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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Ironmanbc January 22nd, 2007 10:23 PM

Re: The Star Trek Mod - New Version Available
 
Quote:

Atrocities said:
Well I hope not. http://forum.shrapnelgames.com/images/smilies/happy.gif I am about half way through the latest update for the mod and hope to have it ready soon.

STM Update (Still plugging away)
There was a problem with ship sizes that I am now looking into. It seems that with one or more ship sizes when you used the Propulsion mounts, the KT size left over is less than that of a BC so its pointless to use that ship hull size. Fed Battleship for example. So a few of the ship sizes might be increased to compensate for these things.

I am debating whether or not to include the updated Fed ships I made.... I am the Romulans, but I am not sure about the feds.

AST MOD v2.0 Update (Progress Continues)

Work continues on the AST v2.0 mod. I have just completed all of the research files and updated the AI general files. I still need to go through and make all the ship hull sizes for the VehicleSize files, then their corresponding Design files. After that I need to go through the Intel files and customize them.

Right now the mod uses FQM, but I was thinking that perhaps there might be an alternative to FQM. Any thoughts on what files I could use other than FQM?


Well I play the Federation and I would say that any updates that you have to the shipsets will be used by other players so ya include any updates so we have a choice when we play any race.

Atrocities January 22nd, 2007 11:07 PM

Re: The Star Trek Mod - New Version Available
 
Will do then. http://forum.shrapnelgames.com/images/smilies/happy.gif BTW.. I added Remen Heavy Troops to the Romulan's for use with the AST Mod.

Suicide Junkie January 22nd, 2007 11:14 PM

Re: The Star Trek Mod - New Version Available
 
I read that as "Ramen heavy torpedoes"... something for the SFE mod. http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima January 23rd, 2007 09:47 AM

Re: The Star Trek Mod - New Version Available
 
I've been gone for a while, so if you could just run it by me fast - what are the major differences between STM and AST?

Atrocities January 23rd, 2007 07:40 PM

Re: The Star Trek Mod - New Version Available
 
Well to be honest the old AST mod used SE IV technology. STM was the first conversion mod based upon Star Trek.

Currently the new AST 2.0 is also a conversion mod, but doesn't have all the fluff of the STM. It is a more streamlined mod in the spirit of BOTF. The mod is focused in the TNG era and each race has access to its own entire tech tree. This allows for tweaking of each race or the addition of special units, weapons, components, or facilities to one race without affecting other races. Also each of the neutral races have their own racial traits and special facility structures.

Phasers and Torpedo's are the only weapons available and are available from game start. Each race has a unique advantage and or disadvantage. The Breen, Klingon, and Romulans have cloaking technology, the Borg are far more powerful but have high cost ships and few of them, the Federation has more ship classes but is weaker in combat, the Ferengi have a trade bonus, etc.

Atrocities February 1st, 2007 07:42 PM

Re: The Star Trek Mod - New Version Available
 
I have not forgotten about this mod, I am just taking some time off to work on other projects.

President_Elect_Shang February 1st, 2007 09:11 PM

Re: The Star Trek Mod - New Version Available
 
Time off? You call cranking out three of the most incredible shipsets eyes have ever laid sight on as taking time off? Man I would hate to see what you call work! http://forum.shrapnelgames.com/image...es/biggrin.gif

Atrocities February 1st, 2007 09:58 PM

Re: The Star Trek Mod - New Version Available
 
Well I need the time off to focus on killing OR SB 49. They want to ban any child under the age of 12 from riding any type of ATV, from dirt bikes to quads. A very bad bill for Oregon and one that needs to be defeated. Next to that SE IV is just not that important.

Xrati February 4th, 2007 11:32 AM

Re: The Star Trek Mod - New Version Available
 
You know, maybe they should require politicians pre-requisite to be, that they held a REAL job before they even attempt running for office. So when they try to protect our children (by passing laws), from something they just need to be taught correctly, to do! They will have an inkling of what laws they should be creating!
Take all the time you need AT. This place will still be here when you defeat the ugly, nasty politicians! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Atrocities February 12th, 2007 03:33 AM

Re: The Star Trek Mod - New Version Available
 
1 Attachment(s)
I have ran into an interesting and somewhat perplexing problem. For some reason the Gas native racial trait is allowing players to start with both Gas world and Rock world colony tech already researched. I cannot find the problem for this so if you are up to it, and want to see if you can, I have uploaded the data files only for the AST mod 2.0.

You will note that any race that uses the Gas World Trait will start the game with both Gas and rock colony tech already researched. Again I cannot figure out why so any help in problem solving this issue would be greatly appreciated.


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