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Re: The Star Trek Mod - 1.9.0.1 Update Released
You should get WinRar Randallw http://www.rarlab.com/
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Re: The Star Trek Mod - 1.9.0.1 Update Released
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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?
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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.
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Strange, my download worked fine.
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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.
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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 :-( |
Re: The Star Trek Mod - 1.9.0.1 Update Released
Got the patch (finally) by using the miior site. Thanks!
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Re: The Star Trek Mod - 1.9.0.1 Update Released
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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?
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Re: The Star Trek Mod - 1.9.0.1 Update Released
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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
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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
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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. |
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. |
Re: The Star Trek Mod - 1.9.0.1 Update Released
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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. |
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. |
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. |
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 |
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.
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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 |
Re: The Star Trek Mod - 1.9.0.1 Update Released
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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 !
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Re: The Star Trek Mod - 1.9.0.1 Update Released
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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. |
Re: The Star Trek Mod - 1.9.0.1 Update Released
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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? |
Re: The Star Trek Mod - 1.9.0.1 Update Released
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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. |
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
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Re: The Star Trek Mod - Update Released
Same problem here: file is corrupted and won't open. I'll go to the website.
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Re: The Star Trek Mod - Update Released
Try the mirror site
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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.
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Re: The Star Trek Mod - Update Released
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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 |
Re: The Star Trek Mod - 1.9.0.1 Update Released
Birdies!
Birdies look to much like each other, though. |
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
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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
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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
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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. |
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.
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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 <possibly> 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) |
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. |
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
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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. |
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
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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. |
Re: The Star Trek Mod - 1.9.0.1 Update Released
The AI is indeed a funny thing with a mind all its own.
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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?
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