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Re: The Star Trek Mod - 1.9.1.2 Update Released
I admire your patience for even replying to someone like that more than once, twice at the most.
Some people just... don't... get... it... |
Re: The Star Trek Mod - 1.9.1.2 Update Released
You should have been here for the great debate over the Gorn ship set. Man that was a surprise. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: The Star Trek Mod - 1.9.1.2 Update Released
O'goody...Gorns...lets see there are at least 4 different styles of shipsets one could even possibly consider...Oh..sorry...we don't want to rehash that huh... http://forum.shrapnelgames.com/image...ies/tongue.gif
Kana |
Re: The Star Trek Mod - 1.9.1.2 Update Released
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One thing I'd like to bring up though, IMO Advanced Power Conservation is too cheap considering what it can do for you in this mod. I'd humbly suggest increasing its cost to 1500 racial points. Edit: AngleWyrm_2, I apologize, I obviously didn't read your entire post and just repeated part of what you had already said. http://forum.shrapnelgames.com/image...es/redface.gif |
Re: The Star Trek Mod - 1.9.1.2 Update Released
heh, I tend to post too fast sometimes also; that's ok. The thought gets covered, even if redundantly.
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Re: The Star Trek Mod - 1.9.1.2 Update Released
I made a spreadsheet that counts how many guns will fit on each kind of ship in the game. It takes into account bridge, life support, quarters, warp cores, nacelles, number of engines reqired, and propulsion mounts.
It gives a good idea of what kind of firepower a ship can bring to bear, for every model in the game, a basis for comparison. Link: ship stats spreadsheet |
Re: The Star Trek Mod - 1.9.1.2 Update Released
Congratulations, you've officially entered the ranks of Those Who Are Obsessed With SEIV. [img]/threads/images/Graemlins/icon09.gif[/img] http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...es/biggrin.gif
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Re: The Star Trek Mod - 1.9.1.2 Update Released
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Re: The Star Trek Mod - 1.9.1.2 Update Released
A follow up. Man how long did it take you to enter all that data? I am not sure how to put this info to best use, but thanks anyways for providing it. Thank you again http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: The Star Trek Mod - 1.9.1.2 Update Released
It took a solid day of coding to get Visual Basic to read VehicleSize.txt and load it into a spreadsheet. Check out the SEIV module in Tools->Macro->VisualBasicEditor.
If you put the spreadsheet into any mod data folder and then execute the RefreshData macro, it will read in from that mod. Might not apply though, because of other STM stuff, like engine mounts. It can be refreshed after any edits to VehicleSize.txt, and stay current. It still needs a bunch of work; I've been working on getting Effective Tech Level in, that takes into account the different racial tech costs. Might take a while on that though. One useful bit of debugging that came up is that it appears like the Warrior trait is in need of some editing. They start the game with Heavy Destroyer technology, when everyone else has only Escorts and Scouts. The warrior tech also requires a player to climb two expensive hull-tech trees in order to get the extra hull sizes, which is WAY expensive. |
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