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

Atrocities October 8th, 2006 07:19 PM

Re: The Star Trek Mod - Final Update
 
Quote:

scJazz said:
Looks like above two bugs occur because there are specific Gathering components with different family numbers for bases and satellites.

Again thanks. I don't understand why this is occuring. Those changes were all made to the compEhancement file when the family numbers were changed. I can only conclude that for some reason I might have had to compenhancement files open and saved the wrong one or saved an older one over the updated one. This really angers me.

I will fix this and post a new cumlative patch. Again thanks for the bug reports.

Atrocities October 8th, 2006 07:36 PM

Re: The Star Trek Mod - Final Update
 
Quote:

scJazz said:
Resource Gathering Components are unaffected by Mount when used on a satellite.

Satellite Remote Mining components do not require mounts. The Resource Gathering mount is a unique tech. It should only be present when "discovered". I will look into this.

Atrocities October 8th, 2006 08:21 PM

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.

Atrocities October 8th, 2006 08:32 PM

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.

scJazz October 8th, 2006 11:35 PM

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.

gregebowman October 11th, 2006 08:36 PM

Re: The Star Trek Mod - Final Update
 
Quote:

scJazz said:
AT in case no one has mentioned this lately...

Thanks for a really cool mod!

Your hard work is really appreciated.

Amen to that. This is my favorite mod. Keep up the good work.

Atrocities October 11th, 2006 09:08 PM

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

Spectarofdeath October 11th, 2006 11:04 PM

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?

mrscrogg October 11th, 2006 11:50 PM

Re: The Star Trek Mod - Final Update
 
I agree ! Best mod I've ever played - let's here it for Star Trek Mod - SEV !

Black_Knyght October 12th, 2006 05:35 PM

Re: The Star Trek Mod - Final Update
 
Quote:

gregebowman said:
Quote:

scJazz said:
AT in case no one has mentioned this lately...

Thanks for a really cool mod!

Your hard work is really appreciated.

Amen to that. This is my favorite mod. Keep up the good work.


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.

Atrocities October 14th, 2006 04:00 AM

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.

Atrocities October 26th, 2006 06:20 AM

Re: The Star Trek Mod - Final Update
 
1 Attachment(s)
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:

Star Trek Mod v1.9.5.3.1

1. - Fixed - Weapon Platform Reactor Mounts will now show up correctly
2. - Fixed - Shuttle V is now accessable
3. - Fixed - Weapons Of Mass Destruction is now only available if it is selected as a Racial Trait.
4. - Fixed - Sensors can no long be researched beyond Tech Level 6
5. - Fixed - Tractor\Repulser Weapons can no longer be researched beyond Tech Level 6
6. - Changed - Stellar Harnessing Maximum Level from 2 to 5
7. - Fixed - Flux Pod III - V can now be used
8. - Added - New Technology, Solar Science
9. - Added - New Technology, Solar Mining
10. - Added - New Facility, Solar Wind Collector
11. - Added - New Component, Solar Collector
12. - Added - New Facility, Planetary Cloak


Atrocities October 27th, 2006 08:42 AM

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).

Black_Knyght October 27th, 2006 09:18 PM

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>

Xrati October 29th, 2006 07:22 PM

Re: The Star Trek Mod - Final Update
 
1 Attachment(s)
Wow, talk about like minds. http://forum.shrapnelgames.com/images/smilies/wink.gif

Artaud October 31st, 2006 06:16 PM

Re: The Star Trek Mod - Final Update
 
Why doesn't the latest version include .emp files for DS9?

Artaud October 31st, 2006 10:47 PM

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?

Atrocities November 1st, 2006 12:36 AM

Re: The Star Trek Mod - Final Update
 
Quote:

Artaud said:
Why doesn't the latest version include .emp files for DS9?

The latest version did not include any extra federation empires in the RACE folder. All extra Federation type empires were removed and placed into a seperate folder under the Pictures directory. (All of them have, or should have, updated AI for version 1.9.5.2)

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.

Atrocities November 1st, 2006 12:42 AM

Re: The Star Trek Mod - Final Update
 
Quote:

Artaud said:
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?

Planets are EXTREMELY hard to kill. Landing troops is the prefered option. Homeworlds are the toughest to obliterate but it can be done. Planet Weapons give the best early weapons to use against planets. I once lost a fleet of 20 ships to a planet. Planetary defense have a hard coded (via SEIV stock) combat bonus. While I have found it hard to take out planets, it can be done with the proper amount of ships and technology.

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.

Artaud November 1st, 2006 09:28 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
Planets are EXTREMELY hard to kill. Landing troops is the prefered option. Homeworlds are the toughest to obliterate but it can be done. Planet Weapons give the best early weapons to use against planets. I once lost a fleet of 20 ships to a planet. Planetary defense have a hard coded (via SEIV stock) combat bonus.

I'm finding it a LOT harder to effectively bombard planets and land troops in the ST mod than in stock SEIV. My old tried-and-true strategies for taking planets are just not working now. http://forum.shrapnelgames.com/images/smilies/shock.gif

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!

Xrati November 1st, 2006 09:53 PM

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.

Atrocities November 2nd, 2006 02:32 AM

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.

Suicide Junkie November 2nd, 2006 02:58 PM

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.

Xrati November 2nd, 2006 06:15 PM

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.

Atrocities November 2nd, 2006 10:15 PM

Re: The Star Trek Mod - Final Update
 
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.

Atrocities November 2nd, 2006 10:16 PM

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.

Atrocities November 3rd, 2006 07:49 PM

Re: The Star Trek Mod - Final Update
 
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.

Quote:

Star Trek Mod v1.9.5.4

01. - Fixed - Weapon Platform Reactor Mounts will now show up correctly
02. - Fixed - Shuttle V is now accessable
03. - Fixed - Weapons Of Mass Destruction is now only available if it is selected as a Racial Trait.
04. - Fixed - Sensors can no long be researched beyond Tech Level 6
05. - Fixed - Tractor\Repulser Weapons can no longer be researched beyond Tech Level 6
06. Changed - Stellar Harnessing Maximum Level from 2 to 5
07. - Fixed - Flux Pod III - V can now be used
08. - Added - New Technology, Solar Science
09. - Added - New Technology, Solar Mining
10. - Added - New Facility, Solar Wind Collector
11. - Added - New Component, Solar Collector
12. - Added - New Facility, Planetary Cloak
13. - Changed - Updated all Research Files
14. - Changed - Communication Interceptors from Sabotage to Espionage
15. - Changed - The name of Infantry (component) to Infantry Troop
16. - Update - STM Basic Tech Tree
17. - Fixed - Bio-Electric Field II - X will now require correct level of shields before becoming available.
18. - Fixed - Gravitational Condenser will now scale correctly with the Artificial Warp Point Mount
19. - Changed - Added (Ship), (Base), (Satellite) - to Remote Mining components names.
20. - Fixed - Artificial Intelligence Mount is now included.
21. - Fixed - Hyper-Tachyon Sensor Mount now scales Hyper-Tachyon Sensors I - IV to 100kt
22. - Fixed - Gravitic Sensor Mount now scales Gravitic Sensor I - IV to 100kt

23. - Changed - Increased Scrap Ship Percent Returned from 30 to 50.
24. - Changed - Number Of Ground Combat Turns from 10 to 2 (Under testing at the moment)
25. - Changed - Ground Combat Damage Modifier Percent from 30 to 100.
26. - Changed - Defending Units Per Population from 30 to 10 (Gives more militia to planetary defense)
27. - Changed - Population Defender Attack Strength from 12 to 10
28. - Changed - Population Defender Hit Points from 30 to 40
29. - Changed - Capital Ship Missile I - V Tonnage Space Taken from 50 to 20
30. - Changed - Plasma Missile I - V Tonnage Space Taken from 50 to 20
31. - Changed - Plasma Envelope Missile I - V Tonnage Space Taken from 50 to 20
32. - Changed - Weapon Seeker Speed for Plasma Envelope Missile I - V
33. - Changed - Weapon Seeker Speed for Plasma Missile I - V
34. - Changed - Weapon Seeker Speed for Capital Ship Missile I - V


Xrati November 3rd, 2006 10:54 PM

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!

Xrati November 4th, 2006 05:41 PM

Re: The Star Trek Mod - Final Update
 
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.

Atrocities November 4th, 2006 08:01 PM

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.

Black_Knyght November 4th, 2006 10:02 PM

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.

Atrocities November 5th, 2006 01:19 AM

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

Xrati November 5th, 2006 03:24 AM

Re: The Star Trek Mod - Final Update
 
Zip away and just keep us informed. http://forum.shrapnelgames.com/images/smilies/happy.gif

Xrati November 6th, 2006 01:07 AM

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.

Atrocities November 6th, 2006 07:40 AM

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?

Xrati November 6th, 2006 10:42 AM

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.

Atrocities November 6th, 2006 06:31 PM

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.

Atrocities November 9th, 2006 11:13 PM

Re: The Star Trek Mod - Final Update
 
1 Attachment(s)
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:


Star Trek Mod v1.9.5.4

1. - Fixed - Weapon Platform Reactor Mounts will now show up correctly
2. - Fixed - Shuttle V is now accessable
3. - Fixed - Weapons Of Mass Destruction is now only available if it is selected as a Racial Trait.
4. - Fixed - Sensors can no long be researched beyond Tech Level 6
5. - Fixed - Tractor\Repulser Weapons can no longer be researched beyond Tech Level 6
6. - Changed - Stellar Harnessing Maximum Level from 2 to 5
7. - Fixed - Flux Pod III - V can now be used
8. - Added - New Technology, Solar Science
9. - Added - New Technology, Solar Mining
10. - Added - New Facility, Solar Wind Collector
11. - Added - New Component, Solar Collector
12. - Added - New Facility, Planetary Cloak
13. - Changed - Updated all Research Files
14. - Changed - Communication Interceptors from Sabotage to Espionage
15. - Changed - The name of Infantry (component) to Infantry Troop
16. - Update - STM Basic Tech Tree
17. - Fixed - Bio-Electric Field II - X will now require correct level of shields before becoming available.
18. - Fixed - Gravitational Condenser will now scale correctly with the Artificial Warp Point Mount
19. - Changed - Added (Ship), (Base), (Satellite) - to Remote Mining components names.
20. - Fixed - Artificial Intelligence Mount is now included.
21. - Fixed - Hyper-Tachyon Sensor Mount now scales Hyper-Tachyon Sensors I - IV to 100kt
22. - Fixed - Gravitic Sensor Mount now scales Gravitic Sensor I - IV to 100kt
23. - Changed - Increased Scrap Ship Percent Returned from 30 to 50.
24. - Changed - Number Of Ground Combat Turns from 10 to 2
25. - Changed - Ground Combat Damage Modifier Percent from 30 to 100.
26. - Changed - Defending Units Per Population from 30 to 10 (Gives more militia to planetary defense)
27. - Changed - Population Defender Attack Strength from 12 to 10
28. - Changed - Population Defender Hit Points from 30 to 40
29. - Changed - Capital Ship Missile I - V Tonnage Space Taken from 50 to 20
30. - Changed - Plasma Missile I - V Tonnage Space Taken from 50 to 20
31. - Changed - Plasma Envelope Missile I - V Tonnage Space Taken from 50 to 20
32. - Changed - Weapon Seeker Speed for Plasma Envelope Missile I - V
33. - Changed - Weapon Seeker Speed for Plasma Missile I - V
34. - Changed - Weapon Seeker Speed for Capital Ship Missile I - V
35. - Added - Ancient Weapons Platform
36. - Fixed - Range Mount now has correct Tech Level Req
37. - Fixed - Ancient unique tech now has correct requirements.
38. - Added - (Ship)(Base) to description for Remote Mining Mounts.
36. - Added - (Ship)(Base)(WepPlt) to description for Shield Mounts
37. - Added - (Ftr)(Trp)(Drn) to description for all Small Shields I - III
38. - Changed - Combat Support Group from General Technology to Military Science
39. - Changed - ECM Weapons Level Cost from 50000 to 150000
40. - Fixed - Replaced missing Icon for Neutral Race O02
41. - Updated - A couple HTML docs


Star Trek Mod v1.9.5.3

1. - Changed - Applied Science is no longer required for any of the Colony Techs.
2. - Fixed - Only the Racially selected colony technology will be listed under Applied Science


Xrati November 12th, 2006 12:43 PM

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.

Atrocities November 12th, 2006 08:01 PM

Re: The Star Trek Mod - Final Update
 
Ok, thanks, I will take a look at them. http://forum.shrapnelgames.com/images/smilies/happy.gif

Black_Knyght November 13th, 2006 12:52 AM

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

Atrocities November 15th, 2006 04:05 AM

Re: The Star Trek Mod - New Version Available
 
1 Attachment(s)
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:


Star Trek Mod v1.9.6 (Will Affect Saved Games Slightly)

1. - Changed - Defiant Mount Description slightly
2. - Changed - Defiant Mount cost has been increased
3. - Changed - Defiant Mount now has greater damage
4. - Changed - Defiant Mount now has Range of 2
5. - Added - Extra Movement Generation of 1 to 2 to all Scout/Escorts
6. - Changed - Satellite Mount now has lower cost better damage rating, and range.
7. - Changed - Revamped Large, Heavy, and Massive Reactor Mounts (Bases) Increased damage and range.
8. - Changed - Large, Heavy, and Massive Reactor Mounts now work for Phasers/Disruptors, Pulse Weapons, Laser, and Torpedo weapons.
9. - Changed - Large, Heavy, and Massive Reactor Mounts now have Base Construction Tech Area Requirements. (1,2,3)
10. - Changed - Lowered Mineral Cost for all Remote Mining Components.
11. - Changed - Increased resource cost for Defiant
12. - Changed - Defiant description slightly
13. - Fixed - Solor Wind Collector's (Generate Points does not work was changed to Resource Generation)



The objective here was to make bases more dangerous as they should be hard tragets to take down. They should have superior range and fire power than a standard ship. I may also be increasing the effectiveness of Base Shields to give them better protection.

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.

Xrati November 15th, 2006 10:48 AM

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.

Atrocities November 15th, 2006 09:18 PM

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.

Xrati November 16th, 2006 10:44 AM

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.

Atrocities November 16th, 2006 11:44 AM

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.

Artaud November 16th, 2006 09:55 PM

Re: The Star Trek Mod - New Version Available
 
Hmmm. Perhaps I'll start a game as the Klingons if testing is what you need.

Atrocities November 16th, 2006 10:02 PM

Re: The Star Trek Mod - New Version Available
 
Any play test / bug reports would be a God send.

Xrati November 17th, 2006 12:42 AM

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."

Atrocities November 17th, 2006 01:51 AM

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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