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

Aiken April 5th, 2004 09:38 PM

Re: STM "Final v1.7.5" Discussion
 
Yes it's a longest emergency period.
Maximum Emergency Build Turns := 15 (from Settings.txt).

[ April 05, 2004, 20:57: Message edited by: aiken ]

Intimidator April 5th, 2004 09:50 PM

Re: STM "Final v1.7.5" Discussion
 
I'm planning such an game on short notice Alarikf.

Your welcome,

I let you know.

But first I have to know if this Version (1.70) is final and available on pbw ??

Atrocities April 6th, 2004 12:24 AM

Re: STM "Final v1.7.5" Discussion
 
1.7.1 coming soon. http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF April 6th, 2004 12:31 AM

Re: STM "Final v1.7.5" Discussion
 
Count me in!

EDIT: Especially if I can get the Feds....

The STM 2 game is a total bLast...

Quote:

Originally posted by Intimidator:
I'm planning such an game on short notice Alarikf.

Your welcome,

I let you know.

But first I have to know if this Version (1.70) is final and available on pbw ??

<font size="2" face="sans-serif, arial, verdana">

[ April 06, 2004, 01:19: Message edited by: alarikf ]

Atrocities April 6th, 2004 01:25 AM

Re: STM "Final v1.7.5" Discussion
 
You can turn off shuttles by turning off Advanced Ship Construction. (Fighters and shuttles that way)

You will still get the default small shuttles, but I will set it up so they too can be turned off.

In the mean time you can set it up yourselves if you wish.

Simply open the tech area file in the data folder of the mod. Go to the very bottom and change the FALSE for Support Craft to a TRUE then save. When you start a new game you will be able to turn off the small shuttles.

Example:
Name := Support Craft
Group := Support Craft
Description := Smaller ships and and hanger bay.
Maximum Level := 2
Level Cost := 2000
Start Level := 1
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 0
Tech Area Req 1 := 0
Tech Level Req 1 := 0

And thank you for posting this you guys. http://forum.shrapnelgames.com/images/icons/icon7.gif

UserX you have a custom mod of this mod? We are 30 away from 2.0

Renegade 13 April 6th, 2004 02:43 AM

Re: STM "Final v1.7.5" Discussion
 
Yeah even if I"m not winning it is a good game http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

[ April 06, 2004, 01:44: Message edited by: Renegade 13 ]

userx April 6th, 2004 02:46 AM

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

Originally posted by Atrocities:
UserX you have a custom mod of this mod? We are 30 away from 2.0
<font size="2" face="sans-serif, arial, verdana">Yes, it's the one I told you and Kwok some time ago... I believe I sent you some details about it. It's basically an expirement to see if I could get what I think are more realistic Star Trek propultion components. 2 warp necelles, 1 warp core and 1 impulse drive. I'm also using a different weapons table. Torps are long range (8-18) , beam weapons are short to medium (6 to 8). Few other changes as well (transporters, engineering), but I've not worked on it in some time. We should get together some weekend and go over and see if there is anything you would like to incoorporate into your mod.

pathfinder April 6th, 2004 03:16 AM

Re: STM "Final v1.7.5" Discussion
 
AT: I just installed the Star Trek Mod (v 1.70) and get missing image errors for some of the planets. p0354 & p0581 in Last game. How can I fix?

1st game IIRC the missing ones were p0637 & p0587.


uhm...never mind. Got latest imagemod pics from B5 MOD...... http://forum.shrapnelgames.com/images/icons/blush.gif

Wow...very nicely done! If nothing else this is one heck of a graphics upgrade! David Gervais did an excellent job with the intro screen. The interface took me a turn or two to figure out but is an excellent improvement.

[ April 06, 2004, 02:38: Message edited by: pathfinder ]

Atrocities April 6th, 2004 07:17 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks, there are a lot of people who contributed to the Graphics and the interface of the mod.

The colors brings it to life. And the Intro screen just gives it class. http://forum.shrapnelgames.com/images/icons/icon7.gif

Tnarg April 6th, 2004 07:35 AM

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

Originally posted by alarikf:
I just installed the 1.7.0 Version, and I;ve notcied that there are some maps with it. Perhaps they've always been there. What are these maps? Can they be used to create a "realistic" game with player placement similar to that of the series? If so, what order do I need to add the empires in, do any not go in, etc...?

thanks! The mod is simply amazing...

Alarik

<font size="2" face="sans-serif, arial, verdana">Alarik,
Depends on what you are looking for. UserX's original Star Trek Map is a great, well balanced map for the AI and the a for a possible PBW game. I played a few games on it and it provided a great deal of accuracy in a proportioned context. Lots of fun.

The Trek Major Systems Map come in two flavors, one for balance with PBW and AI which is Trek Major Systems Map A. The second, Trek Major System B is the same with different sized starting planets for the major races. This was intended to give some of the races (AI) advantages.

The primary focus on the Trek Major Systems Maps can be found, as Blackrose (thanks)pointed out earlier in the Mod Info Folder. I won't give all the details here other than that with the Trek Major System Maps you will continue to be rewarded with something new to explore even in late games. Keep exploring. Lots of hidden stuff, and a hefty dose of canon Trek uniqeness portrayed through planets, nebulas, black holes, and other features.

I have a couple of games going with the Trek Major Systems B Different size home worlds and am struggeling against the AI in a few of them. In ohter words, by turn 100 I am no where near being in first place against the AI.


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