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

Imperial July 30th, 2003 01:41 AM

Re: STM "Final v1.7.5" Discussion
 
possible bug?--i was playing as the federation and all was going great, i ended my turn and went to get a drink and snack--came back and i noticed that one player was still taking its turn, so i waited--and waited--and waited--solid 5 mins and the game was hung up--so i control-alt-deleted and noticed SE iv was not responding, I restarted the ST mod and chose the player that was freezing as a Human player (was the nausicans) noticed that the comp was trying to load mines in satellite bays--got repeated cannot load any more cargo pop-ups. So i started a game as the klingons--and same thing after alot of playing--this time with the Sheliaks. just thaught ud post what happened thougly and see if Doctor McCoy can help???-- heh.Seriously though--any help is appreciated--I really love this mod))--ps playing the unpatched Version--just got internet reconnected and downloading it))

The Canuck July 30th, 2003 03:06 AM

Re: STM "Final v1.7.5" Discussion
 
ya i just found the same thing as lighthorse did, i was playing a game as the borg and had explored the whole map but hardly anyone had expanded, so i tried giving them all my starcharts and they magically started to expand. but i didnt give all races Ancient race trait, when i made a new game i just select reveal map at the random map generator. but thats just a quick fix, u need to somehow make everyone explore... however the hell u do that

CNCRaymond July 30th, 2003 03:50 AM

Re: STM "Final v1.7.5" Discussion
 
It sounds like a good idea. But you all do realize that if he does this, it will mean that our saved games will not work. He will be changing all of the EMP files and alterning the cost of Ancient Race technology. More than likely he will have to reduce its cost to nothing.

This means that most Human players can also use it. I hate the option, it gives to much away to fast.

But the AI's shouldn't be bothered by it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron July 30th, 2003 04:52 AM

Re: STM "Final v1.7.5" Discussion
 
The most likely reason why AIs expand poorly is the change to the supply system in the mod...

AIs with Ancient Race will send colony ships to colonize good planets that are far away, which can end up crippling the AI in the early game. Be careful with that trait.

CNCRaymond July 30th, 2003 05:57 AM

Re: STM "Final v1.7.5" Discussion
 
Hum, is there a way to give the AI a supply bonus that other players, human, do not get? I think so, it would have to be a new trait though. Humans could use it, but if PCP makes it so it can be disabled, then it should be fine for PBW games. What do you think?

CNCRaymond July 30th, 2003 07:22 AM

Re: STM "Final v1.7.5" Discussion
 
Making it a racial trait might work, but the problem I see with my idea is that it would become available to all. How do you set up the EMP files without using the trait? You can't. Its all or nothing.

http://forum.shrapnelgames.com/images/icons/icon9.gif Sorry PCP, I thought it was a good idea, but it can not be excuted without giving the advantage to all players including the human ones.

jimbob July 30th, 2003 07:26 AM

Re: STM "Final v1.7.5" Discussion
 
Over in B5 land they're struggling with "convincing" the AI to take enough population to it's newly built colonies. Their idea was to increase the carrying capacity (and expense) of the colony components. However, it seems like the components are "just about right" as they stand for the average human player. My suggestion was to make an "is a computer player" racial trait that includes larger colony components. Then only the computer player could use this crutch/coddling to keep up with human intelligence. I'd suggest this here again... make an "is a computer player" racial trait and load it up with the necessary coddling components, ships, etc.

perhaps a super efficient scout hull that could get them out to 3-4 systems early on (sort of a limited type of Ancient) but just for AI? You can force an AI to build a few in early game, right? If that doesn't work, I guess you could just give them full-blown "Ancient" trait in the "is a computer player" racial trait.

And if someone is willing to play with the AI trait on... well that's just sad http://forum.shrapnelgames.com/images/icons/icon12.gif I imagine that in most PBW games it would just be "disallowed" for human players.

I've no idea if that's helpful, but I hope so.

Fyron July 30th, 2003 09:30 AM

Re: STM "Final v1.7.5" Discussion
 
CNC, you can just make it a gentlemans agreement for humans not to take the AI ONLY trait. If someone takes it in a SP game, who cares? Playing SP is cheating anyways cause anything you do overpowers the AI. http://forum.shrapnelgames.com/images/icons/icon12.gif And someone taking an explicitly AI-only trait in a PBW game is gonna get ostracized pretty quickly...

CNCRaymond July 30th, 2003 10:28 AM

Re: STM "Final v1.7.5" Discussion
 
http://forum.shrapnelgames.com/images/icons/icon7.gif What I am saying is that if the trait is added to give the AI a bonus in whatever method he chooses, and he addes this to the General.txt it will also be added to ALL emp files. That means if you select an EMP file for your race, you will automatically have this trait. - Unless, he includes EMP files that do not have the trait, but that would be confusing as all hell.

I think he names them Race 2k 3k 5k, he could name them Race AI 2k 3k 5k. This way the player would know that the AI has the built in ability and the other does not. But like I said someone will not read something, and get all confused.

oleg July 30th, 2003 12:32 PM

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

Originally posted by CNCRaymond:
...Oleg, what was wrong with the other set? They all look good.
...

<font size="2" face="Verdana, Helvetica, sans-serif">oh, nothing ! I just added few more ships and shaffled pictures a bit.

TNZ July 30th, 2003 02:24 PM

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
Originally posted on July 23, 2003, 7:40

[ July 30, 2003, 13:27: Message edited by: TNZ ]

openair July 31st, 2003 02:45 AM

Re: STM "Final v1.7.5" Discussion
 
I would like to point out the uselessness of some of the weapons in the this mod...

the Nova Torpedo compared to the quatum torp, which all come at the same levels, is 100% useless, half fire rate, exactly half damage, for a double damage to shields... the double is canceled by the half damage, and then the half fire rate on top of that......

thats just one example, ill post more later...

PS: only 8472 having phased shields?

Captain Kwok July 31st, 2003 03:02 AM

Re: STM "Final v1.7.5" Discussion
 
Did you use the "Extra Movement Generation" ability for the movement bonus for Captain components. I believe this works fine and does not interfere with engine requirements etc.

Captain Kwok July 31st, 2003 03:16 AM

Re: STM "Final v1.7.5" Discussion
 
Other things:

Impulse engine in my original concept was a 10kT comp that added extra combat movement as tech level increased. There is no point in giving this comp any map movement, since the whole FTL concept doesn't work out in SE4.

Shield Generators were also 20kT, in part to make them more viable on the smaller ship designs to help balance combat between small and large ships.

I don't understand the switch to make Dominion PPBs skip armor? I never saw this on the show and plus doesn't the mod use leaky armor anyways? There wouldn't be much difference at all...?

Just some points, I intend to take a closer look at the mod later on this week and will make more suggestions.

Fyron July 31st, 2003 03:37 AM

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

Originally posted by openair:
I would like to point out the uselessness of some of the weapons in the this mod...

the Nova Torpedo compared to the quatum torp, which all come at the same levels, is 100% useless, half fire rate, exactly half damage, for a double damage to shields... the double is canceled by the half damage, and then the half fire rate on top of that......

<font size="2" face="Verdana, Helvetica, sans-serif">Actually, half damage and half fire rate means it is EXACTLY as powerful as the other one. Consider the formula damage / size / ROF for comparing weapons.

Now that I actually look at the weapons, Nova Burst is about one third as expensive as QT. So, it is not quite a useless weapon.

[ July 31, 2003, 02:58: Message edited by: Imperator Fyron ]

Suicide Junkie July 31st, 2003 03:58 AM

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

Originally posted by openair:
I would like to point out the uselessness of some of the weapons in the this mod...

the Nova Torpedo compared to the quatum torp, which all come at the same levels, is 100% useless, half fire rate, exactly half damage, for a double damage to shields... the double is canceled by the half damage, and then the half fire rate on top of that......

<font size="2" face="Verdana, Helvetica, sans-serif">With Double damage to shields, that means 33% is absorbed, instead of 50%...
So the hull damage is only increased by 30%... half damage and half firing rate would mean the weapon is 1/3rd as effective. (132% /2 /2 = 33%)

If you mean instead it fires twice as fast (half the ROF value), then it is 32% better.

Quote:

I don't understand the switch to make Dominion PPBs skip armor? I never saw this on the show and plus doesn't the mod use leaky armor anyways? There wouldn't be much difference at all...?
<font size="2" face="Verdana, Helvetica, sans-serif">Big Difference! If it skips armor, then the leaky shields will be disabled!

"Skips armor" damage does not trigger the Crystalline ability!

[ July 31, 2003, 03:03: Message edited by: Suicide Junkie ]

Fyron July 31st, 2003 04:02 AM

Re: STM "Final v1.7.5" Discussion
 
Actually... it seems as if the halving was done the wrong way.

QT III:

Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 80
40 kT
Weapon Damage At Rng := 80 80 80 80 80 80 80 80 80 0
Weapon Reload Rate := 1

Nova Burst III:

Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 30
40 kT
Weapon Damage At Rng := 40 40 40 40 40 40 0
Weapon Damage Type := Double Damage To Shields
Weapon Reload Rate := 2

So, I retract my earlier statement. The Nova Burst is indeed a useless weapon. The reduction in cost does not justify having 1/4 base firepower against hull and 1/2 against shields.

Captain Kwok July 31st, 2003 04:38 AM

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

Originally posted by Suicide Junkie:
Big Difference! If it skips armor, then the leaky shields will be disabled! "Skips armor" damage does not trigger the Crystalline ability!
<font size="2" face="Verdana, Helvetica, sans-serif">Ugh! I never thought about it like that.

*Puts on dunce cap and retreats to corner*

openair July 31st, 2003 08:33 AM

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

Originally posted by Imperator Fyron:
The Nova Burst is indeed a useless weapon. The reduction in cost does not justify having 1/4 base firepower against hull and 1/2 against shields.
<font size="2" face="Verdana, Helvetica, sans-serif">Exactly... ive noticed more few other unbalances... tho can't seem to think of any right now... the gravimetric torps could use more then 3 levels...

and shields! need more then 6 levels of shields... and only one race having phased shields is a major unbalance in my opinion...

Atrocities July 31st, 2003 09:09 AM

Re: STM "Final v1.7.5" Discussion
 
I am really not in the mood to work on the mod right now. I have one update almost ready. It fixes a few things, like cargo and supply usage. The propulsion system is of no concern to me at the moment nor is the adding additional racial techs at that would really be a huge undertaking.

The problem with making Ancient Race an AI technology or trait is:

1. The AI will only use colony ships and no design or build other ships.
2. If the AI surrenders to you, POOF, you get all the star charts.
3. I would have to remake ALL of the EMP files and additional ones like CNC recommended.
4. It will hurt the AI in the long run just like Fyron said.

The best option open to me to make the AI expand is to either revamp the entire mod, something I am not willing to do at this point, or trouble shoot. I will increase the supplies available to the AI and add the Cargo concept by TNZ in one form or another.

The AI 'should' expand without problems, but it is very tempormental about it. I have had games where the AI expanded just fine, and then other games where it has not.

These are all great ideas, and good points, but I am only one man, and I am getting kind of run down with SEIV right now.

I know that the mod is solid, that is to say a good mod with a lot of potential.

The issues with weapons, components, expansion and other can and will be taken care of over time.

If a weapon does not work, offer a suggestion. Most of the weapons were only worked out on paper by Kwok and not really tested in game. There are bound to be issues, and like any thing, they can be fixed.

People who have issue with one thing or another, weapons, shields, or whatever, should be aware that they are free to make improvements where they can. I would welcome the help.

Atrocities July 31st, 2003 09:17 AM

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

Originally posted by openair:
I would like to point out the uselessness of some of the weapons in the this mod...
<font size="2" face="Verdana, Helvetica, sans-serif">Good, the feed back will help make them not so useless.

Quote:

Originally posted by openair:

the Nova Torpedo compared to the quatum torp, which all come at the same levels, is 100% useless, half fire rate, exactly half damage, for a double damage to shields... the double is canceled by the half damage, and then the half fire rate on top of that......

<font size="2" face="Verdana, Helvetica, sans-serif">Good point, I shall look into it. All most all weapons were concept only, and not game tested. Kwok had a lot on his plate and I think for the most part he did very well. We just have to work the bugs out of them now.

Quote:

Originally posted by openair:

thats just one example, ill post more later...

<font size="2" face="Verdana, Helvetica, sans-serif">Please do.

Quote:

Originally posted by openair:

PS: only 8472 having phased shields?

<font size="2" face="Verdana, Helvetica, sans-serif">Other races may have phased shields by another name.

Atrocities July 31st, 2003 09:32 AM

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

Originally posted by Captain Kwok:
Other things:

Impulse engine in my original concept was a 10kT comp that added extra combat movement as tech level increased. There is no point in giving this comp any map movement, since the whole FTL concept doesn't work out in SE4.

<font size="2" face="Verdana, Helvetica, sans-serif">What is wrong with the current system? It was easier to set it up the way. A revamp now could be done, but if it ain't broken, I do not understand the need to fix it, unless it is broken? http://forum.shrapnelgames.com/image...s/confused.gif

Quote:

Originally posted by Captain Kwok:

Shield Generators were also 20kT, in part to make them more viable on the smaller ship designs to help balance combat between small and large ships.

<font size="2" face="Verdana, Helvetica, sans-serif">I must have missed this, but given the all that had to be done to get the mod out, it is understandable. One more thing to fix. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Originally posted by Captain Kwok:

I don't understand the switch to make Dominion PPBs skip armor? I never saw this on the show and plus doesn't the mod use leaky armor anyways? There wouldn't be much difference at all...?

<font size="2" face="Verdana, Helvetica, sans-serif">Variety and such.

Quote:

Originally posted by Captain Kwok:

Just some points, I intend to take a closer look at the mod later on this week and will make more suggestions.

<font size="2" face="Verdana, Helvetica, sans-serif">I would welcome suggestions, help, support, money, toys, etc. http://forum.shrapnelgames.com/images/icons/icon10.gif

Quote:

Originally posted by Captain Kwok:
Did you use the "Extra Movement Generation" ability for the movement bonus for Captain components. I believe this works fine and does not interfere with engine requirements etc.
<font size="2" face="Verdana, Helvetica, sans-serif">I did use the Extra Movement Generation ability. The component simply did not work, and I could not figure it out.

Also in order to limit the captains to ONE per ship they must all be in the same family. Problem, when you choose ONLY LATEST, only the Frieghter Captian will show up.

So I tend to agree with CNC, and think that the best option is to ditch all but ONE Captain type with a tech level of I - V or something.

Captain Kwok July 31st, 2003 06:41 PM

Re: STM "Final v1.7.5" Discussion
 
I wasn't suggesting changing the propulsion system, just injecting a comment to someone else's post re: the current impulse component.

SJ gave me a good reason for using the skip armor option on the PPB as it wouldn't trigger the crystalline ability of the shields!

For Captains, if you place components between them, then all Captains of the same family will be visible even when show latest is selected.

Fyron July 31st, 2003 07:09 PM

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

SJ gave me a good reason for using the skip armor option on the PPB as it wouldn't trigger the crystalline ability of the shields!
<font size="2" face="Verdana, Helvetica, sans-serif">Really? That is weird, but awesome! I guess Crystalline weapons are still powerful in Adamant! http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities July 31st, 2003 10:58 PM

Re: STM "Final v1.7.5" Discussion
 
Thanks Captain. http://forum.shrapnelgames.com/images/icons/icon10.gif I will swap components around to see what happens. http://forum.shrapnelgames.com/images/icons/icon7.gif

openair July 31st, 2003 11:03 PM

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

Originally posted by Atrocities:
Other races may have phased shields by another name.
<font size="2" face="Verdana, Helvetica, sans-serif">Sorry? i dont see any... the only compent with "Phased Shield Generation" is the bioelectric field...

Atrocities July 31st, 2003 11:17 PM

Re: STM "Final v1.7.5" Discussion
 
Thanks OpenAir. What other races do you think should have this ability?

And what do you think about increasing the range of the Nova Burst and reducing its reload time? Say double the range?

openair July 31st, 2003 11:18 PM

Re: STM "Final v1.7.5" Discussion
 
personally... all of them...

theres a saying one of the Groups in the Armada comunity made popular, least with me... "balance over realism, repeat ten times"

and the nova burst.... quad damage to shields would be a good start... and maybe increase the reload rate on the quatum torp to make it the same as the nova burst, and the rest of the torps... would also help balanced the overpowered quantum...

PS Question: does "skips shields and armor" skip phased shields? like a "skips all shields"? or just "skips normal shields"?

[ July 31, 2003, 23:22: Message edited by: openair ]

Captain Kwok August 1st, 2003 01:40 AM

Re: STM "Final v1.7.5" Discussion
 
It skips all shields...

DeadZone August 1st, 2003 02:02 AM

Re: STM "Final v1.7.5" Discussion
 
A few ideas for the Borg

Take out the need for life support and crew quarters, and have a borg control nexus that would act as a bridge and give a joint combat exp. bonus

Also IMO as the borg are a collective, give them their own research facilities that way they will research quicker (and possibly make a very strong opponent, well heres wishing anyway)

Also, should the borg have captains?
And maybe (dunno if this is already done) have their boarding parties double the strength of other races, that way the assilimation affect would kinda work

IMO Borg should also start wit an inf supply source, that way they will definitly be a huge threat, after all, all borg ships can substain themselves

Now as Im always Federation I would love to see the Borg made as the strongest race as IMO they are the strongest of all the ST races. This way if I happen to border next to Borg terriorty then I must have defenses or I would be doomed. I say this cos Im currently in game early on (Game Date 2416.4), got two races on my borders with whom Im at war with, and they have nvr attacked me, hell Ive only ever seen one Light Cruiser from one of them which my explorer class starship made mince pie of(anyone want a piece?), and I have it on highest diff. lol

And finally on the ideas for the borg
Change the ships classes, something I didnt like bout all the other ST mods was the fact of all the bloody cubes being used, the Borg have only 3 types of Cubes, Normal Cube, Tactical Cube and a Fusion Cube(In order of size, smallest to Bigest), oh and If I remember correctly from a ST game, the colony ship is actually pyramid shaped.
If you want I can give you all of the Borg class vessels, and I should be able to get hold of some pics

And something I've just came to realize, I have just switched to Borg in my game to see how they are doing, well needless to say, they havent even designed any ships let alone built any

Now other then borg ideas
Have most of the general weapons for general races only and not for all (confusing when u have ur races weapons and general weapons at the same time)

As for the engines idea I posted earlier I think it should be left for now as it does work.

If you need any help (or maybe a new member to the team *hint hint* http://forum.shrapnelgames.com/images/icons/icon12.gif ) then just ask and I will gladly accept

Well that my 2 cents for now, holla at yer later

openair August 1st, 2003 02:17 AM

Re: STM "Final v1.7.5" Discussion
 
can't attach, sorry

Name := Phased Shield Generator I
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 600
Cost Organics := 50
Cost Radioactives := 50
Tech Area Req 1 := Shields
Tech Level Req 1 := 7
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1 := 300
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 10 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 10
Ability 3 Type := Shield Regeneration
Ability 3 Descr := Regenerates 20 shield points per turn.
Ability 3 Val 1 := 20

Name := Phased Shield Generator II
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 700
Cost Organics := 50
Cost Radioactives := 50
Tech Area Req 1 := Shields
Tech Level Req 1 := 8
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1 := 400
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 10 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 10
Ability 3 Type := Shield Regeneration
Ability 3 Descr := Regenerates 30 shield points per turn.
Ability 3 Val 1 := 30

Name := Phased Shield Generator III
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 800
Cost Organics := 50
Cost Radioactives := 50
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 9
Number of Abilities := 3
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1 := 500
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 15 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 15
Ability 3 Type := Shield Regeneration
Ability 3 Descr := Regenerates 40 shield points per turn.
Ability 3 Val 1 := 40

suggested extension to the shield tech...

[ August 01, 2003, 01:17: Message edited by: openair ]

Atrocities August 1st, 2003 02:26 AM

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

Originally posted by DeadZone:
A few ideas for the Borg

Take out the need for life support and crew quarters, and have a borg control nexus that would act as a bridge and give a joint combat exp. bonus

This is hard coded I believe. If not, it is a good idea. I'll look into it.

Also IMO as the borg are a collective, give them their own research facilities that way they will research quicker (and possibly make a very strong opponent, well heres wishing anyway)

I do believe they have a facility to increase research. I can always give them a new Reseach facility, but getting the AI to use it .... well that is the trick now.

Also, should the borg have captains?
And maybe (dunno if this is already done) have their boarding parties double the strength of other races, that way the assilimation affect would kinda work

About captains, they have Combat Nexuses, I agree, the boarding parties should be beefed up.

IMO Borg should also start wit an inf supply source, that way they will definitly be a huge threat, after all, all borg ships can substain themselves

This can be done. I an make the Q-reactor a borg only component. But it may really give them a tremendous advantage. I'll have to try it.

Now as Im always Federation I would love to see the Borg made as the strongest race as IMO they are the strongest of all the ST races. This way if I happen to border next to Borg terriorty then I must have defenses or I would be doomed. I say this cos Im currently in game early on (Game Date 2416.4), got two races on my borders with whom Im at war with, and they have nvr attacked me, hell Ive only ever seen one Light Cruiser from one of them which my explorer class starship made mince pie of(anyone want a piece?), and I have it on highest diff. lol

This should be addressed, hopefully in the next patch. Most of the races were not developing ships, hopefully now they will.

And finally on the ideas for the borg
Change the ships classes, something I didnt like bout all the other ST mods was the fact of all the bloody cubes being used, the Borg have only 3 types of Cubes, Normal Cube, Tactical Cube and a Fusion Cube(In order of size, smallest to Bigest), oh and If I remember correctly from a ST game, the colony ship is actually pyramid shaped.
If you want I can give you all of the Borg class vessels, and I should be able to get hold of some pics

Yes please give me the borg classes. Also the game requires that all bmp's be included. Sure we can mod the game to use only the ships we want, and I agree, there should only be as many Cubes as the Borg actually have. But that would be a real pain for most players as it would limit them. We would have to really work on size for each Cube. Perhaps have Cube, Cube Adv, Cube Adv II - Tatical Cube, Tatical Cube Adv, Tactical Cube Adv II - Fussion Cube, Fussion Cube Adv, and Fussion Cube Adv II.

And something I've just came to realize, I have just switched to Borg in my game to see how they are doing, well needless to say, they havent even designed any ships let alone built any

Again this should be fixed in the next patch

Now other then borg ideas
Have most of the general weapons for general races only and not for all (confusing when u have ur races weapons and general weapons at the same time)

There should only be 5 or so "general" race weapons. The other races need weapons to use, and all players should have access to them.

As for the engines idea I posted earlier I think it should be left for now as it does work.

Thanks

If you need any help (or maybe a new member to the team *hint hint* http://forum.shrapnelgames.com/images/icons/icon12.gif ) then just ask and I will gladly accept

Thanks, these were great suggestions and observations. Please keep them coming

Well that my 2 cents for now, holla at yer later
<font size="2" face="Verdana, Helvetica, sans-serif">

[ August 01, 2003, 01:29: Message edited by: Atrocities ]

Atrocities August 1st, 2003 02:38 AM

Re: STM "Final v1.7.5" Discussion
 
Under the newest patch all of the races appear to be expanding quite well.

Turn
8472 - (25) 2 systems (50) 4 systems (100) 7
Borg - (25) 3 systems (50) 3 systems(100) 7
Breen - (25) 3 systems (50) 6 systems (100) 9
Cardassian - (25) 5 systmes (50) 12 systems (100) 18
Dominion - (25) 4 systems (50) 6 systems (100) 13
Federation - (25) 4 systems (50) 7 systems (100) 7
Ferengi - (25) 5 systems (50) 8 systems (100) 12
Klingon - (25) 2 systems (They did not expand past this)
Romulan - (25) 3 systems (50) 8 systems (100) 7
Tholian - (25) 4 systems (50) 8 systems (100) 10

Here is the latest info on the next patch.

Star Trek Mod v1.0.5

1. - Fixed Error in Cargo Bay V
2. - Increased Cargo Storage Abilities for Cargo Bay I - V (100, 150, 200, 250, 300)
3. - Increased Range of Nova Burst I - III
4. - Decreased Reload rate of Nova Burst I - III from 2 to 1
5. - Corrected Spelling error of Small Efficent Impulse Engine
6. - Increased Range of Gravimetric Torpedo I - III
7. - Decreased Reload rate of Gravimetric Torpedo I - II from 2 to 1
8. - Changed Weapon Damage Type of Plasma Torpedo I - V from Normal to Skips All Shields (More to the design of the weapon used by the Romulans)
9. - Increased Range of Plasma Burst I - III
10. - Reduced Reload rate for Plasma Burst I- III from 2 to 1
11. - Increased Range of Crystalline Torpedo I - V
12. - Decreased Reload rate of Crystalline Torpedo I - V
13. - Changed Pulse Phaser I - VI from Normal Weapon Damage to Skips Armor
14. - Reduced Pulse Phaser I - VI Tonage Space and Structure from 20 to 10
15. - Changed Pulse Phaser I - VI Weapon Display from Torp to Beam
16. - Reduced Small Pulse Phaser I - III Weapon Display from Torp to Beam
17. - Changed Small Pulse Phaser I - III from Normal Weapon Damage to Skips Armor
18. - Increased Quantum Singlarity Beam I - III Damage at Range from 5 to 15 each
19. - Removed All but the Combat Captains components. (Will add revised one back in later)
20. - Changed The Reload rate for Quantum Torpedo I - V from 1 to 2

Star Trek Mod v1.0.4

1. - Reduced Tonage of Mini Positron Torpedo I - IV from 20 to 10
2. - Incresed Range of Mini Positron Torpedo I - IV
3. - Decreased Reload rate for Mini Positron Torpedo I - IV from 2 to 1
4. - Added Master Computer I - III back to the mod by popular request
5. - Changed Racial Trait Ancient Race cost from 1000 to 0 (For use with AI's)
6. - Changed Supply amount used on Impulse Engines I - V to 5 each
7. - Increased Supply Storage Ability for Impulse Engines I - V
8. - Added Supply Amount Used 50 to Transwarp Drive

Star Trek Mod v1.0.3

1. - Added AI_DesignCreation files to Ktarians, Nausicaan, Sheliak, and Tamarian Races
2. - Replaced All Race AI_DesignCreation files
3. - Fixed Federation Race Portrait and Mini image so that numbers show up better. (White on white did not work well)
4. - Changed The Color of the Main Icons boarder to yellow
5. - Changed The Color of the Order Icons to Green
6. - Fixed Error in 8472 General.txt
7. - Fixed Errors in Breen General.txt
8. - Fixed Error in Ferengi General.txt
9. - Made New Breen 5k EMP file to replace bad one

Atrocities August 1st, 2003 03:30 AM

Re: STM "Final v1.7.5" Discussion
 
The Star Trek Mod Version 1.0.6

This latest Version seems to fix the expansion problems and improves weapons range and usage.

Bug reports are always welcome as are suggestions. Please Enjoy the mod.

DeadZone August 1st, 2003 05:11 AM

Re: STM "Final v1.7.5" Discussion
 
If you really want, I could write a VehicleSize.txt for the borg so all you have to do is copy it, I will get the pictures sorted also

Atrocities August 1st, 2003 06:36 AM

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

DeadZone August 1st, 2003 07:38 AM

Re: STM "Final v1.7.5" Discussion
 
One thing, how many Ship Classes do you want, I can give you quite a few

DeadZone August 1st, 2003 08:24 AM

Re: STM "Final v1.7.5" Discussion
 
So you know I have started on the size file, and The borg vessels I have dont require life support or crew quarters, it does require a bridge (this can be removed but I fail to see why it should be)

CNCRaymond August 1st, 2003 10:54 AM

Re: STM "Final v1.7.5" Discussion
 
PCP this latest patch is working great. I did notice one thing though, The Borg Repair III is given at the same time as Borg Repair II.

Hey if it was up to me I would have no more than 6 ships per race.

This can be done simply enough, include all ships as needed by the game, then include the ships you want to use for the mod. This will work a lot better than trying to name new ships.

The Federation would have more ships because they do, but their largest would be equal to all of the other races. They would just have more ships with different sizes.

I will post a list later. (You could use your new Star Trek images for this.)

DeadZone August 1st, 2003 11:39 AM

Re: STM "Final v1.7.5" Discussion
 
If it was upto me I would have loads of ship classes (I prefer the long games that take me weeks to do)

For the Borg as far I have 9 ship classes (so if implemented Atrocities will need to add 2 to the Borg Ship Tech lvls), 1 shuttle and a colony ship
I am currently lookin at wot would make good carriers and transport
Oh and also I have a Borg StarBase that you would see in UniMatrix One

DeadZone August 1st, 2003 12:05 PM

Re: STM "Final v1.7.5" Discussion
 
I now have a Transport and carrier, For now there is only 1 of each, Im just sorting out the images for all the classes and then I will put a link up so Atrocities can take a look at it

J. August 1st, 2003 12:07 PM

Re: STM "Final v1.7.5" Discussion
 
Something is fishy about shield regenerators in the mod. They're called regenerative shields. Regenerative shields I-III require you to research borg shields tech to levels 6-8 respectively(BTW, those are the only components you get for researching borg shields). Levels IV&V require you to research shields tech to levels 9&10. The problem is that borg shields tech has a maximum level of 5, so actually you don't get *anything* for researching it. Shields tech has a maximum level of 6, so you can't research it high enough to get the regenerative shields. I guess these things aren't deliberately left inaccesible.

Another thing: small incenerator beams require borg high-energy weapons as a prerequisite when they should require borg energy weapons.

Also, the WMG-equivelants of different races probably should get their range increased, after all their describtion talks about long range and some weapons described as medium range outrange them(for example the neural disrupter) http://forum.shrapnelgames.com/images/icons/icon7.gif

Flux pods I-V you get from 8472 stellar harnessing all have a tech level requirement of 1.

[ August 01, 2003, 11:37: Message edited by: J. ]

DeadZone August 1st, 2003 03:31 PM

Re: STM "Final v1.7.5" Discussion
 
Atrocities the Borg files are here
http://www.angelfire.com/trek/chrisnewton/Borg.zip
Check thro it, I think I may have over done some of the hull sizes, lol

CNCRaymond August 1st, 2003 11:24 PM

Re: STM "Final v1.7.5" Discussion
 
You got to love it when you report a bug and within a day or so it is taken care of.

PCP when do you think you might redo the ship classes for the Borg or other races?

jimbob August 2nd, 2003 01:13 AM

Re: STM "Final v1.7.5" Discussion
 
hey DZ, I like the ships, but they're a little dark on my screen. Especially important is the minis, as that's what I'm gonna need to see when trying to find them on my system map.

cheers,
and that's just my opinion

[ August 02, 2003, 00:15: Message edited by: jimbob ]

DeadZone August 2nd, 2003 02:49 AM

Re: STM "Final v1.7.5" Discussion
 
Ok, done, still same link to d/l them

[ August 02, 2003, 02:04: Message edited by: DeadZone ]

DeadZone August 2nd, 2003 03:06 AM

Re: STM "Final v1.7.5" Discussion
 
If ppl want I will look into doing the same thing Ive done wit the borg to Federation, Klingons and Romulans

CNCRaymond August 2nd, 2003 04:37 AM

Re: STM "Final v1.7.5" Discussion
 
DZ I can tell you right now PCP will not use ships from other sources than what he currently has available. Its his ships and sets or no deal. To many problems have popped up in the past with arseholes and such.

TNZ August 2nd, 2003 12:02 PM

Re: STM "Final v1.7.5" Discussion
 
If anyone is interested, I found this site
http://techspecs.acalltoduty.com/index.html
It has a lot of information about Federation ships.

Atrocities August 4th, 2003 04:24 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks DZ for the borg info. Those ships are from SFC are they not?

I am hard at work on the 1.0.7 patch and should have it out sometime today or tomorrow.

It will fix a few more bugs and spelling errors.

I really like what DZ has done with the Borg Vehicle sizes and will more than likely be including it in a later patch. Right now I just want to get the mod to work well with what it currently has.

CNC that is a good idea, but to complicated for me to bother with for now.

Thanks again for the feed back all. Keep the ideas and bug reports coming.

PS CNC that issues with the Borg was already brought to my attention. Thanks though.


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