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

jimbob July 23rd, 2003 12:52 AM

Re: STM "Final v1.7.5" Discussion
 
unzipping as we speak,

looking forward to the game!!

kudos to you and Kwok both, thanks for all the hard work.

cherrio,
jimbob

mottlee July 23rd, 2003 01:06 AM

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

Originally posted by Atrocities:
I can upload the basic files for you, but your save games will be no-good.

No garantees with this upgrade. It only has data files thats it.

Up Grade for Beta Version

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks, I will try the patch and let you know how it goes http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ July 23rd, 2003 01:20 AM

Re: STM "Final v1.7.5" Discussion
 
Ideas for StarTrek Mod

1.New propulsion components: warp nacelle and impulse drive.

2.New propulsion system. The Cardassian_AI_DesignCreation
and Default_AI_DesignCreation have been set to used the new propulsion system and new propulsion components.

3.New Cardassian_AI_DesignCreation file. The Cardassians will make ships now. It seems the Minimum Speed and Desired Speed were set too high before, and the AI would not make ships.

4.New cargo bay and compact cargo bay. It seems a cargo bay component must have the most cargo storage ability or the AI will use a Drone Launcher instead.

5. New sizes for components: supply storage 15kt, emissive armor 15kt and shield generator 30kt.

All File Provided.
1058915819.zip

[ July 23, 2003, 07:40: Message edited by: TNZ ]

mottlee July 23rd, 2003 01:44 AM

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

Originally posted by Atrocities:
I hope it works for you. Enjoy http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">It apears that the new will run the old as long as you do not overwrite your savegame, I loaded fine so far but only ran 2 turns so far http://forum.shrapnelgames.com/images/icons/icon10.gif

(oops I stand corrected....comps are different)

[ July 23, 2003, 00:46: Message edited by: mottlee ]

Atrocities July 24th, 2003 12:42 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks Lurk, these I will look into right now. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities July 24th, 2003 01:14 AM

Re: STM "Final v1.7.5" Discussion
 
Star Trek Mod v1.0.1 Patch 1

1. - Changed Advanced Transphysic Drive Now has a movement bonus of 12
2. - Changed Advanced Transphysic Drive now has a cost of 200 for Organics
3. - Chagned Slipstream Drive (Federation Technology) now has a movement bonus of 13
4. - Changed Quantum Singularity Engine I - III Ability 3 from Hit Offense Minus to Plus
5. - Removed Quantum Slipstream Drive Ability 4
6. - Changed Bussard Collectors supply usage from 30 to 5
7. - Fixed Romulan Quantum Slipstream Drive was not giving its movement bonus
8. - Modified Romulan DesignCreation.txt file slightly

J. July 24th, 2003 01:31 AM

Re: STM "Final v1.7.5" Discussion
 
Now you've done it. I haven't posted here for ages and even had to get my password again by e-mail so I could log in and post. Congratulations on finally finishing the job(well, it's not finished but you get the point) and a big thank you as well! http://forum.shrapnelgames.com/images/icons/icon7.gif

I'd like to start by pointing out a few errors:

1)The transphysic and Advanced transphysic drives cost the same and give equal bonuses.
2)The quantum singularity engines&drive's describtion says they reduce the chance to be hit but actually it's the other way around, they lower your own chance to hit http://forum.shrapnelgames.com/images/icons/icon7.gif
3)Are the buzzerd collectors really supposed to use 30 supplies? Aren't they supposed to generate supplies? http://forum.shrapnelgames.com/image...s/confused.gif

Well that's all for now. Maybe I'll post again next year. http://forum.shrapnelgames.com/images/icons/icon10.gif

CNCRaymond July 24th, 2003 05:50 AM

Re: STM "Final v1.7.5" Discussion
 
First I would like to say great mod so far.

Bugs:
1. Dominion Escort has eleven moves with only three engines
2. The SystemNames.txt has a few erros in it. Little boxes at the ends of some names. Usually a spacing error. Also missing a few star trek system names like Vulcan. (I will send you my latest Star Trek system names)

Suggestions:
1. Have a second class of colony technology, one that allows for more cargo. Example: Colony Tech Rock 1, Colony Tech Rock 2, Colony Tech Rock 3 with each giving an increase in cargo by 5.
2. Federation Explorer and Escort class need more moves per engine to be effective I think.

[ July 24, 2003, 05:38: Message edited by: CNCRaymond ]

DeadZone July 24th, 2003 06:17 AM

Re: STM "Final v1.7.5" Discussion
 
Keep up the good work

TerranC July 24th, 2003 06:40 AM

Re: STM "Final v1.7.5" Discussion
 
Good stuff: but I think there were some errors made:

1. The Pulse Phasers aren't mounted when I select the Defiant mount. (I'm assuming that this is an error.)

2. In a high tech start, the ferengi homeworld starts with 2 ferengi space yards, giving it a construction rate of 15K per turn. (I'm also assuming that this wasn't intended.)

But nevertheless, kudos to Atrocities and Kwok.


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