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  #21  
Old December 29th, 2002, 05:32 AM
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Default 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 ]
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  #22  
Old December 29th, 2002, 07:34 AM
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Default 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
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.
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  #23  
Old December 29th, 2002, 08:56 AM
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Default 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 ]
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  #24  
Old December 29th, 2002, 06:21 PM
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Default 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.
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  #25  
Old December 29th, 2002, 07:33 PM
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Default 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.
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  #26  
Old December 29th, 2002, 10:44 PM
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Default 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.
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.
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  #27  
Old December 30th, 2002, 12:20 AM
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Default 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?
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  #28  
Old December 30th, 2002, 01:11 AM
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Default 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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  #29  
Old December 30th, 2002, 02:02 AM
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Default 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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  #30  
Old December 30th, 2002, 03:29 AM
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Default 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?
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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