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Re: STM "Final v1.7.5" Discussion
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However, their are a number of components like remote miners, weapons, etc, that don't have the appropriate reduction to structure as expected with leaky armor. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: STM "Final v1.7.5" Discussion
Umm... why would you ever reduce the hit points of other components when implementing leaky armor? They should be left alone! Big bulky components have a high chance of being hit anyways. Normally, leaky armor will have 20 or more hp/kT, so there will be so many more hit points associated with the leaky armor than those other components that the leaky armor gets hit more often. And if you think about it, those sorts of components are primarily on the outside of the hull anyways (remote miners, weapons, engines), so deserve to have a higher chance of getting hit! Leaky armor should not be designed to get hit first nearly all of the time, just a larger portion of the time than "internals." The armor is spread all over the hull, after all, and it is possible to shoot a spot where the armor has already been destroyed.
[ February 09, 2004, 16:13: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
DavidG, make sure to send in the savegame with your password and the data files (just the data folder would suffice) to MM so they can try to get the bug that causes this fixed!
My guess is that they chose the planet as the target, but could not fire, so just got skipped. http://forum.shrapnelgames.com/images/icons/icon8.gif [ February 09, 2004, 20:59: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
Umm...
In general most people don't make armor 20hp/kT!!! Which, btw, is twice the strength of the most advanced shields in this mod. Typically armor is usually 5-10hp/kT and so to make an effective leaky armor system you usually reduce the hp of regular components - standard practice, just ask SJ. Using your suggestion, you'd have craploads of hps that in this case would not be appropriate. I'm not an idiot Fyron and I know how to implement a leaky system. Sheesh. |
Re: STM "Final v1.7.5" Discussion
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All the mods SJ has worked on with leaky armor have normal hit point levels for the other components Kwok. B5 Mod, for example. It has light leaky armor with up to 15 hp/kT. It doesn't have shield generators though, so you do not need it to have quite as many hit points. You are the only person I have ever heard advocating reducing the hit points of lots of other components when making leaky armor! Also, leaky armor _should_ have more hp/kT than shield generators provide shields, otherwise they are extremely weak by comparison! Shields have the advantage of being a single layer that must be gotten through, whereas leaky armor is not a single magic wall. It needs a lot more hit points to remain viable. [ February 09, 2004, 22:25: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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Federation Pulse Phasers - Level 3 Energy Stream Weapons Federation Phasers - Level 5 Energy Stream Weapons If they are getting these weapons sooner, then it is a bug and I will address it ASAP. [ February 09, 2004, 23:11: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Regarding leaky armor, I thought we discussed this some time ago and we agreed that the system being used as a good system. IE The armor was working accordingly as planned. I recall getting a few compliments on how it was designed.
When discussion things like armor and SIF's I should point out that we had a lot of issues with the AI. Currently the AI in SE IV simply does not work well with concept ideas such as LA and SIF's. Either it would add more than it was suppose to, or not add it at all. It was a significant pain in the ***. About mounts. Mounts were never really considered for the mod until after I started getting suggestions from players. I think mounts add to a game, and agree that balance is a must. Mounts can be improved, and I will make it a top priority for the next Version of the mod. Ship sizes and costs, those are an on going tweaking process that is both rewarding and disappointing. I have adjusted the cost of the Defian slighty in the latest Version. (1.5.1) Klingon weapons were not the issue in our game Kwok, it was the way I researched. I spent most of my research on WMD's and not enough on pratical weapons. REST ASSURED, the weapons in the next Version are going to be drastically revised! All of them. I am after all only one man, and as much as I enjoy working on this mod, even I need a break. Please continue play testing the mod. The more feed back and suggestion, bugs and quirks that can be addressed between now and the next Version will be the differance between a good mod, and a horrible mod. Right now I would rate the STM as a 3 on a scale of 1 to 10. 10 being excellent, 1 being horrible. 1609 [ February 09, 2004, 23:28: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Quick suggestion:
Make the pulse phasers available after the regular phasers - after all they're supposed to be more advanced - well sort of. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: STM "Final v1.7.5" Discussion
Second quick point:
You should really talk to UserX about the future of the mod. He has a lot of good ideas and has already done lots of data work. He has told me that he wants to work with on Version 2. So go talk to him! It will help ease your workload on this mod! |
Re: STM "Final v1.7.5" Discussion
Thanks Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif That is a great suggestion for them. http://forum.shrapnelgames.com/images/icons/icon7.gif
And yes, UserX and I need to touch base and discuss STM 2.0. I have been busy, and am taking sometime away from the mod so I can get back into the rythm and mood needed for me to do any modding. But rest assured, UserX, and hopefully you as well, will be very involved in STM 2.0 After that, we must discuss STM Version 1.0 for SE V. |
Re: STM "Final v1.7.5" Discussion
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This is actually about the 5th time i've noticed behaviour like this. very wierd. I wonder if it is some bug in SE4 that perhaps only comes up with weapons that can't target 'all but seekers' which is pretty much the default in unmodded se4. |
Re: STM "Final v1.7.5" Discussion
So any reason the Federation get such a big early atvantage in weapons tech compared to the Romulans and Klingons?
Consider: After researching Physics the Feds get Phasors and Mini pulse phasors (a Traget 'all but seekers' weapons that skips armour) After researching Physics the Klingons and Romulans get Mini Disrupters only( a SHIP ONLY targeting weapon that skips armour). They then have to research this to level 5 before getting disruptors that can target satellites/planets/stations etc. In fact untill they get to level 5 the have NO racial weapons that can target Planets or Stations. |
Re: STM "Final v1.7.5" Discussion
Just to let you guys know, Ive released a scenario for the mod called Survival
You can d/l it here Quick overview You are the Federation, you must overcome all threats and lead the feds to victory All comments are welcome (as long as they are constructive http://forum.shrapnelgames.com/images/icons/icon12.gif ), to prevent flooding this thread wit it, I suggest you comment over at my site (where its hosted), you dont need to sign up too post DeadZone |
Re: STM "Final v1.7.5" Discussion
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Federation Pulse Phasers - Level 3 Energy Stream Weapons Federation Phasers - Level 5 Energy Stream Weapons If they are getting these weapons sooner, then it is a bug and I will address it ASAP. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ah. I see. I really should upgrade. Still using ver 1.35 http://forum.shrapnelgames.com/images/icons/blush.gif |
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Re: STM "Final v1.7.5" Discussion
Dead Zone, thanks, I look forward to playing it.
Pulse Phasers, didn't they have those in ST Movies then drop them in STNG in favor of the sustained arc phasers? 1.5.1 WILL BREAK your save games David, so wait or make copy of mod before updating to 1.5.1 and then updating to 1.5.1 fix. (Fix addresses to FQM issues that were in 1.5.1) |
Re: STM "Final v1.7.5" Discussion
No - the phasers in the Star Trek movies were fired from "turrets" but were still continous beams like normal phasers.
I don't think they should be restricted to the defiant - but perhaps make them a special mount that makes them better on the defiant than regular phasers. |
Re: STM "Final v1.7.5" Discussion
Some questions. http://forum.shrapnelgames.com/images/icons/icon7.gif
With a crew quarters II and deuterium tank, wouldn’t it be possible to gain extra supplies for a ship every second turn? The Breen have cloaking devices: why? Couldn’t the ram scoop and Bussard collector be merged? Maybe the Master Computer component should be deleted? |
Re: STM "Final v1.7.5" Discussion
The Breen have been mentioned to use cloaking devices in the series.
The bussard/ramscoop could be reconciled. Nah, master computer is fun. What was that episode of TOS with the M5 computer that goes berserk and destroys another ship? Not sure about the supply issue. |
Re: STM "Final v1.7.5" Discussion
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Let me know if anyone else is getting this error |
Re: STM "Final v1.7.5" Discussion
TNZ Master Computers can be turned off at game set up. If you look back through the revision history you will see when we took them out, then added them back in by overwhelming demand.
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Re: STM "Final v1.7.5" Discussion
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Let me know if anyone else is getting this error </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You guys are using different SectType.txt files. Deadzone, did you create this with the non-fixed 1.5.1? With the stock SectType.txt file or the FQM Deluxe one of the fix? Userx, which are you using? |
Re: STM "Final v1.7.5" Discussion
I don't know if the original STM game using 1.35 is still being played? If it is I have lost my link to the site where I can get my next turn.
Any one else getting a barrage of these stupid computer viruses.? I think I receive about 10 to 15 a day. When are they going to pass a law that makes the creaters of these nasties to be allowed a public lynching? http://forum.shrapnelgames.com/images/icons/icon8.gif |
Re: STM "Final v1.7.5" Discussion
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Let me know if anyone else is getting this error </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You guys are using different SectType.txt files. Deadzone, did you create this with the non-fixed 1.5.1? With the stock SectType.txt file or the FQM Deluxe one of the fix? Userx, which are you using? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Its my end, I will update it when I can |
Re: STM "Final v1.7.5" Discussion
Looking forward to that update.
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Re: STM "Final v1.7.5" Discussion
Atrocities, I just got your message below now on the 11th, don't kill my empire! I thought we had till tonight to get turns in....I'm doing it as soon as I can get the turn downloaded... (I seem to be having trouble downloading using Opera ever since I installed the latest MS patch...what a surprise there...)
Feb 9, 2004 9:04:14 PM EST (Posted by atrocities): I will process the turn for this game in one day. If you do not wish to play the game please email me so I can kill your empire. If you do not email me by tomorrow, and your turn is not uploaded, I will kill your empire in order to keep the game going smoothly. Thanks. Thanks, Alarik |
Re: STM "Final v1.7.5" Discussion
http://forum.shrapnelgames.com/images/icons/icon7.gif thanks man, don't worry I no kill off empire. I would like Jimbob to play his turn though for one of our games. If I no hear from him soon, I will be forced to kill of his empire. http://forum.shrapnelgames.com/images/icons/icon9.gif
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www.astmod.com/games/stm and yes I too am getting about 30 or so day in emails. |
Re: STM "Final v1.7.5" Discussion
1.5.1 LOVE the intro screen shot http://forum.shrapnelgames.com/images/icons/icon10.gif Well done!
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Re: STM "Final v1.7.5" Discussion
Yes David did a great job on that. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
I'm still waiting to see if 1.5.1 tests out ok before I install it. Has it been working right? Anyone? Fyron? Atrocities (How ya been old friend?)
Thanks JR |
Re: STM "Final v1.7.5" Discussion
So far the patch has tested out ok. The major bug was the secttypes issue and that has been addressed.
The next Version of the mod will most likely focus upon weapons modification & balancing. UserX, Kwok, and I have been disucssing it on MIRC #se4 channel off and on for many weeks now. The play test have all yeilded excellent reports and Aikens bug reports have been very helpful. Don't expect a new patch for a couple of months. (Sooner if the SE IV Last patch effects the mod.) The 1.5.1 has the new splash screen, and TNZ Star Trek UI graphics. I get a lot of emails saying that the UI coloring and graphics make the mod that much better. That the yellow and green really set it apart from standard SEIV. |
Re: STM "Final v1.7.5" Discussion
I ve just remarked taht SE4 is using 2 ports tcp and udp ..My firewall tells me so..Is that normal ?
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Re: STM "Final v1.7.5" Discussion
Yes. It does not actually contact anything on the web, unless you join/start a TCP/IP game. It just reserves the right to use those ports when you start the game, in case it will need them.
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Re: STM "Final v1.7.5" Discussion
1.5.1 is totally awesome.
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Re: STM "Final v1.7.5" Discussion
I don't know if this is a bug, but when I start a new game in v1.51 I can't make colony ships. (there is no Rock Colony component available but one is required to make a colonizer.)
What's up with that? Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: STM "Final v1.7.5" Discussion
Perhaps you didn't read the readme? You must select the Rock World Natives racial trait (or Ice or Gas, depending on your choice of homeworld).
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Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif P.S. and I still haven't read the readme. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: STM "Final v1.7.5" Discussion
Atrocities and everyone that's interested. I have setup 1.5.1 as a Version for play on PBW.
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Re: STM "Final v1.7.5" Discussion
Does it mean that somebody will be kind and brave enough to create new 1.51 Star Trek game on PBW?
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Re: STM "Final v1.7.5" Discussion
I don't know how to take that Aiken. http://forum.shrapnelgames.com/image...s/confused.gif Are you saying that playing 151 at PBW might be hazardous?
I can assure you that there will be no more Version of the mod until after the Final Patch is released for SE 4. |
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