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Re: The Star Trek Mod - Final Update
Crap!....now I have to restart again http://forum.shrapnelgames.com/images/smilies/frown.gif sasafras *%*^(#(%^#
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Re: The Star Trek Mod - Final Update
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My question now is should I go ahead and release the mod in its current Version 1.8.9.0, without the improvements Captain Kwok has put forth, or should I wait a month and then put out the mod? Note I have not finished updating many of the ship sets, but have completed all eight primary races and have upgraded the four Federation races. For the record the MARKER components were put there as an aid for new players. I was planning on including tech tree information in them for the areas that they cover. But really the Marker components can be set up to include all kinds of information. From ship design ideas, to expert player notes. They are really a very helpful tool to have in the game. |
Re: The Star Trek Mod - Final Update
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Balancing the use of supplies usage and supply generation has proven itself to be a slight achilles heal for this mod. I have tried multiple forumlas and the only one that I has shown any remote success over the entire range of the mod is the current system. However, that being said, I am by no means qualified or skilled enough in this area to claim that this model is the one we should use. Therefore I am open to suggestions and any help I can get in establishing a new supply/supply generation model. Restructuring the system is a huge undertaking and one that should not be done half assed. So if it is to be done, it has to be done right and right the first time as I do not want to keep releasing update after update after update. |
Re: The Star Trek Mod - Final Update
Hey do not get me wrong....I do not mind the restart as you said makes for a better gam, I had however just restarted and had to again, (was doing good too http://forum.shrapnelgames.com/images/smilies/frown.gif )
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Re: The Star Trek Mod - Final Update
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What I would like to do is simplify the Design Creation file so that one file can be used for all races with some minor modifications for special weapons. I would like to set up the pirate race and the borg race to use mainly capture technology while the federation uses more non leathal weapons. The rest would use standard weapon load outs shared for the most part by all races. The only differance being in the Borg and Pirate races with the addition of capture tech. I was thinking on five ship designs: Scout Attack Small Attack Medium Attack Large Attack Heavy Scout 100kt to 200kt Attack Small 100kt to 200kt Attack Medium 201kt to 500kt Attack Large 501kt to 800kt Attack Heavy 801kt to 1200kt. Thoughts? |
Re: The Star Trek Mod - Final Update
The offense/defense bonuses are still too small especially when considering weapon ranges and the -10/square range modifier.
Like I suggested before, increasing the number of tech levels reduces the bonus step for each level, which in turn eliminates most cheesiness (i.e. due to tech disparity) associated with combat bonuses. Possible Values: Combat Sensors I-V: 6-12-18-24-30% ECM I-V: 5-10-15-20-25% In combination with changing the default modifier for distance, say to -5%, you can make really good use of the leaky armor/shield system. I don't have the data files on hand for your mod so I can't recall what types of bonuses/penalties you have set for ship sizes. Also note shields that combine regular shield points and phased shield points behave as regular shields and will not block shield skipping weapons. |
Re: The Star Trek Mod - Final Update
Did a restart, Neutral AI building "0" movement ships, starting to look into the other AI's
Vulcans "0" movement ships |
Re: The Star Trek Mod - Final Update
Regarding AI design files. Basically to make the best AI you want to have entries that are customized for each ship size and race. At first this sounds like a lot of work to do, but it really isn't.
The trick as I've mentioned below is to use "component lineages" that share a common AI tag but utilize different abilities. This way you can have the AI design ships that seem to "evolve" throughout the game. Lineages that would be appropriate to the Star Trek mod would be Armor and shields. Do not bother using the shield and armor "spaces per one" entries, but rather call them using AI tags. This is especially important in regards to armor since the mod uses a leaky armor system, which by design usually avoids labelling armor as "armor" in data file terms. Expanded Examples: AI Tag X: Basic Armor - Advanced Armor - Racial Armor At the start, ships will use the basic armor until mid-game when advanced armor becomes available. By end game, they've researched their racial armor, which may be a completely different ability from the previous armor their ship employed, but they'll having no problems changing over to it. AI Tag Y: Hull Plating - Shields - Phased Shields More or the less the same as above. Hull plating is really a true armor in SE4 terms although we are using it as "pre-shields" in the mod, and had you been calling for shields or armor from the "Shield Spaces" or "Armor Spaces" you'd get all sorts of unintended design craziness. For each race, make an optimized "cruiser" size design. Copy and paste that design for each race's ship sizes, making the appropriate changes. All multi-purpose ships (as opposed to mine sweepers, etc) have the same characterisitics and relatively the same percentage of space dedicated to each of the major ship systems, so you'll just need to adjust the spaces amount to be in line with the ship size. |
Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
Captain Kwok. All races are set up to use ships within their KT range. That is there are designs for all KT size ships.
I kinda understand what you saying, but do not know if I can pull it off the way you have described. I would have to revamp many components, no big deal, then remake each races design creation file. Again no big deal. However without having a clear understanding of what to do, again this just might be do to my tiredness at the moment, I fear that I will only make things worse. However I will use your model and your comments to do the best that I can. http://forum.shrapnelgames.com/images/smilies/happy.gif It should be interesting now that we are getting into improving the AI. I hope these up coming changes make the mod more formiddable. |
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