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

Atrocities November 15th, 2004 04:43 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
You should get WinRar Randallw http://www.rarlab.com/

Fyron November 15th, 2004 05:11 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Note that the correct URL to get WinRar is:

http://www.rarlabs.com

solops November 15th, 2004 01:26 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
My download of both the patch and a re-download of the 1.9.0 main file both generated errors when I tried to open them. Both generate invalid file errors. Any reason known?

Atrocities November 15th, 2004 02:50 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
try the mirror site. Sometime for some odd reason when file downloading from Shrapnel things happen.

Ragnarok-X November 15th, 2004 02:52 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Strange, my download worked fine.

Atrocities November 15th, 2004 03:12 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
I might have to break the STM into four parts so people can have a more managable download. If any one is interested in me doing this please let me know. I would be happy to do so.

solops November 15th, 2004 03:19 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Finally got the 1.9.0.0 download to work after the third download. As far as breaking the download up, I dunno. I still can't get a valid patch download and it is only 2.5 megs.

P.S. NEVER delete a big download even if you think you are finished with it :-(

solops November 15th, 2004 03:25 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Got the patch (finally) by using the miior site. Thanks!

Atrocities November 15th, 2004 03:36 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Part 1 of 4 STM 1.9.0.0
Part 2 of 4 STM 1.9.0.0
Part 3 of 4 STM 1.9.0.0
Part 4 of 4 STM 1.9.0.0

Fyron November 15th, 2004 03:47 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Why make the parts of 1.9.0.0? Why not just make it 1.9.0.1, to avoid the extra step of the patch?

Atrocities November 15th, 2004 05:48 PM

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

Imperator Fyron said:
Why make the parts of 1.9.0.0? Why not just make it 1.9.0.1, to avoid the extra step of the patch?

Because I am lazy and didn't think of it. http://forum.shrapnelgames.com/images/smilies/frown.gif Perhaps if you were able to offer your site as a mirror I can set it up for that. http://forum.shrapnelgames.com/images/smilies/happy.gif

mottlee November 15th, 2004 09:51 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Da*n Fighters are darn near impossable to kill http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/images/smilies/eek.gif

Captain Kwok November 15th, 2004 10:51 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
I fear with the super reduced combat/ecm bonuses and what I think are more or less stock bonuses to ships hulls, fighters, a lot of things are near impossible to hit. http://forum.shrapnelgames.com/images/smilies/eek.gif

Atrocities November 16th, 2004 12:38 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
More work for me. The ECM stacks with the Sensor Array to give nearly 20% bonus. The Combat sensors also stack with the sensor array. Do not forget about captains as well and fleet and ship training.

I will review the ship hulls and adjust the values if any one has any suggestions.

Atrocities November 16th, 2004 12:43 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
<font color="red"> USE THE PROPULSION MOUNTS TO REDUCE THE COST OF THE WARP CORE AND WARP NACELLE COMPONENTS </font>

The reason for the mount system is to keep the size of the component proportionate to the hull size. IE larger ship use more space for said components.

<font color="blue"> USE ON YOUR SHIP DESIGNS: </font>
2 Impulse engines
1 Warp Core
2 Warp Nacelles. (Unless the ship hull says you can use more)

http://forum.shrapnelgames.com/images/smilies/evil.gif
Oh ya, one Last thing, if you dislike the mod thats fine, you can always make one yourself.

Captain Kwok November 16th, 2004 01:16 AM

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

Atrocities said:
More work for me. The ECM stacks with the Sensor Array to give nearly 20% bonus. The Combat sensors also stack with the sensor array. Do not forget about captains as well and fleet and ship training.

True. But let's assume that all forms of component "Combat To Hit Defense Plus" bonuses cancels out all component "Combat To Hit Offense Plus" bonuses, as well as training bonuses cancelling each other out. Then we just have ship bonuses from vehiclesizes.txt to deal with, which are more or less on the same line as stock. So most get some sort of "Combat To Hit Defense Plus" bonus of 20% or so. Then, take into account the distance per square penalty of -10%. In that case, you have already a -40% penalty to hit a destroyer at 2 squares distance! What about trying to hit it with a torpedo at 10 range? Or Righters with like 60% "Combat To Hit Defense Plus" bonuses?

Weapon modifiers can either help things out a bit if they are positive, or make them even worse if they are negative.

My suggestion is just give a boost to "Combat To Hit Offense Plus" bonuses by about 10-20% more than your values for "Combat To Hit Defense Plus" bonuses. Secondly, decrease the per square penalty in settings.txt to 5%. That should make things a lot better. Ok, maybe decrease the fighter bonuses but just a tad unless point defense weapons have a good modifier.

Captain Kwok November 16th, 2004 01:26 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Let me make a clarification:

When I say make combat sensors 10-20% more effective than ecm, I mean it as in a 30% bonus is "20%" more than a 25% bonus. Not as 30% compared to 10% is 20% more. Does that make sense? http://forum.shrapnelgames.com/images/smilies/eek.gif

Here are some actual values you may want to use:

Combat Sensors I-X: 6-12-18-24-30-36-42-48-54-60
ECM I-X: 5-10-15-20-25-30-35-40-45-50

Cap training at about 10% for both ships and fleets.

Atrocities November 16th, 2004 03:09 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Thank you CK, these look promesing. However the levels go to 10 and I am not certain if that would work out for us. Remember we want the player to use other components like captains, sensor arrays and such and not rely souly on super ecm or combat sensors.

Would lowering the ships bonues or raising them work better?

You have the latest Version of the mod, could you, when you have time, develop a good system.

Remember the sensor array I - V are set up so they can stack with ECM and CS to augment them. It was my solution to the old Federation ECM stack issue in previous Versions.

I would like to keep this combination alive and working.

And I really want to avoid adding any additional components to the mod unless they can be added at the end. Increasing the levels of ECM and CS would frell up saved games and if they were put at the end, the new levels would show up at the end of the component list instead of where the current ones are located.

Captain Kwok November 16th, 2004 09:03 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Well, you could just do the first 5 levels of values up to 30% and 24% respectively. In that case, you'd probably want to half the value of existing ship bonuses (both positive and negative ones) to make them more balanced with the rest of the mod.

I'd personally scrap combined "sensor array" components now, and replace them with a set of two combat and ecm components at half their normal size instead. It is too difficult to get them to work without stacking. You could still offer a combined sensor array that merged combat and muliplex, or ecm and multiplex, etc, just not combat and ecm together. http://forum.shrapnelgames.com/image...ies/tongue.gif

Captain Kwok November 16th, 2004 09:06 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Oh yeah, if you do use combat and multiplex, or ecm and multiplex - make sure to give it the same family number as combat or ecm respetively to prevent stacking. Also make sure to have some "visible" component between them in the file so they'll both show when the "show latest" option is checked.

Captain Kwok November 16th, 2004 09:14 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
One Last item for now.

A quick aside about AI design creation files if you are working on those. A helpful hint for when you are making size specific designs is to assign exact "spaces per one" values for the design.

For example:

The design is for a 280kT destroyer. You want it to have 2 shield generators, so the "exact" spaces per one value is 280/2 = 140. You also want it to have 4 armor panels, so the spaces per one value is 280/4 = 70.

A helpful way to do this, is to make an actual in game, optimized design yourself. Then simply make entries in the design creation file for all the non-weapon components at their exact "spaces per one" value. Then the rest of the design should be automatically filled with the appropriate weapons and mounts...

Another item I came across while making a design creation file for the Space Food Empires mod is that you can set engines and movement values to 0, and call for them instead using AI tags and it works just as well - and is even better because you can make even "cleaner" designs if that's your thing. http://forum.shrapnelgames.com/image...ies/tongue.gif

solops November 16th, 2004 11:31 AM

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

Captain Kwok said:
I fear with the super reduced combat/ecm bonuses and what I think are more or less stock bonuses to ships hulls, fighters, a lot of things are near impossible to hit. http://forum.shrapnelgames.com/images/smilies/eek.gif

I don't know how bad this is. It certainly puts a new value on seekers.

mottlee November 16th, 2004 12:07 PM

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

Atrocities said:
<font color="red">
http://forum.shrapnelgames.com/images/smilies/evil.gif
Oh ya, one Last thing, if you dislike the mod thats fine, you can always make one yourself.

I myself did not state I did not like the mod... http://forum.shrapnelgames.com/images/smilies/eek.gif

Ragnarok-X November 16th, 2004 01:14 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Well, looking forward to a new "patch" http://forum.shrapnelgames.com/images/smilies/wink.gif Keep it up AC !

Atrocities November 16th, 2004 02:04 PM

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

Captain Kwok said:
One Last item for now.

A quick aside about AI design creation files if you are working on those. A helpful hint for when you are making size specific designs is to assign exact "spaces per one" values for the design.

For example:

The design is for a 280kT destroyer. You want it to have 2 shield generators, so the "exact" spaces per one value is 280/2 = 140. You also want it to have 4 armor panels, so the spaces per one value is 280/4 = 70.

A helpful way to do this, is to make an actual in game, optimized design yourself. Then simply make entries in the design creation file for all the non-weapon components at their exact "spaces per one" value. Then the rest of the design should be automatically filled with the appropriate weapons and mounts...

Another item I came across while making a design creation file for the Space Food Empires mod is that you can set engines and movement values to 0, and call for them instead using AI tags and it works just as well - and is even better because you can make even "cleaner" designs if that's your thing. http://forum.shrapnelgames.com/image...ies/tongue.gif

Thank you very much for this info Kwok.

I am still up in the air about the ECM/CS issue but we will work it out. I like what you have suggested and think it will work well for the mod. http://forum.shrapnelgames.com/images/smilies/happy.gif

I love tweaking things to make them better. The only thing is we have to use what we have now, adding comps at the end is the only option to prevent breaking save games.

I should have, in retrospect, added in blank components, but did not. My bad. http://forum.shrapnelgames.com/images/smilies/frown.gif

I guess the only way to do this would be to warn people that the update we are discussing will break saved games. I simply would hate to do that though.

Atrocities November 16th, 2004 02:06 PM

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

solops said:
Quote:

Captain Kwok said:
I fear with the super reduced combat/ecm bonuses and what I think are more or less stock bonuses to ships hulls, fighters, a lot of things are near impossible to hit. http://forum.shrapnelgames.com/images/smilies/eek.gif

I don't know how bad this is. It certainly puts a new value on seekers.

That is a good point, and the seekers in this mod are better than stock.

Atrocities November 16th, 2004 02:19 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
<font color="green">Captain Kwok </font>

Here's what I am thinking.

Keep current level's of both ECM and CS at 5.
ECM bonus is 4,6,8,10,12% Currently
CS bonus is 4,6,8,10,12% Currently
SA bonus is 2,4,6% Currently

Now the Sensor Array stacks with both ECM and CS augmenting those compents by up to 6% each bring their high level to 18%.

I propose halving, as CK suggested, all ship bonuses as step one.

Step two would be increasing the ECM and CS to the following bonus percentage.
6,8,10,12,14%
8,10,12,14,16%

Step three would be to increase the SA bonus to
6,12,16%.

This way the high ECM bonus would be 30% and the high CS would be 32% when stacked with the SA. Couple this with the lowered ship bonuses and we should be in the ball park somewhat.

I could also increase the PDC's to hit % by 10 to compensate for the fighters if need be.

What do you think CK? Will this work for us or not?

Atrocities November 16th, 2004 02:26 PM

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

mottlee said:
Quote:

Atrocities said:
<font color="red">
http://forum.shrapnelgames.com/images/smilies/evil.gif
Oh ya, one Last thing, if you dislike the mod thats fine, you can always make one yourself. </font>

I myself did not state I did not like the mod... http://forum.shrapnelgames.com/images/smilies/eek.gif

Don't worry, its no one who Posts here that sent the nasty emails from what I can tell. Most were angry comments about how adding the patch ruined their games.

I did warn people to do a FRESH install of 1.9.0.0. did I not?

One or two were new players not familar with the image mod and critized me for not including it in the mod to begin with.

I did, and it didn't work out. Besides it better to have the image mod in the base SE IV files so that ALL mods can use the new images.

And then we have the trekie lore fans. No need to comment about them. At least I can think of no nice comments to post about the few who seem to think of me as a bad man.

<font color="blue"> I have not problems with helping people or fielding comments so long as they are not derogitory or offensive. </font>

Like I said, if you do not like the mod, you are more than welcome to make your own, and that does includ making your own ship sets as well. And for the record, I know the Gorn ships don't look like what I have. I used creative license when making the gorn race ships as there were only a few examples of them, and they ALL were ugly ships. So I made my own. Live with it. http://forum.shrapnelgames.com/images/smilies/happy.gif I like'm and that is all that counts.

mottlee November 16th, 2004 04:50 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
IF you were to incluide the Image mod then your 22 meg game D/L has just gone to over 30 and on a dial up that can be 4 hrs long I agree not to have it incluided

Redkraken November 16th, 2004 06:36 PM

Re: The Star Trek Mod - Update Released
 
Same problem here: file is corrupted and won't open. I'll go to the website.

Atrocities November 16th, 2004 08:08 PM

Re: The Star Trek Mod - Update Released
 
Try the mirror site

Captain Kwok November 16th, 2004 11:16 PM

Re: The Star Trek Mod - Update Released
 
Those values you suggested are mostly ok, except that you want combat sensors to top out at 36% or so if ecm will be 30%. You'd want to have a slight increase in the chances to hit as technology improves.

Atrocities November 17th, 2004 12:06 AM

Re: The Star Trek Mod - Update Released
 
Cool. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities November 18th, 2004 03:43 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Working on the Son'a images. What do you think?

http://www.astmod.com/startrek/stmimages/sona1.PNG http://www.astmod.com/startrek/stmimages/sona1m.PNG
http://www.astmod.com/startrek/stmimages/sona2.PNG http://www.astmod.com/startrek/stmimages/sona2m.PNG
http://www.astmod.com/startrek/stmimages/sona3.PNG http://www.astmod.com/startrek/stmimages/sona3m.PNG
http://www.astmod.com/startrek/stmimages/sona4.PNG http://www.astmod.com/startrek/stmimages/sona4m.PNG

narf poit chez BOOM November 18th, 2004 03:46 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Birdies!

Birdies look to much like each other, though.

Kamog November 18th, 2004 04:02 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Those ships look very swift, sleek, and elegant. They're great! http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities November 18th, 2004 04:21 AM

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

narf poit chez BOOM said:
Birdies!

Birdies look to much like each other, though.

Well they should. They are after all, SON'A ships. http://forum.shrapnelgames.com/images/smilies/happy.gif

mottlee November 18th, 2004 12:57 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
I like em and you could even have them set to run backwards they would be mean with either end forward

Atrocities November 18th, 2004 03:32 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Ya, your right Mottlee, I never considered that. They would look interesting running backwards. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities November 19th, 2004 04:18 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
New Son'a uploaded to www.pbw.cc

Star Trek Son'a II
V1.81 Gold

Enjoy.

NOTE: AI files are NOT STM compatable. To use in STM just copy over all BMP images to your STM Sona file.

Colonel November 20th, 2004 11:52 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Hey I like your Frengi set that came with the mod look great great job.

msnevil November 21st, 2004 07:29 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
The crappy AI seems to be messed up on Resupply problems when starting on low tech. Usually Going only a few "graph spaces" before returning to the Ai's homeworld.

I increased the Bussard collecter and ram scoop by twice the numeric value on the supply generation. Then 4x when that didn't work. Even with a perpetual endless generation of supplies. The AI still returned to the Homeworld.

I then preceded to increase all warp drives, quantum, transwarp, etc. By a factor of 10. Now the AI is actually going somewhere.

The rountine Ai usually uses a 3,000 value for supply on Basic impulse. (Returning around 1,500 for resupply)2 warp holes and back.

With a value of 500. The Ai was going about 2-4 Spaces then constantly returning to resupply.

I would &lt;possibly&gt; suggest a 5x value for the mod's warp supply values. So beginning AI could at least go two warp points distance.

Just my humble thoughts. Great game btw. I wish BOTF would have been as playable and enjoyable as your mod.

(Edit Forgot to add: Using latest vrs. 1.9.0.1)

Atrocities November 21st, 2004 06:51 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Thanks for the info. However the mod was play tested for weeks with these settings. You failed to take into account that as a race begins to gain technology their ship range increases. http://forum.shrapnelgames.com/images/smilies/happy.gif

Secondly you may have gone with low AI and Computer bonuses. Read the BEFORE YOU PLAY read-me file as it will provide some recommendations.

Supply issues are an on going tweak issue that with feed back, can be optimized for low, medium, and high tech starts. http://forum.shrapnelgames.com/images/smilies/happy.gif

Again thanks for your feed back.

Atrocities November 21st, 2004 06:55 PM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Thanks Colonel. http://forum.shrapnelgames.com/images/smilies/happy.gif I am glad they look good in the game and that you like them. http://forum.shrapnelgames.com/images/smilies/happy.gif

msnevil November 22nd, 2004 12:32 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
the Setting was on High,high,low. And I watched the AI controlled Empires for about 30 Turns. All 20 of them. Off and On to keep the low AI resource bonus(of course, I set the tech on high cost as well. per my personal preferences. So that might have really scewed the results.http://forum.shrapnelgames.com/images/smilies/smirk.gif )

By that time, I had expanded to three systems. And the AI was expanded only to a few worlds 2-3 move distence away from them. The AI would still return even with "full" supply in a TRi-Star system. At about 50 turns they finaly Colonized outside of thier home system. (On med and high tech, The AI had no problem. Though for some reason the Ai would design only impulse engines on a few ships. And the rest of them were fine.)

Anyway, Thanks for your Feedback and Response. And to be honest, a lot of us can't win at a "medium" or "high" bonus game. Unless we exploit the Ai's short comings. Well, Back to the sfc forums I go.

Atrocities November 22nd, 2004 12:53 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Thanks for the feed back MsnEvil, it is truly a big help to know these things. http://forum.shrapnelgames.com/images/smilies/happy.gif

Colonel November 22nd, 2004 01:30 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
Hey if you want to know obscure AI wierd things. I found a couple non-affecting ones

First off, for some reason every year or ten turns the AI on max start redesign the exact same ship exactly the same and renames it most of the time without ever useing the previous design.

The start off alot of time with military hardare instead of building Colony Ships off the bat.

Atrocities November 22nd, 2004 01:33 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
The AI is indeed a funny thing with a mind all its own.

Atrocities November 22nd, 2004 02:05 AM

Re: The Star Trek Mod - 1.9.0.1 Update Released
 
What should I do with the old out dated ship sets? Any one want to donate $10.00 to the greater good of NASY and have the old sets named after them?

Fyron November 22nd, 2004 03:06 AM

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

Colonel said:
First off, for some reason every year or ten turns the AI on max start redesign the exact same ship exactly the same and renames it most of the time without ever useing the previous design.

The AI always redoes its designs every 10 turns. This has nothing to do with Star Trek Mod in particular.


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