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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
I got a question and a few AST bugs to report.
First, how do you edit a mod without making saved games incompatable? Second, the Borg Construction Matrix only lists one of it's abilities in it's abilities description (increase system minerals). It's other description (the one in small print on the component/facility info screen) states that it modifies planet resources instead of system. And third it doesn't function as a space yard as it's facilities.txt listing says. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
"First, how do you edit a mod without making saved games incompatable?"
You can change anything except the racial traits file. The changes may make for some odd effects in your game, but you'll be able to continue on. Phoenix-D |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
You can avoid most of those weird effects by adding any new components/facilities/hull sizes/etc. to the end of their respective files. The game seems to store things by position number, and this preserves the number for old items. Come next major Version, you can rearrange things into their proper positions.
I'm not sure if this works for components in the same family (i.e., adding 2 levels to ECM); it may cause problems with upgrading. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Download - Update Patch 3 ASTmod
- It 1.3 1. Added New Ship Classifications for use with the Borg 2. Added Construction Matrix to TechArea.txt (For use with Borg Technology) 3. Added Fyrons USM (Ultimate Strategy Mod) features and credits (DefualtColony, DefualtDesign, DefualtStrategies, and Formations) 4. Corrected spelling of Orbital Shipyard in DefaultDesignTypes.txt 5. Reworked the DefaultDesignTypes.txt 6. Changed Create Log Text Files for Players from True to False in Settings.txt (Keeps Savegame Folder from become to large) 7. Changed Create Log Text File for Game from True to False in Settings.txt (Keeps Savegame Folder from become to large) 8. Changed VehicalSize.txt file so that all ships will have a Cost in Organics & Radioactives. (Organics to represent the Human Cost, and Radioactive to represent the Dylithum Cost) 9. Updated the AST Mod HTML Document to include a link to the USM Read-me and Credits Text Documents. 10. Added USM Read-me and Credits Text Documents to Credits Folder 11. Udpated the Getting Started.txt Document to reflect the addition of the Ultimate Strategy Mod. 12. Detuned the Borg Ship Mount a bit. (Twas way to powerful) 13. Renamed all Race HTML viewers after there race. (Fixes the problem with the AST Mod HTML Document so that you can view each races HTML document without the white screen of death.) 14. Updated the 8472, Breen, Federation, and Ferengi AI_Construction_Facilities files. (Added Ship and Fleet Training Abilities to Military Instillation) 15. Added an HTML Document for use with the AST Add on Expansion Pack (Will only work if you have the Add on Pack races installed) 16. Changed Description of Borg Contstruction Nexus I - III to inlcude accurate information. 17. Replaced the word System with the word Planet in Borg Construction Nexus I - III Ability Description 1, 2, 3 [ January 05, 2003, 07:41: Message edited by: Atrocities ] |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Atrocities, dang you have been busy! http://forum.shrapnelgames.com/images/icons/icon12.gif
mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Damn I'm up way too late.
Too things I noticed as I continued my game (haven't patched yet). The Borg Construction Nexus I has no functional construction abilities, the Borg Construction Nexus III only constructs with minerals. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Double Damn!
Ok, I am inlcuding this fix in the next patch, but for right now, you can open the file and simply highly light and copy the three Borg Construction Nexus facilities into your AST mod / Data folder / Facilities text document. Open the AST/DATA/Facilities.txt document. Click EDIT, then FIND, then type Borg. Scroll down until you find the Borg Construction Nexus I and high light it all the way down through the end of Borg Construction Nexus III and then paste the new files in. BE SURE THERE ARE NO EXTRA SPACES BETWEEN Borg Construction Nexus I and the Facility above it. And Borg Nexus III and the facility below it. There should only be a single space gap. Download - Borg Facility Fix 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 HTML viewer with new Race profiles I want to thank each and everyone of you for reporting bugs when you find them. I wish to express to you my sincere gratitude. Thank you very much, and please keep reporting them. [ January 05, 2003, 16:03: Message edited by: Atrocities ] |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Thankye.
I'm almost sad to see it go, because of the C. Nexus I bug I was able to build multiple shipyards on a planet by upgrading them to C. Nexus II's. Was fun being able to build a super base ship or upgrade a planet full of monoliths in one round hehe. Strangely enough, the C. Nexus III's had absolutely no trouble building even with Org and Rad con rates of 0 for the planet. |
Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Actually, that is a valid system for Space Yard Expansion Projects. The upgrades leading to a 2nd, 3rd, etc. SY should not add much individually, maybe 250 to 500. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Quote:
Think I'll hit 70k when I patch it http://forum.shrapnelgames.com/images/icons/icon7.gif Also, problem in the AI. Every AI fighter I have seen so far uses a DUC cannon that has no attack. FromMy guess is it's using a mount that reduces it's range to 0. I think we also needa get on Shrapnel to retain filenames. Not that I don't respect and admire the free mod/misc file hosting hehe [ January 06, 2003, 01:24: Message edited by: MacLeod ] |
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