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  #1  
Old January 5th, 2003, 09:30 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Atrocities, dang you have been busy!

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  #2  
Old January 5th, 2003, 12:35 PM
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Default 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.
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Old January 5th, 2003, 03:34 PM
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Default 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 ]
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  #4  
Old January 5th, 2003, 10:16 PM
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Default 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.
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Old January 5th, 2003, 10:20 PM
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Default 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.
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Old January 5th, 2003, 11:32 PM
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Default 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.
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

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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  #7  
Old January 5th, 2003, 11:35 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Yes. Have normal SYs. Then, have a facility that is called a Space Yard Expansion Project. It does nothing, but is in the same family as another facility, the Space Yard Expansion. You can build Space Yard Expansion Projects on planets with a SY, and then upgrade them to the Space Yard Expansion. That way, you can get factory worlds that pump ships out like there is no tomorrow. Atrocities accidentally created such a system here with a typo.
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