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Re: STM "Final v1.7.5" Discussion
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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 ] |
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. |
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.
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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 |
Re: STM "Final v1.7.5" Discussion
Star Fleet Battles brings back memories.
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Tribble |
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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. |
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
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Tribble [ March 24, 2004, 13:05: Message edited by: Tribble ] |
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. |
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? |
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.
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These are issues with SEIV not the Mod. Sorry guys.
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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. |
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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 |
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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! |
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?
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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.
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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 ] |
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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. |
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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). |
Re: STM "Final v1.7.5" Discussion
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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). |
Re: STM "Final v1.7.5" Discussion
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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. |
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About the romulan Sensor Array, I can check the files again to see if there are any calls for having two on a design. |
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:
[ March 25, 2004, 23:32: Message edited by: Atrocities ] |
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 ] |
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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
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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 |
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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 |
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 |
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. |
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 |
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 |
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 ] |
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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. |
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[ March 27, 2004, 05:30: Message edited by: Imperator Fyron ] |
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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 ] |
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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 ] |
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
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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) |
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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. |
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:
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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 ] |
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?) |
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. |
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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