![]() |
Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
Can I patch an existing sim game when the update is released?
|
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 ? |
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. |
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.
|
Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
Will the next patch be save-game compatible?
|
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.
|
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. |
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. |
Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
Quote:
|
Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
Quote:
|
Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
Quote:
Quote:
Quote:
|
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. |
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.
|
Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
Where is the Default Strategy for Ship Type stored?
|
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 |
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.
|
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. |
Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
Quote:
|
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? |
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.
|
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.
|
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
|
Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
RATZ!
|
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 |
Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
Quote:
|
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 |
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.
|
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. |
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.) |
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?
|
Re: The Star Trek Mod - Final Update
No, the latest patch shouldn't effect your saved games.
|
Re: The Star Trek Mod - Final Update
Thanks Atrocities, great mod.
|
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 |
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?
|
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. |
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.
|
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 |
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. |
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.
|
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 |
Re: The Star Trek Mod - Final Update
Thanks for your help. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
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? |
Re: The Star Trek Mod - Final Update
Modifying ComponentEnahancement.txt will have an immediate effect on re-loading a saved-game.
|
Re: The Star Trek Mod - Final Update
Yup very immediate effect. Since a data file is modified simultaneous mode games are unplayable.
<sigh> |
Re: The Star Trek Mod - Final Update
Not so. You just need to run a turn as the host and it will be ok.
|
Re: The Star Trek Mod - Final Update
OK OK ignore previous 2 posts
|
Re: The Star Trek Mod - Final Update
Resource Gathering Components are unaffected by Mount when used on a Resource Base Small.
|
Re: The Star Trek Mod - Final Update
Resource Gathering Components are unaffected by Mount when used on a satellite.
|
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.
|
Re: The Star Trek Mod - Final Update
Quote:
|
All times are GMT -4. The time now is 06:59 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.