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

Atrocities July 5th, 2007 06:41 PM

Re: The Star Trek Mod - New Version Available
 
Turn off the supply minister would be what I would recommend. Place a resupply base in strategic location and then mark the area around it as mine fields to force the transports to go where you want them to.

Arralen July 5th, 2007 07:32 PM

Re: The Star Trek Mod - New Version Available
 
AI designs "Explorers", but does not build them or uses them when build by player intervention.


Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.


Monsters should have "plague bomb(s)/ability, or ground troops"




Arralen July 5th, 2007 07:36 PM

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

AngleWyrm said:
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.

It does exist in stock ... .

Might be less pronounced, though, if the ships have lower supply consumption to start with.

But I remember a time when even colonizers kept turning back because they reached "bingo fuel" .. problem was solved by Aaron by making them ignore fuel level ... http://forum.shrapnelgames.com/images/smilies/fear.gif

Atrocities July 8th, 2007 11:31 PM

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

Arralen said:
AI designs "Explorers", but does not build them or uses them when build by player intervention.

I can only give the AI the instruction to have these on hand, whether or not the AI actually uses them is up to the AI.


Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.

I don't understand what you mean by this.


Monsters should have "plague bomb(s)/ability, or ground troops"

Monster don't have troops or at least I don't believe they do.






Atrocities July 8th, 2007 11:32 PM

Re: The Star Trek Mod - New Version Available
 
I need to run a couple of play tests then hopefully it will be ready.



Quote:

Star Trek Mod v1.9.7.3

1. Changed Decreased Shield Percent for Light Shield (Ship) mount from 70 to 65
2. Changed Increased Shield Percent for Standard Shields (Ship) mount from 120 to 130
3. Changed Increased Shield Percent for Heavy Shields (Ship) mount from 150 to 200
4. Changed Increased Cost Percent for Heavy Shields (Ship) mount from 150 to 200
5. Changed Increased cost of Pack Rats from -500 to -1000
6. Added "DO NOT use in combination with other Race Technology." To description for General Race Technology
7. Fixed Spelling error in Pirate Race description
8. Changed Increased Propulsion Experts bonus from 1 to 2
9. Changed Increased Power Industrialists bonus from 50% to 100%
10. Changed Decreased cost of Emotionless from 1500 to 1000
11. Fixed Resource Ability Amount Organic Resource Storage I was giving 20000 in stead of 10000.
12. Changed Increased several Pirate Facilities abilities slightly
13. Changed Increased ability amounts for Slave Labor Operation I - III




GeorgiaBoy July 10th, 2007 07:47 AM

Re: The Star Trek Mod - New Version Available
 
Looking forward to all three mods!

GB

Atrocities July 13th, 2007 03:56 PM

Re: The Star Trek Mod - New Version Available *NOW
 
1 Attachment(s)
STM v1.9.7.3 Update Patch

Atrocities July 13th, 2007 04:14 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
1 Attachment(s)
STM v1973 Full Mod

GeorgiaBoy July 13th, 2007 04:55 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Cool! Thanks for the patch, AT! Anyway, I was looking at the site http://botfii.armadafleetcommand.com/. To my surprise, it has an indie startup of BotF II. It looks like the AST 2.0 mod may beat them to the punch...

GeorgiaBoy July 20th, 2007 11:07 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
I have just finished a 'mini mod' of PlanetSizes.txt and SectTypes.txt to add planetary classifications...Fyron, I have used pieces of Adamant and FQM for this mod, and would like your approval to upload this mod (you have been credited).

GB

Arralen July 23rd, 2007 06:34 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
Atrocities :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 can understand that.

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.

Concerning Star Trek, IMHO and AFIAK you're wrong: There are very few pulse weapons. And those are used to punch through heavy shielding, not spray some "area" of space to hit a strafing fighter-bombers, pardon: space fighters. Even small targets like shuttles or fighters are generally fired at with beam weapons. I can't even remember seeing a real PD weapon once ... Examples are Defiant (4x Type-U pulse phasors mounted with very limited forward firing arc) and (nearly) all other "modern" federation or cardassian vessels which mount large-array beam weapons with wide firing arc. Those are deployed against all targets.



AI designs "Explorers", but does not build them or uses them when build by player intervention.

Atrocities : I can only give the AI the instruction to have these on hand, whether or not the AI actually uses them is up to the AI.

I must correct my statement: SOME AIs seem to be unable to build/use explorer class vessels. Points to some error in their files ...
I must correct myself even more: "Explorer" is in reality "Attack Base" .. and are still build as if they where costly bases, not small exploration vessels: in infrastructure mode, on defense, attack etc. but not in exploration mode.



Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.
Atrocities :I don't understand what you mean by this.

Standard armor is not longer flagged "Damaged before anything else" and is practically only a sturdy component without any further function. Some racial armor still prevents hits to other components (is not "leaky"). With propulsion and shield systems scaling to the size of the vessel, these armor components should scale to size as well, because they must be covering the entire hull effectivly.
Proportion mod has these scaling armors IIRC.



Monsters should have "plague bomb(s)/ability, or ground troops"

Atrocities :Monster don't have troops or at least I don't believe they do.

Exactly. I would like to see them invade planets or kill of the pop using biological means. (guess it would only depend on the size of the parasites if its a plague or an invasion http://forum.shrapnelgames.com/images/smilies/wink.gif )



Sheliak (1.9.7.3)
Description says "are suited to very hot environments and they die quickly in cold". They get "Rock Planet Colonization - Rock Natives" Tech.
Yet they start on "Hydrogen/Ice" planet? (What really seems to irritate the AI ... somehow managed to colonize 2 rock planets in its home system with its colonizer still listed as prototype ... while 2 other rocks where left untouched. And 3 ice planets, because the colonizing tech missing)
<font class="small">Code:</font><hr /><pre>
Sheliak_AI_General.txt
=============================================
AI DATA FILE - Sheliak
=============================================
Name := Sheliak Morbid
Biological Description := The Sheliak are a non-humanoid
species with 4 arms, and 6 eyes. Their bodies are suited to very hot
environments ...
Planet Type := Ice
Atmosphere := Hydrogen
</pre><hr />
.. I would like to suggest Rock/Methane ..

Breen (1.9.7.3)
Build ships without "Impulse Engine", therefore with very low supply capacity - they're running out of supplies before even leaving their home system. "Organic Nacelle" triggers the "engine counter" - whos max is e.g. 2 for the DD hull, yet the AI puts in 6 nacelles, and no impulse engine.
Colony Ships and Explorers are build correctly, attack, defense ships, troop and pop transports are not.
8472 builds "correct" ships, btw., bespite using organic tech as well.
<font class="small">Code:</font><hr /><pre>
Misc Ability 3 Name := Combat Movement
Misc Ability 3 Spaces Per One := 100</pre><hr />
.. should be (at least it work if I change it that way) ..
<font class="small">Code:</font><hr /><pre>
AI Tag 05 Impulse Engines

Misc Ability 3 Name := AI Tag 05
Misc Ability 3 Spaces Per One := 100
</pre><hr />
Strange thing is - some races construction templates seem to work with "combat movement", while other seem to need "tag 05" .. guess you've mixed up both somewhere in the racial techs/files. Good luck getting that straight http://forum.shrapnelgames.com/image...ies/tongue.gif



Propulsion Experts (1.9.7.3)
.. get +2 movement, but trait description still says +1.
+2 is too much, anyway.



Monsters (1.9.7.3)

Name := Monster Drone
Short Name := Monster Drone
Description := Monster Base used by the monster as a base in space.

"Monster Yard" .. "can repair 20omponents" ..
"Monster PD 1" .. 200kt ?!
Build "Base Space Yard" without "Monster Yard" and "Monster Cloak".
Btw., how is "Monster Cloak" supposed to work, anyway.. haven't seen any cloaking effect from it?!



Pirate Races
.. should get special boarding troop from turn 1 ..

Atrocities July 27th, 2007 01:36 AM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Thanks man. This gives me something to do. http://forum.shrapnelgames.com/images/smilies/happy.gif I doubt that I will update STM for a while though. I am working on the Star Wars Mod right now, but I have put your issue into "My Things To Work On" list. Thank you for them.

AST 2.0 has been put on the back burner for a month or so.

Ironmanbc July 27th, 2007 07:21 AM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Quote:

Atrocities said:
Thanks man. This gives me something to do. http://forum.shrapnelgames.com/images/smilies/happy.gif I doubt that I will update STM for a while though. I am working on the Star Wars Mod right now, but I have put your issue into "My Things To Work On" list. Thank you for them.

AST 2.0 has been put on the back burner for a month or so.


MAY THE FORCE BE WITH YOU http://forum.shrapnelgames.com/images/smilies/cool.gif

Atrocities August 1st, 2007 05:32 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Patrick was kind enough to make a nice sound mod for the STM. You can download it from The Download page on the official STM site.

Thank you Patrick

Atrocities August 1st, 2007 09:43 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
1 Attachment(s)
Something neat I found. http://www.shrapnelcommunity.com/thr...alaxyClass.gif http://www.shrapnelcommunity.com/thr...ldoreClass.gif

Arralen August 11th, 2007 02:02 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Quote:

Arralen said:
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
Atrocities :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 can understand that.

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.

Concerning Star Trek, IMHO and AFIAK you're wrong: There are very few pulse weapons. And those are used to punch through heavy shielding, not spray some "area" of space to hit a strafing fighter-bombers, pardon: space fighters. Even small targets like shuttles or fighters are generally fired at with beam weapons. I can't even remember seeing a real PD weapon once ... Examples are Defiant (4x Type-U pulse phasors mounted with very limited forward firing arc) and (nearly) all other "modern" federation or cardassian vessels which mount large-array beam weapons with wide firing arc. Those are deployed against all targets.

An interesting discussion on "pulse phasors" (proves my point, basically)
http://bbs.furryconflict.com/viewtop...c0508099b6ea22

I'm not sure, though, how to make SE4 use pulse phasors as primary weapon on some vessels and beam phasors on all the others of the same race ?!

Atrocities September 4th, 2007 01:35 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
You just set up the design creation file to have your designs use them. The problem is the AI really isn't that complicated and will always screw you in the end.

Atrocities September 24th, 2007 06:37 AM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
1 Attachment(s)
Latest version 1.9.7.4 - Most likely will be final update for this mod barring any major bugs.

Artaud September 24th, 2007 06:55 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Thanks!

This will give me an excuse to start a new game, since I'm having a very rough time in my current one. ALL of the other empires are at war with me, even though I'm ranked 9th and have not even physically encountered most of them yet!

Enemy intel projects are absolutely killing me.

Atrocities September 25th, 2007 02:35 AM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Ya that is a bug with SE IV political system. It is one of the things that I dislike about the game. How can someone be at war with me if I have never met them in the game? This is why I don't take partnerships with the AI empires to. I like to explore the map, not have it laid out for me the moment I sign a partnership.

Arralen September 29th, 2007 05:56 AM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
FIX-/CHANGE-LIST for 1.9.7.4, maybe, please ?

Atrocities September 29th, 2007 04:24 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
It is included with the mod. Also can be found HERE

Atrocities September 29th, 2007 04:26 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
I see what you want, you want me to update the full version of 1.9.7.4. Okay I will. I will have the updated version of the full mod uploaded in a couple of hours.

Arralen September 29th, 2007 04:58 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
<font class="small">Code:</font><hr /><pre>
Star Trek Mod v1.9.7.4

1. Fixed 8472 Resource Ship now only requires 10 crew quarters
2. Fixed Phaser Cannon Mount (Federation) Now has correct KT limits
3. Fixed If you disable Shuttles in game rules you should still be able to build fighters now.
</pre><hr />


.. and nothing from my list(s) .. will I have to fix all that by myself ?!??!
http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/wink.gif

I'd rather start that pen'n'no-paper rpg I have on my mind for quite some time, using that "After Omega" story presented in this mod, than fiddle with SE4 mod files which I have little clue 'bout ...

Atrocities September 29th, 2007 05:01 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
The list you gave me a while ago was addressed in previous version. What I could fix was worked on. If you want to work on the mod and make changes please do so. But please keep a detailed list of the changes you make. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities September 29th, 2007 05:03 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
I will review the list from July and fix the things I missed. Thanks. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities September 29th, 2007 05:26 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Arralen said:
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up

I understand your point of view but to change it now would mean a complete restructuring of the mod. Given that SE IV is on its way out as far as players are concerned there is no real motivation for going back and changing this. I am sorry.



AI designs "Explorers", but does not build them or uses them when build by player intervention.

Atrocities : I can only give the AI the instruction to have these on hand, whether or not the AI actually uses them is up to the AI.

I have tried to get the AI to build ships the way I want them too, but the AI simply does what it wants too. I have spent many hours playing with the files trying to get the AI to build scouts, explorer ships, and the like to no avail. There is simply no control over what the AI will build even when it is told to have x amount at all times.



Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.

This is done on purpose, as this how leaky armor is made.



Monsters should have "plague bomb(s)/ability, or ground troops"

Monsters don't need this ability. However you can always add to your files.

Sheliak (1.9.7.3)
Fixed v 1.9.7.5

Breen (1.9.7.3)
Fixed v 1.9.7.4

Propulsion Experts (1.9.7.3)
Fixed v 1.9.7.5

Monsters (1.9.7.3)

Name := Monster Drone
Fixed v 1.9.7.5

Quote:


"Monster Yard" .. "can repair 20omponents" ..
"Monster PD 1" .. 200kt ?!
Build "Base Space Yard" without "Monster Yard" and "Monster Cloak".
Btw., how is "Monster Cloak" supposed to work, anyway.. haven't seen any cloaking effect from it?!

This is the way that monsters were set up in P&amp;N mod. I have make virtually no changes to them. To be honest the only reason they were included in STM was because some folks wanted them. I will admit that I have neglected them.

Pirate Races
.. should get special boarding troop from turn 1 ..

Changed Version 1.9.7.5

Artaud September 30th, 2007 02:46 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Isn't remote mining supposed to permanently reduce the value of the target asteroid or planet? In my current game with version 1.9.7.3 that's not happening. My mining ships are busy, but making no changes in their targets.

Also, clicking on individual mining ships shows that that are mining something like 17k worth of minerals or radioactives per turn.

Atrocities September 30th, 2007 04:11 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
The game is set up to prevent depletion of asteroids. You can change that in the setting.txt file. http://forum.shrapnelgames.com/images/smilies/happy.gif

Artaud September 30th, 2007 10:31 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
OK. Thanks much! My remote miners are still mining 17k per turn, though.

Atrocities September 30th, 2007 10:44 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Thats good. As it states in the game play section of the installation read-me, remote mining is recommended.

Atrocities October 8th, 2007 09:18 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
1 Attachment(s)
Here is the update for STM v1.9.7.5

Arralen October 12th, 2007 10:29 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Quote:

Atrocities said:
Pirate Races
.. should get special boarding troop from turn 1 ..

Changed Version 1.9.7.5

Can't find them ?!?! What did you change ?
They had "standard" boarding troops even in 1.9.7.3 .. with "turn 1" I meant some special weak boarding troops which are available from start even with low tech start (without extra points) - enough to take over an undefended scout or colony ship, but easily defended against if boarding tech is researched.
Would give pirate races a chance to grab some colonizer early on without being overpowering ... .

Atrocities October 12th, 2007 11:32 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Ah crap. Thanks arralen.. I made the changes but didn't incorp them into the update. I will fix this.

Noble713 November 23rd, 2007 06:53 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
I'm trying to download your mod but I keep getting messages that the account is suspended. http://forum.shrapnelgames.com/images/smilies/frown.gif

Atrocities November 23rd, 2007 07:24 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
The web site is down. My hosting service tried to extort 4x their normal monthly payment out of me. I told them to go to hell. They shut the site down. I don't have any alternative hosting site. Sorry man.

Noble713 November 23rd, 2007 10:01 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Spaceempires.net?

Or one of those free file sites like rapidshare?

Ironmanbc November 24th, 2007 12:49 AM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Quote:

Atrocities said:
The web site is down. My hosting service tried to extort 4x their normal monthly payment out of me. I told them to go to hell. They shut the site down. I don't have any alternative hosting site. Sorry man.

SUE THEM!!!!!!!!!!!!!!

Xrati November 24th, 2007 02:40 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Easy to say, Hard to do! Just move to another site is all you can do.

Atrocities November 24th, 2007 06:14 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
We are trying to work out the bill snafu now. Right now the site is back up until Monday.

PsychoTechFreak January 29th, 2008 07:04 AM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
I cannot download the Star Trek Mod Soundpack from Patrick. The archive always is corrupt and incomplete. Tried it about 20 times...

Is there a kind of engine setup manual for all the new components (nascells, warp cores, ...)?

What are Markers, marker components, and how do I use them?

Atrocities January 29th, 2008 08:59 AM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
These are all covered in the read me text. Also look at the abilities of the ships and components. Ideally you need 2 nacelles, 1 warp core, and 2 impulse engines per design with some designs, IE colony ships, using up to four warp nacelles.

Markers are just there for info purposes.

I don't know what could be wrong with the sound pack. I will look into it tomorrow.

PsychoTechFreak January 29th, 2008 10:43 AM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
I tried it again from the office with IE this time, worked. At home I just use Firefox, maybe it was an FF issue. Where's my mem stick now... at home.

Thanks for this great mod! I like that you have implemented the Pirates trait. I always had troubles to implement P&amp;N to other mods.

Atrocities January 29th, 2008 06:32 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
The pirates have issues. Just and fyi. http://forum.shrapnelgames.com/images/smilies/frown.gif

PsychoTechFreak January 30th, 2008 06:40 AM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
Major issues? Are they unplayable?

Atrocities January 30th, 2008 09:12 PM

Re: The Star Trek Mod - v1.9.7.3 *NEW*
 
To be honest I honestly don't remember. IT has been so very long since I have played a game of STM that I cannot honestly remember. If they are not, I will address it, but I believe they are playable.

Atrocities May 26th, 2008 08:15 PM

Re: The Star Trek Mod - v1.9.7.5 (Oct 07)
 
1 Attachment(s)
Just playing around

http://www.shrapnelcommunity.com/thr...8Custom%29.PNG

Xrati May 27th, 2008 12:23 PM

Re: The Star Trek Mod - v1.9.7.5 (Oct 07)
 
AT, are you teasing us with graphics for a new STM?

Black_Knyght May 28th, 2008 02:20 AM

Re: The Star Trek Mod - v1.9.7.5 (Oct 07)
 
Now THAT is just plain cool!

Atrocities May 28th, 2008 09:42 PM

Re: The Star Trek Mod - v1.9.7.5 (Oct 07)
 
Thanks guys. And no, no new star trek mod unless BK is making one.



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