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

Xrati November 17th, 2006 10:38 AM

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!

Atrocities November 18th, 2006 03:39 AM

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.

Atrocities November 18th, 2006 03:46 AM

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:


To Apply This Patch:

1. Copy your current Star Trek Mod 195, or other post 195 version, folder.
2. Rename the copied STM (version) folder to Star Trek Mod 196
3. Delete or remove the THOLIAN race folder from Star Trek Mod 196 / Pictures / Race folder
4. Unzip Stm1961Patch.zip to your space empires iv directory where the Star Trek Mod 196 folder is located.
5. When asked to over write files click YES or OK.


For a complete history of the modification made since the last update please read the RevisionText document included with the mod.

This version also contains an update Tech Tree Document as well.

Atrocities November 18th, 2006 09:36 AM

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.


Xrati November 18th, 2006 12:20 PM

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?

Xrati November 22nd, 2006 10:52 AM

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.

Atrocities November 22nd, 2006 05:33 PM

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.

Xrati November 22nd, 2006 08:59 PM

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

Atrocities November 22nd, 2006 09:22 PM

Re: The Star Trek Mod - New Version Available
 
must be an se 4 bug.

Atrocities November 22nd, 2006 10:45 PM

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.

Xrati November 24th, 2006 01:09 AM

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

Atrocities November 25th, 2006 02:54 AM

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.

Xrati November 25th, 2006 01:34 PM

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.

Atrocities November 25th, 2006 11:28 PM

Re: The Star Trek Mod - New Version Available
 
Quote:

Xrati said:
Thank You for all your hard work! On that note I have two questions and maybe one more problem.

Hey no problem. I love bugs and questions. http://forum.shrapnelgames.com/images/smilies/happy.gif It gives me something to do and for that I am always grateful.

Quote:


Q1) Have the Robotic Weapons for the Robo Infantry been removed? I can't get them when I go to build them.

I don't recall if I even added them. I will check and if not will add them. (Albeit at the end of the component list)


Quote:


Q2) Ancient Weapons Platform do not require a control? When I'm in design mode, you usually need a control for the WeaPlts.

This is true, the AWP doesn't require a control computer.

Quote:


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.

I recall I left that as it was because as a supply ship players would have to choose between speed or supplies. But in retrospect I guess I should reset it. For right now lets see how it plays out. Perhaps people might want to keep it. (They make horrible gun ships.)

Xrati November 27th, 2006 10:51 AM

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

Artaud November 27th, 2006 11:22 AM

Re: The Star Trek Mod - New Version Available
 
Quote:

Atrocities said:
I recall I left that as it was because as a supply ship players would have to choose between speed or supplies. But in retrospect I guess I should reset it. For right now lets see how it plays out. Perhaps people might want to keep it. (They make horrible gun ships.)

For what it's worth, I would say supply ships should be big and slow.

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

Xrati November 28th, 2006 10:50 AM

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.

Atrocities November 28th, 2006 03:16 PM

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.

Atrocities December 2nd, 2006 08:53 PM

Re: The Star Trek Mod - New Version Available
 
The broken download link at Astempire.net has been fixed.

Xrati December 6th, 2006 10:45 AM

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).

Atrocities December 9th, 2006 02:44 PM

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.

geoschmo December 9th, 2006 03:50 PM

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

Atrocities December 9th, 2006 04:03 PM

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

Atrocities December 12th, 2006 09:08 PM

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.

Artaud December 12th, 2006 09:49 PM

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.

Atrocities December 13th, 2006 12:46 AM

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

Ironmanbc December 13th, 2006 03:55 AM

Re: The Star Trek Mod - New Version Available
 
Quote:

Atrocities said:
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.

I still play it but when I buy se5 I hope to see it there too http://forum.shrapnelgames.com/images/smilies/happy.gif

Arralen December 13th, 2006 04:37 AM

Re: The Star Trek Mod - New Version Available
 
Quote:

Atrocities said:
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.

Hey - does my email from 11-29-06 not count ?? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/smilies/wink.gif

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 !!

Atrocities December 13th, 2006 04:53 AM

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?

Atrocities December 13th, 2006 05:31 AM

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:

- speed is to low, supply usage from engines to high: abysmal range for most vessels. And the AI tends to build ships with the minimun amount of systems, rest guns. No antimatter storage, no armor etc. => ultra-low range and heavy combat losses .. if there is any combat at all.


This is functioning correctly by design. The object was to give the player a sense that they are just starting out. Warp 1. They would be slower ships with limited range requiring the player to build resupply bases as they expanded. As their technology improves the faster your ships will go and the less resources they will require. However if you choose to use the maximum movement of your ships each turn, especially in later games, then your supply useage will also be used far more quickly. Supply and demand.

Quote:

- Would it be possible to make bridge, life support and crew quarters consume supplies as well?

Unfortunetly no. And the AI doesn't respond favoribly to most desires. The AI has to be one of the most frustrating ongoing challenges for any modder. You get the AI to behave one way, and that effects its behavor later to a undisireable degree. It is a constant give and take tug of war with the AI and its odd behaviors.

Quote:

.. aren't the "neutral empires" supposed to stay in their systems? And who are the "neutral empires" in STM? I had Nausicaans come after me with a vengeance, and even some Tamarian incursions...

The AI's you listed are not neutral empires, they are minor empires and they do expand outward.

"Who are the Neutral Races" There is a read me in the Neutral Race Folder that lists all 20 of them.

Quote:

Bynars 001
Talarian 002
Selay 003
Anticans 004
Bandi 005
Mintakan 006
Lurian 007
Bajorian 008
Chalnoth 009
Talosian 010
Betazoid 011
Malcoria 012
Zakdorn 013
Takarans 014
Benzites 015
Mizarian 016
Pakleds 017
Trill 018
Ullian 019
Yridians 020

Quote:

AI ISSUES.. do build masses of colony ships, but no mine/satellite layers? Makes their system easy prey .. . They DO research mine tech - know that from the Nausicaans trying to sweep the fields I put on the warp point leading to my space.

Good observation. There is no call for a Satellite layer in the AI Design Creation file. It is a useless design because the AI will not use it once it is built so it was removed. As for mines, they do use them. In fact in my test game just yestarday I lost several ships to neutral AI mines.

Quote:

.. send out mine-sweeper fleets without at least 1 combat ship to beat up satellites .. therefore 1 lonely satellite will keep them from entering the square (Nausicaans send 4 sweepers, but no combat ship in a fleet, and I had satellites there as well)

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.

Quote:

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.

Quote:


Tamarian Republic
- has Escorts named "Mah'rek 0002" and " - 0008" in the year 2407.0 .. shouldn't run out of names that early??

Good question. I will check their name file to be sure there isn't any errors.

Quote:


Nausicaans
.. seem all to eager to build Space Stations at their homeworld. On turn 198, they had 26 of about 5 different designs. But only 2 offensive ships, though those might have been killed by the Feds ;-) Lots of unusuable colony ships, too.

Yes this is a problem with an AI file that is effecting all races. I hope that the next update addresses this and cuts down on the number of stations the AI builds.

Quote:

INTEL.. doesn't seem to use any. Everytime (not very often) I managed to get treaties and see the level of the allies, they had NULL intel points? Only AI nation _ever_ producing intel points was the Feds, but I wonder if they got them as a bonus from something else then Intel Centers. I never noticed any intel operation from nations I was at war with througout the game.

I will check into this and figure it out. The AI should be generating Intel Points. If they are not then there is most likely a problem. Great observation.
Quote:


___ AI expansion speed ___
.. contrary to the readme, the AI seem to be very eager to send out single colony ships and seed small colonies whereever it can (isn't that much because it has range issues very much like the player)

The limitation on speed and supply use are that way by design. The AI will expands about as fast as a human play can.

Quote:


___ AI anger .. ___
- maybe gets angry too much over contested systems, or single scout ships in claimed systems, or satellites dropped on warp points, maybe: Jumps from "mood: moderate" to "mood: Murderous" in 1 turn, then slowly climbs up again .. without every clearing the "war" status, though?!

I can check the AI anger files and perhaps tweak them a tad.
However the AI mood is a thing of mystry and has long plagued modders with its odd behavior.

Quote:

Isn't there a special "AI advantage" anyway .. of rediculous 1000%? AI Mineral Bonus, AI Organics Bonus, AI Radioactives Bonus ... with a bonus that high, the game doesn't make any sense. To me. Maybe I'm a too bad player, but IMHO such a setting would only be justified if the player could build remote miners from turn 1 while the
AI cannot build/use them at all. But I have seen it at least build them .. not sure about the usage, though.

Players wanted the AI to be tougher, this is one way of achieving this without giving them a cheat across the board as the stock settings do. In combination with higher AI bonus settings and these advantages the AI becomes very hard core.

dogscoff December 13th, 2006 07:23 AM

Re: The Star Trek Mod - New Version Available
 
Quote:


{AI sneds lone ships through minefields]
This I believe is an SE IV bug in general ... There really isn't much any one can do about this bug.


I believe some of the TDM AIs would put a single minesweeper component on each attack ship, so that offensive fleets would have at least a moderate minesweeping capacity.

There are obvious downsides (ie reduced combat power) but it might be worth considering, if you haven't already.

PsychoTechFreak December 13th, 2006 08:49 AM

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.) ?

Arralen December 13th, 2006 09:02 AM

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... .

Atrocities December 13th, 2006 03:14 PM

Re: The Star Trek Mod - New Version Available
 
This list is a huge help. Thank you http://forum.shrapnelgames.com/images/smilies/happy.gif

Artaud December 13th, 2006 10:08 PM

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?

Atrocities December 13th, 2006 10:14 PM

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

Atrocities December 14th, 2006 03:26 AM

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.

Atrocities December 29th, 2006 02:54 AM

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.

Xrati January 1st, 2007 06:29 PM

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

Atrocities January 1st, 2007 08:04 PM

Re: The Star Trek Mod - New Version Available
 
Thanks, and I do. http://forum.shrapnelgames.com/images/smilies/happy.gif

gregebowman January 3rd, 2007 07:40 PM

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.

Black_Knyght January 3rd, 2007 10:08 PM

Re: The Star Trek Mod - New Version Available
 
Happy New Year to everyone around here.

President_Elect_Shang January 6th, 2007 04:29 AM

Re: The Star Trek Mod - New Version Available
 
Atrocities, why no talk about an SE5 version of this mod?

Kana January 6th, 2007 03:30 PM

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...

Atrocities January 6th, 2007 06:35 PM

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.

Kana January 6th, 2007 08:05 PM

Re: The Star Trek Mod - New Version Available
 
So you still using a demo version of UU3d?

Atrocities January 6th, 2007 08:57 PM

Re: The Star Trek Mod - New Version Available
 
Quote:

Kana said:
So you still using a demo version of UU3d?

Yes until I can aford to buy the latest new version.

Atrocities January 9th, 2007 02:15 PM

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

President_Elect_Shang January 9th, 2007 04:17 PM

Re: The Star Trek Mod - New Version Available
 
Those would look sweet in a 3D model for SE5.

Atrocities January 10th, 2007 04:22 AM

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.


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