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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.
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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.
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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) |
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 /> -> 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 /> -> 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 /> -> 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 /> -> 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 /> -> 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 /> -> in 1902 patch it's 1001-2000 kt again. |
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? |
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:
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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.
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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. |
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). |
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 /> -> 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 /> ->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 /> -> 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? |
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
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Re: The Star Trek Mod - Final Update
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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 |
Re: The Star Trek Mod - Final Update
I've always thought there should be a Dread Emperor Bob.
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Re: The Star Trek Mod - Final Update
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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/ |
Re: The Star Trek Mod - Final Update
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The alternative sounds OK, though... self extracting... |
Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
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After 30 days it just gives you the please register screen like winzip does. |
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
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Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
Well not realy a "Pop Up" just dialog asking to reg
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Re: The Star Trek Mod - Final Update
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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.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Thanks Renegade 13, PM away.
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Re: The Star Trek Mod - Final Update
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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.
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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.
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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. |
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
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. |
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. |
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
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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. |
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.
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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.
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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. |
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 |
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* |
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:
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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.
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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.
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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
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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 |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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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. |
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.
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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.
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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.
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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. |
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