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

Atrocities May 28th, 2005 06:50 AM

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

Star Trek Mod v1.9.1.7

1. Changed All Hand Weapons should now share the same Family Number
2. Changed All Rifles should now share the same Family Number
3. Changed Abbravation for Laser Mount (LasM) to LBM
4. Changed Resource costs for Engineering I - III
5. Changed Resource costs for Damage Control I - III
6. Changed Resource costs for Ram Scoop I - III


Star Trek Mod v1.9.1.6

1. Changed Most ships now only require 1 Life Support (Say for the Borg and Dreadnoughts or larger)
2. Changed Borg ships, because of their size, require more crew and life support components
3. Changed Lowered KT size of Federation Frigate from 300 to 280
4. Changed Increased KT size of Federation Heavy Escort from 240 to 250
5. Changed Increased KT size of Federation Destroyer from 350 to 360
6. Changed Increased KT size of Federation Light Cruiser from 400 to 420
7. Changed Increased KT size of Ferengi Destroyer from 350 to 360
8. Changed Name of Shuttle Type V to Shuttle V.
9. Changed Lowered Combat To Hit Offense Plus and Combat To Hit Defense Plus abilities for all fighters
10. Changed Lowered Combat to Hit Defense Plus for Shuttles I - V
11. Changed Reorganized the vehicle Size file.
12. Changed Troop KT Size (SM-12,MD-18,LG-23)


Star Trek Mod v1.9.1.5

1. Added Cargo Nitch (1kt cargo, 1kt Tonnage)
2. Changed Location of SIF in component list
3. Changed Lowered Shield Generation From Damage for all shields from 10 to 5 (Bio - 6)
4. Changed Lowered Shield Generation From Damage for Crystalline Armor I - V (2,2,2,3,3)
5. Changed Emissive Armor values for Crystalline Armor I - V (5,8,10,12.14)
6. Changed (SSM) Small Satellite Mount description
7. Changed (SSM) Small Satellite Range bonus from 2 to 1
8. Changed Added Borg Drone Deflector
9. Changed Tonnage Space Taken for Small Shield Generator I - III to 5
10 Changed Personal Shield Generator Family number from 507 to 515


Star Trek Mod v1.9.1.4

1. Added Deflector Dish - a zero cost item that reduces maintenance cost by 2%
2. Changed Supply Storage amounts for all Warp Engine Type Components
3. Changed Flux Pod I - V will no longer be allowed for bases
5. Added Bussard Collector IV - X
6. Changed Bussard Collector I - X is no longer be allowed for bases
7. Changed Bussard Collector I - X tech requirement from Propulsion to Warp Technology
8. Changed Ram Scoop I - III is no longer be allowed for bases
9. Changed Ram Scoop I - III Family number to 514 (Can now be stacked with Bussard Collectors)
10. Changed Anti Matter Pod I - V is no longer be allowed for bases


Star Trek Mod v1.9.1.3

1. Changed Removed AI Tag 02 Description from Captains.
2. Fixed Multiplex Tracking (6) Roman Numeral is now correct
3. Changed Description of Warrior Trait to include "Not Intended For PBW Games."
4. Changed Description of Pirate Colony Tech to include "Not Intended For PBW Games"
5. Added AI Tag 02 to Pirate Captain I - II (Tells the AI to add to ship designs)
6. Changed Removed Repair ability from Engineering I - III (Was redundant)
7. Changed Changed Maintenance Reduction costs for Engineering I - III (8%,13%,18%)
8. Changed Changed Engineering I tech requirement to Ship Construction I (Available from start of game)
9. Changed Reduced Maintenance Costs from Replicator I - III (2% now)
10. Changed Replicator I - III now generate 300/400/500 in supplies each turn


Atrocities May 28th, 2005 08:16 PM

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 />

Atrocities May 28th, 2005 08:22 PM

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.

Ed Kolis May 28th, 2005 09:03 PM

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)?

Atrocities May 28th, 2005 09:11 PM

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.

Sabin May 28th, 2005 11:05 PM

...
 
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?)

Atrocities May 29th, 2005 12:26 AM

Re: ...
 
Yes, will fix that thank you.

I will look at the Ferengi Cargo for version 1.9.1.2.

Atrocities May 29th, 2005 03:16 AM

Re: ...
 
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 />

Ed Kolis May 29th, 2005 01:53 PM

Re: ...
 
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!

Aiken May 29th, 2005 02:57 PM

Re: ...
 
&gt;&gt; Why do cargo bays provide 51 cargo space? Why not 50?

AI workaround.

Atrocities May 29th, 2005 06:40 PM

Re: ...
 
Aiken is correct, an AI work around.

Atrocities May 29th, 2005 06:46 PM

Re: ...
 
Quote:

Ed Kolis said:
Title screen still says version 1.9.1.2

Thank you, I know, it will be the last thing I change when the update is ready for release.

Quote:


The Cargo Niche has the same HP as the Cargo Bay, even though it's smaller.

Good point. Will fix.

Quote:


The Quantum Singularity Drive description doesn't say anything about needing Warp Nacelles.

Ok, will fix.

Quote:


What is the purpose of the Laser Mount? Couldn't you just make lasers more powerful to begin with?

To have have a mountable weapon that combines well with the Phase Cannon.

Quote:


Why does the Capital Ship Missile have a to-hit bonus? It's a seeker - it always hits!

Must be left over from before I "knew" how seekers worked. Also the Small Sat Mount says the missiles get a distance bonus even though we know they do not. Tis left over. I will update the missiles.

Quote:


Why do cargo bays provide 51 cargo space? Why not 50?

Some AI have specialized cargo components. To get them to use them they have to be better than the stock versions. So they are 1kt over the stock version and the AI uses them.

Quote:


Why are there Personal Shield Generators? No Star Trek race except the Borg had such technology!

Because this is not a cannon Star Trek game.

Ed Kolis May 30th, 2005 03:07 PM

Re: ...
 
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?

Atrocities May 30th, 2005 04:44 PM

Re: ...
 
Quote:

Ed Kolis said:
Impulse Engine II says it generates 4 bonus combat movement "point", not "points".

Thanks.

Quote:


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 propulsion system has not been changed. It is as it has always been. Warp Technology is just that, a warp core with nacelles. The better the warp technology the higher the speed. There is a trade off, you can go faster with a warp X engine but you will consum your supplies at a higher rate than you would if you went at top speed with a warp V engine.

Quote:


The "Romulan Ship Capture" tech description says "Technology used to defend against boarding parties" - but it actually gives boarding parties...

Thanks, will check this out.

Quote:


The Borg ship size "TacticalCube" should have a space in it.

Great catch. Thanks.

Quote:


"Romulan" needs to be pluralized in the ability description of the Romulan Shock Troop.

Thanks.

Quote:


Why do the AI's take PBW Accelerated Research? I thought that was for *PBW* games...

The Ai is set to use PBW tech automatically. It is up to the host, when using AI, to turn it on or off. Also this give the AI an advantage over the single player in addition to the bonus settings a player might use.



[/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.

Atrocities May 31st, 2005 09:47 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
1 Attachment(s)
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.

Ed Kolis May 31st, 2005 09:48 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Ooooo, NIIIICE! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Atrocities May 31st, 2005 09:52 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
1 Attachment(s)
Thanks Ed. http://forum.shrapnelgames.com/images/smilies/happy.gif (Attachment- for above post)

Atrocities May 31st, 2005 10:38 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
1 Attachment(s)
http://www.shrapnelcommunity.com/thr...4-fleet200.PNG
Larger version

Atrocities May 31st, 2005 10:39 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
1 Attachment(s)
for the above post

narf poit chez BOOM June 1st, 2005 02:57 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Shinies!

Atrocities June 1st, 2005 04:47 AM

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


Captain Kwok June 1st, 2005 09:02 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Now that's a great warbird!

narf poit chez BOOM June 1st, 2005 03:30 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
I like it.

Ed Kolis June 3rd, 2005 05:09 PM

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...

Atrocities June 3rd, 2005 06:49 PM

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

Ed Kolis June 3rd, 2005 07:09 PM

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.

Atrocities June 3rd, 2005 07:11 PM

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?

Ed Kolis June 3rd, 2005 07:48 PM

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?)

Renegade 13 June 3rd, 2005 09:00 PM

Re: ...
 
Well for Klingons and Romulans you could put Disruptors on their fighters instead of phasers.

Atrocities June 3rd, 2005 10:30 PM

Re: ...
 
Good Point Guys.

ScoobGwyn June 4th, 2005 02:21 AM

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.

Kana June 4th, 2005 04:29 AM

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

Ed Kolis said:
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...

Common is right...but there are always shuttles...and the runabouts are basically really big combat capable shuttles. Then you have the Maquis raider, and the stunt flyers of the academy, and during the dominion war I think there were a few shown on screen...as for seekers...well I would think that a plasma torpedo is a seeker, and then there is that one special photon in ST6.

But I'm an SFB man...and there are a buttload of seekers and fighters... http://forum.shrapnelgames.com/images/smilies/happy.gif

Kana

ScoobGwyn June 4th, 2005 09:16 PM

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

Atrocities June 4th, 2005 10:57 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Thanks, will fix

Atrocities June 18th, 2005 09:53 PM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
Bump

Quote:

If for any reason you get an error that a back ground bmp will not load, download FQM Delux and copy over all of the system images to your base systems folder in your space empires iv directory.



Atrocities July 27th, 2005 11:47 PM

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:

Star Trek Mod v1.9.2.3

1. Changed - Moved Weapons Of Mass Destruction in the AI_Research file to avoid bottle neck
2. Changed - Added AI Tag 03 (Warp Core) to designs in AI_DesignCreation file to help AI
3. Changed - Federation Battleship now only requires 2 warp nacelles.
4. Changed - Hanger Bay I - III Tech Requirement to Adv Ship Construction (1,2,3)
5. Changed - Modified the Research file to improve resource managment for AI
6. Changed - Modified the Research file to improve AI uses of Cargo Component
7. Changed - Hanger Bay III to Tech Level Requirement to Level IV Adv Ship Construction
8. Changed - Utopia Planitia Shipyard Family Group to Ship Yard
9. Changed - Utopia Planitia Shipyard resource cost - now more cost affective to use
10. Changed - Increased Min/Org/Rad cost for Robo - Miners I - III
11. Changed - Increased Min/Org/Rad cost for Robo - Farmers I - III
12. Changed - Increased Min/Org/Rad cost for Robo - Rad Extractors I - III
13 Changed - Increased Min/Org/Rad cost for Breen Harvester I - III
14. Changed - Increased Min/Org/Rad cost for Federation Particle Fountain I - III
15. Changed - Increased Min/Org/Rad cost for Tholian Rad Extractor I - III
16. Changed - Picture Number of Damage Control I - III to 1904
17. Changed - Picture Number of Personal Shield Generator to 1920
18. Changed - Picture Number of Borg Drone Deflector to 1896
19. Changed - Varethiel Armor I - III Ability 2 from Combat Bonus to Armor
20. Changed - Balanced Emersive Armor ability for all Armor Components
21. Changed - Increased Min/Org/Rad cost of Warrior Warrior Targeting System
22. Changed - Lowered Ability 1 and 2 for all Captain Components
23. Changed - Balacned Ability 1 and 2 for all Captain Components
24. Changed - Lowered Ability 1 Combat To Hit Defense Plus for ECM I - V to (4%,6%,8%,10%,12%)
25. Changed - Lowered Ability 1 Combat To Hit Offense Plus for Combat Sensors I - V to (8%,10%,12%,14%,16%)
26. Changed - Lowered Ability Combit To Hit Offense / Defense Plus for All Sensor Array I - III components
27. Changed - Increased Standard Movement from 2 to 4 for Shuttle Impulse Engine I - IV
28. Changed - Increased Standard Movement from 2 to 4 for Shuttle Thruster
29. Changed - Increased Min/Org/Rad cost of Battlestation
30. Changed - Increased Min/Org/Rad cost of Starbase
31. Removed - Neutral_AI_Research from the Neutral AI folder - Was causing errors


Atrocities July 31st, 2005 11:01 AM

Re: The Star Trek Mod - 1.9.1.2 Update Released
 
BUMP

Atrocities August 30th, 2005 06:51 AM

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:

Star Trek Mod v1.9.2.4

1. Changed - Updated FQM files to 1.23 Standard
2. NOTE - Star Trek Maps Will no longer work unless you use ulternate Data File in the MAPS folder
3. Added - Terran Empire Race
4. Added - Alternate Data folder that should allow players to use the maps - READ the Read-me.
5. Changed - Applied FQM Standard FIX for version 1.23
6. Changed - Revamped the read-me files to improve information flow.
7. Changed - Increased Mineral cost for Robo - Miners I - III to 1000/1250/1500
8. Changed - Increased Mineral cost for Robo - Farmers I - III to 1000/1250/1500
9. Changed - Increased Mineral cost for Robo - Rad Extractors I - III to 1000/1250/1500
10. Changed - Increased Mineral cost for Breen Harvester I - III to 900/1150/1400
11. Changed - Increased Mineral cost for Federation Particle Fountain I - III to 900/1200/1400
12. Changed - Increased Mineral cost for Tholian Rad Extractor I - III to 900/1150/1400


Star Trek Mod v1.9.2.3

1. Changed - Moved Weapons Of Mass Destruction in the AI_Research file to avoid bottle neck
2. Changed - Added AI Tag 03 (Warp Core) to designs in AI_DesignCreation file to help AI
3. Changed - Federation Battleship now only requires 2 warp nacelles.
4. Changed - Hanger Bay I - III Tech Requirement to Adv Ship Construction (1,2,3)
5. Changed - Modified the Research file to improve resource managment for AI
6. Changed - Modified the Research file to improve AI uses of Cargo Component
7. Changed - Hanger Bay III to Tech Level Requirement to Level IV Adv Ship Construction
8. Changed - Utopia Planitia Shipyard Family Group to Ship Yard
9. Changed - Utopia Planitia Shipyard resource cost - now more cost affective to use
10. Changed - Increased Min/Org/Rad cost for Robo - Miners I - III
11. Changed - Increased Min/Org/Rad cost for Robo - Farmers I - III
12. Changed - Increased Min/Org/Rad cost for Robo - Rad Extractors I - III
13 Changed - Increased Min/Org/Rad cost for Breen Harvester I - III
14. Changed - Increased Min/Org/Rad cost for Federation Particle Fountain I - III
15. Changed - Increased Min/Org/Rad cost for Tholian Rad Extractor I - III
16. Changed - Picture Number of Damage Control I - III to 1904
17. Changed - Picture Number of Personal Shield Generator to 1920
18. Changed - Picture Number of Borg Drone Deflector to 1896
19. Changed - Varethiel Armor I - III Ability 2 from Combat Bonus to Armor
20. Changed - Balanced Emersive Armor ability for all Armor Components
21. Changed - Increased Min/Org/Rad cost of Warrior Warrior Targeting System
22. Changed - Lowered Ability 1 and 2 for all Captain Components
23. Changed - Balacned Ability 1 and 2 for all Captain Components
24. Changed - Lowered Ability 1 Combat To Hit Defense Plus for ECM I - V to (4%,6%,8%,10%,12%)
25. Changed - Lowered Ability 1 Combat To Hit Offense Plus for Combat Sensors I - V to (8%,10%,12%,14%,16%)
26. Changed - Lowered Ability Combit To Hit Offense / Defense Plus for All Sensor Array I - III components
27. Changed - Increased Standard Movement from 2 to 4 for Shuttle Impulse Engine I - IV
28. Changed - Increased Standard Movement from 2 to 4 for Shuttle Thruster
29. Changed - Increased Min/Org/Rad cost of Battlestation
30. Changed - Increased Min/Org/Rad cost of Starbase
31. Removed - Neutral_AI_Research from the Neutral AI folder - Was causing errors


Atrocities September 6th, 2005 03:30 AM

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.

Wolfman77 September 6th, 2005 03:17 PM

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.

Atrocities November 2nd, 2005 09:49 PM

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.

wilhil November 2nd, 2005 10:22 PM

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.

Wolfman77 November 3rd, 2005 11:38 AM

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.

Atrocities November 3rd, 2005 01:26 PM

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.

Wolfman77 November 3rd, 2005 02:34 PM

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

wilhil November 3rd, 2005 02:55 PM

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

Atrocities November 3rd, 2005 02:56 PM

Re: The Star Trek Mod - Final Update
 
Just remember, when corned a caged animal is capable of anything. (you have been warned)

Atrocities December 5th, 2005 10:56 AM

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.

Xrati December 5th, 2005 09:08 PM

Re: The Star Trek Mod - Final Update
 
AT, it would probably be a good idea to post the latest version number too!

Atrocities December 7th, 2005 03:50 PM

Re: The Star Trek Mod - Final Update
 
Latest version number is Version 1.9.2.4 Gold


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