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Re: STM "Final v1.7.5" Discussion
The problem is that the Sensor Array has both CS and ECM. It will have to be stackable with one of them...
Make the cloaking device really big, say, 100 times the size you want it to take on the Defiant. Then, add a scale mount that can only be used on that component family (it must have its own unique family!) that has a size of 1% that can only be used on Defiant sized ships. To be safe, make sure the Defiant is the only ship of its size. Increasing its tonnage by 1 kT is a good way to do this if there are overlaps. Oh, and AT, SJ needs a credits file for that submission of Facilities you made to the Image Mod... and sign on to MSN and/or IRC! http://forum.shrapnelgames.com/images/icons/icon12.gif [ January 19, 2004, 05:17: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
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Many races have advantages, this is the Federation advantage. UserX P.S. Are the ROMULANS concerned about engaging the Federation fleet??? |
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Latest Revision:
Star Trek Mod v1.4.1 1. Changed Phased Energy Cannon I - X Damage type from Normal to Skips Armor 2. Changed Beam Discharger I - IV Damage type from Normal to skips Armor and Shields 3. Changed Laser Beam I - V Damage and Range (Increased to improve useage) 4. Added Required Energy Stream Weapons V to all Race Energy Weapons Traits, except 8472. 5. Changed Cardassian Discharge Weapons Tech Requirement from Cardassian Technology 1 to Cardassians Weapons 10 6. Changed Klingon Cloaking Tech Level from 3 to 5 7. Changed Breen Cloaking Device I - III General Group from Breen Shields to Cloaking 8. Changed Klingon Cloaking Device I - III General Group from Shields to Cloaking 9. Changed Romulan Cloaking Device I - III General Group from Shields to Cloaking 10. Added Klingon Cloaking Mount - Klingon Cloaking Level 4 (For use with Scout and Frigate class ships Only) Reduces size of cloak. 11 Added Klingon Advanced Cloaking Device I - II 12 Added Romulan Advanced Cloaking Device I - II 13 Changed Romulan Cloaking Tech Level from 3 to 5 14. Changed Research.txt for all races to reflect new Energy Stream Weapons Requirement. Things To Do: 1. Add Gravitational, Engine Overloading, and Warp Weapons. (Currently none) 2. Add sensor array to Romulans. Not as good as federation, but ok 3. New technology for detecting advanced cloaking 4. New Armor for Breen to beef up cloaking more and more. To tired to go into it. And yes, the next Version of the mod WILL mess up your save games to start getting ready now. [ January 19, 2004, 07:53: Message edited by: Atrocities ] |
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This is for Atrocities;
I noticed that you've been posting the changes you made in the the STM updates. Where do we download those updates? I've checked your STM website 'downloads', but can't find them there. The latest I've got is 1.35 - where are the others? Thanks JR |
Re: STM "Final v1.7.5" Discussion
The others are not released yet. They are beta update lists. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Also multip purpose components are a nightmare because the AI will always add three of them. |
Re: STM "Final v1.7.5" Discussion
Better make sure that CS and ECM are not right next to each other, otherwise one will be hidden all the time... you can place a component that has impossible tech reqs between them, which will cause them to not be in order, so that the first one will not be "obseleted" by the second... just make sure it is not in the same family. http://forum.shrapnelgames.com/images/icons/icon12.gif
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What would be nice is if Aaron would add for each component an EXCLUSION line. IE Component cannot be combined with Component Family X
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I reduced the settings for:
Federation Sensor Array I - V FSA I To Hit Def 5% To Hit Off 5% FSA II To Hit Def 10% To Hit Off 10% FSA III To Hit Def 15% To Hit Off 15% FSA IV To Hit Def 20% To Hit Off 20% FSA V To Hit Def 25% To Hit Off 25% This cuts them down dramatically and equals them out. (I hope.) |
Re: STM "Final v1.7.5" Discussion
BETA 1.4.0 (Not complete 1.4.0)
Use at own risk. WILL effect PBW games. May or May Not effect Save Games This Version of 1.4.0 was uploaded as a back up incase I kicked off. It does not contain all of the updates in the full 1.4.0 Version or later Versions not yet released. The file contains a Readme, and of course a Version history as well. Enjoy, and use at own risk. |
Re: STM "Final v1.7.5" Discussion
AGH!
OK, so, in the STM2 game currently, I just built a fleet of six ships which were listed as having 5 movement points in the design screens, but after being built have 0. I know, I know, it's becuase they need to have at least one regular movement point before they can get the warp movement point bonus....but then why does it say they have 5 MP in the design grid. ARGH! thanks, Alarik |
Re: STM "Final v1.7.5" Discussion
I never really thought about it before, but you could probably use the same family number for all those types of components and it would prevent stacking.
For some reason I was thinking that if you gave the same family number to say, both ECM and Combat Sensors - it would cancel one of them out. But of course it wouldn't since they are different abilities. So, as Fyron suggested give them all the same family number and just separate them with another component. Something like this might work where x represents the same family number: ...Combat Sensors (x) - Multiplex - ECM (x) - "Scanner" - Federation Sensor Array (x) - Klingon Target Sensors (x)... Try arranging the sensor components like that and see if it works. |
Re: STM "Final v1.7.5" Discussion
Not an exploit or unfair advantage?!
Hello, it's a 40% bonus for both attack and defense Ratings! 40%! That is a significant advantage and anyone who plays Space Empires knows that it's all about the modifiers in strategic combat. The major difference between that combination and say stealth armor + ECM + scattering is that not all races can use such abilities! The original intent of the Sensor Array (and other similar comps in the Mod) was to give races a space saving by combining combat sensors + ecm + long range scanners into a package of 30kT rather than 40kT it would cost to put them separately. As I mentioned before, the big problem is that you cannot prevent stacking if players choose to add the traditional sensors (or at least, you can prevent one from stacking but not all of them). My suggestion is to make the Sensor Array and other components like this 0kT and 1 per ship with the long range scanning ability, plus some modest 5-15% combat bonuses for attack + defense. It would simulate the original intent of the components. Another option would be to make all combat bonus modifiers race specific, but that's a lot of extra work that isn't really necessary. Atrocities, there's no need to add a Romulan one. Just make the current components more as they should be. And yes, I would be worried about engaging the Federation at such a disadvantage. It doesn't cost them much at all to build the combination of sensors or at least it is not nearly proportional to the advantage of the stacked bonus. Who wants to go up against at least 80-90% bonuses when they can only max out at 40-50%? If it was a difference of 10-15% it wouldn't be such a big deal, but we are talking like a 2:1 hit ratio at best - and let's face it, the Federation's ships and weapons are no slouches without the extravagant modifiers either. |
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I also noticed an error with the Romulan "Quantum Singularity Drive" - it says it recieves a small bonus for defense, but it actually gives an offense bonus. [ January 20, 2004, 03:49: Message edited by: Captain Kwok ] |
Re: STM "Final v1.7.5" Discussion
One more thing I noticed was that the Romulan Plasma Burst (Damages Engines Only) can target ships and planets, which of course the latter doesn't have any. http://forum.shrapnelgames.com/images/icons/tongue.gif
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tsk, tsk. if you'd ever read 'intellivore', you'd realize the danger. ST:TNG
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Perhaps one is needed with offensive instead of defensive capabilities just to add alternatives to this mod !
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Remote mining also needs to be adjusted if you are intent on keeping the settings.txt line "Remote Mining Decreases Asteroid Value" to false. It is much too easy to exploit this (especially with 50kT remote resource harvesters) to generate 1000s of resources for little cost - as is very evident in our PBW game. Perhaps a restriction of 2 or 3 per ship of each type would be good and increasing their size back to 100kT or so.
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Re: STM "Final v1.7.5" Discussion
I will add remote mining to the list of things that must be tweaked. Excellent point by the way, and one that does need tweaking.
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Re: STM "Final v1.7.5" Discussion
http://www.astmod.com/startrek/stmimages/RomDread.PNG
Romulan Dreadnought http://www.astmod.com/startrek/stmimages/romdis.PNG A Warbird and its two escorts The Romulan ships are nearing completion. I have a couple more Klingons ships to do as well. But they are coming along nicely. I hope. |
Re: STM "Final v1.7.5" Discussion
Looking good! http://forum.shrapnelgames.com/images/icons/icon10.gif
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Show some of the smaller ships - they're even better!
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ooh, ominous(sp?).
that Last one...can't quite figure out what it looks like. perhaps a few more views? |
Re: STM "Final v1.7.5" Discussion
The bottom ship is easy to recognize as a D'deridex class Warbird as seen fairly often on TNG and DS9.
There is also a nice Pseudo-BoP ship that he has for the destroyer size. I think it's the best one of the Romulan batch. Perhaps Atrocities will post it? |
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http://www.astmod.com/startrek/stmim...dreadswoop.PNG
Dreadnought The point of the image is to be dramatic. |
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For those of you who have been keeping track here is the latest tested Versions:
Star Trek Mod v1.4.4 1. Added Dreadnought Mounts to other races 2. Added Defiant Cloaking Mount 3. Added Defiant Cloaking Device (For use with the Defiant Mount only) 4. Added Bussard Collector II - III 5. Changed Movement Bonuses for all Warp Engines and simular. (Reduced) Star Trek Mod v1.4.3 1. Added New Romulan Ship images 2. Added The rest of the New Klingon Ship images 3. Fixed Borg Neural Net was being given as ancient Tech (Borg Interface technology now accessable)(Thanks Phillip) 4. Added Neural Network Component 5. Changed Scattering Armor I - III now have a restriction of One Per Vehicle 6. Changed Robo - Miners I - III Tonnage Space Taken from 50 to 100 7. Changed Robo - Farners I - III Tonnage Space Taken from 50 to 100 8. Changed Robo - Rad Extractors I - III Tonnage Space Taken from 50 to 100 9. Changed Federation Particle Fountain I - V Tonnage Space Taken from 50 to 75 10. Added Galaxy X Mount 11. Added Ram Cannon (For use with Galaxy X Mount, and Other Dreadnought Mounts) 12. Changed Romulan Plasma Burst I - III Weapon Target from Ships/Planets to just Ships (Engine damaging weapon) Star Trek Mod v1.4.2 1. Updated All Race Tech Tree documents 2. Changed Reduced Abilities of Federation Sensor Array I - V 3. Changed Reduced Abilities of Dominion Combat Sensors I - III 4. Changed Slave Camp I to Slave Labor Camp I (Pirate Race) 5. Added Weapon Overloading Weapons (Tachyon Projection Cannon I - V) 6. Added Engine Overloading Weapons (Ionic Disperser I - V & Ionic Pulse Missile I - V) 7. Added Gravitational Weapons (Graviton Hellbore I - V) 8. Added Warp Weapons (Wormhole Beam I - III) 9. Fixed Pirate Shock Troops 10. Added One Per Vehicle limit to all cloaking devices Star Trek Mod v1.4.1 1. Changed Phased Energy Cannon I - X Damage type from Normal to Skips Armor 2. Changed Beam Discharger I - IV Damage type from Normal to skips Armor and Shields 3. Changed Laser Beam I - V Damage and Range (Increased to improve useage) 4. Added Required Energy Stream Weapons V to all Race Energy Weapons Traits, except 8472. 5. Changed Cardassian Discharge Weapons Tech Requirement from Cardassian Technology 1 to Cardassians Weapons 10 6. Changed Klingon Cloaking Tech Level from 3 to 5 7. Changed Breen Cloaking Device I - III General Group from Breen Shields to Cloaking 8. Changed Klingon Cloaking Device I - III General Group from Shields to Cloaking 9. Changed Romulan Cloaking Device I - III General Group from Shields to Cloaking 10. Added Klingon Cloaking Mount - Klingon Cloaking Level 4 (For use with Scout and Frigate sized ships. Reduces size) 11 Added Klingon Advanced Cloaking Device I - II 12 Added Romulan Advanced Cloaking Device I - II 13 Changed Romulan Cloaking Tech Level from 3 to 5 14. Changed Research.txt for all races to reflect new Energy Stream Weapons Requirement. 15. Added Orion Tech Tree read-me |
Re: STM "Final v1.7.5" Discussion
Nice
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Nice work!
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Thanks. Some say it would be nice blue, but honestly it looks great green.
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All these ships are making me sad though.
I see them and then I browse over to the old Star Trek mod sight and cry for my babies. |
Re: STM "Final v1.7.5" Discussion
So make them again Kwok! Stop wallowing in misery and reconstruct them. The time to grieve has long since passed. They are just pixels, not like they can not be recreated! http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon6.gif
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[ January 25, 2004, 17:14: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
My new ships will be lots of fun. But I've been focusing first on the data files (my true Achilles heel) and then website/graphic components for the Mod I'm working on.
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Re: STM "Final v1.7.5" Discussion
Suggestions for the Negh'Var would be make the hull a bit darker green and the wing "protrusion" panels a deep dark red. Also, give the Nacelles more of a glowy red and it will look really sharp.
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Re: STM "Final v1.7.5" Discussion
I have been in a couple of games where it seems that no matter what I do I just can not hit a ship. So I am wondering if it is at all possible to simulate burst effect weapons by giving a particular weapon a +x percentage to hit but does less damage.
I know that it is impossible to damage multiple ships at once, but just having a weapon that will at least always damage a ship regardless of defensive measures would be most encouraging. Example: Flak Cannon I has a +20% to hit. Damage =5 5 5 Flak Cannon II has a +30% to hit. Damage =5 5 5 5 Flak Cannon X always hits. Damage =20 20 20 20 20 |
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I wish I could do better texture mapping for the Romulans ships and have the BOP emblem on each of them like on the BOTF set. |
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That might be a shade too dark. Does it look fine in-game? It could just be looking darker than it really is because of the pale forum background surrounding it...
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