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Imperial
July 30th, 2003, 01:41 AM
possible bug?--i was playing as the federation and all was going great, i ended my turn and went to get a drink and snack--came back and i noticed that one player was still taking its turn, so i waited--and waited--and waited--solid 5 mins and the game was hung up--so i control-alt-deleted and noticed SE iv was not responding, I restarted the ST mod and chose the player that was freezing as a Human player (was the nausicans) noticed that the comp was trying to load mines in satellite bays--got repeated cannot load any more cargo pop-ups. So i started a game as the klingons--and same thing after alot of playing--this time with the Sheliaks. just thaught ud post what happened thougly and see if Doctor McCoy can help???-- heh.Seriously though--any help is appreciated--I really love this mod))--ps playing the unpatched Version--just got internet reconnected and downloading it))
The Canuck
July 30th, 2003, 03:06 AM
ya i just found the same thing as lighthorse did, i was playing a game as the borg and had explored the whole map but hardly anyone had expanded, so i tried giving them all my starcharts and they magically started to expand. but i didnt give all races Ancient race trait, when i made a new game i just select reveal map at the random map generator. but thats just a quick fix, u need to somehow make everyone explore... however the hell u do that
CNCRaymond
July 30th, 2003, 03:50 AM
It sounds like a good idea. But you all do realize that if he does this, it will mean that our saved games will not work. He will be changing all of the EMP files and alterning the cost of Ancient Race technology. More than likely he will have to reduce its cost to nothing.
This means that most Human players can also use it. I hate the option, it gives to much away to fast.
But the AI's shouldn't be bothered by it. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
July 30th, 2003, 04:52 AM
The most likely reason why AIs expand poorly is the change to the supply system in the mod...
AIs with Ancient Race will send colony ships to colonize good planets that are far away, which can end up crippling the AI in the early game. Be careful with that trait.
CNCRaymond
July 30th, 2003, 05:57 AM
Hum, is there a way to give the AI a supply bonus that other players, human, do not get? I think so, it would have to be a new trait though. Humans could use it, but if PCP makes it so it can be disabled, then it should be fine for PBW games. What do you think?
CNCRaymond
July 30th, 2003, 07:22 AM
Making it a racial trait might work, but the problem I see with my idea is that it would become available to all. How do you set up the EMP files without using the trait? You can't. Its all or nothing.
http://forum.shrapnelgames.com/images/icons/icon9.gif Sorry PCP, I thought it was a good idea, but it can not be excuted without giving the advantage to all players including the human ones.
jimbob
July 30th, 2003, 07:26 AM
Over in B5 land they're struggling with "convincing" the AI to take enough population to it's newly built colonies. Their idea was to increase the carrying capacity (and expense) of the colony components. However, it seems like the components are "just about right" as they stand for the average human player. My suggestion was to make an "is a computer player" racial trait that includes larger colony components. Then only the computer player could use this crutch/coddling to keep up with human intelligence. I'd suggest this here again... make an "is a computer player" racial trait and load it up with the necessary coddling components, ships, etc.
perhaps a super efficient scout hull that could get them out to 3-4 systems early on (sort of a limited type of Ancient) but just for AI? You can force an AI to build a few in early game, right? If that doesn't work, I guess you could just give them full-blown "Ancient" trait in the "is a computer player" racial trait.
And if someone is willing to play with the AI trait on... well that's just sad http://forum.shrapnelgames.com/images/icons/icon12.gif I imagine that in most PBW games it would just be "disallowed" for human players.
I've no idea if that's helpful, but I hope so.
Fyron
July 30th, 2003, 09:30 AM
CNC, you can just make it a gentlemans agreement for humans not to take the AI ONLY trait. If someone takes it in a SP game, who cares? Playing SP is cheating anyways cause anything you do overpowers the AI. http://forum.shrapnelgames.com/images/icons/icon12.gif And someone taking an explicitly AI-only trait in a PBW game is gonna get ostracized pretty quickly...
CNCRaymond
July 30th, 2003, 10:28 AM
http://forum.shrapnelgames.com/images/icons/icon7.gif What I am saying is that if the trait is added to give the AI a bonus in whatever method he chooses, and he addes this to the General.txt it will also be added to ALL emp files. That means if you select an EMP file for your race, you will automatically have this trait. - Unless, he includes EMP files that do not have the trait, but that would be confusing as all hell.
I think he names them Race 2k 3k 5k, he could name them Race AI 2k 3k 5k. This way the player would know that the AI has the built in ability and the other does not. But like I said someone will not read something, and get all confused.
oleg
July 30th, 2003, 12:32 PM
Originally posted by CNCRaymond:
...Oleg, what was wrong with the other set? They all look good.
...<font size="2" face="Verdana, Helvetica, sans-serif">oh, nothing ! I just added few more ships and shaffled pictures a bit.
TNZ
July 30th, 2003, 02:24 PM
Ideas for StarTrek Mod
1.New propulsion components: warp nacelle and impulse drive.
2.New propulsion system. The Cardassian_AI_DesignCreation
and Default_AI_DesignCreation have been set to used the new propulsion system and new propulsion components.
3.New Cardassian_AI_DesignCreation file. The Cardassians will make ships now. It seems the Minimum Speed and Desired Speed were set too high before, and the AI would not make ships.
4.New cargo bay and compact cargo bay. It seems a cargo bay component must have the most cargo storage ability or the AI will use a Drone Launcher instead.
5. New sizes for components: supply storage 15kt, emissive armor 15kt and shield generator 30kt.
All File Provided.
1058915819.zip (http://forum.shrapnelgames.com/newuploads/1058915819.zip)
Originally posted on July 23, 2003, 7:40
[ July 30, 2003, 13:27: Message edited by: TNZ ]
openair
July 31st, 2003, 02:45 AM
I would like to point out the uselessness of some of the weapons in the this mod...
the Nova Torpedo compared to the quatum torp, which all come at the same levels, is 100% useless, half fire rate, exactly half damage, for a double damage to shields... the double is canceled by the half damage, and then the half fire rate on top of that......
thats just one example, ill post more later...
PS: only 8472 having phased shields?
Captain Kwok
July 31st, 2003, 03:02 AM
Did you use the "Extra Movement Generation" ability for the movement bonus for Captain components. I believe this works fine and does not interfere with engine requirements etc.
Captain Kwok
July 31st, 2003, 03:16 AM
Other things:
Impulse engine in my original concept was a 10kT comp that added extra combat movement as tech level increased. There is no point in giving this comp any map movement, since the whole FTL concept doesn't work out in SE4.
Shield Generators were also 20kT, in part to make them more viable on the smaller ship designs to help balance combat between small and large ships.
I don't understand the switch to make Dominion PPBs skip armor? I never saw this on the show and plus doesn't the mod use leaky armor anyways? There wouldn't be much difference at all...?
Just some points, I intend to take a closer look at the mod later on this week and will make more suggestions.
Fyron
July 31st, 2003, 03:37 AM
Originally posted by openair:
I would like to point out the uselessness of some of the weapons in the this mod...
the Nova Torpedo compared to the quatum torp, which all come at the same levels, is 100% useless, half fire rate, exactly half damage, for a double damage to shields... the double is canceled by the half damage, and then the half fire rate on top of that......
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, half damage and half fire rate means it is EXACTLY as powerful as the other one. Consider the formula damage / size / ROF for comparing weapons.
Now that I actually look at the weapons, Nova Burst is about one third as expensive as QT. So, it is not quite a useless weapon.
[ July 31, 2003, 02:58: Message edited by: Imperator Fyron ]
Suicide Junkie
July 31st, 2003, 03:58 AM
Originally posted by openair:
I would like to point out the uselessness of some of the weapons in the this mod...
the Nova Torpedo compared to the quatum torp, which all come at the same levels, is 100% useless, half fire rate, exactly half damage, for a double damage to shields... the double is canceled by the half damage, and then the half fire rate on top of that......<font size="2" face="Verdana, Helvetica, sans-serif">With Double damage to shields, that means 33% is absorbed, instead of 50%...
So the hull damage is only increased by 30%... half damage and half firing rate would mean the weapon is 1/3rd as effective. (132% /2 /2 = 33%)
If you mean instead it fires twice as fast (half the ROF value), then it is 32% better.
I don't understand the switch to make Dominion PPBs skip armor? I never saw this on the show and plus doesn't the mod use leaky armor anyways? There wouldn't be much difference at all...?<font size="2" face="Verdana, Helvetica, sans-serif">Big Difference! If it skips armor, then the leaky shields will be disabled!
"Skips armor" damage does not trigger the Crystalline ability!
[ July 31, 2003, 03:03: Message edited by: Suicide Junkie ]
Fyron
July 31st, 2003, 04:02 AM
Actually... it seems as if the halving was done the wrong way.
QT III:
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 80
40 kT
Weapon Damage At Rng := 80 80 80 80 80 80 80 80 80 0
Weapon Reload Rate := 1
Nova Burst III:
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 30
40 kT
Weapon Damage At Rng := 40 40 40 40 40 40 0
Weapon Damage Type := Double Damage To Shields
Weapon Reload Rate := 2
So, I retract my earlier statement. The Nova Burst is indeed a useless weapon. The reduction in cost does not justify having 1/4 base firepower against hull and 1/2 against shields.
Captain Kwok
July 31st, 2003, 04:38 AM
Originally posted by Suicide Junkie:
Big Difference! If it skips armor, then the leaky shields will be disabled! "Skips armor" damage does not trigger the Crystalline ability!<font size="2" face="Verdana, Helvetica, sans-serif">Ugh! I never thought about it like that.
*Puts on dunce cap and retreats to corner*
openair
July 31st, 2003, 08:33 AM
Originally posted by Imperator Fyron:
The Nova Burst is indeed a useless weapon. The reduction in cost does not justify having 1/4 base firepower against hull and 1/2 against shields.<font size="2" face="Verdana, Helvetica, sans-serif">Exactly... ive noticed more few other unbalances... tho can't seem to think of any right now... the gravimetric torps could use more then 3 levels...
and shields! need more then 6 levels of shields... and only one race having phased shields is a major unbalance in my opinion...
Atrocities
July 31st, 2003, 09:09 AM
I am really not in the mood to work on the mod right now. I have one update almost ready. It fixes a few things, like cargo and supply usage. The propulsion system is of no concern to me at the moment nor is the adding additional racial techs at that would really be a huge undertaking.
The problem with making Ancient Race an AI technology or trait is:
1. The AI will only use colony ships and no design or build other ships.
2. If the AI surrenders to you, POOF, you get all the star charts.
3. I would have to remake ALL of the EMP files and additional ones like CNC recommended.
4. It will hurt the AI in the long run just like Fyron said.
The best option open to me to make the AI expand is to either revamp the entire mod, something I am not willing to do at this point, or trouble shoot. I will increase the supplies available to the AI and add the Cargo concept by TNZ in one form or another.
The AI 'should' expand without problems, but it is very tempormental about it. I have had games where the AI expanded just fine, and then other games where it has not.
These are all great ideas, and good points, but I am only one man, and I am getting kind of run down with SEIV right now.
I know that the mod is solid, that is to say a good mod with a lot of potential.
The issues with weapons, components, expansion and other can and will be taken care of over time.
If a weapon does not work, offer a suggestion. Most of the weapons were only worked out on paper by Kwok and not really tested in game. There are bound to be issues, and like any thing, they can be fixed.
People who have issue with one thing or another, weapons, shields, or whatever, should be aware that they are free to make improvements where they can. I would welcome the help.
Atrocities
July 31st, 2003, 09:17 AM
Originally posted by openair:
I would like to point out the uselessness of some of the weapons in the this mod...<font size="2" face="Verdana, Helvetica, sans-serif">Good, the feed back will help make them not so useless.
Originally posted by openair:
the Nova Torpedo compared to the quatum torp, which all come at the same levels, is 100% useless, half fire rate, exactly half damage, for a double damage to shields... the double is canceled by the half damage, and then the half fire rate on top of that......<font size="2" face="Verdana, Helvetica, sans-serif">Good point, I shall look into it. All most all weapons were concept only, and not game tested. Kwok had a lot on his plate and I think for the most part he did very well. We just have to work the bugs out of them now.
Originally posted by openair:
thats just one example, ill post more later...<font size="2" face="Verdana, Helvetica, sans-serif">Please do.
Originally posted by openair:
PS: only 8472 having phased shields? <font size="2" face="Verdana, Helvetica, sans-serif">Other races may have phased shields by another name.
Atrocities
July 31st, 2003, 09:32 AM
Originally posted by Captain Kwok:
Other things:
Impulse engine in my original concept was a 10kT comp that added extra combat movement as tech level increased. There is no point in giving this comp any map movement, since the whole FTL concept doesn't work out in SE4.<font size="2" face="Verdana, Helvetica, sans-serif">What is wrong with the current system? It was easier to set it up the way. A revamp now could be done, but if it ain't broken, I do not understand the need to fix it, unless it is broken? http://forum.shrapnelgames.com/images/icons/confused.gif
Originally posted by Captain Kwok:
Shield Generators were also 20kT, in part to make them more viable on the smaller ship designs to help balance combat between small and large ships.<font size="2" face="Verdana, Helvetica, sans-serif">I must have missed this, but given the all that had to be done to get the mod out, it is understandable. One more thing to fix. http://forum.shrapnelgames.com/images/icons/icon7.gif
Originally posted by Captain Kwok:
I don't understand the switch to make Dominion PPBs skip armor? I never saw this on the show and plus doesn't the mod use leaky armor anyways? There wouldn't be much difference at all...?<font size="2" face="Verdana, Helvetica, sans-serif">Variety and such.
Originally posted by Captain Kwok:
Just some points, I intend to take a closer look at the mod later on this week and will make more suggestions. <font size="2" face="Verdana, Helvetica, sans-serif">I would welcome suggestions, help, support, money, toys, etc. http://forum.shrapnelgames.com/images/icons/icon10.gif
Originally posted by Captain Kwok:
Did you use the "Extra Movement Generation" ability for the movement bonus for Captain components. I believe this works fine and does not interfere with engine requirements etc.<font size="2" face="Verdana, Helvetica, sans-serif">I did use the Extra Movement Generation ability. The component simply did not work, and I could not figure it out.
Also in order to limit the captains to ONE per ship they must all be in the same family. Problem, when you choose ONLY LATEST, only the Frieghter Captian will show up.
So I tend to agree with CNC, and think that the best option is to ditch all but ONE Captain type with a tech level of I - V or something.
Captain Kwok
July 31st, 2003, 06:41 PM
I wasn't suggesting changing the propulsion system, just injecting a comment to someone else's post re: the current impulse component.
SJ gave me a good reason for using the skip armor option on the PPB as it wouldn't trigger the crystalline ability of the shields!
For Captains, if you place components between them, then all Captains of the same family will be visible even when show latest is selected.
Fyron
July 31st, 2003, 07:09 PM
SJ gave me a good reason for using the skip armor option on the PPB as it wouldn't trigger the crystalline ability of the shields!
<font size="2" face="Verdana, Helvetica, sans-serif">Really? That is weird, but awesome! I guess Crystalline weapons are still powerful in Adamant! http://forum.shrapnelgames.com/images/icons/icon10.gif
Atrocities
July 31st, 2003, 10:58 PM
Thanks Captain. http://forum.shrapnelgames.com/images/icons/icon10.gif I will swap components around to see what happens. http://forum.shrapnelgames.com/images/icons/icon7.gif
openair
July 31st, 2003, 11:03 PM
Originally posted by Atrocities:
Other races may have phased shields by another name.<font size="2" face="Verdana, Helvetica, sans-serif">Sorry? i dont see any... the only compent with "Phased Shield Generation" is the bioelectric field...
Atrocities
July 31st, 2003, 11:17 PM
Thanks OpenAir. What other races do you think should have this ability?
And what do you think about increasing the range of the Nova Burst and reducing its reload time? Say double the range?
openair
July 31st, 2003, 11:18 PM
personally... all of them...
theres a saying one of the Groups in the Armada comunity made popular, least with me... "balance over realism, repeat ten times"
and the nova burst.... quad damage to shields would be a good start... and maybe increase the reload rate on the quatum torp to make it the same as the nova burst, and the rest of the torps... would also help balanced the overpowered quantum...
PS Question: does "skips shields and armor" skip phased shields? like a "skips all shields"? or just "skips normal shields"?
[ July 31, 2003, 23:22: Message edited by: openair ]
Captain Kwok
August 1st, 2003, 01:40 AM
It skips all shields...
DeadZone
August 1st, 2003, 02:02 AM
A few ideas for the Borg
Take out the need for life support and crew quarters, and have a borg control nexus that would act as a bridge and give a joint combat exp. bonus
Also IMO as the borg are a collective, give them their own research facilities that way they will research quicker (and possibly make a very strong opponent, well heres wishing anyway)
Also, should the borg have captains?
And maybe (dunno if this is already done) have their boarding parties double the strength of other races, that way the assilimation affect would kinda work
IMO Borg should also start wit an inf supply source, that way they will definitly be a huge threat, after all, all borg ships can substain themselves
Now as Im always Federation I would love to see the Borg made as the strongest race as IMO they are the strongest of all the ST races. This way if I happen to border next to Borg terriorty then I must have defenses or I would be doomed. I say this cos Im currently in game early on (Game Date 2416.4), got two races on my borders with whom Im at war with, and they have nvr attacked me, hell Ive only ever seen one Light Cruiser from one of them which my explorer class starship made mince pie of(anyone want a piece?), and I have it on highest diff. lol
And finally on the ideas for the borg
Change the ships classes, something I didnt like bout all the other ST mods was the fact of all the bloody cubes being used, the Borg have only 3 types of Cubes, Normal Cube, Tactical Cube and a Fusion Cube(In order of size, smallest to Bigest), oh and If I remember correctly from a ST game, the colony ship is actually pyramid shaped.
If you want I can give you all of the Borg class vessels, and I should be able to get hold of some pics
And something I've just came to realize, I have just switched to Borg in my game to see how they are doing, well needless to say, they havent even designed any ships let alone built any
Now other then borg ideas
Have most of the general weapons for general races only and not for all (confusing when u have ur races weapons and general weapons at the same time)
As for the engines idea I posted earlier I think it should be left for now as it does work.
If you need any help (or maybe a new member to the team *hint hint* http://forum.shrapnelgames.com/images/icons/icon12.gif ) then just ask and I will gladly accept
Well that my 2 cents for now, holla at yer later
openair
August 1st, 2003, 02:17 AM
can't attach, sorry
Name := Phased Shield Generator I
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 600
Cost Organics := 50
Cost Radioactives := 50
Tech Area Req 1 := Shields
Tech Level Req 1 := 7
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1 := 300
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 10 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 10
Ability 3 Type := Shield Regeneration
Ability 3 Descr := Regenerates 20 shield points per turn.
Ability 3 Val 1 := 20
Name := Phased Shield Generator II
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 700
Cost Organics := 50
Cost Radioactives := 50
Tech Area Req 1 := Shields
Tech Level Req 1 := 8
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1 := 400
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 10 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 10
Ability 3 Type := Shield Regeneration
Ability 3 Descr := Regenerates 30 shield points per turn.
Ability 3 Val 1 := 30
Name := Phased Shield Generator III
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 800
Cost Organics := 50
Cost Radioactives := 50
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 9
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1 := 500
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 15 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 15
Ability 3 Type := Shield Regeneration
Ability 3 Descr := Regenerates 40 shield points per turn.
Ability 3 Val 1 := 40
suggested extension to the shield tech...
[ August 01, 2003, 01:17: Message edited by: openair ]
Atrocities
August 1st, 2003, 02:26 AM
Originally posted by DeadZone:
A few ideas for the Borg
Take out the need for life support and crew quarters, and have a borg control nexus that would act as a bridge and give a joint combat exp. bonus
This is hard coded I believe. If not, it is a good idea. I'll look into it.
Also IMO as the borg are a collective, give them their own research facilities that way they will research quicker (and possibly make a very strong opponent, well heres wishing anyway)
I do believe they have a facility to increase research. I can always give them a new Reseach facility, but getting the AI to use it .... well that is the trick now.
Also, should the borg have captains?
And maybe (dunno if this is already done) have their boarding parties double the strength of other races, that way the assilimation affect would kinda work
About captains, they have Combat Nexuses, I agree, the boarding parties should be beefed up.
IMO Borg should also start wit an inf supply source, that way they will definitly be a huge threat, after all, all borg ships can substain themselves
This can be done. I an make the Q-reactor a borg only component. But it may really give them a tremendous advantage. I'll have to try it.
Now as Im always Federation I would love to see the Borg made as the strongest race as IMO they are the strongest of all the ST races. This way if I happen to border next to Borg terriorty then I must have defenses or I would be doomed. I say this cos Im currently in game early on (Game Date 2416.4), got two races on my borders with whom Im at war with, and they have nvr attacked me, hell Ive only ever seen one Light Cruiser from one of them which my explorer class starship made mince pie of(anyone want a piece?), and I have it on highest diff. lol
This should be addressed, hopefully in the next patch. Most of the races were not developing ships, hopefully now they will.
And finally on the ideas for the borg
Change the ships classes, something I didnt like bout all the other ST mods was the fact of all the bloody cubes being used, the Borg have only 3 types of Cubes, Normal Cube, Tactical Cube and a Fusion Cube(In order of size, smallest to Bigest), oh and If I remember correctly from a ST game, the colony ship is actually pyramid shaped.
If you want I can give you all of the Borg class vessels, and I should be able to get hold of some pics
Yes please give me the borg classes. Also the game requires that all bmp's be included. Sure we can mod the game to use only the ships we want, and I agree, there should only be as many Cubes as the Borg actually have. But that would be a real pain for most players as it would limit them. We would have to really work on size for each Cube. Perhaps have Cube, Cube Adv, Cube Adv II - Tatical Cube, Tatical Cube Adv, Tactical Cube Adv II - Fussion Cube, Fussion Cube Adv, and Fussion Cube Adv II.
And something I've just came to realize, I have just switched to Borg in my game to see how they are doing, well needless to say, they havent even designed any ships let alone built any
Again this should be fixed in the next patch
Now other then borg ideas
Have most of the general weapons for general races only and not for all (confusing when u have ur races weapons and general weapons at the same time)
There should only be 5 or so "general" race weapons. The other races need weapons to use, and all players should have access to them.
As for the engines idea I posted earlier I think it should be left for now as it does work.
Thanks
If you need any help (or maybe a new member to the team *hint hint* http://forum.shrapnelgames.com/images/icons/icon12.gif ) then just ask and I will gladly accept
Thanks, these were great suggestions and observations. Please keep them coming
Well that my 2 cents for now, holla at yer later<font size="2" face="Verdana, Helvetica, sans-serif">
[ August 01, 2003, 01:29: Message edited by: Atrocities ]
Atrocities
August 1st, 2003, 02:38 AM
Under the newest patch all of the races appear to be expanding quite well.
Turn
8472 - (25) 2 systems (50) 4 systems (100) 7
Borg - (25) 3 systems (50) 3 systems(100) 7
Breen - (25) 3 systems (50) 6 systems (100) 9
Cardassian - (25) 5 systmes (50) 12 systems (100) 18
Dominion - (25) 4 systems (50) 6 systems (100) 13
Federation - (25) 4 systems (50) 7 systems (100) 7
Ferengi - (25) 5 systems (50) 8 systems (100) 12
Klingon - (25) 2 systems (They did not expand past this)
Romulan - (25) 3 systems (50) 8 systems (100) 7
Tholian - (25) 4 systems (50) 8 systems (100) 10
Here is the latest info on the next patch.
Star Trek Mod v1.0.5
1. - Fixed Error in Cargo Bay V
2. - Increased Cargo Storage Abilities for Cargo Bay I - V (100, 150, 200, 250, 300)
3. - Increased Range of Nova Burst I - III
4. - Decreased Reload rate of Nova Burst I - III from 2 to 1
5. - Corrected Spelling error of Small Efficent Impulse Engine
6. - Increased Range of Gravimetric Torpedo I - III
7. - Decreased Reload rate of Gravimetric Torpedo I - II from 2 to 1
8. - Changed Weapon Damage Type of Plasma Torpedo I - V from Normal to Skips All Shields (More to the design of the weapon used by the Romulans)
9. - Increased Range of Plasma Burst I - III
10. - Reduced Reload rate for Plasma Burst I- III from 2 to 1
11. - Increased Range of Crystalline Torpedo I - V
12. - Decreased Reload rate of Crystalline Torpedo I - V
13. - Changed Pulse Phaser I - VI from Normal Weapon Damage to Skips Armor
14. - Reduced Pulse Phaser I - VI Tonage Space and Structure from 20 to 10
15. - Changed Pulse Phaser I - VI Weapon Display from Torp to Beam
16. - Reduced Small Pulse Phaser I - III Weapon Display from Torp to Beam
17. - Changed Small Pulse Phaser I - III from Normal Weapon Damage to Skips Armor
18. - Increased Quantum Singlarity Beam I - III Damage at Range from 5 to 15 each
19. - Removed All but the Combat Captains components. (Will add revised one back in later)
20. - Changed The Reload rate for Quantum Torpedo I - V from 1 to 2
Star Trek Mod v1.0.4
1. - Reduced Tonage of Mini Positron Torpedo I - IV from 20 to 10
2. - Incresed Range of Mini Positron Torpedo I - IV
3. - Decreased Reload rate for Mini Positron Torpedo I - IV from 2 to 1
4. - Added Master Computer I - III back to the mod by popular request
5. - Changed Racial Trait Ancient Race cost from 1000 to 0 (For use with AI's)
6. - Changed Supply amount used on Impulse Engines I - V to 5 each
7. - Increased Supply Storage Ability for Impulse Engines I - V
8. - Added Supply Amount Used 50 to Transwarp Drive
Star Trek Mod v1.0.3
1. - Added AI_DesignCreation files to Ktarians, Nausicaan, Sheliak, and Tamarian Races
2. - Replaced All Race AI_DesignCreation files
3. - Fixed Federation Race Portrait and Mini image so that numbers show up better. (White on white did not work well)
4. - Changed The Color of the Main Icons boarder to yellow
5. - Changed The Color of the Order Icons to Green
6. - Fixed Error in 8472 General.txt
7. - Fixed Errors in Breen General.txt
8. - Fixed Error in Ferengi General.txt
9. - Made New Breen 5k EMP file to replace bad one
Atrocities
August 1st, 2003, 03:30 AM
The Star Trek Mod (http://astmod.com/startrek/stm.htm) Version 1.0.6
This latest Version seems to fix the expansion problems and improves weapons range and usage.
Bug reports are always welcome as are suggestions. Please Enjoy the mod.
DeadZone
August 1st, 2003, 05:11 AM
If you really want, I could write a VehicleSize.txt for the borg so all you have to do is copy it, I will get the pictures sorted also
Atrocities
August 1st, 2003, 06:36 AM
Sounds Good DZ. http://forum.shrapnelgames.com/images/icons/icon7.gif
DeadZone
August 1st, 2003, 07:38 AM
One thing, how many Ship Classes do you want, I can give you quite a few
DeadZone
August 1st, 2003, 08:24 AM
So you know I have started on the size file, and The borg vessels I have dont require life support or crew quarters, it does require a bridge (this can be removed but I fail to see why it should be)
CNCRaymond
August 1st, 2003, 10:54 AM
PCP this latest patch is working great. I did notice one thing though, The Borg Repair III is given at the same time as Borg Repair II.
Hey if it was up to me I would have no more than 6 ships per race.
This can be done simply enough, include all ships as needed by the game, then include the ships you want to use for the mod. This will work a lot better than trying to name new ships.
The Federation would have more ships because they do, but their largest would be equal to all of the other races. They would just have more ships with different sizes.
I will post a list later. (You could use your new Star Trek images for this.)
DeadZone
August 1st, 2003, 11:39 AM
If it was upto me I would have loads of ship classes (I prefer the long games that take me weeks to do)
For the Borg as far I have 9 ship classes (so if implemented Atrocities will need to add 2 to the Borg Ship Tech lvls), 1 shuttle and a colony ship
I am currently lookin at wot would make good carriers and transport
Oh and also I have a Borg StarBase that you would see in UniMatrix One
DeadZone
August 1st, 2003, 12:05 PM
I now have a Transport and carrier, For now there is only 1 of each, Im just sorting out the images for all the classes and then I will put a link up so Atrocities can take a look at it
J.
August 1st, 2003, 12:07 PM
Something is fishy about shield regenerators in the mod. They're called regenerative shields. Regenerative shields I-III require you to research borg shields tech to levels 6-8 respectively(BTW, those are the only components you get for researching borg shields). Levels IV&V require you to research shields tech to levels 9&10. The problem is that borg shields tech has a maximum level of 5, so actually you don't get *anything* for researching it. Shields tech has a maximum level of 6, so you can't research it high enough to get the regenerative shields. I guess these things aren't deliberately left inaccesible.
Another thing: small incenerator beams require borg high-energy weapons as a prerequisite when they should require borg energy weapons.
Also, the WMG-equivelants of different races probably should get their range increased, after all their describtion talks about long range and some weapons described as medium range outrange them(for example the neural disrupter) http://forum.shrapnelgames.com/images/icons/icon7.gif
Flux pods I-V you get from 8472 stellar harnessing all have a tech level requirement of 1.
[ August 01, 2003, 11:37: Message edited by: J. ]
DeadZone
August 1st, 2003, 03:31 PM
Atrocities the Borg files are here
http://www.angelfire.com/trek/chrisnewton/Borg.zip
Check thro it, I think I may have over done some of the hull sizes, lol
CNCRaymond
August 1st, 2003, 11:24 PM
You got to love it when you report a bug and within a day or so it is taken care of.
PCP when do you think you might redo the ship classes for the Borg or other races?
jimbob
August 2nd, 2003, 01:13 AM
hey DZ, I like the ships, but they're a little dark on my screen. Especially important is the minis, as that's what I'm gonna need to see when trying to find them on my system map.
cheers,
and that's just my opinion
[ August 02, 2003, 00:15: Message edited by: jimbob ]
DeadZone
August 2nd, 2003, 02:49 AM
Ok, done, still same link to d/l them
[ August 02, 2003, 02:04: Message edited by: DeadZone ]
DeadZone
August 2nd, 2003, 03:06 AM
If ppl want I will look into doing the same thing Ive done wit the borg to Federation, Klingons and Romulans
CNCRaymond
August 2nd, 2003, 04:37 AM
DZ I can tell you right now PCP will not use ships from other sources than what he currently has available. Its his ships and sets or no deal. To many problems have popped up in the past with arseholes and such.
TNZ
August 2nd, 2003, 12:02 PM
If anyone is interested, I found this site
http://techspecs.acalltoduty.com/index.html
It has a lot of information about Federation ships.
Atrocities
August 4th, 2003, 04:24 AM
Thanks DZ for the borg info. Those ships are from SFC are they not?
I am hard at work on the 1.0.7 patch and should have it out sometime today or tomorrow.
It will fix a few more bugs and spelling errors.
I really like what DZ has done with the Borg Vehicle sizes and will more than likely be including it in a later patch. Right now I just want to get the mod to work well with what it currently has.
CNC that is a good idea, but to complicated for me to bother with for now.
Thanks again for the feed back all. Keep the ideas and bug reports coming.
PS CNC that issues with the Borg was already brought to my attention. Thanks though.
BadAxe
August 4th, 2003, 06:14 PM
I think there is a path error in the zip files in the patches. The original Version installed to StarTrek Mod and the patches install to Star Trek Mod.
That may explain why nothing seemed to change in the patches for me.
I like it a lot, though. Thanks for all the work.
General Woundwort
August 5th, 2003, 01:04 AM
I worked up a new set of Main buttons for the Star Trek Mod. Feedback is welcome.
1060038227.bmp (http://forum.shrapnelgames.com/newuploads/1060038227.bmp)
CNCRaymond
August 5th, 2003, 05:51 AM
The patches all installed correctly for me. Just copy them over I guess.
Those are some cool buttons.
Atrocities
August 6th, 2003, 10:59 AM
GW that looks really nice. http://forum.shrapnelgames.com/images/icons/icon7.gif Can I include it as an extra for the next patch (1.0.8)?
DZ, I will need to touch up your images, and would like to include them also for the Extra folder. That is if it is ok with you. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 06, 2003, 10:02: Message edited by: Atrocities ]
Fyron
August 6th, 2003, 11:31 AM
Extra? Make them the default! http://forum.shrapnelgames.com/images/icons/icon12.gif
GW, want to make me some buttons for Adamant Mod? http://forum.shrapnelgames.com/images/icons/icon10.gif Possibly a set of Organicy ones and Magic ones, so that players can customize the look.
[ August 06, 2003, 10:32: Message edited by: Imperator Fyron ]
General Woundwort
August 6th, 2003, 12:16 PM
Atrocities - Sure! Help yourself!
Fyron - I'll be happy to try - give me a couple of days and I'll see what I can come up with.
QuarianRex
August 7th, 2003, 04:19 AM
I did a bit of a Borg mod a while back. Here's a link...
BorgMod.zip (http://forum.shrapnelgames.com/newuploads/1035747855.zip)
It only had 6 ship sizes -Scout (the probe ship seen on Voyager)
-SmallSphere
-MediumCube
-LargeCube
-TacticalCube
-QueensVessel (the diamond ship)
I didn't use any of the pyramid/rectangle/rollingpin sizes (mainly since I have never played the games that they're from, and I must say that I somewhat balk at the thought of a Borg fleet looking like a collection of pre-school block toys. Personal bias, I know).
Those were supplemental sizes of course. I also use a second shipset for all of the standard shipsizes. Personally I rename the Norak set since they have somewhat of an 'assimmilated' look to them. Why bother doing that? When the Borg capture a ship and then upgrade it the pic changes to the assimmilated (Norak) look. Its a good system that works well for me, it could be useful here as well.
DZ,
Nice pics but you need to make the backgrounds transparent or they will look odd in the game (currently they are dark grey).
[ August 07, 2003, 03:20: Message edited by: QuarianRex ]
Atrocities
August 7th, 2003, 04:50 PM
Originally posted by QuarianRex:
I didn't use any of the pyramid/rectangle/rollingpin sizes (mainly since I have never played the games that they're from, and I must say that I somewhat balk at the thought of a Borg fleet looking like a collection of pre-school block toys. Personal bias, I know).
<font size="2" face="Verdana, Helvetica, sans-serif">Like wise.
One thing you must understand is that SFC, and Armada I & II had no choice but to use "other" shapes to finish off the borg ships. The trouble with many star trek races is that there is really no information for which to base an entire SE IV ship set from.
Look at 8472, the Breen, Cardassians, Dominion, Ferengi, Gorn, Hirogen, Son'a, and Vaadwaur.
I have received many request asking me where I got my ship designs from, especially the Dominion, Hirogen, and Vaadwaur. People, espiecally trek fans, eat that kind of **** up. I have received other emails, many ranging from great work to fits of anger at not being cannon images.
I have worked on a complete BORG set, including a diamond, but they all look kind of funky. I opted to keep the set basic, IE Cube based, for many reasons. One being ease avalibility of exsistings ship images, two easy of use, etc.
http://forum.shrapnelgames.com/newuploads/1060267783.BMP
[ August 07, 2003, 15:51: Message edited by: Atrocities ]
Atrocities
August 8th, 2003, 12:50 PM
Patch 4 Version 1.0.9 (http://astmod.com/startrek/stm.htm)
I have to say that thus far the AI with medium settings is kicking my *** all over. They are expanding correctly and they seem to be using weapons and adavantages as well. A most challenging game.
Star Trek Mod v1.0.9
1. - Fixed 8472 Flux Pod II - V now require proper tech level
2. - Added General Woundwort new Main Button Image (If you wish to use you will have to rename as MAIN
Star Trek Mod v1.0.8
1. - Changed Borg Small Incinerator Beam I - III now require only Borg Energy Weapons
2. - Changed Description of Biokinetic Discharge I - III from Long Range to Medium Range
3. - Increased Range and power of Quantum Singularity Beam I - III
4. - Increased Range of Plasma Projector I - III
5. - Increased Range of Incinerator Beam I - III
6. - Changed Enhanced Fusion Beam I to Enhanced Fusion Beam
7. - Changed Enhanced Fusion Beam Roman Numeral from III to 0
8. - Increased Range of Enhanced Fusion Beam
9. - Chagned Description of Breen Energy Dampener IV - VI from medium range to Long Range
10. - Increased Range of Breen Energy Dampener IV - VI
11. - Changed Description of Cardassian Spiral Wave Disruptor I - III from short range to long range
12. - Increased Range of Cardassian Spiral Wave Disruptor I - III
13. - Chagned Dominion Polaron Beam I - V from Normal to Skips All Shields (Better reflects Dominions weapons)
14. - Increased Range of Dominion Polaron Cannon I - III
15. - Increased Range of Klingon Ion Cannon I - III
16. - Increased Range of Ferengi Isokinetic Cannon I - V
Star Trek Mod v1.0.7
1. - Fixed Error in Borg Repair Drone III
2. - Fixed Spelling error of Small Efficient Impulse Engine
3. - Fixed Spelling error of Small Quantum Impulse Engine
4. - Fixed Error in Borg Regenerative Shields IV & V, now require Borg Shields level 4 and 5
5. - Changed Borg Regenerative Shields I - III now require level I - III of Borg Shields
[ August 08, 2003, 12:49: Message edited by: Atrocities ]
mottlee
August 8th, 2003, 04:56 PM
Do you need to D/L all the patches or just the Last will work????
Atrocities
August 8th, 2003, 05:45 PM
If you just have 1.0.0 then yes you will need to download all of the patches and install them in order as the web page states.
To see what Version you have just look at the revision history.
Once most of the bugs have been worked out of the mod, this next patch, 1.1.0 will be the Version I will ask GEO to upload to PBW. As it now stands the mod is very playable, but there are some minor refining points that need to be worked out. A few more bugs squashed and then I will upload the latest Version to the web site as well. At that point the patches will be only good for those who have the 1.0.0 Version which will also still be available.
And just a side note: There have been over 200 downloads of the mod since its offical release. http://forum.shrapnelgames.com/images/icons/icon7.gif
===========
"Kill em all let God sort em out"
"And what makes you think he would want that job?"
[ August 08, 2003, 16:50: Message edited by: Atrocities ]
mottlee
August 8th, 2003, 05:55 PM
Way to Go!
Atrocities
August 8th, 2003, 06:46 PM
Patch 4 Version 1.0.9 (http://astmod.com/startrek/stm.htm)
For those of you who do not know, you do need the image mods for this MOD. IE the Facilities, Planets, Components Image mods are required.
Without them you will get errors and possible lock up your game.
tesco samoa
August 8th, 2003, 09:39 PM
why do you have to install them in order ??
could you not have a update 1.0.9 and a full 1.0.9 for us to download
solops
August 8th, 2003, 10:58 PM
I keep getting an error message when I try to run the mod : unable to load settings.txt (in the mod directory). I installed all of the image mods (in the main picture directory) and the ST files (in order). What gives?
[ August 08, 2003, 22:07: Message edited by: solops ]
solops
August 8th, 2003, 11:14 PM
Hmmm....apparently something in the installation process causes a second "Star Trek" directory to be created. This second directory's name has different spacing from the first and is the target for some of the patches.
And, should the splash screen say 1.09 0r 1.0?
[ August 08, 2003, 22:14: Message edited by: solops ]
Atrocities
August 8th, 2003, 11:46 PM
The Splash screen is un-changed should read 1.0
I will fix the spacing error.
Atrocities
August 8th, 2003, 11:49 PM
Originally posted by tesco samoa:
why do you have to install them in order ??
could you not have a update 1.0.9 and a full 1.0.9 for us to download<font size="2" face="Verdana, Helvetica, sans-serif">No
After this next patch, the mod will be updated on the web site to the latest Version and the patches will be obsolete.
I will keep them up, for a while, but eventually they will all come down.
[ August 08, 2003, 22:51: Message edited by: Atrocities ]
Fyron
August 8th, 2003, 11:53 PM
You should really make the patches cumulative... so the 1.09 patch has all the other patches built in. Having to install a bunch of patches is really annoying...
Atrocities
August 9th, 2003, 11:15 AM
http://forum.shrapnelgames.com/images/icons/icon7.gif Will do
Atrocities
August 9th, 2003, 12:23 PM
As I type this the latest Version of the mod is being uploaded to the www.astmod.com/startrek/stm.htm (http://www.astmod.com/startrek/stm.htm) page
The Full Version 1.1.0 will be available within the hour.
I have also kept the 1.0.0 Version and all of the patches including PATCH 5 and the new ALL IN ONE patch available as well.
Patch 5 updates the mod from v1.0.9 to 1.1.0
The All In One Patch updates the mod from v1.0.0 to 1.1.0
Barring any huge bugs or problems this will be the Version I ask Geo to upload to PBW. With any luck a PBW game using this mod, for testing purposes, will be started as soon as PBW is back up and running.
Star Trek Mod v1.1.0 (http://astmod.com/startrek/stm.htm)
1. - Adjusted All Defualt AI Design Attack Ship to use a minimum of 3 engines and a max of 10
2. - Added New Dominion Ship Images
3. - Changed Klingon Battle Arena I Ability 1 from 1 to 2 (Was not working correctly)
4. - Changed Physics from a tech level of 4 to 2 (Does not research anything past 2)
5. - Changed Construction from a tech level of 5 to 1 (Does not research anything past 1)
6. - Increased Klingon Ship Tonnage sizes. (Better reflects actual Klingon ship sizes
7. - Added Disrupters to the BOP Mount
8. - Increased Borg Boarding Parties
9. - Added The word Troops to Klingon Shock Troops I - V
tesco samoa
August 9th, 2003, 03:37 PM
http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
August 10th, 2003, 01:45 AM
Star Trek Mod Version 1.1.0 Full (http://astmod.com/startrek/stm.htm)
Along with Patch 5 v 1.1.0
Along with All In One Patch v1.0.0 to v1.1.0
Atrocities
August 11th, 2003, 09:42 AM
Bump
userx
August 12th, 2003, 06:11 AM
Well, I've finally had some time to get back into this game and I was really suprised to find this mod available! I played all weekend! Good job Atrocities!
Couple of bugs that I would like to report playing the Federation.
* Crystal inhanced laser has no large bitmap (can't find comp_881.bmp) Not sure Federation should even have this.
* Bean discharger has no large bitmap (can't find comp_568.bmp) Not sure Federation should even have this.
* Impulse engine V provides 9850 supply points ...think it should be 850 as this is what it states in the description.
* Cardassian light cruiser uses genaric neutral image (thought for a moment that I was being invaded by a minor!)
* Federation frigate requires level 4 not 2 as expected
* Damage control level 3 only repairs 2 comps per turn (level 2 does as well)
* Somehow I got point defence disrupters (as well as phasers). Not sure if this is a bug but I would think that Disrupters are not available to the Federation.
* Researching military science gives me Borg troops?
That's it. Overall, feels like Star Trek and it's been fun ... better then BOTF! Though, the AIs need work, turn 100 and I'm destroying Klingon War Cruisers with obsolete frigates one on one... actually, I'm destroying everyone (except the Borg) with a small obsolete fleet.
What I've found is that the other races are not researching their unique technologies for the most part and are almost exclusivly arming their ships with photon torpedos.
Keep up the good work and I'll post any other new findings.
Atrocities
August 12th, 2003, 03:38 PM
Thank you very much UserX for this bug list.
* Federation frigate requires level 4 not 2 as expected (This is not a bug, it is how Kwok has originally planned it since this ship gains access to the Defiant mount. (Very powerful)
The rest I will look into right now. Thanks again.
Atrocities
August 12th, 2003, 07:49 PM
Well, I've finally had some time to get back into this game and I was really suprised to find this mod available! I played all weekend! Good job Atrocities!
Couple of bugs that I would like to report playing the Federation.
* Crystal inhanced laser has no large bitmap (can't find comp_881.bmp) Not sure Federation should even have this.
You need to install the image mod.
* Bean discharger has no large bitmap (can't find comp_568.bmp) Not sure Federation should even have this.
You need to install the image mod.
* Impulse engine V provides 9850 supply points ...think it should be 850 as this is what it states in the description.
Thank you, this has been fixed
* Cardassian light cruiser uses genaric neutral image (thought for a moment that I was being invaded by a minor!)
Thank you, this has been fixed
* Federation frigate requires level 4 not 2 as expected
Not a bug
* Damage control level 3 only repairs 2 comps per turn (level 2 does as well)
Thank you, thish as been fixed
* Somehow I got point defence disrupters (as well as phasers). Not sure if this is a bug but I would think that Disrupters are not available to the Federation.
Not a bug, PDD are available to all races. (PDP are a lot more powerful.
* Researching military science gives me Borg troops?
This was most odd, I could not duplicate it, but I did find an error in the TechArea governing Borg Troops
That's it. Overall, feels like Star Trek and it's been fun ... better then BOTF! Though, the AIs need work, turn 100 and I'm destroying Klingon War Cruisers with obsolete frigates one on one... actually, I'm destroying everyone (except the Borg) with a small obsolete fleet.
Thanks
What I've found is that the other races are not researching their unique technologies for the most part and are almost exclusivly arming their ships with photon torpedos.
I will work on this.
Keep up the good work and I'll post any other new findings.
please do, they are very helpful<font size="2" face="Verdana, Helvetica, sans-serif">
[ August 12, 2003, 18:53: Message edited by: Atrocities ]
Atrocities
August 12th, 2003, 08:05 PM
Star Trek Mod v1.1.1 (http://astmod.com/startrek/stm.htm)
1. - Added Cardassian Light Cruiser BMP's
2. - Fixed Error with Impulse Engine V - was giving 9850 in supply instead of 850
3. - Changed Bitmap for Point Defense Disrupters I - V from 66 to 1199
4. - Changed Crystal Enahnanced Laser I - III from Federation to Tholian technology
5. - Fixed Damage Control II - III now repair correct number of components
6. - Fixed Errors in Borg Troop Technology in TechArea
7. - Fixed Photon Torpedo VI - X now use the same BMP image as Photon Torpedo I - V
Atrocities
August 12th, 2003, 11:58 PM
I was just beaten by the Borg. http://forum.shrapnelgames.com/images/icons/icon9.gif I am so depressed.
I have come up with a way to use only the ships I want to use per race. I am going to test it and if it works incorperate it into a later Version of the mod.
What I am thinking is to do what was suggested for the Borg, keeping the classes down, but each ship having a lot of Tonnage. (Better reflect the borg)
The Federation will have the most ships, ranging in tonnage from 200 to 1200 or so. I am thinking about 12 ship classes for them.
The Klingons and Cardassians will have the second most, with about 9 classes.
The Romulans, and Breen will have 8 or so each.
The Ferengi, 8472, and Tholians will have 6 each.
Neutrals will have 5 each. I will keep the Advanced Construction option for Carriers, but a player can turn that off in game set up.
[ August 12, 2003, 23:05: Message edited by: Atrocities ]
Fyron
August 13th, 2003, 06:25 AM
Why does Impulse Engine II use the Ion Engine pic, whereas Impulse Engine I uses a custom pic?
The supply value on Structural Integrity Field is useless, as it will never use supplies (unless you gave it some hidden engine ability or something, which might not be a bad idea; it would be 0 movement, but it would make the ship use extra supplies each sector it moved).
That is some expensive ship construction tech!
General Ship Construction only costs 10k instead of 100k. http://forum.shrapnelgames.com/images/icons/shock.gif
[ August 13, 2003, 05:35: Message edited by: Imperator Fyron ]
userx
August 13th, 2003, 06:52 AM
Originally posted by Atrocities:
* Federation frigate requires level 4 not 2 as expected (This is not a bug, it is how Kwok has originally planned it since this ship gains access to the Defiant mount. (Very powerful)
<font size="2" face="Verdana, Helvetica, sans-serif">I think you may be mistaken the Frigate for the Escort. The Escort has access to the Defiant mount. Very small by powerfull.
As it stands now, the frigate is available with the light cruiser which doesn't make any sense to me.
userx
August 13th, 2003, 06:53 AM
OK, thought I might post this here and see if I get any feedback! This weekend I downloaded Atrocities/Capt Kwoks star trek mod and played a couple of quick games to get use to the mod. Playing the Federation it certainly felt like Star Trek. But there is only one problem... didn't feel right having the Borg start right next to me or the Breen. So, I dug out Star Charts and spent the day working on a map. It is a little rough but I had a lot of fun playing on it so I thought I would post it for others to try.
Now I warn you, it's rough and many systems are yet in place. The Federation, Romulan, Klingon and Cardassian core systems are in place and all races have correct starting locations. If you like it and would like me to continue working on it let me know.
How to use the map:
First, download it from
Star Trek Map (http://www.rickperreault.com/se/startrek.MAP)
and install it in your map directory.
Then select a new game and select this map [startrek.Map] in quadrant configuration.
Add existing races in the following order:
1- Federation
2- Klingon
3- Romulan
4- Cardassian
5- Ferengi
6- Tholian
7- Breen
8- Dominion
9- Borg
10 8482
The map features many popular systems from Star Trek, natural neutral zones, and the Bajoran wormhole.
Now, because I wanted to play the Federation, a Federation bias may be present and I focused on the Federation core.
Setup and Play Tips:
Basic setup: One planet start, average, med tech level, med tech cost.
Also restricted colonizing to home planet type under games settings so that most races don't colonize ice and gas giant planets.
Also I didn't try it with minor races or computer generated empires so chosing these options probably will affect balance.
Lastly, if you play the Fed, your advatage is colonizing cannon worlds like Beta Rigel (south east of Sol) and Deneb Kaitos (west of Sol). Hold these and you'll have a chance at winning.
And colonize Vulcan asap as you'll get a prize for doing so.
This map took a couple of days to make so I won't be improving on it much UNLESS there is a demand for such a thing.
Have fun!
P.S. First 2 games had first contact/short war with Romulans just like Star Trek history.
Captain Kwok
August 13th, 2003, 06:59 AM
Originally posted by Atrocities:
Federation frigate requires level 4 not 2 as expected (This is not a bug, it is how Kwok has originally planned it since this ship gains access to the Defiant mount. (Very powerful)
<font size="2" face="Verdana, Helvetica, sans-serif">Not quite. The typical frigate in the original mod was available with Level 1 Ship Construction. The Defiant also only required Level 1 Ship Construction, but needed some other much more advanced techs before it was available for construction, i.e. pulse phasers, advanced military science etc...
Fyron
August 13th, 2003, 07:28 AM
Structural Integrity Fields are rather impotent... I suggest going with the orignal values Kwok came up with.
Lighthorse
August 13th, 2003, 06:46 PM
Thanks Userx, for the star trek map, enjoying playing it right now.
Is there a way that the AI research can be customize for each race? I am not a programmer, but I did assistance with B5 mod by play-testing a few of the races and email a list of research items in order that they should be researched, the B5 mod game designer/programmer, Then the programmer would encode that list into each race AI file somehow.
This should improve the AI and focus on it's race research special items and improve the race's ship design, with they special weapons/etc.
That my two cent worth, anyway
Lighthorse
Captain Kwok
August 13th, 2003, 08:53 PM
Yes, any AI can be programmed do research different areas etc...
Fyron
August 13th, 2003, 10:15 PM
You really need to do something about ships with a Warp Drive and no impulse engines having no strategic movement... I just designed a transport with 1 impulse engine, giving 1 mp, and then a warp drive, for 7 mp, but it has 0 movement. http://forum.shrapnelgames.com/images/icons/icon9.gif
CNCRaymond
August 14th, 2003, 12:20 AM
Oh for the love of God!
This is directed at Fyron and Kwok.
Hey guys, gently putting it, where the hell were you guys when he needed your in put back in June? Excuse me for being the one to say this, no offense intended, but you can at least thank him for doing what he has done. Every time a bug was reported, Atrocitied worked on fixing it as quickly as he could. Perhaps I am misreading the tone of your Posts, but it seems like they are more caustic than they should be.
Granted the mod needs help, what mod doesn't? I think the information you posted is helpful and right on the money, but you can be a bit more diplomatic about it.
IIRC Atrocities did the work on this mod because so many people wanted a Star Trek mod, and had been waiting for a good long while for one. No one seemed to like his AST mod so it was only natural for him to want to try and make another mod. One that was more fitting to the nature of Star Trek. Why I dont know, I would not have bothered with it.
I remember back when he was beta testing the mod, he commented that he only received a few, very few IIRC, feedback emails.
I for one am grateful that he has taken the time to work on this fricking mod despite the lack of support, and the constant negativeness that seems to be prevalent in this thread, he has endeavored to please. I would not blame him if he said to hell with it and washed his hand of the affair.
If your going to offer feedback, great, it is needed to make any mod better, but for the sake of the guy who has to do the work, be a bit more civil.
[ August 13, 2003, 23:27: Message edited by: CNCRaymond ]
Captain Kwok
August 14th, 2003, 01:19 AM
Raymond:
Whaaaa-t??? (In my best Jon Stewart impression!)
I'm not sure how you get caustic from my Posts, maybe Fyron is his usual abrasive self, but I was merely responding to a little error in one of Atrocities' statements about how I had set up the ship construction. No big deal, It wasn't like I was saying his way was stupid, or what that he was an idiot for posting something that was incorrect.
Geez!
[ August 14, 2003, 02:22: Message edited by: Captain Kwok ]
userx
August 14th, 2003, 02:52 AM
Originally posted by Lighthorse:
Thanks Userx, for the star trek map, enjoying playing it right now.
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks Lighthorse. Very glad to hear that. Let me know how your game turns out on it.
Actually, who are you playing?
As for improving AI for race specific techs, I suspect that's what Atrocities and others will be working on over the next few months. It's alot of work.
[ August 14, 2003, 01:53: Message edited by: userx ]
Fyron
August 14th, 2003, 03:19 AM
Originally posted by Captain Kwok:
Raymond:
Whaaaa-t??? (In my best Jon Stewart impression!)<font size="2" face="Verdana, Helvetica, sans-serif">I'll second that motion... None of my Posts have been in a caustic tone. Frustrated, maybe (with the 0 mp thing...), but certainly not caustic.
Back in June, my feedback was a good deal of those very few feedback emails, though most of it was in MSN IM, not actual email.
This is the middle of the summer, and Shrapnel has slowed down, just as it did Last summer, and the one before. There are a lot fewer Posts in total, so of course there is going to be a lot less feedback at this point in time. A lot of people are off on vacations or whatever.
So now to make this a not totally useless post:
Atrocities, have you considered using the Colony Tech Mod by Ekolis? It will be great for PBW games, as it forcibly removes the absurdity of being able to trade your starting colony techs away... and players already have to go select an advanced trait for their race, so one more won't be any more confusing.
Atrocities
August 14th, 2003, 06:09 AM
userx thanks a million for the map. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif
CNC, um, no more caffine for you, PERIOD! http://forum.shrapnelgames.com/images/icons/icon12.gif
Fyron, Kwok, and all others, thanks for your awsome imput on this mod. The more poeple that step up and offer feedback the better I can deal with the problems.
CNC tis ok man, thanks for caring, but I am a big boy. http://forum.shrapnelgames.com/images/icons/icon12.gif
Atrocities
August 14th, 2003, 06:31 AM
I have to be honest I wanted to get the mod up and running and get as much feedback as I could on it before it was released. The problem was that only a few poeple gave me any feedback. Fyron was one of the most helpful of them, as was CNC and a few others. To you all I say thank you. As a result, the public release has yeilded far more bug reports than the beta and I think the process is working just fine. Soon we will have a mod worthy of the name, and one that will be a lot of fun to play by web.
I think that my egerness to please often out paces my ability and as a result I occationally post updates that do more harm than good. For this I sincerely apologize. I know that some may harbor the thought that I am an idiot, unskilled, and horrible at mod making. To them all I can say is, oh well. If you think you can do a better job, then by all means, knock your socks off.
Part of modding process is to make improvements, find what works, and what does not. Sure the mod is not 100% like what Captain Kowk has described on his web site, and sure it has a long ways to go before it is finished, however in my own defense, no one else stepped up to bat when the project was abruptly terminated.
So please keep in mind that I love feedback, good, bad, or other. It helps me to fix things, and improve the mod. I could careless if people think I am an idiot or not, but I do care about any bugs they find, or suggestions they do have for the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
About the Ship issue, damn I missed that. Thanks for reporting it. I shall get it fixed asap.
The AI research issue. All race do have uinque research tech files customized for each race. The problem is, I did not organize them very well as they were my first attempt. I will redo them and get them timed better.
I did run into a problem with the research tech slowing the AI expansion down a great deal at one point thus the modified research files. But since I think I have fixed the expansion issue, I can redo them all and see what happens.
I can also look more closely at what Captain Kwok has for the SIF and Federation ships and fix them as well.
Again these Posts are great feedback and I do sincerely appreciate it. http://forum.shrapnelgames.com/images/icons/icon7.gif The more there are the better the mod will become. http://forum.shrapnelgames.com/images/icons/icon7.gif
The Colony Tech mod is an excellent idea. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 14, 2003, 05:45: Message edited by: Atrocities ]
Lighthorse
August 14th, 2003, 06:36 AM
Hey Userx,
Let me know how your game turns out on it.
I am the UCF Federation. Turn 62, at war with the Klingon and Cardassian.
I set the game per your instruction, but found Regulus Prime space section empty, the Romulan started else way.
Its nothing like fighting a two front war, with three more races lining up to attack the federation along my frontier. Should complete researching the Defiant class ship, with the special mounts and quautum torpedo class V by turn 66, then watch out. Havn't got shielding or armor yet, but with defiant excort loaded down with 8 Quautum torpedos should help the federation war effort.
I was wondering if you use the federation boardgame/wargame as the basics for your map?
Nice job on the map, Userx.
Lighthorse
CNCRaymond
August 14th, 2003, 08:05 AM
Kwok & Fyron, what can I say but I posted before I thought. I hope you understand that my post was not intended to be offensive, I was only sticking up for PCP. I misinterpreted the tones of your Posts and I am sorry. Directness is often viewed incorrectly as rudeness. I should have gathered that you both have a working rapore with PCP and that to the point Posts are far more helpful to getting to the crux of the topic than long winded Posts like the ones I post.
Once again, I am sorry.
Captain Kwok
August 14th, 2003, 08:08 AM
No harm, no foul! http://forum.shrapnelgames.com/images/icons/tongue.gif
userx
August 14th, 2003, 08:44 AM
Originally posted by Lighthorse:
Hey Userx,
Let me know how your game turns out on it.
I am the UCF Federation. Turn 62, at war with the Klingon and Cardassian.
I set the game per your instruction, but found Regulus Prime space section empty, the Romulan started else way.
<font size="2" face="Verdana, Helvetica, sans-serif">Regulus Prime is the Last south east system before you get to Klingon space. The Romulans
start in the north east in the Romulus system. I'm sure the Klingons will be contesting the system by turn 80!
Originally posted by Lighthorse:
I was wondering if you use the federation boardgame/wargame as the basics for your map?
Nice job on the map, Userx.
Lighthorse<font size="2" face="Verdana, Helvetica, sans-serif">I used several sources, primarly Star Trek Star Charts.... but I think it's a little flawed. I also based it on years (since the 70s) of being a star trek fan.
Very glad you are having fun with it... let me know if you want me to continue working on it. Also, I have a topic thread for the map so maybe we could move this conversation there.
userx
August 14th, 2003, 08:51 AM
Atrocities, I think you are doing a great job! It takes a community to make a GREAT MOD. As for the colony tech,,,, I prefer to play with "only colonize home planet type...
My thoughts
[ August 14, 2003, 07:52: Message edited by: userx ]
Fyron
August 14th, 2003, 09:08 AM
Kwok & Fyron, what can I say but I posted before I thought... <font size="2" face="Verdana, Helvetica, sans-serif">No worries.
AT:
You need an empty Maps folder in the mod download. Maps generated with stock SE4 will NOT work in the mod, as you have included FQM Deluxe. Similarly, maps made in the mod will NOT work in stock SE4. So, they really need to be set up to be kept separate. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 14, 2003, 08:23: Message edited by: Imperator Fyron ]
Atrocities
August 14th, 2003, 07:51 PM
Thanks guys. http://forum.shrapnelgames.com/images/icons/icon7.gif
Lighthorse
August 14th, 2003, 10:36 PM
Hey All
Check out this cool star trek link
http://www.st-intelligence.com/
Not bad at all.
Lighthorse
Atrocities
August 16th, 2003, 11:45 PM
Star Trek Mod v1.1.2 (http://www.astmod.com/startrek/stm.htm)
1. Fixed Federation Frigate Tech Level now is 2 instead of 4
2. Added Federation Escort II (Will use defiant mount)
3. Changed Federation Escort availible at start for Federation
4. Changed Federation Escort BMP from Defiant to Nova
5. Changed 8472 Warp Weapons requirement for Physics 4 to Physics 2
6. Changed All Races Research Files in the hopes of improving Ai use.
7. Changed Federation Impulse Einge VI now available with Slipsteam Drive
8. Changed Structural Integrity Field I - V Tonage to 0 for all (Kowks original plan)
9. Changed Structural Integrity Field I - V Supply Usage to 0 for all (Kowks original plan)
10. Changed General Ship Construction cost from 10k to 100k
11. Fixed 8472 Quantum Singularity Beam was showing up in other races technology
12. Changed Impulse Engine I - VI General Group from Impulse Engine to Engines (AI should use them now)
13. Changed Bussard Collector General Group from Engines to Supply
14. Changed DesignCreation for all race in the hope of improving AI usage
userx
August 17th, 2003, 05:08 AM
These are some cool changes!
BadAxe
August 18th, 2003, 06:00 AM
In settings.txt, Pop Modifier 7 percentages are 135, and it looks like they should be 125.
Thanks for all your work!
tesco samoa
August 18th, 2003, 05:41 PM
AT http://forum.shrapnelgames.com/images/icons/icon7.gif
Nice
Atrocities
August 20th, 2003, 04:39 AM
Here is the latest info for the next patch that I should have ready sometime this week.
Star Trek Mod v1.1.4
1. Changed Name of Small Depleted Uranium Cannon I - III to Small Phased Energy Cannon I - III
2. Removed Small Phased - Polaron Beam (Was not needed)
3. Added Disrupter I - X to Breen Technology
4. Added Small Distrupter I - III to Breen Technology
5. Changed Modified each races DefualtDesign.txt to better reflect that races available weapons
6. Changed Name of Federation Escort II to Heavy Escort
7. Changed Tonage size of Borg ships, they did not work out as expected at higher numbers
8. Added Borg Ship Mount - Reduces size of components by 25% for all Borg ships
9. Fixed Error in VehicleSize.txt Borg Cube
10. Fixed Error in Borg Transwarp Conduit Drive
Star Trek Mod v1.1.3
1. Added Image Mod Combat images
2. Changed Many weapons Combat images
3. Fixed Missing combat image for Small Pulse Phasers
4. Fixed Photon Torpedo VI - X now use same combat image as Photon Torpedo I - V
5. Changed Borg Energy Weapons requirement from physics 2 to physics 1
6. Changed Adjusted several races Research.txt slightly
7. Changed Name of Depleted Uranium Cannon I - X to Phased Energy Cannon I - X
8. Fixed Dominion Mini Positron Torpedo I - IV now exclusive to Dominion Race
9. Added Updated Weapons/Components reports/families documents
10. Changed Increased the Weapon Damage at Range for the Dominion Mini Positron Torpedo I - IV
jimbob
August 21st, 2003, 05:21 AM
er.. sorry to be such a newb, but how exactly does one upgrade from 1.1.0 to 1.1.2?
I tried unzipping the 1.1.2 update into the SEIV directory and got a separate folder. Do I cut and paste everything into the Star Trek Mod folder? File by file, or whole folder replacement? I'd take the time to figure it out myself, but it's 9:30 pm here and I've been at work since 8:30. My brain is not working so well anymore
[ August 21, 2003, 04:22: Message edited by: jimbob ]
Atrocities
August 21st, 2003, 10:07 AM
First rename your StarTrek Mod folder to Star Trek Mod
Then unzip the update and install it into your SEIV folder. It should then ask to over write your files.
If you read down the page at the Star Trek Mod web site you will see instructions
Atrocities
August 21st, 2003, 11:02 AM
The latest Version of the mod, 1.1.5 is coming along well. I have all races using their own technology in their ship ship designs and they all appear to be expanding well. They research their technologies early on, and are using components such as the Captains as expected.
I want to do some more fine tune tweaking on the designs files and some more testing to be sure all is working. I want to thank all of you for all of the bug reports and TNZ for his suggestions on the Design files. I will include weapons families reports so people can do their own modifying if the races do not build ships as expected.
Remember, AI is very limited and often uses components two or three times even though they are restricted from doing so. This is a pain in the arse, but do not expect the Ai's in this mod to be easily beaten. I have played four games now with the new Version and each time I have been beaten rather harshly.
I am hoping that this Version will be the Version that we can upload to PBW in a week or so.
Here are the updates as of v 1.1.5
Star Trek Mod v1.1.5
1. Changed Name of Borg Transwarp Conduit Drive to Borg Transwarp Conduit Drive I
2. Added Borg Transwarp Conduit Drive II - III
3. Modified All races DefualtDesign.txt yet once again in the hopes of improving AI use and ship design
4. Fixed Error in TechArea for 8472 technology
5. Modified Yet once agian the 8472 research.txt
6. Added New Breen Mini images (latest textures by Atrocities)
7. Fixed Name issues with all race html's
8. Fixed Spelling Error of Photon Torpedo V
9. Fixed Spelling Errors of Dominion in TechArea
10. Fixed Error in TechArea where Tholian Ship construction was coming up under Romulan Technology
11. Fixed Spelling Error in TechArea for Tholian Technology - Tholian Facility Technology
12. Fixed Spacing Error in TechArea Borg Torpedo Weapons
Lighthorse
August 22nd, 2003, 12:36 AM
Space Empires IV Play By Web is back on line
TNZ
August 22nd, 2003, 09:07 AM
My computer crashed while posting. Delete this post please.
[ August 22, 2003, 08:12: Message edited by: TNZ ]
TNZ
August 22nd, 2003, 09:07 AM
Idea for Borg AI design creation.
For the Borg AI design creation file I think the Borg should not make the following design types:
mine sweeper, space yard ship, mine layer, satellite layer and all stellar manipulation ship any bigger than a tactical cube or up to a 1000kt in size.
[ August 22, 2003, 11:05: Message edited by: TNZ ]
Atrocities
August 24th, 2003, 12:20 AM
Star Trek Mod v1.1.5 (http://www.astmod.com/startrek/stm.htm)
In just over a month since its offical public release I have released 8 patch consisting of over a hundred fixes, modifications, changes, and other. I did not inlcude the Star Trek Map as UserX is still working on it. But it can be downloaded and added to the mod by simply making a SaveGame folder in the mod directroy and placing the map there.
THIS MOD WILL - may effect your save games. So back up your old Star Trek Mod folder by nameing it something else, for example STM1.1.2
The Mod launcher will recoginze it as a new mod, and will open it and run it as normal.
With all luck, and some hope, this will be the Version I ask Geo to upload to PBW. In a few day perhaps we can test the mod. 10 players, I have two already, any one else interested?
Fyron
August 24th, 2003, 12:23 AM
Count me in!
Atrocities
August 24th, 2003, 12:47 AM
8427 -
Borg -
Breen -
Cardassians - CNC
Dominion - Atrocities
Federation -
Ferengi -
Klingons -
Romulans -
Tholians -
Fyron
August 24th, 2003, 12:49 AM
I'll be the Romulans.
Atrocities
August 24th, 2003, 03:40 AM
Originally posted by Atrocities:
8427 -
Borg -
Breen -
Cardassians - CNC
Dominion - Atrocities
Federation -
Ferengi -
Klingons -
Romulans - Fyron
Tholians -<font size="2" face="Verdana, Helvetica, sans-serif">Star Trek Mod v1.1.5 (http://www.astmod.com/startrek/stm.htm)
In just over a month since its offical public release I have released 8 patch consisting of over a hundred fixes, modifications, changes, and other. I did not inlcude the Star Trek Map as UserX is still working on it. But it can be downloaded and added to the mod by simply making a SaveGame folder in the mod directroy and placing the map there.
THIS MOD WILL - may effect your save games. So back up your old Star Trek Mod folder by nameing it something else, for example STM1.1.2
The Mod launcher will recoginze it as a new mod, and will open it and run it as normal.
With all luck, and some hope, this will be the Version I ask Geo to upload to PBW. In a few day perhaps we can test the mod. 10 players, I have two already, any one else interested?
[ August 24, 2003, 03:00: Message edited by: Atrocities ]
TNZ
August 24th, 2003, 05:43 AM
Some ideas for the Star Trek Mod.
1.Captains components re-configured.
2.New construction components for ships and specialist construction components for star bases and battle stations.
3.Structural integrity field component replaced with hull structural component.
4.All armor re-configured to leak and new armor for Romulan, 8472 and Klingon.
5.Also, I have an idea for weapon mount that are not dependant on ship size but on propulsion technology level, to reflect the ships ability to generate and handle higher power/energy levels.
The weapon mount idea is more for discussion than consideration. But the captains components and construction components ideas might be usable. Using the armor and hull structural components would probably involve a major re-configuration of the mod.
My ideas.
1061696155.zip (http://forum.shrapnelgames.com/newuploads/1061696155.zip)
Lighthorse
August 24th, 2003, 07:59 AM
With all luck, and some hope, this will be the Version I ask Geo to upload to PBW. In a few day perhaps we can test the mod. 10 players, I have two already, any one else interested?Count Lighthorse in as the Borg.
tesco samoa
August 24th, 2003, 08:00 AM
Klingons - Tesco
Fyron
August 24th, 2003, 08:01 AM
I hope the Borg actually act like BORG this time and not like a normal empire, as in the first couple of AT's Star Trek PBW games... http://forum.shrapnelgames.com/images/icons/icon12.gif
Atrocities
August 24th, 2003, 09:24 AM
Sorry about that, I do hate Earthlinks session program. I let a friend use the computer, and now everytime I dial up, Earthlink sessions opens my home page using his log in. MOST FRUSTRATING!
Sometimes I don't catch it.
I have asked Geo to hold off on uploading the 1.1.5 Version for a few days if he has not already uploaded it.
I found some minor things that I want to change before he uploads it. I will have Version 1.1.6 ready in a day or so.
Thanks.
(It will be a very small patch.)
[ August 24, 2003, 08:31: Message edited by: Atrocities ]
Atrocities
August 24th, 2003, 09:33 AM
8427 -
Borg - Lighthourse
Breen -
Cardassians - CNC
Dominion - Atrocities
Federation -
Ferengi -
Klingons - Tesco
Romulans - Fyron
Tholians -
[ August 24, 2003, 08:34: Message edited by: Atrocities ]
General Woundwort
August 24th, 2003, 12:28 PM
Oh what the heck, I'm feeling isolationist and punctual lately... if there's no problems with anyone, I'll take the Tholians.
userx
August 24th, 2003, 07:46 PM
I've yet to play a multiplayer game of SEIV. Count me in as the Federation.
Fyron
August 24th, 2003, 08:18 PM
Can we have a rule in the game where all races must be RPed appropriately? I really don't want to see more non-Borg Borgs forming alliances of 4+ players...
General Woundwort
August 24th, 2003, 08:38 PM
Hey, I said I'd be isolationist and punctual - what more do you want? http://forum.shrapnelgames.com/images/icons/icon12.gif
userx
August 24th, 2003, 09:36 PM
Originally posted by Imperator Fyron:
Can we have a rule in the game where all races must be RPed appropriately? I really don't want to see more non-Borg Borgs forming alliances of 4+ players...<font size="2" face="Verdana, Helvetica, sans-serif">I agree!
Lighthorse
August 24th, 2003, 09:44 PM
Can we have a rule in the game where all races must be RPed appropriately? I really don't want to see more non-Borg Borgs forming alliances of 4+ players...
I agree also, since the Borg do not form alliance with anyone else.
Lighthorse
Fyron
August 24th, 2003, 11:12 PM
I am not advocating forcing everyone to have the same treaties and wars as in the shows or anything, but each race should be played appropriately. For example, Klingons don't have to go to war with the Feds or ally with them, but they should act like an honorable warrior race that conquers everything they can and all. Treaties and wars should be dependant on game conditions and such. http://forum.shrapnelgames.com/images/icons/icon12.gif
General Woundwort
August 25th, 2003, 12:28 AM
Keep in the spirit of the race picked, if not the actual letter of the show "canon". Seems reasonable. Just stay the heck out of Tholian space and all will be right with the Galaxy. http://forum.shrapnelgames.com/images/icons/tongue.gif
tesco samoa
August 25th, 2003, 01:41 AM
Rp the Tholian's would suck... since they would just not say anything.
General Woundwort
August 25th, 2003, 01:48 AM
Sure they would... "Get out!"
[Hmmm.... maybe I should annunciate more...]
"Geeeet ouuuut..!"
[No... Too Amityville Horrorish...]
[metallic monotone]"You have violated the sovereign territory of the Tholian Assembly. You will evacuate the system within one tenth or face the consequences."
[That'll do it. http://forum.shrapnelgames.com/images/icons/icon10.gif ]
[ August 25, 2003, 00:52: Message edited by: General Woundwort ]
openair
August 25th, 2003, 05:23 AM
im in too! tholians or breen...
Lighthorse
August 25th, 2003, 05:50 AM
I have notice a problem with some of the AI shuttle, early in the game. They do not have life support, cockpit or engines. The interesting thing was the federation's first shuttle had only weapons, later on in the game the shuttles were fully equiped with life support, cockpit, engines and weapons. What I think happen was that the AI researched regular shuttle technology first and later research they own race's ship technology, that includes shuttle technology too.
Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
August 25th, 2003, 05:51 AM
Originally posted by Atrocities:
8427 -
Borg - Lighthourse
Breen - openair
Cardassians - CNC
Dominion - Atrocities
Federation - UserX
Ferengi -
Klingons - Tesco
Romulans - Fyron
Tholians - General Woundwort
Rule #1 - Role Play your race please. All Agree?
Rule #2 - Intel will be turned off
Rule #3 - Gentalmen rules apply (Please help me here)
Thanks Lighthorse, that is one of the things I want to fix before having a pbw game. The others are simple issues things. I did not catch the shuttle bug, or the transport bug until Last night. Tis a big mod with a lot of ideas.
The shuttle problem is that it uses fighter technology and fighter technology is tied into advanced ship construction and is researched late in the game. So I will need to add shuttle components and set up the design files accordingly.
I also want to set up Satellites and weapon platroms to use race specific weapons.
Subtle chagnes to the Vehical Size text as well. The dominion ships have a few minor issues that need to be fixed.
Hopefully the PBW test will help to solidify the mod and flesh out any more issues.
[ August 25, 2003, 05:01: Message edited by: Atrocities ]
Atrocities
August 25th, 2003, 06:09 AM
One other thing, do we want a random map or the Star Trek map by UserX?
Lighthorse
August 25th, 2003, 07:21 AM
Atrocities posted
One other thing, do we want a random map or the Star Trek map by UserX?
I for one would perfer to use Usex excellent Star Trek map.
Lighthorse
Fyron
August 25th, 2003, 07:22 AM
I'd say a random map... the ST map is visible for all to see, and the door for rampant cheating would be opened wide. It is a good map, but I just don't think using a map everyone can look at is a good idea. It also takes one of the Xs out of the game. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ August 25, 2003, 06:23: Message edited by: Imperator Fyron ]
General Woundwort
August 25th, 2003, 10:56 AM
A random map, please. It will spice things up and make for pleasant (and unpleasant) surprises.
EDIT - my usual bad spelling errorz
[ August 25, 2003, 11:47: Message edited by: General Woundwort ]
narf poit chez BOOM
August 25th, 2003, 10:58 AM
cheating could be equalized by having everyone examine the map carefully first.
Fyron
August 25th, 2003, 11:04 AM
Yes, but that still makes the game much less fun, as it removes one of the 4 Xs...
Atrocities
August 25th, 2003, 11:37 AM
I am leaning toward a random map. At least it will give everyone an equal chance and such. Right now we have 8 of 10 players so Narf if your going to play, you'd better hurry and pick one of the Last two open races. http://forum.shrapnelgames.com/images/icons/icon7.gif
narf poit chez BOOM
August 25th, 2003, 11:40 AM
not playing, just commenting.
Lighthorse
August 25th, 2003, 05:34 PM
Atrocities, All I really care about is playing SE4 Star Trek Mod, PBW. I could go with neither UserX map or a random map. I perfer to leave the game set up decisions solely with you alone.
Lighthorse http://forum.shrapnelgames.com/images/icons/icon10.gif
tesco samoa
August 25th, 2003, 05:41 PM
How about a random map and then some one not playing can equal out the homeworld placements....
For fairness ofcourse
openair
August 25th, 2003, 11:55 PM
i'd perfer a random map too...
Omnicron1
August 26th, 2003, 01:16 AM
Hmmm.... well that will teach me to start a game without checking shrapnel first!(tried starting a similar game with UserX's map on PBW) I guess I might as well get in with the 8472
userx
August 26th, 2003, 03:03 AM
Originally posted by Imperator Fyron:
Yes, but that still makes the game much less fun, as it removes one of the 4 Xs...<font size="2" face="Verdana, Helvetica, sans-serif">But you don't see what's in each system until you enter it?
I think my map is pretty cool but there are some minor disadvatages for some species, primarly the Ferengi and maybe the Breen as I've tried to make the map and species placement close to the real thing. Also the Dominion will have to get through whoever controls Bajor (likely the Cardassions) to engage all other species and the Borg are place far enough out of the way that by the time they enter the core systems, the major powers have a chance against them.
I'm easy either way but it will be a huge disadvatage for whoever start next to the Borg!
Just really looking forward to playing against other people!
userx
August 26th, 2003, 03:07 AM
Also, Atrocities, I was playing a short game yesterday as the Klingons and noticed that everytime I won a battle in a system I controled, I got a message saying something to the effect that my "population is growing UNHAPPY due to the recent victories." For the sake of the Klingon player, we might want to investigate further http://forum.shrapnelgames.com/images/icons/icon7.gif
userx
August 26th, 2003, 03:18 AM
Lastly, I was checking out the PBW site and wow, we get the turns in out email! I've never played a PBW game, how many turns would you do in an evening? how many times a week would you play?
Also, what about starting conditions, player points, tech level, etc?
Fyron
August 26th, 2003, 03:35 AM
But you don't see what's in each system until you enter it?
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, but you could still load up the map in the map editor and look at it to see what is in any system...
Originally posted by userx:
Lastly, I was checking out the PBW site and wow, we get the turns in out email! I've never played a PBW game, how many turns would you do in an evening? how many times a week would you play?
Also, what about starting conditions, player points, tech level, etc?<font size="2" face="Verdana, Helvetica, sans-serif">With most PBW games, you play one or two turns a day, depending on the turn rate.
[ August 26, 2003, 02:36: Message edited by: Imperator Fyron ]
Omnicron1
August 26th, 2003, 03:46 AM
If it gets set to any faster than 24 hours I may have a hard time keeping up, unlike some of my fellow avid fans of SEIV I do need sleep-alot of it as a matter of fact-not to say i was even accepted in 8472 which i volunteered for...
tesco samoa
August 26th, 2003, 04:06 AM
don't start until sept 1st... as it is a long weekend... would hate to miss the first few turns
Omnicron1
August 26th, 2003, 04:22 AM
It would be nice to start that soon I'm afraid i may not be the caliber of some of the other players here...I only just entered the Online arena and well some of you guys rule the world and such...
openair
August 26th, 2003, 07:43 AM
BUG: Breen Cloaking Device I-III are all avaible at level 1....
Atrocities
August 26th, 2003, 09:23 AM
Originally posted by userx:
Also, Atrocities, I was playing a short game yesterday as the Klingons and noticed that everytime I won a battle in a system I controled, I got a message saying something to the effect that my "population is growing UNHAPPY due to the recent victories." For the sake of the Klingon player, we might want to investigate further http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Huh? This I will check out right now. Thank you.
Thanks also Openair for the Breen bug. Fixed it just now. http://forum.shrapnelgames.com/images/icons/icon7.gif And it also showed me another bug that also fixed. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
August 26th, 2003, 09:27 AM
When I play a game, I normally have the following settings.
1. 48 hour turns
2. No stellor Manipulation
3. No intel
4. No colony technology swapping
5. 2000 Racial Points
6. Good starting planets
7. No Surrender
8. Retro -series ok
9. Multiple training facilites ok
10. Gentalmen rules apply. (Those I will list out in more detail later)
11. Limited Tech Trades - I will explain more later
12. Large Map 200 =/- 25 systems
I also advise everyone to remember to use a password for their race, otherwise it will be accessible by all.
Tymy
August 26th, 2003, 12:23 PM
In the first game playing with the Startrek Mod
i used the Dominion with General Ship
Construction.
The result of researching the Battleship was :
None. ??
Tech Level Req 2 := 18
Shouldn´t 18 be 1 like in all the others in
this techtree ?
greetings.
Tymy
Name := Battleship
Short Name := Battleship
Description :=
Code := BB
Primary Bitmap Name := Battleship
Alternate Bitmap Name := Battleship
Vehicle Type := Ship
Tonnage := 1000
Cost Minerals := 1000
Cost Organics := 1000
Cost Radioactives := 500
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := General Ship Construction
Tech Level Req 1 := 7
Tech Area Req 2 := General Race Technology
Tech Level Req 2 := 18
Number of Abilities := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 2
Requirement Min Crew Quarters := 2
Requirement Uses Engines := True
Requirement Max Engines := 9
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Atrocities
August 26th, 2003, 12:28 PM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by userx:
Also, Atrocities, I was playing a short game yesterday as the Klingons and noticed that everytime I won a battle in a system I controled, I got a message saying something to the effect that my "population is growing UNHAPPY due to the recent victories." For the sake of the Klingon player, we might want to investigate further http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Huh? This I will check out right now. Thank you.
Thanks also Openair for the Breen bug. Fixed it just now. http://forum.shrapnelgames.com/images/icons/icon7.gif And it also showed me another bug that also fixed. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I have tried everything to duplicate this and have not been able too. I can think of nothing that would generate such and error. I have checked everything and can only think that perhaps is was a random negative event.
If it happens again, please take a screen cap of it and email me that and your save game file. Thanks.
Fyron has also pointed out the benifits of adding the Colony Tech mod. If I do this, and I am very inclined to do so, it will be a minor undertaking and will take some time to complete.
I will need to added the components, redo all of the 30 race EMP's, revise the Racial Traits, update all AI research doc, and update all race General docs. After doing so, I will have to play test the mod once again to see if the AI's use it.
If I include this in the next patch, it will push the mod back a good week or so.
The benifit to having it for a PBW game is that it severly limits a players ability to trade colony technology. That is unless they are of the same colony trait then the point is mute because one could be Ice - Rock Trait and the other Gas - Rock Trait and trade each other. This of course is considered cheating, but that has never stopped people from trading colony tech before.
So I ask you, should I incorperate the colony tech mod into the next Version of this mod, or wait until later?
Doing it now means it is done and can be play tested. Waiting means that I will have to ask Geo to upload the mod twice. Given how many Version of a mod are running at PBW, this will only add to the confusion.
Any one care to venture some advice here?
Atrocities
August 26th, 2003, 12:35 PM
Originally posted by Tymy:
In the first game playing with the Startrek Mod
i used the Dominion with General Ship
Construction.
The result of researching the Battleship was :
None. ??
Tech Level Req 2 := 18
Shouldn´t 18 be 1 like in all the others in
this techtree ?
greetings.
Tymy
<font size="2" face="Verdana, Helvetica, sans-serif">Greetings, and thank you, FIXED
Atrocities
August 27th, 2003, 02:24 AM
Thus far:
Star Trek Mod v1.1.6
1. Fixed Fixed Error in Breen Cloaking II
2. Fixed Breen Cloaking II & III now obtained at correct tech level.
3. Fixed Error in VehicleSize Battleship - General Race Technology. Was tech level 18, now 1.
4. Fixed Ferengi High-Energy Weapons were showing up in Klingon Technology
5. Fixed Ferengi Warheads were showing up in Klingon Technology
6. Fixed Error with Breen Ships in VehicalSize doc
7. Changed All propulsion designs in VehcialSize doc - More uniform
Lighthorse
August 27th, 2003, 05:20 AM
Posted by Atrocities
So I ask you, should I incorperate the colony tech mod into the next Version of this mod, or wait until later?
Do it now, please. The AI player are sucker for a colony type trade, plus they never use the other types of colonies.
Great idea to limit it, and yes please incorperate now. I do not mind the wait.
Lighthorse
General Woundwort
August 27th, 2003, 10:48 AM
Originally posted by Atrocities:
So I ask you, should I incorperate the colony tech mod into the next Version of this mod, or wait until later?<font size="2" face="Verdana, Helvetica, sans-serif">Do it, do it, do it. The sooner we all make this mod a "standard", the sooner it will be incorporated into SEV. http://forum.shrapnelgames.com/images/icons/icon10.gif
Seriously, the colony trade loophole is a real pet peeve of mine. I was happy to incorporate Ed's colony mod into mine, and I'll be more than happy to wait, so it can be worked into the Trek Mod.
[ August 27, 2003, 09:49: Message edited by: General Woundwort ]
Tymy
August 28th, 2003, 01:05 AM
Originally posted by Atrocities:
Thus far:
Star Trek Mod v1.1.6´
<font size="2" face="Verdana, Helvetica, sans-serif">Every vehicle has standard 1 or more crew quarters. But does this mean that the crew
doesn´t do any maintanance on the ship ??
I mean, doesn´t a crew quarter must have a standard ability to repair at least 1 component per turn ??
Just a thought.
gr. Tymy
Atrocities
August 28th, 2003, 01:39 AM
Ok, I will added the Colony mod. Oh boy........ I have my work cur out for me.
Tymy, that is a good concept but unfortunetly the only way to get the crew to do minor repair work would be to added that ability to the ..... Now that is not a bad idear... crew quarters. I shall consider this.
Atrocities
August 29th, 2003, 01:32 AM
Do any of you have a clue as to how much of an undertaking it was to add the Colony Mod to this ST mod? It was not easy, but it has been done. I am in the process of play testing it now to be sure all of the errors and conflicts are taken care of. I hope that they are at any expense.
Here is a current list as of this morning.
Star Trek Mod v1.2.0
1. Updated Splash BMP
2. Added All Race EMP Files
3. Changed All Races General Doc to include the Colony Mod Traits
4. Chagned All Races Research AI Files to include the Colony Mod
5. Added New Vulcan Ships to the Vulcan Neutral Race
6. Chagned All Neutral Race General files to include Colony Mod Traits
7. Changed All AI General files to inlcude Colony Mod Traits
8. Added Research Doc to all Neutral Races
9. Changed All Neutral Race Research files to reflect Colony Mod Traits
Star Trek Mod v1.1.9
1. Added Repair ability to Crew Quarters (1 per turn)
2. Added Place holder Racial Traits to RacialTraits doc (For future use)
3. Added Colony Mod coponents
4. Added Colony Mod technologies to TechArea (15,16,17)
5. Added Added Colony Mod racial traits to racialTraits doc
Star Trek Mod v1.1.8
1. Modified Each Races Defualt Designs (Satellites) to use race weapons
2. Modified Each Races Defualt Designs (Weap Platforms) to use race weapons
3. Modified Each Races Defualt Designs (Battle Stations) to use race weapons
4. Modified Each Races Defualt Designs (Shuttles / fighters) to use race weapons
5. Fixed Minor errors in some races Settings.txt
Star Trek Mod v1.1.7
1. Updated Installation Doc
2. Added More Star Trek system names to SystemNames.txt
3. Added New Emperor Names to EmpeorNames.txt
4. Added StarFleet to DesignNames - Starfleet ship names
5. Added More Emperor types to EmperorTitles.txt
Star Trek Mod v1.1.6
1. Fixed Fixed Error in Breen Cloaking II
2. Fixed Breen Cloaking II & III now obtained at correct tech level.
3. Fixed Error in VehicleSize Battleship - General Race Technology. Was tech level 18, now 1.
4. Fixed Ferengi High-Energy Weapons were showing up in Klingon Technology
5. Fixed Ferengi Warheads were showing up in Klingon Technology
6. Fixed Error with Breen Ships in VehicalSize doc
7. Changed All propulsion designs in VehcialSize doc - More uniform
8. Changed 8472 Combat Plexus I - II bmp image to 311
9. Changed Dominion Varethiel Armor I - III bmp image to 728
10. Changed TechArea shuttles Technology - removed unneeded requirements
Tymy
August 29th, 2003, 12:03 PM
Hi,
Could you look into the research of Warp Technology.
I have found Warp Core 1 on a ruinsplanet.
When i wanted to research the next level
i saw that i still had to research level 1
and the result would be None !
As from researching level 2 and up i had
no problems.
gr. Tymy
BadAxe
August 30th, 2003, 12:15 PM
Originally posted by BadAxe:
In settings.txt, Pop Modifier 7 percentages are 135, and it looks like they should be 125.
Thanks for all your work!<font size="2" face="Verdana, Helvetica, sans-serif">Pop Modifier 6 Population Amount := 3999
Pop Modifier 6 Production Modifier Percent := 120
Pop Modifier 6 SY Rate Modifier Percent := 120
Pop Modifier 7 Population Amount := 4999
Pop Modifier 7 Production Modifier Percent := 135
Pop Modifier 7 SY Rate Modifier Percent := 135
Pop Modifier 8 Population Amount := 5999
Pop Modifier 8 Production Modifier Percent := 130
Pop Modifier 8 SY Rate Modifier Percent := 130
Pop Modifier 9 Population Amount := 6999
Pop Modifier 9 Production Modifier Percent := 135
Pop Modifier 9 SY Rate Modifier Percent := 135
I edit this by hand, but it should be changed. Thanks again.
Atrocities
August 30th, 2003, 12:43 PM
I am about to throw my hand up at this mod. I have ran into multiple issues with the AI not wanting to design Attack ships. They used to, but now they won't! Oh sure they will design them if you set the tech level to max before you play, but otherwise nope.
I don't know what changed to make the AI stop working correctly. I am beginning to hate this game. Or at least the fricking AI.
I have put everything in the defualt design back to the way they were in the Last patch, when I know they were all working, and STILL nothing. I give up. Only a couple of the races do as they are set up to do. 8472, Federation, and Romulans. The rest just do nothing in the way of design other than to make bases and cargo ships. WTF is up with this?
====
I don't understand what you mean by population modifier or why it should be changed.
====
Random events and ruins are out of my knowledge base. Sorry, I do not know how to fix this.
====
The colony tech mod is added and seems to be working correctly. I hope.
I will try and figure out the AI design files later after I have had time to think about them and cool off.
FYI
When I release the next patch, 1.2.0 there will be two Version, one will become the standard, PBW and SP. and the other will be for those who do not wish to loose their current save game, but want to take advantage of all of the non colony mod updates.
Atrocities
August 30th, 2003, 04:43 PM
Version 1.2.0 (http://www.astmod.com/startrek/stm.htm) has been upload and is available.
( Patch 9 contains Version 1.1.6 through 1.2.0 )
You can either upgrade to the PBW Version or keep the SP Version. If you follow the instruction on the web site, you can even have both Versions. - Recommended.
[ August 30, 2003, 22:45: Message edited by: Atrocities ]
Atrocities
August 30th, 2003, 11:41 PM
I will email Geoschmo and ask him to upload the 1.2.0 PBW Version to the Play By Web Server.
[ August 30, 2003, 22:44: Message edited by: Atrocities ]
Atrocities
August 31st, 2003, 01:13 AM
Ok, I got them all working again. Each race by turn 25 has research basic weapons and are using them in their designs.
I still don't know what caused the hang up, perhaps the game set up has something to do with. I always run everything on medium, with 5k and good startings.
General Woundwort
August 31st, 2003, 02:32 AM
"And so it begins..."
(OK, a Vorlon said that, not a Tholian, but who cares, let's rock! (pun intended) http://forum.shrapnelgames.com/images/icons/icon10.gif )
Lighthorse
August 31st, 2003, 04:16 AM
Hey Atrocities,
Thanks to your effort on restricting Colony technology trading in this mod. After reading your posting on all the problems you encounted, my thanks to you. Hell, one of these days, I met you down at lucky lab pub and pay you a brew.
Lighthorse
Fyron
August 31st, 2003, 06:02 AM
I don't understand what you mean by population modifier or why it should be changed.<font size="2" face="Verdana, Helvetica, sans-serif">This stuff in Settings.txt:
Pop Modifier 7 Population Amount := 4999
Pop Modifier 7 Production Modifier Percent := 135
Pop Modifier 7 SY Rate Modifier Percent := 135
Needs to become:
Pop Modifier 7 Population Amount := 4999
Pop Modifier 7 Production Modifier Percent := 125
Pop Modifier 7 SY Rate Modifier Percent := 125
As it is now, Modifier 7 is too high (resulting from a minor typo). The bonuses go 115, 120, 135, 130, 135, 140, etc. They should be 115, 120, 125, 130, 135, 140.
[ August 31, 2003, 05:37: Message edited by: Imperator Fyron ]
Fyron
August 31st, 2003, 06:35 AM
Originally posted by Tymy:
Hi,
Could you look into the research of Warp Technology.
I have found Warp Core 1 on a ruinsplanet.
When i wanted to research the next level
i saw that i still had to research level 1
and the result would be None !
As from researching level 2 and up i had
no problems.
gr. Tymy<font size="2" face="Verdana, Helvetica, sans-serif">The problem is that Warp Core I requires no technology, and Warp Core II requires Warp Technology 2. Warp Technology 1 does nothing except allow some other tech areas. You can not get Warp Core I from ruins, as it has no tech requirements. What was the exact technology and level you got?
Atrocities
August 31st, 2003, 10:36 AM
Thank Fyron, I will fix the type in the settings text in the next Version.
The Warp Core 1 is a free technology. The only way to get the AI to move around the map. If you have been following the progression of this mod, you might recall that I had a problem getting the Ai to expand in the early stages of the game. The free warp technology (Warp Core I) seemed to solve this.
http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks.
Atrocities
August 31st, 2003, 02:07 PM
I am in the process of uploading the full mod once again with the new settigns doc. For those of you who have already downloaded the patch or full Version of 1.2.0 you can download this quick fix for the settings txt.
STM Settings Update (http://forum.shrapnelgames.com/newuploads/1062331520.zip)
[ August 31, 2003, 13:09: Message edited by: Atrocities ]
Atrocities
September 1st, 2003, 03:42 AM
Well I emailed Geo about uploading the mod, so lets hope he can find the time to accomodate my request. http://forum.shrapnelgames.com/images/icons/icon7.gif
AGoetz
September 2nd, 2003, 05:02 AM
I downloaded 1.2 and the various image packs required (took several days, slow connection at home). Playing solo versus AI.
Had colonized 4 systems before my scouts found an AI (note : not a neutral) - the AI had a fleet of ships over it homeworld but had no other colonies and I had seen no sign of the AI scouting before I entered it's homesystem. The turn after I entered the system the AI blew my scout away and sent the fleet straight back to my homesystem.
Is the AI just a slow expander or is there an incorrect setting or something? All 19 of the AIs were showing 1 system/1 planet under the score card.
Also, (probably nothing you can do about this), all the AI ships I encountered had 3 structual integrity field components installed.
Atrocities
September 2nd, 2003, 12:14 PM
Originally posted by AGoetz:
I downloaded 1.2 and the various image packs required (took several days, slow connection at home). Playing solo versus AI.
Had colonized 4 systems before my scouts found an AI (note : not a neutral) - the AI had a fleet of ships over it homeworld but had no other colonies and I had seen no sign of the AI scouting before I entered it's homesystem. The turn after I entered the system the AI blew my scout away and sent the fleet straight back to my homesystem.
Is the AI just a slow expander or is there an incorrect setting or something? All 19 of the AIs were showing 1 system/1 planet under the score card.
Also, (probably nothing you can do about this), all the AI ships I encountered had 3 structual integrity field components installed.<font size="2" face="Verdana, Helvetica, sans-serif">Please send me your saved game file. atrocities@astmod.com Thanks.
What turn were you on. The Ai will usually begins to expand around Turn 5 and up. I would recommend that you play a game on a large dense galaxy with medium settings.
We can do nothing about the AI putting 3 SIF on a ship. If you let your own ministers design your ships, you too will have this. Tis cheating of course, but who'll know.
In some games the AI does not expand well. It has a lot to do with the random settings of a map. The 10 main races should expand well, they have been for me. The other 10 minor races I have not worked with much. They have been a lower priority.
[ September 02, 2003, 11:19: Message edited by: Atrocities ]
Fyron
September 2nd, 2003, 09:26 PM
Have you tried setting the Tonnage Required line for the SIF ability call in the ship designs to something like 100000, so they will only ever add one?
Atrocities
September 2nd, 2003, 11:20 PM
Originally posted by Imperator Fyron:
Have you tried setting the Tonnage Required line for the SIF ability call in the ship designs to something like 100000, so they will only ever add one?<font size="2" face="Verdana, Helvetica, sans-serif">Nope, didn't even know you could do that.
AGoetz
September 3rd, 2003, 01:42 AM
When I went to get the save I found it had been saved over. Opps. If I can duplicate I'll send a save to you.
Tymy
September 4th, 2003, 10:16 AM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Tymy:
Hi,
Could you look into the research of Warp Technology.
I have found Warp Core 1 on a ruinsplanet.
When i wanted to research the next level
i saw that i still had to research level 1
and the result would be None !
As from researching level 2 and up i had
no problems.
gr. Tymy<font size="2" face="Verdana, Helvetica, sans-serif">The problem is that Warp Core I requires no technology, and Warp Core II requires Warp Technology 2. Warp Technology 1 does nothing except allow some other tech areas. You can not get Warp Core I from ruins, as it has no tech requirements. What was the exact technology and level you got?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I´m playing with the Dominion and nothing else then dominion technology.
In a new game i saw that i have the component Warp Core I. But WC I is a result of researching Warp Technology 1 and that is not listed in the tech tree (yet).
If i research physics i can research Warp technology level 1. Then i do have a result None !
I think one of the two listed below can fix this.
1. Besides giving the tech Warp Core 1, you will also have to give Warp Technology lvl 1 and physics lvl 1.
2. DO NOT give Warp Core lvl 1 as a free gift but let this be researched.
solution 2 is the easist to implement.
Hope i make things clear(er) now.
BTW : You´re right that i did not find the WC 1 on a ruins planet. My mistake !
Hope this helps you a bit further.
gr. Tymy
Fyron
September 4th, 2003, 11:26 AM
Warp Core I is supposed to be given free though. http://forum.shrapnelgames.com/images/icons/icon12.gif Perhaps Warp Tech 1 should give a WC that is between I and II? Or perhaps have WC I from Warp Tech 1, and have a Basic Warp Core that is given free (best solution IMO http://forum.shrapnelgames.com/images/icons/icon12.gif ).
[ September 04, 2003, 10:27: Message edited by: Imperator Fyron ]
Atrocities
September 4th, 2003, 05:57 PM
Read this (http://www.astmod.com/startrek/stm.htm)
[ September 04, 2003, 17:35: Message edited by: Atrocities ]
Fyron
September 4th, 2003, 08:55 PM
Atrocities, perhaps you just need to get some help with the AI. It is most certainly frustrating, but it does not have full autonomy.
Originally posted by Atrocities:
This is an email I received yestarday. Does any one know what the Mailer is talking about?<font size="2" face="Verdana, Helvetica, sans-serif">My guess is that he either does not have Gold, or does not have any patches of Gold installed. All of those things work fine, but not with unpatched Gold (as they were added in patches).
[ September 04, 2003, 19:57: Message edited by: Imperator Fyron ]
Atrocities
September 4th, 2003, 09:56 PM
I found the problem.
When the game selects random AI's for a game, it does not use seem to be accepting the colony tech even though each race has it programed into its research file. I double checked and the only races that use the colony tech are the ones that have EMP files. These races also have to be pre-selected, or they too will not use the colony tech.
I checked the research for each race, and sure enough there is nothing listed for that races Colony type. Ergo, no colony research means no colonies.
Each race has the colony trait added to it. The race lists all the traits EXCEPT for the colony one. I don't understand this, but I will try and figure it out. In the mean time if any one can offer up a suggestion I would appreciate it.
Random AI's do not use the colony tech even thoough their general files and research files are setup to use it.
___
Now the neutral AI's appear to be doing just fine, they are designing colony ships and colonizing within there own systems.
Yet the main AI's, aside from the one I chose for myself, don't even have colony tech listed in the research file or any components. Yes the colony ship is listed, but no component and nothing to research. What could possibly be the problem?
My race, pre-selected using a 5k EMP has the colony technology as specified.
EDIT----
I think I figured this out. I moved the colony tech from Racial Trait 5 up to 2 and it seems to have worked.
For some reason the game will not recgonize a 5 racial trait in the General txt file if that trait is a Colony trait. I will switch all races around now and see what happens.
[ September 04, 2003, 21:17: Message edited by: Atrocities ]
Atrocities
September 4th, 2003, 10:26 PM
I believe that I have fixed the problem.
For some reason when a player sets the game to select a random number of players, those AI controlled players do not have access to the colony technology listed in their General.txt files. This racial trait is listed in all of the three settings, (2k 3k 5k) as the Last racial trait.
The AI will not recognize the racial trait Colony Tech - (Rock, gas, or Ice) if it is Last.
I seemed to have over come this problem by moving the colony racial trait in each of the 3 settings from the Last racial trait to the second right under each races specific racial trait. This has worked for each race thus far.
General Woundwort
September 4th, 2003, 10:37 PM
I used Ed's Colony Mod in my Highliner Mod, and I've had no problem in getting the AI's to colonize (rate of colonization is another thing...). I tried comparing your data and race files to the ones I've done, and I could find only two differences...
1) I put the world type tech first in the racial trait lists in the General data files.
2) I did not put the race's own world-type colony tech in the Research file (They already have it by default, and it can't go higher, so why have it there?)
I can't see why 1) would have any effect, but might 2) have one?
P.S. The EMP files are up-to-speed as far as the Colony Tech stuff being there, yes?
[ September 04, 2003, 22:02: Message edited by: General Woundwort ]
Atrocities
September 4th, 2003, 10:43 PM
I have nothing nice to say about the AI for Space Empires. I do so utterly hate it so.
The get the Borg and the Dominion Ai's to design ships as normal, and it works. Now, without ever having touched the Design files, they are no longer designing ships. I simply do not understand this.
I hate this fu*king Ai system so much that I do just want to rip the game from my HD and be done with it.
All races appear to be expanding now that I have moved the racial trait for colony to the second Adv. Trait in each of their races General.txt file. I do not understand why this had to be a problem or if it truly fixed it. People will have to play the mod and let me know.
Fyron
September 4th, 2003, 10:58 PM
If the AI has 0 points left at any point, it stops taking racial traits. So, this might in some way have been part of the problem.
AT: please sign on MSN IM soon. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ September 04, 2003, 22:00: Message edited by: Imperator Fyron ]
Rollo
September 4th, 2003, 11:00 PM
please check your email. and if you can, join #se4 right now.
I am willing to help you with the AI problems
Rollo
PS: we should make an appointment to meet in #se4 to work out the problems sometime
Atrocities
September 4th, 2003, 11:28 PM
Patch 10 1.2.1 (http://www.astmod.com/startrek/stm.htm)
There is no guarantee that this patch will work. I tried my best.
Atrocities
September 5th, 2003, 01:41 AM
2. DO NOT give Warp Core lvl 1 as a free gift but let this be researched.
solution 2 is the easist to implement. <font size="2" face="Verdana, Helvetica, sans-serif">The tech is free at the start in order to make the AI expand. I can add a new component that is gained at WP level 1.
Atrocities
September 5th, 2003, 01:43 AM
This is an email I received yestarday. Does any one know what the Mailer is talking about?
First off the game doesn't recognize Four Per Vehicle or Two Per Vehicle, Only One per vehicle as I know. Next It doesn't recognize Double Damage to shields or Half Damage to shields, only Quad Damage to shields is what I know does work. Finally the Weapon targets for the anti - Ship Warhead 1-3 are also incorrect. Plus It won't load the Formation data file, I am guess perhaps its cause of its size don't know wish they were more detailed on its problem but oh well.
<font size="2" face="Verdana, Helvetica, sans-serif">I think he is talking about the AI and how the AI designs. The AI design system is hard coded and I can do nothing about it. I can only effect small changes in the design files. Past that The AI has full automany. (sp)
geoschmo
September 5th, 2003, 05:37 AM
Ummm, well I was coming in here to tell you that Version 1.20 is up and ready on PBW now. But you have a new Version now? http://forum.shrapnelgames.com/images/icons/icon9.gif
One thing I noticed about the 1.20 mod. The zip file contained a mod folder, and in the mod folder were two more trek mod mod folders that didn't belong. What was the purpose of those?
Geoschmo
Atrocities
September 5th, 2003, 06:21 AM
They were back ups at one point, they won't hurt anything. I checked the zip I uploaded to web site and it did not have these extra folders. Odd. Thanks for uploading it. It will work just fine without the new files. The new files are mainly for the Single Player Version.
The only reason there is a PBW Version and a Single Player Version is because people with saved games did not want to loose them, but also wanted the updated files. When I incorperated the Colony Mod I had to change a lot of the files and this would have made any save game obsolete. So I offered the updates without the colony mod for those who wanted to keep their save game intact.
In the future only the PBW Version will be supported unless specifically ask otherwise by more than one person.
Thanks again Geo, and to Rollo and Fyron for the AI help.
[ September 05, 2003, 05:27: Message edited by: Atrocities ]
Atrocities
September 6th, 2003, 02:59 AM
Well I will start the game at PBW, and hopefully the fact that we all have 1.2.1 and the PBW Version is 1.2.0 won't harm us.
If you signed up for the PBW test game, please check out PBW later tonight and join if your still interested. Please, only those who have already reserved a race please. If any falls out then it will become first come first serve.
The game name is STAR TREK MOD
8427 -
Borg - Lighthourse
Breen - openair
Cardassians - CNC
Dominion - Atrocities
Federation - UserX
Ferengi -
Klingons - Tesco
Romulans - Fyron
Tholians - General Woundwort
If someone has already reserved either the Ferengi or the 8472 please post so I can add you tot he list. Thanks
[ September 06, 2003, 02:50: Message edited by: Atrocities ]
TNZ
September 7th, 2003, 02:26 AM
If anyone is interested, I changed the stellar ability types file so it has only ancient ruins. This will stop any Ancient Ruins Unique Technology getting into your game. http://forum.shrapnelgames.com/images/icons/icon7.gif
1062894008.txt (http://forum.shrapnelgames.com/newuploads/1062894008.txt)
1062894606.zip (http://forum.shrapnelgames.com/newuploads/1062894606.zip)
Also I think the Borg Interface Tech Area entry should look like this. http://forum.shrapnelgames.com/images/icons/icon7.gif
Name := Borg Interface
Group := Borg Technology
Description := Advanced computer interface which connects ships during combat.
Maximum Level := 1
Level Cost := 10000
Start Level := 0
Raise Level := 2
Racial Area := 2
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 1
Tech Area Req 1 := Borg Technology
Tech Level Req 1 := 1
Not like this. http://forum.shrapnelgames.com/images/icons/icon7.gif
Name := Borg Interface
Group := Borg Technology
Description := Advanced computer interface which connects ships during combat.
Maximum Level := 1
Level Cost := 10000
Start Level := 0
Raise Level := 2
Racial Area := 0
Unique Area := 3
Can Be Removed := False
Number of Tech Req := 1
Tech Area Req 1 := Borg Technology
Tech Level Req 1 := 1
[ September 07, 2003, 01:31: Message edited by: TNZ ]
Atrocities
September 7th, 2003, 03:02 AM
This is great stuff TNZ, thanks man. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ September 07, 2003, 02:03: Message edited by: Atrocities ]
TNZ
September 7th, 2003, 04:20 AM
My ideas for the Star Trek Mod in working form. http://forum.shrapnelgames.com/images/icons/icon12.gif
1062900926.zip (http://forum.shrapnelgames.com/newuploads/1062900926.zip)
Atrocities
September 7th, 2003, 04:36 AM
Thanks TNZ. http://forum.shrapnelgames.com/images/icons/icon7.gif
Players please joing the Star Trek Mod game at PBW. Thanks.
[ September 07, 2003, 03:36: Message edited by: Atrocities ]
Atrocities
September 7th, 2003, 05:06 AM
Regarding Game AI (http://www.astmod.com/cartman_pissedoff.wav)
[ September 07, 2003, 04:06: Message edited by: Atrocities ]
Fyron
September 7th, 2003, 05:18 AM
Bow before the might of the Romulan Star Empire!
Atrocities
September 7th, 2003, 05:42 AM
The Star Trek Mod (http://www.astmod.com/startrek/stm.htm) Web site. Keep the link close and check the site often for updates and other info.
Lighthorse
September 7th, 2003, 07:06 AM
Just tried out the Star Trek Mod PBW 1.20 Online with a friend. There something wierd about the research centers. New additional research centers are not being credited to one's overall research points. Started the game with nine reseach center, and now up to thirty two research centers, but my total of research points never exceeded 9405 points. It should be at 16,000 points, 500 points per center times thirty two.
Really wierd
Lighthorse
Lighthorse
September 7th, 2003, 07:11 AM
Just received a email from my friend in our PBW game of Star Trek Mod PBW 1.20, and his research points are increasing normally. Came anyone clue me in on what happening.
Lighthorse
Lighthorse
September 7th, 2003, 07:22 AM
False alarm, I messed up, sorry everyone.
Lighthorse
[ September 07, 2003, 06:27: Message edited by: Lighthorse ]
General Woundwort
September 7th, 2003, 12:16 PM
Originally posted by Imperator Fyron:
Bow before the might of the Romulan Star Empire!<font size="2" face="Verdana, Helvetica, sans-serif">These arrogant carbonic water-bags are all alike.
- Quarzon, Predsetadel of the Tholian Assembly
BadAxe
September 7th, 2003, 03:49 PM
I may have done something wrong when applying patches, and now get an error when starting a new SP game.
I just applied 1.21, I think, and get the error message "Unknown Value Rock World Native For Race Opt 1 Adv Trait 3 in record Tamarian Republic."
It appears actually three time, Opt 2 and Opt 3 are also listed.
This error repeats for all the minor races. Any suggestions would be welcome.
Thanks
Atrocities
September 7th, 2003, 05:56 PM
BadAxe, you applied a PBW patch to your SP game but did not get all of the information.
Try this.
1. Back up your save games.
2. Delete your Star Trek Mod and Star Trek Mod PBW folders
3. Download both the 1.5 and the 1.2.0 Mods.
4. Update your SP with the following - 1.1.5 SP to 1.2.0 SP (http://www.astmod.com/zips/stm115sp120sp.zip) Then 1.2.1 SP (http://www.astmod.com/zips/stmp10sp.zip)
5. Update 1.2.0 PBW Version with - This Patch 1.2.1 PBW (http://www.astmod.com/zips/stmp10pbw.zip)
6. Copy your saved back up games to the SP (Star Trek Mod) folder savegame folder.
[ September 07, 2003, 16:57: Message edited by: Atrocities ]
Atrocities
September 7th, 2003, 06:00 PM
Originally posted by Lighthorse:
False alarm, I messed up, sorry everyone.
Lighthorse<font size="2" face="Verdana, Helvetica, sans-serif">You had me wondering there for moment. http://forum.shrapnelgames.com/images/icons/icon7.gif Regarding AI issues, just click the link. http://forum.shrapnelgames.com/images/icons/icon7.gif
Lighthorse
September 7th, 2003, 07:45 PM
Now there a problem with the AI empire not having the ability to build any more colonies in Star Trek Mod PBW 1.20. I check out they technology in dozen or so of them, none of the AI empire have any colony (rock, ice or gas) technology. They didn't have it at the start of the game or ability to research it later neither.
Sorry for the bad news.
Lighthorse
Fyron
September 7th, 2003, 07:57 PM
Check the AI General files and see if they have the Rock World - Native type traits in there. If so, are they in the Last position or the 2nd? If the Last, you need to get the latest upgrade, which might be only in this thread somewhere. There was a problem with the AIs not selecting the trait because they had 0 points when they got to it in the list. But moving it up insures that they have some points when they get to it, so they can take it. These traits are required for any colony techs. (see Colony Tech Mod by Ekolis)
Atrocities
September 8th, 2003, 01:08 AM
Download the 1.2.1 patch. This problem is fixed.
From Star Trek Mod web site
9-3-2003 -1993
I believe that I found the problem with the AI and why it was not colonizing when random players were selected.
The AI did not recognize the Colony Tech Adv. Trait in each random races general text file. I swapped the around a bit, moving the adv. trait to the second position on the 5k settings in each races General txt file. I then ran several test games and all of the AI's expanded and colonized. This AI glitch should not be an issue, and I really don't know why it became one. Like I said, I hate this games AI. There is no guarantee that this patch will work. I tried my best.
If your folder name is Star Trek Mod PBW
If your folder name is Star Trek Mod <font size="2" face="Verdana, Helvetica, sans-serif">
[ September 08, 2003, 00:09: Message edited by: Atrocities ]
farstryder
September 8th, 2003, 08:35 PM
atrocities... i would be interested in joining your pbw ASTmod game. i know most of the seats were already assigned, so i'll work with whatever's left, if anything...
i'm gonna go apply to join the game now... boot me if there's not enough room, i'll understand.
peace,
farstryder
General Woundwort
September 8th, 2003, 08:44 PM
The Ferengi and 8427 are still unclaimed.
farstryder
September 8th, 2003, 09:21 PM
i'll take ferengi, if no one minds...
(if the klingon doesn't sho up, can i take that empire instead?? the ferengi's are okay, but the klingons are more my cup of gagh. Qa'pla!)
may the profits be with you,
farstryder
Atrocities
September 8th, 2003, 11:25 PM
Welcome Aboard
Atrocities
September 10th, 2003, 03:59 AM
If you are already signed up to play the Star Trek Mod game at PBW and have not yet joined please do so by Monday the 15th. At that point any open spots will become first come first serve. Any player who has signed up for a spot already and has uploaded his player files my switch at that time to any open spot they wish.
I would like to start the Game on Sept 16th. Thank you all.
And PLEASE do not use acient Race trait. Thanks.
The game name is STAR TREK MOD
8427 -
Borg - Lighthourse
Breen - openair
Cardassians - CNC
Dominion - Atrocities
Federation - UserX
Ferengi -
Klingons - Tesco
Romulans - Fyron
Tholians - General Woundwort
[ September 10, 2003, 03:01: Message edited by: Atrocities ]
farstryder
September 10th, 2003, 04:02 AM
dibs on the klingons! =)
jimbob
September 11th, 2003, 12:48 AM
Alright, then if you're Klingons, I'll take the Ferengi.
That is, if there's no other claim on them now
[ September 10, 2003, 23:50: Message edited by: jimbob ]
jimbob
September 11th, 2003, 01:26 AM
Oh, and is anyone else willing to have this be a Rated Game? I'm willing to be multiplayer rated (whatever Slynkies final rules might be) on this game.
Yes, that's a challenge http://forum.shrapnelgames.com/images/icons/icon10.gif
Fyron
September 11th, 2003, 02:49 AM
I have no intentions of participating in any Ratings system myself, so I do not care if you have this rated for you. http://forum.shrapnelgames.com/images/icons/icon12.gif
Atrocities
September 11th, 2003, 04:37 AM
If it does not bother others, it does not bother me. http://forum.shrapnelgames.com/images/icons/icon7.gif
TNZ
September 11th, 2003, 08:28 AM
If anyone is interested, this system types file will only use normal warp points. This way, warp points do nothing but act as warp points. I also changed the sect type file so all warp points are colored red.
1063261583.zip (http://forum.shrapnelgames.com/newuploads/1063261583.zip)
Fyron
September 11th, 2003, 08:34 AM
But that is very boring. http://forum.shrapnelgames.com/images/icons/icon9.gif Perhaps it would be better if you just removed the damaging ability from WPs, as that is the only navigation hazard one...
Atrocities
September 11th, 2003, 08:58 AM
Originally posted by Imperator Fyron:
But that is very boring. http://forum.shrapnelgames.com/images/icons/icon9.gif Perhaps it would be better if you just removed the damaging ability from WPs, as that is the only navigation hazard one...<font size="2" face="Verdana, Helvetica, sans-serif">This is the better option in my opinion, but thanks TNZ for posting this. It was very helpful. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
September 11th, 2003, 09:00 AM
TNZ I have to ask, during the filming of the Lord Of The Rings series were you ever an extra or see any of the production work?
Atrocities
September 11th, 2003, 09:03 AM
I should also note that an update is in the works and should be out by the end of the month.
Thanks to Rollo and Fyron and a few others I have gained a new understanding of how the AI works and am hard at work fixing somethings.
QuarianRex
September 11th, 2003, 07:18 PM
If 8472 is still open, consider it filled. I have some extra time and a stable internet connection so I'm ready to go. http://forum.shrapnelgames.com/images/icons/icon10.gif
jimbob
September 11th, 2003, 08:38 PM
So the roster is full then! Yah us http://forum.shrapnelgames.com/images/icons/icon10.gif
Will the AI update be introduced to this game along the way? I realize that all the spots are filled, but there will be neutrals and the like that need good AI, no?
Regarding the challenge of rating, gosh, it looks like no one else in this game is registered for rating... how am I gonna get rated if there's no one to compare against? http://forum.shrapnelgames.com/images/icons/icon9.gif
Perhaps some of you would like to join the SEIV Rating community?
Fyron
September 11th, 2003, 11:59 PM
The Cardassian weapon Spiral Wave Disruptor II's roman numeral is 3 instead of 2.
Perhaps some of you would like to join the SEIV Rating community?
<font size="2" face="Verdana, Helvetica, sans-serif">Not me!
[ September 11, 2003, 23:00: Message edited by: Imperator Fyron ]
Atrocities
September 12th, 2003, 02:05 AM
QuarianRex Tis yours, go join. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
September 12th, 2003, 02:08 AM
Originally posted by jimbob:
So the roster is full then! Yah us http://forum.shrapnelgames.com/images/icons/icon10.gif
Will the AI update be introduced to this game along the way? I realize that all the spots are filled, but there will be neutrals and the like that need good AI, no?<font size="2" face="Verdana, Helvetica, sans-serif">The Ai update won't have any effect on this PBW game as the AI's will seldom, if ever be in control of an empire. I don't think we are going to have neutrals this time. Perhaps next time.
Regarding the challenge of rating, gosh, it looks like no one else in this game is registered for rating... how am I gonna get rated if there's no one to compare against? http://forum.shrapnelgames.com/images/icons/icon9.gif
Perhaps some of you would like to join the SEIV Rating community?<font size="2" face="Verdana, Helvetica, sans-serif">I haven't looked into the rating system, therefore I know nothing about it. Sorry man. http://forum.shrapnelgames.com/images/icons/icon9.gif
Atrocities
September 12th, 2003, 02:09 AM
Originally posted by Imperator Fyron:
The Cardassian weapon Spiral Wave Disruptor II's roman numeral is 3 instead of 2.
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks.
userx
September 12th, 2003, 03:34 AM
I just need to clarify something. Are we going to play ONE turn every 48 hours (2 days)?
If the question sounds odd to the veterns, I've never participated in a PBW game before.
Fyron
September 12th, 2003, 04:04 AM
Not necessarily. It depends on how quickly people play their turns. What the 48 hours means is that after 48 hours, the turn gets processed, regardless of whether all plr files have been submitted or not. If all files are uploaded before the dealine, the turn will process and a new one will be sent out. 48 hours is not a rigid schedule, but a shifting set of deadlines. http://forum.shrapnelgames.com/images/icons/icon12.gif
Lighthorse
September 12th, 2003, 04:13 AM
Orginal posted by Atrocities
And PLEASE do not use acient Race trait. Thanks.
How do I re-enter my corrected BORG empire file into the PBW Star Trek Mod game. Do I withdrawn from the game and apply to re-enter it again?
Lighthorse
Fyron
September 12th, 2003, 04:15 AM
Make a post in the PBW Admin Requests forum asking the admins to remove the empire you have uploaded. You can then upload a new one.
The other option (save quitting and reapplying) is to email it to AT, who will have to use it instead of the one on the server when creating the game. But, this gets messey and makes things complicated. http://forum.shrapnelgames.com/images/icons/icon12.gif
QuarianRex
September 12th, 2003, 04:25 AM
Originally posted by Atrocities:
QuarianRex Tis yours, go join. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Already done. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
September 12th, 2003, 04:32 AM
Game tips:
1. Please do not use Ancient Race adv Trait
2. Please be sure to include a Pass Word
3. After the game starts please be sure to set the option to dissallow the ministers from making any changes to your game in the event you miss a turn.
4. Do Not use any racial trait other than your own races.
5. Please use your races Culture type. (If not don't worry about it unless it was anther races)
6. There will be no intel in this game so maximize your points accordingly.
7. There will be no stellor manipulation.
TNZ
September 12th, 2003, 09:14 AM
quote:
originally posted by Atrocities:
TNZ I have to ask, during the filming of the Lord Of The Rings series were you ever an extra or see any of the production work?
Unfortunately I was to tall to be a dwarf, to short to be a elf. http://forum.shrapnelgames.com/images/icons/icon12.gif
TNZ
September 14th, 2003, 12:18 AM
quote:
Originally posted by Imperator Fyron:
But that is very boring. Perhaps it would be better if you just removed the damaging ability from WPs, as that is the only navigation hazard one...
Try this. http://forum.shrapnelgames.com/images/icons/icon7.gif
Stellar ability types file changed so that is only uses ancient ruins. This will stop any Ancient Ruins Unique Technology getting into your game. I also changed the stellar ability types file so that warp points are not a navigation hazard. E.g. no damaging abilities. The sect type file changed so that unstable warp points and normal warp points look a like.
1063491047.zip (http://forum.shrapnelgames.com/newuploads/1063491047.zip)
mottlee
September 14th, 2003, 10:30 PM
Have found a bug(?) when I build a colony ship I can even move it to an empty planet an colonize and I will have HW pop ??? has happened 3X on me.
(edit: tooooo much beer!)
[ September 14, 2003, 21:31: Message edited by: mottlee ]
Fyron
September 14th, 2003, 10:41 PM
AT set the Automatic Colonization Population in Settings.txt to 1, so all planets get 1 M extra pop, regardless of what the ship is carrying.
jimbob
September 14th, 2003, 11:10 PM
okay, I'm installing 1.2.1 as we speak (PBW Version). This is the patch we're using, right?
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