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

Atrocities March 2nd, 2004 05:58 AM

Re: STM "Final v1.7.5" Discussion
 
About fighters and Carriers, do we need them in the game?


(1900)

Sabin March 2nd, 2004 07:32 AM

Re: STM "Final v1.7.5" Discussion
 
Only for races that make specific use of them in the Star Trek universe.

Imperial March 2nd, 2004 07:35 AM

Re: STM "Final v1.7.5" Discussion
 
I like the shuttles, but I remember in the Last episode of DS-9 that they used fighters--but thats cannon, shuttles are fine)

BlackRose March 2nd, 2004 08:18 AM

Re: STM "Final v1.7.5" Discussion
 
ello again http://forum.shrapnelgames.com/images/icons/icon7.gif I cant say much as to game balance as I'm still awaiting it but Fighters dont really feel like Trek to me, tho DS9 was my favourite http://forum.shrapnelgames.com/images/icons/icon7.gif Tho I thought your shuttle Idea was a good replacement as long as it does not go overboard (According to my reading fighters in un-MODDED SEIV are pretty effective in combat).

Sabin March 2nd, 2004 09:56 AM

Re: STM "Final v1.7.5" Discussion
 
I found some information about the Space Monsters aspect, Atrocities.(Devnull MOD Version.)

* Space Monsters (This is an attempt to add Space Monsters to SE4 by modding. The Space Monsters are basically just a normal AI. However they do have their own tech tree with special hulls, components and facilities. They do not colonize and expand their empire, but operate from hidden invisible home planets.)
Please note, the Monsters form an incredible challenge in a game (the AI is highly offensive, and the monsters have some nasty abilities). Use with caution in multi-player games, as they can (and have) completely wiped out starting empires.

It seems to me that if the Space Monsters and similar items are going to be added, some special smoke & mirrors, among other things, may have to be added. However, the pay-off may be very significant if done right.

Atrocities March 2nd, 2004 10:21 AM

Re: STM "Final v1.7.5" Discussion
 
This is a big'in!

Star Trek Mod v1.5.8 (BETA)

1. Changed Description of all Races Facility Technology in Tech Area file.
2. Added General Race Facility Technology to Tech Area file.
3. Added GR Research Centers I - III to Facility File. (GR - General Race)
4. Added GR Intelligence Centers I - III to Facility File (GR - General Race)
5. Changed Spy Network I - V Facility image to 302
6. Changed Sex Center I - III Facility image to 308
7. Changed Slave Labor Camp I - III Facility image to 358
8. Changed Pirate Space Dock I - III Facility image to 361
9. Changed Tholian Command Complex I - III Facility image to 365
10. Changed Tholian Training Center I - III Facility image to 366
11. Changed Tholian Research Network I - V Facility image to 367
12 Changed Radioactives System Extractor I - IIIFacility image to 357
13 Changed Resource Harvester I - V Facility image to 355
14. Changed Romulan Star Academy I - III Facility image to 331
15. Changed Prison Camp I - III Facility image to 368
16. Changed Romulan Senate Facility image to 370
17. Changed Tal'Shiar Command I - V Facility image to 323
18. Changed Romulan Science Academy I - III Facility image to 318
19. Changed Imperial Command I - III Facility image to 338
20. Changed Klingon Academy I - III Facility image to 339
21. Changed Prison Camp I - III Facility image to 359
22. Changed Forced Labor Camp I - III Facility image to 360
23. Changed Battle Arena I - III Facility image to 372
24. Changed Franchise Office I - III Facility image to 374
25. Changed Tower of Commerce I - III Facility image to 373
26. Changed Divine Treasury Shrine I - III Facility image to 346
27. Changed Salvage Yard I - III Facility image to 364
28. Changed Commerce Authority I - III Facility image to 375
29. Changed Spaceport Depot I - III Facility image to 336
30. Changed Holosuite Center I - III Facility image to 337
31. Changed Description of Pirate Space Dock I - III
32. Changed Research Network I - V to Tholian Research Network I - V
33. Added New Facility images 361 through 400
34. Changed Federation Council I - III Facility image to 377
35. Changed Utopia Planitia Shipyard Facility image to 381
36. Changed Starfleet Command I - III Facility image to 376
37. Changed Starfleet Academy I - III Facility image to 382
38. Changed Section 31 Facility image to 333
39. Changed Starfleet Intelligence I - III Facility image to 378
40. Changed Daystrom Institute I - III Facility image to 329
41 Changed Holo-Center I - III Facility image to 383
42. Changed Jem'Hadar Control Station I - III Facility image to 312
43. Changed Jem'Hadar Training Complex I - III Facility image to 313
44. Changed Founders Shrine I - III Facility image to 320
45. Changed Cloning Facility I - III Facility image to 324
46. Changed Vorta Administration Center I - V Facility image to 325
47. Changed Ketracel White Facility I - III Facility image to 308
48. Changed R&D Complex I III Facility image to 385
49. Changed Political Center I - III Facility image to 384
50. Changed Cardassian Central Command I - III Facility image to 379
51. Changed Cardassian Military Academy I - III Facility image to 387
52. Changed Remote Power Station I - III Facility image to 386
53. Changed Obsidian Order Center I - V Facility image to 380
54. Changed Labour Camp I - III Facility image to 388
55. Changed Breen Intel Center I - III Facility image to 351
56 Changed Breen Military Academy I - III Facility image to 353
57. Changed Breen Science Academy I - III Facility image to 354
58. Changed Atmospheric Modification Plant I - III Facility image to 356
59. Changed Breen Central Command I - III Facility image to 306
60. Changed Labour Camp I - III Facility image to 389
61. Changed Organic Extractor I - III Facility image to 323
62. Changed Planet Regenerative Shielding I - V Facility image to 390
63. Changed Drone Maturation Chamber I - V Facility image to 391
64. Changed Research Nexus I - III Facility image to 392
65. Changed Resource Nexus I - III Facility image to 393
66. Changed Intelligence Nexus I - III Facility image to 394
67. Changed Drone Programming Center I - III Facility image to 395
68. Changed ConVersion Complex I - III Facility image to 396
69. Changed Terrasphere Complex I - III Facility image to 397
70. Changed Planetary Bioelectric Field I - V Facility image to
71. Changed Description of Drone Programming Center I - III
72. Changed Bio-reclamation Complex I - V Facility image to 399

Atrocities March 2nd, 2004 12:38 PM

Re: STM "Final v1.7.5" Discussion
 
I am running into a problem. In my current test game everyone that I have encountered has declared war upon me. I am in 5th place playing against 5 AI races, and the rest of the 20 are neutrals.

Of the four neutrals I have encountered, only one is an ally, the others have declared war upon me.

I have encountered the Federation, Klingons, and Ferengi and they all have declared war upon me.

I have honorable selected as demenior, so I am confused as to why the AI's are being so hostile.

Do any of you know of a way to prevent instant hostilities? What files would I need to mod, and in what way would I need to mod them?

Thanks.

Atrocities March 2nd, 2004 01:18 PM

Re: STM "Final v1.7.5" Discussion
 
Beta Testers, 1.5.9 is ready for play testing if your up for it. Check you email for the link to download it.

Also please read the email and if you feel like it, please respond to the questions.

The latest patch does include all of the new facilities so you won't have to download them seperately.

The upload should be done by 4:30 am PST

Tnarg March 2nd, 2004 04:21 PM

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

Originally posted by Sabin:
I found some information about the Space Monsters aspect, Atrocities.(Devnull MOD Version.)

* Space Monsters (This is an attempt to add Space Monsters to SE4 by modding. The Space Monsters are basically just a normal AI. However they do have their own tech tree with special hulls, components and facilities. They do not colonize and expand their empire, but operate from hidden invisible home planets.)
Please note, the Monsters form an incredible challenge in a game (the AI is highly offensive, and the monsters have some nasty abilities). Use with caution in multi-player games, as they can (and have) completely wiped out starting empires.

It seems to me that if the Space Monsters and similar items are going to be added, some special smoke & mirrors, among other things, may have to be added. However, the pay-off may be very significant if done right.

<font size="2" face="sans-serif, arial, verdana">I remember playing a couple of games with the Devnull Mod and it was a bLast defending against the random encounters. Can't remember if the TDM utilized this as well. This would be a great idea for the STM mod.

This is just an idea but make their hull designs all different according to ship size. "Probe" is a destroyer, "V'Ger" a battleship, "Nexus" a dreadnaught.

I can't quite remember how the Devnull Mod made these work, but it was effective. Just substitute the monster images with Star Trek images and rework the monster components a bit to add more zing.

Or instead of ship damaging weapons for all the monster AI creation files incorportate the Stellar Weapons or WMD for them, nebula makers, planet destroyers, warp point openers or closers. Is there a weapon that can effect population moral. Organinc plague weapons ect...

Another idea for the monster AI would be to have their research focus heavily on intelligence so they could drop those nasty intelligence projects on empires at random.

Tnarg March 2nd, 2004 04:31 PM

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

Originally posted by Atrocities:
Beta Testers, 1.5.9 is ready for play testing if your up for it. Check you email for the link to download it.

Also please read the email and if you feel like it, please respond to the questions.

The latest patch does include all of the new facilities so you won't have to download them seperately.

The upload should be done by 4:30 am PST

<font size="2" face="sans-serif, arial, verdana">Atrocities, I received a "url not found error" when I tried to download the 1.5.9 beta form the link in my email. Did I miss the time window?

Fyron March 2nd, 2004 04:45 PM

Re: STM "Final v1.7.5" Discussion
 
Space monsters need to be immune to intel projects, as if they are not, you could quite easily capture their HW with PPP, or make it riot and rebel, or something else nasty. So, they can not do any regular intel, as they need a horde of intel points for CI.

Oh, and AT, I forgot to mention that you need to give them their special CI project as well. http://forum.shrapnelgames.com/images/icons/icon12.gif

AMF March 2nd, 2004 04:48 PM

Re: STM "Final v1.7.5" Discussion
 
Just curious: are you using any of the "generate resource/research/etc..." functionality inherent in 1.91? (these would be especially useful for space monsters!)
t
hanks,

Alarik


Quote:

Originally posted by Atrocities:
Beta Testers, 1.5.9 is ready for play testing if your up for it. Check you email for the link to download it.

Also please read the email and if you feel like it, please respond to the questions.

The latest patch does include all of the new facilities so you won't have to download them seperately.

The upload should be done by 4:30 am PST

<font size="2" face="sans-serif, arial, verdana">

Tnarg March 2nd, 2004 05:25 PM

Re: STM "Final v1.7.5" Discussion
 
Bummer, I have been running a few games to see if some of the new planet ablilities work, and am having no luck.

Ones that are not working are:

Resource Geneneration Modifier Planet: Min\Org\Rad
Planet Point Generation Modifier: Research\Intel

Any ideas on this?

Atrocities March 2nd, 2004 05:35 PM

Re: STM "Final v1.7.5" Discussion
 
Sorry about the bad URL. You should be getting a email with the correct address in a few moments.

I also will renumber all the facilites and fix them once I get the latest Version of the Facility pack. I thought I had it, but I was wrong. No big deal, just a bit of extra work.

Captain Kwok March 2nd, 2004 05:40 PM

Re: STM "Final v1.7.5" Discussion
 
Those should work, but the bonuses only show up on the research/intel/resource screens and not the planet display IIRC. http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron March 2nd, 2004 06:51 PM

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

Originally posted by Tnarg:
Bummer, I have been running a few games to see if some of the new planet ablilities work, and am having no luck.

Ones that are not working are:

Resource Geneneration Modifier Planet: Min\Org\Rad
Planet Point Generation Modifier: Research\Intel

Any ideas on this?

<font size="2" face="sans-serif, arial, verdana">They worked fine for me when I was setting them up in FQM. http://forum.shrapnelgames.com/images/icons/icon7.gif

JR March 2nd, 2004 06:54 PM

Re: STM "Final v1.7.5" Discussion
 
Ok, now I'm officially confused ( What? Again?)

I've previously downloaded everything I needed to get ver 1.5 going, but now there's a new SEIV Version, new STM Version, new Versions of planets, facilities, etc.

WHAT OH WHAT do I need to load and play SEIV and the latest STM if I were to do it from SCRATCH? And where would I get all of the updates ( working links would be nice http://forum.shrapnelgames.com/images/icons/icon12.gif )

I'd like to eliminate all of the old Version updates and patches but I'm afraid I'll delete something I need. That's why I'm asking all these questions.

Thank You ever so much


JR

Anyone? Anyone at all.

Imperial March 2nd, 2004 07:47 PM

Re: STM "Final v1.7.5" Discussion
 
I would patch SEIV to the latest 1.91 patch.

Then get the latest Versions of inage mod and load these into your vanilla (base) SEIV folders.

get and load STM 1.51
I wont post links-- bandwith issues and such often make sites unreachable -- the curse of computers. Also STM and this game in general is a work in progress, so expect new Versions of mods image packs etc to happen.

Tnarg March 2nd, 2004 08:18 PM

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

Originally posted by Imperator Fyron:
</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:
Bummer, I have been running a few games to see if some of the new planet ablilities work, and am having no luck.

Ones that are not working are:

Resource Geneneration Modifier Planet: Min\Org\Rad
Planet Point Generation Modifier: Research\Intel

Any ideas on this?

<font size="2" face="sans-serif, arial, verdana">They worked fine for me when I was setting them up in FQM. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hmm, I have checked this a couple of times, and checked Captain Kwok's advice. I may be imputting the values incorrectly. Imperator Fyron, how are you imputting these values, if you could please provide an example.

Thanks

Atrocities March 2nd, 2004 08:47 PM

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

Originally posted by JR:
Ok, now I'm officially confused ( What? Again?)

I've previously downloaded everything I needed to get ver 1.5 going, but now there's a new SEIV Version, new STM Version, new Versions of planets, facilities, etc.

WHAT OH WHAT do I need to load and play SEIV and the latest STM if I were to do it from SCRATCH? And where would I get all of the updates ( working links would be nice http://forum.shrapnelgames.com/images/icons/icon12.gif )

I'd like to eliminate all of the old Version updates and patches but I'm afraid I'll delete something I need. That's why I'm asking all these questions.

Thank You ever so much


JR

Anyone? Anyone at all.

<font size="2" face="sans-serif, arial, verdana"><font color=BLUE>OFFICAL PUBLIC VERSION IS 1.5.1.1</font>
<font color=red>Beta Version is 1.6.0</font>

oogs March 2nd, 2004 09:12 PM

Re: STM "Final v1.7.5" Discussion
 
I've noticed something odd in the game I'm playing now. I'm using Gold 1.91 and STM1.511, and the game is a team mode game with 7 hard AIs, no neutrals, vs me in a "plain" huge galaxy.

I am playing as the Borg, my enemies are the Vadwaur, Federation, Ferengi, Tholians, Sheliak, Romulans and species 8472.I have only seen and engaged the Feds, Vadwaur, Ferengi, Sheliak and the Romulans.
About 30 turns ago I captured some mine-laying ships, and i thought I would trick the AI into sending some mine-clearing ships so that I could capture them and clear their mines in return. Well, it worked. And it's still working. The AI hasn't stopped sending mine-sweeping ships through the wormholes (even after all the mines were gone and my forces were not there anymore) and is only building those ships. Has anyone else noticed this? Oh - my forces are through the wormholes and already attacking them, yet there's no real buildup of anything other than mine-sweepers.


There are a couple other oddities too: both the Romulans and the Tholians didn't expand. The tholians only have 10 planets (we all started with 3), while the Romulans only have 28. I haven't been able to reach them yet... It's only in the Last 50 turns that I've gained the upper hand battling the 3 empires that surround me.


In all fairness though, this is a great mod. I'm just hoping these are minor things that can be/will be/are fixed

Atrocities March 2nd, 2004 11:22 PM

Re: STM "Final v1.7.5" Discussion
 
Romulans and Tholians are Xenophobic races, they will not expand like the other races. Also an AI starting point will effect its ability to expand.

The Minor races, (Hirogen, Gorn, Kazon, Son'a, etc) all share the same AI files so they will expand and react simularly.

In an even playing field with settings set to medium and each race using its 5k EMP file, they will ALL expand well and be very difficult to beat. I do not use cheats and I recommend that you do the same.

The best AI race in the end has typically been the Klingons. The Borg a tie with the Cardassians. The federation and Ferengi tie, and so on.

It really depends upon the AI's starting location.

As for the mine issues, that is an issue with SEIV not the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

oogs March 2nd, 2004 11:35 PM

Re: STM "Final v1.7.5" Discussion
 
Ahh... well the Romulans and Tholians will soon become my favorite Xenophobic colonies http://forum.shrapnelgames.com/images/icons/icon7.gif

I don't cheat either... it takes the fun out of the game. There's not much point if you have a Battlecube when they only have escorts - that's like trying to stop an avalanche with snowballs. too bad I'm only playing with the 2k EMP files, otherwise it would definitely be tougher (ad thus more enjoyable).

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

TNZ March 2nd, 2004 11:45 PM

Re: STM "Final v1.7.5" Discussion
 
With entry like this in the AI construction vehicles files is it not a mystery that the AI will built so many mine sweeper. http://forum.shrapnelgames.com/images/icons/icon7.gif

Entry 5 Type := Mine Sweeper
Entry 5 Planet Per Item := 200(10 per planet)
Entry 5 Must Have At Least := 1

Atrocities March 2nd, 2004 11:48 PM

Re: STM "Final v1.7.5" Discussion
 
Star Trek Mod v1.5.9

1. Fixed Typo in Neutral Race 20 (Yirdians) General File. (Thanks Tnarg)
2. Fixed Type in Son's General file. (Thanks Tnarg)
3. Changed Neutral race 008 (Bajorian) to breath Oxygen. (Thanks Tnarg)
4. Replaced Klingon Ship images with higher quality renderings. (Thanks David (Avatar) G.)
5. Replaced Romulan Ship images with higher quality renderings. (Thanks David (Avatar) G.)

I have to say thank you to David (Avatar) G. for his advise on rendering at a higher resolution then resizing. The models do looke better. This goes to show you that can learn something new every day.

(I hate not being able to sleep)

Fyron March 2nd, 2004 11:51 PM

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

Originally posted by Tnarg:
Hmm, I have checked this a couple of times, and checked Captain Kwok's advice. I may be imputting the values incorrectly. Imperator Fyron, how are you imputting these values, if you could please provide an example.
<font size="2" face="sans-serif, arial, verdana">This is really bizarre. I could have sworn they were working before. http://forum.shrapnelgames.com/images/icons/icon8.gif

Atrocities March 2nd, 2004 11:54 PM

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

Originally posted by TNZ:
With entry like this in the AI construction vehicles files is it not a mystery that the AI will built so many mine sweeper. http://forum.shrapnelgames.com/images/icons/icon7.gif

Entry 5 Type := Mine Sweeper
Entry 5 Planet Per Item := 200(10 per planet)
Entry 5 Must Have At Least := 1

<font size="2" face="sans-serif, arial, verdana">what would you recommend it be set at TNZ? I have not gone through these files as of yet, they are on my list of things to do though.. http://forum.shrapnelgames.com/images/icons/icon7.gif

And thee was something else I wanted to ask you, something you figured out but I can't remember what it was. I think it is posted in this thread, I will have to find it.

TNZ March 3rd, 2004 12:11 AM

Re: STM "Final v1.7.5" Discussion
 
Maybe something like this:
Entry 5 Type := Mine Sweeper
Entry 5 Planet Per Item := 0
Entry 5 Must Have At Least := 12

Try looking on page four of the thread for ‘the something’ you mention. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 3rd, 2004 10:48 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks, I will play with the file. http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken March 3rd, 2004 12:50 PM

Re: STM "Final v1.7.5" Discussion
 
AI never uses racial Captains in their designs. Correct me if I wrong, but in my tests it won't.

Solution: (utilizing Captain Kwok's idea) - give AI Tag 02 ability to every Captain component. I guess it should work.
Need more time for AI testing in general. I'll try to optimize some races AI, at least 8472 and Orions. Not sure that I'm able to do it but I'll try http://forum.shrapnelgames.com/images/icons/icon7.gif

Thanks.

[Edit: as well as Sensor arrays. Someone mentioned about the dual ability problem (I believe it was Captain Kwok). Now where is a tool to fix it. Thanks again http://forum.shrapnelgames.com/images/icons/icon7.gif ]

[ March 03, 2004, 11:05: Message edited by: aiken ]

Captain Kwok March 3rd, 2004 01:34 PM

Re: STM "Final v1.7.5" Discussion
 
I believe you can correct the problem of the AI placing 3 arrays on a ship, by calling for just one of the abilities on the component not each of the 3 - or alternatively, call for none of the abilities and use an AI tag on it.

Edit:

However, since I believe the sensor array requires both sensors and combat support techs, I could see a minor problem if the AI researchs one of them some time before the other, that it may not design ships with offense/defense abilities depending on the ability that is called for in the design creation file. Although this can be solved by telling the Federation research file to research sensors first, and only using the "combat to hit offense plus" ability in the design creation file. Therefore, the AI would use combat sensors when they are researched, and then as soon as combat support is researched the Sensor Array becomes available and the AI will use that component instead because of its slightly better attack rating. Of course, this is just a theory. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ March 03, 2004, 11:42: Message edited by: Captain Kwok ]

Captain Kwok March 3rd, 2004 01:44 PM

Re: STM "Final v1.7.5" Discussion
 
AI tags should work great with the Captain concept. I believe the AI doesn't care for them usually, because there bonuses aren't as good as dedicated components. Of course this is perfectly reasonable, as Captains were intended as "bonus" type components.

Fyron March 3rd, 2004 06:18 PM

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

I do want to add space monsters. I need to understand the basic's. I can pirate the concept from D mod, however I need his permission. Second, I need to understand how they function and how to "hide" there planet. This may mean that I will have to add a planet cloak ability.
<font size="2" face="sans-serif, arial, verdana">Nope. You do not want to use that ability. You want to use the sector - sight obscuration ability. If the planet is cloaked with an actual cloaking facility, it will be unable to build ships. Just go through Devnull mod and copy everything over from each file that requires Monster techs. The stuff should be at the end of every file. I have 0 doubt that Rollo will give you permission to use the monsters. Just email him. http://forum.shrapnelgames.com/images/icons/icon7.gif

solops March 3rd, 2004 06:36 PM

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

Originally posted by Atrocities:
In an even playing field with settings set to medium and each race using its 5k EMP file, they will ALL expand well and be very difficult to beat. I do not use cheats and I recommend that you do the same.


As for the mine issues, that is an issue with SEIV not the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Atrocities,

Please expand on recommending the galaxy size and type (and other settings)for the best game against the AI, insofar as you know.

I tend to play with the +5K files, Tech expensive and AI set to hard with no advantages set. I also eschew the use of Intelligence for other than defensive purposes. I am not sure I even know any "cheats".

Atrocities March 3rd, 2004 06:52 PM

Re: STM "Final v1.7.5" Discussion
 
Well the moment of truth is upon me.

I have added monster AI, Support Data, ships, and settings.

I have also added new events to the event file and new event images.

In addition, I am testing some data by TNZ contributed to the mod.

Wish me luck.

Fyron March 3rd, 2004 06:57 PM

Re: STM "Final v1.7.5" Discussion
 
Did you get all techs, facilities, components, trait, intel projects, vehicles? I believe those are all of the files that have necessary items. Do not forget their intel project! http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 3rd, 2004 07:10 PM

Re: STM "Final v1.7.5" Discussion
 
Well I discovered something that the BETA testers for SEIV should have discovered and had fixed in the Last patch.

Ok now that we do not need to have standard classification in our ship sets, (before if you did not have them the random ship display during race set up would error you out) I set up the Monsters to use custom ship names.

When I start to set up the monsters, I get to them on the race selection menu and ERROR. No battleCruiser image. http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif Oh for the of GOD people! This is one that SHOULD have been cought and changed!

Ok, to get around this, be sure to have at least one battlecruiser portrait image in all your race folders.

Urendi Maleldil March 3rd, 2004 07:10 PM

Re: STM "Final v1.7.5" Discussion
 
More Monster ideas:

V'Ger - vast living machine prope, formerly of Earth, trying to learn all that is learnable. (Huge subverter weapons + planetary bombs)

Whale Probe - Huge probe whose energy signal disables all power sources and disrupts planetary climates (engine & weapon killing + climate killing)

Nomad - A relatively small malfunctioning probe, also formerly of Earth, that seeks out new life and new civilizations and "sterilizes" them. (big time energy weapon)

Space Amoeba - Giant living space blob that eats starships for breakfast

Lazarus Ship - Time traveller from the future engaged in a battle with his antimatter counterpart. Steals dilithium (kills engines)

Maverick Planetoid - A huge planet sized ship is malfunctioning and crashes into planets (massive planet damaging warhead)

Rogue Prison Ship - A La SS Botany Bay. Carries frozen criminals who just want to steal a ship and live normal happy lives. Slow, but carries boarding parties.

Antimatter Cloud - Living antimatter cloud devours planets for breakfast

[ March 04, 2004, 22:40: Message edited by: Urendi Maleldil ]

Atrocities March 3rd, 2004 07:53 PM

Re: STM "Final v1.7.5" Discussion
 
Ok, my first test failed horribly.

I went through and borrowed the monsters vehicle enteries and will try them now.

The monster made no ships in 100 turns, so I did something wrong.

Atrocities March 3rd, 2004 08:09 PM

Re: STM "Final v1.7.5" Discussion
 
Sadly I can not get the monsters to design or build ships namely because there is no option for them to design ships in the design window.

Base
Weapons Platform
Satellite

Is all they have. I must be missing something.....

oogs March 3rd, 2004 08:19 PM

Re: STM "Final v1.7.5" Discussion
 
Another monster Idea: LOR (Data's evil twin). That guy (err... android) can kick some serious a$$, and since he's evil all sides must be wary of him.

Fyron March 3rd, 2004 08:20 PM

Re: STM "Final v1.7.5" Discussion
 
Sign on to MSN or IRC!

Atrocities March 3rd, 2004 09:02 PM

Re: STM "Final v1.7.5" Discussion
 
Thank you Fyron for you help. If not for your suggestion I might not have figured out how simple a fix this was.

(I don't know how I fixed it, but it works)

Adding more monsters at this time might not be a good idea.)

Atrocities March 3rd, 2004 09:38 PM

Re: STM "Final v1.7.5" Discussion
 
Beta Testers:

I am in the process of uploading the latest Version of the mod, Version 1.6.0 to the host site.

PLEASE be sure <font color=red>DELETE</font> the FACILITIES folder in your STM / Pictures / directory <font color=red>BEFORE YOU INSTALL</font> the latest patch.

Also please pay close attention to testing the Monsters, and EVENTS. (I have added new events, and with them new event images.)

I will email you all when the upload is complete. (It should be done by 2pm PST today.)

You can at that time substitute the 159 portion of the old link for 160 and it should download.

[ March 03, 2004, 20:24: Message edited by: Atrocities ]

Imperial March 3rd, 2004 11:12 PM

Re: STM "Final v1.7.5" Discussion
 
lmao-- how about Q as a monster http://forum.shrapnelgames.com/images/icons/icon10.gif

Tnarg March 4th, 2004 12:09 AM

Re: STM "Final v1.7.5" Discussion
 
Imperator Fyron, did you ever find anything about some of the planet abilities not working.

Planet Point Generation Modifier - Research\Intelligance

Resource Generation Modifier Planet - Mineral\Organic\Radioactives

Also I am utilizing the Sector - Sight Obscuration for a few planets and just wanted to make sure that that won't affect planetary facilities once the planet is discovered and colonized?

One Last thing, I also am noticicing that Sector -Damage ability randomally damages vessels intstead of everytime. Is this supposed to be this way?

Thanks for all of your advice. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 4th, 2004 02:43 AM

Re: STM "Final v1.7.5" Discussion
 
I have seen the AI use Captains, but Kowk and I already discussed giving them all AI tags. http://forum.shrapnelgames.com/images/icons/icon7.gif

As for fixing the sensor issue, well that has been addressed I hope. I retarded the Fed sensors a tad and did something else but I can't remember what.

We will see in the latest Version how they play out.

ALSO

I do want to add space monsters. I need to understand the basic's. I can pirate the concept from D mod, however I need his permission. Second, I need to understand how they function and how to "hide" there planet. This may mean that I will have to add a planet cloak ability.

I understand that Space Monsters DO NOT have colony tech, have excellent Counter Intel, and do not do intel. They are powerful and have superior resource design and access to quantum reactors witch I will have to add to the mod as a special component.

Any whoo the ideas for space monsters are as follows: (Please offer more if you know of them):

Calamarain - Gaseous lifeform that hunts for your ships. (Physic Weapons)

Combat Drone - They just keep coming. (Energy Weapons)

Edo Guardian - Not that this is really much of an enemy. (Temperol Weapons)

Gomtuu - A lonely, suicidal sentient starship that just is looking for a place to die. (Gravity weapons)

Tarrellian Ship - One of the worst and the easiest to get rid of. (Plague Weapons)

Crystalline Entity - Very Nasty bugger. (Crystal weapons)

Day Of the Dove - Not very nice - (Physic weapons)

Dooms Day Machine - Says it all - (Wave Motion Gun set on ultra high with good armor)

[ March 03, 2004, 13:07: Message edited by: Atrocities ]

Atrocities March 4th, 2004 02:45 AM

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

Originally posted by Captain Kwok:
I believe you can correct the problem of the AI placing 3 arrays on a ship, by calling for just one of the abilities on the component not each of the 3 - or alternatively, call for none of the abilities and use an AI tag on it.

Edit:

However, since I believe the sensor array requires both sensors and combat support techs, I could see a minor problem if the AI researchs one of them some time before the other, that it may not design ships with offense/defense abilities depending on the ability that is called for in the design creation file. Although this can be solved by telling the Federation research file to research sensors first, and only using the "combat to hit offense plus" ability in the design creation file. Therefore, the AI would use combat sensors when they are researched, and then as soon as combat support is researched the Sensor Array becomes available and the AI will use that component instead because of its slightly better attack rating. Of course, this is just a theory. http://forum.shrapnelgames.com/images/icons/tongue.gif

<font size="2" face="sans-serif, arial, verdana">Very insteresting.... must try.

So your suggesting simply to keep the component as it, drop the extra design requirement from Fed designs, and set up research file for better order?

Ok, why the hell not. http://forum.shrapnelgames.com/images/icons/icon7.gif

Sabin March 4th, 2004 03:37 AM

Re: STM "Final v1.7.5" Discussion
 
I believe the Klingon A.I. is somewhat flawed. What the problem is that they send colonization ships through one of my guarded warp points, without escort and one at a time. The chassis in use is the Yor VIII, but it probably applys to other designs.

Captain Kwok March 4th, 2004 03:38 AM

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

Originally posted by Sabin:
I believe the Klingon A.I. is somewhat flawed. What the problem is that they send colonization ships through one of my guarded warp points, without escort and one at a time. The chassis in use is the Yor VIII, but it probably applys to other designs.
<font size="2" face="sans-serif, arial, verdana">That's not really an Klingon flaw, it's a general AI flaw. http://forum.shrapnelgames.com/images/icons/tongue.gif


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