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Re: The Star Trek Mod - Final Update
1. Will Fix
2. Great Idea 3. Will change Thank you Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
In general: why colony ships are so slow? Personaly, I will certainly prefer warships to colonyship to found new colonies: typical colony ship EPM = 10, while destroyer's EPM = 2. Sure, I have to research destroyer first, but it's another question. So in mid game colonyships will be abbandoned completely.
I guess you did it to make colonisation phase a bit slower, but there can be another way to do it, without making colonisers useless. What do you think? |
Re: The Star Trek Mod - Final Update
I honestly don't know. I had no intention of making colony ships useless by mid game. What race are you playing as?
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I'm playing 2 games as 8472 and Orion. Actually all races have equal colonyships (with EPM=10) except those which belong to general races (EPM=4) and 8472 (EPM=6).
Another issue: it's still too easy to make a selfsufficient ships. Ex.: Dreadnought, 3 nacceles + transwarp drive III + 4 impulse engine V = 15 MP. Supply usage is 420 units per 15 mp. So 4 bussard collectors will easily compensate supply expenses. +2 ramscoops will even provide some redundant supplies. Same situation in low tech game: Frigate, 2 nacelles + warp drive I + 4 impulse engines I = 5 mp. Supply usage is 270 units per 5 mp. It's easy to regenerate them with 4 bussard collectors I (80*4=320). I think that rule for calculating supply generation values should be: 4 * supplies from maxed bussard collector + 2 * supplies from maxed ramscoop < 420. You only need to find right values for bussard and ramscoop. |
Re: The Star Trek Mod - Final Update
Anyway this will be mute once the new propulsion system is in place. http://forum.shrapnelgames.com/image...ies/tongue.gif
However, I do recommend special mounts for colony modules for use with colony ship hulls a la adamant mod. |
Re: The Star Trek Mod - Final Update
Ahhh, the Orions, I see now. Since they are a pirate race, they have very poor colonization technology. There best at compensating for this disability by capturing other races colony ships and enslaving the colonists.
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Some technology is captureable and if you do a high tech start that technology will become available to you. |
Re: The Star Trek Mod - Final Update
I noticed something that seemed a little strange when playing today. I was the federation and some of the fighter\shuttle components. They were both 5kt but one had 3 for the damage then another with the same size was 5 for the damage. Is this meant to be this or is it just no one noticed
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Re: The Star Trek Mod - Final Update
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Warp Scale: --------------------- [*]Warp Core I + 2 Warp Nacelle I = Movement of 2[*]Warp Core II + 2 Warp Nacelle II = Movement of 3 [*]Warp Core III + 2 Warp Nacelle II = Movement of 4[*]Warp Core IV + 2 Warp Nacelle III = Movement of 5[*]Warp Core V + 2 Warp Nacelle III = Movement of 6[*]Warp Core VI + 2 Warp Nacelle III = Movement of 6[*]Warp Core VII + 2 Warp Nacelle IV = Movement of 8[*]Warp Core VIII + 2 Warp Nacelle IV = Movement of 8[*]Warp Core IX + 2 Warp Nacelle IV = Movement of 9[*]Warp Core X + 2 Warp Nacelle V = Movement of 10[*]TransWarp Core I + 2 Warp Nacelle V = Movement of 11[*]TransWarp Core II + 2 Warp Nacelle V = Movement of 12[*]TransWarp Core III + 2 Warp Nacelle V = Movement of 13 |
Re: The Star Trek Mod - Final Update
I want to increase the Home World Cargo capacity, how do I do that?
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Also I would like to set it up so that each race starts the game USING their facilities instead of the stock ones. How do I do this?
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Re: The Star Trek Mod - Final Update
Right now the only differance is the accuracy. I will be reviewing all of the weapons in the mod for balance next. If I come acrossed a weapons, such as you have listed, I will hopefully be able to give one a uniqe ability so that they are both equally usefull.
Thank you. |
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Re: The Star Trek Mod - Final Update
Instead of increasing the max cargo of the planet like aiken suggested you could just create facilites which increase cargo hold. Since homeworlds start quite advanced and have "unique" buildings, you could just set it up that way.
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Re: The Star Trek Mod - Final Update
Thanks Aiken, I fixed the troop issue by adding the requirement OF "Race Technology" to each races Troop entry in the Tech Area file. This should fix the issue.
Thanks for the help with my questions as well. http://forum.shrapnelgames.com/images/smilies/happy.gif All races have access to Generic Infantry. Only the following have acess to Race Infantry: 8472, Borg, Breen, Cardassian, Dominion, Federation (ALL), Ferengi, Klingon, Orion, Romulan, and Tholian. |
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Could you please give me more info on modifying the Homeworld cargo amount. I don't understand how changing Sphere World will effect home world cargo.
Thanks. |
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Ooopsy. What a crap I wrote about Sphereworlds! http://forum.shrapnelgames.com/image...s/rolleyes.gif
I just thought you had asked about sphereworlds. Sorry. Well, the right answer will be "I don't know". Or follow the advice that Rag-X gave, add a Cargo Storage ability to Spaceports. To make such facility a "homeworld only", create racial facilities with Spaceport and Cargo storage abilities and make them very expensive. Although you'll have to test which facility will be placed on a HW: generic SP or racial one. edit: Resupply Depot is another convenient facility. edit2: actualy, resupply depot is better, because Natural Merchants trait will remove Space Port from HW. edit3: on a second thought AI will likely prefere to build expensive racial resupply depot or Space port in just colonised systems. It can cause AI to stumble and waste its resourses on a very expensive facilities. If you want to go further - add an AI tag to resupply depot (or space port) and change all AI_construction_facilities.txt to reflect this change. edit4: never mind |
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So they do... I guess I need an AI trait now...
edit: Problem solved. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Star Trek Mod - Final Update
Just found an interesting game feature. Probably it's a well know for others.
Empire setup: enviroment - Rock; adv. traits - Gas world natives (yes, it was my mistake) Game started. Now go to research screen, and voila! - "Rock Planet Colonisation - Gas Natives" tech is already researched. Nice protection against my stupidity http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
Thats funny
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Re: The Star Trek Mod - Final Update
Ok the beta for 1.8.0 is ready. I will PM or email you the download link.
Please keep playing as normal using the recommended settings listed in the "Before You Play" document. Please pay close attention to the new propulsion system, and watch for any illegal designs by the AI. Please keep an eye out for any discriptions that can be improved or spell checked. Quote:
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Re: The Star Trek Mod - Final Update
Miniaturization Experts trait says that it will increase planet storage by 50%, but it will increase it by 25% only.
<font class="small">Code:</font><hr /><pre> Value 1 := 25 (should be 50) </pre><hr /> |
Re: The Star Trek Mod - Final Update
Thanks.
I also ran into an illegal design problem that I cannot find a work around for. The AI when designing fighters (SHuttles) after the first turn load them with RIFLES, a TROOP only weapon with a limit of ONE per Troop. Two things wrong here, first a FIGHTER ( shuttle ) should not be able to access this component, RIFLE, and second it should not be able to use more than one but it is. Now human players will not be able to use RIFLE on shuttles so why is the GD AI doing it? I have tried everything short of craking the code and re-writing the software from scratch. To see what I am talking about simply start a game, set the Minister to do design, and run one turn. Then look at the UNIT designs, fighter. You will see that it has added component RIFLE instead of the legal component of small phaser. |
Re: The Star Trek Mod - Final Update
Do they have the same weapon family values? If so, you must change them.
The AI is notorious for ignoring restrictions. It never pays any attention to restrictions such as Only X Per Vehicle, the only 1 bridge per ship limit, etc. These rules only apply to humans... Also, I have noticed that troops often use fighter-only components if they are the best. Some sort of bug exists in the AI design routines that it thinks that fighter-only components are valid on troops, and vice versa. This has also happened sometimes with weapon platform designs using ship-only components... Every time it was due to overlapping family numbers. |
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ps: nice ascii ship http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Thanks guys, I was stumbling onto it when I read this. Thanks for the help I don't know what I would do without you two.
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Re: The Star Trek Mod - Final Update
Atrocities:
"No Aiken and no Fyron make Atrocities something something..." Some random person: "Go crazy?" Atrocities: "Don't mind if I do!" |
Re: The Star Trek Mod - Final Update
Listing out and revamping the weapons as needed now. Man this is going to take some time. At least I will be able to reorganize the components file now.
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Re: The Star Trek Mod - Final Update
Error in warp core mounts, they interfere with each other.
There are 2 variants of fixed mounts: <font class="small">Code:</font><hr /><pre> Long Name := Warp Core Mount Tonnage Percent := 20 Vehicle Size Minimum := 100 Vehicle Size Maximum := 300 (1. 300 or 2. 299) & Long Name := Warp Core Mount Tonnage Percent := 40 Vehicle Size Minimum := 300 (1. 301 or 2. 300) Vehicle Size Maximum := 600 (1. 600 or 2. 599) & Long Name := Warp Core Mount Tonnage Percent := 60 Tonnage Structure Percent := 100 Vehicle Size Minimum := 600 (1. 601 or 2. 600) Vehicle Size Maximum := 800 (1. 800 or 2. 799) & Long Name := Warp Core Mount Tonnage Percent := 80 Vehicle Size Minimum := 800 (1. 801 or 800) Vehicle Size Maximum := 1000 </pre><hr /> 2. Hand Weapon I, II and III all have different families (??) They have Weapon Family = 100 (change it to avoid conflicts with shuttle phasers). It's generally a good idea to check all troops weapons, I have an impression that all of them have the same wpn family (100). Damage for Hand Weapon I,II,III: I: 5 II: 4 4 4 (???) III: 6 6 5 (???) quite strange distribution, leave alone that range doesn't matter. 3. afair, special abilities don't work on components for troops, so emissive armor ability on Body Armor is useless. Hence the comp itself is useless, due to miserable damage resistance (1 hp). However I'm not completely sure about my Last statement. It's likely to be true, but could someone confirm or deny it, please? |
Re: The Star Trek Mod - Final Update
Thanks Aiken, for 3, its mainly cosmetic.
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I agree with Fyron.
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They are just for INFANTRY, a max KT of 5.
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Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif |
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rrrraaaaghhhhhh (c) tesco http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Star Trek Mod - Final Update
*SQUEEK*
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Re: The Star Trek Mod - Final Update
Good point, will fix.
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I will be releasing the entire NEO-Standard Set soon, and these new hi-res renders will be going into the next Version of the STM.
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Re: The Star Trek Mod - Final Update
I like them. They look dangerous.
Ok, one of the reasons I use things like 'shiney' is I find it hard to verbalize what I like. But I do know what I like about them. Just, not verbally. |
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They're definitely better than the old ones. Are there any limits for your advance?
I hope not http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Re: The Star Trek Mod - Final Update
Well, uh, 'Shiney'. Pretty lights and deadly-looking and um engines and stuff.
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