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

Ragnarok-X January 2nd, 2005 07:25 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Oh and btw i have a minor complain about the current mod :p I think ships move TOO slow. I agree in the Last major Version ships were to fast (i.e. Versions using the "old" propulsion system), but now they are too slow. All kind of ships, weither they be scouts, colonizers or combat vessels move at the same speed, early on with speed 2. I think it should be 2/3/4 respectivly. In addition the only technology which provides faster stuff is to expensive to research and has to little benefit. I strongly suggest making ships early on more faster, 50%+ and to decrease the cost for warp technology.

Just my 2 ct though !

Atrocities January 3rd, 2005 10:32 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Web Site has been updated once again. - A sincere thank you to David Gervais for all of his help.

For the Record

Please read the first post in this thread for links to previous Versions, if applicable, or important news.

Thanks

Atrocities January 3rd, 2005 10:36 AM

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

Ragnarok-X said:
Oh and btw i have a minor complain about the current mod :p I think ships move TOO slow. I agree in the Last major Version ships were to fast (i.e. Versions using the "old" propulsion system), but now they are too slow. All kind of ships, weither they be scouts, colonizers or combat vessels move at the same speed, early on with speed 2. I think it should be 2/3/4 respectivly. In addition the only technology which provides faster stuff is to expensive to research and has to little benefit. I strongly suggest making ships early on more faster, 50%+ and to decrease the cost for warp technology.

Just my 2 ct though !

The object of having slow ships in the beginning of the game is to compel you to research faster engine designs. In early days of Trek, they were limited to warp 1. It took them nearly 100 years to obtain warp 5 ships, and another 100 years to get warp 9 ships. In STNG they were just beginning to understand Transwarp engines.

The official limit to warp engines is warp 10. To obtain the feel and limitations of a War Drive system, we experimented with many propulsion systems and found the current system to meet or exceed our needs.

If you want an extra movement in the game, choose propulsion experts as a racial trait. Or start the game with medium tech.

As for the cost, you can choose one of the Research Racial Traits now. (Technology does not come cheaply in the world of Star Trek. By having the costs were they are, it forces the player to prioritize his research objectives and colony priorities.)

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

Timstone January 3rd, 2005 11:10 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Just a nice site to read something about the warp factors.

Warp Factors

Atrocities January 3rd, 2005 11:18 AM

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

Timstone said:
Just a nice site to read something about the warp factors.

Warp Factors

Now simulate it in SEIV and win a gold star.

Timstone January 3rd, 2005 11:28 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Hehe, now that's a nice challenge.
I really enjoy these kind of stuff to read, although they aren't very deepely rooted in the real world (hence the name science fiction...) and as an engineer I deal only in facts.
Okay, back to the order of the day... playing Tyrian 2000! http://forum.shrapnelgames.com/image...ies/tongue.gif

Atrocities January 3rd, 2005 11:39 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
It is a good site for info, thanks for posting it, and what is Tyrian 2000?

Ragnarok-X January 3rd, 2005 11:54 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Heh i would like to choose propulsion experts or the new research trait, but im reffering to the Startrek MOD final game which has been long started. Anyways, i guess i will just try to research faster engines (then again its high tech cost if im right)

Ragnarok-X January 3rd, 2005 11:55 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Oh, and Tyrion 2000 is some kind of old arcade-scroll-shooter. Something like Xenon and Raptor, if you know those. Its actually pretty fun these times.

Timstone January 3rd, 2005 12:04 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Yup, Tyrian is THE BEST top-scrolling shooter in existence. It's from 1999 and it still kicks ***! I've played it so many times I can dream all the levels. It was the first game I bought via internet. I saw it on the net at my friends house and ordered it the next day.

The equations used on the site are valid, they are real equations (the names used for them and the units used in them), but I doubt they will work when we get this far. It would be nice if the equations produced by fans from Star Trek would work in reality. Talking about fiction...

Atrocities January 3rd, 2005 06:12 PM

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

Ragnarok-X said:
Heh i would like to choose propulsion experts or the new research trait, but im reffering to the Startrek MOD final game which has been long started. Anyways, i guess i will just try to research faster engines (then again its high tech cost if im right)

I often research physics 1, Warp Prop, Propulsion, Beam Weapons, Race Ship Construction, and resupply. I figure that it will take a player a few turns to find me so I do not worry to much about the minds until around turn 40 or so.

I keep Warp Prop in the research que until I have at lease warp 5. I can often get this by turn 30 or so. (Note for our game, I already have it. )

Aiken January 3rd, 2005 07:34 PM

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

Atrocities said:
I keep Warp Prop in the research que until I have at lease warp 5. I can often get this by turn 30 or so. (Note for our game, I already have it. )

Really? Are you talking about Final STM mod game? It's a high tech cost game. Warp Tech 5 requires 2'700'000 total research points to spend. I can hardly imagine you have so much RP by turn 25.
It was a nice try, though http://forum.shrapnelgames.com/images/smilies/wink.gif Misinformation rocks!

Renegade 13 January 3rd, 2005 10:27 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
No, I think he's talking about the Star Trek: Quadrants of Conflict game.

Aiken January 3rd, 2005 11:10 PM

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

Renegade 13 said:
No, I think he's talking about the Star Trek: Quadrants of Conflict game.

Oh, in this case I apologize to my distrust and lack of respect to your words, AT.

Atrocities January 4th, 2005 12:05 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
No, Aiken is right, we hunters like to brage about our accomplishments.

pssst - system shock 2 guy, next time just agree with me. http://forum.shrapnelgames.com/images/smilies/wink.gif

Aiken January 4th, 2005 12:37 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
<conspiratorial tone> ok, sure, I'll play up to you next time. but tsssss...<conspiratorial tone>

AT showed me a screenshot of his research window, and he has an access to Warp Tech 5 indeed. He told that it came from multiple ruins. This is amazing luck! I'd never believe it, but I saw this with my own eyes! I certainly don't want to be his enemy in this game.
His Last post about my rightfulness was a joke, if you don't get it yet.

Ragnarok-X January 4th, 2005 08:39 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Uh let me get this straigt: Atrocities has access to Warp Technology level 5 in the new created Startrek mod final game, which is at turn 30 or something like that !? I can hardly believe it !

Atrocities January 4th, 2005 12:59 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Star Trek Mod -= FORUM =- at SE.net

Thank you Fyron for inviting and hosting us.

Timstone January 5th, 2005 04:49 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
I have noticed two strange things, I don't know if these things are intended or bugs.

1) Romulans:
They have a Advanced Plasma Torpedo (skips armor and shields) with a firing rate of 2, the rest of the races has a firing rate of 5. This makes their torps massively more dangerous.

2) Klingons:
I saw them with a maximum cloaking level of 6 and the Romulans (from whom they aquired the cloaking tech in the first palce) have a maximum level of 5. Shouldn't this be the other way around?

NarfsCompIsBack January 5th, 2005 05:15 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
And romulans were the honerable ones in ST:TOS

Timstone January 5th, 2005 05:34 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Right you are Narf! Power to the Borg and the green-blooded cloaking descendants of the filthy Vulcans!

Now that was a long sentence to shout...

Atrocities January 5th, 2005 06:08 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Quote:

Timstone said:
I have noticed two strange things, I don't know if these things are intended or bugs.

1) Romulans:
They have a Advanced Plasma Torpedo (skips armor and shields) with a firing rate of 2, the rest of the races has a firing rate of 5. This makes their torps massively more dangerous.

2) Klingons:
I saw them with a maximum cloaking level of 6 and the Romulans (from whom they aquired the cloaking tech in the first palce) have a maximum level of 5. Shouldn't this be the other way around?

The way things should be. http://forum.shrapnelgames.com/images/smilies/happy.gif I have explained both of these before. In STNG and DS9 they established that they could detect Romulan cloaking devices, while not detecting Klingons. Romulans have always had better plasma torpedoes then the other races. http://forum.shrapnelgames.com/images/smilies/happy.gif

Timstone January 5th, 2005 06:29 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Alright. I just started following this thread since yesterday. That was the first time I had time to try out the Star Trek mod.
Excellent work btw. Although I expected more of the Borg. I really, really like the buildings and components for 8472. They are downright cool.

I think I'll go ahead and play some with those greenblooded Romulans. I like torps just as much as they do, so AI: "Fear my torps!!" http://forum.shrapnelgames.com/image...es/biggrin.gif

Atrocities January 5th, 2005 01:29 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
I should add a new trait, Evil Empire. This would give any empire that uses it, super mounts to make them uber powerful. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities January 5th, 2005 02:25 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
<font color="red"> 500 + DOWNLOADS </font>
I think we have a block buster here folks!.

Timstone January 5th, 2005 02:58 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Congrats AT!
Well done, I can't imagine a better testimony to your modding abilities.
Together with the pics David made for you, I think you're pretty close to godhood. http://forum.shrapnelgames.com/image...es/biggrin.gif

Atrocities January 5th, 2005 03:05 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
I was once a God, but got fired for flerting with the bosses daughter. http://forum.shrapnelgames.com/images/smilies/frown.gif Satan hired me, but I freed the damned so he let me go. So here I am now.

Timstone January 5th, 2005 03:33 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
It's a rough life as a god, isn't it?

Aiken January 5th, 2005 10:09 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
If you was a God, who was your Boss then http://forum.shrapnelgames.com/image...s/confused.gif

David E. Gervais January 5th, 2005 10:18 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Quote:

aiken said:
If you was a God, who was your Boss then http://forum.shrapnelgames.com/image...s/confused.gif

hmmm, the "God-Father"? well, it does make a tiny bit of sense. http://forum.shrapnelgames.com/image...ies/tongue.gif

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

Atrocities January 5th, 2005 10:35 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
My first atempt at a STNG ship. http://forum.shrapnelgames.com/images/smilies/frown.gif It simply cannot be done. Man this is ugly.

http://www.astmod.com/design/entd.PNGhttp://www.astmod.com/design/entdm.PNGhttp://www.astmod.com/design/neb.PNGhttp://www.astmod.com/design/nebm.PNG
http://www.astmod.com/design/galx.PNGhttp://www.astmod.com/design/galxm.PNGhttp://www.astmod.com/design/amb.PNGhttp://www.astmod.com/design/ambm.PNG

Timstone January 6th, 2005 04:46 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Hmm... ugly? No man, they're good actually. Maybe a little bit too light, but certainly in the right direction.

Atrocities January 6th, 2005 04:58 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Thanks. I do need help with the textures. I really liked the ships CK did and was trying to duplicate the look and feel but with DOGA I am dramatically limited.

These "first" drafts took me about a hour to do. If I get the urge, and can brainstorm on it, I hope to add more detail, find a great texture, and finish the set.

I really want all the ships in the STM to be privately created by fans of SEIV so that we can call it our own.

Any ways I just wanted to see if I could make them, and the more I look at them, the more I cringe. They may not be bad, but they could be a hell of a lot better. (Too bad CK lost his HD)

Kanarg January 8th, 2005 02:28 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
I came on to the form specifically because of the "scan line index out of range" error for the same weapons as you mentioned. I have been using Version 1.9.0.7 I did not know there was a new Version - I will go get it now. I did learn that the error message is associated with images not loading properly.

Kanarg January 8th, 2005 02:42 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
I completely recreated the folder for Version 1.9.0.9 and I still have the same problem.

Fyron January 8th, 2005 03:08 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
You need to install the Image Mod:

http://imagemod.spaceempires.net/

NarfsCompIsBack January 8th, 2005 03:25 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
And hello to you too.

Atrocities January 8th, 2005 03:42 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
I tell them to read the INSTALLATION file and other documents but NO one ever does. http://forum.shrapnelgames.com/images/smilies/frown.gif

msnevil January 8th, 2005 05:54 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
I don't know if anybody wants this. But I spliced the old SEIII sounds with the SEIV Gold sounds. And Then added Tampa's sound mod into the mix. Then Assigned all the new sounds into components.txt

Basic. Every weapon that Atrocities added to the game has a different sound now. (Total sound ='s 179)

So each "race tech" sounds unique. No more anti-proton sounds for every race.

Tis my humble offering to Atrocities God of War. (took about 8 hours.)Or anybody else that wants it. (Credits to shrapnel SEIII and tampa, of course.)

(Umm, why is plasma torpedoes listed as a weapon type = direct fire, and weapon display = seeker? This leads to a invisible missle that instantly hits\misses.

Shouldn't it be either a very fast seeker, or a Torp?)

Atrocities January 8th, 2005 06:16 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Beleive me that is a great idea, and I would love to do it, but I am a very lazy bastard. Do you have a link to Tamps sound pack?

msnevil January 8th, 2005 06:39 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
http://www.spaceempires.net/home/mod...it&amp;lid=391

^^^^^^^^^^^^^^^Tampa link above.^^^^^^^^^^^^^^^^^^^^^^
???

I already moded Tampa's sound into your mod. Along with SEIII.

So every weapon now has a different sound.

28mb's. worth. I just need a host. Or give me a day, and I will find a host myself. After I get some sleep.

Atrocities January 8th, 2005 07:24 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Contact Fyron, perhpas he could host, or upload the file here At shrapanel.

Fyron January 8th, 2005 09:34 PM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
Perhaps you could separate out the "new" sounds (such as SE3 sounds, but not Tampa Gamer sound pack, as I already have that) and submit them to the Sound Pack which is currently being developed? This would be the best solution IMO.

http://www.shrapnelcommunity.com/thr...;Number=181285

msnevil January 9th, 2005 01:29 AM

Re: The Star Trek Mod - 1.9.0.7 Update Released
 
The seiii sounds were ones included with the seiv regular game. (if the information is true?)

What I did was use the ones already available to the SEIV game owners via mods. (So that the only sounds required were ones already available.)

I have also already named every sound.wav corresponding to the current weapon. exp. phased energy cannon.wav, Phaser.wav.

So its pretty much impossible to "restore" the old default seiv regular sounds.

If you want the sounds as a temporary sound theme. (before the sound mod comes out.) Let me know. I was hoping to help contribute to the mod. (ie do my part.) If not, oh well.

DarkHorse January 10th, 2005 09:38 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
I'm on turn 160-something of a solo game, and none of the AI races seem to have researched past 300kt frigate-type ships. Is this normal? I haven't been particularly in a rush to research ships, but still I have 800kt Attack Cruisers; needless to say I am laying waste to them all.

Atrocities January 10th, 2005 03:08 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Quote:

DarkHorse said:
I'm on turn 160-something of a solo game, and none of the AI races seem to have researched past 300kt frigate-type ships. Is this normal? I haven't been particularly in a rush to research ships, but still I have 800kt Attack Cruisers; needless to say I am laying waste to them all.

What settings did you use for the AI? If you gave then no AI bonus then yes it is normal.

DarkHorse January 10th, 2005 03:35 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Quote:

Atrocities said:

What settings did you use for the AI? If you gave then no AI bonus then yes it is normal.

I'll have to check when I get home. I thought I took the recommended settings, but I may have missed/forgotten something. Boy that would suck, having to start all over again because I screwed up the settings http://forum.shrapnelgames.com/images/smilies/fear.gif

Atrocities January 10th, 2005 05:10 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
DO this, Play a turn as each of the empires and make them research what you need them too.

I will run a few tests and see what the problem is. In all of my games, with the recommended settings, the AI always had the edge.

The problem also might be more than what I am thinking. I might have to work on the construction files and such. And that is something I know nothing about.

AMF January 10th, 2005 05:13 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Hey AT,

I was looking over the new mod site, thinking about trying a solitaire game with it, and I had a question: I would like to use the map that was put together (I forget by whom) as a "historically accurate" map (It's the same one we use in the "Quadrants of Conflict" game) - is that map still compatible with the latest Version if I wanted to play with the races it includes?

My primary concern is that the Borg now appear to be treated as monsters only rather than as a race - meaning that I figure I'll have a hard time getting them in accurately.

Thanks,

Alarik

Ps: a most excellent mod, by the way. The QConflict game is by far the most invested I've ever been in a SE4 game...

Atrocities January 10th, 2005 09:51 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Quote:

alarikf said:
Hey AT,

I was looking over the new mod site, thinking about trying a solitaire game with it, and I had a question: I would like to use the map that was put together (I forget by whom) as a "historically accurate" map (It's the same one we use in the "Quadrants of Conflict" game) - is that map still compatible with the latest Version if I wanted to play with the races it includes?

My primary concern is that the Borg now appear to be treated as monsters only rather than as a race - meaning that I figure I'll have a hard time getting them in accurately.

Thanks,

Alarik

Ps: a most excellent mod, by the way. The QConflict game is by far the most invested I've ever been in a SE4 game...

I really do not know about the map. I guess the best option would be to ask Fyron or someone who might know. You can try and load it with the Mod Launcher/Map edit option. See if it loads and if everything is in the right place. I would hope that it would work without problems. Check the revsion historys to see if I made any changes to the files that might effect the map. I don't recall doing so.

And thanks for the nice works about the mod. I am happy that so many people are enjoying it.


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