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

mottlee November 13th, 2004 05:16 PM

Re: The Star Trek Mod - Update Released
 
Ok I do not know what went on it is running now [img]/threads/images/Graemlins/Bomb.gif[/img] [img]/threads/images/Graemlins/Target.gif[/img] [img]/threads/images/Graemlins/icon13.gif[/img] http://forum.shrapnelgames.com/images/smilies/mad.gif [img]/threads/images/Graemlins/Hourglass.gif[/img] [img]/threads/images/Graemlins/MusicalNote.gif[/img]

Aiken November 13th, 2004 05:19 PM

Re: The Star Trek Mod - Update Released
 
To update:
Error in Replicator III: it requires Replicator Technology tech lvl 5, but maximum level for this tech is 3.

Complain: Species 8472 Planetary Bioelectric Field (PBF) costs 25000/1000/10000. It's too expensive for early game, but quite cheap for late game (compared to WP with equal hitpoints).
Suggestion: gradualy increasing cost of PBF, ie
PBF I: 15000/3000/5000
PBF II: 18000/4000/6000
PBF III: 22000/5000/7000
PBF IV: 26000/6000/8000
PBF V: 30000/7000/10000

Based upon assumption that average cost of hp for WP is about 10(7)/2/3 and some aesthetic considerations http://forum.shrapnelgames.com/images/smilies/happy.gif

Do I have to download full 1.9.0 Version if I already have Last 1.9.0 beta? Or maybe it will enough to update data files only?

Aiken November 13th, 2004 05:26 PM

Re: The Star Trek Mod - Update Released
 
Quote:

Ragnarok-X said:
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.

Note that if you're going to play against human pirate player, he won't be able to colonise planets (in the P&N fashion), so you will quickly outproduce him in research/intel anyway. As for computer rival - it will be a nice boost for poor little AI http://forum.shrapnelgames.com/images/smilies/happy.gif

Aiken November 13th, 2004 05:40 PM

Re: The Star Trek Mod - Final Update
 
Quote:

aiken said:
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.

Me again. Sorry for selfquotation. The only purpose is to bump it.

XenoTheMorph November 13th, 2004 05:41 PM

Re: The Star Trek Mod - Update Released
 
Mottlee,
Just in case the problem crops up again are you using win 95/98? If so and the hang happens again it could be .bmp file headers, there is an known issue with the headers of some .bmp files made in 2000/XP with SEIV on 95/98. (Load and resave all the bmps to solve this).

Or if not just ignore this and play!! http://forum.shrapnelgames.com/images/smilies/cool.gif

mottlee November 13th, 2004 05:48 PM

Re: The Star Trek Mod - Update Released
 
LOL, Running ME can not afford to get XP yet http://forum.shrapnelgames.com/image...ies/stupid.gif so far running good.. Thanks!

Fyron November 13th, 2004 06:05 PM

Re: The Star Trek Mod - Update Released
 
Quote:

Ragnarok-X said:
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.

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%)

2/4/6 is trivial and useless... the increase in reproduction needs to be meaningful. You can easily surpass such a pointless pop bonus facility with a small transport bringing in a load or two of population from the homeworld...

solops November 13th, 2004 06:32 PM

Re: The Star Trek Mod - Update Released
 
I hate to be dense, but I cannot make a Borg ship that can move. The warp nacelles and Borg warp drive are each larger than any of the starting hull sizes and engines alone will not move the ship, much less make the ship pass through the warp point. What am I missing here?

mottlee November 13th, 2004 06:34 PM

Re: The Star Trek Mod - Update Released
 
There are Mounts for the Warp core and nacells

solops November 13th, 2004 06:39 PM

Re: The Star Trek Mod - Update Released
 
Ahhh....That does seem to make things work. Very tricky. The original design team will be re-assimilated.

solops November 13th, 2004 06:46 PM

Re: The Star Trek Mod - Update Released
 
OK. I have a Borg warp drive, two warp nacelles, two Impulse Engines, 1955 supplies and the ship will not move. (plus all of the usual bridge, crew quarters, life support, etc). The design window claims I have 1 movement point, but all the ship does is wallow in orbit.

What is wrong now?

(Design team III is about to get their chance).

solops November 13th, 2004 06:50 PM

Re: The Star Trek Mod - Update Released
 
double post

Colonel November 13th, 2004 07:28 PM

Re: The Star Trek Mod - Update Released
 
I think you forgot the nacell thingys. when I made one it said I had 11 movement and it moved 11

Also I dont know if this was by design or not but the biggest Borg ship has no populsion mount.

Other then that I like http://forum.shrapnelgames.com/images/smilies/laugh.gif Off to kill the Borg.

O yea my favorite little ship has lost all its punch there no defiant weapon mount only the cloak mount no punch with the little bitty ship http://forum.shrapnelgames.com/images/smilies/frown.gif

But I like http://forum.shrapnelgames.com/images/smilies/laugh.gif Great Job Atrocities

mottlee November 13th, 2004 07:29 PM

Re: The Star Trek Mod - Update Released
 
See if you can add another nacell, WC I did not think you can have 2 but some ships require 3 nacells, if you can't should get the warning

Captain Kwok November 13th, 2004 07:34 PM

Re: The Star Trek Mod - Update Released
 
Colonel, the largest ships don't require propulsion mounts.

Solops, like Mottlee suggested try adding extra nacelles. Atrocities has made some ships require up to 4 nacelles. http://forum.shrapnelgames.com/image...ies/tongue.gif

Aiken November 13th, 2004 08:23 PM

Re: The Star Trek Mod - Update Released
 
Quote:

Captain Kwok said:
Colonel, the largest ships don't require propulsion mounts.

But unmounted Warp core and 3 nacelles eat up 2500 kt of total 3200 kt for Fusion Cube! So only 700 kt left for other comps. I think it's a bug.

Captain Kwok November 13th, 2004 08:40 PM

Re: The Star Trek Mod - Update Released
 
That's right.

I forgot he pushed up everything to 1000/500kT sizes.

Aiken November 13th, 2004 08:48 PM

Re: The Star Trek Mod - Update Released
 
Some notes before going to sleep:

I. Real bugz:
-------------------------------
1. Error in Drone Propulsion V:
Name := Drone Propulsion V
Ability 4 Descr := Generates 5 bonus movement points.
Ability 4 Val 1 := 45 (should be 5)
Ability 4 Val 2 := 0
Weapon Type := None

2. Error in Afterburners III:
Name := Afterburners III
...
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 6 (max level of Propulsion is 5, so here it should be 5 too)
Tech Area Req 2 := Shuttles
Tech Level Req 2 := 3

II. Questions, nitpickings, requests, etc:
------------------------------------------------------------------------
1. There's no difference between Infantry and racial troops (4kt). Why?

2. Same as p.1: what's the difference between Warp Cores and Organic Drives? Same properties and equal cost after lvl 3. Probably change the cost of Organic Drives to 700/150/600, so they'll be more ... organic?

3. Could you please fix mount descriptions? It seems they haven't been changed since 1.3.5.

4. Small request: different picture for 8472 Organic SY - so they would look organic too.

Colonel November 14th, 2004 02:05 AM

Re: The Star Trek Mod - Update Released
 
Hey I found a real glitch or bug. When you design bases you can add impulse engines which will give3 you at max 5 movement in combat. This would be a base with movement in combat. You need to either make the impulse engine only for ships or say you cant place on bases.

Fyron November 14th, 2004 02:21 AM

Re: The Star Trek Mod - Update Released
 
Quote:

aiken said:
3. Could you please fix mount descriptions? It seems they haven't been changed since 1.3.5.

They can be mostly deleted, really, since the mount description screen shows all of the effects of the mount now anyways... The description itself can just be a qualitative one, such as "makes weapon more accurate."

Randallw November 14th, 2004 02:56 AM

Re: The Star Trek Mod - Update Released
 
I apologise for posting here. The Game forum doesn't seem to come up anymore and no one visits PBW forums. In a StarTrek Mod game (Quadrant of Conflict) I have found Talos. There is a long description of the planet concerning the Talosians, however it cuts off with "they offer advanced technology in exchange for.". To help anyone considering colonising it, what are the Talosians trading for?. Its a tailored map so unsurprisingly the data files have nothing for it (that I can find). Can someone, probably the map maker, say what the whole text is.

Atrocities November 14th, 2004 07:40 AM

Re: The Star Trek Mod - Update Released
 
Quote:

solops said:
Ahhh....That does seem to make things work. Very tricky. The original design team will be re-assimilated.

The concept was to keep the size propotionate to the hull size. http://forum.shrapnelgames.com/images/smilies/laugh.gif It works and Captain Kwok deserves all the speciall credit for it http://forum.shrapnelgames.com/images/smilies/laugh.gif

Atrocities November 14th, 2004 07:49 AM

Re: The Star Trek Mod - Update Released
 
Quote:

Randallw said:
I apologise for posting here. The Game forum doesn't seem to come up anymore and no one visits PBW forums. In a StarTrek Mod game (Quadrant of Conflict) I have found Talos. There is a long description of the planet concerning the Talosians, however it cuts off with "they offer advanced technology in exchange for.". To help anyone considering colonising it, what are the Talosians trading for?. Its a tailored map so unsurprisingly the data files have nothing for it (that I can find). Can someone, probably the map maker, say what the whole text is.

I think that is a map issue unique to that game.

Atrocities November 14th, 2004 07:51 AM

Re: The Star Trek Mod - Update Released
 
Quote:

1. There's no difference between Infantry and racial troops (4kt). Why?

Will change Infantry cost then. Make them more expensive.

Quote:

2. Same as p.1: what's the difference between Warp Cores and Organic Drives? Same properties and equal cost after lvl 3. Probably change the cost of Organic Drives to 700/150/600, so they'll be more ... organic?

Mainly for RPG and the AI. The AI will should use organic drive over Warp Core. The thought was why would an organic race be using non organic warp drives? I could lower the cost of minerals and up the cost of orgincs but I do not know how this will effect the AI. Will have to test.

Quote:

3. Could you please fix mount descriptions? It seems they haven't been changed since 1.3.5.

Will do, will most likely remove descriptions.

Quote:

4. Small request: different picture for 8472 Organic SY - so they would look organic too

I will look around and see what I can find. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities November 14th, 2004 08:26 AM

Re: The Star Trek Mod - Update Released
 
Quote:

Do I have to download full 1.9.0 Version if I already have Last 1.9.0 beta? Or maybe it will enough to update data files only?

Files only should be fine Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif And thanks, I will have an update by morning. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities November 14th, 2004 08:50 AM

Re: The Star Trek Mod - Update Released
 
Quote:

solops said:
I hate to be dense, but I cannot make a Borg ship that can move. The warp nacelles and Borg warp drive are each larger than any of the starting hull sizes and engines alone will not move the ship, much less make the ship pass through the warp point. What am I missing here?

Use Propulsion mount and add 1 Borg Warp Drive, and two warp nacelles. Also add two impusle engines.

You should get a movement of 2. I just did this and it worked fine.

Atrocities November 14th, 2004 08:57 AM

Re: The Star Trek Mod - Update Released
 
Quote:

Captain Kwok said:
Atrocities has made some ships require up to 4 nacelles. http://forum.shrapnelgames.com/image...ies/tongue.gif

All ship hull that use three warp nacelles have this listed in there descriptions. Only large ships have this. Dreadnought and uppwards.

Atrocities November 14th, 2004 09:26 AM

Re: The Star Trek Mod - Update Released
 
<font color="red"> UPDATE </font>

Star Trek Mod Patch 1.9.0.1 With Intro 2.5 megs
Star Trek Mod 1.9.0.1 Without Intro 400k

Quote:

Star Trek Mod v1.9.0.1

1. Changed Lowered ability amounts of Cloning Facility I - III (5,10,20)
2. Changed Lowered ability amounts of Bio-reclamation Complex III - V (15,20,25)
3. Changed Increased ability amounts of Population Growth Facility I - III
4. Changed Reduced range modifier of Federation Weapon Mount from 5 to 2
5. Changed Fixed Descriptions for Large, Heavy, and Massive Weapon Platform Mounts
6. Changed Fixed Description for Large Satellite Mount
7. Changed Fixed Descriptions for Large, Heavy, and Massive Base Mounts
8. Changed Fixed Damage % for Large, Heavy, and Massive Base Mounts. (30,40,50%)
9. Changed Reduced range modifier of Dominion Weapon Mount from 5 to 2
10. Changed Reduced range modifier of Ferengi Weapon Mount from 5 to 2
11. Changed Replicator I - III now require correct tech level of Replictor Technology. (1,2,3)
12. Changed Min, Org, Rad cost for Planetary Bioelectric Field I - V (Went with Aikens recommendations)
13. Fixed Ability Discription error in Replicator I.
14. Changed Ability Supply Generation amounts for 8472 Flux Pod I - V (75,95,115,145,185)
15. Changed Tonnage Space Taken for Damage Control I - III from 25 to 20
16. Changed Tonnage Structure for Damage Control I - III from 20 to 10
17. Changed Pic Num for Damage Control I - III from 103 to 271
18. Changed Pic Num for Flux Pod I - V from 128 to 1511
19. Changed Impusle Engine I - V Vehicle Type from Ship/Base to ship (Should prevent base movement bug)
20. Changed Supply Storage ability for Impusle Engine III - V (550,650,800)
21. Added Phh Propulsion Mount. (1600kt to 3200kt)
22. Changed Ph Propulson Mount from 1001 to 2000 to 1001 to 1500
23 Fixed Typo in Drone Propulsion V ability 4 val 1. Was 45 is now 5.
24. Changed Afterburners III Tech Area Req 1 from 5 to 3 Propulsion.
25. Changed Min, Org, Rad cost for Infantry. (10,10,10)
26. Changed Min, Org, Rad cost for Racial Troops (5,5,5)


Randallw November 14th, 2004 09:42 AM

Re: The Star Trek Mod - Update Released
 
I'm Intriqued. Is it FMV http://forum.shrapnelgames.com/images/smilies/happy.gif. Chances are I'll need to get the latest Version soon for Qconflict, but it'd be nice to have a description.

Atrocities November 14th, 2004 09:42 AM

Re: The Star Trek Mod - Update Released
 
Quote:

4. Small request: different picture for 8472 Organic SY - so they would look organic too.

I can do this but it will require making a new component and then going through the hassel of getting it added to the component image mod. If you would like I will make one and offer it with as a optional download until such time as Suicide Junkie can add it to the Image mod.

Atrocities November 14th, 2004 09:44 AM

Re: The Star Trek Mod - Update Released
 
Quote:

Randallw said:
I'm Intriqued. Is it FMV http://forum.shrapnelgames.com/images/smilies/happy.gif. Chances are I'll need to get the latest Version soon for Qconflict, but it'd be nice to have a description.

Um I doubt any one will want to update to this Version from a previous Version as this latest one will totally break any saved games. In fact it is uncompatable with previous Version hense the instruction to download and install new full Version seperately from any previous Versions. http://forum.shrapnelgames.com/images/smilies/happy.gif

I should like to point out that it was the QConflict game that prompted me to revamp the mod in the first place. I discovered that the breen were wholly inadequit.

Randallw November 14th, 2004 09:48 AM

Re: The Star Trek Mod - Update Released
 
ooh, well then I better be gettin downloadin.

Edit: and the initial feedback is.....the compressed (zipped) folder is corrupt or invalid (it would appear). I'll try again tomorrow.

Captain Kwok November 14th, 2004 11:49 AM

Re: The Star Trek Mod - Update Released
 
Atrocities, I think your 7 consecutive Posts in one thread may be a record. http://forum.shrapnelgames.com/image...ies/tongue.gif

Atrocities November 14th, 2004 12:17 PM

Re: The Star Trek Mod - Update Released
 
LOL, I was posting over time and it seemed no one was reading. http://forum.shrapnelgames.com/images/smilies/happy.gif

mottlee November 14th, 2004 02:14 PM

Re: The Star Trek Mod - Update Released
 
Patch is bad, I D/L 2X comes up with same error, unexpected end

Fyron November 14th, 2004 04:23 PM

Re: The Star Trek Mod - Update Released
 
Quote:

Captain Kwok said:
Atrocities, I think your 7 consecutive Posts in one thread may be a record. http://forum.shrapnelgames.com/image...ies/tongue.gif

Nope. Check the sticked Gameplay Tips thread. http://forum.shrapnelgames.com/images/smilies/wink.gif

Captain Kwok November 14th, 2004 06:22 PM

Re: The Star Trek Mod - Update Released
 
Well, it was the record until then. http://forum.shrapnelgames.com/image...ies/tongue.gif

Atrocities November 14th, 2004 06:27 PM

Re: The Star Trek Mod - Update Released
 
Quote:

mottlee said:
Patch is bad, I D/L 2X comes up with same error, unexpected end

Hmmmmmmm, WTF is causing this?

Atrocities November 14th, 2004 06:31 PM

Re: The Star Trek Mod - Update Released
 
I think the error is caused from Shrapnel. I checked the mirror site and the file downloaded was not bad.

Patch 1.9.0.1 Mirror (With Intro)
Patch 1.9.0.1 Mirror (Without Intro)

mottlee November 14th, 2004 06:34 PM

Re: The Star Trek Mod - Update Released
 
Will try again, I did one from your link and one off your web site....will try again


Ok That time it worked, the # on the D/L was different this time http://forum.shrapnelgames.com/image...s/confused.gif

Atrocities November 14th, 2004 06:36 PM

Re: The Star Trek Mod - Update Released
 
They both linked to the same download. I have reuploaded the file and the one that the mirror links to is the file on my site.

Atrocities November 14th, 2004 06:38 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
<font color="red">11-14-2004 UPDATE </font>

Star Trek Mod Patch 1.9.0.1 With Intro 2.5 megs (New File - Should no longer cause error when being unzipped)
Star Trek Mod 1.9.0.1 Without Intro 400k

Randallw November 14th, 2004 09:53 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
I seem to be missing a few component pics, nacelles mostly. What have I missed?.

mottlee November 14th, 2004 09:59 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
The latest on the Image Mod should fix you right up

Randallw November 14th, 2004 10:35 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Ok I looked, for my own sake and for all those who come here after can someone direct me to the latest imagemod....please.

I just need comps 888,1777-1779, and 595, apparently.

mottlee November 14th, 2004 10:45 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
http://imagemodserver.mine.nu/other/MM/SE4/ go here

Atrocities November 14th, 2004 11:00 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
www.imagemod.spaceempires.net

mottlee November 14th, 2004 11:23 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Is the other wrong? took it from newbee thread

Fyron November 15th, 2004 02:16 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Quote:

mottlee said:
Is the other wrong? took it from newbee thread

No. The official Image Mod site is:

http://imagemodserver.mine.nu/other/MM/SE4/imagemod/

The site that Atrocities linked to is just a download mirror. If you have broadband internet, you can get faster download speeds from it, seeing as the main site is hosted by Suicide Junkie in his home.

Randallw November 15th, 2004 04:03 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
The reason I asked was that the link I did find downloaded a rar and my system didn't know what to make of it. The imagemod server has a zip but I have no idea what the Last Version I downloaded was. A folder I believe to be imagemod, 1057955220, is a year old although this is the first time i've needed to update my images. Which Version do I need to get.


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