View Full Version : STM "Final v1.7.5" Discussion
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Captain Kwok
June 16th, 2004, 01:21 AM
Originally posted by JLS:
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 <font size="2" face="sans-serif, arial, verdana">That is not an accurate statement. http://forum.shrapnelgames.com/images/icons/tongue.gif
Fyron
June 16th, 2004, 03:50 AM
Retrofits require the resources to be in storage at the end of the turn. They technically happen at the end of the current turn, not on the next turn, where new resources generated would help. I have seen this happen in stock SE4 before. I am not certain wether conVersion happens before or after retrofits. The order you create your orders for the turns might have an effect... try conVersion after ordering retrofits.
madkillercat
June 16th, 2004, 05:04 AM
How can I setup to play as a non-Federation empire whilst keeping computer bonuses/racial points highest with my player empire lowest? And everyone where they're supposed to be...I set a game to high number ofcomputer players with random & neutral empires and everyone ended up in weird places.
I assume I can do so by adding each empire individually in the order listed in the map readmes, and selecting the computer controlled option in the Empire Setup...that would just take longer than I would like.
What is the ship used for the Federation Destroyer icon? I figured out the rest, but can't recognize the Destroyer.
Also, have you (Atrocities or Captain Kwok) looked at the Spacdock rules? They're not canon but fairly consistent, and more detailed than something like Starfleet Command.
Atrocities
June 16th, 2004, 07:38 AM
Originally posted by madkillercat:
How can I setup to play as a non-Federation empire whilst keeping computer bonuses/racial points highest with my player empire lowest? And everyone where they're supposed to be...I set a game to high number ofcomputer players with random & neutral empires and everyone ended up in weird places.
I assume I can do so by adding each empire individually in the order listed in the map readmes, and selecting the computer controlled option in the Empire Setup...that would just take longer than I would like.
What is the ship used for the Federation Destroyer icon? I figured out the rest, but can't recognize the Destroyer.
Also, have you (Atrocities or Captain Kwok) looked at the Spacdock rules? They're not canon but fairly consistent, and more detailed than something like Starfleet Command. <font size="2" face="sans-serif, arial, verdana">Welcome to the forum http://forum.shrapnelgames.com/images/icons/icon7.gif
I really don't know how to answer your question about playing as the Federation whilst changing nothing.
In order to get the empires to locate properly on any of the provided maps you will have to add them manually and set them to computer control according to that maps read-me file. http://forum.shrapnelgames.com/images/icons/icon7.gif
The Federation Destroyer is a modified Version of the Nebula Class starship. It is outfitted with a weapons pod.
This mod was not set up according to any Star Trek rule set. I have been bLasted horribly by hard core star trek game fans over this and really all I will say is - Sorry, I can't mod hard code. http://forum.shrapnelgames.com/images/icons/icon7.gif
madkillercat
June 16th, 2004, 07:55 AM
Originally posted by Atrocities:
I really don't know how to answer your question about playing as the Federation whilst changing nothing.
In order to get the empires to locate properly on any of the provided maps you will have to add them manually and set them to computer control according to that maps read-me file. http://forum.shrapnelgames.com/images/icons/icon7.gif
The Federation Destroyer is a modified Version of the Nebula Class starship. It is outfitted with a weapons pod.
This mod was not set up according to any Star Trek rule set. I have been bLasted horribly by hard core star trek game fans over this and really all I will say is - Sorry, I can't mod hard code. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Sounds like I will have to manually and edit to play as someone else like the Borg and have everyone in position. Sigh.
Weapon pod eh?
Only bLasted? You didn't get 10MiB pictures of the Enterprise D crashing or a ship blowing up?
Well, I meant adjusting rules to SE and not changing messing with SE internals. e.g. no shield regeneration except on Prometheus (or very expensive), tech dependencies more linear (ablative armor after normal armors or a few levels), etc.
Atrocities
June 16th, 2004, 05:38 PM
The mod when it was developed had to use the set physics of SEIV. That meant we needed to have all the ship hull classifications that SEIV standard had as a minimum. Now with 191 we do not.
After you play for a while if you want to adopt the rule set from another game to this mod by all means help yourself. Just please name it something else and include credit for any one elses mod work or images. http://forum.shrapnelgames.com/images/icons/icon7.gif
Have fun and sorry about the manual editing issue, we all must do it. http://forum.shrapnelgames.com/images/icons/icon7.gif
madkillercat
June 17th, 2004, 01:19 AM
No thanks. I had problems enough trying simulate Honor Harrington's world when SE4 came out. Now I'm busy enough with real-life even though I run a few turns of this mod.
Atrocities
June 18th, 2004, 07:39 AM
Yet another nut trying to rattle my cage. (http://www.astmod.com/startrek/stm.htm)
[ June 18, 2004, 07:02: Message edited by: Atrocities ]
Fyron
June 18th, 2004, 08:15 AM
I do not want to put Shrapnel, Malfador, or myself at risk for lawsuits. <font size="2" face="sans-serif, arial, verdana">They are not in any danger. They have no connection to you or to STM what-so-ever. They have never endorsed your mod or used it as a selling point to make more sales of SE4, so they have not in any way violated any copyrights. You have not either, as you have made it clear that Star Trek is copyrighted and all, and you have not made any profit from the mod.
narf poit chez BOOM
June 18th, 2004, 08:33 AM
Originally posted by madkillercat:
No thanks. I had problems enough trying simulate Honor Harrington's world when SE4 came out. Now I'm busy enough with real-life even though I run a few turns of this mod. <font size="2" face="sans-serif, arial, verdana">David Weber has to shut down fanfiction because an auther he knows lost his/her copyright to fanfiction.
If your gonna make a HH mod, I suggest asking him first.
General Woundwort
June 18th, 2004, 09:59 AM
So, let me get this straight...
This guy, who claims to be a lawyer, does a "complete investigation" of your mod, threatens to turn you in to Paramount, and notifies you with a hijacked e-mail address!?!?!
http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif
Words escape me, which is probably just as well as any words capable of describing this person are probably unfit for public distribution - like much of the authorized Star Trek franchise materials of late.
EDIT - Hey, dude, whoever you are, if you are monitoring this...
Get a life. Or if that is too much, at least have the guts to come out and really identify yourself.
[ June 18, 2004, 09:06: Message edited by: General Woundwort ]
Atrocities
June 18th, 2004, 10:24 AM
I cannot explain it either. It just goes without saying that this is an unusual event perpetratied by someone who enjoys what he is doing far to much.
I did not know that it was so easy to "steal" someones email account and send out emails under that assumed identity. I guess it is more common now a days than it was in the past. http://forum.shrapnelgames.com/images/icons/icon9.gif
The mail was sent from that email address, the account owner has a record of it, but has proven sufficently enough to me that it was not him who had sent it.
I guess the guy new or guessed the password used for the account. Or more likely he used a password getting program and this guys account was just one of many that he has uncovered passwords for.
I change all of my passwords sometime ago following the virus attacks from eariler this year. (Just in case)
The chances of someone guessing or obtaining my passwords is equal to any one else given the right program and security precautions. So if it can happen at yahoo, it can happen anywhere. Just and FYI.
narf poit chez BOOM
June 18th, 2004, 10:27 AM
Ignore him. You can't try to change his mind since you can't talk to him, so don't worry.
BlackRose
June 18th, 2004, 11:28 AM
Well i've made any number of mods and think of myself as a bit familiar with the lawas governing them.
1: You would be in violation if you used models from a ST game that one would have to buy. Only people who had purchased the game would then be able to play it. Since that cannot be regulated you would be asked to remove the mod from public download.
(You clearly do not fall into this Category)
2: If you charged any kind of monetary fees for the use of this mod you would be in violation.
(again, no)
3: Credit where Credit is due (more obscure). if you in any way stated that you created Star Trek or the Star Trek theme you could be in violation.
(again no)
Mostly those are the only things that any body wuould get their hackles up about. In this case I dont think you have much of anything to worry about. The most you would have to worry about is a polite but firm letter from paramount asking you not to distribute your mod (i'd verify that it was true first).
Captain Kwok
June 18th, 2004, 12:46 PM
Geez, I can't believe someone would actually waste their time writing crap like that to people. What the heck do you think is going to happen? You're going to trash the mod on their behalf? Don't worry about this guy at all, just another example of why I hate Star Trek fans in general.
Ragnarok-X
June 18th, 2004, 03:09 PM
weird stuff. Wouldnt have happended a few years ago, but the world goes on and things change...
AMF
June 18th, 2004, 03:46 PM
Bah, don't worry about it. It's just a shakedown, especially given the hijacked email address.
We've got some lawyers on this list (see "fire in the office" thread) have them give you an honest opinion. You might need to retain them, if so, I bet they'll do it for $1. That's the deal I have with a lawyer friend of mine. I gave him a buck ten years ago and now he gives me legal advice. http://forum.shrapnelgames.com/images/icons/icon7.gif
tesco samoa
June 18th, 2004, 04:06 PM
tell him the files are in canada... and to blow http://forum.shrapnelgames.com/images/icons/icon7.gif
geoschmo
June 18th, 2004, 04:24 PM
Paramount isn't going to do anything to you without at least a warning letter from them. I would ignore this clown. If Paramount sends you a letter, that's a different matter. You may still have a case based on the arguments others have made, but would it be worth fighting? That's something you'll have to decide if it happens.
I would suggest taking down the text of the email he sent you from your website though. All he is after is attention, why give him what he wants?
Geoschmo
mottlee
June 18th, 2004, 04:38 PM
We can ALL join in and tell the JOKER to take a LONG walk off a SHORT pier!!! http://forum.shrapnelgames.com/images/icons/icon8.gif
XenoTheMorph
June 18th, 2004, 07:31 PM
Sometimes I have real problems believing the things people are willing to spend ther time on! http://forum.shrapnelgames.com/images/icons/icon9.gif It beggars belief that someone is both obsessed enough & stupid enough to make a self consistant email (If not quite accurate) and then send it from a hijacked account. http://forum.shrapnelgames.com/images/icons/icon8.gif
Atrocities, as others have said just put it out of your mind nothing will come of this. The only thing you should even pay attention to is a letter from an Official source.
Do not let incidents like this make you forget how much you have done for us with this brilliant mod. We appreciate (and I belive I do speak for all of us here) all the work you (and others to a lesser degree) put into the Star Trek Mod. http://forum.shrapnelgames.com/images/icons/icon10.gif
gregebowman
June 18th, 2004, 08:02 PM
Originally posted by mottlee:
We can ALL join in and tell the JOKER to take a LONG walk off a SHORT pier!!! http://forum.shrapnelgames.com/images/icons/icon8.gif <font size="2" face="sans-serif, arial, verdana">Make sure you do that down in the Everglades. I'm sure those gators could use an extra snack. http://forum.shrapnelgames.com/images/icons/icon10.gif
General Woundwort
June 18th, 2004, 08:32 PM
Originally posted by gregebowman:
Make sure you do that down in the Everglades. I'm sure those gators could use an extra snack. http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">I wouldn't recommend it - the FSPCA would have you up for cruelty to the alligators. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ June 18, 2004, 19:34: Message edited by: General Woundwort ]
madkillercat
June 18th, 2004, 10:06 PM
Originally posted by narf poit chez BOOM:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by madkillercat:
No thanks. I had problems enough trying simulate Honor Harrington's world when SE4 came out. Now I'm busy enough with real-life even though I run a few turns of this mod. <font size="2" face="sans-serif, arial, verdana">David Weber has to shut down fanfiction because an auther he knows lost his/her copyright to fanfiction.
If your gonna make a HH mod, I suggest asking him first. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think I read that too, maybe at the bar. I gave up on an SE4 mod due to my inability to reconcile engine differences and HH physics. Also, it would have been internal for multiple rev.s had I continued beyond an outline.
Good idea though. When I look into modding SE5 I will have to remember asking DW about it.
Atrocities
June 18th, 2004, 10:15 PM
Thank you all for your comments. I took Geo's advice and pulled the statement. No need to dwell on this any more. Again thanks.
Atrocities
June 19th, 2004, 01:50 AM
RANT TO FOLLOW... Please be warned harsh opinion is being stated. Some may take offense.
You know I have been thinking about this guy and I am willing to bet that he is one of those uber fat balding mild aged guys who still live with mommy and haven't showered in a year. I am also willing to go out on a branch and say that he spend more time than he should in the bathroom looking at The Women Of Star Trek Calendars and he isn't going to the bathroom
Furthermore, his is a mentaly disturbed whack job who is too busy obsessing over his interpitation of "cannon" Star Trek that he has no room left in his pee size mind for other peoples take on the franchise.
DUDE ITS NOT REAL. ITS JUST A TV SHOW AND TEN MOVIES.
Additionally this guy is one of those uber geeks that run and taltle on everyone else because they are so shallow and have no self estem.
Now I am not theropist or what not, but I am smart enough to know that if this low life nose picking poindexter isn't man enough to send me email with his real name through is own account, then I am willing to be that he won't do the same with paramount and they will simply ignor him as I now intend to do.
Dude get a life.
Captain Kwok
June 19th, 2004, 02:09 AM
Anyways.
Let's get back on topic.
A few of the items Atrocities and I have talked about for "Version 2" are as follows:
</font> <font size="2" face="sans-serif, arial, verdana">Using a "mount" propulsion system</font> <font size="2" face="sans-serif, arial, verdana">More diverse weapons, components, and facilites</font> <font size="2" face="sans-serif, arial, verdana">Improved Combat</font> <font size="2" face="sans-serif, arial, verdana">Changes to current ship sizes</font> <font size="2" face="sans-serif, arial, verdana">New system types</font> <font size="2" face="sans-serif, arial, verdana">More "roleplay" items http://forum.shrapnelgames.com/images/icons/icon12.gif at Fyron</font> <font size="2" face="sans-serif, arial, verdana">Better AIs</font><font size="2" face="sans-serif, arial, verdana">
TNZ
June 19th, 2004, 03:46 AM
I had an idea about how to do the AI research files in a way so that all races use the same file. Use the racial traits to divide the components and facilities, instead of using the racial traits to divide the tech areas. http://forum.shrapnelgames.com/images/icons/icon7.gif
General Woundwort
June 19th, 2004, 04:11 AM
Originally posted by Captain Kwok:
A few of the items Atrocities and I have talked about for "Version 2" are as follows:
</font> <font size="2" face="sans-serif, arial, verdana">Improved Combat</font> <font size="2" face="sans-serif, arial, verdana">New system types</font><font size="2" face="sans-serif, arial, verdana"><font size="2" face="sans-serif, arial, verdana">Sounds interesting, yet vague. Wouldst thou care to elaborate? http://forum.shrapnelgames.com/images/icons/icon10.gif
Captain Kwok
June 19th, 2004, 04:11 AM
Originally posted by TNZ:
I had an idea about how to do the AI research files in a way so that all races use the same file. Use the racial traits to divide the components and facilities, instead of using the racial traits to divide the tech areas. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I think Atrocities originally had racial components etc, to have a racial trait requirement but then changed most of those items so they could be "capturable".
Captain Kwok
June 19th, 2004, 04:24 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 Captain Kwok:
A few of the items Atrocities and I have talked about for "Version 2" are as follows:
</font> <font size="2" face="sans-serif, arial, verdana">Improved Combat</font> <font size="2" face="sans-serif, arial, verdana">New system types</font><font size="2" face="sans-serif, arial, verdana"><font size="2" face="sans-serif, arial, verdana">Sounds interesting, yet vague. Wouldst thou care to elaborate? http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I've made adjustments to the armor and shield values so they work as intended for leaky armor/shields. I was helping Atrocities revamp the weapon damage values so those will match up better allowing for more of that "exploding panel" damage seen often on Trek. There are also changes to mounts to make them more balanced, i.e., 2x size = 2x firepower. The larger ships will have the benefit of being able to penetrate the shields better but less accurately, while smaller ships can hit more often but are less likely to break through the shields.
I'll be throwing in some of my system types I've made for Space Food Empires. That's 35 additional types of planetary systems alone, that's 3-10 planets per system with moons and somewhat plentiful asteroids. The planetary systems in general will mimic our own solar system, i.e. rock close and gas far. There's also a host of other ones like binary, neutron etc.
Atrocities
June 19th, 2004, 08:15 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 TNZ:
I had an idea about how to do the AI research files in a way so that all races use the same file. Use the racial traits to divide the components and facilities, instead of using the racial traits to divide the tech areas. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I think Atrocities originally had racial components etc, to have a racial trait requirement but then changed most of those items so they could be "capturable". </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon7.gif Correctamondo.
TNZ
June 19th, 2004, 08:28 AM
Captain Kwok, here is how components would look in a universal AI research file system. All races would research the same technology areas, in this case advanced armor. Since each race starts with its own racial traits e.g Federation Technology, Borg Technology all components technology would be capturable, just like the Captain components are. http://forum.shrapnelgames.com/images/icons/icon7.gif
Federation Ablative Armor I
Number of Tech Req := 2
Tech Area Req 1 := Advanced Armor
Tech Level Req 1 := 1
Tech Area Req 2 := Federation Technology
Tech Level Req 2 := 1
Borg Regenerative Armor I
Number of Tech Req := 2
Tech Area Req 1 := Advanced Armor
Tech Level Req 1 := 1
Tech Area Req 2 := Borg Technology
Tech Level Req 2 := 1
Aiken
June 19th, 2004, 04:01 PM
TNZ, I think it is a very good idea for mod unification, but it has 1 significant drawback - all races will look like each other, ie, same amount of hull sizes, same amount of similar facilities and components. Else they will simply waste their research point trying to research techs which give them nothing.
Example: Borg have 5 levels of Drone Maturation Chamber facility (increase system reproduction), so they need some sort of population support tech with 5 levels to research. But Romulans have only 1 facility with similar function - Romulan Senate (increase happiness, 1 level). So why should they bother themself researching 4 additional levels of Population Support tech which give no benefit for them?
This example is not the best, maybe, but I think this approach has some problems if you want significantly diversified races.
[ June 19, 2004, 15:11: Message edited by: aiken ]
Captain Kwok
June 20th, 2004, 03:11 AM
I'd have to agree with Aiken on this point. In fact, Atrocities and I have talked about moving more in the opposite direction and increasing the diversity in the mod.
[ June 20, 2004, 02:12: Message edited by: Captain Kwok ]
Atrocities
June 20th, 2004, 04:31 AM
I think its best. http://forum.shrapnelgames.com/images/icons/icon7.gif
JLS
June 20th, 2004, 03:14 PM
Originally posted by Captain Kwok:
I've made adjustments to the armor and shield values so they work as intended for leaky armor/shields. I was helping Atrocities revamp the weapon damage values so those will match up better allowing for more of that "exploding panel" damage seen often on Trek. There are also changes to mounts to make them more balanced, i.e., 2x size = 2x firepower. The larger ships will have the benefit of being able to penetrate the shields better but less accurately, while smaller ships can hit more often but are less likely to break through the shields.
I'll be throwing in some of my system types I've made for Space Food Empires. That's 35 additional types of planetary systems alone, that's 3-10 planets per system with moons and somewhat plentiful asteroids. The planetary systems in general will mimic our own solar system, i.e. rock close and gas far. There's also a host of other ones like binary, neutron etc. <font size="2" face="sans-serif, arial, verdana">Sounds great!!! http://forum.shrapnelgames.com/images/icons/icon6.gif
Will this be for se4 or do we have to wait till this falls se5.
Captain Kwok
June 20th, 2004, 03:21 PM
No, this is all just a wrap up for Space Empires IV. Although SE:V is due around the end of the year, I'd hazard to guess it won't be out until spring. So we need to keep busy until then. http://forum.shrapnelgames.com/images/icons/tongue.gif
This is not really a major overhaul, just a few key changes that will have a big impact. Plus, we are also considering setting up the mod in such a way that'd be easy to transfer to SE:V right away when it's out. http://forum.shrapnelgames.com/images/icons/tongue.gif
JLS
June 20th, 2004, 03:27 PM
Outstanding http://forum.shrapnelgames.com/images/icons/icon6.gif
= = = = = = = =
Also to say, I would like to see se5 under my tree this x-mas, I do hope it is ready by then http://forum.shrapnelgames.com/images/icons/icon12.gif
[ June 20, 2004, 15:36: Message edited by: JLS ]
Atrocities
June 20th, 2004, 07:58 PM
Originally posted by JLS:
Outstanding http://forum.shrapnelgames.com/images/icons/icon6.gif
<font size="2" face="sans-serif, arial, verdana">Indeed it will be. http://forum.shrapnelgames.com/images/icons/icon7.gif
JLS
June 20th, 2004, 10:21 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 JLS:
Outstanding http://forum.shrapnelgames.com/images/icons/icon6.gif
<font size="2" face="sans-serif, arial, verdana">Indeed it will be. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Indeed http://forum.shrapnelgames.com/images/icons/icon7.gif
miller2123
June 21st, 2004, 08:21 AM
darn no more updates for STM http://forum.shrapnelgames.com/images/icons/icon9.gif , but what about the Irradiated planets, you can form them from astoriods but u can't destroy them, is that what you intended http://forum.shrapnelgames.com/images/icons/confused.gif
[ June 21, 2004, 09:15: Message edited by: miller2123 ]
TNZ
June 21st, 2004, 09:10 AM
Originally posted by Miller2123
darn no more updates for STM , but what about the Irratated planets, you can form them from astoriods but u can't destroy them, is that what you intended <font size="2" face="sans-serif, arial, verdana">You are looking for the “Genesis Weapon” components in the ship design screen. They are grouped under “Weapons Of Mass Destruction”. Also, you will need to research weapons of mass destruction to get the Genesis Weapon components. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ June 21, 2004, 08:11: Message edited by: TNZ ]
miller2123
June 21st, 2004, 10:12 AM
I have lv 3 Genesis weapon but when I try to destroy an Irridiated size planet, it says that size is beyond my ability or somthing like that. I tryed it with a dooms day machine also and it didn't work. What happend was I destroyed a huge planet in my system cause i thought i could maybe create a breathable planet with the astroids, but it made a irradiated, so I tryed to destroy it, to try again, lol, and it wouln't let me destroy it. Before all that I had a colony on one of the irradiated planets and it wouln't let me convert the atmosphere so i abondoned it to try and destroy it but that didn't work.
[ June 21, 2004, 09:41: Message edited by: miller2123 ]
TNZ
June 21st, 2004, 12:19 PM
SEIV Modding 101: by Imperator Fyron (Nolan Kelly), with contributions from Suicide Junkie (Nick Dumas)
Create Planet Size
Value1 = Size of planet that can be created.
Value2 =
Valid in Components.txt
This will create a planet up to size Value1. The maximum size of planet is based on the position of the planets in PlanetSize.txt. So, a Value1 of 3 can create up to the 3rd listed planet in PlanetSize.txt (medium in unmodded SE4).
Destroy Planet Size
Value1 = Size of planet that can be destroyed.
Value2 =
Valid in Components.txt
This will destroy a planet up to size Value1 and create an asteroid field of the same size in its place. The maximum size of planet is based on the position of the planets in PlanetSize.txt. So, a Value1 of 3 can create up to the 3rd listed planet in PlanetSize.txt (medium in unmodded SE4).<font size="2" face="sans-serif, arial, verdana">Bug? http://forum.shrapnelgames.com/images/icons/confused.gif
Captain Kwok
June 21st, 2004, 05:06 PM
It's not a bug. Irradiated planets in FQM are additional sizes beyond the huge planet entry in planetsizes.txt. The planet create/destroy ability works by specifying a number that corresponds to the place of the maximum entry it can work on. In order for it to work, Atrocities will probably have to increase the value from 5 (I presume) to whatever the Last irradiated planet entry is.
Fyron
June 21st, 2004, 07:32 PM
No, it is not a bug. Irradiated planets and machine planets were meant to be special, indestructable planets. Creating them from asteroids is annoying, but with the number of asteroids around, they are just a drop in a bucket.
Kwok, that would actually be a very bad idea. If you do that, you could destroy EVERYTHING. Including sphereworlds, asteroids, etc. IF you really want irradiated planets and such to be destructable, move them after Huge planets and before Ringworlds. Then adjust the ability number of the Last planet destroying component.
Atrocities
June 21st, 2004, 09:06 PM
Originally posted by miller2123:
darn no more updates for STM http://forum.shrapnelgames.com/images/icons/icon9.gif , but what about the Irradiated planets, you can form them from astoriods but u can't destroy them, is that what you intended http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="sans-serif, arial, verdana">1.7.5 is the offical final release of this mod. We will only do an update from this point if a major bug is discovered or I get a wild hair up by arse. And that is unlikely given the fact that when I say I am done with something, like making ship sets, I mean it. http://forum.shrapnelgames.com/images/icons/icon7.gif
Captain Kwok
June 21st, 2004, 09:16 PM
Fyron:
That's not what I meant. I was just elaborating on why they wouldn't be destroyed from a technical standpoint, and that as such wasn't a bug.
I didn't care if they were meant to be destroyed or not. Nor did I know they were after sphereworlds and asteroids. http://forum.shrapnelgames.com/images/icons/tongue.gif
[ June 21, 2004, 20:17: Message edited by: Captain Kwok ]
Fyron
June 21st, 2004, 10:24 PM
That was just confirmation...
Atrocities
June 21st, 2004, 10:29 PM
Post 2800 http://forum.shrapnelgames.com/images/icons/icon7.gif
Well this is fun. http://forum.shrapnelgames.com/images/icons/icon7.gif
TNZ
June 22nd, 2004, 02:47 AM
But even if you were to move the irradiated planet entry to the 6th position in the planet size file, destroying an irradiated planet would result in a big empty space wouldn’t it?
Also, wouldn’t moving the irradiated planet to the 6th position and the machine planet to the 7th position in the planet size file fix the problem of making irradiated planets and machine planets from asteroids?
Fyron
June 22nd, 2004, 04:31 AM
An irradiated planet is still technically a huge planet. This is why it can be made from huge asteroids. If it were destructable, it would be replaced by huge asteroids.
Does creating a planet from huge asteroids _always_ make an irradiated world, or just on occasion?
Machine planets are small, so can only be created from small asteroids or from low tech planet creators. There are also ringed planets, which are either tiny or small, I forget. All planets have to be of one of the 5 stellar sizes.
[ June 22, 2004, 03:34: Message edited by: Imperator Fyron ]
gregebowman
June 25th, 2004, 07:56 PM
I know AT is on a little vacay, so I'll ask you guys. I d/l the 1.75 patch, and everything seemed to come up ok. Until I ran into the Cardassians. I get their picture, but I don't get the name of their race when I go to my races/intel screen. I know it's just a minor bug, but how do I fix it?
Captain Kwok
June 25th, 2004, 11:55 PM
Does the race image change when you save and reload? If not, then it seems the empire file used to generate the Cardassians might be missing an entry or two. http://forum.shrapnelgames.com/images/icons/tongue.gif
TNZ
June 28th, 2004, 07:23 AM
I don’t know if this is a new idea or not, but why not get the AI to build a place holder facility for some of the more important facilities?
In testing, the AI not only built the place holder facility, but it also upgraded the place holder facility to the first real central computer complex facility.
Name := Central Computer Complex
Description := AI Place Holder Facility
Facility Group := AI Only
Facility Family := 50
Roman Numeral := 0
Restrictions := None
Pic Num := 66
Cost Minerals := 12000
Cost Organics := 0
Cost Radioactives := 3000
Number of Tech Req := 0
Number of Abilities := 1
Ability 1 Type := Planet Point Generation Modifier - Research
Ability 1 Descr := AI Place Holder Facility
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Atrocities
June 30th, 2004, 12:55 AM
Originally posted by gregebowman:
I know AT is on a little vacay, so I'll ask you guys. I d/l the 1.75 patch, and everything seemed to come up ok. Until I ran into the Cardassians. I get their picture, but I don't get the name of their race when I go to my races/intel screen. I know it's just a minor bug, but how do I fix it? <font size="2" face="sans-serif, arial, verdana">This has been reported before and I tried to find the cause but could not. I will look again.
Atrocities
June 30th, 2004, 01:14 AM
I could not duplicate the error. Could you send me your sav. game file?
atrocities@astmod.com
Also I noticed that occationally an error that nova5 1028x768 occurs. You can fix this simply by copying the nova5.bmp images from the FQM D and putting them in your Star Trek Mod File. In fact copying all the BMP's for FQM to your STM file isn't a bad idea.
Bug updates are an evil nessesity to any mod. So as they come up we will address them.
Atrocities
July 3rd, 2004, 10:37 AM
Can I get some feed back on the Klingon and Romulan ships used for this mod?
I have many requests to release them as individual sets and I would like to get some input.
I put a lot of work into the Klingon and Romulan ships for this mod and if you all feel they are good enough for general release, then I will standardize the sets and release them with stock (Modified) AI for general use.
Atrocities
July 3rd, 2004, 10:53 AM
I got bored. I sprused up some older Dominion models. I really liked the set when I made it but now after time I really have grown to hate it. I should go ahead and redo the entire set. http://forum.shrapnelgames.com/images/icons/icon9.gif
http://www.astmod.com/startrek/stmimages/Dom3.PNG http://www.astmod.com/startrek/stmimages/Dom3m.PNG
http://www.astmod.com/startrek/stmimages/Dom1.PNG http://www.astmod.com/startrek/stmimages/Dom1m.PNG
http://www.astmod.com/startrek/stmimages/Dom2.PNG http://www.astmod.com/startrek/stmimages/Dom2m.PNG
narf poit chez BOOM
July 3rd, 2004, 11:01 AM
Aside from being a little flat, they look good to me. Your just being picky. Common problem with artists. http://forum.shrapnelgames.com/images/icons/icon7.gif
mottlee
July 3rd, 2004, 03:26 PM
So far I like all the pics in the mod, what I do not realy understand (yet I do( is the size of the pic it is like this in most mods, a cruizer some times "Looks" larger than a BB I know if you want to show detail you need a larger pic.
Just my $0.02
Captain Kwok
July 3rd, 2004, 04:56 PM
Outstanding! The new Dominion ships you posted are much better.
The One
July 3rd, 2004, 06:47 PM
Originally posted by Atrocities:
I got bored. I sprused up some older Dominion models. I really liked the set when I made it but now after time I really have grown to hate it. I should go ahead and redo the entire set. http://forum.shrapnelgames.com/images/icons/icon9.gif
http://www.astmod.com/startrek/stmimages/Dom3.PNG http://www.astmod.com/startrek/stmimages/Dom3m.PNG
http://www.astmod.com/startrek/stmimages/Dom1.PNG http://www.astmod.com/startrek/stmimages/Dom1m.PNG
http://www.astmod.com/startrek/stmimages/Dom2.PNG http://www.astmod.com/startrek/stmimages/Dom2m.PNG <font size="2" face="sans-serif, arial, verdana">I think these look fantastic and can't wait to download the finished set, way to go.
Fyron
July 3rd, 2004, 07:02 PM
Originally posted by Atrocities:
Also I noticed that occationally an error that nova5 1028x768 occurs. You can fix this simply by copying the nova5.bmp images from the FQM D and putting them in your Star Trek Mod File. In fact copying all the BMP's for FQM to your STM file isn't a bad idea.
Bug updates are an evil nessesity to any mod. So as they come up we will address them. <font size="2" face="sans-serif, arial, verdana">Actually it would be better to move the FQM system pictures to the stock pictures folder (other than Starmap.bmp, unless you prefer the FQM one to the stock one). This will save space and prevent unnecessary duplication of images.
TNZ
July 4th, 2004, 07:42 AM
The Klingon and Romulan ship sets are some of the best ship sets I have ever seen. Some more ships for the Klingon set would be good though, especially some alternate images for the ships that resemble the B'Rel and K'Vort ships. http://forum.shrapnelgames.com/images/icons/icon7.gif
gregebowman
July 6th, 2004, 10:56 PM
Originally posted by Atrocities:
I could not duplicate the error. Could you send me your sav. game file?
atrocities@astmod.com
Also I noticed that occationally an error that nova5 1028x768 occurs. You can fix this simply by copying the nova5.bmp images from the FQM D and putting them in your Star Trek Mod File. In fact copying all the BMP's for FQM to your STM file isn't a bad idea.
Bug updates are an evil nessesity to any mod. So as they come up we will address them. <font size="2" face="sans-serif, arial, verdana">I'll try to, but I haven't been on the internet at home in awhile. Can't get my son to bed at an early time, and since the wife works at a daycare, and my son is at that daycare, she wants me to take over when at home. I don't mind, but it does take away from some of my computer time. I'll try to get on tonight, but no guarantees.
Atrocities
July 23rd, 2004, 09:23 AM
UPDATE:
For all of you who have emailed me with bug reports, and minor improvement ideas, I say thank you.
Now the question of the day is, do we need an update for the mod?
By update I mean, do we need to tweak, fix, add, repair, delete, other anything that WON'T break the mod.
By break I mean, ruin saved games.
Have any of you been playing the mod lately? I know that the Breen and Romulans could use some fixing up, and I have a few other things on a short list that I would like to address with an update, however I do not want to add any thing new, or do anything that will "break" the mod.
Also I NEED help in getting the mod loaded to PBW. My requests thus far have met with unfortuneate demises.
[ July 23, 2004, 08:27: Message edited by: Atrocities ]
Ragnarok-X
July 23rd, 2004, 06:57 PM
well there is a big game going on, its called Quadrants of Conflicts. It has like 20 players and every race has been taken. We are at around turn 40 or something.
I think a few tweaks need to be done. Im playing as a pirate race and im wondering: how comes i dont have the best capturing tech ? Each major race can get better defense troops than i can get offense troops. Thats weird imho.
please fix it http://forum.shrapnelgames.com/images/icons/icon7.gif
Aiken
July 23rd, 2004, 08:49 PM
Ragnarok-X: don't forget that Atrocities is participating this game too, as Breen http://forum.shrapnelgames.com/images/icons/icon7.gif
A while ago, I've asked Atrocities, why Borg's boarding abilities are so much better than Pirate's ones. He replyed that Borg are not some dirty "black market dealing pirates", they're BORG http://forum.shrapnelgames.com/images/icons/icon7.gif I think this is right from RP point of view. Although, it's not very good for game balance. But STM is Star Trek related mod, not the "The most balanced mod of all times", afterall.
Atrocities: you know, fans are always wish new Version of the mod to be released http://forum.shrapnelgames.com/images/icons/icon7.gif Decide it yourself, if you think it's nessesary - do it.
Can you just upload special data-only Version of final STM to pbw. I mean that pbw doesn't really want this intro screens, additional pictures and this stuff eat up most part of space. STM 1.7.2 is already on pbw, so admins can simply uprade it with data-only Version.
Renegade 13
July 24th, 2004, 07:28 AM
Originally posted by Atrocities:
Have any of you been playing the mod lately? <font size="2" face="sans-serif, arial, verdana">I'm playing a game right now, using the Star Trek Map, Different Sized Homeworlds. I'm playing the Dominion, and thus far haven't come across any bugs that I've noticed. As of turn 90 the standings are:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Standing: Score: Ships: Planets:
1. Borg 7.7M 1538 514
2. Federation 2.9M 813 169
3. Cardassian 1.9M 235 133
4. Klingons 1.6M 288 98
5. Ferengi 1.6M 371 91
6. Romulans 1.6M 325 97
7. Dominion (ME) 1.5M 101 125
8. 8472 1.5M 150 135
9. Breen 1.3M 149 116
10. Tholians .99M 121 76
11. Orions .79M 93 100</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">(Sorry for how messy the list is, I can't figure out how to organize it into columns http://forum.shrapnelgames.com/images/icons/icon9.gif )
As you can tell, I've concentrated more on infrastructure and colonizing more than military. I have plenty of resources, and a strong defensive position. Also, I don't really try too hard in my single player games, so that mostly accounts for why I'm so low in the standings. The AI has Medium bonus, and high difficulty.
[ July 27, 2004, 03:52: Message edited by: Renegade 13 ]
Renegade 13
July 26th, 2004, 06:22 AM
Is there any way to speed up turn processing during a game?? My current game on turn 100 using the Star Trek Map, with 10 AI's is taking roughly 10 to 15 minutes per turn just to process the AI's turns! I've turned off fighters, mines, and shuttles since I've heard this will speed up processing time, but its getting ridiculous.
Are there any suggestions for speeding it up, mid way through a game, since I'd really like to continue this one. Although it may not be possible to speed up, due to the fact that the Borg alone have over 2000 ships currently (no one else is above 1000 though). Any help would be greatly appreciated.
[ July 26, 2004, 05:23: Message edited by: Renegade 13 ]
Atrocities
July 26th, 2004, 07:02 AM
Really there is no way after the game has started.
During game set up turn off Mines, Shuttles and fighters. This speeds the turns along nicely.
Paul1980au
July 26th, 2004, 08:06 AM
Upgrade youre computer system esp processor and memory requirements.
Fyron
July 26th, 2004, 06:26 PM
(Sorry for how messy the list is, I can't figure out how to organize it into columns [Frown] ) <font size="2" face="sans-serif, arial, verdana">Use the CODE tags. ex:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">col 1 col 2
blah blah
blah blah
blah blah
blah blah</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">
Atrocities
July 27th, 2004, 09:59 PM
Originally posted by Paul1980au:
Upgrade youre computer system esp processor and memory requirements. <font size="2" face="sans-serif, arial, verdana">This would have no effect on the game. I am running it on a top of the line AMD XP system and it still runs the turns only as fast as my AMD 1.4 three year old system.
narf poit chez BOOM
July 28th, 2004, 10:25 AM
/me remembers when /me's 333mhz was near the top of the line.
Somewhere back there in hazy memory is a 8mhz IBM that was considered fast. And our vic 20 was top of the line when my dad bought it. He even managed to double the memory and add a reset button. Cutting edge, that computer was. It may even have been cutting edge when I first started playing with it, but I can't really remember when my first memory's of it are from.
I just had fun playing with the VICE emulator.
2: PRINT "HELLO WORLD"
RUN
HELLO WORLD
For some reason, that seemed amazingly satisfying.
[ July 28, 2004, 09:41: Message edited by: narf poit chez BOOM ]
David E. Gervais
July 28th, 2004, 12:51 PM
Originally posted by narf poit chez BOOM:
2: PRINT "HELLO WORLD"
RUN
HELLO WORLD
For some reason, that seemed amazingly satisfying. <font size="2" face="sans-serif, arial, verdana">..Warning,.. Thread Hijack!..
Narf that was a good example of bad programming.. Try this,..
10 REM This is my first program
20 STR$ = "Hello World"
30 REM I just set the value of the string I want to print to the screen
40 COLOR 255, 0, 0; SETCOLOR 255, 255, 255
50 REM I just set the Screen color to RED and Text to White
60 CLEAR SCREEN
70 REM I got rid of all the junk on my screen
80 POSITION ((SCR_WIDTH / 2) - (LEN STR$ / 2)), (SCR_HEIGHT /2)
90 REM I centered the text cursor
100 PRINT STR$
RUN
>
..What? where did my text go? I saw it flash for a nanosecond but it dissapeared.. I'll have to debug,..
10 REM This is my second attempt at a program
20 STR$ = "Hello World"
30 REM I just set the value of the string I want to print to the screen
40 COLOR 255, 0, 0; SETCOLOR 255, 255, 255
50 REM I just set the Screen color to RED and Text to White
60 CLEAR SCREEN
70 REM I got rid of all the junk on my screen
80 POSITION ((SCR_WIDTH / 2) - (LEN STR$ / 2)), (SCR_HEIGHT /2)
90 REM I centered the text cursor
100 PRINT STR$
105 DO WHILE INKEY$ = ""
110 REM See this looks much better right?
RUN
<center><font color = RED>Hello World!</font></center>
(Now press any key to get back to the regular topic of this thread. http://forum.shrapnelgames.com/images/icons/tongue.gif )
NOTE: (Program output is 'simulated' Actual output would have a red screen with white text.)
Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif
Atrocities
July 29th, 2004, 05:40 AM
Andorian and Vulcan Races (http://www.astmod.com/zips/stm/STMv175NewRaces.exe)
This is a self extracting program. Simply direct it to extract - install - in your base Space Empires IV folder. If it does not ask to over right then you may have installed it into the wrong location.
It will add the EMP files for both the Andorians and the Vulcans to the EMPIRES folder of the Star Trek Mod as well as add the two new race folders to the race folder in the Star Trek Mod.
Once install all you have to do is start a new game and choose EXISTING race, and pick Andorian.
You can of course tweak the EMP to your desire.
gregebowman
July 29th, 2004, 10:35 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 Paul1980au:
Upgrade youre computer system esp processor and memory requirements. <font size="2" face="sans-serif, arial, verdana">This would have no effect on the game. I am running it on a top of the line AMD XP system and it still runs the turns only as fast as my AMD 1.4 three year old system. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That's strange. It only takes about a minute or two to process my turns. I play single player, and keep to the default settings. Maybe it's because I usually don't get to meet all of the other races before I either get bored or a new mod comes out and I try that one. But I don't ever recall a 10 minute wait on going through turns, either with my old computer or my new one. Interesting
Renegade 13
July 30th, 2004, 03:28 AM
Originally posted by gregebowman:
That's strange. It only takes about a minute or two to process my turns. I play single player, and keep to the default settings. Maybe it's because I usually don't get to meet all of the other races before I either get bored or a new mod comes out and I try that one. But I don't ever recall a 10 minute wait on going through turns, either with my old computer or my new one. Interesting <font size="2" face="sans-serif, arial, verdana">Strange...well have you ever gotten up to the point where one race has over 2000 ships?? Or in the STM mod, using the Star Trek map, past turn 100?
Why I ask...because my turns are now taking about 10-13 minutes to process....I must admit, I'm tempted to abandon this game, and start a new one http://forum.shrapnelgames.com/images/icons/icon9.gif . But I probably won't, because this one's going so well! http://forum.shrapnelgames.com/images/icons/icon7.gif
AMF
July 30th, 2004, 03:54 AM
10-13 minutes to process??!!? Holy Cow man, what are the game parameters. I remember I used to play TDM games, with 255 systems, 20 empires and neutrals, and even near the end of the game when I had thousands of ships still it only took a few minutes, and that was on a pretty cruddy laptop a few years ago. What're your system specs again?
Originally posted by Renegade 13:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by gregebowman:
That's strange. It only takes about a minute or two to process my turns. I play single player, and keep to the default settings. Maybe it's because I usually don't get to meet all of the other races before I either get bored or a new mod comes out and I try that one. But I don't ever recall a 10 minute wait on going through turns, either with my old computer or my new one. Interesting <font size="2" face="sans-serif, arial, verdana">Strange...well have you ever gotten up to the point where one race has over 2000 ships?? Or in the STM mod, using the Star Trek map, past turn 100?
Why I ask...because my turns are now taking about 10-13 minutes to process....I must admit, I'm tempted to abandon this game, and start a new one http://forum.shrapnelgames.com/images/icons/icon9.gif . But I probably won't, because this one's going so well! http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">
Renegade 13
July 30th, 2004, 04:01 AM
Game parameters:
-Star Trek Mod
-Star Trek Map (by Tnarg, different sized homeworlds).
-Max Units and ships
-High difficulty, Medium AI bonus
-10 AI's
System specs:
-2.2 GHz Intel Celeron Processor
-60 GB Hard Drive
-256 MB RAM
Atrocities
July 30th, 2004, 05:39 AM
The map is causing the problem. Plus the AI's are building a ton of fighters, weapon platforms, and mines. I hate to say it, but the mod is designed to play as close to human as possible, and humans use a lot of defensive tools.
Scatter
August 3rd, 2004, 12:02 AM
*Newbie Alert*
Alarm klaxxons sound everywhere as everyone is called to their stations
ok, I have only just discovered both this forum and this mod. i am just wondering, what is the difference between these two mods that are housed on the same domain: this mod (http://www.astmod.com/) and this mod (http://www.astmod.com/startrek/stm.htm)?
i started to read this thread from the beginning but gave up about 60 pages in... http://forum.shrapnelgames.com/images/icons/icon10.gif
Atrocities
August 3rd, 2004, 12:57 AM
Welcome to the forum and the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif We get this question from time to time.
The major differance is that the AST (Atrocities Star Trek Mod) use standard Space Empires IV technology with some racial trait specific weapons and stuff. It is basically SEIV with a slight star trek flavor.
STM (Star Trek Mod) is a complete conVersion mod that use exclusive star trek technology and racial traits.
Both mods are good mods, but for the best Star Trek feel, I recommend the STM v 1.7.5.
EDIT:
Since your new I should also point out that you will need to download and install the Image Mod files. These files are required by the both the STM and AST mods.
www.spaceempires.net (http://www.spaceempires.net) IMAGE MOD MIRROR.
These image mods include Planet Pack, Facility Pack, Component Pack, Combat Pack. You install these over your exsisting Space Empires IV / Pictures / ABOVE NAMES folders. They will add extra content to each of the folders, more planets, more facilities, more components, and more combat images. They will require that you over right ONE file each. Planets.bmp, components.bmp, facilities.bmp, and combat.bmp.
The reason for this is these bmp's are the mini images that are used in the game, and therefore must be included for the game to use them correctly.
Also you migt get an error over missing system image. Usually Nebula5 or something. If you do post and we will tell you have to fix this. Its easy to do, but requires that you download the FQM Delux mod and copying over some images into your STM folder. Fyron can explain this better but I think by the time that this happens to you, you will know how to do it yourself.
Also UPDATE to the latest Version of Space Empires IV. (1.91) This is critical. Have fun and good luck.
[ August 03, 2004, 00:03: Message edited by: Atrocities ]
Scatter
August 3rd, 2004, 12:59 AM
sweeeeeeeeeeeeeeeeeeeet http://forum.shrapnelgames.com/images/icons/icon10.gif
thx for the reply. given the answer, i think i'll follow the advice and go with the STM for the 'real deal' http://forum.shrapnelgames.com/images/icons/icon12.gif
Suicide Junkie
August 9th, 2004, 07:02 PM
I'm wondering why the colony modules have 300 hp, while the entire rest of the ship has only about 50 hp total.
Spaceyards and robominers are similar.
The capital ship missile component has an ability description of "+10% bonus to hit" when its a seeker, and thus guaranteed to hit.
Atrocities
August 10th, 2004, 02:24 AM
Cuz I am to lazy to fix them.
Atrocities
October 15th, 2004, 12:45 AM
Here is an update:
Star Trek Mod v1.7.8
1. Changed All Races Troop Tech requpirment to match in the TechArea file.
2. NEED TO Infantry to all Race Design Creation Files
3. Fixed Comp_1230 masking problem
4. Changed Reduced Drone Size by half for all sizes
5. Changed Reduced Drone Planet and Ship warhead damage by half for all sizes
6. Changed Reduced Drone Launcher I - III cargo capacity (To avoid conflict with Cargo Bay)
7. Changed Reduced Satellite Launcher I - III cargo capticy (To avoid conflict with Cargo Bay)
8. Changed Reduced Satellite Size by half for all sizes
9. Added Drone Mount - Reduces size of components for use with Drone by 50%
10. Added Satellite Mount - Reduces size of components for use with Satellite by 50%
11. Changed Propulsion system of the mod. (Testing Phase)
12. Added Warp Core I - V mounts (Based On Ship Size)
13. Added Comp_888 Warp Nacelle to mod -
14. Changed Klingon Stream Weapons to Klingon Disruptors in Klingon Research file.
15 Changed Modified all Races Design Creation files to reflect changes in the new propulsion system
16. Changed Modified Romulan Research file slightly
17. Changed Modified Ai Files slightly
18. Added All New Race EMP files for 2k, 3k, and 5k
19. Added Borg Monster Race by TNZ (For AI USE ONLY)
Star Trek Mod v1.7.7
1. Added 20 Place holder slots to the RacialTech File
2. Added Infantry to Vehicle Size file
3. Added Infantry Specific Weapons - Phasers, Disruptors, and Others
4. Updated All Race Ship Sets to new hi-res renders
5. Changed Description of Ring and Sphere Worlds to make them more descriptive on how to use.
6. Changed Ferengi Neutrino Mine I - III image from 185 to 1332
7. Changed Shield Generators Mine I - III Image from 185 to 1327
8. Changed Engine Mine I - III Image from 185 to 1328
9. Added Power Industrialists to Racial Trait (150% to Space Yard Production @ a cost of 1500 Points)
10. Added Very Un-Lucky to Raical Trait (-100 to Luck @ a Savings of 1000 points)
11. Added Natural Engineers to Racial Traits (150% to Repair) (Based upon Adamant Mod)
12. Added Engineeringly challenged to Racial Traits (-50% to Repair)
13. Added Miniaturization Experts to Racial Traits (120% to Planet Storage) (Based upon Adamant Mod)
14. Added Pack Rats to Racial Traits (-25% to Planet Storage)
15. Added Advanced Minerals Storage, Advanced Organics Storage, and Advanced Radioactives Storage To Racial Traits. (Based upon Adamant Mod)
16. Added Disorganized Minerals Storage, Disorganized Organics Storage, and Disorganized Radioactives Storage to Racial Traits. (Based upon the Adamant Mod)
17. Changed Bussard Collector I - III supply generation from 100,120,140 to 80,100,120
18. Changed Ram Scoop I - III supply generation from 150,180,200 to 120,140,160
19. Changed Drone Maturation Chamber I - V and ConVersion Complex I - III family number from 34 to 87
20. Changed Lowered over all Cost of Breen Atmospheric Modification Plant II - III
21. Changed Lowered over all Cost of Breen Organic Extractor I - III
22. Added Infantry Tech to Tech Area
23. Added Pistol, Rifle, Body Armor, Personal Shield Generator to Components for use with Infantry Tech.
24. Removed All Races Troops from Components File. No need.
25. Added All Races Troops to Vehicle Size File. (Now a True Troop)
26. Added Pirate Troops to Tech Area file.
27. Changed Strength of Pirates I - III (Ship Capture) from 25,35,45 to 35,45,55
28. Changed Pirate Shield Depleter I - V damage at range from 15 to 25 across all ranges.
29. Changed Pirate Hull Armor I - III tonnage structure (35,40,45)(5kt)
30. Changed Modified cost of Pirate Hull Armor I - III
31. Changed Klingon Small Disruptor I - III tech requirement from Klingon Stream Weapons to Klingon Disruptors
32. Changed Pirate Disruptor I - X to match that of the Klingons
Star Trek Mod v1.7.6 Captain Kwok's Revisions
1. Changed Modified tonnage structures for most components.
2. Changed Armor tonnage (10kT) structure (20-25-30)
3. Added Armor - Ten Per Vehicle restriction
4. Changed Modified cost for Armor
5. Changed Emissive Armor (20kT) tonnage structure (40-45-50)
6. Added Emissive Armor - Five Per Vehicle restriction
7. Changed Modified cost for Emissive Armor
8. Changed Scattering Armor (40kT) tonnage structure (40-45-50)
9. Changed Modified cost for Scattering Armor
10. Changed Federation Ablative Armor to Ablative Armor
11. Changed Ablative Armor (5kT) tonnage structure (20-25-30)
12. Changed Ablative Armor - Ten Per Vehicle restriction
13. Changed Modified cost for Ablative Armor
15. Changed Borg Regenerative Armor (10kT) tonnage structure (15-20-25)
16. Changed Borg Regenerative Armor - Ten Per Vehicle restriction
17. Changed Modified cost for Borg Regenerative Armor
18. Changed Description for Borg Regenerative Armor
19. Changed Breen Organic Armor (10kT) tonnage structure (30-35-40)
20. Changed Breen Organic Armor - Ten Per Vehicle restriction
21. Changed Modified cost for Borg Regenerative Armor
22. Changed Kelindide Armor (10kT) tonnage structure (30-35-40)
23. Changed Kelindide Armor - Ten Per Vehicle restriction
24. Changed Modified cost for Kelindide Armor
25. Changed Varethiel Armor (10kT) tonnage structure (30-40-50)
26. Changed Varethiel Armor - Ten Per Vehicle restriction
27. Changed Modified cost for Varethiel Armor
28. Changed Crystalline Armor (10kT) tonnage structure (50-60-70)
29. Changed Crystalline Armor - Ten Per Vehicle restriction
30. Changed Modified cost for Crystalline Armor
31. Changed Shield Generator I-X to 20kT
32. Changed Modified Shield Generator attributes, shield Points, phased Shields, etc.
33. Changed Modified Bio - Electric Field attributes - phased shield points only
34. Changed Renamed Borg Regenerative Shields to Borg Shield Regenerator to match actual function
35. Changed Modified attributes of Borg Shield Regenerator
36. Changed Modified cost of Borg Shield Regenerator
37. Changed Structural Integrity Field (0kT) tonnage structure (20-40-60-80-100)
38. Changed Renamed Supply Storage to Anti-Matter Pod
39. Changed Modified Anti-Matter Pod supply storage (500-625-750-875-1000)
40. Changed Reduced Cargo Bay storage space (50-60-70-80-100)
41. Changed Modified Ferengi Deuterium Tank supply storage (500-750-1000-1250-1500)
42. Changed Modified cost of Ferengi Deuterium Tank
43. Changed Modified Ferengi Compact Cargo Bay storage space (40-50-60-70-80)
44. Changed Modified cost of Ferengi Compact Cargo Bay
46. Changed Damage for Laser I-V.
47. Removed Phased-Energy Cannons VI-X.
48. Changed Damage for Phased-Energy Cannons I-V.
49. Changed Renamed Federation Phasers I-X to Phasers I-X.
50. Changed Description for Phasers I-X.
51. Changed Damage and cost for Phasers I-X.
52. Changed +10% Accuracy for Phasers I-X.
53. Changed Phasers I-X now use beam image 16.
54. Note Same 'Scaled' modifications as above for Small Phasers I-III.
55. Removed Federation Pulse Phasers VI.
56. Changed Renamed Federation Pulse Phasers I-V to Pulse Phasers I-V.
57. Changed Description for Pulse Phasers I-V.
58. Changed Damage and cost for Pulse Phasers I-V.
59. Changed -10% Accuracy for Pulse Phasers I-V.
60. Note Same 'Scaled' modifications as above for Small Pulse Phasers I-III.
61. Changed Renamed Ram Cannon to Phaser Cannon.
62. Changed Description for Phaser Cannon.
63. Changed Damage and cost for Phaser Cannon.
64. Changed Increase Federation Pulse Weapon Energy Stream Weapon requirement to 5.
65. Changed Display image for Klingon Disruptor to Torp 131.
66. Changed Increased cost of Federation Pulse Weapons tech area to 25000.
67. Changed Changed tech area Klingon Stream Weapons to Klingon Disruptors.
68. Changed Increased size of Scanner Jammer to 30kT
69. Removed Small Ship Shield Mount
70. Changed Attributes of Galaxy X Mount
71. Changed Settings.txt Population Mass to 10
cshank2
June 18th, 2005, 07:58 PM
Hm. For some odd reason, one sector is calling for a supernova .bmp but can't find it... I've got the latest SE4 Patch, STM patch and ImageMod files...
Any help? (It's not crashing the game, but the entire system is just blank)
Atrocities
June 18th, 2005, 09:52 PM
This problem was addressed in the STar Trek thread. Nova5 I think it was. It was an error in FQM IIRC. Copy over the Stellor images from Adamant into your STM folder (Place in correct folder) to solve the missing image.
This should not be an issue in later versions. (I hope)
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