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  #1461  
Old July 23rd, 2007, 06:34 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
Atrocities :I have given due consideration to this issue and while I fully understand your point of view, and agree with it, have decided that it would require to much work and effort to change at this point in time.

I can understand that.

I had to go back to my original notes from way way back and in those notes I found that I had chosen to use pulse weapons as secondary weapons because the intermittent beams were used by many sci-fi shows such as BSG, Buck Rogers, Star Wars, and such in an anti-fighter way. Also people wanted pulse weapons and I had to come up with a way to make them useful in the mod. Also sustained beams, in star trek and other shows, have been historically used as the POWER weapon. Since they only fired a single beam, they were not efficient enough to be used for targeting smaller objects.

Concerning Star Trek, IMHO and AFIAK you're wrong: There are very few pulse weapons. And those are used to punch through heavy shielding, not spray some "area" of space to hit a strafing fighter-bombers, pardon: space fighters. Even small targets like shuttles or fighters are generally fired at with beam weapons. I can't even remember seeing a real PD weapon once ... Examples are Defiant (4x Type-U pulse phasors mounted with very limited forward firing arc) and (nearly) all other "modern" federation or cardassian vessels which mount large-array beam weapons with wide firing arc. Those are deployed against all targets.



AI designs "Explorers", but does not build them or uses them when build by player intervention.

Atrocities : 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.

I must correct my statement: SOME AIs seem to be unable to build/use explorer class vessels. Points to some error in their files ...
I must correct myself even more: "Explorer" is in reality "Attack Base" .. and are still build as if they where costly bases, not small exploration vessels: in infrastructure mode, on defense, attack etc. but not in exploration mode.



Armors with "hit first" ability should scale to the size of the vessel, as they effectivly must be covering it completely.
Atrocities :I don't understand what you mean by this.

Standard armor is not longer flagged "Damaged before anything else" and is practically only a sturdy component without any further function. Some racial armor still prevents hits to other components (is not "leaky"). With propulsion and shield systems scaling to the size of the vessel, these armor components should scale to size as well, because they must be covering the entire hull effectivly.
Proportion mod has these scaling armors IIRC.



Monsters should have "plague bomb(s)/ability, or ground troops"

Atrocities :Monster don't have troops or at least I don't believe they do.

Exactly. I would like to see them invade planets or kill of the pop using biological means. (guess it would only depend on the size of the parasites if its a plague or an invasion )



Sheliak (1.9.7.3)
Description says "are suited to very hot environments and they die quickly in cold". They get "Rock Planet Colonization - Rock Natives" Tech.
Yet they start on "Hydrogen/Ice" planet? (What really seems to irritate the AI ... somehow managed to colonize 2 rock planets in its home system with its colonizer still listed as prototype ... while 2 other rocks where left untouched. And 3 ice planets, because the colonizing tech missing)
Code:

Sheliak_AI_General.txt
=============================================
AI DATA FILE - Sheliak
=============================================
Name := Sheliak Morbid
Biological Description := The Sheliak are a non-humanoid
species with 4 arms, and 6 eyes. Their bodies are suited to very hot
environments ...
Planet Type := Ice
Atmosphere := Hydrogen


.. I would like to suggest Rock/Methane ..

Breen (1.9.7.3)
Build ships without "Impulse Engine", therefore with very low supply capacity - they're running out of supplies before even leaving their home system. "Organic Nacelle" triggers the "engine counter" - whos max is e.g. 2 for the DD hull, yet the AI puts in 6 nacelles, and no impulse engine.
Colony Ships and Explorers are build correctly, attack, defense ships, troop and pop transports are not.
8472 builds "correct" ships, btw., bespite using organic tech as well.
Code:

Misc Ability 3 Name := Combat Movement
Misc Ability 3 Spaces Per One := 100


.. should be (at least it work if I change it that way) ..
Code:

AI Tag 05 Impulse Engines

Misc Ability 3 Name := AI Tag 05
Misc Ability 3 Spaces Per One := 100


Strange thing is - some races construction templates seem to work with "combat movement", while other seem to need "tag 05" .. guess you've mixed up both somewhere in the racial techs/files. Good luck getting that straight



Propulsion Experts (1.9.7.3)
.. get +2 movement, but trait description still says +1.
+2 is too much, anyway.



Monsters (1.9.7.3)

Name := Monster Drone
Short Name := Monster Drone
Description := Monster Base used by the monster as a base in space.

"Monster Yard" .. "can repair 20omponents" ..
"Monster PD 1" .. 200kt ?!
Build "Base Space Yard" without "Monster Yard" and "Monster Cloak".
Btw., how is "Monster Cloak" supposed to work, anyway.. haven't seen any cloaking effect from it?!



Pirate Races
.. should get special boarding troop from turn 1 ..
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  #1462  
Old July 27th, 2007, 01:36 AM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Thanks man. This gives me something to do. I doubt that I will update STM for a while though. I am working on the Star Wars Mod right now, but I have put your issue into "My Things To Work On" list. Thank you for them.

AST 2.0 has been put on the back burner for a month or so.
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  #1463  
Old July 27th, 2007, 07:21 AM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Quote:
Atrocities said:
Thanks man. This gives me something to do. I doubt that I will update STM for a while though. I am working on the Star Wars Mod right now, but I have put your issue into "My Things To Work On" list. Thank you for them.

AST 2.0 has been put on the back burner for a month or so.

MAY THE FORCE BE WITH YOU
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  #1464  
Old August 1st, 2007, 05:32 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Patrick was kind enough to make a nice sound mod for the STM. You can download it from The Download page on the official STM site.

Thank you Patrick
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  #1465  
Old August 1st, 2007, 09:43 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Something neat I found.
Attached Images
File Type: gif 540473-RomulanValdoreClass.gif (145.9 KB, 148 views)
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  #1466  
Old August 11th, 2007, 02:02 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Quote:
Arralen said:
Primary/Secondary (Ship) Weapon Mounts and Weapons types are mixed up
Atrocities :I have given due consideration to this issue and while I fully understand your point of view, and agree with it, have decided that it would require to much work and effort to change at this point in time.

I can understand that.

I had to go back to my original notes from way way back and in those notes I found that I had chosen to use pulse weapons as secondary weapons because the intermittent beams were used by many sci-fi shows such as BSG, Buck Rogers, Star Wars, and such in an anti-fighter way. Also people wanted pulse weapons and I had to come up with a way to make them useful in the mod. Also sustained beams, in star trek and other shows, have been historically used as the POWER weapon. Since they only fired a single beam, they were not efficient enough to be used for targeting smaller objects.

Concerning Star Trek, IMHO and AFIAK you're wrong: There are very few pulse weapons. And those are used to punch through heavy shielding, not spray some "area" of space to hit a strafing fighter-bombers, pardon: space fighters. Even small targets like shuttles or fighters are generally fired at with beam weapons. I can't even remember seeing a real PD weapon once ... Examples are Defiant (4x Type-U pulse phasors mounted with very limited forward firing arc) and (nearly) all other "modern" federation or cardassian vessels which mount large-array beam weapons with wide firing arc. Those are deployed against all targets.
An interesting discussion on "pulse phasors" (proves my point, basically)
http://bbs.furryconflict.com/viewtop...c0508099b6ea22

I'm not sure, though, how to make SE4 use pulse phasors as primary weapon on some vessels and beam phasors on all the others of the same race ?!
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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.
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  #1467  
Old September 4th, 2007, 01:35 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

You just set up the design creation file to have your designs use them. The problem is the AI really isn't that complicated and will always screw you in the end.
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  #1468  
Old September 24th, 2007, 06:37 AM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Latest version 1.9.7.4 - Most likely will be final update for this mod barring any major bugs.
Attached Files
File Type: zip 551603-STM1974Patch.zip (6.04 MB, 363 views)
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  #1469  
Old September 24th, 2007, 06:55 PM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Thanks!

This will give me an excuse to start a new game, since I'm having a very rough time in my current one. ALL of the other empires are at war with me, even though I'm ranked 9th and have not even physically encountered most of them yet!

Enemy intel projects are absolutely killing me.
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  #1470  
Old September 25th, 2007, 02:35 AM
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Default Re: The Star Trek Mod - v1.9.7.3 *NEW*

Ya that is a bug with SE IV political system. It is one of the things that I dislike about the game. How can someone be at war with me if I have never met them in the game? This is why I don't take partnerships with the AI empires to. I like to explore the map, not have it laid out for me the moment I sign a partnership.
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