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January 7th, 2006, 12:27 PM
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Sergeant
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Join Date: Sep 2003
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Masters Mod v1.1 update released
I tried to load the mod, but it keeps saying music files missing and then when I click Close, I only have the credits and quit game button.
what can I do :S ?
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February 11th, 2006, 01:27 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Re: Masters Mod v1.3: Foundation and Masters updat
A great mod it is.
Quote:
Urendi Maleldil said:
The AI is based on AI from the TDM Modpack.
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I'd like to see all of the TDM races "mastered". What has to be done to accomplish this? Is it just AI general that has to be tweaked for the races? NM.
Some of the costs seem to be too high. Psy masters for example, I would always prefer the traditional Psycho trait if there are 1500 pts. to spend. Psy masters don't have any new components as far as I can see; This is more a 500 pt. trait I think. Not yet sure about the rest, but there should be a balance between the racial trait that reflects advantages in components/facilities and others. Otherwise it would not be a chosen trait.
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March 9th, 2006, 05:47 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Masters Mod v1.3: Foundation and Masters updat
Coming Soon:
Masters Mod v1.5: Where No Master Has Gone Before
It contains about a million bug fixes and enhancements, a few new races, plus one new racial trait. I'll leave it to you guys to try and figure out what it is.
Just a few minor tweaks left. I'll try and upload it tomorrow.
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March 10th, 2006, 05:03 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Masters Mod v1.5: Where No Master Has Gone Before
Download: Masters Mod v1.5: Where No Master Has Gone Before
Numerous additions and bugfixes. The biggest additions are the new Trek Masters trait and the Federation, Borg, Klingon and Romulan races by Atrocities. See the Masters Mod readme for the complete changes.
Only the Federation and Borg are optimized to use the Trek Masters trait right now (Testing AI takes a looooong time), but I plan to modify the Klingon and Romulan AI's in the next release.
Trek Masters
Your race has mastered the use of technology found in the Star Trek universe. In addition to normal SE4 techs, your race will be able to use powerful weapons like Phasers, Disruptors, and Photon Torpedos to help you crush your enemies, as well as efficient propulsion systems like Warp and Transwarp Drive, and Leaky Shields.
* Warp Engine
* Laser Cannon
* Phaser
* Disruptor Cannon
* Warp Core
* Photon Torpedo
* Quantum Torpedo
* Trek Shield Generator (leaky)
* Multiphasic Shields (leaky)
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March 10th, 2006, 06:17 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
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Re: Masters Mod v1.5: Where No Master Has Gone Bef
Trek Masters? Man, this mod is quickly going downhill...
(wait a second, leaky shields are an *advantage*? I guess when mixed with solid shields they are, since they're basically crystalline armor with shield generation to back them up, but still... )
__________________
The Ed draws near! What dost thou deaux?
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March 11th, 2006, 02:08 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Masters Mod v1.5: Where No Master Has Gone Bef
Leaky shields are completely useless until all solid shields have been depleted.
Mixing the two is inefficient, not beneficial.
__________________
Things you want:
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March 23rd, 2006, 01:02 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.3: Foundation and Masters updat
I re-uploaded the file. Everything's cool.
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March 23rd, 2006, 03:34 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
Thanks: 0
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Re: Masters Mod v1.3: Foundation and Masters updat
I checked last night a few things. I got the image to work by saving as a tiff then sving back to a bmp so it must just be a funny bmp coding. The multiplex problem was with the Sergetti. I also noticed in the facilities text that the gaia facilities atmosphere chage description says 20,19,and 18 turns but the value is at 20,15,and 10. I also noticed the Core mount that fits 10mT ships and bases has the same supply usage as the massive mount, seems really low to me.
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March 31st, 2006, 11:59 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.51
Hey, thanks for the info. I've added the corrections to the next version.
Other than releasing a copy of the Image Mod alongside the Masters Mod, I'm not sure what I could do about the wacky images, since it's a problem just with the Image Mod. That would increase the file size substantially. Not something I want to happen. I'm sure I'll think of something.
Suggestions?
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March 31st, 2006, 12:04 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Leaky shields
In the next version I've updated the Trek Masters leaky shields so they generate fewer shield points than normal shields, but offer more shield generation from damage.
As Suicide Junkie suggested, I modified the AI by using the SGFD ability to call for the shields instead of the normal Shields entry, which would just use the components with the greatest number of shield points. It wasn't nearly as painful a conversion as I thought it would be.
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