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July 28th, 2003, 06:28 AM
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Second Lieutenant
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Re: STM "Final v1.7.5" Discussion
an idea, how about removing all of the original SE:IV technology and components cos I mean, capital missles and depleted uranium shell in star trek!? I think not, or at least not in the time-period of which is being covered by the mod
And have the impulse engines give minimal movement, so, at the beginnin your ships can only move 1 square wit impulse, and possibly only 2/3 extra wit warp.
I think that would be better
Also, have it so u must have a structural intergrity field (I think this is posible, Im not sure)
And how about take out carriers, after all ST doesnt have fighters, they have shuttles, wit which (tho the game will see them as a fighter) have it so normal ships can only have 1 or 2 shuttles max (ie. up the size of the hulls and up the weapons to compensate)
Thats it for now, tell me wot u think
[ July 28, 2003, 06:15: Message edited by: DeadZone ]
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July 28th, 2003, 07:20 AM
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Second Lieutenant
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by TNZ:
I noticed the entry for energy stream weapons in the tech area data file. I don’t think it should have a racial area number.
Name := Energy Stream Weapons
Group := Weapon Technology
Description := Weapons employing a continuous stream of energy.
Maximum Level := 5
Level Cost := 5000
Start Level := 0
Raise Level := 2
Racial Area := 5
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Physics
Tech Level Req 1 := 2
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TNZ I think that the Federation are the only race use this, therefore the Racial Area 5 is needed. I might be wrong, but I am sure I am not.
Good catch though. 
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July 28th, 2003, 07:22 AM
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Second Lieutenant
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Re: STM "Final v1.7.5" Discussion
Im modifyin this mod for abit of fun (if this is ok)
I'll let you know wot I pull off (note: no files I make will become public)
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July 28th, 2003, 09:39 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
No I absolutely forbid you
Have fun modding. 
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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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July 28th, 2003, 09:58 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by DeadZone:
an idea, how about removing all of the original SE:IV technology and components cos I mean, capital missles and depleted uranium shell in star trek!? I think not, or at least not in the time-period of which is being covered by the mod
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Enterprise uses Capital Ship Missiles. And the General AI has got to have something to use for weapons. I could name the DUC Lasers or something, but why?
Quote:
Originally posted by DeadZone:
And have the impulse engines give minimal movement, so, at the beginnin your ships can only move 1 square wit impulse, and possibly only 2/3 extra wit warp. I think that would be better
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We did this for the AST mod and it works well, but given Captain Kowks design for the mod, this propulsion model does not work. The larger the ship the more engines it takes to move.
Quote:
Originally posted by DeadZone:
Also, have it so u must have a structural intergrity field (I think this is posible, Im not sure)
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Believe me I have been trying.
Quote:
Originally posted by DeadZone:
And how about take out carriers, after all ST doesnt have fighters, they have shuttles, wit which (tho the game will see them as a fighter) have it so normal ships can only have 1 or 2 shuttles max (ie. up the size of the hulls and up the weapons to compensate)
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You can remove them when setting up your game. The technology to turn off Carriers is available. They were left in the mod because many people like them and wanted them. To accomodate them I made them a removeable technology.
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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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July 28th, 2003, 11:10 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Patch 2 v1.0.2
NOTE: This may mess up your save games. To avoid this simply make a back up of your Components.txt and then install the patch. Aftward copy the Exploration Captian I & II from the back up to the new components directly. Be sure to put it right were it came from.
Star Trek Mod v1.0.2
1. - Fixed Dominion Attack A would have 11 moves with only 3 engines.
2. - Changed Federation Explorer VehicleSize Engines per move increased from 2 to 3
3. - Changed Federation Escort VehicleSize Engines per move increased from 2 to 3
4. - Fixed Spacing errors in SystemNames.txt
5. - Added New Star Trek Names to SystemNames.txt
6. - Corrected Spelling error of Transphasic Torpedo
7. - Changed Supply Storage I - V Tonage Space Taken to 5
8. - Changed All Mini - Weapon types reduced Damage at range by 5% to 30%
9. - Chagned Phased - Polaron Beams (Dominion) from skips armor to Skips Shields and Armor
10. - Added Federation Pulse Phasers to the Defiant Mount
11. - Fixed Ferengi Spaceport Depot I - III so that AI does not start game with two facilities
12. - Removed Exploration Captain I - II (Component would not work correctly)
13. - Replaced Olegs old Tholian ship set with his New Gold Version
14. - Adjusted Minor tweaks to AI General and Settings
[ July 28, 2003, 22:15: Message edited by: Atrocities ]
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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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July 28th, 2003, 11:15 PM
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Lieutenant General
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
13. - Replaced Olegs old Tholian ship set with his New Gold Version
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I hope to add few more new images soon 
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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July 29th, 2003, 02:59 AM
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Second Lieutenant
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Join Date: Apr 2003
Location: England
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
quote: Originally posted by DeadZone:
And have the impulse engines give minimal movement, so, at the beginnin your ships can only move 1 square wit impulse, and possibly only 2/3 extra wit warp. I think that would be better
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We did this for the AST mod and it works well, but given Captain Kowks design for the mod, this propulsion model does not work. The larger the ship the more engines it takes to move. The idea I had behind this is (in theroy) once you've gotten to the more larger ships you should (again, in theroy) have the more powerful engines, I would think that it would work, if not, then just put a torpedo thro my hull, lol
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July 29th, 2003, 05:41 AM
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Second Lieutenant
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Re: STM "Final v1.7.5" Discussion
DeadZone, if you can get the system to work good, post it. Many of us would love to have it.
Oleg, what was wrong with the other set? They all look good.
PCP, You should ditch all but the Combat captains.
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July 29th, 2003, 10:02 PM
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Sergeant
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Location: Sandy, Oregon
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Re: STM "Final v1.7.5" Discussion
Hey Atrocities,
I had a suggestion that vastly improves the computers player expandation rate. Include for all computer player the charaction "Ancient Race".
I have tried it out for four games and the computer players all expard outside they homew section within a short period of time.
I have to keep pushing my own expand just to keep up with some of faster expanding computer races.
My Last game I was playing, thought that I was finally ahead of all the rest of the computer players, until I attacked the Borg. That was a bad mistake. Four turns later they counter attacked with thirty battle cubes, god it was ugly. There was no stopping thirty mean nasty battle cube deployed in double battle line. Each battle cube had a shielding of exceed of 1300 points, 12 x point-defense cannons and total beam striking power of 5000 points. I also noted that they battle cube had two warp engines per ship, is that correct? Hot damn, that made them very quick at a battle speed of 12, couldn't play my old game of hit and run.
Lighthorse
[ July 29, 2003, 21:04: Message edited by: Lighthorse ]
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