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Re: STM "Final v1.7.5" Discussion
can't attach, sorry
Name := Phased Shield Generator I Tonnage Space Taken := 60 Tonnage Structure := 60 Cost Minerals := 600 Cost Organics := 50 Cost Radioactives := 50 Tech Area Req 1 := Shields Tech Level Req 1 := 7 Number of Abilities := 3 Ability 1 Type := Phased Shield Generation Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points. Ability 1 Val 1 := 300 Ability 2 Type := Shield Generation From Damage Ability 2 Descr := 10 points of damage per hit will be channeled into the shields. Ability 2 Val 1 := 10 Ability 3 Type := Shield Regeneration Ability 3 Descr := Regenerates 20 shield points per turn. Ability 3 Val 1 := 20 Name := Phased Shield Generator II Tonnage Space Taken := 60 Tonnage Structure := 60 Cost Minerals := 700 Cost Organics := 50 Cost Radioactives := 50 Tech Area Req 1 := Shields Tech Level Req 1 := 8 Number of Abilities := 3 Ability 1 Type := Phased Shield Generation Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points. Ability 1 Val 1 := 400 Ability 2 Type := Shield Generation From Damage Ability 2 Descr := 10 points of damage per hit will be channeled into the shields. Ability 2 Val 1 := 10 Ability 3 Type := Shield Regeneration Ability 3 Descr := Regenerates 30 shield points per turn. Ability 3 Val 1 := 30 Name := Phased Shield Generator III Tonnage Space Taken := 60 Tonnage Structure := 60 Cost Minerals := 800 Cost Organics := 50 Cost Radioactives := 50 Number of Tech Req := 1 Tech Area Req 1 := Shields Tech Level Req 1 := 9 Number of Abilities := 3 Ability 1 Type := Phased Shield Generation Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points. Ability 1 Val 1 := 500 Ability 2 Type := Shield Generation From Damage Ability 2 Descr := 15 points of damage per hit will be channeled into the shields. Ability 2 Val 1 := 15 Ability 3 Type := Shield Regeneration Ability 3 Descr := Regenerates 40 shield points per turn. Ability 3 Val 1 := 40 suggested extension to the shield tech... [ August 01, 2003, 01:17: Message edited by: openair ] |
Re: STM "Final v1.7.5" Discussion
Quote:
[ August 01, 2003, 01:29: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Under the newest patch all of the races appear to be expanding quite well.
Turn 8472 - (25) 2 systems (50) 4 systems (100) 7 Borg - (25) 3 systems (50) 3 systems(100) 7 Breen - (25) 3 systems (50) 6 systems (100) 9 Cardassian - (25) 5 systmes (50) 12 systems (100) 18 Dominion - (25) 4 systems (50) 6 systems (100) 13 Federation - (25) 4 systems (50) 7 systems (100) 7 Ferengi - (25) 5 systems (50) 8 systems (100) 12 Klingon - (25) 2 systems (They did not expand past this) Romulan - (25) 3 systems (50) 8 systems (100) 7 Tholian - (25) 4 systems (50) 8 systems (100) 10 Here is the latest info on the next patch. Star Trek Mod v1.0.5 1. - Fixed Error in Cargo Bay V 2. - Increased Cargo Storage Abilities for Cargo Bay I - V (100, 150, 200, 250, 300) 3. - Increased Range of Nova Burst I - III 4. - Decreased Reload rate of Nova Burst I - III from 2 to 1 5. - Corrected Spelling error of Small Efficent Impulse Engine 6. - Increased Range of Gravimetric Torpedo I - III 7. - Decreased Reload rate of Gravimetric Torpedo I - II from 2 to 1 8. - Changed Weapon Damage Type of Plasma Torpedo I - V from Normal to Skips All Shields (More to the design of the weapon used by the Romulans) 9. - Increased Range of Plasma Burst I - III 10. - Reduced Reload rate for Plasma Burst I- III from 2 to 1 11. - Increased Range of Crystalline Torpedo I - V 12. - Decreased Reload rate of Crystalline Torpedo I - V 13. - Changed Pulse Phaser I - VI from Normal Weapon Damage to Skips Armor 14. - Reduced Pulse Phaser I - VI Tonage Space and Structure from 20 to 10 15. - Changed Pulse Phaser I - VI Weapon Display from Torp to Beam 16. - Reduced Small Pulse Phaser I - III Weapon Display from Torp to Beam 17. - Changed Small Pulse Phaser I - III from Normal Weapon Damage to Skips Armor 18. - Increased Quantum Singlarity Beam I - III Damage at Range from 5 to 15 each 19. - Removed All but the Combat Captains components. (Will add revised one back in later) 20. - Changed The Reload rate for Quantum Torpedo I - V from 1 to 2 Star Trek Mod v1.0.4 1. - Reduced Tonage of Mini Positron Torpedo I - IV from 20 to 10 2. - Incresed Range of Mini Positron Torpedo I - IV 3. - Decreased Reload rate for Mini Positron Torpedo I - IV from 2 to 1 4. - Added Master Computer I - III back to the mod by popular request 5. - Changed Racial Trait Ancient Race cost from 1000 to 0 (For use with AI's) 6. - Changed Supply amount used on Impulse Engines I - V to 5 each 7. - Increased Supply Storage Ability for Impulse Engines I - V 8. - Added Supply Amount Used 50 to Transwarp Drive Star Trek Mod v1.0.3 1. - Added AI_DesignCreation files to Ktarians, Nausicaan, Sheliak, and Tamarian Races 2. - Replaced All Race AI_DesignCreation files 3. - Fixed Federation Race Portrait and Mini image so that numbers show up better. (White on white did not work well) 4. - Changed The Color of the Main Icons boarder to yellow 5. - Changed The Color of the Order Icons to Green 6. - Fixed Error in 8472 General.txt 7. - Fixed Errors in Breen General.txt 8. - Fixed Error in Ferengi General.txt 9. - Made New Breen 5k EMP file to replace bad one |
Re: STM "Final v1.7.5" Discussion
The Star Trek Mod Version 1.0.6
This latest Version seems to fix the expansion problems and improves weapons range and usage. Bug reports are always welcome as are suggestions. Please Enjoy the mod. |
Re: STM "Final v1.7.5" Discussion
If you really want, I could write a VehicleSize.txt for the borg so all you have to do is copy it, I will get the pictures sorted also
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Re: STM "Final v1.7.5" Discussion
Sounds Good DZ. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
One thing, how many Ship Classes do you want, I can give you quite a few
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Re: STM "Final v1.7.5" Discussion
So you know I have started on the size file, and The borg vessels I have dont require life support or crew quarters, it does require a bridge (this can be removed but I fail to see why it should be)
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Re: STM "Final v1.7.5" Discussion
PCP this latest patch is working great. I did notice one thing though, The Borg Repair III is given at the same time as Borg Repair II.
Hey if it was up to me I would have no more than 6 ships per race. This can be done simply enough, include all ships as needed by the game, then include the ships you want to use for the mod. This will work a lot better than trying to name new ships. The Federation would have more ships because they do, but their largest would be equal to all of the other races. They would just have more ships with different sizes. I will post a list later. (You could use your new Star Trek images for this.) |
Re: STM "Final v1.7.5" Discussion
If it was upto me I would have loads of ship classes (I prefer the long games that take me weeks to do)
For the Borg as far I have 9 ship classes (so if implemented Atrocities will need to add 2 to the Borg Ship Tech lvls), 1 shuttle and a colony ship I am currently lookin at wot would make good carriers and transport Oh and also I have a Borg StarBase that you would see in UniMatrix One |
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