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Old December 2nd, 2002, 11:25 PM
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Default Re: Atrocities Star Trek Mod (ASTmod) UPDATED 2-9-04

Quote:
Also, the 5th level shipyards jump pretty far ahead of 4th level shipyards in production ability - was that intended?
For all of the Early, Developed, and Expanded tech yes that is correct.

For the Race Tech, I have lowered them all to something a tad bit more realistic. Thanks.
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Old December 2nd, 2002, 11:42 PM
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Default Re: Atrocities Star Trek Mod (ASTmod) UPDATED 2-9-04

I have ran into an intersting problem that I can not seem to figure out.

I have set the maximum number of engines allowable on all ships to a maximum of 2. However, the AI is building Attack Ships with 3 engines. When I try to do this, I get the restriction that only 2 engines are allowable.

This bug only seems to be used on AI designed Attack Ships of all designs.

All other designs appear to follow the rule.

I am fiddling with the DesignCreation.txt now to try and figure this bug out, but I was hoping that someone here may have already encountered the bug, and had over come it.

Thanks

[ December 02, 2002, 21:43: Message edited by: Atrocities ]
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Old December 3rd, 2002, 01:03 AM
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Default Re: Atrocities Star Trek Mod (ASTmod) UPDATED 2-9-04

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Originally posted by Unknown_Enemy:
Never been able to terraform a radiated planet with either genesis device or the athmospheric conVersion 3.

Is that ok ?
Irradiated is a planet size, not an atmosphere. So, you can not convert them from Irradiated with an Atmosphere Converter. You'd actually do harm by converting the atmosphere, because a domed colony on an Irradiated planet has more space than an undomed colony on the same planet has.

Planet Destroying (PD) devices operate by the position of the planet size in PlanetSizes.txt. As the Irradiated planet is somewhere around the end of the file, a PD would need to have an ability number somewhere between 30 and 50. It would then be able to destroy _anything_ above the Irradiated planet, including Ring- and Sphereworlds, and Asteroid Belts.

That is the technical reason why it is impossible to destroy an Irradiated planet (or a Machine world, or Ringed planet, etc.). Think of them as something special and unique in the galaxy.

If you insist upon wanting to make them into normal planets, you could always detonate the star in the system and rebuild them (and everything else).

[ December 02, 2002, 23:04: Message edited by: Imperator Fyron ]
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Old December 3rd, 2002, 02:48 AM
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Default Re: Atrocities Star Trek Mod (ASTmod) UPDATED 2-9-04

Quote:
Originally posted by Atrocities:
I have ran into an intersting problem that I can not seem to figure out.

I have set the maximum number of engines allowable on all ships to a maximum of 2. However, the AI is building Attack Ships with 3 engines. When I try to do this, I get the restriction that only 2 engines are allowable.

This bug only seems to be used on AI designed Attack Ships of all designs.

All other designs appear to follow the rule.

I am fiddling with the DesignCreation.txt now to try and figure this bug out, but I was hoping that someone here may have already encountered the bug, and had over come it.

Thanks
My understanding is that the AI will first put the number of engines to satisfy the "Minimum Speed" setting, then fill remaining spaces to satisfy the "Maximum Speed" from that file, so you may want to look at that.
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Old December 3rd, 2002, 11:19 AM
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Default Re: Atrocities Star Trek Mod (ASTmod) UPDATED 2-9-04

Thanks G. Good point.
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Old December 3rd, 2002, 03:50 PM
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Default Re: Atrocities Star Trek Mod (ASTmod) UPDATED 2-9-04

Here is the latest Version up-date. Thanks for all the bug and error reports. The ideas and suggestions are great. Please keep them coming.

I will post the latest Version of the ASTmod Beta either tomorrow or Thursday.

The 3 engine bug for Attack Ship (Destroyer) seems to be an SEIV bug. Sorry, looks like we're going to have to live with it.

.9997
1. Changed all Facility Group names from Temperal, Religious, Physic, Organic, to the names of the races they belong too.
2. Corrected spelling of Sensor Array
3. Added I - II to the Component Name Crystal Enhanced Laser I - II
4. Added the component Name Crystal Enhanced Laser III to that component. (Did not have a name.)
5. Corrected the spelling of Ferengi Salvage Crew I - V
6. Added Projectile Weapons to all Race_AI_Research.txt files
7. Added Small Depleted Uranium Cannon I - III back to Components.txt
8. Lowered the Breen Advanced Shipyard Abilities from 6000 to 4000
9. Lowered the Federation Utopia Planitia Shipyard Abilities from 6000 to 4500.
10. Lowered the General Race Technology Enhanced Shipyard Abilities from 5200 to 3500
11. Added Tech Area/Level Space Yard levels 2 - 3 to number of Tech Req for Super Spaceyard I - II of Early, Developed, and Expanded Technologies
12. Added Tech Area/Level Stellar Manipulatin levels 2 & 3 to number of Tech Req for Klingon Mining Prison II - III
13. Fixed error in Warp Core Quantum Singularity Engine I, Extra Movement Generation of 24 is now 4
14. (Pending Approval of Suicide Junkie) Added Enhanced Components Micro Mount, Mini Mount, Small Mount, Small Shield Mount, from Pirates And Nomads Mod (By: Suicide Junkie) to EnhancedComponents.
15. (Pending Approval of Suicide Junkie)Added Components Heavy Shielding I - III, Hardened Mini-Shield Generator I - III, Mini-Shield Generator I - III, from Pirates And Nomads Mod (By: Suicide Junkie) to omponents.txt file.
16. Beefed up Research.txt for all races. Races will now research more aggressively.

[ December 03, 2002, 13:53: Message edited by: Atrocities ]
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  #7  
Old December 3rd, 2002, 11:15 PM
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Default Re: Atrocities Star Trek Mod (ASTmod) UPDATED 2-9-04

Well, I don't mind you using the mounts and components, but I would like to ensure they are used "right"...

#14 and #7 should be mutually exclusive. The point of the mounts is to allow units to use tiny-mount ship weapons.

#15, if you're not using leaky shields, then sure.
I'd reccommend adding Crystalline-ability deflector shields too, if not the full leaky shield effect.
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