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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

scJazz September 28th, 2006 09:50 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Can I patch an existing sim game when the update is released?

NTJedi September 28th, 2006 09:57 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 

Atrocities ... this is fantastic work. http://forum.shrapnelgames.com/images/smilies/laugh.gif

How difficult will it be to make a Star Trek Mod for Space_Empires_5 with everything included from this Mod ?

Atrocities September 29th, 2006 01:30 AM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Thanks NT,

The latest version is being held off until next weeks. I have too look at one or two more bugs that just came in. I will be away on holiday until Sunday night.

Artaud September 30th, 2006 06:37 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
I don't know if anyone has mentioned this -- during tactical combat the game freezes when I click on a target for my satellites. It also freezes in tactical combat when I am trying to get my Defiant-class ships, with Defiant-mount weapons, to fire on enemy vessels.

AminMaalouf October 1st, 2006 08:10 AM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Will the next patch be save-game compatible?

scJazz October 1st, 2006 11:57 AM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
I haven't had any trouble with save games or with my Defiants. However I'm playing in sim mode not tactical.

Xrati October 1st, 2006 10:34 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
STM1942 stock download. I've read the most recent posts so I don't know if these problems have been covered before. I'm running Fed in a turn based game. I messed up setting the game up and just figured that I run with it.

(1) Fighters show no movement when in the building menu. Shuttles show a movement of 4 when built. I haven't built any fighters and tried to move them so I assume that since no movement is shown they probably won't.
(2) Repair Barge won't fit all the needed components on it. After the SY is included there is no room for the engines to fit on it. Needs to be about 700kt size ship.
(3) Resource Ship is a little confusing until you actually figure out how many mining comps. to put on it with the crew quarters. It works, but I'm just saying that it does need some clarification!

Everything else looks great AT. I'll keep posting anything I come across.

scJazz October 1st, 2006 11:19 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Xrati...

1) I haven't researched fighters that much but since I'm over 200 turns into a Fed game I will and report the results.

2) Is a previously reported bug which will be fixed by AT however I note that a SY ship with the Damage Control components does as good a job as a straight Repair ship AND can build stuff.

3) Just read the fine print in the ship size selection and all is clear. You can actually build them with 7 resource gatherers. I still haven't decided if I like the universal gatherer (3 Min, 2 Org, 2 Rad) more than the specialized. Don't bother with satellites as the mount is messed up. This has also been reported and is scheduled for a fix.

Atrocities October 2nd, 2006 01:16 AM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Quote:

Artaud said:
I don't know if anyone has mentioned this -- during tactical combat the game freezes when I click on a target for my satellites. It also freezes in tactical combat when I am trying to get my Defiant-class ships, with Defiant-mount weapons, to fire on enemy vessels.

You need to update your combat image pack.

Atrocities October 2nd, 2006 01:16 AM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Quote:

AminMaalouf said:
Will the next patch be save-game compatible?

There will be two version, one will be save-game compatable, the other will not be.

Atrocities October 2nd, 2006 01:20 AM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Quote:

(1) Fighters show no movement when in the building menu. Shuttles show a movement of 4 when built. I haven't built any fighters and tried to move them so I assume that since no movement is shown they probably won't.

I will look into this. You might need to add the Fighter Engine. (Scales to size with mount)

Quote:


(2) Repair Barge won't fit all the needed components on it. After the SY is included there is no room for the engines to fit on it. Needs to be about 700kt size ship.

There was a bug and it has been addressed in latest version. Sorry about that. I know that with a construction yard component all other components fit just fine. However the Repair Yard componet had the settings.

Quote:


(3) Resource Ship is a little confusing until you actually figure out how many mining comps. to put on it with the crew quarters. It works, but I'm just saying that it does need some clarification!

I tried to cover this in the Before You Play doc and with ability tags telling the players that they need to add mining components.

Atrocities October 2nd, 2006 07:03 AM

Re: The Star Trek Mod - New Version Available
 
Star Trek Mod UPDATE
Version 1.9.4.2.2

Please install as directed

This version will update Star Trek Mod v1.9.4.2 to the Star Trek Mod v1.9.4.2.2

NOTE - Use this version if you wish to continue playing your saved games. This version should not affect saved games.


====================
INSTALLATION Version 1.9.4.2.2
====================

1. - Unzip STM***Patch.zip to your your Space Empires Directory as you would any other mod.
2. - Click YES or OK when asked to over write any files.
3. - Use the Mod Launcher program to start the mod.


------------------------------------------------------------

Star Trek Mod UPDATE
Version 1.9.5

(This version WILL effect saved games and should be installed as directed below!)

This version will update Star Trek Mod v1.9.4.2 and later, to Star Trek Mod v1.9.5

NOTE This version WILL effect saved games!


====================
INSTALLATION Version 1.9.5
====================

1. - Make a copy of your Star Trek Mod 1942 folder
2. - Change the name of the copy to Star Trek Mod 195
3. - Unzip STM***Patch.zip to your your Space Empires Directory as you would any other mod.
4. - Click YES or OK when asked to over write any files.
5. - Use the Mod Launcher program to start the mod.

Xrati October 2nd, 2006 09:49 AM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
AT, in the unit build window there were only two engines possible, shuttle and fighter. Made one of each. The shuttle showed movement of 4 and the fighter 0. Used the different mounts for each. I think it's missing an ability as there are three for the shuttle and two for the fighter.

scJazz October 2nd, 2006 11:46 AM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Where is the Default Strategy for Ship Type stored?

wildcowboy October 2nd, 2006 03:00 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
AT,

The mount for your large resource ship needs updated to reflect the size change of the ship. Quick fix for any of ya'll who want to make it yourself. Just go to Data/CompEnhancements Change min and max sizes on remote mining mount from 2005 to 2305.

Rest looks good so far AT. Im going to play with the fighter engine deal the others have been talking about next.

CB

Atrocities October 2nd, 2006 03:37 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Fighters have combat movement only. They won't show standard movment because they do not have any. Standard movment is reserved for Shuttles and ships.

Atrocities October 2nd, 2006 03:53 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Thanks for the report on the mining mount. If there are any more mount issues please let me know asap. Thanks.

I will reload the patchs with the corrected file.

Atrocities October 2nd, 2006 03:56 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Quote:

scJazz said:
Where is the Default Strategy for Ship Type stored?

In the DATA folder. Also the AI uses one in the AI folder and the races should all have their own versions in their folders.

scJazz October 2nd, 2006 05:02 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Whups my bad! What a poor choice of phrasing. I'll try again.

When I make a ship of type Attack Ship it gets a default strategy of Interception.

When I make a ship of type War Ship it gets a default strategy of Don't Get Hurt.

Where is that stuff stored?

Atrocities October 2nd, 2006 05:31 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
You can change the defualt strategy types in game when you design the ships.

scJazz October 2nd, 2006 05:53 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Yes I know but I don't want to have to keep changing the strategy everytime I upgrade a ship. I'd like to always have my attack ships use a particular strategy and always have my whatever follow something else.

Atrocities October 2nd, 2006 06:07 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
I am not sure where the information is but I too would like too know so that I can prevent it from mucking up peoples games. http://forum.shrapnelgames.com/images/smilies/happy.gif

scJazz October 2nd, 2006 06:43 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
RATZ!

wildcowboy October 3rd, 2006 11:27 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Covered somewhere already Im sure. Are shipyard components affected by racial traits...ie, power industrialist and construction?

CB

Atrocities October 3rd, 2006 11:46 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Quote:

wildcowboy said:
Covered somewhere already Im sure. Are shipyard components affected by racial traits...ie, power industrialist and construction?

CB

I don't believe so. However it does affect homeworld production. Shipyards should have a higher production value over non-homeworlds by design since they are in space.

wildcowboy October 4th, 2006 01:01 AM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Thanks AT,

Id also like to add that your suggestions about remote mining to catch up is great. It allows dropping of trait points in those areas because they dont effect remote units. Havent found anything since the mining mount. All looks good.

CB

Atrocities October 4th, 2006 04:15 AM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Thanks, I appreciate all the bug reports. I hope you all enjoy the mod.

Atrocities October 4th, 2006 05:17 PM

Re: The Star Trek Mod - Final Update
 
Star Trek Mod version 1.9.5.1 - 0.35 megs.

STM v1.9.5.1

This update fixes a few minor bugs.

(NOTE: Please install version 1.9.5 prior to installing this update. This update does not contain material from previous updates.)

Star Trek Mod v1.9.5.1

1. - Fixed - Remote Mining Mount now works correctly for Large Remote Mining ship.
2. - Fixed - War Base now has access to Shield Mounts.
3. - Fixed - Spacing error in IntelProject file. All races now have access to intel projects.

Atrocities October 6th, 2006 06:27 AM

Re: The Star Trek Mod - Final Update
 
Star Trek Mod v1.9.5.1 FULL 29 megs
(This is the full version of the mod and it doesn't require any updating.)

Xrati October 6th, 2006 10:43 AM

Re: The Star Trek Mod - Final Update
 
AT, I've got a 1.9.5.0 game going. Is this going to affect my save games?

Atrocities October 6th, 2006 04:08 PM

Re: The Star Trek Mod - Final Update
 
No, the latest patch shouldn't effect your saved games.

Ludd October 6th, 2006 07:05 PM

Re: The Star Trek Mod - Final Update
 
Thanks Atrocities, great mod.

wildcowboy October 7th, 2006 01:39 AM

Re: The Star Trek Mod - Final Update
 
AT,

I think Ive come across another mount problem. The repair ship will not fit required components to use a mobile space yard. May just be eaiser to change size of ships and change mount parameters to fit like with the large resource ship. Course the repair mount will need changed too. Sorry I didnt run across this earlier, just did not have much call to use one of these units.

CB

Atrocities October 7th, 2006 04:01 AM

Re: The Star Trek Mod - Final Update
 
This problem has already been addressed. It should be fine in version 1.9.5 and later. What version do you have installed?

Atrocities October 7th, 2006 04:09 AM

Re: The Star Trek Mod - Final Update
 
I see what you mean. I sware that this was fixed and working well in the last version. I don't know why now its not working. I don't get it. I f**king hate it when this [censored] happens. There is no reason for it not too work! I just made one of these ships not more than a few days ago and it was working.

Here is the component list I had.

1 Bridge
6 Life Supports
8 Crew Quarters
1 SFI
1 Engineering
2 Damage Control
1 Deflector Dish
2 Impulse Engines
1 Warp Core
4 Warp Nacelles
1 Replicator
4 Bussard Collectors
2 Ram Scoops
1 Captain
1 Command Computer
1 Space Yard (Scaled to fit with mount to Repair Barge hull)
= 610KT
- Hide quoted text -

edit- somehow, and God only know how, the mount was changed after I fixed the repair mount issue. Instead of reducing the shipyard to 300kt, it reduces it too 400kt. This is obviously wrong. It puts the design 100kt over budget. I have no idea how this occured but I will fix it.

The ship can still be made under current settings but it will be slower and have far less support components. This will be fixed for the nextu update.

However if any one would like to fix this, they can do so very easily.

1. Open the data folder in the Star Trek Mod 195 file
2. Open the CompEnhancement doc
3. Click on EDIT then FIND and type in Space Yard Mount (make sure its the first listing and change no other listings)
4. Where it says Tonnage Percent := 4, change the 4 to a 3
5. Save and exit the doc.

You should only change the setting for the listing that is for vehicle type ship. That is the first Space Yard Mount in the list. The rest are for bases.

Atrocities October 7th, 2006 04:24 AM

Re: The Star Trek Mod - Final Update
 
1 Attachment(s)
Here is a quick fix for the problem if you don't want to wait for the next update or make the change your self.

wildcowboy October 7th, 2006 04:27 AM

Re: The Star Trek Mod - Final Update
 
Would it be worth doing if it was always easy?!! Believe me partner, youve got more skill than I do. Im pushed to the limits just finding, understanding, and maybe tweaking what few (and I mean very few) bugs Ive found in this tremendous undertaking you have put together. The rest of us just bear with the master. Youre the man AT.

CB

Atrocities October 7th, 2006 04:27 AM

Re: The Star Trek Mod - Final Update
 
I am going to add a new AI racial trait along with facilities, ships, components, and weapons to the mod.

The new AI trait will give the AI the best weapons, facilities, ships, and components from game start. Players who want the AI to be more challenging well this AI will be for you.

Once this new AI option is ready, I will update the mod. Don't worry, it won't change the game settings or effect save games. All components and facilities will be added at the end of each doc so as not to change things.

Should be interesting.

Xrati October 7th, 2006 10:36 AM

Re: The Star Trek Mod - Final Update
 
OK. I really think that in an effort to keep our results reliable, we should just start new games once an upgrade is made. While I've designed scenarios with special components and weapons, I realize how easy it is to skew results of a game in progress, as I made changes to my scenario while play testing it. We really should start new games at this point to get an accurate feedback to AT. I know if the new additions are placed at the end of the .txt file it will not affect OUR games but will hose the AI.'s in some cases. Everyone should be on version 1.9.5.1 for accuracy of our reports.

wildcowboy October 7th, 2006 09:20 PM

Re: The Star Trek Mod - Final Update
 
AT,

Will this AI upgrade be automatic or something you select to increase diff? Will be out of pocket for a few days so no more bug reports from me on this one for a while. Ya'll have a good weekend.

CB

Atrocities October 7th, 2006 09:54 PM

Re: The Star Trek Mod - Final Update
 
Thanks for your help. http://forum.shrapnelgames.com/images/smilies/happy.gif

scJazz October 8th, 2006 01:42 PM

Re: The Star Trek Mod - Final Update
 
Sorry AT Space Yard Mount Fix is not working for Repair Barge Class Ships. Space Yard remains 400kt rather than the 300kt you intend.

Question: If I started a game and on turn 0 applied the component enhancement fix would it matter?

Captain Kwok October 8th, 2006 02:27 PM

Re: The Star Trek Mod - Final Update
 
Modifying ComponentEnahancement.txt will have an immediate effect on re-loading a saved-game.

scJazz October 8th, 2006 02:33 PM

Re: The Star Trek Mod - Final Update
 
Yup very immediate effect. Since a data file is modified simultaneous mode games are unplayable.

<sigh>

Captain Kwok October 8th, 2006 02:44 PM

Re: The Star Trek Mod - Final Update
 
Not so. You just need to run a turn as the host and it will be ok.

scJazz October 8th, 2006 04:30 PM

Re: The Star Trek Mod - Final Update
 
OK OK ignore previous 2 posts

scJazz October 8th, 2006 04:45 PM

Re: The Star Trek Mod - Final Update
 
Resource Gathering Components are unaffected by Mount when used on a Resource Base Small.

scJazz October 8th, 2006 04:59 PM

Re: The Star Trek Mod - Final Update
 
Resource Gathering Components are unaffected by Mount when used on a satellite.

scJazz October 8th, 2006 05:00 PM

Re: The Star Trek Mod - Final Update
 
Looks like above two bugs occur because there are specific Gathering components with different family numbers for bases and satellites.

Atrocities October 8th, 2006 07:16 PM

Re: The Star Trek Mod - Final Update
 
Quote:

scJazz said:
Sorry AT Space Yard Mount Fix is not working for Repair Barge Class Ships. Space Yard remains 400kt rather than the 300kt you intend.

Question: If I started a game and on turn 0 applied the component enhancement fix would it matter?

You need to update to 1.9.5 then to 1.9.5.1. Then use the fix update. I will compile a cumlative patch later today and post it.


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