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		<title>FileFront Gaming Forums - ST:A2 Modding, Mapping and Editing</title>
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		<description>Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!</description>
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		<lastBuildDate>Sun, 22 Nov 2009 21:09:44 GMT</lastBuildDate>
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			<title>Tech Variations</title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/412305-tech-variations.html</link>
			<pubDate>Sun, 22 Nov 2009 11:53:37 GMT</pubDate>
			<description><![CDATA[I'm pretty sure that what I am after can be done, although I'm not entirely sure how to go about it. In Fleet Operations, as you start, you are given...]]></description>
			<content:encoded><![CDATA[<div>I'm pretty sure that what I am after can be done, although I'm not entirely sure how to go about it. In Fleet Operations, as you start, you are given an avatar to choose. Only once you've chosen an Avatar, can you play the game.<br />
 <br />
As far as I am aware, it is only with Fleet Operations that this can be done, as such, I'm looking for an alternative. What I am after is more of a research option; as such, if we had a science station, which gave you two research options, I would like it so that you could only select one of them, as such, once you select the one, the other becomes void (even if you build a second research station).<br />
 <br />
Is this possible, and if so, how would one go about it?</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>Aerilon</dc:creator>
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			<title>planet and sun sod glows</title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/412233-planet-sun-sod-glows.html</link>
			<pubDate>Sat, 21 Nov 2009 04:37:21 GMT</pubDate>
			<description><![CDATA[I have made several planets and the sol system's sun for Armada 1 but i am having problems making glows for them. I know it can be done but no clue...]]></description>
			<content:encoded><![CDATA[<div>I have made several planets and the sol system's sun for Armada 1 but i am having problems making glows for them. I know it can be done but no clue how to do it. Can someone offer their assistance in this matter as it is for a new mod project for A1/A2</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>timberwolf1701</dc:creator>
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			<title>Havign problems with two models</title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/412178-havign-problems-two-models.html</link>
			<pubDate>Fri, 20 Nov 2009 04:25:13 GMT</pubDate>
			<description>I have two models i got from BC that I want to convert to A1/A2 and poly reduce, however ms3d crashes every time i try to load them up. Can anyone...</description>
			<content:encoded><![CDATA[<div>I have two models i got from BC that I want to convert to A1/A2 and poly reduce, however ms3d crashes every time i try to load them up. Can anyone help me on this one? the models are not stock BC</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>timberwolf1701</dc:creator>
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			<title><![CDATA[[Help] Alright you AIP junkies(lol)...]]></title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/412164-alright-you-aip-junkies-lol.html</link>
			<pubDate>Thu, 19 Nov 2009 20:25:57 GMT</pubDate>
			<description>Lets see how streamlined my AIPs could be. 
  
Lets start out with the largest of my AIP sets...the superside tech AIP. Since all four races build...</description>
			<content:encoded><![CDATA[<div>Lets see how streamlined my AIPs could be.<br />
 <br />
Lets start out with the largest of my AIP sets...the superside tech AIP. Since all four races build the exact same structures all of the other eleven look exactly like this one but, im pretty sure I will change that. The major thing right now is the lack of officer upgrades though I will be changing that situation around soon.<br />
 <br />
<div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }">
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<div style="display: none;">//<br />
// Borg_Build_List.aip<br />
//<br />
// Contains a default build list for the klingon AI<br />
//<br />
// edited by the Nord<br />
// Load up the basic structures...<br />
#include &quot;aipdef.h&quot;<br />
 <br />
Better_Build_List_Element the_build_list[MAX_ELEMENTS] = <br />
{<br />
//-------------------------------------------------------------------- <br />
 <br />
&quot;bbase&quot;, 1,0, // first base<br />
&quot;fbase&quot;, 1,0, // first base<br />
&quot;kbase&quot;, 1,0, // first base<br />
&quot;rbase&quot;, 1,0, // first base<br />
&quot;bconst&quot;, 1,0, // we only need one at first<br />
&quot;fconst&quot;, 1,0, // we only need one at first<br />
&quot;kconst&quot;, 1,0, // we only need one at first<br />
&quot;rconst&quot;, 1,0, // we only need one at first<br />
 <br />
&quot;bmining&quot;, 1,1, // two mining facilities<br />
&quot;fmining&quot;, 1,1, // two mining facilities<br />
&quot;kmining&quot;, 1,1, // two mining facilities<br />
&quot;rmining&quot;, 1,1, // two mining facilities<br />
&quot;bfreight&quot;, 1,0, // and two freighters for each<br />
&quot;ffreight&quot;, 1,0, // and two freighters for each<br />
&quot;kfreight&quot;, 1,0, // and two freighters for each<br />
&quot;rfreight&quot;, 1,0, // and two freighters for each<br />
&quot;bturret&quot;, 1,1, // defend the mining stations<br />
&quot;fturret&quot;, 1,1, // defend the mining stations<br />
&quot;kturret&quot;, 1,1, // defend the mining stations<br />
&quot;rturret&quot;, 1,1, // defend the mining stations<br />
&quot;borgoff&quot;, 1,0,<br />
&quot;fedoff&quot;, 1,1,<br />
&quot;klingoff&quot;, 1,2,<br />
&quot;romoff&quot;, 1,3,<br />
 <br />
&quot;bmining&quot;, 1,2,<br />
&quot;fmining&quot;, 1,2,<br />
&quot;kmining&quot;, 1,2,<br />
&quot;rmining&quot;, 1,2,<br />
&quot;bfreight&quot;, 1,0,<br />
&quot;ffreight&quot;, 1,0,<br />
&quot;kfreight&quot;, 1,0,<br />
&quot;rfreight&quot;, 1,0,<br />
&quot;bturret&quot;, 1,2, <br />
&quot;fturret&quot;, 1,2, <br />
&quot;kturret&quot;, 1,2, <br />
&quot;rturret&quot;, 1,2, <br />
 <br />
&quot;byard&quot;, 1,0, // first shipyard<br />
&quot;fyard&quot;, 1,0, // first shipyard<br />
&quot;kyard&quot;, 1,0, // first shipyard<br />
&quot;ryard&quot;, 1,0, // first shipyard<br />
&quot;bscout&quot;, 1,0, // scout around the map<br />
&quot;fscout&quot;, 1,0, // scout around the map<br />
&quot;kscout&quot;, 1,0, // scout around the map<br />
&quot;rscout&quot;, 1,0, // scout around the map<br />
&quot;bdestroy&quot;, 1,0, // basic base defense<br />
&quot;fdestroy&quot;, 1,0, // basic base defense<br />
&quot;kdestroy&quot;, 1,0, // basic base defense<br />
&quot;rdestroy&quot;, 1,0, // basic base defense<br />
&quot;bscout&quot;, 1,0, // scout around the map<br />
&quot;fscout&quot;, 1,0, // scout around the map<br />
&quot;kscout&quot;, 1,0, // scout around the map<br />
&quot;rscout&quot;, 1,0, // scout around the map<br />
 <br />
&quot;bresear&quot;, 1,0, // time to research<br />
&quot;fresear&quot;, 1,0, // time to research<br />
&quot;kresear&quot;, 1,0, // time to research<br />
&quot;rresear&quot;, 1,0, // time to research<br />
&quot;borpod5&quot;, 1,0, // tachyon grid for scouts instead<br />
// of sensor arrays<br />
&quot;fedpod5&quot;, 1,0, // tachyon grid for scouts instead<br />
// of sensor arrays<br />
&quot;klipod5&quot;, 1,0, // tachyon grid for scouts instead<br />
// of sensor arrays<br />
&quot;rompod5&quot;, 1,0, // tachyon grid for scouts instead<br />
// of sensor arrays<br />
 <br />
&quot;bmining&quot;, 1,3, // another mine...<br />
&quot;fmining&quot;, 1,3, // another mine...<br />
&quot;kmining&quot;, 1,3, // another mine...<br />
&quot;rmining&quot;, 1,3, // another mine...<br />
 <br />
&quot;bconst&quot;, 1,0, // now it's time for 2 constructors<br />
&quot;fconst&quot;, 1,0, // now it's time for 2 constructors<br />
&quot;kconst&quot;, 1,0, // now it's time for 2 constructors<br />
&quot;rconst&quot;, 1,0, // now it's time for 2 constructors<br />
&quot;bturret&quot;, 1,0, // defend the main base<br />
&quot;fturret&quot;, 1,0, // defend the main base<br />
&quot;kturret&quot;, 1,0, // defend the main base<br />
&quot;rturret&quot;, 1,0, // defend the main base<br />
 <br />
&quot;borpod3&quot;, 1,0, // regeneration for spheres<br />
&quot;fedpod2&quot;, 1,0, // chain reaction pulsar<br />
&quot;klipod2&quot;, 1,0, // Poleron torpedo<br />
&quot;rompod3&quot;, 1,0, // sensor jammer research<br />
&quot;bcruise1&quot;, 1,0, // spheres<br />
&quot;fcruise1&quot;, 1,0, // Akira class cruiser<br />
&quot;kcruise1&quot;, 1,0, // Vor'cha (poleron)<br />
&quot;rcruise1&quot;, 1,0, // Griffin class vessels (sensor jammer)<br />
 <br />
&quot;bbase&quot;, 1,0, // more drones!<br />
&quot;fbase&quot;, 1,0, // more crew<br />
&quot;kbase&quot;, 1,0, // more crew and officers<br />
&quot;rbase&quot;, 1,0, // more drones!<br />
 <br />
&quot;byard2&quot;, 1,0, // time to get jiggy with it<br />
&quot;fyard2&quot;, 1,0, // time to get jiggy with it<br />
&quot;kyard2&quot;, 1,0, // time to get jiggy with it<br />
&quot;ryard2&quot;, 1,0, // time to get jiggy with it<br />
&quot;borpod2&quot;, 1,0, // holding beam<br />
&quot;fedpod1&quot;, 1,0, // corbomite reflector<br />
&quot;klipod1&quot;, 1,0, // Plasma cannon research<br />
&quot;rompod1&quot;, 1,0, // shield inversion beam <br />
&quot;byard&quot;, 1,0, // Pump out those grunts<br />
&quot;fyard&quot;, 1,0, // Pump out those grunts<br />
&quot;kyard&quot;, 1,0, // Pump out those grunts<br />
&quot;ryard&quot;, 1,0, // Pump out those grunts<br />
 <br />
&quot;bbattle&quot;, 1,0,<br />
&quot;fbattle&quot;, 1,0,<br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0,<br />
&quot;rbattle&quot;, 1,0,<br />
&quot;borpod1&quot;, 1,0, // assimilator for<br />
&quot;fedpod3&quot;, 1,0, // engine overload for steamrunners<br />
&quot;klipod3&quot;, 1,0, // Klingon Commando Team<br />
&quot;rompod4&quot;, 1,0, // myotronic inhibitor (disables weapons)<br />
 <br />
&quot;bbattle&quot;, 1,0,<br />
&quot;fbattle&quot;, 1,0,<br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0,<br />
&quot;rbattle&quot;, 1,0,<br />
&quot;bcruise2&quot;, 1,0, // the assimilators we build<br />
&quot;fcruise2&quot;, 1,0, // steamrunners<br />
&quot;kcruise2&quot;, 1,0, // SuQ'jagh assault ships (commando ships)<br />
&quot;rcruise2&quot;, 1,0, // Raptor class artillery cruisers<br />
&quot;bcruise3&quot;, 1,0, // the assimilators we build<br />
&quot;fcruise3&quot;, 1,0, // steamrunners<br />
&quot;kcruise3&quot;, 1,0, // SuQ'jagh assault ships (commando ships)<br />
&quot;rcruise3&quot;, 1,0, // Raptor class artillery cruisers<br />
 <br />
&quot;bbattle&quot;, 1,0,<br />
&quot;fbattle&quot;, 1,0,<br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0,<br />
&quot;rbattle&quot;, 1,0,<br />
&quot;borpod4&quot;, 1,0,<br />
&quot;fedpod4&quot;, 1,0, // antimatter mines<br />
&quot;klipod4&quot;, 1,0, // Gravity mines research<br />
&quot;rompod2&quot;, 1,0,<br />
 <br />
&quot;bresear2&quot;, 1,0, // advanced research station<br />
&quot;fresear2&quot;, 1,0, // advanced research station<br />
&quot;kresear2&quot;, 1,0, // advanced research station<br />
&quot;rresear2&quot;, 1,0, // advanced research station<br />
&quot;bspecial&quot;, 1,0, <br />
&quot;fspecial&quot;, 1,0, <br />
&quot;kspecial&quot;, 1,0, <br />
&quot;rspecial&quot;, 1,0, <br />
&quot;borpod9&quot;, 1,0, // ultritium burst<br />
&quot;fedpod7&quot;, 1,0, // shield disruptor<br />
&quot;klipod6&quot;, 1,0, // death chant<br />
&quot;rompod6&quot;, 1,0, // holo-emitter<br />
 <br />
&quot;bbase&quot;, 1,1, // more drones!<br />
&quot;fbase&quot;, 1,1, // more drones!<br />
&quot;kbase&quot;, 1,1, // more crew and officers<br />
&quot;rbase&quot;, 1,1, // more crew<br />
 <br />
&quot;bspecial&quot;, 1,0, <br />
&quot;fspecial&quot;, 1,0, <br />
&quot;kspecial&quot;, 1,0, <br />
&quot;rspecial&quot;, 1,0, <br />
&quot;bbattle&quot;, 1,0,<br />
&quot;fbattle&quot;, 1,0,<br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0,<br />
&quot;rbattle&quot;, 1,0, <br />
&quot;borpod8&quot;, 1,0, // nanites<br />
&quot;fedpod8&quot;, 1,0, // fed engineering team<br />
&quot;klipod8&quot;, 1,0, // ion storm<br />
&quot;rompod8&quot;, 1,0, // energy shield converter<br />
 <br />
&quot;bspecial&quot;, 1,0, <br />
&quot;fspecial&quot;, 1,0, <br />
&quot;kspecial&quot;, 1,0, <br />
&quot;rspecial&quot;, 1,0, <br />
&quot;bbattle&quot;, 1,0, <br />
&quot;fbattle&quot;, 1,0, <br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0, <br />
&quot;rbattle&quot;, 1,0,<br />
&quot;borpod7&quot;, 1,0, // computer override<br />
&quot;fedpod9&quot;, 1,0, // point defense phaser<br />
&quot;klipod9&quot;, 1,0, // Micro organisms - Energy dissipator<br />
&quot;rompod7&quot;, 1,0, // psychonic blast<br />
 <br />
&quot;bsuperbl&quot;, 1,0, <br />
&quot;fsuperbl&quot;, 1,0, // SuperWeapon -- temporal displacement<br />
&quot;ksuperbl&quot;, 1,0,<br />
&quot;rsuperbl&quot;, 1,0, <br />
&quot;borpod6&quot;, 1,0, // shield remodulation<br />
&quot;fedpod6&quot;, 1,0, // gemini effect<br />
&quot;klipod7&quot;, 1,0, // repulsion field<br />
&quot;rompod9&quot;, 1,0, // phase cloak<br />
&quot;bbattle&quot;, 1,0,<br />
&quot;fbattle&quot;, 1,0,<br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0,<br />
&quot;rbattle&quot;, 1,0,<br />
&quot;ksuper&quot;, 1,0, // super ship!<br />
&quot;rsuper&quot;, 1,0,<br />
 <br />
&quot;bbase&quot;, 1,0, // first base<br />
&quot;fbase&quot;, 1,0, // first base<br />
&quot;kbase&quot;, 1,0, // first base<br />
&quot;rbase&quot;, 1,0, // first base<br />
&quot;bconst&quot;, 1,0, // we only need one at first<br />
&quot;fconst&quot;, 1,0, // we only need one at first<br />
&quot;kconst&quot;, 1,0, // we only need one at first<br />
&quot;rconst&quot;, 1,0, // we only need one at first<br />
 <br />
&quot;bmining&quot;, 1,1, // two mining facilities<br />
&quot;fmining&quot;, 1,1, // two mining facilities<br />
&quot;kmining&quot;, 1,1, // two mining facilities<br />
&quot;rmining&quot;, 1,1, // two mining facilities<br />
&quot;bfreight&quot;, 1,0, // and two freighters for each<br />
&quot;ffreight&quot;, 1,0, // and two freighters for each<br />
&quot;kfreight&quot;, 1,0, // and two freighters for each<br />
&quot;rfreight&quot;, 1,0, // and two freighters for each<br />
&quot;bturret2&quot;, 1,1, // defend the mining stations<br />
&quot;fturret2&quot;, 1,1, // defend the mining stations<br />
&quot;kturret2&quot;, 1,1, // defend the mining stations<br />
&quot;rturret2&quot;, 1,1, // defend the mining stations<br />
 <br />
&quot;bmining&quot;, 1,2,<br />
&quot;fmining&quot;, 1,2,<br />
&quot;kmining&quot;, 1,2,<br />
&quot;rmining&quot;, 1,2,<br />
&quot;bfreight&quot;, 1,0,<br />
&quot;ffreight&quot;, 1,0,<br />
&quot;kfreight&quot;, 1,0,<br />
&quot;rfreight&quot;, 1,0,<br />
&quot;bturret2&quot;, 1,2, <br />
&quot;fturret2&quot;, 1,2, <br />
&quot;kturret2&quot;, 1,2, <br />
&quot;rturret2&quot;, 1,2, <br />
 <br />
&quot;byard&quot;, 1,0, // first shipyard<br />
&quot;fyard&quot;, 1,0, // first shipyard<br />
&quot;kyard&quot;, 1,0, // first shipyard<br />
&quot;ryard&quot;, 1,0, // first shipyard<br />
&quot;bscout&quot;, 1,0, // scout around the map<br />
&quot;fscout&quot;, 1,0, // scout around the map<br />
&quot;kscout&quot;, 1,0, // scout around the map<br />
&quot;rscout&quot;, 1,0, // scout around the map<br />
&quot;bdestroy&quot;, 1,0, // basic base defense<br />
&quot;fdestroy&quot;, 1,0, // basic base defense<br />
&quot;kdestroy&quot;, 1,0, // basic base defense<br />
&quot;rdestroy&quot;, 1,0, // basic base defense<br />
&quot;bscout&quot;, 1,0, // scout around the map<br />
&quot;fscout&quot;, 1,0, // scout around the map<br />
&quot;kscout&quot;, 1,0, // scout around the map<br />
&quot;rscout&quot;, 1,0, // scout around the map<br />
 <br />
&quot;bmining&quot;, 1,3, // another mine...<br />
&quot;fmining&quot;, 1,3, // another mine...<br />
&quot;kmining&quot;, 1,3, // another mine...<br />
&quot;rmining&quot;, 1,3, // another mine...<br />
 <br />
&quot;bconst&quot;, 1,0, // now it's time for 2 constructors<br />
&quot;fconst&quot;, 1,0, // now it's time for 2 constructors<br />
&quot;kconst&quot;, 1,0, // now it's time for 2 constructors<br />
&quot;rconst&quot;, 1,0, // now it's time for 2 constructors<br />
&quot;bturret2&quot;, 1,0, // defend the main base<br />
&quot;fturret2&quot;, 1,0, // defend the main base<br />
&quot;kturret2&quot;, 1,0, // defend the main base<br />
&quot;rturret2&quot;, 1,0, // defend the main base<br />
 <br />
&quot;bcruise1&quot;, 1,0, // spheres<br />
&quot;fcruise1&quot;, 1,0, // Akira class cruiser<br />
&quot;kcruise1&quot;, 1,0, // Vor'cha (poleron)<br />
&quot;rcruise1&quot;, 1,0, // Griffin class vessels (sensor jammer)<br />
 <br />
&quot;bbase&quot;, 1,0, // more drones!<br />
&quot;fbase&quot;, 1,0, // more crew<br />
&quot;kbase&quot;, 1,0, // more crew and officers<br />
&quot;rbase&quot;, 1,0, // more drones!<br />
&quot;borgoff&quot;, 1,0,<br />
&quot;fedoff&quot;, 1,1,<br />
&quot;klingoff&quot;, 1,2,<br />
&quot;romoff&quot;, 1,3,<br />
 <br />
&quot;byard2&quot;, 1,0, // time to get jiggy with it<br />
&quot;fyard2&quot;, 1,0, // time to get jiggy with it<br />
&quot;kyard2&quot;, 1,0, // time to get jiggy with it<br />
&quot;ryard2&quot;, 1,0, // time to get jiggy with it<br />
&quot;byard&quot;, 1,0, // Pump out those grunts<br />
&quot;fyard&quot;, 1,0, // Pump out those grunts<br />
&quot;kyard&quot;, 1,0, // Pump out those grunts<br />
&quot;ryard&quot;, 1,0, // Pump out those grunts<br />
 <br />
&quot;bbattle&quot;, 1,0,<br />
&quot;fbattle&quot;, 1,0,<br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0,<br />
&quot;rbattle&quot;, 1,0,<br />
&quot;bbattle&quot;, 1,0,<br />
&quot;fbattle&quot;, 1,0,<br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0,<br />
&quot;rbattle&quot;, 1,0,<br />
 <br />
&quot;bcruise2&quot;, 1,0, // the assimilators we build<br />
&quot;fcruise2&quot;, 1,0, // steamrunners<br />
&quot;kcruise2&quot;, 1,0, // SuQ'jagh assault ships (commando ships)<br />
&quot;rcruise2&quot;, 1,0, // Raptor class artillery cruisers<br />
&quot;bcruise3&quot;, 1,0, // the assimilators we build<br />
&quot;fcruise3&quot;, 1,0, // steamrunners<br />
&quot;kcruise3&quot;, 1,0, // SuQ'jagh assault ships (commando ships)<br />
&quot;rcruise3&quot;, 1,0, // Raptor class artillery cruisers<br />
 <br />
&quot;bbattle&quot;, 1,0,<br />
&quot;fbattle&quot;, 1,0,<br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0,<br />
&quot;rbattle&quot;, 1,0,<br />
 <br />
&quot;bspecial&quot;, 1,0, <br />
&quot;fspecial&quot;, 1,0, <br />
&quot;kspecial&quot;, 1,0, <br />
&quot;rspecial&quot;, 1,0, <br />
 <br />
&quot;bbase&quot;, 1,1, // more drones!<br />
&quot;fbase&quot;, 1,1, // more drones!<br />
&quot;kbase&quot;, 1,1, // more crew and officers<br />
&quot;rbase&quot;, 1,1, // more crew<br />
 <br />
&quot;bspecial&quot;, 1,0, <br />
&quot;fspecial&quot;, 1,0, <br />
&quot;kspecial&quot;, 1,0, <br />
&quot;rspecial&quot;, 1,0, <br />
&quot;bbattle&quot;, 1,0,<br />
&quot;fbattle&quot;, 1,0,<br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0,<br />
&quot;rbattle&quot;, 1,0, <br />
 <br />
&quot;bspecial&quot;, 1,0, <br />
&quot;fspecial&quot;, 1,0, <br />
&quot;kspecial&quot;, 1,0, <br />
&quot;rspecial&quot;, 1,0, <br />
&quot;bbattle&quot;, 1,0, <br />
&quot;fbattle&quot;, 1,0, <br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0, <br />
&quot;rbattle&quot;, 1,0,<br />
 <br />
&quot;bsuperbl&quot;, 1,0, <br />
&quot;fsuperbl&quot;, 1,0, // SuperWeapon -- temporal displacement<br />
&quot;ksuperbl&quot;, 1,0,<br />
&quot;rsuperbl&quot;, 1,0, <br />
&quot;bbattle&quot;, 1,0,<br />
&quot;fbattle&quot;, 1,0,<br />
&quot;fgalaxy&quot;, 1,0,<br />
&quot;kbattle&quot;, 1,0,<br />
&quot;rbattle&quot;, 1,0,<br />
&quot;ksuper&quot;, 1,0, // super ship!<br />
&quot;rsuper&quot;, 1,0,<br />
 <br />
};</div>
</div>
</div></div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>086goinfast</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/st-a2-modding-mapping-editing/412164-alright-you-aip-junkies-lol.html</guid>
		</item>
		<item>
			<title>Help</title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/412121-help.html</link>
			<pubDate>Wed, 18 Nov 2009 23:32:09 GMT</pubDate>
			<description>OK so I downloaded the future concept mod and I also kept the original version in a separate directory so that I could play both. Now, I wanted to...</description>
			<content:encoded><![CDATA[<div>OK so I downloaded the future concept mod and I also kept the original version in a separate directory so that I could play both. Now, I wanted to put the Scimitar in the original game so I found the scimitar file at this site but it is not the same because it was edited for the mod. I installed it and I did not like some of the specs so I went into the future concept directory and copied all of the specs from the rscimitar.odf file and the ship is still not the same as the one in the other game. Specifically, when it is fired upon you start loosing systems very quickly before the sheilds go down and in the future concept you dont take any damage to systems until the sheilds go down. That is really all that I want to change. So my question is, is there some other folder that I am not looking at that can change this?</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>BlackNSB</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/st-a2-modding-mapping-editing/412121-help.html</guid>
		</item>
		<item>
			<title><![CDATA[[Help] Super Side AI]]></title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/412090-super-side-ai.html</link>
			<pubDate>Wed, 18 Nov 2009 13:34:55 GMT</pubDate>
			<description>You know when you can have construction ships from all races at the start, you will notice that the AIs will only use the one construction ship that...</description>
			<content:encoded><![CDATA[<div>You know when you can have construction ships from all races at the start, you will notice that the AIs will only use the one construction ship that of the race that each AI is.<br />
<br />
Would it be possible to engineer the AIs to take advantage of the Super Side?</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>Sugar Spice</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/st-a2-modding-mapping-editing/412090-super-side-ai.html</guid>
		</item>
		<item>
			<title><![CDATA[[Help] Upgrade modding problems]]></title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/411877-upgrade-modding-problems.html</link>
			<pubDate>Sun, 15 Nov 2009 07:27:56 GMT</pubDate>
			<description>I am trying to mod ships and station in the game and have both  the patch 2.5 and the upgrade 2.0. every time i mod an odf in game it drops to...</description>
			<content:encoded><![CDATA[<div>I am trying to mod ships and station in the game and have both  the patch 2.5 and the upgrade 2.0. every time i mod an odf in game it drops to desktop saying that a ship change has happened. I dont fiddle with the psysics lines just the weapons and stuf.<br />
any ideais on why this keeps happening? is the upgrade compatable with the patch project?</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>tony2007fl</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/st-a2-modding-mapping-editing/411877-upgrade-modding-problems.html</guid>
		</item>
		<item>
			<title>A2 file transfer from XP to Vista</title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/411838-a2-file-transfer-xp-vista.html</link>
			<pubDate>Sat, 14 Nov 2009 22:17:11 GMT</pubDate>
			<description><![CDATA[Up until now I've kept my A2 on XP but want to put it my Vista machine. If I install it on Vista and it's patch then install the Borg Incursion VR...]]></description>
			<content:encoded><![CDATA[<div>Up until now I've kept my A2 on XP but want to put it my Vista machine. If I install it on Vista and it's patch then install the Borg Incursion VR mod can I then just copy the odf, sprite, texture folders for instance from my XP and paste it to the Vista install and it would hypothetically, theoretically fire right up with all the extra mod work I've done to those folders?</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>rifraf</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/st-a2-modding-mapping-editing/411838-a2-file-transfer-xp-vista.html</guid>
		</item>
		<item>
			<title>Screen shots how to?</title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/411755-screen-shots-how.html</link>
			<pubDate>Fri, 13 Nov 2009 07:03:00 GMT</pubDate>
			<description>i know this is a stupid ?, but how do you take a screen shot durring a game?:uhoh:</description>
			<content:encoded><![CDATA[<div>i know this is a stupid ?, but how do you take a screen shot durring a game?:uhoh:</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>tony2007fl</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/st-a2-modding-mapping-editing/411755-screen-shots-how.html</guid>
		</item>
		<item>
			<title>Weapons tied to cloak</title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/411675-weapons-tied-cloak.html</link>
			<pubDate>Wed, 11 Nov 2009 22:16:06 GMT</pubDate>
			<description>Whilst doing a little work with some Romulan ships, a thought occurred to me-why not set up the ships with weapons that can fire while cloaked, but...</description>
			<content:encoded><![CDATA[<div>Whilst doing a little work with some Romulan ships, a thought occurred to me-why not set up the ships with weapons that can fire while cloaked, but are much weaker to simulate less power being available because of the cloak being active? Basically, my thought was that you could have the regular set of weapons with normal power that become disabled when the cloak goes up. The only obstacle to this is figuring out how to disbale the weaker weapons while the cloak is down. Is this even possible? Or would it be simpler to have the weapons right on top of each other and the strong weapons only moderately more powerful, so that the combination of moderate and weak weapons adds up to normal strength weaponry?</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>ExanRevile</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/st-a2-modding-mapping-editing/411675-weapons-tied-cloak.html</guid>
		</item>
		<item>
			<title>Also a question about planets...</title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/411639-also-question-about-planets.html</link>
			<pubDate>Wed, 11 Nov 2009 15:37:09 GMT</pubDate>
			<description>Possible to make a planet have a research button for mining metal? Always annoyed me that an orbiting station drills into a populated planet. Maybe...</description>
			<content:encoded><![CDATA[<div>Possible to make a planet have a research button for mining metal? Always annoyed me that an orbiting station drills into a populated planet. Maybe something that works like the planetary shields? You click it, it costs crew, officers, dilithium and latinum (to simulate surveying) in return for larger deposits. You could still use the orbital station on uninhabited planets.</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>undedavenger</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/st-a2-modding-mapping-editing/411639-also-question-about-planets.html</guid>
		</item>
		<item>
			<title>Directional Phasers</title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/411635-directional-phasers.html</link>
			<pubDate>Wed, 11 Nov 2009 15:18:18 GMT</pubDate>
			<description><![CDATA[Is there any way to make an energy weapon like a phaser or disruptor so that it only fires directly forward? Meaning it won't fire at stuff behind or...]]></description>
			<content:encoded><![CDATA[<div>Is there any way to make an energy weapon like a phaser or disruptor so that it only fires directly forward? Meaning it won't fire at stuff behind or beside it. I'm trying to make a phaser cannon special weapon, but as a balancing limitation I want the ship to actually face the target.</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>undedavenger</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/st-a2-modding-mapping-editing/411635-directional-phasers.html</guid>
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		<item>
			<title>Ship I need to find or have made</title>
			<link>http://forums.filefront.com/st-a2-modding-mapping-editing/411438-ship-i-need-find-have-made.html</link>
			<pubDate>Mon, 09 Nov 2009 05:11:29 GMT</pubDate>
			<description><![CDATA[Star Trek: The Final Frontier - Insignia Class (http://www.sttff.net/insignia.html) 
 
I don't see this on a2files.]]></description>
			<content:encoded><![CDATA[<div><a href="http://www.sttff.net/insignia.html" target="_blank">Star Trek: The Final Frontier - Insignia Class</a><br />
<br />
I don't see this on a2files.</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/st-a2-modding-mapping-editing-139/">ST:A2 Modding, Mapping and Editing</category>
			<dc:creator>SpaceMaster</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/st-a2-modding-mapping-editing/411438-ship-i-need-find-have-made.html</guid>
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