.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)

solops November 28th, 2004 10:30 PM

Re: The Star Trek Mod - Final Update
 
Are the latest ImageMod files going to be posted as Zip files someplace? All I found are rar files.

Randallw November 28th, 2004 10:39 PM

Re: The Star Trek Mod - Final Update
 
I am interested to learn if a particular bug has been fixed. In Qconflict I naturally use the ST intel facilities (1100 pts vs SE4 stock 700). However It annoys me that when I click on upgrade facilities it upgrades the 1100 pt facilities to 800 pt standard ones. I didn't notice this downgrade until some time after it had started.

Atrocities November 28th, 2004 10:46 PM

Re: The Star Trek Mod - Final Update
 
I have checked. The only facility that shares the same family number with intel facility (86) is the pirate one. This is being changed now. However the problem you mentioned was fixed in Version 1.7.3:

38. Changed Intelligence Center I - III family number from 6 to 86 to help stop conflict with GR - Intel (Thanks General Woundwort)

Aiken November 29th, 2004 04:47 AM

Re: The Star Trek Mod - Final Update
 
to 1.9.0.3:
Patch 1.9.0.2 negated all changes made to mounts in patch 1.9.0.1:
<font class="small">Code:</font><hr /><pre>4. Changed Reduced range modifier of Federation Weapon Mount from 5 to 2</pre><hr />
-&gt; in patch 1901: range mod is 2; in patch 1902: it's 5 again.
<font class="small">Code:</font><hr /><pre>5. Changed Fixed Descriptions for Large, Heavy, and Massive Weapon Platform Mounts
6. Changed Fixed Description for Large Satellite Mount
7. Changed Fixed Descriptions for Large, Heavy, and Massive Base Mounts</pre><hr />
-&gt; in 1902 patch descriptions reverted to pre1901 state.
<font class="small">Code:</font><hr /><pre>8. Changed Fixed Damage % for Large, Heavy, and Massive Base Mounts. (30,40,50%)</pre><hr />
-&gt; in 1901 patch: damage mods are +30%/+40%/+50%; in 1902 patch damage mods are +30%/+5%/+10% again
<font class="small">Code:</font><hr /><pre>9. Changed Reduced range modifier of Dominion Weapon Mount from 5 to 2
10. Changed Reduced range modifier of Ferengi Weapon Mount from 5 to 2</pre><hr />
-&gt; same sh*t as for Federation Weapon mount
..
<font class="small">Code:</font><hr /><pre>21. Added Phh Propulsion Mount. (1600kt to 3200kt)</pre><hr />
-&gt; no such mount in 1902 patch (for Fusion Cubes)
<font class="small">Code:</font><hr /><pre>22. Changed Ph Propulson Mount from 1001 to 2000 to 1001 to 1500</pre><hr />
-&gt; in 1902 patch it's 1001-2000 kt again.

Atrocities November 29th, 2004 07:19 AM

Re: The Star Trek Mod - Final Update
 
GD IT, how in the hell did this happen? You know what, after I made the patch I shut my computer off for an hour while I went to the store. EVER GD TIME I do this, the frells things up.

There is no reason for this to happen except to say that some how the system screwed up... I honestly don't know what in the hell happend.

I will reload Version 1.9.0.2. Or should I just wait for 1.9.0.3?

Atrocities November 29th, 2004 07:28 AM

Re: The Star Trek Mod - Final Update
 
1 Attachment(s)
It looks like the CompEnhancement file was not saved in the update folder that was used for the zip. Like I have said, this has happened before. Its an XP thing that is really beginning to PMO to no end.

Both times it has happened after a shut down - reboot.

Any ways, the fixes in 1.9.0.1 WILL be back in 1.9.0.3.

I guess I will just have to get it done sooner than I had anticipated.

In the mean time, if you want the correct file, I have attached it to this post. Simply replace the exsiting one with this one. NOTE: Do not do this if your playing in a PBW game. You will have to wait until the 1.9.0.3 update.

Latest Progress on new Version.
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)
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
18. Changed Addressed a few minor house keeping issues.
19. Changed Pirate Research Center I - III family number to 83 to avoid conflict with Research Center I - III
20. Changed Pirate Intelligence Center I - III Family to 84 to avoid conflcit with Intelligence Center I - III
21. Replaced CompEnhancement file with correct updates - updates were undone in 1.9.0.2 by mistake. (SORRY)


Atrocities November 29th, 2004 07:45 AM

Re: The Star Trek Mod - Final Update
 
I would like everyones permission that has helped with this mod to add their names to Emperor Names list. So if your interested, Please post or email me with the name you want used.

Atrocities November 29th, 2004 09:12 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
I have been play testing this latest Version for the better part of four hours now and I have to say that I am really happy with how it is working out. Despite the occational illegal design that creeps in and out occationally, the mod plays and feels good.

The new design creation files are working very well. There are some issues, but those are generally caused by ships less than 200kt in size and are very short lived.

Does any one want to beta test this Version for me?

I would like to put it through the ringer for a month before it is released.

At this point I guess the focus, aside from bugs, would be on spelling issues, descriptions, balance issues in resource useage, and balance in abilities for facilities.

Basically we are down to tweaking things.

I also would like input on the Warrior Trait. I would like to get it balanced out and useable as a viable trait to play.

If a player chooses the warrior trait I am thinking on making it 100% neo-standard. If a player chooses this trait they will gain additional ships, in this case neo standard ships.

XenoTheMorph November 29th, 2004 10:45 AM

Re: The Star Trek Mod - Final Update
 
Well Atrocities I would be honoured to be in the Emperor names file if you would like http://forum.shrapnelgames.com/images/smilies/happy.gif
(Xeno would probably be better than XenoTheMorph don't you think!)

Also could you check that when you replaced the Compenhancements file you readded the Laser mount change http://forum.shrapnelgames.com/image...ies/tongue.gif

from v1.9.0.3 changes
3. Changed Increased the Range Modifier for Laser Mount from 1 to 2.
21. Replaced CompEnhancement file with correct updates - updates were undone in 1.9.0.2 by mistake. (SORRY)

I'd be willing to do some Beta testing for you, PM or email me with the details (either XenoTheMorphREMTHIS@gmail.com or Xeno@twilightREMTHIS70.freeserve.co.uk).

Aiken November 29th, 2004 08:00 PM

Re: The Star Trek Mod - Final Update
 
Atrocities, I'm affraid that 1.9.0.2 patch eliminated 1.9.0.1 changes in Vehiclesize.txt and Facilities.txt too:
<font class="small">Code:</font><hr /><pre>25. Changed Min, Org, Rad cost for Infantry. (10,10,10)
26. Changed Min, Org, Rad cost for Racial Troops (5,5,5)</pre><hr />
-&gt; in 1902 patch: infantry and racial troops cost 1/5/1 again.

<font class="small">Code:</font><hr /><pre>1. Changed Lowered ability amounts of Cloning Facility I - III (5,10,20)</pre><hr />
-&gt;1901: 5M/10M/20M; 1902: 10M/20M/40M again
<font class="small">Code:</font><hr /><pre>2. Changed Lowered ability amounts of Bio-reclamation Complex III - V (15,20,25)</pre><hr />
-&gt; 1901: 5%/10%/15%/20%/25%; 1902: 5%/10%/20%/30%/40% again
<font class="small">Code:</font><hr /><pre>3. Changed Increased ability amounts of Population Growth Facility I - III</pre><hr />
1901: 2%/4%/6%; 1902: 1%/2%/3% again
<font class="small">Code:</font><hr /><pre>12. Changed Min, Org, Rad cost for Planetary Bioelectric Field I - V </pre><hr />
1901: new variable costs; 1902: 25000/1000/10000 for all levels again.

Also there're other racial planetary shields in the mod: Borg Planet Regenerative Shielding I-V and Cardassian Remote Power Station I-III.

Proposed costs for these facilities:

for Borg Planet Regenerative Shielding
lvl 1: 10000/2000/6000
lvl 2: 17000/3000/7000
lvl 3: 21000/4000/8000
lvl 4: 25000/5000/9000
lvl 5: 29000/6000/10000

for Cardassian Remote Power Station
lvl 1: 10000/1000/7000
lvl 2: 15000/2000/8000
lvl 3: 20000/3000/9000
-----------------------
Description for Enhanced Fusion Beam says "+30% bonus to hit. Use Mount with this weapon." Question: what mount?

TNZ November 29th, 2004 08:13 PM

Re: The Star Trek Mod - Final Update
 
I would like to be part of the beta test for this Version. A good name for an emperor? How about Capt. Kirk’s middle name? Tiberius.http://forum.shrapnelgames.com/images/smilies/smile.gif

Renegade 13 November 29th, 2004 11:55 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
I would like everyones permission that has helped with this mod to add their names to Emperor Names list. So if your interested, Please post or email me with the name you want used.

Well, I've helped you out in the past, so if you'd like to put "Renegade" into your Emperor Names list, go right ahead http://forum.shrapnelgames.com/images/smilies/laugh.gif

Oh, and I'd be quite happy to help you beta test the newest Version of the mod. Send anything you need to this email address: dragon_t12@hotmail.com

solops November 30th, 2004 12:04 AM

Re: The Star Trek Mod - Final Update
 
I've always thought there should be a Dread Emperor Bob.

Fyron November 30th, 2004 12:17 AM

Re: The Star Trek Mod - Final Update
 
Quote:

solops said:
Are the latest ImageMod files going to be posted as Zip files someplace? All I found are rar files.

Just get WinRar... It is a superior program to WinZip and the built-in XP zip program in every possibly way...

http://www.rarlabs.com/

Alternatively, you could get a self-extracting rar file (no special programs needed) of the entire Image Mod from my Bit Torrent tracker...

http://kazharii.no-ip.com:6969/

solops November 30th, 2004 12:25 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Imperator Fyron said:
Quote:

solops said:
Are the latest ImageMod files going to be posted as Zip files someplace? All I found are rar files.

Just get WinRar... It is a superior program to WinZip and the built-in XP zip program in every possibly way...

http://www.rarlabs.com/

Alternatively, you could get a self-extracting rar file (no special programs needed) of the entire Image Mod from my Bit Torrent tracker...

http://kazharii.no-ip.com:6969/

The rar demo expires and terminates its function. I don't care to pay for a commercial Version when an "unzipper" is free with Windows.

The alternative sounds OK, though... self extracting...

Fyron November 30th, 2004 12:48 PM

Re: The Star Trek Mod - Final Update
 
Perhaps 7-zip would suffice? It is completely free.

http://7-zip.org/

solops November 30th, 2004 05:23 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Imperator Fyron said:
Perhaps 7-zip would suffice? It is completely free.

http://7-zip.org/

Ahhh...verrry good...Clever Emperor...I'll have to keep my eye on you...yes indeed, very good.

Suicide Junkie November 30th, 2004 06:54 PM

Re: The Star Trek Mod - Final Update
 
Quote:

solops said:The rar demo expires and terminates its function. I don't care to pay for a commercial Version when an "unzipper" is free with Windows.

The alternative sounds OK, though... self extracting...

Eh? What Version/etc did you download?

After 30 days it just gives you the please register screen like winzip does.

mottlee November 30th, 2004 07:11 PM

Re: The Star Trek Mod - Final Update
 
Hmmm so far the one I have just pops up a note still works http://forum.shrapnelgames.com/image...s/confused.gif

Atrocities November 30th, 2004 07:16 PM

Re: The Star Trek Mod - Final Update
 
Quote:

mottlee said:
Hmmm so far the one I have just pops up a note still works http://forum.shrapnelgames.com/image...s/confused.gif

Errrrr, http://forum.shrapnelgames.com/images/smilies/eek.gif What are we talking about here? http://forum.shrapnelgames.com/images/smilies/fear.gif

mottlee November 30th, 2004 08:10 PM

Re: The Star Trek Mod - Final Update
 
Well not realy a "Pop Up" just dialog asking to reg

Onyx November 30th, 2004 08:21 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
Quote:

mottlee said:
Hmmm so far the one I have just pops up a note still works http://forum.shrapnelgames.com/image...s/confused.gif

Errrrr, http://forum.shrapnelgames.com/images/smilies/eek.gif What are we talking about here? http://forum.shrapnelgames.com/images/smilies/fear.gif

Winrar file extractor. http://forum.shrapnelgames.com/images/smilies/smile.gif

Renegade 13 November 30th, 2004 10:25 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Hey Atrocities, I'm interested in play testing your 1.9.0.3 mod Version, if you'd like to have another play tester.

Atrocities December 1st, 2004 02:44 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Thanks Renegade 13, PM away.

Renegade 13 December 1st, 2004 12:50 PM

Re: The Star Trek Mod - Final Update
 
Thanks! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Atrocities December 1st, 2004 01:57 PM

Re: The Star Trek Mod - Final Update
 
No problem, let me know if you find any bugs. Please pay attention to balance issues and look for descriptions that can be improved.

http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities December 2nd, 2004 07:19 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Well I am working on 1.9.0.4 and I think this will be the Version that I release in a couple of weeks.

Quote:

Star Trek Mod v1.9.0.4

1. Changed Shuttle I, Shuttle II, and Shuttle III in VehicleSize image from shuttle to shuttle2.bmp
2. Changed Planet Regenerative Shielding I - V min,org,rad costs (Went with Aikens Recommendations)
3. Changed Remote Power Station I - III min,org,rad costs (Went with Aikens Recommendations)
4. Added Fusion Beam Mount.
5. Fixed Satellite Mount now works as intended.
6. Changed Mini Storage Vehicle Type to Ship\Base
7. Changed Anti - Matter Pod I - V Vehicle Type to Ship\Base\Drone
8. Changed Drone Mount now works as intended.
9. Changed Ram Scoop I - III Vehicle Type to Ship\Base\Drone
10. Changed 8472 Flux Pod I - V Vehicle Type to Ship\Base\Drone
11. Changed Deuterium Tank I - III Vehicle Type to Ship
12. Changed Ferengi Deuterium Tank I - V Vehicle Type to Ship

Also if I cannot cover the yearly cost for the AST.com site, I will need a new site to host not only all of the STM stuff, but all of my other ship sets as well. (If any one can aford to donate to the cause it would be greatly appreciated.) If not, I need about 350 megs of space if any one can host. Donate to NASY

Atrocities December 2nd, 2004 10:49 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
I am nearing turn 100 in my current game as the Klingons, and have met both the Breen and the Son'a. Right now the Ferengi are in the lead followed close by the Son'a.

So far the game has been very much to the nature of Star Trek. The Breen were the first to declare war upon me, but have not attacked. The Son'a declared war then sent a fleet of ships through our shared WP and lost them to my mines.

The slower pace of the mod allows for some RPG type game play and that is nice. I am currently building K'Vort class destroyers as well as a wing of B'rel class firgates.

I have good disrupter technology and my ships are being trained to fight.

I am deploying standard, engine damaging, weapon damaging, and shield and armor damaging mines at my shared WP's. I am also now deploying medium satellites to attack mine sweepers.

I hope to have a wing or two of attack shuttles deployed to each WP as well.

Resources are a constant struggle, but that is the way it should be. Tech research is going slow, again that is the way it should be.

I have an idea for SE V though. When at war a race should get a bonus for research. This is how it is in the real world. When we are at war we spend more on researching new weapons and defenses. I think it would be a good addition to SE V.

Fyron December 2nd, 2004 12:57 PM

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

I have an idea for SE V though. When at war a race should get a bonus for research. This is how it is in the real world. When we are at war we spend more on researching new weapons and defenses. I think it would be a good addition to SE V.

Or maybe "military" techs could be slightly cheaper to research, but "civilian" techs (resource production, storage, stuff that is not directly of a military nature) would be more expensive. This could be easily abused if it results in faster research to be in a phony war with another empire than a trade treaty with them instead would though...

solops December 2nd, 2004 01:24 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 

Disclaimer: I have never dug into the guts of SEIV and do not pretend to understand the mechanics on a modding nor even play at a "good player" level.

Question:
Is there a real difference between the STM races? In looking through the weapons and facilities reports, they all look pretty much the same, just different names.

Teach me, Obi-wan Atrocities.

Captain Kwok December 2nd, 2004 02:13 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
No, there isn't all that much different between each race aside from a few components, mounts, and some ship sizes.

Unfortunately, each of the races are becoming more alike with each new revision. It's understandable to some degree, as it would take a tremendous amount of work to balance otherwise.

Ragnarok-X December 2nd, 2004 02:49 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Its really unfortunate. I was hoping that each race is more "Unique", http://forum.shrapnelgames.com/images/smilies/frown.gif Good work anyways

Atrocities December 2nd, 2004 03:10 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
All base line weapons are simular as they are in fact in the series. No one race has a distinct weapons advantage over the other. Howeve each race has special attributes that they may only share with one or two other races.

The Klingons and Romulans have cloaking technology.
The Federation has more ships, better resource gain ability and better sensors.
The Cardassians have better planet damaging weapons, and the Ferengi ships cost less. The Tholians have the best armor, and the breen share their cost for ships between org and mineral. The borg have a superior mount, and the largest ships, while the Pirate races have the best capture technology.

Star Trek is about ideals, tactics, and strategies. When playing the mod keep in mind the fundamentals of Star Trek in that uber super weapons held by one race simply do not exist.

I have received many email on this and not all of them have been kind. I will tell you what I tell them, if you want to play as a super race, mod the mod yourself and make it so. http://forum.shrapnelgames.com/images/smilies/happy.gif

If you want the Federation to have the best weapons, change them. They are all listed in the files and can easily be modded.

solops December 2nd, 2004 04:26 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Thanks for the summary, AT. That is plenty of difference for me. I was afraid that there were virtually no differences at all. Nope, I just want to assimilate everyone and build big cubical objects.

LiveWire December 3rd, 2004 06:16 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Found this odd bug while playing v. 1.9.0.2, something about vaadwaur_ai_research.txt during AI turns.

LiveWire December 3rd, 2004 06:20 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
"Errors in AI Research: C:\... vaadwaur_ai_research.txt"
-Unknown Value 'Energy Weapons' for Tech area name in record 'Energy Weapons'
-Unknown Value 'Enhanced Energy Weapons' for Tech area name in record 'Enhanced Energy Weapons'
-Unknown Value 'Energy Weapons' for Tech area name in record 'Energy Weapons'
-Unknown Value 'Enhanced Energy Weapons' for Tech area name in record 'Enhanced Energy Weapons'

That's what the window says, it doesn't crash the game though.

Atrocities December 3rd, 2004 07:15 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
I do not get the error, but thank you for reporting it. I will double check the Ai files to be sure.

I would suspect that the Vaadwuar Research file is out of date. All of the research files for 1.9.0.2 are the same for each race, just named differantly. Copy over one of the other races Research file and rename it after the Vaadwaur. Should fix the problem.

I will verify that the next update has the correct research file for the Vaadwaur just to be on the safe side.

And welcome to the forums. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities December 3rd, 2004 07:18 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Correction, there is an error occuring, so I will track it down and fix it. Thank you very much for the info. I will add your name to the list. http://forum.shrapnelgames.com/images/smilies/happy.gif

Looks like the research file for the Vaadwaur in v1.9.0.2 is out of date.

This is one of those twilight episode things. Since all the files share the same research file then the Vaadwaur should not be the only ones having this error, yet they are. That is because the Vaadwaur file is an older file and seems to be the only one that is. *I just love windows*

Atrocities December 3rd, 2004 10:12 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Here is the latest info on whats going on with the latest test Version of the mod.

<font color="red">NOTE: </font>
Do to changes in the mounts, some save games will be mildly effected. In othe words some of your designs might be made illegal. Not to worry, you should be able to easily over come this minor inconvience.


Quote:

Star Trek Mod v1.9.0.4

1. Changed Shuttle I, Shuttle II, and Shuttle III in VehicleSize image from shuttle to shuttle2.bmp
2. Changed Planet Regenerative Shielding I - V min,org,rad costs (Went with Aikens Recommendations)
3. Changed Remote Power Station I - III min,org,rad costs (Went with Aikens Recommendations)
4. Added Fusion Beam Mount.
5. Fixed Satellite Mount now works as intended.
6. Changed Mini Storage Vehicle Type to Ship\Base
7. Changed Anti - Matter Pod I - V Vehicle Type to Ship\Base\Drone
8. Changed Drone Mount now works as intended.
9. Changed Ram Scoop I - III Vehicle Type to Ship\Base\Drone
10. Changed 8472 Flux Pod I - V Vehicle Type to Ship\Base\Drone
11. Changed Deuterium Tank I - III Vehicle Type to Ship
12. Changed Ferengi Deuterium Tank I - V Vehicle Type to Ship
13. Changed Klingon BOP mount now works as intended
14. Changed Klingon BOP mount Tonnage Percent from 50% to 75%
15. Changed Description of Klingon Cloaking mount.
16. Changed Reload Disruptor I - V BMP image from 595 to 021 because 595 mini was not showing up.
17. Changed Romulan Design Creation file slightly
18. Changed Romulan Research file slightly to make AI research Cloaking much sooner.
19. Changed Klingon Research file slightly to make AI research Cloaking much sooner.
20. Changed Added Tech Area Req 2, Replicator Technology, to Advanced Replicator Technology
21. Added Counter Intelligance I - III Facility (-25%,-35%,-45%) Change Bad Intelligence Chance - System
22. Added Counter Intelligance to Tech Area
23. Fixed Spelling error in Lucky Racial Trait.
24. Added New racial trait. Advanced Research (Generates Double the research points)
25. Changed Update Place Holder numbers.
26. Changed Fixed errors in Vaadwaur Research file
27. Changed Increased damage rate for Romulan Defense Cannon I - V (15,18,21,23,25)
28. Changed Increased damage rate for Defense Phaser I - V (15,18,21,23,25)
29. Changed Increased damage rate for Point - Defense Disrupter I - V (15,17,19,21,24)
30. Changed Decreased Weapon Modifier for Point - Defense Disrupter I - V (20%,30%,35%,40%,45%)
31. Changed Decreased Weapon Modifier for Defense Phaser I - V (20%,30%,35%,40%,45%)
32. Changed Decreased Weapon Modifier for Romulan Defense Cannon I - V (20%,30%,35%,40%,45%)


Atrocities December 5th, 2004 12:40 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
The play testing continues. I will start to work on the vulcan ship set this week and re-render the vaadwaur set.

Aiken December 5th, 2004 02:05 PM

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

24. Added New racial trait. Advanced Research (Generates Double the research points)

Did I guess right that 1.9.0.2 and 1.9.0.4 (and later) games will be incompatible because of this?

Atrocities December 5th, 2004 02:23 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
This addition will not effect older Versions. I added 20 place holder traits way back when so I could add more traits without frelling any ones games.

Ed Kolis December 5th, 2004 04:26 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
You might want to rethink that new counter-intel facility, as the fate shrine ability is fairly useless... http://forum.shrapnelgames.com/image...ies/tongue.gif

Atrocities December 5th, 2004 05:44 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
The ability that is used in the fate shrine was fixed in the latest patch for SE IV. It was one of the bugs that Aaron addressed.

I hope. Either way, its there now for those who will want to use it. http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron December 5th, 2004 08:22 PM

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

Atrocities said:
The ability that is used in the fate shrine was fixed in the latest patch for SE IV. It was one of the bugs that Aaron addressed.

I hope. Either way, its there now for those who will want to use it. http://forum.shrapnelgames.com/images/smilies/happy.gif

It was "fixed" only in that now it plays musical chairs with the events/projects, rather than doing _nothing at all_. It still is not a useful ability. It does _not_ stop intelligence projects. All that it does is cause the project to be shuffled to a different target in your empire in a different system. The project still hits you. And there is no guarantee that it even does anything against explicitly targeted projects... The event "protection" ability of the Fate Shrine suffers from the same fatal flaw...

You may have missed the Posts I made several months back about my inquiries to Malfador over these abilities...

*thread link*

Your counter-intel facility is mostly useless. Please remove it, to prevent lulling people into a false sense of security. Or rename it to the terrorism threat color alert scheme... it amounts to the same level of uselessness.

Atrocities December 5th, 2004 08:40 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
I am not talking about the events, I am talking about Change Bad Intelligence Chance - System.

Fyron December 5th, 2004 08:50 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
So am I. The abilities function identically. Intelligence projects are just events triggered by you. This is why practically all event types can work as intel projects and vice versa.

Atrocities December 6th, 2004 09:42 AM

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

Your counter-intel facility is mostly useless. Please remove it, to prevent lulling people into a false sense of security. Or rename it to the terrorism threat color alert scheme... it amounts to the same level of uselessness.

Point taken. Shall be removed.

Atrocities December 6th, 2004 01:13 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
The mod has been downloaded 232 times thus far. Not counting the mirror site.

Atrocities December 6th, 2004 02:02 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Hey guys, I am really going to need to find a new host site for the mod. After the turn of the year the AST.com site is going down. I hate to say it, I just cannot afford to pay the yearly fee. http://forum.shrapnelgames.com/images/smilies/frown.gif

Don't worry though, the mod is currently uploaded to shrapnel and with any luck someone else will be able to host the files for us as a mirror.


All times are GMT -4. The time now is 06:07 AM.

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