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Re: STM "Final v1.7.5" Discussion
I was browsing the components.txt, and found that there is a duplicate entry for the Planet Eater (monster tech). The two entries are near the bottom of the file, and appear identical, although they are separated by quite a few other components.
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Re: STM "Final v1.7.5" Discussion
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Double captains onboard problem happens when Captain is be best comp with Combat to hit offense/defense plus (ie. you have Captain but where is no ECM or Combat Sensors yet). Since minor races research Captains after Combat Support but before Sensors, then Combat To Hit Defense Plus call from DesignCreation file will place first Captain and AI Tag 02 call will place second Captain. When AI achieves Sensors tech everything should be fine. But it's a good idea to decrease research priority for Captains in minor race's Research files to avoid this. Please, correct me if I'm wrong. Also, Captains cannot be stolen. Quote:
Sorry for all the grammar mistakes. [ March 14, 2004, 20:21: Message edited by: aiken ] |
Re: STM "Final v1.7.5" Discussion
Hi Everyone,
I'm not sure if anyone has noticed a slight problem with some of the Race_AI_General files in 1.5.1.1 (I cannot find any note of it being changed in any later beta Versions either). As far as I can tell the Characteristic/Trait settings in the Text files are different from the ones used in the Emp files (at least for 5000 racial points). In two of these cases (Breen & Klingon) the settings in the Text files stop any Advanced Traits (including Racial tech & native planet Types!) being chosen, stoping these randomly generated empires building ships and colonising. http://forum.shrapnelgames.com/images/icons/shock.gif This is due to the Charateristics using to many points before them, unlike the ones used directly in the Emp files. This seems to be mainly due to the Aggression settings (120, which is more than the 110 max you can manually choose anyway! http://forum.shrapnelgames.com/images/icons/icon7.gif ). The other example is the Orion General text file it does not leave enough Points to choose all of their Advanced traits (it does get the Racial tech & colony ones so it will expand). This seem to be due to the extra Defensivness (110 compared to 100 on Emp) & maintanance (110 comp to 105 in Emp). Overall this means that unless you explicitally add the empire from the included Emp file (or make your own) it will not play properly at all (less of a problem for the Orions since they will still expand) I hope this report is not outdated already http://forum.shrapnelgames.com/images/icons/icon10.gif [ March 14, 2004, 18:57: Message edited by: XenoTheMorph ] |
Re: STM "Final v1.7.5" Discussion
The captains technology area is not a special race technology area all races can research it. When a ship is analyzed the game tries to add the analyzed ship’s technology, to your empire's technology. If the race analyzing the ship can not research the technology areas of the ship being analyze no new technology. So captains technology can be stolen. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
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The klingons in fact are often in the top 3 races. I will double check all files though and make changes as they are needed. Thanks. |
Re: STM "Final v1.7.5" Discussion
I want to say thank you all for making Posts, for answering questions, and adressing things. I have not had a chance to read them all and I am pressed for time at the moment, so thank you all. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
Hi Atrocities
About those Klingons when you test them are you using the Emp files or letting them get randomly chosen? The emp file are fine its only when they are randomly generated for a 5000 point game that a problem occurs. (Sorry if I'm repeating the obvious but even I'm finding my earlier post a bit confusing!! http://forum.shrapnelgames.com/image...s/confused.gif ) P.S. And thank you for driving forward and investing all that time in what may possibly be the best overall mod yet made for SEIV. (I can't wait untill you release the next Version with 'Monsters' http://forum.shrapnelgames.com/images/icons/icon10.gif ) [ March 15, 2004, 17:41: Message edited by: XenoTheMorph ] |
Re: STM "Final v1.7.5" Discussion
I am using EMP files.
I don't understand why the randomly chosen set up would differ if the EMP files worked. However the settings could be like you said, set wrong and the AI is just to stupid to figure it out. |
Re: STM "Final v1.7.5" Discussion
Hmm,
I think you will see what I mean if you start a Large Quadrent game with 'Random empires' checked & 'High' numbers selected, and choosing say the UCP as your race (not adding any others manually). Then in the game itself change the race you are playing to the Klingons (or Breen/orions) and check out their Advance Traits in the Race dialog. Or you could save the empire to a new Emp file and compare the stats in this file compared to the Klingon 5000 point Emp file included in the download. Hopefully this will show the difference (If not I've made a big mistake http://forum.shrapnelgames.com/image...s/rolleyes.gif somewhere!) |
Re: STM "Final v1.7.5" Discussion
Xeno, thanks for the info, I have fixed those files and tested them. they seem to work now.
Latest info (1.6.5 is still having things added to it.) Star Trek Mod v1.6.5 BETA (WILL NOT EFFECT SAVED GAMES) 1. Fixed - Deleted duplicate entry in Components file for Planet Eater Component. (Thanks Renegade 13) 2. Changed - Minor Races Research file to research Captains later in the game. (Thanks Aiken and Tnarg) 3 Fixed - Points error in Breen, Klingon, Orion, and UCP AI General files. (Thanks Xeno) Star Trek Mod v1.6.4 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) 5. Changed - Replaced all of the Dominion images with new higher quality renderings 6. Changed - Replaced all of the Cardassian image with new higher quality renderings [ March 15, 2004, 23:09: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Beta testers, the latest Version have been uploaded and an email has been sent out.
If you do not receive an email, please let me know. Thanks. |
Re: STM "Final v1.7.5" Discussion
Atrocities, you might want to check the structural integrity field components. Aiken found an error:
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 |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Star Trek Mod v1.6.6 BETA (WILL NOT EFFECT SAVED GAMES)
1. Fixed - Structural Integrity Field II - V (Thanks Aiken / TNZ) |
Re: STM "Final v1.7.5" Discussion
I want to finalize the beta on 1.6.6 and release the patch. So I need those bug reports.
I intend to release the latest patch by this weekend so any and all bug reports are needed. Any one who does not want the next patch released by this weekend please post. |
Re: STM "Final v1.7.5" Discussion
Any chance on making the Borg bigger? See the earlier Posts regarding it http://forum.shrapnelgames.com/images/icons/icon7.gif
btw got the game and loving it. Many times better than Botf. Been using the original ST Map, also a gem. Great work all! |
Re: STM "Final v1.7.5" Discussion
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If you go to the Research Panel during a game and right-click on the "Support Craft" tech, the description you get says "Gives access to taunt weapons if your race has one" i.e. the same description that "Taunt Tech" has, so I presume this is a bug. BTW I think this has been a bug in all the 1.6 betas I've looked at. [ March 17, 2004, 10:36: Message edited by: Tribble ] |
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Re: STM "Final v1.7.5" Discussion
Beta Testers please check your email. If you did not get an email from me please let me know.
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Re: STM "Final v1.7.5" Discussion
Quick questions. I started a game using the Dominion with that amazing trek map.
Do Ketracil White Facility and Urban Pacification bonuses not stack? If not which is better and why have both? I keep getting the pop up saying that I already have that ability if i have the White facility in SYSTEM and try to build the Pacification Center on another planet in system. Same goes for Cloning Facility and Population Growth Facility. |
Re: STM "Final v1.7.5" Discussion
If your playing as the Dominion, go with the Ketricil White facility.
The reason your getting warnins is because many of the Race specific facilities share abilities with non race specific facilities. Always go for your races facilities. You can turn off the warning if you want in the minister window top right hand side tab then go down the list and deselect it. |
Re: STM "Final v1.7.5" Discussion
With any luck I will be posting the Public Version of the 1.6.6 Patch sometime this weekend. It will be the Last patch for some time unless a major bug is discovered.
The Patch will effect 1.5.1 saved games so be warned. Also the Patch will weigh in at around 10-megs. I am thinking about breaking that up into 3 or 4 seperate downloads for those on dial up. For a complete revision history check out the web site. Star Trek Mod [ March 18, 2004, 08:40: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
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Star Trek Mod v1.6.6BETA (WILL NOT EFFECT SAVED GAMES) ... 7.Changed Small Phased Energy Cannon I family from 101 to 109 ---end quote--- Hmm. According to WeaponList.txt (generated by game): Weapon Family: 109 Small Phased Energy Cannon I Small Phased Energy Cannon II Small Phased Energy Cannon III But in Components.txt: Name := Small Phased Energy Cannon I (II, III) ... Weapon Family := 101 Paradox. |
Re: STM "Final v1.7.5" Discussion
Very Odd, will have to check.
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Re: STM "Final v1.7.5" Discussion
According to Components they are all 109. I think I know what happend. I forgot to include the new components file with the beta. GD it!
Sure as crap I did. Sorry about that. |
Re: STM "Final v1.7.5" Discussion
BETA Testers:
If you have already downloaded Version 1.6.6 I have uploaded a replacement Component file and will email the link to you for Version 1.6.6. IF YOU HAVE NOT YET downloaded it, just wait a bit as I upload a new Version with the correct Component file. |
Re: STM "Final v1.7.5" Discussion
Bug or Feature? Transwarp Drive coupled 3 Impulse V Engines (Might be VI, something like that) on both Dreadnought and Battleship result in 0 movement for both Dominion ships. Transwarp text says requires 3 to move and it does work for anything smaller than battleship. (Says I have 8 movement)
v1.5.1 is what i'm playing with. (Would make sense if bigger ships required 4 Impulse engines to move but there is no text to back that up) |
Re: STM "Final v1.7.5" Discussion
I have the same problem, but I am playing the Dominion and it only happens on ships I take from my opponents.
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Re: STM "Final v1.7.5" Discussion
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BTW I haven't been getting the beta tester emails, could you add my name to the list? Thanks Paul </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I forgot to include a couple of files when I uploaded the 1.6.6 beta. It has been fixed thought. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: STM "Final v1.7.5" Discussion
I tested the designs as of 1.6.6 and all races on a high tech start by turn 20 had designed Dreadnoughts with 5 or more engines with an average of 11 movements.
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Re: STM "Final v1.7.5" Discussion
I may be wrong, but at the moment aren’t the AI Construction Vehicles files setup in a way that means that the AI will only build the first attack ship design type in the AI design creation files?
I thought you had to do something like below to get the AI to build different attack ship design types: AI Design Creation File: Name := Attack ShipA Design Type := Attack Ship Name := Attack ShipB Design Type := Attack Ship Name := Attack ShipC Design Type := Attack Ship AI Construction Vehicles File: AI State := Exploration Num Queue Entries := 3 Entry 1 Type := Attack ShipA Entry 1 Planet Per Item := 40 Entry 1 Must Have At Least := 3 Entry 2 Type := Attack ShipB Entry 2 Planet Per Item := 40 Entry 2 Must Have At Least := 6 Entry 3 Type := Attack ShipC Entry 3 Planet Per Item := 40 Entry 3 Must Have At Least := 9 |
Re: STM "Final v1.7.5" Discussion
I don't know. The Ai seems to build the ships just fine.
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Re: STM "Final v1.7.5" Discussion
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BTW I haven't been getting the beta tester emails, could you add my name to the list? Thanks Paul |
Re: STM "Final v1.7.5" Discussion
TNZ you might be correct about this but I simply do not know as of yet. I will have to ask around.
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Re: STM "Final v1.7.5" Discussion
New Romulan ship.
This new ship will be replacing the Battleship. This class is the Valdore Class Warbird as seen in Nemesis. This ship is roughly the size of a Galaxy Class ship therefore it is of a Battleship size. http://www.astmod.com/startrek/stmimages/valdore.BMP http://www.astmod.com/startrek/stmim...aldoremini.BMP [ March 20, 2004, 06:30: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Now only if I had some of those ships in my Last Star Trek mod game...
Anyways, I like it. |
Re: STM "Final v1.7.5" Discussion
Thanks CK. I actually like the design the most of all the Romulan ships. (New ones that is.)
I watched Nemesis again Last night and I have to say that I really like the look of those Warbirds so I decided to add one. I don't know when I will get around to re-rendering the other races, I have done the Cardassian, Dominion, Klingons, and Romulans thus far. I would like to do the Borg and 8472 soon though. |
Re: STM "Final v1.7.5" Discussion
So perfectionist. http://forum.shrapnelgames.com/images/icons/tongue.gif Why not make new sets instead of constantly remaking the old ones?
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Re: STM "Final v1.7.5" Discussion
As I type this I am uploading the latest Version of the mod, Version 1.6.6, to ASTMOD server.
This Patch is 12.5 megs and WILL negatively effect previous saved games with Version 1.5.1 or older. I wish to hold off for a week or two before I begin bugging PBW Admins to upload the new Version. I want to see if any bugs are reported. If no bugs are reported by this time next week, I will ask the PBW admins to update to this Version and hopefully we can get some good PBW games going. This mod is not perfect, it has flaws and problems that despite the best efforts of the Beta testers and myself to identify, still exsist. If you find one please post here or email me about it. If all goes well, this will hopefully be the second to Last patch for this mod for a significant time. Thanks and I will post when the Patch is ready for download. Atrocities |
Re: STM "Final v1.7.5" Discussion
STM Version 1.6.6
Be sure to download the Borg Taunt as well. Both are self extracting files. Just direct to your Space Empires IV Directory. THIS PATCH WILL NEGATIVELY EFFECT SAVED GAMES, so make a back up of your ST Mod prior to install and rename. Please report bugs, no matter how small. Thanks. |
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Re: STM "Final v1.7.5" Discussion
hmm, i'm not seeing it either, still the news about the Borg Taunt on 3-8-2004. If you click downloads it still 1.5.1
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Re: STM "Final v1.7.5" Discussion
You need to refresh your Browsers.
The download is on www.astmod.com/startrek/stm.htm And on the download page. They are there and have been since early today. I check the links, they all download the latest patch and the Taunt file just fine. http://www.astmod.com/startrek/download.htm |
Re: STM "Final v1.7.5" Discussion
Oh my, that has never happened to me before! (Refreshing)
Excitement rising!!! |
Re: STM "Final v1.7.5" Discussion
If the page does not show the links, let me know I will post them here.
http://www.astmod.com/startrek/stmimages/valdore.BMP |
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