View Full Version : [BtS] Star Trek Mod
deanej Jul 24, 2007, 11:18 AM This mod* is a total conversion of Civilization IV: Beyond the Sword to Star Trek. You can play as one of 14 Star Trek civilizations, starting with a "city" and a deep space probe and are tasked with building a civilization to stand the test of time. Like the Final Frontier scenario for BtS, there are space features such as black holes, asteroids, and solar systems. Unlike Final Frontier, concepts such as Great People, unique units, etc. are back in the game**. This mod also has scenarios such as Deep Space Nine and Xindi Attack that let you play out specific events in the Star Trek universe.
*This is actually a mod-mod of the Final Frontier scenario. But is has its own mod-mods, so let's just call it a mod to keep things simple, OK?
**Corporations and random events are not in the game.
Requires the Beyond the Sword expansion pack with 3.17 patch.
Updated 11/30/08
Download here! (http://forums.civfanatics.com/downloads.php?do=file&id=6201)
Star Trek Art and Sound Pack (required for this mod) (http://files.filefront.com/Star+Trek+Art+and+Sound+Pack/;11391338;/fileinfo.html)
Download Patch 1.12 (http://files.filefront.com/Star+Trek+Patch+112/;12513436;/fileinfo.html)
View the forum for this mod. (http://forums.civfanatics.com/forumdisplay.php?f=310)
keldath Jul 24, 2007, 05:15 PM wow!!!
unbelivble!!!
when i first layed my eyes on the final fronteir - the first thought came to me was - star trek mod!
if yould like, i can help covert it to bts!
have you done all the work so far by your self? very impressive!
deanej Jul 24, 2007, 08:52 PM I converted the files using the assets included in the Final Frontier demo to let me know what to change. When I get BTS (should be this week) I'll be able to make sure there are no typos/missing tags. If strange things happen, I guess I know who to contact!
keldath Jul 25, 2007, 03:28 AM well done deanej, you really did some awesome job there,
maybe i can help you around...
deanej Jul 26, 2007, 03:12 PM No errors while loading, but the mod crashes while getting into the main menu. No idea why; it could take awhile before I have anything that works with BTS.
EDIT: It doesn't like the AudioDefines and Audio2DScrips files for some reason. Any idea why?
keldath Jul 26, 2007, 11:15 PM well the copy that you uploaded isworking fine to main menu,
f the audio causes ctd, might be a type error,
ecperienced it once,
if you send me the comp;ete files you have i can asist.
KELDTAH@GMAIL.COM
OR MSN (PREFFERED)
LORDKELDATH2@HOTMAIL.COM
masonl Jul 27, 2007, 07:07 PM This is just way too cool.
Thanks
keldath Jul 28, 2007, 08:06 AM hey deanej,
ill check the error in the sound this week and let you know :)
deanej Jul 28, 2007, 11:06 AM Thanks. I'm currently working on other areas of the mod. I just got a custom main menu!
keldath Jul 28, 2007, 11:14 AM really? your making somthing from star trek?
and im interested to see how youll encorporate the final front' scenario - should be cool.
also, i wonder about the corporations system that youll use.
and most off all,
theres a need for graphic models,
i hope you have some people for creating starships and such!
i see you have profound knoldgle of star trek, impressive,
im currentlry - watching deep space 9 from season 1-7 - got to season 4 by now :)
so im very excited on playig a star trek civ game :)
snafusmith Jul 28, 2007, 03:29 PM http://img247.imageshack.us/img247/4500/ussenterprise2ux2.th.jpg (http://img247.imageshack.us/my.php?image=ussenterprise2ux2.jpg)
http://img247.imageshack.us/img247/672/ussenterprisejj0.th.jpg (http://img247.imageshack.us/my.php?image=ussenterprisejj0.jpg)
deanej Jul 29, 2007, 11:42 AM Here is more content concerning the mod. Included is the sound files (they are for both the Warlords and BTS versions of the files), a patch for the warlords version that will make the game use them, as well as the BTS version. The BTS version will get a CTD if you enter the TOS era (easily fixed by commenting out the sound data in the EraInfos file) as well as contacting/playing as the Federation, Klingon, or Borg civs.
As for units, I certainly could use someone making models. I'll have to make some kind of chart, but here is a list of the federation ones as well as a few others.
Federation:
-Constitution
-Constitution Refit
-Miranda
-Soyuz
-Excelsior
-Constellation
-Nebula
-Ambassador
-Nova
-Galaxy
-Intrepid
-Sovereign
-Akira
-Prometheus
-Defiant
Generic:
-Deep Space Probe
-Advanced Deep Space Probe
-Tactical Missile
-Subspace Warhead
-Colony Ship (will probably use graphics from Final Frontier)
-Construction Ship (will probably use graphics from Final Frontier)
-Spy
-This will probably include all the types of Great People from the epic game
-This will include missionaries for the various religions.
Space Lifeforms:
-The creature from "Encounter at Farpoint"
-The creature from "Galaxy's Child"
-The cloud creature form "The Cloud"
Quetz Aug 01, 2007, 09:57 PM Wow. This looks awesome.
My request, take it as you will - Use Dale's Ranged Bombardment to allow firing proton torpedos at adjacent targets! Wheee!
keldath Aug 01, 2007, 11:10 PM hi, bts has a system of range bomb in it.
like the assult mech has iy...
so its easy - just giving an airrange to a land unit -makes it reanged.
kalkas Aug 03, 2007, 06:42 PM Here is more content concerning the mod. Included is the sound files (they are for both the Warlords and BTS versions of the files), a patch for the warlords version that will make the game use them, as well as the BTS version.
I am not exactly sure for which version and/or expansion pack of Civilization 4 does the new Star Trek Mod work. You said that there is included a patch for the Warlords. Which version of the patch? Where shall I install the mod? Shall I install it in the Mods-folder under Warlords or under Beyond the Sword?
Kalkas
deanej Aug 03, 2007, 06:48 PM For some reason I get a CTD whenever I decide to build a building that has had a custom button made instead of using a default button. Why would this occur? The art displays fine in the game.
I am not exactly sure for which version and/or expansion pack of Civilization 4 does the new Star Trek Mod work. You said that there is included a patch for the Warlords. Which version of the patch? Where shall I install the mod? Shall I install it in the Mods-folder under Warlords or under Beyond the Sword?
Kalkas
The Warlords patch is for the Warlords version of the mod available from the first post that allows it to use the sound data included in the zip file. Also included is a version of the mod that works with BTS 3.02.
EDIT: Fixed crash. Had to remove comma before the path to the button.
EDIT: The Audio files now work. I don't know what caused the crash for the old ones, but the new ones I made work fine.
keldath Aug 04, 2007, 02:37 AM hey deanej,
i ws just about to write you that you should see if theres a comma,
and then noticed the "edit" tat you found it....
i had this problem too,
im gladto earyou got over the audio problem,
i sorry but i didnt get the time to workon your problem....
so keep up the good work :)
deanej Aug 04, 2007, 08:59 PM This mod has been updated! This now includes the audio as well, so the file size is much larger than the original. See the first post for more details as well as the new version.
kilkill Aug 05, 2007, 09:25 PM we boldly go were no modder has gone before...
T_F Aug 07, 2007, 09:57 PM Yay Star Trek mod! (I actually got through watching Generations not half an hour ago.)
Downloading, comments coming soon...
Seems pretty good (though it's tough to comment when you're playing as the UFP and the first unit you build is three guys with clubs). The rock music files don't seem to fit, though - especially the electric guitar screaming out the Generations overture. My suggestion is to stick strictly with the classical-ish.
I don't really have any other suggestions, but it's great!
EDIT: Oh, there are also a couple of spelling errors - I think you misspelled 'rules of acquisition' and 'Original Series'.
Nigholith Aug 08, 2007, 11:06 AM I'm an avid Star Trek nut, and a 3d modeler. I'd love to help out with this project in any way I can, gimme a pm deanej.
keldath Aug 09, 2007, 01:23 PM hi deanej,
i have some free time on my hands, finished with my overlord mod for now, so
if you need any help with your mod, ill glad to help around.
deanej Aug 11, 2007, 08:08 PM Sorry for the delay; I just got back from vacation. Currently I'm working on the UBs and then will convert the mod to Final Frontier. Then another release, and then the default units will be done.
Things that will be needed:
-Art for units (will post chart this week)
-Script for the Cloaking Device
About the cloaking device:
-When the player discovers the cloaking device tech, he can cloak his ships.
-Cloaked ships can't defend or attack and are completely invisible.
-Units that cloak or decloak can't do anything else that turn (to prevent cloaking, moving to a lightly defended system, decloaking, and attacking in the same turn)
-The Tachyon Detection Grid wonder reveals cloaked ships in your borders (if this is too much of a stretch don't worry about it)
-This should work with Final Frontier.
keldath Aug 12, 2007, 05:06 AM awesome!!!
sounds really cool whats your planning :)
deanej Aug 12, 2007, 11:45 AM Here is the unit chart!
keldath Aug 12, 2007, 12:25 PM deaej,
perhaps you shold add a jem'hadar ship (aasault ship pr baatleship /cruiser)
deanej Aug 12, 2007, 05:58 PM The Fighter is the Jem'hadar assault ship. The Battleship is the one the Valiant tried to destroy.
keldath Aug 12, 2007, 11:13 PM ah i c.
anyway, i saw a resources mod for ff,
and it looks nice in space on an astroid rubble,
have you thought bout the resources youll include?
deanej Aug 13, 2007, 03:25 PM I was thinking about replacing gold with latinum, iron with duranium, oil with deuterium, and titanium with dilithium. I'm not sure what to do with uranium - I was thinking about antimatter, but it makes no sense for antimatter to be in an asteroid field, and I'm not sure what the game will do with resources that don't require an asteroid field. The other resources will be the same. I also plan to add the following:
Subspace Anomaly
-Impassable
-Created as fallout by Subspace Warheads
Transwarp Conduit
-Built by Construct Ship
-Units move faster
-Requires Transwarp Conduits tech
keldath Aug 13, 2007, 05:17 PM hummm...try catrossel white :)
also tacyon particals as a resource, or tacyon radiation,
you can make also ore - ds9 proscessed it...
im sure that theres more.
s animals you can do some of the space critters, like the entity that took datas bro - lore.
is anyone creating models for units yet?
deanej Aug 13, 2007, 07:24 PM I just converted to Final Frontier and tried to test out a game and it freezed on the "Initializing" stage. I had to do a hard reboot to get out. What's causing this?
I also get "BUILDINGCLASS_CAPITOL in info class is incorrect" for the Civ4ForceControlInfos.xml file. I don't have a different version of that file in my mod, nor is there one in Final Frontier.
keldath Aug 14, 2007, 02:44 AM mmm the building cass might be cause your missing the tag in building info,
or building classinfo.xml,
bout why it froze idunno,
i think you should have started the build on the ff files,
try to merge it agaipart by part and check if it works, its realy hard to guass wheres the bug now when you have it all on ff,
start with adding just thenations to the ff mod, then try the mod see if its ok, then move on to the units, and so on.
thats the only way to track the cuase i belive.
kilkill Aug 14, 2007, 09:45 PM sweet!! is gonna be like botf? ive always wanted botf to have better graphics! btw botf stands for birth of the federation.
deanej Aug 16, 2007, 04:31 PM OK, I don't know how to fix the freeze. It doesn't look like this will ever get done now. I don't want to make the mod without space terrain, and I don't want to start over. Everything is too dependant on each other to take it apart.
Gaius Octavius Aug 16, 2007, 10:39 PM I'm not sure I understand what's causing this problem but my advice is, if you can't get it to work, start a clean folder with just the modified Final Frontier terrain in it and go from there. If all else fails, I suppose you could always ask John Shafer, the FF maker, for help (though he's very busy). :)
keldath Aug 17, 2007, 02:53 AM deanej,
the onyway to track to problem is byworking step by step,
convert each parts by it self.
ill try to help,
get me a save game where the game get stuck, and ill see what i can do,
if i wont succeed, il re merge everithing to ff.
we will have this mod ready! we have too!
Gaius Octavius Aug 17, 2007, 12:39 PM My advice is, if you can't get it to work, start one step at a time from the beginning. I know, I know... it's awful. I've had to do this myself before. However this mod is, quite frankly, one of the best ideas yet for BtS, and it's very likely it will become one of the top ten most-downloaded files on CFC.
Let's make this into what BotF should have been. :D
keldath Aug 17, 2007, 02:37 PM i agree with gaius,
im willing to assist with the convertion.
Gaius Octavius Aug 17, 2007, 03:12 PM If you don't want to start over again, I might be willing to take on the project under the guise of "Re-Birth of the Federation." Do you think you could post a mini-mod with just the unit and building art in it?
Also, another issue: the way buildings are set up in Final Frontier (i.e., per planet) is kind of confusing. I much prefer the standard Civ 4 way of doing it. Obviously, in this case one "city" represents an entire solar system. Is this how you set it up?
deanej Aug 17, 2007, 05:15 PM OK, I'll just let you guys re-convert it. I'll be on vacation next week, so don't be surprised if I don't reply until after then. I have attached the files that have changed since the last version. Also included are the converted game font files.
Since there are no python changes that can be copied over exactly. The same goes for the "Resource" directory (the theme should point to the Star Trek mod though, but it probably doesn't make a difference). The XML for the terrain and units can be replaced, but the missionaries and the great people from the Star Trek mod should be carried over. It was my experience that the delta and omega units had to be removed, as the game refused to use the greek symbols and just made the font bold. Technologies should be left alone - I don't want Final Frontier techs in it (thus the tech references need to be removed). There are also improvement references that will need to go - these are in the Leaders file and the civics file. I also want standard graphics for the processes - culture stays culture, not influence. I also want the specialists and more importantly, the great people, to work normally.
Gaius Octavius Aug 17, 2007, 05:20 PM All right, I'll try to take a look at some aspects of it and see what I can do.
A few ideas:
- I can convert part of the sounds/soundtrack from Botf for you if you wish.
- Doing random events is a must. Again, Botf comes in handy here.
- I think we should include several buildings that make resources (for instance you might have a ketrecel white refinery, or a dilithium refinery, as someone suggested).
- We could replace religions in the game with Star Trek religions or some other ideology (exactly what, I don't know right now--maybe pluralism, totalitarianism, etc.?).
- Unique ship names are doable, so we have the USS Enterprise and Yamato for Galaxy-class vessels, and so on.
- I think the colony/vassal system can be tweaked to simulate Botf's minor race membership.
Obviously, I'm thinking in terms of Botf a lot, so I guess it depends on how much you want to reproduce or improve upon it here. Lastly (and I don't know how much you've done with this as of the writing of this post), I think the eras should be balanced evenly, so the original series / first six movies timeframe lasts about as long as TNG-DS9-Voyager era.
Gaius Octavius Aug 18, 2007, 12:34 PM Okay, I've actually looked at it now, and I must say I was very impressed, especially by the music. It's great! Can't wait to see what else you're going to do with this soon. I'll try to get it working with Final Frontier's space art and get back to you.
One question: I was thinking about doing a mod that was more of a conversion of BOTF, with an emphasis on the Alpha quadrant civilizations. Do you mind if I use this as a base? It'd be perfect!
deanej Aug 18, 2007, 08:13 PM Sure, you can use it as a base. You won't even need the final release - you could start with whatever build comes out after the scenarios - you just won't have the scenarios or the pedia text (which would come out at release or earlier; I don't have a set time).
Gaius Octavius Aug 18, 2007, 09:20 PM Great. Oh, I don't know if you know this, but JeBuS27 is also doing a Star Trek mod and has a few of the ships already done. (He also has already merged the Final Frontier terrain successfully.) He plans to release some of the art and units in modules so that might be of use to you. :)
king1536 Aug 25, 2007, 02:08 PM Why can't I find the download?
deanej Aug 25, 2007, 07:17 PM It must have been automatically deleted or something. I don't really want to upload a new copy without something new in it; with others currently converting it to Final Frontier, I actually don't have anything to work on with it.
deanej Aug 30, 2007, 03:11 PM I figured out the freeze. As this mod did not have any python components, I just copied the Final Frontier python into the mod. Big mistake. Now that the references to Final Frontier traits, buildings, and units are cleaned up from the CvFinalFrontierEvents file, the game no longer freezes. Unfortunately, it is very broken. For some reason, the civs start with a city and not a colony ship like they should. These cities have no buildings or planets and have the great wall texture around them. Build and research times are absurdly long and each civ has a very negative score. The civic screen only has four civic types instead of the five that it should have. I have provided a screenshot and the file in the attachment.
deanej Aug 31, 2007, 08:50 PM Does anyone know anything? I tried again and again to clean up that file better, but each time except the one attached in the previous post does not remove the freeze. I also don't know why the other problems developed. Right now this seems very dead. It also would be nice if someone with a decent amount of experience of python (which I definitely don't have) to be involved in the project.
Jon Shafer Sep 02, 2007, 08:49 AM All of the problems (I think ;)) you're seeing are due to specific Python code which is designed for Final Frontier. So yeah, in order to clean it up for use in another mod one would have to do a fair bit of work in Python.
Jon
keldath Sep 02, 2007, 09:00 AM i hope you find some python expert to help....
wish i was....i wanna see this project finished!
deanej Sep 03, 2007, 10:45 AM I posted a thread in the main Creation & Customization forum, but nobody has replied. It seems that the only people who want to see this finished are the ones who don't know enough to do it.
keldath Sep 03, 2007, 12:29 PM damn....
say,
if you only work with the xmls, no python involved,
there shouldnt be any freezes at first, no?
deanej Sep 03, 2007, 02:34 PM I don't know how to do the space without Final Frontier. I managed to fix the score and great wall problem by changing the map script to correctly add the palace to generated cities. The interface issues were solved when I discovered that the modified screen files don't need to be there for the theme to work properly. However, cleaning up the other files only cause problems. CvSolarSystem.py causes the interface and music to disappear. The only current bugs are the slowness of the city screen, the way the religions in the city bar use the resources pictures, and the fact that planets and stars are not generated by the game.
EDIT: I just noticed that some systems had planets while most did not. Also, the game crashes to the desktop while exiting to the main menu.
deanej Sep 05, 2007, 08:58 PM Good news: The next build of the mod is complete! :D I will upload it tomorrow. There are some bugs, but there are less than I thought there were when I compiled the list. The major one is the fact that solar systems don't start with planets. This update has been long overdue!
keldath Sep 05, 2007, 11:07 PM ahh good to hear :)!
deanej Sep 06, 2007, 05:27 PM Updated! (http://forums.civfanatics.com/downloads.php?do=file&id=6201) Details are on the download page.
If you look closely in the XML/Misc director, you will find a Civ4CloakingInfos.xml file and a schema for it. Ideally, this is how cloaking technology would be implemented for the mod (it would be so easy to change for scenarios) but unless a SDK person is interested, I don't see it happening.
Fanatic Demon Sep 07, 2007, 03:38 AM While there be any Q events? where Q gives a chalange which if you fail will punish you (zap a planet) and if you succeed give you special powers! :scan:
Gaius Octavius Sep 07, 2007, 05:23 PM Ha ha, forgot about Q. Maybe he could hurl a ship to the far side of the galaxy if you misbehave? :whipped:
Dionysis Sep 08, 2007, 03:45 PM Just wondering if anyone else has found that they can not build anything on their home planet and that they have zero population on the home planet (I was playing as the Federation in a large universe).
I also found that despite the fact that I was earning 8 gold per turn, my total gold never went above zero.
I downloaded the latest update and installed the "Star Trek" folder under "C:\users\<username>\Documents\My Games\Beyond the Sword\MODS".
Thanks for all the effort on this mod.
deanej Sep 09, 2007, 09:26 AM Something in the Final Frontier python doesn't like my mod. I have no idea how to fix it or even what causes it, so unless someone good in python takes interest, it will stay a preview forever.
blitzkrieg1980 Sep 11, 2007, 07:35 PM I seem to have the same problem with the mod. My large universe game started out with a planet instead of a colony ship and it never grew past pop 1. There were no hammers, planets, or any sort of way to grow the population. Build times were pretty crazy. 37 turns for planetary defense ships. It said 180 turns for a colony ship and that never went down at all. I popped a colony ship from ship wreckage and colonized another star system which already had about 5 planets orbiting. The same deal happened. Population 1, never growing, build times absurd. I went through about 115 turns just grabbing stuff from the wrecked ships and technologies, but really, I had to quit. Nothing was happening.
All that said, do I have the most current version? I dLed it from the first post in this thread.
blitzkrieg1980 Sep 11, 2007, 07:36 PM Just wondering if anyone else has found that they can not build anything on their home planet and that they have zero population on the home planet (I was playing as the Federation in a large universe).
I also found that despite the fact that I was earning 8 gold per turn, my total gold never went above zero.
I downloaded the latest update and installed the "Star Trek" folder under "C:\users\<username>\Documents\My Games\Beyond the Sword\MODS".
Thanks for all the effort on this mod.
Are you sure you were gaining 8 gold? My beaker count was going up +8, but my gold only went up from exploring and grabbing stuff from ship wreckage.
deanej Sep 11, 2007, 09:00 PM Good news: I have managed to locate the problem with the solar systems! They now start with planets, though build times seem to be lower than Final Frontier, because of the lack of mining facilities on the core planet most likely. Build times will be adjusted later in the development. I am still working on the gold/turn issue, but that is the last one. I am carefully cleaning up the python files, so it hopefully will be gone next build.
deanej Sep 14, 2007, 10:30 AM I am inviting the community to contribute to the mod.
See this thread for details! (http://forums.civfanatics.com/showthread.php?p=5946754#post5946754)
Webrider Sep 15, 2007, 08:48 AM I get a crash to desktop upon generating the map, sending error report to Microsoft. Looks like its generating the map ok just before it starts it crashes.
Looking at the readme file it looks like I should have to scenarios to play, they dont exist when I chose a sceanrio so I chose quick play. Tried large map random race.
deanej Sep 17, 2007, 06:58 PM Hmm... I didn't get a crash on those settings. It may have been a problem in the last build but not in the one I'm working from. Try again when the new one comes out and let me know if it still crashes.
The scenario's aren't developed yet. I'm not doing anything with them until the main mod is closer to completion. The stuff in the manual about them are placeholder and development files mostly. In fact, the pages on scenarios have very little formatting on them. If it's a problem I can comment them out until they are started.
I intend to release a new version this week.
KaiserBenjamin Sep 17, 2007, 07:25 PM I this is profoundly unhelpful but I am excited about this mod and wish you the best of luck in your efforts. Thanks so much for your hard work!
ente Sep 23, 2007, 09:51 AM On witch stand is the mod, how long must we wait for it?
deanej Sep 23, 2007, 11:59 AM I'm not exactly sure. A base mod with everything except the unit models, cloaking device, and scenarios is very close to existence. I intend to release a new build when my computer gets back and another after the patch with the mod updated for it and with the rest of the base units. Unfortunately, I can't create new unit models and nobody seems to want to do it. I also can't do the cloaking device because it requires changes in the SDK. The scenarios shouldn't require any SDK changes once the cloaking device is in, but some will require new unit models (especially the 22nd century one and the one with the Romulan Wars, and possibly the Earth-Klingon war one.)
deanej Oct 03, 2007, 08:36 PM The main file has been updated. Sorry for the long update time - I only just got my computer back. Let's hope that the patch comes soon enough that the next update will be after it and not before.
scottsimon1979 Oct 07, 2007, 04:23 PM Oh god I cant wait for this to be finished!! I have been dreaming about a proper Star Trek mod for a loooooong time...since Civ2.
deanej Oct 09, 2007, 06:50 PM Here is a version for the 3.13 patch:
http://files.filefront.com/Star+Trekzip/;8759288;/fileinfo.html
This version has a couple of MAJOR bugs and is not another release:
-Systems don't start with planets
-CTD when exiting to main menu
An actual release will be made later this month or next month at the latest. I have made a thread here about the issues and have PMed Jon Shafer.
deanej Oct 14, 2007, 07:12 PM Could python people please help me at this thread (http://forums.civfanatics.com/showthread.php?t=247051)? I have no Idea why I'm having so many problems with the python components of the mod, the code looks OK to me, but I'm not very good at modding anything but XML. At the rate of help I'm getting (that is, none), this mod will NEVER be released as I won't release a final version with these bugs.
KingArthur666 Oct 14, 2007, 08:55 PM You've done some amazing work here. I can't wait until you can get the bugs whipped so I can play a real game.
deanej Nov 05, 2007, 08:15 PM A new version has been uploaded (check first post). Buildings still can't be built (could someone check the python to find out why, please?). Check out the new era graphics.
waterfinery Nov 08, 2007, 01:26 AM Good job so far! I have not touched python, or any programming language in ages, but I will take a look at the codes after my dissertations are submitted. Assuming no other python programmers would help.
Best of luck!! Keep at it, many people eagerly await the completion of this mod (myself included). :)
waterfinery Nov 08, 2007, 01:29 AM Also, did you know that there is a Star Trek mod done for Civ 3 Conquest archived in this forum? It looks great, completed with much of the graphics and everything. I have not played since my copy of the Civ 3 is in the storage, but perhaps you could ask the makers of that mod for permission to use their Model of the star ships? I don't know if that is a feasible idea, but just a thought...
Jon Shafer Nov 08, 2007, 02:07 PM A new version has been uploaded (check first post). Buildings still can't be built (could someone check the python to find out why, please?). Check out the new era graphics.
Sorry for not taking a look at your mod sooner deanej, I haven't been online in a while and saw your PM today. ;)
I looked at your latest version and I'm not sure exactly what's causing the problem with the Buildings, but it looks like it has something to do with your BuildingClassInfos.xml file. You have 54 entries in there, and 68 in BuildingInfos.xml. ;)
Jon
deanej Nov 08, 2007, 04:21 PM The reason why it's different is because I have unique buildings in this mod. Is that a problem? Would this also cause problems with unique units? I noticed that Final Frontier had neither, but I thought that was because they were never considered for the mod.
Jon Shafer Nov 08, 2007, 05:20 PM Fair enough. It could be a problem, but I don't know for sure. Whenever the game goes to see if a player can construct a Building it checks "cannotConstruct" in CvGameUtils.py. In there, it's thinking that every building needs BuildingClass 54 when it calls "isBuildingClassNeededInCity". Turns out there's exactly 54 BuildingClass entries in your mod (0 through 53). You might want to try removing all of the unique Buildings and see if it makes a difference.
Jon
deanej Nov 09, 2007, 04:26 PM That was indeed the problem. Thanks! I think I will fix it by having the unique buildings have their own building class each - the building class wouldn't have a default building, and in the civilization infos file I will disallow construction of the building it should replace. With the right text data, that fact that it was done like this will be invisible to the player and only a concern for modding.
EDIT: That leaves the only bug as the "memory could not be read" error on exiting to the desktop - just an annoyance, but still something that I would like to fix if possible
EDIT: I just tried this method. It mostly work, but it is not recognized by the civlopedia, and I just noticed that this causes problems with prerequisite buildings.
KingArthur666 Nov 11, 2007, 04:17 PM Is anyone having trouble downloading from File Front or is it just me?
deanej Nov 11, 2007, 07:23 PM I'll re-upload it in a little while (when I have finished fixing the UB problem).
It turns out that for the code only cares that the buildingclass and buildings are equal - you can have 10 buildings for the same buildingclass if you have 9 more buildingclasses that have no buildings. As soon as I finish adding the extra buildingclasses, I'll re-upload it.
EDIT: Now that I checked it, the download seems fine. Try it again; it was probably too much traffic.
woodelf Nov 12, 2007, 07:08 AM Do you want me to change the title from Warlords to BtS?
Amuroray Nov 12, 2007, 08:25 AM Do you want me to change the title from Warlords to BtS?
I think he rather prefer that you model an USS Entreprise and some Borg ships ;) but I know you re already busy ^^
deanej Nov 12, 2007, 06:35 PM Do you want me to change the title from Warlords to BtS?
Sure. It would probably bring more attention to it, as some people are probably not looking at it because of the title. Thanks.
woodelf Nov 13, 2007, 10:01 AM That kept me from looking at it until I noticed Trip helping you.
ruffriders23 Nov 14, 2007, 11:35 AM Any word on a release date for this BTS Mod?
deanej Nov 14, 2007, 05:44 PM I have no idea when it will be released - current plans are:
-Balance out unit, building, tech costs
-Implement the rest of the units
-Some new unit buttons and change GPs/missionaries to use advocate models/textures
-increase map script size
-somehow implement the cloaking system. Unfortunately, I know very little about the SDK and nobody who knows anything seems willing to help.
-Find/implement a spot in the city screen for GP bar and specialists
-Change allowed specialists in buildings to free specialists
-Implement events and corporations
Then I will release a beta; then the following:
-Unit models get implemented somehow (again, nobody who can make the nifs and kfms is willing to help)
-Create scenarios
-Write civlopedia
-Write manual
Then the final release.
idkmybffjill Nov 19, 2007, 01:51 AM This mod is fun, but unfortunately, starting around turn 40 it just takes tooooo long for the next turn to load, making the mod unplayable.
deanej Nov 19, 2007, 05:18 PM Not really sure why that would be happening, but it's probably an issue with the Final Frontier base.
deanej Nov 23, 2007, 01:05 PM A new version has been uploaded. And interface help (thread in Python/SDK forum) would also be appreciated...
ruffriders23 Nov 23, 2007, 11:27 PM I love the idea behind the mod and the mod itself. However, having to wait 60+ turns to build things or tech upgrades really makes the game boring pretty quick. Times need to be shorter and maybe add some explanation to things you can build. Relate them as: ??? replaces workers. ??? replaces grainery. Etc
deanej Nov 24, 2007, 12:44 PM The buildings/techs/units are so expensive because they were mostly just pasted in from warlords/bts (though many have adjusted effects/requirements). The costs have not yet been balanced for the mod. I should do that soon.
I've figured out the states of the units though (except cost):
Light I
No Tech Requirement
2:strength: , 2:move:
Upgrades to Light II
Light II
Tech: Integrated Deflector
3:strength: , 2:move:
Upgrades to Light III
Light III
Tech: Transwarp Development Project
5:strength: , 3:move:
Upgrades to Light IV
Light IV
Tech: Isolinear Chips
8:strength: , 4:move: , 4 range
Can enter nebula with Astrometrics
Upgrades to Light V, Heavy I
Light V
Tech: Saucer Separation
12:strength: , 5:move: , 5 range
Can enter nebula with Astrometics
Upgrades to Light VI
Light VI
Tech: Quantum Torpedo
16:strength: , 6:move: , 6 range
Can enter nebula with Astrometics
Exploration I
Tech: Polyduranium Hull
1:strength: , 2:move:
Upgrades to Exploration II
Exploration II
Tech: Integrated Deflector
2:strength:, 2:move:
Upgrades to Exploration III
deanej Nov 24, 2007, 12:45 PM Unit stats part II
Exploration III
Tech: Long-Range Sensors
3:strength: , 3:move:
Upgrades to Exploration IV
Exploration IV
Tech: Modular Systems
5:strength: , 4:move: , 4 range
Can enter nebula with Astrometrics
Upgrades to Exploration V
Exploration V
Tech: Asymetric Warp Fields
9:strength: , 6:move: , 6 range
Can enter nebula with Astrometrics
Upgrades to Exploration VI, Heavy II
Exploration VI
Tech: EMH System
11:strength: , 8:move: , 8 range
Can enter nebula with Astrometrics
Note: All exploration ships cost less than light ships
Heavy I
Tech: ODN System
16:strength: , 3:move: , 3 range
Can enter nebula with Astrometrics
Upgrades to Heavy II, Attack Cruiser
Heavy II
Tech: Multi-Vector Assualt Mode
20:strength: , 4:move: , 4 range
Can enter nebula with Astrometrics
Atack Cruiser
Tech: Quantum Torpedo
20:strength: , 15 range (note: is an air unit)
Note: probes cost less then exploration ships
Deep Space Probe
No tech requirement
2:move:
Advanced Deep Space Probe
Tech: Isolinear Chips
5:move:
Can enter nebula
ruffriders23 Nov 24, 2007, 12:51 PM If you balance the tech upgrades, it will help. Unit/building production too. As it stands now, I love the mod, but it gets boring waiting 80 turns to get new techs/units/buildings.
deanej Nov 24, 2007, 03:40 PM I'll look into stabalizing the costs. One thing you can to in the meantime is give yourself a SOD of great scientists in worldbuilder when it starts to become a problem. (about a stack of 10-20 per every two eras movies onward should do it)
ruffriders23 Dec 03, 2007, 07:34 PM any word on an update?
deanej Dec 03, 2007, 09:56 PM I just got the idea to make a file with projected changes for the next update. This was done so I don't aim to make changes and then make completely different changes (like I've been doing with the units for weeks now). I've posted it below.
Target: 12/24/07 or earlier
Target Changes:
-Balance TOS techs
-Add more units (at least TOS)
-Change GPs/Missionaries to Advocate art
There are other possible changes that I may make. This also doesn't include the interface changes that I have already made as well as the new XML tags (which don't do anything).
ruffriders23 Dec 03, 2007, 11:44 PM Have you thought about adding the Civ Gold BTS mod to this? The graphics are crazy!
http://forums.civfanatics.com/downloads.php?do=file&id=7742
Kelvenor Dec 07, 2007, 11:41 AM WOW I just got wind of this mod!!! Thanks Deanej, will try this one during the weekend.
Robert Can't Dec 08, 2007, 04:32 PM :worship: pleeeeese:worship: tell me how to do the download mod thing im new i dont understand:confused:
ruffriders23 Dec 08, 2007, 04:46 PM download, go into the zip file, extract to your C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods folder and then load the mod in the load mods section of the game.
Vince_2000 Dec 12, 2007, 01:16 AM Great Mod.... keep working ! it could be one of the best Mods of Civ4
ruffriders23 Dec 12, 2007, 02:52 AM Could use a bit more asset time adjusting. Building times are too long still. Time between turns is killer. Can take several minutes on a fast computer.
deanej Dec 12, 2007, 04:57 PM Many of the buildings will have reduced costs in the next build. I also plan to balance out some tech as well.
As for the turn times, that may be related to the map size. Try reducing the size and see if that helps. In the last build the size is 2x the original size (about 2 levels above original). In the one I'm working on the size is 1.5x the original (1 level above the original). This is done to balance out the initial units having 2 moves.
ruffriders23 Dec 12, 2007, 04:59 PM I play on a huge map alot... get bored playing the smaller maps. I will try it though. If you can adjust the build times to where it doesn't take an hour to build a settler, the mod will be one of my favorites next to WOC.
deanej Dec 12, 2007, 10:05 PM The original values are still in the map script as comments, so you could actually change the script if you want.
ruffriders23 Dec 12, 2007, 10:07 PM I have no idea how to mess with the new BTS stuff.
deanej Dec 13, 2007, 03:28 PM I think the map scripts are pretty similar (aside from the final frontier specific stuff in this one). The huge size on my current build is similar to large on the down-loadable one with more civs.
ruffriders23 Dec 19, 2007, 03:00 AM Any time frame for when the next release will be out?
deanej Dec 19, 2007, 05:19 PM I'm aiming for around Christmas. Trust me, this will be worth the wait. This release is going to be more polished than the current one (when it comes out, use the world builder to give yourself some forced specialists and angry citizens and see how it looks. No more overlapping fields. Also, give yourself a trade route). It also has the early techs and buildings balanced. I'm hoping to get the movies era techs balanced as well as more units implemented and new art for GPs and missionaries.
Dajet24 Dec 19, 2007, 06:57 PM when i play my home system city screen gets messe dup after a few dozen turns it no longer shows the avail plantes to switch to and from to build on add populatione tc. anyoen have this issue it happens no matter what race settings or graphics i have set to.
makes it pretty unplayable since i cant adjust home system at all it dont happen to any othger systems strangely enough.
ruffriders23 Dec 19, 2007, 11:09 PM I love the mod... even if it takes like an hour to build a single building now. It is so different than the rest. I'll be one of the first to download and play the new version.
deanej Dec 20, 2007, 04:44 PM I think the city screen problem is caused when you build certain buildings. There was a python problem that basically limited the number of buildings to 34, though I increased it to 100 in the latest version. I think it was introduced with Final Frontier.
SpongeBobSP Dec 20, 2007, 06:17 PM I just played the "preview" and Im left saying wow. Okay flame suit is on, I like this better than Civ4 itself. Adds a new dimension to the game. Im looking forward to the updates so progress can be made quicker.
Hopefully Deanej you are close to a release and thanks. Do you need any assistance? I no developer but can work world builders and love what you have made so far. Any way I can contribute please reply.
SpongebobSP:eek:
I think the city screen problem is caused when you build certain buildings. There was a python problem that basically limited the number of buildings to 34, though I increased it to 100 in the latest version. I think it was introduced with Final Frontier.
deanej Dec 20, 2007, 07:27 PM The release after the next one will probably have all the techs/units/buildings balanced and should be balanced. At this point it will enter the beta stage (and be completely playable as a game). All that will be left is:
-The Corporations
-Random Events (almost certainly not as many as the epic game)
-Unit Art/Unique Units
-The Cloaking Device
-Scenarios
-Write manual
-Write pedia text
-Change a few diplo text items
-Possibly fix a bunch of city bar icons not showing up
Then release; after that there is--- oh, that's classified. Sorry.
A few things that would be nice to have, aside from unit modelers and SDK programmers, would be:
-Text for the Romulan first contact text. I'm not sure what to have Neral and possibly Shinzon (don't remember) say to the player.
-Random events ideas; I have a few, but the original game had around 250 so there is a lot of room for input.
-Corporation ideas
The scenarios probably won't take much time, as they will be based on the epic game mod, but they will probably make the mod huge. I wish there was a way to have a "parent mod".
SpongeBobSP Dec 21, 2007, 12:18 PM Downloaded Blender, thought I would give modeling a shot. What do you need modeled? What format do you need them saved in.
For the Romulan saying "Uhn kan'aganna! Tehca zuhn ruga'noktan! Keep your distance and we may tolerate your kind"
They are isolationists and have been accused of racism. Might fight there species.
Id like to work with you on this, if you want to speak direct I can be reached at danielshaw68@hotmail.com
Sponge
Thorgrimm Dec 22, 2007, 01:24 AM Deanej, I have lots of models in 3DS max format we are using for our civ 3 ST mod. The majority are textured already and I could send them to you to possibly use in this civ 4 mod. Below are a few of them in just render mode in Max. :)
UESN Pre-TOS Era Moskva Class
http://www.stgfc.com/pnp/ST_Mod_Images/Fed_Pre_TOS_BC.jpg
UESN Pre-TOS Era Amarillo Class
http://www.stgfc.com/pnp/ST_Mod_Images/Fed_Pre_TOS_FF.jpg
Kzinti TOS Era Heavy Cruiser
http://www.stgfc.com/pnp/ST_Mod_Images/Kzinti_CA.jpg
Federation TOS Era Federation Class Dreadnought
http://www.stgfc.com/pnp/ST_Mod_Images/FED_TOS_DN.jpg
Federation TOS Era Napoleon Class Carrier
http://www.stgfc.com/pnp/ST_Mod_Images/Fed_TOS_CV.jpg
Federation TOS Era Tomcat Class Fighter
http://www.stgfc.com/pnp/ST_Mod_Images/Fed_TOS_FTR.jpg
I have models for the following races:
Federation
Klingon
Romulan
Gorn
Tholian
Kzinti
Dominion
Breen (1 ship)
Cardassian
Now I do not know enough about the poly restrictions for Civ 4, but most of these models were made for other games, so are not too high. Most of the details are in the textures. :)
:nuke: Cheers, Thorgrimm :nuke:
gegabitelord Dec 22, 2007, 12:00 PM So is this mod playable as of now?:confused:
ruffriders23 Dec 22, 2007, 12:04 PM yes, but you can play for hours and barely be anywhere. The techs and building times need adjusting.
deanej Dec 22, 2007, 12:27 PM Well, I have good news: The next release, with everything balanced through the movies era, will be released tonight or tomorrow! Watch this space.
EDIT: To Thorgrimm, I don't really have that many pre-tos/tos units in the epic game mod but the TOS ones could be used in the Earth-Klingon war scenario. For non-scenarios I need (from that list):
-Federation
--Constitution
--Miranda
--Soyuz
--Excelsior
--Constellation
--Nebula
--Ambassador
--Galaxy
--Nova
--Sovereign
--Intrepid
--Akira
--Promethious
--Defiant
-Klingon
--TOS era BOP
--Movies era BOP
--Vor'cha
--Negh'var
-Romulan
--TOS era warbird
--TNG era scout ship
--TNG era warbird
--Nemesis era Valdore
--Scimitar
-Dominion
--Jem'Hadar attack fighter
--The battleship from "Valient"
-The Breen ship you have (only one type was ever seen on TV anyways)
-Cardassian
--Galor
--Keldon
--Hideki
For scenarios:
-Federation
--The TOS era ships would be nice for the Earth-Klingon war scenario
-The Gorn ships would also be useful for that scenario
-Possibly include the tholians as a neutral party in the dominian war scenario?
Thorgrimm Dec 22, 2007, 08:10 PM For the Feds I can provide up to the Galaxy Class
No such critter as a TOS Era BOP, that came about when they dropped the Romulans from the third movie and made the bad guys Klingons, but kept the ship. I can provide a lot of TOS Era Klingons though, and I can provide the other Klingon ships you need.
For the Romulans I can provide the TOS and TNG ships. I don't have the others.
Can provide all the Dominion Ships
Ok on the Breen
And can provide the Cardassian Ships requested.
Dude, I must say you are leaving out a LOT of ST and seeming to concentrate on the Voyager and DS9 stuff. To me that is a major mistake. If you are going to do a proper ST mod, you need to cover all of ST's eras properly. Unless you only like those two shows. ;)
About the models, I can provide them once you line up a unit maker, since I want copies as they are made. :D
Some more screenies of renders:
Breen
http://www.stgfc.com/pnp/ST_Mod_Images/Breen_CA.jpg
Klingon Negh'var Class
http://www.stgfc.com/pnp/ST_Mod_Images/TMP-BB.jpg
I suppose you could use this as a TOS Era BOP
http://www.stgfc.com/pnp/ST_Mod_Images/Klingon_PRE_TOS_SC.jpg
Fed TNG DD
http://www.stgfc.com/pnp/ST_Mod_Images/Fed_Tmp_DD.jpg
Fed Ambassador Class
http://www.stgfc.com/pnp/ST_Mod_Images/Fed_Tmp_BC.jpg
:nuke: Cheers, Thorgrimm :nuke:
deanej Dec 23, 2007, 02:08 PM I've been writing all the XML up myself. As for the animations, I was thinking of using the Final Frontier kfm files with them, but I would need to experiment with it, or even find out if it's possible. I've made requests before, but more people might line up if they know there are models already made.
As for being biased toward TNG/DS9/VOY, that's caused by having too few canon ships as well as having too few techs. I originally was going to include the Oberth class, but I couldn't find a role for it to play. I can find a role for the one of the other TOS ships, but I would have to do a restructure of a lot of the later units and eliminate one of the movies era ones. There simply aren't enough techs/time for all these units. In fact, now that the buildings/techs through the movies era are balanced, I have never met another civilization until the TNG era or later! The tech tree just flies by. It is unlikely that the early units (basically anything lower than levels 4 and 5) will be used for anything other than defence against barbs.
Thorgrimm Dec 23, 2007, 02:30 PM I've been writing all the XML up myself. As for the animations, I was thinking of using the Final Frontier kfm files with them, but I would need to experiment with it, or even find out if it's possible. I've made requests before, but more people might line up if they know there are models already made.
As for being biased toward TNG/DS9/VOY, that's caused by having too few canon ships as well as having too few techs. I originally was going to include the Oberth class, but I couldn't find a role for it to play. I can find a role for the one of the other TOS ships, but I would have to do a restructure of a lot of the later units and eliminate one of the movies era ones. There simply aren't enough techs/time for all these units. In fact, now that the buildings/techs through the movies era are balanced, I have never met another civilization until the TNG era or later! The tech tree just flies by. It is unlikely that the early units (basically anything lower than levels 4 and 5) will be used for anything other than defence against barbs.
Lol, dude, there are so MANY techs dealing with the early Trek it makes your head swim. to say there is not enough tech to include some from the earlier series is a cop out IMO. ;) Also, there are quite a few canon ship models out there. You just have to look. ;) Now if you mean canon to DS9/Voy then you are correct. BUT if you include the other series there is a lot of ships out there. Heck, I have seen at least a dozen versions of the 'Akiraprise' it is not funny. :lol:
Below is a tech and a tree I have come up with for the civ 3 ST mod:
Subspace Warp Reactor IA
This tech idea was provided by the Starfleet Museum
Although antimatter had become a popular plot device in "scientifiction" (an extinct literary genre) of the 20th century and had been produced in minute quantities by the turn of the 21st century, practical M/AM reactors were long considered no more than a dream. However, in 2139 researchers at the Vulcan Academy of Sciences and the UE Institute for High-Energy Physics at Tsukuba, Japan, jointly developed the Richardson-Tachikawa process for the mass production of antimatter. With this process, researchers could finally obtain antimatter in sufficient quantities to begin construction of Colossus, a prototype M/AM reactor, which came on-line at the UESN Propulsion Laboratory's Argyre Planitia research station in 2147. Although Colossus was successful, it weighed an estimated 250,000 tons and sprawled over some 5 hectares of Martian desert. Obviously, considerable refinement was necessary before an M/AM reactor could power a ship's warp drive. However, by 2152 a reactor (SSWR-IA) had been constructed with a weight of 30,000 tons and a volume of 4,000 cubic meters, just small and light enough to be mounted in a starship. On September 4, 2154, the M/AM technology demonstrator Little Nell was towed from Utopia Planitia UESN Yards to the Jupiter flight range, where it made Earth's first M/AM-powered warp flight.
Romulan Cloaking Technology. Only the Romulans and Orion Pirate Cartels can use the Cloak technology before the Next Gen era, and after ONLY if the Romulan or Orion player trades it away. So for example, Klingon cloaking ships are ONLY available if the Romulans or Orions trade cloaking tech to them.
Start with;
Simple Cloaking---->Extended Duration---->Unlimited Duration---->Strategic Duration----with Fastest Fade and Dreadnaught Cloak-> Hidden Cloak----> Next Gen Cloaking
Simple Cloaking---->With Cruisers->Cruiser Cloaks---->With Dreadnaughts->DN Cloaks---->with Starbases->SB Cloaks
Simple Cloaking---->Fast Fade---->Faster Fade---->Fastest Fade----> With Multi Role Shuttles->Cloaked Decoy
Simple Cloaking; Only frigates and smaller ships can use cloaking tech. Defenses of early Cloaked ships halved while cloaked. Very inefficient version of cloak, easy to spot with motion sensors. Only Romulans and Orions can research Cloak technology. By defenses I mean actual hull points or strength points. Will be hard to hit but if hit not hard to destroy, to reflect no shields active.
Extended Duration; Defenses only reduced by two.
Strategic Duration; Defenses normal
Cruiser Cloaks; Cloaked Cruiser sized ships now available.
Dreadnaught Cloaks; DN sized cloak ships now available.
Starbase Cloaks; Cloak equipped SB's now available.
Fast Fade; Actual defense increased by two points.
Faster Fade; Defense increased by another two points.
Fastest Fade; Defense increased by another two points.
Cloaked Decoy; MRS Shuttle deployed with cloak decoy, Increases defenses by three points.
Hidden Cloak; the best defensive upgrade available to Cloak using races, defenses doubled.
Now, if I came up with this for the civ 3 version are you still going to say there is not enough tech for Trek? ;) :D
:nuke: Cheers, Thorgrimm :nuke:
ruffriders23 Dec 23, 2007, 02:31 PM WHAT IS THIS? Just put the mod up for dowload and let it go
deanej Dec 23, 2007, 09:03 PM About the techs: I'm actually starting with TOS (not before, despite an "Enterprise" era being included - that's only there because I don't want to delete eras and I need it for the scenarios). I may extend it back in the future.
Bad news about the release: FileFront keeps giving me this error on upload:
The file titled "Star_Trek.zip" has caused the following error: Virus "Oversized.Zip" was detected.
I have no idea how to fix this. Everything looks OK on my side. But this means that there will be no release for a while, most likely.
Thorgrimm Dec 23, 2007, 09:41 PM Thats a damn shame. I was looking forward to what you had changed. Have you ran a virus scan on the file? Also, did you try and UL it here on CFC? :sad:
:nuke: Cheers, Thorgrimm :nuke:
deanej Dec 23, 2007, 10:01 PM I'll try it again tomorrow (after running a Windows Live OneCare scan online) to make sure something odd didn't happen, like windows doing something strange to the file, or my anti-virus program not detecting a virus.
I also noticed that the old download is still good, so I may have to rename the file.
Pablod Dec 24, 2007, 06:10 AM today please!!!
:confused: :D :D :p :p :rolleyes: :rolleyes: :spear::xmastree:
deanej Dec 24, 2007, 01:34 PM Well, I don't know what to do. The file keeps getting rejected. I know of no other sites than FileFront to put this on (the downloads database does not allow uploads bigger than 10 MB; mine is 112 MB!). If this persists, it may stop any and all future releases. :sad:
Pablod Dec 24, 2007, 01:50 PM send us the changes
we have the 109 mb file can you send the rest:mad:
is olso gameflood and gamespot other places to put files
Thorgrimm Dec 24, 2007, 02:49 PM Well, I don't know what to do. The file keeps getting rejected. I know of no other sites than FileFront to put this on (the downloads database does not allow uploads bigger than 10 MB; mine is 112 MB!). If this persists, it may stop any and all future releases. :sad:
Deanj, I can host it for you on my site. I can put it in the ST mod forum for DLing.
I already host the Balancer Reloaded and the Great Lost Civilizations along with my WOTW and Fallout mods for civ 3. Below is the link and if you like it let me know and I will host it on my site. :)
Star Trek mod for Civ 3 (http://wotg.stgfc.com/phpBB2/index.php?f=46)
:nuke: Cheers, Thorgrimm :nuke:
ruffriders23 Dec 24, 2007, 04:00 PM Host the BTS version... HOST IT!!!
Pablod Dec 24, 2007, 04:34 PM thank you guys;)
Thorgrimm Dec 24, 2007, 04:47 PM Host the BTS version... HOST IT!!!
I would love to, but that is for Deanj to decide. :)
:nuke: Cheers, Thorgrimm :nuke:
Pablod Dec 24, 2007, 05:32 PM i hope he don't forgotten us
deanej Dec 25, 2007, 09:56 AM Well, new host and the new version is here!:xmastree: :)
Download here (http://www.atomicgamer.com/file.php?id=66210), the downloads database entry has been updated as well.
12/23/07
-Balanced size of map script
-Removed building list on city screen
-Moved angry citizens above GP bar
-Moved free specialists above angry citizens
-Moved religious icons above free specialists
-Moved corporation icons above religious icons
-Decreased size of map script (still larger than original)
-Fixed bug where building many buildings would eliminate the city screen
-Fixed bug where holy city/corporation founded overlay was in wrong place
-Resource icons in city screen now use the extra space from the religious icons
-Corporation Button is now displayed correctly
-XML preparation for implementation of cloaking system
-Trading over space enabled with Cargo Holds
-Reduced cost of some buildings
-Balanced TOS tech costs
-Financial now +25% gold
-Fixed bug where building a colony ship would give lots of useless advisor popups
-Missionaries now use advocate art
-Everything balanced through movies era
-Great People/spys now use advocate art except for buttons
-4 more units added
-Reduced map script to standard size
-Fixed bug where domination victory was impossible
This needs to be put in the C:\Program Files\...\Beyond the Sword\MODS folder and not the My Games folder.
Just two questions:
-When exiting to the desktop in this mod, do you get "the memory could not be read"?
-How do you feel about how it has been balanced? Are the techs too cheap?
Pablod Dec 25, 2007, 10:19 AM you the best santa ever!!!:lol:
ruffriders23 Dec 25, 2007, 10:21 AM Thanks... downloading and going to ditch the family to play it!
Pablod Dec 25, 2007, 10:23 AM you the best santa ever!!!:lol:
SpongeBobSP Dec 25, 2007, 01:32 PM Hi All,
Downloaded mod into a new folder, I get "GFC init error" and it crashes out.
Cannot see the mod from the program files.........\mod folder only the mod folder in my documents.
Also tried copying the new update ontop of the previouse version, no help.
Any suggestions?
SpongeBobSP Dec 25, 2007, 01:48 PM Exact Error
"GFC Error: Failed to initialize the primary control theme". Had no issues loading previouse version from mydocuments\mygames....mod folder.
Hi All,
Downloaded mod into a new folder, I get "GFC init error" and it crashes out.
Cannot see the mod from the program files.........\mod folder only the mod folder in my documents.
Also tried copying the new update ontop of the previouse version, no help.
Any suggestions?
Thorgrimm Dec 25, 2007, 08:04 PM Deanj, I just tried to load your new version and even though I got no error messages, and it shows the mod loaded, it defaults back to basic BTS and I am only able to play that content. The last version was ok. :confused:
:nuke: Cheers, Thorgrimm :nuke:
deanej Dec 25, 2007, 09:33 PM Any and all theme errors are from putting it in the My Games folder. It needs to be put in the actual game installation folder, where the BTS mods that come with the game are.
It might also be a good idea to remove the prior version before attempting this if it has been installed to the My Games folder.
This mod uses a modified theme (to get the corporations working with the Final Frontier theme) so it can't go in My Games.
The default install folder is: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\MODS
ruffriders23 Dec 25, 2007, 10:16 PM I installed and played the game just fine. I like the new build times and such. Enjoying it now, keep up the good work!
Thorgrimm Dec 25, 2007, 10:28 PM Any and all theme errors are from putting it in the My Games folder. It needs to be put in the actual game installation folder, where the BTS mods that come with the game are.
It might also be a good idea to remove the prior version before attempting this if it has been installed to the My Games folder.
This mod uses a modified theme (to get the corporations working with the Final Frontier theme) so it can't go in My Games.
The default install folder is: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\MODS
And that is exactly where I put it at, after I had deleted the old version. I have been adding mods for a long time now. Give me credit for at least that much intelligence. ;)
And I am still getting this error now:
"GFC Error: Failed to initialize the primary control theme".
:nuke: Cheers, Thorgrimm :nuke:
SpongeBobSP Dec 26, 2007, 01:45 PM Disregard the idiot asking questions, it was a phantom dir tree I put the files into, probably a mod installer created it. Found the correct directory and it works GREAT!
Exact Error
"GFC Error: Failed to initialize the primary control theme". Had no issues loading previouse version from mydocuments\mygames....mod folder.
ruffriders23 Dec 26, 2007, 01:52 PM It does work great, but can you still adjust the Drama levels for the city border expansion? It took me more than 500 turns to get my capital city to reach the 1500 required points to expand for the 2nd time.
The build times are much better though! Just need to tweak the border expansion now... takes a little too long.
deanej Dec 26, 2007, 05:58 PM It does work great, but can you still adjust the Drama levels for the city border expansion? It took me more than 500 turns to get my capital city to reach the 1500 required points to expand for the 2nd time.
The build times are much better though! Just need to tweak the border expansion now... takes a little too long.
Done. I'm thinking of making the techs a bit more expensive with the game speed settings so units/buildings can be done sooner.
Pablod Dec 26, 2007, 06:59 PM please do ships,units please
forget anything and everybody else:lol:
ruffriders23 Dec 26, 2007, 07:56 PM Done. I'm thinking of making the techs a bit more expensive with the game speed settings so units/buildings can be done sooner.
Is the fixed version available for download or will it be in the next release?
deanej Dec 26, 2007, 08:21 PM It's next release but the changes are easy enough to make in the XML. In GameInfo/Civ4CultureLevelInfos, the progression for normal speed (starting with level none) is: 0, 0, 10, 100, 500, 1000, 5000.
For the other speeds:
-Quick: Multiply values by 50%
-Epic: Multiply values by 150%
-Marathon: Multiply values by 300%
ruffriders23 Dec 26, 2007, 08:36 PM What program do you use to do the editing? It opens in my Firefox browser, but it won't let me edit it.
Pablod Dec 26, 2007, 09:08 PM ships tell me about ships:confused:
Major Stress Dec 30, 2007, 06:48 AM I wouldnt worry too much about the art assets right now. Those could always be added in later after the code work, and balancing is done. The main focus should be to make sure everything works right.
As far as models are concerned i dont think you have to worry about that ether, because i am willing to donate my works to the mod. You said you needed a Constitution class? Will this do?
http://www.battleclinic.com/docks/files/images/b/ba8e292252ae1f316616c5cc9605470c.jpg
How about a Constellation?
http://www.battleclinic.com/docks/files/images/3/35a99dc235547e9bcc5f24178fb87cfe.jpg
I have many other works from the TOS, TMP, and TNG era to offer as well. If anyone remembers the Homeworld mod Beyond the Final Frontier, I was the founder of that mod, and a modeler for the Sacrifice of Angels mod. I went by the nick "TheStressPuppy" back then. As you can see i was 'promoted' :p
Most of my works are hosted at battleclinic.com for Starfleet Command. Just search for "TheStressPuppy" and you will find them. Feel free to use em.
The founder of this mod can PM me for my contact info. Lets talk ;)
deanej Dec 30, 2007, 05:22 PM What program do you use to do the editing? It opens in my Firefox browser, but it won't let me edit it.
Sorry I didn't notice this post sooner! I use wordpad, but notepad will work as well.
ruffriders23 Dec 30, 2007, 05:24 PM ok, thank you.
Zuul Jan 07, 2008, 07:46 PM Tried this mod and here is what I think (yes I know it's an early version but these things should be easy to change to make it at least playable)
Barracks - Max 1/system.
Library - Lower with 1/2.
Courthouse - Lower with 1/2.
Exploration Museum - Max 1/system.
Jail - Max 1/system.
Hospital - Lower with 1/3.
Labratory - Lower with 1/2.
Recreation Facility (Borg Collective) - Max 1/system.
Fusion Reactor - Max 1/system.
Orbital Base - Max 1/system, lower with 1/2.
Shipyard - Lower with 1/4.
Battleship - Way to good. Should not be buildable from start.
Civics: Most is selectable from start.
Most lesser ships should have withdraw.
Rase the max xp limot from barbarians from 10 to 50 (minimum).
deanej Jan 08, 2008, 05:32 PM For the ones the say lower with (fraction), do you want me to remove, say, 1/3 of the cost when you say "Lower with 1/3" or set it as 1/3 the current amount?
As for the 1 per system ones - I can see how those buildings would become overpowered. I'm not sure about the barracks, Borg UB, or museums (perhaps the science boost becomes overpowered?), though.
Battleship - It's not actually part of the mod itself, just a remnant from Final Frontier that remains in until I get the late game units online. The same is true for squadrons.
Civics - not sure which techs to make for requirements of most of them
Withdrawal of units - not sure if your opinion on this matter here is affected by the battleship being in or not.
Max XP from barbarians - perhaps the rest of the community could comment? I'm happy to change it, though I would like to hear input from the community on this.
Zuul Jan 08, 2008, 11:40 PM Not lowering the cost but the bonus you get from them :). Eg, total healing rate more than +20% is way to much. Now you heal instantly full every turn, not that fun.
Pablod Jan 09, 2008, 06:57 PM focus on get more ships so we can play
and take out those messeges of error!!
please tanks!!:)
deanej Jan 09, 2008, 08:18 PM I will have to work on balancing the buildings. I'm not sure exactly what the best way is, though, as I have far more buildings available from the start than Final Frontier and I don't typically build something on multiple planets. Balancing something so building it multiple times doesn't unbalance the game while not nerfing it when only built once is something I need to consider.
take out those messeges of error!!
You mean "the memory could not be read" on exiting to the desktop? No idea what causes this, though I hate it too.
Pablod Jan 10, 2008, 06:42 PM i mean other eror mesage that popevery turn after 100 turn
but finish putin the ships from final frontier
bildings are fine!!!:)
and fine a easy way to do ships from star trek so i can do it
deanej Jan 11, 2008, 09:28 PM I don't seem to get errors after turn 100. Could you post a save?
ruffriders23 Jan 11, 2008, 10:15 PM I am just waiting for the new release with the techs and buildings evened out.
Pablod Jan 12, 2008, 01:06 AM said "can't find type eum for type tag UNIT_HEAVY_I"
a can't put a picture because is too big for attachment
but like that said to phyton exeption
TECH_INDUSTRY_I
and ships evry turn
you have to click ok 5 times every turn
deanej Jan 12, 2008, 11:11 AM It says "failed to unload data" and crashes when I try to load the save but that particular error would be caused by barbarian spawning. It will be fixed next release, as the units it's looking for will actually be there. Not sure about the tech error, though. Any others?
Pablod Jan 12, 2008, 04:11 PM here is more
Pablod Jan 12, 2008, 06:53 PM more errors but is better without barbarian
Pablod Jan 12, 2008, 06:57 PM more and more
Pablod Jan 12, 2008, 07:03 PM more more more
deanej Jan 20, 2008, 08:04 PM Here it is... the next version: (deleted, see later post)
This one is just a patch for the previous version - make sure you have the 20071223 version first. *cough* Pablod *cough*
Note to Pablod - I found/fixed most of the errors (not this patch, but next one). I'm not sure what causes the divide by zero error though.
To everyone: I'm getting annoyed with the UN. The AI always goes for Self-Betterment and Emancipation without fail. Suggestions in this area are welcome. Also, watch this space. I will be posting a beta of this mod in mid-late February.
RRtexasranger Jan 21, 2008, 01:25 PM I keep on getting a "can't read memory from line (Bunch of numbers)..." And then it crashes to the desktop. And I also get about 25 errors upon loading the mod about not being able to find the files or something.
I downloaded the latest version and the patch... help?
The readme says to extract it the the C:/ Program Files/Fraxis/BTS/MODS folder, but when I do that it doesn't show up as a mod to load up in the game.
mike9o Jan 22, 2008, 07:29 AM Awesome mod, deanej!
After updating the 1223 version with the new patch, I get a bunch of errors when loading the mod. Two more screen prints to follow.
mike9o Jan 22, 2008, 07:36 AM The last error message repeats itself 5 or so times.
I also have some Star Trek music/sound effects CD's. Since the Enterprise song is driving me insane, could you use some additional music? Please? :)
What format would you need the sound files in, and how would I send them to you?
Thanks again for a great jorb, deanej! You are the :king: !
deanej Jan 22, 2008, 08:52 AM Sorry about that... this is what happens when I get lazy and attempt a patch - I forget about a file!
Download this version: http://www.atomicgamer.com/file.php?id=66765
Anyone with errors should download this first and then post to this thread if the errors are still there. Installation instructions are the same as last time.
ruffriders23 Jan 22, 2008, 08:37 PM Thanks for the updated file.
mike9o Jan 23, 2008, 01:03 AM deanej, this is the error I get when I exit to my desktop. :eek:
Thanks for fixing the patch. I started up a new game today and so far so good! :D
ruffriders23 Jan 23, 2008, 08:25 AM deanej, this is the error I get when I exit to my desktop. :eek:
Thanks for fixing the patch. I started up a new game today and so far so good! :D
I get the exact same error.
deanej Jan 23, 2008, 08:45 AM I have no idea how to fix that error. I've been getting it ever since converting to Final Frontier. I don't think it will ever be solved unless someone in the community can provide the solution.
ruffriders23 Jan 23, 2008, 10:05 AM I would check with the WOC creators. Those guys know more than the Civ guys.
keldath Jan 23, 2008, 10:51 AM hey guys,
this error you speak of - is it the screenshot that says - memory read error?
if so, im positive its an xml error.
i might take a look at the files this weekend.
im waiting for this forum to change its name from priview - to final!!!!
Pablod Jan 23, 2008, 05:57 PM tank you for more ships
nice job!!!:D
Zuul Jan 23, 2008, 09:17 PM What, is it already final?
deanej Jan 23, 2008, 10:24 PM No, but it's getting closer - the first beta is next month. Here's the stuff that needs to get done:
-The Cloaking Device
-Units: UUs and new models (and two space animals)
-Corporations
-Random Events
-Pedia text and the manual
-The scenarios
-Fix any remaining bugs/balance issues
Johno Hughes Jan 24, 2008, 06:36 AM G'day all!
My name is Johno. I just bought Civ IV complete (because it had a bargain price!), and as soon as I saw "The Final Frontier," I thought of ST.
I just wanted to encourage you to keep plugging away. This looks like fun.
And if you want help with Civilopaedia pages, Deanej, I'd be happy to help.
deanej Jan 25, 2008, 05:13 PM ^Sure. Just write 'em up then PM them to me and I'll put the entries in the mod.
Dianis Jan 25, 2008, 06:37 PM I just wanted to encourage you to keep plugging away. This looks like fun.
I just wanted to say "Ditto!" I can hardly wait for the final release. :)
mike9o Jan 26, 2008, 12:40 AM I've run into a strange problem. :confused:
As soon as I conquered Unimatrix One, I wasn't able to build any more buildings.
For the planets that were working on buildings, I was told that I could no longer build them.
I can build ships, research, wealth, and spying, but no buildings or wonders.
Is this a known bug?
deanej Jan 26, 2008, 02:09 PM I've never seen that, no idea why it would do that. Could somebody good with python check this out? I have no idea how the building code actually works, but I suspect that it will have to be redone to allow UBs.
mike9o Jan 26, 2008, 02:46 PM Note that the during the turn after the conquest of Unimatrix One, all production of buildings is halted. :sad:
Deon Jan 26, 2008, 05:44 PM Wow, 2 space animals? Will the barbarians have Species plus to usual pirates? =)
Pablod Jan 27, 2008, 09:34 AM one of moster can be a black hole in red with space wrackeh n the midle so
when you are trying to get you have been eated by the nebula monster in
VOYAGER (wich eat ships):cool:
Dionysis Jan 27, 2008, 11:13 AM Just started to play a game as the Federation when I got the following Python exception:
"Can't find type enum for type tag TECH_INDUSTRY_1"
I had just built a new colony that was close enough to the Dominion that I was asked if I want to let the colony convert over and join the Dominion.
The error comes up at the beginning of each of my turns so I have to click the OK button to get rid of it.
Any ideas?:confused:
deanej Jan 27, 2008, 12:49 PM The error there will be fixed in Beta 1.
@mine9o: I can't figure out what is so special about Unamatrix One that causes the problem. This problem seems to be a once in a lifetime occurrence. I'll PM Jon Shafer to see if he has any insights.
mike9o Jan 27, 2008, 01:31 PM Maybe a limitation has somehow been added regarding the number of buildings? :confused:
I continued playing, building ships & research only, for dozens of turns. The game continued to run, with the Federation colonizing a number of additional systems and conquering a few more, until it crashed to Windows. I couldn't add buildings to any of the build queues. I send that last save game shortly. I'll also see what happens if I don't take Unimatrix One but add colonies or other conquests.
mike9o Jan 27, 2008, 01:39 PM Hope this helps!
Also, would it be possible for civ's to trade starbases? Like for Deep Space 9?
deanej Jan 27, 2008, 04:13 PM Well, I made you save a worldbuildersave file so I may be able to check it on my current files and see if the problem is current. There was a problem with number of buildings per system but that was increased early on.
As for starbase trading, that will have to wait for me to actually learn how to do things with the SDK.
mike9o Jan 27, 2008, 04:34 PM I took the Kazon Collective home system (Kazon) instead of Unimatrix One and the same thing happened: no buildings could be added to any queue on any of my planets.
deanej Jan 27, 2008, 06:18 PM Well, I just got my reply from Jon Shafer and found out the problem: it happens whenever a building in the captured system has bNeverCapture set to 1. I changed them all to 0; fix will be in beta 1, but it's easy enough to do (find and replace should do it, though I used find and changed it myself).
mike9o Jan 27, 2008, 09:45 PM Awesome! :cool:
mike9o Feb 10, 2008, 10:48 AM Any ETA on the beta? :)
I have 10 Star Trek music CD's if you need any music.
TOS sound effects
TOS soundtrack - The Doomsday Machine/Amok Time
TNG soundtrack - Encounter At Farpoint & The Best of Both Worlds
DS9 soundtrack - The Emissary
V Main Title (Pop/Synth/Original Version)
ST2 The Wrath of Khan soundtrack
30th anniversary special (main titles from all but Enterprise plus suites)
Astral Symphony (music from ST, ST2, ST3, ST4, ST5)
Symphonic ST
deanej Feb 10, 2008, 12:16 PM I'm guessing the beta will be out sometime next week (Feb 18-22), possibly earlier depending on how much free time I have. As for sounds - I have what i need for the beta, however I would like the voyager pop version as the one I have in the mod already is a 30 second preview. In the future I may add more, possibly as an add-on pack.
mike9o Feb 10, 2008, 01:10 PM What format would you like it in?
deanej Feb 10, 2008, 04:42 PM mp3 would probably be best. Thanks!
JEELEN Feb 10, 2008, 05:46 PM I'm guessing the beta will be out sometime next week (Feb 18-22), possibly earlier depending on how much free time I have.
I've been looking out for this one a long, long time...;)
woodelf Feb 10, 2008, 05:49 PM This is great news deanej. :thumbsup:
mike9o Feb 10, 2008, 07:31 PM The file is almost 3 megs at 128bit. I can't attached it due to its size. Want me to shrink it more or send it to you some other way?
JEELEN Feb 10, 2008, 11:55 PM Can't it be zipped before attaching?:confused:
mike9o Feb 11, 2008, 01:06 AM Zipped only makes it 100k smaller. :(
What I meant by shrink it was use a lower bit level.
keldath Feb 11, 2008, 02:37 AM deanej
hi,
is someone doing unit models for you?
deanej Feb 11, 2008, 01:15 PM @mike9o: just email it to me. There should be a link in my profile.
@keldath: I believe Major Stress is converting some models to .3ds for me though I haven't heard anything for a month. Also, my attempt to convert a nif file from Star Trek: Bridge Commander using niftools for gmax failed (I have no idea why and my attempts to get help here have failed). It's starting to look like I will never have models.
keldath Feb 11, 2008, 02:36 PM well, im interested in learning to create units,
so ill soon get 3ds max,
and see if il get through the tutorials ,
if everything goes well,
i plan on finishing my overlord2 mod fr now,
and turn for modeling, space units, so...
i hope i can harness my self in the coming weeks to star trek.
deanej Feb 11, 2008, 04:32 PM Cool, thanks!
Pablod Feb 11, 2008, 09:57 PM good work guy in the name of all fans
mike9o Feb 11, 2008, 09:59 PM I'm still new at this! I uploaded 4 files here: two Voyager and two Wrath of Khan. I hope this works! :)
http://forums.civfanatics.com/uploads/135973/01_ST2_Main_Title.zip
http://forums.civfanatics.com/uploads/135973/08_ST2_Genesis_Countdown.zip
http://forums.civfanatics.com/uploads/135973/03_ST-_Voyager_Theme_-_Extended.zip
http://forums.civfanatics.com/uploads/135973/01_ST-_Voyager_Theme_-_Pop.zip
Amuroray Feb 12, 2008, 06:10 PM when the beta come out , I ll dl this mod and post feedback to help you:)
Thorgrimm Feb 14, 2008, 12:55 PM A while ago I told DeanJ I had a lot of ST models in 3ds format, but I guess he did not believe me and forgot about it. So I thought I would show a couple of them in game. ;) :D
http://www.stgfc.com/pnp/Images/Amarillo-Daedalus.png
No, I did not turn the models into units, I only provided the models for someone else to turn into units. And as you can see, they are high quality models with outstanding textures. I still have the DY-100 to add into the game from the batch that got done.
:nuke: Cheers, Thorgrimm :nuke:
deanej Feb 14, 2008, 07:58 PM They look great! Actually I haven't heard anything for a month and am looking forward to it. How soon do you think I will see them? If by the end of next week I'll put them in the beta... if not I'll put them in beta 2 (planned release around mid April).
Thorgrimm Feb 14, 2008, 08:18 PM They look great! Actually I haven't heard anything for a month and am looking forward to it. How soon do you think I will see them? If by the end of next week I'll put them in the beta... if not I'll put them in beta 2 (planned release around mid April).
PM me with your email addy and I will send them to you. And the others as they get done I will send them your way. :)
:nuke: Cheers, Thorgrimm :nuke:
Pablod Feb 14, 2008, 08:55 PM put it for every one please!!
deanej Feb 19, 2008, 10:22 PM Beta 1 is now out - with lots and lots of changes (and frontpage coverage - I actually submitted it for that this time!).
-Fixed three python exceptions
-Fixed bug preventing war declarations in WB as per Bhruic
-Removed second entry of Exploration III in XML
-Exploration IV/V/VI can now attack
-New XML values now recognized by the SDK
-Can only build 1 jail/orbital base/fusion reactor/shipyard per system
-Removed Sid's Tips
-Increased Legendary Culture threshold
-Federation Headquarters now requires Hypersubspace Communication, cost 300
-Barb max XP value increased to 50
-Probes count as military support (fix for python exception in CvAI)
-AI code now compensates for unique buildings
-Corporations have been added to the game
-Mercantalism now has -100% corporation cost
-Can now use corporations
-Fixed civic strategy text
-Added Intro movie
-Added some new music; Movie TNG theme now TNG era; replaced Voyager pop song
-New XML value (for cloaking system - doesn't do anything yet)
-Included cephalo's SpiralGalaxy map script
-Pedia entries for all units
-StarTrekFlat map script created
-Added in Unique Units
-Spies no longer use asian warrior art
-Added Crystalline Entity
So what's left? Unit models (a lot should be coming soon), the cloaking device (will post thread asking for help as I'm not really familiar with the SDK as soon as the next patch is out or I run out of other things to do - whichever comes first), scenarios (see note for cloaking device, though I know exactly how I will do these), pedia text, the manual, and random events.
Amuroray Feb 19, 2008, 11:20 PM beta testing
Zuul Feb 20, 2008, 06:59 AM You should add more info to first post (like the changelog) :).
JEELEN Feb 20, 2008, 09:53 AM As I am waiting to DL - I agree.;)
keldath Feb 20, 2008, 10:11 AM well done deanaj!!!!
well done!!!
woodelf Feb 20, 2008, 10:12 AM Great news!
Gaius Octavius Feb 20, 2008, 11:56 AM Interesting. I haven't looked at this in the game since last August when you converted it to BtS, so I'll have to give it a go now. :D
GarretSidzaka Feb 20, 2008, 04:13 PM ahh good an update!! :goodjob:
JEELEN Feb 20, 2008, 10:11 PM Tried out the Federation on the Flat map as soon as I'd checked out all the Leader(head)s. Had great fun exploring for a while, met the Romulans. Beta1 seems to work fine; well done!:)
Noticed 2 things: "Text needed" civpedia popups and a devastating lack of Trek style units and building icons. Posted a Trek Units Request immediately after sav- & exiting.
(If you could zip/send/PM me files needing text, I'd be happy to have a look at it! - Otherwise I can't really help out as I'm more of a scenario guy...)
JEELEN Feb 21, 2008, 03:49 AM Having discovered Structural Interity in 2360 AD I have the following comments:
- Structural Integrity should be discovered at Stardate....
- "Great ...has been born in a far away land"/"in [planet]" should read: "on a remote planet"/"on [planet]"
- Zek (in black) is barely readable against a space background (even gray would be better).
Ohterwise, great fun!:)
(Once again: if you could zip/send/PM me files needing text, I'd be happy to have a look at it! - Now I'm back to my pre-space age 50 AD for BTS scenario ...):hatsoff:
deanej Feb 21, 2008, 07:26 AM Yes, pedias are needed. I plan to add them for the next beta as things are slowing down (unit models are on the way too). I need buildings, techs, and civilizations/leaders. The files are in Assets\XML\Text and are clearly names - the only thing is that civs/leaders are both in Civ4GameText_ST_Civs and the techs file does not have the spelling change from your post (you will need to add it if you're going to modify the file, though I added it in mine). Many buildings still use their original pedia descriptions from the epic game and should probably be changed.
Stardates: would require SDK change most likely.
JEELEN Feb 21, 2008, 07:37 AM Well, I'm glad to see these matters are in the works!
BTW, I see you got a bigger ship than mine!:mad: (I noticed that one had been "taken", so I took a more basic avatar pic);)
Keep it up!
JEELEN Feb 22, 2008, 05:20 AM Well, I already finished my Federation game as the no. 1 civ built an - albeit transdimensional - spaceship... And I was just starting on constructing space lanes! (I think I'll turn off that victory next time around - assuming that's possible...)
On a related note: I think advances come too quickly (or there aren't enough of them yet...), as by 2400 AD the lead civ was researching Future Tech already.
Anyway, I had a nice tryout!;)
deanej Feb 22, 2008, 03:28 PM Does it still say "Space Race" victory on the bottom when you win? If so, it needs to be fixed. I've never actually played a game out that far, so feedback is appreciated. I'll increase the cost of the project for building it. How much do you think it needs to be increased?
The fact that you have future tech around 2400 means that the techs are still keeping pace with the years. I'm not really sure what more to add. Should costs be increased again?
JEELEN Feb 22, 2008, 04:05 PM Does it still say "Space Race" victory on the bottom when you win? If so, it needs to be fixed. I've never actually played a game out that far, so feedback is appreciated. I'll increase the cost of the project for building it. How much do you think it needs to be increased?
I'll check about the "Space Race" text (I was a bit disappointed that I was through, so didn't pay attention*) and get back to you.
The fact that you have future tech around 2400 means that the techs are still keeping pace with the years. I'm not really sure what more to add. Should costs be increased again?
I'll check the advances too. However, my point is, research proceeds too fast. In the beginning it's alright, but after I got like 6-7 colonies I was able to research advances in 6-7 turns and had to plan my research so I wouldn't get ship upgrades I couldn't afford. (I regularly set 1 or 2 colonies to Research or Wealth; if I hadn't I'd grown bigger even faster - and might actually have won, but that's not my point. BTW, I played on Lieutenant level; don't know how much that matters.) So yeah, I'd say: increase the cost.
A related issue: I got the distinct impression the other races were exchanging techs like crazy and there weren't many wars going on. (The Klingons declared war on me once, but after I destroyed 2 of their ships, they agreed to a peace treaty. Which would suggest race characteristics aren't fine tuned yet: the Klingons should only sue for peace after heavy losses, I should think.)
* The game ended before I even met the Borg - which, strangely, I was looking forward to, actually...;)
Gaius Octavius Feb 22, 2008, 05:37 PM About the techs, I think maybe what you should do is double the amount of turns (have it be two turns per year or whatever it presently is), and then either add more techs or increase their cost. It seems like it flies by too fast.
Also, I noticed when I played that corporations were disabled, but the AI still used its great people to found corporations! The result was that Mining Inc. was created about 10 times. :crazyeye:
Everything still needs to be fleshed out, especially the units and graphics, but I think this is very promising. :)
mike9o Feb 22, 2008, 10:53 PM I think that problem with taking another empire's home planet is back again.
I take Devore and the game crashes.
JEELEN Feb 23, 2008, 10:37 AM http://memory-alpha.org includes some tech references for additional techs. (So apart from increasing research cost, there are still techs that might be included.)
I've added a txt.file containing a number of techs from another source. (And then ofcourse there's the Star Trek Encyclopedia, which is quite extensive.);)
I'm also adding a screenie of turn 171 (game end):
deanej Feb 23, 2008, 01:25 PM I've removed the spaceship launched text and set No Tech Brokering to default. My tech/project cost increase plan is as follows:
-Portal projects increase by 25-50% (not sure exact amount; feedback welcome)
-Late TNG techs: 25%
-DS9 techs: 30%
-Voyager techs: 35%
-Future Tech: 40%
As for corporations, I'm not sure why you can't found them. Do you have enough cash? Are you running mercantilism or state property? I don't know why the AI can found them multiple times either - possibly because of the fact th |