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Re: The Star Trek Mod - Final Update
Nacelles do not have mounts. I can add them. Thanks for the supply model as well. http://forum.shrapnelgames.com/images/smilies/happy.gif
I have just finished up the borg ships. I hate the borg. They are so damn hard to model for. So when you see this set, please DO NOT kill me. I did the best I could. I think they are sufficently differant enough to server the purpose. http://www.astmod.com/startrek/stmimages/borg1.PNG http://www.astmod.com/startrek/stmimages/borg2.PNG http://www.astmod.com/startrek/stmimages/borg3.PNG http://www.astmod.com/startrek/stmimages/borg4.PNG http://www.astmod.com/startrek/stmimages/borg5.PNG http://www.astmod.com/startrek/stmimages/borgbase.PNG The fourth and fifth images are fighters. |
Re: The Star Trek Mod - Final Update
The reasoning for mounted nacelles is to keep a similar proportion of each ship dedicated to propulsion. You can use the same warp core mount you already have, just re-name it to "propulsion mount" and make nacelles 5x larger then it should work out just dandy.
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Re: The Star Trek Mod - Final Update
Hey, nobody expects detail in a borg shipset. I like them.
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Re: The Star Trek Mod - Final Update
Post some 128x128 portraits and see if that wierd angle thing goes away, I think that is the biggest detriment to the images below. http://forum.shrapnelgames.com/image...ies/stupid.gif
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Re: The Star Trek Mod - Final Update
Oh I can adjust the angles
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Atrocities, I really don't know what you're talking about with the "please don't hesitate to kill me" - those are some cool-looking Borg ships! http://forum.shrapnelgames.com/images/smilies/laugh.gif
And BTW, no offense intended but how are the Borg so hard to model for? I actually find them easy because their ships are mostly just simple geometric shapes - why do you think the only 2 shipsets I have to my name are based off of geometric shapes? http://forum.shrapnelgames.com/images/smilies/wink.gif Are you just saying that because of the simplicity of the designs it's hard to make the ships not look amateurish so you have to compensate extra hard with the texturing work? |
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EDIT: I set them to 1000 each. This way they will stay size proportionate as you suggested. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Re: The Star Trek Mod - Final Update
Just a small suggestion to make the borg set "better". Put a few small green glowing sections on the cubes, that way they will look more borgish (imho) ^^ Great though !!
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Re: The Star Trek Mod - Final Update
What would I suggest? Well, I think that Collective happiness type from Adamant and AIC mods could be a good alternative to current Neutrals. This type is quite indifferent to outer events, and doesn't care about treaties at all, which conforms to my understanding of "neutral". However, it doesn't mean that it will be the best choice.
<font class="small">Code:</font><hr /><pre>Max Positive Anger Change := 50 Max Negative Anger Change := -50 Homeworld Lost := 50 Any Planet Lost := 5 Any Planet Colonized := -10 Any Our Planet Captured := 5 Any Enemy Planet Captured := -20 Any Ship Lost := 0 Any Ship Constructed := -1 New Treaty War := 0 New Treaty Non Intercourse := 0 New Treaty None := 0 New Treaty Non Aggression := 0 New Treaty Subjugated (Sub) := 0 New Treaty Protectorate (Sub) := 0 New Treaty Subjugated (Dom) := 0 New Treaty Protectorate (Dom) := 0 New Treaty Trade := 0 New Treaty Trade and Research := 0 New Treaty Military Alliance := 0 New Treaty Partnership := 0 Battle in System - Win := -5 Battle in System - Loss := 2 Battle in System - Stalemate := 0 Battle in Sector - Win := -10 Battle in Sector - Loss := 4 Battle in Sector - Stalemate := 0 Enemy Ship in System := 0 Enemy Ship in Sector := 0 Our Ship in Sector := -2 Our Ship in System := -1 Enemy Troops on Planet := 1 Our Troops on Planet := -1 1M Population Killed := 1 Ship Lost in System := 0 Ship Constructed := -1 Facility Constructed := -1 Planet Plagued := 50 Natural Decrease := -30 Natural Decrease for Other Races := -10</pre><hr /> edit: also I think it's worth to tweak some numbers here: "Battle in System -" parameters, "Any Enemy Planet Captured" and "Natural Decrease" items could be lowered slightly. edit2: indeed I expressed myself with ambiguity http://forum.shrapnelgames.com/images/smilies/frown.gif To clarify: Neutrals shouldn't be emotionless because this trait cost some RP, and current Neutral type allow you to be always jubiliant and don't think about glassed planets, etc (as douglas said). I think it's too cheesy. |
Re: The Star Trek Mod - Final Update
Thanks guys
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Re: The Star Trek Mod - Final Update
Here are a few of the Andorian ships.
Space Station Battle Cruiser Battleship Carrier Tiny Dreadnought http://www.astmod.com/startrek/stmimages/and1.PNG http://www.astmod.com/startrek/stmimages/and2.PNG http://www.astmod.com/startrek/stmimages/and3.PNG http://www.astmod.com/startrek/stmimages/and4.PNG http://www.astmod.com/startrek/stmimages/and5.PNG |
Re: The Star Trek Mod - Final Update
Hey those look pretty good. Good Job Atrocities
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I've been looking over the weapons spreadsheet you sent me and it's looking pretty good overall.
Some brief suggestions though: Modifiers should be in at least blocks of 5% to make any difference. I've noticed a few 1% increments and such for some weapons. I guess increases/decreases in steps of 3 for increasing tech levels would be fine too for a specific weapon. Some of the weapons that go from doing 0.25x damage to shields to 4x damage to shields, may be too effective at max tech - i.e. they are rated greater than 7 (on the spreadsheet) for a first strike against shields which is extremely high. Another note, what are the operation principles behind these weapons? I've noticed them for most races, but I'm not sure if it is reasonable for them to do pitiful damage against shields at low tech and crush them at high tech. Might it be better for them to either be a less effective weapon against shields at all levels, or a more effective weapon against shields rather than having this dual personality? I'd think Klingon disruptors would be more of a high damage, less accurate weapon when compared against phasers. In general, I'd tend to make "bolt" or "pulse" weapons more damaging and less accurate for all races, while making "beam" weapons more accurate but less damaging. Anyway, I'm hoping you've found that weapon calculator handy. http://forum.shrapnelgames.com/images/smilies/smile.gif |
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Ah, by the way, hi all. it's been a while. travelling, working, summer. AT, now that it's rainy season in the north west, I'm now available to help you with v2. Cheers. userx |
Re: The Star Trek Mod - Final Update
Yes, we are stuck in the rainy season again UserX.
If you would like, I can send you a link to the 1.8.1 Version that CK and the others are testing now. I am working on the next beta update but have to add the new weapons first. Thank CK for the weapons work. I will work them over again and send you the spread sheet. I really appreciate the help. Thanks Aiken for the feed back on the neutral happiness settings. I have adopted those changes with a few modifications. http://forum.shrapnelgames.com/images/smilies/happy.gif (As you suggested) Now on to the Breen, Ferengi, Gorn, Hirogen, Kazon, Son'a, Vaadwaur, and Vulcans. |
Re: The Star Trek Mod - Final Update
I was browsing the other star trek mod thread and came across the other "revamped" dominion ships you did a litte while ago... I think those are cooler than the most current Dominion ones. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Thanks, but I am going to keep the current ones as they are a complete set and do not have the big bold shinny blob on them.
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This is the Version I was talking about. Can't you just eliminate the glare spot? The little details on this set make it extraordinary. http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: The Star Trek Mod - Final Update
I like that ship as well CK, however, when I went to update it I discovered it had to many parts that when re-rendered, made the image look cheap. http://forum.shrapnelgames.com/images/smilies/frown.gif
I still have these renders, and will offer the set as an alternative to the new set. To be honest, I am just depressed about how limited DOGA is and how poor my own 3d skills are. I would love to make really detailed models for SE V, but I know that unless I can learn Maya or Bryce, I am SOL. (3d max is just to complicated and to costly to learn.) |
Re: The Star Trek Mod - Final Update
Ok.
But I wouldn't call your skills poor. You've done some excellent work. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: The Star Trek Mod - Final Update
Try wings3d. Free and very easy to learn.
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Re: The Star Trek Mod - Final Update
Here is an update. I should have the latest beta of the update ready sometime tomorrow or the next day. I am still updating some of the Research and Design Creation files. Please email me if you are a beta tester. I lost my list and need to reconstitute it.
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I will have to revamp the entire ECM / CBS system to fix this. http://forum.shrapnelgames.com/images/smilies/frown.gif Not liking life right now. ? Bases are adding, or can add? I do not know how to exclude them from doing so. Already lowered. Will test with 1.8.4 when ready. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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I will work on a solution later. |
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For the impulse engines, just make the vehicle type for ships only, instead of ship/bases or whatever it is now. The AI isn't adding them but a player can. |
Re: The Star Trek Mod - Final Update
For the medium tech stuff, just edit the techarea.txt file to allow for each race to have at least the lowest level of their racial weapons, propulsion components necessary to achieve "warp 5", something more than basic armor, and maybe a few levels of shields.
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One minor correction, be sure to reduce structure by the same amount as you decrease size for each mount. I'd probadly use just "P" for the propulsion mounts, plus one letter for each size. i.e. Pt for Propulsion tiny; Ps for Propulsion small, Pm for medium, Pl for large. Hope this helps! |
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With any luck the 1.8.4 Version will be done and out for beta testing tomorrow. |
Re: The Star Trek Mod - Final Update
No problem. It shouldn't take long at all.
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Re: The Star Trek Mod - Final Update
This is the Version that will be going to the testers.
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This latest Version is a complete departure from the Last update and will not work with the Last update. Therefore you must download the full beta of the mod. (The complete mod) Also at this time I would suggest copying the IMAGE mod components into your STM pictures/components folder once you have downloaded the mod. Add the components for the STM. The reason you must install the image mod first is because I have not yet submitted the new component images to SJ for inclussion with the IMAGE mod. Therefore when the mod calls for an image that is not in the mods component file, beings how the new components are the only ones there, it will display nothing. So installing the image mod into the STM components folder first then installing the new components will prevent the missing images from occuring. I hope. Any who back to testing. |
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Link?
PM or aiken@ fromru. com |
Re: The Star Trek Mod - Final Update
Well here we are again. I have made a ton of changes to the mod
mostly thanks to the feed back form you guys, the beta testers. I would especially like to thank Aiken and Captain Kwok for all the help. Fyron too. http://forum.shrapnelgames.com/images/smilies/laugh.gif Please be aware that this download is about 21.9 megs alone just for the mod. You will also need to download the latest component addons for the mod seprately. Directions: 1. Download the mod. Easy enough if One Web Hosting doesn't kill the server. 2. Install 3. Copy over all of the image mod components from your base / pictures / components folder over to the fresh install of the stm. 4. Download the Components 5. Place the downloaded components into your STM / Pictures / Components folder and click yes to over write. When playing the STM please keep in mind that the settings outlined in the "Before You Play" read me are the settings that I normally play and test the mod at. Please pay special attention to how the AI designs its ships and uses its weapons. The new research file is a universal file. That means its the same for every race. Please let me know if you find any oddities or bugs. Thank You and enjoy. William (Atrocities) |
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Re: The Star Trek Mod - Final Update
Ack!
Why did you go change the tonnage percents on the mounts! And then change all the warp cores to a 1000kT while leaving the structures the same, i.e. 20kT! To fix: Step 1: Change all warp core components back to 100kT. Make their structure equal to their size. The nacelle components are fine at their current components. I do suppose you could up their structure if you want to increase their chance of being hit. Step 2: Change all the propulsion mounts to 20%, 40%, 60%, 80% size and structure. Drop the huge propulsion mount, that's the default size. Step 3: Enjoy. |
Re: The Star Trek Mod - Final Update
It took me 4 minutes to make the fixes. I'll e-mail the two files to you.
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Re: The Star Trek Mod - Final Update
It was my request.
I asked for this because it was too easy to add unmounted warp core to design. I did it a couple of times (inspite of description saying "use mount!") http://forum.shrapnelgames.com/image...s/rolleyes.gif Stupid me. I thought that it could be a source of troubles for newbie players as well. |
Re: The Star Trek Mod - Final Update
One small thing Atrocities. I'd meant to mention this long ago, but never did. I'm not a beta tester for the latest Version, so you may have already fixed this....but here it is anyways.
I noticed that couple of hundred turns into my game, none of the AI races would use ships over about 500kT in size. I of course was using ships way way bigger. They never did use larger ships, and so it was actually quite easy to defeat them once I had the larger ships. I know that they've researched the larger ships, because their minesweeper class ships use their largest ship sizes. I presume this might be a problem with their ship design txt files. Hope this helps you out a little bit, sorry if this has already been addressed. Thanks for all the hard work that's going into making this mod even better than it already is http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
Definitly a error with the design creation, most probably the big hulls are not at the top of the file (just a guess)
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Re: The Star Trek Mod - Final Update
Sorry if this is fixed already (I'm playing a STM 1.72 PBW game) but I noticed a few problems with weapons:
-Ferengi (and perhaps other) racial weapons can't be mounted on bases. -Base mounts say they increase damage by 3, 5, whatever times, but in fact they don't - I understand the desire to balance the mounts out but I think it should be documented that the large mount actually does more damage than the heavy mount! -Ferengi Pulse Weapons keeps on going past tech level 3, even though I haven't seen any weapons that use such technology yet... Oh yeah, and only 2 levels of Captains? http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/image...ies/tongue.gif Keep up the great work! http://forum.shrapnelgames.com/images/smilies/laugh.gif |
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Re: The Star Trek Mod - Final Update
Havent been really able to play that much, but is it suppose to be missing half the weapons or did I screw up installing it. Also is it suppose to have a couple place holders-in components.
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Re: The Star Trek Mod - Final Update
The weapons systems has been changed. You must now research to gain access to weapons. The next Version will have a middle starting tech that will give access to race weapons.
As for place holders, I want opinions on them. Should I leave them in or take them out. I put them there to help new players gain an understanding of the weapons in each catagory. Thanks for the post Colonel. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
I should post that I am playing the latest Version, 1.8.5 and am having a bLast so far. I have not had this much fun playing the STM since Kwok and UserX and I played a turn fest.
I will get back to updating the ship sets tomorrow I think. I will also have a new beta patch, data files only, tomorrow. Right now I am rebuilding an old Compaq PC and so far so good as it seems to be working well. Say do any of you know a good place to get a free firewall program like zone alarm but better? Also a free anti virus program? Thanks. |
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