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February 27th, 2004, 07:15 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: STM "Final v1.7.5" Discussion
Sounds good
But what is the destination of Planetary Security Platforms?
2 Atrocities: new Dominion_main.bmp is placed on wrong directory (Breen).
2 Tnarg: such a strange path: c:\star trek pbw new patch\space empires iv gold\. I have the feeling that you are trying to play a standalone patch, instead of fully patched 1.35.
[ February 27, 2004, 17:25: Message edited by: aiken ]
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February 27th, 2004, 07:18 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by aiken:
Sounds good
But what is the destination of Planetary Security Platforms?
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Intel point generation.
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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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February 27th, 2004, 07:40 PM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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Re: STM "Final v1.7.5" Discussion
I would like to be a volunteer to play test your Beta.
I accidentally hit add reply before i finished my error report. There should be a specific answer right after that one. Sorry.
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February 27th, 2004, 07:54 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
I think the error was cause by the mod using an outdated ship set. If you do not have a Juggernought image the mod is suppose to use the baseship image or other.
I cannot fathom why you got that error.
As for play testing the new Version, I would like to get all of the Private game STM players to sign on so we can play it.
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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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February 27th, 2004, 07:57 PM
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Private
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Join Date: Mar 2003
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Re: STM "Final v1.7.5" Discussion
I'd just like to say, I played with the new patch and this mod for 10+ hours the Last two days and haven't found a single issue.
(Other than my PC rebooting every 20 mins, but that's my problem)

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February 28th, 2004, 05:46 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
This capturable technology is a pain in the arse people! But with Fyrons help I think I have it working.
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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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February 28th, 2004, 05:57 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
An FYI to knew players of this mod.
The read me files included with the mod have this information already, but given all the new emails I am getting I figure the best place to post this info again is here.
The Full Version of the mod, 1.5.1 + the required update (1.5.1.1) will work with both Version 1.84 and Version 1.91 of SE IV. (It will not work with previous Version)
The mod REQUIRES that you also download and install the latest Versions of the Image Mod (Components, Facilties, Planets, Combat) and place them in your BASE SE IV Pictures folder.
The mod has copies of all new components, but it does not have facilities or planets. By placing the image mod modules into your stock base SEIV pictures directory any mod that requires these images will have access to them.
WPM = Warp Point Medium
WPH = Warp Point Heavy
WPL = Warp Point Light
The order in which the races must be added to the game to use the UserX star trek map are:
1-Federation
2-Klingon
3-Romulan
4-Cardassian
5-Ferengi
6-Tholian
7-Breen
8-Dominion
9-Borg
10-8472
To Report bugs please post them here or email me at startrekmod@astmod.com
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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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February 28th, 2004, 11:37 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Test Report:
Game Settings:
Standard WPL Large Galaxy, WP anywhere, not all connected, equal start.
Low event with high effect
Low tech cost
Low tech start, Good planets, good start, 1 planet, 5k points
Playing as the TMP Federation
TMP
Cardassians
Ferengi
Klingon
Romulan
14 Neutrals.
I started the game locked away in two isolated systems. I consentrated on colonizing my two systems and developing warp point technology.
By turn 50 had the technology and a ship size large enought to use it. Another 20 turns later I was opening warp points.
The Cardassians were also boxed into a small cluster of systems not to far from me and shortly after opening a warp point to there system they declared war upon.
We have been fighting now for just over 20 turns with trades offs on each side. I am now gaining the upper hand as the Cardassians are focused upon expanding and not so on defense. They have sent many ships into my space and attacked me, but despite my losses I have managed to fend them off with the cost of only one planet.
I am currently allied with two neutrals and they are both murderous toward me, but know if they turn there backs on me I will destroy there star system. (Oh yes, I do have weapons of mass destruction, but no platform for which to use them as of yet.)
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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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February 28th, 2004, 08:09 PM
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Corporal
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Join Date: Sep 2003
Location: London, UK
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Re: STM "Final v1.7.5" Discussion
Well heres my two pence
I'm not exactly sure how the AI's design their ships, I presume that if you call for a ship to be produced in specific AI state a design will be made to the specifications you have put in the files. So if you specify a non-carrier hull (can you?, well assuming a standard tech tree not the Star trek mod one!) and ask to AI to produce the ships it will design some since it has a valid hull for the design even if it does not have some of the components? Well ok I know very little about this but hey you never know! (please someone dig me out of this hole  )
About the neutral AI not getting enough research (maybe do some of this with intelligence also) what about, aswell as possibly increasing basic facilities, using the new research point ability. You could use this for a neutral only base component (on Defence/Shipyard bases around the homeworld, a nice target for someone to capture aswell!  ) and maybe even a satellite componnent.
OR what about removing the natural merchants ability, since they will be in one system only anyway (maybe using thoses point for research?) and making the Neutral's basic Spaceport have research generation.
O.K. enough is enough time to switch myself off again
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A Pessimist is just an Optimistic Realist.
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February 28th, 2004, 09:55 PM
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Sergeant
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Join Date: Jul 2003
Location: New Zealand
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Re: STM "Final v1.7.5" Discussion
Re: the races that are illegally designing Carrier designs. Check to see that in their AI design creation files, that the Carrier are using the:
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Launch/Recover Fighters
If the AI design creation files are not set as above, this might be the problem. 
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