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Re: STM "Final v1.7.5" Discussion
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If you want the new maps to test out just email me, and i'll send them to you. http://forum.shrapnelgames.com/images/icons/icon7.gif grantkara@earthlink.net or hit the send private email icon. |
Re: STM "Final v1.7.5" Discussion
Beta tester people. Please check your email for the link to download 1.6.1 beta. PEASE READ the Read-me before installing.
THIS VERSION WILL MAKE CHANGES TO YOUR SAVE GAME. |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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... 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 (it should be 7 I think) same for ATS II The corresponding post in the previous page. [Edit] Quote:
Thanks. [ March 09, 2004, 01:09: Message edited by: aiken ] |
Re: STM "Final v1.7.5" Discussion
This is a good question:
I have been wondering about it since the unmodded Version of some anti cloak components are designed this way. Ability 1 Descr := Allows EM Active scanning at level 7 Ability 1 Val 2 := 8 (it should be 7 I think) I have been wondering about this for some time. |
Re: STM "Final v1.7.5" Discussion
What the hell, I went ahead and made them equal.
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Re: STM "Final v1.7.5" Discussion
It should be 7. It would defeat a cloaking device that blocked level 6 scans.
It seems you are just getting confused in that scanners are rated 1 scanning level higher than the cloaking device they detect. |
Re: STM "Final v1.7.5" Discussion
This will be the Last Version for a while. I would like to get it bug tested and released by the end of the month.
Beta Testers look for a link to this in your emial later tonight. (It will only update from 1.6.1 though, so you will need to install the 1.6.1 patch first.) This Version WILL make changes to your 1.6.1 saved games. Star Trek Mod v1.6.2 BETA 1. Added - Small Shuttle and Small Shuttle 2 sizes to Vehicle Size File (Tonnage = 10-16) 2. Added - Support Craft to Tech Area file 3. Added - Shuttle Bay to Components File 4. Added - Small Shuttle Cockpit, lifesupport, and Impulse Engine to Components File. 5. Changed - All ship hulls from Light Cruise up now require 1 hanger, shuttle, fighter bay. 6. Changed - Name of Shuttle Bay I - III to Hanger Bay I - III 7. Added - New Hanger Bay Image 8. Added - New Shuttle Bay Image for Shuttle Bay. 9. Fixed - Advanced Tachyon Sensors I - II Resource cost (Thanks Aiken / CNC) 10. Fixed - Warrior Combat Sensors I had wrong Roman Numeral. (Thanks CNC / Aiken) 11. Changed - Tech Area Discription of Fighters. 12. Changed - Tonnage size on Shuttle Type I - III (45-55-65) 13. Changed - Tonnage size on Small Fighter, Medium Fighter, Large Fighter. (20-30-40) 14. Added - New Generic Shuttle Images to all primary races except Tholians. 15. Changed - Advanced Tachyon Sensors I - II Ability values to equal Ability descriptions 16. Added - STM Trek Major System Maps 1.1 (Replaces 1.0) By Tnarg [ March 09, 2004, 01:56: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
I am sorry Beta Testers for releasing the 1.6.1 beta (6 megs) and then releasing the 1.6.2 Version (5 megs) both in the same day.
I had intended to hold off on the 1.6.2 Version for a while, but instead I spent the day and got it done. I have other things I wish to work on now so I will not be doing any more updates for a while. If all checks out, 1.6.2 (+ any bug fixes) will be the next Version of the mod released at the end of the month. I am uploading the latest Version now, and should be sending out an email to you all soon. YOU MUST INSTALL Patch 161 beta before you install Patch 162 Beta. |
Re: STM "Final v1.7.5" Discussion
Atrocities, you might want to check the link in that e-mail.
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Re: STM "Final v1.7.5" Discussion
Atrocities,
I went to your web site http://www.astmod.com/startrek/download.htm and downloaded the sounds that I gave you to see what you posted. In the readme file you need to put that the sounds are copyrighted by Activision 2002 for Star Fleet Command III. I don't want to give the confusion that I created them. (I wish I could have!!) I just choose which sound I thought sounded best for the particular component or effect and Star Fleet Command III had the best sounds. Although I haven't check "Bridge Commander" yet. In the case of the Borg Taunt, I used a mp3 combiner because the original sound ended on "We are The Borg." So I was at least creative on one of the sounds. With the pulsephaser.mp3 , I messed up with not giving you that one in the correct form which was for the Depleted Uranium Cannon sound. I meant to relabel that to "uranc.wav." and convert the sound to wav. Because I missed that one, I submitted it on Imperator Fyron Sound Pack post: http://www.shrapnelgames.com/cgi-bin...;f=23;t=011190 I also submitted a borg cutting beam for your Borg Ripper Beam. I also forgot to give you the phaser sound for your Federation Defense Phaser. Also, some of the sounds are still in mp3 format. I will resubmit the mp3 ones in wav (I was originally concern with inbox space), for now you need to note that in your install instruction section. If you add the mp3 sounds into the sound folder and don't convert them to wav,you will hear a windows ping sound in place of the game sound. BTW, would you like me just to submitted future sounds to you directly or to Imperator Fyron Sound Pack post? I not sure how you and Imperator Fyron (creating the Sound Pack) will decide exactly which sounds are suitable and/or would like in your mods. |
Re: STM "Final v1.7.5" Discussion
I will update it tomorrow with a new read-me.
TNZ, if they don't work, just let me know which one because two people have already downloaded them without a problem. |
Re: STM "Final v1.7.5" Discussion
STMv162BetaPatch file not found.
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Guys, just change /ztm/ to /stm/ in link you get by mail from Atrocities and everything will be OK.
[ March 09, 2004, 16:27: Message edited by: aiken ] |
Re: STM "Final v1.7.5" Discussion
thanks Aiken
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Re: STM "Final v1.7.5" Discussion
No AI Tag 02 ability for Captains http://forum.shrapnelgames.com/images/icons/icon9.gif
*sobbing violently* |
Re: STM "Final v1.7.5" Discussion
Maybe the AI should not bother making fighters, shuttles and carriers but concentrate on making more warships?
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Re: STM "Final v1.7.5" Discussion
Shuttles are a pivitol part of the Star Trek universe.
Aiken, the Ai does put captians on its designs in later games. But if you feel we need them, I can add them to the current AI designs. |
Re: STM "Final v1.7.5" Discussion
It seems that in the vehicle size file, if a ship is given the requirement of Pct Fighter Bays, the AI will declare it a carrier( try a full tech test of the AI design creation files). If the idea was to give a shuttle bay ability to some sizes of ships, try doing it this way in the vehicle size file.
Name := Light Cruiser Number of Abilities := 3 Ability 1 Type := Combat To Hit Defense Plus Ability 1 Descr := Small size makes ship 10% harder to hit in combat. Ability 1 Val 1 := 10 Ability 1 Val 2 := 0 Ability 2 Type := Launch/Recover Fighters Ability 2 Descr := Ability 2 Val 1 := 1 Ability 2 Val 2 := 2 Ability 3 Type := Cargo Storage Ability 3 Descr := Provides 20kT of cargo space. Ability 3 Val 1 := 20 Ability 3 Val 2 := 0 It might make AI design creation testing easier if the entries for “Max Ship Size Tonnage” in the AI Settings Files were all set to zero. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
2 TNZ: The idea was to include Hungars with Shuttles to every ship larger than Destroyer. So plugging Launch/Recover Fighters ability into the hull won't fit this concept.
As now, AI completely ignores Requirement Pct Fighter Bays setting from VehicleSize.txt (except for Carrier design of course). To resolve this, all of the DesignCreation files must be changed this way: create separate designs for each ship class. For instance: Name := Attack Ship Design Type := Attack Ship Default Strategy := Optimal Firing Range Size Minimum Tonnage := 10 Size Maximum Tonnage := 459 (race specific) Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Weapon ... AND Name := Attack Ship Design Type := Attack Ship Default Strategy := Optimal Firing Range Size Minimum Tonnage := 460 (race specific) Size Maximum Tonnage := 5000 Num Must Have At Least 1 Ability := 2 Must Have Ability 1 := Weapon Must Have Ability 2 := Launch/Recover Fighters ... and so on --- 2 Atrocities: it was an emotional explosion http://forum.shrapnelgames.com/images/icons/icon7.gif I shouldn't post this, cause it sounds similar to "daddy, buy me that toy or I will cry all day long" http://forum.shrapnelgames.com/images/icons/icon7.gif Certainly, Captains won't make AI designs badass, just a nice bonus, no more. So you have to decide it yourself, if giving them such ability worthy or not. [Please, reply to my mail] Thankzzz. [ March 10, 2004, 09:25: Message edited by: aiken ] |
Re: STM "Final v1.7.5" Discussion
Set the “Max Ship Size Tonnage” entries in the Federation AI Settings file to zero and start a game with a high technology level. Then look at the Federation AI designs.
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Re: STM "Final v1.7.5" Discussion
Man what a pain in the arse.
This next update (tonight or tomorrow) should be interesting. I am completely redesigning the AI Design Creation files. Hopefully it will be a nice treat for a couple of you. Say can any tell me the name of the class of ship that I am using for the Federation Explorer, Frigate, and Escort? And would someone please give me the correct spelling for Soveriegn? Thanks. |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
The Federation Frigate is a Steamrunner-class.
The Federation Escourt is a Nova-class. |
Re: STM "Final v1.7.5" Discussion
Star Trek Mod v1.6.3 BETA (WILL EFFECT SAVED GAMES)
1. Changed - Borg Taunt Component slightly. (Thanks TNZ) 2. Changed - All races AI_Design Creation file to inlcude AI Tag 02 (Captains) for primary designs 3. Added - AI_Construction_Units files to Minor Races that did not have one. 4. Changed - Vehicle Size file hull designs for adding shuttles. (Thanks TNZ / Aiken) 5. Added - AI Tag O2 to all captain components 6. Changed - All Major Race Design Creation files to use Individual Race Vehicle Class names race 7. Added - Light Cruiser (K'Tinga) Class to Vehicle Size file. 8. Changed - All Major Race Settings files "Max Ship Size Tonnage" entries to zero (0) 9. Changed - Modified the Vehicle Size file in order to seperate out a few of the classes. |
Re: STM "Final v1.7.5" Discussion
I'm noticing that some of the Romulan AI designed,ships have two Romulan Sensor Arrays per ship. Some of The Dominion Ai designed ships are packing two Dominion ECMs per ship as well.
I am assuming that these do not stack. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
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Tried to increase tonnage of Heavy Carrier - it only resolves Juggernought problem, but Destroyers ... PS: No need for bold text, I can see it rather clearly, in spite of my wannabe manners. |
Re: STM "Final v1.7.5" Discussion
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I hope that 1.6.3 will be the Last Version to make changes that effect Save Games. From this point out I just want to tweak what we have without mucking up peoples saved games. |
Re: STM "Final v1.7.5" Discussion
Tnarg, good catch on the Romulans, I think I was adding something new to the file and somehow did not catch that it was the wrong thing.
Any ways it is fixed now. The dominion is not adding two ECM's, the components look a lot alike, but the second one is Combat Sensors. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
I stand corrected, the Dominion does have ships with two ECM's on them. Will fix this now. Thanks Tnarg. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
This Version is still pending. I have some more things to do before I send it out so don't expect it for a few days or so. I might be gone over the weekend so be sure to email me any bugs you find.
Thanks. Star Trek Mod v1.6.4 BETA PENDING 1. Fixed Romulan were adding two Romulan Sensor Arrays to designs. (Thanks Tnarg) 2. Changed Added restriction of "Two Per Vehicle" for Beam Discharger I - IV 3. Changed Reload Rate for Beam Discharger I - IV from 1 to 3 4. Fixed Dominion were adding two Dominion ECM's to designs. (Thanks Tnarg) |
Re: STM "Final v1.7.5" Discussion
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regards Paul |
Re: STM "Final v1.7.5" Discussion
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regards Paul </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Under Google I typed in "Startrek Space Vessels" and was rewarded with several good sites. Sorry that I didn't write any of them down. I never knew that there were so many different classes! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
http://techspecs.acalltoduty.com/index.ht
this has star trek ship class names--as well as a few other races edit--link is broken so type it--lol [ March 11, 2004, 15:30: Message edited by: Imperial ] |
Re: STM "Final v1.7.5" Discussion
Thanks for the links guys. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
In full tech game AI for some reason uses Structural Integrity Field I in ships though SIF V is availiable. Is it possible that 0 kT size confuses AI?
Gonna try it in low tech game now. [ March 12, 2004, 20:57: Message edited by: aiken ] |
Re: STM "Final v1.7.5" Discussion
Name := Structural Integrity Field II
Description := A specialized energy field that helps the structural integrity of a ship. Pic Num := 1197 Tonnage Space Taken := 0 Tonnage Structure := 60 Cost Minerals := 50 Cost Organics := 5 Cost Radioactives := 5 Vehicle Type := Ship\Base\Sat\WeapPlat\Drone Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Ship Construction Family := 1020 Roman Numeral := 2 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 2 Number of Abilities := 0( It should be 1, not zero ) Ability 1 Type := AI Tag 01 Ability 1 Descr := Component designed to strengthen a ships hull Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Weapon Type := None [ March 12, 2004, 23:49: Message edited by: TNZ ] |
Re: STM "Final v1.7.5" Discussion
Small addition: it concerns Structural Integrity Field III-V as well.
And another small question: Practically all AI designs for all races contain this section: Misc Ability X Name := Armor Regeneration Misc Ability X Spaces Per One := 100 But components with such ability availiable for Breen, Borg and Monsters only. This components can't be stolen. So what's the point? Is it workaround or something of that kind? [ March 13, 2004, 01:45: Message edited by: aiken ] |
Re: STM "Final v1.7.5" Discussion
Not a bug, just a typing error. It is good practice to check all Versions of the component when this happens. http://forum.shrapnelgames.com/image...s/confused.gif
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Re: STM "Final v1.7.5" Discussion
Hey again, I've been poring over the data files (fun eh?!) still awaiting the game. One thing that jumped out at me was the Borg Ship Sizes, certainly the Fusion Cube and to a Lesser Extent the Queen's Cube had size advantages (although not cannon size difference to be sure!) but all the lessser designs were quite comparative to the other races.
I understand the balancing nature of things but perhaps all borg ships starting with the Cruiser Class (Cube) should be of a higher tonnage? At least 2x the size? I know this may react strongly with the game but if its workable it might be an enjoyable aspect of the game http://forum.shrapnelgames.com/images/icons/icon7.gif Especially the Cube!! Hard to imagine a Galaxy Class ship being so much larger than a Borg Cube! |
Re: STM "Final v1.7.5" Discussion
In a Version of the STM I made for personal use I changed the Borg ship sizes and the standard ship sizes:
Borg Ship Sizes:1,200, 1,500, 1,800, 2,100 ,2,400, 3,000, 3,600, 4,200. Standard Ship Sizes:370, 470, 590, 690, 790, 980, 1,170, 1,370. It made the Borg ships too expensive for the AI to make. So I altered the Borg resource extraction facilities. This resulted in the Borg making too many ships. So many that the only way to fight the Borg was to make star destroying ships and when Borg fleets turned up detonate the star in the system. Its really a question of finding the right compromise between game realties and “canon” fact. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Bumping. No thoughts about Armor Regeneration calls?
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Re: STM "Final v1.7.5" Discussion
"Borg take Over"?
I was just playing around yesterday with STM Version 1.3.5...and found that it has a "Borg Take Over" scenario. SO I played it. Hah! It must have been a bug testing device, right? I mean, it's not really a scenarios, becuase the borg own 99% of the quadrant and the player has zero chance...but it was fun to watch it go down... |
Re: STM "Final v1.7.5" Discussion
Yah about the Borg ships. Throughout trek history the Borg never used a massive amount. Certainly not the major fleet sizes that the federation or the dominion would have fielded. I know that it may be to late to do such a major overhaul but why not give it a try? Less ships but much bigger and more powerful. I mean waaaay less ships http://forum.shrapnelgames.com/images/icons/icon7.gif
The other thing I was thinking about is the inherant values of ship classes like frigates or destroyers, ie 40% harder to hit etc. There is a second value there that is always set to 0 the first value I assume is ship def. Anyhow might be interesting to tinker with those values a bit to add a bit of subtle differences. For instance Dominion ships could sacrafice that % to hit for decreased cost and perhaps slightly less tonnage. They had tonnes of inexpensive moderate sized ships and a few of the Massive dreadnoughts. Possibly another idea with the borg to go in hand with increased tonnage would be to require more Crew Quarters and perhaps 2 brdiges for lesser classes and 3-5 for more powerful classes. SImulating the incredible redundancy of the Borg. All in all this looks amazing and i'm beside myself waiting to play it http://forum.shrapnelgames.com/images/icons/icon7.gif As I've never played the game take all my suggestions with a grain of salt http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
What happens if you set the “Fleets Percentage of Ships For Fleets” entries to zero? I tried it on the Borg AI Fleets file. In testing, the Borg AI made 200 ships and only four fleets. Each fleet had only one ship.
Borg AI Fleets File: Fleets Num Divisions := 5 Fleets Div 1 Max Amount of Ships := 50 Fleets Div 1 Max Amount of Planets := 0 Fleets Div 1 Num Fleets := 2 Fleets Div 2 Max Amount of Ships := 80 Fleets Div 2 Max Amount of Planets := 0 Fleets Div 2 Num Fleets := 3 Fleets Div 3 Max Amount of Ships := 400 Fleets Div 3 Max Amount of Planets := 0 Fleets Div 3 Num Fleets := 4 Fleets Div 4 Max Amount of Ships := 1200 Fleets Div 4 Max Amount of Planets := 0 Fleets Div 4 Num Fleets := 6 Fleets Div 5 Max Amount of Ships := 100000 Fleets Div 5 Max Amount of Planets := 0 Fleets Div 5 Num Fleets := 8 Fleets Percentage of Ships For Fleets := 0 Fleets Dont Use For Num Turns := 20 Fleets Default Formation := Wall Fleets Default Strategy := Maximum Weapons Range Percentage of Fleets to use for defense := 70 If it is really possible to restrict the Borg to fleets with only one ship, it may be possible to increase the Borg ship sizes. Maybe something like this: Borg ship sizes: 2,500, 2,200, 1,900, 1,600, 1,300, 1,000, 700, 400? |
Re: STM "Final v1.7.5" Discussion
oOo I hope it works TNZ http://forum.shrapnelgames.com/images/icons/icon7.gif The bigger the better with the Borg. I read Atrocities analysis with how the AI races handle themselves and I remember him placing the Borg in the lower portion rankings. It would be nice to jack that up a bit without totally destroying it for the MP aspect of the game http://forum.shrapnelgames.com/images/icons/icon7.gif Also adding the spice of variety as most STNG races are so similar in composistion and size excluding the Borg.
Anyone know what that 2nd value is ? It is Ability 1 Val 2 in the Vehicle size text, perhaps it only recognizes negative %'s ie the BaseShips (Wow i'm getting knowledgable for never having played the game!). It would be interesting if other things could be affected using this, however. Oh, and btw I have a bit of a linguistic background and can construct ship names for Cardassian, Romulan, etc that currently have more generic english names. I did it for BoTF but lost all my data http://forum.shrapnelgames.com/images/icons/icon9.gif Of course these names would be conjectural but they would look/sound like the races tongue. 8472 I'm not sure about but I got frightened when I saw a name in their file 'Zoom'! I might be able to fashion some interesting names in that regard as well. If people are interested I'll give it a go, just need to know how many names per race and any other general info i'd need. |
Re: STM "Final v1.7.5" Discussion
Atroticities,
Noticed that the Kazon, Ktarians, Tamarions, Vaadwaur, Gorn, and Hirogen all had ships with two captians. These are the majority of the minor races, so I am assuming that the others have the same problem. Major races were fine. I also captured a Ktarian ship with a captian onboard and then brought it back to my Dominion shipyards to have it analayzed. From the generic captain, I gained a Vorta captain; however, I did not gain the ship construction tech. I know that some of the special race techs are able to be stolen, are captains in this catagory? None of the AI are creating troops, even ones that I am capturing planets with. Many have troop transport vessels, but no troops. Last in, Blockaded planets and 25% boost to moral, has this been incorporated? I know that it was talked about. I saw a Borg planet being blockaded, and noticed no difference in production rates. I think that is all I have found over the weekend. http://forum.shrapnelgames.com/images/icons/icon7.gif Oh, and two questions regarding the Warrior Tech. First is that I am finding that researching ships up to the kt that is available in the beggining with the Warrior Tech takes a long time. Could this be a balance issue? http://forum.shrapnelgames.com/image...s/confused.gif This is an opinion, but maybe one should have to research the Warrior Tech before they get a Heavy Destroyer in the game beggining. Like I said this is just an opinion. http://forum.shrapnelgames.com/images/icons/icon7.gif Second is there a tech tree for the Warrior Tech? Sorry for the long post. |
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