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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?. |
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