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December 30th, 2002, 01:11 AM
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Shrapnel Fanatic
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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 ]
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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December 30th, 2002, 02:02 AM
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National Security Advisor
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Location: Toronto, Canada
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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.
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December 30th, 2002, 03:29 AM
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Shrapnel Fanatic
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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?
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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 ]
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December 31st, 2002, 12:00 AM
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Corporal
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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.)
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December 31st, 2002, 09:58 AM
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Shrapnel Fanatic
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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 ]
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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December 31st, 2002, 10:42 AM
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Shrapnel Fanatic
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Click => AST Mod Patch 1 v1.1 <= to download.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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December 31st, 2002, 05:22 PM
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Private
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Join Date: Dec 2002
Location: france
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
apparently, it may be a "private" bug, the zip is corrupt....  anyway your mod is fantsastic 
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