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Atrocities
December 20th, 2002, 01:39 PM
AST Mod Full v1.6 (Patch to 1.7)
This Version is the complete mod - Less the Image Mod
Contains all 20 main races & 20 neutrals - 19.6 megs
AST Mod Home (http://astmod.com)

[ February 10, 2003, 22:07: Message edited by: Atrocities ]

Atrocities
December 21st, 2002, 07:42 PM
Ok, all Version of the mod are now availible for download from the download section. Enjoy.

Ragnarok
December 21st, 2002, 08:03 PM
Downloading now. Can't wait to play it!

oleg
December 21st, 2002, 08:46 PM
OK, there are problems with missing planet pictures. should I download imagemod or something ?

Fyron
December 21st, 2002, 08:51 PM
Yes, you need the image mod. It probably says that in the mod's Readme. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
December 21st, 2002, 10:46 PM
Atrocities, the readme you linked to in the downloads section is a tad dated. It lists the date as some time in November, and has the mod Version at .9998 instead of 1.0. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, you need a better formations file. I can give you one that has a lot of formations from a lot of different mods out there in it (including those from TDM with the extra slots in them).

[ December 21, 2002, 21:10: Message edited by: Imperator Fyron ]

HEMAN
December 23rd, 2002, 06:02 AM
Downloading now http://forum.shrapnelgames.com/images/icons/shock.gif Atrocities
. Can't wait to play it!. While downloading,I feel like someone is pouring suger in my brain and using a spoon to stur it up.

[ December 23, 2002, 04:15: Message edited by: HEMAN ]

Atrocities
December 23rd, 2002, 07:19 AM
oops, forgot to update the readme. My bad. Thanks Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif (V1.1)

HEMAN
December 24th, 2002, 07:04 AM
I have missing planets,and a few weapons missing, I download the files required from the image mode page.Started a game set up/full tecks / Federation /expanded teck. But when the game started?,Some of the planets & 3 weapon pics are Missing?,NOTE; if i right click on the planets or weapon pics it shows?, I need help THANKS.

Fyron
December 24th, 2002, 09:00 PM
You have to change NewPlanets.bmp to Planets.bmp, NewComponents.bmp to Components.bmp, and NewFacilities.bmp to Facilities.bmp. The Image Mod has a clear Readme in it that explains all of this.

HEMAN
December 24th, 2002, 11:46 PM
Oh,I overlooked that, THANKS Imperator Fyron
, its all working fine now.

pathfinder
December 25th, 2002, 12:59 AM
Nicely done!

Not a big fan of Star Trek but the MOD is nicely done http://forum.shrapnelgames.com/images/icons/icon10.gif

Oh! Oh! Me likes the way the planets are done (dense edge?) http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 24, 2002, 23:16: Message edited by: pathfinder ]

Captain Kwok
December 27th, 2002, 03:32 PM
I've finally had some time to play around with the mod, and some of the things I would recommend are adding a few more specialized weapons or components for each race and re-arranging some of the ships to match better with their intended sizes. I have some images you might be interested in using. Just let me know!

Atrocities
December 28th, 2002, 08:32 AM
Thanks guys. http://forum.shrapnelgames.com/images/icons/icon7.gif

Kwok, your ship recommendations are very important to me. Please post them. If you have images that will work, please let me know. I will have to give you a alternate email for large downloads.

I had planned to add more components, weapons, and facilities as the mod progressed. I wanted to start the mod off with an equal footing for all the races. I have many more ideas for the mod, but wanted to be sure that people had the chance to play it and give recommendations.

At this point, any recommendations for weapons, componets, facilities are welcome and incouraged.

The mod is intended to be a general trek mod, not to compete with your STNG mod that will kick *** over all other mods. http://forum.shrapnelgames.com/images/icons/icon7.gif I just made the mod because I wanted to see how the process was done, and to learn. I like playing it too, and find that I make a lot of little tweaks to it each and every time I play.

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 to 3 each
11. Added Small Mount for use with ship sized 200kt and up.<font size="2" face="Verdana, Helvetica, sans-serif">See what I mean.

[ December 28, 2002, 06:36: Message edited by: Atrocities ]

userx
December 28th, 2002, 11:28 PM
Sorry for the long post but I hope it’s worth the read. Being a Star Trek fan I’m enjoying this mod and I think your 1.1 changes will be a welcomed enhancement. I have a suggestion that could help bring ship movement more in line with the Star Trek universe.

I’d like to suggest that warp drive should be a technology available from the beginning (or attainable within a few turns … Physics I). Without warp drive capable ships, one would not be exploring nearby solar systems. I’d like to also suggest that warp drive technology be broken into two areas of research: Warp Technology (1-6) which provides the “Warp Core” component, and a new tech area, Warp Engine Design (1-6) which provides the “Nacelle Engines.” Propulsion technology (1-8) tree provides the “Impulse Engine” component.

These three components collectively would form the basis of ship propulsion in the mod.

The Impulse Engine component (1-8) primary function is to move the ship during combat. It would generate 1 Bonus Movement point (representing sub-light movement capabilities) and (1-8) Combat Movement points. It would also carry a limited amount of “supply.” (Limited One Per Ship)

Warp Core component (1-6) primary function is to provide a star ship with energy to power its warp engines. It would carry the majority of a ships supply (1000-3500) points and generate (2-12) bonus movement points. (Limited One per ship – though the computer sometimes gets away with putting two on large ships?)

Nacelle Engine component is the engines that propel the ship. Each engine would generate (1-6) Standard Ship Movement. They carry not supply or generate combat movement bonuses. (Limited Two Per Ship)

For example, a ship with an Impulse Engine Type III, Nacelle Engine IV, and Warp Core II would have Ship Movement of 13, Combat movement bonus 3, and carry 2000 supplies.

This system would allow for a maximum ship movement of 29. If you think that’s too high, in ST:TNG, the enterprise at warp 8 can travel across one sector (20 light years) in about 7 days. This also allows for some interesting combinations. For example, the Klingons could focus on improving impulse engines for combat advantages while the Romulans could focus on Nacelle Engines for fast ships. The Federation could focus on a balance between speed (Nacelle Engines) and long range capabilities (Warp Core).

Below are examples of each component.

Name := Impulse Engine I
Description := Standard Ion Engine for sub-light inter-system travel.
Pic Num := 9
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := One Per Vehicle
General Group := Sub Light Engines (note new Category)
Family := 200
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 1 bonus movement point.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 1
Ability 2 Type := Combat Movement
Ability 2 Descr := Generates 1 bonus combat movement point.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None

Name := Warp Core I
Description := Main anti-matter power source.
Pic Num := 889
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Engines
Family := 42
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Warp Technology (1-6)
Tech Level Req 1 := 1
Tech Area Req 2 := Warp Engine Design
Tech Level Req 2 := 1
Number of Abilities := 3
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 2 bonus movement point.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 1
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 1000 units of supply.
Ability 2 Val 1 := 1000
Ability 2 Val 2 := 0
Ability 3 Type := Armor
Ability 3 Descr := Delicate will be destroyed before any other component.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := None

Name := Nacelle Engine I
Description := Creates a warp field surrounding a ship.
Pic Num := 26
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := Two Per Vehicle
General Group := Engines
Family := 9
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Warp Engine Design (1-6)
Tech Level Req 1 := 1
Tech Area Req 2 := Warp Technology
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Weapon Type := None

Hope there is something here to consider for your mod.

Captain Kwok
December 29th, 2002, 12:06 AM
I see someone has been reading my treknology list!

The items that UserX suggested is how the propulsion system works in the TNG Mod, except for the warp core, which provides no movement in my mod. However, the max speed for ships in the TNG mod is 12-15 spaces, since large numbers over 20 make the combat map quite small when ships can buzz around 10+ spaces at a time as they would in userX's suggested method. I had considered a similiar system for some time before, but decided against it since it was too unbalancing.

[ December 28, 2002, 22:07: Message edited by: Captain Kwok ]

userx
December 29th, 2002, 04:22 AM
Originally posted by Captain Kwok:
I see someone has been reading my treknology list!
<font size="2" face="Verdana, Helvetica, sans-serif">Not really, though, I do apologies if what I’m suggesting has already been posted somewhere (or something similar). I’m aware of your mod (and looking forward to it) but I’m not familiar with the specifics of it. Anyone looking at the available component abilities would come to a similar conclusion if trying to recreate Star Trek ship movement.

You may be correct about the excessive combat board speeds. How would one create a situation where ships can travel fast from one system to another while keeping the Combat Movement low?

If you where to give the Nacelles and Warp Core "Bonus Movement", and give the Impulse Engine "Standard Movement(1)" and "Combat Movement" would this solve the combat board problem?

Captain Kwok
December 29th, 2002, 04:29 AM
Since half of the standard movement is used to give combat speed, there is no way to keep combat speed reasonable while giving standard movement many points.

userx
December 29th, 2002, 05:17 AM
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

tokche
December 29th, 2002, 05:32 AM
yet another reason why to get SEIV : Gold!

tokche
December 29th, 2002, 05:32 AM
...to bad i don't have gold. =(

[ December 29, 2002, 03:39: Message edited by: tokche ]

Fyron
December 29th, 2002, 07:34 AM
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<font size="2" face="Verdana, Helvetica, sans-serif">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.

Atrocities
December 29th, 2002, 08:56 AM
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 ]

Captain Kwok
December 29th, 2002, 06:21 PM
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.

Captain Kwok
December 29th, 2002, 07:33 PM
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.

Fyron
December 29th, 2002, 10:44 PM
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.<font size="2" face="Verdana, Helvetica, sans-serif">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. http://forum.shrapnelgames.com/images/icons/icon7.gif

userx
December 30th, 2002, 12:20 AM
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?

Atrocities
December 30th, 2002, 01:11 AM
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 ]

Captain Kwok
December 30th, 2002, 02:02 AM
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.

Fyron
December 30th, 2002, 03:29 AM
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?<font size="2" face="Verdana, Helvetica, sans-serif">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 ]

userx
December 31st, 2002, 12:00 AM
Is 1.1 available to download?

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.)<font size="2" face="Verdana, Helvetica, sans-serif">

Atrocities
December 31st, 2002, 09:58 AM
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 ]

Atrocities
December 31st, 2002, 10:42 AM
Click =>AST Mod Patch 1 v1.1 (http://forum.shrapnelgames.com/newuploads/1041323528.zip) <= to download.

Bakounine
December 31st, 2002, 05:22 PM
apparently, it may be a "private" bug, the zip is corrupt.... http://forum.shrapnelgames.com/images/icons/icon9.gif anyway your mod is fantsastic http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok
December 31st, 2002, 06:48 PM
Originally posted by Bakounine:
apparently, it may be a "private" bug, the zip is corrupt.... http://forum.shrapnelgames.com/images/icons/icon9.gif anyway your mod is fantsastic http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Nope, I got a corrupt error message as well. Rats, eh?

Atrocities
January 1st, 2003, 01:03 AM
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. http://forum.shrapnelgames.com/images/icons/icon8.gif

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


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.<font size="2" face="Verdana, Helvetica, sans-serif">

[ December 31, 2002, 23:58: Message edited by: Atrocities ]

Atrocities
January 1st, 2003, 09:11 AM
Patch 2 Version 1.2 (http://forum.shrapnelgames.com/newuploads/1041403929.zip) (This one works)

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)<font size="2" face="Verdana, Helvetica, sans-serif">

Atrocities
January 1st, 2003, 11:58 AM
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. http://forum.shrapnelgames.com/images/icons/icon7.gif

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. http://forum.shrapnelgames.com/images/icons/icon7.gif


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<font size="2" face="Verdana, Helvetica, sans-serif">

[ January 01, 2003, 11:09: Message edited by: Atrocities ]

Fyron
January 1st, 2003, 11:13 PM
12. Shot self in foot with bottle rocket<font size="2" face="Verdana, Helvetica, sans-serif">Ouchies! Is self's foot ok? He seems to get into a lot of dilemmas!

DarkHorse
January 2nd, 2003, 12:36 AM
12. Shot self in foot with bottle rocket<font size="2" face="Verdana, Helvetica, sans-serif">Eek! Are all the little piggies still present and accounted for I hope?

MacLeod
January 5th, 2003, 03:18 AM
I got a question and a few AST bugs to report.

First, how do you edit a mod without making saved games incompatable?

Second, the Borg Construction Matrix only lists one of it's abilities in it's abilities description (increase system minerals). It's other description (the one in small print on the component/facility info screen) states that it modifies planet resources instead of system. And third it doesn't function as a space yard as it's facilities.txt listing says.

Phoenix-D
January 5th, 2003, 04:38 AM
"First, how do you edit a mod without making saved games incompatable?"

You can change anything except the racial traits file. The changes may make for some odd effects in your game, but you'll be able to continue on.

Phoenix-D

Krsqk
January 5th, 2003, 05:31 AM
You can avoid most of those weird effects by adding any new components/facilities/hull sizes/etc. to the end of their respective files. The game seems to store things by position number, and this preserves the number for old items. Come next major Version, you can rearrange things into their proper positions.

I'm not sure if this works for components in the same family (i.e., adding 2 levels to ECM); it may cause problems with upgrading.

Atrocities
January 5th, 2003, 07:58 AM
Download - Update Patch 3 ASTmod (http://forum.shrapnelgames.com/newuploads/1041747743.zip)
- It

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 Fyrons USM (Ultimate Strategy Mod) features and credits (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. Detuned the Borg Ship Mount a bit. (Twas way to powerful)
13. Renamed all Race HTML viewers after there race. (Fixes the problem with the AST Mod HTML Document so that you can view each races HTML document without the white screen of death.)
14. Updated the 8472, Breen, Federation, and Ferengi AI_Construction_Facilities files. (Added Ship and Fleet Training Abilities to Military Instillation)
15. Added an HTML Document for use with the AST Add on Expansion Pack (Will only work if you have the Add on Pack races installed)
16. Changed Description of Borg Contstruction Nexus I - III to inlcude accurate information.
17. Replaced the word System with the word Planet in Borg Construction Nexus I - III Ability Description 1, 2, 3

[ January 05, 2003, 07:41: Message edited by: Atrocities ]

mlmbd
January 5th, 2003, 09:30 AM
Atrocities, dang you have been busy! http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

MacLeod
January 5th, 2003, 12:35 PM
Damn I'm up way too late.

Too things I noticed as I continued my game (haven't patched yet).

The Borg Construction Nexus I has no functional construction abilities, the Borg Construction Nexus III only constructs with minerals.

Atrocities
January 5th, 2003, 03:34 PM
Double Damn!

Ok, I am inlcuding this fix in the next patch, but for right now, you can open the file and simply highly light and copy the three Borg Construction Nexus facilities into your AST mod / Data folder / Facilities text document.

Open the AST/DATA/Facilities.txt document.
Click EDIT, then FIND, then type Borg. Scroll down until you find the Borg Construction Nexus I and high light it all the way down through the end of Borg Construction Nexus III and then paste the new files in.

BE SURE THERE ARE NO EXTRA SPACES BETWEEN Borg Construction Nexus I and the Facility above it. And Borg Nexus III and the facility below it. There should only be a single space gap.

Download - Borg Facility Fix (http://forum.shrapnelgames.com/newuploads/1041773403.txt)

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 HTML viewer with new Race profiles

I want to thank each and everyone of you for reporting bugs when you find them. I wish to express to you my sincere gratitude. Thank you very much, and please keep reporting them.

[ January 05, 2003, 16:03: Message edited by: Atrocities ]

MacLeod
January 5th, 2003, 10:16 PM
Thankye.

I'm almost sad to see it go, because of the C. Nexus I bug I was able to build multiple shipyards on a planet by upgrading them to C. Nexus II's. Was fun being able to build a super base ship or upgrade a planet full of monoliths in one round hehe.

Strangely enough, the C. Nexus III's had absolutely no trouble building even with Org and Rad con rates of 0 for the planet.

Fyron
January 5th, 2003, 10:20 PM
Actually, that is a valid system for Space Yard Expansion Projects. The upgrades leading to a 2nd, 3rd, etc. SY should not add much individually, maybe 250 to 500. http://forum.shrapnelgames.com/images/icons/icon7.gif

MacLeod
January 5th, 2003, 11:32 PM
Originally posted by Imperator Fyron:
Actually, that is a valid system for Space Yard Expansion Projects. The upgrades leading to a 2nd, 3rd, etc. SY should not add much individually, maybe 250 to 500. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Umm, really? I was getting about 40k in each material til I upgraded to the broken C Nexus III.
Think I'll hit 70k when I patch it http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, problem in the AI. Every AI fighter I have seen so far uses a DUC cannon that has no attack. FromMy guess is it's using a mount that reduces it's range to 0.

I think we also needa get on Shrapnel to retain filenames. Not that I don't respect and admire the free mod/misc file hosting hehe

[ January 06, 2003, 01:24: Message edited by: MacLeod ]

Fyron
January 5th, 2003, 11:35 PM
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. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities
January 6th, 2003, 12:19 PM
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

Atrocities
January 9th, 2003, 04:35 PM
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 ]

Atrocities
January 10th, 2003, 06:25 AM
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.

Ragnarok
January 10th, 2003, 06:45 AM
Sounds great. I look forward for the next Version. Keep up the good work Atrocities!

Captain Kwok
January 10th, 2003, 07:19 AM
Slow down Will, you are making me look bad. http://forum.shrapnelgames.com/images/icons/icon9.gif

CNCRaymond
January 10th, 2003, 07:32 PM
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. http://forum.shrapnelgames.com/images/icons/icon7.gif 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. http://forum.shrapnelgames.com/images/icons/icon6.gif

[ January 10, 2003, 17:33: Message edited by: CNCRaymond ]

userx
January 10th, 2003, 10:06 PM
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?

Captain Kwok
January 10th, 2003, 10:09 PM
UserX:

That's a good idea.

Atrocities
January 10th, 2003, 11:12 PM
Good Idea, http://forum.shrapnelgames.com/images/icons/icon7.gif

Lets talk.

Fyron
January 10th, 2003, 11:43 PM
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?<font size="2" face="Verdana, Helvetica, sans-serif">Technically, BoTF does go up to DS9. There are Defiant class ships at the end of the tech tree, after all. http://forum.shrapnelgames.com/images/icons/icon10.gif

MacLeod
January 11th, 2003, 02:03 AM
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.

Fyron
January 11th, 2003, 02:05 AM
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.

CNCRaymond
January 11th, 2003, 02:35 AM
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 ]

MacLeod
January 11th, 2003, 02:35 AM
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.

Captain Kwok
January 11th, 2003, 07:52 PM
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.

Atrocities
January 11th, 2003, 08:16 PM
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 ]

Atrocities
January 11th, 2003, 09:17 PM
Update Patch 4 ASTmod (http://forum.shrapnelgames.com/newuploads/1042314809.zip) - 1-12-2003


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<font size="2" face="Verdana, Helvetica, sans-serif">Bug reports welcome

[ January 11, 2003, 20:16: Message edited by: Atrocities ]

Atrocities
January 12th, 2003, 01:56 AM
Any one care to offer suggestions on new weapons/components/facilities?

HEMAN
January 13th, 2003, 09:52 AM
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?.

Capt. Peter Longstreet
January 15th, 2003, 07:39 AM
I'm a poor non gold player and i just downloaded the mod. it wont work because it's looking mostly fr drone things. is it possible for me to alter the mod so it is playable with non gold SE$? or am i just going to have to wait until i get another assignment to get paid to order http://forum.shrapnelgames.com/images/icons/icon9.gif (i'm going to order it anyway, but i can't wait to try the trek mod ive been waiting for)

Fyron
January 15th, 2003, 07:45 AM
Yes, but you have to remove _all_ instances of the word Drone from the files, and possibly a lot of other things (especially in the AI files). And, the quadrant mod used in AST won't work in non-gold without major revamping.

capnq
January 16th, 2003, 01:40 AM
is it possible for me to alter the mod so it is playable with non gold SE$? <font size="2" face="Verdana, Helvetica, sans-serif">You could use the instructions in my sig for converting pre-Gold AIs to Gold to convert them in the other direction. You'd just have to cut lines rather than copy & paste them.

I've never tried to convert a Gold AI to pre-Gold, so I don't know if that covers everything that needs to be changed.

Fyron
January 16th, 2003, 02:27 AM
The data files are the problem. There are a lot of changes from 1.49 to Gold. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities
January 16th, 2003, 02:34 AM
quote:
--------------------------------------------------------------------------------
is it possible for me to alter the mod so it is playable with non gold SE$?
--------------------------------------------------------------------------------

You could use the instructions in my sig for converting pre-Gold AIs to Gold to convert them in the other direction. You'd just have to cut lines rather than copy & paste them.

I've never tried to convert a Gold AI to pre-Gold, so I don't know if that covers everything that needs to be changed.
<font size="2" face="Verdana, Helvetica, sans-serif">I would do as he said. It couldn't hurt. But the mod has a lot of specific changes that effect how it runs. For example, the mod uses the Fyron Q mod, and that mod my cause the game to be incompatible with 1.49 in any regard.

What you can do it take the facilities and other files and attempt to make a new mod for 1.49.

Other than that, I really strongly recommend that you buy SEIV gold.

Atrocities
January 16th, 2003, 12:43 PM
AST Mod Full v1.4 GOLD
This Version is the complete mod - Less the Image Mod
Contains all 20 main races & 20 neutrals - 19.6 megs
AST Full zip (http://forum.shrapnelgames.com/newuploads/1042712060.zip)

Fyron
January 17th, 2003, 10:19 AM
BUMP

Schwarzbart
January 18th, 2003, 02:00 AM
Sugestion about the Federation Technology
if it dont hurt the game balance I would sugest to put the Daystrom Institute I to the Federation Technology Level 2.
I suggest this becouse the Level 2 of the Federation Technology is empty if you dont already have researched armor or a lot of other technologies for the weapon.
The other benefit of this slight shifting is that you will get a new Daystrom Institute level everey second Federation Technology level.

Some1
January 22nd, 2003, 10:47 AM
im new here and "just" started your MOD, very nice imho.

Anyway, i have a little problem.... http://forum.shrapnelgames.com/images/icons/confused.gif
It seems that the solar sails doesn't work anymore... or is there an other component that doesn't cooperate with it? in the files i couldn't find any.

thnx.

R.

Atrocities
January 22nd, 2003, 12:44 PM
The sail should work just fine. I will check it out. Thanks for the bug report. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ok, I do not know why, but if you use a Warp Engine and above, the Solar Sail becomes useless. If you just use the Impulse engines, then the Solar Sail works. This might be a bug, but I think its more benifical this way. A bonus so to speak for those who do not use warp engines.

Thoughts on the subject are welcome, but I think I will leave it like this.

[ January 22, 2003, 10:49: Message edited by: Atrocities ]

Atrocities
January 22nd, 2003, 12:52 PM
Thank you all for the great suggestions, I am currently working through them and look foward to sharing the end product with you all. In the mean time, PATCH 5 is availible for download in the Download section in both the Data and Ship set threads. -or-

AST Mod Patch 5 v1.5 (http://forum.shrapnelgames.com/newuploads/1043112703.zip)

NOTE: Please install Patch 4 prior to Patch 5 if your upgrading from AST mod Light. If your upgrading from AST Mod Full, then all you need is Patch 5.

AST Mod Patch 4 v1.4 (http://forum.shrapnelgames.com/newuploads/1042314809.zip)

[ January 22, 2003, 10:54: Message edited by: Atrocities ]

CNCRaymond
January 22nd, 2003, 01:03 PM
Thanks for this great mod. I hope that you keep adding to it and make it even better.

Q. Are you going to add the new Dominion ships to your mod?

Suggestions.

1. Increase the supply use for each ship. Right now supply useage is really low.
2. Remove a few classes of ships. Make it more Trek like.
3. Make it a requirement that all ships have to have at least one fighter bay. (Call it a shuttle bay)
4. Add more technology
5. I agree, move Daystrum Institute to Federation Technology level 2.

Q. Will you continue to support this mod once Captain Kwok releases his St TNG mod?

Q. If you do continue to support this mod after the TNG mod is released, what can we expect?

Q. For the next patch, what will it consist of, anything new, fixes, or other?

Again, thanks for making the mod it really is a lot of fun.

Some1
January 22nd, 2003, 04:44 PM
thnx,

umm, i rather have it that both work, cause i reseached them both already http://forum.shrapnelgames.com/images/icons/icon12.gif ...

Maybe something else (don't know if it works or maybe is already so), but isn't it an idea to let it be like this: that the solar sails use no fuel. Cause if there is no "advantage", why bother to research the sails at all??

R.

Atrocities
January 22nd, 2003, 09:23 PM
For use with smaller ships that are to small to use a Warp Engine. http://forum.shrapnelgames.com/images/icons/icon7.gif I am looking into the bug though. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities
January 23rd, 2003, 03:48 AM
[quote]

Q. Are you going to add the new Dominion ships to your mod?

Q. Will you continue to support this mod once Captain Kwok releases his St TNG mod?

Q. If you do continue to support this mod after the TNG mod is released, what can we expect?

Q. For the next patch, what will it consist of, anything new, fixes, or other?
quote]

Answer: Yes
Answer: No this mod and the TNG mod are in the process of being combined.
Answer: Read above.
Answer: At this point, there may not be a next patch for some time.

Captain Kwok
January 23rd, 2003, 06:48 AM
I kind of sprung the idea of combining the mods yesterday on Atrocities and have pushed it forward eagerly, but once we get organized it shouldn't be long before stuff gets put out.

Atrocities
January 24th, 2003, 03:26 AM
One way or another, we will have a great trek mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

DukeXerxes
January 27th, 2003, 11:58 AM
I've installed this mod and tried it out but can't get the new planets from the imagemod to work. They are placed in systems but do not show up on the space grid. If I click on the invisible planets (marked by moon counters or habitablity stars) then an image shows up on where the planets statistics are. I've had success using imagemod planets before but i'm out of ideas so any help would be appriecated.

Fyron
January 27th, 2003, 01:01 PM
You need to rename the NewPlanets.bmp file to Planets.bmp. The Image Mod readme explains this.

DukeXerxes
January 27th, 2003, 01:05 PM
Must be going blind. Thanks for the help.

Some1
January 27th, 2003, 01:34 PM
Hey,

I know you are gonna make the mod with kwok, but i guess i still have a couple of bugs, that maybe can be repaired in the new one.

- In your mod the Ferengy have 3 engines on a ship, rather then the 2 like everyone has.
- The vulcans use 2 warp engines.

3 other thingies...
- the flavor text on a planets, when i create a new planet http://forum.shrapnelgames.com/images/icons/icon7.gif ... suddenly a irridiated planet appears, that is devasted by battles ages ago.
- Why are quantum reactors so big when solar pannels are so small.
- colonypod mounts cannot be used on colony ships, i know that i can use them on other class ships, but still its a lil strange.

And

Why are these tri-cobalt torpedo's sooo big compared to other stuff.
Range is good, but when i have a ROF of 1 in 3 im in serious trouble vs more then 1 ship fleets.. And the damage is not sooo great for something sooo expensive.

I hope you can use this in creating the other mod http://forum.shrapnelgames.com/images/icons/icon7.gif

have fun,
R.

CNCRaymond
January 28th, 2003, 12:34 AM
FYI just in case you did not know, Will is back in the hospital again.

I know that he was working on a new patch and will want all the bug reports he can get so he can address them.

Also, and this one hurts, his new pc died, and with it, the 3d images for the New Dominion,Ferengi, and Cardassian ship sets.

I have not told him yet, I do not want to added to his worries. Rest assured, there was no back up. http://forum.shrapnelgames.com/images/icons/icon9.gif

solops
January 29th, 2003, 04:50 PM
Can the hard drive be salvaged? If the drive did not fail, just stick it in a new machine. If the problem was a drive failure try: SpinRite 5 from Gibson Research http://grc.com/sroverview.htm

javaslinger
January 30th, 2003, 08:39 PM
Is there a gold Version of this mod?

Ragnarok
January 30th, 2003, 09:11 PM
Originally posted by javaslinger:
Is there a gold Version of this mod?<font size="2" face="Verdana, Helvetica, sans-serif">This is a gold mod if I'm not mistaken. I have had it since before Version 1.0 and all I have is gold.

Or did you mean to say "Is there a non gold Version of this mod?" If that is what you meant to say then no, I do not believe there is a non gold Version.

[ January 30, 2003, 19:12: Message edited by: Ragnarok ]

CNCRaymond
January 31st, 2003, 07:12 AM
There is no pre-gold Version that I know of. I did find on his game computer where he was working on the latest Version of the mod though.

He is not at all happy about loosing the PC with all of the new ships, but there is hope. HP has tenatively agreeded to send a new PC once Will can get out of the hospital and get home. They want his CC# before they will send it. Once he has it, the local HP repair shop, the people who set this up, will clone the HD from the old PC to the new one. If that works, then all should be as it was. They said the MB went out and it took the CPU (AMD) with it. Par for the course huh?

Never rains but it poors.

Will should be back home by Monday with any luck. I managed to get his old PC, (Game PC) to work with an older 36.6 modem I had laying around.
It is making a lot of clicking sounds now, and I am afraid that it too is about to die.

I think it best that when it comes to PC CPU's, that one should always buy Intel. JMO.

Here is the latest info that I could find on the next patch. Keep in mind that he only uses this PC to play games, and the info is more than likely not complete.


1.6 (Pending) (Compatable with 1.84 Gold)
1. Updated HTML Readme (was reading v1.2, now reads v1.6)
2. Updated Intro BMP to reflect latest Version number. (v1.6)
3. Fixed Federation update. (Was installing a new folder named Federation, now will replace the General.txt file in the Fed folder.)
4. Fixed Colony Mount. Now will give correct bonus of size reduction 50%.
5. Renamed Breen Electric Discharger Beam I - III to Energy Dissipater Beam I -III
6. Added restriction of One Per Vehical to Breen Energy Dissipater Beam I - III
7. Increased damage of Breen Enegergy Dissipater Beam I - III
100 100 80 60 40 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0
120 120 100 80 60 40 20 10 0 0 0 0 0 0 0 0 0 0 0
140 140 120 100 80 40 20 10 0 0 0 0 0 0 0 0 0 0 0
8. Added Restriction of: One Per Vehicle, to Damage Control I - III
9. Removed Solar Sail. (Component was not needed.)
10. Replaced Tholian DesignCreation.txt (Hopefully this will stop the error message.)<font size="2" face="Verdana, Helvetica, sans-serif">

Atrocities
February 2nd, 2003, 06:33 PM
I am working on the 1.6 patch and will release it as my Last patch for the game. For news and information on this mod please visit the AST Mod (http://www.astmod.com) web site.

Thank you.

solops
February 4th, 2003, 09:31 PM
Originally posted by Atrocities:
I am working on the 1.6 patch and will release it as my Last patch for the game. (snip) <font size="2" face="Verdana, Helvetica, sans-serif">I am sorry to hear that. This mod has been one of my Favorites.

Ragnarok
February 4th, 2003, 10:09 PM
Originally posted by solops:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Atrocities:
I am working on the 1.6 patch and will release it as my Last patch for the game. (snip) <font size="2" face="Verdana, Helvetica, sans-serif">I am sorry to hear that. This mod has been one of my Favorites.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Just so you know it's not coming to a end if I remember correctly. Captain Kwok is going to add this mod into his Star Trek mod. It will create one massive awesome mod when it's done.

Atrocities
February 4th, 2003, 10:23 PM
The mod will still be supported by CNCRaymond, but I will no longer be working on it.

Kwok is going to use portions of this mod, which was heavily based upon his ST: TNG mod.

I started the ASTmod because I wanted to have a Star Trek environment to play SEIV in. The mod achieved this.

The new Star Trek mod will be a complete Star Trek mod, with star trek specific races, technology, ships, and much more. In essence, the Star Trek mod will be a true conVersion mod. When you load it, you are loading a Star Trek universe, and not just an environment.

Atrocities
February 7th, 2003, 05:52 AM
Here is the latest Patch for the AST Mod (http://astmod.com)

AST Mod Patch 6 v1.6 (http://www.astmod.com/zips/ASTmod%20Patch%206.zip)

I will post the full, light, and complete Versions later tomorrow.

Complete is everything all in one.
Full is all the races, and you have to download and install the Image Mod
Light is 8 races, and you have to download and istall both the Image Mod and the ASTmod Addon Pack. (http://forum.shrapnelgames.com/newuploads/1042689411.zip)

NOTE

This will be the Last Patch I release. Report all problems, concerns, questions, ideas, suggestions, other to cncraymond@astmod.com Thank you.

Atrocities

[ February 07, 2003, 04:02: Message edited by: Atrocities ]

CNCRaymond
February 8th, 2003, 08:13 PM
I wanted to say thank you to Atrocities for making this mod. I enjoy playing it and I hope others do as well. Since I will now be managing it, I wanted to let people know where they can go to get information.

ASTmod.com (http://astmod.com) is the home page for this mod.

I woke up early today and decided to work on the latest patch. I will post it to ASTmod.com (http://astmod.com) later today.

My modding skills are not as tuned as I would like, so please bare with me as I learn.

I would appreciate any and all suggestions for making the mod more playable and fun. Thanks.

CNCRaymond
February 8th, 2003, 09:59 PM
Ok, The AST Complete Mod is uploaded as well as the latest Patch. (Patch 7)

You can download both of them or even the light or full Versions of the mod from Astmod.com (http://astmod.com)

Have fun.

solops
February 18th, 2003, 09:44 PM
Question for Atrocities or anyone else who knows: Atrocities recently has made available three beautiful new shipsets: the Dominion (1.77a), Cardassians (1.77a) and the Ferengi (1.77a). I MUST have them. And, like everyone else, I like to keep my races' AIs updated and ready to tussle. These recent updates by Atrocities have left me wondering...the graphics are new, but how about the AI? I just got finished updating to AST Mod 1.7 and TDM 3.30. I'd like to use these new shipsets in both as well as the latest appropriate AIs. Where, oh where do the AI Files in Atrocities new race files fit in? Are they newer or older than the recent TDM and AST updates?

[ February 18, 2003, 19:44: Message edited by: solops ]

MacLeod
February 20th, 2003, 08:48 AM
Raymond:
Please remove the anti right click code, it's annoying having to push a button on the keyboard to get it to open links in another window, and it does nothing to stop or deter any potential source code theft.

Captain Kwok
February 20th, 2003, 08:57 AM
I know! I'm a right button clicker 'save as' guy too!

Fyron
February 20th, 2003, 09:00 AM
I can use the right click menus on that site just fine.

Captain Kwok
February 20th, 2003, 09:07 AM
Originally posted by Imperator Fyron:
I can use the right click menus on that site just fine.<font size="2" face="Verdana, Helvetica, sans-serif">For the downloads...it gives a message 'I don't think so!'

Fyron
February 20th, 2003, 09:12 AM
Well... I just tried it, and it worked fine for me.

Schwarzbart
February 20th, 2003, 09:16 AM
I also get the "I dont think so" if I thry the right click on the AST Mod Page.

Fyron
February 20th, 2003, 09:18 AM
I must have something disabled that kills whatever script that is. I can open in new window, save the pictures, view the source files, etc. with no problems. That script should still be removed. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 20, 2003, 07:19: Message edited by: Imperator Fyron ]

ts22
March 13th, 2003, 09:58 PM
Someone reported this problem and I noticed it as well. But no one has addressed this yet. I'm not sure if it is a bug or not.

The problem is that AI ships are capable of using more then the "2 engine" limit. I know this is not allowed for human players b/c when I switch AI control to human control and then attempt to duplicate the ship, I get a "warning" informing me that the ship cannot be completed.

Is this a bug? Does anyone know how to fix this or when/if the problem will be solved?

Fyron
March 13th, 2003, 10:14 PM
That is because the AIs have not been modded to use the proper linits. The AIs ignore all comp restrictions, and design ships based on what is in the AI files. They do not heed any of the restrictions on numbers of comps. http://forum.shrapnelgames.com/images/icons/icon7.gif