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January 1st, 2003, 09:11 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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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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__________________
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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January 1st, 2003, 11:58 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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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.
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.
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 ]
__________________
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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January 1st, 2003, 11:13 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Quote:
12. Shot self in foot with bottle rocket
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Ouchies! Is self's foot ok? He seems to get into a lot of dilemmas!
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January 2nd, 2003, 12:36 AM
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Sergeant
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Join Date: Dec 2002
Location: U.S.A
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Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)
Quote:
12. Shot self in foot with bottle rocket
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Eek! Are all the little piggies still present and accounted for I hope?
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Vogon ships are yellow chunky slablike somethings, huge as office buildings, silent as birds. They hang in the air in much the same way that bricks don't.
(R.I.P. Douglas Adams)
-War is peace -Freedom is slavery -Ignorance is strength
In peace there's nothing so becomes a man as modest stillness and humility.
- W. Shakespeare (Henry V)
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January 5th, 2003, 03:18 AM
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Private
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Join Date: Nov 2002
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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.
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January 5th, 2003, 04:38 AM
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National Security Advisor
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Join Date: Nov 2000
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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
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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January 5th, 2003, 05:31 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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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.
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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