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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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Might just have solved it, opened minis in paint then saved them there, no image change took place. Yippee. [ February 23, 2004, 00:07: Message edited by: Nostalgia For Infinity ] |
Re: STM "Final v1.7.5" Discussion
I have found another incorrectly spelled dialouge:
Message from the Orion Syndicate: "we have ways of making what we want happen. Work with us, or you will discover first hand what it means to suffor(suffer)." |
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And thank you all for the typo reports in the speech files. I have never proofed them so now is as good of time as any to get that done. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: STM "Final v1.7.5" Discussion
Hello, I'm new the board and the Game. I recently saw Atrocities advertising this mod on a BoTF board.
After reading through much of the 117+ pages about this MOD I just ordered the game http://forum.shrapnelgames.com/images/icons/icon7.gif One thing that I'd like to have cleared up. I notice several websites advertise both the AST Mod which leads me to a download that is AST MOD 1.9.6 Then I also see another Web Page that has a ST MOD 1.5.1 Are these the same mods? The name seems interchangeable in this thread So thats why i'm unsure! I'm aware (because i read just about the entire thread) off Kwok's defunct ST Mod. Anyhow, looks great, now I cant wait to get the game! |
Re: STM "Final v1.7.5" Discussion
Atrocities,
Seems to be a slight research bug. The tech area of "Fighters" has (I think) 4 extra levels which gain you absolutely nothing. The first level gets you fighter life support and cockpit. The remaining 4 levels are nothing. By the way, the is an absolutely GREAT mod. I've played it for about 6 hours today already http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks a lot for all the work you've put into it. |
Re: STM "Final v1.7.5" Discussion
The AST Mod is supposed to be closer to Space Empires IV Gold gameplay, while the Star Trek Mod is supposed to be closer to Star Trek(ST:TNG)
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EDIT: Welcome to the forum! [ February 23, 2004, 02:57: Message edited by: Renegade 13 ] |
Re: STM "Final v1.7.5" Discussion
Ok, this thread is titled Star Trek Mod V 1.5.1 and was created and is hosted by Atrocities. So did he make both mods? I'm assuming this thread is for the one that plays like Star Trek STNG?
(The Website for ST MOD uses the name William Christopher as the author?) Which of the two MODS is being discussed primarily on this thread? ermm, sorry for the annoying new guy questions http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Haha, no problem with the newbie questions. We were all new once http://forum.shrapnelgames.com/images/icons/tongue.gif . And some of us still are!
Anyways, The Star Trek Mod v1.5.1 is discussed on this thread, AST mod has its own thread buried somewhere. As for your other questions, I'm really not too sure. |
Re: STM "Final v1.7.5" Discussion
BotF!!! such a great game http://forum.shrapnelgames.com/images/icons/icon10.gif but i can't get it to run in XP =\
anyways, the mod is nicer than botf in a way - you get significantly more of everything. sadly there's no 3d combat (SE5!). it's good fun though... i'm playing as the federation now and i just conquered the dominion. |
Re: STM "Final v1.7.5" Discussion
Have you tried the XP patch Oogs? It works great in XP for me after I installed it.
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[ February 23, 2004, 16:33: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
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In fact, thank you all for being so supportive and help to new members and their questions and thanks agian for all the support, bug reports, suggestions, and such for this mod. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: STM "Final v1.7.5" Discussion
ohmigoodness, let's be honest, a lot of us (I'm guessing) probably plopped down $40 for BoTF when it came out...and were terribly dissappointed. All I know is the STM mod for SEIV is the best Level Star Trek game I have ever played.
thanks again for making it. Alarik Quote:
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Re: STM "Final v1.7.5" Discussion
Here is the latest info on the mod. When I get 1.5.5 done I will send a beta of the mod to a few of you for play testing if you want. I would like to wait a while before offically updating the mod as Geo has just recently updated the PBW site to Version 1.5.1 and I do not wish to bother him with a new Version so soon.
I am currently working on Version 1.5.5 ====================================== Star Trek Mod v1.5.4 (Thanks Aiken) 1. Changed Vorta Captain I - II Ability # 2 2. Changed Pirate Massive Shield Depleter general group from Weapons to Pirate Weapons 3. Changed Obsidian Order Center IV - V Facility number from 29 to 24 4. Fixed Romulan Sensor Array II will now show up under Romulan Ship technology 5. Fixed Error in General Race Weapons (Had wrong trait number) 6. Changed Tholian Energy Mount now includes Tholian Energy Web I - III 7. Added Pirate Transporter (Takes out Security Stations) 8. Fixed Pirate Shock Troops now work with Troop Weapons and do not count toward ship boarding. 9. Changed Pirate Massive Shield Depleter reload rate from 30 to 5 10. Changed Pirate Massive Engine Destroyer reload rate from 30 to 5 11. Changed Increased range of Pirate Tractor Beam I - III 12. Changed Increased Pirate Plunder Mount Damage Percent to better balance Pirates against other races weapons. 13. Changed Pirate Cloaking Armor slightly to give it a better advantage. 14. Fixed Minor Error in Tech Area file. Star Trek Mod v1.5.3 1. Changed Swapped Federation Dreadnought and Juggernought images. (Sovereign is now Juggernought) (Thanks DeadZone) 2. Fixed Gravitic Sensors IV will now detect Level 6 cloaking 3. Changed Gravitic Sensors I - IV abilities to conform to FIX in Gravitic Sensors IV. 4. Added Sensors 6 Requirement to Gravitic Sensors I - IV 5. Changed Description of Federation Galaxy X Mount to read as Dreadnought rather than Juggernought. 6. Changed Borg Repair Drone I - III Family number to end conflict with Damage Control Components (Thanks Russ) Star Trek Mod v1.5.2 (1.5.1.1 fix) 1. Fixed SystemTypes had an erroneous file entry, removed it. 2. Changed SectTypes.txt to FQM D. (So that the Star Trek Map will work) 3. Fixed Spelling error of Senate in Federation / TMP race files. (Thanks Sabin) 4. Added New Main images by TNZ for 8472, Borg, Breen, Dominion, Federation, Ferengi, Klingon, Romulan, and Tholian races. |
Re: STM "Final v1.7.5" Discussion
Thanks for the report Atrocities--looks great)
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Thanks for all the swift replies http://forum.shrapnelgames.com/images/icons/icon7.gif The reason why I was so confused is the AST Website (or where the mod is hosted) looks and feels updated while the ST Mod website looks a little run down with all the broken links http://forum.shrapnelgames.com/images/icons/icon7.gif
Anyhow as I said I was a big fan of BoTF (modded BoTF that is!) and i'm thrilled to come upon a project like this one! It looks fantastic, let me add my kudos to the author! Oh and for those who cannot get botf to run try this http://members.aon.at/zelli/others.htm and download the XP fix, I'd also reccomend downloading the Building Mod as it is very well done and can make the game much better than the original ever was http://forum.shrapnelgames.com/images/icons/icon7.gif Well now I just have to patiently wait for my game to be shipped... (hard game to find and more expensive that I would have thought!) |
Re: STM "Final v1.7.5" Discussion
I will run an update on the ST site and fix the bad links. http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks, and welcome to the game. |
Re: STM "Final v1.7.5" Discussion
Atrocities,
Thought I'd remind you about the problem with the Klingon Advanced Cloaking Device. There's no scanner that can penetrate it!! You might already be aware of this, I simply didn't see it in your list of revisions, and thought I'd remind you in case you forgot about it http://forum.shrapnelgames.com/images/icons/icon7.gif Great mod, and thanks for all the work you've put into it. |
Re: STM "Final v1.7.5" Discussion
I would also make an reminder that I have found more spelling mistakes, which are not listed in the change list.
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Re: STM "Final v1.7.5" Discussion
Thanks for the BOTF link. It is good to know that site is still up and running. I remember it from when I was a member at TOP. Thanks for the link.
Man proofing the Speech files is proving to be a lot of work. What I would like to do is discuss capturable technology. I would like to add some to the game, IE each race has at least two capturable techs, say for 8472, and the borg. I would like to give the Borg a better advantage at capturing technology if possible. My logic behind this is simple, I am lazy and do not want to do it. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: STM "Final v1.7.5" Discussion
This is by far one of the most in depth and refreshing mods out there. I thank all that worked on this and gave life again to SEIVG.
I'm curious why all of the empire files have natural merchants as a culture trait? I may have overlooked this in the update readme. Also curiuos if there is a particular quadrant type that is computer player friendly for this mod? |
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As far as the Borg go you would just have to make them better at capturing ships. Maybe cheaper boarding parties and shield depleting weapoins? |
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[ February 24, 2004, 01:27: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
I would prefer that all technology would be capturable. However, that can come later, since it would take time for Atrocities to become used to this particular aspect of the game's mechanics.
As for the Borg, how about tractor beam/repulsor weapons that are specifically adjusted to destroy engines, security stations, and self-destruct devices? I dislike the Federation's point-defense cannons which seem unable to do much against a fighter.(Actually, it seems the fighters structure is too strong, which if toned down a bit, can probably be better balanced.) |
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Wow, i'm glued to this thread and all its associated links!
Atrocities i've read just about everything about you (not to be creepy!) Including this entire thread, your entire revisions lists, your entire web site Updates. Inspiring work http://forum.shrapnelgames.com/images/icons/icon7.gif I know what your going through, I just did a full on Lord of the Rings mod for Age of Wonders II Shadow Magic including Map/Portrait/Custom blah blah blah! Anyhow your amazing http://forum.shrapnelgames.com/images/icons/icon7.gif I've sat through a bizillion dead end BoTF mods that never quite delivered and even made a few of my own, (ever get the name conVersion mod?! it dissapeared when i my hd got fragged by a virus but it converted all the english names for ships in BoTF to Cardassian, Romulan and also redid the Federation ship names ala Kwok http://forum.shrapnelgames.com/images/icons/icon9.gif ) Well i'm salivating while waiting for my SEIV Gold to show up (T minus 7-10 Business days and counting!) I suppose i didnt need to post anything again but as a mod maker you tend to love the occasional (or frequent) pat on the back! |
Re: STM "Final v1.7.5" Discussion
We have all been through the waiting process BlackRose, I hope you fair better than I did. http://forum.shrapnelgames.com/images/icons/icon7.gif
The great thing about SEIV is the ease at which you can edit it. It is not like BOTF, it is a simple process that takes a long time. http://forum.shrapnelgames.com/images/icons/icon7.gif If this mod does not fit the bill, it can be modded and tweaked to desire. That is the beauty of it. And welcome to the game and the forums. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
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BTW Enterprise is the best thing to happen to Trek since TOS. I can't understand why anyone would not like it. TNG and DS9 on the other hand make me hurl. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">New Turn ready. http://forum.shrapnelgames.com/images/icons/icon7.gif And I liked later STNG, and Most of DS9, but your right, Ent is the best thing since TOS. Voy just makes me sick. BTW, Voy is coming out on DVD this month. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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At this point I don't think we can have stealable technology. Sure it does not show up for research, but the components are showing up in the component lists. That is not good. |
Re: STM "Final v1.7.5" Discussion
As I understand it, there are two methods for making captureable/stealable racial techs. Here is the easy one:
1) Set a prerequisite tech with a racial tech number. For example, Racial Organic Prereq with racial tech # of 5. 2) Set up a shared tech with no racial tech number but a racial prerequisite tech. For example, Organic Technology with racial tech number set to 0 and prerequisite of Racial Organic Prereq level 1. Now this tech won't show up or be researchable unless someone has the racial prerequisite, but it can be analyzed for access to the same components (but not researched further). You can also have captured racial techs be less powerful than the original Versions with a few more steps: 3) Create a non-racial tech area to parallel the racial prereq. For example, Boring Organic Prereq with racial tech of 0. This means anybody can research it (including organic racials, but why would they want to?). 4) Add the Racial Organic Prereq tech area as a requirement for all organic tech. 5) Copy/paste/edit a new (weaker) Version of the racial components, substituting the Boring Organic Prereq tech area for the Racial Organic Prereq in the weaker set of comps. Now anyone who researches Boring Organic Prereq and stumbles upon a couple of Racial Organic ships can understand some of the technology and put it to use, though not to the extent that an organic race could. Hope that helps make things clear as mud. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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Thanks Krsqk but I tried them all and the components still come up in other races component lists when they should not.
EVERY technology (TechArea) that I set up to be capturable shows up in ALL races component lists. |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I'm not sure I follow you. What list do you mean? This seemed to work for me: Name := Federation Weapons Group := Federation Technology Description := Weapons... Maximum Level := 10 Level Cost := 10000 Start Level := 0 Raise Level := 2 Racial Area := 0 (changed from 5) Unique Area := 0 Can Be Removed := False Number of Tech Req := 2 Tech Area Req 1 := Physics Tech Level Req 1 := 1 Tech Area Req 2 := Federation Technology Tech Level Req 2 := 1 |
Re: STM "Final v1.7.5" Discussion
Atrocities. Did you test your capturable tech using a Full tech start? I just tried that and I see what you mean. Seems like you found a bug in SE4. I'm just testing it but I think it will work as expected in a normal start.
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Re: STM "Final v1.7.5" Discussion
The full-tech start probably gives all possible techs to the race and that is why it would show up in the race's tech list - which is fine really.
More importantly - it shouldn't show up in the research screen... |
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Re: STM "Final v1.7.5" Discussion
If you do a high tech start, all non-racial and all non-unique area (ancient ruins) tech areas are given to every race. So, capturable racial techs start out at max level on a high tech start. You can not get them without doing some capturing in a low or med tech start game though.
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Re: STM "Final v1.7.5" Discussion
I suppose that could be a design decision. After all, if you've had the time to fully research every possible technology, it's also feasible you could be given access to non-researchable tech.
Of course, this all makes more sense if you have a standard branch of low-ability comps, a standard-but-captured-some-racial branch of medium-ability comps, and a racial branch of high-ability comps. |
Re: STM "Final v1.7.5" Discussion
No wonder my computer players expanded poorly. I had switched off All warp points connected. Not a mistake I have repeated with my current game!
I basically murdered the Klingon race in the Last game, denyed them a glorious death |
Re: STM "Final v1.7.5" Discussion
Probably an oversight. There are no such techs in the stock game. All techs can either be researched normally, require a trait to research and possess, or require a ruin colonized to possess.
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Re: STM "Final v1.7.5" Discussion
I believe that an new A.I. bug has been discovered. In this case, the A.I. has been able to place three Federation Sensor Array Vs on a single ship. The ship class is Hippocrates.
In any case, if the A.I. is capable of placing three such arrays on a design, that means a 75% boost to attack & defense, and +30 sensor range. |
Re: STM "Final v1.7.5" Discussion
Multiple copies of such components do not stack. They are just wasting space.
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Re: STM "Final v1.7.5" Discussion
Just got back from a loooooong 'outing'. Is good to be home...especially when I come back to see this mod http://forum.shrapnelgames.com/images/icons/icon7.gif
I also came home to a broken SE4 Gold CD...but thank the gods for overnight shipping http://forum.shrapnelgames.com/images/icons/icon7.gif Look forward to trying this out tomorrow! |
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