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-   -   Star Trek (ASTmod) NEW v1.7 (Feb-10) (http://forum.shrapnelgames.com/showthread.php?t=8063)

Atrocities December 20th, 2002 01:39 PM

Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
AST Mod Full v1.6 (Patch to 1.7)
This Version is the complete mod - Less the Image Mod
Contains all 20 main races & 20 neutrals - 19.6 megs
AST Mod Home

[ February 10, 2003, 22:07: Message edited by: Atrocities ]

Atrocities December 21st, 2002 07:42 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Ok, all Version of the mod are now availible for download from the download section. Enjoy.

Ragnarok December 21st, 2002 08:03 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Downloading now. Can't wait to play it!

oleg December 21st, 2002 08:46 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
OK, there are problems with missing planet pictures. should I download imagemod or something ?

Fyron December 21st, 2002 08:51 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Yes, you need the image mod. It probably says that in the mod's Readme. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron December 21st, 2002 10:46 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Atrocities, the readme you linked to in the downloads section is a tad dated. It lists the date as some time in November, and has the mod Version at .9998 instead of 1.0. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, you need a better formations file. I can give you one that has a lot of formations from a lot of different mods out there in it (including those from TDM with the extra slots in them).

[ December 21, 2002, 21:10: Message edited by: Imperator Fyron ]

HEMAN December 23rd, 2002 06:02 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Downloading now http://forum.shrapnelgames.com/images/icons/shock.gif Atrocities
. Can't wait to play it!. While downloading,I feel like someone is pouring suger in my brain and using a spoon to stur it up.

[ December 23, 2002, 04:15: Message edited by: HEMAN ]

Atrocities December 23rd, 2002 07:19 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
oops, forgot to update the readme. My bad. Thanks Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif (V1.1)

HEMAN December 24th, 2002 07:04 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
I have missing planets,and a few weapons missing, I download the files required from the image mode page.Started a game set up/full tecks / Federation /expanded teck. But when the game started?,Some of the planets & 3 weapon pics are Missing?,NOTE; if i right click on the planets or weapon pics it shows?, I need help THANKS.

Fyron December 24th, 2002 09:00 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
You have to change NewPlanets.bmp to Planets.bmp, NewComponents.bmp to Components.bmp, and NewFacilities.bmp to Facilities.bmp. The Image Mod has a clear Readme in it that explains all of this.

HEMAN December 24th, 2002 11:46 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Oh,I overlooked that, THANKS Imperator Fyron
, its all working fine now.

pathfinder December 25th, 2002 12:59 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Nicely done!

Not a big fan of Star Trek but the MOD is nicely done http://forum.shrapnelgames.com/images/icons/icon10.gif

Oh! Oh! Me likes the way the planets are done (dense edge?) http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 24, 2002, 23:16: Message edited by: pathfinder ]

Captain Kwok December 27th, 2002 03:32 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
I've finally had some time to play around with the mod, and some of the things I would recommend are adding a few more specialized weapons or components for each race and re-arranging some of the ships to match better with their intended sizes. I have some images you might be interested in using. Just let me know!

Atrocities December 28th, 2002 08:32 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Thanks guys. http://forum.shrapnelgames.com/images/icons/icon7.gif

Kwok, your ship recommendations are very important to me. Please post them. If you have images that will work, please let me know. I will have to give you a alternate email for large downloads.

I had planned to add more components, weapons, and facilities as the mod progressed. I wanted to start the mod off with an equal footing for all the races. I have many more ideas for the mod, but wanted to be sure that people had the chance to play it and give recommendations.

At this point, any recommendations for weapons, componets, facilities are welcome and incouraged.

The mod is intended to be a general trek mod, not to compete with your STNG mod that will kick *** over all other mods. http://forum.shrapnelgames.com/images/icons/icon7.gif I just made the mod because I wanted to see how the process was done, and to learn. I like playing it too, and find that I make a lot of little tweaks to it each and every time I play.

Quote:

1.1
1. Changed Facility Group Federation to Federation Technology in Starfleet Command I
2. Updated GETTING STARTED read-me file
3. Reduced "Energy Stream Weapons" from Max Tech Level 15 to 5
4. Added Tech Area/Level Energy Pulse Weapons / 12 to Phased-Energy Weapons (Laser weapons must be researched before Phasers can be researched)
5. Added Tech Area/Level Enegry Pulse Weapons / 4 to Energy Stream Weapons (Laser weapons must be researched before Disrupters can be researched)
6. Changed Enhanced Disruptor I - III Tech Req 3 (Energy Pulse Weapons) from 12 to 4, 6, 8
7. Changed Enhanced Phasers I - III Tech Req 3 (Energy Pulse Weapons) from 12 to 4, 6, 8
8. Removed duplicate mounts in CompEnhacement.txt
9. Reduced the Tech Level Req 1, 2, 3 for Advanced Components to 3 each
10. Reduced the Tech Level Req 1, 2, 3 for Engine to 3 each
11. Added Small Mount for use with ship sized 200kt and up.
<font size="2" face="Verdana, Helvetica, sans-serif">See what I mean.

[ December 28, 2002, 06:36: Message edited by: Atrocities ]

userx December 28th, 2002 11:28 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Sorry for the long post but I hope it’s worth the read. Being a Star Trek fan I’m enjoying this mod and I think your 1.1 changes will be a welcomed enhancement. I have a suggestion that could help bring ship movement more in line with the Star Trek universe.

I’d like to suggest that warp drive should be a technology available from the beginning (or attainable within a few turns … Physics I). Without warp drive capable ships, one would not be exploring nearby solar systems. I’d like to also suggest that warp drive technology be broken into two areas of research: Warp Technology (1-6) which provides the “Warp Core” component, and a new tech area, Warp Engine Design (1-6) which provides the “Nacelle Engines.” Propulsion technology (1-8) tree provides the “Impulse Engine” component.

These three components collectively would form the basis of ship propulsion in the mod.

The Impulse Engine component (1-8) primary function is to move the ship during combat. It would generate 1 Bonus Movement point (representing sub-light movement capabilities) and (1-8) Combat Movement points. It would also carry a limited amount of “supply.” (Limited One Per Ship)

Warp Core component (1-6) primary function is to provide a star ship with energy to power its warp engines. It would carry the majority of a ships supply (1000-3500) points and generate (2-12) bonus movement points. (Limited One per ship – though the computer sometimes gets away with putting two on large ships?)

Nacelle Engine component is the engines that propel the ship. Each engine would generate (1-6) Standard Ship Movement. They carry not supply or generate combat movement bonuses. (Limited Two Per Ship)

For example, a ship with an Impulse Engine Type III, Nacelle Engine IV, and Warp Core II would have Ship Movement of 13, Combat movement bonus 3, and carry 2000 supplies.

This system would allow for a maximum ship movement of 29. If you think that’s too high, in ST:TNG, the enterprise at warp 8 can travel across one sector (20 light years) in about 7 days. This also allows for some interesting combinations. For example, the Klingons could focus on improving impulse engines for combat advantages while the Romulans could focus on Nacelle Engines for fast ships. The Federation could focus on a balance between speed (Nacelle Engines) and long range capabilities (Warp Core).

Below are examples of each component.

Name := Impulse Engine I
Description := Standard Ion Engine for sub-light inter-system travel.
Pic Num := 9
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := One Per Vehicle
General Group := Sub Light Engines (note new Category)
Family := 200
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 1 bonus movement point.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 1
Ability 2 Type := Combat Movement
Ability 2 Descr := Generates 1 bonus combat movement point.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None

Name := Warp Core I
Description := Main anti-matter power source.
Pic Num := 889
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Engines
Family := 42
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Warp Technology (1-6)
Tech Level Req 1 := 1
Tech Area Req 2 := Warp Engine Design
Tech Level Req 2 := 1
Number of Abilities := 3
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 2 bonus movement point.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 1
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 1000 units of supply.
Ability 2 Val 1 := 1000
Ability 2 Val 2 := 0
Ability 3 Type := Armor
Ability 3 Descr := Delicate will be destroyed before any other component.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := None

Name := Nacelle Engine I
Description := Creates a warp field surrounding a ship.
Pic Num := 26
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := Two Per Vehicle
General Group := Engines
Family := 9
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Warp Engine Design (1-6)
Tech Level Req 1 := 1
Tech Area Req 2 := Warp Technology
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Weapon Type := None

Hope there is something here to consider for your mod.

Captain Kwok December 29th, 2002 12:06 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
I see someone has been reading my treknology list!

The items that UserX suggested is how the propulsion system works in the TNG Mod, except for the warp core, which provides no movement in my mod. However, the max speed for ships in the TNG mod is 12-15 spaces, since large numbers over 20 make the combat map quite small when ships can buzz around 10+ spaces at a time as they would in userX's suggested method. I had considered a similiar system for some time before, but decided against it since it was too unbalancing.

[ December 28, 2002, 22:07: Message edited by: Captain Kwok ]

userx December 29th, 2002 04:22 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Quote:

Originally posted by Captain Kwok:
I see someone has been reading my treknology list!

<font size="2" face="Verdana, Helvetica, sans-serif">Not really, though, I do apologies if what I’m suggesting has already been posted somewhere (or something similar). I’m aware of your mod (and looking forward to it) but I’m not familiar with the specifics of it. Anyone looking at the available component abilities would come to a similar conclusion if trying to recreate Star Trek ship movement.

You may be correct about the excessive combat board speeds. How would one create a situation where ships can travel fast from one system to another while keeping the Combat Movement low?

If you where to give the Nacelles and Warp Core "Bonus Movement", and give the Impulse Engine "Standard Movement(1)" and "Combat Movement" would this solve the combat board problem?

Captain Kwok December 29th, 2002 04:29 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Since half of the standard movement is used to give combat speed, there is no way to keep combat speed reasonable while giving standard movement many points.

userx December 29th, 2002 05:17 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Actually, I'm happy to report that that is not totally correct!

Only half of "Standard Ship Movement" is used to calculate Combat movement. Extra Movement Generation is not included (and I believe neither is Movement Bonus). I've just tested a ship that ziped around the map at a speed of 21 but in the combat simulator, had a combat speed of 1.

If this is of interest to you (or anyone), contact me and we'll talk more about this. rp@telus.net

tokche December 29th, 2002 05:32 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
yet another reason why to get SEIV : Gold!

tokche December 29th, 2002 05:32 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
...to bad i don't have gold. =(

[ December 29, 2002, 03:39: Message edited by: tokche ]

Fyron December 29th, 2002 07:34 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Quote:

Originally posted by userx:
Actually, I'm happy to report that that is not totally correct!

Only half of "Standard Ship Movement" is used to calculate Combat movement. Extra Movement Generation is not included (and I believe neither is Movement Bonus). I've just tested a ship that ziped around the map at a speed of 21 but in the combat simulator, had a combat speed of 1.

If this is of interest to you (or anyone), contact me and we'll talk more about this. rp@telus.net

<font size="2" face="Verdana, Helvetica, sans-serif">Umm... combat movement equals strategic movement / 2, rounded up. Bonus movement is factored into it. Emergency Propulsion is not, but that would be a bad way to go about it. It is difficult and tedious to manage a fleet of ships using emergency propulsions.

Atrocities December 29th, 2002 08:56 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
1.1
1. Changed Facility Group Federation to Federation Technology in Starfleet Command I
2. Updated GETTING STARTED read-me file
3. Reduced "Energy Stream Weapons" from Max Tech Level 15 to 5
4. Added Tech Area/Level Energy Pulse Weapons / 12 to Phased-Energy Weapons (Laser weapons must be researched before Phasers can be researched)
5. Added Tech Area/Level Enegry Pulse Weapons / 4 to Energy Stream Weapons (Laser weapons must be researched before Disrupters can be researched)
6. Changed Enhanced Disruptor I - III Tech Req 3 (Energy Pulse Weapons) from 12 to 4, 6, 8
7. Changed Enhanced Phasers I - III Tech Req 3 (Energy Pulse Weapons) from 12 to 4, 6, 8
8. Removed duplicate mounts in CompEnhacement.txt
9. Reduced the Tech Level Req 1, 2, 3 for Advanced Components to 3 each
10. Reduced the Tech Level Req 1, 2, 3 for Engine mount to 3 each
11. Added Small Mount for use with ship sized 200kt and up.
12. Modified AI_Settings for each race to more accurately reflect AI Anger for Enemy Colonized and Allied colonized worlds.
13. Modified AI_Settings for each race to better reflect that race anger type
14. Lowered the Ability 1, 2, 3 Val 2 from 10000 to 5000 each.
15. Removed Ion Engine I, II, III from Component.txt. (Redundant)
16. Added Ability Type Combat Movement to all Impulse Engines.
17. Set Cost Radioactives for Impulse Engine I - IV at 100
18. Established Cost minerals for Impulse Engine I - V at 300, 290, 280, 270, 260
19. Established Cost Radioactives for Impulse Engine V at 90
20. Established Ability 1 Val Movement Bonus for Impulse Engine I - V at 0, 1, 1, 2, 2
21. Established Ability 2 Val Standard ship movement for Impulse Engine I - V at 2, 2, 3, 3, 4
22. Established Ability 3 Val Combat Movement for Impulse Engine I - V at 2, 3, 4, 4, 4
23. Established Ability 4 Val Supply Storage for Impulse Engine I - V at 500, 510, 520, 530, 540
24. Remvoed Ability Combat Movement Bonus from Warp Core Quantum Singularity Engine I - III
25. Removed Ability Combat Movement Bonus from Transwarp Drive
26. Reduced Propulsion Maximum Level from 12 to 8 in the TechArea.txt
27. Reduced Warp Technology Level Cost from 500000 to 50000
28. Reduced Warp Technology Tech LEvel Req 1 from 3 to 1 for Physics (Warp engines can now be obtain at Propulsion Level 4 as long as Warp Technology has been researched.)

[ December 29, 2002, 23:13: Message edited by: Atrocities ]

Captain Kwok December 29th, 2002 06:21 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Atrocities:

It looks like you are making some good changes in the latest Version.

Here are my recommendations for re-organizing your Federation ships.

I would exchange your Battlecruiser image (New Orleans class) and make it a Frigate, which fits in better with it's intended size. I would replace the battlecruiser with the Prometheus (currently Light Carrier). You can use the Akira as a Light Carrier since it has been described as a carrier and has a large shuttlebay in the saucer. I'm not sure what you can do with the Nebula class image, perhaps creating a new ship size around 700kT would be approriate. For the vacant escort image, I believe Ex Astris Scientia has some nice pictures of the Nova class which would fit perfectly as an escort.

Captain Kwok December 29th, 2002 07:33 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Eh!

The "Extra Movement Generation" ability which is normally connected with the Solar Sail component does not count towards a ship's combat movement as userX stated. I think we just assumed he was referring to using a movement bonus, which definately does count towards combat movement. I guess you learn something new everyday.

Fyron December 29th, 2002 10:44 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Quote:

Originally posted by Captain Kwok:
Eh!

The "Extra Movement Generation" ability which is normally connected with the Solar Sail component does not count towards a ship's combat movement as userX stated. I think we just assumed he was referring to using a movement bonus, which definately does count towards combat movement. I guess you learn something new everyday.

<font size="2" face="Verdana, Helvetica, sans-serif">Yes, it does count towards combat movement. Get a ship with 6 Quantum Engines and a Solar Sail III. It has 12 strategic move. It's combat move is 6. Looks like strategic move / 2 to me. http://forum.shrapnelgames.com/images/icons/icon7.gif

userx December 30th, 2002 12:20 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
This is getting complicated!

It appears as though “Extra Movement Generation” is counted when calculating combat movement. Here’s the catch, if there are not components generating “Standard Ship Movement,” “Extra Movement Generation” is not counted for combat movement calculation.

For example, I have a component generating 8 points “Movement Bonus”, another generating 8 “Extra Movement Generation,” the ship will move around the map at a speed of 16 but have a speed of 0 on the combat board. If I add a component that generates any number of “Combat Movement” points, only those points will be used on the combat board. If I add a component that generates “Standard Ship Movement,” then all the points will be included in the calculation of combat speed.

With that said, I’m getting inconsistent results. Standard Movement 1, Movement Bonus 8, total ship movement 9 = Combat movement of 6???? Could “general group” value or “Ability Val 2” value have something to do with how propulsion related components work?

Maybe we should move this discussion somewhere else?

Atrocities December 30th, 2002 01:11 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Kwok, thanks.

List them out including any extra class you feel would work. IE

Escort - Nova
Frigate - Steamrunner
etc.

I can make a Federation set based upon that, and still keep the current one availible for those who enjoy using it.

When I set up the Federation I did it according to my asthetic (sp) view. it was not based upon any specific method other than that.

[ December 29, 2002, 23:14: Message edited by: Atrocities ]

Captain Kwok December 30th, 2002 02:02 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Atrocities:

I'll get back to you later on ships and such.

UserX:

Feel free to post your movement findings in the TNG mod discussion.

Fyron December 30th, 2002 03:29 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Quote:

Originally posted by userx:
This is getting complicated!

It appears as though “Extra Movement Generation” is counted when calculating combat movement. Here’s the catch, if there are not components generating “Standard Ship Movement,” “Extra Movement Generation” is not counted for combat movement calculation.

For example, I have a component generating 8 points “Movement Bonus”, another generating 8 “Extra Movement Generation,” the ship will move around the map at a speed of 16 but have a speed of 0 on the combat board. If I add a component that generates any number of “Combat Movement” points, only those points will be used on the combat board. If I add a component that generates “Standard Ship Movement,” then all the points will be included in the calculation of combat speed.

With that said, I’m getting inconsistent results. Standard Movement 1, Movement Bonus 8, total ship movement 9 = Combat movement of 6???? Could “general group” value or “Ability Val 2” value have something to do with how propulsion related components work?

Maybe we should move this discussion somewhere else?

<font size="2" face="Verdana, Helvetica, sans-serif">Ships are supposed to have 0 movement points of any type unless they have engines that generate at least 1 strategic movement point, generated from standard movmement point engines. Extra movement generation is not supposed to allow the ship to move if it has no standard engines.

I see no reason to move the discussion, really.

[ December 30, 2002, 01:31: Message edited by: Imperator Fyron ]

userx December 31st, 2002 12:00 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Is 1.1 available to download?

Quote:

Originally posted by Atrocities:
1.1
1. Changed Facility Group Federation to Federation Technology in Starfleet Command I
2. Updated GETTING STARTED read-me file
3. Reduced "Energy Stream Weapons" from Max Tech Level 15 to 5
4. Added Tech Area/Level Energy Pulse Weapons / 12 to Phased-Energy Weapons (Laser weapons must be researched before Phasers can be researched)
5. Added Tech Area/Level Enegry Pulse Weapons / 4 to Energy Stream Weapons (Laser weapons must be researched before Disrupters can be researched)
6. Changed Enhanced Disruptor I - III Tech Req 3 (Energy Pulse Weapons) from 12 to 4, 6, 8
7. Changed Enhanced Phasers I - III Tech Req 3 (Energy Pulse Weapons) from 12 to 4, 6, 8
8. Removed duplicate mounts in CompEnhacement.txt
9. Reduced the Tech Level Req 1, 2, 3 for Advanced Components to 3 each
10. Reduced the Tech Level Req 1, 2, 3 for Engine mount to 3 each
11. Added Small Mount for use with ship sized 200kt and up.
12. Modified AI_Settings for each race to more accurately reflect AI Anger for Enemy Colonized and Allied colonized worlds.
13. Modified AI_Settings for each race to better reflect that race anger type
14. Lowered the Ability 1, 2, 3 Val 2 from 10000 to 5000 each.
15. Removed Ion Engine I, II, III from Component.txt. (Redundant)
16. Added Ability Type Combat Movement to all Impulse Engines.
17. Set Cost Radioactives for Impulse Engine I - IV at 100
18. Established Cost minerals for Impulse Engine I - V at 300, 290, 280, 270, 260
19. Established Cost Radioactives for Impulse Engine V at 90
20. Established Ability 1 Val Movement Bonus for Impulse Engine I - V at 0, 1, 1, 2, 2
21. Established Ability 2 Val Standard ship movement for Impulse Engine I - V at 2, 2, 3, 3, 4
22. Established Ability 3 Val Combat Movement for Impulse Engine I - V at 2, 3, 4, 4, 4
23. Established Ability 4 Val Supply Storage for Impulse Engine I - V at 500, 510, 520, 530, 540
24. Remvoed Ability Combat Movement Bonus from Warp Core Quantum Singularity Engine I - III
25. Removed Ability Combat Movement Bonus from Transwarp Drive
26. Reduced Propulsion Maximum Level from 12 to 8 in the TechArea.txt
27. Reduced Warp Technology Level Cost from 500000 to 50000
28. Reduced Warp Technology Tech LEvel Req 1 from 3 to 1 for Physics (Warp engines can now be obtain at Propulsion Level 4 as long as Warp Technology has been researched.)

<font size="2" face="Verdana, Helvetica, sans-serif">

Atrocities December 31st, 2002 09:58 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Sorry, I let a freind us my PC Last night. My bad.

Any who, I am still working on a small problem, and will have the data files out as soon as I can. Maybe later tonight, or tomorrow.

[ December 31, 2002, 07:59: Message edited by: Atrocities ]

Atrocities December 31st, 2002 10:42 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Click =>AST Mod Patch 1 v1.1 <= to download.

Bakounine December 31st, 2002 05:22 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
apparently, it may be a "private" bug, the zip is corrupt.... http://forum.shrapnelgames.com/images/icons/icon9.gif anyway your mod is fantsastic http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok December 31st, 2002 06:48 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Quote:

Originally posted by Bakounine:
apparently, it may be a "private" bug, the zip is corrupt.... http://forum.shrapnelgames.com/images/icons/icon9.gif anyway your mod is fantsastic http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Nope, I got a corrupt error message as well. Rats, eh?

Atrocities January 1st, 2003 01:03 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
I am downloading the patch now. If it is currupt, then a problem must have occured during upload Last night. GOD I HATE America Off Line. http://forum.shrapnelgames.com/images/icons/icon8.gif

EDIT

GD IT!
Ok, sorry about this guys. It seems each time I upload the file something causes it to currupt. The zip is fine on my PC. I will have to try it again later. My be tonight when there is less traffic on the AOL servers. God I hate dial up.

Any who, here is the news revision history. Some modifications from the Last have been made to the Impulse Engines.

IE I = 2 sm + 0 mb @ 2 per ship = 4 - 2 combat x 2 = 4
IE II = 2 sm + 1 mb @ 2 per ship = 6 - 3 combat x 2 = 6
IE III = 2 sm + 1 mb @ 2 per ship = 6 - 4 combat x 2 = 8
IE IV = 2 sm + 2 mb @ 2 per ship = 8 - 5 combat x 2 = 10
IE V = 2 sm + 3 mb @ 2 per ship = 10 - 6 combat x 2 = 12

Quote:

1.1 (12-31-2002)
1. Changed Facility Group Federation to Federation Technology in Starfleet Command I
2. Updated GETTING STARTED read-me file
3. Reduced "Energy Stream Weapons" from Max Tech Level 15 to 5
4. Added Tech Area/Level Energy Pulse Weapons / 12 to Phased-Energy Weapons (Laser weapons must be researched before Phasers can be researched)
5. Added Tech Area/Level Enegry Pulse Weapons / 4 to Energy Stream Weapons (Laser weapons must be researched before Disrupters can be researched)
6. Changed Enhanced Disruptor I - III Tech Req 3 (Energy Pulse Weapons) from 12 to 4, 6, 8
7. Changed Enhanced Phasers I - III Tech Req 3 (Energy Pulse Weapons) from 12 to 4, 6, 8
8. Removed duplicate mounts in CompEnhacement.txt
9. Reduced the Tech Level Req 1, 2, 3 for Advanced Components to 3 each
10. Reduced the Tech Level Req 1, 2, 3 for Engine mount to 3 each
11. Added Small Mount for use with ship sized 200kt and up.
12. Modified AI_Settings for each race to more accurately reflect AI Anger for Enemy Colonized and Allied colonized worlds.
13. Modified AI_Settings for each race to better reflect that race anger type
14. Lowered Space Yard V Ability 1, 2, 3 Val 2 from 10000 to 4000 each.
15. Removed Ion Engine I, II, III from Component.txt. (Redundant)
16. Added Ability Type Combat Movement to all Impulse Engines.
17. Set Cost Radioactives for Impulse Engine I - IV at 100
18. Established Cost minerals for Impulse Engine I - V at 300, 290, 280, 270, 260
19. Established Cost Radioactives for Impulse Engine V at 90
20. Established Ability 1 Val Movement Bonus for Impulse Engine I - V at 0, 1, 1, 2, 3
21. Established Ability 2 Val Standard ship movement for Impulse Engine I - V at 2, 2, 2, 2, 2
22. Established Ability 3 Val Combat Movement for Impulse Engine I - V at 2, 3, 4, 4, 4
23. Established Ability 4 Val Supply Storage for Impulse Engine I - V at 500, 510, 520, 530, 540
24. Remvoed Ability Combat Movement Bonus from Warp Core Quantum Singularity Engine I - III
25. Removed Ability Combat Movement Bonus from Transwarp Drive
26. Reduced Propulsion Maximum Level from 12 to 8 in the TechArea.txt
27. Reduced Warp Technology Level Cost from 500000 to 50000
28. Reduced Warp Technology Tech Level Req 1 from 3 to 1 for Physics (Warp engines can now be obtain at Propulsion Level 4 as long as Warp Technology has been researched.)
29. Established new Bonus Movement for Warp Core Quantum Singlarity I - IV 2, 2, 3, 4.
30. Set new Bonus Movement for Transwarp Drive at 6
31. Set new Bonus Movement for Transphsic Drive at 8
32. Set new Bonus Movement for Slipstream Drive at 12
33. Raised the Tonage of the Quantum Reactor, Replicator from 100 to 500. (On larger ships should have this ability. You can change it back in the Components.txt if you wish.)
34. Lowered the Shield points generated for Heavy Shield I II III from 2000, 3000, 4000, to 400, 500, 600.
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[ December 31, 2002, 23:58: Message edited by: Atrocities ]

Atrocities January 1st, 2003 09:11 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Patch 2 Version 1.2 (This one works)

Quote:

1.2 (1-1-2003)
1. Added a new folder named Mod Info.
2. Added Weapons Report, Component Report, Weapons Family, Component Family Txt files tot he Mod Info Folder.
3. Added an AST Mod HTML Mod Viewer.
4. Revamped the Borg AI to stimulate better expansion and growth.
5. Removed Race characteristic 4 for Klingon 2000 Racial Points. (Not enough racial points to support it.)
6. Created new Borg EMP 2k 3k and 5k files.
7. Created a Neutral Race HTLM viewer
8. Removed un-needed text from all Neutral Race General.txt files
9. Created a Neutral Race BMP image for use with t he AST Mod HTML file
10. Changed Picture Number of the Hardened Mini-Shield Generator I - III from 76 to 266
11. Changed Vehicle Type from ALL to Ftr\Trp for Hardened Mini-Shield Generator I - III
12. Changed Vehicle Type from ALL to Ftr\Trp for Mini-Shield Generator I - III
13. Add New Mount to CompEnhancement.txt Borg Ship Mount. For use with Borg Technology.
14. Enhanced the Borg Research.txt to improve Borg Research
15. Slightly restructured the Klingon Research.txt (Testing Purposes)
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Atrocities January 1st, 2003 11:58 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Here is the latest revision information I have on Version 1.3.

I am currently testing the latest modifications out now. I want to thank Fyron for his help, and his contribution to this mod. Thank You Fyron.

Fyron and I talked and agreed that the Borg are simply too weak in their current set up, so he came up with the idea of giving the Borg their own ships. So he designed them, and I am going to give them a whirl. If all goes well, and it should, then the Borg are going to be one tough enemy to beat. http://forum.shrapnelgames.com/images/icons/icon7.gif

OBTW, The Ferengi actually used their component Bribe Minister and captured on of my ships in my test game of v1.2. Just thought you would like to know. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

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 parts of Fyrons USM (Ultimate Strategy Mod) (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. Shot self in foot with bottle rocket
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[ January 01, 2003, 11:09: Message edited by: Atrocities ]

Fyron January 1st, 2003 11:13 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Quote:

12. Shot self in foot with bottle rocket
<font size="2" face="Verdana, Helvetica, sans-serif">Ouchies! Is self's foot ok? He seems to get into a lot of dilemmas!

DarkHorse January 2nd, 2003 12:36 AM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Quote:

12. Shot self in foot with bottle rocket
<font size="2" face="Verdana, Helvetica, sans-serif">Eek! Are all the little piggies still present and accounted for I hope?

MacLeod January 5th, 2003 03:18 AM

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.

Phoenix-D January 5th, 2003 04:38 AM

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

Krsqk January 5th, 2003 05:31 AM

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.

Atrocities January 5th, 2003 07:58 AM

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 ]

mlmbd January 5th, 2003 09:30 AM

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

MacLeod January 5th, 2003 12:35 PM

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.

Atrocities January 5th, 2003 03:34 PM

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 ]

MacLeod January 5th, 2003 10:16 PM

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.

Fyron January 5th, 2003 10:20 PM

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

MacLeod January 5th, 2003 11:32 PM

Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
 
Quote:

Originally posted by Imperator Fyron:
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
<font size="2" face="Verdana, Helvetica, sans-serif">Umm, really? I was getting about 40k in each material til I upgraded to the broken C Nexus III.
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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