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Re: STM "Final v1.7.5" Discussion
Posted once I hit refresh http://forum.shrapnelgames.com/images/icons/icon7.gif
One Q: Where are the readme's for set up info on the various ST maps? {Edit} Just found it in the Mod Info section http://forum.shrapnelgames.com/images/icons/icon7.gif And how should one include monsters into the game? {Edit} Still not sure how to add these folks in? The reason why i'm confused is because I wouldnt expect them to start with a planet, but they do ! Or do they mostly/only work with random generated maps? To UserX : Great Map, much fun had To Tnarg : Ummmm, wow, you took elemnets from the original and made something really special http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 21, 2004, 02:00: Message edited by: BlackRose ] |
Re: STM "Final v1.7.5" Discussion
Hey Atrocities,
I have downloaded the STMv166full and when I run the program with the 1.97 AST Mod it stops at 64% loaded with error Messages. It says: Component Data File errors: C:\space empires IV Gold\AST\Data\Components.txt And goes on to say that there are unknown values with the following: "Two Per Vehicule" for restriction in record "Impulse Engine I" (to V) "Generate Points Intelligence" for Ability 2 Type in record "Long Range Scanners I" (to III) and so on. Also errors with Medical Bay I-V, transphasic weapons, ablative armor, and others. Have I done something wrong? |
Re: STM "Final v1.7.5" Discussion
Solved my own problems guys. I realized I hadn't installed the latest patch from Shrapnel. Everything is A-ok now.
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Re: STM "Final v1.7.5" Discussion
juggies The AST MOD and the STAR TREK Mod Are differnat mods.
If you installed the STM patch into the AST mod, which I hope you did not do, then I don't know what to say. Monsters were added as they have been added in other games. Monsters were created by ROLLO for use with other mods. They were adapted for the STM and do require planets to start. When Rollo offers an update to them, I will be happy to update the STM. |
Re: STM "Final v1.7.5" Discussion
Juggies, the STM and AST Mod are not the same mod: they just have the same author. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
Yeah I know.
I have a new problem now. When I start the game there are visual errors. For instance as the Federation Earth is invisible, so is Mars, and Saturn. I have installed Planet Pack v9, so what is the problem? Thanks, Juggies |
Re: STM "Final v1.7.5" Discussion
Are you positive that you got the full Version of the planet pack, not the patch?
Are you trying to load a map generated with a different mod or with stock SE4 in the STM? |
Re: STM "Final v1.7.5" Discussion
Hey Imperator,
Yeah I am sure I got the full Version of the planet pack. I'm not sure what you mean about the map I am trying to load. When I start a new game I go to load map and there is a Star Trek file. I pick the Federation and begin the game. However, as I said, some of the images are invisible. Also even if I don't load a map I have many visual errors. Big white blocks where there should be stars or planets |
Re: STM "Final v1.7.5" Discussion
Try this.
Unzip the Planet Pack and install it into your base SEIV pictures directory. If should ask to overwrite one or more files. If it does not, then you may be trying to install it into the incorrect location. SpaceEmpiresIV/Pictures Under the Pictures folder there are several sub folders |
Re: STM "Final v1.7.5" Discussion
Are you loading an existing map, or letting SE4 generate a new one?
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Re: STM "Final v1.7.5" Discussion
Try this.
Unzip the Planet Pack and install it into your base SEIV pictures directory. If should ask to overwrite one or more files. If it does not, then you may be trying to install it into the incorrect location. SpaceEmpiresIV/Pictures Under the Pictures folder there are several sub folders Races Game Combat Planets Facilities Components When installing the Image Mods, planets, components and facilities it is important that you install them only into the Pictures folder. Otherwise they will not overwrite the needed images. In most cases people install them into SpaceEmpiresIV/Pictures/Planets and that simply adds a sub folder into your Planets folder named Planets. I hope this makes sense. About maps, don't worry, I think your ok there. The newest maps included with the mod were made from the files in the mod so they should be ok. |
Re: STM "Final v1.7.5" Discussion
Thanks for all the help guys. I have fixed the problem (hopefully the Last). What I had done was installed the planet and component updates, but on one site it said to label the Planets file Newplanets. So that's where the problem came from. But it is fixed now.
Time to conquer the galaxy. Thanks again, Juggies |
Re: STM "Final v1.7.5" Discussion
Crap, your right about that. Man I am sorry I did not catch it. Glad you figured it out. Perhaps we can get SJ to include a readme or post on his site that you need to rename those files.
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Re: STM "Final v1.7.5" Discussion
This is not in reference to a need to change Components.bmp to NewComponents.bmp for the file that is in the image mod pack. It is a reference to the older image mod files, in which Components.bmp used to be named NewComponents.bmp. The original game Components.bmp is recommended to be renamed to OldComponents.bmp so that you have a backup of it. Before, you would extract NewComponents.bmp and rename it to Components.bmp. But now, the image mod packs just have the file name Components.bmp already. Same for the other packs.
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Re: STM "Final v1.7.5" Discussion
Since installing the newest Version, I have not been able to play when using a generated map. It gives access violation errors. Now when I play with a saved map it works, but on some of the smaller planets it won't let me put any population. Last time I checked I had all the up to date stuff I needed. I didn't have any of these problems when playing 1.5.5. Any help would be appreciated.
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Re: STM "Final v1.7.5" Discussion
Atrocities,
Love the newest star trek mod 1.66 ver. I know that de-bugging is a on going process that never seems to end. Would it be possible to upload STM 1.66 on to PBW servicer so that I could host a game and de-bug as we play. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
I would like to wait about a week before uploading it to PBW. Having Geoschmo upload a mod to PBW then a week or two later have him upload it again is a PITA for him and I want to avoid that if at all possible.
You can still run a game. Fyron offers a great game hosting site that plays much like PBW. |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Atrocities,
STM 1.66 ver. I'm unsure what happen when my Klingon destroyer attacked a monstor's vessel. I had boarders on the Klingon, plus laser beams. On the second round the monstor ship move toward the Klingon destroyer and fired it weapons. Next the Klingon destroyer moved next to the monstor vessel to adtemp to board her. Then both ship were removed from the battle screen, no explose, no flash of light, nothing. If the monster ship self-destruct after being captured, that happens next, isn't there something? Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
All monster hulls have self destruct abilities built in, as well as Master Computer abilities. You can neither board nor subvert them.
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Re: STM "Final v1.7.5" Discussion
Imperator Fyron
Thanks, its good to know, but shouldn't there have been some grapic showing the destruction. Love the monsters, they took out two planets that I thought could defense themselves, plus a few of my ships. All the other races are hard press countering the monster threat, neat. You got to love them/monsters to hate them. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
There should have been an explosion. Was there not an explosion? That is all that happens when a ship self destructs on boarding.
Edit: Maybe one did not appear because you have animations off and fast tactical combat on? [ March 22, 2004, 05:55: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
Really enjoying both stm 1.6.6 AND Major Systems Map, a slight suggestion tho Tnarg: Currently I've played Dominion, Breen and Tholia. Now I dont really want balance as thats the great part about trek, BUT, the poor, poor Breen! So few planets to colonize, a sneaky backdoor for the Dominion to waltz thru! Cardassians, Ferengi and Tholians on the other borders! Phew!
Perhaps a few more Ice/Oxygen planets for the breen to play with? http://forum.shrapnelgames.com/images/icons/icon7.gif 1.6.6 Bugs Tholian Speech files, 'We (off) a treaty of non intercourse' off should be offer (might be in NA, pretty sure its NI tho) Questions in 1.5.1 Klingon cloaking was better than Romulan Cloaking, has this been changed? Taking into account both Klingon and Romulan Advanced Cloaking II Roms could be detected at 5, Klings at 6. *sigh* Atrocities this is heaven, coming for a long since frustrated BoTF player. I know i keep saying this but you just keep on making this mod better! My *only* wish: Bigger Borg ships http://forum.shrapnelgames.com/images/icons/shock.gif [ March 22, 2004, 08:04: Message edited by: BlackRose ] |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Sorry about the mine thing, not sure what/how I got that info http://forum.shrapnelgames.com/images/icons/icon10.gif
I just edited it out of the post to avoid confusion! |
Re: STM "Final v1.7.5" Discussion
I think that Klingon's cloaker is better, since Klingon Adv. Cloaking Device II prevents lvl 6 scans, but Romulan Adv. Cloaking Device II prevents lvl 5 scans only.
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Name := Support Craft
Group := Support Craft Description := Smaller ships and and hanger bay. </pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This is from TechArea.txt. BUT I D/Led the patch, not the full Version. |
Re: STM "Final v1.7.5" Discussion
Just wanted you to know that re-installing the mod fixed my map problem. Thanks
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Re: STM "Final v1.7.5" Discussion
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http://forum.shrapnelgames.com/image...s/confused.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Say whaaat? |
Re: STM "Final v1.7.5" Discussion
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The Federation could penitrate Romulan cloaking but could not penetrate Klingon cloaking. The Dominion could penatrate Romulan Cloaking, but not Klingon Cloaking. Thus Klingon ships were used more for recon and surprise attacks over the Romulans. Hense the Klingon Cloak was superior. |
Re: STM "Final v1.7.5" Discussion
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Look in your Star Trek Mod folder to see if you have a folder named Star Trek Mod. |
Re: STM "Final v1.7.5" Discussion
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The full Version also has the correct Tech Area description for Small Craft. I double checked. |
Re: STM "Final v1.7.5" Discussion
In the current revision History for Star Trek Mod 1.6.6 its says:
"2.FixedDescription of Support Craft in Tech Area file. (Thanks Tribble)" However in 1.6.6 Full I'm still getting the same message about Taunt Tech for Support Craft in the Tech Area... Paul |
Re: STM "Final v1.7.5" Discussion
We have a bug. One that might cause you some grief.
While play testing 1.6.6 tonight an error occured telling me that I did not have the blackhole3.bmp image. I checked and sure enough base folder does not have it, and it is called for in system types file. Quote:
Any ways the fast fix is simply to copy the Blackhole2.bmp image in your base SEIV Pictures/Systems/1078x768 file and rename it Blackhole3.bmp If I change the file in the STM mod then it could effect the maps and I don't want that. So until I know what it will do to the maps to change the file to call for Blackhole2 instead of Blackhole3, I recommend you simply check the FQM files for it, and if it is there put it in your base folder as described above, or simply copy and rename the Blackhole2 image as instructed above. Thanks. |
Re: STM "Final v1.7.5" Discussion
I also forgot to mention that you will need to do the same for the Black2 image in the base systems folder and in the 800 x 600 folder.
Simply copy it, paste it back, and rename it to Blackhole3.bmp in all three locations. Problem solved. I will more than likely fix the file so that it calls for blackhole2 instead of 3. This should not have an adverse effect on any games or maps. |
Re: STM "Final v1.7.5" Discussion
FQM Deluxe has a BlackHole3.bmp. The problem would be on your end, possibly not downloading the full file with the new images, but just FQM Deluxe patches.
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Re: STM "Final v1.7.5" Discussion
Check your email ASAP AT, and sign on MSN or #se4! http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: STM "Final v1.7.5" Discussion
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Look in your Star Trek Mod folder to see if you have a folder named Star Trek Mod. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I've now installed the 1.6.6 patch over the top of my existing install, and the Tech Area text is now showing correctly. Not sure what was wrong before, but it all seems okay now. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
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Thanks Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 23, 2004, 09:21: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Atrocities, you could just go into the system types file, find “blackhole3.bmp” and change it to “blackhole2.bmp”. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
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We have two bug reports already, one over the Tholian speach file and one on this issue. Neither are major. So I think the best alternate course is simply to offer the BMP as an alternate download to be placed into the BASE Pictures Systems Files. It would be about 1.5 megs and would work with all mods that call for it. |
Re: STM "Final v1.7.5" Discussion
playing 166 Version, I am TNG using AI , destroyer and light cruiser class being built with 4 federation ablative armour, AI allow 2 so thereis no build, also destroyer class after being built has messsage " load cargo " and will not leave planet unless manually moved than goes to nearest planet and same message appears is anyone else having problems ?
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Re: STM "Final v1.7.5" Discussion
Sounds like your letting the AI do all the work and this is not uncommon when you do that. Send me your saved game.
startrekmod@astmod.com [ March 24, 2004, 00:37: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Atrocities,
Checked out the monster ship design. There two items poison spit and acid spit that aren't different except for cost and damage cause. They both 40 kt size, use 15kt supplies, rate of fire is 2, damage only planets, range of 4, damage resistance of 60kt. Why have two same items? Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
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Re: STM "Final v1.7.5" Discussion
Atrocities,
Rollo got my vote for excellent job of developing the monsters. Looking back when Captain Kwok first started this mod to what it is now is totally unreal. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
Rollo did an awsome job with the mosters. The fact that they work so well in so many mods is testimate to that.
CK spent a year setting up the basics for the mod only to loose all of his work do to a HD failure. That just makes one sick. I can't think were we would be at with out his work. Probibly still on Version 1.1.1 |
Re: STM "Final v1.7.5" Discussion
I've done some initial testing with increasing the size of borg ships to see if I could find some sort of balance to make it worthwhile and not too powerful. I tried a few concepts that worked and few that dont.
I'm currently working with these ship sizes 250, 850, 1400, 3000, 3000, 3500, 4000 and 6000. First I attempted to add a requirement for 5-15% space allotted for cargo, but the AI refused to make dedicated attack ships that way (too bad). Instead I set the number of abilites for the ships to 2 instead of 1. On top of the normal ability to launch shuttles (larger ships) I added a positive attack modifier. Thus the Borg Cube (3000 kt) is 50% easier to hit in combat with nearly the same resource to kt ratio as previous Versions. The Battle Cube, instead of getting larger kt lowers the positive % to 30. All Borge ships from the Sphere (switched it with the frigate) have positive to hit values now. I raised the Borg ship tech research as well. So far its looking promising but my experience is obviously limited. I also increased the number of life support and crew quarters requirments to further tweak things. I'm envisioning a couple of things here. Let's say a Borg EMP file and ship set (like the current one) and a BorgAI emp file (which would drastically alter there emp file {major negatives to politics, intel etc) and ship set and massive ships. It could be used for an AI only slot or the occasional all ai vs human game http://forum.shrapnelgames.com/images/icons/icon7.gif Or just a more or less balanced Borg race with bigger more cannon ships. Not trying to upsurp you Atrocities! Just hoping to get the ball rolling, if people are interested I'd love to help too! If not I could always just make personal modifications http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
The Borg are currently very close to other races for balance issues relating to PBW.
I understand that many people want a "true" star trek game with the Borg being big bad evil mosters and such, and I support that effort. However for this mod I had to make a choice and I opted to keep them blanced. Never the less, a varient of the mod could be developed for use with modified files and races. The Star Trek X Mod for example. Optimized for Single Players. We are still interesting in working on STM 2.0 but I think that will be way down the road. SEV is still at best six months to a year away from beta testing and perhaps two years from release so this mod will by its very nature evolve. |
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