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Re: The Star Trek Mod - Final Update
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I will fix this and post a new cumlative patch. Again thanks for the bug reports. |
Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
Star Trek Mod version 1.9.5.2 Update Patch - 2.5 megs
This will update STM version 1.9.5 - 1.9.5.1 to current. Star Trek Mod v1.9.5.2 1. - Fixed - Space Yard Mount should now correctly scale the Space Yard component. 2. - Fixed - Resource Gathering Mount will no longer show up as a stock mount 3. - Fixed - Family numbers for Remote Mining mount for Bases are now correct 4. - Fixed - Description spelling error for System Control Complex 5. - Fixed - Description spelling error for many of the Assualt Troop Components. |
Re: The Star Trek Mod - Final Update
Why so many patches so fast?
Well with the release of SE 5 space empires IV days are now numbered. I voved to do what I could to make the Star Trek Mod for SE IV the best mod possible. Like with most things some bugs crept into the works and they had to be addressed. The best method for doing this was to release update patches once the reported bugs were fixed. I chose to do these updates as quickly as I could in order to give the players the benefits of the improvements. While it does take some effort to update a mod, the benefits out weighted the cost. Unless a game altering bug is now found this should be the last update for a long while. I will of course post a beta for any one who wants to try the new AI challenge out once its completed. Thank you for playing and for reporting bugs. |
Re: The Star Trek Mod - Final Update
AT in case no one has mentioned this lately...
Thanks for a really cool mod! Your hard work is really appreciated. |
Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
Thanks guys. It has been a great experience filled with a lot of what I am happy to say is happy people. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - Final Update
Yes. By far the greatest mod I've ever played. I bought SEIV just for the mod. Very awesome awesome awesome awesome work. You ARE the MAN!! (No, I don't mean THE MAN) lol So I guess now I ask the question we're all wondering about.....Are you going to make a ST for SEV?
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Re: The Star Trek Mod - Final Update
I agree ! Best mod I've ever played - let's here it for Star Trek Mod - SEV !
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Re: The Star Trek Mod - Final Update
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I agree wholeheartedly. A damn fine mod, done with the thorough excellence you've shown in the many things you do for SEIV. Your hard work and efforts have been, and continue to be, greatly appreciated. |
Re: The Star Trek Mod - Final Update
thanks guys but the mod wouldn't be what it is without all the help i recieved from everyone.
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Re: The Star Trek Mod - Final Update
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Here is a basic Tech Tree for the Star Trek Mod.
This tech tree reflects the current version that I am working so there are a few new things in the tech tree that are not yet available to players until the next update. It took me over 700 turns to research all of the technology and it is loosely based upon the Federation Techonology but is useable for all races. Just keep in mind that the tech tree for all of the races is basically the same but that components and facilities are named differantly. Here is some info on the next update that I am working on. Quote:
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Re: The Star Trek Mod - Final Update
http://www.astempire.net/display/tho...ewTholian1.PNG
I have posted more of the Tholian set over on SE.net in the Star Trek Mod forums. These ships are an ongoing work in progress. I am sorry to say that my creative jucies are not flowing. Or rather I have some great ideas but lack the tools to create what I invision. (Doga limitations). |
Re: The Star Trek Mod - Final Update
<font color="red">HOLY HELL !!!</font> http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/cool.gif http://forum.shrapnelgames.com/images/smilies/wink.gif
<font color="blue">THAT LOOKS FRAKKIN' <font color="white">INCREDIBLE</font> !!!</font> |
Re: The Star Trek Mod - Final Update
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Wow, talk about like minds. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: The Star Trek Mod - Final Update
Why doesn't the latest version include .emp files for DS9?
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Re: The Star Trek Mod - Final Update
And also...am I missing something re planet bombardment? I'm playing as the Federation, involved in long war vs the Romulans. I find it almost impossible to bombard planets effectively. Almost all of my shots miss, even when I'm less than 10 spaces away, while the planetary defenses are dead-on accurate in their counterfire.
Is there some component I should be mounting, other than the existing combat sensor? |
Re: The Star Trek Mod - Final Update
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This was done by request of many players. They found that having five or more Federation type empires was interfering with the balance of their games. |
Re: The Star Trek Mod - Final Update
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There are Sensor Arrays, combat sensors, and other componetns such as captains, that give bonuses in combat. Also be sure that your weapons can target planets. Some weapons are better at it than others. Militia are tough so be sure to send in a fair amount of well armed troops when you go to land infantry on a hostile planet. |
Re: The Star Trek Mod - Final Update
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You must have tweaked that AI something fierce, Atrocities, cause those Romulans are building literally dozens and dozens and dozens of weapon platforms, on all of their planets. I never saw that to such a great extent in stock SEIV. The AI never built that many. Great mod, my friend! If you ever come to the Origins convention in Columbus, all of your drinks are on me! |
Re: The Star Trek Mod - Final Update
In the planet attacks what's happening is this. My game is currently set to a turn based game rather then a simultanous. You can see more of the combat results in that mode.
I attacked a Katarine homeworld with about 600 infantry. They had 450 militia defending, no troops. I had three transports full of infantry. The first one attacked losing all its troops and knocking down the defenders to about 280 militia. I landed the next transport and the defenders once again had 450 militia. The battle went the same so I landed the third transport and got the exact same result. Three battles where I knocked the defenders down to some 280 troops only to have them back at full strangth for the next transport. If you don't take them with the first transport then non of the following attempts will be any better. I should have tried ending the combat and then start the attack again to see if the results are applied after the combat is finished. Then maybe the planet would have been down on militia. I had nothing but infantry units as I didn't choose any of the troop options in the game setup. I don't know if there's a special function for homeworlds but you need heavy troops to take planets. I currently have a game going and will be trying some different approaches. This game I took the troop options and now have Troops. |
Re: The Star Trek Mod - Final Update
I tend to agree Xrati, the militia's build up is a problem. I guess you could speculate that the build up is do to the success of their resistence, but as far as real game mechanics go, it shouldn't be going back to full strength so quickly. I fear that this might be something that is hard coded.
I am considering lowering the combat attacks to 2 rounds per landing. This way a player has time to build up forces on the planet. It might work it might not, I have to experiment. |
Re: The Star Trek Mod - Final Update
If all of the attackers are killed, the militia is reset.
You have to maintain a beachhead on the planet... Reducing the number of ground combat turns will go a long way towards that. |
Re: The Star Trek Mod - Final Update
SJ is right. I ran a battle last night where my forces, 60-HAV, 60-LAV and some 300 Infantry were pretty much hammered, but after 10 combat rounds I had infantry left. So when the next transport landed the militia remained the same. I would say, that to not take troops is probably the worst thing you can do. Unless your just going to glass the planet.
AT, you probably just need to eliminate the racial choice of troops or not. You will never capture a planet without troops. You just can't do it with infantry as you can't put enough of them in a transport. |
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Troops and Infantry are free technology. They need to be seperate racial traits or they end up sharing each others technology and that leads to illegal designs and game hang up and PBW game crashes.
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Re: The Star Trek Mod - Final Update
I will shorten the combat turns from 10 to 2. I am play testing this now and it seems to work well.
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I did and thank you very much. I am now working on the problem with the Unique tech. You get the tech but its worthless so I am working on it.
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Re: The Star Trek Mod - Final Update
I'm sorry, I didn't even think about shortening the combat turns! To linear of thinking on my part. http://forum.shrapnelgames.com/images/smilies/shock.gif Based on my first battles, 5 tuns may work the best. That would give you a 'beach head' with only infantry. You wouldn't have many but you'd have some left. Then your follow up transport could land their units.
AT, I don't know if you got my last email but I found three more problems in STM 1952. They may have been addressed already. 1. Artificial Intelligence Mounts: There are none. They don't show up on the mounts list. 2. Gravitic Sensors: The satellite mounts only reduce the size to 200kt. 3. Hyper-Tachyon Sensors: The satellite mounts only reduce the size to 400kt. Great job on the mod! |
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AT, let us know what version we should be testing. I'm currently working on 1952.
I also have a map that will get you through the tech tree in about 40 turns. It also has all the Unique techs in your starting system. If anyones interested (PM me) and I'll zip it and upload it to this thread. It's not for playing a regular game, but for checking the tech tree and all the techs/mounts and facilities. You could edit it and use it for a regular game later. If there's enough interest I'll cover how to use it. |
Re: The Star Trek Mod - Final Update
I am play testing version 1.9.5.4 right now. I can zip the files that I have and move onto 1.9.5.5 while you and any one else who wants it, test 1.9.5.4. Let me know.
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Re: The Star Trek Mod - Final Update
Sounds good to me, if you're asking for a volunteer. You already have my e-Mail address.
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Re: The Star Trek Mod - Final Update
http://forum.shrapnelgames.com/images/smilies/happy.gif Awsome. Will be tomorrow sometime though. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - Final Update
Zip away and just keep us informed. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - Final Update
AT, under "Unique Techs" the Resource Gatherers do not seem to work. They don't show the mining icon on the unit display or register any amount under mining resources line in the economic window. I'm not sure if they're supposed to be working off of solar (suns) power or if they need to be in asteroids. I tried both with no success.
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Re: The Star Trek Mod - Final Update
They use the ability Generate Points Minerals/Organics/Radioactives therefore they will not show up in the mining resource line in the economic window. This is a known bug with SE IV. http://forum.shrapnelgames.com/images/smilies/frown.gif
The description states they convert solar energy into resources. I wonder if I should add a tag telling players that they are not remote miners but can simply be deployed any where and will generate resources? |
Re: The Star Trek Mod - Final Update
It's like a Solar Resource Gatherer. They work the same way the ground bases do (The Original Chrystallines)? What amount of resources do they gather per sun per turn? If I put out a group of 10 Sats, would it be 10 x the resources? I'll try to answer some of these by experimenting within the playtest game I have going. It's not going to be easy to figure this one out.
Let me know when 1954 is ready to playtest. |
Re: The Star Trek Mod - Final Update
Actually these don't need a sun in a system to gather resources. They are the new ability added in one of the later versions of SE IV. They should generate resources regardless of a stars presence.
Any who, should have 1.9.5.4 wrapped up in a bit and will let you know. |
Re: The Star Trek Mod - Final Update
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This is a beta version of 1.9.5.4
You will need to: 1. Make a copy of your current STM 1.9.5.2 folder. 2. Rename the copy to Star Trek Mod 1954. 3. Apply the beta patch Your save games should work ok for single player. However you might have to process the turn manually with the updated files before your mp games will work. Since this is just a beta version of the next patch please keep in mind that the splash screen hasn't been updated nor have any of the support files. Revision history has been included with a list of changes made since 1.9.5.2. Please report any bugs. Thank you. Quote:
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Re: The Star Trek Mod - Final Update
AT, I'm doing a playtest of 1954 (Downloaded from here).
The Solar Wind Collectors do not work. I've done the math on my economy (over two turns) and there's no effect on it from the SWCs. |
Re: The Star Trek Mod - Final Update
Ok, thanks, I will take a look at them. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - Final Update
I had planned to post that detail, but it looks like I got beat to it.
Grrrrrrrrrrr........ http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Star Trek Mod - New Version Available
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Here is what I have got so far from the feed back on 1954
The file is set up to work with your 1954 beta Installation. Only bases and the Defiant will generally be effected. Quote:
I wanted to tweak the Defiant in order to better emulate the DS9 ship. Heavy weapons, cloaking, but more expensive. I may or may not add built in ablade of armor to the Defiant in a later patch. I have been watching DS9 lately and noted that the Defiant is considered to be one of the most powerful "warships" in the quadrant. I wanted to emulate this slightly. The cost of the ship has been increased to help off set the stronger weapons. Also I don't know if the extra movement generation will work correctly. Smaller ships, mainly scouts, explorer, escort and a few chosen others, have had this ability added to them in order to speed up the early games a bit and to make these smaller ships more valuable. I also lowered the cost for remote mining by over 400 minerals for each level. This should help improve remote mining value. I also increased satellite mount damage and range in order to emulate true orbital defenses as seen in DS9 and BOTF. I discovered that the Solar Wind Collector's use of Point Generation doesn't work. I switched the abilities to Resource Generation and they now work. |
Re: The Star Trek Mod - New Version Available
Looks Good AT. I like the Defiant changes as it is supposed to be the "first warship" ever built by the Federation. Strickly built to encounter the Borg, later the Dominion. It makes sense that it would have some over gunned weapons. I'll try using a saved game to see if it's usable in an effort to speed up the testing of these new changes.
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Re: The Star Trek Mod - New Version Available
Thanks for the feed back. Say could someone also check to see if the Planetary Cloak is working? Its a unique tech so it should appear for a high tech start.
Thanks. |
Re: The Star Trek Mod - New Version Available
AT, the planet cloak works great. It does work like the ship cloak though. You must turn it 'on' and once on, you can't build ships. The patch works with my saved games as I just installed it and starting playing a saved game. The defiant mount look great. It's now actually a very vicious ship which is what it's design concept was all about. The Solar Wind Collectors are now working too!
Are there any races that you specifically need tested? I am currently running Feds but will move on to Romulans and then Klingons. |
Re: The Star Trek Mod - New Version Available
Thank Xrati, that feed back is great. Right now I just want to make sure that the scout/escorts that have been given the extra movement ability are working correctly. I believe that I tried this before and it had conflicts. However I cannot find anything in my notes about it so the only thing that can be done is to test them.
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Re: The Star Trek Mod - New Version Available
Hmmm. Perhaps I'll start a game as the Klingons if testing is what you need.
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Re: The Star Trek Mod - New Version Available
Any play test / bug reports would be a God send.
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Re: The Star Trek Mod - New Version Available
AT, your Escorts and Explorer movement didn't work. My speed went from 14 (13 normal +1 for propulsion experts) to speed 6 on the escorts and speed 7 on the explorer and Hvy. Escorts. I don't beleive that you'll be able to get the extra movement with the "Movement Generation" line. So what I tried is this:
Ability 3 Type := Standard Ship Movement Ability 3 Descr := Smaller size allows for greater speed. Ability 3 Val 1 := 2 Ability 3 Val 2 := 0 Now with this the Hvy Esc. went from 14 to 15 movement, It has an inherent movement of one with no engines on it. I don't know if this is the way you want to go in creating an extra movement for the ships, but it does work. If you changed the value in the line: Ability 3 Val 1 := 2 to :=3 you would get 2 extra movement out of it but the base speed without engines would be 2. I only tried this with the heavy escort as I know it will work for the others as well. Again, it's up to you if you want ships having inherent movement without engines. I don't know why the movement was halved, by the other statement calling for "Generated Movement." |
Re: The Star Trek Mod - New Version Available
Thank you. I guess this is what I ran into last time I tried this. I will remove the abilities from the hulls.
I am thinking about increasing the Prop Expert Racial Trait from 1 to 2. This would make it more valuable to players. |
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