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August 13th, 2003, 06:52 AM
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Corporal
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Join Date: Nov 2002
Location: Vancouver, Canada
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
* Federation frigate requires level 4 not 2 as expected (This is not a bug, it is how Kwok has originally planned it since this ship gains access to the Defiant mount. (Very powerful)
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I think you may be mistaken the Frigate for the Escort. The Escort has access to the Defiant mount. Very small by powerfull.
As it stands now, the frigate is available with the light cruiser which doesn't make any sense to me.
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August 13th, 2003, 06:53 AM
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Corporal
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Location: Vancouver, Canada
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Re: STM "Final v1.7.5" Discussion
OK, thought I might post this here and see if I get any feedback! This weekend I downloaded Atrocities/Capt Kwoks star trek mod and played a couple of quick games to get use to the mod. Playing the Federation it certainly felt like Star Trek. But there is only one problem... didn't feel right having the Borg start right next to me or the Breen. So, I dug out Star Charts and spent the day working on a map. It is a little rough but I had a lot of fun playing on it so I thought I would post it for others to try.
Now I warn you, it's rough and many systems are yet in place. The Federation, Romulan, Klingon and Cardassian core systems are in place and all races have correct starting locations. If you like it and would like me to continue working on it let me know.
How to use the map:
First, download it from
Star Trek Map
and install it in your map directory.
Then select a new game and select this map [startrek.Map] in quadrant configuration.
Add existing races in the following order:
1- Federation
2- Klingon
3- Romulan
4- Cardassian
5- Ferengi
6- Tholian
7- Breen
8- Dominion
9- Borg
10 8482
The map features many popular systems from Star Trek, natural neutral zones, and the Bajoran wormhole.
Now, because I wanted to play the Federation, a Federation bias may be present and I focused on the Federation core.
Setup and Play Tips:
Basic setup: One planet start, average, med tech level, med tech cost.
Also restricted colonizing to home planet type under games settings so that most races don't colonize ice and gas giant planets.
Also I didn't try it with minor races or computer generated empires so chosing these options probably will affect balance.
Lastly, if you play the Fed, your advatage is colonizing cannon worlds like Beta Rigel (south east of Sol) and Deneb Kaitos (west of Sol). Hold these and you'll have a chance at winning.
And colonize Vulcan asap as you'll get a prize for doing so.
This map took a couple of days to make so I won't be improving on it much UNLESS there is a demand for such a thing.
Have fun!
P.S. First 2 games had first contact/short war with Romulans just like Star Trek history.
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August 13th, 2003, 06:59 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Atrocities:
Federation frigate requires level 4 not 2 as expected (This is not a bug, it is how Kwok has originally planned it since this ship gains access to the Defiant mount. (Very powerful)
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Not quite. The typical frigate in the original mod was available with Level 1 Ship Construction. The Defiant also only required Level 1 Ship Construction, but needed some other much more advanced techs before it was available for construction, i.e. pulse phasers, advanced military science etc...
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August 13th, 2003, 07:28 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: STM "Final v1.7.5" Discussion
Structural Integrity Fields are rather impotent... I suggest going with the orignal values Kwok came up with.
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August 13th, 2003, 06:46 PM
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Sergeant
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Location: Sandy, Oregon
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Re: STM "Final v1.7.5" Discussion
Thanks Userx, for the star trek map, enjoying playing it right now.
Is there a way that the AI research can be customize for each race? I am not a programmer, but I did assistance with B5 mod by play-testing a few of the races and email a list of research items in order that they should be researched, the B5 mod game designer/programmer, Then the programmer would encode that list into each race AI file somehow.
This should improve the AI and focus on it's race research special items and improve the race's ship design, with they special weapons/etc.
That my two cent worth, anyway
Lighthorse
__________________
Oh man, why do you have to hit me with those negative waves so early in the morning..
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August 13th, 2003, 08:53 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: STM "Final v1.7.5" Discussion
Yes, any AI can be programmed do research different areas etc...
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August 13th, 2003, 10:15 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: STM "Final v1.7.5" Discussion
You really need to do something about ships with a Warp Drive and no impulse engines having no strategic movement... I just designed a transport with 1 impulse engine, giving 1 mp, and then a warp drive, for 7 mp, but it has 0 movement. 
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August 14th, 2003, 12:20 AM
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Second Lieutenant
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Join Date: Sep 2001
Location: Vancouver WA
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Re: STM "Final v1.7.5" Discussion
Oh for the love of God!
This is directed at Fyron and Kwok.
Hey guys, gently putting it, where the hell were you guys when he needed your in put back in June? Excuse me for being the one to say this, no offense intended, but you can at least thank him for doing what he has done. Every time a bug was reported, Atrocitied worked on fixing it as quickly as he could. Perhaps I am misreading the tone of your Posts, but it seems like they are more caustic than they should be.
Granted the mod needs help, what mod doesn't? I think the information you posted is helpful and right on the money, but you can be a bit more diplomatic about it.
IIRC Atrocities did the work on this mod because so many people wanted a Star Trek mod, and had been waiting for a good long while for one. No one seemed to like his AST mod so it was only natural for him to want to try and make another mod. One that was more fitting to the nature of Star Trek. Why I don�t know, I would not have bothered with it.
I remember back when he was beta testing the mod, he commented that he only received a few, very few IIRC, feedback emails.
I for one am grateful that he has taken the time to work on this fricking mod despite the lack of support, and the constant negativeness that seems to be prevalent in this thread, he has endeavored to please. I would not blame him if he said to hell with it and washed his hand of the affair.
If your going to offer feedback, great, it is needed to make any mod better, but for the sake of the guy who has to do the work, be a bit more civil.
[ August 13, 2003, 23:27: Message edited by: CNCRaymond ]
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August 14th, 2003, 01:19 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: STM "Final v1.7.5" Discussion
Raymond:
Whaaaa-t??? (In my best Jon Stewart impression!)
I'm not sure how you get caustic from my Posts, maybe Fyron is his usual abrasive self, but I was merely responding to a little error in one of Atrocities' statements about how I had set up the ship construction. No big deal, It wasn't like I was saying his way was stupid, or what that he was an idiot for posting something that was incorrect.
Geez!
[ August 14, 2003, 02:22: Message edited by: Captain Kwok ]
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August 14th, 2003, 02:52 AM
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Corporal
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Join Date: Nov 2002
Location: Vancouver, Canada
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Lighthorse:
Thanks Userx, for the star trek map, enjoying playing it right now.
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Thanks Lighthorse. Very glad to hear that. Let me know how your game turns out on it.
Actually, who are you playing?
As for improving AI for race specific techs, I suspect that's what Atrocities and others will be working on over the next few months. It's alot of work.
[ August 14, 2003, 01:53: Message edited by: userx ]
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