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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Geez, not again. http://forum.shrapnelgames.com/images/icons/icon10.gif
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[ July 02, 2003, 04:39: Message edited by: Atrocities ] |
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
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Speaking about star trek
http://biz.yahoo.com/prnews/030701/latu062a_1.html Quote:
[ July 02, 2003, 06:45: Message edited by: Atrocities ] |
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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.
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Your moving too? Man that has to bite.
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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 |
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
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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. |
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 |
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 |
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Why did you make your own smiley?
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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.
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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. |
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. |
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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.
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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. |
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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 ] |
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
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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. |
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 ] |
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
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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. |
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 ] |
Re: STM "Final v1.7.5" Discussion
The new intro image is also done now.
I have also finished the Breen and Cardassian Facilities. |
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 |
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. |
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? |
Re: STM "Final v1.7.5" Discussion
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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 ] |
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] |
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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. |
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 |
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1057702244.bmp The hached background normally used for highlighting looked lousy with the Monitor font, so I used solid colors instead. |
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 |
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 |
Re: STM "Final v1.7.5" Discussion
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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 |
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
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Re: STM "Final v1.7.5" Discussion
Beta testers check your emails.
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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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