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Re: The Star Trek Mod - New Version Available
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There are obvious downsides (ie reduced combat power) but it might be worth considering, if you haven't already. |
Re: The Star Trek Mod - New Version Available
AIcampaign has added minesweeping ability to AI ship hulls.
Something different... I like it very much that you have implemented Pirate abilities. Is it the same as if I would have SJ's Pirates&Nomads installed (components, ships etc.) ? |
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
Ok, I have attached the turn file from my game:
It's 2425.0, and I started with low tech and medium costs. Maybe with "medium tech start" things look different, but after reading the background story I decided to try low tech. Looked at the file again, turning of some AIs and peaking into their turns - here's what I found: 1. AI not having intel points? Most AIs in the game havn't build any Inter Centers. 2. The AI does [not] design ships with shields and armor Cardassia: - research: Armor-0, Shields-0 - they barely got out of their home system (nebula systems) Klingons: - Shields-0 - armor not used Romulans: - Shields-0 - no chemistry researched (armor not openend up) - Propulsion-1 .. they never got out of their home system (nebula systems) Federation: - Shields-0 - waited for Armor-5 to apply "Shattering Armor" to its designs Ferengi: - Armor-0, Shields-0, Propulsion-1 ... Borg Collective: - Armor-0, Shields-0, Propulsion-1 3. The AI that I have played against do (not) lay mines. Some do, some do not (Andorians, e.g.) 4. The AI remote miners should generate resources just sitting there. (The AI will not remote mine, that is an SE IV bug. The AI remote mining ships have the ability to generate resources via solar power.) If the AI cannot use Remote Miners, as it can't use Satellite Layers, they should be removed. Sitting over the homeworld I don't see them doing any good unless by chance the homeworld has an inhabitable moon.... 5. Shield mounts? What version of the STM were you playing? 1.9.6.1 DE After selecting a ship size it asks me for "light" or "standard" shields ?! 6. Component issues - scaling of shields (mounts) - Capital Ship Missiles that fit into small hulls by the dozend - Torpedoes = Beam Weapons .. others ... 7. speed and supply usage Acutally, I've gotten that abysmal speed and range is by design - but that's not the point: The AI has BIG troubles with those ship designs. Had several cases where the AI didn't make it out if its home system in 250(!) turns because its ships wheren't able to get past the neighbouring all-nebula systems. That they didn't research any propulsion surely didn't help at all. 8. Mine Sweeper (Fleets) "This I believe is an SE IV bug in general. The AI loves to send one ship at a time through known mined warp points. There really isn't much any one can do about this bug." Actually, the AI did send out a Sweeper Fleet with 4 ships - but did not include any combat ship - therefore a lonely satellite was enough to keep them from sweeping the field - the mine field was on their side of the warp connection! Guess there's nothing one can do about the way fleets are assembled? Ullians .. are humanoids, but native to Oxygen Gas Giants ?? "I don't see a problem with this but will look into it just to be safe." Besides the fact that there are no Oxygen Gas Giants in reality, the Ullians are rock dwellers like the Terranians, Andorians and all others... . |
Re: The Star Trek Mod - New Version Available
This list is a huge help. Thank you http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - New Version Available
I don't know if this is relevant to the ST Mod, but in some other mods the AI does build and use satellite layers, deploying satellites up to the maximum 100 per warp point.
Perhaps those instructions could be incorporated into the ST Mod? |
Re: The Star Trek Mod - New Version Available
I can always add the design back to the AI design Creation file. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - New Version Available
I have to push back the final update release date. I had planned to have the final version of the mod ready by the end of the year but it now looks like that RL is preventing this.
This is good news to all those who play the mod. It shall give you more time to send in those bug reports. I hope to have the update done by the end of January. Also be advised that I am working on another SEIV project, my last, and after that will begin working on an SE V mod of some kind. |
Re: The Star Trek Mod - New Version Available
I am still working on the final update.
Here is what I have completed so far. [quote] Star Trek Mod v1.9.6.2 1. - Fixed - Enhanced Torpedo Weapons are now available for all races. 2. - Fixed - Warp Weapons are now working 3. - Updated - STM Basic Tech Tree to include Enhanced Torpedo Weapons. 4. - Updated - STM Basic Tech Tree to incude Sub Space Beam I - III 5. - Changed - Monster Racial Trait cost to 5000 6. - Changed - Borg Monster Racial Trait cost to 5000 7. - Fixed - Hyper-Tachyon Sensors I now has correct ability type 8. - Fixed - Warp Overdrive II now gives correct movement bonus 9. - Fixed - Omniplex Training Matrix will now display correct facility image 10. - Fixed - Omniplex System Nexus will now display correct facility image 11. Changed - Starfleet Command I - II Pic Number from 2 to 576 12. - Changed - All System Capital facilities Pic Number from 69 to 533. 13. - Fixed - Warp Overdrive I - III will now only be available for ships. [quote] I have a rather exstensive list to go through still so there will be more changes made. |
Re: The Star Trek Mod - New Version Available
Happy New Year AT! REMEMBER to "Breath" every once in a while! http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: The Star Trek Mod - New Version Available
Thanks, and I do. http://forum.shrapnelgames.com/images/smilies/happy.gif
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