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

Atrocities August 26th, 2003 12:35 PM

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

Originally posted by Tymy:
In the first game playing with the Startrek Mod
i used the Dominion with General Ship
Construction.

The result of researching the Battleship was :
None. ??

Tech Level Req 2 := 18
Shouldn´t 18 be 1 like in all the others in
this techtree ?

greetings.
Tymy


<font size="2" face="Verdana, Helvetica, sans-serif">Greetings, and thank you, FIXED

Atrocities August 27th, 2003 02:24 AM

Re: STM "Final v1.7.5" Discussion
 
Thus far:

Star Trek Mod v1.1.6

1. Fixed Fixed Error in Breen Cloaking II
2. Fixed Breen Cloaking II & III now obtained at correct tech level.
3. Fixed Error in VehicleSize Battleship - General Race Technology. Was tech level 18, now 1.
4. Fixed Ferengi High-Energy Weapons were showing up in Klingon Technology
5. Fixed Ferengi Warheads were showing up in Klingon Technology
6. Fixed Error with Breen Ships in VehicalSize doc
7. Changed All propulsion designs in VehcialSize doc - More uniform

Lighthorse August 27th, 2003 05:20 AM

Re: STM "Final v1.7.5" Discussion
 
Posted by Atrocities
So I ask you, should I incorperate the colony tech mod into the next Version of this mod, or wait until later?
Do it now, please. The AI player are sucker for a colony type trade, plus they never use the other types of colonies.
Great idea to limit it, and yes please incorperate now. I do not mind the wait.

Lighthorse

General Woundwort August 27th, 2003 10:48 AM

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

Originally posted by Atrocities:
So I ask you, should I incorperate the colony tech mod into the next Version of this mod, or wait until later?
<font size="2" face="Verdana, Helvetica, sans-serif">Do it, do it, do it. The sooner we all make this mod a "standard", the sooner it will be incorporated into SEV. http://forum.shrapnelgames.com/images/icons/icon10.gif

Seriously, the colony trade loophole is a real pet peeve of mine. I was happy to incorporate Ed's colony mod into mine, and I'll be more than happy to wait, so it can be worked into the Trek Mod.

[ August 27, 2003, 09:49: Message edited by: General Woundwort ]

Tymy August 28th, 2003 01:05 AM

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

Originally posted by Atrocities:
Thus far:

Star Trek Mod v1.1.6´


<font size="2" face="Verdana, Helvetica, sans-serif">Every vehicle has standard 1 or more crew quarters. But does this mean that the crew
doesn´t do any maintanance on the ship ??

I mean, doesn´t a crew quarter must have a standard ability to repair at least 1 component per turn ??

Just a thought.

gr. Tymy

Atrocities August 28th, 2003 01:39 AM

Re: STM "Final v1.7.5" Discussion
 
Ok, I will added the Colony mod. Oh boy........ I have my work cur out for me.

Tymy, that is a good concept but unfortunetly the only way to get the crew to do minor repair work would be to added that ability to the ..... Now that is not a bad idear... crew quarters. I shall consider this.

Atrocities August 29th, 2003 01:32 AM

Re: STM "Final v1.7.5" Discussion
 
Do any of you have a clue as to how much of an undertaking it was to add the Colony Mod to this ST mod? It was not easy, but it has been done. I am in the process of play testing it now to be sure all of the errors and conflicts are taken care of. I hope that they are at any expense.

Here is a current list as of this morning.

Star Trek Mod v1.2.0

1. Updated Splash BMP
2. Added All Race EMP Files
3. Changed All Races General Doc to include the Colony Mod Traits
4. Chagned All Races Research AI Files to include the Colony Mod
5. Added New Vulcan Ships to the Vulcan Neutral Race
6. Chagned All Neutral Race General files to include Colony Mod Traits
7. Changed All AI General files to inlcude Colony Mod Traits
8. Added Research Doc to all Neutral Races
9. Changed All Neutral Race Research files to reflect Colony Mod Traits

Star Trek Mod v1.1.9

1. Added Repair ability to Crew Quarters (1 per turn)
2. Added Place holder Racial Traits to RacialTraits doc (For future use)
3. Added Colony Mod coponents
4. Added Colony Mod technologies to TechArea (15,16,17)
5. Added Added Colony Mod racial traits to racialTraits doc

Star Trek Mod v1.1.8

1. Modified Each Races Defualt Designs (Satellites) to use race weapons
2. Modified Each Races Defualt Designs (Weap Platforms) to use race weapons
3. Modified Each Races Defualt Designs (Battle Stations) to use race weapons
4. Modified Each Races Defualt Designs (Shuttles / fighters) to use race weapons
5. Fixed Minor errors in some races Settings.txt

Star Trek Mod v1.1.7

1. Updated Installation Doc
2. Added More Star Trek system names to SystemNames.txt
3. Added New Emperor Names to EmpeorNames.txt
4. Added StarFleet to DesignNames - Starfleet ship names
5. Added More Emperor types to EmperorTitles.txt

Star Trek Mod v1.1.6

1. Fixed Fixed Error in Breen Cloaking II
2. Fixed Breen Cloaking II & III now obtained at correct tech level.
3. Fixed Error in VehicleSize Battleship - General Race Technology. Was tech level 18, now 1.
4. Fixed Ferengi High-Energy Weapons were showing up in Klingon Technology
5. Fixed Ferengi Warheads were showing up in Klingon Technology
6. Fixed Error with Breen Ships in VehicalSize doc
7. Changed All propulsion designs in VehcialSize doc - More uniform
8. Changed 8472 Combat Plexus I - II bmp image to 311
9. Changed Dominion Varethiel Armor I - III bmp image to 728
10. Changed TechArea shuttles Technology - removed unneeded requirements

Tymy August 29th, 2003 12:03 PM

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

Could you look into the research of Warp Technology.

I have found Warp Core 1 on a ruinsplanet.
When i wanted to research the next level
i saw that i still had to research level 1
and the result would be None !

As from researching level 2 and up i had
no problems.

gr. Tymy

BadAxe August 30th, 2003 12:15 PM

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

Originally posted by BadAxe:
In settings.txt, Pop Modifier 7 percentages are 135, and it looks like they should be 125.

Thanks for all your work!

<font size="2" face="Verdana, Helvetica, sans-serif">Pop Modifier 6 Population Amount := 3999
Pop Modifier 6 Production Modifier Percent := 120
Pop Modifier 6 SY Rate Modifier Percent := 120
Pop Modifier 7 Population Amount := 4999
Pop Modifier 7 Production Modifier Percent := 135
Pop Modifier 7 SY Rate Modifier Percent := 135
Pop Modifier 8 Population Amount := 5999
Pop Modifier 8 Production Modifier Percent := 130
Pop Modifier 8 SY Rate Modifier Percent := 130
Pop Modifier 9 Population Amount := 6999
Pop Modifier 9 Production Modifier Percent := 135
Pop Modifier 9 SY Rate Modifier Percent := 135

I edit this by hand, but it should be changed. Thanks again.

Atrocities August 30th, 2003 12:43 PM

Re: STM "Final v1.7.5" Discussion
 
I am about to throw my hand up at this mod. I have ran into multiple issues with the AI not wanting to design Attack ships. They used to, but now they won't! Oh sure they will design them if you set the tech level to max before you play, but otherwise nope.

I don't know what changed to make the AI stop working correctly. I am beginning to hate this game. Or at least the fricking AI.

I have put everything in the defualt design back to the way they were in the Last patch, when I know they were all working, and STILL nothing. I give up. Only a couple of the races do as they are set up to do. 8472, Federation, and Romulans. The rest just do nothing in the way of design other than to make bases and cargo ships. WTF is up with this?

====
I don't understand what you mean by population modifier or why it should be changed.

====
Random events and ruins are out of my knowledge base. Sorry, I do not know how to fix this.

====
The colony tech mod is added and seems to be working correctly. I hope.

I will try and figure out the AI design files later after I have had time to think about them and cool off.

FYI

When I release the next patch, 1.2.0 there will be two Version, one will become the standard, PBW and SP. and the other will be for those who do not wish to loose their current save game, but want to take advantage of all of the non colony mod updates.


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