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

Atrocities February 17th, 2007 02:22 PM

Re: The Star Trek Mod - New Version Available
 
Thank you I will go through the list. http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:


ECM Weapons - "Technology that allows for the creation of EMC weapons.
Expected Results: EM Cannon I" - is it "ECM", "EMC" or "EM" ??

EMC Electro Magnetic Cannon. This is correct. However I will change the description so that it is not so misleading.

Arralen February 17th, 2007 09:33 PM

Re: The Star Trek Mod - New Version Available
 
Then it should be "EM Weapons", shouldn't it?

Btw, I have updated the list.

Especially 301 and 405 are game-breakers in SP games ... .

Would be nice if you could look into that soon.
If you need a savegame, just PM me.

Atrocities February 17th, 2007 11:19 PM

Re: The Star Trek Mod - New Version Available
 
Thank you for the list again Arralen.

Quote:

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"

Borg monsters, not borg race, are set up just like regular monsters except that they use borg ships instead of monster images. Borg Monsters are NOT suppose to be used by players as a playable empire. The change in monster cost was to prevent the game from using the monsters in any type game other than 5k games because they easily can overwhelm a player in single player. If I am misunderstanding your comments please let me know. http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:


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 !!

This is a very long standing bug with Space Empires IV itself. The AI ignores restrictions and love to build illegal designs. I have been after Aaron to fix this going on six years now. Thus far no joy.

Atrocities February 17th, 2007 11:26 PM

Re: The Star Trek Mod - New Version Available
 
I wanted to thank you again for the list. Its going to take a few days for me to go through it completely and investigate, research, the items.

At the moment I have two very hot burners going, one my father is in ICU with pneumonia, and my grandmother is to be admitted to a nursing home for evaluation tomorrow. Over the last three days I have had about six hours of sleep. I don't tell you this because to whine about it, I just wanted to let you know that I am working on the list, but its going to take some time to go through it completely so please don't get discourage by my lack of progress. http://forum.shrapnelgames.com/images/smilies/happy.gif

wildcowboy February 17th, 2007 11:50 PM

Re: The Star Trek Mod - New Version Available
 
For God's sake AT, take care of the family matters first!!!!

Arralen February 18th, 2007 06:39 AM

Re: The Star Trek Mod - New Version Available
 
<center><h1>Yeah, take care of your family first !!

And yourself - get some sleep http://forum.shrapnelgames.com/images/smilies/wink.gif</h1>
.. and only then, maybe, have a look at the mod ..
</center>


Quote:

Atrocities said:

Quote:

301) Space /Borg Monsters are broken
.. no facilities, no research, no ships .. and no space-monster-tech ..


Borg monsters, not borg race, are set up just like regular monsters except that they use borg ships instead of monster images. ... The change in monster cost was to prevent the game from using the monsters in any type game other than 5k games ...

But both monsters and monster-borg
- showed up in 3K game in that sorry state on turn 125 (I switched all AI off on that turn)
- don't do any better in a 5K game (5 turns on AI)

In both cases the "AI tech" is missing, their research tree seems extremly limited - and does not show any 'monster tech' at all.


Quote:

Quote:


405) "Crew Quarters" missing on AI ships
Some "major" AI build follow-up designs without crew compartment.


This is a .. bug with Space Empires IV itself. The AI ignores restrictions and love to build illegal designs. I have been after Aaron to fix this going on six years now.

.. it seems that "Shield Generators" on those AI vessels missing "Crew Quarters" do not work at all - ain't there any way to work around the bug ? I mean - missing to-hit modifier, wrong speed .. who cares .. but no shields ??!!

Btw., I can't remember hitting this bug with the standard game ...

Atrocities February 20th, 2007 08:11 AM

Re: The Star Trek Mod - New Version Available
 
This Is Not the Tholian Race Emblem. It is from a show called Space Above And Beyond. I saw it tonight being prominently displayed on a box during and episode of this show while at the hospital on TV.

Ergo I need the correct Tholian icon image. From the looks of this show, SOAB, it ran like 22 or so episodes on FOX back in the mid 90's before being canceled. From some screen shots I have seen of their DVD menu page, the same people who did Babylon 5 SFX, did the SFX for this show. In the back ground on the series DVD menu page is an image of Babylon 5.

I think had this show been given its due, it might have blossomed into something. But like Firefly, it was killed ala rumored one pissed off George Lucas.

Oh speaking of the high and mighty force master himself, I finally figured out where he came up with the wedge shape for the Stardestroyers. It came from a peace of pizza. While laying in bed eating cold pizza just a bit ago, I happened to look at the bottom of the slice of pizza I was about to eat and it occurred to me that it looked like the under side of a, yup you guessed it, stardestroyer.

Mystery solved.

Arralen February 20th, 2007 10:26 AM

Re: The Star Trek Mod - New Version Available
 
Sure it's not the other way 'round?

The only other one I found doesn't seem to be any 'better' to me ...
http://images.google.com/images?svnu...mp;btnG=Search
Curiously, both images are used on startrek.wikia.com - maybe for different dates ?!
http://startrek.wikia.com/wiki/Tholian_Assembly

Hmm .. maybe I'll find my Birth Of Federation CD and will install it to have a look ... http://forum.shrapnelgames.com/images/smilies/wink.gif

Atrocities February 20th, 2007 04:22 PM

Re: The Star Trek Mod - New Version Available
 
Most of the Star Trek wikia pages pull from many other sites. its like Joe said this, and then Joe goes Sam said this, then Sam goes Joe said this as validation of for their information when Joe just made it up because it looked good. The icon that is currently accepted as the Tholian icon, is not even a Star Trek icon. http://forum.shrapnelgames.com/images/smilies/frown.gif

Arralen February 21st, 2007 07:24 AM

Re: The Star Trek Mod - New Version Available
 
Looks like it might actually be both:

Quote:


http://flare.solareclipse.net/ultima...ic/7/1126.html
Reverend
Member # 335

&gt; quote:Originally posted by The_Tom:
&gt; The Tholian logo the Mandel used in the Star Charts is something of
&gt; an in-joke, actually... he reused the emblem that he designed for the
&gt; Chig aliens for Space: Above and Beyond.

As for the Tholian logo; not being someone who has ever bothered with
"Space: Above and Beyond" I didn't pick up on that reference.
Still I think it works well as the Tholian logo, with it's dark red
tint and it's hard faceted edges it's certainly better than the old "two
crystals on a grid" version.



Series Art Department "Space: Above and Beyond" (1995)
TV-Series 1995-1996
Geoffrey Mandel .... graphic artist (unknown episodes)

Star Trek Star Charts with Charts (Star Trek (Unnumbered Paperback))
Geoffrey Mandel (Illustrator), Doug Drexler



Interesting thread, btw. . Lots of fictitious logos, but also some fact 'bout those which acutally appeared in the series somewhere.
You might want to check the Gorm logo as well http://forum.shrapnelgames.com/images/smilies/wink.gif


On 2nd thought, what this Mr. Mandel used might not be canon if there's something like that 'bout the Tholians at all - info about them is sketchy and contradictory anyway.
I'll try to get hold of ENT 4.18 + 4.19 "In A Mirror, Darkly Part I+II" and have a look if there's a logo displayed somewhere.

Atrocities February 23rd, 2007 01:15 AM

Re: The Star Trek Mod - New Version Available
 
Thanks, that was some very helpful info. http://forum.shrapnelgames.com/images/smilies/happy.gif I had not idea about the history of the tholian emblem. LOL. Too bad SOAB was canceled, it wasn't that bad of a series. Kinda reminded me of Babylon 5 crossed with Firefly and BSG.

Atrocities February 23rd, 2007 02:17 AM

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


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 =&gt; 15kt instead of 10kt), otherwise
I would always prefer 2 light to 1 normal shield
(same space, 150% dam res, 160% shield)

I am really having a problem understanding this one. What i gather is that two Light Shields are better than 1 Standard Shield but cost less and take up less space?

Could you please explain this issue in greater detail. I am just not having any luck wrapping my mind around it. Perhaps I am just too tied.

Quote:


Long Name := Light Shields (Ship)
Short Name := LT Sh Mt
Description := Mount reduces the strength and cost of shields
Code := LT
Cost Percent := 80
Tonnage Percent := 2
Tonnage Structure Percent := 80
Damage Percent := 100
Shield Percent := 80
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 801
Vehicle Size Maximum := 3200
Comp Family Requirement := 11
Weapon Type Requirement := None
Vehicle Type := Ship
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 1

Long Name := Standard Shields (Ship)
Short Name := ST Sh Mt
Description := Mounts provides standard shield cost and strength
Code := ST
Cost Percent := 100
Tonnage Percent := 2
Tonnage Structure Percent := 100
Damage Percent := 100
Shield Percent := 100
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 100
Vehicle Size Maximum := 800
Comp Family Requirement := 11
Weapon Type Requirement := None
Vehicle Type := Ship
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 1


Cost Percent := 80
Tonnage Percent := 2
KT size of shields are 1000 so this one would cost 20kt.
Tonnage Structure Percent := 80
The TS is 15KT so at 80% of 15kt the reduce TS % would be around 12kt. It is weaker and that is the way it should be right?
Damage Percent := 100
Shield Percent := 80
Shield Generation is 35. So the actual Shield Generation would be about 28.

Cost Percent := 100
Tonnage Percent := 2
again about 20kt in size
Tonnage Structure Percent := 100
Full tonnage structure of 15kt
Damage Percent := 100
Shield Percent := 100
Full Shield Generation at 35

Two LS would be 40kt, with a TS of 24, and provide 56 Shield Generation at 80% cost.
Two SS would be 40kt, with a TS of 30, and provide 70 Shield Generation at 100% cost.

This is what I am coming up with and I really am not seeing your POV on regarding this issue. http://forum.shrapnelgames.com/images/smilies/frown.gif

Atrocities February 23rd, 2007 02:22 AM

Re: The Star Trek Mod - New Version Available
 
So fat this is what I have been able to do thanks to Arralen's report. I have a lot more to do. http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:


Star Trek Mod v1.9.6.3

1. Fixed Resource Stations will now use Resource Station images
2. Fixed Vehicle List Overrides should now be working
3. Fixed Assault is not correctly spelled throughout the component list
4. Fixed Large, Heavy, and Massive Reactor Mounts now include Phased Energy Cannons.
5. Changed EM Cannon I - V to Electromagnetic Cannon I - V
6. Changed ECM Weapons to EM Weapons in TechArea file
7. Change ECM Weapons to EM Weapons for Electromagnetic Cannon I - V
8. Changed Armor I - III Tonnage Space Taken from 10 to 5
9. Changed Armor I - III Tonnage Structure to 20/25/30
10. Changed Reflective Armor I - III Tonnage Space Taken from 10 to 5
11. Changed Scattering Armor I - III Tonnage Space Taken from 20 to 10
12. Changed All Race Armor's Tonnage Space Taken from 10 to 5
13. Added Organic Armor I - III for Race 8472
14. Added 8472 Armor to TechArea file
15. Added 8472 Armor to 8472 Research file
16. Updated Tech Tree


Atrocities February 23rd, 2007 02:52 AM

Re: The Star Trek Mod - New Version Available
 
I see that the Sat mount is reducing the size of the CSM (Seeker) from 20kt to 10kt but it also reduces the damage rate from 50 to 25. It also increases the range.... very odd behavior for SEEKER. I didn't think this was possible. Must be an SE IV bug. I am going to added a Comp Family Requirement to the Satellite mount and hopefully that will prevent this CSM bug.

Quote:


205) Capital Ship Missiles
- DON'T DO DAMAGE TO PLANETS (1% to hit, 1 point of damage)

Hum, (Weapon Target := Ships\Planets) so they should be damaging planets. If they are not, then I don't know what the problem could be.

Quote:


- fit into small hulls by the dozens .. that's not 'capital'; this makes early Small Satellites
very powerful

I modeled them after a missile battery system. I figured the size of satellites would keep them in check.

Quote:


- suck =&gt; 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)

I am not following you on this one. Could you please be a bit more specific about this issue. Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:


They shouldn't fit into Scouts, Small Sats, etc.
Damage and range should be considerably higher, especially considering the high research cost.
(maybe +50/+75%)

What shouldn't fit into scouts and small sates? CSM's or Torpedo's? Could you be a bit more specific about this issue? I am not following your train of thought here.

Atrocities February 23rd, 2007 03:05 AM

Re: The Star Trek Mod - New Version Available
 
Well I added the Comp Family Requirement to the Satellite mount and then added only four beam weapons to the list. No Capital Ship Missile.. Yet it still is present in the mount. I don't get it. This should have prevented the mount from working on the CSM.

Atrocities February 23rd, 2007 04:01 AM

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


1. Fixed Resource Stations will now use Resource Station images
2. Fixed Vehicle List Overrides should now be working
3. Fixed Assault is not correctly spelled throughout the component list
4. Fixed Large, Heavy, and Massive Reactor Mounts now include Phased Energy Cannons.
5. Changed EM Cannon I - V to Electromagnetic Cannon I - V
6. Changed ECM Weapons to EM Weapons in TechArea file
7. Change ECM Weapons to EM Weapons for Electromagnetic Cannon I - V
8. Changed Armor I - III Tonnage Space Taken from 10 to 5
9. Changed Armor I - III Tonnage Structure to 20/25/30
10. Changed Reflective Armor I - III Tonnage Space Taken from 10 to 5
11. Changed Scattering Armor I - III Tonnage Space Taken from 20 to 10
12. Changed All Race Armor's Tonnage Space Taken from 10 to 5
13. Added Organic Armor I - III for Race 8472
14. Added 8472 Armor to TechArea file
15. Added 8472 Armor to 8472 Research file
16. Updated Tech Tree
17. Fixed Description of Satellite Mount
18. Changed Added Comp Family Requirement to Satellite Mount.
19. Changed Increased Damage At Rng for Small Rocket Pods I - III to make them more useful
20. Changed Energy Weapons Tech Requirement from Beam Weapons 5 to Beam Weapons 1 (To promote better AI Designs)
21. Changed Reduce cost of Cargo Niche to 10/0/0.
22. Fixed Bio-reclamation Resource Storage I now stores correct amount
23. Changed Increased Component Repair amount for Repair Yard I - III coomponents from (1,2,3) to (4/6/8)
24. Changed Doubled the Component Repair amount for all Repair Yard Facilities. They are now 6/8/10
25. Changed Increased Slipstream Drive range from 4 to 20
26. Changed Increased Min/Rad cost of Slipstream Drive from 2000 to 4000
27. Changed Added 200kt worth of Supply Storage to Mine Layer I - III, Mine Sweeper I - V and Satellite Layer I - III
28. Changed Set all but one Neutral AI atmosphere type to Oxygen.
29. Changed Set most Neutral AI races to Rock world with a few to Ice. No more Gas Gaints.




Arralen February 23rd, 2007 11:33 AM

Re: The Star Trek Mod - New Version Available
 
203) Shield Mount Scaling
The following values are from my test game (attached somewhere above, using 1.9.6.2 DE)
As one can easily see, 2x Light Shield is way superior to 1x Standard Shield, yet both use the same tonnage. Light Shield should use 80%, not 50% of the standard shields tonnage.

<font class="small">Code:</font><hr /><pre>
Bio-Electric Field III

standard shield light shield 2x light shield
(vs 1x SS)
Mount used ST Sh Mt LT Sh Mt LT Sh Mt
cost 35/120/50 28/96/40 {80%} 56/192/80
size 20 kt 10 kt {50%} 20 kt {100%}
dam res. 15 kt 12 kt {80%} 24 kt {160%}
Abilities 45 phased shield 36 phased{80%} 72 kt {150%}
6 redirect 6 redirect 6 redirect(?)
7 regen 7 regen 14 regen {200%}</pre><hr />



Torpedoes vs. Missiles
Have you fixed the fire rate of the Anti-Matter Torpedo? (List No. 206)
Can't find it in the fixlist, but may I just some glasses. Ok, I know I need some - just never got around to get me some. And the cheap ones you get everywhere look so ... awkward http://forum.shrapnelgames.com/images/smilies/wink.gif
With the fire rate of the torpedoes fixed, they are not 100% better then missiles any more http://forum.shrapnelgames.com/images/smilies/wink.gif

One problem, though, is the "Large Reactor Mount" on Stations. It works on torpedos and makes an "Anti-Matter Torp I" do 45@10, while even a "CSM III" does only 50@7 =&gt; Torpedoes the ultimate weapon for space stations.
Oh - description says "increases range by 2", yet right-click info says "weapon range modifier +5" - and it does +5 on all direct fire weapons.
With +2 that would be 45@7 for the torps .. still better than an 'equally-teched' CSM but not as bad ;-)



Small Sats, Satellite Mount and CSM
It's 70% damage, not 50% for the Satellite Mount =&gt; 35 dam
And with a size of 10kt only, you can cram 4 missile systems into 1 satellite .. each one doing 35 damage @ 6 range .. in the early game, when everyone is running around in FFs (not even DDs) with very few armor/shields/PD.
The problem here is not the damage (in first place), but the number of missiles in a volley which cannot be defended against in the early game.

And then, it's CAPITAL ship missles and those very tiny small little satellites .. it's just feels wrong that a CSM does fit in there at all http://forum.shrapnelgames.com/images/smilies/happy.gif



CSM and torps in general
In stock SE4, missiles and torps are different branches on the tech tree. And drones are, too.
Yet, in StarTrek, torps are the follow-on tech to missiles. To re-create this in SE4, the tech tree would have to be change to start with missiles only and then later branch into torpedoes (short-medium ranged, high damage, not susceptible to PD) and drones (long ranged, very high damage, working like small ships). But I guess it's too late to change that in the mod, even if you wanted to.

But there's no need to be in (with,by? ..whatever) canon here. After all, the background story has changed quite a bit.

Nevertheless, I feel torps are too easy to get considering that they're superior to missiles. I would suggest branching the torps from the missiles somewhere around level 3-5. All the 'mayor players' (Federation, Klingons, every player race etc http://forum.shrapnelgames.com/images/smilies/wink.gif ) could then (re-)develop the sophisticated torp tech, while the smaller races stay with the cheaper, yet way less effective missile tech. Drones already require quite some additional research effort and would be ok as they're now, IMHO.



Armor
IMHO there was no need the change the scattering and other 'special' armor, as those are IIRC still 'real armor' and hit first, therefore the original values would do fine. Or is this changed in the new version as well?


Atrocities February 23rd, 2007 03:27 PM

Re: The Star Trek Mod - New Version Available
 
The problem here is not the damage (in first place), but the number of missiles in a volley which cannot be defended against in the early game.

I could make PD available sooner in the game?

Armor
IMHO there was no need the change the scattering and other 'special' armor, as those are IIRC still 'real armor' and hit first, therefore the original values would do fine. Or is this changed in the new version as well?


I can change them back, but I was thinking that armor should be uniform in size, but you make a good point, and no the only change made to these 'real armor' was to reduce the KT size.

As for shields, in the latest public version the LT is now set to 80% kt value. I used those values in my example above. Thank you for the help on this one. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities February 24th, 2007 08:45 PM

Re: The Star Trek Mod - New Version Available
 
Working out these AI issues is proving to be a real PITA. http://forum.shrapnelgames.com/images/smilies/frown.gif You make one change that fixes one issue but causes two more problems.

Ironmanbc March 9th, 2007 08:43 PM

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

Atrocities said:
Working out these AI issues is proving to be a real PITA. http://forum.shrapnelgames.com/images/smilies/frown.gif You make one change that fixes one issue but causes two more problems.

Well if ya think it's hard now just wait till you start modding it for SE5 http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif

Atrocities March 10th, 2007 07:35 AM

Re: The Star Trek Mod - New Version Available
 
http://www.borgwarmovie.org/

If your into watching an interesting ST story, its not bad, its not good, but at least its star trek. Take a look.

Ironmanbc March 26th, 2007 03:42 AM

Re: The Star Trek Mod - New Version Available
 
My sister is asking for an update to both mods what can I tell her other then "he's working on it"

Atrocities March 26th, 2007 06:31 AM

Re: The Star Trek Mod - New Version Available
 
Progress has been a bit slow as I have been a bit burned out on the projects as of late. However updates on STM have been made, and AST is now a playable version. I am working on tweaking aspects of it, trying to work out some AI design issues and such. (They keep wanting to add 3 warp nacelles to ships and I cannot get them to stop doing it.)

I will be working on the Intel file next. Once that is completed I hope to add a few things to the Events file, tweak the AI a bit more and then with any luck, post AST 2.0 for download.

STM update is progressing well. I am working on a few things that seem to be an issue. Right now I am finding it very hard to get the AI to build any intel facilities. It is puzzling me. I hope to have this solved soon.

Xrati April 27th, 2007 04:09 PM

Re: The Star Trek Mod - Final Update
 
To those of us that have been away for a while, may I ask a an intelligently dumb question? What is the currently released version of this mod?

Ironmanbc April 28th, 2007 03:47 PM

Re: The Star Trek Mod - Final Update
 
An intelligently dumb question!

thats the only good thing that a Canadian Politician can say honestly [img]/threads/images/Graemlins/Flag_Canada.gif[/img] http://forum.shrapnelgames.com/image...ies/tongue.gif [img]/threads/images/Graemlins/Flag_Canada.gif[/img]

other than that "he's working on it"

Atrocities April 30th, 2007 01:22 AM

Re: The Star Trek Mod - Final Update
 
Version 1.9.6.2 is the current release I believe but the file name is 1.9.6.

Xrati May 5th, 2007 10:31 AM

Re: The Star Trek Mod - Final Update
 
Thanks, AT.

Ironmanbc, don't make fun of us intelligent dummies! We may rule the world, http://forum.shrapnelgames.com/image...es/biggrin.gif some day? http://forum.shrapnelgames.com/images/smilies/frown.gif

gregebowman May 10th, 2007 01:36 PM

Re: The Star Trek Mod - Final Update
 
AT, any chance of a SEV version of your mod? I know I was one of the ones who said I'd still play SEIV once I got SEV, but now that I've been playing the new game for awhile, i find I like it more than the old one. I've been using your TNG shipset in my latest game, but I'd rather play the mod with all of the new fancy bells &amp; whistles that SEV provides. I hope you are at least considering it.

Atrocities May 10th, 2007 11:22 PM

Re: The Star Trek Mod - Final Update
 
Sorry Gregebowman I don't have any interest at all in making mods for SEV. Besides there are at least a half dozen other people who say they are making a Star Trek Mod.

Ironmanbc May 11th, 2007 10:11 PM

Re: The Star Trek Mod - Final Update
 
As long as it's stays the same Star Trek that we all come to http://forum.shrapnelgames.com/images/smilies/heart.gif LOVE http://forum.shrapnelgames.com/images/smilies/heart.gif

And by that I mean not the way B5 mod went http://forum.shrapnelgames.com/image...es/Injured.gif

GeorgiaBoy May 16th, 2007 12:09 AM

Re: The Star Trek Mod - Final Update
 
AT,

Ditto Ironmanbc. I have looked at the AST 2.0 data folder you uploaded...it looks great...a lot more neutrals and exactly what I have been looking for [img]/threads/images/Graemlins/Target.gif[/img]. Any timeframe on a release for AST 2.0?

GB

Atrocities May 16th, 2007 06:08 PM

Re: The Star Trek Mod - Final Update
 
I am working on finalizing the INTEL projects at the moment. I then have to update the events, double check that all of the images are working, and then she should be ready for her first run.

I estimate within a month if I can get my *** in gear.

GeorgiaBoy May 16th, 2007 07:57 PM

Re: The Star Trek Mod - Final Update
 
Great! I plan on combining it with my mod for more of a BotF feel. I also was thinking of having 'ancient ruins unique' as 'neutrals', giving a unique tech with colonization of the planet to add more flavor. It is too bad SE IV will not permit more than a combination of 20 active/neutral players...

Thanks for the quick response!

GB

Atrocities June 3rd, 2007 08:24 AM

Re: The Star Trek Mod - Final Update
 
I have finished up the modification for the INTEL system. Its nothing revolutionary, just revamped a bit. I am in the process now of tweaking it for each race. I hope to have the STM update ready by the end of this month.

I will also be releasing the AST 2 mod. (A closer model to BOTF type of game)

I have to be honest, I am utterly burned out with SE IV modding at this moment. I am afraid that is why it has taken me so long to get things done. Family issues aside, I should have finished this up a long long time ago.

GeorgiaBoy June 3rd, 2007 10:48 AM

Re: The Star Trek Mod - Final Update
 
AT,

I can understand the utterly burned out part. I have been working on a huge map with my systems mod...it has over 11,000 planets. Believe it or not, I am almost 1/2 done. (Would there be any interest?) However, there are more pressing matters, like watching cash (er, I mean, wifey's new landscaping) wilt in the hot Georgia sun...

GB

Ironmanbc June 3rd, 2007 11:17 PM

Re: The Star Trek Mod - Final Update
 
Quote:

GeorgiaBoy said:
AT,

I can understand the utterly burned out part. I have been working on a huge map with my systems mod...it has over 11,000 planets. Believe it or not, I am almost 1/2 done. (Would there be any interest?) However, there are more pressing matters, like watching cash (er, I mean, wifey's new landscaping) wilt in the hot Georgia sun...
GB

My sis would like to give it a try, she doesn't like seV as well as seIV (she's a girl) http://forum.shrapnelgames.com/images/smilies/laugh.gif




Atrocities June 6th, 2007 07:14 AM

Re: The Star Trek Mod - New Version Available
 
Well the Intel file is done for AST 2.0. I have just finished making all the new organic components for 8472. I ran a 100 turn test on high tech and found some bugs.

The AI doesn't add crew quarters to designs. I really wish Aaron would put out one more patch that prevents the AI from ignoring restrictions. You would think that after 6 years he would have addressed this issue at some point. http://forum.shrapnelgames.com/images/smilies/frown.gif

I don't really have any faith in getting SJ to add the new components to the Image mod as he is more than likely too busy to fuse over adding images to a mod for a very dead game that hardly any one plays any more, so they will be included with the AST 2.0. I will also include an updated Comp.bmp file. This will of course increase the size of the download for the mod significantly so I might have to break it into two parts.

I could really use some AI help in figuring out why some of the AI's won't colonize. For some reason 8472 and the Ferengi like to stay in their home systems. They have designed working colony ships, but they don't seem to build any. Also a couple of the AI's like to build way to many orbital space yards. I would like to reduce that number but haven't been able to figure it out yet. Any help would be greatly appreciated.

As far as monsters go, well I have the stuff in place but haven't put much time into it. They may not make it into this release version of AST 2.0.

The economic model for the mod hasn't been tweaked yet. So most everything is equal in cost. Help figuring out a good economic system I.E. cost for things, would be helpful too.

I guess what I am asking for is help and feed back once the mod is released. I hope to have it ready to go in about a week. I want to run some more tests and see if I can find any more bugs that I can fix before release.

Finally once I have the new Intel model working for STM I will release and up date for that mod as well. It will be a save game buster so consider yourselves forewarned.

Ironmanbc June 6th, 2007 03:51 PM

Re: The Star Trek Mod - New Version Available
 
"I don't really have any faith in getting SJ to add the new components to the Image mod as he is more than likely too busy to fuse over adding images to a mod for a very dead game that hardly any one plays any more, so they will be included with the AST 2.0. I will also include an updated Comp.bmp file. This will of course increase the size of the download for the mod significantly so I might have to break it into two parts"

Do we need more... there is like 2000+ components now http://forum.shrapnelgames.com/image...s/rolleyes.gif

As for "The AI doesn't add crew quarters to designs" put it higher in the list, before puting in the Life Support maybe that will help???

As for testing we are at your command http://forum.shrapnelgames.com/image...ies/tongue.gif

"The economic model for the mod hasn't been tweaked yet. So most everything is equal in cost. Help figuring out a good economic system I.E. cost for things, would be helpful too."

So far the current mods is ok, long as there is Small autonomous robots which can mine asteroids we'll be ok
[img]/threads/images/Graemlins/Hammer.gif[/img]

Fyron June 6th, 2007 03:53 PM

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

Atrocities said:
I don't really have any faith in getting SJ to add the new components to the Image mod as he is more than likely too busy to fuse over adding images to a mod for a very dead game that hardly any one plays any more, so they will be included with the AST 2.0.

http://forum.shrapnelgames.com/image...s/rolleyes.gif Did you ignore the post in that other top of the page thread where SJ said he would be more than happy to update the Image Mod? Why do you keep ignoring us when we tell you the game is far from dead? http://forum.shrapnelgames.com/image...ies/tongue.gif

Atrocities June 6th, 2007 06:12 PM

Re: The Star Trek Mod - New Version Available
 
I am not trying to ignore any one Fyron. http://forum.shrapnelgames.com/images/smilies/frown.gif SFI considers the game to be a none seller, ergo dead. The chances of the game being updated are zero. And in all honesty how many people still play it? 10, 20, 30 at the most. It really is a sad thing.

Fyron June 6th, 2007 08:13 PM

Re: The Star Trek Mod - New Version Available
 
Geeze... just look at PBW. There are more than 30 active players of SE4 there. Then consider that PBW represents but a small fraction of the player base... Sure there is not a whole lot of posting about the game going on, but that doesn't mean noone is playing it.

Why do you say that S1st considers SE4 to be a non-seller? They still have it listed for sale.

Atrocities June 6th, 2007 09:15 PM

Re: The Star Trek Mod - New Version Available
 
They can still sell the game... hell I can still buy 10 year old games all day long, but they no longer support it. http://forum.shrapnelgames.com/images/smilies/frown.gif

And to be honest, players on PBW have more than one account and many play more than one empire in one game. http://forum.shrapnelgames.com/images/smilies/frown.gif Hence my excuse as to why I stopped playing on PBW.

Ironmanbc June 6th, 2007 09:18 PM

Re: The Star Trek Mod - New Version Available
 
This game LOOKS alot like Stars Supernova...

www.strategyfirst.com/en/games/LostEmpire/

and http://forum.shrapnelgames.com/image...s/confused.gif GOLD Edition! Today, a gold edition of Lost Empire was sent to publisher Strategy First!http://forum.shrapnelgames.com/image...s/confused.gif
is on their website http://www.polluxgamelabs.com/lostempire/

Fyron June 6th, 2007 09:56 PM

Re: The Star Trek Mod - New Version Available
 
"And to be honest, players on PBW have more than one account and many play more than one empire in one game."

...what?

Atrocities June 6th, 2007 10:38 PM

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

Imperator Fyron said:
"And to be honest, players on PBW have more than one account and many play more than one empire in one game."

...what?

LOL

Atrocities June 7th, 2007 01:15 AM

Re: The Star Trek Mod - New Version Available
 
STM Update

I have spent the last 8 hours trying to fix the no life support bug with no luck. No matter what configuration I use the AI simply will not follow the rules. So on high tech starts players are just going to have to live with the fact that the game (SE IV) is broken and the AI can pretty much design illegal designs all day long.

Ironmanbc June 7th, 2007 05:13 AM

Re: The Star Trek Mod - New Version Available
 
well then we won't play an high tech game then http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron June 7th, 2007 02:17 PM

Re: The Star Trek Mod - New Version Available
 
I am 100% certain that whatever is causing the AI to not add life support can be fixed in no time; post the files, and let another set of eyes take a look?

Ed Kolis June 7th, 2007 02:55 PM

Re: The Star Trek Mod - New Version Available
 
Whoa, that "Lost Empire" thing is pretty neat... reminds me more of a cross between GalCiv (with the diplomatic options) and MOO2 (there is a quite Darlok-esque race, plus this wallpaper: http://www.polluxgamelabs.com/lostem...l1024x768.jpg) though!

GeorgiaBoy June 7th, 2007 03:12 PM

Re: The Star Trek Mod - New Version Available
 
Yeah, but I would think the SE series is easier to mod...

GB


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