View Full Version : [BtS] Star Trek Mod
JEELEN Aug 08, 2008, 12:08 PM I read somewhere of a way to load a mod directly, and not having to load the original game first. Does anyone know how to do this!
Check out Mod Chooser in the Utilities section. (Also, for Star Trek mod deanej has included a quickload icon in the mod's folder, which you can click and drag to your desktop.);)
deanej Aug 08, 2008, 08:00 PM Here's a status report on the Deep Space Nine scenario:
-I'm almost done with it (now that I've announced that it means that I'm virtually guaranteeing that something will go wrong)
-Buildings/units still need to be put on the map
-Resources still need to be placed on the map
-Contact/open borders agreements need to be done (doing this right now)
-Python events need to be done (1/3-1/2 done now)
Here's the events that I plan to include:
-Winn becoming Kai
-The beginning of the maquis
-Eddington leader of maquis
-Damar leader of Cardassia
-Damar's defection (changes Cardassian leader to Broca, grants 10 cardassian ships as Federation units with hidden nationality)
-Thot Pran leader of breen
-Martok in command of klingon forces
-Start of Klingon War against Cardassia (spawns many Klingon units, grants tech for Negh'Var)
-End of Klingon War against Cardassia (5 turns of war)
-Spawn of Defiant for Federation (may have cloak, not sure)
-Dominion/Cardassian declaration of war on Federation/Klingons
-Romulans enter war against Dominion/Cardassia
-Breen enter war against Federation/Klingons/Romulans
-Dominon kill off the maquis
-Tech granted to Federation for Prometheus
-Tech granted to Federation for Intrepid
-Revelation of Section 31 (grants tech to build spies to Federation)
-Spawn of Dominion units (happens multiple times, frequency not decided)
The Following events require certain conditions, and may or may not have happened on the show (they can happen after the events of "The Changing Face of Evil"):
-Cure discovered by Federation for disease threatening the Founders
-Surrender of the Dominion
-Surrender of the Federation
-Bajor entering the war against the Dominion/Cardassia/Breen
Here's a screenshot of the map as it is right now.
lopaz Aug 08, 2008, 08:31 PM I meant I gave myself ships the turn before I couldn't make buildings both times that bug happened.
deanej Aug 08, 2008, 08:35 PM Oh. Here's a fun fact: If you go to the territory section of worldbuilder, you could transfer a plot to your empire (at least until culture gets redrawn) but if you do that on a city it will instantly culture flip to you.
JEELEN Aug 08, 2008, 11:45 PM Er, OK... Anyway, nice work on DS9! (Keeping fingers crossed while typing is not advisable.):thumbsup:
A fun fact from an ongoing testgame: got a Cloaking Device promotion on an UFP Explorer I (works like a charm, still scouting happily after 150+ turns)!;)*
Oh, and BTW, (don't know if you are considering it) I don't think Tachyon Detection Grid should bemade into a National Wonder - especially considering the ineffectivity of cloaked defenders. (Which is actually a good thing, rather than a bug: it means, when threatened with attack, a cloaked unit must be activated - i.e. decloaked - to actually defend. A cloaked vessel actually can't defend - because of the energy allocation to the Cloaking Device.** Which begs the question: is it possible to have cloak turned on and off, in-game, that is?)
* Although ofcourse, since the cloak promotion, no extra combat XP has been gained by it.
** One exeption is ofcourse Khan's ship in The wrath of Khan. (In fact - if I remember correctly - all exceptions were experimental ships that never got mass produced.
deanej Aug 09, 2008, 04:22 PM I did some testing with the cloak and here's what I found:
-When cloaked, a unit will not go into combat if an enemy unit enters the tile, as reported
-Cloaked units can attack other units
-A cloaked unit will defend if an enemy unit with the Tacheyon Detector promotion can see it.
A unit can get the Tacheyon Detector promotion either by being built in the city with the Tacheyon Detector wonder (world or national - anyone else have thoughts?) or by having an attached great general. It is available with the isolinear chips tech (same as the wonder) and the dominion fighter stats with it. It costs 50 gold in the current available version but will not have a gold cost in version 1.0.
deanej Aug 09, 2008, 10:33 PM (removed, bug does not exist)
JEELEN Aug 10, 2008, 03:46 AM A unit can get the Tacheyon Detector promotion either by being built in the city with the Tacheyon Detector wonder (world or national - anyone else have thoughts?) or by having an attached great general.
Gameplay comment: I never witnessed a GG being created (and the mod uses 2 spellings for Tacheyon/Tachyon, Tachyon being the right one).
nickp85 Aug 10, 2008, 08:51 PM I just played this mod for the first time with the new additions or real ship 3D graphics and I just want to say that I'm astounded with the quality of work here and the level of detail!!!!!!! And the mod is still only "beta"
I enjoyed this in single player but got creamed by the AI even on Ensign level lol
JEELEN Aug 11, 2008, 02:10 PM Regarding the "Attack Ship" class: why not rename it Interceptor (since that's what they do: intercept incoming enemy ships). Just a thought.
@nickp85: I totally agree. (BTW, if you get a lousy starting position it's easy to get creamed, even on Ensign level.) ;)
heliostellar Aug 12, 2008, 12:15 AM Sorry if this has been answered before in this thread, it's many many pages long...
For some reason during a long and drawn out war that I was having while playing the Romulans. I was suddenly unable to build any buildings in any of my star systems include my original systems and the new systems I was conquering. It seemed to happen around the same time as when I conquered Cardassia. I am only able to build military units, Research, Wealth, and Culture. When I go into the City Screen I am able to see the buildings available to be built on a planet (in some cases the planet is completely undeveloped), but they are shaded out.
I have played Final Frontier quite a bit, so I'm aware of how you need to switch between planets to build on them. The buildings I am not able to build are planet-specific too (i.e. Nutrition Facility, Mining Facility).
What gives?
deanej Aug 12, 2008, 11:00 AM Did you apply the patch? If not, post a screenshot of Cardassia BEFORE you captured it (give yourself a great spy so the city screen is visible). Some buildings need to be automatically destroyed on system capture, but I'm not quite sure which ones.
deanej Aug 13, 2008, 09:56 PM Well, playtesting DS9 is taking longer than I thought, so here's a couple of screenshots.
JEELEN Aug 13, 2008, 10:10 PM Which explains a lot...:( There appears to be something inside the Black Hole in that third screenshot (nice map, BTW:thumbsup:), which is a physical impossibility.:crazyeye:
heliostellar Aug 13, 2008, 10:20 PM Did you apply the patch? If not, post a screenshot of Cardassia BEFORE you captured it (give yourself a great spy so the city screen is visible). Some buildings need to be automatically destroyed on system capture, but I'm not quite sure which ones.
I'm not sure what patch you mean. I just downloaded Beta 3 along with the sound and art files. I've attached two screen images.
This star system wasn't conquered. It has been in my possession the entire game. This problem is happening with all of my star systems, both those originally settled and those conquered.
heliostellar Aug 13, 2008, 10:26 PM I'm also having a problem with the game I started after the one I was having problems building in. In this game, I'm at war with Locutus of Borg. After I've destroyed the last of the Borg ships in the star system, my ships move into the city tile, but the star system stays in Borg possession.
The attached screen image shows the situation happening twice in two star systems. In addition, if you look at the city to the right, there are Borg Construction ships in that star system which should have either been destroyed or switched to Romulan possession when I entered the star system but they are also staying in Borg possession and form a stack with my war ships. Something seems screwy with that. Is there something unique about warring with the Borg? :scan:
JEELEN Aug 14, 2008, 12:06 AM Seems I DOUBLE POSTed. Sorry.
JEELEN Aug 14, 2008, 12:06 AM This patch should have been installed (it's in post #1):
Here's a cumulative patch for beta 3:
-Alien Vessel: 7 strength, 3 moves
-Increased time to barb strength increases
-Fixed bug where capturing a system with a planetary defense grid would cause a player to be unable to build buildings
Let me know if the city capture problem continues. That means that there are more problem buildings in the mod.
heliostellar Aug 14, 2008, 07:03 AM Ok, I'll download that patch. What about the issue I'm having with the Borg? Does this patch address this as well? I'm not exactly sure where the full list of fixes that you are quoting can be found...
JEELEN Aug 14, 2008, 07:58 AM Can't tell as you should have installed the patch before starting a game. (Although deanej might have added links to the Arts & Sounds + patch to his mod DL Page...)
vedli Aug 14, 2008, 09:04 AM Which explains a lot...:( There appears to be something inside the Black Hole in that third screenshot (nice map, BTW:thumbsup:), which is a physical impossibility.:crazyeye:
Pretty sure that's suppose to be the wormhole, chief. :lol:;)
deanej Aug 14, 2008, 09:14 AM Yeah, it is the wormhole.
@heliostellar: Are the ships you talked about cloaked? They may not be able to capture systems as they are invisible. Also, if you capture a system with a problem building, then you won't be able to build buildings in ANY system.
JEELEN Aug 14, 2008, 12:40 PM A wormhole is a black hole with something in it? OK, my bad then. (Can't wait to see where it ends up.):mischief:
deanej Aug 16, 2008, 10:02 PM Well, I've linked DS9 from the first post. It's NOT fully tested - I think all events work, but I'm not completely sure. It probably isn't balanced properly either. Go to CivilizationIV.ini and change HidePythonExceptions = 1 to HidePythonExceptions = 0. To play you have to load the ST Deep Space Nine mod and select play a scenario. In version 1.0 of Star Trek it will be available from the play scenario menu of the main mod.
Imrahiel Aug 17, 2008, 02:42 AM @ deanej .At First I want to say that your DS9 Mod looks great, but there is one thing I noticed in the first turn. There are not enough Federation Starship. Classes like Akira,Execelsior, Miranda( Refit), Constellation, Ambassador, Nebula( that are the most importants, I think) and Oberth, Danube, K'tinga( Klingon), Sabre, Norway( I think there are not so important) are not in the mod and all of them played an role in the time of Deep Space Nine and in the Deep Space Nine or in the TNG-Movies or in Voyager.
edit: But I am Working on that I am opening that I can add the most of this ships today do you want the new version inculding the ships this of your mod ?, then I will upload it.
@Jeelen : Thank you for testing my map and your report. I will work on new version in the next
weeks.
I am hoping that I can finish the new version in 1 or 2 months.
edit: @ deanej : I finsihed the first version of my moreshipspatch for your DS9 mod it enable only the units and doesnt balance them: This are the units:
Miranda
Akira( needs fighting the Borg
Excelsior
Ambassador
Nebula
Constellation
If you want them tell it my and I will upload the patch
At next I will balance them.
keldath Aug 17, 2008, 06:58 AM hey deanej and all,
i have a quastion,
did anyone try this beuty on mp game??
vedli Aug 17, 2008, 07:01 AM @heliostellar: Are the ships you talked about cloaked? They may not be able to capture systems as they are invisible.
Yeah thats the "problem" alright. Cloaked ships can't capture systems. Ran into the issue when playing as Klingons and while cloaked ships couldn't capture systems, a ship without the cloak could.
I'm not sure if this is a bad thing since with a cloaked light VI and two cloaked Exploration VI's I was able to beat a full stack of around 15 (maybe more). Reason being that with quick attack I could just sit there and pound on them with out fear of retaliation.
That was why I said that I think the Tacheyon Detector should be a national wonder. When 3 ships can defeat a fleet five times larger than them you know something is amiss.
Another thing I wanted to say was that although I've just argued the power of the cloak there is one other thing that feels a bit broken. The Klingon UU the Bird of Prey starts with a cloak and although that means the Klingons can be absolute bastards when it comes to ship to ship combat it; It does mean they are screwed when it comes to taking worlds and defending. The only way around the capture problem at this lvl is to not upgrade your fleet but this leaves you vulnerable and if your light II's are destroyed then your up the creek without the paddle. Additionally while the defence thing isn't much of problem to a human player who can be active about his defence the AI isn't and I have seen more than one game where the Klingons have been wiped out by barbs because there fleet just can't defend their worlds.
Anyway my point is that I think maybe the Klingon UU (the Bird of Prey) should be a replacement for either Exploration IV, V or VI (because those are the first lvls of Exploration that can attack) or maybe it should be a replacement for the attack fighter.
Oh, and change the art for the Romulan attack fighter already! it looks silly!:lol:
EDIT: hey deanej and all,
i have a quastion,
did anyone try this beuty on mp game??
yeah someone did, said it didn't work.
Imrahiel Aug 17, 2008, 08:33 AM Here is a good news : I finished blancing my moreshipspatch
I also add unique, historica names for ship. Fore example for Galaxy
class : USS Galaxy, USS Enterprise-D, USS Ventur....:)
I will post it when someone post he or she want it.
keldath Aug 17, 2008, 08:45 AM oh bummer....
this could be awesome in mp...
JEELEN Aug 17, 2008, 11:24 AM Here is a good news : I finished blancing my moreshipspatch
I also add unique, historica names for ship. Fore example for Galaxy
class : USS Galaxy, USS Enterprise-D, USS Ventur....:)
I will post it when someone post he or she want it.
If it works with Star Trek mod, post it already! (If deanej thinks it's cool, he may add it in v. 1.0.) ;)
On Cloaking Device: as it is now, it's not perfect, to say the least. For colony defence, cloaked ships need to stack with others (preferably attacking invaders before they can strike), for attacking ships they may be too powerful. (As mentioned, this would be solved with a Cloak button for appropriate ships; when moving they can cloak, when fighting they should be uncloaked. Don't know if this is feasible though...)
deanej Aug 17, 2008, 12:16 PM I was originally planning to have both Nebula and Akira in but couldn't find a role for them, so I would be interested in seeing what's posted. I'm thinking to switching the Nova with the Excelsior (graphics/text change - same stats).
A couple issues I should have warned people about:
-After a while, you will get python exceptions about the construction ship AI
-After a longer while, turns will get unbearably long
-The Klingons and Romulans don't know to build up their military
Here's some info about conditional events so people know what to look for in case something doesn't work:
-Dominion Surrender: Federation/Klingons/Romulans combined must have 10 cities at turn 181 and Cardassia must be captured
-Federation Surrender: Federation/Klingons/Romulans combined must have 3 cities or less and it must be past turn 181
-Cardassia Switching Sides: Cardassia must be captured
-Bajor entering the war: Bajor must have at least 5 cities, must be after turn 181
I'm also planning a change for the early light ships, to fix cloak issues with the Klingons and to extend the life of the early ships.
-Light I upgrades to Light III, not Light II
-Light II upgrades to Light IV, not Light III
-Klingon BOP replaces Light II, not Light III
Imrahiel Aug 17, 2008, 12:41 PM OK. Here are the files in a folder! Please copy the folder in the star trek DSN9 xml folder.
Changes :
-enables
Akira( reqiures fighting the Borg)
Constellation
Nebula
Miranda
Excelsior
Ambassador
units for the Federation
- changes strenght, movement of all units changed for integration of the new
- I gaved the units Historical names with the Great Person name system
I only took names of ships which were of the same class and were not Destroyed in 2369 when the map start.
I am currently working on the DS9 map ( made by deanje, thanks for that and hope my work on it is ok) to make it more like the Star Trek Map in the Star Trek Star Atlas.
:)
@ deanje are you interrested in this map ? There the klingons and roumlans will have enugh systems to build a fleet cardassia have engouh system and the foundation worlds of the federation are inculded.
ps:The role for Akira is clear I think an fast ship a little bit weaker than Galaxy and
doesnt cost so much and (reqiures fighting the borg) nebula is an older ship and the second strongst at the start.
demon59 Aug 19, 2008, 11:24 AM Excellent mod! I've been having issues with the "no buildings available after system conquest" bug, but still a first rate mod.
One change I would like to see, though. Civs with UUs at the lower end of the tech tree (such as the Federation), have very little opportunity to build their UUs. I would like to have the ability to build a range of ship levels, before the lower end becomes obsolete and unavailable. That is to say, Lights I, II & III are all available until the tech for Light IV is researched, at which point Light I becomes obsolete and Lights II, III & IV are available, and so on.
Thanks to all involved for the time and effort spent on this great mod! :goodjob:
deanej Aug 19, 2008, 12:32 PM I'm changing the upgrades - Light I will upgrade to Light III, and Light II will upgrade to Light IV. It should help.
As for the buildings, did you apply the patch? I need to know what buildings were in the system before it was captured as this bug is caused by many things (of which I'm not sure of all of them), mainly due to the buildings list and what's on each planet becoming out of sync. I use a LOT of things that Final Frontier never used, which causes problems.
As for the changes I'm planning for Deep Space Nine:
-Add in ship names
-Change Nova to Excelsior
-Add Nebula (like Galaxy, costs more, starts with Sentry)
-Add Akira (like Galaxy, costs more, starts with combat 1)
-Add Miranda (cheap, low stats)
-Add Valdore (?)
-Add Romulan ship spawn when Romulans DOW on Dominion
-Add K'Tinga (cheap, low stats, have some appear with Klingon ship spawn(?))
-Make Unknown ship cost more (lower stats?)
-Add Breen ship spawn on DOW (?)
Anything else? Any balance issues/technical issues that I should know about? Everything work right? If no one posts, I'll assume no news is good news.
Anyone else have the building problem since the patch? My next suspect is national wonders if the problem is still around.
doc leech Aug 19, 2008, 12:50 PM Absolutely loving this mod, it's wonderful... much thanks to all involved!
A few thoughts (not quite thought out well enough to be suggestions):
1) as others have mentioned, I would love to be able to still play with the old ships while having newer, better ones available for the bigger fleets. The end game selection of two ships and a fighter is kind of disappointing... Demon59's idea of breaking them up into two groups (perhaps I-III; IV-VI though) sounds ideal!
2) I've read through the discussion about the cloaking balance/defense issues. While I don't have an answer for the major issue of how to get them to defend, etc, I do agree that an empire with many cloaked units would be quite overpowered. Perhaps an offset could be that only units with first strike II can use the cloaking promotion, or something similar (excluding UU's that start with cloaking, of course). That would make a cloaked heavy or cloaked fleet just that much harder to make and that much cooler to stumble across. Just spitballin, no idea what that would do to the game as a whole or if that's even possible)
3) #3 was going to be about the 20 power barbarians, but I just saw the little patch to fix it. That is much appreciated... in my game last night, 6 out of 8 civs were destroyed during a span of two turns (albeit early turns). Twas a bit crazy! The romulans (me) and the borg now have plenty of room to expand... though that game may be a wash :P
A few notes regarding other issue mentioned:
- I've yet to come across the no-more-buildings problem
- I've not noticed any big issue with civs not expanding or attacking as appropriate to their race or the difficulty level. That said, I've only played about 4 games, and I did notice on one occasion that a civ totally ignored a smallish system to go through my entire empire and grab systems on the other side. Not that unusual, but shortly afterwards I destroyed all the newly acquired systems, effectively corking this enemy entirely in one arm of the spiral galaxy map. That arm includes his two main systems and the one skipped system. It still took them around 100 turns to colonize the last system. Struck me as odd, being that was their only opportunity for expansion for a large chunk of the game.
- I have encountered the long time between turns issue. In my first game, it started around turn 100 but then, oddly enough, ended around turn 175. In game two, it again started around 100, but then went away around turn 110 when I started messing with the graphics settings to see if that would help. That involved a few restarts, then, with the same settings I had originally, it went away. Strange!
What else, what else...
Honestly, if this was given just the unit icons, I would play this for a long time and I'd call it v1.0. This is the most polished beta I've played in a while. Kudos!
Can't wait for the scenarios!
Imrahiel Aug 20, 2008, 11:25 AM @ deanej : do you want to have a version off your ds9 map with more star systems under control of the races ( klingons 10 systems, romulans 10 <, cardassians 10 - 20, federation 30 < including the foundation members, breen 3 or < , bajoran 2 or <, ferengis I donnot know in this moment) after ' Star Trek: Star Charts - The Complete Atlas of STAR TREK ' ( mostly non-canon , but good to use for mapping) ?
I am working on it and I am hopping the finish it on the weekend( map only I can not script)
I also wouldl add some units :
for Federation
50 Mirandas
30 Excelsiors
20 Ambassadors
15 Nebulas
11 Galaxys( 1 of the first 12 of them was destroyed before 2369: the Yamato.
for Klingons
50 Bird of Preys
20 K'tingas when you add them
20 Vorchas
2 Negh Vars
for the Romulans
30 Warbirds
for the Domion
200 Fighters
50 Battle Ships
for the Breen
40 Ships
for Bajor
5 Ships
and for the others I dont know.
So please give my an report about your thinking about it deanej .
P.S for the main mod and the ds9 version I would add historical names for the ships.
deanej Aug 20, 2008, 12:34 PM The main thing with another map is that some events are scripted to the map (ex: ship spawns, city flip to maquis and later Dominion), but the plots can be moved easily (they are in python - all scenarios and the main mod will use the same DLL file). Solar systems will need to be added by hand; worldbuilder doesn't work. If you give me the (x, y) coordinates that are needed for the new map I can make a special version of CvFinalFrontierEvents.py for it (thank god I had the foresight to set those plots in a variable instead of hardcoding in the methods themselves). I'll keep to my map/files but I support this effort (I'm hoping that people will make "mod-mods" actually - not sure how to advertise them though (first post?)). This way we can have my "official" map and an expanded map/mod. It is my intent to add the ship names to DS9 (I forgot to add it to the post; will edit it), but not the main mod (I'm trying to keep the civs balanced there and you can't add the names without a zillion UUs; DS9 doesn't have that problem because the units are linked to civ-specific techs). I'll consider it for the other scenarios though.
Pablod Aug 20, 2008, 01:56 PM please make a ver. for standar map my comp. can not handle to many ships
or planets
1000 thanks
JEELEN Aug 20, 2008, 02:27 PM I'll keep to my map/files but I support this effort (I'm hoping that people will make "mod-mods" actually - not sure how to advertise them though (first post?)).
Cool!:thumbsup: Going out on a limb here: how about a Star Trek forum on the main Civ 4 page in the Project & Mod Development section? That way different threads can cover diferent subjects (main mod, mod-mods, scenarios, maps, etc.) Or do you think this premature?:confused:
deanej Aug 20, 2008, 09:01 PM I've actually been debating about whether to PM someone about getting a forum. I think we have enough activity now to make it worth it to have a forum. Who do you think I should PM?
JEELEN Aug 20, 2008, 10:20 PM I believe Thunderfall is in charge of such matters (although it's nowhere stated as such - as far as I know).;)
deanej Aug 23, 2008, 09:47 AM I'm going to be on vacation from today (Aug 23) until Aug 29 (possibly later). I may or may not have Internet access, so if you don't hear anything you now know why.
Imrahiel Aug 24, 2008, 06:31 AM @ deanej: Tanks you for your report. I have two questions to you ( yes I no that you are on vacation, but I can wait some weeks for an answer).
1. Could you make an script which changes planets to an another player at an sepical time for an federation map starting in 2161.( need it to simulate getting new members.
2. Can you give me an link to an thread or an short description about adding planet-systems with windos editor ?
P.S.: I wish you a nice vacation.
deanej Aug 24, 2008, 02:51 PM The solar system stuff looks like this:
FeatureType=FEATURE_SOLAR_SYSTEM, FeatureVariety=0
StarType=WHITE_STAR
PlanetType=GRAY_PLANET, OrbitRing=4, PlanetSize=0, HasMoon=0, HasRings=1
PlanetType=YELLOW_PLANET, OrbitRing=1, PlanetSize=0, HasMoon=0, HasRings=0
PlanetType=GRAY_PLANET, OrbitRing=3, PlanetSize=1, HasMoon=1, HasRings=1
PlanetType=GRAY_PLANET, OrbitRing=7, PlanetSize=2, HasMoon=0, HasRings=0
PlanetType=WHITE_PLANET, OrbitRing=2, PlanetSize=0, HasMoon=1, HasRings=0
I already do system flipping in DS9, but it's hard-coded to the map (it changes the owner of the plot). In theory it could be made more dynamic, at least for some cities. I do plan to move the start time back in the future, and possibly add in an Enterprise era graphic (when the new techs are added in AOP1 (Add-on pack 1)).
I do have internet access, but it's slow.
JEELEN Aug 24, 2008, 05:08 PM Since you're still checking the thread: happy vacation!;)
lopaz Aug 25, 2008, 12:48 AM I found my problem it was placing cheater units with world builder I tested this theory and well I was right I never use worldbuilder for units and no building list bug :) I just got a federation game where I owned thanks to no bugs. :king: Not sure if this works with other computers though :(
Imrahiel Aug 26, 2008, 01:33 PM @deanej: thank you for the description it will help me a lot.
@all: I am, sorry but in the next time I have to do some important things.
So the next release of my work ( i think that would be the new ds9 map)
will not release before october ore late september.
deanej Aug 26, 2008, 07:44 PM Here's the link for the forum (http://forums.civfanatics.com/forumdisplay.php?f=310).
JEELEN Aug 26, 2008, 10:56 PM I also wouldl add some units :
for Federation
50 Mirandas
30 Excelsiors
20 Ambassadors
15 Nebulas
11 Galaxys( 1 of the first 12 of them was destroyed before 2369: the Yamato.
for Klingons
50 Bird of Preys
20 K'tingas when you add them
20 Vorchas
2 Negh Vars
for the Romulans
30 Warbirds
for the Domion
200 Fighters
50 Battle Ships
for the Breen
40 Ships
for Bajor
5 Ships
I'd cut those number at least in 1/2 (if not less) or you'll be micromanaging ships each turn.
BTW, you can now start your own thread on the forum (for the previous release).
JEELEN Aug 26, 2008, 11:02 PM hey deanej and all,
i have a quastion,
did anyone try this beuty on mp game??
And the answer was "it didn't work". What, for all versions of MP?:confused:
jfby Aug 27, 2008, 06:23 AM I tried Hotseat MP and it worked just fine.
JEELEN Aug 27, 2008, 09:29 AM Thank you. (That's just what I wanted to know).;)
LordRuin Aug 28, 2008, 04:21 AM I just got done playing some of this and I do have it say its AWSOME.
I've only noticed one problem with it though. I've been using the Klingons and when I get the Cloaking technology. The Cloak promotion is not always available to the units. For example. I have 3 type IV Lights. None of them could get the Cloaking promotion ( yes I leveled them up many times ). However... my Light I could get the Cloaking promotion when leveled up. I don't know.. but it seems alittle odd to me. Also when setting raging barbarians. It seems that all computer players die within 30 minutes.
Also, Could I make a suggestion if you don't mind.
Would it be possable for you put random events into the game.. such as.. for example.. quests
example=
Quest: The Sword of Kah'less ( to get quest you must have Warriors Code as governments religion )
Objective: It is believed that the Sword of Kah'less is somewhere in space aboard an old ruin Spaceship. Search threw the debris for the Sword of Kah'less. If anyone searchs the reckage before you do the quest is failed. ( or you could have it alittle more like the show ) It is believed that the Sword of Kah'less is hidden somewhere on a distant planet. Settle on the planet where the Sword is to complete the quest.
If anyone settles on this planet before you do. The quest is failed.
Reward: Maybe reward could be something like this. +1 happiness & +1 experince to all star systems with "Warriors Code" :religion: .
JEELEN Aug 28, 2008, 05:28 AM Well, welcome LordRuin!:)
You can presently get Cloaking Device with Combat I promotion (so any battle experience can get you one and the Evangelism civic might help as well). Cloaking Device has been extensively discussed in posts # 714, 719-20, 724-6, 755-6 and 777. I agree it could use improvement of some kind.
As for events, they have been temporarily removed, but see post # 752. (Your example isn't the best choice, as Sword of Kah'less is a Wonder, but I like the idea.);)
Also, be sure to check out the new Star Trek Mod forum. Here's the link for the forum (http://forums.civfanatics.com/forumdisplay.php?f=310).
deanej Aug 28, 2008, 10:25 AM @LordRuin: If you don't have the 50 gold necessary for the cloak, the promotion won't be available. It won't even show up, in fact.
ben147 Aug 29, 2008, 11:57 AM I downloaded the mod, patch and art and sound files and put them in the correct places. However when I attempt to play the game it gets all the way to telling me its my turn then an error message pops up stating "Failed to compress game data" then I CTD. Any ideas on what I may have done wrong?:rolleyes:
Thanks
deanej Aug 30, 2008, 10:31 AM Are you loading from a save from beta 2? The game has a hard time loading saves when there have been too many changes to the files.
ben147 Aug 30, 2008, 12:21 PM Are you loading from a save from beta 2? The game has a hard time loading saves when there have been too many changes to the files.
I never played beta 2 so I have no save to load, I downloaded the ones on the first page then attempted to play :confused:
lopaz Sep 02, 2008, 06:00 PM I noticed the questions on mutliplayer and I did do it with some friends and it worked fine in beta 2 at least so I will try it as soon as I can with beta 3.
Jaydn Sep 02, 2008, 08:21 PM I'm getting this error every turn, does it look familiar?
deanej Sep 02, 2008, 09:30 PM I've been seeing that with DS9 a lot (as in multiple times each turn). No idea what causes it, as I don't recall messing with that code anywhere!
Jaydn Sep 02, 2008, 09:33 PM I haven't installed the DS9 scenario yet
deanej Sep 02, 2008, 09:41 PM DS9 is a separate mod, so I thought the problem was specific to it. You post indicates that it isn't. The only thing I can link to it is large empires and construction ships. Unfortunately I don't understand AI code at all, so this problem will likely never be fixed.
Imrahiel Sep 03, 2008, 08:20 AM @all: All versions of my mod mods will realse now in the new forum here:
http://forums.civfanatics.com/forumdisplay.php?f=310
Next version of me mainmod mod will be including unique units, a refit system and shipnames and it could be hero units. It will realse in the next weeks.
Seidrik_The_Gray Sep 12, 2008, 01:42 PM Cloak promotion should only make units with the cloak promotion "invisible" when outside of cities. This solves all issues with cloaked ships not defending or capturing cities.
Another thought...just have the cloak promotion act like a flanking and first strike combo.
After even more thought, how about making "invisible" ships like submarines in civ 4, and "hidden" units from FF.
deanej Sep 12, 2008, 07:08 PM They do work like submarines in civ, actually. They can be seen by units with the Tacheyon Detector promotion. I think that the city stuff with cloaked units served to balance them, as this way you can't just cloak an entire invasion fleet to make conquering enemies easier.
cfkane Sep 12, 2008, 11:38 PM I was just playing the game on Cadet level (it's late and I wanted something easy to screw around with). This may be the low difficulty level, but civilizations were being destroyed left, right and center! I didn't even have raging barbarians on and every two turns I'd get "The Breen have been destroyed", "The Klingons have been destroyed", "The Hirogen have been destroyed", and on.
Are the barbarians a bit overpowered or is that a result of the Cadet difficulty ?
deanej Sep 13, 2008, 12:50 PM Do you have the patch? It fixes some issues, one of which has to do with barbarians.
cfkane Sep 14, 2008, 12:49 PM I don't. I'll download that ASAP.
Imrahiel Sep 14, 2008, 02:26 PM @all : next week a version of the mod including unique units will realse
you will find it in the forum in the month version thread
forum:
http://forums.civfanatics.com/forumdisplay.php?f=310
JEELEN Sep 15, 2008, 08:13 AM @deanej & Imrahiel: Am I right in assuming that it's possible to create a scenario using a space map (FF or Star Trek) by editing the appropriate lines in the WBS file (NOT using Worldbuilder)?:confused:
EDIT: Nevermind, I think I found a useful thread on this in the Tutorials section.
deanej Sep 15, 2008, 04:09 PM Worldbuilder works as long as you don't place solar systems with it. For that you do need to add them with a text editor.
Seidrik_The_Gray Sep 16, 2008, 08:11 AM They do work like submarines in civ, actually. They can be seen by units with the Tacheyon Detector promotion. I think that the city stuff with cloaked units served to balance them, as this way you can't just cloak an entire invasion fleet to make conquering enemies easier.
Deanej, I see your point, and after playing more, I like this form of balancing. However, I haven't witnessed an enemy unit "stumbling" onto my cloaked unit yet, as in Civ, if you have a hidden unit, and another civ's unit moves into your unit's tile, a combat ensues automatically. For example, if I have a bird of prey near a UFP unit, and that UFP unit accidently moves into my tile, then they would under normal civ rules go into combat automatically. I will test this when I get home with world builder, but I haven't seen this happen yet.
Before I spend the time tonight testing this out, could you let me know whether this does happen? Has anyone seen this happen?
Seidrik_The_Gray Sep 16, 2008, 08:16 AM Deanej, I had another idea to help ballance the cloaking.
Your mod allows all ships to in effect bombard enemy positions. If you limited this ability to only certain ship types and/or made cloaked ships visible after they attack or bombard until the player's next turn, then cloaked ships would be less able to attack larger fleets with impunity.
Seidrik_The_Gray Sep 16, 2008, 08:49 AM I was originally planning to have both Nebula and Akira in but couldn't find a role for them, so I would be interested in seeing what's posted. I'm thinking to switching the Nova with the Excelsior (graphics/text change - same stats).
A couple issues I should have warned people about:
-After a while, you will get python exceptions about the construction ship AI
-After a longer while, turns will get unbearably long
-The Klingons and Romulans don't know to build up their military
Here's some info about conditional events so people know what to look for in case something doesn't work:
-Dominion Surrender: Federation/Klingons/Romulans combined must have 10 cities at turn 181 and Cardassia must be captured
-Federation Surrender: Federation/Klingons/Romulans combined must have 3 cities or less and it must be past turn 181
-Cardassia Switching Sides: Cardassia must be captured
-Bajor entering the war: Bajor must have at least 5 cities, must be after turn 181
I'm also planning a change for the early light ships, to fix cloak issues with the Klingons and to extend the life of the early ships.
-Light I upgrades to Light III, not Light II
-Light II upgrades to Light IV, not Light III
-Klingon BOP replaces Light II, not Light III
I like your new proposal for a change in the upgrade paths.
Personally, I would like to see more unit diversification and a longer technology path. I recently played a game as the UFP and with only 5 systems, I was able to finish future tech 1 on Monarch by turn 200 on Normal speed. By turn 150 or so, everyone's running around with Heavy I ships.
As it is now, there is a very small window to colonize new systems, before you really should shift to fleet production.
I love what you're trying to do. I think the basic mechanics are there. With a longer tech tree, and more unit diversification, I think this would be an awesome mod.
I know you're aware of some of the resource usefullness issues already, so I won't harp on those.
Combat is almost totally a numbers game. If the other guy has 4 light IVs, then I better have at least 6 to win, etc...Bombard the other stack, repeat until you can safely attack. Anti ship missiles don't appear to be that effective, and need to upgrade with time. They are so easily intercepted also.
So basically, my strategy now is to rex to 4 systems, max production, pump out a fleet ASAP, and attack nearest neighbor.
It's not subtle, but it works, but it is darn near impossible to reach a domination victory on Monarch...at least I haven't done it yet, and the strategy seems simple enough...just pump out more and more ships, but the problem is that this fleet build up becomes exponentially more difficult after about turn 170 or so, especially on Normal speed, where the AI can replace their ships so quickly. I have found myself needing a fleet with nearly 20-30 ships in it to effeciently take down an enemy and even then setting up defensive positions behind your main fleet is a further drain, making conquest extremely difficult. On a Large map, forget about it.
I'm not sure what the solution is, but perhaps other victory paths, such as team projects may be in order. As it stands now, culture is the only alternative end game, and that is only slightly less difficult than a domination win.
With a longer tech path, and more unit diversification, other avenues for victory could be opened up.
Then again, so much depends on your start position. If it's a great position, then you can race through all of the technologies in less than 200 turns. If it's horrible, then you're dead meat. If it's so-so, then you might have a chance, if you can worm your way to a better system and avoid any conflicts for a long time.
These are my thoughts based on my own extensive time in your mod. I love the Star Trek setting, and the nice eye candy you have, and I love what you are trying to do. The potential is there and this mod has a bright future. I hope you don't get discouraged by the amount of work that may be left to do.
~Seidrik, Admiral of the UFP in most games :)
Imrahiel Sep 16, 2008, 09:20 AM @Seidrik:
If you want to play an game with more turns, tested my month version mod. It's an mod mod for the star trek mod.
This week the new version will realse including unique units and an new upgrade system( refit system)
An epic game should take over 1200 turns.
For the downloading and more information check out this thread:
http://forums.civfanatics.com/showthread.php?t=288811
JEELEN Sep 16, 2008, 10:59 AM Deanej, I see your point, and after playing more, I like this form of balancing. However, I haven't witnessed an enemy unit "stumbling" onto my cloaked unit yet, as in Civ, if you have a hidden unit, and another civ's unit moves into your unit's tile, a combat ensues automatically. For example, if I have a bird of prey near a UFP unit, and that UFP unit accidently moves into my tile, then they would under normal civ rules go into combat automatically. I will test this when I get home with world builder, but I haven't seen this happen yet.
Before I spend the time tonight testing this out, could you let me know whether this does happen? Has anyone seen this happen?
Never seen it happen. I got an UFP Scout to cloak through combat upgrade and for 100+ turns no ship ever caught it.
Deanej, I had another idea to help ballance the cloaking.
Your mod allows all ships to in effect bombard enemy positions. If you limited this ability to only certain ship types and/or made cloaked ships visible after they attack or bombard until the player's next turn, then cloaked ships would be less able to attack larger fleets with impunity.
Sounds ideal.
So basically, my strategy now is to rex to 4 systems, max production, pump out a fleet ASAP, and attack nearest neighbor.
It's not subtle, but it works, but it is darn near impossible to reach a domination victory on Monarch...at least I haven't done it yet, and the strategy seems simple enough...just pump out more and more ships, but the problem is that this fleet build up becomes exponentially more difficult after about turn 170 or so, especially on Normal speed, where the AI can replace their ships so quickly. I have found myself needing a fleet with nearly 20-30 ships in it to effeciently take down an enemy and even then setting up defensive positions behind your main fleet is a further drain, making conquest extremely difficult. On a Large map, forget about it.
I'm not sure what the solution is, but perhaps other victory paths, such as team projects may be in order. As it stands now, culture is the only alternative end game, and that is only slightly less difficult than a domination win.
With a longer tech path, and more unit diversification, other avenues for victory could be opened up.
Then again, so much depends on your start position. If it's a great position, then you can race through all of the technologies in less than 200 turns. If it's horrible, then you're dead meat. If it's so-so, then you might have a chance, if you can worm your way to a better system and avoid any conflicts for a long time.
Being more a casual player I usually go for 7-8 systems (on Ensign/Warlord level, sometimes Lt. Commander/Noble), then start building them up to the max. Even if your starting position is crappy, you can still go for the nearest large systems to get a reasonable empire going (not forgetting resources or the AI will steal them).
With a firm base, I can usually fight off aggressive civs, forcing them to make peace, and I have no need for a large fleet (although I can build one if push comes to shove), focusing on research and cultural expansion.
I agree with Imrahiel though: if you're more into combat and war, try a scenario (there are two - in beta - now available). So, check out the new Star Trek Mod forum. Here's the link for the forum (http://forums.civfanatics.com/forumdisplay.php?f=310).
JEELEN Sep 17, 2008, 07:28 AM With a longer tech path, and more unit diversification, other avenues for victory could be opened up.
Actually IMO the tech tree is too linear. But even without further tech diversification several dead end techs leading nowhere could be used as prereqs for the more advanced techs, slowing down research progress and making for a more challenging game.
JEELEN Sep 17, 2008, 11:33 PM (Well, I thought I saw a "How to mod FF" somewhere, but couldn't find a post in the last 75 days, so: ) Could you tell what to edit to disable the Ascendancy Victory?:confused: (I'm asking for MOO2Civ's new patch.)
BTW, are you gonna update the forum's main mod post #1 or shall I just go ahead and post there?
deanej Sep 18, 2008, 06:17 PM First the victory needs to be removed from Civ4VictoryInfos. Then there is the Ascendancy Gate project that needs to be removed from Civ4ProjectInfos (I think it's the only one, so the file from the DS9 scenario should work). After that the references to both the victory and the project need to be removed from the python.
I'm planning on adding both a "Welcome/About the Mod" thread and a "Notes for Mod-Mods" thread to the forum later on. Posting on the Download Latest Version thread is fine.
JEELEN Sep 18, 2008, 08:28 PM OK, thanks (on both counts).;)
Seidrik_The_Gray Sep 19, 2008, 07:28 AM FYI, turning off the Assimilation option in custom game does not stop the error, where after capturing another civ's colony, you may sometimes no longer be able to build buildings anywhere.
deanej Sep 19, 2008, 05:20 PM I believe the one the assimilation option is tied to is the inability to build economic buildings after a certain period of time. As for the one after capturing a system, is this WITH or WITHOUT the patch? If with the patch, could you please provide a screenshot of the city screen in that system from BEFORE it was captured (gift yourself a great spy and use espionage). If the number of buildings goes off the list having another screenshot with the rest of the list (as well as screenshots of other systems that cause similar problems) is appreciated.
Seidrik_The_Gray Sep 19, 2008, 07:27 PM I can do better. Here are the saves from right before I take the capital (I have not had this error when taking other worlds...only the capital.)
deanej Sep 19, 2008, 09:56 PM Well, both systems have Section 31 (former national wonder) in common. That's probably the cause of the issue. I should really look at ALL of the conquest probabilities in the XML to make sure there aren't any more buildings like this.
deanej Sep 20, 2008, 03:40 PM I've gone through all the buildings and fixed a lot of problems with the capturing, and when I tested the saves after all that buildings can still be built, so I think this bug is now gone for good.
JEELEN Sep 20, 2008, 04:09 PM Sounds like good news!:)
Seidrik_The_Gray Sep 20, 2008, 06:09 PM That is indeed great news! It's a great mod, and I'd really like to see development continue :)
Imrahiel Sep 21, 2008, 01:03 PM my new monthversion has realsed ( it is only with unique unit( ship), no final frontier onces more)
you find it here http://forums.civfanatics.com/showthread.php?p=7266051#post7266051
Imrahiel Oct 01, 2008, 06:50 AM Newest version of my mod mod has realsed.
New realtrek map( version 2 ) has realsed.
You find it here
http://forums.civfanatics.com/showthread.php?t=288811
ruffriders23 Oct 01, 2008, 08:32 AM The link doesn't work
Imrahiel Oct 01, 2008, 08:48 AM NOW IT DOES WORK
http://forums.civfanatics.com/showthread.php?t=288811
JEELEN Oct 01, 2008, 08:59 AM Cool! Will check it out ASAP.:thumbsup:
ruffriders23 Oct 01, 2008, 09:14 AM I downloaed the mod, patch, sound file and the DS9 file and when I load the game, the screen is bright pink and I can barely see the initial character I get. I extracted the mod into the BTS Mod folder and the sound file into the asset folder and it replaced the existing sound folder in there.
JEELEN Oct 01, 2008, 09:46 AM Well, that's not right. (Although I agree the installation instructions might be clearer.)
deanej Oct 01, 2008, 12:34 PM It means that some art is not loading. Did you put the .pak files into the assets directory instead of just the sounds? Without them you will be missing virtually every piece of art in the mod.
Note: CustomAssets won't work the the .pak files but it will with the sounds. The .pak files should go into assets and the sounds should go into customAssets.
ruffriders23 Oct 01, 2008, 04:50 PM No, I extracted the mod itself into the mod folder and the sound folder into the asset folder. I didn't think I needed to mess with the folders.
deanej Oct 01, 2008, 04:54 PM What about the art? That's what those .pak files are. They need to be put in the Beyond the Sword\Assets directory.
ruffriders23 Oct 01, 2008, 05:05 PM No, I downloaded the files and extracted them where they needed to be. MOd in mod folder and sound in the asset folder to replace the existing sound folder in there.
deanej Oct 01, 2008, 05:09 PM What did you do with the .pak files? The art and sound pack includes art as well as sound.
ruffriders23 Oct 01, 2008, 06:37 PM I put the entire sound folder in the asset folder and it replaced the one that was already there.I didn't think the sound folder would have art in it.
deanej Oct 01, 2008, 07:05 PM You need to copy every file in the zip file there (except the readme), not just the sound folder.
ruffriders23 Oct 01, 2008, 08:51 PM And where do the FPK files go?
Linie Oct 02, 2008, 04:33 PM Hej there...is still have the GFC Error: can't load the primary control theme...i installed everything in the right directories...[so, not in MyGames...except the sound files...] i need a little advise now...:confused:
deanej Oct 02, 2008, 04:43 PM Do you have a working install of Final Frontier? Star Trek uses the Final Frontier theme, so if the Final Frontier mod is damaged Star Trek may stop working.
Linie Oct 02, 2008, 05:05 PM you're right...sth is messed up there...will make a fresh installation now...and we'll see....thx
deanej Oct 27, 2008, 07:54 PM I've released patch 3 for beta 3. It includes all prior fixes and introduces the following additional changes:
-Further reduced barbarian strength increase rate
-Tweaked building capture code to prevent bugs
Download here. (http://forums.civfanatics.com/attachment.php?attachmentid=192734&d=1225155085)
Moff Jerjerrod Oct 28, 2008, 07:15 PM Hi all,
I just downloaded this mod along with the art and sound zip and the patch zip. I've unzipped the main mod to the MOD folder, the .FPK's to the Assets folder and the sound folder to the customassets folder.
When I click on ok to start the game after picking my race, world settings, difficulty, etc. I immediately CTD. I'm using the 3.17 patch for BtS.
Anyone else ever have problems with getting the mod to open up a game right off the bat?
I've also got pink screens displayed when trying to select a leader.
deanej Oct 28, 2008, 08:08 PM Something must have gone wrong when you installed the .fpk files. The pink means that the game can't find the art. Could you make sure that the .fpk files are in Assets and not in some other folder inside Assets?
Moff Jerjerrod Oct 28, 2008, 08:53 PM Hi,
Thanks for your quick response. First of all my bad on the CTD. I recently had to reformat my hard drive and when I reinstalled BtS I forgot to unpack the 3.17 patch. Once I did that problem solved. ;)
I still have the pink screens for the leader heads as well as for the environment but I will try to check on those .FPK placements you mentioned. Will check on this tomorrow as I'm off to bed now! :)
Moff Jerjerrod Oct 29, 2008, 07:04 PM Here is a list of the .FPK files that are in my directory:
C:\Documents and Settings\My Documents\My Games\Beyond the Sword\assets
STArt0.FPK
STArt1.FPK
STArt2.FPK
I also have the following subfolders in the assets folder:
\Assets
\assets0.fpk
\assets1.fpk
\assets2.fpk
\assets3.fpk
Korias Oct 29, 2008, 08:32 PM Even with the latest patch, Barbarians remain a problem. In one game, seven civs were wiped out in the same turn. Checked with WB, barbarians. All of them. Could you tone them down so you dont end up with 20 Strength Barbarians within the first 15 minutes of the game?
deanej Oct 29, 2008, 08:48 PM @Moff Jerjerrod: That's the wrong assets directory You want the one in C:\Program Files\Firaxis Games\Sid Meier's Civilization IV\Beyond the Sword\Assets. As far as I know the one in the My Game folder does nothing.
@Korias: You shouldn't be getting 20 strength barbarians that early. Are you sure you have the latest patch?
Moff Jerjerrod Oct 29, 2008, 11:50 PM That did the trick!! Thank you deanej.
One thing I noticed. I also went to my other system which has Vista loaded on it. Since I couldn't find a My Games directory in the Documents folder like the case is with XP I simply put the sounds and art zip into the assets folder of the programs\firaxis games\etc. location.
After installing the trek patch I played a few turns of this gorgeous mod successfully! Many thanks for pointing me in the right direction. Now to play some more tomorrow and report back here. ;)
Pablod Oct 29, 2008, 11:50 PM yes we do have it
Pablod Oct 29, 2008, 11:52 PM Korias: You shouldn't be getting 20 strength barbarians that early. Are you sure you have the latest patch?
yes we do have it
JEELEN Oct 30, 2008, 03:36 AM Started 3 games already with the latest patch (2 of which with Raging Barbs on), everything works fine and barbs appear normally, i.e. 1st barb Light I appears around turn 40.
JEELEN Oct 30, 2008, 03:39 AM Started 3 games already with the latest patch (2 of which with Raging Barbs on), everything works fine and barbs appear normally, i.e. 1st barb Light I appears around turn 40.
Don't know if this is related in any way, but after the latest Patch4e I did get one report of 36 strength Barb units appearing around turn 20 in MOO2Civ mod. Haven't been able to reproduce this and also haven't a clue as to why it would happen.
deanej Nov 01, 2008, 12:36 PM I've released the Xindi Attack scenario - see the download link and a link to the Star Trek mod forum (where the scenario has its own thread) in the first page of this thread.
ruffriders23 Nov 16, 2008, 02:13 PM Is there any way to improve the between turn wait time or is that a product of the complete and total change from the typical mod?
deanej Nov 16, 2008, 04:19 PM No idea; the increased time is from all the python changes from Final Frontier, and I don't know enough to move the code into the SDK. If an can interest a SDK modder the mod may be faster (and more modding friendly) in version 2.0.
ruffriders23 Nov 16, 2008, 07:47 PM I really like the mod, but the 5 minutes between turn wait is killing me. I am running a higher end gaming computer and I still get the wait. Can anyone help convert this for faster play?
deanej Nov 16, 2008, 08:38 PM What map size are you playing? The larger the map the longer the turns will take, so you can try lowering the map size (ALL the solar system/black hole code and special AI is in python). The black hole code is probably a major bottleneck because it loops through all the plots on the map to find them. I don't think there is anything that makes Star Trek run slower than basic Final Frontier, though. It's a pity Firaxis avoids the SDK so much for their mods...
After 1.0 is released (should be about two weeks from now if my life doesn't get busy... if not it should still be before the end of the year) I'll post a thread in the main creation forum for help on this. I'll also experiment with some other stuff, as from what I've seen there is some stuff in the python that could (read: should) have been done in the XML (the start year, which I changed early on, and the unit sounds).
ruffriders23 Nov 16, 2008, 10:49 PM I use the 2nd biggest on marathon mode. I don't mind the long build time, but the in between turn time is KILLER!
Pablod Nov 24, 2008, 02:41 PM i'm so so happy for the 1.0
comon I can't wait:cry:
deanej Nov 24, 2008, 04:11 PM Version 1.0 is out - in the spoiler is the changelog. See the first post to download
-Alien Vessel: 7 strength, 3 moves
-Increased time to barb strength increases
-Slight change to barb spawning
-Fixed capture bug with planetary defense grid
-Tacheyon Detector no longer has gold cost
-Shakaar is less aggressive
-Text fixes
-Cloaking Device no longer requires combat 1
-Transwarp Corridor requires plasma
-Attack Fighter is now Interceptor
-Klingon UU replaces Light II
-Light I upgrades to Light III
-Light II upgrades to Light IV
-Barbarians can't build construction ships (fix for python exception)
-All civics except first level require techs (most as per Gelvan)
-Free Market (tech) renamed Mercantile Theory
-Value techs: cost 100, not from wreckage
-Polyduranium Hull: cost 100, cloaking device: cost 200
-Research cost increased by game by 33% (was 25%)
-Assimilation is no longer on by default
-Tweaked building capture code (should prevent bugs)
-TXT_KEY_SEE_NO_INVISIBLES fixed
-Animals automatically destroy cities when they enter the tile
-Added scenarios
Deep Space Nine Changes:
-Changed Nova to Excelsior
-Standard tech: 5 health/happiness, no trade routes
-Added more units
-Standard ship: cost 200, 2 strength
-Tweaked tech power/score values
-Tweaked asset/power values for units
-Added in unit names
-UFP starts with less cities, less powerful units
-Romulans and Breen now get units when entering the war
-Text fixes
-Missile strength 5, can't be built in systems
-Removed science buildings and bank
-Removed Great General unique names
-Fixed bug where end game events didn't work properly
-Fixed unit combat/experience issues
Xindi Attack Changes:
-Episode features allow improvements and no longer obstruct visibility
-Enterprise can heal while moving when the engines are fully functional
-Reduced sphere cloaking barrier damage to 15%
-Removed many entries from Starfleet, Minor, and Sphere Builder city lists
-Removed Great People unique names
-Enterprise retains engines when killed except near Azati Prime
-Doubled cost of Pirate Ship
ruffriders23 Nov 24, 2008, 11:23 PM Downloading now... hope it works better!
cfkane Nov 25, 2008, 03:24 PM I was looking for a model of the Enterprise NX-01 (the one from the show 'Enterprise'). There didn't seem to be one in the beta version. Is one included here?
If there isn't it's not crucial. Just curious.
deanej Nov 25, 2008, 05:01 PM It's been included ever since the art and sound pack was released, but wasn't used until recently. You can extract it from STArt2.fpk with PakBuild. The button is in STArt0.
Kitt Nov 25, 2008, 11:34 PM tried several times now to play the game. the menus work fine and all, but as soon as the bar is all the way to the right and the loading box dissapears, i get a CTD. Help?
JEELEN Nov 26, 2008, 04:27 AM Version 1.0 is out - in the spoiler is the changelog. See the first post to download
-Alien Vessel: 7 strength, 3 moves
-Increased time to barb strength increases
-Slight change to barb spawning
-Fixed capture bug with planetary defense grid
-Tacheyon Detector no longer has gold cost
-Shakaar is less aggressive
-Text fixes
-Cloaking Device no longer requires combat 1
-Transwarp Corridor requires plasma
-Attack Fighter is now Interceptor
-Klingon UU replaces Light II
-Light I upgrades to Light III
-Light II upgrades to Light IV
-Barbarians can't build construction ships (fix for python exception)
-All civics except first level require techs (most as per Gelvan)
-Free Market (tech) renamed Mercantile Theory
-Value techs: cost 100, not from wreckage
-Polyduranium Hull: cost 100, cloaking device: cost 200
-Research cost increased by game by 33% (was 25%)
-Assimilation is no longer on by default
-Tweaked building capture code (should prevent bugs)
-TXT_KEY_SEE_NO_INVISIBLES fixed
-Animals automatically destroy cities when they enter the tile
-Added scenarios
Deep Space Nine Changes:
-Changed Nova to Excelsior
-Standard tech: 5 health/happiness, no trade routes
-Added more units
-Standard ship: cost 200, 2 strength
-Tweaked tech power/score values
-Tweaked asset/power values for units
-Added in unit names
-UFP starts with less cities, less powerful units
-Romulans and Breen now get units when entering the war
-Text fixes
-Missile strength 5, can't be built in systems
-Removed science buildings and bank
-Removed Great General unique names
-Fixed bug where end game events didn't work properly
-Fixed unit combat/experience issues
Xindi Attack Changes:
-Episode features allow improvements and no longer obstruct visibility
-Enterprise can heal while moving when the engines are fully functional
-Reduced sphere cloaking barrier damage to 15%
-Removed many entries from Starfleet, Minor, and Sphere Builder city lists
-Removed Great People unique names
-Enterprise retains engines when killed except near Azati Prime
-Doubled cost of Pirate Ship
Darn! Just when my comp broke down...:mad:
deanej Nov 26, 2008, 12:17 PM tried several times now to play the game. the menus work fine and all, but as soon as the bar is all the way to the right and the loading box dissapears, i get a CTD. Help?
Do you have the art and sound pack installed correctly?
kstater4civ Nov 26, 2008, 03:13 PM So far so good. The mod looks great. I have a question though. I downloaded everything like you said to and tried to play one of the scenarios, but I could not locate them under the custom scenario or play scenario options. Any help would be appreciated.
I have patch 3.17 and the art pack downloaded to the places you said to put them. Thanks.
deanej Nov 26, 2008, 08:33 PM Are you looking for the scenarios when the Star Trek mod loaded or just with BtS? I put them in private maps with the map script, so you need to have the Star Trek mod loaded to see them.
Pablod Nov 26, 2008, 08:38 PM can't play 22 century kick me out in 1turn
or romulan earth
star bases don't have culture (please put in next pach)
deanej Nov 26, 2008, 09:43 PM What do you mean that it kicks you out in 1 turn? I never had any problems with them. The starbases should gain the culture the next turn. There is no way to make them have culture in the first turn because for some reason territory assignments made in worldbuilder are not saved.
kstater4civ Nov 26, 2008, 11:12 PM Are you looking for the scenarios when the Star Trek mod loaded or just with BtS? I put them in private maps with the map script, so you need to have the Star Trek mod loaded to see them.
I have the mod loaded and still do not see them. All I see is the WB quicksave option when I choose custom scenario or play scenario.
Pablod Nov 27, 2008, 08:34 AM What do you mean that it kicks you out in 1 turn? I never had any problems with them. The starbases should gain the culture the next turn. There is no way to make them have culture in the first turn because for some reason territory assignments made in worldbuilder are not saved.
it crash in first turn with federation. it won even start with volcans,andorians,etc.
olso,starbases never gain culture in any scenario like "ds9".
thanks for the mod you are my hero ,evrything else work fine.
:goodjob:
deanej Nov 27, 2008, 10:34 AM @kstater4civ: Could you post a list of the files that appear in your Beyond the Sword\Mods\Star Trek\Private Maps folder?
@Pablod: As far as the starbase culture goes, I don't have the issue. Are you referring to DS9 or any other starbases? DS9 is not hooked up into the starbase culture system and isn't supposed to gain culture (I may be able to make it get culture in the patch if you really want it). As for the CTD, the only thing I can guess is that you need to clear your cache. Could you also check the units and leaders in the civilopedia to make sure they display correctly? You may also need to reinstall the art/sound pack.
Pablod Nov 27, 2008, 04:02 PM i deleted and install what you have and nothing change
no culture in starbases at any turn new ones or the one you put in scenarios
enterprice mod crash on me (I have windows vista)
art is fine must be a detail in xlm folder(civelopedia is fine)
tanks for lisenig and i'm grateful of your help
i deleted cache to
no culture no resurces
deanej Nov 27, 2008, 09:58 PM Well, I looked at the code and any scenario where the missiles have been removed will have the starbase culture problem (DS9 and Xindi should work fine as the missiles still exist for them). For some reason a key part of the culture code is embedded in the missile code.
I have no idea why you have the crashing problem. Do you get any errors when that happens? I believe that civ has some issues in Vista, but I don't know anything more.
Pablod Nov 27, 2008, 10:33 PM PLEASE TELLME HAW I PUT MISILE IN THE OTHER scenarios so y can play them in the mean time
no error mesages at all
deanej Nov 27, 2008, 11:10 PM If you don't care about python exceptions, just paste one of the methods from the main version of CvFinalFrontierEvents.py into the ones in each mod (the method is in the starbase stuff section, and has comments relating to missiles; I forget the name right now).
I'm fixing it in the patch, but I would like to get the crashing problem fixed too. Is there anything specific you do when it crashes (a save would be helpful)?
Pablod Nov 28, 2008, 06:06 AM no i just press the turn bottom
i put the save in the "dawload the lates version" tred
you want me to open the file and paste lines from "evenfile" or just paste the hold thing
itry both and didn't work still no culture for new or old starbases
it work when i put misile unit in XLM units (but is a error message at bigining)
scenarios are under MOD/startrek /private maps (KSTATER4CIV)
now every time a misile is spawn, culture from starbase is gone until y destroy the misile
kstater4civ Nov 28, 2008, 07:31 AM deanej, the private maps folder contains the worldbuildersave files for each of the scenarios and the three .py files for the spiral galaxy, star trek flat map and the star trek map.
Lerinor Nov 28, 2008, 05:55 PM Guys, a simple question: how am I supposed to get resources? There is a resource, "plasma", that has in its description this - required to build transwarp corridor.
But how can I get plasma if I can't build transwarp corridor? Am I doing something wrong? I built a station right beside a plasma resource, built the extraction facility, and nothing...
deanej Nov 28, 2008, 06:08 PM It means that you need plasma in order to build a transwarp corridor, not that you need a transwarp corridor to use plasma. That's the only thing plasma does, and transwarp corridors also require a late-game tech.
Lerinor Nov 28, 2008, 10:50 PM but how do I get access to resources if I'm not able to build transwarp corridors? Aren't they the equivalent for roads?
Lerinor Nov 28, 2008, 11:25 PM hmmm sorry, just got it. Cargo holds tech, no roads needed.
But I noticed another thing. The great people production bonus is not being applied. Only the research bonus. I used a great enginer to join a "city" and its production is still the same, but it should have been increased by +3 hammers/turn.
deanej Nov 29, 2008, 01:09 PM Does that happen just on the turn when the specialist is made or does the specialist never give the bonus? If the latter, it's just another thing that Final Frontier breaks and I'll have to change a few specialists (may do that anyways, though).
Pablod Nov 29, 2008, 05:48 PM in the enterprice mod doesn't have starbase bilding like federation
meybe this is the crash problem
deanej Nov 29, 2008, 07:33 PM It's not supposed to. Is there anything specific you do before it crashes (sometimes user behavior can influence crashes ex: constructing a building/unit that has a problem, etc.). The reason I ask is that I haven't been able to duplicate any crashes on my end, even with the same.
EDIT: Could you also test one of the scenarios that use the Voyager mod? I used an XML editor to remove the UBs for some civs in both the Enterprise and Voyager mods (for the other mods I did them by hand or not at all).
For everyone: what should the engineer and great engineer specialists do? Since the yields (food, production, commerce) aren't getting applied, I need new effects for both specialists.
Lerinor Nov 29, 2008, 07:50 PM On the turn I add them to the city, the bonus applies, but the next turn it's gone. Only the research bonues remains.
As for sugestions: Engineers: + research and +X% military unit production (is it possible to be done? Maybe through a unique building, a "engineering university", or something)
Scientists: remain the same, as research still applies
Profets: Maybe unlock unique buildings, and + culture
Pablod Nov 29, 2008, 09:12 PM for the last time i did evrithing diferente each time i try the 22 or earth romulan
I even uninstall blue marble
i put them back but still crash
i try evrithing, give me your folder et_enterprice
you probably change something the last minute
post it please
PD:i try all your other scenarios,there are realy good I even playing picard in klingons
2PD:the hirogine mod,new coloship/construction is a nice touch
deanej Nov 30, 2008, 02:22 PM I've released the 1.12 patch. It fixes the following issues:
-Fixed bug where some scenarios didn't have starbase culture
-More systems in scenarios have nutrition/mining facility
-Removed Transwarp Corridor on plot in Earth-Romulan war scenario
-Population adjustments for barbarian cities in 22nd Century scenario
-Fixed bug where game was unable to detect whether the map was a scenario or not
-Fixed python exception when AI player has no units
-Added epic game option for 22nd Century scenario
-Unit names are now stored in scenario files
-Scenario files no longer store what a city is currently producing.
-Deep Space Nine now gives starbase culture
Pablod Nov 30, 2008, 06:56 PM i discover in the scenarios there is no planets on solar sistem
out side where the ships are
deanej Nov 30, 2008, 07:32 PM Is this with a specific scenario or all of them? I tested both DS9 and Xindi and they work fine with the new scenario code.
Pablod Nov 30, 2008, 07:36 PM check my post in dawload the lates version
22 epic crash when i meet other civilization
volcans klingons are ok
ithink is silik
cfkane Nov 30, 2008, 09:06 PM It's been included ever since the art and sound pack was released, but wasn't used until recently. You can extract it from STArt2.fpk with PakBuild. The button is in STArt0.
Cool. What's the name of the file it's under? I'm guessing it's going to be in the "federation" folder, but under what name?
Therapist Dec 01, 2008, 05:54 PM Hi, I was wondering if someone could help me out.
I installed a fresh version of BTS.
Patched to 3.17.
Unzipped The Mod(1.0) and unzipped it in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\MODS.
Unzipped art + sounds, copied STAArt0.fpk, STAArt1.fpk and STAArt2.fpk to C:\Program Files\Firaxis Games\Sid Meier's Civilization IV\Beyond the Sword\Assets.
Copied sound folder to My Games\Beyond the Sword\CustomAssets
Unzipped patch 1.12 to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\MODS.
Are these the correct steps? It is what is listed in the readme files. When I try to load the mod, I get thousands xml errors until I kill the game with task manager. I also noticed that now when I load BTS, star trek music is playing. Is there a mistake in the readme files?
Thank you for your help ahead of time.
deanej Dec 01, 2008, 07:21 PM Those should be the correct steps. Something must have went wrong in your installation, though, as you shouldn't be getting the music in the epic game or the XML errors (the sounds included in the sound pact don't override default files at all). Do you have anything in your CustomAssets folder or any changes to original game files?
Therapist Dec 01, 2008, 08:37 PM The sounds folder was copied to the customassets folder as described in the readme, that is the only place I installed the sound folder. Weird. Maybe I'll start all over again. I didn't remember how long it takes to reinstall BTS all over again...
>:(
Edit: Hey guys, I got it working. It seems that I had to delete the beyond the sword folder in mygames/etc. directory after uninstalling. After I reinstalled, it seems to be working. Thanks!
Healz Dec 05, 2008, 05:02 PM A great mod. I will be looking forward to when the scenarios do have research like the epic game does. Really looking forward to the next release.
deanej Dec 06, 2008, 01:42 PM Well, most of the scenarios cover too narrow a timeframe to have a proper tech tree (I wish I could disable the research slider, actually). The Enterprise scenarios have one, and I actually considered one for both The Dominion War (now Deep Space Nine) and Kazon Unification. When Dominion War was expanded into Deep Space Nine, I found that it was far easier to have techs assigned on the proper turn in order to keep the timeline straight. As for why they aren't in Kazon Unification, I was having trouble coming up with enough and keeping it balanced.
As for the future release schedule:
-1.14 patch sometime in the next week (minor patch)
-1.15 patch possibly sometime this month (very minor patch, possibly no impact but will help modding and possibly speed)
-At this point I hope to make a version of Final Frontier that is mod-friendly, if I can get a SDK programmer
-After that, Version 2.0, including new civs/leaders/scenarios/techs/buildings/units; only 1-2 of these new scenarios will have no tech tree, and only 3 will be based on the Star Trek mod - the other 2 will be based off of the Next War mod.
deanej Dec 06, 2008, 03:56 PM I've released the 1.14 patch. See the first post to download. In addition the the 1.12 fixes, it tweaks the specialist effects, allows specialists to display in the pedia, and removes military support cost from probes and missiles.
Healz Dec 06, 2008, 04:10 PM I have an idea that I would like to see a scenario for Next Generation based on the planned large scale invasion of the ISS Enterprise that USS Enterprise D came across in the book Dark Mirror. It might require a little bit of tweaking but the artwork is all there for the units and just needs to be recoloured...
ruffriders23 Dec 08, 2008, 02:00 PM My game crashes before it even loads with the new patch.
deanej Dec 08, 2008, 03:12 PM My game crashes before it even loads with the new patch.
Are you loading from a save? The epic game and the ST Enterprise scenarios are probably not save-game compatible because both used the default BtS version of Civ4SpecialistInfos prior to the new patch. If this is the case, simply delete Civ4SpecialistInfos from the mod folder until you complete the current game. (It's in [Mod]\Assets\XML\GameInfo)
ruffriders23 Dec 08, 2008, 04:14 PM No, I am loading the mod and it crashes.
deanej Dec 08, 2008, 04:37 PM Do you get an error?
Pablod Dec 08, 2008, 05:59 PM you need to give more information man !
deanej remember the for vista 64 bits program files is=program files (x86)
still i can't play 22 century
ruffriders23 Dec 08, 2008, 09:49 PM When it goes to the uncashed part of the load I get an error that says
"Teg: UNITCLASS_COLONY_SHIP in info class was incorrect Current XML file is: xml\Units/CIV4UnitsInfos.xml"
It does that for 3-4 different items, then windows closes it.
deanej Dec 09, 2008, 03:06 PM Did you install the full mod? I think you may have installed just the patch (you need to install 1.0 first then the patch... it's like civ).
ruffriders23 Dec 09, 2008, 03:43 PM got it. I deleted the mod and just copy/pasted the patch. I assumed since the patch had all the different star trek folders in it, they were replacements, not additions.
Could you just make an installer for this so we don't have to jack with the folders?
Pablod Dec 09, 2008, 09:05 PM saves are not working just look
196738
196739
AJSmooth Dec 11, 2008, 02:47 PM To install the star trek mod, the readme specifies...
Unzip the file to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\MODS.
However, in my directory, the filename under that path is "Mods" without capital letters.
When I go into My Games/Beyond The Sword There is a file called "MODS" in all capitals... is this where I install the mod?
Because, for the Art + Sound files, it says to install the sound file to Copy the sounds folder to My Games\Beyond the Sword\CustomAssets and this is where I saw the folder, "MODS" all in capitals.
Could someone clarify this for me?
Thank you!
PS....
I BOW BEFORE YOUR MODDING MASTERY! I managed to play the first turn of one of the scenarios before it crashed on me, this makes me suspect I installed some files into the wrong directories and so will reinstall hopefully after I get the above questions clarified.
It looks awesome!
deanej Dec 11, 2008, 03:37 PM Which scenario? Both 22nd century and Earth-Romulan War have known Vista issues. The others should work.
AJSmooth Dec 11, 2008, 04:00 PM Which scenario? Both 22nd century and Earth-Romulan War have known Vista issues. The others should work.
It was the Earth-Romulan War, and yet I have vista...
But do you think I installed everything in the correct locations?
deanej Dec 11, 2008, 04:08 PM Well, it should be the Mods folder in the program files directory, but it shouldn't really matter. I'll hopefully get that stuff fixed - for now just play the 22nd century epic game option if you want that era.
Pablod Dec 11, 2008, 04:15 PM it crash in a few turns epic mod
with vista
deanej Dec 11, 2008, 05:08 PM I've fixed the scenario save game bug. The change will be included in the next patch, but for now just go into [Mod Used by scenario]\Assets\Python\CvFinalFrontierEvents.py and find a line that looks like:
if (pPlot.getScriptData() != ""):
and change it to:
if ((pPlot.getScriptData() != "") and (pPlot.getScriptData() != "Scenario")):
Pablod Dec 11, 2008, 05:56 PM spesify more that is not enogh
the file has like one thousand lines
deanej Dec 11, 2008, 06:14 PM The line number's different in every file. I'd use the find feature to look for it. It's in the loadSystemsFromPlots method near the bottem of the file.
Pablod Dec 13, 2008, 05:34 PM yes i got it ,it is working nice
i got enterprice-e in level 6 to meet the dominion
deanej Dec 13, 2008, 06:25 PM I assume the scenario is working properly? I'm afraid that I never got the chance to test it past season 3 because I wanted to get it out in a reasonable amount of time (the turn lengths are long, but may be shorter now that a python exception is fixed since the version I first put out 5 months ago). About 10 turns into season 6 the following should have happened:
4 Dominion Unit spawns, Dominion taking control of initial cities that flipped to the Maquis that were not yet captured by the Federation or Cardassia (with the death of the Maquis), Dominion/Cardassia declaring war on Federation/Klingons, and Damar becoming leader of Cardassia.
After that, you should be able to build the Prometheus, the Romulans should enter the war with a unit spawn (you should also be able to build spies on this turn), the breen should enter the war with Broca becoming leader of Cardassia and you should get some Cardassian units (to simulate the resistance), and Thot Pran becoming leader of the Breen. Now for the conditional events:
-If Cardassia is captured and it is turn 177 or later, Cardassia will switch sides (note: if Cardassia is captured and retaken before turn 177, the game will not make them switch sides)
-If the war is still going on after turn 181 and Bajor has more than 4 cities, they will enter the war
-If Cardassia is captured and the Federation, Klingons, and Romulans have 10 or more cities combined on turn 180, the Dominion will surrender and either the Federation, Klingons, or Romulans will get a conquest victory based on number of cities (Cardassia can be captured after turn 180)
-If the Federation, Klingons, and Romulans combined have 3 or less cities, the Federation will surrender and either the Dominion or Cardassia will win a conquest victory based on number of cities (Cardassia can't win if they have switched sides, though)
I'm pretty sure that all this works fine as it's similar to code that I have tested (I somehow managed to test the Klingon-Cardassian war events without actually playing that far in)
Pablod Dec 13, 2008, 07:29 PM thanks that is chalengin
197123
here is the save if you want to play last episodes
deanej Dec 13, 2008, 08:03 PM OK, when the next patch comes out the Dominion will get 1 battleship and 4 fighters when flipping the cities in addition to the one they get from the flip.
JEELEN Dec 14, 2008, 12:53 AM -If Cardassia is captured and the Federation, Klingons, and Romulans have 10 or more cities combined on turn 180, the Dominion will surrender and either the Federation, Klingons, or Romulans will get a conquest victory based on number of cities (Cardassia can be captured after turn 180)
10 cities combined for UFP, Klingons and Romulans seems a bit low. (I'm past turn 100 in my current game as Romulus and have 6 systems just by colonizing; I'm smaller than the UFP. Granted, the Dominion War hasn't started in earnest yet, but still...)
deanej Dec 14, 2008, 11:50 AM I could raise it to 20; since I never tested it past season 3 there are almost certainly balance issues with the scenario.
mithrasinvictus Dec 14, 2008, 06:03 PM I have correctly installed the original star trek, updates and patches now, yet for some reason I am unable to get the maps to appear before the game is fully loaded.
What should I try doing?
deanej Dec 14, 2008, 07:56 PM If you mean that you need the Star Trek mod loaded for the scenarios to appear, that is normal. If it isn't, could you elaborate?
mithrasinvictus Dec 15, 2008, 04:06 AM If you mean that you need the Star Trek mod loaded for the scenarios to appear, that is normal. If it isn't, could you elaborate?
As I try and load the mod everything seems to be going fine. And just after loading the map, which hasn't appeared to just show one city, the game crashes.
deanej Dec 15, 2008, 04:37 PM Is this with the 22nd century or Earth-Romulan war scenarios? Both have known vista issues; the others should work fine.
mithrasinvictus Dec 15, 2008, 05:55 PM Is this with the 22nd century or Earth-Romulan war scenarios? Both have known vista issues; the others should work fine.
none of the scenarios work and neither does the main star trek mod. Every time I load the main mod and not a scenario, I get XML errors stating all of the religion (values) and civics info is either misplaced or misnamed. All of the scenarios will begin to load from the screen, and will finish loading and crash before I hit the initial game screen for the first turn.
deanej Dec 15, 2008, 06:43 PM I'm guessing that you just installed the patch and not the full mod. Unlike mods like RFC, with Star Trek a patch is a patch.
ruffriders23 Dec 15, 2008, 10:22 PM Can you make an installer so we don't have to mess with the folders?
mithrasinvictus Dec 16, 2008, 12:26 PM I reinstalled 1.0 and 1.4 the art and other stuff remained and I had the exact same problem when searching for the uncached XML...it cannot find the TECHS nor the VALUES....I don't know what I could be doing wrong as I put everything in the recommended folders.:cry:
coreybowman Dec 16, 2008, 12:38 PM have you fixed the issue with the ai killing all the other civ in the first 5 minutes? i tried the last patch before this one that said it fixed that issue but it didnt. this is a great mod and i hope this issue fixed for obvious reasons.
deanej Dec 16, 2008, 06:08 PM You mean beta 3? If so, the alien vessel had a stats change quite a while ago - I also tweaked the barbarian code since then.
@misthrasinvictus: Are you sure everything's in there right? All this points to a faulty installation of the mod. The only other thing I can think of is, do you have anything in customAssets?
deanej Dec 20, 2008, 12:56 PM I've released the 1.16 patch on the first post. It requires the full mod and fixes the following issues:
Fixed scenario save game loading bug
Dominion gets more units when flipping Maquis cities
Starting 10 gold only applied in non-scenario starts
Fixed Klingon unit art style
Tweaked cities needed for surrender conditions in DS9 scenario
Vista CTD fix on 22nd Century and Earth-Romulan War scenarios
deanej Dec 22, 2008, 07:53 PM I've released the 1.17 patch on the first post. All it does is increase the cost of the Daedalus and the Suliban Stealth Ship in the 22nd Century and Earth-Romulan War scenarios.
mike9o Dec 23, 2008, 02:38 PM In Vista, when I try to load the Klingon scenario, I get this message before the game loads vanilla BTS:
XML Error
Tag: ERA_ENT in Info class was incorrect
Current XML file is: xml\GameInfo/CIV4ForceControlInfos.xml
:eek:
Any ideas? :)
The main mod works great!
A few comments: The Borg Cube is too powerful. It should be a Heavy 2, not a Light 5. It should be at least made a Light 6. Why should a 5 be far, far better than the series 6 that replaces it? In my first game I was playing the Klingons unit a fleet of 5 Cubes destroyed my (until then) all powerful empire. Now I'm playing as the Borg and am doing unto others that they had done unto me! :D
deanej Dec 23, 2008, 05:23 PM It wasn't always like that, but people were requesting more powerful Borg Cubes. Note: they do not upgrade to Light VI, and they cost a LOT. I can't really move them up later because there are already too many UUs that late in the game already.
As for the error, I think you may have something in your customAssets directory. This mod is probably incompatible with most customAssets, though I don't know for sure what does/doesn't work. I would disable them, but then the sound would be lost.
deanej Dec 24, 2008, 03:13 PM I've released the 1.19 patch on the first post. It has the following changes:
Suliban Stealth Ship limited to 3 allowed
Adjusted unit AI for units that start with cloak
Klingon Bird of Prey limited to 5 units (affects AI only; humans can build unlimited numbers)
Romulans get more starting units in Klingon Civil War scenario
Klingon Bird of Prey required Integrated Deflector, not Transwarp Development Project
Added Yesterday's Enterprise scenario
JEELEN Dec 25, 2008, 01:00 AM The Borg Cube is too powerful. It should be a Heavy 2, not a Light 5. It should be at least made a Light 6. Why should a 5 be far, far better than the series 6 that replaces it? In my first game I was playing the Klingons unit a fleet of 5 Cubes destroyed my (until then) all powerful empire. Now I'm playing as the Borg and am doing unto others that they had done unto me! :D
The Borg are not too powerful: they should potentially be the most dangerous species, making it a challenge to play against them (Starbases and Interceptors being a must). In the series only Species 8472 (from the Liquid Universe, Voyager series) were able to defeat them - an interesting thought for a scenario, BTW.:mischief:
mike9o Dec 29, 2008, 02:01 AM The Borg are not too powerful: they should potentially be the most dangerous species, making it a challenge to play against them (Starbases and Interceptors being a must). In the series only Species 8472 (from the Liquid Universe, Voyager series) were able to defeat them - an interesting thought for a scenario, BTW.:mischief:
If the Borg were so all-powerful, why did they need to go back in time to try and defeat the Federation? Why did Picard pull his punches and decide not to use a virus to destroy them? Why did their exposure to Hugh weaken them so? Their ships may have been powerful, but they sure were weak versus espionage. Maybe if the mod reflected Borg weaknesses then the ships could be as strong as they are. But as is, the 30 attack value of the Cube is like having Romulan ships totally undetectable or Breen ships able to deactivate the defenses of enemy ships, which would unbalance those races as well.
Healz Dec 29, 2008, 03:46 AM Good question and something we can only wonder about at the time. Maybe the worry with using a virus to destroy them was coming up with something suitable that could act on a part machine/part biological being. Or perhaps Picard was still hoping to be able to rescue the people the Borg had converted...
deanej Dec 29, 2008, 09:55 AM If the Borg had ever bothered to send more than one ship they wouldn't have had to go back in time. ;) FYI, the Borg cube in the mod represents the Borg at the time when they were first introduced to the Federation by Q. I'm sure there are some people here that would prefer that the Borg have an all-powerful UU for every ship, but I think its fairly balanced because it comes later in the game, and it costs a LOT to build.
mike9o Dec 29, 2008, 01:52 PM If the Borg had ever bothered to send more than one ship they wouldn't have had to go back in time. ;) FYI, the Borg cube in the mod represents the Borg at the time when they were first introduced to the Federation by Q. I'm sure there are some people here that would prefer that the Borg have an all-powerful UU for every ship, but I think its fairly balanced because it comes later in the game, and it costs a LOT to build.
If the Borg are as they were when Q introduced them during TNG, shouldn't there be a limit to the number of Cubes? Much like the Kremin time ship's (another all-powerful UU) limit to just one, two cubes should be more than enough advantage for the Borg. And if the mod takes place just when the Borg were introduced, wouldn't one cube be more appropriate? Just asking? :)
Healz Dec 29, 2008, 02:12 PM I suppose perhaps the Borg suffered too much Optimism, although they did show themselves extremely dangerous in Star Trek First Contact converting most of the Enterprise Engine Room into a home. Who knows maybe the Borg have other commitments which is why they only seem to send one or two cubes at a time... It was never explained where exactly the home planet of the Borg was or a back story that explained how this part machine/part biological race came to be. This cyborg race so to speak.
gundam_guy Dec 31, 2008, 02:29 PM I've just downloaded the mod and everything worked great. Thanks deanej for all your hard work.
Just wondering which senario can allow player to play as capt. picard? And also which allows me to play the borg.
Gonna be playing this for a long time in mulitplayer with a few buddies.
deanej Dec 31, 2008, 03:41 PM Picard appears in both Klingon Civil War and Yesterday's Enterprise but is only playable in Yesterday's Enterprise. I had intended for the Borg to appear in both Kazon Unification and Hirogen Hunters but they got cut when I was designing the maps. They will appear in 2.0 in The Galaxy scenario as a very powerful force.
gundam_guy Jan 01, 2009, 03:41 PM Thanks for the info deanej. Looking forward to the Galaxy senario in 2.0 (drooling....).
I was looking for the Yesterday's Enterprise scenario, but couldn't located it, but I do have all the other scenarios. Pls advise.
deanej Jan 01, 2009, 04:54 PM Yesterday's Enterprise was added in the 1.19 patch; if you have that patch it should show up. It shares the ST Klingon mod folder with the Klingon Civil War scenario.
Brolly Jan 03, 2009, 07:42 AM ok how to install this mod? I do everything what was write in the readme fils but I can't start.
deanej Jan 03, 2009, 01:02 PM Once installed you start either by using the shortcut (if civ is installed in the standard location) or going to Advanced -> Load a Mod -> Star Trek.
Brolly Jan 03, 2009, 04:45 PM wow thanks but when game is loading smoe crash apear
gundam_guy Jan 03, 2009, 05:52 PM Thanks deanej for you help. I found Yesterday's Enterprise scenario.....I t |