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Re: The Star Trek Mod - 1.9.0.1 Update Released
Here are four of the new Kazon ships. Please realize that there is virtually no images to go except two or three so I have to employ creative license with this set. The Kazon are proving to be most difficult to do. I have the old set, but that set is just hidious and was some of my earliest work so when I look at it, I cannot help but want to update it. I am sorry if this comes as a dissapointment to some, but its who I am. http://www.astmod.com/startrek/stmimages/k1.PNG http://www.astmod.com/startrek/stmimages/k2.PNG http://www.astmod.com/startrek/stmimages/k3.PNG http://www.astmod.com/startrek/stmimages/k4.PNG |
Re: The Star Trek Mod - 1.9.0.1 Update Released
Hmm... if you keep them looking about like that, they could double as a magic race in Adamant. http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: The Star Trek Mod - 1.9.0.1 Update Released
They will be neo-standard so they should work well for Adamant as long as they have a better race portrait. http://forum.shrapnelgames.com/images/smilies/happy.gif
What did you think of the new sona ships? |
Re: The Star Trek Mod - 1.9.0.1 Update Released
When I saw the new Kazon ships, I immediately thought of dwarves. http://forum.shrapnelgames.com/images/smilies/wink.gif
The Sona are great work as always. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - 1.9.0.1 Update Released
I now have enough ships to make the set. This includes carriers, transports, bases, ships, and other.
Here are four more designs. http://www.astmod.com/startrek/stmimages/k5.PNG http://www.astmod.com/startrek/stmimages/k6.PNG http://www.astmod.com/startrek/stmimages/k7.PNG http://www.astmod.com/startrek/stmimages/k8.PNG Dreadnought, Battleship, Baseship, Starbase |
Re: The Star Trek Mod - 1.9.0.1 Update Released
Like them. Look dangerous and creative.
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Thank you Narf. To be honest this has been one of the hardest sets to redo. The vulcans are now proving near impossible so I am about to throw in the towl for the night.
I figured the Son'a would be the most difficult, but I nailed them right off. That surprised me so I figured the Kazon would be easy. Boy was I wrong. At least they are done now. The Vulcans are literally waring me out. So I am going to bag it for tonight and try again tomorrow. Most likely will keep current Vulcan set, just re-render them. |
Re: The Star Trek Mod - 1.9.0.1 Update Released
The Kazon and Son'a ships are nice.
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Re: The Star Trek Mod - 1.9.0.1 Update Released
I've been playing the Mod (v1.9.0.1) and I've noticed a few things -
The Phased Energy Cannon I-II have different costs to III-V For I-II Min:100/120, Org:0/0, Rad:25/25 For III-V Min:25, Org:25, Rad:25 ! http://forum.shrapnelgames.com/images/smilies/eek.gif Considering how much better they are than the Lasers (even with the ship mount) I'd propose - III Min:140, Org:0, Rad:30 IV Min:160, Org:0, Rad:30 V Min:180, Org:0, Rad:35 Also you might want to increse the base Laser damage so that they are closer to the PEC damage (especially for the Mounted Version). ATM they are purely a (V) poor mans PEC. (Well at low levels I-II the Mounted Laser has a slight range advantage, maybe increase this instead?) Another thing I noticed was the Combat speed (Cm) of the ships. (I take it the second possible impulse engine is just a spare & the best per Kt supply store?) Take Level I propulsion componets on an escort - a) Warp core (bonus +1Mv) + Impulse engine\s (+3Cm) + 2 Nacelles (1Mv, +2Cm) HAS 4Cm (1Cm from the 2Mv? + 3Cm from Impulse only?) b) Warp core (bonus +1Mv) + Impulse engine\s (+3Cm) HAS 3Cm (0Cm from the 1BonusOnlyMv? + 3Cm from Impulse) c) Warp core (bonus +1Mv) + 2 Nacelles (1Mv, +2Cm) HAS 3Cm (1Cm from the 2Mv? + 2Cm from Nacelles) It just does not seem to work out? Do the Cm from Nacelles and Impulse engines stack? I really don't know! http://forum.shrapnelgames.com/images/smilies/frown.gif Can somebody clear up how the Cm work in this case please. http://forum.shrapnelgames.com/images/smilies/wink.gif *** Oh and as always Atrocities great ship sets! The Kazon actually look like Kazon ships! That *is* impressive. *** |
Re: The Star Trek Mod - 1.9.0.1 Update Released
Atrocities, great work with the kazon http://forum.shrapnelgames.com/images/smilies/happy.gif They look just like i wanted them to look. Just a minor suggestion though: Please make the connection zones around the starbase smaller and increase the ammount to 5 (in a pentagramm manner if you know what i mean -> just like a 5 sided star)
great work !! |
Re: The Star Trek Mod - 1.9.0.1 Update Released
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Thanks for the feed back. Its too early in the morning for me to be thinking clearly so give me some time to digest what you have posted and get the old synapsis firing again. http://forum.shrapnelgames.com/images/smilies/happy.gif
Ok, so what your saying is that the impulse engines are not stacking to give the full combat moves? If this is the case then yes something will be done. About the PEC and the LAS. The PEC is more accurate and is a heavy hitter on its own. The LAS is less powerful, less accurate, but has a longer range. The cost should be consistant throughout and if not it will be fixed. Thank you for your feed back. I will post more later. |
Re: The Star Trek Mod - 1.9.0.1 Update Released
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I am setting up the ship designs now, man was an interesting process. Trial and error and a lot of luck. How long did it take you to set up your SPE mod ship designs? |
Re: The Star Trek Mod - 1.9.0.1 Update Released
New Kazon ship set uploaded to www.pbw.cc Star Trek Kazon II V1.2 Gold N
The N stands for New, but the ew was cut off. The new Version will also be in the next update witch should be ready by this weekend if all goes well. |
Re: The Star Trek Mod - 1.9.0.1 Update Released
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Re: The Star Trek Mod - 1.9.0.1 Update Released
<font color="brown"> UPDATE </font>
There will be a new update available in about an hour. A bug was discovered in the data files that effected a few components. http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
<font color="red"> 11-22-2004 UPDATE</font>
STM v1.9.0.2 With Intro 5.0 megs STM v1.9.0.2 Without Intro 2.5 megs STM v1.9.0.2 Data and Ai files only. No images 500k This update address a major bug found in the component file. This may effect save games. So apply only if you are prepared for this. Quote:
If a bug is found that will dramatically effect game play, then an update will be released as soon as possible. No update is planned for release until the new AI Design Creation files are ready. Expect the next update, barring any major bug fixing updates, to be released by christmas. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Hey Atrocities,
Have you considered using any of these images for component pics and such? http://www.ex-astris-scientia.org/ga...interiors1.htm http://www.ex-astris-scientia.org/gallery/bridges1.htm http://www.ex-astris-scientia.org/gallery.htm The Star Trek Fact Files, and the Star Trek: The Magazine, would be a wonder find of Star Trek images for the ultimate Star Trek mod.... Kana |
Re: The Star Trek Mod - 1.9.0.2 Update Released
A number of those images are already included in the imageMod. I like the drawings themselves, but for the 36x36 mini pics they are hard to discern from one another.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
I like them as well...I wish I could find another source for the others that would have been in the STFF, and the ST:TM. Since the are out of print, and not really enough of a fan to actually go out an aquire them, I tried scanning the net, and really didn't find anything of use...Maybe someone else would have more success.
Kana |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Wonderful wonderful job on the mod!
I did a clean install of SE4 gold + patch + SE4 Companion + ST mod (and all files it asked for). Two questions: Do I also need to install TDM for the enhanced AI routines or will the computer be a good opponent as is (setting at high difficulty with medium starting bonus)? I ask because of the first game I've tried: pre-loaded the starfleet map with 20 AI players and settings based on the .txt files. It took me a very long time to make first contact, and now that I've encountered most of the other races I've discovered I'm dramatically ahead of them tech-wise. Also, is there an FAQ or some repository of suggestions re: the mod? Thanks! |
Re: The Star Trek Mod - 1.9.0.2 Update Released
FYI, Computer had issues with me so I fixed it good...however I can not now find my SEIV Gold CD to reinstall the game http://forum.shrapnelgames.com/images/smilies/mad.gif SOoooo I had to drop out of my PBW too http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: The Star Trek Mod - 1.9.0.2 Update Released
I would also like to add my congratulations to Atrocities and all involved in creating this outstanding mod.
I have been lurking here for a while but I had to say thanks now that I've actually played it. I actually bought SE4 to play this mod (and the B5 one but that doesnt seem to be finished and it will take me a while to learn how to edit it). I also have a few comments aswell. I too noticed the AI ship design problems. A quick search of the earlier Posts in this thread showed me that Captain Kwok had already made mention of them and that possible solutions were on the way. I can wait. I'm really enjoying getting to know the game now anyway. I noticed that there are a few scenarios about for the original game but I cant seem to find out how to make one. I have figured out the map editor but it would be alot of fun to populate a map with colonies and fleets and jump straight into game. Is this possible? Sorry for being off topic but does anyone here know if the B5 mod will ever be finished properly? Anyway, thanks again and keep up the excellent work. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
I suspect the AI is having trouble expanding due to the supply settings, so that may explain why it is lacking.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Thank you for the comments. I do appreciate it but would also like to say that there were many people who have contributed to this mod and they too equally deserve credit. I tried to keep track of all of the people who helped, but Kwok, Aiken, Fyron, TNZ, and a many more come right to mind.
The supply issue as well as the design issue are top priority for me right now. I am working with Captain Kwoks recommendations and hope to have another update out by christmas. http://forum.shrapnelgames.com/images/smilies/happy.gif In the mean time please keep the bug reports, suggestions, and comments comming. Thank you. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Say, this is a minor issue, but how about making SM components (except the ring/sphereworld constructors) mountable only on ships, since they can only be used by expending movement points?
Also, I believe the Romulan PDC has the same image as the Tholian Cascade weapon, or maybe the Cardassian Compressor Beam. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Atrocities just take your time with this patch. Let the current Version mature and have players collect e-mail or post about bugs.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Here is an update thus far on the next patch. I hope that these tweaks will help improve the range and effect of the AI ships.
I am still working on the AI design creation file, and was wondering if someone could look at the other AI construction files and offer any suggestions. IE the Facility file. Thanks. Quote:
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Re: The Star Trek Mod - Final Update
I am going to be honest. This design Creation file is kicking my butt. This is going to take some serius time to hash out and optimize.
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Re: The Star Trek Mod - Final Update
Atrocities I'm with Kwok on this -
Take Your Time http://forum.shrapnelgames.com/image...ies/stupid.gif Don't let yourself lose it by doing to much wearing stuff in to short a time! (Hey if some of the tasks are overly repetative, just do a 'guide/example' to the changes and you might be able to get some stooges from around here to do some! http://forum.shrapnelgames.com/images/smilies/wink.gif ) |
Re: The Star Trek Mod - Final Update
I have no plans on rushing it. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - Final Update
Dont know if this has been mentioned but on the Borg fighter design thingy you have the small borg shield depleter on there twice....
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Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
Here are two designs that I think look good. The first is a destroyer, the second is the same destroyer but using the armor ability over the AI tag. The third is a light cruiser design.
http://www.astmod.com/startrek/stmimages/design1.PNG http://www.astmod.com/startrek/stmimages/design1a.PNG http://www.astmod.com/startrek/stmimages/design2.PNG |
Re: The Star Trek Mod - Final Update
Well I have been at this for several hours now. I am afraid that no matter what I do at some point the AI will add more than one Scattering Armor to its designs but then later redsign to only have one. It is a BUG with SEIV I am afraid.
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Re: The Star Trek Mod - Final Update
We really need Aaron to put out one more patch that fixes this bug. When it states ONE PER VEHCILE, then the AI should only add ONE period.
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Re: The Star Trek Mod - Final Update
Firstly I would like to say I LOVE the mod, its very different and refreshing to play! And it gives a definate star trek feeling http://forum.shrapnelgames.com/images/smilies/happy.gif
My question is, I have V 1.9.0.0 and I have a good game going and don't want to lose it. Do either of the two newer patches affect saved games badly? I know 1.9.0.2 can, but what about 1.9.0.1? Also another question, ive noticed my ships are pretty much invincible. Im federation and I have ablative armor 3, and shield gen VII (at this point) and in battle if the sheids are penetrated then I get either no damage or "reverse damage" and I dont mean that the sheilds are replenished but that if I get any actual hull damaged it is reversed when my ship takes another hit, is this intended or is it a bug? Thanks |
Re: The Star Trek Mod - Final Update
Version 1.9.0.2 does effect saved games. Because of an error in the data files when a player updates their designs will be devalidated. What I mean by this is that the components they have chosen for the design, will be off by one.
In the latest Version I have cut the hit/miss values for the ships down by half thus balancing out some of these issues. Do this to get effective weapons - Research Beam tech to level 5. Then research Advanced Physics. Then research your races Energy weapons to level 10. Also research torpedo weapons. They are less accurate but have a higher yield and range later on. Shields are good, but there are shield depleting weapons that will hurt them bad. Also consider using engine damaging weapons on your designs. Remember the order in which you put weapons on your designs dictate their firing order as well. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Here is the latest update on what I have done thus far.
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Re: The Star Trek Mod - Final Update
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Unfortunately, partial damage is not stored on a per component basis. Instead, any remaining damage (that was not enough to destroy an entire component) is added to the next incoming shot. Normally, this process is not really visible. Each shot just damages more components. It does not make much difference overall that that extra 5 damage points are added to the incoming 65, since it will all end up doing the same sort of damage to the ship anyways. Note that this can cause some odd effects with special damage weapons. If you had, say, 20 points of partial damage remaining from an Anti-Proton Beam hit, and the next hit is with an Ionic Disperser (engine damaging), then that 20 points of partial damage are transformed into engine damage, adding directly to the damage of the ID. This can either cause the ID to destroy more engines than it normally would, or it can cause that 20 stored partial damage from the APB to be lost (special damage weapons, which damage only a specific type of component, do not accumulate partial damages; they either destroy an entire component (or more), or do nothing). But I digress... With Shield Generation From Damage components in play, the stored partial damage must get through the shield layer again (as the shot that created that partial damage also resulted in the generation of shield points). Against crystalline armored/leaky shield protected ships, damage per shot becomes very, very important. You have to be able to destroy whole components in a single shot, else you won't get anywhere very fast... |
Re: The Star Trek Mod - Final Update
Thank you Fryon for the info. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - Final Update
Atrocities, try this out it appear to workhttp://forum.shrapnelgames.com/images/smilies/smile.gif
http://www.shrapnelcommunity.com/thr...?Number=313888 |
Re: The Star Trek Mod - Final Update
Thanks TNZ. http://forum.shrapnelgames.com/images/smilies/happy.gif I am in the middle of a test game now.
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Re: The Star Trek Mod - Final Update
Thank you guys for the info, that makes sense http://forum.shrapnelgames.com/images/smilies/happy.gif. So Atrocities I take it 1.9.0.1 shouldent affect my saved game bad then? For 1.9.0.2 I think I can add the changes myself apart from the spacing fix.
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Re: The Star Trek Mod - Final Update
They both will I am sorry to say. Just in the ship design areas. Most inconvient, but easy to over come by editing your designs.
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