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

Imperial June 15th, 2004 08:36 PM

Re: STM "Final v1.7.5" Discussion *DELETED*
 
Post deleted by Suicide Junkie

Atrocities June 15th, 2004 08:51 PM

Re: STM "Final v1.7.5" Discussion
 
you might have to refresh.

direct download is:
www.astmod.com/zips/stm/STMv175Full.exe
www.astmod.com/zips/stm/STMv175Patch.exe

www.astmod.com/zips/stm/STMv174Full.exe
www.astmod.com/zips/stm/STMv174Patch.exe

www.astmod.com/zips/stm/STMv172Full.exe
www.astmod.com/zips/stm/STMv135.exe

[ June 15, 2004, 19:52: Message edited by: Atrocities ]

Captain Kwok June 15th, 2004 09:47 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Ragnarok-X:
...who did the major part, i guess Atrocities did it ?
<font size="2" face="sans-serif, arial, verdana">That would be an accurate statement. I had originally started working on a Star Trek Mod about a year and a half ago. Unfortunately my HD crashed and I lost almost all of my work and did not want to restart. Atrocities took up the torch and has run with it ever since.

You can still see some of the items from my original mod here:
Old Star Trek Mod Site

Anyways, you may recall recently that I offered Atrocities some assistance in fixing up the armor/shields/weapons area of the mod. It turns out this was a lot of work and we thought, hey since we are making so many changes now - why don't we just use what've done to make a Version 2 of the Star Trek Mod and that why it doesn't matter if we mess up save games or AI files.

Among other things we'll be looking at is adapting UserX's propulsion system into the Star Trek Mod. This is an ingenious system where mounts are used to scale warp cores to the ship sizes as well as nacelles. And the best part is that the AI seems to like it too!

Another item, although I haven't discussed this with Atrocities yet, is that we should make Version 2 with Space Empires 5 in mind so that we can adapt it as quickly as possible to the new game when it comes out.

Lastly, Atrocities is still the go to guy on this project. I'll just be in the background most of the time. I cannot understate how much work he has already put into this mod. Please direct your praise to his efforts!

Aiken June 15th, 2004 10:07 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Another item, although I haven't discussed this with Atrocities yet, is that we should make Version 2 with Space Empires 5 in mind so that we can adapt it as quickly as possible to the new game when it comes out.
<font size="2" face="sans-serif, arial, verdana">Well, thanks Aaron, we have some rough ideas about configs structure for SE5, but graphics, esp. shipsets...
It is questionable that they will be compatible.

And thank you very much too, CK - original idea and your initial work made the great base for successful mod.
Such is human nature - we tend to worship only 1 person at any given moment of time http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 15, 2004, 21:17: Message edited by: aiken ]

Captain Kwok June 15th, 2004 10:16 PM

Re: STM "Final v1.7.5" Discussion
 
The shipsets should be fine for the most part. Atrocities has made many with Doga and that is easily converted to .x format which SE5 uses. Also, asking different artists to use their 3d models in the mod giving credit. This is common practice to my knowledge in most Star Trek Mods for other games. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ June 15, 2004, 21:16: Message edited by: Captain Kwok ]

DarkHorse June 15th, 2004 11:33 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Anyways, you may recall recently that I offered Atrocities some assistance in fixing up the armor/shields/weapons area of the mod. It turns out this was a lot of work and we thought, hey since we are making so many changes now - why don't we just use what've done to make a Version 2 of the Star Trek Mod and that why it doesn't matter if we mess up save games or AI files.

<font size="2" face="sans-serif, arial, verdana">If I read this right, your changes to the armor/weapons/shields have NOT been incorporated into Version 1.7.5 then? Just want to make sure I read that right.

Phoenix-D June 15th, 2004 11:36 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Captain Kwok:
The shipsets should be fine for the most part. Atrocities has made many with Doga and that is easily converted to .x format which SE5 uses.
<font size="2" face="sans-serif, arial, verdana">DOGA models have far too many polygons for that to work well, unfortunately..

Captain Kwok June 15th, 2004 11:49 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Phoenix-D:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Captain Kwok:
The shipsets should be fine for the most part. Atrocities has made many with Doga and that is easily converted to .x format which SE5 uses.

<font size="2" face="sans-serif, arial, verdana">DOGA models have far too many polygons for that to work well, unfortunately.. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Tsk tsk. You'd need to reduce ("optimize") the number of polygons using another program. But it is very doable!

AMF June 15th, 2004 11:53 PM

Re: STM "Final v1.7.5" Discussion
 
Is there a Retrofit problem under STM 1.7.1?

Something REALLY annoying happened Last turn in the Quadrant of Conflict game using STM 1.7.1. None of my retrofits took place. I didn't get any message saying "not enough resources to complete this retrofit" or any sort of explanation, and I double checked - I did have enough resources (almost positive) and I did order the retrofits. Not a serious problem,but I'll order the same retrofits this turn...and if they don't take place AGAIN is there anything we can do to figure this out? Have any other players had the same problem? It's vital for me to retrofit my ships with the sensors that allow me to detect those damned romulans before they infiltrate my space...

thanks,

Alarik

Captain Kwok June 15th, 2004 11:59 PM

Re: STM "Final v1.7.5" Discussion
 
I've seen a similar issue in Adamant Mod when I've gone to refit ships. I have lots and lots of resources stored, but operating with a minerals defecit - although I am converting other resources to minerals for a "surplus". I notice only a few are successful and most are not due to lack of resources. This may be a result of how the turn executes and in what order different items are handled.

Also note that the message header for both successful and unsuccessful refits is the same (ugh) so you need to check each one to see what the problem is.


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