
July 14th, 2003, 07:16 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Lighthorse:
There what I got so far by turn 61 in STM as the Borgs.
Enjoy the look and feel of star trek in this mod, nice work, it adds a lot to the game.
Still need to finish some of those bmp files/pictures yet. Do you want me to keep track of which bmp pictures that are missing?
Got a problem with the Vulcan Society as it is control by AI, keep getting unknown value "Phased energy weapons"/twice and " specical technology"/once during each turn cycle.
Reviewed all the ninteen empires on turn 61, some were doing OK, something to write home about and others were just sitting there.
Need to program the AI empires to expand out fast, most never left they system by turn 61!
They were all doing a good work of moving the populations to new colonies, blocking warp holes with satillites.
They all had no problems having rersources, with resources stockpiles, normal 50K to 90K range.
They didn't launched they planetary satillites and/or mines sometimes. they would put some satilltiles up, but there be more sitting on the ground/planet.
I really like the limited range/fuel/warp core for spaceships. Its makes for a better strategy game. No longer can a single scout ship ranged all out the galaxy early in the game. But now you must plan and fight it out for those critical systems, build advance star bases, and refueling points. Thus you must push back your enemies forces, capture his planet bases, before driving deeper into his empire. Just like in the Star Trek movies.
Here a suggested for the AI empires, force them to expand out into a new system every 10 turns or so during the first part of the game. Colonizes planets they go.
Lastly I set the my game for many AI players, diffcurtly high and AI gets a small bonus. Player could only colonize breathable atmosphere, didn't allow surrenders or ruins.
Having fun, good mod.
Lighthorse
PS, sorry, but I didn't have time to correct my spelling.
|
Thank you for this bug report.
I have a fix for the Vulcans that you can do right now. Open the RaceNeutral Folder, Folder 10, and delete the Research.text. That file should not have been in there.
About the missing bmps? There should not be any missing. If they are not being displayed then it might be that I have put down the wrong number.... OMG... You just saved me a bunch of error reports. I have to go through all of the components and give them the new bmp numbers. Thanks. But yes, please keep a list of the missing BMPs as they may not be connected correctly.
The expanding issue I agree with, but lack the knowledge base on how to improve the AI expansion. That I will need help on.
The game does not have any EMP files as things change and I would have to constantly be making new EMP files so I opted not to do them until the fine beta Version.
Again thank you very much for this info.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|