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Re: STM "Final v1.7.5" Discussion
I will have a quick fix out later tonight to take care of the Cardassian Weapons issue.
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Re: STM "Final v1.7.5" Discussion
i get a corrupted file as well for the fix?
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Re: STM "Final v1.7.5" Discussion
Try it now.
www.astmod.com/zips/stm/STMv150PatchFix.zip You probably tried to download it while I was uploading the replacement. The new Patch fixes the Cardassian Weapon bug. ALSO I have updated the latest patch (1.5.0) as well, so if you have not downloaded it yet, you won't need the fix patch. Just download the latest Version like normal and all should be good. [ February 05, 2004, 01:44: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Nope, it was currupt, I can open it with Win Rar, but Win Zip no can do.
I am now uploading it again. Star Trek Mod Web Page. Patch Fix B I have also updated the STM V1.5.0 Patch and the Data Files Only v1.5.0 Patch so if you have not downloaded them yet, when you do all should be fine and you <font color=red>should not</font> need to update with the Patch Fix. Please Report any bugs that you may find no matter how small. Thanks [ February 05, 2004, 01:59: Message edited by: Atrocities ] |
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Edit: Oops..posted and then saw Atrocities' new msg. Trying the new one... [ February 05, 2004, 02:01: Message edited by: solops ] |
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[ February 05, 2004, 02:30: Message edited by: Imperator Fyron ] |
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PBW Rules! |
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All warp drives (Warp Core I-IV, Transwarp Drive, Transphasic Drive and Adv Transphasic Drive, Slipstream Drive, Quantum Singularity Engine I-III, Quantum Slipstream Drive, Borg Transwarp Conduit Drive II-III) have typo in their description: "Generates X bonus movement points. (Requires 3 or more Impulse Engiens(sic!) to move)", should be "Engines". [Yes, I'm really petty and captious guy http://forum.shrapnelgames.com/images/icons/icon7.gif ] Description for Borg Transwarp Conduit Drive I is incomplete - should be "Generates 3 bonus movement points. (Requires 3 or more Impulse Engines to move)." instead of just "Generates 3 bonus movement points." (or maybe not?). Planet Sabotage I-III and Terrorist Bombing I-III seem to be the same projects - same cost, type (Planet - Conditions Change), Effect Amount and requirements. The only difference is message look and description. However, I'm not sure about this, maybe I've missed something? Also, what is the difference between Infiltrator and Political Assassination projects? Same price and effect but Political Assassination requires App Intel 3 while Infiltrator only needs App Intel 1. Another Intel question. Population Destabilization project. I guess it's a PPP analogue? If so - it's too powerfull, since it costs only 20000. More to come, I hope. |
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If you do use it you have differant projects with the same out come. Just giving more varity to the the staleness of intel. |
Re: STM "Final v1.7.5" Discussion
Thanks Aiken for this bug report. Every bit of it was dearly appreciated. It amazes me that after 50 Versions that many of these bugs, errors, typos, still exsist. I sware I went through each commponent and did not see them. Anywho, great catches.
Star Trek Mod v1.5.1 1. Fixed Masking issues with Tholian Race Portrait and Pop Portrait. 2. Fixed Cardassian Discharge Weapons were showing up under other races tech (Thanks Aiken) 3. Fixed Spelling error of Engines (Thanks Aiken) 4. Added (Requires 3 or more Impulse Engines to move) to Borg Transwarp Conduit Drive I 5. Fixed Spelling error of Massive Planetary Phased Shield Generator I (Thanks Aiken) 6. Fixed Ability error in Breen Central Command III (Thanks Aiken) 7. Fixed Ability error in Obsidian Order Center III (Thanks Aiken) 8. Fixed Spelling error of Obsidian Order Center IV - V (Thanks Aiken) 9. Changed Federation Section 31 Facility abilities (Thanks Aiken) 10. Changed utopia Planitia Shipyard Roman numeral from 4 to 0 (Thanks Aiken) 11. Fixed Forced Labor Camp II now supplies correct mineral resource generation. (Thanks Aiken) 12. Fixed Spelling error of ConVersion Complex III (Thanks Aiken) |
Re: STM "Final v1.7.5" Discussion
Playing as klingons using star trek map. I noticed that the UCP started in a system right next to mine. I left them alone and treatied with them so i could build up and such. well about 150 turns later i goto invade that system and i noticed that they had not expanded at all-- they only had there homeworld with some satelites and an orbital yard. they surrendered and i got tech--was just wondering if they may be bugged cause they did not colonize any other planet, and didnt have any ships about either????
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Re: STM "Final v1.7.5" Discussion
Send me your save game file.
atrocities@astmod.com In every test I have ran they have all expanded well. I need to know what setting you used. 2k, 3k, 5k. Did you set them up yourself, or use a preset EMP? Therre might be some risidual bugs with growth because of the setting changes and such. Oh ya, Version 1.5.1 is out. |
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i already downloaded the 151 and installed it-- can i still send the old save gave or will it be altered?
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Good question. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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heh now i am getting some access violation error --warp points look like a ringworld icon? gonna try to reinstall
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Re: STM "Final v1.7.5" Discussion
No, I made a copy of my 1.35 folder, then renamed the copy to Star Trek Mod 1.5. I don't know if I"ll go back to the 1.35 Version, but at least I got it available if I do desire to resume that game.
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Greg, I to have many Versions of the mod on my Comp, as far back as v1.0. I should delete them. I only need 1.3.5 and 1.5.1. 1.3.5 for PBW and current games, and 1.5.1 for new games. 1.5.1 should be the Last Version to alter save games. The only reason it does now is because of some new components and facilities. I had to put them in the correct place so that throws every thing off. Additionally with the Min Max change on the settings, many emp files were no longer valid and had to be remade. They cause issues in saved games a well. |
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This is because of errors in new SectType.txt: Physical Type := Warp Point Picture Num := 295 Description := A smaller than normal blue warp point. Warp Point Size := Small Warp Point One-Way := FALSE Unusual := TRUE But p0295.bmp is an asteroid belt. (PlanetPack9 installed) And many more. Also, 3 of my planets disappeared. Actually, I can see their names, but when selected, they show following info: Type: - Atmosphere: NA -- Population: 12B/0M Facilities: 30/0 Cargo: 500kT/0kT If new 1.5.1 game is started, everything seems OK. Btw, new SectType.txt in 1.51 is 82459 bytes, old one for 1.35 was 128866 bytes. So many cuts? [ February 05, 2004, 19:36: Message edited by: aiken ] |
Re: STM "Final v1.7.5" Discussion
That would be an error in the FQM mod files then used for this mod.
Although I can't figure out what would be causing it, since I did not edit any of those files. EDIT: Quote:
Star Trek Mod v1.3.6 1. Changed System Types from FQM D to FQM Standard. (To avoid any more BMP errors) [ February 05, 2004, 19:41: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
The image values in SectType.txt are off by one. They start at 0, not at 1. Look at the first entry in stock se4:
Physical Type := Planet Picture Num := 0 Description := Huge planet with an abundance of surface minerals. Planet Size := Huge Planet Physical Type := Gas Giant Planet Atmosphere := Carbon Dioxide This uses the first picture in the list, which is p0001.BMP. But, the data file is read with a decrement of 1, so this image is called by Picture Num := 0 and not Picture Num := 1 So, to get the picture used by an entry in SectType.txt, add 1. There is nothing wrong with that warp point entry. That warp point you posted actually uses the image p0296.BMP, not p0295.BMP. The problem is most likely that you are trying to load a game created with a different SectType.txt file than is currently used, which will cause such problems to occur. You CAN NOT change the number of entries in the SectType.txt file and expect any current savegames to work properly. |
Re: STM "Final v1.7.5" Discussion
So, you mean that newer Version of FQM included in 1.5.1 patch? Which one?
Btw, FQM is the most mysterious mod I ever seen: I have FQMD v.2.08 on my PC, but where is NO v.2.08 on official page at fqm.spaceempires.net. The latest one is 2.07 http://forum.shrapnelgames.com/image...s/confused.gif [Edit] 2 Fyron: Yep, everything is clearly for me now. [ February 05, 2004, 20:11: Message edited by: aiken ] |
Re: STM "Final v1.7.5" Discussion
Yes there is. Maybe you are just seeing a Cached Version of the page. Hit refresh a dozen times or so.
[ February 05, 2004, 20:11: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
Thanks Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif
This is all very useful info for me. Please everyone keep posting about anything that looks, smells, or acts like a bug. Excellent work guys. |
Re: STM "Final v1.7.5" Discussion
Oh yes, I wanted to dedicate Version 1.5.1 to Aiken. http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks for that list of bugs. http://forum.shrapnelgames.com/images/icons/icon7.gif The whole Version is 90% what you posted about. Thank you very much for your help. And that goes for everyone who has posted, emailed, or offered a suggestion, bug report, or other for this mod. THANK YOU ALL VERY MUCH. No go play the mod! |
Re: STM "Final v1.7.5" Discussion
Sorry Fyron, I'm really blind mole http://forum.shrapnelgames.com/images/icons/icon9.gif I haven't noticed the *Current Versions* table http://forum.shrapnelgames.com/image...s/rolleyes.gif
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I dont get how to fix it--im dumb?
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What are you trying to fix? Just copy the SystemTypes from 135 over if you want. The problem with 135 was that if you did not have FQM Mod files installed in the base directroy, you got BMP errors for missing objects. |
Re: STM "Final v1.7.5" Discussion
Ok, I would like to take the time and make the mod 1.49 compatible. David G has sent me some files, and what I need to know is can and can not update to make the mod work in 1.49.
What do I need to look out for that will cause the game to hang in 1.49? I no longer have SEIV 1.49 on this PC, and I do not want to install it. So I will be doing this in the dark. I will add all the new DATA files from the DATA folder. I NEED an original SETTINGS file from 1.49. I will try and find pre gold settings files for all of the races, but I could really use help here guys. Also David said there was a problem with the Satellite termonolgy in the Construction files. Any one care to help sort this out? |
Re: STM "Final v1.7.5" Discussion
Missed for bugs?
1. Massive Planetary Phase Shield Generator I. Should be "Phased", like Massive Planetary Phased Shield Generator II. Just a typo. 2. Another typo in ComVersion Complex III under 8472 Tech. Should be "ConVersion" 3. Error in Breen Central Command III: ... Ability 1 Type := Fleet Training - System Ability 1 Descr := Fleets in this system will improve by 5% each turn up to 6%. Ability 1 Val 1 := 3(here!) Ability 1 Val 2 := 20(and here!) Should be: Val1 := 5, Val2 := 6 4. Error in Obsidian Order Center III under Cardassian Tech: ... Ability 1 Type := System Point Generation Modifier - Intelligence Ability 1 Descr := Increase all intelligence generation in a system by 20%. Ability 1 Val 1 := 30 It will actually generate 30% suprlus instead of 20%. 4.1. Obsidian Order Command IV-V should be renamed to "Obsidian Order Center" IV-V (or vice versa). 5. What is the "Section 31" facility in Federation Tech? Garbage? 6. Utopia Planitia Shipyard (Federation): Roman Numeral :=4. Should be 0 I think. 7. Forced Labor Camp II (Klingon): Mines 500 minerals/turn and 800 rads/organics, but FLC I mines 600 minerals/rads/organics, and FLC III mines 1000 minerals/rads/organics. So it's logically to mine 800 minerals/rads/organics per turn with FLC II. Thanks to DavidG and his Modder app which makes testers's life much easier. Happy fixing http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
i cant get it to work? I completely uninstalled se IV and then reinstalled it--patched it--installed the image packs into the stock files--then downloaded 1.5.1 full (17meg) and installed it. still getting the ringworld stuff. prior to this i installed 1.3.5 and copied the system file over 151 patch--still no luck???
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Re: STM "Final v1.7.5" Discussion
Are you creating a new savegame or loading an old one?
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new-- its all a fresh install
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Do you have the Image Mod Planet Pack installed?
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yes i have all image packs installed
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Re: STM "Final v1.7.5" Discussion
The included Star Trek Map with the mod was created using the SectType.txt file from FQM Deluxe, which the Star Trek Mod used to use. For some reason, the Star Trek Mod now uses the stock SE4 SectType.txt file. In order to use the Star Trek Map, you will need to replace the SectType.txt file in your Star Trek Mod\Data folder with the one from FQM Deluxe. Note that this WILL break any current savegames started with 1.5.0 or 1.5.1. This will also prevent you from playing in any PBW game using 1.5.1. You will not be able to play other sorts of multiplayer games with people unless they all update their SectType.txt file with the FQM Deluxe one. You can get the file from the FQM website:
http://fqm.spaceempires.net/ If you do not want the full mod, just download the 2.08 patch file. It contains all of the Data files, and no images. Get the SectType.txt file out of it and put it in the Star Trek Mod\Data folder. Random maps should be generated fine, without any warp points using Ringworld image and access violation errors. |
Re: STM "Final v1.7.5" Discussion
sweet, its working--thanks Fyron, now off to expand the Glorious klingons!!!
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Re: STM "Final v1.7.5" Discussion
1.5.1 Fix Patch
Please update after installing the 1.5.1 patch or 1.5.1 full mod. (NOTE: Will invalidate saved games for 1.5.0 and 1.5.1) This latest Version fixes the sect types issues yet once again. |
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I got it working in ver 1.49 but it is far better in Gold. [ February 06, 2004, 02:57: Message edited by: DavidG ] |
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Atrocities,
I noticed in the 1.50 Star Trek Mod Data Folder/i n the file for setting; that you set the "AI uses Mega Evil Empire" as False. Would you want it as true and reset from 500%, to something like 150% to 100% so that a player would have a run for his money. Just Wondering Lighthorse |
Re: STM "Final v1.7.5" Discussion
Bug Sighting,
Cannot open file 1339.bmp/picture for Federation sensor array I to V. What really wried is that you can see the picture for the array in the ship design options, but when you open it for its description you get the error message that it can't open that bmp.file. In case you may already be aware of this problem, sorry to bug you, but I haven't been reading all the forum Messages. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
Lighthorse, it is working for me, all 5 images.
I would check to see if you have the BMP first, if not, download the latest Version of the Image mod, Version 20 (Pending 21) and it has it in there. www.spaceempires.net |
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However for your games you can turn it on and give it a whirl. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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