC just cheats and adds lots of special AI-only comps to make up for some of the clunkiness, but the AI is still poor at its core (which is hard-coded). http://forum.shrapnelgames.com/images/icons/icon12.gif
[ March 28, 2004, 17:48: Message edited by: Imperator Fyron ]
Intimidator
March 28th, 2004, 10:33 PM
I just downloaded the 1.6.6 patch.
But want to know right now , what are the diferences between the maps included.
I understand that 2 of the are the same except the starting planet size.
But the diferences between the 2. and which is more acurate according to Trek universe.
BlackRose
March 29th, 2004, 12:10 AM
Originally posted by Intimidator:
I just downloaded the 1.6.6 patch.
But want to know right now , what are the diferences between the maps included.
I understand that 2 of the are the same except the starting planet size.
But the diferences between the 2. and which is more acurate according to Trek universe. <font size="2" face="sans-serif, arial, verdana">Different size homeworlds will produce a more accurate Trek Universe. However talking with Tnarg he agrees that the Breen are significantly underpowered, dont attempt playing as them http://forum.shrapnelgames.com/images/icons/icon7.gif I'm playing on a different size HW map right now and the Borg are by far the most powerful (I modified the Breen start conditions and just gave them 4 Ice/Oxy planets in the Home system and 2 Ice / Non Oxy planets as well. I didnt take into account the neutral opponent that starts right next to them, however and i'm really being pressed. Mines are the only thing keeping me alive and the tholians are fielding Dreadnoughts that can sweep 80 mines at a shot http://forum.shrapnelgames.com/images/icons/icon10.gif My only other complaint is that the Dominion is underpowered and the Cardassians Over powered, but other than that I'd say its a pretty authentic map http://forum.shrapnelgames.com/images/icons/icon7.gif
The other suggestion I'd make is less access to the rest of the map by the dominion, just the wormhole would be fine IMO, it just adds to the woes of the Breen http://forum.shrapnelgames.com/images/icons/blush.gif poor, poor, Breen http://forum.shrapnelgames.com/images/icons/icon12.gif
[ March 28, 2004, 22:12: Message edited by: BlackRose ]
Atrocities
March 29th, 2004, 03:01 AM
Originally posted by aiken:
I'd recommend to play with MEDIUM bonus at least, especialy if it's 1 starting planet game. Of course this statement is based entirely on my experience.
Also I have a request for Atrocities: please, increase Maximum Research Point Generation for Dominion, Klingons and UCP to at least 300000. They are at 100000 now, except for Klingons, who have 200000. These values are really low, compared to other races. <font size="2" face="sans-serif, arial, verdana">Thank you, that is a great suggestions. DONE.
Atrocities
March 29th, 2004, 03:02 AM
Originally posted by Imperial:
how many planets did the dominion have before they surrendered? what level of diplomacy did you use--pleading, neutral, or threatening?-- i have trouble getting the AI to surrender and was just wondering? http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="sans-serif, arial, verdana">They had over 400 planets. They had been at war with the Federation for over 75 turns and were being beaten back. I used Demanding in tone and they surrendered. Better to join a strong race than be beaten by a weak one.
Atrocities
March 29th, 2004, 03:04 AM
Originally posted by Ragnarok-X:
Atrocities,
i played your mod today.
I set up a nice large galaxie, with max AIs and neutral empires, tech cost medium, racial points 3000, difficulty hard, NO AI boni.
<font size="2" face="sans-serif, arial, verdana">I do all my play testing with Medium settings, NO neutral Empires, 5k racial points, high neutral races, and at least 5 exsisting races.
http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
March 29th, 2004, 03:06 AM
Originally posted by PsychoTechFreak:
The Last post from Ragnarok brings up some questions for me:
What is the recommendation regarding AI bonus, I assume LOW BONUS at least?
And I prefer to play large maps (255 based) with a lot of asteroid belts, which one? <font size="2" face="sans-serif, arial, verdana">I always play on large maps, WPL, WPL located any where, Standard FQM (Lots of planets and asteroid belets)
If you set to low AI bonus your basically cheating in my opinion. The AI is not as adaptive as we are so it needs the extra points to make the game more challenging.
Tnarg
March 29th, 2004, 05:13 PM
Originally posted by Intimidator:
I just downloaded the 1.6.6 patch.
But want to know right now , what are the diferences between the maps included.
I understand that 2 of the are the same except the starting planet size.
But the diferences between the 2. and which is more acurate according to Trek universe. <font size="2" face="sans-serif, arial, verdana">In the Mod Info folder there is a Map Info folder that explains most of what makes the STM Trek Major Systems map.
Intimidator
March 29th, 2004, 09:13 PM
Is the 1.6.6 patch already available for pbw ?
Atrocities
March 29th, 2004, 09:46 PM
No the 1.6.6 patch is not available for PBW. Hopefully the 1.6.7 patch will be the one we use for PBW.
I hope to have it out and testing by tonight. If all goes well in a week I will ask Geo to upload it. If not I will fix the problems and release a new Version and go from there.
The point is I don't want to pester Geo everytime a new Version of the mod comes out. I want to get one Version stable and playable for both SP and MP then have it uploaded to PBW and not have to worry about bugs or other for a long long while.
Intimidator
March 29th, 2004, 10:04 PM
Offcourse, sounds logical.
At least I can download the next patch tommorow http://forum.shrapnelgames.com/images/icons/icon12.gif
See ya,
Atrocities
March 30th, 2004, 12:03 AM
Version 1.6.7 (http://www.astmod.com/startrek/stm.htm) Is now available.
Please note that this Version WILL make significant changes to weapon range and damage. Back up your component file for use with your saved games if you do not like the changes.
Please report any bugs. Thanks
[ March 29, 2004, 22:10: Message edited by: Atrocities ]
DarkHorse
March 30th, 2004, 12:43 AM
Originally posted by Atrocities:
Version 1.6.7 (http://www.astmod.com/startrek/stm.htm) Is now available.
Please note that this Version WILL make significant changes to weapon range and damage. Back up your component file for use with your saved games if you do not like the changes.
Please report any bugs. Thanks <font size="2" face="sans-serif, arial, verdana">Hmm, I'm getting an error:
Cannot open file ...\star trek mod\pictures\game\buttons\nextprev.bmp
Did I do something wrong?
Atrocities
March 30th, 2004, 12:46 AM
Originally posted by DarkHorse:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
Version 1.6.7 (http://www.astmod.com/startrek/stm.htm) Is now available.
Please note that this Version WILL make significant changes to weapon range and damage. Back up your component file for use with your saved games if you do not like the changes.
Please report any bugs. Thanks <font size="2" face="sans-serif, arial, verdana">Hmm, I'm getting an error:
Cannot open file ...\star trek mod\pictures\game\buttons\nextprev.bmp
Did I do something wrong? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">yes you do not have the full mod or you have installed just the patch
DarkHorse
March 30th, 2004, 12:50 AM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DarkHorse:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
Version 1.6.7 (http://www.astmod.com/startrek/stm.htm) Is now available.
Please note that this Version WILL make significant changes to weapon range and damage. Back up your component file for use with your saved games if you do not like the changes.
Please report any bugs. Thanks <font size="2" face="sans-serif, arial, verdana">Hmm, I'm getting an error:
Cannot open file ...\star trek mod\pictures\game\buttons\nextprev.bmp
Did I do something wrong? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">yes you do not have the full mod or you have installed just the patch </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I did a full 1.6.6 install first; the problem lies elsewhere... I did a system restore the other day and rolled my seiv directory back too far. It's the original game I need to reinstall. My bad!
Atrocities
March 30th, 2004, 12:53 AM
Please let me know if re-installing SEIV works. Thanks and good luck.
DarkHorse
March 30th, 2004, 12:55 AM
Originally posted by Atrocities:
Please let me know if re-installing SEIV works. Thanks and good luck. <font size="2" face="sans-serif, arial, verdana">Yep, seems to work now. And it is we who thank you, for all your hard work. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
March 30th, 2004, 01:00 AM
The 1.6.7 update is off line for a bit while I do an update on it. (Adding Tnargs latest map files)
Atrocities
March 30th, 2004, 01:31 AM
Back Up
Version 1.6.7 (http://www.astmod.com/startrek/stm.htm) Is now available.
Please note that this Version WILL make significant changes to weapon range and damage. Back up your component file for use with your saved games if you do not like the changes.
This file has the latest Version (3) of Tnargs Star Trek Maps.
Please report any bugs. Thanks
DarkHorse
March 30th, 2004, 02:49 AM
This has been in the Last several Versions, but I keep forgetting to report it. The Breen 2K race file is actually a 3K empire. If I change the game settings to 3K, then go knock down their points to 2K and save the empire, it'll then load fine in a 2K game.
Atrocities
March 30th, 2004, 02:55 AM
Ok thanks, I will check it out. http://forum.shrapnelgames.com/images/icons/icon7.gif
SYSTEM REQUIRMENTS (http://www.astmod.com/tool.w486power.wav)
Atrocities
March 30th, 2004, 03:00 AM
Updating yet one more time. This will take about 20 minutes or so.
BlackRose
March 30th, 2004, 04:18 AM
Mmm, I've been in a game for a while now its 2415.0 or so. I'm noticing that a lot of the AI doesnt construct powerful ships. Neutral AI (The Nausicans anyhow) Has dreadnought class ships for fighting but the major powers, Borg, Fed, Kling etc. etc. Have a few designs on file but 0 in service and 0 constructed. They do have endless amounts of Mine Sweepers and Layers of the Dreadnought/Juggernought variety but no combat ships.
In fact the federation doenst have any combat ships over 600 kt but they did just design 2414.8 A Galaxy and a Sovereign, (none commisioned) ships, so i'm hoping they will build them.
The Cardassians have no combat ships over Light Cruiser and nothing designed (Just lots of Dreadnought Mine Sweeper/Layers).
Dominion is the worst, they only have Torpedo Curisers all using Photon Torpedo's not even Dominion Type weaponry. All actuall combat ships are the Attack A/B/C variety with Photon Torpedoes.
This an AI thing? Weird circumstances or a mod fault?
Playing 5k Emp Files, High AI, High Bonus
As far as the score goes i'm getting walloped in 12th but as I havnt been attacked, just mine sweeped for the past few years I wanted to have a look see at what the AI was doing, it wasnt pretty :0
Atrocities
March 30th, 2004, 05:09 AM
Your only on trun 15.
Atrocities
March 30th, 2004, 05:31 AM
A lot effects how a race will build ships. In most cases they will design the ship and not build any until they are at war with another race.
In all the testing I have done they all build ships and they all use them.
I will check the files, this could be a side effect of something, but from what I have seen they all build good ships as they need them. Then again I really am beginning to hate this game so any thing is possible.
[ March 30, 2004, 03:36: Message edited by: Atrocities ]
Phoenix-D
March 30th, 2004, 05:31 AM
Originally posted by Atrocities:
Your only on trun 15. <font size="2" face="sans-serif, arial, verdana">Turn 15 would be 2401.5, AT. He's on turn *150*.
Atrocities
March 30th, 2004, 05:38 AM
I know, I was being facesious. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
Atrocities
March 30th, 2004, 05:39 AM
The only thing I can think of is that the new design creation files are causing the problem. God I am really beginning to hate this GD game.
Atrocities
March 30th, 2004, 05:48 AM
You know, I am burned out on this game and this mod. Talk to ya all later.
narf poit chez BOOM
March 30th, 2004, 06:49 AM
Take some time off. I was burned out once. Spent the next 45 minutes staring at a math question. Thought it was maybe 5 minutes. Didn't get anything done. Looking back, it's kinda funny now.
TNZ
March 30th, 2004, 07:32 AM
Atrocities, I am working on a idea for AI construction vehicles and AI design creation files that might fix this problem. I will send it to you when I have a working example. http://forum.shrapnelgames.com/images/icons/icon7.gif
I know that each race having custom ship sizes is an essential part of this mod trekiness, but it has some major drawbacks from the mod maker’s perspective, namely the making of all the AI files. Even if the mod had only three set of ship sizes, this would make for better AI files and easier changing of the AI files. My point is this: what does having custom ship sizes add to this mod and what is the cost of having custom ship sizes in this mod?
Atrocities, I also have an idea for getting the AI to add armor to it design creation in a more useful way. http://forum.shrapnelgames.com/images/icons/icon7.gif
BlackRose
March 30th, 2004, 09:48 AM
Totally take some time off http://forum.shrapnelgames.com/images/icons/icon7.gif Even think of turning over the reigns to someone or just co-operating with them for a while, if that would help. No sense in ruining what you've created for yourself http://forum.shrapnelgames.com/images/icons/icon7.gif Your dedication to this project goes so far above and beyond what i've ever seen for any other game/mod :0
After making my LoTR conVersion for Age of Wonders: Shadow Magic I can't even touch that game, thats part of the reason why I ended up here.
I was partly drawn by this wonderful community that seems so reactive/proactive. Look at it this way, My LoTR ConVersion came with two Maps/Scenarios, the first, 'The War of the Ring' released in February which has 2300 downloads and counting (The most downloaded per day ratio of nearly any AoW map). At AoW there is a rating system its had 10 Reviews with a total score of 4.8/5 which is quite nice BUT it's also quite hollow, here it seems like almost everybody who's played the Mod has stopped by to congratulate you or offer suggestions. That's pretty solid http://forum.shrapnelgames.com/images/icons/icon7.gif You've got a great bunch of people here who would probably willingly do some of the grunt work for you if you asked http://forum.shrapnelgames.com/images/icons/icon7.gif
I'm one of em, if you need anything just lemme know http://forum.shrapnelgames.com/images/icons/icon7.gif
Aiken
March 30th, 2004, 01:53 PM
I have a question about the mounts, but considering Atrocities state I'd keep it for awhile.
Superb work Atrocities, now you need a good european resort or something of this kind.
Donate to author of great ST mod so he can get good vacation!!
Antarian
March 30th, 2004, 07:38 PM
BlackRose, glad to see ya here. And about your mod for AOWSM - decent and fun http://forum.shrapnelgames.com/images/icons/icon7.gif
mrscrogg
March 31st, 2004, 12:54 AM
Installed 1.6.7, getting whole box of error Messages starting with " unknown value, AI tag 02" what did I do wrong ?
Captain Kwok
March 31st, 2004, 12:58 AM
Originally posted by mrscrogg:
Installed 1.6.7, getting whole box of error Messages starting with " unknown value, AI tag 02" what did I do wrong ? <font size="2" face="sans-serif, arial, verdana">Hmm...are you not using Version 1.91?
mrscrogg
March 31st, 2004, 02:42 AM
I am using 1.91 SE4
Atrocities
March 31st, 2004, 05:33 AM
What kind of errors are you getting?
Most like you installed the STM incorrectly or only installed that PATCH.
I recommend that you uninstall the mod (Delete the Star Trek Folder) and download the FULL Version of the mod (20 Megs) and install that then update to 1.6.7.
Also be sure you installed the Star Trek Mod and not the AST mod.
TNZ
March 31st, 2004, 06:56 AM
This is my idea about how the AI construction vehicles and AI design creation files could be changed, to get the AI to do what we want it to do.
In the Federation’s AI Design Creation file it would look like this:
Name := Explorer Class Starship
Design Type := Attack Base
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 180
Size Maximum Tonnage := 300
Name := Medium Class Starship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 350
Size Maximum Tonnage := 600
Name := Heavy Class Starship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 750
Size Maximum Tonnage := 1200
Name := Defiant Class
Design Type := Defense Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 240
Size Maximum Tonnage := 240
And in the Federation’s AI Construction Vehicles file it would look like this:
AI State := Exploration
Num Queue Entries := 22
Entry 2 Type := Explorer Class Starship
Entry 2 Planet Per Item := 120
Entry 2 Must Have At Least := 2
Entry 5 Type := Heavy Class Starship
Entry 5 Planet Per Item := 30
Entry 5 Must Have At Least := 2
Entry 6 Type := Medium Class Starship
Entry 6 Planet Per Item := 60
Entry 6 Must Have At Least := 4
Entry 14 Type := Defense Ship
Entry 14 Planet Per Item := 10
Entry 14 Must Have At Least := 5
Entry 21 Type := Heavy Class Starship
Entry 21 Planet Per Item := 10
Entry 21 Must Have At Least := 5
Entry 22 Type := Medium Class Starship
Entry 22 Planet Per Item := 20
Entry 22 Must Have At Least := 10
I have made a working example. In testing it worked extremely well. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
March 31st, 2004, 07:42 AM
2300
http://forum.shrapnelgames.com/images/icons/icon7.gif Let me know you hour testing turns out. http://forum.shrapnelgames.com/images/icons/icon7.gif I know nothing about that file as I have never editied it before so any working system that you can come up with will be credited to you. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ March 31, 2004, 06:20: Message edited by: Atrocities ]
Fyron
March 31st, 2004, 08:06 AM
AT, is perhaps a typo where it has "AI tag 02" instead of "AI Tag 02" present? This might cause an error, depending on whether Aaron programmed the ability tags to be case sensitive or not... I am guessing that they are case sensitive, from the way in which tech areas are.
Atrocities
March 31st, 2004, 08:20 AM
Thanks Fyron, I will check the files.
Atrocities
March 31st, 2004, 08:50 AM
I checked the files, they are all clean. No errors that I could see in spelling or spacing. From what I can see this should not be happening. The Ai should be building ships just like it did in previous Versions.
I wonder if I made a mistake while changing the weapon range and damage settings that might have caused this.
They are desiging ships, and building a few, just not many. I think TNZ is on to something although I doubt you can use custom names in the CONSTRUCTION files. I think those are limited to the listed ones at the top. Attack Ship, defense ship, etc.
The mod is working, and working well. It worked just fine for me prior to making the weapons range and damage modifications. So if the error does not lie there it has to be in the default ship construction files.
[ March 31, 2004, 07:08: Message edited by: Atrocities ]
Atrocities
March 31st, 2004, 09:26 AM
Ok I fiddled with the construction files a bit and by turn 25 the races with the edited files had stepped up ship production.
Like Fyron said the AI state is a bit reflective of Voodoo magic to figure out.
All I can do is edit the files and see what happens. If they work well I will add them to the 1.6.8 update and post it as soon as I can. If not, well then it will be time for me to pass the torch on the AI modding to people more qaulified than I.
We will see what happens.
Atrocities
March 31st, 2004, 10:28 AM
Turn 50 and so far all the races are building ships just fine. Some are hurting in resource production though. However all are building and designing new ships each turn.
Medium / Medium, 5k, 1 planet good, no events, Standard Midlife Map (non fqm), Low tech start, tech cost low.
Atrocities
March 31st, 2004, 10:55 AM
No promises.
Version 1.6.8 (http://www.astmod.com/startrek/stm.htm)
I only play tested it 50 turns.
Please report any bugs.
BlackRose
April 1st, 2004, 12:37 AM
Images:
Atrocities I was wondering if you wanted to get your hands on any more images? I was a bit broker for a game call 'Star Trek Conquest Online', now defunct. I had every piece under the sun and I believe the servers are still up enough for me to gain access to my pieces to take screens. Each piece is a beautifully rendered Image that could probably be used (i'ts beyond my ability as all I have is Paint). There are Jem'Hadar Soldiers (3 kinds) Ferengi, Borg, Klingon personal, ships, items, weapons, tonnes of stuff. Anyhow, Its on my old pc but I could see about getting access to the images IF you're interested?
These arnt profile shots either, but actual full body shots ala your Klingon Soldiers just better quality.
I think your fine in your ship images department but there is a whack of them too. I dont mind taking screens of every piece or if you want a more structured thing like 'I need Romulan Troop Images'
There are items to, Photon Torpedoes, Bat'leths, Romulan Disruptors, etc.
Lemme know (ps I dont want to saddle you with xtra work you dont want, I dont think it is necessary myself but I thought i'd bring it up in case you were interested!)
Atrocities
April 1st, 2004, 04:32 AM
Sure that would be nice.
I was a beta tester for that game. To be honest I didn't think it would Last. http://forum.shrapnelgames.com/images/icons/icon9.gif
BlackRose
April 1st, 2004, 08:07 PM
wow, you made some major changes to the weapons indeed! i'm just starting to design my bigger ships with the Romulans but they've been majorly toned down, looking good http://forum.shrapnelgames.com/images/icons/icon7.gif
I'll see about getting some of those screens from STCO, should I send them to your email? Want .BMP or .JPEG? or something else? I'll just send a few to start, perhaps of Jem'Hadar Soldiers? Or something else?
Imperial
April 1st, 2004, 08:27 PM
new game so far in 1.6.8 saw differences already in the way the AI is building ships-- which is good. Im also curious to see what TNZ came up with as well-- I have 2 installs of SE-IV if ya need a tester.
Atrocities
April 1st, 2004, 08:36 PM
Black Rose BMP would be fine. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
April 1st, 2004, 09:15 PM
Imperial, you do not need two installs of SE4. Just install the different Versions of the STM in different sub-folders.
BlackRose
April 1st, 2004, 10:21 PM
Images sent! First is a Borg Drone in the way i'd imagine you'd like them.
Second file is larger with a show of 45+ small sized images. It's just a much larger file. Let me know if this kinda thing has any value!
Imperial
April 1st, 2004, 11:00 PM
Atrocities, I was wondering if you made adjustments to shield strength and also to armor( general armor and race specific) in reflection to the new weapons damage. I just ran into a Dominion ship that has a piece of armor on it that negates 45 points of damage. I may be behind on my tech a bit--but i couldnt damage it(note- i can with the beam discharger--just not regular beam weapons.--just a note http://forum.shrapnelgames.com/images/icons/icon7.gif
[ April 02, 2004, 00:40: Message edited by: Imperial ]
Imperial
April 1st, 2004, 11:02 PM
Fyron-- I had installed a second SE-IV strictly for use for the Grau mod--it needs to go over a fresh install--and i had games in progress on my other install.
BlackRose
April 1st, 2004, 11:05 PM
Hmm, I really like the new weapon damages http://forum.shrapnelgames.com/images/icons/icon7.gif It was only DS9 that ships dropped like flies and i think that was more to do with the cost of FX than anything http://forum.shrapnelgames.com/images/icons/icon7.gif I havnt been in any real combat yet so i'll need to test it out. More durable star ships is ok with me http://forum.shrapnelgames.com/images/icons/icon7.gif
Frankly i am surprised (I think in a good way) that the changes were so drastic! 90 dmg to 20 dmg in most cases and a reduction in range!
One thing, there is a faulty design floating around mostly in the 1200 kt range but other big ships are being affected that has 2 Warp Coores and 3 Impulse engines to AI built ships.
(No movement)
BlackRose
April 2nd, 2004, 01:27 AM
Did the space monsters attack/defense get toned down as well? They seem so tough... http://forum.shrapnelgames.com/images/icons/icon7.gif
TNZ
April 2nd, 2004, 01:58 AM
The “Engines Per Move” setting in the vehicle size file strikes again. An design for a ship of that size would need 4 impulse engines to have any movement.
Calculating Speeds in SE4:
===========================
To calculate the final speed of a ship in SE4, the following method is used:
1) Add up all "Standard Movement" points on a ship.
2) Divide by the "Engines Per Move" setting on the vehicle, rounding DOWN.
3) If the speed of the vessel is at least one, add any "Bonus Movement" points, and add 1 speed if the race has the "Propulsion experts" trait chosen.
Now take a guess at what happens if a ship movement is below one?
The least number of engines the AI will add to its ship designs seems to be three, so in the STM the “Engines Per Move”setting should be no higher than 15.
I quite like the new weapon system, but the strength of the shield and armor may need to be look at. http://forum.shrapnelgames.com/images/icons/icon7.gif
BlackRose
April 2nd, 2004, 04:07 AM
'Dominion Warehead mount'
Should be Warhead ?
Breen Accuracy mount underpowered? (Compared to 8472 anyhow)
Romulan Subspace Telescope description is
something about central command for a system
Benefit Scanner Jammer and Scattering Armour?
Both 500, both jam long range scans, BUT Armour gives 15% bonus, etc.
Both are general tech too I believe?
Atrocities
April 2nd, 2004, 04:39 AM
Originally posted by Imperial:
Atrocities, I was wondering if you made adjustments to shield strength and also to armor( general armor and race specific) in reflection to the new weapons damage. I just ran into a Dominion ship that has a piece of armor on it that negates 45 points of damage. I may be behind on my tech a bit--but i couldnt damage it(note- i can with the beam discharger--just not regular beam weapons.--just a note http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I may have missed one but ya I toned down the Armor. Sheilds work on a percentage so they were left alone.
Atrocities
April 2nd, 2004, 04:42 AM
Originally posted by BlackRose:
One thing, there is a faulty design floating around mostly in the 1200 kt range but other big ships are being affected that has 2 Warp Coores and 3 Impulse engines to AI built ships.
(No movement) <font size="2" face="sans-serif, arial, verdana">We fix em as we find em. Mostly it has to do with getting the right number of engines min and max for those designs.
Atrocities
April 2nd, 2004, 04:43 AM
Originally posted by BlackRose:
'Dominion Warehead mount'
Should be Warhead ?
Breen Accuracy mount underpowered? (Compared to 8472 anyhow)
Romulan Subspace Telescope description is
something about central command for a system
Benefit Scanner Jammer and Scattering Armour?
Both 500, both jam long range scans, BUT Armour gives 15% bonus, etc.
Both are general tech too I believe? <font size="2" face="sans-serif, arial, verdana">Thanks, I will check these out. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
April 2nd, 2004, 05:30 AM
I am going through each of the Design Creation files right now and setting each design up to use the correct number of engines. If this does not work to fix the No Movement ships then I will have to come up with another idea
Any who, I have discovered many errors and I am fixing them as I go.
I should have the next update out tonight.
Sorry about all the updates. But I want them out and testing so that we can get the mod finalized for PBW. Thanks.
Renegade 13
April 2nd, 2004, 05:51 AM
Hey Atrocities, when I went to download verson 1.67 I got a URL not found error. I kinda need it to upgrade to 1.68. Thought I'd let you know. And thanks again for all the hard work and many hours you've devoted to this endeavour.
Atrocities
April 2nd, 2004, 06:42 AM
1.6.7 patch nolonger valid, use the 1.6.9 B Version to upgrade from 1.6.6 - 1.6.7 - 1.6.8 to 1.6.9.
ALSO when visiting the Star Trek Mod (http://www.astmod.com/startrek/stm.htm) site be sure to REFRESH your browser.
Version 1.6.9 A (http://www.astmod.com/zips/stm/STMv169Patch.exe) Updates from 1.6.8 ONLY (1.5 megs)
Version 1.6.9 B (http://www.astmod.com/zips/stm/STMv169FullPatch.exe) Updates from 1.6.6 up. (2 megs)
I play tested this Version through turn 100 and was most impressed. Again no promises expressed or emplied. Play at own risk.
Please Report Any Bugs. Thanks.
(NOTE: I know many of you do not like constant revision being offered in such a short time. Most of these revisions do seriously affect saved games and it is my goal to get the mod PBW ready so I need a solid Version of the mod in order to do that.)
[ April 02, 2004, 04:46: Message edited by: Atrocities ]
Fyron
April 2nd, 2004, 07:04 AM
Originally posted by BlackRose:
Did the space monsters attack/defense get toned down as well? They seem so tough... http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I hope not! They are supposed to be tough! I bet Rollo's SE4 avatar is rolling over in its grave right about now. http://forum.shrapnelgames.com/images/icons/icon10.gif j/k
(NOTE: I know many of you do not like constant revision being offered in such a short time. Most of these revisions do seriously affect saved games and it is my goal to get the mod PBW ready so I need a solid Version of the mod in order to do that.) <font size="2" face="sans-serif, arial, verdana">Simple solution, label them Beta patches. No fuss, no muss. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ April 02, 2004, 05:06: Message edited by: Imperator Fyron ]
Atrocities
April 2nd, 2004, 07:07 AM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by BlackRose:
Did the space monsters attack/defense get toned down as well? They seem so tough... http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I hope not! They are supposed to be tough! I bet Rollo's SE4 avatar is rolling over in its grave right about now. http://forum.shrapnelgames.com/images/icons/icon10.gif j/k </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Haven't been touched since installed. Will most likely be adding TNZ's Borg Monsters soon though.
Atrocities
April 2nd, 2004, 09:19 AM
1.6.7 patch nolonger valid, use the 1.6.9 B Version to upgrade from 1.6.6 - 1.6.7 - 1.6.8 to 1.6.9.
ALSO when visiting the Star Trek Mod (http://www.astmod.com/startrek/stm.htm) site be sure to REFRESH your browser.
Version 1.6.9 A (http://www.astmod.com/zips/stm/STMv169Patch.exe) Updates from 1.6.8 ONLY (1.5 megs)
Version 1.6.9 B (http://www.astmod.com/zips/stm/STMv169FullPatch.exe) Updates from 1.6.6 up. (2 megs)
Please download and install this as well if you have downloaded either of these patches before 2 am PST on 4-2-04. After 2am don't worry about it.
Klingon AI File (http://www.astmod.com/zips/stm/STMv169KlingonFix.exe)
I play tested this Version through turn 100 and was most impressed. Again no promises expressed or emplied. Play at own risk.
Please Report Any Bugs. Thanks.
(NOTE: I know many of you do not like constant revision being offered in such a short time. Most of these revisions do seriously affect saved games and it is my goal to get the mod PBW ready so I need a solid Version of the mod in order to do that.) ]
BlackRose
April 2nd, 2004, 09:49 AM
Hmm, sais 1.69 is corrupted, please try again (did) CRC failed in Star Trek Mod\Pictures\Game\Screens\1024X768\Intro.bmp
Unexpected end of archive
PS I had 1.68 and updated using 1.69A
[ April 02, 2004, 07:50: Message edited by: BlackRose ]
Atrocities
April 2nd, 2004, 09:56 AM
I was uploading the new files when you attempted to download them. Try again. http://forum.shrapnelgames.com/images/icons/icon7.gif And thanks for the images. I shall try and use some of them. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
April 2nd, 2004, 09:58 AM
The only differance between the A and B Version is A is only an update from 1.6.8 while B is an update that will work for 1.6.6, 1.6.7, and 1.6.8.
Also you attempted to download the file while I was uploading it. That is why you got a corrupt file. Try again now. http://forum.shrapnelgames.com/images/icons/icon7.gif
BlackRose
April 2nd, 2004, 10:02 AM
I can get you lots more if you want them (images) just let me know what you like the big pics, or the whole screens of small pics.
Got the updated patch now too, thanks ;0
[ April 02, 2004, 08:04: Message edited by: BlackRose ]
BlackRose
April 2nd, 2004, 10:06 PM
Romulan Captain gives starbases 2 movement in combat ! (Tho i love the captain that does this, great fit, maybe rather than change it make captian ship exclusive and make a similar component for starbases minus the movement?)
Atrocities
April 3rd, 2004, 01:38 AM
Well, imagine that. They moved DS9 did they not?
Still it is an exploit that should be EXCLUDED from PBW games by the host.
BlackRose
April 3rd, 2004, 09:47 AM
Borg Taunt is spelled 'Tuant'
Descritption sais something about taking out security personel
MOUNTS (At least with the Borg) are not working anymore, Large Ship Mounts ad between 1-7 damage, making the far inferior to unmounted ships.
The exception are Mounts that reduce size/cost but add damage, Mounts that do double or triple damage are the ones in error, (still double cost/size but not damage)
Massive Planetary Phased Shield Generator has an error
Generates (%Shield points generated) of phased shield points in battle
is what it sais in game.
[ April 03, 2004, 08:40: Message edited by: BlackRose ]
Atrocities
April 3rd, 2004, 10:22 AM
thanks http://forum.shrapnelgames.com/images/icons/tongue.gif
CNCRaymond
April 3rd, 2004, 10:55 AM
The mounts work, he just detuned them a bit. 105% as apposed to 150%.
Most of the race mounts give a decrease in size or cost. Some offer better range and better accuracy.
I like the mounts the way they are, but then again, what do I know?
Aiken
April 3rd, 2004, 11:34 AM
Sure they work, but they're useless now (I mean Large, Huge and Massive SHIP mounts).
Small typo in Federation Pulse Phasers V:
Name := Federation Pulse Phasers V
...
Weapon Damage At Rng := 15 15 30(why 30???) 10 10 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0
And IMHO reduction of standard ECM/Combat Sensors to 12% (max) was too radical, I'm afraid that long range weapons (R>9) are a waste now.
[ April 03, 2004, 09:57: Message edited by: aiken ]
BlackRose
April 3rd, 2004, 12:01 PM
Originally posted by CNCRaymond:
The mounts work, he just detuned them a bit. 105% as apposed to 150%.
Most of the race mounts give a decrease in size or cost. Some offer better range and better accuracy.
I like the mounts the way they are, but then again, what do I know? <font size="2" face="sans-serif, arial, verdana">I challenge you to make any ship with the Large/Massive/Huge type mounts with the sames specs/tonnage etc vs an unmounted ship with the same weapons http://forum.shrapnelgames.com/images/icons/icon7.gif You'll lose the mounted ship 90% of the time http://forum.shrapnelgames.com/images/icons/shock.gif
Atrocities
April 3rd, 2004, 12:17 PM
What I did was increase the cost for most mounts. Standard mounts do more damage but give no more bonuses. So you have to make a choice as to whether or not you want range + accuracy + light damage or just Damage.
It is all about choice.
Star Trek Mod v1.7.0
1. Changed - Klingon Research file to be more effective.
2. Fixed - Spelling of Borg Taunt (Thanks BlackRose)
3, Changed - Description of Borg Taunt (Thanks BlackRose)
4. Changed - Modified the mounts a bit to improve advantages (Mounts cost more to use. Damage has been increased on a few. I tried to balance things out)
5. Fixed - Error in Federation Pulse Phaser V
Intimidator
April 3rd, 2004, 12:37 PM
Hi,
I started a game as Klingon. got in a war with the Romulan very soon. And I was able to take 30 of his ships with the Klingon shock troop I without even firing 1 shot of normal weapons.
Isn't it possible to let the AI use more ships security components, would be more realistic I guess.
Intimidator
BTW. Excellent Mod, No Perfect.....
Atrocities
April 3rd, 2004, 12:41 PM
Version 1.7.0 (http://www.astmod.com/startrek/stm.htm)
Enjoy
[ April 03, 2004, 10:42: Message edited by: Atrocities ]
Intimidator
April 3rd, 2004, 12:45 PM
Another one??? The only thing I'm doing on my computer right now is reinstalling the Star Trek Mod over and over again,
http://forum.shrapnelgames.com/images/icons/icon12.gif
But thanks anyway....
Atrocities
April 3rd, 2004, 12:49 PM
Originally posted by Intimidator:
Another one??? The only thing I'm doing on my computer right now is reinstalling the Star Trek Mod over and over again,
http://forum.shrapnelgames.com/images/icons/icon12.gif
But thanks anyway.... <font size="2" face="sans-serif, arial, verdana">You don't have to reinstall the mod. Just the update.
I want to get the mod PBW stable and the only way to do that is to get feed back and then make changes. Rlease the new Version, get feed back, make changes, and then release the new Version.
I can't do anything about the Romulans not adding counter capture to there ships, the Ai knows what to do and I am not going to go through and add that ability to every design. It is this way in stock as well. http://forum.shrapnelgames.com/images/icons/icon9.gif
The only reason their is a 1.7.0 Version is because the bug reports warrented it. http://forum.shrapnelgames.com/images/icons/icon7.gif Hopefully the changes help.
BlackRose
April 3rd, 2004, 12:54 PM
will this one majorly mess up save games? I'm having too much fun to quit right now http://forum.shrapnelgames.com/images/icons/icon7.gif
*goes back to bug hunting*
Intimidator
April 3rd, 2004, 12:59 PM
I was kidding about the reinstalling, indeed it is be done in 2 minutes but I did it for the 4th time this week, but happy to do it....
About the ship capture, I know it's the same way as in stock BUT, in stock you have to research a lot more before you get those components. And when you finaly have them on your ships most AI are ussing shields allready....... so it is somewhat more balanced in the stock..
But don't mind, I will keep playing it.
Intimidator
Atrocities
April 3rd, 2004, 01:04 PM
You are correct in that regard. http://forum.shrapnelgames.com/images/icons/icon7.gif Stock is more balanced. However most players won't see a benifit from capturing other races ship until later in the game. http://forum.shrapnelgames.com/images/icons/icon7.gif (Hopefully)
Atrocities
April 3rd, 2004, 01:07 PM
Originally posted by BlackRose:
will this one majorly mess up save games? I'm having too much fun to quit right now http://forum.shrapnelgames.com/images/icons/icon7.gif
*goes back to bug hunting* <font size="2" face="sans-serif, arial, verdana">It should not effect Saved games at all. If it does, it will be small effect. http://forum.shrapnelgames.com/images/icons/icon7.gif
I have avoided adding anything to the mod or making changes that would effect saved games after the 1.6.8 patch.
You are all my beta testing ginny pigs http://forum.shrapnelgames.com/images/icons/icon10.gif
BlackRose
April 3rd, 2004, 01:09 PM
Borg Drone Tech can be researched past level 3 with no results for 4 or 5 (not going to research in any further mmm k http://forum.shrapnelgames.com/images/icons/blush.gif )
Atrocities
April 3rd, 2004, 01:14 PM
Originally posted by BlackRose:
Borg Drone Tech can be researched past level 3 with no results for 4 or 5 (not going to research in any further mmm k http://forum.shrapnelgames.com/images/icons/blush.gif ) <font size="2" face="sans-serif, arial, verdana">This might be a remant of an older Version. Don't worry about it. It gives the AI something to do. http://forum.shrapnelgames.com/images/icons/icon7.gif
Will address in the next Version.
Aiken
April 3rd, 2004, 03:06 PM
Originally posted by Atrocities:
You are all my beta testing ginny pigs http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">That is unprecedented situation in science when guinea-pigs report themselves what was wrong with Last experiment and demand for more. http://forum.shrapnelgames.com/images/icons/icon10.gif
Aiken
April 3rd, 2004, 04:05 PM
I'm really sorry Atrocities, but where are errors in 1.7.0 with Dominion, Klingon, Tholian and Romulan Dreadnought mounts:
Long Name := Dominion Dreadnought Mount
...
Vehicle Size Minimum := 1800 (size in game 1300kt)
Vehicle Size Maximum := 1800
Long Name := Klingon Dreadnought Mount
...
Vehicle Size Minimum := 1600 (size in game 1300kt)
Vehicle Size Maximum := 1600
Long Name := Romulan Dreadnought Mount
...
Vehicle Size Minimum := 1200 (size in game 1250kt)
Vehicle Size Maximum := 1200
Long Name := Tholian Dreadnought Mount
...
Vehicle Size Minimum := 1000 (size in game 1200kt)
Vehicle Size Maximum := 1000
and Tholian Energy Mount STILL doesn't affect Tholian Energy Web, it doesn't affect even Tholian Cascade Disruptor now:
Long Name := Tholian Energy Mount
...
Comp Family Requirement := 3544, (nothing after comma, it seems you forgot to add families)
I suppose this line shold look like this:
Comp Family Requirement := 3544,3334,1688
Intimidator
April 3rd, 2004, 06:42 PM
You are correct in that regard. Stock is more balanced. However most players won't see a benifit from capturing other races ship until later in the game. (Hopefully) <font size="2" face="sans-serif, arial, verdana">Indeed Atrocities, I'm rarely usssing ship capture in stock games, but with your mod I'm always do some Roll playing.
And the most honorable way for a Klingon to kill your enemy is by Batleth instead of Disruptors, although they are very pleased when they blow you to peace, no matter in which way..... http://forum.shrapnelgames.com/images/icons/icon12.gif
Renegade 13
April 3rd, 2004, 08:30 PM
Hey Atrocities, thanks a lot for the info about upgrading from 1.66 to 1.70. Very helpfull indeed.
Also, if you ever want some of the pressure taken off the constant revisions and tweakings to the mod, I would be more than happy to help you out. If you want me to do some work for you, just send me the files and tell me what to do. I'll get it done as soon as possible, and you could spend your free time on somthing else maybe?? http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
Atrocities
April 3rd, 2004, 09:03 PM
Thanks Renegade 13. I can always use the help. TNZ has been very helpful as have all the beta tester and people playing the mod in general.
Any help on improving the Ai is always appreciated. We really don't need AI for a PBW game, so I kind of put it on the back burner until I could get the mod PBW ready and stable. (Stable being no major bugs that would alter or effect game play in such a way that could be considered an exploit.)
1.7.0 puts into the PBW park now. The weapons have all been rebalanced. The sensor issues have been addressed. The mounts are working ok, and the races are doing rather well in SP games aside from some quirks.
I am very hopeful that this Version or 1.7.1 will be the pbw Version.
We have one bug report in already, but it is not a major one.
BlackRose
April 4th, 2004, 12:14 AM
I'd suggest either making weapons a tad more powerful or armour a tad less powerful. As it is You can still bLast thru shields with relative ease but when it comes to armour most weapons just arnt powerful enough to penatrate them. When you do get thru your left with the feeling that armour may be more affective than shielding all together!
Note these is 1.69 Version I havnt tried it with the new mounts yet.
Also the supply usage for the Borg ripper beam seams quite steep as it doesnt penetrate either shields or armour and cannot fire on anything but ships and planets, compared to the Borg Tachyon gun which takes far less supplies and skips shields and can fir on anything, tho with less range and fire power.
I do somewhat agree about weapon range now, as you often have to get right up close in order to have a decent % of hitting your target with Torps, etc.
Renegade 13
April 4th, 2004, 12:43 AM
Please Ignore.
[ April 03, 2004, 22:57: Message edited by: Renegade 13 ]
Atrocities
April 4th, 2004, 01:11 AM
Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif
I toned down the armor in one of the Version. I can drop them even more if need be. I need more feed badk though. http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks again guys.
Imperial
April 4th, 2004, 01:30 AM
I agree with tweaking the armor down or making the weapons a bit more damaging. I ran into both a Tholian and a Dominion craft playing as the cardassians--and they had no shields just 1 peice of armor--my weapons just bounced off--lol was funny. This was in 1.6.9, and i am now testing 1.7.0 out though.
Atrocities
April 4th, 2004, 02:06 AM
Ok, the armor will be adjusted and I will look at the Borg weapons as described by BR.
http://forum.shrapnelgames.com/images/icons/icon7.gif
How are the mounts doing? Any suggestions?
DarkHorse
April 4th, 2004, 02:37 AM
I've noticed several Borg (AI) ship designs with multiple captains on them. May be other races, but I haven't seen many others yet since the Borg are kicking my butt all over the place.
Atrocities
April 4th, 2004, 02:48 AM
Thanks DH. The borg probably have a call for more than one ability that the Captains have and that could be causing it. Nothing to worry about really, they don't stack. (I hope they don't)
BlackRose
April 5th, 2004, 02:05 AM
Ignore this post, my mistake
[ April 05, 2004, 01:08: Message edited by: BlackRose ]
BlackRose
April 5th, 2004, 04:04 AM
I'm still not noticing any difference in the mounts? Perhaps I updated incorrectly?
Attack Cube Size
Borg Ripper Beam
No Mount
20 20 20 20 20 20 15 15 (Wpn Size 20 kt)
Large Mount
21 21 21 21 21 21 16 16 (Wpn size 30 kt)
Huge Mount
22 22 22 22 22 22 17 17 (wpn size 40 kt)
Massive Mount
23 23 23 23 23 23 17 17 (weapon size 60 kt)
Most noticable here, you'll have 1/3 less the weapons mind!
Still not worth the cost/increased size imo?
Atrocities
April 5th, 2004, 04:18 AM
Nope mount only gives a 110% increase so that is accurate. Each races mount will work differently.
BlackRose
April 5th, 2004, 04:33 AM
But wont that mess up the AI? a 3x increase in size and possibly price for a .10x increase in power makes no sense?
Wont the AI always use mounts? I dont think I will unless i'm missing something that the numbers dont tell me?
Perhaps if the size and cost % modifiers were changed?
DarkHorse
April 5th, 2004, 05:33 AM
Playing as Dominion, seiv v1.91, mod v1.7.0, around turn 110. Built a Vorta Administration facility, which is supposed to increase intel and research system-wide by 20%. Haven't researched intel yet, but the +20% to research I can say doesn't work. I checked before I built it, planet generated 14270 research points; same after. Scrapped the facility after a couple turns, still no change in research points generated.
Atrocities
April 5th, 2004, 05:38 AM
BlackRose, all I can do is increase the damange % to 120. That will prompt the AI to use it however it gives some races an advantage over others I will review the mounts again and see what I can come up with to even them out a tad. http://forum.shrapnelgames.com/images/icons/icon7.gif
Dark Horse, that is more than likely an issue with SEIV and not the mod. I honestly do not know how those system advanages work. http://forum.shrapnelgames.com/images/icons/icon9.gif
DarkHorse
April 5th, 2004, 05:56 AM
Originally posted by Atrocities:
Dark Horse, that is more than likely an issue with SEIV and not the mod. I honestly do not know how those system advanages work. http://forum.shrapnelgames.com/images/icons/icon9.gif <font size="2" face="sans-serif, arial, verdana">More than likely, but I thought the 1.91 patch was supposed to fix that. Oh well, no biggie, just wanted to let you know.
BlackRose
April 5th, 2004, 05:57 AM
Yah I noticed that with the system bonuses as well, but i dunno how they work either http://forum.shrapnelgames.com/images/icons/icon7.gif Try creating one and making a project that has just enough then scrap it and see if the project completes maybe?
Fyron
April 5th, 2004, 06:02 AM
Originally posted by DarkHorse:
Playing as Dominion, seiv v1.91, mod v1.7.0, around turn 110. Built a Vorta Administration facility, which is supposed to increase intel and research system-wide by 20%. Haven't researched intel yet, but the +20% to research I can say doesn't work. I checked before I built it, planet generated 14270 research points; same after. Scrapped the facility after a couple turns, still no change in research points generated. <font size="2" face="sans-serif, arial, verdana">You do not see the system bonuses in the system itself, but the point totals produced do go up on the Research screen, Empire Status screen, and Intelligence screen. This has always been the case, and has unfortunately never been fixed.
Atrocities
April 5th, 2004, 06:03 AM
Thank you for posting about it though Dark Horse, I do appreciate it.
http://forum.shrapnelgames.com/images/icons/icon7.gif
BlackRose
April 5th, 2004, 06:42 AM
Originally posted by Atrocities:
BlackRose, all I can do is increase the damange % to 120. That will prompt the AI to use it however it gives some races an advantage over others I will review the mounts again and see what I can come up with to even them out a tad. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Actually that was my concern! The AI is building ships with mounts (the non race specific ones) thus making their ships LESS effective than they would be without mounts*
*VERY IMPORTANT*
Want a dramatically faster game???
Disable any or all of the below
Mines
Shuttles
Fighters
How much faster you ask? Well i'm in the 10th year in my game with the Borg, Last games i played were with Breen, Romulans and Dominion respectively, by this stage in the game I could come here, post twice, email people, smoke drink some coffee, watch a little TV in between turns.
Now I have about 1/3 of the time required to write this post !
BTW disabling fighters and shuttles doesnt seem to stop you or the AI from getting shuttles BUT it does seem to speed up the game. Mostly having NO mines is an amazing improvement, Also a major bonus is the loss of the countless AI build mine sweepers! Now the ai builds far more combat ships http://forum.shrapnelgames.com/images/icons/icon7.gif ))))))
[ April 05, 2004, 05:44: Message edited by: BlackRose ]
userx
April 5th, 2004, 06:58 AM
Originally posted by BlackRose:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
BlackRose, all I can do is increase the damange % to 120. That will prompt the AI to use it however it gives some races an advantage over others I will review the mounts again and see what I can come up with to even them out a tad. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Actually that was my concern! The AI is building ships with mounts (the non race specific ones) thus making their ships LESS effective than they would be without mounts*
*VERY IMPORTANT*
Want a dramatically faster game???
Disable any or all of the below
Mines
Shuttles
Fighters
How much faster you ask? Well i'm in the 10th year in my game with the Borg, Last games i played were with Breen, Romulans and Dominion respectively, by this stage in the game I could come here, post twice, email people, smoke drink some coffee, watch a little TV in between turns.
Now I have about 1/3 of the time required to write this post !
BTW disabling fighters and shuttles doesnt seem to stop you or the AI from getting shuttles BUT it does seem to speed up the game. Mostly having NO mines is an amazing improvement, Also a major bonus is the loss of the countless AI build mine sweepers! Now the ai builds far more combat ships http://forum.shrapnelgames.com/images/icons/icon7.gif )))))) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I found this to be true as well. At least 1/2 time between turns. I've disabled mines in my moded Version of the mod and it's very playable after 100 or so turns.
PeterD
April 5th, 2004, 07:25 AM
"Also a major bonus is the loss of the countless AI build mine sweepers! Now the ai builds far more combat ships"
I wish I'd thought of that.
Great tip, thanks.
AMF
April 5th, 2004, 05:52 PM
I just installed the 1.7.0 Version, and I;ve notcied that there are some maps with it. Perhaps they've always been there. What are these maps? Can they be used to create a "realistic" game with player placement similar to that of the series? If so, what order do I need to add the empires in, do any not go in, etc...?
thanks! The mod is simply amazing...
Alarik
BlackRose
April 5th, 2004, 06:17 PM
There is a readme in the MOD INFO section for all the maps, the most current being Major Systems, Different size home worlds 1.3
That is the most realistic, with the major edge to the Borg, with the Dominion and the Feds also highly placed!
Fun map!
BlackRose
April 5th, 2004, 08:28 PM
ack!? Whats the longest emergency build you can do!?
I just wasted a few years fast building a Genesis cube with 7 Genesis III Torpedo's I was down to 1.5 years to go then it went to slow build, now I got 15.6 years left!
is 1.5 years the max for emergency builds?
Aiken
April 5th, 2004, 09:38 PM
Yes it's a longest emergency period.
Maximum Emergency Build Turns := 15 (from Settings.txt).
[ April 05, 2004, 20:57: Message edited by: aiken ]
Intimidator
April 5th, 2004, 09:50 PM
I'm planning such an game on short notice Alarikf.
Your welcome,
I let you know.
But first I have to know if this Version (1.70) is final and available on pbw ??
Atrocities
April 6th, 2004, 12:24 AM
1.7.1 coming soon. http://forum.shrapnelgames.com/images/icons/icon7.gif
AMF
April 6th, 2004, 12:31 AM
Count me in!
EDIT: Especially if I can get the Feds....
The STM 2 game is a total bLast...
Originally posted by Intimidator:
I'm planning such an game on short notice Alarikf.
Your welcome,
I let you know.
But first I have to know if this Version (1.70) is final and available on pbw ?? <font size="2" face="sans-serif, arial, verdana">
[ April 06, 2004, 01:19: Message edited by: alarikf ]
Atrocities
April 6th, 2004, 01:25 AM
You can turn off shuttles by turning off Advanced Ship Construction. (Fighters and shuttles that way)
You will still get the default small shuttles, but I will set it up so they too can be turned off.
In the mean time you can set it up yourselves if you wish.
Simply open the tech area file in the data folder of the mod. Go to the very bottom and change the FALSE for Support Craft to a TRUE then save. When you start a new game you will be able to turn off the small shuttles.
Example:
Name := Support Craft
Group := Support Craft
Description := Smaller ships and and hanger bay.
Maximum Level := 2
Level Cost := 2000
Start Level := 1
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 0
Tech Area Req 1 := 0
Tech Level Req 1 := 0
And thank you for posting this you guys. http://forum.shrapnelgames.com/images/icons/icon7.gif
UserX you have a custom mod of this mod? We are 30 away from 2.0
Renegade 13
April 6th, 2004, 02:43 AM
Yeah even if I"m not winning it is a good game http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
[ April 06, 2004, 01:44: Message edited by: Renegade 13 ]
userx
April 6th, 2004, 02:46 AM
Originally posted by Atrocities:
UserX you have a custom mod of this mod? We are 30 away from 2.0 <font size="2" face="sans-serif, arial, verdana">Yes, it's the one I told you and Kwok some time ago... I believe I sent you some details about it. It's basically an expirement to see if I could get what I think are more realistic Star Trek propultion components. 2 warp necelles, 1 warp core and 1 impulse drive. I'm also using a different weapons table. Torps are long range (8-18) , beam weapons are short to medium (6 to 8). Few other changes as well (transporters, engineering), but I've not worked on it in some time. We should get together some weekend and go over and see if there is anything you would like to incoorporate into your mod.
pathfinder
April 6th, 2004, 03:16 AM
AT: I just installed the Star Trek Mod (v 1.70) and get missing image errors for some of the planets. p0354 & p0581 in Last game. How can I fix?
1st game IIRC the missing ones were p0637 & p0587.
uhm...never mind. Got latest imagemod pics from B5 MOD...... http://forum.shrapnelgames.com/images/icons/blush.gif
Wow...very nicely done! If nothing else this is one heck of a graphics upgrade! David Gervais did an excellent job with the intro screen. The interface took me a turn or two to figure out but is an excellent improvement.
[ April 06, 2004, 02:38: Message edited by: pathfinder ]
Atrocities
April 6th, 2004, 07:17 AM
Thanks, there are a lot of people who contributed to the Graphics and the interface of the mod.
The colors brings it to life. And the Intro screen just gives it class. http://forum.shrapnelgames.com/images/icons/icon7.gif
Tnarg
April 6th, 2004, 07:35 AM
Originally posted by alarikf:
I just installed the 1.7.0 Version, and I;ve notcied that there are some maps with it. Perhaps they've always been there. What are these maps? Can they be used to create a "realistic" game with player placement similar to that of the series? If so, what order do I need to add the empires in, do any not go in, etc...?
thanks! The mod is simply amazing...
Alarik <font size="2" face="sans-serif, arial, verdana">Alarik,
Depends on what you are looking for. UserX's original Star Trek Map is a great, well balanced map for the AI and the a for a possible PBW game. I played a few games on it and it provided a great deal of accuracy in a proportioned context. Lots of fun.
The Trek Major Systems Map come in two flavors, one for balance with PBW and AI which is Trek Major Systems Map A. The second, Trek Major System B is the same with different sized starting planets for the major races. This was intended to give some of the races (AI) advantages.
The primary focus on the Trek Major Systems Maps can be found, as Blackrose (thanks)pointed out earlier in the Mod Info Folder. I won't give all the details here other than that with the Trek Major System Maps you will continue to be rewarded with something new to explore even in late games. Keep exploring. Lots of hidden stuff, and a hefty dose of canon Trek uniqeness portrayed through planets, nebulas, black holes, and other features.
I have a couple of games going with the Trek Major Systems B Different size home worlds and am struggeling against the AI in a few of them. In ohter words, by turn 100 I am no where near being in first place against the AI.
Atrocities
April 6th, 2004, 07:44 AM
Tnarg I added this question and your reply to the Installation file Question & Answers section.
Tnarg
April 6th, 2004, 07:55 AM
Originally posted by Atrocities:
Tnarg I added this question and your reply to the Installation file Question & Answers section. <font size="2" face="sans-serif, arial, verdana">Thanks http://forum.shrapnelgames.com/images/icons/icon10.gif
AMF
April 6th, 2004, 03:49 PM
Hey, speaking of, I just noticed that Species 8472 are listed as "Dead."
Ummm...they were still around when I put in my Last orders, Last night I think...How did that happen between now and then? Or are they pegged this way to ensure the AI plays them?
thanks,
Alarik
Originally posted by Renegade 13:
Yeah even if I"m not winning it is a good game http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">
Atrocities
April 6th, 2004, 06:03 PM
A player can be marked dead however that empire can still be alive and well.
BlackRose
April 6th, 2004, 07:08 PM
Originally posted by Atrocities:
You can turn off shuttles by turning off Advanced Ship Construction. (Fighters and shuttles that way)
You will still get the default small shuttles, but I will set it up so they too can be turned off.<font size="2" face="sans-serif, arial, verdana">That is a great idea, might be good for faster pbw games too!
I'm noticing a far better AI response now that they do not build mines/mine sweepers. Also Fighters and shuttles never pose much of a threat (at least so far?) so not having the AI waste resources on taht should be good.
Another thing that may help the ai, (as I notice they still tend to build up a tonne of smaller ships early game) would be a late game / late tech mount for smaller size ships. Will the AI retrofit those ships under those circumstances? I dont mean anything as bold and powerful as the defiant mount, just something to make all those lil ships be of some value in the later game http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
April 6th, 2004, 07:22 PM
Star Trek Mod v1.7.1 (http://www.astmod.com/zips/stm/STMv171Patch.exe) Star Trek Mod Site (http://www.astmod.com/startrek/stm.htm)
1. Fixed - Borg Drone now only has 3 levels instead of 5. (Thanks BlackRose)
2. Changed - Set Support Craft so that you can now exclude it (Turn it off) at game start up.
3. Fixed - Borg were adding multiple captains to designs
4. Changed - Mounts - equaled them out more and increased damage %
5. Changed - Armor - equaled them out more and decreased damage resistance
6. Changed - Borg Ripper Beam I - IV Can now fire on most targets
7. Changed - Borg Incinerator Beam I - III Can now fire on most targets
8. Changed - Dominion Mini Ship images. They now appear more color balanced
9. Updated - Tnargs Major Maps to Version 4
Atrocities
April 6th, 2004, 07:28 PM
The new Version should not effect saved games. If it does it will be minutly.
Atrocities
April 6th, 2004, 07:40 PM
Should we add Neo Standard ships?
Keep in mind there are NO neo standard images for any of the Federation sets, and I sincerely doubt there ever will be. (I am far to lazy to find them and convert them for use with SEIV)
I can add the neo standard hulls as a new racial trait, Neo Ships, but should it cost points?
Aiken
April 6th, 2004, 09:24 PM
Atrocities, these are things you may want to fix in future Versions of STM.
Note: issue with Vehicle Size Minimum/Maximum results in impossibility to use this mounts with Dreadnoughts. All of this also concerns 1.7.1
Originally posted by aiken:
I'm really sorry Atrocities, but where are errors in 1.7.0 with Dominion, Klingon, Tholian and Romulan Dreadnought mounts:
Long Name := Dominion Dreadnought Mount
...
Vehicle Size Minimum := 1800 (size in game 1300kt)
Vehicle Size Maximum := 1800
Long Name := Klingon Dreadnought Mount
...
Vehicle Size Minimum := 1600 (size in game 1300kt)
Vehicle Size Maximum := 1600
Long Name := Romulan Dreadnought Mount
...
Vehicle Size Minimum := 1200 (size in game 1250kt)
Vehicle Size Maximum := 1200
Long Name := Tholian Dreadnought Mount
...
Vehicle Size Minimum := 1000 (size in game 1200kt)
Vehicle Size Maximum := 1000
and Tholian Energy Mount STILL doesn't affect Tholian Energy Web, it doesn't affect even Tholian Cascade Disruptor now:
Long Name := Tholian Energy Mount
...
Comp Family Requirement := 3544, (nothing after comma, it seems you forgot to add families)
I suppose this line shold look like this:
Comp Family Requirement := 3544,3334,1688 <font size="2" face="sans-serif, arial, verdana">That's all.
[ April 06, 2004, 20:54: Message edited by: aiken ]
AMF
April 6th, 2004, 09:26 PM
It looks like he incorporated what you reported in the 1.7.1 Version, no?
Originally posted by aiken:
Atrocities, though you ignored my post I'll bump it for the Last time. If you don't like me to report stuff I won't when.
Note: issue with Vehicle Size Minimum/Maximum results in impossibility to use this mounts with Dreadnoughts.<font size="2" face="sans-serif, arial, verdana">
Fyron
April 6th, 2004, 09:31 PM
No, he did not.
Atrocities is not perfect, he can miss things. http://forum.shrapnelgames.com/images/icons/tongue.gif
Imperial
April 6th, 2004, 09:41 PM
chill out--Atrocities isnt ignoring your Posts--he missed it most likely-- he gets alot of emails, and has his own life to deal with as well--so be patient--as fyron said he is not perfect!. those issues you posted will be corrected and people can edit there own files as well--based on the examples you posted.
[ April 06, 2004, 20:44: Message edited by: Imperial ]
Aiken
April 6th, 2004, 09:51 PM
You guys are right. And I'm not perfect for sure - too touchy. Sorry for bringing my bad mood here. I'll edit my post to make it less offensive.
Edit: Although, who cares...
[ April 06, 2004, 21:00: Message edited by: aiken ]
newbie123
April 7th, 2004, 02:22 AM
Hi,
Love the mod. However I think there is something wrong with federation ablative armor. It seems to not absorb damage, as a ship was heavily damaged and armor was one of the undamaged components. I have a screenshot with this. Let me know if you need it
Dan
Renegade 13
April 7th, 2004, 02:38 AM
Were armor piercing weapons being used? If so, armor will be destroyed randomly, not at the beginning.
JAYRMARKS
April 7th, 2004, 03:17 AM
Hello All,
Would it be possible to have an updated full install for the ST mod? The patches are coming so fast that trying to keep up is driving me crazy. I'd like to be able to delete the previous patches but I never know which one I'll need so the new, latest, patch will work.
Atrocities, pleeeeeeeeaaaaaaasssssseeee?
Thanks
JR
pathfinder
April 7th, 2004, 04:03 AM
Played a bit more. This certainly is shaping up to be a well-done, well-thought out MOD! Doesn't mean there aren't a few bugs. I just haven't found any yet http://forum.shrapnelgames.com/images/icons/icon12.gif
BlackRose
April 7th, 2004, 04:12 AM
I always get confused with the patches, if I have 1.70 can I use the 1.71 patch? ( it sais updates from 1.66 to 1.71) Or do I need to delete and then reinstall 1.66 mod?
Imperial
April 7th, 2004, 04:18 AM
just install over 1.7.0--
BlackRose
April 7th, 2004, 04:23 AM
Originally posted by Atrocities:
Should we add Neo Standard ships?
Keep in mind there are NO neo standard images for any of the Federation sets, and I sincerely doubt there ever will be. (I am far to lazy to find them and convert them for use with SEIV)
I can add the neo standard hulls as a new racial trait, Neo Ships, but should it cost points? <font size="2" face="sans-serif, arial, verdana">I'm not totally clear in what NEO STANDARD is yet despite this http://www.dogscoff.co.uk/neostand.htm
BUT i'm getting the impression that this will add more 'flavour' to the STM races with different varying sizes/costs etc. If that is the case I have to answer with an emphatic
YES!
Btw thanks Imperial, seemed like a dumb question but I just wanted to be sure http://forum.shrapnelgames.com/images/icons/icon7.gif
BlackRose
April 7th, 2004, 05:14 AM
Also the Son'a and the Vaudwaar (sp) dont appear to have a name when the game starts, its just blank with their symbol http://forum.shrapnelgames.com/images/icons/icon7.gif
[ April 07, 2004, 04:28: Message edited by: BlackRose ]
Imperial
April 7th, 2004, 05:25 AM
I have encountered two races--one in 1.7.0 and also in 1.7.1 with no names--one was the sheliak and i cannot remember the other. i looked at the players listing and there flag shows and no name--also when contact is established--no name.
Fyron
April 7th, 2004, 06:03 AM
Originally posted by newbie123:
Hi,
Love the mod. However I think there is something wrong with federation ablative armor. It seems to not absorb damage, as a ship was heavily damaged and armor was one of the undamaged components. I have a screenshot with this. Let me know if you need it
Dan <font size="2" face="sans-serif, arial, verdana">It might be a leaky armor, which does not have the armor ability. It would thus not always be destroyed first.
Tnarg
April 7th, 2004, 08:11 AM
Originally posted by Atrocities:
Should we add Neo Standard ships?
Keep in mind there are NO neo standard images for any of the Federation sets, and I sincerely doubt there ever will be. (I am far to lazy to find them and convert them for use with SEIV)
I can add the neo standard hulls as a new racial trait, Neo Ships, but should it cost points? <font size="2" face="sans-serif, arial, verdana">Yes, Yes, Yes, more flavors. Will this screw up the AI's ship designing? Racial points sound good, kind of like the Warrior Trait, but more hull sizes.
The Federation ships are about the only ones that I have seen that have a ton of different designs to go above and beyond what is already there. Let me see if I can track down that site I visited a couple of weeks ago. The other races, well, I don't know what to say other than imagination and creativity can be a good thing. http://forum.shrapnelgames.com/images/icons/icon7.gif
solops
April 7th, 2004, 08:16 PM
...I keep losing....couldn't be me http://forum.shrapnelgames.com/images/icons/icon7.gif , the AI must be cheating....@*#*$^#*@)#* Federation allying with the #@^#%$*@&#% Klingons against me....think I was the frigging Dominion or something.....
Atrocities
April 7th, 2004, 11:07 PM
Originally posted by BlackRose:
I always get confused with the patches, if I have 1.70 can I use the 1.71 patch? ( it sais updates from 1.66 to 1.71) Or do I need to delete and then reinstall 1.66 mod? <font size="2" face="sans-serif, arial, verdana">Whenever a new patch is ready it is always a cumalative patch. That means it will include all the previous patches unless otherwise stated.
I hope that helps.
Also the patches come with UPDATE readme and a Read-me file. Those also state what they will or will not do.
I hope this helps.
Atrocities
April 7th, 2004, 11:13 PM
Originally posted by aiken:
Atrocities, these are things you may want to fix in future Versions of STM.
Note: issue with Vehicle Size Minimum/Maximum results in impossibility to use this mounts with Dreadnoughts. All of this also concerns 1.7.1
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by aiken:
I'm really sorry Atrocities, but where are errors in 1.7.0 with Dominion, Klingon, Tholian and Romulan Dreadnought mounts:
Long Name := Dominion Dreadnought Mount
...
Vehicle Size Minimum := 1800 (size in game 1300kt)
Vehicle Size Maximum := 1800
Long Name := Klingon Dreadnought Mount
...
Vehicle Size Minimum := 1600 (size in game 1300kt)
Vehicle Size Maximum := 1600
Long Name := Romulan Dreadnought Mount
...
Vehicle Size Minimum := 1200 (size in game 1250kt)
Vehicle Size Maximum := 1200
Long Name := Tholian Dreadnought Mount
...
Vehicle Size Minimum := 1000 (size in game 1200kt)
Vehicle Size Maximum := 1000
and Tholian Energy Mount STILL doesn't affect Tholian Energy Web, it doesn't affect even Tholian Cascade Disruptor now:
Long Name := Tholian Energy Mount
...
Comp Family Requirement := 3544, (nothing after comma, it seems you forgot to add families)
I suppose this line shold look like this:
Comp Family Requirement := 3544,3334,1688 <font size="2" face="sans-serif, arial, verdana">That's all. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thanks Aiken. I know how it seems when Posts don't get replied to. I simply missed it or it would have been fixed. Thanks for posting it. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
April 7th, 2004, 11:16 PM
Originally posted by JAYRMARKS:
Hello All,
Would it be possible to have an updated full install for the ST mod?
JR <font size="2" face="sans-serif, arial, verdana">I will upload one with the 1.7.2 patch.
Atrocities
April 7th, 2004, 11:17 PM
Originally posted by BlackRose:
Also the Son'a and the Vaudwaar (sp) dont appear to have a name when the game starts, its just blank with their symbol http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">After the game starts? Of while your setting up the game? They do not have any EMP files.
Atrocities
April 8th, 2004, 01:30 AM
never mind
[ April 08, 2004, 00:31: Message edited by: Atrocities ]
Atrocities
April 8th, 2004, 02:06 AM
This Version will patch from Version 1.6.6 through 1.7.1 to Version 1.7.2. Does that make sense? Install this Version and it will add all previous updates as far back as 1.6.7.
In other words, it will make your mod current no matter what Version you have installed from 1.6.6, 1.6.7, 1.6.8, 1.6.9, 1.7.0, or 1.7.1.
Version 1.7.2 (http://www.astmod.com/zips/stm/STMv172Patch.exe) (1.8 megs)
This Version will only update from 1.7.1 to current.
1.7.2 Update (http://astmod.com/zips/stm/172update.zip)(1.2 megs)
I will upload the full Version of 1.7.2 later tonight.
Atrocities
April 8th, 2004, 05:38 AM
The full Version of 1.7.2 has been uploaded to the Star Trek Mod (http://www.astmod.com/startrek/stm/htm) downloads page. (15.5 megs)
The file does not contain any facilities or component images. If this is your first time downloading the mod please be sure to also download and install the latest Image Mod Modules.
<font color=red>NO MORE UPDATES ARE PLANNED FOR NOW</font color>
I will ask Geoschmo to upload this Version of the mod to PBW.
Atrocities
April 8th, 2004, 05:55 AM
I also just wanted to mention that if any one is interested in the evolution of this mod from the time I joined the project just visit www.astmod.com/startrek/stm.htm (http://www.astmod.com/startrek/stm.htm) and scroll to the bottom.
Aside from reading this forum, that page lists all the news updates for the mod from the time it was released.
It is an interesting read to say the least.
I would also like to say thank you to every one of you who took the time to offer a suggestions, bug report, or contribute to the mod in any way. Without all you posting and sending me emails this mod would not be where it is now.
It is far from perfect, but I hope it is closer now than before. Again thank you all for all you have done.
http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif
Aiken
April 8th, 2004, 06:31 AM
Originally posted by Atrocities:
<font color=red>NO MORE UPDATES ARE PLANNED FOR NOW</font color>
I will ask Geoschmo to upload this Version of the mod to PBW. <font size="2" face="sans-serif, arial, verdana">Bah! Good cause to have some strong drinks!
To your health Atrocities! (and ours too)
*clink glasses with monitor*
BlackRose
April 8th, 2004, 07:14 AM
Yay! Take some well earned time away, and maybe even some time to play it as a player http://forum.shrapnelgames.com/images/icons/icon7.gif
I've only been playing a short time and as it was in 1.51 I believe it was a strong and very good mod, since then it has improved greatly, and as I said, It is my favourite trek game http://forum.shrapnelgames.com/images/icons/icon7.gif
Oh and ty for the ty http://forum.shrapnelgames.com/images/icons/icon7.gif
[ April 08, 2004, 06:19: Message edited by: BlackRose ]
Tribble
April 8th, 2004, 09:57 AM
Originally posted by BlackRose:
I've only been playing a short time and as it was in 1.51 I believe it was a strong and very good mod, since then it has improved greatly, and as I said, It is my favourite trek game http://forum.shrapnelgames.com/images/icons/icon7.gif
Oh and ty for the ty http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Indeed, Hurrah for Atrocities!
Tribble
Atrocities
April 8th, 2004, 10:11 AM
Now watch all the bug reports come in. http://forum.shrapnelgames.com/images/icons/icon10.gif
A round for the house. http://forum.shrapnelgames.com/images/icons/icon7.gif To good games, late nights, and just one more turn. Cheers.
solops
April 8th, 2004, 03:52 PM
Curious...why are the Mods 1.51 and 1.35 full files larger than the 1.72 full file?
Aiken
April 8th, 2004, 04:23 PM
Originally posted by solops:
Curious...why are the Mods 1.51 and 1.35 full files larger than the 1.72 full file? <font size="2" face="sans-serif, arial, verdana">I guess v1.7.2 is created with WinRAR, while 1.3.5 & 1.5.1 - with WinZip.
Dubrok
April 8th, 2004, 06:45 PM
k, that worked fine for most of the pictures, still there are some pics missing, but those are startrekmod ones i guess, i saw that a shuttlebay pic is missing (comp_332.bmp) and some of the race specific facilities...(yes i downloaded all of the pictures from that site facilities combat etc...)
so? what to do now?
thanks, Dubrok
[QUOTE]Originally posted by alarikf:
[QB] Sounds like you need the imagemod - which can be obtained from spaceempires.net download section.
EDIT: go here: http://imagemod.spaceempires.net/
of course, I am not an expert, but I had the same problem and I fixed it by copying in the imagemod (adds new images for planets/components/facs/etc...)
thanks
Alarik
Atrocities
April 8th, 2004, 08:01 PM
<font color=red>READ THE INSTALLATION FILE</font color>
Question: I get errors saying that I do not have a BMP file. Why?
ANSWER: You need to install the Image Mod Components/Facilities/Planets/Combat modules. <font size="2" face="sans-serif, arial, verdana">You can download the latest Versions of all the image mod components (Components, Facilities, Planets, Combat) from IMAGE MOD MIRROR (http://http://imagemod.spaceempires.net/) Site
It is recommended that you also download and install the Image Mods www.spaceempires.net (http://www.spaceempires.net) to your BASE Space Empires IV Pictures Folder. This way ALL mods that require images from those mods will have access to them.
<font size="2" face="sans-serif, arial, verdana">For the Star Trek Mod Web Page.
[ April 08, 2004, 21:31: Message edited by: Atrocities ]
Atrocities
April 8th, 2004, 08:10 PM
Originally posted by solops:
Curious...why are the Mods 1.51 and 1.35 full files larger than the 1.72 full file? <font size="2" face="sans-serif, arial, verdana">1. I used WinRar and set it up as a self installing program.
2. I removed the Components and Facilities files since they are redundent and are included in the latest Versions of the Image Mod.
NOTE: If any image is not included, and they all should be, let me know I will post the entire Facilities and Component files for download and you can add them to your BASE folder or mod folder which ever one you prefer.
Dubrok
April 8th, 2004, 11:52 PM
i don't know what is wrong with my game...i even downloaded the older Versions of the mod and took the pictures manually to the folder, but still the game requires pics i don't have...i COULD rename some pics to fit in, but which ones....i don't know what those borg facilities look like for example...
it's funny that the mod requires pics e.g. 332.bmp and i have all from 1.bmp to 328.bmp and all from 335.bmp to whatever...so those needed files are missing in between and i don't know where to get them, i installed all the latest imagemod pics i could find... :-/
maybe i just try another mod...
Imperial
April 9th, 2004, 12:27 AM
I did an install of the 1.7.2 full Version on another computer--and i got the same missing image error-- all i did was add the facilities and components files from my other install and it worked ok. So i am assuming that the removal of those files caused the error. --just a heads up
Dubrok--this means that nothing is wrong--you just need to wait till Atrocities uploads the files--or download one of the earlier full Versions and look in the mods picture folder--and copy facilities and components into you 1.7.2 full Version.
[ April 08, 2004, 23:32: Message edited by: Imperial ]
BlackRose
April 9th, 2004, 12:43 AM
Or download 1.51
patch to 1.66
then patch to 1.72
[ April 08, 2004, 23:43: Message edited by: BlackRose ]
Dubrok
April 9th, 2004, 01:36 AM
hi,
i just downloaded the star trek mod but when i start a game there are white squares where planets should be?! some planets are fine and i can see them, but some are not there, just the squares and give me an error msg that some files in the planet directory cannot be found. i looked there and saw only filenames(numbers) up to p0302.bmp but the error msg tells something about p0609.bmp not found (and other higher numbers)
did i install the mod wrong? or do i need some more planetfiles?
i use latest Version of seiv gold and star trek mod.
it is the first time i tried a mod :-/
thanks for the help,
Dubrok
AMF
April 9th, 2004, 01:53 AM
Sounds like you need the imagemod - which can be obtained from spaceempires.net download section.
EDIT: go here: http://imagemod.spaceempires.net/
of course, I am not an expert, but I had the same problem and I fixed it by copying in the imagemod (adds new images for planets/components/facs/etc...)
thanks
Alarik
Originally posted by Dubrok:
hi,
i just downloaded the star trek mod but when i start a game there are white squares where planets should be?! some planets are fine and i can see them, but some are not there, just the squares and give me an error msg that some files in the planet directory cannot be found. i looked there and saw only filenames(numbers) up to p0302.bmp but the error msg tells something about p0609.bmp not found (and other higher numbers)
did i install the mod wrong? or do i need some more planetfiles?
i use latest Version of seiv gold and star trek mod.
it is the first time i tried a mod :-/
thanks for the help,
Dubrok <font size="2" face="sans-serif, arial, verdana">
[ April 08, 2004, 12:54: Message edited by: alarikf ]
Atrocities
April 9th, 2004, 02:39 AM
I am going to make this real simple.
I took out the component/facilities images. You need to download the latest Version of the image mod and install those into your base SE IV pictures folder.
Component Pack 22 (http://www.spaceempires.net/files/seiv/imagemod/componentpack22.zip)
If the new images are not in this pack, and I am checking, then I will post the missing images for download.
Atrocities
April 9th, 2004, 03:06 AM
Comp_331 and Comp_332 are not in the latest Version of the image mod. :|
So until such time as someone has the interest to update the image mod you can download the two missing images from HERE (http://www.astmod.com/zips/stm/MissingImages.exe)
This is what happens when you consolidate all mod images into one file. Something is always left out, and never added. So much for not trying to be redundent.
And for your info, the bandwidth on the site has been exceeded by 2x and will more than likely result in it being shut down soon. In that event hopefully Fyron can find the time to download the mod and patch files and place them on SpaceEmpires.net site.
Atrocities
April 9th, 2004, 03:14 AM
Since the beginning of the month the AST mod has been downloaded 292 times and all Versions of the STM combined only 192 times.
Well I guess we know which mod is more popular.
AMF
April 9th, 2004, 03:32 AM
Wow. I'm surprised. I mean, I've played both, admittedly not that much compared to others probably, but the STM mod seems much more "canon" than the AST...they're both pretty amazing works, though.
Originally posted by Atrocities:
Since the beginning of the month the AST mod has been downloaded 292 times and all Versions of the STM combined only 192 times.
Well I guess we know which mod is more popular. <font size="2" face="sans-serif, arial, verdana">
AMF
April 9th, 2004, 03:34 AM
Further: and I would easily pay $30 to y'all for coming up with them. I shelled out $45 for BOTF and it stank, and I have gotten much more out of the STM mod than I ever could have from MOO2, BOTF, etc...
thanks for an amazing job!
Alarik
Originally posted by Atrocities:
Since the beginning of the month the AST mod has been downloaded 292 times and all Versions of the STM combined only 192 times.
Well I guess we know which mod is more popular. <font size="2" face="sans-serif, arial, verdana">
Atrocities
April 9th, 2004, 04:10 AM
BOTF was one of the inspiration for this mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
BadAxe
April 9th, 2004, 04:49 PM
I have been following along with the updates to this wonderful mod, even though I have not been posting. I know that for all the time I have spent playing this great addition to SEIV, I would certainly be willing to remunerate the architect.
I am currently playing on one of the included maps and I have had some uncommon luck finding planets with ruins. I note that the description (only) for the Massive Planetary Phased Shield Generators I and II have an erroneous entry in the descriptions for ability type 2. "Generates [%ShieldPointsGenerated] phased shield points." I have edited my copy of the facility.txt and also scanned it, and found no other such errors.
Thanks to Atrocities for all his diligent efforts on our behalf!
gregebowman
April 9th, 2004, 07:04 PM
Atrocities, I used the shorter 1.72 patch file to update the mod, but when I ran the game, the Version number up in the corner was still showing 1.66. Is that normal, or should I get the bigger file and use that?
Captain Kwok
April 9th, 2004, 07:15 PM
Originally posted by gregebowman:
Atrocities, I used the shorter 1.72 patch file to update the mod, but when I ran the game, the Version number up in the corner was still showing 1.66. Is that normal, or should I get the bigger file and use that? <font size="2" face="sans-serif, arial, verdana">The patch is probably missing the new title .bmp file with the correct Version #. It might be a good idea to do a full install of 1.72!
Aiken
April 9th, 2004, 07:50 PM
Greg, I guess you're running game in 800x600 mode? Neither 1.71 nor 1.72 have no new 800x600 splash screen yet. At least in patches.
gregebowman
April 9th, 2004, 09:34 PM
Originally posted by aiken:
Greg, I guess you're running game in 800x600 mode? Neither 1.71 nor 1.72 have no new 800x600 splash screen yet. At least in patches. <font size="2" face="sans-serif, arial, verdana">Yeah, that's what I run it in. I can't read the print when I use the (smaller? bigger?) settings. Thanks
Atrocities
April 9th, 2004, 09:54 PM
Greg, I left the 800x600 splash screens out of this Version to save space. If you want one I can zip one up and email it to you. All I do is copy the larger one and resize it to 800x600.
Let me know if you want me to send you one.
Atrocities
April 9th, 2004, 10:00 PM
Originally posted by Dubrok:
Thx Atrocities, i dl the images of those 2 components and they work fine.
Now i am just missing some facility-pics, i think they are all the race specific ones (596.bmp-599.bmp for the 8472 species at least)
i have a lycos homepage i could try to "mirror" some of the files if you are interested.
Only problem is that the speed seems to be limited to isdn speed(8kb/s) even if i upload files :-/
i think i have 100 mb space from which i could spare 30 or 40 mb for the files.
Don't know if it is legal though...
Dubrok <font size="2" face="sans-serif, arial, verdana">I don't get it? The latest facility pack should have had all of these in it.
Here is what I am going to do, I am going to zip up both the Facilities and Components folders with ALL the images. This way if any one has a missing image they can simply download this until SJ updates the Image Mod.
Fyron
April 9th, 2004, 10:05 PM
You should send the images to SJ explicitly, not just hope he will notice that they need to be added.
Atrocities
April 9th, 2004, 11:29 PM
Well we have discovered that the image mods are out of date If you are missing images for facilities and for Components download this file. MISSING IMAGES 2 (5.5megs) (http://www.goathillranch.com/other/STMv172Pictures.exe)
Feel free to host this file for the site that it is currently on is not mine.
If you want the 800x600 splash screen you can download it from HERE (http://www.goathillranch.com/other/800X600.zip) (1.1 megs)
[ April 09, 2004, 22:31: Message edited by: Atrocities ]
Atrocities
April 9th, 2004, 11:32 PM
Originally posted by Imperator Fyron:
You should send the images to SJ explicitly, not just hope he will notice that they need to be added. <font size="2" face="sans-serif, arial, verdana">I did Fyron, both email and a PM some time ago.
Dubrok
April 10th, 2004, 01:10 AM
Thx Atrocities, i dl the images of those 2 components and they work fine.
Now i am just missing some facility-pics, i think they are all the race specific ones (596.bmp-599.bmp for the 8472 species at least)
i have a lycos homepage i could try to "mirror" some of the files if you are interested.
Only problem is that the speed seems to be limited to isdn speed(8kb/s) even if i upload files :-/
i think i have 100 mb space from which i could spare 30 or 40 mb for the files.
Don't know if it is legal though...
Dubrok
Fyron
April 10th, 2004, 06:52 AM
Why don't you get the few images that are missing and host those, rather than making people waste time downloading images that they already have from the image mod? Also, you could then point SJ directly to that, so that he can add the images. You need to tell him which are missing now.
Everquest freak
April 10th, 2004, 10:26 AM
I tried to get it to work but when i start the game i get a lot of errors in the component section
Tried:
1.7.2 full install
1.5.1 full install update to 1.6.6 upadate to 1.7.2
But still get the same message can someone help me out plz??
Everquest freak
April 10th, 2004, 03:50 PM
I get the following message:
Components data file errors: c:\space empires 4\star trek mod\data\components.txt
Unkown Value "AI Tag 02" for Ability 3 Type in record "fedeartion captain I"
For all captian types
Same with the Four per Vehicle/ Two per Vehicle in restrictions
And a lot of other abilities http://forum.shrapnelgames.com/images/icons/icon9.gif
Can someone tell me what is wrong??
I have all the image packs form image mod installed but its not a problem with the image's http://forum.shrapnelgames.com/images/icons/icon9.gif
Could it be that the Ability.txt file is not correct?? If so can someone send me a working Version??
[ April 10, 2004, 14:56: Message edited by: Everquest freak ]
Renegade 13
April 10th, 2004, 04:17 PM
Have you gotten the latest patch from Malfador? The AI Tags were added in that patch, and from the sounds of things, you might not have it. Is your Version of Gold 1.91? If it is not, you need to go here (http://www.malfador.com/se4.html) and then go to the patch download page. Then download SE4 patch 4. I THINK that might solve your problems. Or at least some of them!!
Everquest freak
April 10th, 2004, 05:07 PM
Ok it works now /bonk self
Thanks fo the help
Fyron
April 10th, 2004, 09:51 PM
Abilities.txt is never read by the game. It is simply a resource for modders so that they can see every ability that the game alllows.
Atrocities
April 10th, 2004, 10:11 PM
Originally posted by Atrocities:
Well we have discovered that the image mods are out of date If you are missing images for facilities and for Components download this file. MISSING IMAGES 2 (5.5megs) (http://www.goathillranch.com/other/STMv172Pictures.exe)
Feel free to host this file for the site that it is currently on is not mine.
If you want the 800x600 splash screen you can download it from HERE (http://www.goathillranch.com/other/800X600.zip) (1.1 megs) <font size="2" face="sans-serif, arial, verdana">
pathfinder
April 11th, 2004, 01:19 AM
Originally posted by Everquest freak:
I tried to get it to work but when i start the game i get a lot of errors in the component section
Tried:
1.7.2 full install
1.5.1 full install update to 1.6.6 upadate to 1.7.2
But still get the same message can someone help me out plz?? <font size="2" face="sans-serif, arial, verdana">What kind or errors? Is an error message generated? or are there simply blank picture boxes of components when you outfit a ship? If the Last is true then you are missing the miniture pictures for those components. I believe the first problem I stated is caused if the "big" component picture is missing. In other words you need to get both the latest imagemod and the imagemod patch Atrocities linked here.
BlackRose
April 11th, 2004, 02:45 AM
Hello, hello
There is an error in the Race File where the 'other' empires are located. There are the Ktarians and the Katarians, the Katarian folder has nothing in it except for Ktarians_AI_DesignCreation.txt
This causes a problem during set up while scrolling through race styles an error is generated and the game goes thru a semi-crash.
This can/could be fixed by deleting the folder but I dont want to do that until I know if that will work or cause more troubles!
Also whats the scoop on Warrior Tech, has anyone tried it? Is it worth the 1.5k.
[ April 11, 2004, 01:48: Message edited by: BlackRose ]
Atrocities
April 11th, 2004, 03:56 AM
Your talking about the Patch right?
Atrocities
April 11th, 2004, 04:00 AM
Ok, DO THIS:
One, copy and paste the Ktarians File from the Katarian folder into the Ktarian folder.
DELETE the Katarian folder.
Atrocities
April 11th, 2004, 07:46 AM
<font color=red>Well Crap!</font color>
172 FIX (http://goathillranch.com/other/STMv172Fix.exe)
Download this fix Patch if you have already donwloaded the Star Trek Mod full or patch for 1.7.2.
I don't know how it happened, but some how the changes I made to armor did not save. This file is a new components file that reduces the armor %.
I honestly don't know what in the hell happened. Somehow I screwed up.
I am in the process of updating Full Version and Patches as I type this. So future downloads of the mod will be correct. I am also including the two missing bmp images and the 800X600 file into the both the Patch and the Full Version. Hopefully this will illiminate those conserns as well.
Aiken
April 11th, 2004, 07:50 AM
Originally posted by BlackRose:
Also whats the scoop on Warrior Tech, has anyone tried it? Is it worth the 1.5k. <font size="2" face="sans-serif, arial, verdana">It gives you some additional ship hulls, decent Warrior mount (was 600% dmg!, but drastically reduced now), some sensors and - the best of all - Warrior Targeting system (Talisman analogue). But all this stuff is TOO expensive to research. So I think it doesn't worth spending 1,5k RP and won't play any role in early or mid game, though it can spice game at late stages.
Although, minor races can pick this trait to be more competitive.
Atrocities
April 11th, 2004, 07:46 PM
It was an experiment that players could give to neutral or Ai control players to spice up the game as Aiken has stated.
I never really did much with it after that. Perhaps in a later Version.
I am also working on the Traders Trait and the Explorer Traits as well.
Traders will have greater construction and storage abilitys.
Explorers will have greater range and movement.
A typically a trader can make a lot of ships and sell them for profit. With the increased resource and cargo storage ability they will amase a great many resources.
However this trait could easily be perverted into a dreadful weapon. People who want to RP their race would choose this trait. Those who want to cheat and have access to the ability to build great numbers of ships in a short amount of time would want to use this trait.
Hense it was not included. I need to figure it out some more.
Same with the explore trait.
Atrocities
April 11th, 2004, 07:47 PM
PLEASE READ (http://www.astmod.com/startrek/stm.htm) Be sure to refresh if you do not see todays date.
[ April 11, 2004, 18:50: Message edited by: Atrocities ]
BlackRose
April 11th, 2004, 11:20 PM
Couple of Questions here:
About FMQ Deluxe, i followed Fyron's Instructions and copied these files into a new FMQ+STM Folder. Everything makes sense except this
4) Browse to the FQM Deluxe folder. Copy the following files:
DefaultStrategies.txt
Formations.txt
PlanetSize.txt
SectType.txt
Settings.txt
StellarAbility.txt
SystemTypes.txt
QuadrantTypes.txt
5) Browse to the "TDM + FQM Deluxe" folder. Go into the Data folder under this folder.
6) Paste the 3 files previously copied into the Data folder. Make sure to select "overwrite files".[/QB]<font size="2" face="sans-serif, arial, verdana">That part about the 3 files is unclear. Anyhow I copied and pasted all the files he talked about, makes sense? Everything appears to be fine so far but I just want to confirm i'm doing the right thing.
1 other thing, now all ships (at least early ships) show up as 'on yellow' regarding there supplies so thats one thing that went wrong http://forum.shrapnelgames.com/images/icons/icon7.gif
Other thing: Regarding EMP Files
Atrocities I was wondering what you thought of reworking the EMP files? To be honest I didnt think about it until this MP game came up and I started to customize my files. Prior to this the AI was always jumping waaaay out ahead of me in the early game and I was going around 15-20th quite fast. Now, with custom fiels, I can easily stay in the top 5-7. Why not customize the EMP files? I could come up with something that is appropriate for each race (trek wise) that is balanced. Now, if the AI disregards or does not handle these changes, the effor twould be wasted. I'm testing a Dominion and a Borg custom EMP 5k file for the AI now to see what happens.
1 thing for sure is the INTEL as only a few racees actually seem to build those buildings, could def be trimmed http://forum.shrapnelgames.com/images/icons/icon7.gif And if you plan on limiting BORG treaties thier political savvy may as well come down, etc http://forum.shrapnelgames.com/images/icons/icon7.gif
Anyhow, those are my things for today http://forum.shrapnelgames.com/images/icons/icon7.gif
[ April 11, 2004, 22:22: Message edited by: BlackRose ]
Atrocities
April 12th, 2004, 01:36 AM
I don't understand why you are playing around with FQM files?
The EMP files are based upon the General Race file and that was based upon the information I gathered from CK and his Star Trek Mod web page. http://forum.shrapnelgames.com/images/icons/icon7.gif
right now all I want to do is play the mod, not worry about new stuff or fixing anything that isn't a major issue.
If you want to rework the EMP files and the General race files you can, but I have to be honest with you, I have played around with them a bit and getting them just right is a real bear.
I have put off over-hauling them because they do work quite well the way they are set up now. If you read through this discussion you will come accross a problem that they all had early one.
The AI will stop adding traits onces it runs out of points regardless or not if the trait has no cost. So I had to put the 0 cost traits first in order to get the Ai to use them.
We called it the NO Colonizing Bug. Fyron and Rollo and a few others helped me figure that one out. http://forum.shrapnelgames.com/images/icons/icon7.gif
For the record any one who wants to take this mod and make a custom mod with it is more than welcome to do so. I would gladly play any mod you all come up with. http://forum.shrapnelgames.com/images/icons/icon7.gif
BlackRose
April 12th, 2004, 01:50 AM
Originally posted by Atrocities:
I don't understand why you are playing around with FQM files?
<font size="2" face="sans-serif, arial, verdana">Well it started when I noticed that while generating random maps I was missing nova 2-5. So I went about trying to figure out what that was. Unless I read things wrong we have FMQ not FMQ deluxe? Anyways after looking thru FMQ Deluxe i noticed there were a tonne of images I didnt have, so I followed the directions on the FMQ page to combine the two mods.
About the other stuff, no worries, just wanted to know if you tried it or whatever http://forum.shrapnelgames.com/images/icons/icon7.gif Most players dont use the standard EMP files and get an advantage from it, thats why i was asking about it, like if hte AI would benifit as well http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
April 12th, 2004, 01:52 AM
That part about the 3 files is unclear. Anyhow I copied and pasted all the files he talked about, makes sense? Everything appears to be fine so far but I just want to confirm i'm doing the right thing.<font size="2" face="sans-serif, arial, verdana">All you need to do to incorporate FQM Deluxe fully into STM is copy the SystemTypes.txt file from FQM Deluxe into your STM+FQM mod. All other files should be there, I think.
The 3 is a typo. It is from the FQM Standard file, which indeed only needs 3 files copied. It will be fixed eventually, when a new Version of FQM Deluxe comes out. http://forum.shrapnelgames.com/images/icons/icon12.gif
Also, STM has a lot of custom stuff in Settings.txt, so you probably want to keep the one from STM. The only thing from FQM Deluxe that you would want from Settings.txt is the population modifiers. I do not recall if those are in STM or not.
Finally, it should be noted that STM does have FQM Deluxe in it, except for the SystemTypes.txt file. It almost has the FQM Standard file, which is identical to the Deluxe one except that calls for non-stock system images are replaced by calls for stock system images. I am not sure how AT has Nova2-5 being called for in STM though...
[ April 12, 2004, 00:55: Message edited by: Imperator Fyron ]
oogs
April 12th, 2004, 07:52 PM
Something strange happened to me in a new game using STM1.7.2 with the latest gold patch and no other mods. I'm playing in a large galaxy with 6 other races. One turn the breen are part of the game. Then, I close the game so I can do some homework and sleep, and then this morning the borg are in their place. It's almost as if... well, the Breen made the borg and were assimilated by them. Is this some sort of disaster or was it just an error?
Edit: Every time I reload that race is randomly changing. This isn't normal...
I'll be happy to send a copy of the savegame if you want to take a look.
[ April 12, 2004, 18:55: Message edited by: oogs ]
Aiken
April 12th, 2004, 08:21 PM
Originally posted by oogs:
Something strange happened to me in a new game using STM1.7.2 with the latest gold patch and no other mods. I'm playing in a large galaxy with 6 other races. One turn the breen are part of the game. Then, I close the game so I can do some homework and sleep, and then this morning the borg are in their place. It's almost as if... well, the Breen made the borg and were assimilated by them. Is this some sort of disaster or was it just an error?
Edit: Every time I reload that race is randomly changing. This isn't normal...
I'll be happy to send a copy of the savegame if you want to take a look. <font size="2" face="sans-serif, arial, verdana">Was it race picture that changed? Or what? Please check that everything is ok with your Breen folder. This symptoms are too similar to pbw "unknown race directory" problem.
[ April 12, 2004, 19:28: Message edited by: aiken ]
oogs
April 12th, 2004, 08:30 PM
everything is in the correct folders. And everythign changed - the race, pictures, ships... and the race name & leader name are both blank now.
Intimidator
April 12th, 2004, 10:18 PM
Star Trek: Quadrants of Conflict
I want to start an Trek Role-play game soon (Based on this mod).
The discussion about the game is going on for a week now (see the ST: Quadrants of Conflict thread) But I'm still searching for players for the Ferengi and some minor-races.
So if you are interested, visit the thread and let me know. (don't forget to mention the race you want)
Intimidator,
BlackRose
April 12th, 2004, 10:34 PM
Originally posted by oogs:
Something strange happened to me in a new game using STM1.7.2 with the latest gold patch and no other mods. I'm playing in a large galaxy with 6 other races. One turn the breen are part of the game. Then, I close the game so I can do some homework and sleep, and then this morning the borg are in their place. It's almost as if... well, the Breen made the borg and were assimilated by them. Is this some sort of disaster or was it just an error?
Edit: Every time I reload that race is randomly changing. This isn't normal...
I'll be happy to send a copy of the savegame if you want to take a look. <font size="2" face="sans-serif, arial, verdana">Ive seen this too, however I could not reproduce it, IMO it only shows up when one of the races starts with 'no name or title' as discussed earlier. Why it does this I have no clue, as it seems to be different every time. BUT if an empire starts with no name it will change from race to race at random when you reload.
Has not happened to me with Major empires yet tho.
Edit
Hmm, just had an idea, did you set up the Breen player yourself? or were they generated by the computer?
[ April 12, 2004, 22:08: Message edited by: BlackRose ]
Atrocities
April 12th, 2004, 11:27 PM
i have treid repeatedly to duplicate this error, and the no name error and I have not been able to do so. All that I can think is that perhaps there is something wrong with say the Breen general file or something.
I honestly have not been able to nail it down because it has been reported with other races as well.
oogs
April 12th, 2004, 11:34 PM
the Breen was the comp's choice, not mine. Also, for some strange reason they are not colonizing! I turned off neutral empires, but they are behaving like one. They do, however, have about 30 ships and 4 or 5 bases. they *are* exploring, they just aren't expanding at all. even the tholians are larger than them!
Atrocities
April 13th, 2004, 12:08 AM
Ok, it must be a problem in the Breen file. What is the racial points set at? 2k, 3k, or 5k?
oogs
April 13th, 2004, 12:09 AM
it is at 5k racial points.
TNZ
April 13th, 2004, 12:12 AM
oogs, you might want to check that you don’t still have this bug: http://forum.shrapnelgames.com/images/icons/icon7.gif
A bug was reported that any one who used the OLD 1.7.2 patch will have to fix on their own. This is how you do it.
Open your Star Trek Mod / Pictures / Races file and find the folder named Katarians and delete it.
NOTE: DO NOT DELETE the Ktarians, only Katarians file.
Atrocities
April 13th, 2004, 12:15 AM
Yup, there was an error in the Breen General file.
I will have it fixed and post it soon.
Atrocities
April 13th, 2004, 12:36 AM
The Computer CRASH gained another file. I know I fixed this before and added it to the patch but NO, it was not in the patch. I ***KING HATE HP!!!
Atrocities
April 13th, 2004, 12:38 AM
Breen AI File Fix (http://www.goathillranch.com/other/Breen_AI_General.zip)
GOD I HATE HP!
This will not effect PBW games, but it might be a good idea to ask Geoschmo to update it.
I am updating the 1.7.2 patch now. So at least the patch will be up to date. I am not going to update the full Version. That is just to big.
I hate HP I really do. I hate them I hate them I hate them.
[ April 12, 2004, 23:47: Message edited by: Atrocities ]
oogs
April 13th, 2004, 01:58 AM
quick note: are the ktarians supposed to have a nebula as the race picture? it looks like a green ball of gas.
TNZ
April 13th, 2004, 02:34 AM
No, that is the Monsters’ race picture.
Lighthorse
April 13th, 2004, 04:16 AM
Hey Atrocities,
Teaching my teenager how to play SE4 with Star Trek Mod 1.72.
Thanks Again for all your hard effort and an excellent job.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
BlackRose
April 13th, 2004, 06:27 AM
Hey Atrocities
No bugs but just a few perpective balance issues that you may want to take a look at when/if you update STM.
Tholian Sensor Refractor only ends up giving a 1% Bonus over regular ECM (at its highest levels)
Tholian Energey Web Weapon is the same as any other Engine Disruptor except it has 1 more range and at latter levels is less powerful but weighs less. Not sure how you feel about this or if its possible but perhaps make it a much larger/more expensive component that skips shields thus making it more viable and usable, also more Trek Like. As tholian Webs typically drained all power from a ship the closes one could manage is probably engines, unless you could make it engine/weapon shield skipper http://forum.shrapnelgames.com/images/icons/icon7.gif
Nothing pressing ofc, the mod is great the way it is http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
April 13th, 2004, 06:50 AM
Tholian Energey Web Weapon is the same as any other Engine Disruptor... if its possible but perhaps make it... skips shields <font size="2" face="sans-serif, arial, verdana">This is not possible. Engines Only type damage does not skip shields, period. There is no way to modify the damage types. Hopefully SE5 will allow us to do so...
Atrocities
April 13th, 2004, 08:21 AM
Thanks I will file the Tholian for review for the next update. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
April 13th, 2004, 10:24 AM
If you cannot download the 172 patch here is the mirror site.
Mirror for 1.7.2 Patch (http://goathillranch.com/other/STMv172Patch.exe) The 1.7.2 patch is current with the Breen fix, component file fix, and the two component bmp images that are not in the current Image Mod.
Here are the component and Facilities images only. Components Facilities (http://www.goathillranch.com/other/STMv172Pictures.exe) I don't really know what facility images are missing, so this file contains all facility and component images for the mod along with a new master BMP min list.
solops
April 13th, 2004, 02:29 PM
Originally posted by Atrocities:
Breen AI File Fix (http://www.goathillranch.com/other/Breen_AI_General.zip)
GOD I HATE HP!
I hate HP I really do. I hate them I hate them I hate them. <font size="2" face="sans-serif, arial, verdana">Yes, I that mantra was burned into my psyche several years ago. It drove me (and my company) into the arms of Dell. Since then, Dell has become very much like HP.
Now I need to find someone else to buy PCs from.
Atrocities
April 13th, 2004, 02:34 PM
The quality of parts has gone down horribly with most companies like HP and DELL using recycled parts.
Imagine my shock when I discovered that this "new" HP which was replacement 4 for my old HP, has a service history for having a bad CD/RW and Motherboard. http://forum.shrapnelgames.com/images/icons/icon9.gif
You would think that shows like Call for Help and such would let everyone know about this scam but hey, they don't. Hell they won't even allow you to post this in their forum without it being deleted.
I posted about my HP experience, and it was deleted. It was not offensive, it was factual and therefore threatened advertising dollars. Pooof, gone.
No I recommend that you simply find someone who knows what they are doing, hire them, and have them build you IN HOUSE pc's.
HP / Dell / Compaq / Gateway / IBM / all suck arse now. Hell just by a Mac.
Atrocities
April 13th, 2004, 02:35 PM
Originally posted by Atrocities:
If you cannot download the 172 patch here is the mirror site.
Mirror for 1.7.2 Patch (http://goathillranch.com/other/STMv172Patch.exe) The 1.7.2 patch is current with the Breen fix, component file fix, and the two component bmp images that are not in the current Image Mod.
Here are the component and Facilities images only. Components Facilities (http://www.goathillranch.com/other/STMv172Pictures.exe) I don't really know what facility images are missing, so this file contains all facility and component images for the mod along with a new master BMP min list. <font size="2" face="sans-serif, arial, verdana">
solops
April 13th, 2004, 02:47 PM
BTW Great mod! You might think about starting to numbering the 1.72 patches, since there seems to be more than one with the same name..... 1.72.1, 1.72.2, etc. I'm starting to get confused.
Atrocities
April 13th, 2004, 03:39 PM
They are all the same. If you download it from the STM site then you good to go. If not then well, we'll talk.
The thing is site has exceeded its bandwidth of 10 gigs by a whole lot. And CNC is quite upset at me over it.
Atrocities
April 14th, 2004, 05:29 PM
Originally posted by solops:
I found an amazingly tiny "feature". When you apply the 1.72Patch, the Version number displayed in the info box of the ModLauncher changes from 1.72 to 1.71, though the splash screen remains with 1.72 on it. <font size="2" face="sans-serif, arial, verdana">hum, well you can change it back by editing the modinfo file. http://forum.shrapnelgames.com/images/icons/icon7.gif
The depths of dispair I feel now. Looks like all of the info for the 1.7.2 patch is outdated. Another testimate to the HP failure. They were all updated prior to the crash, but since I did not make the exe file until after the crash all the data that was updated was forgotten. And I never bothered to check which is why it is oudated.
Really all I want to do is scrap this mod and start over.
[ April 14, 2004, 16:33: Message edited by: Atrocities ]
Atrocities
April 14th, 2004, 05:37 PM
I have not choice, I must fix the issues the PC crash caused. This means a 1.7.3 Version of the mod will most likely be out soon. http://forum.shrapnelgames.com/images/icons/icon9.gif
I hate this I do so very much hate this, but it is the only way to get all the material updated again in a manor that everyone can use to update.
I will get it ready and post it at the beginning of next month.
IT SHOULD not effet save games and we can pester GEO to update the PBW Version from 1.7.2 to 1.7.3.
It never fails, no matter how hard I try, every stinking time something goes horribly wrong. http://forum.shrapnelgames.com/images/icons/icon9.gif
Sorry guys, and sorry Geoschmo for the PBW hassles this will cause.
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