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August 21st, 2001, 03:14 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
Have just posted V141b of the Borg variant, Klingons, Romulans and Shadows.
I have modified the DesignCreation files to allow the use of ColonyShip hulls upto 300kT and have removed Cloaking until my play tests confirm no problems.
Regards,
GE
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August 21st, 2001, 08:27 PM
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Corporal
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Location: Porto Portugal
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
The new Version can replace the ones that come with tdm, or must be a new directory ?
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August 22nd, 2001, 01:14 AM
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Second Lieutenant
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
Crazy_Dog,
This Version includes "Filler Tech's" which improve the AI's researching efficiency. Essentially this means that two new techs (Filler tech 1 and Filler Tech 2) have been added to the TechAreas file and to the racial Research files. If modifying your TechAreas file will not cause you a problem (ie you havent modified it with some other mod) I suggest that you use this Version rather than the mod pack one.
The mod pack Version does not include the Filler Techs and is about to be replaced by an update - just mailed the mod pack Version to Tampa_Gamer Last night.
Regards,
GE
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August 22nd, 2001, 01:22 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
MB - you want to be careful with cloaking colony ships. I scripted the Darlok to do this and then learned that a cloaked colony ship cannot colonize while cloaked. I have not tested this in the latest SE4 Version, but I did not see it on the fixed list. Unfortunately, I have not seen the AI smart enough to "decloak" prior to colonizing.
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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August 22nd, 2001, 05:09 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
100% confirmed: the AI have not problems with Cloaked Colonizers.
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August 22nd, 2001, 02:41 PM
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Colonel
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
quote: Originally posted by Tampa_Gamer:
Excellent! I wonder if mine sweepers can sweep while cloaked too? (This was another problems prior to v 1.41 that caused a lot of Last minute headaches for people removing sweeps from their AI attack ship designs)
[This message has been edited by Tampa_Gamer (edited 22 August 2001).]
Sadly, but no: cloaked ships can't remove a minefield.
About the Colonizers, the minister decloak the ship before colonize the planet, then, still cloaked ships can't colonize planets, but the AI know that need to decloak the ship first! 
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August 22nd, 2001, 03:02 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
{Cloaked minesweping}
Do you think this is a bug or a feature? IE is it in becasue
A>Aaron thinks that a minesweeper should not work while the ship is cloaked or because B>the code isn't quite right?
If it is B then we should report it as a bug.
If it's A then I think we should request that sweeping and cloak/decloak orders be put into order Queues rather than executed immediately. (So you could tell your ship "move to "location", "decloak", "sweep", "cloak" and then watch it go execute those orders in that sequence.)
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SE4 Code:
L Gd! $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD Pw RV Fq+ Nd- Rp+ G-
/SE4 Code
http://www.sandman43.fsnet.co.uk/se4main.htm
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August 22nd, 2001, 03:53 PM
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Colonel
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Join Date: Jul 2000
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
quote: Originally posted by dogscoff:
{Cloaked minesweping}
Do you think this is a bug or a feature? IE is it in becasue
A>Aaron thinks that a minesweeper should not work while the ship is cloaked or because B>the code isn't quite right?
If it is B then we should report it as a bug.
If it's A then I think we should request that sweeping and cloak/decloak orders be put into order Queues rather than executed immediately. (So you could tell your ship "move to "location", "decloak", "sweep", "cloak" and then watch it go execute those orders in that sequence.)
I can see your point. But, actually I belive that's a bug, because have reported several times this to Aaron, and their answer always was that he would try to include the fix for the next patch (I'm reporting this from some patches ago, hehehe).
BTW, if this is a feature, this only would work against already known minefields... and considering that the cloak in SE4 is a very weak option (comparing with SE3), in my view, would become an unusable option: to send an attack, you always will be forced to have decloaked your minesweepers in you fleets... ergo, the cloak would become useless. Specially for the AI, because an Human can suspect that some warp point should have mines, but the AI never guess anything.
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August 22nd, 2001, 03:58 PM
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Shrapnel Fanatic
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
Atcually, I have 4 races in mind.
8472
TOS
Breen
Dominion
I have fiddled a bit with the AI, but discovered that as much fun as it is, I really don't know jake about what I am doing, and my learning curve (time wise) is atrocious.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG
New Age Ship Yards
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 23rd, 2001, 01:03 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
Atrocities,
What are the key racial traits that you envisage for each of the races?
GE
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