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October 29th, 2003, 04:11 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
This is the problem with both the Federation and the Romulans. Neither one will design a colony ship until about turn 22. After that they design, build, and use them quite well but its to late. The other AI's have a huge head start.
HELP.........
It appears to be a research issue, but all races start with access to Warp Drive I. So yes they have access to a warp drive, but they don't design ships to use it.
I have copied over design files from other races and still there is a wait. It has to be a research issue of some kind that the other races do not have.
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October 29th, 2003, 04:21 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Ok, it is not a research issue.
Both the Federation and Romulans both designed a colony ship on turn 21.
They were both researching warp technology 1, but neither had completed it. They were in the middle of researching it and were only researching one time at a time.
No the answer has got to lay else where.
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October 29th, 2003, 05:15 AM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Well this it interesting. As noted in your other thread the AI does not seem to like designing ships over 500kt till turn 21. I guess this is the same problem you saw when you said the AI wouldn't design ships bigger that light cruiser.
I just ran a test with a full tech start. The Federaion seem to design new ship every 10 years. At turn 21 the first ship over 500kt was designed. Turn 32 and other new design. (although with no new tech it was actualy the same heavy cruiser) Then on turn 41 it designed Juggernaughts.
So I guess the mod has no problems so long as any ship you expect the AI to build early is 500kt or less.
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October 29th, 2003, 05:25 AM
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Re: STM "Final v1.7.5" Discussion
Check the maximum allowed tonnage in various game starts in the AI files.
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October 29th, 2003, 05:27 AM
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Re: STM "Final v1.7.5" Discussion
on the other hand, my mod allows battleships, dreadnoughts and baseships right away. that's going to severly limit any ai.
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October 29th, 2003, 05:40 AM
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Imperator Fyron:
Check the maximum allowed tonnage in various game starts in the AI files.
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DOH!! Well that explains it.
From the Federation AI_settings.txt
Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0
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October 29th, 2003, 06:05 AM
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by narf poit chez BOOM:
on the other hand, my mod allows battleships, dreadnoughts and baseships right away. that's going to severly limit any ai.
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Only if you don't edit the AI files. 
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October 29th, 2003, 06:10 AM
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Re: STM "Final v1.7.5" Discussion
if i don't edit the ai, it's definitly going to be limited - unless someone else edit's it. and those value's would certainly help.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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October 29th, 2003, 07:47 AM
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by DavidG:
quote: Originally posted by Imperator Fyron:
Check the maximum allowed tonnage in various game starts in the AI files.
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DOH!! Well that explains it.
From the Federation AI_settings.txt
Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0 Ya I stumbled onto this as well. What would a value of 0 do if set in all size Tonnage?
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October 29th, 2003, 08:02 AM
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Re: STM "Final v1.7.5" Discussion
Here is what I have thus far for the next patch.
I am still play testing the mod, and appreciate any bug reports posted or emailed to me.
==================================
Star Trek Mod v1.3.0
==================================
1. Fixed Spelling error in name Impulse Engine IV
2. Changed Shuttle alternate image from shuttle to FighterLarge
3. Changed Borg Plasma Projector I - III family from 2009 to 2109 to stop conflict with borg ripper beam
4. Changed Tonnage Space Taken from 15 to 20 for Emissive Armor I
5. Changed Tonnage Space Taken, and Tonnage Structure for Shield Generator I from 30 to 40
6. Changed Tonnage Space Taken on Computer Virus I - II to 30
7. Fixed Plague Bomb I was named incorrectly and had the wrong General Group (Thanks TNZ)
8. Added Requirement Torpedo Weapons 4 to all Races Torpedo Weapons.
9. Fixed Level requirement error in Breen Organic Extractor II
10. Fixed Masking issues with Components BMP (Mini)
11. Removed Extra Medical Facilities I - III (Duplicated)
12. Fixed Small Anti - Matter Torpedo I - III had ferengi weapons as family name instead of weapons
13. Fixed Issue with Romulan and Federation not designing colony ships early in game. (Thanks TNZ)
14. Added (As a test) the AI_Construction_Units file from the TDM Race UnitedFlora AI by Rollo
15. Changed Romulan Design Construction file slightly to facilitate the design of units early in the game
==================================
Star Trek Mod v1.2.9
==================================
1. Fixed Most of the Captain I had the wrong Tech Level requirement.
2. Changed Laser Beam I - V weapon family from 2000 to 2333 to prevent conflicts when upgrading
3. Fixed Tholian Armor I - IV now have the same requirement (Tholian Armor) as Tholian Armor V
4. Changed Dreadnought size for General Races from 1000 to 1200
5. Added Race mounts for 8472, Breen, Cardassian, Ferengi, General, and Romulan races.
6. Fixed Dominion Founder Shrine II was listed under Religious Technology and not Dominion Technology
7. Fixed Ferengi Mini Anti-Proton Beam I - III did not have the correct beam number was 17 now 16
8. Changed Description of Component Structural Integrity Field I - V
9. Changed Description of Component Phased Energy Cannon I - X
10. Changed Mineral cost of Phased Energy Cannon I - X from 300 to 50
11. Adjusted The cost and Tonnage of all Disruptors
12. Fixed Spacing errors in SystemNames
13. Fixed Level requirement error for Dominion Small Polaron Beam III
14. Changed Cardassian Bio Weapon in TechArea from Weapons Technology to Cardassian Technology
15. Fixed Errors in Federation Design Creation file
16. Changed Damage Points To Kill One Population from 10 to 50
17. Added Five negative point racial traits
18. Updated Splash Screen
19. Updated Component/Weapons families file
20. Updated Comments
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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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