.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)

GeorgiaBoy May 16th, 2007 12:09 AM

Re: The Star Trek Mod - Final Update
 
AT,

Ditto Ironmanbc. I have looked at the AST 2.0 data folder you uploaded...it looks great...a lot more neutrals and exactly what I have been looking for [img]/threads/images/Graemlins/Target.gif[/img]. Any timeframe on a release for AST 2.0?

GB

Atrocities May 16th, 2007 06:08 PM

Re: The Star Trek Mod - Final Update
 
I am working on finalizing the INTEL projects at the moment. I then have to update the events, double check that all of the images are working, and then she should be ready for her first run.

I estimate within a month if I can get my *** in gear.

GeorgiaBoy May 16th, 2007 07:57 PM

Re: The Star Trek Mod - Final Update
 
Great! I plan on combining it with my mod for more of a BotF feel. I also was thinking of having 'ancient ruins unique' as 'neutrals', giving a unique tech with colonization of the planet to add more flavor. It is too bad SE IV will not permit more than a combination of 20 active/neutral players...

Thanks for the quick response!

GB

Atrocities June 3rd, 2007 08:24 AM

Re: The Star Trek Mod - Final Update
 
I have finished up the modification for the INTEL system. Its nothing revolutionary, just revamped a bit. I am in the process now of tweaking it for each race. I hope to have the STM update ready by the end of this month.

I will also be releasing the AST 2 mod. (A closer model to BOTF type of game)

I have to be honest, I am utterly burned out with SE IV modding at this moment. I am afraid that is why it has taken me so long to get things done. Family issues aside, I should have finished this up a long long time ago.

GeorgiaBoy June 3rd, 2007 10:48 AM

Re: The Star Trek Mod - Final Update
 
AT,

I can understand the utterly burned out part. I have been working on a huge map with my systems mod...it has over 11,000 planets. Believe it or not, I am almost 1/2 done. (Would there be any interest?) However, there are more pressing matters, like watching cash (er, I mean, wifey's new landscaping) wilt in the hot Georgia sun...

GB

Ironmanbc June 3rd, 2007 11:17 PM

Re: The Star Trek Mod - Final Update
 
Quote:

GeorgiaBoy said:
AT,

I can understand the utterly burned out part. I have been working on a huge map with my systems mod...it has over 11,000 planets. Believe it or not, I am almost 1/2 done. (Would there be any interest?) However, there are more pressing matters, like watching cash (er, I mean, wifey's new landscaping) wilt in the hot Georgia sun...
GB

My sis would like to give it a try, she doesn't like seV as well as seIV (she's a girl) http://forum.shrapnelgames.com/images/smilies/laugh.gif




Atrocities June 6th, 2007 07:14 AM

Re: The Star Trek Mod - New Version Available
 
Well the Intel file is done for AST 2.0. I have just finished making all the new organic components for 8472. I ran a 100 turn test on high tech and found some bugs.

The AI doesn't add crew quarters to designs. I really wish Aaron would put out one more patch that prevents the AI from ignoring restrictions. You would think that after 6 years he would have addressed this issue at some point. http://forum.shrapnelgames.com/images/smilies/frown.gif

I don't really have any faith in getting SJ to add the new components to the Image mod as he is more than likely too busy to fuse over adding images to a mod for a very dead game that hardly any one plays any more, so they will be included with the AST 2.0. I will also include an updated Comp.bmp file. This will of course increase the size of the download for the mod significantly so I might have to break it into two parts.

I could really use some AI help in figuring out why some of the AI's won't colonize. For some reason 8472 and the Ferengi like to stay in their home systems. They have designed working colony ships, but they don't seem to build any. Also a couple of the AI's like to build way to many orbital space yards. I would like to reduce that number but haven't been able to figure it out yet. Any help would be greatly appreciated.

As far as monsters go, well I have the stuff in place but haven't put much time into it. They may not make it into this release version of AST 2.0.

The economic model for the mod hasn't been tweaked yet. So most everything is equal in cost. Help figuring out a good economic system I.E. cost for things, would be helpful too.

I guess what I am asking for is help and feed back once the mod is released. I hope to have it ready to go in about a week. I want to run some more tests and see if I can find any more bugs that I can fix before release.

Finally once I have the new Intel model working for STM I will release and up date for that mod as well. It will be a save game buster so consider yourselves forewarned.

Ironmanbc June 6th, 2007 03:51 PM

Re: The Star Trek Mod - New Version Available
 
"I don't really have any faith in getting SJ to add the new components to the Image mod as he is more than likely too busy to fuse over adding images to a mod for a very dead game that hardly any one plays any more, so they will be included with the AST 2.0. I will also include an updated Comp.bmp file. This will of course increase the size of the download for the mod significantly so I might have to break it into two parts"

Do we need more... there is like 2000+ components now http://forum.shrapnelgames.com/image...s/rolleyes.gif

As for "The AI doesn't add crew quarters to designs" put it higher in the list, before puting in the Life Support maybe that will help???

As for testing we are at your command http://forum.shrapnelgames.com/image...ies/tongue.gif

"The economic model for the mod hasn't been tweaked yet. So most everything is equal in cost. Help figuring out a good economic system I.E. cost for things, would be helpful too."

So far the current mods is ok, long as there is Small autonomous robots which can mine asteroids we'll be ok
[img]/threads/images/Graemlins/Hammer.gif[/img]

Fyron June 6th, 2007 03:53 PM

Re: The Star Trek Mod - New Version Available
 
Quote:

Atrocities said:
I don't really have any faith in getting SJ to add the new components to the Image mod as he is more than likely too busy to fuse over adding images to a mod for a very dead game that hardly any one plays any more, so they will be included with the AST 2.0.

http://forum.shrapnelgames.com/image...s/rolleyes.gif Did you ignore the post in that other top of the page thread where SJ said he would be more than happy to update the Image Mod? Why do you keep ignoring us when we tell you the game is far from dead? http://forum.shrapnelgames.com/image...ies/tongue.gif

Atrocities June 6th, 2007 06:12 PM

Re: The Star Trek Mod - New Version Available
 
I am not trying to ignore any one Fyron. http://forum.shrapnelgames.com/images/smilies/frown.gif SFI considers the game to be a none seller, ergo dead. The chances of the game being updated are zero. And in all honesty how many people still play it? 10, 20, 30 at the most. It really is a sad thing.


All times are GMT -4. The time now is 12:16 PM.

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