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July 14th, 2003, 07:07 AM
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Sergeant
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Location: Sandy, Oregon
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Re: STM "Final v1.7.5" Discussion
There what I got so far by turn 61 in STM as the Borgs.
Enjoy the look and feel of star trek in this mod, nice work, it adds a lot to the game.
Still need to finish some of those bmp files/pictures yet. Do you want me to keep track of which bmp pictures that are missing?
Got a problem with the Vulcan Society as it is control by AI, keep getting unknown value "Phased energy weapons"/twice and " specical technology"/once during each turn cycle.
Reviewed all the ninteen empires on turn 61, some were doing OK, something to write home about and others were just sitting there.
Need to program the AI empires to expand out fast, most never left they system by turn 61!
They were all doing a good work of moving the populations to new colonies, blocking warp holes with satillites.
They all had no problems having rersources, with resources stockpiles, normal 50K to 90K range.
They didn't launched they planetary satillites and/or mines sometimes. they would put some satilltiles up, but there be more sitting on the ground/planet.
I really like the limited range/fuel/warp core for spaceships. Its makes for a better strategy game. No longer can a single scout ship ranged all out the galaxy early in the game. But now you must plan and fight it out for those critical systems, build advance star bases, and refueling points. Thus you must push back your enemies forces, capture his planet bases, before driving deeper into his empire. Just like in the Star Trek movies.
Here a suggested for the AI empires, force them to expand out into a new system every 10 turns or so during the first part of the game. Colonizes planets they go.
Lastly I set the my game for many AI players, diffcurtly high and AI gets a small bonus. Player could only colonize breathable atmosphere, didn't allow surrenders or ruins.
Having fun, good mod.
Lighthorse
PS, sorry, but I didn't have time to correct my spelling.
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July 14th, 2003, 07:16 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Lighthorse:
There what I got so far by turn 61 in STM as the Borgs.
Enjoy the look and feel of star trek in this mod, nice work, it adds a lot to the game.
Still need to finish some of those bmp files/pictures yet. Do you want me to keep track of which bmp pictures that are missing?
Got a problem with the Vulcan Society as it is control by AI, keep getting unknown value "Phased energy weapons"/twice and " specical technology"/once during each turn cycle.
Reviewed all the ninteen empires on turn 61, some were doing OK, something to write home about and others were just sitting there.
Need to program the AI empires to expand out fast, most never left they system by turn 61!
They were all doing a good work of moving the populations to new colonies, blocking warp holes with satillites.
They all had no problems having rersources, with resources stockpiles, normal 50K to 90K range.
They didn't launched they planetary satillites and/or mines sometimes. they would put some satilltiles up, but there be more sitting on the ground/planet.
I really like the limited range/fuel/warp core for spaceships. Its makes for a better strategy game. No longer can a single scout ship ranged all out the galaxy early in the game. But now you must plan and fight it out for those critical systems, build advance star bases, and refueling points. Thus you must push back your enemies forces, capture his planet bases, before driving deeper into his empire. Just like in the Star Trek movies.
Here a suggested for the AI empires, force them to expand out into a new system every 10 turns or so during the first part of the game. Colonizes planets they go.
Lastly I set the my game for many AI players, diffcurtly high and AI gets a small bonus. Player could only colonize breathable atmosphere, didn't allow surrenders or ruins.
Having fun, good mod.
Lighthorse
PS, sorry, but I didn't have time to correct my spelling.
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Thank you for this bug report.
I have a fix for the Vulcans that you can do right now. Open the RaceNeutral Folder, Folder 10, and delete the Research.text. That file should not have been in there.
About the missing bmps? There should not be any missing. If they are not being displayed then it might be that I have put down the wrong number.... OMG... You just saved me a bunch of error reports. I have to go through all of the components and give them the new bmp numbers. Thanks. But yes, please keep a list of the missing BMPs as they may not be connected correctly.
The expanding issue I agree with, but lack the knowledge base on how to improve the AI expansion. That I will need help on.
The game does not have any EMP files as things change and I would have to constantly be making new EMP files so I opted not to do them until the fine beta Version.
Again thank you very much for this info.
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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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July 14th, 2003, 07:48 AM
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Sergeant
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Join Date: May 2002
Location: Sandy, Oregon
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Re: STM "Final v1.7.5" Discussion
Thanks for the fast reply.
There only one missing bmp file I could find was for the Borg, facilities 120.bmp file. I need to start keeping track of everything else I find during the game. The problem was I didn't want to slow down to take notes as I was playing. Thanks for the fix for the Vulcans.
Lighthorse
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July 14th, 2003, 08:22 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
No problem. The missing images I am very interested in. Thanks again for the bug report.
Here is what we have so far.
Star Trek Beta v0.9.1
1. - Added: EmperorNames.txt
2. - Added: EmpireNames.txt
3. - Added: EmpireTypes.txt
4. - Updated: Components Image Mod to 1.14 (thank you Fyron)
5. - Updated: New Componets to work with Components mod 1.14
6. - Changed: Monolith I - III from 1500, 1700, 1900, to 500, 700, 900 resources generated per turn.
7. - Changed: Bussard Collector Supplies Generated from 100 to 50.
8. - Updated: The Fyron Quadrant Mod to FQM Delux 2.4
9. - Modified: FQM Delux to not use extra nebula bmps (keeps the size of the over all mod down.)
10. - Fixed: Misspelling of Cardassian_Portrait_BattleCruiser
11. - Changed: VehicleSize.txt Federation Escort tonage from 200 to 240
12. _ Fixed: CompEnhancement.txt Defiant and BOP mounts now work
13. - Removed: Research.txt from Neutral Race 10. (Vulcans)
14. - Corrected: All new components now have corrected new BMP numbers
15. - Changed: Impulse Engine I BMP from 10 to 8
16. - Changed: Impusle Engine II BMP from 10 to 9
17. - Changed: Impusle Engine V BMP from 25 to 26
18. - Changed: Bussard Collector BMP from 8 to 335
19. - Changed: All Warp Core images now have seperate looking BMP's
20. - Changed: Ram scoop I - III BMP image from 128 to 37 (Will change later to new custom made image)
I have a big to do list. I will need to work on what TNZ has suggested about making the AI use more beam weapons, make new images for many of the custom coponents, tweak the research.txt's, find and address all missing bmp images, work on making the AI expand better under the mods limitations, and organize the Components into a better order.
With any luck, and a lot of work, the Star Trek Mod will be out by the end of the month or early August.
[ July 14, 2003, 08:14: Message edited by: Atrocities ]
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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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July 14th, 2003, 10:24 AM
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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
Since it is impossible to add a new component requirement to the Vehicle Size Data File why not take over one it has already i.e. the requirement for Life Support.
[ July 18, 2003, 04:23: Message edited by: TNZ ]
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July 14th, 2003, 12:20 PM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
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Re: STM "Final v1.7.5" Discussion
Would there be any interest in collecting ST sounds to spice up the mod? I have about a dozen or so that I downloaded for my own personal homegame/"mod" - I could post them to my website later today.
We could even declare a "ST Sound WWW Scavenger Hunt"... 
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July 14th, 2003, 09:52 PM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
TNZ, the problem with that is that it still acts like a life support component, so losing it drops ship movement down to 25%.
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July 14th, 2003, 09:56 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Imperator Fyron:
TNZ, the problem with that is that it still acts like a life support component, so losing it drops ship movement down to 25%.
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Wouldn't that be an appropriate result of losing Engineering?
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July 14th, 2003, 10:00 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: STM "Final v1.7.5" Discussion
And you can always give the hull a built-in lifesupport ability if you don't want to reduce speed.
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July 15th, 2003, 12:13 AM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
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Re: STM "Final v1.7.5" Discussion
Grab bag of Trek sound wavs (weapons, computer sounds)
1058220770.zip
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