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October 17th, 2004, 02:59 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: The Star Trek Mod - Final Update
Quote:
This bug was fixed a while ago. Look at the Colony Ship designs in the AI Design Creation files.
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It's semifixed. Now Rock AI designs and builds Gas and Ice colonisers without ice and gas colony modules from start.
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October 17th, 2004, 03:20 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: The Star Trek Mod - Final Update
So they do... I guess I need an AI trait now...
edit: Problem solved.
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October 17th, 2004, 03:59 PM
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Major
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Join Date: Jan 2004
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Re: The Star Trek Mod - Final Update
Just found an interesting game feature. Probably it's a well know for others.
Empire setup: enviroment - Rock; adv. traits - Gas world natives (yes, it was my mistake)
Game started. Now go to research screen, and voila! - "Rock Planet Colonisation - Gas Natives" tech is already researched. Nice protection against my stupidity
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October 17th, 2004, 07:58 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 - Final Update
Thats funny
__________________
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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October 17th, 2004, 08:29 PM
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Shrapnel Fanatic
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Re: The Star Trek Mod - Final Update
Ok the beta for 1.8.0 is ready. I will PM or email you the download link.
Please keep playing as normal using the recommended settings listed in the "Before You Play" document.
Please pay close attention to the new propulsion system, and watch for any illegal designs by the AI.
Please keep an eye out for any discriptions that can be improved or spell checked.
Quote:
Star Trek Mod v1.8.0 - CURRENTLY UNDER DEVELOPMENT - NOT YET RELEASED
1. Added DS9 ship set
2. Added DS9 STM AI files
3. Changed Images for Borg Monster Components
4. Added Some ASCII Art Work to a few files.
5. Added Warp Core V - X
6. Added Quantum Singularity Drive V - X
7. Added Borg Warp Drive IV - X
8. Added Warp Nacelle II - V
9. Added Supply Storage ability to Warp Core I - X
10. Added Supply Storage ability to Quantum Singularity Drive I - X
11. Added Supply Storage ability to Borg Warp Drive I - X
12. Changed Removed Supply Storage ability from Warp Nacelle
13. Changed Warp Technology Tech level from 5 to 10
14. Changed Adv. Warp Technology requirment from Warp Technology 5 to Warp Technology 10
15. Added Supply Storage ability to Transwarp Drive I - III
16. Changed Minor adjustments to images for Warp Core I - X
17. Changed Minor adjustments to images for Quantum Singularity Drive I - X
18. Changed Minor adjustments to Impulse Engine I - V supply Storage ability amounts
19. Changed Image for Transwarp Drive I - III
20. Added Tech requirement of Warp Technology to Warp Nacelle II - V. (1,4,7,10)
21. Changed Supply usage rates for Warp Core I - X
22. Changed Supply usage rates for Quantum Singularity Drive I - X
23. Changed Supply usage rates for Borg Warp Drive I - X
24. Changed Supply usage rates for Transwarp Drive I - III.
25. Changed Movement Generation bonus for Warp Core I - X (1,1,2,2,3,3,4,4,5,5)
26. Changed Movement Generation bonus for Quantum Singularity Drive I - X (1,1,2,2,3,3,4,4,5,5)
27. Changed Movement Generation bonus for Borg Warp Drive I - X (1,1,2,2,3,3,4,4,5,5)
28. Changed Movement Generation bonus for Transwarp Drive I - III (6,7,8)
29. Changed Modified all races Research files to reflect increase in Warp Technology levels
30. Changed Set all ship designs in Vehicle Size file to Engines Per Move of 2 (or 3 in larger ships) with max
engines of 2 (max engines of 3 in larger ships)
32. NOTE Warp Scale:
Warp Core I + 2 Warp Nacelle I = Movement of 2
Warp Core II + 2 Warp Nacelle II = Movement of 3
Warp Core III + 2 Warp Nacelle II = Movement of 4
Warp Core IV + 2 Warp Nacelle III = Movement of 5
Warp Core V + 2 Warp Nacelle III = Movement of 6
Warp Core VI + 2 Warp Nacelle III = Movement of 6
Warp Core VII + 2 Warp Nacelle IV = Movement of 8
Warp Core VIII + 2 Warp Nacelle IV = Movement of 8
Warp Core IX + 2 Warp Nacelle IV = Movement of 9
Warp Core X + 2 Warp Nacelle V = Movement of 10
TransWarp Core I + 2 Warp Nacelle V = Movement of 11
TransWarp Core II + 2 Warp Nacelle V = Movement of 12
TransWarp Core III + 2 Warp Nacelle V = Movement of 13
31. Fixed Error in Borg Monster Research file. Borg Monsters will now research
32. Changed Cost of Miniaturization Experts from 1000 to 1500
33. Changed Bonus of Miniaturization Experts from 120% to 150%
34. Added AI Tag 05 (Impulse Engines) to all major ship designs in all races Design Creation files.
35. Changed Pirate Slave Labor Camp I - III family number to match Monolith (To promote AI to use)
35. Changed Pirate Space Dock I - III family number to match Construction Yard (To promote AI to use)
36. Changed Pirate Research Center I - III family number to match Research Center (To promote AI to use)
37. Changed Pirate Intelligence Center I - III family number to match Intelligence Center (To promote AI to use)
38. Updated Installation file with new Shrapnel Forum Star Trek Mod Discussion LINK.
39. Changed Impulse Engine I - V bitmap images.
40. Fixed Issue with all races Infantry technoolgy being seen by all races in the reseach que.
41. Added Armor Skipping Mine I - III
42. Added Weapon Destroying Mine 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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October 18th, 2004, 12:05 AM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: The Star Trek Mod - Final Update
Miniaturization Experts trait says that it will increase planet storage by 50%, but it will increase it by 25% only.
Code:
Value 1 := 25 (should be 50)
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October 18th, 2004, 12:16 AM
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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 - Final Update
Thanks.
I also ran into an illegal design problem that I cannot find a work around for. The AI when designing fighters (SHuttles) after the first turn load them with RIFLES, a TROOP only weapon with a limit of ONE per Troop.
Two things wrong here, first a FIGHTER ( shuttle ) should not be able to access this component, RIFLE, and second it should not be able to use more than one but it is.
Now human players will not be able to use RIFLE on shuttles so why is the GD AI doing it? I have tried everything short of craking the code and re-writing the software from scratch.
To see what I am talking about simply start a game, set the Minister to do design, and run one turn. Then look at the UNIT designs, fighter. You will see that it has added component RIFLE instead of the legal component of small phaser.
__________________
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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October 18th, 2004, 12:28 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: The Star Trek Mod - Final Update
Do they have the same weapon family values? If so, you must change them.
The AI is notorious for ignoring restrictions. It never pays any attention to restrictions such as Only X Per Vehicle, the only 1 bridge per ship limit, etc. These rules only apply to humans... Also, I have noticed that troops often use fighter-only components if they are the best. Some sort of bug exists in the AI design routines that it thinks that fighter-only components are valid on troops, and vice versa. This has also happened sometimes with weapon platform designs using ship-only components... Every time it was due to overlapping family numbers.
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October 18th, 2004, 12:32 AM
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Major
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Join Date: Jan 2004
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Re: The Star Trek Mod - Final Update
Quote:
Atrocities said:
Thanks.
I also ran into an illegal design problem that I cannot find a work around for. The AI when designing fighters (SHuttles) after the first turn load them with RIFLES, a TROOP only weapon with a limit of ONE per Troop.
Two things wrong here, first a FIGHTER ( shuttle ) should not be able to access this component, RIFLE, and second it should not be able to use more than one but it is.
Now human players will not be able to use RIFLE on shuttles so why is the GD AI doing it? I have tried everything short of craking the code and re-writing the software from scratch.
To see what I am talking about simply start a game, set the Minister to do design, and run one turn. Then look at the UNIT designs, fighter. You will see that it has added component RIFLE instead of the legal component of small phaser.
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It doesn't matter for AI. You need to change weapon families for rifles etc. Rifles and Shuttle Phasers share same weapon family (Weapon Family := 100). Change Rifle's weapon family to another one to fix it. And don't worry about human players - it's AI only trick.
ps: nice ascii ship
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October 18th, 2004, 12:35 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: The Star Trek Mod - Final Update
Quote:
aiken said:
ps: nice ascii ship
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ASCII ship? What a copycat. j/k
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