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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Captain Kwok November 1st, 2004 09:15 AM

Re: The Star Trek Mod - Final Update
 
It took me 4 minutes to make the fixes. I'll e-mail the two files to you.

Aiken November 1st, 2004 09:25 AM

Re: The Star Trek Mod - Final Update
 
It was my request.
I asked for this because it was too easy to add unmounted warp core to design. I did it a couple of times (inspite of description saying "use mount!") http://forum.shrapnelgames.com/image...s/rolleyes.gif Stupid me.
I thought that it could be a source of troubles for newbie players as well.

Renegade 13 November 1st, 2004 12:48 PM

Re: The Star Trek Mod - Final Update
 
One small thing Atrocities. I'd meant to mention this long ago, but never did. I'm not a beta tester for the latest Version, so you may have already fixed this....but here it is anyways.

I noticed that couple of hundred turns into my game, none of the AI races would use ships over about 500kT in size. I of course was using ships way way bigger. They never did use larger ships, and so it was actually quite easy to defeat them once I had the larger ships. I know that they've researched the larger ships, because their minesweeper class ships use their largest ship sizes. I presume this might be a problem with their ship design txt files.

Hope this helps you out a little bit, sorry if this has already been addressed.

Thanks for all the hard work that's going into making this mod even better than it already is http://forum.shrapnelgames.com/images/smilies/happy.gif

Ragnarok-X November 1st, 2004 02:10 PM

Re: The Star Trek Mod - Final Update
 
Definitly a error with the design creation, most probably the big hulls are not at the top of the file (just a guess)

Captain Kwok November 1st, 2004 02:23 PM

Re: The Star Trek Mod - Final Update
 
Quote:

aiken said:
I thought that it could be a source of troubles for newbie players as well.

Ok. I see what you mean, it would usually cause an warning about size and then the player would realize "oh crap!, forgot to use the mount...". That's not a bad idea, Atrocities just needs to make sure that if he does it for a thousand to just adjust all other components accordingly. He could keep the current values and just make nacelles 500kT and adjust the structures to match the sizes.

Ed Kolis November 1st, 2004 07:49 PM

Re: The Star Trek Mod - Final Update
 
Sorry if this is fixed already (I'm playing a STM 1.72 PBW game) but I noticed a few problems with weapons:

-Ferengi (and perhaps other) racial weapons can't be mounted on bases.
-Base mounts say they increase damage by 3, 5, whatever times, but in fact they don't - I understand the desire to balance the mounts out but I think it should be documented that the large mount actually does more damage than the heavy mount!
-Ferengi Pulse Weapons keeps on going past tech level 3, even though I haven't seen any weapons that use such technology yet...

Oh yeah, and only 2 levels of Captains? http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/image...ies/tongue.gif

Keep up the great work! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Atrocities November 1st, 2004 08:44 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Captain Kwok said:
Ack!

Why did you go change the tonnage percents on the mounts! And then change all the warp cores to a 1000kT while leaving the structures the same, i.e. 20kT!

To fix:

Step 1:
Change all warp core components back to 100kT. Make their structure equal to their size. The nacelle components are fine at their current components. I do suppose you could up their structure if you want to increase their chance of being hit.

Step 2:
Change all the propulsion mounts to 20%, 40%, 60%, 80% size and structure. Drop the huge propulsion mount, that's the default size.

Step 3:
Enjoy.

Because people were adding them without the mounts @ 100kt.

Colonel November 2nd, 2004 01:12 AM

Re: The Star Trek Mod - Final Update
 
Havent been really able to play that much, but is it suppose to be missing half the weapons or did I screw up installing it. Also is it suppose to have a couple place holders-in components.

Atrocities November 2nd, 2004 02:19 AM

Re: The Star Trek Mod - Final Update
 
The weapons systems has been changed. You must now research to gain access to weapons. The next Version will have a middle starting tech that will give access to race weapons.

As for place holders, I want opinions on them. Should I leave them in or take them out. I put them there to help new players gain an understanding of the weapons in each catagory.

Thanks for the post Colonel. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities November 2nd, 2004 02:22 AM

Re: The Star Trek Mod - Final Update
 
I should post that I am playing the latest Version, 1.8.5 and am having a bLast so far. I have not had this much fun playing the STM since Kwok and UserX and I played a turn fest.

I will get back to updating the ship sets tomorrow I think. I will also have a new beta patch, data files only, tomorrow.

Right now I am rebuilding an old Compaq PC and so far so good as it seems to be working well.

Say do any of you know a good place to get a free firewall program like zone alarm but better? Also a free anti virus program?

Thanks.


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