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October 20th, 2004, 10:11 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
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Re: The Star Trek Mod - Final Update
I have latest IM component pack. And both fullsize and mini pictures are there. But since components.bmp in the stm_mod\pictures\components folder overrides imagemod components files, I couldn't see this component's mini picture. I deleted components folder from STM folder and pasted comp_888 into imagemod folder and compiled minis. Now everything is fine.
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Error in Borg Monster ai_design_creation.txt: no SY component on base space yard design.
Code:
Now:
Name := Base Space Yard
...
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
but it should be:
Name := Base Space Yard
Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := Weapon
Must Have Ability 2 := Space Yard
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October 21st, 2004, 03:53 AM
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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 - Final Update
I will have all the new components submitted to IMAGE mod soon.
I do not understand, if the image is missing from the STM pictures / component, folder then SE IV should automatically get it from the game - Pictures/Component folder. Very odd.
Oh well, you learn something new every day.
Here are some of the latest Cardassian images. (Please note that I re-did the Terok'Nor space station completely. - DS9)
__________________
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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October 21st, 2004, 03:55 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: The Star Trek Mod - Final Update
They look good, but not as good as the romulon's. For some reason, they also remind me of clams. You might want to re-think the brown color.
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October 21st, 2004, 04:04 AM
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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 - Final Update
Quote:
narf poit chez BOOM said:
They look good, but not as good as the romulon's. For some reason, they also remind me of clams. You might want to re-think the brown color.
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Thanks Narf.
I did a lot of color matching before I chose the brown-Clam color. I have a Playmates Cardassian Galor class ship and I had two choices, yellow brown, or copper brown. I opted for the copper tone color as it provided me with a greater degree of varations for off sets.
Aiken, thank you for the information on the Borg, I will fix ASAP.
I should note that Intimidator and I are playing a game via IM and process on average about 20 turns a day. We have discovered a few things that have now been added to my "fix list." We discovered the Mini-Storage component would often be used by the AI as an upgrade, Aiken also noted this. We know that the Neutral empires need help with designing ships, as the Vulcans and others are not using Warp Core and nacelles. A few other minor issues have come up, like adjustments for supply useage and such.
I have also finished with the master weapons list, both for the current weapons component load out of the STM, as well as the new proposed weapon component load out. (For balance issues)
The new propulsion system is working very well and gives the game a real RPG thrill that I do hope players will enjoy.
I have finished re-modeling the Klingons, the Romulans, and I am now working on the Cardassians. I hope to have all the major races re-rendered by the end of next month.
The beta testing continues on the 1.8.0 Version of the game, and I want to say thank you to Aiken for his reports. They have been very helpful.
If you are play testing the mods beta update, PLEASE take the time to post any bugs you might encounter as you play. Please post suggestions, spelling errors, oddities, etc.
Thank you.
__________________
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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October 21st, 2004, 07:34 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 - Final Update
You should use that thing you do to make those red engines "glow" on the Cardassian ships...
Anyway, I'm still just impressed that you filled up that spreadsheet with all those weapons so quickly!
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October 21st, 2004, 11:42 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: The Star Trek Mod - Final Update
Quote:
Atrocities said:
I do not understand, if the image is missing from the STM pictures / component, folder then SE IV should automatically get it from the game - Pictures/Component folder. Very odd.
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For _portraits_, yes. But, there is a Components.bmp file in the mod folder, so SE4 uses it. It can not randomly change it's mind and use the stock game's Components.bmp file for a few minis. A blank (completely black) mini is still a mini as far as the game is concerned. If you were to delete the Components.bmp file from the mod folder, SE4 should look at the one in the stock folder.
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October 21st, 2004, 12:52 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 - Final Update
Cool, im really looking forward to see more of the "revised" shipsets. Im especially excited about species 8472, the Borg and oc the Kazon ^^
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October 21st, 2004, 05:26 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 - Final Update
I have added more to the spread sheet. The proposed weapons one that is. I will be adding smaller weapons to it soon.
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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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October 22nd, 2004, 11:19 AM
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Lieutenant Colonel
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Join Date: Dec 2000
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Re: The Star Trek Mod - Final Update
I think the mod is simply amazing. Very excellent - best star trek game I have ever played.
Haveing said that, I have a few broad questions about the klingons in the current Version of the mod. I played the just prior Version as the Cardassians, and now am in the Quadrant of COnflict game as the Klingons. It seems the Klingons are a lot less "tweaked" or "flavored" than I expected given my experience as the Cardassians previously.
What I mean is, the Klingons just seem to have "standard" components and weapons, except for the few klingon facilities. The only real flavor in them as far as I know so far is the "warrior" tech and that's not standard part of the Klingons.
For example, the Cardassians had a whole bunch of "cardassian mounts" - but I have not yet seen any in the klingons.
Also, are there some specific Klingon weapons that appear later? All I have to play with so far are phasers and the standard torpedo weapon family - and even with massive mounts, standard phasers now do a lot less damage than they did previously it seems. Whatever happened to disruptors?
Admittedly, I'm not yet into the late tech of the Klingons, but I find that I am definitely concentrating on getting my Warrior tech maxed out rather than my Klingon tech, simply because it seems to give me more of a payoff.
Am I just confused? Maybe I need to just dig deeper into the Klingon Ship COnsrtuction techs, or some of the other Klingon racial tech trees?
Thanks for a great mod!
Alarik
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October 22nd, 2004, 06:10 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 - Final Update
I am playing the Klingons now, the Klingons are not very smart when it comes to technology so they are a bit behind, but what they lack for smarts, their weapons and ships make up for. Klingons have cloaking tech as well. You have to do a lot of researching to benefit the Klingons.
I am working on making the klingons and all other races, a bit more equal in all regards to avoid balance issues like this.
And thanks for the nice words Alarik.
__________________
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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