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Re: STM "Final v1.7.5" Discussion
I think you should improve the carrier hulls. I noticed that they are essientially the same as other hulls, but more restricted. Perhaps you can improve them through the following methods:
Provide mounts for them that reduce the size of them, perhaps 4 such mounts towards drones, fighters, mines, and satellites. A fifth mount can be multi-purpose, affecting all such components but at a reduced bonus for each. Also, you probably should remove the restrictions about the 50% of the hull being specifically for fighter bays. Instead, make it that 50% of the hull must be composed of bays for other sorts of launcher bays, so that they may be used for multiple purposes, not just one. I also noticed the A.I. never uses Master Computers, which gives them a slight disadvantage in combat, since less of their hulls is capable of holding better parts in battle. The Last item I would mention in this post has to do with Quantum Torpedoes: They are not very valuable later in the game, surpassed by the Photon Torpedos. Instead, perhaps you can improve them by adding 5 more levels(to X) and giving them added range and a slight boost to power. As they are currently, they are less valuable due to their weight(40kt) and power, which is similar to the Photon Torpedos(20kt). That means two Photon Torpedo parts are much better then a single Quantum Torpedo. |
Re: STM "Final v1.7.5" Discussion
My mistake, I was looking at the facility number rather than the picture number.
Atrocities, the Romulan Command Center and the Romulan Subspace Telescope both use Picture Num 02 in the Facility Data Folder. |
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Requirement Pct Fighter Bays Requirement Pct Colony Mods Requirement Pct Cargo |
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Re: STM "Final v1.7.5" Discussion
The Federation already has the best weapons, ships, and facilities in the game, so making the Q-Torpedo cheaper is not really a priority. However, I can reduce the size by a few kt as the tech level improves. I will not add any more levels to the weapons as that might effect the fragile balance of the mod.
Fyron aswered the Carrier question. The Carriers are basically stock. Orginally we were not going to have Carriers in the mod. I might still yank them in a later Version of the mod. Mostly ships in ST universe had hanger bays. These bays took the place and need for carriers. |
Re: STM "Final v1.7.5" Discussion
Well I have play tested 1.5.7 and am on to the next Version.
Here is an update. Star Trek Mod v1.5.7 1. Added Complete Andorian (Neutral 007) ship set. 2. Changed Modified Neutral 007 research file slightly to better facility weapons research early on. 3. Changed Subspace Telescope I - III to Romulan Subspace Telescope I - III 4. Added Copied Borgs Queen Cube and named the new images Juggernought to avoid errors with borg ship images 5. Changed Romulan Command Center I - III picture number from 2 to 330 (Thank You Tnarg) 6. Changed Romulan Sub Space Telescope I - III from 2 to 326 (Thank you Tnarg) |
Re: STM "Final v1.7.5" Discussion
I got a load error: unable to load bitmap c:......\..\...\pictures\systems\1024 x768\nova 4 .bmp error in one of my games.
I Checked the systems data folder to the system pictures folder and found that there are four different nova systems and only one nova image. |
Re: STM "Final v1.7.5" Discussion
You will need to get the system images from FQM Deluxe.
Alternatively, copy the FQM Standard SystemTypes.txt file into your STM folder. It is the same file, except that it uses no new images, only stock system images. This will in no way shape or form cause any data file mismatch errors with multiplayer games. |
Re: STM "Final v1.7.5" Discussion
I have some ideas for the Star Trek Map. Mind you, they may have been already implemented or are not very good.
1: Add the "Dyson's Sphere", which was featured in at least one book. It seemed to be similar to a Sphereworld. Adding it in may make the gameplay more varied.(everyone trying to take it, ect.) 2: Begin renaming the planets in each system to their regular titles.(Sol I to Earth, ect.) I would also think that making the descriptions for homeworld planets and other sigificant items more specific would be helpful. 3: Add the Guardian of Forever. Perhaps it can be a facility that can never be destroyed or built.(Thus keeping it to one planet) I am not sure what powers it may have specifically, but perhaps it can aid in research, intelligence, and so on. 4: Perhaps add in a damaging barrier that would be disabled after a number of turns.(It had much to do with The Original Series, since it limited space exploration and destroyed any ships that attempted to cross it, or subverted their crew.) They probably can be nebulas, in that they can represent a number of abilities. [ February 29, 2004, 19:19: Message edited by: Sabin ] |
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Re: STM "Final v1.7.5" Discussion
Perhaps the Guardian of Forever's planet can be pre-colonized by a "dummy" civilization. Also, I suppose the Guardian of Forever's inability to survive destruction can add to the game: Those who wish to possess it will have to be careful, or they may prompt their enemie to destroy it.
Also, no doubt you are wondering why I think the map should be improved. In my opinion, I think that if the map is well-designed, it can significantly enhance a game by having many special events and objects. Usually, when a map or something similar seems to be "alive" it increases the enjoyment of the players, and gives them something to concentrate on at various times. |
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I abandoned the project as there was a lack of interest, but would be interested in trying to get it too work with this mod if there were enough interest. Mostly I just need to figure out how to get this map to be compatible with this mod, and then I would resume work. I have most of the races and nuetral races systems strategically located throughout the map and used a number of resources to find my information. If you are interested let me know and I'll see what I can do to get this to work. In the mean time you can download it and check it out in a map editor. |
Re: STM "Final v1.7.5" Discussion
You can use abilities such as "Planet Point Generation Modifier - Research" as an ability on a planet. You could set it to, say, 100, and it would make all research on that planet doubled. This will not stack with the Central Computer Complex type facilities though, but that should not be a problem.
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They easy way would be to pack it with the Secttype.txt file you used to create it. Of course then those that use it would probably want to created a second install of the trek mod so they don't overwrite the secttype.txt included with it. |
Re: STM "Final v1.7.5" Discussion
It seem in Star Trek a ship phaser/energy weapons have a maximum range of 300,000km, Photon Torpedo have a maximum range of 3,000,000km and Quantum Torpedo have a maximum range of 4,050,000km. There is no size difference between Photon Torpedo and Quantum Torpedo. Federation ships just have less Quantum Torpedoes than Photon Torpedoes because of the complexities involved with the manufacturing of Quantum Torpedoes. But as always canon information should be taken in context with a view to game mechanics. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
I am interested in it, and the other patrons of the forum seem interested or at least wish to help. Truth be told, I don't know much about editing maps very well. My assistance would be somewhat limited.(I only created a single map, one heavily unbalanced to my favor, in an unmodded Version of the game.)
Perhaps I can come up with some ideas as to what can be placed into the map, if my knowledge about Star-Trek is workable and in a suffient amount. |
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Second, I think that I am going to design a new one from stratch so that there should never be a problem with the STM mod. I have all of the information, just need to do the leg work. Any information and ideas would be greatly appreciated. Also I am very weak when it comes to posting such things for everyone else to use, so any help there would be greatly appreciated as well. Give me a couple of days and I should have some results. In the mean time, you can download the old one from PBW map site. AST Trek Major Systems Map if you want to look at the rough copy. |
Re: STM "Final v1.7.5" Discussion
On the question of analyzing technology. In my Battlestar Galactica Mod, I designed the technology and components as below. The Colonials were able to gain level 2 Propulsion technology from analyzing a Cylon ship with level 3 Propulsion technology.
Ion Drive Engine I Number of Tech Req := 2 Tech Area Req 1 := Propulsion (all races research this technology field) Tech Level Req 1 := 1 Tech Area Req 2 := Colonial Technology (the racial technology area is used to stop the component being used by another race) I don’t know if this is of any use. |
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You should not be getting any errors at all. If you are then the file that Fyron gave me was the wrong one. I am getting sick of this problem. I need the CORRECT file once and for all! |
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You should not be getting any errors at all. If you are then the file that Fyron gave me was the wrong one. I am getting sick of this problem. I need the CORRECT file once and for all! </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">When I loaded up the 1.5.6 Beta Patch, something went wrong. I reloaded the 1.5.1.1 fix and everything was fine then. |
Re: STM "Final v1.7.5" Discussion
I am in the process of editing my old map and am curious if and how these ablities work for planets.
Point Generation "Research" "Intelligence" Resorce Generation "Mineral" "Organic" "Rad" Planet-Change Ground Defense Planet-Shield Generation Resource Gen Modifier Planet "Mineral" "Organic" "Rad" Resource Point Gen Modifier "Intelligence" "Research" Also are there any other types of planet type ablilities that might make for a more interesting planet. |
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It shouldn't though. I will download the Fix and use the files from it in the 1.5.7 beta patch that I will post for beta testers tonight. Tnarg let me know if you have probs with it. |
Re: STM "Final v1.7.5" Discussion
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It shouldn't though. I will download the Fix and use the files from it in the 1.5.7 beta patch that I will post for beta testers tonight. Tnarg let me know if you have probs with it. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">When I reloaded the 1.5.1.1 fix patch it solved my problems with loading the STM map after I loaded the 1.5.6 beta; however, it did not solve the problem with the missing nova images. I downloaded Fyron's Quadrant Deluxe Mod Full to check it out, and those images where in there unfortunaltly I couldn't find them anywhere in the STM Mod. Too me it would seem that if one just added the Picture\System folder from the FQD Mod to the STM mod, the problem would be solved. |
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[ March 01, 2004, 07:31: Message edited by: Imperator Fyron ] |
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Re: STM "Final v1.7.5" Discussion
http://astmod.com/startrek/se4error1.BMP
This error occured while starting a saved game. It took me a few minutes to figure out what caused it. I do so hate all of the SectorType file problems that this mod has had. Fyron, would you please review the Lastest patch files and (1.5.7) and tell me if that is the correct sectType file or not. Thanks. (I will email the link to your hotmail account) |
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This might be kind of a dumb question, but is there any way to tag the minor and neutral races so that they start in systems where one would want them like the major races.
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Re: STM "Final v1.7.5" Discussion
It does appear to be the correct SectType.txt file in 1.5.7 beta. Again, we were talking about a map that was created with a stock SE4 SectType.txt file trying to be used in STM. This had nothing to do with any problems with STM.
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Re: STM "Final v1.7.5" Discussion
SectTypes.txt and SystemTypes.txt are absolutely equal for 1.5.1.1 and 1.5.7. Also don't have any problems with my saved games, maybe I'm lucky guy.
Atrocities, dominion_main.bmp is still in the wrong place (in Breen folder). This is the only "bug" so far http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 01, 2004, 12:15: Message edited by: aiken ] |
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Re: STM "Final v1.7.5" Discussion
I found a couple of spelling errors:
1. Bynars biological description has "Bynaus" 2. Yridian society description starts with "The Tamarian are ..." 3. In the Son'a race descriptions there are a couple instances where Son'a is spelled Sona. Also I was looking at the System Types.txt and there are a few types that utilize images that are not in the System Pictures folder: 1. nova2.bmp 2. nova3.bmp 3. nova4.bmp I think this has caused some confusion from an earlier responcee. I beleive that I said Sect Type.txt and meant System Types.txt. Sorry for the mix up. One Last thing, the Bajoran's breath Hydrogen, or is this to keep the neutrals a bit varied. Thanks |
Re: STM "Final v1.7.5" Discussion
I have some ideas as to how the game may be improved. The main problem is that they may be quite odd, for implementation and functional purposes.
First of all, I think that the probe from The Original Series in a movie that featured whales can be included. If I recall correctly, in a book the probe was eventually communicated with and it's priorities changed. This "probe" probably can be added as a race that can't build anything, but it has a single ship: The probe. The probe's main function is to travel across the galaxy randomly and give other races communication channel information, free of charge. However, there is one more function: It can be captured, but doing so can be made quite difficult. Even if it is captured, it still would have to be analyzed in order to gain some of the technology that it carries.(It also can be used as the captor's new probe) A second object that can be made use of is a starship within romulan space that can give a new sort of cloaking technology.(It can be added as an special ability on a asteroid or a actual ship.) Tnarg, I think there is some reference matierial that can assist you, perhaps. You see, I have noticed that some technology and areas can probably be made use of, based from some missions in the Star-Trek videogame, Star Trek: 25th Anniversary. One example is the planet with the "mantis" aliens that possess technology capable of analyzing minds and generating robots based on that information. This can be useful in a number of ways, I imagine. For example, a shipyard bonus for that planet or a new technology. There is also the planet(Alpha Proxima) that contained a weapon system that had much to do with missiles, and the planet also was primarily formed of a specific mineral, as I understand it. This planet can give low-level missile technology and produce a large amount of minerals, but little else.(It is also fairly small, since it is a moon.) [ March 02, 2004, 01:50: Message edited by: Sabin ] |
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The other things I will fix right now. Fyron how do you add space monsters? |
Re: STM "Final v1.7.5" Discussion
I have the original picture files for the facilities and 301 and up, but I am missing the middle ones. I found this out when I tried to build a Federation facility and it said it couldn't open picture 181. Could someone tell me where to get the pictures for the middle pictures?
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Sabin, thanks for the ideas. I am trying out a few of the planet abilities and am have a bit of luck with them working the way I want. I have been going through all of my Star Trek references and looking for planets that had unique abilities or a race that could simulate a unique ability. and dispersing them throughout my map. Granted there are only a few abilities available, I personally feel that it gives a bit more character to the map and provides a bit more exploration fun.
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Thanks
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Little Star Trek Trivia. I am going through a bunch of my Star Trek references and am finding a few discrepancies. I want to utilize them in my map, and am looking for the more acceptable opinion or professional advice.
Klingon Homeworld in the Qo'Nos system being called Qo'Nos, Kling, and Kronos. What do you think is more accurate or acceptable? Also the issue of Praxis. In the book "Star Trek Star Charts" Praxis is a system close to Qo'Nos, where in the "Star Trek Encyclopedia" Praxis is a moon in Qo'Nos. Finally I know the Orion Pirates are wanders, but do they have anything to do with the Orion (Pi 3 Orionis) System just few systems south of Sol. "Star Trek Star Charts". Thanks for your opioinions. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Praxis is the moon of Qo'Nos in the movie ST VI.
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Use Praxis as a moon and as a system I don't know about the Orion one, Basically the Orions were added as a pirate race and such. |
Re: STM "Final v1.7.5" Discussion
I have had to make a few new facilities for the mod, they look ok, but are differant enough to give each facility its own uniquesness.
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What about the addition of space monsters? I don't know how well that will work, but I can try it.
I was thinking of the few we saw in TOS/STNG. I can use BOTF as a source, and I have at least 3 from TOS that I can sue. HOWEVER, I would have to make them or use the captured images from BOTF for most. Nota good idea. |
Re: STM "Final v1.7.5" Discussion
I tested the higher neutral settings and they are awsome. Thank you Aaron for this.
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Re: STM "Final v1.7.5" Discussion
Oh crap! I screwed up my save game and must now start all over. http://forum.shrapnelgames.com/images/icons/icon9.gif Well I should add the oribital components first.
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