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-   -   STM "Final v1.7.5" Discussion (http://forum.shrapnelgames.com/showthread.php?t=9755)

Atrocities February 25th, 2004 06:48 AM

Re: STM "Final v1.7.5" Discussion
 
I hope you like the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 25, 2004, 04:49: Message edited by: Atrocities ]

Atrocities February 25th, 2004 06:51 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by DavidG:
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.
<font size="2" face="sans-serif, arial, verdana">David yes to this, and yes to the previous post. That is exactly how I have the tech set up. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities February 25th, 2004 06:56 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Captain Kwok:
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...

<font size="2" face="sans-serif, arial, verdana">As far as I can tell it does not show up in the research screen.

Atrocities February 25th, 2004 07:01 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Sabin:
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.

<font size="2" face="sans-serif, arial, verdana">This is caused from the component having more than one ability that the Design calls for. Ergo it adds it three times. It is a real PITA that I was hoping that Aaron would fix for the Last patch.

Captain Kwok February 25th, 2004 01:22 PM

Re: STM "Final v1.7.5" Discussion
 
You might be able to fix the sensor array problem by calling just for one of the abilities that it has - and not all three.

gregebowman February 25th, 2004 04:54 PM

Re: STM "Final v1.7.5" Discussion
 
Now that the new SE4 patch is out, will there be a new patch for the ST Mod? Or can we play the mod as-is?

Captain Kwok February 25th, 2004 04:57 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by gregebowman:
Now that the new SE4 patch is out, will there be a new patch for the ST Mod? Or can we play the mod as-is?
<font size="2" face="sans-serif, arial, verdana">The mod itself shouldn't need a patch/update to be compatible with the new 1.91 Version.

However, I think Atrocities is going to use this patch as a motivator for STmod 2.0 that he and I believe UserX are going to work on.

gregebowman February 25th, 2004 05:54 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Captain Kwok:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by gregebowman:
Now that the new SE4 patch is out, will there be a new patch for the ST Mod? Or can we play the mod as-is?

<font size="2" face="sans-serif, arial, verdana">The mod itself shouldn't need a patch/update to be compatible with the new 1.91 Version.

However, I think Atrocities is going to use this patch as a motivator for STmod 2.0 that he and I believe UserX are going to work on.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ok, sounds good to me. If I have a problem, I'll let Atrocities know.

Knightsaber February 25th, 2004 11:58 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Atrocities:
I hope you like the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Simply excellent!!

Atrocities February 26th, 2004 12:22 AM

Re: STM "Final v1.7.5" Discussion
 
Well now......... The new patch is out.............. What to do now...........

Sabin February 26th, 2004 05:25 AM

Re: STM "Final v1.7.5" Discussion
 
Simple: Enhance the mod with the new features and changes the patch provides. After that, business as usual.

Atrocities February 26th, 2004 06:08 AM

Re: STM "Final v1.7.5" Discussion
 
I would just be happy to get the current mod done.

Sabin February 26th, 2004 07:15 AM

Re: STM "Final v1.7.5" Discussion
 
I think I may have noticed a problem: The components for constructing Ringworlds and Sphere Worlds are too large for the current ship sizes. Perhaps you can create a mount meant to reduce the weight of such parts down to a lower leve that can be placed on ships.(I am currently playing as the Federation.)

TNZ February 26th, 2004 08:36 AM

Re: STM "Final v1.7.5" Discussion
 
With the new features of the patch, especially the new weapon list target override field in the components file and the new AI abilities tags, this mod has a good chance of surpassing its original vision. http://forum.shrapnelgames.com/images/icons/icon7.gif

Here is an example:
Number of Abilities := 1
Ability 1 Type := Point-Defense
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Ftr\Sat\Seekers\Drone
Weapon List Target Override := Ships, Seekers, Fighters, Satellites, Drones
Weapon List Target Description := Ships\Seekers\Fighters\Satellites\Drones
Weapon Damage At Rng := 65 65 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0 0 0

Aiken February 26th, 2004 08:47 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Sabin:
I think I may have noticed a problem: The components for constructing Ringworlds and Sphere Worlds are too large for the current ship sizes.
<font size="2" face="sans-serif, arial, verdana">Sphere- and RingWorld components usually placed on Starbases. Build them with your SY Ships.
It's FAQed.

TNZ February 26th, 2004 08:56 AM

Re: STM "Final v1.7.5" Discussion
 
I was also wondering, now that the limit of only have 5 neutral players in a mod is history, whether some of the minor races shouldn’t be demoted to neutral races. In my opinion the time saved in making changes to the AI file would make this worthwhile.

gregebowman February 26th, 2004 03:45 PM

Re: STM "Final v1.7.5" Discussion
 
Like I mentioned in another post, I installed teh patch Last night and then played the ST Mod. I didn't notice anything different. Am I supposed to? Where are these points that are supposed to be generated? I don't know if I need to re-install my SE4 and then put in the patch, or what? Did anyone play this mod after they installed the patch, and did you notice any differences? I'm playing a race I created, instead of one of the standard ones.

Captain Kwok February 26th, 2004 11:26 PM

Re: STM "Final v1.7.5" Discussion
 
Why would you notice anything different? None of the latest patch additions are used in the Mod. http://forum.shrapnelgames.com/images/icons/tongue.gif

gregebowman February 26th, 2004 11:56 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Captain Kwok:
Why would you notice anything different? None of the latest patch additions are used in the Mod. http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">True, but usually when a game is patched/updated, there's usually some sort of feature or another that was different after the patch was installed. I was just wondering if there was some obvious feature I'm overlooking that would tell me I'm now playing the 1.91 Version of SE4 with the latest Version of the ST Mod. If I'm wrong, then I'm wrong. But I was curious.

Atrocities February 27th, 2004 03:12 AM

Re: STM "Final v1.7.5" Discussion
 
RW & SW components normaly are placed on Starbases which are built in position by construction ships.

TNZ that is a good idea, I have to look at the new features of the latest patch and talk with Kwok and UserX about what it is we want to try and do for STM 2.0

(Note STM 2.0 will just be an improved Version of this mod not a new mod.)

Now that we have seen the beginning of the end of SEIV, I can't help but feel a bit fearful that whatever we do no is a mute point, aside from taking advantage of the new features.

I don't know if I will change any of the races around until after STM team meets and talks about what it is we want to do.

Tnarg February 27th, 2004 05:42 AM

Re: STM "Final v1.7.5" Discussion
 
I'm curious why all of the Empire files have every race listed as a natural merchant and do not require any spaceports? Does this help the AI a bit? Thanks.

Tnarg February 27th, 2004 06:21 AM

Re: STM "Final v1.7.5" Discussion
 
I just noticed that I get an error with the Borg Queens Cube (Juggernaught I beleive) when I click on it in the design screen.

Atrocities February 27th, 2004 09:10 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Tnarg:
I'm curious why all of the Empire files have every race listed as a natural merchant and do not require any spaceports? Does this help the AI a bit? Thanks.
<font size="2" face="sans-serif, arial, verdana">Yes it does. But you can always edit them as you wish.

Atrocities February 27th, 2004 09:12 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Tnarg:
I just noticed that I get an error with the Borg Queens Cube (Juggernaught I beleive) when I click on it in the design screen.
<font size="2" face="sans-serif, arial, verdana">What kind of error?

Atrocities February 27th, 2004 09:13 AM

Re: STM "Final v1.7.5" Discussion
 
FYI The Mod will work in SE IV v1.91.

Atrocities February 27th, 2004 04:43 PM

Re: STM "Final v1.7.5" Discussion
 
Mod Update:

Here is what I have tested thus far. I have a little bit more tweaking before I sent to those pre-selected as beta testers.

I would also like a couple of volunteers to play test the latest Version of the mod.

Star Trek Mod v1.5.6 (BETA)

1. Added New Abilities file from SE IV v 1.91
2. Changed Settings file to use more neutrals
3. Changed Structural Integrity Field I - V to use new Ability Type AI Tag 01
4. Added Structural Integrity Field to primary races main ship/base design creation files


Star Trek Mod v1.5.5 Special thanks to Aiken for his help.

1. Changed Fighter Level from 5 to 1 in Tech Area (Thanks Renegade 13)
2. Updated Cardassian, Federation, Romulan HTML documents.
3. Changed Tonnage of Gravitic Sensors I - IV from 40 to 20. (Gives the component an advantage)
4. Fixed Roman Numeral Error in Shield Generator VII - VIII (Thanks Mottlee)
5. Fixed Advanced Tachyon Sensors I - II now work correctly
6. Fixed Spelling errors in Hirogen General File. (Thanks Sabin)
7. Fixed Spelling errors in Hirogen Speech file. (Thanks Sabin)
8. Changed Federation Pulse Weapons are now gained at level 5 Federation Weapons.
9. Updated Federation Tech Tree
10. Changed Federation Weapons Racial Area from 5 to 0 to make the technology stealable. (Thanks to Sabin, and DavidG for suggesting the ability to steal technology)
11. Changed Borg Tractor Beam Racial Area from 2 to 0 to make the technology stealable.
12. Changed Breen Racial Area from 3 to 0 to make the technology stealable.
13 Changed Cardassian Discharge Weapons Racial Area from 4 to 0 to make the technology stealable.
14 Changed Dominion Energy Weapons Racial Area from 10 to 0 to make the technology stealable.
15. Changed Klingon Combat Support Racial Area from 7 to 0 to make the technology stealable.
16. Changed Description of Klingon Pulse Weapons slightly
17. Changed Romulan Torpedo Weapons Racial Area from 8 to 0 to make the technology stealable.
18. Changed Tholian Weapons Racial Area from 11 to 0 to make the technology stealable.
19. Changed Ferengi Cargo Racial Area from 6 to 0 to make the technology stealable.
20. Changed Pirate Ship Capture Racial Area from 9 to 0 to make the technology stealable.
21. Changed Romulan Plasma Projector I - V Seeker Speed. (I=7, II=8, III=9, IV=10, V=11)
22. Added Shield Mount for use with smaller ships. (Reduces the size of shield Generators)
23. Changed Description of Combat Plexus I - II
24. Fixed Spelling errors in Romulan Speech file. (Thanks Sabin)
25. Fixed Spelling errors in 8472 speach file. (Thanks Sabin)
26. Fixed Spelling errors in Federation/TMP/UCP speech file. (Thanks Sabin)
27. Added "All boarding parties on ship can be used for attack or
defense." for Boarding Parties III - IV descriptions. (BY Aiken)
28. Fixed Spelling error for Pirates I-III: "merceniaries" changed to
"mercenaries" (By Aiken)
29. Added Amount of boarding attack/defense points for all boarder's
descriptions. (By Aiken)
30. Added Trailing dots in some sentences here and there. (By Aiken)
31. Changed Combat Sensors I - III to Warrior Combat Sensors I - III
32. Changed Warrior Combat Sensors I - III Family number from 27 to 42 to avoid conflict.
33. Added Read-Me for Star Trek Map

Atrocities February 27th, 2004 05:10 PM

Re: STM "Final v1.7.5" Discussion
 
A couple of things I would like to add to the mod.

Cloaking planets for the Pirate Trait
Orbital Research facilities (Federation/Tholian/Borg)
Orbital Casino's (Ferengi/Orions) (Mineral production)
Orbital Prisons (Klingons/Romulans) (All resource production)
Planetary Security Platform (Cardassians/Breen/8472)

Tnarg February 27th, 2004 06:38 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Tnarg:
I just noticed that I get an error with the Borg Queens Cube (Juggernaught I beleive) when I click on it in the design screen.

<font size="2" face="sans-serif, arial, verdana">What kind of error? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Tnarg February 27th, 2004 06:41 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Tnarg:
I just noticed that I get an error with the Borg Queens Cube (Juggernaught I beleive) when I click on it in the design screen.

<font size="2" face="sans-serif, arial, verdana">What kind of error? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">In the ship design screen. I click on Queens Cube and I get the following error:

cannot open file c:\star trek pbw new patch\space empires iv gold\pictures\race generic\generic_portrait_juggernought.bmp

same is true with the my 1.84 Version.

In the help screen under ship sizes, there too nothing happens.

Atrocities February 27th, 2004 06:41 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Tnarg:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Tnarg:
I just noticed that I get an error with the Borg Queens Cube (Juggernaught I beleive) when I click on it in the design screen.

<font size="2" face="sans-serif, arial, verdana">What kind of error? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"></font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Tnarg I am seeing nothing wrong when I click on that ship in the design window so I need you to be a bit more specific if you can. What exactly do you mean by error?

Aiken February 27th, 2004 07:15 PM

Re: STM "Final v1.7.5" Discussion
 
Sounds good http://forum.shrapnelgames.com/images/icons/icon7.gif
But what is the destination of Planetary Security Platforms?

2 Atrocities: new Dominion_main.bmp is placed on wrong directory (Breen).

2 Tnarg: such a strange path: c:\star trek pbw new patch\space empires iv gold\. I have the feeling that you are trying to play a standalone patch, instead of fully patched 1.35.

[ February 27, 2004, 17:25: Message edited by: aiken ]

Atrocities February 27th, 2004 07:18 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by aiken:
Sounds good http://forum.shrapnelgames.com/images/icons/icon7.gif
But what is the destination of Planetary Security Platforms?

<font size="2" face="sans-serif, arial, verdana">Intel point generation.

Tnarg February 27th, 2004 07:40 PM

Re: STM "Final v1.7.5" Discussion
 
I would like to be a volunteer to play test your Beta.

I accidentally hit add reply before i finished my error report. There should be a specific answer right after that one. Sorry.

Atrocities February 27th, 2004 07:54 PM

Re: STM "Final v1.7.5" Discussion
 
I think the error was cause by the mod using an outdated ship set. If you do not have a Juggernought image the mod is suppose to use the baseship image or other.

I cannot fathom why you got that error.

As for play testing the new Version, I would like to get all of the Private game STM players to sign on so we can play it.

Knightsaber February 27th, 2004 07:57 PM

Re: STM "Final v1.7.5" Discussion
 
I'd just like to say, I played with the new patch and this mod for 10+ hours the Last two days and haven't found a single issue.

(Other than my PC rebooting every 20 mins, but that's my problem)

http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities February 28th, 2004 05:46 AM

Re: STM "Final v1.7.5" Discussion
 
This capturable technology is a pain in the arse people! But with Fyrons help I think I have it working.

Atrocities February 28th, 2004 05:57 AM

Re: STM "Final v1.7.5" Discussion
 
An FYI to knew players of this mod.

The read me files included with the mod have this information already, but given all the new emails I am getting I figure the best place to post this info again is here.

The Full Version of the mod, 1.5.1 + the required update (1.5.1.1) will work with both Version 1.84 and Version 1.91 of SE IV. (It will not work with previous Version)

The mod REQUIRES that you also download and install the latest Versions of the Image Mod (Components, Facilties, Planets, Combat) and place them in your BASE SE IV Pictures folder.

The mod has copies of all new components, but it does not have facilities or planets. By placing the image mod modules into your stock base SEIV pictures directory any mod that requires these images will have access to them.

WPM = Warp Point Medium
WPH = Warp Point Heavy
WPL = Warp Point Light

The order in which the races must be added to the game to use the UserX star trek map are:

1-Federation
2-Klingon
3-Romulan
4-Cardassian
5-Ferengi
6-Tholian
7-Breen
8-Dominion
9-Borg
10-8472

To Report bugs please post them here or email me at startrekmod@astmod.com

Atrocities February 28th, 2004 11:37 AM

Re: STM "Final v1.7.5" Discussion
 
Test Report:

Game Settings:

Standard WPL Large Galaxy, WP anywhere, not all connected, equal start.
Low event with high effect
Low tech cost
Low tech start, Good planets, good start, 1 planet, 5k points

Playing as the TMP Federation

TMP
Cardassians
Ferengi
Klingon
Romulan

14 Neutrals.

I started the game locked away in two isolated systems. I consentrated on colonizing my two systems and developing warp point technology.

By turn 50 had the technology and a ship size large enought to use it. Another 20 turns later I was opening warp points.

The Cardassians were also boxed into a small cluster of systems not to far from me and shortly after opening a warp point to there system they declared war upon.

We have been fighting now for just over 20 turns with trades offs on each side. I am now gaining the upper hand as the Cardassians are focused upon expanding and not so on defense. They have sent many ships into my space and attacked me, but despite my losses I have managed to fend them off with the cost of only one planet.

I am currently allied with two neutrals and they are both murderous toward me, but know if they turn there backs on me I will destroy there star system. (Oh yes, I do have weapons of mass destruction, but no platform for which to use them as of yet.)

XenoTheMorph February 28th, 2004 08:09 PM

Re: STM "Final v1.7.5" Discussion
 
Well heres my two pence http://forum.shrapnelgames.com/images/icons/icon12.gif

I'm not exactly sure how the AI's design their ships, I presume that if you call for a ship to be produced in specific AI state a design will be made to the specifications you have put in the files. So if you specify a non-carrier hull (can you?, well assuming a standard tech tree not the Star trek mod one!) and ask to AI to produce the ships it will design some since it has a valid hull for the design even if it does not have some of the components? Well ok I know very little about this but hey you never know! (please someone dig me out of this hole http://forum.shrapnelgames.com/images/icons/icon10.gif )

About the neutral AI not getting enough research (maybe do some of this with intelligence also) what about, aswell as possibly increasing basic facilities, using the new research point ability. You could use this for a neutral only base component (on Defence/Shipyard bases around the homeworld, a nice target for someone to capture aswell! http://forum.shrapnelgames.com/images/icons/icon12.gif ) and maybe even a satellite componnent.
OR what about removing the natural merchants ability, since they will be in one system only anyway (maybe using thoses point for research?) and making the Neutral's basic Spaceport have research generation.

O.K. enough is enough time to switch myself off again

TNZ February 28th, 2004 09:55 PM

Re: STM "Final v1.7.5" Discussion
 
Re: the races that are illegally designing Carrier designs. Check to see that in their AI design creation files, that the Carrier are using the:
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Launch/Recover Fighters
If the AI design creation files are not set as above, this might be the problem. http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ February 28th, 2004 10:00 PM

Re: STM "Final v1.7.5" Discussion
 
It also seems that a vehicle type that uses the Requirement Pct Fighter Bays, Requirement Pct Colony Mods and the Requirement Pct Cargo does not need to be told to use a Comp Spaces Per One number. Because it will uses the Requirement Pct to add the component. http://forum.shrapnelgames.com/images/icons/icon12.gif

Example:
Vehicle Size Data File.
Light Carrier
Requirement Pct Fighter Bays := 40

AI Design Creation Data File.
Carrier
Majority Comp Spaces Per One := 0
Majority Comp Ability := Launch/Recover Fighters

TNZ February 28th, 2004 10:19 PM

Re: STM "Final v1.7.5" Discussion
 
For general race research facilities you could try something like this:

Research Center III
Roman Numeral := 3

Number of Tech Req := 1
Tech Area Req 1 := Applied Research
Tech Level Req 1 := 3
Number of Abilities := 1

General Race Research Center I
Roman Numeral := 4

Number of Tech Req := 2
Tech Area Req 1 := General Race Technology
Tech Level Req 1 := 1
Tech Area Req 2 := Applied Research
Tech Level Req 2 := 1

This way you can improver the general race research ability without much work.

Aiken February 28th, 2004 11:00 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by TNZ:
Re: the races that are illegally designing Carrier designs. Check to see that in their AI design creation files, that the Carrier are using the:
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Launch/Recover Fighters
If the AI design creation files are not set as above, this might be the problem. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Bingo! http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse February 29th, 2004 01:28 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities,

Orginal posted by Atrocities
The second issue is the Neutral races. I need to figure a way to give them a research boost. I am thinking about increasing the research facility for the neutrals, or giving them one of their own that will give them twice as many research points.

Here my suggestion and remember I'm not a SE4 design/programmer, Allow the Neutrals the abilities see all the surrounding sectors/planets. This tends to get them out of the hole/sector they start in. I have notice that they only expand as fast as they can colonizies ALL the planets in each new sector before moving on to the next sector.

Excellent work on the mod, everyone.
Lighthores
http://forum.shrapnelgames.com/images/icons/icon6.gif

Fyron February 29th, 2004 02:04 AM

Re: STM "Final v1.7.5" Discussion
 
Neutrals can not expand beyond their home system.

Atrocities February 29th, 2004 02:18 AM

Re: STM "Final v1.7.5" Discussion
 
<font color=red>Two Problems</font> that I am running into.

One, I have a couple of races designing Carriers even thought they do not have the technology. They design these illegal designs, carriers without fighter bays. They have not yet researched fighter bays, so they do not have them to add to the design. Since they do not have them, why is the AI designing Carriers? Only on a couple of races thus far.

The second issue is the Neutral races. I need to figure a way to give them a research boost. I am thinking about increasing the research facility for the neutrals, or giving them one of their own that will give them twice as many research points.

Right now the Neutrals are not researching that well because they are limited to one system and limited planets.

Atrocities February 29th, 2004 03:48 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks everyone.

TNZ I will try that. Thanks.

Tnarg February 29th, 2004 07:19 AM

Re: STM "Final v1.7.5" Discussion
 
I just downloaded the latest full Version of the Facility Pack v1.11 and am noticing that it is missing several images that are used for this mod. Images 73-100 and I believe 473-500. Does anyone know where I can find these images?

Thanks

Fyron February 29th, 2004 07:45 AM

Re: STM "Final v1.7.5" Discussion
 
There should be no mention of images 73-100. Those spots are reserved for future possible expansion of the stock images by MM.

As for the other images, it looks as if SJ might have added them to the wrong rows, as there are 3 blank rows of images just before the new ones AT made for use in STM.

Atrocities February 29th, 2004 08:13 AM

Re: STM "Final v1.7.5" Discussion
 
I am not using any custom images that were not contained in the older Versions of the Facilities packs.

If I had custom facilities, they would be included in with the mod.


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