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Re: STM "Final v1.7.5" Discussion
Sorry guys, my sense of humor is a bit off at 5 am or so after being up for 24 hours strait. To much coffee and no sleep make Atrocities a bit cynical.
Regarding the computer using extra components despite the restrictions. Well I would rather it used SIF than have an extra engine or two. The AI has to fill up space I guess to I will make the SIF have a tonage of 5 instead of 0. That should fix the problem if not, oh well, an issue for another time. Thanks TNZ t hat is very helpful info. Very helpful. [ July 06, 2003, 08:57: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Thanks TNZ, but when I tried this simular idea for the AST mod, it caused a lot of problems. One could not research other colony technology and was stuck with what they started the game with. But I will give it a shot. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
I have completed the 8472 and Borg facilities.
I added the DefaultDesignTypes and DefaultColonyTypes from the FQM 2.4 to the Data folder. I would like to add the latest Version of the USM to the mod as well. *DONE* I have also added the latest Version of CNC Star Trek Systems names to the mod. I also replaced the Carrier and Fighters types in the VehicleSize.txt file. They are under Advanced Ship Construction. I reduce the size of the fighters and tweaked the carriers a bit. The light carrier is smaller and faster, while the other two slow down as the size increases and hold a little bit more. I re-included them because some players like this options, although I do not, and I will make the Advanced Ship Construction a removeable technology. It will include Fighters and Carriers. I have added both the Definant Escort and the Klingon BOP (Bird Of Pray) mounts to thw CompEnhancment.txt file. The rest of the file will remain as defualt for now. We can always add more mounts later. |
Re: STM "Final v1.7.5" Discussion
Here are the names of the 20 neutral races. I added two new ones to the list.
Bynars 001 Talarian 002 Selay 003 Anticans 004 Bandi 005 Mintakan 006 Andorian 007 Bajorian 008 Chalnoth 009 Vulcan 010 (Race Portrait from the Internet) Betazoid 011 Malcoria 012 <font color=blue>(NEW)<font color=black> Zakdorn 013 Takarans 014 <font color=blue>(NEW)<font color=black> Benzites 015 - Race Emblem by: David Gervais Mizarian 016 - Race Emblem by: David Gervais Pakleds 017 - Race Emblem by: David Gervais Trill 018 - Race Emblem by: David Gervais Ullian 019 - Race Emblem by: David Gervais Yridians 020 - Race Emblem by: David Gervais [ July 06, 2003, 21:42: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
The new intro image is also done now.
I have also finished the Breen and Cardassian Facilities. |
Re: STM "Final v1.7.5" Discussion
New Component Idea for New Star Trek Mod
No more designing three different colony ships. http://forum.shrapnelgames.com/images/icons/tongue.gif Name := Colony I Description := Materials needed to start a colony on a rock planet. Pic Num := 54 Tonnage Space Taken := 200 Tonnage Structure := 200 Cost Minerals := 2000 Cost Organics := 1000 Cost Radioactives := 1000 Vehicle Type := Ship Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Colonizing Family := 5001 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Rock Planet Colonization Tech Level Req 1 := 1 Number of Abilities := 2 Ability 1 Type := Colonize Planet - Rock Ability 1 Descr := Can colonize a rock based planet. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Cargo Storage Ability 2 Descr := Provides 60kT worth of cargo space. Ability 2 Val 1 := 60 Ability 2 Val 2 := 0 Weapon Type := None Name := Colony II Description := Materials needed to start a colony on a rock planet And a ice planet. Pic Num := 54 Tonnage Space Taken := 200 Tonnage Structure := 200 Cost Minerals := 2000 Cost Organics := 1000 Cost Radioactives := 1000 Vehicle Type := Ship Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Colonizing Family := 5001 Roman Numeral := 2 Custom Group := 0 Number of Tech Req := 2 Tech Area Req 1 := Rock Planet Colonization Tech Level Req 1 := 1 Tech Area Req 2 := Ice Planet Colonization Tech Level Req 2 := 1 Number of Abilities := 3 Ability 1 Type := Colonize Planet - Rock Ability 1 Descr := Can colonize a rock based planet. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Colonize Planet - Ice Ability 2 Descr := Can colonize an ice based planet. Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Ability 3 Type := Cargo Storage Ability 3 Descr := Provides 60kT worth of cargo space. Ability 3 Val 1 := 60 Ability 3 Val 2 := 0 Weapon Type := None Name := Colony III Description := Materials needed to start all colony. Pic Num := 54 Tonnage Space Taken := 200 Tonnage Structure := 200 Cost Minerals := 2000 Cost Organics := 1000 Cost Radioactives := 1000 Vehicle Type := Ship Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Colonizing Family := 5001 Roman Numeral := 3 Custom Group := 0 Number of Tech Req := 3 Tech Area Req 1 := Rock Planet Colonization Tech Level Req 1 := 1 Tech Area Req 2 := Ice Planet Colonization Tech Level Req 2 := 1 Tech Area Req 3 := Gas Giant Colonization Tech Level Req 3 := 1 Number of Abilities := 4 Ability 1 Type := Colonize Planet - Rock Ability 1 Descr := Can colonize a rock based planet. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Colonize Planet - Ice Ability 2 Descr := Can colonize an ice based planet. Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Ability 3 Type := Colonize Planet - Gas Ability 3 Descr := Can colonize a gas giant planet. Ability 3 Val 1 := 0 Ability 3 Val 2 := 0 Ability 4 Type := Cargo Storage Ability 4 Descr := Provides 60kT worth of cargo space. Ability 4 Val 1 := 60 Ability 4 Val 2 := 0 Weapon Type := None |
Re: STM "Final v1.7.5" Discussion
I have finished the Dominion, Federation and Ferengi facilities.
I have only the Klingon, Romulan, and Tholian left to do. I will take on the research.txt's again and try and get them to work better. |
Re: STM "Final v1.7.5" Discussion
Hey AT,
I tried doing a "STNG" interface for SEIV awhile back, but gave up for sheer frustration (the way the game screen uses and divides up the display frame BMPs is enough to give one nightmares http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif ). However, one thing I did manage to do is change the graphic for the race/planet data buttons from SEIV font to STNG Monitor font. Interested? |
Re: STM "Final v1.7.5" Discussion
Quote:
So by acting like we do not care we show that we care http://forum.shrapnelgames.com/images/icons/icon7.gif (damn i should have become a lawyer http://forum.shrapnelgames.com/images/icons/icon10.gif ) [ July 07, 2003, 22:30: Message edited by: minipol ] |
Re: STM "Final v1.7.5" Discussion
[de-lurk]
I'm looking forward to the mod my friend. I was willing to put up cash to help the great and magnanamous Kwok out on that Hard Drive problem, and must say that I'm downright tickled that someone else is willing and able to step in and work with him on an updated ST mod considering the heartache of the lost work. Cheers, my hat's off to you. Secondly, before I re-lurk... would it be possible to make a special weapon and/or mount just for the Galaxy Class? I remember that the Collameter (sp) ring phaser was able to track while firing and split up it's beam to shoot at multiple targets, etc. I was just wondering if the special weapon/mount could be called a "collameter section". Putting several of these sections together would allow the weapon to fire "multiple times". Also, I think it would be cool if the weapon had the PDF ability (but not necessarily the targetting bonus) versus all ship and unit types (basically against all incoming objects... including ships). Just my thoughts [/de-lurk] |
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