![]() |
Re: The Star Trek Mod - New Version Available
That's a hugh advantage in the early game. Be careful with that one and increase the cost a lot!
|
Re: The Star Trek Mod - New Version Available
I took what you said into consideration and came up with a better plan. Warp Overdrive I - III. (Basically Emergency Propulsion). It may help players, but I will have to come up with a simular system for the AI later.
|
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
Download the Star Trek Mod v1.9.6.1 Update 5 megs
Download the Full Version of the Star Trek Mod v1.9.6.1 - 29 megs This new version includes the new Tholian ship set. Please read the update or patch installation instructions before installing the update or patch. Quote:
This version also contains an update Tech Tree Document as well. |
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
STM 1.9.6.1 Full Version of the mod. In order to upload the file I had to drop the 800x600 splash screen. If you use this resolution you can copy and resize the 1024x786 image and use it.
|
Re: The Star Trek Mod - New Version Available
AT, I don't know what the ability was on the 'Solar Sail', but did you try that ability on the small hulls?
|
Re: The Star Trek Mod - New Version Available
AT, there may be a racial trait problem. I took the building trait (I think it's the Natural Engineers) that decreases your build time. On the starting turn que, my colony ship comes up as 2 turns to build, but then on the first turn it changes to 3 turns of 4 left.
Has anybody else noticed this problem? I took the Fed with the building bonus. It appears as the numbers are not working out. I'm using 1961. |
Re: The Star Trek Mod - New Version Available
I have always said that the racial characteristics work backwards. http://forum.shrapnelgames.com/images/smilies/laugh.gif Natural Enineers is improved repair 150%. Hardy industrialist and Power Industrialists are 120% and 150% to production.
|
Re: The Star Trek Mod - New Version Available
That's what I took, Power Industrialists, 150% to production and I went backwards. AND I spent racial points on this trait! WOW what a deal! http://forum.shrapnelgames.com/image...es/biggrin.gif
|
Re: The Star Trek Mod - New Version Available
must be an se 4 bug.
|
Re: The Star Trek Mod - New Version Available
I tried to duplicate your issue but was unable to. The Power Industrialists worked fine. When used with no other charactersitics, say FED culture and racial trait, a standard colony ship with all available base components and two storage and one cargo component would take 2 turns to build. With no bonus other than FED culutre and RT, the build time for the same colony ship would take 3 turns.
With the Power Industrialist RC, and 145% to the Construction Characteristics the build time is still 2 turns. I could not get the construction time to increase no matter what I did. The time remaining was always the correct amount. |
Re: The Star Trek Mod - New Version Available
It may have just been due to all the patching I've been doing with all the releases. I just deleted the whole folder and started from scratch. I was unable to duplicat4e the problem myself. I'm sorry for the mix up. Sometimes it gets a little overwhelming with all the updates and patches. I should have known better and started fresh in the first place. http://forum.shrapnelgames.com/image...s/rolleyes.gif
|
Re: The Star Trek Mod - New Version Available
Thanks Xrati - I know that having so many updates in recent months has been a bit much but the crush is over hopefully this was the last update for the mod.
|
Re: The Star Trek Mod - New Version Available
Thank You for all your hard work! On that note I have two questions and maybe one more problem.
Q1) Have the Robotic Weapons for the Robo Infantry been removed? I can't get them when I go to build them. Q2) Ancient Weapons Platform do not require a control? When I'm in design mode, you usually need a control for the WeaPlts. 3) Re-Supply ships will take Three Warp Nacelles which gives them a movement of 18! Two will give them movement of 13. I've just left it off and when you leave the third Nacelle off, it builds OK with the extra kt going for other stuff. |
Re: The Star Trek Mod - New Version Available
Quote:
Quote:
Quote:
Quote:
|
Re: The Star Trek Mod - New Version Available
Robo Infantry and their weapons were in the last release.
It doesn't make sense to have a ship with a speed greater then the fleet speed. I'd rather have some extra cargo space or defensive systems. It's only my thoughts on this. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Star Trek Mod - New Version Available
Quote:
Though I've been known to design emergency destroyer-sized supply ships with lots of solar collectors. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Star Trek Mod - New Version Available
They are also the AI's favorite targets. In most of my recent battles I've lost at least one supply ship in every battle. After they are loaded with the standard systems there's not much room left for anything else, especially if you throw on some armor and shields.
|
Re: The Star Trek Mod - New Version Available
I have found a few more bugs with the mod so another update will be coming by the end of the year.
I am also working on something old/new and hope to have that project done by the end of the year as well. |
Re: The Star Trek Mod - New Version Available
The broken download link at Astempire.net has been fixed.
|
Re: The Star Trek Mod - New Version Available
I'm going to be down a while as I made the mistake of letting microsoft install I.E.7 on my computer. It's completely hosed it over and I'll have to format and re-install the hard drive. "I'll Be Back!" http://forum.shrapnelgames.com/image...es/biggrin.gif (in about a week or two).
|
Re: The Star Trek Mod - New Version Available
I will be posting another update for the mod at the end of the month. It is my hope that I can get Geoschmo to upload that version to PBW for use there. It is my understanding that has, or is going to make all versions currently available for play on PBW obsolete and remove them. http://forum.shrapnelgames.com/images/smilies/frown.gif
It was very hard to get any version of the mod added to PBW. For some reason there was a horrendous amount of confuse over which mod to add, AST or STM. I believe the reason he is removing STM entirely from PBW is because no one plays the mod any more. While that comes as no shock, it does seem to be a bit of a let down. Oh well, to many mods, not enough players. Any who, I hope to have an update for the mod by the end of the month. Currently I have already addressed several "bugs" and am working on addressing other reported problems. I would appreciate any posts that list wrong images being used for facilities. For example Starfleet Command should not have been a religious icon facility. The System Capital facility images were all wrong. Any spelling errors in the any of the games data files. Any ship size issues. The Federation Battleship size issue is being resolved but there might be more of them out there. It is my sincere intention of making this next update the last update for the mod. So it is very important that any issues be resolved now. Thank you. |
Re: The Star Trek Mod - New Version Available
I tried to be clear with my original post in the other thread, sorry for any confusion. My intention was to leave the most recent versions of every mod we had on PBW. I didn't remove any mods simply because they weren't being used. They had to be not being used AND have a more recent version on the server. I only removed older mods when we had what I thought was a newer version of the same mod.
I took the STM 1.9.2.4 off because we also had version 1.9.2.6. I didn't see the point of having both versions. If I'm incorrect and you need both versions on there it's no problem to get it put back on. Just let me know. Geoschmo |
Re: The Star Trek Mod - New Version Available
1.9.2.6 is the one you should keep. http://forum.shrapnelgames.com/images/smilies/happy.gif I think its a great idea to clean PBW house. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - New Version Available
Ok, since there has been no feed back, no emails, I am going to finalize this version of the Star Trek Mod and call it quits after this next update.
It has been a great joy ride. Time to move on to bigger and lessor things. |
Re: The Star Trek Mod - New Version Available
Sorry about the lack of feedback. I haven't played at all in several days.
I agree that the ST mod should remain on PBW. I was just thinking today about joining a game. But there are several games on PBW that appear to be dormant. |
Re: The Star Trek Mod - New Version Available
The lack of feed back was taken as a GOOD thing. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - New Version Available
Quote:
|
Re: The Star Trek Mod - New Version Available
Quote:
Had found some "game killers" (AI having no Intel points, designs ships without armor/shields, uses mine sweepers but not mines, builds remote miners but doesn't use them // shield mounts do not scale 'correctly', capital ship missiles on small sats dominate the early game // etc) and therefore moved on to testing the Adamant Mod ... . I might get some of the component issues done on my own, but I have no clue about the AI files .. don't tell me you ain't gonna fix those !! |
Re: The Star Trek Mod - New Version Available
Arralen I got your email and did respond. I believe I addressed all of your concerns but might have missed some. I will go through your email again and double check your comments against things I have already addressed for the next update. Again thank you for the email.
Here are some issues that I did not notice in your email, but again I will reread it later and double check. 1. AI not having intel points? Huh.. I will check this now. 2. The AI does design ships with shields and armor, but I will double check. 3. The AI that I have played against do lay mines. In fact they lay them all over hell and back. But will double check. 4. The AI remote miners should generate resources just sitting there. (The AI will not remote mine, that is an SE IV bug. http://forum.shrapnelgames.com/images/smilies/frown.gif The AI remote mining ships have the ability to generate resources via solar power.) 5. Shield mounts? What version of the STM were you playing? 6. What component issues are you refering to? |
Re: The Star Trek Mod - New Version Available
Arralen you sent me an email that had some good questions and I would like to respond to those questions publically so that everyone can benefit from the answers.
Quote:
Quote:
Quote:
"Who are the Neutral Races" There is a read me in the Neutral Race Folder that lists all 20 of them. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
However the AI mood is a thing of mystry and has long plagued modders with its odd behavior. Quote:
|
Re: The Star Trek Mod - New Version Available
Quote:
There are obvious downsides (ie reduced combat power) but it might be worth considering, if you haven't already. |
Re: The Star Trek Mod - New Version Available
AIcampaign has added minesweeping ability to AI ship hulls.
Something different... I like it very much that you have implemented Pirate abilities. Is it the same as if I would have SJ's Pirates&Nomads installed (components, ships etc.) ? |
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
Ok, I have attached the turn file from my game:
It's 2425.0, and I started with low tech and medium costs. Maybe with "medium tech start" things look different, but after reading the background story I decided to try low tech. Looked at the file again, turning of some AIs and peaking into their turns - here's what I found: 1. AI not having intel points? Most AIs in the game havn't build any Inter Centers. 2. The AI does [not] design ships with shields and armor Cardassia: - research: Armor-0, Shields-0 - they barely got out of their home system (nebula systems) Klingons: - Shields-0 - armor not used Romulans: - Shields-0 - no chemistry researched (armor not openend up) - Propulsion-1 .. they never got out of their home system (nebula systems) Federation: - Shields-0 - waited for Armor-5 to apply "Shattering Armor" to its designs Ferengi: - Armor-0, Shields-0, Propulsion-1 ... Borg Collective: - Armor-0, Shields-0, Propulsion-1 3. The AI that I have played against do (not) lay mines. Some do, some do not (Andorians, e.g.) 4. The AI remote miners should generate resources just sitting there. (The AI will not remote mine, that is an SE IV bug. The AI remote mining ships have the ability to generate resources via solar power.) If the AI cannot use Remote Miners, as it can't use Satellite Layers, they should be removed. Sitting over the homeworld I don't see them doing any good unless by chance the homeworld has an inhabitable moon.... 5. Shield mounts? What version of the STM were you playing? 1.9.6.1 DE After selecting a ship size it asks me for "light" or "standard" shields ?! 6. Component issues - scaling of shields (mounts) - Capital Ship Missiles that fit into small hulls by the dozend - Torpedoes = Beam Weapons .. others ... 7. speed and supply usage Acutally, I've gotten that abysmal speed and range is by design - but that's not the point: The AI has BIG troubles with those ship designs. Had several cases where the AI didn't make it out if its home system in 250(!) turns because its ships wheren't able to get past the neighbouring all-nebula systems. That they didn't research any propulsion surely didn't help at all. 8. Mine Sweeper (Fleets) "This I believe is an SE IV bug in general. The AI loves to send one ship at a time through known mined warp points. There really isn't much any one can do about this bug." Actually, the AI did send out a Sweeper Fleet with 4 ships - but did not include any combat ship - therefore a lonely satellite was enough to keep them from sweeping the field - the mine field was on their side of the warp connection! Guess there's nothing one can do about the way fleets are assembled? Ullians .. are humanoids, but native to Oxygen Gas Giants ?? "I don't see a problem with this but will look into it just to be safe." Besides the fact that there are no Oxygen Gas Giants in reality, the Ullians are rock dwellers like the Terranians, Andorians and all others... . |
Re: The Star Trek Mod - New Version Available
This list is a huge help. Thank you http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - New Version Available
I don't know if this is relevant to the ST Mod, but in some other mods the AI does build and use satellite layers, deploying satellites up to the maximum 100 per warp point.
Perhaps those instructions could be incorporated into the ST Mod? |
Re: The Star Trek Mod - New Version Available
I can always add the design back to the AI design Creation file. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - New Version Available
I have to push back the final update release date. I had planned to have the final version of the mod ready by the end of the year but it now looks like that RL is preventing this.
This is good news to all those who play the mod. It shall give you more time to send in those bug reports. I hope to have the update done by the end of January. Also be advised that I am working on another SEIV project, my last, and after that will begin working on an SE V mod of some kind. |
Re: The Star Trek Mod - New Version Available
I am still working on the final update.
Here is what I have completed so far. [quote] Star Trek Mod v1.9.6.2 1. - Fixed - Enhanced Torpedo Weapons are now available for all races. 2. - Fixed - Warp Weapons are now working 3. - Updated - STM Basic Tech Tree to include Enhanced Torpedo Weapons. 4. - Updated - STM Basic Tech Tree to incude Sub Space Beam I - III 5. - Changed - Monster Racial Trait cost to 5000 6. - Changed - Borg Monster Racial Trait cost to 5000 7. - Fixed - Hyper-Tachyon Sensors I now has correct ability type 8. - Fixed - Warp Overdrive II now gives correct movement bonus 9. - Fixed - Omniplex Training Matrix will now display correct facility image 10. - Fixed - Omniplex System Nexus will now display correct facility image 11. Changed - Starfleet Command I - II Pic Number from 2 to 576 12. - Changed - All System Capital facilities Pic Number from 69 to 533. 13. - Fixed - Warp Overdrive I - III will now only be available for ships. [quote] I have a rather exstensive list to go through still so there will be more changes made. |
Re: The Star Trek Mod - New Version Available
Happy New Year AT! REMEMBER to "Breath" every once in a while! http://forum.shrapnelgames.com/images/smilies/wink.gif
|
Re: The Star Trek Mod - New Version Available
Thanks, and I do. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - New Version Available
Happy New year. Looks like I'll have my computer up and ready by the time you get the update completed. Come to find out it wasn't my hard drive that crashed. It had something to do with the cable hooking it up to the computer. It should be replaced this week. Can't wait to play SEIV again.
|
Re: The Star Trek Mod - New Version Available
Happy New Year to everyone around here.
|
Re: The Star Trek Mod - New Version Available
Atrocities, why no talk about an SE5 version of this mod?
|
Re: The Star Trek Mod - New Version Available
Has to do with models for one...on the other...does he really want to devote time and effort...
|
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
Kana is partly correct, the models are a major hurtle but with the use of SFC I,II,III models this might be overcome. However they do run at between 100 to 400 FPS due to high polygon counts, but they stall better than the doga models I made which run in the same range but have no textures.
I have been trying to use Ultimate Unwrap 3d to work with my first few X formated models made with doga. Attached. (Plain jane Doga X models. Can be opened in Ultimate Unwrap 3d. Any help in skinning them would be greatly appreciated.) The other major factor that is keeping me from working on a star trek mod for SE V is to many hands in the same pot. There are several very skilled modders currently working on concept ST mods. And then there is the current state of the game. Any modding done now can easly be undone by a Patch or and update of SE V. For me I want to wait until the game is stable and the UI and other issues have been addressed. Granted with the SE IV version of the ST mod I have put a lot of time and effort into the game and it only stands to reason that I would want to make a mod for SE V, and despite my earlier stance that I would not, the likelyhood of me actually making a mod is improving with each model success. |
Re: The Star Trek Mod - New Version Available
So you still using a demo version of UU3d?
|
Re: The Star Trek Mod - New Version Available
Quote:
|
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
While I work on the mod I thought I might update a few of the Romulan images. They have been in need of attention for some time now.
While I may or may not use these, here are four that I have updated. You will have to wait until the mod is updated to see the rest of the Romulan ship updates. http://www.shrapnelcommunity.com/thr...3-romship1.PNG Light Cruiser (this one is in the set for sure) http://www.shrapnelcommunity.com/thr...3-romship2.PNGhttp://www.shrapnelcommunity.com/thr...3-romship3.PNGhttp://www.shrapnelcommunity.com/thr...3-romship4.PNG |
Re: The Star Trek Mod - New Version Available
Those would look sweet in a 3D model for SE5.
|
Re: The Star Trek Mod - New Version Available
Yes they would, but they would have to benefit from some serious work before they could be used in SE V. Skills that are still beyond my level to clean up the parts.
|
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.