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Re: The Star Trek Mod - Final Update
Just add a few custom mounts for races or specific weapons, and make the remainder of the "standard" mounts equal damage increase for size increase, i.e. 2x size = 2x damage.
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Re: The Star Trek Mod - Final Update
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The STM 186 Weapons Report Alternate |
Re: The Star Trek Mod - Final Update
Also consider removing either Ram Scoops or Bussard Collectors - because technically they are actually the same thing - known as "Bussard Ramscoops" in Trek. http://forum.shrapnelgames.com/images/smilies/shock.gif
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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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Re: The Star Trek Mod - Final Update
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Just apply this patch to your STM BETA folder. |
Re: The Star Trek Mod - Final Update
Ok heres the scoop.
Version 1.8.8 will update the beta mod from 1.8.5 full. So if your in the beta and do not have Beta 1.8.5 Full email me for the link. Beta 188 Link <font color="red">If your not in the beta, don't bother downloading the file. It will only muck up your mod.</font> Since Suicide Junkie has update the image mod, Patch Version 23c you MUST delete the STM BETA / Pictures / Components folder and update to the latest Version of the component pack. The mod has been updated for to this Version. There is a problem though. This latest update by Sucide Junkie is missing ONE component form the STM. Therefore until he updates the image mod component pack once again, YOU MUST download the intrum patch which basically is the missing component, Comp_888 and a new Comp.bmp file. Comonent 888 and new Comp BMP Just apply this patch to your base space empires IV / pictures / components folder after you have updated that folder to the latest Version of the Image Mod Component pack and have deleted your STM BETA / Pictures / Components folder. Suicide Junkies Image Mod SITE Link If you have downloaded the patch before this edit, 02:50 am Nov 04 PST, download it again as its been updated. |
Re: The Star Trek Mod - Final Update
I know, I'm evil http://forum.shrapnelgames.com/images/smilies/happy.gif
1. There's no Propulsion mount for drones, so it's impossible to install Warp Nacelles to drones, hence they won't move. 2. Question about Engineering I-III comp: they have 2 abilities - Repair and Maintanence Reduction, but the Last one is disabled: <font class="small">Code:</font><hr /><pre>Name := Engineering I ... Number of Abilities := 1 (--here--) Ability 1 Type := Component Repair Ability 1 Descr := Repairs 1 component per turn. Ability 1 Val 1 := 1 Ability 1 Val 2 := 0 Ability 2 Type := Modified Maintenance Cost Ability 2 Descr := Reduces maintenance cost by 5%. Ability 2 Val 1 := -5 Ability 2 Val 2 := 0 Weapon Type := None</pre><hr /> Is it bug or feature? 3. Warp Core is not used on Drones. Is it intentional? I thought they should use the same propulsion scheme as ships, since drones can move through warp points too. But that's only my idea, afterall. 4. Small Warp Core (for Fighters and Shuttles) weights 40 kt. I find it quite big for 20-40 kt fighter http://forum.shrapnelgames.com/images/smilies/happy.gif 5. I made a proper drone propulsion mount (see point 1) and now Large Drone with 4 Warp Nacelles V moves at whooping speed of 23 (!!!) - about 2 times faster than fastest ship. Is it ok? 6. Most technologies are not capturable anymore (compared to 1.7.5). Did you decide to get rid of capturable techs? 7. Small balance suggestion: make Hyper Optics III a little weaker, so you won't be able to reveal mines and Romulan Adv Cloaking Device II with it: <font class="small">Code:</font><hr /><pre>Name := Hyper Optics III ... Number of Abilities := 1 Ability 1 Type := Sensor Level Ability 1 Descr := Allows EM Passive scanning at level 6. (change it to level 5) Ability 1 Val 1 := EM Passive Ability 1 Val 2 := 6 (change it to 5) Weapon Type := None</pre><hr /> |
Re: The Star Trek Mod - Final Update
8. Error in Armor Skipping Mine I-III:
Weapon Damage Type := Only Shield Generators (should be "Skips Armor") 9. Error in Weapon Destroying Mine I-III: Weapon Damage Type := Only Engines (should be "Only Weapons") 10. Error in Weapons Destroyer I-IV: Weapon Damage Type := Only Engines (should be "Only Weapons") 10.1. Weapons Destroyer I-IV has the same family (562) as Reload Disruptor I-IV. Because of that Weapons Destroyer I-IV is invisible then "Only Latest" is on. 10.2. Small visual glitch with Focused Energy Weapons tech: Name := Focused Energy Weapons Group := Weapons Technology (should be "Weapon Technology") |
Re: The Star Trek Mod - Final Update
Thank Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif Another awsome bug report. With your help we are getting them nailed down.
As for reduced maintenance cost, I had no idea that it was disabled tech. I shall fix it now. I will add a drone mount. 23 is a bit to fast, but that depends upon if a drone should be fast or not. This I really never thought much about. I am also going to tweak the Laser and federation mount. WAY to powerful. |
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