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Fyron
February 22nd, 2004, 08:10 PM
Originally posted by Nostalgia For Infinity:
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? <font size="2" face="sans-serif, arial, verdana">Did you exit SE4 and reload it after changing the images?

Nostalgia For Infinity
February 23rd, 2004, 01:26 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 Nostalgia For Infinity:
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? <font size="2" face="sans-serif, arial, verdana">Did you exit SE4 and reload it after changing the images? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">.
Might just have solved it, opened minis in paint then saved them there, no image change took place. Yippee.

[ February 23, 2004, 00:07: Message edited by: Nostalgia For Infinity ]

Sabin
February 23rd, 2004, 03:38 AM
I have found another incorrectly spelled dialouge:

Message from the Orion Syndicate:
"we have ways of making what we want happen. Work with us, or you will discover first hand what it means to suffor(suffer)."

Atrocities
February 23rd, 2004, 04:27 AM
Originally posted by Imperial:
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 <font size="2" face="sans-serif, arial, verdana">Good point, consider it added.

And thank you all for the typo reports in the speech files. I have never proofed them so now is as good of time as any to get that done. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
February 23rd, 2004, 04:31 AM
Originally posted by Nostalgia For Infinity:
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? <font size="2" face="sans-serif, arial, verdana">If you can't get this figured out, let me know what ships you want to use from the TMP set and I will set them up for you.

BlackRose
February 23rd, 2004, 04:47 AM
Hello, I'm new the board and the Game. I recently saw Atrocities advertising this mod on a BoTF board.

After reading through much of the 117+ pages about this MOD I just ordered the game http://forum.shrapnelgames.com/images/icons/icon7.gif

One thing that I'd like to have cleared up. I notice several websites advertise both the AST Mod which leads me to a download that is AST MOD 1.9.6

Then I also see another Web Page that has a ST MOD 1.5.1

Are these the same mods? The name seems interchangeable in this thread So thats why i'm unsure!

I'm aware (because i read just about the entire thread) off Kwok's defunct ST Mod.

Anyhow, looks great, now I cant wait to get the game!

Renegade 13
February 23rd, 2004, 04:52 AM
Atrocities,

Seems to be a slight research bug. The tech area of "Fighters" has (I think) 4 extra levels which gain you absolutely nothing. The first level gets you fighter life support and cockpit. The remaining 4 levels are nothing.

By the way, the is an absolutely GREAT mod. I've played it for about 6 hours today already http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks a lot for all the work you've put into it.

Sabin
February 23rd, 2004, 04:52 AM
The AST Mod is supposed to be closer to Space Empires IV Gold gameplay, while the Star Trek Mod is supposed to be closer to Star Trek(ST:TNG)

Renegade 13
February 23rd, 2004, 04:55 AM
Originally posted by BlackRose:
Hello, I'm new the board and the Game. I recently saw Atrocities advertising this mod on a BoTF board.

After reading through much of the 117+ pages about this MOD I just ordered the game http://forum.shrapnelgames.com/images/icons/icon7.gif

One thing that I'd like to have cleared up. I notice several websites advertise both the AST Mod which leads me to a download that is AST MOD 1.9.6

Then I also see another Web Page that has a ST MOD 1.5.1

Are these the same mods? The name seems interchangeable in this thread So thats why i'm unsure!

I'm aware (because i read just about the entire thread) off Kwok's defunct ST Mod.

Anyhow, looks great, now I cant wait to get the game! <font size="2" face="sans-serif, arial, verdana">No, they are not the same mod. AST mod is more similar to the stock game in technology and stuff like that. Star Trek mod has almost completely redone tech levels and that kind of stuff. Now, I'm no expert, and someone else can probably explain it better, but I think what I've said is accurate!!

EDIT: Welcome to the forum!

[ February 23, 2004, 02:57: Message edited by: Renegade 13 ]

BlackRose
February 23rd, 2004, 04:56 AM
Ok, this thread is titled Star Trek Mod V 1.5.1 and was created and is hosted by Atrocities. So did he make both mods? I'm assuming this thread is for the one that plays like Star Trek STNG?

(The Website for ST MOD uses the name William Christopher as the author?)

Which of the two MODS is being discussed primarily on this thread?


ermm, sorry for the annoying new guy questions http://forum.shrapnelgames.com/images/icons/icon7.gif

Renegade 13
February 23rd, 2004, 05:02 AM
Haha, no problem with the newbie questions. We were all new once http://forum.shrapnelgames.com/images/icons/tongue.gif . And some of us still are!

Anyways, The Star Trek Mod v1.5.1 is discussed on this thread, AST mod has its own thread buried somewhere.

As for your other questions, I'm really not too sure.

oogs
February 23rd, 2004, 05:42 AM
BotF!!! such a great game http://forum.shrapnelgames.com/images/icons/icon10.gif but i can't get it to run in XP =\


anyways, the mod is nicer than botf in a way - you get significantly more of everything. sadly there's no 3d combat (SE5!). it's good fun though... i'm playing as the federation now and i just conquered the dominion.

Fyron
February 23rd, 2004, 06:41 AM
Have you tried the XP patch Oogs? It works great in XP for me after I installed it.

Fyron
February 23rd, 2004, 06:50 AM
Originally posted by BlackRose:
Ok, this thread is titled Star Trek Mod V 1.5.1 and was created and is hosted by Atrocities. So did he make both mods? I'm assuming this thread is for the one that plays like Star Trek STNG?

(The Website for ST MOD uses the name William Christopher as the author?)

Which of the two MODS is being discussed primarily on this thread?


ermm, sorry for the annoying new guy questions http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Both mods were made by Atrocities. Atrocities Star Trek Mod was made a while before the Star Trek Mod. The Star Trek Mod was based on the ideas that Captain Kwok had for it. He lost all of his work in a hard drive crash, and lost interest in starting over. So, Atrocities took the initiative and recreated the mod.

Atrocities
February 23rd, 2004, 06:33 PM
Originally posted by BlackRose:
Ok, this thread is titled Star Trek Mod V 1.5.1 and was created and is hosted by Atrocities. So did he make both mods? I'm assuming this thread is for the one that plays like Star Trek STNG?

(The Website for ST MOD uses the name William Christopher as the author?)

Which of the two MODS is being discussed primarily on this thread?

ermm, sorry for the annoying new guy questions http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Fyron did an excellent job of answering this question. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 23, 2004, 16:33: Message edited by: Atrocities ]

Atrocities
February 23rd, 2004, 06:37 PM
Originally posted by Renegade 13:
Atrocities,

Seems to be a slight research bug. The tech area of "Fighters" has (I think) 4 extra levels which gain you absolutely nothing. The first level gets you fighter life support and cockpit. The remaining 4 levels are nothing.

By the way, the is an absolutely GREAT mod. I've played it for about 6 hours today already http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks a lot for all the work you've put into it. <font size="2" face="sans-serif, arial, verdana">Thanks, I will check this out right now. http://forum.shrapnelgames.com/images/icons/icon7.gif And thanks Renegade 13 for helping answer the new members questions. http://forum.shrapnelgames.com/images/icons/icon7.gif

In fact, thank you all for being so supportive and help to new members and their questions and thanks agian for all the support, bug reports, suggestions, and such for this mod. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee
February 23rd, 2004, 06:38 PM
Originally posted by oogs:
BotF!!! such a great game http://forum.shrapnelgames.com/images/icons/icon10.gif but i can't get it to run in XP =\


anyways, the mod is nicer than botf in a way - you get significantly more of everything. sadly there's no 3d combat (SE5!). it's good fun though... i'm playing as the federation now and i just conquered the dominion. <font size="2" face="sans-serif, arial, verdana">I have it on XP at work (don't tell anyone) just the basic game, runs it dose run slow for some reason http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF
February 23rd, 2004, 06:43 PM
ohmigoodness, let's be honest, a lot of us (I'm guessing) probably plopped down $40 for BoTF when it came out...and were terribly dissappointed. All I know is the STM mod for SEIV is the best Level Star Trek game I have ever played.

thanks again for making it.

Alarik

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 oogs:
BotF!!! such a great game http://forum.shrapnelgames.com/images/icons/icon10.gif but i can't get it to run in XP =\


anyways, the mod is nicer than botf in a way - you get significantly more of everything. sadly there's no 3d combat (SE5!). it's good fun though... i'm playing as the federation now and i just conquered the dominion. <font size="2" face="sans-serif, arial, verdana">I have it on XP at work (don't tell anyone) just the basic game, runs it dose run slow for some reason http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Atrocities
February 23rd, 2004, 07:16 PM
Here is the latest info on the mod. When I get 1.5.5 done I will send a beta of the mod to a few of you for play testing if you want. I would like to wait a while before offically updating the mod as Geo has just recently updated the PBW site to Version 1.5.1 and I do not wish to bother him with a new Version so soon.

I am currently working on Version 1.5.5

======================================
Star Trek Mod v1.5.4 (Thanks Aiken)

1. Changed Vorta Captain I - II Ability # 2
2. Changed Pirate Massive Shield Depleter general group from Weapons to Pirate Weapons
3. Changed Obsidian Order Center IV - V Facility number from 29 to 24
4. Fixed Romulan Sensor Array II will now show up under Romulan Ship technology
5. Fixed Error in General Race Weapons (Had wrong trait number)
6. Changed Tholian Energy Mount now includes Tholian Energy Web I - III
7. Added Pirate Transporter (Takes out Security Stations)
8. Fixed Pirate Shock Troops now work with Troop Weapons and do not count toward ship boarding.
9. Changed Pirate Massive Shield Depleter reload rate from 30 to 5
10. Changed Pirate Massive Engine Destroyer reload rate from 30 to 5
11. Changed Increased range of Pirate Tractor Beam I - III
12. Changed Increased Pirate Plunder Mount Damage Percent to better balance Pirates against other races weapons.
13. Changed Pirate Cloaking Armor slightly to give it a better advantage.
14. Fixed Minor Error in Tech Area file.


Star Trek Mod v1.5.3

1. Changed Swapped Federation Dreadnought and Juggernought images. (Sovereign is now Juggernought) (Thanks DeadZone)
2. Fixed Gravitic Sensors IV will now detect Level 6 cloaking
3. Changed Gravitic Sensors I - IV abilities to conform to FIX in Gravitic Sensors IV.
4. Added Sensors 6 Requirement to Gravitic Sensors I - IV
5. Changed Description of Federation Galaxy X Mount to read as Dreadnought rather than Juggernought.
6. Changed Borg Repair Drone I - III Family number to end conflict with Damage Control Components (Thanks Russ)


Star Trek Mod v1.5.2 (1.5.1.1 fix)

1. Fixed SystemTypes had an erroneous file entry, removed it.
2. Changed SectTypes.txt to FQM D. (So that the Star Trek Map will work)
3. Fixed Spelling error of Senate in Federation / TMP race files. (Thanks Sabin)
4. Added New Main images by TNZ for 8472, Borg, Breen, Dominion, Federation, Ferengi, Klingon, Romulan, and Tholian races.

Imperial
February 23rd, 2004, 08:26 PM
Thanks for the report Atrocities--looks great)

BlackRose
February 23rd, 2004, 11:05 PM
Thanks for all the swift replies http://forum.shrapnelgames.com/images/icons/icon7.gif The reason why I was so confused is the AST Website (or where the mod is hosted) looks and feels updated while the ST Mod website looks a little run down with all the broken links http://forum.shrapnelgames.com/images/icons/icon7.gif

Anyhow as I said I was a big fan of BoTF (modded BoTF that is!) and i'm thrilled to come upon a project like this one! It looks fantastic, let me add my kudos to the author!

Oh and for those who cannot get botf to run try this http://members.aon.at/zelli/others.htm and download the XP fix, I'd also reccomend downloading the Building Mod as it is very well done and can make the game much better than the original ever was http://forum.shrapnelgames.com/images/icons/icon7.gif

Well now I just have to patiently wait for my game to be shipped... (hard game to find and more expensive that I would have thought!)

Atrocities
February 24th, 2004, 01:52 AM
I will run an update on the ST site and fix the bad links. http://forum.shrapnelgames.com/images/icons/icon7.gif

Thanks, and welcome to the game.

Renegade 13
February 24th, 2004, 01:53 AM
Atrocities,

Thought I'd remind you about the problem with the Klingon Advanced Cloaking Device. There's no scanner that can penetrate it!! You might already be aware of this, I simply didn't see it in your list of revisions, and thought I'd remind you in case you forgot about it http://forum.shrapnelgames.com/images/icons/icon7.gif

Great mod, and thanks for all the work you've put into it.

Sabin
February 24th, 2004, 02:01 AM
I would also make an reminder that I have found more spelling mistakes, which are not listed in the change list.

Atrocities
February 24th, 2004, 02:09 AM
Thanks for the BOTF link. It is good to know that site is still up and running. I remember it from when I was a member at TOP. Thanks for the link.

Man proofing the Speech files is proving to be a lot of work.

What I would like to do is discuss capturable technology. I would like to add some to the game, IE each race has at least two capturable techs, say for 8472, and the borg. I would like to give the Borg a better advantage at capturing technology if possible.

My logic behind this is simple, I am lazy and do not want to do it. http://forum.shrapnelgames.com/images/icons/icon10.gif

Tnarg
February 24th, 2004, 03:18 AM
This is by far one of the most in depth and refreshing mods out there. I thank all that worked on this and gave life again to SEIVG.

I'm curious why all of the empire files have natural merchants as a culture trait? I may have overlooked this in the update readme.

Also curiuos if there is a particular quadrant type that is computer player friendly for this mod?

DavidG
February 24th, 2004, 03:18 AM
Originally posted by Atrocities:

What I would like to do is discuss capturable technology. I would like to add some to the game, IE each race has at least two capturable techs, say for 8472, and the borg. I would like to give the Borg a better advantage at capturing technology if possible.
<font size="2" face="sans-serif, arial, verdana">The trick here I think would be to make whatever the component is that can be captured usefull enough so that people will actually research it and put them on a ship.

As far as the Borg go you would just have to make them better at capturing ships. Maybe cheaper boarding parties and shield depleting weapoins?

Fyron
February 24th, 2004, 03:18 AM
Originally posted by Tnarg:
Also curiuos if there is a particular quadrant type that is computer player friendly for this mod? <font size="2" face="sans-serif, arial, verdana">Try Paradise.

[ February 24, 2004, 01:27: Message edited by: Imperator Fyron ]

Sabin
February 24th, 2004, 03:43 AM
I would prefer that all technology would be capturable. However, that can come later, since it would take time for Atrocities to become used to this particular aspect of the game's mechanics.

As for the Borg, how about tractor beam/repulsor weapons that are specifically adjusted to destroy engines, security stations, and self-destruct devices?

I dislike the Federation's point-defense cannons which seem unable to do much against a fighter.(Actually, it seems the fighters structure is too strong, which if toned down a bit, can probably be better balanced.)

BlackRose
February 24th, 2004, 11:43 AM
Wow, i'm glued to this thread and all its associated links!

Atrocities i've read just about everything about you (not to be creepy!) Including this entire thread, your entire revisions lists, your entire web site Updates. Inspiring work http://forum.shrapnelgames.com/images/icons/icon7.gif I know what your going through, I just did a full on Lord of the Rings mod for Age of Wonders II Shadow Magic including Map/Portrait/Custom blah blah blah!

Anyhow your amazing http://forum.shrapnelgames.com/images/icons/icon7.gif I've sat through a bizillion dead end BoTF mods that never quite delivered and even made a few of my own, (ever get the name conVersion mod?! it dissapeared when i my hd got fragged by a virus but it converted all the english names for ships in BoTF to Cardassian, Romulan and also redid the Federation ship names ala Kwok http://forum.shrapnelgames.com/images/icons/icon9.gif ) Well i'm salivating while waiting for my SEIV Gold to show up (T minus 7-10 Business days and counting!)

I suppose i didnt need to post anything again but as a mod maker you tend to love the occasional (or frequent) pat on the back!

Atrocities
February 24th, 2004, 11:51 PM
We have all been through the waiting process BlackRose, I hope you fair better than I did. http://forum.shrapnelgames.com/images/icons/icon7.gif

The great thing about SEIV is the ease at which you can edit it. It is not like BOTF, it is a simple process that takes a long time. http://forum.shrapnelgames.com/images/icons/icon7.gif

If this mod does not fit the bill, it can be modded and tweaked to desire. That is the beauty of it.

And welcome to the game and the forums. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
February 24th, 2004, 11:58 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:
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. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">New Turn ready. http://forum.shrapnelgames.com/images/icons/icon7.gif And I liked later STNG, and Most of DS9, but your right, Ent is the best thing since TOS. Voy just makes me sick. BTW, Voy is coming out on DVD this month. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
February 25th, 2004, 12:17 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">The error was in the Federation Speech file. Thanks for the reports on these, I am going through them all right now. What a nasty long job this is going to be.

Atrocities
February 25th, 2004, 01:14 AM
Originally posted by DavidG:
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 <font size="2" face="sans-serif, arial, verdana">David I tried this and unfortunately the technology shows up in other races component lists.

At this point I don't think we can have stealable technology. Sure it does not show up for research, but the components are showing up in the component lists. That is not good.

Krsqk
February 25th, 2004, 01:40 AM
As I understand it, there are two methods for making captureable/stealable racial techs. Here is the easy one:

1) Set a prerequisite tech with a racial tech number. For example, Racial Organic Prereq with racial tech # of 5.

2) Set up a shared tech with no racial tech number but a racial prerequisite tech. For example, Organic Technology with racial tech number set to 0 and prerequisite of Racial Organic Prereq level 1. Now this tech won't show up or be researchable unless someone has the racial prerequisite, but it can be analyzed for access to the same components (but not researched further).


You can also have captured racial techs be less powerful than the original Versions with a few more steps:

3) Create a non-racial tech area to parallel the racial prereq. For example, Boring Organic Prereq with racial tech of 0. This means anybody can research it (including organic racials, but why would they want to?).

4) Add the Racial Organic Prereq tech area as a requirement for all organic tech.

5) Copy/paste/edit a new (weaker) Version of the racial components, substituting the Boring Organic Prereq tech area for the Racial Organic Prereq in the weaker set of comps.

Now anyone who researches Boring Organic Prereq and stumbles upon a couple of Racial Organic ships can understand some of the technology and put it to use, though not to the extent that an organic race could.

Hope that helps make things clear as mud. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities
February 25th, 2004, 01:47 AM
Originally posted by Lighthorse:
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 <font size="2" face="sans-serif, arial, verdana">Please as you see these errors if you could keep a log of them for me I would be very greatful. Sabin has done a nice job of post a few of them, and the ones I have found I have already taken care of. But there are nearly 1200 of them total so an error can easily be over looked. Again thanks for the help.

Atrocities
February 25th, 2004, 01:54 AM
Thanks Krsqk but I tried them all and the components still come up in other races component lists when they should not.

EVERY technology (TechArea) that I set up to be capturable shows up in ALL races component lists.

Atrocities
February 25th, 2004, 01:56 AM
Originally posted by Sabin:
I would also make an reminder that I have found more spelling mistakes, which are not listed in the change list. <font size="2" face="sans-serif, arial, verdana">They are listed in 1.5.5 and please keep them coming, they are a big help.

Krsqk
February 25th, 2004, 02:07 AM
Originally posted by Atrocities:
Thanks Krsqk but I tried them all and the components still come up in other races component lists when they should not.

EVERY technology (TechArea) that I set up to be capturable shows up in ALL races component lists. <font size="2" face="sans-serif, arial, verdana">Do the captureable tech areas have a racial tech area as a prerequisite? That's the only thing I can think of.

DavidG
February 25th, 2004, 02:17 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:
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 <font size="2" face="sans-serif, arial, verdana">David I tried this and unfortunately the technology shows up in other races component lists.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I'm not sure I follow you. What list do you mean? This seemed to work for me:

Name := Federation Weapons
Group := Federation Technology
Description := Weapons...
Maximum Level := 10
Level Cost := 10000
Start Level := 0
Raise Level := 2
Racial Area := 0 (changed from 5)
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 2
Tech Area Req 1 := Physics
Tech Level Req 1 := 1
Tech Area Req 2 := Federation Technology
Tech Level Req 2 := 1

DavidG
February 25th, 2004, 02:32 AM
Atrocities. Did you test your capturable tech using a Full tech start? I just tried that and I see what you mean. Seems like you found a bug in SE4. I'm just testing it but I think it will work as expected in a normal start.

Captain Kwok
February 25th, 2004, 02:36 AM
The full-tech start probably gives all possible techs to the race and that is why it would show up in the race's tech list - which is fine really.

More importantly - it shouldn't show up in the research screen...

DavidG
February 25th, 2004, 02:39 AM
Originally posted by Captain Kwok:
The full-tech start probably gives all possible techs to the race and that is why it would show up in the race's tech list - which is fine really.

More importantly - it shouldn't show up in the research screen... <font size="2" face="sans-serif, arial, verdana">Yea after thinking about it for a bit I agree. I just tested a mini game with the Fed tech I listed below and it does allow Fed Phasers to be captured but not researched.

Fyron
February 25th, 2004, 02:45 AM
If you do a high tech start, all non-racial and all non-unique area (ancient ruins) tech areas are given to every race. So, capturable racial techs start out at max level on a high tech start. You can not get them without doing some capturing in a low or med tech start game though.

Krsqk
February 25th, 2004, 02:56 AM
I suppose that could be a design decision. After all, if you've had the time to fully research every possible technology, it's also feasible you could be given access to non-researchable tech.

Of course, this all makes more sense if you have a standard branch of low-ability comps, a standard-but-captured-some-racial branch of medium-ability comps, and a racial branch of high-ability comps.

Nostalgia For Infinity
February 25th, 2004, 02:59 AM
No wonder my computer players expanded poorly. I had switched off All warp points connected. Not a mistake I have repeated with my current game!

I basically murdered the Klingon race in the Last game, denyed them a glorious death

Fyron
February 25th, 2004, 05:35 AM
Probably an oversight. There are no such techs in the stock game. All techs can either be researched normally, require a trait to research and possess, or require a ruin colonized to possess.

Sabin
February 25th, 2004, 06:14 AM
I believe that an new A.I. bug has been discovered. In this case, the A.I. has been able to place three Federation Sensor Array Vs on a single ship. The ship class is Hippocrates.

In any case, if the A.I. is capable of placing three such arrays on a design, that means a 75% boost to attack & defense, and +30 sensor range.

Fyron
February 25th, 2004, 06:18 AM
Multiple copies of such components do not stack. They are just wasting space.

Knightsaber
February 25th, 2004, 06:39 AM
Just got back from a loooooong 'outing'. Is good to be home...especially when I come back to see this mod http://forum.shrapnelgames.com/images/icons/icon7.gif

I also came home to a broken SE4 Gold CD...but thank the gods for overnight shipping http://forum.shrapnelgames.com/images/icons/icon7.gif

Look forward to trying this out tomorrow!

Atrocities
February 25th, 2004, 06:48 AM
I hope you like the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 25, 2004, 04:49: Message edited by: Atrocities ]

Atrocities
February 25th, 2004, 06:51 AM
Originally posted by DavidG:
Atrocities. Did you test your capturable tech using a Full tech start? I just tried that and I see what you mean. Seems like you found a bug in SE4. I'm just testing it but I think it will work as expected in a normal start. <font size="2" face="sans-serif, arial, verdana">David yes to this, and yes to the previous post. That is exactly how I have the tech set up. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
February 25th, 2004, 06:56 AM
Originally posted by Captain Kwok:
The full-tech start probably gives all possible techs to the race and that is why it would show up in the race's tech list - which is fine really.

More importantly - it shouldn't show up in the research screen... <font size="2" face="sans-serif, arial, verdana">As far as I can tell it does not show up in the research screen.

Atrocities
February 25th, 2004, 07:01 AM
Originally posted by Sabin:
I believe that an new A.I. bug has been discovered. In this case, the A.I. has been able to place three Federation Sensor Array Vs on a single ship. The ship class is Hippocrates.

In any case, if the A.I. is capable of placing three such arrays on a design, that means a 75% boost to attack & defense, and +30 sensor range. <font size="2" face="sans-serif, arial, verdana">This is caused from the component having more than one ability that the Design calls for. Ergo it adds it three times. It is a real PITA that I was hoping that Aaron would fix for the Last patch.

Captain Kwok
February 25th, 2004, 01:22 PM
You might be able to fix the sensor array problem by calling just for one of the abilities that it has - and not all three.

gregebowman
February 25th, 2004, 04:54 PM
Now that the new SE4 patch is out, will there be a new patch for the ST Mod? Or can we play the mod as-is?

Captain Kwok
February 25th, 2004, 04:57 PM
Originally posted by gregebowman:
Now that the new SE4 patch is out, will there be a new patch for the ST Mod? Or can we play the mod as-is? <font size="2" face="sans-serif, arial, verdana">The mod itself shouldn't need a patch/update to be compatible with the new 1.91 Version.

However, I think Atrocities is going to use this patch as a motivator for STmod 2.0 that he and I believe UserX are going to work on.

gregebowman
February 25th, 2004, 05:54 PM
Originally posted by Captain Kwok:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by gregebowman:
Now that the new SE4 patch is out, will there be a new patch for the ST Mod? Or can we play the mod as-is? <font size="2" face="sans-serif, arial, verdana">The mod itself shouldn't need a patch/update to be compatible with the new 1.91 Version.

However, I think Atrocities is going to use this patch as a motivator for STmod 2.0 that he and I believe UserX are going to work on. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ok, sounds good to me. If I have a problem, I'll let Atrocities know.

Knightsaber
February 25th, 2004, 11:58 PM
Originally posted by Atrocities:
I hope you like the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Simply excellent!!

Atrocities
February 26th, 2004, 12:22 AM
Well now......... The new patch is out.............. What to do now...........

Sabin
February 26th, 2004, 05:25 AM
Simple: Enhance the mod with the new features and changes the patch provides. After that, business as usual.

Atrocities
February 26th, 2004, 06:08 AM
I would just be happy to get the current mod done.

Sabin
February 26th, 2004, 07:15 AM
I think I may have noticed a problem: The components for constructing Ringworlds and Sphere Worlds are too large for the current ship sizes. Perhaps you can create a mount meant to reduce the weight of such parts down to a lower leve that can be placed on ships.(I am currently playing as the Federation.)

TNZ
February 26th, 2004, 08:36 AM
With the new features of the patch, especially the new weapon list target override field in the components file and the new AI abilities tags, this mod has a good chance of surpassing its original vision. http://forum.shrapnelgames.com/images/icons/icon7.gif

Here is an example:
Number of Abilities := 1
Ability 1 Type := Point-Defense
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Ftr\Sat\Seekers\Drone
Weapon List Target Override := Ships, Seekers, Fighters, Satellites, Drones
Weapon List Target Description := Ships\Seekers\Fighters\Satellites\Drones
Weapon Damage At Rng := 65 65 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0 0 0

Aiken
February 26th, 2004, 08:47 AM
Originally posted by Sabin:
I think I may have noticed a problem: The components for constructing Ringworlds and Sphere Worlds are too large for the current ship sizes. <font size="2" face="sans-serif, arial, verdana">Sphere- and RingWorld components usually placed on Starbases. Build them with your SY Ships.
It's FAQed.

TNZ
February 26th, 2004, 08:56 AM
I was also wondering, now that the limit of only have 5 neutral players in a mod is history, whether some of the minor races shouldn’t be demoted to neutral races. In my opinion the time saved in making changes to the AI file would make this worthwhile.

gregebowman
February 26th, 2004, 03:45 PM
Like I mentioned in another post, I installed teh patch Last night and then played the ST Mod. I didn't notice anything different. Am I supposed to? Where are these points that are supposed to be generated? I don't know if I need to re-install my SE4 and then put in the patch, or what? Did anyone play this mod after they installed the patch, and did you notice any differences? I'm playing a race I created, instead of one of the standard ones.

Captain Kwok
February 26th, 2004, 11:26 PM
Why would you notice anything different? None of the latest patch additions are used in the Mod. http://forum.shrapnelgames.com/images/icons/tongue.gif

gregebowman
February 26th, 2004, 11:56 PM
Originally posted by Captain Kwok:
Why would you notice anything different? None of the latest patch additions are used in the Mod. http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="sans-serif, arial, verdana">True, but usually when a game is patched/updated, there's usually some sort of feature or another that was different after the patch was installed. I was just wondering if there was some obvious feature I'm overlooking that would tell me I'm now playing the 1.91 Version of SE4 with the latest Version of the ST Mod. If I'm wrong, then I'm wrong. But I was curious.

Atrocities
February 27th, 2004, 03:12 AM
RW & SW components normaly are placed on Starbases which are built in position by construction ships.

TNZ that is a good idea, I have to look at the new features of the latest patch and talk with Kwok and UserX about what it is we want to try and do for STM 2.0

(Note STM 2.0 will just be an improved Version of this mod not a new mod.)

Now that we have seen the beginning of the end of SEIV, I can't help but feel a bit fearful that whatever we do no is a mute point, aside from taking advantage of the new features.

I don't know if I will change any of the races around until after STM team meets and talks about what it is we want to do.

Tnarg
February 27th, 2004, 05:42 AM
I'm curious why all of the Empire files have every race listed as a natural merchant and do not require any spaceports? Does this help the AI a bit? Thanks.

Tnarg
February 27th, 2004, 06:21 AM
I just noticed that I get an error with the Borg Queens Cube (Juggernaught I beleive) when I click on it in the design screen.

Atrocities
February 27th, 2004, 09:10 AM
Originally posted by Tnarg:
I'm curious why all of the Empire files have every race listed as a natural merchant and do not require any spaceports? Does this help the AI a bit? Thanks. <font size="2" face="sans-serif, arial, verdana">Yes it does. But you can always edit them as you wish.

Atrocities
February 27th, 2004, 09:12 AM
Originally posted by Tnarg:
I just noticed that I get an error with the Borg Queens Cube (Juggernaught I beleive) when I click on it in the design screen. <font size="2" face="sans-serif, arial, verdana">What kind of error?

Atrocities
February 27th, 2004, 09:13 AM
FYI The Mod will work in SE IV v1.91.

Atrocities
February 27th, 2004, 04:43 PM
Mod Update:

Here is what I have tested thus far. I have a little bit more tweaking before I sent to those pre-selected as beta testers.

I would also like a couple of volunteers to play test the latest Version of the mod.

Star Trek Mod v1.5.6 (BETA)

1. Added New Abilities file from SE IV v 1.91
2. Changed Settings file to use more neutrals
3. Changed Structural Integrity Field I - V to use new Ability Type AI Tag 01
4. Added Structural Integrity Field to primary races main ship/base design creation files


Star Trek Mod v1.5.5 Special thanks to Aiken for his help.

1. Changed Fighter Level from 5 to 1 in Tech Area (Thanks Renegade 13)
2. Updated Cardassian, Federation, Romulan HTML documents.
3. Changed Tonnage of Gravitic Sensors I - IV from 40 to 20. (Gives the component an advantage)
4. Fixed Roman Numeral Error in Shield Generator VII - VIII (Thanks Mottlee)
5. Fixed Advanced Tachyon Sensors I - II now work correctly
6. Fixed Spelling errors in Hirogen General File. (Thanks Sabin)
7. Fixed Spelling errors in Hirogen Speech file. (Thanks Sabin)
8. Changed Federation Pulse Weapons are now gained at level 5 Federation Weapons.
9. Updated Federation Tech Tree
10. Changed Federation Weapons Racial Area from 5 to 0 to make the technology stealable. (Thanks to Sabin, and DavidG for suggesting the ability to steal technology)
11. Changed Borg Tractor Beam Racial Area from 2 to 0 to make the technology stealable.
12. Changed Breen Racial Area from 3 to 0 to make the technology stealable.
13 Changed Cardassian Discharge Weapons Racial Area from 4 to 0 to make the technology stealable.
14 Changed Dominion Energy Weapons Racial Area from 10 to 0 to make the technology stealable.
15. Changed Klingon Combat Support Racial Area from 7 to 0 to make the technology stealable.
16. Changed Description of Klingon Pulse Weapons slightly
17. Changed Romulan Torpedo Weapons Racial Area from 8 to 0 to make the technology stealable.
18. Changed Tholian Weapons Racial Area from 11 to 0 to make the technology stealable.
19. Changed Ferengi Cargo Racial Area from 6 to 0 to make the technology stealable.
20. Changed Pirate Ship Capture Racial Area from 9 to 0 to make the technology stealable.
21. Changed Romulan Plasma Projector I - V Seeker Speed. (I=7, II=8, III=9, IV=10, V=11)
22. Added Shield Mount for use with smaller ships. (Reduces the size of shield Generators)
23. Changed Description of Combat Plexus I - II
24. Fixed Spelling errors in Romulan Speech file. (Thanks Sabin)
25. Fixed Spelling errors in 8472 speach file. (Thanks Sabin)
26. Fixed Spelling errors in Federation/TMP/UCP speech file. (Thanks Sabin)
27. Added "All boarding parties on ship can be used for attack or
defense." for Boarding Parties III - IV descriptions. (BY Aiken)
28. Fixed Spelling error for Pirates I-III: "merceniaries" changed to
"mercenaries" (By Aiken)
29. Added Amount of boarding attack/defense points for all boarder's
descriptions. (By Aiken)
30. Added Trailing dots in some sentences here and there. (By Aiken)
31. Changed Combat Sensors I - III to Warrior Combat Sensors I - III
32. Changed Warrior Combat Sensors I - III Family number from 27 to 42 to avoid conflict.
33. Added Read-Me for Star Trek Map

Atrocities
February 27th, 2004, 05:10 PM
A couple of things I would like to add to the mod.

Cloaking planets for the Pirate Trait
Orbital Research facilities (Federation/Tholian/Borg)
Orbital Casino's (Ferengi/Orions) (Mineral production)
Orbital Prisons (Klingons/Romulans) (All resource production)
Planetary Security Platform (Cardassians/Breen/8472)

Tnarg
February 27th, 2004, 06:38 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 Tnarg:
I just noticed that I get an error with the Borg Queens Cube (Juggernaught I beleive) when I click on it in the design screen. <font size="2" face="sans-serif, arial, verdana">What kind of error? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Tnarg
February 27th, 2004, 06:41 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 Tnarg:
I just noticed that I get an error with the Borg Queens Cube (Juggernaught I beleive) when I click on it in the design screen. <font size="2" face="sans-serif, arial, verdana">What kind of error? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">In the ship design screen. I click on Queens Cube and I get the following error:

cannot open file c:\star trek pbw new patch\space empires iv gold\pictures\race generic\generic_portrait_juggernought.bmp

same is true with the my 1.84 Version.

In the help screen under ship sizes, there too nothing happens.

Atrocities
February 27th, 2004, 06:41 PM
Originally posted by Tnarg:
</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 Tnarg:
I just noticed that I get an error with the Borg Queens Cube (Juggernaught I beleive) when I click on it in the design screen. <font size="2" face="sans-serif, arial, verdana">What kind of error? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"></font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Tnarg I am seeing nothing wrong when I click on that ship in the design window so I need you to be a bit more specific if you can. What exactly do you mean by error?

Aiken
February 27th, 2004, 07:15 PM
Sounds good http://forum.shrapnelgames.com/images/icons/icon7.gif
But what is the destination of Planetary Security Platforms?

2 Atrocities: new Dominion_main.bmp is placed on wrong directory (Breen).

2 Tnarg: such a strange path: c:\star trek pbw new patch\space empires iv gold\. I have the feeling that you are trying to play a standalone patch, instead of fully patched 1.35.

[ February 27, 2004, 17:25: Message edited by: aiken ]

Atrocities
February 27th, 2004, 07:18 PM
Originally posted by aiken:
Sounds good http://forum.shrapnelgames.com/images/icons/icon7.gif
But what is the destination of Planetary Security Platforms? <font size="2" face="sans-serif, arial, verdana">Intel point generation.

Tnarg
February 27th, 2004, 07:40 PM
I would like to be a volunteer to play test your Beta.

I accidentally hit add reply before i finished my error report. There should be a specific answer right after that one. Sorry.

Atrocities
February 27th, 2004, 07:54 PM
I think the error was cause by the mod using an outdated ship set. If you do not have a Juggernought image the mod is suppose to use the baseship image or other.

I cannot fathom why you got that error.

As for play testing the new Version, I would like to get all of the Private game STM players to sign on so we can play it.

Knightsaber
February 27th, 2004, 07:57 PM
I'd just like to say, I played with the new patch and this mod for 10+ hours the Last two days and haven't found a single issue.

(Other than my PC rebooting every 20 mins, but that's my problem)

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

Atrocities
February 28th, 2004, 05:46 AM
This capturable technology is a pain in the arse people! But with Fyrons help I think I have it working.

Atrocities
February 28th, 2004, 05:57 AM
An FYI to knew players of this mod.

The read me files included with the mod have this information already, but given all the new emails I am getting I figure the best place to post this info again is here.

The Full Version of the mod, 1.5.1 + the required update (1.5.1.1) will work with both Version 1.84 and Version 1.91 of SE IV. (It will not work with previous Version)

The mod REQUIRES that you also download and install the latest Versions of the Image Mod (Components, Facilties, Planets, Combat) and place them in your BASE SE IV Pictures folder.

The mod has copies of all new components, but it does not have facilities or planets. By placing the image mod modules into your stock base SEIV pictures directory any mod that requires these images will have access to them.

WPM = Warp Point Medium
WPH = Warp Point Heavy
WPL = Warp Point Light

The order in which the races must be added to the game to use the UserX star trek map are:

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

To Report bugs please post them here or email me at startrekmod@astmod.com

Atrocities
February 28th, 2004, 11:37 AM
Test Report:

Game Settings:

Standard WPL Large Galaxy, WP anywhere, not all connected, equal start.
Low event with high effect
Low tech cost
Low tech start, Good planets, good start, 1 planet, 5k points

Playing as the TMP Federation

TMP
Cardassians
Ferengi
Klingon
Romulan

14 Neutrals.

I started the game locked away in two isolated systems. I consentrated on colonizing my two systems and developing warp point technology.

By turn 50 had the technology and a ship size large enought to use it. Another 20 turns later I was opening warp points.

The Cardassians were also boxed into a small cluster of systems not to far from me and shortly after opening a warp point to there system they declared war upon.

We have been fighting now for just over 20 turns with trades offs on each side. I am now gaining the upper hand as the Cardassians are focused upon expanding and not so on defense. They have sent many ships into my space and attacked me, but despite my losses I have managed to fend them off with the cost of only one planet.

I am currently allied with two neutrals and they are both murderous toward me, but know if they turn there backs on me I will destroy there star system. (Oh yes, I do have weapons of mass destruction, but no platform for which to use them as of yet.)

XenoTheMorph
February 28th, 2004, 08:09 PM
Well heres my two pence http://forum.shrapnelgames.com/images/icons/icon12.gif

I'm not exactly sure how the AI's design their ships, I presume that if you call for a ship to be produced in specific AI state a design will be made to the specifications you have put in the files. So if you specify a non-carrier hull (can you?, well assuming a standard tech tree not the Star trek mod one!) and ask to AI to produce the ships it will design some since it has a valid hull for the design even if it does not have some of the components? Well ok I know very little about this but hey you never know! (please someone dig me out of this hole http://forum.shrapnelgames.com/images/icons/icon10.gif )

About the neutral AI not getting enough research (maybe do some of this with intelligence also) what about, aswell as possibly increasing basic facilities, using the new research point ability. You could use this for a neutral only base component (on Defence/Shipyard bases around the homeworld, a nice target for someone to capture aswell! http://forum.shrapnelgames.com/images/icons/icon12.gif ) and maybe even a satellite componnent.
OR what about removing the natural merchants ability, since they will be in one system only anyway (maybe using thoses point for research?) and making the Neutral's basic Spaceport have research generation.

O.K. enough is enough time to switch myself off again

TNZ
February 28th, 2004, 09:55 PM
Re: the races that are illegally designing Carrier designs. Check to see that in their AI design creation files, that the Carrier are using the:
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Launch/Recover Fighters
If the AI design creation files are not set as above, this might be the problem. http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ
February 28th, 2004, 10:00 PM
It also seems that a vehicle type that uses the Requirement Pct Fighter Bays, Requirement Pct Colony Mods and the Requirement Pct Cargo does not need to be told to use a Comp Spaces Per One number. Because it will uses the Requirement Pct to add the component. http://forum.shrapnelgames.com/images/icons/icon12.gif

Example:
Vehicle Size Data File.
Light Carrier
Requirement Pct Fighter Bays := 40

AI Design Creation Data File.
Carrier
Majority Comp Spaces Per One := 0
Majority Comp Ability := Launch/Recover Fighters

TNZ
February 28th, 2004, 10:19 PM
For general race research facilities you could try something like this:

Research Center III
Roman Numeral := 3

Number of Tech Req := 1
Tech Area Req 1 := Applied Research
Tech Level Req 1 := 3
Number of Abilities := 1

General Race Research Center I
Roman Numeral := 4

Number of Tech Req := 2
Tech Area Req 1 := General Race Technology
Tech Level Req 1 := 1
Tech Area Req 2 := Applied Research
Tech Level Req 2 := 1

This way you can improver the general race research ability without much work.

Aiken
February 28th, 2004, 11:00 PM
Originally posted by TNZ:
Re: the races that are illegally designing Carrier designs. Check to see that in their AI design creation files, that the Carrier are using the:
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Launch/Recover Fighters
If the AI design creation files are not set as above, this might be the problem. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Bingo! http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse
February 29th, 2004, 01:28 AM
Atrocities,

Orginal posted by Atrocities
The second issue is the Neutral races. I need to figure a way to give them a research boost. I am thinking about increasing the research facility for the neutrals, or giving them one of their own that will give them twice as many research points.

Here my suggestion and remember I'm not a SE4 design/programmer, Allow the Neutrals the abilities see all the surrounding sectors/planets. This tends to get them out of the hole/sector they start in. I have notice that they only expand as fast as they can colonizies ALL the planets in each new sector before moving on to the next sector.

Excellent work on the mod, everyone.
Lighthores
http://forum.shrapnelgames.com/images/icons/icon6.gif

Fyron
February 29th, 2004, 02:04 AM
Neutrals can not expand beyond their home system.

Atrocities
February 29th, 2004, 02:18 AM
<font color=red>Two Problems</font> that I am running into.

One, I have a couple of races designing Carriers even thought they do not have the technology. They design these illegal designs, carriers without fighter bays. They have not yet researched fighter bays, so they do not have them to add to the design. Since they do not have them, why is the AI designing Carriers? Only on a couple of races thus far.

The second issue is the Neutral races. I need to figure a way to give them a research boost. I am thinking about increasing the research facility for the neutrals, or giving them one of their own that will give them twice as many research points.

Right now the Neutrals are not researching that well because they are limited to one system and limited planets.

Atrocities
February 29th, 2004, 03:48 AM
Thanks everyone.

TNZ I will try that. Thanks.

Tnarg
February 29th, 2004, 07:19 AM
I just downloaded the latest full Version of the Facility Pack v1.11 and am noticing that it is missing several images that are used for this mod. Images 73-100 and I believe 473-500. Does anyone know where I can find these images?

Thanks

Fyron
February 29th, 2004, 07:45 AM
There should be no mention of images 73-100. Those spots are reserved for future possible expansion of the stock images by MM.

As for the other images, it looks as if SJ might have added them to the wrong rows, as there are 3 blank rows of images just before the new ones AT made for use in STM.

Atrocities
February 29th, 2004, 08:13 AM
I am not using any custom images that were not contained in the older Versions of the Facilities packs.

If I had custom facilities, they would be included in with the mod.

Sabin
February 29th, 2004, 08:22 AM
I think you should improve the carrier hulls. I noticed that they are essientially the same as other hulls, but more restricted. Perhaps you can improve them through the following methods:

Provide mounts for them that reduce the size of them, perhaps 4 such mounts towards drones, fighters, mines, and satellites. A fifth mount can be multi-purpose, affecting all such components but at a reduced bonus for each.

Also, you probably should remove the restrictions about the 50% of the hull being specifically for fighter bays. Instead, make it that 50% of the hull must be composed of bays for other sorts of launcher bays, so that they may be used for multiple purposes, not just one.

I also noticed the A.I. never uses Master Computers, which gives them a slight disadvantage in combat, since less of their hulls is capable of holding better parts in battle.

The Last item I would mention in this post has to do with Quantum Torpedoes: They are not very valuable later in the game, surpassed by the Photon Torpedos. Instead, perhaps you can improve them by adding 5 more levels(to X) and giving them added range and a slight boost to power.

As they are currently, they are less valuable due to their weight(40kt) and power, which is similar to the Photon Torpedos(20kt). That means two Photon Torpedo parts are much better then a single Quantum Torpedo.

Tnarg
February 29th, 2004, 08:32 AM
My mistake, I was looking at the facility number rather than the picture number.

Atrocities, the Romulan Command Center and the Romulan Subspace Telescope both use Picture Num 02 in the Facility Data Folder.

Fyron
February 29th, 2004, 09:05 AM
Also, you probably should remove the restrictions about the 50% of the hull being specifically for fighter bays. Instead, make it that 50% of the hull must be composed of bays for other sorts of launcher bays, so that they may be used for multiple purposes, not just one. <font size="2" face="sans-serif, arial, verdana">Unfortunately, this is not possible. The only valid % requirements are:

Requirement Pct Fighter Bays
Requirement Pct Colony Mods
Requirement Pct Cargo

Atrocities
February 29th, 2004, 09:10 AM
Originally posted by Tnarg:
My mistake, I was looking at the facility number rather than the picture number.

Atrocities, the Romulan Command Center and the Romulan Subspace Telescope both use Picture Num 02 in the Facility Data Folder. <font size="2" face="sans-serif, arial, verdana">You are so right about that Tnarg. Thank you. Sorry about the confussion, its been a very long day.

Atrocities
February 29th, 2004, 09:22 AM
The Federation already has the best weapons, ships, and facilities in the game, so making the Q-Torpedo cheaper is not really a priority. However, I can reduce the size by a few kt as the tech level improves. I will not add any more levels to the weapons as that might effect the fragile balance of the mod.

Fyron aswered the Carrier question. The Carriers are basically stock. Orginally we were not going to have Carriers in the mod. I might still yank them in a later Version of the mod. Mostly ships in ST universe had hanger bays. These bays took the place and need for carriers.

Atrocities
February 29th, 2004, 09:23 AM
Well I have play tested 1.5.7 and am on to the next Version.

Here is an update.

Star Trek Mod v1.5.7

1. Added Complete Andorian (Neutral 007) ship set.
2. Changed Modified Neutral 007 research file slightly to better facility weapons research early on.
3. Changed Subspace Telescope I - III to Romulan Subspace Telescope I - III
4. Added Copied Borgs Queen Cube and named the new images Juggernought to avoid errors with borg ship images
5. Changed Romulan Command Center I - III picture number from 2 to 330 (Thank You Tnarg)
6. Changed Romulan Sub Space Telescope I - III from 2 to 326 (Thank you Tnarg)

Tnarg
February 29th, 2004, 08:52 PM
I got a load error: unable to load bitmap c:......\..\...\pictures\systems\1024 x768\nova 4 .bmp error in one of my games.

I Checked the systems data folder to the system pictures folder and found that there are four different nova systems and only one nova image.

Fyron
February 29th, 2004, 08:55 PM
You will need to get the system images from FQM Deluxe.

Alternatively, copy the FQM Standard SystemTypes.txt file into your STM folder. It is the same file, except that it uses no new images, only stock system images. This will in no way shape or form cause any data file mismatch errors with multiplayer games.

Sabin
February 29th, 2004, 09:17 PM
I have some ideas for the Star Trek Map. Mind you, they may have been already implemented or are not very good.

1: Add the "Dyson's Sphere", which was featured in at least one book. It seemed to be similar to a Sphereworld. Adding it in may make the gameplay more varied.(everyone trying to take it, ect.)

2: Begin renaming the planets in each system to their regular titles.(Sol I to Earth, ect.) I would also think that making the descriptions for homeworld planets and other sigificant items more specific would be helpful.

3: Add the Guardian of Forever. Perhaps it can be a facility that can never be destroyed or built.(Thus keeping it to one planet) I am not sure what powers it may have specifically, but perhaps it can aid in research, intelligence, and so on.

4: Perhaps add in a damaging barrier that would be disabled after a number of turns.(It had much to do with The Original Series, since it limited space exploration and destroyed any ships that attempted to cross it, or subverted their crew.)

They probably can be nebulas, in that they can represent a number of abilities.

[ February 29, 2004, 19:19: Message edited by: Sabin ]

Fyron
February 29th, 2004, 09:51 PM
3: Add the Guardian of Forever. Perhaps it can be a facility that can never be destroyed or built.(Thus keeping it to one planet) I am not sure what powers it may have specifically, but perhaps it can aid in research, intelligence, and so on. <font size="2" face="sans-serif, arial, verdana">This is not possible. Facilities can only exist on a colonized planet. They can not be made immune to destruction.

Sabin
February 29th, 2004, 10:31 PM
Perhaps the Guardian of Forever's planet can be pre-colonized by a "dummy" civilization. Also, I suppose the Guardian of Forever's inability to survive destruction can add to the game: Those who wish to possess it will have to be careful, or they may prompt their enemie to destroy it.

Also, no doubt you are wondering why I think the map should be improved. In my opinion, I think that if the map is well-designed, it can significantly enhance a game by having many special events and objects. Usually, when a map or something similar seems to be "alive" it increases the enjoyment of the players, and gives them something to concentrate on at various times.

Tnarg
February 29th, 2004, 11:27 PM
Originally posted by Sabin:
I have some ideas for the Star Trek Map. Mind you, they may have been already implemented or are not very good.

1: Add the "Dyson's Sphere", which was featured in at least one book. It seemed to be similar to a Sphereworld. Adding it in may make the gameplay more varied.(everyone trying to take it, ect.)

2: Begin renaming the planets in each system to their regular titles.(Sol I to Earth, ect.) I would also think that making the descriptions for homeworld planets and other sigificant items more specific would be helpful.

3: Add the Guardian of Forever. Perhaps it can be a facility that can never be destroyed or built.(Thus keeping it to one planet) I am not sure what powers it may have specifically, but perhaps it can aid in research, intelligence, and so on.

4: Perhaps add in a damaging barrier that would be disabled after a number of turns.(It had much to do with The Original Series, since it limited space exploration and destroyed any ships that attempted to cross it, or subverted their crew.)

They probably can be nebulas, in that they can represent a number of abilities. <font size="2" face="sans-serif, arial, verdana">Sabin, A long time ago I was playing around with a map for the AST Mod. You can find it in the PBW map files under Trek Major Systems Map. I did try to make the map a little more interesting by doing some of the items you mentioned ie naming of major planets, making some homeworld larger or smaller, giving the Borg a ring world starting planet, and isolating various quadrants with black holes to keep the uber races in there own quad until later in the game. A number of other things too.

I abandoned the project as there was a lack of interest, but would be interested in trying to get it too work with this mod if there were enough interest. Mostly I just need to figure out how to get this map to be compatible with this mod, and then I would resume work. I have most of the races and nuetral races systems strategically located throughout the map and used a number of resources to find my information.

If you are interested let me know and I'll see what I can do to get this to work. In the mean time you can download it and check it out in a map editor.

Fyron
February 29th, 2004, 11:29 PM
You can use abilities such as "Planet Point Generation Modifier - Research" as an ability on a planet. You could set it to, say, 100, and it would make all research on that planet doubled. This will not stack with the Central Computer Complex type facilities though, but that should not be a problem.

Fyron
February 29th, 2004, 11:31 PM
I abandoned the project as there was a lack of interest, but would be interested in trying to get it too work with this mod if there were enough interest. Mostly I just need to figure out how to get this map to be compatible with this mod, and then I would resume work. I have most of the races and nuetral races systems strategically located throughout the map and used a number of resources to find my information <font size="2" face="sans-serif, arial, verdana">If the map was made with non-FQM Deluxe data files, I think that the only way to do that would be to load it up in the map editor with STM enabled, and then editing every single object in every system to have a correct picture. If the map was made with FQM Deluxe data files, it should work fine in STM.

DavidG
February 29th, 2004, 11:36 PM
Originally posted by Tnarg:
Mostly I just need to figure out how to get this map to be compatible with this mod, and then I would resume work. <font size="2" face="sans-serif, arial, verdana">I did this with my trek map and it was a friggen nightmare. It involved making a temporary Sectype.txt file that had warp points located at the place in the file the same as the original sectype.txt and the FQM secytype file and then changing the image of all the warp points so that it would correspond to one in the FQM file.

They easy way would be to pack it with the Secttype.txt file you used to create it. Of course then those that use it would probably want to created a second install of the trek mod so they don't overwrite the secttype.txt included with it.

TNZ
February 29th, 2004, 11:39 PM
It seem in Star Trek a ship phaser/energy weapons have a maximum range of 300,000km, Photon Torpedo have a maximum range of 3,000,000km and Quantum Torpedo have a maximum range of 4,050,000km. There is no size difference between Photon Torpedo and Quantum Torpedo. Federation ships just have less Quantum Torpedoes than Photon Torpedoes because of the complexities involved with the manufacturing of Quantum Torpedoes. But as always canon information should be taken in context with a view to game mechanics. http://forum.shrapnelgames.com/images/icons/icon7.gif

DavidG
February 29th, 2004, 11:39 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"> I abandoned the project as there was a lack of interest, but would be interested in trying to get it too work with this mod if there were enough interest. Mostly I just need to figure out how to get this map to be compatible with this mod, and then I would resume work. I have most of the races and nuetral races systems strategically located throughout the map and used a number of resources to find my information <font size="2" face="sans-serif, arial, verdana">If the map was made with non-FQM Deluxe data files, I think that the only way to do that would be to load it up in the map editor with STM enabled, and then editing every single object in every system to have a correct picture. If the map was made with FQM Deluxe data files, it should work fine in STM. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I seem to recall that if the map is made with the standard data files then you can't do this because the Map editor crashes when you select a warp point. (I think it was mostly just the warp points that looked wrong)

Sabin
February 29th, 2004, 11:55 PM
I am interested in it, and the other patrons of the forum seem interested or at least wish to help. Truth be told, I don't know much about editing maps very well. My assistance would be somewhat limited.(I only created a single map, one heavily unbalanced to my favor, in an unmodded Version of the game.)

Perhaps I can come up with some ideas as to what can be placed into the map, if my knowledge about Star-Trek is workable and in a suffient amount.

Tnarg
March 1st, 2004, 01:13 AM
Originally posted by Sabin:
I am interested in it, and the other patrons of the forum seem interested or at least wish to help. Truth be told, I don't know much about editing maps very well. My assistance would be somewhat limited.(I only created a single map, one heavily unbalanced to my favor, in an unmodded Version of the game.)

Perhaps I can come up with some ideas as to what can be placed into the map, if my knowledge about Star-Trek is workable and in a suffient amount. <font size="2" face="sans-serif, arial, verdana">Seeing that there is interest in this I think I am going to do two things. One is edit the old one and see how well that patches up. I loaded it into the one of my Star Trek Mod (pre 1.91 and STM Version 1.3.5?)folders and it seemed to work alright, some of the images where a bit off from the original. I'll try that first.

Second, I think that I am going to design a new one from stratch so that there should never be a problem with the STM mod. I have all of the information, just need to do the leg work.

Any information and ideas would be greatly appreciated. Also I am very weak when it comes to posting such things for everyone else to use, so any help there would be greatly appreciated as well.

Give me a couple of days and I should have some results.

In the mean time, you can download the old one from PBW map site. AST Trek Major Systems Map if you want to look at the rough copy.

TNZ
March 1st, 2004, 07:26 AM
On the question of analyzing technology. In my Battlestar Galactica Mod, I designed the technology and components as below. The Colonials were able to gain level 2 Propulsion technology from analyzing a Cylon ship with level 3 Propulsion technology.

Ion Drive Engine I
Number of Tech Req := 2
Tech Area Req 1 := Propulsion (all races research this technology field)
Tech Level Req 1 := 1
Tech Area Req 2 := Colonial Technology (the racial technology area is used to stop the component being used by another race)

I don’t know if this is of any use.

Atrocities
March 1st, 2004, 08:25 AM
Originally posted by Imperator Fyron:
You will need to get the system images from FQM Deluxe.

Alternatively, copy the FQM Standard SystemTypes.txt file into your STM folder. It is the same file, except that it uses no new images, only stock system images. This will in no way shape or form cause any data file mismatch errors with multiplayer games. <font size="2" face="sans-serif, arial, verdana">Um this file was replaced in 1.5.1.1 (fix)

You should not be getting any errors at all. If you are then the file that Fyron gave me was the wrong one.

I am getting sick of this problem. I need the CORRECT file once and for all!

Tnarg
March 1st, 2004, 08:37 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 Imperator Fyron:
You will need to get the system images from FQM Deluxe.

Alternatively, copy the FQM Standard SystemTypes.txt file into your STM folder. It is the same file, except that it uses no new images, only stock system images. This will in no way shape or form cause any data file mismatch errors with multiplayer games. <font size="2" face="sans-serif, arial, verdana">Um this file was replaced in 1.5.1.1 (fix)

You should not be getting any errors at all. If you are then the file that Fyron gave me was the wrong one.

I am getting sick of this problem. I need the CORRECT file once and for all! </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">When I loaded up the 1.5.6 Beta Patch, something went wrong. I reloaded the 1.5.1.1 fix and everything was fine then.

Tnarg
March 1st, 2004, 08:43 AM
I am in the process of editing my old map and am curious if and how these ablities work for planets.

Point Generation "Research" "Intelligence"
Resorce Generation "Mineral" "Organic" "Rad"
Planet-Change Ground Defense
Planet-Shield Generation
Resource Gen Modifier Planet "Mineral" "Organic"
"Rad"
Resource Point Gen Modifier "Intelligence"
"Research"

Also are there any other types of planet type ablilities that might make for a more interesting planet.

Tnarg
March 1st, 2004, 08:47 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"> 3: Add the Guardian of Forever. Perhaps it can be a facility that can never be destroyed or built.(Thus keeping it to one planet) I am not sure what powers it may have specifically, but perhaps it can aid in research, intelligence, and so on. <font size="2" face="sans-serif, arial, verdana">This is not possible. Facilities can only exist on a colonized planet. They can not be made immune to destruction. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Could this be simulated with the Point Generation "Research" ability or Planet Point Generation Modifier to give automatic research or boost research.

Atrocities
March 1st, 2004, 09:04 AM
When I loaded up the 1.5.6 Beta Patch, something went wrong. I reloaded the 1.5.1.1 fix and everything was fine then. <font size="2" face="sans-serif, arial, verdana">The 1.5.6 is a beta patch. I wonder if it has the wrong sectorTypes file?

It shouldn't though. I will download the Fix and use the files from it in the 1.5.7 beta patch that I will post for beta testers tonight.

Tnarg let me know if you have probs with it.

Tnarg
March 1st, 2004, 09:23 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">When I loaded up the 1.5.6 Beta Patch, something went wrong. I reloaded the 1.5.1.1 fix and everything was fine then. <font size="2" face="sans-serif, arial, verdana">The 1.5.6 is a beta patch. I wonder if it has the wrong sectorTypes file?

It shouldn't though. I will download the Fix and use the files from it in the 1.5.7 beta patch that I will post for beta testers tonight.

Tnarg let me know if you have probs with it. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">When I reloaded the 1.5.1.1 fix patch it solved my problems with loading the STM map after I loaded the 1.5.6 beta; however, it did not solve the problem with the missing nova images.

I downloaded Fyron's Quadrant Deluxe Mod Full to check it out, and those images where in there unfortunaltly I couldn't find them anywhere in the STM Mod. Too me it would seem that if one just added the Picture\System folder from the FQD Mod to the STM mod, the problem would be solved.

Fyron
March 1st, 2004, 09:30 AM
Originally posted by Atrocities:
Um this file was replaced in 1.5.1.1 (fix)

You should not be getting any errors at all. If you are then the file that Fyron gave me was the wrong one.

I am getting sick of this problem. I need the CORRECT file once and for all! <font size="2" face="sans-serif, arial, verdana">No, I gave you the correct file. I was responding a post discussing a map that was made with a different SectType.txt that is in STM, the FQM D one.

[ March 01, 2004, 07:31: Message edited by: Imperator Fyron ]

Fyron
March 1st, 2004, 09:32 AM
Originally posted by Tnarg:
Could this be simulated with the Point Generation "Research" ability or Planet Point Generation Modifier to give automatic research or boost research. <font size="2" face="sans-serif, arial, verdana">I do not know about the point generation abilities, so test them. I do know for a fact that the modifiers (used by Central Computer Complexes in stock SE4, for example) do work fine as planet abilities, at least the Planet specific ones. I have been using them in FQM for a while now. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 1st, 2004, 09:35 AM
I downloaded Fyron's Quadrant Deluxe Mod Full to check it out, and those images where in there unfortunaltly I couldn't find them anywhere in the STM Mod. Too me it would seem that if one just added the Picture\System folder from the FQD Mod to the STM mod, the problem would be solved. <font size="2" face="sans-serif, arial, verdana">The STM does not use those images so having them is pointless.

Atrocities
March 1st, 2004, 12:22 PM
http://astmod.com/startrek/se4error1.BMP

This error occured while starting a saved game. It took me a few minutes to figure out what caused it. I do so hate all of the SectorType file problems that this mod has had.

Fyron, would you please review the Lastest patch files and (1.5.7) and tell me if that is the correct sectType file or not. Thanks.

(I will email the link to your hotmail account)

Atrocities
March 1st, 2004, 05:09 PM
Originally posted by aiken:
SectTypes.txt and SystemTypes.txt are absolutely equal for 1.5.1.1 and 1.5.7. Also don't have any problems with my saved games, maybe I'm lucky guy.

Atrocities, dominion_main.bmp is still in the wrong place (in Breen folder). This is the only "bug" so far http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Not a bug, just me doing something wrong. Fixed.

Tnarg
March 1st, 2004, 06:32 PM
This might be kind of a dumb question, but is there any way to tag the minor and neutral races so that they start in systems where one would want them like the major races.

Fyron
March 2nd, 2004, 01:00 AM
It does appear to be the correct SectType.txt file in 1.5.7 beta. Again, we were talking about a map that was created with a stock SE4 SectType.txt file trying to be used in STM. This had nothing to do with any problems with STM.

Aiken
March 2nd, 2004, 02:14 AM
SectTypes.txt and SystemTypes.txt are absolutely equal for 1.5.1.1 and 1.5.7. Also don't have any problems with my saved games, maybe I'm lucky guy.

Atrocities, dominion_main.bmp is still in the wrong place (in Breen folder). This is the only "bug" so far http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 01, 2004, 12:15: Message edited by: aiken ]

Renegade 13
March 2nd, 2004, 02:50 AM
Originally posted by Tnarg:
This might be kind of a dumb question, but is there any way to tag the minor and neutral races so that they start in systems where one would want them like the major races. <font size="2" face="sans-serif, arial, verdana">Open the map with the map editor, and you can set the starting positions for certain races from there.

Tnarg
March 2nd, 2004, 03:03 AM
I found a couple of spelling errors:

1. Bynars biological description has "Bynaus"

2. Yridian society description starts with "The Tamarian are ..."

3. In the Son'a race descriptions there are a couple instances where Son'a is spelled Sona.


Also I was looking at the System Types.txt and there are a few types that utilize images that are not in the System Pictures folder:

1. nova2.bmp
2. nova3.bmp
3. nova4.bmp

I think this has caused some confusion from an earlier responcee. I beleive that I said Sect Type.txt and meant System Types.txt. Sorry for the mix up.

One Last thing, the Bajoran's breath Hydrogen, or is this to keep the neutrals a bit varied.

Thanks

Sabin
March 2nd, 2004, 03:47 AM
I have some ideas as to how the game may be improved. The main problem is that they may be quite odd, for implementation and functional purposes.

First of all, I think that the probe from The Original Series in a movie that featured whales can be included. If I recall correctly, in a book the probe was eventually communicated with and it's priorities changed.

This "probe" probably can be added as a race that can't build anything, but it has a single ship: The probe. The probe's main function is to travel across the galaxy randomly and give other races communication channel information, free of charge.

However, there is one more function: It can be captured, but doing so can be made quite difficult. Even if it is captured, it still would have to be analyzed in order to gain some of the technology that it carries.(It also can be used as the captor's new probe)

A second object that can be made use of is a starship within romulan space that can give a new sort of cloaking technology.(It can be added as an special ability on a asteroid or a actual ship.)

Tnarg, I think there is some reference matierial that can assist you, perhaps. You see, I have noticed that some technology and areas can probably be made use of, based from some missions in the Star-Trek videogame, Star Trek: 25th Anniversary. One example is the planet with the "mantis" aliens that possess technology capable of analyzing minds and generating robots based on that information. This can be useful in a number of ways, I imagine. For example, a shipyard bonus for that planet or a new technology.

There is also the planet(Alpha Proxima) that contained a weapon system that had much to do with missiles, and the planet also was primarily formed of a specific mineral, as I understand it. This planet can give low-level missile technology and produce a large amount of minerals, but little else.(It is also fairly small, since it is a moon.)

[ March 02, 2004, 01:50: Message edited by: Sabin ]

Fyron
March 2nd, 2004, 03:54 AM
1. Bynars biological description has "Bynaus" <font size="2" face="sans-serif, arial, verdana">Bynaus is the name of their homeworld IIRC.

Atrocities
March 2nd, 2004, 04:15 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"> 1. Bynars biological description has "Bynaus" <font size="2" face="sans-serif, arial, verdana">Bynaus is the name of their homeworld IIRC. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thank you Fyron. I used the name of the Stars from BOTF so I would have the correct spelling. So ya, I do believe that Bynaus is the name of their system and such. http://forum.shrapnelgames.com/images/icons/icon7.gif

The other things I will fix right now.

Fyron how do you add space monsters?

Dragonswrd
March 2nd, 2004, 04:31 AM
I have the original picture files for the facilities and 301 and up, but I am missing the middle ones. I found this out when I tried to build a Federation facility and it said it couldn't open picture 181. Could someone tell me where to get the pictures for the middle pictures?

Atrocities
March 2nd, 2004, 04:40 AM
www.spaceempires.net (http://www.spaceempires.net) IMAGE MOD (Facilities, Components, Planets, Combat)

Get the latest ones.

Tnarg
March 2nd, 2004, 04:48 AM
Sabin, thanks for the ideas. I am trying out a few of the planet abilities and am have a bit of luck with them working the way I want. I have been going through all of my Star Trek references and looking for planets that had unique abilities or a race that could simulate a unique ability. and dispersing them throughout my map. Granted there are only a few abilities available, I personally feel that it gives a bit more character to the map and provides a bit more exploration fun.

Dragonswrd
March 2nd, 2004, 04:51 AM
Thanks

Tnarg
March 2nd, 2004, 05:00 AM
Little Star Trek Trivia. I am going through a bunch of my Star Trek references and am finding a few discrepancies. I want to utilize them in my map, and am looking for the more acceptable opinion or professional advice.

Klingon Homeworld in the Qo'Nos system being called Qo'Nos, Kling, and Kronos. What do you think is more accurate or acceptable?

Also the issue of Praxis. In the book "Star Trek Star Charts" Praxis is a system close to Qo'Nos, where in the "Star Trek Encyclopedia" Praxis is a moon in Qo'Nos.

Finally I know the Orion Pirates are wanders, but do they have anything to do with the Orion (Pi 3 Orionis) System just few systems south of Sol. "Star Trek Star Charts".

Thanks for your opioinions. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
March 2nd, 2004, 05:30 AM
Praxis is the moon of Qo'Nos in the movie ST VI.

Atrocities
March 2nd, 2004, 05:30 AM
Originally posted by Tnarg:
Little Star Trek Trivia. I am going through a bunch of my Star Trek references and am finding a few discrepancies. I want to utilize them in my map, and am looking for the more acceptable opinion or professional advice.

Klingon Homeworld in the Qo'Nos system being called Qo'Nos, Kling, and Kronos. What do you think is more accurate or acceptable?

Also the issue of Praxis. In the book "Star Trek Star Charts" Praxis is a system close to Qo'Nos, where in the "Star Trek Encyclopedia" Praxis is a moon in Qo'Nos.

Finally I know the Orion Pirates are wanders, but do they have anything to do with the Orion (Pi 3 Orionis) System just few systems south of Sol. "Star Trek Star Charts".

Thanks for your opioinions. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I would go with Q'nos as the system name.

Use Praxis as a moon and as a system

I don't know about the Orion one, Basically the Orions were added as a pirate race and such.

Atrocities
March 2nd, 2004, 05:53 AM
I have had to make a few new facilities for the mod, they look ok, but are differant enough to give each facility its own uniquesness.

Atrocities
March 2nd, 2004, 05:55 AM
What about the addition of space monsters? I don't know how well that will work, but I can try it.

I was thinking of the few we saw in TOS/STNG. I can use BOTF as a source, and I have at least 3 from TOS that I can sue. HOWEVER, I would have to make them or use the captured images from BOTF for most. Nota good idea.

Atrocities
March 2nd, 2004, 05:56 AM
I tested the higher neutral settings and they are awsome. Thank you Aaron for this.

Atrocities
March 2nd, 2004, 05:57 AM
Oh crap! I screwed up my save game and must now start all over. http://forum.shrapnelgames.com/images/icons/icon9.gif Well I should add the oribital components first.

Atrocities
March 2nd, 2004, 05:58 AM
About fighters and Carriers, do we need them in the game?


(1900)

Sabin
March 2nd, 2004, 07:32 AM
Only for races that make specific use of them in the Star Trek universe.

Imperial
March 2nd, 2004, 07:35 AM
I like the shuttles, but I remember in the Last episode of DS-9 that they used fighters--but thats cannon, shuttles are fine)

BlackRose
March 2nd, 2004, 08:18 AM
ello again http://forum.shrapnelgames.com/images/icons/icon7.gif I cant say much as to game balance as I'm still awaiting it but Fighters dont really feel like Trek to me, tho DS9 was my favourite http://forum.shrapnelgames.com/images/icons/icon7.gif Tho I thought your shuttle Idea was a good replacement as long as it does not go overboard (According to my reading fighters in un-MODDED SEIV are pretty effective in combat).

Sabin
March 2nd, 2004, 09:56 AM
I found some information about the Space Monsters aspect, Atrocities.(Devnull MOD Version.)

* Space Monsters (This is an attempt to add Space Monsters to SE4 by modding. The Space Monsters are basically just a normal AI. However they do have their own tech tree with special hulls, components and facilities. They do not colonize and expand their empire, but operate from hidden invisible home planets.)
Please note, the Monsters form an incredible challenge in a game (the AI is highly offensive, and the monsters have some nasty abilities). Use with caution in multi-player games, as they can (and have) completely wiped out starting empires.

It seems to me that if the Space Monsters and similar items are going to be added, some special smoke & mirrors, among other things, may have to be added. However, the pay-off may be very significant if done right.

Atrocities
March 2nd, 2004, 10:21 AM
This is a big'in!

Star Trek Mod v1.5.8 (BETA)

1. Changed Description of all Races Facility Technology in Tech Area file.
2. Added General Race Facility Technology to Tech Area file.
3. Added GR Research Centers I - III to Facility File. (GR - General Race)
4. Added GR Intelligence Centers I - III to Facility File (GR - General Race)
5. Changed Spy Network I - V Facility image to 302
6. Changed Sex Center I - III Facility image to 308
7. Changed Slave Labor Camp I - III Facility image to 358
8. Changed Pirate Space Dock I - III Facility image to 361
9. Changed Tholian Command Complex I - III Facility image to 365
10. Changed Tholian Training Center I - III Facility image to 366
11. Changed Tholian Research Network I - V Facility image to 367
12 Changed Radioactives System Extractor I - IIIFacility image to 357
13 Changed Resource Harvester I - V Facility image to 355
14. Changed Romulan Star Academy I - III Facility image to 331
15. Changed Prison Camp I - III Facility image to 368
16. Changed Romulan Senate Facility image to 370
17. Changed Tal'Shiar Command I - V Facility image to 323
18. Changed Romulan Science Academy I - III Facility image to 318
19. Changed Imperial Command I - III Facility image to 338
20. Changed Klingon Academy I - III Facility image to 339
21. Changed Prison Camp I - III Facility image to 359
22. Changed Forced Labor Camp I - III Facility image to 360
23. Changed Battle Arena I - III Facility image to 372
24. Changed Franchise Office I - III Facility image to 374
25. Changed Tower of Commerce I - III Facility image to 373
26. Changed Divine Treasury Shrine I - III Facility image to 346
27. Changed Salvage Yard I - III Facility image to 364
28. Changed Commerce Authority I - III Facility image to 375
29. Changed Spaceport Depot I - III Facility image to 336
30. Changed Holosuite Center I - III Facility image to 337
31. Changed Description of Pirate Space Dock I - III
32. Changed Research Network I - V to Tholian Research Network I - V
33. Added New Facility images 361 through 400
34. Changed Federation Council I - III Facility image to 377
35. Changed Utopia Planitia Shipyard Facility image to 381
36. Changed Starfleet Command I - III Facility image to 376
37. Changed Starfleet Academy I - III Facility image to 382
38. Changed Section 31 Facility image to 333
39. Changed Starfleet Intelligence I - III Facility image to 378
40. Changed Daystrom Institute I - III Facility image to 329
41 Changed Holo-Center I - III Facility image to 383
42. Changed Jem'Hadar Control Station I - III Facility image to 312
43. Changed Jem'Hadar Training Complex I - III Facility image to 313
44. Changed Founders Shrine I - III Facility image to 320
45. Changed Cloning Facility I - III Facility image to 324
46. Changed Vorta Administration Center I - V Facility image to 325
47. Changed Ketracel White Facility I - III Facility image to 308
48. Changed R&D Complex I III Facility image to 385
49. Changed Political Center I - III Facility image to 384
50. Changed Cardassian Central Command I - III Facility image to 379
51. Changed Cardassian Military Academy I - III Facility image to 387
52. Changed Remote Power Station I - III Facility image to 386
53. Changed Obsidian Order Center I - V Facility image to 380
54. Changed Labour Camp I - III Facility image to 388
55. Changed Breen Intel Center I - III Facility image to 351
56 Changed Breen Military Academy I - III Facility image to 353
57. Changed Breen Science Academy I - III Facility image to 354
58. Changed Atmospheric Modification Plant I - III Facility image to 356
59. Changed Breen Central Command I - III Facility image to 306
60. Changed Labour Camp I - III Facility image to 389
61. Changed Organic Extractor I - III Facility image to 323
62. Changed Planet Regenerative Shielding I - V Facility image to 390
63. Changed Drone Maturation Chamber I - V Facility image to 391
64. Changed Research Nexus I - III Facility image to 392
65. Changed Resource Nexus I - III Facility image to 393
66. Changed Intelligence Nexus I - III Facility image to 394
67. Changed Drone Programming Center I - III Facility image to 395
68. Changed ConVersion Complex I - III Facility image to 396
69. Changed Terrasphere Complex I - III Facility image to 397
70. Changed Planetary Bioelectric Field I - V Facility image to
71. Changed Description of Drone Programming Center I - III
72. Changed Bio-reclamation Complex I - V Facility image to 399

Atrocities
March 2nd, 2004, 12:38 PM
I am running into a problem. In my current test game everyone that I have encountered has declared war upon me. I am in 5th place playing against 5 AI races, and the rest of the 20 are neutrals.

Of the four neutrals I have encountered, only one is an ally, the others have declared war upon me.

I have encountered the Federation, Klingons, and Ferengi and they all have declared war upon me.

I have honorable selected as demenior, so I am confused as to why the AI's are being so hostile.

Do any of you know of a way to prevent instant hostilities? What files would I need to mod, and in what way would I need to mod them?

Thanks.

Atrocities
March 2nd, 2004, 01:18 PM
Beta Testers, 1.5.9 is ready for play testing if your up for it. Check you email for the link to download it.

Also please read the email and if you feel like it, please respond to the questions.

The latest patch does include all of the new facilities so you won't have to download them seperately.

The upload should be done by 4:30 am PST

Tnarg
March 2nd, 2004, 04:21 PM
Originally posted by Sabin:
I found some information about the Space Monsters aspect, Atrocities.(Devnull MOD Version.)

* Space Monsters (This is an attempt to add Space Monsters to SE4 by modding. The Space Monsters are basically just a normal AI. However they do have their own tech tree with special hulls, components and facilities. They do not colonize and expand their empire, but operate from hidden invisible home planets.)
Please note, the Monsters form an incredible challenge in a game (the AI is highly offensive, and the monsters have some nasty abilities). Use with caution in multi-player games, as they can (and have) completely wiped out starting empires.

It seems to me that if the Space Monsters and similar items are going to be added, some special smoke & mirrors, among other things, may have to be added. However, the pay-off may be very significant if done right. <font size="2" face="sans-serif, arial, verdana">I remember playing a couple of games with the Devnull Mod and it was a bLast defending against the random encounters. Can't remember if the TDM utilized this as well. This would be a great idea for the STM mod.

This is just an idea but make their hull designs all different according to ship size. "Probe" is a destroyer, "V'Ger" a battleship, "Nexus" a dreadnaught.

I can't quite remember how the Devnull Mod made these work, but it was effective. Just substitute the monster images with Star Trek images and rework the monster components a bit to add more zing.

Or instead of ship damaging weapons for all the monster AI creation files incorportate the Stellar Weapons or WMD for them, nebula makers, planet destroyers, warp point openers or closers. Is there a weapon that can effect population moral. Organinc plague weapons ect...

Another idea for the monster AI would be to have their research focus heavily on intelligence so they could drop those nasty intelligence projects on empires at random.

Tnarg
March 2nd, 2004, 04:31 PM
Originally posted by Atrocities:
Beta Testers, 1.5.9 is ready for play testing if your up for it. Check you email for the link to download it.

Also please read the email and if you feel like it, please respond to the questions.

The latest patch does include all of the new facilities so you won't have to download them seperately.

The upload should be done by 4:30 am PST <font size="2" face="sans-serif, arial, verdana">Atrocities, I received a "url not found error" when I tried to download the 1.5.9 beta form the link in my email. Did I miss the time window?

Fyron
March 2nd, 2004, 04:45 PM
Space monsters need to be immune to intel projects, as if they are not, you could quite easily capture their HW with PPP, or make it riot and rebel, or something else nasty. So, they can not do any regular intel, as they need a horde of intel points for CI.

Oh, and AT, I forgot to mention that you need to give them their special CI project as well. http://forum.shrapnelgames.com/images/icons/icon12.gif

AMF
March 2nd, 2004, 04:48 PM
Just curious: are you using any of the "generate resource/research/etc..." functionality inherent in 1.91? (these would be especially useful for space monsters!)
t
hanks,

Alarik


Originally posted by Atrocities:
Beta Testers, 1.5.9 is ready for play testing if your up for it. Check you email for the link to download it.

Also please read the email and if you feel like it, please respond to the questions.

The latest patch does include all of the new facilities so you won't have to download them seperately.

The upload should be done by 4:30 am PST <font size="2" face="sans-serif, arial, verdana">

Tnarg
March 2nd, 2004, 05:25 PM
Bummer, I have been running a few games to see if some of the new planet ablilities work, and am having no luck.

Ones that are not working are:

Resource Geneneration Modifier Planet: Min\Org\Rad
Planet Point Generation Modifier: Research\Intel

Any ideas on this?

Atrocities
March 2nd, 2004, 05:35 PM
Sorry about the bad URL. You should be getting a email with the correct address in a few moments.

I also will renumber all the facilites and fix them once I get the latest Version of the Facility pack. I thought I had it, but I was wrong. No big deal, just a bit of extra work.

Captain Kwok
March 2nd, 2004, 05:40 PM
Those should work, but the bonuses only show up on the research/intel/resource screens and not the planet display IIRC. http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron
March 2nd, 2004, 06:51 PM
Originally posted by Tnarg:
Bummer, I have been running a few games to see if some of the new planet ablilities work, and am having no luck.

Ones that are not working are:

Resource Geneneration Modifier Planet: Min\Org\Rad
Planet Point Generation Modifier: Research\Intel

Any ideas on this? <font size="2" face="sans-serif, arial, verdana">They worked fine for me when I was setting them up in FQM. http://forum.shrapnelgames.com/images/icons/icon7.gif

JR
March 2nd, 2004, 06:54 PM
Ok, now I'm officially confused ( What? Again?)

I've previously downloaded everything I needed to get ver 1.5 going, but now there's a new SEIV Version, new STM Version, new Versions of planets, facilities, etc.

WHAT OH WHAT do I need to load and play SEIV and the latest STM if I were to do it from SCRATCH? And where would I get all of the updates ( working links would be nice http://forum.shrapnelgames.com/images/icons/icon12.gif )

I'd like to eliminate all of the old Version updates and patches but I'm afraid I'll delete something I need. That's why I'm asking all these questions.

Thank You ever so much


JR

Anyone? Anyone at all.

Imperial
March 2nd, 2004, 07:47 PM
I would patch SEIV to the latest 1.91 patch.

Then get the latest Versions of inage mod and load these into your vanilla (base) SEIV folders.

get and load STM 1.51
I wont post links-- bandwith issues and such often make sites unreachable -- the curse of computers. Also STM and this game in general is a work in progress, so expect new Versions of mods image packs etc to happen.

Tnarg
March 2nd, 2004, 08:18 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 Tnarg:
Bummer, I have been running a few games to see if some of the new planet ablilities work, and am having no luck.

Ones that are not working are:

Resource Geneneration Modifier Planet: Min\Org\Rad
Planet Point Generation Modifier: Research\Intel

Any ideas on this? <font size="2" face="sans-serif, arial, verdana">They worked fine for me when I was setting them up in FQM. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hmm, I have checked this a couple of times, and checked Captain Kwok's advice. I may be imputting the values incorrectly. Imperator Fyron, how are you imputting these values, if you could please provide an example.

Thanks

Atrocities
March 2nd, 2004, 08:47 PM
Originally posted by JR:
Ok, now I'm officially confused ( What? Again?)

I've previously downloaded everything I needed to get ver 1.5 going, but now there's a new SEIV Version, new STM Version, new Versions of planets, facilities, etc.

WHAT OH WHAT do I need to load and play SEIV and the latest STM if I were to do it from SCRATCH? And where would I get all of the updates ( working links would be nice http://forum.shrapnelgames.com/images/icons/icon12.gif )

I'd like to eliminate all of the old Version updates and patches but I'm afraid I'll delete something I need. That's why I'm asking all these questions.

Thank You ever so much


JR

Anyone? Anyone at all. <font size="2" face="sans-serif, arial, verdana"><font color=BLUE>OFFICAL PUBLIC VERSION IS 1.5.1.1</font>
<font color=red>Beta Version is 1.6.0</font>

oogs
March 2nd, 2004, 09:12 PM
I've noticed something odd in the game I'm playing now. I'm using Gold 1.91 and STM1.511, and the game is a team mode game with 7 hard AIs, no neutrals, vs me in a "plain" huge galaxy.

I am playing as the Borg, my enemies are the Vadwaur, Federation, Ferengi, Tholians, Sheliak, Romulans and species 8472.I have only seen and engaged the Feds, Vadwaur, Ferengi, Sheliak and the Romulans.
About 30 turns ago I captured some mine-laying ships, and i thought I would trick the AI into sending some mine-clearing ships so that I could capture them and clear their mines in return. Well, it worked. And it's still working. The AI hasn't stopped sending mine-sweeping ships through the wormholes (even after all the mines were gone and my forces were not there anymore) and is only building those ships. Has anyone else noticed this? Oh - my forces are through the wormholes and already attacking them, yet there's no real buildup of anything other than mine-sweepers.


There are a couple other oddities too: both the Romulans and the Tholians didn't expand. The tholians only have 10 planets (we all started with 3), while the Romulans only have 28. I haven't been able to reach them yet... It's only in the Last 50 turns that I've gained the upper hand battling the 3 empires that surround me.


In all fairness though, this is a great mod. I'm just hoping these are minor things that can be/will be/are fixed

Atrocities
March 2nd, 2004, 11:22 PM
Romulans and Tholians are Xenophobic races, they will not expand like the other races. Also an AI starting point will effect its ability to expand.

The Minor races, (Hirogen, Gorn, Kazon, Son'a, etc) all share the same AI files so they will expand and react simularly.

In an even playing field with settings set to medium and each race using its 5k EMP file, they will ALL expand well and be very difficult to beat. I do not use cheats and I recommend that you do the same.

The best AI race in the end has typically been the Klingons. The Borg a tie with the Cardassians. The federation and Ferengi tie, and so on.

It really depends upon the AI's starting location.

As for the mine issues, that is an issue with SEIV not the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

oogs
March 2nd, 2004, 11:35 PM
Ahh... well the Romulans and Tholians will soon become my favorite Xenophobic colonies http://forum.shrapnelgames.com/images/icons/icon7.gif

I don't cheat either... it takes the fun out of the game. There's not much point if you have a Battlecube when they only have escorts - that's like trying to stop an avalanche with snowballs. too bad I'm only playing with the 2k EMP files, otherwise it would definitely be tougher (ad thus more enjoyable).

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

TNZ
March 2nd, 2004, 11:45 PM
With entry like this in the AI construction vehicles files is it not a mystery that the AI will built so many mine sweeper. http://forum.shrapnelgames.com/images/icons/icon7.gif

Entry 5 Type := Mine Sweeper
Entry 5 Planet Per Item := 200(10 per planet)
Entry 5 Must Have At Least := 1

Atrocities
March 2nd, 2004, 11:48 PM
Star Trek Mod v1.5.9

1. Fixed Typo in Neutral Race 20 (Yirdians) General File. (Thanks Tnarg)
2. Fixed Type in Son's General file. (Thanks Tnarg)
3. Changed Neutral race 008 (Bajorian) to breath Oxygen. (Thanks Tnarg)
4. Replaced Klingon Ship images with higher quality renderings. (Thanks David (Avatar) G.)
5. Replaced Romulan Ship images with higher quality renderings. (Thanks David (Avatar) G.)

I have to say thank you to David (Avatar) G. for his advise on rendering at a higher resolution then resizing. The models do looke better. This goes to show you that can learn something new every day.

(I hate not being able to sleep)

Fyron
March 2nd, 2004, 11:51 PM
Originally posted by Tnarg:
Hmm, I have checked this a couple of times, and checked Captain Kwok's advice. I may be imputting the values incorrectly. Imperator Fyron, how are you imputting these values, if you could please provide an example.<font size="2" face="sans-serif, arial, verdana">This is really bizarre. I could have sworn they were working before. http://forum.shrapnelgames.com/images/icons/icon8.gif

Atrocities
March 2nd, 2004, 11:54 PM
Originally posted by TNZ:
With entry like this in the AI construction vehicles files is it not a mystery that the AI will built so many mine sweeper. http://forum.shrapnelgames.com/images/icons/icon7.gif

Entry 5 Type := Mine Sweeper
Entry 5 Planet Per Item := 200(10 per planet)
Entry 5 Must Have At Least := 1 <font size="2" face="sans-serif, arial, verdana">what would you recommend it be set at TNZ? I have not gone through these files as of yet, they are on my list of things to do though.. http://forum.shrapnelgames.com/images/icons/icon7.gif

And thee was something else I wanted to ask you, something you figured out but I can't remember what it was. I think it is posted in this thread, I will have to find it.

TNZ
March 3rd, 2004, 12:11 AM
Maybe something like this:
Entry 5 Type := Mine Sweeper
Entry 5 Planet Per Item := 0
Entry 5 Must Have At Least := 12

Try looking on page four of the thread for ‘the something’ you mention. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 3rd, 2004, 10:48 AM
Thanks, I will play with the file. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
March 3rd, 2004, 12:50 PM
AI never uses racial Captains in their designs. Correct me if I wrong, but in my tests it won't.

Solution: (utilizing Captain Kwok's idea) - give AI Tag 02 ability to every Captain component. I guess it should work.
Need more time for AI testing in general. I'll try to optimize some races AI, at least 8472 and Orions. Not sure that I'm able to do it but I'll try http://forum.shrapnelgames.com/images/icons/icon7.gif

Thanks.

[Edit: as well as Sensor arrays. Someone mentioned about the dual ability problem (I believe it was Captain Kwok). Now where is a tool to fix it. Thanks again http://forum.shrapnelgames.com/images/icons/icon7.gif ]

[ March 03, 2004, 11:05: Message edited by: aiken ]

Captain Kwok
March 3rd, 2004, 01:34 PM
I believe you can correct the problem of the AI placing 3 arrays on a ship, by calling for just one of the abilities on the component not each of the 3 - or alternatively, call for none of the abilities and use an AI tag on it.

Edit:

However, since I believe the sensor array requires both sensors and combat support techs, I could see a minor problem if the AI researchs one of them some time before the other, that it may not design ships with offense/defense abilities depending on the ability that is called for in the design creation file. Although this can be solved by telling the Federation research file to research sensors first, and only using the "combat to hit offense plus" ability in the design creation file. Therefore, the AI would use combat sensors when they are researched, and then as soon as combat support is researched the Sensor Array becomes available and the AI will use that component instead because of its slightly better attack rating. Of course, this is just a theory. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ March 03, 2004, 11:42: Message edited by: Captain Kwok ]

Captain Kwok
March 3rd, 2004, 01:44 PM
AI tags should work great with the Captain concept. I believe the AI doesn't care for them usually, because there bonuses aren't as good as dedicated components. Of course this is perfectly reasonable, as Captains were intended as "bonus" type components.

Fyron
March 3rd, 2004, 06:18 PM
I do want to add space monsters. I need to understand the basic's. I can pirate the concept from D mod, however I need his permission. Second, I need to understand how they function and how to "hide" there planet. This may mean that I will have to add a planet cloak ability. <font size="2" face="sans-serif, arial, verdana">Nope. You do not want to use that ability. You want to use the sector - sight obscuration ability. If the planet is cloaked with an actual cloaking facility, it will be unable to build ships. Just go through Devnull mod and copy everything over from each file that requires Monster techs. The stuff should be at the end of every file. I have 0 doubt that Rollo will give you permission to use the monsters. Just email him. http://forum.shrapnelgames.com/images/icons/icon7.gif

solops
March 3rd, 2004, 06:36 PM
Originally posted by Atrocities:
In an even playing field with settings set to medium and each race using its 5k EMP file, they will ALL expand well and be very difficult to beat. I do not use cheats and I recommend that you do the same.


As for the mine issues, that is an issue with SEIV not the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Atrocities,

Please expand on recommending the galaxy size and type (and other settings)for the best game against the AI, insofar as you know.

I tend to play with the +5K files, Tech expensive and AI set to hard with no advantages set. I also eschew the use of Intelligence for other than defensive purposes. I am not sure I even know any "cheats".

Atrocities
March 3rd, 2004, 06:52 PM
Well the moment of truth is upon me.

I have added monster AI, Support Data, ships, and settings.

I have also added new events to the event file and new event images.

In addition, I am testing some data by TNZ contributed to the mod.

Wish me luck.

Fyron
March 3rd, 2004, 06:57 PM
Did you get all techs, facilities, components, trait, intel projects, vehicles? I believe those are all of the files that have necessary items. Do not forget their intel project! http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 3rd, 2004, 07:10 PM
Well I discovered something that the BETA testers for SEIV should have discovered and had fixed in the Last patch.

Ok now that we do not need to have standard classification in our ship sets, (before if you did not have them the random ship display during race set up would error you out) I set up the Monsters to use custom ship names.

When I start to set up the monsters, I get to them on the race selection menu and ERROR. No battleCruiser image. http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif Oh for the of GOD people! This is one that SHOULD have been cought and changed!

Ok, to get around this, be sure to have at least one battlecruiser portrait image in all your race folders.

Urendi Maleldil
March 3rd, 2004, 07:10 PM
More Monster ideas:

V'Ger - vast living machine prope, formerly of Earth, trying to learn all that is learnable. (Huge subverter weapons + planetary bombs)

Whale Probe - Huge probe whose energy signal disables all power sources and disrupts planetary climates (engine & weapon killing + climate killing)

Nomad - A relatively small malfunctioning probe, also formerly of Earth, that seeks out new life and new civilizations and "sterilizes" them. (big time energy weapon)

Space Amoeba - Giant living space blob that eats starships for breakfast

Lazarus Ship - Time traveller from the future engaged in a battle with his antimatter counterpart. Steals dilithium (kills engines)

Maverick Planetoid - A huge planet sized ship is malfunctioning and crashes into planets (massive planet damaging warhead)

Rogue Prison Ship - A La SS Botany Bay. Carries frozen criminals who just want to steal a ship and live normal happy lives. Slow, but carries boarding parties.

Antimatter Cloud - Living antimatter cloud devours planets for breakfast

[ March 04, 2004, 22:40: Message edited by: Urendi Maleldil ]

Atrocities
March 3rd, 2004, 07:53 PM
Ok, my first test failed horribly.

I went through and borrowed the monsters vehicle enteries and will try them now.

The monster made no ships in 100 turns, so I did something wrong.

Atrocities
March 3rd, 2004, 08:09 PM
Sadly I can not get the monsters to design or build ships namely because there is no option for them to design ships in the design window.

Base
Weapons Platform
Satellite

Is all they have. I must be missing something.....

oogs
March 3rd, 2004, 08:19 PM
Another monster Idea: LOR (Data's evil twin). That guy (err... android) can kick some serious a$$, and since he's evil all sides must be wary of him.

Fyron
March 3rd, 2004, 08:20 PM
Sign on to MSN or IRC!

Atrocities
March 3rd, 2004, 09:02 PM
Thank you Fyron for you help. If not for your suggestion I might not have figured out how simple a fix this was.

(I don't know how I fixed it, but it works)

Adding more monsters at this time might not be a good idea.)

Atrocities
March 3rd, 2004, 09:38 PM
Beta Testers:

I am in the process of uploading the latest Version of the mod, Version 1.6.0 to the host site.

PLEASE be sure <font color=red>DELETE</font> the FACILITIES folder in your STM / Pictures / directory <font color=red>BEFORE YOU INSTALL</font> the latest patch.

Also please pay close attention to testing the Monsters, and EVENTS. (I have added new events, and with them new event images.)

I will email you all when the upload is complete. (It should be done by 2pm PST today.)

You can at that time substitute the 159 portion of the old link for 160 and it should download.

[ March 03, 2004, 20:24: Message edited by: Atrocities ]

Imperial
March 3rd, 2004, 11:12 PM
lmao-- how about Q as a monster http://forum.shrapnelgames.com/images/icons/icon10.gif

Tnarg
March 4th, 2004, 12:09 AM
Imperator Fyron, did you ever find anything about some of the planet abilities not working.

Planet Point Generation Modifier - Research\Intelligance

Resource Generation Modifier Planet - Mineral\Organic\Radioactives

Also I am utilizing the Sector - Sight Obscuration for a few planets and just wanted to make sure that that won't affect planetary facilities once the planet is discovered and colonized?

One Last thing, I also am noticicing that Sector -Damage ability randomally damages vessels intstead of everytime. Is this supposed to be this way?

Thanks for all of your advice. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 4th, 2004, 02:43 AM
I have seen the AI use Captains, but Kowk and I already discussed giving them all AI tags. http://forum.shrapnelgames.com/images/icons/icon7.gif

As for fixing the sensor issue, well that has been addressed I hope. I retarded the Fed sensors a tad and did something else but I can't remember what.

We will see in the latest Version how they play out.

ALSO

I do want to add space monsters. I need to understand the basic's. I can pirate the concept from D mod, however I need his permission. Second, I need to understand how they function and how to "hide" there planet. This may mean that I will have to add a planet cloak ability.

I understand that Space Monsters DO NOT have colony tech, have excellent Counter Intel, and do not do intel. They are powerful and have superior resource design and access to quantum reactors witch I will have to add to the mod as a special component.

Any whoo the ideas for space monsters are as follows: (Please offer more if you know of them):

Calamarain - Gaseous lifeform that hunts for your ships. (Physic Weapons)

Combat Drone - They just keep coming. (Energy Weapons)

Edo Guardian - Not that this is really much of an enemy. (Temperol Weapons)

Gomtuu - A lonely, suicidal sentient starship that just is looking for a place to die. (Gravity weapons)

Tarrellian Ship - One of the worst and the easiest to get rid of. (Plague Weapons)

Crystalline Entity - Very Nasty bugger. (Crystal weapons)

Day Of the Dove - Not very nice - (Physic weapons)

Dooms Day Machine - Says it all - (Wave Motion Gun set on ultra high with good armor)

[ March 03, 2004, 13:07: Message edited by: Atrocities ]

Atrocities
March 4th, 2004, 02:45 AM
Originally posted by Captain Kwok:
I believe you can correct the problem of the AI placing 3 arrays on a ship, by calling for just one of the abilities on the component not each of the 3 - or alternatively, call for none of the abilities and use an AI tag on it.

Edit:

However, since I believe the sensor array requires both sensors and combat support techs, I could see a minor problem if the AI researchs one of them some time before the other, that it may not design ships with offense/defense abilities depending on the ability that is called for in the design creation file. Although this can be solved by telling the Federation research file to research sensors first, and only using the "combat to hit offense plus" ability in the design creation file. Therefore, the AI would use combat sensors when they are researched, and then as soon as combat support is researched the Sensor Array becomes available and the AI will use that component instead because of its slightly better attack rating. Of course, this is just a theory. http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="sans-serif, arial, verdana">Very insteresting.... must try.

So your suggesting simply to keep the component as it, drop the extra design requirement from Fed designs, and set up research file for better order?

Ok, why the hell not. http://forum.shrapnelgames.com/images/icons/icon7.gif

Sabin
March 4th, 2004, 03:37 AM
I believe the Klingon A.I. is somewhat flawed. What the problem is that they send colonization ships through one of my guarded warp points, without escort and one at a time. The chassis in use is the Yor VIII, but it probably applys to other designs.

Captain Kwok
March 4th, 2004, 03:38 AM
Originally posted by Sabin:
I believe the Klingon A.I. is somewhat flawed. What the problem is that they send colonization ships through one of my guarded warp points, without escort and one at a time. The chassis in use is the Yor VIII, but it probably applys to other designs. <font size="2" face="sans-serif, arial, verdana">That's not really an Klingon flaw, it's a general AI flaw. http://forum.shrapnelgames.com/images/icons/tongue.gif

Paul1980au
March 4th, 2004, 03:42 AM
Its a general flawed AI - i would like to see it improveable ie escorts for colony ships, more planning on behalf of the AI but it seems to go for number and exponetial expansion.

Atrocities
March 4th, 2004, 04:47 AM
I hope what they mean by General AI flaw is that it is beyond the control of both player and the modder as it is a flaw with SEIV AI in general.

TNZ
March 4th, 2004, 06:23 AM
I was looking at the tech area file and I had a thought: why not make new, more Star Trek-like, unique area technologies for the STM?

Unique Area: This tells the game if the tech is a Unique Tech or a Normal Tech. Unique Techs are the technologies given by colonizing a planet that has an "Ancient Ruins Unique" ability on it. A tech can be both Racial and Unique. This means that if you make a racially Organic tech that is also Unique, this is what will happen: A race colonizes the planet. If the race has the Organic trait, it gets the Unique Tech. If the race isn't organic, it gets nothing.
Extract from the SEIV Modding 101 by Imperator Fyron, and contributions from Suicide Junkie.

Sabin
March 4th, 2004, 06:23 AM
I think you might be interested in this for the map, Tnarg.

http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=011135

Atrocities
March 4th, 2004, 06:58 AM
Originally posted by TNZ:
I was looking at the tech area file and I had a thought: why not make new, more Star Trek-like, unique area technologies for the STM?

Unique Area: This tells the game if the tech is a Unique Tech or a Normal Tech. Unique Techs are the technologies given by colonizing a planet that has an "Ancient Ruins Unique" ability on it. A tech can be both Racial and Unique. This means that if you make a racially Organic tech that is also Unique, this is what will happen: A race colonizes the planet. If the race has the Organic trait, it gets the Unique Tech. If the race isn't organic, it gets nothing.
Extract from the SEIV Modding 101 by Imperator Fyron, and contributions from Suicide Junkie. <font size="2" face="sans-serif, arial, verdana">Very interesting....

Tnarg
March 4th, 2004, 08:03 AM
Wow I just saw a "Dooms Day Machine" monster vessel by turn 22. I think the Borg are going to be handed their heads. What fun! http://forum.shrapnelgames.com/images/icons/icon10.gif Now lets see how it takes for it to navigate the Black hole to get into my system.

Borg went from 2nd to 9th place.
Klingons 2nd
Dominion 3rd
Cardassians 4th
Monsters 1st
Me (Romulans) 19th

All in all I think that the AI is doing a nice job in the early game.

narf poit chez BOOM
March 4th, 2004, 10:30 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 TNZ:
I was looking at the tech area file and I had a thought: why not make new, more Star Trek-like, unique area technologies for the STM?

Unique Area: This tells the game if the tech is a Unique Tech or a Normal Tech. Unique Techs are the technologies given by colonizing a planet that has an "Ancient Ruins Unique" ability on it. A tech can be both Racial and Unique. This means that if you make a racially Organic tech that is also Unique, this is what will happen: A race colonizes the planet. If the race has the Organic trait, it gets the Unique Tech. If the race isn't organic, it gets nothing.
Extract from the SEIV Modding 101 by Imperator Fyron, and contributions from Suicide Junkie. <font size="2" face="sans-serif, arial, verdana">Very interesting.... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">how about a different result for different racial techs?

might be to much, though.

Sabin
March 4th, 2004, 04:18 PM
I am wondering, can a planet use pictures that look like ships? If so, perhaps a combination of that and the information in my Last post(for Tnarg) can be used for creating planets that look like ships.

For example, we can create the Pegasus scenario, where a federation vessel had a special cloaking device. This is the technology that would be gained from the vessel. The vessel is actually a planet that looks like a ship. This planet can be extremely small, and it would be worthless to colonize for the long-term.

This can be applied further. The area the Pegasus is in would be a "pocket" system(double), so it would be somewhat more accurate.

Fyron
March 4th, 2004, 08:00 PM
I suggest changing Settings.txt so that rioting planets produce at 25% instead of 0%. While it may be realistic that all factories shut down during riots, it makes for very, very not fun games when most of you empire riots at once due to an invasion, so you can not possible mount any sort of defense effort. 25% still gives a big penalty for rioting, but it at least allows you to do something in such situations.

Aiken
March 4th, 2004, 08:25 PM
I always wonder why battle loses and planet glassing cause riots. Sure, from one hand such events cause population anger growth, but from another hand such kind of fury was always directed to invaders but rarely toward their OWN goverment.
So using such inverted logic (which is common for humans, especially for womankind http://forum.shrapnelgames.com/images/icons/icon7.gif ) one can think that losed battles and destroyed planets will lead to patriotic feelings explosion and extreme bloodlust.

That is a good concept for Masochistic happiness type http://forum.shrapnelgames.com/images/icons/icon10.gif

mac5732
March 4th, 2004, 08:26 PM
where can i download vs 1.60, I tried spaceempire net and NASY, not there, tks in advance

just some ideas Mac

Imperial
March 4th, 2004, 08:36 PM
1.60 has not been released to the public yet--only to beta testers, once the tests are done it should be released

Atrocities
March 4th, 2004, 08:52 PM
Originally posted by Imperator Fyron:
I suggest changing Settings.txt so that rioting planets produce at 25% instead of 0%. While it may be realistic that all factories shut down during riots, it makes for very, very not fun games when most of you empire riots at once due to an invasion, so you can not possible mount any sort of defense effort. 25% still gives a big penalty for rioting, but it at least allows you to do something in such situations. <font size="2" face="sans-serif, arial, verdana">I tend to agree. Any one else feel this to be a problem? If not, the settings will be changed.


(NOTE to Imperial. I deleted that empty double post.)

[ March 04, 2004, 18:58: Message edited by: Atrocities ]

Atrocities
March 4th, 2004, 08:55 PM
Originally posted by mac5732:
where can i download vs 1.60, I tried spaceempire net and NASY, not there, tks in advance

just some ideas Mac <font size="2" face="sans-serif, arial, verdana">As Imperial stated we are in the process of beta testing the mod. It is my intention to do as much for the mod as I can, test it, and then release it so that we won't have to keep bugging Geoschmo for updates at PBW.

Also this gives people time to play out their current saved games and PBW games.

If all goes as planned the latest Version of the mod will be released toward the beginning of next month.

(I still have to talk with UserX when he gets back and touch base with him on things.)

solops
March 4th, 2004, 09:04 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 Imperator Fyron:
I suggest changing Settings.txt so that rioting planets produce at 25% instead of 0%. While it may be realistic that all factories shut down during riots, it makes for very, very not fun games when most of you empire riots at once due to an invasion, so you can not possible mount any sort of defense effort. 25% still gives a big penalty for rioting, but it at least allows you to do something in such situations. <font size="2" face="sans-serif, arial, verdana">I tend to agree. Any one else feel this to be a problem? If not, the settings will be changed.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I certainly agree. I think it unrealistic for a whole planet to shut down due to rioting.

[ March 04, 2004, 19:05: Message edited by: solops ]

oogs
March 4th, 2004, 09:58 PM
"DoomsDay Machine"??? What race has that? It sounds fun :)That and the fact that i'm playing as the borg right now, so it could be troublesome if the AI builds one (or more).

Atrocities
March 4th, 2004, 10:11 PM
Originally posted by oogs:
"DoomsDay Machine"??? What race has that? It sounds fun :)That and the fact that i'm playing as the borg right now, so it could be troublesome if the AI builds one (or more). <font size="2" face="sans-serif, arial, verdana">The Monsters have it.

oogs
March 4th, 2004, 10:18 PM
does that imply that random events have to be on for me to see this?

Fyron
March 4th, 2004, 10:21 PM
No, it implies that you have to have a Version of STM that has had the Monster Race added to it, from the Devnull Mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

oogs
March 4th, 2004, 10:23 PM
and i take it that this Version isn't 1.5.1?

Fyron
March 4th, 2004, 10:25 PM
Nope. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 4th, 2004, 10:27 PM
Originally posted by oogs:
and i take it that this Version isn't 1.5.1? <font size="2" face="sans-serif, arial, verdana">It was added in Version 1.6.0 beta.

Rollo is a genus and his mosters design proves it.

I made a post, several down now, about the ETA of the next offical Version will be. I really want to try and get that Version of the mod, whatever it will turn out to be, solid before releasing it.

This way I can avoid having to make an update a day or two later.

oogs
March 4th, 2004, 10:46 PM
hehe... that's cool http://forum.shrapnelgames.com/images/icons/icon7.gif thnx for the info though.

Urendi Maleldil
March 5th, 2004, 12:46 AM
More Monster ideas:

Rogue bits of Particle 010 - destroys stuff in a big way

Renegade Borg - high tech borg ship (doing whatever a borg ship can)

evil nanites - damages ships by ramming

V'Ger - vast living machine prope, formerly of Earth, trying to learn all that is learnable. (Huge subverter weapons + planetary bombs)

Whale Probe - Huge probe whose energy signal disables all power sources and disrupts planetary climates (engine & weapon killing + climate killing)

Nomad - A relatively small malfunctioning probe, also formerly of Earth, that seeks out new life and new civilizations and "sterilizes" them. (big time energy weapon)

Space Amoeba - Giant living space blob that eats starships for breakfast

Lazarus Ship - Time traveller from the future engaged in a battle with his antimatter counterpart. Steals dilithium (kills engines)

Maverick Planetoid - A huge planet sized ship is malfunctioning and crashes into planets (massive planet damaging warhead)

Rogue Prison Ship - A La SS Botany Bay. Carries frozen criminals who just want to steal a ship and live normal happy lives. Slow, but carries boarding parties.

Antimatter Cloud - Living antimatter cloud devours planets for breakfast

Tnarg
March 5th, 2004, 12:56 AM
Wow, I just got defeated by neutrals by turn 30. I was playing the Federation and had the computer bonus set to low. I have never had that happen to me. Atrocities very nice. http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM
March 5th, 2004, 01:02 AM
Originally posted by Tnarg:
Wow, I just got defeated by neutrals by turn 30. I was playing the Federation and had the computer bonus set to low. I have never had that happen to me. Atrocities very nice. http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">gotta be an intelligence win.

Tnarg
March 5th, 2004, 01:36 AM
Originally posted by narf poit chez BOOM:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Tnarg:
Wow, I just got defeated by neutrals by turn 30. I was playing the Federation and had the computer bonus set to low. I have never had that happen to me. Atrocities very nice. http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">gotta be an intelligence win. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nope, just five neutrals that all wanted to gang up on me! Couldn't even get a mercy plea in.
http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM
March 5th, 2004, 01:37 AM
Originally posted by Tnarg:
</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:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Tnarg:
Wow, I just got defeated by neutrals by turn 30. I was playing the Federation and had the computer bonus set to low. I have never had that happen to me. Atrocities very nice. http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">gotta be an intelligence win. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nope, just five neutrals that all wanted to gang up on me! Couldn't even get a mercy plea in.
http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">but, uh, you started out of their homesystem, right? so how did they attack you? http://forum.shrapnelgames.com/images/icons/confused.gif

Tnarg
March 5th, 2004, 01:54 AM
Originally posted by narf poit chez BOOM:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Tnarg:
</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:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Tnarg:
Wow, I just got defeated by neutrals by turn 30. I was playing the Federation and had the computer bonus set to low. I have never had that happen to me. Atrocities very nice. http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">gotta be an intelligence win. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nope, just five neutrals that all wanted to gang up on me! Couldn't even get a mercy plea in.
http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">but, uh, you started out of their homesystem, right? so how did they attack you? http://forum.shrapnelgames.com/images/icons/confused.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Some of the minor and neutral races expand. In this case the Gorn, Sheliak, and Hirogen. They just all happened to start out about two systems away from me. Relentless little fellers. Made me change my start game tacticts. http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM
March 5th, 2004, 01:59 AM
Originally posted by Tnarg:
Some of the minor and neutral races expand. In this case the Gorn, Sheliak, and Hirogen. They just all happened to start out about two systems away from me. Relentless little fellers. Made me change my start game tacticts. http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">well, now it makes sense. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 5th, 2004, 02:11 AM
Originally posted by Tnarg:
Wow, I just got defeated by neutrals by turn 30. I was playing the Federation and had the computer bonus set to low. I have never had that happen to me. Atrocities very nice. http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">Damn dude! If the AI whipped your *** then I have got to get you into a PBW game. http://forum.shrapnelgames.com/images/icons/icon12.gif

Seriously, if you want, you can pre-select a few races and then deselect the random Empires while leaving the random Neutral empires on and selecting high. This will give you the races you pre-selected, and many many neutral empires to conquer. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities
March 5th, 2004, 02:12 AM
In the book Vendetta, we discover that the Dooms Day machine was designed by the First Federation to destroy the Borg.

I recall reading a comment by Gene R. about why all the races in the Alpha Quadrant appear so equal in tech and appearance. He stated that a great war had occured in our portion of the Galaxy where entire advanced civilizations were wiped out of exsistance. After the great war the Galaxy began to rebuild, the seeding of many worlds by advanced races, as later explained in a STNG episode, started to blossom into new beings who eventually, if they survived, evolved into the species that we now have roaming the Alpha Quadrant.

I thought this was quite interesting.

Sabin
March 5th, 2004, 03:29 AM
The Tnarg Map Report
Stardate: 2400.03

The systems I have encountered so far are very interesting in the visual sense, and they seem to be advocating such a position with the descriptions. I believe I may have spotted some minor errors.

Planet Vega IX:
-Incorrectly spelled text, yeild should be yield.
-Text is cut off abruptly.

Vulcan System:
There seems to be no descriptions about the Vulcans, or any bonuses associated with them.


A question: Is the Son'A also called the Selay Continuum? I also noticed the Selay Continuum's description is appearing to use some of the Norak's descriptions, in their society and general descriptions.(possibly biological, too.)

Atrocities
March 5th, 2004, 03:38 AM
Originally posted by Sabin:

A question: Is the Son'A also called the Selay Continuum? I also noticed the Selay Continuum's description is appearing to use some of the Norak's descriptions, in their society and general descriptions.(possibly biological, too.) <font size="2" face="sans-serif, arial, verdana">Are you refering to the map or the mod? I did use some of the neutral files to help flesh out the information on all the new neutrals added to the mod. Some 20 of them. So simularities migh exsist.

If you happen to catch any neutral or other using another races name in their info, please post it and be as specific as you can. What race said what. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 5th, 2004, 03:39 AM
Updated info, this Version is still bein worked on so there will more than likely be some more additions.


Star Trek Mod v1.6.1 BETA


1. Changed Romulan Small Plasma Disruptor I - III Tonnage Space taken from 5 to 10
2. Changed Federation Juggernought Tonnage from 1400 to 1200 (WILL EFFECT SAVED GAMES)
3. Changed All races Dreadnought mounts so that it can now be used with any weapon.
4. Added Ram Cannon Mount (For use with the Ram Cannon)
5. Changed Dominion Dreadnought Tonnage from 1800 to 1400 (WILL EFFECT SAVED GAMES)
6. Changed Klingon Dreadnought Tonnage from 1800 to 1300 (WILL EFFECT SAVED GAMES)
7. Changed Tholian Dreadnought Tonnage from 1000 to 1200
8. Changed New Event Images to Event Pack formated naming
9. Updated New Events to use correct New Event Images
10. Fixed Events File to avoid any more odd occurances (Thanks CNC / Fyron)
11. Added Star Trek Major System map's by Tnarg (grantkara@earthlink.net)
12. Added Revised AI_Construction_Vehicles by TNZ (Thanks TNZ)

Fyron
March 5th, 2004, 04:03 AM
You forgot the change to rioting!

Sabin
March 5th, 2004, 04:09 AM
The mod. If the race in the mod is incorrect, that will affect the map, I imagine.

[ March 05, 2004, 02:10: Message edited by: Sabin ]

Fyron
March 5th, 2004, 04:13 AM
Is the Son'A also called the Selay Continuum? <font size="2" face="sans-serif, arial, verdana">No. They are completely different races.

Atrocities
March 5th, 2004, 04:24 AM
Originally posted by Imperator Fyron:
You forgot the change to rioting! <font size="2" face="sans-serif, arial, verdana">Thanks for reminding me doing it now.

Atrocities
March 5th, 2004, 04:32 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"> Is the Son'A also called the Selay Continuum? <font size="2" face="sans-serif, arial, verdana">No. They are completely different races. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">He is 100% correct. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 5th, 2004, 04:33 AM
Updated update:

Star Trek Mod v1.6.1 BETA


1. Changed Romulan Small Plasma Disruptor I - III Tonnage Space taken from 5 to 10
2. Changed Federation Juggernought Tonnage from 1400 to 1200 (WILL EFFECT SAVED GAMES)
3. Changed All races Dreadnought mounts so that it can now be used with any weapon.
4. Added Ram Cannon Mount (For use with the Ram Cannon)
5. Changed Dominion Dreadnought Tonnage from 1800 to 1400 (WILL EFFECT SAVED GAMES)
6. Changed Klingon Dreadnought Tonnage from 1800 to 1300 (WILL EFFECT SAVED GAMES)
7. Changed Tholian Dreadnought Tonnage from 1000 to 1200
8. Changed New Event Images to Event Pack formated naming
9. Updated New Events to use correct New Event Images
10. Fixed Events File to avoid any more odd occurances (Thanks CNC / Fyron)
11. Added Star Trek Major System map's by Tnarg (grantkara@earthlink.net)
12. Added Revised AI_Construction_Vehicles by TNZ (Thanks TNZ)
13. Changed Mood Riot Modifier from 0 to 25

Atrocities
March 5th, 2004, 05:48 AM
In case any one is interested in this kind of information.

The 1.5.1 Version of the mod was download 206 times Last month and it was a mid month release.

The Full Version was downloaded 97 times.

CNC is already complaning about the bandwidth useage. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities
March 5th, 2004, 05:52 AM
If you have not yet heard about this site, you might want to check em out. What they lack in acting skills they make up for in production quality.

They literally living a dream. Ahhhh to have money, good friends, more free time than God, and a strong imagination with fairly good video production skills.

(I think it may have been done via the local community Cable service.)

More power to em, just try not to laugh to badly.

http://forum.shrapnelgames.com/images/icons/icon10.gif (It is embarassing to watch, but what the hell, at least they did it.)

http://www.5yearmission.com/STNV_WEB_files/index1.htm

Atrocities
March 5th, 2004, 06:18 AM
New Event Images

http://www.astmod.com/startrek/stmimages/STM_PlanetAttacked.PNG
Planet Attacked

http://www.astmod.com/startrek/stmimages/STM_ShipAttacked.PNG
Ship Attacked

http://www.astmod.com/startrek/stmimages/STM_ShipDamaged2.PNG
Ship Damaged 2

Atrocities
March 5th, 2004, 06:20 AM
New Event Images

http://www.astmod.com/startrek/stmimages/STM_Starvation.PNG
Planet Attacked

http://www.astmod.com/startrek/stmimages/STM_ShipDamaged3.PNG
Ship Attacked

http://www.astmod.com/startrek/stmimages/STM_ShipDamaged4.PNG
Ship Damaged 2

Sabin
March 5th, 2004, 06:33 AM
Tnarg, please check your map to see if you set up the Son'A to be present in the Son'A system.(I am using Map B.)

Atrocities
March 5th, 2004, 07:07 AM
I just updated the Romulan WarBird portrait and mini image.

I am seriously considering redoing all of the other races ship set images. (To get a tad better quality.)

Lighthorse
March 5th, 2004, 07:08 AM
Atrocities,

Atrocities orginal posted
Changed Mood Riot Modifier from 0 to 25

Great idea, I did the same thing with my mod. Love those new images.
Wish I had a percentage of your talent, Atrocities.

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

Captain Kwok
March 5th, 2004, 08:11 AM
Originally posted by Atrocities:
I am seriously considering redoing all of the other races ship set images. (To get a tad better quality.)<font size="2" face="sans-serif, arial, verdana">Actually, I think it's more than just a tad. I was actually suprised you were rendering at SE:IV size before...

Atrocities
March 5th, 2004, 08:40 AM
I just made a new Klingon Ka'T'Niga Class ships.

[ March 05, 2004, 06:42: Message edited by: Atrocities ]