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

Atrocities March 5th, 2004 08:41 AM

Re: STM "Final v1.7.5" Discussion
 
2000 post a Mild Stone for the mod.


These are now finalized images (Light Cruiser)

http://www.astmod.com/startrek/stmim...ghtCruiser.PNG http://www.astmod.com/startrek/stmim...ghtCruiser.PNG

[ March 05, 2004, 07:27: Message edited by: Atrocities ]

Atrocities March 5th, 2004 08:59 AM

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

Originally posted by Captain Kwok:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
I am seriously considering redoing all of the other races ship set images. (To get a tad better quality.)

<font size="2" face="sans-serif, arial, verdana">Actually, I think it's more than just a tad. I was actually suprised you were rendering at SE:IV size before... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Live and learn.

TNZ March 5th, 2004 09:07 AM

Re: STM "Final v1.7.5" Discussion
 
I know that this isn’t really a mod issue but I hate having to go back and colonizing the planets in my systems after discovered a new level of colonizing technology. Would it not be possible to just decide that one race can colonize planet types A and B but not type C and another race can colonize planet types C and B but not type A? http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 5th, 2004 09:08 AM

Re: STM "Final v1.7.5" Discussion
 
I am sure it can be done, but I am honestly not interested in doing it for this mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

Imperial March 5th, 2004 09:40 AM

Re: STM "Final v1.7.5" Discussion
 
Mod updates look great--and so does that klingon ship, nice work indeed, looking forward to the release http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 5th, 2004 11:27 AM

Re: STM "Final v1.7.5" Discussion
 
As I type this I am uploading an update for the STM web page STM Web Page that includes some new screen shot images and a display of the new events images.

If you have a good connection and you battle scenes, take a look at the sceen shots section of the web site.

a taste Image Link

I may use a couple of these as new Final images for the Star Star Trek Mod.

[ March 05, 2004, 09:40: Message edited by: Atrocities ]

narf poit chez BOOM March 5th, 2004 12:22 PM

Re: STM "Final v1.7.5" Discussion
 
looks like Federation and Klingons versus Romulons.

neat pics.

[ March 05, 2004, 10:30: Message edited by: narf poit chez BOOM ]

Fyron March 5th, 2004 08:10 PM

Re: STM "Final v1.7.5" Discussion
 
I think that PBW game got to your head AT. http://forum.shrapnelgames.com/images/icons/icon6.gif

Atrocities March 6th, 2004 01:56 AM

Re: STM "Final v1.7.5" Discussion
 
I liked how the new D9 image (Light Cruiser) Came out so I put it up against the New Warb design, and just kept adding things.

Since I had never done anyting with my federation ships I thought using them in this battle would be cool. http://forum.shrapnelgames.com/images/icons/icon7.gif

mrscrogg March 6th, 2004 09:48 PM

Re: STM "Final v1.7.5" Discussion
 
just a idea. everyone was talking about" monsters " the other day. take the "organic infestation system" make it grow every turn. after a certain period of time when ,it fills it's system ,it then expanses thru the warp points it's connected to. at this point it can not be killed, only contained in the original system by closing warp points but can be killed in the new systems it has infested by weapons that can be researched by all races. if you can catch infestation before it spreads than you can kill it in the orignal system. again just a idea

Fyron March 6th, 2004 09:57 PM

Re: STM "Final v1.7.5" Discussion
 
Unfortunately, that can not really be done. System types can not be changed on the fly, except through using stellar manipulation components.

TNZ March 6th, 2004 09:58 PM

Re: STM "Final v1.7.5" Discussion
 
Maybe the Shuttles, Fighters and Adv Ship Construction technology areas should be grouped together so that the player can easy remove them in the game setup. For example, just like the Computer Control technology area. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 6th, 2004 10:26 PM

Re: STM "Final v1.7.5" Discussion
 
TNZ that is an excellent idea.

Atrocities March 6th, 2004 11:54 PM

Re: STM "Final v1.7.5" Discussion
 
How To Add A New Race To The Star Trek Mod. Tutorial.

[ March 06, 2004, 21:55: Message edited by: Atrocities ]

TNZ March 7th, 2004 04:38 AM

Re: STM "Final v1.7.5" Discussion
 
This is probably old new.
In the monsters AI general file, the monsters’s adv trait is called “Space Monsters”
but in the racial traits file it is called “monster tech”. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 07, 2004, 02:40: Message edited by: TNZ ]

Fyron March 7th, 2004 05:34 AM

Re: STM "Final v1.7.5" Discussion
 
It should be Space Monsters in both locations...

TNZ March 7th, 2004 10:22 AM

Re: STM "Final v1.7.5" Discussion
 
On this occasion “Space monsters” is wrong and “monster tech” is right. The monsters AI general file is just looking for the wrong name.

Fyron March 7th, 2004 06:59 PM

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

Originally posted by TNZ:
On this occasion “Space monsters” is wrong and “monster tech” is right. The monsters AI general file is just looking for the wrong name.
<font size="2" face="sans-serif, arial, verdana">Only because Atrocities erroneously changed the name of the racial trait, which should be Space Monsters.

Atrocities March 7th, 2004 08:00 PM

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

Originally posted by TNZ:
This is probably old new.
In the monsters AI general file, the monsters’s adv trait is called “Space Monsters”
but in the racial traits file it is called “monster tech”. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Thanks, I will fix this now.

Atrocities March 7th, 2004 08:09 PM

Re: STM "Final v1.7.5" Discussion
 
hicksz I am very impressed with your method for adding sound to the game. Very impressed. We had dicussed adding taunts to the game before, but the size requirment of wav files made the concept a mute point.

However, I am amazed at how you pulled it off. Using a weapon with a custom sound is in and of itself brillant. It is so simple that it just floors me that no on else had considered it until now.

I have many Star Trek taunts from both Tribes and Tribes 2 sound packs, but again the size of the wav files makes the inclusion of them into the mod not likely.

However, a bonus pack, or addon taunt, music pack would be greatly appreciated by many of fans.

If taunts work the way they do in tribes, both parties must have the file. So any addon pack would have to add the new voice components to the END of the exsisting component list. I would also strongly suggest giving the component an AI_Tag number there for it can be included in the AI design, low priority.

I wish to explore this concept more, and I can not thank you enough to opening the door.

Great job. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 7th, 2004 08:13 PM

Re: STM "Final v1.7.5" Discussion
 
If you read this post, please also read the post below it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

I just needed Star Trek sounds so I went through my other Star Trek PC games for a collection of sounds and discovered that Star Fleet Command III had the best collection. I added the cloak on/off sounds you hear in ST:TNG and the phaser and photon torpedo sounds too. Plus I added a couple of the star trek computer console sounds to the SEIV interface like close, button,cmdbtn, and endturn.
Plus I upgraded the ships explosion effects.
<font size="2" face="sans-serif, arial, verdana">I would very much like to include these sounds into the mod. Would you be willing to send me a zipped or rar file containing them?

The CD music thing I cannot include with the mod for variouis legal reasons. http://forum.shrapnelgames.com/images/icons/icon9.gif

Please read the next post.

Sabin March 7th, 2004 10:11 PM

Re: STM "Final v1.7.5" Discussion
 
I propose that a new component to be added to the mod. I believe that the mine-sweeper component should be replaced by a part called Navigation Shielding, which imparts minimum shielding and removes a number of mines that are encountered, according to it's level. The size of it perhaps can be rather large initially, 100kt, and eventually be miniturized to 10kt.


Basic statistics:
Levels: I-X(1-10)
Shielding: 10-100(Phased at level X.)
Mine Removal: 1-5(1 mine removable per 2 tech levels.)
Size: 100kt(LV.I) through 10kt(LV.X)
Cost: Unknown.
Tech Cost: Unknown
Design Limit: 1 per ship only.

Perhaps it can also be usable with the new Shield Mount, which should make it usable for smaller vessels.

[ March 07, 2004, 20:52: Message edited by: Sabin ]

Fyron March 7th, 2004 10:15 PM

Re: STM "Final v1.7.5" Discussion
 
I do not believe that navigational deflectors are capable of handling mines.

oogs March 7th, 2004 11:52 PM

Re: STM "Final v1.7.5" Discussion
 
I just remembered something that would make an interesting addition when you play (as/against)the borg: the population of captured planest is actually assimilated. By assimilated, I mean that the little icon on the right of the pop count gets replaced by a borg Version of it to indicate that the planet has been assimilated.

I honestly don't know if that's possible or not, i just thought it would be cool http://forum.shrapnelgames.com/images/icons/icon7.gif

hicksz March 7th, 2004 11:56 PM

Re: STM "Final v1.7.5" Discussion
 
Atrocities

Thanks for the kind words. I was actually pretty worried putting any suggestion up when I saw that this discussion has 135 post. I just knew someone was going to jump on me saying,"Read post on page 65." http://forum.shrapnelgames.com/images/icons/tongue.gif

The sound issue was really buggin me so I started to experiment. Changing some of the components was easy but I ran into some problems in other areas. For instance, when you start a brand new game. You create your setup, playing map and choose your race. Then you hit the "Begin Game" button. You then hear the "close.wav". When SEIV Gold loads your starting location, you hear the "endturn.wav" file. What bummed me was I wanted to have a wav occur when you started a new game that had Captain Picard saying: "Welcome Abord!" or something like that but couldn't. I think when you load a saved game, it also plays the "close.wav". Also, I wish Aaron Hall added more modding ability with the the Command buttons (cmdbtn.wav) and the orders button (ordbtn.wav). I wanted to have a wav file with a ship going into warp when I hit the move button but couldn't because of one wav file for all order buttons. I still tried it but it didn't work as well as I wanted because when you hit the move button, the warp sound occured but that doesn't mean you actually move only that you are in the process of moving your ship so the immersion effect was lost there. It would work perfectly if the sound could occur after you choose to move your ship to a location.

Which brings me to the borg taunt. I knew the restrictions on the order and command buttons meant you couldn't use character or race voices and message in the main game so I gave Messages a try in battle and playing the borg race, I was wrestling with how to add their battle speeches into the game. So I decided to add the borg taunt. I really didn't want to add a weapon at first but I figure if I did it would be the "Increase Reload Time" damage type to further scare the defending ship. And it does work. When you use the Borg Taunt on a AI ship, they will run away from you until they can fire again. It really added to the battle atmosphere. I also used compoent pic 221 because of the grid futuristic speaker look.

Quote:

Originally posted by Atrocities:
So any addon pack would have to add the new voice components to the END of the exsisting component list. I would also strongly suggest giving the component an AI_Tag number there for it can be included in the AI design, low priority.

<font size="2" face="sans-serif, arial, verdana">If you want to use this design or alter it, feel free, this was just a suggestion for your game mod and something to make me feel more like I was in a Star Trek battle.

On a quick note: I notice your "Advance Tachyon Sensor" has a EM Active Scanning of 6. This is so cool, I didn't know (or miss reading in the mod tutorials) what the highest scanning level is. What is the highest scanning level you can have? Mines in the stock game are set to level 5 and I just assume that was the limit.

On the wav files, I can give you what I modded so far but I'm concern with your hotmail account becasue of the 2MB Inbox and 1MB attachment restriction. Just modding a few sound files came to 5.5 MB. When I tried to zip them, it really didn't compress them. So the options I'm thinking about are to send one wav file at a time and you E-mail me back when you have it so I'll send the next one. Although, I list my hotmail account on my profile, my DSL provided inbox can hold and send bigger files. So I would send the wav file to you from that account. Would it be possible to send you the files in mp3 format? Do you have a way to convert them to wav files? Although, I have other programs, I tend to use this freeware utility called rawavrecorder to convert form mp3 to wav for SEIV Gold and haven't had a problem. http://rawavrecorder.homestead.com
Some of the Star Fleet Command 3 sounds are in mp3 format. It's too bad I can't send you the whole sound folder from Star Fleet Command 3 but it comes in at a whopping 223MB. I'll start off by sending you the borgtaunt1.wav which comes in at 486kB zipped.

Fyron March 8th, 2004 12:32 AM

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

Originally posted by oogs:
I just remembered something that would make an interesting addition when you play (as/against)the borg: the population of captured planest is actually assimilated. By assimilated, I mean that the little icon on the right of the pop count gets replaced by a borg Version of it to indicate that the planet has been assimilated.

I honestly don't know if that's possible or not, i just thought it would be cool http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Unfortunately, it is not possible. http://forum.shrapnelgames.com/images/icons/icon9.gif

Quote:

On a quick note: I notice your "Advance Tachyon Sensor" has a EM Active Scanning of 6. This is so cool, I didn't know (or miss reading in the mod tutorials) what the highest scanning level is. What is the highest scanning level you can have? Mines in the stock game are set to level 5 and I just assume that was the limit.
<font size="2" face="sans-serif, arial, verdana">I would assume 255.

[ March 07, 2004, 22:34: Message edited by: Imperator Fyron ]

Aiken March 8th, 2004 01:57 AM

Re: STM "Final v1.7.5" Discussion
 
Btw, does this mean that with Adv Tachyon Sensors you will be able to see minefields?

Small note: I may be mistaken, but Cloak Level ability on Engine and Shield Generators mine warheads is unnecessary, because of the same ability on mine hull. Or it's a some kind of feature I've missed?

Edit: regarding Engine and Shield Generators mine warheads - they have to be fixed anyway:

Name := Engine Mine I-III (Shield Generators Mine I-III)
...
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 5 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 5
...
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 5 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 5

Actually, to prevent lvl X scanning the component needs Cloak Level X+1, so values have to be raised up to 6. (this can be horribly wrong if the comp cloaking ability works different when installed into the mine hull. If so, I'm very very sorry for buggin' you, guys).

Add: Sensors theme inspired me for some investigations and that's the results:

1. --------
Name := Warrior Combat Sensors I
...
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 1.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 1

AFAIK all ships have native ability of Lvl 1 EM active scanning, so this one is useless.

2. -----------
Name := Advanced Tachyon Sensors I
...
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 7.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 8 (7?)

3. -----------
Name := Advanced Tachyon Sensors II
...
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 8.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 9 (8?)

Sorry for huge post, just had so much to say http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 08, 2004, 00:45: Message edited by: aiken ]

hicksz March 8th, 2004 02:27 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities

I just wanted to let you know that I am really impressed with your Star Trek Mod. I'm new to your Mod discussion post area so I apologies in advance if this has been discussed (and I don't have time to go through 135 pages of Posts) but I was wondering why you didn't include any sounds to the Star Trek Mod since this is a total conVersion? (Maybe you do have them and I'm just missing them?) Is it becuase of how much space it takes to store a large a group of wav files? I was just wondering. After playing your mod for a few turns, I just needed Star Trek sounds so I went through my other Star Trek PC games for a collection of sounds and discovered that Star Fleet Command III had the best collection. I added the cloak on/off sounds you hear in ST:TNG and the phaser and photon torpedo sounds too. Plus I added a couple of the star trek computer console sounds to the SEIV interface like close, button,cmdbtn, and endturn.
Plus I upgraded the ships explosion effects. That still wasn't enough so I broke out all of the Star Trek movie CD's I own and created a SEIV Gold Star Trek Music CD which contains:

ST II: Track 3 - Spock
ST II: Track 6 - Enterprise Clears Mooring
ST II: (Battle) Track 7 - Battle in the Mutara Nebula
ST II: Track 9 - Epilogue/End Title
ST III: Track 1 - Prologue and Main Title
ST III: Track 3 - Stealing the Enterprise
ST III: (Battle) Track 5 - Bird of Prey de-Cloaks
ST VII: Track 1 - Main Title
ST VIII: Track 1 - Main Title/Locutus
ST VIII: (Battle) - Track 9 - Dish
Plus a few of the SEIV GOLD music that I like.

I started playing the borg race and I have to say the cube ships look awesome but when I went into battle I felt like something was missing: the Borg voice shouting "This is the Borg." So I added this really quickly to your components folder as a test:

Name := Borg Taunt 1
Description := One of Many Borg Broadcast Messages to scare the defending ship's crew.
Pic Num := 221
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Borg Weapons
Family := 2022
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Borg Ship Capture
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Increase Reload Time
Weapon Reload Rate := 15
Weapon Display Type := Beam
Weapon Display := 101
Weapon Modifier := 0
Weapon Sound := BorgTaunt1.wav
Weapon Family := 120

The wav file says: "We are the Borg, surrender your vessel and prepare to be assilmulated."
It sounded great in battle but I notice there were a few restriction that had to place on this component. It has to be the Last weapon picked for either the AI or the player because the message will get cut off when the next weapons sound effect occured. I learned the hard way that the location of which weapon is fired first in battle is directly related to which weapon is picked first in the design window. Also the message is a little long which is also why it can get cut off when the AI ends its turn. But when I used it in battle, it sounded so sweet.

Anyway, I just wanted to share my experiences and thank you for creating this excellent mod. You really do feel immersed in the Star Trek universe.

Atrocities March 8th, 2004 03:07 AM

Re: STM "Final v1.7.5" Discussion
 
From what I know, cloaking mines is pointless, but the concept that TNZ had come up with interested me enought to try em out. I figure if the cloaking part did not, or was not nessassary then I would simply remeove the ability.

Fyron March 8th, 2004 03:10 AM

Re: STM "Final v1.7.5" Discussion
 
Why is cloaking mines pointless? If they are not cloaked, then the enemy can see them all...

What was that? You sign on #se4, then leave as soon as I say hi. Silly AT. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ March 08, 2004, 01:10: Message edited by: Imperator Fyron ]

Renegade 13 March 8th, 2004 03:46 AM

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

Originally posted by aiken:
Btw, does this mean that with Adv Tachyon Sensors you will be able to see minefields?
<font size="2" face="sans-serif, arial, verdana">Yep, you can see minefields if you have Adv Tachyon Sensors.

hicksz March 8th, 2004 06:37 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities

Which E-mail address are you using? Are you using the hotmail still or are you only using the one that you find on your BasicModdingTutorial.txt.

I got a error through Outlook that said:

atrocitiest@astmod.com
This address no longer accepts mail.
-----------------------------------------
Imperator Fyron

Thank you for answering my qustion regarding sensor detection level.

Renegade 13 March 8th, 2004 06:49 AM

Re: STM "Final v1.7.5" Discussion
 
Just a suggestion, but this might be your problem:

"atrocitiest "....

Should the 't' be there? Or didja make a typo?

hicksz March 8th, 2004 07:25 AM

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

Originally posted by Renegade 13:
Just a suggestion, but this might be your problem:

"atrocitiest "....

Should the 't' be there? Or didja make a typo?

<font size="2" face="sans-serif, arial, verdana">Unfortunately no. http://forum.shrapnelgames.com/images/icons/icon9.gif

This is a paste from Atrocities mod document:

===================================
BASIC AI DESIGN FAQ # 2
Adding New Races To MODS
===================================
FAQ By: William Christopher
e-mail: atrocitiest@astmod.com


Version 1.00

Fyron March 8th, 2004 07:26 AM

Re: STM "Final v1.7.5" Discussion
 
Then there is a typo in that file, as the trailing t should not be there.

hicksz March 8th, 2004 07:34 AM

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

Originally posted by Imperator Fyron:
Then there is a typo in that file, as the trailing t should not be there.
<font size="2" face="sans-serif, arial, verdana">Thanks Imperator Fyron,

Atrocities has this E-mail address error in all of his AI Modding FAQ.

Sabin March 8th, 2004 07:47 AM

Re: STM "Final v1.7.5" Discussion
 
Here is a description I have found about Navigational Shields.

-------------------------------------------------
Navigational Deflector
A starship's navigation deflector is designed to sweep dangerous particles, ranging from micrometeorites to single atoms of hydrogen, out of the path of the ship. Without the deflector system a starship would not be able to travel at warp velocities maintain its hull integrity.

The deflector system consist of two main parts. The first is the navigation deflector shields. Five low powered parabolic shields are generated by the main deflector dish. These shields extend two kilometers in front of the ship and deflect any stray material such as hydrogen atoms away from the ship that the second part of the deflector system, the main deflector beam, missed. The main deflector beam is created by high power graviton polarity source generators. The dish can by moved up to 7.2 degrees off the Z axis and the beam is manipulated by subspace field coils. With its range of movement the deflector beam can clear the path of the ship for thousands of kilometer. Any particles to large to be moved by the deflector beam and shields causes an automatic course correction.

The deflector dish can also be modified by resourceful crews to accomplish a variety of missions. Known uses include tachyon beam emission and high powered weapons.
-------------------------------------------

That sounds like the Navigation Shields may be able to remove mines. Also, if mines are going to be more dangerous, then this sort of component would be invaluable.

Fyron March 8th, 2004 06:34 PM

Re: STM "Final v1.7.5" Discussion
 
Umm... that specifically says that it is designed to sweep tiny particles, not huge, self-propelled mines. The navigational deflector does not do anything against a photon torpedo. Why would it do anything against a similar warhead that is in a mine instead of a torpedo?

hicksz March 8th, 2004 07:04 PM

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

Originally posted by Imperator Fyron:
Umm... that specifically says that it is designed to sweep tiny particles, not huge, self-propelled mines. The navigational deflector does not do anything against a photon torpedo. Why would it do anything against a similar warhead that is in a mine instead of a torpedo?
<font size="2" face="sans-serif, arial, verdana">I agree with you Imperator Fyron

I don't believe the navigational deflector dish would be able to sweep mines. I believe if they tried they would set them off. Thats why we need a seperate componet for this task. Also, moving at speeds of Warp, a starship will not have enough time for a course correction if they are headed in the path of a planet using only a navigational deflector dish. Starships still need star charts and stellar cartography (as seen in Star Trek Generations) to map the location of planets to chart their positions at any given time in a solar system along with any other stellar body. This is how they are able to safely warp through these system and usually you should not warp inside a solar system if there are many stellar objects.

[ March 08, 2004, 17:06: Message edited by: hicksz ]

Atrocities March 8th, 2004 09:29 PM

Re: STM "Final v1.7.5" Discussion
 
http://forum.shrapnelgames.com/images/icons/icon9.gif

I have only two options for using the sounds that Hicksz have generated for the mod.

1. Create a sound folder and include all of the sounds that the mod will use, (BIG FILE)

2. Or offer them as an addon that the player will have to put into his BASE sounds folder replacing sounds.

I am using one of the new sounds so that new sound will be added to the base sounds folder when the next Version of the game is released.

I am fiddling around with adding the Borg Taunt, but that may not work out right on AI designs because the AI is most difficult. It will add the component, but it may add additional weapons components behind it. (An AI Thing)

I am going to opt for is #2, and include the new sounds in the Extra folder with instructions. for those who want to use em.

Fyron March 8th, 2004 09:33 PM

Re: STM "Final v1.7.5" Discussion
 
Option 2 will either result in no sounds for some or PBW incompatibilty for sounds for others. http://forum.shrapnelgames.com/images/icons/icon9.gif

Atrocities March 8th, 2004 10:33 PM

Re: STM "Final v1.7.5" Discussion
 
Then the only other option would be to have people copy over the entire base sounds file into the STM and then add the new sounds.

That might work, what do you think?

Fyron March 8th, 2004 10:35 PM

Re: STM "Final v1.7.5" Discussion
 
I think that would work. Might annoy people that have little free hard drive space though. But, a missing sound just causes no sound to be played when that weapon fires. It does not cause a crash or anything like a missing image can.

Atrocities March 8th, 2004 10:43 PM

Re: STM "Final v1.7.5" Discussion
 
Thanks Fyron, that is what I will do then. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 8th, 2004 10:53 PM

Re: STM "Final v1.7.5" Discussion
 
If you want to make a POST DS9 conVersion of the mod, have at it. http://forum.shrapnelgames.com/images/icons/icon7.gif


But right now the mod is basically set in the STNG era.

Ideally I do not want the Dominion, 8472, or most of the other races in the mod. But limitations on SEIV required that they be available.

Think of it as RESET TO ZERO (Start of STNG).

Atrocities March 8th, 2004 11:02 PM

Re: STM "Final v1.7.5" Discussion
 
Latest Version going to the Beta Testers.

Star Trek Mod v1.6.1 BETA


1. Changed - Romulan Small Plasma Disruptor I - III Tonnage Space taken from 5 to 10
2. Changed - Federation Juggernought Tonnage from 1400 to 1200 (WILL EFFECT SAVED GAMES)
3. Changed - All races Dreadnought mounts so that it can now be used with any weapon.
4. Added - Ram Cannon Mount (For use with the Ram Cannon)
5. Changed - Dominion Dreadnought Tonnage from 1800 to 1400 (WILL EFFECT SAVED GAMES)
6. Changed - Klingon Dreadnought Tonnage from 1800 to 1300 (WILL EFFECT SAVED GAMES)
7. Changed - Tholian Dreadnought Tonnage from 1000 to 1200
8. Changed - New Event Images to Event Pack formated naming
9. Updated - New Events to use correct New Event Images
10. Fixed - Events File to avoid any more odd occurances (Thanks CNC / Fyron)
11. Added - Star Trek Major System map's by Tnarg (grantkara@earthlink.net)
12. Added - Revised AI_Construction_Vehicles by TNZ (Thanks TNZ)
13. Changed - Mood Riot Modifier from 0 to 25
14. Changed - Replaced Romulan WarBird Portrait and Mini images.
15. Changed - Replaced Klingon Light Cruiser image with all new image.
16. Added - Ability - Generate Points Research - to Medical Bay I-V (10-20-30-40-50)
17. Added - Ability - Generate Points Intelligence - to Long Range Scanners I-III (15-20-25)
18. Changed - Name of Long Ranger Scanners I - III to Long Range Sensors I - III
19. Changed - Shuttles Tech now requires technology Adv. Ship Construction 1
20. Added - Extra Folder (For extra things for the mod.)
21. Added - Atrocities Basic Modding "Tutorial #2 How To Add New Races To A Mod" to the Extra folder.
22. Fixed - Error in Monster General AI File. (Thanks TNZ)
23. Added - Borg Tuant Component (Best used with Human players over PBW)
24. Added - Tuant Tech to Tech Area file. (Basically we can now add weapons with taunts.) (Thanks Hicksz)

[ March 08, 2004, 21:16: Message edited by: Atrocities ]

Aiken March 9th, 2004 01:05 AM

Re: STM "Final v1.7.5" Discussion
 
I'm sorry, but what about Warrior Combat Sensors I and Advanced Tachyon Sensors I-II. Are they bugged or not?

Atrocities March 9th, 2004 01:54 AM

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

Originally posted by aiken:
I'm sorry, but what about Warrior Combat Sensors I and Advanced Tachyon Sensors I-II. Are they bugged or not?
<font size="2" face="sans-serif, arial, verdana">Huh? What mean you?

Atrocities March 9th, 2004 01:57 AM

Re: STM "Final v1.7.5" Discussion
 
Number issue on one is fixed in 162 and the Advanced Tachyon Sensors I-II resource cost have been addressed in 162.

Where those the issues?

Tnarg March 9th, 2004 01:58 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities,

I have made a considerable amount of changes to my STM Trek Major Systems Maps. If you want me to email you the new changes I would be happy to do so. For the fact that it is a large file to email, I will wait until you give me the ok to send you the file.

This goes the same for anyone else. If you want to play around with the map before I finally call it complete, give me an email and I will send you the maps. I am looking for input on errors and ideas.

Thanks.


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