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  #31  
Old December 31st, 2002, 12:00 AM
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Default 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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  #32  
Old December 31st, 2002, 09:58 AM
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Default 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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  #33  
Old December 31st, 2002, 10:42 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Click =>AST Mod Patch 1 v1.1 <= to download.
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  #34  
Old December 31st, 2002, 05:22 PM

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Default 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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  #35  
Old December 31st, 2002, 06:48 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Quote:
Originally posted by Bakounine:
apparently, it may be a "private" bug, the zip is corrupt.... anyway your mod is fantsastic
Nope, I got a corrupt error message as well. Rats, eh?
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  #36  
Old January 1st, 2003, 01:03 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

I am downloading the patch now. If it is currupt, then a problem must have occured during upload Last night. GOD I HATE America Off Line.

EDIT

GD IT!
Ok, sorry about this guys. It seems each time I upload the file something causes it to currupt. The zip is fine on my PC. I will have to try it again later. My be tonight when there is less traffic on the AOL servers. God I hate dial up.

Any who, here is the news revision history. Some modifications from the Last have been made to the Impulse Engines.

IE I = 2 sm + 0 mb @ 2 per ship = 4 - 2 combat x 2 = 4
IE II = 2 sm + 1 mb @ 2 per ship = 6 - 3 combat x 2 = 6
IE III = 2 sm + 1 mb @ 2 per ship = 6 - 4 combat x 2 = 8
IE IV = 2 sm + 2 mb @ 2 per ship = 8 - 5 combat x 2 = 10
IE V = 2 sm + 3 mb @ 2 per ship = 10 - 6 combat x 2 = 12

Quote:
1.1 (12-31-2002)
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 Space Yard V Ability 1, 2, 3 Val 2 from 10000 to 4000 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, 3
21. Established Ability 2 Val Standard ship movement for Impulse Engine I - V at 2, 2, 2, 2, 2
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.)
29. Established new Bonus Movement for Warp Core Quantum Singlarity I - IV 2, 2, 3, 4.
30. Set new Bonus Movement for Transwarp Drive at 6
31. Set new Bonus Movement for Transphsic Drive at 8
32. Set new Bonus Movement for Slipstream Drive at 12
33. Raised the Tonage of the Quantum Reactor, Replicator from 100 to 500. (On larger ships should have this ability. You can change it back in the Components.txt if you wish.)
34. Lowered the Shield points generated for Heavy Shield I II III from 2000, 3000, 4000, to 400, 500, 600.


[ December 31, 2002, 23:58: Message edited by: Atrocities ]
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  #37  
Old January 1st, 2003, 09:11 AM
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Default 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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  #38  
Old January 1st, 2003, 11:58 AM
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Default 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


[ January 01, 2003, 11:09: Message edited by: Atrocities ]
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  #39  
Old January 1st, 2003, 11:13 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Quote:
12. Shot self in foot with bottle rocket
Ouchies! Is self's foot ok? He seems to get into a lot of dilemmas!
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  #40  
Old January 2nd, 2003, 12:36 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Quote:
12. Shot self in foot with bottle rocket
Eek! Are all the little piggies still present and accounted for I hope?
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