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Re: The Star Trek Mod - Final Update
What do you like better, the standard SE IV fleet images, that being of ships, or the idea of using the race emblem like in other games such as Birth of the Federation?
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Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
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I will combine 1.8.5 with 1.8.6 so no need to download 1.8.5 seperately. That is unless you want to. The fixes included in 1.8.6 really only just fix the research bug. The races will still research up to a point, but after that, no dice. The 1.8.6 patch address that. Hey, even I make mistakes from time to time. [img]/threads/images/Graemlins/Cold.gif[/img] So change the file link I gave you from StmBeta185.zip to Stmbeta186.zip <font color="brown"> Again, the 1.8.6 patch is combined with the 1.8.5 patch so if you have not yet downloaded the 1.8.5 patch don't. Just download the 1.8.6 patch and all is good. </font> Sorry about any confussion I might cause with this. The Last two beta patches have been important ones so I put them out as soon as I found and fixed the bugs. If you need specific instruction: 1. Download the full beta Version of STM 1.8.4 2. Install STM 1.8.4 3. Copy your Base / Pictures / Component folder (Hopefully you have all of the latest IMAGE MOD component images added.) 4. Past into your STM / Pictures Directory. 5. Download the Components.zip 6. Place the contents of the components zip into your STM / Pictures / Components folder. 7. Click yes to over write when asked. If not asked then something is wrong. Email me. NOTE: Why do we have to do this? Well because until Suicide Junkie can update the Image mod to include the new components I just made for the STMod we want to avoid conflicts so copying over the image mod is the best option. Unless you just want to apply the new components directly to your base space empires iv / pictures / components folder. Oh boy.... *drops head* damn.... Well crap hind sight is always 20/20 isn't it? Oh wait, better just do it the way I originally instructed. Just in case the location of the new components is changed by Suicide Junkie. Better to have the change happen under your STMod folder than to the base folder which could effect all mods. 8. Downlaod beta patch StmBeta186.zip and install I am going to go to bed now. http://forum.shrapnelgames.com/images/smilies/Sick.gif |
Re: The Star Trek Mod - Final Update
STM v.1.8.6:
1. Little error in Dominion Torpedo Weapons tech: Name := Dominion Torpedo Weapons Group := 8472 Technology (should be "Dominion Technology") 2. Spelling errors in: a) Anit-Proton Beam I-X. Should be "Anti-Proton Beam" b) Pulse Anit-Proton Beam I-X. Should be "Pulse Anti-Proton Beam" c) Telokinetic Torpedo I-III. Should be "Telekinetic Torpedo" 3. Error in Organic Nacelle II-V Name := Organic Nacelle II-V ... Tonnage Space Taken := 50 (should be 500) Tonnage Structure := 25 (should be 250) 4. Warp Drives still have damage resistance of 20 kt. With Propulsion mount applied, they have damage resistance of 0 kt - undestructible component. Change it to 200 kt, or better 500 kt. 5. Serious bug with Energy Weapons and Enhanced Energy Weapons techs: All races use 2 techs for their energy weapons - Energy Weapons and Enhanced Energy Weapons. But in fact there are several Energy Weapons and Enhanced Energy Weapons tech in Techarea.txt and each one requires different and incompatible racial techs: <font class="small">Code:</font><hr /><pre>Name := Energy Weapons ... Number of Tech Req := 2 Tech Area Req 1 := Advanced Physics Tech Level Req 1 := 1 Tech Area Req 2 := Borg Technology Tech Level Req 2 := 1 but also Name := Energy Weapons .. Number of Tech Req := 2 Tech Area Req 1 := Advanced Physics Tech Level Req 1 := 1 Tech Area Req 2 := Breen Technology Tech Level Req 2 := 1 etc, for each race</pre><hr /> Same for Enhanced Energy Weapons tech. It really confuses game and therefore _all_ weapons that require Energy Weapons and Enhanced Energy Weapons tech are unavailiable. How to fix: make this techs completely independent, ie Borg Energy Weapons/Borg Enhanced Energy Weapons and Breen Energy Weapons/Breen Enhanced Energy Weapons, etc for each race. Change racial weapons to require modified Energy Weapons and Enhanced Energy Weapons techs. |
Re: The Star Trek Mod - Final Update
Thank you Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif This is an impressive bug list. And here I thought I had a solid patch. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Aswome work my firiend. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
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The name of the technology shouldn't be playing a part in this or causing the AI to foul up. The tech Tree is: Beam Technology I - V gives Adv Physics gives Energy Weapons I - X gives Enhanced Energy Weapons I - X. Does not having the Energy and Enhanced Energy weapons named after each race not named after each race cause problems? If so how? Quote:
Thanks again Aiken. Your a tremdously huge asset to the success of this mod. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
Every tech area needs a unique name.
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Re: The Star Trek Mod - Final Update
Thanks
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Re: The Star Trek Mod - Final Update
Did you get rid of some of the ship mounts and things of that sort or are they not going to be in this one. (ie Defiant mount, small shield mount etc etc). Or are they not yet included.
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Re: The Star Trek Mod - Final Update
The mounts have been re-organized. The defiant mount is still in the game and unchanged. The same for the BOP mount. I removed many of the Dreadnought mounts as they were pointless.
Currently most mounts are weapons or propulsion mounts. Base/satellite/ and drone mounts are still the same as they were in previous Versions. I will be adding a smaller ship class mount that will be given later in the Ship Construction file to enable better use of smaller ships. I will be expanding the miniturization racial trait a bit and revamping the Warrior tech trait as well. Warrior tech trait will give better mounts in range and damage, along with stronger troops, and more ship hull choices. I am toying with the idea of adding one grade of weapons mount for all races, that improves with ship size. I don't know what I will call it, or even if I will add it. I want the mount to be based off of warp technology. IE Tie in the warp core to boast power sort of thing. Again I don't know if I will add it or not. I would enjoy looking at any suggestions people might have for mounts provided they do not become over burdonsome and that they are equal to all races. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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