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  #1901  
Old March 2nd, 2004, 05:58 AM
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Default Re: STM "Final v1.7.5" Discussion

About fighters and Carriers, do we need them in the game?


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  #1902  
Old March 2nd, 2004, 07:32 AM
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Default Re: STM "Final v1.7.5" Discussion

Only for races that make specific use of them in the Star Trek universe.
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  #1903  
Old March 2nd, 2004, 07:35 AM

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Default Re: STM "Final v1.7.5" Discussion

I like the shuttles, but I remember in the Last episode of DS-9 that they used fighters--but thats cannon, shuttles are fine)
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  #1904  
Old March 2nd, 2004, 08:18 AM

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Default Re: STM "Final v1.7.5" Discussion

ello again I cant say much as to game balance as I'm still awaiting it but Fighters dont really feel like Trek to me, tho DS9 was my favourite Tho I thought your shuttle Idea was a good replacement as long as it does not go overboard (According to my reading fighters in un-MODDED SEIV are pretty effective in combat).
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  #1905  
Old March 2nd, 2004, 09:56 AM
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Default Re: STM "Final v1.7.5" Discussion

I found some information about the Space Monsters aspect, Atrocities.(Devnull MOD Version.)

* Space Monsters (This is an attempt to add Space Monsters to SE4 by modding. The Space Monsters are basically just a normal AI. However they do have their own tech tree with special hulls, components and facilities. They do not colonize and expand their empire, but operate from hidden invisible home planets.)
Please note, the Monsters form an incredible challenge in a game (the AI is highly offensive, and the monsters have some nasty abilities). Use with caution in multi-player games, as they can (and have) completely wiped out starting empires.

It seems to me that if the Space Monsters and similar items are going to be added, some special smoke & mirrors, among other things, may have to be added. However, the pay-off may be very significant if done right.
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  #1906  
Old March 2nd, 2004, 10:21 AM
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Default Re: STM "Final v1.7.5" Discussion

This is a big'in!

Star Trek Mod v1.5.8 (BETA)

1. Changed Description of all Races Facility Technology in Tech Area file.
2. Added General Race Facility Technology to Tech Area file.
3. Added GR Research Centers I - III to Facility File. (GR - General Race)
4. Added GR Intelligence Centers I - III to Facility File (GR - General Race)
5. Changed Spy Network I - V Facility image to 302
6. Changed Sex Center I - III Facility image to 308
7. Changed Slave Labor Camp I - III Facility image to 358
8. Changed Pirate Space Dock I - III Facility image to 361
9. Changed Tholian Command Complex I - III Facility image to 365
10. Changed Tholian Training Center I - III Facility image to 366
11. Changed Tholian Research Network I - V Facility image to 367
12 Changed Radioactives System Extractor I - IIIFacility image to 357
13 Changed Resource Harvester I - V Facility image to 355
14. Changed Romulan Star Academy I - III Facility image to 331
15. Changed Prison Camp I - III Facility image to 368
16. Changed Romulan Senate Facility image to 370
17. Changed Tal'Shiar Command I - V Facility image to 323
18. Changed Romulan Science Academy I - III Facility image to 318
19. Changed Imperial Command I - III Facility image to 338
20. Changed Klingon Academy I - III Facility image to 339
21. Changed Prison Camp I - III Facility image to 359
22. Changed Forced Labor Camp I - III Facility image to 360
23. Changed Battle Arena I - III Facility image to 372
24. Changed Franchise Office I - III Facility image to 374
25. Changed Tower of Commerce I - III Facility image to 373
26. Changed Divine Treasury Shrine I - III Facility image to 346
27. Changed Salvage Yard I - III Facility image to 364
28. Changed Commerce Authority I - III Facility image to 375
29. Changed Spaceport Depot I - III Facility image to 336
30. Changed Holosuite Center I - III Facility image to 337
31. Changed Description of Pirate Space Dock I - III
32. Changed Research Network I - V to Tholian Research Network I - V
33. Added New Facility images 361 through 400
34. Changed Federation Council I - III Facility image to 377
35. Changed Utopia Planitia Shipyard Facility image to 381
36. Changed Starfleet Command I - III Facility image to 376
37. Changed Starfleet Academy I - III Facility image to 382
38. Changed Section 31 Facility image to 333
39. Changed Starfleet Intelligence I - III Facility image to 378
40. Changed Daystrom Institute I - III Facility image to 329
41 Changed Holo-Center I - III Facility image to 383
42. Changed Jem'Hadar Control Station I - III Facility image to 312
43. Changed Jem'Hadar Training Complex I - III Facility image to 313
44. Changed Founders Shrine I - III Facility image to 320
45. Changed Cloning Facility I - III Facility image to 324
46. Changed Vorta Administration Center I - V Facility image to 325
47. Changed Ketracel White Facility I - III Facility image to 308
48. Changed R&D Complex I III Facility image to 385
49. Changed Political Center I - III Facility image to 384
50. Changed Cardassian Central Command I - III Facility image to 379
51. Changed Cardassian Military Academy I - III Facility image to 387
52. Changed Remote Power Station I - III Facility image to 386
53. Changed Obsidian Order Center I - V Facility image to 380
54. Changed Labour Camp I - III Facility image to 388
55. Changed Breen Intel Center I - III Facility image to 351
56 Changed Breen Military Academy I - III Facility image to 353
57. Changed Breen Science Academy I - III Facility image to 354
58. Changed Atmospheric Modification Plant I - III Facility image to 356
59. Changed Breen Central Command I - III Facility image to 306
60. Changed Labour Camp I - III Facility image to 389
61. Changed Organic Extractor I - III Facility image to 323
62. Changed Planet Regenerative Shielding I - V Facility image to 390
63. Changed Drone Maturation Chamber I - V Facility image to 391
64. Changed Research Nexus I - III Facility image to 392
65. Changed Resource Nexus I - III Facility image to 393
66. Changed Intelligence Nexus I - III Facility image to 394
67. Changed Drone Programming Center I - III Facility image to 395
68. Changed ConVersion Complex I - III Facility image to 396
69. Changed Terrasphere Complex I - III Facility image to 397
70. Changed Planetary Bioelectric Field I - V Facility image to
71. Changed Description of Drone Programming Center I - III
72. Changed Bio-reclamation Complex I - V Facility image to 399
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  #1907  
Old March 2nd, 2004, 12:38 PM
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Default Re: STM "Final v1.7.5" Discussion

I am running into a problem. In my current test game everyone that I have encountered has declared war upon me. I am in 5th place playing against 5 AI races, and the rest of the 20 are neutrals.

Of the four neutrals I have encountered, only one is an ally, the others have declared war upon me.

I have encountered the Federation, Klingons, and Ferengi and they all have declared war upon me.

I have honorable selected as demenior, so I am confused as to why the AI's are being so hostile.

Do any of you know of a way to prevent instant hostilities? What files would I need to mod, and in what way would I need to mod them?

Thanks.
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  #1908  
Old March 2nd, 2004, 01:18 PM
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Default Re: STM "Final v1.7.5" Discussion

Beta Testers, 1.5.9 is ready for play testing if your up for it. Check you email for the link to download it.

Also please read the email and if you feel like it, please respond to the questions.

The latest patch does include all of the new facilities so you won't have to download them seperately.

The upload should be done by 4:30 am PST
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  #1909  
Old March 2nd, 2004, 04:21 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Sabin:
I found some information about the Space Monsters aspect, Atrocities.(Devnull MOD Version.)

* Space Monsters (This is an attempt to add Space Monsters to SE4 by modding. The Space Monsters are basically just a normal AI. However they do have their own tech tree with special hulls, components and facilities. They do not colonize and expand their empire, but operate from hidden invisible home planets.)
Please note, the Monsters form an incredible challenge in a game (the AI is highly offensive, and the monsters have some nasty abilities). Use with caution in multi-player games, as they can (and have) completely wiped out starting empires.

It seems to me that if the Space Monsters and similar items are going to be added, some special smoke & mirrors, among other things, may have to be added. However, the pay-off may be very significant if done right.
I remember playing a couple of games with the Devnull Mod and it was a bLast defending against the random encounters. Can't remember if the TDM utilized this as well. This would be a great idea for the STM mod.

This is just an idea but make their hull designs all different according to ship size. "Probe" is a destroyer, "V'Ger" a battleship, "Nexus" a dreadnaught.

I can't quite remember how the Devnull Mod made these work, but it was effective. Just substitute the monster images with Star Trek images and rework the monster components a bit to add more zing.

Or instead of ship damaging weapons for all the monster AI creation files incorportate the Stellar Weapons or WMD for them, nebula makers, planet destroyers, warp point openers or closers. Is there a weapon that can effect population moral. Organinc plague weapons ect...

Another idea for the monster AI would be to have their research focus heavily on intelligence so they could drop those nasty intelligence projects on empires at random.
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  #1910  
Old March 2nd, 2004, 04:31 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
Beta Testers, 1.5.9 is ready for play testing if your up for it. Check you email for the link to download it.

Also please read the email and if you feel like it, please respond to the questions.

The latest patch does include all of the new facilities so you won't have to download them seperately.

The upload should be done by 4:30 am PST
Atrocities, I received a "url not found error" when I tried to download the 1.5.9 beta form the link in my email. Did I miss the time window?
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