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

Atrocities January 26th, 2004 04:16 AM

Re: STM "Final v1.7.5" Discussion
 
There is an opening in the Conquest mod for the BORG if any one interested. Grab it quick before someone else takes it.

Captain Kwok January 26th, 2004 04:30 AM

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

Restrict the red to the wings and neck only! Plus stop lurking around here and play your AUK turn!

Fyron:

Maybe you need to adjust your gamma! http://forum.shrapnelgames.com/images/icons/tongue.gif

Seriously, the darker green looks Ok.

Atrocities January 26th, 2004 04:41 AM

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

Originally posted by Imperator Fyron:
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
<font size="2" face="sans-serif, arial, verdana">I agree. They were so good, and only you can do them again.

Fyron January 26th, 2004 05:33 AM

Re: STM "Final v1.7.5" Discussion
 
Kwok, my gamma is at a perfectly normal level.

grimreaper January 26th, 2004 06:15 PM

Re: STM "Final v1.7.5" Discussion
 
hi guys, ive played se4 gold for a long time, but just recently started looking at mods. so i have no idea how to use them, but i want to download star trek mod 1.35. how?

Captain Kwok January 26th, 2004 06:34 PM

Re: STM "Final v1.7.5" Discussion
 
You can get it here: Star Trek Mod 1.35

It is a self-extracting .exe file (not a virus!) and just extract to to your root Space Empires IV Gold directory.

To use the mod, change the path.txt file from "none" to "Star Trek Mod". If you are using the mod launcher, just click on the Star Trek Mod.

Grand Lord Vito January 26th, 2004 07:00 PM

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

Originally posted by Imperator Fyron:
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...
<font size="2" face="sans-serif, arial, verdana">Not to be descending Fyron, but I think Atrocities Image is right on, you should check you gamma settings again

Ahh but it might be my eyes, to be as YOUNG as you again Fyron http://forum.shrapnelgames.com/images/icons/icon12.gif

gregebowman January 26th, 2004 07:27 PM

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

Originally posted by grimreaper:
hi guys, ive played se4 gold for a long time, but just recently started looking at mods. so i have no idea how to use them, but i want to download star trek mod 1.35. how?
<font size="2" face="sans-serif, arial, verdana">I'll ditto that remark, but upgrade the question to when can we d/l v1.44? I'm glad you're keeping us updated on the status, Atrocities, but I want to get my hands on it as soon as you think it meets whatever level of quality product you're shooting for. Like my child will say, "I want it now!" http://forum.shrapnelgames.com/images/icons/icon10.gif

Captain Kwok January 26th, 2004 07:29 PM

Re: STM "Final v1.7.5" Discussion
 
There is a 1.40 beta you can download, but I don't think Atrocities knows if it will effect savegames or not.

Captain Kwok January 26th, 2004 07:41 PM

Re: STM "Final v1.7.5" Discussion
 
Another suggestion for the next Version is to adjust the bussard/ramscoop components. Right now they are too powerful and I can build ships that never need to resupply, including resource ships etc. I'd recommend that you collapse them both into one 5 level area, perhaps called "Bussard Ramscoop", and reduce the supply generation to 30-35-40-45-50 with a limit of 2 per ship. That would limit even the top ships to 100 supplies per star and would increase the need for occassional resupply.

Captain Kwok January 26th, 2004 08:03 PM

Re: STM "Final v1.7.5" Discussion
 
I've been taking a closer look at some of your newer ships Atrocities and while I like them, the pixelated look from Doga was making me bonkers - so I did a little editing.

I took one of your BoP images and I applied a blur to it using Photoshop. I also took the burn tool to reduce the glare spots. Here are the results:
http://members.rogers.com/capt-kwok/images/bop.png

The top image is the touched up one. I think it looks pretty good and it only took about 20sec to do it. What do you guys think?

[ January 26, 2004, 18:11: Message edited by: Captain Kwok ]

Captain Kwok January 26th, 2004 08:06 PM

Re: STM "Final v1.7.5" Discussion
 
Here is a 128x128 approximate game Version:
http://members.rogers.com/capt-kwok/images/bop128.png

JLS January 26th, 2004 08:12 PM

Re: STM "Final v1.7.5" Discussion
 
That looks GREAT Captain K.

[ January 26, 2004, 18:13: Message edited by: JLS ]

narf poit chez BOOM January 26th, 2004 10:11 PM

Re: STM "Final v1.7.5" Discussion
 
the top one looks more realistic, but i liked the shiny parts - and not becuase i'm being in character, either.

JLS January 26th, 2004 10:14 PM

Re: STM "Final v1.7.5" Discussion
 
I also like the top http://forum.shrapnelgames.com/images/icons/icon7.gif

grimreaper January 26th, 2004 10:34 PM

Re: STM "Final v1.7.5" Discussion
 
thanks for the link captain kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 27th, 2004 12:17 AM

Re: STM "Final v1.7.5" Discussion
 
The shiney parts look cheesy. Ships should not be shiney unless they are covered in solar panels or very highly polished, which Klingon and Romulan ships are most likely not.

Captain Kwok January 27th, 2004 01:13 AM

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

Originally posted by Imperator Fyron:
The shiney parts look cheesy. Ships should not be shiney unless they are covered in solar panels or very highly polished, which Klingon and Romulan ships are most likely not.
<font size="2" face="sans-serif, arial, verdana">The real problem is that it detracts from Atrocities fine models. He has done an excellent job of manipulating the components in Doga to put together the ships that he has.

Fyron January 27th, 2004 01:58 AM

Re: STM "Final v1.7.5" Discussion
 
Indeed he has! I think the shineyness just comes from how Doga renders models...

Atrocities January 27th, 2004 02:00 AM

Re: STM "Final v1.7.5" Discussion
 
The image is a little dark for me as well.

Here are some new concept ships. The first 3 are basically the same ship are my concept for a baseship.

The Last two are concepts for Carriers

http://www.astmod.com/startrek/stmimages/1.PNG http://www.astmod.com/startrek/stmimages/2.PNG
http://www.astmod.com/startrek/stmimages/3.PNG

http://www.astmod.com/startrek/stmimages/4.PNG http://www.astmod.com/startrek/stmimages/5.PNG

Atrocities January 27th, 2004 02:37 AM

Re: STM "Final v1.7.5" Discussion
 
Kwok that BOP looks great at 128x128. I really need to learn how to use Photo Shop. I sent you the latest Klingon and Romulan images Last night. Feel free to do what needs to be done. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok January 27th, 2004 07:32 AM

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

Originally posted by Atrocities:
Kwok that BOP looks great at 128x128. I really need to learn how to use Photo Shop. I sent you the latest Klingon and Romulan images Last night. Feel free to do what needs to be done. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">If you can send me 200x200s like you usually post that would be best!

Captain Kwok January 28th, 2004 04:43 AM

Re: STM "Final v1.7.5" Discussion
 
There are also a number of other balance issues that I think need resolved, perhaps if you are Online you can look me up on MSN/Trillian?

Atrocities January 28th, 2004 05:06 AM

Re: STM "Final v1.7.5" Discussion
 
Life is unbalanced. http://forum.shrapnelgames.com/images/icons/icon9.gif

Any help in balancing the mod would be a god send. But I question if I will have the engergy to do anything about it in a timely manor.

narf poit chez BOOM January 28th, 2004 05:46 AM

Re: STM "Final v1.7.5" Discussion
 
well, i don't think anyone is going to yell at you if you take a month off.

i mean, i've gotten diddly+20% done on my mod in what? four months and nobody's yelled at me. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Fyron January 28th, 2004 05:52 AM

Re: STM "Final v1.7.5" Discussion
 
That's nothing. Try 16 months... http://forum.shrapnelgames.com/images/icons/icon12.gif

grimreaper January 29th, 2004 12:16 AM

Re: STM "Final v1.7.5" Discussion
 
hi guys. i feel really stupid for asking this, but i dont know much about computer stuff. i tried to use star trek 1.35 mod, but i dont know how. i dont know how to acess the root path command to change from none to star trek mod.i really want to use it, so if someone could take pity on me and tell me how to do this, i would be very greatful.

Captain Kwok January 29th, 2004 12:53 AM

Re: STM "Final v1.7.5" Discussion
 
The path.txt file is right in the Space Empires IV Gold directory. Change the entry from "none" to "Star Trek Mod" without the quotes. This will start the game with the Star Trek Mod loaded.

Alternate option:

Here is a link to the SE4 mod launcher:
http://forum.shrapnelgames.com/newup...1039630481.zip

Unzip the program into your SE4 directory and create a desktop shortcut for it. Then open the SE4 launcher and you can pick any mod you have installed and it will load it for you without having to change the path.txt file!

grimreaper January 29th, 2004 01:22 AM

Re: STM "Final v1.7.5" Discussion
 
i changed the path.txt file to star trek mod but it still wont run????????? any suggestions? the mod launcher wont even recognize the star trek mod.

[ January 28, 2004, 23:23: Message edited by: grimreaper ]

Captain Kwok January 29th, 2004 01:31 AM

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

Originally posted by grimreaper:
i changed the path.txt file to star trek mod but it still wont run????????? any suggestions? the mod launcher wont even recognize the star trek mod.
<font size="2" face="sans-serif, arial, verdana">Where did you install the Star Trek Mod? There should be a folder in the root Space Empires directory called Star Trek Mod. From what you've described it seems you may have put it somewhere else!

tesco samoa January 29th, 2004 01:44 AM

Re: STM "Final v1.7.5" Discussion
 
fyron classic...

You know i am a little upset that my event did not make the cut.

You know the one where you show a picture of Captain Kirk pulling on his boots

and there is a population boom on the planet...

grimreaper January 29th, 2004 01:48 AM

Re: STM "Final v1.7.5" Discussion
 
thank u so much for all your help captain kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif i got it working. you were right, it was in the wrong place http://forum.shrapnelgames.com/images/icons/icon9.gif thank you for taking the time to help me

Captain Kwok January 29th, 2004 04:35 AM

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

Originally posted by grimreaper:
thank u so much for all your help captain kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif i got it working. you were right, it was in the wrong place http://forum.shrapnelgames.com/images/icons/icon9.gif thank you for taking the time to help me
<font size="2" face="sans-serif, arial, verdana">Hey, no problem.

Atrocities January 29th, 2004 01:01 PM

Re: STM "Final v1.7.5" Discussion
 
What would happend if I removed the Bonus movement ability from the Impulse Engines?

Will they then work regardless of how many are on a ship design? IE designs with 2 empulse engines will provide movement?

The reason I am asking this is because as the game progress, the AI keeps designing larger ships that have no movement. They have warp drive, and one or two impulse engines, but as we know, they do not move.

And Kwok,

The Klingons have suffored a horrific loss to your forces. We now sue for peace.

Captain Kwok January 29th, 2004 01:38 PM

Re: STM "Final v1.7.5" Discussion
 
Yes, the foolish attacking Klingons lost over 300 ships to my fleets - and now the only peace they will get is armed Romulan troops on all of their planets to ensure that Lord Atrocities' Klingons never act up again.

But I see UserX contains to maintain ships with the stacked sensors while attacking any ships I may have nearby. Nice of you to continue to use this exploit! I guess the Federation's superior production rate, population rate, larger ships, better armor, wasn't quite enough for you.

[ January 29, 2004, 16:29: Message edited by: Captain Kwok ]

userx January 30th, 2004 04:14 AM

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

Originally posted by Captain Kwok:

But I see UserX contains to maintain ships with the stacked sensors while attacking any ships I may have nearby. Nice of you to continue to use this exploit! I guess the Federation's superior production rate, population rate, larger ships, better armor, wasn't quite enough for you.

<font size="2" face="sans-serif, arial, verdana">We've refited over half our fleet and build new ships that do not have stacked sensors... BUT how about your torps that cut through shields???

userx January 30th, 2004 04:32 AM

Re: STM "Final v1.7.5" Discussion
 
Actually, let's call for some other opinions, should the Federation be able to stack their sensors?

Fyron January 30th, 2004 04:48 AM

Re: STM "Final v1.7.5" Discussion
 
Only if it does not result in a massive advantage. 10 points in CS and ECM advantage is what I would call massive, due to how SE4 combat works involving to hit chances.

userx January 30th, 2004 04:55 AM

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

Originally posted by Imperator Fyron:
10 points in CS and ECM advantage is what I would call massive, due to how SE4 combat works involving to hit chances.
<font size="2" face="sans-serif, arial, verdana">Could you elaborate a little? I didn't know that... it's good to know. I have about a 10-15 advantage on the Romulans if I stack.

Fyron January 30th, 2004 05:00 AM

Re: STM "Final v1.7.5" Discussion
 
Well, all bonuses add linearly. So a 10% advantage can change a 30% chance to hit into a 20% chance to hit. That is a pretty significant drop, and highly typical.

Captain Kwok January 30th, 2004 05:10 AM

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

Originally posted by userx:
Could you elaborate a little? I didn't know that... it's good to know. I have about a 10-15 advantage on the Romulans if I stack.
<font size="2" face="sans-serif, arial, verdana">I do not think so!

Many of your ships have this combination:
Sensor Array V = 40% OFF + 40% DEF
Combat Sensors III = 35% OFF
ECM III = 30% DEF
Federation Captain II = 10% DEF
Scattering Armor III = 15% DEF

Total = 75% OFF + 95% DEF

Romulan Ships
Combat Sensors III = 35% OFF
ECM III = 35% DEF
Quantum Singularity Core III = 7% OFF
Romulan Commander II = 15% OFF
Scattering Armor = 15% DEF

Total = 57% OFF + 50% DEF

You have an 18% OFF and 45% DEF advantage. Not including the Defiant ships, which if I recall has a additional defense bonus due to size of 40%!!!

Plus, sure the Romulan Plasma Torpedoes can go through shields, but are you not aware that Ablative Armor III gives 12 hitpoints/kT versus the top shields that only give 10 hitpoints/kT? In addition, the Plasma torp has shorter range, less damage, and extra reload time versus the Federation Quantum torpedo???

Do you see why I'm not happy?

DavidG January 30th, 2004 05:24 AM

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

Originally posted by userx:
Actually, let's call for some other opinions, should the Federation be able to stack their sensors?
<font size="2" face="sans-serif, arial, verdana">Absolutely not. (at least not in ver 1.35, I know there have been changes) I did the math once. A fed ship with these stacked against an equal tech level romulan ship is virtually unhittable. (of course I also included training and at the time Fed training centres were much better than the Romulans. I forget when this changed)

DavidG January 30th, 2004 05:28 AM

Re: STM "Final v1.7.5" Discussion
 
I noticed on Kwoks website that he had plans for captains that gave different bonuses (ie plus maintenace or reduced supply) I assume the idea would be you could only palce one per ship. Thus you could choose a captain that gave an offensive bonus or perhaps a maintanace bones etc. This would be great if it could be added.

Extro January 30th, 2004 06:05 AM

Re: STM "Final v1.7.5" Discussion
 
Hi everyone... This is my first post... ( 10380 to catch up with Imperator Fyron !!! )

I just got the game in the mail ( finally... ) yesterday and I must admit that I'm quite overwhealmed!!! I'm a strategy game vet ( MOO, CIV, SMAC, RRT etc... ) but this game seem to rock quite a bit. I love being overwhealmed http://forum.shrapnelgames.com/images/icons/icon12.gif

Being a Star Trek fan I downloaded the Mod and installed it. I changed the path and fired it up and it started ok. Unfortunatly I keep receiving Messages ( windows Messages ) that p0433.bmp, p0461.bmp etc... can't be found in the SEIV planet directory. I checked and these files are not there. I end up with white squares in the system screen where the planets should be...

I'm running SEIV Gold 1.84 and the 1.35 Mod ( 17 Mb download )... What's wrong...

Kudo to the Star Trek dev team... This is quite a piece of work you guys did...

Thanks in advance...

Extro http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok January 30th, 2004 06:11 AM

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

You need to download the imageMod. It contains all sorts of extra images that are used by many different mods.

You can get it from here:
SE.net ImageMod Mirror

You'll need to download the full planet pack, facility pack, component pack, and combat pack for sure. The event pack would probably be a good idea too.

Install these in the default picture directory!

Fyron January 30th, 2004 06:12 AM

Re: STM "Final v1.7.5" Discussion
 
As it says in the Mod's readme, you need the Image Mod, a collection of lots of new images. A mirror is located here: http://imagemod.spaceempires.net/

Grab the latest full Versions of all the files and extract them into the appropriate Pictures subfolders, based on the name of the pack. So Components Pack goes into Pictures\Components. You do want to overwrite Components.bmp.

The Image Mod does not change any default images, only adds new ones. So, it is perfectly safe (and a good idea!) to install the packs into the default folders. They will be used automatically by all mod that make use of the Image Mod, which is nearly all mods. http://forum.shrapnelgames.com/images/icons/icon7.gif

Extro January 30th, 2004 06:26 AM

Re: STM "Final v1.7.5" Discussion
 
Geez... that was quick... do you guys ever sleep?

Of course the readme file... ( A little anxious maybe http://forum.shrapnelgames.com/images/icons/icon12.gif ) But probably I would had no idea where to get the files in the first place... As I mentionned earlier this is quite overwhealming...

Thanks to both of you...

Extro http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 30th, 2004 06:42 AM

Re: STM "Final v1.7.5" Discussion
 
Range and rate of fire are irrelevent in troop combat, as is damage attenuation (decreasing (or increasing even) damage at range). Only damage at range one matters. More advanced troop weapons can only be improved with increased damage, decreased cost, and/or decreased size. Breen Troops II and III are 100% useless components compared to Breen Troops I.

[ January 30, 2004, 04:44: Message edited by: Imperator Fyron ]

Renegade 13 January 30th, 2004 06:48 AM

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

Originally posted by Extro:
Geez... that was quick... do you guys ever sleep?
<font size="2" face="sans-serif, arial, verdana">Yup, happens a lot around here. You have to be really on the ball just to catch a newbie question (especially if Fyron is around http://forum.shrapnelgames.com/images/icons/icon7.gif ) We all try to do our part.

Atrocities January 30th, 2004 07:47 AM

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

Originally posted by DavidG:
I noticed on Kwoks website that he had plans for captains that gave different bonuses (ie plus maintenace or reduced supply) I assume the idea would be you could only palce one per ship. Thus you could choose a captain that gave an offensive bonus or perhaps a maintanace bones etc. This would be great if it could be added.
<font size="2" face="sans-serif, arial, verdana">In the earily Version of the game it was set up according to Kwoks site, but I could never get it to work right. I don't recall the reason now, but I do remember it was a major head acke for a long time so I finally said enough.

I am working on updating Kwoks old web site with the newest data.

I am also thinking about the future of the mod and working with many people on several good ideas.

Right now I am very sick and with the recent water issue in my PC's, I just don't fell like spending a lot of time on line or working with the computer. http://forum.shrapnelgames.com/images/icons/icon7.gif

Version 1.4.5 is nearly ready for release and I hope to have it fully ready soon.


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