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

Atrocities June 21st, 2004 10:29 PM

Re: STM "Final v1.7.5" Discussion
 
Post 2800 http://forum.shrapnelgames.com/images/icons/icon7.gif

Well this is fun. http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ June 22nd, 2004 02:47 AM

Re: STM "Final v1.7.5" Discussion
 
But even if you were to move the irradiated planet entry to the 6th position in the planet size file, destroying an irradiated planet would result in a big empty space wouldn’t it?

Also, wouldn’t moving the irradiated planet to the 6th position and the machine planet to the 7th position in the planet size file fix the problem of making irradiated planets and machine planets from asteroids?

Fyron June 22nd, 2004 04:31 AM

Re: STM "Final v1.7.5" Discussion
 
An irradiated planet is still technically a huge planet. This is why it can be made from huge asteroids. If it were destructable, it would be replaced by huge asteroids.

Does creating a planet from huge asteroids _always_ make an irradiated world, or just on occasion?

Machine planets are small, so can only be created from small asteroids or from low tech planet creators. There are also ringed planets, which are either tiny or small, I forget. All planets have to be of one of the 5 stellar sizes.

[ June 22, 2004, 03:34: Message edited by: Imperator Fyron ]

gregebowman June 25th, 2004 07:56 PM

Re: STM "Final v1.7.5" Discussion
 
I know AT is on a little vacay, so I'll ask you guys. I d/l the 1.75 patch, and everything seemed to come up ok. Until I ran into the Cardassians. I get their picture, but I don't get the name of their race when I go to my races/intel screen. I know it's just a minor bug, but how do I fix it?

Captain Kwok June 25th, 2004 11:55 PM

Re: STM "Final v1.7.5" Discussion
 
Does the race image change when you save and reload? If not, then it seems the empire file used to generate the Cardassians might be missing an entry or two. http://forum.shrapnelgames.com/images/icons/tongue.gif

TNZ June 28th, 2004 07:23 AM

Re: STM "Final v1.7.5" Discussion
 
I don’t know if this is a new idea or not, but why not get the AI to build a place holder facility for some of the more important facilities?

In testing, the AI not only built the place holder facility, but it also upgraded the place holder facility to the first real central computer complex facility.

Name := Central Computer Complex
Description := AI Place Holder Facility
Facility Group := AI Only
Facility Family := 50
Roman Numeral := 0
Restrictions := None
Pic Num := 66
Cost Minerals := 12000
Cost Organics := 0
Cost Radioactives := 3000
Number of Tech Req := 0
Number of Abilities := 1
Ability 1 Type := Planet Point Generation Modifier - Research
Ability 1 Descr := AI Place Holder Facility
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0

Atrocities June 30th, 2004 12:55 AM

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

Originally posted by gregebowman:
I know AT is on a little vacay, so I'll ask you guys. I d/l the 1.75 patch, and everything seemed to come up ok. Until I ran into the Cardassians. I get their picture, but I don't get the name of their race when I go to my races/intel screen. I know it's just a minor bug, but how do I fix it?
<font size="2" face="sans-serif, arial, verdana">This has been reported before and I tried to find the cause but could not. I will look again.

Atrocities June 30th, 2004 01:14 AM

Re: STM "Final v1.7.5" Discussion
 
I could not duplicate the error. Could you send me your sav. game file?

atrocities@astmod.com


Also I noticed that occationally an error that nova5 1028x768 occurs. You can fix this simply by copying the nova5.bmp images from the FQM D and putting them in your Star Trek Mod File. In fact copying all the BMP's for FQM to your STM file isn't a bad idea.

Bug updates are an evil nessesity to any mod. So as they come up we will address them.

Atrocities July 3rd, 2004 10:37 AM

Re: STM "Final v1.7.5" Discussion
 
Can I get some feed back on the Klingon and Romulan ships used for this mod?

I have many requests to release them as individual sets and I would like to get some input.

I put a lot of work into the Klingon and Romulan ships for this mod and if you all feel they are good enough for general release, then I will standardize the sets and release them with stock (Modified) AI for general use.

Atrocities July 3rd, 2004 10:53 AM

Re: STM "Final v1.7.5" Discussion
 
I got bored. I sprused up some older Dominion models. I really liked the set when I made it but now after time I really have grown to hate it. I should go ahead and redo the entire set. http://forum.shrapnelgames.com/images/icons/icon9.gif

http://www.astmod.com/startrek/stmimages/Dom3.PNG http://www.astmod.com/startrek/stmimages/Dom3m.PNG
http://www.astmod.com/startrek/stmimages/Dom1.PNG http://www.astmod.com/startrek/stmimages/Dom1m.PNG
http://www.astmod.com/startrek/stmimages/Dom2.PNG http://www.astmod.com/startrek/stmimages/Dom2m.PNG

narf poit chez BOOM July 3rd, 2004 11:01 AM

Re: STM "Final v1.7.5" Discussion
 
Aside from being a little flat, they look good to me. Your just being picky. Common problem with artists. http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee July 3rd, 2004 03:26 PM

Re: STM "Final v1.7.5" Discussion
 
So far I like all the pics in the mod, what I do not realy understand (yet I do( is the size of the pic it is like this in most mods, a cruizer some times "Looks" larger than a BB I know if you want to show detail you need a larger pic.

Just my $0.02

Captain Kwok July 3rd, 2004 04:56 PM

Re: STM "Final v1.7.5" Discussion
 
Outstanding! The new Dominion ships you posted are much better.

The One July 3rd, 2004 06:47 PM

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

Originally posted by Atrocities:
I got bored. I sprused up some older Dominion models. I really liked the set when I made it but now after time I really have grown to hate it. I should go ahead and redo the entire set. http://forum.shrapnelgames.com/images/icons/icon9.gif

http://www.astmod.com/startrek/stmimages/Dom3.PNG http://www.astmod.com/startrek/stmimages/Dom3m.PNG
http://www.astmod.com/startrek/stmimages/Dom1.PNG http://www.astmod.com/startrek/stmimages/Dom1m.PNG
http://www.astmod.com/startrek/stmimages/Dom2.PNG http://www.astmod.com/startrek/stmimages/Dom2m.PNG

<font size="2" face="sans-serif, arial, verdana">I think these look fantastic and can't wait to download the finished set, way to go.

Fyron July 3rd, 2004 07:02 PM

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

Originally posted by Atrocities:
Also I noticed that occationally an error that nova5 1028x768 occurs. You can fix this simply by copying the nova5.bmp images from the FQM D and putting them in your Star Trek Mod File. In fact copying all the BMP's for FQM to your STM file isn't a bad idea.

Bug updates are an evil nessesity to any mod. So as they come up we will address them.

<font size="2" face="sans-serif, arial, verdana">Actually it would be better to move the FQM system pictures to the stock pictures folder (other than Starmap.bmp, unless you prefer the FQM one to the stock one). This will save space and prevent unnecessary duplication of images.

TNZ July 4th, 2004 07:42 AM

Re: STM "Final v1.7.5" Discussion
 
The Klingon and Romulan ship sets are some of the best ship sets I have ever seen. Some more ships for the Klingon set would be good though, especially some alternate images for the ships that resemble the B'Rel and K'Vort ships. http://forum.shrapnelgames.com/images/icons/icon7.gif

gregebowman July 6th, 2004 10:56 PM

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

Originally posted by Atrocities:
I could not duplicate the error. Could you send me your sav. game file?

atrocities@astmod.com


Also I noticed that occationally an error that nova5 1028x768 occurs. You can fix this simply by copying the nova5.bmp images from the FQM D and putting them in your Star Trek Mod File. In fact copying all the BMP's for FQM to your STM file isn't a bad idea.

Bug updates are an evil nessesity to any mod. So as they come up we will address them.

<font size="2" face="sans-serif, arial, verdana">I'll try to, but I haven't been on the internet at home in awhile. Can't get my son to bed at an early time, and since the wife works at a daycare, and my son is at that daycare, she wants me to take over when at home. I don't mind, but it does take away from some of my computer time. I'll try to get on tonight, but no guarantees.

Atrocities July 23rd, 2004 09:23 AM

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

For all of you who have emailed me with bug reports, and minor improvement ideas, I say thank you.

Now the question of the day is, do we need an update for the mod?

By update I mean, do we need to tweak, fix, add, repair, delete, other anything that WON'T break the mod.

By break I mean, ruin saved games.

Have any of you been playing the mod lately? I know that the Breen and Romulans could use some fixing up, and I have a few other things on a short list that I would like to address with an update, however I do not want to add any thing new, or do anything that will "break" the mod.

Also I NEED help in getting the mod loaded to PBW. My requests thus far have met with unfortuneate demises.

[ July 23, 2004, 08:27: Message edited by: Atrocities ]

Ragnarok-X July 23rd, 2004 06:57 PM

Re: STM "Final v1.7.5" Discussion
 
well there is a big game going on, its called Quadrants of Conflicts. It has like 20 players and every race has been taken. We are at around turn 40 or something.

I think a few tweaks need to be done. Im playing as a pirate race and im wondering: how comes i dont have the best capturing tech ? Each major race can get better defense troops than i can get offense troops. Thats weird imho.

please fix it http://forum.shrapnelgames.com/images/icons/icon7.gif

Aiken July 23rd, 2004 08:49 PM

Re: STM "Final v1.7.5" Discussion
 
Ragnarok-X: don't forget that Atrocities is participating this game too, as Breen http://forum.shrapnelgames.com/images/icons/icon7.gif

A while ago, I've asked Atrocities, why Borg's boarding abilities are so much better than Pirate's ones. He replyed that Borg are not some dirty "black market dealing pirates", they're BORG http://forum.shrapnelgames.com/images/icons/icon7.gif I think this is right from RP point of view. Although, it's not very good for game balance. But STM is Star Trek related mod, not the "The most balanced mod of all times", afterall.

Atrocities: you know, fans are always wish new Version of the mod to be released http://forum.shrapnelgames.com/images/icons/icon7.gif Decide it yourself, if you think it's nessesary - do it.

Can you just upload special data-only Version of final STM to pbw. I mean that pbw doesn't really want this intro screens, additional pictures and this stuff eat up most part of space. STM 1.7.2 is already on pbw, so admins can simply uprade it with data-only Version.

Renegade 13 July 24th, 2004 07:28 AM

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

Originally posted by Atrocities:
Have any of you been playing the mod lately?
<font size="2" face="sans-serif, arial, verdana">I'm playing a game right now, using the Star Trek Map, Different Sized Homeworlds. I'm playing the Dominion, and thus far haven't come across any bugs that I've noticed. As of turn 90 the standings are:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Standing: Score: Ships: Planets:
1. Borg 7.7M 1538 514
2. Federation 2.9M 813 169
3. Cardassian 1.9M 235 133
4. Klingons 1.6M 288 98
5. Ferengi 1.6M 371 91
6. Romulans 1.6M 325 97
7. Dominion (ME) 1.5M 101 125
8. 8472 1.5M 150 135
9. Breen 1.3M 149 116
10. Tholians .99M 121 76
11. Orions .79M 93 100</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">(Sorry for how messy the list is, I can't figure out how to organize it into columns http://forum.shrapnelgames.com/images/icons/icon9.gif )

As you can tell, I've concentrated more on infrastructure and colonizing more than military. I have plenty of resources, and a strong defensive position. Also, I don't really try too hard in my single player games, so that mostly accounts for why I'm so low in the standings. The AI has Medium bonus, and high difficulty.

[ July 27, 2004, 03:52: Message edited by: Renegade 13 ]

Renegade 13 July 26th, 2004 06:22 AM

Re: STM "Final v1.7.5" Discussion
 
Is there any way to speed up turn processing during a game?? My current game on turn 100 using the Star Trek Map, with 10 AI's is taking roughly 10 to 15 minutes per turn just to process the AI's turns! I've turned off fighters, mines, and shuttles since I've heard this will speed up processing time, but its getting ridiculous.

Are there any suggestions for speeding it up, mid way through a game, since I'd really like to continue this one. Although it may not be possible to speed up, due to the fact that the Borg alone have over 2000 ships currently (no one else is above 1000 though). Any help would be greatly appreciated.

[ July 26, 2004, 05:23: Message edited by: Renegade 13 ]

Atrocities July 26th, 2004 07:02 AM

Re: STM "Final v1.7.5" Discussion
 
Really there is no way after the game has started.

During game set up turn off Mines, Shuttles and fighters. This speeds the turns along nicely.

Paul1980au July 26th, 2004 08:06 AM

Re: STM "Final v1.7.5" Discussion
 
Upgrade youre computer system esp processor and memory requirements.

Fyron July 26th, 2004 06:26 PM

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

(Sorry for how messy the list is, I can't figure out how to organize it into columns [Frown] )
<font size="2" face="sans-serif, arial, verdana">Use the CODE tags. ex:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">col 1 col 2
blah blah
blah blah
blah blah
blah blah</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Atrocities July 27th, 2004 09:59 PM

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

Originally posted by Paul1980au:
Upgrade youre computer system esp processor and memory requirements.
<font size="2" face="sans-serif, arial, verdana">This would have no effect on the game. I am running it on a top of the line AMD XP system and it still runs the turns only as fast as my AMD 1.4 three year old system.

narf poit chez BOOM July 28th, 2004 10:25 AM

Re: STM "Final v1.7.5" Discussion
 
/me remembers when /me's 333mhz was near the top of the line.

Somewhere back there in hazy memory is a 8mhz IBM that was considered fast. And our vic 20 was top of the line when my dad bought it. He even managed to double the memory and add a reset button. Cutting edge, that computer was. It may even have been cutting edge when I first started playing with it, but I can't really remember when my first memory's of it are from.

I just had fun playing with the VICE emulator.

2: PRINT "HELLO WORLD"
RUN
HELLO WORLD

For some reason, that seemed amazingly satisfying.

[ July 28, 2004, 09:41: Message edited by: narf poit chez BOOM ]

David E. Gervais July 28th, 2004 12:51 PM

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

Originally posted by narf poit chez BOOM:
2: PRINT "HELLO WORLD"
RUN
HELLO WORLD

For some reason, that seemed amazingly satisfying.

<font size="2" face="sans-serif, arial, verdana">..Warning,.. Thread Hijack!..

Narf that was a good example of bad programming.. Try this,..

10 REM This is my first program
20 STR$ = "Hello World"
30 REM I just set the value of the string I want to print to the screen
40 COLOR 255, 0, 0; SETCOLOR 255, 255, 255
50 REM I just set the Screen color to RED and Text to White
60 CLEAR SCREEN
70 REM I got rid of all the junk on my screen
80 POSITION ((SCR_WIDTH / 2) - (LEN STR$ / 2)), (SCR_HEIGHT /2)
90 REM I centered the text cursor
100 PRINT STR$

RUN
>

..What? where did my text go? I saw it flash for a nanosecond but it dissapeared.. I'll have to debug,..

10 REM This is my second attempt at a program
20 STR$ = "Hello World"
30 REM I just set the value of the string I want to print to the screen
40 COLOR 255, 0, 0; SETCOLOR 255, 255, 255
50 REM I just set the Screen color to RED and Text to White
60 CLEAR SCREEN
70 REM I got rid of all the junk on my screen
80 POSITION ((SCR_WIDTH / 2) - (LEN STR$ / 2)), (SCR_HEIGHT /2)
90 REM I centered the text cursor
100 PRINT STR$
105 DO WHILE INKEY$ = ""
110 REM See this looks much better right?

RUN
<center><font color = RED>Hello World!</font></center>

(Now press any key to get back to the regular topic of this thread. http://forum.shrapnelgames.com/images/icons/tongue.gif )

NOTE: (Program output is 'simulated' Actual output would have a red screen with white text.)

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities July 29th, 2004 05:40 AM

Re: STM "Final v1.7.5" Discussion
 
Andorian and Vulcan Races

This is a self extracting program. Simply direct it to extract - install - in your base Space Empires IV folder. If it does not ask to over right then you may have installed it into the wrong location.

It will add the EMP files for both the Andorians and the Vulcans to the EMPIRES folder of the Star Trek Mod as well as add the two new race folders to the race folder in the Star Trek Mod.

Once install all you have to do is start a new game and choose EXISTING race, and pick Andorian.

You can of course tweak the EMP to your desire.

gregebowman July 29th, 2004 10:35 PM

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

Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Paul1980au:
Upgrade youre computer system esp processor and memory requirements.

<font size="2" face="sans-serif, arial, verdana">This would have no effect on the game. I am running it on a top of the line AMD XP system and it still runs the turns only as fast as my AMD 1.4 three year old system. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That's strange. It only takes about a minute or two to process my turns. I play single player, and keep to the default settings. Maybe it's because I usually don't get to meet all of the other races before I either get bored or a new mod comes out and I try that one. But I don't ever recall a 10 minute wait on going through turns, either with my old computer or my new one. Interesting

Renegade 13 July 30th, 2004 03:28 AM

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

Originally posted by gregebowman:
That's strange. It only takes about a minute or two to process my turns. I play single player, and keep to the default settings. Maybe it's because I usually don't get to meet all of the other races before I either get bored or a new mod comes out and I try that one. But I don't ever recall a 10 minute wait on going through turns, either with my old computer or my new one. Interesting
<font size="2" face="sans-serif, arial, verdana">Strange...well have you ever gotten up to the point where one race has over 2000 ships?? Or in the STM mod, using the Star Trek map, past turn 100?

Why I ask...because my turns are now taking about 10-13 minutes to process....I must admit, I'm tempted to abandon this game, and start a new one http://forum.shrapnelgames.com/images/icons/icon9.gif . But I probably won't, because this one's going so well! http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF July 30th, 2004 03:54 AM

Re: STM "Final v1.7.5" Discussion
 
10-13 minutes to process??!!? Holy Cow man, what are the game parameters. I remember I used to play TDM games, with 255 systems, 20 empires and neutrals, and even near the end of the game when I had thousands of ships still it only took a few minutes, and that was on a pretty cruddy laptop a few years ago. What're your system specs again?

Quote:

Originally posted by Renegade 13:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by gregebowman:
That's strange. It only takes about a minute or two to process my turns. I play single player, and keep to the default settings. Maybe it's because I usually don't get to meet all of the other races before I either get bored or a new mod comes out and I try that one. But I don't ever recall a 10 minute wait on going through turns, either with my old computer or my new one. Interesting

<font size="2" face="sans-serif, arial, verdana">Strange...well have you ever gotten up to the point where one race has over 2000 ships?? Or in the STM mod, using the Star Trek map, past turn 100?

Why I ask...because my turns are now taking about 10-13 minutes to process....I must admit, I'm tempted to abandon this game, and start a new one http://forum.shrapnelgames.com/images/icons/icon9.gif . But I probably won't, because this one's going so well! http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Renegade 13 July 30th, 2004 04:01 AM

Re: STM "Final v1.7.5" Discussion
 
Game parameters:
-Star Trek Mod
-Star Trek Map (by Tnarg, different sized homeworlds).
-Max Units and ships
-High difficulty, Medium AI bonus
-10 AI's

System specs:
-2.2 GHz Intel Celeron Processor
-60 GB Hard Drive
-256 MB RAM

Atrocities July 30th, 2004 05:39 AM

Re: STM "Final v1.7.5" Discussion
 
The map is causing the problem. Plus the AI's are building a ton of fighters, weapon platforms, and mines. I hate to say it, but the mod is designed to play as close to human as possible, and humans use a lot of defensive tools.

Scatter August 3rd, 2004 12:02 AM

Re: STM "Final v1.7.5" Discussion
 
*Newbie Alert*

Alarm klaxxons sound everywhere as everyone is called to their stations

ok, I have only just discovered both this forum and this mod. i am just wondering, what is the difference between these two mods that are housed on the same domain: this mod and this mod?

i started to read this thread from the beginning but gave up about 60 pages in... http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities August 3rd, 2004 12:57 AM

Re: STM "Final v1.7.5" Discussion
 
Welcome to the forum and the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif We get this question from time to time.

The major differance is that the AST (Atrocities Star Trek Mod) use standard Space Empires IV technology with some racial trait specific weapons and stuff. It is basically SEIV with a slight star trek flavor.

STM (Star Trek Mod) is a complete conVersion mod that use exclusive star trek technology and racial traits.

Both mods are good mods, but for the best Star Trek feel, I recommend the STM v 1.7.5.

EDIT:

Since your new I should also point out that you will need to download and install the Image Mod files. These files are required by the both the STM and AST mods.

www.spaceempires.net IMAGE MOD MIRROR.

These image mods include Planet Pack, Facility Pack, Component Pack, Combat Pack. You install these over your exsisting Space Empires IV / Pictures / ABOVE NAMES folders. They will add extra content to each of the folders, more planets, more facilities, more components, and more combat images. They will require that you over right ONE file each. Planets.bmp, components.bmp, facilities.bmp, and combat.bmp.

The reason for this is these bmp's are the mini images that are used in the game, and therefore must be included for the game to use them correctly.

Also you migt get an error over missing system image. Usually Nebula5 or something. If you do post and we will tell you have to fix this. Its easy to do, but requires that you download the FQM Delux mod and copying over some images into your STM folder. Fyron can explain this better but I think by the time that this happens to you, you will know how to do it yourself.

Also UPDATE to the latest Version of Space Empires IV. (1.91) This is critical. Have fun and good luck.

[ August 03, 2004, 00:03: Message edited by: Atrocities ]

Scatter August 3rd, 2004 12:59 AM

Re: STM "Final v1.7.5" Discussion
 
sweeeeeeeeeeeeeeeeeeeet http://forum.shrapnelgames.com/images/icons/icon10.gif

thx for the reply. given the answer, i think i'll follow the advice and go with the STM for the 'real deal' http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie August 9th, 2004 07:02 PM

Re: Colony Modules
 
I'm wondering why the colony modules have 300 hp, while the entire rest of the ship has only about 50 hp total.
Spaceyards and robominers are similar.

The capital ship missile component has an ability description of "+10% bonus to hit" when its a seeker, and thus guaranteed to hit.

Atrocities August 10th, 2004 02:24 AM

Re: Colony Modules
 
Cuz I am to lazy to fix them.

Atrocities October 15th, 2004 12:45 AM

Re: STM \"Final v1.7.5\" Discussion
 
Here is an update:

Quote:

Star Trek Mod v1.7.8

1. Changed All Races Troop Tech requpirment to match in the TechArea file.
2. NEED TO Infantry to all Race Design Creation Files
3. Fixed Comp_1230 masking problem
4. Changed Reduced Drone Size by half for all sizes
5. Changed Reduced Drone Planet and Ship warhead damage by half for all sizes
6. Changed Reduced Drone Launcher I - III cargo capacity (To avoid conflict with Cargo Bay)
7. Changed Reduced Satellite Launcher I - III cargo capticy (To avoid conflict with Cargo Bay)
8. Changed Reduced Satellite Size by half for all sizes
9. Added Drone Mount - Reduces size of components for use with Drone by 50%
10. Added Satellite Mount - Reduces size of components for use with Satellite by 50%
11. Changed Propulsion system of the mod. (Testing Phase)
12. Added Warp Core I - V mounts (Based On Ship Size)
13. Added Comp_888 Warp Nacelle to mod -
14. Changed Klingon Stream Weapons to Klingon Disruptors in Klingon Research file.
15 Changed Modified all Races Design Creation files to reflect changes in the new propulsion system
16. Changed Modified Romulan Research file slightly
17. Changed Modified Ai Files slightly
18. Added All New Race EMP files for 2k, 3k, and 5k
19. Added Borg Monster Race by TNZ (For AI USE ONLY)



Star Trek Mod v1.7.7

1. Added 20 Place holder slots to the RacialTech File
2. Added Infantry to Vehicle Size file
3. Added Infantry Specific Weapons - Phasers, Disruptors, and Others
4. Updated All Race Ship Sets to new hi-res renders
5. Changed Description of Ring and Sphere Worlds to make them more descriptive on how to use.
6. Changed Ferengi Neutrino Mine I - III image from 185 to 1332
7. Changed Shield Generators Mine I - III Image from 185 to 1327
8. Changed Engine Mine I - III Image from 185 to 1328
9. Added Power Industrialists to Racial Trait (150% to Space Yard Production @ a cost of 1500 Points)
10. Added Very Un-Lucky to Raical Trait (-100 to Luck @ a Savings of 1000 points)
11. Added Natural Engineers to Racial Traits (150% to Repair) (Based upon Adamant Mod)
12. Added Engineeringly challenged to Racial Traits (-50% to Repair)
13. Added Miniaturization Experts to Racial Traits (120% to Planet Storage) (Based upon Adamant Mod)
14. Added Pack Rats to Racial Traits (-25% to Planet Storage)
15. Added Advanced Minerals Storage, Advanced Organics Storage, and Advanced Radioactives Storage To Racial Traits. (Based upon Adamant Mod)
16. Added Disorganized Minerals Storage, Disorganized Organics Storage, and Disorganized Radioactives Storage to Racial Traits. (Based upon the Adamant Mod)
17. Changed Bussard Collector I - III supply generation from 100,120,140 to 80,100,120
18. Changed Ram Scoop I - III supply generation from 150,180,200 to 120,140,160
19. Changed Drone Maturation Chamber I - V and ConVersion Complex I - III family number from 34 to 87
20. Changed Lowered over all Cost of Breen Atmospheric Modification Plant II - III
21. Changed Lowered over all Cost of Breen Organic Extractor I - III
22. Added Infantry Tech to Tech Area
23. Added Pistol, Rifle, Body Armor, Personal Shield Generator to Components for use with Infantry Tech.
24. Removed All Races Troops from Components File. No need.
25. Added All Races Troops to Vehicle Size File. (Now a True Troop)
26. Added Pirate Troops to Tech Area file.
27. Changed Strength of Pirates I - III (Ship Capture) from 25,35,45 to 35,45,55
28. Changed Pirate Shield Depleter I - V damage at range from 15 to 25 across all ranges.
29. Changed Pirate Hull Armor I - III tonnage structure (35,40,45)(5kt)
30. Changed Modified cost of Pirate Hull Armor I - III
31. Changed Klingon Small Disruptor I - III tech requirement from Klingon Stream Weapons to Klingon Disruptors
32. Changed Pirate Disruptor I - X to match that of the Klingons


Star Trek Mod v1.7.6 Captain Kwok's Revisions

1. Changed Modified tonnage structures for most components.
2. Changed Armor tonnage (10kT) structure (20-25-30)
3. Added Armor - Ten Per Vehicle restriction
4. Changed Modified cost for Armor
5. Changed Emissive Armor (20kT) tonnage structure (40-45-50)
6. Added Emissive Armor - Five Per Vehicle restriction
7. Changed Modified cost for Emissive Armor
8. Changed Scattering Armor (40kT) tonnage structure (40-45-50)
9. Changed Modified cost for Scattering Armor
10. Changed Federation Ablative Armor to Ablative Armor
11. Changed Ablative Armor (5kT) tonnage structure (20-25-30)
12. Changed Ablative Armor - Ten Per Vehicle restriction
13. Changed Modified cost for Ablative Armor
15. Changed Borg Regenerative Armor (10kT) tonnage structure (15-20-25)
16. Changed Borg Regenerative Armor - Ten Per Vehicle restriction
17. Changed Modified cost for Borg Regenerative Armor
18. Changed Description for Borg Regenerative Armor
19. Changed Breen Organic Armor (10kT) tonnage structure (30-35-40)
20. Changed Breen Organic Armor - Ten Per Vehicle restriction
21. Changed Modified cost for Borg Regenerative Armor
22. Changed Kelindide Armor (10kT) tonnage structure (30-35-40)
23. Changed Kelindide Armor - Ten Per Vehicle restriction
24. Changed Modified cost for Kelindide Armor
25. Changed Varethiel Armor (10kT) tonnage structure (30-40-50)
26. Changed Varethiel Armor - Ten Per Vehicle restriction
27. Changed Modified cost for Varethiel Armor
28. Changed Crystalline Armor (10kT) tonnage structure (50-60-70)
29. Changed Crystalline Armor - Ten Per Vehicle restriction
30. Changed Modified cost for Crystalline Armor
31. Changed Shield Generator I-X to 20kT
32. Changed Modified Shield Generator attributes, shield Points, phased Shields, etc.
33. Changed Modified Bio - Electric Field attributes - phased shield points only
34. Changed Renamed Borg Regenerative Shields to Borg Shield Regenerator to match actual function
35. Changed Modified attributes of Borg Shield Regenerator
36. Changed Modified cost of Borg Shield Regenerator
37. Changed Structural Integrity Field (0kT) tonnage structure (20-40-60-80-100)
38. Changed Renamed Supply Storage to Anti-Matter Pod
39. Changed Modified Anti-Matter Pod supply storage (500-625-750-875-1000)
40. Changed Reduced Cargo Bay storage space (50-60-70-80-100)
41. Changed Modified Ferengi Deuterium Tank supply storage (500-750-1000-1250-1500)
42. Changed Modified cost of Ferengi Deuterium Tank
43. Changed Modified Ferengi Compact Cargo Bay storage space (40-50-60-70-80)
44. Changed Modified cost of Ferengi Compact Cargo Bay
46. Changed Damage for Laser I-V.
47. Removed Phased-Energy Cannons VI-X.
48. Changed Damage for Phased-Energy Cannons I-V.
49. Changed Renamed Federation Phasers I-X to Phasers I-X.
50. Changed Description for Phasers I-X.
51. Changed Damage and cost for Phasers I-X.
52. Changed +10% Accuracy for Phasers I-X.
53. Changed Phasers I-X now use beam image 16.
54. Note Same 'Scaled' modifications as above for Small Phasers I-III.
55. Removed Federation Pulse Phasers VI.
56. Changed Renamed Federation Pulse Phasers I-V to Pulse Phasers I-V.
57. Changed Description for Pulse Phasers I-V.
58. Changed Damage and cost for Pulse Phasers I-V.
59. Changed -10% Accuracy for Pulse Phasers I-V.
60. Note Same 'Scaled' modifications as above for Small Pulse Phasers I-III.
61. Changed Renamed Ram Cannon to Phaser Cannon.
62. Changed Description for Phaser Cannon.
63. Changed Damage and cost for Phaser Cannon.
64. Changed Increase Federation Pulse Weapon Energy Stream Weapon requirement to 5.
65. Changed Display image for Klingon Disruptor to Torp 131.
66. Changed Increased cost of Federation Pulse Weapons tech area to 25000.
67. Changed Changed tech area Klingon Stream Weapons to Klingon Disruptors.
68. Changed Increased size of Scanner Jammer to 30kT
69. Removed Small Ship Shield Mount
70. Changed Attributes of Galaxy X Mount
71. Changed Settings.txt Population Mass to 10


cshank2 June 18th, 2005 07:58 PM

Re: STM \"Final v1.7.5\" Discussion
 
Hm. For some odd reason, one sector is calling for a supernova .bmp but can't find it... I've got the latest SE4 Patch, STM patch and ImageMod files...

Any help? (It's not crashing the game, but the entire system is just blank)

Atrocities June 18th, 2005 09:52 PM

Re: STM \"Final v1.7.5\" Discussion
 
This problem was addressed in the STar Trek thread. Nova5 I think it was. It was an error in FQM IIRC. Copy over the Stellor images from Adamant into your STM folder (Place in correct folder) to solve the missing image.

This should not be an issue in later versions. (I hope)


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