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

Sabin February 26th, 2004 05:25 AM

Re: STM "Final v1.7.5" Discussion
 
Simple: Enhance the mod with the new features and changes the patch provides. After that, business as usual.

Atrocities February 26th, 2004 06:08 AM

Re: STM "Final v1.7.5" Discussion
 
I would just be happy to get the current mod done.

Sabin February 26th, 2004 07:15 AM

Re: STM "Final v1.7.5" Discussion
 
I think I may have noticed a problem: The components for constructing Ringworlds and Sphere Worlds are too large for the current ship sizes. Perhaps you can create a mount meant to reduce the weight of such parts down to a lower leve that can be placed on ships.(I am currently playing as the Federation.)

TNZ February 26th, 2004 08:36 AM

Re: STM "Final v1.7.5" Discussion
 
With the new features of the patch, especially the new weapon list target override field in the components file and the new AI abilities tags, this mod has a good chance of surpassing its original vision. http://forum.shrapnelgames.com/images/icons/icon7.gif

Here is an example:
Number of Abilities := 1
Ability 1 Type := Point-Defense
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Ftr\Sat\Seekers\Drone
Weapon List Target Override := Ships, Seekers, Fighters, Satellites, Drones
Weapon List Target Description := Ships\Seekers\Fighters\Satellites\Drones
Weapon Damage At Rng := 65 65 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0 0 0

Aiken February 26th, 2004 08:47 AM

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

Originally posted by Sabin:
I think I may have noticed a problem: The components for constructing Ringworlds and Sphere Worlds are too large for the current ship sizes.
<font size="2" face="sans-serif, arial, verdana">Sphere- and RingWorld components usually placed on Starbases. Build them with your SY Ships.
It's FAQed.

TNZ February 26th, 2004 08:56 AM

Re: STM "Final v1.7.5" Discussion
 
I was also wondering, now that the limit of only have 5 neutral players in a mod is history, whether some of the minor races shouldn’t be demoted to neutral races. In my opinion the time saved in making changes to the AI file would make this worthwhile.

gregebowman February 26th, 2004 03:45 PM

Re: STM "Final v1.7.5" Discussion
 
Like I mentioned in another post, I installed teh patch Last night and then played the ST Mod. I didn't notice anything different. Am I supposed to? Where are these points that are supposed to be generated? I don't know if I need to re-install my SE4 and then put in the patch, or what? Did anyone play this mod after they installed the patch, and did you notice any differences? I'm playing a race I created, instead of one of the standard ones.

Captain Kwok February 26th, 2004 11:26 PM

Re: STM "Final v1.7.5" Discussion
 
Why would you notice anything different? None of the latest patch additions are used in the Mod. http://forum.shrapnelgames.com/images/icons/tongue.gif

gregebowman February 26th, 2004 11:56 PM

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

Originally posted by Captain Kwok:
Why would you notice anything different? None of the latest patch additions are used in the Mod. http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">True, but usually when a game is patched/updated, there's usually some sort of feature or another that was different after the patch was installed. I was just wondering if there was some obvious feature I'm overlooking that would tell me I'm now playing the 1.91 Version of SE4 with the latest Version of the ST Mod. If I'm wrong, then I'm wrong. But I was curious.

Atrocities February 27th, 2004 03:12 AM

Re: STM "Final v1.7.5" Discussion
 
RW & SW components normaly are placed on Starbases which are built in position by construction ships.

TNZ that is a good idea, I have to look at the new features of the latest patch and talk with Kwok and UserX about what it is we want to try and do for STM 2.0

(Note STM 2.0 will just be an improved Version of this mod not a new mod.)

Now that we have seen the beginning of the end of SEIV, I can't help but feel a bit fearful that whatever we do no is a mute point, aside from taking advantage of the new features.

I don't know if I will change any of the races around until after STM team meets and talks about what it is we want to do.


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