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  #1031  
Old June 4th, 2005, 02:21 AM

ScoobGwyn ScoobGwyn is offline
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Default Re: The Star Trek Mod - Final Update

Just an FYI:
While playing 1.9.1.2 tonight, I noticed a Breen minelaying ship built out of a large transport hull (800 kt) with a movement of 1. It had no Warp Core or Impulse engines, just two Warp Nacelles.

More detailed description (in case it's wanted)
1 Master Computer
2 Warp Nacelles
15 Mine Layer components
4 Shields
2 Mine Layer components
4 Point defense guns
1 Breen cloaking device
1 Sensor Array II
1 Combat Sensor
1 Structural Integrity field

in that order.
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  #1032  
Old June 4th, 2005, 04:29 AM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Quote:
Ed Kolis said:
Neither seekers nor fighters are common in Star Trek, but since they're in, it seems to make sense that one could hit the other...
Common is right...but there are always shuttles...and the runabouts are basically really big combat capable shuttles. Then you have the Maquis raider, and the stunt flyers of the academy, and during the dominion war I think there were a few shown on screen...as for seekers...well I would think that a plasma torpedo is a seeker, and then there is that one special photon in ST6.

But I'm an SFB man...and there are a buttload of seekers and fighters...

Kana
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  #1033  
Old June 4th, 2005, 09:16 PM

ScoobGwyn ScoobGwyn is offline
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Another slight anomoly has shown up for the Klingons. The Ion Cannon components I thru IX are Pic Num 1389, where the Ion Cannon X is Pic Num 1417.

Another FYI.

ScoobGwyn
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  #1034  
Old June 4th, 2005, 10:57 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Thanks, will fix
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  #1035  
Old June 18th, 2005, 09:53 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Bump

Quote:
If for any reason you get an error that a back ground bmp will not load, download FQM Delux and copy over all of the system images to your base systems folder in your space empires iv directory.

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  #1036  
Old July 27th, 2005, 11:47 PM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

The next version of the mod will most likely be 1.9.2.4. I have started work on it with the updating of the FQM files. Here is the history for v1913. Not yet released.

Also there is a new Star Trek ship set out, the Terran Empire. It has both stock AI and AI for use with the STM.

Quote:
Star Trek Mod v1.9.2.3

1. Changed - Moved Weapons Of Mass Destruction in the AI_Research file to avoid bottle neck
2. Changed - Added AI Tag 03 (Warp Core) to designs in AI_DesignCreation file to help AI
3. Changed - Federation Battleship now only requires 2 warp nacelles.
4. Changed - Hanger Bay I - III Tech Requirement to Adv Ship Construction (1,2,3)
5. Changed - Modified the Research file to improve resource managment for AI
6. Changed - Modified the Research file to improve AI uses of Cargo Component
7. Changed - Hanger Bay III to Tech Level Requirement to Level IV Adv Ship Construction
8. Changed - Utopia Planitia Shipyard Family Group to Ship Yard
9. Changed - Utopia Planitia Shipyard resource cost - now more cost affective to use
10. Changed - Increased Min/Org/Rad cost for Robo - Miners I - III
11. Changed - Increased Min/Org/Rad cost for Robo - Farmers I - III
12. Changed - Increased Min/Org/Rad cost for Robo - Rad Extractors I - III
13 Changed - Increased Min/Org/Rad cost for Breen Harvester I - III
14. Changed - Increased Min/Org/Rad cost for Federation Particle Fountain I - III
15. Changed - Increased Min/Org/Rad cost for Tholian Rad Extractor I - III
16. Changed - Picture Number of Damage Control I - III to 1904
17. Changed - Picture Number of Personal Shield Generator to 1920
18. Changed - Picture Number of Borg Drone Deflector to 1896
19. Changed - Varethiel Armor I - III Ability 2 from Combat Bonus to Armor
20. Changed - Balanced Emersive Armor ability for all Armor Components
21. Changed - Increased Min/Org/Rad cost of Warrior Warrior Targeting System
22. Changed - Lowered Ability 1 and 2 for all Captain Components
23. Changed - Balacned Ability 1 and 2 for all Captain Components
24. Changed - Lowered Ability 1 Combat To Hit Defense Plus for ECM I - V to (4%,6%,8%,10%,12%)
25. Changed - Lowered Ability 1 Combat To Hit Offense Plus for Combat Sensors I - V to (8%,10%,12%,14%,16%)
26. Changed - Lowered Ability Combit To Hit Offense / Defense Plus for All Sensor Array I - III components
27. Changed - Increased Standard Movement from 2 to 4 for Shuttle Impulse Engine I - IV
28. Changed - Increased Standard Movement from 2 to 4 for Shuttle Thruster
29. Changed - Increased Min/Org/Rad cost of Battlestation
30. Changed - Increased Min/Org/Rad cost of Starbase
31. Removed - Neutral_AI_Research from the Neutral AI folder - Was causing errors
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  #1037  
Old July 31st, 2005, 11:01 AM
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Default Re: The Star Trek Mod - 1.9.1.2 Update Released

BUMP
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  #1038  
Old August 30th, 2005, 06:51 AM
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Default Re: The Star Trek Mod - 1.9.2.4 Update Released

Star Trek Mod Patch Version 1.9.2.4 (9-1-05) 5 Megs
Star Trek Mod Full Version 1.9.2.4 (9-1-05) 29.5 Megs
Star Trek Mod Ai/Data Files Only Version 1.9.2.4 (9-1-05) 3.0 Megs

Quote:
Star Trek Mod v1.9.2.4

1. Changed - Updated FQM files to 1.23 Standard
2. NOTE - Star Trek Maps Will no longer work unless you use ulternate Data File in the MAPS folder
3. Added - Terran Empire Race
4. Added - Alternate Data folder that should allow players to use the maps - READ the Read-me.
5. Changed - Applied FQM Standard FIX for version 1.23
6. Changed - Revamped the read-me files to improve information flow.
7. Changed - Increased Mineral cost for Robo - Miners I - III to 1000/1250/1500
8. Changed - Increased Mineral cost for Robo - Farmers I - III to 1000/1250/1500
9. Changed - Increased Mineral cost for Robo - Rad Extractors I - III to 1000/1250/1500
10. Changed - Increased Mineral cost for Breen Harvester I - III to 900/1150/1400
11. Changed - Increased Mineral cost for Federation Particle Fountain I - III to 900/1200/1400
12. Changed - Increased Mineral cost for Tholian Rad Extractor I - III to 900/1150/1400


Star Trek Mod v1.9.2.3

1. Changed - Moved Weapons Of Mass Destruction in the AI_Research file to avoid bottle neck
2. Changed - Added AI Tag 03 (Warp Core) to designs in AI_DesignCreation file to help AI
3. Changed - Federation Battleship now only requires 2 warp nacelles.
4. Changed - Hanger Bay I - III Tech Requirement to Adv Ship Construction (1,2,3)
5. Changed - Modified the Research file to improve resource managment for AI
6. Changed - Modified the Research file to improve AI uses of Cargo Component
7. Changed - Hanger Bay III to Tech Level Requirement to Level IV Adv Ship Construction
8. Changed - Utopia Planitia Shipyard Family Group to Ship Yard
9. Changed - Utopia Planitia Shipyard resource cost - now more cost affective to use
10. Changed - Increased Min/Org/Rad cost for Robo - Miners I - III
11. Changed - Increased Min/Org/Rad cost for Robo - Farmers I - III
12. Changed - Increased Min/Org/Rad cost for Robo - Rad Extractors I - III
13 Changed - Increased Min/Org/Rad cost for Breen Harvester I - III
14. Changed - Increased Min/Org/Rad cost for Federation Particle Fountain I - III
15. Changed - Increased Min/Org/Rad cost for Tholian Rad Extractor I - III
16. Changed - Picture Number of Damage Control I - III to 1904
17. Changed - Picture Number of Personal Shield Generator to 1920
18. Changed - Picture Number of Borg Drone Deflector to 1896
19. Changed - Varethiel Armor I - III Ability 2 from Combat Bonus to Armor
20. Changed - Balanced Emersive Armor ability for all Armor Components
21. Changed - Increased Min/Org/Rad cost of Warrior Warrior Targeting System
22. Changed - Lowered Ability 1 and 2 for all Captain Components
23. Changed - Balacned Ability 1 and 2 for all Captain Components
24. Changed - Lowered Ability 1 Combat To Hit Defense Plus for ECM I - V to (4%,6%,8%,10%,12%)
25. Changed - Lowered Ability 1 Combat To Hit Offense Plus for Combat Sensors I - V to (8%,10%,12%,14%,16%)
26. Changed - Lowered Ability Combit To Hit Offense / Defense Plus for All Sensor Array I - III components
27. Changed - Increased Standard Movement from 2 to 4 for Shuttle Impulse Engine I - IV
28. Changed - Increased Standard Movement from 2 to 4 for Shuttle Thruster
29. Changed - Increased Min/Org/Rad cost of Battlestation
30. Changed - Increased Min/Org/Rad cost of Starbase
31. Removed - Neutral_AI_Research from the Neutral AI folder - Was causing errors
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  #1039  
Old September 6th, 2005, 03:30 AM
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Default Re: The Star Trek Mod - 1.9.2.4 Update Released

This topic about the strength of the Monsters in STM was brought up before during other STM dicussion but never seemed to be of major interest to folks. Well its been a year now so I would like to ask how many of you feel that the monsters in STM are over powerful and unbalance the game?

Currently I am working on reducing the monsters and borg monsters over all power in an effort to balance them. They will still be strong as hell, and a real pain to kill, but they won't be overwhelming at game start and with some effort a player should be able to destroy the monsters with a good strong fleet of ships.

I had considered having additional racial traits for weaker monsters but that was rather redundent and well not something that I felt would work. So I am left with revamping the current monsters.

So any input you my want to offer will be greatly appreciated.

For the Borg, I have limited them to just three ships sizes. I have raised the research tech level cost for both the Monsters and Borg Monsters from 20,000 to 50,000.

I have reduced the weapons damage for both monsters, and have lowered the Tonnage structures on most components. I have also increased the KT size of some components and added in restriction limits for some weapons.

I feel that Monsters should play a fair and balanced part of the mod and I apologize for keeping this project on the back burner for so long.

These changes, once ready, will be part of the final and I promise you, last update for the Star Trek Mod.

So please get those bug reports, ideas, recommendations, and other in ASAP.
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  #1040  
Old September 6th, 2005, 03:17 PM
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Default Re: The Star Trek Mod - 1.9.2.4 Update Released

I only played the mod one time, really enjoyed it, but got distracted for the time being by Adamant. The only ploblem I had with the monsters was the one that destroyed my planet fairly early on. The rest were dispatched with good weapons platforms, and were slow enough that even my colony ships could outrun them in battle. But that was single player with tactical combat. Other than that, I didn't think the monsters were too powerful.

Increasing reaserch for them is a great idea as AI bonuses can offset this to make them harder if a player wants. I hope changing weapon damage and component sizes won't make them too easy though.
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