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Atrocities
June 24th, 2003, 07:15 AM
The Star Trek Mod
I have talked it over with both Kwok and CNC Raymond about re-modding the AST Mod into a mod similar to the one Kwok was working on.
Kwok has given his support of this, and is allowing me to use many of his concepts and ideas. Thank you Captain Kwok.
CNC has agreed to allow me to scavenge the AST mod as needed.
If all progresses well, I will have a beta Version of the mod out by the middle of July.
The mod will use most, if not all of Captain Kowks original Star Trek mod concepts, settings, ideas, etc, in conjunction with a few from the AST mod.
I will set up a web page soon that will list my progress. In the mean time your comments are welcome.
[ June 15, 2004, 06:03: Message edited by: Atrocities ]
minipol
June 24th, 2003, 08:35 AM
Cool but isn't mid july a bit optimistic if you know how long it took Capt'n?
Anyway, i hope you succeed in doing so because if want to play a good ST mod. It was one of the initial reasons i bought the game: i saw many of your shipsets so i knew the game was very moddable http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
June 24th, 2003, 09:12 AM
Much of Kwok's time (until the Last few months) was spent theorizing and coming up with ideas, and also making graphics. The actual implementation of them in the data files takes much less time.
Atrocities
June 24th, 2003, 10:26 AM
Originally posted by minipol:
Cool but isn't mid july a bit optimistic if you know how long it took Capt'n?
Anyway, i hope you succeed in doing so because if want to play a good ST mod. It was one of the initial reasons i bought the game: i saw many of your shipsets so i knew the game was very moddable http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">What Fyron said is very true and remember that the AST mod has been around now for over six months and a lot of the files have been kinda sorta optimized for a trek based mod already.
So I am hopeful. The ships sets are already done, the basic mod blue print is done, all that really remains is taking what Kwok has generated for the Star Trek mod and make it using his concepts.
Captain Kwok
June 24th, 2003, 06:21 PM
Originally posted by Chief Engineer Erax:
Maybe this is a good time to explain the differences between both mods to us forum-goers who weren't around when work on them began?<font size="2" face="Verdana, Helvetica, sans-serif">The basic difference between the two mods was that the ASTmod played more along the lines of a typical SE4 game, while the STmod was intended to be a complete 'conVersion' sort of thing, much skewed from the original game.
Originally posted by Imperator Fyron:
Much of Kwok's time (until the Last few months) was spent theorizing and coming up with ideas, and also making graphics. The actual implementation of them in the data files takes much less time.<font size="2" face="Verdana, Helvetica, sans-serif">That is true. Also keep in mind that most of the time while I was working on the mod, I was also attending school, working, and married. http://forum.shrapnelgames.com/images/icons/tongue.gif
I've given Atrocities the full go ahead to use whatever he wants from the old mod, and I'd stay on in more of a consulting role. We discussed this Last night and the new mod should be along the lines of what I was working on, but minus the ships and other graphics I had before the loss.
I'm going to keep the STmod site up, but I might move in to a different web address in the next week or so. I'll redo my current site to feature more info about SE4, StarFury, and other fun Captain Kwok stuff I'll be working on once I my new computer arrives.
Anyways, good luck to Atrocities on this task and I hope he meets his self-imposed timeline. http://forum.shrapnelgames.com/images/icons/tongue.gif
[ June 24, 2003, 17:22: Message edited by: Captain Kwok ]
Erax
June 25th, 2003, 01:26 AM
Maybe this is a good time to explain the differences between both mods to us forum-goers who weren't around when work on them began ?
If it's been explained elsewhere, just point me in the right direction.
Atrocities
June 26th, 2003, 12:55 PM
Heres an update.
1. I have set up the basic features of the mod.
a. The Races are in place
b. The races ship images are organized
c. The neutral races are in place
d. The basic data files are in place
e. The basic race AI is in place
f. The Vehicle.txt file has been established
g. The IntelProject.txt file has been established
h. The cultures.txt file has been established
i. The TechArea.txt file haa been established
j. The RacialTraits.txt file has been established
What I mean by established is that they are set up and ready for testing.
I have ran a test game with a few errors which I have corrected.
===================================
PLEASE NOTE FOR FUTURE REFERENCE:
===================================
1. At this time setting up the System and Quadrant Types will be a low priority. The mod at first will have to use standard SEIV settings.
2. I had to use the Star Trek ship images from NASY for all of the races with the exception of the neutral races.
3. The neutral races will use defualt ship images.
4. At this time I have removed the fighters from the mod. (Each race will have 1 shuttle to begin with.)
5. On some races I had to devate from what Kwok has listed as ship types and images. This can be fixed later if needed.
6. I need help on setting up the pseudo-Newtonian propulsion model for the mod.
7. I need help on setting up the "leaky Armor & Shield" model for the mod.
8. I need help on setting up additional population modifiers to help to reduce or increase construction and production rates for various sized populations.
9. If any one is interested in working on System types and planet settings please let me know.
10. The Mod is on track thus far for a private beta toward the middle of July. If you are interested in signing up for the beta, and can offer help in the areas listed above, please email me at atrocities@astmod.com. I have to limit the amount of beta testers so please only submit your name if you can contribute to the development of the mod.
====================
WHATS NEXT
====================
1. I will start on the Captian Components
2. Start on the race facilities
3. Start on the race components
I have every intention of getting this mod out for play soon. I do not expect to use the Planet image mod but I will be using the Components and Facilities image mods for some items. I may even make a few specific images for things myself.
Question or Comments are welcome.
Erax
June 26th, 2003, 06:22 PM
Actually, the Borg shield depleter and the Borg tractor beam were two separate weapons that they happened to use in conjunction. At least it seemed that way to me from watching the TNG episodes.
Scipio
June 26th, 2003, 07:19 PM
Originally posted by Chief Engineer Erax:
Actually, the Borg shield depleter and the Borg tractor beam were two separate weapons that they happened to use in conjunction. At least it seemed that way to me from watching the TNG episodes.<font size="2" face="Verdana, Helvetica, sans-serif">Perhaps I am wrong, but I think I remember that the Borg tractor beeam alone also drained the shields.
Fyron
June 26th, 2003, 09:10 PM
AT, make sure to incorporate USM (linked in sig). Makes the game much better IMO.
Atrocities
June 26th, 2003, 09:43 PM
Scipio those are really good points, thank you. And thanks Fyron, The USM is a must have.
Captain Kwok
June 26th, 2003, 10:55 PM
Scipio:
In response to your thoughts, this was some of the reasoning behind what I choose...
The Federation would not have relatively good ground troops - overall the Federation is non-combative and their experience would be less than other races that have fought frequent wars. This is also the same reasoning behind the ship defense and attack bonuses. Did you ever see the Federation ships dropping like flies in many DS9 battles? Plus, if we based the Federation exclusively on what we saw in Star Trek - we'd have to give them bonuses in everything and that would be a balance issue against the other races.
The Klingons have a distaste for science and hence why there research is low. Keep in mind also that the Klingons have been in space much longer than the Federation, but have advanced at a much slower rate. The production bonus is appropriate to the warrior race motif, and really doesn't make much difference anyways. The Klingons do enjoy some good combat bonuses which during early testing did help in battle.
The Romulan shipyard rate was set lower because they spend a lot of resources building oversized Warbirds that have a seemingly poor combat record for what you'd expect them to do. The Romulans are also portrayed as rather secretive and isolationist, so why would they be out and about trading so much? The honorable demeanor could be changed, but Romulans hold honor in more an individual patroitic sort of way.
The Dominion didn't really trade in the Gamma Quadrant...it was more like extortion. The increase in shipyard rate would help pump out more smaller attack ships, but wouldn't really make a difference with big ships due to their high cost.
I suppose the points about Cardassians are somewhat valid, but then again the Cardassians are a much more militaristic culture and it would seem reasonable to believe that they are better trained in combat situations than the typical starfleet officer. I gave them +5 for intelligence since they seemed quite renowned for it and plus, they needed a bit of a bonus somewhere else. http://forum.shrapnelgames.com/images/icons/tongue.gif
Remember, not all spying is done undercover...don't you remember Quark - seemed he knew lots about everything - Ferengi deal in information a lot you know!
The Borg can and do research - although it's true that most of the stuff they get is assimilated. Being truthful, you could give the Borg culture bonuses for almost everything if you think about it. I believe the shield depleter and tractor beam are different, and anyways you couldn't assign a se4 weapon with both those abilities anyway.
Scipio
June 27th, 2003, 12:42 AM
Kwok:
It was often said, and written in the ,,Tech" books that the Federation Shields are awesome strong, this was so in every StarTrek game too.
And the Federation soldiers are no soldiers but all have an excellent training, thats one of their main points.
The Klingons surley dont worthship research as much fighting, but they had several good scientist in Star Trek, to compare with the Federation is not fair, because the Federation is the best researching race by far. The Klingons also developed some Techs the Federation took ofer later (Photon Torpedos...) and they are not badder than the Romulans/Vulcans although they were even less time in space then them.
The Romulans build at least these large Warbirds, and in wich numbers! That they are poor fighters (at least they match the Galaxyclass and Neg`Var class) shouldn`t be a cause to build less of them. And Romulans are the treachery race per excellance even in their own society, see how the high ranks are given...
You are right with the Dominion.
The Cardassians always need a boost http://forum.shrapnelgames.com/images/icons/icon7.gif but see they were conquered by the Klingons, defeated by the Federation and the minor partner of the Dominon. I think at least they should have a point less than the Rom/Dom. And again the Card count mass more than quality and do not worthship a single beeing (Communists/Stalinists). I dont know what to do with them http://forum.shrapnelgames.com/images/icons/icon9.gif but they should have bad Production/Happy and neutral Strenght in ship/ground, Communism just dont works http://forum.shrapnelgames.com/images/icons/icon7.gif
You are right with the Ferengis but this work but then they would be as good as Fed/Kling.
Right with the Borg, bad you cant make a weapon out of it.
Again I like your work very much, just a few ideas.
openair
June 27th, 2003, 01:03 AM
personally, 1on1, fed troops should be stronger, but WAY more expensive...
think personal shield generators, phaser rifles, photon genernades, ect...
vs some armor, bat'leth, and a disruptor, maybe a knife, ect...
[ June 27, 2003, 00:04: Message edited by: openair ]
Scipio
June 27th, 2003, 01:28 AM
Wonderful you continue this great idea.
I saw the Star Trek Mod and the graphics are very nice, espacally the leader pictures (very cute).
Thank you you do all this work.
Scipio
June 27th, 2003, 01:28 AM
Doublepost, sorry.
I just will make another post out of it now http://forum.shrapnelgames.com/images/icons/icon7.gif
May I ask how much you will copy the original Star Trek mod?
I looked through the original one and:
I saw there should be a Borg Tractor beam:
Borg Tractor Beam I-III [Beam; Pulls Target] <font size="2" face="Verdana, Helvetica, sans-serif">And I tought every race should have a tractor beam best if it is small (like 1kt) because there are nearly no ships without it in Star Trek, further it should be a Repulser and Tractor beam at once. The Borg tractor beam should be the same but larger and shield depleting (as it was in TNG).
Then I saw the race statistics.
Federation:
Production -2 Research +4 Intelligence -4 Trade +4 Happiness +3
Space Combat -2 Ground Combat -4 Shipyard Rate +1 Repair +1 Maintenance +1
<font size="2" face="Verdana, Helvetica, sans-serif">I wonder about the ground combat because the federation soldiers are not very hard but not that bad in my oppionon, further the Federation ships are only science ships but also very good warships, because of their strong defense/shields. So they should have a bad offense and a good defense.
Klingons:
Production -3 Research -4 Intelligence -3 Trade -2 Happiness +3
Space Combat +4 Ground Combat +5 Shipyard Rate -1 Repair -1 Maintenance +2
<font size="2" face="Verdana, Helvetica, sans-serif">The poor Klingons! I can understand why the should produce so little and are so bad at research. Sure they are not very smart but a research malus of -2 would fit more and why this high production malus? I think an 0 would be best as they worship hard work much too.
Romulans:
Production +3 Research +1 Intelligence +5 Trade -4 Happiness -3
Space Combat +3 Ground Combat +2 Shipyard Rate -2 Repair 0 Maintenance -1
<font size="2" face="Verdana, Helvetica, sans-serif">I think the romulans have so many Warbirds in their fleet, they should be able to have at least a neutral shipyard rate wich would fit the production bonus more. And I dont think the romulans are such poor trades -2 or -1 would be better. And I think the romulans should be agressiv not honorable (wich they are absolutly not)
Dominion:
Production 0 Research -2 Intelligence +5 Trade -5 Happiness -4
Space Combat +3 Ground Combat +5 Shipyard Rate +2 Repair -3 Maintenance -3
<font size="2" face="Verdana, Helvetica, sans-serif">Didn`t they say in Star Trek that the dominion did much trade in the Gamma Quadrant? I am unsure.
And I think the Dominion has many small ships and few large, wouldn`t that speak for a negative ShipRate?
Cardassia:
Production -2 Research 0 Intelligence +5 Trade -2 Happiness -3
Space Combat +3 Ground Combat +3 Shipyard Rate +2 Repair 0 Maintenance -2
<font size="2" face="Verdana, Helvetica, sans-serif">In Star Trek they said that the Cardassians are not much stronger than the humans (GC +3?) and that they depend on many weak but numerous ships (SC +3?) also they are good at Intelleigence but not as good as the Dominion and Romulans!
Ferngi:
Production +3 Research -3 Intelligence +2 Trade +5 Happiness +3
Space Combat -5 Ground Combat -5 Shipyard Rate 0 Repair 0 Maintenance -3
<font size="2" face="Verdana, Helvetica, sans-serif">I cant belive Ferengis are good spies, they look differnent and will betray everyone for some money. I just cant imagine http://forum.shrapnelgames.com/images/icons/icon7.gif
Borg:
Production +3 Research 0 Intelligence -5 Trade -10 Happiness 0
Space Combat 0 Ground Combat 0 Shipyard Rate +3 Repair +5 Maintenance +5
<font size="2" face="Verdana, Helvetica, sans-serif">Do the Borg research at all? I think they steal all technology? At least they should be worse than klingons.
And further I think all other Races like the Breen should be not as good as the others just gap filler (Ice planets for the Breen)
I just thought that and thought it may help to hear someone to that, and I want to say that I love what is still left from the Original Star Trek mod...
[ June 26, 2003, 15:27: Message edited by: Scipio ]
TerranC
June 27th, 2003, 01:56 AM
Originally posted by openair:
personally, 1on1, fed troops should be stronger, but WAY more expensive...
think personal shield generators, phaser rifles, photon genernades, ect...
vs some armor, bat'leth, and a disruptor, maybe a knife, ect...<font size="2" face="Verdana, Helvetica, sans-serif">I'd like to remind you that Federation Troops get slaughtered against confrontations with the Jem'Hadar, Klingons, The Borg, and Cardassians. That, to me, doesn't sound like the best troops in the whole galaxy.
openair
June 27th, 2003, 03:20 AM
when have we seen them slaughtered? against overwelming odds.. yes...
but one fed to one klink, the klinks gonna go down
not at close range, but in a normal battle sittuation, 1on1, klinks going down...
the fed don't field many troops, but what ones they do are very well armed, and experienced... i know they're games, but think elite force, and incursion (i think? the holo cloak ship game...)
but the klingons could probably build 3 times as many for the space price...
use different troops classes dependent on the race technogies... fed being far more expiense, for a little more room... klingon being slightly smaller but cheaper...
[ June 27, 2003, 02:22: Message edited by: openair ]
General Woundwort
June 27th, 2003, 04:23 AM
Originally posted by openair:
personally, 1on1, fed troops should be stronger, but WAY more expensive...
think personal shield generators, phaser rifles, photon genernades, ect...
vs some armor, bat'leth, and a disruptor, maybe a knife, ect...<font size="2" face="Verdana, Helvetica, sans-serif">Quote - "If you load a mudfoot down with a lot of gadgets that he has to watch, somebody a lot more simply equipped - say with a stone ax - will sneak up and bash his head in while he is trying to read a vernier." Robert Heinlein, Starship Troopers
or if that doesn't change your mind, remember the Fuzzy Wuzzy Fallacy - if side A has 2X raw firepower as compared with side B, it actually only equates to (square root of 2)X more firepower... assuming that one shot from either side kills just as dead.
openair
June 27th, 2003, 04:46 AM
who said anything about gadgets, i hardly call a personal forced field for example a gadget...
and quotes that only barely relate make for great debate! http://forum.shrapnelgames.com/images/icons/icon12.gif
Fyron
June 27th, 2003, 05:22 AM
Cardassians are a far cry from Communists...
Federation personnel do not possess personal forcefields.
And the Federation soldiers are no soldiers but all have an excellent training, thats one of their main points.
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, but it can not compare to first hand experience that Klingon, Romulan, Cardassian, Gem'Hadar, etc. warriors recieve.
[ June 27, 2003, 04:32: Message edited by: Imperator Fyron ]
BeenAssimilated
June 27th, 2003, 06:23 AM
Originally posted by Imperator Fyron:
Federation personnel do not possess personal forcefields.
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, they do. Starfleet Marines (seen in DS9) have a elliptical energy field that they hold out in front of them like a shield. Look at this link:
Security Ordinance (http://www.angelfire.com/trek/southerncross/security.html)
Scipio
June 27th, 2003, 08:31 AM
Originally posted by Imperator Fyron:
Cardassians are a far cry from Communists...
Federation personnel do not possess personal forcefields.
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> And the Federation soldiers are no soldiers but all have an excellent training, thats one of their main points.
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, but it can not compare to first hand experience that Klingon, Romulan, Cardassian, Gem'Hadar, etc. warriors recieve.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">For me Cardassians are the communists of the Star Trek universe not quite the same (but who is that?) but near to that.
Further I agree that Fed,Troops have no personal shields, it was never seen in the series and this pages refers to a comic wich I wouldn`t count. Sure they could have shields, but K/R/D/C could have that too.
Further I think the D/K training of their troops is best but the training of the Romulans/Cardassians and Federation is equal to each other. And dont forget the Federation would have the best equipment/weapons.
Fyron
June 27th, 2003, 10:37 AM
Originally posted by BeenAssimilated:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> Originally posted by Imperator Fyron:
Federation personnel do not possess personal forcefields.
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, they do. Starfleet Marines (seen in DS9) have a elliptical energy field that they hold out in front of them like a shield. Look at this link:
Security Ordinance (http://www.angelfire.com/trek/southerncross/security.html)</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Looks like artistic liscence to me. I never saw any such thing in any ST episode or movie. And even so, that is hardly a personal forcefield in the normal sense of the word. More of a riot shield, not a protective screen around the troop.
And dont forget the Federation would have the best equipment/weapons. <font size="2" face="Verdana, Helvetica, sans-serif">The militaristic races would have better militaristic personnel equipment because the Federation does not do very much ground combat. Their force lies in their starships, not their troops. Think of it this way: Federationers are not professional warriors. The Federation does not focus much research into troop equipment and such. The more militaristic races do.
[ June 27, 2003, 09:41: Message edited by: Imperator Fyron ]
General Woundwort
June 27th, 2003, 10:51 AM
Originally posted by openair:
who said anything about gadgets, i hardly call a personal forced field for example a gadget...<font size="2" face="Verdana, Helvetica, sans-serif">My points - technological superiority and raw firepower do not automatically equate to better troops, or guaranteed victory. Innumerable other factors (elan and fighting experience) come into play.
Just ask Lord Chelmsford after Ishandlwana.
Scipio
June 27th, 2003, 11:21 AM
First my point is that a Klingon warrior and Jem Hadar are much better fighters/troops than any other. But my other point is that the romulans, cardassian on the one side and humans/andorians/vulcans share nearly the same biological strenght. So one point to even their troops strenght.
Further the cardassians are trained poorley but mainly for combat, the romulans are trained well but not only for combat and the Star Fleet personal is trained excellent but only very few in combat. For me its an equal match.
And Further the Cardassians research mainly on Military but they are no high tech race, the Romulans are advance and focus on military goals but also on many other things, and the federation does not focus on military technology but is the advanced by far and gets good phasers/shields because of their other research goals. Its ture that the Romulan PersonelDisrupter is the best Personalweapon in the Alpha Quadrant, better than the advanced Starfleet phaser (not much but they yield more power over more time) but also better than the war purpose only Klingon disruptors (wich are stronger but only dont use the power very well).
Atrocities
June 27th, 2003, 12:18 PM
An update:
I have gotten the Componets file organized. I have removed what needed to be removed, including the Quantum Reactor. I don't like it, and I did not want it in the mod.
I have fleshed out the pseudo-Newtonian propulsion model based on proportion, and have set up the VehicleSize.txt file. I have added all tech info to the TechArea.txt file and have adjusted several components by renaming them and or modifying there abilities.
I had no model to follow for engines so I used the system from the AST mod.
5 Impulse Engines
3 Warp Drive engines (1 being available at game start)
3 Extended warp drive engines. (Transwarp, etc)
3 Seperate Quantum Singlarity drives for the Romulans.
3 Custom Race specific engines, Slipstream for the federation, Quantum Slipstream for the Romulans, and Hyper-Conduite Transwarp Drive for the Borg.
I have play tested the mod without errors.
I will now work on weapons.
I left Capital Ship Missle and DUC's as is for general all purpose use. I did however extend the DUC's to Level 10.
Point defense Cannons are now Point Defense Disrupters for general use while the Federation will have better Version named Point Defense Phasers.
I will leave the Cultural modifiers alone for now, but have included the ones from the AST mod as they are quite well balanced. (When setting up your empire you can choose)
I have editied the General.txt files for all major races to include the descriptions from Kwoks web site. They are all quite good Captain, far better than the ones I had. http://forum.shrapnelgames.com/images/icons/icon7.gif
All in all it was a productive day until I started watching the Discovery Channel. Then the day went poof.
Captain Kwok
June 27th, 2003, 04:32 PM
Atrocities:
I had started composing an e-mail explaining the engine model I used and the shield system but I didn't get a chance to finish it yet. I'll try and get it done tonight and send it off to you.
Others:
Re: Federation strength - I would think with the size of the Federation that they would enjoy a numerical advantage in terms of troops and such once they got organized. Of course, you can also claim they needed to defend much more space...
Erax
June 27th, 2003, 05:52 PM
Regarding ground troops : are Romulans as strong as Vulcans ? If so, their troop strength should take that into account. Being able to aim and fire a 16-kg disruptor as well as a human would aim and fire an 8-kg phaser rifle MUST make a difference.
Also, there was a change in the race profile of the Romulans from the classic series to TNG. Which Version will you use ? (I think it will be TNG, because their apperance in the classic series was limited to one episode).
Fyron
June 27th, 2003, 08:49 PM
Romulans should be as strong as Vulcans, as they share almost identical physiology. I believe they have at least been shown to be much stronger than humans.
Atrocities
June 27th, 2003, 09:52 PM
Actually Erax they were in more than one episode. Two that I can specifically recal. Balance of Terror, a brillant episode, and the one where they steal the Cloaking device.
The romulans will be based on the TNG era. All races currently have the cultural modifiers that Captain Kwok, (The real kwok) had listed on his web site.
Personaly I feel the romulans are scemers, but in many games they are protrayed as honorable. It is the Tal"Shiar that is not honorable.
And the Obsidian Order for the Cardassians was listed as the BEST intelligance organization in the quadrant. That is until the Dominion arrived.
Erax
June 27th, 2003, 10:22 PM
The old series Romulans were portrayed as honorable. Their social structure was based on the Roman Empire. In TNG they become schemers (perhaps to compensate for the fact that the TNG Klingons suddenly become honorable, which they were NOT in the old series).
About that cloaking device episode... are you sure ? Kirk, Spock and McCoy stealing the cloaking device from the Romulans ? I don't remember that. http://forum.shrapnelgames.com/images/icons/confused.gif
[ June 27, 2003, 21:23: Message edited by: Chief Engineer Erax ]
openair
June 27th, 2003, 10:27 PM
Originally posted by General Woundwort:
My points - technological superiority and raw firepower do not automatically equate to better troops, or guaranteed victory. Innumerable other factors (elan and fighting experience) come into play.
Just ask Lord Chelmsford after Ishandlwana.<font size="2" face="Verdana, Helvetica, sans-serif">did i say automatically? i siad in a one on one fight... and how about ask iraq after the gulf war... not a single a1m2 abrhams was lost to enemy fire in that war... i think thats a pretty good case for supperior fire power and tech...
ZeroAdunn
June 27th, 2003, 10:29 PM
You bet they did. Never used it again, it was never even seen in the series again.
Atrocities
June 27th, 2003, 10:39 PM
If you don't remember the episode that they did that in what will really fry your bacon is trying to figure out why the klingons look human in TOS yet in the DS( episode "Trial and Tribulation" Worf states when asked what is up, that it is something the Empire does not speak of.
I have a theory on this. The old Klingons needed to destabalize the Federation and the best way to do that was to assume a human appearence and harass other races thus making them think that the Humans were behind it.
After the Human look alikes played their mind games with new races, the true looking Klingons would come in and pretent to free the new race from the Human oppressors. Not knowing that this was a sceme the new race would turn down the Federations trade offers in favor of the Klingons.
A truly low thing to do, but an effective method of fostering mistrust of humans.
The Romulans were honorable in TOS, it was proven, in TNG they took on the role of the TOS Klingons who were not. This role reversal has been widely debated among Trek fans for years. The Klingons are not honorable, they are warriors by nature and are willing to be weasles to win.
The Romulans were a lot like the Vulcans except that they are very aggressive when they feel they have the upper hand.
--Crap I was just bitten by a brown spider!--
Erax
June 28th, 2003, 12:22 AM
I'm sorry to hear about the spider thing. If it's anything like the variety we have down here, kill it and take it with you to a place where you can get an antidote NOW.
The bite of the Brazilian brown spider doesn't hurt at first, but the next day the bite wound will look like a meteor impact crater. http://forum.shrapnelgames.com/images/icons/shock.gif
Jack Simth
June 28th, 2003, 12:41 AM
Originally posted by Chief Engineer Erax:
About that cloaking device episode... are you sure ? Kirk, Spock and McCoy stealing the cloaking device from the Romulans ? I don't remember that. http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="Verdana, Helvetica, sans-serif">I do - McCoy wasn't in on it until the Romulan commander called him over to asses Kirk's sanity.
Captain Kwok
June 28th, 2003, 12:47 AM
The episode was 'The Enterprise Incident'...
...I hate the whole Klingon forehead debate. Klingons were always intended to have the ridges - it just wasn't in the budget for the original series - even Gene Roddenberry said so himself.
I think the writers of DS9's 'Trials and Tribble-ations' added that Worf line just to drive nutcase Trekkie canon junkies crazier.
[ June 27, 2003, 23:47: Message edited by: Captain Kwok ]
Atrocities
June 28th, 2003, 01:08 AM
Originally posted by Captain Kwok:
The episode was 'The Enterprise Incident'...
...I hate the whole Klingon forehead debate. Klingons were always intended to have the ridges - it just wasn't in the budget for the original series - even Gene Roddenberry said so himself.
I think the writers of DS9's 'Trials and Tribble-ations' added that Worf line just to drive nutcase Trekkie canon junkies crazier.<font size="2" face="Verdana, Helvetica, sans-serif">I hate the debate as well, so I formulated my theory and floated it around some Trek forums. Oh man did that ever stir the hornets nest.
I get enough flak from them about my star trek ships not being cannon and then I go and drop this enigma bomb in their laps.
http://forum.shrapnelgames.com/images/icons/icon10.gif
Thank Erax, the spider is in a jar now, and the spot on my leg where the little bugger bit me is rather red and puffy. The Advise Nurse said to keep an eye on it and if it starts to show red lines coming away from it to call 911. The problem is I can not find the 11 button on my phone. http://forum.shrapnelgames.com/images/icons/icon12.gif
They are called Brown Reckloose up here, and they are very bad and ill tempored little ****s, yet highly intelligant. It is a shame that they are not as smart as the little black bastards I see running around my house all the time. Those multi-legged things are super smart cat bait. http://forum.shrapnelgames.com/images/icons/icon10.gif
[ June 28, 2003, 00:12: Message edited by: Atrocities ]
DeadZone
June 28th, 2003, 01:50 AM
Originally posted by Atrocities:
An update:
I have gotten the Componets file organized. I have removed what needed to be removed, including the Quantum Reactor. I don't like it, and I did not want it in the mod. <font size="2" face="Verdana, Helvetica, sans-serif">Too rite. I dont believe it is needed, tell me, in Star Trek did u ever see a ship go forever without needin to get some sort of fresh supplies? Thought not
Atrocities
June 30th, 2003, 03:44 PM
An Update:
1. I have finished all of the Captain Components.
2. I added a second level to all Captain Componets.
3. I have finsihed with the Federation Components.
4. I have finished with the Federation Weapons.
The weapons and components making is going slow. It took me all night to do the 4 things above.
I have play tested the mod and no errors thus far.
I will need to redo all of the Research.txt's for each race in order to get the AI's to research and use the new weapons and components. That will take a lot of time.
I have also decided to keep all of the orignal ship images with each race just in case the game wants them.
I have used Kwoks models for Armor and Shields. Thank you for the email Kwok, it was very helpful.
I have also finished with the propulsion model. I used a combination of Kwoks original concept and that from Proportion and the AST Mod. Thank you G.W. for the help as well. http://forum.shrapnelgames.com/images/icons/icon7.gif
Thus far I have only recieved three emails from people interested in helping beta test the mod. When it is ready, about the middle of the month, I will need people to play it and offer suggestions for the final Version. Also to bug test it and offer critisims about things that do not work.
Regarding the Captain Components:
I used the race portrait images that Kwok has made for the four races that Kwok has made them for. The remainder races have a generic image. If Kwok can make more race images, then fantastic, they will always have a home or two.
I will continue to work on the Components and Weapons for the remaining 9 races. Then onto the Facilities. Finally before the mod beta the Research files.
I read somewhere where Kwok had listed a component named the Inertial Dampeners (Sp), can any one provide info on this? In Captain if you read this could you list as many custome and shared components that you can recall. I already have the lists for the races from your web site, but nothing to do with the above mentioned component.
[ June 30, 2003, 14:44: Message edited by: Atrocities ]
Atrocities
June 30th, 2003, 04:52 PM
Kwok, I am having a bit of a problem understanding what it is you want the Federation Component Troops to be. The same for the 8472 Troops.
What I did for the Federation Troop, was use the Troop Cockpit and give it an armor value. The same for the one troop 8472 component.
I might ditch these two components in favor of something more interesting. For 8472 I was thinking of using the Acid Globule both small and large. (Damages Shields and armor)
For the Federation Tri-Cobolt Torpedo. (double damage to shields.)
What do you think?
Captain Kwok
June 30th, 2003, 08:57 PM
Atrocities:
The component was the Structural Integrity Field. It's basically a 0kT comp with 10-50kT structure that has the armor ability. In Trek, it helps to reinforce the hull. In the mod, it's sort of helpful since it gives a ship a bit of a break on the first strike through the shields.
The 'Troops' were intended as 1kT components for troop units only. They had a small weapon ability of a few hitpoints. For example, you could make a little transport that carried 5-6 troops that would be equivalent to a tank troop or something like that. You could call the Fed troops 'Marines' etc...
Scipio
June 30th, 2003, 10:54 PM
Did I mention I like the race pics from Kwok very very much? WONDERFUL!
Atrocities
July 1st, 2003, 03:16 AM
Thanks Kwok, that helps a lot. Now only if you could make more race pictures or tell me if you have any posted here that I can use. Dominion, Ferengi, Breen, Tholian, Borg, or 8472.
Captain Kwok
July 1st, 2003, 04:09 AM
There is a Dominion race image on the website, and I did have the Borg queen, but that was lost. I'm still waiting for my computer (should have come today http://forum.shrapnelgames.com/images/icons/icon9.gif but it wasn't delivered for some strange reason) so I won't be up to my normal activities to at least Wednesday night.
Atrocities
July 1st, 2003, 04:22 AM
When you get it would like me to email what I have done over to you?
Atrocities
July 1st, 2003, 07:29 AM
UPDATE:
I have finished the 8472 and Borg Race Weapons and components.
I have added a few components to the Borg to give them a an equal weapons footing compared to the other races. (Each race will have a basic primary weapon)
I remade the 8472, Federation, and Borg troop into a Troop Component. I also added a second and third level to them all.
I have play tested the mod and it seems to be working just fine thus far. No errors.
Atrocities
July 1st, 2003, 02:26 PM
UPDATE:
I have completed the components for the Breen, Cardassians, and Dominion. Any one who thinks this process is easy should stay up all night and join me.
It is very slow process and I have a lot of respect for any one who undertakes a mod. Kwok did fantastic leg work on this mod and it shows. Without his web site and work I could not have gotten this far this fast. Thank you Captain Spoogy. http://forum.shrapnelgames.com/images/icons/icon12.gif
When the mod is ready for beta testing I will send the beta to those who have emailed me with interest in being a beta tester. atrocities@astmod.com
The fine tunning of the mod will happen during the beta. If we are lucky perhaps Captain Kwok will take an interest in it and go through what I have doen and tweak it. I have endevored to keep the components and weapons in line with what he has posted, but there are many items that have little or no info that I have had to wing it on.
One area that I am really interested in having feed back on is Research costs per item.
I have had to go back and make several fixes on items. I have learned that Regular items and Mini Version of the same item need differant numbers or you end up with odd happenings. I hope I have gotten them all, but only a true beta test will tell.
We are one step closer to having a Star Trek Mod.
Captain Kwok
July 2nd, 2003, 12:48 AM
If there are weapons or components that you were not sure of from the website, just send me an e-mail and I'll get back to you on what I intended their function to be.
Looks like you are making speedy progress - keep it up!
CaptSpoogy
July 2nd, 2003, 12:51 AM
Originally posted by Atrocities:
It is very slow process and I have a lot of respect for any one who undertakes a mod. Kwok did fantastic leg work on this mod and it shows. Without his web site and work I could not have gotten this far this fast. Thank you Captain Spoogy. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">I believe you have me confused with someone else. You need to give credit where credit is due. http://forum.shrapnelgames.com/images/icons/tongue.gif
TerranC
July 2nd, 2003, 01:16 AM
Geez, not again. http://forum.shrapnelgames.com/images/icons/icon10.gif
Atrocities
July 2nd, 2003, 05:39 AM
Originally posted by capt_spoogy:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Atrocities:
It is very slow process and I have a lot of respect for any one who undertakes a mod. Kwok did fantastic leg work on this mod and it shows. Without his web site and work I could not have gotten this far this fast. Thank you Captain Spoogy. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">I believe you have me confused with someone else. You need to give credit where credit is due. http://forum.shrapnelgames.com/images/icons/tongue.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">My Bad http://forum.shrapnelgames.com/images/icons/icon12.gif Right Captain Kwok http://forum.shrapnelgames.com/images/icons/icon12.gif
[ July 02, 2003, 04:39: Message edited by: Atrocities ]
Fyron
July 2nd, 2003, 07:13 AM
Kwok has a split personality. Waaaayyy too much time with Star Trek for him! http://forum.shrapnelgames.com/images/icons/icon10.gif
Atrocities
July 2nd, 2003, 07:42 AM
Speaking about star trek
http://biz.yahoo.com/prnews/030701/latu062a_1.html Viacom has released only one "Star Trek" movie since entering into agreement with Activision and has recently informed Activision it has no current plans for further "Star Trek" films. Viacom also has allowed two "Star Trek" television series to go off the air and the remaining series suffers from weak Ratings. Viacom also frustrated Activision's efforts to coordinate the development and marketing of its games with Viacom's development and marketing of its new movies and television series.<font size="2" face="Verdana, Helvetica, sans-serif">Bummer.
[ July 02, 2003, 06:45: Message edited by: Atrocities ]
DarkHorse
July 2nd, 2003, 05:16 PM
Originally posted by Atrocities:
UPDATE:
When the mod is ready for beta testing I will send the beta to those who have emailed me with interest in being a beta tester. atrocities@astmod.com
<font size="2" face="Verdana, Helvetica, sans-serif">I'd still like to beta test; I had sent the good Capt Kwok an email a while back, but alas the hard drive gods were against him. I'm at work now (shhh) so I'll send you an email when I get home, if there is still room in the beta 'program'.
Captain Kwok
July 3rd, 2003, 05:37 AM
I'm up and running on the new computer, give me a few days to move in and I should be able to offer some more assistance.
Atrocities
July 3rd, 2003, 06:45 AM
Your moving too? Man that has to bite.
Ragnarok
July 3rd, 2003, 06:47 AM
Originally posted by Atrocities:
Your moving too? Man that has to bite.<font size="2" face="Verdana, Helvetica, sans-serif">Or does he mean moving into this new computer? Downloading all right files, drivers, etc...
I live at my computer basically so I could be said to "move into it" whenever I get a new one. http://forum.shrapnelgames.com/images/icons/icon7.gif
But I'm probably way wrong here. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
July 3rd, 2003, 07:37 AM
You live at your computer? Oh man, and I thought I was bad. http://forum.shrapnelgames.com/images/icons/icon10.gif
Atrocities
July 3rd, 2003, 02:05 PM
Captain Kowk I was wondering if it would be ok to post the new components for download? They include your race portraits for the Star Trek Mod.
Images 961 thru 984:
961 - 962 - 963 - 970 - 979 - 980 - 981 - 982 - 983 & 984 are recolored original components
965 - 966 - 967 - 968 - 969 were created by Captain Kwok for the Star Trek Mod
971 - 972 - 973 - 974 - 975 - 976 - 977 & 978 are images from Activision Elite Force I and II.
Atrocities
July 3rd, 2003, 02:08 PM
If any one is interested here are the current weapons and ranges for all the races except the tholians. I haven't gotten them done yet. I will add them once I am done.
Weapons.txt (http://forum.shrapnelgames.com/newuploads/1057234059.txt)
Atrocities
July 4th, 2003, 01:02 AM
Well I have added the Structural Integrity Field I - V to the components list.
I have finished the Klingon Components and Weapons.
I am debating on wether or not to add 10 more races to the Race directory. They would all use generic Ai and all use only 8 ship classes including colony or transport ships.
The reason for this is game limitations. If you have only 10 races and you choose a setting of many races then the game will use one or two races twice or even three times. By adding ten minor races to the Race folder I could eliminate this.
The 10 races would more than likely use their own ships sets, but a few might have to use repeates or generic ships.
When setting up your race the game will often use a random BMP image from one of the race folders. This is random and can be any image. I am therefore at a loss as to what to do about this except to include ALL images with all sets. I can over look this error as it does not cause the game to crash, but it does cause an annying pop-up error.
If Aaron was to fix one thing more for SEIV, I would as that it be this: Provide a setting that will alow a modder to lock the random image to a specific image.
To get the 10 minor races I will be using 5 of the neutral races. This is how the races will be tenatively set up.
Major Races:
Species 8472
Borg
Breen
Cardassian
Dominion
Federation (STNG)
Ferengi
Klingon
Romulan
Tholian
Minor Races:
Bajoran
Gorn
Hirogen
Ktarians
Kazon
Nausicaan
Sheliak
Son'a
Tamarian
Vaadwaur
Neutral Races:
Andorian
Anticans
Bandi
Benzites
Betazoid
Bynars
Chalnoth
Mintakan
Mizarian
Pakleds
Selay
Talarian
Trill
Ullian
Vulcan
Yridians
Zakdorn
Atrocities
July 4th, 2003, 11:21 PM
http://www.smiliegenerator.de/s17/smilies-14111.png
Fyron
July 4th, 2003, 11:41 PM
Why did you make your own smiley?
oleg
July 5th, 2003, 12:04 AM
Originally posted by Atrocities:
I am debating on wether or not to add 10 more races to the Race directory. They would all use generic Ai and all use only 8 ship classes including colony or transport ships.
The reason for this is game limitations. If you have only 10 races and you choose a setting of many races then the game will use one or two races twice or even three times. By adding ten minor races to the Race folder I could eliminate this.
<font size="2" face="Verdana, Helvetica, sans-serif">But why should you keep the race number selection in settings.txt ? Make it smaller. 1-3 for small, 4-5 for medium and 6-8 for high ! Just an example, of course.
Fyron
July 5th, 2003, 12:45 AM
Actually, if you have less than 20 races, any choice gets really weird results. You get random ship sets with random AI files for all races.
Atrocities
July 5th, 2003, 01:21 AM
Originally posted by oleg:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Atrocities:
I am debating on wether or not to add 10 more races to the Race directory. They would all use generic Ai and all use only 8 ship classes including colony or transport ships.
The reason for this is game limitations. If you have only 10 races and you choose a setting of many races then the game will use one or two races twice or even three times. By adding ten minor races to the Race folder I could eliminate this.
<font size="2" face="Verdana, Helvetica, sans-serif">But why should you keep the race number selection in settings.txt ? Make it smaller. 1-3 for small, 4-5 for medium and 6-8 for high ! Just an example, of course.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">This feature does not work. Both Kwok and I have tried it seprately with the same results.
Atrocities
July 5th, 2003, 01:23 AM
Originally posted by Imperator Fyron:
Why did you make your own smiley?<font size="2" face="Verdana, Helvetica, sans-serif">http://www.smiliegenerator.de/s17/smilies-14202.png
Fyron
July 5th, 2003, 02:08 AM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by oleg:
But why should you keep the race number selection in settings.txt ? Make it smaller. 1-3 for small, 4-5 for medium and 6-8 for high ! Just an example, of course.<font size="2" face="Verdana, Helvetica, sans-serif">This feature does not work. Both Kwok and I have tried it seprately with the same results.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Actually, it does work. You just have to have 20 or more races. http://forum.shrapnelgames.com/images/icons/icon12.gif
Atrocities
July 5th, 2003, 02:41 AM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Atrocities:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by oleg:
But why should you keep the race number selection in settings.txt ? Make it smaller. 1-3 for small, 4-5 for medium and 6-8 for high ! Just an example, of course.<font size="2" face="Verdana, Helvetica, sans-serif">This feature does not work. Both Kwok and I have tried it seprately with the same results.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Actually, it does work. You just have to have 20 or more races. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">True.
Atrocities
July 5th, 2003, 03:22 PM
For the five or so of you who care about this mod, I have finished all of the race components and weapons. I have added the extra races to the Race directory and Neutral Race directory.
Now for the Facilities and the Research files then comes the beta.
Atrocities
July 5th, 2003, 03:34 PM
Again for the five or so of you who seem to care about this mod.
I just ran a 100 turn AI test looking for bugs or errors. None came up. Of course the AI's did not research any of the new tech, not yet programed into the Reseach files, but everything else worked just fine.
After 100 turns:
1. Borg
2. Cardassian
3. Klingon
4. Dominion
5. Federation
6. Ferengi
7. Romulan
8. 8472
9. Tholian
10. Breen
Many of the races were very close to each other so this list is kind of misleading. They were all very close to one another.
Captain Kwok
July 5th, 2003, 04:05 PM
Originally posted by Atrocities:
For the five or so of you who care about this mod...<font size="2" face="Verdana, Helvetica, sans-serif">For every active participant - there are at least 10 lurkers. http://forum.shrapnelgames.com/images/icons/tongue.gif
General Woundwort
July 5th, 2003, 04:05 PM
Originally posted by Atrocities:
Again for the five or so of you who seem to care about this mod.<font size="2" face="Verdana, Helvetica, sans-serif">Come, come, you are far too modest. I'm sure lots of people are eagerly awaiting the results. I for one am keen to start in on the beta. http://forum.shrapnelgames.com/images/icons/icon6.gif
Atrocities
July 5th, 2003, 07:26 PM
Something that is extremely frustrating to no end is the fact that I have set a component to ONLY ONE PER VEHICLE yet the frickign AI uses more than one. Sometimes as many as 5. This is very frustrating to say the least.
http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif
Atrocities
July 5th, 2003, 07:42 PM
Ok, I will most defently need help on doing the Research.txt's. I have done the basic set up for all 10 regular races, however they seem not to be fairing very well.
They are researching correctly, but at turn 200 they are still in low tech and not research like they should. I guess I need to tweak the files a bit more, but help in this area would be greatly appreciated.
Perhaps something for the beta tester to play with.
At any expense, 200 turns and all seems to be going will with the COmponents and weapons. The AI have not research any weapons yet, again I need to work on the research.txt as they should be by now, however I have gotten no errors.
Now onto the facilities and then back to the working on the Research files.
userx
July 5th, 2003, 08:18 PM
Originally posted by Atrocities:
Again for the five or so of you who seem to care about this mod..<font size="2" face="Verdana, Helvetica, sans-serif">Hey Atrocities, Don't be so hard on yourself. I suspect that there are many people who care about this mod. I myself have become a "lurkers" cause I've been really busy over the Last few months but I do check out this forum every few days to see the progress of the mod. I've even bought a new computer so that I can get to turn 200 without having to wait 15 minutes between each turn!
I suspect that once the mod is released you'll be swamped with questions, comments, and praise.
Keep up the work!
[ July 05, 2003, 19:18: Message edited by: userx ]
The Canuck
July 5th, 2003, 09:05 PM
atrocities trust me, there are PLENTY of people waiting anxiously for this mod, my self being one of them, we're just well, most of the time silently waiting as in my case i have no questions as u and Kwok answer them before i can think of them and u constantly update your progress so i never ask for updates. so despare not noble Atrocities, we are here and cant wait till this mod is out. so keep up the good work, from all us fans of the mod http://forum.shrapnelgames.com/images/icons/tongue.gif
TNZ
July 6th, 2003, 08:19 AM
Hi Atrocities
Try This instead of component restrictions.
AI selects components by their ability type, eg. if a component has the ability of combat to hit defense plus and ability of combat to hit offense plus the component wills be selected twice. This means that if the component has two abilities and both those abilities are present in the AI design types data file, the component will be used twice.
Atrocities
July 6th, 2003, 09:54 AM
Sorry guys, my sense of humor is a bit off at 5 am or so after being up for 24 hours strait. To much coffee and no sleep make Atrocities a bit cynical.
Regarding the computer using extra components despite the restrictions. Well I would rather it used SIF than have an extra engine or two. The AI has to fill up space I guess to I will make the SIF have a tonage of 5 instead of 0. That should fix the problem if not, oh well, an issue for another time.
Thanks TNZ t hat is very helpful info. Very helpful.
[ July 06, 2003, 08:57: Message edited by: Atrocities ]
Atrocities
July 6th, 2003, 06:51 PM
Thanks TNZ, but when I tried this simular idea for the AST mod, it caused a lot of problems. One could not research other colony technology and was stuck with what they started the game with. But I will give it a shot. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
July 6th, 2003, 10:15 PM
I have completed the 8472 and Borg facilities.
I added the DefaultDesignTypes and DefaultColonyTypes from the FQM 2.4 to the Data folder.
I would like to add the latest Version of the USM to the mod as well. *DONE*
I have also added the latest Version of CNC Star Trek Systems names to the mod.
I also replaced the Carrier and Fighters types in the VehicleSize.txt file. They are under Advanced Ship Construction. I reduce the size of the fighters and tweaked the carriers a bit. The light carrier is smaller and faster, while the other two slow down as the size increases and hold a little bit more. I re-included them because some players like this options, although I do not, and I will make the Advanced Ship Construction a removeable technology. It will include Fighters and Carriers.
I have added both the Definant Escort and the Klingon BOP (Bird Of Pray) mounts to thw CompEnhancment.txt file.
The rest of the file will remain as defualt for now. We can always add more mounts later.
Atrocities
July 6th, 2003, 10:42 PM
Here are the names of the 20 neutral races. I added two new ones to the list.
Bynars 001
Talarian 002
Selay 003
Anticans 004
Bandi 005
Mintakan 006
Andorian 007
Bajorian 008
Chalnoth 009
Vulcan 010 (Race Portrait from the Internet)
Betazoid 011
Malcoria 012 <font color=blue>(NEW)<font color=black>
Zakdorn 013
Takarans 014 <font color=blue>(NEW)<font color=black>
Benzites 015 - Race Emblem by: David Gervais
Mizarian 016 - Race Emblem by: David Gervais
Pakleds 017 - Race Emblem by: David Gervais
Trill 018 - Race Emblem by: David Gervais
Ullian 019 - Race Emblem by: David Gervais
Yridians 020 - Race Emblem by: David Gervais
[ July 06, 2003, 21:42: Message edited by: Atrocities ]
Atrocities
July 6th, 2003, 11:46 PM
The new intro image is also done now.
I have also finished the Breen and Cardassian Facilities.
TNZ
July 7th, 2003, 01:39 AM
New Component Idea for New Star Trek Mod
No more designing three different colony ships. http://forum.shrapnelgames.com/images/icons/tongue.gif
Name := Colony I
Description := Materials needed to start a colony on a rock planet.
Pic Num := 54
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Colonizing
Family := 5001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 60kT worth of cargo space.
Ability 2 Val 1 := 60
Ability 2 Val 2 := 0
Weapon Type := None
Name := Colony II
Description := Materials needed to start a colony on a rock planet And a ice planet.
Pic Num := 54
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Colonizing
Family := 5001
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Ice Planet Colonization
Tech Level Req 2 := 1
Number of Abilities := 3
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Colonize Planet - Ice
Ability 2 Descr := Can colonize an ice based planet.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Cargo Storage
Ability 3 Descr := Provides 60kT worth of cargo space.
Ability 3 Val 1 := 60
Ability 3 Val 2 := 0
Weapon Type := None
Name := Colony III
Description := Materials needed to start all colony.
Pic Num := 54
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Colonizing
Family := 5001
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Ice Planet Colonization
Tech Level Req 2 := 1
Tech Area Req 3 := Gas Giant Colonization
Tech Level Req 3 := 1
Number of Abilities := 4
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Colonize Planet - Ice
Ability 2 Descr := Can colonize an ice based planet.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Colonize Planet - Gas
Ability 3 Descr := Can colonize a gas giant planet.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Ability 4 Type := Cargo Storage
Ability 4 Descr := Provides 60kT worth of cargo space.
Ability 4 Val 1 := 60
Ability 4 Val 2 := 0
Weapon Type := None
Atrocities
July 7th, 2003, 06:29 PM
I have finished the Dominion, Federation and Ferengi facilities.
I have only the Klingon, Romulan, and Tholian left to do.
I will take on the research.txt's again and try and get them to work better.
General Woundwort
July 7th, 2003, 06:38 PM
Hey AT,
I tried doing a "STNG" interface for SEIV awhile back, but gave up for sheer frustration (the way the game screen uses and divides up the display frame BMPs is enough to give one nightmares http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif ). However, one thing I did manage to do is change the graphic for the race/planet data buttons from SEIV font to STNG Monitor font. Interested?
minipol
July 7th, 2003, 11:29 PM
Originally posted by Atrocities:
Again for the five or so of you who seem to care about this mod.<font size="2" face="Verdana, Helvetica, sans-serif">A lot of people care. It's just that we are so anxiously awaiting this mod that we do not wish to bother you very much because this mean you would reply and when you reply you aren't doing the mod which in turn means we have to wait longer to kick some Borg circuits.
So by acting like we do not care we show that we care http://forum.shrapnelgames.com/images/icons/icon7.gif
(damn i should have become a lawyer http://forum.shrapnelgames.com/images/icons/icon10.gif )
[ July 07, 2003, 22:30: Message edited by: minipol ]
jimbob
July 8th, 2003, 01:52 AM
[de-lurk]
I'm looking forward to the mod my friend. I was willing to put up cash to help the great and magnanamous Kwok out on that Hard Drive problem, and must say that I'm downright tickled that someone else is willing and able to step in and work with him on an updated ST mod considering the heartache of the lost work. Cheers, my hat's off to you.
Secondly, before I re-lurk... would it be possible to make a special weapon and/or mount just for the Galaxy Class? I remember that the Collameter (sp) ring phaser was able to track while firing and split up it's beam to shoot at multiple targets, etc. I was just wondering if the special weapon/mount could be called a "collameter section". Putting several of these sections together would allow the weapon to fire "multiple times". Also, I think it would be cool if the weapon had the PDF ability (but not necessarily the targetting bonus) versus all ship and unit types (basically against all incoming objects... including ships).
Just my thoughts
[/de-lurk]
Atrocities
July 8th, 2003, 11:41 AM
Originally posted by General Woundwort:
Hey AT,
I tried doing a "STNG" interface for SEIV awhile back, but gave up for sheer frustration (the way the game screen uses and divides up the display frame BMPs is enough to give one nightmares http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif ). However, one thing I did manage to do is change the graphic for the race/planet data buttons from SEIV font to STNG Monitor font. Interested?<font size="2" face="Verdana, Helvetica, sans-serif">Sure I'd love to take a look at it. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
July 8th, 2003, 11:47 AM
Secondly, before I re-lurk... would it be possible to make a special weapon and/or mount just for the Galaxy Class? I remember that the Collameter (sp) ring phaser was able to track while firing and split up it's beam to shoot at multiple targets, etc. I was just wondering if the special weapon/mount could be called a "collameter section". Putting several of these sections together would allow the weapon to fire "multiple times". Also, I think it would be cool if the weapon had the PDF ability (but not necessarily the targetting bonus) versus all ship and unit types (basically against all incoming objects... including ships). <font size="2" face="Verdana, Helvetica, sans-serif">Thanks for the idea, but right now there are only two additional weapons mounts, one for the Definant and one for the Klingon Bird Of Prey.
The Federation has a weapon called the Point Defense Phasers already. But combining weapons types might prove interesting.
When I finish with the beta of the mod, it will be basic, Kwok or whomever can take it from there and tweak it more or less however they deem fit.
Atrocities
July 8th, 2003, 04:08 PM
Ok, everything is basically done now except the new Research.txt files for all of the races and the AI.
One problem that I am having on a regular basis is the Tholian Drone error. Regardless of what design file I use, an error about Drones consistantly pops up. Even when I do not include a design file the error still pops up. It pops up occationally or all the time depending upon the games mood. It does it with its own file, regardless of how many differant race ones I substitute, and it does it with the AI defualt one.
I hate it, and it drives me mad.
The Beta should be out sooner than I had first thought. Look for it sometime later this week. I will send the interested parties the link to where they can download it.
The mod will include a few new images for the image mod and will replace the Components.bmp image.
I would hope that everyone by now has the complete image mod. The game has been set up, for the time being, to use FQM regular.
More to come soon. If you have signed up to be a beta tester please email me again with your most current email address. email me at startrekmod@astmod.com
General Woundwort
July 9th, 2003, 12:14 AM
Originally posted by Atrocities:
Sure I'd love to take a look at it. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">FWIW...
1057702244.bmp (http://forum.shrapnelgames.com/newuploads/1057702244.bmp)
The hached background normally used for highlighting looked lousy with the Monitor font, so I used solid colors instead.
Atrocities
July 9th, 2003, 12:30 AM
Thanks for the image, http://forum.shrapnelgames.com/images/icons/icon7.gif
For those who are interested in participating in the private beta of this mod, PLEASE re-email me at startrekmod@astmod.com
Captain Kwok
July 9th, 2003, 02:32 AM
Atrocities:
Don't forget to send me a copy of the beta too!
I've been lurking only for the Last few days, but looks like progress is being made quickly. Keep up the good work and I hope those computer problems I read are only temporary. http://forum.shrapnelgames.com/images/icons/tongue.gif
TNZ
July 9th, 2003, 02:55 AM
-----------------------------------------------
Originally posted by Atrocities:
One problem that I am having on a regular basis is the Tholian Drone error. Regardless of what design file I use, an error about Drones consistently pops up. Even when I do not include a design file the error still pops up. It pops up occasionally or all the time depending upon the games mood. It does it with its own file, regardless of how many different race ones I substitute, and it does it with the AI default one.
----------------------------------------------
To Atrocities please post the error Messages. http://forum.shrapnelgames.com/images/icons/icon12.gif
Atrocities
July 9th, 2003, 11:09 PM
Captain Kwok you are number 1 on the list and always have been. http://forum.shrapnelgames.com/images/icons/icon7.gif TNZ will do when it happens again. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
July 10th, 2003, 07:43 AM
Beta testers check your emails.
Atrocities
July 10th, 2003, 08:16 AM
I made some color changes to my game files for my Version of the mod, boy do they really make the game look differant. I was trying for a star trek feel, to get away from the DOS appearance of the current UI so I changed the colors a bit. It looks very interesting.
If any of you beta testers are interested in it, let me know I will add it too the download page and you can install it and see for yourself.
Many of the UI images used in the mod are hard coded and cannot be changed. Or at least I could not find them to change them.
PvK
July 10th, 2003, 08:36 AM
How about a screenshot?
snakeye
July 10th, 2003, 12:40 PM
AT, I 've been to the site and I am getting a "File not found" on the download link. Has the file been retracted?
General Woundwort
July 10th, 2003, 12:49 PM
Well, I'm glad I'm not the only one...
snakeye
July 10th, 2003, 02:13 PM
Suggestion/Question here:
D/l the modder program and was looking to mod the AST MOD technologies. Was specificaly trying to make the Borg Boarding parties able to transport through normal shields. But cannot see how this is even possible. Anybody has tried/know anything about this?
Mudshark
July 10th, 2003, 10:43 PM
The link didn't work for me either. Well, at least past the password.
Captain Kwok
July 10th, 2003, 11:09 PM
Originally posted by snakeye:
Suggestion/Question here:
D/l the modder program and was looking to mod the AST MOD technologies. Was specificaly trying to make the Borg Boarding parties able to transport through normal shields. But cannot see how this is even possible. Anybody has tried/know anything about this?<font size="2" face="Verdana, Helvetica, sans-serif">You cannot have boarding parties pass through any types of shields...it's hard-coded. http://forum.shrapnelgames.com/images/icons/tongue.gif
General Woundwort
July 10th, 2003, 11:19 PM
Originally posted by snakeye:
AT, I 've been to the site and I am getting a "File not found" on the download link. Has the file been retracted?<font size="2" face="Verdana, Helvetica, sans-serif">I want my ST Mod Beta!
http://www.click-smilies.de/sammlung/sauer/angry-smiley-042.gif
I want my ST Mod Beta!
http://www.click-smilies.de/sammlung/sauer/angry-smiley-042.gif
I want my ST Mod Beta!
http://www.click-smilies.de/sammlung/sauer/angry-smiley-042.gif
Sorry, had a bit of a "Narf moment" there. http://forum.shrapnelgames.com/images/icons/icon10.gif
Atrocities
July 10th, 2003, 11:41 PM
Ok guys, It worked Last night, but for some reason it no work to day. I have fixed the link and have also emailed you all a direct link to download the mod.
Thanks and enjoy.
narf poit chez BOOM
July 11th, 2003, 12:02 AM
*AHEM*
an eight-foot mouse stares at general Woundwart. somehow, the comical picture is offset by the huge hammer held comfortably in the mouses hands.
a CENSORED wall is lowered.
"WILL YOU RETRACT YOUR STATEMENT?"
"AAAAAAAARRRRRRRGGGGGGGGHHHHHHHH!"
"WILL YOU RETRACT YOUR STATEMENT?"
"AAAAAAAARRRRRRRGGGGGGGGHHHHHHHH!"
"WILL YOU RETRACT YOUR STATEMENT?"
"AAAAAAAARRRRRRRGGGGGGGGHHHHHHHH!"
"WILL YOU RETRACT YOUR STATEMENT?"
"AAAAAAAARRRRRRRGGGGGGGGHHHHHHHH!"
suddenly, the wall falls down, revealing narf lying on a lawn-chair while a gopher - literally - serves him chilled apple-juice. general Woundwart is busy with his drink and lawn-chair while a highly sophisticated computer set up to a speaker continues:
"IT WILL ONLY GET WORSE! I COULD WHACK YOU WHILE SWINGING THE HAMMER WITH BOTH HANDS!
everyone looks up in supprise.
"oops"
Atrocities
July 11th, 2003, 12:10 AM
Image BMP (http://forum.shrapnelgames.com/newuploads/1057873858.bmp)
Its crude, but it can be improved upon.
Atrocities
July 11th, 2003, 12:33 AM
NEW COMPONENTS FOR THE IMAGE MOD
New Components Zip (http://astmod.com/zips/Components.zip)
These additional component images are for use with the Star Trek mod by Captain Kowk and Atrocities.
961 - 962 - 963 - 970 - 979 - 980 - 981 - 982 - 983 & 984 are recolored original components
965 - 966 - 967 - 968 - 969 were created by Captain Kwok for the Star Trek Mod
971 - 972 - 973 - 974 - 975 - 976 - 977 & 978 are images from Activision Elite Force I and II.
General Woundwort
July 11th, 2003, 12:54 AM
Originally posted by narf poit chez BOOM:
suddenly, the wall falls down, revealing narf lying on a lawn-chair while a gopher - literally - serves him chilled apple-juice. general Woundwart is busy with his drink and lawn-chair while a highly sophisticated computer set up to a speaker continues:
"IT WILL ONLY GET WORSE! I COULD WHACK YOU WHILE SWINGING THE HAMMER WITH BOTH HANDS!
everyone looks up in supprise.
"oops"<font size="2" face="Verdana, Helvetica, sans-serif">Thanks, Narf. I needed a good laugh right now. http://forum.shrapnelgames.com/images/icons/icon10.gif
Atrocities
July 11th, 2003, 12:55 AM
HEY GUYS
Fyron has pointed out that I am using an oldere Version of the Components Image mod, v1.11 and not 1.14. I sware that I got this only a few days ago from the http://www.geocities.com/hohoho611ca/imagepack2sg.html
site and I had no idea it was out of date.
PLEASE say NO to any file that wants to overwrite in the Components folder. In stead unzip it to the Star Trek Mod Pictures Components folder. You might have to make the Components folder. I will fix this on the next update. I have to renumber all of the components and such. Sorry about this guys.
Atrocities
July 11th, 2003, 01:59 AM
Here is the updated Components for the Star Trek Mod for the image mod components Version 1.14.
New Components STM (http://www.astmod.com/zips/stmnewcomps.zip)
These additional components are for use with the Star Trek mod by Captain Kowk and Atrocities.
1177 - 1178 - 1179 - 1180 - 1186 - 1195 - 1196 - 1197 - 1198 - 1199 & 1200 are recolored original components
1181 - 1182 - 1183 - 1184 - 1185 were created by Captain Kwok for the Star Trek Mod
1187 - 1188 - 1189 - 1190 - 1191 - 1192 - 1193 & 1194 are images from Activision Elite Force I and II.
Again you can place these images in the Star Trek Mod / Pictures / Components folder, or in the Space EmpiresIV / Pictures/ Components folder.
You might have to create a components folder for the STM, but that is not hard to do.
Sorry about this, but the site I got 1.11 Version from appeared to be up to date.
Krsqk
July 11th, 2003, 02:12 AM
Originally posted by Atrocities:
HEY GUYS
Fyron has pointed out that I am using an oldere Version of the Components Image mod, v1.11 and not 1.14. I sware that I got this only a few days ago from the http://www.geocities.com/hohoho611ca/imagepack2sg.html
site and I had no idea it was out of date.<font size="2" face="Verdana, Helvetica, sans-serif">I d/led it just Last night, and it was v1.11. I don't know where v1.14 is.
Phoenix-D
July 11th, 2003, 02:32 AM
1.14 is on my mirror, and Fyron, Zarix, the primary..basiclly every one except the Last Resort (1.11 to 1.12 patch) and the "Shrapnel games" (geocities) mirror you posted.
Atrocities
July 11th, 2003, 05:20 AM
So far Fyron has given me some good feed back and reported a few problems. 3 missing files, and the fact that I used out dated Versions of the image mod, USM, and FQ mods.
Things that I have fixed so far:
Star Trek Beta v0.9.1
- Added: EmperorNames.txt
- Added: EmpireNames.txt
- Added: EmpireTypes.txt
- Updated: Components Image Mod to 1.14 (thank you Fyron)
- Updated: New Componets to work with Components mod 1.14
- Changed: Monolith I - III from 1500, 1700, 1900, to 500, 700, 900 resources generated per turn.
- Changed: Bussard Collector Supplies Generated from 100 to 50.
- Updated: The Fyron Quadrant Mod to FQM Delux 2.04
- Modified: FQM Delux to not use extra nebula bmps (keeps the size of the over all od down.)
[ July 11, 2003, 09:44: Message edited by: Atrocities ]
Fyron
July 11th, 2003, 07:13 AM
- Updated: The Fyron Quadrant Mod to FQM Delux 2.4 <font size="2" face="Verdana, Helvetica, sans-serif">Eherm... it is 2.04. 2.4 would be the 41st Version of FQM Deluxe. http://forum.shrapnelgames.com/images/icons/icon12.gif
narf poit chez BOOM
July 11th, 2003, 07:47 AM
thanks. i worked hard on that.
oh, look! A MICROSCOPIC SPLINTER!
yep, i'll stop now.
Atrocities
July 11th, 2003, 10:43 AM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> - Updated: The Fyron Quadrant Mod to FQM Delux 2.4 <font size="2" face="Verdana, Helvetica, sans-serif">Eherm... it is 2.04. 2.4 would be the 41st Version of FQM Deluxe. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">This is why you are the Great Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif Without you I would be lost. Duhhhhh I r hi-sckool gardjewuart.
Atrocities
July 11th, 2003, 10:51 AM
I was just over at the www.astmod.com (http://www.astmod.com) page and noticed that CNC has posted a new update for the AST mod. The complete mod is now 1.9.3 I think. He also has a patch out to.
Just in case you did not ready my new thread about concept ships and races, I will post it here to. Concept ships and new Races (http://www.astmod.com/nasy/new.htm)
I am kinda proud of these new ships. SO DON'T make fun of them! http://forum.shrapnelgames.com/images/icons/icon7.gif
[ July 11, 2003, 09:53: Message edited by: Atrocities ]
minipol
July 11th, 2003, 03:24 PM
Yeah, these new ships are very cool!
Atrocities
July 11th, 2003, 06:15 PM
Error reported.
In the Cardassian Folder please rename the Cardassian_Portrait_BattleCruiser1 to BattleCruiser.
This should stop the "Missing image" error that you are getting at start up. For the next patch I sincerely hope that Aaron give us the option to turn off that random image display during player set up.
Thanks for the reports.
Atrocities
July 11th, 2003, 06:29 PM
My Computer crashed this morning while I was receiving mail. SO IF YOU EMAILED ME about joining the Beta, @ atrocities@astmod.com please resend it to me at that email or startrekmod@astmod.com Thanks.
(Frank)
snakeye
July 12th, 2003, 01:15 AM
Make fun of them???? HUH??? I took a look and they look REALLY COOL! http://forum.shrapnelgames.com/images/icons/icon6.gif I might be many things AT, but BLIND and MORON isnt one of them!
GOOD WORK! http://forum.shrapnelgames.com/images/icons/icon10.gif (as always!)
Snakeye
Atrocities
July 13th, 2003, 07:55 AM
Bump
I will be away for a few days off and on. PLEASE feel free to discuss the mods pros and cons, errors, suggestions, ideas, feedback good or bad is needed and much appreciated.
TNZ
July 14th, 2003, 12:01 AM
Information on Interface.
I found this (All of the cursors, menus and main screen borders are contained in the Pictures\Game directory. While on modification currently changes these graphics, it is possible to create “total conVersions”) in the Space Empires IV Gold Users Manual, Page 84
I also found a web site that might be useful in making a new interface.
www.fabuloussavers.com/stthemes.shtml (http://www.fabuloussavers.com/stthemes.shtml)
Original email to startrekmod@astmod.com
TNZ
July 14th, 2003, 12:12 AM
Idea for better AI weapon selection.
The A section is currently used for torpedo and missile type weapon. This is why the AI ships used so many torpedo and missile. The B section is currently used for the beam type weapons. This is why the AI ships used so few Beam weapons. In Star Trek, ships seem to have more beam weapons and fewer torpedo and missile weapons. This could be achieved by using the A section for beam weapons and the B section for torpedo and missile weapons.
Weapon family picks are rated from one to five, one being the most preferred and five the least preferred. If the weapon family picks were changed, the AI could used any weapon you wanted it too. The section in bold are weapon type, this is how the AI identifies weapon Components.
I don’t know if this information is widely known or not.
Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 2
Desired Speed := 2
(A section)
Majority Weapon Family Pick 1 := 20
Majority Weapon Family Pick 2 := 4
Majority Weapon Family Pick 3 := 25
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
(B sections)
Secondary Weapon Family Pick 1 := 1
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 200
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 500
Secondary Comp Ability := Weapon
Example form Star Trek Mod Federation AI Design Creation.
General Woundwort
July 14th, 2003, 02:06 AM
I am puzzled.
I ran a quick-start game (Feds) and found the movement system to be quite challenging. In fact, I couldn't design a ship with more than 1500 supplies, and the way the ships moved that could get eaten up just moving through two solar systems.
I also ran a start-from-scratch game (Feds with some production percentages), and this time, when I designed ships, supply availabilty and usage were closer to SEIV norms.
Whaddablazes is going on? http://forum.shrapnelgames.com/images/icons/confused.gif
Atrocities
July 14th, 2003, 03:32 AM
General, thanks for the post, I will check this out. Captain Kwok has sent me his propulsion modle and I have not yet had a chance to convert the game over and test it. The current propulsion modle is close to that used by Proportions Mod.
The supply usage is on purpose. There are two systems that can improve the use of supplies and as you improve your technology supply use should go down.
Use the Bussard Collectors and the Ram Scoops.
TNZ that is an excellent post regarding the use of weapons. Thank you. I will defiantly make use of it.
Lighthorse
July 14th, 2003, 07:07 AM
There what I got so far by turn 61 in STM as the Borgs.
Enjoy the look and feel of star trek in this mod, nice work, it adds a lot to the game.
Still need to finish some of those bmp files/pictures yet. Do you want me to keep track of which bmp pictures that are missing?
Got a problem with the Vulcan Society as it is control by AI, keep getting unknown value "Phased energy weapons"/twice and " specical technology"/once during each turn cycle.
Reviewed all the ninteen empires on turn 61, some were doing OK, something to write home about and others were just sitting there.
Need to program the AI empires to expand out fast, most never left they system by turn 61!
They were all doing a good work of moving the populations to new colonies, blocking warp holes with satillites.
They all had no problems having rersources, with resources stockpiles, normal 50K to 90K range.
They didn't launched they planetary satillites and/or mines sometimes. they would put some satilltiles up, but there be more sitting on the ground/planet.
I really like the limited range/fuel/warp core for spaceships. Its makes for a better strategy game. No longer can a single scout ship ranged all out the galaxy early in the game. But now you must plan and fight it out for those critical systems, build advance star bases, and refueling points. Thus you must push back your enemies forces, capture his planet bases, before driving deeper into his empire. Just like in the Star Trek movies.
Here a suggested for the AI empires, force them to expand out into a new system every 10 turns or so during the first part of the game. Colonizes planets they go.
Lastly I set the my game for many AI players, diffcurtly high and AI gets a small bonus. Player could only colonize breathable atmosphere, didn't allow surrenders or ruins.
Having fun, good mod.
Lighthorse
PS, sorry, but I didn't have time to correct my spelling.
Atrocities
July 14th, 2003, 07:16 AM
Originally posted by Lighthorse:
There what I got so far by turn 61 in STM as the Borgs.
Enjoy the look and feel of star trek in this mod, nice work, it adds a lot to the game.
Still need to finish some of those bmp files/pictures yet. Do you want me to keep track of which bmp pictures that are missing?
Got a problem with the Vulcan Society as it is control by AI, keep getting unknown value "Phased energy weapons"/twice and " specical technology"/once during each turn cycle.
Reviewed all the ninteen empires on turn 61, some were doing OK, something to write home about and others were just sitting there.
Need to program the AI empires to expand out fast, most never left they system by turn 61!
They were all doing a good work of moving the populations to new colonies, blocking warp holes with satillites.
They all had no problems having rersources, with resources stockpiles, normal 50K to 90K range.
They didn't launched they planetary satillites and/or mines sometimes. they would put some satilltiles up, but there be more sitting on the ground/planet.
I really like the limited range/fuel/warp core for spaceships. Its makes for a better strategy game. No longer can a single scout ship ranged all out the galaxy early in the game. But now you must plan and fight it out for those critical systems, build advance star bases, and refueling points. Thus you must push back your enemies forces, capture his planet bases, before driving deeper into his empire. Just like in the Star Trek movies.
Here a suggested for the AI empires, force them to expand out into a new system every 10 turns or so during the first part of the game. Colonizes planets they go.
Lastly I set the my game for many AI players, diffcurtly high and AI gets a small bonus. Player could only colonize breathable atmosphere, didn't allow surrenders or ruins.
Having fun, good mod.
Lighthorse
PS, sorry, but I didn't have time to correct my spelling.<font size="2" face="Verdana, Helvetica, sans-serif">Thank you for this bug report.
I have a fix for the Vulcans that you can do right now. Open the RaceNeutral Folder, Folder 10, and delete the Research.text. That file should not have been in there.
About the missing bmps? There should not be any missing. If they are not being displayed then it might be that I have put down the wrong number.... OMG... You just saved me a bunch of error reports. I have to go through all of the components and give them the new bmp numbers. Thanks. But yes, please keep a list of the missing BMPs as they may not be connected correctly.
The expanding issue I agree with, but lack the knowledge base on how to improve the AI expansion. That I will need help on.
The game does not have any EMP files as things change and I would have to constantly be making new EMP files so I opted not to do them until the fine beta Version.
Again thank you very much for this info.
Lighthorse
July 14th, 2003, 07:48 AM
Thanks for the fast reply.
There only one missing bmp file I could find was for the Borg, facilities 120.bmp file. I need to start keeping track of everything else I find during the game. The problem was I didn't want to slow down to take notes as I was playing. Thanks for the fix for the Vulcans.
Lighthorse
Atrocities
July 14th, 2003, 08:22 AM
No problem. The missing images I am very interested in. Thanks again for the bug report.
Here is what we have so far.
Star Trek Beta v0.9.1
1. - Added: EmperorNames.txt
2. - Added: EmpireNames.txt
3. - Added: EmpireTypes.txt
4. - Updated: Components Image Mod to 1.14 (thank you Fyron)
5. - Updated: New Componets to work with Components mod 1.14
6. - Changed: Monolith I - III from 1500, 1700, 1900, to 500, 700, 900 resources generated per turn.
7. - Changed: Bussard Collector Supplies Generated from 100 to 50.
8. - Updated: The Fyron Quadrant Mod to FQM Delux 2.4
9. - Modified: FQM Delux to not use extra nebula bmps (keeps the size of the over all mod down.)
10. - Fixed: Misspelling of Cardassian_Portrait_BattleCruiser
11. - Changed: VehicleSize.txt Federation Escort tonage from 200 to 240
12. _ Fixed: CompEnhancement.txt Defiant and BOP mounts now work
13. - Removed: Research.txt from Neutral Race 10. (Vulcans)
14. - Corrected: All new components now have corrected new BMP numbers
15. - Changed: Impulse Engine I BMP from 10 to 8
16. - Changed: Impusle Engine II BMP from 10 to 9
17. - Changed: Impusle Engine V BMP from 25 to 26
18. - Changed: Bussard Collector BMP from 8 to 335
19. - Changed: All Warp Core images now have seperate looking BMP's
20. - Changed: Ram scoop I - III BMP image from 128 to 37 (Will change later to new custom made image)
I have a big to do list. I will need to work on what TNZ has suggested about making the AI use more beam weapons, make new images for many of the custom coponents, tweak the research.txt's, find and address all missing bmp images, work on making the AI expand better under the mods limitations, and organize the Components into a better order.
With any luck, and a lot of work, the Star Trek Mod will be out by the end of the month or early August.
[ July 14, 2003, 08:14: Message edited by: Atrocities ]
TNZ
July 14th, 2003, 10:24 AM
Since it is impossible to add a new component requirement to the Vehicle Size Data File why not take over one it has already i.e. the requirement for Life Support.
[ July 18, 2003, 04:23: Message edited by: TNZ ]
General Woundwort
July 14th, 2003, 12:20 PM
Would there be any interest in collecting ST sounds to spice up the mod? I have about a dozen or so that I downloaded for my own personal homegame/"mod" - I could post them to my website later today.
We could even declare a "ST Sound WWW Scavenger Hunt"... http://forum.shrapnelgames.com/images/icons/icon12.gif
Fyron
July 14th, 2003, 09:52 PM
TNZ, the problem with that is that it still acts like a life support component, so losing it drops ship movement down to 25%.
Loser
July 14th, 2003, 09:56 PM
Originally posted by Imperator Fyron:
TNZ, the problem with that is that it still acts like a life support component, so losing it drops ship movement down to 25%.<font size="2" face="Verdana, Helvetica, sans-serif">Wouldn't that be an appropriate result of losing Engineering?
Suicide Junkie
July 14th, 2003, 10:00 PM
And you can always give the hull a built-in lifesupport ability if you don't want to reduce speed.
General Woundwort
July 15th, 2003, 12:13 AM
Grab bag of Trek sound wavs (weapons, computer sounds)
1058220770.zip (http://forum.shrapnelgames.com/newuploads/1058220770.zip)
jimbob
July 15th, 2003, 01:00 AM
My opinion is that the loss of engineering would result in a significant loss in manouverability/speed. I personally wouldn't have a problem with the loss. However, wouldn't the introduction of lifesupport to the hull mess up the original intent - driving component requirements by having them carry the lifesupport ability?
Mudshark
July 15th, 2003, 01:16 AM
General Woundwort, I like your idea about finding treky like sounds! I'll see what I can find.
[ July 14, 2003, 12:59: Message edited by: Mudshark ]
CNCRaymond
July 15th, 2003, 03:44 AM
Originally posted by jimbob:
My opinion is that the loss of engineering would result in a significant loss in manouverability/speed. I personally wouldn't have a problem with the loss. However, wouldn't the introduction of lifesupport to the hull mess up the original intent - driving component requirements by having them carry the lifesupport ability?<font size="2" face="Verdana, Helvetica, sans-serif">I believe it would. Besides, why complicate things, the way the mod is set up now works fine. Adding extra components can be done later, right now we need to focus on bugs and balance issues.
PCP, you really need to make new components for the troop components, Buzzard collector, ram scoop, and warp cores. Also for the weapons.
Game Report:
Settings Large Galaxy - Good - starting planet 1 - Good AI bonuses.
Turn 100, Ai does not expand very well, the Tholians are doing ok, but the old leaders in this area, the Klingons, are being held back. Each race is researching ok, but for some reason it is slowing the AI expansion way the hell down.
The Ai are aggressive and will attack. They use the new intel projects well, and I have lost many ships to well equiped AI vessels.
All in all, the mod looks good and plays ok. Work on the expanding issues, and worry about new components later.
Lighthorse
July 15th, 2003, 07:12 AM
Here what I got after tonight gaming.
Borg's warp core I & II has no bmp file/number is 890 bmp.
Started another game as Klingon. I noted that if one start with both Klingon technology and general race technology, you get the best of neither technology. You need to limited that choose to one only somehow.
Lastly, I checked the AI empires, they were all different, no repeats.
Later All
TNZ
July 15th, 2003, 10:07 AM
The point was to make a component that the AI is guaranteed to use. Also, this is a good way to get the AI to use a warp core type component.
[ July 18, 2003, 04:17: Message edited by: TNZ ]
Atrocities
July 15th, 2003, 09:15 PM
Thanks TNZ. Hey could you, in the future, attach these to your post. Upload them in note and we can all look at them simply by clicking on the link. Plus I can save them easier. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
July 15th, 2003, 09:16 PM
In the future, please upload components and such as a text file instead of directly in your post (esp. when there are a bunch of them http://forum.shrapnelgames.com/images/icons/icon12.gif ). Thanks.
Atrocities
July 16th, 2003, 12:51 AM
Originally posted by Imperator Fyron:
In the future, please upload components and such as a text file instead of directly in your post (esp. when there are a bunch of them http://forum.shrapnelgames.com/images/icons/icon12.gif ). Thanks.<font size="2" face="Verdana, Helvetica, sans-serif">I think thats what I said in my posted http://forum.shrapnelgames.com/images/icons/icon10.gif
Fyron
July 16th, 2003, 01:02 AM
Your post did not exist when I was writing mine. http://forum.shrapnelgames.com/images/icons/tongue.gif
Atrocities
July 16th, 2003, 02:27 AM
Originally posted by Imperator Fyron:
Your post did not exist when I was writing mine. http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="Verdana, Helvetica, sans-serif">Oh, well then, thank you http://forum.shrapnelgames.com/images/icons/icon7.gif Great minds think alike. http://forum.shrapnelgames.com/images/icons/icon7.gif
Lighthorse
July 16th, 2003, 07:29 AM
Note of interest,
In my second game as the Klingon, of all the AI empires only the Dominim Order has expanded out nicely into 9 systems with a total of 20 planets by turn 45.
What different in they program vs the rest of the AI empires?
Shall keep you posted on any other interesting stuff.
Lighthorse
Atrocities
July 16th, 2003, 11:14 PM
You know, I haven't a clue, they all expanded well until I put in the research.txt. After that, they started to expand slow. I think the research.txt needs to be looked at.
Normally the Klingons and the Cardassians are good expanders, while the borg and the Romulans are not. It could have a lot to do with the culutures to.
Right now I am working on the new component images and once they are done I will look into the expanding issues.
Thanks for the report, they are very helpful.
Atrocities
July 16th, 2003, 11:20 PM
To upload a file for viewing in the forum please do the following:
1. Go to the: New Scenario/Mod Forum
2. Open the thread: Space Empires: IV Data/Sound/Graphic
3. Click POST REPLY
4. On the right hand side you will see:
Message:
HTML is enabled.
UBB Code is enabled.<font color=red>
Upload File Form <font color=black>
5. Click the "Upload File Form"
6. Browse to find your file.
7. Click UPLOAD once you have found your file
8. Once your file is uploaded copy the link to your post in this forum only.
9. Close the upload page and the Post Reply page in the New Scenario/Mod Forum.
TNZ
July 17th, 2003, 12:53 AM
How To Make Engineering Component. http://forum.shrapnelgames.com/images/icons/icon10.gif
1. Make engineering component for ship.
2. Make engineering component for base.
3. Add the two engineering components to data file. Replace life support with the ship engineering component and replaces auxiliary control with the base engineering component.
4. Delete master computer component.
5. Set life support requirement in vehicle size data file to one.
The AI will use the engineering component to fill its requirement for life support. It is possible to add more abilities to the component but only if the abilities are not targeted by the design creation data files. New abilities could be supply storage and shield regeneration.
Ship and Base Engineering Component Provided. http://forum.shrapnelgames.com/images/icons/icon12.gif
1058395439.txt (http://forum.shrapnelgames.com/newuploads/1058395439.txt)
TNZ
July 17th, 2003, 01:09 AM
More Abilities That Could Be Add To Vehicle Size Data File.
Supply storage, cargo storage, launch/recover fighters, component repair, fleet training, ship training, scanner jammer, combat best experience, medical bay, shield regeneration, all shield generation, all cloaking ability type, long range scanner and long range scanner -system.
Lighthorse
July 17th, 2003, 07:32 AM
Here something real interesting. Got error message that the game couldn't open a bmp file(pictures\components\comp_687.bmp) but the bad news was, it also locked up my game, damn it, I hate it when I don't auto-save as I should.
Lighthorse http://forum.shrapnelgames.com/images/icons/shock.gif
[ July 17, 2003, 06:33: Message edited by: Lighthorse ]
TNZ
July 17th, 2003, 08:45 AM
Leaking Armor
I don’t see any way to get the AI to use leaking armor. Why not just simulate leaking armor by making components stronger and using weapon mounts for any race difference in component strength.
Examples of weapon mounts which increase component strength.
1058424171.txt (http://forum.shrapnelgames.com/newuploads/1058424171.txt)
mottlee
July 17th, 2003, 02:04 PM
No Cardasan (sp?) Battle Cruiser BMP will the Nasy one work???
Mudshark
July 17th, 2003, 02:51 PM
Originally posted by mottlee:
No Cardasan (sp?) Battle Cruiser BMP will the Nasy one work???<font size="2" face="Verdana, Helvetica, sans-serif">It's in there. It's named Battle Cruiser1.bmp however. Ran into the same thing.
Suicide Junkie
July 17th, 2003, 03:20 PM
Originally posted by TNZ:
Leaking Armor
I don’t see any way to get the AI to use leaking armor. Why not just simulate leaking armor by making components stronger and using weapon mounts for any race difference in component strength.[/URL]<font size="2" face="Verdana, Helvetica, sans-serif">Easy. Put one of the useless abilities on the armor (such as star-unstable, or planet-resource generation), and tell the AI to add that ability to its ships.
mottlee
July 17th, 2003, 04:35 PM
Originally posted by Mudshark:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by mottlee:
No Cardasan (sp?) Battle Cruiser BMP will the Nasy one work???<font size="2" face="Verdana, Helvetica, sans-serif">It's in there. It's named Battle Cruiser1.bmp however. Ran into the same thing.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Take the 1 off??? I can not "Start" a new game till I do AI in "Saved" games have multi componets the are to only be 1 of (nothing new here)
Mudshark
July 17th, 2003, 04:39 PM
Originally posted by mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Mudshark:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by mottlee:
No Cardasan (sp?) Battle Cruiser BMP will the Nasy one work???<font size="2" face="Verdana, Helvetica, sans-serif">It's in there. It's named Battle Cruiser1.bmp however. Ran into the same thing.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Take the 1 off??? I can not "Start" a new game till I do AI in "Saved" games have multi componets the are to only be 1 of (nothing new here)</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">That's all I did. Just renamed the file. No more problems! Where abouts In Michigan do you live? I'm in Novi.
[ July 17, 2003, 15:40: Message edited by: Mudshark ]
mottlee
July 17th, 2003, 06:06 PM
Originally posted by Mudshark:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by mottlee:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Mudshark:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by mottlee:
No Cardasan (sp?) Battle Cruiser BMP will the Nasy one work???<font size="2" face="Verdana, Helvetica, sans-serif">It's in there. It's named Battle Cruiser1.bmp however. Ran into the same thing.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Take the 1 off??? I can not "Start" a new game till I do AI in "Saved" games have multi componets the are to only be 1 of (nothing new here)</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">That's all I did. Just renamed the file. No more problems! Where abouts In Michigan do you live? I'm in Novi.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Between Flint and Lansing .....right off I-69
General Woundwort
July 17th, 2003, 06:35 PM
I found a new bug (one that won't make me sick...) Sorry, had a Huey Lewis attack there.
Still playing the valiant Federation, I colonized a Ruins world and got Applied Intel I as my bonus. [Hooah! http://forum.shrapnelgames.com/images/icons/icon10.gif ] However, when I went to the research tree afterwards, I was surprised to see that I could research Sabotage for only 100 RP's! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Now, is that for real, or (as I suspect) a bad entry in the Fed's research file?
Fyron
July 17th, 2003, 08:13 PM
Research costs have nothing to do with what race you are, unless the mod is specifically set up to have individual entries for each race.
The intel projects may be divided into 2 areas for AI purposes. One has all the projects that can benefit the AI (such as Sabotage), the other has those that can't (such as Espionage). So, having them be cheap is fine, as it keeps it in line with just needing to pay a lot to research the single tech area to get intel projects.
Atrocities
July 17th, 2003, 08:18 PM
Originally posted by mottlee:
No Cardasan (sp?) Battle Cruiser BMP will the Nasy one work???<font size="2" face="Verdana, Helvetica, sans-serif">If you read further down you will see the fix for the Cardassian missing BMP. You need to open the Cardassian folder and rename the Cardassian_Portrait_BattleCruiser1 to Cardassian_Portrait_BattleCruiser
Many fixes have been mentioned already so please if you can, read more of the thread. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
July 17th, 2003, 08:21 PM
Originally posted by Lighthorse:
Here something real interesting. Got error message that the game couldn't open a bmp file(pictures\components\comp_687.bmp) but the bad news was, it also locked up my game, damn it, I hate it when I don't auto-save as I should.
Lighthorse http://forum.shrapnelgames.com/images/icons/shock.gif <font size="2" face="Verdana, Helvetica, sans-serif">A quick fix for this is to look up Comp_687 and find out what it is. The image does exist, so why it would cause an error is beyond me.
Atrocities
July 17th, 2003, 10:56 PM
I am almost finished with the new components images.
I will post them later.
Suicide Junkie
July 17th, 2003, 11:55 PM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Lighthorse:
Here something real interesting. Got error message that the game couldn't open a bmp file(pictures\components\comp_687.bmp) but the bad news was, it also locked up my game, damn it, I hate it when I don't auto-save as I should.
Lighthorse http://forum.shrapnelgames.com/images/icons/shock.gif <font size="2" face="Verdana, Helvetica, sans-serif">A quick fix for this is to look up Comp_687 and find out what it is. The image does exist, so why it would cause an error is beyond me.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I hate to say it, but if the file exists, but can't be read at about the time your computer locks up, then your harddrive may be dying.
Be sure to backup your important files.
mottlee
July 18th, 2003, 12:51 AM
Running Romulan, No Warp Core I Pic in ship build, Txt points to 889, I have an 889 on drive,
No Structural Intgerity generator in ship build I did not look for this one,
Also had an error for Neutral race 004 something about a rider
Atrocities
July 18th, 2003, 02:54 AM
<font color=blue>Patch 1 is out.<font color=black> www.astmod.com/startrekmod/home.html (http://www.astmod.com/startrekmod/home.html) Remember you PW and USER names?
The patch addresses several issues. It also includes EMP files for the 10 major races. I have play tested them up to 100 turns and they seem to be doing well. (AI Bonuses Medium & High)
These are just data files only, new components, and race AI files. The new components should work and fix all of the missing bmp files. *fingers crossed*
The patch fixes the following:
Star Trek Beta v0.9.1
1. - Added: EmperorNames.txt
2. - Added: EmpireNames.txt
3. - Added: EmpireTypes.txt
4. - Updated: Components Image Mod to 1.14 (thank you Fyron)
5. - Updated: New Componets to work with Components mod 1.14
6. - Changed: Monolith I - III from 1500, 1700, 1900, to 500, 700, 900 resources generated per turn.
7. - Changed: Bussard Collector Supplies Generated from 100 to 50.
8. - Updated: The Fyron Quadrant Mod to FQM Delux 2.4
9. - Modified: FQM Delux to not use extra nebula bmps (keeps the size of the over all mod down.)
10. - Fixed: Misspelling of Cardassian_Portrait_BattleCruiser
11. - Changed: VehicleSize.txt Federation Escort tonage from 200 to 240
12. _ Fixed: CompEnhancement.txt Defiant and BOP mounts now work
13. - Removed: Research.txt from Neutral Race 10. (Vulcans)
14. - Corrected: All new components now have corrected new BMP numbers
15. - Changed: Impulse Engine I BMP from 10 to 8
16. - Changed: Impusle Engine II BMP from 10 to 9
17. - Changed: Impusle Engine V BMP from 25 to 26
18. - Changed: Bussard Collector BMP from 8 to 335
19. - Changed: All Warp Core images now have seperate looking BMP's
20. - Changed: Ram scoop I - III BMP image from 128 to 37 (Will change later to new custom made image)
21. - Added: New Components
22. - Changed: Borg Captain BMP image to a Drone Image
23. - Changed: Description of Borg Captain
24. - Changed: Bussard Collector and Ram Scoop Images to new images.
25. - Changed: 8472, Borg, Breen, Cardassian, Dominion, Federation, Ferengi, Klingon, Romulan, and Tholian component Troops to new images.
26. - Changed: Components using comp_687 to differant Image. (This Component was causing errors.)
27. - Added: EMP Files for 10 Major Races
28. - Modified: All AI_General.txt's (They were not using Racial points correctly)
[ July 18, 2003, 01:57: Message edited by: Atrocities ]
DarkHorse
July 18th, 2003, 03:25 AM
Easy fix for this one. You mispelled the Klingon directory in the patch file, so it put the Klingon_AI_General.txt file in the "Klinogn" directory, which raises a bit of a fuss when you go to create a game. Just fyi.
DarkHorse
July 18th, 2003, 03:34 AM
Found another one, again while creating a game. Went to edit the 8472 empire to make them computer controlled and it gave me this error:
"Unable to load c:\...\star trek mod\pictures\races\Breen\Breen_Portrait_Dreadnough t.bmp"
I'm investigating to see if it's something simple.
[Edit] my own typo, had backslash instead of underscore. still looking for error.
[Edit] Error might have something to do with the fact that there is no file by that name. I thought I saw this addressed a while back, but it'll take me a bit to search twelve pages of this thread...
[ July 18, 2003, 02:39: Message edited by: DarkHorse ]
DarkHorse
July 18th, 2003, 03:44 AM
Yay, I broke 100 Posts finally. Still haven't found anything on the Breen_Portrait_Dreadnought.bmp thing though. http://forum.shrapnelgames.com/images/icons/icon9.gif
DarkHorse
July 18th, 2003, 04:13 AM
I copied and renamed the Cardassian dreadnought portrait into the Breen directory, and all is well.
Except it's turn five, and I'm surrounded by the Borg and the Sheliak. Great. I knew I shouldn't have picked the Ferengi.
TNZ
July 18th, 2003, 04:15 AM
It seems a cargo bay component must have the most cargo storage ability or the AI might use a Drone Launcher instead. See Example for possible solution. If example is use in vehicle size data file set requirement pct cargo to 25.
Example.
1058494325.txt (http://forum.shrapnelgames.com/newuploads/1058494325.txt)
TNZ
July 18th, 2003, 04:25 AM
How to make AI use captain components.
(See Example A) by adding the ability of ship training to the Federation combat captain component, one can make the AI use the component by targeted the ship training ability in the Federation design creation data file (See Example B) .
Example A
Number of Abilities := 3
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Gives a 5% attack bonus in combat.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Defense Plus Ship Training
Ability 2 Descr := Gives a 5% defense bonus in combat.
Ability 2 Val 1 := 5
Ability 2 Val 2 := 0
Ability 3 Type := Ship Training
Ability 3 Descr :=
Ability 3 Val 1 := 1
Ability 3 Val 2 := 25
Weapon Type := None
Example B
Num Misc Abilities := 1
Misc Ability 1 Name := Ship Training
Misc Ability 1 Spaces Per One := 10000
Lighthorse
July 18th, 2003, 04:44 AM
Uploaded the patch number one for star trek mod.
Got the following error Messages;
Could not find field "Race Opt 3 characteristic 7 Type" in record "Breen"
Could not find field "Race Opt 3 characteristic 7 Amount" in record "Breen"
Unable to load.... ...pictures/planets/p0527.bmp
Unable to load.... ...pictures/planets/p0642.bmp
Unable to load.... ...pictures/planets/p0424.bmp
Unable to load.... ...pictures/planets/p0423.bmp
Unable to load.... ...pictures/planets/p0608.bmp
Unable to load.... ...pictures/planets/p0507.bmp
Unable to load.... ...pictures/planets/p0589.bmp
Unable to load.... ...pictures/planets/p0508.bmp
Unable to load.... ...pictures/planets/p0617.bmp
Unable to load.... ...pictures/planets/p0540.bmp
Unable to load.... ...pictures/planets/p0553.bmp
Unable to load.... ...pictures/planets/p0605.bmp
Unable to load.... ...pictures/planets/p0513.bmp
Unable to load.... ...pictures/planets/p0523.bmp
Unable to load.... ...pictures/planets/p0639.bmp
Unable to load.... ...pictures/planets/p0518.bmp
Unable to load.... ...pictures/planets/p0587.bmp
I stop checking all the other missing planets pictures at this point.
Lighthorse
CNCRaymond
July 18th, 2003, 07:04 AM
The mod now uses the Fyron Quadrant Mod Delux witch uses the PLANET IMAGE PACK. You can get the planet image pack with the Image Mod.
[ July 18, 2003, 06:07: Message edited by: CNCRaymond ]
CNCRaymond
July 18th, 2003, 07:06 AM
I think you uploaded the wrong patch PCP
CNCRaymond
July 18th, 2003, 07:12 AM
About the Breen Dreadnought, I think I can answer that, if you look at the Read-me HTML, you will see that the Breens do not have a Dreadnought, so PCP did not include one with the race. I copied the Battleship and renamed it Dreadnought. Then later I just copied the Dreadnought from my Breen folder in the AST mod and used it. Both Portrait and Mini images.
The new AI is kicking my arse PCP, good work with it.
And thanks for the EMP files, they really help out.
ONE IMPORTANT THING: Change the Colony Storage from 2k to at least 5k. This will help the AI to expand even better.
CNCRaymond
July 18th, 2003, 07:14 AM
You also need to fix all the broken links in your HTML read-me.
Additionally, the Dominion HTML page looks differant than the other pages.
CNCRaymond
July 18th, 2003, 10:13 AM
Hey PCP, these new images are very good. I like the way you set the warp cores apart from one another.
The Federation is kicking my arse at the moment, and the dominion is very aggressive. They have glassed several of my colony worlds, taking out remote mining defense satellites and mining my warp points so my support fleets are destroyed. Very impressive. Good job.
Aside from the minor bugs reported by others and myself, this is one great mod you and CK have made.
I think people will enjoy it a lot.
AI Bonus is set to High, AI difficulty to Medium. Large Galaxy - FQM Dense Midlife, 10 AI opponents, and me.
Very playable mod.
Atrocities
July 18th, 2003, 11:28 AM
www.astmod.com/startrekmod.com/home.html (http://www.astmod.com/startrekmod/home.html)
New patch
[ July 18, 2003, 10:37: Message edited by: Atrocities ]
CNCRaymond
July 18th, 2003, 08:09 PM
Good point thanks. It took me few minutes to figure out what was wrong.
The Federation, Ferengi, 8472, and Borg are not expanding at all. By turn 100 they have only expanded into one or two systems. My Last game the Federation was competative, now they just sit there.
[ July 18, 2003, 19:12: Message edited by: CNCRaymond ]
Fyron
July 18th, 2003, 08:26 PM
The best course of action is to NOT use WinZip, as it truly, truly sucks. Get a real archive utility (any will do, really, I use WinRAR) that is capable of displaying the contents in normal folder view so that you can see exactly where the files are going to be when uncompressed, instead of just one column with an archaic listing of paths. http://forum.shrapnelgames.com/images/icons/icon12.gif
mottlee
July 19th, 2003, 12:18 AM
Missing Pics 1201, 1215, 1197
Federation
[ July 18, 2003, 23:18: Message edited by: mottlee ]
Captain Kwok
July 19th, 2003, 01:42 AM
Patch 1A includes files for the Breen and Klingons, but does not unzipped them to their proper race directories, but to Breen/Klingon folders in the pictures directory, not picture/races.
Just be sure to give the files a good double check before you upload them, you'll save yourself and everyone else a few headaches. http://forum.shrapnelgames.com/images/icons/tongue.gif
CNCRaymond
July 19th, 2003, 07:37 AM
Originally posted by mottlee:
Missing Pics 1201, 1215, 1197
Federation<font size="2" face="Verdana, Helvetica, sans-serif">They all work for me? Are you sure you unzipped it correctly? Try putting the images in your Components directory for both the mod and the unmodded folder.
CNCRaymond
July 19th, 2003, 09:33 AM
PCP (Atrocities) asked me to help him with the Expanding issues for the races of the New Star Trek Mod.
From what I have seen the following races expand ok from game start.
8472, Romulans, Tholians, Dominion (Tholians being the best)
From what I have seen the following race do not expand at all:
Borg, Breen, Cardassians, Federation, Ferengi, Klingons.
I have tried everything. I remove the Klingon Research.txt file and they began to expand ok. Not good, but ok. So I did the same for the other races, it did not help them.
I am at wits end here. PCP is not home, and I haven't the heart to tell him that I want to give up the job. It is to frustrating. The mod its self is good, but the AI's need help.
I wonder if it is caused by the propulsion system? If the designs.txt has to be modified in order to work with the propulsion system?
Either way I am really tired of working on it for him. Someone with more knowledge could probably figure this out and fix it.
TNZ
July 19th, 2003, 11:41 AM
I tried substituting the Klingon AI files from the AST mod, all files bar the research text. On testing, the Klingons colonized multiple systems.
I will try this on the Federation next.
[ July 19, 2003, 10:47: Message edited by: TNZ ]
CNCRaymond
July 19th, 2003, 12:08 PM
I treid that at well. In fact all of the ai files, say for the Research, come from the AST mod. I think it is the design file and the research file that is preventing them from expanding.
[ July 19, 2003, 11:11: Message edited by: CNCRaymond ]
CNCRaymond
July 19th, 2003, 12:25 PM
The BOP mount description needs to be revised, and the Defiant mount isn't working correctly.
Atrocities
July 19th, 2003, 04:57 PM
Originally posted by mottlee:
Missing Pics 1201, 1215, 1197
Federation<font size="2" face="Verdana, Helvetica, sans-serif">I found the problem with 1201, it is incorrectly named com_1201 and not Comp_1201. You can fix it by simply renaming it to the correct name.
I could find nothing wrong with either 1215 or 1197 as both seemed to be working just fine.
CNC, I knew about the mount problem a day or so ago and have fixed it. Thanks.
I am also working on the expansion issue and I think I have gotten the Klingons and Borg back to normal. I am working on the Federation and the Ferengi now.
The Klingons appear to be expanding quite nicely now.
Star Trek Beta v0.9.4
1. - Fixed: Spacing error in Ferengi Research.txt
2. - Fixed: Spacing error in Federation Research.txt
3. - Changed: Tonage Structure of BOP Mount from 50% to 30% reduction in size of component
4. - Changed: Tonage Structure of Defiant Mount from 50% to 20% reduction in size of component
5. - Modified: Federation Research.txt
6. - Modified: Klingon Research.txt
7. - Modified: Borg Research.txt
8. - Modified: Ferengi Research.txt
Star Trek Beta v0.9.3
1. - Fixed: Component 1201 was misspelled
2. - Changed: Federation Weapons Technology from Weapons Technology to Federation Technology
3. - Modified: Borg_AI_DesignCreation file to facilitate better expansion
4. - Modified: Klingon_AI_DesignCreation file to facilitate better expansion
5. - Modified: Ferengi_AI_DesignCreation file to facilitate better expansion
6. - Modified: Federation_AI_DesignCreation file to facilitate better expansion
7. - Modified: Federation Combat Captain I - II with training Ability (Thanks TNZ)
8. - Chagned: Federation Pulse Weapons from Weapons Technology to Federation Technology
mottlee
July 19th, 2003, 05:49 PM
No the file is not there, no folder in mod, I may have an old pic mod tho if I rember is a big D/L http://forum.shrapnelgames.com/images/icons/icon9.gif
(re D/L image mod, componits, now)
(Done, still no comp_1201 in D/L did not look for others E-mail mottlee@gte.net)
[ July 19, 2003, 18:04: Message edited by: mottlee ]
Atrocities
July 19th, 2003, 07:05 PM
You need to get the latest patch.
www.astmod.com/startrekmod/home.html (http://www.astmod.com/startrekmod/home.html)
You will need to use your User name and PW to gain access to the site. If you don't remember it, then email me.
Will
mottlee
July 19th, 2003, 07:10 PM
Originally posted by Atrocities:
You need to get the latest patch.
www.astmod.com/startrekmod/home.html (http://www.astmod.com/startrekmod/home.html)
You will need to use your User name and PW to gain access to the site. If you don't remember it, then email me.
Will<font size="2" face="Verdana, Helvetica, sans-serif">OK I thought I did but will Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
July 19th, 2003, 07:12 PM
Ok, the beta phase is nearly completed. I have been getting less and less bug reports and have for the most part gotten the Ai, except for the Federation, to expand at a fair pace. I am no AI whiz and therefore have really no interest in working with the AI past this point. I will now work on organizing the components, and finishing up any other images I need for the mod.
NOTE: Unless I get killed the mod should be out some time later this week. YOU WILL need the image mods to use this mod without errors.
Additionally, to the beta testers, thank you all for your help and support. Once the mod is released, you will not be able to use your old save games in it, because of the component re-organization.
Also I am considering removing the Master Computer component and making it a Borg or 8472 race specific item.
The one great thing about SE IV is that once the mod is out, it is open and fair game for all. Hopefully someone will take an interest in it and fix the fricking AI issues with expansion, or add new weapons and components.
Like I said, look for the mod later this week. After it is out, I think I will take a week off and go on vacation. http://forum.shrapnelgames.com/images/icons/icon7.gif
mottlee
July 19th, 2003, 07:16 PM
Did and did will run it this way
also error AI race neutral races 004,005 in research
[ July 19, 2003, 18:20: Message edited by: mottlee ]
mottlee
July 19th, 2003, 07:25 PM
Originally posted by Atrocities:
Also I am considering removing the Master Computer component and making it a Borg or 8472 race specific item.
The one great thing about SE IV is that once the mod is out, it is open and fair game for all. Hopefully someone will take an interest in it and fix the fricking AI issues with expansion, or add new weapons and components.
Like I said, look for the mod later this week. After it is out, I think I will take a week off and go on vacation. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">An Idea on MC add ability (?) that it would still need bridge but add to attack and defence
Image mod is there a newer one that 1.1?
Link in "Stick" needs updated Link in I.F's Sig has a 1.5 and pics not there
[ July 19, 2003, 20:09: Message edited by: mottlee ]
Fyron
July 19th, 2003, 08:54 PM
An Idea on MC add ability (?) that it would still need bridge<font size="2" face="Verdana, Helvetica, sans-serif">That can not be done. Once a comp with MC ability is added to a ship, all requirements for B/LS/CQ are dropped.
Ed Kolis
July 19th, 2003, 08:57 PM
You could remove the MC ability from the MC, though, and just have it count as a combo lifesupport/crewquarters/combatsensor/ECM - so smaller ships with an MC wouldn't need any life support or crew quarters (though they'd still be vulnerable to Allegiance Subverters and the mental weapons disruptor thingy), but larger ones would...
Atrocities
July 19th, 2003, 10:08 PM
Originally posted by mottlee:
Did and did will run it this way
also error AI race neutral races 004,005 in research<font size="2" face="Verdana, Helvetica, sans-serif">Hummm, if there is an error in the neutral research it will effect all neutral AI. They share it. Can you be more specific about the error?
mottlee
July 19th, 2003, 11:46 PM
Errors in research
SEGold\pic\raceneut\neut004\neut005_ai_005
I shortened the names here
shows up in 004 005 so far.
I also still do not have those bmp files I D/L image mod also copied all to all foldes that had any compont pics in them, some show when you click on them and some do not, I have even copy the AST pics to this also.
Add to error
unknown "rider construction" listed 3X
unknown "rock planet col..-ice natives"
same for gas
[ July 20, 2003, 00:30: Message edited by: mottlee ]
Atrocities
July 20th, 2003, 01:17 AM
Boy you have been busy.
Thanks for the bug reports.
General Woundwort
July 20th, 2003, 01:50 AM
Just loaded the patch, and started a new game. No major problems to report as yet. Will keep you all posted. KaplaH!
Atrocities
July 20th, 2003, 03:36 AM
Originally posted by mottlee:
Errors in research
SEGold\pic\raceneut\neut004\neut005_ai_005
I shortened the names here
shows up in 004 005 so far.
I also still do not have those bmp files I D/L image mod also copied all to all foldes that had any compont pics in them, some show when you click on them and some do not, I have even copy the AST pics to this also.
Add to error
unknown "rider construction" listed 3X
unknown "rock planet col..-ice natives"
same for gas<font size="2" face="Verdana, Helvetica, sans-serif">These are not errors associated with the Star Trek Mod as those techs do not exsist in the mod. You have a corrupted installation.
mottlee
July 20th, 2003, 04:02 PM
Dang! will see if I can pull them out of the Zip thanks
(complete Mod re-install, over write)
(still there...can I just Delete this one?)(AI Reserch files "look" the same in the neut and genral Ai file (have no clue never looked befoe)
(old design (b/4 overwrite) colony ship will take no cargo now)
(did get Pics now http://forum.shrapnelgames.com/images/icons/icon7.gif )
[ July 20, 2003, 15:52: Message edited by: mottlee ]
The Canuck
July 20th, 2003, 10:08 PM
do i need to get patch 1 before patch 1 A cause i cant find patch 1. just wondering cause i remember reading that the new patch would emp files for the major races but didnt find any in patch 1 A.
mottlee
July 21st, 2003, 12:10 AM
In the main SEIV Gold Dir is there a file in the Pic\raceneut\neut005\neut005_ai_research? same in 004have tracked back to this but I do not know IF this is a good file or not!
Have a sneeky idea that another mod over wrote this
[ July 20, 2003, 23:12: Message edited by: mottlee ]
CNCRaymond
July 21st, 2003, 07:32 AM
That is your problem! If you have a mod, and that mod has a race that is also in your non mod folder, the mod Version will use the information in the non mod folder if it does not have it for itself.
Example:
I took out the Borg research file from the Ast mod. I had no other mods in my SEIV directory but I did have a borg race folder in my SEIV pictures Race directory. The mod Version of the Borg "used" the non modded Borg research file. This caused many errors and took me a while to figure out.
CNCRaymond
July 21st, 2003, 07:35 AM
Try this for Patch 1
www.astmod.com/zips/stmp1.zip (http://www.astmod.com/zips/stmp1.zip)
I think you will have to copy over the Klingon file to the Klingon directory and then delete the mis-spelled Klingon folder.
Atrocities
July 21st, 2003, 09:35 PM
To be on the safe side just rename them from Neutral004_AI_Research & Neutral005_AI_Research to something like OldResearchFile.
This way if you need them or another mod you will stall have them and can easily rename them.
When an AI does not have a file it needs, it first checks to see if there is one in the Defualt AI directory. If not there then it looks in the non modded SEIV folders. If it finds one, it will use it. (This really threw me for a while) If it does not find a file to use then it will use the Mod Version of the AI_Defualt for that file.
Hope this helps you.
The full release Version of the Star Trek Mod will be out this week. It should weigh in at around 20 megs zipped.
I trust that you all realize that the process for this mod has just begun and you may encounter problems and such, and by reporting them, they can be corrected or worked out for other Version of the mod. I have tried my damnedest to get the AI's to expand well on Medium Bonus & AI Difficulty Medium. Most will expand now by Turn 50. After that they are hungry and come on semi aggressively. I am still working on the Federation as they will not expand at all. Very frustraiting to say the least.
If I can not get them to work I will release the mod as is and hope that one of you will have better luck working on the AI.
To be frank, I am utterly 100% burned the frick out on SEIV and really just want to be with the mod and just play my meger PBW games until I am defeated or win.
So many of the updates and such might have to come from you folks. I will try my hardest to publish a solid mod with as few errors as possible. I will not be responding to any problems you have with the mod installation or errors about missing planets, facilities, or componets as it has now been clearly stated that the mod NEEDS the image mods, latest Version by all means.
The mod must be unzipped into your SEIV directory, and will include additional component images for use with the mod. It will not contain any other images aside from the races and intro. This will help keep the size of the mod down.
I will also notify Geoschmo and ask him to upload it to PBW as soon as he feels able to. This way we can get a game going.
ALL racial technologies currently cost zip, zilch, notta, nothing, zero and this may or may not change to prevent people from using other races technologies during PBW. I have an idea on how to fix this and might employee it.
Intel has two sub technologies, Sabotage and Espinoge, ALL of these can be turned off in game set up. This will help PBW game by turning off Espinoge projects. Players can still use intel to gather intelligance but can not use it to attack other players. (In theory.)
I will not be ditching the master computer component per the many emails requesting me not to do so.
I WILL NOT put the quantum reactor back into the mod, if you want it, put it in yourselfs.
If you come up with a better propulsion system or can make the AI work well, PLEASE PLEASE let me know.
Look for the full Version of the mod to be out later this week. I will post when it is ready for download.
mottlee
July 22nd, 2003, 12:30 AM
Will there be a "Patch" from this one to the "New" one? or will I need to spend 2hrs on D/L http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon9.gif so far (now) working out good AI seams a little slow on expanding
mottlee
July 22nd, 2003, 01:12 AM
So I should be good to delete them??
Atrocities
July 22nd, 2003, 07:36 AM
I can upload the basic files for you, but your save games will be no-good.
No garantees with this upgrade. It only has data files thats it.
Up Grade for Beta Version (http://astmod.com/zips/stmupgradefrombeta.zip)
Atrocities
July 22nd, 2003, 07:41 AM
Well you have been waiting for this mod for over a year and I am happy to say it is finally here.
The Star Trek Mod (http://www.astmod.com/startrek/stm.htm)
The mod Version is 1.0.0 and is a work in progress. I hope that it is enjoyed. I will wait a week or so before I ask Geoschmo to upload it to the PBW server. I want to give people a chance to find the bugs that the beta testers and I have not.
I would like to say thank you to all of you who helped, and especially to Captain Kowk for his work in getting this mod off the ground. Without him, this mod would not have been possible so quickly after all was lost.
True to my word I was able to get the mod up and running and ready for public use in less than a month. Again thanks to the great ground work done by Captain Kowk.
[ July 22, 2003, 06:44: Message edited by: Atrocities ]
CNCRaymond
July 22nd, 2003, 10:28 AM
Great, thanks man.
minipol
July 22nd, 2003, 11:50 AM
woohoo startrek time http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
July 23rd, 2003, 12:42 AM
I hope it works for you. Enjoy http://forum.shrapnelgames.com/images/icons/icon7.gif
jimbob
July 23rd, 2003, 12:52 AM
unzipping as we speak,
looking forward to the game!!
kudos to you and Kwok both, thanks for all the hard work.
cherrio,
jimbob
mottlee
July 23rd, 2003, 01:06 AM
Originally posted by Atrocities:
I can upload the basic files for you, but your save games will be no-good.
No garantees with this upgrade. It only has data files thats it.
Up Grade for Beta Version (http://astmod.com/zips/stmupgradefrombeta.zip)<font size="2" face="Verdana, Helvetica, sans-serif">Thanks, I will try the patch and let you know how it goes http://forum.shrapnelgames.com/images/icons/icon7.gif
TNZ
July 23rd, 2003, 01:20 AM
Ideas for StarTrek Mod
1.New propulsion components: warp nacelle and impulse drive.
2.New propulsion system. The Cardassian_AI_DesignCreation
and Default_AI_DesignCreation have been set to used the new propulsion system and new propulsion components.
3.New Cardassian_AI_DesignCreation file. The Cardassians will make ships now. It seems the Minimum Speed and Desired Speed were set too high before, and the AI would not make ships.
4.New cargo bay and compact cargo bay. It seems a cargo bay component must have the most cargo storage ability or the AI will use a Drone Launcher instead.
5. New sizes for components: supply storage 15kt, emissive armor 15kt and shield generator 30kt.
All File Provided.
1058915819.zip (http://forum.shrapnelgames.com/newuploads/1058915819.zip)
[ July 23, 2003, 07:40: Message edited by: TNZ ]
mottlee
July 23rd, 2003, 01:44 AM
Originally posted by Atrocities:
I hope it works for you. Enjoy http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">It apears that the new will run the old as long as you do not overwrite your savegame, I loaded fine so far but only ran 2 turns so far http://forum.shrapnelgames.com/images/icons/icon10.gif
(oops I stand corrected....comps are different)
[ July 23, 2003, 00:46: Message edited by: mottlee ]
Atrocities
July 24th, 2003, 12:42 AM
Thanks Lurk, these I will look into right now. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
July 24th, 2003, 01:14 AM
Star Trek Mod v1.0.1 Patch 1 (http://www.astmod.com/zips/stmp1.zip)
1. - Changed Advanced Transphysic Drive Now has a movement bonus of 12
2. - Changed Advanced Transphysic Drive now has a cost of 200 for Organics
3. - Chagned Slipstream Drive (Federation Technology) now has a movement bonus of 13
4. - Changed Quantum Singularity Engine I - III Ability 3 from Hit Offense Minus to Plus
5. - Removed Quantum Slipstream Drive Ability 4
6. - Changed Bussard Collectors supply usage from 30 to 5
7. - Fixed Romulan Quantum Slipstream Drive was not giving its movement bonus
8. - Modified Romulan DesignCreation.txt file slightly
J.
July 24th, 2003, 01:31 AM
Now you've done it. I haven't posted here for ages and even had to get my password again by e-mail so I could log in and post. Congratulations on finally finishing the job(well, it's not finished but you get the point) and a big thank you as well! http://forum.shrapnelgames.com/images/icons/icon7.gif
I'd like to start by pointing out a few errors:
1)The transphysic and Advanced transphysic drives cost the same and give equal bonuses.
2)The quantum singularity engines&drive's describtion says they reduce the chance to be hit but actually it's the other way around, they lower your own chance to hit http://forum.shrapnelgames.com/images/icons/icon7.gif
3)Are the buzzerd collectors really supposed to use 30 supplies? Aren't they supposed to generate supplies? http://forum.shrapnelgames.com/images/icons/confused.gif
Well that's all for now. Maybe I'll post again next year. http://forum.shrapnelgames.com/images/icons/icon10.gif
CNCRaymond
July 24th, 2003, 05:50 AM
First I would like to say great mod so far.
Bugs:
1. Dominion Escort has eleven moves with only three engines
2. The SystemNames.txt has a few erros in it. Little boxes at the ends of some names. Usually a spacing error. Also missing a few star trek system names like Vulcan. (I will send you my latest Star Trek system names)
Suggestions:
1. Have a second class of colony technology, one that allows for more cargo. Example: Colony Tech Rock 1, Colony Tech Rock 2, Colony Tech Rock 3 with each giving an increase in cargo by 5.
2. Federation Explorer and Escort class need more moves per engine to be effective I think.
[ July 24, 2003, 05:38: Message edited by: CNCRaymond ]
DeadZone
July 24th, 2003, 06:17 AM
Keep up the good work
TerranC
July 24th, 2003, 06:40 AM
Good stuff: but I think there were some errors made:
1. The Pulse Phasers aren't mounted when I select the Defiant mount. (I'm assuming that this is an error.)
2. In a high tech start, the ferengi homeworld starts with 2 ferengi space yards, giving it a construction rate of 15K per turn. (I'm also assuming that this wasn't intended.)
But nevertheless, kudos to Atrocities and Kwok.
CNCRaymond
July 24th, 2003, 06:56 AM
I think this is a fluke. I just received the Borg Neural Net as a bonus for having discovered ruines on a planet. I checked and the Borg neural net is a dedicated Borg technology. Sure enough, I have the Borg Neural net availible to me.
Now only if I can get a few more technologies from other races.
CNCRaymond
July 24th, 2003, 07:14 AM
Bug:
1. No differance between Poloron Beam and Mini Poloron Beam for the Dominion weapons.
(EDIT - Ok I see the differance now, one is used for ships only while the other can target other things. As a suggestion, you should lower the ship hit points a tad and lower the cost and tonnage to make it reflect the "mini" name.)
I have to say I really love how this mod uses resources. My ships are limited range and that forces me to have to build supply bases. I also love how the mod uses Rads and Org and forces me to have to build facilities to gather them.
I am on turn 100 and only the Romulans are now expanding and they are in 1st place. The others are still only in one system.
[ July 24, 2003, 06:25: Message edited by: CNCRaymond ]
TNZ
July 24th, 2003, 09:46 AM
I noticed the entry for energy stream weapons in the tech area data file. I don’t think it should have a racial area number.
Name := Energy Stream Weapons
Group := Weapon Technology
Description := Weapons employing a continuous stream of energy.
Maximum Level := 5
Level Cost := 5000
Start Level := 0
Raise Level := 2
Racial Area := 5
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Physics
Tech Level Req 1 := 2
Lighthorse
July 25th, 2003, 08:34 AM
The problem of the AI empires not expanding can be solved by chicking on "All systems seem by all players" and for good measure I also chicked on "Omnipresent view of all systems" during game setup in Quadrant. After six turns over half of the AI empires expanded out into two to three other systems bysides they our home system. Yes, I know that its takes away the unknown feature of the game, but its more of a challerage if AI expands outward as quickly as a human does.
A suggestion maybe for AI empire to start with ancient knowledge of the galaxy, may allow them to expand outward rapidly.
That my two cent worth
Lighthorse
BadAxe
July 25th, 2003, 07:43 PM
I think the Supply Storage progression is wrong. Level II and III become more and more inefficient in terms of Supply Storage ability, and it not until Level V that the efficiency of Level I is regained.
I notice that the cost in minerals, etc decreases the first three levels, then plateaus, but I would think that in the early stages of research into stellar exploration, stashing more fuel etc onto a ship would be a much higher priority than making it cheaper to build.
Suicide Junkie
July 25th, 2003, 07:52 PM
"Transphysic"
This has GOT to be a spelling error, morphed into a new word.
Transphasic, perhaps?
BadAxe
July 25th, 2003, 09:56 PM
I do not believe that your patch changed Brussard Collector supply usage.
Lighthorse
July 26th, 2003, 03:08 AM
Restarted another Star Trek mod game to test the AI expandation rate.
Setting for game were, high number of computer players x20, High level for diffculty, medium bonus for computer players, Quadrant was a large dense cluster. The most important thing was chicking on for "All systems seen by all players" in the Quadrant section of the set up.
By turn ten, 13 x computer player had expanded outside they home world system, not bad.
Turn 13th turn 16 computer players had expand beyond they home system and seven computer empires now had 10 or more planets, with the Klingon on top with 15 planets.
Turn 16th only two computer computer hadn't expanded past they home system. The Borg scored first place with 13 x planets and Klingon 4th place/score with 18 planets.
I had make contacts with four other computer players, of which two were friendly and the other two were very cool to my offers of friendship and trade.
Turn 20 only one computer players hadn't expanded at all, maybe they can't. I need to check that out yet.
This is looking like a very hard game for my side, Species 8472.
Try this set up for your game of Star Trek Mod and please let me know how it worked for you.
Lighthorse
jimbob
July 26th, 2003, 11:33 PM
I was playing the Ferengi, and found in Strategic (Simulated) combat that only one of my 8 boarding party equiped ships actually underwent boarding actions. The other 7 ships just danced around getting hosed down by weapons fire (no, the opponents had no shielding). Any reason for this? Will this happen in real combat, or is it a glitch in the simulated combat? Oh, and I think I changed the orders to "boarding" orders first, "short weapons" second. Both sides were computer controlled...any ideas out there?
BadAxe
July 28th, 2003, 05:19 AM
When I attempted to add an Exploration Captain to a ship, he was counted as an engine. Thus the net result is a loss in mobility.
DeadZone
July 28th, 2003, 06:28 AM
an idea, how about removing all of the original SE:IV technology and components cos I mean, capital missles and depleted uranium shell in star trek!? I think not, or at least not in the time-period of which is being covered by the mod
And have the impulse engines give minimal movement, so, at the beginnin your ships can only move 1 square wit impulse, and possibly only 2/3 extra wit warp.
I think that would be better
Also, have it so u must have a structural intergrity field (I think this is posible, Im not sure)
And how about take out carriers, after all ST doesnt have fighters, they have shuttles, wit which (tho the game will see them as a fighter) have it so normal ships can only have 1 or 2 shuttles max (ie. up the size of the hulls and up the weapons to compensate)
Thats it for now, tell me wot u think
[ July 28, 2003, 06:15: Message edited by: DeadZone ]
CNCRaymond
July 28th, 2003, 07:20 AM
Originally posted by TNZ:
I noticed the entry for energy stream weapons in the tech area data file. I don’t think it should have a racial area number.
Name := Energy Stream Weapons
Group := Weapon Technology
Description := Weapons employing a continuous stream of energy.
Maximum Level := 5
Level Cost := 5000
Start Level := 0
Raise Level := 2
Racial Area := 5
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Physics
Tech Level Req 1 := 2<font size="2" face="Verdana, Helvetica, sans-serif">TNZ I think that the Federation are the only race use this, therefore the Racial Area 5 is needed. I might be wrong, but I am sure I am not.
Good catch though. http://forum.shrapnelgames.com/images/icons/icon7.gif
DeadZone
July 28th, 2003, 07:22 AM
Im modifyin this mod for abit of fun (if this is ok)
I'll let you know wot I pull off (note: no files I make will become public)
Atrocities
July 28th, 2003, 09:39 PM
No I absolutely forbid you http://forum.shrapnelgames.com/images/icons/icon10.gif
Have fun modding. http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
July 28th, 2003, 09:58 PM
Originally posted by DeadZone:
an idea, how about removing all of the original SE:IV technology and components cos I mean, capital missles and depleted uranium shell in star trek!? I think not, or at least not in the time-period of which is being covered by the mod<font size="2" face="Verdana, Helvetica, sans-serif">Enterprise uses Capital Ship Missiles. And the General AI has got to have something to use for weapons. I could name the DUC Lasers or something, but why?
Originally posted by DeadZone:
And have the impulse engines give minimal movement, so, at the beginnin your ships can only move 1 square wit impulse, and possibly only 2/3 extra wit warp. I think that would be better<font size="2" face="Verdana, Helvetica, sans-serif">We did this for the AST mod and it works well, but given Captain Kowks design for the mod, this propulsion model does not work. The larger the ship the more engines it takes to move.
Originally posted by DeadZone:
Also, have it so u must have a structural intergrity field (I think this is posible, Im not sure)<font size="2" face="Verdana, Helvetica, sans-serif">Believe me I have been trying.
Originally posted by DeadZone:
And how about take out carriers, after all ST doesnt have fighters, they have shuttles, wit which (tho the game will see them as a fighter) have it so normal ships can only have 1 or 2 shuttles max (ie. up the size of the hulls and up the weapons to compensate)<font size="2" face="Verdana, Helvetica, sans-serif">You can remove them when setting up your game. The technology to turn off Carriers is available. They were left in the mod because many people like them and wanted them. To accomodate them I made them a removeable technology.
Atrocities
July 28th, 2003, 11:10 PM
Patch 2 v1.0.2 (http://www.astmod.com/startrek/stm.htm)
NOTE: This may mess up your save games. To avoid this simply make a back up of your Components.txt and then install the patch. Aftward copy the Exploration Captian I & II from the back up to the new components directly. Be sure to put it right were it came from.
Star Trek Mod v1.0.2
1. - Fixed Dominion Attack A would have 11 moves with only 3 engines.
2. - Changed Federation Explorer VehicleSize Engines per move increased from 2 to 3
3. - Changed Federation Escort VehicleSize Engines per move increased from 2 to 3
4. - Fixed Spacing errors in SystemNames.txt
5. - Added New Star Trek Names to SystemNames.txt
6. - Corrected Spelling error of Transphasic Torpedo
7. - Changed Supply Storage I - V Tonage Space Taken to 5
8. - Changed All Mini - Weapon types reduced Damage at range by 5% to 30%
9. - Chagned Phased - Polaron Beams (Dominion) from skips armor to Skips Shields and Armor
10. - Added Federation Pulse Phasers to the Defiant Mount
11. - Fixed Ferengi Spaceport Depot I - III so that AI does not start game with two facilities
12. - Removed Exploration Captain I - II (Component would not work correctly)
13. - Replaced Olegs old Tholian ship set with his New Gold Version
14. - Adjusted Minor tweaks to AI General and Settings
[ July 28, 2003, 22:15: Message edited by: Atrocities ]
oleg
July 28th, 2003, 11:15 PM
Originally posted by Atrocities:
13. - Replaced Olegs old Tholian ship set with his New Gold Version
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif I hope to add few more new images soon http://forum.shrapnelgames.com/images/icons/icon7.gif
DeadZone
July 29th, 2003, 02:59 AM
Originally posted by Atrocities:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by DeadZone:
And have the impulse engines give minimal movement, so, at the beginnin your ships can only move 1 square wit impulse, and possibly only 2/3 extra wit warp. I think that would be better<font size="2" face="Verdana, Helvetica, sans-serif">We did this for the AST mod and it works well, but given Captain Kowks design for the mod, this propulsion model does not work. The larger the ship the more engines it takes to move. </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">The idea I had behind this is (in theroy) once you've gotten to the more larger ships you should (again, in theroy) have the more powerful engines, I would think that it would work, if not, then just put a torpedo thro my hull, lol
CNCRaymond
July 29th, 2003, 05:41 AM
DeadZone, if you can get the system to work good, post it. Many of us would love to have it.
Oleg, what was wrong with the other set? They all look good.
PCP, You should ditch all but the Combat captains.
Lighthorse
July 29th, 2003, 10:02 PM
Hey Atrocities,
I had a suggestion that vastly improves the computers player expandation rate. Include for all computer player the charaction "Ancient Race".
I have tried it out for four games and the computer players all expard outside they homew section within a short period of time.
I have to keep pushing my own expand just to keep up with some of faster expanding computer races.
My Last game I was playing, thought that I was finally ahead of all the rest of the computer players, until I attacked the Borg. That was a bad mistake. Four turns later they counter attacked with thirty battle cubes, god it was ugly. There was no stopping thirty mean nasty battle cube deployed in double battle line. Each battle cube had a shielding of exceed of 1300 points, 12 x point-defense cannons and total beam striking power of 5000 points. I also noted that they battle cube had two warp engines per ship, is that correct? Hot damn, that made them very quick at a battle speed of 12, couldn't play my old game of hit and run.
Lighthorse
[ July 29, 2003, 21:04: Message edited by: Lighthorse ]
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