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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
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Re: StarFire Mod v-Beta 2
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Have fun! http://forum.shrapnelgames.com/images/icons/icon10.gif Dan K |
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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. |
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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.
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Dan K |
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HTML code? Crap, maybe I won't do the mouse thingy after all.
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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 |
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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:
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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 |
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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 |
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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 |
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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) |
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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. |
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. |
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. |
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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.
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Two disparete views generally will produce a more 'even' product. Dan K |
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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 ] |
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? |
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? |
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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 |
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 ] |
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Dan K |
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Wow, haven't seen you in a long time ZA. Where have you been?
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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 |
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Dan K |
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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 |
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took a quick look. your email and your news date are on the same line on the first page.
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Dan K |
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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.
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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. |
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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. |
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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! |
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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. |
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. |
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?? |
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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 |
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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 |
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Test post for new avatar.
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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 ] |
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Second test post for new avatar, tweaked.
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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 ] |
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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