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Re: STM "Final v1.7.5" Discussion
I've noticed something odd in the game I'm playing now. I'm using Gold 1.91 and STM1.511, and the game is a team mode game with 7 hard AIs, no neutrals, vs me in a "plain" huge galaxy.
I am playing as the Borg, my enemies are the Vadwaur, Federation, Ferengi, Tholians, Sheliak, Romulans and species 8472.I have only seen and engaged the Feds, Vadwaur, Ferengi, Sheliak and the Romulans. About 30 turns ago I captured some mine-laying ships, and i thought I would trick the AI into sending some mine-clearing ships so that I could capture them and clear their mines in return. Well, it worked. And it's still working. The AI hasn't stopped sending mine-sweeping ships through the wormholes (even after all the mines were gone and my forces were not there anymore) and is only building those ships. Has anyone else noticed this? Oh - my forces are through the wormholes and already attacking them, yet there's no real buildup of anything other than mine-sweepers. There are a couple other oddities too: both the Romulans and the Tholians didn't expand. The tholians only have 10 planets (we all started with 3), while the Romulans only have 28. I haven't been able to reach them yet... It's only in the Last 50 turns that I've gained the upper hand battling the 3 empires that surround me. In all fairness though, this is a great mod. I'm just hoping these are minor things that can be/will be/are fixed |
Re: STM "Final v1.7.5" Discussion
Romulans and Tholians are Xenophobic races, they will not expand like the other races. Also an AI starting point will effect its ability to expand.
The Minor races, (Hirogen, Gorn, Kazon, Son'a, etc) all share the same AI files so they will expand and react simularly. In an even playing field with settings set to medium and each race using its 5k EMP file, they will ALL expand well and be very difficult to beat. I do not use cheats and I recommend that you do the same. The best AI race in the end has typically been the Klingons. The Borg a tie with the Cardassians. The federation and Ferengi tie, and so on. It really depends upon the AI's starting location. As for the mine issues, that is an issue with SEIV not the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Ahh... well the Romulans and Tholians will soon become my favorite Xenophobic colonies http://forum.shrapnelgames.com/images/icons/icon7.gif
I don't cheat either... it takes the fun out of the game. There's not much point if you have a Battlecube when they only have escorts - that's like trying to stop an avalanche with snowballs. too bad I'm only playing with the 2k EMP files, otherwise it would definitely be tougher (ad thus more enjoyable). Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
With entry like this in the AI construction vehicles files is it not a mystery that the AI will built so many mine sweeper. http://forum.shrapnelgames.com/images/icons/icon7.gif
Entry 5 Type := Mine Sweeper Entry 5 Planet Per Item := 200(10 per planet) Entry 5 Must Have At Least := 1 |
Re: STM "Final v1.7.5" Discussion
Star Trek Mod v1.5.9
1. Fixed Typo in Neutral Race 20 (Yirdians) General File. (Thanks Tnarg) 2. Fixed Type in Son's General file. (Thanks Tnarg) 3. Changed Neutral race 008 (Bajorian) to breath Oxygen. (Thanks Tnarg) 4. Replaced Klingon Ship images with higher quality renderings. (Thanks David (Avatar) G.) 5. Replaced Romulan Ship images with higher quality renderings. (Thanks David (Avatar) G.) I have to say thank you to David (Avatar) G. for his advise on rendering at a higher resolution then resizing. The models do looke better. This goes to show you that can learn something new every day. (I hate not being able to sleep) |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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And thee was something else I wanted to ask you, something you figured out but I can't remember what it was. I think it is posted in this thread, I will have to find it. |
Re: STM "Final v1.7.5" Discussion
Maybe something like this:
Entry 5 Type := Mine Sweeper Entry 5 Planet Per Item := 0 Entry 5 Must Have At Least := 12 Try looking on page four of the thread for ‘the something’ you mention. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Thanks, I will play with the file. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
AI never uses racial Captains in their designs. Correct me if I wrong, but in my tests it won't.
Solution: (utilizing Captain Kwok's idea) - give AI Tag 02 ability to every Captain component. I guess it should work. Need more time for AI testing in general. I'll try to optimize some races AI, at least 8472 and Orions. Not sure that I'm able to do it but I'll try http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks. [Edit: as well as Sensor arrays. Someone mentioned about the dual ability problem (I believe it was Captain Kwok). Now where is a tool to fix it. Thanks again http://forum.shrapnelgames.com/images/icons/icon7.gif ] [ March 03, 2004, 11:05: Message edited by: aiken ] |
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