![]() |
Re: The Star Trek Mod - New Version Available
I don't think you are giving yourself enough credit. I have total faith that once you put yourself to it you will emerge as the leader in shipsets again. Which is good because we sorely need you back before the rush to churn out shipsets lowers the quality standards you set in SE4. Remember the early days of SE4 and the shipsets that came out? Thank God for you At.
SE5 needs you At! |
Re: The Star Trek Mod - New Version Available
Actually I think I am just going to just call it a night on this mod. There seems to be very little interest in it now that SE V is out. I fill finish up what I have going on and then toss in the towel.
|
Re: The Star Trek Mod - New Version Available
Don't "toss in the towel". Things may have shifted more toward SE5 for right now but it may shift back later. You know what its like to get a new toy. You want to play with it but will give your other toys attention later. If nothing else I would just take a break if I was you.
|
Re: The Star Trek Mod - New Version Available
Atm, SE5 sucks, and it doesn't look like that this will change within the next month(s). Maybe in a year or something, who knows.
Until then, I'm happily playing Se4 now and then. And it would be great if Star Trek, Proportion and all the other big mods would be finished some day. And maybe even a "StarTrek Enterprise - the very beginning", or something like that, or whatever you plan(ned) to work on http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Star Trek Mod - New Version Available
While I agree that SE5 is broken; game stopping type broken, I don't think a good mod can ever be truly done. What I mean is as long as people are playing it there will be new ideas to toy with building into it. http://forum.shrapnelgames.com/images/smilies/smirk.gif
|
Re: The Star Trek Mod - New Version Available
*** 2007 ***
SE5 will go the way of MOO3. There will be a SE6. It will be based on SE4. While it is off in the future, there are still some of us that have followed SE4 and this STM. AT finish up what you need to do on this mod, release it and be ready to make an update in some near future time as those of us that still play will report our findings to you, here on this board! You deserve a vacation from this and you need some time away to clear all those little tweeks you've been planning. Leave it alone and come back later and start over, "Fresh." |
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
In addition to reworking many of the Romulan ships, I have also reworked many of the STGN federation ships.
This is something that I have been wanting to do for a while and I finally got around to doing it. http://www.shrapnelcommunity.com/thr...7345-akira.PNGhttp://www.shrapnelcommunity.com/thr...487345-voy.PNG http://www.shrapnelcommunity.com/thr...345-galaxy.PNGhttp://www.shrapnelcommunity.com/thr...487345-sov.PNG |
Re: The Star Trek Mod - New Version Available
Looking Good! http://forum.shrapnelgames.com/image...es/biggrin.gif
|
Re: The Star Trek Mod - New Version Available
Thanks, I am just doing more or less because I wanted better looking ships to play with. However I haven't played a game of SE IV in a very long time. In fact the SE IV icon, a Desk Top staple for over six years, was recently demoted to the CRAP folder. http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/images/smilies/eek.gif
|
Re: The Star Trek Mod - New Version Available
Wow !!! Damn fine work there, Amigo
|
Re: The Star Trek Mod - New Version Available
Quote:
|
Re: The Star Trek Mod - New Version Available
That could be true except that I don't play SE V any more. http://forum.shrapnelgames.com/images/smilies/frown.gif At the moment I am just burned out on the game and while I believe it to be one of the best games of 2006, despite its many flaws, I just don't have the heart to keep playing.
Its a dry spell I know. I will eventually get back into it and all, but right now I just want to focus on other things. I played Empire Earth, found it to be a huge bore, then installed and played Rise of Nations and found it to be fun, but extremely repetitive which became a bore. Now I am looking at EVE and or Planetside but the thought of paying to play kinda sucks the excitement out of those games. Dominions 3 looks like a good candidate but the demo left me feeling a bit under satisfied. I think I am just growing out of PC gaming in general. All of the games seem to be alike, no real innovation just same old same old with better eye candy and less function and depth. I will continue to work on the final update until it is ready. I am still working on the new AST Mod as well. Hopefully when that mod is ready people will still be playing SE IV. |
Re: The Star Trek Mod - New Version Available
I, too have taken a break from SEIV. Over the holidays I received GalCiv2:DL and have been playing around with that. http://forum.shrapnelgames.com/image...s/confused.gif It's a change of pace (of sorts).
Keep working on the MOD AT. There's no rush on when you get it finished. Take this time to 'unwind' a little and look at other games for ideas! http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Star Trek Mod - New Version Available
Quote:
To each his own. For me, SEIV remains the only space game to play. |
Re: The Star Trek Mod - New Version Available
I recently came across a bunch of Star Ship blue prints. Enterprise TOS, A, and D. Along with TOS Dreadnought, Klingon D7 Cruiser, and a TOS Romulan Bird of Prey. I also found plans for a TMP Reliant (Avenger) class, and one for the TMP Hornet Class.
These blue prints do include deck by deck plans. If your interested in the information, please let me know. |
Re: The Star Trek Mod - New Version Available
I have the Deck Plans for the D7. I purchased them years ago in a 'game store' sale. I have to admit that I forgot all about them until you posted AT. They had plans for all the race's ships at one time! I'm going to have to try and find them.
|
Re: The Star Trek Mod - New Version Available
I can zip what I have and send them to you... let me know.
|
Re: The Star Trek Mod - New Version Available
Any plans to add those new designs of yous to your shipsets?
|
Re: The Star Trek Mod - New Version Available
That would be great AT. I'll PM my email address to you if you don't have it laying around (with all the email you get it's probably lost in some deep dark 'shadow box'). http://forum.shrapnelgames.com/image...es/biggrin.gif
Let me know when you'd like it. |
Re: The Star Trek Mod - New Version Available
Sounds good.
I can zip what I have and send it your way. |
Re: The Star Trek Mod - New Version Available
There is a website that has just about all of these blue prints and more...
http://cygnus-x1.net/links/lcars/blueprints-main2.php |
Re: The Star Trek Mod - New Version Available
That is one site of many. Here is another:
ICARS |
Re: The Star Trek Mod - New Version Available
Gee it's the same site http://forum.shrapnelgames.com/image...s/rolleyes.gif
|
Re: The Star Trek Mod - New Version Available
Dude that's way to much info. Just stick to the 3D models!
|
Re: The Star Trek Mod - New Version Available
Quote:
|
Re: The Star Trek Mod - New Version Available
Good site.
|
Re: The Star Trek Mod - New Version Available
If it got linked three times by three different people it must be! I looked at it and as I said, too much info!
|
Re: The Star Trek Mod - New Version Available
You can see larger images if you copy the properties to your web browser and back off the -s.jpg to .jpg
|
Re: The Star Trek Mod - New Version Available
This mod will never die, ever, will it AT? http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - New Version Available
Well I hope not. http://forum.shrapnelgames.com/images/smilies/happy.gif I am about half way through the latest update for the mod and hope to have it ready soon.
STM Update (Still plugging away) There was a problem with ship sizes that I am now looking into. It seems that with one or more ship sizes when you used the Propulsion mounts, the KT size left over is less than that of a BC so its pointless to use that ship hull size. Fed Battleship for example. So a few of the ship sizes might be increased to compensate for these things. I am debating whether or not to include the updated Fed ships I made.... I am the Romulans, but I am not sure about the feds. AST MOD v2.0 Update (Progress Continues) Work continues on the AST v2.0 mod. I have just completed all of the research files and updated the AI general files. I still need to go through and make all the ship hull sizes for the VehicleSize files, then their corresponding Design files. After that I need to go through the Intel files and customize them. Right now the mod uses FQM, but I was thinking that perhaps there might be an alternative to FQM. Any thoughts on what files I could use other than FQM? |
Re: The Star Trek Mod - New Version Available
Quote:
Well I play the Federation and I would say that any updates that you have to the shipsets will be used by other players so ya include any updates so we have a choice when we play any race. |
Re: The Star Trek Mod - New Version Available
Will do then. http://forum.shrapnelgames.com/images/smilies/happy.gif BTW.. I added Remen Heavy Troops to the Romulan's for use with the AST Mod.
|
Re: The Star Trek Mod - New Version Available
I read that as "Ramen heavy torpedoes"... something for the SFE mod. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - New Version Available
I've been gone for a while, so if you could just run it by me fast - what are the major differences between STM and AST?
|
Re: The Star Trek Mod - New Version Available
Well to be honest the old AST mod used SE IV technology. STM was the first conversion mod based upon Star Trek.
Currently the new AST 2.0 is also a conversion mod, but doesn't have all the fluff of the STM. It is a more streamlined mod in the spirit of BOTF. The mod is focused in the TNG era and each race has access to its own entire tech tree. This allows for tweaking of each race or the addition of special units, weapons, components, or facilities to one race without affecting other races. Also each of the neutral races have their own racial traits and special facility structures. Phasers and Torpedo's are the only weapons available and are available from game start. Each race has a unique advantage and or disadvantage. The Breen, Klingon, and Romulans have cloaking technology, the Borg are far more powerful but have high cost ships and few of them, the Federation has more ship classes but is weaker in combat, the Ferengi have a trade bonus, etc. |
Re: The Star Trek Mod - New Version Available
I have not forgotten about this mod, I am just taking some time off to work on other projects.
|
Re: The Star Trek Mod - New Version Available
Time off? You call cranking out three of the most incredible shipsets eyes have ever laid sight on as taking time off? Man I would hate to see what you call work! http://forum.shrapnelgames.com/image...es/biggrin.gif
|
Re: The Star Trek Mod - New Version Available
Well I need the time off to focus on killing OR SB 49. They want to ban any child under the age of 12 from riding any type of ATV, from dirt bikes to quads. A very bad bill for Oregon and one that needs to be defeated. Next to that SE IV is just not that important.
|
Re: The Star Trek Mod - New Version Available
You know, maybe they should require politicians pre-requisite to be, that they held a REAL job before they even attempt running for office. So when they try to protect our children (by passing laws), from something they just need to be taught correctly, to do! They will have an inkling of what laws they should be creating!
Take all the time you need AT. This place will still be here when you defeat the ugly, nasty politicians! http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
I have ran into an interesting and somewhat perplexing problem. For some reason the Gas native racial trait is allowing players to start with both Gas world and Rock world colony tech already researched. I cannot find the problem for this so if you are up to it, and want to see if you can, I have uploaded the data files only for the AST mod 2.0.
You will note that any race that uses the Gas World Trait will start the game with both Gas and rock colony tech already researched. Again I cannot figure out why so any help in problem solving this issue would be greatly appreciated. |
Re: The Star Trek Mod - New Version Available
I am still working on tracking down the bug here. It seems to be an issue with the multiple colony types for the Gas Native racial trait. At the moment the cause of the problem is escaping me. I have re-ordered the arrangement of components to match the lay out in Adamant, but still the problem persists.
I have even gone so far as to copy the files directly from adamant, make the corrected changes for use with AST 2.0, and still the problem continues to remain. I am about to say to hell with the multi type colony components and just stick with stock. |
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
Star Trek Mod v1.9.6.2 Update
This update will update STM v1.9.6.1 to current. Quote:
|
Re: The Star Trek Mod - New Version Available
Quote:
We can do without multicolony (well i can anyways) |
Re: The Star Trek Mod - New Version Available
Its for use with the AST mod, not the STM. I really don't care for it either, but what the hell, if its working now, why not keep it.
|
Re: The Star Trek Mod - New Version Available
Well I think its safe to say this mod is pretty much dead now. http://forum.shrapnelgames.com/images/smilies/frown.gif 5 downloads in 24 hours. I figured more would download the update just to get the new ship images. I guess I was wrong. Oh well, I enjoyed updating the sets.
|
Re: The Star Trek Mod - New Version Available
Well, count one more download for me. I just hope I can play the sucker soon. Every time I think the guy will get my computer done, there's always some delay. Short of winning the lotter, I guess I'll just have to wait until it's finished and in working order. I'll still have to come to the library to check out the website, however, so don't expect to see me every day. But I can't wait to check out the mod. Hopefully, I'll be able to play SEV also, but I'll have to wait and see if the demo will play on my "new" & improved computer before I go out and buy the game.
|
Re: The Star Trek Mod - New Version Available
I think we are all eagerly awaiting it for SEV http://forum.shrapnelgames.com/images/smilies/wink.gif
|
Re: The Star Trek Mod - New Version Available
I have downloaded the patch and am going to try it out.
From the changes list I guess, though, that none of my complaints have been fixed ... http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/rant.gif http://forum.shrapnelgames.com/image...es/Injured.gif |
Re: The Star Trek Mod - New Version Available
I lost the complain list a while back and just needed to get a fresh start. I did fix a few things that were not listed in the update history. However if there are still issues please let me know.
|
Re: The Star Trek Mod - New Version Available
1 Attachment(s)
I have attached the test game saved at turn 125 ...
________________________ TECH TREE ISSUES _______________________________ Remark: Some racial techs are 'hidden' somewhere in the research tree and not readily appearent for the player. Would be great to get some hints in the race descriptions about these techs. Sometimes it looks to me like the AI doesn't know about some of those techs too. 100) Typos = "Assault" is spelled "Assualt" all over = ECM Weapons - "Technology that allows for the creation of EMC weapons. Expected Results: EM Cannon I" - is it "ECM", "EMC" or "EM" ?? 101) racial/special weapon tech should not require "Beam Weapon V" To have ships more diverse from the beginning, have them branch right a level 1. That would take away the need to - have beam weapons tech at a discount price to enable the - rush to level 5 to open up the racial/special techs (which is even programmed into the AI research file, see [402].) This pre-set tech rush makes not only for useless low-level beam tech, but also for poor, uniform ship design and the necessarity for the old land-speeder-rush tactics .. (fast unit with big gun to rush the neighbour which cannot be defended against because at that tech level all defenses are much weaker or non-existant) 102) Mine Sweepers Take mine sweepers out of the mine branch and put them with sensors/beam weapon. Would make race possible which do not use mines at all (Klingons?!) (see [407] as well) 103) 8472 armor missing ? I wonder if I just didn't find it, or if there is really no bio-armor for the 8472s ?? ________________________ COMPONENTS / FACILITIES ISSUES _________________ 200) Typos = "Assault" is spelled "assualt" all over = ECM Weapons - "Technology that allows for the creation of EMC weapons. Expected Results: EM Cannon I" 201) Basic armor .. is pretty useless. Acutally, it doesn't look like high-resistance components are hit first (reliably) any more. Or the armors are simply too week. I would suggest making them size 5kt and resis 25kt+ ... 202) Large Reactor Mount "Large Reactor Mount" on space stations work on "Lasers", but not "Phased Energy Cannons". 203) Shield Mount Scaling "Light Shields" are no-brainers: e.g. Bio-Electric Field II "light" version is 50% size, but 75% dam res, 80% shielding, same leakiness and regen, 80% costs. Should be 80% size as well (20kt => 15kt instead of 10kt), otherwise I would always prefer 2 light to 1 normal shield (same space, 150% dam res, 160% shield) 204)Satellite Mounts .. claim the range advantage does not apply to seeker, yet CapMiss 1 show +1 in the info screen ?! > "Small Satelite Mount. > The range modifier doesn't work with seeker > weapons. That is hard coded into SE 4 and we have asked Aaron to change > that but he has not as of yet. If the mount is effecting CSM I then that > might be a bug with SE 4. I will look into this. Good catch." Looks like it simply works now .. is that a bug if it works?? ;-) Alas, shouldn't the damage resistance scale as well ... ??? http://forum.shrapnelgames.com/images/smilies/frown.gif 205) Capital Ship Missiles - DON'T DO DAMAGE TO PLANETS (1% to hit, 1 point of damage) - fit into small hulls by the dozend .. that's not 'capital'; this makes early Small Satellites very powerful - suck => Torps are equal, with "Large Reactor Mount" way better - have same size as beam weapons (20kt), but 3 times the damage resistance (30 instead of 10) They shouln't fit into Scouts, Small Sats, etc. Damage and range should be considerably higher, especially considering the high research cost. (maybe +50/+75%) 206) Anti-Matter Torpedoes fire rate 1 All torpedoes and even small Anti-Matter Torpedos have fire rate 2 !! 207) Small Rocket Pods I are in every way inferior to Small Torpedos I 208) Small (fighter) weapons should be able to target seekers 209) "Cargo Niche" cost = "Cargo Cargo Bay I" 210) "Bio-reclamation Resource Storage I" stores 20k instead of 10k 211) Repair Yard Onboard a ship, a Repair Yard is as big a Space Yard. Yet, it does only repair equal or marginally more components per turn than a Damage Control ... "Repair Yard I" : 1 component/turn .. 400kt size in Space Station "Repair Dome I" : 3 components/turn .. facility "Construction Dome I" : 1 component/turn .. facility vs "Damage Control Center I" : 1 comp./turn .. 5kt size in FF or Space Station => 10+ components/turn for "Repair Yard", or the "Damage Control Center" shouldn't work on other vehicles (description says it does, and it really does) 212) Small Mine Size .. shouldn't be able to hold 2 small warheads. Where's the point in putting only 1 in? 213) "Slipstream Drive" (Artifact Tech) Is only a "Warp Overdrive IV", but it's very expensive to research and to use. 214) AI remote miners > "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.) I _haven't_ seen them produce anything when I switched off the AI for some player. 215) 8472 weapon tech There seems to be some mixup with the allowed targets for beam and pulse beam weapons: The pulsed weapons hit much worse, yet the beams are only allowed to target ships/planets, while the pulsed ones can target sats etc. Compared with the standard beam weapons, this should be reversed. 216) fuel usage numbers / drive components AI uses high tech Bussard Collectors, which produce more fuel - up to the point where the ships should have unlimited range. This does not work out, though: the resupply minister turns them around as soon as they reach the point where they can barely reach the next resupply station which the fuel they have atm, not taking in account any fuel generation. This especially effects scouts and mine/sat layers which have to run long distances from their starting points. Supply usage from weapons is too high, too. After every minor battle ships run for port... ________________________ RACIAL ISSUES ________________________________ 301) Space /Borg Monsters are broken .. no facilities, no research, no ships .. and no space-monster-tech .. Guess its because the recent changes : "5. Changed Monster Racial Trait cost to 5000 6. Changed Borg Monster Racial Trait cost to 5000" 302) wrong environmental settings Some secondary and neutral races have wrong environmental settings (e.g. "Ullians" => Oxygen Gas Giants). > Atroc.:"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... . While I can understand that this was made to balance/spread out race over the available planet(s) (types) better, most of those race are actually oxgen-breathing rock (or maybe ice) dwellers. There are next to none gas giant dwellers, which is a distinct feature of the Trek Universe. ________________________ AI ISSUES __________________________________ 401) AI does not produce any intel Test game 1: turn 250, Federation 1 intel center, all others none Test game 2: turn 125, no intel centers anywhere (e.g. Ferengi named 1 of 78 colonies "intel compound", but did not build any intel structures because of not having researched "Applied Intellingence" at all) 402) AI uses wrong research priorities (see [102] too) It researches "Ressource Extraction II" before going for shields/armor. It speeds for "Beam Weapon V", neglecting missiles, PD and everything else. Sometimes racial techs (e.g. "Tolian Armor") get neglected too. 403) ship hull usage Gorn do not design DDs despite having the tech Tamarians use DD hulls for minelayers/-sweepers, but not for combat ships 404) tech usage Klingons do not use armor on ships despite having "Armor-III" 405) "Crew Quarters" missing on AI ships Some "major" AI build follow-up designs without crew compartment. If you go in and 'copy' that design, it says 'Must have at least 1 Crew Quarter' ... . Interestingly, it seems those missing "Crew Quarters" let shields fail to work on those AI vessels !! 406) AI has difficulities using Artifact Tech E.g. Klingons have "Slipstream Drive" found and researched on turn 125 (!!!). Yet, they aren't able to use it because its a 'emergency movement device' which the AI doesn't know how to use at all (AFAIK). (see [213]) 407) 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 does send out a Sweeper Fleet with several ships. But as it does not include any combat ship, a lonely satellite is enough to keep them from sweeping the field. Better to include 1-2 sweeping devices in every design from Destroyer upward. 408) Small/Neutral Empire .. 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. .. 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 ;-) 409) 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) 410) 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?! |
All times are GMT -4. The time now is 01:12 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.