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-   -   StarFire Mod v-Beta 2 (http://forum.shrapnelgames.com/showthread.php?t=11210)

President_Elect_Shang March 26th, 2004 09:15 PM

Re: StarFire Mod v-Beta 2
 
I am only 2027 Posts behind Atrocities Star Trek Mod thread, come on guys! We can do it! http://forum.shrapnelgames.com/images/icons/icon10.gif

Dan Kochheiser March 26th, 2004 09:28 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
Dan K, this isn't the problem you were having right? It was worse.
<font size="2" face="sans-serif, arial, verdana">Correct. My problem is MUCH worse. IE shuts down ALL web windows and gives an error that IE experienced an error.

Have fun!
http://forum.shrapnelgames.com/images/icons/icon10.gif Dan K

gregebowman March 26th, 2004 09:41 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Dan Kochheiser:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by President Elect Shang:
Really, wow that is the first I have heard of this problem. Let me run over and check it out. Strange looks fine to me, the curser will not change to a hand, you just click. I need to figure out how you get it to change to a hand, which would be cool. Give it another try, if that does not work than I will send the base and the latest patch to the email address you have listed in your profile. Note that there will be another patch put out tonight.

<font size="2" face="sans-serif, arial, verdana">I know that the hand thing has to do with the Mouse Over command. So you might want to look at that. I made a mouse over once that just changed the buttons from blue to red....

Dan K
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Just tried it again, and got the same result (or lack of, in my case). I can't get anything to click. As far as the mouse over, how do I change that? Everything on the Shrapnel site works fine. It's only on President Elect Shang's site am I having the problem.

President_Elect_Shang March 26th, 2004 11:30 PM

Re: StarFire Mod v-Beta 2
 
Ok GB, I will email your address tonight with the Mod, it will be up-to-date so you won’t have to worry about the patches. I have a friend who is good with web pages and I will ask him if he can advise me on what the heck is going on with my page. I wish I knew more, or could at least see the problem for myself. The email will come from StarFireMod just so you know.

Dan Kochheiser March 27th, 2004 12:32 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by gregebowman:
Just tried it again, and got the same result (or lack of, in my case). I can't get anything to click. As far as the mouse over, how do I change that? Everything on the Shrapnel site works fine. It's only on President Elect Shang's site am I having the problem.
<font size="2" face="sans-serif, arial, verdana">Mouse over is a html code thingy. Not something you can set but something Mr. Wubbles can set.

Dan K

President_Elect_Shang March 27th, 2004 12:59 AM

Re: StarFire Mod v-Beta 2
 
HTML code? Crap, maybe I won't do the mouse thingy after all.

abc March 27th, 2004 02:41 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
Actually in my test game so far I do have to stop long enough to let the CFN recharge me.
<font size="2" face="sans-serif, arial, verdana">Maybe we are talking about different kinds of ships. In my patch 2.2 test game, my explorers moved for 10 years without running out of supplies. (ok, i forgot about them from time to time, but that shouldn't make a difference)

Quote:

Originally posted by Suicide Junkie:
The supplies used by your engines is the sum of the individual supplies used, multiplied by the number of times you use them (# of sectors moved)...
<font size="2" face="sans-serif, arial, verdana">That means a ship with 4 engines (a corvette, engine per move =1) uses 4*1*4=16 supplies per turn. A single supply hold regenerates 20 supplies per turn (in a normal star system with one sun)
The ship can move forever without running out of supplies.

A Monitor with an engine tuner V and only one supply hold is going to run out of supplies fast, of course. No surprise http://forum.shrapnelgames.com/images/icons/icon12.gif

The books gave me the impression, that commercial engines provide a higher strategic movement than military ones? Am I wrong? There is no reason to use commercial engines here. They are 60% cheaper, but twice as large!!!


Small spelling error:
PDC Crew Quarter:
Area of a PDC where crew adn troops spend off-hour

Plague:
Maybe you could change the severity of the plague event to high or even catastrophic.

Colony ships:
I noticed that colony ships can only use commercial engines(unlike freighters) in v2.2
I don't know if that is intentional.

Now I'm off to test the new Box Missile Launcher http://forum.shrapnelgames.com/images/icons/icon7.gif

abc March 27th, 2004 01:16 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
Supply usage: Right, SJ is correct, but in StarFire engines do not require supplies, only regular maintenance for wear and tear. Still lets test this out some more, I have had two people comment on the supply issue and I am willing to Mod it back in. Keep in mind that the re-supply issue is a SE4G aspect, not a StarFire one. Also you should test the supplies in a ship armed to the teeth with missile weapons after a major combat. One way or another I see that this needs some serious looking into, good job!

Commercial Engine: Yes they give a higher strategic movement, and should be doing so in the Mod had I remembered to add the ability back in. One of those pre-move to Build 2 tests I ran. The military engines give a much higher combat movement and I would not suggest building a warship with commercial engines, but it has been done in past StarFire games. Have you played the game?

<font size="2" face="sans-serif, arial, verdana">nope, i read In Death Ground and The Shiva Option. All my knowledge about StarFire comes from the two books.

The supply issue was a thing I noticed because my explorers could fly across the whole universe, no something I am accustomed to from other SE4 mods http://forum.shrapnelgames.com/images/icons/icon12.gif

I tested the enhanced drive missiles yesterday. With ships/planets as weapon target they ignored enemy sekker/drones and rammed the enemy ship. With sat/seeker/fighter/drone as target (and fighter(one shot) as strategy) they reacted to the enemy drones (meaning the EDMs shot at them when the enemy missiles moved) on their way to the enemy ship, which the EDMs still rammed as soon as possible.

I think that behaviour is the one you want http://forum.shrapnelgames.com/images/icons/icon7.gif

colony ship: I'll check it out again, maybe I simply missed the military engine mount.

Quote:


I can’t wait to get your feedback on the new Box Launchers

<font size="2" face="sans-serif, arial, verdana">I didn't have much time yesterday to test the Box Launchers. My solution to problems is "more capital missiles" at the moment, so I'm going to like them http://forum.shrapnelgames.com/images/icons/icon7.gif

President_Elect_Shang March 27th, 2004 06:00 PM

Re: StarFire Mod v-Beta 2
 
abc: The supply issue is good, don’t write it off, I don’t want you too. Just keep testing it and we can go from there after I get more feedback.

EDM: If they don’t work than I will need to put more thought into them, considering the advantage they give in battle I may have to toy with them some more by providing them with less movement (or even no movement) in battle and setting them to target seekers. They should not be able to fire on a fighter, which is the Defense Pod’s job, so write that idea off (fighters) when you are toying with the targeting type. However just to make sure tell me again, they would ram the ships and fire on the seekers with a target type of what?

More Capital Missiles: Ha, welcome to StarFire, I need to get you fully introduced to the game as you obviously have the right mind set.

Books: “In Death Ground” and “Shiva Option”, they where good but after having read them all I think they where the worst of the serious. If you like them, than you need to read “Crusade” (my personal favorite) and “Insurrection” which takes place after the Arachnid War but Weber wrote the book before the Arachnid War.

Finally if you get into the game, the 3rd Edition Version of it anyway, you can purchase non-novel books that will let you recreate all of the above wars and some other ones that Weber and others dreamed up but where never made into novels. And if that isn’t good enough there is a community of us 3rd Edition players that have games going. I am in two play-by-email games right now, and the software to run those games is easy to learn and best of all FREE! http://forum.shrapnelgames.com/images/icons/icon10.gif

Come over to the StarFire side, you know you want to, you can feel the real emperor inside you calling to get out, the one that never feels satisfied when wiping the crap out of an AI. My email (use the SF Mod one) is over at my web site, and I have ICQ if you prefer the faster method of chat, even emails are a little slow.

Operators are standing by. http://forum.shrapnelgames.com/images/icons/icon7.gif

President_Elect_Shang March 28th, 2004 07:27 PM

Re: StarFire Mod v-Beta 2
 
EDM: Yes I think Seeker/Drone targeting is good, I will toy with the idea of satellites and mines also, but that is not there function as there are other weapons to do that. I will include this in the next patch.

XO Missile: You should have set the strategy to ram, try this and they should fire before making contact then move in to ram. With the strategy set to optimal fire range they will want to move away (what happened in your test) until the weapon reloads, but it will not [reload] in that combat phase.

Wow! http://forum.shrapnelgames.com/images/icons/shock.gif Need to decrease the cargo hold! Let me make a note of that for the next patch, suggestions on size? I think 200 should do the trick very nicely and keep proportions to other cargo holding components. The XO Auto-Loader will also need adjusted.

XO Auto Loader: Good point, this is a home made component and not from cannon. I decided not to give it the armor ability for three reasons. (1) The way I envision it is as an internal component that feeds the XO racks by a system of rails, which alone would take away any armor trait. (2) The XO racks have the armor ability and if they get destroyed than the Auto Loader is doing nothing but soaking up damage and eating space. (3) When you develop the Box Launchers (if I don’t change them back to there old form) it would really piss people off to lose all of there ammo when the Auto-Loader gets blown away before there armor is even breached; http://forum.shrapnelgames.com/images/icons/icon8.gif which could happen if it has the armor ability.

Colony Ships: It would be very easy to miss the Class III mount if you are testing with all techs given, the weapon mounts would push the Class III mount down so you have to scroll to see it.

Sun: What sun, I see nothing but clouds! And I wanted to take the kids to the park today. http://forum.shrapnelgames.com/images/icons/icon9.gif

abc March 29th, 2004 02:09 AM

Re: StarFire Mod v-Beta 2
 
I'll think about the supply issue some more.

EDM: I simply copied the fighter/sat/seeker/drone target type! There were no fighters or sats present during my test. Set the target type to seeker or seeker/drone and they'll leave fighters and sats alone.

Btw, i tested XO Sprint Missiles in the simulator yesterday. I set the strategy to drone attack(optimal firing range/ram), but the drones moved to the edge of the map after firing! http://forum.shrapnelgames.com/image...s/confused.gif Has anybody an idea what i did wrong??

Cargo holds: Maybe you could decrease the cargo capacity of cargo components. A level 4 freighter has a capacity of 7500 (1.5 billion population)
And you can build it almost at the start of the game. A level 10 freighter can probably load a homeworld's complete population!

Another suggestion: give the XO Autoloader the armor ability. It reloads XO racks and should be damaged first, too!

Colony Ships: I can use military engines, too. Probably just missed it.

Playing a real StarFire game sounds really interesting http://forum.shrapnelgames.com/images/icons/icon7.gif I'll send you an e-mail tomorrow...the sun is shining, that is even more interesting http://forum.shrapnelgames.com/images/icons/icon10.gif

abc March 29th, 2004 06:23 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
XO Missile: You should have set the strategy to ram, try this and they should fire before making contact then move in to ram. With the strategy set to optimal fire range they will want to move away (what happened in your test) until the weapon reloads, but it will not [reload] in that combat phase.

XO Auto Loader: Good point, this is a home made component and not from cannon. I decided not to give it the armor ability for three reasons. (1) The way I envision it is as an internal component that feeds the XO racks by a system of rails, which alone would take away any armor trait. (2) The XO racks have the armor ability and if they get destroyed than the Auto Loader is doing nothing but soaking up damage and eating space. (3) When you develop the Box Launchers (if I don’t change them back to there old form) it would really piss people off to lose all of there ammo when the Auto-Loader gets blown away before there armor is even breached; http://forum.shrapnelgames.com/images/icons/icon8.gif which could happen if it has the armor ability.

<font size="2" face="sans-serif, arial, verdana">Sprint missiles still don't work correctly. They fire and then move off http://forum.shrapnelgames.com/image...s/confused.gif

Auto Loader: If you decrease the cargo capacity, you'll need real cargo holds anyway. With XO Rack V, a ship can fire 20 XO missiles in two turns!

Weapon ranges: I noticed that there isn't much difference between the range ofenergy/sprint weapons and seekers on higher tech level. Maybe you could create three distinctive weapon ranges: XO Missiles, normal missiles(range 20) and energy/sprint weapons(range 10)

President_Elect_Shang March 29th, 2004 09:43 PM

Re: StarFire Mod v-Beta 2
 
Sprint XO Missile: I don’t know what the h#@l is going on here. http://forum.shrapnelgames.com/image...s/confused.gif I tried it and the drone moved in and rammed without ever firing. I will take a closer look into this and see if I can figure out what the problem is. The default strategy I have for drone attack is ram/maximum weapons range. When I flipped them around the XO Sprint Missile fired but did not ram, then again it did not flee to the far edge of the map.

Auto Loader: That would be true except for two things. One the auto loader only takes up one hull space so it is great for filling in those extra spaces. And two, I just changed the price of the Cargo Hold so that ten auto loaders cost the same as one cargo hold. http://forum.shrapnelgames.com/images/icons/icon10.gif Now ten auto loaders not only take up the same space but cost the same. Either way the player will not get an advantage but can still us both effectively.

Weapon ranges: Yes I understand just what you are saying, but without having the texts to refer to you probably don’t realize how big of a problem that is. The true difference in ranges becomes apparent at more than 20 sectors. The daddy of the combat field should be the Heavy Bombardment Missile at a max range of 60 sectors. To mimic this I would have to cut all weapon ranges by one third. Not that I am against doing that but I would need some feedback on it from my co-author? Dan K what do you think? If I do this it will also mean that ship combat speed will need to be looked at. First however I think that the range issue should be addressed and tested, once that is done than the ship speed can be looked at.

Supplies: I am thinking that supplies should be cut back to around 10 points per star instead of the current 20, thoughts and feedback?

With all of the detailed testing that you and Dan are doing I feel that I can relax on my testing. This will finally give me the break I have been looking for to start working on the other as yet unfinished files. First though I would like to see you and Dan K start a dialogue here that I can follow, and the bumping of StarFire and Non-StarFire heads should lead to some good results.

President_Elect_Shang March 29th, 2004 10:24 PM

Re: StarFire Mod v-Beta 2
 
I got the Sprint XO Missile to fire and the deciding factor here seems to be the range. After which it moved in and rammed. I can’t understand what is taking place in your situation abc, except that I would suggest trying again with the drone attack strategy set as I outlined it below. Let me know what happens when you do this. If it still does not work than start a new game and try that. Also if you go to the Version_History.txt and scroll down you will see what Build you are using, check to make sure that it says Build 2 below the Build 1 entry at the top. Sorry but I forgot to update that part of the ReadMe.txt or I would just ask you to check there.

I double checked myself by testing this same thing in the base Version of the game. Here to it fired then moved in to ram even though it could have fired again. This tells me that I will need to adjust the speed of the XO weapons. I will take a closer look at them later today and see if I can get away with cutting the speed of only those that are direct fire type however, in all likelihood I will need to adjust almost all of them to maintain a balance.

abc March 30th, 2004 12:17 PM

Re: StarFire Mod v-Beta 2
 
Supplies: 10 point per star sounds good! Let's try it and see how it works out.

Missiles: Can you change the HBM to a drone warhead??

Drones: I'll test them some more, too. there has to be a way to make them work correctly+

Auto Loader: It's really a minor point. The auto loader reloads XO Racks, so it should be exposed to enemy fire, too. But one or more damaged components won't make a difference after a battle. With the new box launchers, ships will need more cargo capacity(multiple cargo holds) anyway.

President_Elect_Shang March 30th, 2004 09:55 PM

Re: StarFire Mod v-Beta 2
 
Supplies: I think the main concern in supplies (correct me if I am wrong) is the fact that with this mod you do not have to return back to a re-supply depot. We can keep the topic open but in Atrocities Star Trek Mod you can add the Bussard Collector (there are other items) that has the same effect. As I mentioned before I think that I will leave the supplies alone.

Dan Kochheiser March 31st, 2004 02:04 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
Sprint XO Missile: I don’t know what the h#@l is going on here. http://forum.shrapnelgames.com/image...s/confused.gif I tried it and the drone moved in and rammed without ever firing. I will take a closer look into this and see if I can figure out what the problem is. The default strategy I have for drone attack is ram/maximum weapons range. When I flipped them around the XO Sprint Missile fired but did not ram, then again it did not flee to the far edge of the map.

Auto Loader: That would be true except for two things. One the auto loader only takes up one hull space so it is great for filling in those extra spaces. And two, I just changed the price of the Cargo Hold so that ten auto loaders cost the same as one cargo hold. http://forum.shrapnelgames.com/images/icons/icon10.gif Now ten auto loaders not only take up the same space but cost the same. Either way the player will not get an advantage but can still us both effectively.

Weapon ranges: Yes I understand just what you are saying, but without having the texts to refer to you probably don’t realize how big of a problem that is. The true difference in ranges becomes apparent at more than 20 sectors. The daddy of the combat field should be the Heavy Bombardment Missile at a max range of 60 sectors. To mimic this I would have to cut all weapon ranges by one third. Not that I am against doing that but I would need some feedback on it from my co-author? Dan K what do you think? If I do this it will also mean that ship combat speed will need to be looked at. First however I think that the range issue should be addressed and tested, once that is done than the ship speed can be looked at.

<font size="2" face="sans-serif, arial, verdana">If we are trying to stay close to cannon then the ranges are important to keep. Part of what makes Starfire what it is is the arms race that occurs with weapons and ranges. As the Higher Tech weapons get longer reaches and increased damage. THe speed remains a relative constant through out the Tech levels so Speed and Turning is something less of an issue as the biggest issue is getting range.

Quote:

Supplies: I am thinking that supplies should be cut back to around 10 points per star instead of the current 20, thoughts and feedback?
<font size="2" face="sans-serif, arial, verdana">What is the issue with supplies? In Starfire cannon, the only time you fall out of supplies is when that fleet gets cut off from the empire. Rare enough event in itself. Commerce raiding is real difficult because of the nature of warp points. So far, my fleets have been unable to run out of supplies, but also been unable to fully restock every turn. Though not strictly cannon, it does seem to work close enough to get the 'feel' of Starfire.

Quote:

With all of the detailed testing that you and Dan are doing I feel that I can relax on my testing. This will finally give me the break I have been looking for to start working on the other as yet unfinished files. First though I would like to see you and Dan K start a dialogue here that I can follow, and the bumping of StarFire and Non-StarFire heads should lead to some good results.
<font size="2" face="sans-serif, arial, verdana">I'm game... http://forum.shrapnelgames.com/images/icons/icon10.gif

Two disparete views generally will produce a more 'even' product.

Dan K

Lighthorse March 31st, 2004 06:25 AM

Re: StarFire Mod v-Beta 2
 
Just downloaded your starfire mod. Very interesting ideas. The problem I have is the unknown values errors Messages for all the ai races, cannot load research, weapon, this, and that, etc. Is it because I updated my copy of SE4 gold to 1.91 and this mod was design for 1.84?

Lighthorse

[ March 31, 2004, 04:32: Message edited by: Lighthorse ]

abc March 31st, 2004 12:57 PM

Re: StarFire Mod v-Beta 2
 
I think we can drop the supply usage issue.
I am not against unlimited supplies, i just noticed that supply wasn't a problem from the start of the game!
But we are working on a StarFire mod, so that's not a real problem.

BTW, do we really need the resupply depot?Maybe we can give the resupply ability to the shipyard (and/or the spaceport). Spaceports with resupply ability should represent the CFN nicely.
Comments?

President_Elect_Shang March 31st, 2004 04:09 PM

Re: StarFire Mod v-Beta 2
 
I can transfer the ability to the Planetary Shipyards, or even the Space Port. I would prefer to avoid adding it to any kind of ship component, such as the Ship Yard or Medium Ship Yard. The question I have to ask you two is this: After a big fight where your missile ships have sucked your supplies to just about nothing where do you want to go to refuel? If you are putting a Planetary Shipyard on every planet fine but some of those planets are damn small. There is no point in putting the ability with the Space Port, unless you are happy with only one planet per system acting as a refuel depot, building more than one spaceport per system is a waste of money and planetary space. Also keep in mind that new construction does not automatically start out refueled, nor do ships freshly un-mothballed.

If you want my opinion I think that it should go to the Planetary Shipyard, what are the chances you are going to spend lots of time and money to build an orbiting shipyard (Space Station or whatever hull type) and not have some kind of planetary unit below to back it up?

Dan Kochheiser March 31st, 2004 10:38 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
I can transfer the ability to the Planetary Shipyards, or even the Space Port. I would prefer to avoid adding it to any kind of ship component, such as the Ship Yard or Medium Ship Yard. The question I have to ask you two is this: After a big fight where your missile ships have sucked your supplies to just about nothing where do you want to go to refuel? If you are putting a Planetary Shipyard on every planet fine but some of those planets are damn small. There is no point in putting the ability with the Space Port, unless you are happy with only one planet per system acting as a refuel depot, building more than one spaceport per system is a waste of money and planetary space. Also keep in mind that new construction does not automatically start out refueled, nor do ships freshly un-mothballed.

If you want my opinion I think that it should go to the Planetary Shipyard, what are the chances you are going to spend lots of time and money to build an orbiting shipyard (Space Station or whatever hull type) and not have some kind of planetary unit below to back it up?

<font size="2" face="sans-serif, arial, verdana">Canon answer to your question...the CFN. Merchants bring everything to you. If the CFN won't go there then you have your Imperial freighters and your Mobile yards bring it to you. And you have the SHipyards build the missile because it's cheaper.
In starfire, when the ship rolls outit is automatically topped off on all stores, ammo and fuel. And this condition NEVER changes unless the CFN cannot get to you. If planed for, you will have lots of extra maintenance stored on board or in resupply ships in the fleet.
So having it in SHipayrds would do a great deal of simulating the CFN.

Dan K

ZeroAdunn April 1st, 2004 01:02 AM

Re: StarFire Mod v-Beta 2
 
Hey, Diggin the mod, if you produce some competitive AI's it will probably become one of ym Favorites, however, one question: Do you eventually get tech to cure plagues. (Homeworld slowly dying sucks)

Oh, and you have no primary or secondary bitmap pics for your weapons platforms.

[ March 31, 2004, 23:28: Message edited by: ZeroAdunn ]

Dan Kochheiser April 1st, 2004 02:20 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Lighthorse:
Just downloaded your starfire mod. Very interesting ideas. The problem I have is the unknown values errors Messages for all the ai races, cannot load research, weapon, this, and that, etc. Is it because I updated my copy of SE4 gold to 1.91 and this mod was design for 1.84?

Lighthorse

<font size="2" face="sans-serif, arial, verdana">AI's are not active in the mod yet, Lighthorse. So turn off AI's till further notice and your errors should go away.

Dan K

Dan Kochheiser April 1st, 2004 02:24 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by abc:
BTW, do we really need the resupply depot?Maybe we can give the resupply ability to the shipyard (and/or the spaceport). Spaceports with resupply ability should represent the CFN nicely.
Comments?

<font size="2" face="sans-serif, arial, verdana">That's not a bad idea. SY's and SYM's are what all materials are routed through to build everything. Resupplies being done at those bases would do a good job of supporting the feel of Starfire if we gave SY's, SYM's and Planetary yards all the resupply ability.

TerranC April 1st, 2004 04:04 AM

Re: StarFire Mod v-Beta 2
 
Wow, haven't seen you in a long time ZA. Where have you been?

abc April 1st, 2004 10:26 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by ZeroAdunn:
Hey, Diggin the mod, if you produce some competitive AI's it will probably become one of ym Favorites, however, one question: Do you eventually get tech to cure plagues. (Homeworld slowly dying sucks)

Oh, and you have no primary or secondary bitmap pics for your weapons platforms.

<font size="2" face="sans-serif, arial, verdana">At the moment, a vote is going on about the plague event. As far as I know, one of one vote is for increasing the severity to catastrophic.

Quote:


Medical Bays: Here is something known as Intrepid Explorers Disease. In the old SF it was an optional rule that could wipe out an entire colony. A microbe that was not considered harmful at first mutates into a deadly illness. I left the medical bays out to test players feelings on this, but I can add it back in at a later date.

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

President_Elect_Shang April 1st, 2004 04:08 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by ZeroAdunn:
Do you eventually get tech to cure plagues. (Homeworld slowly dying sucks)
<font size="2" face="sans-serif, arial, verdana">There is another thing I am not to happy about, that it could happen anywhere. Then again who is to say that it was not transported to the “old” colony (or even home world) by someone from the “new” colony that is on vacation?

Quote:

Oh, and you have no primary or secondary bitmap pics for your weapons platforms.

<font size="2" face="sans-serif, arial, verdana">Holy crap Batman! And no one else caught this? Thanks I will fix that in the next patch. Speaking of which there will be a small delay before it comes out. RL problems, nothing big, just time consuming.

Dan Kochheiser April 1st, 2004 06:27 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Oh, and you have no primary or secondary bitmap pics for your weapons platforms.

<font size="2" face="sans-serif, arial, verdana">Holy crap Batman! And no one else caught this? Thanks I will fix that in the next patch. Speaking of which there will be a small delay before it comes out. RL problems, nothing big, just time consuming. [/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I wouldn't know where to look for those...haven't used them yet.

As for RL...take your time. RL is more important than the game...(I know. Blasphemy! http://forum.shrapnelgames.com/images/icons/shock.gif )

I know around the Last week of Oct I will have my own RL to deal with...expected birth of my first child. SO be forwarned... http://forum.shrapnelgames.com/images/icons/icon10.gif

Dan K

President_Elect_Shang April 2nd, 2004 05:33 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Dan Kochheiser:
I know around the Last week of Oct I will have my own RL to deal with...expected birth of my first child. SO be forwarned... http://forum.shrapnelgames.com/images/icons/icon10.gif

Dan K

<font size="2" face="sans-serif, arial, verdana">Are you going to name him/her UN or Zombee? http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM April 2nd, 2004 09:37 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Dan Kochheiser:

I know around the Last week of Oct I will have my own RL to deal with...expected birth of my first child. SO be forwarned... http://forum.shrapnelgames.com/images/icons/icon10.gif

Dan K

<font size="2" face="sans-serif, arial, verdana">Congratulations to your wife and you. http://forum.shrapnelgames.com/images/icons/icon7.gif

Dan Kochheiser April 2nd, 2004 10:19 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Dan Kochheiser:
I know around the Last week of Oct I will have my own RL to deal with...expected birth of my first child. SO be forwarned... http://forum.shrapnelgames.com/images/icons/icon10.gif

Dan K

<font size="2" face="sans-serif, arial, verdana">Are you going to name him/her UN or Zombee? http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I tried angling for a Lord of Hell's name...but the Fiancee has so far opposed any cool names...She wants something more normal like Emma or Daniel... http://forum.shrapnelgames.com/image...s/confused.gif

Dan Kochheiser April 2nd, 2004 10:21 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by narf poit chez BOOM:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Dan Kochheiser:

I know around the Last week of Oct I will have my own RL to deal with...expected birth of my first child. SO be forwarned... http://forum.shrapnelgames.com/images/icons/icon10.gif

Dan K

<font size="2" face="sans-serif, arial, verdana">Congratulations to your wife and you. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thanks, but we are only engaged. And this will be her third child. The other two live with us, both boys. The oldest has the mkings of a gamer, the younger not so much. http://forum.shrapnelgames.com/images/icons/icon10.gif

Dan K

President_Elect_Shang April 2nd, 2004 11:41 PM

Re: StarFire Mod v-Beta 2
 
Dan K: Insert Darth Vader's breathing sounds: You must work with the younger one, he can be turned to gamer side!

To everyone: Due to a few problems, and my general unhappiness with the old site, I have launched a new one. Done by hand, line by line! Check it out and give me some feedback?

http:home.satx.rr.com/frananded

narf poit chez BOOM April 2nd, 2004 11:48 PM

Re: StarFire Mod v-Beta 2
 
took a quick look. your email and your news date are on the same line on the first page.

President_Elect_Shang April 3rd, 2004 01:23 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by narf poit chez BOOM:
took a quick look. your email and your news date are on the same line on the first page.
<font size="2" face="sans-serif, arial, verdana">I can fix that, what browser do you use?

Dan Kochheiser April 3rd, 2004 08:11 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:

To everyone: Due to a few problems, and my general unhappiness with the old site, I have launched a new one. Done by hand, line by line! Check it out and give me some feedback?

http:home.satx.rr.com/frananded

<font size="2" face="sans-serif, arial, verdana">I can now access the site from home. But the SEIV page's has a very dark background. It is hard to read anything on that page.

Dan K

President_Elect_Shang April 3rd, 2004 08:22 AM

Re: StarFire Mod v-Beta 2
 
I will make the font lighter as the background is supposed to look like a star field. I found a major blunder in all of the pages so I will remake them again and make the change to font at that time. Hay what can I say? No one is teaching me this stuff, just me and this book! Keep the suggestions rolling in. This site is to support my wife's morale so I will be working on it for the next few days, after I am done I will turn back to the Mod full force.

ZeroAdunn April 4th, 2004 04:57 AM

Re: StarFire Mod v-Beta 2
 
If you had to settle on something, maybe a limited ability to cure plagues, or maybe a facility (expensive one that prevents plagues).

Again, I have never played starfury now would I know where to get the books.

Also: I keep getting errors when using fighter weapons and pd in combat.

President_Elect_Shang April 4th, 2004 10:05 AM

Re: StarFire Mod v-Beta 2
 
Fighter weapons and point defense in combat? I will look into that but can you give me a little more info?

StarFire… just go into any bookstore and ask for help to find books by David Weber. He also writes the Honor Herrington Series. You are looking for: Crusade, In Death Ground, Shiva Option, and Insurrection. Those are the only four written so far. I personally recommend Crusade out of the four.

To pick up the rule books than you should email me so that I can keep you from getting confused between StarFire 3rd Edition, what this Mod uses, and Galactic StarFire.

President_Elect_Shang April 4th, 2004 10:10 AM

Re: StarFire Mod v-Beta 2
 
Ok, the website is now updated and working great. I have some business tomorrow but I will start back to work on the Mod this week, I should have a patch out by Thursday before I leave town.

Dan K: How are you doing with that project? Do you think you will be done so that I can include it in the next patch?

Website: http://home.satx.rr.com/frananded

Click over to the SE4G page and you will see the patches when they come out. Click once more for the StarFire Mod page and you can see the progress and any future plans. Click over to the Downloads page and you can get the base build 2 of the Mod. Enjoy!

ZeroAdunn April 4th, 2004 10:11 PM

Re: StarFire Mod v-Beta 2
 
Actually, a big fan of weber, that is why I have been interested in finding out about starfire for some time. I am currently reading the shiva option and am about halfway through the honor series.

I would be interested in learning more about starfire 3rd ed. but I haven't been able to find in on shelves anywhere and the starfire sites ordering section is a little confusing.

As for the bugs I was talking about, I will reproduce them tonight and post the info.

ZeroAdunn April 4th, 2004 10:36 PM

Re: StarFire Mod v-Beta 2
 
Never mind on the combat error, I have found the issue, it was with my imagemod download.

Found a minor bug though: You know you can add multiple fuel pods to fighers? This produce some ludicrously fast fighters.

abc April 5th, 2004 01:40 AM

Re: StarFire Mod v-Beta 2
 
Shaped Charge 1: The mount decreases the range of drone warheads to 0 (or -9).

Engine Governor: There is no difference between engine governor I and II. The second Version only costs more, but doesn't provide a better protection.

Engine Tuners: These things are powerful! They increase the speed of a monitor from 2 to 7 http://forum.shrapnelgames.com/images/icons/shock.gif

Oh, and the engine tuner 2 provides 2 bonus movement points, engine tuner 3 4 movements points. I don't know whether that is deliberate or not.

Btw, has anybody gotten the sprint xo missiles to work correctly yet??

Dieter April 5th, 2004 05:48 PM

Re: StarFire Mod v-Beta 2
 
Ahh ... the wonders of the internet ...
I've been out of town on business and needed a Starfire fix and was able to get to the Forum and from there to your new web page ...

Went to the "Downloads Page" ... figured I could get some "testing" in during my "spare" time ... but find that the links on the page (not Navication) do not seem to work ... specifically the "Space Empires 4 Gold Downloads" link ...

Am I doing something wrong ???
Are the downloads actually somewhere else ???
Or is this a possible "glich" in you new web site?

-Dieter

President_Elect_Shang April 6th, 2004 10:36 PM

Re: StarFire Mod v-Beta 2
 
Been out sick with one of the kids, very sick!. I will be back later to have a longer look at the issues.

Sorry for the delay,
PE Shang

President_Elect_Shang April 9th, 2004 04:46 AM

Re: StarFire Mod v-Beta 2
 
Test post for new avatar.

President_Elect_Shang April 9th, 2004 04:51 AM

Re: StarFire Mod v-Beta 2
 
That will work for me, thanks TerranC. Sarcasm (not directed at TerranC) edited out. This one will work just fine.

I am looking forward to the new splash screen also TerranC. Any word on how it is coming?

[ April 09, 2004, 03:57: Message edited by: President Elect Shang ]

President_Elect_Shang April 9th, 2004 04:58 AM

Re: StarFire Mod v-Beta 2
 
Second test post for new avatar, tweaked.

TerranC April 9th, 2004 05:33 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
That will work for me, thanks TerranC. Sarcasm (not directed at TerranC) edited out. This one will work just fine.

I am looking forward to the new splash screen also TerranC. Any word on how it is coming?

<font size="2" face="sans-serif, arial, verdana">Coming along not as quickly as I would like it to be, but I think you'd agree with my putting off finishing the splash screen until after I finish a shipset, wouldn't you? http://forum.shrapnelgames.com/images/icons/icon10.gif .

And if that sarcasm pertained to the lack of news concerning the graphics, I'd have to say I agree with you. http://forum.shrapnelgames.com/images/icons/icon12.gif

Edit: Forgot to mention this before I pressed the post message button; with easter, now I've got 4 days of free time which I plan to mostly devote to making and finishing most of the Terran shipset. I guess we'll be having a chat soon, eh? http://forum.shrapnelgames.com/images/icons/icon10.gif

[ April 09, 2004, 04:36: Message edited by: TerranC ]

President_Elect_Shang April 10th, 2004 08:15 PM

Re: StarFire Mod v-Beta 2
 
No, the sarcasm had nothing to do with you; I don’t want to get into too much detail.


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