.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   SEIV (http://forum.shrapnelgames.com/forumdisplay.php?f=149)
-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Renegade 13 December 12th, 2004 04:35 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Atrocities said:
BETA Version 1.9.0.5 With Intro - complete (Email ME)
BETA Version 1.9.0.5 Without Intro - only newest files since v 1.9.0.4

I hope to release the latest Version, this Version, by the 18th. The final Version will have the updated Vaadwaur set included.

Bit of confusion here...is the BETA 1.9.0.5 With Intro - Complete, the FULL Version of the mod, or is it just a patch that includes the Intro??

Sorry for my denseness http://forum.shrapnelgames.com/image...ies/tongue.gif

boran_blok December 12th, 2004 06:23 PM

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.

Atrocities December 12th, 2004 06:26 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

boran_blok said:
Just to let yo know, the borg monsters are waaaay to strong and agressive. I played a bit as a pirate lately (since there seem to be the most bugs with them) and at turn 17 I encountered a borg cube, at turn 18 the borg declared war, wiped out all my ships, and nearly destroyed my homeworld, at turn 19 I was dead.

Ouch... The settings for them are the same as they are for all monsters in any mod that have them.

Atrocities December 12th, 2004 06:29 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

just a patch that includes the Intro?

Yes + all of the other patches stuff since 1.9.0.0

Atrocities December 12th, 2004 06:42 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Here is the latest list of fixes

Quote:

Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only.

Much thanks to all of you for reporting these.

Atrocities December 12th, 2004 08:50 PM

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

Atrocities December 13th, 2004 04:30 AM

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.

Captain Kwok December 13th, 2004 01:15 PM

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.

solops December 13th, 2004 04:50 PM

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 :-)

Atrocities December 13th, 2004 06:39 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Captain Kwok said:
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.

The shuttle phaser issue has already been addressed. I will look at the Andorian color now.

Atrocities December 13th, 2004 06:41 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

solops said:
So.........

When and where can the rest of us update?

Not that I'm trying to push......Much :-)

The 18th give or take a day, but I am shooting for the 18th. http://forum.shrapnelgames.com/images/smilies/happy.gif


solops December 13th, 2004 10:17 PM

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 :-)

Atrocities December 13th, 2004 10:23 PM

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

[CDN]Steel_Ice December 13th, 2004 10:39 PM

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

Atrocities December 14th, 2004 02:54 AM

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.

[CDN]Steel_Ice December 14th, 2004 03:28 AM

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

Atrocities December 14th, 2004 06:01 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
The latest Version report.

Quote:

Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only. Thank you boran_blok
4. Changed Added new Vulcan ship set.
5. Changed Added new Vaadwaur ship set.
6. Changed Brightened the Andorian race color.
7. Added Adv Gravitational Technology to Tech Area
8. Changed Gravitic Sensors I - IV requirement to Adv Gravitational Technology (Lv, 1,2,3,4)
9. Changed Increased Maximum Level for Sensors from 6 to 8
10. Changed Advanced Tachyon Sensors I - II level requirement to Sensors 7, 8. Removed other requirement
11. Changed Gravitational Technology Maximum level from 4 to 2.
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)


XenoTheMorph December 14th, 2004 06:44 PM

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.

Aiken December 14th, 2004 06:53 PM

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?

Atrocities December 14th, 2004 07:06 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

XenoTheMorph said:
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.

They are set to:
Quote:

Number of Tech Req := 2
Tech Area Req 1 := Pirate Race
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1


Atrocities December 14th, 2004 07:07 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

aiken said:
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?

I can reduce the Hit Bonus by half to 15%.
Increase the reload time by 1
And lower the damage by 20%.

Do you think this will help balance them out?

Atrocities December 15th, 2004 08:56 AM

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:

Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only. Thank you boran_blok
4. Changed Added new Vulcan ship set.
5. Changed Added new Vaadwaur ship set.
6. Changed Brightened the Andorian race color.
7. Added Adv Gravitational Technology to Tech Area
8. Changed Gravitic Sensors I - IV requirement to Adv Gravitational Technology (Lv, 1,2,3,4)
9. Changed Increased Maximum Level for Sensors from 6 to 8
10. Changed Advanced Tachyon Sensors I - II level requirement to Sensors 7, 8. Removed other requirement
11. Changed Gravitational Technology Maximum level from 4 to 2.
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)
18. Fixed Spelling errors in Kazon, TMP and Vulcan general file.
19. Changed Breen Organic Extractor I - III Cost organics / Radiactives to 0 to match stock Organic Extractor
20. Changed Increased Breen Organic Extractor I - III Resource Generation - Organics to 1500,1800,2100
21. Added Escort2 image to DS9, TMP, and UCP races.
22. Changed Tholian Dreadnought now has correct tonnage.
23. Changed Revised the HTML Read Me (Now more informative) Based off of Captain Kwoks Star Trek Mod Web Site
24. Changed Various settings in the Vehicle Size file (Mostly house keeping issues)


XenoTheMorph December 15th, 2004 09:22 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Atrocities said:
Quote:

XenoTheMorph said:
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.

They are set to:
Quote:

Number of Tech Req := 2
Tech Area Req 1 := Pirate Race
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1


I just thought it was a bit strange that you can have fighters with Shield Depleters (of any level) & not necessarily have a ship Version available. http://forum.shrapnelgames.com/images/smilies/wink.gif

boran_blok December 15th, 2004 10:48 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)

noo, no more powergaming as pirate http://forum.shrapnelgames.com/images/smilies/wink.gif

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.

von_toaster December 15th, 2004 11:06 AM

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.

boran_blok December 15th, 2004 11:36 AM

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.

Atrocities December 15th, 2004 06:04 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

XenoTheMorph said:
Quote:

Atrocities said:
Quote:

XenoTheMorph said:
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.

They are set to:
Quote:

Number of Tech Req := 2
Tech Area Req 1 := Pirate Race
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1


I just thought it was a bit strange that you can have fighters with Shield Depleters (of any level) & not necessarily have a ship Version available. http://forum.shrapnelgames.com/images/smilies/wink.gif

Ahh good point. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities December 15th, 2004 06:09 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

von_toaster said:
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.

It was a toss up to keep it or not. It still is far better than any of the other races ship yards. I am also going to add in an ability to reduce maitenance cost for pirate ship hulls. If it works it will cut the cost of those ships maitenance down by up to 10%.

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.

Atrocities December 15th, 2004 06:40 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

boran_blok said:
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.

The base space yard issue should be fixed. Will run test game to see.

boran_blok December 15th, 2004 06:42 PM

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.

Atrocities December 15th, 2004 06:49 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

boran_blok said:
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.

If your refering to the Ferengi or 8472 it is to prompt the AI to think they are better so it will use them.

boran_blok December 15th, 2004 07:25 PM

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)

Atrocities December 15th, 2004 07:26 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Latest round of updates

Quote:

Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only. Thank you boran_blok
4. Changed Added new Vulcan ship set.
5. Changed Added new Vaadwaur ship set.
6. Changed Brightened the Andorian race color.
7. Added Adv Gravitational Technology to Tech Area
8. Changed Gravitic Sensors I - IV requirement to Adv Gravitational Technology (Lv, 1,2,3,4)
9. Changed Increased Maximum Level for Sensors from 6 to 8
10. Changed Advanced Tachyon Sensors I - II level requirement to Sensors 7, 8. Removed other requirement
11. Changed Gravitational Technology Maximum level from 4 to 2.
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)
18. Fixed Spelling errors in Kazon, TMP and Vulcan general file.
19. Changed Breen Organic Extractor I - III Cost organics / Radiactives to 0 to match stock Organic Extractor
20. Changed Increased Breen Organic Extractor I - III Resource Generation - Organics to 1500,1800,2100
21. Added Escort2 image to DS9, TMP, and UCP races.
22. Changed Tholian Dreadnought now has correct tonnage.
23. Changed Revised the HTML Read Me (Now more informative) Based off of Captain Kwoks Star Trek Mod Web Site
24. Changed Various settings in the Vehicle Size file (Mostly house keeping issues)
25. Changed Pirate Small Shield Depleter I - III Tech Req from Smaller weapons to Shield Damaging Weapons
26. Changed Damage At Rng for Weapons Destroyer I - IV (10,15,20,25) Rng 5.
27. Changed Weapon Modifier for Weapons Destroyer I - IV from 30 to 10.
28. Changed Weapon Modifier for Reload Disruptor I - IV from 30 to 10.
29. Changed Damage At Rng for Reload Disruptor I - IV (10,15,20,25) Rng 5.
30. Changed Tachyon Projection Cannon I - V reload rate from 1 to 3
31. Changed Tachyon Projection Cannon I - V Weapon Damage At Rng settings. (lowered)
32. Changed Fusion Beam family number from 2010 to 597
33. Changed Fusion Beam Mount to use new Fusion Beam Family number.
34. Changed Added Mount for Tachyon Projection Cannon and Ionic Disperser I - V
35. Changed Pirate Weapons Destroyer I - V Weapon Damage At Rng (15,20,25,30) Rng = 5
36. Changed Pirate Weapons Destroyer I - V Weapon Modifier from 30 to 10
37. Changed Added Restriction Two Per Vehicle to Pirate Weapons Destroyer I - V
38. Changed Added Restrcition Two Per Vehicle to Pirate Ionic Disperser
39. Changed Added Restriction Two Per Vehicle to Reload Disruptor I - IV
40. Changed Added Restriction Two Per Vehicle to Weapons Destroyer I - IV
41. Changed Added Restriction Two Per Vehicle to Ionic Disperser I - V
42. Changed Added Restriction Two Per Vehicle to Tachyon Projection Cannon I - V.


Aiken December 15th, 2004 07:40 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Atrocities said:
Quote:

aiken said:
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?

I can reduce the Hit Bonus by half to 15%.
Increase the reload time by 1
And lower the damage by 20%.

Do you think this will help balance them out?

What about this layout:
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

boran_blok December 16th, 2004 01:27 PM

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.

AMF December 16th, 2004 01:44 PM

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

Atrocities December 16th, 2004 07:47 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

boran_blok said:
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.

SO what your saying is the Pirates need a Shipyard component? I thought about this, I did, but did not include one. If I did it would be at the end of the component list hidden away. Its a good idea though but honestly the pirates already have more superior components and such than the other races. At this point I would say I like the idea but really need to get some feed back from others as to whether or not we really need to give them their own unique shipyard component.

So comments on this topic are welcome.

Atrocities December 16th, 2004 07:51 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

alarikf said:
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

I have not seen this happen before. They are completely differant components and have distinctively differant purposes with differant family numbers. Now if this is happening, it must be caused by something that I have not yet identified. I know that with the latest Version, 1.9.0.0 (A fresh install is recommended) I have not heard of this problem occuring.

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.

Aiken December 17th, 2004 12:31 AM

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:

SO what your saying is the Pirates need a Shipyard component? I thought about this, I did, but did not include one. If I did it would be at the end of the component list hidden away. Its a good idea though but honestly the pirates already have more superior components and such than the other races. At this point I would say I like the idea but really need to get some feed back from others as to whether or not we really need to give them their own unique shipyard component.

My 1905 beta has Small Pirate Dry Dock component already. And it's in the end of component file. The specs are: size=100kt, construct with 300 min/org/rad, repair 1 comp. So no new comps required. Also you can add high Resource Reclamation ability to this component, so pirates can quickly acquire resources from captured ships.

Atrocities December 17th, 2004 01:02 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Here is the latest revison history

Quote:

Star Trek Mod v1.9.0.6


1. Changed Small Phaser Cannon I - III Level requirment for Beam weapons to (3,4,5)
2. Changed Pirate Space Dock I - III Family number from 38 to 54 to avoid conflict with Space Yards
3. Changed Fixed Pirate Weapons Destroyer I - IV - they now work against weapons only. Thank you boran_blok
4. Changed Added new Vulcan ship set.
5. Changed Added new Vaadwaur ship set.
6. Changed Brightened the Andorian race color.
7. Added Adv Gravitational Technology to Tech Area
8. Changed Gravitic Sensors I - IV requirement to Adv Gravitational Technology (Lv, 1,2,3,4)
9. Changed Increased Maximum Level for Sensors from 6 to 8
10. Changed Advanced Tachyon Sensors I - II level requirement to Sensors 7, 8. Removed other requirement
11. Changed Gravitational Technology Maximum level from 4 to 2.
12. Changed Pirate Research Center I - III Family number from 83 to 5
13. Changed Pirate Research Center I - III Mineral Cost to 1000 each.
14. Changed Pirate Research Center I - III Point Generation - Research (1050,1250,1450)
15. Changed Pirate Intelligence Center I - III Point Generation - Intelligence (1050,1250,1450)
16. Changed Pirate Race Starting Level to 1 in Tech Area file. (Will now start game with Pirate Facilities.)
17. Changed Pirate Space Dock I - III Space Yard ability (3000,3500,4000)
18. Fixed Spelling errors in Kazon, TMP and Vulcan general file.
19. Changed Breen Organic Extractor I - III Cost organics / Radiactives to 0 to match stock Organic Extractor
20. Changed Increased Breen Organic Extractor I - III Resource Generation - Organics to 1500,1800,2100
21. Added Escort2 image to DS9, TMP, and UCP races.
22. Changed Tholian Dreadnought now has correct tonnage.
23. Changed Revised the HTML Read Me (Now more informative) Based off of Captain Kwoks Star Trek Mod Web Site
24. Changed Various settings in the Vehicle Size file (Mostly house keeping issues)
25. Changed Pirate Small Shield Depleter I - III Tech Req from Smaller weapons to Shield Damaging Weapons
26. Changed Damage At Rng for Weapons Destroyer I - IV (10,15,20,25) Rng 5.
27. Changed Weapon Modifier for Weapons Destroyer I - IV from 30 to 10.
28. Changed Weapon Modifier for Reload Disruptor I - IV from 30 to 10.
29. Changed Damage At Rng for Reload Disruptor I - IV (10,15,20,25) Rng 5.
30. Changed Tachyon Projection Cannon I - V reload rate from 1 to 3
31. Changed Tachyon Projection Cannon I - V Weapon Damage At Rng settings. (lowered)
32. Changed Fusion Beam family number from 2010 to 597
33. Changed Fusion Beam Mount to use new Fusion Beam Family number.
34. Changed Added Mount for Tachyon Projection Cannon and Ionic Disperser I - V
35. Changed Pirate Weapons Destroyer I - V Weapon Damage At Rng (15,20,25,30) Rng = 5
36. Changed Pirate Weapons Destroyer I - V Weapon Modifier from 30 to 10
37. Changed Added Restriction Two Per Vehicle to Pirate Weapons Destroyer I - V
38. Changed Added Restrcition Two Per Vehicle to Pirate Ionic Disperser
39. Changed Added Restriction Two Per Vehicle to Reload Disruptor I - IV
40. Changed Added Restriction Two Per Vehicle to Weapons Destroyer I - IV
41. Changed Added Restriction Two Per Vehicle to Ionic Disperser I - V
42. Changed Added Restriction Two Per Vehicle to Tachyon Projection Cannon I - V.
43. Changed 8472 Design Creation file slightly to prevent the Ai from adding 4 Organic Nacelles to early designs
44. Changed Bio-reclamation Complex I - V Family number from 17 to 55
45. Changed Slave Labor Camp I - III Family number from 4 to 56
46. Changed Added a Vehicle Override of Ship, Base, Satellite to Pirate Weapons Destoryer I - V
47. Changed Added a Vehicle Override of Ship, Base, Satellite to Weapons Destoryer I - IV
48. Changed Added a Vehicle Override of Ship, Base, Satellite to Ionic Disperser I - IV
49. Changed Added Restriction of One Per Vehicle to Breen Energy Dampener I - V
50. Changed Breen Energy Dampener I - V Weapon Reload Rate from 3 to 15 (This is a very powerful weapon)
51. Changed Tactical Phasers Weapon Reload Rate from 3 to 15
52. Changed Added lower maintenance cost to all Pirate Ship hulls. (-5% to Maintenance Cost)
53. Changed Pirate Tech maximum level from 6 to 7.
54. Changed Added more neo-standard hull sizes to Warrior trait.
55. Changed Removed Component Repair Ability from Replicator I - III (Redundent)
56. Changed Added Solar Supply Generation to Replicator I - III (50)
57. Changed Small Warp Engine (Set so that AI will only add one to designs)
58. Changed Advanced Torpedo weapons for all races from weapon family 4 to weapon family 27
59. Changed Added ability Resource Reclamation to Small Pirate Space Doc.
60. Changed Satellite Mount Weapon Type Requiremen to None.


Atrocities December 17th, 2004 01:06 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

aiken said:
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?



Thank you for the info.

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.

Aiken December 17th, 2004 02:15 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Quote:

Atrocities said:
Quote:

aiken said:
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?

Thank you for the info.

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.

Ah, sorry. It was not easy to track it, indeed http://forum.shrapnelgames.com/images/smilies/happy.gif
Could you make 1906 beta availiable for download for final quick revision?

Atrocities December 17th, 2004 02:49 AM

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.

boran_blok December 17th, 2004 05:14 AM

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.

von_toaster December 17th, 2004 10:23 AM

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.

boran_blok December 17th, 2004 01:48 PM

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.

Aiken December 17th, 2004 01:53 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
It will need SY in the same sector to retrofit.

boran_blok December 17th, 2004 01:59 PM

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 ?

Ragnarok-X December 17th, 2004 03:55 PM

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.

boran_blok December 17th, 2004 03:59 PM

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.


All times are GMT -4. The time now is 09:55 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.