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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.
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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 ] |
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! |
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).
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Re: STM "Final v1.7.5" Discussion
Was there an increase to the max family number in Gold?
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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 |
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 |
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. |
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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
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[ November 03, 2003, 14:39: Message edited by: Imperator Fyron ] |
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Is it possable to incress the speed of the CSM? in this mod (not that I am complaining) ships can out run them
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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 |
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) |
Re: STM "Final v1.7.5" Discussion
COOL Pic!
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Very nice!! It is now my desktop pic!
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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. |
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?
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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. |
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 |
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? |
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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. |
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.
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Re: STM "Final v1.7.5" Discussion
Yes you need full Version plus the 1.3.0 patch.
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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. |
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 |
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.
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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). |
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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. |
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It may have been noted AI using colony mod for cargo I do not think this is the only mod that it happens in
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hehehe.. Yep... It's in the technology tree. I just haven't reserch there yet. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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 ] |
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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. |
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.
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Hey, Atrocities, still interested, still playing, having a great time, and very appreciative of all your efforts!
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They might be using them as cargo storage components or supply storage components (if you added supply space to them).
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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.
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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 ] |
Re: STM "Final v1.7.5" Discussion
I shall incorp this into the next Version as well. Good work.
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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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