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Atrocities
February 5th, 2004, 02:40 AM
I will have a quick fix out later tonight to take care of the Cardassian Weapons issue.

Imperial
February 5th, 2004, 03:38 AM
i get a corrupted file as well for the fix?

Atrocities
February 5th, 2004, 03:41 AM
Try it now.

www.astmod.com/zips/stm/STMv150PatchFix.zip (http://www.astmod.com/zips/stm/STMv150PatchFix.zip)

You probably tried to download it while I was uploading the replacement.

The new Patch fixes the Cardassian Weapon bug.

ALSO I have updated the latest patch (1.5.0) as well, so if you have not downloaded it yet, you won't need the fix patch. Just download the latest Version like normal and all should be good.

[ February 05, 2004, 01:44: Message edited by: Atrocities ]

Atrocities
February 5th, 2004, 03:57 AM
Nope, it was currupt, I can open it with Win Rar, but Win Zip no can do.

I am now uploading it again.
Star Trek Mod (http://www.astmod.com/startrek/stm.htm) Web Page.

Patch Fix B (http://www.astmod.com/zips/stm/STMv150PatchFix.zip)

I have also updated the STM V1.5.0 Patch (http://www.astmod.com/zips/stm/STMv150Patch.zip) and the Data Files Only v1.5.0 Patch (http://www.astmod.com/zips/stm/STMv150DataPatch.zip) so if you have not downloaded them yet, when you do all should be fine and you <font color=red>should not</font> need to update with the Patch Fix.

Please Report any bugs that you may find no matter how small.

Thanks

[ February 05, 2004, 01:59: Message edited by: Atrocities ]

solops
February 5th, 2004, 03:58 AM
Originally posted by aiken:
Hmm, corrupted archive for me (stmv150patchfix.zip). If for someone else? <font size="2" face="sans-serif, arial, verdana">I have downloaded it 5 times and the file size is different every time, ranging from 0.5 megs to 1.33 megs. All are unrecognised by Winzip.

Edit: Oops..posted and then saw Atrocities' new msg. Trying the new one...

[ February 05, 2004, 02:01: Message edited by: solops ]

Atrocities
February 5th, 2004, 04:01 AM
Originally posted by Atrocities:
Nope, it was currupt, I can open it with Win Rar, but Win Zip no can do.

I am now uploading it again.
Star Trek Mod (http://www.astmod.com/startrek/stm.htm) Web Page.

Patch Fix B (http://www.astmod.com/zips/stm/STMv150PatchFix.zip)

I have also updated the STM V1.5.0 Patch (http://www.astmod.com/zips/stm/STMv150Patch.zip) and the Data Files Only v1.5.0 Patch (http://www.astmod.com/zips/stm/STMv150DataPatch.zip) so if you have not downloaded them yet, when you do all should be fine and you <font color=red>should not</font> need to update with the Patch Fix.

Please Report any bugs that you may find no matter how small.

Thanks <font size="2" face="sans-serif, arial, verdana">Try it now. ( I was uploading it while you were attempting to download it.)

Fyron
February 5th, 2004, 04:27 AM
Originally posted by mottlee:
</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:
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? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nope. They start at range 0. Once the get to any range with 0 damage, they disappear. So that range 1 or 2 or 3 with 0 damage will make them stop. They can not ever reach range 5.

Originally posted by President Elect Shang:
Damn Fyron you are a “Shrapnel Fanatic” with “10489” Posts, get a life man. Try a woman or something. <font size="2" face="sans-serif, arial, verdana">That was highly insulting. I have a life. The ability to type quickly allows you to make a lot of Posts in a short amount of time.

[ February 05, 2004, 02:30: Message edited by: Imperator Fyron ]

userx
February 5th, 2004, 04:31 AM
Originally posted by Captain Kwok:
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 <font size="2" face="sans-serif, arial, verdana">Just an update .... The Federation beat the EVIL Romulans. Damn, that was the funest game I've ever played (even when I lost 250 ships). I never want to play a solo game again. I would encourage anyone who's not had a PBW game to do it. You will never go back!

PBW Rules!

Aiken
February 5th, 2004, 10:19 AM
Originally posted by Atrocities:
I have also updated the STM V1.5.0 Patch (http://www.astmod.com/zips/stm/STMv150Patch.zip) and the Data Files Only v1.5.0 Patch (http://www.astmod.com/zips/stm/STMv150DataPatch.zip)
<font size="2" face="sans-serif, arial, verdana">Are you sure that STMv150DataPatch.zip is updated? Cardassian issue is still where.

Aiken
February 5th, 2004, 01:29 PM
Originally posted by Atrocities:
Please Report any bugs that you may find no matter how small.
Thanks <font size="2" face="sans-serif, arial, verdana">Ok, you asked for that yourself.

All warp drives (Warp Core I-IV, Transwarp Drive, Transphasic Drive and Adv Transphasic Drive, Slipstream Drive, Quantum Singularity Engine I-III, Quantum Slipstream Drive, Borg Transwarp Conduit Drive II-III) have typo in their description: "Generates X bonus movement points. (Requires 3 or more Impulse Engiens(sic!) to move)", should be "Engines".
[Yes, I'm really petty and captious guy http://forum.shrapnelgames.com/images/icons/icon7.gif ]

Description for Borg Transwarp Conduit Drive I is incomplete - should be "Generates 3 bonus movement points. (Requires 3 or more Impulse Engines to move)." instead of just "Generates 3 bonus movement points." (or maybe not?).

Planet Sabotage I-III and Terrorist Bombing I-III seem to be the same projects - same cost, type (Planet - Conditions Change), Effect Amount and requirements. The only difference is message look and description. However, I'm not sure about this, maybe I've missed something?

Also, what is the difference between Infiltrator and Political Assassination projects? Same price and effect but Political Assassination requires App Intel 3 while Infiltrator only needs App Intel 1.

Another Intel question. Population Destabilization project. I guess it's a PPP analogue? If so - it's too powerfull, since it costs only 20000.

More to come, I hope.

Atrocities
February 5th, 2004, 03:52 PM
Planet Sabotage I-III and Terrorist Bombing I-III seem to be the same projects - same cost, type (Planet - Conditions Change), Effect Amount and requirements. The only difference is message look and description. However, I'm not sure about this, maybe I've missed something?

Also, what is the difference between Infiltrator and Political Assassination projects? Same price and effect but Political Assassination requires App Intel 3 while Infiltrator only needs App Intel 1.

Another Intel question. Population Destabilization project. I guess it's a PPP analogue? If so - it's too powerfull, since it costs only 20000 <font size="2" face="sans-serif, arial, verdana">There is not much you can do with intel at this point until the next SE IV patch comes out. Most players turn it off and use the characteristic points for other things.

If you do use it you have differant projects with the same out come. Just giving more varity to the the staleness of intel.

Atrocities
February 5th, 2004, 03:57 PM
Thanks Aiken for this bug report. Every bit of it was dearly appreciated. It amazes me that after 50 Versions that many of these bugs, errors, typos, still exsist. I sware I went through each commponent and did not see them. Anywho, great catches.

Star Trek Mod v1.5.1

1. Fixed Masking issues with Tholian Race Portrait and Pop Portrait.
2. Fixed Cardassian Discharge Weapons were showing up under other races tech (Thanks Aiken)
3. Fixed Spelling error of Engines (Thanks Aiken)
4. Added (Requires 3 or more Impulse Engines to move) to Borg Transwarp Conduit Drive I
5. Fixed Spelling error of Massive Planetary Phased Shield Generator I (Thanks Aiken)
6. Fixed Ability error in Breen Central Command III (Thanks Aiken)
7. Fixed Ability error in Obsidian Order Center III (Thanks Aiken)
8. Fixed Spelling error of Obsidian Order Center IV - V (Thanks Aiken)
9. Changed Federation Section 31 Facility abilities (Thanks Aiken)
10. Changed utopia Planitia Shipyard Roman numeral from 4 to 0 (Thanks Aiken)
11. Fixed Forced Labor Camp II now supplies correct mineral resource generation. (Thanks Aiken)
12. Fixed Spelling error of ConVersion Complex III (Thanks Aiken)

Imperial
February 5th, 2004, 06:21 PM
Playing as klingons using star trek map. I noticed that the UCP started in a system right next to mine. I left them alone and treatied with them so i could build up and such. well about 150 turns later i goto invade that system and i noticed that they had not expanded at all-- they only had there homeworld with some satelites and an orbital yard. they surrendered and i got tech--was just wondering if they may be bugged cause they did not colonize any other planet, and didnt have any ships about either????

Atrocities
February 5th, 2004, 06:44 PM
Send me your save game file.

atrocities@astmod.com

In every test I have ran they have all expanded well. I need to know what setting you used. 2k, 3k, 5k. Did you set them up yourself, or use a preset EMP?

Therre might be some risidual bugs with growth because of the setting changes and such.

Oh ya, Version 1.5.1 (http://www.astmod.com/startrek/stm.htm) is out.

President_Elect_Shang
February 5th, 2004, 06:47 PM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by President Elect Shang:
Damn Fyron you are a “Shrapnel Fanatic” with “10489” Posts, get a life man. Try a woman or something. <font size="2" face="sans-serif, arial, verdana">That was highly insulting. I have a life. The ability to type quickly allows you to make a lot of Posts in a short amount of time. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ha-Ha, sure http://forum.shrapnelgames.com/images/icons/icon10.gif

Imperial
February 5th, 2004, 06:56 PM
i already downloaded the 151 and installed it-- can i still send the old save gave or will it be altered?

gregebowman
February 5th, 2004, 07:55 PM
Originally posted by Imperial:
i already downloaded the 151 and installed it-- can i still send the old save gave or will it be altered? <font size="2" face="sans-serif, arial, verdana">I want to know the same thing. I just started a new game Last night with the 1.50 patch. I hope I don't have to start a new game again tonight.

Atrocities
February 5th, 2004, 08:15 PM
Originally posted by Imperial:
i already downloaded the 151 and installed it-- can i still send the old save gave or will it be altered? <font size="2" face="sans-serif, arial, verdana">send it, should be fine.

Atrocities
February 5th, 2004, 08:17 PM
Originally posted by gregebowman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperial:
i already downloaded the 151 and installed it-- can i still send the old save gave or will it be altered? <font size="2" face="sans-serif, arial, verdana">I want to know the same thing. I just started a new game Last night with the 1.50 patch. I hope I don't have to start a new game again tonight. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">1.5.1 WILL NOT EFFECT SAVE GAMES FOR 1.5.0 BUT WILL FOR ANY PREVIOUS VERSION OLDER THAN 1.5.0. http://forum.shrapnelgames.com/images/icons/icon7.gif

Good question. http://forum.shrapnelgames.com/images/icons/icon7.gif

Imperial
February 5th, 2004, 08:25 PM
heh now i am getting some access violation error --warp points look like a ringworld icon? gonna try to reinstall

gregebowman
February 5th, 2004, 08:25 PM
No, I made a copy of my 1.35 folder, then renamed the copy to Star Trek Mod 1.5. I don't know if I"ll go back to the 1.35 Version, but at least I got it available if I do desire to resume that game.

Atrocities
February 5th, 2004, 09:10 PM
Originally posted by Imperial:
heh now i am getting some access violation error --warp points look like a ringworld icon? gonna try to reinstall <font size="2" face="sans-serif, arial, verdana">That would not be the mods fault. Most likely an install issue or something. Good idea to reinstall.

Greg, I to have many Versions of the mod on my Comp, as far back as v1.0. I should delete them.

I only need 1.3.5 and 1.5.1.
1.3.5 for PBW and current games, and 1.5.1 for new games.

1.5.1 should be the Last Version to alter save games. The only reason it does now is because of some new components and facilities. I had to put them in the correct place so that throws every thing off. Additionally with the Min Max change on the settings, many emp files were no longer valid and had to be remade. They cause issues in saved games a well.

Aiken
February 5th, 2004, 09:31 PM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperial:
heh now i am getting some access violation error --warp points look like a ringworld icon? gonna try to reinstall <font size="2" face="sans-serif, arial, verdana">That would not be the mods fault. Most likely an install issue or something. Good idea to reinstall.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No. It's a mod fault. I've loaded my 1.5 save and one of warp points in my system looks like ringworld, another one appeared as asteroid belt.
This is because of errors in new SectType.txt:

Physical Type := Warp Point
Picture Num := 295
Description := A smaller than normal blue warp point.
Warp Point Size := Small
Warp Point One-Way := FALSE
Unusual := TRUE

But p0295.bmp is an asteroid belt. (PlanetPack9 installed)

And many more.

Also, 3 of my planets disappeared. Actually, I can see their names, but when selected, they show following info:
Type: -
Atmosphere: NA
--
Population: 12B/0M
Facilities: 30/0
Cargo: 500kT/0kT

If new 1.5.1 game is started, everything seems OK.

Btw, new SectType.txt in 1.51 is 82459 bytes, old one for 1.35 was 128866 bytes. So many cuts?

[ February 05, 2004, 19:36: Message edited by: aiken ]

Atrocities
February 5th, 2004, 09:36 PM
That would be an error in the FQM mod files then used for this mod.

Although I can't figure out what would be causing it, since I did not edit any of those files.

EDIT:
If new 1.5.1 game is started, everything seems OK.

Btw, new SectType.txt in 1.51 is 82459 bytes, old one for 1.35 was 128866 bytes. So many cuts? <font size="2" face="sans-serif, arial, verdana">The FQM files were updated sometime ago and this is why you are having issues, again it is not a bug, although there are bugs in the Version of FQM used in the STM, this may not be one of them.

Star Trek Mod v1.3.6

1. Changed System Types from FQM D to FQM Standard. (To avoid any more BMP errors)

[ February 05, 2004, 19:41: Message edited by: Atrocities ]

Fyron
February 5th, 2004, 09:56 PM
The image values in SectType.txt are off by one. They start at 0, not at 1. Look at the first entry in stock se4:

Physical Type := Planet
Picture Num := 0
Description := Huge planet with an abundance of surface minerals.
Planet Size := Huge
Planet Physical Type := Gas Giant
Planet Atmosphere := Carbon Dioxide

This uses the first picture in the list, which is p0001.BMP. But, the data file is read with a decrement of 1, so this image is called by

Picture Num := 0

and not

Picture Num := 1

So, to get the picture used by an entry in SectType.txt, add 1. There is nothing wrong with that warp point entry. That warp point you posted actually uses the image p0296.BMP, not p0295.BMP.

The problem is most likely that you are trying to load a game created with a different SectType.txt file than is currently used, which will cause such problems to occur. You CAN NOT change the number of entries in the SectType.txt file and expect any current savegames to work properly.

Aiken
February 5th, 2004, 10:03 PM
So, you mean that newer Version of FQM included in 1.5.1 patch? Which one?

Btw, FQM is the most mysterious mod I ever seen: I have FQMD v.2.08 on my PC, but where is NO v.2.08 on official page at fqm.spaceempires.net. The latest one is 2.07 http://forum.shrapnelgames.com/images/icons/confused.gif

[Edit] 2 Fyron: Yep, everything is clearly for me now.

[ February 05, 2004, 20:11: Message edited by: aiken ]

Fyron
February 5th, 2004, 10:06 PM
Yes there is. Maybe you are just seeing a Cached Version of the page. Hit refresh a dozen times or so.

[ February 05, 2004, 20:11: Message edited by: Imperator Fyron ]

Atrocities
February 5th, 2004, 10:07 PM
Thanks Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif

This is all very useful info for me. Please everyone keep posting about anything that looks, smells, or acts like a bug.

Excellent work guys.

Atrocities
February 5th, 2004, 10:10 PM
Oh yes, I wanted to dedicate Version 1.5.1 to Aiken. http://forum.shrapnelgames.com/images/icons/icon7.gif

Thanks for that list of bugs. http://forum.shrapnelgames.com/images/icons/icon7.gif The whole Version is 90% what you posted about.

Thank you very much for your help.

And that goes for everyone who has posted, emailed, or offered a suggestion, bug report, or other for this mod. THANK YOU ALL VERY MUCH.

No go play the mod!

Aiken
February 5th, 2004, 10:16 PM
Sorry Fyron, I'm really blind mole http://forum.shrapnelgames.com/images/icons/icon9.gif I haven't noticed the *Current Versions* table http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Fyron
February 5th, 2004, 10:22 PM
No worries. http://forum.shrapnelgames.com/images/icons/icon7.gif

Imperial
February 5th, 2004, 10:56 PM
I dont get how to fix it--im dumb?

gregebowman
February 5th, 2004, 11:06 PM
Originally posted by Atrocities:
[.

Greg, I to have many Versions of the mod on my Comp, as far back as v1.0. I should delete them.

I only need 1.3.5 and 1.5.1.
1.3.5 for PBW and current games, and 1.5.1 for new games.

<font size="2" face="sans-serif, arial, verdana">Well, normally I would have just overridden my 1.35 file, but you were given so many warnings I thought it better to make a copy first before I installed the 1.50 patch. I didn't want to overwrite anything that would cause the mod not to work. I'll go ahead and delete the old folder now. I don't know how much space you have on your HD, but mine's getting close to full, and probably close to half of that is SE related.

Atrocities
February 6th, 2004, 12:35 AM
Originally posted by Imperial:
I dont get how to fix it--im dumb? <font size="2" face="sans-serif, arial, verdana">Do this,

What are you trying to fix?

Just copy the SystemTypes from 135 over if you want. The problem with 135 was that if you did not have FQM Mod files installed in the base directroy, you got BMP errors for missing objects.

Atrocities
February 6th, 2004, 12:56 AM
Ok, I would like to take the time and make the mod 1.49 compatible. David G has sent me some files, and what I need to know is can and can not update to make the mod work in 1.49.

What do I need to look out for that will cause the game to hang in 1.49?

I no longer have SEIV 1.49 on this PC, and I do not want to install it. So I will be doing this in the dark.

I will add all the new DATA files from the DATA folder.

I NEED an original SETTINGS file from 1.49.

I will try and find pre gold settings files for all of the races, but I could really use help here guys.

Also David said there was a problem with the Satellite termonolgy in the Construction files. Any one care to help sort this out?

Aiken
February 6th, 2004, 02:48 AM
Missed for bugs?

1. Massive Planetary Phase Shield Generator I. Should be "Phased", like Massive Planetary Phased Shield Generator II. Just a typo.

2. Another typo in ComVersion Complex III under 8472 Tech. Should be "ConVersion"

3. Error in Breen Central Command III:
...
Ability 1 Type := Fleet Training - System
Ability 1 Descr := Fleets in this system will improve by 5% each turn up to 6%.
Ability 1 Val 1 := 3(here!)
Ability 1 Val 2 := 20(and here!)

Should be: Val1 := 5, Val2 := 6

4. Error in Obsidian Order Center III under Cardassian Tech:
...
Ability 1 Type := System Point Generation Modifier - Intelligence
Ability 1 Descr := Increase all intelligence generation in a system by 20%.
Ability 1 Val 1 := 30

It will actually generate 30% suprlus instead of 20%.

4.1. Obsidian Order Command IV-V should be renamed to "Obsidian Order Center" IV-V (or vice versa).

5. What is the "Section 31" facility in Federation Tech? Garbage?

6. Utopia Planitia Shipyard (Federation): Roman Numeral :=4. Should be 0 I think.

7. Forced Labor Camp II (Klingon): Mines 500 minerals/turn and 800 rads/organics, but FLC I mines 600 minerals/rads/organics, and FLC III mines 1000 minerals/rads/organics. So it's logically to mine 800 minerals/rads/organics per turn with FLC II.

Thanks to DavidG and his Modder app which makes testers's life much easier.

Happy fixing http://forum.shrapnelgames.com/images/icons/icon7.gif

Imperial
February 6th, 2004, 03:15 AM
i cant get it to work? I completely uninstalled se IV and then reinstalled it--patched it--installed the image packs into the stock files--then downloaded 1.5.1 full (17meg) and installed it. still getting the ringworld stuff. prior to this i installed 1.3.5 and copied the system file over 151 patch--still no luck???

Fyron
February 6th, 2004, 03:24 AM
Are you creating a new savegame or loading an old one?

Imperial
February 6th, 2004, 03:27 AM
new-- its all a fresh install

Fyron
February 6th, 2004, 03:37 AM
Do you have the Image Mod Planet Pack installed?

Imperial
February 6th, 2004, 03:41 AM
yes i have all image packs installed

Fyron
February 6th, 2004, 03:48 AM
The included Star Trek Map with the mod was created using the SectType.txt file from FQM Deluxe, which the Star Trek Mod used to use. For some reason, the Star Trek Mod now uses the stock SE4 SectType.txt file. In order to use the Star Trek Map, you will need to replace the SectType.txt file in your Star Trek Mod\Data folder with the one from FQM Deluxe. Note that this WILL break any current savegames started with 1.5.0 or 1.5.1. This will also prevent you from playing in any PBW game using 1.5.1. You will not be able to play other sorts of multiplayer games with people unless they all update their SectType.txt file with the FQM Deluxe one. You can get the file from the FQM website:

http://fqm.spaceempires.net/

If you do not want the full mod, just download the 2.08 patch file. It contains all of the Data files, and no images. Get the SectType.txt file out of it and put it in the Star Trek Mod\Data folder.

Random maps should be generated fine, without any warp points using Ringworld image and access violation errors.

Imperial
February 6th, 2004, 03:56 AM
sweet, its working--thanks Fyron, now off to expand the Glorious klingons!!!

Atrocities
February 6th, 2004, 04:27 AM
1.5.1 Fix Patch (http://www.astmod.com/zips/stm/STMv151FixPatch.exe)

Please update after installing the 1.5.1 patch or 1.5.1 full mod.

(NOTE: Will invalidate saved games for 1.5.0 and 1.5.1)

This latest Version fixes the sect types issues yet once again.

DavidG
February 6th, 2004, 04:45 AM
Originally posted by Atrocities:
Ok, I would like to take the time and make the mod 1.49 compatible. David G has sent me some files, and what I need to know is can and can not update to make the mod work in 1.49.
<font size="2" face="sans-serif, arial, verdana">Yikes. Your not planning on changing the current Version so it works on both Gold and 1.49 are you? When I edited the data files to make it work on 1.49 I had to change a lot of stuff for the worse because 1.49 did not support various features. ie. The bussard ram Jet thingy is now an 'only one per ship' because 1.49 did not support 2 or 3 per ship. Also many of the damage types had to be changed. etc etc. I forget everything I changed now.

I got it working in ver 1.49 but it is far better in Gold.

[ February 06, 2004, 02:57: Message edited by: DavidG ]

DavidG
February 6th, 2004, 04:47 AM
Originally posted by Atrocities:
Also David said there was a problem with the Satellite termonolgy in the Construction files. Any one care to help sort this out? <font size="2" face="sans-serif, arial, verdana">I forget where that was now but it was just a typo. "Satellites" instead of "Satellite"

Lighthorse
February 6th, 2004, 05:27 AM
Atrocities,

I noticed in the 1.50 Star Trek Mod Data Folder/i n the file for setting; that you set the "AI uses Mega Evil Empire" as False. Would you want it as true and reset from 500%, to something like 150% to 100% so that a player would have a run for his money.

Just Wondering
Lighthorse

Lighthorse
February 6th, 2004, 06:52 AM
Bug Sighting,

Cannot open file 1339.bmp/picture for Federation sensor array I to V. What really wried is that you can see the picture for the array in the ship design options, but when you open it for its description you get the error message that it can't open that bmp.file.

In case you may already be aware of this problem, sorry to bug you, but I haven't been reading all the forum Messages.

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

Atrocities
February 6th, 2004, 07:46 AM
Lighthorse, it is working for me, all 5 images.

I would check to see if you have the BMP first, if not, download the latest Version of the Image mod, Version 20 (Pending 21) and it has it in there.

www.spaceempires.net (http://www.spaceempires.net)

Atrocities
February 6th, 2004, 07:49 AM
Originally posted by Lighthorse:
Atrocities,

I noticed in the 1.50 Star Trek Mod Data Folder/i n the file for setting; that you set the "AI uses Mega Evil Empire" as False. Would you want it as true and reset from 500%, to something like 150% to 100% so that a player would have a run for his money.

Just Wondering
Lighthorse <font size="2" face="sans-serif, arial, verdana">The Ai will turn on you no matter what, so this setting is really mute. Some players, many more than not, dislike this setting. I for one do not like it on.

However for your games you can turn it on and give it a whirl. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
February 6th, 2004, 07:51 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:
Ok, I would like to take the time and make the mod 1.49 compatible. David G has sent me some files, and what I need to know is can and can not update to make the mod work in 1.49.
<font size="2" face="sans-serif, arial, verdana">Yikes. Your not planning on changing the current Version so it works on both Gold and 1.49 are you? When I edited the data files to make it work on 1.49 I had to change a lot of stuff for the worse because 1.49 did not support various features. ie. The bussard ram Jet thingy is now an 'only one per ship' because 1.49 did not support 2 or 3 per ship. Also many of the damage types had to be changed. etc etc. I forget everything I changed now.

I got it working in ver 1.49 but it is far better in Gold. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I had considered it, but now, hell no. They will just have to buy GOLD.

userx
February 6th, 2004, 07:55 AM
Originally posted by Imperial:
Playing as klingons using star trek map. I noticed that the UCP started in a system right next to mine. I left them alone and treatied with them so i could build up and such. well about 150 turns later i goto invade that system and i noticed that they had not expanded at all-- they only had there homeworld with some satelites and an orbital yard. they surrendered and i got tech--was just wondering if they may be bugged cause they did not colonize any other planet, and didnt have any ships about either???? <font size="2" face="sans-serif, arial, verdana">Using the Star Trek Map, the Federation should be starting in the center of the map while the Klingons should be starting in the south east. You should not be starting next to each other if you've followed the instructions at:Star Trek Map Page (http://www.rickperreault.com/se/startrek-map/)

If you still have problems after following these instructions, please contact me at rickperreault@msn.com

I've got a much newer Version of the map that if you all bug me enough for I will make the time to post.

Imperial
February 6th, 2004, 08:46 AM
It was the united consortium of planets--not the feds--heh

Fyron
February 6th, 2004, 08:47 AM
*bugs Userx a tremendous amount for new Version of the map*

Aiken
February 6th, 2004, 11:15 AM
Something wrong with Vorta Captain I-II:

Name := Vorta Captain I
...
Ability 2 Type := Combat Movement
Ability 2 Descr := Generates 2 movement.
Ability 2 Val 1 := 1

Name := Vorta Captain II
...
Ability 2 Type := Combat Movement
Ability 2 Descr := Generates 4 Combat movement.
Ability 2 Val 1 := 2

[ February 06, 2004, 09:31: Message edited by: aiken ]

solops
February 6th, 2004, 08:10 PM
Since installing the 1.5.1 fix patch (applied to the 1.5.1 patch) my game started under 1.5.0 crashes with the error message

" Access violation at address 004909G6 in module SE4.exe. Read of address 00000004."

This occurs during the mod loading and at turn generation. Before the fix patch things were fine. Sigh....I'd just finished researching the third colonisation tech, too.

Is this a problem with one of the patches or my saved game or bad luck?

Fyron
February 6th, 2004, 08:26 PM
The fix does say that it will break savegames that were started with 1.5.0 or 1.5.1 without the fix. It adds back in the FQM Deluxe SectType.txt that the mod should have had. But, this causes any savegame started with the old SectType.txt file (the one from stock SE4) to not work. To finish your savegame, just copy the SectType.txt file from the stock data folder into the STM data folder. Apply the fix once you are done with the current savegame.

[ February 06, 2004, 18:27: Message edited by: Imperator Fyron ]

solops
February 6th, 2004, 08:39 PM
Originally posted by Imperator Fyron:
The fix does say that it will break savegames that were started with 1.5.0 or 1.5.1 without the fix. <font size="2" face="sans-serif, arial, verdana">Missed that...thanks.

Paul1980au
February 6th, 2004, 08:45 PM
Sounds like just a few minor issues that need workign out.

Aiken
February 6th, 2004, 10:59 PM
One noob question about boarding attack/defense strength in STM.

In the stock game boarding attack/defense strength calculated as Ability Value x 4, but STM works different(?):
Attack:
Boarding Parties I>
Ability 1 Descr := Provides 20 space marines ..skipped..
Ability 1 Val 1 := 2
=> multiplier = 10

Boarding Parties II>
Ability 1 Descr := Provides 40 space marines ..skipped..
Ability 1 Val 1 := 5
=> multiplier = 8

Boarding Parties III>
Ability 1 Descr := Provides 60 space marines ..skipped..
Ability 1 Val 1 := 10
=> multiplier = 6

Boarding Parties V>
Ability 1 Descr := Provides 100 space marines ..skipped..
Ability 1 Val 1 := 20
=> multiplier = 5

Defense:
Security Personnel I-V> multiplier = 8

Federation Security I-V> multiplier = 10

Klingon Shock Troops I>
Ability 2 Descr := Provides 100 Klingon ..skipped..
Ability 2 Val 1 := 30
=> multiplier = 3,3333...

Klingon Shock Troops II>
Ability 2 Descr := Provides 140 Klingon ..skipped..
Ability 2 Val 1 := 45
=> multiplier = 3,1111...

I'm confused. Have I missed something important about boarding?

[ February 06, 2004, 21:02: Message edited by: aiken ]

Fyron
February 7th, 2004, 12:30 AM
The description matters not for boarding parties and such, it is just the ability numbers that matter. However, the ratio between space marines and boarding points should either be constant, or the descriptions should have extra info stating why that ratio is different. It is always a good idea to place something in the description like (provides [Ability 1 Val] boarding attack/defense points), which ever is appropriate, so that you can get the raw-numbers in game.

An example:

Name := Security Station II
Ability 1 Descr := Provides equipment and accommodations for 90 security personnel (30 boarding defense).
Ability 1 Val 1 := 30

Name := Security Station III
Ability 1 Descr := Provides equipment and accommodations for 60 heavily armed security personnel (40 boarding defense).
Ability 1 Val 1 := 40

Name := Security Station V
Ability 1 Descr := Provides equipment and accommodations for 100 elite security personnel (60 boarding defense).
Ability 1 Val 1 := 60

As you can see, the ratio decreases with increasing technology, but it is explained due to how heavily armed the security forces are. And, the raw number for the ability value is provided, so you do not have to look up the value in the data files. Decreasing ratios between boarding (offense/defense) and number of personnel are fine, as long as the raw number is provided as well. The other option (best for not having some flavorful changes to armament, training, etc.) is to keep the ratio constant. Either option works fine. But, the option of a decreasing ratio with no explanation and no display of the raw numbers is not a good option.

DavidG
February 7th, 2004, 02:39 AM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DavidG:
Your not planning on changing the current Version so it works on both Gold and 1.49 are you? When I edited the data files to make it work on 1.49 I had to change a lot of stuff for the worse because 1.49 did not support various features. ie. The bussard ram Jet thingy is now an 'only one per ship' because 1.49 did not support 2 or 3 per ship. Also many of the damage types had to be changed. etc etc. I forget everything I changed now.

I got it working in ver 1.49 but it is far better in Gold. <font size="2" face="sans-serif, arial, verdana">I had considered it, but now, hell no. They will just have to buy GOLD. [/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Or settle for playing Version 1.30 which is what I based the se 1.49 Version on. I played it to about turn 20 and everything seemed to work ok. AI's seemed to be expanding normal.
They would have to download the Gold Version and then the files I sent you would be copied and overwrite the gold mode files. They would also have to delete the races you've added since ver 1.30 like the Orions.
I could also zip the whole ver 1.30 SE1.49 files and upload them somewhere if there is much interest in them.

Aiken
February 7th, 2004, 03:03 AM
Irrefragable answer. And unfortunately STM neither keeps constant multipliers nor provides additional boarding points description. That hurts when playing with ship capture tactics. So looking forward for Atrocities' opinion.

Fyron
February 7th, 2004, 03:21 AM
Irrefragable <font size="2" face="sans-serif, arial, verdana">I'm sorry, but I am confused by this word. What did you mean?

My post was indirectly stating that Atrocities needs to change the current system used in STM. http://forum.shrapnelgames.com/images/icons/icon12.gif

mac5732
February 7th, 2004, 04:37 AM
Just started playing the mod, up to 1.5.0, found the following minor problems (if they are)

1. the 3rd line under race description is unable to be read, doesn't scroll down

2. giving ship move order by cliking on wormhole button doesn't work, you have to use the arrow button lst then clik on the wormhole button

3. In constructin a Space station, won't let put engine on it. However, when you clik on the engine it does show it is available to be put on a base. so the question is, Is the space stations allowed to have at least l engine or not?

Note this was in the 150 Version, I have just upgraded to 151 and the patch fix and have started a new game. So I don't know if these problems are still there, but thought I would let you know, if still there I will let you know

just some ideas Mac

TNZ
February 7th, 2004, 05:15 AM
Irrefragable http://forum.shrapnelgames.com/images/icons/confused.gif

Irrefragable- not to be refuted; undeniable

That is what my 3.5 inches thick Random House Dictionary of The English Language says. http://forum.shrapnelgames.com/images/icons/icon7.gif

tesco samoa
February 7th, 2004, 05:18 AM
mac that is funny Version 150

it is almost true http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
February 7th, 2004, 05:19 AM
Originally posted by TNZ:
Irrefragable http://forum.shrapnelgames.com/images/icons/confused.gif

Irrefragable- not to be refuted; undeniable

That is what my 3.5 inches thick Random House Dictionary of The English Language says. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Sounds like a bad translation to me, not a real English word... oh well.

Aiken
February 7th, 2004, 06:22 AM
Oh, sorry guys. Thats my bugged English, I meant "exhaustive".

*/me is erasing that stupid 127 MB English-Russian-English dictionary*

[ February 07, 2004, 04:33: Message edited by: aiken ]

tesco samoa
February 7th, 2004, 06:30 AM
no worries aiken

Fyron
February 7th, 2004, 09:04 AM
Originally posted by aiken:
Oh, sorry guys. Thats my bugged English, I meant "exhaustive".

*/me is erasing that stupid 127 MB English-Russian-English dictionary* <font size="2" face="sans-serif, arial, verdana">Hey, don't worry. Most native English speakers are only aware of a small fraction of the words in the English language. Being the bastardized offspring of several different Germanic Languages, whatever the native language of the original inhabitants of England were, French, Latin, Spanish, and some others does that to a language. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ February 07, 2004, 07:05: Message edited by: Imperator Fyron ]

Atrocities
February 7th, 2004, 01:25 PM
Originally posted by aiken:
Irrefragable answer. And unfortunately STM neither keeps constant multipliers nor provides additional boarding points description. That hurts when playing with ship capture tactics. So looking forward for Atrocities' opinion. <font size="2" face="sans-serif, arial, verdana">These are interesting points, however when the mod was set up I was going from information that Captain Kwok had supplied for components such as these. I had not considered that the description or multipliers would become a topic of discussion. However since they have, I will go with any good recommendation for the componants for purpose of balance and better game play.

This mod is a continuing work and I am always interested in making improvements or refinements that will make it a better playing mod for those who are interested enough to play it.

Modding is an incredibly time consuming process that can eat up a day faster than a heroin injections, and with equal effects. No offense, but if you add up the time I have spent directly or in directly working on this mod, talking about this mod, posting about it, or reading ideas, emails, bug reports, etc, it would easily be classified as a full time job. That is 8 hours a day 5 days a week.

That is a hell of a lot of time to have invested into any one project.

Factor in Kwoks time on figure things out, building a web page, and much of the same other ground work things such as posting about the mod, working out details and such, and this mod becomes its own free time sucking black hole.

Don't get me wrong, I have enjoyed the journey, and the result of our efforts, everyones, is a nice playable mod.

Now that it is playable, the tweaking and balancing of things has begun. When the mod was set up ideas and concepts we newly employeed and the result of these could not have been foreseen. So yes some balance issues could not have been worked out before hand, they had to be worked out through game play and testing. ONLY RECENTLY have we begun to do this.

The process is an on going one, and I really want to do what is right by the mod and by the players, but not all things can be done or explained as to why they were done the way they were done. Simply put it was the best I could come up with at the time, and it seemed like a good idea to me. If I was wrong, well I am only human. And that is what play testing and bug reports are for. http://forum.shrapnelgames.com/images/icons/icon7.gif

I had wanted to have the mod locked into a Version for a long playable period of time. 1.3.5 was that first attempt. It was also the first time the mod was actually uploaded to PBW. I do not want to bother Geoschmo with a new Version every week so I keep the updates and accumilated them over time hoping that more and more bugs, balance, and play issues would be discovered and improvements made so that when I did publish the latest Version, it would stand for a significat time period without having to be updated. Well like all good plans, it didn't happen that way.

Oh well, what is is what is. As people begin to finsih off there old games and graduate to the latest Version of the mod, the balance will be restored and more ideas, tweaks, and bugs will be addressed and when the time comes, we can all move to the next Version as one and not peace meal as it has always seemed to have been.

Thanks for reading, and thanks for all the emails asking me to explain why I did what I did. Enjoy the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 07, 2004, 11:27: Message edited by: Atrocities ]

Atrocities
February 7th, 2004, 01:40 PM
Originally posted by mac5732:
Just started playing the mod, up to 1.5.0, found the following minor problems (if they are)<font size="2" face="sans-serif, arial, verdana">Thanks Mac


Originally posted by mac5732:

1. the 3rd line under race description is unable to be read, doesn't scroll down<font size="2" face="sans-serif, arial, verdana">Can you tell me which race?

Originally posted by mac5732:

2. giving ship move order by cliking on wormhole button doesn't work, you have to use the arrow button lst then clik on the wormhole button<font size="2" face="sans-serif, arial, verdana">This is not a mod issue.

Originally posted by mac5732:

3. In constructin a Space station, won't let put engine on it. However, when you clik on the engine it does show it is available to be put on a base. so the question is, Is the space stations allowed to have at least l engine or not?<font size="2" face="sans-serif, arial, verdana">As far as I know you have never been able to put engines on a space station. Or at least I have never been able to.

Originally posted by mac5732:

Note this was in the 150 Version, I have just upgraded to 151 and the patch fix and have started a new game. So I don't know if these problems are still there, but thought I would let you know, if still there I will let you know

just some ideas Mac <font size="2" face="sans-serif, arial, verdana">Each Version comes with a Revision History. That file will tell you what changes were made to the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

mac that is funny Version 150

it is almost true <font size="2" face="sans-serif, arial, verdana">LOL Not quite, but getting there. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ February 07, 2004, 11:41: Message edited by: Atrocities ]

Aiken
February 7th, 2004, 07:21 PM
Originally posted by Atrocities:
[QUOTE]Oh well, what is is what is. As people begin to finsih off there old games and graduate to the latest Version of the mod, the balance will be restored and more ideas, tweaks, and bugs will be addressed and when the time comes, we can all move to the next Version as one and not peace meal as it has always seemed to have been.<font size="2" face="sans-serif, arial, verdana">Obvious decision. Some fellows here (better to say - one fellow http://forum.shrapnelgames.com/images/icons/icon7.gif ) need to relax and switch their (his) attention to something different. Personally, I'd like to collect a Big Bug Bag rather than post them one-by-one. It will be better for all, I suppose.

Thank you for STM and all the huge work you've done, Atrocities.

*/me is looking for some other incomplete mod around. But stop, what is this? Hohoho, ADAMANT! http://forum.shrapnelgames.com/images/icons/icon7.gif *

mottlee
February 7th, 2004, 07:38 PM
So If I understand this, this is a useless tech! if it will not go past the "0" damage point then how will it do ANY damage?

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by mottlee:
</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:
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? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nope. They start at range 0. Once the get to any range with 0 damage, they disappear. So that range 1 or 2 or 3 with 0 damage will make them stop. They can not ever reach range 5.

Originally posted by President Elect Shang:
Damn Fyron you are a “Shrapnel Fanatic” with “10489” Posts, get a life man. Try a woman or something. <font size="2" face="sans-serif, arial, verdana">That was highly insulting. I have a life. The ability to type quickly allows you to make a lot of Posts in a short amount of time. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Fyron
February 7th, 2004, 07:43 PM
Originally posted by aiken:
Some fellows here (better to say - one fellow http://forum.shrapnelgames.com/images/icons/icon7.gif ) need to relax and switch their (his) attention to something different.<font size="2" face="sans-serif, arial, verdana">Just what is that supposed to mean?

*/me is looking for some other incomplete mod around. But stop, what is this? Hohoho, ADAMANT! http://forum.shrapnelgames.com/images/icons/icon7.gif *<font size="2" face="sans-serif, arial, verdana">Adamant Mod is in the testing phase right now, with 3 different PBW games running. Other than AI files and play balance tweaking, the mod is nearly complete. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
February 7th, 2004, 08:35 PM
Originally posted by Imperator Fyron:
Just what is that supposed to mean?<font size="2" face="sans-serif, arial, verdana">The matter concerns fellow whose nick is Aiken http://forum.shrapnelgames.com/images/icons/icon7.gif And nobody else.

Adamant Mod is in the testing phase right now, with 3 different PBW games running. Other than AI files and play balance tweaking, the mod is nearly complete. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">That is excellent news for me! I was really confused by the Version numbering (current v.0.13.29). I thought it is early beta still. D/L-ing it now.

[ February 07, 2004, 18:38: Message edited by: aiken ]

Fyron
February 7th, 2004, 08:39 PM
Originally posted by aiken:
That is excellent news for me! I was really confused by the Version numbering (current v.0.13.28). I thought it is early beta still. D/L-ing it now. <font size="2" face="sans-serif, arial, verdana">It is still in beta. http://forum.shrapnelgames.com/images/icons/icon12.gif It has been on the .13 series for a while because that is what has been used for the PBW beta testing games. Versions that differ only in the Last number (28 in this case) will not break savegames if you upgrade. But differences in the first two numbers will (0 and 13 in this case). The AI doesn't really work, but the mod works great in multiplayer. http://forum.shrapnelgames.com/images/icons/icon7.gif Make sure to follow the link to the latest development patches on the downloads page, as it contains the frequent patches released for use in the beta testing games. http://forum.shrapnelgames.com/images/icons/icon7.gif

Eek! Quoted before you edited! But it still applies. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ February 07, 2004, 18:41: Message edited by: Imperator Fyron ]

Atrocities
February 7th, 2004, 09:36 PM
Aikens bug reports are very very helpful and I can't thank him enough for posting them. Better to have all things out in the open than letting them go without consideration.

Thank you Aiken for posting the bugs and questions. This is how we make a good mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

And the Adamant mod is a great mod to get into. http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse
February 7th, 2004, 10:45 PM
Question to All,

I thought give modding-programming a try. Can everyone tell me how the family numbering code system works. I know why there a family numbering system, but don't know what numbers ranges that are used. Seems like 1000, 2000, 4000 numbers have uses. Unsure which would be safe to use. So I started with 7600's range, better than any other as far I as I can tell.

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

Phoenix-D
February 7th, 2004, 10:57 PM
There is no system. The only thing you need to keep is mind is to not use family numbers that are duplicates of any other.

President_Elect_Shang
February 7th, 2004, 11:45 PM
I need some help on a component I wanted to add into my Mod. It is called the Uber-Colada. The component takes up 1 space and cost very little. The problem I am running into is testing it. I decided to use the Star Trek Mod as a test base (hence I am posting here) but I am having no luck. Here is what happens:

When I put it on:
A Federation ship they insist they can synthesize it better.
The Klingon’s won’t touch it.
The Romulan’s try to interrogate it.
The Ferangi try to sell it back to me.
I tried the Borg and they assimilated it, that didn’t go over too well.

Any suggestions?

[ February 07, 2004, 21:48: Message edited by: President Elect Shang ]

Captain Kwok
February 7th, 2004, 11:55 PM
Originally posted by Lighthorse:
Question to All,

I thought give modding-programming a try. Can everyone tell me how the family numbering code system works. I know why there a family numbering system, but don't know what numbers ranges that are used. Seems like 1000, 2000, 4000 numbers have uses. Unsure which would be safe to use. So I started with 7600's range, better than any other as far I as I can tell.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">Family numbers are really just used for display latest only etc, so as long as you don't duplicate any of the numbers - it should be fine.

There are large gaps everywhere, so you can start much lower than 7600 if you want.

Lighthorse
February 8th, 2004, 02:22 AM
Thanks Phoenix-D and Captain Kwok, I wasn't completely sure. Nice to know for sure.

Thanks
Lighthorse

Fyron
February 8th, 2004, 05:45 AM
Originally posted by Captain Kwok:
Family numbers are really just used for display latest only etc, so as long as you don't duplicate any of the numbers - it should be fine.

There are large gaps everywhere, so you can start much lower than 7600 if you want. <font size="2" face="sans-serif, arial, verdana">Don't forget that they also control which components can have their abilities stack, such as Combat To Hit Bonus or whatever it is called. http://forum.shrapnelgames.com/images/icons/icon7.gif

mrscrogg
February 8th, 2004, 05:59 PM
up to 100 turns on 1.5.1.1 so far everything smooth - good job

DavidG
February 9th, 2004, 04:17 AM
I'm I really the only one who has experienced ships refusing to fire in this game? It really takes the fun out of the game when your 40 or 50 non firing ships get beat by 6 or 7.

solops
February 9th, 2004, 04:18 AM
Will the Economies of Scale mod work with the STM?

Captain Kwok
February 9th, 2004, 04:21 AM
Originally posted by DavidG:
I'm I really the only one who has experienced ships refusing to fire in this game? It really takes the fun out of the game when your 40 or 50 non firing ships get beat by 6 or 7. <font size="2" face="sans-serif, arial, verdana">What are the ships specs?

Captain Kwok
February 9th, 2004, 04:24 AM
Originally posted by solops:
Will the Economies of Scale mod work with the STM?<font size="2" face="sans-serif, arial, verdana">I don't think so, well not too easily - although you can accomplish similar effects by making the larger ships/mounts more expensive. Perhaps reducing the resource facility yields etc.

DavidG
February 9th, 2004, 04:28 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 DavidG:
I'm I really the only one who has experienced ships refusing to fire in this game? It really takes the fun out of the game when your 40 or 50 non firing ships get beat by 6 or 7. <font size="2" face="sans-serif, arial, verdana">What are the ships specs? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I gather you are perhaps implying the ships could not fire at the targets in question becasue they had no weapons that could do so. This is definately not the case.
I would be happy to send anyone the game files to see if they can figure it out.

What they had in common was a strategty set to not fire on planets since they had no weapons that could do so but they did not fire on ships either. And i've seen this behaviour before with default 'optimal range' orders.

[ February 09, 2004, 02:30: Message edited by: DavidG ]

Captain Kwok
February 9th, 2004, 04:30 AM
No.

I was thinking along the lines of supplies or something to that effect.

E-mail the game files to me. I'll take a look.

DavidG
February 9th, 2004, 04:33 AM
Originally posted by Captain Kwok:
No.

I was thinking along the lines of supplies or something to that effect.

E-mail the game files to me. I'll take a look. <font size="2" face="sans-serif, arial, verdana">Done. Thanks

Captain Kwok
February 9th, 2004, 05:26 AM
Hmm. Something fishy is going on - I'd stick to the default strategies with the mod as I've never had a problem with them.

BTW, you really need to get higher level combat/ecm sensors ASAP! You're going to get slaughtered - especially as the Romulans!

Fyron
February 9th, 2004, 05:32 AM
That was a very odd combat...

Captain Kwok
February 9th, 2004, 06:26 AM
Originally posted by Imperator Fyron:
That was a very odd combat... <font size="2" face="sans-serif, arial, verdana">...but lucky for you, eh? http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron
February 9th, 2004, 07:39 AM
Meh. My platforms would have destroyed half or more of his fleet easily, had they gotten in range of the planet better. http://forum.shrapnelgames.com/images/icons/icon12.gif

Captain Kwok
February 9th, 2004, 03:02 PM
There is a much better Romulan weapon than the Mini Plasma Disruptor - the regular Romulan Plasma Disruptor - it's similar to Federation phasers and has 10 levels.

The top Romulan weapon is the Plasma Torpedo - but it's only good if you can get away the first shot and are in close range - and ofc, if you can hit the enemy ships. http://forum.shrapnelgames.com/images/icons/tongue.gif

The Klingons I think were vastly underpowered in 1.3.5, or at least it seemed that way.

Ofc, the Federation is still tops overall of the regular races. However, I haven't tried the most recent Version of the mod yet so I cannot say with any certainty that this remains entirely true in 1.5.1! Actually, I think the Defiant ships need to be made much, much, more expensive (they were way too awesome in 1.3.5 for so little resources) and the Juggernought size ship needs to be dropped. There are some other ship-size issues but I don't have the exact figures handy so I'll wait to later to post about them.

One thing I will suggest is the reduction of the mounts in equal size/damage ratios. i.e. twice the size gives twice the damage. If a true leaky shield system is used, the advantage lies in the initial punch for larger ships as you'd expect. Smaller ships need to be made more practical in the mod, so their defense bonuses and a minor accuracy penalty to the larger mounts would go along ways to balancing it out.

Also, there seems to be a half attempt at leaky armor (some components have low, low, structure points as you expect, while others do not) - but at the same time all the armor has the damaged first ability so it is kind of a mix-up.

Aiken
February 9th, 2004, 03:45 PM
Originally posted by Captain Kwok:
Also, there seems to be a half attempt at leaky armor (some components have low, low, structure points as you expect, while others do not) - but at the same time all the armor has the damaged first ability so it is kind of a mix-up.
<font size="2" face="sans-serif, arial, verdana">...with the exception of Armor, Emissive Armor, and Dominion Varethiel Armor, which have no Armor ability.

DavidG
February 9th, 2004, 04:02 PM
Originally posted by Captain Kwok:
There is a much better Romulan weapon than the Mini Plasma Disruptor - the regular Romulan Plasma Disruptor - it's similar to Federation phasers and has 10 levels.
<font size="2" face="sans-serif, arial, verdana">Yup but the key phrase in my post was "early advantage" The Romulans have to research the Mini Plasma to level 5 before they can even reserach the Plasma Disruptor. The Feds can research their phasers as soon as the get Physics 1.

Edit: This is in ver 1.35 so perhaps something change in 1.51 but i haven't d/l that yet.

[ February 09, 2004, 14:03: Message edited by: DavidG ]

Captain Kwok
February 9th, 2004, 05:13 PM
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 Captain Kwok:
Also, there seems to be a half attempt at leaky armor (some components have low, low, structure points as you expect, while others do not) - but at the same time all the armor has the damaged first ability so it is kind of a mix-up.
<font size="2" face="sans-serif, arial, verdana">...with the exception of Armor, Emissive Armor, and Dominion Varethiel Armor, which have no Armor ability. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">My mistake - I had looked at the wrong file when I made that comment.

However, their are a number of components like remote miners, weapons, etc, that don't have the appropriate reduction to structure as expected with leaky armor. http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron
February 9th, 2004, 06:11 PM
Umm... why would you ever reduce the hit points of other components when implementing leaky armor? They should be left alone! Big bulky components have a high chance of being hit anyways. Normally, leaky armor will have 20 or more hp/kT, so there will be so many more hit points associated with the leaky armor than those other components that the leaky armor gets hit more often. And if you think about it, those sorts of components are primarily on the outside of the hull anyways (remote miners, weapons, engines), so deserve to have a higher chance of getting hit! Leaky armor should not be designed to get hit first nearly all of the time, just a larger portion of the time than "internals." The armor is spread all over the hull, after all, and it is possible to shoot a spot where the armor has already been destroyed.

[ February 09, 2004, 16:13: Message edited by: Imperator Fyron ]

Fyron
February 9th, 2004, 10:58 PM
DavidG, make sure to send in the savegame with your password and the data files (just the data folder would suffice) to MM so they can try to get the bug that causes this fixed!

My guess is that they chose the planet as the target, but could not fire, so just got skipped. http://forum.shrapnelgames.com/images/icons/icon8.gif

[ February 09, 2004, 20:59: Message edited by: Imperator Fyron ]

Captain Kwok
February 9th, 2004, 11:24 PM
Umm...

In general most people don't make armor 20hp/kT!!! Which, btw, is twice the strength of the most advanced shields in this mod. Typically armor is usually 5-10hp/kT and so to make an effective leaky armor system you usually reduce the hp of regular components - standard practice, just ask SJ. Using your suggestion, you'd have craploads of hps that in this case would not be appropriate.

I'm not an idiot Fyron and I know how to implement a leaky system. Sheesh.

Fyron
February 10th, 2004, 12:22 AM
In general most people don't make armor 20hp/kT!!! Which, btw, is twice the strength of the most advanced shields in this mod. Typically armor is usually 5-10hp/kT and so to make an effective leaky armor system you usually reduce the hp of regular components<font size="2" face="sans-serif, arial, verdana">Most leaky armor systems increase the hp/kT of the leaky armor and leave the hit points of other components alone.

All the mods SJ has worked on with leaky armor have normal hit point levels for the other components Kwok. B5 Mod, for example. It has light leaky armor with up to 15 hp/kT. It doesn't have shield generators though, so you do not need it to have quite as many hit points. You are the only person I have ever heard advocating reducing the hit points of lots of other components when making leaky armor! Also, leaky armor _should_ have more hp/kT than shield generators provide shields, otherwise they are extremely weak by comparison! Shields have the advantage of being a single layer that must be gotten through, whereas leaky armor is not a single magic wall. It needs a lot more hit points to remain viable.

[ February 09, 2004, 22:25: Message edited by: Imperator Fyron ]

Atrocities
February 10th, 2004, 01:03 AM
Originally posted by Captain Kwok:
No.

I was thinking along the lines of supplies or something to that effect.

E-mail the game files to me. I'll take a look. <font size="2" face="sans-serif, arial, verdana">David I would also like to have this game file please.

Atrocities
February 10th, 2004, 01:07 AM
Originally posted by DavidG:
So any reason the Federation get such a big early atvantage in weapons tech compared to the Romulans and Klingons?

Consider:

After researching Physics the Feds get Phasors and Mini pulse phasors (a Traget 'all but seekers' weapons that skips armour)

After researching Physics the Klingons and Romulans get Mini Disrupters only( a SHIP ONLY targeting weapon that skips armour). They then have to research this to level 5 before getting disruptors that can target satellites/planets/stations etc. In fact untill they get to level 5 the have NO racial weapons that can target Planets or Stations. <font size="2" face="sans-serif, arial, verdana">In the latest Version, 1.5.1 all weapons tech for each race should not have beam weapons until after Level 3 or 5 Energy Stream Weapons.

Federation Pulse Phasers - Level 3 Energy Stream Weapons
Federation Phasers - Level 5 Energy Stream Weapons

If they are getting these weapons sooner, then it is a bug and I will address it ASAP.

[ February 09, 2004, 23:11: Message edited by: Atrocities ]

Atrocities
February 10th, 2004, 01:25 AM
Regarding leaky armor, I thought we discussed this some time ago and we agreed that the system being used as a good system. IE The armor was working accordingly as planned. I recall getting a few compliments on how it was designed.

When discussion things like armor and SIF's I should point out that we had a lot of issues with the AI. Currently the AI in SE IV simply does not work well with concept ideas such as LA and SIF's. Either it would add more than it was suppose to, or not add it at all. It was a significant pain in the ***.

About mounts. Mounts were never really considered for the mod until after I started getting suggestions from players. I think mounts add to a game, and agree that balance is a must. Mounts can be improved, and I will make it a top priority for the next Version of the mod.

Ship sizes and costs, those are an on going tweaking process that is both rewarding and disappointing.

I have adjusted the cost of the Defian slighty in the latest Version. (1.5.1)

Klingon weapons were not the issue in our game Kwok, it was the way I researched. I spent most of my research on WMD's and not enough on pratical weapons.

REST ASSURED, the weapons in the next Version are going to be drastically revised! All of them.

I am after all only one man, and as much as I enjoy working on this mod, even I need a break.

Please continue play testing the mod. The more feed back and suggestion, bugs and quirks that can be addressed between now and the next Version will be the differance between a good mod, and a horrible mod.

Right now I would rate the STM as a 3 on a scale of 1 to 10. 10 being excellent, 1 being horrible.


1609

[ February 09, 2004, 23:28: Message edited by: Atrocities ]

Captain Kwok
February 10th, 2004, 01:57 AM
Quick suggestion:

Make the pulse phasers available after the regular phasers - after all they're supposed to be more advanced - well sort of. http://forum.shrapnelgames.com/images/icons/tongue.gif

Captain Kwok
February 10th, 2004, 01:59 AM
Second quick point:

You should really talk to UserX about the future of the mod. He has a lot of good ideas and has already done lots of data work. He has told me that he wants to work with on Version 2. So go talk to him! It will help ease your workload on this mod!

Atrocities
February 10th, 2004, 02:15 AM
Thanks Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif That is a great suggestion for them. http://forum.shrapnelgames.com/images/icons/icon7.gif

And yes, UserX and I need to touch base and discuss STM 2.0.

I have been busy, and am taking sometime away from the mod so I can get back into the rythm and mood needed for me to do any modding.

But rest assured, UserX, and hopefully you as well, will be very involved in STM 2.0

After that, we must discuss STM Version 1.0 for SE V.

DavidG
February 10th, 2004, 02:20 AM
Originally posted by Imperator Fyron:
Meh. My platforms would have destroyed half or more of his fleet easily, had they gotten in range of the planet better. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">Half I would have expected. http://forum.shrapnelgames.com/images/icons/icon9.gif

This is actually about the 5th time i've noticed behaviour like this. very wierd. I wonder if it is some bug in SE4 that perhaps only comes up with weapons that can't target 'all but seekers' which is pretty much the default in unmodded se4.

DavidG
February 10th, 2004, 02:25 AM
So any reason the Federation get such a big early atvantage in weapons tech compared to the Romulans and Klingons?

Consider:

After researching Physics the Feds get Phasors and Mini pulse phasors (a Traget 'all but seekers' weapons that skips armour)

After researching Physics the Klingons and Romulans get Mini Disrupters only( a SHIP ONLY targeting weapon that skips armour). They then have to research this to level 5 before getting disruptors that can target satellites/planets/stations etc. In fact untill they get to level 5 the have NO racial weapons that can target Planets or Stations.

DeadZone
February 10th, 2004, 02:52 AM
Just to let you guys know, Ive released a scenario for the mod called Survival

You can d/l it here (http://deadzone.lfhost.com/modules.php?name=Downloads&d_op=viewdownload&cid=5)

Quick overview
You are the Federation, you must overcome all threats and lead the feds to victory

All comments are welcome (as long as they are constructive http://forum.shrapnelgames.com/images/icons/icon12.gif ), to prevent flooding this thread wit it, I suggest you comment over at my site (where its hosted), you dont need to sign up too post

DeadZone

DavidG
February 10th, 2004, 03:26 AM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DavidG:
So any reason the Federation get such a big early atvantage in weapons tech compared to the Romulans and Klingons?

Consider:

After researching Physics the Feds get Phasors and Mini pulse phasors (a Traget 'all but seekers' weapons that skips armour)

After researching Physics the Klingons and Romulans get Mini Disrupters only( a SHIP ONLY targeting weapon that skips armour). They then have to research this to level 5 before getting disruptors that can target satellites/planets/stations etc. In fact untill they get to level 5 the have NO racial weapons that can target Planets or Stations. <font size="2" face="sans-serif, arial, verdana">In the latest Version, 1.5.1 all weapons tech for each race should not have beam weapons until after Level 3 or 5 Energy Stream Weapons.

Federation Pulse Phasers - Level 3 Energy Stream Weapons
Federation Phasers - Level 5 Energy Stream Weapons

If they are getting these weapons sooner, then it is a bug and I will address it ASAP. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ah. I see. I really should upgrade. Still using ver 1.35 http://forum.shrapnelgames.com/images/icons/blush.gif

userx
February 10th, 2004, 03:46 AM
Originally posted by Captain Kwok:
Quick suggestion:

Make the pulse phasers available after the regular phasers - after all they're supposed to be more advanced - well sort of. http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="sans-serif, arial, verdana">Actually, as far as I know, Pulse Phasers are only used on the Defiant. My suggestion would be to make them only available to that class.

userx
February 10th, 2004, 03:54 AM
Originally posted by DeadZone:
Just to let you guys know, Ive released a scenario for the mod called Survival

You can d/l it here (http://deadzone.lfhost.com/modules.php?name=Downloads&d_op=viewdownload&cid=5)

Quick overview
You are the Federation, you must overcome all threats and lead the feds to victory

All comments are welcome (as long as they are constructive http://forum.shrapnelgames.com/images/icons/icon12.gif ), to prevent flooding this thread wit it, I suggest you comment over at my site (where its hosted), you dont need to sign up too post

DeadZone <font size="2" face="sans-serif, arial, verdana">I'm getting "access violations" as the warp points look like asteriod fields. What Version of the mod did you use?

Atrocities
February 10th, 2004, 03:55 AM
Dead Zone, thanks, I look forward to playing it.

Pulse Phasers, didn't they have those in ST Movies then drop them in STNG in favor of the sustained arc phasers?

1.5.1 WILL BREAK your save games David, so wait or make copy of mod before updating to 1.5.1 and then updating to 1.5.1 fix.

(Fix addresses to FQM issues that were in 1.5.1)

Captain Kwok
February 10th, 2004, 04:43 AM
No - the phasers in the Star Trek movies were fired from "turrets" but were still continous beams like normal phasers.

I don't think they should be restricted to the defiant - but perhaps make them a special mount that makes them better on the defiant than regular phasers.

TNZ
February 10th, 2004, 05:40 AM
Some questions. http://forum.shrapnelgames.com/images/icons/icon7.gif
With a crew quarters II and deuterium tank, wouldn’t it be possible to gain extra supplies for a ship every second turn?
The Breen have cloaking devices: why?
Couldn’t the ram scoop and Bussard collector be merged?
Maybe the Master Computer component should be deleted?

Captain Kwok
February 10th, 2004, 05:54 AM
The Breen have been mentioned to use cloaking devices in the series.

The bussard/ramscoop could be reconciled.

Nah, master computer is fun. What was that episode of TOS with the M5 computer that goes berserk and destroys another ship?

Not sure about the supply issue.

DeadZone
February 10th, 2004, 04:53 PM
Originally posted by userx:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DeadZone:
Just to let you guys know, Ive released a scenario for the mod called Survival

You can d/l it here (http://deadzone.lfhost.com/modules.php?name=Downloads&d_op=viewdownload&cid=5)

Quick overview
You are the Federation, you must overcome all threats and lead the feds to victory

All comments are welcome (as long as they are constructive http://forum.shrapnelgames.com/images/icons/icon12.gif ), to prevent flooding this thread wit it, I suggest you comment over at my site (where its hosted), you dont need to sign up too post

DeadZone <font size="2" face="sans-serif, arial, verdana">I'm getting "access violations" as the warp points look like asteriod fields. What Version of the mod did you use? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Im using 1.51

Let me know if anyone else is getting this error

Atrocities
February 10th, 2004, 06:33 PM
TNZ Master Computers can be turned off at game set up. If you look back through the revision history you will see when we took them out, then added them back in by overwhelming demand.

Fyron
February 10th, 2004, 07:19 PM
Originally posted by DeadZone:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by userx:
I'm getting "access violations" as the warp points look like asteriod fields. What Version of the mod did you use? <font size="2" face="sans-serif, arial, verdana">Im using 1.51

Let me know if anyone else is getting this error </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You guys are using different SectType.txt files. Deadzone, did you create this with the non-fixed 1.5.1? With the stock SectType.txt file or the FQM Deluxe one of the fix? Userx, which are you using?

Tnarg
February 10th, 2004, 09:02 PM
I don't know if the original STM game using 1.35 is still being played? If it is I have lost my link to the site where I can get my next turn.

Any one else getting a barrage of these stupid computer viruses.? I think I receive about 10 to 15 a day. When are they going to pass a law that makes the creaters of these nasties to be allowed a public lynching? http://forum.shrapnelgames.com/images/icons/icon8.gif

DeadZone
February 11th, 2004, 12:12 AM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DeadZone:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by userx:
I'm getting "access violations" as the warp points look like asteriod fields. What Version of the mod did you use? <font size="2" face="sans-serif, arial, verdana">Im using 1.51

Let me know if anyone else is getting this error </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You guys are using different SectType.txt files. Deadzone, did you create this with the non-fixed 1.5.1? With the stock SectType.txt file or the FQM Deluxe one of the fix? Userx, which are you using? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Its my end, I will update it when I can

Paul1980au
February 11th, 2004, 12:18 AM
Looking forward to that update.

AMF
February 11th, 2004, 12:39 AM
Atrocities, I just got your message below now on the 11th, don't kill my empire! I thought we had till tonight to get turns in....I'm doing it as soon as I can get the turn downloaded... (I seem to be having trouble downloading using Opera ever since I installed the latest MS patch...what a surprise there...)

Feb 9, 2004 9:04:14 PM EST (Posted by atrocities): I will process the turn for this game in one day. If you do not wish to play the game please email me so I can kill your empire. If you do not email me by tomorrow, and your turn is not uploaded, I will kill your empire in order to keep the game going smoothly. Thanks.

Thanks,

Alarik

Atrocities
February 11th, 2004, 12:51 AM
http://forum.shrapnelgames.com/images/icons/icon7.gif thanks man, don't worry I no kill off empire. I would like Jimbob to play his turn though for one of our games. If I no hear from him soon, I will be forced to kill of his empire. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities
February 11th, 2004, 12:53 AM
Originally posted by Tnarg:
I don't know if the original STM game using 1.35 is still being played? If it is I have lost my link to the site where I can get my next turn.

Any one else getting a barrage of these stupid computer viruses.? I think I receive about 10 to 15 a day. When are they going to pass a law that makes the creaters of these nasties to be allowed a public lynching? http://forum.shrapnelgames.com/images/icons/icon8.gif <font size="2" face="sans-serif, arial, verdana">The game is still going strong.
www.astmod.com/games/stm (http://www.astmod.com/games/stm) and yes I too am getting about 30 or so day in emails.

mottlee
February 11th, 2004, 12:55 AM
1.5.1 LOVE the intro screen shot http://forum.shrapnelgames.com/images/icons/icon10.gif Well done!

Atrocities
February 11th, 2004, 01:14 AM
Yes David did a great job on that. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
February 11th, 2004, 02:18 AM
Originally posted by TNZ:
Some questions. http://forum.shrapnelgames.com/images/icons/icon7.gif
With a crew quarters II and deuterium tank, wouldn’t it be possible to gain extra supplies for a ship every second turn?<font size="2" face="sans-serif, arial, verdana">No. Only space yard component is able to repair Emergency Resupply/Propulsion pods. At least in stock game and latest STM.

DavidG
February 11th, 2004, 02:53 AM
Originally posted by Captain Kwok:
Nah, master computer is fun. What was that episode of TOS with the M5 computer that goes berserk and destroys another ship?
<font size="2" face="sans-serif, arial, verdana">Too bad you couldn't mod that. 5% chance per turn Master computer will become self aware and go bezerk. http://forum.shrapnelgames.com/images/icons/icon10.gif

JAYRMARKS
February 11th, 2004, 06:36 PM
I'm still waiting to see if 1.5.1 tests out ok before I install it. Has it been working right? Anyone? Fyron? Atrocities (How ya been old friend?)

Thanks

JR

Atrocities
February 11th, 2004, 07:13 PM
So far the patch has tested out ok. The major bug was the secttypes issue and that has been addressed.

The next Version of the mod will most likely focus upon weapons modification & balancing. UserX, Kwok, and I have been disucssing it on MIRC #se4 channel off and on for many weeks now. The play test have all yeilded excellent reports and Aikens bug reports have been very helpful.

Don't expect a new patch for a couple of months. (Sooner if the SE IV Last patch effects the mod.)

The 1.5.1 has the new splash screen, and TNZ Star Trek UI graphics.

I get a lot of emails saying that the UI coloring and graphics make the mod that much better. That the yellow and green really set it apart from standard SEIV.

boromeo
February 12th, 2004, 06:08 AM
I ve just remarked taht SE4 is using 2 ports tcp and udp ..My firewall tells me so..Is that normal ?

Fyron
February 12th, 2004, 07:10 PM
Yes. It does not actually contact anything on the web, unless you join/start a TCP/IP game. It just reserves the right to use those ports when you start the game, in case it will need them.

solops
February 12th, 2004, 07:20 PM
1.5.1 is totally awesome.

David E. Gervais
February 12th, 2004, 07:38 PM
I don't know if this is a bug, but when I start a new game in v1.51 I can't make colony ships. (there is no Rock Colony component available but one is required to make a colonizer.)

What's up with that?

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron
February 12th, 2004, 07:45 PM
Perhaps you didn't read the readme? You must select the Rock World Natives racial trait (or Ice or Gas, depending on your choice of homeworld).

gregebowman
February 12th, 2004, 07:54 PM
Originally posted by David E. Gervais:
I don't know if this is a bug, but when I start a new game in v1.51 I can't make colony ships. (there is no Rock Colony component available but one is required to make a colonizer.)

What's up with that?

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">This isn't related to this mod, but there a couple of mods I've played recently that instead of having the rock colonization, you start with the ice colonization, even though the homeworlds you start out with are on rock. I can't remember which ones they were, but there was at least 2 that started that way, and I had to research the rock colonization. I just that was plain weird. Why have ice when you can't even travel to an ice world in the beginning of the game?

David E. Gervais
February 12th, 2004, 08:24 PM
Originally posted by Imperator Fyron:
Perhaps you didn't read the readme? You must select the Rock World Natives racial trait (or Ice or Gas, depending on your choice of homeworld). <font size="2" face="sans-serif, arial, verdana">Doh! Guilty as charged. http://forum.shrapnelgames.com/images/icons/tongue.gif

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

P.S. and I still haven't read the readme. http://forum.shrapnelgames.com/images/icons/tongue.gif

geoschmo
February 13th, 2004, 05:18 PM
Atrocities and everyone that's interested. I have setup 1.5.1 as a Version for play on PBW.

Fyron
February 13th, 2004, 06:10 PM
Originally posted by gregebowman:
This isn't related to this mod, but there a couple of mods I've played recently that instead of having the rock colonization, you start with the ice colonization, even though the homeworlds you start out with are on rock. I can't remember which ones they were, but there was at least 2 that started that way, and I had to research the rock colonization. I just that was plain weird. Why have ice when you can't even travel to an ice world in the beginning of the game? <font size="2" face="sans-serif, arial, verdana">You should try to figure out which mods those were, so that they can be fixed if they are broken.

Atrocities
February 14th, 2004, 01:13 AM
Originally posted by geoschmo:
Atrocities and everyone that's interested. I have setup 1.5.1 as a Version for play on PBW. <font size="2" face="sans-serif, arial, verdana">Thank you Mr. Geoschmo.

Atrocities
February 14th, 2004, 01:15 AM
Originally posted by solops:
1.5.1 is totally awesome. <font size="2" face="sans-serif, arial, verdana">I am glad you like it. http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo
February 14th, 2004, 01:58 AM
Originally posted by Atrocities:
Thank you Mr. Geoschmo. <font size="2" face="sans-serif, arial, verdana">You don't have to call me Mr. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
February 15th, 2004, 02:54 AM
Does it mean that somebody will be kind and brave enough to create new 1.51 Star Trek game on PBW?

Atrocities
February 15th, 2004, 03:37 AM
I don't know how to take that Aiken. http://forum.shrapnelgames.com/images/icons/confused.gif Are you saying that playing 151 at PBW might be hazardous?

I can assure you that there will be no more Version of the mod until after the Final Patch is released for SE 4.

Sabin
February 15th, 2004, 09:22 AM
If a PBW game is started, would rather inexperienced Users(no experience) of the PBW service and SEIV-G be allowed to attempt to play?

I am considering of joining this match if it starts, but I wish to have permission first, since unknown players may simply disrupt a game.

Aiken
February 15th, 2004, 09:34 AM
Originally posted by Atrocities:
I don't know how to take that Aiken. http://forum.shrapnelgames.com/images/icons/confused.gif Are you saying that playing 151 at PBW might be hazardous? <font size="2" face="sans-serif, arial, verdana">I haven't told that playing STM is hazardous! Did you confused with "brave" word? I used it for no particular reason, no offence.

I just want to take part in such game. But all the current ST games are "veterans only" http://forum.shrapnelgames.com/images/icons/icon9.gif

[ February 15, 2004, 07:43: Message edited by: aiken ]

Sabin
February 15th, 2004, 11:51 AM
This is somewhat off-topic, however I have recently recalled that the Sovreign-class vessal for the Federation has reduced tonnage when compared to the older Galaxy-class. I have not read the entire thread, so I can be wrong about the mount design for this particular vessel. It increases the power of phasers only, correct?

If so, perhaps, the mount can instead reduce the tonnage that componets have when it is in use. If the QNP mod(or a varient?) is in effect, smaller, less bulky ships have their abilities related to speed and the like increased.

By having the smaller componets mount, they can have speed, and allow the player to customize the ship by an additional amount, while increasing the overall ability of the class.

That should make the Sovereign-class a substantial upgrade over the Galaxy-class. I don't know if it can work though, since my memory about how the mounts work in the design document can be altered is rather dim.

[ February 15, 2004, 22:39: Message edited by: Sabin ]

Atrocities
February 16th, 2004, 12:26 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 Atrocities:
I don't know how to take that Aiken. http://forum.shrapnelgames.com/images/icons/confused.gif Are you saying that playing 151 at PBW might be hazardous? <font size="2" face="sans-serif, arial, verdana">I haven't told that playing STM is hazardous! Did you confused with "brave" word? I used it for no particular reason, no offence.

I just want to take part in such game. But all the current ST games are "veterans only" http://forum.shrapnelgames.com/images/icons/icon9.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You must learn to know me. http://forum.shrapnelgames.com/images/icons/icon7.gif I am never fully serious.

I would be honored to have you in a game. http://forum.shrapnelgames.com/images/icons/icon7.gif I just don't have the time for a game at the moment. I will however start one soon. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
February 16th, 2004, 12:32 AM
Originally posted by Sabin:
This is somewhat off-topic, however I have recently recalled that the Sovreign-class vessal for the Federation has reduced tonnage when compared to the older Galaxy-class. I have not read the entire thread, so I can be wrong about the mount design for this particular vessel. It increases the power of phasers only, correct?

If so, perhaps, the mount can instead reduce the tonnage that componets have when it is in use. If the QNP mod(or a varient?) is in effect, smaller, less bulky ships have their abilities related to speed and the like increased.

By having the smaller componets mount, they can have speed, and allow the player to customize the ship by an additional amount, while increasing the overall ability of the class.

That should make the Sovereign-class a substantial upgrade over the Galaxy-class. I don't know if it can work though, since my memory about how the mounts work in the design document can be altered is rather dim. <font size="2" face="sans-serif, arial, verdana">The sovereign class is actually much smaller than a Galaxy class ship. And a Galaxy X class ships has more fire power than a Sovereign.

Sabin
February 16th, 2004, 12:53 AM
However, the Sovereign is an next-generation ship meant for fighting the borg, right?

That probably means that despite it's smaller size, it is actually better armed and designed for battle, while the Galaxy was designed to be general-purpose, which included room for civilian families, if I remember correctly. It is also a new design, with new technology, which can make quite a difference when the size and the efficiency of the parts involved are taken into account.

Also, the Galaxy X is probably a future refit of the Galaxy, which would probably negate some of the the inherent problems associated with the regular design, but not all. However, that would not effect the amount of weapons on a sovereign, since the Sovereign was designed from the beginning to be an next-generation vessal, so it may be refitted to be able to meet future needs, in a manner that is superior to a galaxy, since the technology is better.

Summery:

Advanced technology and design would reduce the amount of space required for parts and may yield the following benefits:

-Smaller vessel size for the same number of parts
that a larger, less advanced, vessel would have.

-Improved combat ability, due to smaller size and the benefits that would impart.

-Similer amount of durability that a large vessal would have, since the componets would still have the same amount of damage resistence that a larger part would have, since the design of it's structure is superior.

The cost of this, of course, is that the price of constructing a Sovereign may be higher, but that is to be expected of advanced technology and design.

[ February 16, 2004, 00:18: Message edited by: Sabin ]

Atrocities
February 16th, 2004, 04:36 AM
Here is a fast fix for you.

Go into the FEDERATION race folder and swap the names for the Juggernought and Dreadnought images. There are two each:

Federation_Portrait_Juggernought
Federation_Mini_Juggernought

Swap with

Federation_Portrait_Dreadnought
Federation_Mini_Dreadnought

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

This will have no effect on your game, and none on PBW except that others will see your ships as they were originally unless they make the swap as well.

I like the Galaxy X and it is a favorate among many Star Trek fans. I will fight to keep it in the mod.

Sabin
February 16th, 2004, 04:58 AM
I was not asking for the Galaxy X to be removed, but that the Sovereign to be generally better then the standard Galaxy.

However, thank you for the assistence, and I will implement the alterations you suggested.

Fyron
February 16th, 2004, 07:46 AM
nevermind

[ February 16, 2004, 05:46: Message edited by: Imperator Fyron ]

Sabin
February 16th, 2004, 09:08 AM
I believe there is a spelling error for the federation's treaty rejections.(human) It is senat, when it should be senate.

Also, I think additional directions about the Image Mod or possibly the integration of it should be implemented.(plus the Mod Launcher?)

When I first attempted to play the game, I found out I was supposed to download the unincluded Mod Launcher and the Image Mod. I managed to acquire these, but I had to spend some time with implementing the Image Mod, since I was not sure about how to go about it.

It took me about 30 minutes or so(not including download time) to place the files from the Image Mod in the SE:IV folder and the Star Trek Mod folder.

Mind you, the difficulty I had may have been due to sheer stupidity, and not because the directions were unhelpful.(though that seemed to be the case.)


Also, I wish to know about the etiquiette that is usually involved in a PBW session, and what is generally encouraged and discouraged.

[ February 16, 2004, 07:16: Message edited by: Sabin ]

Fyron
February 16th, 2004, 10:34 AM
possibly the integration of it <font size="2" face="sans-serif, arial, verdana">That would be completely contrary to the goal of the image mod. No mod using image mod images should include those images in it's download file(s) (unless it uses only a small number of images). This is to prevent you from having to download the same images multiple times, for each mod that uses them. You should actually install them into the stock Pictures sub-folders, rather than in the Star Trek Mod folders. This will prevent having to install them into a new mod that you install later that uses the image mod images.

The Mod Launcher is not required to use the mod. You can edit Path.txt in the root SE4 folder to point to the "Star Trek Mod" folder, and SE4 will load with that mod enabled. The Mod Launcher just makes the whole process easier, especially if you play with multiple mods (such as in a few PBW games that use different mods).

DeadZone
February 16th, 2004, 04:30 PM
I do agree about the Sovereign, it is like the Defiant in basis of technology

So perhaps having a sovereign mount that would allow them few extra weapons which would do a bit more damage would give the proper feel

Also, Atrocities, in the end will you be making it so ships come by age of design of the series?
Ie. The final three ships would be Defiant, Sovereign and Galaxy - X, and also IIRC the Akira (which you have as a cruiser) was designed and built after the Galaxy and Nebula (seeing as a Galaxy was used for scientific, exploration and dipolmacy mainly and the Nebula was mainly a science vessel)

Now it is very easy to make it throw out ships with their proper class names and too appear in the right order and keep the balance. But its something that will take time

NOW if you really want, seeing as I do know quite abit about ST Ships, I could do a VehicleSize.txt with as many ships for the main races within a set timeline. ie. everything from TNG to Nemesis, and inc. at least one "futuristic vessel" for balancing issues against the Borg (Fed - Galaxy-X, Rom - Reman Warbird, etc...)

DeadZoneMDx

Atrocities
February 16th, 2004, 10:58 PM
Originally posted by Sabin:
I believe there is a spelling error for the federation's treaty rejections.(human) It is senat, when it should be senate.

Also, I think additional directions about the Image Mod or possibly the integration of it should be implemented.(plus the Mod Launcher?)

When I first attempted to play the game, I found out I was supposed to download the unincluded Mod Launcher and the Image Mod. I managed to acquire these, but I had to spend some time with implementing the Image Mod, since I was not sure about how to go about it.

It took me about 30 minutes or so(not including download time) to place the files from the Image Mod in the SE:IV folder and the Star Trek Mod folder.

Mind you, the difficulty I had may have been due to sheer stupidity, and not because the directions were unhelpful.(though that seemed to be the case.)


Also, I wish to know about the etiquiette that is usually involved in a PBW session, and what is generally encouraged and discouraged. <font size="2" face="sans-serif, arial, verdana">Fyron did an excellent job in addressing these issues. Thank you for the spelling error report, that is very helpful and I do sincerely appreciate any and all help.

gregebowman
February 16th, 2004, 11:11 PM
What the heck is a Galaxy X class ship? The only Galaxy class ships I remember ever seeing are the Enterprise and the Yamato, and they were both destroyed. Is this canon, or something from a book or some other source? Just curious. I thought I knew everything from the known (aka the movies and the series) Star Trek universe.

Atrocities
February 16th, 2004, 11:14 PM
Originally posted by DeadZone:
I do agree about the Sovereign, it is like the Defiant in basis of technology<font size="2" face="sans-serif, arial, verdana">Unfortunetly SEIV does not allow for this.

Originally posted by DeadZone:

So perhaps having a sovereign mount that would allow them few extra weapons which would do a bit more damage would give the proper feel<font size="2" face="sans-serif, arial, verdana">To many mounts complicate the game. I already hate the current mount system. But it could be done I guess, but it would have to be done for ALL races.

Originally posted by DeadZone:

Also, Atrocities, in the end will you be making it so ships come by age of design of the series?
Ie. The final three ships would be Defiant, Sovereign and Galaxy - X, and also IIRC the Akira (which you have as a cruiser) was designed and built after the Galaxy and Nebula (seeing as a Galaxy was used for scientific, exploration and dipolmacy mainly and the Nebula was mainly a science vessel)<font size="2" face="sans-serif, arial, verdana">No, the ships are in the order they are in. This is a TNG era race. SEIV does not allow for progressive ship scaling system like this. The ships come in the order they are placed in the Vehcile text file and the AI will always use the larger design. Also human players would have so many ships to choose from that it would be completely confusing. Additionally I would have to do this for EACH race, and I am not about to do that. I would have to design many new ships, and I really am not that interested in the mod any more to partake an endevour of that magnatude. Good idea though, and yes it was considered at one point and deemed unworkable.

Originally posted by DeadZone:

Now it is very easy to make it throw out ships with their proper class names and too appear in the right order and keep the balance. But its something that will take time<font size="2" face="sans-serif, arial, verdana">If you can get the AI to do this, then great, the only way I have been able to do it is by naming the Class in the vehicle Size file. Then every ship produced under that class is a Galaxy class ship, and you will have to rename it. (NOTE: There is discussion on doing this for STM 2.0 as the new patch will support this far better than the current game.)

Originally posted by DeadZone:

NOW if you really want, seeing as I do know quite abit about ST Ships, I could do a VehicleSize.txt with as many ships for the main races within a set timeline. ie. everything from TNG to Nemesis, and inc. at least one "futuristic vessel" for balancing issues against the Borg (Fed - Galaxy-X, Rom - Reman Warbird, etc...)

DeadZoneMDx <font size="2" face="sans-serif, arial, verdana">Any help is appreciated. Remember, the sized have already been worked, reworked, re-reworked, and re-re-reworked many times. I cannot garantee that your design of the file will be used, but if it is better than the current one, it just might be used either in whole or in part.

<font color=blue>FOR EVERYONE</font>

This mod means a lot to a lot of players, and I do sincerely appreciate the bug reports, tweak suggestions, ideas, and improvements suggestion and materials that you all have been kind enough to provide over the Last 8 or so months.

The mod is now fixed in place, no major changes can be made to the structure of the mod. The reason for this is clear with the Last patch, it busted saved games and that was not appreciated by many.

We are working on an update STM v2.0 that I hope will address a lot of issues and suggestion as well as balance and game play items.

In the mean time, please enjoy the current mod, and please continue to post or email me about ideas, bugs, or whatever. You do not know how much your words have helped this mods.

Atrocities
February 16th, 2004, 11:21 PM
Originally posted by gregebowman:
What the heck is a Galaxy X class ship? The only Galaxy class ships I remember ever seeing are the Enterprise and the Yamato, and they were both destroyed. Is this canon, or something from a book or some other source? Just curious. I thought I knew everything from the known (aka the movies and the series) Star Trek universe. <font size="2" face="sans-serif, arial, verdana">Series finally, "All Good Things" in the future it was Admiral Rikers Flag ship. It cut through a Negh'Var in one shot and could travel at Warp 13. This is why it is a Juggernought, and the most advanced ship in the Federation armada. It was designed after the Soveriegn, and was used in BOTF very effectively.

Sabin
February 16th, 2004, 11:23 PM
I agree with what DeadZOne is implying.

Atrocities
February 16th, 2004, 11:29 PM
I agree with some of it, however, making it happen is a limited by what can and cannot be done in SEIV.

Fyron
February 16th, 2004, 11:34 PM
There are enough ship sizes in the mod IMO. Gameplay over canon any day!

Captain Kwok
February 17th, 2004, 12:28 AM
There are some "factual" errors in your assessment DeadZone!

The Akira class is actually older than the Galaxy Class and rather small (hence cruiser size) considering it has no real secondary hull and has a narrow saucer. And I wouldn't say the Nebula Class was a science vessel! Of course, this is little more than nitpicking. http://forum.shrapnelgames.com/images/icons/tongue.gif

I'm not a big fan of the AGT Enterprise, or "Galaxy-X", but I would say that it is too large for a Federation ship in the game - maybe give it 60-120kT over a regular Galaxy class to add a couple torpedoes/phasers. 1400kT is far too much!

And to be far, I'd swap the Nebula and Ambassador class sizes. The Nebula may look small - but it's just much more compacted and not really smaller. http://forum.shrapnelgames.com/images/icons/icon7.gif

There's also no reason why the Sovereign can't be made more advance then the Galaxy - you can easily give it another tech requirement etc. so it appears after and a simple mount for the ship to increase the firepower is not difficult at all. It's not nearly as difficult as you suggest! http://forum.shrapnelgames.com/images/icons/tongue.gif

narf poit chez BOOM
February 17th, 2004, 12:52 AM
i say an SD(P) could blow them all away. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities
February 17th, 2004, 12:52 AM
And I wouldn't say the Nebula Class was a science vessel! <font size="2" face="sans-serif, arial, verdana">I have to agree, the Nebula class star ships are, and have been fighting ships. Remember the first episode we saw one in? That ships captain went on a killing spree in Cardassian space and kicked butt.

Atrocities
February 17th, 2004, 12:57 AM
Originally posted by Captain Kwok:


I'm not a big fan of the AGT Enterprise, or "Galaxy-X", but I would say that it is too large for a Federation ship in the game - maybe give it 60-120kT over a regular Galaxy class to add a couple torpedoes/phasers. 1400kT is far too much!<font size="2" face="sans-serif, arial, verdana">Sounds reasonable.

Originally posted by Captain Kwok:

And to be far, I'd swap the Nebula and Ambassador class sizes. The Nebula may look small - but it's just much more compacted and not really smaller. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Sounds reasonable.

Originally posted by Captain Kwok:

There's also no reason why the Sovereign can't be made more advance then the Galaxy - you can easily give it another tech requirement etc. so it appears after and a simple mount for the ship to increase the firepower is not difficult at all. It's not nearly as difficult as you suggest! http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="sans-serif, arial, verdana">I can swap the Juggernought mount to be used on the Dreadnought. Same effect.

DeadZone
February 17th, 2004, 05:20 AM
Ok, too point a few things out

Galaxy & Akira

The Galaxy was put in service in 2357, while the Akira appeared in 2368 (This is cannon fact http://forum.shrapnelgames.com/images/icons/tongue.gif )

The Nebula isnt a science vessel (not sure why I said that) it was mainly used for Exploration missions, but was refitted in light of the Cardassian border wars

The Sovereign is more powerful than the Galaxy as it was built nearly 30 years later, but not many were built, and the Sovereign was built mainly for defensive purposes (The defiant class was mainly for offensive purposes in the Dominion war and defensive purposes against the Borg)

**Sidenote: Is it possible to make the pulse phaser do more damage against the borg like in the series, or doesnt SEIV allow for this?**

As for other races, the only ship that I believe is out of place concerning size and age is the Romulan Warbird as it was built before the TNG era, just it has been upgraded time and time again

As for mounts, you could do wot you did wit the defiant cloaking mount, have certain components real expensive and each ship have its own mount so it would fit in the timeline of technology (Would be willing too do all the mounts for all the races)

As for number of ships for the Feds, from the TNG era up, I can put in 18 ships
That would be 3 carriers, 3 Transports, and 12 normal ships which can of course be reduced to a desired number

As for other races, regardless you have too start making them up, as only so much is known

But regardless of wheather you decide to go along wit this or not, I request you bring in the Prometheus class for the Feds, hell I beg you too, as that is my favourite vessel beside the Nebula

[ February 17, 2004, 03:21: Message edited by: DeadZone ]

Atrocities
February 17th, 2004, 06:32 AM
The Sovereign is more powerful than the Galaxy as it was built nearly 30 years later <font size="2" face="sans-serif, arial, verdana">You might want to check on this one. The Galaxy Class ship was not introduced until TNG era, as in the Pilot for STNG, Picard said it was a new class. (The protype ship was the Enterprise, but they opted to call the class Galaxy for its exploration roots. The Yamato was the sister ship. I could be wrong)

Originally the Star Trek mod was not going to have carriers or ships by the current SEIV classification. (Escort etc) They were going to be named after each original class as they were in the show. But limitation on SEIV prevented this. This has been addressed in the latest patch for SEIV and perhaps now we can get back to brass roots.

The mod can never be cannon. I have stated this a billion times and will go on stating it. This will never be star fleet battles. The mod is our attempt to make SEIV into a nice playable Star Trek universe game. Kwok chose the era as TNG, and that has been the focus of the mod.

The problem with one race, IE the Federation, having a ton of ships is the size limitations. Say you have 12 hull sizes, well, the only thing seperating them is 100kt starting with 100kt, 200kt, etc and this is primarily why the current system was chosen.

Adding new weapons to the mod at this point is very very low on my priority list. We have been developing the mod for well over a year, and what we have is the result of all the input to date.

At this point all I can do is swap the Galaxy X for the Soveriegn. There is a juggernought mount for the game, and that will give you a nice weapon.

As for adding a ship, I am sorry, but at this point I have no plans on adding any more federations ships. You can however swap out any image you want with one that you do want. http://forum.shrapnelgames.com/images/icons/icon7.gif

So lets look at what was accomplished here:
1. The Galaxy X needs to be swapped with the Sovereign.
2. The Ambassador and the Nebula need to be swapped
3. The soveriegn needs to have access to the dreadnought mount

Ok, a nice list. http://forum.shrapnelgames.com/images/icons/icon7.gif

gregebowman
February 17th, 2004, 03:43 PM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by gregebowman:
What the heck is a Galaxy X class ship? The only Galaxy class ships I remember ever seeing are the Enterprise and the Yamato, and they were both destroyed. Is this canon, or something from a book or some other source? Just curious. I thought I knew everything from the known (aka the movies and the series) Star Trek universe. <font size="2" face="sans-serif, arial, verdana">Series finally, "All Good Things" in the future it was Admiral Rikers Flag ship. It cut through a Negh'Var in one shot and could travel at Warp 13. This is why it is a Juggernought, and the most advanced ship in the Federation armada. It was designed after the Soveriegn, and was used in BOTF very effectively. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thanks for the info. Probably like most everybody who watched the series, the first and Last episodes were my least favorite, and I don't watch them all that much. So I don't remember Ryker's ship all that well. I'll give it a look next time I can catch that episode. Also, what does BOTF mean? Must be something else I've missed.

DeadZone
February 17th, 2004, 11:20 PM
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> The Sovereign is more powerful than the Galaxy as it was built nearly 30 years later <font size="2" face="sans-serif, arial, verdana">You might want to check on this one. The Galaxy Class ship was not introduced until TNG era, as in the Pilot for STNG, Picard said it was a new class. (The protype ship was the Enterprise, but they opted to call the class Galaxy for its exploration roots. The Yamato was the sister ship. I could be wrong)</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well thats interesting
Cannon fact: - Galaxy built in 2357, Sovereign built somewhere between 2370-2374 (not sure exact year)

That would be 13-17 years (30??? damn brain not wot it used to be lol)

Still bit of difference

And Im in agreement, it can nvr be fully cannon, that would only be possible in a ST game

And out of the 12 ships I can put in, I think more than 8 would be too much anyway for any mod for SEIV

Oh and why I say about the Prometheus, is because that was built in 2374, so its a something inbetween Galaxy X & Sovereign

Sabin
February 18th, 2004, 02:17 AM
I have found some spelling mistakes for the Hirogen Hunting Party race descriptions.

--------------------------------------------
A spacefaring nomadic race whose society has been completely based upon the ritual hunt for a millennium, despite there(their) advanced technological status.
--------------------------------------------

Here is the second mistake:

--------------------------------------------
Now the Hirogen are a nomadic race traveling through the stars expanding their hunting territories in hopes of finding new pray(prey).
--------------------------------------------

I also have some ideas for improving the mod:

1: More random events, since it seems that they happen rarely, even at the highest settings and allowed consequences.

2: Allow another race's racial technology to be stolen/researched from analyzed technology. This would improve the amount of possibilities that a game would have. If that seems unbalancing, counter by making the success rate low.

3: Shields are difficult to place on the smaller ships without making large compromises. Perhaps this can be remedied by making a smaller, but weaker, shield component.(more expensive, too?)

4: It seems that the United Federation of Planets believe that President Jean Luc Picard II is their lord and master, and all the serfs refer to him as Sire, Lord, ect. Perhaps a change of heart is in order?

DavidG
February 18th, 2004, 02:24 AM
Originally posted by gregebowman:
Also, what does BOTF mean? Must be something else I've missed. <font size="2" face="sans-serif, arial, verdana">Birth of the Federation. PC Game.

Sabin
February 18th, 2004, 03:29 AM
I have found another error, one that appeared when I decided to accept an offer from the Hirogen Hunting Party:

-------------------------------------
Your people accepted your offer.
-------------------------------------

As far as I know, the United Federation of Planets is not currently under any conditions that would make such an response plausible.

It probably should be altered, so that it makes more sense.

Atrocities
February 18th, 2004, 03:31 AM
Originally posted by Sabin:

I also have some ideas for improving the mod:

1: More random events, since it seems that they happen rarely, even at the highest settings and allowed consequences.<font size="2" face="sans-serif, arial, verdana">I will look into this, but know that the current Events are already vastly more than in a stock game of SEIV. We have positive random events as well as negative ones.


Originally posted by Sabin:

2: Allow another race's racial technology to be stolen/researched from analyzed technology. This would improve the amount of possibilities that a game would have. If that seems unbalancing, counter by making the success rate low.<font size="2" face="sans-serif, arial, verdana">Currently you cannot steal or gain any technology from analyzed racial technology. SEIV is not set up for this.


Originally posted by Sabin:

3: Shields are difficult to place on the smaller ships without making large compromises. Perhaps this can be remedied by making a smaller, but weaker, shield component.(more expensive, too?)<font size="2" face="sans-serif, arial, verdana">I can look into this, but they would be much much weaker. (Via a Mount)

Originally posted by Sabin:

4: It seems that the United Federation of Planets believe that President Jean Luc Picard II is their lord and master, and all the serfs refer to him as Sire, Lord, ect. Perhaps a change of heart is in order? <font size="2" face="sans-serif, arial, verdana">LOL You can customize that race any way you choose. Even change the Race Portrait if you want. Just be sure to give any one who is playing in a PBW game with you the new images.

Atrocities
February 18th, 2004, 03:32 AM
Originally posted by Sabin:
I have found another error, one that appeared when I decided to accept an offer from the Hirogen Hunting Party:

-------------------------------------
Your people accepted your offer.
-------------------------------------

As far as I know, the United Federation of Planets is not currently under any conditions that would make such an response plausible.

It probably should be altered, so that it makes more sense. <font size="2" face="sans-serif, arial, verdana">Thanks, I will go through the speech file and make the corrections. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
February 18th, 2004, 03:36 AM
DeadZone,

If would like, could you please draft up a list of Federation ships, sizes, and classification for the mod. Feel free to drop the Galaxy X if you wish.

Thanks. (The list can be 8 to 12 ships if you like)

solops
February 18th, 2004, 03:42 AM
Originally posted by narf poit chez BOOM:
i say an SD(P) could blow them all away. http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">Here, here! Good show!

Fyron
February 18th, 2004, 03:42 AM
Originally posted by Atrocities:
Currently you cannot steal or gain any technology from analyzed racial technology. SEIV is not set up for this.
<font size="2" face="sans-serif, arial, verdana">Sure you can! Check the SE4 Modding 101 Tutorial (http://se4modding.spaceempires.net/) in IIRC the Technologies chapter to see how you can do so.

Atrocities
February 18th, 2004, 03:48 AM
Thanks Fyron, I read that, but that would require a major ravamp of the mod, and that is something that I am not prepared to do at this time.

gregebowman
February 18th, 2004, 04:46 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 gregebowman:
Also, what does BOTF mean? Must be something else I've missed. <font size="2" face="sans-serif, arial, verdana">Birth of the Federation. PC Game. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thanks. When did this game come out? I just don't remember it.

Fyron
February 18th, 2004, 04:52 AM
http://www.gonegold.com/gguide/botf.shtml

Renegade 13
February 18th, 2004, 06:52 AM
Seems I might have found a bit of a bug: The Klingons have a cloaking device that (as far as I know) can't be penetrated by ANY scanner. Seems a little unfair to have undetectable ships http://forum.shrapnelgames.com/images/smilies/rolleyes.gif . I changed the scanners in my Version of the mod so I can detect them, but I thought you should know.

Atrocities
February 18th, 2004, 08:14 AM
Originally posted by Renegade 13:
Seems I might have found a bit of a bug: The Klingons have a cloaking device that (as far as I know) can't be penetrated by ANY scanner. Seems a little unfair to have undetectable ships http://forum.shrapnelgames.com/images/smilies/rolleyes.gif . I changed the scanners in my Version of the mod so I can detect them, but I thought you should know. <font size="2" face="sans-serif, arial, verdana">Advanced Tachyon Sensors II should, but oops, will fix in the next Version.

[ February 18, 2004, 06:16: Message edited by: Atrocities ]

Atrocities
February 18th, 2004, 08:42 AM
BOTF is now considered Abandond Ware, (check first)

You can still buy it new from:
http://www.amazon.com/exec/obidos/tg/stores/offering/list/-/B00000K4DW/all/ref=xs_ap_bun1_xgl63_a/104-5520916-0335113
$50.00 US

LOL because two years ago it was like $8.00 US new. The price of popularity, and no more production.

Fyron
February 18th, 2004, 09:02 AM
Guys, can we please drop the canonical nonsense? This is Star Trek Mod, not Star Trek Simulation. It is an attempt to have a Star Trek feel while playing SE4. What does it matter if it is not strictly canon? It is a fun mod that looks Trekish, and that is _all_ that matters. If you do not like the mod, please make your own mod that better fits your Version of Star Trek Canon, rather than continue to pester the mod authors about it. Thank you.

Captain Kwok
February 18th, 2004, 09:05 AM
But Fyron - it's what "real" Star Trek fans do!!!

...That is endlessly debate the smallest details forever about everything until everyone hates the series and becomes desperately bitter! http://forum.shrapnelgames.com/images/icons/tongue.gif

[ February 18, 2004, 07:06: Message edited by: Captain Kwok ]

narf poit chez BOOM
February 18th, 2004, 09:40 AM
if you want to pointless debat the advantage of one ship over another, i made a thread for that. anybody taking it seriously will be hammered, though. http://forum.shrapnelgames.com/images/icons/icon10.gif

Imperial
February 18th, 2004, 09:54 AM
True fans want to have "mods" as close as possible. Alot of stuff can be Done to make the mod better (admittedly it may not be easy--but can be done--take the alien tech reasearch thingy as an example). Posting suggestions and thaughts are good because if Atrocities and Kwok stop working on the mod one day--another can maybe pick up and include ideas that are left out. I was going to post a long *** list of stuff I have seen in mods like AiC, Grau, Gold- d-2, etc.-that i thaught would emhance the enjoyment of the mod. Mods get played out after you have played them alot-- adding new content , ideas, etc is just a way of keeping things going--and should not be viewed as "pestering" but rather as a show that people love the mod and play it. How many Posts, threads etc have gone on about SE-IV , how it can be improved, patches --etc.. We are just telling Atrocities whats on "our" wishlist, not pestering or demanding him to make these changes. Btw --I have been playing this particular mod since it has been released, and also the previous AST mod as well. I am always greatful for the patches, and more importantly the hard work and time put in. If i could afford it--id personally hire many of the peeps on this forum to make stuff just for SE-IV, --i cant so i have to let them know that they are talented and knowledgable--that there work is recognized--and make comments on how I personally think it can be better/ worse etc. I do agree going ultra "canon" isnt good--and that this is a mod--but so much can be done to make it "feel" more like star trek.

DavidG
February 18th, 2004, 01:09 PM
Originally posted by Atrocities:
Thanks Fyron, I read that, but that would require a major ravamp of the mod, and that is something that I am not prepared to do at this time. <font size="2" face="sans-serif, arial, verdana">Actually the Trek mod is already setup nicely to allow stealable tech (I've done it myself). The reason being that most racial weapons require a previous racial tech. Simply removing the racial requirement from say Fed Phasers makes them stealable from captured ships. Even if a race steals them they could not further research them because they do not have the required pre-requisite tech.

gregebowman
February 18th, 2004, 03:32 PM
Originally posted by Imperator Fyron:
Guys, can we please drop the canonical nonsense? This is Star Trek Mod, not Star Trek Simulation. It is an attempt to have a Star Trek feel while playing SE4. What does it matter if it is not strictly canon? It is a fun mod that looks Trekish, and that is _all_ that matters. If you do not like the mod, please make your own mod that better fits your Version of Star Trek Canon, rather than continue to pester the mod authors about it. Thank you. <font size="2" face="sans-serif, arial, verdana">Personally, I don't care if it's canon. As long as it looks like Star Trek and plays like Star Trek, I'm not going to sweat the details. I like both of the Star Trek mods that are out there, although I think the ST mod is better because of the different technologies that are available.

Fyron
February 18th, 2004, 06:25 PM
You have no idea what sort of emails AT has received... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Making suggestions for the mod is fine, but endlessly nitpicking petty details that do not match exactly with canon is not very productive, and gets old really fast.

AMF
February 18th, 2004, 06:28 PM
so, this allows the situation in the TOS wherein Kirk sneaks aboard the Romulan vessel, steals the cloak, but that (seems like) all that the feds can really do with it. Ie: they can't really advance the tech much, and probably have only a very limited number of prototypes of Cloaking devices. And, didn't the cloaked fed ships in the later series come on a lend-lease from the Klingons?

thanks,

Alarik


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:
Thanks Fyron, I read that, but that would require a major ravamp of the mod, and that is something that I am not prepared to do at this time. <font size="2" face="sans-serif, arial, verdana">Actually the Trek mod is already setup nicely to allow stealable tech (I've done it myself). The reason being that most racial weapons require a previous racial tech. Simply removing the racial requirement from say Fed Phasers makes them stealable from captured ships. Even if a race steals them they could not further research them because they do not have the required pre-requisite tech. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

solops
February 18th, 2004, 08:23 PM
Originally posted by gregebowman:
Personally, I don't care if it's canon. As long as it looks like Star Trek and plays like Star Trek, I'm not going to sweat the details. I like both of the Star Trek mods that are out there, although I think the ST mod is better because of the different technologies that are available. <font size="2" face="sans-serif, arial, verdana">Ditto. Canon, shmanon....irrelevant. The STM is great fun.

Atrocities
February 18th, 2004, 10:55 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 Atrocities:
Thanks Fyron, I read that, but that would require a major ravamp of the mod, and that is something that I am not prepared to do at this time. <font size="2" face="sans-serif, arial, verdana">Actually the Trek mod is already setup nicely to allow stealable tech (I've done it myself). The reason being that most racial weapons require a previous racial tech. Simply removing the racial requirement from say Fed Phasers makes them stealable from captured ships. Even if a race steals them they could not further research them because they do not have the required pre-requisite tech. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ok, I see what your saying. Hummmmmmm, this could be done, and it would really add a lot of flavor to the game. An excellent idea to be sure. Now who was it that recommended it..??? I get so many requests in a given day that I sometimes forget who made them. LOL, I will see what I can do with it. Thank you all.

DavidG
February 19th, 2004, 01:03 AM
Originally posted by Atrocities:
Ok, I see what your saying. Hummmmmmm, this could be done, and it would really add a lot of flavor to the game. An excellent idea to be sure. Now who was it that recommended it..??? I get so many requests in a given day that I sometimes forget who made them. LOL, I will see what I can do with it. Thank you all. <font size="2" face="sans-serif, arial, verdana">Hope what I said made sense. What I should have said was to change "Racial Area :=5" under Federation Weapons in the TechArea.txt file to "Racial Area:= 0". This will allow one to steal levels of the tech Federation Weapons and thus build Phasers

Atrocities
February 19th, 2004, 03:30 AM
CONGRADULATIONS to DavidG, he has POST 1701 http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
February 19th, 2004, 03:32 AM
I could also just make a dummy tech area for each race with limited weapons that can be "aquired" by other races if they "steal" said technology.

Sabin
February 19th, 2004, 05:23 AM
I made the suggestion to add the ability to steal technology, but I was not the first to do so in the mod's history, I believe. During Captain Kwok's dominion over the mod, I believe the topic appeared at one point. I do not remember the results of that, but at least the idea lives on.


EDIT:

Is it okay to post game storys, including single-player ones, in this forum? I am interested in practicing my writing ability for these, but I wish to know more about this particular function of the forum.

[ February 19, 2004, 03:34: Message edited by: Sabin ]

Atrocities
February 19th, 2004, 06:02 AM
Originally posted by Sabin:
I made the suggestion to add the ability to steal technology, but I was not the first to do so in the mod's history, I believe. During Captain Kwok's dominion over the mod, I believe the topic appeared at one point. I do not remember the results of that, but at least the idea lives on.


EDIT:

Is it okay to post game storys, including single-player ones, in this forum? I am interested in practicing my writing ability for these, but I wish to know more about this particular function of the forum. <font size="2" face="sans-serif, arial, verdana">Please do, I am sure people would enjoy reading them, I know I would. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
February 19th, 2004, 06:02 AM
Yes it is ok to do so. Numerous people have done just that over the years. Make a new thread for the story though. http://forum.shrapnelgames.com/images/icons/icon7.gif

Paul1980au
February 19th, 2004, 06:50 AM
Stealing technology is one that is a little iffy her.

Captain Kwok
February 19th, 2004, 05:06 PM
In my original planning I had smaller, enhanced cloak-detecting scanners that became available after you captured a Romulan/Klingon cloaking device and analyzed it.

I'd recommend making a few of the race specific techs "stealable" but by no means all of them - or just corresponding "rewards" for capturing enemy ships and analyzing them.

Atrocities
February 20th, 2004, 12:51 PM
I just deleted my entire Space Empires folder! http://forum.shrapnelgames.com/images/icons/shock.gif

It is time to call it a night. Thank GOD for restore option.....

With all the chat lately about technical crap I lost focus on the game. Can any one tell me if they are enjoying the mod currently and are having fun?

Any positive remarks that come to mind about the mod that you would like to share would be nice. http://forum.shrapnelgames.com/images/icons/icon7.gif

From all the Posts below I can tell that I have my work cut out for me. Really I think the only way to fix the mod at this point is to start over completely. Any one up for the job?

Imperial
February 20th, 2004, 04:50 PM
This is one of my favorite mods--it is played alot and enjoyed immensely. There have been alot of Posts--and I am sure you have recieve tons of emails--dont get discouraged-- just do the best you can. I personally dont expect perfection--or ultra Canon in this mod. SE-IV has its drawbacks/ limitations as well--. I do thank you for bringing this mod to the public--and its a winner. I really need to get into a PBW once my shedule is a bit more relaxed.

JAYRMARKS
February 20th, 2004, 06:44 PM
Originally posted by Atrocities:
I just deleted my entire Space Empires folder! http://forum.shrapnelgames.com/images/icons/shock.gif

It is time to call it a night. Thank GOD for restore option.....

With all the chat lately about technical crap I lost focus on the game. Can any one tell me if they are enjoying the mod currently and are having fun?

Any positive remarks that come to mind about the mod that you would like to share would be nice. http://forum.shrapnelgames.com/images/icons/icon7.gif

From all the Posts below I can tell that I have my work cut out for me. Really I think the only way to fix the mod at this point is to start over completely. Any one up for the job? <font size="2" face="sans-serif, arial, verdana">Whoa Atrocities. Sounds as if you need a couple of days off. Just press the shut down option and STEP AWAY FROM THE COMPUTER.

Take a couple of days, or even a week, off. Leave this thing alone and try not to think about it.

You've done a marvelous job on this - so much so that if I spent any more time with it I swear my wife will divorce me. I actually go through withdrawals of a sort when I can't play.

This has become my all-time favorite game. Any improvements are welcome, but not at the expense of the guy doing the work on it!

Just think; Warm water, a sandy beach, palm trees, bikini clad nymphs bouncing about, palm trees, bikinis, sun tanned, shapely, bikini clad women ( did I mention bikini clad women here?). In other words; TAKE A VACATION MAN!!!

Come back to us when your head is clear. We'll be here.

JR

gregebowman
February 20th, 2004, 07:33 PM
Bikini clad women? Heck, go to France or almost anywhere else in Europe when it's a little warmer, and just watch the bikini bottomed women, since going topless isn't such a big thing over there. I wouldn't mind going myself, but I think the missus would object. http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM
February 20th, 2004, 09:03 PM
Originally posted by Atrocities:
I just deleted my entire Space Empires folder! http://forum.shrapnelgames.com/images/icons/shock.gif

It is time to call it a night. Thank GOD for restore option.....

With all the chat lately about technical crap I lost focus on the game. Can any one tell me if they are enjoying the mod currently and are having fun?

Any positive remarks that come to mind about the mod that you would like to share would be nice. http://forum.shrapnelgames.com/images/icons/icon7.gif

From all the Posts below I can tell that I have my work cut out for me. Really I think the only way to fix the mod at this point is to start over completely. Any one up for the job? <font size="2" face="sans-serif, arial, verdana">when it comes to a mod of something, there'll always be nitpickers who don't think it's canon enough. there welcome to there opinions, but unless they volunteer to do some of the work, i'd feel free to ignore them if it sounded like to much work.

DavidG
February 20th, 2004, 09:48 PM
Originally posted by narf poit chez BOOM:
when it comes to a mod of something, there'll always be nitpickers who don't think it's canon enough. <font size="2" face="sans-serif, arial, verdana">I find this particularly funny with Trek fans since so many Trek episodes are non-cannon. http://forum.shrapnelgames.com/images/icons/icon10.gif (you know like Archer meeting the Borg and Ferengi or all of a sudden Zefram didn't really invent the warp drive) (Trek nuts could argue how these things are 'cannon' and fit into the show but they'd be wrong)

narf poit chez BOOM
February 20th, 2004, 09:55 PM
the 'enterprise' show should be bashed over the head with large rocks.

gregebowman
February 20th, 2004, 10:30 PM
Due to my son not wanting to go to bed at 8:00, I keep missing the episodes, even the repeats on Saturday nights. This is one series I'm seriously thinking about buying when it comes out on dvd. May have to put it on layaway, but I'm so completely lost that when I do catch an episode, I have no idea what's going on.

Fyron
February 20th, 2004, 10:32 PM
I think you would be just as lost watching every episode... it is not a very good series.

gregebowman
February 20th, 2004, 10:56 PM
Originally posted by Imperator Fyron:
I think you would be just as lost watching every episode... it is not a very good series. <font size="2" face="sans-serif, arial, verdana">That's the impression I keep getting from the Posts I read. But I'd still like to see them for myself. There were a couple of good ones I've seen, but the episodes are too short. The TOS episodes were 51 minutes. I think Enterprise is somewhere between 35-40 minutes? I've forgotten. But it's enough to be noticed that there's not enough plot going on.

narf poit chez BOOM
February 20th, 2004, 11:25 PM
it's not so much that the episode's are badly written, which there not, Last time i looked, which was a while ago, as that there is no respect for continueity.

Atrocities
February 20th, 2004, 11:36 PM
http://forum.shrapnelgames.com/images/icons/shock.gif Oh man, crap, I forgot to put the smily at the end of my statement. Sorry guys, false alarm, I was too tired Last night and forgot this http://forum.shrapnelgames.com/images/icons/icon10.gif smily after the comment.

gregebowman
February 20th, 2004, 11:49 PM
Originally posted by narf poit chez BOOM:
it's not so much that the episode's are badly written, which there not, Last time i looked, which was a while ago, as that there is no respect for continueity. <font size="2" face="sans-serif, arial, verdana">Heck, all of the ST series do that, to one extent or another. I know Enterprise was probably originally intended to show the backstory before TOS, but from what I can infer from these Posts, it's gone astray. I just haven't seen too many since Season 1 to make a judgement.

DavidG
February 21st, 2004, 02:49 AM
Originally posted by Atrocities:
From all the Posts below I can tell that I have my work cut out for me. Really I think the only way to fix the mod at this point is to start over completely. Any one up for the job? <font size="2" face="sans-serif, arial, verdana">Huh? The mod is in no way broken. most of the comments I've seen represent at best minor tweeaks which you could put or leave out and it would make little difference.

AMF
February 21st, 2004, 02:59 AM
I am in the current STM2 game and I can tell you I enjoy it immensely. It's fantastic how it really "feels" like Star Trek. I haven't downloaded the latest Version yet, but the one used in STM2 is just great.

thanks,

Alarik

Originally posted by Atrocities:
I just deleted my entire Space Empires folder! http://forum.shrapnelgames.com/images/icons/shock.gif

It is time to call it a night. Thank GOD for restore option.....

With all the chat lately about technical crap I lost focus on the game. Can any one tell me if they are enjoying the mod currently and are having fun?

Any positive remarks that come to mind about the mod that you would like to share would be nice. http://forum.shrapnelgames.com/images/icons/icon7.gif

From all the Posts below I can tell that I have my work cut out for me. Really I think the only way to fix the mod at this point is to start over completely. Any one up for the job? <font size="2" face="sans-serif, arial, verdana">

Atrocities
February 21st, 2004, 04:27 AM
Originally posted by gregebowman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by narf poit chez BOOM:
it's not so much that the episode's are badly written, which there not, Last time i looked, which was a while ago, as that there is no respect for continueity. <font size="2" face="sans-serif, arial, verdana">Heck, all of the ST series do that, to one extent or another. I know Enterprise was probably originally intended to show the backstory before TOS, but from what I can infer from these Posts, it's gone astray. I just haven't seen too many since Season 1 to make a judgement. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Remember that Enterpise is the result of a TEMPERAL time war. Archers mission was started because of this, and altimately will never have happened as a result of this. "The Time Lime must be restored, your place in history is not as you are, but as you have not become."

Enterpise has grown into a very interesting series with some damn good episodes of late.

TNZ
February 21st, 2004, 05:53 AM
I have only seen the first series of Enterprise. But my impression was that Archers mission was interrupted by the temperal cold war not caused by it, or are you saying the time line was broken before the events shown the first series.

The Enterprise series isn’t that bad, the first series any way. The problem with the series is that it is trying to fill in the back story of pre-TOS by taking the facts of pre-TOS and trying to make a more believable back story for TOS. An example of this is that the Romulans have warp ability and cloaking ability in the series, but this is a known contradiction of facts of the pre-TOS back story. If the facts of the pre-TOS back story are to be believed, without question, as some Star Trek fans do, the Romulans fought a war with the Vulcans, Andorians and Humans, all without warp ability?

The fact that Romulans have cloaking ability in the The Enterprise series is not a big problem either because the Enterprise’s Sensors are really bad. Better Sensors would/may have seen the Romulan ship. This is only a my theory: I haven’t see the Romulan episode of The Enterprise series yet. http://forum.shrapnelgames.com/images/icons/icon12.gif

AMF
February 21st, 2004, 08:01 AM
OK, so in the STM2 game, I just spent the Last however many turns building some 10 odd ships. Only to find that when finished none of them have any movement points.

OK, so, clearly I need to get a grip on the scaled movement points + bonus (warp) points = >0 movement.

BUT, I am looking at the Cardassian Small Transport. It;s specs say it can have a MAX of 3 engines. BUT, with 3 engines, it has zero movement. How can I get around this? Am I just stupid, missing something basic?

thanks,

Alarik

AMF
February 21st, 2004, 08:04 AM
And, while I'm at it, can someone explain to me why Cardassians seem to all want to riot even though I am building troops up the wazoo all over the place? The situation just seems to get worse, even though pretty much every build queue I have is pumping out riot police like nobody's business...Just looking for some advice, not complaining...

thanks,

Alarik

Atrocities
February 21st, 2004, 08:20 AM
Originally posted by alarikf:
OK, so in the STM2 game, I just spent the Last however many turns building some 10 odd ships. Only to find that when finished none of them have any movement points.

OK, so, clearly I need to get a grip on the scaled movement points + bonus (warp) points = >0 movement.

BUT, I am looking at the Cardassian Small Transport. It;s specs say it can have a MAX of 3 engines. BUT, with 3 engines, it has zero movement. How can I get around this? Am I just stupid, missing something basic?

thanks,

Alarik <font size="2" face="sans-serif, arial, verdana">Did you add a warp drive?

Atrocities
February 21st, 2004, 08:22 AM
Originally posted by alarikf:
And, while I'm at it, can someone explain to me why Cardassians seem to all want to riot even though I am building troops up the wazoo all over the place? The situation just seems to get worse, even though pretty much every build queue I have is pumping out riot police like nobody's business...Just looking for some advice, not complaining...

thanks,

Alarik <font size="2" face="sans-serif, arial, verdana">Did you select Xenophobic race? Or lower your happiness points below 95%?

I am not in the game, so if you want, send me your PW and I can look into it.

Atrocities
February 21st, 2004, 08:25 AM
David G could you please upload your turn for the private STM game? Thanks.

http://www.astmod.com/games/stm/

Atrocities
February 21st, 2004, 08:35 AM
Thanks Aiken for the excellent bug report you sent me. I shall put it too good use. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

I am going to be away the rest of the weekend. You'all have fun now ya hear! http://forum.shrapnelgames.com/images/icons/icon6.gif

AMF
February 21st, 2004, 08:36 AM
Yep they do have warp cores...just checked again.


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 alarikf:
OK, so in the STM2 game, I just spent the Last however many turns building some 10 odd ships. Only to find that when finished none of them have any movement points.

OK, so, clearly I need to get a grip on the scaled movement points + bonus (warp) points = >0 movement.

BUT, I am looking at the Cardassian Small Transport. It;s specs say it can have a MAX of 3 engines. BUT, with 3 engines, it has zero movement. How can I get around this? Am I just stupid, missing something basic?

thanks,

Alarik <font size="2" face="sans-serif, arial, verdana">Did you add a warp drive? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Atrocities
February 21st, 2004, 08:38 AM
Originally posted by TNZ:
I have only seen the first series of Enterprise. But my impression was that Archers mission was interrupted by the temperal cold war not caused by it, or are you saying the time line was broken before the events shown the first series.

The Enterprise series isn’t that bad, the first series any way. The problem with the series is that it is trying to fill in the back story of pre-TOS by taking the facts of pre-TOS and trying to make a more believable back story for TOS. An example of this is that the Romulans have warp ability and cloaking ability in the series, but this is a known contradiction of facts of the pre-TOS back story. If the facts of the pre-TOS back story are to be believed, without question, as some Star Trek fans do, the Romulans fought a war with the Vulcans, Andorians and Humans, all without warp ability?

The fact that Romulans have cloaking ability in the The Enterprise series is not a big problem either because the Enterprise’s Sensors are really bad. Better Sensors would/may have seen the Romulan ship. This is only a my theory: I haven’t see the Romulan episode of The Enterprise series yet. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">You know the writers could have fixed this problem really easy by simply making them recognize the Romulans as Romulans, and having the War a part of there History as well. But NOoooooooooooooooooo, Brandon Braga and his band of *** kissers decided to write as if there was no TOS, and that is why so many people are so peaved about the series. They are challenging the ICON that is the Original series.

AMF
February 21st, 2004, 08:38 AM
WEll, we're "average" happiness (I don't recall changing that) and "aggressive" but that's about it...let me give it a few more turns of building riot police and bashing in heads and see if they keep rioting...

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 alarikf:
And, while I'm at it, can someone explain to me why Cardassians seem to all want to riot even though I am building troops up the wazoo all over the place? The situation just seems to get worse, even though pretty much every build queue I have is pumping out riot police like nobody's business...Just looking for some advice, not complaining...

thanks,

Alarik <font size="2" face="sans-serif, arial, verdana">Did you select Xenophobic race? Or lower your happiness points below 95%?

I am not in the game, so if you want, send me your PW and I can look into it. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Sabin
February 21st, 2004, 10:07 AM
I am not sure, but it seems like the fighters are quite strong, enough so that they can easily destroy a larger vehicle, 1v1. I may be wrong though, but that probably depends on the opinions of the other players.

Also, a problem related with fighters: When I successfully hit a group of fighters, the statistics screens for them are not reduced, for shields, damage, and supplies.

I also have an idea about warping, but it is probably not workable...

Basically, use a warp-point creator to let ships go to another system. However, once they enter the warp-point or cancel/leave the tile, the warp-point is canceled. The level of Warp-Core technology decides how many sectors can be bypassed, and the supply cost for each move.

Aiken
February 21st, 2004, 05:09 PM
Originally posted by alarikf:
Yep they do have warp cores...just checked again.


</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by alarikf:
OK, so in the STM2 game, I just spent the Last however many turns building some 10 odd ships. Only to find that when finished none of them have any movement points.

OK, so, clearly I need to get a grip on the scaled movement points + bonus (warp) points = >0 movement.

BUT, I am looking at the Cardassian Small Transport. It;s specs say it can have a MAX of 3 engines. BUT, with 3 engines, it has zero movement. How can I get around this? Am I just stupid, missing something basic?

thanks,

Alarik <font size="2" face="sans-serif, arial, verdana">Did you add a warp drive? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"></font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Strange. I've just built a Cardassian small transport with warp core I and 3 Impulse engines I and it has 8 MP. Can you post exact design of your transport?

PS: I'm using STM 1.5.1.1

Nostalgia For Infinity
February 21st, 2004, 07:25 PM
A silly question, from a silly man!

I'm trying to change the Federation ship pictures. I go into Pictures/Races. I have no problem importing ships in from the TMP sets, but I have problems renaming some of the original ships

IE

I change the Nebula to J as a placeholder. I then try to make the Akira a heavy cruiser, but the Nebula appears in its place when I hit enter. I now have 2 Nebulas in the shipset, but no Akira!

How can I avoid this?

Nostalgia For Infinity
February 21st, 2004, 07:34 PM
Oh yeah, I should mention I enjoy the mod, just downloaded 1.51 and getting ready to add to 1.35.

Out of interest which Computer controlled races usually do the best. I recently played in a large spiral galaxy and most of the Computer players did really badly.

Up to 2445ish

2 Systems or less

Klingons (Died out no contact with aliens)
8472
Dominion

3-7 Systems
Orions
Gorn

Beating Me
UCP

Plenty of minors as well

In such a sparsely populated galaxy I'd have expected a lot of colonization, however I am the only player to have made contact with another race (The Ullians)

I smy experience typical.

Sabin
February 21st, 2004, 10:41 PM
It seems to me that the races are quite healthy in my game at medium difficulty. They have expanded greatly across the universe, especially Starfleet Command. For the other races, I would say that the Klingons and the Borg are well off.

They also seem to have a fair amount of fighting and pact making. However, they may be performing well since it is the Star Trek star-chart map I am using.

Also, a question: In what order should a person select races in the set-up screen, so that they are all in the appropriate parts of the map?

Lighthorse
February 22nd, 2004, 01:41 AM
Artocities,

I notice some type-o's in some of the AI Messages/responses I get in 1.50 STM, were these mistakes/errors corrected or do I need to note them for you?

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

DavidG
February 22nd, 2004, 02:03 AM
Originally posted by Atrocities:
David G could you please upload your turn for the private STM game? Thanks.

http://www.astmod.com/games/stm/ <font size="2" face="sans-serif, arial, verdana">Ooops Sorry didn't know you were waiting for me.

BTW Enterprise is the best thing to happen to Trek since TOS. I can't understand why anyone would not like it. TNG and DS9 on the other hand make me hurl.

DavidG
February 22nd, 2004, 02:18 AM
Originally posted by Sabin:

I also have an idea about warping, but it is probably not workable...

Basically, use a warp-point creator to let ships go to another system. However, once they enter the warp-point or cancel/leave the tile, the warp-point is canceled. The level of Warp-Core technology decides how many sectors can be bypassed, and the supply cost for each move. <font size="2" face="sans-serif, arial, verdana">An excellent idea that a few have mentioned before. unfortunately it is not doable in SE4. There is no way to make the warp disappear.

Imperial
February 22nd, 2004, 02:55 AM
atrocities needs to add a read -me for the ST map set up--it is as follows

1-Federation
2-Klingon
3-Romulan
4-Cardassian
5-Ferengi
6-Tholian
7-Breen
8-Dominion
9-Borg
10-8472
11-extra

[ February 22, 2004, 00:57: Message edited by: Imperial ]

Sabin
February 22nd, 2004, 03:33 AM
Thank you Imperial. I will make use of this set-up in the next game I start with the map.

TNZ
February 22nd, 2004, 03:34 AM
Go to the mod’s data folder and find the VehicleSize text file. In the file find the Federation ships. Note the entries for the Primary Bitmap Name and Alternate Bitmap Name. The Primary Bitmap is used first. If the Primary Bitmap is not found, then the Alternate Bitmap is used. http://forum.shrapnelgames.com/images/icons/icon7.gif

Bitmap Name:
This is a bitmap name for the picture which represents this vehicle.
This is usually the same as the name but with no spaces. This name
is used as the very Last section of the full bitmap name.
A Vehicle Bitmap is normally named
[Empire Name]_[Portrait/Mini]_[Bitmap Name].bmp
The Empire Name is your empire name.
Portrait or Mini is the type of the picture. Portrait are 128x128 and
in an isometric view. Mini are the top-down 36x36 tiles used in space.

Sabin
February 22nd, 2004, 04:00 AM
I have found a incorrectly spelled word: reproduction, in this message.

Message from the Romulan Star Empire:
"Reporduction is not about infestation! Perhaps your race should consider birth control?"

AMF
February 22nd, 2004, 05:03 AM
well, I'll go back and look at what I did again. I thought I did exactly that, but it certainly wouldn;t be the first time I did something stupid and forget something basic. I'll check.

thanslk,

Alarik

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 alarikf:
Yep they do have warp cores...just checked again.


</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by alarikf:
OK, so in the STM2 game, I just spent the Last however many turns building some 10 odd ships. Only to find that when finished none of them have any movement points.

OK, so, clearly I need to get a grip on the scaled movement points + bonus (warp) points = >0 movement.

BUT, I am looking at the Cardassian Small Transport. It;s specs say it can have a MAX of 3 engines. BUT, with 3 engines, it has zero movement. How can I get around this? Am I just stupid, missing something basic?

thanks,

Alarik <font size="2" face="sans-serif, arial, verdana">Did you add a warp drive? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"></font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Strange. I've just built a Cardassian small transport with warp core I and 3 Impulse engines I and it has 8 MP. Can you post exact design of your transport?

PS: I'm using STM 1.5.1.1 </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Sabin
February 22nd, 2004, 12:58 PM
Found another spelling error. Off should be offer.

Message from the Fluidic Imperium:
"We off(offer) a treaty of Military Alliance."

Nostalgia For Infinity
February 22nd, 2004, 01:42 PM
Originally posted by TNZ:
Go to the mod’s data folder and find the VehicleSize text file. In the file find the Federation ships. Note the entries for the Primary Bitmap Name and Alternate Bitmap Name. The Primary Bitmap is used first. If the Primary Bitmap is not found, then the Alternate Bitmap is used. http://forum.shrapnelgames.com/images/icons/icon7.gif

Bitmap Name:
This is a bitmap name for the picture which represents this vehicle.
This is usually the same as the name but with no spaces. This name
is used as the very Last section of the full bitmap name.
A Vehicle Bitmap is normally named
[Empire Name]_[Portrait/Mini]_[Bitmap Name].bmp
The Empire Name is your empire name.
Portrait or Mini is the type of the picture. Portrait are 128x128 and
in an isometric view. Mini are the top-down 36x36 tiles used in space. <font size="2" face="sans-serif, arial, verdana">Tried it but the images are still being replaced.

Found the Primary/alternate bitmap lines, all I see is..

Name := Frigate
Short Name := Frigate
Description :=
Code := FG
Primary Bitmap Name := Frigate
Alternate Bitmap Name := Frigate
Vehicle Type := Ship

It's the mini's I'm having trouble with. Maybe it has something to do with Paintshop.