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

Atrocities September 26th, 2004 11:18 PM

The Star Trek Mod - v1.9.7.5 (Oct 07)
 
<font color="red">http://www.astempire.net/startrek/we...comm-badge.gif Offical Star Trek Mod Web Page</font> - ALL NEW

PLEASE KEEP IN MIND THE FOLLOWING:

The Star Trek Mod is a mod of SPACE EMPIRES IV therefore it must follow the physics of this game. The Star Trek Mod is not a STAND ALONE GAME. It is limited to the physics and restrictions of SE IV, thereby many elements of the mod that would be considered as Star Trek Cannon, cannot apply. IE true warp drive, ship sizes, weapons, and star trek acting AI. Albeit I have tried, with the help of many fine people, to simulate as well as we can, a true star trek environment for our game play pleasure.


Star Trek Mod -= FORUM =- at SE.net

PLEASE READ THE INSTALLATION FILE -= LINK =-

Also if you are updating any Version of the Star Trek mod before Version 1.9.6.0 - DO A FRESH INSTALL OF 1.9.7.3 FULL and then update to current version if applicable. Updating from any Versions prior to 1.9.7.0 will cause errors and problems.

<font color="blue">If for any reason you get an error that a back ground bmp will not load, download FQM Deluxe and copy over all of the system images to your base systems folder in your space empires iv directory.</font>

Be sure that you have installed the latest Image Mod Packs. Planets, Components, Facilities, Events, and Combat or you might get a scan line or other type of error.

06-20-2007
Tech Tree Read-Me document - v1.9.7.0.x (This Tech Tree is also included with the mod.)

10-26-2006
Tech Tree Read-Me document - v1.9.5.3.x

==================================
VERSION DOWNLOAD HISTORY
==================================

<font color="red">10-07-2007</font>
Star Trek Mod v1.9.7.5 Update - 7.5 Megs
Mirror Site (And Full Version)


<font color="red">09-24-2007</font>
Star Trek Mod v1.9.7.4 Update - 7.5 Megs Mirror



<font color="red">07-13-2007</font>
Star Trek Mod v1.9.7.3 Update - 7.5 Megs Mirror

Star Trek Mod v1.9.7.3 Full Mod 29 Megs


<font color="red">06-20-2007</font>
Star Trek Mod v1.9.7.0 Update - 7.5 Megs - Please read the "Install Info STM 197" document before installing the update. Otherwise you will have problems. This patch will update from version 1.9.6.0 to current.


<font color="red">02-12-2007</font>
Star Trek Mod v1.9.6.2 Update - 6.5 Megs - Please read the installation doc first. This patch will update from versions 1.9.5 to current.

Star Trek Mod v1.9.6.2 Full Version - 30.0 Megs - Please read the installation doc first. This patch will update from versions 1.9.5 to current.


<font color="red">11-17-2006</font>
Star Trek Mod v1.9.6.1 Update - 5 megs - Please read installation doc first. This patch will update from versions 1.9.5 to current

Star Trek Mod v1.9.6.1 Full - 29 megs (This is the full version of the mod and it doesn't require any updating.)

<font color="red">10-08-2006</font>

Star Trek Mod v1.9.5.2 Update Patch - 2.5 megs
This patch will update from versions 1.9.5 to current


<font color="red">10-06-2006</font>

Star Trek Mod v1.9.5.1 FULL 29 megs
(This is the full version of the mod and it doesn't require any updating.)

<font color="red">10-04-2006</font>
Version 1.9.5.1 Update - Read Install Doc - .04 megs

(NOTE: Please install version 1.9.5 prior to installing this update. This update does not contain material from previous updates.)

<font color="red">10-02-2006</font>

Version 1.9.5 Patch - Read Install Doc - 3 megs


<font color="red">10-02-2006</font>

Version 1.9.4.2.2 PATCH - Read Install Doc - 1 meg

<font color="red">09-22-2006</font>

Star Trek Mod v1.9.4.2 - 29 megs - Full Version.


Version 1.9.2.7.1 is an interum patch that address some recently reported game damaging bugs.

<font color="red">04-29-2006</font>

Version 1.9.2.7.1 Patch A - Full patch and will update from version 1.9.2.6.

Version 1.9.2.7.1 Patch B - Minor Patch will ONLY update from version 1.9.2.7.


<font color="red">04-16-2006</font>

STM V1.9.2.7 Patch


<font color="red">12-17-2005</font>

Version 1.9.2.6 Patch 6.4 Megs **All In Patch** (Will update from version 1.9.2.2)
Version 1.9.2.6 Patch 4.5 Megs - Updates from version 1.9.2.4 only.
Version 1.9.2.6 Full Mod 30.0 Megs.
Version 1.9.2.6 Data and AI files only. No Images. 3.5 Megs


<font color="red">09-01-2005</font>

Star Trek Mod Patch Version 1.9.2.4 (9-1-05) 5 Megs

Star Trek Mod Full Version 1.9.2.4 (9-1-05) 29.5 Megs

Star Trek Mod Ai/Data Files Only Version 1.9.2.4 (9-1-05) 3.0 Megs

<font color="red">06-20-2005</font>

UDATE Your component Pack before playing v1.9.2.2 as new components have been added. See link above to get latest version of the Component Pack.

Star Trek Mod Full (29 Megs) v1.9.2.2 This is the complete mod. Be sure to read both the installation and Before You Play documents.
Star Trek Mod v1.9.2.2 Patch This is just the patch and it will update any version of the mod from 1.9.1.2 to current.


<font color="red">03-11-2005</font>

Star Trek Mod v1.9.1.2 Full (28 megs) This is the complete mod. Be sure to read both the installation and Before You Play documents.
Star Trek Mod v1.9.1.2 Patch This is just the patch and it will update any version of the mod from 1.9.0.0 to current.

<font color="red">02-28-2005</font>

The latest patch, version 1.9.1.2 is available for download.


<font color="red">12-28-2004</font>
The Last patch of the year.
Star Trek Mod v1.9.0.9 - Patch
Star Trek Mod v1.9.0.9 - Patch Without Spash Screen
Star Trek Mod v1.9.0.9 - PBW Data Files for Update
Star Trek Mod v1.9.0.9 - Full Version (Torrent File)

Web Site Revision History

I have posted the back story for the mod if any one is interested in a long read. The Cleansing

Enjoy.

<font color="red"> 12-18-2004 UPDATE</font>
Star Trek Mod Patch v1.9.0.7 (Will update any Version from 1.9.0.0 to current.) Players DOWN LOAD THIS ONE.

Star Trek Mod Patch v1.9.0.7 Ai and Data files only (Contains only AI and data files - no graphics. Will update any Version from 1.9.0.0 to current) - PBW WEB ADMINS USE THIS ONE TO UPDATE PBW

Star Trek Mod Full 1.9.0.7 Data and AI files only no graphics. (FIXED LINK)


<font color="red"> 11-18-2004 UPDATE</font>
STM v1.9.0.2 With Intro 5.0 megs
STM v1.9.0.2 Without Intro 2.5 megs
STM v1.9.0.2 Data and Ai files only. No images 500k



<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

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


<font color="red">11-14-2004 UPDATE </font>

PLEASE DO NOT INSTALL OVER EXSISTING STAR TREK MOD FILES. DO A FRESH INSTALL WITH THIS VERSION

The latest Version of the Star Trek Mod can now be downloaded. Please report any bugs or questions to AtrocitiesATgmailDOTcom. Thank you and enjoy.

Star Trek Version 1.9.0.0 Download Link 22 Megs (149 downloads so far)

Be sure to update to the latest Versions of the Component and Events packs. SJ Image Mod Site






I would like to get input on what things need addressing for a final update for the Star Trek Mod.

As it stands now, the only suggestions I have are to work on the Romulan AI, adjust the cost of some facilities and components for races like the Breen, 8472 and a few others.

Any suggestions that have to deal with the Ai and or minor tweaks or bugs would be appreciated.

Thanks.


Captain Kwok September 27th, 2004 03:16 AM

Re: The Star Trek Mod - Final Update
 
Check your astmod mail account. I sent you some files.

Atrocities September 27th, 2004 03:39 AM

Re: The Star Trek Mod - Final Update
 
Thanks.

Ragnarok-X September 27th, 2004 05:39 AM

Re: The Star Trek Mod - Final Update
 
Increase the strength of pirate trait capturing ability. I mentioned that a while ago. As it stands now, each race is capable of EASILY defeating the capturing tech of the pirates. Please make them stronger. I always wanted to board a borg cube http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif
Additionally i think dominion polaron beams are a BIT to strong, using the dominion mount they can do good damage and a high range using lowlevel-tech.

Atrocities September 27th, 2004 05:40 AM

Re: The Star Trek Mod - Final Update
 
Thanks Ragnarok-X

tesco samoa September 27th, 2004 08:50 AM

Re: The Star Trek Mod - Final Update
 
make the federation weaker http://forum.shrapnelgames.com/images/smilies/wink.gif

Ragnarok-X September 27th, 2004 01:36 PM

Re: The Star Trek Mod - Final Update
 
Yep, especially the armors of the federation. If i may remember right, than the most advanted fed armors can hardly be damaged by anything except torpedos since they have a very high negation ability.

Atrocities September 27th, 2004 03:13 PM

Re: The Star Trek Mod - Final Update
 
The armor issues have been addressed by Captain Kwok.

gregebowman September 30th, 2004 05:22 PM

Re: The Star Trek Mod - Final Update
 
I don't have any complaints. Just curious as to when the update will come out.

Atrocities September 30th, 2004 07:46 PM

Re: The Star Trek Mod - Final Update
 
I will be taking my time so I suspect it will be out in a month or two.

gregebowman October 1st, 2004 10:26 AM

Re: The Star Trek Mod - Final Update
 
Cool beans. Sounds like you might be playing Santa Claus this year, giving out those must have toys for us good children http://forum.shrapnelgames.com/images/smilies/happy.gif

Ed Kolis October 3rd, 2004 10:06 PM

Re: The Star Trek Mod - Final Update
 
First of all, bear in mind that these comments apply to the 1.72 edition of STmod... I've never played 1.75 and you may have addressed some of these concerns already in that Version http://forum.shrapnelgames.com/images/smilies/happy.gif

I would like to see my custom warhead pics used for the warheads, seeing as you do have multiple damage types for your warheads and you can't tell them apart visually on a mine design. http://forum.shrapnelgames.com/images/smilies/wink.gif The pics are in the Imagemod.

Also, while this might be a major design decision that you don't want to implement, I personally think impulse-only ships should be slower than they are in STmod - I know having warp ships travel 1000 times faster than impulse ships is impossible in SE4, but 3 times times faster might be doable instead of the current ~1.5 times faster? (Maybe warp cores could be scale mounted, too?)

I also think the bussard collectors and ramscoops provide WAY too many supplies for their tiny size and low tech requirements - currently it's possible to make starships practically self-sustaining without consuming any noticeable amount of tonnage, rendering supply depots useless... or did you intend that to be the case, given that starships were often sent on "five-year missions"? http://forum.shrapnelgames.com/images/smilies/wink.gif

Atrocities October 4th, 2004 08:24 PM

Re: The Star Trek Mod - Final Update
 
Thanks Ed.

I have not yet had the chance to meet with CK but he has a new propulsion system that we will be using.

The warheads are no problem, I will be happy to do that. http://forum.shrapnelgames.com/images/smilies/happy.gif

I will look at the BC and other and see if they need to be tweaked. The idea was to provide a ship with some supplies each turn, but not enought to keep it out in space forever. The supplies generated should be lower than the supplies used, however setting that standard is nearly impossible to do.

Aiken October 5th, 2004 10:07 PM

Re: The Star Trek Mod - Final Update
 
Annoyance (not a bug): 8472's ConVersion Complex and Borg's Drone Maturation Chamber have Facility Family := 34, which is the same as generic Population Growth Facility family. It causes these racial facilities to "upgrade" to PGF, then total uprade is performed (in Construction Queues window). Very annoying.

Atrocities October 5th, 2004 11:52 PM

Re: The Star Trek Mod - Final Update
 
Will fix, thanks Aiken. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities October 9th, 2004 10:08 AM

Re: The Star Trek Mod - Final Update
 
Here's and update on whats going on thus far. Please keep in mind that this is NOT the final Version as the work continues.

---------------------------------------------------
Version History for Star Trek Mod
---------------------------------------------------

Star Trek Mod v1.7.7

1. Added 20 Place holder slots to the RacialTech File
2. Added Infantry to Vehicle Size file
3. Added Infantry Specific Weapons - Phasers, Disruptors, and Others
4. Updated All Race Ship Sets to new hi-res renders
5. Changed Description of Ring and Sphere Worlds to make them more descriptive on how to use.
6. Changed Ferengi Neutrino Mine I - III image from 185 to 1332
7. Changed Shield Generators Mine I - III Image from 185 to 1327
8. Changed Engine Mine I - III Image from 185 to 1328
9. Added Power Industrialists to Racial Trait (150% to Space Yard Production @ a cost of 1500 Points)
10. Added Very Un-Lucky to Raical Trait (-100 to Luck @ a Savings of 1000 points)
11. Added Natural Engineers to Racial Traits (150% to Repair) (Based upon Adamant Mod)
12. Added Engineeringly challenged to Racial Traits (-50% to Repair)
13. Added Miniaturization Experts to Racial Traits (120% to Planet Storage) (Based upon Adamant Mod)
14. Added Pack Rats to Racial Traits (-25% to Planet Storage)
15. Added Advanced Minerals Storage, Advanced Organics Storage, and Advanced Radioactives Storage To Racial Traits. (Based upon Adamant Mod)
16. Added Disorganized Minerals Storage, Disorganized Organics Storage, and Disorganized Radioactives Storage to Racial Traits. (Based upon the Adamant Mod)
17. Changed Bussard Collector I - III supply generation from 100,120,140 to 80,100,120
18. Changed Ram Scoop I - III supply generation from 150,180,200 to 120,140,160
19. Changed Drone Maturation Chamber I - V and ConVersion Complex I - III family number from 34 to 87
20. Changed Lowered over all Cost of Breen Atmospheric Modification Plant II - III
21. Changed Lowered over all Cost of Breen Organic Extractor I - III
22. Added Infantry Tech to Tech Area
23. Added Pistol, Rifle, Body Armor, Person Shield Generator to Components for use with Infantry Tech.
24. Removed All Races Troops from Components File. No need.
25. Added All Races Troops to Vehicle Size File. (Now a True Troop)
26. Added Pirate Troops to Tech Area file.
27. Changed Strength of Pirates I - III (Ship Capture) from 25,35,45 to 35,45,55
28. Changed Pirate Shield Depleter I - V damage at range from 15 to 25 across all ranges.
29. Changed Pirate Hull Armor I - III tonnage structure (35,40,45)(5kt)
30. Changed Modified cost of Pirate Hull Armor I - III
31. Changed Klingon Small Disruptor I - III tech requirement from Klingon Stream Weapons to Klingon Disruptors
32. Changed Pirate Disruptor I - X to match that of the Klingons


Star Trek Mod v1.7.6 Captain Kwok's Revisions

1. Changed Modified tonnage structures for most components.
2. Changed Armor tonnage (10kT) structure (20-25-30)
3. Added Armor - Ten Per Vehicle restriction
4. Changed Modified cost for Armor
5. Changed Emissive Armor (20kT) tonnage structure (40-45-50)
6. Added Emissive Armor - Five Per Vehicle restriction
7. Changed Modified cost for Emissive Armor
8. Changed Scattering Armor (40kT) tonnage structure (40-45-50)
9. Changed Modified cost for Scattering Armor
10. Changed Federation Ablative Armor to Ablative Armor
11. Changed Ablative Armor (5kT) tonnage structure (20-25-30)
12. Changed Ablative Armor - Ten Per Vehicle restriction
13. Changed Modified cost for Ablative Armor
15. Changed Borg Regenerative Armor (10kT) tonnage structure (15-20-25)
16. Changed Borg Regenerative Armor - Ten Per Vehicle restriction
17. Changed Modified cost for Borg Regenerative Armor
18. Changed Description for Borg Regenerative Armor
19. Changed Breen Organic Armor (10kT) tonnage structure (30-35-40)
20. Changed Breen Organic Armor - Ten Per Vehicle restriction
21. Changed Modified cost for Borg Regenerative Armor
22. Changed Kelindide Armor (10kT) tonnage structure (30-35-40)
23. Changed Kelindide Armor - Ten Per Vehicle restriction
24. Changed Modified cost for Kelindide Armor
25. Changed Varethiel Armor (10kT) tonnage structure (30-40-50)
26. Changed Varethiel Armor - Ten Per Vehicle restriction
27. Changed Modified cost for Varethiel Armor
28. Changed Crystalline Armor (10kT) tonnage structure (50-60-70)
29. Changed Crystalline Armor - Ten Per Vehicle restriction
30. Changed Modified cost for Crystalline Armor
31. Changed Shield Generator I-X to 20kT
32. Changed Modified Shield Generator attributes, shield Points, phased Shields, etc.
33. Changed Modified Bio - Electric Field attributes - phased shield points only
34. Changed Renamed Borg Regenerative Shields to Borg Shield Regenerator to match actual function
35. Changed Modified attributes of Borg Shield Regenerator
36. Changed Modified cost of Borg Shield Regenerator
37. Changed Structural Integrity Field (0kT) tonnage structure (20-40-60-80-100)
38. Changed Renamed Supply Storage to Anti-Matter Pod
39. Changed Modified Anti-Matter Pod supply storage (500-625-750-875-1000)
40. Changed Reduced Cargo Bay storage space (50-60-70-80-100)
41. Changed Modified Ferengi Deuterium Tank supply storage (500-750-1000-1250-1500)
42. Changed Modified cost of Ferengi Deuterium Tank
43. Changed Modified Ferengi Compact Cargo Bay storage space (40-50-60-70-80)
44. Changed Modified cost of Ferengi Compact Cargo Bay
46. Changed Damage for Laser I-V.
47. Removed Phased-Energy Cannons VI-X.
48. Changed Damage for Phased-Energy Cannons I-V.
49. Changed Renamed Federation Phasers I-X to Phasers I-X.
50. Changed Description for Phasers I-X.
51. Changed Damage and cost for Phasers I-X.
52. Changed +10% Accuracy for Phasers I-X.
53. Changed Phasers I-X now use beam image 16.
54. Note Same 'Scaled' modifications as above for Small Phasers I-III.
55. Removed Federation Pulse Phasers VI.
56. Changed Renamed Federation Pulse Phasers I-V to Pulse Phasers I-V.
57. Changed Description for Pulse Phasers I-V.
58. Changed Damage and cost for Pulse Phasers I-V.
59. Changed -10% Accuracy for Pulse Phasers I-V.
60. Note Same 'Scaled' modifications as above for Small Pulse Phasers I-III.
61. Changed Renamed Ram Cannon to Phaser Cannon.
62. Changed Description for Phaser Cannon.
63. Changed Damage and cost for Phaser Cannon.
64. Changed Increase Federation Pulse Weapon Energy Stream Weapon requirement to 5.
65. Changed Display image for Klingon Disruptor to Torp 131.
66. Changed Increased cost of Federation Pulse Weapons tech area to 25000.
67. Changed Changed tech area Klingon Stream Weapons to Klingon Disruptors.
68. Changed Increased size of Scanner Jammer to 30kT
69. Removed Small Ship Shield Mount
70. Changed Attributes of Galaxy X Mount
71. Changed Settings.txt Population Mass to 10

Aiken October 9th, 2004 10:49 AM

Re: The Star Trek Mod - Final Update *DELETED*
 
Post deleted by aiken

Atrocities October 9th, 2004 11:28 AM

Re: The Star Trek Mod - Final Update
 
Your mocking my spelling aren't you? http://forum.shrapnelgames.com/images/smilies/laugh.gif

Aiken October 9th, 2004 12:03 PM

Re: The Star Trek Mod - Final Update *DELETED*
 
Post deleted by aiken

Ragnarok-X October 9th, 2004 01:59 PM

Re: The Star Trek Mod - Final Update
 
Nice indeed, sounds like a perfect time for the kazon to take control of the known galaxy.

Imperial October 9th, 2004 02:24 PM

Re: The Star Trek Mod - Final Update
 
This all looks very good--thanks alot. Any chance for some improved AI? I know it is hard to do but any improvements are welcome. Also maybe look into the cardassians--in a few games I have played they are still using DUC's--(forgot the modded name) at a very high level. They also colonize like crazy--heh.

Atrocities October 9th, 2004 02:30 PM

Re: The Star Trek Mod - Final Update
 
Thanks Imperial. The AI is more or less optimized for Higher player settings. When left on low setting they tend to keep using the weaker weapons.

I do plan on working on the AI though. Mainly the Romulans. http://forum.shrapnelgames.com/images/smilies/happy.gif But all will be addressed to some degree. Hopefully I can improve them.

XenoTheMorph October 10th, 2004 06:37 AM

Re: The Star Trek Mod - Final Update
 
Possible bug -
I just noticed that in my game (1.7.5) the Federation (TMP) are using Drone Launchers III instead of cargo holds on thier Colony ships! Also the 8472 are using them for thier transports as well.

Atrocities October 10th, 2004 08:33 AM

Re: The Star Trek Mod - Final Update
 
Thanks. I will look into it. Might be a storage requirment. If the TMP are doing it then it is likely the Federation is doing it as well.

Atrocities October 14th, 2004 09:39 PM

Re: The Star Trek Mod - Final Update
 
I am looking for a few people to help test the latest changes to the mod. If your interested, please email me.

Ed Kolis October 14th, 2004 10:23 PM

Re: The Star Trek Mod - Final Update
 
Say, any chance of getting all those component/facility descriptions fixed up? You know, like the Ferengi Small Anti-Proton Beam having the stock Meson BLaster description?

narf poit chez BOOM October 14th, 2004 11:07 PM

Re: The Star Trek Mod - Final Update
 
Naturally it is. The Ferengi are trying to mis-represent their capabilities. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Atrocities October 14th, 2004 11:49 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Ed Kolis said:
Say, any chance of getting all those component/facility descriptions fixed up? You know, like the Ferengi Small Anti-Proton Beam having the stock Meson BLaster description?

I will redo them as I go. http://forum.shrapnelgames.com/images/smilies/happy.gif Thanks Ed.

Atrocities October 14th, 2004 11:58 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
I am looking for a few people to help test the latest changes to the mod. If your interested, please email me.

Any takers?

Atrocities October 15th, 2004 12:31 AM

Re: The Star Trek Mod - Final Update
 
Here is an update:

Star Trek Mod v1.7.8

1. Changed All Races Troop Tech requpirment to match in the TechArea file.
2. NEED TO Infantry to all Race Design Creation Files
3. Fixed Comp_1230 masking problem
4. Changed Reduced Drone Size by half for all sizes
5. Changed Reduced Drone Planet and Ship warhead damage by half for all sizes
6. Changed Reduced Drone Launcher I - III cargo capacity (To avoid conflict with Cargo Bay)
7. Changed Reduced Satellite Launcher I - III cargo capticy (To avoid conflict with Cargo Bay)
8. Changed Reduced Satellite Size by half for all sizes
9. Added Drone Mount - Reduces size of components for use with Drone by 50%
10. Added Satellite Mount - Reduces size of components for use with Satellite by 50%
11. Changed Propulsion system of the mod. (Testing Phase)
12. Added Warp Core I - V mounts (Based On Ship Size)
13. Added Comp_888 Warp Nacelle to mod -
14. Changed Klingon Stream Weapons to Klingon Disruptors in Klingon Research file.
15 Changed Modified all Races Design Creation files to reflect changes in the new propulsion system
16. Changed Modified Romulan Research file slightly
17. Changed Modified Ai Files slightly
18. Added All New Race EMP files for 2k, 3k, and 5k

I am still looking for a few people to help test these changes. If your interested please email or PM me.

Atrocities October 15th, 2004 04:56 AM

Re: The Star Trek Mod - Final Update
 
Have any of you seen the HELP files included with the Adamant Mod by Fyron? For the most part that is a cool addition to any mod and I would like to include one with the final Version of the STM.

If any one has any skill at all for making nice looking informational web pages, please let me know. I could really use the help in setting up the HELP pages for the Star Trek Mod.

Art work is welcome too. http://forum.shrapnelgames.com/images/smilies/happy.gif

mottlee October 15th, 2004 11:02 AM

Re: The Star Trek Mod - Final Update
 
I'll give it a go...you need a start from the bottom?

Ed Kolis October 15th, 2004 11:07 AM

Re: The Star Trek Mod - Final Update
 
Speaking of misrepresenting facilities, doesn't a "Spaceport Depot" sound like it would combine the functions of a spaceport and a supply depot, not act as an uber construction yard?

(So how many times is the STmod going to die off, anyway? http://forum.shrapnelgames.com/images/smilies/laugh.gif)

edit: 150% construction for 1500 points??? What if you take that AND the 125% construction trait? http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/eek.gif

and the Unlucky and Very Unlucky traits seem to provide too many points, given the rarity of events in SE4...

Atrocities October 15th, 2004 11:24 AM

Re: The Star Trek Mod - Final Update
 
Good point Ed. Duh. Will adjust.

I will send you the files soon mottlee. Mainly I am just testing the new features and the current concept for the propulsion systems.

mottlee October 15th, 2004 01:22 PM

Re: The Star Trek Mod - Final Update
 
So to start with all tech?

Atrocities October 15th, 2004 03:01 PM

Re: The Star Trek Mod - Final Update
 
<font color="brown">Beta Testers for Update </font>

Please do the following:

1. Copy your Star Trek Mod folder
2. Rename your Star Trek Mod Folder to: Star Trek Mod 176
3. Download the Data Files for Version 1.7.9
4. Unzip the file and copy to your Space Empires Folder. You should be asked to over write say YES. If not, then you have not followed the directions correctly.
5. Read the BEFORE YOU PLAY text file.

<font color="blue">(READ YOUR PM FOR DOWN LOAD INFORMATION) </font>

INSTRUCTIONS FOR BETA TESTING UPDATE

Please either manually load EMP files or just choose one for youself and allow the Game to generate random players. I need you to play and report any issues with the new BORG MONSTERs, new armor settings, new components settings, new weapons settings, and the tenative new propulsion system.

Suggestions are very helpful from ideas for improving descriptions to what does and does not work.

The new propulsion system is a tad differant from the old one in that there are only five impusle engines and they only give combat movement and supply storage.

The Warp Core I - IV generate additional movements.

The Warp Nacelle generates Standard movement points.

So on most designs you will want to have at least 2 impulse engines, 1 warp core, and 2 warp nacelles.

The AI currently does not use Impusle engines, but beings how the Warp Nacelle generates 2 standard movements this should not be a big issue.

Please play the game on any settings you wish. For the best game follow the Before You Play instructions. Good luck and thank you.

Fyron October 15th, 2004 04:20 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Ed Kolis said:
and the Unlucky and Very Unlucky traits seem to provide too many points, given the rarity of events in SE4...


So add more events and make them more frequent!

Aiken October 15th, 2004 04:54 PM

Re: The Star Trek Mod - Final Update
 
Starting from tommorow I'll have some time to test new STM build. Please send me a link to the patch and contact email there I should send feedback.

PS: PM doesn't seem to work for me (some apache errors). Drop me a letter to: aiken $ fromru * commmmm.

mottlee October 15th, 2004 05:06 PM

Re: The Star Trek Mod - Final Update
 
So far, Borg Monsters, Bases w/ mine sweeper comp on them, ships w/no supply comp on them...in 3 turns, PM DOA!

DS-9 ships w/no warp core= no movement

Atrocities October 15th, 2004 06:10 PM

Re: The Star Trek Mod - Final Update
 
Aiken, the PM system on the forum seems to be having issues.

I will send it as soon as I can, but could you send me your current email? Thanks.

Mottlee, thanks, there are still some AI's that may not have been update. I will check them. The Borg Monsters worked well for me, I am curious as to why they are not working for you. Could you send me your save game file?

Atrocities October 15th, 2004 06:14 PM

Re: The Star Trek Mod - Final Update
 
Mottlee, I figured out the problem with the DS9 set. I don't have it. I will add to the file and update the AI once the AvP is done scanning my system.

Still looking into the Borg Monster issues.

mottlee October 15th, 2004 06:43 PM

Re: The Star Trek Mod - Final Update
 
Have noticed that ships do not use supplys as fast as some others SO this may not really be a problem

Atrocities October 15th, 2004 07:01 PM

Re: The Star Trek Mod - Final Update
 
Mottlee, I think I know what the Borg Monster Problem was. I forgot to change the images for those components. I just started a new game with High AI Diffuculty and Medium AI Bonus and by turn 5 the Borg Monsters were producing leathal ship designs.

Aiken October 15th, 2004 07:09 PM

Re: The Star Trek Mod - Final Update
 
Quote:

Atrocities said:
Aiken, the PM system on the forum seems to be having issues.
I will send it as soon as I can, but could you send me your current email? Thanks.


aiken
@
fromru
.
com

Atrocities October 15th, 2004 11:15 PM

Re: The Star Trek Mod - Final Update
 
Email Sent.

Let me know if you got it.

Aiken October 16th, 2004 06:13 AM

Re: The Star Trek Mod - Final Update
 
Got it. Borg (as well as other miserable species) are already sheddering with horror. http://forum.shrapnelgames.com/images/smilies/evil.gif

Atrocities October 16th, 2004 04:05 PM

Re: The Star Trek Mod - Final Update
 
I lost two games in a row the AI on the recommended settings. Thats was surprising.

Aiken October 16th, 2004 04:35 PM

Re: The Star Trek Mod - Final Update
 
There are 2 almost identical racial traits: Advanced Storage Techniques (cost 1000, +20% planet space) and Miniaturization Experts (cost 1000, +25% planet space). I suppose one of them should be removed.

Atrocities October 16th, 2004 04:36 PM

Re: The Star Trek Mod - Final Update
 
Oooops, thanks Aiken, will fix.

Aiken October 16th, 2004 05:49 PM

Re: The Star Trek Mod - Final Update
 
1. Racial troops tech do not require racial tech, so they are seen to all races. Minor annoyance.

2. I think it would be fair to make Pirate Race tech starting from level 1, not 0 as now. The problem is that now Pirates should scrap all their research facilities and SY on the homeworld and build racial ones to get some advantage. Or else give Pirate Research Center and Pirate Docks the same facility families as generic Research Center and SY. Then they'll be able to upgrade Homeworld RCs and SY as soon as they research Pirate Race tech 1.

3. Pirate Colony Ship has a Engines Per Move requirement of 10. Since Warp Nacelle provides 3 standard movement point you need 4 nacelles to achieve system speed of 1. But due to reduced tonnage for Pirate Colony Ship there will be no place for warp drive. So their colony ships will be always moving at speed 1 http://forum.shrapnelgames.com/images/smilies/frown.gif Is it feature or just an oversight?
If this is not a feature then change Engines Per Move for pirate colony ship to 9, then 3 nacelles + warp drive will fit the colony ship perfectly.

edit: fixed 1.


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