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  #171  
Old October 29th, 2004, 12:13 AM
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Default Re: The Star Trek Mod - Final Update

I like that ship as well CK, however, when I went to update it I discovered it had to many parts that when re-rendered, made the image look cheap.

I still have these renders, and will offer the set as an alternative to the new set. To be honest, I am just depressed about how limited DOGA is and how poor my own 3d skills are. I would love to make really detailed models for SE V, but I know that unless I can learn Maya or Bryce, I am SOL. (3d max is just to complicated and to costly to learn.)
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  #172  
Old October 29th, 2004, 12:55 AM
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Default Re: The Star Trek Mod - Final Update

Ok.

But I wouldn't call your skills poor. You've done some excellent work.
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  #173  
Old October 29th, 2004, 02:10 AM
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Default Re: The Star Trek Mod - Final Update

Try wings3d. Free and very easy to learn.
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  #174  
Old October 31st, 2004, 10:09 PM
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Default Re: The Star Trek Mod - Final Update

Here is an update. I should have the latest beta of the update ready sometime tomorrow or the next day. I am still updating some of the Research and Design Creation files. Please email me if you are a beta tester. I lost my list and need to reconstitute it.

Thank you.

Quote:
Star Trek Mod v1.8.3 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED

1. Changed Had wrong values for bonus movements in Quantum Singularity Drive II - IV.
2. Changed Removed "Dominion" from Verethiel Armor II - III
3. Changed 8472 Bilelectric Field IX to Bio - Electric Field IX.
4. Changed Changed Borg Shield Regenerator I to Borg Regenerative Shields I
5. Added New discription text by Aiken to Hanger Bay I - III
6. Fixed Spelling error of Borg Drone Launcher
7. Changed Tonnage Space Taken for Warp Core I - X from 100 to 1000
8. Changed Tonnage Space Taken for Quantum Singularity Drive I - X from 100 to 1000
9. Changed Tonnage Space Taken for Borg Warp Drive I - X from 100 to 1000
10. Changed Tonnage Space Taken for Organic Drive I - X from 100 to 1000
11. Added Destroyed On Use ability to Ionic Concussion BLaster
12. Fixed Ability description errors in Pirates I - III (Thank you Aiken)
13. Changed Vehicle Size Minimum for Drone Mount from 100 to 50
14. Changed Vehicle Size Minimum for Satellite Mount from 100 to 50
15. Changed Vehicle Size Maximum for Drone Mount from 1000 to 500
16. Changed Vehicle Size Maximum for Satellite Mount from 1000 to 500
17. Changed Adjusted Warp Core Mounts to compensate for new Tonnage Space Taken sizes of all Warp Core Components.
18. Changed Added "Player should add 4 warp nacelles to design." to all Colony Module Descriptions.
19. Changed Added "Player should add 4 warp nacelles to design." to all Colony Ship descriptions.
20. Changed Mini Cargo components Family number to 510 to avoid conflict with Cargo Component.
21. Changed Small Shuttle to Shuttle
22. Changed Small Shuttle 2 to Shuttle 2
23. Changed Name of Warp Mount to Propulsion Mount
24. Changed Added Warp Nacelles to Propulsion Mount
25. Changed Tonnage of Warp Nacelles from 10 to 100
26. Changed Neutral Happiness type slightly to make it more neutral
27. Added New Smaller Weapons
28. Fixed Roman Numeral error In Engineering component
29. Added Engineering II - III
30. Added One Per Vehicle restriction to Engineering I - III
31. Changed Warp Nacelle back to 10 KT (Will work with adding a mount later - Could not get to work with AI)
32. Added All new balanced race weapons
33. Changed Modified Research files for all races
34. Changed Removed obsolete techs from tech area file
35. Changed Set many needed technologies to FALSE so they cannot be removed.
36. Changed Federation Paticle Fountain I - V now requires Minerals Extraction I - V
37. Changed Tholian Rad Extractor I - III now require Radioactives Extraction I - III
38. Added Breen Harvester I - V (Mineral Extractor)
39. Changed Changed Self - Destruct Device required tech from Propulsion III to Computer Control III
40. Changed Removed Tholian Energy Net I - V do to game crashing event. Will review and add back later.
41. Updated Component and Weapons reports.
42. Added 8472, Andorian Breen, Borg, Cardassian, Dominion, Klingon, and Romulan hi-res rendered images.
43. Changed Updated all Race Design Creation files to use new weapons.


Star Trek Mod v1.8.2

1. Changed All Mine weapons to Mine Tech instead of Explosive Warheads
2. Changed Increased Mine Tech to 10
3. Changed Shield Generators Mine I - III Tech Level Req to 8,9,10
4. Changed Weapon Destroying Mine I - III Tech Level Req to 8,9,10
5. Changed Armor Skipping Mine I - III Tech Level Req to 6,8,10
6. Changed Engine Mine I - III Tech Level Req to 3,5,7
7. Changed Revamped Race Tech entries - Removed a few no longer needed
8. Changed Standardized all weapons - Read Weapon Report to see how
9. Changed Re-organzied Tech Area Files
10. Added Advanced Physics to Tech Area (Requirement for Enhanced Energy Weapons)
11. Changed All race weapons now require Tech Area Req of Energy Weapon
12. Changed All advanced race weapons now require Tech Area Req of Enhanced Energy Weapons
13. Changed Projectile Weapons to Beam Weapons
14. Changed Small Phased Energy Cannon I - III from Tech Req from Projectile Weapons to Beam Weapons
15. Changed Tonnage Structure and Tonnage Space Taken for Ground Cannon I - III from 1 to 4
16. Changed Damage At RNG for Ground Cannon I - III to 6,8,10
17. Added Discription to Warp Core I - X to instruct the player to use a mount.
18. Added Discription to Quantum Sinularity Drive I - X to instruct the player to use a mount.
19. Added Discription to Borg Warp Drive I - X to instruct the player to use a mount.
20. Changed Supply usage for Warp Core I - X
21. Changed Supply usage for Quantum Singularity Drive I - X
22. Changed Supply usage for Borg Warp Drive I - X
23. Changed Supply usage for Impulse Engines I - V
24. Added AI TAG 03 - Discription to Ionic Disperser I - V
25. Added AI TAG 03 - Discription to Ionic Pulse Missile I - V
26. Added AI TAG 03 - Discription to Graviton Hellbore I - V
27. Added AI TAG 03 - Discription to Sub Space Beam I - III
28. Added Mount for Ionic Disperser I - V
29. Added Mount for Graviton Hellbore I - V
30. Added Mount for Sub Space Beam I - III
31. Added Mount for Massive Ionic Disperser
32. Added AI TAG 03 - Tachyon Projection Cannon I - V
33. Added Mount for Tachyon Projection Cannon I - V
34. Added Marker Components - Text based components that provide information and no other value. Cannot be used on designs.
35. Added Components 830 thru 837 to components (Organic Nacelle, and Organic Warp Cores.)
36. Added Organic Drive I - X (For Species 8472)
37. Added Organic Nacelle I - V (For Species 8472)
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  #175  
Old October 31st, 2004, 10:45 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Captain Kwok said:
I started a solo game of 1.80 at mid-tech as the Romulans. Here are some early observations:
  • Mid-tech level should give at least warp core II and nacelle II, shields III, armor, plus low level racial weapons
  • Romulan scout ships should be 120kT or so rather than 190kT
  • ECM stacks with Romulan sensor array
  • I won't bother with weapon damages since those are changing
  • Bases can add impulse engines and nacelle bussards
  • Bussard ramscoops add too much supplies!
Can you help me with the Medium Tech stuff?

I will have to revamp the entire ECM / CBS system to fix this. Not liking life right now.

? Bases are adding, or can add? I do not know how to exclude them from doing so.

Already lowered. Will test with 1.8.4 when ready.
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  #176  
Old October 31st, 2004, 10:49 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Captain Kwok said:
The reasoning for mounted nacelles is to keep a similar proportion of each ship dedicated to propulsion. You can use the same warp core mount you already have, just re-name it to "propulsion mount" and make nacelles 5x larger then it should work out just dandy.
The Ai had a hissy fit over this. I will either have to make a new mount for the nacelles, or leave them at 10kt each.

I will work on a solution later.
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  #177  
Old October 31st, 2004, 10:54 PM
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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:
Can you help me with the Medium Tech stuff?

I will have to revamp the entire ECM / CBS system to fix this. Not liking life right now.

? Bases are adding, or can add? I do not know how to exclude them from doing so.

Already lowered. Will test with 1.8.4 when ready.
The fastest and easiest way to solve the ecm/combat sensors dilemna is to do away with all combined sensor arrays, and just offer half-size Versions for both ecm and combat sensors with family numbers that match regular ecm and combat sensors to eliminate stacking. Just stick something in between them like multiplex sensors so they all show up when "latest only" is selected.

For the impulse engines, just make the vehicle type for ships only, instead of ship/bases or whatever it is now. The AI isn't adding them but a player can.
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  #178  
Old October 31st, 2004, 10:57 PM
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Default Re: The Star Trek Mod - Final Update

For the medium tech stuff, just edit the techarea.txt file to allow for each race to have at least the lowest level of their racial weapons, propulsion components necessary to achieve "warp 5", something more than basic armor, and maybe a few levels of shields.
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  #179  
Old November 1st, 2004, 01:55 AM
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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:
I will work on a solution later.
No need to. Here is what you need to do. Just add the nacelle family number (601) to the wcm mounts (so you'll have 154, 601). Make the nacelles 50kT each and 25kT structure. Viola! It works fine. My Romulan design minister was creating legal designs just as intended!

One minor correction, be sure to reduce structure by the same amount as you decrease size for each mount.

I'd probadly use just "P" for the propulsion mounts, plus one letter for each size. i.e. Pt for Propulsion tiny; Ps for Propulsion small, Pm for medium, Pl for large.

Hope this helps!
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  #180  
Old November 1st, 2004, 03:33 AM
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Default Re: The Star Trek Mod - Final Update

Quote:
Captain Kwok said:
Quote:
Atrocities said:
Can you help me with the Medium Tech stuff?

I will have to revamp the entire ECM / CBS system to fix this. Not liking life right now.

? Bases are adding, or can add? I do not know how to exclude them from doing so.

Already lowered. Will test with 1.8.4 when ready.
The fastest and easiest way to solve the ecm/combat sensors dilemna is to do away with all combined sensor arrays, and just offer half-size Versions for both ecm and combat sensors with family numbers that match regular ecm and combat sensors to eliminate stacking. Just stick something in between them like multiplex sensors so they all show up when "latest only" is selected.

For the impulse engines, just make the vehicle type for ships only, instead of ship/bases or whatever it is now. The AI isn't adding them but a player can.
Problem solved. I made them a universal component and they are stackable for a combined bonus. The bonus does not exceed 15% for any race. I am proud of my work.
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