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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
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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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) |
Re: STM "Final v1.7.5" Discussion
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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. |
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:
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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 ] |
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?) |
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. |
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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