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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Yes. Have normal SYs. Then, have a facility that is called a Space Yard Expansion Project. It does nothing, but is in the same family as another facility, the Space Yard Expansion. You can build Space Yard Expansion Projects on planets with a SY, and then upgrade them to the Space Yard Expansion. That way, you can get factory worlds that pump ships out like there is no tomorrow. Atrocities accidentally created such a system here with a typo. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Hummmmmmm, Thanks guys, I smell a new facility coming soon.
The idea was to allow the Borg the ability to construct ships the way they would be able to in the Trek universe. Now I have seen the top of the moutain, and I liked what I saw. Super Factory Worlds. Eeeewww, the thought of it. dogyams |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Here is the latest news on the AST mod. Thanks for the emails.
1.4 1. Fixed error in Borg Construction Nexus I. Now will use all abilities 2. Fixed error in Borg Construction Nexus III. Now will use all abilities. 3. Removed Component Advanced Security Station I - V of Special Technology. (Redundant) 4. Removed Component Advanced Boarding Party I - V of Specila Technology. (Redundant) 5. Updated Quadrant Types, and System Types Text Document with Fyrons Latest Q mod update. 6. Made minor corrections to Neutral Race HTML viewer. 7. Added 6 new Neutral Races. (20 Neutral races now) 8. Updated Neutral Race HTML viewer with new Race profiles 9. Revamped all Neutral Race Anger files to better refelect each race 10. Reduced the Level Cost of Developed Technology from 500000 to 50000. 11. Fixed error that was causing the neutral race Anticans to loose on turn 1. 12. Fixed error that was causing the neutral race Pakleds to loose on turn 1. 13. Added 20 new facilities to Facilities.txt. (1 for each of the Minor races.) 14. Added a AI_Research.txt to each of the Neutral races 15. Added 20 new Technologies to the TechArea.txt file. (1 for each of the 20 Neutral Races.) 16. Added link to the Neutral Race Facilities.txt Document to the ASTmod HTML Document. (Bottom) 17. Re-did all EMP files (Had to after modding the RacialTech.txt) 18. Added Neutral race specific racial tech to racialtech.txt 19. Modified each neutral race General.txt to included new characteristics 20. Fixed General.txt for Borg, Cardassian, Federation, Ferengi, Klingon, and Romulan. (Had some incorrect info)race Pakleds to loose on turn 1. [ January 10, 2003, 04:20: Message edited by: Atrocities ] |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
I should be releasing 1.4 in a couple of days. I have to play test it for a couple more games.
As it stands now, the Borg have increased their aggressiveness and are a pain in the arse once you encounter them. Be warned, they are a powerful race from the start of the game. The Klingons/Cardassians are still the two strongest AI's on Medium and up. The Federation/Ferengi do well, and use a lot of their custom components as do most of the races. The Breen, and 8472 do very well when given a chance to expand. The Romulan are still weak, but showing improvement with the latest general.txt tweaks, and research mods. The Neutral Races appear to be doing quite well now. They each have one unique facility to research and use. As far as I can tell, the minimum Neutral Races you will get with one player controlled empire is five. For a list of the new facilities, just email me. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Sounds great. I look forward for the next Version. Keep up the good work Atrocities!
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Slow down Will, you are making me look bad. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Cap K, your mod is going to dominate the star trek mods, so don't worry about PCP making you look bad. I am sure he is just making this mod because he has nothing else to do. To do what you are doing takes time, and we all know that. http://forum.shrapnelgames.com/images/icons/icon7.gif Quality is above all else, what makes a mod worth playing.
Hey Will, can you do something about increasing the use of supplies by ships. I have some ships that can go a really long time without needing to be resupplied. Also, the Ullians have an error. You need to change Uillian to Ullian in the research.txt. Just and FYI. Otherwise, very nice work. http://forum.shrapnelgames.com/images/icons/icon6.gif [ January 10, 2003, 17:33: Message edited by: CNCRaymond ] |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
It appears as though there will soon be two competing Star Trek mods and most SE players will gravitate to the better one. This will be unfortunate as someone’s time and effort will be overshadowed.
One way to resolve this would be to have two Star Trek mods each with a different focus. The Captain’s mod is definitely focused on ST:TNG and DS9 (Dominion War). Atrocities’ mod seems more general, with races from all the Star Trek series. What about having one mod that focuses on Enterprise, TOS, and the movies, up to early TNG, ala “Birth of the Federation,” and the other focusing on ST:TNG and DS9? This would allow for both mods to grow side by side without competing directly with one another and us fans could enjoy them both equally. What do you people think? Atrocities, what do you think? |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
UserX:
That's a good idea. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Noticed a lot of bad homeworld assignments, races seem to be assigned to start on a moon but instead are placed on the main planet of that sector, regardless of atmosphere and planet type, they're also given full population despite that the planet is not breathable.
Any way to fix this without stripping the atmospheres off moons? I think it's a lot more interesting that way and I believe at least a couple of Jupiter's moons have atmospheres of their own. Also I'd consider jacking up the price of the Borg Tech race trait now that they have larger ships, it's a pretty strong advantage I think. Maybe even make it a seperate racial trait, though that might hurt the Borg's uniqueness. I'd also consider giving Borg boarding parties an organic regen rate of 0 that way they recover during a fight, don't think it'd be much worse than the self healing null projectors. Also when you upgrade a ship the repair bays become replaced with the special technology repair systems, don't think it should be that way since the repair systems are much much smaller and repair less (per component) than the bays. AI Report: 8472 seems to get the short end of the stick a lot. The Hirogens seems to consistently number among the strongest of empires. Been too busy playing the Borg to play against them. Klingons are doing good too. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
That only happens with Bad and Average HW starts. It is a bug in how SE4 selects HWs. If you select Good HWs, then it doesn't happen. Assuming Atrocities uses the latest Version of FQM Deluxe (2.01) in AST 1.4, you'll be able to select average HWs with no problems.
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
If my opinion matters.
STNG mod by Kwok is going to be strictly about STNG, and have only a few races. Its tech tree and races are all going to be completely differant than the AST Mod, as is the game play. The AST Mod now has twenty (20) neutral races, and eight (8) major ones with an additional twelve (12) if you include the expansion pack. The AST Mod tech is based upon "Current SEIV" technology, and has only a few race specific technologies. What I think I am trying to say is, the AST Mod is an all encompusing mod, while the STNG Mod is a specialty mod for Trek Freaks and their families. AST Mod = SEIV Star Trek Version. (Many races, and many neutrals. Loosely based upon Star Trek) STNG Mod = BOTF SEIV style. (Few races, and few neutrals. Heavily based upon Star Trek) [ January 11, 2003, 00:36: Message edited by: CNCRaymond ] |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Hmm, I'm fairly sure I started off Good homeworld, I always do.
I'll double check later tonight after work if I have an autosave from it. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
I would not consider the TNG mod for Star Trek fans only or as a 'speciality mod'. There are many changes to the regular SE:IV that might appeal to SE:IV players looking for a different style of gameplay from the usual.
That being said, I think the distinction should be that Atrocities' Star Trek mod is better suited to a general Trek universe that plays similiar to regular SE:IV with a minimum learning curve. Great fun for a quick PBW game. The Star Trek: TNG mod is based on the 'modern' Trek universe and focuses more on recreating SE:IV in a Trek context, allowing for greater 'roleplay' possibilities. The differences in the two mods should easily be great enough to co-exist without anyone's efforts going to waste. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
I agree with Kwok, I will enjoy playing both mods, and it has always been my intention to make the AST mod an all purpose Star Trek mod, while not focusing strictly upon "Star Trek" cannon, technology or era.
While the Star Trek TNG mod by Kwok has a specific agenda from what I can see, it will focus on the TNG era and the events and technology thereof. The AST mod can be played using one of twenty races, and or up to twenty neutrals now. The TNG mod goes a step further in becoming more or less dedicated to TNG era, technology, with a BOTF style of game play and RPG. It dives into the TNG era. The AST mod is a "general" trek mod that any one can update with their own technologies, ships, etc. It is a mod for SEIV, using SEIV technology. I will enjoy playing both. [ January 11, 2003, 18:20: Message edited by: Atrocities ] |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Update Patch 4 ASTmod - 1-12-2003
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[ January 11, 2003, 20:16: Message edited by: Atrocities ] |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Any one care to offer suggestions on new weapons/components/facilities?
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
I Have Few Suggestions for your AST mode;
1) Vechicles: DevnullMod ship hulls. 2) Componet: Maintance, Ship & base.A type for combat vessels and, A type for transports. 3) Weapon: Torpedo weapon.2x shield damage only. 4) Weapon: Transphasic Torpedo; Torpedo that skip shields and armor. 5) Weapon: Torpedo that increase damage the father it goes. 6) Mounts: Ship mount (Hardpoint mount)for phasers.In a episode of were enterprize D has 3 warp engines and super gun underneath sauser section. 7) Facility: Federation Weather net.Highest level condition on planet. 8) Facility: Planet scanner.scans ship at distants. 9) Monsters: Space Monsters. Devnull 10) Abilitys: Space bases/satilites that can move.Devnull Whata think about these ideas?. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
I'm a poor non gold player and i just downloaded the mod. it wont work because it's looking mostly fr drone things. is it possible for me to alter the mod so it is playable with non gold SE$? or am i just going to have to wait until i get another assignment to get paid to order http://forum.shrapnelgames.com/images/icons/icon9.gif (i'm going to order it anyway, but i can't wait to try the trek mod ive been waiting for)
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Yes, but you have to remove _all_ instances of the word Drone from the files, and possibly a lot of other things (especially in the AI files). And, the quadrant mod used in AST won't work in non-gold without major revamping.
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
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I've never tried to convert a Gold AI to pre-Gold, so I don't know if that covers everything that needs to be changed. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
The data files are the problem. There are a lot of changes from 1.49 to Gold. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
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What you can do it take the facilities and other files and attempt to make a new mod for 1.49. Other than that, I really strongly recommend that you buy SEIV gold. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
AST Mod Full v1.4 GOLD
This Version is the complete mod - Less the Image Mod Contains all 20 main races & 20 neutrals - 19.6 megs AST Full zip |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
BUMP
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Sugestion about the Federation Technology
if it dont hurt the game balance I would sugest to put the Daystrom Institute I to the Federation Technology Level 2. I suggest this becouse the Level 2 of the Federation Technology is empty if you dont already have researched armor or a lot of other technologies for the weapon. The other benefit of this slight shifting is that you will get a new Daystrom Institute level everey second Federation Technology level. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
im new here and "just" started your MOD, very nice imho.
Anyway, i have a little problem.... http://forum.shrapnelgames.com/image...s/confused.gif It seems that the solar sails doesn't work anymore... or is there an other component that doesn't cooperate with it? in the files i couldn't find any. thnx. R. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
The sail should work just fine. I will check it out. Thanks for the bug report. http://forum.shrapnelgames.com/images/icons/icon7.gif
Ok, I do not know why, but if you use a Warp Engine and above, the Solar Sail becomes useless. If you just use the Impulse engines, then the Solar Sail works. This might be a bug, but I think its more benifical this way. A bonus so to speak for those who do not use warp engines. Thoughts on the subject are welcome, but I think I will leave it like this. [ January 22, 2003, 10:49: Message edited by: Atrocities ] |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Thank you all for the great suggestions, I am currently working through them and look foward to sharing the end product with you all. In the mean time, PATCH 5 is availible for download in the Download section in both the Data and Ship set threads. -or-
AST Mod Patch 5 v1.5 NOTE: Please install Patch 4 prior to Patch 5 if your upgrading from AST mod Light. If your upgrading from AST Mod Full, then all you need is Patch 5. AST Mod Patch 4 v1.4 [ January 22, 2003, 10:54: Message edited by: Atrocities ] |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Thanks for this great mod. I hope that you keep adding to it and make it even better.
Q. Are you going to add the new Dominion ships to your mod? Suggestions. 1. Increase the supply use for each ship. Right now supply useage is really low. 2. Remove a few classes of ships. Make it more Trek like. 3. Make it a requirement that all ships have to have at least one fighter bay. (Call it a shuttle bay) 4. Add more technology 5. I agree, move Daystrum Institute to Federation Technology level 2. Q. Will you continue to support this mod once Captain Kwok releases his St TNG mod? Q. If you do continue to support this mod after the TNG mod is released, what can we expect? Q. For the next patch, what will it consist of, anything new, fixes, or other? Again, thanks for making the mod it really is a lot of fun. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
thnx,
umm, i rather have it that both work, cause i reseached them both already http://forum.shrapnelgames.com/images/icons/icon12.gif ... Maybe something else (don't know if it works or maybe is already so), but isn't it an idea to let it be like this: that the solar sails use no fuel. Cause if there is no "advantage", why bother to research the sails at all?? R. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
For use with smaller ships that are to small to use a Warp Engine. http://forum.shrapnelgames.com/images/icons/icon7.gif I am looking into the bug though. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
[quote]
Q. Are you going to add the new Dominion ships to your mod? Q. Will you continue to support this mod once Captain Kwok releases his St TNG mod? Q. If you do continue to support this mod after the TNG mod is released, what can we expect? Q. For the next patch, what will it consist of, anything new, fixes, or other? quote] Answer: Yes Answer: No this mod and the TNG mod are in the process of being combined. Answer: Read above. Answer: At this point, there may not be a next patch for some time. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
I kind of sprung the idea of combining the mods yesterday on Atrocities and have pushed it forward eagerly, but once we get organized it shouldn't be long before stuff gets put out.
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
One way or another, we will have a great trek mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
I've installed this mod and tried it out but can't get the new planets from the imagemod to work. They are placed in systems but do not show up on the space grid. If I click on the invisible planets (marked by moon counters or habitablity stars) then an image shows up on where the planets statistics are. I've had success using imagemod planets before but i'm out of ideas so any help would be appriecated.
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
You need to rename the NewPlanets.bmp file to Planets.bmp. The Image Mod readme explains this.
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Must be going blind. Thanks for the help.
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Hey,
I know you are gonna make the mod with kwok, but i guess i still have a couple of bugs, that maybe can be repaired in the new one. - In your mod the Ferengy have 3 engines on a ship, rather then the 2 like everyone has. - The vulcans use 2 warp engines. 3 other thingies... - the flavor text on a planets, when i create a new planet http://forum.shrapnelgames.com/images/icons/icon7.gif ... suddenly a irridiated planet appears, that is devasted by battles ages ago. - Why are quantum reactors so big when solar pannels are so small. - colonypod mounts cannot be used on colony ships, i know that i can use them on other class ships, but still its a lil strange. And Why are these tri-cobalt torpedo's sooo big compared to other stuff. Range is good, but when i have a ROF of 1 in 3 im in serious trouble vs more then 1 ship fleets.. And the damage is not sooo great for something sooo expensive. I hope you can use this in creating the other mod http://forum.shrapnelgames.com/images/icons/icon7.gif have fun, R. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
FYI just in case you did not know, Will is back in the hospital again.
I know that he was working on a new patch and will want all the bug reports he can get so he can address them. Also, and this one hurts, his new pc died, and with it, the 3d images for the New Dominion,Ferengi, and Cardassian ship sets. I have not told him yet, I do not want to added to his worries. Rest assured, there was no back up. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Can the hard drive be salvaged? If the drive did not fail, just stick it in a new machine. If the problem was a drive failure try: SpinRite 5 from Gibson Research http://grc.com/sroverview.htm
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Is there a gold Version of this mod?
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
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Or did you mean to say "Is there a non gold Version of this mod?" If that is what you meant to say then no, I do not believe there is a non gold Version. [ January 30, 2003, 19:12: Message edited by: Ragnarok ] |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
There is no pre-gold Version that I know of. I did find on his game computer where he was working on the latest Version of the mod though.
He is not at all happy about loosing the PC with all of the new ships, but there is hope. HP has tenatively agreeded to send a new PC once Will can get out of the hospital and get home. They want his CC# before they will send it. Once he has it, the local HP repair shop, the people who set this up, will clone the HD from the old PC to the new one. If that works, then all should be as it was. They said the MB went out and it took the CPU (AMD) with it. Par for the course huh? Never rains but it poors. Will should be back home by Monday with any luck. I managed to get his old PC, (Game PC) to work with an older 36.6 modem I had laying around. It is making a lot of clicking sounds now, and I am afraid that it too is about to die. I think it best that when it comes to PC CPU's, that one should always buy Intel. JMO. Here is the latest info that I could find on the next patch. Keep in mind that he only uses this PC to play games, and the info is more than likely not complete. Quote:
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
I am working on the 1.6 patch and will release it as my Last patch for the game. For news and information on this mod please visit the AST Mod web site.
Thank you. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
The mod will still be supported by CNCRaymond, but I will no longer be working on it.
Kwok is going to use portions of this mod, which was heavily based upon his ST: TNG mod. I started the ASTmod because I wanted to have a Star Trek environment to play SEIV in. The mod achieved this. The new Star Trek mod will be a complete Star Trek mod, with star trek specific races, technology, ships, and much more. In essence, the Star Trek mod will be a true conVersion mod. When you load it, you are loading a Star Trek universe, and not just an environment. |
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