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

DarkHorse January 12th, 2005 08:25 PM

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

DarkHorse said:
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

Uh oh. On a related note, I just read through the Before You Play.txt file again and noticed the PBW Advanced Research Trait for the first time. I'm afraid to ask, but is everyone but me using this trait in the STM Final PBW game? If so, I'm afraid the Breen are in for a rough time, because I didn't alter the stock Advanced Traits section when I created my race. D'oh! I guess we're the galactic bumpkins for this game! http://forum.shrapnelgames.com/images/smilies/eek.gif RTFM!

Atrocities January 12th, 2005 11:44 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
I sent you a PM about it. http://forum.shrapnelgames.com/images/smilies/happy.gif Don't worry.

DarkHorse January 13th, 2005 01:40 AM

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

Atrocities said:
I sent you a PM about it. http://forum.shrapnelgames.com/images/smilies/happy.gif Don't worry.

And suddenly the light bulb came on http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities January 22nd, 2005 01:07 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
<font color="brown">672 </font> downloads of this mod since released on 11-14-2004. I am stunned. I did not think that many poeple even played SE IV any more.

The Federation ship sets are nearly finished. Visit www.astmod.com to see them.

Fyron January 22nd, 2005 05:30 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Better add these numbers from the downloads from SE.net:

Star Trek Mod 1.9.0.0: 48 downloads
Star Trek Mod 1.9.0.2 Patch: 42 downloads

Hmm... don't have the 1.9.0.9 patch available.

The link to this file on the STM site points to the 1.9.0.7 Version:

STM 1.9.0.9
Only AI &amp; Data Files

Atrocities January 23rd, 2005 12:08 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Fixed. Thanks Fyron.

BlackRose January 24th, 2005 01:21 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Hi Again Atrocities and Gang [img]/threads/images/graemlins/Smile.gif[/img]

Been in SEIV Hibernation for a long time (cept the pbw game Quad of Conflict which is very fun !!)

The Reason for this is I just couldnt bring myself to keep starting over and over waiting for the *Final* Version [img]/threads/images/graemlins/Smile.gif[/img]

Well here i am, 27 revision sets later (last I played was 1.72) and I'm loving all the work (again) thats been put into it.

Great job with the inclusion of placeble minors (what no bajorans!!).

Love the whole balancing thing and i *love* the new warp engine/speed system.

But i'm definately noticing a problem, this is the 5th game i've started with 1.909 and the AI is having a serious problem (a: reseaching past their ship 2 lvls) and b: building combat ships above escort size.

I've done low tech/low cost (entire reccomended settings).

high tech/high cost (anyone notice how much slower this makes the game??)

and just recently med tech/med cost and starting at medium technology (lvl 4 in race ship construction) but they are still building only escorts/scouts. (and seem to have it as a very low priority to continue research)

Though the borg have researched to T6 in Racial Ship Construction but they have over 800 ships and none of them (except satellite layers) are above sphere size.

Anyhow i'm sure its a minor fix [img]/threads/images/graemlins/Smile.gif[/img]

Great to see all the improvements [img]/threads/images/graemlins/Smile.gif[/img]

Atrocities January 24th, 2005 01:56 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
The problem is that the AI research file. They need to be optimized for the each AI race. I have just not had the time or interest in doing so.

So what I now recommend, and will be included in the next update, is to manually set the AI races to use the Advance Racial traid PBW Advanced Research, in addition to the recommended settings of the mod.

I will admit that this is a cheap fix, but until I have time to optimize the research files, it is the best I can offer.

I will post new 5k EMP files soon for each of the major races. People can download them and install them as they wish. They will be included in the next update that is scheduled for release on Fed 28th, 05. The update will not, hopefully, effect saved games. But who knows for sure.

Here is what I have on it so far:

Quote:


Star Trek Mod v1.9.1.0

1. Fixed Cost error in Robo - Miners II. It is now the same cost as Robo - Miners I &amp; III
2. Changed Code for all Propulsion Mounts to PM1, PM2, etc.
3. Changed Propulsion Mount 7 from Vehicle Size Minimum 1500 to 2000.
4. Added Propulsion Mount 6 for vehicle Size Min/Max of 1501 to 1999 (For Queens Cube)
5. Added Resource Ship to vehicle Size file. (Custom Hull Size for Supply Replicator Component and mount)
6. Added Supply Replicator I - III
7. Added Supply Mount (SUPM) for use with Supply Replicator I - III and Resource Ship.
8. Changed Intro image to Custom Image by David Gervais. (Birds Of Prey)
9. Changed Telekinetic Torpedo I - III Family from 2003 to 2113.
10. Changed Supply useage for warp core, Borg Warp Core, and Organic War Drive VI - X (Lowered)
11. Changed Federation Explorer Class Bitmap image from Escort to Scout
12. Changed Added new Federation ship set by Atrocities
13 Changed Added new DS9 ship set by Atrocities
14. Changed Added new TMP (Trek Motion Pictures) ship set by Atrocities.


Atrocities January 24th, 2005 06:03 AM

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

BlackRose said:
Hi Again Atrocities and Gang [img]/threads/images/graemlins/Smile.gif[/img]

Great job with the inclusion of placeble minors (what no bajorans!!).


Bajorian 008 (neutral race)

Atrocities January 24th, 2005 08:35 AM

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

Star Trek Mod v1.9.1.0

1. Fixed Cost error in Robo - Miners II. It is now the same cost as Robo - Miners I &amp; III
2. Changed Code for all Propulsion Mounts to PM1, PM2, etc.
3. Changed Propulsion Mount 7 from Vehicle Size Minimum 1500 to 2000.
4. Added Propulsion Mount 6 for vehicle Size Min/Max of 1501 to 1999 (For Queens Cube)
5. Added Resource Ship to vehicle Size file. (Custom Hull Size for Supply Replicator Component and mount)
6. Added Supply Replicator I - III
7. Added Supply Mount (SUPM) for use with Supply Replicator I - III and Resource Ship.
8. Changed Intro image to Custom Image by David Gervais. (Birds Of Prey)
9. Changed Telekinetic Torpedo I - III Family from 2003 to 2113.
10. Changed Supply useage for warp core, Borg Warp Core, and Organic War Drive VI - X (Lowered)
11. Changed Federation Explorer Class Bitmap image from Escort to Scout
12. Changed Added new Federation ship set by Atrocities
13. Changed Added new DS9 ship set by Atrocities
14. Changed Added new TMP (Trek Motion Pictures) ship set by Atrocities.
15. Changed Organized shuttles into Shuttle I - V.
16. Changed Small Warp Core Tech Area Req from 3 to 1 - Tech Area Req 1 = Shuttle 1 (Shuttle III hull size)
17. Changed Description of Small Warp Core.
18. Changed Added restriction of Two Per Vehicle to Shuttle Phaser
19. Changed All Small Engines names to Shuttle Impusle Engine I - IV
20. Changed Dropped Tech Area req Propulsion from Shuttle Impulse Engine I - IV
21. Changed Description of Shuttle Impuse Engine I - IV
22. Changed Raised shuttle technology level from 3 to 4.
23. Changed Dropped Tech Requirement Construction 1 from Shuttle Technology
24. Changed Missile weapons Max Level from 9 to 15. AI should now research all missile weapons.
25. Changed Replaced Andorian Neutral Race with the Lurians
26. Changed Replaced Vulcan Neutral Race with the Talosians
27. Added Lurian and Talosian design names
28. Replaced Both the Lurian and Talosian neutral ship sets
29. Changed Updated all EMP files.


AMF January 24th, 2005 10:59 AM

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

Let me second what BlkRose said, for the umpteenth time: it's quite simply the best mod I have ever played. I love the QConflict game et al. Great job!

So, I haven't played past the version in use in the QConflict game, so my next suggestin may be OBE, but still wanted to mention it: I was noticing in the QConflict game that there are ringworld/sphereworld construction techs. I would humbly suggest that these should be a borg racial tech - I can't envision any of the other races building such things really, even though they encountered them in the series.

Also, the construction of planets using Genesis devices seem s a bit problematic to me as well. I thought the Genesis device didn't work in the end. So I would think either canx it, OR, perhaps even better, make it a fed technology that is really really expensive...so that other races would have a strong motivation to steal the genesis ship - and hence open up the path for the same thing that happened in ST2:TWOK...

Just my two cents...I understand that having them in makes sense as well, but wanted to put for th my opinion.

Thanks again for an amazing mod!

Alarik

Atrocities January 24th, 2005 01:23 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Thanks for the suggestions. I wrestled with the SW/RW matter and in the end decided that an advanced race, no matter its origins, would eventually develop such technology. The same concept as in Traswarp drive. As for the Genesis Torpedoes, well it was an easy way to solve the create a planet issue. Again, technology was prefected.

Read the back story for the mod. Keep in mind that the only way to explain a lot of the differances between Star Trek and Space Empires was to do so creatively. This mod takes place in the Space Empires Universe, therefore its rules, physics, and realities are what govern the Star Trek Mod, not the other way around. When in Rome.....

BlackRose January 24th, 2005 08:42 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
wah http://forum.shrapnelgames.com/images/smilies/happy.gif

No no, (if possible) I'm having so much fun, I set up the Quadrants map and placed the Vulcans in Vulcan and the Andorians in Andoria, and the feds partnered with each and yet the Vulcans and Andorians stayed at war! Its perfect!!! Dont replace them http://forum.shrapnelgames.com/images/smilies/laugh.gif

Thats what I meant about the Bajorans, ie placing them like I could with the Andorians and Vulcans http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron January 24th, 2005 08:49 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
test post

pathfinder January 24th, 2005 09:55 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
AT: uhm.....minor quibble. Made sure I had latest component pack for image mod and the pic for warp nacelle is missing. the component.txt file calls for image "888" but there is none.

Randallw January 24th, 2005 11:00 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
I don't think thats a STmod problem. I got the latest image mod to play Final Frontier 3, and I have that image.

pathfinder January 24th, 2005 11:13 PM

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

Randallw said:
I don't think thats a STmod problem. I got the latest image mod to play Final Frontier 3, and I have that image.

Yep, I d'l'd a different version of the component pak from IF's site and it showed up. Thanks!

Funny, both are labeled v 33?!

Atrocities January 25th, 2005 05:09 AM

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

pathfinder said:
AT: uhm.....minor quibble. Made sure I had latest component pack for image mod and the pic for warp nacelle is missing. the component.txt file calls for image "888" but there is none.

That component is the warp nacelle. I do not know why SJ does not have it in the latest version of the image mod. Download an older version and see use its master component.bmp image.

There was a problem with it having a white strip to one side, and he said he fixed it. Perhaps that is what caused the problem.

BlackRose January 25th, 2005 05:51 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Resistance is futile! Just commenting on how my game is shaping up, may I say that the AI is performing brilliantly, I can imagine the havoc they'd wreak if they actually used the ships up from escort they designed (they have tonnes of schematics, they just dont build them). All in all i'm very impressed with how they handle themselves (cept for the size thing).

A comment on the Borg AI which is trully frightening, except for one small hang up! (at least with the escort thing). If the Borg encounter satelites they are stopped dead in their tracks.

In my game the borg are absolute monsters accounting for 2nd, 3rd, 4th, 5th scores combined, but whats holding these fiends back you ask? about 2 dozen Hirogen satelites palced strategically in the Delta Quadrant. At each sateleite area (about 6 sats per) are a few hundred borg vessels, all with wpns that cant hit sats http://forum.shrapnelgames.com/images/smilies/happy.gif

Interesting http://forum.shrapnelgames.com/images/smilies/laugh.gif

But i love the changes Atrocities, and if you could *plz* consider keeping the Andorians and Vulcans as a selectable race in your next version, placing them on maps is just to cool http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities January 25th, 2005 06:05 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
I checked the latest version of the Component pack, and the component 888 is there and is in the master component.bmp list as well. I suggest updating.

pathfinder January 25th, 2005 08:13 AM

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

Atrocities said:
I checked the latest version of the Component pack, and the component 888 is there and is in the master component.bmp list as well. I suggest updating.

I did. The version located at IF's site had the image.


About the AI only building escorts: Ran into the same problem in B5. Solution: put latest design on top in designcreation.txt. EG, Romulan put the dreadnought at the top and then others in decending order.

I'll do that tonight and see if it fixes the problem.

Timstone January 25th, 2005 09:12 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Da Path has returned!
Long time no see, how are you Pathfinder?

pathfinder January 25th, 2005 09:20 AM

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

Timstone said:
Da Path has returned!
Long time no see, how are you Pathfinder?

Fine, you?

Atrocities January 25th, 2005 09:37 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Thanks Pathfinder for the info. I am experimenting with that now and it seems to work. http://forum.shrapnelgames.com/images/smilies/happy.gif Fyron also suggested it over at the mod works. http://forum.shrapnelgames.com/images/smilies/happy.gif

Timstone January 25th, 2005 09:39 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Yeah, I'm okay. I very busy graduating... again. This time for a slightly better title.
I take it you've checked the B5 thread recently? I hope you've just as eager for this evolution of the mod as I am.

Edit:
Sorry for this little bit of thread-hacking...

Atrocities January 25th, 2005 09:51 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
No problem, the B5 mod is a worthy reason to thread hack IMHO. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities January 25th, 2005 02:16 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
<font color="brown">735 </font> downloads to date for the 1.9.0.0 version.

I need beta testers for the next version. Go to the Star Trek Mod forum at SE.net and sign up.

Timstone January 25th, 2005 02:39 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Thanks AT for the all clear for hacking this thread... http://forum.shrapnelgames.com/image...es/biggrin.gif

BlackRose January 25th, 2005 06:08 PM

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

pathfinder said:
About the AI only building escorts: Ran into the same problem in B5. Solution: put latest design on top in designcreation.txt. EG, Romulan put the dreadnought at the top and then others in decending order.


works like a charm http://forum.shrapnelgames.com/images/smilies/happy.gif now to go get slaughtered by the ai http://forum.shrapnelgames.com/image...es/Injured.gif

Atrocities January 25th, 2005 06:48 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
The swap over was made. I just need volunteers to test it. Go sign up over at SE.net.

Imperial January 25th, 2005 09:36 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Will you be realeasing the new federation shipsets prior to the release of the latest mod version? Those ships are amazing!!

BlackRose January 25th, 2005 10:46 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
I swapped em on my own http://forum.shrapnelgames.com/images/smilies/wink.gif Few things i've identified, the borg *may* have a problem with their attack base setting, they are using Borg Fusion Cubes (3200kt) instead of the bases because of the Design Creation files.

There also a number of things the ai *doesnt* want to research, their special weapons being one of them. All races in my game still have tech five in their race specific energy weapons, and i'm waaaaay into it (borg have all warp tech and all ship sizes researched) but still lvl 5 (which is what they started with) in energy weapons.

AI seems to want to research warp tech all the way to max before raising ship size, that might actually be a good thing with how strong they are (note i gave all the majore ones a 100% research boost for 0 points).

With the change in design creation AI is now building bigger ships.

pathfinder January 25th, 2005 11:21 PM

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

BlackRose said:
I swapped em on my own http://forum.shrapnelgames.com/images/smilies/wink.gif Few things i've identified, the borg *may* have a problem with their attack base setting, they are using Borg Fusion Cubes (3200kt) instead of the bases because of the Design Creation files.

There also a number of things the ai *doesnt* want to research, their special weapons being one of them. All races in my game still have tech five in their race specific energy weapons, and i'm waaaaay into it (borg have all warp tech and all ship sizes researched) but still lvl 5 (which is what they started with) in energy weapons.

AI seems to want to research warp tech all the way to max before raising ship size, that might actually be a good thing with how strong they are (note i gave all the majore ones a 100% research boost for 0 points).

With the change in design creation AI is now building bigger ships.

The research may be limited due to the AI_research.txt may only have certain levels placed in it. I have not looked but that may be the case or possibly a double space somewhere in that AI_research.txt file may prevent any further research at all. Are other high tech items being researched?

Update: I just did a quick check and the Borg only research "Borg energy weapons" to level 5 (of 10 levels available). Also there is only 1 level (level 10) of "Advanced Borg Energy Weapons" in the AI_research.txt file so I am not sure that those weapons would be researched at all.





Fyron January 25th, 2005 11:31 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Once the AI runs out of things to research in AI_Research.txt, it will start researching technologies semi-randomly. It will never stop researching altogether until there is absolutely nothing else to research.

pathfinder January 26th, 2005 09:20 AM

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

Imperator Fyron said:
Once the AI runs out of things to research in AI_Research.txt, it will start researching technologies semi-randomly. It will never stop researching altogether until there is absolutely nothing else to research.


True but doesn't the AI do better if the research is organized so it gets its 'stuff" earlier?

Atrocities January 26th, 2005 10:40 AM

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

Imperial said:
Will you be realeasing the new federation shipsets prior to the release of the latest mod version? Those ships are amazing!!

The ships will be in the next version. I will instruct people to make back ups of the effected sets just in case they do not like the new sets. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities January 26th, 2005 10:46 AM

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

pathfinder said:
Quote:

Imperator Fyron said:
Once the AI runs out of things to research in AI_Research.txt, it will start researching technologies semi-randomly. It will never stop researching altogether until there is absolutely nothing else to research.


True but doesn't the AI do better if the research is organized so it gets its 'stuff" earlier?

The research files have been reorganized for the new version addressing a few of the before mentioned issues. This is why I need testers for this next version, to help tweak, if possible, and refine the AI settings. Go to SE.net and sign up in the Star Trek Mod forum if your interested in beta testing the next few versions of the mod.

Atrocities January 26th, 2005 11:47 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Posted fighters and shuttles to the TMP / Federation / and DS9 ship sets. www.astmod.com click the (News) tab for links.

BlackRose January 27th, 2005 12:07 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Looking good AT, though the Fed Juggernought might take some getting used to (the addition to teh saucer makes sense but seems un-federation like). Cant wait to see them ingame http://forum.shrapnelgames.com/images/smilies/happy.gif

I had a quick question regarding the Dominion Phased Polaron Cannon, and to a lesser exten the Neutrino beam, both (according to description and in actual field tests) dont seem to have any practical use.

The Cannon is a rate 2 wpn that only does 1/2 dmg to shields and does less damage than either the lesser Polaron Cannon or Beam (which both fire at rate 1). It costs more and uses more supplies as well. In actual combat it doesnt really perform very well either, unless i'm using it wrong or their are other uses i'm not aware of.

It doesnt have any targetting bonuses that Polaron Cannon does, ship/sate/drone/planet etc. And even at higher levels its damage yeild is less.

The Neutrino beam is somewhat understandable as it skips armour, but with a rate 2 firing it seems to still be of lesser value than the Polaron Beams or Cannons.

OFC the phased poloron beam is more than understandable and useful, its just the other 2 i'm curious about and how I should use them :0

Atrocities January 27th, 2005 12:17 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Each race share the same weapon attributes, advantages, and disadvantages. When the weapons system was being developed, that is revised last year, a lot of planning went into it. The origial version of these weapons were deemed to powerful.

Weapons Report Current

The way it was explained to me was that 1/2 damage to shields is actually quite powerful.


BlackRose January 27th, 2005 01:57 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
ooo someone talked you into balance &gt; diversity, wish i'd been there for that one http://forum.shrapnelgames.com/images/smilies/frown.gif

O well if its all the same it doesnt much matter then :S

Still, great mod http://forum.shrapnelgames.com/images/smilies/happy.gif

Captain Kwok January 27th, 2005 02:06 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
It's the "skip armor" damage type that is particularly potent in leaky shield mods... not 1/2 damage to shields.

BlackRose January 27th, 2005 02:07 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
hmmm, looking at the weapons report seems there is still some diversity there, which is good http://forum.shrapnelgames.com/images/smilies/happy.gif

So how would one effectively use the 1/4 and 1/2 dmg to shields 2x fire rate wpns effectively in combat if there dmg is less than that of the 1x and normal dmg to shield wpns?


I also noted a slight problem in the Borg and 8472 files, it appears neaither use shields on their designs (especially later ship models). THere is a high requirement for armour but in practice the typicial Borg Fusion Cube has on 3 peices of regeneterive armour making it actually very easy to destroy. Also noted that a lot of the later desighs call for less shields than previous designes (all other races). Could be because of the shield skipper weapons, not sure.

Atrocities January 27th, 2005 03:58 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Perhaps a mount is in order than? What would be a good setting for the mount?

Atrocities January 30th, 2005 10:49 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
A Generic ship set, with slightly different color schemes, has been posted and added to the mod.

The neutral races will use this ship set by default with the exception of Neutral 007 and Neutral 010 which have the same set, but colored differently

Generic Ship Set

Also please visit the official Star Trek Mod forum over at www.spaceempires.net

pathfinder January 30th, 2005 11:00 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
AT: That generic set is darn nice.

boran_blok January 31st, 2005 02:22 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
imho in that shipset the massive and huge carrier should be swapped, the massive one is smaller than the huge one.

Atrocities January 31st, 2005 03:13 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Boran_blok, your right, They are swapped. I wonder how I managed that?

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

Atrocities February 1st, 2005 04:39 AM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Fixed the error. Ready to start testing 1.9.1.1

Added the new sets for four of the minor races. Now all shets in the mod are original

Kanarg February 3rd, 2005 03:52 PM

Re: The Star Trek Mod - 1.9.0.9 Update Released
 
Just finished a round of 1.9.0.9 and I thought that fighters, and shuttles were two hard for a normal ship to take out.


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