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-   -   STM "Final v1.7.5" Discussion (http://forum.shrapnelgames.com/showthread.php?t=9755)

Atrocities October 29th, 2003 04:11 AM

Re: STM "Final v1.7.5" Discussion
 
This is the problem with both the Federation and the Romulans. Neither one will design a colony ship until about turn 22. After that they design, build, and use them quite well but its to late. The other AI's have a huge head start.

HELP.........

It appears to be a research issue, but all races start with access to Warp Drive I. So yes they have access to a warp drive, but they don't design ships to use it.

I have copied over design files from other races and still there is a wait. It has to be a research issue of some kind that the other races do not have.

Atrocities October 29th, 2003 04:21 AM

Re: STM "Final v1.7.5" Discussion
 
Ok, it is not a research issue.

Both the Federation and Romulans both designed a colony ship on turn 21.

They were both researching warp technology 1, but neither had completed it. They were in the middle of researching it and were only researching one time at a time.

No the answer has got to lay else where.

DavidG October 29th, 2003 05:15 AM

Re: STM "Final v1.7.5" Discussion
 
Well this it interesting. As noted in your other thread the AI does not seem to like designing ships over 500kt till turn 21. I guess this is the same problem you saw when you said the AI wouldn't design ships bigger that light cruiser.

I just ran a test with a full tech start. The Federaion seem to design new ship every 10 years. At turn 21 the first ship over 500kt was designed. Turn 32 and other new design. (although with no new tech it was actualy the same heavy cruiser) Then on turn 41 it designed Juggernaughts.

So I guess the mod has no problems so long as any ship you expect the AI to build early is 500kt or less.

Fyron October 29th, 2003 05:25 AM

Re: STM "Final v1.7.5" Discussion
 
Check the maximum allowed tonnage in various game starts in the AI files.

narf poit chez BOOM October 29th, 2003 05:27 AM

Re: STM "Final v1.7.5" Discussion
 
on the other hand, my mod allows battleships, dreadnoughts and baseships right away. that's going to severly limit any ai.

DavidG October 29th, 2003 05:40 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
Check the maximum allowed tonnage in various game starts in the AI files.
<font size="2" face="sans-serif, arial, verdana">DOH!! Well that explains it.

From the Federation AI_settings.txt

Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0

Fyron October 29th, 2003 06:05 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by narf poit chez BOOM:
on the other hand, my mod allows battleships, dreadnoughts and baseships right away. that's going to severly limit any ai.
<font size="2" face="sans-serif, arial, verdana">Only if you don't edit the AI files. http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM October 29th, 2003 06:10 AM

Re: STM "Final v1.7.5" Discussion
 
if i don't edit the ai, it's definitly going to be limited - unless someone else edit's it. and those value's would certainly help.

Atrocities October 29th, 2003 07:47 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by DavidG:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
Check the maximum allowed tonnage in various game starts in the AI files.

<font size="2" face="sans-serif, arial, verdana">DOH!! Well that explains it.

From the Federation AI_settings.txt

Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ya I stumbled onto this as well. What would a value of 0 do if set in all size Tonnage?

Atrocities October 29th, 2003 08:02 AM

Re: STM "Final v1.7.5" Discussion
 
Here is what I have thus far for the next patch.

I am still play testing the mod, and appreciate any bug reports posted or emailed to me.


==================================
Star Trek Mod v1.3.0
==================================

1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from shuttle to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ)
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
10. Fixed Masking issues with Components BMP (Mini)
11. Removed Extra Medical Facilities I - III (Duplicated)
12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons
13. Fixed Issue with Romulan and Federation not designing colony ships early in game. (Thanks TNZ)
14. Added (As a test) the AI_Construction_Units file from the TDM Race UnitedFlora AI by Rollo
15. Changed Romulan Design Construction file slightly to facilitate the design of units early in the game

==================================
Star Trek Mod v1.2.9
==================================

1. Fixed Most of the Captain I had the wrong Tech Level requirement.
2. Changed Laser Beam I - V weapon family from 2000 to 2333 to prevent conflicts when upgrading
3. Fixed Tholian Armor I - IV now have the same requirement (Tholian Armor) as Tholian Armor V
4. Changed Dreadnought size for General Races from 1000 to 1200
5. Added Race mounts for 8472, Breen, Cardassian, Ferengi, General, and Romulan races.
6. Fixed Dominion Founder Shrine II was listed under Religious Technology and not Dominion Technology
7. Fixed Ferengi Mini Anti-Proton Beam I - III did not have the correct beam number was 17 now 16
8. Changed Description of Component Structural Integrity Field I - V
9. Changed Description of Component Phased Energy Cannon I - X
10. Changed Mineral cost of Phased Energy Cannon I - X from 300 to 50
11. Adjusted The cost and Tonnage of all Disruptors
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments

Fyron October 29th, 2003 04:05 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DavidG:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
Check the maximum allowed tonnage in various game starts in the AI files.

<font size="2" face="sans-serif, arial, verdana">DOH!! Well that explains it.

From the Federation AI_settings.txt

Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ya I stumbled onto this as well. What would a value of 0 do if set in all size Tonnage?
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">0 means there is no maximum.

mottlee October 29th, 2003 05:51 PM

Re: STM "Final v1.7.5" Discussion
 
In 1.2.7 UFP there is no Distroyer, resursh for mount but did not come up in design window unless only Fed size ship!?

[ October 29, 2003, 15:51: Message edited by: mottlee ]

DavidG October 30th, 2003 12:33 AM

Re: STM "Final v1.7.5" Discussion
 
So the old double blank line claims another victim. http://forum.shrapnelgames.com/images/icons/icon12.gif

The Romulans won't design units due to a double blank line in their DesignCreation file.

Edit: there are a least 2 occurances of a double blank line

Edit2: doh. I see you already fixed this in 1.30

[ October 29, 2003, 22:35: Message edited by: DavidG ]

Cosmos October 30th, 2003 01:29 AM

Re: STM "Final v1.7.5" Discussion
 
I don’t know it this this happening to anybody else but the Kilingon and the Tholian are not making any units designs. I’ve already added the fixes for the Feds and Romulans that was talk about on this thread, but when I started a new game the Kilingons and the Tholians were not making any unit designs. I don’t know if this been fixed or not, so I decide to bring it up.

Atrocities October 30th, 2003 01:52 AM

Re: STM "Final v1.7.5" Discussion
 
They work fine for me.

Cosmos October 30th, 2003 02:37 AM

Re: STM "Final v1.7.5" Discussion
 
I may have mess with it.
Sorry!!!!

Cosmos October 30th, 2003 02:41 AM

Re: STM "Final v1.7.5" Discussion
 
This is something that I’ve been thinking about a little bit. During my Last game at around turn 100 I was getting around 100,000 research points a turn. And to research a different colony tech would have only taken me five turns. So I was thinking maybe the research cost should be raised to around 1 to 2 million research points instead of 500,000.

Or maybe have something like this

Go from Rock native to = Ice = 1,000,000 Research points.
Go from Rock native to = Gas = 2,000,000 Research points.

Go from Ice native to = Rock = 100,000 Research points.
Go from Ice native to = Gas = 2,000,000 Research points.

Go from Gas native to = Rock = 1,500,000 Research points.
Go from Gas native to = Ice = 1,500,000 Research points.

DavidG October 30th, 2003 03:00 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Cosmos:
This is something that I’ve been thinking about a little bit. During my Last game at around turn 100 I was getting around 100,000 research points a turn. And to research a different colony tech would have only taken me five turns. So I was thinking maybe the research cost should be raised to around 1 to 2 million research points instead of 500,000.

Or maybe have something like this

Go from Rock native to = Ice = 1,000,000 Research points.
Go from Rock native to = Gas = 2,000,000 Research points.

Go from Ice native to = Rock = 100,000 Research points.
Go from Ice native to = Gas = 2,000,000 Research points.

Go from Gas native to = Rock = 1,500,000 Research points.
Go from Gas native to = Ice = 1,500,000 Research points.

<font size="2" face="sans-serif, arial, verdana">Gas, Ice?? What are you talking about? Every Trek fan knows that every single species in the galaxy breaths Oxygen and speaks English. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM October 30th, 2003 03:04 AM

Re: STM "Final v1.7.5" Discussion
 
and lives on a rock planet. maybe ice.

Cosmos October 30th, 2003 04:48 AM

Re: STM "Final v1.7.5" Discussion
 
LOL ....Yes..... that English speaking part is very important. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities October 30th, 2003 05:07 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Cosmos:
I may have mess with it.
Sorry!!!!

<font size="2" face="sans-serif, arial, verdana">Thanks for posting the problem. My answer was short because I was in a hurry and I did not mean to sound rude. I take any report serious and do check them all. I am the one who is sorry for rude.

Thanks again for posting about the problem. If I find one I will let you know. http://forum.shrapnelgames.com/images/icons/icon7.gif

What would help me to try and duplicate the problem is if you could post what game settings you were using, and how many races you have playing. If you have a copy of the game file, that would be of tremendous help.

Cosmos October 30th, 2003 07:12 AM

Re: STM "Final v1.7.5" Discussion
 
I just reinstall over the game and added the patch and everything else up to V.1.2.8 and I still have the same problem. And I also found out that the UCP Consortium is not designing colony ships.

If you want, I can start a new game and send you a save game file. Or any other file that you want.

Btw. I never thought that you sounded rude.
But I do think
That you’re a really cool dude. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities October 30th, 2003 07:38 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Cosmos:
I just reinstall over the game and added the patch and everything else up to V.1.2.8 and I still have the same problem. And I also found out that the UCP Consortium is not designing colony ships.

If you want, I can start a new game and send you a save game file. Or any other file that you want.

Btw. I never thought that you sounded rude.
But I do think
That you’re a really cool dude. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Thanks.

The problem with the UCP is the same with the Federation. http://forum.shrapnelgames.com/images/icons/icon7.gif I will fix it for the next patch. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities October 30th, 2003 07:49 AM

Re: STM "Final v1.7.5" Discussion
 
sometimes the races will not design units until they have a specific technology. Most, if not all, will design basic units from game start, but sometimes one or two will hold off.

I have play tested all races (manually selecting each race EMP) and they all appear to be designing and building units. I have also added the Construction Units file created by Rollo from the TDM mod for the UnitedFlora race. Perhpas this will add some flavor to the AI's use of units.

If not, I will remove them before I release the next Version. (1.3.0 will be out by this weekend hopefully.)

And regarding the conept for increasing the cost of research, I have toyed with that, and perhaps in a later Version we can. The idea would be to reduce the research points generated by research facilities rather than increasing the cost of items.

I would love to see Aaron design into SE V the ability of a modder to set the increase cost by % for each tech level increase. Lv 1 cost X, Lv 2 cost 20% more than Lv1 did, Lv 3 cost 40% more than Lv 2 cost, etc.

XenoTheMorph October 30th, 2003 10:12 AM

Re: STM "Final v1.7.5" Discussion
 
Another Minor(ish) bug report http://forum.shrapnelgames.com/images/icons/icon10.gif

Just playing the game as the dominion (v1.2.8)and I reasearched 'Ship Construction' level 2 and when I checked 'Captains' nothing would be discovered! After checking the components.txt I found a problem with captains across almost all the races. http://forum.shrapnelgames.com/images/icons/shock.gif


Name := ANY Captain/daimon/gul/nexus/plexus etc I
Number of Tech Req := 2
Tech Area Req 1 := Captains
Tech Level Req 1 := 2 (should be 1 for cap I's !)
Tech Area Req 2 := 'Race' Technology
Tech Level Req 2 := 1

The only exceptions to this are 'Federation Captain I' & 'Privateer Captain I', both have a requirement of 1.

Oh and this mod is brilliant! http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities October 30th, 2003 11:21 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks for the bug report and support. http://forum.shrapnelgames.com/images/icons/icon7.gif

This paticular bug has been addressed.

Star Trek Mod v1.2.9

1. Fixed Most of the Captain I had the wrong Tech Level requirement.

Thanks though, you never know when one of these things has slipped through the cracks. Without people like you and so many others posting and emailing bug reports to me I honestly don't think the mod would be where it is today.

I hope to have the 1.2.9 - 1.3.0 Version out later this week. I just want to play test it for a bit longer and see if any more bugs pop up.

Thanks.

=============================================
Star Trek Mod v1.3.0
=============================================
1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from shuttle to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ)
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
10. Fixed Masking issues with Components BMP (Mini)
11. Removed Extra Medical Facilities I - III (Duplicated)
12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons
13. Fixed Issue with Romulan and Federation not designing colony ships early in game. (Thanks TNZ)
14. Added (As a test) the AI_Construction_Units file from the TDM Race UnitedFlora AI by Rollo
15. Changed Romulan Design Construction file slightly to facilitate the design of units early in the game
16. Changed Shuttle II - III size from 100 to 80 and 80 to 70.
17. Changed Reduced ship construction research cost by 10k
18. Changed Romulan General racial make up slightly to hopefully make them more effective in game. (I hope)

=============================================
Star Trek Mod v1.2.9
=============================================
1. Fixed Most of the Captain I had the wrong Tech Level requirement.
2. Changed Laser Beam I - V weapon family from 2000 to 2333 to prevent conflicts when upgrading
3. Fixed Tholian Armor I - IV now have the same requirement (Tholian Armor) as Tholian Armor V
4. Changed Dreadnought size for General Races from 1000 to 1200
5. Added Race mounts for 8472, Breen, Cardassian, Ferengi, General, and Romulan races.
6. Fixed Dominion Founder Shrine II was listed under Religious Technology and not Dominion Technology
7. Fixed Ferengi Mini Anti-Proton Beam I - III did not have the correct beam number was 17 now 16
8. Changed Description of Component Structural Integrity Field I - V
9. Changed Description of Component Phased Energy Cannon I - X
10. Changed Mineral cost of Phased Energy Cannon I - X from 300 to 50
11. Adjusted The cost and Tonnage of all Disruptors
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments

clark October 30th, 2003 07:42 PM

Re: STM "Final v1.7.5" Discussion
 
Not sure if this has been brought up, if it has, all apoligies:

Borg Drone Repair Crew. The component for Drone Repair comes in at 50k, the normal repair component comes in at 35k... Perhaps drop the Bog Drone repair component down to 10-20k, as the borgs are all about repairing... right? Or am I missing something? As it is, there is no point in even using or researhing the Borg Repair Crew if the regular one is smaller.

Having a bLast with this mod!

XenoTheMorph October 30th, 2003 09:39 PM

Re: STM "Final v1.7.5" Discussion
 
Whoops!!! Sorry about that. http://forum.shrapnelgames.com/images/icons/blush.gif

I was sure I checked to see if it was on your patch lists, must be because it was the first one for 1.2.9 I would not dream to check there. http://forum.shrapnelgames.com/images/icons/icon12.gif

Now i was actually going to post about the Vorta Captains this time lets hope I have not done the same mistake again.

The Vorta Captains give 'Standard Movement' as an ability, this means they count towards the engine totals and they provide much less than an engine would. I was wondering if they were supposed to produce 'Bonus Movement' (or Combat Movement)instead? That way they would provide a very good (possibly too good?) bonus and not count towards the engine total.

Hmm i'm also wondering about the

Dominion Mini Phased - Polaron Beams
Tonnage Space Taken := 10
Tonnage Structure := 30!!

maybe it should be 20 as with Dominion Mini Polaron Beams (or even the size 20 non mini weapons http://forum.shrapnelgames.com/images/icons/icon10.gif )

Finally techarea Dominion Torpedo Weapons has 5 levels, but there are only 4 used by the weapons themselves.

Well thats my two pennys worth. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ October 30, 2003, 21:56: Message edited by: XenoTheMorph ]

Atrocities October 31st, 2003 11:18 AM

Re: STM "Final v1.7.5" Discussion
 
This latest Version will most likely foul up your save game so do the following if you want to keep your current game.

1. open your SEIV directory and right click on your Star Trek Mod folder
2. click copy
3. click in an open area of your SE IV directory and then right click and paste
4. rename this copy Star Trek Mod 128
5. Update your old Star Trek Mod folder.

The file is a self extracting and installing file. Simply direct it to your Space Empires Directroy. If you are not asked to over right files, then it has not been directed to the correct location.

I am not a smart guy, but if I can figure this **** out, then so can you. Please if you do something wrong don't yell at me. Just think about it and you will solve the problem.

I will update the web site later, after some of you have had a chance to play this latest Version and report any bugs or other issues.

Enjoy.

For the time being this will most likely be the Last update I do unless a major bug is discovered. I want to thank you all for your support and hope you all enjoy the mod.

=============================
Star Trek Mod v1.3.0
=============================

1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from shuttle to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ)
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
10. Fixed Masking issues with Components BMP (Mini)
11. Removed Extra Medical Facilities I - III (Duplicated)
12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons
13. Fixed Issue with Romulan and Federation not designing colony ships early in game. (Thanks TNZ)
14. Added (As a test) the AI_Construction_Units file from the TDM Race UnitedFlora AI by Rollo
15. Changed Romulan Design Construction file slightly to facilitate the design of units early in the game
16. Changed Shuttle II - III size from 100 to 80 and 80 to 70.
17. Changed Reduced ship construction research cost by 10k
18. Changed Romulan General racial make up slightly to hopefully make them more effective in game. (I hope)
19. Added New Romulan 2k, 3k, 5k EMP files
20. Changed borg, Tholian, and standard Repair components to be more cost effective and better reflect the races using them


Star Trek Mod v1.2.9

1. Fixed Most of the Captain I had the wrong Tech Level requirement.
2. Changed Laser Beam I - V weapon family from 2000 to 2333 to prevent conflicts when upgrading
3. Fixed Tholian Armor I - IV now have the same requirement (Tholian Armor) as Tholian Armor V
4. Changed Dreadnought size for General Races from 1000 to 1200
5. Added Race mounts for 8472, Breen, Cardassian, Ferengi, General, and Romulan races.
6. Fixed Dominion Founder Shrine II was listed under Religious Technology and not Dominion Technology
7. Fixed Ferengi Mini Anti-Proton Beam I - III did not have the correct beam number was 17 now 16
8. Changed Description of Component Structural Integrity Field I - V
9. Changed Description of Component Phased Energy Cannon I - X
10. Changed Mineral cost of Phased Energy Cannon I - X from 300 to 50
11. Adjusted The cost and Tonnage of all Disruptors
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments

[ October 31, 2003, 09:20: Message edited by: Atrocities ]

Cosmos October 31st, 2003 12:33 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Atrocities:

I am not a smart guy, but if I can figure this **** out, then so can you. Please if you do something wrong don't yell at me. Just think about it and you will solve the problem.

<font size="2" face="sans-serif, arial, verdana">Duh!!!.... What????

Just kidding http://forum.shrapnelgames.com/images/icons/icon12.gif

Thank you.....Atrocities. http://forum.shrapnelgames.com/images/icons/icon7.gif

DavidG October 31st, 2003 12:54 PM

Re: STM "Final v1.7.5" Discussion
 
minor bug but Photon Torp III has a Roman numeral of 8 instead of 3.

Atrocities October 31st, 2003 01:01 PM

Re: STM "Final v1.7.5" Discussion
 
Star Trek Mod V1.3.0

Thanks David G. I will get that fixed in the next Version. In the mean time any one who wants to can fix it in their game as well.

This list will also be included in the next Version, so if your name is not on the list and you have contributed to the mod in any way, please post and let me know if you want your name added.

Thank you to all of the Beta testers:

Fyron
Captain Kwok
CNCRaymond
General Woundwort
mottlee
Mudshark
Suicide Junkie
TNZ
Lighthorse
Frank
George
DavidG
Rollo
Xeno
Seik
UserX
XenoTheMorph
Cosmos

[ October 31, 2003, 11:02: Message edited by: Atrocities ]

Cosmos October 31st, 2003 04:15 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Atrocities:

For the time being this will most likely be the Last update I do unless a major bug is discovered. I want to thank you all for your support and hope you all enjoy the mod.

<font size="2" face="sans-serif, arial, verdana">NO...... COME ON........ Atrocities..

I have a lot of ideas.

Like… make a mod just for the medium map setting with 16 races. And an AI research path for them. Balance and set up just for them… Were you can only play this Mod on a medium map at 16 races with 2,000 racial points… or….. something like that…….I think that will be a lot easer than doing everything.

Basically… when it comes down to it, the research is not in balance with the galaxy size.

Everything else is there. And this is by far the best Star Trek game out there ( thanks Atrocities).

I just hope that I can help to make it better.
-------------------------------------------------------- :-) ---------------------------------------------------------------------------------
This is an example of the research imbalance.

After turn 100... In a medium seize galaxy with 16 + races I have research a new colony technology with in five turns. And the other and Last colony technology, also with in five turns. But….. to research the heavy curser ship technology will cost me almost three times more in turns….Why?

1. The answers is that the ship construction technology is set for a medium galaxy. And the colony technology is set for a small galaxy.

2. And there are to many moons for the races to inhabit in a system.

--------------------------------------------------------- :-) ---------------------------------------------------------------------------------

I myself... as a Modular… suck ……. But I love to design………So please don’t let this be the Last of the Star Trek Mod.

I would really like to help out.

Fyron October 31st, 2003 04:41 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

1. The answers is that the ship construction technology is set for a medium galaxy. And the colony technology is set for a small galaxy.
<font size="2" face="sans-serif, arial, verdana">I fail to see how that is the case... the Colony Techs just cost 500k so it is hard to research them in the early game, that is all. Ship Construction in STM is designed to be very expensive, so obviously level 5 or 8 in it is going to cost a lot more than any other tech at level 1. A lot of high levels in tech areas (shields, weapons, etc.) end up costing more than the Colony Techs to research. I don't think raising the cost of the colony techs would be that great of an idea.

Quote:

2. And there are to many moons for the races to inhabit in a system.
<font size="2" face="sans-serif, arial, verdana">In your opinion, sure. It is not a matter of fact, just one of opinion. Many people like the number of moons in FQM (which is built in to STM), others do not. You can always use a "classic" type map, which does not have the moons.

[ October 31, 2003, 14:45: Message edited by: Imperator Fyron ]

Lighthorse October 31st, 2003 07:17 PM

Re: STM "Final v1.7.5" Discussion
 
My thanks to you, Atrocities and everyone else for making Star Trek Mod one of the best SE4 mod yet. I want to play it all the time, just can't find enough time.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

gregebowman October 31st, 2003 08:21 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Lighthorse:
My thanks to you, Atrocities and everyone else for making Star Trek Mod one of the best SE4 mod yet. I want to play it all the time, just can't find enough time.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

<font size="2" face="sans-serif, arial, verdana">I know how you feel, Lighthorse. Especially with a 2 (almost 3) year old. Lately, I don't get on the computer until 9:00 PM, and if I don't fall asleep at the terminal, I usually drag mayself away anywhere from 12:00 - 1:00 AM. And I have to get up at 4:30!

mottlee November 1st, 2003 01:17 AM

Re: STM "Final v1.7.5" Discussion
 
It would appear that up grading from 128 to 130 the save games still work out, I have not found any problem after doing this as of yet http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities November 1st, 2003 02:02 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by mottlee:
It would appear that up grading from 128 to 130 the save games still work out, I have not found any problem after doing this as of yet http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">Good

MOD SITE

Cosmos November 1st, 2003 04:05 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
In your opinion, sure. It is not a matter of fact, just one of opinion.
<font size="2" face="sans-serif, arial, verdana">Yeah.... your right... I'll give it a rest.
I was just hoping to help out more. But I think I'll just stick with playing this Great Mod.

BTW.... has anyone thought about making a Master of Orion Mod for SEIV?

Lighthorse November 1st, 2003 06:01 AM

Re: STM "Final v1.7.5" Discussion
 
ported by Mottlee
It would appear that up grading from 128 to 130 the save games still work out, I have not found any problem after doing this as of yet
I found the same to be true with my game
Lighthorse

Atrocities November 1st, 2003 06:08 AM

Re: STM "Final v1.7.5" Discussion
 
I am having a problem. It would appear that AI's designing ships later in the game, such as dreadnoughts, are not putting enough engines on them to give then any movement points.

They are putting the minimum number on them, but for some reason they will not add more. The ships bassically are well designed bases.

Any thoughts on who to over come this problem?

I am thinking that I might have to revamp the entire propulsion system to one simular to AST or back to standard. I would not like to do this.

The AI must be set to add enough engines to ALL of its designs to give them movement points.

Perhaps if I changed the settings in the vehicle size file so that dreadnoughts .... no that would not work because other mods don't have this problem and they have much more complicated propulsion systems thant this mod.

HELP please.

oleg November 1st, 2003 09:43 AM

Re: STM "Final v1.7.5" Discussion
 
AFAIK, AI uses only "min. number of engines" when designing ships. The second number is not used at all. If you have different hulls with different number of engines, the best way is to setup separate ship design entries with defined hull size and appropriate number of engines. Take a look on Proportions or AIC design files.

Atrocities November 1st, 2003 10:33 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks Oleg, that is a great idea.

DavidG November 1st, 2003 01:28 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Lighthorse:
ported by Mottlee
It would appear that up grading from 128 to 130 the save games still work out, I have not found any problem after doing this as of yet
I found the same to be true with my game
Lighthorse

<font size="2" face="sans-serif, arial, verdana">I think you guys got lucky. I'm pretty sure this change: 11. Removed Extra Medical Facilities I - III (Duplicated) will screw up some save games. Any facilites you have built that were after the removed facilities in the txt file will be wrong.

Most of the changes didn't invlove added or removing componets, facilites or vehicles so save games should mostly work. Although you might find a few invalid ship designs if your components size was increased in the new Version

DavidG November 1st, 2003 01:41 PM

Re: STM "Final v1.7.5" Discussion
 
Are you still looking for minor bugs?

Well I'm not sure if this is a bug. It may be intentional so this is just my 2 cents worth but it seems to me the size of of anti-matter torpeados and Photon torpeados doesn't make sense. Anti-Matter Torp V is 15kt and does 50 damage up to range 6. The photon which is an upgrade of the Anti Matter Torp extends this range to 8 however it also doubles in size to 30kt. One weapon of range 8 doesn't seem like an upgrade to me of 2 weapons of range 6.

mottlee November 1st, 2003 09:32 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Atrocities:
I am having a problem. It would appear that AI's designing ships later in the game, such as dreadnoughts, are not putting enough engines on them to give then any movement points.

They are putting the minimum number on them, but for some reason they will not add more. The ships bassically are well designed bases.

Any thoughts on who to over come this problem?

I am thinking that I might have to revamp the entire propulsion system to one simular to AST or back to standard. I would not like to do this.

The AI must be set to add enough engines to ALL of its designs to give them movement points.

Perhaps if I changed the settings in the vehicle size file so that dreadnoughts .... no that would not work because other mods don't have this problem and they have much more complicated propulsion systems thant this mod.

HELP please.

<font size="2" face="sans-serif, arial, verdana">Found this also but thought it was for a defencive type they will move then

DavidG November 1st, 2003 11:30 PM

Re: STM "Final v1.7.5" Discussion
 
Ay Carumba!!! There is a planet on the Star Trek Map one system from Romulus that has a mineral value of 991%. Is this intentional? It strikes me as a typo that can seriously unbalance the game play.

Edit: Made a typo spelling typo http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ November 01, 2003, 21:34: Message edited by: DavidG ]

XenoTheMorph November 2nd, 2003 02:07 AM

Re: STM "Final v1.7.5" Discussion
 
Hmm it looks like I'm on the list twice http://forum.shrapnelgames.com/images/icons/icon10.gif

Quote:

Originally posted by Atrocities:
Star Trek Mod V1.3.0

This list will also be included in the next Version, so if your name is not on the list and you have contributed to the mod in any way, please post and let me know if you want your name added.

Thank you to all of the Beta testers:

Fyron
Captain Kwok
CNCRaymond
General Woundwort
mottlee
Mudshark
Suicide Junkie
TNZ
Lighthorse
Frank
George
DavidG
Rollo
Xeno (Once http://forum.shrapnelgames.com/images/icons/icon7.gif )
Seik
UserX
XenoTheMorph (Twice http://forum.shrapnelgames.com/images/icons/icon12.gif )
Cosmos

<font size="2" face="sans-serif, arial, verdana">I may be brilliant but I'm not That Good! http://forum.shrapnelgames.com/images/icons/tongue.gif

Now I think about it I can't remember why I'm XenoTheMorph not Xeno on this board. http://forum.shrapnelgames.com/image...s/confused.gif

Atrocities November 2nd, 2003 02:59 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by DavidG:
Are you still looking for minor bugs?

Well I'm not sure if this is a bug. It may be intentional so this is just my 2 cents worth but it seems to me the size of of anti-matter torpeados and Photon torpeados doesn't make sense. Anti-Matter Torp V is 15kt and does 50 damage up to range 6. The photon which is an upgrade of the Anti Matter Torp extends this range to 8 however it also doubles in size to 30kt. One weapon of range 8 doesn't seem like an upgrade to me of 2 weapons of range 6.

<font size="2" face="sans-serif, arial, verdana">good point.

TNZ November 2nd, 2003 06:01 AM

Re: STM "Final v1.7.5" Discussion
 
I was looking at the happiness data file for the Star Trek Mod. I noticed all the happiness types seem to be a bit on the angry side. So I decided to try making new ones, one for each races. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 03, 2003, 10:39: Message edited by: TNZ ]


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