View Full Version : [BtS] Star Trek Mod
JEELEN May 31, 2008, 04:33 PM Breakthrough: The memory error on exit is now fixed! It turns out that in Civ4LeaderHeadInfos there is a typo: FLAVOR_GROWTH was instead FLOVOR_GROWTH and civ didn't give an error on loading but instead had a memory error.
Cool! (How ever did you find that one?!)
@Azure-Dreamer: Sometimes unzipping a mod (or scenario) creates a folder inside the mod folder with the same name: BTS won't find it then. (If this is the case, rename the mod folder, like to "z[mod name]", cut/copy the folder inside to the Mods folder and delete the redundant z-folder.)
Azure-Dreamer May 31, 2008, 05:55 PM i tried it allready with like 5 different names
Jaydn May 31, 2008, 06:12 PM Federation units
JEELEN May 31, 2008, 06:45 PM Cool, Jaydn!:goodjob: Looking good. (Wish we had Beta 3 already...)
@Azure-Dreamer: So it just doesn't work at all? Are you running Vista? Do you have an Unoffical Patch installed? (Hmmm, better leave this one to deanej to adress, as I'm running out of options...)
deanej May 31, 2008, 08:44 PM @Azure-Dreamer: What I mean is, is BtS on top of Civ4Gold or vanilla civ 4? Those two versions have different install paths. Did you install to the MODS directory like you the directions say? DO NOT create a Star Trek folder for it; it will be created while extracting. If you do, the files will wind up being located in Mods\Star Trek\Star Trek (which will make the mod not load at all) instead of Mods\Star Trek.
As for the Federation ships, they look great! Is there a possibility of having the galaxy and sovereign have registry values? I don't know which texture file to modify to add them.
Jaydn May 31, 2008, 09:27 PM As for the Federation ships, they look great! Is there a possibility of having the galaxy and sovereign have registry values? I don't know which texture file to modify to add them.
I'll be able to add the registry, and update your textures.
Jaydn Jun 03, 2008, 08:30 PM Does anyone know who designed the Final Frontier mod? I would love to be able to add phaser burst animations to the models but I have no idea how to implement them into Civ 4... the only unit animation tutorials I can find involve swinging swords and such.
deanej Jun 03, 2008, 10:06 PM Jon Shafer (Firaxis) did. The animations (as well as the units themselves) are located in the main BtS assets.
phungus420 Jun 04, 2008, 07:25 AM There is a tool someone on here created that allows you to plug and XML edit animations from other models into new models (I believe it is this: http://forums.civfanatics.com/downloads.php?do=file&id=8747 ). You might find this useful, if there is a default unit that has something akin to phaser blasting.
Also those federation models look great, very well done, you do 3D model design for an occupation?
Jaydn Jun 04, 2008, 07:38 AM Modeling is a hobby, I'm a photographer by trade, and graphic designer... Thanks for the link, I'll check that out... hopefully I can get some decent laser animations into the models. I'll post any progress. :goodjob:
Jaydn Jun 05, 2008, 07:19 AM Update: I have a phaser-firing Enterprise E. It only took about 7 hours of trial and error :cry:
Now to start the other 4 dozen models
JEELEN Jun 05, 2008, 08:03 AM :goodjob: 7 hrs is a looong time, but your hard work has paid off! :thumbsup:
phungus420 Jun 05, 2008, 10:21 AM Are you going to add damage states and destruction sequences to the models? Would be visually very cool to see the phaser or disrupter blasts damage and then blow it's target. Of course it also might be too much work for the payoff, but I am curious how good a space battle can look in the CIV engine...
7hours is a long time for sure, hopefully it gets easier after you figuring out how to do it though. It took me like 2 days to finally add my first unit in CIV, and now it takes about 15 minutes, the hardest part is finding a decent button.
Jaydn Jun 05, 2008, 10:56 AM I am certainly able to add damaged units, but I have no intention. That would take forever by my estimation... maybe longer.
Jaydn Jun 06, 2008, 07:27 AM 7hours is a long time for sure, hopefully it gets easier after you figuring out how to do it though. It took me like 2 days to finally add my first unit in CIV, and now it takes about 15 minutes, the hardest part is finding a decent button.
Yeah, now that I know how to do it, converting the models to fire takes about 30 minutes each... which is semi-acceptable compared to the initial learning curve.
Amuro Jun 09, 2008, 06:42 AM Any news about Beta 3?
Nicky21 Jun 09, 2008, 11:28 AM I would like just to say that this mod is really great, i am looking forward to seeing it in action.
I appreciate all to time you put into this!
Jaydn Jun 09, 2008, 12:00 PM Were running into a slight problem with the units, if anyone out there knows ANYTHING about python and thinks they might be able to help... here is Deanej's thread on the matter
http://forums.civfanatics.com/showthread.php?t=278101
Basically it boils down to the ships working great for me, but when Deanej loads any from Worldbuilder, he gets a lovely error message...
deanej Jun 09, 2008, 04:13 PM Beta 3 is still a ways off. Longer now that the problems with the animations developed.
JEELEN Jun 10, 2008, 01:01 AM Basically it boils down to the ships working great for me, but when Deanej loads any from Worldbuilder, he gets a lovely error message...
Both versions should match installation- and versionwise, that is: installation of Civ4 + any patches (preferably NO unofficial patches) plus installation of Star Trek Mod Preview.
Otherwise, I wouldn't know...
Vince_2000 Jun 10, 2008, 01:20 AM very interesting... I'am waiting for the beta 3 ! keep on working :goodjob:
Jaydn Jun 10, 2008, 10:08 AM All animation problems solved, starship construction has resumed.
Amuro Jun 10, 2008, 06:58 PM All animation problems solved, starship construction has resumed.
Great , keep the good work:)
And I ve got a question for deanej : Are the leader pics just for the beta or do you plan to replace them by better pics? because some are really ugly:sad:
deanej Jun 10, 2008, 08:08 PM They're final. It's pretty much impossible to make 3D leaderheads, and it's not easy to find pictures of some of the leaders (especially the delta quadrant ones).
deanej Jun 12, 2008, 03:30 PM If anyone wants to contribute hints to be put in the mod and shown before starting a game (like the ones for the epic game) feel free to post them in this thread. I have some but not very many.
JEELEN Jun 13, 2008, 05:45 AM It would help if you showed the hints you've got so far.;)
deanej Jun 13, 2008, 11:21 AM Unable to attack or defend, Colony Ships are the units which Colonize Star Systems and extend your control over the universe.
The Construction Ship is used to build Transwarp Corridors to speed movement and the Extraction Facility to harvest resources. It is also necessary in order to create the powerful Starbase unit.
Unlike the epic game, in Final Frontier it is impossible to disable barbarians. Be wary, as it is easy to be left unprepared in the seeming security of the emptiness of space!
Values replace Religions in Final Frontier. Unlike the epic game and Final Frontier, most values in Star Trek are founded at the start of the game as each civ starts with a technology that founds a value.
The Starbase is a powerful immobile platform which can use indirect fire on passing starships, manufactures Missiles, can base Fighters, heals units and extends a civilization's cultural influence.
The Advocate can spread the Value of which it belongs to a Star System where such Values don't yet exist.
A good early build for a system is a Factory in order to increase production early on.
Diplomacy will be harder than the epic game as many civs will have their own values from the start.
Don't build more starbases then you can afford. They cost money to build.
Beware of the Crystalline Entity. It has a city attack bonus (and an AI set for city attack) and can enter your borders even if you have the Border Defense Network wonder.
Though most civics share the name with the epic game civics, some have changed effects. The same applies for traits.
The Cargo Holds technology is key because it enables cities and resources to be connected.
JEELEN Jun 14, 2008, 03:18 AM How about hints on UUs and UBs? (Also, some general Star Trek trivia might be both fun and enhance the Trek feel of the mod. And if Tutorial mode is enabled, that could also be edited to be more Trek-style.)
BTW, any news on a more exact ETA for Beta 3?:confused:
Nicky21 Jun 14, 2008, 02:11 PM Here's some ideas about starbases.
First main idea is that they should have some upgradeable modules. I mean you upgrade it to a another unit (using the same graphics) but with different capabilities.
Examples:
- Fortress base (trades own combat abilites for long range and support weapons). Practically adds 25% tile defense bonus to all the ships parked in the area.
- Research base (loses a lot of firepower but gains research). I don't know how this can be done, but i think it would be cool to have research bases produce more research if planted near galactic phenomena. ( a base near a nebula produces more reasearch than one in an empty space, etc....). It can also detect cloacking vessels.
- Military base (can manufacture subspace warheads)
- Refining base (loses some combat abilities but sends a few production points each turn to the nearest star system.) To avoid spamming those bases there should only be two such bases allowed per system. They only produce if they're placed on an asteroid field. They produce much more resources if they are placed on a resource, but you will no longer be able to build an extractor on that resource
- Repair yard. (loses some combat, not much, but quickly repairs ships)
- Battlestation. (ads more combat capabilities and the bombing capabilities).
- Outpost (loses some combat capabilities for a decent sensor range). It can also detect cloacked vessels.
Other ideas:
- the cultural influence of the starbase should only be 1 tile (unlike FF's 5x5 tiles). This will reduce the sensor range of all but the Outpost class bases.
- promotions should be base specific (the battlestation should get combat and sensor promotions, repair yard the combat and repair promotions, the science base a special promotions that will give it more science points)
- The standard, unapgradeable base should be a lot cheaper than 150. Let's say around 50. However if you want to upgrade to a specific base, the upgrade itself should cost more. (200 - battlestation, 100 - science base, etc....)
- Only the battlestation should have the bombing capabilities
deanej Jun 14, 2008, 10:40 PM I won't be changing starbases for the release, but in the addon pack I'll possibly include a starbase upgrade and a sensor station.
Jaydn Jun 15, 2008, 08:25 AM I'm not suggesting it be put into the game, but i wonder if the Civ4 engine would allow for something like an Argus Array (http://memory-alpha.org/en/wiki/Argus_Array) that could allow you to point a place anywhere on the minimap and reveal the fog of war... sort of like having a spy there except you could move it around at will and not be detected.
deanej Jun 17, 2008, 06:52 PM I've tweaked the leader personalities somewhat, mostly with regards to trade. Try the file and see how it works.
http://files.filefront.com/CIV4LeaderHeadInfoszip/;10685701;/fileinfo.html
I had to put it on FileFront because civ fanatics won't let me attach it to the post; it's just rejected without an error.
jfby Jun 17, 2008, 07:42 PM I hate to ask a question I'm sure has been asked before, but has anyone released graphics for any of the units yet? Just wanted to check, thank you!
deanej Jun 17, 2008, 08:04 PM There are some units in beta 2 (cardassian and ferengi), but the others (and animations) will wait for the release of the art/sound pack that's coming with beta 3. I have everything except the vidiian, hirogen, devore, and scenario-specific ships (still need the animations for 1 vessel though, but that vessel comes only with an event or two).
JEELEN Jun 17, 2008, 11:19 PM I've tweaked the leader personalities somewhat, mostly with regards to trade. Try the file and see how it works.
http://files.filefront.com/CIV4LeaderHeadInfoszip/;10685701;/fileinfo.html
I had to put it on FileFront because civ fanatics won't let me attach it to the post; it's just rejected without an error.
Certain filetypes can't be attached to post.
(Quoting myself:) BTW, any news on a more exact ETA for Beta 3?:confused:
jfby Jun 18, 2008, 06:17 AM Thank you for the quick answer. I got so excited by this MOD that I took my Civ 4 off the shelf and bought the two expansion packs yesterday! My only regret is that I have ZERO abilities in advanced programming. Keep up the great work!
JEELEN Jun 18, 2008, 07:01 AM :agree:
(And welcome to CFC, jfby!);)
Jaydn Jun 18, 2008, 07:57 AM There are some units in beta 2 (cardassian and ferengi), but the others (and animations) will wait for the release of the art/sound pack that's coming with beta 3. I have everything except the vidiian, hirogen, devore, and scenario-specific ships (still need the animations for 1 vessel though, but that vessel comes only with an event or two).
I should have vidiian, hirogen, devore units done at some point soon... now that the blasted Kazon are done.
jfby Jun 18, 2008, 11:54 AM I just glanced through this thread and OMG! The models look amazing! I'll have to learn to play effectively and get ready for Beta 3!
marsrover21 Jun 18, 2008, 12:45 PM Add one more fan patiently waiting for Beta 3 to the sign-up list. Great work guys!
jfby Jun 19, 2008, 02:59 PM Do I ever hate being "that guy", but will this mod work OK with the latest patch? Thanks!
deanej Jun 19, 2008, 07:01 PM It should work fine if you delete CvGameCore.dll. I also plan to release a patch to make it compliant with 3.17 as soon as I get the SDK recompiled and I verify that there are no errors created from incorporating changes. Also: delete or move Civ4GameOptionInfos if you get an error about the no espionage setting. Let me know if after doing both you still get errors or things work different (other than custom game options).
Jaydn Jun 19, 2008, 09:08 PM I've tweaked the leader personalities somewhat, mostly with regards to trade. Try the file and see how it works.
http://files.filefront.com/CIV4LeaderHeadInfoszip/;10685701;/fileinfo.html
Has anyone had problems with this new file? It totally screwed up all my leaders and race the associated with... as seen in the screen shots below
All leaders have been switched to new races... except for Annorex, for some reason he's still with the Krenim.... weird.
deanej Jun 19, 2008, 09:45 PM I have no idea why it would do that. I don't think I have the problem, but my Civilizations file is also alphabetized. Was this before or after 3.17?
Incidentally, Star Trek is unplayable in 3.17, even with a new DLL. I get a zillion python exceptions and some text for Final Frontier is gone. I have no idea what to do.
Jaydn Jun 19, 2008, 09:56 PM I haven't patched yet.
And judging by what you say about Star Trek not working, i don't think I will :(
deanej Jun 19, 2008, 10:35 PM I fixed the text (some stuff was moved from the epic game to the Final Frontier files) but I have no idea what causes the python exceptions. I also have the bug where systems start with no planets AGAIN! I don't know why the bug rears its ugly head every single time Firaxis releases a patch, but I hope there are no more patches because the problem usually takes a lot of frustration and months to fix. Don't expect beta 3 any time soon. If this goes like last time, that bug will still be there by Christmas. I never even modified the python files being mentioned - neither has Final Frontier, yet that mod works just fine. If it works for FF, it should work for Star Trek, right? Could some experienced Python coders tell me how to isolate what's wrong?
Jaydn Jun 20, 2008, 08:00 AM Probably a stupid question, but did you try what Balderstorm said in response to your post in the Patch thread?
http://forums.civfanatics.com/showpost.php?p=6944158&postcount=200
deanej Jun 20, 2008, 10:49 AM I don't even have a cache... I disabled it in the ini because it was messing up the game when I had to test some text changes a while ago (all the epic game difficulties changed to the Star Trek ones when I was testing the new Dan Quayle screen names).
Jaydn Jun 20, 2008, 10:58 AM Are there any other mods in the works that are based after Final Frontier that might share the same problems?
deanej Jun 20, 2008, 11:27 AM Possibly. The last version of MOO2Civ that I saw changed only CvSolarSystem.py in python. Babylon 5 appears to have been updated already.
Jaydn Jun 20, 2008, 12:17 PM I'm not ready to install the patch yet on my main machine (cause I still like to play Star Trek) but when I get a change I'll try it on another computer. If I get the errors as well, the first thing I think I'll be trying is to reinstall Civ 4 and BtS all together. A couple other people have mentioned that in regards to the numerous Python errors in patch 3.17. If all else fails, I make take up learning Python :( (after the models are all done)
deanej Jun 20, 2008, 06:26 PM I've managed to make a working patch. The errors seem to be caused by a method introduced by Firaxis not being compatible with my DLL even though it seems to incorporate the changes in 3.17. For now I just used a python hack to work around it. The patch for 3.17 is attached.
EDIT: If anyone downloaded the patch before 7:36 PM eastern time, download it again. I forgot a couple files.
JEELEN Jun 21, 2008, 03:18 AM Umm... (afraid to ask) : does this mean that Beta 3 is still on schedule?:confused:
EDIT: Nevermind (I just saw your post on B5 thread)...
deanej Jun 21, 2008, 11:59 AM I used a python hack to get around issues. Beta 3 should still come, but I would like to know what i need to do to properly fix the DLL (I currently have a CTD that I don't know how to fix and nobody will help). I guess us modders are supposed to know how to fix these things, but unfortunately I don't. I just don't know enough about programming.
deanej Jun 21, 2008, 01:23 PM Could the people reading this thread that have 3.17 and my patch please try out each civ and make sure that it doesn't crash when you select a tech when prompted? I noticed that problem as the Borg and need to make sure that if it's just them as well as if it's related to any changes I made that you don't have.
deanej Jun 21, 2008, 07:17 PM Never mind all that civ testing, I just ran civchecker and I think I found the problem. The art define tag for the Borg Colony Ship was changed when the animations were added to the units and I didn't realize it so my unit art styles were out of date.
I also discovered the real cause of the python errors. CvAdvisorUtils.py was changed in the patch. I updated my file and it now works fine. Sorry for the chaos. Things should be returning to normal now.
Jaydn Jun 21, 2008, 08:08 PM I don't know how that Borg Colony could have changed, it didn't get any animations...
Jaydn Jun 21, 2008, 11:16 PM I was thinking, I guess there is no room for another alien event like the Crystaline Entity? I'd love to add the whale probe from Star Trek IV... because it was cool, and also because the model would be easy :)
JEELEN Jun 22, 2008, 04:16 AM I also discovered the real cause of the python errors. CvAdvisorUtils.py was changed in the patch. I updated my file and it now works fine. Sorry for the chaos. Things should be returning to normal now.
Could you explain how you did that? (MOO2Civ nor any of its patches work with the 3.17 patch and as I didn't create the original mod, I have no idea how to fix it...):(
deanej Jun 22, 2008, 12:12 PM You don't have CvAdvisorUtils.py so MOO2Civ will work with the new version of the file by default. I only have a different version because when I changed the unit combats a bug developed that caused advisor popups for the epic game ones (melee, siege, etc., even spy and privateer) to pop up when a colony ship was created. I looked at the files in WinMerge and noticed that there are quite a bit of changes in CvFinalFrontierEvents.py and CvSolarSystem.py. The stuff that looks worrisome is the fact that in your CvSolarSystem the sun/planet types were changed (ex: BLUE_PLANET to Blue Planet) and a couple methods were deleted.
JEELEN Jun 22, 2008, 12:22 PM Cool - thx! (Didn't know Winmerge could also be used to compare files for errors...) BTW, the CvSolarSystem "changes" (look like sloppy typos to me) might also be responible for the failure to create a MOO2Civ map/scenario, maybe.;)
deanej Jun 22, 2008, 08:07 PM Does anyone have ideas for what Emancipation should do? I removed the unhappiness penalty for other civs because I think it's too unbalancing, but now it does nothing except allow partisans (which don't always occur, for some reason; in fact, none of my tests have had it show up). Incidentially, now all the AI's gravitate toward caste system.
Vasudan Ace Jun 22, 2008, 10:34 PM +3:)
+100%:culture:
Workers build improvements -25% faster
bombetta Jun 23, 2008, 11:13 AM HI i have a problem with star trek mod my civ is updated at 3.17 i have selected english language from option menu but when i take single player option the play now and custom game option are gray and not selectable i insert the image link i'm so noob to intert the image itself
http://img385.imageshack.us/img385/7457/startrekcivgk6.jpg
Jaydn Jun 23, 2008, 11:58 AM I'm on the final stretch with models now and I've hit a road block. I have to do a model for the Tellarites for an Enterprise era scenario... except there was hardly anything ever shown of a Tellarite ship. This link from Memory Alpha (http://memory-alpha.org/en/wiki/Tellarite_cruiser) has the few screenshots of the only vessel shown but trying to model a ship based on those just is not possible.
And here is the only other picture I have of it:
http://www.lensflare.ca/images/tellarite-warship.jpg
As you can see, its a little small... I can use my imagination and create my own from this wee picture, but if anyone has any suggestions, or secret websites with start trek ships that might give me a little insight, it would help.
deanej Jun 23, 2008, 11:59 AM Are you sure you have it installed correctly? You shouldn't be seeing the BtS main menu graphic.
EDIT: @ Jaydn: did you try www.trekcore.com? They have LOTS of screencaps from the episodes.
Jaydn Jun 23, 2008, 01:36 PM Unfortunately they have the same shots as Memory Alpha, I guess I will be using my imagination. I doubt anyone will complain here as there isn't much of a reference point to judge what I do.
Hoerks Jun 23, 2008, 02:44 PM Does anyone have ideas for what Emancipation should do? I removed the unhappiness penalty for other civs because I think it's too unbalancing, but now it does nothing except allow partisans (which don't always occur, for some reason; in fact, none of my tests have had it show up). Incidentially, now all the AI's gravitate toward caste system.
I find the vanilla civics in a space mod rather silly. if anything you should replace them with the final frontir ones, just adjusted for the changed unit classes, till you make something more trekki like.
bombetta Jun 23, 2008, 03:11 PM yes i see the new graphics
deanej Jun 23, 2008, 03:42 PM I find the vanilla civics in a space mod rather silly. if anything you should replace them with the final frontir ones, just adjusted for the changed unit classes, till you make something more trekki like.
The Final Frontier ones don't really fit. Frankly, aside from the space setting, Star Trek really has more in common with vanilla than Final Frontier. I don't see Technocracy (or however it's spelled) or Green Economy in Star Trek. For the most part the vanilla civics work fairly well, except in cases where the effects have to be changed or where they need to be changed. I did that with Environmentalism; it was replaced by Self-Betterment. And I now plan to rename the religious civics - now that I think about it it's silly to keep them with the same name when religions have been renamed values.
JEELEN Jun 24, 2008, 08:36 AM Never mind all that civ testing, I just ran civchecker and I think I found the problem. The art define tag for the Borg Colony Ship was changed when the animations were added to the units and I didn't realize it so my unit art styles were out of date.
I also discovered the real cause of the python errors. CvAdvisorUtils.py was changed in the patch. I updated my file and it now works fine. Sorry for the chaos. Things should be returning to normal now.
The DL Database file is fine? No need to use the zipfile you posted?:confused:
EDIT: Nevermind, I just read your 1st post.
deanej Jun 24, 2008, 10:13 AM The patch I have posted uses a python trick to avoid the problem as it came out before I figured out the cause. The only effect is that the liberation popups don't work like they do in the epic game.
JEELEN Jun 25, 2008, 02:15 AM Patch seems to work fine.;)
heliostellar Jun 26, 2008, 06:58 AM Maybe Emancipation should allow extra science or trade routes
JEELEN Jun 26, 2008, 10:10 AM Extra Science and Commerce might be the closest thing.;)
deanej Jun 28, 2008, 08:20 PM Would people be willing to go without random events and quests? They are very difficult to implement and Final Frontier seems to be hostile to anything that puts units on the map via python. I only was able to come up with 20 events, 5 of which had to be scrapped because Final Frontier made them impossible to implement.
jfby Jun 28, 2008, 08:25 PM I for one would be OK. Release what you have, and we can Beta test some more for you, plus have some more nice units to drool at :).
Dang... I'll be on vacation until 7/7/08, but once I'm back, I'll wear it out!
JEELEN Jun 29, 2008, 03:06 AM :agree:
(Except for the vacation part.);)
IMO, checking out the new units & stuff can easily take preference over added events at this point - and I imagine most fans would agree. Let's have it!:D
deanej Jun 29, 2008, 10:33 AM The Supreme Court has ruled: random events go. Here's my current plans:
-When Jaydn finishes the scenario units, release the art/sound pack
-Release updated art defines and unit art styles so the new units can be seen
-Develop DS9 and Xindi scenarios
-Release beta 3
-Finish scenarios
-Develop cloaking device
-Release version 1.0
Now, some scenario questions:
1. How big should the scenario maps be for DS9 and the Xindi scenario? For DS9 I want to cover the Alpha Quadrant area where most of the show took place, including the Badlands, the DMZ, and a good portion of Cardassian and Federation territory as well as a scrap of Breen territroy. I intend to have require complete kills on. For the Xindi scenario I intend to cover most if not all of the Delphic Expanse that was seen on the show. The map would be like Afterworld; you move from one end to the other overall.
2. How long should they be? I'm thinking of using a weekly calendar for Xindi and a biweekly calendar for DS9. The advantage of the biweekly calendar is that I would be able to put it in the form "Episode X, Season Y". That leaves 26 turns a season, or 182 turns (6 more then show episodes, as season 1 actually had 20 but all others had 26).
Both scenarios will rely on python events and will be difficult to balance properly, which is why I picked these two for beta 3.
Donners Jun 29, 2008, 10:10 PM Have just stumbled across this. With the supposed revivals of Birth of the Federation seemingly going nowhere, I'll give this a shot.
the CIVilian Jun 29, 2008, 10:27 PM Just in case no one knew, but there is a wiki for all things Star Trek; Memory Alpha. I suggest using this for background research concerning ship class, civ leaders, technologies, civ societies, and other things relevant to a mod.
Just FYI.
Here's the link,
http://memory-alpha.org/en/wiki/Main_Page
the CIVilian Jun 30, 2008, 12:08 AM Here are some civics and religions that could work with the Star Trek mod, the civics are rough replacements for the current civics, the religions are just a whole list of various culture's religions (if they have one):
Civics:
Government
Security Council (Despotism)
Empire (Hereditary Rule)
Federation (Representation)
Obsidian Order (Police State)
Collective (Universal Sufferage) :assimilate:
Legal
Kritocracy (rule by judges) (Barbarism)
Charter (Vassalage)
Bureaucracy
Xenophobia (Nationhood (think about it))
Free Speech
Labor
Nation States (Tribalism)
Assimilation (Slavery)
Species Job (Serfdom) (certain jobs being given to certain races)
Specialization (Caste System)
AI (Emancipation)
Economy
Corporation (Decentralized)
Shipping (Mercantilism)
Pursuit of Profit (Free Market)
Self Betterment (State Property)
Utilization (Environmentalism) (use of all resources to their fullest)
Philosophy (replaces Religion)
Varied (Paganism)
Propaganda (Organized Religion)
Perfection (Theocracy)
Prime Directive (Pacifism)
Kol-Ut-Shan (Free Religion)
Religions (more properly Philosophies) given in alphabetical order and what race/nation favors it:
Acquisition (Ferengi)
Fascism (Cardassian)
Foresight (Dominion)
Honor System (Klingon)
Logic (Vulcan)
Perfectionism :borg:
Prime Directive (Federation)
Prophecies (Bajoran)
Xenophobia (Romunlans)
Feel free to speculate what technology would be required to open up a civic or found a religion and what bonuses would be received from the civic.
Jaydn Jun 30, 2008, 08:13 AM All models should be done in the next couple days.
(and deanej, your right, I can find no information anywhere with the name Coridon and I looked over a billion web pages... what is it? I'm curious now)
JEELEN Jun 30, 2008, 11:20 AM Cool!
Do you mean Coridan?
Coridan is a M-class Federation planet in the Coridan system, homeworld of the Coridans. In 2151, it had a population of over 3 billion.
www.memory-alpha.org/en/wiki/Coridan_(planet) -
Coridan - Memory Alpha, the Star Trek Wiki
The Coridans, also known as Coridanites, are a humanoid Federation species hailing from the dilithium rich planet Coridan located in the Beta Quadrant.
www.memory-alpha.org/en/wiki/Coridan -
Jaydn Jun 30, 2008, 11:38 AM Why don't I have any memory of seeing them I have no idea. Can you find a link to a vessel of theirs? I couldn't see any on the memory alpha site...
deanej Jun 30, 2008, 11:46 AM Not sure if we ever saw the ships for Coridan though. I can just use the Final Frontier models for them.
As far as civics/religions, I will rename a few civics. I may also tweak a few things with them. Right now the AI will gravitate towards some of them, especially Caste System. I already renamed the religion (value) civics. Also, adding more values may have the possibility of ruining diplomacy, as civs start with them.
And I don't want to overload the techs. Some, like subspace radio, may already be overloaded. I designed the tech tree around the Federation units, which will be painfully obvious when the units come out.
Also: How do I make the Dominion, Klingons, and Romulans playable in the DS9 scenario? The map won't include the homelands for these empires (it would be gigantic if it did).
Jaydn Jun 30, 2008, 11:57 AM I'm all about a gigantic map... that would be sweet.
Is there any way to control the "meanness" of the empires? All the games I play I have to laugh sometimes at what the Romluans or Borg do and say... I wish they'd be dirty backstabbing b4stards... there should be a was to increase their aggressiveness to the point of intolerable... and never cooperative.
deanej Jun 30, 2008, 01:25 PM With Solar Systems, giga maps have to be too giga to get even decent performance after 150 turns. I already have trouble on standard. Would it be too non-canon to give the klingons and romulans starbases in the area or perhaps colonies? As it stands, a human cardassia would know that the klingons will DOW around turn 105, and would be able to wipe the klingons off the map when that happens. The klingons and romulans would be dependant on what forces are scripted to appear, especially the romulans. It might not be too fun to play as them either, as they would have nothing to do for a while. Ditto for the dominion.
As far as leaders go, the personalities are very complicated. Perhaps someone could take a look at it? I've tried to get it right twice and have not succeeded.
deanej Jun 30, 2008, 04:45 PM I'm having another look at the leader personalities and I noticed that some values are just way off. For example, many leaders that should be warmonger have an iMaxWarRand value set like Gandhi's. There are also a few trade oddities. I'll post an updated file with the unit models.
Jaydn Jun 30, 2008, 05:02 PM lol that might explain why Locutus & Shinzon remind me of Bert & Ernie
deanej Jun 30, 2008, 06:48 PM Also: How long do you think the game should be? I noticed the AI win a portal victory on turn 175 during an AI autoplay test. I lowered the turns from 550 to 400 for normal. I still think that's too much, but I don't know how much more I can cut it before certain victories become impossible (Culture, Conquest, Domination).
JEELEN Jul 01, 2008, 03:35 AM Would it be too non-canon to give the klingons and romulans starbases in the area or perhaps colonies? As it stands, a human cardassia would know that the klingons will DOW around turn 105, and would be able to wipe the klingons off the map when that happens. The klingons and romulans would be dependant on what forces are scripted to appear, especially the romulans. It might not be too fun to play as them either, as they would have nothing to do for a while. Ditto for the dominion.
It's a bit difficult without actually knowing how the map looks, but how 'bout Fleet Rally Points for off-map civs? (I.e. a Starbase/Colony in corners of the map with difficult access and/or properly defended.)
Also: How long do you think the game should be? I noticed the AI win a portal victory on turn 175 during an AI autoplay test. I lowered the turns from 550 to 400 for normal. I still think that's too much, but I don't know how much more I can cut it before certain victories become impossible (Culture, Conquest, Domination).
Irrespective if it's a standard game or scenario, IMO Portal Victory is a no-no anyway.
As concerns attitudes (you seem already to have addressed that), for a DS9 scenario the Always War/Peace options should be on/off, depending on what side/team a civ's on. (Again, difficult to say anything definite about it without the specifics of the scenario. The same for game length...though abround 400-500 turns seems long enough.)
deanej Jul 01, 2008, 04:15 PM I was going to use Star Trek Star Charts for the maps, but I've decided to use that only as a guide because in order to include every thing I want to being completely faithful to it requires mega maps. I plan to give both the Klingons and Romulans a couple colonies and a starbase with some resources near an empty area of the map where they can expand before the war. The Dominion will have an area of the map sectioned off where they can do the same (this represents the Gamma Quadrant). Movement from here to the Alpha Quadrant won't be possible (they will rely on stacks created via python until shipyards in the Alpha Quadrant are established) because I could never make the AI understand it. This gives all the civs something to do before the war starts. The Federation and Cardassians won't start with improved resources (will have unimproved) because they already start with cities.
Jaydn Jul 01, 2008, 08:48 PM Baring any problems with the last batch sent, all models have been completed.
And to celebrate, here are 2 screen shots of the Enterprise Era scenario ships
Boko Jul 02, 2008, 01:00 AM Ships look good Jaydn =)
I'm anxious to try this mod when the new beta comes out. Is there anything specific that we as human players need to test when that day arrives? I hope that day is soon though, the screenshots look awesome!
jfby Jul 02, 2008, 01:17 AM Jaydn, fantastic job on the units!! I can't wait to get home and start playing some more!
Deanej, will there be an "epic" type game where people can start in the Enterprise era and progress to post DS9, or will there be scenarios for each era?
Again, thanks to all who are making this mod, it is highly appreciated!
JEELEN Jul 02, 2008, 02:57 AM @deanej & Jaydn: Sounds and looks cool!:thumbsup::borg::goodjob:
deanej Jul 02, 2008, 04:44 PM The Art and Sound Pack has been released!
http://www.atomicgamer.com/file.php?id=70640
This will be required for beta 3. I have also attached a patch that unlocks the new unit models and includes the latest tweaks to the leader personalities. This patch requires the art pack as well.
When you install the art/sound pack, delete your existing Star Trek\Art\Units folder. If you don't you could break some unit animations.
EDIT: @jfby: yes, there will be an epic type game. Actually, that's all there is now. Two scenarios will ship with beta 3 (the ones that need the most testing/balancing) and the rest will be with version 1.0.
Jaydn Jul 03, 2008, 03:50 AM what are .FPK files?
deanej Jul 03, 2008, 08:54 AM Packed art. It makes the mod load a lot faster than it would otherwise.
Jaydn Jul 03, 2008, 08:40 PM has anyone used the new art yet? Awfully quiet since the units were released
JEELEN Jul 04, 2008, 04:34 AM Got an estimated DL time of +1 hr; after +3 hrs my comp grinded to a halt at 75% complete DL. Will try again later.
Nicky21 Jul 04, 2008, 08:46 AM I tried to use the new packed art, but i get an error.
also, in the archive there are instructions that we should place the files in: "C:\Program Files\Firaxis Games\Sid Meier's Civilization IV\Beyond the Sword\Assets"
Are you sure that's correct?
In either case, some more installation instructions would be appreciated...
deanej Jul 04, 2008, 09:26 AM Yes, that's correct. FPK files are not loaded from CustomAssets (I tried). Don't worry, no files overwrite originals. They need to go there because the art is needed for Star Trek, but does not impact the epic game or other mods, which is why it was selected. The scenarios will use this art as well, and having it not restricted to the mod greatly reduces file size (from 3-5 GB to around 450 MB maximum). Yes, the Star Trek mod really did have the potential to be larger than civ itself. This is because scenarios need their own mod, and since there is no "parent mod" functionality in civ, that means that the whole mod would need to be copied over 8 times. Having the art available where it is. Unzipping is all you need to do, as this is not a mod in itself, but rather (most of) the art/sound assets needed for the Star Trek mod and scenarios based off of it.
Art and sound that conflicts with the epic game has not been included in this pack. This included era pictures, the opening menu, etc.
JEELEN Jul 04, 2008, 11:07 AM After another failed try I finally DLed in 15 mins. Everything looks great!:goodjob:
Noticed two things:
- "Rgeninald Barclay..." Great Engineer text
- in-game historians listing is standard; added a little list of possible sc-fi historians (don't know if you can or want them, but what the heck)
RA Heinlein
HG Wells
AE Van Vogt
F Leiber
Isaac Asimov
H Gernsback
Aldous Huxley
Stanislav Lem
Frank Herbert
UK Le Guin
R Zelazny.;)
Nicky21 Jul 04, 2008, 07:36 PM Me again;
i tried installig the art pack again, but i still get an error (GFC error, fail to initialize the primary main control theme).
Here are the files i have and here's what i did:
D:\Kitt\Games\Civ 4\Mods\Star Trek\Star Trek Art and Sound.zip
D:\Kitt\Games\Civ 4\Mods\Star Trek\StarTrekPatch.zip
D:\Kitt\Games\Civ 4\Mods\Star Trek\Star_TrekBeta2.zip
D:\Kitt\Games\Civ 4\Mods\Star Trek\STUnitPatch.zip
i deleted the BTS/mods/star trek folder.
i entered the BTS/mods diretory and then unpacked Star_TrekBeta2.zip there.
i patched the resulting "Star trek" folder using StarTrekPatch.zip. i overridden the files in the asset folder.
i unpacked the Star Trek Art and Sound.zip in the bts/assets folder (as instructed in the readme)
i deleted the bts/mods/star trek/assets/art/units folder
i unpacked STUnitPatch.zip in the BTS/mods/star trek folder. some files were overridden.
started the game with the mod.
i got the crash while the mod was loading.
i came here to whine about it.
Any ideas on what i did wrong?
Nicky21 Jul 04, 2008, 08:22 PM Never mind, i reinstalled civ4 and - voila! It works!
I'll get back to you later with some feedback. Anything in particular you are interested in?
deanej Jul 04, 2008, 11:07 PM I'm mainly interested in the leader head personalities - I believe I included an updated file for them with the unit patch. I want to make sure I got them right this time.
Nicky21 Jul 05, 2008, 01:46 AM The personalities seemed ok. I only played one game so far, but in that game it was a bit odd that the ferengi ruled the game with all the other leader barely following us.
JEELEN Jul 05, 2008, 07:24 AM Tried out the Federation on Lt. Commander level, Custom Game style (all original races plus Borg). The challenge is definitely up, as I got in a war with Gowron (Qo'NoS being virtually next door), who refused to make peace. Some ships were destroyed, then the Dominion declared war as well! After getting nuked twice (Earth + Alpha Cenaturi, my prime systems) and nuking Qo'NoS back I'd had it... By this time I had only colonized 3 systems.:( Will try another game later. (BTW, the Ferengi were only in the lead a short while in my game.)
So, if the altered traits mean more aggressiveness, they're a big success.
P.S. Mentioned this before, I think, but these Subspace Warheads are really annoying; wish they could be banned or turned off or something.:mad:
Nicky21 Jul 05, 2008, 10:25 AM I played another game to day and i just thought i should report two things:
first: the civilizations dont expand well. in my last game (commander difficulty) the other civs bareley had 3 (maybe 4) systems while i had about 10 + decent fleet. however they do keep up in research.
and the second is about the ranged bombardment system: i had my system bombarded from a range that was beyond the system's visibility range. it awas a bit weird.... personally i would reduce the bombardment range of the ships.
Anyway, the new units look just GREAT. Excellent job guys! Excellent!
vedli Jul 07, 2008, 12:54 PM Hi guys. New user here and big time Star Trek fan. I Just had to post some of my experiences with this mod in particular with the Romulans. First up for whatever reason the Romulan UU the scout ship is the exact same model as the deep space prope which is, I think, one of the final frontier default units. Also the model for the Romulan attack fighter is the same model as the Heavy 1, 2 and Light 6. That's fine by me but is it suppose to be as big as them as well?! I must say it was kind of funny seeing one of these jumbo super sized fighters flying around D'deridex class warbird. Only other thing I find wired is that the Borg seem a bit underpowered. I understand that you need balance and everything but come on there the borg! They're suppose to be massively powerful and nigh impossible to beat (at least one on one). Other than that this mod is awesome. Best Star Trek game ever made (although I've never had my chance to get my gruppy mits on Bridge Commender)!
deanej Jul 07, 2008, 09:21 PM 1. I fixed the art problem for the romulan scout and then forgot it ever existed. Sorry. It's fixed for beta 3, though. Just replace the art define entry with the scout entry if you want it now.
2. It's called "Attack Fighter" simply because I couldn't think of a better name for the role.
3. Borg on map = Game Over doesn't seem very fun, does it? If they ever appear in a scenario they'll be very strong (and AI only). Should I give the UU a boost too? I'm not sure how balanced the UU is, it may be one of the weaker ones.
JEELEN Jul 08, 2008, 02:34 AM Noticed a supersized Federation scout (no IV) as well (bigger than the Light IV).
If the Borg UU is a Cube I think it should be quite strong (a single Borg Cube should be able to take out multiple [non-Species 8472] ships), but not as strong as the Time Warp vessel and quite expensive. If Borg Cubes (whether UU or not) appear, the other players should be alarmed at least; up til now they don't seem like much of a threat in-game.
Reasoning: that way the Borg are a real threat, but if contained soon enough it might be OK.
Nicky21 Jul 08, 2008, 08:23 PM Hi guys
While waiting for beta 3 to arrive i did a litte modding of my own on your already excellent mod. It's mostly tweaks and ballance stuff to make the game more playable (in my own humble opinion)
With your permission i'd like to post it here so that other people may enjoy it. What do you say?
deanej Jul 08, 2008, 09:08 PM @ Nicky21: Sure, you can post them. I'm interested in seeing what you've adjusted as well.
@ JEELEN: How does double strength, triple cost, no upgrading sound for the Borg UU?
Jaydn Jul 08, 2008, 09:12 PM I like that idea... make it difficult to produce, and difficult to kill.
Nicky21 Jul 08, 2008, 10:13 PM I'll post some stuff in about an hour or so.
One highlight: the borg cube appears as a barbarian around the time when you have galaxy class ships. It will take a fleet to bring it down. A big fleet.
That is if i can get it to attack (read: trash) your colonies (read: civilization) instead of laying around (read: vegetate) like the cristal entity....
EDIT: Q: you guys know a way of making a certain unit take less damage from ranged bombardment?
Nicky21 Jul 09, 2008, 12:51 AM I have to ask you guys for some help.
I'm trying to spawn a cube for just one time.
i work in the function
def doPirateSpawning(self): in the python script
when i use this code:
iBorgCube = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_B_BORG_CUBE')
pPlayer.initUnit(iBorgCube, 1, 1, UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)
it works fine, but spawns a cube every turn ( as expected...)
however when i use this code:
iBorgCube = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_B_BORG_CUBE')
if (iCubeEventOne < 1):
pPlayer.initUnit(iBorgCube, 1, 1, UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)
pPlayer.initUnit(iBorgCube, 10, 1, UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)
pPlayer.initUnit(iBorgCube, 1, 10, UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)
pPlayer.initUnit(iBorgCube, 10, 10, UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)
iCubeEventOne = 1
it doesn't work at all. no spawns.
i mention that i did initialized the iCubeEventOne variable to 0 at the beginining of the file.
Any tips?
JEELEN Jul 09, 2008, 01:19 AM I like that idea... make it difficult to produce, and difficult to kill.
:agree:
I don't know what changes nicky21 has implemented (sounds interesting), but it made me think of Picard's first encounter with a Borg Cube: the Enterprise did considerable damage to it, but the drones started repairs while an away team was on board. Not sure how this Borg adaptability might be implemented... how about this: initial Cubes aren't that strong, but they can be upgraded. Which seems like a good simulation of the Borg adaptability to previously unknown weapons, IMO. (Cost might be "upgraded" alongside as well.)
Nicky21 Jul 09, 2008, 02:21 AM the changes i made was to give it 80 hp, march promotion and medic 1-3.
I also created a new promotion available only to units with leadership (great general) that gives +300% vs borg. It's certainly not enough (i tested it and it barely scratches the cube) but it will give you a fighting chance.
I'm still struggling with the python code, though. i will get some help on it pretty soon from a friend so it won't be long now :)))
JEELEN Jul 09, 2008, 10:29 AM first: the civilizations dont expand well. in my last game (commander difficulty) the other civs bareley had 3 (maybe 4) systems while i had about 10 + decent fleet. however they do keep up in research.
and the second is about the ranged bombardment system: i had my system bombarded from a range that was beyond the system's visibility range. it awas a bit weird.... personally i would reduce the bombardment range of the ships.
Can't really confirm the 1st; I think it depends on Custom Game settings (I use Aggressive AI), difficulty level, map chosen and finally personal playing style. I have noticed the AI tends to focus on the more productive star systems and acquiring lots of resources (which they won't trade, even when in surplus).
The 2nd I don't understand: if you can be bombarded, you can return fire (with the proper ships) and destroy the attacker without even leaving your "city". (If you can't "see" the attacker, move the proper ship 1-2 squares until you locate your attacker, then bombard and hide in your "city" til the next turn; that ought to take care of 'em!)
Anyway, tried another game as the Romulans (Huge Star Trek Flat Map, Aggressive AI, No Tech Brokering, No Ascendancy, 9 civs, Lt Commander level). Bajor beat me to the Border Defense Network combo, which left me with a lot of Pirates to take care of. Lost several scout vessels, but beat off all attacks, promoting my ships nicely along the way. Once I got to having 5 colonies, the combination of the Universal Database and 2 very productive early systems started to kick in. I think I met 7 civs so far; the Ferengi are in the lead, Federation trailing last, with myself in the middle of the score list. As I can now build Light Vs (very nice Romulan graphics, BTW!), it looks like a chanllenging game ahead.
It's great fun trying (and seeing) all these different units!:goodjob:
deanej Jul 09, 2008, 10:30 AM Well, we can't check your indentation without using code tags. Also, a boolean value would probably be better.
Nicky21 Jul 09, 2008, 11:46 AM I solved that problem, moving on to another.
Here's a question: i noticed that JS uses a debug key to debug his python code. What is that key?
And another question: do you know what i should do to display the variables at a certain point as message in the game?
For instance i see a lot of:
printd("Randomly selected number to add (0 through max to add this turn)")
in JS's code.
Where does that output?
Nicky21 Jul 09, 2008, 12:43 PM Alright, i think i've got it. Talk about programming while blindfolded (without any debugging tools)
here's the download (800kb):
http://www.crea-soft.com/stm/Alpha5.zip
here is the install instructions and changelog, however it's incomplete (i forgot some of the stuff i did):
---------------------------
Installation instructions:
1) Install the "Star_TrekBeta2.zip" in your ....../Beyond The Sword/Mods/ folder
2) Install the "StarTrekPatch.zip" in your ....../Beyond The Sword/Mods/ folder. Override when asked.
3) Install the "Star Trek Art and Sound.zip" in C:\Program Files\Firaxis Games\Sid Meier's Civilization IV\Beyond the Sword\Assets. Fear not, it does not override any of the game's files.
NOTE: the above files can be found in deanej's thread, here: http://forums.civfanatics.com/showthread.php?t=233074 and here http://forums.civfanatics.com/showthread.php?t=233074&page=30
4) Install the "Nicky's Mod - Star Trek" in the ....../Beyond The Sword/Mods/ folder. Override when asked.
That's it.
---------------------------
Disclaimer.
The mod and models above are not mine. I had no contribution in making them. All of that work is there thanks to deanej and his supporters. To find out more about who they are, go to his thread: http://forums.civfanatics.com/showthread.php?t=233074
All that i did was to modify the XML files, tweak some things here and there while waiting for beta 3 to be to my own liking. Use my tweaks at your own discretion.
---------------------------
Changelog:
alpha 1
- units limited to speeds 1-3
- no ranged bombarbmet except on exploration iv, vi and starbases
- no doomsday missiles
- no missile produced by starbases
- 3 starbase types, starbase costs 100. upgrade costs 100 and 150.
- miranda and soyuz models reversed
- most units no longer obsolete. you can have light IV, V and VI at the same time
- units can be built faster with some resources
- colony ship more expensive and it can be build with resources
- exploration units get withdrawal bonuses
alpha 2
- unit tweaks
- colony ship made severely more expensive (not a real problem for the AI, but for the player)
- units health severely reduced. this was done to allow a veteran older unit to defeat a new rookie unit.
- unit promotions cleaned up. only exploration units get speed, asteroids II and visibility upgrades.
- exploration units get withdrawal chances. useful for hit and run attacks.
- special recon units (excelsior and intrepid)
- world wonders tweaked (not enough prophets)
- starbase ranges (1-3)
alpha 3
- tweaks and ballance
- ai resource weight factors (not sure if it works)
- added a few more techs: 2 more starbase techs + one tech that gives movement +1 in the TNG era,
- deep space drone now requires integrated deflector
- memory alpha has its own technology ( to spread the wonders more evenly )
- tachyon defence grid now requires isolinear chips tech
- cochrane memorial gives +5 great prophet
alpha 4
- barbarians twaked so that more advanced barbarians will appear earlier
alpha 5
- crystaline entity and borg cube spawn as barbarians. they only spawn once and they pack a big punch
- nebula's (explorer IV) ranged bombardment limited to maximum 50% damage as it was way to easy to kill a cube that way
- late game a small fleet of cubes will spawn.
Note: i dint properly tested the modifications in alpha 5.
I did notice that the borg cube does appear, but i dont know if it appears too early or too late. Some feedback will be appreciated...
jfby Jul 09, 2008, 06:12 PM All I can say is wow. You guys have done a fantastic job and your hard work and dilegence is greatly appreciated. I await the Beta 3 release with anticipation.
vedli Jul 09, 2008, 06:23 PM Interesting Mod Nicky21. In particular, "no ranged bombarbmet except on exploration iv, vi and starbases" & "most units no longer obsolete. you can have light IV, V and VI at the same time" Are something I would hope make it into Beta 3. I haven't downloaded it though since I like the mod as it is right now (also some aspects don't appeal to me like "colony ship made severely more expensive" and the super Barbs, I find them annoying enough as it is).
So I had some more thoughts on what to do about the super sized attack fighters (I've noticed the Breen have them as well) I would suggest changing the art from the Valdore class art they currently use to the art of the Scout ship/Exploration VI.
I would do this with the other civs as well (use the same art for fighters as Exploration VI) since it is really silly having such big attack fighters. I also have a request that the art for the Romulan light VI be D'deridex class instead of Valdore class, leave that as the art for Heavy I & II. I know nothing about modding though so I would hope that these changes appear in Beta 3
deanej Jul 09, 2008, 07:50 PM Well, I've looked at it.
Some changed are already in (resources, the doomsday missile).
I included the promotion changes.
Ranged attack still exists, but is reduced to half of the range except for the Bajoran Assault Vessel.
I've also included a few other changes, but not the no upgrading or the borg barbs (I may add a borg spawn event if I can figure out how to make the civ spawn and declare war on the nearest civ).
Nicky21 Jul 10, 2008, 02:16 AM The borg spawn as a civilization, that would be indeed nice. I think there was a nice mod, called revolutions (i'm not certain) that spawned civilizations at a predetermined time.
In my mod, the cube spawns as barbarian and the border defense network wonder keeps it out. So i'll have to obsolete that.
Here's two ideas i want to run by you. If you have any thoughts on it or on how they can be achieved, please, share!
1)
I was thinking for my next patch that i would want be able to add great scientists, great engeeners and spies to a ship (just like you add the great generals).
A scientist would give it medic 3 and a new promotion called survey (will cover that later) and sensors + 1.
A great engeneer woudl give it better shields (extra first strike(s)), the march promoton and movement + 1.
A great spy would give it the mobility promotion and the ability to move trough nebulas (if such a thing is possible trough a promotion)
2)
I want to be able to do research on ships and starbases. I think it's pretty easy to do trough python. The trick will be teaching the AI to use such things. They will be however less efficient than planet based research facilities, except in very special cases.
If a unit has the survey (ships only) or the research lab promotion (available only to starbases) it will generate a small amount of research.
The survey promotion will work only when the ship is above a solar system.
The research lab promotion will give reasearch points depending on the surounding environment (black holes, nebulas, resources are better)
Whick brings us to the daystrom institute wonder that will give the survey promotion to ships built in this system.
JEELEN Jul 10, 2008, 03:25 AM I'd like to comment on the Installation Instructions: when I had the Arts & Sounds pack in the main BtS directory, some other mods crashed (so I left the FPKs in there, but took the rest out). I also didn't really notice any new sounds. Hope this will not occur with Beta 3, when it comes out.
Other than that the changes mentioned look promising, so once again: can't wait till the release!
EDIT: (Forgot to mention) IMO there's still an issue with the Subspace Warheads. Their invisibility and unlimited range render any possible defense useless. Also, I've noticed they can be built without the Doomsday Wonder (seems to be linked to the Advance, not the Wonder). While the first may not constitute a bug, it is very annoying. Will this be fixed in any way?
deanej Jul 10, 2008, 09:23 AM I removed the Subspace Warheads.
I took the sound out of beta 3, so it will require the sound assets in the pack. Beta 2 does not. Could you try putting it back in the assets folder but delete the .jpg and desktop.ini files that Windows generated in the soundtrack folders (the main soundtrack folder doesn't have them, but the subfolders do). I'm uploading a new version of the pack today. I'm also changing the install instructions to put sound in CustomAssets. It makes install a lot more complicated but it might work better (It's how I have it anyways, so I know it works).
JEELEN Jul 11, 2008, 02:38 AM I removed the Subspace Warheads.
That's probably for the best - until something can be worked out for the appropriate use of Subspace Warheads (which IMO should include some sort of penalty similar to the use of Nukes plus a fix for the unlimited range/invisibility issue) - getting your most productive planets nuked with impunity is really no party.
I took the sound out of beta 3, so it will require the sound assets in the pack. Beta 2 does not.
Ah well, that explains it...
Could you try putting it back in the assets folder but delete the .jpg and desktop.ini files that Windows generated in the soundtrack folders (the main soundtrack folder doesn't have them, but the subfolders do). I'm uploading a new version of the pack today. I'm also changing the install instructions to put sound in CustomAssets. It makes install a lot more complicated but it might work better (It's how I have it anyways, so I know it works).
I suppose you mean it makes install more complicates on your end? (Because otherwise I'm not following: putting Sounds in CustomAssets is fine if that works; I see no complication there.)
Also I think I'll wait for the new pack version before any custom installing on my part. (I made a copy of either the Sounds or the non-Sounds folder - the other one was really big - before putting the files in there, but after taking them out again I'm sure I'm missing some files from the Arts & Sounds pack, so it seems safer just to get the new version.)
BTW, should something be deleted or will it just overwrite?
deanej Jul 11, 2008, 10:29 AM Some people seem to have a real hard time with just the main mod install instructions. The next pack is here (http://www.atomicgamer.com/file.php?id=70640), but the only changes are the new install instructions (sounds now go in CustomAssets, the .fpk files are still in assets) and the removal of the .jpg and desktop.ini in Sounds\Soundtrack\TOS, Sounds\Soundtrack\Movies, Sounds\Soundtrack\TNG, Sounds\Soundtrack\VOY. Other than those two things, there really is no difference. I also just found out the the install process for Solver's unofficial patch is similar, so it should be fine.
JEELEN Jul 12, 2008, 04:42 AM Sorry for the confusion, but I thought you said "new version"; anyway, will reinstall.
BTW, I like the new population growth pop-ups - very neat.;)
deanej Jul 13, 2008, 09:17 PM When should I switch the Bajoran leader from Kai Opaka to Kai Winn? Opaka was killed in season 1, but Winn wasn't Kai until the end of season 2.
Gul Dukat123 Jul 14, 2008, 04:18 PM Hello,
my name is Christian and I am a German Star Trek an Civ Fan. Of course this Mod seems brillant to me and I enjoyed playing it for some hours. I have got a question:
My Cardassian ships dont shoot while fighting but they win battles, what´s the problem??
Some modells, for example the Bird of Prey, are missing, what´s the problem
It would be very nice to get help here, cu
deanej Jul 14, 2008, 04:56 PM Go to the end of page 30 of this thread. A couple of posts from the bottom is a link to the art and sound pack and a unit patch. Install those and the unit problems should be fixed (remember to delete the Star Trek\Assets\Art\Units folder like it says in the post).
jfby Jul 14, 2008, 11:23 PM Is there a way to assign more than one unit to a particular civilization? The reason I ask is that while I feel that most ships within star trek universe can be broken down fairly neatly into the Light, Heavy, and so on, there were differences between the races. The fastest Dominion ship, the fighter, was not even half as fast as the fastest Federation ship. But a Dominion battleship would've been more than a match for most other ships in the war. Just my .02. Other than that, I had a blast playing it this weekend with zero instability issues.
deanej Jul 15, 2008, 10:09 AM Yes. A civ can have as many UUs as needed, but I kept it to 1 each here for balance. DS9 will have race-specific units.
Gul Dukat123 Jul 15, 2008, 11:08 AM Hello again,
I have downloaded the Unit and Soundpack but they simply wont work in my game. The old ship models must be replaced by the 3 fpk.?? files or do they have to be unpacked by some way????
And how do I use the patch properly to tell the system to actually use the new models. That never works, I only see the standard models :eek:
please help me :crazyeye:
deanej Jul 15, 2008, 03:30 PM You unzip the pack like it says in the readme. You don't need to do anything with the .fpk files. The unit patch goes in the Star Trek folder.
Jaydn Jul 16, 2008, 12:55 PM When should I switch the Bajoran leader from Kai Opaka to Kai Winn? Opaka was killed in season 1, but Winn wasn't Kai until the end of season 2.
I think you could just as easily start Winn off at the beginning of season 2... I doubt you'll have Paramount reps calling you and clarifying the issue.
jfby Jul 20, 2008, 12:46 PM I got an error message (for the first time) and don't really know what to do or what caused it. Any help would be greatly appreciated!
Thanks!
It says
Tag:Unit_ATTACK in Info Class was incorrect
Current XML file is:xml\Civilizations/CIV4UnitArtStyleTypeInfos.xml
and it says this for every unit, then crashes when I try to load a game
Thanks!
deanej Jul 20, 2008, 12:52 PM This looks like an installation problem. Did you install the main mod on the first post? The unit patch is just that: a patch.
jfby Jul 20, 2008, 01:33 PM What happened was I opened up the Unitinfos.xml and modified one of the units to be more expensive to build, and that caused the issue. Open reloading the mod, it works OK. I guess I need to learn how to mod better.
Thank you
deanej Jul 20, 2008, 01:44 PM I see. I'm guessing that when you changed the cost, something happened to the Attack unit.
Gul Dukat123 Jul 21, 2008, 06:11 AM all is fine now with my Mod-game and I really appreciate your work! Launched officially it might bring a lot of cash ;-)! I hope you keep improving it, because it is simply the best mod for Civ I have ever seen!!!
Jaydn Jul 22, 2008, 09:14 AM I've played almost a dozen games now and have never come across the Crystaline Entity, am I missing a checkbox or something on game creation?
JEELEN Jul 22, 2008, 10:59 AM That's weird. I've tried the UFP, Romulus (2x), Klingons, Cardassia and the Ferengi (I think) and met the Crystal every time, although not early in the game; the last time it destroyed a Light IV fortified on a planet I recently founded. It might be a bit stronger though: at 20 it's weaker than a Starbase and cannot withstand a concentrated attack.
(On an unrelated note: in a war with the Klingons 4 Light IVs nearly wiped out a Romulan Starbase, which would have succeeded if I hadn't located the fleet and gradually started to bombard them into annihilation using everything that could get in range more or less safely, including several Scout VIs - this took 7 units + the damaged Starbase.
Which reminds me: advanced Scout types are cheaper, faster and deadlier than Light IV/Vs. Is this intentional? At some point it becomes easier to build ScoutV/VIs than upgrade or build Light IV/Vs. Also, an attack with a fleet Scout VIs at speed 9 can be used with impunity - unless they decide to stay put, rendering vulnerable to counterattack.
Also, shouldn't max speed be more like 4/5? (IMO, actually rather 4 than 5, as some star systems are only 5 squares apart; even in reality, at warp 9/10 it would take longer than one turn to get to the nearest star system - if 1 turn = 1 day.)
deanej Jul 22, 2008, 04:51 PM @Jaydn: the crystalline entity shows up late game. It will come earlier with the spawn method tweaked.
@JEELEN: I'm not sure how the advanced exp ships got deadlier. It must be ranged attack. I tweaked the movement values - light vi is 4, exp vi is 5, and ranged attack is 1/2 movement rounded down (Bajoran Assault vessel still exception, but 5 instead of 10). I've also removed the extra movement from Hypersubspace communication. The Borg Cube, however, keeps its movement of 7.
JEELEN Jul 22, 2008, 10:02 PM Cool! Keep it up.:thumbsup:
Jaydn Jul 23, 2008, 05:32 PM Deanej, do you have any idea what causes the problem when a player to loose the ability to build anything but units after conquering a star system? I find it happens to me quite a bit, usually I just load saved game from a turn or 2 before and play it out again but it sure gets annoying. All of a sudden all my build queues say I am unable to build ____ and only units are available after that.
deanej Jul 23, 2008, 07:12 PM I thought that bug was fixed... again!:wallbash: In prior cases it was caused by either having bNeverCapture set to 1 or having multiple corporation headquarters. Neither happens in beta 2, though.
Jaydn Jul 23, 2008, 07:57 PM its definitely happening to me :(
deanej Jul 23, 2008, 09:37 PM Any ideas what buildings the system(s) you capture that cause the bug have? Or anything else unique about the system(s)? Easiest way to do this is to gift yourself a great spy in those cities and use it to infiltrate the civ and look inside the city.
deanej Jul 24, 2008, 07:27 PM About the Cloaking Device: I just heard about the Conqueror's Delight mod in the latest episode of Modcast. It got me thinking... what if I just merge in some of its changes and utilize promotions to make the cloaking device instead of coding it myself? This would have the effect of making the Klingon/Romulan UUs more valuable. However, by default the Tachyon Detection Grid wonder wouldn't reveal cloaked ships and would need to be coded in. No idea how difficult that would be.
Any preferences either way?
JEELEN Jul 24, 2008, 09:57 PM I'd say whichever is easiest to implement. (BTW, what's the Conqueror's Delight mod? Never heard of it.)
EDIT: Nevermind, just saw the Modcomp thread.
Pablod Jul 25, 2008, 04:28 AM just destroy conquer sistems,colonized again you still have some bildings in there
Jaydn Jul 26, 2008, 09:24 PM Any ideas what buildings the system(s) you capture that cause the bug have? Or anything else unique about the system(s)? Easiest way to do this is to gift yourself a great spy in those cities and use it to infiltrate the civ and look inside the city.
Here you go, I put a spy in this system and then conquered it a turn later... and subsequently was not allowed to build anything but units in it, and then the rest of my systems followed suit after my turn ended. Screen shots of the system below... warning, they are 1920x1200 pixels each.
deanej Jul 26, 2008, 10:13 PM Quick question: did you install Nicky21's mod and then continue with a save created before you installed the mod? In beta 2 you can build multiple factories in a system, which happened in this case, but in the mod (and beta 3) you can't. I'm wondering if that could cause the behavior.
Jaydn Jul 26, 2008, 10:23 PM The only mod I have installed is the Star Trek mod with any patches you've released. But I just noticed that now that there are 2 factories in that system... dunno how they're doing it.
deanej Jul 27, 2008, 04:22 PM Things aren't looking good for scenarios. I can't find a way to generate a usable WorldBuilderSave file. You have to just accept the systems you are given on map generation and they can't be changed without making any WorldBuilderSave file made unusable. I don't know what to do.
jfby Jul 28, 2008, 11:48 AM Would it be possible to generate a random map until you get the general shape you want, place systems, fleets in good locations, and then save it that way? If systems are what you can't change, can you change the terrain? If so, I would really think thist would be the way to go.
I don't think people will get too mad if you can't have the exact set up you want, just a map with the relative postitions to be accurate. It will still be loads of fun to play even if all the systems aren't excatly where they should be.
JEELEN Jul 28, 2008, 03:16 PM Actually, I just checked by saving a random generated Flat map and editing the WBS resulted in a "Failed to read..." message upon reloading. It's starting to look like FF maps can't be edited at all...:(
deanej Jul 28, 2008, 03:38 PM If I ever get good enough with python, I'll add some logic to the WorldBuilder code to make them more user-friendly. For now I'll just use labels and put a note in the notes for modders section in the manual.
This is starting to take a long time so I think I'll revise the release plan. Here's the current stuff:
-Merge in some stuff from Conqueror's Delight for the cloaking device
-Possible merge in Kael's Assimilation mod
-Release beta 3
-Release DS9 and Xindi scenarios as they are completed
-Make rest of scenarios
-Release version 1.0
I'm also thinking of using the civ version in GlobalDefines to keep track of the version of Star Trek. This would allow people who create mods for the mod to say "Based on version X".
Spectreofdeath Jul 28, 2008, 07:59 PM Have you been able to get the actual ships in the mod, or is it just using place holders?
deanej Jul 28, 2008, 08:08 PM With the unit patch, the actual ships.
Vince_2000 Jul 29, 2008, 01:04 AM do you have al release date for the beta 3 ?
deanej Jul 29, 2008, 03:30 PM End of the week assuming I have time to do the required promotion changes and everything works fine.
lopaz Jul 30, 2008, 10:54 AM okay I have lurked everywhere in these forums for a year now and welll I have only one bug to report is that when I build a shipyard I can't build anymore buildings and great job with this mod it rocks.
Spectreofdeath Jul 30, 2008, 12:11 PM Having a problem, installed 3.17 patch for BTS, then installed the mod, then the patch. Game loaded until the loading animation hit finish, then it CTD, now whenever I even try to load the mod it crashes before it can finish loading.
Jaydn Jul 30, 2008, 02:21 PM Try disabling videos in the options... there might be a couple places that have to be unchecked, in graphics and in game options. It sounds like your game is getting hung up at the intro video.
Jaydn Jul 30, 2008, 02:28 PM I have a semi-minor issue... When my civ gets presented with a plague or catastrophe on planet, typically I am given three options to handle the situation (1) give money and lose population (2) give money, lose population, system in anarchy for 2 turns and (3) pay lots of money, and lose all research towards whatever technology is being developed. Now those are probably not near what actually comes up but its something like that.
My problem is that I am only allowed to select the last option... the lesser solutions I can click but the window stays and the 3rd remains green and won't go away until I click the 3rd option. Is that part of the game design? I REALLY REALLY hate losing 25 turns of research when I can just as easily kill a bit of the population and take a couple turns of anarchy in a system.
deanej Jul 30, 2008, 04:55 PM Probably has to do with event requirements. I don't remember the exact details of that event, but one option costs gold and you may not have enough population to select that option. I don't have events in beta 3 though, so in a couple of days the issue will probably be moot point anyways.
@Spectreofdeath: Which patch? There are three - one that fixes some text issues and a couple other bugs, one to bring the mod to 3.17, and one to get the units into beta 2. If all else fails, just wait for beta 3.
Spectreofdeath Jul 30, 2008, 05:01 PM Tried turning the video off, still having the problem though.
The mod from page 1, as well as the patch for the ST mod. Got the 3.17 patch for bts from a different location.
Was the 3.17 patch on the main page to make the mod work with 3.17 or is it the 3.17 patch itself?
deanej Jul 30, 2008, 05:24 PM The version of beta 2 you have requires BtS 3.13. The second patch for this mod makes it compatible with 3.17.
lopaz Jul 30, 2008, 06:34 PM another bug on turn 162 I could no longer build any buildings is there anyway to fix this?
Spectreofdeath Jul 30, 2008, 06:35 PM Ok thanks, I got it working now.
deanej Jul 30, 2008, 07:01 PM another bug on turn 162 I could no longer build any buildings is there anyway to fix this?
What did you do on turn 161? Any buildings/units/wonders built? Cities captured? I have NO idea what causes this behavior.
Jaydn Jul 30, 2008, 07:11 PM What did you do on turn 161? Any buildings/units/wonders built? Cities captured? I have NO idea what causes this behavior.
I'm guessing capture city... i have to destroy all cities.
deanej Jul 30, 2008, 07:14 PM I need a lot more data on when this bug occurs. I know it's due to building a specific building, but I don't know which one. I need reports on what buildings these captured cities contain BEFORE they are captured so I can isolate the problem building.
lopaz Jul 30, 2008, 07:26 PM okay the exact thing I did was there was the list of stuff I can build then I chose 3 explorer and the next build list had no buildings the first time it happened was when I finished building a shipyard so those two both include the build screen from the looks of it.
deanej Jul 30, 2008, 08:00 PM Do you know more? I did a test and build a shipyard - I didn't have that problem. Either something else in the game in interacting with it badly or one of the changes I made after beta 2's release fixed the problem.
If you can, re-play the turn exactly as you did before with python exceptions enabled. To enable them, go to My Games\Beyond the Sword\Civilization IV.ini and find HidePythonExceptions = 1 and change the 1 to a 0.
JEELEN Jul 30, 2008, 10:26 PM I've built lots of Shipyards and never encountered this problem. Posting a Savegame of it might be helpful.
@deanej: Will you be adding some events later or are you removing them altogether? (That would be a pity, as most of them are quite good, IMO.)
deanej Jul 30, 2008, 10:29 PM I removed them as there were so few, but I'm thinking of possibly including them in as an addon after version 1.
lopaz Jul 31, 2008, 12:50 AM well here is something that sucks I was about to go back and see what happened then civ well crashed and I couldn't see so it could be something else I will try to find out.
lopaz Jul 31, 2008, 12:58 AM sorry for duoble posting but maybe my problem could not be a civ thing but a computer like overheating hving something else running stuff like that is it possible?
JEELEN Jul 31, 2008, 01:53 AM I removed them as there were so few, but I'm thinking of possibly including them in as an addon after version 1.
All for it!:)
lopaz Jul 31, 2008, 08:44 AM okay I managed to figure out which buidlings I had built on that turn they were a hospital and a transport terminal. and I will try to get a save game if I can.
lopaz Jul 31, 2008, 08:52 AM sorry for double posting again but I found the building through a save game I was actually building an university.
JEELEN Jul 31, 2008, 04:53 PM You're not double posting (= posting the same text twice). BTW - forgot to mention - welcome to CFC, lopaz!;)
deanej Jul 31, 2008, 05:17 PM What buildings were already in the city? I believe that Jaydn's problem was the fact that he had two factories, but I don't know for sure. This problem is just too elusive. You really should turn on python exceptions and tell me what, if any, errors you receive when the problem occurs.
Jaydn Aug 02, 2008, 10:40 PM What buildings were already in the city? I believe that Jaydn's problem was the fact that he had two factories, but I don't know for sure. This problem is just too elusive. You really should turn on python exceptions and tell me what, if any, errors you receive when the problem occurs.
I have python turned on and it doesn't give me any errors. I've compiled some screenshots of conquered systems that allow buildings and don't.
These systems, when conquered and a new governor installed, do NOT allow any buildings to be built from here on out:
Jaydn Aug 02, 2008, 10:46 PM And these systems when conquered and new governor installed act as they should, DO allow buildings to be built as expected.
JEELEN Aug 03, 2008, 01:46 PM Odd. Another matter: I've started a game using the Spiral galaxy map, saved it as a WBS, added some nebulae and set some civs at war with eachother. Playing 50+ turns I encountered no problems. Perhaps this could help with scenariomaking?:confused:
deanej Aug 03, 2008, 02:07 PM The only problem comes with placing solar systems via worldbuilder. Fortunately, labels are saved with the map so I can place those and then put in the solar systems in the file manually (I need to customize the star/planet types there anyways).
I'll take a look at the buildings.
Another update: Beta 3 will be uploaded later today.
deanej Aug 03, 2008, 03:11 PM Beta 3 is released (see first post for download link). This version requires the Star Trek Art and Sound pack. Please delete your existing Star Trek folder before installing this update. Here's the (very very long) change list (some of which is in the patches for beta 2):
08/03/08
-Changed wonder text
-Changed "Captain Cash" event text, plague not reacurring
-Crystalline Entity ignores the Great Wall
-Fixed python exception when city razed
-Tech pedia entries are now in
-More text fixes
-Changed Dan Quayle screen leaders
-All pedia entries are done
-Decreased Great People spawn rate
-Removed free engineer from replicator
-Border Defense Network now gives spy points, not engineer points
-Finished diplo text
-Scouts/Probes no longer have multiple ships
-All units: +1000% vs. probe
-Fixed font issues
-Fixed memory error on mod exit
-Changed effects of resources (yields only applied to plots)
-Romulan UB and shipyard re-balanced to take resource changes into account
-Alphabetized civs and leaders in custom game screen
-Added Star Trek hints
-Transwarp Corridor and Wormhole Generation are now future era
-Added future era graphic
-Great People now show up in civlopedia
-Sounds - separated into Art/Sound Pack
-Kazon Torpedo: -1000% space defense, 90% attack limit
-Kazon Torpedo: no bombing or interception ability
-Can capture starbase
-Tweaked leader personalities
-Updated to 3.17 patch
-Hirogen hunter is now Venatic (text change only)
-Barbarians can now spawn Starbases
-Liberation popup now works properly (bug introduced when updating to patch)
-Temporal Calculator: 1 free plasma as bonus isn't cumulative (was 3)
-Fixed CTD with Borg civilization
-Epic Game Unit Models/Animations done
-Removed Barrage
-Accuracy: +10% city bombard
-Supernova/Black Hole: Requires 2 cities if player is human
-Late game techs no longer require Value techs
-Removed Dreadnought Project
-Added partisans event
-Light units can now be drafted
-Devore UU gets anti-spy bonus
-Emancipation civic changes
-Renamed religious civics/changed pedia entries
-Financial: +25% gold, +1 commerce from trade routes
-Added Habitation System to the game
-Civilopedia UB change as per Solver
-Removed no nukes, force war, and force embargo from Camp Khitomer
-Fix for No Espionage option on demographics screen as per Solver
-Removed unused corporation icons from GameFont.tga
-Removed random events and no events game option
-Added DS9 Main Title and Enterprise Main Title themes
-Changed main menu/loading screen
-Max 50 XP from animals
-Decreased number of turns before time victory
-Barbarians can spawn Alien Vessel
-Renamed many civics
-Base civics: no upkeep
-Empire: 2 happy per military unit
-Collective: requires subspace radio
-Borg: favorite civic Collective
-Rom: favorit civic Representation
-Slavery: low upkeep
-Serfdom: +100% worker speed
-Caste System: -3 happy, +15% production
-Annorax: favoite civic Empire
-Extensive changes to leader personalities
-Separated art into art pack
-Removed sabotage building/project spy missions
-Removed portal victory and portal projects
-Decreased cost of Wormhole Generation
-Removed Subspace Warhead
-Fixed romulan UU unit art
-Borg Cube: strength 30, cost 650, does not upgrade to light vi
-Crystalline Entity only uses the ATTACK_CITY_LEMMING AI
-Ranged attack is now quick attack
-Promotion changes
-Increased cost of colony ships, construct ships
-Danula is now Wolf 359
-Miranda and Soyuz switched
-Cochrane Memorial: 5 prophet points
-Tacheyon Defence Grid requires Isolinear Chips
-More advanced barb units spawn earlier
-Exploration ships: withdrawal, evasion chance
-All units can intercept
-Reduced quick attack range (all units)
-Many buildings only 1 per system
-AI will change civics in golden age as per Solver
-Added change leader function from Revolution mod
-Tweaked movement values (all units level 4 and above and heavy units)
-Merged in Kael's Assimilation mod
-Removed holographic cloak/phased cloak techs
-Merged in some code from Dom Pedro II's Conquerors Delight mod for cloaking device
JEELEN Aug 03, 2008, 03:56 PM Cool (on both posts) and::goodjob:
Will check out immediately!;)
JEELEN Aug 03, 2008, 05:01 PM Seems you've done a lot lately, deanej! Like the screenshots, like the new startscreen. Played 40 turns on the Flatmap with 9 civs and already 3 civs got eliminated! Those Alien barbs are brutal. (Lost my first colony too... I think I need more ships this time around.)
Which brings me back to my rudimentary scenario setup: I think I'll do a little Beta 3 setup, taking into account all the changes from Beta 2. Talk to you later!;)
JEELEN Aug 04, 2008, 02:42 AM Hm, just found out why these Alien Vessels are so brutal: strength 20 and they spawn real early in the game; how are spawning civs supposed to found colonies - or even to survive such onslaughts?:confused:
EDIT: Alien Vessels also seem to spawn right next to Star Systems...
deanej Aug 04, 2008, 09:00 AM It looks like the barbarian code is malfunctioning. They aren't supposed to spawn until after turn 50 at the earliest, and I don't think barbs are supposed to spawn that close. Are you seeing the Crystalline Entity appear around the same time?
JEELEN Aug 04, 2008, 10:00 AM Eh, no. Tried several times, but within 35 turns several civs got eliminated, one time my own: GAME OVER. (Before that happened all scouts were eliminated as well.) They may not spawn right next to you but with strength 20 and speed 10, what does it matter? After 30-50 turns, with these guys around, you're lucky to have some Light IIs...:( (They might be challenging to have around in the late game, though!)
deanej Aug 04, 2008, 12:15 PM Yea, they were balanced with random events in mind. I switched them to barb spawning because I liked the ship and the events weren't working out. I'll re-balance them (how's strength 7, 3 moves) and change the barb code.
JEELEN Aug 04, 2008, 04:27 PM It all depends on when they start spawning, IMO. Starting from turn 30-35 no civ can wield ships strength 7 (5 maybe, which is safe when fortified as City defender, giving max +25%+any city defense value); spawned in the late game, they can be annoying at strength 20, but beatable. Move 10 is over-the-top, so to speak. (BTW, normal barbs are also present.)
Anyway, some positive feedback: the Cloaking implementation is great, as is the overall look and from the changelog alone it's obvious you made quite a lot of improvements and changes.(Also, as far as I can tell, events seem fine, i.e. as in Beta 2.) ;)
deanej Aug 04, 2008, 04:47 PM I've attached a patch for beta 3. Here's the changelog:
-Alien Vessel: 7 strength, 3 moves
-Increased time to barb strength increases
@JEELEN: What gamespeed were you using? Either I need to find out what CyGame().getEstimatedEndGameTurn() actually does, or I need to find out what's wrong with the spawn code.
ruffriders23 Aug 04, 2008, 05:49 PM Downloading now... but in the future, how about you not upload at places that have 4 minute wait times.
jerrygildner Aug 04, 2008, 09:59 PM Well since This guy has put more then 4 minutes of his personal time for us to play a Star wars Mod I don't think you can really complain about a 4 minute wait of your time to play a Free made for you (with someone elses time) Mod
Yeah there are other alternative Upload spots but that just came off alittle rude.
JEELEN Aug 04, 2008, 11:52 PM I've attached a patch for beta 3. Here's the changelog:
-Alien Vessel: 7 strength, 3 moves
-Increased time to barb strength increases
@JEELEN: What gamespeed were you using? Either I need to find out what CyGame().getEstimatedEndGameTurn() actually does, or I need to find out what's wrong with the spawn code.
Cool! :) (I always use Normal speed.)
Sir DOC Aug 05, 2008, 01:55 AM Well since This guy has put more then 4 minutes of his personal time for us to play a Star wars Mod I don't think you can really complain about a 4 minute wait of your time to play a Free made for you (with someone elses time) Mod
Yeah there are other alternative Upload spots but that just came off alittle rude.
Hey, this mistake is quite unfortunate in a Star Trek thread :lol:
Sorry, couldn't resist... :crazyeye:
JEELEN Aug 05, 2008, 03:37 AM :confused: Anyway, got Beta 3 going!
By turn 105 (as the Romulans) I got 3 colonies, Border Defense Network + Multi-Race Database (?) in Romulus, 1 cloaked scout (by battle promotion), Light IIIs, a base defense of 50%, met the Ferengi and Breen (who already built the Tachyon Detection Grid) and detected my first enemy Spy. As usual someone else built the Tower of Commerce and the D'Arsay Archive (who could it be?).
By turn 130 I got 5 systems colonized (en route to the 6th), can build Light IVs and am killing stray barbs (still mostly Light Is) for promotion purposes. Although I'm starting to loose Scouts, I still have 5+ units out there, but haven't met any other civ yet. I still have 0 Construction Ships and cash is low at 246 (+6/turn, mainly due to upgrades of Lights I->IV) with Science at 90% and Espionage at 0-10%. I still have some Light Is left over, which I'll use for scouting when base defense consists of Lights III-IV.
As far as I can tell so far, gameplay looks balanced, but I'm only at 2360 AD. At any rate it's great fun! :goodjob:
vedli Aug 05, 2008, 08:03 AM So got a problem with Beta 3. The first problem was that it couldn't find any of the xml files so I download the art and sound pack again, deleted the star trek mod folder in order reinstall the mod fresh. So I do that and that seems to fix that problem but now the game crashes when ever I try to start a new game it says windows has encountered a problem and needs to close down. Also It won't load any current games, I'm going to try reinstalling civ see if that works but I doubt it
He's what I am able to copy from the error report.
AppName: civ4beyondsword.exe AppVer: 3.0.0.1 ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 0006ccf4
Also meantions that the following files will be included in the error report
C:\DOCUME~1\Andy\LOCALS~1\Temp\cb39_appcompat.txt
UPDATE: Well I tried the reinstall root and as I suspected it DIDN'T work Beta 2 always worked fine for me, (wish I hadn't deleted it now). I feel I should point out that I'm using Civ 4 Complete edition (which for those of you who don't know was the version which had Civ 4, warlords and beyond the sword on one dvd), and it worked fine with Beta 2, so unless there has been some sort of patch for beyond the sword in-between beta 2 and beta 3 releases I don't think that is the problem. Also the normal epic game works just fine.
P.S I did download the patch
jerrygildner Aug 05, 2008, 09:44 AM Opps. My bad... Pretty funny though lol
And deanej thanks for all your hard work and time. Love the Star Trek mod.
:D
deanej Aug 05, 2008, 09:48 AM @vedli: Yes, there has been a patch for BtS between betas 2 and 3. Patch 3.17 for BtS can be found on this site.
vedli Aug 05, 2008, 04:11 PM @vedli: Yes, there has been a patch for BtS between betas 2 and 3. Patch 3.17 for BtS can be found on this site.
:lol: Always something simple like that.
Just finished a game as Federation. And I like the updates a lot. The new music is great and thought the barb alien vessel was a nice touch. It's a shame the alien vessel is quickly outclassed once you get light IV but I guess that's what the crystalline entity is for.
Tried out the cloak but didn't notice any graphic change and couldn't tell if it was working. Maybe make a ship that has the cloak slightly transparent when not fighting? Also had an idea for an event dealing with the cloak a "Treaty of Algeron" event for when you are at war with another Civ. Basically
the idea is similar to the event in the epic game were you get the chance to end a war against another civ but have to give up the cloak. You are also rewarded with a large bonus of positive diplomacy points with all civs (making it less likely that other civs will declare war on you).
Aside from that it's still as great as ever.
kstater4civ Aug 05, 2008, 05:09 PM This is a great mod. I was having fun playing until I decided to attack the Ferengi. I attacked one of their cities and captured it. I now cannot construct any buildings on any of my planets. I read some previous threads where this was happening with some previous versions. I'm playing with beta 3 with the current barbarian patch on BTS 3.17.
Keep up the good work.
deanej Aug 05, 2008, 05:12 PM Could you get a screenshot of the city screen of that city just before you capture it? To do this, gift yourself a great spy in that city and infiltrate it.
deanej Aug 05, 2008, 07:37 PM Here's a cumulative patch for beta 3:
-Alien Vessel: 7 strength, 3 mo |