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Re: The Star Trek Mod - 1.9.1.2 Update Released
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Re: The Star Trek Mod - 1.9.1.2 Update Released
Another Update:
<font class="small">Code:</font><hr /><pre>Star Trek Mod v1.9.2.0 1. Added - Made new component images and submitted to Image Mod. 2. Updated - The HTML stuff. 3. Updated - To FQM v1.22 4. Updated - Mod Information 5. Added - Notes on supply useage/generation to Before You Play read-me notes. Star Trek Mod v1.9.1.9 1. Added - Strip Mining Facility I - III to Ferengi Facilities 2. Changed - Point - Defense Disrupter I - V Bitmap Image to 1902 3. Changed - Defense Phaser I - V Bitmap Image to 1907 4. Changed - Romulan Defense Cannon I - V Bitmap Image to 1903 5. Changed - Engineering I - III Bitmap Image to 1905 6. Changed - Replicator I - III Bitmap Image to 1918 7. Changed - Bio - Electric Field I - X Bitmap Image to 1900 Star Trek Mod v1.9.1.8 1. Changed - Pulse Biokinetic Ray I - X will now fire upon Fighters 2. Changed - Incinerator Beam I - X will now fire upon Fighters 3. Changed - Pulse Disruptor I - X will now fire upon Fighters 4. Changed - Compressed Mini Beam X will now fire upon Fighters 5. Changed - Polaron Cannon I - X will now fire upon Fighters 6. Changed - Pulse Phaser I - X will now fire upon Fighters 7. Changed - Pulse Anti-Proton Beam I - X will now fire upon Fighters 8. Changed - Pulse Plasma Disruptors I - X will now fire upon Fighters 9. Changed - Cascade Pulse Disruptor I - X will now fire upon Fighters 10. Changed - Pusle Weapons will no longer fire upon Planets</pre><hr /> |
Re: The Star Trek Mod - 1.9.1.2 Update Released
I would like to have some people play test the latest version of the mod before I make the update public. The latest version will NOT work with previous saved games.
If your interested, please post by tonight or email me at atrocities AT astempire DOT net. Thanks. |
Re: The Star Trek Mod - 1.9.1.2 Update Released
Sure, why not - I haven't played STM since 1.72 or so, so it should be like a whole new mod! http://forum.shrapnelgames.com/images/smilies/happy.gif
Is this going to be multiplayer or do you want each of us to run our own single-player game (which would be quicker)? |
Re: The Star Trek Mod - 1.9.1.2 Update Released
Thanks Ed. You can do what you want as far as playing. I just need feed back regarding the new propulsion / supply useage / generation system, amoung other things.
This version WILL NOT work with previous saved games. You will need to have version 1.9.1.2 already installed before you can apply the update. INSTRUCTIONS: 1. Copy your Star Trek Mod (v1.9.1.2) 2. Paste it and rename it Star Trek Mod 1920 3. I will email you the DOWNLOAD info. 4. Download the patch and apply. 5. I will also have to send you some new Component files to be added to your space empires iv \ pictures \ Components folder. I have added about 25 new images and such that you will need for this update. |
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I *think* that there might be a mistake with the Ferengi's Cargo(or supply) component, where it is the same size and nearly same amount of storage as a "generic" component. It also costs slightly more. This is with v1.9.2, I think...
Also, did you mean "Cargo Niche" instead of "Cargo Nitch" in v1.9.1.5? (Mispelling?) |
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Yes, will fix that thank you.
I will look at the Ferengi Cargo for version 1.9.1.2. |
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This is not in the Beta version yet. Will update in a bit and send PM to those who are participating.
<font class="small">Code:</font><hr /><pre>Star Trek Mod v1.9.2.0 1. Added - Made new component images and submitted to Image Mod. 2. Updated - The HTML stuff. 3. Updated - To FQM v1.22 4. Updated - Mod Information 5. Added - Notes on supply useage/generation to Before You Play read-me notes. 6. Changed - Lowered Ferengi Deuterium Tank I - V Resource cost 7. Changed - Increased Ferengi Deuterium Tank I - V Supply Storage Ability 8. Fixed - Spelling error in Racial Trait file 9. Changed - Removed Stellar Harnessing Tech requirement from Advanced Replicator Technology 10 Changed - Lowered Maximum Tech Level for Stellar Harnessing from 3 to 2. 11. Changed - Increased cost of Ram Scoop Technology. 12. Changed - Increased cost of Stellar Harnessing. 13. Changed - Increased cost of Replicator Technology. 14. Changed - Increased cost of Weapons Of Mass Destruction (It is now exceedingly expensive)</pre><hr /> |
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After playing around with 1.9.2.0 a bit...
Title screen still says version 1.9.1.2 The Cargo Niche has the same HP as the Cargo Bay, even though it's smaller. The Quantum Singularity Drive description doesn't say anything about needing Warp Nacelles. What is the purpose of the Laser Mount? Couldn't you just make lasers more powerful to begin with? Why does the Capital Ship Missile have a to-hit bonus? It's a seeker - it always hits! Why do cargo bays provide 51 cargo space? Why not 50? Why are there Personal Shield Generators? No Star Trek race except the Borg had such technology! |
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>> Why do cargo bays provide 51 cargo space? Why not 50?
AI workaround. |
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Aiken is correct, an AI work around.
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Impulse Engine II says it generates 4 bonus combat movement "point", not "points".
One thing I don't like about the new propulsion system is you always have to add the same engines to your ships - there's no strategic tradeoffs, it's just "add the highest tech engines"... http://forum.shrapnelgames.com/images/smilies/frown.gif The "Romulan Ship Capture" tech description says "Technology used to defend against boarding parties" - but it actually gives boarding parties... The Borg ship size "TacticalCube" should have a space in it. "Romulan" needs to be pluralized in the ability description of the Romulan Shock Troop. Why do the AI's take PBW Accelerated Research? I thought that was for *PBW* games... Are small antimatter torpedoes supposed to be mountable on troops? |
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[/quote] Are small antimatter torpedoes supposed to be mountable on troops? [/quote] They could be, but I think we shall change that. Thanks for the report Ed, excellent work. |
Re: The Star Trek Mod - 1.9.1.2 Update Released
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New Star Trek Federation Ship Classes:
http://www.shrapnelcommunity.com/thr...356698-200.PNG Cyro Class - Heavy Cruiser back ground. Tsunami Class - Battle Cruiser for ground. |
Re: The Star Trek Mod - 1.9.1.2 Update Released
Ooooo, NIIIICE! http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: The Star Trek Mod - 1.9.1.2 Update Released
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Thanks Ed. http://forum.shrapnelgames.com/images/smilies/happy.gif (Attachment- for above post)
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Re: The Star Trek Mod - 1.9.1.2 Update Released
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Re: The Star Trek Mod - 1.9.1.2 Update Released
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for the above post
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Re: The Star Trek Mod - 1.9.1.2 Update Released
Shinies!
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Re: The Star Trek Mod - 1.9.1.2 Update Released
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New Warbird
Thank you Rene for sending me the model, and special thank you to who ever created these parts that allowed me to assemble this model. http://www.shrapnelcommunity.com/thr...-RomulanBS.PNG |
Re: The Star Trek Mod - 1.9.1.2 Update Released
Now that's a great warbird!
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Re: The Star Trek Mod - 1.9.1.2 Update Released
I like it.
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Re: The Star Trek Mod - 1.9.1.2 Update Released
Oh no, I let this thread slip to page 2 without reporting any more bugs! http://forum.shrapnelgames.com/image...ies/tongue.gif
Well here's a bug, and an idea: Small rocket pods are useless (one shot, 7 damage, ships/planets only?), while all other fighter/shuttle weapons besides shuttle phasers are rather dubious - or have I just not researched enough? At least the torpedoes should be useful; shuttles are commonly armed with mini-torpedoes... How about anti-seeker weapons for fighters/shuttles, and maybe vice versa? Neither seekers nor fighters are common in Star Trek, but since they're in, it seems to make sense that one could hit the other... |
Re: The Star Trek Mod - 1.9.1.2 Update Released
I like the anti seeker weapon idea.
The limit of range one for troop weapons sucks arse. If it were fixed I would gladly increase the range of Rocket Pods. I did not do much research into troop/fighter weapons to be honest. Now it is catching up to me. http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: The Star Trek Mod - 1.9.1.2 Update Released
Oops, I should have clarified - I was talking about small rocket pods on fighters.
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Re: The Star Trek Mod - 1.9.1.2 Update Released
Ahhh, I really should look into those fighter weapons. http://forum.shrapnelgames.com/images/smilies/happy.gif I am not a big fan of having fighters in star trek. However, if this were a star wars mod, the fighters would only have one primary weapon, laster cannons. http://forum.shrapnelgames.com/images/smilies/happy.gif
In ST they would have phasers, and perhaps micro photon torpedeo's at best. What do you think? |
Re: The Star Trek Mod - 1.9.1.2 Update Released
That's all right... though it does seem kind of odd to have phasers on fighters for all races when not all races can even develop phasers in the mod... (aren't they limited to the Federation and a few others?)
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Well for Klingons and Romulans you could put Disruptors on their fighters instead of phasers.
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Good Point Guys.
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Re: The Star Trek Mod - Final Update
Just an FYI:
While playing 1.9.1.2 tonight, I noticed a Breen minelaying ship built out of a large transport hull (800 kt) with a movement of 1. It had no Warp Core or Impulse engines, just two Warp Nacelles. More detailed description (in case it's wanted) 1 Master Computer 2 Warp Nacelles 15 Mine Layer components 4 Shields 2 Mine Layer components 4 Point defense guns 1 Breen cloaking device 1 Sensor Array II 1 Combat Sensor 1 Structural Integrity field in that order. |
Re: The Star Trek Mod - 1.9.1.2 Update Released
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But I'm an SFB man...and there are a buttload of seekers and fighters... http://forum.shrapnelgames.com/images/smilies/happy.gif Kana |
Re: The Star Trek Mod - 1.9.1.2 Update Released
Another slight anomoly has shown up for the Klingons. The Ion Cannon components I thru IX are Pic Num 1389, where the Ion Cannon X is Pic Num 1417.
Another FYI. ScoobGwyn |
Re: The Star Trek Mod - 1.9.1.2 Update Released
Thanks, will fix
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Re: The Star Trek Mod - 1.9.1.2 Update Released
Bump
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Re: The Star Trek Mod - 1.9.1.2 Update Released
The next version of the mod will most likely be 1.9.2.4. I have started work on it with the updating of the FQM files. Here is the history for v1913. Not yet released.
Also there is a new Star Trek ship set out, the Terran Empire. It has both stock AI and AI for use with the STM. Quote:
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Re: The Star Trek Mod - 1.9.1.2 Update Released
BUMP
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Re: The Star Trek Mod - 1.9.2.4 Update Released
Star Trek Mod Patch Version 1.9.2.4 (9-1-05) 5 Megs
Star Trek Mod Full Version 1.9.2.4 (9-1-05) 29.5 Megs Star Trek Mod Ai/Data Files Only Version 1.9.2.4 (9-1-05) 3.0 Megs Quote:
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Re: The Star Trek Mod - 1.9.2.4 Update Released
This topic about the strength of the Monsters in STM was brought up before during other STM dicussion but never seemed to be of major interest to folks. Well its been a year now so I would like to ask how many of you feel that the monsters in STM are over powerful and unbalance the game?
Currently I am working on reducing the monsters and borg monsters over all power in an effort to balance them. They will still be strong as hell, and a real pain to kill, but they won't be overwhelming at game start and with some effort a player should be able to destroy the monsters with a good strong fleet of ships. I had considered having additional racial traits for weaker monsters but that was rather redundent and well not something that I felt would work. So I am left with revamping the current monsters. So any input you my want to offer will be greatly appreciated. For the Borg, I have limited them to just three ships sizes. I have raised the research tech level cost for both the Monsters and Borg Monsters from 20,000 to 50,000. I have reduced the weapons damage for both monsters, and have lowered the Tonnage structures on most components. I have also increased the KT size of some components and added in restriction limits for some weapons. I feel that Monsters should play a fair and balanced part of the mod and I apologize for keeping this project on the back burner for so long. These changes, once ready, will be part of the final and I promise you, last update for the Star Trek Mod. So please get those bug reports, ideas, recommendations, and other in ASAP. |
Re: The Star Trek Mod - 1.9.2.4 Update Released
I only played the mod one time, really enjoyed it, but got distracted for the time being by Adamant. The only ploblem I had with the monsters was the one that destroyed my planet fairly early on. The rest were dispatched with good weapons platforms, and were slow enough that even my colony ships could outrun them in battle. But that was single player with tactical combat. Other than that, I didn't think the monsters were too powerful.
Increasing reaserch for them is a great idea as AI bonuses can offset this to make them harder if a player wants. I hope changing weapon damage and component sizes won't make them too easy though. |
Re: The Star Trek Mod - 1.9.2.4 Update Released
GO TO THE FIRST POST to see a list of all the downloads that have been posted since last year.
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Re: The Star Trek Mod - Final Update
I personally like the monsters, If I am honest, I would rather they did not have the ability to do warp holes or any sort of steller manipulation, but all in all, they just add a little variety and fun to the game.
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Re: The Star Trek Mod - Final Update
It may be just my limited experience, but the races I've met so far seem overly friendly. I've only met 5 races, but 4 have offered treaties imediately, the other declared war. The mood of the 4 that had treaties went up to brotherly and stayed even though I was colonizing in their systems and parking troop transports over their worlds, allowing me to declare war and take their worlds on the same turn.
They also use alot of weapons that target ships/planets only, making shuttles more effective as they cannot be hit by them. That might change later in the game though. Great mod, and thanks for all the work you've done on it. |
Re: The Star Trek Mod - Final Update
Wolfman, the AI is the AI and despite my best efforts to make it love you, it will, like a family member who lives with you too long, turn on you like a rabbid dog! Be warned.
Wihil - the monsters are a bit overwhelming to many players so they are being nuttered a bit. |
Re: The Star Trek Mod - Final Update
Thanks for the warning. I'll have to keep them caged up in their corners of the galaxy then. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: The Star Trek Mod - Final Update
well the only thing that annoys me with the monsters is when they send fleets of about 100 drones, that is annoying!
personally, I like a challenge! What I would like to see is the monsters not so much as a very powerful race, but rather a extremly hard "believable" race. how about giving them the ability colonise but their modules are like 100,000,000KT meaning they can only be on a very large ship (trying to think larger than that doomsday thing?) or a mount, and that ship can only move one sector a time this will make colonising possible, just very slow! maybe make their ships stronger but much more expensive, so they will need to colonise to afford them e.t.c. This way, monsters could be a real race, and defend them selves, but until about turn 50-60 they would not be a real threat. anyway, hope you like this suggestion |
Re: The Star Trek Mod - Final Update
Just remember, when corned a caged animal is capable of anything. (you have been warned)
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Re: The Star Trek Mod - Final Update
I have been getting a lot of emails lately from new players who are having a tough go with the mod. Here are some of the questions I have been getting regularlary now.
1. The warp core components won't fit on my ship why? 2. My colony ship won't move! 3. I get errors in combat. 4. I have these white boxes and get errors when I click on planets. 5. It says I am missing component images! 6. I keep getting this unknown value "AI TAG 02" unknown. ALL of these questions have been adressed in many of the included read me files with the game. Mainly Installation, Before You Play, Comments, and so on. Just to be safe here are the answers to the above questions. 1. Use Mounts to scale the components 2. Some ships, and they will tell you which ones, require more than one warp nacelle. Colony ships happen to require 4. 3. You need to install the latest Image Mod (Combat Pack) 4. You need to install the latest Image Mod (Planets Pack) 5. You need to install the latest Image Mod (Components Pack) 6. Be sure to update your version of Space Empires IV to 1.91 Gold or 1.94 Deluxe Please read the installation instructions for the images mods. |
Re: The Star Trek Mod - Final Update
AT, it would probably be a good idea to post the latest version number too!
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Re: The Star Trek Mod - Final Update
Latest version number is Version 1.9.2.4 Gold
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