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November 1st, 2003, 06:08 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
I am having a problem. It would appear that AI's designing ships later in the game, such as dreadnoughts, are not putting enough engines on them to give then any movement points.
They are putting the minimum number on them, but for some reason they will not add more. The ships bassically are well designed bases.
Any thoughts on who to over come this problem?
I am thinking that I might have to revamp the entire propulsion system to one simular to AST or back to standard. I would not like to do this.
The AI must be set to add enough engines to ALL of its designs to give them movement points.
Perhaps if I changed the settings in the vehicle size file so that dreadnoughts .... no that would not work because other mods don't have this problem and they have much more complicated propulsion systems thant this mod.
HELP please.
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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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November 1st, 2003, 09:43 AM
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Lieutenant General
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Re: STM "Final v1.7.5" Discussion
AFAIK, AI uses only "min. number of engines" when designing ships. The second number is not used at all. If you have different hulls with different number of engines, the best way is to setup separate ship design entries with defined hull size and appropriate number of engines. Take a look on Proportions or AIC design files.
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November 1st, 2003, 10:33 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Thanks Oleg, that is a great idea.
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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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November 1st, 2003, 01:28 PM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Lighthorse:
ported by Mottlee
It would appear that up grading from 128 to 130 the save games still work out, I have not found any problem after doing this as of yet
I found the same to be true with my game
Lighthorse
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I think you guys got lucky. I'm pretty sure this change: 11. Removed Extra Medical Facilities I - III (Duplicated) will screw up some save games. Any facilites you have built that were after the removed facilities in the txt file will be wrong.
Most of the changes didn't invlove added or removing componets, facilites or vehicles so save games should mostly work. Although you might find a few invalid ship designs if your components size was increased in the new Version
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November 1st, 2003, 01:41 PM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Are you still looking for minor bugs?
Well I'm not sure if this is a bug. It may be intentional so this is just my 2 cents worth but it seems to me the size of of anti-matter torpeados and Photon torpeados doesn't make sense. Anti-Matter Torp V is 15kt and does 50 damage up to range 6. The photon which is an upgrade of the Anti Matter Torp extends this range to 8 however it also doubles in size to 30kt. One weapon of range 8 doesn't seem like an upgrade to me of 2 weapons of range 6.
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November 1st, 2003, 09:32 PM
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Colonel
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
I am having a problem. It would appear that AI's designing ships later in the game, such as dreadnoughts, are not putting enough engines on them to give then any movement points.
They are putting the minimum number on them, but for some reason they will not add more. The ships bassically are well designed bases.
Any thoughts on who to over come this problem?
I am thinking that I might have to revamp the entire propulsion system to one simular to AST or back to standard. I would not like to do this.
The AI must be set to add enough engines to ALL of its designs to give them movement points.
Perhaps if I changed the settings in the vehicle size file so that dreadnoughts .... no that would not work because other mods don't have this problem and they have much more complicated propulsion systems thant this mod.
HELP please.
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Found this also but thought it was for a defencive type they will move then
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Kill em all let God sort em out
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November 1st, 2003, 11:30 PM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
Ay Carumba!!! There is a planet on the Star Trek Map one system from Romulus that has a mineral value of 991%. Is this intentional? It strikes me as a typo that can seriously unbalance the game play.
Edit: Made a typo spelling typo
[ November 01, 2003, 21:34: Message edited by: DavidG ]
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November 2nd, 2003, 02:07 AM
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Corporal
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Re: STM "Final v1.7.5" Discussion
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November 2nd, 2003, 02:59 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by DavidG:
Are you still looking for minor bugs?
Well I'm not sure if this is a bug. It may be intentional so this is just my 2 cents worth but it seems to me the size of of anti-matter torpeados and Photon torpeados doesn't make sense. Anti-Matter Torp V is 15kt and does 50 damage up to range 6. The photon which is an upgrade of the Anti Matter Torp extends this range to 8 however it also doubles in size to 30kt. One weapon of range 8 doesn't seem like an upgrade to me of 2 weapons of range 6.
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good point.
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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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November 2nd, 2003, 06:01 AM
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Sergeant
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Re: STM "Final v1.7.5" Discussion
I was looking at the happiness data file for the Star Trek Mod. I noticed all the happiness types seem to be a bit on the angry side. So I decided to try making new ones, one for each races.
[ November 03, 2003, 10:39: Message edited by: TNZ ]
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