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Re: STM "Final v1.7.5" Discussion
I think there is a path error in the zip files in the patches. The original Version installed to StarTrek Mod and the patches install to Star Trek Mod.
That may explain why nothing seemed to change in the patches for me. I like it a lot, though. Thanks for all the work. |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
The patches all installed correctly for me. Just copy them over I guess.
Those are some cool buttons. |
Re: STM "Final v1.7.5" Discussion
GW that looks really nice. http://forum.shrapnelgames.com/images/icons/icon7.gif Can I include it as an extra for the next patch (1.0.8)?
DZ, I will need to touch up your images, and would like to include them also for the Extra folder. That is if it is ok with you. http://forum.shrapnelgames.com/images/icons/icon7.gif [ August 06, 2003, 10:02: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Extra? Make them the default! http://forum.shrapnelgames.com/images/icons/icon12.gif
GW, want to make me some buttons for Adamant Mod? http://forum.shrapnelgames.com/images/icons/icon10.gif Possibly a set of Organicy ones and Magic ones, so that players can customize the look. [ August 06, 2003, 10:32: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
Atrocities - Sure! Help yourself!
Fyron - I'll be happy to try - give me a couple of days and I'll see what I can come up with. |
Re: STM "Final v1.7.5" Discussion
I did a bit of a Borg mod a while back. Here's a link...
BorgMod.zip It only had 6 ship sizes -Scout (the probe ship seen on Voyager) -SmallSphere -MediumCube -LargeCube -TacticalCube -QueensVessel (the diamond ship) I didn't use any of the pyramid/rectangle/rollingpin sizes (mainly since I have never played the games that they're from, and I must say that I somewhat balk at the thought of a Borg fleet looking like a collection of pre-school block toys. Personal bias, I know). Those were supplemental sizes of course. I also use a second shipset for all of the standard shipsizes. Personally I rename the Norak set since they have somewhat of an 'assimmilated' look to them. Why bother doing that? When the Borg capture a ship and then upgrade it the pic changes to the assimmilated (Norak) look. Its a good system that works well for me, it could be useful here as well. DZ, Nice pics but you need to make the backgrounds transparent or they will look odd in the game (currently they are dark grey). [ August 07, 2003, 03:20: Message edited by: QuarianRex ] |
Re: STM "Final v1.7.5" Discussion
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One thing you must understand is that SFC, and Armada I & II had no choice but to use "other" shapes to finish off the borg ships. The trouble with many star trek races is that there is really no information for which to base an entire SE IV ship set from. Look at 8472, the Breen, Cardassians, Dominion, Ferengi, Gorn, Hirogen, Son'a, and Vaadwaur. I have received many request asking me where I got my ship designs from, especially the Dominion, Hirogen, and Vaadwaur. People, espiecally trek fans, eat that kind of **** up. I have received other emails, many ranging from great work to fits of anger at not being cannon images. I have worked on a complete BORG set, including a diamond, but they all look kind of funky. I opted to keep the set basic, IE Cube based, for many reasons. One being ease avalibility of exsistings ship images, two easy of use, etc. http://forum.shrapnelgames.com/newup...1060267783.BMP [ August 07, 2003, 15:51: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Patch 4 Version 1.0.9
I have to say that thus far the AI with medium settings is kicking my *** all over. They are expanding correctly and they seem to be using weapons and adavantages as well. A most challenging game. Star Trek Mod v1.0.9 1. - Fixed 8472 Flux Pod II - V now require proper tech level 2. - Added General Woundwort new Main Button Image (If you wish to use you will have to rename as MAIN Star Trek Mod v1.0.8 1. - Changed Borg Small Incinerator Beam I - III now require only Borg Energy Weapons 2. - Changed Description of Biokinetic Discharge I - III from Long Range to Medium Range 3. - Increased Range and power of Quantum Singularity Beam I - III 4. - Increased Range of Plasma Projector I - III 5. - Increased Range of Incinerator Beam I - III 6. - Changed Enhanced Fusion Beam I to Enhanced Fusion Beam 7. - Changed Enhanced Fusion Beam Roman Numeral from III to 0 8. - Increased Range of Enhanced Fusion Beam 9. - Chagned Description of Breen Energy Dampener IV - VI from medium range to Long Range 10. - Increased Range of Breen Energy Dampener IV - VI 11. - Changed Description of Cardassian Spiral Wave Disruptor I - III from short range to long range 12. - Increased Range of Cardassian Spiral Wave Disruptor I - III 13. - Chagned Dominion Polaron Beam I - V from Normal to Skips All Shields (Better reflects Dominions weapons) 14. - Increased Range of Dominion Polaron Cannon I - III 15. - Increased Range of Klingon Ion Cannon I - III 16. - Increased Range of Ferengi Isokinetic Cannon I - V Star Trek Mod v1.0.7 1. - Fixed Error in Borg Repair Drone III 2. - Fixed Spelling error of Small Efficient Impulse Engine 3. - Fixed Spelling error of Small Quantum Impulse Engine 4. - Fixed Error in Borg Regenerative Shields IV & V, now require Borg Shields level 4 and 5 5. - Changed Borg Regenerative Shields I - III now require level I - III of Borg Shields [ August 08, 2003, 12:49: Message edited by: Atrocities ] |
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Do you need to D/L all the patches or just the Last will work????
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Re: STM "Final v1.7.5" Discussion
If you just have 1.0.0 then yes you will need to download all of the patches and install them in order as the web page states.
To see what Version you have just look at the revision history. Once most of the bugs have been worked out of the mod, this next patch, 1.1.0 will be the Version I will ask GEO to upload to PBW. As it now stands the mod is very playable, but there are some minor refining points that need to be worked out. A few more bugs squashed and then I will upload the latest Version to the web site as well. At that point the patches will be only good for those who have the 1.0.0 Version which will also still be available. And just a side note: There have been over 200 downloads of the mod since its offical release. http://forum.shrapnelgames.com/images/icons/icon7.gif =========== "Kill em all let God sort em out" "And what makes you think he would want that job?" [ August 08, 2003, 16:50: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Way to Go!
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Re: STM "Final v1.7.5" Discussion
Patch 4 Version 1.0.9
For those of you who do not know, you do need the image mods for this MOD. IE the Facilities, Planets, Components Image mods are required. Without them you will get errors and possible lock up your game. |
Re: STM "Final v1.7.5" Discussion
why do you have to install them in order ??
could you not have a update 1.0.9 and a full 1.0.9 for us to download |
Re: STM "Final v1.7.5" Discussion
I keep getting an error message when I try to run the mod : unable to load settings.txt (in the mod directory). I installed all of the image mods (in the main picture directory) and the ST files (in order). What gives?
[ August 08, 2003, 22:07: Message edited by: solops ] |
Re: STM "Final v1.7.5" Discussion
Hmmm....apparently something in the installation process causes a second "Star Trek" directory to be created. This second directory's name has different spacing from the first and is the target for some of the patches.
And, should the splash screen say 1.09 0r 1.0? [ August 08, 2003, 22:14: Message edited by: solops ] |
Re: STM "Final v1.7.5" Discussion
The Splash screen is un-changed should read 1.0
I will fix the spacing error. |
Re: STM "Final v1.7.5" Discussion
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After this next patch, the mod will be updated on the web site to the latest Version and the patches will be obsolete. I will keep them up, for a while, but eventually they will all come down. [ August 08, 2003, 22:51: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
You should really make the patches cumulative... so the 1.09 patch has all the other patches built in. Having to install a bunch of patches is really annoying...
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Re: STM "Final v1.7.5" Discussion
As I type this the latest Version of the mod is being uploaded to the www.astmod.com/startrek/stm.htm page
The Full Version 1.1.0 will be available within the hour. I have also kept the 1.0.0 Version and all of the patches including PATCH 5 and the new ALL IN ONE patch available as well. Patch 5 updates the mod from v1.0.9 to 1.1.0 The All In One Patch updates the mod from v1.0.0 to 1.1.0 Barring any huge bugs or problems this will be the Version I ask Geo to upload to PBW. With any luck a PBW game using this mod, for testing purposes, will be started as soon as PBW is back up and running. Star Trek Mod v1.1.0 1. - Adjusted All Defualt AI Design Attack Ship to use a minimum of 3 engines and a max of 10 2. - Added New Dominion Ship Images 3. - Changed Klingon Battle Arena I Ability 1 from 1 to 2 (Was not working correctly) 4. - Changed Physics from a tech level of 4 to 2 (Does not research anything past 2) 5. - Changed Construction from a tech level of 5 to 1 (Does not research anything past 1) 6. - Increased Klingon Ship Tonnage sizes. (Better reflects actual Klingon ship sizes 7. - Added Disrupters to the BOP Mount 8. - Increased Borg Boarding Parties 9. - Added The word Troops to Klingon Shock Troops I - V |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Star Trek Mod Version 1.1.0 Full
Along with Patch 5 v 1.1.0 Along with All In One Patch v1.0.0 to v1.1.0 |
Re: STM "Final v1.7.5" Discussion
Bump
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Re: STM "Final v1.7.5" Discussion
Well, I've finally had some time to get back into this game and I was really suprised to find this mod available! I played all weekend! Good job Atrocities!
Couple of bugs that I would like to report playing the Federation. * Crystal inhanced laser has no large bitmap (can't find comp_881.bmp) Not sure Federation should even have this. * Bean discharger has no large bitmap (can't find comp_568.bmp) Not sure Federation should even have this. * Impulse engine V provides 9850 supply points ...think it should be 850 as this is what it states in the description. * Cardassian light cruiser uses genaric neutral image (thought for a moment that I was being invaded by a minor!) * Federation frigate requires level 4 not 2 as expected * Damage control level 3 only repairs 2 comps per turn (level 2 does as well) * Somehow I got point defence disrupters (as well as phasers). Not sure if this is a bug but I would think that Disrupters are not available to the Federation. * Researching military science gives me Borg troops? That's it. Overall, feels like Star Trek and it's been fun ... better then BOTF! Though, the AIs need work, turn 100 and I'm destroying Klingon War Cruisers with obsolete frigates one on one... actually, I'm destroying everyone (except the Borg) with a small obsolete fleet. What I've found is that the other races are not researching their unique technologies for the most part and are almost exclusivly arming their ships with photon torpedos. Keep up the good work and I'll post any other new findings. |
Re: STM "Final v1.7.5" Discussion
Thank you very much UserX for this bug list.
* Federation frigate requires level 4 not 2 as expected (This is not a bug, it is how Kwok has originally planned it since this ship gains access to the Defiant mount. (Very powerful) The rest I will look into right now. Thanks again. |
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[ August 12, 2003, 18:53: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Star Trek Mod v1.1.1
1. - Added Cardassian Light Cruiser BMP's 2. - Fixed Error with Impulse Engine V - was giving 9850 in supply instead of 850 3. - Changed Bitmap for Point Defense Disrupters I - V from 66 to 1199 4. - Changed Crystal Enahnanced Laser I - III from Federation to Tholian technology 5. - Fixed Damage Control II - III now repair correct number of components 6. - Fixed Errors in Borg Troop Technology in TechArea 7. - Fixed Photon Torpedo VI - X now use the same BMP image as Photon Torpedo I - V |
Re: STM "Final v1.7.5" Discussion
I was just beaten by the Borg. http://forum.shrapnelgames.com/images/icons/icon9.gif I am so depressed.
I have come up with a way to use only the ships I want to use per race. I am going to test it and if it works incorperate it into a later Version of the mod. What I am thinking is to do what was suggested for the Borg, keeping the classes down, but each ship having a lot of Tonnage. (Better reflect the borg) The Federation will have the most ships, ranging in tonnage from 200 to 1200 or so. I am thinking about 12 ship classes for them. The Klingons and Cardassians will have the second most, with about 9 classes. The Romulans, and Breen will have 8 or so each. The Ferengi, 8472, and Tholians will have 6 each. Neutrals will have 5 each. I will keep the Advanced Construction option for Carriers, but a player can turn that off in game set up. [ August 12, 2003, 23:05: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Why does Impulse Engine II use the Ion Engine pic, whereas Impulse Engine I uses a custom pic?
The supply value on Structural Integrity Field is useless, as it will never use supplies (unless you gave it some hidden engine ability or something, which might not be a bad idea; it would be 0 movement, but it would make the ship use extra supplies each sector it moved). That is some expensive ship construction tech! General Ship Construction only costs 10k instead of 100k. http://forum.shrapnelgames.com/images/icons/shock.gif [ August 13, 2003, 05:35: Message edited by: Imperator Fyron ] |
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As it stands now, the frigate is available with the light cruiser which doesn't make any sense to me. |
Re: STM "Final v1.7.5" Discussion
OK, thought I might post this here and see if I get any feedback! This weekend I downloaded Atrocities/Capt Kwoks star trek mod and played a couple of quick games to get use to the mod. Playing the Federation it certainly felt like Star Trek. But there is only one problem... didn't feel right having the Borg start right next to me or the Breen. So, I dug out Star Charts and spent the day working on a map. It is a little rough but I had a lot of fun playing on it so I thought I would post it for others to try.
Now I warn you, it's rough and many systems are yet in place. The Federation, Romulan, Klingon and Cardassian core systems are in place and all races have correct starting locations. If you like it and would like me to continue working on it let me know. How to use the map: First, download it from Star Trek Map and install it in your map directory. Then select a new game and select this map [startrek.Map] in quadrant configuration. Add existing races in the following order: 1- Federation 2- Klingon 3- Romulan 4- Cardassian 5- Ferengi 6- Tholian 7- Breen 8- Dominion 9- Borg 10 8482 The map features many popular systems from Star Trek, natural neutral zones, and the Bajoran wormhole. Now, because I wanted to play the Federation, a Federation bias may be present and I focused on the Federation core. Setup and Play Tips: Basic setup: One planet start, average, med tech level, med tech cost. Also restricted colonizing to home planet type under games settings so that most races don't colonize ice and gas giant planets. Also I didn't try it with minor races or computer generated empires so chosing these options probably will affect balance. Lastly, if you play the Fed, your advatage is colonizing cannon worlds like Beta Rigel (south east of Sol) and Deneb Kaitos (west of Sol). Hold these and you'll have a chance at winning. And colonize Vulcan asap as you'll get a prize for doing so. This map took a couple of days to make so I won't be improving on it much UNLESS there is a demand for such a thing. Have fun! P.S. First 2 games had first contact/short war with Romulans just like Star Trek history. |
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Re: STM "Final v1.7.5" Discussion
Structural Integrity Fields are rather impotent... I suggest going with the orignal values Kwok came up with.
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Thanks Userx, for the star trek map, enjoying playing it right now.
Is there a way that the AI research can be customize for each race? I am not a programmer, but I did assistance with B5 mod by play-testing a few of the races and email a list of research items in order that they should be researched, the B5 mod game designer/programmer, Then the programmer would encode that list into each race AI file somehow. This should improve the AI and focus on it's race research special items and improve the race's ship design, with they special weapons/etc. That my two cent worth, anyway Lighthorse |
Re: STM "Final v1.7.5" Discussion
Yes, any AI can be programmed do research different areas etc...
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You really need to do something about ships with a Warp Drive and no impulse engines having no strategic movement... I just designed a transport with 1 impulse engine, giving 1 mp, and then a warp drive, for 7 mp, but it has 0 movement. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: STM "Final v1.7.5" Discussion
Oh for the love of God!
This is directed at Fyron and Kwok. Hey guys, gently putting it, where the hell were you guys when he needed your in put back in June? Excuse me for being the one to say this, no offense intended, but you can at least thank him for doing what he has done. Every time a bug was reported, Atrocitied worked on fixing it as quickly as he could. Perhaps I am misreading the tone of your Posts, but it seems like they are more caustic than they should be. Granted the mod needs help, what mod doesn't? I think the information you posted is helpful and right on the money, but you can be a bit more diplomatic about it. IIRC Atrocities did the work on this mod because so many people wanted a Star Trek mod, and had been waiting for a good long while for one. No one seemed to like his AST mod so it was only natural for him to want to try and make another mod. One that was more fitting to the nature of Star Trek. Why I don’t know, I would not have bothered with it. I remember back when he was beta testing the mod, he commented that he only received a few, very few IIRC, feedback emails. I for one am grateful that he has taken the time to work on this fricking mod despite the lack of support, and the constant negativeness that seems to be prevalent in this thread, he has endeavored to please. I would not blame him if he said to hell with it and washed his hand of the affair. If your going to offer feedback, great, it is needed to make any mod better, but for the sake of the guy who has to do the work, be a bit more civil. [ August 13, 2003, 23:27: Message edited by: CNCRaymond ] |
Re: STM "Final v1.7.5" Discussion
Raymond:
Whaaaa-t??? (In my best Jon Stewart impression!) I'm not sure how you get caustic from my Posts, maybe Fyron is his usual abrasive self, but I was merely responding to a little error in one of Atrocities' statements about how I had set up the ship construction. No big deal, It wasn't like I was saying his way was stupid, or what that he was an idiot for posting something that was incorrect. Geez! [ August 14, 2003, 02:22: Message edited by: Captain Kwok ] |
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Actually, who are you playing? As for improving AI for race specific techs, I suspect that's what Atrocities and others will be working on over the next few months. It's alot of work. [ August 14, 2003, 01:53: Message edited by: userx ] |
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Back in June, my feedback was a good deal of those very few feedback emails, though most of it was in MSN IM, not actual email. This is the middle of the summer, and Shrapnel has slowed down, just as it did Last summer, and the one before. There are a lot fewer Posts in total, so of course there is going to be a lot less feedback at this point in time. A lot of people are off on vacations or whatever. So now to make this a not totally useless post: Atrocities, have you considered using the Colony Tech Mod by Ekolis? It will be great for PBW games, as it forcibly removes the absurdity of being able to trade your starting colony techs away... and players already have to go select an advanced trait for their race, so one more won't be any more confusing. |
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userx thanks a million for the map. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif
CNC, um, no more caffine for you, PERIOD! http://forum.shrapnelgames.com/images/icons/icon12.gif Fyron, Kwok, and all others, thanks for your awsome imput on this mod. The more poeple that step up and offer feedback the better I can deal with the problems. CNC tis ok man, thanks for caring, but I am a big boy. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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I have to be honest I wanted to get the mod up and running and get as much feedback as I could on it before it was released. The problem was that only a few poeple gave me any feedback. Fyron was one of the most helpful of them, as was CNC and a few others. To you all I say thank you. As a result, the public release has yeilded far more bug reports than the beta and I think the process is working just fine. Soon we will have a mod worthy of the name, and one that will be a lot of fun to play by web.
I think that my egerness to please often out paces my ability and as a result I occationally post updates that do more harm than good. For this I sincerely apologize. I know that some may harbor the thought that I am an idiot, unskilled, and horrible at mod making. To them all I can say is, oh well. If you think you can do a better job, then by all means, knock your socks off. Part of modding process is to make improvements, find what works, and what does not. Sure the mod is not 100% like what Captain Kowk has described on his web site, and sure it has a long ways to go before it is finished, however in my own defense, no one else stepped up to bat when the project was abruptly terminated. So please keep in mind that I love feedback, good, bad, or other. It helps me to fix things, and improve the mod. I could careless if people think I am an idiot or not, but I do care about any bugs they find, or suggestions they do have for the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif About the Ship issue, damn I missed that. Thanks for reporting it. I shall get it fixed asap. The AI research issue. All race do have uinque research tech files customized for each race. The problem is, I did not organize them very well as they were my first attempt. I will redo them and get them timed better. I did run into a problem with the research tech slowing the AI expansion down a great deal at one point thus the modified research files. But since I think I have fixed the expansion issue, I can redo them all and see what happens. I can also look more closely at what Captain Kwok has for the SIF and Federation ships and fix them as well. Again these Posts are great feedback and I do sincerely appreciate it. http://forum.shrapnelgames.com/images/icons/icon7.gif The more there are the better the mod will become. http://forum.shrapnelgames.com/images/icons/icon7.gif The Colony Tech mod is an excellent idea. http://forum.shrapnelgames.com/images/icons/icon7.gif [ August 14, 2003, 05:45: Message edited by: Atrocities ] |
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Hey Userx,
Let me know how your game turns out on it. I am the UCF Federation. Turn 62, at war with the Klingon and Cardassian. I set the game per your instruction, but found Regulus Prime space section empty, the Romulan started else way. Its nothing like fighting a two front war, with three more races lining up to attack the federation along my frontier. Should complete researching the Defiant class ship, with the special mounts and quautum torpedo class V by turn 66, then watch out. Havn't got shielding or armor yet, but with defiant excort loaded down with 8 Quautum torpedos should help the federation war effort. I was wondering if you use the federation boardgame/wargame as the basics for your map? Nice job on the map, Userx. Lighthorse |
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Kwok & Fyron, what can I say but I posted before I thought. I hope you understand that my post was not intended to be offensive, I was only sticking up for PCP. I misinterpreted the tones of your Posts and I am sorry. Directness is often viewed incorrectly as rudeness. I should have gathered that you both have a working rapore with PCP and that to the point Posts are far more helpful to getting to the crux of the topic than long winded Posts like the ones I post.
Once again, I am sorry. |
Re: STM "Final v1.7.5" Discussion
No harm, no foul! http://forum.shrapnelgames.com/images/icons/tongue.gif
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start in the north east in the Romulus system. I'm sure the Klingons will be contesting the system by turn 80! Quote:
Very glad you are having fun with it... let me know if you want me to continue working on it. Also, I have a topic thread for the map so maybe we could move this conversation there. |
Re: STM "Final v1.7.5" Discussion
Atrocities, I think you are doing a great job! It takes a community to make a GREAT MOD. As for the colony tech,,,, I prefer to play with "only colonize home planet type...
My thoughts [ August 14, 2003, 07:52: Message edited by: userx ] |
Re: STM "Final v1.7.5" Discussion
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AT: You need an empty Maps folder in the mod download. Maps generated with stock SE4 will NOT work in the mod, as you have included FQM Deluxe. Similarly, maps made in the mod will NOT work in stock SE4. So, they really need to be set up to be kept separate. http://forum.shrapnelgames.com/images/icons/icon7.gif [ August 14, 2003, 08:23: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
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