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  #51  
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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  #52  
Old January 6th, 2003, 12:19 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Hummmmmmm, Thanks guys, I smell a new facility coming soon.

The idea was to allow the Borg the ability to construct ships the way they would be able to in the Trek universe.

Now I have seen the top of the moutain, and I liked what I saw. Super Factory Worlds. Eeeewww, the thought of it.

dogyams
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  #53  
Old January 9th, 2003, 04:35 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Here is the latest news on the AST mod. Thanks for the emails.

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 Race HTML viewer with new Race profiles
9. Revamped all Neutral Race Anger files to better refelect each race
10. Reduced the Level Cost of Developed Technology from 500000 to 50000.
11. Fixed error that was causing the neutral race Anticans to loose on turn 1.
12. Fixed error that was causing the neutral race Pakleds to loose on turn 1.
13. Added 20 new facilities to Facilities.txt. (1 for each of the Minor races.)
14. Added a AI_Research.txt to each of the Neutral races
15. Added 20 new Technologies to the TechArea.txt file. (1 for each of the 20 Neutral Races.)
16. Added link to the Neutral Race Facilities.txt Document to the ASTmod HTML Document. (Bottom)
17. Re-did all EMP files (Had to after modding the RacialTech.txt)
18. Added Neutral race specific racial tech to racialtech.txt
19. Modified each neutral race General.txt to included new characteristics
20. Fixed General.txt for Borg, Cardassian, Federation, Ferengi, Klingon, and Romulan. (Had some incorrect info)race Pakleds to loose on turn 1.

[ January 10, 2003, 04:20: Message edited by: Atrocities ]
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  #54  
Old January 10th, 2003, 06:25 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

I should be releasing 1.4 in a couple of days. I have to play test it for a couple more games.

As it stands now, the Borg have increased their aggressiveness and are a pain in the arse once you encounter them. Be warned, they are a powerful race from the start of the game.

The Klingons/Cardassians are still the two strongest AI's on Medium and up.

The Federation/Ferengi do well, and use a lot of their custom components as do most of the races.

The Breen, and 8472 do very well when given a chance to expand.

The Romulan are still weak, but showing improvement with the latest general.txt tweaks, and research mods.

The Neutral Races appear to be doing quite well now. They each have one unique facility to research and use.

As far as I can tell, the minimum Neutral Races you will get with one player controlled empire is five.

For a list of the new facilities, just email me.
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  #55  
Old January 10th, 2003, 06:45 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Sounds great. I look forward for the next Version. Keep up the good work Atrocities!
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  #56  
Old January 10th, 2003, 07:19 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Slow down Will, you are making me look bad.
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  #57  
Old January 10th, 2003, 07:32 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Cap K, your mod is going to dominate the star trek mods, so don't worry about PCP making you look bad. I am sure he is just making this mod because he has nothing else to do. To do what you are doing takes time, and we all know that. Quality is above all else, what makes a mod worth playing.

Hey Will, can you do something about increasing the use of supplies by ships. I have some ships that can go a really long time without needing to be resupplied.

Also, the Ullians have an error. You need to change Uillian to Ullian in the research.txt. Just and FYI. Otherwise, very nice work.

[ January 10, 2003, 17:33: Message edited by: CNCRaymond ]
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  #58  
Old January 10th, 2003, 10:06 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

It appears as though there will soon be two competing Star Trek mods and most SE players will gravitate to the better one. This will be unfortunate as someone’s time and effort will be overshadowed.

One way to resolve this would be to have two Star Trek mods each with a different focus. The Captain’s mod is definitely focused on ST:TNG and DS9 (Dominion War). Atrocities’ mod seems more general, with races from all the Star Trek series. What about having one mod that focuses on Enterprise, TOS, and the movies, up to early TNG, ala “Birth of the Federation,” and the other focusing on ST:TNG and DS9?

This would allow for both mods to grow side by side without competing directly with one another and us fans could enjoy them both equally.

What do you people think?

Atrocities, what do you think?
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  #59  
Old January 10th, 2003, 10:09 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

UserX:

That's a good idea.
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  #60  
Old January 10th, 2003, 11:12 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Good Idea,

Lets talk.
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