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

Fyron July 19th, 2003 08:54 PM

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

An Idea on MC add ability (?) that it would still need bridge
<font size="2" face="Verdana, Helvetica, sans-serif">That can not be done. Once a comp with MC ability is added to a ship, all requirements for B/LS/CQ are dropped.

Ed Kolis July 19th, 2003 08:57 PM

Re: STM "Final v1.7.5" Discussion
 
You could remove the MC ability from the MC, though, and just have it count as a combo lifesupport/crewquarters/combatsensor/ECM - so smaller ships with an MC wouldn't need any life support or crew quarters (though they'd still be vulnerable to Allegiance Subverters and the mental weapons disruptor thingy), but larger ones would...

Atrocities July 19th, 2003 10:08 PM

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

Originally posted by mottlee:
Did and did will run it this way

also error AI race neutral races 004,005 in research

<font size="2" face="Verdana, Helvetica, sans-serif">Hummm, if there is an error in the neutral research it will effect all neutral AI. They share it. Can you be more specific about the error?

mottlee July 19th, 2003 11:46 PM

Re: STM "Final v1.7.5" Discussion
 
Errors in research
SEGold\pic\raceneut\neut004\neut005_ai_005
I shortened the names here
shows up in 004 005 so far.
I also still do not have those bmp files I D/L image mod also copied all to all foldes that had any compont pics in them, some show when you click on them and some do not, I have even copy the AST pics to this also.

Add to error
unknown "rider construction" listed 3X
unknown "rock planet col..-ice natives"
same for gas

[ July 20, 2003, 00:30: Message edited by: mottlee ]

Atrocities July 20th, 2003 01:17 AM

Re: STM "Final v1.7.5" Discussion
 
Boy you have been busy.

Thanks for the bug reports.

General Woundwort July 20th, 2003 01:50 AM

Re: STM "Final v1.7.5" Discussion
 
Just loaded the patch, and started a new game. No major problems to report as yet. Will keep you all posted. KaplaH!

Atrocities July 20th, 2003 03:36 AM

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

Originally posted by mottlee:
Errors in research
SEGold\pic\raceneut\neut004\neut005_ai_005
I shortened the names here
shows up in 004 005 so far.
I also still do not have those bmp files I D/L image mod also copied all to all foldes that had any compont pics in them, some show when you click on them and some do not, I have even copy the AST pics to this also.

Add to error
unknown "rider construction" listed 3X
unknown "rock planet col..-ice natives"
same for gas

<font size="2" face="Verdana, Helvetica, sans-serif">These are not errors associated with the Star Trek Mod as those techs do not exsist in the mod. You have a corrupted installation.

mottlee July 20th, 2003 04:02 PM

Re: STM "Final v1.7.5" Discussion
 
Dang! will see if I can pull them out of the Zip thanks

(complete Mod re-install, over write)

(still there...can I just Delete this one?)(AI Reserch files "look" the same in the neut and genral Ai file (have no clue never looked befoe)

(old design (b/4 overwrite) colony ship will take no cargo now)

(did get Pics now http://forum.shrapnelgames.com/images/icons/icon7.gif )

[ July 20, 2003, 15:52: Message edited by: mottlee ]

The Canuck July 20th, 2003 10:08 PM

Re: STM "Final v1.7.5" Discussion
 
do i need to get patch 1 before patch 1 A cause i cant find patch 1. just wondering cause i remember reading that the new patch would emp files for the major races but didnt find any in patch 1 A.

mottlee July 21st, 2003 12:10 AM

Re: STM "Final v1.7.5" Discussion
 
In the main SEIV Gold Dir is there a file in the Pic\raceneut\neut005\neut005_ai_research? same in 004have tracked back to this but I do not know IF this is a good file or not!

Have a sneeky idea that another mod over wrote this

[ July 20, 2003, 23:12: Message edited by: mottlee ]

CNCRaymond July 21st, 2003 07:32 AM

Re: STM "Final v1.7.5" Discussion
 
That is your problem! If you have a mod, and that mod has a race that is also in your non mod folder, the mod Version will use the information in the non mod folder if it does not have it for itself.

Example:
I took out the Borg research file from the Ast mod. I had no other mods in my SEIV directory but I did have a borg race folder in my SEIV pictures Race directory. The mod Version of the Borg "used" the non modded Borg research file. This caused many errors and took me a while to figure out.

CNCRaymond July 21st, 2003 07:35 AM

Re: STM "Final v1.7.5" Discussion
 
Try this for Patch 1

www.astmod.com/zips/stmp1.zip

I think you will have to copy over the Klingon file to the Klingon directory and then delete the mis-spelled Klingon folder.

Atrocities July 21st, 2003 09:35 PM

Re: STM "Final v1.7.5" Discussion
 
To be on the safe side just rename them from Neutral004_AI_Research & Neutral005_AI_Research to something like OldResearchFile.

This way if you need them or another mod you will stall have them and can easily rename them.

When an AI does not have a file it needs, it first checks to see if there is one in the Defualt AI directory. If not there then it looks in the non modded SEIV folders. If it finds one, it will use it. (This really threw me for a while) If it does not find a file to use then it will use the Mod Version of the AI_Defualt for that file.

Hope this helps you.

The full release Version of the Star Trek Mod will be out this week. It should weigh in at around 20 megs zipped.

I trust that you all realize that the process for this mod has just begun and you may encounter problems and such, and by reporting them, they can be corrected or worked out for other Version of the mod. I have tried my damnedest to get the AI's to expand well on Medium Bonus & AI Difficulty Medium. Most will expand now by Turn 50. After that they are hungry and come on semi aggressively. I am still working on the Federation as they will not expand at all. Very frustraiting to say the least.

If I can not get them to work I will release the mod as is and hope that one of you will have better luck working on the AI.

To be frank, I am utterly 100% burned the frick out on SEIV and really just want to be with the mod and just play my meger PBW games until I am defeated or win.

So many of the updates and such might have to come from you folks. I will try my hardest to publish a solid mod with as few errors as possible. I will not be responding to any problems you have with the mod installation or errors about missing planets, facilities, or componets as it has now been clearly stated that the mod NEEDS the image mods, latest Version by all means.

The mod must be unzipped into your SEIV directory, and will include additional component images for use with the mod. It will not contain any other images aside from the races and intro. This will help keep the size of the mod down.

I will also notify Geoschmo and ask him to upload it to PBW as soon as he feels able to. This way we can get a game going.

ALL racial technologies currently cost zip, zilch, notta, nothing, zero and this may or may not change to prevent people from using other races technologies during PBW. I have an idea on how to fix this and might employee it.

Intel has two sub technologies, Sabotage and Espinoge, ALL of these can be turned off in game set up. This will help PBW game by turning off Espinoge projects. Players can still use intel to gather intelligance but can not use it to attack other players. (In theory.)

I will not be ditching the master computer component per the many emails requesting me not to do so.

I WILL NOT put the quantum reactor back into the mod, if you want it, put it in yourselfs.

If you come up with a better propulsion system or can make the AI work well, PLEASE PLEASE let me know.

Look for the full Version of the mod to be out later this week. I will post when it is ready for download.

mottlee July 22nd, 2003 12:30 AM

Re: STM "Final v1.7.5" Discussion
 
Will there be a "Patch" from this one to the "New" one? or will I need to spend 2hrs on D/L http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon9.gif so far (now) working out good AI seams a little slow on expanding

mottlee July 22nd, 2003 01:12 AM

Re: STM "Final v1.7.5" Discussion
 
So I should be good to delete them??

Atrocities July 22nd, 2003 07:36 AM

Re: STM "Final v1.7.5" Discussion
 
I can upload the basic files for you, but your save games will be no-good.

No garantees with this upgrade. It only has data files thats it.

Up Grade for Beta Version

Atrocities July 22nd, 2003 07:41 AM

Re: STM "Final v1.7.5" Discussion
 
Well you have been waiting for this mod for over a year and I am happy to say it is finally here.

The Star Trek Mod

The mod Version is 1.0.0 and is a work in progress. I hope that it is enjoyed. I will wait a week or so before I ask Geoschmo to upload it to the PBW server. I want to give people a chance to find the bugs that the beta testers and I have not.

I would like to say thank you to all of you who helped, and especially to Captain Kowk for his work in getting this mod off the ground. Without him, this mod would not have been possible so quickly after all was lost.

True to my word I was able to get the mod up and running and ready for public use in less than a month. Again thanks to the great ground work done by Captain Kowk.

[ July 22, 2003, 06:44: Message edited by: Atrocities ]

CNCRaymond July 22nd, 2003 10:28 AM

Re: STM "Final v1.7.5" Discussion
 
Great, thanks man.

minipol July 22nd, 2003 11:50 AM

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

Atrocities July 23rd, 2003 12:42 AM

Re: STM "Final v1.7.5" Discussion
 
I hope it works for you. Enjoy http://forum.shrapnelgames.com/images/icons/icon7.gif

jimbob July 23rd, 2003 12:52 AM

Re: STM "Final v1.7.5" Discussion
 
unzipping as we speak,

looking forward to the game!!

kudos to you and Kwok both, thanks for all the hard work.

cherrio,
jimbob

mottlee July 23rd, 2003 01:06 AM

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

Originally posted by Atrocities:
I can upload the basic files for you, but your save games will be no-good.

No garantees with this upgrade. It only has data files thats it.

Up Grade for Beta Version

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks, I will try the patch and let you know how it goes http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ July 23rd, 2003 01:20 AM

Re: STM "Final v1.7.5" Discussion
 
Ideas for StarTrek Mod

1.New propulsion components: warp nacelle and impulse drive.

2.New propulsion system. The Cardassian_AI_DesignCreation
and Default_AI_DesignCreation have been set to used the new propulsion system and new propulsion components.

3.New Cardassian_AI_DesignCreation file. The Cardassians will make ships now. It seems the Minimum Speed and Desired Speed were set too high before, and the AI would not make ships.

4.New cargo bay and compact cargo bay. It seems a cargo bay component must have the most cargo storage ability or the AI will use a Drone Launcher instead.

5. New sizes for components: supply storage 15kt, emissive armor 15kt and shield generator 30kt.

All File Provided.
1058915819.zip

[ July 23, 2003, 07:40: Message edited by: TNZ ]

mottlee July 23rd, 2003 01:44 AM

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

Originally posted by Atrocities:
I hope it works for you. Enjoy http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">It apears that the new will run the old as long as you do not overwrite your savegame, I loaded fine so far but only ran 2 turns so far http://forum.shrapnelgames.com/images/icons/icon10.gif

(oops I stand corrected....comps are different)

[ July 23, 2003, 00:46: Message edited by: mottlee ]

Atrocities July 24th, 2003 12:42 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks Lurk, these I will look into right now. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities July 24th, 2003 01:14 AM

Re: STM "Final v1.7.5" Discussion
 
Star Trek Mod v1.0.1 Patch 1

1. - Changed Advanced Transphysic Drive Now has a movement bonus of 12
2. - Changed Advanced Transphysic Drive now has a cost of 200 for Organics
3. - Chagned Slipstream Drive (Federation Technology) now has a movement bonus of 13
4. - Changed Quantum Singularity Engine I - III Ability 3 from Hit Offense Minus to Plus
5. - Removed Quantum Slipstream Drive Ability 4
6. - Changed Bussard Collectors supply usage from 30 to 5
7. - Fixed Romulan Quantum Slipstream Drive was not giving its movement bonus
8. - Modified Romulan DesignCreation.txt file slightly

J. July 24th, 2003 01:31 AM

Re: STM "Final v1.7.5" Discussion
 
Now you've done it. I haven't posted here for ages and even had to get my password again by e-mail so I could log in and post. Congratulations on finally finishing the job(well, it's not finished but you get the point) and a big thank you as well! http://forum.shrapnelgames.com/images/icons/icon7.gif

I'd like to start by pointing out a few errors:

1)The transphysic and Advanced transphysic drives cost the same and give equal bonuses.
2)The quantum singularity engines&drive's describtion says they reduce the chance to be hit but actually it's the other way around, they lower your own chance to hit http://forum.shrapnelgames.com/images/icons/icon7.gif
3)Are the buzzerd collectors really supposed to use 30 supplies? Aren't they supposed to generate supplies? http://forum.shrapnelgames.com/image...s/confused.gif

Well that's all for now. Maybe I'll post again next year. http://forum.shrapnelgames.com/images/icons/icon10.gif

CNCRaymond July 24th, 2003 05:50 AM

Re: STM "Final v1.7.5" Discussion
 
First I would like to say great mod so far.

Bugs:
1. Dominion Escort has eleven moves with only three engines
2. The SystemNames.txt has a few erros in it. Little boxes at the ends of some names. Usually a spacing error. Also missing a few star trek system names like Vulcan. (I will send you my latest Star Trek system names)

Suggestions:
1. Have a second class of colony technology, one that allows for more cargo. Example: Colony Tech Rock 1, Colony Tech Rock 2, Colony Tech Rock 3 with each giving an increase in cargo by 5.
2. Federation Explorer and Escort class need more moves per engine to be effective I think.

[ July 24, 2003, 05:38: Message edited by: CNCRaymond ]

DeadZone July 24th, 2003 06:17 AM

Re: STM "Final v1.7.5" Discussion
 
Keep up the good work

TerranC July 24th, 2003 06:40 AM

Re: STM "Final v1.7.5" Discussion
 
Good stuff: but I think there were some errors made:

1. The Pulse Phasers aren't mounted when I select the Defiant mount. (I'm assuming that this is an error.)

2. In a high tech start, the ferengi homeworld starts with 2 ferengi space yards, giving it a construction rate of 15K per turn. (I'm also assuming that this wasn't intended.)

But nevertheless, kudos to Atrocities and Kwok.

CNCRaymond July 24th, 2003 06:56 AM

Re: STM "Final v1.7.5" Discussion
 
I think this is a fluke. I just received the Borg Neural Net as a bonus for having discovered ruines on a planet. I checked and the Borg neural net is a dedicated Borg technology. Sure enough, I have the Borg Neural net availible to me.

Now only if I can get a few more technologies from other races.

CNCRaymond July 24th, 2003 07:14 AM

Re: STM "Final v1.7.5" Discussion
 
Bug:
1. No differance between Poloron Beam and Mini Poloron Beam for the Dominion weapons.

(EDIT - Ok I see the differance now, one is used for ships only while the other can target other things. As a suggestion, you should lower the ship hit points a tad and lower the cost and tonnage to make it reflect the "mini" name.)

I have to say I really love how this mod uses resources. My ships are limited range and that forces me to have to build supply bases. I also love how the mod uses Rads and Org and forces me to have to build facilities to gather them.

I am on turn 100 and only the Romulans are now expanding and they are in 1st place. The others are still only in one system.

[ July 24, 2003, 06:25: Message edited by: CNCRaymond ]

TNZ July 24th, 2003 09:46 AM

Re: STM "Final v1.7.5" Discussion
 
I noticed the entry for energy stream weapons in the tech area data file. I don’t think it should have a racial area number.

Name := Energy Stream Weapons
Group := Weapon Technology
Description := Weapons employing a continuous stream of energy.
Maximum Level := 5
Level Cost := 5000
Start Level := 0
Raise Level := 2
Racial Area := 5
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Physics
Tech Level Req 1 := 2

Lighthorse July 25th, 2003 08:34 AM

Re: STM "Final v1.7.5" Discussion
 
The problem of the AI empires not expanding can be solved by chicking on "All systems seem by all players" and for good measure I also chicked on "Omnipresent view of all systems" during game setup in Quadrant. After six turns over half of the AI empires expanded out into two to three other systems bysides they our home system. Yes, I know that its takes away the unknown feature of the game, but its more of a challerage if AI expands outward as quickly as a human does.
A suggestion maybe for AI empire to start with ancient knowledge of the galaxy, may allow them to expand outward rapidly.

That my two cent worth
Lighthorse

BadAxe July 25th, 2003 07:43 PM

Re: STM "Final v1.7.5" Discussion
 
I think the Supply Storage progression is wrong. Level II and III become more and more inefficient in terms of Supply Storage ability, and it not until Level V that the efficiency of Level I is regained.

I notice that the cost in minerals, etc decreases the first three levels, then plateaus, but I would think that in the early stages of research into stellar exploration, stashing more fuel etc onto a ship would be a much higher priority than making it cheaper to build.

Suicide Junkie July 25th, 2003 07:52 PM

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

This has GOT to be a spelling error, morphed into a new word.

Transphasic, perhaps?

BadAxe July 25th, 2003 09:56 PM

Re: STM "Final v1.7.5" Discussion
 
I do not believe that your patch changed Brussard Collector supply usage.

Lighthorse July 26th, 2003 03:08 AM

Re: STM "Final v1.7.5" Discussion
 
Restarted another Star Trek mod game to test the AI expandation rate.
Setting for game were, high number of computer players x20, High level for diffculty, medium bonus for computer players, Quadrant was a large dense cluster. The most important thing was chicking on for "All systems seen by all players" in the Quadrant section of the set up.

By turn ten, 13 x computer player had expanded outside they home world system, not bad.
Turn 13th turn 16 computer players had expand beyond they home system and seven computer empires now had 10 or more planets, with the Klingon on top with 15 planets.
Turn 16th only two computer computer hadn't expanded past they home system. The Borg scored first place with 13 x planets and Klingon 4th place/score with 18 planets.
I had make contacts with four other computer players, of which two were friendly and the other two were very cool to my offers of friendship and trade.
Turn 20 only one computer players hadn't expanded at all, maybe they can't. I need to check that out yet.
This is looking like a very hard game for my side, Species 8472.

Try this set up for your game of Star Trek Mod and please let me know how it worked for you.

Lighthorse

jimbob July 26th, 2003 11:33 PM

Re: STM "Final v1.7.5" Discussion
 
I was playing the Ferengi, and found in Strategic (Simulated) combat that only one of my 8 boarding party equiped ships actually underwent boarding actions. The other 7 ships just danced around getting hosed down by weapons fire (no, the opponents had no shielding). Any reason for this? Will this happen in real combat, or is it a glitch in the simulated combat? Oh, and I think I changed the orders to "boarding" orders first, "short weapons" second. Both sides were computer controlled...any ideas out there?

BadAxe July 28th, 2003 05:19 AM

Re: STM "Final v1.7.5" Discussion
 
When I attempted to add an Exploration Captain to a ship, he was counted as an engine. Thus the net result is a loss in mobility.

DeadZone July 28th, 2003 06:28 AM

Re: STM "Final v1.7.5" Discussion
 
an idea, how about removing all of the original SE:IV technology and components cos I mean, capital missles and depleted uranium shell in star trek!? I think not, or at least not in the time-period of which is being covered by the mod
And have the impulse engines give minimal movement, so, at the beginnin your ships can only move 1 square wit impulse, and possibly only 2/3 extra wit warp.
I think that would be better
Also, have it so u must have a structural intergrity field (I think this is posible, Im not sure)
And how about take out carriers, after all ST doesnt have fighters, they have shuttles, wit which (tho the game will see them as a fighter) have it so normal ships can only have 1 or 2 shuttles max (ie. up the size of the hulls and up the weapons to compensate)

Thats it for now, tell me wot u think

[ July 28, 2003, 06:15: Message edited by: DeadZone ]

CNCRaymond July 28th, 2003 07:20 AM

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

Originally posted by TNZ:
I noticed the entry for energy stream weapons in the tech area data file. I don’t think it should have a racial area number.

Name := Energy Stream Weapons
Group := Weapon Technology
Description := Weapons employing a continuous stream of energy.
Maximum Level := 5
Level Cost := 5000
Start Level := 0
Raise Level := 2
Racial Area := 5
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Physics
Tech Level Req 1 := 2

<font size="2" face="Verdana, Helvetica, sans-serif">TNZ I think that the Federation are the only race use this, therefore the Racial Area 5 is needed. I might be wrong, but I am sure I am not.

Good catch though. http://forum.shrapnelgames.com/images/icons/icon7.gif

DeadZone July 28th, 2003 07:22 AM

Re: STM "Final v1.7.5" Discussion
 
Im modifyin this mod for abit of fun (if this is ok)
I'll let you know wot I pull off (note: no files I make will become public)

Atrocities July 28th, 2003 09:39 PM

Re: STM "Final v1.7.5" Discussion
 
No I absolutely forbid you http://forum.shrapnelgames.com/images/icons/icon10.gif

Have fun modding. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities July 28th, 2003 09:58 PM

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

Originally posted by DeadZone:
an idea, how about removing all of the original SE:IV technology and components cos I mean, capital missles and depleted uranium shell in star trek!? I think not, or at least not in the time-period of which is being covered by the mod
<font size="2" face="Verdana, Helvetica, sans-serif">Enterprise uses Capital Ship Missiles. And the General AI has got to have something to use for weapons. I could name the DUC Lasers or something, but why?

Quote:

Originally posted by DeadZone:

And have the impulse engines give minimal movement, so, at the beginnin your ships can only move 1 square wit impulse, and possibly only 2/3 extra wit warp. I think that would be better

<font size="2" face="Verdana, Helvetica, sans-serif">We did this for the AST mod and it works well, but given Captain Kowks design for the mod, this propulsion model does not work. The larger the ship the more engines it takes to move.

Quote:

Originally posted by DeadZone:

Also, have it so u must have a structural intergrity field (I think this is posible, Im not sure)

<font size="2" face="Verdana, Helvetica, sans-serif">Believe me I have been trying.

Quote:

Originally posted by DeadZone:

And how about take out carriers, after all ST doesnt have fighters, they have shuttles, wit which (tho the game will see them as a fighter) have it so normal ships can only have 1 or 2 shuttles max (ie. up the size of the hulls and up the weapons to compensate)

<font size="2" face="Verdana, Helvetica, sans-serif">You can remove them when setting up your game. The technology to turn off Carriers is available. They were left in the mod because many people like them and wanted them. To accomodate them I made them a removeable technology.

Atrocities July 28th, 2003 11:10 PM

Re: STM "Final v1.7.5" Discussion
 
Patch 2 v1.0.2

NOTE: This may mess up your save games. To avoid this simply make a back up of your Components.txt and then install the patch. Aftward copy the Exploration Captian I & II from the back up to the new components directly. Be sure to put it right were it came from.

Star Trek Mod v1.0.2

1. - Fixed Dominion Attack A would have 11 moves with only 3 engines.
2. - Changed Federation Explorer VehicleSize Engines per move increased from 2 to 3
3. - Changed Federation Escort VehicleSize Engines per move increased from 2 to 3
4. - Fixed Spacing errors in SystemNames.txt
5. - Added New Star Trek Names to SystemNames.txt
6. - Corrected Spelling error of Transphasic Torpedo
7. - Changed Supply Storage I - V Tonage Space Taken to 5
8. - Changed All Mini - Weapon types reduced Damage at range by 5% to 30%
9. - Chagned Phased - Polaron Beams (Dominion) from skips armor to Skips Shields and Armor
10. - Added Federation Pulse Phasers to the Defiant Mount
11. - Fixed Ferengi Spaceport Depot I - III so that AI does not start game with two facilities
12. - Removed Exploration Captain I - II (Component would not work correctly)
13. - Replaced Olegs old Tholian ship set with his New Gold Version
14. - Adjusted Minor tweaks to AI General and Settings

[ July 28, 2003, 22:15: Message edited by: Atrocities ]

oleg July 28th, 2003 11:15 PM

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

Originally posted by Atrocities:

13. - Replaced Olegs old Tholian ship set with his New Gold Version

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif I hope to add few more new images soon http://forum.shrapnelgames.com/images/icons/icon7.gif

DeadZone July 29th, 2003 02:59 AM

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

Originally posted by Atrocities:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by DeadZone:

And have the impulse engines give minimal movement, so, at the beginnin your ships can only move 1 square wit impulse, and possibly only 2/3 extra wit warp. I think that would be better

<font size="2" face="Verdana, Helvetica, sans-serif">We did this for the AST mod and it works well, but given Captain Kowks design for the mod, this propulsion model does not work. The larger the ship the more engines it takes to move. </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">The idea I had behind this is (in theroy) once you've gotten to the more larger ships you should (again, in theroy) have the more powerful engines, I would think that it would work, if not, then just put a torpedo thro my hull, lol

CNCRaymond July 29th, 2003 05:41 AM

Re: STM "Final v1.7.5" Discussion
 
DeadZone, if you can get the system to work good, post it. Many of us would love to have it.

Oleg, what was wrong with the other set? They all look good.

PCP, You should ditch all but the Combat captains.

Lighthorse July 29th, 2003 10:02 PM

Re: STM "Final v1.7.5" Discussion
 
Hey Atrocities,

I had a suggestion that vastly improves the computers player expandation rate. Include for all computer player the charaction "Ancient Race".
I have tried it out for four games and the computer players all expard outside they homew section within a short period of time.
I have to keep pushing my own expand just to keep up with some of faster expanding computer races.
My Last game I was playing, thought that I was finally ahead of all the rest of the computer players, until I attacked the Borg. That was a bad mistake. Four turns later they counter attacked with thirty battle cubes, god it was ugly. There was no stopping thirty mean nasty battle cube deployed in double battle line. Each battle cube had a shielding of exceed of 1300 points, 12 x point-defense cannons and total beam striking power of 5000 points. I also noted that they battle cube had two warp engines per ship, is that correct? Hot damn, that made them very quick at a battle speed of 12, couldn't play my old game of hit and run.

Lighthorse

[ July 29, 2003, 21:04: Message edited by: Lighthorse ]


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