Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe Page: <<   < prev  4 5 [6] 7 8   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/18/2015 4:34:46 AM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
Just a big comment with stuff in it about my experiences w/the Prebuilt Map:

Because I wasn't able to build gas mining stations yet, all of my fleets decided to take year long trips all of the way to the Bajorans to refuel themselves. *facepalm* Luckily I recently acquired the technology to do this and set up multiple mining stations with this resource. For some reason if I automate my fleets, when they need to refuel they won't refuel at space ports, (which have caslon, I checked,) and instead decide to venture to gas mining stations on planets with lots of caslon, which works too but means that they take a long trip every time they need to refuel, and I basically can't use them during that time.

I love all of the programmed events that were put into the prebuilt map. I am running into what seems to be the dominion war, with the Breen, Cardassians, and Dominion overpowering us. (It would be perfect if we had the Romulans and Klingons for backup, but I suppose we will have let our Bajoran allies get squashed between the Dominion and Cardassian Empires.) Though we are in a Mutual Defense Pack with the Ktarians, Ferengi, Bajorans, it isn't enough to balance the conflict. Where are the Andorians you may ask?

For some reason even though the Andorians are "Extremely Friendly", and we have +45 Delighted them on the Diplomatic front, and we have shared our rare Zentabia Fluid resource with them, and given them mining and refueling rights, and given them loads of monetary gifts, and established a free trade agreement, and traded technology with them, they STILL have not agreed to a Mutual Defense Pact. At this point I wonder if they CAN even form a MDP with us, because there is little else that I can do to warm up to them.

Due to my experience on the first iteration of the prebuilt map, at the beginning of this new run, I managed to fend off the Dominion and the Ktarians (believe it or not), from trying to colonize Betazed. (Basically by shooting their colony ships until they backed off.) Considering it's a supercolony, I am not surprised they were magnetized toward it. Tellar Prime joined automatically to my surprise as well (Does anybody know how to induce this to happen more often?), and I hurried and successfully took two northern planets before the Romulans could get their hands on them either. At this point I have the maximum amount of colonies that you could attain in the prebuilt map without cheating, so I should be running a Federation more powerful than usual, but this didn't really aid against the Dominion or it's allies. This map reminds me more of the "Sisko Era," if you will, because the Dominion and Cardassians and Bajorans we're all a bigger thing then. When I started this game I thought I would have to deal with the Romulans or Klingons haha

On the first attack in the Dominion War, I sent out a couple of strike forces to their closest colony, the Bajorans and Ktarians also sent two fleets of 14 ships each, all frigates and destroyers. (At this point most races didn't have Cruisers yet, and I only managed to have this because I realized the Dominion was going to declare war soon so I initiated a crash program.) My exploration ship arrived in the system, and found that there were about 50 dominion ships, frigates and destroyers and troop carriers, waiting there for us. The colony was guarded by four orbital batteries and a large space port. I didn't want to let my allies send their forces in to die alone, so before my strike forces sacrificed themselves in vain, I sued for peace with the dominion, which they accepted immediately. (I didn't negotiate, I just asked for an end to the war.) Unfortunately I forgot that this wouldn't end the war between the Dominion and my allies, but the Bajorans at least turned back their fleet. Unfortunately, the Ktarians did not, and I watched the Ktarians 1st fleet, made up of of 14 ships, get chopped up in a matter of seconds. Only two managed to escape the frenzy of Dominion bug-ships.

Right now, the Cardassians and Dominion are closing in on Bajor, and in some sort of feeble feeling of "we have to save the Bajorans because they're our allies!" I sent a couple of fleets to aid them despite the consequences of firing on an empire to whom I haven't declared war. This time we will be able to fend them off, our ships are a good match for Dominion ships, and we have cruisers. I hope that species 8472 doesn't appear and ravage us suddenly, because that would be quite untimely. According to unreal, they should be appearing pretty soon.


I love how much work was put into this map and it being canon, empires are placed in areas that they should be, planets are all named according to canon, the sol system is exact, jupiter looks like jupiter, earth looks like earth, etc., it's all really well-done.




< Message edited by Knickers -- 2/18/2015 7:20:49 AM >

(in reply to Knickers)
Post #: 151
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/18/2015 4:58:19 PM   
ravincravin


Posts: 132
Joined: 5/20/2009
From: Near Tampa, Florida, USA
Status: offline
Hi Knickers, your post was a very enjoyable read.

Yeah, I guess some races just don't want to be tied down. In my game playing the Romulans, I have the same problem with the Ferengis. I have defense pact's with the Federation and the Dominions and if I could get the Ferengis, we would have that side of the Galaxy sewed up. That is, except for the Borg who are a pain in the butt.

There's a million stories going on it the UFP map. You can thank ehsumrell1 for that. He packed it tight and conflicts are unavoidable.

You're lucky so far the Species 8472 hasn't found you! Unless you can get some research under your belt, they can be devastating.

Anyways, thanks for the kind words and keep posting your memorable game moments for us to enjoy.

Live long & prosper





Attachment (1)

< Message edited by ravincravin -- 2/18/2015 5:59:30 PM >

(in reply to Knickers)
Post #: 152
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/18/2015 7:07:32 PM   
Unreal2004

 

Posts: 27
Joined: 8/20/2014
Status: offline
quote:

ORIGINAL: ravincravin

You're lucky so far the Species 8472 hasn't found you! Unless you can get some research under your belt, they can be devastating.



Speaking of, I found their base of operations and was able to slowly build up a fleet of 80 ships from my homeworlds shipyard, apparently 8472 doesn't travel too far from their base so it left 2 of my colonies alone albeit severely crippled my economy. I started to steal their VERY advanced research with my 3 exceptional spies, I was able to get better shields and weapons just by doing that. After about 2 years of building up and getting my trade network moved "south" (8472 was camped right at my northern border) I was in a position of making money again and building ships and not being in the low tens of thousands on credits. I sent my fleet of 80 ships, armed with graviton weapons (to bypass the ridiculous shields they had on their bases, yes baseS)and rail guns to wipe them out, I lost 10 ships in the initial furball while they all died :D

In the end though this cost me MANY stations (some as decoys, 8472 seems they have VERY good sensors, would build a station to lure their fleet away from a colony so it could get supplied), freighters, construction ships, warships, time and LOTS of money. Just be glad they dont wipe out colonies a la what happened to the Borg. Good luck to all of you if you encounter them on your doorstep and a big thanks to you Ravincravin, I went back and did my best and prevailed! :)

EDIT:Spelling is hard.

< Message edited by Unreal2004 -- 2/18/2015 11:37:52 PM >

(in reply to ravincravin)
Post #: 153
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/18/2015 7:22:40 PM   
ravincravin


Posts: 132
Joined: 5/20/2009
From: Near Tampa, Florida, USA
Status: offline
Bravo Unreal2004, another story of the million in the UFP map. I couldn't have done it better myself.

They may rebuild so watch out and if they offer you another protection arrangement, take it.





Attachment (1)

(in reply to Unreal2004)
Post #: 154
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/18/2015 11:32:38 PM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
I have a problem! The Kazon have more advanced ships than us. The Kazon of all races. Also, how big does construction size need to be to make Carriers and Capital Ships?

< Message edited by Knickers -- 2/19/2015 12:36:28 AM >

(in reply to ravincravin)
Post #: 155
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 12:32:32 AM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
EUREKA! I believe I have found the problem that the Federation ships are so weak compared to the other ships, and the fault lies in the design screen!

Behold! The developers turned upgrade on manual for each and every ship design, so if you are not playing the prebuilt map with your own ship designs, then your ships will not automatically upgrade! To fix this, simply go to the design screen and change your ships to automatic! Designs for Capital Ships and Carriers should appear if you look in the latest designs tab, and set those to automatic as well, then you will be able to build all ships that you are capable of!

*Facepalm* I can't believe I didn't notice this....

No more Kazon bossing me around! Time to destroy the hell out of them.

Also screw the Dominion, looks like the Tholians are about to take them out :D

< Message edited by Knickers -- 2/19/2015 1:50:55 AM >

(in reply to Knickers)
Post #: 156
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 12:45:53 AM   
ravincravin


Posts: 132
Joined: 5/20/2009
From: Near Tampa, Florida, USA
Status: offline
Knickers, from my previous post:

Troop Transport - Transport Systems (high tech research screen)
Carriers - Star Fighters (weapons research screen)
Resupply Ships - Accelerated Construction (energy research screen)

I think ehsumrell1 tweaked some of the races whereas the hull size is greater than what the research says. In my game (Romulan), I can build capital ships after I researched Large scale construction in the energy section of research. I am allowed to build a hull size of 700. I may be wrong, but in a normal game hull size is fixed at 650 at rapid assembly. Select all designs and see if there is a capital ship there. Modify the design and see if you can get a decent capital ship in the allowed hull space. Then see if the game lets you build one.

I was screwing around and found that if you play the Cardassians, you have troop transports at the beginning of the game (F/Y/I).

Enjoy and again, live long & prosper.





Attachment (1)

(in reply to Knickers)
Post #: 157
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 12:55:21 AM   
ravincravin


Posts: 132
Joined: 5/20/2009
From: Near Tampa, Florida, USA
Status: offline
Good eye Knickers. I just checked my design screen and all are set to automatic, both build and upgrade. Hum, interesting.

Anyways, I'm glad you ship designs are getting upgraded now.





Attachment (1)

(in reply to ravincravin)
Post #: 158
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 1:23:52 AM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
Weird, perhaps it took my design settings from another game save or theme. Because of the little amount it caused to maintain a bunch of cheap ships, I ended up having 8 fleets of 17 ships each, now I've had to cut out two fleets just because of the equipment upgrades haha

< Message edited by Knickers -- 2/19/2015 2:25:25 AM >

(in reply to ravincravin)
Post #: 159
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 1:43:38 AM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: ravincravin

You're lucky so far the Species 8472 hasn't found you! Unless you can get some research under your belt, they can be devastating.



Awww CRAP!

About to get my butt handed to me on a fluidic platter! Damn...






Attachment (1)

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to ravincravin)
Post #: 160
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 2:09:52 AM   
Tophat1815

 

Posts: 1804
Joined: 1/16/2006
Status: offline

I really hate those guys! Been there,got zapped and am printing T-shirts! Really wish i hadn't been picking on the Romulans before I was hit by these stinking pirates.

(in reply to ehsumrell1)
Post #: 161
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 4:43:15 AM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
Species 8472 offered me a protection agreement, and they honored it for a while until they discovered my spying missions toward them. (I am stealing their supertechnology.)

They are now enemies, but they seem to have their hands full with the Kazon and have not bothered me yet.

EDIT: Now they are attacking me, but I my technology is ready to handle their attacks, they destroyed a mining station and as I rallied ships to attack their base, I noticed a couple of my frigates break off with the mission to attack "scheming sleuth", which they followed through hyperspace but was unidentified by me. Following a hunch, I calculated the trajectory of the targeted ship, and sent two fleets of 24 ships each to the intended target, waiting to intercept and wipe out Species 8472. My hunch was correct, and I managed to take out 3 of their ships before they escaped. I lost one ship in the conflict. We are following in pursuit.

< Message edited by Knickers -- 2/19/2015 7:14:25 AM >

(in reply to Tophat1815)
Post #: 162
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 6:22:37 AM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
Holy Crap! I destroyed the 8472 fortress and recieved a load of tech!

(in reply to Knickers)
Post #: 163
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 7:46:17 AM   
ravincravin


Posts: 132
Joined: 5/20/2009
From: Near Tampa, Florida, USA
Status: offline
Knickers, the sweet smell of success!

The game can't fairly beat you half to death without giving you a carrot. Right?

Be careful because I've had the legendary pirates reappear (in the old as well as a new pirate gang) in prior games of mine.

Good luck.





Attachment (1)

(in reply to Knickers)
Post #: 164
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 9:10:07 AM   
ravincravin


Posts: 132
Joined: 5/20/2009
From: Near Tampa, Florida, USA
Status: offline
quote:

ORIGINAL: ehsumrell1


quote:

ORIGINAL: ravincravin

You're lucky so far the Species 8472 hasn't found you! Unless you can get some research under your belt, they can be devastating.



Awww CRAP!

About to get my butt handed to me on a fluidic platter! Damn...



AAH, ehsumrell1, poetic justice has found you. Species 8472, thou are a heartless bitch!





Attachment (1)

< Message edited by ravincravin -- 2/19/2015 10:21:00 AM >

(in reply to ehsumrell1)
Post #: 165
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 12:41:28 PM   
Unreal2004

 

Posts: 27
Joined: 8/20/2014
Status: offline
Good luck and enjoy!! Hope they didnt camp too close to your homeworld ;)

(in reply to ravincravin)
Post #: 166
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 2:45:25 PM   
ravincravin


Posts: 132
Joined: 5/20/2009
From: Near Tampa, Florida, USA
Status: offline
I'd like to clarify one of my earlier posts concerning the construction of carriers. I indicated the following:

quote:

Troop Transport - Transport Systems (high tech research screen)
Carriers - Star Fighters (weapons research screen)
Resupply Ships - Accelerated Construction (energy research screen)


Fighter bays can be constructed at bases once you have star fighters researched. They wouldn't be very effective until you research interceptors, Missile fighter and/or bombers. Carriers require additional research. It isn't well documented in the game what is required, whether it be hull size or a specific research item. In the default game (no mod), I needed to research both star fighters and rapid assembly (energy section) to be able to build carriers.

My feeling is that the game requires a certain minimum hull size as opposed to a specific research item. In this mod, I was able to build carriers prior to researching rapid assembly (of course you still need star fighters). You may not see carriers show up in you design screen because I think certain races give you an advantage with respect to hull size. If you don't see it, try to design a carrier yourself. It will tell you in the design screen that you cannot build that class of ship if you don't have the requirements. It doesn't cost you anything to try.

If anyone else can shed some additional light on this subject matter, give us a post.

Enjoy! Live long & prosper.







Attachment (1)

< Message edited by ravincravin -- 2/19/2015 3:49:29 PM >

(in reply to Unreal2004)
Post #: 167
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 4:39:16 PM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
I've developed an interesting strategy, after war with the Kazon I captured a couple of their planets that I am now using as buffers between my more valuable resources and the pirates, if Species 8472 attacks anywhere, they attack these two low populated Kazon buffer states, and I can set up fleets to trap them without consequence that way.

(in reply to ravincravin)
Post #: 168
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/19/2015 7:28:40 PM   
Tophat1815

 

Posts: 1804
Joined: 1/16/2006
Status: offline

Just curious knickers,what race are you playing? seems a very romulan thing to do...

(in reply to Knickers)
Post #: 169
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/20/2015 12:10:57 AM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
The Federation haha, it seems so out of character I know.

(in reply to Tophat1815)
Post #: 170
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/20/2015 12:11:31 AM   
Flamingeye

 

Posts: 3
Joined: 2/19/2015
Status: offline
Hi Guys

Nervous first post so take it easy on me.


Firstly let me add to the cacophony of applause and deserved praise to the dev team for creating this exciting and immersive mod ... well done and thanks

I am playing the Federation in a customised standard game ... the only modification is adding Das's mod (which i tweeked to re-include the original tricorder icons for galactic messages)

Btw .. It was Das who introduced me to this game via his playthroughs on youtube.


Anyway ... i am conducting a systemised espionage assault on all the other races for their tech ... gotta love getting Disruptors early


Have noticed that there are at least 2 tech headings i have found which do not appear on the tech tree ...

Super Area Weapons which i am stealing from the Romulans and Super Beam Weapons from the Yyridians.


Am i blind or is this a small oversight which has been missed during the tedious proofing process?

I ask this cos after numerous successes in pilfering nothing is resolved.


Cheers

(in reply to Hunter20nov)
Post #: 171
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/20/2015 12:12:56 AM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
So now its year 2271 and since I stole technology from Species 8472 around 2260 I made Science Academys on many main colonies. FINALLY, they have born fruit, and I have received Paul Stubbs, the first Federation Scientist.

(in reply to Knickers)
Post #: 172
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/20/2015 12:54:15 AM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
Oh yeah! Moving up every day!

http://prntscr.com/67doft

You can delete that post in which I complained about how useless I was against the Dominion.

(in reply to Knickers)
Post #: 173
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/20/2015 6:24:43 AM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
The Caldonians were essentially just exterminated by the Klingons. Both the Klingons and Romulans have the reputation of Evil, the Cardassians are Diabolical, but they seem to be in the process of being wiped out by the Tholians, Ktarians, Son'a, and Andorians.

(in reply to Knickers)
Post #: 174
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/20/2015 10:57:13 AM   
ravincravin


Posts: 132
Joined: 5/20/2009
From: Near Tampa, Florida, USA
Status: offline
Hi Flamingeye - Thank you for the kind words about the mod.

Yeah, in my current game, I'm playing the Romulans and the disruptor family of weapons are awesome.

I'm a little confused because I don't see "Super Beam" or "Super Area Effect" in the default (no mod) game's research tech tree. In this mod, the beam weapon tech stream is:

Beam Weapons > Enhanced Beam Weapons > Efficient Blasters > Long Range Lasers > Advanced Laser Focusing > Advanced Beams > Beam Intensification > Beam Superflow

The area effects weapon tech stream is:

Area Weapons > Enhanced Area Weapons > Advanced Area Weapons > Devastating Area Effects > Optimized Blast Wave > Thalaron Radiation Theory (Reman only)

If your trying to steal these techs, the race you are trying to steal it from may not have researched that tech yet and, consequently it will not show up in their tech list. With respect to the Thalaron Radiation Theory tech, It should not show up because the Federation can't use it (Reman only).

I hope this sheds a little light on your question. If not, clarify your question a little more and I or someone from the Trek Team will be more than happy to try to help.

Enjoy. Live long and prosper.






Attachment (1)

(in reply to Knickers)
Post #: 175
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/21/2015 1:03:48 AM   
sykokurt


Posts: 4
Joined: 2/14/2015
Status: offline
Hello, I would like to point out that this mod is fantastic and all, and that I am really thankful that this exists (because STO is getting boring, and I want a nice Star Trek experience, so why not DWU?), but I'm having a slight problem. Does anyone else get/have gotten an error that says "Cannot load file C:\[dir]\[file].png"? It has prevented me from being able to switch to the STPE 2.0 theme, and every time I boot up the game and go into Switch Theme, select the Star Trek theme, and then load, it sits there for a few minutes, and then gives me that error message. If it's a bug with the mod, then I guess I just found a bug ; but, if it is not a bug, and it is fixable, do please tell me
But otherwise, this mod looks AMAZE. I really want/kinda need to get back at the Romulans for something they did to me a long time ago in an old Star Trek game .

(in reply to ravincravin)
Post #: 176
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/21/2015 1:40:14 AM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
Hello sykokurt;

Check your inbox as I've responded to your PM. I'm betting you may have either a corrupted file
in your mod and need a mod reinstall, or you are having a issue due to a version 1.0 file intermixing
with a version 2.0 file of the same name. Not really sure, but usually, a new download and reinstall
fixes such errors.



_____________________________

Shields are useless in "The Briar Patch"...

(in reply to sykokurt)
Post #: 177
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/21/2015 5:31:39 AM   
Flamingeye

 

Posts: 3
Joined: 2/19/2015
Status: offline
Thanks ravincravin for your swift response.


quote:

I'm a little confused because I don't see "Super Beam" or "Super Area Effect" in the default (no mod) game's research tech tree. In this mod, the beam weapon tech stream is:

Beam Weapons > Enhanced Beam Weapons > Efficient Blasters > Long Range Lasers > Advanced Laser Focusing > Advanced Beams > Beam Intensification > Beam Superflow

The area effects weapon tech stream is:

Area Weapons > Enhanced Area Weapons > Advanced Area Weapons > Devastating Area Effects > Optimized Blast Wave > Thalaron Radiation Theory (Reman only)

Yes exactly what i see ... however when i assign a spy to steal technology the Super Area Weapons and Super Beam Weapons options come up from the Romulans and Yyridians respectively. I assume that since these come up as a valid stealing option then the races must have researched them.

quote:

If your trying to steal these techs, the race you are trying to steal it from may not have researched that tech yet and, consequently it will not show up in their tech list. With respect to the Thalaron Radiation Theory tech, It should not show up because the Federation can't use it (Reman only).

hmmmm ... this is not the case as I stole that tech as soon as i met a race who had it (Romulans i think) and quickly fitted that tech into all future ship designs.

quote:

I hope this sheds a little light on your question. If not, clarify your question a little more and I or someone from the Trek Team will be more than happy to try to help.

I should point out that i am NOT playing the predesigned scenario which may be the reason that i can retrofit technology specific to another race.


cheers

(in reply to ravincravin)
Post #: 178
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/21/2015 10:09:06 AM   
ravincravin


Posts: 132
Joined: 5/20/2009
From: Near Tampa, Florida, USA
Status: offline
Hi Flamingeye, with respect to the Thalaron Radiation Theory, I stand corrected. Evidently the Reman are the only one that can research this tech. I guess that doesn't inhibit spies from stealing the tech and your race from utilizing it.

I loaded several old games and indeed saw the steal research options "Super Area Weapons" and "Super Beam Weapons". I sent spies and successfully stole them but in checking the research screen it showed no effect. Since I don't see these techs in either the mod or the default games, I suspect this is a Distant Worlds Universe bug. I guess you should use the rule of thumb "if you don't see it on your research screen, don't waste your time trying to steal it". This item requires further research and I will inform ehsumrell1 of it.

Thanks for bringing this to our attention and good gaming.

Enjoy, live long and prosper.





Attachment (1)

(in reply to Flamingeye)
Post #: 179
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/21/2015 11:24:16 AM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
quote:

ORIGINAL: ravincravin

Hi Flamingeye, with respect to the Thalaron Radiation Theory, I stand corrected. Evidently the Reman are the only one that can research this tech. I guess that doesn't inhibit spies from stealing the tech and your race from utilizing it.

I loaded several old games and indeed saw the steal research options "Super Area Weapons" and "Super Beam Weapons". I sent spies and successfully stole them but in checking the research screen it showed no effect. Since I don't see these techs in either the mod or the default games, I suspect this is a Distant Worlds Universe bug. I guess you should use the rule of thumb "if you don't see it on your research screen, don't waste your time trying to steal it". This item requires further research and I will inform ehsumrell1 of it.

Thanks for bringing this to our attention and good gaming.

Enjoy, live long and prosper.


@ravincravin:
I didn't tell, or expose ALL of my game related mod dynamics to you or all of the team. Would have
taken too much time away from you guys testing and development. But it's just fine. I like seeing
the 'surprised' posts you all make on occasion (I didn't know he did THAT!).


@Flamingeye:
Everything is working as designed. There are just some things either misunderstood or not known (some
things that I know inadvertently was not always told to my Trek Team members)

First, remember that I planned the mod to be adaptable to play all of the DW playstyles. Thus, many of
the ideas, tech pathing (seen AND unseen), game dynamics, etcetera are in the mod. The Superweapons are
among those issues. It is very easy to call something you don't understand the methodology of a "bug".
But that's okay and as Lead Developer, ofttimes it's my job to inform all of my team those unknown things in the game
that make it work so well. But if I did that, the mod would still not be released!
As ravincravin so eloquently stated in a previous post, there are a "million" things going on in the mod!

The Superweapons were introduced to the game by Elliot in Universe update 1.9.4.12. They were expanded
and enhanced in Universe update 1.9.5.7. To explain, I'll just quote my developer notes.

"- added new super weapon types, allowing different types of planet destroyer weapons: in addition to the default super beam weapons can now also have super torpedos, super missiles, super rail guns, super phasers. Any of these can be set to be planet destroying weapons"

"- AI no longer auto-researching superweapons (unseen on tech tree) in default theme (techs above level 100 are now hidden)"

These two items were an integral part in maintaining playstyle adaptability for all the other DW facets and dynamics. Mostly used in the 'non-canon' DW gameplay, and with the Shakturi storyline active, the
AI can research the aforementioned superweapons and draft a new ship design (Planet Destroyer) to use them. Whereas the player, although can not see the superweapons tech (unseen in the tech tree, remember?)
in the storyline can either a.) discover the superweapons tech via exploring and scanning the appropriate, specific ruin that contains it, or b.) steal the tech using espionage, or c.) Board and
capture a ship containing a superweapon (Very difficult, but can be done! Imagine it as trying to
board and capture the Reman Warbird Scimitar.)

Hope that clears things up for all! It's just a tiny part of things in both DW (that Elliot put in) and
in the Picard Era mod (that I put in due to being privy to things as a Beta Test team member). There are
many more 'surprises' as you get deeper into the game! I'm going back to bed now...








< Message edited by ehsumrell1 -- 2/21/2015 12:34:39 PM >


_____________________________

Shields are useless in "The Briar Patch"...

(in reply to ravincravin)
Post #: 180
Page:   <<   < prev  4 5 [6] 7 8   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe Page: <<   < prev  4 5 [6] 7 8   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.198