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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 </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Consider it listed. But if the pop setting is to 1, and should be 0, then by changing it back to 0 would this not fix the issue for this mod? |
Re: STM "Final v1.7.5" Discussion
The PBW Admins have added the 11th player slot so Jimbob your clear to join the game now.
Also if you have not uploaded your empires, please do so as soon as you can. I have a question for those who know. The next Version does not make any changes to the game that would require new EMP files to by up grading to the latest Version at PBW be the best option for us? Or should we just all just update and leave the current Version as is ap PBW until we know if we have any major bugs? If we do not update PBW will I have to manually process the turns? Thanks. Also Fyron had been kind enought to set up a game forum for us over at www.spaceempires.net Please check it out and post question comments concerns. |
Re: STM "Final v1.7.5" Discussion
I will be uploading the 1.2.5 patch and full Version sometime in the next day or so.
Here is a list of the changes made since the 1.2.1 patch. Star Trek Mod v1.2.5 1. Updated The Splash screen to reflect latest Version 2.2.5 2. Added Fyrons Quadrant Mod Deluxe 2.05 3. Changed StellarAbilityTypes to exclude damaging warp points. (Thanks Fyron and TNZ) 4. Updated All Race Research.txt's (Thank you Rollo for the help) 5. Changed All ships in the vehcileSize file now will use standard images if primary is not available 6. Updated Weapons / Components reports 7. Changed Automatic Colonization Population setting from 1 to 0 Star Trek Mod v1.2.4 1. Changed Federation Nova Burst I - III to Federation Trilithium Cobalt Torpedo I - III 2. Changed Federation Trilithium Cobalt Torpedo I - III specs to be a heavy hitting long reload time Torpedo 3. Updated Many of the weapon descriptions to include range. (Long, Medium, Short) 4. Added Weapons of Mass Destruction to the Tech Area 5. Changed All Stellar Manipulation Components that can be used as WOMD from Stellar manipulation to WOMD Tech 6. Added Artificial Warp Point Creation to the Tech Area 7. Changed All Warp Point creation/destruction components from Stellar Manipulation to Artificial Warp Point Creation Star Trek Mod v1.2.3 1. Added Computer Control to tech area 2. Changed Master Computer I - III tech requirement to Computer Control 3. Modified Several minor changes to a bunch of components. 4. Changed Dom Torpedo Weapons to Dominion Torpedo Weapons in Tech Area and other files 5. Removed Mini Torp Weapons - Dominion technology. Was not being used 6. Changed Many BMP images to use the new Component images by Captain Kowk Star Trek Mod v1.2.2 1. Changed Structural Integrity Field I - V (No longer has the Armor Ability) 2. Added New Component images by Captain Kwok 3. Fixed Spiral Wave Disruptor II had wrong Roman Numeral. 4. Changed Racial Trait Ancient Race cost from 0 to 1500. 5. Fixed Typo in Romulan Quantum Reactor I 6. Removed All armor and shield abilities from all warp engines. (Conflict and illegal functions) 7. Changed Storage Supply Components I - V have been revamped. 8. Added Warp Core IV 9. Changed Warp Core II - III now are gained at lower Warp Technology 10. Fixed Romulan Quantum Singularity Drive I - III now work. 11. Updated Components.BMP with in new images by Captain Kwok. 12. Changed Balanced out all of the race weapons |
Re: STM "Final v1.7.5" Discussion
I was wondering if any one had any suggestion for the cost of technology / ship research / ship costs etc.
I would also like to know if UserX's Star Trek map is up to day and if so can some one please email it to me along with the placement order of the players. - oh wait I can change that order my self to alphabetical by using the map editor. I just want to be sure I have the latest Version of the map. I have also added the new Andorian ships to the mod. I have added the the entire new vulcan set to the mod as well. |
Re: STM "Final v1.7.5" Discussion
A couple of questions:
1) i have installed Version 1.2.1 of the single player stuff and what i see is slow expansion of the races except the klingons. i know this was a known issue a while back. is it solved? the kligons have some 40 planets (small map), the next best ai are the dominion with 20 planets. i'm at 90 planets (but i traded rock colonization for ice, and then ice for gas with another alien race.) This is after some 90-100 turns. 2) I play as the federation and i thus have access to the federation tech tree. For "role playing" purposes, if for instance a weapon appears in the federation tech tree and the "normal" tech tree, should you research both or only the federation Version? My only gripe so far is that i seems a bit difficult to install the single player stuff. meaning, you first install Version 1.1.5 if think and then 2 updates. Otherwise, WOW http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
The install process is the nature of the beast when your dealing with updates. I am on dial up and can not upload large files daily.
The AI has been improved and will expand better in the latest Version. The reason for the Single Player Version and the Play By Web Version was because the PBW Version has the COLONY tech mod. This meant that any saved cames would be invalidated. The single player verison was released so players could finish playing their games. There will only be one release for the 1.2.5 and that will have the colony mod included so any previous Version of the mod, priort to 1.2.0 pbw will no longer support. This is explained in the download section of the web site. To many people get confused to easily. If I can figure out how to install a mod and then mod then any one can do it. I can not think for everyone, and I won't try. Read the instruction and if they don't, then they will have problems. If they have problems, then they need to step back and think about what it is they did wrong. The latest Versions, once uploaded, will include a one patch from Version 1.2.0 to 1.2.5, and a full Version of 1.2.5 so everyone should have no problem updating or installing the mod. Hopefully |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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Originally posted by Atrocities: I have a question for those who know. The next Version does not make any changes to the game that would require new EMP files to by up grading to the latest Version at PBW be the best option for us? Or should we just all just update and leave the current Version as is ap PBW until we know if we have any major bugs? I for one prefer to do the full meal deal. Update the empire files, latest Version, etc. It will prevent/reduce confusion and error later on in the campaigm PBW game. I have only the copies of UserX Star Trek Map Versions 1.0 and 1.1, completed on 8/13/03 and 8/18/03. If you want those I can email them to you. Lighthorse |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Umm... have you confirmed that it always adds your type of pop and not what is on the ship, if the ship already has population on it, or is that a guess?
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Re: STM "Final v1.7.5" Discussion
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Can it add more population past the max cargo space on the colony ship?
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Re: STM "Final v1.7.5" Discussion
You guys are not going to believe this. My PC has some problems. I am using my useless HP back up now. (New AMD 2.0 Pavilion someting or rather)
Fyron your Spacemepires.net is down so I could not get the newer patch for the A mod game. I have to install and or add many mods to this PC and it is on a very slow dial up connection. So if you read this before you read my other post please just process the turn. Thanks UserX for the info and this great map. It will take me several days before I will be able to upload the latest Version of the game. provided the data is not lost. |
Re: STM "Final v1.7.5" Discussion
You guys sure buy some shoddy hardware. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Version 1.2.5 Has been released.
Star Trek Mod v1.2.5 1. Updated The Splash screen to reflect latest Version 2.2.5 2. Added Fyrons Quadrant Mod Deluxe 2.05 3. Changed StellarAbilityTypes to exclude damaging warp points. (Thanks Fyron and TNZ) 4. Updated All Race Research.txt's (Thank you Rollo for the help) 5. Changed All ships in the vehcileSize file now will use standard images if primary is not available 6. Updated Weapons / Components reports 7. Changed Automatic Colonization Population setting from 1 to 0 8. Added Maps Folder 9. Added UserX Star Trek Map 10. Added Atrocities Newest Andorian Ship/Race images to the Andorian Race (Race Neutral 007) 11. Fixed Orientation of Vulcan (Race Neutral 010) ship portraits. 12. Modified All neutral race Research.txt 13 Changed Plasma Envelope Missile I - V damage at range is detuned. (Weapons was way to powerful) 14. Changed Plasma Missile I - V Damage at Range settings to better reflect the weapon system 15. Changed Borg Mount to only give mount bonus for Borg Shield Depleter weapon and Incinerator Beam 16. Changed Borg Colony ship to same engine usage as other races colony ships Star Trek Mod v1.2.4 1. Changed Federation Nova Burst I - III to Federation Trilithium Cobalt Torpedo I - III 2. Changed Federation Trilithium Cobalt Torpedo I - III specs to be a heavy hitting long reload time Torpedo 3. Updated Many of the weapon descriptions to include range. (Long, Medium, Short) 4. Added Weapons of Mass Destruction to the Tech Area 5. Changed All Stellar Manipulation Components that can be used as WOMD from Stellar manipulation to WOMD Tech 6. Added Artificial Warp Point Creation to the Tech Area 7. Changed All Warp Point creation/destruction components from Stellar Manipulation to Artificial Warp Point Creation Star Trek Mod v1.2.3 1. Added Computer Control to tech area 2. Changed Master Computer I - III tech requirement to Computer Control 3. Modified Several minor changes to a bunch of components. 4. Changed Dom Torpedo Weapons to Dominion Torpedo Weapons in Tech Area and other files 5. Removed Mini Torp Weapons - Dominion technology. Was not being used 6. Changed Many BMP images to use the new Component images by Captain Kowk Star Trek Mod v1.2.2 1. Changed Structural Integrity Field I - V (No longer has the Armor Ability) 2. Added New Component images by Captain Kwok 3. Fixed Spiral Wave Disruptor II had wrong Roman Numeral. 4. Changed Racial Trait Ancient Race cost from 0 to 1500. 5. Fixed Typo in Romulan Quantum Reactor I 6. Removed All armor and shield abilities from all warp engines. (Conflict and illegal functions) 7. Changed Storage Supply Components I - V have been revamped. 8. Added Warp Core IV 9. Changed Warp Core II - III now are gained at lower Warp Technology 10. Fixed Romulan Quantum Singularity Drive I - III now work. 11. Updated Components.BMP with in new images by Captain Kwok. 12. Changed Balanced out all of the race weapons Star Trek Mod v1.2.1 1. Fixed Typo in the Setting.txt 2. Fixed Ai would not use colony tech if player selected game to generate random AI's (I hope it is fixed) |
Re: STM "Final v1.7.5" Discussion
Will this kill saved games??
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Re: STM "Final v1.7.5" Discussion
Read the Download page for that info.
If your save game is Version 1.2.0 or newer then no. If older then yes. Again read the Download page. This Version of the update will only update folders named Star Trek Mod. So if your mod folder, the one you wish to update, is not named Star Trek Mod, then you will have to name it that. [ September 23, 2003, 15:14: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Bareing in mind, that I'm still 1.2.1, I've finally had the time to get a single player game going. I didn't see specific fixes to these on your list, but I'm tired and could easily miss them :
The Tholians have a colony pod installed on all of their ships size cruiser and up - thats 300 kt of space that I presume was supposed to have been used for something else? The Cardassins were fielding heavily armored ships, but as soon as they got shields they stopped putting armor on their designs. The new designs do actually fare better against my ships, but mine fields really rip them to pieces (a 20 unit small mine field killed 15 light cruisers) The Feregni are the only race I'm currently in contact with that seem to be using fighters - pity the cap ships they're sending with them are very lightly armed destroyers (two pop-guns is the most offensive hardware I've seen on them yet, quite a few with storm killers, deutrium tanks and boarding parties though) The Borg didn't expand outside of their homesystem - I conqured them fairly easily by vapourising three colony worlds and then pummeled their homeworld until they surrended. The Klingons are showing up with Battleships that have good cloaks, but no armor or shields - they pop real easy when I've got a detector in the system. It's year 2419.9, playing high AI, no bonus, picked all the 5k point races manually, playing federation. The Federation Sensor Array + Captain II + Starfleet Acadamy has allowed me to easily best fleets three times my size - possibly unbalanced? Just so many defensive bonuses. |
Re: STM "Final v1.7.5" Discussion
Thanks for the report. http://forum.shrapnelgames.com/images/icons/icon7.gif
Kowk set up the Federation that way I think. I tried to blance out the other races as well as I could. But I am certain there is more to do. If any one is interested, the new Andorian set is completed. I did not get all of the new images for the Andorians into the latest Version of the mod, but if you want you can add them your self. You will need to rename them as well. Race Neutral 007 I think. |
Re: STM "Final v1.7.5" Discussion
It was not a Hard Ware problem, it was Software problem. WinBlows 2k.
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Re: STM "Final v1.7.5" Discussion
Hey Atrocities and Usex,
Star Tek Mod 1.25 seems to work great on it own, but when I tried it with star trek map, it locked up on some of the comp files. To bad, I was looking forward to trying out the new 1.25 mod with User's latest star trek map. Lighthorse http://forum.shrapnelgames.com/images/icons/icon8.gif [ September 24, 2003, 06:50: Message edited by: Lighthorse ] |
Re: STM "Final v1.7.5" Discussion
Hum, thanks, I don't know what could cause this, except that perhaps the 1.2.5 mod is using the latest FQM D mod.
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Re: STM "Final v1.7.5" Discussion
I've yet to install the new Version of the mod but give me a couple of days and I will and I'll look into the problem with the map.
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Re: STM "Final v1.7.5" Discussion
Hello, and thanks again for all your work. I am trying out 1.2.5, and downloaded the full mod.
It seems that the UCP_AI_Design_Creation and the UCP_AI_Research are the same file, resulting in errors. I thought you would like to know. (Edit: The same circumstance does not exist in the upgrade) [ September 24, 2003, 13:44: Message edited by: BadAxe ] |
Re: STM "Final v1.7.5" Discussion
NO! Do not delete the UCP Race folder. Delete the offending file. I will post a the new files tomorrow.
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Re: STM "Final v1.7.5" Discussion
Hi, just installed the latest Star Trek Mod (thanks Atrocities!), and found that I need the Image Mod.
I'm just trying to figure out what is the latest Version, and best place to get it. It looks like the 'official site' is Suicide Junkie's site (http://www.geocities.com/hohoho611ca/imagepack.html), but SE.net seems to have a later Version. Then theres Atrocities update (16 Sep) in the Official Image Collection thread. Should I download the SE.net Version then patch with Atrocities update? http://forum.shrapnelgames.com/image...s/confused.gif |
Re: STM "Final v1.7.5" Discussion
Hey Atrocities, I know you're on dial up, so this wouldn't be a good thing for you to do. But one of us on high speed could produce a zipped copy of the complete 1.2.5 mod (not just the update). If one of us (say me) produced the complete download for 1.2.5, would there be a home for it? Would Shrapnel allow us to put it here?
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Re: STM "Final v1.7.5" Discussion
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[ September 25, 2003, 00:21: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
Thank you Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif
I have uploaded a small patch for the full Version to fix the UCP Research file that is bad. www.astmod.com/startrek/stm.htm Yes by all means if you want to create a zipped copy doing what Fyron suggested, by all means please do so. http://forum.shrapnelgames.com/images/icons/icon7.gif The new components for the Star Trek Mod are included WITH the mod. You won't need to update the Image mod components module until SJ updates it. |
Re: STM "Final v1.7.5" Discussion
Thanks for the help guys.
Having a little trouble getting a response from the SE.net server, but I'll get there eventually. |
Re: STM "Final v1.7.5" Discussion
Forgive me if this has been stated already but when are we starting the game?
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Tesco's on vacation at the moment. When he gets back (this weekend I think?), we start.
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I hope to start the game as soon as Tesco is back and the Game is updated to 1.2.5.
The new Version works with old saved games so you EMP's are fine, but if you want to rework them or just resubmit them prior to the game starting, please email them to me @ startrekmod@astmod.com or atrocities@astmod.com |
Re: STM "Final v1.7.5" Discussion
Atrocities:
I think there is a problem with the new secttype.txt file, it's missing a lot of the entries that were in the previous Versions...it causes errors with maps and such. Check out DavidG's 'Map not working' thread to find out what those problems are! |
Re: STM "Final v1.7.5" Discussion
Thanks.
I did not edit or do anything to that file to the best of my recollection. So I do not understand why it is causing problems. If someone could fix it and send me a copy I would be greatful. [ September 30, 2003, 01:41: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Screen shot of the star trek mod map in space empires IV map editor? http://forum.shrapnelgames.com/image...s/confused.gif
1064920258.bmp |
Re: STM "Final v1.7.5" Discussion
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[ September 30, 2003, 11:33: Message edited by: DavidG ] |
Re: STM "Final v1.7.5" Discussion
WARNING!!! I'm fairly certain that replacing SectTypes.txt WILL screw up the maps for any saved games.
After looking at the SectTypes.txt for ver 1.2.5 I'm fairly certain that it has at one point been saved by SE4Moddr. You can tell by the order things are placed in. ie in the default file after planet with pic 224 there is a star with pic 225. in the messed up file this is followed by another planet with pic 300 (a ringworld). While I think the order things are in in SectTypes does not matter when creating new games it appears to be very important for saved maps and saved games. What is happening is this: A map is created with the default SectTypes that has a star with image 225. If this map is loaded with the faulty SectTypes.txt the game goes down to the 225th entry (were Star 225 was in the original file) and finds the planet with image 300 and uses it. |
Re: STM "Final v1.7.5" Discussion
Yes, order in the file is all important, as all that SE4 apparently stores for each stellar object is its position in the SectType.txt file (and it's name, values and abilities, but those are all from separate files). http://forum.shrapnelgames.com/image...s/rolleyes.gif SectType.txt is used constantly by the game, which is the entire reason why there is a FQM Standard and a FQM Deluxe. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: STM "Final v1.7.5" Discussion
Please don't tell me I have to rebuild the map!!
Seriously, is this related to something that I may have done? If so, let me know how I can repair this. |
Re: STM "Final v1.7.5" Discussion
Hey Atrocities,
After playing with the Borg, I noted all those changes that you maded. Here my thoughts and suggestions. Ship Sizes are the same for the "Cube" and "Battle Cube" at 500 kts each. The Battle Cube cost 4000 metal vs a tenth of that for the regular Cube. This must have been a type-o mistake. Tha largest Cube was the Fusion Cube at 1200kts. That seem to small, since that eight smaller cubes fused together. If the Borg fused eight regular Cubes and/or T-Cubes together the combine size should be about 3200 kt to 4000 kt for the Fusion Cube. Borg only had seven ship classes vs eight to nine classes for all the other races. What you think about this idea; Sphere 200kt, 200metal - 50org - 100rad's Escort 300kt, 300metal - 75org - 150rad's T-Cube 400kt, 400metal - 100org - 200rad's Cube 600kt, 600metal - 150org - 300rad's Battle Cube 800kt, 800metal - 200org - 400rad's Attack Cube 1200kt, 1200metal - 300org - 600rad's Queen's Cube 1600kt, 1600metal - 400org - 800rad Fusion Cube 3200kt, 3200metal - 800org -1600rad's Second thing was the Borg Drone II weapon is 5-5-5-4-10-5 it should be 5-5-5-4. Third item is Borg special weapon mounts. The only weapon that has Borg special weapon mounts is the Borg shield depleter. You may want to include Borfg's ripper beam and tachyon cannon. I was depressed to find that the Borg organic armor was reduce in its effective by over 60%. The Borg's do not need both shield re-changer and organic armor. Remove the shield rechanger and restore the organic armor back to its orginal Ratings. In summary the Borg had a different ship design than the other races had. The Borg cube were big and square. They re-generated (organic armor) they hull during battle, boarded enemy ship, etc. I just think it wrong to made all the race's ships all the same size. Each race should be different, with they weakness and strenghts. The biggest Borg weakness is everyone else is gunning for them, attacked them on sight. Those are some my thoughts Lighthorse [ October 01, 2003, 02:36: Message edited by: Lighthorse ] |
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Re: STM "Final v1.7.5" Discussion
Spaceempires.net is down and the kazharii network hub fyron's quadrant mod page is not working. So where can I get a copy of the sector type data file from fyron's quadrant mod deluxe Version: 2.05.
Maybe could some one upload the sector type data file? http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 01, 2003, 23:19: Message edited by: TNZ ] |
Re: STM "Final v1.7.5" Discussion
I don't know.
The game runs fine, it is only the map that seems to be an issue. However the file will be replaced as soon as possible. |
Re: STM "Final v1.7.5" Discussion
I was going to upload the mods, but stupid Shrapnel no longer supports the .exe file extension. http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon9.gif
I was hosting the latest Version on SE.net and just linking to it from there on the kazharii hub. Yeah, its cheating, so sue me. http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 01, 2003, 23:41: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
Fyron could you send me a good Version of the bad file? Could you set it up to limit the number of damaging warp points to a lower occurance as well?
Thanks man. I don't know when the next update will be out, but in the mean time I would like to get a few of the known problems sorted out and have fixes availible for them so we can all enjoy the mod and the great map UserX made. |
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