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Fyron
April 14th, 2004, 07:35 PM
HP / Dell / Compaq / Gateway / IBM / all suck arse now. Hell just by a Mac. <font size="2" face="sans-serif, arial, verdana">That is a terrible solution!

AMF
April 14th, 2004, 07:46 PM
Atrocities,

Not that my opinion means anything, but, don't stress. Fact of the matter is, the Star Trek Mod is simply genius and I for one droolingly look forward to each turn for the STM game(s) I am in, to the extent that it borders on obsessive. So, if you feel like it?s a waste of time, it certainly isn?t from my perspective. In fact, it?s been more than worth any money I spent on BoTF, so it?s only fair that I back up my words with some sestercii?(but it appears you're not registered on paypal...)

In any case, thanks for a great mod, and many many hours of me enjoying it late at night?

Alarik

Originally posted by Atrocities:
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. <font size="2" face="sans-serif, arial, verdana">

Atrocities
April 14th, 2004, 08:11 PM
Here is what I have done thus far for Version 1.7.3. I will hold off on releasing it until after we have had a few weeks to play 1.7.2 on PBw.

Look for this Version around the beginning of next month.

Star Trek Mod v1.7.3

1. Fixed - Breen General file error * Included in Current 1.7.2 patch*
2. Replaced - Component file with correct one and not the old one. *Included in Current 1.7.2 Patch*
3. Changed - Structural Integrity Field I - V Tonnage Structure (5,10,15,20,25)
4. Added - Klingon Weapon Mount for use with medium sized ships.
5. Changed - AI Default Design Creation file - Fine tuned so that Ai will design larger ships with more movement
6. Changed - All Minor races Defualt Ai design Creation file to new format
7. Removed - KAtarians file (You will need to do this manually if you have it. (kAtarians not Ktarians)
8. Fixed - Error in Dominion Warhead Mount (Thanks Aiken)
9. Fixed - Level error in 8472 facilities (Thanks Aiken)
10. Added - Description improvement for weapons with modifiers (Thanks Aiken)
11. Added - Ability Generate Points Intelligence to both Federation and Romulan Sensor Arrays
12. Added - Skips Armor ability to Laser Beam I - V
13. Changed Increased the seeker speed of Capitol Ship Missile I - V from 6 to 8
14. Fixed - Error in Plasma Torpedo IV - V
15. Changed - Pirate Hull Armor to match new armor ability (Reduced)
16. Added - Mini - Storage Compartment (1kt)
17. Changed - Name of Wormhole Beam I - III to Sub Space Beam I - III and changed damage to Disrupt Reload Time
18. Fixed - Description error in Massive Planetary Phased Shield Generator I - II (Thanks BadAxe)
19. Changed - Beefed up Tholian Energy Web I - III (Thanks BlackRose)
20. Changed - Tholian Sensor Refractor I - III Gave them a higher to hit defense %

Intimidator
April 14th, 2004, 08:16 PM
So I understand I can start the game, and do not have to wait on 1.7.3 ??!!??

Inti

Atrocities
April 14th, 2004, 08:26 PM
<font color=red>I can release it, but you will have to have Geoschmo update to it. Not likely to happen.</font color>

Atrocities
April 14th, 2004, 08:27 PM
*Posted In Another Thread, But Relavant Here*

Kazon are actually a nomadic race. I should have set them up that way. I might add EMP files for all races in the RACE folder in the next Version. This would make it easier for people to add them individually.

I would have to steal from the Pirates mod to make the Kazon and Hirogen nomadic races though. I don't know if it would be worth it, and it would require a SIGNIFICANT effort on my part to do it. I would have to redo all the EMP files and a change like that would most assuredly invalidate any and all saved games.

I want to add TNZ's Borg Monsters so when I do that I can consider doing this.

BlackRose
April 14th, 2004, 08:28 PM
If it is not too late (and ONLY if you are already tinkering) I had a few thoughts about the Tholian Energy web.

We know from Trek Cannon data the the tholians vastly preffered smaller, easier, faster to construct ships and outfited them with the dreaded 'Tholian Web' one of the most fearsome ship to ship weapons in Trek. A number of these small ships outfitted with the Web were easily the match for even large Alpha Quadrant ships. Anyways I was thinking of a rather devious late tech weapon that could only be mounted on *smaller* sized Tholian vessels. It could be something along the lines of 4X or 8X dmg to sheilds, something relatively balanced that would go on the little Tholian Ships, and possible a mount to reduce sizes for all components for small tholian ships (again a late tech discovery like after dreadnought, etc?)


You are a work horse Atrocities, and we all appreciate it sooo much http://forum.shrapnelgames.com/images/icons/icon7.gif Look forward to crossing horns with you in the PBW game http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
April 14th, 2004, 08:33 PM
Sounds good to me. A Tholian small ship mount gained at say the same level as a Battleship. Gives reduced size to Tholian web weapons (Beef-up now). The mount would give 200% damage increase.

I have to work on the Romulan AI a bit and try and get it to be a bit more formiddable in SP games.

I am going to reduce the cost of Warrior Tech research a tad as well.

These are on the to do list. If you want me to finish them up and post the update for those of us in the the QnC game then cool. We can beta test it.

BlackRose
April 14th, 2004, 09:04 PM
I'd love for the changes to go in the QoC game as they affect me the most http://forum.shrapnelgames.com/images/icons/icon7.gif But i guess it depends on how the others feel about the wait http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
April 14th, 2004, 09:19 PM
I could have the changes ready today, and uploaded, it is geting Geoshmo to update the mod on pBw. Best to wait until next month for the release.

<font color=blue>No need to hold up the game waiting for the next Version. We can always update later.</font color>

Fyron
April 14th, 2004, 09:48 PM
Originally posted by Atrocities:
<font color=red>I can release it, but you will have to have Geoschmo update to it. Not likely to happen.</font color> <font size="2" face="sans-serif, arial, verdana">Actually it is 100% likely to happen... just not in the next 5 minutes or anything.

Aiken
April 14th, 2004, 10:56 PM
I hope it won't happen in the next 5 days either.

BlackRose
April 14th, 2004, 11:28 PM
Originally posted by aiken:
I hope it won't happen in the next 5 days either. <font size="2" face="sans-serif, arial, verdana">The Tholian Assembly does not approve of your message.

solops
April 15th, 2004, 01:37 AM
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.

Atrocities
April 15th, 2004, 01:39 AM
Naw, I will wait until the beginning of the month so we can include any other issues we discover while playing.

Dragonswrd
April 15th, 2004, 01:56 AM
I am a computer tech and I agree that HP, Compaq, Dell, Gateway all suck for the most part. I work on these brands all the time. Now for desktops I find Sony makes a pretty good computer. I don't see those back very often for repairs. As for laptops, I would go for Toshiba or Sony, again I don't see many come back for repairs like I do with the others.

solops
April 15th, 2004, 03:21 PM
It is apparent to me from these Posts and others in other threads that the depth of play common on PBW is far deeper than mine.

How...ummm....intimidating.

BlackRose
April 15th, 2004, 10:02 PM
Here's an off the wall thought that might speed up blay and possibly improve the game. Why not increase weapon size/power so that you have fewer weapons but stronger in power. That way the only thing that would have to be rebalanced would be armour (again! lol).

Just thinking about that as I got into a fight with 200 Tholian Dreadnoughts vs 250 Klingon Frigate/Destroyer class ships and hit tactical, my mistake! Takes a looong time to watch all those weapons in fast mode, probably would take 24hours in normal mode http://forum.shrapnelgames.com/images/icons/icon7.gif

Also watching those weapon platforms fire away in fast mode (on planets) takes a loong time too http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm not sure if this has been done in any mod but it might be interesting to experiment with?

Aiken
April 15th, 2004, 11:12 PM
Originally posted by BlackRose:
Here's an off the wall thought that might speed up blay and possibly improve the game. Why not increase weapon size/power so that you have fewer weapons but stronger in power. That way the only thing that would have to be rebalanced would be armour (again! lol).
<font size="2" face="sans-serif, arial, verdana">Well, than is the purpose of mounts, right?

mottlee
April 15th, 2004, 11:28 PM
http://forum.shrapnelgames.com/images/icons/icon9.gif I just D/L 172...just how do you all run a game so fast? do you start with all the tech done? or start from the bottom? OR that is all you do play SE4 http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee
April 15th, 2004, 11:37 PM
I Have found the defalt strat for ships is RUN, I do not know when it started but in the other mods I have if it is a war type ship (other than Transport, mine layer/sweeper and sat launcher) defalt is Opt weapons range. Is there anything that I can change/fix realy hate finding it after building a lot of ships http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities
April 16th, 2004, 01:55 AM
Thanks for reporting this. I have checked the design creation file and all designs appear to be set to OFR (Optimal Firing Range)

All I can suggest is that after you design a ship, you check the design and change the strategy of it.

In my current game I discovered this, thank to you, and all I did was find it on the design list and change the design strategy from Don't Get Hurt to Optimal Firing Range. Presto I had a fleet of war ships ready to kick serious Cardassians Coloniser butt. ( I have to admit that it is pretty pathetic to see a Klingon Negh'Var Dreanought run from a Cardassian Colony ship. Many of Klingon Commanders have died because of there cowardly actions.) http://forum.shrapnelgames.com/images/icons/icon10.gif

[ April 16, 2004, 01:11: Message edited by: Atrocities ]

mottlee
April 16th, 2004, 08:55 PM
Originally posted by Atrocities:
Thanks for reporting this. I have checked the design creation file and all designs appear to be set to OFR (Optimal Firing Range)

All I can suggest is that after you design a ship, you check the design and change the strategy of it.

In my current game I discovered this, thank to you, and all I did was find it on the design list and change the design strategy from Don't Get Hurt to Optimal Firing Range. Presto I had a fleet of war ships ready to kick serious Cardassians Coloniser butt. ( I have to admit that it is pretty pathetic to see a Klingon Negh'Var Dreanought run from a Cardassian Colony ship. Many of Klingon Commanders have died because of there cowardly actions.) http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">Ah; I see you have had the same thing happen to you, min was a fleet of about 12 total against 3, very confusing when you loose that many http://forum.shrapnelgames.com/images/icons/icon9.gif

oogs
April 17th, 2004, 07:09 PM
There's something strange with the federation sensor array. at level 4 it gives a 14% offense bonus & 14% defense bonus but at level 5 it gives a 4% offense bonus & 16% defense bonus. is that what it's supposed to be like?

Atrocities
April 17th, 2004, 08:52 PM
I will look at it.

Atrocities
April 17th, 2004, 08:55 PM
Well we have discovered another victim of the crash.. I had reset all the sensor and such and well they are still at old figures. More to do for 1.7.3

BlackRose
April 17th, 2004, 10:08 PM
Well I must say that bugs are starting to become few and far between http://forum.shrapnelgames.com/images/icons/icon7.gif Havnt found anything in days http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron
April 17th, 2004, 10:43 PM
If you want to find bugs, Adamant Mod probably has many that need finding. http://forum.shrapnelgames.com/images/icons/icon12.gif

Aiken
April 17th, 2004, 10:50 PM
Fyron, I've checked about a half of Adamant's component file (damn, it's tooooo big http://forum.shrapnelgames.com/images/icons/icon7.gif ) and can't find any bugs so far. So you're probably slandering yourself.

Edit: Although, I could miss bugs. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ April 17, 2004, 22:06: Message edited by: aiken ]

Atrocities
April 18th, 2004, 04:03 AM
Adamant is solidly put together. I wish I was as good at it as he is.

Atrocities
April 18th, 2004, 08:35 AM
Some people are very tired of STM patching frenzy. IMHO, it would be better not to hurry with the new quick fix, but spend a mounth making rock stable patch without serious bugs.
<font size="2" face="sans-serif, arial, verdana">The truth of this does hurt deep, but I have to agree. The frequency of the patches has done more harm than good. Never the less the mod is where it is at now because I took the time to make the changes and get them out. Look to other mods and see where they are compared to this mod.

I hate having to release another patch so soon when I had no intention of releasing one for many months. However fait is an evil step mother and she delt me a nasty blow. That being said I am sincerely sorry about all the patches for the mod, and I am sure that if I had not been involved with the project that perhaps it would have been a better mod.

Never the less what is done is done and all I can do is continue fixing, tweaking, and such.

To be honest each time I put out a patch it was because I felt sure the patch was solid. Murphies law, my own stupidity, and just plain bad luck always seems to play into it though and the Last patch is never the Last patch. But with each patch the mod has improved.

I could have kept the mod under wraps and never released it until this Version (172) but that would have been nearly a year long delay. We had already been waiting a year for the mod. So if I have to be shot, at least I deserve a cigar for my efforts and not some cheap one either.

[ April 18, 2004, 07:36: Message edited by: Atrocities ]

TNZ
April 18th, 2004, 10:44 AM
Just because there is a new patch for the STM, it does not mean that you have to downloads it or installed it. Maybe some of the new fans of the STM might want to check out this site, the one that start it all. http://forum.shrapnelgames.com/images/icons/icon7.gif
http://members.rogers.com/stmod/

Aiken
April 18th, 2004, 12:14 PM
Atrocities, sometimes I can be very rude, so I'm sincerly appologise if my post hurts you. The problem with patch frequency was not about stupidity (don't even dare to say such words about yourself) or anything but about your great desire to make good and stable mod. It's not a sin to see your work completed. It ate mounths of your life and you had nothing in return except for our support and our kind (except for aiken's) words.

And don't forget that most part of responsibilty for so many patches belongs to betatesters http://forum.shrapnelgames.com/images/icons/icon12.gif We were sending you eternal reports/suggestions about the mod and sometimes demanded to fix 'em.

With my profound respect for you and your work, Atrocities.

General Woundwort
April 18th, 2004, 12:29 PM
I've only been lurking on this thread for awhile, but I have to interrupt and make a point here.

Aiken, modding is not as easy as it sounds. I've tried my hand at it (and my mod was nowhere near as much of a rewrite of the game as AST is), and you're going to run into bugs. The game is just that complex, and we're only human. And it's not the betatester's fault either, because there are any number of circumstances in the game/code where a bug might crop up, and the only way that they show up is if people continuously play the game and report them. Try walking a mile in a modder's shoes before you start complaining about how many patches show up. Yeah, I've lost several games due to the patches, but I for one am extremely glad to see such a good mod get such determined support from its creator.

Atrocities - keep up the great work. This mod is one of the reasons SEIV is one of the best games to be had today.

von_toaster
April 18th, 2004, 02:19 PM
Keep up the good work, Atrocities. This is one pretty good Mod we have here. I just started trying it, and many great hours are forseen in my game!

Thanks Atrocities!

BadAxe
April 18th, 2004, 02:51 PM
Hooray for mini-storage!

I found a couple oddities yesterday.

Playing as the Federation, I managed to capture a Romulan ship, and when I analyzed the ship, I received the Romulan sensor array.

I think this is due to the fact that Romulan Sensor Array is Family 38, and so are the generic Combat Sensors. Dominion Combat Sensors are also in 38.

I also received Romulan cloaking technology. Is this a design choice? All Cloaking techs are in Family 26.

Thanks again, Atrocities!

Go Red Wings!!

General Woundwort
April 18th, 2004, 03:15 PM
I think the mod is set up where you can get certain race techs from captured ships, but not all of them. I'm currently fighting the UCP in a protracted war in my 1.7.2 game (as an imported non-ST race with General Race tech), and manage to capture their ships on a fairly regular basis. I've got Fed Phaser technology up to their current level from analyzing their ships, but not Fed Scanners.

Lighthorse
April 18th, 2004, 03:42 PM
Atrocities

Orginally Posted by General Woundwort
I've only been lurking on this thread for awhile, but I have to interrupt and make a point here.

Aiken, modding is not as easy as it sounds. I've tried my hand at it (and my mod was nowhere near as much of a rewrite of the game as AST is), and you're going to run into bugs. The game is just that complex, and we're only human. And it's not the betatester's fault either, because there are any number of circumstances in the game/code where a bug might crop up, and the only way that they show up is if people continuously play the game and report them. Try walking a mile in a modder's shoes before you start complaining about how many patches show up. Yeah, I've lost several games due to the patches, but I for one am extremely glad to see such a good mod get such determined support from its creator.

Atrocities - keep up the great work. This mod is one of the reasons SEIV is one of the best games to be had today.

I wholeheartly agree. I tried doing a mod and its not easy. Atrocities, my hat off to you and you can always count on my full support everytime.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

Fyron
April 18th, 2004, 06:51 PM
Originally posted by BadAxe:
Hooray for mini-storage!

I found a couple oddities yesterday.

Playing as the Federation, I managed to capture a Romulan ship, and when I analyzed the ship, I received the Romulan sensor array.

I think this is due to the fact that Romulan Sensor Array is Family 38, and so are the generic Combat Sensors. Dominion Combat Sensors are also in 38.

I also received Romulan cloaking technology. Is this a design choice? All Cloaking techs are in Family 26.

Thanks again, Atrocities!

Go Red Wings!! <font size="2" face="sans-serif, arial, verdana">Family should not have anything to do with the technologies you get from analyzing components, only tech reqs.

BlackRose
April 18th, 2004, 09:39 PM
The patches are winding down and I'm quite glad for them, this has to be the most complete comprehensive mod for any game. I've said before and I will say it again that If i had shelled out the $60 just for this i'd be more than happy http://forum.shrapnelgames.com/images/icons/icon7.gif

I want to also toss in the kudos for the mini storage, great idea and good addition to the mod.

The Last patch is quite partly my fault as I've been jumping into the races that are less often played and trying to find weaknesses etc. for them. I was already pre playing the Tholians when the QoC game came up so I wasnt just looking for an edge http://forum.shrapnelgames.com/images/icons/icon7.gif The tholians were lacking a certain oomph that is addressed in the next pending patch http://forum.shrapnelgames.com/images/icons/icon7.gif But i think we can all agree that the mod is very close to a complete stage that can be left for a lenghthy time, if not forever!

We can always hope that Atrocities will collaborate on STM 2.0 and that there will be new gaming wonders awaiting us, down the road http://forum.shrapnelgames.com/images/icons/icon7.gif

BadAxe
April 18th, 2004, 11:39 PM
I will admit that I know very close to nothing about mods and modding, but how does it happen that the Federation can capture Romulan techs?

Of course honorable players would never use techs not meant for them, but I am curious.

Fyron
April 19th, 2004, 12:49 AM
this has to be the most complete comprehensive mod for any game. <font size="2" face="sans-serif, arial, verdana">There are several other mods for SE4 alone that are as complete and comprehensive as STM, if not more so. http://forum.shrapnelgames.com/images/icons/icon12.gif B5 Mod, Star Wars Mod, Adamant Mod, possibly Proportions/AIC, Fantasy Empires Mod, etc.

Originally posted by BadAxe:
I will admit that I know very close to nothing about mods and modding, but how does it happen that the Federation can capture Romulan techs?<font size="2" face="sans-serif, arial, verdana">I am pretty sure that AT has allowed this specifically. A number of racial techs are capturable.

[ April 18, 2004, 23:49: Message edited by: Imperator Fyron ]

Atrocities
April 19th, 2004, 05:32 PM
No worries Aiken. http://forum.shrapnelgames.com/images/icons/icon7.gif Your post was accurate and that was what hurt, not your comments. I put out to many patch to close together and that is the what hurt the mod.

Thanks for be a great beta tester and for speaking your mind. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
April 19th, 2004, 05:48 PM
A good, optimistic suggestion for STM 1.7.3:
Lets forget about the past, and look into the future. I hope it will be bright. Sometimes, at least http://forum.shrapnelgames.com/images/icons/icon12.gif

TNZ
April 20th, 2004, 12:30 PM
Atrocities, I was wondering how my new Borg monster race worked out? I have the idea of adding them to a reworked Version of the STM 1.7.3. I might also add my ideas for fighters, shuttles and carriers. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
April 20th, 2004, 12:36 PM
They are working out well. I wasn't sure what you had planned for them so I opted to leave them out. In fact you and UserX should start talking about the next incarnation for a Star Trek Mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

I haven't been able to link up with UserX in sometime, but he and I are on the same page almost as to what we want to do for a new mod and a lot of your ideas for this mod may be ideal for this new project.

If not I will add them to the final Version of STM. http://forum.shrapnelgames.com/images/icons/icon7.gif They are quite cool you know. Moster Borg. Yummie. http://forum.shrapnelgames.com/images/icons/icon7.gif

solops
April 20th, 2004, 02:57 PM
For my part, I enjoy the frequent updates. Of course, I play only against the PC, so the PBW issue is a non for me.

mottlee
April 20th, 2004, 11:28 PM
Originally posted by BadAxe:
Thanks again, Atrocities!

Go Red Wings!! <font size="2" face="sans-serif, arial, verdana">I see another Michigan fan http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee
April 20th, 2004, 11:33 PM
Originally posted by Atrocities:

If not I will add them to the final Version of STM. http://forum.shrapnelgames.com/images/icons/icon7.gif They are quite cool you know. Moster Borg. Yummie. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">You man there will be a "Final" Version? http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon8.gif

Atrocities
April 20th, 2004, 11:42 PM
All Good Things Come To An End.

The death of one thing is the birth of another.

TNZ
April 21st, 2004, 03:34 AM
Thanks Atrocities, I agree with your plan for the monster Borg. If anyone else wants to use the monster Borg, they can. One small thing: I think I made an error while making the AI General file. The Adv Traits may be in the wrong order. http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee
April 21st, 2004, 04:38 PM
Originally posted by Atrocities:
All Good Things Come To An End.

The death of one thing is the birth of another. <font size="2" face="sans-serif, arial, verdana">Darn!!!!!!! http://forum.shrapnelgames.com/images/icons/tongue.gif Great mod, and just how dose everyone test the mods so fast? I can not play that fast but I start from the bottom and work up.

von_toaster
April 21st, 2004, 11:47 PM
I wasn't able to go through the entire thread of this discussion, but I wanted to know: is that normal that the Klingon Advanced Cloak II (prevents level 6 for all detection mode) is better than the Romulan Advanced Cloak II (which prevents level 5 scans)?

Doesn't seem right.

[ April 22, 2004, 01:21: Message edited by: von_toaster ]

BlackRose
April 23rd, 2004, 03:12 AM
Originally posted by von_toaster:
I wasn't able to go through the entire thread of this discussion, but I wanted to know: is that normal that the Klingon Advanced Cloak II (prevents level 6 for all detection mode) is better than the Romulan Advanced Cloak II (which prevents level 5 scans)?

Doesn't seem right. <font size="2" face="sans-serif, arial, verdana">Intentional, (I asked about this earlier actually!) During the dominion wars Romulan Cloaks were detectable while Klingon ones were not thus the Klingon cloaks are considered to be more powerful in this mod.

It has nothing to do with Atrocities love of the Klingon race http://forum.shrapnelgames.com/images/icons/icon12.gif

[ April 23, 2004, 02:14: Message edited by: BlackRose ]

BlackRose
April 23rd, 2004, 03:12 AM
Post deleted by Suicide Junkie

Atrocities
April 23rd, 2004, 03:48 AM
Thanks BlackRose for helping. Also the Klingon cloak can be beaten by one component. Finding it should be easy enough. Hint - Gravitational

Tnarg
April 25th, 2004, 05:34 PM
Has anyone made any EMP files for the neutrals or minor races. I am trying to plug a few into a single player game of mine.

Fyron
April 25th, 2004, 08:33 PM
If you can even make neutral AI empires...

You can make them yourself easily. Start a new game, and have no normal AI empires, just neutrals. Set number of AI players to high, set racial points to whatever you want. Add an empire for human players. Then, hit start game. After it is started, go to the Options menu, then Players. Toggle all AIs to human control (the only option in there). Hit end turn. Save empire file of AI one, and so on.

You can do this for regular AI empires fine, but I am not sure if you can even have empire files for neutrals. You can not select a "neutral race" shipset when creating an empire...

Tnarg
April 25th, 2004, 09:51 PM
Originally posted by Imperator Fyron:
If you can even make neutral AI empires...

You can make them yourself easily. Start a new game, and have no normal AI empires, just neutrals. Set number of AI players to high, set racial points to whatever you want. Add an empire for human players. Then, hit start game. After it is started, go to the Options menu, then Players. Toggle all AIs to human control (the only option in there). Hit end turn. Save empire file of AI one, and so on.

You can do this for regular AI empires fine, but I am not sure if you can even have empire files for neutrals. You can not select a "neutral race" shipset when creating an empire... <font size="2" face="sans-serif, arial, verdana">Thanks!

Atrocities
April 25th, 2004, 11:51 PM
Originally posted by Tnarg:
Has anyone made any EMP files for the neutrals or minor races. I am trying to plug a few into a single player game of mine. <font size="2" face="sans-serif, arial, verdana">No need. Normally the game does it very well.

Atrocities
April 26th, 2004, 10:16 AM
Here is the latest info on the next update.


Star Trek Mod v1.7.3

1. Fixed - Breen General file error
2. Replaced - Component file with correct one and not the old one.
3. Changed - Structural Integrity Field I - V Tonnage Structure (5,10,15,20,25)
4. Added - Klingon Weapon Mount for use with medium sized ships.
5. Changed - AI Default Design Creation file - Fine tuned so that Ai will design larger ships with more movement
6. Changed - All Minor races Defualt Ai design Creation file to new format
7. Removed - KAtarians file (You will need to do this manually if you have it. (kAtarians not Ktarians)
8. Fixed - Error in Dominion Warhead Mount (Thanks Aiken)
9. Fixed - Level error in 8472 facilities (Thanks Aiken)
10. Added - Description improvement for weapons with modifiers (Thanks Aiken)
11. Added - Ability Generate Points Intelligence to both Federation and Romulan Sensor Arrays
12. Added - Heavy Laser Mount for Laser Beam I - V
13. Changed - Increased the seeker speed of Capitol Ship Missile I - V from 6 to 8
14. Fixed - Error in Plasma Torpedo IV - V
15. Changed - Pirate Hull Armor to match new armor ability (Reduced)
16. Added - Mini - Storage Compartment (1kt)
17. Changed - Name of Wormhole Beam I - III to Sub Space Beam I - III and changed damage to Disrupt Reload Time
18. Fixed - Description error in Massive Planetary Phased Shield Generator I - II (Thanks BadAxe)
19. Changed - Beefed up Tholian Energy Web I - III (Thanks BlackRose)
20. Changed - Tholian Sensor Refractor I - III Gave them a higher to hit defense %
21. Changed - Base Mount damages. All are correct now. (Thanks Aiken)
22. Added - Tholian Energy Mount II (TEM2) for use with smaller Tholian ships
23 Changed - Tholian Energy Mount to Tholian Energy Mount I and made minor modifications.
24. Fixed - Error in Federation Sensors V
25. Changed - Reduced the cost of Mini-Storage
26. Added - Shield Regeneration to 8472 Bioelectric Field I - X
27. Changed - Increased range and damage of 8472 Neural Disrupter I - III
28. Changed - 8472 Quantum Singularity Beam I - III Reload rate from 1 to 2, increased tonnage, and weapon target to Ships/Planets only.
29. Added - Shield Depleter Mount. (125% Damage)
30. Changed - Romulan Plasma Projector I - V Weapon Target from Ships/Planets to Ships\Planets\Ftr\Sat\Drone
31. Added - Romulan Plasma Mount (For use with Romulan Plasma SEEKERS)
32. Changed - Warrior Technology cost from 80000 to 65000.
<font size="2" face="sans-serif, arial, verdana">The update is on track and should be out soon. Please if you have any bugs to report please let me know ASAP. Once this update is out <font color=red>I will not be doing another regardless of any bugs, errors, or other posted unless directly related to the update itself.</font color>

Seik
April 26th, 2004, 05:32 PM
Hi there,

I ve a question about the armor Ratings - why is armor so weak (damage resistance)?

Specifically the Borg Regeneration Armor - it has Damage Resistance of 7.
But one of its abilities is to restore 30 damage points?
Am I wrong or will this only happen when the enemy uses armor skipping weapons?


btw: keep up the good work - its the best MOD !!!

Aiken
April 26th, 2004, 06:48 PM
Yes, Armor III (leaky!) with tonnage of 10 and dmg resistance of 6 is very unusial. It has one of the smallest chances to be damaged amongst other comps (most part of viable comps have greater dmg res).
Compare it with shields: 700 hp for size of 40 kt at lvl 10.

Iansidious
April 26th, 2004, 10:45 PM
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 von_toaster:
I wasn't able to go through the entire thread of this discussion, but I wanted to know: is that normal that the Klingon Advanced Cloak II (prevents level 6 for all detection mode) is better than the Romulan Advanced Cloak II (which prevents level 5 scans)?

Doesn't seem right. <font size="2" face="sans-serif, arial, verdana">Intentional, (I asked about this earlier actually!) During the dominion wars Romulan Cloaks were detectable while Klingon ones were not thus the Klingon cloaks are considered to be more powerful in this mod.

It has nothing to do with Atrocities love of the Klingon race http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Funny I came to this topic to ask that very question! The answer does make sence. Should have never doubted Atrocities. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities
April 27th, 2004, 04:11 AM
The armor was stepped down and made on par with the reduced weapon damage.

I will double check the Borg settings and reduce them as well.

Basically armor should never be stronger than shields and should not provide that much protection. In star trek shields are the primary defense not armor. Armor is only mentioned on the defiant and really no where else except Enterprise. So armor is an earily use component but out dated by shields.

Fyron
April 27th, 2004, 06:41 AM
Leaky armor MUST have more hit points than average internals, or else it will be hit after the internals most of the time. 6 HP is not enough by far. Maybe 60. Keep in mind that shields are a lot stronger than leaky armor, as they provide a barrier that must be penetrated before real damage begins to occur, whereas the leaky armor does not provide this 100% wall. It should generally have more hit points than shields provide because of this and the way that damage to components is assigned (components with more hit points have a disproportionally greater chance of being randomly selected to be damaged when a ship suffers damage), or else it is far too weak.

[ April 27, 2004, 05:42: Message edited by: Imperator Fyron ]

Atrocities
April 27th, 2004, 11:10 AM
When I left the armor with the high hp, it was far to powerful and not providing the effect of leaky armor that I wanted. http://forum.shrapnelgames.com/images/icons/icon9.gif I simply could not get it to work correctly as leaky armor. So I reduced it to its current value and now armor seems to work ok. My not be true leaky armor, but at least it is working.

Perhaps in SE V we will have true leaky armor.

Aiken
April 27th, 2004, 06:32 PM
Originally posted by Captain Kwok:
I see what is going on. Atrocities has his internals set to less to usually 1 or 2 HP per 10kT component. This is likely the reason why his previous armor seemed too powerful since the chances of hitting an internal through the leaky armor was remote simply based on chance.
<font size="2" face="sans-serif, arial, verdana">That is true for only one type of components - Vehicle controls, and maybe Engines, but most part of other viable components have normal damage res.

Captain Kwok
April 27th, 2004, 07:07 PM
I only took a quick peek, but if that is the case, then it makes most of the armor in this mod worse than filling your ship with a cheap component to absorb hits.

I can take a closer look tomorrow night once exams are done with for the year!

[ April 27, 2004, 18:08: Message edited by: Captain Kwok ]

Atrocities
April 27th, 2004, 07:33 PM
Ok, give me a solution that I can use and it shall be employed.

I have considered bumping up Armor to these levels.

Armor I - III 10/15/20
Emissive Armor I - III 15/20/25
Scattering Armor I - III 15/20/25

Federation Ablative Armor I - III 10/15/20
Borg Regenerative Armor I - III 10/15/20
Breen Organic Armor I - III 10/15/20
Cardassian Kelindide Armor I - III 10/15/20
Dominion Varethiel Armor I - III 10/15/20
Tholian Crystalline Armor I - V 10/10/15/15/20
Pirate Hull Armor I - III 10/15/20

Atrocities
April 27th, 2004, 07:38 PM
So I need to lower the other components structure in order to bring the Leaky shields back into play and keep the Armor values where they are currently?

/me blinks twice and takes a deep breath.

Well ok.

Atrocities
April 27th, 2004, 07:39 PM
What would be a good average for tonnage structure? 10% of current? (300 would become 30)

I looked at the file and most of the components are 20 or less in tonnage structure with many being 5. If I were to drop those that were 20 down to 5 or even down to 10 would that help?

I have play tested the mod and the current settings work well. Armor gives a solid bonus (Hit before any other Component) and the SIF also shores up the ship well.

The negative and offensive side of me wants to yell at you for suggesting these changes so late in the game, but that is most likely because I am tired.

Please just take a look at the component files and offer a good alternative that can be use. I will send the current and new armor spec files to both of you for review if you have the time.

Thanks.

/me Goes and yells at the wall.

[ April 27, 2004, 19:02: Message edited by: Atrocities ]

Captain Kwok
April 27th, 2004, 09:37 PM
If you use the standard 1:1 HP:kT ratio for the internals, then use an armor ratio of 1.5:1 to 6:1 HP:kT for low to high tech armor. For shields you might want a range of 2:1 to 10:1 or something like that. Special armors you'd want to be close to shields in HP:kT performance, i.e. ablative armor might max out at 8:1. You could even make it equal to shields with the penalty that it needs to be repair when damaged.

If you are using a ratio of 0.5:1 HP:kT for internals, then divide by 2 the above suggestions. I wouldn't recommend dropping lower than that for internals.

Fyron's Adamant mod has a decent armor setup - although his values are higher than suggested since his mod treats armor as a viable alternative to shields. The Star Trek universe is shield dependent, hence the values I suggested.

[ April 27, 2004, 20:38: Message edited by: Captain Kwok ]

Captain Kwok
April 27th, 2004, 09:45 PM
A point I should make before Fyron stops by is that the reason for dropping internals to less than 1HP/kT structure, is to make ships very fragile once they have no armor or shields - which is consistent with what we see on Trek. It also helps to encourages better "leakiness" by increasing the chance that damage that bypasses armor will be sufficient enough to take out an internal rather than just apply partial damage.

On on the other hand, dropping it too low has the potential for multiple internals to be destroyed before a reasonable amount of the armor has been taken out.

Fyron
April 27th, 2004, 09:49 PM
What does that point have to do with me Kwok? As long as the leaky armors have a significantly higher amount of hit points than the internals do, it works out.

Renegade 13
April 28th, 2004, 12:41 AM
Atrocities: Everything seems fine to me. you could just keep it as it is for a while, maybe save the armor balancing issue for a different time. Take a break!

Captain Kwok
April 28th, 2004, 01:12 AM
I see what is going on. Atrocities has his internals set to less to usually 1 or 2 HP per 10kT component. This is likely the reason why his previous armor seemed too powerful since the chances of hitting an internal through the leaky armor was remote simply based on chance.

Atrocities, you can improve this by bumping up your internal structures rather than decreasing the armor strength.

Also note, some internals are rated better than most armor (see Colony Module) and that might cause some kooky effects that are unintended.

Captain Kwok
April 28th, 2004, 01:47 AM
Originally posted by Renegade 13:
Atrocities: Everything seems fine to me. you could just keep it as it is for a while, maybe save the armor balancing issue for a different time. Take a break! <font size="2" face="sans-serif, arial, verdana">No worries, I could always run through the components.txt file for you Atrocties, and make any requested changes for you - but not until tomorrow! Oh freedom is so close...yet so far with a looming 3hr hurdle tomorrow morning!

von_toaster
April 28th, 2004, 02:18 AM
Typo or bug: for the big fighters, a warning that a maximum of 6 engines appears as only 5 engines are installed.

Atrocities
April 28th, 2004, 04:23 AM
Originally posted by Captain Kwok:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Renegade 13:
Atrocities: Everything seems fine to me. you could just keep it as it is for a while, maybe save the armor balancing issue for a different time. Take a break! <font size="2" face="sans-serif, arial, verdana">No worries, I could always run through the components.txt file for you Atrocties, and make any requested changes for you - but not until tomorrow! Oh freedom is so close...yet so far with a looming 3hr hurdle tomorrow morning! </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That would be very helpful and sincerely appreciated CK. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
April 29th, 2004, 08:22 AM
Can any one tell me what this says.

Решил устроить опрос (а почему бы и нет? )

Собственно вопрос: в какие модификации SE4Gold Вы играете(играли)?<font size="2" face="sans-serif, arial, verdana">Thanks.

Fyron
April 29th, 2004, 08:50 AM
babelfish.altavista.com said this:

It did decide to arrange interrogation (and why not? ) Strictly the question: in what modifications SE4Gold you igrayete(igrali)?<font size="2" face="sans-serif, arial, verdana">But that makes no sense...

Aiken
April 29th, 2004, 10:03 AM
It means:
"I've decided to make a poll (why not?).
And the question is: what SE4Gold modification you are playing/have played?"

To clear things, it's my post on russian forum, devoted to space strategies in space empires section.

Questions?

edit: kill the typos!

[ April 29, 2004, 09:05: Message edited by: aiken ]

Atrocities
April 29th, 2004, 08:52 PM
Originally posted by Captain Kwok:
Also, Atrocities can you explain why in the world that the Romulan Quantum Singularity drive has a long range scanning ability??? <font size="2" face="sans-serif, arial, verdana">It seemed like a good idea at the time. I recalled watching a TNG episode or something where they commented on how the Romulans were altering the QS of their engines to scan past the cloak with greater efficentcy. It can be removed if it is causing an issue.

Captain Kwok
April 30th, 2004, 01:14 AM
I started work on the armor/shields/structure for the components. It turned out a bit more extensive than I thought, but it's looking good. http://forum.shrapnelgames.com/images/icons/tongue.gif

Captain Kwok
April 30th, 2004, 01:15 AM
Also, Atrocities can you explain why in the world that the Romulan Quantum Singularity drive has a long range scanning ability???

The One
April 30th, 2004, 08:53 PM
Atrocities, I have been trying to reach you by email and I haven't heard a thing, hope all is well. Shalom

Frank

Fyron
April 30th, 2004, 09:55 PM
IMO you should always try to stick with modding what makes sense, rather than random non-sensical technobabble from some particular episode. Otherwise, most components will end up being able to do pretty much everything... http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities
April 30th, 2004, 11:09 PM
Originally posted by Imperator Fyron:
IMO you should always try to stick with modding what makes sense, rather than random non-sensical technobabble from some particular episode. Otherwise, most components will end up being able to do pretty much everything... http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">Oh please foregive me, I was new to modding and well no one complained about it or otherwise said a word for how long?

Atrocities
April 30th, 2004, 11:10 PM
Originally posted by The One:
Atrocities, I have been trying to reach you by email and I haven't heard a thing, hope all is well. Shalom

Frank <font size="2" face="sans-serif, arial, verdana">really? I will look in the filter and see if HM has been hiding your Messages from me.

The One
April 30th, 2004, 11:18 PM
I have a question, what would cause a "file not found" error after you click on the end turn button, but if you choose the race to be controlled by the AI, then I do not get this error, so I'm confused.

von_toaster
April 30th, 2004, 11:37 PM
Pirate issues:
- Some problems on the ground troops and shock troops. It seems that we can only install shock troops on Troops, but this components is 10kT big. The other races have ground troops 1kT big.
- The Tech Description for the Pirate Technology mentions Tholians, not Pirates.

Atrocities
May 1st, 2004, 03:40 AM
Originally posted by von_toaster:
Pirate issues:
- Some problems on the ground troops and shock troops. It seems that we can only install shock troops on Troops, but this components is 10kT big. The other races have ground troops 1kT big.
- The Tech Description for the Pirate Technology mentions Tholians, not Pirates. <font size="2" face="sans-serif, arial, verdana">Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
May 1st, 2004, 05:38 AM
Originally posted by The One:
I have a question, what would cause a "file not found" error after you click on the end turn button, but if you choose the race to be controlled by the AI, then I do not get this error, so I'm confused. <font size="2" face="sans-serif, arial, verdana">Your missing a file would be my first guess. What file does it say your missing?

Atrocities
May 1st, 2004, 08:10 PM
Just waiting on CK to finish the revision of the component file before finalizing the final update and posting it.

The One
May 2nd, 2004, 02:39 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 The One:
I have a question, what would cause a "file not found" error after you click on the end turn button, but if you choose the race to be controlled by the AI, then I do not get this error, so I'm confused. <font size="2" face="sans-serif, arial, verdana">Your missing a file would be my first guess. What file does it say your missing? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Didn't say which file, just said "error file missing" so after checking everything, I finaly tried one more thing and that was to uninstall and reinstall Space Empire IV Gold and all the mods and now, I'm not getting that error anymore.

TNZ
May 2nd, 2004, 08:14 AM
Atrocities, I have decided to attempt a new Star Trek Mod using the STM as the base. If you or anyone else would like to look at the first beta Version, let me know. The first beta Version should be ready in a week or two. http://forum.shrapnelgames.com/images/icons/icon7.gif

Some ideas that will be in this mod:
The Borg as monsters.
AI design creation files made to be more generic.
Weapons on all types of ships.
New ship sizes for all races
Smaller number of races.
New armor system.

Atrocities
May 2nd, 2004, 12:35 PM
Sounds good TNZ. http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee
May 2nd, 2004, 05:54 PM
2600.....Just had too http://forum.shrapnelgames.com/images/icons/icon12.gif

oogs
May 2nd, 2004, 06:32 PM
I don't know if anyone else has noticecd, ,but the Federation is almost invincible with Ablative Armor III. It ignores any damage that is 30 or less, and I have yet to encounter an AI weapon (aside frrom the monsters' weapons) that does more than 30 damage. I even have fleets flying around w/o shields just pummeling the enemy, and i don't have to worry about my ships at all! IS this the way it is supposed to be?

Also, there is something odd with Quantum Torpedoes. The specs show that they do more damage as a Large Base mount than as a Massive base mount.... is this right?

Captain Kwok
May 2nd, 2004, 06:47 PM
Don't worry.

I'm almost finished working with the mod's armor/shields/mounts/damage figures - this will certainly remove your mentioned combat oddities. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ May 02, 2004, 17:48: Message edited by: Captain Kwok ]

Ragnarok-X
May 2nd, 2004, 08:32 PM
Remember to upgrade the Pirate "trait" TNZ http://forum.shrapnelgames.com/images/icons/tongue.gif right now its quite funny that "Pirate" boarding parties cant reach the best level (means all other races can get better security stations)

TNZ
May 3rd, 2004, 12:14 AM
Originally posted by General Woundwort:
TNZ, you might want to bear in mind that the game program requires a minimum of 20 player race folders in the Pictures folder to function properly.<font size="2" face="sans-serif, arial, verdana">General Woundwort, I have found that for solitary play that is not in entirely true. If you set the “Maximum Computer Player High Setting” in the settings file to one less the total number of races in your mod, and only manually add one race in game setup, you can let the game add the other races without a problem.

I have only seen this problem if the “Maximum Computer Player High Setting” in the settings file is set too high. For example if a mod has 10 races and the maximum computer player high setting is set to 10, what have you told the AI to do? http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
May 3rd, 2004, 12:19 AM
Originally posted by Ragnarok-X:
Remember to upgrade the Pirate "trait" TNZ http://forum.shrapnelgames.com/images/icons/tongue.gif right now its quite funny that "Pirate" boarding parties cant reach the best level (means all other races can get better security stations) <font size="2" face="sans-serif, arial, verdana">Funny how bug reports come out huh?

Atrocities
May 3rd, 2004, 12:20 AM
TNZ should start a new thread for his Mod and allow this thread to remain dedicated to the STM.

Atrocities
May 3rd, 2004, 12:22 AM
Originally posted by mottlee:
2600.....Just had too http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
May 3rd, 2004, 12:26 AM
Originally posted by General Woundwort:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by TNZ:
Some ideas that will be in this mod:
Smaller number of races.<font size="2" face="sans-serif, arial, verdana">TNZ, you might want to bear in mind that the game program requires a minimum of 20 player race folders in the Pictures folder to function properly. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nope. This was fixed in the SE4 1.91 patch. You do not need 20 races in the folder any more.

Atrocities
May 3rd, 2004, 12:45 AM
I think it only fair to mention that I have put a lot of time into this mod and knowing nothing about modding when I started I am proud of what it has become.

To ambush the mod now after all the times that I have asked for feed back and such is dissapointing.

The STM cannot be everything that everyone wants it to be. So varations are, and were expected since the day I opted to pick up the peaces and move forward.

Let me tell you about my choice to develop this mod. I was on the way to the beach, a new riding area that I had never been to before. I was used to one location, and it was a large riding area but when I laid eyes on Horsefalls and the Dunes I realized that the universe had just opened up. This was within a week of CK announcing that all of his work had been lost do to a HD failure.

As I rode for hours without interuption or having to double back, I began to think of making the Star Trek Mod. I thought about what it was CK had started and how best to go about making that vision a reality. So when I returned home I took up the project and have never looked back. Well ok on occation I have looked back and asked myself why did I bother, today being one of those days, and like always the answer comes; because no one else did.

I have spent the better part of a year working on this mod, fixing things, changing things, making new things, and discovering what works and what does not.

I could keep adding things to the mod forever but by doing that I would be cheating people out of a solid PBW platform.

The choice to make this up coming patch the Last patch for this Version of this mod was one that I had to make. I want the mod to work and work well with what it has in order to ensure that no more updates are required so that once it is finally uploaded to PBW, players won't have to worry about it changing in a week or a month.

I spent a lot of effort trying to get people to report bugs, and acting upon the reports I had been given along with good suggestions for the mod. Some suggestion could not be used for this Version while others were a perfect fit.

Finally I had to draw a line and made the choice to end development and just fix the things that the mod already had. I figured that many of you would choose to make your own Version of the mod and take it down a differant path. I am happy that TNZ is the first to step up to the plate and do this.

After the 1.7.3 patch I have no more interest in this Version of this mod. You all may do with it what you wish. If more ships are needed for any of the races I have made ships for, I will be happy to make them if asked.

I wish TNZ and any one else the best with their mod and only ask that Captain Kwok and I are given credit where applicable and that you include my thanks to all the people who helped to make the STM a playable mod.

Fyron
May 3rd, 2004, 12:56 AM
Melodramatic as always. http://forum.shrapnelgames.com/images/icons/tongue.gif It was fun while it Lasted, eh?

tesco samoa
May 3rd, 2004, 01:04 AM
AT... if your going to end it bump it up to 2.0.0

A Nice solid number... And will help with the confusion later on.

Fyron
May 3rd, 2004, 01:07 AM
Why? A new Version can be 2.0.0, which IMO would cause far less confusion than ending this Version of the mod on 2.0.0... 2.0 says new, not final.

[ May 03, 2004, 00:09: Message edited by: Imperator Fyron ]

Atrocities
May 3rd, 2004, 01:10 AM
Originally posted by tesco samoa:
AT... if your going to end it bump it up to 2.0.0

A Nice solid number... And will help with the confusion later on. <font size="2" face="sans-serif, arial, verdana">There are other plans in the works for that number.

Atrocities
May 3rd, 2004, 01:11 AM
Originally posted by Imperator Fyron:
Melodramatic as always. http://forum.shrapnelgames.com/images/icons/tongue.gif It was fun while it Lasted, eh? <font size="2" face="sans-serif, arial, verdana">A bit, but what the hell, drama is always good. http://forum.shrapnelgames.com/images/icons/icon7.gif


(Its all part of the master plan.)

Aiken
May 3rd, 2004, 01:25 AM
"STNZ Mod" could be a good name, I guess http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 02, 2004, 12:39: Message edited by: aiken ]

General Woundwort
May 3rd, 2004, 01:28 AM
Stop the presses! Big bug report!

I'm running a race with General race technology. I happened to do an "Upgrade Facilities" order to bump my Intel and Research labs from I to II. It upgraded them, alright - to the *generic* level II facilities, not the General Race II facilities - which resulted in a net LOSS of research and intel points. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Please, please, pretty please fix this!!!

Atrocities
May 3rd, 2004, 01:32 AM
Thank you, it will be done. Most like they share the same family number or something.

Atrocities
May 3rd, 2004, 01:43 AM
Originally posted by oogs:
I don't know if anyone else has noticecd, ,but the Federation is almost invincible with Ablative Armor III. It ignores any damage that is 30 or less, and I have yet to encounter an AI weapon (aside frrom the monsters' weapons) that does more than 30 damage. I even have fleets flying around w/o shields just pummeling the enemy, and i don't have to worry about my ships at all! IS this the way it is supposed to be?

Also, there is something odd with Quantum Torpedoes. The specs show that they do more damage as a Large Base mount than as a Massive base mount.... is this right? <font size="2" face="sans-serif, arial, verdana">I believe you are using an older Version than 1.7.2 Or you have not updated to the 1.7.2 fix.

General Woundwort
May 3rd, 2004, 01:54 AM
Originally posted by TNZ:
Some ideas that will be in this mod:
Smaller number of races.<font size="2" face="sans-serif, arial, verdana">TNZ, you might want to bear in mind that the game program requires a minimum of 20 player race folders in the Pictures folder to function properly.

Atrocities
May 3rd, 2004, 01:56 AM
Here is the latest update so far. Please keep in mind that CK is reworking the Component and Mounts in order to address some balance and other issues.


Star Trek Mod v1.7.3 (Thank you Aiken and Black Rose)

1. Fixed - Breen General file error
2. Replaced - Component file with correct one and not the old one.
3. Changed - Structural Integrity Field I - V Tonnage Structure (5,10,15,20,25)
4. Added - Klingon Weapon Mount for use with medium sized ships.
5. Changed - AI Default Design Creation file - Fine tuned so that Ai will design larger ships with more movement
6. Changed - All Minor races Defualt Ai design Creation file to new format
7. Removed - KAtarians file (You will need to do this manually if you have it. (kAtarians not Ktarians)
8. Fixed - Error in Dominion Warhead Mount (Thanks Aiken)
9. Fixed - Level error in 8472 facilities (Thanks Aiken)
10. Added - Description improvement for weapons with modifiers (Thanks Aiken)
11. Added - Ability Generate Points Intelligence to both Federation and Romulan Sensor Arrays
12. Added - Heavy Laser Mount for Laser Beam I - V
13. Changed - Increased the seeker speed of Capitol Ship Missile I - V from 6 to 8
14. Fixed - Error in Plasma Torpedo IV - V
15. Changed - Pirate Hull Armor to match new armor ability (Reduced)
16. Added - Mini - Storage Compartment (1kt)
17. Changed - Name of Wormhole Beam I - III to Sub Space Beam I - III and changed damage to Disrupt Reload Time
18. Fixed - Description error in Massive Planetary Phased Shield Generator I - II (Thanks BadAxe)
19. Changed - Beefed up Tholian Energy Web I - III (Thanks BlackRose)
20. Changed - Tholian Sensor Refractor I - III Gave them a higher to hit defense %
21. Changed - Base Mount damages. All are correct now. (Thanks Aiken)
22. Added - Tholian Energy Mount II (TEM2) for use with smaller Tholian ships
23 Changed - Tholian Energy Mount to Tholian Energy Mount I and made minor modifications.
24. Fixed - Error in Federation Sensors V
25. Changed - Reduced the cost of Mini-Storage
26. Added - Shield Regeneration to 8472 Bioelectric Field I - X
27. Changed - Increased range and damage of 8472 Neural Disrupter I - III
28. Changed - 8472 Quantum Singularity Beam I - III Reload rate from 1 to 2, increased tonnage, and weapon target to Ships/Planets only.
29. Added - Shield Depleter Mount. (125% Damage)
30. Changed - Romulan Plasma Projector I - V Weapon Target from Ships/Planets to Ships\Planets\Ftr\Sat\Drone
31. Added - Romulan Plasma Mount (For use with Romulan Plasma SEEKERS)
32. Changed - Warrior Technology cost from 80000 to 65000.
33. Added - UserX new Star Trek Map
34. Changed - Graviton Hellbore I - V family number from 2020 to 2120 to avoid conflict with Shield Depleters.
35. Changed - Klingon Neutrino Disruptor I - III family number from 2022 to 2322 to avoid mount conflict
36. Changed - Reduced Pirate Cloaking Armor I - III Tonnage from 30 to 10.
37. Fixed - Description error in Tech Area file for Pirate Race (Thanks von_toaster)
38. Changed - Intelligence Center I - III family number from 6 to 86 to help stop conflict with GR - Intel (Thanks General Woundwort)
39. Changed - Research Center I - III family number from 5 to 85 to help stop conflict with GR - Research (Thanks General Woundwort)
40. Changed - Description of Pirate Shock Troop (Thanks von_toaster)
41. Changed - Tonnage Space of Pirate Shock Troop from 10 to 1 (Thanks Von_toaster)
42. Changed - Tonnage Space of Tholian Drone I - III & Ferengi Troop I - V from 3 to 1<font size="2" face="sans-serif, arial, verdana">Please keep the bug reports coming. thanks.

Ragnarok-X
May 3rd, 2004, 04:50 PM
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 Ragnarok-X:
Remember to upgrade the Pirate "trait" TNZ http://forum.shrapnelgames.com/images/icons/tongue.gif right now its quite funny that "Pirate" boarding parties cant reach the best level (means all other races can get better security stations) <font size="2" face="sans-serif, arial, verdana">Funny how bug reports come out huh? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Uhm, Atrocities, i didnt meant to offend you. I just checked the tech tree and available components for the piractes because im participating in the star trek game started by Intimidator and noticed that pirate boarding compos arent really that good (not what they are supposed to be imho)
dont well offended http://forum.shrapnelgames.com/images/icons/tongue.gif

Atrocities
May 3rd, 2004, 11:30 PM
You did not offend me? http://forum.shrapnelgames.com/images/icons/confused.gif

My humor is sometimes lost in translations. I apologize for that. It came out wrong. Thank you for pointing out the Pirates issues.

I have a very odd sense of humor that sometimes is taken as rude and I do sincerely apologize.

mottlee
May 3rd, 2004, 11:58 PM
Originally posted by General Woundwort:
Stop the presses! Big bug report!

I'm running a race with General race technology. I happened to do an "Upgrade Facilities" order to bump my Intel and Research labs from I to II. It upgraded them, alright - to the *generic* level II facilities, not the General Race II facilities - which resulted in a net LOSS of research and intel points. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Please, please, pretty please fix this!!! <font size="2" face="sans-serif, arial, verdana">Geee, I thought that it was supose to be that way

TNZ
May 4th, 2004, 02:27 AM
Atrocities, you wouldn’t still happen to have a copy of that torpedo weapon display picture index I sent you a while a go I seem to have lost my only copy. http://forum.shrapnelgames.com/images/icons/icon9.gif

There a small bug in the vehicle size file: it is missing a space after the Large Fighter entry. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
May 4th, 2004, 04:45 AM
Thanks for the info, I will see if I still have it. I know I kept it as it was quite good. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
May 4th, 2004, 04:49 AM
Thanks TNZ for the bug report. I sent that file back to you as you requested. http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ
May 4th, 2004, 05:36 AM
Thanks Atrocities, I cannot believe I forgot to back up that file. http://forum.shrapnelgames.com/images/icons/shock.gif

I think you may need to increase the cargo bay I components cargo storage ability by 25 points to avoid a conflict with the satellite bay II and satellite bay III components. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
May 4th, 2004, 05:38 AM
Excellent tip. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
May 4th, 2004, 05:44 AM
The cargo problem has already been solved. http://forum.shrapnelgames.com/images/icons/tongue.gif

XenoTheMorph
May 4th, 2004, 02:07 PM
Well I must say this is looking Juicy!!! http://forum.shrapnelgames.com/images/icons/icon7.gif

Just wondering if there is still a problem with small Federation (troop/fighter? sorry no SEIV on this comp and i don't remember) phasers III. I think one of these things does not have a 'small weapons' requirement where it should (just III i think).
At least it didn't a while ago.

*Worships the Modders* (esp Atrocites http://forum.shrapnelgames.com/images/icons/icon12.gif )

[ May 04, 2004, 13:07: Message edited by: XenoTheMorph ]

Aiken
May 4th, 2004, 08:49 PM
Thank you XenoTheMorph, where is an error in Federation Small Phaser III indeed:

Name := Federation Small Phaser III
...
Number of Tech Req := 1 should be 2
Tech Area Req 1 := Federation Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3

I'm not intending to intercept report, just to help Atrocities to find the exact error faster.

Captain Kwok
May 4th, 2004, 09:08 PM
That fix will be in next Version.

Atrocities
May 4th, 2004, 11:02 PM
This next Version should bring a lot to the mod on many fronts. It will most likely break your save games so be prepared.

cshank2
May 5th, 2004, 12:38 AM
Sooooo when can we expect the update? (I love this MOD.)

Atrocities
May 5th, 2004, 01:19 AM
Soon. http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ
May 5th, 2004, 03:02 AM
Captain Kwok, I don’t know if this useful to you or not, but the emissive armor ability when added to leaking armor seems to make it way less effective than leaking armor with the same hit points. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 05, 2004, 04:24: Message edited by: TNZ ]

Fyron
May 5th, 2004, 03:05 AM
There is nothing you can do about that, other than not using them on the same ship...

edit:
Could have sworn you said shields...

[ May 05, 2004, 02:38: Message edited by: Imperator Fyron ]

Captain Kwok
May 5th, 2004, 03:36 AM
Originally posted by TNZ:
Captain Kwok, I don’t know if this useful to you or not, but the emissive armor ability when added to leaking armor seems to make it way less effective than armor with the same hit points. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Do you mean leaky shields? That would only be valid if the incoming damage (or damage minus emissive) is less than the shields from damage ability.

If you did mean armor, I don't see how reducing the incoming damage would hurt it.

Atrocities
May 5th, 2004, 05:03 AM
Is there any way we could talk you into making a few more captain images?

solops
May 5th, 2004, 02:44 PM
Good.

I was losing.

Aiken
May 5th, 2004, 06:28 PM
No good. We've just started pbw game http://forum.shrapnelgames.com/images/icons/icon9.gif
Is it will be possible to upgrade existing pbw game to next Version?

Atrocities
May 5th, 2004, 07:19 PM
Originally posted by aiken:
No good. We've just started pbw game http://forum.shrapnelgames.com/images/icons/icon9.gif
Is it will be possible to upgrade existing pbw game to next Version? <font size="2" face="sans-serif, arial, verdana">Yes the game can still be updated, but it will effect current designs and for PBW in later games updating might now be an option. But for "just" started games or games less than 10 turns, it is viable. I would ask the host to hold off on processing any more turns until the update is released.

When CK sends me the updated files, I will combine them with what I have, and then hopefully he will have the time to varify them. Once that is done the next Version will be released.

With any luck no bugs will be discovered and that will be that. if a bug is discovered then it depending upon the severity of it, and CK's thoughts, a patch may or may not be released.

Basically the mod is now being fine tuned and hopefully balanced. We all knew this day would come eventually and I am very thankful that CK has offered to do the work. http://forum.shrapnelgames.com/images/icons/icon7.gif Nothing like a fresh perspective from the mod creator to give the mod a polished feel. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
May 6th, 2004, 12:15 AM
Yes. This update will certainly break saved games. Since I've been taking a component-by-component perspective for this update, several comps have been shifted around or deleted while others have been added/expanded. Same goes for mounts.

Sorry - but I think it will be worth it! http://forum.shrapnelgames.com/images/icons/tongue.gif

[ May 05, 2004, 23:16: Message edited by: Captain Kwok ]

XenoTheMorph
May 6th, 2004, 01:45 AM
Hmmm more Captain images... Yes! More of them would be perfect http://forum.shrapnelgames.com/images/icons/icon10.gif


Aiken:
Thank you for you timely help http://forum.shrapnelgames.com/images/icons/icon7.gif
That is exactly the problem I meant! (you did exactly the right thing)

mottlee
May 9th, 2004, 12:54 AM
So when? huh? When? I need it http://forum.shrapnelgames.com/images/icons/icon7.gif I like the Idea of more Capt's. too, Oh IF you show latest and have the Fed tec the Privt cpt will show you have to show all to get it back to build.


(edit: Typo)

[ May 08, 2004, 23:55: Message edited by: mottlee ]

Atrocities
May 9th, 2004, 01:21 AM
Originally posted by mottlee:
So when? huh? When? I need it http://forum.shrapnelgames.com/images/icons/icon7.gif I like the Idea of more Capt's. too, Oh IF you show latest and have the Fed tec the Privt cpt will show you have to show all to get it back to build.


(edit: Typo) <font size="2" face="sans-serif, arial, verdana">The new patch will be out soon enough. Thanks for the bug report, it will be taken care of. http://forum.shrapnelgames.com/images/icons/icon7.gif

GM1234
May 9th, 2004, 05:28 PM
Excellent mod! I have gone trough your installation instructions but I get an error in loading any fability.bmp picute after facility numbered picture after 560. I look in the facilities image download file and the pictures only go up to 560. I know there are more picture going up. Am I missing something here and up my nogin?

Thanks!

Fyron
May 9th, 2004, 07:56 PM
Did you get the latest Version of the Facilities Pack of the Image Mod? It is up to Version 12. You can get it here:

http://imagemod.spaceempires.net/

Atrocities
May 10th, 2004, 05:52 AM
Link to UserX's Star Trek Map 2 (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=011580) Discussion thread.

General Woundwort
May 13th, 2004, 09:46 AM
Bridge to Captain Kwok, what's your status?

Captain Kwok
May 13th, 2004, 11:43 AM
Originally posted by General Woundwort:
Bridge to Captain Kwok, what's your status? <font size="2" face="sans-serif, arial, verdana">Approaching destination, with some additional free time after work tonight. http://forum.shrapnelgames.com/images/icons/tongue.gif

ArchBuck
May 13th, 2004, 05:55 PM
awesome job with the mod so far http://forum.shrapnelgames.com/images/icons/icon7.gif keep it up!

gregebowman
May 13th, 2004, 06:59 PM
Originally posted by ArchBuck:
awesome job with the mod so far http://forum.shrapnelgames.com/images/icons/icon7.gif keep it up! <font size="2" face="sans-serif, arial, verdana">Amen to that!!

Atrocities
May 14th, 2004, 02:56 AM
Originally posted by gregebowman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by ArchBuck:
awesome job with the mod so far http://forum.shrapnelgames.com/images/icons/icon7.gif keep it up! <font size="2" face="sans-serif, arial, verdana">Amen to that!! </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">we are trying. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 14, 2004, 02:02: Message edited by: Atrocities ]

Wormgonenuts
May 14th, 2004, 10:20 PM
I was just wondering why the power of all the weapons are so low compared to the shields that are avaliable on the STMv172Patch?
Also, how come the AIs only build large ships for mines and satallites? I was hoping to engage large ships with massive weapons on them.

[ May 14, 2004, 21:21: Message edited by: Wormgonenuts ]

mottlee
May 14th, 2004, 11:48 PM
I had D/L the latest patch for the Facility image mod and then I had to D/L the STM images are these not in the image pak? unlessI did something wrong, all the Fed facility went By By

BlackRose
May 15th, 2004, 04:12 AM
Originally posted by Wormgonenuts:
I was just wondering why the power of all the weapons are so low compared to the shields that are avaliable on the STMv172Patch?
Also, how come the AIs only build large ships for mines and satallites? I was hoping to engage large ships with massive weapons on them. <font size="2" face="sans-serif, arial, verdana">I usually disable fighters/shuttles/mines and sattelites while playing STM, otherwise the AI will build up a disporportanate force of these relatively useless large ships.

(I'm guessing more of a SEIV fault than a STM one) These are still good options, however, for MP play.

As far as the weapon power vs shield/armour thing goes taht will be adressed in the final patch!

Atrocities
May 15th, 2004, 10:14 AM
Originally posted by Wormgonenuts:
I was just wondering why the power of all the weapons are so low compared to the shields that are avaliable on the STMv172Patch?
Also, how come the AIs only build large ships for mines and satallites? I was hoping to engage large ships with massive weapons on them. <font size="2" face="sans-serif, arial, verdana">Because that was the way I set them up.

The AI is still SEIV AI and still does things according to that. This is why many people turn off mines.

JAYRMARKS
May 19th, 2004, 07:36 PM
Wow. Where did everybody go? No Posts for the past few days. One can hear crickets chriping.

Maybe no bug reports is a good thing? Has 1.7.3 been released yet?

Just wanted to thank Atrocities for all of his hard work - it IS appreciated by the silent majority here. This is one hell of a mod and it's all I've been playing for the past year or so now. I love getting my a$$ kicked by the borg or others (one day I'll actually win http://forum.shrapnelgames.com/images/icons/icon7.gif )

Thanks Again Atrocities and all the testers.

JR

JLS
May 19th, 2004, 11:15 PM
Absolutely, outstanding game in all rights, way to go guys !!!

minipol
May 20th, 2004, 02:56 PM
Originally posted by BlackRose:
I usually disable fighters/shuttles/mines and sattelites while playing STM, otherwise the AI will build up a disporportanate force of these relatively useless large ships.
<font size="2" face="sans-serif, arial, verdana">How do you disable sattelites? In the tech tree you get when setting up a new game, i found mines, shuttles and fighters but no sattelites. In the txt files i found sattelites under the Applied Science group. Am i correct that i would have to adjust this to True:
Can Be Removed := False

On the other hand, i'm not sure that sats will pose such a pain as the mines for the AI?

Fyron
May 20th, 2004, 11:07 PM
Yes, you have to change the Can Be Removed setting to True.

BlackRose
May 20th, 2004, 11:11 PM
You seem to be right, here are the things I commonly turn off:

Mines
Support Craft
Fighters
Computer Control
Computer Combat
Shuttles


I'm not really sure what support craft does http://forum.shrapnelgames.com/images/icons/icon7.gif Anyhow Mines is the biggest thing as the AI builds so many Mine layers. Its almost too bad we cant turn off sats as they build a tonne of those too! I do computer control/combat for atmosphere as It doesnt fit the trek universe. Fighters just arnt powerful enough to make them a threat so why give them to the ai to build. And shuttles I havnt really experimented with yet, but mostly for atmosphere. I should try them out i guess http://forum.shrapnelgames.com/images/icons/icon7.gif

minipol
May 21st, 2004, 12:05 PM
Cool. I will try my next game without sats too then. WP control will be a ***** then or at least until you get some decent fleets.

Atrocities
May 23rd, 2004, 09:13 PM
We have been waiting for CK to finish up the file and well it has been a longer wait then I had expected. Therefore I am preparing to release a modified verion of 1.7.3 with all the fixes I have, plus a weapons modification. I will increase the power of each weapon and reset the armor values.

I will wait for another week to give CK time to finish but after that I will release the patch and we can go from there.

Atrocities
May 23rd, 2004, 09:35 PM
If nothing happens, the following is the list of changes that will be made for Version 1.7.4 of this mod. Again this list could change depending upon the changes CK has done.

Star Trek Mod v1.7.4

1. Fixed - Error in Vehicle Size file (Thanks TNZ)
2. Changed - Weapons damage
3. Changed - Armor KT to reflect new Weapons Damage.


Star Trek Mod v1.7.3 (Thank you Aiken and Black Rose)

1. Fixed - Breen General file error
2. Replaced - Component file with correct one and not the old one.
3. Changed - Structural Integrity Field I - V Tonnage Structure (5,10,15,20,25)
4. Added - Klingon Weapon Mount for use with medium sized ships.
5. Changed - AI Default Design Creation file - Fine tuned so that Ai will design larger ships with more movement
6. Changed - All Minor races Defualt Ai design Creation file to new format
7. Removed - KAtarians file (You will need to do this manually if you have it. (kAtarians not Ktarians)
8. Fixed - Error in Dominion Warhead Mount (Thanks Aiken)
9. Fixed - Level error in 8472 facilities (Thanks Aiken)
10. Added - Description improvement for weapons with modifiers (Thanks Aiken)
11. Added - Ability Generate Points Intelligence to both Federation and Romulan Sensor Arrays
12. Added - Heavy Laser Mount for Laser Beam I - V
13. Changed - Increased the seeker speed of Capitol Ship Missile I - V from 6 to 8
14. Fixed - Error in Plasma Torpedo IV - V
15. Changed - Pirate Hull Armor to match new armor ability (Reduced)
16. Added - Mini - Storage Compartment (1kt)
17. Changed - Name of Wormhole Beam I - III to Sub Space Beam I - III and changed damage to Disrupt Reload Time
18. Fixed - Description error in Massive Planetary Phased Shield Generator I - II (Thanks BadAxe)
19. Changed - Beefed up Tholian Energy Web I - III (Thanks BlackRose)
20. Changed - Tholian Sensor Refractor I - III Gave them a higher to hit defense %
21. Changed - Base Mount damages. All are correct now. (Thanks Aiken)
22. Added - Tholian Energy Mount II (TEM2) for use with smaller Tholian ships
23 Changed - Tholian Energy Mount to Tholian Energy Mount I and made minor modifications.
24. Fixed - Error in Federation Sensors V
25. Changed - Reduced the cost of Mini-Storage
26. Added - Shield Regeneration to 8472 Bioelectric Field I - X
27. Changed - Increased range and damage of 8472 Neural Disrupter I - III
28. Changed - 8472 Quantum Singularity Beam I - III Reload rate from 1 to 2, increased tonnage, and weapon target to Ships/Planets only.
29. Added - Shield Depleter Mount. (125% Damage)
30. Changed - Romulan Plasma Projector I - V Weapon Target from Ships/Planets to Ships\Planets\Ftr\Sat\Drone
31. Added - Romulan Plasma Mount (For use with Romulan Plasma SEEKERS)
32. Changed - Warrior Technology cost from 80000 to 65000.
33. Added - UserX new Star Trek Map
34. Changed - Graviton Hellbore I - V family number from 2020 to 2120 to avoid conflict with Shield Depleters.
35. Changed - Klingon Neutrino Disruptor I - III family number from 2022 to 2322 to avoid mount conflict
36. Changed - Reduced Pirate Cloaking Armor I - III Tonnage from 30 to 10.
37. Fixed - Description error in Tech Area file for Pirate Race (Thanks von_toaster)
38. Changed - Intelligence Center I - III family number from 6 to 86 to help stop conflict with GR - Intel (Thanks General Woundwort)
39. Changed - Research Center I - III family number from 5 to 85 to help stop conflict with GR - Research (Thanks General Woundwort)
40. Changed - Description of Pirate Shock Troop (Thanks von_toaster)
41. Changed - Tonnage Space of Pirate Shock Troop from 10 to 1 (Thanks Von_toaster)
42. Changed - Tonnage Space of Tholian Drone I - III & Ferengi Troop I - V from 3 to 1
43. Changed - Satellites to True in the Tech Area file so they can now be excluded at game start up.

Captain Kwok
May 25th, 2004, 03:01 AM
Message Recieved. http://forum.shrapnelgames.com/images/icons/tongue.gif

I know I've been slacking a bit. Will pick up the pace again.

Atrocities
May 25th, 2004, 08:47 PM
CK I had an idea, what if we dropped the EM Armor all together?

If we leave the weapon values were they are, and simply get rid of the Emerssive armor then everything else works well. The ships destroy each other according to the master plan and balance seems to work well.

Why should we go to the trouble of redoing everything when the simplest thing is to remove the choke point?

Let me know what you think. I have treid it already and I was surprised at how well it worked.

Captain Kwok
May 26th, 2004, 12:19 AM
I've already re-done armor so it's not a big deal, I'm just lazing on sensors and most of the weapons. http://forum.shrapnelgames.com/images/icons/tongue.gif

Emissive armor works fine at lower levels, giving a slight reduction in incoming damage, and over the course of a battle, might afford a ship an extra hit or two. The problem you experienced was quite significant because the emissive ability was close to the maximum damage of weapons without mounts.

Atrocities
May 26th, 2004, 01:03 AM
Ahhhhh. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

We may have a fifth player for our game if he joins. http://forum.shrapnelgames.com/images/icons/icon7.gif

mac5732
May 27th, 2004, 05:12 AM
AT, is it possible to get the AI to build Battlestations, forts on wormholes? this is one thing SE4 needs,

just some ideas Mac

Atrocities
May 27th, 2004, 06:34 AM
Originally posted by mac5732:
AT, is it possible to get the AI to build Battlestations, forts on wormholes? this is one thing SE4 needs,

just some ideas Mac <font size="2" face="sans-serif, arial, verdana">I really have no idea. I wish I did, but I don't. I don't think you one could mod the AI to build at X location at all. http://forum.shrapnelgames.com/images/icons/icon9.gif

TNZ
May 28th, 2004, 05:27 AM
I don’t know if these bugs are still relevant, but the Tholian crystalline torpedo and the tractor beam components have the same weapon family number. The combat sensors and Romulan sensor array components share the same family number also. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
May 28th, 2004, 08:24 AM
Thanks TNZ, I thought I had taken care of all the weapon family conflicts but my have missed some since there are so many.

Atrocities
May 31st, 2004, 06:14 AM
Version 1.7.4 (http://www.astmod.com/startrek/stm.htm) Is ready for use. (NOTE: You may need to refresh the page.)

This Version only makes changes to the Emissive Armor and does not change weapons range and damage.

This Version will be made obsolete by Captain Kwoks Version when released.

<font color=red>Please Read the Included STM-ReadMe file. </font color>

Tnarg
May 31st, 2004, 07:47 AM
CK, I am curious to know what you have planned and and how far along you are?

Thanks http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities
May 31st, 2004, 08:11 AM
Tnarg you should do as I suggested and make a copy then rename your current mod file STM 172 then rename the copy Star Trek Mod and apply the 1.7.4 update.

You can always delete it later or make a new copy of the 1.7.2 folder and rename the 1.7.4 folder from Star Trek Mod to STM 174x then rename the new copy Star Trek Mod and apply CK's update.

You will have more than one Version of the game on your system, I have four right now. STM 135, STM 172, STM 174, and STM Modding. When CK releases his I will have STM CK.

read the RevisionHistory to find out what was changed in this Version or click on the History Revision link on the Star Trek Mod site.

General Woundwort
May 31st, 2004, 03:41 PM
http://forum.shrapnelgames.com/images/icons/blush.gif AT, I hope you don't get too mad about this, but... I have the first 1.74 bug report.

Your new 1 kt Mini Supply Storage component is a good idea - it's always nice to fill those extra kt's with something useful. But you made it the same family as the regular Supply Storage components - so when I go to upgrade a design, all my 10 kt supply components are replaced with the 1 kt model. http://forum.shrapnelgames.com/images/icons/shock.gif

Just a heads-up...

Atrocities
May 31st, 2004, 09:06 PM
I am not mad at all. I know that has happened to me. I suggest finding a good family number and switching the 1kt to that. http://forum.shrapnelgames.com/images/icons/icon7.gif

Bug reports are good please keep them coming
.

General Woundwort
May 31st, 2004, 10:41 PM
I already did a manual edit. I switched the family # to 1499 - same first two digits, and '1499' was not yet in use.

Atrocities
June 1st, 2004, 12:18 AM
ok, that will be the new number then. 1499. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
June 1st, 2004, 01:05 AM
I will be updating the 1.7.4 patch in a bit so if you have not downloaded, wait until about 5pm (PST) to download it. It will have the fix.

I will also upload 1.7.4.1 with the fix for the Mini Storage Component.

1.7.4.1 update (http://www.astmod.com/zips/STMv174aPatch.exe) This just fixes the mini storage component.

Also check your Star Trek Mod / Pictures / Components folder and delete the folder named Star Trek Mod folder if you happen to have one. It is not needed.

NOTE: If you have not downloaded the 1.7.4 update yet, then just download that. If you have already downloaded the 1.7.4 update then just download the 1.7.4.1 update or manually change the Family number in the components file. (It is the Last component in the file and the new Family number is 1499)

[ June 01, 2004, 05:05: Message edited by: Atrocities ]

von_toaster
June 1st, 2004, 08:09 PM
Just to make sure, will this patch affect my current PBW game? Would be ashame to loose what Ihave so far

ChrisVon
June 2nd, 2004, 01:43 AM
Oops, I posted this as a new topic in the Main SE4 forums, so I'll post here as well, as it was intended for this group.

I'm not new to SE nor the Star Trek Mod, but certain aspects of the game I have not experimented with, or "discovered". One in particular, deals with supply ships....

Is there any way to design and build a supply ship, that can resupply another ship that is, for example, inside a nebula with it's supplies running low? If so, how do I go about this? I have designed a supply ship, with the required cargo spaces, but don't know how to load, then unload the supplies to another ship.

I know about the ramscoops and having to be in a solar system to "scoop" up intersteller materials, but I wanted to know if it could be done with another ship.

Thanks, Chris

Aiken
June 2nd, 2004, 04:44 AM
Originally posted by von_toaster:
Just to make sure, will this patch affect my current PBW game? Would be ashame to loose what Ihave so far <font size="2" face="sans-serif, arial, verdana">Do not apply this patch to your pbw game, since current STM Version on pbw is 1.7.2 (unless you're running it manual). Just make a separate install into different folder, Atrocities have already described how to do it.

Atrocities
June 2nd, 2004, 05:49 AM
Originally posted by ChrisVon:
Oops, I posted this as a new topic in the Main SE4 forums, so I'll post here as well, as it was intended for this group.

I'm not new to SE nor the Star Trek Mod, but certain aspects of the game I have not experimented with, or "discovered". One in particular, deals with supply ships....

Is there any way to design and build a supply ship, that can resupply another ship that is, for example, inside a nebula with it's supplies running low? If so, how do I go about this? I have designed a supply ship, with the required cargo spaces, but don't know how to load, then unload the supplies to another ship.

I know about the ramscoops and having to be in a solar system to "scoop" up intersteller materials, but I wanted to know if it could be done with another ship.

Thanks, Chris <font size="2" face="sans-serif, arial, verdana">Design and build a ship with 4 ram scoops, and 2 bussard collectors. Add as many supply storage components to it as you can. Then send it to the ship in the nebula. FLEET them. They will then share supplies.

Currently there is no way to generatre supplies while in a nebula. I have discussed having a component that would use the gasses of a nebula to resupply a ship for Space Empires V.

We will have to wait until then.

The other option is to add a quantum reactor to your components list and use that. I do believe I took the QR as it was way to advantagous.

The One
June 2nd, 2004, 06:12 AM
I was wondering if there are any new shipsets for the Vulcans?

General Woundwort
June 2nd, 2004, 09:56 AM
I can't say what AT's plans are for a Vulcan shipset. However, I can say that there will be a new, optional Star Trek Mod race debuting this weekend. Stay tuned to this thread for further details... http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities
June 2nd, 2004, 11:00 PM
Should be interesting to see.

I do not have any plans to make new Vulcan ships. However if you want to make some that would be great.

Also, as a side note, I have once again escaped the dark ages of Dial up and have broadband. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
June 3rd, 2004, 06:31 AM
I have uploaded 1.7.4 full mod to the AST mod server.

The mod contains ALL Star Trek Mod files and Images. It weighs in at 21.5 megs. Enjoy.

NOTE: I have received a lot of emails over the Last few days asking if people need to update to keep playing on PBW. Please read the information on the download page. Until this Version, or the next Version by CK come out you should make a copy of your current STM folder and update that. This way you will have a copy of the old Version for use with any PBW games.

If any one does not understand this, please email me and I will clarify. http://forum.shrapnelgames.com/images/icons/icon7.gif

mrscrogg
June 3rd, 2004, 11:08 PM
possible bug - playing Klingons, battle cruiser space yard ship will not build ,componet is there but icon will not light up and will not work. ship was built by AI, using 1.7.4 mod

Atrocities
June 3rd, 2004, 11:14 PM
Originally posted by mrscrogg:
possible bug - playing Klingons, battle cruiser space yard ship will not build ,componet is there but icon will not light up and will not work. ship was built by AI, using 1.7.4 mod <font size="2" face="sans-serif, arial, verdana">Send me your save game file. atrocities@astmod.com

General Woundwort
June 5th, 2004, 11:23 PM
Monkeyboys and Ridgeheads beware... The Kzinti are coming for you. http://forum.shrapnelgames.com/images/icons/icon6.gif

Check out a new optional Minor Race for STM - The Kzinti Hegemony - at...

http://www.efrafasector.com/Kzinti.html

Atrocities
June 5th, 2004, 11:33 PM
Lookin good. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
June 7th, 2004, 01:02 AM
I am going to offically ask Geoschmo to update the PBW server to the latest Version of this mod.

From all the testing I have done if you choose to upgrade your 1.7.2 games to 1.7.4 there will be no significant adverse effects. Then again, until you we will not know for sure.

I need your help in promoting this request to PBW. Thank you.

Kana
June 7th, 2004, 05:36 AM
Yeah...the big Cats...now...Kana is a happy man...

Kana

Aiken
June 7th, 2004, 10:36 AM
So, umm, I guess CK update is RIP?

Captain Kwok
June 7th, 2004, 11:50 AM
Originally posted by aiken:
So, umm, I guess CK update is RIP? <font size="2" face="sans-serif, arial, verdana">That's a negative sir. http://forum.shrapnelgames.com/images/icons/tongue.gif

I did some testing on the weekend and was happy with some of the items I changed, so I need to fix that. Plus fix a lot of the other weapons I haven't even touched! http://forum.shrapnelgames.com/images/icons/tongue.gif

[ June 07, 2004, 16:19: Message edited by: Captain Kwok ]

Atrocities
June 8th, 2004, 02:02 AM
Originally posted by mrscrogg:
possible bug - playing Klingons, battle cruiser space yard ship will not build ,componet is there but icon will not light up and will not work. ship was built by AI, using 1.7.4 mod <font size="2" face="sans-serif, arial, verdana">Cloaked ships do not use components. If your ships are cloaked uncloak them and the component, construction yard, icon should appear.

And CK project is far from dead. He is taking his time to ensure that it is perfect. http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF
June 9th, 2004, 03:52 PM
OK, I had to post this question somewhere, and this seemed like the best place. In the Star Trek Mod 2 game, there are only three players left: the Cardassians (me), the Dominion, and the Hirogen. The Hiro are the big bad guys and it is a very nasty three way war. It's a very good thing we don't have star destroyers in this game, or we'd all be dead by now. But, in a twisted way, its a lot of fun.

The most interesting thing that happened Last turn is I infected my own homeworld with a nasty metagenic plague after the Hirogen conquered it. I just wish I could make it specifically kill the Hiro troops occuppying the planet (on the other hand, it's their duty to Cardassia to die for the empire when their under enemy garrison).

This leads me to a question: when I liberate the planet, will my system wide medical facilities cure the plague there?

And, boy, it sure would be nice to have a "liberate" planet option for ship attack orders, wherein I could have my ships target the occuppying troops enough so that the population rises up and recovers the planet - and returns to me. Any ideas in this regard? Anyone have a sense of the possibility of such an option being implemented in SEV?

thanks,

Alarik

Atrocities
June 10th, 2004, 08:08 AM
One of my suggestions for SE V was the option for Liberate or Conquer when attacking a planet held by your enemy. This option is in BOTF and I thought it would be great to have in SE V. (TIEfor2nd)

mottlee
June 10th, 2004, 05:44 PM
http://forum.shrapnelgames.com/images/icons/icon10.gif ...2700.... http://forum.shrapnelgames.com/images/icons/icon10.gif


I know http://forum.shrapnelgames.com/images/icons/icon9.gif

Ragnarok-X
June 10th, 2004, 06:03 PM
whats BOTF Atrocities ?

General Woundwort
June 10th, 2004, 06:24 PM
Originally posted by Ragnarok-X:
whats BOTF Atrocities ? <font size="2" face="sans-serif, arial, verdana">It stands for "Birth Of The Federation". a 4X game by Microprose put out about 5 years ago. Think "MOOII" set in the Star Trek universe. Reviews of the game were generally lukewarm.

[ June 10, 2004, 17:29: Message edited by: General Woundwort ]

PeterD
June 11th, 2004, 07:06 AM
The reviews may have been lukewarm but compared
to Space Empires Gold it was very poor.

I had high hopes for BOTF and saw many early
screenshots and previews but a lot of that didn't
make it into the final game.

Atrocities
June 11th, 2004, 08:31 AM
Originally posted by mottlee:
http://forum.shrapnelgames.com/images/icons/icon10.gif ...2700.... http://forum.shrapnelgames.com/images/icons/icon10.gif


I know http://forum.shrapnelgames.com/images/icons/icon9.gif <font size="2" face="sans-serif, arial, verdana">No Good JOB. http://forum.shrapnelgames.com/images/icons/icon7.gif I am happy people are keeping this going. http://forum.shrapnelgames.com/images/icons/icon7.gif

BOTF = Birth Of The Federation. The game cost more now than it did when it was released in 98. It was a good game but filled with bugs and other issues. IT had real time 3d combat, an inovative if overly annoying micro-managment system, and was the brain child of the guys who made Moo and Moo2.

Star Trek fans have always killed game developers of Star Trek games. They are unpleaseable and that is why my in box has about 200 blocks now. I wonder how many CK has?

Atrocities
June 11th, 2004, 08:36 AM
Originally posted by PeterD:
The reviews may have been lukewarm but compared
to Space Empires Gold it was very poor.

I had high hopes for BOTF and saw many early
screenshots and previews but a lot of that didn't
make it into the final game. <font size="2" face="sans-serif, arial, verdana">I can remember Posts on TOP and other game forums about how players were going to have 1000 warbirds laying in wait on the neutral zone and such. To bad none of those dream Posts ever saw the light of day.

Atrocities
June 11th, 2004, 02:05 PM
Read the web page.

STM Version 1.7.4.1 is a small fix to the Component file - This download just contains one file. Download it ONLY if you have already downloaded and installed 1.7.4 prior to today. (Today being the date of the entry on the web page)

If you have not installed 1.7.4 then just download STM Version 1.7.4 <font size="2" face="sans-serif, arial, verdana">Basically if you have not yet downloaded the STM 174 patch or full Version you good to go. Download and you will have the latests Version.

If you have already downloaded the patch or the full Version prior to the date of that entry, then you would want to update with the 1.7.4.1 patch.

[ June 11, 2004, 13:18: Message edited by: Atrocities ]

mottlee
June 11th, 2004, 02:40 PM
FYI, Start up "Splash" page still shows 1.72

wilhil
June 11th, 2004, 02:48 PM
really quickly, i have asked this before about a year ago but i have forgotten, what is the diffrence on the maps between sparse standard and dense maps?

i read the faq section in the mod, and it said "Also refer to Fyrons FQ help or his web site." but i dont know his website, or the faq!

thanks

wilhil
June 11th, 2004, 03:01 PM
also just a little question... does the borg taunt do anything apart from make a noise?

and if that is it, how could you leave out the resistance is futile bit!

Atrocities
June 11th, 2004, 03:10 PM
Originally posted by mottlee:
FYI, Start up "Splash" page still shows 1.72 <font size="2" face="sans-serif, arial, verdana">You do not have the correct Version then. 1.7.4 is on the splash screen for both the patch and the full Version. I just checked. http://forum.shrapnelgames.com/images/icons/confused.gif

Atrocities
June 11th, 2004, 03:12 PM
Originally posted by wilhil:
also just a little question... does the borg taunt do anything apart from make a noise?

and if that is it, how could you leave out the resistance is futile bit! <font size="2" face="sans-serif, arial, verdana">Nope.

Atrocities
June 11th, 2004, 03:14 PM
Originally posted by wilhil:
really quickly, i have asked this before about a year ago but i have forgotten, what is the diffrence on the maps between sparse standard and dense maps?

i read the faq section in the mod, and it said "Also refer to Fyrons FQ help or his web site." but i dont know his website, or the faq!

thanks <font size="2" face="sans-serif, arial, verdana">Question: What does WPL, WPM, and WPH mean in the Quadrant set up?
ANSWER: Warp Point Light, Warp Point Medium, and Warp Point Heavy. Also refer to Fyrons FQ help or his web site.

SS, DS, and so on are basically what they sound like. Standard maps with a dense concentration of either moons or asteroids. For specifics you will have to ask Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
June 11th, 2004, 03:54 PM
Star Trek fans have always killed game developers of Star Trek games. They are unpleaseable and that is why my in box has about 200 blocks now. I wonder how many CK has?<font size="2" face="sans-serif, arial, verdana">I never had to do any blocks. http://forum.shrapnelgames.com/images/icons/tongue.gif

General Woundwort
June 11th, 2004, 06:02 PM
Originally posted by wilhil:
also just a little question... does the borg taunt do anything apart from make a noise?

and if that is it, how could you leave out the resistance is futile bit! <font size="2" face="sans-serif, arial, verdana">You can change that yourself if you want. Just get a "Borg Hail" .wav file from somewhere and substitute it in at the Borg Taunt's sound entry in the Components file.

(Example found after just one Google search -

http://www.matt-home.freeserve.co.uk/sounds/resistance.wav )

[ June 11, 2004, 17:03: Message edited by: General Woundwort ]

Fyron
June 11th, 2004, 08:15 PM
Sparse has fewer planets than normal, dense has more planets than normal (both "moons" and "planets").

Atrocities
June 11th, 2004, 08:23 PM
Originally posted by Captain Kwok:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Star Trek fans have always killed game developers of Star Trek games. They are unpleaseable and that is why my in box has about 200 blocks now. I wonder how many CK has?<font size="2" face="sans-serif, arial, verdana">I never had to do any blocks. http://forum.shrapnelgames.com/images/icons/tongue.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I wonder why? I guess I get them for both of us. Also I was more active in the Trek forums and we all know how the people in those places behave. http://forum.shrapnelgames.com/images/icons/icon9.gif

mottlee
June 12th, 2004, 12:10 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 mottlee:
FYI, Start up "Splash" page still shows 1.72 <font size="2" face="sans-serif, arial, verdana">You do not have the correct Version then. 1.7.4 is on the splash screen for both the patch and the full Version. I just checked. http://forum.shrapnelgames.com/images/icons/confused.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I do beleive I have the right one, mod info said 174...start up still shows 172 in top corner, I can re-D/L it but on dial up takes a while http://forum.shrapnelgames.com/images/icons/icon9.gif

solops
June 12th, 2004, 01:44 AM
I'm a bit confused. What is the latest Version of STM: 1.74 Full or the 1.74.1 patch? The latest 1.74 Full seems to have come out after the 1.74.1 Patch and may include it and some newer stuff... or not? I'mm going on a road trip for a over a week and I want the absolute latest STM and TMD mods possible loaded up for fun.

solops
June 12th, 2004, 03:51 AM
Originally posted by mottlee:
</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:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by mottlee:
FYI, Start up "Splash" page still shows 1.72 <font size="2" face="sans-serif, arial, verdana">You do not have the correct Version then. 1.7.4 is on the splash screen for both the patch and the full Version. I just checked. http://forum.shrapnelgames.com/images/icons/confused.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I do beleive I have the right one, mod info said 174...start up still shows 172 in top corner, I can re-D/L it but on dial up takes a while http://forum.shrapnelgames.com/images/icons/icon9.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Mine did that too. I deleted the mod (which had been a continuous upgrade from 1.51) and then re-installed via the 1.74 full. Now it reads correctly : 1.74

wilhil
June 12th, 2004, 07:26 AM
I was using Version 1.5 i think, I did a complete reinstall. Am i the only one who has the weapon mounts messed up, or is this a feature of the mod?

it seems that they dont give a very big bonus at all, e.g. it costs 1k more in hull size, and it only does +1 damage or something.

Captain Kwok
June 12th, 2004, 04:10 PM
Priority message for Atrocities: Please sign on to IRC or MSN.

Atrocities
June 13th, 2004, 01:35 AM
Originally posted by wilhil:
I was using Version 1.5 i think, I did a complete reinstall. Am i the only one who has the weapon mounts messed up, or is this a feature of the mod?

it seems that they dont give a very big bonus at all, e.g. it costs 1k more in hull size, and it only does +1 damage or something. <font size="2" face="sans-serif, arial, verdana">Fixed in later Version. Revision History (http://www.astmod.com/startrek/RevisionText.txt)

Atrocities
June 13th, 2004, 01:37 AM
Originally posted by mottlee:
</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:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by mottlee:
FYI, Start up "Splash" page still shows 1.72 <font size="2" face="sans-serif, arial, verdana">You do not have the correct Version then. 1.7.4 is on the splash screen for both the patch and the full Version. I just checked. http://forum.shrapnelgames.com/images/icons/confused.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I do beleive I have the right one, mod info said 174...start up still shows 172 in top corner, I can re-D/L it but on dial up takes a while http://forum.shrapnelgames.com/images/icons/icon9.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Check your folders, sometimes, albeit rare, the images are copied over and not updated or are put in the wrong folder.

The patch update is now more like six megs. The reason the updates are so huge is because of the splash screens, and component/facility images. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities
June 13th, 2004, 01:38 AM
If any one would like me to post the spash screems for download I would be happy to do so.

TNZ
June 14th, 2004, 07:50 AM
This is just an observation, but it looks like the AI was not told to research artificial warp point technology: this make a no warp point game start pointless. http://forum.shrapnelgames.com/images/icons/icon7.gif

XenoTheMorph
June 14th, 2004, 02:10 PM
Ahhh I wondered why I was doing so well!!! http://forum.shrapnelgames.com/images/icons/icon10.gif

Ragnarok-X
June 14th, 2004, 03:05 PM
rofl

Atrocities
June 14th, 2004, 08:55 PM
Originally posted by TNZ:
This is just an observation, but it looks like the AI was not told to research artificial warp point technology: this make a no warp point game start pointless. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Odd. I could have sworn that was in there. Well I can whip up a patch for this if any one is interested. Otherwise it is easy to add on your own.

Let me know.

TNZ
June 15th, 2004, 04:36 AM
Just noticed this in the tech area file. http://forum.shrapnelgames.com/images/icons/icon7.gif

Name := Weapons Of Mass Destruction
Group := Weapon Technology
Description := Technology that can destroy stars, planets, or systems.
Maximum Level := 3
Level Cost := 100000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Astrophysics
Tech Level Req 1 := 2
Tech Area Req 2 := Stellar Manipulation
Tech Level Req 2 := 4

Atrocities
June 15th, 2004, 06:05 AM
Oops... Thanks TNZ. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
June 15th, 2004, 06:53 AM
Runtime brain error. Deleted.

[ June 15, 2004, 05:57: Message edited by: aiken ]

Atrocities
June 15th, 2004, 06:58 AM
<font color=red>FINAL VERSION 1.7.5 (http://www.astmod.com/startrek/stm.htm) </font color>

Its been a year now since I started working on the mod and thanks to everyone who has posted or sent me a bug report, suggestion, idea, or contributed to the mod in any way, we now have our final Version.

There will be no more updates for this mod other than bug fixes.

Thank you all for downloading and playing it. I hope that it was worth the time and bandwidth and I hope that it will continue to bring SEIV players many more months and years of fun.

http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
June 15th, 2004, 07:12 AM
That's the end ... of the great story. http://forum.shrapnelgames.com/images/icons/icon9.gif

And the begining of the different story http://forum.shrapnelgames.com/images/icons/icon7.gif

Thank you Atrocities for bringing up the cool mod and for all your patience and consideration.

[ June 15, 2004, 06:17: Message edited by: aiken ]

Atrocities
June 15th, 2004, 07:56 AM
http://forum.shrapnelgames.com/images/icons/icon7.gif "It was the best of times, it was the worst of times. Message Spock?"

The mod is done, but bugs and such will still be addressed. No more major modification or alterations.

A new beginning is often the end of something old.

BlackRose
June 15th, 2004, 09:16 AM
Congratulations!

JLS
June 15th, 2004, 12:06 PM
Atrocities I assume you are referring to just closing out se4, your talents and experience must continue the Star Trek theme into se5, if not - this will be a said day indeed http://forum.shrapnelgames.com/images/icons/icon9.gif

[ June 15, 2004, 11:07: Message edited by: JLS ]

JLS
June 15th, 2004, 02:11 PM
Understood http://forum.shrapnelgames.com/images/icons/icon6.gif

[ June 15, 2004, 13:12: Message edited by: JLS ]

Ragnarok-X
June 15th, 2004, 04:03 PM
heh now what will your next mod be ? http://forum.shrapnelgames.com/images/icons/icon7.gif great mod, to both Atrocities and Captain Kwok. Im wondering who did the major part, i guess Atrocities did it ?

Imperial
June 15th, 2004, 08:36 PM
congrats--please check the download--it says 1.7.4, when i downloaded it the revision says 1.7.4.1--just a heads up))) http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 15, 2004, 19:37: Message edited by: Imperial ]

Imperial
June 15th, 2004, 08:36 PM
Post deleted by Suicide Junkie

Atrocities
June 15th, 2004, 08:51 PM
you might have to refresh.

direct download is:
www.astmod.com/zips/stm/STMv175Full.exe (http://www.astmod.com/zips/stm/STMv175Full.exe)
www.astmod.com/zips/stm/STMv175Patch.exe (http://www.astmod.com/zips/stm/STMv175Patch.exe)

www.astmod.com/zips/stm/STMv174Full.exe (http://www.astmod.com/zips/stm/STMv174Full.exe)
www.astmod.com/zips/stm/STMv174Patch.exe (http://www.astmod.com/zips/stm/STMv174Patch.exe)

www.astmod.com/zips/stm/STMv172Full.exe (http://www.astmod.com/zips/stm/STMv172Full.exe)
www.astmod.com/zips/stm/STMv135.exe (http://www.astmod.com/zips/stm/STMv135Full.exe)

[ June 15, 2004, 19:52: Message edited by: Atrocities ]

Captain Kwok
June 15th, 2004, 09:47 PM
Originally posted by Ragnarok-X:
...who did the major part, i guess Atrocities did it ?<font size="2" face="sans-serif, arial, verdana">That would be an accurate statement. I had originally started working on a Star Trek Mod about a year and a half ago. Unfortunately my HD crashed and I lost almost all of my work and did not want to restart. Atrocities took up the torch and has run with it ever since.

You can still see some of the items from my original mod here:
Old Star Trek Mod Site (http://members.rogers.com/stmod/index.html)

Anyways, you may recall recently that I offered Atrocities some assistance in fixing up the armor/shields/weapons area of the mod. It turns out this was a lot of work and we thought, hey since we are making so many changes now - why don't we just use what've done to make a Version 2 of the Star Trek Mod and that why it doesn't matter if we mess up save games or AI files.

Among other things we'll be looking at is adapting UserX's propulsion system into the Star Trek Mod. This is an ingenious system where mounts are used to scale warp cores to the ship sizes as well as nacelles. And the best part is that the AI seems to like it too!

Another item, although I haven't discussed this with Atrocities yet, is that we should make Version 2 with Space Empires 5 in mind so that we can adapt it as quickly as possible to the new game when it comes out.

Lastly, Atrocities is still the go to guy on this project. I'll just be in the background most of the time. I cannot understate how much work he has already put into this mod. Please direct your praise to his efforts!

Aiken
June 15th, 2004, 10:07 PM
Another item, although I haven't discussed this with Atrocities yet, is that we should make Version 2 with Space Empires 5 in mind so that we can adapt it as quickly as possible to the new game when it comes out. <font size="2" face="sans-serif, arial, verdana">Well, thanks Aaron, we have some rough ideas about configs structure for SE5, but graphics, esp. shipsets...
It is questionable that they will be compatible.

And thank you very much too, CK - original idea and your initial work made the great base for successful mod.
Such is human nature - we tend to worship only 1 person at any given moment of time http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 15, 2004, 21:17: Message edited by: aiken ]

Captain Kwok
June 15th, 2004, 10:16 PM
The shipsets should be fine for the most part. Atrocities has made many with Doga and that is easily converted to .x format which SE5 uses. Also, asking different artists to use their 3d models in the mod giving credit. This is common practice to my knowledge in most Star Trek Mods for other games. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ June 15, 2004, 21:16: Message edited by: Captain Kwok ]

DarkHorse
June 15th, 2004, 11:33 PM
Anyways, you may recall recently that I offered Atrocities some assistance in fixing up the armor/shields/weapons area of the mod. It turns out this was a lot of work and we thought, hey since we are making so many changes now - why don't we just use what've done to make a Version 2 of the Star Trek Mod and that why it doesn't matter if we mess up save games or AI files.

<font size="2" face="sans-serif, arial, verdana">If I read this right, your changes to the armor/weapons/shields have NOT been incorporated into Version 1.7.5 then? Just want to make sure I read that right.

Phoenix-D
June 15th, 2004, 11:36 PM
Originally posted by Captain Kwok:
The shipsets should be fine for the most part. Atrocities has made many with Doga and that is easily converted to .x format which SE5 uses.<font size="2" face="sans-serif, arial, verdana">DOGA models have far too many polygons for that to work well, unfortunately..

Captain Kwok
June 15th, 2004, 11:49 PM
Originally posted by Phoenix-D:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Captain Kwok:
The shipsets should be fine for the most part. Atrocities has made many with Doga and that is easily converted to .x format which SE5 uses.<font size="2" face="sans-serif, arial, verdana">DOGA models have far too many polygons for that to work well, unfortunately.. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Tsk tsk. You'd need to reduce ("optimize") the number of polygons using another program. But it is very doable!

AMF
June 15th, 2004, 11:53 PM
Is there a Retrofit problem under STM 1.7.1?

Something REALLY annoying happened Last turn in the Quadrant of Conflict game using STM 1.7.1. None of my retrofits took place. I didn't get any message saying "not enough resources to complete this retrofit" or any sort of explanation, and I double checked - I did have enough resources (almost positive) and I did order the retrofits. Not a serious problem,but I'll order the same retrofits this turn...and if they don't take place AGAIN is there anything we can do to figure this out? Have any other players had the same problem? It's vital for me to retrofit my ships with the sensors that allow me to detect those damned romulans before they infiltrate my space...

thanks,

Alarik

Captain Kwok
June 15th, 2004, 11:59 PM
I've seen a similar issue in Adamant Mod when I've gone to refit ships. I have lots and lots of resources stored, but operating with a minerals defecit - although I am converting other resources to minerals for a "surplus". I notice only a few are successful and most are not due to lack of resources. This may be a result of how the turn executes and in what order different items are handled.

Also note that the message header for both successful and unsuccessful refits is the same (ugh) so you need to check each one to see what the problem is.