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June 15th, 2004, 08:36 PM
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Corporal
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Re: STM "Final v1.7.5" Discussion *DELETED*
Post deleted by Suicide Junkie
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June 15th, 2004, 08:51 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
__________________
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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June 15th, 2004, 09:47 PM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Ragnarok-X:
...who did the major part, i guess Atrocities did it ?
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That would be an accurate statement. I had originally started working on a Star Trek Mod about a year and a half ago. Unfortunately my HD crashed and I lost almost all of my work and did not want to restart. Atrocities took up the torch and has run with it ever since.
You can still see some of the items from my original mod here:
Old Star Trek Mod Site
Anyways, you may recall recently that I offered Atrocities some assistance in fixing up the armor/shields/weapons area of the mod. It turns out this was a lot of work and we thought, hey since we are making so many changes now - why don't we just use what've done to make a Version 2 of the Star Trek Mod and that why it doesn't matter if we mess up save games or AI files.
Among other things we'll be looking at is adapting UserX's propulsion system into the Star Trek Mod. This is an ingenious system where mounts are used to scale warp cores to the ship sizes as well as nacelles. And the best part is that the AI seems to like it too!
Another item, although I haven't discussed this with Atrocities yet, is that we should make Version 2 with Space Empires 5 in mind so that we can adapt it as quickly as possible to the new game when it comes out.
Lastly, Atrocities is still the go to guy on this project. I'll just be in the background most of the time. I cannot understate how much work he has already put into this mod. Please direct your praise to his efforts!
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June 15th, 2004, 10:07 PM
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Major
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Re: STM "Final v1.7.5" Discussion
Quote:
Another item, although I haven't discussed this with Atrocities yet, is that we should make Version 2 with Space Empires 5 in mind so that we can adapt it as quickly as possible to the new game when it comes out.
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Well, thanks Aaron, we have some rough ideas about configs structure for SE5, but graphics, esp. shipsets...
It is questionable that they will be compatible.
And thank you very much too, CK - original idea and your initial work made the great base for successful mod.
Such is human nature - we tend to worship only 1 person at any given moment of time 
[ June 15, 2004, 21:17: Message edited by: aiken ]
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June 15th, 2004, 10:16 PM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
The shipsets should be fine for the most part. Atrocities has made many with Doga and that is easily converted to .x format which SE5 uses. Also, asking different artists to use their 3d models in the mod giving credit. This is common practice to my knowledge in most Star Trek Mods for other games.
[ June 15, 2004, 21:16: Message edited by: Captain Kwok ]
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June 15th, 2004, 11:33 PM
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Sergeant
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Re: STM "Final v1.7.5" Discussion
Quote:
Anyways, you may recall recently that I offered Atrocities some assistance in fixing up the armor/shields/weapons area of the mod. It turns out this was a lot of work and we thought, hey since we are making so many changes now - why don't we just use what've done to make a Version 2 of the Star Trek Mod and that why it doesn't matter if we mess up save games or AI files.
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If I read this right, your changes to the armor/weapons/shields have NOT been incorporated into Version 1.7.5 then? Just want to make sure I read that right.
__________________
Vogon ships are yellow chunky slablike somethings, huge as office buildings, silent as birds. They hang in the air in much the same way that bricks don't.
(R.I.P. Douglas Adams)
-War is peace -Freedom is slavery -Ignorance is strength
In peace there's nothing so becomes a man as modest stillness and humility.
- W. Shakespeare (Henry V)
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June 15th, 2004, 11:36 PM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Captain Kwok:
The shipsets should be fine for the most part. Atrocities has made many with Doga and that is easily converted to .x format which SE5 uses.
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DOGA models have far too many polygons for that to work well, unfortunately..
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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June 15th, 2004, 11:49 PM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Phoenix-D:
quote: Originally posted by Captain Kwok:
The shipsets should be fine for the most part. Atrocities has made many with Doga and that is easily converted to .x format which SE5 uses.
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DOGA models have far too many polygons for that to work well, unfortunately.. Tsk tsk. You'd need to reduce ("optimize") the number of polygons using another program. But it is very doable!
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June 15th, 2004, 11:53 PM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Is there a Retrofit problem under STM 1.7.1?
Something REALLY annoying happened Last turn in the Quadrant of Conflict game using STM 1.7.1. None of my retrofits took place. I didn't get any message saying "not enough resources to complete this retrofit" or any sort of explanation, and I double checked - I did have enough resources (almost positive) and I did order the retrofits. Not a serious problem,but I'll order the same retrofits this turn...and if they don't take place AGAIN is there anything we can do to figure this out? Have any other players had the same problem? It's vital for me to retrofit my ships with the sensors that allow me to detect those damned romulans before they infiltrate my space...
thanks,
Alarik
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June 15th, 2004, 11:59 PM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
I've seen a similar issue in Adamant Mod when I've gone to refit ships. I have lots and lots of resources stored, but operating with a minerals defecit - although I am converting other resources to minerals for a "surplus". I notice only a few are successful and most are not due to lack of resources. This may be a result of how the turn executes and in what order different items are handled.
Also note that the message header for both successful and unsuccessful refits is the same (ugh) so you need to check each one to see what the problem is.
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