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-   -   STM "Final v1.7.5" Discussion (http://forum.shrapnelgames.com/showthread.php?t=9755)

TNZ March 27th, 2004 08:39 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, one small point about Star Trek weapons, torpedo’s have at least three times the range of Energy weapons. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 27th, 2004 08:50 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by BlackRose:
Breen Intel Centre II alows you to 'upgrade' to Breen Intel Centre I (Shows name and stats for type I but the gfx shows the III under the building) I didnt 'upgrade' it as i'm in a tight game fighting for my life and I dont want to take the gamble http://forum.shrapnelgames.com/images/icons/icon12.gif


edit: BTW I have not researched type III Intel Centre yet.

<font size="2" face="sans-serif, arial, verdana">That was a bug. Thanks for reporting it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 27th, 2004 08:53 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by BlackRose:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one?
<font size="2" face="sans-serif, arial, verdana">
Quote:

The organic facility is much better for organics. It gives a higher bonus.
<font size="2" face="sans-serif, arial, verdana">Breen Organic III gives a 30% Bonus to Organic

Labour Camp gives 35% 35% 35% min, org, rad

Other than the cost there is no reason to build the Organic one.


Tholian Dreadnought mount seems to be accessible for a number of different races, including the Breen. I can use them when I have the tech for Battle Cruiser and above.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">v1.6.7
13. Changed Breen Organic Extractor I - III to produce organics at the planet level instead of system. (Avoids conflict with Breen Labour Camp Facilities)
14. Fixed Tholian Dreadnought Mount was accessable to other races. (Thanks BlackRose)

Atrocities March 27th, 2004 08:55 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by TNZ:
Atrocities, one small point about Star Trek weapons, torpedo’s have at least three times the range of Energy weapons. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Thanks TNZ. The Torps are less accurate as well but we can do nothing about that. (Reason why I wanted MM to give us an accuracy percent setting for each weapon.)

TNZ March 27th, 2004 11:06 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, the SE4 Modding 101 guide seems to suggest that the “Weapon Modifier” entry could be used to make direct fire weapons e.g. torpedoes, less accurate. http://forum.shrapnelgames.com/images/icons/icon7.gif

Weapon Modifier := 0
For Direct Fire weapons, this is added to the weapon's chance to hit. If negative, it will make it less likely that the weapon will be able to hit it's targets.

Atrocities March 27th, 2004 11:29 AM

Re: STM "Final v1.7.5" Discussion
 
Cool. I shall look into this.

I have gotten all the basic ranges and damage figured out now. The hard part is to go through the component file and make the changes. Then play test and such.

In the mean time here is the Last work on the next Version. After I add the weapon restructuring, that is if it works, I will post the update and ask Geo to upload to PBW.

Quote:

Star Trek Mod v1.6.7 (WILL NOT EFFECT SAVED GAMES)


1. Changed Klingon Combat Support in Tech Area from Max level 5 to 3.
2. Fixed Map Error that called for Blackhole3.bmp
3. Fixed Error in Tholian speech file. (Thanks
4. Changed Weapons Of Mass Destruction to Weapon Technology
5. Changed Beam Discharger I - IV Family Number from 2009 to 2035 to avoid conflicts. (Thanks CNC)
6. Changed Made some adjustments to the Happiness file.
7. Changed Deuterium Tank I - III Lowered Supplies Generated to a more reasonable level (500/1000/1500)
8. Changed Ram Connon Weapon Family from 1 to 138
9. Updated Weapons Family & Component Lists
10. Changed Borg Tuant Weapon Family and Family from 10 to 26
11. Fixed Spacing Error at bottom of Component File
12 Fixed Roman Numberal error in Breen Intel Center I (Thanks BlackRose)
13. Changed Breen Organic Extractor I - III to produce organics at the planet level instead of system. (Avoids conflict with Breen Labour Camp Facilities)
14. Fixed Tholian Dreadnought Mount was accessable to other races. (Thanks BlackRose)
15. Changed Klingon Neutrino Disruptor I - III reload rate from 1 to 2
16. Changed Shield Disrupter I - V reload rate from 3 to 2
17. Changed Shield Depleter I - V reload rate from 1 to 2
18. Changed Borg Shield Depleter I - V reload rate from 1 to 2
19. Changed Tholian Energy Web I - III reload rat from 1 to 2
20. Changed Cost of some facilities to balance them out between races better.
<font size="2" face="sans-serif, arial, verdana">

BlackRose March 27th, 2004 12:30 PM

Re: STM "Final v1.7.5" Discussion
 
You work too hard Atrocities http://forum.shrapnelgames.com/images/icons/icon10.gif

[ March 27, 2004, 10:30: Message edited by: BlackRose ]

XenoTheMorph March 27th, 2004 03:56 PM

Re: STM "Final v1.7.5" Discussion
 
Atrocities,

Just to note in my most recent single player game of STM v1.6.6 the Dominion only seem to put one weapon one their AttackA (200kt) Ships, AttackB ships are fine with multiple weapons on them. I have seen this happen with both Phased energy cannon I's and {sorry forget the component name and not near my home computer; the Skip Shields & Armour, fire every three turns one http://forum.shrapnelgames.com/images/icons/icon12.gif }. This makes their early ship much weaker than they should be. Sorry about not having a save I can email you for this now. (Is the astmod email up ATM since I heard about the virus alert?)

R.Daneel March 27th, 2004 10:58 PM

Re: STM "Final v1.7.5" Discussion
 
Hello, I think I have found a bug in patch 1.66 of the mod…
When I run Map editor and generate a new one the editor found this error…
“Unable to load data file c:\se4\star trek mod\data\quadranttypes.txt”
I have tried to run map editor unmodded and always go ok…

The file “ quadranttypes.txt ” is present in the modded directory and seams normal to me
“Just a little bit big… 742K respect 20K “

I have swapped the files between the unmodded directory and the modded; with
the 742K file the unmodded map editor return the error.

I want to say tank you to William Christopher and all of you for the inestimable
effort to the games… every day is getting better.
I have seen this with very very few games…. I hope SE5 will merit the same fidelity.

I have create an “interesting” collection of sound files “grab” from different source…
and same new pictures for the game if someone is interest I will send him.

Sorry for my poor English but is not my natural idiom.

Fyron March 28th, 2004 01:38 AM

Re: STM "Final v1.7.5" Discussion
 
That is a problem with the map editor, not with STM. The map editor chokes on files that are too different from the stock files. Use SE4 to generate the map, save it (you can do this without actually starting a game), then load it in the editor to edit it.


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