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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Atrocities October 26th, 2004 09:47 PM

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.

Captain Kwok October 26th, 2004 10:34 PM

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.

narf poit chez BOOM October 26th, 2004 10:35 PM

Re: The Star Trek Mod - Final Update
 
Hey, nobody expects detail in a borg shipset. I like them.

Captain Kwok October 26th, 2004 10:41 PM

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

Atrocities October 27th, 2004 02:07 PM

Re: The Star Trek Mod - Final Update
 
Oh I can adjust the angles

Ed Kolis October 27th, 2004 02:21 PM

Re: The Star Trek Mod - Final Update
 
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?

Atrocities October 27th, 2004 02:29 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Captain Kwok said:
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.

At 100 people might add them by mistake at that level. However I can put in a description tag to tell them to use the mount. Will do, excellent idea CK.

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

Atrocities October 27th, 2004 02:56 PM

Re: The Star Trek Mod - Final Update
 
Quote:

aiken said:
Neutral happiness type is cheating! Look yourself:

<font class="small">Code:</font><hr /><pre>Max Positive Anger Change := 200
Max Negative Anger Change := -200
Homeworld Lost := 20
Any Planet Lost := 0
Any Planet Colonized := 0
Any Our Planet Captured := 0
Any Enemy Planet Captured := 0
Any Ship Lost := 0
Any Ship Constructed := 0
New Treaty War := 25
New Treaty Non Intercourse := 2
New Treaty None := 1
New Treaty Non Aggression := -5
New Treaty Subjugated (Sub) := 0
New Treaty Protectorate (Sub) := 0
New Treaty Subjugated (Dom) := 0
New Treaty Protectorate (Dom) := 0
New Treaty Trade := -10
New Treaty Trade and Research := -20
New Treaty Military Alliance := -30
New Treaty Partnership := -40
Battle in System - Win := 0
Battle in System - Loss := 0
Battle in System - Stalemate := 0
Battle in Sector - Win := 0
Battle in Sector - Loss := 0
Battle in Sector - Stalemate := 0
Enemy Ship in System := 0
Enemy Ship in Sector := 0
Our Ship in Sector := -1
Our Ship in System := -1
Enemy Troops on Planet := 10
Our Troops on Planet := -2
1M Population Killed := 1
Ship Lost in System := 0
Ship Constructed := -1
Facility Constructed := -1
Planet Plagued := 20
Natural Decrease := -50
Natural Decrease for Other Races := 20 </pre><hr />

So they don't react on planet and ship losses, unlucky battles and enemy ships hanging over their heads. But they have huge natural decrease and nice happiness boost from positive treaties. Neutrals are riot safe. Neutrals are Emotionless (which trait costs 1700 rp, btw). Neutrals are cheaters!

I looked at the Neutrals for base and they are much worse. What would you suggest here? I agree that they should be emotionaless and truly neutral.

Ragnarok-X October 27th, 2004 03:21 PM

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 !!

douglas October 27th, 2004 03:36 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
I agree that they should be emotionaless and truly neutral.

I think you misread that. Aiken wasn't saying they should be emotionless, but that they are emotionless - for free. In fact, they're better than emotionless, because they aren't forever denied becoming jubilant.

Aiken October 27th, 2004 04:01 PM

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.

Atrocities October 27th, 2004 04:48 PM

Re: The Star Trek Mod - Final Update
 
Thanks guys

Atrocities October 27th, 2004 10:11 PM

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

Colonel October 27th, 2004 11:04 PM

Re: The Star Trek Mod - Final Update
 
Hey those look pretty good. Good Job Atrocities

Captain Kwok October 27th, 2004 11:04 PM

Re: The Star Trek Mod - Final Update
 
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

userx October 27th, 2004 11:17 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Ed Kolis said:

I also think the bussard collectors and ramscoops provide WAY too many supplies for their tiny size and low tech requirements - currently it's possible to make starships practically self-sustaining without consuming any noticeable amount of tonnage, rendering supply depots useless... or did you intend that to be the case, given that starships were often sent on "five-year missions"? http://forum.shrapnelgames.com/images/smilies/wink.gif

I've noticed this as well. I've done some testing with higher use of supply for weapons. This effect is that while ships can travel fast (I agree with your point about faster ships) and far, if they get into combat, they'll use up most of their supply and have to sit out a few turns (which prevents multiple attacks with a 20 movement point ship) or seek out a supply depot.

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

Atrocities October 28th, 2004 12:05 AM

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.

Captain Kwok October 28th, 2004 07:55 PM

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

Atrocities October 28th, 2004 08:45 PM

Re: The Star Trek Mod - Final Update
 
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.

Captain Kwok October 28th, 2004 09:36 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
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.

http://www.astmod.com/startrek/stmimages/Dom1.PNG

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

Atrocities October 29th, 2004 12:13 AM

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.)

Captain Kwok October 29th, 2004 12:55 AM

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

narf poit chez BOOM October 29th, 2004 02:10 AM

Re: The Star Trek Mod - Final Update
 
Try wings3d. Free and very easy to learn.

Atrocities October 31st, 2004 10:09 PM

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.

Thank you.

Quote:

Star Trek Mod v1.8.3 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED

1. Changed Had wrong values for bonus movements in Quantum Singularity Drive II - IV.
2. Changed Removed "Dominion" from Verethiel Armor II - III
3. Changed 8472 Bilelectric Field IX to Bio - Electric Field IX.
4. Changed Changed Borg Shield Regenerator I to Borg Regenerative Shields I
5. Added New discription text by Aiken to Hanger Bay I - III
6. Fixed Spelling error of Borg Drone Launcher
7. Changed Tonnage Space Taken for Warp Core I - X from 100 to 1000
8. Changed Tonnage Space Taken for Quantum Singularity Drive I - X from 100 to 1000
9. Changed Tonnage Space Taken for Borg Warp Drive I - X from 100 to 1000
10. Changed Tonnage Space Taken for Organic Drive I - X from 100 to 1000
11. Added Destroyed On Use ability to Ionic Concussion BLaster
12. Fixed Ability description errors in Pirates I - III (Thank you Aiken)
13. Changed Vehicle Size Minimum for Drone Mount from 100 to 50
14. Changed Vehicle Size Minimum for Satellite Mount from 100 to 50
15. Changed Vehicle Size Maximum for Drone Mount from 1000 to 500
16. Changed Vehicle Size Maximum for Satellite Mount from 1000 to 500
17. Changed Adjusted Warp Core Mounts to compensate for new Tonnage Space Taken sizes of all Warp Core Components.
18. Changed Added "Player should add 4 warp nacelles to design." to all Colony Module Descriptions.
19. Changed Added "Player should add 4 warp nacelles to design." to all Colony Ship descriptions.
20. Changed Mini Cargo components Family number to 510 to avoid conflict with Cargo Component.
21. Changed Small Shuttle to Shuttle
22. Changed Small Shuttle 2 to Shuttle 2
23. Changed Name of Warp Mount to Propulsion Mount
24. Changed Added Warp Nacelles to Propulsion Mount
25. Changed Tonnage of Warp Nacelles from 10 to 100
26. Changed Neutral Happiness type slightly to make it more neutral
27. Added New Smaller Weapons
28. Fixed Roman Numeral error In Engineering component
29. Added Engineering II - III
30. Added One Per Vehicle restriction to Engineering I - III
31. Changed Warp Nacelle back to 10 KT (Will work with adding a mount later - Could not get to work with AI)
32. Added All new balanced race weapons
33. Changed Modified Research files for all races
34. Changed Removed obsolete techs from tech area file
35. Changed Set many needed technologies to FALSE so they cannot be removed.
36. Changed Federation Paticle Fountain I - V now requires Minerals Extraction I - V
37. Changed Tholian Rad Extractor I - III now require Radioactives Extraction I - III
38. Added Breen Harvester I - V (Mineral Extractor)
39. Changed Changed Self - Destruct Device required tech from Propulsion III to Computer Control III
40. Changed Removed Tholian Energy Net I - V do to game crashing event. Will review and add back later.
41. Updated Component and Weapons reports.
42. Added 8472, Andorian Breen, Borg, Cardassian, Dominion, Klingon, and Romulan hi-res rendered images.
43. Changed Updated all Race Design Creation files to use new weapons.


Star Trek Mod v1.8.2

1. Changed All Mine weapons to Mine Tech instead of Explosive Warheads
2. Changed Increased Mine Tech to 10
3. Changed Shield Generators Mine I - III Tech Level Req to 8,9,10
4. Changed Weapon Destroying Mine I - III Tech Level Req to 8,9,10
5. Changed Armor Skipping Mine I - III Tech Level Req to 6,8,10
6. Changed Engine Mine I - III Tech Level Req to 3,5,7
7. Changed Revamped Race Tech entries - Removed a few no longer needed
8. Changed Standardized all weapons - Read Weapon Report to see how
9. Changed Re-organzied Tech Area Files
10. Added Advanced Physics to Tech Area (Requirement for Enhanced Energy Weapons)
11. Changed All race weapons now require Tech Area Req of Energy Weapon
12. Changed All advanced race weapons now require Tech Area Req of Enhanced Energy Weapons
13. Changed Projectile Weapons to Beam Weapons
14. Changed Small Phased Energy Cannon I - III from Tech Req from Projectile Weapons to Beam Weapons
15. Changed Tonnage Structure and Tonnage Space Taken for Ground Cannon I - III from 1 to 4
16. Changed Damage At RNG for Ground Cannon I - III to 6,8,10
17. Added Discription to Warp Core I - X to instruct the player to use a mount.
18. Added Discription to Quantum Sinularity Drive I - X to instruct the player to use a mount.
19. Added Discription to Borg Warp Drive I - X to instruct the player to use a mount.
20. Changed Supply usage for Warp Core I - X
21. Changed Supply usage for Quantum Singularity Drive I - X
22. Changed Supply usage for Borg Warp Drive I - X
23. Changed Supply usage for Impulse Engines I - V
24. Added AI TAG 03 - Discription to Ionic Disperser I - V
25. Added AI TAG 03 - Discription to Ionic Pulse Missile I - V
26. Added AI TAG 03 - Discription to Graviton Hellbore I - V
27. Added AI TAG 03 - Discription to Sub Space Beam I - III
28. Added Mount for Ionic Disperser I - V
29. Added Mount for Graviton Hellbore I - V
30. Added Mount for Sub Space Beam I - III
31. Added Mount for Massive Ionic Disperser
32. Added AI TAG 03 - Tachyon Projection Cannon I - V
33. Added Mount for Tachyon Projection Cannon I - V
34. Added Marker Components - Text based components that provide information and no other value. Cannot be used on designs.
35. Added Components 830 thru 837 to components (Organic Nacelle, and Organic Warp Cores.)
36. Added Organic Drive I - X (For Species 8472)
37. Added Organic Nacelle I - V (For Species 8472)


Atrocities October 31st, 2004 10:45 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Captain Kwok said:
I started a solo game of 1.80 at mid-tech as the Romulans. Here are some early observations:
  • Mid-tech level should give at least warp core II and nacelle II, shields III, armor, plus low level racial weapons
  • Romulan scout ships should be 120kT or so rather than 190kT
  • ECM stacks with Romulan sensor array
  • I won't bother with weapon damages since those are changing
  • Bases can add impulse engines and nacelle bussards
  • Bussard ramscoops add too much supplies!

Can you help me with the Medium Tech stuff?

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

Atrocities October 31st, 2004 10:49 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Captain Kwok said:
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.

The Ai had a hissy fit over this. http://forum.shrapnelgames.com/images/smilies/frown.gif I will either have to make a new mount for the nacelles, or leave them at 10kt each. http://forum.shrapnelgames.com/images/smilies/frown.gif

I will work on a solution later.

Captain Kwok October 31st, 2004 10:54 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
Can you help me with the Medium Tech stuff?

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

The fastest and easiest way to solve the ecm/combat sensors dilemna is to do away with all combined sensor arrays, and just offer half-size Versions for both ecm and combat sensors with family numbers that match regular ecm and combat sensors to eliminate stacking. Just stick something in between them like multiplex sensors so they all show up when "latest only" is selected.

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.

Captain Kwok October 31st, 2004 10:57 PM

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.

Captain Kwok November 1st, 2004 01:55 AM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
I will work on a solution later.

No need to. Here is what you need to do. Just add the nacelle family number (601) to the wcm mounts (so you'll have 154, 601). Make the nacelles 50kT each and 25kT structure. Viola! It works fine. My Romulan design minister was creating legal designs just as intended! http://forum.shrapnelgames.com/images/smilies/eek.gif

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!

Atrocities November 1st, 2004 03:33 AM

Re: The Star Trek Mod - Final Update
 
Quote:

Captain Kwok said:
Quote:

Atrocities said:
Can you help me with the Medium Tech stuff?

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

The fastest and easiest way to solve the ecm/combat sensors dilemna is to do away with all combined sensor arrays, and just offer half-size Versions for both ecm and combat sensors with family numbers that match regular ecm and combat sensors to eliminate stacking. Just stick something in between them like multiplex sensors so they all show up when "latest only" is selected.

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.

Problem solved. I made them a universal component and they are stackable for a combined bonus. The bonus does not exceed 15% for any race. http://forum.shrapnelgames.com/images/smilies/happy.gif I am proud of my work.

Atrocities November 1st, 2004 03:35 AM

Re: The Star Trek Mod - Final Update
 
Quote:

Captain Kwok said:
Quote:

Atrocities said:
I will work on a solution later.

No need to. Here is what you need to do. Just add the nacelle family number (601) to the wcm mounts (so you'll have 154, 601). Make the nacelles 50kT each and 25kT structure. Viola! It works fine. My Romulan design minister was creating legal designs just as intended! http://forum.shrapnelgames.com/images/smilies/eek.gif

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!

Will try it out tonight. http://forum.shrapnelgames.com/images/smilies/happy.gif And Thanks.

Atrocities November 1st, 2004 03:37 AM

Re: The Star Trek Mod - Final Update
 
Quote:

Captain Kwok said:
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.

I will have to take some time on this one. I want to do it, and would appreciate any help when the time comes to get it done. http://forum.shrapnelgames.com/images/smilies/happy.gif

With any luck the 1.8.4 Version will be done and out for beta testing tomorrow.

Captain Kwok November 1st, 2004 04:00 AM

Re: The Star Trek Mod - Final Update
 
No problem. It shouldn't take long at all.

Atrocities November 1st, 2004 04:32 AM

Re: The Star Trek Mod - Final Update
 
The New Weapons Report

The New Weapons Report Alternate

Atrocities November 1st, 2004 05:18 AM

Re: The Star Trek Mod - Final Update
 
This is the Version that will be going to the testers.

Quote:

Star Trek Mod v1.8.4 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED

1. Changed Poor Storage Techniques Cost from -500 to -250
2. Changed Pack Rats disadvantage from -25% to -50%
3. Fixed Error in Radioactives System Extractor I - III. Now provides correct system production.
4. Fixed Error in Tholian Command Complex II. No gives correct bonus.
5. Changed Adjusted the supply useage for both Warp Nacelle I - V and Organic Nacelle I - V.
6. Changed Removed Federation Sensor Array I - V
7. Changed Removed Federation Combat Support technology (No longer needed)
8. Changed Removed Romulan Sensor Array I - III
9. Changed Removed Dominion Combat Sensors I - III
10 Changed Removed Dominion ECM I - III
11. Changed Removed Klingon Target Combat Sensors
12 Changed Removed Tholian Sensor Refractor I - III
13. Changed Removed Warrior Combat Sensors I - III
14. Changed Reduced Combat Sensors I - III attack bonus slightly
15. Changed Reduced ECM I - III defense bonus slightly
16. Changed Removed Warrior ECM I - III
17. Added Sensor Array I - III for use with all races (Can stack with ECM - CS for added bonuses)
18. Changed Removed Klingon Combat Support technology (No longer needed)
19. Changed Removed Tholian Support technology (No longer needed)
20. Changed Employed Captain Kwoks suggestion for Warp Nacelle use with mounts. (TESTING)

I STRONGLY Recommend that when the time comes to download the update beta that you read and follow the instructions.

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.

Fyron November 1st, 2004 05:32 AM

Re: The Star Trek Mod - Final Update
 
So much for bed. http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/yawn.gif

Aiken November 1st, 2004 05:42 AM

Re: The Star Trek Mod - Final Update
 
Link?

PM or

aiken@
fromru.
com

Atrocities November 1st, 2004 06:24 AM

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)

Atrocities November 1st, 2004 06:26 AM

Re: The Star Trek Mod - Final Update
 
What can I say, I got busy and lost track of time again. This will be a 24 hour day for me in less than six minutes, including our day light savings time. http://forum.shrapnelgames.com/images/smilies/frown.gif The sad thing is I am not even tired. Go figure.

Captain Kwok November 1st, 2004 09:08 AM

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.

Captain Kwok November 1st, 2004 09:15 AM

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.

Aiken November 1st, 2004 09:25 AM

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.

Renegade 13 November 1st, 2004 12:48 PM

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

Ragnarok-X November 1st, 2004 02:10 PM

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)

Captain Kwok November 1st, 2004 02:23 PM

Re: The Star Trek Mod - Final Update
 
Quote:

aiken said:
I thought that it could be a source of troubles for newbie players as well.

Ok. I see what you mean, it would usually cause an warning about size and then the player would realize "oh crap!, forgot to use the mount...". That's not a bad idea, Atrocities just needs to make sure that if he does it for a thousand to just adjust all other components accordingly. He could keep the current values and just make nacelles 500kT and adjust the structures to match the sizes.

Ed Kolis November 1st, 2004 07:49 PM

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

Atrocities November 1st, 2004 08:44 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Captain Kwok said:
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.

Because people were adding them without the mounts @ 100kt.

Colonel November 2nd, 2004 01:12 AM

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.

Atrocities November 2nd, 2004 02:19 AM

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

Atrocities November 2nd, 2004 02:22 AM

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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