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

BlackRose April 3rd, 2004 01:09 PM

Re: STM "Final v1.7.5" Discussion
 
Borg Drone Tech can be researched past level 3 with no results for 4 or 5 (not going to research in any further mmm k http://forum.shrapnelgames.com/images/icons/blush.gif )

Atrocities April 3rd, 2004 01:14 PM

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

Originally posted by BlackRose:
Borg Drone Tech can be researched past level 3 with no results for 4 or 5 (not going to research in any further mmm k http://forum.shrapnelgames.com/images/icons/blush.gif )
<font size="2" face="sans-serif, arial, verdana">This might be a remant of an older Version. Don't worry about it. It gives the AI something to do. http://forum.shrapnelgames.com/images/icons/icon7.gif

Will address in the next Version.

Aiken April 3rd, 2004 03:06 PM

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

Originally posted by Atrocities:
You are all my beta testing ginny pigs http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">That is unprecedented situation in science when guinea-pigs report themselves what was wrong with Last experiment and demand for more. http://forum.shrapnelgames.com/images/icons/icon10.gif

Aiken April 3rd, 2004 04:05 PM

Re: STM "Final v1.7.5" Discussion
 
I'm really sorry Atrocities, but where are errors in 1.7.0 with Dominion, Klingon, Tholian and Romulan Dreadnought mounts:

Long Name := Dominion Dreadnought Mount
...
Vehicle Size Minimum := 1800 (size in game 1300kt)
Vehicle Size Maximum := 1800

Long Name := Klingon Dreadnought Mount
...
Vehicle Size Minimum := 1600 (size in game 1300kt)
Vehicle Size Maximum := 1600

Long Name := Romulan Dreadnought Mount
...
Vehicle Size Minimum := 1200 (size in game 1250kt)
Vehicle Size Maximum := 1200

Long Name := Tholian Dreadnought Mount
...
Vehicle Size Minimum := 1000 (size in game 1200kt)
Vehicle Size Maximum := 1000

and Tholian Energy Mount STILL doesn't affect Tholian Energy Web, it doesn't affect even Tholian Cascade Disruptor now:

Long Name := Tholian Energy Mount
...
Comp Family Requirement := 3544, (nothing after comma, it seems you forgot to add families)

I suppose this line shold look like this:
Comp Family Requirement := 3544,3334,1688

Intimidator April 3rd, 2004 06:42 PM

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

You are correct in that regard. Stock is more balanced. However most players won't see a benifit from capturing other races ship until later in the game. (Hopefully)
<font size="2" face="sans-serif, arial, verdana">Indeed Atrocities, I'm rarely usssing ship capture in stock games, but with your mod I'm always do some Roll playing.
And the most honorable way for a Klingon to kill your enemy is by Batleth instead of Disruptors, although they are very pleased when they blow you to peace, no matter in which way..... http://forum.shrapnelgames.com/images/icons/icon12.gif

Renegade 13 April 3rd, 2004 08:30 PM

Re: STM "Final v1.7.5" Discussion
 
Hey Atrocities, thanks a lot for the info about upgrading from 1.66 to 1.70. Very helpfull indeed.

Also, if you ever want some of the pressure taken off the constant revisions and tweakings to the mod, I would be more than happy to help you out. If you want me to do some work for you, just send me the files and tell me what to do. I'll get it done as soon as possible, and you could spend your free time on somthing else maybe?? http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

Atrocities April 3rd, 2004 09:03 PM

Re: STM "Final v1.7.5" Discussion
 
Thanks Renegade 13. I can always use the help. TNZ has been very helpful as have all the beta tester and people playing the mod in general.

Any help on improving the Ai is always appreciated. We really don't need AI for a PBW game, so I kind of put it on the back burner until I could get the mod PBW ready and stable. (Stable being no major bugs that would alter or effect game play in such a way that could be considered an exploit.)

1.7.0 puts into the PBW park now. The weapons have all been rebalanced. The sensor issues have been addressed. The mounts are working ok, and the races are doing rather well in SP games aside from some quirks.

I am very hopeful that this Version or 1.7.1 will be the pbw Version.

We have one bug report in already, but it is not a major one.

BlackRose April 4th, 2004 12:14 AM

Re: STM "Final v1.7.5" Discussion
 
I'd suggest either making weapons a tad more powerful or armour a tad less powerful. As it is You can still bLast thru shields with relative ease but when it comes to armour most weapons just arnt powerful enough to penatrate them. When you do get thru your left with the feeling that armour may be more affective than shielding all together!

Note these is 1.69 Version I havnt tried it with the new mounts yet.

Also the supply usage for the Borg ripper beam seams quite steep as it doesnt penetrate either shields or armour and cannot fire on anything but ships and planets, compared to the Borg Tachyon gun which takes far less supplies and skips shields and can fir on anything, tho with less range and fire power.

I do somewhat agree about weapon range now, as you often have to get right up close in order to have a decent % of hitting your target with Torps, etc.

Renegade 13 April 4th, 2004 12:43 AM

Re: STM "Final v1.7.5" Discussion
 
Please Ignore.

[ April 03, 2004, 22:57: Message edited by: Renegade 13 ]

Atrocities April 4th, 2004 01:11 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

I toned down the armor in one of the Version. I can drop them even more if need be. I need more feed badk though. http://forum.shrapnelgames.com/images/icons/icon7.gif

Thanks again guys.

Imperial April 4th, 2004 01:30 AM

Re: STM "Final v1.7.5" Discussion
 
I agree with tweaking the armor down or making the weapons a bit more damaging. I ran into both a Tholian and a Dominion craft playing as the cardassians--and they had no shields just 1 peice of armor--my weapons just bounced off--lol was funny. This was in 1.6.9, and i am now testing 1.7.0 out though.

Atrocities April 4th, 2004 02:06 AM

Re: STM "Final v1.7.5" Discussion
 
Ok, the armor will be adjusted and I will look at the Borg weapons as described by BR.

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

How are the mounts doing? Any suggestions?

DarkHorse April 4th, 2004 02:37 AM

Re: STM "Final v1.7.5" Discussion
 
I've noticed several Borg (AI) ship designs with multiple captains on them. May be other races, but I haven't seen many others yet since the Borg are kicking my butt all over the place.

Atrocities April 4th, 2004 02:48 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks DH. The borg probably have a call for more than one ability that the Captains have and that could be causing it. Nothing to worry about really, they don't stack. (I hope they don't)

BlackRose April 5th, 2004 02:05 AM

Re: STM "Final v1.7.5" Discussion
 
Ignore this post, my mistake

[ April 05, 2004, 01:08: Message edited by: BlackRose ]

BlackRose April 5th, 2004 04:04 AM

Re: STM "Final v1.7.5" Discussion
 
I'm still not noticing any difference in the mounts? Perhaps I updated incorrectly?

Attack Cube Size

Borg Ripper Beam

No Mount

20 20 20 20 20 20 15 15 (Wpn Size 20 kt)

Large Mount

21 21 21 21 21 21 16 16 (Wpn size 30 kt)

Huge Mount

22 22 22 22 22 22 17 17 (wpn size 40 kt)

Massive Mount

23 23 23 23 23 23 17 17 (weapon size 60 kt)

Most noticable here, you'll have 1/3 less the weapons mind!

Still not worth the cost/increased size imo?

Atrocities April 5th, 2004 04:18 AM

Re: STM "Final v1.7.5" Discussion
 
Nope mount only gives a 110% increase so that is accurate. Each races mount will work differently.

BlackRose April 5th, 2004 04:33 AM

Re: STM "Final v1.7.5" Discussion
 
But wont that mess up the AI? a 3x increase in size and possibly price for a .10x increase in power makes no sense?

Wont the AI always use mounts? I dont think I will unless i'm missing something that the numbers dont tell me?

Perhaps if the size and cost % modifiers were changed?

DarkHorse April 5th, 2004 05:33 AM

Re: STM "Final v1.7.5" Discussion
 
Playing as Dominion, seiv v1.91, mod v1.7.0, around turn 110. Built a Vorta Administration facility, which is supposed to increase intel and research system-wide by 20%. Haven't researched intel yet, but the +20% to research I can say doesn't work. I checked before I built it, planet generated 14270 research points; same after. Scrapped the facility after a couple turns, still no change in research points generated.

Atrocities April 5th, 2004 05:38 AM

Re: STM "Final v1.7.5" Discussion
 
BlackRose, all I can do is increase the damange % to 120. That will prompt the AI to use it however it gives some races an advantage over others I will review the mounts again and see what I can come up with to even them out a tad. http://forum.shrapnelgames.com/images/icons/icon7.gif

Dark Horse, that is more than likely an issue with SEIV and not the mod. I honestly do not know how those system advanages work. http://forum.shrapnelgames.com/images/icons/icon9.gif

DarkHorse April 5th, 2004 05:56 AM

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

Originally posted by Atrocities:

Dark Horse, that is more than likely an issue with SEIV and not the mod. I honestly do not know how those system advanages work. http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="sans-serif, arial, verdana">More than likely, but I thought the 1.91 patch was supposed to fix that. Oh well, no biggie, just wanted to let you know.

BlackRose April 5th, 2004 05:57 AM

Re: STM "Final v1.7.5" Discussion
 
Yah I noticed that with the system bonuses as well, but i dunno how they work either http://forum.shrapnelgames.com/images/icons/icon7.gif Try creating one and making a project that has just enough then scrap it and see if the project completes maybe?

Fyron April 5th, 2004 06:02 AM

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

Originally posted by DarkHorse:
Playing as Dominion, seiv v1.91, mod v1.7.0, around turn 110. Built a Vorta Administration facility, which is supposed to increase intel and research system-wide by 20%. Haven't researched intel yet, but the +20% to research I can say doesn't work. I checked before I built it, planet generated 14270 research points; same after. Scrapped the facility after a couple turns, still no change in research points generated.
<font size="2" face="sans-serif, arial, verdana">You do not see the system bonuses in the system itself, but the point totals produced do go up on the Research screen, Empire Status screen, and Intelligence screen. This has always been the case, and has unfortunately never been fixed.

Atrocities April 5th, 2004 06:03 AM

Re: STM "Final v1.7.5" Discussion
 
Thank you for posting about it though Dark Horse, I do appreciate it.

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

BlackRose April 5th, 2004 06:42 AM

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

Originally posted by Atrocities:
BlackRose, all I can do is increase the damange % to 120. That will prompt the AI to use it however it gives some races an advantage over others I will review the mounts again and see what I can come up with to even them out a tad. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Actually that was my concern! The AI is building ships with mounts (the non race specific ones) thus making their ships LESS effective than they would be without mounts*


*VERY IMPORTANT*

Want a dramatically faster game???

Disable any or all of the below

Mines
Shuttles
Fighters

How much faster you ask? Well i'm in the 10th year in my game with the Borg, Last games i played were with Breen, Romulans and Dominion respectively, by this stage in the game I could come here, post twice, email people, smoke drink some coffee, watch a little TV in between turns.

Now I have about 1/3 of the time required to write this post !

BTW disabling fighters and shuttles doesnt seem to stop you or the AI from getting shuttles BUT it does seem to speed up the game. Mostly having NO mines is an amazing improvement, Also a major bonus is the loss of the countless AI build mine sweepers! Now the ai builds far more combat ships http://forum.shrapnelgames.com/images/icons/icon7.gif ))))))

[ April 05, 2004, 05:44: Message edited by: BlackRose ]

userx April 5th, 2004 06:58 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">Originally posted by Atrocities:
BlackRose, all I can do is increase the damange % to 120. That will prompt the AI to use it however it gives some races an advantage over others I will review the mounts again and see what I can come up with to even them out a tad. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Actually that was my concern! The AI is building ships with mounts (the non race specific ones) thus making their ships LESS effective than they would be without mounts*


*VERY IMPORTANT*

Want a dramatically faster game???

Disable any or all of the below

Mines
Shuttles
Fighters

How much faster you ask? Well i'm in the 10th year in my game with the Borg, Last games i played were with Breen, Romulans and Dominion respectively, by this stage in the game I could come here, post twice, email people, smoke drink some coffee, watch a little TV in between turns.

Now I have about 1/3 of the time required to write this post !

BTW disabling fighters and shuttles doesnt seem to stop you or the AI from getting shuttles BUT it does seem to speed up the game. Mostly having NO mines is an amazing improvement, Also a major bonus is the loss of the countless AI build mine sweepers! Now the ai builds far more combat ships http://forum.shrapnelgames.com/images/icons/icon7.gif ))))))
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I found this to be true as well. At least 1/2 time between turns. I've disabled mines in my moded Version of the mod and it's very playable after 100 or so turns.

PeterD April 5th, 2004 07:25 AM

Re: STM "Final v1.7.5" Discussion
 
"Also a major bonus is the loss of the countless AI build mine sweepers! Now the ai builds far more combat ships"

I wish I'd thought of that.
Great tip, thanks.

AMF April 5th, 2004 05:52 PM

Re: STM "Final v1.7.5" Discussion
 
I just installed the 1.7.0 Version, and I;ve notcied that there are some maps with it. Perhaps they've always been there. What are these maps? Can they be used to create a "realistic" game with player placement similar to that of the series? If so, what order do I need to add the empires in, do any not go in, etc...?

thanks! The mod is simply amazing...

Alarik

BlackRose April 5th, 2004 06:17 PM

Re: STM "Final v1.7.5" Discussion
 
There is a readme in the MOD INFO section for all the maps, the most current being Major Systems, Different size home worlds 1.3

That is the most realistic, with the major edge to the Borg, with the Dominion and the Feds also highly placed!

Fun map!

BlackRose April 5th, 2004 08:28 PM

Re: STM "Final v1.7.5" Discussion
 
ack!? Whats the longest emergency build you can do!?

I just wasted a few years fast building a Genesis cube with 7 Genesis III Torpedo's I was down to 1.5 years to go then it went to slow build, now I got 15.6 years left!

is 1.5 years the max for emergency builds?

Aiken April 5th, 2004 09:38 PM

Re: STM "Final v1.7.5" Discussion
 
Yes it's a longest emergency period.
Maximum Emergency Build Turns := 15 (from Settings.txt).

[ April 05, 2004, 20:57: Message edited by: aiken ]

Intimidator April 5th, 2004 09:50 PM

Re: STM "Final v1.7.5" Discussion
 
I'm planning such an game on short notice Alarikf.

Your welcome,

I let you know.

But first I have to know if this Version (1.70) is final and available on pbw ??

Atrocities April 6th, 2004 12:24 AM

Re: STM "Final v1.7.5" Discussion
 
1.7.1 coming soon. http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF April 6th, 2004 12:31 AM

Re: STM "Final v1.7.5" Discussion
 
Count me in!

EDIT: Especially if I can get the Feds....

The STM 2 game is a total bLast...

Quote:

Originally posted by Intimidator:
I'm planning such an game on short notice Alarikf.

Your welcome,

I let you know.

But first I have to know if this Version (1.70) is final and available on pbw ??

<font size="2" face="sans-serif, arial, verdana">

[ April 06, 2004, 01:19: Message edited by: alarikf ]

Atrocities April 6th, 2004 01:25 AM

Re: STM "Final v1.7.5" Discussion
 
You can turn off shuttles by turning off Advanced Ship Construction. (Fighters and shuttles that way)

You will still get the default small shuttles, but I will set it up so they too can be turned off.

In the mean time you can set it up yourselves if you wish.

Simply open the tech area file in the data folder of the mod. Go to the very bottom and change the FALSE for Support Craft to a TRUE then save. When you start a new game you will be able to turn off the small shuttles.

Example:
Name := Support Craft
Group := Support Craft
Description := Smaller ships and and hanger bay.
Maximum Level := 2
Level Cost := 2000
Start Level := 1
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 0
Tech Area Req 1 := 0
Tech Level Req 1 := 0

And thank you for posting this you guys. http://forum.shrapnelgames.com/images/icons/icon7.gif

UserX you have a custom mod of this mod? We are 30 away from 2.0

Renegade 13 April 6th, 2004 02:43 AM

Re: STM "Final v1.7.5" Discussion
 
Yeah even if I"m not winning it is a good game http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

[ April 06, 2004, 01:44: Message edited by: Renegade 13 ]

userx April 6th, 2004 02:46 AM

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

Originally posted by Atrocities:
UserX you have a custom mod of this mod? We are 30 away from 2.0
<font size="2" face="sans-serif, arial, verdana">Yes, it's the one I told you and Kwok some time ago... I believe I sent you some details about it. It's basically an expirement to see if I could get what I think are more realistic Star Trek propultion components. 2 warp necelles, 1 warp core and 1 impulse drive. I'm also using a different weapons table. Torps are long range (8-18) , beam weapons are short to medium (6 to 8). Few other changes as well (transporters, engineering), but I've not worked on it in some time. We should get together some weekend and go over and see if there is anything you would like to incoorporate into your mod.

pathfinder April 6th, 2004 03:16 AM

Re: STM "Final v1.7.5" Discussion
 
AT: I just installed the Star Trek Mod (v 1.70) and get missing image errors for some of the planets. p0354 & p0581 in Last game. How can I fix?

1st game IIRC the missing ones were p0637 & p0587.


uhm...never mind. Got latest imagemod pics from B5 MOD...... http://forum.shrapnelgames.com/images/icons/blush.gif

Wow...very nicely done! If nothing else this is one heck of a graphics upgrade! David Gervais did an excellent job with the intro screen. The interface took me a turn or two to figure out but is an excellent improvement.

[ April 06, 2004, 02:38: Message edited by: pathfinder ]

Atrocities April 6th, 2004 07:17 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks, there are a lot of people who contributed to the Graphics and the interface of the mod.

The colors brings it to life. And the Intro screen just gives it class. http://forum.shrapnelgames.com/images/icons/icon7.gif

Tnarg April 6th, 2004 07:35 AM

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

Originally posted by alarikf:
I just installed the 1.7.0 Version, and I;ve notcied that there are some maps with it. Perhaps they've always been there. What are these maps? Can they be used to create a "realistic" game with player placement similar to that of the series? If so, what order do I need to add the empires in, do any not go in, etc...?

thanks! The mod is simply amazing...

Alarik

<font size="2" face="sans-serif, arial, verdana">Alarik,
Depends on what you are looking for. UserX's original Star Trek Map is a great, well balanced map for the AI and the a for a possible PBW game. I played a few games on it and it provided a great deal of accuracy in a proportioned context. Lots of fun.

The Trek Major Systems Map come in two flavors, one for balance with PBW and AI which is Trek Major Systems Map A. The second, Trek Major System B is the same with different sized starting planets for the major races. This was intended to give some of the races (AI) advantages.

The primary focus on the Trek Major Systems Maps can be found, as Blackrose (thanks)pointed out earlier in the Mod Info Folder. I won't give all the details here other than that with the Trek Major System Maps you will continue to be rewarded with something new to explore even in late games. Keep exploring. Lots of hidden stuff, and a hefty dose of canon Trek uniqeness portrayed through planets, nebulas, black holes, and other features.

I have a couple of games going with the Trek Major Systems B Different size home worlds and am struggeling against the AI in a few of them. In ohter words, by turn 100 I am no where near being in first place against the AI.

Atrocities April 6th, 2004 07:44 AM

Re: STM "Final v1.7.5" Discussion
 
Tnarg I added this question and your reply to the Installation file Question & Answers section.

Tnarg April 6th, 2004 07:55 AM

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

Originally posted by Atrocities:
Tnarg I added this question and your reply to the Installation file Question & Answers section.
<font size="2" face="sans-serif, arial, verdana">Thanks http://forum.shrapnelgames.com/images/icons/icon10.gif

AMF April 6th, 2004 03:49 PM

Re: STM "Final v1.7.5" Discussion
 
Hey, speaking of, I just noticed that Species 8472 are listed as "Dead."

Ummm...they were still around when I put in my Last orders, Last night I think...How did that happen between now and then? Or are they pegged this way to ensure the AI plays them?

thanks,

Alarik


Quote:

Originally posted by Renegade 13:
Yeah even if I"m not winning it is a good game http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">

Atrocities April 6th, 2004 06:03 PM

Re: STM "Final v1.7.5" Discussion
 
A player can be marked dead however that empire can still be alive and well.

BlackRose April 6th, 2004 07:08 PM

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

Originally posted by Atrocities:
You can turn off shuttles by turning off Advanced Ship Construction. (Fighters and shuttles that way)

You will still get the default small shuttles, but I will set it up so they too can be turned off.

<font size="2" face="sans-serif, arial, verdana">That is a great idea, might be good for faster pbw games too!

I'm noticing a far better AI response now that they do not build mines/mine sweepers. Also Fighters and shuttles never pose much of a threat (at least so far?) so not having the AI waste resources on taht should be good.

Another thing that may help the ai, (as I notice they still tend to build up a tonne of smaller ships early game) would be a late game / late tech mount for smaller size ships. Will the AI retrofit those ships under those circumstances? I dont mean anything as bold and powerful as the defiant mount, just something to make all those lil ships be of some value in the later game http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities April 6th, 2004 07:22 PM

Re: STM "Final v1.7.5" Discussion
 
Star Trek Mod v1.7.1 Star Trek Mod Site

1. Fixed - Borg Drone now only has 3 levels instead of 5. (Thanks BlackRose)
2. Changed - Set Support Craft so that you can now exclude it (Turn it off) at game start up.
3. Fixed - Borg were adding multiple captains to designs
4. Changed - Mounts - equaled them out more and increased damage %
5. Changed - Armor - equaled them out more and decreased damage resistance
6. Changed - Borg Ripper Beam I - IV Can now fire on most targets
7. Changed - Borg Incinerator Beam I - III Can now fire on most targets
8. Changed - Dominion Mini Ship images. They now appear more color balanced
9. Updated - Tnargs Major Maps to Version 4

Atrocities April 6th, 2004 07:28 PM

Re: STM "Final v1.7.5" Discussion
 
The new Version should not effect saved games. If it does it will be minutly.

Atrocities April 6th, 2004 07:40 PM

Re: STM "Final v1.7.5" Discussion
 
Should we add Neo Standard ships?

Keep in mind there are NO neo standard images for any of the Federation sets, and I sincerely doubt there ever will be. (I am far to lazy to find them and convert them for use with SEIV)

I can add the neo standard hulls as a new racial trait, Neo Ships, but should it cost points?

Aiken April 6th, 2004 09:24 PM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, these are things you may want to fix in future Versions of STM.

Note: issue with Vehicle Size Minimum/Maximum results in impossibility to use this mounts with Dreadnoughts. All of this also concerns 1.7.1

Quote:

Originally posted by aiken:
I'm really sorry Atrocities, but where are errors in 1.7.0 with Dominion, Klingon, Tholian and Romulan Dreadnought mounts:

Long Name := Dominion Dreadnought Mount
...
Vehicle Size Minimum := 1800 (size in game 1300kt)
Vehicle Size Maximum := 1800

Long Name := Klingon Dreadnought Mount
...
Vehicle Size Minimum := 1600 (size in game 1300kt)
Vehicle Size Maximum := 1600

Long Name := Romulan Dreadnought Mount
...
Vehicle Size Minimum := 1200 (size in game 1250kt)
Vehicle Size Maximum := 1200

Long Name := Tholian Dreadnought Mount
...
Vehicle Size Minimum := 1000 (size in game 1200kt)
Vehicle Size Maximum := 1000

and Tholian Energy Mount STILL doesn't affect Tholian Energy Web, it doesn't affect even Tholian Cascade Disruptor now:

Long Name := Tholian Energy Mount
...
Comp Family Requirement := 3544, (nothing after comma, it seems you forgot to add families)

I suppose this line shold look like this:
Comp Family Requirement := 3544,3334,1688

<font size="2" face="sans-serif, arial, verdana">That's all.

[ April 06, 2004, 20:54: Message edited by: aiken ]

AMF April 6th, 2004 09:26 PM

Re: STM "Final v1.7.5" Discussion
 
It looks like he incorporated what you reported in the 1.7.1 Version, no?


Quote:

Originally posted by aiken:
Atrocities, though you ignored my post I'll bump it for the Last time. If you don't like me to report stuff I won't when.

Note: issue with Vehicle Size Minimum/Maximum results in impossibility to use this mounts with Dreadnoughts.

<font size="2" face="sans-serif, arial, verdana">


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