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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 ] |
Re: STM "Final v1.7.5" Discussion
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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.
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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?
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Re: STM "Final v1.7.5" Discussion
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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. |
Re: STM "Final v1.7.5" Discussion
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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. |
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Re: STM "Final v1.7.5" Discussion
Well now......... The new patch is out.............. What to do now...........
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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.
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Re: STM "Final v1.7.5" Discussion
I would just be happy to get the current mod done.
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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.)
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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 |
Re: STM "Final v1.7.5" Discussion
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It's FAQed. |
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.
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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.
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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
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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. |
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.
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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.
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Re: STM "Final v1.7.5" Discussion
FYI The Mod will work in SE IV v1.91.
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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 |
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) |
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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. |
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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 ] |
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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. |
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. |
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 |
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.
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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 |
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.) |
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 |
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 |
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 |
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. |
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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 |
Re: STM "Final v1.7.5" Discussion
Neutrals can not expand beyond their home system.
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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. |
Re: STM "Final v1.7.5" Discussion
Thanks everyone.
TNZ I will try that. Thanks. |
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 |
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. |
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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