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  #61  
Old January 10th, 2003, 11:43 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Quote:
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?
Technically, BoTF does go up to DS9. There are Defiant class ships at the end of the tech tree, after all.
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  #62  
Old January 11th, 2003, 02:03 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Noticed a lot of bad homeworld assignments, races seem to be assigned to start on a moon but instead are placed on the main planet of that sector, regardless of atmosphere and planet type, they're also given full population despite that the planet is not breathable.

Any way to fix this without stripping the atmospheres off moons? I think it's a lot more interesting that way and I believe at least a couple of Jupiter's moons have atmospheres of their own.

Also I'd consider jacking up the price of the Borg Tech race trait now that they have larger ships, it's a pretty strong advantage I think. Maybe even make it a seperate racial trait, though that might hurt the Borg's uniqueness.

I'd also consider giving Borg boarding parties an organic regen rate of 0 that way they recover during a fight, don't think it'd be much worse than the self healing null projectors.

Also when you upgrade a ship the repair bays become replaced with the special technology repair systems, don't think it should be that way since the repair systems are much much smaller and repair less (per component) than the bays.

AI Report:
8472 seems to get the short end of the stick a lot.
The Hirogens seems to consistently number among the strongest of empires.
Been too busy playing the Borg to play against them.
Klingons are doing good too.
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  #63  
Old January 11th, 2003, 02:05 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

That only happens with Bad and Average HW starts. It is a bug in how SE4 selects HWs. If you select Good HWs, then it doesn't happen. Assuming Atrocities uses the latest Version of FQM Deluxe (2.01) in AST 1.4, you'll be able to select average HWs with no problems.
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  #64  
Old January 11th, 2003, 02:35 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

If my opinion matters.

STNG mod by Kwok is going to be strictly about STNG, and have only a few races. Its tech tree and races are all going to be completely differant than the AST Mod, as is the game play.

The AST Mod now has twenty (20) neutral races, and eight (8) major ones with an additional twelve (12) if you include the expansion pack.

The AST Mod tech is based upon "Current SEIV" technology, and has only a few race specific technologies.

What I think I am trying to say is, the AST Mod is an all encompusing mod, while the STNG Mod is a specialty mod for Trek Freaks and their families.

AST Mod = SEIV Star Trek Version. (Many races, and many neutrals. Loosely based upon Star Trek)
STNG Mod = BOTF SEIV style. (Few races, and few neutrals. Heavily based upon Star Trek)

[ January 11, 2003, 00:36: Message edited by: CNCRaymond ]
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  #65  
Old January 11th, 2003, 02:35 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Hmm, I'm fairly sure I started off Good homeworld, I always do.

I'll double check later tonight after work if I have an autosave from it.
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  #66  
Old January 11th, 2003, 07:52 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

I would not consider the TNG mod for Star Trek fans only or as a 'speciality mod'. There are many changes to the regular SE:IV that might appeal to SE:IV players looking for a different style of gameplay from the usual.

That being said, I think the distinction should be that Atrocities' Star Trek mod is better suited to a general Trek universe that plays similiar to regular SE:IV with a minimum learning curve. Great fun for a quick PBW game. The Star Trek: TNG mod is based on the 'modern' Trek universe and focuses more on recreating SE:IV in a Trek context, allowing for greater 'roleplay' possibilities.

The differences in the two mods should easily be great enough to co-exist without anyone's efforts going to waste.
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  #67  
Old January 11th, 2003, 08:16 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

I agree with Kwok, I will enjoy playing both mods, and it has always been my intention to make the AST mod an all purpose Star Trek mod, while not focusing strictly upon "Star Trek" cannon, technology or era.

While the Star Trek TNG mod by Kwok has a specific agenda from what I can see, it will focus on the TNG era and the events and technology thereof.

The AST mod can be played using one of twenty races, and or up to twenty neutrals now.

The TNG mod goes a step further in becoming more or less dedicated to TNG era, technology, with a BOTF style of game play and RPG. It dives into the TNG era.

The AST mod is a "general" trek mod that any one can update with their own technologies, ships, etc. It is a mod for SEIV, using SEIV technology.

I will enjoy playing both.

[ January 11, 2003, 18:20: Message edited by: Atrocities ]
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  #68  
Old January 11th, 2003, 09:17 PM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Update Patch 4 ASTmod - 1-12-2003

Quote:
1.4 (1-12-2003)
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)
21. Changed Klingon Enhanced Disruptor picture from 98 to 316.
22. Fixed error in Neutral Race Ullian General.txt
23. Added Restriction of Two Per Vehicle to Impulse Engine I - V
24. Added Restriction of One Per Vehicle to Heavy Shield Generator I - III
25. Changed Vehicle Type Ship\Base\WeaponPlat\Sat of Heavy Shield Generator I - III to Ship\Base
26. Changed General Group of Repair System I - III from Construction to Special Technology
27. Changed Vehicle Type Ship\Base for Repair System I - III to Ship
28. Changed name of Repair System I - III to Damage Control I - III
29. Increased Level cost for Borg Technology from 50000 to 75000. (Off set for advanced technology that only the Borg have)
30. Decreased Max Level for Shields from 15 to 14 in TechArea.txt
Bug reports welcome

[ January 11, 2003, 20:16: Message edited by: Atrocities ]
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  #69  
Old January 12th, 2003, 01:56 AM
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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

Any one care to offer suggestions on new weapons/components/facilities?
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  #70  
Old January 13th, 2003, 09:52 AM

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Default Re: Star Trek (ASTmod) NEW v1.7 (Feb-10)

I Have Few Suggestions for your AST mode;

1) Vechicles: DevnullMod ship hulls.
2) Componet: Maintance, Ship & base.A type for combat vessels and, A type for transports.
3) Weapon: Torpedo weapon.2x shield damage only.
4) Weapon: Transphasic Torpedo; Torpedo that skip shields and armor.
5) Weapon: Torpedo that increase damage the father it goes.
6) Mounts: Ship mount (Hardpoint mount)for phasers.In a episode of were enterprize D has 3 warp engines and super gun underneath sauser section.
7) Facility: Federation Weather net.Highest level condition on planet.
8) Facility: Planet scanner.scans ship at distants.
9) Monsters: Space Monsters. Devnull
10) Abilitys: Space bases/satilites that can move.Devnull

Whata think about these ideas?.
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