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

CaptSpoogy July 2nd, 2003 12:51 AM

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

Originally posted by Atrocities:
It is very slow process and I have a lot of respect for any one who undertakes a mod. Kwok did fantastic leg work on this mod and it shows. Without his web site and work I could not have gotten this far this fast. Thank you Captain Spoogy. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">I believe you have me confused with someone else. You need to give credit where credit is due. http://forum.shrapnelgames.com/images/icons/tongue.gif

TerranC July 2nd, 2003 01:16 AM

Re: STM "Final v1.7.5" Discussion
 
Geez, not again. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities July 2nd, 2003 05:39 AM

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

Originally posted by capt_spoogy:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Atrocities:
It is very slow process and I have a lot of respect for any one who undertakes a mod. Kwok did fantastic leg work on this mod and it shows. Without his web site and work I could not have gotten this far this fast. Thank you Captain Spoogy. http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I believe you have me confused with someone else. You need to give credit where credit is due. http://forum.shrapnelgames.com/images/icons/tongue.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">My Bad http://forum.shrapnelgames.com/images/icons/icon12.gif Right Captain Kwok http://forum.shrapnelgames.com/images/icons/icon12.gif

[ July 02, 2003, 04:39: Message edited by: Atrocities ]

Fyron July 2nd, 2003 07:13 AM

Re: STM "Final v1.7.5" Discussion
 
Kwok has a split personality. Waaaayyy too much time with Star Trek for him! http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities July 2nd, 2003 07:42 AM

Re: STM "Final v1.7.5" Discussion
 
Speaking about star trek

http://biz.yahoo.com/prnews/030701/latu062a_1.html
Quote:

Viacom has released only one "Star Trek" movie since entering into agreement with Activision and has recently informed Activision it has no current plans for further "Star Trek" films. Viacom also has allowed two "Star Trek" television series to go off the air and the remaining series suffers from weak Ratings. Viacom also frustrated Activision's efforts to coordinate the development and marketing of its games with Viacom's development and marketing of its new movies and television series.
<font size="2" face="Verdana, Helvetica, sans-serif">Bummer.

[ July 02, 2003, 06:45: Message edited by: Atrocities ]

DarkHorse July 2nd, 2003 05:16 PM

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

Originally posted by Atrocities:
UPDATE:

When the mod is ready for beta testing I will send the beta to those who have emailed me with interest in being a beta tester. atrocities@astmod.com

<font size="2" face="Verdana, Helvetica, sans-serif">I'd still like to beta test; I had sent the good Capt Kwok an email a while back, but alas the hard drive gods were against him. I'm at work now (shhh) so I'll send you an email when I get home, if there is still room in the beta 'program'.

Captain Kwok July 3rd, 2003 05:37 AM

Re: STM "Final v1.7.5" Discussion
 
I'm up and running on the new computer, give me a few days to move in and I should be able to offer some more assistance.

Atrocities July 3rd, 2003 06:45 AM

Re: STM "Final v1.7.5" Discussion
 
Your moving too? Man that has to bite.

Ragnarok July 3rd, 2003 06:47 AM

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

Originally posted by Atrocities:
Your moving too? Man that has to bite.
<font size="2" face="Verdana, Helvetica, sans-serif">Or does he mean moving into this new computer? Downloading all right files, drivers, etc...

I live at my computer basically so I could be said to "move into it" whenever I get a new one. http://forum.shrapnelgames.com/images/icons/icon7.gif

But I'm probably way wrong here. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities July 3rd, 2003 07:37 AM

Re: STM "Final v1.7.5" Discussion
 
You live at your computer? Oh man, and I thought I was bad. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities July 3rd, 2003 02:05 PM

Re: STM "Final v1.7.5" Discussion
 
Captain Kowk I was wondering if it would be ok to post the new components for download? They include your race portraits for the Star Trek Mod.

Images 961 thru 984:
961 - 962 - 963 - 970 - 979 - 980 - 981 - 982 - 983 & 984 are recolored original components
965 - 966 - 967 - 968 - 969 were created by Captain Kwok for the Star Trek Mod
971 - 972 - 973 - 974 - 975 - 976 - 977 & 978 are images from Activision Elite Force I and II.

Atrocities July 3rd, 2003 02:08 PM

Re: STM "Final v1.7.5" Discussion
 
If any one is interested here are the current weapons and ranges for all the races except the tholians. I haven't gotten them done yet. I will add them once I am done.

Weapons.txt

Atrocities July 4th, 2003 01:02 AM

Re: STM "Final v1.7.5" Discussion
 
Well I have added the Structural Integrity Field I - V to the components list.

I have finished the Klingon Components and Weapons.

I am debating on wether or not to add 10 more races to the Race directory. They would all use generic Ai and all use only 8 ship classes including colony or transport ships.

The reason for this is game limitations. If you have only 10 races and you choose a setting of many races then the game will use one or two races twice or even three times. By adding ten minor races to the Race folder I could eliminate this.

The 10 races would more than likely use their own ships sets, but a few might have to use repeates or generic ships.

When setting up your race the game will often use a random BMP image from one of the race folders. This is random and can be any image. I am therefore at a loss as to what to do about this except to include ALL images with all sets. I can over look this error as it does not cause the game to crash, but it does cause an annying pop-up error.

If Aaron was to fix one thing more for SEIV, I would as that it be this: Provide a setting that will alow a modder to lock the random image to a specific image.

To get the 10 minor races I will be using 5 of the neutral races. This is how the races will be tenatively set up.

Major Races:
Species 8472
Borg
Breen
Cardassian
Dominion
Federation (STNG)
Ferengi
Klingon
Romulan
Tholian

Minor Races:
Bajoran
Gorn
Hirogen
Ktarians
Kazon
Nausicaan
Sheliak
Son'a
Tamarian
Vaadwaur

Neutral Races:
Andorian
Anticans
Bandi
Benzites
Betazoid
Bynars
Chalnoth
Mintakan
Mizarian
Pakleds
Selay
Talarian
Trill
Ullian
Vulcan
Yridians
Zakdorn

Atrocities July 4th, 2003 11:21 PM

Re: STM "Final v1.7.5" Discussion
 
http://www.smiliegenerator.de/s17/smilies-14111.png

Fyron July 4th, 2003 11:41 PM

Re: STM "Final v1.7.5" Discussion
 
Why did you make your own smiley?

oleg July 5th, 2003 12:04 AM

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

Originally posted by Atrocities:
I am debating on wether or not to add 10 more races to the Race directory. They would all use generic Ai and all use only 8 ship classes including colony or transport ships.

The reason for this is game limitations. If you have only 10 races and you choose a setting of many races then the game will use one or two races twice or even three times. By adding ten minor races to the Race folder I could eliminate this.


<font size="2" face="Verdana, Helvetica, sans-serif">But why should you keep the race number selection in settings.txt ? Make it smaller. 1-3 for small, 4-5 for medium and 6-8 for high ! Just an example, of course.

Fyron July 5th, 2003 12:45 AM

Re: STM "Final v1.7.5" Discussion
 
Actually, if you have less than 20 races, any choice gets really weird results. You get random ship sets with random AI files for all races.

Atrocities July 5th, 2003 01:21 AM

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

Originally posted by oleg:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Atrocities:
I am debating on wether or not to add 10 more races to the Race directory. They would all use generic Ai and all use only 8 ship classes including colony or transport ships.

The reason for this is game limitations. If you have only 10 races and you choose a setting of many races then the game will use one or two races twice or even three times. By adding ten minor races to the Race folder I could eliminate this.


<font size="2" face="Verdana, Helvetica, sans-serif">But why should you keep the race number selection in settings.txt ? Make it smaller. 1-3 for small, 4-5 for medium and 6-8 for high ! Just an example, of course.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">This feature does not work. Both Kwok and I have tried it seprately with the same results.

Atrocities July 5th, 2003 01:23 AM

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

Originally posted by Imperator Fyron:
Why did you make your own smiley?
<font size="2" face="Verdana, Helvetica, sans-serif">http://www.smiliegenerator.de/s17/smilies-14202.png

Fyron July 5th, 2003 02:08 AM

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

Originally posted by Atrocities:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by oleg:
But why should you keep the race number selection in settings.txt ? Make it smaller. 1-3 for small, 4-5 for medium and 6-8 for high ! Just an example, of course.

<font size="2" face="Verdana, Helvetica, sans-serif">This feature does not work. Both Kwok and I have tried it seprately with the same results.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Actually, it does work. You just have to have 20 or more races. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities July 5th, 2003 02:41 AM

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

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Atrocities:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by oleg:
But why should you keep the race number selection in settings.txt ? Make it smaller. 1-3 for small, 4-5 for medium and 6-8 for high ! Just an example, of course.

<font size="2" face="Verdana, Helvetica, sans-serif">This feature does not work. Both Kwok and I have tried it seprately with the same results.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Actually, it does work. You just have to have 20 or more races. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">True.

Atrocities July 5th, 2003 03:22 PM

Re: STM "Final v1.7.5" Discussion
 
For the five or so of you who care about this mod, I have finished all of the race components and weapons. I have added the extra races to the Race directory and Neutral Race directory.

Now for the Facilities and the Research files then comes the beta.

Atrocities July 5th, 2003 03:34 PM

Re: STM "Final v1.7.5" Discussion
 
Again for the five or so of you who seem to care about this mod.

I just ran a 100 turn AI test looking for bugs or errors. None came up. Of course the AI's did not research any of the new tech, not yet programed into the Reseach files, but everything else worked just fine.

After 100 turns:
1. Borg
2. Cardassian
3. Klingon
4. Dominion
5. Federation
6. Ferengi
7. Romulan
8. 8472
9. Tholian
10. Breen

Many of the races were very close to each other so this list is kind of misleading. They were all very close to one another.

Captain Kwok July 5th, 2003 04:05 PM

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

Originally posted by Atrocities:
For the five or so of you who care about this mod...
<font size="2" face="Verdana, Helvetica, sans-serif">For every active participant - there are at least 10 lurkers. http://forum.shrapnelgames.com/images/icons/tongue.gif

General Woundwort July 5th, 2003 04:05 PM

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

Originally posted by Atrocities:
Again for the five or so of you who seem to care about this mod.
<font size="2" face="Verdana, Helvetica, sans-serif">Come, come, you are far too modest. I'm sure lots of people are eagerly awaiting the results. I for one am keen to start in on the beta. http://forum.shrapnelgames.com/images/icons/icon6.gif

Atrocities July 5th, 2003 07:26 PM

Re: STM "Final v1.7.5" Discussion
 
Something that is extremely frustrating to no end is the fact that I have set a component to ONLY ONE PER VEHICLE yet the frickign AI uses more than one. Sometimes as many as 5. This is very frustrating to say the least.

http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif

Atrocities July 5th, 2003 07:42 PM

Re: STM "Final v1.7.5" Discussion
 
Ok, I will most defently need help on doing the Research.txt's. I have done the basic set up for all 10 regular races, however they seem not to be fairing very well.

They are researching correctly, but at turn 200 they are still in low tech and not research like they should. I guess I need to tweak the files a bit more, but help in this area would be greatly appreciated.

Perhaps something for the beta tester to play with.

At any expense, 200 turns and all seems to be going will with the COmponents and weapons. The AI have not research any weapons yet, again I need to work on the research.txt as they should be by now, however I have gotten no errors.

Now onto the facilities and then back to the working on the Research files.

userx July 5th, 2003 08:18 PM

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

Originally posted by Atrocities:
Again for the five or so of you who seem to care about this mod..
<font size="2" face="Verdana, Helvetica, sans-serif">Hey Atrocities, Don't be so hard on yourself. I suspect that there are many people who care about this mod. I myself have become a "lurkers" cause I've been really busy over the Last few months but I do check out this forum every few days to see the progress of the mod. I've even bought a new computer so that I can get to turn 200 without having to wait 15 minutes between each turn!

I suspect that once the mod is released you'll be swamped with questions, comments, and praise.

Keep up the work!

[ July 05, 2003, 19:18: Message edited by: userx ]

The Canuck July 5th, 2003 09:05 PM

Re: STM "Final v1.7.5" Discussion
 
atrocities trust me, there are PLENTY of people waiting anxiously for this mod, my self being one of them, we're just well, most of the time silently waiting as in my case i have no questions as u and Kwok answer them before i can think of them and u constantly update your progress so i never ask for updates. so despare not noble Atrocities, we are here and cant wait till this mod is out. so keep up the good work, from all us fans of the mod http://forum.shrapnelgames.com/images/icons/tongue.gif

TNZ July 6th, 2003 08:19 AM

Re: STM "Final v1.7.5" Discussion
 
Hi Atrocities

Try This instead of component restrictions.

AI selects components by their ability type, eg. if a component has the ability of combat to hit defense plus and ability of combat to hit offense plus the component wills be selected twice. This means that if the component has two abilities and both those abilities are present in the AI design types data file, the component will be used twice.

Atrocities July 6th, 2003 09:54 AM

Re: STM "Final v1.7.5" Discussion
 
Sorry guys, my sense of humor is a bit off at 5 am or so after being up for 24 hours strait. To much coffee and no sleep make Atrocities a bit cynical.

Regarding the computer using extra components despite the restrictions. Well I would rather it used SIF than have an extra engine or two. The AI has to fill up space I guess to I will make the SIF have a tonage of 5 instead of 0. That should fix the problem if not, oh well, an issue for another time.

Thanks TNZ t hat is very helpful info. Very helpful.

[ July 06, 2003, 08:57: Message edited by: Atrocities ]

Atrocities July 6th, 2003 06:51 PM

Re: STM "Final v1.7.5" Discussion
 
Thanks TNZ, but when I tried this simular idea for the AST mod, it caused a lot of problems. One could not research other colony technology and was stuck with what they started the game with. But I will give it a shot. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities July 6th, 2003 10:15 PM

Re: STM "Final v1.7.5" Discussion
 
I have completed the 8472 and Borg facilities.

I added the DefaultDesignTypes and DefaultColonyTypes from the FQM 2.4 to the Data folder.
I would like to add the latest Version of the USM to the mod as well. *DONE*
I have also added the latest Version of CNC Star Trek Systems names to the mod.

I also replaced the Carrier and Fighters types in the VehicleSize.txt file. They are under Advanced Ship Construction. I reduce the size of the fighters and tweaked the carriers a bit. The light carrier is smaller and faster, while the other two slow down as the size increases and hold a little bit more. I re-included them because some players like this options, although I do not, and I will make the Advanced Ship Construction a removeable technology. It will include Fighters and Carriers.

I have added both the Definant Escort and the Klingon BOP (Bird Of Pray) mounts to thw CompEnhancment.txt file.

The rest of the file will remain as defualt for now. We can always add more mounts later.

Atrocities July 6th, 2003 10:42 PM

Re: STM "Final v1.7.5" Discussion
 
Here are the names of the 20 neutral races. I added two new ones to the list.

Bynars 001
Talarian 002
Selay 003
Anticans 004
Bandi 005
Mintakan 006
Andorian 007
Bajorian 008
Chalnoth 009
Vulcan 010 (Race Portrait from the Internet)
Betazoid 011
Malcoria 012 <font color=blue>(NEW)<font color=black>
Zakdorn 013
Takarans 014 <font color=blue>(NEW)<font color=black>
Benzites 015 - Race Emblem by: David Gervais
Mizarian 016 - Race Emblem by: David Gervais
Pakleds 017 - Race Emblem by: David Gervais
Trill 018 - Race Emblem by: David Gervais
Ullian 019 - Race Emblem by: David Gervais
Yridians 020 - Race Emblem by: David Gervais

[ July 06, 2003, 21:42: Message edited by: Atrocities ]

Atrocities July 6th, 2003 11:46 PM

Re: STM "Final v1.7.5" Discussion
 
The new intro image is also done now.

I have also finished the Breen and Cardassian Facilities.

TNZ July 7th, 2003 01:39 AM

Re: STM "Final v1.7.5" Discussion
 
New Component Idea for New Star Trek Mod

No more designing three different colony ships. http://forum.shrapnelgames.com/images/icons/tongue.gif

Name := Colony I
Description := Materials needed to start a colony on a rock planet.
Pic Num := 54
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Colonizing
Family := 5001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 60kT worth of cargo space.
Ability 2 Val 1 := 60
Ability 2 Val 2 := 0
Weapon Type := None

Name := Colony II
Description := Materials needed to start a colony on a rock planet And a ice planet.
Pic Num := 54
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Colonizing
Family := 5001
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Ice Planet Colonization
Tech Level Req 2 := 1
Number of Abilities := 3
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Colonize Planet - Ice
Ability 2 Descr := Can colonize an ice based planet.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Cargo Storage
Ability 3 Descr := Provides 60kT worth of cargo space.
Ability 3 Val 1 := 60
Ability 3 Val 2 := 0
Weapon Type := None

Name := Colony III
Description := Materials needed to start all colony.
Pic Num := 54
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Colonizing
Family := 5001
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Ice Planet Colonization
Tech Level Req 2 := 1
Tech Area Req 3 := Gas Giant Colonization
Tech Level Req 3 := 1
Number of Abilities := 4
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Colonize Planet - Ice
Ability 2 Descr := Can colonize an ice based planet.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Colonize Planet - Gas
Ability 3 Descr := Can colonize a gas giant planet.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Ability 4 Type := Cargo Storage
Ability 4 Descr := Provides 60kT worth of cargo space.
Ability 4 Val 1 := 60
Ability 4 Val 2 := 0
Weapon Type := None

Atrocities July 7th, 2003 06:29 PM

Re: STM "Final v1.7.5" Discussion
 
I have finished the Dominion, Federation and Ferengi facilities.

I have only the Klingon, Romulan, and Tholian left to do.

I will take on the research.txt's again and try and get them to work better.

General Woundwort July 7th, 2003 06:38 PM

Re: STM "Final v1.7.5" Discussion
 
Hey AT,

I tried doing a "STNG" interface for SEIV awhile back, but gave up for sheer frustration (the way the game screen uses and divides up the display frame BMPs is enough to give one nightmares http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif ). However, one thing I did manage to do is change the graphic for the race/planet data buttons from SEIV font to STNG Monitor font. Interested?

minipol July 7th, 2003 11:29 PM

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

Originally posted by Atrocities:
Again for the five or so of you who seem to care about this mod.
<font size="2" face="Verdana, Helvetica, sans-serif">A lot of people care. It's just that we are so anxiously awaiting this mod that we do not wish to bother you very much because this mean you would reply and when you reply you aren't doing the mod which in turn means we have to wait longer to kick some Borg circuits.
So by acting like we do not care we show that we care http://forum.shrapnelgames.com/images/icons/icon7.gif

(damn i should have become a lawyer http://forum.shrapnelgames.com/images/icons/icon10.gif )

[ July 07, 2003, 22:30: Message edited by: minipol ]

jimbob July 8th, 2003 01:52 AM

Re: STM "Final v1.7.5" Discussion
 
[de-lurk]

I'm looking forward to the mod my friend. I was willing to put up cash to help the great and magnanamous Kwok out on that Hard Drive problem, and must say that I'm downright tickled that someone else is willing and able to step in and work with him on an updated ST mod considering the heartache of the lost work. Cheers, my hat's off to you.

Secondly, before I re-lurk... would it be possible to make a special weapon and/or mount just for the Galaxy Class? I remember that the Collameter (sp) ring phaser was able to track while firing and split up it's beam to shoot at multiple targets, etc. I was just wondering if the special weapon/mount could be called a "collameter section". Putting several of these sections together would allow the weapon to fire "multiple times". Also, I think it would be cool if the weapon had the PDF ability (but not necessarily the targetting bonus) versus all ship and unit types (basically against all incoming objects... including ships).

Just my thoughts

[/de-lurk]

Atrocities July 8th, 2003 11:41 AM

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

Originally posted by General Woundwort:
Hey AT,

I tried doing a "STNG" interface for SEIV awhile back, but gave up for sheer frustration (the way the game screen uses and divides up the display frame BMPs is enough to give one nightmares http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif ). However, one thing I did manage to do is change the graphic for the race/planet data buttons from SEIV font to STNG Monitor font. Interested?

<font size="2" face="Verdana, Helvetica, sans-serif">Sure I'd love to take a look at it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities July 8th, 2003 11:47 AM

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

Secondly, before I re-lurk... would it be possible to make a special weapon and/or mount just for the Galaxy Class? I remember that the Collameter (sp) ring phaser was able to track while firing and split up it's beam to shoot at multiple targets, etc. I was just wondering if the special weapon/mount could be called a "collameter section". Putting several of these sections together would allow the weapon to fire "multiple times". Also, I think it would be cool if the weapon had the PDF ability (but not necessarily the targetting bonus) versus all ship and unit types (basically against all incoming objects... including ships).
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks for the idea, but right now there are only two additional weapons mounts, one for the Definant and one for the Klingon Bird Of Prey.

The Federation has a weapon called the Point Defense Phasers already. But combining weapons types might prove interesting.

When I finish with the beta of the mod, it will be basic, Kwok or whomever can take it from there and tweak it more or less however they deem fit.

Atrocities July 8th, 2003 04:08 PM

Re: STM "Final v1.7.5" Discussion
 
Ok, everything is basically done now except the new Research.txt files for all of the races and the AI.

One problem that I am having on a regular basis is the Tholian Drone error. Regardless of what design file I use, an error about Drones consistantly pops up. Even when I do not include a design file the error still pops up. It pops up occationally or all the time depending upon the games mood. It does it with its own file, regardless of how many differant race ones I substitute, and it does it with the AI defualt one.

I hate it, and it drives me mad.

The Beta should be out sooner than I had first thought. Look for it sometime later this week. I will send the interested parties the link to where they can download it.

The mod will include a few new images for the image mod and will replace the Components.bmp image.

I would hope that everyone by now has the complete image mod. The game has been set up, for the time being, to use FQM regular.

More to come soon. If you have signed up to be a beta tester please email me again with your most current email address. email me at startrekmod@astmod.com

General Woundwort July 9th, 2003 12:14 AM

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

Originally posted by Atrocities:
Sure I'd love to take a look at it. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">FWIW...

1057702244.bmp

The hached background normally used for highlighting looked lousy with the Monitor font, so I used solid colors instead.

Atrocities July 9th, 2003 12:30 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks for the image, http://forum.shrapnelgames.com/images/icons/icon7.gif

For those who are interested in participating in the private beta of this mod, PLEASE re-email me at startrekmod@astmod.com

Captain Kwok July 9th, 2003 02:32 AM

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

Don't forget to send me a copy of the beta too!

I've been lurking only for the Last few days, but looks like progress is being made quickly. Keep up the good work and I hope those computer problems I read are only temporary. http://forum.shrapnelgames.com/images/icons/tongue.gif

TNZ July 9th, 2003 02:55 AM

Re: STM "Final v1.7.5" Discussion
 
-----------------------------------------------
Originally posted by Atrocities:
One problem that I am having on a regular basis is the Tholian Drone error. Regardless of what design file I use, an error about Drones consistently pops up. Even when I do not include a design file the error still pops up. It pops up occasionally or all the time depending upon the games mood. It does it with its own file, regardless of how many different race ones I substitute, and it does it with the AI default one.
----------------------------------------------

To Atrocities please post the error Messages. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities July 9th, 2003 11:09 PM

Re: STM "Final v1.7.5" Discussion
 
Captain Kwok you are number 1 on the list and always have been. http://forum.shrapnelgames.com/images/icons/icon7.gif TNZ will do when it happens again. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities July 10th, 2003 07:43 AM

Re: STM "Final v1.7.5" Discussion
 
Beta testers check your emails.

Atrocities July 10th, 2003 08:16 AM

Re: STM "Final v1.7.5" Discussion
 
I made some color changes to my game files for my Version of the mod, boy do they really make the game look differant. I was trying for a star trek feel, to get away from the DOS appearance of the current UI so I changed the colors a bit. It looks very interesting.

If any of you beta testers are interested in it, let me know I will add it too the download page and you can install it and see for yourself.

Many of the UI images used in the mod are hard coded and cannot be changed. Or at least I could not find them to change them.


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