|
|
|
|
|
June 23rd, 2007, 08:38 PM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: The Star Trek Mod - New Version Available
Pack Rats trait broken / too cheap
Seemingly not only halves the storage (ressources, units), but the general planet size (facilities, population). Yet it only gives 500 points. For 3x 150 points you could take 3x "Disorganized XY Storage" and get full number of pop and facilities for 50 points only.
edit: Considering the fact that +50% storage ("advanced miniaturization" or something like that) cost you 1500 pts., maybe you should get 1500pts. for halved planets as well
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
June 23rd, 2007, 08:58 PM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: The Star Trek Mod - New Version Available
General Race Tech / Pirate Race / Pirate Colony Tech text is misleading
If you select "General Race" and "Pirate Race", you'll get double items .. yet the pirate buildings are not better then the general ones ?[/b]
e.g.
- Escort & Raider hull, 200kt, 200/100/100 costs
- 2x Colony Ship, 500kt, 300/200/50 and 250/250/250 costs
- Space Port, Res.depot, Constr.yard 1, SysCapital ... AND .. Space Port, Res.Depot, Constr.Yard 1, Open Market
- Intelligence Center 1, Secred Service 1, Spy Center 1, Spy Network 1
- 2x Research Center
etc etc.
Interestingly enough, if "General Race Tech" is de-selected, you get ONLY slave ressource facilities as if you had chosen the slaver trait. What I did not only on the 3rd try, because there's no hint that both get you actually the same things. Yet, those are not vastly better than the standard ones as the text from the pirate trait selection screen suggests?!
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
June 23rd, 2007, 09:03 PM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: The Star Trek Mod - New Version Available
Is it possible to add a shipset to STM for human players only?
Can I e.g. drop in the Crugarians from the megapack into the pictures\races\ folder, or will the game screw up because there are some special graphics missing??
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
June 24th, 2007, 01:09 AM
|
|
Corporal
|
|
Join Date: Aug 2002
Posts: 121
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The Star Trek Mod - New Version Available
Arr, you can do it just fine. It'll show some other ship pictures instead of the other ones due to how the file is set up.
Knock yourself out, bro.
|
June 25th, 2007, 09:49 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: The Star Trek Mod - New Version Available
The STM doesn't use any special ship images other than shuttles, which are also fighters, and most of the neo-standard images. Juggernaut is an extra image but should use baseship as a back up.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
June 25th, 2007, 09:51 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: The Star Trek Mod - New Version Available
Quote:
Arralen said:
General Race Tech / Pirate Race / Pirate Colony Tech text is misleading
If you select "General Race" and "Pirate Race", you'll get double items .. yet the pirate buildings are not better then the general ones ?[/b]
e.g.
- Escort & Raider hull, 200kt, 200/100/100 costs
- 2x Colony Ship, 500kt, 300/200/50 and 250/250/250 costs
- Space Port, Res.depot, Constr.yard 1, SysCapital ... AND .. Space Port, Res.Depot, Constr.Yard 1, Open Market
- Intelligence Center 1, Secred Service 1, Spy Center 1, Spy Network 1
- 2x Research Center
etc etc.
Interestingly enough, if "General Race Tech" is de-selected, you get ONLY slave ressource facilities as if you had chosen the slaver trait. What I did not only on the 3rd try, because there's no hint that both get you actually the same things. Yet, those are not vastly better than the standard ones as the text from the pirate trait selection screen suggests?!
|
Thanks.
It will take me some time to go through you lists but THANK YOU for them.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
June 27th, 2007, 12:17 AM
|
|
Second Lieutenant
|
|
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The Star Trek Mod - New Version Available
Here's a cursor that I made for easy viewing
http://home.comcast.net/~anglewyrm/Selection.bmp
Sattelites
Sattelite weapons use supplies, but I don't see any supply storage modules available? Is this by design? Are sattelites only allowed around planets?
|
June 28th, 2007, 08:38 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: The Star Trek Mod - New Version Available
I can give satellites a storage ability.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
June 28th, 2007, 10:34 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: The Star Trek Mod - New Version Available
Repair Barge Problem
Added new tech "Repair Ship." By not adding this tech to the AI research file the AI will not research this tech thus ending this problem.
Light (Base) vs Standard (Base) Shields
Adjusted shield percentage for Light, Standard, and Heavy ship and base mounts. Lowered the ship mount, increased the standard and heavy amounts for ships and bases.
Monsters
I will have to think about this one for a bit. I am thinking about having the Borg's have their own tech tree that they research that the other monsters do not. Perhaps this will solve the problem.
Caspians use Federation Shipset and tech?
Yes.
Orion Syndicate does not design Colony Ships
Quote:
Figured out why they don't colonize:
The have
Race Opt 1 Adv Trait 1 := Pirate Race
yet not the (new?)
Pirate Colony Tech
|
I haven't spend a lot of time with this race. It really is just an RPG race. I will look into them and see if I can fix this for SP games.
Chalnoth
I don't know what to say other than I can only adjust some minor AI files to try and lower this amount again. The problem is that there is NO WAY to specifically limit the AI from making ships that it doesn't need after a certain point. All one can do is try to limit them a bit.
Sheliak
I have no idea why they would do this other than to say that this might be a problem with ship sizes. They want to build larger ships but cannot, so they scrap the ones they don't need, try to build a larger ship, cannot, so they build a colony ship and start the cycle all over again. The AI is a real problem since it NEVER really does what you want or need it to do.
Quote:
If the tech tree got "straightened out" to make it actually compatible with the AI (errors)
|
I don't know what to say to this other than there is only so much you can do. The order in which the AI researches is as close to the way a human would choose to research that I can make it. There are "hidden" tech from the AI on purpose to prevent the AI from accessing technology that it doesn't need to research because it doesn't need it.
"Gas World Natives" advanced trait should cost at least 500 points in STM.
Good point. I like this idea.
Pack Rats trait broken / too cheap
Good point. I will investigate your suggestion.
General Race Tech / Pirate Race / Pirate Colony Tech text is misleading
Interesting observation. I don't recall if I have the Pirate Race set up to use both General Race and Pirate or not. Ideally they shouldn't be using both traits. But again I don't recall how I have this set up. I really didn't spend a lot of time on the Pirate Race trait. I should go back through this and address it in some detail.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
June 29th, 2007, 03:55 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: The Star Trek Mod - New Version Available
Quote:
Sattelite weapons use supplies, but I don't see any supply storage modules available? Is this by design? Are sattelites only allowed around planets?
|
Satellites have infinite supplies, like bases, troops and weapon platforms. Giving them storage components is a waste of time and resources.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|