.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   STM "Final v1.7.5" Discussion (http://forum.shrapnelgames.com/showthread.php?t=9755)

TNZ March 31st, 2004 06:56 AM

Re: STM "Final v1.7.5" Discussion
 
This is my idea about how the AI construction vehicles and AI design creation files could be changed, to get the AI to do what we want it to do.

In the Federation’s AI Design Creation file it would look like this:

Name := Explorer Class Starship
Design Type := Attack Base
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 180
Size Maximum Tonnage := 300

Name := Medium Class Starship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 350
Size Maximum Tonnage := 600

Name := Heavy Class Starship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 750
Size Maximum Tonnage := 1200

Name := Defiant Class
Design Type := Defense Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 240
Size Maximum Tonnage := 240

And in the Federation’s AI Construction Vehicles file it would look like this:

AI State := Exploration
Num Queue Entries := 22
Entry 2 Type := Explorer Class Starship
Entry 2 Planet Per Item := 120
Entry 2 Must Have At Least := 2
Entry 5 Type := Heavy Class Starship
Entry 5 Planet Per Item := 30
Entry 5 Must Have At Least := 2
Entry 6 Type := Medium Class Starship
Entry 6 Planet Per Item := 60
Entry 6 Must Have At Least := 4
Entry 14 Type := Defense Ship
Entry 14 Planet Per Item := 10
Entry 14 Must Have At Least := 5
Entry 21 Type := Heavy Class Starship
Entry 21 Planet Per Item := 10
Entry 21 Must Have At Least := 5
Entry 22 Type := Medium Class Starship
Entry 22 Planet Per Item := 20
Entry 22 Must Have At Least := 10

I have made a working example. In testing it worked extremely well. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities March 31st, 2004 07:42 AM

Re: STM "Final v1.7.5" Discussion
 
2300
http://forum.shrapnelgames.com/images/icons/icon7.gif Let me know you hour testing turns out. http://forum.shrapnelgames.com/images/icons/icon7.gif I know nothing about that file as I have never editied it before so any working system that you can come up with will be credited to you. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 31, 2004, 06:20: Message edited by: Atrocities ]

Fyron March 31st, 2004 08:06 AM

Re: STM "Final v1.7.5" Discussion
 
AT, is perhaps a typo where it has "AI tag 02" instead of "AI Tag 02" present? This might cause an error, depending on whether Aaron programmed the ability tags to be case sensitive or not... I am guessing that they are case sensitive, from the way in which tech areas are.

Atrocities March 31st, 2004 08:20 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks Fyron, I will check the files.

Atrocities March 31st, 2004 08:50 AM

Re: STM "Final v1.7.5" Discussion
 
I checked the files, they are all clean. No errors that I could see in spelling or spacing. From what I can see this should not be happening. The Ai should be building ships just like it did in previous Versions.

I wonder if I made a mistake while changing the weapon range and damage settings that might have caused this.

They are desiging ships, and building a few, just not many. I think TNZ is on to something although I doubt you can use custom names in the CONSTRUCTION files. I think those are limited to the listed ones at the top. Attack Ship, defense ship, etc.

The mod is working, and working well. It worked just fine for me prior to making the weapons range and damage modifications. So if the error does not lie there it has to be in the default ship construction files.

[ March 31, 2004, 07:08: Message edited by: Atrocities ]

Atrocities March 31st, 2004 09:26 AM

Re: STM "Final v1.7.5" Discussion
 
Ok I fiddled with the construction files a bit and by turn 25 the races with the edited files had stepped up ship production.

Like Fyron said the AI state is a bit reflective of Voodoo magic to figure out.

All I can do is edit the files and see what happens. If they work well I will add them to the 1.6.8 update and post it as soon as I can. If not, well then it will be time for me to pass the torch on the AI modding to people more qaulified than I.

We will see what happens.

Atrocities March 31st, 2004 10:28 AM

Re: STM "Final v1.7.5" Discussion
 
Turn 50 and so far all the races are building ships just fine. Some are hurting in resource production though. However all are building and designing new ships each turn.

Medium / Medium, 5k, 1 planet good, no events, Standard Midlife Map (non fqm), Low tech start, tech cost low.

Atrocities March 31st, 2004 10:55 AM

Re: STM "Final v1.7.5" Discussion
 
No promises.

Version 1.6.8

I only play tested it 50 turns.

Please report any bugs.

BlackRose April 1st, 2004 12:37 AM

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

Atrocities I was wondering if you wanted to get your hands on any more images? I was a bit broker for a game call 'Star Trek Conquest Online', now defunct. I had every piece under the sun and I believe the servers are still up enough for me to gain access to my pieces to take screens. Each piece is a beautifully rendered Image that could probably be used (i'ts beyond my ability as all I have is Paint). There are Jem'Hadar Soldiers (3 kinds) Ferengi, Borg, Klingon personal, ships, items, weapons, tonnes of stuff. Anyhow, Its on my old pc but I could see about getting access to the images IF you're interested?

These arnt profile shots either, but actual full body shots ala your Klingon Soldiers just better quality.

I think your fine in your ship images department but there is a whack of them too. I dont mind taking screens of every piece or if you want a more structured thing like 'I need Romulan Troop Images'

There are items to, Photon Torpedoes, Bat'leths, Romulan Disruptors, etc.

Lemme know (ps I dont want to saddle you with xtra work you dont want, I dont think it is necessary myself but I thought i'd bring it up in case you were interested!)

Atrocities April 1st, 2004 04:32 AM

Re: STM "Final v1.7.5" Discussion
 
Sure that would be nice.

I was a beta tester for that game. To be honest I didn't think it would Last. http://forum.shrapnelgames.com/images/icons/icon9.gif

BlackRose April 1st, 2004 08:07 PM

Re: STM "Final v1.7.5" Discussion
 
wow, you made some major changes to the weapons indeed! i'm just starting to design my bigger ships with the Romulans but they've been majorly toned down, looking good http://forum.shrapnelgames.com/images/icons/icon7.gif

I'll see about getting some of those screens from STCO, should I send them to your email? Want .BMP or .JPEG? or something else? I'll just send a few to start, perhaps of Jem'Hadar Soldiers? Or something else?

Imperial April 1st, 2004 08:27 PM

Re: STM "Final v1.7.5" Discussion
 
new game so far in 1.6.8 saw differences already in the way the AI is building ships-- which is good. Im also curious to see what TNZ came up with as well-- I have 2 installs of SE-IV if ya need a tester.

Atrocities April 1st, 2004 08:36 PM

Re: STM "Final v1.7.5" Discussion
 
Black Rose BMP would be fine. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron April 1st, 2004 09:15 PM

Re: STM "Final v1.7.5" Discussion
 
Imperial, you do not need two installs of SE4. Just install the different Versions of the STM in different sub-folders.

BlackRose April 1st, 2004 10:21 PM

Re: STM "Final v1.7.5" Discussion
 
Images sent! First is a Borg Drone in the way i'd imagine you'd like them.

Second file is larger with a show of 45+ small sized images. It's just a much larger file. Let me know if this kinda thing has any value!

Imperial April 1st, 2004 11:00 PM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, I was wondering if you made adjustments to shield strength and also to armor( general armor and race specific) in reflection to the new weapons damage. I just ran into a Dominion ship that has a piece of armor on it that negates 45 points of damage. I may be behind on my tech a bit--but i couldnt damage it(note- i can with the beam discharger--just not regular beam weapons.--just a note http://forum.shrapnelgames.com/images/icons/icon7.gif

[ April 02, 2004, 00:40: Message edited by: Imperial ]

Imperial April 1st, 2004 11:02 PM

Re: STM "Final v1.7.5" Discussion
 
Fyron-- I had installed a second SE-IV strictly for use for the Grau mod--it needs to go over a fresh install--and i had games in progress on my other install.

BlackRose April 1st, 2004 11:05 PM

Re: STM "Final v1.7.5" Discussion
 
Hmm, I really like the new weapon damages http://forum.shrapnelgames.com/images/icons/icon7.gif It was only DS9 that ships dropped like flies and i think that was more to do with the cost of FX than anything http://forum.shrapnelgames.com/images/icons/icon7.gif I havnt been in any real combat yet so i'll need to test it out. More durable star ships is ok with me http://forum.shrapnelgames.com/images/icons/icon7.gif

Frankly i am surprised (I think in a good way) that the changes were so drastic! 90 dmg to 20 dmg in most cases and a reduction in range!

One thing, there is a faulty design floating around mostly in the 1200 kt range but other big ships are being affected that has 2 Warp Coores and 3 Impulse engines to AI built ships.

(No movement)

BlackRose April 2nd, 2004 01:27 AM

Re: STM "Final v1.7.5" Discussion
 
Did the space monsters attack/defense get toned down as well? They seem so tough... http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ April 2nd, 2004 01:58 AM

Re: STM "Final v1.7.5" Discussion
 
The “Engines Per Move” setting in the vehicle size file strikes again. An design for a ship of that size would need 4 impulse engines to have any movement.

Calculating Speeds in SE4:
===========================
To calculate the final speed of a ship in SE4, the following method is used:
1) Add up all "Standard Movement" points on a ship.
2) Divide by the "Engines Per Move" setting on the vehicle, rounding DOWN.
3) If the speed of the vessel is at least one, add any "Bonus Movement" points, and add 1 speed if the race has the "Propulsion experts" trait chosen.

Now take a guess at what happens if a ship movement is below one?

The least number of engines the AI will add to its ship designs seems to be three, so in the STM the “Engines Per Move”setting should be no higher than 15.

I quite like the new weapon system, but the strength of the shield and armor may need to be look at. http://forum.shrapnelgames.com/images/icons/icon7.gif

BlackRose April 2nd, 2004 04:07 AM

Re: STM "Final v1.7.5" Discussion
 
'Dominion Warehead mount'
Should be Warhead ?

Breen Accuracy mount underpowered? (Compared to 8472 anyhow)

Romulan Subspace Telescope description is
something about central command for a system

Benefit Scanner Jammer and Scattering Armour?

Both 500, both jam long range scans, BUT Armour gives 15% bonus, etc.

Both are general tech too I believe?

Atrocities April 2nd, 2004 04:39 AM

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

Originally posted by Imperial:
Atrocities, I was wondering if you made adjustments to shield strength and also to armor( general armor and race specific) in reflection to the new weapons damage. I just ran into a Dominion ship that has a piece of armor on it that negates 45 points of damage. I may be behind on my tech a bit--but i couldnt damage it(note- i can with the beam discharger--just not regular beam weapons.--just a note http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">I may have missed one but ya I toned down the Armor. Sheilds work on a percentage so they were left alone.

Atrocities April 2nd, 2004 04:42 AM

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

Originally posted by BlackRose:


One thing, there is a faulty design floating around mostly in the 1200 kt range but other big ships are being affected that has 2 Warp Coores and 3 Impulse engines to AI built ships.

(No movement)

<font size="2" face="sans-serif, arial, verdana">We fix em as we find em. Mostly it has to do with getting the right number of engines min and max for those designs.

Atrocities April 2nd, 2004 04:43 AM

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

Originally posted by BlackRose:
'Dominion Warehead mount'
Should be Warhead ?

Breen Accuracy mount underpowered? (Compared to 8472 anyhow)

Romulan Subspace Telescope description is
something about central command for a system

Benefit Scanner Jammer and Scattering Armour?

Both 500, both jam long range scans, BUT Armour gives 15% bonus, etc.

Both are general tech too I believe?

<font size="2" face="sans-serif, arial, verdana">Thanks, I will check these out. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities April 2nd, 2004 05:30 AM

Re: STM "Final v1.7.5" Discussion
 
I am going through each of the Design Creation files right now and setting each design up to use the correct number of engines. If this does not work to fix the No Movement ships then I will have to come up with another idea

Any who, I have discovered many errors and I am fixing them as I go.

I should have the next update out tonight.

Sorry about all the updates. But I want them out and testing so that we can get the mod finalized for PBW. Thanks.

Renegade 13 April 2nd, 2004 05:51 AM

Re: STM "Final v1.7.5" Discussion
 
Hey Atrocities, when I went to download verson 1.67 I got a URL not found error. I kinda need it to upgrade to 1.68. Thought I'd let you know. And thanks again for all the hard work and many hours you've devoted to this endeavour.

Atrocities April 2nd, 2004 06:42 AM

Re: STM "Final v1.7.5" Discussion
 
1.6.7 patch nolonger valid, use the 1.6.9 B Version to upgrade from 1.6.6 - 1.6.7 - 1.6.8 to 1.6.9.

ALSO when visiting the Star Trek Mod site be sure to REFRESH your browser.


Version 1.6.9 A Updates from 1.6.8 ONLY (1.5 megs)
Version 1.6.9 B Updates from 1.6.6 up. (2 megs)

I play tested this Version through turn 100 and was most impressed. Again no promises expressed or emplied. Play at own risk.

Please Report Any Bugs. Thanks.

(NOTE: I know many of you do not like constant revision being offered in such a short time. Most of these revisions do seriously affect saved games and it is my goal to get the mod PBW ready so I need a solid Version of the mod in order to do that.)

[ April 02, 2004, 04:46: Message edited by: Atrocities ]

Fyron April 2nd, 2004 07:04 AM

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

Originally posted by BlackRose:
Did the space monsters attack/defense get toned down as well? They seem so tough... http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">I hope not! They are supposed to be tough! I bet Rollo's SE4 avatar is rolling over in its grave right about now. http://forum.shrapnelgames.com/images/icons/icon10.gif j/k

Quote:

(NOTE: I know many of you do not like constant revision being offered in such a short time. Most of these revisions do seriously affect saved games and it is my goal to get the mod PBW ready so I need a solid Version of the mod in order to do that.)
<font size="2" face="sans-serif, arial, verdana">Simple solution, label them Beta patches. No fuss, no muss. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ April 02, 2004, 05:06: Message edited by: Imperator Fyron ]

Atrocities April 2nd, 2004 07:07 AM

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

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by BlackRose:
Did the space monsters attack/defense get toned down as well? They seem so tough... http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">I hope not! They are supposed to be tough! I bet Rollo's SE4 avatar is rolling over in its grave right about now. http://forum.shrapnelgames.com/images/icons/icon10.gif j/k </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Haven't been touched since installed. Will most likely be adding TNZ's Borg Monsters soon though.

Atrocities April 2nd, 2004 09:19 AM

Re: STM "Final v1.7.5" Discussion
 
1.6.7 patch nolonger valid, use the 1.6.9 B Version to upgrade from 1.6.6 - 1.6.7 - 1.6.8 to 1.6.9.

ALSO when visiting the Star Trek Mod site be sure to REFRESH your browser.


Version 1.6.9 A Updates from 1.6.8 ONLY (1.5 megs)
Version 1.6.9 B Updates from 1.6.6 up. (2 megs)

Please download and install this as well if you have downloaded either of these patches before 2 am PST on 4-2-04. After 2am don't worry about it.
Klingon AI File

I play tested this Version through turn 100 and was most impressed. Again no promises expressed or emplied. Play at own risk.

Please Report Any Bugs. Thanks.

(NOTE: I know many of you do not like constant revision being offered in such a short time. Most of these revisions do seriously affect saved games and it is my goal to get the mod PBW ready so I need a solid Version of the mod in order to do that.) ]

BlackRose April 2nd, 2004 09:49 AM

Re: STM "Final v1.7.5" Discussion
 
Hmm, sais 1.69 is corrupted, please try again (did) CRC failed in Star Trek Mod\Pictures\Game\Screens\1024X768\Intro.bmp
Unexpected end of archive

PS I had 1.68 and updated using 1.69A

[ April 02, 2004, 07:50: Message edited by: BlackRose ]

Atrocities April 2nd, 2004 09:56 AM

Re: STM "Final v1.7.5" Discussion
 
I was uploading the new files when you attempted to download them. Try again. http://forum.shrapnelgames.com/images/icons/icon7.gif And thanks for the images. I shall try and use some of them. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities April 2nd, 2004 09:58 AM

Re: STM "Final v1.7.5" Discussion
 
The only differance between the A and B Version is A is only an update from 1.6.8 while B is an update that will work for 1.6.6, 1.6.7, and 1.6.8.

Also you attempted to download the file while I was uploading it. That is why you got a corrupt file. Try again now. http://forum.shrapnelgames.com/images/icons/icon7.gif

BlackRose April 2nd, 2004 10:02 AM

Re: STM "Final v1.7.5" Discussion
 
I can get you lots more if you want them (images) just let me know what you like the big pics, or the whole screens of small pics.

Got the updated patch now too, thanks ;0

[ April 02, 2004, 08:04: Message edited by: BlackRose ]

BlackRose April 2nd, 2004 10:06 PM

Re: STM "Final v1.7.5" Discussion
 
Romulan Captain gives starbases 2 movement in combat ! (Tho i love the captain that does this, great fit, maybe rather than change it make captian ship exclusive and make a similar component for starbases minus the movement?)

Atrocities April 3rd, 2004 01:38 AM

Re: STM "Final v1.7.5" Discussion
 
Well, imagine that. They moved DS9 did they not?

Still it is an exploit that should be EXCLUDED from PBW games by the host.

BlackRose April 3rd, 2004 09:47 AM

Re: STM "Final v1.7.5" Discussion
 
Borg Taunt is spelled 'Tuant'
Descritption sais something about taking out security personel

MOUNTS (At least with the Borg) are not working anymore, Large Ship Mounts ad between 1-7 damage, making the far inferior to unmounted ships.

The exception are Mounts that reduce size/cost but add damage, Mounts that do double or triple damage are the ones in error, (still double cost/size but not damage)

Massive Planetary Phased Shield Generator has an error

Generates (%Shield points generated) of phased shield points in battle

is what it sais in game.

[ April 03, 2004, 08:40: Message edited by: BlackRose ]

Atrocities April 3rd, 2004 10:22 AM

Re: STM "Final v1.7.5" Discussion
 
thanks http://forum.shrapnelgames.com/images/icons/tongue.gif

CNCRaymond April 3rd, 2004 10:55 AM

Re: STM "Final v1.7.5" Discussion
 
The mounts work, he just detuned them a bit. 105% as apposed to 150%.

Most of the race mounts give a decrease in size or cost. Some offer better range and better accuracy.

I like the mounts the way they are, but then again, what do I know?

Aiken April 3rd, 2004 11:34 AM

Re: STM "Final v1.7.5" Discussion
 
Sure they work, but they're useless now (I mean Large, Huge and Massive SHIP mounts).

Small typo in Federation Pulse Phasers V:

Name := Federation Pulse Phasers V
...
Weapon Damage At Rng := 15 15 30(why 30???) 10 10 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0

And IMHO reduction of standard ECM/Combat Sensors to 12% (max) was too radical, I'm afraid that long range weapons (R>9) are a waste now.

[ April 03, 2004, 09:57: Message edited by: aiken ]

BlackRose April 3rd, 2004 12:01 PM

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

Originally posted by CNCRaymond:
The mounts work, he just detuned them a bit. 105% as apposed to 150%.

Most of the race mounts give a decrease in size or cost. Some offer better range and better accuracy.

I like the mounts the way they are, but then again, what do I know?

<font size="2" face="sans-serif, arial, verdana">I challenge you to make any ship with the Large/Massive/Huge type mounts with the sames specs/tonnage etc vs an unmounted ship with the same weapons http://forum.shrapnelgames.com/images/icons/icon7.gif You'll lose the mounted ship 90% of the time http://forum.shrapnelgames.com/images/icons/shock.gif

Atrocities April 3rd, 2004 12:17 PM

Re: STM "Final v1.7.5" Discussion
 
What I did was increase the cost for most mounts. Standard mounts do more damage but give no more bonuses. So you have to make a choice as to whether or not you want range + accuracy + light damage or just Damage.

It is all about choice.

Star Trek Mod v1.7.0

1. Changed - Klingon Research file to be more effective.
2. Fixed - Spelling of Borg Taunt (Thanks BlackRose)
3, Changed - Description of Borg Taunt (Thanks BlackRose)
4. Changed - Modified the mounts a bit to improve advantages (Mounts cost more to use. Damage has been increased on a few. I tried to balance things out)
5. Fixed - Error in Federation Pulse Phaser V

Intimidator April 3rd, 2004 12:37 PM

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

I started a game as Klingon. got in a war with the Romulan very soon. And I was able to take 30 of his ships with the Klingon shock troop I without even firing 1 shot of normal weapons.

Isn't it possible to let the AI use more ships security components, would be more realistic I guess.

Intimidator

BTW. Excellent Mod, No Perfect.....

Atrocities April 3rd, 2004 12:41 PM

Re: STM "Final v1.7.5" Discussion
 
Version 1.7.0

Enjoy

[ April 03, 2004, 10:42: Message edited by: Atrocities ]

Intimidator April 3rd, 2004 12:45 PM

Re: STM "Final v1.7.5" Discussion
 
Another one??? The only thing I'm doing on my computer right now is reinstalling the Star Trek Mod over and over again,

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

But thanks anyway....

Atrocities April 3rd, 2004 12:49 PM

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

Originally posted by Intimidator:
Another one??? The only thing I'm doing on my computer right now is reinstalling the Star Trek Mod over and over again,

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

But thanks anyway....

<font size="2" face="sans-serif, arial, verdana">You don't have to reinstall the mod. Just the update.

I want to get the mod PBW stable and the only way to do that is to get feed back and then make changes. Rlease the new Version, get feed back, make changes, and then release the new Version.

I can't do anything about the Romulans not adding counter capture to there ships, the Ai knows what to do and I am not going to go through and add that ability to every design. It is this way in stock as well. http://forum.shrapnelgames.com/images/icons/icon9.gif

The only reason their is a 1.7.0 Version is because the bug reports warrented it. http://forum.shrapnelgames.com/images/icons/icon7.gif Hopefully the changes help.

BlackRose April 3rd, 2004 12:54 PM

Re: STM "Final v1.7.5" Discussion
 
will this one majorly mess up save games? I'm having too much fun to quit right now http://forum.shrapnelgames.com/images/icons/icon7.gif


*goes back to bug hunting*

Intimidator April 3rd, 2004 12:59 PM

Re: STM "Final v1.7.5" Discussion
 
I was kidding about the reinstalling, indeed it is be done in 2 minutes but I did it for the 4th time this week, but happy to do it....

About the ship capture, I know it's the same way as in stock BUT, in stock you have to research a lot more before you get those components. And when you finaly have them on your ships most AI are ussing shields allready....... so it is somewhat more balanced in the stock..

But don't mind, I will keep playing it.

Intimidator

Atrocities April 3rd, 2004 01:04 PM

Re: STM "Final v1.7.5" Discussion
 
You are correct in that regard. http://forum.shrapnelgames.com/images/icons/icon7.gif Stock is more balanced. However most players won't see a benifit from capturing other races ship until later in the game. http://forum.shrapnelgames.com/images/icons/icon7.gif (Hopefully)

Atrocities April 3rd, 2004 01:07 PM

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

Originally posted by BlackRose:
will this one majorly mess up save games? I'm having too much fun to quit right now http://forum.shrapnelgames.com/images/icons/icon7.gif


*goes back to bug hunting*

<font size="2" face="sans-serif, arial, verdana">It should not effect Saved games at all. If it does, it will be small effect. http://forum.shrapnelgames.com/images/icons/icon7.gif

I have avoided adding anything to the mod or making changes that would effect saved games after the 1.6.8 patch.

You are all my beta testing ginny pigs http://forum.shrapnelgames.com/images/icons/icon10.gif


All times are GMT -4. The time now is 02:40 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.