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Re: The Star Trek Mod - 1.9.0.2 Update Released
Boran_blok, compare your post to mine:
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So I'm still confused, how it should work? Either it for components or weapons? We need to wait for clear answer from Atrocities. |
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) |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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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. |
Re: The Star Trek Mod - 1.9.0.2 Update Released
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Im not native english, too, but i seriously think you are right. It must be "due to advanced technology". |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Yep, due.
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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.
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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 /> |
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' & 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' & 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 & 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 & 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 |
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
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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. |
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.
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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
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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. |
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:
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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
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Maybe change the 'Impulse Engines' & '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). |
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? |
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] |
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.
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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? |
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 & 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 & 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 & Baseship Heavy) don't have 'Shuttle Bays' built in like all the other larger ships (for any race) & 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 |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Latest update info.
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Re: The Star Trek Mod - 1.9.0.2 Update Released
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Click the above attachment to download the NEW STAR TREK MOD Version 1.9.0.7 PATCH. 8.5 megs
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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. |
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. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
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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.
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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 ?
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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. ???? |
Re: The Star Trek Mod - 1.9.0.7 Update Released
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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. |
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. |
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 (& probably the other races sensors) Pirates (& 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 |
Re: The Star Trek Mod - 1.9.0.7 Update Released
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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. |
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
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Re: The Star Trek Mod - 1.9.0.7 Update Released
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All in turn based. Can you think of a reason it might not show in this? |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Bussard collectors? http://forum.shrapnelgames.com/images/smilies/wink.gif
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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...
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Re: The Star Trek Mod - 1.9.0.7 Update Released
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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] |
Re: The Star Trek Mod - 1.9.0.7 Update Released
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Re: The Star Trek Mod - 1.9.0.7 Update Released
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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. |
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.
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Re: The Star Trek Mod - 1.9.0.7 Update Released
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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 |
Re: The Star Trek Mod - 1.9.0.7 Update Released
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Re: The Star Trek Mod - 1.9.0.7 Update Released
Agreed, it states that it has to be a comma separated list.
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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? |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Imho you can patch into eternity, there are always bugs.
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Re: The Star Trek Mod - 1.9.0.7 Update Released
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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? |
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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