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solops
January 15th, 2003, 05:24 PM
Atrocities,

Is the AST Mod Patch 4 a patch for a previously released AST Mod package or is it a complete, self contained Version 4 of the AST mod?

Atrocities
January 15th, 2003, 05:41 PM
It is a patch for any previous Versions.

I have not yet uploaded the FULL latest Version of the mod as it comes in at 20 megs.

1.4 has a lot of extra "new" stuff. So if it asks you to overwright something, then say yes.

NOTE: past saved games or saved empires will no longer work with 1.4. It makes several changes to many files, some of which effect save games, and emp files. New EMP files have been included.

Enjoy

solops
January 15th, 2003, 06:56 PM
Where can I get a previous Version? I did not see it at your website or in the thread. Perhaps I overlooked it...

solops
January 15th, 2003, 06:59 PM
Found it.

solops
January 15th, 2003, 07:32 PM
OK, the readme lists all of the mods used. The image, planet and component mods are specifically listed as needing to be installed separately. Does this mean the AST mod contains within it the other mods (including FQM) and installs them where they are needed?

BTW, where the heck did you find the time to assemble this glorious monster?

[ January 15, 2003, 17:33: Message edited by: solops ]

Fyron
January 15th, 2003, 09:28 PM
You need to get the Image Mod separately. It is linked in my sig. The other mods are included in the AST data files.

Atrocities
January 15th, 2003, 10:48 PM
Everything except the image mod is included in the mod.

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

Let me know if you have any problems solops. I hope you enjoy the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

solops
January 16th, 2003, 04:48 AM
Thanks. I have found something else to ask about. I installed the full Version 1 and the Version 4 patch and the various facility, planet and component files into their proper slots. I have folders containing data for 20 races but only 8 races are available to be played. Is this as it should be?

Atrocities
January 16th, 2003, 05:07 AM
You should read the GETTING STARTED.txt document. http://forum.shrapnelgames.com/images/icons/icon7.gif

Or the GET THE ASTMOD ADD ON document. http://forum.shrapnelgames.com/images/icons/icon7.gif

The mod only has eight major races. You have to download the ADD On pack to get the additional twelve races.

solops
January 16th, 2003, 06:01 AM
I am not being intentionally obtuse, I assure you. I have printed out and read the getting started file and every other text file I thought might help. On your website it says "ASTmod Full 8 Main Races, 12 Extra Races". I understood this to mean that I had all of the races, as opposed to the ASTmod Light Version. I did not realise that the 12 extra races were not playable. I misunderstood that, thinking that the Add-on was necessary only for those who started with the Light Version.

OK, I have another question (cringe). I am not getting any error Messages, but I am seeing white boxes where some warp points should be and some planets are invisible, their space being shown as system background. I installed the contents of the Planet mod 8 into the planet folder in pictures in the AST folder. What did I do wrong? Is there a diffference between planet mod 7 and 8? If so, where can I get Version 7.

Atrocities
January 16th, 2003, 06:06 AM
http://forum.shrapnelgames.com/images/icons/icon7.gif

AST Full is about 20 megs.
AST Mod Light is about 6 megs.
AST Mod Addon is about 10 megs.

AST Mod Addon Pack 1.1 (http://forum.shrapnelgames.com/newuploads/1042689411.zip)

The error you are having is simple to fix.

In the Planets folder, find the NewPlanets.bmp and rename it Planets. Same for Components, and Facilities. Fyron does a better job of explaining this in the other AST Mod Thread.

solops
January 16th, 2003, 06:31 AM
Thank you. I have no doubt that someday your patience with me will be rewarded, perhaps when you are forced to deal with an accountant or a grumpy, underpaid government bureaucrat.

Atrocities
January 16th, 2003, 09:39 AM
Hey no problem, by helping you I get a better understanding of what I need to do to make the mod more user friendly.

The problem that keeps coming up is the missing planet issue. But that is an easy fix, and it helps people gain confidence in learning how to work with the game. Be all though it is frustrating until you figure it out. http://forum.shrapnelgames.com/images/icons/icon7.gif

Most of the other problems are just setting the mod up. The PATH.txt does not load, or is missing. The player doesn't have the latest patch, etc.

I should have, and will now, spend more time making the instruction for installing the mod more detailed and complete. I want people to be able to install and load the mod without problems.

My problem is that I am limited to who much I can upload at one time. A 20 meg full Version of the mod (1.4) would take me 12 hours to upload on dial up. (God I do miss the Broadband connection at times.)

So what I have had to do is leave the 1.0 release as the only full downloadable one, and hope the everyone will be able to use the patches as they come out.

The other problem is that people download the patch and assume that is the full game.

Once the Full Version 1.4 is uploaded, a lot of this confusion, my fualt, will pass. I would like to have included the Image mod but that would ballon the mod size to 40 megs, 10 megs over the shrapnel limit for uploads. And who has the time to download a 40 meg file on dial up?

But I will do what I can. http://forum.shrapnelgames.com/images/icons/icon7.gif

What I have considered doing is to provide the mod, once all the bugs have mostly been worked on disk, provided that the person wanting it paid for S&H and the cost of the disk and jewel case. But that is not feasable. To many peoples work is incorperated into the mod, and then there are the copy right issues for some of the "Offical" Trek images.

[ January 16, 2003, 07:44: Message edited by: Atrocities ]

Atrocities
January 16th, 2003, 12:42 PM
AST Mod Full v1.4
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)

solops
January 16th, 2003, 04:59 PM
Great! Thank you! I too am blessed with slow dial-up service, but work has a T1 for my laptop...heheheh. For $20 I got a USB data transfer cable that does a 6 Mbps, so no problems. Transfers to my home desktop are quick and painless.

rdouglass
January 16th, 2003, 08:05 PM
Originally posted by Atrocities:
Once the Full Version 1.4 is uploaded, a lot of this confusion, my fualt, will pass. I would like to have included the Image mod but that would ballon the mod size to 40 megs, 10 megs over the shrapnel limit for uploads.<font size="2" face="Verdana, Helvetica, sans-serif">Do you need some ftp space? I can give you 100Mb on a T1 connection (no agregate limit) if you need it for the mod files anyways... You do so much for SE, maybe I can help....

Gandalph
January 16th, 2003, 08:56 PM
Just an observation, it would be easier for people using the add-on if it extracted to the AST folder directly instead of it's own folder, then moving it manually.

Gandalph
January 17th, 2003, 01:45 AM
Bug Report -
1)Federations fed_AI_general.txt race opt 2 characteristics is set at 5 and should be 4
2)small mount, small laser beam 1 does no damage

Atrocities
January 17th, 2003, 02:38 AM
Thanks. The Fed General.txt issue was fixed in the 1.4 patch. I must have missed it when I set up the full Version. I will upload a new copy later.

In the mean time, the best way to fix it is to simply open the Fed_General.txt scroll down to Race Opt 2 Num Characteristics := 5 and change the 5 to a 4. Save it and presto fixed.

I'll look at the mount issue now. It might be a bug with the mount mod.

Gandalph
January 17th, 2003, 02:44 AM
The small laser has a range of 2 and the small mount has a range modifier of -2, looks like that is the problem.

Atrocities
January 17th, 2003, 02:51 AM
Ok this is why the Small Mount does not work.


Short Name := Small Mount
Description := Extremely miniaturized mount which allows a weapon to be used on fighters. It decreases damage from the weapon by 40%, and the size by 50%. Can only be used on Direct Fire weapons. Requires a fighter of at least 23kT.<font size="2" face="Verdana, Helvetica, sans-serif">It decrease the damage of a weapon by 40%. So a small laser beam 1 has a damage rating of 10, reduced by 40% and voilia, no damage.

I will change this to no decrease in damage.

solops
January 17th, 2003, 08:01 AM
When playing AST I keep getting two error Messages:
Could not find field “Race Opt 2 Characteristic 5 Type” in record “Federation”
Could not find field “Race Opt 2 Characteristic 5 Amount” in record “Federation”

Is this a bug or am I doing something wrong? I have events turned off.

Is this the problem that you guys are talking about? Remember, some of us illiterates don't speak AI :-)

Atrocities
January 17th, 2003, 08:06 AM
Thanks. The Fed General.txt issue was fixed in the 1.4 patch. I must have missed it when I set up the full Version. I will upload a new copy later.

In the mean time, the best way to fix it is to simply open the Fed_General.txt scroll down to Race Opt 2 Num Characteristics := 5 and change the 5 to a 4. Save it and presto fixed.
<font size="2" face="Verdana, Helvetica, sans-serif">

Schwarzbart
January 17th, 2003, 10:13 AM
small Typo:

Impuse Engine IV instead Impulse Engine IV

I dont know but it looks like the Combat Movement dont works right.

i.E.: 2x Impules Engine III (1bo 2st 4co) + Graviton Engine (5bo 6co) + Propulsion Experts gives in a Borg Frigate 11 standard Movement but only 12 combat movement.

[ January 17, 2003, 08:21: Message edited by: Schwarzbart ]

Fyron
January 17th, 2003, 10:20 AM
I just bumped the thread that has the latest Version linked. http://forum.shrapnelgames.com/images/icons/icon7.gif

solops
January 21st, 2003, 01:55 AM
I have run into something that is apparently not working correctly. I have several Borg fleets with ships classed as attack beamers. On several occasions against the Tholians and Kazan Nistrim a handful of my ships have annihilated vast numbers of enemy fighters with no loss because the fighters never fire. The fighters are armed with anti-ship weapons and make attack runs but never shoot. Has this been noted elsewhere?

Katchoo
January 21st, 2003, 02:21 AM
I had the same problem, but i'm not sure if it qualifies as a problem or not. It seems to only occur with ships armed with DUCs. Ships with Missles seem to have no problem shooting at your ship. Maybe fighters with only level 1 in mini DUCs can't fire against regular ship hulls?

Atrocities
January 21st, 2003, 03:33 AM
The problem has been addressed in the patch.

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

NOTE: Please install Patch 4 prior to Patch 5 if you have not already done so. If you have installed the AST Full 1.4, then just install Patch 5.

[ January 21, 2003, 01:42: Message edited by: Atrocities ]