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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

mottlee November 10th, 2004 12:11 AM

Re: The Star Trek Mod - Final Update
 
Crap!....now I have to restart again http://forum.shrapnelgames.com/images/smilies/frown.gif sasafras *%*^(#(%^#

Atrocities November 10th, 2004 10:32 AM

Re: The Star Trek Mod - Final Update
 
Quote:

mottlee said:
Crap!....now I have to restart again http://forum.shrapnelgames.com/images/smilies/frown.gif sasafras *%*^(#(%^#

I have started so many new games that it has to be a record. But it is all worth it. If by play testing and having to start over and over and over again helps yeild a better, more complete, and balanced mod then the repetative task would have been well worth it.

My question now is should I go ahead and release the mod in its current Version 1.8.9.0, without the improvements Captain Kwok has put forth, or should I wait a month and then put out the mod?

Note I have not finished updating many of the ship sets, but have completed all eight primary races and have upgraded the four Federation races.

For the record the MARKER components were put there as an aid for new players. I was planning on including tech tree information in them for the areas that they cover. But really the Marker components can be set up to include all kinds of information. From ship design ideas, to expert player notes. They are really a very helpful tool to have in the game.

Atrocities November 10th, 2004 10:45 AM

Re: The Star Trek Mod - Final Update
 
Quote:

There are major supply issues as tech increases. First of all, the warp core should not eat up supplies, as of now it eats 80 supplies for each move point! Ships at max tech use all their supply on the first turn. You're looking at about 400 points of supply per turn for nacelle movement, so the warp core should supply about 4000 at max tech, with two bussard ramscoops recovering about half of what nacelles use, i.e. 100 each per star.

This is intentional to some degree. I do not, will not, add back the Q-reactor or any component like it. I want ships to run out of supplies, especially larger ships. However I do not want them to run out on the first turn or by turn four.

Balancing the use of supplies usage and supply generation has proven itself to be a slight achilles heal for this mod. I have tried multiple forumlas and the only one that I has shown any remote success over the entire range of the mod is the current system. However, that being said, I am by no means qualified or skilled enough in this area to claim that this model is the one we should use. Therefore I am open to suggestions and any help I can get in establishing a new supply/supply generation model.

Restructuring the system is a huge undertaking and one that should not be done half assed. So if it is to be done, it has to be done right and right the first time as I do not want to keep releasing update after update after update.

mottlee November 10th, 2004 11:18 AM

Re: The Star Trek Mod - Final Update
 
Hey do not get me wrong....I do not mind the restart as you said makes for a better gam, I had however just restarted and had to again, (was doing good too http://forum.shrapnelgames.com/images/smilies/frown.gif )

Atrocities November 10th, 2004 12:27 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Star Trek Mod v1.9.0.0 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED

1. Changed Lowered Scattering Armor I - III ECM ability. (4,6,8%) to match ECM.

Do you think this may help reduce the frequency that the AI will add more than one of these components? I think the problem lies in the design creation folder as you have already specified.

What I would like to do is simplify the Design Creation file so that one file can be used for all races with some minor modifications for special weapons.

I would like to set up the pirate race and the borg race to use mainly capture technology while the federation uses more non leathal weapons. The rest would use standard weapon load outs shared for the most part by all races.

The only differance being in the Borg and Pirate races with the addition of capture tech.

I was thinking on five ship designs:

Scout
Attack Small
Attack Medium
Attack Large
Attack Heavy

Scout 100kt to 200kt
Attack Small 100kt to 200kt
Attack Medium 201kt to 500kt
Attack Large 501kt to 800kt
Attack Heavy 801kt to 1200kt.

Thoughts?

Captain Kwok November 10th, 2004 01:01 PM

Re: The Star Trek Mod - Final Update
 
The offense/defense bonuses are still too small especially when considering weapon ranges and the -10/square range modifier.

Like I suggested before, increasing the number of tech levels reduces the bonus step for each level, which in turn eliminates most cheesiness (i.e. due to tech disparity) associated with combat bonuses.

Possible Values:
Combat Sensors I-V: 6-12-18-24-30%
ECM I-V: 5-10-15-20-25%

In combination with changing the default modifier for distance, say to -5%, you can make really good use of the leaky armor/shield system.

I don't have the data files on hand for your mod so I can't recall what types of bonuses/penalties you have set for ship sizes.

Also note shields that combine regular shield points and phased shield points behave as regular shields and will not block shield skipping weapons.

mottlee November 10th, 2004 01:08 PM

Re: The Star Trek Mod - Final Update
 
Did a restart, Neutral AI building "0" movement ships, starting to look into the other AI's

Vulcans "0" movement ships

Captain Kwok November 10th, 2004 01:32 PM

Re: The Star Trek Mod - Final Update
 
Regarding AI design files. Basically to make the best AI you want to have entries that are customized for each ship size and race. At first this sounds like a lot of work to do, but it really isn't.

The trick as I've mentioned below is to use "component lineages" that share a common AI tag but utilize different abilities. This way you can have the AI design ships that seem to "evolve" throughout the game.

Lineages that would be appropriate to the Star Trek mod would be Armor and shields. Do not bother using the shield and armor "spaces per one" entries, but rather call them using AI tags. This is especially important in regards to armor since the mod uses a leaky armor system, which by design usually avoids labelling armor as "armor" in data file terms.

Expanded Examples:

AI Tag X: Basic Armor - Advanced Armor - Racial Armor

At the start, ships will use the basic armor until mid-game when advanced armor becomes available. By end game, they've researched their racial armor, which may be a completely different ability from the previous armor their ship employed, but they'll having no problems changing over to it.

AI Tag Y: Hull Plating - Shields - Phased Shields

More or the less the same as above. Hull plating is really a true armor in SE4 terms although we are using it as "pre-shields" in the mod, and had you been calling for shields or armor from the "Shield Spaces" or "Armor Spaces" you'd get all sorts of unintended design craziness.

For each race, make an optimized "cruiser" size design. Copy and paste that design for each race's ship sizes, making the appropriate changes. All multi-purpose ships (as opposed to mine sweepers, etc) have the same characterisitics and relatively the same percentage of space dedicated to each of the major ship systems, so you'll just need to adjust the spaces amount to be in line with the ship size.

Atrocities November 10th, 2004 02:23 PM

Re: The Star Trek Mod - Final Update
 
Quote:

mottlee said:
Hey do not get me wrong....I do not mind the restart as you said makes for a better gam, I had however just restarted and had to again, (was doing good too http://forum.shrapnelgames.com/images/smilies/frown.gif )

I just ran a low tech start with Vulcans. I let AI design ship. I had both Vulcan and Vulcan nuetral. Both AI's designed ships with movement. So I do not know why your having problems.

Atrocities November 10th, 2004 02:28 PM

Re: The Star Trek Mod - Final Update
 
Captain Kwok. All races are set up to use ships within their KT range. That is there are designs for all KT size ships.

I kinda understand what you saying, but do not know if I can pull it off the way you have described. I would have to revamp many components, no big deal, then remake each races design creation file. Again no big deal. However without having a clear understanding of what to do, again this just might be do to my tiredness at the moment, I fear that I will only make things worse.

However I will use your model and your comments to do the best that I can. http://forum.shrapnelgames.com/images/smilies/happy.gif

It should be interesting now that we are getting into improving the AI. I hope these up coming changes make the mod more formiddable.

mottlee November 10th, 2004 03:55 PM

Re: The Star Trek Mod - Final Update
 
Start with Med Tech I don't know either http://forum.shrapnelgames.com/images/smilies/frown.gif They are not usind Warp core of Nacells????!!
Dominion (sp) is doing the same thing!!!??? so far, still going through the Major races

Ragnarok-X November 10th, 2004 04:21 PM

Re: The Star Trek Mod - Final Update
 
It seems like you are using wrong designcreation files, maybe using the files of a old Version ?!?

mottlee November 10th, 2004 04:27 PM

Re: The Star Trek Mod - Final Update
 
Duno, I will reD/L 189 again and see...looks like another restart http://forum.shrapnelgames.com/images/smilies/frown.gif

solops November 10th, 2004 05:29 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:


My question now is should I go ahead and release the mod in its current Version 1.8.9.0, without the improvements Captain Kwok has put forth, or should I wait a month and then put out the mod?



Neither. Get a pot of expresso, stay up all night and have the new release out to us in the morning. No thanks necessary, I'm glad to help with these vexing decisions any time.

Captain Kwok November 10th, 2004 05:53 PM

Re: The Star Trek Mod - Final Update
 
You don't have to revamp anything. You just need to add some AI tags to specific components.

Re-working the design creation files will take a bit longer, but you were going to have to do it sometime. http://forum.shrapnelgames.com/image...ies/tongue.gif

Aiken November 10th, 2004 06:55 PM

Re: The Star Trek Mod - Final Update
 
Ok, my idea about release. First of all there shouldn't be any significant bugs in the release. Complete audit of the mod will take up about 20 hrs. Spend few days to find and fix any bugs (betatesters will do their best, I'm sure). If you want to add some infrastructure for AI - do it. Also ask youself, are you satisfied with the current structure of the mod? If your answer is yes - go and release it.

AI. Fix just major bugs in it. Later you can release standalone STM Race Pack with reworked ship models and improved AI.

Atrocities November 11th, 2004 12:05 AM

Re: The Star Trek Mod - Final Update
 
Quote:

mottlee said:
Duno, I will reD/L 189 again and see...looks like another restart http://forum.shrapnelgames.com/images/smilies/frown.gif

send me your email and I will send you the links fresh to download the beta updates. email me at atrocitiesATgmailDOTcom and we will get the mod working for you.

<font color="blue"> Kwok </font> your right, it has to be done eventually so why now now? I will begin work on the new master files tonight I think.

mottlee November 11th, 2004 12:18 AM

Re: The Star Trek Mod - Final Update
 
I do not know what I did differently but the other races are now moving, I still however do not have the build pic for the ship replacator...so far I have the cards on one side and the Ferengi on the other http://forum.shrapnelgames.com/images/smilies/frown.gif holding my own at this time at war with the cards http://forum.shrapnelgames.com/images/smilies/laugh.gif

Captain Kwok November 11th, 2004 12:58 AM

Re: The Star Trek Mod - Final Update
 
Just take it nice and easy. Work on one entry first and see how it works out, then do another entry for a different size and so on. Double check for errors before you start copying and pasting. http://forum.shrapnelgames.com/image...ies/tongue.gif

Atrocities November 11th, 2004 01:52 AM

Re: The Star Trek Mod - Final Update
 
Quote:

mottlee said:
I do not know what I did differently but the other races are now moving, I still however do not have the build pic for the ship replacator...so far I have the cards on one side and the Ferengi on the other http://forum.shrapnelgames.com/images/smilies/frown.gif holding my own at this time at war with the cards http://forum.shrapnelgames.com/images/smilies/laugh.gif

I think the image is 1671 or so. You can if you want change the component Replicator bmp image to be any image number you want just so you can see it. I should change it to the Q-Reactor image. I think I will do that. http://forum.shrapnelgames.com/images/smilies/happy.gif See mottlee, you a huge help to the beta testing process. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities November 11th, 2004 06:50 AM

Re: The Star Trek Mod - Final Update
 
The Hirogen are finished. If you want to see them just download the standard neo set from www.pbw.cc under Star Trek Hirogen II (NASY).

They are set up for general use and not the mod. They have been added to the STM already.

gregebowman November 11th, 2004 12:35 PM

Re: The Star Trek Mod - Final Update
 
Since I've become an infrequent visitor to the forum, what's the latest status on the final update? Is it downloadable yet, or is it still being tweaked? Can't wait to check it out, though.

mottlee November 11th, 2004 12:40 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
Quote:

mottlee said:


I think the image is 1671 or so. You can if you want change the component Replicator bmp image to be any image number you want just so you can see it.

Im what file...I'm thick this AM sorry

mottlee November 11th, 2004 02:17 PM

Re: The Star Trek Mod - Final Update
 
OK, I've found 1671 Image, that one I do see, the one missing is the one when you are building an need to click to add If I have the pic and it is the same should it not show up???

Atrocities November 11th, 2004 05:06 PM

Re: The Star Trek Mod - Final Update
 
Sounds like your comp_bmp file is out dated. The comp.bmp file has all the mini images on it. I willing to bet that is the culpurt.

Simply change the number to the Quantum Reactor image. I will be setting component to that image in the next Version.

mottlee November 11th, 2004 05:24 PM

Re: The Star Trek Mod - Final Update
 
What number is that? Is there a list some place or what so I can see what number = what pic? sorry http://forum.shrapnelgames.com/images/smilies/fear.gif just I have not gotten into the files like that please point me in the right direction

Atrocities November 12th, 2004 11:31 AM

Re: The Star Trek Mod - Final Update
 
Number 37 MOttlee

mottlee November 12th, 2004 11:53 AM

Re: The Star Trek Mod - Final Update
 
So I change the 1671 to 37 in the Comp Text file and I'm good or is there another place also?
Thanks for the help AT http://forum.shrapnelgames.com/image...es/biggrin.gif

Atrocities November 12th, 2004 12:21 PM

Re: The Star Trek Mod - Final Update
 
<font color="blue"> Ok This Is The One </font>

This Version will be the final Version for release. I am taking Aikens advise and releasing what we have now. I will release another update with the new ship sets, and AI modification when I get them done.

I want to thank all of you who have given me feed back, espeically Aiken and Captain Kwok. Please give this beta Version a run for its money looking for typo's, upgrade issues, and your thoughts on what should be capturable technology as currently there is none.

Capturable technology will be the Last modification done to this Version before it goes public.


Quote:

Star Trek Mod v1.9.0.0 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED

1. Changed Lowered Scattering Armor I - III ECM ability. (4,6,8%) to match ECM.
2. Changed Replicator I - III image to 37
3. Changed Slightly revamped supply storage and useage for all race Version of the warp core I - X
4. Changed Added EMC IV - V (10,12%)
5. Changed Added Combat Sensors I - V (10,12%)
6. Changed Added AI Tag 06 for Armor I - III, Emersive Armor I - III and racial armors
7. Changed Added AI Tag 07 for Shield Generator I - X
8. Changed Removed Ability Phased Shield Generation from all Shields. Illegal design issue.
9. Changed Added AI Tag 09 for Scattering Armor. (So it can be added seperately to additional normal armor)
10. Added New Hirogen ship set.

<font color="blue"> For Beta Testers Only </font>
Beta Patch 1.9.0.0 About six megs. (Includes updated splash screen)

<font color="brown"> If your not a beta tester, do not download. Will cause major issues with your game. </font>

Again the mods release is depended upon whether or not the Image Mod has been updated to include all star trek mod components, the new Events.

mottlee November 12th, 2004 01:16 PM

Re: The Star Trek Mod - Final Update
 
Will this kill saved games?

Ragnarok-X November 12th, 2004 01:46 PM

Re: The Star Trek Mod - Final Update
 
Great, im looking forward to play the mod, hopefully it will be publicly released this weekend.

Hurry, Atrocities http://forum.shrapnelgames.com/images/smilies/happy.gif

Aiken November 12th, 2004 02:32 PM

Re: The Star Trek Mod - Final Update
 
I pretty sure it will kill your 1.8.9 saves, since new components were added http://forum.shrapnelgames.com/images/smilies/frown.gif

Atrocities November 12th, 2004 04:31 PM

Re: The Star Trek Mod - Final Update
 
No it should not effect your saved games. The components that were added were extentions of exsiting components.

Aiken November 12th, 2004 05:27 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
No it should not effect your saved games. The components that were added were extentions of exsiting components.

That's great!

Atrocities November 12th, 2004 05:39 PM

Re: The Star Trek Mod - Final Update
 
I have removed 185 Full beta from the server. To obtain full 190 beta please email me.

All that we are waiting on no for the release of 190 is Suicide Junkie to update the Component and Event packs of the image mod.

Tic toc, tic toc.

mottlee November 12th, 2004 06:33 PM

Re: The Star Trek Mod - Final Update
 
Email OTW http://forum.shrapnelgames.com/images/smilies/laugh.gif

Fyron November 12th, 2004 07:02 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
No it should not effect your saved games. The components that were added were extentions of exsiting components.

Unless _everything_ you added was added at the _end_ of the file, savegames will b affected negatively. If you inserted a single component somewhere in the file not at the very end, every component after that will be off by one. All current ships and designs will be messed up.

Atrocities November 12th, 2004 07:41 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Imperator Fyron said:
Quote:

Atrocities said:
No it should not effect your saved games. The components that were added were extentions of exsiting components.

Unless _everything_ you added was added at the _end_ of the file, savegames will b affected negatively. If you inserted a single component somewhere in the file not at the very end, every component after that will be off by one. All current ships and designs will be messed up.

It did not effect my saved games, and if it is going to effect saved games for other players then all they have to do if they so choose is remove ECM IV - V and Combat Sensor IV - V. Make a copy of the Data file and edit it.

This way they can keep plying the mod without frelling their save game file.

Fyron November 12th, 2004 09:11 PM

Re: The Star Trek Mod - Final Update
 
You might not have had any components that exist after those in the file in use in your savegame...

Colonel November 12th, 2004 10:18 PM

Re: The Star Trek Mod - Final Update
 
The mighty Atrocities hast completed his great epic. A great day is upon us all.

Aiken November 12th, 2004 10:48 PM

Re: The Star Trek Mod - Final Update
 
Haven't had a chance to check all the files, but mod looks pretty solid. Just one small spelling error popped up:
<font class="small">Code:</font><hr /><pre>Name := Replicator I
...
Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Reduces cost by 5%. (should be "Reduces maintenance cost by 5%")</pre><hr />

And one more thing: 8472 flux pods are considired to be more advanced than ram scoops (they override any over supply comp then Latest only is on), but their supply generation ability is lower that ram scoop's one (100 vs 160 at max level). Probably make them equal?
However I might be wrong in my initial assumtion (flux pods are better than ram scoops), and then it's all right.

Atrocities November 12th, 2004 11:04 PM

Re: The Star Trek Mod - Final Update
 
Now all we have to do is wait for Suicide Junkie to update the component and events packs of the image mod.

Fyron November 13th, 2004 12:50 AM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
Now all we have to do is wait for Suicide Junkie to update the component and events packs of the image mod.

Which is now done.

Atrocities November 13th, 2004 07:20 AM

Re: The Star Trek Mod - Final Update
 
Indeed it is. Well if there are no objections, you can now download the STM from Star Trek Version 1.9.0.0 Download Link

Be sure to update to the latest Versions of the Component and Events packs. SJ Image Mod Site

Ragnarok-X November 13th, 2004 08:49 AM

Re: The Star Trek Mod - Final Update
 
This is great. Thanks a bunch for all your hard work, Atrocities http://forum.shrapnelgames.com/images/smilies/happy.gif Thanks go to the testers as well !

Atrocities November 13th, 2004 11:32 AM

Re: The Star Trek Mod - Update Released
 
Quote:

Atrocities said:
<font color="red">UPDATE </font>

PLEASE DO NOT INSTALL OVER EXSISTING STAR TREK MOD FILES. DO A FRESH INSTALL WITH THIS VERSION

The latest Version of the Star Trek Mod can now be downloaded. Please report any bugs or questions to AtrocitiesATgmailDOTcom. Thank you and enjoy.

Star Trek Version 1.9.0.0 Download Link

Be sure to update to the latest Versions of the Component and Events packs. SJ Image Mod Site






I would like to get input on what things need addressing for a final update for the Star Trek Mod.

As it stands now, the only suggestions I have are to work on the Romulan AI, adjust the cost of some facilities and components for races like the Breen, 8472 and a few others.

Any suggestions that have to deal with the Ai and or minor tweaks or bugs would be appreciated.

Thanks.


Ragnarok-X November 13th, 2004 02:33 PM

Re: The Star Trek Mod - Update Released
 
Woah, im downloading since roughly 3 hours for the mod and the updates images :| heck i HATE using dial up :|
Fortunally i know this will be worth it (time and money-wise)

mottlee November 13th, 2004 02:39 PM

Re: The Star Trek Mod - Update Released
 
Mod 190, having trouble, in set up locks up when I get to Tholian Emp, Create game locks at the final 90% of placement, I do not have this with the BETA of the other STM's any Ideas????

Ragnarok-X November 13th, 2004 03:34 PM

Re: The Star Trek Mod - Update Released
 
Mod works for me, i just started it and made a new game, no error, neither when creating a galaxy nor when loading it.

Ragnarok-X November 13th, 2004 04:27 PM

Re: The Star Trek Mod - Update Released
 
So, here is my first "bug" report, or balance report, whatever you prefer !





Dominion Cloning Facility: Way to strong, giving 10/20/40 million people PER TURN to each planet is...much. I suggest 2/4/6m per turn.

8472 Bio Reclamation Complex: Way to strong, Research cost per level only 10k (x lvl), but it increases organic production by 5/10/20/30/40, i suggest making it 5/10/15/20/25, due to the very low technology cost.

Population Growth Facility: I think it need to be beefed up, increase the pop bonus reproduction to 2/4/5. If it only gives 1/2/3, then its not worth building (given an average starting repro of lets say 10%)

Pirate Intellegence Center: WAY to strong. Costs only 1/3 of a normal intel center, while giving 600% as much intel !! Beef it seriously down, maybe 800/1000/1200 intel per level, and thats already quite much.

Pirate research Center: Same as Pirate intel center. Cant think of a reason why pirates should have better research than normal races anyway. I suggest removing it completly, or if it is needed (due to the traits/facilites thingy) make it same as a standart reseach center.


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