View Full Version : [BtS] Star Trek Mod


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JEELEN
Feb 25, 2008, 01:30 AM
Noticed something else: at some point the Woodsman promotion becomes available (applying to Asteroids terrain) - which got me thinking: wouldn't a Nebula promotion be more useful? (Just an idea...);)

Had to abandon my Breen game, due to an unprovoked war with the Hirogen, attacking my Light IVs with Light Vs...:(

Gottkaiser85
Feb 25, 2008, 07:10 AM
I wouldn't use Blue Marble - it's for normal, Earthlike maps (Star Trek mod uses space maps).;)
I thought the BlueMarble project just influences the main programm not the moods.
And does it really matter for my font problem?

Sir DOC
Feb 25, 2008, 10:13 AM
Gottkaiser85: Are you using BTS in a different language than English? I've seen the same issue happening to people loading mods that were using other languages (Spanish, French...). Not sure if this happens with this mod, though.

Sir DOC

JEELEN
Feb 25, 2008, 10:50 AM
And does it really matter for my font problem?

Don't know - just know it's terrain-specific, Blue Marble is.

Anyway, in my current game as the Romulans I noticed "Starfleet Acadmey". (And shouldn't the Borg be more powerful? Currently they're something of a push-over, it seems...);)

Gottkaiser85
Feb 25, 2008, 12:14 PM
Gottkaiser85: Are you using BTS in a different language than English? I've seen the same issue happening to people loading mods that were using other languages (Spanish, French...). Not sure if this happens with this mod, though.

Sir DOC
Yes I'm using the german version. Do you think thats the problem?
If so, then how can I solve it?

deanej
Feb 25, 2008, 04:06 PM
This mod is English only (as are most mods). You can change your language in the main ini file.

I can't believe that I forgot to rename woodsman! I'm not sure if its possible to make it possible to enter certain terrain with a promotion or not. I'll look into it.

As for the Borg, are they too weak? I'll probably tune leader personalities again, but they will never be as strong as they were in the show for balance purposes. Scenarios, however, will see MUCH stronger Borg vessels.

Gottkaiser85
Feb 25, 2008, 07:49 PM
This mod is English only (as are most mods). You can change your language in the main ini file.
Hi deanej,

I never encountered any problem with other mods.
Anyway, I was looking for the "main ini" but couldnt find it. Maybe you can give me a clue?

And as feature request: Maybe you could change your mod to show the font in other language versions off CivIV? I think nobody minds if the language stays english. But there are a lot of non english versions out there. It would be nice to have at least something (english text) to read without always changing the language to use this mod.

And thanks for all the effort to create this great sounding mod! (Didn't have the chance to look in it so far) ;-)

deanej
Feb 25, 2008, 08:32 PM
Depending on what mods you've played, you may or may not have encountered the issue before. I think that most of the big mods are multi-language. The "main ini" would be ...\My Games\Beyond the Sword\Civilization.ini. The language setting is buried in a long list. Also, could you post a screenshot? I'm guessing that this is the issue but it's best to know for sure.

I think I may be able to override default settings with the mod's ini file, so I may be able to fix the issue that way. I'd have to test this out first, probably on screenshot format as that's easy to see. If I can do this it may pave the way for another feature I want to add - a Star Trek scenarios section on the main menu.

JEELEN
Feb 25, 2008, 11:10 PM
If I can do this it may pave the way for another feature I want to add - a Star Trek scenarios section on the main menu.

That'd be way :cooool: deanej!:D

Sir DOC
Feb 26, 2008, 02:18 AM
Hi deanej,

I never encountered any problem with other mods.
Anyway, I was looking for the "main ini" but couldnt find it. Maybe you can give me a clue?


You can also change the language from within the game: before loading the mod, just go to the Advanced, options (or their equivalent in German) and change it there.

Gottkaiser85
Feb 26, 2008, 06:28 AM
... could you post a screenshot?...
You where right. If I change the language to english, it works fine.
Thanks for your helpfull replies. It would be great if you'll be able to fix that issue in the next version.

Good luck with the future development! :-)

JEELEN
Feb 26, 2008, 07:18 AM
In my ongoing game I noticed another thing: after the perfidious Federation persuaded everyone thru the Federation Council to ban Doomsday Missiles, they used one themselves. Is this right?:confused:

JEELEN
Feb 26, 2008, 09:21 AM
My tech/project cost increase plan is as follows:
-Portal projects increase by 25-50% (not sure exact amount; feedback welcome)
-Late TNG techs: 25%
-DS9 techs: 30%
-Voyager techs: 35%
-Future Tech: 40%

Being in my 3rd game around 2350 AD, while everyone is researching Future Tech except me (but I'm searching techs at 3-5 turns with only 6 measly colonies and none set to Research), IMO this might be best:

-Portal projects increase by 50%
-Late TNG techs: 25%
-DS9 techs: 50%
-Voyager techs: 100%
-Future Tech: 200%.

(Just some feedback...);)

deanej
Feb 26, 2008, 06:47 PM
Well, it looks like I CAN'T override the main game ini file. As for the doomsday missile thing, I think the AI will do that in the epic game with nukes (same option, really).

Zinjex
Feb 27, 2008, 12:45 AM
My game loads shows that it is loaded on the top right hand corner but everything is regular BTS. I have the 3.13 patch and put this in the Mod folder under BTS.

Gottkaiser85
Feb 27, 2008, 06:49 AM
Well, it looks like I CAN'T override the main game ini file.
I really hope I don't go on your nerves with that subject.
But maybe you can ask other developers how they did it? For example in the "Fall from Heaven II" mod everything works fine.

By

JEELEN
Feb 27, 2008, 09:25 AM
Started another game on the Flat map, as the Klingons, and noticed this:

- R[e]ginald Barclay ... has been born in the city of..."

These raging barbarians are good fun! (By this time Cardassia had already been eliminated)

woodelf
Feb 27, 2008, 09:37 AM
deanej - What would you want a barb ship to look like? I might be able to make something so you have some variety.

Zinjex
Feb 27, 2008, 10:33 AM
Ever seen Firefly/Serenity? Could always go with Reavers for barbarians.

Forget earlier post I got the program to work. (It was going thru Star_TrekBeta1 first)

JEELEN
Feb 27, 2008, 12:02 PM
Found the following pics of non-major race ships in the Star Trek Library:

Part 1

JEELEN
Feb 27, 2008, 12:07 PM
And here's

Part 2

JEELEN
Feb 28, 2008, 05:35 AM
In my current game as the Klingons (I really suck at this, as I'm again at the bottom of the civ score list) I noticed I could build two Starbases on the exact same locations, using 2 Construct Ships arriving one after the other, and still have 1 Construct Ship left!:confused:

deanej
Feb 28, 2008, 08:32 PM
@Woodelf: I was planning to keep the barbs with Final Frontier, though they could really have ships from any race (and multiple ones) that appeared in canon trek (Animated Series are also acceptable as well as some books - The Eugenics Wars series, Voyager's String Theory series as well as DS9's Millennium series) with the exception of any race that appears in the mod as well as:
-Vaadwaur
-First Federation
-Gorn
-Tholian
-Terran Empire
-Klingon-Cardassian Alliance
-Xindi
-Maquis
-Orions

The reason for the exceptions is that those civs will be released later in an add-on pack (I plan to release two, this list has the civs for both).

@Jeelen: The starbase bug may be part of Final Frontier. Could you see if it happens there and post back? If it doesn't I'll go through the starbase code to see where the difference is (I'm pretty sure that was fixed somewhere along the line with Final Frontier).

JEELEN
Feb 29, 2008, 12:03 AM
@Woodelf: I was planning to keep the barbs with Final Frontier, though they could really have ships from any race (and multiple ones) that appeared in canon trek (Animated Series are also acceptable as well as some books - The Eugenics Wars series, Voyager's String Theory series as well as DS9's Millennium series) with the exception of any race that appears in the mod as well as:
-Vaadwaur
-First Federation
-Gorn
-Tholian
-Terran Empire
-Klingon-Cardassian Alliance
-Xindi
-Maquis
-Orions

The reason for the exceptions is that those civs will be released later in an add-on pack (I plan to release two, this list has the civs for both).

OK, disregard the Xindi ship pic. (Pity; it looks great...)

@Jeelen: The starbase bug may be part of Final Frontier. Could you see if it happens there and post back? If it doesn't I'll go through the starbase code to see where the difference is (I'm pretty sure that was fixed somewhere along the line with Final Frontier).

It only happened once (if the Construction Ships arrive simultaneously, it doesn't occur). I've checked Final Frontier, but couldn't repeat it. (Maybe it was a freak accident...);)

woodelf
Mar 02, 2008, 09:51 AM
How do you build warp lanes? I haven't played FF a lot so I have no idea how to connect my resource extraction facilities to anywhere. :(

JEELEN
Mar 02, 2008, 10:23 AM
Ah! You need the prereq advance first! (It's kinda way up the tech tree, actually...);)

But to get the resource all you gotta do is build the Extraction Facility (plus a Starbase if it's outside your borders - so that'll cost you an extra Construction Ship).

woodelf
Mar 02, 2008, 11:56 AM
So the facility automatically gives you the resource if it's inside your borders? Ok, thanks.

deanej
Mar 02, 2008, 12:04 PM
Resource connection is automatic with the discovery of cargo holds (allows trading over space). The warp lane itself can't be built in this mod but in FF it gets build by construction ships. The transwarp corridors are a late game military advantage.

Oh, and I will take Xindi ships anyways as I will need them for the Xindi scenario (which I plan to release in a beta so I can get balance advice for it along with another teaser scenario - all others wait for final release).

Pablod
Mar 02, 2008, 12:15 PM
please cocentate in ships!:goodjob:
no warp lane is the best idea since the round rock!
at lease the enteprice please!

woodelf
Mar 02, 2008, 12:39 PM
Didn't snafusmith make the Enterprise? I thought I saw a teaser of that somewhere.

Send me a PM of what ships GM is getting from the other game and I'll try to make some lessers.

JEELEN
Mar 02, 2008, 01:40 PM
I will take Xindi ships anyways as I will need them for the Xindi scenario (which I plan to release in a beta so I can get balance advice for it along with another teaser scenario

Cool!:)

@woodelf: That'd be great!:D

Pablod
Mar 02, 2008, 02:35 PM
that is what i'm talking about good guy
;) ;) ;) ;) ;) ;)
send something to put in unit folder
it is so empty

woodelf
Mar 02, 2008, 05:10 PM
This (http://forums.civfanatics.com/showpost.php?p=6558049&postcount=8) is why I'm hesitant to make any ships. :wow: Anything I can do smitty can do 100x better. ;)

snafusmith
Mar 02, 2008, 06:01 PM
At some point I promise to make some star trek ships for you guys - you'll have to let me know which ones, I don't know that much about the show. I know for a fact I won't be able to get around to them until maybe May, so have everything ready and I'll see what I can do. As for the one in the picture, it's modeled and half animated at this point - I can give you what I've got for now, but it's animations look a little wierd in game.

dshole
Mar 02, 2008, 07:30 PM
This mod sounds great. But excuse me for being stupid but I cannot get it to work.

I have installed it to the required location:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Star TrekBeta1\

And I have all the required program revisions.

I load the mod and I get the standard BTS start screen with "Star TrekBeta1" in the top right hand corner. From here I cannot seem to do anything?

Am I missing something very obvious?

Thanks in advance.

JEELEN
Mar 02, 2008, 08:03 PM
This (http://forums.civfanatics.com/showpost.php?p=6558049&postcount=8) is why I'm hesitant to make any ships. :wow: Anything I can do smitty can do 100x better. ;)

OK, I don't know what to say... (It does look really neat!) except this: if you get started on a number of ships, won't that also help snafusmith (If ye reckon he can do 100x better)?;)

PS: I once stopped drawing cos a friend of mine could do much better (tho I wouldn't say 100x), but later I took it up again - and I still do - tho I'm no Rembrandt...

Pablod
Mar 02, 2008, 08:35 PM
any ship is fine!!:cool:
:goodjob:

deanej
Mar 02, 2008, 08:49 PM
This mod sounds great. But excuse me for being stupid but I cannot get it to work.

I have installed it to the required location:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Star TrekBeta1\

And I have all the required program revisions.

I load the mod and I get the standard BTS start screen with "Star TrekBeta1" in the top right hand corner. From here I cannot seem to do anything?

Am I missing something very obvious?

Thanks in advance.

It needs to be unzipped to the Mods folder. So, you should have Mods\Star Trek with all the mod files in the Star Trek folder.

I'm guessing with the way you set it up you have the "Star Trek" folder inside the "Star TrekBeta1" folder.

EDIT: If anyone hasn't seen this week's modcast, they should. This mod event gets a quick mention about 37-38 minutes in, after the spiral galaxy map script!

JEELEN
Mar 05, 2008, 11:44 AM
If anyone hasn't seen this week's modcast, they should. This mod event gets a quick mention about 37-38 minutes in, after the spiral galaxy map script!

I'm not following this: what modcast?:confused:

BTW, when are you planning to do an update?

deanej
Mar 05, 2008, 04:36 PM
I'm not following this: what modcast?:confused:

BTW, when are you planning to do an update?

Modcast is the sister show of polycast.

I plan to have the next beta (with events and a bunch of fixes, hopefully some more models) around mid-April.

JEELEN
Mar 05, 2008, 07:32 PM
Well, then there's still plenty o' time for another observation: I've noticed the Cloaking Device advances are leading nowhere (nowadays I just skip them altogether if another civ's got the Multi-Race Database - which BTW might be a tad bit powerful, especially since it's available rather early).;)

deanej
Mar 05, 2008, 09:42 PM
The cloaking system isn't implemented yet - look for a thread sometime, I don't really know how to do an SDK mod so I'll be asking for help.

I changed Multi-Race database to grant techs discovered by 3 civs instead of 2 for the next beta. Do you think that will be fine?

JEELEN
Mar 05, 2008, 10:02 PM
I changed Multi-Race database to grant techs discovered by 3 civs instead of 2 for the next beta. Do you think that will be fine?

So you mentioned, but I dunno. (So far, as far as I can tell, whichever civ gets it is sure to get ahead real quick.) Could you maybe try it out first?

deanej
Mar 06, 2008, 07:38 PM
With no tech brokering the default and with the cost increased, it should be more balanced. Unfortunately I currently don't have the time to do a full game right now, but if it's an issue in beta 2 I'll fix it for beta 3 or the final release, whichever is after beta 2.

JEELEN
Mar 07, 2008, 12:13 AM
"Mmmkay..." (Just wondering if someone has a second opinion on this - I can't be the only one trying out Star Trek mod Bet1, can I?);)

And hopefully, by mid-April, we'll have some ships to show.:mischief:

mike9o
Mar 07, 2008, 12:37 AM
Once I got the crash taking a home system I moved on to another mod. :(

I'll start playing this one again.

I like shooting for unbalanced wonders, and the Multi-Race Database fits the bill! :lol:

deanej
Mar 07, 2008, 03:35 PM
That crash probably has to do with the duplicate corporation headquarters. It's not a bug just about taking the home system as I've done tests where I gave myself unit in the early game right on the border of an AI and taken their system - this would be the home system, as I would do this around the third turn. Just be careful and you will avoid the problem (gift yourself a few great spies before war and you'll know if a system had the headquarters before taking it). Unfortunately, you can't remove buildings in world builder (this was lost with the ability to build it on multiple planets).

JEELEN
Mar 08, 2008, 10:17 AM
Some more stuff:

- Rom appears as a Great Engineer + Ferengi Leader:crazyeye:
- got a strange cash crash from +179 to -334!:eek:
- game consistently displays an error message upon exiting (doesn't seem to affect anything, just keeps appearing):mischief:
- Explorer IIIs can't be upgraded, nor can Heavy Is; why is this?:confused:

And here it is again:

deanej
Mar 08, 2008, 12:21 PM
-Are you sure Rom appeared as a great engineer? He doesn't appear in the text for it at all!

-Could you explain that crash more?

-No idea what causes that error. These forums have been no help in fixing it.

-I fixed the explorer IIIs problem. The Heavy Is can't upgrade because the Krenim UU is limited to 1 and I can't figure out how to make upgrading possible without players getting around the limit of 1. I don't know of any methods that can prevent upgrading in python.

-No idea why the starbase bug exists - I didn't even modify the method that's supposed to prevent that!

This mod is becoming a bug magnet. I have no idea why - it probably has to do with the fact that I don't really have the skills to make it. I wanted this mod to become a team effort like Fall From Heaven, but nobody was interested in helping me, so I'm doing this by myself now. I suspect these bugs will be here forever, because I'm getting no help in fixing them here. I posted a thread for the GP text a few days ago - no replies. I posted a thread on the memory error a few months ago - no help was given to me. And interest in the mod seems to grow less each time I release a new build.

JEELEN
Mar 08, 2008, 12:51 PM
-Are you sure Rom appeared as a great engineer? He doesn't appear in the text for it at all!

Well, that's really weird then.:crazyeye: (Weird, but funny.):lol:

-Could you explain that crash more?

One turn I was on +179 cash, the next on -338. (No crash - just a pun. Sorry!):mischief:

-No idea what causes that error. These forums have been no help in fixing it.

That's a pity, but as I said: it has no effect other than the message appearing.:thumbsup:

-I fixed the explorer IIIs problem. The Heavy Is can't upgrade because the Krenim UU is limited to 1 and I can't figure out how to make upgrading possible without players getting around the limit of 1. I don't know of any methods that can prevent upgrading in python.

Thx for explaining (I was just wondering if it was intentional). You could maybe change the Krenim UU to Heavy II):mischief:

-No idea why the starbase bug exists - I didn't even modify the method that's supposed to prevent that!

It doesn't really bother me - it's just a freak thing (maybe it's possible in Final Frontier too - but I prefer Star Trek.;)

This mod is becoming a bug magnet. I have no idea why - it probably has to do with the fact that I don't really have the skills to make it. I wanted this mod to become a team effort like Fall From Heaven, but nobody was interested in helping me, so I'm doing this by myself now. I suspect these bugs will be here forever, because I'm getting no help in fixing them here. I posted a thread for the GP text a few days ago - no replies. I posted a thread on the memory error a few months ago - no help was given to me. And interest in the mod seems to grow less each time I release a new build.

I'm sorry to hear that - I wish I could help otherwise than reporting weird stuff, but I'm no good at modding. And really: I can't wait til the next release! (I just consider it a WIP - and if I didn't play it, I couldn't report any bugging stuff, could I?) So, don't give up - cause I'm a hardcore Star Trek fan and would really hate seeing this mod go down the drain!:(

deanej
Mar 08, 2008, 02:06 PM
The reason why I haven't done more with the memory error is just as you said: It's just an annoyance. I have full intentions of finishing this mod, though I do wish I knew enough to debug properly and to make the cloaking device.

JEELEN
Mar 08, 2008, 02:43 PM
I only know a little bit about debugging WBS files... :twitch:...but glad to hear you're not throwing in the towel.:)

JEELEN
Mar 10, 2008, 11:36 AM
Not to get you down:mischief: - here's a freak thing from my ongoing Federation game (2nd time this happened, not in the same game, tho):

woodelf
Mar 10, 2008, 11:46 AM
You must have good credit....

JEELEN
Mar 10, 2008, 12:12 PM
You must have good credit....

Dunno... How 'bout posting something pictorial of yours?:mischief:

deanej
Mar 10, 2008, 03:10 PM
The negative gold is probably due to starbases. Did you just complete one on that turn? If so, I imagine it went something like this: You have enough gold for a starbase (or more?); you orders a ship(s) to build it; then, for some reason, you don't have enough when you complete it; then, when its built, the gold is taken from your treasury, you don't have enough, and go negative.

The "glowing thing" is the plasma resource, as intended.

Also, why do you have two starbases? You do realize that extraction facilities provide access to resources, not starbases, right?

JEELEN
Mar 10, 2008, 07:03 PM
It's not the Starbase building (and I just like to have a Starbase on top of an Extraction Facility, so it don't get pillaged - as it takes me long enough to go over there and build it. BTW, I noticed this in Final Frontier too, so maybe it's just such a thing, but do you know why one can't trade resources?:confused:) I upgraded my entire Light II fleet to Light IVs - but the trade off should have left me with +29 cash or so, not -139. Anyway, as per the screenshot, I just set science to 0 and recovered in 2 turns as I got a decent income and plenty science generation. (Advances in 3-5 turns; which I need as I'm competing with Kasyik for top score - and he's got the MRDB.);)

JEELEN
Mar 10, 2008, 07:29 PM
You must have good credit....

(Don't mind the txt, I just wanted to ask: ) Can you do something with this for a Scout unit? As a generic unit, maybe?

deanej
Mar 10, 2008, 07:52 PM
I wonder why it does that with upgrading. For all I know, this could be a bug with regular BtS as well, though I think we would have known by now if it is. Very strange. I haven't done anything with upgrading, but upgrading an entire fleet can be spotty in the best of circumstances with regards to gold.

As for trading, have you researched the cargo holds tech? That allows trading over space. In Final Frontier, warp/jump lands are required.

JEELEN
Mar 10, 2008, 08:53 PM
I wonder why it does that with upgrading. For all I know, this could be a bug with regular BtS as well, though I think we would have known by now if it is. Very strange. I haven't done anything with upgrading, but upgrading an entire fleet can be spotty in the best of circumstances with regards to gold.

I posted on the same sorta cash crash with the Federation before, also when upgrading 5+ units - but I only do it with enough surplus gold. BTW, any chance of actually linking the Federation Council to the Federation? (It feels kinda odd to be playing Captain Archer and having the Federation Council controlled by the Romulans - which never happens, as they tend to be on a definite loosing streak...:p)

As for trading, have you researched the cargo holds tech? That allows trading over space. In Final Frontier, warp/jump lands are required.

I know - that's why I asked. (BTW, nice touch on the skipped jumplanes!):goodjob:

JEELEN
Mar 13, 2008, 09:01 AM
Hi there! I stumbled onto a crazy little thing called MOO2Civ which needs some XML editing. Unfortunately, the XML editors all still seem down due to hack attack. Anybody got a copy?:confused:

EDIT: Never mind! Got a tip from woodelf! Got a more Star Trek-related question, though: shouldn't Stealth ships be related to Cloak advances (and be restricted to a few races, say Romulans & Klingons)? Or is this something already being taken care of? (Just wondering...)

deanej
Mar 13, 2008, 03:50 PM
The cloaking device will be an actual, new, system to the game. Ships will be able to cloak and decloak. There will be four types:
-Default - invisible, can't engage in combat
-Chang - invisible, but can engage in combat (Klingon UU and ship from special event only, though other ships can be modded to have it)
-Holo - hidden nationality (non-combat units only)
-Phased - invisible, no combat, no terrain damage, ignores terrain movement cost

These will be available to any race with the right techs in the main mod, but scenarios will be restricted. I plan to start working on this after beta 2.

JEELEN
Mar 13, 2008, 10:10 PM
OK, cool - but what about the Romulan UU? (I'm also asking as they usually are quite lame in my trial games so far, expanding slowly and not being agressive or sneaky at all.):twitch:

deanej
Mar 13, 2008, 11:20 PM
Unfortunately, I don't really have any idea why that would be. I'll adjust the leader personalities (they need it anyways... badly, actually).

Vince_2000
Mar 14, 2008, 07:36 AM
Very nice Mod... but I don't like this ultimate Missle :-)

JEELEN
Mar 15, 2008, 05:01 AM
-Could you explain that crash more?

I finally can: seems I overlooked a very basic game mechanic: building a Starbase costs 250 credits! (Hence my cash plummeting below zero...):mischief:

Yeah, that darn Doomsday Missile seems a bit harsh - especially if it functions almost like a regular ICBM, being able to reach any Star System...

deanej
Mar 15, 2008, 10:07 AM
Actually, Doomsday Missiles were supposed to be Subspace Warheads... and I never changed them. I should do that, as well as make them a world unit (3 allowed, so if you want them, you're competing with the AI for them).

JEELEN
Mar 16, 2008, 03:47 PM
Cool idea!:goodjob: But what does a Subspace Warhead do?:confused:

deanej
Mar 16, 2008, 06:58 PM
In Star Trek: Insurrection, LaForge said that "Subspace weapons are unpredictable. That's why they were banned." So, I wouldn't need to change the effect, just the name and pedia, as well as limit them (this also means that you'll know who has them, as the SDK has a thing that alerts the other players if a world unit is constructed like a wonder).

JEELEN
Mar 16, 2008, 11:17 PM
OK, cool. Does this mean they'll still function as regular ICBMs, i.e. with unlimited range? (I think this is a nono in a Universe based environment: they should be linked to a specific carrier vessel - like the regular Nukebomber or nuclear sub.)

Vince_2000
Mar 19, 2008, 05:53 AM
Is it possible to turn the Missles completly off ? that would be great....

deanej
Mar 19, 2008, 03:15 PM
I could easily make it a game option, but I only have one left to use (modders only get 3 - I already used one for disable the FF tutorial and another for no intro movie). People may want a "No Cloaking" option when the Cloaking Device gets programmed in - so I'll wait until then.

You can also set iCost to -1 for those units in the XML.

Null The Wolf
Mar 20, 2008, 06:22 PM
I loaded the game into the mods folder ok, but when I tried to run it, I got the message "GFC Error=failed to initialize the primary control theme," and then it freezes up.

deanej
Mar 20, 2008, 09:57 PM
Install this mod to C:\Program Files\... and NOT the My Games folder! NO EXCEPTIONS! Otherwise, the theme won't work.

The above answer is now in the FAQ in the manual.

Null The Wolf
Mar 21, 2008, 12:50 AM
Thank you!

Presd Xiaopeng
Mar 21, 2008, 06:08 AM
Where's Picard's Bald Head...

The mod is great, and I like the fact that you kept the buildlist small and more manageable unlike some overkill mods that just add 50 new buildings to the list and causes players to micro-manage their Cities.... The game play is also pretty great, too, it's unfortunate you dont have a modeler on the team (or do you)

To give a bit of feedback which i hope would help in the development.

production hammer requirements for end-game units is abit low, because if a player had a handful of well developed systems, he can churn out a fleet of Heavy IIs every turn.

In case you're thinking of what to enrich the tech tree with, I suggest checking the old Birth of Federation game, (the official site is already down, but fansites and mod networks are still active) they've got a pretty comprehensive set of future techs.

Furthermore, I was thinking that you can make Unique Wonders for each civ which would skew the civ more to its reality in Star Trek by giving certain empire wide benfits, such as the
Federation: Federation Headquarter that produces :)
Romulan: Tai Shiar Tribunal that reduces :mad: and gives :espionage: bonus
Cardassian: Osidian Order that reduces war wariness
Borg: Central Nexus: no:mad: at the capital and 25% faster military production, -2 :mad: but +25% :food: req for pop growth
Ferengi: The Palace of the Grand Nagus: increased :commerce: :traderoute: and war wariness
and so on...

Civ-specific attributes:
Federation: better diplomatic standing with all players, increased growth but higher war wariness
Borg: increased :hammers: but doubled :food: reserve req for pop growth, and other U Bldgs to make Borg Play different
Romulans: increased :espionage: but lower :culture: or influence output
Klingons: +1 :mad:, but units begin with Attack I upgrade
and so on

World or National Wonders
Transwarp hub (max 3): acts like an airport, but can transwarp 1 ship anywhere
Genesis Project: additional :science: and creates a Terran large planet in the system built
Camp Kitomer: replacing the Fed HQ world wonder (ST VI: the undiscovered country)
Omega Particle: generates power throughout the empire
Star Fleet Academy: +2 experience points national wide
Section 31: replacing Scotland Yard
Daystrom Institute: replacing Science academy
Particle Fountain Project: x100%:hammers:
Midas Array: Range of Sight of cities increased by one

Unit Dynamics
Cloaking Device: submarines stealth for Warbirds, bird of prey and available as Attack III level upgrade
Command I: allows 2 fighters squadrons to be assigned (or loaded), a defense 2 upgrade
Command II: a defense 3 upgrade which adds 3 more fighter slots
Construction ship only construct outpost
Consume construction ship with outpost to make space station
Remove the Doomsday missile??

This is starting to get very long, and sorry bout that, most of my ideas and suggestion draws from Birth of Federation, it would be a good reference. If I have repeated anyone's suggestion, i do apologies for the repetition

and I want to see Picard's Bald Head

JEELEN
Mar 21, 2008, 08:14 AM
Where's Picard's Bald Head...

I want to see Picard's Bald Head

Why not post a Leaderhead Request for Jean-Luc Picard?;)

PS: I leave your other suggestions for Deanej to consider, as I've already posted my own. (BTW, sounds pretty convincing!)

Presd Xiaopeng
Mar 21, 2008, 09:41 AM
It's just being a TNG fan, Picard, for me, comes before Archer... In fact, we need Kirk too

Some minor queries,

i) how possible is it to generate non-playable minor-races in a new game?

ii) is it possible to "produce" populations, afterall, the Borg dont really reproduce like the other races, and thus instead growing their pop very slowly as i suggested, let's force the borg to build their population with :hammers: (eg. maturation chambers)

iii) if my memory serves me, there was a mod component created before for capturing enemy units, would it be possible for it to be used here so the Borg can assimilate ships

iv) different civilian casualties depending on who's attacking, (ie, no civilian death of Fed Invasion and 1/2 of the pop will die if the BOrg invades)

v) making acquired abilities available in the form of upgrades, so ships wont begin with ranged attacks, since even quantum torps dont shoot that far, so ships must acquire some form of weapons upgrade to have ranged attack

Technical Problem,

My water company's food bonuses does not add to the food production

JEELEN
Mar 21, 2008, 10:30 AM
if my memory serves me, there was a mod component created before for capturing enemy units, would it be possible for it to be used here so the Borg can assimilate ships

Don't know if a mod component is needed, as there's the Enslavement promotion - which seems very similar to assimilation. (BTW, did you post Leaderheads Requests?):confused:

Presd Xiaopeng
Mar 21, 2008, 11:10 AM
Just did,

Right, the Enslavement promotion... The Borg needs that, prolly several gradings of it would be good, you know, a Tactical Cube has a better chance assimulating than a Sphere...

Presd Xiaopeng
Mar 21, 2008, 11:42 AM
Huge Problem:

Turn 282
CIv Federation

After I captured Qo'nos, I can no longer build any new buildings in any system... and all current constructions get canceled next turn... I have no way of remedying the situation...

I own 21 systems (Qo'nos inclusive)
Capture some systems before, but this the first capital system

JEELEN
Mar 21, 2008, 02:48 PM
Technical Problem,

My water company's food bonuses does not add to the food production

Well, in the absence of Deanej I'll act as a stand-in:
- companies are an issue (for instance, the same Co. can - and will - be founded multiple times; perhaps giving only the Ferengi and perhaps a few other races Companies might solve this?)
- capturing another civ's Homeworld is another issue (as you've noticed; don't know how an update - which is pending - will solve this).

And :thumbsup: on your LH requests.;)

deanej
Mar 21, 2008, 03:37 PM
Actually, I'm fairly certain the capture bug has to do with multiple corporation headquarters in the game world (which I fixed). The original cause, having bNeverCapture set to 1, is long gone. I'll have to change the effect of the Water Company, though - the original effect apparently doesn't work in Final Frontier, probably due to the way systems work. The AI just loves to found corporation headquarters, and with the (very) high frequency of GPs in this mod, they are probably founding them in their capitals. Post a save, though.

caesarmd
Mar 22, 2008, 07:41 AM
Is there any way to download this mod from a site other than from Atomic Gamer? I've tried multiple times and after waiting the 5-6min to even get it to start, the download crashes. :mad:

I'd love to try this mod, but haven't been able to do so. :(

deanej
Mar 22, 2008, 11:25 AM
Well, I use to use FileFront, but it stopped accepting the mod, claiming it had a virus called "Oversize.zip".

bvvanor
Mar 22, 2008, 12:34 PM
It's been a lot of fun, but I ran into the same bug that Presd Xiaopeng did. That is, playing as the federation, around turn 170 I was suddenly told I could no longer continue construction of building and can now only build ships. Any thoughts?

deanej
Mar 22, 2008, 06:56 PM
Could people having the problems with the buildings PLEASE post a save from the turn before and say what they did that turn? I have no idea what causes this, never see it, and don't play that far (my play testing consists of usually the first 10 and is only to see if a new feature works and always involves world builder, so I don't get the same feedback from the game as you do).

bvvanor
Mar 22, 2008, 08:03 PM
I'll see if I still have a save file from before this happened and then one after. Otherwise I'll have to start over. :)

bvvanor
Mar 22, 2008, 08:59 PM
OK - I still had one. It looks like I stopped being able to build as soon as I conquered a changeling world.

Presd Xiaopeng
Mar 23, 2008, 06:18 AM
Two files attached

The war one is before all hell breaks loose, capture Qo'nos in this save, and the no-build bug kicks in

The warped one is when I go into World Builder and apply a "generic" Krenim temporal eraser of the colony in order to proceed with the game

bvvanor
Mar 23, 2008, 10:05 AM
FYI - if destroy the changeling world instead of installing a new governor, the error does not happen.

deanej
Mar 23, 2008, 10:26 AM
Well, it appears I was right: it is caused by the duplicate corporation headquarters. That's fixed - next beta we'll find out if having any corporation headquarters causes it (I hope not).

EDIT: @bvvanor: I wonder if that means its caused by having multiple corporation headquarters for the same corporation in you own empire.

Jaydn
Mar 23, 2008, 07:19 PM
Hi deanej, this is the first time posting but I've been playing the mod for about a month now. Just wondering, do you need any further help with any aspects of it? If so can you make a small list of what you are looking for?

deanej
Mar 23, 2008, 09:12 PM
Well, I could use civlopedia text for the Buildings, civs, leaders, corporations, etc. Anything with "need pedia" needs it, and some should probably be re-written (a lot of the default buildings should have this; the museums all have one entry, though).

If you know how to make units, I could use them.

JEELEN
Mar 24, 2008, 02:43 AM
http://memory-alpha.org/

contains plenty info that could easily be copied for civpedia texts.

Jaydn
Mar 24, 2008, 10:15 AM
I have the Star Trek Encyclopedia hardcover book(Yes I was a big fan), that would contain alot of information as well... I'll see whats involved with editing the civ pedia, I'd be happy to donate time to doing it.

JEELEN
Mar 24, 2008, 10:17 AM
Cool! (Wasn't sure about mentioning the book. It's very good!);)

JEELEN
Mar 29, 2008, 06:33 PM
Found another typo: upon receiving a Great Spy, I could build the "Intellegence Headquarters". (e=i)

Gaius Octavius
Mar 29, 2008, 06:40 PM
(e=i)

No, e^(i * pi) + 1 = 0

Only in this thread can I make a stupid joke like that and get away with it... :mischief:

Do you think it would be possible to create a set of minor nations (like in BotF) that are suitable for colonizing/capturing but do not expand as the major powers do? This would make diplomacy much more interesting.

JEELEN
Mar 29, 2008, 06:50 PM
:lol: Why, certainly. (Though it may be a bit premature, as the basic mod isn't quite finished yet...)*
____________________
:confused: Huh?! I don't get the joke...(Dumb voice)
____________________

*Though deanej may be of a different opinion. Deanej, a suggestion: the main (startup/title) screen looks out of focus and part of your name is bisected by the bottom of the frame. Could it be made just a bit smaller and less zoomed in? (It would clear up the picture too, I think.)

Gaius Octavius
Mar 29, 2008, 06:58 PM
:lol: Why, certainly. (Though it may be a bit premature, as the basic mod isn't quite finished yet...)*

Sure, I understand. I always just liked the old "minor races" in Birth of the Federation and thought they'd do well to be exported into Civ. I started (but never finished) a minor nation mod a long time ago that allowed such countries to make only a limited number of cities. They were also predisposed to sign vassal treaties in diplomacy.

:confused: Huh?! I don't get the joke...(Dumb voice)

http://en.wikipedia.org/wiki/Euler%27s_identity

:D

As you can see, e does not equal i. :crazyeye:

JEELEN
Mar 29, 2008, 07:12 PM
I always just liked the old "minor races" in Birth of the Federation and thought they'd do well to be exported into Civ. I started (but never finished) a minor nation mod a long time ago that allowed such countries to make only a limited number of cities. They were also predisposed to sign vassal treaties in diplomacy.

Sounds cool. Not as aggressive as a regular minor civ, especially as the alternative would be pre-placing barb star systems, which preclude any kind of negotiation. Would be ideal if it could be incorporated as a modcomp, I think.

lol, you're funny!

Could you explain it again? Cos I still don gettit... (Same dumb voice again)

deanej
Mar 29, 2008, 09:38 PM
The minor civ idea is good, though I probably won't implement it for a while (after the final release at minimum, probably with an addon pack).

JEELEN
Mar 30, 2008, 04:05 PM
Returning to a question Gaius Octavius posed, I'm actually itching to make a Star Trek scenario, but feel I'd better wait till at least the next update. Speaking of which, I'm not sure if it has been mentioned before, the Border Defence Network "prevents barbarians from entering borders on continent". (But maybe you caught that one already.);)

deanej
Mar 30, 2008, 06:04 PM
Any ideas on which scenario? We might be able to work together (it would certainly speed up the development) and I suspect that with this release the XML/python will be mostly ready (hopefully the only changes remaining will be text, unit art, and the cloaking device).

keldath
Mar 31, 2008, 02:39 AM
hey deanej,
hoiws the current development goes?


anyone making unit arts?

have you seen the graded invisabilty mod? you can use it for the cloaking device system :)

JEELEN
Mar 31, 2008, 03:30 AM
First off: stumbled upon 2 more typos I hadn't noticed before. The second is actually quite funny:
- Multi-Vector Assualt Mode (Advance)
- "We are the Borg. You will be assmiliated..." (1st contact Diplo text).
Wonder if that's particularly unpleasant, being assmiliated by the Borg...:mischief:

On scenarios: haven't given it much practical thought beyond the use of separating the races into appropriate sections of the map (Alpha, Delta, Gamma)
or, for starters, a BTS (but somewhat modified) version of the original [civ2] Dominion Wars scenario. The first idea could use some events (first contact with the Borg, Voyager-displacement into a Borg dominated section of the map, etc.).

Actually, come to think of it, a First Contact scenario might be best to start with (Alpha Quadrant only, with the appropriate races in). This shouldn't be too difficult, as you can already play a Custom Game with Alpha-only races. Events might than be Dominon Wars and - later - Borg Contact (Q-event, I forget the name of the episode - I think it was a 2-parter -; this would require a separate Borg-sector on the map). Just a few thoughts on the matter.;)

deanej
Mar 31, 2008, 08:40 PM
current development is... slow (I just don't have much time right now). I'm working on events (which seem to require LOTS of debugging... Firaxis should have made them work more consistently; why should I have to re-invent the wheel for each event?). I don't think anyone is currently working on units.

JEELEN, do you know where I can get the civ 2 scenario? I can't find it anywhere.

JEELEN
Apr 01, 2008, 12:11 AM
You mean Dominion Wars? (I've got more, as I made a collection of all Civ2 Star Trek scenarios, including some unpublished ones of my own.)

Ancient Wolf
Apr 03, 2008, 03:43 PM
Hi, I am new to the community, I just started playing Civilization IV about 4 months ago, when my curiosity finally got the better of my wallet. Anyway, I've read this thread all the way through, and I am quickly educating myself on python editing, but is there anything that may need help on this mod, that no one else may be taking care of? (This is the first mod that I downloaded for this game, and will probably be the only one). I would like to help anyway I can, I would imagine that once this mod sees more completion, outside interest will grow. (I've played BC since it's debut, and the same happened there.) I know that importing ships from BC has been tried, but has anyone investigated using the models from the SFC series?

deanej
Apr 03, 2008, 04:21 PM
You mean Dominion Wars? (I've got more, as I made a collection of all Civ2 Star Trek scenarios, including some unpublished ones of my own.)

I get a CTD whenever I try to open it.:(

EDIT: does anyone know what I can make the civics "Mercantilism" and "Self-betterment" do? Self-betterment is just slapped together and I don't like it at all; Mercantilism is about to be useless because I need to remove corporations (I just can't get them to work as they appear to be incompatible with Final Frontier).

JEELEN
Apr 03, 2008, 11:10 PM
I get a CTD whenever I try to open it.:(

It should work fine with the Chronicles Ultimate Civ2 Collection (but I'll see if I have another copy and post some other Star Trek versions as well, just in case, later today).

EDIT: does anyone know what I can make the civics "Mercantilism" and "Self-betterment" do? Self-betterment is just slapped together and I don't like it at all; Mercantilism is about to be useless because I need to remove corporations (I just can't get them to work as they appear to be incompatible with Final Frontier).

I don't think "Self-betterment" is slapped together; it seems to work fine with MOO2Civ, reducing unhappiness as colonies grow bigger (though another name might be better). "Mercantilism" is obviously quite useless - and I'm all for removing corporations (MOO2Civ doesn't have them either), though this will have some unhappiness effect.

JEELEN
Apr 04, 2008, 01:45 PM
It should work fine with the Chronicles Ultimate Civ2 Collection (but I'll see if I have another copy and post some other Star Trek versions as well, just in case, later today).

I realized I've provided false information: I noticed with the Chronicles Civ2 edition I can't really play custom scenarios UNLESS I install them in the main directory (after copying the original files there, ofcourse). So if you tried Dominion Wars with the Chronicles edition, that probably explains the CTD.

Anyway, I'm uploading another file (with an edited version of DW plus a TNG scenario). Hope it helps.

deanej
Apr 04, 2008, 07:06 PM
Do you know how to get any scenarios to work with Chronicles? I can't even play the ones that shipped with the game!

Any idea of what to do with Mercantilism? I don't know what to replace it with, and I want to keep 5 civics per category.

JEELEN
Apr 04, 2008, 07:57 PM
Ah, yes. The same way I guess: install them in the main directory (after copying the original files there, ofcourse - I tried that, remembering some of the first Civ2 fan scenarios were supposed to be installed that way). I think someone messed up there big time... (I bought "Chronicles" after a price reduction - as someone trashed the only copy of Civ2 I had and I'd already lost the original Civ1 discs. Apart from that, I thought "The making of..." disc and the card game a total waste of time.)

EDIT: Haven't thought about Mercantilism yet. (It's really, really late here and I need some sleep now, but I'll get back to you about it.)

JEELEN
Apr 05, 2008, 03:04 AM
Any idea of what to do with Mercantilism? I don't know what to replace it with, and I want to keep 5 civics per category.

How about Autarky/Isolationism: :traderoute: no foreign trade routes; + 1 :hammers: per Star System/City.:confused:

BTW, I've been trying to replace all the FF quotes upon discovering advances in MOO2Civ, but can't seem to find any reference (I noticed you replaced those with "quote needed", so they must be somewhere)...:dunno:

deanej
Apr 05, 2008, 12:24 PM
Or just put the civ 2 scenarios in any directory other than the install one (I currently have them in "My Games". How about: no foreign trade routes, 50% commerce from trade routes for mercantilism?

JEELEN
Apr 05, 2008, 02:12 PM
Does that work? (Haven't tried.) About the NoMercantilism civic: fine by me. I was just thinking along the lines of a civ like the Romulans, who like to conduct espionage rather than trade and need to build huge ships like the D'deridex. (Hm, that would suggest more something like: No foreign trade routes + an espionage bonus. But that may be too Romulan for a civic. Anyway, it's your decision, I should think.);)

JEELEN
Apr 05, 2008, 06:17 PM
BTW, I've been trying to replace all the FF quotes upon discovering advances in MOO2Civ, but can't seem to find any reference (I noticed you replaced those with "quote needed", so they must be somewhere)...:dunno:

I'd really appreciate an answer, as I needed this for a new patch I'm planning.

deanej
Apr 05, 2008, 07:17 PM
They should be in the text files - can be any file - just needs to match the tag from the quote tag in Civ4TechInfos.

Uncle Anton
Apr 06, 2008, 02:07 AM
I've just downloaded and tried it, nice work so far... :goodjob:

It's a real shame that there aren't any real ST ship models in use for the units tho... Although I can see how obtaining unit models would be a very difficult task indeed :(

JEELEN
Apr 06, 2008, 06:47 AM
Models hard to obtain? My brother has a small collection. This gives me an idea: would it help to post photos of these models, I wonder?:confused:

Uncle Anton
Apr 06, 2008, 08:04 AM
Models hard to obtain? My brother has a small collection. This gives me an idea: would it help to post photos of these models, I wonder?:confused:

When I mean "Models" I mean the actual unit files needed for the game... ;)

JEELEN
Apr 06, 2008, 01:41 PM
Or just put the civ 2 scenarios in any directory other than the install one (I currently have them in "My Games".

Works like a charm!:thumbsup: (Much simpler too...Should have thought of it myself...)

@Uncle Anton: Yeah, I figured as much. (Just thought I'd mention there are plenty of 3D models to make units from.);)

keldath
Apr 08, 2008, 02:51 AM
hey deanej,

i thought of somthing when i saw your post aout your font problem,

why not leave the corporations,

but call them somthing else,

i thought of somthing like syndicates instead of corporation, star trek world has some syndycates inside it,

for example:

section 31,

your nation can found section 31, and its "influence spread thoruogh the nations.

smugglers syndycate,

frangy/trade syndycate

mauquee syndycate

tal-shiear syndycate

obsidian order syndycate

and more can be found for sure,

i know not all of them are syndycates, maybe name them orgenizations or smt like that,

im sure it will ease the font problem...

i think its a cool idea :)

deanej
Apr 08, 2008, 04:09 PM
Well, I've had the city bar icon problem ever since converting to Final Frontier, and the reason corporations were removed is because anything that adds food/production/commerce would not work (Final Frontier makes everything in the city handled by python, so yields added by corporations are not applied).

JEELEN
Apr 10, 2008, 05:31 AM
Hi deanej! Don't know if you corrected this yet, but if not, difficulty levels should read:
- Ensign
- Lieutenant
- Lt Commander (it says "Lieutenant...something"; not readable as it ends out of the box/screen)
- Commander,
etc.

JEELEN
Apr 15, 2008, 10:17 AM
Hey, deanej, I just heard from Thorgrimm there are already three Star Trek ship models - will they be in the next release?:confused:

deanej
Apr 15, 2008, 10:47 AM
Well, I have two that will be used in my 22nd century scenarios, and a DY-100. Not sure what to do with the DY-100 - I wonder if I could replace civ's default space ship and use it for a Eugenics Wars scenario in the add-on pack? I do have the Cardassian ships from Bridge Commander converted, and a problem: in order to convert them, I need to have all the pieces of the model merged into one piece. Unfortunately, that means that I lost the textures of all the pieces but one, which will then dominate the entire ship. This isn't critical for the Cardassians (or the Ferengi and a few others), but will be for the Federation. I have no idea how to fix this. I get the feeling that I'm the only person here who uses gmax with niftools for modeling... not that I actually know how to model or texture, I just know how to convert the ships.

keldath
Apr 15, 2008, 11:08 AM
deanej ,.

your saying you acctuallly got working models for this mod??

im sure if you upload the stracture of the model someone will sure help.

p.s.

im now watching voyager, fro the first time, always avoided that show for some reason, im in season 5! and its awesome!!

deanej
Apr 15, 2008, 12:27 PM
Well, I managed to fix that little issue. Apparently, "Do not match mat id" means "destroy textures", not "keep textures" like I thought.

Oh, does anyone have any idea on how to reduce file size? The mod is 200 mb right now. I expect it to grow to 300 mb by the final release. This is not good for scenarios, which means that the final release could be 1 gb big, as each scenario will need a significant amount of the main resources. I wish civ had a "parent mod" function that would allow mods based off of mods, it would really reduce file size.

keldath
Apr 15, 2008, 01:01 PM
well reducing mod size......thats somthing i always do.

i left only engligh text, reducing the text files by 3,

also, i suggest you get rid of all unit buttons, leaving only say 1 button for ship, 1 button for transprtt,
this can save much space. same goes to every tech.

also, i bet rhe sound is a large portion, you can reduce the sound file quality, with some converter.

also, recycle building art files,
meaning, do not add any building arts, use the eones ff brought, noone will notice that.

another thing about music, recycle unit sounds, use one sound for one class,


if you wish, i can sort you the text easly with excel.

is it possible you post some of you new added units? im anxius to see them.

JEELEN
Apr 15, 2008, 01:04 PM
deanej ,.

your saying you acctuallly got working models for this mod??

im sure if you upload the stracture of the model someone will sure help.

p.s.

im now watching voyager, fro the first time, always avoided that show for some reason, im in season 5! and its awesome!!
:agree:

deanej, I'm still confused: are the models working now? (Thorgrimm seemed to be under the impression you didn't want 'em...) If not, if you got something basic that needs fixing, I'm sure there's help available if you post something.;)

EDIT: Thorgrimm says if you can convert he has several hundred models (just posted on the Babylon 5 thread)!

Ah yes, Voyager... not sure how you could 've missed it: awesome indeed!:D

deanej
Apr 15, 2008, 01:12 PM
Models are working, but I still need more. I especially need TOS/Enterprise era ships, as well as ships for the Delta Quadrant races, and a couple later Federation ones. The stock Bridge Commander selection is really limited, and some people who make mods for that game don't want their stuff re-released, though many will allow it with permission.

Would people object to me releasing a separate Star Trek art/sound pack that would be required for the mod but would be installed in CustomAssets and have no impact on the epic game/other mods? That would allow me to use many of the art/music in scenarios for the mod without copying the files over.

JEELEN
Apr 15, 2008, 01:17 PM
Models are working, but I still need more. I especially need TOS/Enterprise era ships, as well as ships for the Delta Quadrant races, and a couple later Federation ones. The stock Bridge Commander selection is really limited, and some people who make mods for that game don't want their stuff re-released, though many will allow it with permission.

So, have you contacted Thorgrimm? (If you want 'em, he's got 'em - he also announced he's got like the whole B5 fleet ready for shipment.)

Would people object to me releasing a separate Star Trek art/sound pack that would be required for the mod but would be installed in CustomAssets and have no impact on the epic game/other mods? That would allow me to use many of the art/music in scenarios for the mod without copying the files over.

Like a 2-parter? A double episode? Methinks that'd be fine.;)

(Otherwise. all I know of is PAKbuild, which requires a lot of rewriting of lines, according to CIV Gold team.)

PS: Been playing a couple of custom games, but keep getting behind on ship upgrades; they seem to be too close together (Light II-III-IV in particular). Not sure if it's the way I research and it may also be because the Cloak advances don't do anything yet.

keldath
Apr 15, 2008, 02:00 PM
i would suggest to do a seperate sound pack,

others have done so also.

oh, and i wanna see those models!


"state the nature of the medical emergancy"

deanej
Apr 15, 2008, 03:13 PM
Attached to this post is a screenshot of what I have so far (other than an alien ship for an event, I don't think I'll add more for beta 2 as I still need to do many events, the tech/civ/leader pedias, and the Manuel).

As for the upgrades, II is really a minor upgrade (the Constitution refit to be exact) and IV was already pushed back. Should I increase tech cost for that era as well?

keldath
Apr 15, 2008, 03:26 PM
wow!!! deanej, its beutyfull!!

will you get more models??

you know,
if i were you,
i would have concentrated more on the structure of the game and leave pedia, and events for a later stage, test is really time consuming.

thats my opinion.

say,
at the current version,
do you have any ctds? or so?


i thought a little of space travel, i think its apropriate that early vessels cant move without some "road" , you can use shqype mod to restrict unit from moving on the map except on those roads i duuno maybe called - "warp course".

i must commened you for the fine work your doing all by your self.
i really wanna help you, but i cant stop working on my own mod...

JEELEN
Apr 15, 2008, 03:29 PM
As for the upgrades, II is really a minor upgrade (the Constitution refit to be exact) and IV was already pushed back. Should I increase tech cost for that era as well?

I know I-II is a minor upgrade, II-III-IV isn't; if you go for the Multi-Race Database (which I now standard do) it's too fast (but you covered that already, so maybe it's alright). Anyway, increased tech cost is always good.

Can't really tell much from the pic (is that a new starbase?) and I wish there could be more units in the upgrade, but I don't want to be too critical. So when is it due?

Pablod
Apr 16, 2008, 05:54 PM
send it one by one if you have to
but put somthing new
(like those ships files posted please)

deanej
Apr 16, 2008, 07:26 PM
Actually, I just looked and this next update is going to be HUGE. The only stuff I have left is finishing the random events, finishing the pedia text, finishing the Manuel, and fixing a game font issue (and this is a beta and something current may get more help). So maybe I should just release what I have now and leave that stuff to beta 3?

Uncle Anton
Apr 16, 2008, 09:23 PM
Actually, I just looked and this next update is going to be HUGE. The only stuff I have left is finishing the random events, finishing the pedia text, finishing the Manuel, and fixing a game font issue (and this is a beta and something current may get more help). So maybe I should just release what I have now and leave that stuff to beta 3?

I think you've done a great job so far deanej - again I don't want to criticise coz you've done the community a hell of a job already, but if you want to canvass opinions about what should go into the releases in terms of priority I'd also recommend you prioritise unit models... at the end of the day they'll be what really seperates this mod from all others in terms of flavour. :)

But in terms of releasing what you've already completed? Sure, why not break it up? It'll allow a) a checkpoint at which any further bugs can be ironed out, as well as meaning two smaller updates rather than one really large one (you mentioned you were already concerned about mod size). Up to you of course, but yeah I reckon that sounds like a decent idea... :goodjob:

JEELEN
Apr 16, 2008, 11:17 PM
I think you've done a great job so far deanej - again I don't want to criticise coz you've done the community a hell of a job already, but if you want to canvass opinions about what should go into the releases in terms of priority I'd also recommend you prioritise unit models... at the end of the day they'll be what really seperates this mod from all others in terms of flavour. :)

But in terms of releasing what you've already completed? Sure, why not break it up? It'll allow a) a checkpoint at which any further bugs can be ironed out, as well as meaning two smaller updates rather than one really large one (you mentioned you were already concerned about mod size). Up to you of course, but yeah I reckon that sounds like a decent idea... :goodjob:

:agree:
In agreement here!:D

deanej
Apr 17, 2008, 08:19 PM
Well, here it is: beta two! (see first post for download link)
There's a problem with GameFont.tga. I currently don't have it in the font directory - the main effect here is that religion icons in the city bar will use the default options. Here's how they will appear:
Exploration: Judaism
Total Logic: Christianity
The Prophets: Islam
The Pah-Wraiths: Hindu
Warrior's Code: Buddhism
Capitalism: Confucianism
Isolationism: Taoism

If you want to see the correct icons in the city bar, you could move the GameFont.tga in the root directory into the Fonts directory, but this will cause the city bar icons for anything but the values to disappear.

Changes:
-Fixed text bug
-Removed spaceship launched text
-No Tech Brokering on by default; Permanent Alliances off
-Multi-race database now costs 300, gives techs discovered by 3 civs
-Portal projects (except generator prereq) cost 375, not 250
-Ferengi use lighter green text
-GP text for born in unknown system fixed
-Crystalline Entity now first appears in 2nd 1/3 of game, more frequent in 3rd 1/3
-Corporation headquarters now build by player; cost 250; available with Free Market
-Many promotion text changes
-Fixed bug where exploration III wouldn't upgrade
-Greatly increased late game tech cost
-Removed Iron, Copper, Horse resource messages
-Changed population feat text
-Religions now Values
-Finished fixing GP text
-Federation headquarters now Camp Khitomer
-Fixed continent game text (Great Wall/SDK)
-Buildings have pedia entries
-Mercantilism now 50% commerce from trade routes, no foreign trade
-Tech quote now in
-Portal projects now require wormhole generation
-Removed corporations
-Intelligence Headquarters now Section 31
-Resource pedia entries now in
-Doomsday Missile now Subspace Warhead
-Doubled cost of late-game units
-Changed to Final Frontier hints
-Added in Cardassian units
-Added in Ferengi units/Federation Starbase
-Started random events

JEELEN
Apr 18, 2008, 02:16 AM
:thumbsup:DLing. Should Beta2 overwrite? (There are no installation instructions.) And will you place a notification in the "New/Updated Files" thread? (Appears I'm the 2nd downloader so far; 't might help...);)

JEELEN
Apr 18, 2008, 04:26 AM
Some preliminary feedback: tried it out Custom Game-style (10 civs, Alpha Quadrant-only, no Human Ascendancy, Aggressive AI). Great to see the new Starbase in there!:) Spotted the first Ferengi Explorer I in 2323 AD: looking perfectly ugly!;) (Nice text fixes too.)

Some minor comment:
- although the [Great Person] born now has the correct line, Wonders built still get the "built in a far away country" text;
- hope you can fix the weird Religion/Value issue for Beta 3!

All in all::goodjob:

Whte_rbt
Apr 18, 2008, 03:36 PM
I know i'm fairly new online at this modding stuff, just thought i'd offer the services of one fully paid up, walking Star Trek encyclopaedia. If you need info on relative specs of ships or any background info at all give me an e-mail i'll try and respond quick.

:scan:tammoH SoH Targ!!

Pablod
Apr 18, 2008, 06:20 PM
we have units, lets copyed and make more
thanks deanej

JEELEN
Apr 19, 2008, 03:35 AM
In my testgame I've now been hit by plague twice (annoying). I've also noticed a certain Captain Cash being alternatively a Borg, Federation, Hirogen and Ferengi smuggler (perhaps the text should read "posing as" [a ... smuggler]).

Otherwise, as far as I can tell so far, the game proceeds well-balanced.:thumbsup:

PS: Noticed the Beta now appears in the New/Updated Files section, but not in the DL Database list itself.(?)

deanej
Apr 19, 2008, 03:06 PM
Does the DL database do updated files? I'm just updating the same file, so it may not register there as new.

I'll change the event text, as civ wouldn't know that it wouldn't make sense (though theoretically possible but extremely unlikely).

Actually, overwriting probably would be OK, as I really didn't delete any files except GameFont.tga (the one used in beta 1 is the one in the root directory - if you want city bar icons, just delete it) and the theme files (it now points to Final Frontier, so all the old ones do is take up space). I did rename a few text files, though. Just delete anything that starts with "Civ4GameText_ST_".

@Whte_rbt: You could do the pedia text for the techs/civs/leaders. I could easily get the stuff myself, but having someone else do it would make it go quicker as it would be one less thing for me to do. I think I have the rest of the civlopedia done already.

Jaydn
Apr 19, 2008, 10:51 PM
I am just about finished the Tech pedia, should be done tomorrow

JEELEN
Apr 20, 2008, 04:57 AM
Does the DL database do updated files? I'm just updating the same file, so it may not register there as new.

Good point: you're right.;) (Keeping the "New/Updated Files" thread up to date will get a mention in the next update list, so that should be enough then.)

In my testgame I'm happy to report that advances are achieved somewhat slower now (point is: each Star System can build research buildings on every inhabited planet, boosting research considerably - which, I imagine, is kind of hard to compensate for); I purposely enabled Tech Brokering to see how it works out that way. (Having it turned off should slow down gowing through the advances further, obviously. I still went for the Multi-Race Database (the effect of which kicks in later now) and, by keeping up Espionage, noticed that I definitely wasn't first in research - the Hirogen* got Heavy Is and Light VIs earlier (despite having a much lower score). Anyway, so far so good, as I'm in the lead for several decennia now as the Federation.

* The presence of the Hirogen is a bit of a mystery to me, as I selected Alpha Quadrant civs only + the Borg (second time this happened with a Custom Game).

Pablod
Apr 20, 2008, 06:46 AM
units please!!
and the work ship could make research station
trading station or turret ,someting more

JEELEN
Apr 20, 2008, 10:39 AM
Hold your horses! In my ongoing testgame I've both checked out and actually seen Cardassian and Ferengi ships (not just scouts). Around 2430 AD the Crystalline Entity destroyed an Explorer III and Future Tech became an option. The Entity can't enter Federation space, I think, as I got the Border Defense Network (maybe let this expire at some point?) and the tech cost increases have pushed back Fut. Tech effectively 30 years - mind you, I'm playing on a Huge mapversion and have Tech Brokering on.;)

So, so far so good.:D (Next I'll probably try the Ferengi or Cardies to fly with those new ships!)

Meanwhile, I was wondering about the ETA on Beta3...:mischief:

deanej
Apr 20, 2008, 12:30 PM
How's the upgrades form II-III-IV? I just realized that I forgot to increase the tech cost there.

As for beta 3... I don't know. Hopefully around the end of June. It depends on when I can get more models in, the cloaking device, the fonts, and game text (and possibly scenarios, depending on how much art I have). I wonder if it's possible to make the crystalline entity exempt from the Border Defense Network.

JEELEN
Apr 20, 2008, 01:25 PM
Thx for the prognosis - but I seem to remember talk about a separate soundpack; will this then be postponed til June as well?:confused:

As for I-II-III upgrades, considering overall tech cost was increased, I think the difference between II and III might still be increased a bit (I've just started a game as the Ferengi and I could buy the upgrade from Light I to II - due to very profitable scouting -, but if I wanted to do that again my cash will drop below zero).

If the Crystalline Entity were exempt from the Border Defense Network, that'd be neat!

Some additional comment:
- Isolationism tech quote "This is an alien-human hybrid. Living proff..."
- Values as an advance "First to discover [value] founds ..." (this never happens; values seem to be founded simultaneously, irrelevant of any such discoveries).:mischief:

JosEPh_II
Apr 20, 2008, 02:00 PM
Had a CTD about 100+ turns. Not sure yet what caused it. When I get a better idea about it I'll post it.

JosEPh

deanej
Apr 20, 2008, 02:27 PM
I don't have separate art/sound packs because I don't need them yet - this is still only the main mod, and I won't need them until I do scenarios.

The reason for the values is because civs always start with a technology to found a value - if you don't found a value withing the first few turns, it means that another civ has the same starting technology got the value. If you really want a value, play as Bajor - they always get it when they're in the game.
This can be used to find out who your opponents are. If you play as the Federation, and you don't get the exploration value, you know the Vidiians are in the game. If you see Prophets/Pah-Wraiths being founded a few turns before the others, you know Bajor is not in the game (a civ got the tech from wreckage).

Jaydn
Apr 20, 2008, 09:25 PM
Tech pedias are done.

JEELEN
Apr 23, 2008, 06:07 AM
Found some more typos:
- (Wormhole Generation) "... the dronw will send out a magneton pulse which should react with teh matrix..."
- "U. N. Resolution #427... Fails!"
- (Subspace Radio) "Hailing frequences open."
- (map) "Flood Plains/Space" (maybe [I]Planetary/Space?).;)

OwieB2003
Apr 23, 2008, 09:02 AM
Found some more typos:
- (map) "Flood Plains/Space" (maybe Planetary/Space?).;)

Noticed this too, just in plain old BtS's Final Frontier, only alteration was that I was using Cephalo's spiralgalaxy map script.

deanej
Apr 23, 2008, 08:06 PM
I fixed the map script (Cephalo forgot to include the code to remove the flood plains. He also renamed everything, making it a real chore to fix the problem). All the UN text has been changed as well.

deanej
Apr 24, 2008, 08:52 PM
Has anyone had problems with victory/defeat (specifically, not getting conquest victory/the game hanging up on defeat)? I tried to test a change to the Dan Quayle screen, and the game never gave me the victory after I eliminated the other civs in world builder (the victory screen showed it correctly, though).

JEELEN
Apr 25, 2008, 01:43 AM
Can't confirm, 'cause I've never gotten that far.

Tried out the Cardassians three times now (not one of my favourites, as they seem seriously handicapped), last time I got a very strange case. I researched MRD, started building it, then when Cardassia grew to size 5 I get serious famine problems. I check and I've got one planet inhabited (1 pop out of a possible 2) and time to finish the MRD plummets from 14 to 50+ turns! (Tried making screenshots, but failed.):(

jaynus
Apr 26, 2008, 01:39 PM
Is deanej the sole developer for this mod?

deanej
Apr 26, 2008, 02:05 PM
Yeah, I'm really the only one doing it, though I have gotten help on the forums here and sometimes people step up and do part of it, but as far as this being a team project like Fall from Heaven, it's not. It's more like Rhye's and Fall as well as Dale's Road to War mod.

jaynus
Apr 26, 2008, 02:08 PM
Do you have any sort of layed out plan on the tech tree, or is it sort of just ad-hoc?

keldath
Apr 26, 2008, 02:35 PM
deanej

hey man,

i strongly suggest, add aiautoplay , with its help, youll be able to make sure you have a stable version, and trace any bugs.

i suggest use either dales combat mod, or the original aiautoplay.

dales will be really easy to add.

say, do you have a list of techs you thought of? if you do, post them, and ill build you a tech tree.

also, theres a nice model in one of the vanilla bts future mod, its like a cloud that moves, you can use it as a space entity! like the crysteline.

as for units, ive collected 35 starship models from the site, most of then are star wars units, perhaps you can use then as a temporary units.


one more thing,
for this current beta, is there a ctd or its stable for now?
is there

deanej
Apr 26, 2008, 04:07 PM
The tech tree is done (and has been, even before BtS even, though I've tweaked it since).

Do you have a link for the future mod? I can't search for the word "mod" on the forums and It's not in the downloads database for some reason.

The Final Frontier units seem to make nice temporary ones. I'm also afraid to merge anything from the Revolution mod because the last time I did it introduced a bug that made it impossible to select units on a plot with multiple units. Anyone who still has the original warlords version will see it. I never got it resolved... I just abandoned integration with the Revolution mod when BtS came along.

I believe this beta's stable. This thread really hasn't seen much activity even with the new beta, so I'm guessing that's a sign that there really aren't that many problems with it.

keldath
Apr 26, 2008, 04:51 PM
the tech tree is dne? you mean the one is the beta is your final??

the "future mod" is one of the mods provided with bts, i cant remmber the name at the moment, not next war mod, another one in the folder, im not near my laptop where i got civ installed....anyway its a great unit for space, ill look at it tommorow or somthing.

why did you wanted to get revolution mod inside?

well anyway i started to mess with your files, im going to use a dll file that will include several sdk mods that can really contribute to your mod - like the shqype route mod - it can be use to restriced early ships from travling on normal space, only warp lanes or jump lanes for instance.

also ill add the auto ai and see if theres a ctd or anyting,

i stumbled on a nice ship model that really reminds a ranabaut shuttle:
http://forums.civfanatics.com/downloads.php?do=file&id=4209
well a little resemblance :)

ive finished working on overlord2 mod now,
and im all in for a ff mod, so, help is on the way!

and another thing,
do you have more unit models coming?

Uncle Anton
Apr 26, 2008, 10:36 PM
The tech tree is done (and has been, even before BtS even, though I've tweaked it since).

Do you have a link for the future mod? I can't search for the word "mod" on the forums and It's not in the downloads database for some reason.

The Final Frontier units seem to make nice temporary ones. I'm also afraid to merge anything from the Revolution mod because the last time I did it introduced a bug that made it impossible to select units on a plot with multiple units. Anyone who still has the original warlords version will see it. I never got it resolved... I just abandoned integration with the Revolution mod when BtS came along.

I believe this beta's stable. This thread really hasn't seen much activity even with the new beta, so I'm guessing that's a sign that there really aren't that many problems with it.

Hi deanej... I *think* the mod Keldath is referring to is NextWar (default BTS). But if for some reason the unit he's referring to isn't there (Nanocloud I believe), you can definitely grab it from Rise of Mankind. It's a Blue cloud, and yeah, it'd make a good looking crystaline entity, although you may wish to change it's colour.

keldath
Apr 26, 2008, 11:30 PM
yap thats the one.

Jaydn
Apr 26, 2008, 11:34 PM
The Crystaline Entity model that is already in the mod looks perfect, why would you want to change that?

deanej
Apr 26, 2008, 11:40 PM
Isn't the AI autoplay from revolution? The standalone version has its own DLL but no source so it isn't merge-able with my mod (it also seems to include the revolution mod XML for some reason). More unit models are on the way (I have about three more converted, but have had no time to actually put them into the unit art style file or make art defines for them).

Do you mean the entity from Afterworld?

keldath
Apr 27, 2008, 11:09 AM
deanej
hey,

ai autoplay can be found in a ligher version of dales combat mod,

lets do this, ill merge to your beta code dale 1.05 for starter and youll be able to use range bomb for ships also and aiautoplay.

and yeah i think the greenish cloud is from after world,

Jaydn ,
the crysteline is awesome, i didnt mean to change it, i meant to add another space dwelling life form, star trek has tons of energy space dwelling entities.

deanej,
on the weekend, i do most of my modding,
ill start working on merging some dll code for you to use, you dont have to usem offcourse, but,
as i suggested , some sdk mods can greatly add to the gameplay.

Dionysis
Apr 27, 2008, 11:39 AM
Just playing with the latest Beta 2 as the Borg and encountered a couple of issues.

1) got a Python Exception when the Klingons were asking me to donate a free tech to them ("Can't find type enum for type tag EventTrigger_partisans")

2) Several turns earlier, I had gone to war with the Cardassians (who were quite weak - only two systems). After I conquered their last remaining system, I found I could not build any buildings in any of my existing systems (all options were greyed out in the City Info window.

Great work on this mod, btw. Certainly appreciate all your efforts!:goodjob:

JEELEN
Apr 29, 2008, 12:24 PM
Got no issues with Beta2 myself (but I've never conquered a homeworld, as I'm more of a builder).

Do have some nitpicky tadbits for further improvement though:
- Enhanced Warp Field advance quote: "... the Coulcil feels out best course is..."
- would it be possible to let Plague hit another system than the Homeworld? (Got hit 3x, twice in a row and the third time I couldn't buy myself out of it anymore.) Also, is losing 5 pop not a bit excessive? (I had 7, had 2 left + lost 400 credits.)
- there seems to be a shortage of famous Great Engineers (by 2339 AD all that were left were nameless "Great Engineers").

All in all, still enjoying this quite a bit!;)

deanej
Apr 29, 2008, 05:07 PM
For the plague, I took away the reacurring nature of it. It should have been hitting more cities, either you have bad luck, or if something reacurres its in the same city, or the event XML is not behaving again. By the way, it obsoletes with the EMH tech.

As for Great Engineers, all great people have 20 names.

JEELEN
Apr 29, 2008, 10:17 PM
For the plague, I took away the reacurring nature of it. It should have been hitting more cities, either you have bad luck, or if something reacurres its in the same city, or the event XML is not behaving again. By the way, it obsoletes with the EMH tech.

OK, cool!;)

As for Great Engineers, all great people have 20 names.

Well, I mentioned it because the other great people still appear with name; they seem to get used up faster. (Maybe add a couple more Great Engineer names?)

deanej
Apr 30, 2008, 04:29 PM
I removed the free engineer specialist from the replicator, changed border defence network to give spy points, as well as decrease the spawn rate of GPs in general. That should help.

keldath
Apr 30, 2008, 05:07 PM
hey deanej,

as i told ya, i really wanna help you with the mod,

so as i suggested, it would be really good if you use aiautoplay, and many other sdk codes, like dales mod, and more,

how about that? you wanna add those?

im willing do to the sdk work for ya :) and anything else yould like.

Shinzon1980
May 01, 2008, 07:11 AM
Mod Looks Great, but just wondering.....Still new to moding civ But I installed everything and I don't get all ships, I get cardassian, and a couple others but everything else just looks like....um frieghters not like anything from star trek.. am I doing something wrong or is that the way it suppose to be.

deanej
May 01, 2008, 08:26 PM
Unit models are not done.

As for integrating other mods, I think I'll wait till later to think about it. A major factor is the fact that Firaxis will be releasing another patch sometime in the future and I'd prefer to minimise the SDK changes needed at that time (won't stop me from implementing the cloaking device, though). Additionally, I'd like to start scenarios soon, though it will be a while as I really don't have too much time right now.

Webrider
May 02, 2008, 06:26 PM
You think they will release another patch? Perhaps correct the memory crash?

deanej
May 02, 2008, 08:32 PM
Dale says Firaxis will release another patch, as does Jon Shafer. However, the memory error on mod exit has to do with my mod. I do not know the cause, and it will probably never be fixed.

I once read that that error could be caused by an XML error, but I can't think of any that wouldn't generate an error on startup. Could it be caused by having some text entries be English only but others including all the languages that civ supports? I have seen no other mod that does this.

JEELEN
May 03, 2008, 12:32 PM
Deanej, got a question (well, two actually): I've been trying to include proper First Contact quotes in MOO2Civ and comparing with Star Trek Mod I noticed you have a XML\Text\Diplomacy file for exactly this. If I copy that - assuming that's alright with you - is that all that's needed or are there some referenced files that need to be changed as well?:confused:

Second question: I want to include a Flat MOO2Civ map (like Star Trek Flat) to be used for a scenario, so I was wondering how you created the Flat map? (Also I've tried MOO2Civ on the Star Trek Flat map, but that doesn't seem to work: I just copied the map to MOO2Civ mod, but I'm guessing it's not enough to just add a Flat Map to a Public/Private Maps folder. Could you tell me what I'm missing here?:confused:

deanej
May 03, 2008, 02:00 PM
I had to change a couple things in the script due to the fact that I don't use Final Frontier units and buildings (by default, the starting city gets a Capitol and Planetary Defense Ship in FF, and a Palace and Deep Space Probe in ST). Simply force getWrapX and getWrapY to return False to reproduce the effect.

Nothing is dependant on the text files, so you can just copy it over. Though you'll have to make the leaders reference the new diplo text. It's actually based on the Vanilla version of Civ4DiplomacyText, and not on Final Frontier.

JEELEN
May 03, 2008, 02:22 PM
I had to change a couple things in the script due to the fact that I don't use Final Frontier units and buildings (by default, the starting city gets a Capitol and Planetary Defense Ship in FF, and a Palace and Deep Space Probe in ST). Simply force getWrapX and getWrapY to return False to reproduce the effect.

:confused: OK, I'm being a mod noob here: what the .... does that mean?

Nothing is dependant on the text files, so you can just copy it over. Though you'll have to make the leaders reference the new diplo text. It's actually based on the Vanilla version of Civ4DiplomacyText, and not on Final Frontier.

Cool! Thx.;)

Had another idea: following some in-game clues (like an advance that "extends view over sea", Stealth/Cloak ships that can't capture/defend cities, cities only foundable on Stars) I suspect that "Space" equals "Sea/Ocean" on the FF map. Is this correct? (Because if so, it shouldn't be too hard to include Marines and such as Planetary Defense - which then would need Transport to another Star System.)

OwieB2003
May 03, 2008, 03:48 PM
force getWrapX and getWrapY to return False

means, search for those two functions (line starts with def getWrapX, or def getWrapY) in the map script python file (e.g., Creation.py) and change the 'return (whatever)' line to read 'return False'.

JEELEN
May 03, 2008, 05:13 PM
Thx a bunch, OwieB2003!:) Got one final noob Q: do I use a special program to open/edit a .py file?

Gaius Octavius
May 03, 2008, 05:38 PM
Thx a bunch, OwieB2003!:) Got one final noob Q: do I use a special program to open/edit a .py file?

Yes, you should use Python.

JEELEN
May 03, 2008, 06:10 PM
Ah, yes... Python...:eek:

OwieB2003
May 03, 2008, 07:25 PM
Well, I use Notepad++, but it's by no means a requirement, just color-codes a lot of stuff and makes it easier to read. It's just a textfile pretty much, Notepad or whichever text editor you like to use will do.

deanej
May 03, 2008, 09:08 PM
Had another idea: following some in-game clues (like an advance that "extends view over sea", Stealth/Cloak ships that can't capture/defend cities, cities only foundable on Stars) I suspect that "Space" equals "Sea/Ocean" on the FF map. Is this correct? (Because if so, it shouldn't be too hard to include Marines and such as Planetary Defense - which then would need Transport to another Star System.)

What tech gives you visibility over sea? I don't recall having one? Do you mean the extra moves for starships? That's just a graphic - it can be applied to any domain unit, but in the epic game it's use only for naval units, so that's what the icon is. The ships in FF are actually land units - the cities only on solar systems is done through Python.

I'm currently uploading a map script for you. It should show up in the downloads database/the map scripts forum within 10 minutes.

EDIT: It's here! See link in sig.

JEELEN
May 03, 2008, 11:00 PM
What tech gives you visibility over sea? I don't recall having one?

I've seen it both in Star Trek and in MOO2Civ. (Don't know what it's called in FF but in MOO2Civ it's Astro Construction and it does increase visibility - if not on sea.) So what terrain is sea? Or is it an all-land map? (Nebula is impassable, so that suggests either Mountain or Sea. I did have a look at the Worldbuilder, but it shows a lot of Terrain buttons with the same pic.)

Do you mean the extra moves for starships? That's just a graphic - it can be applied to any domain unit, but in the epic game it's use only for naval units, so that's what the icon is. The ships in FF are actually land units - the cities only on solar systems is done through Python.

Darn! That's a pity... I really want those Marines in... (But if there's a land Carrier, a land Transport should also be possible.)

I'm currently uploading a map script for you. It should show up in the downloads database/the map scripts forum within 10 minutes.

EDIT: It's here! See link in sig.

Got it! Thx.;)

deanej
May 04, 2008, 11:56 AM
There is no sea in Final Frontier. Nebulae are the ice feature from the epic game. The space terrain is all tundra, though with a new graphic and renamed (ever notice that improvements build faster in Star Trek than Final Frontier? I removed the -25% construction modifier from tundra). Many features are duplicated because they don't have new art - mouse over and get the name. As for the other terrains, they are pretty much the epic game ones and not used on the map.

Also, the AI is incapable of using land carriers (they don't use carriers in FF, severely hampering their military). I bet the situation would be made worse with land transports.

Which tech increases visability over sea in Star Trek? I couldn't find one when I looked.

JEELEN
May 04, 2008, 12:16 PM
Sorry for causing confusion and thx for explaining! (In MOO2Civ the advance extending view "over water" is Tachyon Physics; maybe I remembered incorrectly about Star Trek.)

Nebula is Ice, you say - but why cannot it be entered? Is it modified?

Pity about the land carriers, but I was thinking more like giving Marines (and their upgrades) a Paradrop ability; if that can be combined with zero movement Marines cannot "walk across space", but can invade enemy Planet Systems devoid of defenders. (But maybe this gets to complicated.)

deanej
May 04, 2008, 12:24 PM
Nebulae are ice like ice on water - essentially, any feature can be impassable if bImpassible is set to 1. I use to have a tech that increased visibility (I think Long-Range Sensors), but removed that ability when converting to Final Frontier.

JEELEN
May 04, 2008, 12:26 PM
That's what I thought, actually (about the Ice, that is). Why did you remove Long-Range Sensor ability? (It sounds cool + is very Star Trek.)

deanej
May 04, 2008, 12:28 PM
There's no way to make it apply to land that I know of. Perhaps another SDK change...

JEELEN
May 04, 2008, 02:15 PM
Too bad. BTW, any thought on changing the date indication to a more Treklike "Stardate ...."? (I'm also asking because dating in MOO isn't in AD either, but I haven't found the file which could change it.)

deanej
May 04, 2008, 03:22 PM
No idea. I really don't know much about changing the interface.

JEELEN
May 04, 2008, 09:26 PM
Too bad - just thought I'd ask.;)

EDIT (2): BTW, DLed and incorporated your FF Flat Map into MOO2Civ Patch4 test version - works like a charm. (Playtested Standard, Large and Huge mapsize. Seems to up difficulty too, not having a round space map.) Thx again!

JEELEN
May 09, 2008, 02:04 AM
Finally found some time to actually play Beta 2. Started off as the Federation, focusing on researching Univeral Database and Border Defense Network. Did rather well, fell a little behind building those Wonders, but slowly worked my way through the score list to second place behind the Romulans - who did remarkably well for the first time! As I'm stuck on 6 colonies for a while now, I feel safe to make some

comments:
- the Telepath event lists as the 3rd choice "... Employ them in our intelli[g]ence agency."
- there is some overlap in the score list (in-game screen) for the Dominion, where the researched Advance-text blots out the Trade/Religion icons; same for the Ferengi (it's not the Leadername, as I noticed it with Zek)
- Great Engineers are still used up rapidly (got 4 myself), running out of names in 2392 AD
- a weird thing happened around 2413 AD causing food shortage in 4 systems; I checked and population (plus the production surplus generated) seemed to have mysteriously dropped/disappeared. (I checked if I missed an event but there was none.) By 2422 AD the situation was more or less stabilized, but my system population was now well behind average (and so was my production, dropping to early-game level), so I quit the game despite being in second place.:mad:
- as a general comment I still feel there are not enough advances to research (by the time I quit I started on Fut. Tech, but the 4th civ on the score list was doing that already). But perhaps this is just my personal impression and it will be better with future updates. (Can't wait til the implementation of Cloaked ships!)

deanej
May 09, 2008, 05:48 PM
-WordPad really needs a spell check feature...
-try moving the GameFont75.tga file somewhere else and see if the problem fixes itself (and post about it)
-Latest changes on my end: +25% GP cost, no engineer from replicator station, Border Defence network generates spy points. Changes will appear in next beta.
-Did any of those planets grow/complete something that turn? The only thing I can think of is unhealthiness.
-should I bump the techs to +33% cost or more?(currently +25% cost)

JEELEN
May 09, 2008, 07:10 PM
-WordPad really needs a spell check feature...

Well, with so much text typos can be expected.;)

-try moving the GameFont75.tga file somewhere else and see if the problem fixes itself (and post about it)

Will do.

-Did any of those planets grow/complete something that turn? The only thing I can think of is unhealthiness.

Usually unhealthiness gets me -1 food or something. In this case I had 1 system with -7; with switching around pop and building 2 Nutricion Facilities I got it down to -1. But for 9 years 4 out of 6 systems generated no surplus. It was weird, because I usually build health improvements when they're available.

-should I bump the techs to +33% cost or more?(currently +25% cost)

Do you mean an overall increase? That seems OK, but how about an increase for each successive advance instead of per era? (I also have suggested adding more advances. These need not be linked to anything specific, but might be in-between advances, which has the double effect of elongating research plus the added strategic choice. A combination of the two might be best, IMO ofcourse.)

As a side note I should mention that I play with Tech Brokering on - for realism - and haven't tried Commander level yet, which might make a difference.

Finally, which I haven't mentioned, I do think the mod is improving per release.;)

Jaydn
May 09, 2008, 10:12 PM
Here is screenshot of the Borg units in game...
top left - Tactical Cubes (battleships)
bottom left - Spheres (scouts)
regular cubes scattered about
middle - Unicomplex (starbase)
flat disk - Planetary Assimilation Vessel (colony ship)
http://forums.civfanatics.com/attachment.php?attachmentid=176620&stc=1&d=1210388776
borg.jpg

JEELEN
May 10, 2008, 12:24 AM
:goodjob: Jaydn!

How did you do that?:confused: I want them too!:please:

Jaydn
May 10, 2008, 06:32 AM
:goodjob: Jaydn!

How did you do that?:confused: I want them too!:please:

How did I do that? Well I modeled them, inserted their entries into the mod, played a game, and took a screenshot :D

All models have been passed to deanej for inclusion in a future release. I've started to work on Breen and Dominion ships

JEELEN
May 10, 2008, 08:33 AM
Cool! Star Trek Mod's got a model maker!:thumbsup: (Although we'll have to wait at least til the next update in June to see these in action...:()

But thx a