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jimbob
September 14th, 2003, 11:20 PM
Okay, I installed patch for 1.2.1. It still says it's Version 1.2.0 in the start up screen though (?).

How many racial points are we going with? Once I get answers to these two questions I'll upload my race.

cheers all,
jimbob

jimbob
September 14th, 2003, 11:25 PM
Oh! I checked PBW and I see that farstryder is playing the Ferengi already http://forum.shrapnelgames.com/images/icons/blush.gif

Well, I'm a little embarassed, I thought I was playing. Well excuse my excessive Posts about nothing then http://forum.shrapnelgames.com/images/icons/icon12.gif

[Exits quickly http://forum.shrapnelgames.com/images/smilies/rolleyes.gif ]

Atrocities
September 15th, 2003, 05:12 AM
Damn I wasn't fast enough to set the player limit to 11. Any players that drop, you will get first dibs on their spot if your interested.

[ September 15, 2003, 04:17: Message edited by: Atrocities ]

Fyron
September 15th, 2003, 06:34 AM
If you want more players in the game, just make a request in the Admin Requests forum on PBW to get the number of slots increased.

Atrocities
September 15th, 2003, 06:51 AM
I will do that if JimBob still wants to play. Who do you want to play, there are many races left.

I would recommend the UCP. You get the Federation Technology and simular ships.

[ September 15, 2003, 05:52: Message edited by: Atrocities ]

jimbob
September 15th, 2003, 04:58 PM
Okay, I'll have a quick root around the races and see what's there. Thanks for being willing to open up an extra spot!

Atrocities
September 15th, 2003, 06:41 PM
I have posted the request to add one more slot to the Star Trek Mod game in the PBW Admin Request forum. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
September 15th, 2003, 07:49 PM
Originally posted by mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
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.<font size="2" face="Verdana, Helvetica, sans-serif">OK I see, this can lead to building up pop this way http://forum.shrapnelgames.com/images/icons/shock.gif granted will take time to do so but 1M extra</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well when your HW has 12 billion on it, 1 M people on a new planet is fairly insignificant. http://forum.shrapnelgames.com/images/icons/icon12.gif

mottlee
September 15th, 2003, 08:15 PM
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 mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
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.<font size="2" face="Verdana, Helvetica, sans-serif">OK I see, this can lead to building up pop this way http://forum.shrapnelgames.com/images/icons/shock.gif granted will take time to do so but 1M extra</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well when your HW has 12 billion on it, 1 M people on a new planet is fairly insignificant. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">you keep doing it over and over and moving it like a transport and is no longer 1M

Fyron
September 15th, 2003, 08:50 PM
Umm... huh? You only get 1 M free pop on a new planet... you can not load up 1 M pop, so you can't just go abandoning it to get free pop. Please clarify.

Atrocities
September 15th, 2003, 09:21 PM
To the best of my knowledge, I did not do anything to effect population growth or min max settings on a planet.

What should they be?

Atrocities
September 15th, 2003, 09:25 PM
HOLD OFF DOWNLOADING THIS. Once Again I think I have fallen victim to an out dated Version on the OFFICAL Image Mod web site. http://forum.shrapnelgames.com/images/icons/icon9.gif

New Components.

1177 thru 1272 including a new Components.BMP

Comp 1177 - 1272 (http://forum.shrapnelgames.com/newuploads/1063653351.zip)

I have pushed the start of the game back a week to allow for time for the PBW Admins to add the new player slot and to allow me more time to finish up the next patch.

This one was more work than I had anticipated. Thanks again to Rollo, Fyron, TNZ for the help.

You can download the new images and install them if you want. I new Version of the mod will USE many of the new images by Captain Kowk. They will also be included in the patch, but for those who are playing the PBW game and who choose to download the images seperately, I can also make a data only patch. This will lighten the download by over 2 megs. http://forum.shrapnelgames.com/images/icons/icon10.gif Provided you download the new images seprately.

They can go in either your standard components folder or your game mod folder. I have them in both and that is what I recommend.

[ September 16, 2003, 01:05: Message edited by: Atrocities ]

Fyron
September 15th, 2003, 10:15 PM
Originally posted by Atrocities:
To the best of my knowledge, I did not do anything to effect population growth or min max settings on a planet.

What should they be?<font size="2" face="Verdana, Helvetica, sans-serif">You did not. All that you changed is that all new colonies get +1 million pop. So, if you send a colony ship with no pop loaded by accident, the new colony will be given 1 M pop anyways, so as to prevent it from being useless. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, I assume you are submitting those images to the Image Mod?

[ September 15, 2003, 21:16: Message edited by: Imperator Fyron ]

mottlee
September 16th, 2003, 01:00 AM
Originally posted by Imperator Fyron:
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.<font size="2" face="Verdana, Helvetica, sans-serif">OK I see, this can lead to building up pop this way http://forum.shrapnelgames.com/images/icons/shock.gif granted will take time to do so but 1M extra

Atrocities
September 16th, 2003, 01:48 AM
I posted here at Shrapnel in the hopes that the message would get out. I downloaded the 1.11 Version of the mod and it did not include any of the new images at all. So I hope the will be included now.

Fyron
September 16th, 2003, 02:14 AM
Components pack of the Image Mod is at 1.16.

Atrocities
September 16th, 2003, 02:52 AM
Originally posted by Imperator Fyron:
Components pack of the Image Mod is at 1.16.<font size="2" face="Verdana, Helvetica, sans-serif">ya, I know now. Thanks. I had no idea that the site I was at wasn't updated. Oh well. Lifes little annoying surprises. Back to the drawing board.

Atrocities
September 16th, 2003, 04:01 AM
New Components for the Star Trek Mod. (9-16-2003)

Installation - Unzip the file to your SE IV directory pictures folder / components folder.

The zip will over write older STM images, 1177 thru 1231 This is ok. It will also add the newer images 1256 through 1296 and replace the Component.bmp

Comp 1256 - 1296 (http://forum.shrapnelgames.com/newuploads/1063677443.zip)

TNZ
September 16th, 2003, 10:04 AM
Idea For The Master Computer Components.

I preferred playing without the master computer components, so I added a new tech requirement to the components called master computer tech. Next I added a new tech area to the tech area data file called master computer tech. This way you can choose to have the master computer components in your game or not. This way everyone is happy. http://forum.shrapnelgames.com/images/icons/icon7.gif
1063699135.zip (http://forum.shrapnelgames.com/newuploads/1063699135.zip)

Atrocities
September 16th, 2003, 10:26 AM
Excellent idea. I would like to encorperate your idea into the latest Version provided it does not require me to make any new EMP files. If it does it will have to wait til later. http://forum.shrapnelgames.com/images/icons/icon7.gif

I also want to break up the Stellor Manipulation components. Have the ones that can cause destruction under a seprate technology that can be excluded from a game while leaving facilities and components that are helpful in the game.

Fyron has also given me the ok to use his latest Version of the FQM D 2.5 in the mod as well.

[ September 16, 2003, 09:30: Message edited by: Atrocities ]

mottlee
September 16th, 2003, 03:30 PM
Originally posted by Imperator Fyron:
Umm... huh? You only get 1 M free pop on a new planet... you can not load up 1 M pop, so you can't just go abandoning it to get free pop. Please clarify.<font size="2" face="Verdana, Helvetica, sans-serif">Set over an empty planet of a non compatable type colinize then move to one and drop em

jimbob
September 16th, 2003, 08:14 PM
Okay Atrocities,

Two questions. 1st, I'm unclear on what Version (including patch) we're using in the PBW game. 2nd, I attempted to patch to v. 1.2.1, but after I was done the start up screen still said I had v. 1.2.0. Did I make a mistake, or is it possible that the new patch doesn't display 1.2.1 (that is, it might not have been updated?)

Thanks, I'll get that race in once I know the answers to these questions. Oh, and I'd like to play the "Orions" using one of the minor races as the ship set. Would this be okay, considering that none of the minor races have a tech tree anyways?

Fyron
September 16th, 2003, 08:50 PM
Originally posted by mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Umm... huh? You only get 1 M free pop on a new planet... you can not load up 1 M pop, so you can't just go abandoning it to get free pop. Please clarify.<font size="2" face="Verdana, Helvetica, sans-serif">Set over an empty planet of a non compatable type colinize then move to one and drop em</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Colonizing a planet uses up the colony ship. You can not pick up that 1 M people. IF the number was higher, then this could be done to gain some free population. But it is only 1 M. I just do not see how this is a productive "exploit". Sure, they will grow, but slowly. It would be more productive and effecient to just pick some people up off of the highly populated HW.

jimbob, AT did not change all of the locations where it says 1.2.0 to 1.2.1. You should be patched fine. IIRC, the only changes in 1.2.1 are to the AI files, so they should have no affect on the PBW game anyways (as they are only used in the host copy of the game, ie the PBW server).

[ September 16, 2003, 19:51: Message edited by: Imperator Fyron ]

Atrocities
September 16th, 2003, 08:58 PM
Originally posted by jimbob:
Okay Atrocities,

Two questions. 1st, I'm unclear on what Version (including patch) we're using in the PBW game. 2nd, I attempted to patch to v. 1.2.1, but after I was done the start up screen still said I had v. 1.2.0. Did I make a mistake, or is it possible that the new patch doesn't display 1.2.1 (that is, it might not have been updated?)

Thanks, I'll get that race in once I know the answers to these questions. Oh, and I'd like to play the "Orions" using one of the minor races as the ship set. Would this be okay, considering that none of the minor races have a tech tree anyways?<font size="2" face="Verdana, Helvetica, sans-serif">The splash does not show the latest revision number. Sorry about that. Thanks.

Look at the mod Info or the revision history. If they show 1.2.1 then your ok.

jimbob
September 16th, 2003, 10:26 PM
Thanks Atrocities.

So can you open another spot for me then? I've got my race all ready to go. And we're waiting for the next patch before starting, right?

Edit: how would people feel about allowing someone to buy additional colonization abilities? Say gentlemans agreement that multiple colony types could be chosen, but at 1500 racial points for each beyond the first? Then the player would just leave the correct number (1500 or 3000) racial points unused when making their race.

[ September 16, 2003, 21:28: Message edited by: jimbob ]

Fyron
September 16th, 2003, 10:33 PM
How about not... the ability to colonize multple planet types from the beginning would be way too powerful.

Atrocities
September 17th, 2003, 03:54 AM
I posted the request to add an extra slot at PBW for the game Jim. I hope the admins there read the forums. I can drop them an email as well.

The next patch will be ready sometime next week. Just in time for me to be leaving on vacation for a week. http://forum.shrapnelgames.com/images/icons/icon9.gif I mean http://forum.shrapnelgames.com/images/icons/icon7.gif

I will ask Geo to update the mod on PBW and we will run the 1.2.5 Version once it is available.

For this game everyone should only have one colony tech. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
September 17th, 2003, 10:58 AM
Could either Fyron or TNZ do me a favor? I need someone to take the latest FQM D 2.5 StellarAbilityTypes and make damaging warp points a thing of the past.

Thanks, is much appreciated. atrocities@astmod.com

[ September 17, 2003, 11:16: Message edited by: Atrocities ]

Atrocities
September 17th, 2003, 12:15 PM
I have to admit, the new changes are quite good. I am beginning to get excited about the mod again, and that is something that I have not been for some time.

Now that I have a good working idea how a few things work with the AI, I am working very had on tweaking them to work well on their own.

Again, TNZ, Fyron, or any one interested in helping me, please take the latest FQM D 2.5 StellarAbilityTypes and remove the Damaging WPs from the file and email it back to me at atrocities@astmod.com

Thanks.

jimbob
September 17th, 2003, 05:09 PM
hey, I'm still back on 1.2.1 and think it's pretty snazzy!
Two things, noticed that the neutral race Tamarians have no Scout pictures. I just copied and renamed the mini and the portrait of the Escort. Thought you should know, as perhaps you could add this to the next patch too.

Secondly, the Compact Cargo component (Ferengi I think) is twice as large as the normal Cargo component (10kt vs. 5kt), but only holds a quarter the amount of Cargo (25kT vs. 100kt). Were these values accidentally reversed?

These are pretty minor problems, and I just thought I'd mention them. Keep up the good work, loving this mod!!

Fyron
September 17th, 2003, 07:31 PM
If the vehicle size has a stock image set as its secondary, missing a scout should not cause any problems in-game. It doesn't look as cool, but should run fine. I don't know if it is set up that way, but if not, it needs to be. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
September 17th, 2003, 07:35 PM
Again, TNZ, Fyron, or any one interested in helping me, please take the latest FQM D 2.5 StellarAbilityTypes and remove the Damaging WPs from the file and email it back to me at atrocities@astmod.com <font size="2" face="Verdana, Helvetica, sans-serif">It is a simple process, really. Open up the file. Go to the Unstable Warp Point Category. Delete all Abilities of these types:

Sector - Damage
Warp Point - Turbulence

These should be abilities 4-20. Then, renumber the remaining abilities, and set Num Poss Abilities to the new highest number.

Of course, doing this means that a lot fewer WPs will have abilities, which is, IMO, very boring. http://forum.shrapnelgames.com/images/icons/icon12.gif I suggest adding some new ability entries or increasing the chances of existing abilities, to make the maps less monotonous. The chances are in tenths of a percent, so 10 means that 1% of WPs will have that ability. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
September 17th, 2003, 07:41 PM
Originally posted by jimbob:
hey, I'm still back on 1.2.1 and think it's pretty snazzy!
Two things, noticed that the neutral race Tamarians have no Scout pictures. I just copied and renamed the mini and the portrait of the Escort. Thought you should know, as perhaps you could add this to the next patch too.<font size="2" face="Verdana, Helvetica, sans-serif">The Tamarians, for that matter any of the non main races should not have scout class ships. I will need to look into this. (Did you set that race up to use another of the races tech?)

[/quote]Secondly, the Compact Cargo component (Ferengi I think) is twice as large as the normal Cargo component (10kt vs. 5kt), but only holds a quarter the amount of Cargo (25kT vs. 100kt). Were these values accidentally reversed?[/quote]

Yes it was wrong. Thank you http://forum.shrapnelgames.com/images/icons/icon7.gif

These are pretty minor problems, and I just thought I'd mention them. Keep up the good work, loving this mod!!<font size="2" face="Verdana, Helvetica, sans-serif">Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif Version 1.2.5 is on its way.

Fyron
September 17th, 2003, 07:46 PM
Btw, if you want more in-depth help with the damaging WPs, feel free to log on to ICQ. http://forum.shrapnelgames.com/images/icons/icon12.gif I can not seem to log on to MSN myself. :'S

[ September 17, 2003, 18:54: Message edited by: Imperator Fyron ]

jimbob
September 17th, 2003, 10:15 PM
Did you set that race up to use another of the races tech?<font size="2" face="Verdana, Helvetica, sans-serif">Oh, yes. I decided to play a trader type race (Orions) and felt that it would be nice to have a racial trait tech tree of some sort (otherwise I'm getting the short end of the technology stick, aren't I?). I thought that the Ferengi trait would be closest to what the Orions would have.

Atrocities
September 17th, 2003, 11:18 PM
Originally posted by jimbob:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Did you set that race up to use another of the races tech?<font size="2" face="Verdana, Helvetica, sans-serif">Oh, yes. I decided to play a trader type race (Orions) and felt that it would be nice to have a racial trait tech tree of some sort (otherwise I'm getting the short end of the technology stick, aren't I?). I thought that the Ferengi trait would be closest to what the Orions would have.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Thanks, this catch by you has made it into the next Version. http://forum.shrapnelgames.com/images/icons/icon7.gif I have set all speciality ships to use default ships in the event a player sets up one of the minor races to use a major race trait. http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks.

mottlee
September 18th, 2003, 12:05 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 mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Umm... huh? You only get 1 M free pop on a new planet... you can not load up 1 M pop, so you can't just go abandoning it to get free pop. Please clarify.<font size="2" face="Verdana, Helvetica, sans-serif">Set over an empty planet of a non compatable type colinize then move to one and drop em</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Colonizing a planet uses up the colony ship. You can not pick up that 1 M people. IF the number was higher, then this could be done to gain some free population. But it is only 1 M. I just do not see how this is a productive "exploit". Sure, they will grow, but slowly. It would be more productive and effecient to just pick some people up off of the highly populated HW.

jimbob, AT did not change all of the locations where it says 1.2.0 to 1.2.1. You should be patched fine. IIRC, the only changes in 1.2.1 are to the AI files, so they should have no affect on the PBW game anyways (as they are only used in the host copy of the game, ie the PBW server).</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">OK in a PBW game would not be a good one agreed,
on a stand alone if the planets are close can keep doing it over and over it will not colonize if the wrong comp on it just move to other planet drop then do it again, yes 1M is small but still adds up if you do it 5X a turn. but no problem

Fyron
September 18th, 2003, 12:08 AM
You can only colonize a planet once. You can not colonize a planet with a colony on it already. You can not load up the Last 1 M pop on a planet. Abandoning the colony loses that 1 M pop. I still do not see where there is any exploit here. http://forum.shrapnelgames.com/images/icons/confused.gif

[ September 17, 2003, 23:10: Message edited by: Imperator Fyron ]

Atrocities
September 18th, 2003, 01:24 AM
Updated the Web site. Take a look

www.astmod.com/startrek/stm.htm (http://www.astmod.com/startrek/stm.htm)

Fyron
September 18th, 2003, 07:12 AM
You might want to look into the row of links including Downloads, Forums, Screen Shots, etc. The Screen Shots cell gets rather smooshed for me. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities
September 18th, 2003, 07:44 AM
You got to love front page. http://forum.shrapnelgames.com/images/icons/icon9.gif

JLS
September 18th, 2003, 07:55 AM
Site looks great Atrocities

mottlee
September 18th, 2003, 02:30 PM
Originally posted by Imperator Fyron:
You can only colonize a planet once. You can not colonize a planet with a colony on it already. You can not load up the Last 1 M pop on a planet. Abandoning the colony loses that 1 M pop. I still do not see where there is any exploit here. http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="Verdana, Helvetica, sans-serif">Take a coloniy ship, park it over a planet of oh say Gas (with Ice on ship) empty no pop, hit colonize and you will get message can not but you will now have 1M pop on board...move to a planet W/pop and drop repete

Found this when I load up a ship with 2 did pop types on planet and found I was having HW pop on it too

[ September 18, 2003, 13:31: Message edited by: mottlee ]

Atrocities
September 18th, 2003, 03:01 PM
If this is going to be a problem, how do we fix it?

jimbob
September 18th, 2003, 04:18 PM
Sounds like the improbability drive to me. It's highly improbable that 1M population will spontaneously appear when the colony ship lacks them, especially at a planet that isn't even colonizable by that race. And so of course, being nearly infinitely improbable, this event will occur whenever an improbability drive is activated at full power elsewhere in the universe! Lower improbability events such as Supernovae, completed road construction, remembering your parents' anniversary and world peace may also occur when shorter distances are traversed by said improbability drive.

I suggest that we have a gentlemans agreement to not abuse this game error. I trust y'all http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 18, 2003, 15:37: Message edited by: jimbob ]

mottlee
September 18th, 2003, 05:35 PM
It is not a problem, I just thought you would like to know of things in your mod (good one I might add) I have been playing this and others and I just happened to find this, I do not know if it is anything you did or not I have not tried to mod yet so I do not know what can or can not be changed...was just an FYI

Atrocities
September 18th, 2003, 05:40 PM
Originally posted by mottlee:
It is not a problem, I just thought you would like to know of things in your mod (good one I might add) I have been playing this and others and I just happened to find this, I do not know if it is anything you did or not I have not tried to mod yet so I do not know what can or can not be changed...was just an FYI<font size="2" face="Verdana, Helvetica, sans-serif">Thanks

To be honest with you, I never modded this bug/feature/expliot into the game. I don't know how it came to be, or really what to do about it.

Fyron
September 18th, 2003, 07:45 PM
Originally posted by mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
You can only colonize a planet once. You can not colonize a planet with a colony on it already. You can not load up the Last 1 M pop on a planet. Abandoning the colony loses that 1 M pop. I still do not see where there is any exploit here. http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="Verdana, Helvetica, sans-serif">Take a coloniy ship, park it over a planet of oh say Gas (with Ice on ship) empty no pop, hit colonize and you will get message can not but you will now have 1M pop on board...move to a planet W/pop and drop repete

Found this when I load up a ship with 2 did pop types on planet and found I was having HW pop on it too</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Oh... ick. http://forum.shrapnelgames.com/images/icons/icon9.gif Definitely send this in to MM. This is a nasty bug. http://forum.shrapnelgames.com/images/icons/icon9.gif It can not really get you much, esp. in a PBW game, with just 1 M per trip, so there is no reason to remove the default 1 M pop in STM. But MM definitely needs to know. se4@malfador.com

AT, just list it as a Banned bug in the STM game description. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 18, 2003, 18:46: Message edited by: Imperator Fyron ]

mottlee
September 18th, 2003, 11:14 PM
I do not rember it doing this in the stock game???
I feel a TEST! coming on http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron
September 18th, 2003, 11:28 PM
The Stock game has 0 default pop for new colonies. This is why noone would have noticed it. http://forum.shrapnelgames.com/images/icons/icon12.gif But, there is obviously a bug, becaus the pop should be added to the colony after it is made, not to the colony ship before the colony is made.

Atrocities
September 19th, 2003, 02:48 PM
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 mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
You can only colonize a planet once. You can not colonize a planet with a colony on it already. You can not load up the Last 1 M pop on a planet. Abandoning the colony loses that 1 M pop. I still do not see where there is any exploit here. http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="Verdana, Helvetica, sans-serif">Take a coloniy ship, park it over a planet of oh say Gas (with Ice on ship) empty no pop, hit colonize and you will get message can not but you will now have 1M pop on board...move to a planet W/pop and drop repete

Found this when I load up a ship with 2 did pop types on planet and found I was having HW pop on it too</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Oh... ick. http://forum.shrapnelgames.com/images/icons/icon9.gif Definitely send this in to MM. This is a nasty bug. http://forum.shrapnelgames.com/images/icons/icon9.gif It can not really get you much, esp. in a PBW game, with just 1 M per trip, so there is no reason to remove the default 1 M pop in STM. But MM definitely needs to know. se4@malfador.com

AT, just list it as a Banned bug in the STM game description. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Consider it listed. But if the pop setting is to 1, and should be 0, then by changing it back to 0 would this not fix the issue for this mod?

Atrocities
September 19th, 2003, 02:51 PM
The PBW Admins have added the 11th player slot so Jimbob your clear to join the game now.

Also if you have not uploaded your empires, please do so as soon as you can.

I have a question for those who know.

The next Version does not make any changes to the game that would require new EMP files to by up grading to the latest Version at PBW be the best option for us?

Or should we just all just update and leave the current Version as is ap PBW until we know if we have any major bugs?

If we do not update PBW will I have to manually process the turns?

Thanks.

Also Fyron had been kind enought to set up a game forum for us over at www.spaceempires.net (http://www.spaceempires.net) Please check it out and post question comments concerns.

Atrocities
September 19th, 2003, 03:03 PM
I will be uploading the 1.2.5 patch and full Version sometime in the next day or so.

Here is a list of the changes made since the 1.2.1 patch.

Star Trek Mod v1.2.5

1. Updated The Splash screen to reflect latest Version 2.2.5
2. Added Fyrons Quadrant Mod Deluxe 2.05
3. Changed StellarAbilityTypes to exclude damaging warp points. (Thanks Fyron and TNZ)
4. Updated All Race Research.txt's (Thank you Rollo for the help)
5. Changed All ships in the vehcileSize file now will use standard images if primary is not available
6. Updated Weapons / Components reports
7. Changed Automatic Colonization Population setting from 1 to 0

Star Trek Mod v1.2.4

1. Changed Federation Nova Burst I - III to Federation Trilithium Cobalt Torpedo I - III
2. Changed Federation Trilithium Cobalt Torpedo I - III specs to be a heavy hitting long reload time Torpedo
3. Updated Many of the weapon descriptions to include range. (Long, Medium, Short)
4. Added Weapons of Mass Destruction to the Tech Area
5. Changed All Stellar Manipulation Components that can be used as WOMD from Stellar manipulation to WOMD Tech
6. Added Artificial Warp Point Creation to the Tech Area
7. Changed All Warp Point creation/destruction components from Stellar Manipulation to Artificial Warp Point Creation

Star Trek Mod v1.2.3

1. Added Computer Control to tech area
2. Changed Master Computer I - III tech requirement to Computer Control
3. Modified Several minor changes to a bunch of components.
4. Changed Dom Torpedo Weapons to Dominion Torpedo Weapons in Tech Area and other files
5. Removed Mini Torp Weapons - Dominion technology. Was not being used
6. Changed Many BMP images to use the new Component images by Captain Kowk

Star Trek Mod v1.2.2

1. Changed Structural Integrity Field I - V (No longer has the Armor Ability)
2. Added New Component images by Captain Kwok
3. Fixed Spiral Wave Disruptor II had wrong Roman Numeral.
4. Changed Racial Trait Ancient Race cost from 0 to 1500.
5. Fixed Typo in Romulan Quantum Reactor I
6. Removed All armor and shield abilities from all warp engines. (Conflict and illegal functions)
7. Changed Storage Supply Components I - V have been revamped.
8. Added Warp Core IV
9. Changed Warp Core II - III now are gained at lower Warp Technology
10. Fixed Romulan Quantum Singularity Drive I - III now work.
11. Updated Components.BMP with in new images by Captain Kwok.
12. Changed Balanced out all of the race weapons

Atrocities
September 19th, 2003, 03:47 PM
I was wondering if any one had any suggestion for the cost of technology / ship research / ship costs etc.

I would also like to know if UserX's Star Trek map is up to day and if so can some one please email it to me along with the placement order of the players. - oh wait I can change that order my self to alphabetical by using the map editor.

I just want to be sure I have the latest Version of the map.

I have also added the new Andorian ships to the mod.

I have added the the entire new vulcan set to the mod as well.

minipol
September 19th, 2003, 04:24 PM
A couple of questions:

1) i have installed Version 1.2.1 of the single player stuff and what i see is slow expansion of the races except the klingons. i know this was a known issue a while back. is it solved?
the kligons have some 40 planets (small map), the next best ai are the dominion with 20 planets. i'm at 90 planets (but i traded rock colonization for ice, and then ice for gas with another alien race.) This is after some 90-100 turns.

2) I play as the federation and i thus have access to the federation tech tree. For "role playing" purposes, if for instance a weapon appears in the federation tech tree and the "normal" tech tree, should you research both or only the federation Version?

My only gripe so far is that i seems a bit difficult to install the single player stuff. meaning, you first install Version 1.1.5 if think and then 2 updates. Otherwise, WOW http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
September 19th, 2003, 04:57 PM
The install process is the nature of the beast when your dealing with updates. I am on dial up and can not upload large files daily.

The AI has been improved and will expand better in the latest Version.

The reason for the Single Player Version and the Play By Web Version was because the PBW Version has the COLONY tech mod. This meant that any saved cames would be invalidated.

The single player verison was released so players could finish playing their games.

There will only be one release for the 1.2.5 and that will have the colony mod included so any previous Version of the mod, priort to 1.2.0 pbw will no longer support.

This is explained in the download section of the web site.

To many people get confused to easily. If I can figure out how to install a mod and then mod then any one can do it. I can not think for everyone, and I won't try. Read the instruction and if they don't, then they will have problems. If they have problems, then they need to step back and think about what it is they did wrong.

The latest Versions, once uploaded, will include a one patch from Version 1.2.0 to 1.2.5, and a full Version of 1.2.5 so everyone should have no problem updating or installing the mod.

Hopefully

Fyron
September 19th, 2003, 08:16 PM
Originally posted by Atrocities:
Consider it listed. But if the pop setting is to 1, and should be 0, then by changing it back to 0 would this not fix the issue for this mod?<font size="2" face="Verdana, Helvetica, sans-serif">It is not an issue with just 1 free pop... it takes too long for it to matter. You are better off just loading some pop off of your 12 B HW and letting them reproduce... please change it back to 1.

Lighthorse
September 20th, 2003, 06:44 AM
Quote

Originally posted by Atrocities:
I have a question for those who know.
The next Version does not make any changes to the game that would require new EMP files to by up grading to the latest Version at PBW be the best option for us?
Or should we just all just update and leave the current Version as is ap PBW until we know if we have any major bugs?

I for one prefer to do the full meal deal. Update the empire files, latest Version, etc. It will prevent/reduce confusion and error later on in the campaigm PBW game.

I have only the copies of UserX Star Trek Map Versions 1.0 and 1.1, completed on 8/13/03 and 8/18/03. If you want those I can email them to you.

Lighthorse

mottlee
September 20th, 2003, 06:29 PM
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 Atrocities:
Consider it listed. But if the pop setting is to 1, and should be 0, then by changing it back to 0 would this not fix the issue for this mod?<font size="2" face="Verdana, Helvetica, sans-serif">It is not an issue with just 1 free pop... it takes too long for it to matter. You are better off just loading some pop off of your 12 B HW and letting them reproduce... please change it back to 1.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I have Emailed MM on this, No it is not a big problem, unless, you try to use the pop of one type of atmopher (sp) and find this nice big planet is now domed with some of your pop on it

Fyron
September 20th, 2003, 06:55 PM
Umm... have you confirmed that it always adds your type of pop and not what is on the ship, if the ship already has population on it, or is that a guess?

userx
September 20th, 2003, 10:51 PM
Originally posted by Atrocities:
[QB]

I would also like to know if UserX's Star Trek map is up to day and if so can some one please email it to me along with the placement order of the players. QB]<font size="2" face="Verdana, Helvetica, sans-serif">I've actually made some modifications to the map to balance things out a little and fixed a few errors. I'm just on my way out but I will post it later today as well as the starting positions.

mottlee
September 20th, 2003, 11:28 PM
Originally posted by Imperator Fyron:
Umm... have you confirmed that it always adds your type of pop and not what is on the ship, if the ship already has population on it, or is that a guess?<font size="2" face="Verdana, Helvetica, sans-serif">I have checked ship mid steam and has "picked up" pop on it, when reaches "new" home there is HW pop on it

Fyron
September 21st, 2003, 01:19 AM
Can it add more population past the max cargo space on the colony ship?

userx
September 21st, 2003, 07:18 AM
OK, the latest Version of the Star Trek Map can be found here.Star Trek Map (http://www.rickperreault.com/se/startrek-map/).

Enjoy.

Atrocities
September 21st, 2003, 12:45 PM
You guys are not going to believe this. My PC has some problems. I am using my useless HP back up now. (New AMD 2.0 Pavilion someting or rather)

Fyron your Spacemepires.net is down so I could not get the newer patch for the A mod game. I have to install and or add many mods to this PC and it is on a very slow dial up connection.

So if you read this before you read my other post please just process the turn.

Thanks UserX for the info and this great map.

It will take me several days before I will be able to upload the latest Version of the game. provided the data is not lost.

Fyron
September 21st, 2003, 07:47 PM
You guys sure buy some shoddy hardware. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

mottlee
September 22nd, 2003, 08:58 PM
Originally posted by Imperator Fyron:
Can it add more population past the max cargo space on the colony ship?<font size="2" face="Verdana, Helvetica, sans-serif">Hmmm..it looks as when the ship is in route has what was loaded..get to nw home is where it looks like the HW pop coming in http://forum.shrapnelgames.com/images/icons/confused.gif

Atrocities
September 23rd, 2003, 03:54 PM
Version 1.2.5 (http://astmod.com/startrek/stm.htm) Has been released.

Star Trek Mod v1.2.5

1. Updated The Splash screen to reflect latest Version 2.2.5
2. Added Fyrons Quadrant Mod Deluxe 2.05
3. Changed StellarAbilityTypes to exclude damaging warp points. (Thanks Fyron and TNZ)
4. Updated All Race Research.txt's (Thank you Rollo for the help)
5. Changed All ships in the vehcileSize file now will use standard images if primary is not available
6. Updated Weapons / Components reports
7. Changed Automatic Colonization Population setting from 1 to 0
8. Added Maps Folder
9. Added UserX Star Trek Map
10. Added Atrocities Newest Andorian Ship/Race images to the Andorian Race (Race Neutral 007)
11. Fixed Orientation of Vulcan (Race Neutral 010) ship portraits.
12. Modified All neutral race Research.txt
13 Changed Plasma Envelope Missile I - V damage at range is detuned. (Weapons was way to powerful)
14. Changed Plasma Missile I - V Damage at Range settings to better reflect the weapon system
15. Changed Borg Mount to only give mount bonus for Borg Shield Depleter weapon and Incinerator Beam
16. Changed Borg Colony ship to same engine usage as other races colony ships


Star Trek Mod v1.2.4

1. Changed Federation Nova Burst I - III to Federation Trilithium Cobalt Torpedo I - III
2. Changed Federation Trilithium Cobalt Torpedo I - III specs to be a heavy hitting long reload time Torpedo
3. Updated Many of the weapon descriptions to include range. (Long, Medium, Short)
4. Added Weapons of Mass Destruction to the Tech Area
5. Changed All Stellar Manipulation Components that can be used as WOMD from Stellar manipulation to WOMD Tech
6. Added Artificial Warp Point Creation to the Tech Area
7. Changed All Warp Point creation/destruction components from Stellar Manipulation to Artificial Warp Point Creation

Star Trek Mod v1.2.3

1. Added Computer Control to tech area
2. Changed Master Computer I - III tech requirement to Computer Control
3. Modified Several minor changes to a bunch of components.
4. Changed Dom Torpedo Weapons to Dominion Torpedo Weapons in Tech Area and other files
5. Removed Mini Torp Weapons - Dominion technology. Was not being used
6. Changed Many BMP images to use the new Component images by Captain Kowk

Star Trek Mod v1.2.2

1. Changed Structural Integrity Field I - V (No longer has the Armor Ability)
2. Added New Component images by Captain Kwok
3. Fixed Spiral Wave Disruptor II had wrong Roman Numeral.
4. Changed Racial Trait Ancient Race cost from 0 to 1500.
5. Fixed Typo in Romulan Quantum Reactor I
6. Removed All armor and shield abilities from all warp engines. (Conflict and illegal functions)
7. Changed Storage Supply Components I - V have been revamped.
8. Added Warp Core IV
9. Changed Warp Core II - III now are gained at lower Warp Technology
10. Fixed Romulan Quantum Singularity Drive I - III now work.
11. Updated Components.BMP with in new images by Captain Kwok.
12. Changed Balanced out all of the race weapons

Star Trek Mod v1.2.1

1. Fixed Typo in the Setting.txt
2. Fixed Ai would not use colony tech if player selected game to generate random AI's (I hope it is fixed)

mottlee
September 23rd, 2003, 04:06 PM
Will this kill saved games??

Atrocities
September 23rd, 2003, 04:14 PM
Read the Download page for that info.

If your save game is Version 1.2.0 or newer then no. If older then yes.

Again read the Download page.

This Version of the update will only update folders named Star Trek Mod. So if your mod folder, the one you wish to update, is not named Star Trek Mod, then you will have to name it that.

[ September 23, 2003, 15:14: Message edited by: Atrocities ]

AGoetz
September 23rd, 2003, 04:54 PM
Bareing in mind, that I'm still 1.2.1, I've finally had the time to get a single player game going. I didn't see specific fixes to these on your list, but I'm tired and could easily miss them :
The Tholians have a colony pod installed on all of their ships size cruiser and up - thats 300 kt of space that I presume was supposed to have been used for something else?
The Cardassins were fielding heavily armored ships, but as soon as they got shields they stopped putting armor on their designs. The new designs do actually fare better against my ships, but mine fields really rip them to pieces (a 20 unit small mine field killed 15 light cruisers)
The Feregni are the only race I'm currently in contact with that seem to be using fighters - pity the cap ships they're sending with them are very lightly armed destroyers (two pop-guns is the most offensive hardware I've seen on them yet, quite a few with storm killers, deutrium tanks and boarding parties though)
The Borg didn't expand outside of their homesystem - I conqured them fairly easily by vapourising three colony worlds and then pummeled their homeworld until they surrended.
The Klingons are showing up with Battleships that have good cloaks, but no armor or shields - they pop real easy when I've got a detector in the system.

It's year 2419.9, playing high AI, no bonus, picked all the 5k point races manually, playing federation. The Federation Sensor Array + Captain II + Starfleet Acadamy has allowed me to easily best fleets three times my size - possibly unbalanced? Just so many defensive bonuses.

Atrocities
September 23rd, 2003, 08:59 PM
Thanks for the report. http://forum.shrapnelgames.com/images/icons/icon7.gif

Kowk set up the Federation that way I think. I tried to blance out the other races as well as I could. But I am certain there is more to do.

If any one is interested, the new Andorian (http://www.astmod.com/images/andorian/Andorian.htm)set is completed. I did not get all of the new images for the Andorians into the latest Version of the mod, but if you want you can add them your self. You will need to rename them as well. Race Neutral 007 I think.

Atrocities
September 24th, 2003, 01:59 AM
It was not a Hard Ware problem, it was Software problem. WinBlows 2k.

Lighthorse
September 24th, 2003, 07:49 AM
Hey Atrocities and Usex,

Star Tek Mod 1.25 seems to work great on it own, but when I tried it with star trek map, it locked up on some of the comp files. To bad, I was looking forward to trying out the new 1.25 mod with User's latest star trek map.

Lighthorse http://forum.shrapnelgames.com/images/icons/icon8.gif

[ September 24, 2003, 06:50: Message edited by: Lighthorse ]

Atrocities
September 24th, 2003, 08:00 AM
Hum, thanks, I don't know what could cause this, except that perhaps the 1.2.5 mod is using the latest FQM D mod.

userx
September 24th, 2003, 09:40 AM
I've yet to install the new Version of the mod but give me a couple of days and I will and I'll look into the problem with the map.

BadAxe
September 24th, 2003, 09:57 AM
Hello, and thanks again for all your work. I am trying out 1.2.5, and downloaded the full mod.

It seems that the UCP_AI_Design_Creation and the UCP_AI_Research are the same file, resulting in errors. I thought you would like to know.

(Edit: The same circumstance does not exist in the upgrade)

[ September 24, 2003, 13:44: Message edited by: BadAxe ]

Atrocities
September 24th, 2003, 10:06 AM
NO! Do not delete the UCP Race folder. Delete the offending file. I will post a the new files tomorrow.

Swordsman
September 25th, 2003, 12:05 AM
Hi, just installed the latest Star Trek Mod (thanks Atrocities!), and found that I need the Image Mod.

I'm just trying to figure out what is the latest Version, and best place to get it. It looks like the 'official site' is Suicide Junkie's site (http://www.geocities.com/hohoho611ca/imagepack.html), but SE.net seems to have a later Version. Then theres Atrocities update (16 Sep) in the Official Image Collection thread. Should I download the SE.net Version then patch with Atrocities update? http://forum.shrapnelgames.com/images/icons/confused.gif

jimbob
September 25th, 2003, 12:41 AM
Hey Atrocities, I know you're on dial up, so this wouldn't be a good thing for you to do. But one of us on high speed could produce a zipped copy of the complete 1.2.5 mod (not just the update). If one of us (say me) produced the complete download for 1.2.5, would there be a home for it? Would Shrapnel allow us to put it here?

Fyron
September 25th, 2003, 01:15 AM
Originally posted by Atrocities:
It was not a Hard Ware problem, it was Software problem. WinBlows 2k.<font size="2" face="Verdana, Helvetica, sans-serif">Windows 2k is by far the best MS OS to date... http://forum.shrapnelgames.com/images/icons/icon7.gif

Originally posted by Swordsman:
Hi, just installed the latest Star Trek Mod (thanks Atrocities!), and found that I need the Image Mod.

I'm just trying to figure out what is the latest Version, and best place to get it. It looks like the 'official site' is Suicide Junkie's site (http://www.geocities.com/hohoho611ca/imagepack.html), but SE.net seems to have a later Version. Then theres Atrocities update (16 Sep) in the Official Image Collection thread. Should I download the SE.net Version then patch with Atrocities update? http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="Verdana, Helvetica, sans-serif">I believe you are looking at the obselete mirror. It is no longer the home page of the Image Mod, and is being phased out of the links pages on the mirrors. http://forum.shrapnelgames.com/images/icons/icon7.gif http://fqm.spaceempires.net/ is IIRC the most up-to-date mirror, save the one SJ hosts from his PC at times. The files linked to on that mirror (SE.net one) are the same files on the SE.net downloads database, of course. http://forum.shrapnelgames.com/images/icons/icon12.gif

Originally posted by jimbob:
Hey Atrocities, I know you're on dial up, so this wouldn't be a good thing for you to do. But one of us on high speed could produce a zipped copy of the complete 1.2.5 mod (not just the update). If one of us (say me) produced the complete download for 1.2.5, would there be a home for it? Would Shrapnel allow us to put it here?<font size="2" face="Verdana, Helvetica, sans-serif">Of course. Why would they not? http://forum.shrapnelgames.com/images/icons/icon7.gif Make sure to use WinRar (http://www.rarlabs.com/) to make the zip, as it will be several megabytes smaller (assuming you use Best compression) than anything WinZip could ever do. I would also encourage the use of self-extracting RAR files instead of ZIPs, as they are several megabytes smaller still (FQM Deluxe 2.03 Full was 12.5 MB, the same file for 2.05 is only 9 MB). I am sure you can agree that smaller file sizes are a plus? http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 25, 2003, 00:21: Message edited by: Imperator Fyron ]

Atrocities
September 25th, 2003, 02:36 AM
Thank you Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif

I have uploaded a small patch for the full Version to fix the UCP Research file that is bad. www.astmod.com/startrek/stm.htm (http://www.astmod.com/startrek/stm.htm)

Yes by all means if you want to create a zipped copy doing what Fyron suggested, by all means please do so. http://forum.shrapnelgames.com/images/icons/icon7.gif

The new components for the Star Trek Mod are included WITH the mod. You won't need to update the Image mod components module until SJ updates it.

Swordsman
September 25th, 2003, 03:08 AM
Thanks for the help guys.

Having a little trouble getting a response from the SE.net server, but I'll get there eventually.

userx
September 29th, 2003, 07:46 AM
Forgive me if this has been stated already but when are we starting the game?

General Woundwort
September 29th, 2003, 09:40 AM
Tesco's on vacation at the moment. When he gets back (this weekend I think?), we start.

Fyron
September 29th, 2003, 11:36 PM
Originally posted by Swordsman:
Thanks for the help guys.

Having a little trouble getting a response from the SE.net server, but I'll get there eventually.<font size="2" face="sans-serif, arial, verdana">Well it is down... so you must now look elsewhere. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon8.gif

Atrocities
September 30th, 2003, 12:14 AM
I hope to start the game as soon as Tesco is back and the Game is updated to 1.2.5.

The new Version works with old saved games so you EMP's are fine, but if you want to rework them or just resubmit them prior to the game starting, please email them to me @ startrekmod@astmod.com or atrocities@astmod.com

Captain Kwok
September 30th, 2003, 12:50 AM
Atrocities:

I think there is a problem with the new secttype.txt file, it's missing a lot of the entries that were in the previous Versions...it causes errors with maps and such.

Check out DavidG's 'Map not working' thread to find out what those problems are!

Atrocities
September 30th, 2003, 02:40 AM
Thanks.

I did not edit or do anything to that file to the best of my recollection. So I do not understand why it is causing problems.

If someone could fix it and send me a copy I would be greatful.

[ September 30, 2003, 01:41: Message edited by: Atrocities ]

TNZ
September 30th, 2003, 12:14 PM
Screen shot of the star trek mod map in space empires IV map editor? http://forum.shrapnelgames.com/images/icons/confused.gif
1064920258.bmp (http://forum.shrapnelgames.com/newuploads/1064920258.bmp)

DavidG
September 30th, 2003, 12:32 PM
Originally posted by TNZ:
Screen shot of the star trek mod map in space empires IV map editor? http://forum.shrapnelgames.com/images/icons/confused.gif
1064920258.bmp (http://forum.shrapnelgames.com/newuploads/1064920258.bmp)<font size="2" face="sans-serif, arial, verdana">This is exactly what happens with the SectType.txt that is wrong. Download Fyrons Quadrant Mod Deluxe and stick the SectType.txt file from it in the the StarTrek Mods data folder

[ September 30, 2003, 11:33: Message edited by: DavidG ]

DavidG
September 30th, 2003, 02:11 PM
WARNING!!! I'm fairly certain that replacing SectTypes.txt WILL screw up the maps for any saved games.

After looking at the SectTypes.txt for ver 1.2.5 I'm fairly certain that it has at one point been saved by SE4Moddr. You can tell by the order things are placed in. ie in the default file after planet with pic 224 there is a star with pic 225. in the messed up file this is followed by another planet with pic 300 (a ringworld). While I think the order things are in in SectTypes does not matter when creating new games it appears to be very important for saved maps and saved games.

What is happening is this: A map is created with the default SectTypes that has a star with image 225. If this map is loaded with the faulty SectTypes.txt the game goes down to the 225th entry (were Star 225 was in the original file) and finds the planet with image 300 and uses it.

Fyron
September 30th, 2003, 10:19 PM
Yes, order in the file is all important, as all that SE4 apparently stores for each stellar object is its position in the SectType.txt file (and it's name, values and abilities, but those are all from separate files). http://forum.shrapnelgames.com/images/smilies/rolleyes.gif SectType.txt is used constantly by the game, which is the entire reason why there is a FQM Standard and a FQM Deluxe. http://forum.shrapnelgames.com/images/icons/icon12.gif

userx
October 1st, 2003, 02:19 AM
Please don't tell me I have to rebuild the map!!

Seriously, is this related to something that I may have done? If so, let me know how I can repair this.

Lighthorse
October 1st, 2003, 03:28 AM
Hey Atrocities,

After playing with the Borg, I noted all those changes that you maded. Here my thoughts and suggestions.
Ship Sizes are the same for the "Cube" and "Battle Cube" at 500 kts each. The Battle Cube cost 4000 metal vs a tenth of that for the regular Cube. This must have been a type-o mistake. Tha largest Cube was the Fusion Cube at 1200kts. That seem to small, since that eight smaller cubes fused together. If the Borg fused eight regular Cubes and/or T-Cubes together the combine size should be about 3200 kt to 4000 kt for the Fusion Cube. Borg only had seven ship classes vs eight to nine classes for all the other races. What you think about this idea;
Sphere 200kt, 200metal - 50org - 100rad's
Escort 300kt, 300metal - 75org - 150rad's
T-Cube 400kt, 400metal - 100org - 200rad's
Cube 600kt, 600metal - 150org - 300rad's
Battle Cube 800kt, 800metal - 200org - 400rad's
Attack Cube 1200kt, 1200metal - 300org - 600rad's
Queen's Cube 1600kt, 1600metal - 400org - 800rad
Fusion Cube 3200kt, 3200metal - 800org -1600rad's

Second thing was the Borg Drone II weapon is 5-5-5-4-10-5 it should be 5-5-5-4.

Third item is Borg special weapon mounts. The only weapon that has Borg special weapon mounts is the Borg shield depleter. You may want to include Borfg's ripper beam and tachyon cannon.

I was depressed to find that the Borg organic armor was reduce in its effective by over 60%. The Borg's do not need both shield re-changer and organic armor. Remove the shield rechanger and restore the organic armor back to its orginal Ratings.

In summary the Borg had a different ship design than the other races had. The Borg cube were big and square. They re-generated (organic armor) they hull during battle, boarded enemy ship, etc. I just think it wrong to made all the race's ships all the same size. Each race should be different, with they weakness and strenghts. The biggest Borg weakness is everyone else is gunning for them, attacked them on sight.

Those are some my thoughts
Lighthorse

[ October 01, 2003, 02:36: Message edited by: Lighthorse ]

Fyron
October 1st, 2003, 04:11 AM
Originally posted by userx:
Please don't tell me I have to rebuild the map!!

Seriously, is this related to something that I may have done? If so, let me know how I can repair this.<font size="2" face="sans-serif, arial, verdana">Your map should be fine. The mod just somehow got an incorrect SectType.txt file in it. http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ
October 2nd, 2003, 12:17 AM
Spaceempires.net is down and the kazharii network hub fyron's quadrant mod page is not working. So where can I get a copy of the sector type data file from fyron's quadrant mod deluxe Version: 2.05.
Maybe could some one upload the sector type data file? http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 01, 2003, 23:19: Message edited by: TNZ ]

Atrocities
October 2nd, 2003, 12:26 AM
I don't know.

The game runs fine, it is only the map that seems to be an issue. However the file will be replaced as soon as possible.

Fyron
October 2nd, 2003, 12:39 AM
I was going to upload the mods, but stupid Shrapnel no longer supports the .exe file extension. http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

I was hosting the latest Version on SE.net and just linking to it from there on the kazharii hub. Yeah, its cheating, so sue me. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 01, 2003, 23:41: Message edited by: Imperator Fyron ]

Atrocities
October 2nd, 2003, 12:44 AM
Fyron could you send me a good Version of the bad file? Could you set it up to limit the number of damaging warp points to a lower occurance as well?

Thanks man.

I don't know when the next update will be out, but in the mean time I would like to get a few of the known problems sorted out and have fixes availible for them so we can all enjoy the mod and the great map UserX made.

Fyron
October 2nd, 2003, 12:46 AM
Not at this time, no. Still have no internet at home, and need to get some homework done. http://forum.shrapnelgames.com/images/icons/shock.gif

What exactly do you want with "fewer damaging WPs"? Someone else could do this for you if you be a bit more specific (and they are nice http://forum.shrapnelgames.com/images/icons/icon12.gif ).

DavidG
October 2nd, 2003, 01:29 AM
Originally posted by Atrocities:
Fyron could you send me a good Version of the bad file? Could you set it up to limit the number of damaging warp points to a lower occurance as well?

<font size="2" face="sans-serif, arial, verdana">The file I e-mailed you was from the latest Version from FQM deluxe. If anyone else wants it e-mail me at dgunsten@sympatico.ca (since I'm pretty sure my program messed up the file http://forum.shrapnelgames.com/images/icons/icon9.gif the least I can do is help anyone fixt it)

Edit: or get in here: SectType.zip (http://www3.sympatico.ca/dgunsten/SectType.zip)

[ October 02, 2003, 00:44: Message edited by: DavidG ]

Atrocities
October 2nd, 2003, 01:58 AM
Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

DavidG
October 5th, 2003, 03:12 AM
Just wonder what the though process was with fighters in this game. They seem really expensive to research and there does not even seem to be much point in doing that since a shuttle seems to be much better than Large fighter.
I'm trying to make a scenario based on the Trek mod but I need to have fighters that are actually usefull. Is there a way to do so in this mod. I think from what I see they are left pretty much the same as stock (except maybe worse since they are expensive to research and shuttles are better)

Atrocities
October 5th, 2003, 10:34 AM
The concept was originally NO fighters. But after some thought I included them in the mod but made them what they are in the trek universe, nearly obsolete.

BadAxe
October 5th, 2003, 12:44 PM
Federation Ablative Armor II is looking for comp_1232.bmp and can not find it. My guess is that the value in components.txt should be comp_1256.bmp. That would be consistent with the values for FAA I and III.

I am having fun with this mod.

Thanks

DavidG
October 5th, 2003, 05:03 PM
Perhaps this is intentional but with the current data files it is impossible to build a Federation Juggernought since it requires Fed Ship Const levl 9 which is unobtainable. (ie max level is 8)

Fyron
October 6th, 2003, 12:57 AM
Originally posted by Atrocities:
The concept was originally NO fighters. But after some thought I included them in the mod but made them what they are in the trek universe, nearly obsolete.<font size="2" face="sans-serif, arial, verdana">Remember, gameplay over canonical-nonsense. http://forum.shrapnelgames.com/images/icons/icon12.gif

TNZ
October 7th, 2003, 06:29 AM
I don’t see any reason why fighters and shuttles cannot be changed to be more useful. Some ideas on how to do this.

1. New vehicle size for fighters and shuttles.
2. New AI design creation for fighters and shuttles.
3. New propulsion scheme for fighters and shuttles and new propulsion components for fighters and shuttles.
4. At the moment, fighters and shuttles technology is divided into :shuttles, fighters, adv ship construction and propulsion. Why not just make it one field ? Say Shuttle/Fighters Technology?

Examples of 1-3 in working form. Also 4 images of Federation shuttles.

1065504136.zip (http://forum.shrapnelgames.com/newuploads/1065504136.zip)

Atrocities
October 7th, 2003, 11:03 AM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
The concept was originally NO fighters. But after some thought I included them in the mod but made them what they are in the trek universe, nearly obsolete.<font size="2" face="sans-serif, arial, verdana">Remember, gameplay over canonical-nonsense. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Tisk tisk Fyron, you know me better than that. I could give a rats *** about canonical-nonsense. I like fighters, that is why they are in the mod. I even set the mod up so that fighter can be excluded via the tech tree. If people want them to be more useful then I will make them more useful.

Thanks for the FAA II bug report. I will look into as soon as I can.

Expect and update within the week. http://forum.shrapnelgames.com/images/icons/icon7.gif

I expect to be revamping the borg a bit and fixing a few minor errors as well as replacing the sector.txt that seems to be causing the ST Map not to work. (FYRON could you please set me up a new one of these that limits the occurance of damaging WP's and email it to me?)

Thank you all for the emails and feed back, without your insight and discussion the mod would have died off a long time ago.

DavidG
October 7th, 2003, 11:16 AM
Originally posted by TNZ:
I don’t see any reason why fighters and shuttles cannot be changed to be more useful. Some ideas on how to do this.

1. New vehicle size for fighters and shuttles.
2. New AI design creation for fighters and shuttles.
3. New propulsion scheme for fighters and shuttles and new propulsion components for fighters and shuttles.
4. At the moment, fighters and shuttles technology is divided into :shuttles, fighters, adv ship construction and propulsion. Why not just make it one field ? Say Shuttle/Fighters Technology?

Examples of 1-3 in working form. Also 4 images of Federation shuttles.

1065504136.zip (http://forum.shrapnelgames.com/newuploads/1065504136.zip)<font size="2" face="sans-serif, arial, verdana">I think the key to making usefull fighters is to make them survive the point defense attacks long enough to attack. This would presumably be done by boosting their hitpoints or making them harder to hit. ie give fighter armour or shields more strength. (with a matching increase in cost so they are not uber powerfull)
I'm not really sure how shuttles are dealt with in TNG and latter but I like them as they are in TOS or Star Fleet Battles. Slow moving transport vehicles.
Hmm that reminds me I wonder if it would be possible to make a 'Wild weasle' shuttle like they have in SFB. This thing would be packed with electronics and when launced would provide defesive bonus to all ships. Is there an ability in SE4 that you could do this with?

Imperial
October 7th, 2003, 09:59 PM
hiya, i am currently playing the Romulans--and noticed that there special torpedo tech--the Plasma burst--has a speed of 0--may be a typo--i reasearched 2 levels and both have speed 0--in combat they just sit wherever the ship launched them--so may want to look at it--just a heads up)))--great mod.

Fyron
October 7th, 2003, 10:10 PM
I expect to be revamping the borg a bit and fixing a few minor errors as well as replacing the sector.txt that seems to be causing the ST Map not to work. (FYRON could you please set me up a new one of these that limits the occurance of damaging WP's and email it to me?) <font size="2" face="sans-serif, arial, verdana">This has nothing to do with SectType.txt. It is the StellarAbilityTypes.txt file that determines WP abilities. As long as you have not changed that, it will have the damaging ones gone (or reduced, I forget what we did before...). In any event, the SAT.txt file in FQM has not changed since 2.03 or earlier, so there is no reason to overwrite it with the one from FQM D 2.05. http://forum.shrapnelgames.com/images/icons/icon12.gif

minipol
October 8th, 2003, 01:23 AM
Originally posted by BadAxe:
Federation Ablative Armor II is looking for comp_1232.bmp and can not find it. My guess is that the value in components.txt should be comp_1256.bmp. That would be consistent with the values for FAA I and III.

I am having fun with this mod.

Thanks<font size="2" face="sans-serif, arial, verdana">Yeah, i encountered this too. Only problem i found so far. The mod is great fun http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
October 8th, 2003, 03:57 AM
thanks fyron, my bad. I don't know why the 'whatever' file is causing a problem for I don't recall changing it or altering it.

Fyron
October 8th, 2003, 05:22 AM
Compare the SectType.txt file in STM with the one in FQM D. Filesize should be an indicator of missing lines. http://forum.shrapnelgames.com/images/icons/icon12.gif

clark
October 8th, 2003, 04:57 PM
great mod!

Trying the federation, and I noticed one of those comp-image errors for what looks like some Point Defense gun (not the federation, but the Borg one I think).

I also noticed that I am able to get over 100% in defense bonus (ship cap, sensor arrays, ecm, natural bonus, etc)- does this mean I can never get hit?

Also, saw the discussion about the Shuttles and fighters, and I had a thought, what if you adjusted the mod so boarding party components can be placed on the Fighter/Shuttles. If you want a 'conical' argument, note that in many shows people get on a shuttle and 'beam' aboard the enemy vessle. This might add another level of strategy becuase fighters are cheap- and imagine a bunch of them with ship capture ability coming at you.

Suddenly point defense takes on a whole new meaning, as does ship security... just a thought.

DavidG
October 8th, 2003, 05:57 PM
Originally posted by clark:

I also noticed that I am able to get over 100% in defense bonus (ship cap, sensor arrays, ecm, natural bonus, etc)- does this mean I can never get hit?
<font size="2" face="sans-serif, arial, verdana">I think there is always a 2% chance to hit. However the enemy will likely have attack bonuses that cancel out some of your defensive ones. there is a thread somewhere that explains in detail how all this works

Fyron
October 8th, 2003, 09:30 PM
To hit chances all add together. If you have 100% defense bonus, but the enemy has 100% offense bonuses, they cancel, leaving you back with a normal chance to be hit (100% - (10 x distance)).

JR
October 9th, 2003, 02:45 AM
Hello again

OK, I need help - again - and I'm just a tad frustrated with the updates.

I'm using 1.1.5 SP and I love it. I downloaded - when it was still available - what I thought was the updates for this Version. When I tried to install them, my STM opening screen showed up with a great big PBW on it, and sure enough, it wouldn't work as a SP game so I had to reinstall the 1.1.5 Version.

Now the question. Where would I get the CORRECT updates to raise my Version to 1.2.0 as the STM site doesn't have them any more?

HELP!!!

jimbob
October 9th, 2003, 03:25 AM
JR: really? I installed the 1.2.5. Version (PBW came up on the screen) for a friend just Last night. I watched him get rocked by the Klingons before I went home. I think that the AI is functional in the Version you're discussing. Forgive me if I'm wrong, but maybe go and play 30 or 40 turns and see if this is true.

[ October 09, 2003, 02:26: Message edited by: jimbob ]

Renegade
October 9th, 2003, 05:42 AM
I think if you read his web it explains things. If you have Version 1.5 then you should download the newest full Version and add that little update for the UCP. I have been playing this mod since the 1.25 Version game out and it is most fun and extremely enjoyable.

Look this is the ONLY Star Trek 4x game we are going to get since Activition has absolutely no intentions of making any new 4x Star Trek games.

You would email Atrocities and ask for the updates. You never know, he might still have them on the server.

TNZ
October 10th, 2003, 10:19 AM
Originally Posted by DavidG
I think the key to making usefull fighters is to make them survive the point defense attacks long enough to attack. This would presumably be done by boosting their hitpoints or making them harder to hit. ie give fighter armour or shields more strength. (with a matching increase in cost so they are not uber powerfull)
I'm not really sure how shuttles are dealt with in TNG and latter but I like them as they are in TOS or Star Fleet Battles. Slow moving transport vehicles.
Hmm that reminds me I wonder if it would be possible to make a 'Wild weasle' shuttle like they have in SFB. This thing would be packed with electronics and when launced would provide defesive bonus to all ships. Is there an ability in SE4 that you could do this with?
<font size="2" face="sans-serif, arial, verdana">I think that the basic difference is that TOS shuttles have no warp ability, but TMP and TNG shuttles do. If you were to get rid of seeking weapons, make shuttles/fighters easier to hit with standard weapons and restrict the number of shuttles/fighters you could remove the point defense weapons and increase the firepower/durability of shuttles/fighters. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
October 14th, 2003, 01:12 AM
Star Trek Mod Version 1.2.6 (http://www.astmod.com/startrek/stm.htm) Ready for download.

Star Trek Mod v1.2.6

1. Replaced StellarAbilityTypes & SectType in the Data folder so that the Star Trek Map will work.
2. Replaced The UCP Research File
3. Fixed Bit Map number on Federation Ablative Armor II
4. Changed Increased all Fighter Max Tonnage SM - 20 M - 35 L - 50
5. Fixed Romulan Plasma Burst I - III will now move in combat
6. Changed Federation Sensor Aray to reduce bonuses slightly
7. Changed Increased the Shield Generation for Small Shield Generator I - III
8. Chagned Increased the Armor Tonnage for Small Armor and Small Emissive Armor
9. Added Small Warp Engine to Components
10. Changed Tech Area Federation Ship Construction level from 8 to 9. Can now build Juggernoughts
11. Added Shuttle Type II and Shuttle Type III to Vehical.Txt Shuttle I = 60, Shuttle II = 80, & Shuttle III = 100
12. Changed Tech Area Shuttle Technology from 2 to 3
13. Changed Tech Area Level Cost for Fighters from 100,000 to 90,000
14. Fixed Typo in Vehicle.txt Borg Battle Cube was Min, Org, Rad costs
15. Changed All Ships Sizes for Borg - Thank you Lighthorse
16. Fixed Typo in Borg Drone II Weapon Damage At Rng
17. Added Borg Ripper Beam to the Borg Mount
18. Changed Increased Tech Area Borg Ship Construction level from 7 to 9
19. Changed Increased Cost of Borg Ship Construction from 100000 to 150000
20. Fixed Spelling Error of Small Impulse Engine and Small Improved Impusle Engine
21. Fixed Back Ground of component 1230
22. Updated Componet/Weapon Reports
23. Updated Splash Screen to reflect 1.2.6
24. Added New Component, Shock Troops, for use with Fighters and Shuttles
25. Added All New Andorian Race Images to Neutral 007
26. Fixed Neutral Race 007 (Andorian) HTML Viewer so that it displays images now

[ October 14, 2003, 00:57: Message edited by: Atrocities ]

jimbob
October 14th, 2003, 02:38 AM
Atrocities:

Two things,
1) great job, thanks for the update!
2) can you answer my .emp file question over at the PBW forum? Thanks for that too.

jim

Atrocities
October 14th, 2003, 03:00 AM
Replied to it Jim.

Just curious, are you going to use the set that came with the mod for that race, or another set?

If you are using the one that came with the mod then everyone who has the full Version of the mod should beable to see the race.

Atrocities
October 14th, 2003, 03:03 AM
I have posted this on the PBW Forum in the Admin Request section as well as mailing it to the PBW admins.

Play By Web Admins:

Could you please update the Star Trek Mod from Version 1.2.0 to Version 1.2.6 on the PBW Sever and then update my game Star Trek Mod to use the 1.2.6 Version. You can get the new full Version or a patch from the 1.2.0 Version from here: www.astmod.com/startrek/downloads.htm (http://www.astmod.com/startrek/downloads.htm)

Thank you.

<font size="2" face="sans-serif, arial, verdana">

Atrocities
October 14th, 2003, 07:00 AM
Star Trek Mod Version 1.2.6 (http://www.astmod.com/startrek/stm.htm) Ready for download.

jimbob
October 14th, 2003, 05:20 PM
yeah, I'm using the ship set found in the mod. Glad to hear that everyone will see the same ship set all the way through the game, wish I'd gotten it right in the B5 mod.

jimbob
October 14th, 2003, 06:45 PM
*Sigh*

Atrocities, PM

Atrocities
October 14th, 2003, 08:37 PM
http://forum.shrapnelgames.com/images/icons/icon7.gif replied

Atrocities
October 14th, 2003, 10:02 PM
A big bug was reported in the Torpedo system of the mod and it was not included in the 1.2.6 patch. I have fixed the problem and here is the File STM 1.2.6 Component Fix (http://forum.shrapnelgames.com/newuploads/1066165260.zip)

PLEASE INSTALL this to your 1.2.6 Version of the STM, thanks.

[ October 14, 2003, 21:10: Message edited by: Atrocities ]

Atrocities
October 14th, 2003, 10:22 PM
Star Trek Mod v1.2.6 (http://astmod.com/startrek/downloads.htm)

Please also install the STM 1.2.6 Component Fix (http://forum.shrapnelgames.com/newuploads/1066165260.zip)

Star Trek Mod Version 1.2.6

Special thanks to:

General Woundwort for his Star Trek looking interface.
Captain Kwok for all of the work on the mod set up.
Fyron for his great FQ and US mods.
Aaron Hall for this great game.
Shrapnel Games for hosting the forum and giving us game addicts a place to hang out.
UserX for his excellent Star Trek Map
Rollo for his help with the AI
CNCRaymond for his web space at astmod.com
Xeno for his great bug report
TNZ for his ideas
Everyone Else for all your help and insight

Thank you to all of the Beta testers:

Fyron
Captain Kwok
CNCRaymond
General Woundwort
mottlee
Mudshark
Suicide Junkie
TNZ
Lighthorse
Frank
George
DavidG
Rollo
Xeno

And many many others whom's names I do not know.

[ October 14, 2003, 21:25: Message edited by: Atrocities ]

mottlee
October 14th, 2003, 11:19 PM
Coool Got my name in lights http://forum.shrapnelgames.com/images/icons/icon7.gif (well sort of)

(Edit) FYI this will change any save games also (I now have a Sh*t load of ring worlds http://forum.shrapnelgames.com/images/icons/icon10.gif )

[ October 14, 2003, 22:41: Message edited by: mottlee ]

DavidG
October 14th, 2003, 11:58 PM
Originally posted by mottlee:
Coool Got my name in lights http://forum.shrapnelgames.com/images/icons/icon7.gif (well sort of)

(Edit) FYI this will change any save games also (I now have a Sh*t load of ring worlds http://forum.shrapnelgames.com/images/icons/icon10.gif )<font size="2" face="sans-serif, arial, verdana">My post from few pages back:

WARNING!!! I'm fairly certain that replacing SectTypes.txt WILL screw up the maps for any saved games.

After looking at the SectTypes.txt for ver 1.2.5 I'm fairly certain that it has at one point been saved by SE4Moddr. You can tell by the order things are placed in. ie in the default file after planet with pic 224 there is a star with pic 225. in the messed up file this is followed by another planet with pic 300 (a ringworld). While I think the order things are in in SectTypes does not matter when creating new games it appears to be very important for saved maps and saved games.

What is happening is this: A map is created with the default SectTypes that has a star with image 225. If this map is loaded with the faulty SectTypes.txt the game goes down to the 225th entry (were Star 225 was in the original file) and finds the planet with image 300 and uses it.
<font size="2" face="sans-serif, arial, verdana">So yes I think a game started under Version 1.2.5 the map will not look right in ver 1.2.6.

Fyron
October 15th, 2003, 12:14 AM
A game started in 1.2.5 with the map will necessarily be screwed up to begin with, as the map was made with the correct SectType.txt file, not with the weird one in 1.2.5.

Atrocities
October 15th, 2003, 01:10 AM
Alas, 1.2.5 was an utter failure http://forum.shrapnelgames.com/images/icons/icon9.gif No matter how hard I try, each Version has a major bug in it that later Version fix, but at the cost of creating a new bug.

Sorry about the save games. That is why I recommend keep seperate Version folders. I do and this way I can make improvements to the mod while still being able to play my old save games.

Fyron
October 15th, 2003, 01:27 AM
Don't worry about it. I am sure Adamant Mod has dozens of bugs I am not aware of. Bugs crop up all the time. Heck, P&N 3.1b had some 8 releases before all the bugs were squashed. http://forum.shrapnelgames.com/images/icons/icon12.gif

XenoTheMorph
October 15th, 2003, 01:54 AM
Just to add my two pence *grin* to the thread -

Well done, good patch Atrocities very well done.
http://forum.shrapnelgames.com/images/icons/icon10.gif

DavidG
October 15th, 2003, 03:16 AM
Ditto. Considering the depth of the Star Trek Mod the bugs I've seen are very minor.

Atrocities
October 15th, 2003, 03:47 AM
Originally posted by Imperator Fyron:
Don't worry about it. I am sure Adamant Mod has dozens of bugs I am not aware of. Bugs crop up all the time. Heck, P&N 3.1b had some 8 releases before all the bugs were squashed. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">This would make me feel better if not for the fact that we are on release 14 of the STM.
http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron
October 15th, 2003, 03:55 AM
Yeah, and P&N must be on release 50 or so by now. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities
October 15th, 2003, 04:15 AM
You know what would be a great addition to Options for SE V? The option to select the starting planet name and or system for each player. This way if you are playing the Federation you can set the starting name of your planet to Earth and the system name to Sol.

To go one step above this, have the ability to design "pre-established" systems and be able to set these systems as your players starting system wether the map is custom or randomly created.

[ October 15, 2003, 03:23: Message edited by: Atrocities ]

Atrocities
October 15th, 2003, 05:00 AM
It amazes me that after all the time I have spent on this mod that a list of bugs like the one David G provided could have ever gone on un-noticed by me. I guess it just goes to show you that I am truly blind and ignorant when it comes to modding. I don't know what I would do without people like Xeno, Fyron, DavidG, CNC, Rollo and many many others.

Expect this latest Version to be up by morning.

Star Trek Mod v1.2.7 (Thank you to Xeno and DavidG for thier bug reports)

1. Fixed Level Requirement typo in Anti - Matter Torpedo IV - V
2. Fixed Level Requirement typo in Photon Torpedo II - III
3. Fixed Credit error for the Star Trek Map in the Comments Read-me (Sorry UserX)
4. Fixed Error in Level requirement for Ferengi Troop II- V
5. Fixed Error in level requirement for Tholian Drone III
6. Changed Level from 3 to 5 in Ship Construction in Tech Area (SIF IV and V can now be researched)
7. Changed Level Requirements for Afterburner I - III. They are now correct
8. Changed Maximum Level for High Energy Weapon in Tech Area from 7 to 6
9. Changed Maximum Level for Computers in Tech Area from 3 to 4
10. Fixed Level requirment for 8472 Bio-reclamation Complex II was 8 is now 2
11. Changed Maximum Level for borg shield weapons in Tech Area from 3 to 5
12. Changed Level requirments for Borg Plasma Projectors I - III. They are now correct
13. Changed Breen Small Energy Dampener I - III Tech requirment from Breen Technology to Breen Energy Weapons
14. Changed Level requirements for Dominion Positron Tropedo I - IV. They are now correct
15. Changed Level requirements for Romulan Plasma Torpedo I - V. They are now correct
16. Fixed Error in Tholian Armor III - V requirements and level requirments
17. Fixed Error in Tholian Repair Matrix III level requirment
18. Updated Splash Screen to 1.2.7
19. Updated Component and weapons report

Fyron
October 15th, 2003, 05:03 AM
A blind and ignorant person in the ways of modding could never have put together such a great mod.

I've had a double blank line in Adamant Mod's IntelProjects file for quite some time now, and didn't notice until recently.

[ October 15, 2003, 04:05: Message edited by: Imperator Fyron ]

Atrocities
October 15th, 2003, 05:29 AM
Version 1.2.7 (http://www.astmod.com/zips/stm/STM127Patch.zip) If that link does not work, then go HERE (http://www.astmod.com/startrek/stm.htm)

And thanks Fryon.

THIS IS A MUST UPDATE. Please Update to this verison. Data files only and will only update from 1.2.6 & 1.2.6a

DavidG
October 15th, 2003, 11:42 AM
Well you could do it like the software companies and spend 10% of your time making the mod and 90% debugging but then we'd never get to play it. And we might find out where you live! http://forum.shrapnelgames.com/images/icons/icon12.gif
Most of those bugs were extremely minor so just keep producing great work and let us worry about finding a few trivial bugs. http://forum.shrapnelgames.com/images/icons/icon7.gif

jimbob
October 16th, 2003, 12:00 AM
This isn't really important, but I don't think the splash screen was updated. If you could confirm this, I'd appreciate it. Don't go updating it though, not worth the effort

Lighthorse
October 16th, 2003, 04:57 AM
Hey Atrocities,

Unable to put much time into star trek mod lately, because I have to study for another state test. Shall start gaming the mod later this month, as the Borg. What I have reviewed looks great so far. My thanks, to you Atrocities and everyone else, for all the hard work. By far the best mod for SE4.

Lighthorse

Atrocities
October 16th, 2003, 06:06 AM
Thanks guys.

Jimbob, the splash screen was updated, it should read 1.2.7 for the Version number. http://forum.shrapnelgames.com/images/icons/icon7.gif

If not, I can send you the file, but like you said it really is not that important. I just like to do it so that people know what Version of the game they are running.

Atrocities
October 16th, 2003, 06:10 AM
Lighthorse, do much skiing? http://forum.shrapnelgames.com/images/icons/icon10.gif You being from Sandy and all I figure you'd be doing that a lot.

I tried Ski-Bowl once but got hurt and haven't tried skiing since. I did ok, but I couldn't figure out how to stop. Night skiing was a bLast except for that 5 year old kid. http://forum.shrapnelgames.com/images/icons/icon9.gif Keep circling me laughing. I mean what is so funny about a big blue guy who keeps falling down could this kid find so hillarious? http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities
October 16th, 2003, 08:47 AM
I have sent another email to PBW Admin, but I think Geo is preoccupied with moving to be concerned with my request for updating the PBW server with the 1.2.7 Version of the mod.

So it looks like the game won't start until "after" Geoschmo moves and gets settled down. http://forum.shrapnelgames.com/images/icons/icon9.gif

In the mean time I think I will help CNC with the AST mod (http://www.astmod.com). He has been bugging me for help for a while now.

Also we have made progress on the CONQUEST mod. More info on this mod will come later.

narf poit chez BOOM
October 16th, 2003, 08:51 AM
uh, i don't think you can expect a person to do much else when there moving.

Atrocities
October 16th, 2003, 03:10 PM
Originally posted by narf poit chez BOOM:
uh, i don't think you can expect a person to do much else when there moving.<font size="2" face="sans-serif, arial, verdana">But I thought Geoschmo was a super human. Your telling me he is not?
http://forum.shrapnelgames.com/images/icons/shock.gif

Moving depresses me horribly. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities
October 16th, 2003, 07:26 PM
Any feed back on the latest Version?

mottlee
October 16th, 2003, 07:31 PM
Originally posted by Atrocities:
Any feed back on the latest Version?<font size="2" face="sans-serif, arial, verdana">Just restarted a game...will let you know http://forum.shrapnelgames.com/images/icons/icon12.gif

Lighthorse
October 16th, 2003, 10:56 PM
Atrocities,

Orginal posted by Atrocities
Lighthorse, do much skiing? You being from Sandy and all I figure you'd be doing that a lot.
Haven't ski since I worked for the US Forest Service about 20 years ago. I horse back ride now in the mountains. During the summer I try to take the family either camping, bicycle riding, hiking or horse back riding in the mountains or on coast twice a month.

Finish the state test today, will start gaming on star trek mod tonight.

Lighthorse

[ October 16, 2003, 21:57: Message edited by: Lighthorse ]

narf poit chez BOOM
October 16th, 2003, 11:09 PM
hate to shatter your delusions Atrocities, but i don't think Geoschmoe is a superhero. http://forum.shrapnelgames.com/images/icons/tongue.gif

mottlee
October 16th, 2003, 11:12 PM
Star Trek Mod: Note AI will put in all Bussard collectors instead of supply containers (so far all I've found)

JR
October 17th, 2003, 03:06 AM
I tried to download the 1.2.7 update and got the "NOT FOUND" screen on all links. Anybody know what's going on?

Also, can't get the map editor to work on the 1.2.6 update. Tried to alter the startrek map and the editor won't work.

Thanks

JR

Seik
October 17th, 2003, 03:20 AM
Originally posted by JR:
I tried to download the 1.2.7 update and got the "NOT FOUND" screen on all links. Anybody know what's going on?

Also, can't get the map editor to work on the 1.2.6 update. Tried to alter the startrek map and the editor won't work.

Thanks

JR<font size="2" face="sans-serif, arial, verdana">Try this one ---> STM V1.27 Patch (http://www.astmod.com/zips/stm/STM127Patch.zip) <--- it works.

Atrocities
October 17th, 2003, 03:32 AM
Originally posted by JR:
I tried to download the 1.2.7 update and got the "NOT FOUND" screen on all links. Anybody know what's going on?

Also, can't get the map editor to work on the 1.2.6 update. Tried to alter the startrek map and the editor won't work.

Thanks

JR<font size="2" face="sans-serif, arial, verdana">Did you try the download section?

Atrocities
October 17th, 2003, 03:34 AM
Originally posted by mottlee:
Star Trek Mod: Note AI will put in all Bussard collectors instead of supply containers (so far all I've found)<font size="2" face="sans-serif, arial, verdana">This is to be expected. Not all bad. They generate supplies so at least they are using them.

Atrocities
October 17th, 2003, 03:35 AM
Originally posted by JR:
I tried to download the 1.2.7 update and got the "NOT FOUND" screen on all links. Anybody know what's going on?

Also, can't get the map editor to work on the 1.2.6 update. Tried to alter the startrek map and the editor won't work.

Thanks

JR<font size="2" face="sans-serif, arial, verdana">Link is fixed. Sorry about that. The one in the download section seems to be working ok.

JR
October 17th, 2003, 04:42 AM
Thank you. The links now work and I downloaded the patch successfully!

I've said it before and I'll say it again: I LOVE YOU MAN!!

Any advice on the map editor problem? Future patch maybe?

Thanks again

JR

Atrocities
October 17th, 2003, 04:54 AM
You have to use the mod launcher to start the map editor. http://forum.shrapnelgames.com/images/icons/icon7.gif If you use that, then the map editors seems to work just fine.

Select the mod, then click on the edit maps.

userx
October 17th, 2003, 08:20 AM
Hey guys

Sorry I've been absent. Been busy with work but I have been following the threads. I've had so many Star Trek Map downloads on my server that I'm interested in doing a revised Version. Problem (maybe some of you veterns can help me ...Imperator Fyron, hint hint): When I try to edit the map, adding warp points or a new system I get an error. Specifically, a "range check error." Any thoughts? I'd like to put some more space between the Dominion and Cardassions as well as openning the southern part of the map but I can no longer edit it.

Looking forward to our PBW game!

Rick (aka userx)

[ October 17, 2003, 07:22: Message edited by: userx ]

General Woundwort
October 17th, 2003, 11:58 AM
Originally posted by userx:
Looking forward to our PBW game!
<font size="2" face="sans-serif, arial, verdana">Yes, by all means, let's get Geo to load the patches and start this thing. The Tholians are impatient to start rejecting all diplomatic contact with you carbon-based bacterioids. http://forum.shrapnelgames.com/images/icons/icon12.gif

Lighthorse
October 17th, 2003, 09:02 PM
Here some of my first impressions with Version 1.27 of Star trek mod;
The AI races does an good job in defending they planets, and warp holes with satellites and weapon platforms.
AI races do counter attack if its in they interest to do so.
AI races also attacks planets and will roll you up if you’re not prepare for it.
AI races is use they race weapons and they design they ship, satellites and weapon platform intelligently. No more two warp cores per ships.
If ones plays the Borg, they better prepare for the long haul, since research takes so time before Borg’s start giving Cubes warships, and that the way it should be. I’m at turn 90, research level is at 200,000 points and I got five more turns to go in researching Battle Cube for 2m research points. This is cool.
Haven’t encounter any AI races shuttle yet. Finished researching shuttle lv 2. Boy that makes for a mean nasty fighting machine, shielding at 150 points, weapons at 270 points, speed at 6 and added some limited armor too.

Lighthorse

mottlee
October 17th, 2003, 11:21 PM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by mottlee:
Star Trek Mod: Note AI will put in all Bussard collectors instead of supply containers (so far all I've found)<font size="2" face="sans-serif, arial, verdana">This is to be expected. Not all bad. They generate supplies so at least they are using them.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No not bad just WE can not do that, also the same with the intregrity (sp) grenerator putting in more than 1 but still a good mod! Hats off to you http://forum.shrapnelgames.com/images/icons/icon10.gif

JR
October 18th, 2003, 01:52 AM
Originally posted by Atrocities:
You have to use the mod launcher to start the map editor. http://forum.shrapnelgames.com/images/icons/icon7.gif If you use that, then the map editors seems to work just fine.

Select the mod, then click on the edit maps.<font size="2" face="sans-serif, arial, verdana">Ok, I did that, the map launches, but for warp points I get ringworlds - which tells me that something ain't working right.

ALSO, I know that it's been talked about before here, but this subject is so long I don't want to wade through the whole thing. What's the program everyone uses to modify the shipsets and etc? Obviously it's not the drawing program that comes with winblows.

JR

Atrocities
October 18th, 2003, 04:11 AM
I will look into the map editor thing, but I honestly don't think it is a mod issue as it seems to be working fine for me. I will see if I can duplicate the problem your having.

I used DOGA to make many of the ship sets used in the mod. The Federation - Klingons - Romulans - and UCP ships are from Star Fleet Command - Klingon Acadamey - Dominion Wars - Freespace and a few other Star Trek games.

The Tholians were made by Oleg and I do not recall what program he used.

JR
October 18th, 2003, 05:28 AM
Originally posted by Atrocities:
I will look into the map editor thing, but I honestly don't think it is a mod issue as it seems to be working fine for me. I will see if I can duplicate the problem your having.

I used DOGA to make many of the ship sets used in the mod. The Federation - Klingons - Romulans - and UCP ships are from Star Fleet Command - Klingon Acadamey - Dominion Wars - Freespace and a few other Star Trek games.

The Tholians were made by Oleg and I do not recall what program he used.<font size="2" face="sans-serif, arial, verdana">Hmmm. I'm using the map editor that came with the Gold disk, and I updated to ver. 1.78. Could it be a problem with that, or the fact that I've got winblows XP (eXtra Problems)?

Would you know where I could get a copy of DOGA? Is it freeware etc?

JR

userx
October 18th, 2003, 05:42 AM
calling Imperator Fyron, I know you know the answer to this!

Originally posted by userx:

Problem (maybe some of you veterns can help me ...Imperator Fyron, hint hint): When I try to edit the map, adding warp points or a new system I get an error. Specifically, a "range check error." Any thoughts? I'd like to put some more space between the Dominion and Cardassions as well as openning the southern part of the map but I can no longer edit it.

<font size="2" face="sans-serif, arial, verdana">User X (aka Rick)

Tnarg
October 18th, 2003, 09:04 AM
userx,

A long time ago... long, long ago, I made a map for the AST Mod. It was based upon the Star Trek Galaxy according to Geoffrey Mandel's "Star Trek Star Charts".

If you ever decide to embark on a making a new map for this mod let me know, I would be more than happy to help you out.

I believe the old map is somewhere on the PBW map page under AST Star Trek Map.

Fyron
October 18th, 2003, 09:53 PM
Try using the SectType.txt file that was in STM 1.2.1.

DavidG
October 18th, 2003, 10:35 PM
For future Versions I'd suggest any new vehicle sizes get added to the end of the file. Adding them in the middle (such as the Shuttle II and III) causes some problems with games saved from earlier Versions. ie My colony ships are now Battleships.

(enless doing so would cause other problems?? )

[ October 18, 2003, 21:38: Message edited by: DavidG ]

Atrocities
October 19th, 2003, 01:25 AM
When I try to edit the map I also get the RCE's. The map editor is a finicky, touchie, and often buggy program.

I don't think your going to be able to fix this UserX.

I would email the problem to Malfador and ask Aaron for help. This is his domain and perhaps he might be able to use it to make the map editor better.

Atrocities (aka William)

Atrocities
October 19th, 2003, 01:28 AM
Originally posted by JR:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
I will look into the map editor thing, but I honestly don't think it is a mod issue as it seems to be working fine for me. I will see if I can duplicate the problem your having.

I used DOGA to make many of the ship sets used in the mod. The Federation - Klingons - Romulans - and UCP ships are from Star Fleet Command - Klingon Acadamey - Dominion Wars - Freespace and a few other Star Trek games.

The Tholians were made by Oleg and I do not recall what program he used.<font size="2" face="sans-serif, arial, verdana">Hmmm. I'm using the map editor that came with the Gold disk, and I updated to ver. 1.78. Could it be a problem with that, or the fact that I've got winblows XP (eXtra Problems)?

Would you know where I could get a copy of DOGA? Is it freeware etc?

JR</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I am using XP on this system and I can not duplicate the map problem you are having. Beleive me I have been using the map editor all night.

Do a search for the key word DOGA in the forum or at Google. http://forum.shrapnelgames.com/images/icons/icon7.gif

DavidG
October 19th, 2003, 01:29 AM
Originally posted by userx:
calling Imperator Fyron, I know you know the answer to this!

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by userx:

Problem (maybe some of you veterns can help me ...Imperator Fyron, hint hint): When I try to edit the map, adding warp points or a new system I get an error. Specifically, a "range check error." Any thoughts? I'd like to put some more space between the Dominion and Cardassions as well as openning the southern part of the map but I can no longer edit it.

<font size="2" face="sans-serif, arial, verdana">User X (aka Rick)</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No that it helps but I just tried editing the StarTrek map in ver 1.2.7 and it worked OK. Have you maybe got a newer Version of the map that you saved with the wrong sectype file at one point? Also can you edit other maps with ver 1.2.7 loaded?

Atrocities
October 20th, 2003, 06:30 AM
Originally posted by DavidG:
For future Versions I'd suggest any new vehicle sizes get added to the end of the file. Adding them in the middle (such as the Shuttle II and III) causes some problems with games saved from earlier Versions. ie My colony ships are now Battleships.

(enless doing so would cause other problems?? ) <font size="2" face="sans-serif, arial, verdana">Sorry about that. Just move the new shuttle types to the end of the vehicle.txt doc. I had them their originally, but when you get all three and all fighters, the order was screwed up in the ship design window. I had to bite the bullet and make a choice.

clark
October 20th, 2003, 09:21 PM
Quick question: Ablative armor says it 'negates' 30 points of damage... What exactly is meant by this? It absorbs 30 points of damage, or it prevents any damage under 30? I notice that for the federation, they can only use 2 of these on a ship.

Does that mean is can absorb/prevent 60 points of damage? Or is it non-cumulative?

Is this effect per round, or per shot fired at it?

So, say 10 ships attack in one round, each with a 10 point damage weapon... would only the Last few get through? Or would none of them?

Just trying to understand what this effect has... thanks for any future replies.

mottlee
October 20th, 2003, 10:48 PM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JR:
[QUOTE]Originally posted by Atrocities:
[qb]
Would you know where I could get a copy of DOGA? Is it freeware etc?

JR<font size="2" face="sans-serif, arial, verdana">I am using XP on this system and I can not duplicate the map problem you are having. Beleive me I have been using the map editor all night.

Do a search for the key word DOGA in the forum or at Google. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Tryied that.......nothing http://forum.shrapnelgames.com/images/icons/confused.gif


(edit) FOUND IT!!!! TG for "Stickys" http://forum.shrapnelgames.com/images/icons/icon10.gif

[ October 20, 2003, 22:01: Message edited by: mottlee ]

oleg
October 20th, 2003, 11:00 PM
Originally posted by clark:
Quick question: Ablative armor says it 'negates' 30 points of damage... What exactly is meant by this? It absorbs 30 points of damage, or it prevents any damage under 30? I notice that for the federation, they can only use 2 of these on a ship.

Does that mean is can absorb/prevent 60 points of damage? Or is it non-cumulative?

Is this effect per round, or per shot fired at it?

So, say 10 ships attack in one round, each with a 10 point damage weapon... would only the Last few get through? Or would none of them?

Just trying to understand what this effect has... thanks for any future replies. <font size="2" face="sans-serif, arial, verdana">EA (after it was FINALLY fixed) subtract the EA value ( 30 in your example) from each hit damage. It is not cumulative. Only one, the highest EA value available, is used. It does not matter if EA armor component is actually used. Some mods use this feature as a non-armour, internal "damage absorber". Armor skipping weapons, like null-space or shard cannons ignore EA ability completely.

Atrocities
October 21st, 2003, 01:56 AM
To bad I could not get the exploding panel idea of Kwoks to work. It was an illegal design and kept causing problems.

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

I was think of a new armor type. Battle Ready Armor, or BRA for short http://forum.shrapnelgames.com/images/icons/icon10.gif

userx
October 21st, 2003, 02:47 AM
Originally posted by Imperator Fyron:
Try using the SectType.txt file that was in STM 1.2.1. <font size="2" face="sans-serif, arial, verdana">Works fine now! Told ya you had the answer. Once I have some time I'll update the map. I'll like to put some more distance between the Dominion and Cardassians.

userx
October 21st, 2003, 03:02 AM
Speaking about the mod. I had a quick game over the weekend (rained like hell here so there was not much else to do) and I noticed a couple of problems with the Federation.

Federation no longer has access to Combat Sensors and ECM. They have there sensor array but that is weaker then a fully upgraded Combar Sensors or ECM.

Also, if my ship contain Federation Armor (max 2), I can't fill some extra space with regular armor... seems odd.

Lastly, trilithium colbalt torp causes an error when used and the game freeses up. "#our of range" error. I've duplicated the error several times.

Ah, and one Last thing. Because the federation Battleship is 780k, it's just short of getting the next size of weapon mount and therefore at a serious disatvantage when facing similar size ships. Also, if your trying to keep this a little cannon, while the Sovereign class is smaller then the Galaxy class, it is far more powerfull with it's type XII phaser array. So, maybe a special mount?

Having fun with the mod!

Fyron
October 21st, 2003, 03:07 AM
Originally posted by userx:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
Try using the SectType.txt file that was in STM 1.2.1. <font size="2" face="sans-serif, arial, verdana">Works fine now! Told ya you had the answer. Once I have some time I'll update the map. I'll like to put some more distance between the Dominion and Cardassians. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The only reason that I can think of that that would make a difference is that I changed a few of the warp points in the latest FQM D. Actually, I think I just changed the picture of the "Normal/Stable WP", and nothing more... Didn't realize that would have such drastic effects on your map. Very strange.

Renegade 13
October 21st, 2003, 03:24 AM
Ummm...found a bit of a bug here. I'm playing as the Borg, I created a ship with Impulse engines 5, and when later in the game I decide to upgrade the ship, the automatic ship upgrader changed all my Impulse Engines to Nucleonic Threshers. Not a serious issue, but a bit annoying.

BTW, I'm having great fun with the mod http://forum.shrapnelgames.com/images/icons/icon10.gif Its awesome!!

Renegade

Fyron
October 21st, 2003, 04:48 AM
Sounds like accidental family overlap.

Atrocities
October 21st, 2003, 06:39 AM
Yes that was a family conflict.

I am uploading a patch to fix it, but if you want to do it yourself it is really easy. Patch 127a Comp Fix (http://www.astmod.com/zips/STM127aPatch.zip)

Follow these steps:
1. Open your Star Trek Mod folder
2. Open the Data Folder
3. Open the Components.txt document.
4. Click EDIT
5. Click Find
6. Enter the name Nucleonic Thresher and press enter
7. Look for the FAMILY listing, most likely will be 1009.
8. Change the FAMILY listing to 1232
9. Click File
10. Click Save
11. Click File and then EXIT.

Atrocities
October 21st, 2003, 07:11 AM
Originally posted by userx:
Speaking about the mod. I had a quick game over the weekend (rained like hell here so there was not much else to do) and I noticed a couple of problems with the Federation.

Federation no longer has access to Combat Sensors and ECM. They have there sensor array but that is weaker then a fully upgraded Combar Sensors or ECM.

Also, if my ship contain Federation Armor (max 2), I can't fill some extra space with regular armor... seems odd.

Lastly, trilithium colbalt torp causes an error when used and the game freeses up. "#our of range" error. I've duplicated the error several times.

Ah, and one Last thing. Because the federation Battleship is 780k, it's just short of getting the next size of weapon mount and therefore at a serious disatvantage when facing similar size ships. Also, if your trying to keep this a little cannon, while the Sovereign class is smaller then the Galaxy class, it is far more powerfull with it's type XII phaser array. So, maybe a special mount?

Having fun with the mod! <font size="2" face="sans-serif, arial, verdana">I will work on getting these problems fixed tonight and tomorrow. Should have a new patch out soon.

In the mean time please keep the bug reports coming.

Thanks.

Atrocities
October 21st, 2003, 08:06 AM
Star Trek Mod v1.2.8

1. Fixed Family conflict between Impulse Engines I - V and the Nucleonic Thresher
2. Changed Federation Ablative Armor Family name from 10 to 197. This should allow for other armor to be added to designs
3. Changed Balanced out the Vehicle sizes and cost a bit.
4. Fixed Had the Game folder in the wrong location. Now splash screen should be updated.
5. Updated Splash screen to reflect 1.2.8


Federation no longer has access to Combat Sensors and ECM. They have there sensor array but that is weaker then a fully upgraded Combar Sensors or ECM <font size="2" face="sans-serif, arial, verdana">The Federation Sensor Array V gives a 40% boast to combat, Gives a long range scanner of 10, and combat defense of 40. It is also designed to prevent stacking with ECM and Combat sensors.

Lastly, trilithium colbalt torp causes an error when used and the game freeses up. "#our of range" error. I've duplicated the error several times. <font size="2" face="sans-serif, arial, verdana">I cannot find nothing wrong with the component therefore I can only conclude that it is a SEIV issues. I played tested all three levels of this device and the game worked just fine. (Simulations only, no actual game combat)

The other items have been fixed, and thank you very much for posting these bugs.

narf poit chez BOOM
October 21st, 2003, 08:21 AM
where's the download or patch?

Atrocities
October 21st, 2003, 08:52 AM
KEEP IN MIND:

That this patch WILL modify your save games as the vehicle size and cost have changed.

I recommend that you make a copy of your current Star Trek Mod folder, then rename the old one Star Trek Mod 127 and then the new copy Star Trek Mod, before updating.

Star Trek Mod 1.2.8 (http://www.astmod.com/startrek/stm.htm)

(This patch will update from 1.2.5 thru 1.2.7a to Version 1.2.8)

Enjoy

narf poit chez BOOM
October 21st, 2003, 09:06 AM
i get a 'requested URL was not found' error.

Atrocities
October 21st, 2003, 09:41 AM
www.astmod.com/zips/stm/STM128.zip (http://www.astmod.com/zips/stm/STM128.zip)

narf poit chez BOOM
October 21st, 2003, 09:55 AM
thanks.

Atrocities
October 21st, 2003, 10:04 AM
Originally posted by Atrocities:
www.astmod.com/zips/stm/STM128.zip (http://www.astmod.com/zips/stm/STM128.zip) <font size="2" face="sans-serif, arial, verdana">No Problem

KEEP IN MIND:

That this patch WILL modify your save games as the vehicle size and cost have changed.

I recommend that you make a copy of your current Star Trek Mod folder, then rename the old one Star Trek Mod 127 and then the new copy Star Trek Mod, before updating. <font size="2" face="sans-serif, arial, verdana"> Star Trek Mod v1.2.8

1. Fixed Family conflict between Impulse Engines I - V and the Nucleonic Thresher
2. Changed Federation Ablative Armor Family name from 10 to 197. This should allow for other armor to be added to designs
3. Changed Balanced out the Vehicle sizes and cost a bit.
4. Fixed Had the Game folder in the wrong location. Now splash screen should be updated.
5. Updated Splash screen to reflect 1.2.8


quote:Federation no longer has access to Combat Sensors and ECM. They have there sensor array but that is weaker then a fully upgraded Combar Sensors or ECM

The Federation Sensor Array V gives a 40% boast to combat, Gives a long range scanner of 10, and combat defense of 40. It is also designed to prevent stacking with ECM and Combat sensors.

quote: Lastly, trilithium colbalt torp causes an error when used and the game freeses up. "#our of range" error. I've duplicated the error several times.

I cannot find nothing wrong with the component therefore I can only conclude that it is a SEIV issues. I played tested all three levels of this device and the game worked just fine. (Simulations only, no actual game combat)

The other items have been fixed, and thank you very much for posting these bugs. <font size="2" face="sans-serif, arial, verdana">

narf poit chez BOOM
October 21st, 2003, 10:09 AM
well, since i have yet to play it, that won't be a problem. http://forum.shrapnelgames.com/images/icons/icon7.gif

DavidG
October 21st, 2003, 11:40 AM
Originally posted by Atrocities:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Lastly, trilithium colbalt torp causes an error when used and the game freeses up. "#our of range" error. I've duplicated the error several times. <font size="2" face="sans-serif, arial, verdana">I cannot find nothing wrong with the component therefore I can only conclude that it is a SEIV issues. I played tested all three levels of this device and the game worked just fine. (Simulations only, no actual game combat)
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I just tried this in game combat and it worked OK for me.

JR
October 21st, 2003, 02:16 PM
How come the 1.2.7 and 1.2.8 Versions don't show as such on the splash screen or mod launcher? This has happened on both Versions for me so I'm not really sure the patches have been extracted. I'm not doing anything different than before when I extract them. Its just that the Version # isn't showing up as having been updated.

With Borg regenerative shields, are these just the regeneration components and not shields, or are they both regenerators AND shields?

WHAT'S UP WITH THE SATELLITES THAT DANCE AROUND? http://forum.shrapnelgames.com/images/icons/shock.gif I just got my grapes crushed by Kitarian satellites that my ships (borg) just couldn't seem to fire at or otherwise get a handle on. Is that normal for these particular satellites? If so, nice touch!! If not, then this bug's worth exploiting because it's damned deadly and frustrating. How would I defeat them?

JR

[ October 21, 2003, 13:18: Message edited by: JR ]

Fyron
October 21st, 2003, 04:19 PM
The splash screen and mod launcher info have to be changed manually. AT may not have updated them.

Atrocities
October 21st, 2003, 06:19 PM
JR, the modinfo and the splash screen have both been updated for 1.2.8.

Try this, look in your Star Trek Mod folder for a folder named GAME. If you find the GAME folder place it in the PICTURES folder.

narf poit chez BOOM
October 21st, 2003, 08:35 PM
several pictures seem to be missing, including a warp point, the borg maturation chamber and a few planet pics, which it complained about when i opened up a few of the races to look at them.

i'm playing on the star trek map as the borged. so far, it's pretty good. i like the bussard colecters. infinite range scouts! just turn the exploration minister on and ignore them.

Atrocities
October 21st, 2003, 08:43 PM
Originally posted by narf poit chez BOOM:
several pictures seem to be missing, including a warp point, the borg maturation chamber and a few planet pics, which it complained about when i opened up a few of the races to look at them.

i'm playing on the star trek map as the borged. so far, it's pretty good. i like the bussard colecters. infinite range scouts! just turn the exploration minister on and ignore them. <font size="2" face="sans-serif, arial, verdana">From the Installation Read - Me

================================================== =====
INFORMATION
================================================== =====

1. This mod uses the Image Mod Pack (Not Included):
A. Planets Mod - Not Included
B. Components Mod - Only the New Images for this mod are included)
C. Facilities Mod - Not included

<font size="2" face="sans-serif, arial, verdana">Narf, you MUST install the latest Version of the FULL image mod. That includes the Planet Pack, Component Pack, and Facility Pack. I would recommend SE.net but Fyron doesn't have it back to 100% yet.

So check out SJ offical Site.

narf poit chez BOOM
October 21st, 2003, 08:49 PM
i just looked at the read-me and saw that. scuse me, must whap forehead and repeat 'read the directions'.

minipol
October 21st, 2003, 10:41 PM
When i install the 1.2.8 patch i cannot use my old 1.2.7 savegames. I get this error then:
"The data files currently being used do not match the data files that where used when this game was started. Please check with your host to get the correct data files."
Sounds pretty reasonable.

Is there a way to solve this so i can keep my save game? I already restarted since i had the same problem going from Version 1.2.6 to 1.2.7.

I tried moving the current mod to another dir and installing the full 1.2.6 Version and then the 2 patches 1.2.7 and 1.2.8 but that doesn't work.
( i couldn't download patch 1.27a, dead link )

I didn't really understand the message from Atrocities regarding this problem:
KEEP IN MIND:

That this patch WILL modify your save games as the vehicle size and cost have changed.

I recommend that you make a copy of your current Star Trek Mod folder, then rename the old one Star Trek Mod 127 and then the new copy Star Trek Mod, before updating. <font size="2" face="sans-serif, arial, verdana">

minipol
October 21st, 2003, 10:53 PM
I did notice that when i play as host, i don't get this error message. Can i keep on playing as the host then or is there a better solution?

Atrocities
October 21st, 2003, 11:02 PM
Tis an easy fix Min,

Just resinstall 1.2.7

www.astmod.com/zips/STM127Patch.zip (http://www.astmod.com/zips/STM127Patch.zip)

The reason for the Savegames not working any more is because I changed the family number of a few components.

minipol
October 21st, 2003, 11:04 PM
Thanks Atrocities, i'll give that a try.
But will this mean i'm playing Version 1.2.7 or Version 1.2.8, in other words, will i have all the 1.2.8 goodness when i reapply the 1.27 path?

Edit: I forgot to mention. For the first time in 3 STM games, i'm boxed-in in the upper corner!
3 races race through my territory right now. I only have 1 secure system (my home system, 2 system are infested with Borg that i'm trying to kick out. Is it me or are the Borg spreading like viruses? Wow. This will be a fun one http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 21, 2003, 22:07: Message edited by: minipol ]

Atrocities
October 21st, 2003, 11:07 PM
For many reasons I have always advocated that when you update a mod, you make a copy of the mod folder and name it after that current Version. Then rename the copied folder to the name of the mod and update that copy.

this way if the mod makes major changes a players save game will be safe in the previous Version and they can continue to play.

I know that these constant updates are a real pain in the ***, and for the I do sincerely apologize, but they are a nessassary evil in order to get the mod as close to 100% as possible.

Again, I am sorry about some of your save games being lost, but if you keep seperate Version folders you may be able to avoid this unfortuneate aggervation.

Damn dial up in the middle of the day sucks!!!!!!!!!!

Atrocities
October 21st, 2003, 11:10 PM
Mini,

The only two files that were mainly changed were the Components and VehicleSize documents.

So all you really have to do is copy them over from the zip.

If push comes to shove, just download the 1.2.6 Version and update to 1.2.7 then copy over your save game and play on. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
October 21st, 2003, 11:13 PM
Minipol, sorry about the dead link,

www.astmod.com/zips/stm/STM127Patch.zip (http://www.astmod.com/zips/stm/STM127Patch.zip)

minipol
October 21st, 2003, 11:19 PM
Cool! Thanks for the link. It's just that my current game is so exciting that i rather play it on for a while http://forum.shrapnelgames.com/images/icons/icon7.gif
It really is a great MOD!
Anyway, thanks for the help and the efforts on this mod. I really appreciate it!

JR
October 22nd, 2003, 02:53 AM
[ October 22, 2003, 01:57: Message edited by: JR ]

JR
October 22nd, 2003, 02:56 AM
Originally posted by JR:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JR:
How come the 1.2.7 and 1.2.8 Versions don't show as such on the splash screen or mod launcher? This has happened on both Versions for me so I'm not really sure the patches have been extracted. I'm not doing anything different than before when I extract them. Its just that the Version # isn't showing up as having been updated.

With Borg regenerative shields, are these just the regeneration components and not shields, or are they both regenerators AND shields?

WHAT'S UP WITH THE SATELLITES THAT DANCE AROUND? http://forum.shrapnelgames.com/images/icons/shock.gif I just got my grapes crushed by Kitarian satellites that my ships (borg) just couldn't seem to fire at or otherwise get a handle on. Is that normal for these particular satellites? If so, nice touch!! If not, then this bug's worth exploiting because it's damned deadly and frustrating. How would I defeat them?

JR <font size="2" face="sans-serif, arial, verdana"></font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">OOOOPS. Sorry about that.

Ok, I'm working on the first problem.

When I do an update, do I have to install the 1.2.7 BEFORE I install 1.2.8, or can I just install 1.2.8 period?

What about the shield/regenerator question I mentioned? Anybody?

I know, I'm getting to be a pain in the butt.
Thanks for your patience.

JR

Fyron
October 22nd, 2003, 04:11 AM
With Borg regenerative shields, are these just the regeneration components and not shields, or are they both regenerators AND shields? <font size="2" face="sans-serif, arial, verdana">Check the data files to see what abilities they have.

Renegade 13
October 22nd, 2003, 05:37 AM
I checked the component data files and the only ability Borg Regenerative Shields have is the ability to....regenerate shields!! No actual shield generation. Too bad, huh?? http://forum.shrapnelgames.com/images/icons/icon9.gif

Renegade

Atrocities
October 22nd, 2003, 06:27 AM
Originally posted by Renegade 13:
I checked the component data files and the only ability Borg Regenerative Shields have is the ability to....regenerate shields!! No actual shield generation. Too bad, huh?? http://forum.shrapnelgames.com/images/icons/icon9.gif

Renegade <font size="2" face="sans-serif, arial, verdana">For the original mod this is all they were suppose to have. Note no other race has this ability.

Atrocities
October 22nd, 2003, 06:30 AM
When I do an update, do I have to install the 1.2.7 BEFORE I install 1.2.8, or can I just install 1.2.8 period?<font size="2" face="sans-serif, arial, verdana">The 1.2.8 Patch updates the Star Trek Mod from Version 1.2.6, or 1.2.7 to 1.2.8

userx
October 22nd, 2003, 07:16 AM
Originally posted by DavidG:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Lastly, trilithium colbalt torp causes an error when used and the game freeses up. "#our of range" error. I've duplicated the error several times. <font size="2" face="sans-serif, arial, verdana">I cannot find nothing wrong with the component therefore I can only conclude that it is a SEIV issues. I played tested all three levels of this device and the game worked just fine. (Simulations only, no actual game combat)
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I just tried this in game combat and it worked OK for me. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hummm, I've updated the mod and can no longer duplicated the error with the colbalt torps. Cool.

Also, thanks for addressing the Federation issues. Man, this mod is funner than the original game!

Atrocities
October 22nd, 2003, 07:26 AM
Thanks UserX. http://forum.shrapnelgames.com/images/icons/icon7.gif

Do you want to know something funny? I have yet to play the mod for enjoyment. I have been to busy play testing it to get involved in a game. http://forum.shrapnelgames.com/images/icons/icon9.gif

Captain Kwok spent over a year setting the mod up, his efforts and the dedication of people on this forum is the only reason we have this mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

I do hope that it enjoyable and that most of the big bugs and such have been worked out of it. http://forum.shrapnelgames.com/images/icons/icon7.gif

The bug reports that have been sent to me or posted on this site over the Last four months have been the driving force behind the mod. Thank you all very much for your help. Now go play and find more. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ October 22, 2003, 06:28: Message edited by: Atrocities ]

narf poit chez BOOM
October 23rd, 2003, 07:14 AM
why do the bioelectric fields have phased and normal shields? doesn't having both make both of them one or the other? making the second sheilding redundent?

mottlee
October 23rd, 2003, 02:16 PM
Have been playing 1.2.7 I think it is a cool mod, I also now have 3 Star Trek mods (without 1.2.8) my SE file is now over 1 Gig in size so I think I will hold off 1.2.8 till done with this game

Atrocities
October 23rd, 2003, 06:06 PM
Originally posted by narf poit chez BOOM:
why do the bioelectric fields have phased and normal shields? doesn't having both make both of them one or the other? making the second sheilding redundent? <font size="2" face="sans-serif, arial, verdana">I just set em up occording the info I had. I have no clue what the effect will be.

Atrocities
October 23rd, 2003, 07:04 PM
COMING SOON

Star Trek Mod v1.2.9

1. Fixed Most of the Captain I had the wrong Tech Level requirement.
2. Changed Laser Beam I - V weapon family from 2000 to 2333 to prevent conflicts when upgrading
3. Fixed Tholian Armor I - IV now have the same requirement (Tholian Armor) as Tholian Armor V

narf poit chez BOOM
October 23rd, 2003, 11:04 PM
i just lost a whole fleet because the ships that where supposed to take out the satelite's didn't fire on them. they had weapons that could hit satelite's and their targetting priorities allowed them to shoot at satelite's.

Atrocities
October 23rd, 2003, 11:08 PM
Originally posted by narf poit chez BOOM:
i just lost a whole fleet because the ships that where supposed to take out the satelite's didn't fire on them. they had weapons that could hit satelite's and their targetting priorities allowed them to shoot at satelite's. <font size="2" face="sans-serif, arial, verdana">Send me your game files

narf poit chez BOOM
October 23rd, 2003, 11:16 PM
sending...thanks...

i should probably tell you i'm playing as the borg.

[ October 23, 2003, 22:21: Message edited by: narf poit chez BOOM ]

General Woundwort
October 23rd, 2003, 11:50 PM
Narf is the Borg.

Resistance is futile.

You will be given cheese.

http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM
October 23rd, 2003, 11:58 PM
*whaps Woundwart with a piece of cheese*

Lighthorse
October 24th, 2003, 02:49 AM
Atrocities,

Finish a two week long game as the Borg. I didn’t notice any major problems at all with the Star Trek Mod as the Borg. After 120 turns, I was able to push back all the other races. But, it was not a walk over, loses were heavy for the Borg. The problem the AI had was it would not launched their satellites and/or mines they had on the surface on their planets at times. Sometimes they would launch their satellites, but never their mines. The AI races perform well at defending warp holes with satellites, and their planets with weapons platforms and satellites. All the major AI races expanded out from their home-planet system. Only the minor AI races wouldn’t expand at all from their home system.
Got the Borg research level up to 250K points a turn. Researched up to ship construction/ level, Queens Cube for 3.6M research points, had five more turns to go to completing it.

Excellent Mod
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon10.gif

[ October 24, 2003, 01:51: Message edited by: Lighthorse ]

DavidG
October 24th, 2003, 03:19 AM
Originally posted by Lighthorse:
Sometimes they would launch their satellites, but never their mines. <font size="2" face="sans-serif, arial, verdana">I think I read somewhere that this is an unsolveable problem with SE4.

Lighthorse
October 24th, 2003, 11:52 PM
Atrocities,

I'm finished play-testing the Borg. Is there another major Star Trek Mod race that hasn't been tested yet? If so, please let me know, and I will play-test them.

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

Atrocities
October 25th, 2003, 03:02 AM
Thanks Lighthorse. http://forum.shrapnelgames.com/images/icons/icon7.gif


Now if only we could get Geo to update the PBW server and such with 1.2.9 and from their start a PBW game.

The nice thing about the mod is that people can now modify it and come up with alternate Version of the mod.

I doubt this mod is all that important to many, I mean it is not a B5 mod or a Star Wars mod, and from what I have read here not to many people here like star trek so I figure its a nitch mod and that will be all that it will be. http://forum.shrapnelgames.com/images/icons/icon7.gif

userx
October 25th, 2003, 04:01 AM
PBW game

Hey guys

As much as it pains me to do so, I will have to withdraw from our planed Star Trek Play by Web game. I just got a huge promotion at work and I'm now managing a whole department. What that means is I'm now spending a couple of hours earch evening answering email and talking on the phone with clients and production people and I can't really see how I could realistically participate in a game that stretches over several months. I love the mod and I'm having a bLast but I can't commit to uploading files every 48 hours. Just not right now.

If it doesn't start for a month or two, maybe I'll be in a different position but if you are planing to start within a couple of weeks, that just would not be possible.

So, the Federation is up for grabs.

Again, Atrocities, I'm having a bLast with your mod, keep up the grat work and I'll keep playing from time to time.

Sincerely,

Userx

Fyron
October 25th, 2003, 04:03 AM
So all those ST PBW games you (and a few others made) that filled up within hours meant nothing? http://forum.shrapnelgames.com/images/icons/tongue.gif

narf poit chez BOOM
October 25th, 2003, 04:11 AM
so, UserX, we can now bug you endlessly as useless management?

Atrocities
October 25th, 2003, 05:34 AM
Sorry to hear about your promotion UserX, you will be missed in the game when it gets going.

But I guess congradulations are in order. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

(Take if from one who was promoted, a promotion is temporary, living is life long. Don't waste your life worrying about work or you will miss the things that really matter.)

Those games filled up that fast Fyron? Man I had no idea.

Lighthorse
October 25th, 2003, 06:57 PM
Usex,

Since I got promoted five years ago into upper management, I found that 10 minutes or more playing SE4 at night, help me to sleep at night. We all need our down time, even if its only a few minutes playing SE4 on the computer. For example I started work today at 5 am, will get home around 3 pm, will take a 5 mile hike with my family, get back and feed/water/blanket with our four horses before dark, help with dinner, allow more time playing with my 8 yrs old, just before I crawl into bed, I will play SE4 with what time I have left. You need some escape on the computer, or your life will surely because very very boring.

There nothing wrong in allowing some time for yourself. Your moving up in the world. You need to manage your work and personnel time better now. That what allow me to get my job done every day, without taking work home all the times. As for today, some times you got to work weekends to cover for vacating employees, there no getting around that. Overall I feel that I perform well for my employer and get home early every night for my family. Trust me, you can have it all, but you got to get smarter on how you manage your time.

Best of Luck. Forward and upward, Usex.
Lighthorse

[ October 25, 2003, 18:01: Message edited by: Lighthorse ]

Cosmos
October 25th, 2003, 09:47 PM
Hi, Atrocities and everyone else.

I’m new here and this is my first post.
I just want to say I played SEIV before and just got SEIV Gold because of the Star Trek Mod. And what a great piece of work it is.

And I just want to say…. THANKS!!!!

I know that you ask people to report any bugs that they may have found. And I think I may have found one or two.

1. The Structural Integrity Field 1 is not taking damaged before other components. I notice this after fighting a few battles in which I lost some components but still had the structural integrity field.

2. The Ferengi min anti-proton beam III has no graphics when it fires. I look at the components.txt and the weapons display was number at 17 so I then went to the combat graphics and looked. And there was no graphics for number 17 so I added one. And now it works, I’m taking damage now from those Ferengi ships. It’s funny how you won’t take damage if they don’t have graphics for their weapons, unless there right next to you.

I hope this helps, if I find any thing else I’ll try to let you know.

And again, THANKS!! http://forum.shrapnelgames.com/images/icons/icon7.gif

narf poit chez BOOM
October 25th, 2003, 10:00 PM
hi, welcome to the forums.

how about a nice peice of cheese?

hey, it's irrelevent, but i havn't even finished a star trek mod game.

[ October 25, 2003, 21:01: Message edited by: narf poit chez BOOM ]

minipol
October 25th, 2003, 11:22 PM
I just noticed that i can put StarFleet Marines I as a component in a Medium Troop. Is this a bug or by design? I play as the Federation

Edit 1:
56 K picture:
http://Users.pandora.be/benedict.verheyen/seiv/marines.jpg

Edit 2: Just noticed that when i design a shuttle i also have the choice to put Marines there

[ October 25, 2003, 22:36: Message edited by: minipol ]

DavidG
October 25th, 2003, 11:56 PM
Originally posted by Cosmos:

1. The Structural Integrity Field 1 is not taking damaged before other components. I notice this after fighting a few battles in which I lost some components but still had the structural integrity field.
<font size="2" face="sans-serif, arial, verdana">I think this is an error in the descrption. The component used to have the 'armor' ability in a prior Version meaning it would be hit first. Now it acts like extra reinforcing. Taking some hits that would otherwise hit important components

Atrocities
October 26th, 2003, 12:53 AM
Originally posted by minipol:
I just noticed that i can put StarFleet Marines I as a component in a Medium Troop. Is this a bug or by design? I play as the Federation

Edit 1:
56 K picture:
http://Users.pandora.be/benedict.verheyen/seiv/marines.jpg

Edit 2: Just noticed that when i design a shuttle i also have the choice to put Marines there <font size="2" face="sans-serif, arial, verdana">It is by design.

And thank you Cosmos, I fixed the Ferengi issue. http://forum.shrapnelgames.com/images/icons/icon7.gif

DavidG
October 26th, 2003, 12:54 AM
Pretty trivial but Phased Energy Cannons seems to have the description left over from DUC's. They also seem a little expensive compared to other weapons.

Also is it intentional the Klingon disruptors are twice the size of the Fed Phasers? (but otherwise the same) It took me a while to figure out why my Klingon Dreadnoughts kept getting their buts kick by the Fed DN's http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
October 26th, 2003, 12:57 AM
I am going to play test the mod a bit more before posting this new patch.

Be advised that this patch will invalidate you save games when it is released, so again, make a copy of your Star Trek Mod folder and rename it STM 1.2.8 before updating. Hopefully the latest update will be it for a while so I want to get as much fixed as possible. So please keep the bug reports coming.

Star Trek Mod v1.2.9

1. Fixed Most of the Captain I had the wrong Tech Level requirement.
2. Changed Laser Beam I - V weapon family from 2000 to 2333 to prevent conflicts when upgrading
3. Fixed Tholian Armor I - IV now have the same requirement (Tholian Armor) as Tholian Armor V
4. Changed Dreadnought size for General Races from 1000 to 1200
5. Added Race mounts for 8472, Breen, Cardassian, Ferengi, General, and Romulan races.
6. Fixed Dominion Founder Shrine II was listed under Religious Technology and not Dominion Technology
7. Fixed Ferengi Mini Anti-Proton Beam I - III did not have the correct beam number was 17 now 16
8. Changed Description of Component Structural Integrity Field I - V
9. Changed Description of Component Phased Energy Cannon I - X
10. Changed Mineral cost of Phased Energy Cannon I - X from 300 to 50
11. Adjusted The cost and Tonnage of all Disruptors

[ October 26, 2003, 00:12: Message edited by: Atrocities ]

DavidG
October 26th, 2003, 01:05 AM
Originally posted by minipol:
I just noticed that i can put StarFleet Marines I as a component in a Medium Troop. Is this a bug or by design? I play as the Federation
<font size="2" face="sans-serif, arial, verdana">This one confused me at first too. I guess if you think about a "Small Troop" as being the armoured vehicle that you then add weapons and men to it makes sense. (although I don't quite get adding ground troops to shuttles.)

minipol
October 26th, 2003, 01:17 AM
Not sure about this one: I had an almost full level 1 Counter - Intelligence I. I got a message that i prevented intelligence attacks from the klingon and the whole intel project was gone. Not sure if this was supposed to happen as normally only a couple of bars are deleted per attack that you prevent. Maybe the Klingon have very costly intel projects?