.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   SEIV (http://forum.shrapnelgames.com/forumdisplay.php?f=149)
-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Atrocities November 22nd, 2004 03:28 AM

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

Fyron November 22nd, 2004 03:57 AM

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

Atrocities November 22nd, 2004 04:13 AM

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?

Fyron November 22nd, 2004 04:35 AM

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

Atrocities November 22nd, 2004 04:41 AM

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

narf poit chez BOOM November 22nd, 2004 05:44 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Like them. Look dangerous and creative.

Atrocities November 22nd, 2004 05:48 AM

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.

Captain Kwok November 22nd, 2004 11:14 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
The Kazon and Son'a ships are nice.

XenoTheMorph November 22nd, 2004 03:43 PM

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. ***

Ragnarok-X November 22nd, 2004 04:08 PM

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 !!

Atrocities November 22nd, 2004 05:13 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Quote:

Ragnarok-X said:
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 !!

I have already completed the set. http://forum.shrapnelgames.com/images/smilies/frown.gif But when I have time will make the alteration to the SB for you. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities November 22nd, 2004 05:16 PM

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.

Atrocities November 22nd, 2004 05:18 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Quote:

Captain Kwok said:
The Kazon and Son'a ships are nice.

Thank you CK, and thank you all for your comments on the Kazon.

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?

Atrocities November 22nd, 2004 06:23 PM

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.

Captain Kwok November 22nd, 2004 08:29 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Quote:

Atrocities said:How long did it take you to set up your SPE mod ship designs?

I've only put a few designs together for testing different items.

Atrocities November 22nd, 2004 11:30 PM

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

Atrocities November 23rd, 2004 12:22 AM

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:

Star Trek Mod v1.9.0.2

1. Fixed Spacing error in Data file (MAY EFFECT SAVE GAMES)
2. Changed ECM I - V levels to 6, 8, 10, 12, 14%
3. Changed Combat Sensors I - V to 10, 12, 14, 16, 18%
4. Changed Sensor Aaray I - III for all races to 6, 12, 16%
5. Added New Kazon ship set
6. Added New Son'a ship set

The update had to be released before it was fully ready, so the updated AI was not included. That will be released in a later update.

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.

Kana November 23rd, 2004 02:39 AM

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

Captain Kwok November 23rd, 2004 02:43 AM

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.

Kana November 23rd, 2004 03:18 AM

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

Atrocities November 23rd, 2004 04:39 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Kana said:
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

I have, but they are not mine, and I would hate to get sued.

Phoenix-D November 23rd, 2004 04:43 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Atrocities said:
Quote:

Kana said:
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

I have, but they are not mine, and I would hate to get sued.

You are aware that Paramount can nuke your mod any time you like, right? Using these images would give them more of a leg to stand on but not using them won't stop them.

Atrocities November 23rd, 2004 04:44 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Kana said:
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

These all came out of the Star Trek Magazine that is no longer in print. http://forum.shrapnelgames.com/images/smilies/frown.gif

shino6 November 24th, 2004 08:10 PM

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!

mottlee November 24th, 2004 08:33 PM

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

Onyx November 24th, 2004 10:02 PM

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.

Captain Kwok November 24th, 2004 10:28 PM

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.

Fyron November 24th, 2004 11:03 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Onyx said:
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?

You have to play as all of the empires and have each build what you want it to have at the start of the scenario. To do this, click on the Players button in the main options menu after starting the game, and toggle off AI control for all empires. Make sure to turn off any AI ministers in Ministers window, accessible from the Empire Status screen, in the mean time. After all of the empires are set up as you would like them, all of the empires that should be AI controlled back to AI control, and save it.

Quote:

Sorry for being off topic but does anyone here know if the B5 mod will ever be finished properly?

There is a recent thread about some people possibly resuming work on it. It should be on the first page or two of threads...

Atrocities November 25th, 2004 12:19 AM

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.

Ed Kolis November 25th, 2004 12:28 AM

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.

Captain Kwok November 25th, 2004 01:59 AM

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.

Atrocities November 26th, 2004 12:46 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Ed Kolis said:


Also, I believe the Romulan PDC has the same image as the Tholian Cascade weapon, or maybe the Cardassian Compressor Beam.

Some of the images are shared between the races. But thanks for pointing it out. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities November 26th, 2004 01:11 AM

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:

Star Trek Mod v1.9.0.3

1. Changed Min,Org,Rad cost for Phased Energy Cannon III - V. (Went with XenoTheMorph Suggestions)
2. Fixed Typo - error - in Phased Energy Cannon V.
3. Changed Increased the Range Modifier for Laser Mount from 1 to 2.
4. Changed Romulan Defense Cannon I - V Pic Num to 1392
5. Changed Increased Supply Storage Ability for Warp Core I - X by 200 for each level
6. Changed Increased Supply Storage Ability for Quantum Singularity Drive I - X by 200 for each level
7. Changed Increased Supply Storage Ability for Borg Warp Drive I - X by 200 for each level.
8. Changed Increased Supply Storage Ability for Transwarp Drive I - III by 200 for each level.
9. Changed Increased Supply Storage Abiltiy for Organic Drive I - X by 200 for each level.
10. Changed Increased Supply Storage Abiltiy for Organic Hyper Drive I - X by 200 for each level.
11. Changed Increases Supply Storage Ability for Impulse Engine I - V (750,800,850,900,950)


Atrocities November 26th, 2004 02:09 AM

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.

XenoTheMorph November 26th, 2004 09:43 AM

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 )

Atrocities November 26th, 2004 07:44 PM

Re: The Star Trek Mod - Final Update
 
I have no plans on rushing it. http://forum.shrapnelgames.com/images/smilies/happy.gif

Colonel November 27th, 2004 08:14 PM

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....

Atrocities November 27th, 2004 08:49 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Colonel said:
Dont know if this has been mentioned but on the Borg fighter design thingy you have the small borg shield depleter on there twice....

Hummm, will look into it. Thanks.

Atrocities November 28th, 2004 12:32 AM

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

Atrocities November 28th, 2004 03:25 AM

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.

Atrocities November 28th, 2004 03:26 AM

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.

[CDN]Steel_Ice November 28th, 2004 04:21 AM

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

Atrocities November 28th, 2004 04:40 AM

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.

Atrocities November 28th, 2004 05:17 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Here is the latest update on what I have done thus far.

Quote:


Star Trek Mod v1.9.0.3

1. Changed Min,Org,Rad cost for Phased Energy Cannon III - V. (Went with XenoTheMorph Suggestions)
2. Fixed Typo - error - in Phased Energy Cannon V.
3. Changed Increased the Range Modifier for Laser Mount from 1 to 2.
4. Changed Romulan Defense Cannon I - V Pic Num to 1392
5. Changed Increased Supply Storage Ability for Warp Core I - X by 200 for each level
6. Changed Increased Supply Storage Ability for Quantum Singularity Drive I - X by 200 for each level
7. Changed Increased Supply Storage Ability for Borg Warp Drive I - X by 200 for each level.
8. Changed Increased Supply Storage Ability for Transwarp Drive I - III by 200 for each level.
9. Changed Increased Supply Storage Abiltiy for Organic Drive I - X by 200 for each level.
10. Changed Increased Supply Storage Abiltiy for Organic Hyper Drive I - X by 200 for each level.
11. Changed Increases Supply Storage Ability for Impulse Engine I - V (750,800,850,900,950)
12. Added Two Per Vehicle restriction on Damage Control I - III
13. Changed Modified all races Desgin Creation files (Thank You Captain Kwok) *STILL WORKING ON THIS ONE*
14. Changed Made all ship primary "resource" cost equal to KT size of ship in vehicle size file.
15. Changed Reduced by half most ship combat defense % ability. (Tholians remained the same)
16. Changed Increased Supply Ability from 500 to 1000 for all colony Modules
17. Changed Revised Research files slightly


Fyron November 28th, 2004 06:53 AM

Re: The Star Trek Mod - Final Update
 
Quote:

[CDN]Steel_Ice said:
...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?

This is intended. It is how the crystalline armor ability (Shield Generation From Damage) ability functions. This ability is the key feature of a "leaky shielding" system, where the goal of shielding is not to provide a magic wall that offers 100% protection until the moment that the shield level hits 0, then nothing at all, as in stock SE4. Instead, the shielding has the overall net affect of allowing some shots to damage the ship, but others will be stopped. Thus, some damage "leaks" through, in classic Star Trek style. The only way to do this in SE4 is to use the crystalline armor ability, which functions precisely as you have seen it function. It causes shield points to be added to the shield layer for each point of damage done to the hull, up to the maximum allowed by the ability levels of your armor/shields/whatever.

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...

Atrocities November 28th, 2004 07:26 AM

Re: The Star Trek Mod - Final Update
 
Thank you Fryon for the info. http://forum.shrapnelgames.com/images/smilies/happy.gif

TNZ November 28th, 2004 07:26 AM

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

Atrocities November 28th, 2004 07:29 AM

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.

[CDN]Steel_Ice November 28th, 2004 05:51 PM

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.

Atrocities November 28th, 2004 07:37 PM

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.


All times are GMT -4. The time now is 09:55 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.