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

Fyron April 8th, 2005 12:32 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
You can add more attachments to a post by editing it. Copy the link to the previous attachment and add it to the body of the post. It will still work fine.

El_Phil April 8th, 2005 06:52 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Very nice, great explosion and a nice scene. The fed ship on the right needs its nacelles sorted, but I guess you knew that. Good start.

Atrocities April 8th, 2005 01:31 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
what do you mean by sorted?

El_Phil April 8th, 2005 01:36 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
As I see it the ship on the right has three nacelles, with one looking like its coming out of the top of the saucer. That third upper nacelle just looks like it shouldn't be there.

Atrocities April 8th, 2005 02:40 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
1 Attachment(s)
The ship on the right, is of the Dominion/Star Empire class. I have seen a lot of models and even made one... real plastic model.. many years ago. I miss that model, hell I miss them all.

http://www.shrapnelcommunity.com/thr...2-dominion.PNG

El_Phil April 8th, 2005 02:54 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Ahhh that explains it. I'm still struggling to quite get my head around the shape of it. The lead designer wasn't named Escher was he? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/smilies/happy.gif

Ragnarok-X April 11th, 2005 04:34 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
I have a major balance issue. This is really ticking me off i can tell you. its about the STM Final PBW Game, which is, i think using 1.9.0.9. I cant tell if the newest version fixes this, but you really should consider doing it.

I had a fleet of 4 ships, with ship training 5%, lvl 1 combat sensors and 4x2 lvl 2 PDC.
I get attacked by a fleet of 45 small shuttles, moving at speed 3 or 4, equipped with 2 of those 6-6 phasers and a small shield. I lost my fleet, colony and was able to kill 5 !!! shuttles. Now here is the deal. A small shuttle shield can hold of 30 !! Points of damage, which is about 2 hits from a lvl 2 PDC, while the stack deals out 6*2 damage *45 540 damage, enough to even kill a friggin big ship in one hit. This is real bad balance issue, shuttle shields are WAY to powerful, and this was even a lvl 1 shield ! How do you go about killing a fleet of shuttles, who have 2 shields, if even one can soak up so much damage ? I dont know. Either lower shuttle shields resistance, or power up PDC. Take a look at shuttle armor. One armors has a 1:4 tonnage/structure setting, while a shield has like 1:6 setting.

Now this really ticks me off because i was sure the shuttle couldnt beat me, and i even wrote a nice arrogant msg to the other player. I hope i dont stumble upon more balance issues, unless its the me who can exploit them. No offense to you though.

LordAxel April 11th, 2005 04:43 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
I think allowing the races main beam weapons to fire on fighters would solve the problem. Maybe either both or just the pulse versions. Never really made sense to me that they didnt. To handle large swarms of them is near i possible except with large numbers of ships with tons of pdc

Captain Kwok April 11th, 2005 05:35 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Quote:

Ragnarok-X said:
I have a major balance issue. This is really ticking me off i can tell you. its about the STM Final PBW Game, which is, i think using 1.9.0.9. I cant tell if the newest version fixes this, but you really should consider doing it.

I had a fleet of 4 ships, with ship training 5%, lvl 1 combat sensors and 4x2 lvl 2 PDC.
I get attacked by a fleet of 45 small shuttles, moving at speed 3 or 4, equipped with 2 of those 6-6 phasers and a small shield. I lost my fleet, colony and was able to kill 5 !!! shuttles. Now here is the deal. A small shuttle shield can hold of 30 !! Points of damage, which is about 2 hits from a lvl 2 PDC, while the stack deals out 6*2 damage *45 540 damage, enough to even kill a friggin big ship in one hit. This is real bad balance issue, shuttle shields are WAY to powerful, and this was even a lvl 1 shield ! How do you go about killing a fleet of shuttles, who have 2 shields, if even one can soak up so much damage ? I dont know. Either lower shuttle shields resistance, or power up PDC. Take a look at shuttle armor. One armors has a 1:4 tonnage/structure setting, while a shield has like 1:6 setting.

Now this really ticks me off because i was sure the shuttle couldnt beat me, and i even wrote a nice arrogant msg to the other player. I hope i dont stumble upon more balance issues, unless its the me who can exploit them. No offense to you though.

"Ha Ha Ha Ha Ha Ha!" - Message from Andorian Ambassador to Cardassian scum.

Atrocities April 11th, 2005 05:45 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
You must research Point Defense Phasers. Also yes, I am looking into this as a balance issue. I do not recall off hand if I had addressed this in the 1912 version or not. I would have to research it. Sorry Rag, I know its sucks.... But shuttles are small fast little SOB's with some fire power. A swarm of them could do a lot of damage to a ship that cannot target them.

That would be a nice addition to SEV, a targeting component that we could set as to what it can target like we do weapons.

Ragnarok-X April 12th, 2005 01:31 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Quote:

Captain Kwok said:
"Ha Ha Ha Ha Ha Ha!" - Message from Andorian Ambassador to Cardassian scum.



Ok now THAT is really pi**ing me off. http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/images/smilies/frown.gif

Ragnarok-X April 15th, 2005 08:23 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Hey AC,
sorry to bother again, but i cant seem to find the point-defense-phasers you mention. Im playing the Cardassian, the only think against fighters i can see are the standart PDC-Cannons with their weak damage. What do i have to research ?

Secondly i think i found another bug which is quite annoying as well. Here it goes. Each shield saps a bit of damage and created shield energy from hit. While a lvl 1 shield saps 10 damage per hit, a lvl 3 saps 15 damage.
Now the average lvl 5 weapon does like 55 damage. Now, if a player has a ship with 300 kT size, he can easily mount 3 of those shields. Now given he ONLY has lvl 3 shields, EACH hit will be reduced by 3*15 damage. -> 55-45 = 10. This means a single hit will now do 10 damage. Its a little few i think http://forum.shrapnelgames.com/images/smilies/laugh.gif
Now to exploit this, imagine a players put 4 of those shields on his ship. Now he will be invincible. Since even the best beam weapons only offer 55 damage (mounted 120% = 66-70), it is easily possible to create ships or bases which can not be hurt by those weapons.

You should consider SERIOUSLY lowering the "shield-generation-from-damage" ability on shields.
I hope i aint talking crap here, but i think several of those abilites DO stack, which is the problem. If they dont, forgot by point.

Ty.

Fyron April 15th, 2005 09:08 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
This isn't so much a bug as exactly how leaky shield systems are meant to work. Of course, STM shields aren't the typical brand of leaky shields, but they still have the shields from damage feature. The shields are added after the damage is done to the hull. Unless you have very high hit point per component armor (such as 150 points), some components will be damaged with each shot that hits the hull. Then, the next shot will have to go through the shields.

Typically, high damage per shot weapons are the most useful in a leaky shield system, especially when larger ships come into the fray.

Any weapon that skips armor will prevent the shields from damage ability from triggering. This includes stock game null space projectors and shard cannons.

More information on leaky shields can be found in SEIV Modding 101.

Ragnarok-X April 16th, 2005 05:32 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
I know that, Fyron, but if you take a look at the shield and weapon components, you will notice a single shield just takes up 20 kT of size, while offering 10 - 35 shield-generation-from-damage-ability and at least 50 shield points. Now if your average weapon (compared to the level of the shield) does, lets say 30 damage, then you literally only need to pack 3-4 shields on a vessel to make it invulnerable.4 shields offer at least 200 shield points and 40 - 140 !! shield-generation-from-damage-ability. No ordinary weapon can ever do more than 70-80 damage, which makes it quite hard to kill anything. To make it worse, consider pumping a station with just 100-120 KT (5-6) shields and it will become impossibly to beat as well. Of course im only talking about the standart weapons in the mod, from which each races has 2, one with a slightly higher damage, one with a slighly better hitchance. Im looking forward to hear ACs thoughts on this.

Fyron April 16th, 2005 01:53 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
I'm looking at 1.9.1.2 data files and shield generators only have 10 shield generation from damage. 8472 shield generators and Tholian CA go up to 15. Borg energy barriers go up to 20.

I am not sure you understand how it works. Components will be destroyed when the shields are at 0 points. Then points will be added to the shields. A weapon that does 30 damage will be able to destroy 30 hit points of components, then 30 points will be added to the shield layer (assuming you have at least 30 total shield generation from damage ability). Having an excess amount of shields from damage does not provide any benefit other than redundancy if some shield generators are destroyed. The hit points per component of the armor components is typically far more important than the shields from damage ability. Shields from damage ability amounts only determine how small of a ship you need to get the high levels of it.

The only problem for most races I can see is when emissive armor comes into play. Emissive Armor III requires weapons doing at least 65 damage to destroy an armor component (50 hit points + 15 emissive ability). Ships with 65+ shields from damage and EA III will effectively become invincible against ships with weapons that do less than 65 damage. Ships with 131+ shields from damage and EA III will effectively become invincible against ships with weapons that do less than 65 damage. Assume the current shield level is 0 and you are armed with weapons that do 64 damage. You hit the ship. 49 damage is done to the armor, 49 shield points are added to the shield layer. On the next shot, the 49 damage to the hull is simply added to the incoming hit. So, the hit will do 114 damage. 49 points of it will hit the shields, exactly the amount of excess partial damage from the last shot. 64 damage will be applied to the hull. The EA lowers it to 49. 49 points are added to the shield layer. Wash, rinse, and repeat.

Now, if you have a weapon that does 65 points of damage, it will be able to destroy an entire component, assuming the shield levels hit 0 at some point. Easy to do with a shield depleter. You can stagger shield depleters amongst your weapons. This will tend to eliminate all of the shields that were generated by the previous weapon hit, allowing the next to simply damage the armor. Of course, it is better to have more than a 0 point margin, but 65 will do.

If a ship just has regular armor, you only need weapons that do 30 damage per hit to be effective.

The Tholian Crystalline Armor might be too powerful at higher levels. It effectively has 80 hit points per component, including the EA ability of 10. To destroy it with normal damage type weapons when there is plenty of leaky shielding on the ship, you need weapons doing 80+ damage per hit...

Ragnarok-X April 17th, 2005 06:12 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Well, firstly, the version im talking about is 1.9.0.2. I told i didnt knew if this was fixed in later versions, but the one im playing on PBW has shields with 10-35 shield-generation-from-damage abilities, each 2 level increase by 5.
Its strange, i thought that those works another way. Here is how i think it works (which is wrong, if you are right)

Lets say i have 3 shields. Each one provides 50 shieldpoints and shield-from-damage abilities of lets say 20. This comes to a total of 150 shield points and a total of 60 points to shields per damage.
Now lets say my average weapon does 75 damage points (which is about the maximum a weapon can do, considering shields can get far better than those in this example.
Now, one weapon hits the ship: 150 shields points are reduced to 75, but immedialy increases by 60, effectivly doing only 15 ! damage. Now if i had just one more shield, that my high-end weapon does no damage at all, since the 75 point it at first does are immediatly negated by shield-from-damage-ability, effectivly even creating more shieldpower than damage was done, up to the maximum shield amount.

Could you please (taking my numbers) do another explanation at how combat at this stage would work ? Because i was pretty sure this is the way it does..I even remember combats were lesser weapons were actually POWERING UP the shields (indicated with a "-" before the damage offset in the combat, for example a -5 damage setting was driving up the shields by 5 points, though this was happening in my mod which was using a similar system)

AngleWyrm April 17th, 2005 06:23 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
1 Attachment(s)
If you've seen the latest episode of Enterprise (4x17 - Bound), they bring some new light on the Orion Syndicate. So Here's a modded set of three racial pictures for them http://forum.shrapnelgames.com/images/smilies/happy.gif

http://home.comcast.net/~anglewyrm/orions.jpg

AMF April 17th, 2005 08:33 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Does anyone out there have a copy of the data files for the Star Trek Mod 1.72? That's 1.72, NOT the most recent version. I (well, Alneyan really) needs a copy of them so he can run my empire in the QCOnflict game which uses them and not the latest version (see, I;m out of town, and he's running my klingons while I'm gone....oh, nevermind, it's all very complicated...I'm just looking for a copy of the mod fils for that version...)

thanks!

Alarik

AngleWyrm April 17th, 2005 09:13 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Any one of your opponants playing in that QCOnflict game that you are playing should have a copy?

douglas April 17th, 2005 09:35 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Quote:

Ragnarok-X said:
Lets say i have 3 shields. Each one provides 50 shieldpoints and shield-from-damage abilities of lets say 20. This comes to a total of 150 shield points and a total of 60 points to shields per damage.
Now lets say my average weapon does 75 damage points (which is about the maximum a weapon can do, considering shields can get far better than those in this example.
Now, one weapon hits the ship: 150 shields points are reduced to 75, but immedialy increases by 60, effectivly doing only 15 ! damage. Now if i had just one more shield, that my high-end weapon does no damage at all, since the 75 point it at first does are immediatly negated by shield-from-damage-ability, effectivly even creating more shieldpower than damage was done, up to the maximum shield amount.

Could you please (taking my numbers) do another explanation at how combat at this stage would work ? Because i was pretty sure this is the way it does..I even remember combats were lesser weapons were actually POWERING UP the shields (indicated with a "-" before the damage offset in the combat, for example a -5 damage setting was driving up the shields by 5 points, though this was happening in my mod which was using a similar system)

Ok, 150 shield points, 60 shields from damage, 75 damage per shot. First shot: 75 damage to shields, shields reduced to 75. No damage was done to the hull, so shields from damage is not triggered. Second shot: 75 damage to shields, shields reduced to 0. Still no hull damage, so no shield regen. Third shot: 75 damage to hull, 60 shields from damage. Assume all damage always gets absorbed by 50 hp pieces of armor. One armor got destroyed by this shot, and another took the remaining 25 damage. Fourth shot: 25 partial damage added to shot for 100 total damage. 60 absorbed by shields, 40 hull damage - only partial to one armor. Only 40 shield points are generated, even though the total shields from damage ability value is 60, because the amount generated cannot exceed the amount of hull damage dealt. Fifth shot: 40 partial damage from previous shot takes out shields, 75 hull damage dealt, destroying one armor, dealing 25 partial damage, and generating 60 shields.

The net effect of the shields from damage ability is to nullify partial damage and make non-partial damage have to be dealt twice, up to the maximum of the total ability value per shot. Since this mod uses leaky armor, it is entirely possible for some shots to destroy internals, even shield generators, on the occasions when the shields are down and awaiting a recharge. Shields from damage can only make a ship completely invulnerable if you have a component with the armor ability that has more hit points than the enemy can deal damage in one shot.

Edit: Oops, just looked some stuff up and I was wrong about the leakiness of most of the armors. Seems like everything except standard and emissive armor actually does have the armor ability. Most of the armors max out at 50 hp each or less, and the highest emissive (20) is only available on ablative armor, which peaks at 30 structure, so most of it isn't a major problem. However, crystalline armor goes up to 70 structure, and emissive armor III has 15 emissive ability but lacks the armor ability, so the combination of these could completely block any normal weapon that does less than 85 damage per shot. This is enough to completely negate most normal weapons. Atrocities, you might want to consider eliminating crystalline armor IV and V.

Captain Kwok April 17th, 2005 12:03 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
In one of the original plans, the Tholain cystalline armor was intended to replace shields entirely hence they were to be given the armor ability with a small emissive value, but not the SGFD ability. The armor was supposed to good enough as to eliminate Tholain ships from using shields at all.

I did work on some shield/armor figures previously for 1.75? I think, but never finished up this area before I sent stuff back to Atrocities - however at that time I believe larger mounts were still in, eliminating some of these problems...

Captain Kwok April 17th, 2005 12:06 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Although the below info I posted wouldn't really help the situation, making the crystalline armor half the size and structure would. http://forum.shrapnelgames.com/image...ies/tongue.gif

Ragnarok-X April 17th, 2005 01:21 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Thanks douglas. Now i get it. I always thought the SGFD ability was always triggering, even if only shields were damaged. But if its only activated once hull take damage, things are fine.
Thanks a lot, Fyron and douglas.

Fyron April 17th, 2005 02:36 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Quote:

alarikf said:
Does anyone out there have a copy of the data files for the Star Trek Mod 1.72?

I've got a 1.72 patch on SEnet: STM 1.72 Patch. Need some sort of old full version as well?

Alneyan April 17th, 2005 02:52 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
That download was broken a few hours ago Fyron; have you fixed the link, or was it a glitch on the server? (1.52 and another ST download weren't working either, but other downloads worked fine) The file didn't appear to be available at PBW either.

Alarikf send the mod files to me since then, so all is fine; of course, nobody should even think the Klingons need *help*. http://forum.shrapnelgames.com/images/smilies/wink.gif

Fyron April 17th, 2005 03:45 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
That file is working again, yes.

Atrocities April 17th, 2005 05:02 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
1 Attachment(s)
1.7.2 DATA Files

I still have the complete version if your interested.

Atrocities April 17th, 2005 05:08 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
As to all this other stuff. The information I have the better the chances are that it will be fixed.

AngleWyrm April 24th, 2005 04:42 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
1 Attachment(s)
From Enterprise 4x18, an updated large race portrait for the Tholians

http://home.comcast.net/~anglewyrm/Tholian.jpg

Atrocities April 24th, 2005 04:53 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Indeed that was an interesting episode. I understand we will be seeing a Gorn soon as well.

After nearly 35 years we finally get to see a Tholian and I was not dissapointed. http://forum.shrapnelgames.com/images/smilies/happy.gif

Captain Kwok April 24th, 2005 05:27 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
I better make a mental note to watch Enterprise tonight - that Tholian looks very, very, cool.

mottlee April 27th, 2005 09:08 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Have any of you had this trouble....design ship, set tactics to what you want/need...upgrade/edit said design and the tat will defalt to "Don't get hurt"?!!!

Edit: I am also in Tac Combat getting "Scan Line Out Of Range" and locks up...Ctrl, Alt, Del to close http://forum.shrapnelgames.com/images/smilies/frown.gif

Atrocities April 27th, 2005 10:34 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
sounds like a SEIV bug to me Mottlee.

mottlee April 28th, 2005 06:05 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
So far I have not found SE to do it, I have however just reinstalled it after missplacing the CD will see if the stock game will do it too....thanks http://forum.shrapnelgames.com/images/smilies/laugh.gif

Atrocities April 28th, 2005 10:16 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
It could be the default strategy setting in the mod for that hull, I will look, but I sincerely believe this might be an SEIV bug.

AngleWyrm April 28th, 2005 11:01 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Quote:

Atrocities said:
Indeed that was an interesting episode. I understand we will be seeing a Gorn soon as well.

There was a scene where T'Pol said that one of the life signs on board the Defiant was reptilian. And there was the part where Archer said some humanoid labor can be bought for the right price.

My guess is that the reptilian on board is a Gorn, and that it might be Archer's spy!

Kana April 29th, 2005 03:20 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Quote:

AngleWyrm_2 said:
My guess is that the reptilian on board is a Gorn, and that it might be Archer's spy!

This was my thought as well...but it wouldn't fit with the time period of the Defiant going missing. There were very little relations with the Gorns and the Feds...and we all remember the episode where Kirk fights the Gorn...It was their first contact with them...

Kana

Atrocities April 29th, 2005 07:50 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Its logical... albeit not plausable given it takes the federation another 100 years to meet the gorn... in "our" universe. But ya it would be nice to see a Gorn again. GET SCEEN SHOTS!

Atrocities April 30th, 2005 12:40 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
How was the episode, I missed it. http://forum.shrapnelgames.com/images/smilies/frown.gif

Kana May 1st, 2005 12:07 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
I some how missed it as well...I forgot it comes on Friday nights...grrr...Guess I will have to find it somewhere else...

Captain Kwok May 1st, 2005 11:19 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
The episode was decent and the Gorn was interesting, but considering it's tv, it does look a little cgi-ish. A good update on the look though. [img]/threads/images/Graemlins/Envy.gif[/img]

Atrocities May 2nd, 2005 07:26 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
I read that the budge for that episode was cut by over 50%.

Season 1 and 2 had 26 episodes
Season 3 was scheduled for 26, but dropped to 24.
Season 4 was scheduled for 24 but was dropped to 22 last January with the remaining episodes having their budgets cut by 50%.

Brandon Braga said it best when he said that UPN has morphed into something else.

At least they are talking about a new movie now... very early discussions with no garrentee.

mottlee May 9th, 2005 05:02 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
In this mod, are fighters real tuff to kill??? I am having a hard time with them http://forum.shrapnelgames.com/images/smilies/frown.gif even stack of 10 will take out a battle ship.

Ragnarok-X May 9th, 2005 06:11 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
just like i posted weeks ago http://forum.shrapnelgames.com/images/smilies/wink.gif

mottlee May 9th, 2005 06:29 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Just reinstalled SE4 to system....been out of the loop for about 6 months http://forum.shrapnelgames.com/images/smilies/frown.gif

Atrocities May 9th, 2005 11:27 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Yes, this will be addressed in next patch. Fighters will be tuned down. And welcome back.

El_Phil May 10th, 2005 06:38 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
That'll be good. I've modded it abit myself to try and fix it, of course all I did was unbalance it the other way...

Still I find it more fun and that's the important thing. http://forum.shrapnelgames.com/images/smilies/wink.gif

Atrocities May 10th, 2005 12:50 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Shuttles will be a bit weaker but should be stronger than fighters when it comes to holding up.

The thing is, this next patch will most likely be a save game breaker. http://forum.shrapnelgames.com/images/smilies/frown.gif

ToddT May 14th, 2005 06:16 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
I just entered An STM mod game for the first time. Its definitely has a different feel.
I just did a quick look over of the a few things to get an idea of game change. I saw what appears to be a typo (maybe intentional) target tracking 6 has the same roman numeral as target tracker 5.
i saw the SIF component and curiosity got the better of me. In mod 1.9.0.9 and 1.9.1.2 the SIF effect does not track the same, nor as i had to begin to think in the former mod, not progress the way thought(1,2 ,3..).I haven't looked into TXT file and at the moment not inclined to. (in a game)
ps some most have a lot of free time on there hands http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities May 14th, 2005 08:29 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
There was no change to the SIF from 1.9.0.9 to 1.9.1.2

Thanks for the bug report. http://forum.shrapnelgames.com/images/smilies/happy.gif


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