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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Aiken December 17th, 2004 04:31 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Boran_blok, compare your post to mine:
Quote:

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).

:)

So I'm still confused, how it should work? Either it for components or weapons?
We need to wait for clear answer from Atrocities.

boran_blok December 17th, 2004 04:37 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Spelling error: (I think, i'm not native english speaking, so if it's correct tell me)
In pirate ship description:
Maintenance costs reduced by 5% do to advanced Technology

-Should do be due ?
-small t ? (I know I'm nitpicking, but if you fix due you can also fix that)

boran_blok December 17th, 2004 04:39 PM

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

aiken said:
Boran_blok, compare your post to mine:
Quote:

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).

:)

So I'm still confused, how it should work? Either it for components or weapons?
We need to wait for clear answer from Atrocities.

If it's components only why have a range increase of 2 ? components dont have a range.

This is from CompEnhancement.txt:
<font class="small">Code:</font><hr /><pre>Weapon Type Requirement
The component must be of this weapon type.
Any - Any Weapon Type
None - Non Weapon Types Only
Direct Fire, Seeking, Point-Defense, Warhead</pre><hr />
I think if you want it to work for all components including weapons, you have to omit it.

edit:ommitting is not it, so it's either weapons or all the rest.

Ragnarok-X December 17th, 2004 05:57 PM

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

boran_blok said:
Spelling error: (I think, i'm not native english speaking, so if it's correct tell me)
In pirate ship description:
Maintenance costs reduced by 5% do to advanced Technology

-Should do be due ?
-small t ? (I know I'm nitpicking, but if you fix due you can also fix that)


Im not native english, too, but i seriously think you are right. It must be "due to advanced technology".

narf poit chez BOOM December 17th, 2004 06:34 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Yep, due.

Aiken December 17th, 2004 06:58 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
boran_blok: my judgement about satellite mount was based upon its comparison with Large Satellite mount. The damage/tonnage/cost ratio for Large Sat Mount is 1.3/1.0/1.25 = 1.04, but for Sat Mount it is 1.0/0.5/1.0 = 2! So SM is almost twice as effective as LSM here.

boran_blok December 17th, 2004 07:24 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Another bug: Pirate tractor beam I and II both become available at tractor/repulsor weapons lvl 2, I think the first should come available at lvl 1

<font class="small">Code:</font><hr /><pre>
Name := Pirate Tractor Beam I
Description := Gravitational beam which pulls enemy ships towards your ship.
[..cut..]
Number of Tech Req := 2
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Pirate Race
Tech Level Req 2 := 1
[..cut..]

Name := Pirate Tractor Beam II
Description := Gravitational beam which pulls enemy ships towards your ship.
[..cut..]
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Pirate Race
Tech Level Req 2 := 1
[..cut..]</pre><hr />

XenoTheMorph December 17th, 2004 08:45 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Just a few more possible bugs/typos (v1.9.0.6)


1. Both the 'Bussard Collectors' &amp; the 'Impulse Engines' have supply usage stats, though these components use no supplys when the ship moves.

2. Why do the Pirate race have both a 'Pirate Race Weapon Mount' &amp; a 'Pulse Weapon Mount' (should that not be 'Pirate Pulse Weapon Mount'?). These mounts are identicle in their effects only for different weapons, they are also gained at the same tech level. Maybe they should be merged or made more individual.

3. The Pirate Pulse Disruptors do 5 extra damage at only the cost of -1% accuracy &amp; 5 extra supply use, compared to the standard Pirate Disruptors. This means that there is no real reason to ever use the normal Disruptors only the pulse Version. maybe change these a little (possibly via number 2 above?)

4. 'Laser Beam II' only uses 10 supply per shot while I &amp; III-V use 20!

5. The 'Laser Beam I-III' have different costs to IV-V
For I-III Min:30/40/50, Org:0/0/0, Rad:15/20/25
For IV-V Min:10, Org:10, Rad:10 http://forum.shrapnelgames.com/images/smilies/shock.gif

I would propose to continue the progression with -
IV Min:60, Org:0, Rad:30
V Min:70, Org:0, Rad:35

Atrocities December 17th, 2004 09:12 PM

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

aiken said:
Boran_blok, compare your post to mine:
Quote:

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).

:)



So I'm still confused, how it should work? Either it for components or weapons?
We need to wait for clear answer from Atrocities.

I tested it both ways and feel that the satellite mount is best served giving a size reduction to weapons. I would have to make a second mount to reduce component size. I tried the overrides, but they only work if weapons are set to none. So I will change it back to the way it was before and rewrite the description. I can add a second satellite mount later. (Note there are currently two satellite mounts available)

Atrocities December 17th, 2004 09:14 PM

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

boran_blok said:
Spelling error: (I think, i'm not native english speaking, so if it's correct tell me)
In pirate ship description:
Maintenance costs reduced by 5% do to advanced Technology

-Should do be due ?
-small t ? (I know I'm nitpicking, but if you fix due you can also fix that)

due - Some one is owed something.

Due to has been widely used for many years as a compound preposition like owing to, but some critics have insisted that due should be used only as an adjective. According to this view, it is incorrect to say The concert was canceled due to the rain, but acceptable to say The cancellation of the concert was due to the rain, where due continues to function as an adjective modifying cancellation. This seems a fine point, however, and since due to is widely used and understood, there seems little reason to avoid using it as a preposition.

do - as a command.

Thanks. Spelling is not one of my strongest suites.

[CDN]Steel_Ice December 17th, 2004 09:58 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
After upgrading to the latest patch, the heavy cruiser and explorer class ships for the federation (i dono if any other races ships are effected too) had wrong images. When i opened up the VehicleSize file i noticed you had battle cruiser image set for heavy cruiser and escort image set for the explorer.

Atrocities December 17th, 2004 10:01 PM

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

boran_blok said:
Anyways, another "issue" I have:
Why do resupply-related objects show up in spaceyard construction ? bases dont really use supply dont they ?

I do not know. The design does not appear to call for them.

Atrocities December 17th, 2004 10:06 PM

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

XenoTheMorph said:
Just a few more possible bugs/typos (v1.9.0.6)


1. Both the 'Bussard Collectors' &amp; the 'Impulse Engines' have supply usage stats, though these components use no supplys when the ship moves.

2. Why do the Pirate race have both a 'Pirate Race Weapon Mount' &amp; a 'Pulse Weapon Mount' (should that not be 'Pirate Pulse Weapon Mount'?). These mounts are identicle in their effects only for different weapons, they are also gained at the same tech level. Maybe they should be merged or made more individual.

As to 1. I honestly do not know why this is.

2. All races have a pulse weapon mount. I chose not to name the pulse weapon mount after each race because of space requirements. I did not want the name to be too long.

The differances in the mounts should have been more pronounced.

Atrocities December 17th, 2004 10:15 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Please keep in mind that the mod is for the most part an on going work and that things change. It has never been my intention to make an exact persaudo star trek universe mod, it cannot be done with this game. However, I have labored to do what I can do to make the mod as much a true star trek mod I could.

SEIV has many limitations, and I am afraid we have stumbled onto a few of them. Modding the AI to design ships that you would design is an unreasonable expectation. The game simply will not design ships as well as humans can. There is no way to establish the techniques that we use into a system the AI can utilize. All we can do is tweak it here and there and see what happens.

At this point we are doing more fine tuning and tweaking to the mod and that tells me that most everything else is looking good. So later tomorrow I will release the latest Version, 1.0.9.7, and hope that people do not confuse this with the AST 1.97 mod. (It has happended more than I can count).

From this point we keep going. http://forum.shrapnelgames.com/images/smilies/happy.gif Suggestions and bug reports are vital to the process and I welcome them all. This Last round of bug reports, suggestions, and such were essential to helping with the mod. I thank you all for all the Posts and I sincerely hope that you will continue posting.

http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:

Star Trek Mod v1.9.0.7 - Pending

1. Changed Satellite Mount Weapon Type Requirement from none to Any (Should only work for Weapons now)
2. Changed Large Satellite Mount Tonnage Structure Percent from 200 to 120.
3. Changed Modified the Description of Satellite Mount. Now reads weapon components.
4. Fixed Spelling errors in Vehicle Size file (do - due)
5. Changed Pirate Tractor Beam I now available at correct level. Tractor\Repulser Weapons I.
6. Changed Changed all PULSE WEAPONS to a weapon modifier of -10%.
7. Changed Laser Beam II now uses correct amount of supplies.
8. Changed Made Laser beam IV &amp; V Min,Rad,Org cost compareable to Laser Beam I - III
9. Changed Pirate Weapon Mount - added range mondify of 1 - lowered damage % to 110% - same for Supply use


Atrocities December 17th, 2004 10:21 PM

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

[CDN]Steel_Ice said:
After upgrading to the latest patch, the heavy cruiser and explorer class ships for the federation (i dono if any other races ships are effected too) had wrong images. When i opened up the VehicleSize file i noticed you had battle cruiser image set for heavy cruiser and escort image set for the explorer.

This is true. I simply have not yet set up any of the Federation races with Neo Standard ship images. I have to find acceptable ships images, and then incorp them into the sets.

XenoTheMorph December 17th, 2004 10:53 PM

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

Atrocities said:
Quote:

XenoTheMorph said:
Just a few more possible bugs/typos (v1.9.0.6)

1. Both the 'Bussard Collectors' &amp; the 'Impulse Engines' have supply usage stats, though these components use no supplys when the ship moves.


As to 1. I honestly do not know why this is.


Atrocities,

Maybe change the 'Impulse Engines' &amp; 'Bussard Collectors' so they don't display a positive supply usage, it seems slightly misleading if you don't know about it.

Also I was looking around the troop weapons and the 'Klingon Batliths' seem to not get any better while costing more? (damage @ range 1 stays the same, ranged damage increases but that is no use on troops)

FYI it seems the most common spelling for Batlith is Batleth (Well there are an order of magnitude more hits for 'Klingon Batleth' than for 'Klingon Batlith' on Google, Meh)

Maybe just for fun you could make Batliths compulsory on Klignon Troops (A matter of Honour! http://forum.shrapnelgames.com/images/smilies/happy.gif ). Just add a requires engine setting on the troop and make the batlith an 'Engine' (I'm sure I've seen that fudge somewhere before?). Oh and any changes to the design files for the Klingons (if needed haven't check myself).

Atrocities December 17th, 2004 10:59 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Thanks, I will do as you recommend.

How did you determine that those components were not using supplies?

XenoTheMorph December 17th, 2004 11:15 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
In Turn based I moved a ship 1 space and the usage was 100. The total usage for the Warp Core (20) and 2 Nacelles (40 each) totals 100 as it should. After retrofitting it with 4 Bussard Collectors (5 each) and 2 Impulse engines (20 each) the usage for 1 space was still 100 (not 160). http://forum.shrapnelgames.com/images/smilies/cool.gif

Also it seems I edited my original message after you read it, you might want to reread it just in case (nothing important but I like the idea http://forum.shrapnelgames.com/image...es/biggrin.gif)


[edited to clarify usage amounts]

Atrocities December 17th, 2004 11:19 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Thanks. I found a few others that were doing the same thing. I wonder why they were not using supplies. Must have to do with supply storage or something. Very odd. PErhpas a bug with SEIV.

XenoTheMorph December 17th, 2004 11:36 PM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
I think that the only components that use supplys are -

1. weapons upon firing

2. stellar manipulation on use

3. components that provide non-tactical movement when moving

Anyone else know?

XenoTheMorph December 18th, 2004 12:15 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
One Last post, sleepy time NOW http://forum.shrapnelgames.com/image...ies/stupid.gif

The two largest Warrior trait ships (Baseship &amp; Baseship Heavy) have a Max engines of 6 not 4 (as stated in the AI Tag 03 text). This is not a problem since 'Nacells' have a 'Only four on ship' limit themselves, but still it is a typo. http://forum.shrapnelgames.com/images/smilies/wink.gif
[edit: Actually this is not a typo being so big the engines per move is 6, therefore they need 6 low tech nacells to move!! (O.K. the chances of getting those ship size and still be using 1 move nacells is miniscule but ...) the restriction on the Nacells should be 'Only six on ship' instead &amp; the 'AI Tag 03' text changed to suit]

The larger (i.e. no Defensive bonus due to small size like the Destroyer Heavy) Warrior trait combat ships (the Dreadnought Heavy, Cruiser Heavy, Juggernought, Baseship &amp; Baseship Heavy) don't have 'Shuttle Bays' built in like all the other larger ships (for any race) &amp; really I think should.

Also for flavor and to keep a bit of consistency since all the other Warrior combat ships (except the gigantic Baseship Heavy) get a defence bonus from advanced technology maybe the Destroyer Heavy's defence bonus description should be slightly changed -

Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size and advanced technology makes ship 20% harder to hit in combat.
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0

Atrocities December 18th, 2004 12:41 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
Latest update info.

Quote:

Star Trek Mod v1.9.0.7

1. Changed Satellite Mount Weapon Type Requirement from none to Any (Should only work for Weapons now)
2. Changed Large Satellite Mount Tonnage Structure Percent from 200 to 120.
3. Changed Modified the Description of Satellite Mount. Now reads weapon components.
4. Fixed Spelling errors in Vehicle Size file (do - due)
5. Changed Pirate Tractor Beam I now available at correct level. Tractor\Repulser Weapons I.
6. Changed Changed all PULSE WEAPONS to a weapon modifier of -10%.
7. Changed Laser Beam II now uses correct amount of supplies.
8. Changed Made Laser beam IV &amp; V Min,Rad,Org cost compareable to Laser Beam I - III
9. Changed Pirate Weapon Mount - added range mondify of 1 - lowered damage % to 110% - same for Supply use
10. Changed Klingon Batlith I - III Damage (1,2,3) (Damage at rang does not work for Troop Weapons)
11. Changed Changed Supply Useage for Impulse Engine I - V to 0 (Not useing any ways)
12. Changed Changed Supply Useage for Bussard Collector I - III, Ram Scoop I - III, and Flux Pod I - V to 0
13. Changed Abilities description for Heavy Destroyer.
14. Changed Added Launch/Recover Fighter Ability to Cruiser Heavy, Juggernought, Baseship, and Baseship Heavy
15. Changed Baseship and Baseship Heavy Requirement Max Engines from 6 to 4.
16. Changed Baseship and Baseship Heavy Engines Per Move from 6 to 4.


Atrocities December 18th, 2004 01:22 AM

Re: The Star Trek Mod - 1.9.0.2 Update Released
 
1 Attachment(s)
Click the above attachment to download the NEW STAR TREK MOD Version 1.9.0.7 PATCH. 8.5 megs

Atrocities December 18th, 2004 02:41 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
<font color="red"> 12-18-2004 UPDATE</font>

Star Trek Mod PATCH Version 1.9.0.7
This Version will update any Version from 1.9.0.0 to current.) Players DOWN LOAD THIS ONE.

Star Trek Mod Patch v1.9.0.7
Ai and Data files only (Contains only AI and data files - no graphics. Will update any Version from 1.9.0.0 to current) - PBW WEB ADMINS USE THIS ONE TO UPDATE PBW

Star Trek Mod Full 1.9.0.7 Data and AI files only no graphics. (link fixed)

I am also seeding a full Version 1.9.0.7 of the mod at http://kazharii.no-ip.com:6969 for the next two days.

boran_blok December 18th, 2004 06:58 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
What's with all the different Versions ?
The first one contains all the other two contains does it eh ?

Anyways, I'm starting a new game right away.

Atrocities December 18th, 2004 07:54 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Quote:

boran_blok said:
What's with all the different Versions ?
The first one contains all the other two contains does it eh ?

Anyways, I'm starting a new game right away.

They are all the same Version. The differances are listed. The reason for them are that people may want files but not the graphics.

boran_blok December 18th, 2004 09:17 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Sub Space Beam (shouldnt it be Subspace Beam ?) seems to be broken as it sais that it disrupts reload time.

boran_blok December 18th, 2004 09:24 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
The heavy and massive fighter have maintenance redutcion with their abilities, do fighters have maintenance ?

solops December 18th, 2004 12:26 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
When I click one of the links above I get this message:

"Forbidden
You don't have permission to access to this document on this server.


--------------------------------------------------------------------------------

Apache Server at astmod.com "

When I go directly to the STM site and then download, everything is fine.

????

Fyron December 18th, 2004 04:13 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Quote:

boran_blok said:
The heavy and massive fighter have maintenance redutcion with their abilities, do fighters have maintenance ?

Units can not have maintenance.

XenoTheMorph December 18th, 2004 08:54 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Atrocities,

Just to let you know it seem that the Dreadnought Heavy was not changed when you added shuttle bays to the larger Warrior ships. It is in a different part of the file (Just after the Destroyer Heavy) not at the end.

Atrocities December 18th, 2004 10:23 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Ooops. I will include that in the next patch for sure. Sorry about that. http://forum.shrapnelgames.com/images/smilies/frown.gif

The next patch will be out around april or so unless we find a lot of bugs in this Version that need to be fixed in a hurry.

XenoTheMorph December 18th, 2004 10:41 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
April eek http://forum.shrapnelgames.com/images/smilies/eek.gif

Oh well, hopefully you will have a long list of little things to tweak by then. Hmm on that note -

I found quite a few more components with supply stats a very incomplete list follows:

Bridge
Life Support
Crew Quarters
(Warrior) Sensor Arrays (&amp; probably the other races sensors)
Pirates (&amp; probably other security/boarding comps)
Anti-matter Pods
Cargo Bays
Remote Mining comps

Hopefully you can work around the supply issues! http://forum.shrapnelgames.com/images/smilies/frown.gif

Atrocities December 18th, 2004 11:57 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
1 Attachment(s)
Quote:

XenoTheMorph said:
April eek http://forum.shrapnelgames.com/images/smilies/eek.gif

Oh well, hopefully you will have a long list of little things to tweak by then. Hmm on that note -

I found quite a few more components with supply stats a very incomplete list follows:

Bridge
Life Support
Crew Quarters
(Warrior) Sensor Arrays (&amp; probably the other races sensors)
Pirates (&amp; probably other security/boarding comps)
Anti-matter Pods
Cargo Bays
Remote Mining comps

Hopefully you can work around the supply issues! http://forum.shrapnelgames.com/images/smilies/frown.gif

Someone posted an idea for a work around over at the mod works on www.spaceempires.net that I think might work. At the bare minimum it provides an intersting theory to work form.

Atrocities December 19th, 2004 12:01 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
I have posted the back story for the mod if any one is interested in a long read. The Cleansing

Enjoy.

Ed Kolis December 19th, 2004 12:31 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Remote mining components DO use supplies, BTW, they just don't require supplies be present in order to function http://forum.shrapnelgames.com/images/smilies/wink.gif

XenoTheMorph December 19th, 2004 08:23 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Quote:

Ed Kolis said:
Remote mining components DO use supplies, BTW, they just don't require supplies be present in order to function http://forum.shrapnelgames.com/images/smilies/wink.gif

I had a vague feeling they did aswell (I'm sure I noticed remote mining ships run out of supplys without moving in the past). But when I tested them out in the STM v1.9.0.7 nothing showed. I made a remote mining ship (Rads I think) with total supplys of 750, two moves to get to an empty planet (down to 550, 100 per move), process turn, and no change in supply (still 550, and the remote miner should use 100)!
All in turn based.
Can you think of a reason it might not show in this?

Aiken December 19th, 2004 10:46 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Bussard collectors? http://forum.shrapnelgames.com/images/smilies/wink.gif

Captain Kwok December 19th, 2004 11:17 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Remote miners do use supplies. Did you run the turn and see how many supplies the ship had next turn? Remote mining components only remove supplies during turn execution...

XenoTheMorph December 19th, 2004 11:29 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Quote:

Captain Kwok said:
Remote miners do use supplies. Did you run the turn and see how many supplies the ship had next turn? Remote mining components only remove supplies during turn execution...

Yep that is exactly what I did, just to double check I did not miss anything I'll do it again, but that will have to wait until I get back from work http://forum.shrapnelgames.com/images/smilies/frown.gif
Hopefully I did if not looks like something is very wierd.

[Aiken - Oh I know I designed the miner from scratch so I don't think I put on any bussard collectors but will make sure this time http://forum.shrapnelgames.com/image...ies/tongue.gif]

Atrocities December 19th, 2004 11:58 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Quote:

aiken said:
Bussard collectors? http://forum.shrapnelgames.com/images/smilies/wink.gif

??

XenoTheMorph December 19th, 2004 03:48 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
1 Attachment(s)
Quote:

Atrocities said:
Quote:

aiken said:
Bussard collectors? http://forum.shrapnelgames.com/images/smilies/wink.gif

??

I belive Aiken meant that I might have had some Bussard collectors on my test Remote Mining ship, and that these generated exactly the same amount of supplies used by the Remote Mining, therefore showing no decrease in the overall amount of supplies.

Unfortunately this is NOT the case http://forum.shrapnelgames.com/image...s/rolleyes.gif, I have tested it again and no supplies are used (A STM v1.9.07 .gam file is attached that shows this).

The REALLY odd thing is that when I tested it with the unmodded game it DID!!!!!!! http://forum.shrapnelgames.com/images/smilies/mad.gif

*some more testing later*

O.K. I have checked the data files and found out the cause (Though not the 'why' behind it, it seems slightly weird). The setting in Settings.txt that sets if the resource value of the Planet/Asteroids are decreased is False in the STM, when I changed it to True and reloaded the .gam file the supplies where used as in the Unmodded game. So it seems a trade off is required, supplies used OR No value decrease. http://forum.shrapnelgames.com/image...s/rolleyes.gif


Oh and another few bugs/typos -

The following Pirate ships still have the old "do to advanced technology" instead of "due to advanced technology"
(and these are the only ones for any race I could find)

Interceptor
Battleship


Xeno.

von_toaster December 19th, 2004 04:20 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Romulan bug. It seems that the Plasma Torpedo Mount applies to all weapons, not just the plasma torpedos.

Atrocities December 20th, 2004 01:02 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Quote:

von_toaster said:
Romulan bug. It seems that the Plasma Torpedo Mount applies to all weapons, not just the plasma torpedos.

Hummm, very odd.

Long Name := Plasma Torpedo Mount
Short Name := Romulan RPTM
Description := Mount that increases the Damage of Plasma torpedoes.
Code := RPTM
Cost Percent := 125
Tonnage Percent := 100
Tonnage Structure Percent := 100
Damage Percent := 120
Supply Percent := 120
Range Modifier := 1
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 100
Weapon Type Requirement := Direct Fire
Comp Family Requirement := 563.564
Vehicle Type := Ship
Number of Tech Req := 2
Tech Area Req 1 := Adv Romulan Torpedo Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Romulan Technology
Tech Level Req 2 := 1

Is should only be using the weapons families listed .... Oh ... Its another one of these either or's. Never the less the mount should ONLY work with those components weapons. I will have to ask for help to figure this one out.

http://forum.shrapnelgames.com/images/smilies/frown.gif

Aiken December 20th, 2004 10:59 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Quote:

Comp Family Requirement := 563.564

I believe it should be Comp Family Requirement := 563,564

boran_blok December 20th, 2004 11:43 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Agreed, it states that it has to be a comma separated list.

Atrocities December 20th, 2004 05:46 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Easy fix then.

I have a few other minor house keeping things to do with the mod as well, so the question is, should I go ahead and release one Last patch for the end of the year?

Call it the new years patch persay?

boran_blok December 20th, 2004 07:23 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Imho you can patch into eternity, there are always bugs.

Atrocities December 20th, 2004 08:43 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Quote:

boran_blok said:
Imho you can patch into eternity, there are always bugs.

The problem with frequent patches are getting the updates to all those who have the mod and getting the updates uploaded to PBW. I hate to bother the PBW admins every few weeks.

I agree that updates are on going, and a nessassary evil.

I am just asking if we need another update so soon, or should I wait and gather more reports so that the next patch has as many fixes in it as possible?

Aiken December 21st, 2004 08:08 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
AT, next patch can wait for a few months imo (no critical bugs so far). And try to contact with pbw admins to unpload 1.9.0.7 patch to pbw.


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