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Re: The Star Trek Mod - 1.9.0.2 Update Released
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Sorry for my denseness http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Another bug:
Pirate weapons destroyer I (dont know about later ones, havent got that tech yet) states is damages only engines, whereas it should state that it damages only weapons, dont know if it's a visual bug only or not. |
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
Here is the latest list of fixes
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Re: The Star Trek Mod - 1.9.0.2 Update Released
http://www.astmod.com/design/vacr.PNG http://www.astmod.com/design/vabc.PNG http://www.astmod.com/design/vabs.PNG http://www.astmod.com/design/vadn.PNG http://www.astmod.com/design/vass.PNG
Cruiser - Battle Cruiser - Battleship - Dreadnought - Space Station |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Well, I am finished. I started to update all of the Star Trek sets that I made for this mod and well, with the completion of the Vaadwaur I am finally done. http://forum.shrapnelgames.com/images/smilies/happy.gif
I have updated all fifteen of my Star Trek sets and I have to say that I am happy as to how they all came out. I do hope that this mod, and these ship sets, give many people hundreds, if not thousands, of hours of fun. Enjoy. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
A couple minor things I noticed during my Last pbw turn for STM Final, shuttle phasers show up for troops and the Andorian's purple colour is too dark and very hard to see on the galaxy map.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
So.........
When and where can the rest of us update? Not that I'm trying to push......Much :-) |
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
Ahhh, the 18th. A good day. Actually it is one of the better days of the year.
My son's birthday :-) |
Re: The Star Trek Mod - 1.9.0.2 Update Released
So far with the completion of the Last Ship Set update, all I am waiting for are Last minute bug reports, tweaks, and suggestions. http://forum.shrapnelgames.com/images/smilies/happy.gif
So Saturday the 18th is the day.... its also the anniversy of my fourth year at the forums. So what are you getting your son for his birthday? A copy of SEIV Gold? http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Well I have something for you. I was looking at what my next level (level 6) of sensors would give me and it will appearantly give me..
Tachyon Sensors III, Advanced Tachyon Sensors I, Advanced Tachyon Sensors II, Gravitic Sensors I, Gravitic Sensors II, Gravitic Sensors III, Gravitic Sensors IV Not a bad investment eh? http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Crap. Will have to check this one out. http://forum.shrapnelgames.com/images/smilies/happy.gif Thanks
The problem is they have a second requirement of Gravitational Technology. You maxed on that and when you hit Level 6 for scanners you get the whole enchalada (sp). I will change this of course. Thank you. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Yeah I guess I kinda ignored sensors once I got the max combat sensor http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: The Star Trek Mod - 1.9.0.2 Update Released
The latest Version report.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to follow the requirements of the 1st set instead of the new comp destroyers? I belive the Pirate small shield depleters used the tech requirements of the 2nd set.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
I'd like to raise a question about Weapons Destroyers and Reload Disruptors. Imo, they're overpowered.
Weapons Destroyer I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. At first lvl it's able to destroy 2 unmounted guns. You can't protect your ship against it. High offense bonus make it difficult to miss. Reload Disruptor I(IV): 20(50) dmg @ 6(8) range, +30 to hit, 5 reload. Very powerful. At first lvl it can "turn off" ship for the most part of battle. Also high chance to hit. And master computer is the only cure. But they usually come into play much later than reload disruptors (which only require Focused Energy Weapons 2 to be availiable). Q: what's your view on balance of these weapons? |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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Increase the reload time by 1 And lower the damage by 20%. Do you think this will help balance them out? |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Yet another update on the Version progress
I spent all of today working on the new HTML Read Me files. They are based off of Captain Kwoks old Star Trek Mod web site and provide more information and better access to information than the old HTML read me files. Quote:
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Re: The Star Trek Mod - 1.9.0.2 Update Released
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But the changes are good tho, 3000 research points was a bit much for pirate research centers, and it's made up by the fact that you start the game with them now, I always spent many turns removing all other facilities and replacing them by the pirate ones. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Kinda liked the old Pirate Space Dock though. Felt like it compensated the smaller ship size, and it had an addiction effect which forced you to seek for more resources.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Agreed, because you have a huge lack of spaceyards and space based spaceyards are increddibly slow it should compensate a bit.
Maybe give it 500 more or something like that, higher production isnt all that big advantage anyways, because you need to have the resources to back it up. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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Ideally now, in retrospect, I should have had two pirate traits, one with colony tech and no extra bonus giving facilities, and one without colony tech that gave the bonus research, Intel, and construction facilities. Oh well, lessons for 2.0. |
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
Also, not really a bug, but more of a question, why are all cargo storages 51 kt, or 71 kt etc ?
All cargo storage has 1 kt excess it seems. |
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Re: The Star Trek Mod - 1.9.0.2 Update Released
The cargo storage the pirates have are also like that.
Cargo bay I has 51 Kt of storage (I'm not further than that yet but prolly the II has 71, etc) |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Latest round of updates
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Re: The Star Trek Mod - 1.9.0.2 Update Released
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Weapons Destroyer I/II/III/IV: dmg = 10/20/30/40 at range 2/3/4/5 with weapon modifier 5/10/15/20 % and change Vehicle type from Ship\Base to Ship\Base\Sat. Reload Disruptor I/II/III/IV: dmg = 5/10/20/30 at range 2/3/4/5 with weapon modifier 5/10/15/20 % and change Vehicle type from Ship\Base to Ship\Base\Sat. Reload time = 5 for both. edit: hehe, too late http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Suggestion:
It's only logical that the small portable pirate spacedock evolves together with the big non-portable one (relatively speaking) you could make the small one 300, 350 and 400 which would be exactly 1/10th of the big one. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
I have noticed some weird things as the Klingons in the QConflict game. It uses 1.7.2, so these may have been addressed, but here they are anyways:
When I upgrade a ship with a ram scoop, sometimes that ram scoop is turned into 2 warrior combat sensors. When I upgrade a ship with a warrior combat sensor, sometimes it turns into two warrior combat sensors. I don't have on hand the exact situation, but it is reproducible for any given ship that is affected by it. I noticed it primarily because my upgrades suddenly started giving me "components too big for this ship" errors... Thanks, Alarik |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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So comments on this topic are welcome. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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So I would say that it is a problem caused exclusively in the 1.7.2 Version. But never the less I will keep an eye out for simular problems in 1.9.0.6 after its release. Thanks for reporting it. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Change 8472's Biokinetic and Telekinetic Torpedoes to different weapon families. Telekinetic torps are not always better that Biokinetic torps, and it's annoying to turn off "only latest" to pick a couple of biokinetic torps.
Tachyon Projection Cannons I-V are affected by Fusion Beam Mount. Hard to tell, whether it is right or wrong. It happens because of the same comp family of these 2 weapons (2010). At the same time description for Tachyon Projection Cannon and Ionic Disperser says "Use the Weapons mount for this weapon". So I guess it should be some separate mount for these 2 kinds of weapons? Satellite mount Q. From revision.txt: "5. Fixed Satellite Mount now works as intended." So, how is it intended to work? Is it a general purpose mount for all type of components, or else it's for weapons only (as now)? In the first case Weapon Type Requirement must be set to "None" (like in Drone Mount). Quote:
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Here is the latest revison history
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Re: The Star Trek Mod - 1.9.0.2 Update Released
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This bug was addressed already, however it is buried in the file so I thought I would post seperately to let you know in case you thought I was ignoring you. http://forum.shrapnelgames.com/images/smilies/happy.gif 32. Changed Fusion Beam family number from 2010 to 597 33. Changed Fusion Beam Mount to use new Fusion Beam Family number. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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Could you make 1906 beta availiable for download for final quick revision? |
Re: The Star Trek Mod - 1.9.0.2 Update Released
1 Attachment(s)
Click the Attachment to download the beta of 1.9.0.6
The beta has no BMP images, just datam html, and AI files. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Same thing as with the biokinetic torpedo's:
Anti matter torpedo V is bettter than photon torpedo I, because the Anti matter torpedo has a fire rate of 1 whereas the photon torpedo has a fire rate of 2 (the bit longer range and 5 more dmg really doesnt compensate if you can fire it only half as many times in combat), making these seperate families would also be nice. As for the small portable spaceyard, the pirates definetly need those, otherwise they cannot cap and analyse ships. I'm playing a game now and the closest enemy is 5 systems away, if I had to send a ship back it would be years before I could analyse it. and the 300 kt construction capacity of the small spacedock is enough to make a small recon sat or a few troops to cap a freshly inhabited planet. Boran. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Yes, I agree with Boran. The capture and analyze protocol is just the thing for the Pirates. Given that you have a ship big enough to carry a small shipyard component and get where you want it to be.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Combine pirate race with the warrior trait, the heavy destroyer with 420 kt of space is an ideal pirate ship, mostly I equip it with a sattelitte bay, one or two cargo bays, pirates to cap ships, some small weaponry to deal with fighters mainly. it's an ideal long range ship. definetly if you give it repair bays that way it can quickly retrofit itself.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
It will need SY in the same sector to retrofit.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
It has that right on itself, I use that tactic all the time.
as long as you dont retrofit the spaceyard itself and dont carry cargo it can retrofit itself. Anyways, another "issue" I have: Why do resupply-related objects show up in spaceyard construction ? bases dont really use supply dont they ? |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Nope they dont. In fact bases have unlimited supplies, given they could group with ships.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
Serious bug:
Satellite mount doesnt work anymore for weapons, but works for everything else (including satellite computer and remote mining components) changing: <font class="small">Code:</font><hr /><pre>Long Name := Satellite Mount Short Name := Satellite Mount Description := Reduces the Size of Components for Satellites. Code := SM Cost Percent := 100 Tonnage Percent := 50 Tonnage Structure Percent := 100 Damage Percent := 100 Supply Percent := 100 Range Modifier := 2 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 50 Weapon Type Requirement := None Vehicle Type := Satellite Number of Tech Req := 0</pre><hr /> to <font class="small">Code:</font><hr /><pre>Long Name := Satellite Mount Short Name := Satellite Mount Description := Reduces the Size of Components for Satellites. Code := SM Cost Percent := 100 Tonnage Percent := 50 Tonnage Structure Percent := 100 Damage Percent := 100 Supply Percent := 100 Range Modifier := 2 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 50 Weapon Type Requirement := Direct Fire Vehicle Type := Satellite Number of Tech Req := 0</pre><hr /> Fixed the problem, dont know why you changed it from 1.9.0.5 tho. |
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