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

Atrocities November 2nd, 2003 08:47 AM

Re: STM "Final v1.7.5" Discussion
 
TNZ I would be happy to play test them and use them in the mod if they improve the mod in any way.

http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee November 2nd, 2003 08:49 PM

Re: STM "Final v1.7.5" Discussion
 
Impluse engines V and VI have the roman nurmal (sp) (V)


(edit) oops Ver 1.3.0

[ November 02, 2003, 18:50: Message edited by: mottlee ]

KeeblerD November 3rd, 2003 01:08 AM

Re: STM "Final v1.7.5" Discussion
 
I downloaded the 1.26 (full Version) and 1.30 (update patch) of this mod. Now that I've noticed that this is really for SE4 Gold (at least it looks that way), is there a way for me to get a non-Gold Version of this?

I have updated my non-Gold Version to the latest 1.49, too, but that made no difference that I could see.

I've been able to do some things (edits) with a couple of the important files in the mod towards making it work for me (mostly consisting of dumping the usefullness of drones, since non-Gold SE4 doesn't seem to support them right), but still find some files refuse to load (currently hanging on "facility.txt").

BTW... I'm still reinstalling and relocating anything good since a recent computer wipe-out (due to virus or some other Windows start-up killer)... So, any other ideas would be great!

Fyron November 3rd, 2003 02:40 AM

Re: STM "Final v1.7.5" Discussion
 
Downgrading a mod to be compatible with pre-gold requires massive changes to the data files, as well as cutting out any newer features that are only possible under Gold (or its patches).

DavidG November 3rd, 2003 03:54 AM

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

Originally posted by KeeblerD:

I've been able to do some things (edits) with a couple of the important files in the mod towards making it work for me (mostly consisting of dumping the usefullness of drones, since non-Gold SE4 doesn't seem to support them right), but still find some files refuse to load (currently hanging on "facility.txt").

<font size="2" face="sans-serif, arial, verdana">Well you got a lot of work ahead of you. One way to debug files is to put in a double space in the file. The program will ignore everything after that. Do that in facility.txt and you'll find its crapping out on the Klingon Battle Arena. The Facility Family # is too high. Try a number less than 256.

Fyron November 3rd, 2003 05:59 AM

Re: STM "Final v1.7.5" Discussion
 
Was there an increase to the max family number in Gold?

Atrocities November 3rd, 2003 09:26 AM

Re: STM "Final v1.7.5" Discussion
 
I do have a perfect solution to this 1.49 issues and that is to buy SE IV Gold. It is worth the money and with it you can play all of these great mods. No offense, I know $ is tight, but it is well worth the $ in my sincerest opinion.

Good luck on making the mod 1.49 compatable. If you pull it off, and I think you will, you will be a hero to many. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities November 3rd, 2003 09:56 AM

Re: STM "Final v1.7.5" Discussion
 
This is what I have on the next Version so far.

From the looks of things we are down to minor bugs, tweaks, and AI set up now.

==========================
Star Trek Mod v1.3.1
==========================

1. Fixed Photon Torpedo III had Roman numberal of 8
2. Fixed Impulse Engine VI had wrong roman numeral
3. Updated Comments
4. Changed Anti - Matter Torpedo I - V Tonnage Space Taken and Tonnage Structure from 15 to 20
5. Changed Photon Torpedo I - X Tonnage Space Taken and Tonnage Structure from 30 to 20
6. Changed Race AI DesignCreation file slightly to improve late game ship design

Atrocities November 3rd, 2003 12:10 PM

Re: STM "Final v1.7.5" Discussion
 
The thing I hate about playing the mod is the fact that each time I fix something I have to start a new game. http://forum.shrapnelgames.com/images/icons/icon9.gif

There is a lot of work to be done yet. The federation is still using to many sensor arays (most like illegal component designs) and the AI work has just begun.

The Borg thus far are the best AI followed by the Cardassians, Breen, Klingon, Federation, Dominion, Ferengi, on down the list.

Most of the AI's are very close to each other in skill and such.

DavidG November 3rd, 2003 12:16 PM

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

Originally posted by Imperator Fyron:
Was there an increase to the max family number in Gold?
<font size="2" face="sans-serif, arial, verdana">I guess there must have been. The Klingon Battle arena had a family number of 416. I changed it to 16 and the file seem to load in ver 1.49

DavidG November 3rd, 2003 12:39 PM

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

Originally posted by Atrocities:

Good luck on making the mod 1.49 compatable. If you pull it off, and I think you will, you will be a hero to many. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Woohoo I wanna be a hero. http://forum.shrapnelgames.com/images/icons/icon10.gif I got it working in ver 1.49. At least to the point were I can add a couple empires and do the first couple turns with no errors.

Fyron November 3rd, 2003 04:38 PM

Re: STM "Final v1.7.5" Discussion
 
AT, you can hardly expect to pump out a mod in under a month and have it be perfect! http://forum.shrapnelgames.com/images/icons/icon6.gif Getting there though. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Originally posted by DavidG:
I guess there must have been. The Klingon Battle arena had a family number of 416. I changed it to 16 and the file seem to load in ver 1.49
<font size="2" face="sans-serif, arial, verdana">Doesn't that overlap with something now?

[ November 03, 2003, 14:39: Message edited by: Imperator Fyron ]

DavidG November 3rd, 2003 05:03 PM

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

Originally posted by Imperator Fyron:


</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:
I guess there must have been. The Klingon Battle arena had a family number of 416. I changed it to 16 and the file seem to load in ver 1.49

<font size="2" face="sans-serif, arial, verdana">Doesn't that overlap with something now? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Oh yea no doubt. I just changed it quick to see if the high number was the problem.

mottlee November 4th, 2003 12:34 AM

Re: STM "Final v1.7.5" Discussion
 
Is it possable to incress the speed of the CSM? in this mod (not that I am complaining) ships can out run them

KeeblerD November 4th, 2003 06:13 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks for the input.... Now I have a few ideas to work on... http://forum.shrapnelgames.com/images/icons/icon7.gif I once did a huge load of tech adds in order to lengthen the game and make it more interesting... I found some paper copies of those ideas for the tech areas, facilities, ships, components, and so on... It should be easy for me to get the way these files work back into my head and do it all over again. Challenges like this are fun to me!

No problem on any overlapping families and such, I'll figure something out which will also seem logical. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities November 4th, 2003 12:28 PM

Re: STM "Final v1.7.5" Discussion
 
I have been really neglecting the web page for this mod lately. Oh well, who visits it any ways. Besides there is a link to this thread there.

Here is the latest info on the next Version.

=============================
Star Trek Mod v1.3.1
=============================

1. Fixed Photon Torpedo III had Roman numberal of 8
2. Fixed Impulse Engine VI had wrong roman numeral
3. Updated Comments
4. Changed Anti - Matter Torpedo I - V Tonnage Space Taken and Tonnage Structure from 15 to 20
5. Changed Photon Torpedo I - X Tonnage Space Taken and Tonnage Structure from 30 to 20
6. Changed Race AI DesignCreation file slightly to improve late game ship design
7. Changed Vorta Captain I - II from Standard movement to Combat Movement (Avoid engine conflicts)
8. Changed Capital Ship Missile I - V speed from 5 to 6
9. Changed All Races Troop Components Vehicle Type from Ftr/Trp to Troop
10. Added Weapons Family List (For AI Modders)

mottlee November 4th, 2003 07:46 PM

Re: STM "Final v1.7.5" Discussion
 
COOL Pic!

KeeblerD November 5th, 2003 12:03 AM

Re: STM "Final v1.7.5" Discussion
 
Very nice!! It is now my desktop pic!

Atrocities November 5th, 2003 01:52 AM

Re: STM "Final v1.7.5" Discussion
 
I would like to make a new intro splash screen for the mod. I have a new on already for the 1.3.1 Version, but want to look into making a entirely new one for this mod.

One that looks like this in a why, but that reflects the mod better.

Oh well, the quest continues.

narf poit chez BOOM November 5th, 2003 02:28 AM

Re: STM "Final v1.7.5" Discussion
 
the stars seem to move more if i focus in the my left-hand corner of the BOP and it's wing. was that coherent?

Atrocities November 5th, 2003 02:41 AM

Re: STM "Final v1.7.5" Discussion
 
Take a look at this image and do the following.

LINK

Focus on the center mass of the Star Screen directly behind the aft section of the BOP. Then slowly move your head slowly back and forth from your monitor.

I almost got see sick.

The Stars seem to move. Very very cool if the effect works on you.

===========================

I am looking for help in making some end game screens. I want to add a few that are custom to the mod. Any one interested in making a new end game BMP for victory or defeat please let me know. Thanks.

TNZ November 5th, 2003 07:40 AM

Re: STM "Final v1.7.5" Discussion
 
Plasma Envelope Missiles? http://forum.shrapnelgames.com/image...s/confused.gif

I was designing ships with only seeking weapons. When I tried my design with plasma envelope missiles in the combat simulator, the plasma envelope missiles only seem to have a seeking range of one then they stopped seeking.

One more thing: Is it possible to have a seeking weapon that has a Weapon Seeker Speed that is the same as its Weapon Damage At Range .

P.S. Atrocities, I have email my idea on the happiness data file to the StarTrek Mod email address. http://forum.shrapnelgames.com/images/icons/icon7.gif

gregebowman November 5th, 2003 04:34 PM

Re: STM "Final v1.7.5" Discussion
 
Atrocities,

I encountered a problem Last night when I first tried to play the Star Trek mod. I got some error Messages stating that the computer couldn't find the rock, gas and ice colonization technologies. Now, I had to divide the zipped mod into 3 or 4 files to place the entire thing on 3.5" floppies, but AFAIK, I put everything together in the right spots. Has anybody else had this problem and what is the solution?

DavidG November 5th, 2003 04:49 PM

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

Originally posted by gregebowman:
Atrocities,

I encountered a problem Last night when I first tried to play the Star Trek mod. I got some error Messages stating that the computer couldn't find the rock, gas and ice colonization technologies. Now, I had to divide the zipped mod into 3 or 4 files to place the entire thing on 3.5" floppies, but AFAIK, I put everything together in the right spots. Has anybody else had this problem and what is the solution?

<font size="2" face="sans-serif, arial, verdana">Are you using an AI player that did not come with the Trek Mod? IF so you will get that message as the normal colonly names are changed in the trek mod.

gregebowman November 5th, 2003 05:32 PM

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

Originally posted by DavidG:
[b]
<font size="2" face="sans-serif, arial, verdana">Are you using an AI player that did not come with the Trek Mod? IF so you will get that message as the normal colonly names are changed in the trek mod. [/quote]

NO, I was just loading up the mod when I got that error message. I didn't even get to the point of trying to create a race. I just found out that I can use WinRar to create multiple files of the downloaded mod, so I'm going to re-d/l it again and create those files, take them home and try it again.

gregebowman November 5th, 2003 08:02 PM

Re: STM "Final v1.7.5" Discussion
 
My bad. I think I know what happened now. I thought I had the entire mod, but it looks like I just d/l the v1.30 patch without having the previous full mod. I'm now downloading both of them. My only question is whether I need the patch for v1.25-1.28-light 1.30.

Atrocities November 6th, 2003 12:29 AM

Re: STM "Final v1.7.5" Discussion
 
Yes you need full Version plus the 1.3.0 patch.

Atrocities November 6th, 2003 12:33 AM

Re: STM "Final v1.7.5" Discussion
 
FOLLOW UP

Download the 1.2.6 FULL VERSION then ONLY the 1.3.0 patch listed under NEW VERSION RELEASED.

The LIGHT Version is mainly for PBW when Geo updates the mod on the PBW sevrver.

Atrocities November 6th, 2003 10:53 AM

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

Here is the latest info on the next Version if any one cares to take a look. Intrest in the mod has died down considerablely over the Last week and I think I will take some time away from it once I upload the next full Version sometime later this week.

There are still many things wrong with the mod, most noticably illegal component designs like the Federation Sensor array and such. Some balance issues need to be worked out as well and I would like to see the AI's for each race improved.

There has been a few requests for senerios and such, like Klingon Civil War, Borg Attack, and The Dominion War. I don't know all that much about senerios or how to create them so if any one is interested in doing this please feel free to knock your socks off.

I can see why this mod took Kwok so long to design, it boggles the mind as to the complexity that goes into such an endevor as this. So many details, so many little things, and so much time. I do hope that the mod this mod is close to what he had invisioned, and I do hope that those of you who have played it enjoy it.

I know that there have been many patches for this mod over the months, very confusing, and for that I am sorry. But that is the process and like it or hate it, it is all we have. http://forum.shrapnelgames.com/images/icons/icon7.gif

=======================
Star Trek Mod v1.3.1
=======================

1. Fixed Photon Torpedo III had Roman numberal of 8
2. Fixed Impulse Engine VI had wrong roman numeral
3. Updated Comments
4. Changed Anti - Matter Torpedo I - V Tonnage Space Taken and Tonnage Structure from 15 to 20
5. Changed Photon Torpedo I - X Tonnage Space Taken and Tonnage Structure from 30 to 20
6. Changed Race AI DesignCreation file slightly to improve late game ship design
7. Changed Vorta Captain I - II from Standard movement to Combat Movement (Avoid engine conflicts)
8. Changed Capital Ship Missile I - V speed from 5 to 6
9. Changed All Races Troop Components Vehicle Type from Ftr/Trp to Troop
10. Added Weapons Family List (For AI Modders)
11. Updated Weapons/Componet reports
12. Added New Large Splash Screen
13. Changed Color of row grid to dark blue.
14. Changed Cost of Heavy Carrier in vehicle size file. Org/Rad were set to 0 now set at 600 each

Cosmos November 6th, 2003 12:00 PM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, what is wrong with the Federation sensor array, It works for me... but then again I always play as the Feds.

DavidG November 6th, 2003 12:39 PM

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

Originally posted by Cosmos:
Atrocities, what is wrong with the Federation sensor array, It works for me... but then again I always play as the Feds.
<font size="2" face="sans-serif, arial, verdana">I think he means the AI is adding more than one to it's designs which is supposed to be illegal.

jimbob November 6th, 2003 04:07 PM

Re: STM "Final v1.7.5" Discussion
 
I know I've been quiet lately, but I remain very interested in this mod. Thanks Atrocities and Kwok for all the hard work

Also, you're not a software developer, so don't sweat any imperfections in the Mod. It's still cleaner than anything Microsoft puts out (IMHO).

Cosmos November 6th, 2003 06:06 PM

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

Originally posted by DavidG:
<font size="2" face="sans-serif, arial, verdana">I think he means the AI is adding more than one to it's designs which is supposed to be illegal.

Yep!! That's what happening on the Feds transports ships, which is not to bad. four things,that I did notice is that.
1. The Feds have no shields at all, they are not even researching them.
2. The Feds are researching PD Disrupters along with Feds PD Phasers they only need one and are only using one.
3. The Feds attack ships are only using Federation phasers no pulse phasers.
4. And this one I didn’t even notice on the game I just started the other day until right now. Where are the Feds Torpedo weapons? They are all gone.

I ended the test game around turn 120. They were expanding really fast which is good.

DavidG November 6th, 2003 06:44 PM

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

Originally posted by Cosmos:


4. And this one I didn’t even notice on the game I just started the other day until right now. Where are the Feds Torpedo weapons? They are all gone.


<font size="2" face="sans-serif, arial, verdana">check the revision history. I believe he added a pre requisite of Torpedo Weapons level 4 for the Racial torpedo techs

DavidG November 6th, 2003 06:46 PM

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

Originally posted by Atrocities:
Intrest in the mod has died down considerablely over the Last week
<font size="2" face="sans-serif, arial, verdana">If you mean our interest your wrong. Just getting much harder to find any bugs. http://forum.shrapnelgames.com/images/icons/icon12.gif

mottlee November 6th, 2003 08:58 PM

Re: STM "Final v1.7.5" Discussion
 
It may have been noted AI using colony mod for cargo I do not think this is the only mod that it happens in

Cosmos November 6th, 2003 11:21 PM

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

Originally posted by DavidG:
<font size="2" face="sans-serif, arial, verdana">check the revision history. I believe he added a pre requisite of Torpedo Weapons level 4 for the Racial torpedo techs

hehehe.. Yep... It's in the technology tree. I just haven't reserch there yet. http://forum.shrapnelgames.com/images/icons/icon10.gif

minipol November 7th, 2003 02:32 AM

Re: STM "Final v1.7.5" Discussion
 
I'm also still very into it. I just cant find myself to quit my 1.2.7 game where i'm whooping *ss. After this, i'll try the new Version.
But as other people have said, a lot of bugs are already ironed out so the slow down in reports is quite logical.

Edit: wow, did this Last bit sound Vulcan or what http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 07, 2003, 00:37: Message edited by: minipol ]

gregebowman November 7th, 2003 02:54 AM

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

Originally posted by Atrocities:
FOLLOW UP

Download the 1.2.6 FULL VERSION then ONLY the 1.3.0 patch listed under NEW VERSION RELEASED.

The LIGHT Version is mainly for PBW when Geo updates the mod on the PBW sevrver.

<font size="2" face="sans-serif, arial, verdana">Ok, thanks. I thought it might have been something like that.

Atrocities November 7th, 2003 05:23 AM

Re: STM "Final v1.7.5" Discussion
 
I have to do a little research revamping after making the torpedo tech requirment change. Tis easy enough. The longer games the AI's use the Torpedos quite effectively which is both good and bad.

The mod is at a point now where we can begin focusing upon AI design, balance, and AI set up. Multip-Player is ready to go and we can address any balance issues with a good PBW beta test.

Three short term goals.

1. Tweak all Research files to facilitate early development of Torpedo weapons
2. Tweak design Creation file to improve diversification of designs. (Mainly add more design types)
3. Play test the hell out of the mod for balance issues.

Long Term

1. Improve all AI's. (Hopefully the mod will attrack good AI modders like Rollo, Mephisto, and others.
2. Tweak the balance issues
3. Add other features including more traits, technologies, and races.


The federation sensor array is being used 3 times on federation designs because it has three abilities so the AI uses it as three seperate abilities instead of just 1. We hope that this bug will be fixed in the next patch, and to achieve this we will need everyone to write Aaron an email and ask him to fix it. Otherwise it will be a low priority and may not be addressed.

Cosmos November 7th, 2003 09:23 AM

Re: STM "Final v1.7.5" Discussion
 
I don't know if this is happening to anyone else but some of the Klingon and Romulan Cruiser class attack ships that I have encounter have colony components on them.

Atrocities November 7th, 2003 10:29 AM

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

Originally posted by Cosmos:
I don't know if this is happening to anyone else but some of the Klingon and Romulan Cruiser class attack ships that I have encounter have colony components on them.
<font size="2" face="sans-serif, arial, verdana">Hum, are they colonizing planets?

BadAxe November 7th, 2003 04:05 PM

Re: STM "Final v1.7.5" Discussion
 
Hey, Atrocities, still interested, still playing, having a great time, and very appreciative of all your efforts!

Cosmos November 7th, 2003 06:40 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 Cosmos:
I don't know if this is happening to anyone else but some of the Klingon and Romulan Cruiser class attack ships that I have encounter have colony components on them.

<font size="2" face="sans-serif, arial, verdana">Hum, are they colonizing planets? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">They are not colonizing; they have no population in their cargo holds. This is only on their Attack ships the torpedo ships are ok except for the Romulans have no Torpedoes on them, they just have phased energy cannons. I also notice that the Klingons have no warp core on their attack ships and it ‘s getting worst they now have Battleships with two colony components on them, can someone else also confirm this?

Fyron November 7th, 2003 08:26 PM

Re: STM "Final v1.7.5" Discussion
 
They might be using them as cargo storage components or supply storage components (if you added supply space to them).

Cosmos November 8th, 2003 12:07 AM

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

Originally posted by Imperator Fyron:
They might be using them as cargo storage components or supply storage components (if you added supply space to them).
<font size="2" face="sans-serif, arial, verdana">I just look at the AI DesignCreation.txt and both the Klingon and Romulan have Misc Ability 10. set at supply storage 500. I'm going try to change it and see what happens.

Cosmos November 8th, 2003 02:06 AM

Re: STM "Final v1.7.5" Discussion
 
I change it to solar supply generation = 50 and there are no more colony components on their ships (thanks Imperator Fyron) http://forum.shrapnelgames.com/images/icons/icon7.gif I've also think I found out why the Klingon and Romulan attack ships don't have warp cores on them. I notice that in their torpedo ships design they have an ability line in them that go something like (extra movement generation) that the attack ships don't have. But I'll wait and see what Atrocities thinks before I change anything else.

Fyron November 8th, 2003 02:37 AM

Re: STM "Final v1.7.5" Discussion
 
To fix the supply issues, add an extra redundant tech req to the supply bays (that is the same as what they already require) so the AI will think they are more advanced and use them instead. It evaluates components based on total tech levels directly required by the comp (NOT prereq techs for those tech areas).

Example:
Name := Supply Bay I
Num Tech Req := 2
Tech Req 1 Area := Cargo
Tech Req 1 Level := 1
Tech Req 2 Area := Cargo
Tech Req 2 Level := 1

This component will function identically in-game to one that has just one of those tech req areas. But, the AI will think this requires 2 tech levels, and so is more "advanced" than a component requiring only one tech level. So, if the cargo module requires just 1 tech level, this Supply Bay I is seen as "more advanced" and so will be used to safisfy the Supply Storage ability requirement on those warships instead of the colony module.

[ November 08, 2003, 00:39: Message edited by: Imperator Fyron ]

Atrocities November 8th, 2003 02:40 AM

Re: STM "Final v1.7.5" Discussion
 
I shall incorp this into the next Version as well. Good work.

Lighthorse November 8th, 2003 04:35 AM

Re: STM "Final v1.7.5" Discussion
 
Hey, Atrocities, Star Trek Mod still very interesting, turn 127 for the Greater Romulan Empire, having a great time, and I'm also very appreciative of all your efforts.
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif


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