Topic: TNG Mega Mod Dynaverse Server rules  (Read 9361 times)

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Chris Jones

  • Guest
Re: TNG Mega Mod Dynaverse Server rules
« Reply #20 on: March 13, 2003, 05:13:44 pm »
Playin a bit with that shield hit color.. came up with this






 

Fireflyx

  • Guest
Re: TNG Mega Mod Dynaverse Server rules
« Reply #21 on: March 13, 2003, 06:09:25 pm »
Colouring looks good, but I'd add a bit of texture to it. the TNG movies have a couple good shots, such as when the borg cube tries to lock on a tractor beam in First Contact.

BTW I put that file in the folder you said, but it didn't do anything. The folder you suggested doesn't have any other bmp files, only gf and txt files.

Chris Jones

  • Guest
Re: TNG Mega Mod Dynaverse Server rules
« Reply #22 on: March 13, 2003, 07:14:25 pm »
Duh on me..

put that file in the tngmega folder and run the TNGMega batch file.

too much coffee..

Praxis

  • Guest
Re: Armoured Voyager etc..
« Reply #23 on: March 14, 2003, 02:01:44 am »
Quote:

Chris or anyone.... Changing the Item.gf file to allow mixed race technology is not working.... If I change it to 1 to allow mixing, I get the unhandled exception error. Of course if i leave as is.. all of those new ships are declared invalid   .... what am I doing wrong..????  




Did you install the patch update for the Mega Mod?  If so, it does the Items.gf for you.  

Praxis

  • Guest
Re: TNG Mega-Mod
« Reply #24 on: March 14, 2003, 02:10:06 am »
added race victory conditions in the top post.

Suiric

  • Guest
Re: TNG Mega-Mod
« Reply #25 on: March 14, 2003, 06:39:45 am »
Ok I narrowed it down to what the problem was either I was extremely frustrated and tired and was making mistakes left and right OR the mod was somehow being affected by a my daughters Blue Clues learns letters and numbers.... the second excuse preserves a shred of my sanity  in either case it worked....thanks for your help.... I did take out some frustration on the poor cardassians... I am feeling a lot better now, thanks      

Praxis

  • Guest
Re: TNG Mega-Mod
« Reply #26 on: March 14, 2003, 11:03:04 am »
Cool Have you played on the server?  Its fun to take out frustrations on the AIs on the Dynaverse because when you kill them, they disappear, and it saves your allies trouble

Suiric

  • Guest
Re: TNG Mega-Mod
« Reply #27 on: March 14, 2003, 02:59:44 pm »
I am planning on it,  soon as I can....
     

Fireflyx

  • Guest
Re: TNG Mega-Mod
« Reply #28 on: March 14, 2003, 08:33:42 pm »
I've started a character on the server named Firefly.

Couple things, I tried a scan mission to scan a planet, and there was no planet...

Is there a way to tell who is a player flying a ship and who is a npc?
 

Chris Jones

  • Guest
TNG Mega-Mod - release today (Sat) -- Radio too
« Reply #29 on: March 14, 2003, 09:45:25 pm »
The no planet thing is not unique to our server... It's a bug.

If you don't see the name of the officer in your hex on the right side of the screen where the online people are listed, then it is an AI controlled ship.



Attention: PRAXIS and you too:

The mod will be released sometime Saturday Eastern Time pending some customized missions that Pelican is fixing up for us for the server!  

There's a radio show tonight 7pm Eastern..

I have a teenager's birthday party here at the house as well.. busy Saturday, lol.

The release of the mod update will be in another thread..  
« Last Edit: December 31, 1969, 06:00:00 pm by Chris Jones »

Praxis

  • Guest
Re: TNG Mega-Mod - release today (Sat) -- Radio too
« Reply #30 on: March 15, 2003, 01:23:34 am »
Sweet!  BTW I've increased the server movement speed by about 3x because i was told that you should never have your movement speed below 5 seconds per hex, or the server can lock up (and i was running 1.5 seconds lol)

Praxis

  • Guest
TNG Mega Mod Dynaverse Server rules
« Reply #31 on: March 12, 2003, 07:59:12 am »
Here are the rules/requirements for the TNG Mega Mod dynaverse server:

Requirements:

*Starfleet Command 3 (duh) with 1.01 beta patch
*Chris Jones TNG Mega Mod with the 1.01 patch fix (Big file from Chris Jones' site plus patch fix, or 4 files from SFC3files.com)


Rules:

1) (Fed players only) ABSOLUTELY NO BUYING ARMOURED VOYAGER!  It is way too cheap and extremely unbalancing.

2)  LoS rules apply when attacking enemy space, but you can go through neutral space as you will.  (For those who don't know what LoS is, a simple way to explain it, though it doesn't cover all the details, is that you can't attack an enemy sector if you don't own a sector next to it :P )

3) You may Alt-F4 if you lose your ship due to a bug (biggest known bug is that sometimes you get hit with a  polaron with shields down but 100% hull and suddenly die)

4) You may NEVER alt-f4 vs a player unless the opponent tells you to (meaning he realizes it was an  accident or bug).  If you get hit with a single polaron and blow up and the other guy quickly says, "Alt F4", then go ahead, that means he realizes it was a bug.  If someone Alt-F4s when you killed him FAIRLY, take a screenshot and send to gfl_f_praxis@hotmail.com and he will be penalized 20,000 prestige.

5) Have fun




RACE VICTORY CONDITIONS:

Borg: Control the homeworlds of two races (either Feds, Klink/Roms, or Dominion).

Dominion/Cardassian Alliance:  Control either the Federation homeworld (Earth) or the Klingon homeworld, as well as Bajor (the neutral planet at the start of the server which was at the junction between the Federation, Klingons/Romulans, and Dominion).

Federation: The Borg and Dominion/Cardassia homeworlds must be under either Federation or Klingon/Romulan control, and the Federation must have more economy than the klingons/romulans.

Klingons/Romulans: The Borg and Dominion/Cardassia homeworlds must be under either Federation or Klingon/Romulan control, and the Klingons/Romulans must have more economy than the Federation.
« Last Edit: March 14, 2003, 02:06:51 am by Praxis »

Chris Jones

  • Guest
Armoured Voyager etc..
« Reply #32 on: March 12, 2003, 02:43:10 pm »
Hey Praxis --

would you like me to make that Armoured Voyager real expensive?  


PS - the final edition is ready for the weekend. I just need to make the one big exe and the update.

The update will go on SFC3files.. the big exe and the update will go on my site.


I am taking a break from the MSN Messenger for a bit, as you might have noticed..

 
« Last Edit: December 31, 1969, 06:00:00 pm by Chris Jones »

Praxis

  • Guest
Re: Armoured Voyager etc..
« Reply #33 on: March 13, 2003, 01:56:01 am »
Yes!  lol make it very expensive.  It currently costs less than a Sovereign I think.  But an AI one killed a Starbase, 3 defender ships, and 2 defense platforms before dying, and i think it only died from the 'spontaneously combusting wingmate' bug.

Can't wait for the final addon- i'll be experimenting with keeping the current prestige of the players while putting the new mod in.

Praxis

  • Guest
Re: Armoured Voyager etc..
« Reply #34 on: March 13, 2003, 02:07:05 am »
Server status:

Dominion is in trouble.  The Fed/Klingon alliance has taken a sector by their homeworld (Cardassia Prime, but the map says Corvus VII) and are assualting it.  Twice the Dominion turned the sector by their homeworld neutral, twice it was reclaimed.  The first time it was done by the AI, and retaken by the Klingons instead of the Federation.  Then player GFLHeruler attacked a klingon freighter there, scrapping it, and turning the sector neutral.  While he was in battle, I saw him and waited him.  Just as he came out of battle and the sector went neutral, BAM, i jumped on him.  In the resulting battle i lost a shield facing, and almost two, and i blasted Heruler to small chunks of scrap metal, reclaiming the sector

On the other hand, the Borg are unopposed, are moving through neutral territory, and have taken 3 klingon sectors on the opposite side of their territory as the Dominion.


Special note: I may be making a new map for the new update...:)

Praxis

  • Guest
Re: Armoured Voyager etc..
« Reply #35 on: March 13, 2003, 02:22:20 am »
One last thing.  Disrepute for failure to connect is disabled.  You will recieve 7800 disrepute for losing your ship, and more for losing your ship while you've bid on another.  HOWEVER disrepute payback is at 500%, meaning that it only takes 200 prestige to pay off 1000 disrepute.  So 7800 isn't that much.

Fireflyx

  • Guest
Re: Armoured Voyager etc..
« Reply #36 on: March 13, 2003, 08:44:09 am »
Got a couple questions about this mod.

1. For me, several ships have glowing lights that are not on the ship. They lights are in the right spots, but its as if they are setup for a larger model, so its like a cube of lights around a borg cube. It looks like they'd fit perfectly for a model that was 50% bigger. Is this a known bug, or just me?

2. I just saw some posted screenshots from someone using the mega mod. I see they have shields represented in space. When I installed the mod, the shield graphics surrounding my ship vanished. Is there a way to get those back? If I DO get those back, can I still play your server?

P.S. Shouldn't fed shields have a blueish tint when hit? :P
« Last Edit: December 31, 1969, 06:00:00 pm by Fireflyx »

Chris Jones

  • Guest
Shields, Cubes, etc..
« Reply #37 on: March 13, 2003, 09:07:03 am »
The shield graphics are gone on purpose.. I felt that it gives a more realistic look and feel to the game, very much like Bridge Commander. Just use your GUI for shield status.

Yea the sizes of some models were apparently changed in the patch, namely the cube. The new install of the mod due out this weekend will not change the cube at all. We had made a new BorgCube.gf that if installed after you patch a  new install of the game, reflects the original size of the cube. I actually wish they hadn't done that, because now the Tac Cube is a lot bigger than the standard cube. Again I know the reason for the change, namely the size of the cube.

What other ships do that to you?

I can't control the color of the shield hit, or can I? - have not found a way yet.

None of the this matters on the server end..


 
« Last Edit: December 31, 1969, 06:00:00 pm by Chris Jones »

Monty

  • Guest
How to install
« Reply #38 on: March 13, 2003, 09:25:08 am »
To anyone who can answer:

With the current absence of the TNZ server i'd like to check out the TNG mod. I've found instructions on sfc3files.com, however i would like someone here who has installed it to post a set of instructions.

1. Does this mod only change files in the assets folder? I'd like to make a back-up and switch between servers like i've done with TNZ previously.

2. This one i suppose leads on from the previous- I had to do  the clean install, apply patch, apply mod routine with TNZ. Now that i've done that- can i just copy the assets folder (rename it assests_org orsomething like that) and apply this mod without going through all that again?

3. What are peoples experiences of this mod- would they recommend it?  
« Last Edit: December 31, 1969, 06:00:00 pm by Monty »

Suiric

  • Guest
Re: How to install
« Reply #39 on: March 13, 2003, 10:03:47 am »
Absolutely... I would reccommend .... somewhere Chris posted a example of what one of his battles with a cube felt like.... the feel of the game is definitly different.... I was content to fly my K'Vort around blasting Frieghters for awhile last light all over again,  at top speed three K'Vorts....looked like bees attacking a poor defenseless flower.... Course the frieghters pack a stronger punch now....