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Re: STM "Final v1.7.5" Discussion
My Dominion fleet has desimated the Breen and taken most of the Cardassian territory. The Borg are defeated and so are the klingons. I rock!
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Re: STM "Final v1.7.5" Discussion
See Atrocities it is a very good Mod http://forum.shrapnelgames.com/images/icons/icon7.gif
ahhh defeating the Borg, fun http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: STM "Final v1.7.5" Discussion
Ya lots of fun. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
Playing 1.30 as the Federation and I noticed when I click the Upgrade button in the construction queue screen that my HoloCenters are being upgraded to Urban Pacification Centers.
Thanks again for this mod. |
Re: STM "Final v1.7.5" Discussion
Thanks, I will look into this now. I suspect this might be the case with a few facilities and components. The more people play the more we find these quirks and can get them fixed. Thanks again.
Any one interested in making a new splash screen or final game screens? Let me know. |
Re: STM "Final v1.7.5" Discussion
Finally started playing this mod over the weekend. It's very good. However, I was playing the Federation, and every race I came into contact with eventually declared war on me. No matter what I did. Is this standard, or just that no one likes the Federation?
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Re: STM "Final v1.7.5" Discussion
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The diplomacy, politics, and relations in SEIV have been a big complaint of mine since the game was released. I am sure that SE V will be much better in this regard. In the mean time we have to make do. You can if you want switch to the AI players and make peace again. But the chances are that they will declare war upon you once you turn them back over to AI control. |
Re: STM "Final v1.7.5" Discussion
I hope to have the latest Version out by the end of the week so please keep the bug reports and suggestions coming.
[ November 10, 2003, 14:53: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
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The diplomacy, politics, and relations in SEIV have been a big complaint of mine since the game was released. I am sure that SE V will be much better in this regard. In the mean time we have to make do. You can if you want switch to the AI players and make peace again. But the chances are that they will declare war upon you once you turn them back over to AI control. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hmm, thanks for the info. Maybe I'll try playing the Klingons or the Romulans next. |
Re: STM "Final v1.7.5" Discussion
Waaaa I can't put armour on my Federation ships. This may have been fixed (I'm playing a multi 1.25 game) The Federation Ablative armour restriction of 2 per ship applies to regular armour too if you have both on. is this the way it's supposed to be?
I think they may have the same family or something. I can put on say 5 regular armour then if I add just one abblative armour I get the message 'only 2 components of type Federation Ablative armour allowed' |
Re: STM "Final v1.7.5" Discussion
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Star Trek Mod v1.2.8 2. Changed Federation Ablative Armor Family name from 10 to 197. This should allow for other armor to be added to designs ============================================= Please keep the bug reports coming. I would like to get as many bugs fixed as possible by this weekend so I can include them in the 131 Version. Also any AI issues and such. Fixes ideas whatever, just submit them please. Thanks The 131 Version will be it for a while. I need to finish up the AST update and work on the Conquest mod. |
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Re: STM "Final v1.7.5" Discussion
Well since there seem to be no more bugs being reported, no reports of balance issues, and no more suggestions, I am going to butten up this Version of the mod, burn it to disk, and drive the 30 miles to get up loaded. The full Version of 1.3.1 come in at around 18.5 megs and the Patch in at around 1.5.
Also Kwok can I steal your old Star Trek Mod web site and update it to the current statistics of the mod? I know you put a lot of work into that site and I would hate to see it go to waste man. Please let me know. And for those who are new to the mod, please take the time to read the INSTALLATION read me included with both the full Version and any patch. It provides information that may answer some of your questions. No BMP's showing up, you need the latest image mod. The STM contains the components it needs but does not have any of the IMAGE mod files. So you will need those. Now only if we could get a beta game going. Start small with just six players. Cardassians - CNC Dominion - PCP Federation Ferengi Klingons Romulans - Tnarg It would have to be set up and hosted on an alternate site until PBW comes back up. |
Re: STM "Final v1.7.5" Discussion
Atrocities,
orginal posted by atrocities Now only if we could get a beta game going. Start small with just six players. Federation Ferengi Klingons I'm willing to be a beta tester as either the Federation or Klingons. Unsure if you already choicen the other beta testers. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
If they're still available I'd take the Ferengi (since they're the only ones left http://forum.shrapnelgames.com/images/icons/icon10.gif )
Unless you don't want a newbie playing against all you professional galaxy conquerers http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: STM "Final v1.7.5" Discussion
Cool we have out players. I will get the update taken care of tomorrow.
Perhaps I will talk to Fyron about getting the game hosted on his site. http://forum.shrapnelgames.com/images/icons/icon7.gif Cardassians - CNC Dominion - PCP Federation - Lighthorse Ferengi - Renegade 13 Klingons - DavidG Romulans - Tnarg |
Re: STM "Final v1.7.5" Discussion
Well I am in the process of uploading the 1.3.1 patch as I type this.
I have been play testing the mod now for nearly 100 turns and thus far all is working just fine. Races are expanding, fighting, and designing well. I am really encouraged by this latest test game. I have to admit that this has been one of the better test games I have ran. |
Re: STM "Final v1.7.5" Discussion
Version 1.3.1 is available for download.
I am tired and going to bed now. http://forum.shrapnelgames.com/images/icons/icon7.gif --------------------------------------------------- Version History for Star Trek Mod --------------------------------------------------- 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 15. Changed Family number from 37 to 66 for Federation Facility Holo-Center I - III 16. Added An extra redundant tech req to the supply Storage Component I - V to help AI use it more effectively. (Thank you Fyron) 17. Fixed Requirement error in Ferengi Cargo V 18. Modified 8472, Borg, Breen, Cardassian, Dominion, Federation, Romulan, Tholian,and UCP research files to research Torpedo requirments 19. Added The Star Trek TMP set to the Mod 20. Added Federation TMP 2, 3, 5 k EMP files |
Re: STM "Final v1.7.5" Discussion
Can anyone explain this? I build a Fed Colony ship. I want a cheap ship so I put on 1 Impulse eng IV and one Warp Core III. This gives a ship with a speed of 8 according to the design window. However when I build them the move 0. Waaaa.
Mmmm as I type this I figure out that answer (I think) I guess this is a bit of an SE4 bug. Since the fed colony ship has an engines per move of 10 I guess you need at least 10 standard movement points (2 Impulse IV's) on board before the bonus movement will kick in. |
Re: STM "Final v1.7.5" Discussion
Glad you figured it out. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
AT, you should add the mimimum movement points necessary for the ship to be able to move to either the description of the ship, or to a dummy ability tag (probably better), so that people can see it in game and won't be as confused. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: STM "Final v1.7.5" Discussion
I think the Starfleet acadamy needs a new facility number. It is currently the same as the Ship training facility. Every time I click on my planet to check its queue my StarFleet acadamy with 0.1 years to go turns into the inferior Ship Training facility. http://forum.shrapnelgames.com/images/icons/icon9.gif (maybe if I don't click the build queue next turn it will get built)
[ November 14, 2003, 01:36: Message edited by: DavidG ] |
Re: STM "Final v1.7.5" Discussion
Thanks guys. I will address these issues for the next Version. (Where were they yestarday before I uploaded that bloated 18.5 meg file?) http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
http://forum.shrapnelgames.com/images/icons/icon7.gif You have provided many great bugs for me to kill my friend. http://forum.shrapnelgames.com/images/icons/icon7.gif
It gives me something to do late at night. Those of you who have signed up for the Email game please post your empire and email address for me. Thanks. The game will be standard FQM map, good starting resources and planet. NO Intel, or Weapons of Mass Destruction. Please use your races Trait only, and only one colony tech. (The colony tech that corrisponds to your races planet type.) You can use whatever culture you wish, but each race has its own if you wanted to use them. |
Re: STM "Final v1.7.5" Discussion
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Please excuse my inexperience, but what exactly do you mean by "post" your empire? Do you mean upload it to Shrapnels site and provide a link? If so, could someone outline the process for me? And would you like me to post my email address here, in this topic? Sorry for all the questions, but I want to get it right the first time. I won't be able to get anything ready until I get home from school in about 8 hrs. Thanks for your patience. Renegade |
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Re: STM "Final v1.7.5" Discussion
when pbw is back up are we still playing a game of this ????
I think I was the Klingon's Or is this a dead game at this time ?? |
Re: STM "Final v1.7.5" Discussion
Tesco, the game is still a go as soon as PBW is back on line and Geoschmo can find the time to update the mod to the latest Version. At this point it might be better to just replace the old 120 Version with the lates full Version of 131. There was enough interest that having two game was warrented. http://forum.shrapnelgames.com/images/icons/icon7.gif
Renegade by empire I mean the name. Atrocities Atrocities@astmod.com Dominion We will be using 3k settings, No Sabotage, low tech cost. [ November 15, 2003, 06:23: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Well now that no one has downloaded the latest patch I will post info for the next one.
Note this next patch, when released, WILL mess up your save games because it adds a new ship to the vehicle list. Star Trek Mod v1.3.2 1. Fixed Mini Component 1223 on Components.bmp 2 Changed Family number of Starfleet Command I - III Facility 3. Changed Family number of Starfleet Academy I - III Facility 4. Added Destroyer to Federation ship list 5. Changed Federation Ship Construction max level from 9 to 10. |
Re: STM "Final v1.7.5" Discussion
You might want to update the FQM in the ST mod.
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Thanks |
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And thanks.....again. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: STM "Final v1.7.5" Discussion
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dragon_t12@hotmail.com Ferengi [ November 15, 2003, 14:32: Message edited by: Renegade 13 ] |
Re: STM "Final v1.7.5" Discussion
Atrocities:
Feel free to take the original mod website and use it for your own purposes. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: STM "Final v1.7.5" Discussion
Thank You Captain Kwok.
Guys please email your 3k EMP files when your done making them. Set them up according to your own desires, but use only ONE of the colony techs, being sure it is the right one. NO sabotage - (You can lower your Cunning setting to gain more points.) And no Events. (Take the Bad Luck Trait to gain 500 more racial points - Wont effect the game) atrocities@astmod.com Thanks. The latest patch will be out later today. 1.3.2 I found a bug in the Klingon Romulan design files that needed to be fixed for SP asap. |
Re: STM "Final v1.7.5" Discussion
<font face="Federation" color="#FFFF00">11-15-2003</font></p> Please install the Full 1.3.2 Patch or the Data Only Patch I missed a big bug with the Romulan and Klingons in the Last patch so please update to this newest patch as it addresses the latest bug fixes and minor tweaks to the mod. For a complete list of the changes made to the mod in this Version please read the Revision History file that comes with the patch. The Full 1.3.2 patch will update the STM from any Version from 1.2.5 to the current Version 1.3.2. The update <font color=red>WILL</font color> cause issues with saved games. This Version of the mod adds a new ship to the vehicle Size file and as a result it will throw off your ship images and designs. (Especially for the Federation) Tis an easy fix, but will require you to make updates to all of your ship designs. Please back up your current STM mod by making a copy of it and renaming it after the Version number, (Star Trek Mod 1.2.5 for example) BEFORE you update. The Mod Launcher will still launch the mod as normal. The Data Only Patch will update your mod from Version 1.3.1 to 1.3.2. The data only patch is a lot smaller than the full patch but only updates from 1.3.1 to 1.3.2. ==================== Star Trek Mod v1.3.2 ==================== 1. Fixed Mini Component 1223 on Components.bmp 2 Changed Family number of Starfleet Command I - III Facility 3. Changed Family number of Starfleet Academy I - III Facility 4. Added Destroyer to Federation ship list 5. Changed Federation Ship Construction max level from 9 to 10. 6. Changed Klingon and Romulan Defualt Design File (Tweak so that AI would stop putting colony components on its designs. 7. Updated Splash screen to current Version |
Re: STM "Final v1.7.5" Discussion
This will be our test game site until PBW comes up and Geoschmo can update the PBW server with the latest Version of the Star Trek Mod.
(Better to just replace the old Version with the complete new 1.3.1 Version then update to he current Version) Star Trek Mod Game Site The game will use the 1.3.2 Version of the mod. If you have not already sent me your PLR file please do so soon. I would like to get the game going as soon as we can. Thank you. I have thus far the: Ferengi File Dominion File [ November 15, 2003, 22:05: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
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dgunsten@sympatico.ca Klingon |
Re: STM "Final v1.7.5" Discussion
I think there might be a problem with the family number of the Urban Pacifiation Centre similar to that of the Starfleet acadamy. Although I haven't tested it in game I notice that it has the same family number as a few racial facilities that provide a similar function.
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Re: STM "Final v1.7.5" Discussion
Hey David thanks for that Facility Family list. That has helped a lot. In fact I am well on my way now with the next Version thanks to your efforts. http://forum.shrapnelgames.com/images/icons/icon7.gif
COMING SOON Star Trek Mod v1.3.3 1. Changed Family number for Facility Holosuite Center I - III, Ketracel White Facility I - III, and Political Center I - III from 37 to 47 2. Changed Family number for Facility Salvage Yard I - III from 31 to 16 3. Changed Family number for Facility Massive Planetary Shield Generator from 41 to 28 4. Changed Family number for Facility Central Computer Complex I - III to 50 5. Changed Family number for Facility Spaceport Depot I - III to 51 6. Changed Family number for Facility Subspace Telescope I - III to 52 7. Changed Family number for Facility Battle Arena I - III to 53 8. Added Facility Family Number List to ModInfo. (Thank yoou DavidG) 9. Updated Facility Family Number List (FFNL) to refelect the changes made |
Re: STM "Final v1.7.5" Discussion
I have all the player files except for the Romulans. Once I get that player file I can start the game.
Please be sure you have updated to the latest Version 1.3.2 Or do you all want to update to the 1.3.3 Version and beta test it? I have to add the latest data from the FQM before it is ready and to do that I need to talk with Fyron about which files I will need. (To avoid issues with the Star Trek Map) The game site will be Star Trek Mod Game Cardassians - CNC (Have) Dominion - PCP (Have) Federation - Lighthorse (Have) Ferengi - Renegade 13 (Have) Klingons - DavidG (Have) Romulans - Tnarg *NEED* |
Re: STM "Final v1.7.5" Discussion
Is any one playing this mod, or is it just one of those dead mods?
The updates are coming out to quickly. You keep screwing up my save games and I hate you for it! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: STM "Final v1.7.5" Discussion
Found a bug:
The Ferengi Mini Anti-Proton Beam is not firing in combat, either Strategic or Tactical. Renegade |
Re: STM "Final v1.7.5" Discussion
Odd, I tried a little test and the weapon worked for me just fine. I had to set to slow tactical combat though to see it working.
<font face="Federation" color="#FFFF00"> Take a look.</font> Oops sorry, the link was dead. [ November 18, 2003, 03:52: Message edited by: CNCRaymond ] |
Re: STM "Final v1.7.5" Discussion
That's weird. I slowed down the tactical combat, but it didn't make a difference. The percent chance to hit display shows 0% even if I'm right beside the planet I'm targetting. The weapons simply doesn't fire. I'll try starting a new game and trying it out again.
Also, I don't know if it'll make a difference or not, but the weapon in question is the Ferengi Mini Anti-Proton Beam II. |
Re: STM "Final v1.7.5" Discussion
Look at the valid targets for the weapon - perhaps it's not set for planets.
[ November 18, 2003, 05:37: Message edited by: Captain Kwok ] |
Re: STM "Final v1.7.5" Discussion
The Ferengi Mini anti-proton beam can target ships only.
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Re: STM "Final v1.7.5" Discussion
Mini weapons are ships only. I had to blance the weapons in some regard in order to make players pick and choose what weapon load outs their ships would have. Specific weapons for specific tasks was the ideas behind it.
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