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-   -   STM "Final v1.7.5" Discussion (http://forum.shrapnelgames.com/showthread.php?t=9755)

Fyron May 20th, 2004 11:07 PM

Re: STM "Final v1.7.5" Discussion
 
Yes, you have to change the Can Be Removed setting to True.

BlackRose May 20th, 2004 11:11 PM

Re: STM "Final v1.7.5" Discussion
 
You seem to be right, here are the things I commonly turn off:

Mines
Support Craft
Fighters
Computer Control
Computer Combat
Shuttles


I'm not really sure what support craft does http://forum.shrapnelgames.com/images/icons/icon7.gif Anyhow Mines is the biggest thing as the AI builds so many Mine layers. Its almost too bad we cant turn off sats as they build a tonne of those too! I do computer control/combat for atmosphere as It doesnt fit the trek universe. Fighters just arnt powerful enough to make them a threat so why give them to the ai to build. And shuttles I havnt really experimented with yet, but mostly for atmosphere. I should try them out i guess http://forum.shrapnelgames.com/images/icons/icon7.gif

minipol May 21st, 2004 12:05 PM

Re: STM "Final v1.7.5" Discussion
 
Cool. I will try my next game without sats too then. WP control will be a ***** then or at least until you get some decent fleets.

Atrocities May 23rd, 2004 09:13 PM

Re: STM "Final v1.7.5" Discussion
 
We have been waiting for CK to finish up the file and well it has been a longer wait then I had expected. Therefore I am preparing to release a modified verion of 1.7.3 with all the fixes I have, plus a weapons modification. I will increase the power of each weapon and reset the armor values.

I will wait for another week to give CK time to finish but after that I will release the patch and we can go from there.

Atrocities May 23rd, 2004 09:35 PM

Re: STM "Final v1.7.5" Discussion
 
If nothing happens, the following is the list of changes that will be made for Version 1.7.4 of this mod. Again this list could change depending upon the changes CK has done.

Star Trek Mod v1.7.4

1. Fixed - Error in Vehicle Size file (Thanks TNZ)
2. Changed - Weapons damage
3. Changed - Armor KT to reflect new Weapons Damage.


Star Trek Mod v1.7.3 (Thank you Aiken and Black Rose)

1. Fixed - Breen General file error
2. Replaced - Component file with correct one and not the old one.
3. Changed - Structural Integrity Field I - V Tonnage Structure (5,10,15,20,25)
4. Added - Klingon Weapon Mount for use with medium sized ships.
5. Changed - AI Default Design Creation file - Fine tuned so that Ai will design larger ships with more movement
6. Changed - All Minor races Defualt Ai design Creation file to new format
7. Removed - KAtarians file (You will need to do this manually if you have it. (kAtarians not Ktarians)
8. Fixed - Error in Dominion Warhead Mount (Thanks Aiken)
9. Fixed - Level error in 8472 facilities (Thanks Aiken)
10. Added - Description improvement for weapons with modifiers (Thanks Aiken)
11. Added - Ability Generate Points Intelligence to both Federation and Romulan Sensor Arrays
12. Added - Heavy Laser Mount for Laser Beam I - V
13. Changed - Increased the seeker speed of Capitol Ship Missile I - V from 6 to 8
14. Fixed - Error in Plasma Torpedo IV - V
15. Changed - Pirate Hull Armor to match new armor ability (Reduced)
16. Added - Mini - Storage Compartment (1kt)
17. Changed - Name of Wormhole Beam I - III to Sub Space Beam I - III and changed damage to Disrupt Reload Time
18. Fixed - Description error in Massive Planetary Phased Shield Generator I - II (Thanks BadAxe)
19. Changed - Beefed up Tholian Energy Web I - III (Thanks BlackRose)
20. Changed - Tholian Sensor Refractor I - III Gave them a higher to hit defense %
21. Changed - Base Mount damages. All are correct now. (Thanks Aiken)
22. Added - Tholian Energy Mount II (TEM2) for use with smaller Tholian ships
23 Changed - Tholian Energy Mount to Tholian Energy Mount I and made minor modifications.
24. Fixed - Error in Federation Sensors V
25. Changed - Reduced the cost of Mini-Storage
26. Added - Shield Regeneration to 8472 Bioelectric Field I - X
27. Changed - Increased range and damage of 8472 Neural Disrupter I - III
28. Changed - 8472 Quantum Singularity Beam I - III Reload rate from 1 to 2, increased tonnage, and weapon target to Ships/Planets only.
29. Added - Shield Depleter Mount. (125% Damage)
30. Changed - Romulan Plasma Projector I - V Weapon Target from Ships/Planets to Ships\Planets\Ftr\Sat\Drone
31. Added - Romulan Plasma Mount (For use with Romulan Plasma SEEKERS)
32. Changed - Warrior Technology cost from 80000 to 65000.
33. Added - UserX new Star Trek Map
34. Changed - Graviton Hellbore I - V family number from 2020 to 2120 to avoid conflict with Shield Depleters.
35. Changed - Klingon Neutrino Disruptor I - III family number from 2022 to 2322 to avoid mount conflict
36. Changed - Reduced Pirate Cloaking Armor I - III Tonnage from 30 to 10.
37. Fixed - Description error in Tech Area file for Pirate Race (Thanks von_toaster)
38. Changed - Intelligence Center I - III family number from 6 to 86 to help stop conflict with GR - Intel (Thanks General Woundwort)
39. Changed - Research Center I - III family number from 5 to 85 to help stop conflict with GR - Research (Thanks General Woundwort)
40. Changed - Description of Pirate Shock Troop (Thanks von_toaster)
41. Changed - Tonnage Space of Pirate Shock Troop from 10 to 1 (Thanks Von_toaster)
42. Changed - Tonnage Space of Tholian Drone I - III & Ferengi Troop I - V from 3 to 1
43. Changed - Satellites to True in the Tech Area file so they can now be excluded at game start up.

Captain Kwok May 25th, 2004 03:01 AM

Re: STM "Final v1.7.5" Discussion
 
Message Recieved. http://forum.shrapnelgames.com/images/icons/tongue.gif

I know I've been slacking a bit. Will pick up the pace again.

Atrocities May 25th, 2004 08:47 PM

Re: STM "Final v1.7.5" Discussion
 
CK I had an idea, what if we dropped the EM Armor all together?

If we leave the weapon values were they are, and simply get rid of the Emerssive armor then everything else works well. The ships destroy each other according to the master plan and balance seems to work well.

Why should we go to the trouble of redoing everything when the simplest thing is to remove the choke point?

Let me know what you think. I have treid it already and I was surprised at how well it worked.

Captain Kwok May 26th, 2004 12:19 AM

Re: STM "Final v1.7.5" Discussion
 
I've already re-done armor so it's not a big deal, I'm just lazing on sensors and most of the weapons. http://forum.shrapnelgames.com/images/icons/tongue.gif

Emissive armor works fine at lower levels, giving a slight reduction in incoming damage, and over the course of a battle, might afford a ship an extra hit or two. The problem you experienced was quite significant because the emissive ability was close to the maximum damage of weapons without mounts.

Atrocities May 26th, 2004 01:03 AM

Re: STM "Final v1.7.5" Discussion
 
Ahhhhh. http://forum.shrapnelgames.com/image...s/rolleyes.gif

We may have a fifth player for our game if he joins. http://forum.shrapnelgames.com/images/icons/icon7.gif

mac5732 May 27th, 2004 05:12 AM

Re: STM "Final v1.7.5" Discussion
 
AT, is it possible to get the AI to build Battlestations, forts on wormholes? this is one thing SE4 needs,

just some ideas Mac


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