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

Atrocities June 9th, 2007 04:56 AM

Re: The Star Trek Mod - New Version Available
 
It would seem that since I set up remote mining components to use crew quarters that after remote mining is researched the AI switches its preference to wanting to use the crew component ability used by remote mining components. Since those components are 100kt the AI wasn't able to add them to the designs.

Now how do I make regular crew quarter components more valuable to the AI than the remote mining one?

Ironmanbc June 9th, 2007 07:46 AM

Re: The Star Trek Mod - New Version Available
 
and why do remote miners NEED crew quarter components ?????

Atrocities June 9th, 2007 08:54 AM

Re: The Star Trek Mod - New Version Available
 
They needed them in order to prevent people from using the hulls, which they could get pretty quickly, from cheating. The Resource Ships had a requirement for 16 and 26 crew quarters but the crew quarter component could only be added 10 times to any design. Therefore I added it to the remote mining components thus forcing players to add at least 6 to 16 remote mining components to the two hull sizes (1005kt and 2305kt).

However I went ahead and revamped this system. I removed the crew quarter ability from remote mining components and made the Resource Ships (now called Remote Mining Ship I / II) worthless as far as weapons platforms go. I gave them a -500% to hit bonus and -500% to defense bonus. This makes them very easy targets that even though heavily armed cannot hit the broad side of a barn.

Problem solved, I hope.

I am still working on version 1.9.7, but here is what I have done so for. (STM)

Quote:


Star Trek Mod v1.9.7

Star Trek Mod v1.9.7

1. Changed Revamped the entire Intel System.
2. Added Counter Intelligence I - V to Tech Area
3. Changed Added Counter Intelligence to Research file
4. Fixed AI will now add crew quarters to designs
5. Changed All resource ships now have a -500% Combat To Hit Defense Plus
6. Changed All resource ships now only require 10 crew components
7. Changed Removed ability Crew Quarter from all Remote Mining components
8. Added Remote Mining Ships to the Tech Area file
9. Changed All resource mining ships now require Mining Ship Tech level 1 or 2.
10 Changed Tonnage for all Large Resource Ships from 2305 to 2005
11. Changed Remote Mining Mount (Ship) Vehicle Size Min/Max to 2005. *Large Resource Ship*
12. Changed Remote Mining Mount's Tech Area Req to Remote Mining Ships (Lv 1 or 2)
13. Removed Extra Remote Mining ship for 8472
14. Changed Roman Numeral from 1 to 0 on all Crew Quarter components
15. Added -500% Combat To Hit Offense Plus to all Resource Ships
16. Added -500% Combat To Hit Defense Plus to Resupply Ship
17. Fixed Masking problem with Romulan Main_Bmp
18. Added New Main_Bmp, Racial images, and Emblem to Caspian
19. Changed Description on all Resource Ships removing notice for need of additional crew quarters
20. Added Description on all Resource Ships: "Worthless as an offensive weapons platform. - 500% to Combat To Hit Offensive Plus."
21. Changed Name of Resource Ship to Remote Mining Ship
22. Changed Name of Large Resource Ship to Remote Mining Ship II
23. Updated STM Basic Tech Tree Document
24. Changed Tech Requirement of Advanced Torpedo Weapons from Torpedo Weapons 5 to Torpedo Weapons 10
25. Changed Removed Resource Ship (AI) from VehicleSize file (AI was using it for illegal designs)


Star Trek Mod v1.9.6.4

1. Changed Removed Espionage from all Research Files.
2. Changed Removed un-needed misspelled "battlecruser" image from Gorn file.
3. Changed The AI Research file
4. Changed The AI Design Creation file
5. Changed Reworked the AI_DesignCreation file
6. Changed Modified the AI_Construction_Facilities file
7. Changed Modified the AI_Construction_Units file
8. Changed Re-organized the Racial Armor components
9. Changed Applied Intel now starts at level 1
10. Changed Beam Weapon I - V is now very long range but not very powerful
11. Changed Lowered technology cost for many Technologies
12. Changed Increased Standard Movement for all Warp Nacelle I - V components by 1 each



Ironmanbc June 9th, 2007 09:04 AM

Re: The Star Trek Mod - New Version Available
 
looks good so far

Fyron June 9th, 2007 07:21 PM

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

Atrocities said:
Now how do I make regular crew quarter components more valuable to the AI than the remote mining one?

See the answer I posted on SEnet:

http://www.spaceempires.net/home/ftopict-2692-.html

You can re-implement your system and get the AI to use normal CQ without much trouble at all. An important thing to consider is that the AI cannot use remote mining in any intelligent fashion, so there is no point in having them design such ships. The restriction is only relevant for human designers anyways. http://forum.shrapnelgames.com/images/smilies/wink.gif

Atrocities June 9th, 2007 09:17 PM

Re: The Star Trek Mod - New Version Available
 
Thank you Fyron. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities June 11th, 2007 03:26 AM

Re: The Star Trek Mod - New Version Available
 
Well I have the Klingon adding armor to their designs now. I had to give them their own special armor. Once they had that, they were hooked.

Now I am off to work on the AI Neutral fleet issues. I hope I can figure out what is going wrong there.

Guderian21 June 12th, 2007 09:06 AM

Re: The Star Trek Mod - New Version Available
 
Just passed by this forum as I was looking for more info on that Lost Empire game Kolis mentioned. Looks interesting - a bit like a good old school MOO2-like game with funny races and all, with a good story which I have missed since MOO2 came out. Any of you guys know anything about the Lost Empire-game? I only know whats on the site - havent been able to find out anything else.

Ironmanbc June 12th, 2007 11:08 AM

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

Guderian21 said:
Just passed by this forum as I was looking for more info on that Lost Empire game Kolis mentioned. Looks interesting - a bit like a good old school MOO2-like game with funny races and all, with a good story which I have missed since MOO2 came out. Any of you guys know anything about the Lost Empire-game? I only know whats on the site - havent been able to find out anything else.

what you see is what we know about it as well

it looks like a fun game and i hope it's not like Moo3 http://forum.shrapnelgames.com/images/smilies/Sick.gif

Atrocities June 12th, 2007 11:10 PM

Re: The Star Trek Mod - New Version Available
 
My 200 turn test game went well. The AI is designing good ships, researching well, and expanding evenly. STM is certainly not a game one would play if one is expecting a 100 to 200 turn game. This mod is more along the lines of 1,000 to 2,000 turns per game.

Any who I noticed a few things that the AI doesn't research right off and I am going to put in some missing tech and re-order the research file a bit. I think the AI should be researching other colony types sooner in the game.

Research is a hit miss thing. You can put all the important stuff ahead of everything else but you soon discover there is no such thing as unimportant technology.

Guderian21 June 18th, 2007 08:35 AM

Re: The Star Trek Mod - New Version Available
 
Bought that lost empire game now - installing now. They released it on www.gamersgate.com - will get back with feedback once I played it a bit:)

Atrocities June 18th, 2007 09:46 AM

Re: The Star Trek Mod - New Version Available
 
Ya let us know how it plays out.

GeorgiaBoy June 19th, 2007 12:20 PM

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

Guderian21 said:
Bought that lost empire game now - installing now. They released it on www.gamersgate.com - will get back with feedback once I played it a bit:)

Definately looking forward to it....AT, how goes the AST 2.0 mod http://forum.shrapnelgames.com/images/smilies/cool.gif?

GB

Atrocities June 19th, 2007 01:31 PM

Re: The Star Trek Mod - New Version Available
 
Right now I am working on finishing up the STM update. Once that is completed I will be free to focus on getting AST 2.0 finished. Then hopefully onto the Star Wars mod I go.

GeorgiaBoy June 19th, 2007 02:22 PM

Re: The Star Trek Mod - New Version Available
 
Cool...my map continues as well...

GB

Atrocities June 20th, 2007 12:53 PM

Re: The Star Trek Mod - New Version Available
 
1 Attachment(s)
Star Trek Mod
Version 1.9.7.1
UPDATE PATCH (Includes Minor AI fix as of 2:30am 6-22-07)

Please read the Install Info STM 197 document before installing.

Please report any bugs or other issues.

Thank you and enjoy.

Atrocities June 20th, 2007 01:01 PM

Re: The Star Trek Mod - New Version Available
 
1 Attachment(s)
Tech Tree for version 1.9.7 of the Star Trek Mod.

Arralen June 21st, 2007 03:21 AM

Re: The Star Trek Mod - New Version Available
 
Maybe something went wrong when I patched 1.96 to 1.97, but now I'm getting the following errors upon starting a new game:

<font class="small">Code:</font><hr /><pre>
pictures\races\vaadwaur\vaadwaur_ai_designcreation .txt
Could not find field "Misc Ability 9 Name" in record "Satellite Layer".
... "Misc Ability 9 Spaces Per One" in record "Satellite Layer".
... "Misc Ability 10 Name" in record "Satellite Layer".
... "Misc Ability 10 Spaces Per One" in record "Satellite Layer".

</pre><hr />

Same happens for
ktarians, tamarian, gorn, kazon, nausicaan, andorian, hirogen, orion

Don't have the time to re-install STM completely atm, will look into it this evening ..

Emerentius June 21st, 2007 07:47 AM

Re: The Star Trek Mod - New Version Available
 
Hi,
Newbie on this site, playing for years, still have Stars! and was playing The Star Trek Mod when I looked if there was an update. Well there was. http://forum.shrapnelgames.com/images/smilies/happy.gif
Now I have the same problems after installing the new patch. It gives the same error as when you still have the Borgmonsters in the mod playing the last version.
Hope that helps btw copy/paste the races from 1.962 removes the problem.

Atrocities June 21st, 2007 10:13 PM

Re: The Star Trek Mod - New Version Available
 
Your DO NOT have to do a reinstall. This is just a minor script error in the design creation file. Its an easy fix.

Quote:

Arralen said:
Maybe something went wrong when I patched 1.96 to 1.97, but now I'm getting the following errors upon starting a new game:

<font class="small">Code:</font><hr /><pre>
pictures\races\vaadwaur\vaadwaur_ai_designcreation .txt
Could not find field "Misc Ability 9 Name" in record "Satellite Layer".
... "Misc Ability 9 Spaces Per One" in record "Satellite Layer".
... "Misc Ability 10 Name" in record "Satellite Layer".
... "Misc Ability 10 Spaces Per One" in record "Satellite Layer".

</pre><hr />

Same happens for
ktarians, tamarian, gorn, kazon, nausicaan, andorian, hirogen, orion

Don't have the time to re-install STM completely atm, will look into it this evening ..

This seems to be a problem with one of the AI scripts. I will look at it tonight. http://forum.shrapnelgames.com/images/smilies/happy.gif Not a major issue. When the error occurs the AI simply switches from AI script for that race to the Default AI script. I will try and find the problem. Thanks for reporting it.

Atrocities June 21st, 2007 10:18 PM

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

Emerentius said:
Hi,
Newbie on this site, playing for years, still have Stars! and was playing The Star Trek Mod when I looked if there was an update. Well there was. http://forum.shrapnelgames.com/images/smilies/happy.gif
Now I have the same problems after installing the new patch. It gives the same error as when you still have the Borgmonsters in the mod playing the last version.
Hope that helps btw copy/paste the races from 1.962 removes the problem.

Could you please be more specific? I removed the racial trait "Borg Monsters" and removed all references to them in the component, facility, and tech area files. I will bet that you may not have completely follow the direction out lined in the "Install Info STM 197" document and delete the BorgMonster race folder.

Quote:

To Apply This Patch:

1. Back up your current Star Trek Mod 196.
2. Rename the back up file "Star Trek Mod 197" (Without the quotes)
3. Unzip the update to your Space Empires IV folder
4. When asked to over write click yes or ok.
5. Delete BorgMonster Folder located in Star Trek Mod 197/Pictures/Race (If it is installed)


Atrocities June 21st, 2007 10:38 PM

Re: The Star Trek Mod - New Version Available
 
1 Attachment(s)
Here is a fix for STM v1971 Neutral AI.

This will correct the AI_DesignCreation Satellite Layer error that has been reported.

I have also updated the full patch and re-uploaded it.

If you don't want to re-download the patch, then simply download this fix and install it.

Atrocities June 22nd, 2007 03:20 AM

Re: The Star Trek Mod - New Version Available
 
I have had comments about people wanting to know what is different about this current version as opposed to older version. The mod has a file in it called RevisionText and that file shows all the changes that I have made to the mod since version 1.0

Here is a link to view the Revision History of the Star Trek Mod.

Arralen June 22nd, 2007 04:49 AM

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

Atrocities said:
Here is a fix for STM v197 Neutral AI.
This will correct the AI_DesignCreation Satellite Layer error that has been reported.

You overlooked to fix the Andorians (file still reports 2007-06-06 instead of 2007-06-21, and error still pops up).



Furthermore there might be some issue with species 8472
- They use the repair barges as satellite layers, attack and defense ships early on - not terribly cost effective.
- I'm pretty sure they used another (more organic looking) pic for their life support with 1.94, and I think they maybe even had another one for their crew quarters, but I'm not sure 'bout that. No, can't check with v1.94, I havn't backed up the folder...

Atrocities June 22nd, 2007 06:20 AM

Re: The Star Trek Mod - New Version Available
 
Thanks. To fix the Andorian file just open the Design Creation file and click edit, then find and type in Satellite Layer. When it finds the satellite layer scroll down to the Number of Abilities and change that from 10 to 8. Will update the download and the fix patch later.

As to 8472 AI issues. Not much I can do about what the AI likes to do. I will look into it though.

Atrocities June 22nd, 2007 06:37 AM

Re: The Star Trek Mod - New Version Available
 
Both the Update and the Fix patch have been updated.

If you download the patch now you don't need to download the fix update. The patch is current with all fixes.

Arralen June 23rd, 2007 08:22 AM

Re: The Star Trek Mod - New Version Available
 
I really appreciate the work you put in this mod ..
.. but I have to say it's fairly broken for SP gaming at this point:



Repair Barge Problem
This is not only a "8472" problem: Making the repair yards as big as a spaceyard resulted in monstrous repair barges - and the AI always uses the biggest hull available for combat ships.. and ends up with attack barges at "Repair 1".
Moving the repair up the research tree (or setting the AI to research "repair" very late) does not do any good: it does refit its ships, and often. With the minimal (downmodded) repair facilities of space yards this takes the ships out of service quite a large amount of time: Either repair has to be re-integrated into shipyards and other components, or at least the yards made considerably smaller - or is there any way to restrict the use of the repair barge hull?

Base Weapon Mount
- is available for Biokinetic Ray only, Pulsed Bk-Ray does not - intentional ?

Light (Base) vs Standard (Base) Shields
cost 20/80/40, size 10, dam res. 15, 35 p.s.p, 6 to sh., 5 regen (light)
cost 25/100/50, size 20, dam res 15, 52 p.s.p., 6 to sh., 5 regen (standard)
.. I would always go with 2x Light instead of 1x Standard Shield: 60% more ressource costs doesn't matter if I can get 35% more shielding from the same space used !!

Monsters
Is it intentional that they start with tech for 1 ship (Cube), but do not use it? They don't get borg tech to outfit it, but monster tech which would not fit. The first monster ship needs "monster tech 2", though, what they research first, needing &gt;100 turns ..
All they (can) do is building "Monster Bases: Base Space Yard" .. without any yard component or the ability to actually build ships!
Btw, "monster habitat" does not show any abilities, yet it seems to generate ressource points?!

Caspians use Federation Shipset and tech?

Orion Syndicate does not design Colony Ships
They don't have a hull big enough for a colony module! Obviously, this is because they have "Pirate Tech" .. but how is that supposed to work out? Maybe instead of going for standard "Ship Contruction" they should go for "Pirate Ship Construction", ship boarding and troops for invasions ?

Chalnoth cannot leave their system ! (??)
That's ok with their racial description - but their build/research list should be modified accordingly! Building heaps of Explorers, Colony Ships and Pop Transports does not make that much sense here ..

Sheliak are constantly scrapping their ships despite having heaps of ressources?! Haven't found out why, e.g. when I peeked into their turn a colonizer was scrapped .. while there where 4 "red" unsettled planets in their home system ..

If the tech tree got "straigthened out" to make it actually compatible with the AI (errors) and someone gives me a hint or two how the AI works, I would gladly help out with the AI scripts for some nations - just PM me!

Atrocities June 23rd, 2007 04:39 PM

Re: The Star Trek Mod - New Version Available
 
Thanks for the list. http://forum.shrapnelgames.com/images/smilies/happy.gif

The Romulans are not using cloaking tech either. So there will be another update in a week or so to address some issues.

Arralen June 23rd, 2007 07:06 PM

Re: The Star Trek Mod - New Version Available
 
No problem writing down everything that bugs me ;-)
If you make some fixes, PM or email (the files) to me and I'll try and do a quick test game to see if I can find some more things to quibble about http://forum.shrapnelgames.com/images/smilies/happy.gif


Orion Syndicate
Figured out why they don't colonize:
The have
Race Opt 1 Adv Trait 1 := Pirate Race
yet not the (new?)
Pirate Colony Tech



Arralen June 23rd, 2007 07:46 PM

Re: The Star Trek Mod - New Version Available
 
"Gas World Natives" advanced trait should cost at least 500 points in STM.

There's no competition for gas giant planets, and gas giant are plentyful and (nearly) always medium size or bigger.
As there's seemingly no way to make them generally ressource poor, at least the races living on them should have inferior stats.


Arralen June 23rd, 2007 08:38 PM

Re: The Star Trek Mod - New Version Available
 
Pack Rats trait broken / too cheap

Seemingly not only halves the storage (ressources, units), but the general planet size (facilities, population). Yet it only gives 500 points. For 3x 150 points you could take 3x "Disorganized XY Storage" and get full number of pop and facilities for 50 points only.

edit: Considering the fact that +50% storage ("advanced miniaturization" or something like that) cost you 1500 pts., maybe you should get 1500pts. for halved planets as well

Arralen June 23rd, 2007 08:58 PM

Re: The Star Trek Mod - New Version Available
 
General Race Tech / Pirate Race / Pirate Colony Tech text is misleading

If you select "General Race" and "Pirate Race", you'll get double items .. yet the pirate buildings are not better then the general ones ?[/b]
e.g.
- Escort &amp; Raider hull, 200kt, 200/100/100 costs
- 2x Colony Ship, 500kt, 300/200/50 and 250/250/250 costs
- Space Port, Res.depot, Constr.yard 1, SysCapital ... AND .. Space Port, Res.Depot, Constr.Yard 1, Open Market
- Intelligence Center 1, Secred Service 1, Spy Center 1, Spy Network 1
- 2x Research Center
etc etc.

Interestingly enough, if "General Race Tech" is de-selected, you get ONLY slave ressource facilities as if you had chosen the slaver trait. What I did not only on the 3rd try, because there's no hint that both get you actually the same things. Yet, those are not vastly better than the standard ones as the text from the pirate trait selection screen suggests?!


Arralen June 23rd, 2007 09:03 PM

Re: The Star Trek Mod - New Version Available
 
Is it possible to add a shipset to STM for human players only?
Can I e.g. drop in the Crugarians from the megapack into the pictures\races\ folder, or will the game screw up because there are some special graphics missing??

cshank2 June 24th, 2007 01:09 AM

Re: The Star Trek Mod - New Version Available
 
Arr, you can do it just fine. It'll show some other ship pictures instead of the other ones due to how the file is set up.


Knock yourself out, bro.

Atrocities June 25th, 2007 09:49 PM

Re: The Star Trek Mod - New Version Available
 
The STM doesn't use any special ship images other than shuttles, which are also fighters, and most of the neo-standard images. Juggernaut is an extra image but should use baseship as a back up.

Atrocities June 25th, 2007 09:51 PM

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

Arralen said:
General Race Tech / Pirate Race / Pirate Colony Tech text is misleading

If you select "General Race" and "Pirate Race", you'll get double items .. yet the pirate buildings are not better then the general ones ?[/b]
e.g.
- Escort &amp; Raider hull, 200kt, 200/100/100 costs
- 2x Colony Ship, 500kt, 300/200/50 and 250/250/250 costs
- Space Port, Res.depot, Constr.yard 1, SysCapital ... AND .. Space Port, Res.Depot, Constr.Yard 1, Open Market
- Intelligence Center 1, Secred Service 1, Spy Center 1, Spy Network 1
- 2x Research Center
etc etc.

Interestingly enough, if "General Race Tech" is de-selected, you get ONLY slave ressource facilities as if you had chosen the slaver trait. What I did not only on the 3rd try, because there's no hint that both get you actually the same things. Yet, those are not vastly better than the standard ones as the text from the pirate trait selection screen suggests?!



Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif
It will take me some time to go through you lists but THANK YOU for them. http://forum.shrapnelgames.com/images/smilies/happy.gif

AngleWyrm June 27th, 2007 12:17 AM

Re: The Star Trek Mod - New Version Available
 
1 Attachment(s)
Here's a cursor that I made for easy viewing

http://home.comcast.net/~anglewyrm/Selection.bmp


Sattelites
Sattelite weapons use supplies, but I don't see any supply storage modules available? Is this by design? Are sattelites only allowed around planets?

Atrocities June 28th, 2007 08:38 PM

Re: The Star Trek Mod - New Version Available
 
I can give satellites a storage ability.

Atrocities June 28th, 2007 10:34 PM

Re: The Star Trek Mod - New Version Available
 
Repair Barge Problem
Added new tech "Repair Ship." By not adding this tech to the AI research file the AI will not research this tech thus ending this problem.

Light (Base) vs Standard (Base) Shields
Adjusted shield percentage for Light, Standard, and Heavy ship and base mounts. Lowered the ship mount, increased the standard and heavy amounts for ships and bases.

Monsters
I will have to think about this one for a bit. I am thinking about having the Borg's have their own tech tree that they research that the other monsters do not. Perhaps this will solve the problem.

Caspians use Federation Shipset and tech?
Yes.

Orion Syndicate does not design Colony Ships
Quote:

Figured out why they don't colonize:
The have
Race Opt 1 Adv Trait 1 := Pirate Race
yet not the (new?)
Pirate Colony Tech

I haven't spend a lot of time with this race. It really is just an RPG race. I will look into them and see if I can fix this for SP games.

Chalnoth
I don't know what to say other than I can only adjust some minor AI files to try and lower this amount again. The problem is that there is NO WAY to specifically limit the AI from making ships that it doesn't need after a certain point. All one can do is try to limit them a bit.

Sheliak
I have no idea why they would do this other than to say that this might be a problem with ship sizes. They want to build larger ships but cannot, so they scrap the ones they don't need, try to build a larger ship, cannot, so they build a colony ship and start the cycle all over again. The AI is a real problem since it NEVER really does what you want or need it to do.

Quote:


If the tech tree got "straightened out" to make it actually compatible with the AI (errors)

I don't know what to say to this other than there is only so much you can do. The order in which the AI researches is as close to the way a human would choose to research that I can make it. There are "hidden" tech from the AI on purpose to prevent the AI from accessing technology that it doesn't need to research because it doesn't need it.

"Gas World Natives" advanced trait should cost at least 500 points in STM.
Good point. I like this idea.

Pack Rats trait broken / too cheap
Good point. I will investigate your suggestion. http://forum.shrapnelgames.com/images/smilies/happy.gif

General Race Tech / Pirate Race / Pirate Colony Tech text is misleading
Interesting observation. I don't recall if I have the Pirate Race set up to use both General Race and Pirate or not. Ideally they shouldn't be using both traits. But again I don't recall how I have this set up. I really didn't spend a lot of time on the Pirate Race trait. I should go back through this and address it in some detail.

Fyron June 29th, 2007 03:55 AM

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

Sattelite weapons use supplies, but I don't see any supply storage modules available? Is this by design? Are sattelites only allowed around planets?

Satellites have infinite supplies, like bases, troops and weapon platforms. Giving them storage components is a waste of time and resources.

AngleWyrm June 30th, 2007 02:57 AM

Re: The Star Trek Mod - New Version Available
 
1 Attachment(s)
Ok, thanks -- I'll redesign my transports to include a sattelite layer, and deploy some warp-point monitors.

Transports Population
I've set them to auto-do-their-thing, but...There's a pack of about half a dozen small transports that keep departing from Bre'el V en route to Taleed Beta system(see attached); they head through a warp point, then decide they are low on fuel and come back. Rinse and repeat.

Perhaps destinations should be checked against fuel supply before deciding to go there.

Arralen July 3rd, 2007 09:23 PM

Re: The Star Trek Mod - New Version Available
 
Light Ship vs. Normal Ship Shield mounts
Are either still unchanged (I thought you fixed them - for details look ~25 posts back in this thread) or back to the old, wrong values.
Basically they have the same problem as the Base Shield Mounts - light version is preferable to normal one, no matter what.


Large Reactor Mount (Base) range +2 or +5 ?
Text says +2, but info says +5 and it does +5 ...

Large Reactor Mount (Base) does not work on Pirate Weapons/Pirate Race Weapons
Sucks to be a pirate with everyone elses weapon outranging yours ..


Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
Obviously, the "continuous" beam weapons are more suited for firing at small, fast moving targets (+5% to hit), while the pulse variety is more suited to deliver massive damage to easier hit targets (~ +10% damage, -10% to hit).
Yet, beams are restricted to "Ships, Planets", while pulsed weapons can target "Ships\Fighters\Drones\Satellites".
Mounts follow this (IMHO wrong) sheme: Primary Mount works for beam, secondary mount works for pulse weapons .. as if someone would use the primary weapon on a ship to shoot at fighters and satellites and only the secondary to target planets.
The mounts boni should be re-considered as well ..


Atrocities July 3rd, 2007 10:22 PM

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

AngleWyrm said:
Ok, thanks -- I'll redesign my transports to include a sattelite layer, and deploy some warp-point monitors.

Transports Population
I've set them to auto-do-their-thing, but...There's a pack of about half a dozen small transports that keep departing from Bre'el V en route to Taleed Beta system(see attached); they head through a warp point, then decide they are low on fuel and come back. Rinse and repeat.

Perhaps destinations should be checked against fuel supply before deciding to go there.

The thing is that this is how it is suppose to work. Your ships are designed correctly, and they have sufficient supplies, however those supplies are rapidly depleted when a ship uses its maximum movement each turn. The Bussard collectors replenish supplies over time, and having a resupply base in each system becomes very important to players. Also later on when you research replicators and get more advanced Bussard collectors and ram scoop's the supply issue becomes less of an issue. I alway like to add one or more supply components to my designs in order to increase their overall maximum range. But for the most part I just set transports to auto and let the AI worry about them. I try to put a resupply base on most of my planets, but its a pretty low priority at game start.

Atrocities July 3rd, 2007 10:26 PM

Re: The Star Trek Mod - New Version Available
 
Thanks Arralen. I have adjusted the ship shield mounts as well to try and off set this. I know we discussed this many many months ago and I too thought we had resolved it.

Thanks for the other info too.

Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
You make a very good point. But to change this system now would require a significant amount of time and re-constructive effort. I will give it some thought and we will see if I am up to the challenge of changing things or not.

Atrocities July 3rd, 2007 10:29 PM

Re: The Star Trek Mod - New Version Available
 
Here is what I have done so far.

Quote:

Star Trek Mod v1.9.7.2

1. Changed Players start with Basic Science already completed
2. Fixed Romulans will now research cloaking technology
3. Changed Name of Shield Mount to Enhanced Shield Mount
4. Added Repair Ship to Tech Area file
5. Changed Repair Barge now requires Repair Ship Lv 1
6 Changed Repair Yard Mount now requires Repair Ship Lv 1
7. Changed Increased Shield Percent for Standard Shields (Ship) mount from 100 to 120.
8. Changed Increased Shield Percent for Heavy Shields (Ship) mount from 140 to 150.
9. Changed Reduced Shield Percent for Light Shields (Ship) mount from 80 to 70.
10 Changed Increased Shield Percent for Standard Shields (Base) from 150 to 200.
11. Changed Increased Shield Percent for Heavy Shields (Base) from 200 to 300.
12. Changed Increased Tonnage Structure Percent of Heavy Shield (Base) from 110 to 120.
13. Fixed Description typo in Large Reactor Mount
14. Fixed Description typo in Heavy Reactor Mount
15. Changed Turned Off the "Borg" in Monster Tech for now

16. Added Pirate Colony Tech to Orion General file.


Atrocities July 3rd, 2007 11:29 PM

Re: The Star Trek Mod - New Version Available
 
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up

I have given due consideration to this issue and while I fully understand your point of view, and agree with it, have decided that it would require to much work and effort to change at this point in time.

I had to go back to my original notes from way way back and in those notes I found that I had chosen to use pulse weapons as secondary weapons because the intermittent beams were used by many sci-fi shows such as BSG, Buck Rogers, Star Wars, and such in an anti-fighter way. Also people wanted pulse weapons and I had to come up with a way to make them useful in the mod. Also sustained beams, in star trek and other shows, have been historically used as the POWER weapon. Since they only fired a single beam, they were not efficient enough to be used for targeting smaller objects.

Atrocities July 3rd, 2007 11:39 PM

Re: The Star Trek Mod - New Version Available
 
Here is the latest work I have completed.

Quote:


Star Trek Mod v1.9.7.2

1. Changed Players start with Basic Science already completed
2. Fixed Romulans will now research cloaking technology
3. Changed Name of Shield Mount to Enhanced Shield Mount
4. Added Repair Ship to Tech Area file
5. Changed Repair Barge now requires Repair Ship Lv 1
6 Changed Repair Yard Mount now requires Repair Ship Lv 1
7. Changed Increased Shield Percent for Standard Shields (Ship) mount from 100 to 120.
8. Changed Increased Shield Percent for Heavy Shields (Ship) mount from 140 to 150.
9. Changed Reduced Shield Percent for Light Shields (Ship) mount from 80 to 70.
10 Changed Increased Shield Percent for Standard Shields (Base) from 150 to 200.
11. Changed Increased Shield Percent for Heavy Shields (Base) from 200 to 300.
12. Changed Increased Tonnage Structure Percent of Heavy Shield (Base) from 110 to 120.
13. Fixed Description typo in Large Reactor Mount
14. Fixed Description typo in Heavy Reactor Mount
15. Changed Turned Off the "Borg" in Monster Tech for now
16. Added Pirate Colony Tech to Orion AI_General file.
17. Changed Physics now requires Basic Science Lv 1 instead of Applied Science
18. Changed Reworked AI_Research files again. (Removed un-needed entries and restructured the file some)
19. Changed Increased range of Massive Reactor Mount from 6 to 10
20. Changed Increased Damage Percent Massive Reactor Mount from 200% to 250%
21. Changed Increased the cost of researching Gas Giant Colonization from 300000 to 600000



After this update is posted, in few days, I will finalize the AST 2.0 Mod and release it.

The AST 2.0 Mod is a considerably different kind of mod from STM. AST has a different racial trait system, some neutral AI's won't colonize, some will, has a more simplified tech tree, with each race having its own individual tech tree, limited number of major players, more neutral players, and a more BOTF feel than STM provides.

Once AST 2.0 is released, I hope to begin work on the Star Wars mod.

AngleWyrm July 4th, 2007 03:33 AM

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

Atrocities said:
Quote:

AngleWyrm said:
Transports Population
...There's a pack of about half a dozen small transports that keep departing from Bre'el V en route to Taleed Beta system...Perhaps destinations should be checked against fuel supply before deciding to go there.

The thing is that this is how it is suppose to work...But for the most part I just set transports to auto and let the AI worry about them.

I guess I was unclear: The AI transport minister is sending transports on impossible missions. The entire fleet of transports are stuck in a loop. Each ship gets low on gas, and is told to go home, which was supposed to be how it works.

But while the first ship is returning for gas, another ship is ordered to do the impossible mission. In this way, all the transports have accidentally gathered together to fail at doing the job. It's a hole the fleet falls into, like lemmings jumping off a cliff. Emergent behavior at it's worst.

This probably means that enemy ships are doing the same thing; being ordered to go places they cannot reach.

Arralen July 5th, 2007 03:01 PM

Re: The Star Trek Mod - New Version Available
 
Still, this is WAD .. the problem is within the game logic, not in the mod. Instead of checking first if a ship can reach the destination, one minister sends it out, and the supply minister calls it back halfway through because its running out of supplies ... .

Sort of workaround would be to have ships with fuel gen by bussards nearly equal to the fuel usage at top speed ... .

AngleWyrm July 5th, 2007 04:38 PM

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

Arralen said:
...the problem is within the game logic, not in the mod...

If the problem exists in stock, then it is not the mod. If the problem does not exist in stock, but does exist in the mod, then it is in the mod.


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