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Re: STM "Final v1.7.5" Discussion
Okay, I installed patch for 1.2.1. It still says it's Version 1.2.0 in the start up screen though (?).
How many racial points are we going with? Once I get answers to these two questions I'll upload my race. cheers all, jimbob |
Re: STM "Final v1.7.5" Discussion
Oh! I checked PBW and I see that farstryder is playing the Ferengi already http://forum.shrapnelgames.com/images/icons/blush.gif
Well, I'm a little embarassed, I thought I was playing. Well excuse my excessive Posts about nothing then http://forum.shrapnelgames.com/images/icons/icon12.gif [Exits quickly http://forum.shrapnelgames.com/image...s/rolleyes.gif ] |
Re: STM "Final v1.7.5" Discussion
Damn I wasn't fast enough to set the player limit to 11. Any players that drop, you will get first dibs on their spot if your interested.
[ September 15, 2003, 04:17: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
If you want more players in the game, just make a request in the Admin Requests forum on PBW to get the number of slots increased.
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Re: STM "Final v1.7.5" Discussion
I will do that if JimBob still wants to play. Who do you want to play, there are many races left.
I would recommend the UCP. You get the Federation Technology and simular ships. [ September 15, 2003, 05:52: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Okay, I'll have a quick root around the races and see what's there. Thanks for being willing to open up an extra spot!
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Re: STM "Final v1.7.5" Discussion
I have posted the request to add one more slot to the Star Trek Mod game in the PBW Admin Request forum. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Umm... huh? You only get 1 M free pop on a new planet... you can not load up 1 M pop, so you can't just go abandoning it to get free pop. Please clarify.
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Re: STM "Final v1.7.5" Discussion
To the best of my knowledge, I did not do anything to effect population growth or min max settings on a planet.
What should they be? |
Re: STM "Final v1.7.5" Discussion
HOLD OFF DOWNLOADING THIS. Once Again I think I have fallen victim to an out dated Version on the OFFICAL Image Mod web site. http://forum.shrapnelgames.com/images/icons/icon9.gif
New Components. 1177 thru 1272 including a new Components.BMP Comp 1177 - 1272 I have pushed the start of the game back a week to allow for time for the PBW Admins to add the new player slot and to allow me more time to finish up the next patch. This one was more work than I had anticipated. Thanks again to Rollo, Fyron, TNZ for the help. You can download the new images and install them if you want. I new Version of the mod will USE many of the new images by Captain Kowk. They will also be included in the patch, but for those who are playing the PBW game and who choose to download the images seperately, I can also make a data only patch. This will lighten the download by over 2 megs. http://forum.shrapnelgames.com/images/icons/icon10.gif Provided you download the new images seprately. They can go in either your standard components folder or your game mod folder. I have them in both and that is what I recommend. [ September 16, 2003, 01:05: Message edited by: Atrocities ] |
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Also, I assume you are submitting those images to the Image Mod? [ September 15, 2003, 21:16: Message edited by: Imperator Fyron ] |
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I posted here at Shrapnel in the hopes that the message would get out. I downloaded the 1.11 Version of the mod and it did not include any of the new images at all. So I hope the will be included now.
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Re: STM "Final v1.7.5" Discussion
Components pack of the Image Mod is at 1.16.
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Re: STM "Final v1.7.5" Discussion
New Components for the Star Trek Mod. (9-16-2003)
Installation - Unzip the file to your SE IV directory pictures folder / components folder. The zip will over write older STM images, 1177 thru 1231 This is ok. It will also add the newer images 1256 through 1296 and replace the Component.bmp Comp 1256 - 1296 |
Re: STM "Final v1.7.5" Discussion
Idea For The Master Computer Components.
I preferred playing without the master computer components, so I added a new tech requirement to the components called master computer tech. Next I added a new tech area to the tech area data file called master computer tech. This way you can choose to have the master computer components in your game or not. This way everyone is happy. http://forum.shrapnelgames.com/images/icons/icon7.gif 1063699135.zip |
Re: STM "Final v1.7.5" Discussion
Excellent idea. I would like to encorperate your idea into the latest Version provided it does not require me to make any new EMP files. If it does it will have to wait til later. http://forum.shrapnelgames.com/images/icons/icon7.gif
I also want to break up the Stellor Manipulation components. Have the ones that can cause destruction under a seprate technology that can be excluded from a game while leaving facilities and components that are helpful in the game. Fyron has also given me the ok to use his latest Version of the FQM D 2.5 in the mod as well. [ September 16, 2003, 09:30: Message edited by: Atrocities ] |
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Re: STM "Final v1.7.5" Discussion
Okay Atrocities,
Two questions. 1st, I'm unclear on what Version (including patch) we're using in the PBW game. 2nd, I attempted to patch to v. 1.2.1, but after I was done the start up screen still said I had v. 1.2.0. Did I make a mistake, or is it possible that the new patch doesn't display 1.2.1 (that is, it might not have been updated?) Thanks, I'll get that race in once I know the answers to these questions. Oh, and I'd like to play the "Orions" using one of the minor races as the ship set. Would this be okay, considering that none of the minor races have a tech tree anyways? |
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jimbob, AT did not change all of the locations where it says 1.2.0 to 1.2.1. You should be patched fine. IIRC, the only changes in 1.2.1 are to the AI files, so they should have no affect on the PBW game anyways (as they are only used in the host copy of the game, ie the PBW server). [ September 16, 2003, 19:51: Message edited by: Imperator Fyron ] |
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Look at the mod Info or the revision history. If they show 1.2.1 then your ok. |
Re: STM "Final v1.7.5" Discussion
Thanks Atrocities.
So can you open another spot for me then? I've got my race all ready to go. And we're waiting for the next patch before starting, right? Edit: how would people feel about allowing someone to buy additional colonization abilities? Say gentlemans agreement that multiple colony types could be chosen, but at 1500 racial points for each beyond the first? Then the player would just leave the correct number (1500 or 3000) racial points unused when making their race. [ September 16, 2003, 21:28: Message edited by: jimbob ] |
Re: STM "Final v1.7.5" Discussion
How about not... the ability to colonize multple planet types from the beginning would be way too powerful.
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Re: STM "Final v1.7.5" Discussion
I posted the request to add an extra slot at PBW for the game Jim. I hope the admins there read the forums. I can drop them an email as well.
The next patch will be ready sometime next week. Just in time for me to be leaving on vacation for a week. http://forum.shrapnelgames.com/images/icons/icon9.gif I mean http://forum.shrapnelgames.com/images/icons/icon7.gif I will ask Geo to update the mod on PBW and we will run the 1.2.5 Version once it is available. For this game everyone should only have one colony tech. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Could either Fyron or TNZ do me a favor? I need someone to take the latest FQM D 2.5 StellarAbilityTypes and make damaging warp points a thing of the past.
Thanks, is much appreciated. atrocities@astmod.com [ September 17, 2003, 11:16: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
I have to admit, the new changes are quite good. I am beginning to get excited about the mod again, and that is something that I have not been for some time.
Now that I have a good working idea how a few things work with the AI, I am working very had on tweaking them to work well on their own. Again, TNZ, Fyron, or any one interested in helping me, please take the latest FQM D 2.5 StellarAbilityTypes and remove the Damaging WPs from the file and email it back to me at atrocities@astmod.com Thanks. |
Re: STM "Final v1.7.5" Discussion
hey, I'm still back on 1.2.1 and think it's pretty snazzy!
Two things, noticed that the neutral race Tamarians have no Scout pictures. I just copied and renamed the mini and the portrait of the Escort. Thought you should know, as perhaps you could add this to the next patch too. Secondly, the Compact Cargo component (Ferengi I think) is twice as large as the normal Cargo component (10kt vs. 5kt), but only holds a quarter the amount of Cargo (25kT vs. 100kt). Were these values accidentally reversed? These are pretty minor problems, and I just thought I'd mention them. Keep up the good work, loving this mod!! |
Re: STM "Final v1.7.5" Discussion
If the vehicle size has a stock image set as its secondary, missing a scout should not cause any problems in-game. It doesn't look as cool, but should run fine. I don't know if it is set up that way, but if not, it needs to be. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
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Sector - Damage Warp Point - Turbulence These should be abilities 4-20. Then, renumber the remaining abilities, and set Num Poss Abilities to the new highest number. Of course, doing this means that a lot fewer WPs will have abilities, which is, IMO, very boring. http://forum.shrapnelgames.com/images/icons/icon12.gif I suggest adding some new ability entries or increasing the chances of existing abilities, to make the maps less monotonous. The chances are in tenths of a percent, so 10 means that 1% of WPs will have that ability. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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[/quote]Secondly, the Compact Cargo component (Ferengi I think) is twice as large as the normal Cargo component (10kt vs. 5kt), but only holds a quarter the amount of Cargo (25kT vs. 100kt). Were these values accidentally reversed?[/quote] Yes it was wrong. Thank you http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
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Re: STM "Final v1.7.5" Discussion
Btw, if you want more in-depth help with the damaging WPs, feel free to log on to ICQ. http://forum.shrapnelgames.com/images/icons/icon12.gif I can not seem to log on to MSN myself. :'S
[ September 17, 2003, 18:54: Message edited by: Imperator Fyron ] |
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jimbob, AT did not change all of the locations where it says 1.2.0 to 1.2.1. You should be patched fine. IIRC, the only changes in 1.2.1 are to the AI files, so they should have no affect on the PBW game anyways (as they are only used in the host copy of the game, ie the PBW server).</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">OK in a PBW game would not be a good one agreed, on a stand alone if the planets are close can keep doing it over and over it will not colonize if the wrong comp on it just move to other planet drop then do it again, yes 1M is small but still adds up if you do it 5X a turn. but no problem |
Re: STM "Final v1.7.5" Discussion
You can only colonize a planet once. You can not colonize a planet with a colony on it already. You can not load up the Last 1 M pop on a planet. Abandoning the colony loses that 1 M pop. I still do not see where there is any exploit here. http://forum.shrapnelgames.com/image...s/confused.gif
[ September 17, 2003, 23:10: Message edited by: Imperator Fyron ] |
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You might want to look into the row of links including Downloads, Forums, Screen Shots, etc. The Screen Shots cell gets rather smooshed for me. http://forum.shrapnelgames.com/images/icons/icon9.gif
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You got to love front page. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Site looks great Atrocities
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Found this when I load up a ship with 2 did pop types on planet and found I was having HW pop on it too [ September 18, 2003, 13:31: Message edited by: mottlee ] |
Re: STM "Final v1.7.5" Discussion
If this is going to be a problem, how do we fix it?
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Re: STM "Final v1.7.5" Discussion
Sounds like the improbability drive to me. It's highly improbable that 1M population will spontaneously appear when the colony ship lacks them, especially at a planet that isn't even colonizable by that race. And so of course, being nearly infinitely improbable, this event will occur whenever an improbability drive is activated at full power elsewhere in the universe! Lower improbability events such as Supernovae, completed road construction, remembering your parents' anniversary and world peace may also occur when shorter distances are traversed by said improbability drive.
I suggest that we have a gentlemans agreement to not abuse this game error. I trust y'all http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 18, 2003, 15:37: Message edited by: jimbob ] |
Re: STM "Final v1.7.5" Discussion
It is not a problem, I just thought you would like to know of things in your mod (good one I might add) I have been playing this and others and I just happened to find this, I do not know if it is anything you did or not I have not tried to mod yet so I do not know what can or can not be changed...was just an FYI
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To be honest with you, I never modded this bug/feature/expliot into the game. I don't know how it came to be, or really what to do about it. |
Re: STM "Final v1.7.5" Discussion
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Found this when I load up a ship with 2 did pop types on planet and found I was having HW pop on it too</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Oh... ick. http://forum.shrapnelgames.com/images/icons/icon9.gif Definitely send this in to MM. This is a nasty bug. http://forum.shrapnelgames.com/images/icons/icon9.gif It can not really get you much, esp. in a PBW game, with just 1 M per trip, so there is no reason to remove the default 1 M pop in STM. But MM definitely needs to know. se4@malfador.com AT, just list it as a Banned bug in the STM game description. http://forum.shrapnelgames.com/images/icons/icon7.gif [ September 18, 2003, 18:46: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
I do not rember it doing this in the stock game???
I feel a TEST! coming on http://forum.shrapnelgames.com/images/icons/icon12.gif |
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The Stock game has 0 default pop for new colonies. This is why noone would have noticed it. http://forum.shrapnelgames.com/images/icons/icon12.gif But, there is obviously a bug, becaus the pop should be added to the colony after it is made, not to the colony ship before the colony is made.
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