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Re: STM "Final v1.7.5" Discussion
wow, you made some major changes to the weapons indeed! i'm just starting to design my bigger ships with the Romulans but they've been majorly toned down, looking good http://forum.shrapnelgames.com/images/icons/icon7.gif
I'll see about getting some of those screens from STCO, should I send them to your email? Want .BMP or .JPEG? or something else? I'll just send a few to start, perhaps of Jem'Hadar Soldiers? Or something else? |
Re: STM "Final v1.7.5" Discussion
new game so far in 1.6.8 saw differences already in the way the AI is building ships-- which is good. Im also curious to see what TNZ came up with as well-- I have 2 installs of SE-IV if ya need a tester.
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Re: STM "Final v1.7.5" Discussion
Black Rose BMP would be fine. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
Imperial, you do not need two installs of SE4. Just install the different Versions of the STM in different sub-folders.
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Re: STM "Final v1.7.5" Discussion
Images sent! First is a Borg Drone in the way i'd imagine you'd like them.
Second file is larger with a show of 45+ small sized images. It's just a much larger file. Let me know if this kinda thing has any value! |
Re: STM "Final v1.7.5" Discussion
Atrocities, I was wondering if you made adjustments to shield strength and also to armor( general armor and race specific) in reflection to the new weapons damage. I just ran into a Dominion ship that has a piece of armor on it that negates 45 points of damage. I may be behind on my tech a bit--but i couldnt damage it(note- i can with the beam discharger--just not regular beam weapons.--just a note http://forum.shrapnelgames.com/images/icons/icon7.gif
[ April 02, 2004, 00:40: Message edited by: Imperial ] |
Re: STM "Final v1.7.5" Discussion
Fyron-- I had installed a second SE-IV strictly for use for the Grau mod--it needs to go over a fresh install--and i had games in progress on my other install.
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Re: STM "Final v1.7.5" Discussion
Hmm, I really like the new weapon damages http://forum.shrapnelgames.com/images/icons/icon7.gif It was only DS9 that ships dropped like flies and i think that was more to do with the cost of FX than anything http://forum.shrapnelgames.com/images/icons/icon7.gif I havnt been in any real combat yet so i'll need to test it out. More durable star ships is ok with me http://forum.shrapnelgames.com/images/icons/icon7.gif
Frankly i am surprised (I think in a good way) that the changes were so drastic! 90 dmg to 20 dmg in most cases and a reduction in range! One thing, there is a faulty design floating around mostly in the 1200 kt range but other big ships are being affected that has 2 Warp Coores and 3 Impulse engines to AI built ships. (No movement) |
Re: STM "Final v1.7.5" Discussion
Did the space monsters attack/defense get toned down as well? They seem so tough... http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
The “Engines Per Move” setting in the vehicle size file strikes again. An design for a ship of that size would need 4 impulse engines to have any movement.
Calculating Speeds in SE4: =========================== To calculate the final speed of a ship in SE4, the following method is used: 1) Add up all "Standard Movement" points on a ship. 2) Divide by the "Engines Per Move" setting on the vehicle, rounding DOWN. 3) If the speed of the vessel is at least one, add any "Bonus Movement" points, and add 1 speed if the race has the "Propulsion experts" trait chosen. Now take a guess at what happens if a ship movement is below one? The least number of engines the AI will add to its ship designs seems to be three, so in the STM the “Engines Per Move”setting should be no higher than 15. I quite like the new weapon system, but the strength of the shield and armor may need to be look at. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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