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Atrocities
March 5th, 2004, 08:41 AM
2000 post a Mild Stone for the mod.


These are now finalized images (Light Cruiser)

http://www.astmod.com/startrek/stmimages/Klingon_Portrait_LightCruiser.PNG http://www.astmod.com/startrek/stmimages/Klingon_Mini_LightCruiser.PNG

[ March 05, 2004, 07:27: Message edited by: Atrocities ]

Atrocities
March 5th, 2004, 08:59 AM
Originally posted by Captain Kwok:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
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... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Live and learn.

TNZ
March 5th, 2004, 09:07 AM
I know that this isn’t really a mod issue but I hate having to go back and colonizing the planets in my systems after discovered a new level of colonizing technology. Would it not be possible to just decide that one race can colonize planet types A and B but not type C and another race can colonize planet types C and B but not type A? http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 5th, 2004, 09:08 AM
I am sure it can be done, but I am honestly not interested in doing it for this mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

Imperial
March 5th, 2004, 09:40 AM
Mod updates look great--and so does that klingon ship, nice work indeed, looking forward to the release http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 5th, 2004, 11:27 AM
As I type this I am uploading an update for the STM web page STM Web Page (http://www.astmod.com/startrek/stm.htm) that includes some new screen shot images and a display of the new events images.

If you have a good connection and you battle scenes, take a look at the sceen shots section of the web site.

a taste Image Link (http://www.astmod.com/startrek/stmimages/battle1000.PNG)

I may use a couple of these as new Final images for the Star Star Trek Mod.

[ March 05, 2004, 09:40: Message edited by: Atrocities ]

narf poit chez BOOM
March 5th, 2004, 12:22 PM
looks like Federation and Klingons versus Romulons.

neat pics.

[ March 05, 2004, 10:30: Message edited by: narf poit chez BOOM ]

Fyron
March 5th, 2004, 08:10 PM
I think that PBW game got to your head AT. http://forum.shrapnelgames.com/images/icons/icon6.gif

Atrocities
March 6th, 2004, 01:56 AM
I liked how the new D9 image (Light Cruiser) Came out so I put it up against the New Warb design, and just kept adding things.

Since I had never done anyting with my federation ships I thought using them in this battle would be cool. http://forum.shrapnelgames.com/images/icons/icon7.gif

mrscrogg
March 6th, 2004, 09:48 PM
just a idea. everyone was talking about" monsters " the other day. take the "organic infestation system" make it grow every turn. after a certain period of time when ,it fills it's system ,it then expanses thru the warp points it's connected to. at this point it can not be killed, only contained in the original system by closing warp points but can be killed in the new systems it has infested by weapons that can be researched by all races. if you can catch infestation before it spreads than you can kill it in the orignal system. again just a idea

Fyron
March 6th, 2004, 09:57 PM
Unfortunately, that can not really be done. System types can not be changed on the fly, except through using stellar manipulation components.

TNZ
March 6th, 2004, 09:58 PM
Maybe the Shuttles, Fighters and Adv Ship Construction technology areas should be grouped together so that the player can easy remove them in the game setup. For example, just like the Computer Control technology area. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 6th, 2004, 10:26 PM
TNZ that is an excellent idea.

Atrocities
March 6th, 2004, 11:54 PM
How To Add A New Race To The Star Trek Mod (http://www.astmod.com/BasicModdingTutorial2.txt). Tutorial.

[ March 06, 2004, 21:55: Message edited by: Atrocities ]

TNZ
March 7th, 2004, 04:38 AM
This is probably old new.
In the monsters AI general file, the monsters’s adv trait is called “Space Monsters”
but in the racial traits file it is called “monster tech”. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 07, 2004, 02:40: Message edited by: TNZ ]

Fyron
March 7th, 2004, 05:34 AM
It should be Space Monsters in both locations...

TNZ
March 7th, 2004, 10:22 AM
On this occasion “Space monsters” is wrong and “monster tech” is right. The monsters AI general file is just looking for the wrong name.

Fyron
March 7th, 2004, 06:59 PM
Originally posted by TNZ:
On this occasion “Space monsters” is wrong and “monster tech” is right. The monsters AI general file is just looking for the wrong name. <font size="2" face="sans-serif, arial, verdana">Only because Atrocities erroneously changed the name of the racial trait, which should be Space Monsters.

Atrocities
March 7th, 2004, 08:00 PM
Originally posted by TNZ:
This is probably old new.
In the monsters AI general file, the monsters’s adv trait is called “Space Monsters”
but in the racial traits file it is called “monster tech”. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Thanks, I will fix this now.

Atrocities
March 7th, 2004, 08:09 PM
hicksz I am very impressed with your method for adding sound to the game. Very impressed. We had dicussed adding taunts to the game before, but the size requirment of wav files made the concept a mute point.

However, I am amazed at how you pulled it off. Using a weapon with a custom sound is in and of itself brillant. It is so simple that it just floors me that no on else had considered it until now.

I have many Star Trek taunts from both Tribes and Tribes 2 sound packs, but again the size of the wav files makes the inclusion of them into the mod not likely.

However, a bonus pack, or addon taunt, music pack would be greatly appreciated by many of fans.

If taunts work the way they do in tribes, both parties must have the file. So any addon pack would have to add the new voice components to the END of the exsisting component list. I would also strongly suggest giving the component an AI_Tag number there for it can be included in the AI design, low priority.

I wish to explore this concept more, and I can not thank you enough to opening the door.

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

Atrocities
March 7th, 2004, 08:13 PM
If you read this post, please also read the post below it. http://forum.shrapnelgames.com/images/icons/icon7.gif

I just needed Star Trek sounds so I went through my other Star Trek PC games for a collection of sounds and discovered that Star Fleet Command III had the best collection. I added the cloak on/off sounds you hear in ST:TNG and the phaser and photon torpedo sounds too. Plus I added a couple of the star trek computer console sounds to the SEIV interface like close, button,cmdbtn, and endturn.
Plus I upgraded the ships explosion effects. <font size="2" face="sans-serif, arial, verdana">I would very much like to include these sounds into the mod. Would you be willing to send me a zipped or rar file containing them?

The CD music thing I cannot include with the mod for variouis legal reasons. http://forum.shrapnelgames.com/images/icons/icon9.gif

Please read the next post.

Sabin
March 7th, 2004, 10:11 PM
I propose that a new component to be added to the mod. I believe that the mine-sweeper component should be replaced by a part called Navigation Shielding, which imparts minimum shielding and removes a number of mines that are encountered, according to it's level. The size of it perhaps can be rather large initially, 100kt, and eventually be miniturized to 10kt.


Basic statistics:
Levels: I-X(1-10)
Shielding: 10-100(Phased at level X.)
Mine Removal: 1-5(1 mine removable per 2 tech levels.)
Size: 100kt(LV.I) through 10kt(LV.X)
Cost: Unknown.
Tech Cost: Unknown
Design Limit: 1 per ship only.

Perhaps it can also be usable with the new Shield Mount, which should make it usable for smaller vessels.

[ March 07, 2004, 20:52: Message edited by: Sabin ]

Fyron
March 7th, 2004, 10:15 PM
I do not believe that navigational deflectors are capable of handling mines.

oogs
March 7th, 2004, 11:52 PM
I just remembered something that would make an interesting addition when you play (as/against)the borg: the population of captured planest is actually assimilated. By assimilated, I mean that the little icon on the right of the pop count gets replaced by a borg Version of it to indicate that the planet has been assimilated.

I honestly don't know if that's possible or not, i just thought it would be cool http://forum.shrapnelgames.com/images/icons/icon7.gif

hicksz
March 7th, 2004, 11:56 PM
Atrocities

Thanks for the kind words. I was actually pretty worried putting any suggestion up when I saw that this discussion has 135 post. I just knew someone was going to jump on me saying,"Read post on page 65." http://forum.shrapnelgames.com/images/icons/tongue.gif

The sound issue was really buggin me so I started to experiment. Changing some of the components was easy but I ran into some problems in other areas. For instance, when you start a brand new game. You create your setup, playing map and choose your race. Then you hit the "Begin Game" button. You then hear the "close.wav". When SEIV Gold loads your starting location, you hear the "endturn.wav" file. What bummed me was I wanted to have a wav occur when you started a new game that had Captain Picard saying: "Welcome Abord!" or something like that but couldn't. I think when you load a saved game, it also plays the "close.wav". Also, I wish Aaron Hall added more modding ability with the the Command buttons (cmdbtn.wav) and the orders button (ordbtn.wav). I wanted to have a wav file with a ship going into warp when I hit the move button but couldn't because of one wav file for all order buttons. I still tried it but it didn't work as well as I wanted because when you hit the move button, the warp sound occured but that doesn't mean you actually move only that you are in the process of moving your ship so the immersion effect was lost there. It would work perfectly if the sound could occur after you choose to move your ship to a location.

Which brings me to the borg taunt. I knew the restrictions on the order and command buttons meant you couldn't use character or race voices and message in the main game so I gave Messages a try in battle and playing the borg race, I was wrestling with how to add their battle speeches into the game. So I decided to add the borg taunt. I really didn't want to add a weapon at first but I figure if I did it would be the "Increase Reload Time" damage type to further scare the defending ship. And it does work. When you use the Borg Taunt on a AI ship, they will run away from you until they can fire again. It really added to the battle atmosphere. I also used compoent pic 221 because of the grid futuristic speaker look.

Originally posted by Atrocities:
So any addon pack would have to add the new voice components to the END of the exsisting component list. I would also strongly suggest giving the component an AI_Tag number there for it can be included in the AI design, low priority.
<font size="2" face="sans-serif, arial, verdana">If you want to use this design or alter it, feel free, this was just a suggestion for your game mod and something to make me feel more like I was in a Star Trek battle.

On a quick note: I notice your "Advance Tachyon Sensor" has a EM Active Scanning of 6. This is so cool, I didn't know (or miss reading in the mod tutorials) what the highest scanning level is. What is the highest scanning level you can have? Mines in the stock game are set to level 5 and I just assume that was the limit.

On the wav files, I can give you what I modded so far but I'm concern with your hotmail account becasue of the 2MB Inbox and 1MB attachment restriction. Just modding a few sound files came to 5.5 MB. When I tried to zip them, it really didn't compress them. So the options I'm thinking about are to send one wav file at a time and you E-mail me back when you have it so I'll send the next one. Although, I list my hotmail account on my profile, my DSL provided inbox can hold and send bigger files. So I would send the wav file to you from that account. Would it be possible to send you the files in mp3 format? Do you have a way to convert them to wav files? Although, I have other programs, I tend to use this freeware utility called rawavrecorder to convert form mp3 to wav for SEIV Gold and haven't had a problem. http://rawavrecorder.homestead.com
Some of the Star Fleet Command 3 sounds are in mp3 format. It's too bad I can't send you the whole sound folder from Star Fleet Command 3 but it comes in at a whopping 223MB. I'll start off by sending you the borgtaunt1.wav which comes in at 486kB zipped.

Fyron
March 8th, 2004, 12:32 AM
Originally posted by oogs:
I just remembered something that would make an interesting addition when you play (as/against)the borg: the population of captured planest is actually assimilated. By assimilated, I mean that the little icon on the right of the pop count gets replaced by a borg Version of it to indicate that the planet has been assimilated.

I honestly don't know if that's possible or not, i just thought it would be cool http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Unfortunately, it is not possible. http://forum.shrapnelgames.com/images/icons/icon9.gif

On a quick note: I notice your "Advance Tachyon Sensor" has a EM Active Scanning of 6. This is so cool, I didn't know (or miss reading in the mod tutorials) what the highest scanning level is. What is the highest scanning level you can have? Mines in the stock game are set to level 5 and I just assume that was the limit.
<font size="2" face="sans-serif, arial, verdana">I would assume 255.

[ March 07, 2004, 22:34: Message edited by: Imperator Fyron ]

Aiken
March 8th, 2004, 01:57 AM
Btw, does this mean that with Adv Tachyon Sensors you will be able to see minefields?

Small note: I may be mistaken, but Cloak Level ability on Engine and Shield Generators mine warheads is unnecessary, because of the same ability on mine hull. Or it's a some kind of feature I've missed?

Edit: regarding Engine and Shield Generators mine warheads - they have to be fixed anyway:

Name := Engine Mine I-III (Shield Generators Mine I-III)
...
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 5 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 5
...
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 5 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 5

Actually, to prevent lvl X scanning the component needs Cloak Level X+1, so values have to be raised up to 6. (this can be horribly wrong if the comp cloaking ability works different when installed into the mine hull. If so, I'm very very sorry for buggin' you, guys).

Add: Sensors theme inspired me for some investigations and that's the results:

1. --------
Name := Warrior Combat Sensors I
...
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 1.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 1

AFAIK all ships have native ability of Lvl 1 EM active scanning, so this one is useless.

2. -----------
Name := Advanced Tachyon Sensors I
...
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 7.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 8 (7?)

3. -----------
Name := Advanced Tachyon Sensors II
...
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 8.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 9 (8?)

Sorry for huge post, just had so much to say http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 08, 2004, 00:45: Message edited by: aiken ]

hicksz
March 8th, 2004, 02:27 AM
Atrocities

I just wanted to let you know that I am really impressed with your Star Trek Mod. I'm new to your Mod discussion post area so I apologies in advance if this has been discussed (and I don't have time to go through 135 pages of Posts) but I was wondering why you didn't include any sounds to the Star Trek Mod since this is a total conVersion? (Maybe you do have them and I'm just missing them?) Is it becuase of how much space it takes to store a large a group of wav files? I was just wondering. After playing your mod for a few turns, I just needed Star Trek sounds so I went through my other Star Trek PC games for a collection of sounds and discovered that Star Fleet Command III had the best collection. I added the cloak on/off sounds you hear in ST:TNG and the phaser and photon torpedo sounds too. Plus I added a couple of the star trek computer console sounds to the SEIV interface like close, button,cmdbtn, and endturn.
Plus I upgraded the ships explosion effects. That still wasn't enough so I broke out all of the Star Trek movie CD's I own and created a SEIV Gold Star Trek Music CD which contains:

ST II: Track 3 - Spock
ST II: Track 6 - Enterprise Clears Mooring
ST II: (Battle) Track 7 - Battle in the Mutara Nebula
ST II: Track 9 - Epilogue/End Title
ST III: Track 1 - Prologue and Main Title
ST III: Track 3 - Stealing the Enterprise
ST III: (Battle) Track 5 - Bird of Prey de-Cloaks
ST VII: Track 1 - Main Title
ST VIII: Track 1 - Main Title/Locutus
ST VIII: (Battle) - Track 9 - Dish
Plus a few of the SEIV GOLD music that I like.

I started playing the borg race and I have to say the cube ships look awesome but when I went into battle I felt like something was missing: the Borg voice shouting "This is the Borg." So I added this really quickly to your components folder as a test:

Name := Borg Taunt 1
Description := One of Many Borg Broadcast Messages to scare the defending ship's crew.
Pic Num := 221
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Borg Weapons
Family := 2022
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Borg Ship Capture
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Increase Reload Time
Weapon Reload Rate := 15
Weapon Display Type := Beam
Weapon Display := 101
Weapon Modifier := 0
Weapon Sound := BorgTaunt1.wav
Weapon Family := 120

The wav file says: "We are the Borg, surrender your vessel and prepare to be assilmulated."
It sounded great in battle but I notice there were a few restriction that had to place on this component. It has to be the Last weapon picked for either the AI or the player because the message will get cut off when the next weapons sound effect occured. I learned the hard way that the location of which weapon is fired first in battle is directly related to which weapon is picked first in the design window. Also the message is a little long which is also why it can get cut off when the AI ends its turn. But when I used it in battle, it sounded so sweet.

Anyway, I just wanted to share my experiences and thank you for creating this excellent mod. You really do feel immersed in the Star Trek universe.

Atrocities
March 8th, 2004, 03:07 AM
From what I know, cloaking mines is pointless, but the concept that TNZ had come up with interested me enought to try em out. I figure if the cloaking part did not, or was not nessassary then I would simply remeove the ability.

Fyron
March 8th, 2004, 03:10 AM
Why is cloaking mines pointless? If they are not cloaked, then the enemy can see them all...

What was that? You sign on #se4, then leave as soon as I say hi. Silly AT. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ March 08, 2004, 01:10: Message edited by: Imperator Fyron ]

Renegade 13
March 8th, 2004, 03:46 AM
Originally posted by aiken:
Btw, does this mean that with Adv Tachyon Sensors you will be able to see minefields? <font size="2" face="sans-serif, arial, verdana">Yep, you can see minefields if you have Adv Tachyon Sensors.

hicksz
March 8th, 2004, 06:37 AM
Atrocities

Which E-mail address are you using? Are you using the hotmail still or are you only using the one that you find on your BasicModdingTutorial.txt.

I got a error through Outlook that said:

atrocitiest@astmod.com
This address no longer accepts mail.
-----------------------------------------
Imperator Fyron

Thank you for answering my qustion regarding sensor detection level.

Renegade 13
March 8th, 2004, 06:49 AM
Just a suggestion, but this might be your problem:

"atrocitiest "....

Should the 't' be there? Or didja make a typo?

hicksz
March 8th, 2004, 07:25 AM
Originally posted by Renegade 13:
Just a suggestion, but this might be your problem:

"atrocitiest "....

Should the 't' be there? Or didja make a typo? <font size="2" face="sans-serif, arial, verdana">Unfortunately no. http://forum.shrapnelgames.com/images/icons/icon9.gif

This is a paste from Atrocities mod document:

===================================
BASIC AI DESIGN FAQ # 2
Adding New Races To MODS
===================================
FAQ By: William Christopher
e-mail: atrocitiest@astmod.com


Version 1.00

Fyron
March 8th, 2004, 07:26 AM
Then there is a typo in that file, as the trailing t should not be there.

hicksz
March 8th, 2004, 07:34 AM
Originally posted by Imperator Fyron:
Then there is a typo in that file, as the trailing t should not be there. <font size="2" face="sans-serif, arial, verdana">Thanks Imperator Fyron,

Atrocities has this E-mail address error in all of his AI Modding FAQ.

Sabin
March 8th, 2004, 07:47 AM
Here is a description I have found about Navigational Shields.

-------------------------------------------------
Navigational Deflector
A starship's navigation deflector is designed to sweep dangerous particles, ranging from micrometeorites to single atoms of hydrogen, out of the path of the ship. Without the deflector system a starship would not be able to travel at warp velocities maintain its hull integrity.

The deflector system consist of two main parts. The first is the navigation deflector shields. Five low powered parabolic shields are generated by the main deflector dish. These shields extend two kilometers in front of the ship and deflect any stray material such as hydrogen atoms away from the ship that the second part of the deflector system, the main deflector beam, missed. The main deflector beam is created by high power graviton polarity source generators. The dish can by moved up to 7.2 degrees off the Z axis and the beam is manipulated by subspace field coils. With its range of movement the deflector beam can clear the path of the ship for thousands of kilometer. Any particles to large to be moved by the deflector beam and shields causes an automatic course correction.

The deflector dish can also be modified by resourceful crews to accomplish a variety of missions. Known uses include tachyon beam emission and high powered weapons.
-------------------------------------------

That sounds like the Navigation Shields may be able to remove mines. Also, if mines are going to be more dangerous, then this sort of component would be invaluable.

Fyron
March 8th, 2004, 06:34 PM
Umm... that specifically says that it is designed to sweep tiny particles, not huge, self-propelled mines. The navigational deflector does not do anything against a photon torpedo. Why would it do anything against a similar warhead that is in a mine instead of a torpedo?

hicksz
March 8th, 2004, 07:04 PM
Originally posted by Imperator Fyron:
Umm... that specifically says that it is designed to sweep tiny particles, not huge, self-propelled mines. The navigational deflector does not do anything against a photon torpedo. Why would it do anything against a similar warhead that is in a mine instead of a torpedo? <font size="2" face="sans-serif, arial, verdana">I agree with you Imperator Fyron

I don't believe the navigational deflector dish would be able to sweep mines. I believe if they tried they would set them off. Thats why we need a seperate componet for this task. Also, moving at speeds of Warp, a starship will not have enough time for a course correction if they are headed in the path of a planet using only a navigational deflector dish. Starships still need star charts and stellar cartography (as seen in Star Trek Generations) to map the location of planets to chart their positions at any given time in a solar system along with any other stellar body. This is how they are able to safely warp through these system and usually you should not warp inside a solar system if there are many stellar objects.

[ March 08, 2004, 17:06: Message edited by: hicksz ]

Atrocities
March 8th, 2004, 09:29 PM
http://forum.shrapnelgames.com/images/icons/icon9.gif

I have only two options for using the sounds that Hicksz have generated for the mod.

1. Create a sound folder and include all of the sounds that the mod will use, (BIG FILE)

2. Or offer them as an addon that the player will have to put into his BASE sounds folder replacing sounds.

I am using one of the new sounds so that new sound will be added to the base sounds folder when the next Version of the game is released.

I am fiddling around with adding the Borg Taunt, but that may not work out right on AI designs because the AI is most difficult. It will add the component, but it may add additional weapons components behind it. (An AI Thing)

I am going to opt for is #2, and include the new sounds in the Extra folder with instructions. for those who want to use em.

Fyron
March 8th, 2004, 09:33 PM
Option 2 will either result in no sounds for some or PBW incompatibilty for sounds for others. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities
March 8th, 2004, 10:33 PM
Then the only other option would be to have people copy over the entire base sounds file into the STM and then add the new sounds.

That might work, what do you think?

Fyron
March 8th, 2004, 10:35 PM
I think that would work. Might annoy people that have little free hard drive space though. But, a missing sound just causes no sound to be played when that weapon fires. It does not cause a crash or anything like a missing image can.

Atrocities
March 8th, 2004, 10:43 PM
Thanks Fyron, that is what I will do then. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 8th, 2004, 10:53 PM
If you want to make a POST DS9 conVersion of the mod, have at it. http://forum.shrapnelgames.com/images/icons/icon7.gif


But right now the mod is basically set in the STNG era.

Ideally I do not want the Dominion, 8472, or most of the other races in the mod. But limitations on SEIV required that they be available.

Think of it as RESET TO ZERO (Start of STNG).

Atrocities
March 8th, 2004, 11:02 PM
Latest Version going to the Beta Testers.

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
14. Changed - Replaced Romulan WarBird Portrait and Mini images.
15. Changed - Replaced Klingon Light Cruiser image with all new image.
16. Added - Ability - Generate Points Research - to Medical Bay I-V (10-20-30-40-50)
17. Added - Ability - Generate Points Intelligence - to Long Range Scanners I-III (15-20-25)
18. Changed - Name of Long Ranger Scanners I - III to Long Range Sensors I - III
19. Changed - Shuttles Tech now requires technology Adv. Ship Construction 1
20. Added - Extra Folder (For extra things for the mod.)
21. Added - Atrocities Basic Modding "Tutorial #2 How To Add New Races To A Mod" to the Extra folder.
22. Fixed - Error in Monster General AI File. (Thanks TNZ)
23. Added - Borg Tuant Component (Best used with Human players over PBW)
24. Added - Tuant Tech to Tech Area file. (Basically we can now add weapons with taunts.) (Thanks Hicksz)

[ March 08, 2004, 21:16: Message edited by: Atrocities ]

Aiken
March 9th, 2004, 01:05 AM
I'm sorry, but what about Warrior Combat Sensors I and Advanced Tachyon Sensors I-II. Are they bugged or not?

Atrocities
March 9th, 2004, 01:54 AM
Originally posted by aiken:
I'm sorry, but what about Warrior Combat Sensors I and Advanced Tachyon Sensors I-II. Are they bugged or not? <font size="2" face="sans-serif, arial, verdana">Huh? What mean you?

Atrocities
March 9th, 2004, 01:57 AM
Number issue on one is fixed in 162 and the Advanced Tachyon Sensors I-II resource cost have been addressed in 162.

Where those the issues?

Tnarg
March 9th, 2004, 01:58 AM
Atrocities,

I have made a considerable amount of changes to my STM Trek Major Systems Maps. If you want me to email you the new changes I would be happy to do so. For the fact that it is a large file to email, I will wait until you give me the ok to send you the file.

This goes the same for anyone else. If you want to play around with the map before I finally call it complete, give me an email and I will send you the maps. I am looking for input on errors and ideas.

Thanks.

Tnarg
March 9th, 2004, 02:18 AM
Originally posted by Tnarg:
Atrocities,

I have made a considerable amount of changes to my STM Trek Major Systems Maps. If you want me to email you the new changes I would be happy to do so. For the fact that it is a large file to email, I will wait until you give me the ok to send you the file.

This goes the same for anyone else. If you want to play around with the map before I finally call it complete, give me an email and I will send you the maps. I am looking for input on errors and ideas.

Thanks. <font size="2" face="sans-serif, arial, verdana">As an additional note, the changes that I made to my maps are not reflected in the latest Beta Version 1.6.1 that Atrocities just sent out to the Beta testers.

If you want the new maps to test out just email me, and i'll send them to you. http://forum.shrapnelgames.com/images/icons/icon7.gif

grantkara@earthlink.net

or hit the send private email icon.

Atrocities
March 9th, 2004, 02:21 AM
Beta tester people. Please check your email for the link to download 1.6.1 beta. PEASE READ the Read-me before installing.

THIS VERSION WILL MAKE CHANGES TO YOUR SAVE GAME.

Atrocities
March 9th, 2004, 02:23 AM
Originally posted by Tnarg:
Atrocities,

I have made a considerable amount of changes to my STM Trek Major Systems Maps. If you want me to email you the new changes I would be happy to do so. For the fact that it is a large file to email, I will wait until you give me the ok to send you the file.

This goes the same for anyone else. If you want to play around with the map before I finally call it complete, give me an email and I will send you the maps. I am looking for input on errors and ideas.

Thanks. <font size="2" face="sans-serif, arial, verdana">Cool, yes, please, I will include in 1.6.2 which I hope to have ready for the beta testers soon.

Aiken
March 9th, 2004, 03:05 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 aiken:
I'm sorry, but what about Warrior Combat Sensors I and Advanced Tachyon Sensors I-II. Are they bugged or not? <font size="2" face="sans-serif, arial, verdana">Huh? What mean you? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Name := Advanced Tachyon Sensors I
...
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 7.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 8 (it should be 7 I think)
same for ATS II

The corresponding post in the previous page.

[Edit]
Originally posted by Atrocities:
Number issue on one is fixed in 162 ... <font size="2" face="sans-serif, arial, verdana">Oh sorry, I didn't read your post carefully http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

Thanks.

[ March 09, 2004, 01:09: Message edited by: aiken ]

Atrocities
March 9th, 2004, 03:43 AM
This is a good question:

I have been wondering about it since the unmodded Version of some anti cloak components are designed this way.

Ability 1 Descr := Allows EM Active scanning at level 7
Ability 1 Val 2 := 8 (it should be 7 I think)

I have been wondering about this for some time.

Atrocities
March 9th, 2004, 03:49 AM
What the hell, I went ahead and made them equal.

Captain Kwok
March 9th, 2004, 03:53 AM
It should be 7. It would defeat a cloaking device that blocked level 6 scans.

It seems you are just getting confused in that scanners are rated 1 scanning level higher than the cloaking device they detect.

Atrocities
March 9th, 2004, 03:54 AM
This will be the Last Version for a while. I would like to get it bug tested and released by the end of the month.

Beta Testers look for a link to this in your emial later tonight. (It will only update from 1.6.1 though, so you will need to install the 1.6.1 patch first.)

This Version WILL make changes to your 1.6.1 saved games.

Star Trek Mod v1.6.2 BETA

1. Added - Small Shuttle and Small Shuttle 2 sizes to Vehicle Size File (Tonnage = 10-16)
2. Added - Support Craft to Tech Area file
3. Added - Shuttle Bay to Components File
4. Added - Small Shuttle Cockpit, lifesupport, and Impulse Engine to Components File.
5. Changed - All ship hulls from Light Cruise up now require 1 hanger, shuttle, fighter bay.
6. Changed - Name of Shuttle Bay I - III to Hanger Bay I - III
7. Added - New Hanger Bay Image
8. Added - New Shuttle Bay Image for Shuttle Bay.
9. Fixed - Advanced Tachyon Sensors I - II Resource cost (Thanks Aiken / CNC)
10. Fixed - Warrior Combat Sensors I had wrong Roman Numeral. (Thanks CNC / Aiken)
11. Changed - Tech Area Discription of Fighters.
12. Changed - Tonnage size on Shuttle Type I - III (45-55-65)
13. Changed - Tonnage size on Small Fighter, Medium Fighter, Large Fighter. (20-30-40)
14. Added - New Generic Shuttle Images to all primary races except Tholians.
15. Changed - Advanced Tachyon Sensors I - II Ability values to equal Ability descriptions
16. Added - STM Trek Major System Maps 1.1 (Replaces 1.0) By Tnarg

[ March 09, 2004, 01:56: Message edited by: Atrocities ]

Atrocities
March 9th, 2004, 04:35 AM
I am sorry Beta Testers for releasing the 1.6.1 beta (6 megs) and then releasing the 1.6.2 Version (5 megs) both in the same day.

I had intended to hold off on the 1.6.2 Version for a while, but instead I spent the day and got it done.

I have other things I wish to work on now so I will not be doing any more updates for a while. If all checks out, 1.6.2 (+ any bug fixes) will be the next Version of the mod released at the end of the month.

I am uploading the latest Version now, and should be sending out an email to you all soon.

YOU MUST INSTALL Patch 161 beta before you install Patch 162 Beta.

TNZ
March 9th, 2004, 06:44 AM
Atrocities, you might want to check the link in that e-mail.

hicksz
March 9th, 2004, 06:49 AM
Atrocities,

I went to your web site http://www.astmod.com/startrek/download.htm and downloaded the sounds that I gave you to see what you posted.

In the readme file you need to put that the sounds are copyrighted by Activision 2002 for Star Fleet Command III. I don't want to give the
confusion that I created them. (I wish I could have!!) I just choose which sound I thought sounded best for the particular component or effect and Star Fleet Command III had the best sounds. Although I haven't check "Bridge Commander" yet.

In the case of the Borg Taunt, I used a mp3 combiner because the original sound ended on "We are The Borg." So I was at least creative on one of the sounds.

With the pulsephaser.mp3 , I messed up with not giving you that one in the correct form which was for the Depleted Uranium Cannon sound.
I meant to relabel that to "uranc.wav." and convert the sound to wav.

Because I missed that one, I submitted it on Imperator Fyron Sound Pack post:

http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=011190

I also submitted a borg cutting beam for your Borg Ripper Beam.

I also forgot to give you the phaser sound for your Federation Defense Phaser.

Also, some of the sounds are still in mp3 format. I will resubmit the mp3 ones in wav (I was originally concern with inbox space), for now you need to note that in your install instruction section.

If you add the mp3 sounds into the sound folder and don't convert them to wav,you will hear a windows ping sound in place of the game sound.

BTW, would you like me just to submitted future sounds to you directly or to Imperator Fyron Sound Pack post? I not sure how you and Imperator Fyron (creating the Sound Pack) will decide exactly which sounds are suitable and/or would like in your mods.

Atrocities
March 9th, 2004, 10:29 AM
I will update it tomorrow with a new read-me.

TNZ, if they don't work, just let me know which one because two people have already downloaded them without a problem.

TNZ
March 9th, 2004, 10:40 AM
STMv162BetaPatch file not found.

Tnarg
March 9th, 2004, 03:42 PM
Originally posted by TNZ:
STMv162BetaPatch file not found. <font size="2" face="sans-serif, arial, verdana">received the same error.

Aiken
March 9th, 2004, 06:25 PM
Guys, just change /ztm/ to /stm/ in link you get by mail from Atrocities and everything will be OK.

[ March 09, 2004, 16:27: Message edited by: aiken ]

Atrocities
March 9th, 2004, 07:51 PM
thanks Aiken

Aiken
March 9th, 2004, 07:59 PM
No AI Tag 02 ability for Captains http://forum.shrapnelgames.com/images/icons/icon9.gif

*sobbing violently*

TNZ
March 10th, 2004, 02:28 AM
Maybe the AI should not bother making fighters, shuttles and carriers but concentrate on making more warships?

Atrocities
March 10th, 2004, 03:13 AM
Shuttles are a pivitol part of the Star Trek universe.


Aiken, the Ai does put captians on its designs in later games. But if you feel we need them, I can add them to the current AI designs.

TNZ
March 10th, 2004, 07:44 AM
It seems that in the vehicle size file, if a ship is given the requirement of Pct Fighter Bays, the AI will declare it a carrier( try a full tech test of the AI design creation files). If the idea was to give a shuttle bay ability to some sizes of ships, try doing it this way in the vehicle size file.

Name := Light Cruiser
Number of Abilities := 3
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 10% harder to hit in combat.
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Ability 2 Type := Launch/Recover Fighters
Ability 2 Descr :=
Ability 2 Val 1 := 1
Ability 2 Val 2 := 2
Ability 3 Type := Cargo Storage
Ability 3 Descr := Provides 20kT of cargo space.
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0

It might make AI design creation testing easier if the entries for “Max Ship Size Tonnage” in the AI Settings Files were all set to zero. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
March 10th, 2004, 09:44 AM
2 TNZ: The idea was to include Hungars with Shuttles to every ship larger than Destroyer. So plugging Launch/Recover Fighters ability into the hull won't fit this concept.
As now, AI completely ignores Requirement Pct Fighter Bays setting from VehicleSize.txt (except for Carrier design of course). To resolve this, all of the DesignCreation files must be changed this way: create separate designs for each ship class. For instance:

Name := Attack Ship
Design Type := Attack Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 459 (race specific)
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
...

AND

Name := Attack Ship
Design Type := Attack Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 460 (race specific)
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := Weapon
Must Have Ability 2 := Launch/Recover Fighters
...
and so on
---
2 Atrocities: it was an emotional explosion http://forum.shrapnelgames.com/images/icons/icon7.gif I shouldn't post this, cause it sounds similar to "daddy, buy me that toy or I will cry all day long" http://forum.shrapnelgames.com/images/icons/icon7.gif
Certainly, Captains won't make AI designs badass, just a nice bonus, no more. So you have to decide it yourself, if giving them such ability worthy or not.
[Please, reply to my mail]

Thankzzz.

[ March 10, 2004, 09:25: Message edited by: aiken ]

TNZ
March 10th, 2004, 11:38 AM
Set the “Max Ship Size Tonnage” entries in the Federation AI Settings file to zero and start a game with a high technology level. Then look at the Federation AI designs.

Atrocities
March 10th, 2004, 04:09 PM
Originally posted by TNZ:
It seems that in the vehicle size file, if a ship is given the requirement of Pct Fighter Bays, the AI will declare it a carrier( try a full tech test of the AI design creation files). If the idea was to give a shuttle bay ability to some sizes of ships, try doing it this way in the vehicle size file.

Name := Light Cruiser
Number of Abilities := 3
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 10% harder to hit in combat.
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Ability 2 Type := Launch/Recover Fighters
Ability 2 Descr :=
Ability 2 Val 1 := 1
Ability 2 Val 2 := 2
Ability 3 Type := Cargo Storage
Ability 3 Descr := Provides 20kT of cargo space.
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0

It might make AI design creation testing easier if the entries for “Max Ship Size Tonnage” in the AI Settings Files were all set to zero. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">An excellent option TNZ. Will make the changes now. Good work. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 10th, 2004, 06:40 PM
Man what a pain in the arse.

This next update (tonight or tomorrow) should be interesting.

I am completely redesigning the AI Design Creation files. Hopefully it will be a nice treat for a couple of you.

Say can any tell me the name of the class of ship that I am using for the Federation Explorer, Frigate, and Escort?
And would someone please give me the correct spelling for Soveriegn?

Thanks.

Fyron
March 10th, 2004, 08:19 PM
sovereign (http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&va=sovereign&x=0&y=0)

Tnarg
March 10th, 2004, 08:52 PM
Originally posted by Atrocities:
Man what a pain in the arse.

This next update (tonight or tomorrow) should be interesting.

I am completely redesigning the AI Design Creation files. Hopefully it will be a nice treat for a couple of you.

Say can any tell me the name of the class of ship that I am using for the Federation Explorer, Frigate, and Escort?
And would someone please give me the correct spelling for Soveriegn?

Thanks. <font size="2" face="sans-serif, arial, verdana">I think the Federation explorer is a Saber class?

Tnarg
March 10th, 2004, 09:06 PM
The Federation Frigate is a Steamrunner-class.
The Federation Escourt is a Nova-class.

Atrocities
March 11th, 2004, 12:36 AM
Star Trek Mod v1.6.3 BETA (WILL EFFECT SAVED GAMES)

1. Changed - Borg Taunt Component slightly. (Thanks TNZ)
2. Changed - All races AI_Design Creation file to inlcude AI Tag 02 (Captains) for primary designs
3. Added - AI_Construction_Units files to Minor Races that did not have one.
4. Changed - Vehicle Size file hull designs for adding shuttles. (Thanks TNZ / Aiken)
5. Added - AI Tag O2 to all captain components
6. Changed - All Major Race Design Creation files to use Individual Race Vehicle Class names race
7. Added - Light Cruiser (K'Tinga) Class to Vehicle Size file.
8. Changed - All Major Race Settings files "Max Ship Size Tonnage" entries to zero (0)
9. Changed - Modified the Vehicle Size file in order to seperate out a few of the classes.

Tnarg
March 11th, 2004, 01:24 AM
I'm noticing that some of the Romulan AI designed,ships have two Romulan Sensor Arrays per ship. Some of The Dominion Ai designed ships are packing two Dominion ECMs per ship as well.

I am assuming that these do not stack. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
March 11th, 2004, 02:36 AM
Originally posted by TNZ:
Set the “Max Ship Size Tonnage” entries in the Federation AI Settings file to zero and start a game with a high technology level. Then look at the Federation AI designs. <font size="2" face="sans-serif, arial, verdana">A thousand apologies, TNZ. I see. Next time I'll read other's Posts more carefully, and gonna check twice before posting my "great" ideas.
Tried to increase tonnage of Heavy Carrier - it only resolves Juggernought problem, but Destroyers ...

PS: No need for bold text, I can see it rather clearly, in spite of my wannabe manners.

Atrocities
March 11th, 2004, 04:56 AM
Originally posted by Tnarg:
I'm noticing that some of the Romulan AI designed,ships have two Romulan Sensor Arrays per ship. Some of The Dominion Ai designed ships are packing two Dominion ECMs per ship as well.

I am assuming that these do not stack. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I will double check the files, they should not be stacking them. Is this occuring in the latest Version?

I hope that 1.6.3 will be the Last Version to make changes that effect Save Games. From this point out I just want to tweak what we have without mucking up peoples saved games.

Atrocities
March 11th, 2004, 05:25 AM
Tnarg, good catch on the Romulans, I think I was adding something new to the file and somehow did not catch that it was the wrong thing.

Any ways it is fixed now.

The dominion is not adding two ECM's, the components look a lot alike, but the second one is Combat Sensors.

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

Atrocities
March 11th, 2004, 05:25 AM
I stand corrected, the Dominion does have ships with two ECM's on them. Will fix this now. Thanks Tnarg. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 11th, 2004, 05:36 AM
This Version is still pending. I have some more things to do before I send it out so don't expect it for a few days or so. I might be gone over the weekend so be sure to email me any bugs you find.

Thanks.

Star Trek Mod v1.6.4 BETA PENDING

1. Fixed Romulan were adding two Romulan Sensor Arrays to designs. (Thanks Tnarg)
2. Changed Added restriction of "Two Per Vehicle" for Beam Discharger I - IV
3. Changed Reload Rate for Beam Discharger I - IV from 1 to 3
4. Fixed Dominion were adding two Dominion ECM's to designs. (Thanks Tnarg)

Tribble
March 11th, 2004, 01:28 PM
Originally posted by Atrocities:

Say can any tell me the name of the class of ship that I am using for the Federation Explorer, Frigate, and Escort?
And would someone please give me the correct spelling for Soveriegn?
<font size="2" face="sans-serif, arial, verdana">Is there a website (or some other source) anywhere where you can look up all the correct names for the Star Trek ship classes (or at least the Federation ones)?

regards

Paul

Tnarg
March 11th, 2004, 03:52 PM
Originally posted by Tribble:
</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:

Say can any tell me the name of the class of ship that I am using for the Federation Explorer, Frigate, and Escort?
And would someone please give me the correct spelling for Soveriegn?
<font size="2" face="sans-serif, arial, verdana">Is there a website (or some other source) anywhere where you can look up all the correct names for the Star Trek ship classes (or at least the Federation ones)?

regards

Paul </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Under Google I typed in "Startrek Space Vessels" and was rewarded with several good sites. Sorry that I didn't write any of them down. I never knew that there were so many different classes! http://forum.shrapnelgames.com/images/icons/icon7.gif

Imperial
March 11th, 2004, 05:29 PM
http://techspecs.acalltoduty.com/index.ht

this has star trek ship class names--as well as a few other races

edit--link is broken so type it--lol

[ March 11, 2004, 15:30: Message edited by: Imperial ]

Atrocities
March 12th, 2004, 01:13 AM
Thanks for the links guys. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
March 12th, 2004, 09:20 PM
In full tech game AI for some reason uses Structural Integrity Field I in ships though SIF V is availiable. Is it possible that 0 kT size confuses AI?
Gonna try it in low tech game now.

[ March 12, 2004, 20:57: Message edited by: aiken ]

TNZ
March 13th, 2004, 01:00 AM
Name := Structural Integrity Field II
Description := A specialized energy field that helps the structural integrity of a ship.
Pic Num := 1197
Tonnage Space Taken := 0
Tonnage Structure := 60
Cost Minerals := 50
Cost Organics := 5
Cost Radioactives := 5
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Ship Construction
Family := 1020
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 2
Number of Abilities := 0( It should be 1, not zero )
Ability 1 Type := AI Tag 01
Ability 1 Descr := Component designed to strengthen a ships hull
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None

[ March 12, 2004, 23:49: Message edited by: TNZ ]

Aiken
March 13th, 2004, 02:26 AM
Small addition: it concerns Structural Integrity Field III-V as well.

And another small question:
Practically all AI designs for all races contain this section:
Misc Ability X Name := Armor Regeneration
Misc Ability X Spaces Per One := 100

But components with such ability availiable for Breen, Borg and Monsters only. This components can't be stolen. So what's the point? Is it workaround or something of that kind?

[ March 13, 2004, 01:45: Message edited by: aiken ]

TNZ
March 13th, 2004, 03:44 AM
Not a bug, just a typing error. It is good practice to check all Versions of the component when this happens. http://forum.shrapnelgames.com/images/icons/confused.gif

BlackRose
March 13th, 2004, 09:13 AM
Hey again, I've been poring over the data files (fun eh?!) still awaiting the game. One thing that jumped out at me was the Borg Ship Sizes, certainly the Fusion Cube and to a Lesser Extent the Queen's Cube had size advantages (although not cannon size difference to be sure!) but all the lessser designs were quite comparative to the other races.

I understand the balancing nature of things but perhaps all borg ships starting with the Cruiser Class (Cube) should be of a higher tonnage? At least 2x the size? I know this may react strongly with the game but if its workable it might be an enjoyable aspect of the game http://forum.shrapnelgames.com/images/icons/icon7.gif
Especially the Cube!! Hard to imagine a Galaxy Class ship being so much larger than a Borg Cube!

TNZ
March 14th, 2004, 01:12 AM
In a Version of the STM I made for personal use I changed the Borg ship sizes and the standard ship sizes:
Borg Ship Sizes:1,200, 1,500, 1,800, 2,100 ,2,400, 3,000, 3,600, 4,200.
Standard Ship Sizes:370, 470, 590, 690, 790, 980, 1,170, 1,370.
It made the Borg ships too expensive for the AI to make. So I altered the Borg resource extraction facilities. This resulted in the Borg making too many ships. So many that the only way to fight the Borg was to make star destroying ships and when Borg fleets turned up detonate the star in the system. Its really a question of finding the right compromise between game realties and “canon” fact. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
March 14th, 2004, 01:31 AM
Bumping. No thoughts about Armor Regeneration calls?

AMF
March 14th, 2004, 05:36 AM
"Borg take Over"?

I was just playing around yesterday with STM Version 1.3.5...and found that it has a "Borg Take Over" scenario. SO I played it. Hah! It must have been a bug testing device, right? I mean, it's not really a scenarios, becuase the borg own 99% of the quadrant and the player has zero chance...but it was fun to watch it go down...

BlackRose
March 14th, 2004, 08:24 AM
Yah about the Borg ships. Throughout trek history the Borg never used a massive amount. Certainly not the major fleet sizes that the federation or the dominion would have fielded. I know that it may be to late to do such a major overhaul but why not give it a try? Less ships but much bigger and more powerful. I mean waaaay less ships http://forum.shrapnelgames.com/images/icons/icon7.gif

The other thing I was thinking about is the inherant values of ship classes like frigates or destroyers, ie 40% harder to hit etc. There is a second value there that is always set to 0 the first value I assume is ship def. Anyhow might be interesting to tinker with those values a bit to add a bit of subtle differences. For instance Dominion ships could sacrafice that % to hit for decreased cost and perhaps slightly less tonnage. They had tonnes of inexpensive moderate sized ships and a few of the Massive dreadnoughts.

Possibly another idea with the borg to go in hand with increased tonnage would be to require more Crew Quarters and perhaps 2 brdiges for lesser classes and 3-5 for more powerful classes. SImulating the incredible redundancy of the Borg.

All in all this looks amazing and i'm beside myself waiting to play it http://forum.shrapnelgames.com/images/icons/icon7.gif

As I've never played the game take all my suggestions with a grain of salt http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ
March 14th, 2004, 10:41 AM
What happens if you set the “Fleets Percentage of Ships For Fleets” entries to zero? I tried it on the Borg AI Fleets file. In testing, the Borg AI made 200 ships and only four fleets. Each fleet had only one ship.

Borg AI Fleets File:

Fleets Num Divisions := 5
Fleets Div 1 Max Amount of Ships := 50
Fleets Div 1 Max Amount of Planets := 0
Fleets Div 1 Num Fleets := 2
Fleets Div 2 Max Amount of Ships := 80
Fleets Div 2 Max Amount of Planets := 0
Fleets Div 2 Num Fleets := 3
Fleets Div 3 Max Amount of Ships := 400
Fleets Div 3 Max Amount of Planets := 0
Fleets Div 3 Num Fleets := 4
Fleets Div 4 Max Amount of Ships := 1200
Fleets Div 4 Max Amount of Planets := 0
Fleets Div 4 Num Fleets := 6
Fleets Div 5 Max Amount of Ships := 100000
Fleets Div 5 Max Amount of Planets := 0
Fleets Div 5 Num Fleets := 8
Fleets Percentage of Ships For Fleets := 0
Fleets Dont Use For Num Turns := 20
Fleets Default Formation := Wall
Fleets Default Strategy := Maximum Weapons Range
Percentage of Fleets to use for defense := 70

If it is really possible to restrict the Borg to fleets with only one ship, it may be possible to increase the Borg ship sizes. Maybe something like this: Borg ship sizes: 2,500, 2,200, 1,900, 1,600, 1,300, 1,000, 700, 400?

BlackRose
March 14th, 2004, 12:50 PM
oOo I hope it works TNZ http://forum.shrapnelgames.com/images/icons/icon7.gif The bigger the better with the Borg. I read Atrocities analysis with how the AI races handle themselves and I remember him placing the Borg in the lower portion rankings. It would be nice to jack that up a bit without totally destroying it for the MP aspect of the game http://forum.shrapnelgames.com/images/icons/icon7.gif Also adding the spice of variety as most STNG races are so similar in composistion and size excluding the Borg.

Anyone know what that 2nd value is ?

It is Ability 1 Val 2 in the Vehicle size text, perhaps it only recognizes negative %'s ie the BaseShips (Wow i'm getting knowledgable for never having played the game!).

It would be interesting if other things could be affected using this, however.

Oh, and btw I have a bit of a linguistic background and can construct ship names for Cardassian, Romulan, etc that currently have more generic english names. I did it for BoTF but lost all my data http://forum.shrapnelgames.com/images/icons/icon9.gif Of course these names would be conjectural but they would look/sound like the races tongue. 8472 I'm not sure about but I got frightened when I saw a name in their file 'Zoom'! I might be able to fashion some interesting names in that regard as well.

If people are interested I'll give it a go, just need to know how many names per race and any other general info i'd need.

Tnarg
March 14th, 2004, 06:36 PM
Atroticities,

Noticed that the Kazon, Ktarians, Tamarions, Vaadwaur, Gorn, and Hirogen all had ships with two captians. These are the majority of the minor races, so I am assuming that the others have the same problem. Major races were fine.

I also captured a Ktarian ship with a captian onboard and then brought it back to my Dominion shipyards to have it analayzed. From the generic captain, I gained a Vorta captain; however, I did not gain the ship construction tech. I know that some of the special race techs are able to be stolen, are captains in this catagory?

None of the AI are creating troops, even ones that I am capturing planets with. Many have troop transport vessels, but no troops.

Last in, Blockaded planets and 25% boost to moral, has this been incorporated? I know that it was talked about. I saw a Borg planet being blockaded, and noticed no difference in production rates.

I think that is all I have found over the weekend. http://forum.shrapnelgames.com/images/icons/icon7.gif

Oh, and two questions regarding the Warrior Tech. First is that I am finding that researching ships up to the kt that is available in the beggining with the Warrior Tech takes a long time. Could this be a balance issue? http://forum.shrapnelgames.com/images/icons/confused.gif This is an opinion, but maybe one should have to research the Warrior Tech before they get a Heavy Destroyer in the game beggining. Like I said this is just an opinion. http://forum.shrapnelgames.com/images/icons/icon7.gif

Second is there a tech tree for the Warrior Tech?

Sorry for the long post.

Renegade 13
March 14th, 2004, 07:59 PM
I was browsing the components.txt, and found that there is a duplicate entry for the Planet Eater (monster tech). The two entries are near the bottom of the file, and appear identical, although they are separated by quite a few other components.

Aiken
March 14th, 2004, 08:48 PM
Originally posted by Tnarg:
Atroticities,

Noticed that the Kazon, Ktarians, Tamarions, Vaadwaur, Gorn, and Hirogen all had ships with two captians. These are the majority of the minor races, so I am assuming that the others have the same problem. Major races were fine. <font size="2" face="sans-serif, arial, verdana">Though I'm not Atrocities...
Double captains onboard problem happens when Captain is be best comp with Combat to hit offense/defense plus (ie. you have Captain but where is no ECM or Combat Sensors yet). Since minor races research Captains after Combat Support but before Sensors, then Combat To Hit Defense Plus call from DesignCreation file will place first Captain and AI Tag 02 call will place second Captain. When AI achieves Sensors tech everything should be fine. But it's a good idea to decrease research priority for Captains in minor race's Research files to avoid this.
Please, correct me if I'm wrong.

Also, Captains cannot be stolen.

Last in, Blockaded planets and 25% boost to moral, has this been incorporated? I know that it was talked about. I saw a Borg planet being blockaded, and noticed no difference in production rates.<font size="2" face="sans-serif, arial, verdana">It was talked about Rioting planet 25% production rate (overall, against of 0% in stock game) but nothing about blockaded.

Sorry for all the grammar mistakes.

[ March 14, 2004, 20:21: Message edited by: aiken ]

XenoTheMorph
March 14th, 2004, 08:50 PM
Hi Everyone,

I'm not sure if anyone has noticed a slight problem with some of the Race_AI_General files in 1.5.1.1 (I cannot find any note of it being changed in any later beta Versions either).

As far as I can tell the Characteristic/Trait settings in the Text files are different from the ones used in the Emp files (at least for 5000 racial points).
In two of these cases (Breen & Klingon) the settings in the Text files stop any Advanced Traits (including Racial tech & native planet Types!) being chosen, stoping these randomly generated empires building ships and colonising. http://forum.shrapnelgames.com/images/icons/shock.gif This is due to the Charateristics using to many points before them, unlike the ones used directly in the Emp files. This seems to be mainly due to the Aggression settings (120, which is more than the 110 max you can manually choose anyway! http://forum.shrapnelgames.com/images/icons/icon7.gif ).
The other example is the Orion General text file it does not leave enough Points to choose all of their Advanced traits (it does get the Racial tech & colony ones so it will expand). This seem to be due to the extra Defensivness (110 compared to 100 on Emp) & maintanance (110 comp to 105 in Emp).

Overall this means that unless you explicitally add the empire from the included Emp file (or make your own) it will not play properly at all (less of a problem for the Orions since they will still expand)

I hope this report is not outdated already http://forum.shrapnelgames.com/images/icons/icon10.gif

[ March 14, 2004, 18:57: Message edited by: XenoTheMorph ]

TNZ
March 15th, 2004, 12:28 AM
The captains technology area is not a special race technology area all races can research it. When a ship is analyzed the game tries to add the analyzed ship’s technology, to your empire's technology. If the race analyzing the ship can not research the technology areas of the ship being analyze no new technology. So captains technology can be stolen. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 15th, 2004, 03:51 AM
Originally posted by XenoTheMorph:
Hi Everyone,

I'm not sure if anyone has noticed a slight problem with some of the Race_AI_General files in 1.5.1.1 (I cannot find any note of it being changed in any later beta Versions either).

As far as I can tell the Characteristic/Trait settings in the Text files are different from the ones used in the Emp files (at least for 5000 racial points). http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">I will double check the files, but all races expand and work well in all of my test games using the 5k files.

The klingons in fact are often in the top 3 races.

I will double check all files though and make changes as they are needed. Thanks.

Atrocities
March 15th, 2004, 03:55 AM
I want to say thank you all for making Posts, for answering questions, and adressing things. I have not had a chance to read them all and I am pressed for time at the moment, so thank you all. http://forum.shrapnelgames.com/images/icons/icon7.gif

XenoTheMorph
March 15th, 2004, 07:35 PM
Hi Atrocities

About those Klingons when you test them are you using the Emp files or letting them get randomly chosen? The emp file are fine its only when they are randomly generated for a 5000 point game that a problem occurs. (Sorry if I'm repeating the obvious but even I'm finding my earlier post a bit confusing!! http://forum.shrapnelgames.com/images/icons/confused.gif )

P.S. And thank you for driving forward and investing all that time in what may possibly be the best overall mod yet made for SEIV. (I can't wait untill you release the next Version with 'Monsters' http://forum.shrapnelgames.com/images/icons/icon10.gif )

[ March 15, 2004, 17:41: Message edited by: XenoTheMorph ]

Atrocities
March 15th, 2004, 07:39 PM
I am using EMP files.

I don't understand why the randomly chosen set up would differ if the EMP files worked. However the settings could be like you said, set wrong and the AI is just to stupid to figure it out.

XenoTheMorph
March 15th, 2004, 07:50 PM
Hmm,

I think you will see what I mean if you start a Large Quadrent game with 'Random empires' checked & 'High' numbers selected, and choosing say the UCP as your race (not adding any others manually). Then in the game itself change the race you are playing to the Klingons (or Breen/orions) and check out their Advance Traits in the Race dialog. Or you could save the empire to a new Emp file and compare the stats in this file compared to the Klingon 5000 point Emp file included in the download. Hopefully this will show the difference (If not I've made a big mistake http://forum.shrapnelgames.com/images/smilies/rolleyes.gif somewhere!)

Atrocities
March 16th, 2004, 01:05 AM
Xeno, thanks for the info, I have fixed those files and tested them. they seem to work now.

Latest info (1.6.5 is still having things added to it.)

Star Trek Mod v1.6.5 BETA (WILL NOT EFFECT SAVED GAMES)

1. Fixed - Deleted duplicate entry in Components file for Planet Eater Component. (Thanks Renegade 13)
2. Changed - Minor Races Research file to research Captains later in the game. (Thanks Aiken and Tnarg)
3 Fixed - Points error in Breen, Klingon, Orion, and UCP AI General files. (Thanks Xeno)


Star Trek Mod v1.6.4

1. Fixed - Romulan were adding two Romulan Sensor Arrays to designs. (Thanks Tnarg)
2. Changed - Added restriction of "Two Per Vehicle" for Beam Discharger I - IV
3. Changed - Reload Rate for Beam Discharger I - IV from 1 to 3
4. Fixed - Dominion were adding two Dominion ECM's to designs. (Thanks Tnarg)
5. Changed - Replaced all of the Dominion images with new higher quality renderings
6. Changed - Replaced all of the Cardassian image with new higher quality renderings

[ March 15, 2004, 23:09: Message edited by: Atrocities ]

Atrocities
March 16th, 2004, 01:47 AM
Beta testers, the latest Version have been uploaded and an email has been sent out.

If you do not receive an email, please let me know. Thanks.

TNZ
March 16th, 2004, 04:23 AM
Atrocities, you might want to check the structural integrity field components. Aiken found an error:
Number of Abilities := 0( It should be 1, not zero )
Ability 1 Type := AI Tag 01
Ability 1 Descr := Component designed to strengthen a ships hull
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0

Atrocities
March 16th, 2004, 07:39 AM
Thanks Guys. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken
March 16th, 2004, 07:44 AM
Originally posted by TNZ:
Atrocities, you might want to check the structural integrity field components. Aiken found an error: <font size="2" face="sans-serif, arial, verdana">Amendment: aiken noted problems with SIF usage by AI, and TNZ found an error in component.

Atrocities
March 17th, 2004, 02:22 AM
Star Trek Mod v1.6.6 BETA (WILL NOT EFFECT SAVED GAMES)

1. Fixed - Structural Integrity Field II - V (Thanks Aiken / TNZ)

Atrocities
March 17th, 2004, 02:33 AM
I want to finalize the beta on 1.6.6 and release the patch. So I need those bug reports.

I intend to release the latest patch by this weekend so any and all bug reports are needed.

Any one who does not want the next patch released by this weekend please post.

BlackRose
March 17th, 2004, 03:16 AM
Any chance on making the Borg bigger? See the earlier Posts regarding it http://forum.shrapnelgames.com/images/icons/icon7.gif

btw got the game and loving it. Many times better than Botf. Been using the original ST Map, also a gem.

Great work all!

Tribble
March 17th, 2004, 11:48 AM
Originally posted by Atrocities:
I want to finalize the beta on 1.6.6 and release the patch. So I need those bug reports.

I intend to release the latest patch by this weekend so any and all bug reports are needed.
<font size="2" face="sans-serif, arial, verdana">Okay, minor bug report:

If you go to the Research Panel during a game and right-click on the "Support Craft" tech, the description you get says "Gives access to taunt weapons if your race has one" i.e. the same description that "Taunt Tech" has, so I presume this is a bug. BTW I think this has been a bug in all the 1.6 betas I've looked at.

[ March 17, 2004, 10:36: Message edited by: Tribble ]

Atrocities
March 17th, 2004, 11:39 PM
Thanks guys. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 18th, 2004, 06:55 AM
Originally posted by BlackRose:
Any chance on making the Borg bigger? See the earlier Posts regarding it http://forum.shrapnelgames.com/images/icons/icon7.gif

btw got the game and loving it. Many times better than Botf. Been using the original ST Map, also a gem.

Great work all! <font size="2" face="sans-serif, arial, verdana">TNZ sent over some files but I want to hold off on useing them, ie modifying the borg, for a while.

Atrocities
March 18th, 2004, 06:59 AM
Originally posted by aiken:
Small addition: it concerns Structural Integrity Field III-V as well.

And another small question:
Practically all AI designs for all races contain this section:
Misc Ability X Name := Armor Regeneration
Misc Ability X Spaces Per One := 100

But components with such ability availiable for Breen, Borg and Monsters only. This components can't be stolen. So what's the point? Is it workaround or something of that kind? <font size="2" face="sans-serif, arial, verdana">I like this idea a lot but will hold off on using it for now.

Atrocities
March 18th, 2004, 10:17 AM
Beta Testers please check your email. If you did not get an email from me please let me know.

BlackRose
March 18th, 2004, 10:27 AM
Quick questions. I started a game using the Dominion with that amazing trek map.

Do Ketracil White Facility and Urban Pacification bonuses not stack? If not which is better and why have both? I keep getting the pop up saying that I already have that ability if i have the White facility in SYSTEM and try to build the Pacification Center on another planet in system.

Same goes for Cloning Facility and Population Growth Facility.

Atrocities
March 18th, 2004, 10:32 AM
If your playing as the Dominion, go with the Ketricil White facility.

The reason your getting warnins is because many of the Race specific facilities share abilities with non race specific facilities.

Always go for your races facilities.

You can turn off the warning if you want in the minister window top right hand side tab then go down the list and deselect it.

Atrocities
March 18th, 2004, 10:36 AM
With any luck I will be posting the Public Version of the 1.6.6 Patch sometime this weekend. It will be the Last patch for some time unless a major bug is discovered.

The Patch will effect 1.5.1 saved games so be warned.

Also the Patch will weigh in at around 10-megs.

I am thinking about breaking that up into 3 or 4 seperate downloads for those on dial up.

For a complete revision history check out the web site. Star Trek Mod (http://www.astmod.com/startrek.stm/htm)

[ March 18, 2004, 08:40: Message edited by: Atrocities ]

Aiken
March 18th, 2004, 08:12 PM
---begin quote---
Star Trek Mod v1.6.6BETA (WILL NOT EFFECT SAVED GAMES)
...
7.Changed Small Phased Energy Cannon I family from 101 to 109
---end quote---

Hmm. According to WeaponList.txt (generated by game):

Weapon Family: 109
Small Phased Energy Cannon I
Small Phased Energy Cannon II
Small Phased Energy Cannon III

But in Components.txt:
Name := Small Phased Energy Cannon I (II, III)
...
Weapon Family := 101

Paradox.

Atrocities
March 18th, 2004, 09:01 PM
Very Odd, will have to check.

Atrocities
March 18th, 2004, 09:05 PM
According to Components they are all 109. I think I know what happend. I forgot to include the new components file with the beta. GD it!

Sure as crap I did. Sorry about that.

Atrocities
March 18th, 2004, 09:09 PM
BETA Testers:
If you have already downloaded Version 1.6.6 I have uploaded a replacement Component file and will email the link to you for Version 1.6.6.

IF YOU HAVE NOT YET downloaded it, just wait a bit as I upload a new Version with the correct Component file.

BlackRose
March 19th, 2004, 06:36 PM
Bug or Feature? Transwarp Drive coupled 3 Impulse V Engines (Might be VI, something like that) on both Dreadnought and Battleship result in 0 movement for both Dominion ships. Transwarp text says requires 3 to move and it does work for anything smaller than battleship. (Says I have 8 movement)

v1.5.1 is what i'm playing with.

(Would make sense if bigger ships required 4 Impulse engines to move but there is no text to back that up)

Dragonswrd
March 19th, 2004, 10:32 PM
I have the same problem, but I am playing the Dominion and it only happens on ships I take from my opponents.

Atrocities
March 19th, 2004, 10:44 PM
Originally posted by Tribble:
</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:
With any luck I will be posting the Public Version of the 1.6.6 Patch sometime this weekend. It will be the Last patch for some time unless a major bug is discovered.
<font size="2" face="sans-serif, arial, verdana">Minor quibble about 1.6.6 - support craft (i.e shuttles) are still displaying the text for taunt tech when you right click on them in the research window.

BTW I haven't been getting the beta tester emails, could you add my name to the list? Thanks

Paul </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I forgot to include a couple of files when I uploaded the 1.6.6 beta. It has been fixed thought. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 19th, 2004, 10:47 PM
Originally posted by BlackRose:
Bug or Feature? Transwarp Drive coupled 3 Impulse V Engines (Might be VI, something like that) on both Dreadnought and Battleship result in 0 movement for both Dominion ships. Transwarp text says requires 3 to move and it does work for anything smaller than battleship. (Says I have 8 movement)

v1.5.1 is what i'm playing with.

(Would make sense if bigger ships required 4 Impulse engines to move but there is no text to back that up) <font size="2" face="sans-serif, arial, verdana">The AI has instructions ot use more than 3 engines on its designs, however the AI does not do what it is told to do so we end up with pooblems like this. I will double check all designs and bump up number of minimum engines required. Thanks guys.

Atrocities
March 19th, 2004, 11:20 PM
I tested the designs as of 1.6.6 and all races on a high tech start by turn 20 had designed Dreadnoughts with 5 or more engines with an average of 11 movements.

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

TNZ
March 20th, 2004, 01:52 AM
I may be wrong, but at the moment aren’t the AI Construction Vehicles files setup in a way that means that the AI will only build the first attack ship design type in the AI design creation files?

I thought you had to do something like below to get the AI to build different attack ship design types:

AI Design Creation File:
Name := Attack ShipA
Design Type := Attack Ship

Name := Attack ShipB
Design Type := Attack Ship

Name := Attack ShipC
Design Type := Attack Ship

AI Construction Vehicles File:
AI State := Exploration
Num Queue Entries := 3
Entry 1 Type := Attack ShipA
Entry 1 Planet Per Item := 40
Entry 1 Must Have At Least := 3
Entry 2 Type := Attack ShipB
Entry 2 Planet Per Item := 40
Entry 2 Must Have At Least := 6
Entry 3 Type := Attack ShipC
Entry 3 Planet Per Item := 40
Entry 3 Must Have At Least := 9

Atrocities
March 20th, 2004, 01:55 AM
I don't know. The Ai seems to build the ships just fine.

Tribble
March 20th, 2004, 02:40 AM
Originally posted by Atrocities:
With any luck I will be posting the Public Version of the 1.6.6 Patch sometime this weekend. It will be the Last patch for some time unless a major bug is discovered.
<font size="2" face="sans-serif, arial, verdana">Minor quibble about 1.6.6 - support craft (i.e shuttles) are still displaying the text for taunt tech when you right click on them in the research window.

BTW I haven't been getting the beta tester emails, could you add my name to the list? Thanks

Paul

Atrocities
March 20th, 2004, 05:37 AM
TNZ you might be correct about this but I simply do not know as of yet. I will have to ask around.

Atrocities
March 20th, 2004, 08:28 AM
New Romulan ship.

This new ship will be replacing the Battleship. This class is the Valdore Class Warbird as seen in Nemesis. This ship is roughly the size of a Galaxy Class ship therefore it is of a Battleship size.

http://www.astmod.com/startrek/stmimages/valdore.BMP http://www.astmod.com/startrek/stmimages/valdoremini.BMP

[ March 20, 2004, 06:30: Message edited by: Atrocities ]

Captain Kwok
March 20th, 2004, 08:41 AM
Now only if I had some of those ships in my Last Star Trek mod game...

Anyways, I like it.

Atrocities
March 20th, 2004, 09:12 AM
Thanks CK. I actually like the design the most of all the Romulan ships. (New ones that is.)

I watched Nemesis again Last night and I have to say that I really like the look of those Warbirds so I decided to add one.

I don't know when I will get around to re-rendering the other races, I have done the Cardassian, Dominion, Klingons, and Romulans thus far.

I would like to do the Borg and 8472 soon though.

Fyron
March 20th, 2004, 09:15 AM
So perfectionist. http://forum.shrapnelgames.com/images/icons/tongue.gif Why not make new sets instead of constantly remaking the old ones?

Atrocities
March 20th, 2004, 09:23 AM
As I type this I am uploading the latest Version of the mod, Version 1.6.6, to ASTMOD server.

This Patch is 12.5 megs and WILL negatively effect previous saved games with Version 1.5.1 or older.

I wish to hold off for a week or two before I begin bugging PBW Admins to upload the new Version. I want to see if any bugs are reported. If no bugs are reported by this time next week, I will ask the PBW admins to update to this Version and hopefully we can get some good PBW games going.

This mod is not perfect, it has flaws and problems that despite the best efforts of the Beta testers and myself to identify, still exsist. If you find one please post here or email me about it.

If all goes well, this will hopefully be the second to Last patch for this mod for a significant time.

Thanks and I will post when the Patch is ready for download.

Atrocities

Atrocities
March 20th, 2004, 01:46 PM
STM Version 1.6.6 (http://www.astmod.com/startrek/stm.htm)

Be sure to download the Borg Taunt as well.

Both are self extracting files. Just direct to your Space Empires IV Directory.

THIS PATCH WILL NEGATIVELY EFFECT SAVED GAMES, so make a back up of your ST Mod prior to install and rename.

Please report bugs, no matter how small. Thanks.

Tribble
March 20th, 2004, 04:10 PM
Originally posted by Atrocities:
STM Version 1.6.6 (http://www.astmod.com/startrek/stm.htm)
<font size="2" face="sans-serif, arial, verdana">Where's the download link for 1.6.6? I couldn't see it on the website..

Renegade 13
March 20th, 2004, 05:36 PM
Originally posted by Tribble:
</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:
STM Version 1.6.6 (http://www.astmod.com/startrek/stm.htm)
<font size="2" face="sans-serif, arial, verdana">Where's the download link for 1.6.6? I couldn't see it on the website.. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">When I went to the site, the link was staring at me right in the center of the page.

BlackRose
March 20th, 2004, 11:19 PM
hmm, i'm not seeing it either, still the news about the Borg Taunt on 3-8-2004. If you click downloads it still 1.5.1

Atrocities
March 21st, 2004, 02:10 AM
You need to refresh your Browsers.

The download is on www.astmod.com/startrek/stm.htm (http://www.astmod.com/startrek/stm.htm)
And on the download page. They are there and have been since early today. I check the links, they all download the latest patch and the Taunt file just fine.

http://www.astmod.com/startrek/download.htm

BlackRose
March 21st, 2004, 02:21 AM
Oh my, that has never happened to me before! (Refreshing)

Excitement rising!!!

Atrocities
March 21st, 2004, 02:37 AM
If the page does not show the links, let me know I will post them here.

http://www.astmod.com/startrek/stmimages/valdore.BMP

BlackRose
March 21st, 2004, 02:48 AM
Posted once I hit refresh http://forum.shrapnelgames.com/images/icons/icon7.gif

One Q: Where are the readme's for set up info on the various ST maps?

{Edit}

Just found it in the Mod Info section http://forum.shrapnelgames.com/images/icons/icon7.gif

And how should one include monsters into the game?

{Edit}

Still not sure how to add these folks in? The reason why i'm confused is because I wouldnt expect them to start with a planet, but they do ! Or do they mostly/only work with random generated maps?

To UserX : Great Map, much fun had
To Tnarg : Ummmm, wow, you took elemnets from the original and made something really special http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 21, 2004, 02:00: Message edited by: BlackRose ]

juggies
March 21st, 2004, 03:38 AM
Hey Atrocities,

I have downloaded the STMv166full and when I run the program with the 1.97 AST Mod it stops at 64% loaded with error Messages. It says:

Component Data File errors:
C:\space empires IV Gold\AST\Data\Components.txt

And goes on to say that there are unknown values with the following:
"Two Per Vehicule" for restriction in record "Impulse Engine I" (to V)
"Generate Points Intelligence" for Ability 2 Type in record "Long Range Scanners I" (to III)
and so on. Also errors with Medical Bay I-V, transphasic weapons, ablative armor, and others.

Have I done something wrong?

juggies
March 21st, 2004, 03:54 AM
Solved my own problems guys. I realized I hadn't installed the latest patch from Shrapnel. Everything is A-ok now.

Atrocities
March 21st, 2004, 04:07 AM
juggies The AST MOD and the STAR TREK Mod Are differnat mods.

If you installed the STM patch into the AST mod, which I hope you did not do, then I don't know what to say.

Monsters were added as they have been added in other games. Monsters were created by ROLLO for use with other mods. They were adapted for the STM and do require planets to start. When Rollo offers an update to them, I will be happy to update the STM.

TNZ
March 21st, 2004, 04:15 AM
Juggies, the STM and AST Mod are not the same mod: they just have the same author. http://forum.shrapnelgames.com/images/icons/icon7.gif

juggies
March 21st, 2004, 04:21 AM
Yeah I know.

I have a new problem now. When I start the game there are visual errors. For instance as the Federation Earth is invisible, so is Mars, and Saturn. I have installed Planet Pack v9, so what is the problem?

Thanks,
Juggies

Fyron
March 21st, 2004, 04:26 AM
Are you positive that you got the full Version of the planet pack, not the patch?

Are you trying to load a map generated with a different mod or with stock SE4 in the STM?

juggies
March 21st, 2004, 04:35 AM
Hey Imperator,

Yeah I am sure I got the full Version of the planet pack. I'm not sure what you mean about the map I am trying to load. When I start a new game I go to load map and there is a Star Trek file. I pick the Federation and begin the game. However, as I said, some of the images are invisible. Also even if I don't load a map I have many visual errors. Big white blocks where there should be stars or planets

Atrocities
March 21st, 2004, 04:49 AM
Try this.

Unzip the Planet Pack and install it into your base SEIV pictures directory.

If should ask to overwrite one or more files. If it does not, then you may be trying to install it into the incorrect location.

SpaceEmpiresIV/Pictures
Under the Pictures folder there are several sub folders

Fyron
March 21st, 2004, 04:49 AM
Are you loading an existing map, or letting SE4 generate a new one?

Atrocities
March 21st, 2004, 04:51 AM
Try this.

Unzip the Planet Pack and install it into your base SEIV pictures directory.

If should ask to overwrite one or more files. If it does not, then you may be trying to install it into the incorrect location.

SpaceEmpiresIV/Pictures
Under the Pictures folder there are several sub folders
Races
Game
Combat
Planets
Facilities
Components

When installing the Image Mods, planets, components and facilities it is important that you install them only into the Pictures folder. Otherwise they will not overwrite the needed images.

In most cases people install them into SpaceEmpiresIV/Pictures/Planets and that simply adds a sub folder into your Planets folder named Planets.

I hope this makes sense.

About maps, don't worry, I think your ok there. The newest maps included with the mod were made from the files in the mod so they should be ok.

juggies
March 21st, 2004, 05:19 AM
Thanks for all the help guys. I have fixed the problem (hopefully the Last). What I had done was installed the planet and component updates, but on one site it said to label the Planets file Newplanets. So that's where the problem came from. But it is fixed now.

Time to conquer the galaxy.

Thanks again,
Juggies

Atrocities
March 21st, 2004, 08:40 AM
Crap, your right about that. Man I am sorry I did not catch it. Glad you figured it out. Perhaps we can get SJ to include a readme or post on his site that you need to rename those files.

Fyron
March 21st, 2004, 08:53 AM
This is not in reference to a need to change Components.bmp to NewComponents.bmp for the file that is in the image mod pack. It is a reference to the older image mod files, in which Components.bmp used to be named NewComponents.bmp. The original game Components.bmp is recommended to be renamed to OldComponents.bmp so that you have a backup of it. Before, you would extract NewComponents.bmp and rename it to Components.bmp. But now, the image mod packs just have the file name Components.bmp already. Same for the other packs.

Dragonswrd
March 21st, 2004, 07:02 PM
Since installing the newest Version, I have not been able to play when using a generated map. It gives access violation errors. Now when I play with a saved map it works, but on some of the smaller planets it won't let me put any population. Last time I checked I had all the up to date stuff I needed. I didn't have any of these problems when playing 1.5.5. Any help would be appreciated.

Lighthorse
March 21st, 2004, 07:55 PM
Atrocities,

Love the newest star trek mod 1.66 ver.
I know that de-bugging is a on going process that never seems to end. Would it be possible to upload STM 1.66 on to PBW servicer so that I could host a game and de-bug as we play.

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

Atrocities
March 21st, 2004, 09:09 PM
I would like to wait about a week before uploading it to PBW. Having Geoschmo upload a mod to PBW then a week or two later have him upload it again is a PITA for him and I want to avoid that if at all possible.

You can still run a game. Fyron offers a great game hosting site that plays much like PBW.

Atrocities
March 21st, 2004, 09:13 PM
Originally posted by Dragonswrd:
Since installing the newest Version, I have not been able to play when using a generated map. It gives access violation errors. Now when I play with a saved map it works, but on some of the smaller planets it won't let me put any population. Last time I checked I had all the up to date stuff I needed. I didn't have any of these problems when playing 1.5.5. Any help would be appreciated. <font size="2" face="sans-serif, arial, verdana">I would do a fresh install of the mod. A file may have been corrupted at some point.

Lighthorse
March 22nd, 2004, 06:47 AM
Atrocities,

STM 1.66 ver.

I'm unsure what happen when my Klingon destroyer attacked a monstor's vessel. I had boarders on the Klingon, plus laser beams. On the second round the monstor ship move toward the Klingon destroyer and fired it weapons. Next the Klingon destroyer moved next to the monstor vessel to adtemp to board her. Then both ship were removed from the battle screen, no explose, no flash of light, nothing. If the monster ship self-destruct after being captured, that happens next, isn't there something?

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

Fyron
March 22nd, 2004, 07:00 AM
All monster hulls have self destruct abilities built in, as well as Master Computer abilities. You can neither board nor subvert them.

Lighthorse
March 22nd, 2004, 07:20 AM
Imperator Fyron

Thanks, its good to know, but shouldn't there have been some grapic showing the destruction. Love the monsters, they took out two planets that I thought could defense themselves, plus a few of my ships. All the other races are hard press countering the monster threat, neat.
You got to love them/monsters to hate them.

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

Fyron
March 22nd, 2004, 07:52 AM
There should have been an explosion. Was there not an explosion? That is all that happens when a ship self destructs on boarding.

Edit:
Maybe one did not appear because you have animations off and fast tactical combat on?

[ March 22, 2004, 05:55: Message edited by: Imperator Fyron ]

BlackRose
March 22nd, 2004, 08:42 AM
Really enjoying both stm 1.6.6 AND Major Systems Map, a slight suggestion tho Tnarg: Currently I've played Dominion, Breen and Tholia. Now I dont really want balance as thats the great part about trek, BUT, the poor, poor Breen! So few planets to colonize, a sneaky backdoor for the Dominion to waltz thru! Cardassians, Ferengi and Tholians on the other borders! Phew!

Perhaps a few more Ice/Oxygen planets for the breen to play with? http://forum.shrapnelgames.com/images/icons/icon7.gif

1.6.6 Bugs

Tholian Speech files, 'We (off) a treaty of non intercourse' off should be offer (might be in NA, pretty sure its NI tho)

Questions

in 1.5.1 Klingon cloaking was better than Romulan Cloaking, has this been changed? Taking into account both Klingon and Romulan Advanced Cloaking II Roms could be detected at 5, Klings at 6.


*sigh* Atrocities this is heaven, coming for a long since frustrated BoTF player. I know i keep saying this but you just keep on making this mod better!

My *only* wish: Bigger Borg ships http://forum.shrapnelgames.com/images/icons/shock.gif

[ March 22, 2004, 08:04: Message edited by: BlackRose ]

Aiken
March 22nd, 2004, 09:58 AM
Originally posted by BlackRose:
Mines: Breen small mines can be detected at all times. Tholian Small mines require 5 scanning. Bug or feature? <font size="2" face="sans-serif, arial, verdana">Breen mines? Tholian mines? I thought that small mine hull is the the same for all the races.
http://forum.shrapnelgames.com/images/icons/confused.gif

BlackRose
March 22nd, 2004, 10:05 AM
Sorry about the mine thing, not sure what/how I got that info http://forum.shrapnelgames.com/images/icons/icon10.gif

I just edited it out of the post to avoid confusion!

Aiken
March 22nd, 2004, 11:14 AM
I think that Klingon's cloaker is better, since Klingon Adv. Cloaking Device II prevents lvl 6 scans, but Romulan Adv. Cloaking Device II prevents lvl 5 scans only.

BlackRose
March 22nd, 2004, 12:15 PM
Originally posted by aiken:
I think that Klingon's cloaker is better, since Klingon Adv. Cloaking Device II prevents lvl 6 scans, but Romulan Adv. Cloaking Device II prevents lvl 5 scans only. <font size="2" face="sans-serif, arial, verdana">Is that a bug or a feature tho? I would have thought that the Roms would have better cloaking, unless its purely a balancing issue?

Aiken
March 22nd, 2004, 04:00 PM
</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Name := Support Craft
Group := Support Craft
Description := Smaller ships and and hanger bay. </pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This is from TechArea.txt. BUT I D/Led the patch, not the full Version.

Dragonswrd
March 22nd, 2004, 05:08 PM
Just wanted you to know that re-installing the mod fixed my map problem. Thanks

Atrocities
March 22nd, 2004, 11:08 PM
Originally posted by aiken:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by BlackRose:
Mines: Breen small mines can be detected at all times. Tholian Small mines require 5 scanning. Bug or feature? <font size="2" face="sans-serif, arial, verdana">Breen mines? Tholian mines? I thought that small mine hull is the the same for all the races.
http://forum.shrapnelgames.com/images/icons/confused.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Say whaaat?

Atrocities
March 22nd, 2004, 11:10 PM
Originally posted by aiken:
I think that Klingon's cloaker is better, since Klingon Adv. Cloaking Device II prevents lvl 6 scans, but Romulan Adv. Cloaking Device II prevents lvl 5 scans only. <font size="2" face="sans-serif, arial, verdana">Klingon Cloak is BETTER. However given the new Romulan cloak in Nemesis I should make them equal.

The Federation could penitrate Romulan cloaking but could not penetrate Klingon cloaking. The Dominion could penatrate Romulan Cloaking, but not Klingon Cloaking. Thus Klingon ships were used more for recon and surprise attacks over the Romulans. Hense the Klingon Cloak was superior.

Atrocities
March 22nd, 2004, 11:12 PM
Originally posted by Tribble:
In the current revision History for Star Trek Mod 1.6.6 its says:

"2.FixedDescription of Support Craft in Tech Area file. (Thanks Tribble)"

However in 1.6.6 Full I'm still getting the same message about Taunt Tech for Support Craft in the Tech Area...

Paul <font size="2" face="sans-serif, arial, verdana">Sounds like you may have installed the patch incorrectly.

Look in your Star Trek Mod folder to see if you have a folder named Star Trek Mod.

Atrocities
March 22nd, 2004, 11:14 PM
Originally posted by Dragonswrd:
Just wanted you to know that re-installing the mod fixed my map problem. Thanks <font size="2" face="sans-serif, arial, verdana">Glad to read it. http://forum.shrapnelgames.com/images/icons/icon7.gif

The full Version also has the correct Tech Area description for Small Craft. I double checked.

Tribble
March 23rd, 2004, 02:48 AM
In the current revision History for Star Trek Mod 1.6.6 its says:

"2.FixedDescription of Support Craft in Tech Area file. (Thanks Tribble)"

However in 1.6.6 Full I'm still getting the same message about Taunt Tech for Support Craft in the Tech Area...

Paul

Atrocities
March 23rd, 2004, 09:58 AM
We have a bug. One that might cause you some grief.

While play testing 1.6.6 tonight an error occured telling me that I did not have the blackhole3.bmp image. I checked and sure enough base folder does not have it, and it is called for in system types file.

Name := Black Hole 3
Description := A massive black hole which is drawing in all matter from nearby solar systems.
System Physical Type := Black Hole
Background Bitmap := blackhole3.bmp<font size="2" face="sans-serif, arial, verdana">I looked at my FQM D files and did not see this image there so I can only assume that my FQM files are incomplete or this is an odd ball occurance.

Any ways the fast fix is simply to copy the Blackhole2.bmp image in your base SEIV Pictures/Systems/1078x768 file and rename it Blackhole3.bmp

If I change the file in the STM mod then it could effect the maps and I don't want that. So until I know what it will do to the maps to change the file to call for Blackhole2 instead of Blackhole3, I recommend you simply check the FQM files for it, and if it is there put it in your base folder as described above, or simply copy and rename the Blackhole2 image as instructed above.

Thanks.

Atrocities
March 23rd, 2004, 10:09 AM
I also forgot to mention that you will need to do the same for the Black2 image in the base systems folder and in the 800 x 600 folder.

Simply copy it, paste it back, and rename it to Blackhole3.bmp in all three locations.

Problem solved.

I will more than likely fix the file so that it calls for blackhole2 instead of 3. This should not have an adverse effect on any games or maps.

Fyron
March 23rd, 2004, 10:25 AM
FQM Deluxe has a BlackHole3.bmp. The problem would be on your end, possibly not downloading the full file with the new images, but just FQM Deluxe patches.

Fyron
March 23rd, 2004, 10:37 AM
Check your email ASAP AT, and sign on MSN or #se4! http://forum.shrapnelgames.com/images/icons/icon12.gif

Tribble
March 23rd, 2004, 10:46 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 Tribble:
In the current revision History for Star Trek Mod 1.6.6 its says:

"2.FixedDescription of Support Craft in Tech Area file. (Thanks Tribble)"

However in 1.6.6 Full I'm still getting the same message about Taunt Tech for Support Craft in the Tech Area...

Paul <font size="2" face="sans-serif, arial, verdana">Sounds like you may have installed the patch incorrectly.

Look in your Star Trek Mod folder to see if you have a folder named Star Trek Mod. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I've now installed the 1.6.6 patch over the top of my existing install, and the Tech Area text is now showing correctly. Not sure what was wrong before, but it all seems okay now. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 23rd, 2004, 11:16 AM
Originally posted by Imperator Fyron:
FQM Deluxe has a BlackHole3.bmp. The problem would be on your end, possibly not downloading the full file with the new images, but just FQM Deluxe patches. <font size="2" face="sans-serif, arial, verdana">The point is I did not include any FQM D images into the mod and wanted to avoid any FQM D files that would require those images. And here we have one. I have had to change these files so many times over the course of this mod that I am surprised this one got as far as it has without being detected before.

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

[ March 23, 2004, 09:21: Message edited by: Atrocities ]

TNZ
March 23rd, 2004, 11:47 AM
Atrocities, you could just go into the system types file, find “blackhole3.bmp” and change it to “blackhole2.bmp”. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 23rd, 2004, 11:58 AM
Originally posted by TNZ:
Atrocities, you could just go into the system types file, find “blackhole3.bmp” and change it to “blackhole2.bmp”. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Thanks TNZ, that is the plan for 1.6.7 http://forum.shrapnelgames.com/images/icons/icon7.gif

We have two bug reports already, one over the Tholian speach file and one on this issue. Neither are major. So I think the best alternate course is simply to offer the BMP as an alternate download to be placed into the BASE Pictures Systems Files. It would be about 1.5 megs and would work with all mods that call for it.

mrscrogg
March 24th, 2004, 12:43 AM
playing 166 Version, I am TNG using AI , destroyer and light cruiser class being built with 4 federation ablative armour, AI allow 2 so thereis no build, also destroyer class after being built has messsage " load cargo " and will not leave planet unless manually moved than goes to nearest planet and same message appears is anyone else having problems ?

Atrocities
March 24th, 2004, 02:37 AM
Sounds like your letting the AI do all the work and this is not uncommon when you do that. Send me your saved game.

startrekmod@astmod.com

[ March 24, 2004, 00:37: Message edited by: Atrocities ]

Lighthorse
March 24th, 2004, 04:53 AM
Atrocities,

Checked out the monster ship design. There two items poison spit and acid spit that aren't different except for cost and damage cause. They both 40 kt size, use 15kt supplies, rate of fire is 2, damage only planets, range of 4, damage resistance of 60kt. Why have two same items?

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

Atrocities
March 24th, 2004, 05:30 AM
Originally posted by Lighthorse:
Atrocities,

Checked out the monster ship design. There two items poison spit and acid spit that aren't different except for cost and damage cause. They both 40 kt size, use 15kt supplies, rate of fire is 2, damage only planets, range of 4, damage resistance of 60kt. Why have two same items?

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="sans-serif, arial, verdana">The mosters were set up by ROLLO for use with another mod. They are unchanged except for images.

Lighthorse
March 24th, 2004, 07:13 AM
Atrocities,

Rollo got my vote for excellent job of developing the monsters. Looking back when Captain Kwok first started this mod to what it is now is totally unreal.

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

Atrocities
March 24th, 2004, 07:19 AM
Rollo did an awsome job with the mosters. The fact that they work so well in so many mods is testimate to that.

CK spent a year setting up the basics for the mod only to loose all of his work do to a HD failure. That just makes one sick.

I can't think were we would be at with out his work. Probibly still on Version 1.1.1

BlackRose
March 24th, 2004, 09:22 AM
I've done some initial testing with increasing the size of borg ships to see if I could find some sort of balance to make it worthwhile and not too powerful. I tried a few concepts that worked and few that dont.

I'm currently working with these ship sizes

250, 850, 1400, 3000, 3000, 3500, 4000 and 6000.

First I attempted to add a requirement for 5-15% space allotted for cargo, but the AI refused to make dedicated attack ships that way (too bad).

Instead I set the number of abilites for the ships to 2 instead of 1. On top of the normal ability to launch shuttles (larger ships) I added a positive attack modifier. Thus the Borg Cube (3000 kt) is 50% easier to hit in combat with nearly the same resource to kt ratio as previous Versions. The Battle Cube, instead of getting larger kt lowers the positive % to 30. All Borge ships from the Sphere (switched it with the frigate) have positive to hit values now.

I raised the Borg ship tech research as well. So far its looking promising but my experience is obviously limited.

I also increased the number of life support and crew quarters requirments to further tweak things.

I'm envisioning a couple of things here. Let's say a Borg EMP file and ship set (like the current one) and a BorgAI emp file (which would drastically alter there emp file {major negatives to politics, intel etc) and ship set and massive ships. It could be used for an AI only slot or the occasional all ai vs human game http://forum.shrapnelgames.com/images/icons/icon7.gif

Or just a more or less balanced Borg race with bigger more cannon ships.

Not trying to upsurp you Atrocities! Just hoping to get the ball rolling, if people are interested I'd love to help too! If not I could always just make personal modifications http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 24th, 2004, 09:44 AM
The Borg are currently very close to other races for balance issues relating to PBW.

I understand that many people want a "true" star trek game with the Borg being big bad evil mosters and such, and I support that effort. However for this mod I had to make a choice and I opted to keep them blanced.

Never the less, a varient of the mod could be developed for use with modified files and races.

The Star Trek X Mod for example. Optimized for Single Players.

We are still interesting in working on STM 2.0 but I think that will be way down the road. SEV is still at best six months to a year away from beta testing and perhaps two years from release so this mod will by its very nature evolve.

Atrocities
March 24th, 2004, 09:59 AM
2200

I received a very nice email yestarday complimenting me on my work with the Breen, Cardassian, Dominion, Hirogen, Klingon, Romulan, and Son's ship sets. The author of the email was very impressed with the new Klingon and Romulan ships and seemed very pleased with the "logical" creative avenue I took with many of the ship designs for the all of the races. Unfortuneatly I deleted the message by accident while deleting a bunch of spam and virus emailings. I had empitied the deletion folder before I realized what I had done. I was going to post the email on the Star Trek Mod web page and present the link here, but that is not going to happen now. I was sickened as I realized what I had done.

The email was signed and it did have a noted Califorina Studio email address. http://forum.shrapnelgames.com/images/icons/icon7.gif Because I do not have the email to offer as proof I won't say who the email came from nor the studio name, although I think you can figure that one out for yourselves. If it was a prank email, I was covered while I had it. If it was authentic, well then, http://forum.shrapnelgames.com/images/icons/icon7.gif hot damn I could prove it. But since I deleted it, without replying, all I can hope is that the person who emailed me will read this and know that I appreciated his kind words and if you want to email me again, I promis I will not delete it. If this was a prank, well you got me. However I would like to think it was real and it pleases me to think that at least someone in Hollywood enjoys this game as much as we do.

Now watch me get sued. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ March 24, 2004, 08:08: Message edited by: Atrocities ]

Atrocities
March 24th, 2004, 10:33 AM
I would like to tell you a little bit about the game that I am now playing.

It is a large WPL Standard Map with Warp Points located anywhere. No events, tech cost low, low tech start, 5k racial points, 1 planet start, good conditions, and good resources.

I am playing as the Klingons against:
Cardassians
Dominion
Federation (STNG)
Ferengi
Romulan

With 10 neutral empires.

At turn 86 I find myself in 4th position behind
Federation 1st, with over 600 ships
Cardassian 2nd with nearly 500 ships
Dominion 3rd with nearly 300 ships

I am at war with the Federation and Cardassians, but have only been in combat with the Cardassians.

Both the Federation and Cardassian designs are superior to my ships and the Cardassians are using Intel attacks against me.

The Federation is quietly building up forces and expanding.

The Romulans and Ferengi are most likely at war with each other at this point or something as both are not expanding and both appear to be loosing ground. I do have a partnership with the Ferengi and they have grown smaller over the course of our peace accords.

I am finding it hard to keep up with supply demands so I am focusing on building improved remote mining ships and deploying them. At least 60% or better of my resources now come from remote mining.

I have a nice size fleet of about 150 B'Rel and K'Vort class ships with ok armor and weapons. I have designed larger ships but have not yet put any into production.

I have managed to explore over a 3rd of the map and have only encountered the Federation once but boarder on the Cardassians and have Ferengi.

I have contact with only one of the six neutrals, the Bolians, and we hold a partnership agreement.

I am attempting to focus my research on weapons, armor, shield technology and thanks to ruins have gained Gas colony tech very recently. Since I have only one major planet capable at this time of producing colony ships, I am limited.

I have 74 colonies in 36 systems and am in the process of fortifying those systems and planets with satellites, mines, and weapon platforms.

Special note to TNZ. I love the mine options you submitted for the mod. Those are way cool man.

As the battle continues I will try and keep you updated.

Atrocities
March 24th, 2004, 11:10 AM
I have to say thanks again to David "Avatar" G for his advice on re-rendering the ships. The Klingon mini ships look just great in the game.

BlackRose
March 24th, 2004, 12:06 PM
You deserve as much of a break/rest from making this mod as you could ever want http://forum.shrapnelgames.com/images/icons/icon7.gif

Dare I say it? ummmm


Best

Trek

Game

Ever http://forum.shrapnelgames.com/images/icons/icon12.gif

Quite serious here http://forum.shrapnelgames.com/images/icons/icon7.gif I know SEIV deserves a lot of the credit for making the template but heck I'd pay $60 if all i could do was play this mod http://forum.shrapnelgames.com/images/icons/icon7.gif

Dragonswrd
March 24th, 2004, 04:28 PM
Star Fleet Battles brings back memories.

Tribble
March 24th, 2004, 06:30 PM
Originally posted by Dragonswrd:
Star Fleet Battles brings back memories. <font size="2" face="sans-serif, arial, verdana">Federation and Empire was quite fun too - kind of like a strategic SFB. I miss some of the SFB races, I really liked the Lyrans (espc. their cool catamaran and trimaran hulls) and the Hydrans (hellbores!)!

Tribble

Atrocities
March 24th, 2004, 11:08 PM
Thanks guys. http://forum.shrapnelgames.com/images/icons/icon7.gif You know all the hours, time, and dedication to the mod was done for love of the game and for folks like you to enjoy.

In a year I wonder what it will be like.

TNZ
March 25th, 2004, 12:37 AM
Atrocities, the Borg + big ships = Space Monster. Now that is an idea! http://forum.shrapnelgames.com/images/icons/icon10.gif

Tribble
March 25th, 2004, 02:25 AM
Originally posted by BlackRose:
Best

Trek

Game

Ever http://forum.shrapnelgames.com/images/icons/icon12.gif

Quite serious here http://forum.shrapnelgames.com/images/icons/icon7.gif I know SEIV deserves a lot of the credit for making the template but heck I'd pay $60 if all i could do was play this mod http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Absolutely, I haven't had this much fun (playing a game anyway...) since playing Star Fleet Battles in my teens many years ago :-)

Tribble

[ March 24, 2004, 13:05: Message edited by: Tribble ]

Atrocities
March 25th, 2004, 02:55 AM
Well the Cardassians have decided to attack me. First they took out the Neutral Race (Bolians) then they massed there ships and began attacking my northern most colonies wiping them out. They are breaking up there forces and attacking me on two fronts.

I just lost a fleet of 20 ships to 3 Cardassian Battleships. Satellites and planetary weapons are proving useless against them at this stage.

The game has become very interesting. Many of my worlds are about to riot so I must work on the anger files a tad.

BlackRose
March 25th, 2004, 04:04 AM
Not sure if this is Off Topic?

I've been using two minister styles Mines and Transports.

I use the Transport Minister for population, he works ok except for when a planet is only 2 bars BUT is full population. He'll then continually send ships to that planet and be unable to drop off any population.

I've also been using Mine/Sat/Figher Minister to deploy minefields, again... grrrr.... They keep sending ships to minefields that have 120 mines and thus they cannot drop off anymore.

I've tried tagging the planet or wormhole in both instances to prevent them from taking pop/mines to those locations but it doesnt do anything.

Any ideas?

Sabin
March 25th, 2004, 04:27 AM
I have noticed when I have created a Sphereworld, that when adding to the population once it reaches a certain point, the population number actually goes down.

Atrocities
March 25th, 2004, 04:39 AM
These are issues with SEIV not the Mod. Sorry guys.

TNZ
March 25th, 2004, 07:40 AM
Atrocities, I once had the idea of making custom Happiness types for all the major races in the STM. If you like this idea, I will have a go at it.

Also, I am trying to make a new Borg race that act like the space monsters’ race. In my opinion, this might be a better way for the Borg to exist in the STM.

Fyron
March 25th, 2004, 07:53 AM
Originally posted by Sabin:
I have noticed when I have created a Sphereworld, that when adding to the population once it reaches a certain point, the population number actually goes down. <font size="2" face="sans-serif, arial, verdana">It is a display bug that happens at a certain point that causes it to appear to have less population. But, it still actually has the correct amount of population.

Tnarg
March 25th, 2004, 08:03 AM
Holy Cow, The Romulans just captured one of my planets using ground troops. Has anyone had this happen yet! Annoying, yet way cool for an AI player. http://forum.shrapnelgames.com/images/icons/shock.gif

Oh, and Atrocities, some Romulan ships are packing two Romulan Sensor Arrays. I don't think that this was meant to be. http://forum.shrapnelgames.com/images/icons/confused.gif

Other than that, I am playing a very heated game against the computer. Turn 75, and new twists every corner. Bravo http://forum.shrapnelgames.com/images/icons/icon7.gif

BlackRose
March 25th, 2004, 08:27 AM
Originally posted by TNZ:
Atrocities, I once had the idea of making custom Happiness types for all the major races in the STM. If you like this idea, I will have a go at it.

Also, I am trying to make a new Borg race that act like the space monsters’ race. In my opinion, this might be a better way for the Borg to exist in the STM. <font size="2" face="sans-serif, arial, verdana">1: Custom Happiness: That would be great http://forum.shrapnelgames.com/images/icons/icon7.gif Even if it was a 5k Custom EMP file as an add on rather than a replacement. RomulanCannon5k.emp or something http://forum.shrapnelgames.com/images/icons/icon12.gif

2: Borg as monsters would also be great, that way you could have your cake and eat it to http://forum.shrapnelgames.com/images/icons/icon7.gif Borg race for MP and Borg for Cannon players... oooh yah! If you need anything let me know!

gregebowman
March 25th, 2004, 03:48 PM
I'm sure this has been asked before, but I haven't read every single post on this thread. In my 1.51 game, I'm playing the UFP. How do I get a Defiant mount so that I can have cloaking devices on my ships? I've just about maxed out on all of the levels, but I still don't have the Defiant mount. What do I need to do?

Imperial
March 25th, 2004, 04:06 PM
Grege, you need to have reasearched ship construction to level 5 , for the defiant mount-- this is based on 1.6.6--so just look in your ST mod Data folder--in the Comp-enhancments.text file--this is were all the mounts are listed.

Aiken
March 25th, 2004, 04:10 PM
Prerequisites for Defiant Cloaking Mount:
Federation Ship Construction 5 and Ship Construction 5. And you can use this mount on Heavy Escort (240kt) ship only.
Hope this help.

Edit: ooops, too late http://forum.shrapnelgames.com/images/icons/icon7.gif
Edit2: this is for v1.51 (why not to uprade to 1.6.6?)

[ March 25, 2004, 14:16: Message edited by: aiken ]

gregebowman
March 25th, 2004, 04:26 PM
Originally posted by aiken:
Prerequisites for Defiant Cloaking Mount:
Federation Ship Construction 5 and Ship Construction 5. And you can use this mount on Heavy Escort (240kt) ship only.
Hope this help.

Edit: ooops, too late http://forum.shrapnelgames.com/images/icons/icon7.gif
Edit2: this is for v1.51 (why not to uprade to 1.6.6?) <font size="2" face="sans-serif, arial, verdana">Thanks for the info. However, like I said, I've just about maxed out on everthing, including the 2 mentioned above. Still no Defiant mount. I got a Galaxy Class mount however, but it won't let me put a cloaking device on anything.

As far as why don't I upgrade, I've been playing this game for about hte past month or so, and I want to finish it off before starting another game. Plus, I just d/l the newest Version this morning. I haven't had the time to upgrade yet.

Aiken
March 25th, 2004, 08:10 PM
Originally posted by gregebowman:
Thanks for the info. However, like I said, I've just about maxed out on everthing, including the 2 mentioned above. Still no Defiant mount. I got a Galaxy Class mount however, but it won't let me put a cloaking device on anything.
<font size="2" face="sans-serif, arial, verdana">Really nothing to say, except maybe that you're trying to use this mount with wrong ship size. Was it 1.5.1 bug? Dunno, but in 1.6.6 it seems to work fine.
But thanks for your question I discovered cool feature: if you're lucky enough to steal Klingon (Breen/Romulan) cloacking device while playing Fed, with the help of Defiant Cloack mount you'll get ultimate cloacking device with 0(!) tonnage. http://forum.shrapnelgames.com/images/icons/shock.gif This is not surprizing since they all have same Comp Family = 26 and unlike Fed Cloack have much smaller size (40 vs 5000).

gregebowman
March 25th, 2004, 09:24 PM
Originally posted by aiken:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by gregebowman:
Thanks for the info. However, like I said, I've just about maxed out on everthing, including the 2 mentioned above. Still no Defiant mount. I got a Galaxy Class mount however, but it won't let me put a cloaking device on anything.
<font size="2" face="sans-serif, arial, verdana">Really nothing to say, except maybe that you're trying to use this mount with wrong ship size. Was it 1.5.1 bug? Dunno, but in 1.6.6 it seems to work fine.
But thanks for your question I discovered cool feature: if you're lucky enough to steal Klingon (Breen/Romulan) cloacking device while playing Fed, with the help of Defiant Cloack mount you'll get ultimate cloacking device with 0(!) tonnage. http://forum.shrapnelgames.com/images/icons/shock.gif This is not surprizing since they all have same Comp Family = 26 and unlike Fed Cloack have much smaller size (40 vs 5000). </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Don't know about a bug. This is the first time in a long time I've let a game get this long. Usually a new mod (or update) comes out, and I'll play that one. However, I'm determined to finish this game. I just don't understand why I'm not getting the mount I need so I can use the cloaking device. I think the Klingons in my game have them, but they got scanner jammers and I can't check them out (without cheating, that is).

Atrocities
March 26th, 2004, 01:21 AM
Originally posted by TNZ:
Atrocities, I once had the idea of making custom Happiness types for all the major races in the STM. If you like this idea, I will have a go at it.

Also, I am trying to make a new Borg race that act like the space monsters’ race. In my opinion, this might be a better way for the Borg to exist in the STM. <font size="2" face="sans-serif, arial, verdana">The happiness files are open for improvement. http://forum.shrapnelgames.com/images/icons/icon7.gif

I too agree that the Borg would best serve as Monsters, but people want to play them so I did not make them monsters. However you can make a mod of this mod that does just that. http://forum.shrapnelgames.com/images/icons/icon7.gif

Call it the TNZ Borg Mod.

Atrocities
March 26th, 2004, 01:23 AM
Originally posted by Tnarg:
Holy Cow, The Romulans just captured one of my planets using ground troops. Has anyone had this happen yet! Annoying, yet way cool for an AI player. http://forum.shrapnelgames.com/images/icons/shock.gif

Oh, and Atrocities, some Romulan ships are packing two Romulan Sensor Arrays. I don't think that this was meant to be. http://forum.shrapnelgames.com/images/icons/confused.gif

Other than that, I am playing a very heated game against the computer. Turn 75, and new twists every corner. Bravo http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I am happy they are invading your worlds. For the AI to do this is awsome. I think the Cardassians and Dominion are doing it as well in my game.

About the romulan Sensor Array, I can check the files again to see if there are any calls for having two on a design.

Atrocities
March 26th, 2004, 01:31 AM
Greg,

Defiant Mount
Heavy Weapons Mount
Needs Federation Ship Construction 5
Needs Federation Technology 1

Defiant Cloaking Mount
Cloaking Size reduction
Needs Federation Ship Construction 5
Needs Ship Construction 5

What I would do Greg is check the Tech Area file and see if Ship Construction is set to level 5.


But thanks for your question I discovered cool feature: if you're lucky enough to steal Klingon (Breen/Romulan) cloacking device while playing Fed, with the help of Defiant Cloack mount you'll get ultimate cloacking device with 0(!) tonnage. This is not surprizing since they all have same Comp Family = 26 and unlike Fed Cloack have much smaller size (40 vs 5000). <font size="2" face="sans-serif, arial, verdana">Very interesting.

[ March 25, 2004, 23:32: Message edited by: Atrocities ]

Atrocities
March 26th, 2004, 02:54 AM
TNZ about your Borg Moster idea, I have an idea..

If you develop them as mosters, then we can include them into the mod with there own custom EMP files.

(2k, 3k, 5k)

If a player wants the Borg as a monster race, then they simply select the Borg Moster EMP file and forego having either the regular Borg and Monsters in the game.

A brilliant idea TNZ. Damn good call. http://forum.shrapnelgames.com/images/icons/icon7.gif

However, implimenting this will most likely cause some issues and such. But it is doable.

[ March 26, 2004, 00:55: Message edited by: Atrocities ]

gregebowman
March 26th, 2004, 03:32 PM
Originally posted by Atrocities:
[QB] Greg,

Defiant Mount
Heavy Weapons Mount
Needs Federation Ship Construction 5
Needs Federation Technology 1

Defiant Cloaking Mount
Cloaking Size reduction
Needs Federation Ship Construction 5
Needs Ship Construction 5

What I would do Greg is check the Tech Area file and see if Ship Construction is set to level 5.


[]<font size="2" face="sans-serif, arial, verdana">Thanks. I'll have to double check my levels, because I think I already got those technology levels. But my memory isn't the best of things, so I could be wrong.

Imperial
March 26th, 2004, 06:10 PM
Lots of fun!!- I am playing the Klingons using the Star Trek map by Tnarg And I am at war with the Romulans- so far they have tried to recapture planets with troops 3 times!!-This is great and very refreshing to see. Great work)) http://forum.shrapnelgames.com/images/icons/icon6.gif

Tnarg
March 27th, 2004, 01:24 AM
Atrocities or anyone else that might be able to help. I am trying to modify the STM mod for myself and am trying to achieve that on a "low tech level start" that warp technology needs to be researched rather than be availabel right off the bat.
I want to do this simply for my own curiosity in testing a slower exploration and colonization rate at game start and also to simulate that not all Trek races were not warp capable all at once. This is where I wish maps could be way larger as charting of the entire galaxy by a soul race can take place in less than a hundred turns.

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

Tnarg
March 27th, 2004, 02:14 AM
While I am at it, I would also like any advise on how to limit regular engines so that they behave more like Impule engines for maneuvering "combat advantages" yet slow "cross system" speeds.

Basically what I am trying to do is simulate the huge difference between regular enginges and warp engines. A ship with a great deal of regular engines will be able to have great combat speed rates, but SLOW system movement rates. Ships with warp technology and engines will be able to cross those voids with ease, but they need to be researched first.

Also thinking about adapting the Warp Factor idea. Warp factor 1 engine all the way to a Warp Factor 10. (Transwarp drive that would enable huge and obnoxious distance to be traveled.) I am really bad at equations, so please feal free to add input. I know that there is one out there.

Warp 1: 2 bonus movement
Warp 2: 3 bonus movement
Warp 3: 4 bonus movement
Warp 4: 6 bonus movement +1 combat bonus
Warp 5: 9 bonus movement +2 combat bonus
Warp 6: 14 bonus movement +4 combat bonus
Warp 7: 22 bonus movement +6 combat bounus
Warp 8: 36 bonus movement +10 combat bounus
Warp 9: 60 bonus movement +15 combat bounus
Warp 10: 120 bounus movement +30 combat bonus

I calculated this off of the Warp Factor Chart in the Star Trek Encyclopedia.

With regular engines the max movement of a vessel would be say 5 or 8, yet the combat speed would be high. Yet the required 3 impulse engines would still be in effect to work with a warp engine.

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

hicksz
March 27th, 2004, 04:01 AM
I was looking at a few Star Trek sites and found one that has pictures of Star Trek Federation ship and non-Federation ship size comparisons. The second link also compares some star trek ships against other sci-fi shows. I don't know how accurate it is but it looks great.

If you are interested:

http://www.st-minutiae.com/academy/engineering102A/index.xhtml

http://www.st-minutiae.com/misc/comparison.xhtml

Atrocities
March 27th, 2004, 04:08 AM
Tnarg I had orginally thought to do this, but soon discovered that it adversely affected the feel of the mod.

The concept for the mod is that the races have achieved the basic warp technology, Warp 1.

They are now venturing out into space.

On medium settings with only a few other AI major races and about 10 neutrals, my game has progressed very nicely. I am on turn 131 and although the map has been explored, there are many systems not yet claimed.

I have only been able to research about half of the overall tech tree and still have not produced any Dreadnoughts.

The pace of the game is moderate and I like that.

When people make a custom mod out of the STM, they could, if they wanted too, offer it as a Mod for the Mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

That would be sweet.

TNZ
March 27th, 2004, 05:04 AM
Atrocities, the idea of a mod for the mod is a great idea. In fact, with you permission, I may give it a go. http://forum.shrapnelgames.com/images/icons/icon7.gif

Some idea I have:

1. The Borg to get bigger ship sizes.

2. A propulsion system that is not “Engines Per Move” based, but mount based.

3. Only having two sets of ship sizes: Borg and non-Borg.

4. Deleting the Master Computer component. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities
March 27th, 2004, 05:06 AM
Sounds like a great idea TNZ. And by the way you can turn off the master computer component in STM. http://forum.shrapnelgames.com/images/icons/icon7.gif

I do it all the time. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 27th, 2004, 05:44 AM
Your all probibly going to hate me for this, but I am revamping the weapons range and damage protocals for all weapons. *DUCKS*

I think the way they are set up now is far to powerful far too soon.

By revamping the weapons I can balance them out, reduce their range and strength to more reasonable levels.

Additionally it gives me room to add new weapons later.

Although this might not be ready for sometime.

[ March 27, 2004, 04:11: Message edited by: Atrocities ]

BlackRose
March 27th, 2004, 07:18 AM
Originally posted by Atrocities:
Your all probibly going to hate me for this, but I am revamping the weapons range and damage protocals for all weapons. *DUCKS*

I think the way they are set up now is far to powerful far too soon.

By revamping the weapons I can balance them out, reduce their range and strength to more reasonable levels.

Additionally it gives me room to add new weapons later.

Although this might not be ready for sometime. <font size="2" face="sans-serif, arial, verdana">Great Idea http://forum.shrapnelgames.com/images/icons/icon7.gif Was wondering about the Dominion weaponry as well Phased Polaron Beam Skips armour and shields and has a reload rate of 1. Quite powerful http://forum.shrapnelgames.com/images/icons/icon7.gif (Similar Breen weapon has reload of 2, more reasonable)

I was thinking about all these weapons in general actually, why not do away with all of them except fpr XXXXXX Weapon Technology 8-10 or so? And refine them a bit so as not to be the only choice for weaponry?

Again my experience is limited but all the shield skippers and worse the shield/armour skippers seem so powerful and quite easy to access!

Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one?

When I was designing some Mines (playing as the breen) I was able to place Breen Energy Dampeners and both Breen Plasma and Mini Plasma weponry on them. Dont think this is supposed to be?


Intended feature or bug? High tech start now gives a race all of the capturable tech, like Ferengi Supply/Cargo, Cloaking Devices etc.

Fyron
March 27th, 2004, 07:28 AM
Your all probibly going to hate me for this, but I am revamping the weapons range and damage protocals for all weapons. *DUCKS* <font size="2" face="sans-serif, arial, verdana">I love you for that. http://forum.shrapnelgames.com/images/icons/icon12.gif The current values are, well, not the best.

Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one? <font size="2" face="sans-serif, arial, verdana">The organic facility is much better for organics. It gives a higher bonus.

Intended feature or bug? High tech start now gives a race all of the capturable tech, like Ferengi Supply/Cargo, Cloaking Devices etc. <font size="2" face="sans-serif, arial, verdana">This is how SE4 works. It is unavoidable, unfortunately.

[ March 27, 2004, 05:30: Message edited by: Imperator Fyron ]

BlackRose
March 27th, 2004, 07:35 AM
Breen Intel Centre II alows you to 'upgrade' to Breen Intel Centre I (Shows name and stats for type I but the gfx shows the III under the building) I didnt 'upgrade' it as i'm in a tight game fighting for my life and I dont want to take the gamble http://forum.shrapnelgames.com/images/icons/icon12.gif


edit: BTW I have not researched type III Intel Centre yet.

[ March 27, 2004, 05:35: Message edited by: BlackRose ]

BlackRose
March 27th, 2004, 07:43 AM
Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one? <font size="2" face="sans-serif, arial, verdana"> The organic facility is much better for organics. It gives a higher bonus.<font size="2" face="sans-serif, arial, verdana">Breen Organic III gives a 30% Bonus to Organic

Labour Camp gives 35% 35% 35% min, org, rad

Other than the cost there is no reason to build the Organic one.


Tholian Dreadnought mount seems to be accessible for a number of different races, including the Breen. I can use them when I have the tech for Battle Cruiser and above.

[ March 27, 2004, 05:56: Message edited by: BlackRose ]

TNZ
March 27th, 2004, 08:39 AM
Atrocities, one small point about Star Trek weapons, torpedo’s have at least three times the range of Energy weapons. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 27th, 2004, 08:50 AM
Originally posted by BlackRose:
Breen Intel Centre II alows you to 'upgrade' to Breen Intel Centre I (Shows name and stats for type I but the gfx shows the III under the building) I didnt 'upgrade' it as i'm in a tight game fighting for my life and I dont want to take the gamble http://forum.shrapnelgames.com/images/icons/icon12.gif


edit: BTW I have not researched type III Intel Centre yet. <font size="2" face="sans-serif, arial, verdana">That was a bug. Thanks for reporting it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
March 27th, 2004, 08:53 AM
Originally posted by BlackRose:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one? <font size="2" face="sans-serif, arial, verdana"> The organic facility is much better for organics. It gives a higher bonus.<font size="2" face="sans-serif, arial, verdana">Breen Organic III gives a 30% Bonus to Organic

Labour Camp gives 35% 35% 35% min, org, rad

Other than the cost there is no reason to build the Organic one.


Tholian Dreadnought mount seems to be accessible for a number of different races, including the Breen. I can use them when I have the tech for Battle Cruiser and above. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">v1.6.7
13. Changed Breen Organic Extractor I - III to produce organics at the planet level instead of system. (Avoids conflict with Breen Labour Camp Facilities)
14. Fixed Tholian Dreadnought Mount was accessable to other races. (Thanks BlackRose)

Atrocities
March 27th, 2004, 08:55 AM
Originally posted by TNZ:
Atrocities, one small point about Star Trek weapons, torpedo’s have at least three times the range of Energy weapons. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Thanks TNZ. The Torps are less accurate as well but we can do nothing about that. (Reason why I wanted MM to give us an accuracy percent setting for each weapon.)

TNZ
March 27th, 2004, 11:06 AM
Atrocities, the SE4 Modding 101 guide seems to suggest that the “Weapon Modifier” entry could be used to make direct fire weapons e.g. torpedoes, less accurate. http://forum.shrapnelgames.com/images/icons/icon7.gif

Weapon Modifier := 0
For Direct Fire weapons, this is added to the weapon's chance to hit. If negative, it will make it less likely that the weapon will be able to hit it's targets.

Atrocities
March 27th, 2004, 11:29 AM
Cool. I shall look into this.

I have gotten all the basic ranges and damage figured out now. The hard part is to go through the component file and make the changes. Then play test and such.

In the mean time here is the Last work on the next Version. After I add the weapon restructuring, that is if it works, I will post the update and ask Geo to upload to PBW.

Star Trek Mod v1.6.7 (WILL NOT EFFECT SAVED GAMES)


1. Changed Klingon Combat Support in Tech Area from Max level 5 to 3.
2. Fixed Map Error that called for Blackhole3.bmp
3. Fixed Error in Tholian speech file. (Thanks
4. Changed Weapons Of Mass Destruction to Weapon Technology
5. Changed Beam Discharger I - IV Family Number from 2009 to 2035 to avoid conflicts. (Thanks CNC)
6. Changed Made some adjustments to the Happiness file.
7. Changed Deuterium Tank I - III Lowered Supplies Generated to a more reasonable level (500/1000/1500)
8. Changed Ram Connon Weapon Family from 1 to 138
9. Updated Weapons Family & Component Lists
10. Changed Borg Tuant Weapon Family and Family from 10 to 26
11. Fixed Spacing Error at bottom of Component File
12 Fixed Roman Numberal error in Breen Intel Center I (Thanks BlackRose)
13. Changed Breen Organic Extractor I - III to produce organics at the planet level instead of system. (Avoids conflict with Breen Labour Camp Facilities)
14. Fixed Tholian Dreadnought Mount was accessable to other races. (Thanks BlackRose)
15. Changed Klingon Neutrino Disruptor I - III reload rate from 1 to 2
16. Changed Shield Disrupter I - V reload rate from 3 to 2
17. Changed Shield Depleter I - V reload rate from 1 to 2
18. Changed Borg Shield Depleter I - V reload rate from 1 to 2
19. Changed Tholian Energy Web I - III reload rat from 1 to 2
20. Changed Cost of some facilities to balance them out between races better. <font size="2" face="sans-serif, arial, verdana">

BlackRose
March 27th, 2004, 12:30 PM
You work too hard Atrocities http://forum.shrapnelgames.com/images/icons/icon10.gif

[ March 27, 2004, 10:30: Message edited by: BlackRose ]

XenoTheMorph
March 27th, 2004, 03:56 PM
Atrocities,

Just to note in my most recent single player game of STM v1.6.6 the Dominion only seem to put one weapon one their AttackA (200kt) Ships, AttackB ships are fine with multiple weapons on them. I have seen this happen with both Phased energy cannon I's and {sorry forget the component name and not near my home computer; the Skip Shields & Armour, fire every three turns one http://forum.shrapnelgames.com/images/icons/icon12.gif }. This makes their early ship much weaker than they should be. Sorry about not having a save I can email you for this now. (Is the astmod email up ATM since I heard about the virus alert?)

R.Daneel
March 27th, 2004, 10:58 PM
Hello, I think I have found a bug in patch 1.66 of the mod…
When I run Map editor and generate a new one the editor found this error…
“Unable to load data file c:\se4\star trek mod\data\quadranttypes.txt”
I have tried to run map editor unmodded and always go ok…

The file “ quadranttypes.txt ” is present in the modded directory and seams normal to me
“Just a little bit big… 742K respect 20K “

I have swapped the files between the unmodded directory and the modded; with
the 742K file the unmodded map editor return the error.

I want to say tank you to William Christopher and all of you for the inestimable
effort to the games… every day is getting better.
I have seen this with very very few games…. I hope SE5 will merit the same fidelity.

I have create an “interesting” collection of sound files “grab” from different source…
and same new pictures for the game if someone is interest I will send him.

Sorry for my poor English but is not my natural idiom.

Fyron
March 28th, 2004, 01:38 AM
That is a problem with the map editor, not with STM. The map editor chokes on files that are too different from the stock files. Use SE4 to generate the map, save it (you can do this without actually starting a game), then load it in the editor to edit it.