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Re: The Star Trek Mod - New Version Available
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Re: The Star Trek Mod - New Version Available
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Here is a fix for STM v1971 Neutral AI.
This will correct the AI_DesignCreation Satellite Layer error that has been reported. I have also updated the full patch and re-uploaded it. If you don't want to re-download the patch, then simply download this fix and install it. |
Re: The Star Trek Mod - New Version Available
I have had comments about people wanting to know what is different about this current version as opposed to older version. The mod has a file in it called RevisionText and that file shows all the changes that I have made to the mod since version 1.0
Here is a link to view the Revision History of the Star Trek Mod. |
Re: The Star Trek Mod - New Version Available
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Furthermore there might be some issue with species 8472 - They use the repair barges as satellite layers, attack and defense ships early on - not terribly cost effective. - I'm pretty sure they used another (more organic looking) pic for their life support with 1.94, and I think they maybe even had another one for their crew quarters, but I'm not sure 'bout that. No, can't check with v1.94, I havn't backed up the folder... |
Re: The Star Trek Mod - New Version Available
Thanks. To fix the Andorian file just open the Design Creation file and click edit, then find and type in Satellite Layer. When it finds the satellite layer scroll down to the Number of Abilities and change that from 10 to 8. Will update the download and the fix patch later.
As to 8472 AI issues. Not much I can do about what the AI likes to do. I will look into it though. |
Re: The Star Trek Mod - New Version Available
Both the Update and the Fix patch have been updated.
If you download the patch now you don't need to download the fix update. The patch is current with all fixes. |
Re: The Star Trek Mod - New Version Available
I really appreciate the work you put in this mod ..
.. but I have to say it's fairly broken for SP gaming at this point: Repair Barge Problem This is not only a "8472" problem: Making the repair yards as big as a spaceyard resulted in monstrous repair barges - and the AI always uses the biggest hull available for combat ships.. and ends up with attack barges at "Repair 1". Moving the repair up the research tree (or setting the AI to research "repair" very late) does not do any good: it does refit its ships, and often. With the minimal (downmodded) repair facilities of space yards this takes the ships out of service quite a large amount of time: Either repair has to be re-integrated into shipyards and other components, or at least the yards made considerably smaller - or is there any way to restrict the use of the repair barge hull? Base Weapon Mount - is available for Biokinetic Ray only, Pulsed Bk-Ray does not - intentional ? Light (Base) vs Standard (Base) Shields cost 20/80/40, size 10, dam res. 15, 35 p.s.p, 6 to sh., 5 regen (light) cost 25/100/50, size 20, dam res 15, 52 p.s.p., 6 to sh., 5 regen (standard) .. I would always go with 2x Light instead of 1x Standard Shield: 60% more ressource costs doesn't matter if I can get 35% more shielding from the same space used !! Monsters Is it intentional that they start with tech for 1 ship (Cube), but do not use it? They don't get borg tech to outfit it, but monster tech which would not fit. The first monster ship needs "monster tech 2", though, what they research first, needing >100 turns .. All they (can) do is building "Monster Bases: Base Space Yard" .. without any yard component or the ability to actually build ships! Btw, "monster habitat" does not show any abilities, yet it seems to generate ressource points?! Caspians use Federation Shipset and tech? Orion Syndicate does not design Colony Ships They don't have a hull big enough for a colony module! Obviously, this is because they have "Pirate Tech" .. but how is that supposed to work out? Maybe instead of going for standard "Ship Contruction" they should go for "Pirate Ship Construction", ship boarding and troops for invasions ? Chalnoth cannot leave their system ! (??) That's ok with their racial description - but their build/research list should be modified accordingly! Building heaps of Explorers, Colony Ships and Pop Transports does not make that much sense here .. Sheliak are constantly scrapping their ships despite having heaps of ressources?! Haven't found out why, e.g. when I peeked into their turn a colonizer was scrapped .. while there where 4 "red" unsettled planets in their home system .. If the tech tree got "straigthened out" to make it actually compatible with the AI (errors) and someone gives me a hint or two how the AI works, I would gladly help out with the AI scripts for some nations - just PM me! |
Re: The Star Trek Mod - New Version Available
Thanks for the list. http://forum.shrapnelgames.com/images/smilies/happy.gif
The Romulans are not using cloaking tech either. So there will be another update in a week or so to address some issues. |
Re: The Star Trek Mod - New Version Available
No problem writing down everything that bugs me ;-)
If you make some fixes, PM or email (the files) to me and I'll try and do a quick test game to see if I can find some more things to quibble about http://forum.shrapnelgames.com/images/smilies/happy.gif Orion Syndicate Figured out why they don't colonize: The have Race Opt 1 Adv Trait 1 := Pirate Race yet not the (new?) Pirate Colony Tech |
Re: The Star Trek Mod - New Version Available
"Gas World Natives" advanced trait should cost at least 500 points in STM.
There's no competition for gas giant planets, and gas giant are plentyful and (nearly) always medium size or bigger. As there's seemingly no way to make them generally ressource poor, at least the races living on them should have inferior stats. |
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