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July 5th, 2007, 06:41 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 - New Version Available
Turn off the supply minister would be what I would recommend. Place a resupply base in strategic location and then mark the area around it as mine fields to force the transports to go where you want them to.
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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 5th, 2007, 07:32 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: The Star Trek Mod - New Version Available
AI designs "Explorers", but does not build them or uses them when build by player intervention.
Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.
Monsters should have "plague bomb(s)/ability, or ground troops"
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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 ...
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July 5th, 2007, 07:36 PM
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Major General
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Join Date: Nov 2000
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Re: The Star Trek Mod - New Version Available
Quote:
AngleWyrm said:
Quote:
Arralen said:
...the problem is within the game logic, not in the mod...
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If the problem exists in stock, then it is not the mod. If the problem does not exist in stock, but does exist in the mod, then it is in the mod.
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It does exist in stock ... .
Might be less pronounced, though, if the ships have lower supply consumption to start with.
But I remember a time when even colonizers kept turning back because they reached "bingo fuel" .. problem was solved by Aaron by making them ignore fuel level ...
__________________
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 ...
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July 8th, 2007, 11:31 PM
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Shrapnel Fanatic
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Re: The Star Trek Mod - New Version Available
Quote:
Arralen said:
AI designs "Explorers", but does not build them or uses them when build by player intervention.
I can only give the AI the instruction to have these on hand, whether or not the AI actually uses them is up to the AI.
Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.
I don't understand what you mean by this.
Monsters should have "plague bomb(s)/ability, or ground troops"
Monster don't have troops or at least I don't believe they do.
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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 8th, 2007, 11:32 PM
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Shrapnel Fanatic
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Re: The Star Trek Mod - New Version Available
I need to run a couple of play tests then hopefully it will be ready.
Quote:
Star Trek Mod v1.9.7.3
1. Changed Decreased Shield Percent for Light Shield (Ship) mount from 70 to 65
2. Changed Increased Shield Percent for Standard Shields (Ship) mount from 120 to 130
3. Changed Increased Shield Percent for Heavy Shields (Ship) mount from 150 to 200
4. Changed Increased Cost Percent for Heavy Shields (Ship) mount from 150 to 200
5. Changed Increased cost of Pack Rats from -500 to -1000
6. Added "DO NOT use in combination with other Race Technology." To description for General Race Technology
7. Fixed Spelling error in Pirate Race description
8. Changed Increased Propulsion Experts bonus from 1 to 2
9. Changed Increased Power Industrialists bonus from 50% to 100%
10. Changed Decreased cost of Emotionless from 1500 to 1000
11. Fixed Resource Ability Amount Organic Resource Storage I was giving 20000 in stead of 10000.
12. Changed Increased several Pirate Facilities abilities slightly
13. Changed Increased ability amounts for Slave Labor Operation I - III
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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 10th, 2007, 07:47 AM
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Corporal
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Re: The Star Trek Mod - New Version Available
Looking forward to all three mods!
GB
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"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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July 13th, 2007, 03:56 PM
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Shrapnel Fanatic
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Re: The Star Trek Mod - New Version Available *NOW
STM v1.9.7.3 Update Patch
__________________
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 13th, 2007, 04:14 PM
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Shrapnel Fanatic
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Re: The Star Trek Mod - v1.9.7.3 *NEW*
STM v1973 Full Mod
__________________
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 13th, 2007, 04:55 PM
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Corporal
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Join Date: Apr 2007
Location: Hotlanta
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Re: The Star Trek Mod - v1.9.7.3 *NEW*
Cool! Thanks for the patch, AT! Anyway, I was looking at the site http://botfii.armadafleetcommand.com/. To my surprise, it has an indie startup of BotF II. It looks like the AST 2.0 mod may beat them to the punch...
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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July 20th, 2007, 11:07 PM
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Corporal
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Join Date: Apr 2007
Location: Hotlanta
Posts: 108
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Re: The Star Trek Mod - v1.9.7.3 *NEW*
I have just finished a 'mini mod' of PlanetSizes.txt and SectTypes.txt to add planetary classifications...Fyron, I have used pieces of Adamant and FQM for this mod, and would like your approval to upload this mod (you have been credited).
GB
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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