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

Atrocities March 24th, 2004 09:59 AM

Re: STM "Final v1.7.5" Discussion
 
2200

I received a very nice email yestarday complimenting me on my work with the Breen, Cardassian, Dominion, Hirogen, Klingon, Romulan, and Son's ship sets. The author of the email was very impressed with the new Klingon and Romulan ships and seemed very pleased with the "logical" creative avenue I took with many of the ship designs for the all of the races. Unfortuneatly I deleted the message by accident while deleting a bunch of spam and virus emailings. I had empitied the deletion folder before I realized what I had done. I was going to post the email on the Star Trek Mod web page and present the link here, but that is not going to happen now. I was sickened as I realized what I had done.

The email was signed and it did have a noted Califorina Studio email address. http://forum.shrapnelgames.com/images/icons/icon7.gif Because I do not have the email to offer as proof I won't say who the email came from nor the studio name, although I think you can figure that one out for yourselves. If it was a prank email, I was covered while I had it. If it was authentic, well then, http://forum.shrapnelgames.com/images/icons/icon7.gif hot damn I could prove it. But since I deleted it, without replying, all I can hope is that the person who emailed me will read this and know that I appreciated his kind words and if you want to email me again, I promis I will not delete it. If this was a prank, well you got me. However I would like to think it was real and it pleases me to think that at least someone in Hollywood enjoys this game as much as we do.

Now watch me get sued. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ March 24, 2004, 08:08: Message edited by: Atrocities ]

Atrocities March 24th, 2004 10:33 AM

Re: STM "Final v1.7.5" Discussion
 
I would like to tell you a little bit about the game that I am now playing.

It is a large WPL Standard Map with Warp Points located anywhere. No events, tech cost low, low tech start, 5k racial points, 1 planet start, good conditions, and good resources.

I am playing as the Klingons against:
Cardassians
Dominion
Federation (STNG)
Ferengi
Romulan

With 10 neutral empires.

At turn 86 I find myself in 4th position behind
Federation 1st, with over 600 ships
Cardassian 2nd with nearly 500 ships
Dominion 3rd with nearly 300 ships

I am at war with the Federation and Cardassians, but have only been in combat with the Cardassians.

Both the Federation and Cardassian designs are superior to my ships and the Cardassians are using Intel attacks against me.

The Federation is quietly building up forces and expanding.

The Romulans and Ferengi are most likely at war with each other at this point or something as both are not expanding and both appear to be loosing ground. I do have a partnership with the Ferengi and they have grown smaller over the course of our peace accords.

I am finding it hard to keep up with supply demands so I am focusing on building improved remote mining ships and deploying them. At least 60% or better of my resources now come from remote mining.

I have a nice size fleet of about 150 B'Rel and K'Vort class ships with ok armor and weapons. I have designed larger ships but have not yet put any into production.

I have managed to explore over a 3rd of the map and have only encountered the Federation once but boarder on the Cardassians and have Ferengi.

I have contact with only one of the six neutrals, the Bolians, and we hold a partnership agreement.

I am attempting to focus my research on weapons, armor, shield technology and thanks to ruins have gained Gas colony tech very recently. Since I have only one major planet capable at this time of producing colony ships, I am limited.

I have 74 colonies in 36 systems and am in the process of fortifying those systems and planets with satellites, mines, and weapon platforms.

Special note to TNZ. I love the mine options you submitted for the mod. Those are way cool man.

As the battle continues I will try and keep you updated.

Atrocities March 24th, 2004 11:10 AM

Re: STM "Final v1.7.5" Discussion
 
I have to say thanks again to David "Avatar" G for his advice on re-rendering the ships. The Klingon mini ships look just great in the game.

BlackRose March 24th, 2004 12:06 PM

Re: STM "Final v1.7.5" Discussion
 
You deserve as much of a break/rest from making this mod as you could ever want http://forum.shrapnelgames.com/images/icons/icon7.gif

Dare I say it? ummmm


Best

Trek

Game

Ever http://forum.shrapnelgames.com/images/icons/icon12.gif

Quite serious here http://forum.shrapnelgames.com/images/icons/icon7.gif I know SEIV deserves a lot of the credit for making the template but heck I'd pay $60 if all i could do was play this mod http://forum.shrapnelgames.com/images/icons/icon7.gif

Dragonswrd March 24th, 2004 04:28 PM

Re: STM "Final v1.7.5" Discussion
 
Star Fleet Battles brings back memories.

Tribble March 24th, 2004 06:30 PM

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

Originally posted by Dragonswrd:
Star Fleet Battles brings back memories.
<font size="2" face="sans-serif, arial, verdana">Federation and Empire was quite fun too - kind of like a strategic SFB. I miss some of the SFB races, I really liked the Lyrans (espc. their cool catamaran and trimaran hulls) and the Hydrans (hellbores!)!

Tribble

Atrocities March 24th, 2004 11:08 PM

Re: STM "Final v1.7.5" Discussion
 
Thanks guys. http://forum.shrapnelgames.com/images/icons/icon7.gif You know all the hours, time, and dedication to the mod was done for love of the game and for folks like you to enjoy.

In a year I wonder what it will be like.

TNZ March 25th, 2004 12:37 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, the Borg + big ships = Space Monster. Now that is an idea! http://forum.shrapnelgames.com/images/icons/icon10.gif

Tribble March 25th, 2004 02:25 AM

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

Originally posted by BlackRose:
Best

Trek

Game

Ever http://forum.shrapnelgames.com/images/icons/icon12.gif

Quite serious here http://forum.shrapnelgames.com/images/icons/icon7.gif I know SEIV deserves a lot of the credit for making the template but heck I'd pay $60 if all i could do was play this mod http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Absolutely, I haven't had this much fun (playing a game anyway...) since playing Star Fleet Battles in my teens many years ago :-)

Tribble

[ March 24, 2004, 13:05: Message edited by: Tribble ]

Atrocities March 25th, 2004 02:55 AM

Re: STM "Final v1.7.5" Discussion
 
Well the Cardassians have decided to attack me. First they took out the Neutral Race (Bolians) then they massed there ships and began attacking my northern most colonies wiping them out. They are breaking up there forces and attacking me on two fronts.

I just lost a fleet of 20 ships to 3 Cardassian Battleships. Satellites and planetary weapons are proving useless against them at this stage.

The game has become very interesting. Many of my worlds are about to riot so I must work on the anger files a tad.

BlackRose March 25th, 2004 04:04 AM

Re: STM "Final v1.7.5" Discussion
 
Not sure if this is Off Topic?

I've been using two minister styles Mines and Transports.

I use the Transport Minister for population, he works ok except for when a planet is only 2 bars BUT is full population. He'll then continually send ships to that planet and be unable to drop off any population.

I've also been using Mine/Sat/Figher Minister to deploy minefields, again... grrrr.... They keep sending ships to minefields that have 120 mines and thus they cannot drop off anymore.

I've tried tagging the planet or wormhole in both instances to prevent them from taking pop/mines to those locations but it doesnt do anything.

Any ideas?

Sabin March 25th, 2004 04:27 AM

Re: STM "Final v1.7.5" Discussion
 
I have noticed when I have created a Sphereworld, that when adding to the population once it reaches a certain point, the population number actually goes down.

Atrocities March 25th, 2004 04:39 AM

Re: STM "Final v1.7.5" Discussion
 
These are issues with SEIV not the Mod. Sorry guys.

TNZ March 25th, 2004 07:40 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, I once had the idea of making custom Happiness types for all the major races in the STM. If you like this idea, I will have a go at it.

Also, I am trying to make a new Borg race that act like the space monsters’ race. In my opinion, this might be a better way for the Borg to exist in the STM.

Fyron March 25th, 2004 07:53 AM

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

Originally posted by Sabin:
I have noticed when I have created a Sphereworld, that when adding to the population once it reaches a certain point, the population number actually goes down.
<font size="2" face="sans-serif, arial, verdana">It is a display bug that happens at a certain point that causes it to appear to have less population. But, it still actually has the correct amount of population.

Tnarg March 25th, 2004 08:03 AM

Re: STM "Final v1.7.5" Discussion
 
Holy Cow, The Romulans just captured one of my planets using ground troops. Has anyone had this happen yet! Annoying, yet way cool for an AI player. http://forum.shrapnelgames.com/images/icons/shock.gif

Oh, and Atrocities, some Romulan ships are packing two Romulan Sensor Arrays. I don't think that this was meant to be. http://forum.shrapnelgames.com/image...s/confused.gif

Other than that, I am playing a very heated game against the computer. Turn 75, and new twists every corner. Bravo http://forum.shrapnelgames.com/images/icons/icon7.gif

BlackRose March 25th, 2004 08:27 AM

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

Originally posted by TNZ:
Atrocities, I once had the idea of making custom Happiness types for all the major races in the STM. If you like this idea, I will have a go at it.

Also, I am trying to make a new Borg race that act like the space monsters’ race. In my opinion, this might be a better way for the Borg to exist in the STM.

<font size="2" face="sans-serif, arial, verdana">1: Custom Happiness: That would be great http://forum.shrapnelgames.com/images/icons/icon7.gif Even if it was a 5k Custom EMP file as an add on rather than a replacement. RomulanCannon5k.emp or something http://forum.shrapnelgames.com/images/icons/icon12.gif

2: Borg as monsters would also be great, that way you could have your cake and eat it to http://forum.shrapnelgames.com/images/icons/icon7.gif Borg race for MP and Borg for Cannon players... oooh yah! If you need anything let me know!

gregebowman March 25th, 2004 03:48 PM

Re: STM "Final v1.7.5" Discussion
 
I'm sure this has been asked before, but I haven't read every single post on this thread. In my 1.51 game, I'm playing the UFP. How do I get a Defiant mount so that I can have cloaking devices on my ships? I've just about maxed out on all of the levels, but I still don't have the Defiant mount. What do I need to do?

Imperial March 25th, 2004 04:06 PM

Re: STM "Final v1.7.5" Discussion
 
Grege, you need to have reasearched ship construction to level 5 , for the defiant mount-- this is based on 1.6.6--so just look in your ST mod Data folder--in the Comp-enhancments.text file--this is were all the mounts are listed.

Aiken March 25th, 2004 04:10 PM

Re: STM "Final v1.7.5" Discussion
 
Prerequisites for Defiant Cloaking Mount:
Federation Ship Construction 5 and Ship Construction 5. And you can use this mount on Heavy Escort (240kt) ship only.
Hope this help.

Edit: ooops, too late http://forum.shrapnelgames.com/images/icons/icon7.gif
Edit2: this is for v1.51 (why not to uprade to 1.6.6?)

[ March 25, 2004, 14:16: Message edited by: aiken ]

gregebowman March 25th, 2004 04:26 PM

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

Originally posted by aiken:
Prerequisites for Defiant Cloaking Mount:
Federation Ship Construction 5 and Ship Construction 5. And you can use this mount on Heavy Escort (240kt) ship only.
Hope this help.

Edit: ooops, too late http://forum.shrapnelgames.com/images/icons/icon7.gif
Edit2: this is for v1.51 (why not to uprade to 1.6.6?)

<font size="2" face="sans-serif, arial, verdana">Thanks for the info. However, like I said, I've just about maxed out on everthing, including the 2 mentioned above. Still no Defiant mount. I got a Galaxy Class mount however, but it won't let me put a cloaking device on anything.

As far as why don't I upgrade, I've been playing this game for about hte past month or so, and I want to finish it off before starting another game. Plus, I just d/l the newest Version this morning. I haven't had the time to upgrade yet.

Aiken March 25th, 2004 08:10 PM

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

Originally posted by gregebowman:
Thanks for the info. However, like I said, I've just about maxed out on everthing, including the 2 mentioned above. Still no Defiant mount. I got a Galaxy Class mount however, but it won't let me put a cloaking device on anything.

<font size="2" face="sans-serif, arial, verdana">Really nothing to say, except maybe that you're trying to use this mount with wrong ship size. Was it 1.5.1 bug? Dunno, but in 1.6.6 it seems to work fine.
But thanks for your question I discovered cool feature: if you're lucky enough to steal Klingon (Breen/Romulan) cloacking device while playing Fed, with the help of Defiant Cloack mount you'll get ultimate cloacking device with 0(!) tonnage. http://forum.shrapnelgames.com/images/icons/shock.gif This is not surprizing since they all have same Comp Family = 26 and unlike Fed Cloack have much smaller size (40 vs 5000).

gregebowman March 25th, 2004 09:24 PM

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

Originally posted by aiken:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by gregebowman:
Thanks for the info. However, like I said, I've just about maxed out on everthing, including the 2 mentioned above. Still no Defiant mount. I got a Galaxy Class mount however, but it won't let me put a cloaking device on anything.

<font size="2" face="sans-serif, arial, verdana">Really nothing to say, except maybe that you're trying to use this mount with wrong ship size. Was it 1.5.1 bug? Dunno, but in 1.6.6 it seems to work fine.
But thanks for your question I discovered cool feature: if you're lucky enough to steal Klingon (Breen/Romulan) cloacking device while playing Fed, with the help of Defiant Cloack mount you'll get ultimate cloacking device with 0(!) tonnage. http://forum.shrapnelgames.com/images/icons/shock.gif This is not surprizing since they all have same Comp Family = 26 and unlike Fed Cloack have much smaller size (40 vs 5000).
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Don't know about a bug. This is the first time in a long time I've let a game get this long. Usually a new mod (or update) comes out, and I'll play that one. However, I'm determined to finish this game. I just don't understand why I'm not getting the mount I need so I can use the cloaking device. I think the Klingons in my game have them, but they got scanner jammers and I can't check them out (without cheating, that is).

Atrocities March 26th, 2004 01:21 AM

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

Originally posted by TNZ:
Atrocities, I once had the idea of making custom Happiness types for all the major races in the STM. If you like this idea, I will have a go at it.

Also, I am trying to make a new Borg race that act like the space monsters’ race. In my opinion, this might be a better way for the Borg to exist in the STM.

<font size="2" face="sans-serif, arial, verdana">The happiness files are open for improvement. http://forum.shrapnelgames.com/images/icons/icon7.gif

I too agree that the Borg would best serve as Monsters, but people want to play them so I did not make them monsters. However you can make a mod of this mod that does just that. http://forum.shrapnelgames.com/images/icons/icon7.gif

Call it the TNZ Borg Mod.

Atrocities March 26th, 2004 01:23 AM

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

Originally posted by Tnarg:
Holy Cow, The Romulans just captured one of my planets using ground troops. Has anyone had this happen yet! Annoying, yet way cool for an AI player. http://forum.shrapnelgames.com/images/icons/shock.gif

Oh, and Atrocities, some Romulan ships are packing two Romulan Sensor Arrays. I don't think that this was meant to be. http://forum.shrapnelgames.com/image...s/confused.gif

Other than that, I am playing a very heated game against the computer. Turn 75, and new twists every corner. Bravo http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">I am happy they are invading your worlds. For the AI to do this is awsome. I think the Cardassians and Dominion are doing it as well in my game.

About the romulan Sensor Array, I can check the files again to see if there are any calls for having two on a design.

Atrocities March 26th, 2004 01:31 AM

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

Defiant Mount
Heavy Weapons Mount
Needs Federation Ship Construction 5
Needs Federation Technology 1

Defiant Cloaking Mount
Cloaking Size reduction
Needs Federation Ship Construction 5
Needs Ship Construction 5

What I would do Greg is check the Tech Area file and see if Ship Construction is set to level 5.


Quote:

But thanks for your question I discovered cool feature: if you're lucky enough to steal Klingon (Breen/Romulan) cloacking device while playing Fed, with the help of Defiant Cloack mount you'll get ultimate cloacking device with 0(!) tonnage. This is not surprizing since they all have same Comp Family = 26 and unlike Fed Cloack have much smaller size (40 vs 5000).
<font size="2" face="sans-serif, arial, verdana">Very interesting.

[ March 25, 2004, 23:32: Message edited by: Atrocities ]

Atrocities March 26th, 2004 02:54 AM

Re: STM "Final v1.7.5" Discussion
 
TNZ about your Borg Moster idea, I have an idea..

If you develop them as mosters, then we can include them into the mod with there own custom EMP files.

(2k, 3k, 5k)

If a player wants the Borg as a monster race, then they simply select the Borg Moster EMP file and forego having either the regular Borg and Monsters in the game.

A brilliant idea TNZ. Damn good call. http://forum.shrapnelgames.com/images/icons/icon7.gif

However, implimenting this will most likely cause some issues and such. But it is doable.

[ March 26, 2004, 00:55: Message edited by: Atrocities ]

gregebowman March 26th, 2004 03:32 PM

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

Originally posted by Atrocities:
[QB] Greg,

Defiant Mount
Heavy Weapons Mount
Needs Federation Ship Construction 5
Needs Federation Technology 1

Defiant Cloaking Mount
Cloaking Size reduction
Needs Federation Ship Construction 5
Needs Ship Construction 5

What I would do Greg is check the Tech Area file and see if Ship Construction is set to level 5.


[]
<font size="2" face="sans-serif, arial, verdana">Thanks. I'll have to double check my levels, because I think I already got those technology levels. But my memory isn't the best of things, so I could be wrong.

Imperial March 26th, 2004 06:10 PM

Re: STM "Final v1.7.5" Discussion
 
Lots of fun!!- I am playing the Klingons using the Star Trek map by Tnarg And I am at war with the Romulans- so far they have tried to recapture planets with troops 3 times!!-This is great and very refreshing to see. Great work)) http://forum.shrapnelgames.com/images/icons/icon6.gif

Tnarg March 27th, 2004 01:24 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities or anyone else that might be able to help. I am trying to modify the STM mod for myself and am trying to achieve that on a "low tech level start" that warp technology needs to be researched rather than be availabel right off the bat.
I want to do this simply for my own curiosity in testing a slower exploration and colonization rate at game start and also to simulate that not all Trek races were not warp capable all at once. This is where I wish maps could be way larger as charting of the entire galaxy by a soul race can take place in less than a hundred turns.

Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Tnarg March 27th, 2004 02:14 AM

Re: STM "Final v1.7.5" Discussion
 
While I am at it, I would also like any advise on how to limit regular engines so that they behave more like Impule engines for maneuvering "combat advantages" yet slow "cross system" speeds.

Basically what I am trying to do is simulate the huge difference between regular enginges and warp engines. A ship with a great deal of regular engines will be able to have great combat speed rates, but SLOW system movement rates. Ships with warp technology and engines will be able to cross those voids with ease, but they need to be researched first.

Also thinking about adapting the Warp Factor idea. Warp factor 1 engine all the way to a Warp Factor 10. (Transwarp drive that would enable huge and obnoxious distance to be traveled.) I am really bad at equations, so please feal free to add input. I know that there is one out there.

Warp 1: 2 bonus movement
Warp 2: 3 bonus movement
Warp 3: 4 bonus movement
Warp 4: 6 bonus movement +1 combat bonus
Warp 5: 9 bonus movement +2 combat bonus
Warp 6: 14 bonus movement +4 combat bonus
Warp 7: 22 bonus movement +6 combat bounus
Warp 8: 36 bonus movement +10 combat bounus
Warp 9: 60 bonus movement +15 combat bounus
Warp 10: 120 bounus movement +30 combat bonus

I calculated this off of the Warp Factor Chart in the Star Trek Encyclopedia.

With regular engines the max movement of a vessel would be say 5 or 8, yet the combat speed would be high. Yet the required 3 impulse engines would still be in effect to work with a warp engine.

Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

hicksz March 27th, 2004 04:01 AM

Re: STM "Final v1.7.5" Discussion
 
I was looking at a few Star Trek sites and found one that has pictures of Star Trek Federation ship and non-Federation ship size comparisons. The second link also compares some star trek ships against other sci-fi shows. I don't know how accurate it is but it looks great.

If you are interested:

http://www.st-minutiae.com/academy/e...2A/index.xhtml

http://www.st-minutiae.com/misc/comparison.xhtml

Atrocities March 27th, 2004 04:08 AM

Re: STM "Final v1.7.5" Discussion
 
Tnarg I had orginally thought to do this, but soon discovered that it adversely affected the feel of the mod.

The concept for the mod is that the races have achieved the basic warp technology, Warp 1.

They are now venturing out into space.

On medium settings with only a few other AI major races and about 10 neutrals, my game has progressed very nicely. I am on turn 131 and although the map has been explored, there are many systems not yet claimed.

I have only been able to research about half of the overall tech tree and still have not produced any Dreadnoughts.

The pace of the game is moderate and I like that.

When people make a custom mod out of the STM, they could, if they wanted too, offer it as a Mod for the Mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

That would be sweet.

TNZ March 27th, 2004 05:04 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, the idea of a mod for the mod is a great idea. In fact, with you permission, I may give it a go. http://forum.shrapnelgames.com/images/icons/icon7.gif

Some idea I have:

1. The Borg to get bigger ship sizes.

2. A propulsion system that is not “Engines Per Move” based, but mount based.

3. Only having two sets of ship sizes: Borg and non-Borg.

4. Deleting the Master Computer component. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities March 27th, 2004 05:06 AM

Re: STM "Final v1.7.5" Discussion
 
Sounds like a great idea TNZ. And by the way you can turn off the master computer component in STM. http://forum.shrapnelgames.com/images/icons/icon7.gif

I do it all the time. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 27th, 2004 05:44 AM

Re: STM "Final v1.7.5" Discussion
 
Your all probibly going to hate me for this, but I am revamping the weapons range and damage protocals for all weapons. *DUCKS*

I think the way they are set up now is far to powerful far too soon.

By revamping the weapons I can balance them out, reduce their range and strength to more reasonable levels.

Additionally it gives me room to add new weapons later.

Although this might not be ready for sometime.

[ March 27, 2004, 04:11: Message edited by: Atrocities ]

BlackRose March 27th, 2004 07:18 AM

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

Originally posted by Atrocities:
Your all probibly going to hate me for this, but I am revamping the weapons range and damage protocals for all weapons. *DUCKS*

I think the way they are set up now is far to powerful far too soon.

By revamping the weapons I can balance them out, reduce their range and strength to more reasonable levels.

Additionally it gives me room to add new weapons later.

Although this might not be ready for sometime.

<font size="2" face="sans-serif, arial, verdana">Great Idea http://forum.shrapnelgames.com/images/icons/icon7.gif Was wondering about the Dominion weaponry as well Phased Polaron Beam Skips armour and shields and has a reload rate of 1. Quite powerful http://forum.shrapnelgames.com/images/icons/icon7.gif (Similar Breen weapon has reload of 2, more reasonable)

I was thinking about all these weapons in general actually, why not do away with all of them except fpr XXXXXX Weapon Technology 8-10 or so? And refine them a bit so as not to be the only choice for weaponry?

Again my experience is limited but all the shield skippers and worse the shield/armour skippers seem so powerful and quite easy to access!

Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one?

When I was designing some Mines (playing as the breen) I was able to place Breen Energy Dampeners and both Breen Plasma and Mini Plasma weponry on them. Dont think this is supposed to be?


Intended feature or bug? High tech start now gives a race all of the capturable tech, like Ferengi Supply/Cargo, Cloaking Devices etc.

Fyron March 27th, 2004 07:28 AM

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

Your all probibly going to hate me for this, but I am revamping the weapons range and damage protocals for all weapons. *DUCKS*
<font size="2" face="sans-serif, arial, verdana">I love you for that. http://forum.shrapnelgames.com/images/icons/icon12.gif The current values are, well, not the best.

Quote:

Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one?
<font size="2" face="sans-serif, arial, verdana">The organic facility is much better for organics. It gives a higher bonus.

Quote:

Intended feature or bug? High tech start now gives a race all of the capturable tech, like Ferengi Supply/Cargo, Cloaking Devices etc.
<font size="2" face="sans-serif, arial, verdana">This is how SE4 works. It is unavoidable, unfortunately.

[ March 27, 2004, 05:30: Message edited by: Imperator Fyron ]

BlackRose March 27th, 2004 07:35 AM

Re: STM "Final v1.7.5" Discussion
 
Breen Intel Centre II alows you to 'upgrade' to Breen Intel Centre I (Shows name and stats for type I but the gfx shows the III under the building) I didnt 'upgrade' it as i'm in a tight game fighting for my life and I dont want to take the gamble http://forum.shrapnelgames.com/images/icons/icon12.gif


edit: BTW I have not researched type III Intel Centre yet.

[ March 27, 2004, 05:35: Message edited by: BlackRose ]

BlackRose March 27th, 2004 07:43 AM

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

Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one?
<font size="2" face="sans-serif, arial, verdana">
Quote:

The organic facility is much better for organics. It gives a higher bonus.
<font size="2" face="sans-serif, arial, verdana">Breen Organic III gives a 30% Bonus to Organic

Labour Camp gives 35% 35% 35% min, org, rad

Other than the cost there is no reason to build the Organic one.


Tholian Dreadnought mount seems to be accessible for a number of different races, including the Breen. I can use them when I have the tech for Battle Cruiser and above.

[ March 27, 2004, 05:56: Message edited by: BlackRose ]

TNZ March 27th, 2004 08:39 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, one small point about Star Trek weapons, torpedo’s have at least three times the range of Energy weapons. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 27th, 2004 08:50 AM

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

Originally posted by BlackRose:
Breen Intel Centre II alows you to 'upgrade' to Breen Intel Centre I (Shows name and stats for type I but the gfx shows the III under the building) I didnt 'upgrade' it as i'm in a tight game fighting for my life and I dont want to take the gamble http://forum.shrapnelgames.com/images/icons/icon12.gif


edit: BTW I have not researched type III Intel Centre yet.

<font size="2" face="sans-serif, arial, verdana">That was a bug. Thanks for reporting it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 27th, 2004 08:53 AM

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

Originally posted by BlackRose:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Also Breen Organic Facitily directly conflicts with Breen Labour camp, why build the Organic one?
<font size="2" face="sans-serif, arial, verdana">
Quote:

The organic facility is much better for organics. It gives a higher bonus.
<font size="2" face="sans-serif, arial, verdana">Breen Organic III gives a 30% Bonus to Organic

Labour Camp gives 35% 35% 35% min, org, rad

Other than the cost there is no reason to build the Organic one.


Tholian Dreadnought mount seems to be accessible for a number of different races, including the Breen. I can use them when I have the tech for Battle Cruiser and above.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">v1.6.7
13. Changed Breen Organic Extractor I - III to produce organics at the planet level instead of system. (Avoids conflict with Breen Labour Camp Facilities)
14. Fixed Tholian Dreadnought Mount was accessable to other races. (Thanks BlackRose)

Atrocities March 27th, 2004 08:55 AM

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

Originally posted by TNZ:
Atrocities, one small point about Star Trek weapons, torpedo’s have at least three times the range of Energy weapons. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Thanks TNZ. The Torps are less accurate as well but we can do nothing about that. (Reason why I wanted MM to give us an accuracy percent setting for each weapon.)

TNZ March 27th, 2004 11:06 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, the SE4 Modding 101 guide seems to suggest that the “Weapon Modifier” entry could be used to make direct fire weapons e.g. torpedoes, less accurate. http://forum.shrapnelgames.com/images/icons/icon7.gif

Weapon Modifier := 0
For Direct Fire weapons, this is added to the weapon's chance to hit. If negative, it will make it less likely that the weapon will be able to hit it's targets.

Atrocities March 27th, 2004 11:29 AM

Re: STM "Final v1.7.5" Discussion
 
Cool. I shall look into this.

I have gotten all the basic ranges and damage figured out now. The hard part is to go through the component file and make the changes. Then play test and such.

In the mean time here is the Last work on the next Version. After I add the weapon restructuring, that is if it works, I will post the update and ask Geo to upload to PBW.

Quote:

Star Trek Mod v1.6.7 (WILL NOT EFFECT SAVED GAMES)


1. Changed Klingon Combat Support in Tech Area from Max level 5 to 3.
2. Fixed Map Error that called for Blackhole3.bmp
3. Fixed Error in Tholian speech file. (Thanks
4. Changed Weapons Of Mass Destruction to Weapon Technology
5. Changed Beam Discharger I - IV Family Number from 2009 to 2035 to avoid conflicts. (Thanks CNC)
6. Changed Made some adjustments to the Happiness file.
7. Changed Deuterium Tank I - III Lowered Supplies Generated to a more reasonable level (500/1000/1500)
8. Changed Ram Connon Weapon Family from 1 to 138
9. Updated Weapons Family & Component Lists
10. Changed Borg Tuant Weapon Family and Family from 10 to 26
11. Fixed Spacing Error at bottom of Component File
12 Fixed Roman Numberal error in Breen Intel Center I (Thanks BlackRose)
13. Changed Breen Organic Extractor I - III to produce organics at the planet level instead of system. (Avoids conflict with Breen Labour Camp Facilities)
14. Fixed Tholian Dreadnought Mount was accessable to other races. (Thanks BlackRose)
15. Changed Klingon Neutrino Disruptor I - III reload rate from 1 to 2
16. Changed Shield Disrupter I - V reload rate from 3 to 2
17. Changed Shield Depleter I - V reload rate from 1 to 2
18. Changed Borg Shield Depleter I - V reload rate from 1 to 2
19. Changed Tholian Energy Web I - III reload rat from 1 to 2
20. Changed Cost of some facilities to balance them out between races better.
<font size="2" face="sans-serif, arial, verdana">

BlackRose March 27th, 2004 12:30 PM

Re: STM "Final v1.7.5" Discussion
 
You work too hard Atrocities http://forum.shrapnelgames.com/images/icons/icon10.gif

[ March 27, 2004, 10:30: Message edited by: BlackRose ]

XenoTheMorph March 27th, 2004 03:56 PM

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

Just to note in my most recent single player game of STM v1.6.6 the Dominion only seem to put one weapon one their AttackA (200kt) Ships, AttackB ships are fine with multiple weapons on them. I have seen this happen with both Phased energy cannon I's and {sorry forget the component name and not near my home computer; the Skip Shields & Armour, fire every three turns one http://forum.shrapnelgames.com/images/icons/icon12.gif }. This makes their early ship much weaker than they should be. Sorry about not having a save I can email you for this now. (Is the astmod email up ATM since I heard about the virus alert?)

R.Daneel March 27th, 2004 10:58 PM

Re: STM "Final v1.7.5" Discussion
 
Hello, I think I have found a bug in patch 1.66 of the mod…
When I run Map editor and generate a new one the editor found this error…
“Unable to load data file c:\se4\star trek mod\data\quadranttypes.txt”
I have tried to run map editor unmodded and always go ok…

The file “ quadranttypes.txt ” is present in the modded directory and seams normal to me
“Just a little bit big… 742K respect 20K “

I have swapped the files between the unmodded directory and the modded; with
the 742K file the unmodded map editor return the error.

I want to say tank you to William Christopher and all of you for the inestimable
effort to the games… every day is getting better.
I have seen this with very very few games…. I hope SE5 will merit the same fidelity.

I have create an “interesting” collection of sound files “grab” from different source…
and same new pictures for the game if someone is interest I will send him.

Sorry for my poor English but is not my natural idiom.

Fyron March 28th, 2004 01:38 AM

Re: STM "Final v1.7.5" Discussion
 
That is a problem with the map editor, not with STM. The map editor chokes on files that are too different from the stock files. Use SE4 to generate the map, save it (you can do this without actually starting a game), then load it in the editor to edit it.


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