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November 16th, 2004, 09:14 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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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.
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November 16th, 2004, 11:31 AM
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Sergeant
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Join Date: Dec 2001
Location: Texas
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Quote:
Captain Kwok said:
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.
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I don't know how bad this is. It certainly puts a new value on seekers.
__________________
solops
All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it. Judge Learned Hand
Just because you're paranoid doesn't mean that They are not out to get you.
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November 16th, 2004, 12:07 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Quote:
Atrocities said:
Oh ya, one Last thing, if you dislike the mod thats fine, you can always make one yourself.
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I myself did not state I did not like the mod...
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Kill em all let God sort em out
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November 16th, 2004, 01:14 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Well, looking forward to a new "patch" Keep it up AC !
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November 16th, 2004, 02:04 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Quote:
Captain Kwok said:
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.
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Thank you very much for this info Kwok.
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.
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.
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.
__________________
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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November 16th, 2004, 02:06 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Quote:
solops said:
Quote:
Captain Kwok said:
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.
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I don't know how bad this is. It certainly puts a new value on seekers.
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That is a good point, and the seekers in this mod are better than stock.
__________________
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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November 16th, 2004, 02:19 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Captain Kwok
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?
__________________
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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November 16th, 2004, 02:26 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: The Star Trek Mod - 1.9.0.1 Update Released
Quote:
mottlee said:
Quote:
Atrocities said:
Oh ya, one Last thing, if you dislike the mod thats fine, you can always make one yourself.
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I myself did not state I did not like the mod...
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Don't worry, its no one who Posts here that sent the nasty emails from what I can tell. Most were angry comments about how adding the patch ruined their games.
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.
I have not problems with helping people or fielding comments so long as they are not derogitory or offensive.
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. I like'm and that is all that counts.
__________________
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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November 16th, 2004, 04:50 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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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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Kill em all let God sort em out
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November 16th, 2004, 06:36 PM
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Private
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Join Date: Nov 2004
Location: Seattle, WA
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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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