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tesco samoa
January 14th, 2004, 01:35 PM
I designed a ship with one engine. In the design window and in the ship window it states that there is a movement of one for the ship.

So I built it.

In reality it has a movement of zero.

Which sucks cause now I have to retro it.

This my friends is a bug.

Fyron
January 14th, 2004, 06:11 PM
More like a poor design decision. It comes directly from the fact that the engines use both standard movement and bonus movement on the engines, while having a higher engines per move value than stock. So, the ships function exactly how they should, given how the data files are set up. Ships must have at least one full movement point from standard / engines per move before the ship gets any movement points from bonus movement. Now, the game should not be displaying any movement in the design screen before it gets any real movement, but it does. That is the bug.

Atrocities
January 14th, 2004, 06:15 PM
Originally posted by Imperator Fyron:
More like a poor design decision. It comes directly from the fact that the engines use both standard movement and bonus movement on the engines, while having a higher engines per move value than stock. So, the ships function exactly how they should, given how the data files are set up. Ships must have at least one full movement point from standard / engines per move before the ship gets any movement points from bonus movement. Now, the game should not be displaying any movement in the design screen before it gets any real movement, but it does. That is the bug. <font size="2" face="sans-serif, arial, verdana">Not poor design Fyron, dilibrate design. Impulse engines / warp engines. This way a player has to have BOTH in order to make a ship go.

Atrocities
January 14th, 2004, 06:18 PM
Originally posted by tesco samoa:
I designed a ship with one engine. In the design window and in the ship window it states that there is a movement of one for the ship.

So I built it.

In reality it has a movement of zero.

Which sucks cause now I have to retro it.

This my friends is a bug. <font size="2" face="sans-serif, arial, verdana">This is a Bug in SEIV as the design should not show any movement points. The purpose behind having to have more than one engine is to simulate impulse and warp drive combinations. Impuse engines drive the ship, Warp cores provide the warp field. The higher the warp core, the better the field and the further you can go per turn.

Atrocities
January 14th, 2004, 06:21 PM
Originally posted by Captain Kwok:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
Klingons love rats <font size="2" face="sans-serif, arial, verdana">Of course, most cultures always love themselves the most. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Spoken words could never have been more twisted than these. We are not the ones with pointed ears Romulan! We are not the ones who skulk around the map hiding mines, like rat turds. All because we love rats, they make good feed for our pet targs, does not me we love Romulans. They make poor feed for our Targs. I know this first hand.

Atrocities
January 14th, 2004, 07:28 PM
Star Trek Mod v1.3.9

1. Added (Requires 2 to move) to the Abilities Description of Warp Core I - VI
2. Added (Requires 2 Impulse Engiens to move) to the Abilities Description for Warp Core I - IV
3. Added (Requires 2 Impulse Engiens to move) to the Abilities Description to all other Special engines
4. Added (Requires 2 Impulse Engiens to move) to the Abilities Description for Quantum Singularity Engine I - III
5. Added (Requires 2 Impulse Engiens to move) to the Abilities Description for Borg Transwarp Conduit Drive I - III
6. Changed Removed second ability from Romulan Quantum Singularity Engine I - III because it was a illegal design
7. Added New Splash screen by David E. Gervais

solops
January 14th, 2004, 07:47 PM
I keep getting missing image Messages. What's up? I have the image mod installed.

Atrocities
January 14th, 2004, 08:03 PM
Originally posted by solops:
I keep getting missing image Messages. What's up? I have the image mod installed. <font size="2" face="sans-serif, arial, verdana">What images are missing Solops?

You might have an outdated Version of the IMAGE mod.

Fyron has the latest Version on his web site, www.spaceempires.net/home (http://www.spaceempires.net/home)

Atrocities
January 14th, 2004, 08:06 PM
For those of you who know David E G. you know that he has made the bulk of our avatars that many of use use now. Well David has moved beyond the Avatars and has made us a very very cool new splash screen for the Star Trek Mod.

I want to express my sincere thanks to David for doing this and want to welcome him as a new contributer to the mod. Thank you David.
http://www.astmod.com/startrek/stmimages/Intro.JPG

I will post the new splash screen for download in a few days. I am working on finalizing the 1.4.0 Version of the mod.

[ January 14, 2004, 19:04: Message edited by: Atrocities ]

AMF
January 14th, 2004, 09:51 PM
I've gotta admit, I've been sort of perplexed by the image mods. There are combat packs 9 and 10, facility packs, and component packs.

I used the latest Versions of them, and they plopped out a whole mess 'o images and the rollup files with them, but, looking through them, I see big gaps in the numbers. It looks like in at least one case it jumps over 200 images. Does this mean those images are missing?

I guess my basic confusion is that there are multiple image packs, with very similar names, and the instructions on how to install them were not immediately clear. Do you install the latest one only, or do you install the patch to bring it up to the latest Version? (and are these things operationally equivalent?)

And, forgive me, since i know the answer to this question will be "duh" but I sort of gave the image mod files the idiot test to see if they were idiot proof, since I'm an idiot and always seem to lack the time to actually read the instructions carefully...but, from another point of view, doing an idiot proof test is sometimes useful for feedback...

thanks,

Alarik


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 solops:
I keep getting missing image Messages. What's up? I have the image mod installed. <font size="2" face="sans-serif, arial, verdana">What images are missing Solops?

You might have an outdated Version of the IMAGE mod.

Fyron has the latest Version on his web site, www.spaceempires.net/home (http://www.spaceempires.net/home) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Lighthorse
January 15th, 2004, 03:23 AM
Hey David

Orginal posted by Atrocities
I will post the new splash screen for download in a few days. I am working on finalizing the 1.4.0 Version of the mod.


Super job with the Star trek Intro, David.

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

Atrocities
January 15th, 2004, 04:34 AM
alarikf,

The image mods have gaps in them for areas of expansion. Those gaps will not hurt the game or cause errors unless a mod file is directed to that image.

I just sent Suicide Junkie a link to add an additional 60 facilities to the facilities image mod.

These images, the ones I will use for the STM will be included in the mod. However once he gets around to updating the Facilities Image mod you will want to update to his latest Version.

Fyron
January 15th, 2004, 04:36 AM
I wrote a post here a few hours ago... now where the hell did it go? http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities
January 15th, 2004, 04:38 AM
alarikf, a follow up.

There are four components to the image mod.

Combat
Planets
Components
Facilities

When updating you want the one with the HIGHEST revision number. Example (v1.17)

After you download a paticular Image Mod component pack, simply unzip it and install it in your base SE IV pictures folder.

This way all mods will have access to the new images.

Atrocities
January 15th, 2004, 04:39 AM
Another Update:

Star Trek Mod v1.4.0

1. Changed Dominion Battle Cruiser Radioactive Cost from 100 to 300
2. Changed Dominion Battleship Radioactive Cost from 600 to 500
3. Changed Federation Destroyer Image from Defiant to Varation of Nebula
4. Changed Federation Cruiser Tonnage from 450 to 500
5. Changed Federation Heavy Cruiser tonnage from 520 to 600
6. Changed Federation Battle Cruiser from 660 to 750
7. Changed Ferengi Frigate Tonnage from 220 to 250
8. Changed Ferengi Destroyer Tonnage from 300 to 350
9. Changed Ferengi Battle Cruiser Tonnage from 850 to 900
10. Changed 8472 Destroyer tonnage from 400 to 450
11. Changed Tholian Dreadnought Tonnage from 950 to 1000
12. Fixed Many minor spelling errors.

Fyron
January 15th, 2004, 04:47 AM
There are actually 5 packs for the Image Mod. The Events Pack is rather recent, and I don't think any mods use it (save the B5 Mod where the images came from, but they are named differently).

[ January 15, 2004, 02:48: Message edited by: Imperator Fyron ]

Paul1980au
January 15th, 2004, 04:55 AM
Id like to see more expanded tech trees ie 6 levels of research centres etc. Make the game Last longer in terms of tech progression.

Atrocities
January 15th, 2004, 06:38 AM
I have plans for the entire tech tree system, TNZ hit on it a while back and I thought it was an excellent idea and I have taken it one step further.

More on this later, much later I am afraid.

The problem that I have now is this:

A. I can release the 1.4.0 Version, thus screwing up everyones games, or -
B. Sit on it and keep adding things. Most of what I have done are minor tweaks and cosmetic detail fixes.

I am opting to hold off on releasing the mod as I have more work, by that I mean more tweaking to do.

I want to finish the Klingon set, and then do a nice Romulan one as well. I really do hate the current Romulan set.

Don't get me wrong, BOTF was a damn fine game, and those images have served well for many years now, I know I captured them (SHhhhhhhhh), but I am ready for newer ones.

If any one would like to try and make new racial portraits for the mod that would be great.

Kwok had made a bajillion new planets for the mod, but unfortuneatly those images were lost. http://forum.shrapnelgames.com/images/icons/icon9.gif

Additionally, I have a revamp coming once the new Patch is out for SE IV. I will finally be able to use the ship classes, and only those ship classes, in the mod. This means I can cut a lot of fat off of the mod by ditching unused images from each race.

The questions do remain though, do we want to keep Carriers and fighters or get rid of them completely?

Right now if I were to die, the mod could be picked up by someone and continued on until SE V came out. So I don't worry much about things because no matter what I do, it can be fixed by others. http://forum.shrapnelgames.com/images/icons/icon10.gif

Renegade 13
January 15th, 2004, 06:46 AM
I vote for holding off on releasing the updated mod. Simply because it would screw up all my saved games http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
January 15th, 2004, 06:56 AM
I'd say hold off on releasing the next Version - I'll have a number of suggestions once we finish our Trek game.

Fyron
January 15th, 2004, 07:23 AM
Leave it to Atrocities to be melodramatic. http://forum.shrapnelgames.com/images/icons/tongue.gif

Lighthorse
January 15th, 2004, 07:36 AM
Atrocities,

Please hold off on releasing the new update.

Thanks for all your hard effort with this mod.

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

Atrocities
January 15th, 2004, 09:24 AM
Originally posted by Lighthorse:
Atrocities,

Please hold off on releasing the new update.

Thanks for all your hard effort with this mod.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon7.gif Sure thing. http://forum.shrapnelgames.com/images/icons/icon7.gif and thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
January 15th, 2004, 09:25 AM
Originally posted by Imperator Fyron:
Leave it to Atrocities to be melodramatic. http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="sans-serif, arial, verdana">Youbetcha http://forum.shrapnelgames.com/images/icons/icon7.gif

Star Trek Mod 2.0 The New Beginning

Coming to download 4Q 2004

Atrocities
January 15th, 2004, 09:27 AM
If you have not checked out the link in my signature to the Synopsis Project, please do so. The site is new and for being such a new site, has some very nice synopsis and reviews of Enterprise and a few other Star Trek series episodes. The forum is new, and is a great place to talk about all things Star Trek.

DavidG
January 15th, 2004, 12:27 PM
Star Trek Mod v1.3.6

1. Changed System Types from FQM D to FQM Standard. (To avoid any more BMP errors)
<font size="2" face="sans-serif, arial, verdana">Yikes! Will we still be able to use save maps and most importantly userX's trek map?

Fyron
January 15th, 2004, 06:52 PM
SystemTypes.txt is only accessed when the map is created, never during play. So, yes, you will be able to.

gregebowman
January 15th, 2004, 07:18 PM
Even though the majority says hold off, I wouldn't mind if you release a new Version today. I don't have a problem starting a new game, but then again, I'm not playing any PBW games. But I can wait. Also, as to your question about carriers and fighters, I hardly even research fighters, let alone use them. So I don't care if they're not included.

DavidG
January 15th, 2004, 08:30 PM
As far as I can tell by reviewing the history ver 1.35 games will be able to upgrade to ver 1.40.

Atrocities
January 15th, 2004, 09:06 PM
Originally posted by DavidG:
As far as I can tell by reviewing the history ver 1.35 games will be able to upgrade to ver 1.40. <font size="2" face="sans-serif, arial, verdana">All of mine seem to play well. I have not added any thing extra to the data files.

However games at PBW will not be able to be played for some time.

Those who want the latest Version, 1.4.0 can email me and I will be happy to send it to them. (3.8 megs)

There is a lot more that I am planning on doing so expect v1.4.0 won't be current for long.

gregebowman
January 15th, 2004, 09:56 PM
Originally posted by Atrocities:

There is a lot more that I am planning on doing so expect v1.4.0 won't be current for long. <font size="2" face="sans-serif, arial, verdana">When you're on a roll, that statement looms large. It wasn't too far back when I barely got the latest Version on my hd when you came up with a newer Version. Keep 'em coming!

DavidG
January 15th, 2004, 11:43 PM
OK so I finally set up a game on PBW to help test the races. KOTH sytle. one on one, no AI's, Will use the standrad EMP files. Scores will be shown.

Can you beat the Federation? Join up and try. http://forum.shrapnelgames.com/images/icons/icon7.gif

Game name is Trek Test A

[ January 15, 2004, 21:45: Message edited by: DavidG ]

tesco samoa
January 15th, 2004, 11:46 PM
what did we decide on the isssue with the propulsion

Atrocities
January 16th, 2004, 07:04 AM
I am keeping the current propulsion system, but have added requirement info to the Abilities description.

Thanks George, and good luck David.

Atrocities
January 16th, 2004, 07:10 AM
Ok, please keep in mind that I have tried for nearly a year now to make a nice looking Warbird. DOGA is simply not equiped to do it. Captian Kowk had made some very nice Romulan ships, and I really wish I had the dedication and intelligance to invest the time into Moray to learn it to the skill that CK had. That being said, here are the newest additions to the growing Romulan fleet.

http://www.astmod.com/startrek/stmimages/Romulan_Portrait_Destroyer.PNG http://www.astmod.com/startrek/stmimages/Romulan_Portrait_Raptor.PNG http://www.astmod.com/startrek/stmimages/Romulan_Portrait_Vulture.PNG
http://www.astmod.com/startrek/stmimages/Romulan_Portrait_BattleCruiser.PNG http://www.astmod.com/startrek/stmimages/Romulan_Portrait_Warbird.PNG http://www.astmod.com/startrek/stmimages/Romulan_Portrait_Fleet.PNG

Fyron
January 16th, 2004, 07:16 AM
Stop being so picky. Those are great.

Atrocities
January 16th, 2004, 08:28 AM
Thanks.

narf poit chez BOOM
January 16th, 2004, 08:44 AM
see, the problem with looking for flaws is you can find them. if you enjoy making them, there good.

and i'm not just saying that because it excuses my stick-figure webcomic.

Captain Kwok
January 16th, 2004, 01:47 PM
I like the Romulans ships there, but I'd drop the BoP one. There's already enough of them with the Klingon set.

gregebowman
January 16th, 2004, 03:36 PM
They look great to me. I wish I had the time to even try to learn DOGA or some of these other graphics programs.

Atrocities
January 16th, 2004, 09:06 PM
thanks

Paul1980au
January 16th, 2004, 09:21 PM
Good to see some innovation happening.

Fyron
January 16th, 2004, 09:26 PM
Innovation is happening all the time. http://forum.shrapnelgames.com/images/icons/icon12.gif

Paul1980au
January 16th, 2004, 09:30 PM
I should be saying innovation and creativity and new features.

Fyron
January 16th, 2004, 09:32 PM
All of that is happening all the time. There are a lot of mods currently in the works. http://forum.shrapnelgames.com/images/icons/icon12.gif ST Mod, SW Mod, Adamant, Conquest, whatever Combat Wombat's mod is, the occasional shipset, lots of images made for facilities, components, etc., and so on.

Lighthorse
January 17th, 2004, 01:09 AM
Atrocities,

I didn't realize that the new upgrade won't effect earlier Star Trek Mod games. Please upgrade to 1.40 v ASAP. love those graphic of Klingons ships you did.

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

Atrocities
January 17th, 2004, 02:00 AM
Originally posted by Imperator Fyron:
Innovation is happening all the time. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">Innovation is the mother of invention.

Atrocities
January 17th, 2004, 02:01 AM
Originally posted by Paul1980au:
I should be saying innovation and creativity and new features. <font size="2" face="sans-serif, arial, verdana">We aim to please. I still have more mounts to as well as finsihing up the new ships for the Romulans and Klingons.

Atrocities
January 17th, 2004, 02:20 AM
I invite Four of you to join UserX and I in a game at PBW that will start tomorrow at 3pm and run until 10 pm PST. The game name will be named “Conquest PBW.” There is one reserve spot that will go to UserX and a second if Captain Kwok wants it.

UserX - Federation (?)
Atrocities - Klingon
Kwok - Romulan (?)

I will start the game at 3pm sharp. Those who have joined by then will be in the game, those who have not will be out. I will be on MIRC se#4 from 2:45 on. I will also have MSN going as well. pcpatrocities@hotmail.com

I will start the game at 3pm and process the first turn after 10 minutes unless it processes automatically before that. I will assume any player who misses the first 3 turns to be absent and kill there empires. So in other words, only join if you can play for 7 hours. Turns will be auto processed after Last player upload. I ask that if your turn process the game turn, to post so on MiRC or on MSN so that all of the players can see it.

Breaks will be fine as needed.

The settings will be: 3k racial points, No Intel, 3 planet start, Low tech start, medium tech cost, no events, and large FQM WPM Mid life Galaxy

As you join, I will approve you to play. Take only your races colony type, no others. Take only your races racial trait, IE Borg for Borg. No Borg + Federation + klingon. Just your own.

Take any other racial trait as you see fit.
Take any culture you want.

If no one joins the game, I will be crushed and will have to run and hide my head in the sand. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities
January 17th, 2004, 02:25 AM
I will post 1.4.0 for those who want it sometime tonight.

Atrocities
January 17th, 2004, 02:26 AM
The game on PBW will be 1.3.5 though. I don't want to offically update the mod until later, after I have added all of the new images and such. So 1.4.0 will be a beta Version only.

Thanks.

qwert
January 17th, 2004, 04:06 AM
Hello All
I just downloaded the star trek mod the full Version(17megs) and in the readme it says i need an image pack can someone link me to it please.
I aint been on here for a couple years and just recently got back.
thanks,
qwert

qwert
January 17th, 2004, 04:12 AM
Ok 1 more thing to if you will.
Its been awhile and i cant figure out how to launch the mod ingame could someone help me out
.qwert

Lighthorse
January 17th, 2004, 04:43 AM
Atrocities,

Orginally posted by Atrocities.
I invite Four of you to join UserX and I in a game at PBW that will start tomorrow at 3pm and run until 10 pm PST. The game name will be named “Conquest PBW.”

Count me in for tomorrow as the Borg. Already apply on PBW. Unsure about how the MiRC/MSN chat-line works. Never use it before.

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

[ January 17, 2004, 02:44: Message edited by: Lighthorse ]

qwert
January 17th, 2004, 04:47 AM
ok i think i see my problem.I have space empires4 pre-gold.Will the tdm mod launcher program work with this mod.
Is there any different instructions i need to do since im pre-gold?
qwert

Suicide Junkie
January 17th, 2004, 04:48 AM
The imagemod is linked in my sig, and is a huge collection of extra graphics. (fully backwards compatible too)
Many megs of new facilities, components, planets/stars/warppoints, and weapon animations.

When you download one of the imagepacks, unzip it into your SE4\pictures\packname folder. It dosen't change the stock images - just expands them to include more, so it is OK when winZip asks to overwrite one of the files.

IE:
Componentpack goes into SE4\pictures\Components
Combatpack goes into SE4\pictures\combat
and so on.

Once your mod is installed, go to your root SE4 folder.
In there, you will see a "Path.txt" file.
Open it up, and you will see one entry; "path := none"
Change the value from "None" to the name of the folder the mod installed into.
EG:
If the game mod is installed to SE4\TDM-modpack
then the path.txt should read "path := TDM-modpack"

To go back to stock, change it back to "none".

PS:
The imagemod is good for any Version of SE4, even pre-gold.

[ January 17, 2004, 02:49: Message edited by: Suicide Junkie ]

Atrocities
January 17th, 2004, 05:08 AM
You can start the game by editing the PATH.txt file to use the Star Trek Mod. I would recommend that you use the Mod Launching Program though. It is in the Extra folder on your Gold CD. Also there is a link to it somewhere, but I don't recall where.

Atrocities
January 17th, 2004, 05:09 AM
Thank Lighthorse, I have accepted you as a player.
Thank you SJ for providing the info.

Fyron
January 17th, 2004, 05:13 AM
I think you missed his statement that he only has pre-gold SE4. The Star Trek Mod will not work with pre-gold SE4. You must have SE4 Gold to play it. I suggest getting SE4 Gold. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
January 17th, 2004, 05:14 AM
I have updated the Romulan ships images for the Mod. Here are the ones I plan on keeping.

http://www.astmod.com/startrek/stmimages/Romulan_Portrait_Destroyer.PNG http://www.astmod.com/startrek/stmimages/Romulan_Portrait_Raptor.PNG http://www.astmod.com/startrek/stmimages/Romulan_Portrait_Vulture.PNG
http://www.astmod.com/startrek/stmimages/Romulan_Portrait_BattleCruiser.PNG http://www.astmod.com/startrek/stmimages/Romulan_Portrait_Warbird.PNG http://www.astmod.com/startrek/stmimages/Romulan_Portrait_Condor.PNG

I wish I could make better ships, but alas I cannot. I have a few more.

I changed the BOP to be more of a romulan looking BOP, I changed the front of the WarBird to give it a more authentic look. (Based upon the physical model I have.)

I don't know about the Klingon looking Battle Cruiser, I might drop that, or change it a bit.

I hope to have the images finalized soon.

Fyron
January 17th, 2004, 05:22 AM
Damn it, stop selling yourself short. Those are excellent images. http://forum.shrapnelgames.com/images/icons/tongue.gif

Nodachi
January 17th, 2004, 05:35 AM
I agree with Fyron, on both points. http://forum.shrapnelgames.com/images/icons/icon7.gif

qwert
January 17th, 2004, 05:41 AM
Thanks for the info guys.
Are you sure the mod wont run se4 pre gold,i downloaded the tdm mod pack for pre golders and the splash screen loads and all but i get a million errors and i downloaded the full Version 17megs do i need anything else?
Im gonna grab the image pack as well.
qwert

Fyron
January 17th, 2004, 05:43 AM
You need to get the 1.49 patch for pre-gold SE4. You can get it from http://www.spaceempires.net/ under the SE.net Portal, in the Downloads section.

I am 100% certain that the Star Trek Mod will not run under pre-gold SE4 without heavy modification to it.

qwert
January 17th, 2004, 05:44 AM
Heres some of the errors im getting:

*unknown value"ship\base\drone" for vechile type in impilse engine 1

it lists this error for impulse engines up to 6

and the errors goes on.

HELP.
qwert

qwert
January 17th, 2004, 05:47 AM
Damn that sucks well thanks anyways guys.
qwert

Fyron
January 17th, 2004, 05:49 AM
The problem is that there have been so many added features to the modding aspects since Gold has come out that removing all traces of them is rather difficult to make it pre-Gold compatible. Just get Gold. http://forum.shrapnelgames.com/images/icons/icon7.gif

But you still need the 1.49 pre-Gold SE4 patch to run the TDM-Modpack, which has a Version that will run on pre-Gold. There are some other mods that run under pre-Gold as well, and you can find some of them in that Downloads database on SE.net mentioned previously.

qwert
January 17th, 2004, 05:59 AM
Thanks fryon il check the link out.Money is tight right now and i was just trying to beat some of my old games ive never beat.
I wish they would have released gold before the Version i have http://forum.shrapnelgames.com/images/icons/icon7.gif
qwert

qwert
January 17th, 2004, 06:06 AM
Does anyone know of a star trek space empires4 pre gold mod i can get that has the federation and borg in it?
A link would be greatly appreciated.
qwert

Captain Kwok
January 17th, 2004, 06:07 AM
I want to play in tomorrow's game - I just don't know about the time of the event - I mean are you trying to get me in the doghouse?

Fyron
January 17th, 2004, 06:09 AM
There were not really any full-blown Star Trek mods until about a year or so ago IIRC. So, they have all been done in Gold. Check the mod downloads section on www.pbw.cc (http://www.pbw.cc) . I think there was something Geoschmo threw together long ago that is in there for pre-gold SE4, but it was not meant as a full mod, just to add a little ST flavor.

Atrocities
January 17th, 2004, 06:19 AM
Perhaps we could move the time up two hours? 1 pm, to 7 pm instead. That would put it from 4 to to 10 EST.

Fyron
January 17th, 2004, 06:20 AM
That would probably be a good idea...

Captain Kwok
January 17th, 2004, 06:28 AM
I just caught a glimpse at your most recent set of Romulan ships. It's a good start, but here are some ideas that may help you fill out the set:

For the escort, you might want to make a Version of the Romulan Scout ship - that's the ship you currently have marked as Cruiser in the mod. That would be quite appropriate for the size and an expected addition.

For the frigate, I'd think a ship like the TOS or Enterprise Romulan BoP in a green would make a nice addition. The current Klingon with Romulan Green BoP looks decent, but try replacing the wings with those like the ones on the top right image. I think that would be cool.

You could then make a similar ship that resembles the current Frigate image for the destroyer size.

The Klingon Battlecruiser-like ship might look a bit more Romulan if you add a Warbird "Beak" to it.

I like the "bottomless" Warbirds designs, they should make good editions. Particularily the Top right one with the addition green hull designs.

I think the green hull colour you are using might be a shade or two lighter than typical Romulan ships. Try one with a darker green to see what it may look like.

Lastly, if you are using Photoshop for touchups - try using the magic wand (adjusting the "range") to select only the glare spot - see if you can fill that with a matching green!

Keep up the good work!

Atrocities
January 17th, 2004, 06:29 AM
I will check back here tomorrow and see what time every one would like to start the game at. If no Posts the game is a go for 3pm PST, if everyone who signed up Posts they can start sooner, then we will start sooner. We can end the sesson earily if people so wish. This way Kwok stays out of the dog house. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
January 17th, 2004, 06:31 AM
Originally posted by Atrocities:
Perhaps we could move the time up two hours? 1 pm, to 7 pm instead. That would put it from 4 to to 10 EST. <font size="2" face="sans-serif, arial, verdana">That helps a bit, as I can play for the first 1.5hr unhindered, but I'd be likely absent until 8 or 9pm PST.

Fyron
January 17th, 2004, 06:31 AM
And don't forget to check the actual thread AT made for this game... http://forum.shrapnelgames.com/images/icons/tongue.gif

Atrocities
January 17th, 2004, 06:36 AM
Thanks CK those are excellent ideas. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
January 17th, 2004, 06:37 AM
Originally posted by Atrocities:
Thanks CK those are excellent ideas. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Stop lurking and come back on messenger.

Atrocities
January 17th, 2004, 06:54 AM
Offical Game Star will then be 1:30 PST with sign up all the way until 1:15. I will be on Mirc at 1:15 and have my MSN messinger up at that time as well.

Atrocities
January 17th, 2004, 07:01 AM
Latest Revisions. I tried a darker green, it made the images to hard to see. http://forum.shrapnelgames.com/images/icons/icon9.gif This is actually a Romulan texture. Up close you can see a lot of detail. But since these are small renderings, no detail. I don't use PS, but if want to touch them up, let me know I will send the images over once I am done. http://forum.shrapnelgames.com/images/icons/icon7.gif

http://astmod.com/startrek/stmimages/Portrait.PNG
http://astmod.com/startrek/stmimages/Portrait2.PNG
http://astmod.com/startrek/stmimages/Romulan_Portrait_BattleCruiser.PNG
http://astmod.com/startrek/stmimages/Romulan_Portrait_Destroyer.PNG

The final ships will be sized correctly I hope.

[ January 17, 2004, 05:33: Message edited by: Atrocities ]

Atrocities
January 17th, 2004, 08:08 AM
http://www.astmod.com/startrek/stmimages/Portrait3.PNG http://www.astmod.com/startrek/stmimages/Portrait3m.PNG

Romulan Bird Of Prey (TNG Era)

http://www.astmod.com/startrek/stmimages/warhawk.PNG
Warhawk (Type 1)

[ January 17, 2004, 06:38: Message edited by: Atrocities ]

Fyron
January 17th, 2004, 08:12 AM
That is one interesting bed you crawled into AT. http://forum.shrapnelgames.com/images/icons/tongue.gif

Captain Kwok
January 17th, 2004, 08:15 AM
That new TNG-era BoP is quite excellent! But still de-lurk and I can give you a hand!

Atrocities
January 17th, 2004, 09:01 AM
Sorry guys, I am off to be for real now. I just had to get those images out of my mind. I like how the Last few have turned out. I will post a complete set sometime tomorrow.

I will hold off on on publishing the beta of 1.4.0 until the Romulan ships are done.

One improvement I wish they would add for DOGA is a copy and past function. I would love to take one part and use it in another image, but since I have literaly 50 images bouncing around, its hard to duplicate.

But the set is coming together now. After some rest I hope I have a fresh prespective on it. I still need to do the Negvar and K'Tinga classes for the Klingons.

I already have the transports done for both Klingon and Romulan.

Man I am thankful that I am not developing this as a complete set. I would go mad. But with any luck all the Romulan ships will look Romulan enough.

[ January 17, 2004, 07:06: Message edited by: Atrocities ]

DavidG
January 18th, 2004, 03:34 AM
Originally posted by qwert:
Does anyone know of a star trek space empires4 pre gold mod i can get that has the federation and borg in it?
A link would be greatly appreciated.
qwert <font size="2" face="sans-serif, arial, verdana">Yea. But it's currently only available on my hard drive. I have converted Version 1.30 of the Star Trek Mod to work with SE ver 1.49 (don't ask why since I have Gold http://forum.shrapnelgames.com/images/icons/confused.gif ) So far I've only play tested it to turn 20 but it seems to work OK. All empires seemed to be expanding OK.

Atrocities If you want I could e-mail you the files if there is much demand for it. or I could just e-mails those who want it. It would probably be a small e-mail since the only files that change are the .txt files.

DavidG
January 18th, 2004, 03:50 AM
Originally posted by DavidG:
OK so I finally set up a game on PBW to help test the races. KOTH sytle. one on one, no AI's, Will use the standrad EMP files. Scores will be shown.

Can you beat the Federation? Join up and try. http://forum.shrapnelgames.com/images/icons/icon7.gif

Game name is Trek Test A <font size="2" face="sans-serif, arial, verdana">Still no takers eh? Guttless cowards!!!

Atrocities
January 18th, 2004, 04:19 AM
I will take you on! But my current Koth game goes poorly. Although soon, very soon, I may have a small chance at a come back.

Renegade 13
January 18th, 2004, 04:29 AM
Aarrgh, you beat me Atrocities!

Atrocities
January 18th, 2004, 04:37 AM
Well our game went well. We managed to get in 25 turns in about 4 hours of game play. I want to thank all of you how joined and look forward to seening you all crushed beneth my boots soon.

Atrocities
January 18th, 2004, 08:29 AM
For those of you who enjoy a good read, you should check out the chat log from the AUK game tonight.

(Atrocities, UsereX, Kwok) Game is one we started a week ago. Chat Log 3 (http://www.astmod.com/startrek/chatlog3.txt)

Log 1 is posted below someplace, Log two was very boaring.

Atrocities
January 18th, 2004, 09:08 AM
And the list keeps growing

Star Trek Mod v1.4.0

1. Changed Dominion Battle Cruiser Radioactive Cost from 100 to 300
2. Changed Dominion Battleship Radioactive Cost from 600 to 500
3. Changed Federation Destroyer Image from Defiant to Varation of Nebula
4. Changed Federation Cruiser Tonnage from 450 to 500
5. Changed Federation Heavy Cruiser tonnage from 520 to 600
6. Changed Federation Battle Cruiser from 660 to 750
7. Changed Ferengi Frigate Tonnage from 220 to 250
8. Changed Ferengi Destroyer Tonnage from 300 to 350
9. Changed Ferengi Battle Cruiser Tonnage from 850 to 900
10. Changed 8472 Destroyer tonnage from 400 to 450
11. Changed Tholian Dreadnought Tonnage from 950 to 1000
12. Fixed Many minor spelling errors.
13. Fixed Restriction error in Afterburner I - III (Thanks Ed.)
14. Changed Breen Plasma Cannon I - III reload rate from 1 to 2
15. Changed Breen Energy Dampener I - VI reload rate from 2 to 1
16. Fixed Shield Level will now include System Gravitational Shield Facility & Planetary Gravitational Shield Facility
17. Changed Trilithium Torpedo General Group from Stellar Manipulation to Weapons of Mass Destruction
18. Changed Genesis Weapon I - III General Group from Stellar Manipulation to Weapons of Mass Destruction
19. Changed Genesis Weapon I - III Requirement from Stellar Manipulation to Weapons of Mass Destrcution
20. Changed Nucleonic Thresher General Group from Stellar Manipulation to Weapons Of Mass Destruction
21. Changed Inverted Quantum Beam General Group from Stellar Manipulation to Weapons Of Mass Destruction<font size="2" face="sans-serif, arial, verdana">Some big bug fixes this go around.

These latest additions to 1.4.0 will effect saved games I think. I have not yet checked.

[ January 18, 2004, 07:10: Message edited by: Atrocities ]

Fyron
January 18th, 2004, 11:29 AM
Of course, now there is the issue of the Breen Energy Dampener and the Breen Disruptor having the exact same damage and range, same reload, minor difference in cost, but the ED skips shields, Dis. does not. The Dis. can target anything, and the ED can target ships/planets. The Dis. is more veratile, but the ED is a lot more powerful against foes using any shields. This might be fine as it is, but it is something to consider.

Please change "Weapons of Mass Destruction" back to Stellar Manipulation... that is just silly. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

[ January 18, 2004, 09:31: Message edited by: Imperator Fyron ]

qwert
January 18th, 2004, 12:41 PM
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 qwert:
Does anyone know of a star trek space empires4 pre gold mod i can get that has the federation and borg in it?
A link would be greatly appreciated.
qwert <font size="2" face="sans-serif, arial, verdana">Yea. But it's currently only available on my hard drive. I have converted Version 1.30 of the Star Trek Mod to work with SE ver 1.49 (don't ask why since I have Gold http://forum.shrapnelgames.com/images/icons/confused.gif ) So far I've only play tested it to turn 20 but it seems to work OK. All empires seemed to be expanding OK.

Atrocities If you want I could e-mail you the files if there is much demand for it. or I could just e-mails those who want it. It would probably be a small e-mail since the only files that change are the .txt files. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hey DavidG i just sent you an email.Thanks.
qwert

JAYRMARKS
January 18th, 2004, 08:08 PM
I just know this has been posted before, but I don't feel like wading through all of the pages here to find the answer, so could someone please help?

I need to know where to get the latest Versions of the planet, component,facilities, etc files for the STM. Where'd they go? I tried Atrocities page already and couldn't find them.

Thanks in advance

JR

Fyron
January 18th, 2004, 08:50 PM
As it says in the Installation.txt file, this mod uses the Image Mod. However, AT has no link to it for some reason in there. Perhaps that should be added. The home of the Image Mod is:

http://imagemodserver.mine.nu/Imagemod/index.html

Atrocities
January 18th, 2004, 09:34 PM
Originally posted by qwert:
</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 qwert:
Does anyone know of a star trek space empires4 pre gold mod i can get that has the federation and borg in it?
A link would be greatly appreciated.
qwert <font size="2" face="sans-serif, arial, verdana">Yea. But it's currently only available on my hard drive. I have converted Version 1.30 of the Star Trek Mod to work with SE ver 1.49 (don't ask why since I have Gold http://forum.shrapnelgames.com/images/icons/confused.gif ) So far I've only play tested it to turn 20 but it seems to work OK. All empires seemed to be expanding OK.

Atrocities If you want I could e-mail you the files if there is much demand for it. or I could just e-mails those who want it. It would probably be a small e-mail since the only files that change are the .txt files. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hey DavidG i just sent you an email.Thanks.
qwert </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes please email me the files. I would appreciate it.

Captain Kwok
January 19th, 2004, 03:37 AM
There is an exploit for the Federation's Sensor Pod (or any race that has combat modifier components, but not Romulans http://forum.shrapnelgames.com/images/icons/icon9.gif ) in that it adds with the traditional sensors to create unfair advanatages in weapons accuracy.

One work around (since the one comp effective restriction only works with same family numbers and not abilities) is make the bonus sensors 0kt (with 1 per ship restriction) and add +3-5% bonus instead.

Fyron
January 19th, 2004, 04:09 AM
I don't see how that is an exploit? Different components are supposed to stack... ECM + Stealth Armor + Scattering Armor is certainly not an exploit. Why would Combat Sensor + Sensor Array be one?

Atrocities
January 19th, 2004, 07:13 AM
Best option would be to Give the Romulans one as well. I can add one for the Romulans, and a general one using the same family number for other races who do not have one. This will prevent stacking.

I am wondering if it is possible to make a cloaking component that can ONLY be used on the Heavy Escort for the Federation? (Defiant)

Fyron
January 19th, 2004, 07:15 AM
The problem is that the Sensor Array has both CS and ECM. It will have to be stackable with one of them...

Make the cloaking device really big, say, 100 times the size you want it to take on the Defiant. Then, add a scale mount that can only be used on that component family (it must have its own unique family!) that has a size of 1% that can only be used on Defiant sized ships. To be safe, make sure the Defiant is the only ship of its size. Increasing its tonnage by 1 kT is a good way to do this if there are overlaps.

Oh, and AT, SJ needs a credits file for that submission of Facilities you made to the Image Mod... and sign on to MSN and/or IRC! http://forum.shrapnelgames.com/images/icons/icon12.gif

[ January 19, 2004, 05:17: Message edited by: Imperator Fyron ]

userx
January 19th, 2004, 08:46 AM
Originally posted by Captain Kwok:
There is an exploit for the Federation's Sensor Pod (or any race that has combat modifier components, but not Romulans http://forum.shrapnelgames.com/images/icons/icon9.gif ) in that it adds with the traditional sensors to create unfair advanatages in weapons accuracy.
<font size="2" face="sans-serif, arial, verdana">This was discussed some time ago and it was not concluded as an exploit but a Federation advantage.. Hell, the Romulans have torps that skip shields and armor!!

Many races have advantages, this is the Federation advantage.

UserX
P.S. Are the ROMULANS concerned about engaging the Federation fleet???

Atrocities
January 19th, 2004, 09:48 AM
Latest Revision:
Star Trek Mod v1.4.1

1. Changed Phased Energy Cannon I - X Damage type from Normal to Skips Armor
2. Changed Beam Discharger I - IV Damage type from Normal to skips Armor and Shields
3. Changed Laser Beam I - V Damage and Range (Increased to improve useage)
4. Added Required Energy Stream Weapons V to all Race Energy Weapons Traits, except 8472.
5. Changed Cardassian Discharge Weapons Tech Requirement from Cardassian Technology 1 to Cardassians Weapons 10
6. Changed Klingon Cloaking Tech Level from 3 to 5
7. Changed Breen Cloaking Device I - III General Group from Breen Shields to Cloaking
8. Changed Klingon Cloaking Device I - III General Group from Shields to Cloaking
9. Changed Romulan Cloaking Device I - III General Group from Shields to Cloaking
10. Added Klingon Cloaking Mount - Klingon Cloaking Level 4 (For use with Scout and Frigate class ships Only) Reduces size of cloak.
11 Added Klingon Advanced Cloaking Device I - II
12 Added Romulan Advanced Cloaking Device I - II
13 Changed Romulan Cloaking Tech Level from 3 to 5
14. Changed Research.txt for all races to reflect new Energy Stream Weapons Requirement.

Things To Do:
1. Add Gravitational, Engine Overloading, and Warp Weapons. (Currently none)

2. Add sensor array to Romulans. Not as good as federation, but ok

3. New technology for detecting advanced cloaking

4. New Armor for Breen to beef up cloaking

more and more.

To tired to go into it.

And yes, the next Version of the mod WILL mess up your save games to start getting ready now.

[ January 19, 2004, 07:53: Message edited by: Atrocities ]

DavidG
January 19th, 2004, 01:09 PM
Originally posted by Captain Kwok:
There is an exploit for the Federation's Sensor Pod (or any race that has combat modifier components, but not Romulans http://forum.shrapnelgames.com/images/icons/icon9.gif ) in that it adds with the traditional sensors to create unfair advanatages in weapons accuracy.

One work around (since the one comp effective restriction only works with same family numbers and not abilities) is make the bonus sensors 0kt (with 1 per ship restriction) and add +3-5% bonus instead. <font size="2" face="sans-serif, arial, verdana">Does this mean that you desinged the Fed Sensor array to be used instead of ECM or CS? I've always suspected that the Fed sensor array was far too powerfull when I realized it would stack with ECM and CS.

JAYRMARKS
January 19th, 2004, 07:49 PM
This is for Atrocities;

I noticed that you've been posting the changes you made in the the STM updates. Where do we download those updates? I've checked your STM website 'downloads', but can't find them there.

The latest I've got is 1.35 - where are the others?

Thanks

JR

Fyron
January 19th, 2004, 08:04 PM
The others are not released yet. They are beta update lists. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
January 19th, 2004, 10:06 PM
The original intent of the Sensor Array (and other similar comps in the Mod) was to give races a space saving by combining combat sensors + ecm + long range scanners into a package of 30kT rather than 40kT it would cost to put them separately. As I mentioned before, the big problem is that you cannot prevent stacking if players choose to add the traditional sensors (or at least, you can prevent one from stacking but not all of them). <font size="2" face="sans-serif, arial, verdana">I can change the family numbers so they are all the same. This will prevent stacking.

Also multip purpose components are a nightmare because the AI will always add three of them.

Fyron
January 19th, 2004, 10:08 PM
Better make sure that CS and ECM are not right next to each other, otherwise one will be hidden all the time... you can place a component that has impossible tech reqs between them, which will cause them to not be in order, so that the first one will not be "obseleted" by the second... just make sure it is not in the same family. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities
January 19th, 2004, 10:09 PM
Atrocities, there's no need to add a Romulan one. Just make the current components more as they should be. <font size="2" face="sans-serif, arial, verdana">Kwok if you could would you please set up the components for me. This way I can see what you mean, and can test them. Also I will need to know which replaced components to remove from the component list.

Thanks

Atrocities
January 19th, 2004, 10:17 PM
What would be nice is if Aaron would add for each component an EXCLUSION line. IE Component cannot be combined with Component Family X

And yes, I would be worried about engaging the Federation at such a disadvantage. It doesn't cost them much at all to build the combination of sensors or at least it is not nearly proportional to the advantage of the stacked bonus. Who wants to go up against at least 80-90% bonuses when they can only max out at 40-50%? If it was a difference of 10-15% it wouldn't be such a big deal, but we are talking like a 2:1 hit ratio at best - and let's face it, the Federation's ships and weapons are no slouches without the extravagant modifiers either. <font size="2" face="sans-serif, arial, verdana">I think the best way to deal with this is for you to specifically tell me what components have to much of a bonus so that I can degrade them. This way no other changes have to be made, and the components, when combined, are more equaled compared to other races.

Atrocities
January 19th, 2004, 10:24 PM
I reduced the settings for:

Federation Sensor Array I - V

FSA I
To Hit Def 5%
To Hit Off 5%

FSA II
To Hit Def 10%
To Hit Off 10%

FSA III
To Hit Def 15%
To Hit Off 15%

FSA IV
To Hit Def 20%
To Hit Off 20%

FSA V
To Hit Def 25%
To Hit Off 25%

This cuts them down dramatically and equals them out. (I hope.)

Atrocities
January 19th, 2004, 10:46 PM
BETA 1.4.0 (Not complete 1.4.0) (http://www.astmod.com/zips/stm/STMv140Patch.zip)

Use at own risk.
WILL effect PBW games.
May or May Not effect Save Games

This Version of 1.4.0 was uploaded as a back up incase I kicked off. It does not contain all of the updates in the full 1.4.0 Version or later Versions not yet released.

The file contains a Readme, and of course a Version history as well.

Enjoy, and use at own risk.

AMF
January 20th, 2004, 01:39 AM
AGH!

OK, so, in the STM2 game currently, I just built a fleet of six ships which were listed as having 5 movement points in the design screens, but after being built have 0.

I know, I know, it's becuase they need to have at least one regular movement point before they can get the warp movement point bonus....but then why does it say they have 5 MP in the design grid. ARGH!

thanks,

Alarik

Captain Kwok
January 20th, 2004, 01:44 AM
I never really thought about it before, but you could probably use the same family number for all those types of components and it would prevent stacking.

For some reason I was thinking that if you gave the same family number to say, both ECM and Combat Sensors - it would cancel one of them out. But of course it wouldn't since they are different abilities. So, as Fyron suggested give them all the same family number and just separate them with another component.

Something like this might work where x represents the same family number:

...Combat Sensors (x) - Multiplex - ECM (x) - "Scanner" - Federation Sensor Array (x) - Klingon Target Sensors (x)...

Try arranging the sensor components like that and see if it works.

Captain Kwok
January 20th, 2004, 02:50 AM
Not an exploit or unfair advantage?!

Hello, it's a 40% bonus for both attack and defense Ratings! 40%! That is a significant advantage and anyone who plays Space Empires knows that it's all about the modifiers in strategic combat.

The major difference between that combination and say stealth armor + ECM + scattering is that not all races can use such abilities!

The original intent of the Sensor Array (and other similar comps in the Mod) was to give races a space saving by combining combat sensors + ecm + long range scanners into a package of 30kT rather than 40kT it would cost to put them separately. As I mentioned before, the big problem is that you cannot prevent stacking if players choose to add the traditional sensors (or at least, you can prevent one from stacking but not all of them).

My suggestion is to make the Sensor Array and other components like this 0kT and 1 per ship with the long range scanning ability, plus some modest 5-15% combat bonuses for attack + defense. It would simulate the original intent of the components.

Another option would be to make all combat bonus modifiers race specific, but that's a lot of extra work that isn't really necessary.

Atrocities, there's no need to add a Romulan one. Just make the current components more as they should be.

And yes, I would be worried about engaging the Federation at such a disadvantage. It doesn't cost them much at all to build the combination of sensors or at least it is not nearly proportional to the advantage of the stacked bonus. Who wants to go up against at least 80-90% bonuses when they can only max out at 40-50%? If it was a difference of 10-15% it wouldn't be such a big deal, but we are talking like a 2:1 hit ratio at best - and let's face it, the Federation's ships and weapons are no slouches without the extravagant modifiers either.

DavidG
January 20th, 2004, 04:19 AM
Originally posted by Captain Kwok:
I never really thought about it before, but you could probably use the same family number for all those types of components and it would prevent stacking.
<font size="2" face="sans-serif, arial, verdana">Would you still be able to but both on a ship design? (and only have one work?) If so it would be good to have it in the description that, say, Sensor Arrays overide the normal ECM and CS

Captain Kwok
January 20th, 2004, 05:48 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 Captain Kwok:
I never really thought about it before, but you could probably use the same family number for all those types of components and it would prevent stacking.
<font size="2" face="sans-serif, arial, verdana">Would you still be able to but both on a ship design? (and only have one work?) If so it would be good to have it in the description that, say, Sensor Arrays overide the normal ECM and CS </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You could add them all to the ship, but only the highest amount for each ability would be effective.

I also noticed an error with the Romulan "Quantum Singularity Drive" - it says it recieves a small bonus for defense, but it actually gives an offense bonus.

[ January 20, 2004, 03:49: Message edited by: Captain Kwok ]

Captain Kwok
January 20th, 2004, 06:52 AM
One more thing I noticed was that the Romulan Plasma Burst (Damages Engines Only) can target ships and planets, which of course the latter doesn't have any. http://forum.shrapnelgames.com/images/icons/tongue.gif

narf poit chez BOOM
January 20th, 2004, 07:27 AM
tsk, tsk. if you'd ever read 'intellivore', you'd realize the danger. ST:TNG

Atrocities
January 21st, 2004, 03:18 AM
I also noticed an error with the Romulan "Quantum Singularity Drive" - it says it recieves a small bonus for defense, but it actually gives an offense bonus. <font size="2" face="sans-serif, arial, verdana">This was an illegal design and has been changed

Paul1980au
January 21st, 2004, 05:38 AM
Perhaps one is needed with offensive instead of defensive capabilities just to add alternatives to this mod !

Captain Kwok
January 21st, 2004, 06:06 AM
Remote mining also needs to be adjusted if you are intent on keeping the settings.txt line "Remote Mining Decreases Asteroid Value" to false. It is much too easy to exploit this (especially with 50kT remote resource harvesters) to generate 1000s of resources for little cost - as is very evident in our PBW game. Perhaps a restriction of 2 or 3 per ship of each type would be good and increasing their size back to 100kT or so.

Atrocities
January 24th, 2004, 04:15 AM
I will add remote mining to the list of things that must be tweaked. Excellent point by the way, and one that does need tweaking.

Atrocities
January 24th, 2004, 04:22 AM
http://www.astmod.com/startrek/stmimages/RomDread.PNG
Romulan Dreadnought

http://www.astmod.com/startrek/stmimages/romdis.PNG
A Warbird and its two escorts

The Romulan ships are nearing completion. I have a couple more Klingons ships to do as well. But they are coming along nicely. I hope.

Nodachi
January 24th, 2004, 05:15 AM
Looking good! http://forum.shrapnelgames.com/images/icons/icon10.gif

Captain Kwok
January 24th, 2004, 05:38 AM
Show some of the smaller ships - they're even better!

narf poit chez BOOM
January 24th, 2004, 06:58 AM
ooh, ominous(sp?).

that Last one...can't quite figure out what it looks like. perhaps a few more views?

Captain Kwok
January 24th, 2004, 07:08 AM
The bottom ship is easy to recognize as a D'deridex class Warbird as seen fairly often on TNG and DS9.

There is also a nice Pseudo-BoP ship that he has for the destroyer size. I think it's the best one of the Romulan batch. Perhaps Atrocities will post it?

Atrocities
January 24th, 2004, 07:57 AM
http://www.astmod.com/startrek/stmimages/rombopbig.PNG

Be afraid, be very afraid.

narf poit chez BOOM
January 24th, 2004, 08:02 AM
The bottom ship is easy to recognize as a D'deridex class Warbird as seen fairly often on TNG and DS9.
<font size="2" face="sans-serif, arial, verdana">no, what i mean is that from that angle it's kinda hard to make out.

Atrocities
January 24th, 2004, 08:13 AM
http://www.astmod.com/startrek/stmimages/romdreadswoop.PNG

Dreadnought

The point of the image is to be dramatic.

narf poit chez BOOM
January 25th, 2004, 12:15 AM
The point of the image is to be dramatic.
<font size="2" face="sans-serif, arial, verdana">well, it certainly does that.

Atrocities
January 25th, 2004, 12:48 AM
http://www.astmod.com/startrek/stmimages/rom.PNG http://www.astmod.com/startrek/stmimages/kling.PNG

Atrocities
January 25th, 2004, 01:30 AM
For those of you who have been keeping track here is the latest tested Versions:


Star Trek Mod v1.4.4

1. Added Dreadnought Mounts to other races
2. Added Defiant Cloaking Mount
3. Added Defiant Cloaking Device (For use with the Defiant Mount only)
4. Added Bussard Collector II - III
5. Changed Movement Bonuses for all Warp Engines and simular. (Reduced)


Star Trek Mod v1.4.3

1. Added New Romulan Ship images
2. Added The rest of the New Klingon Ship images
3. Fixed Borg Neural Net was being given as ancient Tech (Borg Interface technology now accessable)(Thanks Phillip)
4. Added Neural Network Component
5. Changed Scattering Armor I - III now have a restriction of One Per Vehicle
6. Changed Robo - Miners I - III Tonnage Space Taken from 50 to 100
7. Changed Robo - Farners I - III Tonnage Space Taken from 50 to 100
8. Changed Robo - Rad Extractors I - III Tonnage Space Taken from 50 to 100
9. Changed Federation Particle Fountain I - V Tonnage Space Taken from 50 to 75
10. Added Galaxy X Mount
11. Added Ram Cannon (For use with Galaxy X Mount, and Other Dreadnought Mounts)
12. Changed Romulan Plasma Burst I - III Weapon Target from Ships/Planets to just Ships (Engine damaging weapon)


Star Trek Mod v1.4.2

1. Updated All Race Tech Tree documents
2. Changed Reduced Abilities of Federation Sensor Array I - V
3. Changed Reduced Abilities of Dominion Combat Sensors I - III
4. Changed Slave Camp I to Slave Labor Camp I (Pirate Race)
5. Added Weapon Overloading Weapons (Tachyon Projection Cannon I - V)
6. Added Engine Overloading Weapons (Ionic Disperser I - V & Ionic Pulse Missile I - V)
7. Added Gravitational Weapons (Graviton Hellbore I - V)
8. Added Warp Weapons (Wormhole Beam I - III)
9. Fixed Pirate Shock Troops
10. Added One Per Vehicle limit to all cloaking devices


Star Trek Mod v1.4.1

1. Changed Phased Energy Cannon I - X Damage type from Normal to Skips Armor
2. Changed Beam Discharger I - IV Damage type from Normal to skips Armor and Shields
3. Changed Laser Beam I - V Damage and Range (Increased to improve useage)
4. Added Required Energy Stream Weapons V to all Race Energy Weapons Traits, except 8472.
5. Changed Cardassian Discharge Weapons Tech Requirement from Cardassian Technology 1 to Cardassians Weapons 10
6. Changed Klingon Cloaking Tech Level from 3 to 5
7. Changed Breen Cloaking Device I - III General Group from Breen Shields to Cloaking
8. Changed Klingon Cloaking Device I - III General Group from Shields to Cloaking
9. Changed Romulan Cloaking Device I - III General Group from Shields to Cloaking
10. Added Klingon Cloaking Mount - Klingon Cloaking Level 4 (For use with Scout and Frigate sized ships. Reduces size)
11 Added Klingon Advanced Cloaking Device I - II
12 Added Romulan Advanced Cloaking Device I - II
13 Changed Romulan Cloaking Tech Level from 3 to 5
14. Changed Research.txt for all races to reflect new Energy Stream Weapons Requirement.
15. Added Orion Tech Tree read-me

QBrigid
January 25th, 2004, 02:53 AM
Nice

Atrocities
January 25th, 2004, 05:21 AM
http://www.astmod.com/startrek/stmimages/NeghVar.PNG

Klingon Dreadnought (Negh'Var Class)

Captain Kwok
January 25th, 2004, 05:43 AM
Nice work!

Atrocities
January 25th, 2004, 05:51 AM
Thanks. Some say it would be nice blue, but honestly it looks great green.

Captain Kwok
January 25th, 2004, 06:10 AM
All these ships are making me sad though.

I see them and then I browse over to the old Star Trek mod sight and cry for my babies.

Fyron
January 25th, 2004, 06:32 AM
So make them again Kwok! Stop wallowing in misery and reconstruct them. The time to grieve has long since passed. They are just pixels, not like they can not be recreated! http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

Captain Kwok
January 25th, 2004, 06:40 AM
Originally posted by Imperator Fyron:
So make them again Kwok! Stop wallowing in misery and reconstruct them. The time to grieve has long since passed. They are just pixels, not like they can not be recreated! http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">I cannot. I have moved on and new creations await to be realized. I was originally making them in the Star Fury format but I've gotten wind of Moray being able to convert to .x files one day soon...and life will then be good.

Nodachi
January 25th, 2004, 12:41 PM
Originally posted by Atrocities
Thanks. Some say it would be nice blue, but honestly it looks great green. <font size="2" face="sans-serif, arial, verdana">It looks great in green. It would look great in blue, but then it wouldn't be Klingon. http://forum.shrapnelgames.com/images/icons/icon12.gif

Originally posted by Imperator Fyron
So make them again Kwok! Stop wallowing in misery and reconstruct them. The time to grieve has long since passed. They are just pixels, not like they can not be recreated! http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">Fyron, you have the heart of a Vulcan! http://forum.shrapnelgames.com/images/icons/icon12.gif The creation of art is a personal thing. You tend to put a lot of yourself into it, your energy so to speak. That may sound meta-physical and some may scoff, but it's true none the less.

Fyron
January 25th, 2004, 07:12 PM
Originally posted by Nodachi:
Fyron, you have the heart of a Vulcan! http://forum.shrapnelgames.com/images/icons/icon12.gif The creation of art is a personal thing. You tend to put a lot of yourself into it, your energy so to speak. That may sound meta-physical and some may scoff, but it's true none the less. <font size="2" face="sans-serif, arial, verdana">Yes, and there is quite a bit of yourself to go around! You seem to have missed the joking tone of that post... hence, the choice of smileys. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ January 25, 2004, 17:14: Message edited by: Imperator Fyron ]

Captain Kwok
January 25th, 2004, 09:22 PM
My new ships will be lots of fun. But I've been focusing first on the data files (my true Achilles heel) and then website/graphic components for the Mod I'm working on.

Captain Kwok
January 25th, 2004, 09:25 PM
Suggestions for the Negh'Var would be make the hull a bit darker green and the wing "protrusion" panels a deep dark red. Also, give the Nacelles more of a glowy red and it will look really sharp.

Tnarg
January 25th, 2004, 10:50 PM
I have been in a couple of games where it seems that no matter what I do I just can not hit a ship. So I am wondering if it is at all possible to simulate burst effect weapons by giving a particular weapon a +x percentage to hit but does less damage.

I know that it is impossible to damage multiple ships at once, but just having a weapon that will at least always damage a ship regardless of defensive measures would be most encouraging.

Example:
Flak Cannon I has a +20% to hit. Damage =5 5 5
Flak Cannon II has a +30% to hit. Damage =5 5 5 5
Flak Cannon X always hits. Damage =20 20 20 20 20

Atrocities
January 26th, 2004, 04:04 AM
Originally posted by Captain Kwok:
All these ships are making me sad though.

I see them and then I browse over to the old Star Trek mod sight and cry for my babies. <font size="2" face="sans-serif, arial, verdana">You do not cry alone Captain.

Atrocities
January 26th, 2004, 04:12 AM
Originally posted by Captain Kwok:
Suggestions for the Negh'Var would be make the hull a bit darker green and the wing "protrusion" panels a deep dark red. Also, give the Nacelles more of a glowy red and it will look really sharp. <font size="2" face="sans-serif, arial, verdana">http://www.astmod.com/startrek/stmimages/neg2.PNG

I wish I could do better texture mapping for the Romulans ships and have the BOP emblem on each of them like on the BOTF set.

Fyron
January 26th, 2004, 04:13 AM
That might be a shade too dark. Does it look fine in-game? It could just be looking darker than it really is because of the pale forum background surrounding it...

Atrocities
January 26th, 2004, 04:14 AM
Originally posted by Tnarg:
I have been in a couple of games where it seems that no matter what I do I just can not hit a ship. So I am wondering if it is at all possible to simulate burst effect weapons by giving a particular weapon a +x percentage to hit but does less damage.

I know that it is impossible to damage multiple ships at once, but just having a weapon that will at least always damage a ship regardless of defensive measures would be most encouraging.

Example:
Flak Cannon I has a +20% to hit. Damage =5 5 5
Flak Cannon II has a +30% to hit. Damage =5 5 5 5
Flak Cannon X always hits. Damage =20 20 20 20 20 <font size="2" face="sans-serif, arial, verdana">I seldom see you post Tnarg. http://forum.shrapnelgames.com/images/icons/icon7.gif This can be looked into. I am considering a new mount (General Mount) that will improve accurace to all non race specific weapons.

Atrocities
January 26th, 2004, 04:16 AM
There is an opening in the Conquest mod for the BORG if any one interested. Grab it quick before someone else takes it.

Captain Kwok
January 26th, 2004, 04:30 AM
Atrocities:

Restrict the red to the wings and neck only! Plus stop lurking around here and play your AUK turn!

Fyron:

Maybe you need to adjust your gamma! http://forum.shrapnelgames.com/images/icons/tongue.gif

Seriously, the darker green looks Ok.

Atrocities
January 26th, 2004, 04:41 AM
Originally posted by Imperator Fyron:
So make them again Kwok! Stop wallowing in misery and reconstruct them. The time to grieve has long since passed. They are just pixels, not like they can not be recreated! http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">I agree. They were so good, and only you can do them again.

Fyron
January 26th, 2004, 05:33 AM
Kwok, my gamma is at a perfectly normal level.

grimreaper
January 26th, 2004, 06:15 PM
hi guys, ive played se4 gold for a long time, but just recently started looking at mods. so i have no idea how to use them, but i want to download star trek mod 1.35. how?

Captain Kwok
January 26th, 2004, 06:34 PM
You can get it here: Star Trek Mod 1.35 (http://www.astmod.com/zips/stm/STMv135Full.exe)

It is a self-extracting .exe file (not a virus!) and just extract to to your root Space Empires IV Gold directory.

To use the mod, change the path.txt file from "none" to "Star Trek Mod". If you are using the mod launcher, just click on the Star Trek Mod.

Grand Lord Vito
January 26th, 2004, 07:00 PM
Originally posted by Imperator Fyron:
That might be a shade too dark. Does it look fine in-game? It could just be looking darker than it really is because of the pale forum background surrounding it... <font size="2" face="sans-serif, arial, verdana">Not to be descending Fyron, but I think Atrocities Image is right on, you should check you gamma settings again

Ahh but it might be my eyes, to be as YOUNG as you again Fyron http://forum.shrapnelgames.com/images/icons/icon12.gif

gregebowman
January 26th, 2004, 07:27 PM
Originally posted by grimreaper:
hi guys, ive played se4 gold for a long time, but just recently started looking at mods. so i have no idea how to use them, but i want to download star trek mod 1.35. how? <font size="2" face="sans-serif, arial, verdana">I'll ditto that remark, but upgrade the question to when can we d/l v1.44? I'm glad you're keeping us updated on the status, Atrocities, but I want to get my hands on it as soon as you think it meets whatever level of quality product you're shooting for. Like my child will say, "I want it now!" http://forum.shrapnelgames.com/images/icons/icon10.gif

Captain Kwok
January 26th, 2004, 07:29 PM
There is a 1.40 beta you can download, but I don't think Atrocities knows if it will effect savegames or not.

Captain Kwok
January 26th, 2004, 07:41 PM
Another suggestion for the next Version is to adjust the bussard/ramscoop components. Right now they are too powerful and I can build ships that never need to resupply, including resource ships etc. I'd recommend that you collapse them both into one 5 level area, perhaps called "Bussard Ramscoop", and reduce the supply generation to 30-35-40-45-50 with a limit of 2 per ship. That would limit even the top ships to 100 supplies per star and would increase the need for occassional resupply.

Captain Kwok
January 26th, 2004, 08:03 PM
I've been taking a closer look at some of your newer ships Atrocities and while I like them, the pixelated look from Doga was making me bonkers - so I did a little editing.

I took one of your BoP images and I applied a blur to it using Photoshop. I also took the burn tool to reduce the glare spots. Here are the results:
http://members.rogers.com/capt-kwok/images/bop.png

The top image is the touched up one. I think it looks pretty good and it only took about 20sec to do it. What do you guys think?

[ January 26, 2004, 18:11: Message edited by: Captain Kwok ]

Captain Kwok
January 26th, 2004, 08:06 PM
Here is a 128x128 approximate game Version:
http://members.rogers.com/capt-kwok/images/bop128.png

JLS
January 26th, 2004, 08:12 PM
That looks GREAT Captain K.

[ January 26, 2004, 18:13: Message edited by: JLS ]

narf poit chez BOOM
January 26th, 2004, 10:11 PM
the top one looks more realistic, but i liked the shiny parts - and not becuase i'm being in character, either.

JLS
January 26th, 2004, 10:14 PM
I also like the top http://forum.shrapnelgames.com/images/icons/icon7.gif

grimreaper
January 26th, 2004, 10:34 PM
thanks for the link captain kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
January 27th, 2004, 12:17 AM
The shiney parts look cheesy. Ships should not be shiney unless they are covered in solar panels or very highly polished, which Klingon and Romulan ships are most likely not.

Captain Kwok
January 27th, 2004, 01:13 AM
Originally posted by Imperator Fyron:
The shiney parts look cheesy. Ships should not be shiney unless they are covered in solar panels or very highly polished, which Klingon and Romulan ships are most likely not. <font size="2" face="sans-serif, arial, verdana">The real problem is that it detracts from Atrocities fine models. He has done an excellent job of manipulating the components in Doga to put together the ships that he has.

Fyron
January 27th, 2004, 01:58 AM
Indeed he has! I think the shineyness just comes from how Doga renders models...

Atrocities
January 27th, 2004, 02:00 AM
The image is a little dark for me as well.

Here are some new concept ships. The first 3 are basically the same ship are my concept for a baseship.

The Last two are concepts for Carriers

http://www.astmod.com/startrek/stmimages/1.PNG http://www.astmod.com/startrek/stmimages/2.PNG
http://www.astmod.com/startrek/stmimages/3.PNG

http://www.astmod.com/startrek/stmimages/4.PNG http://www.astmod.com/startrek/stmimages/5.PNG

Atrocities
January 27th, 2004, 02:37 AM
Kwok that BOP looks great at 128x128. I really need to learn how to use Photo Shop. I sent you the latest Klingon and Romulan images Last night. Feel free to do what needs to be done. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
January 27th, 2004, 07:32 AM
Originally posted by Atrocities:
Kwok that BOP looks great at 128x128. I really need to learn how to use Photo Shop. I sent you the latest Klingon and Romulan images Last night. Feel free to do what needs to be done. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">If you can send me 200x200s like you usually post that would be best!

Captain Kwok
January 28th, 2004, 04:43 AM
There are also a number of other balance issues that I think need resolved, perhaps if you are Online you can look me up on MSN/Trillian?

Atrocities
January 28th, 2004, 05:06 AM
Life is unbalanced. http://forum.shrapnelgames.com/images/icons/icon9.gif

Any help in balancing the mod would be a god send. But I question if I will have the engergy to do anything about it in a timely manor.

narf poit chez BOOM
January 28th, 2004, 05:46 AM
well, i don't think anyone is going to yell at you if you take a month off.

i mean, i've gotten diddly+20% done on my mod in what? four months and nobody's yelled at me. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Fyron
January 28th, 2004, 05:52 AM
That's nothing. Try 16 months... http://forum.shrapnelgames.com/images/icons/icon12.gif

grimreaper
January 29th, 2004, 12:16 AM
hi guys. i feel really stupid for asking this, but i dont know much about computer stuff. i tried to use star trek 1.35 mod, but i dont know how. i dont know how to acess the root path command to change from none to star trek mod.i really want to use it, so if someone could take pity on me and tell me how to do this, i would be very greatful.

Captain Kwok
January 29th, 2004, 12:53 AM
The path.txt file is right in the Space Empires IV Gold directory. Change the entry from "none" to "Star Trek Mod" without the quotes. This will start the game with the Star Trek Mod loaded.

Alternate option:

Here is a link to the SE4 mod launcher:
http://forum.shrapnelgames.com/newuploads/1039630481.zip

Unzip the program into your SE4 directory and create a desktop shortcut for it. Then open the SE4 launcher and you can pick any mod you have installed and it will load it for you without having to change the path.txt file!

grimreaper
January 29th, 2004, 01:22 AM
i changed the path.txt file to star trek mod but it still wont run????????? any suggestions? the mod launcher wont even recognize the star trek mod.

[ January 28, 2004, 23:23: Message edited by: grimreaper ]

Captain Kwok
January 29th, 2004, 01:31 AM
Originally posted by grimreaper:
i changed the path.txt file to star trek mod but it still wont run????????? any suggestions? the mod launcher wont even recognize the star trek mod. <font size="2" face="sans-serif, arial, verdana">Where did you install the Star Trek Mod? There should be a folder in the root Space Empires directory called Star Trek Mod. From what you've described it seems you may have put it somewhere else!

tesco samoa
January 29th, 2004, 01:44 AM
fyron classic...

You know i am a little upset that my event did not make the cut.

You know the one where you show a picture of Captain Kirk pulling on his boots

and there is a population boom on the planet...

grimreaper
January 29th, 2004, 01:48 AM
thank u so much for all your help captain kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif i got it working. you were right, it was in the wrong place http://forum.shrapnelgames.com/images/icons/icon9.gif thank you for taking the time to help me

Captain Kwok
January 29th, 2004, 04:35 AM
Originally posted by grimreaper:
thank u so much for all your help captain kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif i got it working. you were right, it was in the wrong place http://forum.shrapnelgames.com/images/icons/icon9.gif thank you for taking the time to help me <font size="2" face="sans-serif, arial, verdana">Hey, no problem.

Atrocities
January 29th, 2004, 01:01 PM
What would happend if I removed the Bonus movement ability from the Impulse Engines?

Will they then work regardless of how many are on a ship design? IE designs with 2 empulse engines will provide movement?

The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement. They have warp drive, and one or two impulse engines, but as we know, they do not move.

And Kwok,

The Klingons have suffored a horrific loss to your forces. We now sue for peace.

Captain Kwok
January 29th, 2004, 01:38 PM
Yes, the foolish attacking Klingons lost over 300 ships to my fleets - and now the only peace they will get is armed Romulan troops on all of their planets to ensure that Lord Atrocities' Klingons never act up again.

But I see UserX contains to maintain ships with the stacked sensors while attacking any ships I may have nearby. Nice of you to continue to use this exploit! I guess the Federation's superior production rate, population rate, larger ships, better armor, wasn't quite enough for you.

[ January 29, 2004, 16:29: Message edited by: Captain Kwok ]

userx
January 30th, 2004, 04:14 AM
Originally posted by Captain Kwok:

But I see UserX contains to maintain ships with the stacked sensors while attacking any ships I may have nearby. Nice of you to continue to use this exploit! I guess the Federation's superior production rate, population rate, larger ships, better armor, wasn't quite enough for you. <font size="2" face="sans-serif, arial, verdana">We've refited over half our fleet and build new ships that do not have stacked sensors... BUT how about your torps that cut through shields???

userx
January 30th, 2004, 04:32 AM
Actually, let's call for some other opinions, should the Federation be able to stack their sensors?

Fyron
January 30th, 2004, 04:48 AM
Only if it does not result in a massive advantage. 10 points in CS and ECM advantage is what I would call massive, due to how SE4 combat works involving to hit chances.

userx
January 30th, 2004, 04:55 AM
Originally posted by Imperator Fyron:
10 points in CS and ECM advantage is what I would call massive, due to how SE4 combat works involving to hit chances. <font size="2" face="sans-serif, arial, verdana">Could you elaborate a little? I didn't know that... it's good to know. I have about a 10-15 advantage on the Romulans if I stack.

Fyron
January 30th, 2004, 05:00 AM
Well, all bonuses add linearly. So a 10% advantage can change a 30% chance to hit into a 20% chance to hit. That is a pretty significant drop, and highly typical.

Captain Kwok
January 30th, 2004, 05:10 AM
Originally posted by userx:
Could you elaborate a little? I didn't know that... it's good to know. I have about a 10-15 advantage on the Romulans if I stack. <font size="2" face="sans-serif, arial, verdana">I do not think so!

Many of your ships have this combination:
Sensor Array V = 40% OFF + 40% DEF
Combat Sensors III = 35% OFF
ECM III = 30% DEF
Federation Captain II = 10% DEF
Scattering Armor III = 15% DEF

Total = 75% OFF + 95% DEF

Romulan Ships
Combat Sensors III = 35% OFF
ECM III = 35% DEF
Quantum Singularity Core III = 7% OFF
Romulan Commander II = 15% OFF
Scattering Armor = 15% DEF

Total = 57% OFF + 50% DEF

You have an 18% OFF and 45% DEF advantage. Not including the Defiant ships, which if I recall has a additional defense bonus due to size of 40%!!!

Plus, sure the Romulan Plasma Torpedoes can go through shields, but are you not aware that Ablative Armor III gives 12 hitpoints/kT versus the top shields that only give 10 hitpoints/kT? In addition, the Plasma torp has shorter range, less damage, and extra reload time versus the Federation Quantum torpedo???

Do you see why I'm not happy?

DavidG
January 30th, 2004, 05:24 AM
Originally posted by userx:
Actually, let's call for some other opinions, should the Federation be able to stack their sensors? <font size="2" face="sans-serif, arial, verdana">Absolutely not. (at least not in ver 1.35, I know there have been changes) I did the math once. A fed ship with these stacked against an equal tech level romulan ship is virtually unhittable. (of course I also included training and at the time Fed training centres were much better than the Romulans. I forget when this changed)

DavidG
January 30th, 2004, 05:28 AM
I noticed on Kwoks website that he had plans for captains that gave different bonuses (ie plus maintenace or reduced supply) I assume the idea would be you could only palce one per ship. Thus you could choose a captain that gave an offensive bonus or perhaps a maintanace bones etc. This would be great if it could be added.

Extro
January 30th, 2004, 06:05 AM
Hi everyone... This is my first post... ( 10380 to catch up with Imperator Fyron !!! )

I just got the game in the mail ( finally... ) yesterday and I must admit that I'm quite overwhealmed!!! I'm a strategy game vet ( MOO, CIV, SMAC, RRT etc... ) but this game seem to rock quite a bit. I love being overwhealmed http://forum.shrapnelgames.com/images/icons/icon12.gif

Being a Star Trek fan I downloaded the Mod and installed it. I changed the path and fired it up and it started ok. Unfortunatly I keep receiving Messages ( windows Messages ) that p0433.bmp, p0461.bmp etc... can't be found in the SEIV planet directory. I checked and these files are not there. I end up with white squares in the system screen where the planets should be...

I'm running SEIV Gold 1.84 and the 1.35 Mod ( 17 Mb download )... What's wrong...

Kudo to the Star Trek dev team... This is quite a piece of work you guys did...

Thanks in advance...

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

Captain Kwok
January 30th, 2004, 06:11 AM
Extro:

You need to download the imageMod. It contains all sorts of extra images that are used by many different mods.

You can get it from here:
SE.net ImageMod Mirror (http://imagemod.spaceempires.net/)

You'll need to download the full planet pack, facility pack, component pack, and combat pack for sure. The event pack would probably be a good idea too.

Install these in the default picture directory!

Fyron
January 30th, 2004, 06:12 AM
As it says in the Mod's readme, you need the Image Mod, a collection of lots of new images. A mirror is located here: http://imagemod.spaceempires.net/

Grab the latest full Versions of all the files and extract them into the appropriate Pictures subfolders, based on the name of the pack. So Components Pack goes into Pictures\Components. You do want to overwrite Components.bmp.

The Image Mod does not change any default images, only adds new ones. So, it is perfectly safe (and a good idea!) to install the packs into the default folders. They will be used automatically by all mod that make use of the Image Mod, which is nearly all mods. http://forum.shrapnelgames.com/images/icons/icon7.gif

Extro
January 30th, 2004, 06:26 AM
Geez... that was quick... do you guys ever sleep?

Of course the readme file... ( A little anxious maybe http://forum.shrapnelgames.com/images/icons/icon12.gif ) But probably I would had no idea where to get the files in the first place... As I mentionned earlier this is quite overwhealming...

Thanks to both of you...

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

Fyron
January 30th, 2004, 06:42 AM
Range and rate of fire are irrelevent in troop combat, as is damage attenuation (decreasing (or increasing even) damage at range). Only damage at range one matters. More advanced troop weapons can only be improved with increased damage, decreased cost, and/or decreased size. Breen Troops II and III are 100% useless components compared to Breen Troops I.

[ January 30, 2004, 04:44: Message edited by: Imperator Fyron ]

Renegade 13
January 30th, 2004, 06:48 AM
Originally posted by Extro:
Geez... that was quick... do you guys ever sleep? <font size="2" face="sans-serif, arial, verdana">Yup, happens a lot around here. You have to be really on the ball just to catch a newbie question (especially if Fyron is around http://forum.shrapnelgames.com/images/icons/icon7.gif ) We all try to do our part.

Atrocities
January 30th, 2004, 07:47 AM
Originally posted by DavidG:
I noticed on Kwoks website that he had plans for captains that gave different bonuses (ie plus maintenace or reduced supply) I assume the idea would be you could only palce one per ship. Thus you could choose a captain that gave an offensive bonus or perhaps a maintanace bones etc. This would be great if it could be added. <font size="2" face="sans-serif, arial, verdana">In the earily Version of the game it was set up according to Kwoks site, but I could never get it to work right. I don't recall the reason now, but I do remember it was a major head acke for a long time so I finally said enough.

I am working on updating Kwoks old web site with the newest data.

I am also thinking about the future of the mod and working with many people on several good ideas.

Right now I am very sick and with the recent water issue in my PC's, I just don't fell like spending a lot of time on line or working with the computer. http://forum.shrapnelgames.com/images/icons/icon7.gif

Version 1.4.5 is nearly ready for release and I hope to have it fully ready soon.

Captain Kwok
January 30th, 2004, 08:02 AM
Atrocities:

I talked with UserX for some time tonight re: the Star Trek Mod and I think he is interested in helping you work on a Version 2 of the mod. Perhaps you can drop him a line and see what you guys come up with!

[ January 30, 2004, 06:03: Message edited by: Captain Kwok ]

Atrocities
January 30th, 2004, 08:07 AM
Originally posted by Atrocities:
What would happend if I removed the Bonus movement ability from the Impulse Engines?

Will they then work regardless of how many are on a ship design? IE designs with 2 empulse engines will provide movement?

The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement. They have warp drive, and one or two impulse engines, but as we know, they do not move.

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

ALSO:
v1.4.2
2. Changed Reduced Abilities of Federation Sensor Array I - V (By close to half)

v1.3.9
6. Changed Removed second ability from Romulan Quantum Singularity Engine I - III because it was a illegal design

From what I saw this was not working and the AI was not using the component. If I am mistaken, and this is not an illegal design, I will add the ability back equal to the Fed Sensors I - III

Atrocities
January 30th, 2004, 08:09 AM
Originally posted by Captain Kwok:
Atrocities:

I talked with UserX for some time tonight re: the Star Trek Mod and I think he is interested in helping you work on a Version 2 of the mod. Perhaps you can drop him a line and see what you guys come up with! <font size="2" face="sans-serif, arial, verdana">When I get to feeling better. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
January 30th, 2004, 08:17 AM
You punk Atrocities!

Gifting that "Peacemaker" ship to that massive Federation fleet. I remember what that ship is equipped with - a genesis planet destroying weapon!!!

mottlee
February 1st, 2004, 08:20 PM
Has anyone else noticed the envlope missle disapears after moving 2 sectors??

Fyron
February 1st, 2004, 08:36 PM
Plasma Envelope missiles? They have damages like this:

Weapon Damage At Rng := 0 0 0 5 10 15 25 30 45 45 50 55 60 65 75 75 80 80 80 0

When a seeker hits a range where it does 0 damage, it disappears. This sort of damage spread works great for a direct fire weapon, as it will still be able to fire at those longer weapons. The Plasma Envelope Missiles need 1 damage in those first few range slots, or they will disappear.

Atrocities
February 2nd, 2004, 12:52 AM
Thanks Fyron, will do.

Atrocities
February 2nd, 2004, 12:55 AM
Originally posted by Captain Kwok:
You punk Atrocities!

Gifting that "Peacemaker" ship to that massive Federation fleet. I remember what that ship is equipped with - a genesis planet destroying weapon!!! <font size="2" face="sans-serif, arial, verdana">I should have gifted him more than I had, but that would have been pointless since your forces would have destroyed his ships long before they had a chance to get back to his space.

Atrocities
February 2nd, 2004, 01:00 AM
<font color=blue> What would happend if I removed the Bonus movement ability from the Impulse Engines?

Will they then work regardless of how many are on a ship design? IE designs with 2 empulse engines will provide movement?

The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement. They have warp drive, and one or two impulse engines, but as we know, they do not move.</fontf>

Atrocities
February 2nd, 2004, 01:01 AM
Originally posted by Imperator Fyron:
Range and rate of fire are irrelevent in troop combat, as is damage attenuation (decreasing (or increasing even) damage at range). Only damage at range one matters. More advanced troop weapons can only be improved with increased damage, decreased cost, and/or decreased size. Breen Troops II and III are 100% useless components compared to Breen Troops I. <font size="2" face="sans-serif, arial, verdana">I will fix this now. (For all troops)

Captain Kwok
February 2nd, 2004, 02:02 AM
Atrocities:

When I conquered the Klingons, I got that star killer ship of yours. UserX was getting all cocky because he kept capturing some of the rioting Klingon colonies and was like this is the end of the Romulans etc...

Boy, was he sad when I blew up Sol and he lost that spiffy 250 ship fleet of his! http://forum.shrapnelgames.com/images/icons/tongue.gif

Atrocities
February 2nd, 2004, 02:32 AM
You didn't?

Leave it to a Romulan to ACTUALLY use one of those doomsday ships.

Remind me in the future to turn off WOMD when playing with you.

Also I have the larger images ready for you. Just beep me or something.

[ February 02, 2004, 00:32: Message edited by: Atrocities ]

Atrocities
February 2nd, 2004, 02:46 AM
Who took control of the game? Why?

Captain Kwok
February 2nd, 2004, 03:29 AM
Originally posted by Atrocities:
Who took control of the game? Why? <font size="2" face="sans-serif, arial, verdana">I took over because you didn't declare yourself dead and left the game hanging...

TNZ
February 2nd, 2004, 05:39 AM
What would happend if I removed the Bonus movement ability from the Impulse Engines?

Will they then work regardless of how many are on a ship design? IE designs with 2 empulse engines will provide movement?

The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement. They have warp drive, and one or two impulse engines, but as we know, they do not move.
<font size="2" face="sans-serif, arial, verdana">Try it: didn’t help. Isn’t this just an example of the AI inability to use the propulsion scheme? But even human player are designing ships with no movement because they don’t add a enough impulse engines. Maybe instead of a propulsion scheme that states more tonnage, more engines, why not just have the same number of engines needed for all ships and have component enhancements that increase the cost, size and supplies used by engine per ship size or tonnage. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
February 2nd, 2004, 06:29 AM
Originally posted by Captain Kwok:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
Who took control of the game? Why? <font size="2" face="sans-serif, arial, verdana">I took over because you didn't declare yourself dead and left the game hanging... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I did declare myself dead, it was the Last thing I did that night. This has happend before. No worries

TNZ that is a ok idea, but would require me to revamp the entire mod, I am not willing to spend that kind of time on the mod any more. http://forum.shrapnelgames.com/images/icons/icon7.gif Perhaps for STM 2.0 http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 02, 2004, 04:31: Message edited by: Atrocities ]

Atrocities
February 2nd, 2004, 10:31 AM
I am fast approaching the next release of the mod. (I hope the final release of it.)

So get your bug reports and other in ASAP.

(I will have one more patch to fix any bugs from this patch that I missed, but that will be the Last patch)

Here is the latest info for the NEXT Version release of the mod.

<font color=red>NOTE: Not yet released!</font>

Star Trek Mod v1.5.0

1. Updated Splash Screen
2. Fixed Spelling Errors in this Document
3. Fixed Klingon Forced Labor Camp I - III now collecting correct amount of resources
4. Updated Components.BMP


Star Trek Mod v1.4.9

1. Changed Increased cargo ability for Ferengi Cargo Bay I - V (Thanks Phillip)
2. Changed Increased Romulan Torpedo Weapons from level 5 to 10
3. Added Romulan Plasma Projector I - V weapon for Romulan Torpedo Weapons level 6 - 10
4. Added Plasma Projector I for General Race Technology
5. Added General Race Weapons to TechArea file
6. Updated All General Races AI to use new technology
7. Updated Default AI to use the new technology
8. Added New Components for Plasma Projector I - V and Romulan Plasma Projector I - V


Star Trek Mod v1.4.8

1. Added Warrior Trait to Racial Traits
2. Added Warrior Technology to TechArea
3. Added Warrior Mount
4. Added New Vehicle Sizes for Warrior Trait to vehicle Size file (Heavy Destroyer, Advanced Battleship, Assault Transport, and War Station)


Star Trek Mod v1.4.7

1. Added Defense / Offense bonus to all Romulan Engines (3% to 8%) Can stack with ECM and CS
2. Added New Component Images used for Mod.
3. Changed Lowered Warrior and Berzerker Culture Space Combat bonus (Was way to high)
4. Added Warrior Race Component Warrior Combat Sensors I - III
5. Changed Klingon BOP Mount to include Destroyer (K'vort Class)


Star Trek Mod v1.4.6

1. Fixed Plasma Enveloping Missile will now stay active throughout its range
2. Fixed All Races Troop Components.
3. Changed Ground Cannon I - III (Lowered tonnage and damage)
4. Added Klingon Batlith I - III to Troop Weapons
5. Changed Aggressive / Defensive Characteristic settings


Star Trek Mod v1.4.5

1. Changed Massive Planetary Shielding level from 1 to 4
2. Changed Massive Planetary Shield Generator to Massive Planetary Shield Generator I
3. Added Massive Planetary Shield Generator II
4. Added Massive Planetary Phase Shield Generator I - II
5. Changed Shields Level from 6 to 10
6. Added Shield Generator VII - X (With Phased Shielding)
7. Added Romulan Sensor Array I - III
8. Fixed Tholian Ship Construction, Can now be researched.
9. Changed Gravitational Technology Level from 3 to 4
10. Added Gravitic Sensors IV
11. Changed 8472 Biokinetic Discharge II General Group from weapons to 8472 Weapons (Thanks Aiken)
12. Fixed Spelling Error of Parties throughout Component Text. (Thank you Aiken)
13. Changed Buzzard Collector I - III General Group from Cargo to Supply (Thank you Aiken)
14. Changed Structural Integrity Field II - V General Group from Construction to Ship Construction (Thank you Aiken)
15. Fixed Radioactives Extractor II - III now generate Radioactives instead of Minerals (Thank you Aiken)
16. Fixed Description of Abilities 1 for Radioactives Extractor II - III (Thank you Aiken)


Star Trek Mod v1.4.4

1. Added Dreadnought Mounts to other races
2. Added Defiant Cloaking Mount
3. Added Defiant Cloaking Device (For use with the Defiant Mount only)
4. Added Buzzard Collector II - III
5. Changed Movement Bonuses for all Warp Engines and similar. (Reduced)


Star Trek Mod v1.4.3

1. Added New Romulan Ship images
2. Added The rest of the New Klingon Ship images
3. Fixed Borg Neural Net was being given as ancient Tech (Borg Interface technology now accessible)(Thanks Phillip)
4. Added Neural Network Component
5. Changed Scattering Armor I - III now have a restriction of One Per Vehicle
6. Changed Robo - Miners I - III Tonnage Space Taken from 50 to 100
7. Changed Robo - Farmers I - III Tonnage Space Taken from 50 to 100
8. Changed Robo - Rad Extractors I - III Tonnage Space Taken from 50 to 100
9. Changed Federation Particle Fountain I - V Tonnage Space Taken from 50 to 75
10. Added Galaxy X Mount
11. Added Ram Cannon (For use with Galaxy X Mount, and Other Dreadnought Mounts)
12. Changed Romulan Plasma Burst I - III Weapon Target from Ships/Planets to just Ships (Engine damaging weapon)


Star Trek Mod v1.4.2

1. Updated All Race Tech Tree documents
2. Changed Reduced Abilities of Federation Sensor Array I - V
3. Changed Reduced Abilities of Dominion Combat Sensors I - III
4. Changed Slave Camp I to Slave Labor Camp I (Pirate Race)
5. Added Weapon Overloading Weapons (Tachyon Projection Cannon I - V)
6. Added Engine Overloading Weapons (Ionic Disperser I - V & Ionic Pulse Missile I - V)
7. Added Gravitational Weapons (Graviton Hellbore I - V)
8. Added Warp Weapons (Wormhole Beam I - III)
9. Fixed Pirate Shock Troops
10. Added One Per Vehicle limit to all cloaking devices


Star Trek Mod v1.4.1

1. Changed Phased Energy Cannon I - X Damage type from Normal to Skips Armor
2. Changed Beam Discharger I - IV Damage type from Normal to skips Armor and Shields
3. Changed Laser Beam I - V Damage and Range (Increased to improve usage)
4. Added Required Energy Stream Weapons V to all Race Energy Weapons Traits, except 8472.
5. Changed Cardassian Discharge Weapons Tech Requirement from Cardassian Technology 1 to Cardassian Weapons 10
6. Changed Klingon Cloaking Tech Level from 3 to 5
7. Changed Breen Cloaking Device I - III General Group from Breen Shields to Cloaking
8. Changed Klingon Cloaking Device I - III General Group from Shields to Cloaking
9. Changed Romulan Cloaking Device I - III General Group from Shields to Cloaking
10. Added Klingon Cloaking Mount - Klingon Cloaking Level 4 (For use with Scout and Frigate sized ships. Reduces size)
11 Added Klingon Advanced Cloaking Device I - II
12 Added Romulan Advanced Cloaking Device I - II
13 Changed Romulan Cloaking Tech Level from 3 to 5
14. Changed Research.txt for all races to reflect new Energy Stream Weapons Requirement.
15. Added Orion Tech Tree read-me


Star Trek Mod v1.4.0

1. Changed Dominion Battle Cruiser Radioactive Cost from 100 to 300
2. Changed Dominion Battleship Radioactive Cost from 600 to 500
3. Changed Federation Destroyer Image from Defiant to Variation of Nebula
4. Changed Federation Cruiser Tonnage from 450 to 500
5. Changed Federation Heavy Cruiser tonnage from 520 to 600
6. Changed Federation Battle Cruiser from 660 to 750
7. Changed Ferengi Frigate Tonnage from 220 to 250
8. Changed Ferengi Destroyer Tonnage from 300 to 350
9. Changed Ferengi Battle Cruiser Tonnage from 850 to 900
10. Changed 8472 Destroyer tonnage from 400 to 450
11. Changed Tholian Dreadnought Tonnage from 950 to 1000
12. Fixed Many minor spelling errors.
13. Fixed Restriction error in Afterburner I - III (Thanks Ed.)
14. Changed Breen Plasma Cannon I - III reload rate from 1 to 2
15. Changed Breen Energy Dampener I - VI reload rate from 2 to 1
16. Fixed Shield Level will now include System Gravitational Shield Facility & Planetary Gravitational Shield Facility
17. Changed Trilithium Torpedo General Group from Stellar Manipulation to Weapons of Mass Destruction
18. Changed Genesis Weapon I - III General Group from Stellar Manipulation to Weapons of Mass Destruction
19. Changed Genesis Weapon I - III Requirement from Stellar Manipulation to Weapons of Mass Destruction
20. Changed Nucleonic Thresher General Group from Stellar Manipulation to Weapons Of Mass Destruction
21. Changed Inverted Quantum Beam General Group from Stellar Manipulation to Weapons Of Mass Destruction

solops
February 3rd, 2004, 08:56 PM
I really, really like this mod. I just wish the SEIV AI could deal with minefields better, which is a problem in all SEIV games, stock and mods alike.

Atrocities
February 3rd, 2004, 09:04 PM
The AI leaves a lot to be desired. The mod tries to use the AI to give the single player a good game, but ulitmately it is a pale comparison to a real opponent.

tesco samoa
February 3rd, 2004, 09:32 PM
hey are we going to update that star trek game on pbw... http://forum.shrapnelgames.com/images/icons/icon7.gif

I see lots of fixes for the Kligons

Atrocities
February 3rd, 2004, 09:58 PM
Unfortuneately the 1.5.0 Version of the ST MOD will not be compatible with older save games or current PBW games using Version 1.3.5.

Atrocities
February 3rd, 2004, 09:59 PM
I treid to update the site but it failed misserably. I will have to rethink the process and try again later.

Atrocities
February 3rd, 2004, 10:05 PM
Version 1.5.0 (http://www.astmod.com/startrek/stm.htm) is now available for download.

<font color=red>THIS VERSION</font> Will not work with previous saved games and WILL screw up current PBW games.

Revision History (http://www.astmod.com/startrek/RevisionText.txt)

Geoschmo when you get time would you please add the latest Version of the mod to PBW. Thanks.

DavidG
February 4th, 2004, 04:51 AM
Originally posted by Atrocities:

1. Added Defense / Offense bonus to all Romulan Engines (3% to 8%) Can stack with ECM and CS
<font size="2" face="sans-serif, arial, verdana">Just out of curiosity are these engines based on something from the TV shows? (guess I missed that episode)

solops
February 4th, 2004, 05:28 AM
Out of curiosity...why is the 1.3.5 full mod 17 megs but the 1.50 patch is only 4.87 megs. Are the terms "full mod" and "full patch" telling me something I'm not quite certain of?

Atrocities
February 4th, 2004, 05:41 AM
Um, I think it is self explanitory.

Full patch is telling you that it contains all data, pictures, and such. Full Patch means the same.

DATA only has only data files and Ai files no images.

Atrocities
February 4th, 2004, 05:42 AM
Originally posted by DavidG:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:

1. Added Defense / Offense bonus to all Romulan Engines (3% to 8%) Can stack with ECM and CS
<font size="2" face="sans-serif, arial, verdana">Just out of curiosity are these engines based on something from the TV shows? (guess I missed that episode) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Just restoring the natural balance.

And no.

And stop thinking cannon.

JAYRMARKS
February 4th, 2004, 09:32 AM
When I right clicked on the Federation sensors to see the description and attributes, I got an error message about not being able to find component 1339.bmp.

My error or the game?

Thanks to Atrocities for plugging away at those bugs!!! You've made this game one of my all time Favorites - and at my age I've played a LOT of them.

Now if you could only get my X-Wing and Tie Fighter games to play on Windblows XP...

Atrocities
February 4th, 2004, 10:42 AM
Did you download the 5 meg patch or the smaller one?

Atrocities
February 4th, 2004, 11:31 AM
Ooops sorry about that. This download (http://www.astmod.com/zips/stm/STMv150PatchFix.zip) will fix the missing images.

I also replaced the patch so those of you who have not downloaded the patch yet should be ok when you download it.

Aiken
February 4th, 2004, 12:03 PM
Hmm, corrupted archive for me (stmv150patchfix.zip). If for someone else?

Atrocities
February 4th, 2004, 12:04 PM
let me try it.

And by the way, System Shock 2 was one of the creepest games I have ever played. Excellent game.

While this downloads I need to put my cat out so she can go hunt something.

[ February 04, 2004, 10:07: Message edited by: Atrocities ]

Atrocities
February 4th, 2004, 12:19 PM
Originally posted by aiken:
Hmm, corrupted archive for me (stmv150patchfix.zip). If for someone else? <font size="2" face="sans-serif, arial, verdana">http://www.astmod.com/zips/stm/STMv150PatchFix.zip

Worked for me.

Aiken
February 4th, 2004, 12:40 PM
Aha, it seems my 33600 dial-up connection screwing some archives. Arrrgh, I really want to dwark my provider with wlendishing method http://forum.shrapnelgames.com/images/icons/icon8.gif

PS: Fallout, SS2, BG - where are those old good times? http://forum.shrapnelgames.com/images/icons/icon9.gif

[ February 04, 2004, 10:41: Message edited by: aiken ]

mottlee
February 4th, 2004, 04:23 PM
Yes, however they, unlike the regular ones, you can not track them past 2 moves they just go away


Originally posted by Imperator Fyron:
Plasma Envelope missiles? They have damages like this:

Weapon Damage At Rng := 0 0 0 5 10 15 25 30 45 45 50 55 60 65 75 75 80 80 80 0

When a seeker hits a range where it does 0 damage, it disappears. This sort of damage spread works great for a direct fire weapon, as it will still be able to fire at those longer weapons. The Plasma Envelope Missiles need 1 damage in those first few range slots, or they will disappear. <font size="2" face="sans-serif, arial, verdana">

Fyron
February 4th, 2004, 06:17 PM
Exactly. They hit the 0 damage at range value, and disappear, as they should for being seekers. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
February 4th, 2004, 07:27 PM
BUG: STM v.1.5.0

TechArea.txt, line 1898:

Name := Cardassian Discharge Weapons
... lalala...
Tech Area Req 2 := Cardassian weapons (should be "Cardassian Weapons" - both in upper case)

Because of small letter case typo in Cardassian Discharge Weapons Tech Area Req, when rightclick on Physics 1 to look in tech areas to come, you can see Cardassian Discharge Weapons tech listed[for all races]. Also due to this bug, when playing Cardassian you can start researching Cardassian Discharge Weapons immediantly after Physics 1, and requirement for Cardassian Weapons lvl 10 is skipped.

I wonder, why the hell "Stuff" and "stuff" (lets call them so) are completely different techs?

[ February 04, 2004, 17:44: Message edited by: aiken ]

gregebowman
February 4th, 2004, 07:34 PM
I hope my patch works. I did a rare thing Last night. I d/l the patch to my home computer. I read the post, went to the site, and d/l the 4.8 meg program to my computer. But due to the slowness, it was almost 1:00 am before the whole thing was completed. I went to bed right afterwards. So I'll check it out tonight.

Fyron
February 4th, 2004, 08:34 PM
Because the string "Stuff" is an entirely different string than "stuff." Case insensitivity is a bastardization of internal computer operations. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
February 4th, 2004, 09:30 PM
Case sensitivity is just a purist's fetish. "Good form coding" and "never forget about Shift" - I've cursed Linux for that. And it was bad idea to make SE4 configs case sensitive.

Fyron
February 4th, 2004, 09:49 PM
It would double the amount of processing needed for reading in all of the files that depend upon it...

Aiken
February 4th, 2004, 10:50 PM
No, you don't need more processor time to READ files with case sensitive/insensitive identifiers structure, but you need to double memory reservation to compare them further, because "Stuff" will refer to a different memory space that "stuff". Also if you are coding huge project and accidentally screwed your identifier/function capitalisation somewhere, you'll get a compiler error. And you are lucky guy if using Delphi/Visual Studio, if not - go check all 100000 lines of code.

Fyron
February 4th, 2004, 10:59 PM
Yes you do need double the time, because every time you read in a string, extra time has to be spent to compare the capitalization. The strings are read in from a lot of places in several files. And who is ever going to make tech areas of "Stuff" and "stuff" anyways, unless you have a typo? Aaron can't be held responsible for fixing all of your typos.

mottlee
February 5th, 2004, 01:13 AM
Originally posted by Imperator Fyron:
Exactly. They hit the 0 damage at range value, and disappear, as they should for being seekers. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">right, then you should still see them at a range of 5, but, you do not (or I don't) playing tac combat so I should see them move till they run out a gas, right?

Aiken
February 5th, 2004, 01:31 AM
Originally posted by Imperator Fyron:
Yes you do need double the time, because every time you read in a string, extra time has to be spent to compare the capitalization. <font size="2" face="sans-serif, arial, verdana">Ergo, if application doesn't care about upper/lower word cases it won't spend any extra time for capitalization checks, right?

[Edit] Fyron, ignore my post, I don't want to flood board with holy war debates. You are right, I was wrong, everybody happy http://forum.shrapnelgames.com/images/icons/icon12.gif

[ February 04, 2004, 23:47: Message edited by: aiken ]

President_Elect_Shang
February 5th, 2004, 01:36 AM
Damn Fyron you are a “Shrapnel Fanatic” with “10489” Posts, get a life man. Try a woman or something.

DavidG
February 5th, 2004, 02:13 AM
Originally posted by aiken:
</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:
Yes you do need double the time, because every time you read in a string, extra time has to be spent to compare the capitalization. <font size="2" face="sans-serif, arial, verdana">Ergo, if application doesn't care about upper/lower word cases it won't spend any extra time for capitalization checks, right?
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Wrong. http://forum.shrapnelgames.com/images/icons/tongue.gif A program has to be programmed not to care about captials. But 'double'. that I doubt. (could be less, maybe more) If the program didn't care about capitals it would likely just covert everything to lower case when reading key values. It certainly would take some processor time though. (although in the era of 2Ghz + processors, who cares)

Now, how about that Star Trek Mod

[ February 05, 2004, 00:15: Message edited by: DavidG ]

Atrocities
February 5th, 2004, 02:27 AM
Originally posted by aiken:
BUG: STM v.1.5.0

TechArea.txt, line 1898:

Name := Cardassian Discharge Weapons
... lalala...
Tech Area Req 2 := Cardassian weapons (should be "Cardassian Weapons" - both in upper case)

Because of small letter case typo in Cardassian Discharge Weapons Tech Area Req, when rightclick on Physics 1 to look in tech areas to come, you can see Cardassian Discharge Weapons tech listed[for all races]. Also due to this bug, when playing Cardassian you can start researching Cardassian Discharge Weapons immediantly after Physics 1, and requirement for Cardassian Weapons lvl 10 is skipped.

I wonder, why the hell "Stuff" and "stuff" (lets call them so) are completely different techs? <font size="2" face="sans-serif, arial, verdana">Thanks, will look into it.

Atrocities
February 5th, 2004, 02:35 AM
Yup twas a bug, thanks, will have a fix patch out later tonight.

Atrocities
February 5th, 2004, 02:39 AM
No matter how hard I try it seems like something always gets through. http://forum.shrapnelgames.com/images/icons/icon9.gif