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Atrocities Shipyard Guru

Joined: Aug 06, 2003 Location: PNW
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Posted: Fri Oct 12, 2007 1:31 am Post subject: AST Bug and Update List |
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I want to thank everyone for sending me the bug reports and for posting them here.
Here is some info on the next update which I am testing now and hope to have out soon for you to download.
| Quote: | Version 2.2 - 1. Fixed Secondary Weapon Array (Damage) Now shows damage at range
2. Fixed Secondary Weapon Array (Range)
3. Changed Reduced range bonus from 5 to 4 for Secondary Weapons Array (Range)
4. Fixed Primary Weapons Array (Damage) Now shows damage at range
5. Fixed Primary Weapons Array (Range)
6. Changed Reduced range bonus from 5 to 4 for Primary Weapons Array (Range)
7. Changed Reduced damage for both Primary and Secondary Weapons Array (Range) from 100 to 80
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Where we're going we won't need roads.
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Fulgrymm Space Emperor

Joined: Jun 02, 2005 Location: Backwater Industrial City
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Posted: Wed Oct 17, 2007 4:24 pm Post subject: |
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Found another minor mount bug. The barge size ship doesn't have a propulsion mount.
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Atrocities Shipyard Guru

Joined: Aug 06, 2003 Location: PNW
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Posted: Thu Oct 18, 2007 12:10 am Post subject: |
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Thank you.
Other reported bugs and suggestions..
No research component for Research Station.
Small satellite needs to have kt increased to 55
Satellite components need to be reduced in size.
Unit armor plating not resizing correctly.
Where we're going we won't need roads.
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Fulgrymm Space Emperor

Joined: Jun 02, 2005 Location: Backwater Industrial City
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Posted: Thu Oct 18, 2007 3:33 am Post subject: |
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Couple more mount issues.
Shield mounts meant for drones are being used on weapons platforms instead.
Shield mounts for Sats and WeapPlats reduce shield components to 0kt, not sure if this is by design or not. May also affect drone mounts, but I can't test it since they don't work right to begin with.
Also, Strategic Warefare Centers [sic] upgrade into Penal Colonies.
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Conan Space Emperor

Joined: Aug 31, 2005
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Posted: Mon Oct 22, 2007 3:53 am Post subject: |
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Hello, well i have one critical error using this excellent mod,
This error happens meanwhile computers players have ur turns and send me this message in the typical windows from XP, freezing the game for ever, the msg tell something like that:
"Space Empires can't open the archive: Space Empire/history/current_replay_combat.cmb"
What is wrong?? i have SE IV, Deluxe version 1.95 and install the "imagemod", so download and put the last patch for AST mod, version 2.01
Please, help me, exist one solution for my problem?? or is one bug not yet detected for this amazing mod??
I'm wating for ur assist ppl, thks for this great job...
Greetings!!!
PD: Sorry for the bad english, but is not my native lenguage 
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Atrocities Shipyard Guru

Joined: Aug 06, 2003 Location: PNW
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Posted: Mon Oct 22, 2007 2:51 pm Post subject: |
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I don't think that is a mod issue. I think it might be a bug with SE IV in general. PM Fyron and ask him. He knows a lot about the game. Sorry I could not be of more help.
I posted the thread where someone might be able to help.
LINK TO DISCUSSION
Where we're going we won't need roads.
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Conan Space Emperor

Joined: Aug 31, 2005
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Posted: Tue Oct 23, 2007 2:40 am Post subject: |
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Thks a lot for ur help, not all the ppl is so kind as u, thks again!
Well i hope they can help whit me problem...
Greetings!!!
PD: Please re-considered making this mod for SEV, without u the community of Star Trek are deeply lost,
PD2: Sorry again for my english in tarzan style.
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Varek_Raith Space Emperor

Joined: Mar 28, 2007 Location: Manassas, Va
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Posted: Thu Oct 25, 2007 7:01 am Post subject: |
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I have no idea if this will help;
In settings.txt search for - Create Combat Replay
Change from true to false. See if this helps.
"Understanding is a three edged sword. Your side, their side, and the truth" -Kosh
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Conan Space Emperor

Joined: Aug 31, 2005
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Posted: Thu Oct 25, 2007 1:05 pm Post subject: |
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| Varek_Raith wrote: | I have no idea if this will help;
In settings.txt search for - Create Combat Replay
Change from true to false. See if this helps. |
OMG!!! im make the mail for my friend Atrocities when see u answer and this work!!!! fix my problem, thks a lot man
Thks to all for help me, u are really good ppl
Greetings!!!
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Atrocities Shipyard Guru

Joined: Aug 06, 2003 Location: PNW
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Posted: Thu Oct 25, 2007 5:30 pm Post subject: |
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Thank you for helping him. I had no idea what to tell him. Thank you very much. 
Where we're going we won't need roads.
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Varek_Raith Space Emperor

Joined: Mar 28, 2007 Location: Manassas, Va
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Posted: Fri Oct 26, 2007 10:39 am Post subject: |
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Glad to see that it worked! 
"Understanding is a three edged sword. Your side, their side, and the truth" -Kosh
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john_stamos64 Space Emperor

Joined: Sep 26, 2006
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Posted: Fri Oct 26, 2007 4:23 pm Post subject: |
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I have been tinkering around with the data files, and I think I have some additional problems. I have downloaded another copy of AST 2.0 and patched it to 2.1. I have not altered the data files in this duplicate copy of the mod, so I am pretty sure I didn't create these issues.
In the comp enhancement data file, the secondary weapons array (damage) has a range modifier of -10. With this much of a disadvantage, the pulse weapons won't cause any damage because their maximum range is 8.
You have two Space Yard Mount (base) entries, one only for bases of size 450 and one only for bases of size 5000 (vehicle size min and max). Did you intend that bases in between these sizes should not have space yards?
With the ancient artifacts shield mount, the tonnage percent is 200. Given the very large size of all components in this mod, this mount is useless. the tonnage percent should be closer to 2.
Same problem with the ancient artifacts weapon platform reactor. The tonnage percent is 120. You won't be able to fit a single weapon in the platform using this mount.
I have also found some technological black holes, where when you research levels of a certain technology, you receive no benefit. By this I mean no new component or facility or the "improved" component is actually worse than the component it replaces. I will post these when I have confirmed them using the Mod that I haven't messed around with.
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Atrocities Shipyard Guru

Joined: Aug 06, 2003 Location: PNW
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Posted: Fri Oct 26, 2007 6:30 pm Post subject: |
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Thank you, I will look into these. However I think I might have already addressed the secondary weapon mount issue. But I will double check.
Please keep the bug reports coming.
Where we're going we won't need roads.
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john_stamos64 Space Emperor

Joined: Sep 26, 2006
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Posted: Fri Oct 26, 2007 9:14 pm Post subject: |
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I thought you took care of the damage weapon mount as well, but it looks like you only modified the primary weapons array (damage). The secondary weapons array (damage) still shows a range modifier of -10 for me in 2.1.
Also, I have comfirmed the first component problem. The Federation Damage control says that it reduces maintenance cost by 1%, but the ability value 1 is +1. All other Federation components that have the Modified Maintenance Cost ability and are intended to reduce maintenance costs have negative values for ability value 1.
There are about 10 more things that I plan on confirming, but I won't be able to address them until next week. I'll let you know if there seems to be an error.
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john_stamos64 Space Emperor

Joined: Sep 26, 2006
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Posted: Mon Oct 29, 2007 9:09 pm Post subject: |
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I think that I have confirmed 2 more minor errors. In the Facility.txt file, the federation construction yard II says under the Ability 3 description that it constructs with 2000 radioactives a turn, yet Ability 3 Value 2 = 1500. Also, with the federation utopia planitia facility, Ability 1 description says that it constructs with 800 minerals a turn, yet Ability 1 value 2 = 5800.
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Atrocities Shipyard Guru

Joined: Aug 06, 2003 Location: PNW
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Posted: Tue Oct 30, 2007 12:52 am Post subject: |
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Excellent bug report. Thank you. 
Where we're going we won't need roads.
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john_stamos64 Space Emperor

Joined: Sep 26, 2006
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Posted: Tue Oct 30, 2007 8:52 pm Post subject: |
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In making the AST 2 Mod, you separated the tech trees for every race. This is great for people like me who would like to give each race more individual flare. To save time and effort, you seem to have copied and pasted many of the same components for all the races. Therefore, although I noticed the minor errors I reported in my past few posts with the federation, the same errors seem to occur with the other races as well. The Damage control modified maintenance cost inconsistency is present for all races as is the discrepancy with the radioactive construction output for all Construction Yard II's.
In addition, there seem to be some inconsistencies with the various captains. For example, the Klingon Warrior Captain says that it gives a 4% attack bonus in combat, but Ability 1 value 1 = 1. Shouldn't it = 4?
On a more conceptual basis, I noticed that AST 2 does not have point defense weapons. Given that there are also no missiles this seems alright. I was wondering about drones though. There appear to be drones in the Mod. I always play single player, and I have yet to encounter an AI that makes use of drones, so I am completely naive as to effective anti-drone counter measures. In multi-player, would point defense weapons be useful for people that encounter drones?
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Atrocities Shipyard Guru

Joined: Aug 06, 2003 Location: PNW
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Posted: Thu Nov 01, 2007 12:33 am Post subject: |
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I didn't include PD weapons because the phaser or was it the pulse phaser/disrupter's, have the ability to take em out. And besides, they are relatively weak weapons.
These bug reports are awesome. Thank you. Also I made a crap load of new components for both the Borg and 8472. God I wish they would have given those aliens a name. I hate the *uc*ed up name 8472. Tis stupid.
Where we're going we won't need roads.
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john_stamos64 Space Emperor

Joined: Sep 26, 2006
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Posted: Thu Nov 01, 2007 4:37 pm Post subject: |
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I agree with your assessment of typical point defense weapons, they are pretty weak. However, I have examined the data files, and there doesn't appear to be a weapon that targets fighters. The phaser has a weapon target : ships\planets. The pulse phaser has a weapon target : ships\planets\sat\drone. Maybe you should change the pulse phaser to weapon target : ships\planets\ftr\sat\drone.
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Atrocities Shipyard Guru

Joined: Aug 06, 2003 Location: PNW
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Posted: Sat Nov 03, 2007 12:55 am Post subject: |
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That is an excellent idea. I will do that.
I am working on the update now. I hope to have it out by the end of Nov. Again please keep the bug reports coming. They are a huge huge help.
Where we're going we won't need roads.
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Fulgrymm Space Emperor

Joined: Jun 02, 2005 Location: Backwater Industrial City
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Posted: Thu Nov 08, 2007 3:30 am Post subject: |
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Found a small weapon tech bug. Tractor Beam II appears at Tractor/Repulser Weapons level 3 instead of 2.
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Schattenkanzler Space Emperor

Joined: Apr 16, 2005
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Posted: Thu Nov 08, 2007 7:17 am Post subject: |
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Had an idea for a new Weapon:
Shield Disrupt Torpedo
Built for killing shields
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Atrocities Shipyard Guru

Joined: Aug 06, 2003 Location: PNW
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Posted: Fri Nov 09, 2007 3:14 pm Post subject: |
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Thanks guys, I will finalizing the update toward the end of the month and hopefully have most of these bugs taken care of. Please keep them coming. Hell even spelling errors or wrong graphics, better ideas for cost balance of everything from ships to facilities would be a great help. Any ideas on better images for use with facilities or components is welcome as well.
Once this update is out, I won't be working on the mod for a while as I need to start working on the Star Wars Mod and start learning more about modding of SE V. (I have a really cool mod idea for SE V. - None Star Trek)
Weapon ideas and such are excellent. However please note that the mod is specifically set up to allow players to add their own ideas to the mod. IE if you wanted the Federation to have more or less ships you can do that, or give the Klingon's a new weapon, no problem.
Right now I an focusing upon bug issue and game related stuff to try and make the mod as bug free and fun as I can.
Weapons and other add ons are great but they will take a back seat for now. Sorry about that, but please keep the ideas for them rolling in. You never know, they just might make it into the mod. 
Where we're going we won't need roads.
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john_stamos64 Space Emperor

Joined: Sep 26, 2006
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Posted: Wed Nov 14, 2007 8:14 pm Post subject: Shields |
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I have a question about the utility of the enhanced shield generators. They don't seem to be superior to the regular shield generators. Enhanced shield generator I has the same shiled points as the X level of the regular generator. Enhanced shield generator II has a few more shield points. I realize the enhanced shield generators are phased shields, but I have not found any weapons that skip normal shields. Also regular shields generate shield points from damage and have shield regeneration, but enhanced shields do not. Do you plan on introducing shield skipping weapons at some point? Otherwise enhanced shield generators do not appear to be worth the research points.
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Atrocities Shipyard Guru

Joined: Aug 06, 2003 Location: PNW
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Posted: Thu Nov 15, 2007 8:10 pm Post subject: |
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I believe I put them into the mod in the event that players add phase piercing weapons. I am not sure but I believe the Dominion should have phased weapons... will have to review.
Where we're going we won't need roads.
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