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Atrocities
October 26th, 2003, 01:30 AM
Originally posted by minipol:
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? <font size="2" face="sans-serif, arial, verdana">Hummmmmmmmmmmm, I honestly have no idea.
Atrocities
October 26th, 2003, 01:40 AM
I am considering starting a email game to test out the mod.
The mod Version will be 1.2.9 and you will all have to update to it to play.
The rules would be simple:
1. Take only one Colony type - Rock for rock, ice for ice, and gas for gas
2. Take ONLY your races racial trait and any combination of other traits you want
3. No Ancient racial triat
4. Take ONLY your races culture type
Game settings would be:
Large dense Mid life (ala FQM)
1 planet start
Low tech start
5k racial points (Best to get it going)
Good starting
Good Resources
No Intel
No Weapons of Mass Destruction
48 hour turns
Max players 8
Dominion = Atrocities
Cardassians = CNC Raymond
Others are open.
If your interested, please let me know ASAP. I can probably talk to Fyron have him set up a site for us to play our turns on, otherwise tis all going to be email.
[ October 26, 2003, 00:44: Message edited by: Atrocities ]
DavidG
October 26th, 2003, 01:45 AM
Has anyone play tested the Federation using their torpedoes? ( i've mostly been playing all sides of a game to make a scenario so far) The Fed torpedoes seem like they are very powerfull compared to the other races weapons. (which of course may be by design )
Renegade 13
October 26th, 2003, 04:44 AM
Atrocities:
If you're going to get such a game going, I'd join (if you'd have me http://forum.shrapnelgames.com/images/icons/tongue.gif )
I've never played a PBW or PBEM game before, although I have been playing SEIV Gold for a year or so now and I think I understand the basics of both PBW and PBEM. So I may have a few questions about the whole process if you let me join. Yeah, I know you might want some more 'experienced' players to join but hey, how 'bout some fresh meat to kick all over the galaxy? Let me know when you decide.
(you will be assimilated!! http://forum.shrapnelgames.com/images/icons/icon10.gif )
EDIT: When's the 1.2.9 patch going to be available for download?
Renegade 13
[ October 26, 2003, 02:47: Message edited by: Renegade 13 ]
Atrocities
October 26th, 2003, 04:56 AM
Its ready now, I am just checking out the game and waiting for any more bug reports to come in.
I do have one problem that I can't seem to figure out. Most of the races seem to stop designing ships after they reach Light Cruiser. They don't design ships larger than that.
Can any one shed some light on this?
And if you want to play Renegade 13, welcome abord, just pick a race. The game is first come first serve. http://forum.shrapnelgames.com/images/icons/icon7.gif
Renegade 13
October 26th, 2003, 05:14 AM
Originally posted by Atrocities:
Its ready now, I am just checking out the game and waiting for any more bug reports to come in.
I do have one problem that I can't seem to figure out. Most of the races seem to stop designing ships after they reach Light Cruiser. They don't design ships larger than that.
Can any one shed some light on this?
And if you want to play Renegade 13, welcome abord, just pick a race. The game is first come first serve. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Ok, thanks, I'll take the Borg. (don't know what I like about them; must be the "Resistance is futile" http://forum.shrapnelgames.com/images/icons/icon10.gif )
Oh, and as to your problem with the AI not constructing ships larger than Light Cruiser; the only thing I've heard of like this was in the stock game, if you chose high starting tech the AI would only design and build light cruisers for the first 10 or so turns. Don't know if that'll help you, but maybe.
Cosmos
October 26th, 2003, 12:09 PM
WOW!!!
The work that went into this is amazing.
It looks like all the major races are different.
F…ing …. A
Great work!!!
This is the best Star Trek game ever!!! And it is only a Mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
It’s amazing what can happen when people put their hearts into it. http://forum.shrapnelgames.com/images/icons/icon12.gif
I’m still on my first game as the Fed, and it blows the crap away… that was MOO 3
This game is more like the 4x… thing that I want…more than MOO 3…ever will be. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
And again….THANKS
PS. During a fight… when I was trying to take over a planet, I was able to kill everyone on the planet but still had to fight against the satellites… and they killed the rest of my fleet.
I was thinking that I just killed 127 million bad guys but I can’t kill these satellites.
SO..
Maybe the….. Damage Points To Kill One Population := 10
In the setting txt.... should be higher.... After all…..if everyone is dead how are the satellites going to fight back.... Who controls them if everyone is dead?
DavidG
October 26th, 2003, 03:21 PM
Originally posted by mottlee:
1.2.7 will use larger ships however they seme to build a lot of mine sweepers, the neutral races do do as yuo said and also stop building updated ships even when the tech is resurched <font size="2" face="sans-serif, arial, verdana">Really?? That's the Version I've been testing and I can't make them do that.
I've tied editing the vehicle size for the Fed Cruiser. If I go up to 510kt it will design it. 511kt it will only design a Light Cruiser.
While testing this I did notcie a few errors in the Fed design creation.
- The required ability for offesive and defesive bonus results in 2 sensor arrary. Since they provid both perhaps you only nee one of the abilites to be required.
- The Secondary Weapon Family Pick 1 for the feds should be 4 I think allowing torpeadoes. however they think the Photon torpeado V is the best. Do you need to modify the Quantum Torps and the other one so the AI know they are upgraded Photons?
[ October 26, 2003, 13:22: Message edited by: DavidG ]
General Woundwort
October 26th, 2003, 03:42 PM
I already asked by e-mail, but let me post it here just in case.
I'd like to take the Klingons.
QaplaH! http://forum.shrapnelgames.com/images/icons/icon10.gif
XenoTheMorph
October 26th, 2003, 03:56 PM
OK a few Minor bug reports http://forum.shrapnelgames.com/images/icons/icon12.gif
Name := Cardassian Bio Weapons
Group := Weapon Technology
Should be
Group := Cardassian Technology
AND
Name := Dominion Small Polaron Beam III
Number of Tech Req := 1 (SHOULD BE 2 http://forum.shrapnelgames.com/images/icons/icon7.gif )
Tech Area Req 1 := Dominion Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Not much but I tend to get bugged easily ( http://forum.shrapnelgames.com/images/smilies/rolleyes.gif I need a humour transplant)
Renegade 13
October 26th, 2003, 04:27 PM
DavidG:
The Impulse Engines upgrading to Nucleonic Threshers problem was fixed in 1.2.8
Renegade 13
Lighthorse
October 26th, 2003, 06:25 PM
Atrocities,
Orginal posted by Cosmo
was thinking that I just killed 127 million bad guys but I can’t kill these satellites.
SO..
Maybe the….. Damage Points To Kill One Population := 10
In the setting txt.... should be higher.... After all…..if everyone is dead how are the satellites going to fight back.... Who controls them if everyone is dead? <font size="2" face="sans-serif, arial, verdana">I agree, I think its should take allot to wided out a planet population. Instead of a few warships, it should take a whole fleet to estimate the population on a planet.
Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif
Atrocities
October 26th, 2003, 07:14 PM
Thank you all very much for these great bug reports. I hope I have been able to fix most of them.
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
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
Atrocities
October 26th, 2003, 07:55 PM
More Bug reports please.
And who else want to get in on the PBEM game?
[ October 26, 2003, 18:00: Message edited by: Atrocities ]
DavidG
October 26th, 2003, 08:13 PM
Originally posted by Atrocities:
And who else want to get in on the PBEM game? <font size="2" face="sans-serif, arial, verdana">I'll play the Romulans.
Fyron
October 26th, 2003, 08:36 PM
What happened to the first one we were going to play?
Renegade 13
October 26th, 2003, 09:32 PM
Atrocities,
Little bit of a bug, more of an annoyance really.
The Borg Plasma Projector is put as an obsolete weapon when the "Only Latest" button is selected in the ship design window. This doesn't seem right, as it is far superior to, say, the Borg Ripper Beam which replaces the Plasma Projector when you try to upgrade a ship with the Plasma Projector already in the design.
Hope that makes sense. I don't know if that was by design or not, but I thought I'd mention it.
Thanks,
Renegade 13
General Woundwort
October 26th, 2003, 10:34 PM
Originally posted by Imperator Fyron:
What happened to the first one we were going to play? <font size="2" face="sans-serif, arial, verdana">Waiting for the resurrection of the PBW server, I expect, but I want in on one of these games, one way or another.
DavidG
October 26th, 2003, 11:29 PM
Originally posted by Atrocities:
More Bug reports please.
<font size="2" face="sans-serif, arial, verdana">Well they are getting harder to find but here is one. "Impuse Engine IV" is spelt wrong.
Edit: And another trivial one that you'd only notice if you use a different race such as the TOS Feds that I like. The alternate bitmap for Shuttles probably should be a standard pics like FigherSmall, FigherMedium etc. Took me a while to figure out why my shuttles looked like bases http://forum.shrapnelgames.com/images/icons/icon7.gif
[ October 26, 2003, 22:14: Message edited by: DavidG ]
DavidG
October 27th, 2003, 02:05 AM
Originally posted by Atrocities:
I do have one problem that I can't seem to figure out. Most of the races seem to stop designing ships after they reach Light Cruiser. They don't design ships larger than that.
Can any one shed some light on this?
<font size="2" face="sans-serif, arial, verdana">Hmm is this a bug in SE4? I just tried a full tech start and found what you say. However I aslo tried it in stock SE4 and the races did not design anything larger that a 500kt cruiser.
Edit OK well maybe not an se4 bug. Devnull mod AI's seem to design Battleships.
I did notice while testing this that the Federation ships often put more than one sensor array on board. They also do not seem to use the Federation weapons. ( i think the Major Weapons Family in the design creation should be 1, it is currently 119 which is a Borg thing)
Edit2: Hmm my impulse engines IV upgrade into Nucleonic Threshers
[ October 26, 2003, 12:32: Message edited by: DavidG ]
mottlee
October 27th, 2003, 02:43 AM
1.2.7 will use larger ships however they seme to build a lot of mine sweepers, the neutral races do do as yuo said and also stop building updated ships even when the tech is resurched
Atrocities
October 27th, 2003, 02:44 AM
Originally posted by Imperator Fyron:
What happened to the first one we were going to play? <font size="2" face="sans-serif, arial, verdana">We are still going to play it, but this way we can get a game going apart from that one. Besides I have been trying to get that game updated with the latest Version of the mod for some time and Geo just has not found the time. So once the PBW site comes back on line I will have to start a new game and transfer this one to it. (If that is possible.) And get the older game updated and start it as well.
Atrocities
October 27th, 2003, 02:45 AM
COMING SOON
Star Trek Mod v1.3.0
1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from fighter to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
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
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments
TNZ
October 27th, 2003, 05:27 AM
One bug, one idea and two questions. http://forum.shrapnelgames.com/images/icons/icon7.gif
I noticed that the cardassian have two components that have the plague level 1 ability the cardassian metagenic plague bomb I and cardassian plague bomb I.
Idea for federation sensor array to stop AI overuse.
New Federation Sensor Array.
Name := Long Range Scanners III
Description := Sensors which can scan an enemy ship at many sectors distance.
Pic Num := 14
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 900
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 20
Roman Numeral := 3
Name := Federation Sensor Array I
Description := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num := 37
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Federation Ship Technology
Family := 20
Roman Numeral := 4
New Federation Attack Ship.
Num Misc Abilities := 9
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces Per One := 200
Misc Ability 2 Name := Cloak Level
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Armor Regeneration
Misc Ability 3 Spaces Per One := 100
Misc Ability 4 Name := Long Range Scanner
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Extra Movement Generation
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Emergency Resupply
Misc Ability 6 Spaces Per One := 800
Misc Ability 7 Name := Scanner Jammer
Misc Ability 7 Spaces Per One := 10000
Misc Ability 8 Name := Armor Regeneration
Misc Ability 8 Spaces Per One := 100
Misc Ability 9 Name := Solar Supply Generation
Misc Ability 9 Spaces Per One := 50
Why does the size of the following components change: emissive armor, shield generator, master computer and computer virus?
I may be wrong but a ram scoop is the nickname for a bussard collector?
Bussard collector Device usually attached to the forward end of the warp nacelles that serves to collect interstellar hydrogen atoms for fuel replenishment, also referred to as Bussard ramscoop. The Bussard collector consists of a set of coils which generate a magnetic field.
The Bussard collector is named for the 20th century physicist and mathematician Robert W.
http://www.ex-astris-scientia.org/
[ October 27, 2003, 03:31: Message edited by: TNZ ]
Atrocities
October 27th, 2003, 05:37 AM
Thanks TNZ, but I was able, I hope, to get the AI use the correct number by deleting one of the defense requirments form the ship designs. They appear to be using only one now.
The reason there are two abilities is because that is the way I believe Kwok had it planned.
Thanks for the cannon on the bussard collector, but don't worry about it. This mod is not intended to be persay cannon. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
October 27th, 2003, 05:47 AM
Thanks for the bug report TNZ. The Master Computer is the only component that should decrease in size as the tech level improves. The others were not suppose to change. And great catch on the Plague Bomb I.
========================================
Star Trek Mod v1.3.0
1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from fighter to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bom I was named incorrectly and had the wrong General Group (Thanks TNZ)
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
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments
Renegade 13
October 27th, 2003, 07:48 AM
One more bug: http://forum.shrapnelgames.com/images/icons/icon12.gif
The Breen Organic Extractor II is in tech level 8 of Breen Facility Technology. It should be in level 2.
Renegade 13
Atrocities
October 27th, 2003, 08:23 AM
Star Trek Mod v1.3.0
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
Thanks Renegade 13
Hey does any one know how to set up a race to drop troops as a primary tactic? I want to try and get the borg to design and drop troops on planets and to primarily capture ships as oppesed to destroying them.
To do this I need help.
mottlee
October 27th, 2003, 04:24 PM
I have yet to install .8 in my .7 with the UFP looks for shuttle pic and can not find I did not find one in pic folder so I copy/paste and renamed one and still no go...will work at it more and let you know http://forum.shrapnelgames.com/images/icons/icon10.gif great mod I too am getting stomped http://forum.shrapnelgames.com/images/icons/icon9.gif
DavidG
October 27th, 2003, 04:40 PM
Originally posted by mottlee:
I have yet to install .8 in my .7 with the UFP looks for shuttle pic and can not find I did not find one in pic folder so I copy/paste and renamed one and still no go...will work at it more and let you know http://forum.shrapnelgames.com/images/icons/icon10.gif great mod I too am getting stomped http://forum.shrapnelgames.com/images/icons/icon9.gif <font size="2" face="sans-serif, arial, verdana">Planned change for ver 1.3.0.
2. Changed Shuttle alternate image from fighter to FighterLarge
(although actuall I think he ment to say change from "shuttle" to FighterLarge)
narf poit chez BOOM
October 27th, 2003, 11:01 PM
ok
[ October 27, 2003, 21:17: Message edited by: narf poit chez BOOM ]
minipol
October 27th, 2003, 11:44 PM
OMG every i blink, there's a new Version out http://forum.shrapnelgames.com/images/icons/icon7.gif
Anyway, in my game (1.2.7) the Romulans where easy victims. They had no defenses what so ever on there homeplanets ( i tried a start once with 3 home planets each, medium tech ).
Now i'm ready to invade the Borg.
* minipol to Borg Queen: I told you a cube isn't a great design for a spaceship. *
Atrocities
October 28th, 2003, 02:36 AM
Man talk about a hard game. I can not make head way. I am chasing borg ships all over, the klingons are tyring to colonize in my space now, and the breen keep attacking me without warning.
I have two minor allies and they need help, from the borg, and now I am fighting a war on three fronts.
This has got to be one of the funnest games I have played in over a year.
Atrocities
October 28th, 2003, 02:50 AM
OMG.
I am on turn 125 and it has been a glorious fight all the way.
I am playing as the Dominion against the Borg, Breen, Cardassians, Federations, Ferengi, Klingons, Romulans, and five neutral ai's.
The Romulans were an easy victim around turn 50 or so. They put up a fight but were ultimately forced to surrender to me. Then the Breen wiped out the only romulan planet I had and has been nipping away at my heals ever since. They have cloaking technology so they slip into my systems and wipe out new colonies despite my best effort at stopping them. The have also mined nearly every warp point in the area and I have lost many ships to them. As fast as I take them down they put up more and clear the ones I put up.
The Borg, OMG they are absolute monsters! They are by far the most powerful race in the game with an easy 3 to one lead. They engage me to test my defenses then leave. They have obliterated many of my planets, but my fleets have been able thus far to keep their cubes out of our core systems.
I have not met any of the other AI's yet, and at this point I really don't want to.
Medium settings/good starting/one planet/FQM large midlife.
The borg are using intel, and thus far my intel has been able to avert most of their attacks, but a few get through from time to time. Most effective.
I am literally in a fight for my life. No cheats in this game, just me against the evil empires of the galaxy.
Lighthorse
October 28th, 2003, 03:18 AM
Atrocities,
Enjoy reading your narrative of your “Glorious War”. Interesting that the Breens are mining the warp holes. Please continue to keep us posted on the latest new report from the front.
Question, Did you start the game with bonuses for the AI races?
I wonder if there a way to beef up the Romulans some how. The Romulans seem like a third world country.
Here my suggestion, increase their intelligence capacities for a lessen cost per intelligence post. Lessen their ship construction and Romulan’s basic weapon cost and size for weapon. That should increase the number of Romulans ship, that pack more of a punch.
Still toying with the idea to allow all Romulans ships to have free cloaking. No sure about that idea yet.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
DavidG
October 28th, 2003, 04:15 AM
Originally posted by Lighthorse:
I wonder if there a way to beef up the Romulans some how. The Romulans seem like a third world country.
<font size="2" face="sans-serif, arial, verdana">this might help in ver 1.2.9:
11. Adjusted The cost and Tonnage of all Disruptors
I'm not sure what he is changing them to but I noticed that the Klingon and Romulan disruptors despite having the same offense as Fed phasers took up more space (30kt and 20kt compared to 15kt for phasers)
DavidG
October 28th, 2003, 04:17 AM
Wee bug here:
The Small Anti Matter Torpeado has a General Group of Ferengi Weapons despite have no tech requirement that would make them Ferengi.
Atrocities
October 28th, 2003, 08:55 AM
Well the battle has slightly improved. I have been able to finally punch through into one of the breen systems and have erradicated all of their worlds. I am holding my own against the Borg for now, who for some time could simply out run my ships, and now the Cardassian and the Klingons are testing my boarders.
I am gathering a fleet to penatrate further into breen space, it is my desire to wipe them out, all of them.
I am using remote miners now and this has proven to be highly effective to get resources. I am now in the process of clearing an asteroid system of Breen infection and will dipatch a lot of resource ships once the system is clear.
Mines are utterly useless against the AI at this point, but still highly effective against me. The Borg ships are so huge that they can clear a 100 mines with one ship and they often do.
The Breen have been the best AI opponent thus far with incursions and attacks. I have temperal spy satellites up now in all of my systems and have been detecting their ships as they enter. My Atrocities Class Heavy Cruiser armed with Positron Torpedos has proven to be quite formiddable.
About making the Romulans better opponents, I think they are good oppoents, but the way they are set up is hurting them. I will fiddle around with them a bit and see what I can do to improve them. But if they get a good starting location, they will do well.
The Breen are using battleships and dreadnoughts now. So at least one other AI is using the larger ships hulls.
===========================
Star Trek Mod v1.3.0 as of 10-28-2003
===========================
1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from shuttle to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ)
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
10. Fixed Masking issues with Components BMP (Mini)
11. Removed Extra Medical Facilities I - III (Duplicated)
12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons
Lighthorse
October 28th, 2003, 03:43 PM
Atrocities,
After reading your posting about your latest game. I remember that in my Last game, the Romulans didn’t offer much resistance either. I just rolled right over them, they only slow me down some, like a speed bump would.
Each major AI races should has some special weapon, ship mount, etc that helps to give them that combat edge or advantage.
The Romulans has special weapons, facilities, etc., but they don’t have something that really reflexes their secretive nature, tactical wise. Disregard my earlier suggestions for the Romulans. Here what I think the Romulans should have.
Combine they cloaking devise with ECM capacities. The Romulans would use they cloaking devise in combat to enter a tactical situation cloaked. Decloak and engage an enemy vessel and recloak again. Move around some, decloak and open fire again, then recloak before the enemy vessel should effectively engaged them. Thus using their cloak devise tactically is the same as using ECM. The cloaking devise should start at smaller size and increase in size as its capacities increase. Also a smaller size would allow the Romulans to effectively to use them on smaller warships.
Cloak devise one, size 10 tons, cloak emissive of 1, and ECM of +20
Cloak devise two, size 15 tons, cloak emissive of 2, and ECM of +40
Cloak devise three, size 20 tons, cloak emissive of 3, and ECM of +60
Cloak devise four, size 30 tons, cloak emissive of 4, and ECM of +80
Cloak devise five, size 40 tons, cloak emissive of 4, and ECM of +100
Cloak devise six, size 50 tons, cloak emissive of 5, and ECM of +125
Remove the regular ECM (I think its under combat support) from the Romulans research tech tree, but the leave the smaller ECM in place for fighter/troops and shuttles.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
gregebowman
October 28th, 2003, 07:25 PM
This all sounds good, but where's the link to d/l the mod? All I"m seeing are descriptions of what's in each Version, but no actual way to d/l it. Where do I have to go do d/l this mod?
General Woundwort
October 28th, 2003, 08:03 PM
Originally posted by gregebowman:
This all sounds good, but where's the link to d/l the mod? All I"m seeing are descriptions of what's in each Version, but no actual way to d/l it. Where do I have to go do d/l this mod? <font size="2" face="sans-serif, arial, verdana">http://www.astmod.com/startrek/stm.htm
http://www.astmod.com/startrek/download.htm
[ October 28, 2003, 18:04: Message edited by: General Woundwort ]
gregebowman
October 28th, 2003, 09:56 PM
Ok, thanks for the info. I'll d/l it tonight, probably after I watch 24. I've been waiting all summer for that show to start again.
Fyron
October 29th, 2003, 12:40 AM
Lighthorse, those values might leave others with a 1% chance to hit romulan ships at any range when they have Cloaking Device V. It is a good idea in principle, but those numbers seem a bit high to me. (unless STM has ECM and Combat Sensors maxing around 80-100 or so...).
Lighthorse
October 29th, 2003, 01:34 AM
Lighthorse, those values might leave others with a 1% chance to hit romulan ships at any range when they have Cloaking Device V. It is a good idea in principle, but those numbers seem a bit high to me. (unless STM has ECM and Combat Sensors maxing around 80-100 or so...). <font size="2" face="sans-serif, arial, verdana">I just an idea guy. If the values are incorrect, then their need adjustment. Or arrange the combat sensors rating to 80-100 max. My reasoning is to improve the Romulans Empires chances in an encounter with another race warship(s).
Thanks for your input Imperator Fyron
Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif
Renegade 13
October 29th, 2003, 02:30 AM
Is there anywhere I can download either Version 1.2.9 or 1.3.0? I've seen the revision histories posted here, but no links to the patches. I've also checked www.astmod.com/startrek/download.htm (http://www.astmod.com/startrek/download.htm) , but it isn't available there. Help please?
Renegade 13
General Woundwort
October 29th, 2003, 03:20 AM
Originally posted by Renegade 13:
Is there anywhere I can download either Version 1.2.9 or 1.3.0? I've seen the revision histories posted here, but no links to the patches. I've also checked www.astmod.com/startrek/download.htm (http://www.astmod.com/startrek/download.htm) , but it isn't available there. Help please?
Renegade 13 <font size="2" face="sans-serif, arial, verdana">Atrocities hasn't posted them yet. He's just teasing us with the Version histories. http://forum.shrapnelgames.com/images/icons/icon12.gif
Renegade 13
October 29th, 2003, 03:22 AM
Originally posted by Atrocities:
And who else want to get in on the PBEM game? <font size="2" face="sans-serif, arial, verdana">Thought I'd remind everyone http://forum.shrapnelgames.com/images/icons/icon10.gif
Renegade 13
October 29th, 2003, 03:25 AM
Edit for stupid double post
[ October 29, 2003, 01:28: Message edited by: Renegade 13 ]
Renegade 13
October 29th, 2003, 03:25 AM
Originally posted by General Woundwort:
Atrocities hasn't posted them yet. He's just teasing us with the Version histories. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">Ah, you EVIL, EVIL man! I guess they call you ATROCITIES for a reason http://forum.shrapnelgames.com/images/icons/shock.gif
Atrocities
October 29th, 2003, 03:31 AM
Originally posted by Renegade 13:
Is there anywhere I can download either Version 1.2.9 or 1.3.0? I've seen the revision histories posted here, but no links to the patches. I've also checked www.astmod.com/startrek/download.htm (http://www.astmod.com/startrek/download.htm) , but it isn't available there. Help please?
Renegade 13 <font size="2" face="sans-serif, arial, verdana">COMING SOON
-------------------
I figured out the problem with the Romulans. This I may need AI help on.
The Romulans are not designing colony ships until around turn 25. The Federation is also in the same boat. I figure it has something to do with them both having speciality warp drives, however the borg also have speciality warp drives and are designing colony ships from the word go.
Atrocities
October 29th, 2003, 04:11 AM
This is the problem with both the Federation and the Romulans. Neither one will design a colony ship until about turn 22. After that they design, build, and use them quite well but its to late. The other AI's have a huge head start.
HELP.........
It appears to be a research issue, but all races start with access to Warp Drive I. So yes they have access to a warp drive, but they don't design ships to use it.
I have copied over design files from other races and still there is a wait. It has to be a research issue of some kind that the other races do not have.
Atrocities
October 29th, 2003, 04:21 AM
Ok, it is not a research issue.
Both the Federation and Romulans both designed a colony ship on turn 21.
They were both researching warp technology 1, but neither had completed it. They were in the middle of researching it and were only researching one time at a time.
No the answer has got to lay else where.
DavidG
October 29th, 2003, 05:15 AM
Well this it interesting. As noted in your other thread the AI does not seem to like designing ships over 500kt till turn 21. I guess this is the same problem you saw when you said the AI wouldn't design ships bigger that light cruiser.
I just ran a test with a full tech start. The Federaion seem to design new ship every 10 years. At turn 21 the first ship over 500kt was designed. Turn 32 and other new design. (although with no new tech it was actualy the same heavy cruiser) Then on turn 41 it designed Juggernaughts.
So I guess the mod has no problems so long as any ship you expect the AI to build early is 500kt or less.
Fyron
October 29th, 2003, 05:25 AM
Check the maximum allowed tonnage in various game starts in the AI files.
narf poit chez BOOM
October 29th, 2003, 05:27 AM
on the other hand, my mod allows battleships, dreadnoughts and baseships right away. that's going to severly limit any ai.
DavidG
October 29th, 2003, 05:40 AM
Originally posted by Imperator Fyron:
Check the maximum allowed tonnage in various game starts in the AI files. <font size="2" face="sans-serif, arial, verdana">DOH!! Well that explains it.
From the Federation AI_settings.txt
Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0
Fyron
October 29th, 2003, 06:05 AM
Originally posted by narf poit chez BOOM:
on the other hand, my mod allows battleships, dreadnoughts and baseships right away. that's going to severly limit any ai. <font size="2" face="sans-serif, arial, verdana">Only if you don't edit the AI files. http://forum.shrapnelgames.com/images/icons/icon12.gif
narf poit chez BOOM
October 29th, 2003, 06:10 AM
if i don't edit the ai, it's definitly going to be limited - unless someone else edit's it. and those value's would certainly help.
Atrocities
October 29th, 2003, 07:47 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 Imperator Fyron:
Check the maximum allowed tonnage in various game starts in the AI files. <font size="2" face="sans-serif, arial, verdana">DOH!! Well that explains it.
From the Federation AI_settings.txt
Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0 </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ya I stumbled onto this as well. What would a value of 0 do if set in all size Tonnage?
Atrocities
October 29th, 2003, 08:02 AM
Here is what I have thus far for the next patch.
I am still play testing the mod, and appreciate any bug reports posted or emailed to me.
==================================
Star Trek Mod v1.3.0
==================================
1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from shuttle to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ)
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
10. Fixed Masking issues with Components BMP (Mini)
11. Removed Extra Medical Facilities I - III (Duplicated)
12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons
13. Fixed Issue with Romulan and Federation not designing colony ships early in game. (Thanks TNZ)
14. Added (As a test) the AI_Construction_Units file from the TDM Race UnitedFlora AI by Rollo
15. Changed Romulan Design Construction file slightly to facilitate the design of units early in the game
==================================
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
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments
Fyron
October 29th, 2003, 04:05 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 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 Imperator Fyron:
Check the maximum allowed tonnage in various game starts in the AI files. <font size="2" face="sans-serif, arial, verdana">DOH!! Well that explains it.
From the Federation AI_settings.txt
Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0 </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ya I stumbled onto this as well. What would a value of 0 do if set in all size Tonnage? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">0 means there is no maximum.
mottlee
October 29th, 2003, 05:51 PM
In 1.2.7 UFP there is no Distroyer, resursh for mount but did not come up in design window unless only Fed size ship!?
[ October 29, 2003, 15:51: Message edited by: mottlee ]
DavidG
October 30th, 2003, 12:33 AM
So the old double blank line claims another victim. http://forum.shrapnelgames.com/images/icons/icon12.gif
The Romulans won't design units due to a double blank line in their DesignCreation file.
Edit: there are a least 2 occurances of a double blank line
Edit2: doh. I see you already fixed this in 1.30
[ October 29, 2003, 22:35: Message edited by: DavidG ]
Cosmos
October 30th, 2003, 01:29 AM
I don’t know it this this happening to anybody else but the Kilingon and the Tholian are not making any units designs. I’ve already added the fixes for the Feds and Romulans that was talk about on this thread, but when I started a new game the Kilingons and the Tholians were not making any unit designs. I don’t know if this been fixed or not, so I decide to bring it up.
Atrocities
October 30th, 2003, 01:52 AM
They work fine for me.
Cosmos
October 30th, 2003, 02:37 AM
I may have mess with it.
Sorry!!!!
Cosmos
October 30th, 2003, 02:41 AM
This is something that I’ve been thinking about a little bit. During my Last game at around turn 100 I was getting around 100,000 research points a turn. And to research a different colony tech would have only taken me five turns. So I was thinking maybe the research cost should be raised to around 1 to 2 million research points instead of 500,000.
Or maybe have something like this
Go from Rock native to = Ice = 1,000,000 Research points.
Go from Rock native to = Gas = 2,000,000 Research points.
Go from Ice native to = Rock = 100,000 Research points.
Go from Ice native to = Gas = 2,000,000 Research points.
Go from Gas native to = Rock = 1,500,000 Research points.
Go from Gas native to = Ice = 1,500,000 Research points.
DavidG
October 30th, 2003, 03:00 AM
Originally posted by Cosmos:
This is something that I’ve been thinking about a little bit. During my Last game at around turn 100 I was getting around 100,000 research points a turn. And to research a different colony tech would have only taken me five turns. So I was thinking maybe the research cost should be raised to around 1 to 2 million research points instead of 500,000.
Or maybe have something like this
Go from Rock native to = Ice = 1,000,000 Research points.
Go from Rock native to = Gas = 2,000,000 Research points.
Go from Ice native to = Rock = 100,000 Research points.
Go from Ice native to = Gas = 2,000,000 Research points.
Go from Gas native to = Rock = 1,500,000 Research points.
Go from Gas native to = Ice = 1,500,000 Research points. <font size="2" face="sans-serif, arial, verdana">Gas, Ice?? What are you talking about? Every Trek fan knows that every single species in the galaxy breaths Oxygen and speaks English. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
narf poit chez BOOM
October 30th, 2003, 03:04 AM
and lives on a rock planet. maybe ice.
Cosmos
October 30th, 2003, 04:48 AM
LOL ....Yes..... that English speaking part is very important. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
October 30th, 2003, 05:07 AM
Originally posted by Cosmos:
I may have mess with it.
Sorry!!!! <font size="2" face="sans-serif, arial, verdana">Thanks for posting the problem. My answer was short because I was in a hurry and I did not mean to sound rude. I take any report serious and do check them all. I am the one who is sorry for rude.
Thanks again for posting about the problem. If I find one I will let you know. http://forum.shrapnelgames.com/images/icons/icon7.gif
What would help me to try and duplicate the problem is if you could post what game settings you were using, and how many races you have playing. If you have a copy of the game file, that would be of tremendous help.
Cosmos
October 30th, 2003, 07:12 AM
I just reinstall over the game and added the patch and everything else up to V.1.2.8 and I still have the same problem. And I also found out that the UCP Consortium is not designing colony ships.
If you want, I can start a new game and send you a save game file. Or any other file that you want.
Btw. I never thought that you sounded rude.
But I do think
That you’re a really cool dude. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
October 30th, 2003, 07:38 AM
Originally posted by Cosmos:
I just reinstall over the game and added the patch and everything else up to V.1.2.8 and I still have the same problem. And I also found out that the UCP Consortium is not designing colony ships.
If you want, I can start a new game and send you a save game file. Or any other file that you want.
Btw. I never thought that you sounded rude.
But I do think
That you’re a really cool dude. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Thanks.
The problem with the UCP is the same with the Federation. http://forum.shrapnelgames.com/images/icons/icon7.gif I will fix it for the next patch. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
October 30th, 2003, 07:49 AM
sometimes the races will not design units until they have a specific technology. Most, if not all, will design basic units from game start, but sometimes one or two will hold off.
I have play tested all races (manually selecting each race EMP) and they all appear to be designing and building units. I have also added the Construction Units file created by Rollo from the TDM mod for the UnitedFlora race. Perhpas this will add some flavor to the AI's use of units.
If not, I will remove them before I release the next Version. (1.3.0 will be out by this weekend hopefully.)
And regarding the conept for increasing the cost of research, I have toyed with that, and perhaps in a later Version we can. The idea would be to reduce the research points generated by research facilities rather than increasing the cost of items.
I would love to see Aaron design into SE V the ability of a modder to set the increase cost by % for each tech level increase. Lv 1 cost X, Lv 2 cost 20% more than Lv1 did, Lv 3 cost 40% more than Lv 2 cost, etc.
XenoTheMorph
October 30th, 2003, 10:12 AM
Another Minor(ish) bug report http://forum.shrapnelgames.com/images/icons/icon10.gif
Just playing the game as the dominion (v1.2.8)and I reasearched 'Ship Construction' level 2 and when I checked 'Captains' nothing would be discovered! After checking the components.txt I found a problem with captains across almost all the races. http://forum.shrapnelgames.com/images/icons/shock.gif
Name := ANY Captain/daimon/gul/nexus/plexus etc I
Number of Tech Req := 2
Tech Area Req 1 := Captains
Tech Level Req 1 := 2 (should be 1 for cap I's !)
Tech Area Req 2 := 'Race' Technology
Tech Level Req 2 := 1
The only exceptions to this are 'Federation Captain I' & 'Privateer Captain I', both have a requirement of 1.
Oh and this mod is brilliant! http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
October 30th, 2003, 11:21 AM
Thanks for the bug report and support. http://forum.shrapnelgames.com/images/icons/icon7.gif
This paticular bug has been addressed.
Star Trek Mod v1.2.9
1. Fixed Most of the Captain I had the wrong Tech Level requirement.
Thanks though, you never know when one of these things has slipped through the cracks. Without people like you and so many others posting and emailing bug reports to me I honestly don't think the mod would be where it is today.
I hope to have the 1.2.9 - 1.3.0 Version out later this week. I just want to play test it for a bit longer and see if any more bugs pop up.
Thanks.
=============================================
Star Trek Mod v1.3.0
=============================================
1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from shuttle to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ)
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
10. Fixed Masking issues with Components BMP (Mini)
11. Removed Extra Medical Facilities I - III (Duplicated)
12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons
13. Fixed Issue with Romulan and Federation not designing colony ships early in game. (Thanks TNZ)
14. Added (As a test) the AI_Construction_Units file from the TDM Race UnitedFlora AI by Rollo
15. Changed Romulan Design Construction file slightly to facilitate the design of units early in the game
16. Changed Shuttle II - III size from 100 to 80 and 80 to 70.
17. Changed Reduced ship construction research cost by 10k
18. Changed Romulan General racial make up slightly to hopefully make them more effective in game. (I hope)
=============================================
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
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments
clark
October 30th, 2003, 07:42 PM
Not sure if this has been brought up, if it has, all apoligies:
Borg Drone Repair Crew. The component for Drone Repair comes in at 50k, the normal repair component comes in at 35k... Perhaps drop the Bog Drone repair component down to 10-20k, as the borgs are all about repairing... right? Or am I missing something? As it is, there is no point in even using or researhing the Borg Repair Crew if the regular one is smaller.
Having a bLast with this mod!
XenoTheMorph
October 30th, 2003, 09:39 PM
Whoops!!! Sorry about that. http://forum.shrapnelgames.com/images/icons/blush.gif
I was sure I checked to see if it was on your patch lists, must be because it was the first one for 1.2.9 I would not dream to check there. http://forum.shrapnelgames.com/images/icons/icon12.gif
Now i was actually going to post about the Vorta Captains this time lets hope I have not done the same mistake again.
The Vorta Captains give 'Standard Movement' as an ability, this means they count towards the engine totals and they provide much less than an engine would. I was wondering if they were supposed to produce 'Bonus Movement' (or Combat Movement)instead? That way they would provide a very good (possibly too good?) bonus and not count towards the engine total.
Hmm i'm also wondering about the
Dominion Mini Phased - Polaron Beams
Tonnage Space Taken := 10
Tonnage Structure := 30!!
maybe it should be 20 as with Dominion Mini Polaron Beams (or even the size 20 non mini weapons http://forum.shrapnelgames.com/images/icons/icon10.gif )
Finally techarea Dominion Torpedo Weapons has 5 levels, but there are only 4 used by the weapons themselves.
Well thats my two pennys worth. http://forum.shrapnelgames.com/images/icons/tongue.gif
[ October 30, 2003, 21:56: Message edited by: XenoTheMorph ]
Atrocities
October 31st, 2003, 11:18 AM
This latest Version will most likely foul up your save game so do the following if you want to keep your current game.
1. open your SEIV directory and right click on your Star Trek Mod folder
2. click copy
3. click in an open area of your SE IV directory and then right click and paste
4. rename this copy Star Trek Mod 128
5. Update your old Star Trek Mod folder.
The file is a self extracting and installing file. Simply direct it to your Space Empires Directroy. If you are not asked to over right files, then it has not been directed to the correct location.
I am not a smart guy, but if I can figure this **** out, then so can you. Please if you do something wrong don't yell at me. Just think about it and you will solve the problem.
I will update the web site later, after some of you have had a chance to play this latest Version and report any bugs or other issues.
Enjoy.
For the time being this will most likely be the Last update I do unless a major bug is discovered. I want to thank you all for your support and hope you all enjoy the mod.
=============================
Star Trek Mod v1.3.0 (http://astmod.com/zips/stm/STMv130.exe)
=============================
1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from shuttle to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ)
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
10. Fixed Masking issues with Components BMP (Mini)
11. Removed Extra Medical Facilities I - III (Duplicated)
12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons
13. Fixed Issue with Romulan and Federation not designing colony ships early in game. (Thanks TNZ)
14. Added (As a test) the AI_Construction_Units file from the TDM Race UnitedFlora AI by Rollo
15. Changed Romulan Design Construction file slightly to facilitate the design of units early in the game
16. Changed Shuttle II - III size from 100 to 80 and 80 to 70.
17. Changed Reduced ship construction research cost by 10k
18. Changed Romulan General racial make up slightly to hopefully make them more effective in game. (I hope)
19. Added New Romulan 2k, 3k, 5k EMP files
20. Changed borg, Tholian, and standard Repair components to be more cost effective and better reflect the races using them
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
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments
[ October 31, 2003, 09:20: Message edited by: Atrocities ]
Cosmos
October 31st, 2003, 12:33 PM
Originally posted by Atrocities:
I am not a smart guy, but if I can figure this **** out, then so can you. Please if you do something wrong don't yell at me. Just think about it and you will solve the problem.<font size="2" face="sans-serif, arial, verdana">Duh!!!.... What????
Just kidding http://forum.shrapnelgames.com/images/icons/icon12.gif
Thank you.....Atrocities. http://forum.shrapnelgames.com/images/icons/icon7.gif
DavidG
October 31st, 2003, 12:54 PM
minor bug but Photon Torp III has a Roman numeral of 8 instead of 3.
Atrocities
October 31st, 2003, 01:01 PM
Star Trek Mod V1.3.0 (http://www.astmod.com/zips/stm/STMv130.exe)
Thanks David G. I will get that fixed in the next Version. In the mean time any one who wants to can fix it in their game as well.
This list will also be included in the next Version, so if your name is not on the list and you have contributed to the mod in any way, please post and let me know if you want your name added.
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
Seik
UserX
XenoTheMorph
Cosmos
[ October 31, 2003, 11:02: Message edited by: Atrocities ]
Cosmos
October 31st, 2003, 04:15 PM
Originally posted by Atrocities:
For the time being this will most likely be the Last update I do unless a major bug is discovered. I want to thank you all for your support and hope you all enjoy the mod. <font size="2" face="sans-serif, arial, verdana">NO...... COME ON........ Atrocities..
I have a lot of ideas.
Like… make a mod just for the medium map setting with 16 races. And an AI research path for them. Balance and set up just for them… Were you can only play this Mod on a medium map at 16 races with 2,000 racial points… or….. something like that…….I think that will be a lot easer than doing everything.
Basically… when it comes down to it, the research is not in balance with the galaxy size.
Everything else is there. And this is by far the best Star Trek game out there ( thanks Atrocities).
I just hope that I can help to make it better.
-------------------------------------------------------- :-) ---------------------------------------------------------------------------------
This is an example of the research imbalance.
After turn 100... In a medium seize galaxy with 16 + races I have research a new colony technology with in five turns. And the other and Last colony technology, also with in five turns. But….. to research the heavy curser ship technology will cost me almost three times more in turns….Why?
1. The answers is that the ship construction technology is set for a medium galaxy. And the colony technology is set for a small galaxy.
2. And there are to many moons for the races to inhabit in a system.
--------------------------------------------------------- :-) ---------------------------------------------------------------------------------
I myself... as a Modular… suck ……. But I love to design………So please don’t let this be the Last of the Star Trek Mod.
I would really like to help out.
Fyron
October 31st, 2003, 04:41 PM
1. The answers is that the ship construction technology is set for a medium galaxy. And the colony technology is set for a small galaxy. <font size="2" face="sans-serif, arial, verdana">I fail to see how that is the case... the Colony Techs just cost 500k so it is hard to research them in the early game, that is all. Ship Construction in STM is designed to be very expensive, so obviously level 5 or 8 in it is going to cost a lot more than any other tech at level 1. A lot of high levels in tech areas (shields, weapons, etc.) end up costing more than the Colony Techs to research. I don't think raising the cost of the colony techs would be that great of an idea.
2. And there are to many moons for the races to inhabit in a system. <font size="2" face="sans-serif, arial, verdana">In your opinion, sure. It is not a matter of fact, just one of opinion. Many people like the number of moons in FQM (which is built in to STM), others do not. You can always use a "classic" type map, which does not have the moons.
[ October 31, 2003, 14:45: Message edited by: Imperator Fyron ]
Lighthorse
October 31st, 2003, 07:17 PM
My thanks to you, Atrocities and everyone else for making Star Trek Mod one of the best SE4 mod yet. I want to play it all the time, just can't find enough time.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
gregebowman
October 31st, 2003, 08:21 PM
Originally posted by Lighthorse:
My thanks to you, Atrocities and everyone else for making Star Trek Mod one of the best SE4 mod yet. I want to play it all the time, just can't find enough time.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">I know how you feel, Lighthorse. Especially with a 2 (almost 3) year old. Lately, I don't get on the computer until 9:00 PM, and if I don't fall asleep at the terminal, I usually drag mayself away anywhere from 12:00 - 1:00 AM. And I have to get up at 4:30!
mottlee
November 1st, 2003, 01:17 AM
It would appear that up grading from 128 to 130 the save games still work out, I have not found any problem after doing this as of yet http://forum.shrapnelgames.com/images/icons/icon10.gif
Atrocities
November 1st, 2003, 02:02 AM
Originally posted by mottlee:
It would appear that up grading from 128 to 130 the save games still work out, I have not found any problem after doing this as of yet http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">Good
MOD SITE (http://astmod.com/startrek/stm.htm)
Cosmos
November 1st, 2003, 04:05 AM
Originally posted by Imperator Fyron:
In your opinion, sure. It is not a matter of fact, just one of opinion. <font size="2" face="sans-serif, arial, verdana">Yeah.... your right... I'll give it a rest.
I was just hoping to help out more. But I think I'll just stick with playing this Great Mod.
BTW.... has anyone thought about making a Master of Orion Mod for SEIV?
Lighthorse
November 1st, 2003, 06:01 AM
ported by Mottlee
It would appear that up grading from 128 to 130 the save games still work out, I have not found any problem after doing this as of yet
I found the same to be true with my game
Lighthorse
Atrocities
November 1st, 2003, 06:08 AM
I am having a problem. It would appear that AI's designing ships later in the game, such as dreadnoughts, are not putting enough engines on them to give then any movement points.
They are putting the minimum number on them, but for some reason they will not add more. The ships bassically are well designed bases.
Any thoughts on who to over come this problem?
I am thinking that I might have to revamp the entire propulsion system to one simular to AST or back to standard. I would not like to do this.
The AI must be set to add enough engines to ALL of its designs to give them movement points.
Perhaps if I changed the settings in the vehicle size file so that dreadnoughts .... no that would not work because other mods don't have this problem and they have much more complicated propulsion systems thant this mod.
HELP please.
oleg
November 1st, 2003, 09:43 AM
AFAIK, AI uses only "min. number of engines" when designing ships. The second number is not used at all. If you have different hulls with different number of engines, the best way is to setup separate ship design entries with defined hull size and appropriate number of engines. Take a look on Proportions or AIC design files.
Atrocities
November 1st, 2003, 10:33 AM
Thanks Oleg, that is a great idea.
DavidG
November 1st, 2003, 01:28 PM
Originally posted by Lighthorse:
ported by Mottlee
It would appear that up grading from 128 to 130 the save games still work out, I have not found any problem after doing this as of yet
I found the same to be true with my game
Lighthorse <font size="2" face="sans-serif, arial, verdana">I think you guys got lucky. I'm pretty sure this change: 11. Removed Extra Medical Facilities I - III (Duplicated) will screw up some save games. Any facilites you have built that were after the removed facilities in the txt file will be wrong.
Most of the changes didn't invlove added or removing componets, facilites or vehicles so save games should mostly work. Although you might find a few invalid ship designs if your components size was increased in the new Version
DavidG
November 1st, 2003, 01:41 PM
Are you still looking for minor bugs?
Well I'm not sure if this is a bug. It may be intentional so this is just my 2 cents worth but it seems to me the size of of anti-matter torpeados and Photon torpeados doesn't make sense. Anti-Matter Torp V is 15kt and does 50 damage up to range 6. The photon which is an upgrade of the Anti Matter Torp extends this range to 8 however it also doubles in size to 30kt. One weapon of range 8 doesn't seem like an upgrade to me of 2 weapons of range 6.
mottlee
November 1st, 2003, 09:32 PM
Originally posted by Atrocities:
I am having a problem. It would appear that AI's designing ships later in the game, such as dreadnoughts, are not putting enough engines on them to give then any movement points.
They are putting the minimum number on them, but for some reason they will not add more. The ships bassically are well designed bases.
Any thoughts on who to over come this problem?
I am thinking that I might have to revamp the entire propulsion system to one simular to AST or back to standard. I would not like to do this.
The AI must be set to add enough engines to ALL of its designs to give them movement points.
Perhaps if I changed the settings in the vehicle size file so that dreadnoughts .... no that would not work because other mods don't have this problem and they have much more complicated propulsion systems thant this mod.
HELP please. <font size="2" face="sans-serif, arial, verdana">Found this also but thought it was for a defencive type they will move then
DavidG
November 1st, 2003, 11:30 PM
Ay Carumba!!! There is a planet on the Star Trek Map one system from Romulus that has a mineral value of 991%. Is this intentional? It strikes me as a typo that can seriously unbalance the game play.
Edit: Made a typo spelling typo http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
[ November 01, 2003, 21:34: Message edited by: DavidG ]
XenoTheMorph
November 2nd, 2003, 02:07 AM
Hmm it looks like I'm on the list twice http://forum.shrapnelgames.com/images/icons/icon10.gif
Originally posted by Atrocities:
Star Trek Mod V1.3.0 (http://www.astmod.com/zips/stm/STMv130.exe)
This list will also be included in the next Version, so if your name is not on the list and you have contributed to the mod in any way, please post and let me know if you want your name added.
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 (Once http://forum.shrapnelgames.com/images/icons/icon7.gif )
Seik
UserX
XenoTheMorph (Twice http://forum.shrapnelgames.com/images/icons/icon12.gif )
Cosmos <font size="2" face="sans-serif, arial, verdana">I may be brilliant but I'm not That Good! http://forum.shrapnelgames.com/images/icons/tongue.gif
Now I think about it I can't remember why I'm XenoTheMorph not Xeno on this board. http://forum.shrapnelgames.com/images/icons/confused.gif
Atrocities
November 2nd, 2003, 02:59 AM
Originally posted by DavidG:
Are you still looking for minor bugs?
Well I'm not sure if this is a bug. It may be intentional so this is just my 2 cents worth but it seems to me the size of of anti-matter torpeados and Photon torpeados doesn't make sense. Anti-Matter Torp V is 15kt and does 50 damage up to range 6. The photon which is an upgrade of the Anti Matter Torp extends this range to 8 however it also doubles in size to 30kt. One weapon of range 8 doesn't seem like an upgrade to me of 2 weapons of range 6. <font size="2" face="sans-serif, arial, verdana">good point.
TNZ
November 2nd, 2003, 06:01 AM
I was looking at the happiness data file for the Star Trek Mod. I noticed all the happiness types seem to be a bit on the angry side. So I decided to try making new ones, one for each races. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ November 03, 2003, 10:39: Message edited by: TNZ ]
Atrocities
November 2nd, 2003, 08:47 AM
TNZ I would be happy to play test them and use them in the mod if they improve the mod in any way.
http://forum.shrapnelgames.com/images/icons/icon7.gif
mottlee
November 2nd, 2003, 08:49 PM
Impluse engines V and VI have the roman nurmal (sp) (V)
(edit) oops Ver 1.3.0
[ November 02, 2003, 18:50: Message edited by: mottlee ]
KeeblerD
November 3rd, 2003, 01:08 AM
I downloaded the 1.26 (full Version) and 1.30 (update patch) of this mod. Now that I've noticed that this is really for SE4 Gold (at least it looks that way), is there a way for me to get a non-Gold Version of this?
I have updated my non-Gold Version to the latest 1.49, too, but that made no difference that I could see.
I've been able to do some things (edits) with a couple of the important files in the mod towards making it work for me (mostly consisting of dumping the usefullness of drones, since non-Gold SE4 doesn't seem to support them right), but still find some files refuse to load (currently hanging on "facility.txt").
BTW... I'm still reinstalling and relocating anything good since a recent computer wipe-out (due to virus or some other Windows start-up killer)... So, any other ideas would be great!
Fyron
November 3rd, 2003, 02:40 AM
Downgrading a mod to be compatible with pre-gold requires massive changes to the data files, as well as cutting out any newer features that are only possible under Gold (or its patches).
DavidG
November 3rd, 2003, 03:54 AM
Originally posted by KeeblerD:
I've been able to do some things (edits) with a couple of the important files in the mod towards making it work for me (mostly consisting of dumping the usefullness of drones, since non-Gold SE4 doesn't seem to support them right), but still find some files refuse to load (currently hanging on "facility.txt").
<font size="2" face="sans-serif, arial, verdana">Well you got a lot of work ahead of you. One way to debug files is to put in a double space in the file. The program will ignore everything after that. Do that in facility.txt and you'll find its crapping out on the Klingon Battle Arena. The Facility Family # is too high. Try a number less than 256.
Fyron
November 3rd, 2003, 05:59 AM
Was there an increase to the max family number in Gold?
Atrocities
November 3rd, 2003, 09:26 AM
I do have a perfect solution to this 1.49 issues and that is to buy SE IV Gold. It is worth the money and with it you can play all of these great mods. No offense, I know $ is tight, but it is well worth the $ in my sincerest opinion.
Good luck on making the mod 1.49 compatable. If you pull it off, and I think you will, you will be a hero to many. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
November 3rd, 2003, 09:56 AM
This is what I have on the next Version so far.
From the looks of things we are down to minor bugs, tweaks, and AI set up now.
==========================
Star Trek Mod v1.3.1
==========================
1. Fixed Photon Torpedo III had Roman numberal of 8
2. Fixed Impulse Engine VI had wrong roman numeral
3. Updated Comments
4. Changed Anti - Matter Torpedo I - V Tonnage Space Taken and Tonnage Structure from 15 to 20
5. Changed Photon Torpedo I - X Tonnage Space Taken and Tonnage Structure from 30 to 20
6. Changed Race AI DesignCreation file slightly to improve late game ship design
Atrocities
November 3rd, 2003, 12:10 PM
The thing I hate about playing the mod is the fact that each time I fix something I have to start a new game. http://forum.shrapnelgames.com/images/icons/icon9.gif
There is a lot of work to be done yet. The federation is still using to many sensor arays (most like illegal component designs) and the AI work has just begun.
The Borg thus far are the best AI followed by the Cardassians, Breen, Klingon, Federation, Dominion, Ferengi, on down the list.
Most of the AI's are very close to each other in skill and such.
DavidG
November 3rd, 2003, 12:16 PM
Originally posted by Imperator Fyron:
Was there an increase to the max family number in Gold? <font size="2" face="sans-serif, arial, verdana">I guess there must have been. The Klingon Battle arena had a family number of 416. I changed it to 16 and the file seem to load in ver 1.49
DavidG
November 3rd, 2003, 12:39 PM
Originally posted by Atrocities:
Good luck on making the mod 1.49 compatable. If you pull it off, and I think you will, you will be a hero to many. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Woohoo I wanna be a hero. http://forum.shrapnelgames.com/images/icons/icon10.gif I got it working in ver 1.49. At least to the point were I can add a couple empires and do the first couple turns with no errors.
Fyron
November 3rd, 2003, 04:38 PM
AT, you can hardly expect to pump out a mod in under a month and have it be perfect! http://forum.shrapnelgames.com/images/icons/icon6.gif Getting there though. http://forum.shrapnelgames.com/images/icons/icon12.gif
Originally posted by DavidG:
I guess there must have been. The Klingon Battle arena had a family number of 416. I changed it to 16 and the file seem to load in ver 1.49 <font size="2" face="sans-serif, arial, verdana">Doesn't that overlap with something now?
[ November 03, 2003, 14:39: Message edited by: Imperator Fyron ]
DavidG
November 3rd, 2003, 05:03 PM
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 DavidG:
I guess there must have been. The Klingon Battle arena had a family number of 416. I changed it to 16 and the file seem to load in ver 1.49 <font size="2" face="sans-serif, arial, verdana">Doesn't that overlap with something now? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Oh yea no doubt. I just changed it quick to see if the high number was the problem.
mottlee
November 4th, 2003, 12:34 AM
Is it possable to incress the speed of the CSM? in this mod (not that I am complaining) ships can out run them
KeeblerD
November 4th, 2003, 06:13 AM
Thanks for the input.... Now I have a few ideas to work on... http://forum.shrapnelgames.com/images/icons/icon7.gif I once did a huge load of tech adds in order to lengthen the game and make it more interesting... I found some paper copies of those ideas for the tech areas, facilities, ships, components, and so on... It should be easy for me to get the way these files work back into my head and do it all over again. Challenges like this are fun to me!
No problem on any overlapping families and such, I'll figure something out which will also seem logical. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
November 4th, 2003, 12:28 PM
I have been really neglecting the web page for this mod lately. Oh well, who visits it any ways. Besides there is a link to this thread there.
Here is the latest info on the next Version.
=============================
Star Trek Mod v1.3.1
=============================
1. Fixed Photon Torpedo III had Roman numberal of 8
2. Fixed Impulse Engine VI had wrong roman numeral
3. Updated Comments
4. Changed Anti - Matter Torpedo I - V Tonnage Space Taken and Tonnage Structure from 15 to 20
5. Changed Photon Torpedo I - X Tonnage Space Taken and Tonnage Structure from 30 to 20
6. Changed Race AI DesignCreation file slightly to improve late game ship design
7. Changed Vorta Captain I - II from Standard movement to Combat Movement (Avoid engine conflicts)
8. Changed Capital Ship Missile I - V speed from 5 to 6
9. Changed All Races Troop Components Vehicle Type from Ftr/Trp to Troop
10. Added Weapons Family List (For AI Modders)
mottlee
November 4th, 2003, 07:46 PM
COOL Pic!
KeeblerD
November 5th, 2003, 12:03 AM
Very nice!! It is now my desktop pic!
Atrocities
November 5th, 2003, 01:52 AM
I would like to make a new intro splash screen for the mod. I have a new on already for the 1.3.1 Version, but want to look into making a entirely new one for this mod.
One that looks like this in a why, but that reflects the mod better.
Oh well, the quest continues.
narf poit chez BOOM
November 5th, 2003, 02:28 AM
the stars seem to move more if i focus in the my left-hand corner of the BOP and it's wing. was that coherent?
Atrocities
November 5th, 2003, 02:41 AM
Take a look at this image and do the following.
LINK (http://www.desktopstarships.com/StGallery/StImagepages/St_194.html)
Focus on the center mass of the Star Screen directly behind the aft section of the BOP. Then slowly move your head slowly back and forth from your monitor.
I almost got see sick.
The Stars seem to move. Very very cool if the effect works on you.
===========================
I am looking for help in making some end game screens. I want to add a few that are custom to the mod. Any one interested in making a new end game BMP for victory or defeat please let me know. Thanks.
TNZ
November 5th, 2003, 07:40 AM
Plasma Envelope Missiles? http://forum.shrapnelgames.com/images/icons/confused.gif
I was designing ships with only seeking weapons. When I tried my design with plasma envelope missiles in the combat simulator, the plasma envelope missiles only seem to have a seeking range of one then they stopped seeking.
One more thing: Is it possible to have a seeking weapon that has a Weapon Seeker Speed that is the same as its Weapon Damage At Range .
P.S. Atrocities, I have email my idea on the happiness data file to the StarTrek Mod email address. http://forum.shrapnelgames.com/images/icons/icon7.gif
gregebowman
November 5th, 2003, 04:34 PM
Atrocities,
I encountered a problem Last night when I first tried to play the Star Trek mod. I got some error Messages stating that the computer couldn't find the rock, gas and ice colonization technologies. Now, I had to divide the zipped mod into 3 or 4 files to place the entire thing on 3.5" floppies, but AFAIK, I put everything together in the right spots. Has anybody else had this problem and what is the solution?
DavidG
November 5th, 2003, 04:49 PM
Originally posted by gregebowman:
Atrocities,
I encountered a problem Last night when I first tried to play the Star Trek mod. I got some error Messages stating that the computer couldn't find the rock, gas and ice colonization technologies. Now, I had to divide the zipped mod into 3 or 4 files to place the entire thing on 3.5" floppies, but AFAIK, I put everything together in the right spots. Has anybody else had this problem and what is the solution? <font size="2" face="sans-serif, arial, verdana">Are you using an AI player that did not come with the Trek Mod? IF so you will get that message as the normal colonly names are changed in the trek mod.
gregebowman
November 5th, 2003, 05:32 PM
Originally posted by DavidG:
[b]<font size="2" face="sans-serif, arial, verdana">Are you using an AI player that did not come with the Trek Mod? IF so you will get that message as the normal colonly names are changed in the trek mod. [/QUOTE]
NO, I was just loading up the mod when I got that error message. I didn't even get to the point of trying to create a race. I just found out that I can use WinRar to create multiple files of the downloaded mod, so I'm going to re-d/l it again and create those files, take them home and try it again.
gregebowman
November 5th, 2003, 08:02 PM
My bad. I think I know what happened now. I thought I had the entire mod, but it looks like I just d/l the v1.30 patch without having the previous full mod. I'm now downloading both of them. My only question is whether I need the patch for v1.25-1.28-light 1.30.
Atrocities
November 6th, 2003, 12:29 AM
Yes you need full Version plus the 1.3.0 patch.
Atrocities
November 6th, 2003, 12:33 AM
FOLLOW UP
Download the 1.2.6 FULL VERSION then ONLY the 1.3.0 patch listed under NEW VERSION RELEASED.
The LIGHT Version is mainly for PBW when Geo updates the mod on the PBW sevrver.
Atrocities
November 6th, 2003, 10:53 AM
Update:
Here is the latest info on the next Version if any one cares to take a look. Intrest in the mod has died down considerablely over the Last week and I think I will take some time away from it once I upload the next full Version sometime later this week.
There are still many things wrong with the mod, most noticably illegal component designs like the Federation Sensor array and such. Some balance issues need to be worked out as well and I would like to see the AI's for each race improved.
There has been a few requests for senerios and such, like Klingon Civil War, Borg Attack, and The Dominion War. I don't know all that much about senerios or how to create them so if any one is interested in doing this please feel free to knock your socks off.
I can see why this mod took Kwok so long to design, it boggles the mind as to the complexity that goes into such an endevor as this. So many details, so many little things, and so much time. I do hope that the mod this mod is close to what he had invisioned, and I do hope that those of you who have played it enjoy it.
I know that there have been many patches for this mod over the months, very confusing, and for that I am sorry. But that is the process and like it or hate it, it is all we have. http://forum.shrapnelgames.com/images/icons/icon7.gif
=======================
Star Trek Mod v1.3.1
=======================
1. Fixed Photon Torpedo III had Roman numberal of 8
2. Fixed Impulse Engine VI had wrong roman numeral
3. Updated Comments
4. Changed Anti - Matter Torpedo I - V Tonnage Space Taken and Tonnage Structure from 15 to 20
5. Changed Photon Torpedo I - X Tonnage Space Taken and Tonnage Structure from 30 to 20
6. Changed Race AI DesignCreation file slightly to improve late game ship design
7. Changed Vorta Captain I - II from Standard movement to Combat Movement (Avoid engine conflicts)
8. Changed Capital Ship Missile I - V speed from 5 to 6
9. Changed All Races Troop Components Vehicle Type from Ftr/Trp to Troop
10. Added Weapons Family List (For AI Modders)
11. Updated Weapons/Componet reports
12. Added New Large Splash Screen
13. Changed Color of row grid to dark blue.
14. Changed Cost of Heavy Carrier in vehicle size file. Org/Rad were set to 0 now set at 600 each
Cosmos
November 6th, 2003, 12:00 PM
Atrocities, what is wrong with the Federation sensor array, It works for me... but then again I always play as the Feds.
DavidG
November 6th, 2003, 12:39 PM
Originally posted by Cosmos:
Atrocities, what is wrong with the Federation sensor array, It works for me... but then again I always play as the Feds. <font size="2" face="sans-serif, arial, verdana">I think he means the AI is adding more than one to it's designs which is supposed to be illegal.
jimbob
November 6th, 2003, 04:07 PM
I know I've been quiet lately, but I remain very interested in this mod. Thanks Atrocities and Kwok for all the hard work
Also, you're not a software developer, so don't sweat any imperfections in the Mod. It's still cleaner than anything Microsoft puts out (IMHO).
Cosmos
November 6th, 2003, 06:06 PM
Originally posted by DavidG:
<font size="2" face="sans-serif, arial, verdana">I think he means the AI is adding more than one to it's designs which is supposed to be illegal.
Yep!! That's what happening on the Feds transports ships, which is not to bad. four things,that I did notice is that.
1. The Feds have no shields at all, they are not even researching them.
2. The Feds are researching PD Disrupters along with Feds PD Phasers they only need one and are only using one.
3. The Feds attack ships are only using Federation phasers no pulse phasers.
4. And this one I didn’t even notice on the game I just started the other day until right now. Where are the Feds Torpedo weapons? They are all gone.
I ended the test game around turn 120. They were expanding really fast which is good.
DavidG
November 6th, 2003, 06:44 PM
Originally posted by Cosmos:
4. And this one I didn’t even notice on the game I just started the other day until right now. Where are the Feds Torpedo weapons? They are all gone.
<font size="2" face="sans-serif, arial, verdana">check the revision history. I believe he added a pre requisite of Torpedo Weapons level 4 for the Racial torpedo techs
DavidG
November 6th, 2003, 06:46 PM
Originally posted by Atrocities:
Intrest in the mod has died down considerablely over the Last week <font size="2" face="sans-serif, arial, verdana">If you mean our interest your wrong. Just getting much harder to find any bugs. http://forum.shrapnelgames.com/images/icons/icon12.gif
mottlee
November 6th, 2003, 08:58 PM
It may have been noted AI using colony mod for cargo I do not think this is the only mod that it happens in
Cosmos
November 6th, 2003, 11:21 PM
Originally posted by DavidG:
<font size="2" face="sans-serif, arial, verdana">check the revision history. I believe he added a pre requisite of Torpedo Weapons level 4 for the Racial torpedo techs
hehehe.. Yep... It's in the technology tree. I just haven't reserch there yet. http://forum.shrapnelgames.com/images/icons/icon10.gif
minipol
November 7th, 2003, 02:32 AM
I'm also still very into it. I just cant find myself to quit my 1.2.7 game where i'm whooping *ss. After this, i'll try the new Version.
But as other people have said, a lot of bugs are already ironed out so the slow down in reports is quite logical.
Edit: wow, did this Last bit sound Vulcan or what http://forum.shrapnelgames.com/images/icons/icon7.gif
[ November 07, 2003, 00:37: Message edited by: minipol ]
gregebowman
November 7th, 2003, 02:54 AM
Originally posted by Atrocities:
FOLLOW UP
Download the 1.2.6 FULL VERSION then ONLY the 1.3.0 patch listed under NEW VERSION RELEASED.
The LIGHT Version is mainly for PBW when Geo updates the mod on the PBW sevrver. <font size="2" face="sans-serif, arial, verdana">Ok, thanks. I thought it might have been something like that.
Atrocities
November 7th, 2003, 05:23 AM
I have to do a little research revamping after making the torpedo tech requirment change. Tis easy enough. The longer games the AI's use the Torpedos quite effectively which is both good and bad.
The mod is at a point now where we can begin focusing upon AI design, balance, and AI set up. Multip-Player is ready to go and we can address any balance issues with a good PBW beta test.
Three short term goals.
1. Tweak all Research files to facilitate early development of Torpedo weapons
2. Tweak design Creation file to improve diversification of designs. (Mainly add more design types)
3. Play test the hell out of the mod for balance issues.
Long Term
1. Improve all AI's. (Hopefully the mod will attrack good AI modders like Rollo, Mephisto, and others.
2. Tweak the balance issues
3. Add other features including more traits, technologies, and races.
The federation sensor array is being used 3 times on federation designs because it has three abilities so the AI uses it as three seperate abilities instead of just 1. We hope that this bug will be fixed in the next patch, and to achieve this we will need everyone to write Aaron an email and ask him to fix it. Otherwise it will be a low priority and may not be addressed.
Cosmos
November 7th, 2003, 09:23 AM
I don't know if this is happening to anyone else but some of the Klingon and Romulan Cruiser class attack ships that I have encounter have colony components on them.
Atrocities
November 7th, 2003, 10:29 AM
Originally posted by Cosmos:
I don't know if this is happening to anyone else but some of the Klingon and Romulan Cruiser class attack ships that I have encounter have colony components on them. <font size="2" face="sans-serif, arial, verdana">Hum, are they colonizing planets?
BadAxe
November 7th, 2003, 04:05 PM
Hey, Atrocities, still interested, still playing, having a great time, and very appreciative of all your efforts!
Cosmos
November 7th, 2003, 06:40 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 Cosmos:
I don't know if this is happening to anyone else but some of the Klingon and Romulan Cruiser class attack ships that I have encounter have colony components on them. <font size="2" face="sans-serif, arial, verdana">Hum, are they colonizing planets? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">They are not colonizing; they have no population in their cargo holds. This is only on their Attack ships the torpedo ships are ok except for the Romulans have no Torpedoes on them, they just have phased energy cannons. I also notice that the Klingons have no warp core on their attack ships and it ‘s getting worst they now have Battleships with two colony components on them, can someone else also confirm this?
Fyron
November 7th, 2003, 08:26 PM
They might be using them as cargo storage components or supply storage components (if you added supply space to them).
Cosmos
November 8th, 2003, 12:07 AM
Originally posted by Imperator Fyron:
They might be using them as cargo storage components or supply storage components (if you added supply space to them). <font size="2" face="sans-serif, arial, verdana">I just look at the AI DesignCreation.txt and both the Klingon and Romulan have Misc Ability 10. set at supply storage 500. I'm going try to change it and see what happens.
Cosmos
November 8th, 2003, 02:06 AM
I change it to solar supply generation = 50 and there are no more colony components on their ships (thanks Imperator Fyron) http://forum.shrapnelgames.com/images/icons/icon7.gif I've also think I found out why the Klingon and Romulan attack ships don't have warp cores on them. I notice that in their torpedo ships design they have an ability line in them that go something like (extra movement generation) that the attack ships don't have. But I'll wait and see what Atrocities thinks before I change anything else.
Fyron
November 8th, 2003, 02:37 AM
To fix the supply issues, add an extra redundant tech req to the supply bays (that is the same as what they already require) so the AI will think they are more advanced and use them instead. It evaluates components based on total tech levels directly required by the comp (NOT prereq techs for those tech areas).
Example:
Name := Supply Bay I
Num Tech Req := 2
Tech Req 1 Area := Cargo
Tech Req 1 Level := 1
Tech Req 2 Area := Cargo
Tech Req 2 Level := 1
This component will function identically in-game to one that has just one of those tech req areas. But, the AI will think this requires 2 tech levels, and so is more "advanced" than a component requiring only one tech level. So, if the cargo module requires just 1 tech level, this Supply Bay I is seen as "more advanced" and so will be used to safisfy the Supply Storage ability requirement on those warships instead of the colony module.
[ November 08, 2003, 00:39: Message edited by: Imperator Fyron ]
Atrocities
November 8th, 2003, 02:40 AM
I shall incorp this into the next Version as well. Good work.
Lighthorse
November 8th, 2003, 04:35 AM
Hey, Atrocities, Star Trek Mod still very interesting, turn 127 for the Greater Romulan Empire, having a great time, and I'm also very appreciative of all your efforts.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
Atrocities
November 8th, 2003, 04:55 AM
My Dominion fleet has desimated the Breen and taken most of the Cardassian territory. The Borg are defeated and so are the klingons. I rock!
XenoTheMorph
November 8th, 2003, 01:33 PM
See Atrocities it is a very good Mod http://forum.shrapnelgames.com/images/icons/icon7.gif
ahhh defeating the Borg, fun http://forum.shrapnelgames.com/images/icons/tongue.gif
Atrocities
November 10th, 2003, 02:24 AM
Ya lots of fun. http://forum.shrapnelgames.com/images/icons/icon7.gif
BadAxe
November 10th, 2003, 03:09 PM
Playing 1.30 as the Federation and I noticed when I click the Upgrade button in the construction queue screen that my HoloCenters are being upgraded to Urban Pacification Centers.
Thanks again for this mod.
Atrocities
November 10th, 2003, 04:16 PM
Thanks, I will look into this now. I suspect this might be the case with a few facilities and components. The more people play the more we find these quirks and can get them fixed. Thanks again.
Any one interested in making a new splash screen or final game screens?
Let me know.
gregebowman
November 10th, 2003, 04:29 PM
Finally started playing this mod over the weekend. It's very good. However, I was playing the Federation, and every race I came into contact with eventually declared war on me. No matter what I did. Is this standard, or just that no one likes the Federation?
Atrocities
November 10th, 2003, 04:45 PM
Originally posted by gregebowman:
Finally started playing this mod over the weekend. It's very good. However, I was playing the Federation, and every race I came into contact with eventually declared war on me. No matter what I did. Is this standard, or just that no one likes the Federation? <font size="2" face="sans-serif, arial, verdana">It is a draw back of SEIV I am afraid. The AI will always eventually declare war upon the Human player. We can modify the Politics file a bit but that doesn't really do much from what I have seen.
The diplomacy, politics, and relations in SEIV have been a big complaint of mine since the game was released. I am sure that SE V will be much better in this regard. In the mean time we have to make do.
You can if you want switch to the AI players and make peace again. But the chances are that they will declare war upon you once you turn them back over to AI control.
Atrocities
November 10th, 2003, 04:47 PM
I hope to have the latest Version out by the end of the week so please keep the bug reports and suggestions coming.
[ November 10, 2003, 14:53: Message edited by: Atrocities ]
gregebowman
November 10th, 2003, 07:56 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 gregebowman:
Finally started playing this mod over the weekend. It's very good. However, I was playing the Federation, and every race I came into contact with eventually declared war on me. No matter what I did. Is this standard, or just that no one likes the Federation? <font size="2" face="sans-serif, arial, verdana">It is a draw back of SEIV I am afraid. The AI will always eventually declare war upon the Human player. We can modify the Politics file a bit but that doesn't really do much from what I have seen.
The diplomacy, politics, and relations in SEIV have been a big complaint of mine since the game was released. I am sure that SE V will be much better in this regard. In the mean time we have to make do.
You can if you want switch to the AI players and make peace again. But the chances are that they will declare war upon you once you turn them back over to AI control. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hmm, thanks for the info. Maybe I'll try playing the Klingons or the Romulans next.
DavidG
November 11th, 2003, 12:38 PM
Waaaa I can't put armour on my Federation ships. This may have been fixed (I'm playing a multi 1.25 game) The Federation Ablative armour restriction of 2 per ship applies to regular armour too if you have both on. is this the way it's supposed to be?
I think they may have the same family or something. I can put on say 5 regular armour then if I add just one abblative armour I get the message 'only 2 components of type Federation Ablative armour allowed'
Atrocities
November 11th, 2003, 12:46 PM
Originally posted by DavidG:
Waaaa I can't put armour on my Federation ships. This may have been fixed (I'm playing a multi 1.25 game) The Federation Ablative armour restriction of 2 per ship applies to regular armour too if you have both on. is this the way it's supposed to be?
I think they may have the same family or something. I can put on say 5 regular armour then if I add just one abblative armour I get the message 'only 2 components of type Federation Ablative armour allowed' <font size="2" face="sans-serif, arial, verdana">Has been fixed:
Star Trek Mod v1.2.8
2. Changed Federation Ablative Armor Family name from 10 to 197. This should allow for other armor to be added to designs
=============================================
Please keep the bug reports coming. I would like to get as many bugs fixed as possible by this weekend so I can include them in the 131 Version.
Also any AI issues and such. Fixes ideas whatever, just submit them please. Thanks
The 131 Version will be it for a while. I need to finish up the AST update and work on the Conquest mod.
DavidG
November 11th, 2003, 04:13 PM
Originally posted by Atrocities:
has been fixed:
Star Trek Mod v1.2.8
2. Changed Federation Ablative Armor Family name from 10 to 197. This should allow for other armor to be added to designs
<font size="2" face="sans-serif, arial, verdana">Ooops sorry. Guess I should stop being lazy and read the revisions. http://forum.shrapnelgames.com/images/icons/blush.gif
Atrocities
November 12th, 2003, 11:31 PM
Well since there seem to be no more bugs being reported, no reports of balance issues, and no more suggestions, I am going to butten up this Version of the mod, burn it to disk, and drive the 30 miles to get up loaded. The full Version of 1.3.1 come in at around 18.5 megs and the Patch in at around 1.5.
Also Kwok can I steal your old Star Trek Mod web site and update it to the current statistics of the mod? I know you put a lot of work into that site and I would hate to see it go to waste man.
Please let me know.
And for those who are new to the mod, please take the time to read the INSTALLATION read me included with both the full Version and any patch. It provides information that may answer some of your questions.
No BMP's showing up, you need the latest image mod.
The STM contains the components it needs but does not have any of the IMAGE mod files. So you will need those.
Now only if we could get a beta game going. Start small with just six players.
Cardassians - CNC
Dominion - PCP
Federation
Ferengi
Klingons
Romulans - Tnarg
It would have to be set up and hosted on an alternate site until PBW comes back up.
Lighthorse
November 13th, 2003, 02:20 AM
Atrocities,
orginal posted by atrocities
Now only if we could get a beta game going. Start small with just six players.
Federation
Ferengi
Klingons
I'm willing to be a beta tester as either the Federation or Klingons. Unsure if you already choicen the other beta testers.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
DavidG
November 13th, 2003, 03:52 AM
Originally posted by Atrocities:
Now only if we could get a beta game going. Start small with just six players.
Cardassians - CNC
Dominion - PCP
Federation
Ferengi
Klingons
Romulans - Tnarg
It would have to be set up and hosted on an alternate site until PBW comes back up. <font size="2" face="sans-serif, arial, verdana">Ooo Ooo I wanna play. Also Feds or Klingons.
Renegade 13
November 13th, 2003, 06:57 AM
If they're still available I'd take the Ferengi (since they're the only ones left http://forum.shrapnelgames.com/images/icons/icon10.gif )
Unless you don't want a newbie playing against all you professional galaxy conquerers http://forum.shrapnelgames.com/images/icons/shock.gif
Atrocities
November 13th, 2003, 08:02 AM
Cool we have out players. I will get the update taken care of tomorrow.
Perhaps I will talk to Fyron about getting the game hosted on his site. http://forum.shrapnelgames.com/images/icons/icon7.gif
Cardassians - CNC
Dominion - PCP
Federation - Lighthorse
Ferengi - Renegade 13
Klingons - DavidG
Romulans - Tnarg
Atrocities
November 13th, 2003, 11:43 AM
Well I am in the process of uploading the 1.3.1 patch as I type this.
I have been play testing the mod now for nearly 100 turns and thus far all is working just fine. Races are expanding, fighting, and designing well.
I am really encouraged by this latest test game. I have to admit that this has been one of the better test games I have ran.
Atrocities
November 13th, 2003, 12:54 PM
Version 1.3.1 (http://www.astmod.com/startrek/stm.htm) is available for download.
I am tired and going to bed now. http://forum.shrapnelgames.com/images/icons/icon7.gif
---------------------------------------------------
Version History for Star Trek Mod
---------------------------------------------------
Star Trek Mod v1.3.1
1. Fixed Photon Torpedo III had Roman numberal of 8
2. Fixed Impulse Engine VI had wrong roman numeral
3. Updated Comments
4. Changed Anti - Matter Torpedo I - V Tonnage Space Taken and Tonnage Structure from 15 to 20
5. Changed Photon Torpedo I - X Tonnage Space Taken and Tonnage Structure from 30 to 20
6. Changed Race AI DesignCreation file slightly to improve late game ship design
7. Changed Vorta Captain I - II from Standard movement to Combat Movement (Avoid engine conflicts)
8. Changed Capital Ship Missile I - V speed from 5 to 6
9. Changed All Races Troop Components Vehicle Type from Ftr/Trp to Troop
10. Added Weapons Family List (For AI Modders)
11. Updated Weapons/Componet reports
12. Added New Large Splash Screen
13. Changed Color of row grid to dark blue.
14. Changed Cost of Heavy Carrier in vehicle size file. Org/Rad were set to 0 now set at 600 each
15. Changed Family number from 37 to 66 for Federation Facility Holo-Center I - III
16. Added An extra redundant tech req to the supply Storage Component I - V to help AI use it more effectively. (Thank you Fyron)
17. Fixed Requirement error in Ferengi Cargo V
18. Modified 8472, Borg, Breen, Cardassian, Dominion, Federation, Romulan, Tholian,and UCP research files to research Torpedo requirments
19. Added The Star Trek TMP set to the Mod
20. Added Federation TMP 2, 3, 5 k EMP files
DavidG
November 13th, 2003, 01:15 PM
Can anyone explain this? I build a Fed Colony ship. I want a cheap ship so I put on 1 Impulse eng IV and one Warp Core III. This gives a ship with a speed of 8 according to the design window. However when I build them the move 0. Waaaa.
Mmmm as I type this I figure out that answer (I think) I guess this is a bit of an SE4 bug. Since the fed colony ship has an engines per move of 10 I guess you need at least 10 standard movement points (2 Impulse IV's) on board before the bonus movement will kick in.
Atrocities
November 13th, 2003, 09:44 PM
Glad you figured it out. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
November 14th, 2003, 12:14 AM
AT, you should add the mimimum movement points necessary for the ship to be able to move to either the description of the ship, or to a dummy ability tag (probably better), so that people can see it in game and won't be as confused. http://forum.shrapnelgames.com/images/icons/icon12.gif
DavidG
November 14th, 2003, 03:25 AM
I think the Starfleet acadamy needs a new facility number. It is currently the same as the Ship training facility. Every time I click on my planet to check its queue my StarFleet acadamy with 0.1 years to go turns into the inferior Ship Training facility. http://forum.shrapnelgames.com/images/icons/icon9.gif (maybe if I don't click the build queue next turn it will get built)
[ November 14, 2003, 01:36: Message edited by: DavidG ]
Atrocities
November 14th, 2003, 03:48 AM
Thanks guys. I will address these issues for the next Version. (Where were they yestarday before I uploaded that bloated 18.5 meg file?) http://forum.shrapnelgames.com/images/icons/icon7.gif
DavidG
November 14th, 2003, 03:52 AM
Originally posted by Atrocities:
Thanks guys. I will address these issues for the next Version. (Where were they yestarday before I uploaded that bloated 18.5 meg file?) http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Yea I'm good at that aren't I? http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
Atrocities
November 14th, 2003, 10:19 AM
http://forum.shrapnelgames.com/images/icons/icon7.gif You have provided many great bugs for me to kill my friend. http://forum.shrapnelgames.com/images/icons/icon7.gif
It gives me something to do late at night.
Those of you who have signed up for the Email game please post your empire and email address for me. Thanks.
The game will be standard FQM map, good starting resources and planet. NO Intel, or Weapons of Mass Destruction.
Please use your races Trait only, and only one colony tech. (The colony tech that corrisponds to your races planet type.)
You can use whatever culture you wish, but each race has its own if you wanted to use them.
Renegade 13
November 14th, 2003, 04:43 PM
Originally posted by Atrocities:
Those of you who have signed up for the Email game please post your empire and email address for me. Thanks. <font size="2" face="sans-serif, arial, verdana">Atrocities:
Please excuse my inexperience, but what exactly do you mean by "post" your empire? Do you mean upload it to Shrapnels site and provide a link? If so, could someone outline the process for me? And would you like me to post my email address here, in this topic?
Sorry for all the questions, but I want to get it right the first time. I won't be able to get anything ready until I get home from school in about 8 hrs. Thanks for your patience.
Renegade
Fyron
November 14th, 2003, 05:16 PM
The game will be standard FQM map, good starting resources and planet. NO Intel, or Weapons of Mass Destruction. <font size="2" face="sans-serif, arial, verdana">Don't forget to use the new FQM Standard 1.21, which has lots of nifty additions. http://forum.shrapnelgames.com/images/icons/icon12.gif
tesco samoa
November 14th, 2003, 07:29 PM
when pbw is back up are we still playing a game of this ????
I think I was the Klingon's Or is this a dead game at this time ??
Atrocities
November 15th, 2003, 08:18 AM
Tesco, the game is still a go as soon as PBW is back on line and Geoschmo can find the time to update the mod to the latest Version. At this point it might be better to just replace the old 120 Version with the lates full Version of 131. There was enough interest that having two game was warrented. http://forum.shrapnelgames.com/images/icons/icon7.gif
Renegade by empire I mean the name.
Atrocities
Atrocities@astmod.com
Dominion
We will be using 3k settings, No Sabotage, low tech cost.
[ November 15, 2003, 06:23: Message edited by: Atrocities ]
Atrocities
November 15th, 2003, 09:45 AM
Well now that no one has downloaded the latest patch I will post info for the next one.
Note this next patch, when released, WILL mess up your save games because it adds a new ship to the vehicle list.
Star Trek Mod v1.3.2
1. Fixed Mini Component 1223 on Components.bmp
2 Changed Family number of Starfleet Command I - III Facility
3. Changed Family number of Starfleet Academy I - III Facility
4. Added Destroyer to Federation ship list
5. Changed Federation Ship Construction max level from 9 to 10.
Fyron
November 15th, 2003, 09:49 AM
You might want to update the FQM in the ST mod.
Atrocities
November 15th, 2003, 10:16 AM
Originally posted by Imperator Fyron:
You might want to update the FQM in the ST mod. <font size="2" face="sans-serif, arial, verdana">Please list the file I would need to specifically update for FQM. The Last time I updated we had a bunch of issues with the ST Map.
Thanks
Cosmos
November 15th, 2003, 01:29 PM
Originally posted by Atrocities:
Well now that no one has downloaded the latest patch I will post info for the next one.
<font size="2" face="sans-serif, arial, verdana">Atrocities,....I downloaded it http://forum.shrapnelgames.com/images/icons/icon7.gif
And thanks.....again. http://forum.shrapnelgames.com/images/icons/icon12.gif
Renegade 13
November 15th, 2003, 04:27 PM
Originally posted by Atrocities:
Those of you who have signed up for the Email game please post your empire and email address for me. Thanks. <font size="2" face="sans-serif, arial, verdana">Renegade 13
dragon_t12@hotmail.com
Ferengi
[ November 15, 2003, 14:32: Message edited by: Renegade 13 ]
Captain Kwok
November 15th, 2003, 04:44 PM
Atrocities:
Feel free to take the original mod website and use it for your own purposes.
http://forum.shrapnelgames.com/images/icons/tongue.gif
Atrocities
November 15th, 2003, 07:25 PM
Thank You Captain Kwok.
Guys please email your 3k EMP files when your done making them. Set them up according to your own desires, but use only ONE of the colony techs, being sure it is the right one. NO sabotage - (You can lower your Cunning setting to gain more points.) And no Events. (Take the Bad Luck Trait to gain 500 more racial points - Wont effect the game)
atrocities@astmod.com
Thanks.
The latest patch will be out later today. 1.3.2
I found a bug in the Klingon Romulan design files that needed to be fixed for SP asap.
Atrocities
November 15th, 2003, 08:56 PM
<font face="Federation" color="#FFFF00">11-15-2003</font></p>
Please install the Full 1.3.2 Patch (http://www.astmod.com/zips/stm/STMv132Patch.exe) or the Data Only Patch (http://www.astmod.com/zips/stm/STMv132DataPatchOnly.exe)
I missed a big bug with the Romulan and Klingons in the Last patch so please update to this newest patch as it addresses the latest bug fixes and minor tweaks to the mod. For a complete list of the changes made to the mod in this Version please read the Revision History file that comes with the patch.
The Full 1.3.2 patch will update the STM from any Version from 1.2.5 to the current Version 1.3.2.
The update <font color=red>WILL</font color> cause issues with saved games. This Version of the mod adds a new ship to the vehicle Size file and as a result it will throw off your ship images and designs. (Especially for the Federation) Tis an easy fix, but will require you to make updates to all of your ship designs.
Please back up your current STM mod by making a copy of it and renaming it after the Version number, (Star Trek Mod 1.2.5 for example) BEFORE you update. The Mod Launcher will still launch the mod as normal.
The Data Only Patch (http://www.astmod.com/zips/stm/STMv132DataPatchOnly.exe) will update your mod from Version 1.3.1 to 1.3.2. The data only patch is a lot smaller than the full patch but only updates from 1.3.1 to 1.3.2.
====================
Star Trek Mod v1.3.2
====================
1. Fixed Mini Component 1223 on Components.bmp
2 Changed Family number of Starfleet Command I - III Facility
3. Changed Family number of Starfleet Academy I - III Facility
4. Added Destroyer to Federation ship list
5. Changed Federation Ship Construction max level from 9 to 10.
6. Changed Klingon and Romulan Defualt Design File (Tweak so that AI would stop putting colony components on its designs.
7. Updated Splash screen to current Version
Atrocities
November 15th, 2003, 11:59 PM
This will be our test game site until PBW comes up and Geoschmo can update the PBW server with the latest Version of the Star Trek Mod.
(Better to just replace the old Version with the complete new 1.3.1 Version then update to he current Version)
Star Trek Mod Game Site (http://www.astmod.com/games/stm/index.php)
The game will use the 1.3.2 Version of the mod.
If you have not already sent me your PLR file please do so soon. I would like to get the game going as soon as we can. Thank you.
I have thus far the:
Ferengi File
Dominion File
[ November 15, 2003, 22:05: Message edited by: Atrocities ]
DavidG
November 16th, 2003, 02:49 AM
Originally posted by Atrocities:
Those of you who have signed up for the Email game please post your empire and email address for me. Thanks.
<font size="2" face="sans-serif, arial, verdana">DavidG
dgunsten@sympatico.ca
Klingon
DavidG
November 16th, 2003, 04:12 AM
I think there might be a problem with the family number of the Urban Pacifiation Centre similar to that of the Starfleet acadamy. Although I haven't tested it in game I notice that it has the same family number as a few racial facilities that provide a similar function.
Atrocities
November 16th, 2003, 11:39 AM
Hey David thanks for that Facility Family list. That has helped a lot. In fact I am well on my way now with the next Version thanks to your efforts. http://forum.shrapnelgames.com/images/icons/icon7.gif
COMING SOON
Star Trek Mod v1.3.3
1. Changed Family number for Facility Holosuite Center I - III, Ketracel White Facility I - III, and Political Center I - III from 37 to 47
2. Changed Family number for Facility Salvage Yard I - III from 31 to 16
3. Changed Family number for Facility Massive Planetary Shield Generator from 41 to 28
4. Changed Family number for Facility Central Computer Complex I - III to 50
5. Changed Family number for Facility Spaceport Depot I - III to 51
6. Changed Family number for Facility Subspace Telescope I - III to 52
7. Changed Family number for Facility Battle Arena I - III to 53
8. Added Facility Family Number List to ModInfo. (Thank yoou DavidG)
9. Updated Facility Family Number List (FFNL) to refelect the changes made
Atrocities
November 16th, 2003, 11:47 AM
I have all the player files except for the Romulans. Once I get that player file I can start the game.
Please be sure you have updated to the latest Version 1.3.2 Or do you all want to update to the 1.3.3 Version and beta test it? I have to add the latest data from the FQM before it is ready and to do that I need to talk with Fyron about which files I will need. (To avoid issues with the Star Trek Map)
The game site will be Star Trek Mod Game (http://www.astmod.com/games/stm)
Cardassians - CNC (Have)
Dominion - PCP (Have)
Federation - Lighthorse (Have)
Ferengi - Renegade 13 (Have)
Klingons - DavidG (Have)
Romulans - Tnarg *NEED*
CNCRaymond
November 18th, 2003, 01:11 AM
Is any one playing this mod, or is it just one of those dead mods?
The updates are coming out to quickly. You keep screwing up my save games and I hate you for it! http://forum.shrapnelgames.com/images/icons/icon10.gif
Renegade 13
November 18th, 2003, 03:55 AM
Found a bug:
The Ferengi Mini Anti-Proton Beam is not firing in combat, either Strategic or Tactical.
Renegade
CNCRaymond
November 18th, 2003, 05:50 AM
Odd, I tried a little test and the weapon worked for me just fine. I had to set to slow tactical combat though to see it working.
<font face="Federation" color="#FFFF00"> Take a look. (http://www.astmod.com/startrek/fergshipfiring.bmp)</font>
Oops sorry, the link was dead.
[ November 18, 2003, 03:52: Message edited by: CNCRaymond ]
Renegade 13
November 18th, 2003, 06:12 AM
That's weird. I slowed down the tactical combat, but it didn't make a difference. The percent chance to hit display shows 0% even if I'm right beside the planet I'm targetting. The weapons simply doesn't fire. I'll try starting a new game and trying it out again.
Also, I don't know if it'll make a difference or not, but the weapon in question is the Ferengi Mini Anti-Proton Beam II.
Captain Kwok
November 18th, 2003, 07:13 AM
Look at the valid targets for the weapon - perhaps it's not set for planets.
[ November 18, 2003, 05:37: Message edited by: Captain Kwok ]
DavidG
November 18th, 2003, 12:21 PM
The Ferengi Mini anti-proton beam can target ships only.
Atrocities
November 18th, 2003, 01:12 PM
Mini weapons are ships only. I had to blance the weapons in some regard in order to make players pick and choose what weapon load outs their ships would have. Specific weapons for specific tasks was the ideas behind it.
Renegade 13
November 18th, 2003, 04:45 PM
Originally posted by Atrocities:
Mini weapons are ships only. I had to blance the weapons in some regard in order to make players pick and choose what weapon load outs their ships would have. Specific weapons for specific tasks was the ideas behind it. <font size="2" face="sans-serif, arial, verdana">Oops. I guess I should have looked into it a little more before sounding the alarm. But thanks for the help. I was trying to obliterate a planet with it. Didn't work. Now I know why.
Renegade
jimbob
November 19th, 2003, 12:44 AM
Atrocities: PM
JR
November 19th, 2003, 02:01 AM
Just noticed that when I tried to use a design name that I hadn't used yet, I got the "That design name is in use" box. Any clues? Bug perhaps? It's never happened to me before.
Using 1.3.2
Thanx
Atrocities
November 19th, 2003, 02:06 AM
Originally posted by JR:
Just noticed that when I tried to use a design name that I hadn't used yet, I got the "That design name is in use" box. Any clues? Bug perhaps? It's never happened to me before.
Using 1.3.2
Thanx <font size="2" face="sans-serif, arial, verdana">Another race is using it. Try a varation of it, like:
Enterprise A or Enterprise t1 etc
The thing with design names is that some use the same names and once in a while you get conflicts.
If two races are using the same design names file, then you will get a lot of conflicts. Just use varations of the name. Akira X or so. http://forum.shrapnelgames.com/images/icons/icon7.gif
Renegade 13
November 19th, 2003, 03:31 AM
Atrocities:
With regard to the STM game we're playing, I downloaded my first turn, attempted to login to my empire and got this error message:
The data files currently being used do not match the data files that were used when this
game was started. Please check with your host to get the correct data files.
I have installed the v1.3.3 Beta Patch you sent me before I tried loading the game. What am I doing wrong?
Also, what will be the turn deadline for this game? 24 hrs? Thanks.
EDIT: When I created my empire file I forgot to set a password for my empire. Therefore, when asked for my password when logging in, I simply left the space blank. I don't know if that would make a difference or not, but I thought I'd mention it.
Renegade
[ November 19, 2003, 01:33: Message edited by: Renegade 13 ]
JR
November 19th, 2003, 05:31 AM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JR:
Just noticed that when I tried to use a design name that I hadn't used yet, I got the "That design name is in use" box. Any clues? Bug perhaps? It's never happened to me before.
Using 1.3.2
Thanx <font size="2" face="sans-serif, arial, verdana">Another race is using it. Try a varation of it, like:
Enterprise A or Enterprise t1 etc
The thing with design names is that some use the same names and once in a while you get conflicts.
If two races are using the same design names file, then you will get a lot of conflicts. Just use varations of the name. Akira X or so. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thanks. I'd never had that problem before in all of the games I'd played.
Is there a way to make a design name list race specific? It seems that there is but I didn't know they get shared occasionally.
thanks again
JR
illegitimi non cabarundum
Lighthorse
November 19th, 2003, 06:00 AM
Atrocities
Orginal posted by Renegede 13,
With regard to the STM game we're playing, I downloaded my first turn, attempted to login to my empire and got this error message:
The data files currently being used do not match the data files that were used when this
game was started. Please check with your host to get the correct data files.
I got to same problem when I tried to log in on the game. Tried both vesions 1.32 and beta 1.33, three times, no luck.
Lighthorse
Renegade 13
November 19th, 2003, 06:17 AM
GOOD!!! It's not just me!
Atrocities
November 19th, 2003, 04:40 PM
Hey guys,
Throughout the process of playing and modding sometimes files get altered. Here is a copy of the data folder from the mod Version that I used to set up the game. Simply replace your mod Data folder with this one and you should be able to play your turns with no problems. http://forum.shrapnelgames.com/images/icons/icon7.gif
STM v133 beta Data Files (http://www.astmod.com/games/stm/STMv133bDataFiles.zip)
And no not having a PW would not effect the game, simply add a PW this turn and DON'T forget to set to set the option in the Minister window at the very bottom to on so that the ministers do not make changes to your game if you happen to miss a turn. (Not likly to happen, but you never know.)
Turn could be 48 hours, or whenever they are uploaded. No rush for the game as far as I am concerned. If two turns a day are played or even one every two days its ok with me. http://forum.shrapnelgames.com/images/icons/icon7.gif
Lighthorse
November 19th, 2003, 09:37 PM
Thanks Atrocities, I will down load the data file tonight when I get home.
In my present game as the Federation, turn 81, fighting on three fronts with my homeworld located dead center in the map. This mod is getting better and better. Never had fights like these. The AI count-attacked and roll me back at times. Lost a few excellent huge oxygen planets already. I attacked into new section and run into mines and satellites blocking warpholes. Got my *** kicked when I tried to nuke a planet with a fleet of ships. The planet had up to twenty planetary weapon platforms. One less fleet for the Federation. Shuttles don't work to well, all the AI ships got point defense on them.
Looking forward to play testing the beta mod.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
[ November 19, 2003, 19:38: Message edited by: Lighthorse ]
Renegade 13
November 20th, 2003, 02:13 AM
Thanks Atrocities. I've uploaded my turn and everything worked beautifully. Thanks again.
Renegade
Lighthorse
November 20th, 2003, 02:20 AM
Hey Atrocities, that data file did the trick, thanks a ton. Everyone has uploaded their first turn now. We're off and running.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
Atrocities
November 20th, 2003, 07:06 AM
Glad to here it. http://forum.shrapnelgames.com/images/icons/icon7.gif Lighthorse, sounds like your having fun with the mod. If you want, copy over the Klingon and Romulan Defualt DesignCreation from the 133 beta to your current mod folder that your playing SP with. It wont effect this game, but your next one will help those two races in your next game. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
November 20th, 2003, 07:16 AM
I will get the turn processed and post it later tonight. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
November 20th, 2003, 07:39 AM
Ok the game file is uploaded.
www.astmod.com/games/stm (http://www.astmod.com/games/stm)
I forgot to turn off Weapons Of Mass Destruction, so it is now a game rule, please do not use WMD's.
Lighthorse
November 21st, 2003, 03:33 AM
Atrocities,
I was the Last player to complete my first turn. The you can process the game turn now.
Sorry I had to stay late at work tonight.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
Atrocities
November 21st, 2003, 07:11 AM
Originally posted by Lighthorse:
Atrocities,
I was the Last player to complete my first turn. The you can process the game turn now.
Sorry I had to stay late at work tonight.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">Hey don't sweat it http://forum.shrapnelgames.com/images/icons/icon7.gif RL takes presidence over any game. http://forum.shrapnelgames.com/images/icons/icon7.gif
BadAxe
November 22nd, 2003, 01:40 AM
I am playing 1.3.3 beta as Federation and when I upgraded my fighters the Small Phased Energy Cannons upgraded to StarFleet Marines I. A nifty improvement but not what I think is intended.
Atrocities
November 22nd, 2003, 06:26 AM
Thanks for the bug report, I shall take a look.
Atrocities
November 22nd, 2003, 06:31 AM
They had the same family number. I had already fixed it in Version 1.3.4 beta that I am working on now and hope to have completed this evening.
Lighthorse
November 22nd, 2003, 08:10 PM
Atrocities,
I posted my move for turn 2.
During Thanksgiving holidays I will be out of town for 3 days.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
Atrocities
November 22nd, 2003, 11:30 PM
Have a great holiday Lighhorse and that goes for every one else too. http://forum.shrapnelgames.com/images/icons/icon7.gif
DavidG
November 22nd, 2003, 11:47 PM
Originally posted by Atrocities:
Have a great holiday Lighhorse and that goes for every one else too. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Cool. Can us Canadians get a day off too! http://forum.shrapnelgames.com/images/icons/icon10.gif
Lighthorse
November 23rd, 2003, 08:00 AM
Atrocities,
Got a bug for you in the Federation
Both the Federation's medium and large transports are the same size in tonage 600kt.
There are no fighter bays for the Federation Light Carrier. I have already researched fighter and advance ship const. You may want to check that the other carrier classes has fighter bays to.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
DavidG
November 23rd, 2003, 11:44 AM
Originally posted by Lighthorse:
Atrocities,
Got a bug for you in the Federation
Both the Federation's medium and large transports are the same size in tonage 600kt.
There are no fighter bays for the Federation Light Carrier. I have already researched fighter and advance ship const. You may want to check that the other carrier classes has fighter bays to.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">I think the problem here is that fighter bays are replaced by shuttle bays. i noticed this when i truned off shuttle tech in a game. fighters were then impossible to build. in a scenario i'm making based on the trek mode i added fighter bays and fighter cockpit etc so you could hve both. Also a lot of 'fighter' stuff require the tech 'shuttles'. In your game researching Shuttles should solve your problem i think.
Lighthorse
November 23rd, 2003, 07:07 PM
DavidG
Thanks, I shall tried researching shuttle tech.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
[ November 23, 2003, 17:07: Message edited by: Lighthorse ]
Atrocities
November 23rd, 2003, 08:48 PM
Thanks guys. Sorry about the shuttle thing, I have added a description tag to the Fighter tech level that tells people to research shuttles to get shuttle bay technology.
Also changed the Lrg Tran tonnage to 800.
That finishes off Version 1.3.4 and now we go to 1.3.5
Dr Lamprey
November 24th, 2003, 12:15 PM
I'm unable to play the star trek mod from the SEIV mod picker utility v2.01. It is the only mod I'm having any trouble with. All others run fine without a hitch. I'm getting the same error every time (reproduceable): unable to load c: \games\space empires iv gold\pictures\planets\p0537.bmp
then when the game comes up, the planets are blank white squares.
Can anyone help me here? I am unable to find the string, "unable to load" in the forum anywhere else. I'm running with 384megs of ram under MSW 98. It makes no difference whether anything is running in the background or not.
Thanks in advance,
Keith ODonnell
DavidG
November 24th, 2003, 01:11 PM
Originally posted by Dr Lamprey:
I'm unable to play the star trek mod from the SEIV mod picker utility v2.01. It is the only mod I'm having any trouble with. All others run fine without a hitch. I'm getting the same error every time (reproduceable): unable to load c: \games\space empires iv gold\pictures\planets\p0537.bmp
then when the game comes up, the planets are blank white squares.
Can anyone help me here? I am unable to find the string, "unable to load" in the forum anywhere else. I'm running with 384megs of ram under MSW 98. It makes no difference whether anything is running in the background or not.
Thanks in advance,
Keith ODonnell <font size="2" face="sans-serif, arial, verdana">This would be were someone reminds everyone to read the readme I think. http://forum.shrapnelgames.com/images/icons/icon12.gif The problem is you need to get the latest planet image pac. and aslo the facily and compontent ones.
Get them here: http://www.geocities.com/hohoho611ca/imagepack.html
[ November 24, 2003, 11:13: Message edited by: DavidG ]
Atrocities
November 24th, 2003, 07:21 PM
David G is correct, http://forum.shrapnelgames.com/images/icons/icon7.gif Here is the excerpt from the Installation readme file.
================================================== =====
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
================================================== ====
TROUBLE SHOOTING
================================================== ====
Question: I get errors saying that I do not have a BMP file. Why?
ANSW$ER: You need to install the Image Mod Components/Facilities/Planets/Combat modules.
Lighthorse
November 26th, 2003, 07:04 AM
Atrocities,
In my Lastest SE4 Star Trek mod game as the Federation. The Borg equipment their first warship/colony ship correctly with a warp drive, but all their later ships do not have a warp drives only impluse engines. All the other races I make contact with seems to have no problems developing their ships.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif
Atrocities
November 26th, 2003, 07:18 AM
Hummmm That is very odd, I will look into it, could you please send me your sav.game file. Thanks.
minipol
November 26th, 2003, 09:32 AM
I started a new game as the Feds yesterday and wow, for the first time in many solo games, i'm not the best developed race. I started of in the centre (dead centre http://forum.shrapnelgames.com/images/icons/icon7.gif ) of the map surrounded by other races and 2 of them where immediately hostile. So by the time i dealt with the threats, i hadn't developed a lot of planets and was only 11th.
Now i'm currently 6th because i have researched ice colonization. It seems to me that if the ai's would research other colonization stuff earlier i would have effectively been dead. Now i can creap back by researching ice and gas and thus take all the planets in their systems that they can't colonize.
I also used shuttles (fighters) for the first time to clean up warppoints defended by sats.
I lost some due to mines so i might send in a couple of minesweepers first. If i set them to "Don't get hurt" will they be hurt by the sats?
Anyway a very very entertaining game. All ai's develop rather well
DavidG
November 26th, 2003, 01:09 PM
Re Facility Family numbers.
As I'm sure you know some of the racial facilities with a similar function have the same family number. After capturing a Ferengi planet and later doing an 'upgrade facilities' command i noticed that the Ferenig facility was being upgraded to Federation Council. Although this maybe by design it seems wrong to me.
minipol
November 26th, 2003, 05:13 PM
Another thing i noticed is that ground combat is very though. I attacked a world with 15B people and dropping 300+ troops failed. I had to kill off the population to something like 250M before i could take the planet. For a large part, this is due to the fact that it where small troops.
Is it possible to take a planet with 15B people? I suspect that it's best to use only large troops? How many troops would you need then?
[ November 26, 2003, 15:14: Message edited by: minipol ]
BadAxe
November 26th, 2003, 05:14 PM
Seems right to me. Why would the Federation continue to use Ferengi technology? "Our way is the best way."
Happy Thanksgiving to all in the US, and best wishes to all.
Fyron
November 26th, 2003, 05:38 PM
Try using multiple transports. Get the first to drop "shield troops" that have a single weapon and the rest shielding, so they can soak up a lot of damage. If some survive, they will be added to the new force dropped, and the militia will be reduced for the next battle. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
November 26th, 2003, 09:16 PM
I am working on the Borg problem now, although it really does not hurt them as they are a very strong race, the fact that after a few turns they stop adding Slipstream drive to their designs for a while bugs me.
Here is the latest info for the next patch.
---------------------------------------------------
Version History for Star Trek Mod
---------------------------------------------------
Star Trek Mod v1.3.4 (Beta)
1. Changed Family number for Components Dominion ECM I - III
2. Changed Family number for Components Klingon Target Combat Sensors I - III
3. Changed Family number for Components Small Phased Energy Cannon I - III
4. Changed Family number for Components Federation Particle Fountain I - III
5. Changed Family number for Component Enhanced Fusion Beam
6. Changed Family number for Component Borg Transporter
7. Changed Family number for Components Shield Depleter I - V
8. Updated To FQM Version 2.08
9. Added Component Family Number List to ModInfo. (Thank you DavidG)
10 Updated Intro Splash screen to current Version
11. Fixed Name of Component Cardassian Shock Troop II
12. Changed Federation Large Transport Tonnage from 600 to 800 (Was the same as medium)
13. Fixed Beam Discharger II - III level requirements
14. Added Beam Discharger IV
15. Changed Borg DesignCreation file in an attempt to improve AI design
Star Trek Mod v1.3.3
1. Changed Family number for Facility Holosuite Center I - III, Ketracel White Facility I - III, and Political Center I - III from 37 to 47
2. Changed Family number for Facility Salvage Yard I - III from 31 to 16
3. Changed Family number for Facility Massive Planetary Shield Generator from 41 to 28
4. Changed Family number for Facility Central Computer Complex I - III to 50
5. Changed Family number for Facility Spaceport Depot I - III to 51
6. Changed Family number for Facility Subspace Telescope I - III to 52
7. Changed Family number for Facility Battle Arena I - III to 53
8. Added Facility Family Number List to ModInfo. (Thank you DavidG)
9. Updated Facility Family Number List (FFNL) to refelect the changes made
10. Changed Balanced all race mounts more effectively
Atrocities
November 27th, 2003, 04:29 AM
http://forum.shrapnelgames.com/images/icons/icon7.gif Well the Borg seem to be working ok now. Thank you Rollo for the helpful tips. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
November 27th, 2003, 04:49 AM
Well Version 1.3.4 is just about ready for release. The players of the STM game will need to update to the latest Version before making their next turn. I will email you with the link for the download later to night. (After Enterprise)
In case I don't get to come on line tomorrow, you all have a nice Thanksgiving.
Atrocities
November 27th, 2003, 07:29 AM
The latest patch is now out.
Version 1.3.4 (http://www.astmod.com/startrek/stm.htm)
Enjoy
Atrocities
November 27th, 2003, 07:37 AM
If any one wants to try it, I have a scenario for you.
The Borg Conquest scenario (http://www.astmod.com/startrek/STMScenario.zip) puts you in the very uncomfortable position of being the only race left unconquered by the Borg. They have found your system, have taken your worlds, and now they threaten to take your Last planet from you.
This is a no win situation so be warned, cheat codes are in effect if you need them.
This was a test game I used for testing the borg and I thought it would be an interesting scenario experiment.
Keep in mind it was not designed to be a scenario, it was just a test game. http://forum.shrapnelgames.com/images/icons/icon7.gif
To install, just extract the file to your Star Trek Mod folder. And then launch your Star Trek mod and then choose Scenario and then The Borg game.
Enjoy
NOTE: You will need the latest Version of the mod, 1.3.4 in order to play the scenario. So be sure to update first.
To the best of my recollection, the newest Version of the mod will not effect any saved games for previous Version up to 1.3.1.
Anything before 1.3.1 your saved game might be effected.
[ November 27, 2003, 05:39: Message edited by: Atrocities ]
Atrocities
November 27th, 2003, 08:09 AM
Did I mention that the 1.3.4 Version of mod is now out?
www.astmod.com/startrek/stm.htm (http://www.astmod.com/startrek/stm.htm)
Enjoy
DeadZone
November 27th, 2003, 12:14 PM
sssooooo....
when is Version 1.3.4 out http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
Atrocities
November 27th, 2003, 08:22 PM
The patch for Version 1.3.4 is now out and will update from the full Version 1.3.1 to 1.3.4.
(just in case you have not updated to 1.3.1 the patch also dates back to Version 1.2.5 and will update from 1.2.5 and every verssion in between to 1.3.4 as well.)
www.astmod.com/startrek/stm.htm (http://www.astmod.com/startrek/stm.htm)
Atrocities
November 28th, 2003, 01:46 AM
Bump
Play this mod and help support PBW so Geoschmo will update the PBW server with the latest Version of this mod.
Atrocities
November 28th, 2003, 06:52 AM
Originally posted by Atrocities:
The latest patch is now out.
Version 1.3.4 (http://www.astmod.com/startrek/stm.htm)
Enjoy <font size="2" face="sans-serif, arial, verdana">Bump
Atrocities
November 28th, 2003, 09:52 AM
Any one interested in making a scenario for the mod?
Atrocities
November 28th, 2003, 09:53 AM
What race is your favorate in the mod and why?
Atrocities
November 28th, 2003, 09:57 AM
Should I make the Vulcans and Andorians a minor race or leave them as neutral races?
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