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deanej
Aug 26, 2008, 07:42 PM
Last updated 9/27/11

Full Install (http://forums.civfanatics.com/downloads.php?do=file&id=6201) (version 4.31); Requires windows BtS 3.19 with the language set to English

JEELEN
Oct 20, 2008, 05:02 AM
I've been thinking: would it be possible to assign the Crystalline Entity an auto-destruct ability (letting it respawn at that location) so it'll attack planets, but not capture it?

Along this line: would it be possible to assign the Nuke ability to the Crystal (this would resemble its actions even closer) with respawn?

deanej
Oct 21, 2008, 10:00 PM
I'm attempting to make it so that cities captured by the crystalline entity are automatically killed but I'm not having any luck. It can be set to not capture cities in the XML, but I want to be able to simulate it decimating a colony. As for giving it the ability to nuke, that would work except for the fact that it spreads radiation, and the barb AI is set to always nuke the human player.

JEELEN
Oct 21, 2008, 10:49 PM
I'm attempting to make it so that cities captured by the crystalline entity are automatically killed but I'm not having any luck. It can be set to not capture cities in the XML, but I want to be able to simulate it decimating a colony.

That would be the ideal situation.

As for giving it the ability to nuke, that would work except for the fact that it spreads radiation, and the barb AI is set to always nuke the human player.

Aha! Discrimination!:nono:

Pablod
Oct 22, 2008, 10:29 AM
the barbarian still to powerfull they kill me in round 40
when they apear for the first time

deanej
Oct 24, 2008, 09:34 PM
Well, I'm having trouble getting the code in onCityCapture for the crystalline entity to work. I'm thinking about moving it to onUnitMove. However this creates an issue: with the code here, the crystalline entity will destroy any city, even if it was controlled by the barbarians before the entity moved into it. This is actually more realistic, but I'm concerned that this will lead to the barbs having no cities. Thoughts?

Darkform
Oct 25, 2008, 07:42 PM
turn 54 I won a conquest victory because I was lucky and the str 20 barbs attacked everyone else first.

@ took out the light I escort I had on 2 of my probs and another of my probes with sentury saw a Str 20 barb sitting on a recently captured Romulus. after the first 1 I started to build 10 Light Is for home system defense.

deanej
Oct 25, 2008, 09:11 PM
You shouldn't be seeing any str 20 barbs. Do you have the patch in the first post of this thread? I should also mention that Imrahiel's mod-mod for Star Trek is not official and is not guaranteed to have the latest fixes (given that you mentioned str 20 barbs and that you have posted in Imrahiel's thread, I'm guessing that it does not).

Darkform
Oct 25, 2008, 10:16 PM
I downloaded this played some then downloaded his and played some then downloaded this agin without patch sorry about reporting the str 20s forgot patch.

I would like to see his refit system and ships in this version but without supper buildings and supper high ship costs.

Imrahiel
Oct 26, 2008, 06:17 AM
@deanej: My mod-mod should work with your newst patch, but I am sure that there are no babarians with a strenght of 20 in my mod because there are not any babarian unit with a so high strenght.

@darkform: The most supper buildings and technolgies be will reduced. The Ships will be still have there high costs, but I think I can take differnt the gamspeeds more like epic a month a turn, normal 6 months and fast a year. That
will the player allow to build ships quicker.

Darkform
Oct 26, 2008, 12:46 PM
@darkform: The most supper buildings and technolgies be will reduced. The Ships will be still have there high costs, but I think I can take differnt the gamspeeds more like epic a month a turn, normal 6 months and fast a year. That
will the player allow to build ships quicker.

in your mod-mod I think the first ships cost ok but each class of ship after should cost more (MOV)X5 (LE)X10 (DS9)X20-50. but translated to main mod they all should cost less without the supper buildings helping to make them.

I do like the idea that things that would take a month to build only takes a month in your mod-mod and that things that take a year will actual y take a year. (it is just your higher end ships don't take a year they get built much faster currently.)

Darkform
Oct 26, 2008, 01:43 PM
I think Construction ships should be able to hurry production buy 1/2 or 3/4 the cost of the construction ship.

deanej
Oct 27, 2008, 07:51 PM
Attached to this post is 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

Pablod
Oct 29, 2008, 09:43 AM
they still spawn to early (cristal entety and alien ship)
turn 176 i'm in light III only
:cry:

deanej
Oct 29, 2008, 03:51 PM
What game speed are you on? Turn 176 sounds a little late for Light III.

Pablod
Oct 29, 2008, 06:06 PM
epic is that the problem
and commander dif. level

deanej
Oct 29, 2008, 06:58 PM
Well, on epic the crystalline entity shouldn't appear until around turn 351. As for the alien vessel, is it really that much of a problem when you have Light III's? It's strength 7 (I think Light III is strength 5) so it isn't too far away (unlike before).

Pablod
Oct 29, 2008, 11:46 PM
it is apearing to early then.
5 to 7 is a lot when i have only 2 light III in my fleet.
fix this please thank you
p.d. when you realese the new deep space nine scenario

deanej
Nov 24, 2008, 04:08 PM
I've released version 1.0 - see the first post to download.

Imrahiel
Nov 27, 2008, 07:26 AM
The new version is great. The best are the lot of new leader heads.

vedli
Nov 27, 2008, 02:11 PM
Great as ever mate, Have only dabbled in the scenarios, only played the 22nd century one so far and it crashed near the start of the game (annoying). Three questions.

1) Why does the tech tree for the 22nd scenario always display the same quote when you finishing learning a new technology (the one about memory alpha been destroyed)?

2) Would it be possible to use the model for the NX class as the model for the Deep space probe in the epic game (same stats as the probe but a different skin)? I think would be cool since the epic game does start in the Enterprise era it would be nice to have at least one NX class ship around and it's not like it'll be around forever, it'll be replaced by the advanced deep space probe soon enough.

3) why when I start playing do I start with on NX class ship and 4 Unknown class ships (aka a default FF destroyer) Why not just make them NX class?

EDIT: okay so I tried playing the 22nd century scenario again and it crashed again! It was around the same point again towards the beginning of the game I don't know what move it at but I can say that I had managed to build a factory, another NX class ship, a colony ship and a monument on Earth before it crashed again. I'll do a prober bug test later but right now I can't be bothered.

Another Edit: Okay I think there is something wrong with the Enterprise mod itself since my Earth-Romulan war game also just crashed a few turns after turn 17, again, I wasn't looking.

Imrahiel
Nov 27, 2008, 02:26 PM
@vedli:to all questions: In a few weeks the new version of my mod-mod will be includ all of this you want.
See this thread here http://forums.civfanatics.com/showthread.php?t=288811
It will allow you playing from ENT to Voyager. Later there will also a be new map who follows the Star Trek timline with all wars and joinigs to the Federation, but if you can not wait for this and prefer to play with deanje's main mod. You can change this by our own if you want to this please write it and a will give you a short describtion how to do and a link for a good xml editor, you need for this one.

vedli
Nov 27, 2008, 02:55 PM
@ Imrahiel all I wanted was to change the model of the Deep space probe (like the one you get when you a start a new epic game) from the default FF model to the NX class model from Star Trek: Enterprise Scenarios. This would only be for when I'm playing as Federation of course.

This is just to placate my inner lore nerd who keeps saying " I wish that was the NX-01 Enterprise exploring the galaxy and not just some random probe".

Pablod
Nov 27, 2008, 07:17 PM
your 22 century scenario is working after 1 turn and star bases have culture?

195580

deanej
Nov 27, 2008, 10:10 PM
@vedli: Do you have Vista? I have no idea why the mod crashes, it doesn't for me, are you doing anything specific when this happens? Perhaps you could give a save from just before it crashes? I have no clue what causes this, and little experience isolating crashes in general.

vedli
Nov 28, 2008, 12:15 PM
Nope, XP could just be something weird with my Laptop though, Like I said I'll do proper crash testing when I get the free time.

vedli
Nov 28, 2008, 12:16 PM
opps, double post. <.< >.>

deanej
Nov 28, 2008, 12:21 PM
I could still use a save if you have one (if not an autosave will work too, just tell me how many more turns until the crash and what you did in the mean time). I did about 25 turns of playtesting as Starfleet when I went to get screenshots for the 22nd century scenario, but that's it. I hope to release the patch soon, and it would be nice to fix this issue too.

Pablod
Nov 28, 2008, 03:37 PM
my save is four post up

deanej
Nov 28, 2008, 05:14 PM
Well, it didn't crash for me. Is there anything specific that you do? I set both systems to build factories when prompted, researched improved hull plating when prompted, sent Enterprise 2 tiles "south" and fortified the other vessels.

The only other thing I can think of at the moment is that it may have something to do with a possible incompatibility with 64 bit systems or having a different install path.
@vedli: do you have a 64 bit version of Windows or civ in a different install path than the one in the readme?

Pablod
Nov 28, 2008, 05:40 PM
i do have a 64bit but the other mod works fine
c:/programsfiles86/fraxis/civilization4/btsword/mod
it does not matter what i do it crash
i'm using blue marble
in your computer work because you have somthing diferent that the dawload
in the ent. folder

Zalcron
Nov 29, 2008, 02:11 PM
please help, when ever i try to load the mod it says invlaid mod file and failes ot load it up. Its in mods folder for bts as instructed.

deanej
Nov 29, 2008, 02:18 PM
Could you post a screenshot of the error, as well as make sure that you did not create a Star Trek folder (as some are prone to do). I would also check to make sure that you have the art/sound pack installed. Also, check to make sure that you have a valid copy of the Final Frontier mod that comes with BtS and that you have the 3.17 patch.

Zalcron
Nov 29, 2008, 02:49 PM
sorrycant get screen print to work but the exact text is "mods\star trek\ ia an invalid mod directory, ingnoring" i have got patch 3.17 art/sound is installed in the My Games\Beyond the Sword\CustomAssets. donmt know what i am doing wrong.....

Zalcron
Nov 29, 2008, 02:50 PM
is there a newer version of final frontier maybe i do not have? i have not updated it ever....
tried moving sound files just to see if it made any differance and it did not if that helps..

Zalcron
Nov 30, 2008, 08:22 AM
it worjks now after i reset the machien, but for some reason it will not load up the scenarios, they are not even on the scenario selection screen.

deanej
Nov 30, 2008, 12:51 PM
Could you provide a list of the files located in the Mods\Star Trek\PrivateMaps directory? Also, are you looking at the scenario selection screen with the Star Trek mod loaded? Also, the .fpk files in the art/sound pack need to be installed in Sid Meier's Civilization IV\Beyond the Sword\Assets (the game won't recognize them in CustomAssets). Sorry if the art/sound pack stuff is confusing, but until Firaxis makes it possible to create mods for mods properly I can't really do anything to simplify it.

@Pablod: could you try disabling Blue Marble and see if the mod still crashes? I don't see why Blue Marble would work with the rest of the mod and crash this scenario, but it's the only thing I can think of right now.

deanej
Nov 30, 2008, 02:20 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, 03:40 PM
still crash, the scenarios when i chose other civilazation besides earth it crash before start

but it work realy good in flat.py thanks
it is your scenario files ,problably options like no barbarian or something

may is something to do with vista name of programfiles= program files (x86)

JEELEN
Dec 06, 2008, 05:23 AM
Seeing as I got a new PC (with Vista), I've started reinstalling a lot of stuff, including Star Trek Mod. I noticed the following: with Star Trek I have no era music and with DS 9 the civ list (again) lets some civ names trail off screen (not a biggie, but still). Which gave me the following suggestion: a FAQ thread for Star Trek Mod might be a good idea.;)

deanej
Dec 06, 2008, 11:54 AM
No era music at all? Sometimes there are large gaps between tracks (as far as I know, a bug with civ). I do have a FAQ is the manual already (along with scenario screenshots that you've already seen and the patch changelog, as well as some notes for creating mods off of Star Trek). Should I put that on the forum as well?

JEELEN
Dec 06, 2008, 12:02 PM
Sorry, forgot about the manual. (Just thought, because other mods have a FAQ thread...)

But no music period: I get messages with each advance discovered stating "Can't find..." etc. (Would this be Vista-related, I wonder?) The instructions do state: place sounds i CustomAssets of BtS; since there was no CustomAssets folder, I created one. Is that it? :confused:

deanej
Dec 06, 2008, 12:05 PM
CustomAssets is created the first time you run BtS. I'd check to see if the one you created is the same one it created and move the sound files if it's not.

deanej
Dec 06, 2008, 03:55 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.

JEELEN
Dec 07, 2008, 01:53 AM
Ah, goodie! :) (About the music: the funny thing is, when the mod starts, there's music with the mod movie, but after that nothing...)

deanej
Dec 07, 2008, 11:35 AM
Yeah, the main menu music and a few others (including units) are included in the mod directly because they override main game files. All the era music and diplo music is in the sound pack. I guess you could try putting it in assets instead of customAssets and see if that works.

JEELEN
Dec 08, 2008, 03:45 AM
OK, thx. BTW, tried out a MP game of the latest version on a Large map at Lt Commander level Custom Game style last night with my MP partner: looking good. (Although we called it quits for the night after 2 OOSes in a row.)

Pablod
Dec 10, 2008, 11:10 AM
plese put first pach to dawload so y can play saved games

deanej
Dec 10, 2008, 07:07 PM
I haven't seen the issue, but then again I don't have saves in the DS9 scenario to test with. The save you attached here from the 22nd century scenario worked fine with 1.14.

Pablod
Dec 10, 2008, 07:11 PM
check now
196813
look for pictures in other tred

deanej
Dec 10, 2008, 07:59 PM
Well, I have issues too. Does this affect just DS9 or does it affect other scenarios as well?

Pablod
Dec 10, 2008, 08:08 PM
yes every one since last pach

deanej
Dec 10, 2008, 08:21 PM
Does the epic game have problems or just the scenarios?

Pablod
Dec 10, 2008, 08:26 PM
just scenarios

deanej
Dec 10, 2008, 08:57 PM
Are you sure this wasn't happening under 1.12? I can't see anything in 1.14 that would cause issues (I tried the only file common between the scenarios and not the main mod - Civ4SpecialistInfos - and it didn't fix the problem). The only other files changed in the patch was a pedia screen (common to all versions of the mod) and Civ4UnitInfos (affects only DS9 and epic game).

Pablod
Dec 10, 2008, 09:04 PM
it is a py file that you change from 12 kb to 56 kb
cvWBdesc.py

did you see my pictures in old tred place
star trek preview

deanej
Dec 10, 2008, 09:10 PM
That was done in 1.12 and in theory should only affect when you start a game on the scenario. I still tested rolling it back though; didn't help.

Pablod
Dec 10, 2008, 09:12 PM
that is the problem
maybe it didn't work in 1.12 path
you post it fast so probably saves didn't work on 1.12

Pablod
Dec 18, 2008, 07:24 PM
ready for next patch

for every body with trobles with mod please give more information so deanej can help

deanej
Dec 20, 2008, 01:02 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

JEELEN
Dec 20, 2008, 03:26 PM
Cool. :goodjob:

deanej
Dec 22, 2008, 07:52 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.

deanej
Dec 24, 2008, 03:12 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

Pablod
Dec 25, 2008, 05:19 AM
i didn't said starting unit, i said build more type of unit in klingon mod
romulans can build only 1 type
also klingons more powerfull ship is 6 that way i want another ship to the klingons
fed and romulans = 8

i copy the ships names from the DP9 to the klingons scenario
it work fine (xlm\units\unitinfo)

deanej
Jan 18, 2009, 02:54 PM
I've released the 1.20 patch. It fixes a CTD in the Deep Space Nine scenario when the Cardassian Resistance event occurs.

Note to Pablod: The Cardassian Resistance event occurs on the same turn that the Breen enter the war.

Pablod
Jan 18, 2009, 05:59 PM
i never see the breen ships "reinforsement"
can you put them closer to the federation planets
so i can destroithem to !

Rod
Feb 10, 2009, 02:00 AM
Hello,

is it possible to use any other upload site, because the current one gets blocked by my company and I have no net at home ... I love Star Trek !!

I tried to bypass the restriction with the help of a proxy server, but then the download breaks after 33 MB.

Darklor
Feb 10, 2009, 03:55 AM
I even cant get it from home. Its not blocked, but unuseable. (And that since I know from this mod some time ago)

Darklor

deanej
Feb 10, 2009, 05:40 PM
I was using Atomic Gamer, but people were complaining about the wait time.

@Darklor: can your computer handle zip files? Any windows version XP or later can handle them naively.

sassoundwave
Feb 14, 2009, 06:52 PM
Hi all,

The mod starts fine. I get the main menu, and all the steps to load a new game.
Though when it is loading the following error pops up:
"loadXML call failed for Misc/CIV4TerrainPlaneInfos.xml"

I did a search for this file and it is found 10 times in the mod directory for BTS. And 1 time in the assets/XML directory.

I did not use the default install when I installed CIv4 (so it is not in program files/Firaxis Games).
Is that the issue?
Or are there other ideas?

deanej
Feb 14, 2009, 08:11 PM
Do you have the latest patch for BtS? I've seen this issue before but I don't recall exactly what resolved it, sorry.

Darklor
Feb 15, 2009, 01:40 PM
I was using Atomic Gamer, but people were complaining about the wait time.

@Darklor: can your computer handle zip files? Any windows version XP or later can handle them naively.

Thats not the problem - the problem is I cant get an proper acess to this site...

Darklor

deanej
Feb 15, 2009, 01:54 PM
What's blocked but unusable then? I assumed that meant that you were able to get the file but were unable to open it.

Darklor
Feb 15, 2009, 02:25 PM
Nope, I cant get the file, the site is somehow broken for me, first really slow and then I dont get even a connection anymore

deanej
Feb 15, 2009, 02:35 PM
This may be a browser and/or ISP issue. If you have another browser I would try that. If that doesn't work I don't really know what to say.

Darklor
Feb 15, 2009, 02:46 PM
Ah uhm... strange yust now I did get to the site where the download do start - but never before... well, I will see, if it will work to the end and also for the pack and patch ...

Darklor

sassoundwave
Feb 15, 2009, 04:14 PM
Do you have the latest patch for BtS? I've seen this issue before but I don't recall exactly what resolved it, sorry.

That did the trick. Thanks!!

Pablod
Feb 17, 2009, 07:15 PM
please don't forget my request of puting the breen
reinforcement close to chintooka 7-10 ships

DS9 mod

deanej
Feb 17, 2009, 07:29 PM
Well, the 2.0 work I've been doing makes it difficult to do updates (due to the manual). I moved the spawn location to the same spot the Dominion units spawn. This change will be included when I release the 1.0 scenario pack. For now, here's how to implement the change:
Open ST Deep Space Nine\Assets\Python\CvFinalFrontierEvents.py
In the method doBreenWar find the line pPlot = CyMap().plot(3, 32) (this is line 660)
Change (3, 32) to (61, 36).

Pablod
Feb 17, 2009, 09:06 PM
thanks great job

JEELEN
Mar 29, 2009, 10:37 AM
Sorry, wrong thread...

Ajidica
Apr 07, 2009, 05:52 PM
EDIT: Ignore this post, I didn't see on the Hosting thread that the files are being transfered back to filefront today.

Since I'm working on my own FF mod, I decided to DL this to see what ideas I can borrow, but when I go to dl the main mod, it takes me to the filedropper home page instead of the dl page. It might be the dl page, but I can't find the link for it.

deanej
Apr 07, 2009, 06:07 PM
Actually, the files are already there, it's just a matter of linking back to them. You can use this link (http://hosted.filefront.com/deanej) to access them until I get around to updating the posts.

azzedar
Apr 30, 2009, 05:36 AM
mod = dead?
none of the links works.

deanej
Apr 30, 2009, 05:02 PM
They work on my end.

JEELEN
May 02, 2009, 02:13 AM
Copy that.;)

phungus420
May 02, 2009, 10:01 AM
FileFront was down for 2 days, and Strategy informer for the good part of the day a little bit ago, so that's probably what he ran into.

Trajan7
May 02, 2009, 03:05 PM
I can't play the scenarios

edit: i know how to play scenarios, its just that in the "play a scenario" screen, there are NO scenarios to choose from. They are in the maps folder, they just don't appear in the scenario screen.

deanej
May 02, 2009, 05:36 PM
While inside the main mod select "Play a Scenario" and select the one you want to play (the game will have to restart to load it).

Trajan7
May 03, 2009, 01:18 PM
in the scenario screen there are no scenarios.

deanej
May 04, 2009, 03:58 PM
There should be. What about the rest of the mod? Does it work?

Trajan7
May 04, 2009, 05:17 PM
Yes, the rest of the mod works great. It is a great mod, by the way (even though for some reason the scenarios don't appear in the scenario screen.)!

Trajan7
May 04, 2009, 07:06 PM
I've installed the new patch, and the problem was that the scenarios were not in the mod folder. Bet now, when it tries to lod one of the scenarios, I get a TON of errors, and then the game crashes.

deanej
May 04, 2009, 07:36 PM
Which patch? The one listed here in the first post, something for civ, etc. Also, could you give the first error or two that appears (if the first one says something about a schema, don't bother with a second as it won't help anyways).

deanej
Jun 13, 2009, 12:56 PM
I've released the update to make Star Trek compatable with 3.19 (attacked to this post). I have a couple of things I want you guys to check for (these actually relate to 2.0 changes that are coming out early):
-In Deep Space Nine, could someone check to see if the leader text is correct for leaders that have changed since a save? As in:
Let's say you saved before Damar became leader of Cardassia. Then you started a new session, Damar became leader of Cardassia, and you saved (and may have noticed that his name was still Dukat). Could you check that last save to see if his name is Damar now? I think I may have fixed that bug but I'm not sure (note: the bug only shows up when loading from a save - leaders that change during your first play session work properly). This affects Xindi Attack too, but the problem is less prevelant there because it's a shorter scenario.
-I've enabled the High to Low option for this patch. Could someone make sure it works? I tested it and it didn't seem to work but that may have been because I was cheating to get the test over with quickly.

apenpaap
Jun 13, 2009, 02:27 PM
-I've enabled the High to Low option for this patch. Could someone make sure it works? I tested it and it didn't seem to work but that may have been because I was cheating to get the test over with quickly.

What's that?

deanej
Jun 13, 2009, 02:32 PM
It's one of the options from the Assimilation mod. You start as one player, get the highest score, then you're supposed to become the lowest player, get the highest score, then get bumped to the lowest player again and then aim to win the game. In my tests the switch wasn't happening correctly in Star Trek but that may have been due to the fact that I was cheating to finish sooner and not playing normally.

Arakhor
Jun 13, 2009, 02:48 PM
Jeelen noticed some funny stuff going on with the options in the Orion mod. Maybe that's also going on here.

apenpaap
Jun 13, 2009, 02:53 PM
It sounds pretty cool. Unfortunatly I can't test it, as I have to wait for Rhye to update RFC before I'll patch.

deanej
Jun 13, 2009, 03:03 PM
Jeelen noticed some funny stuff going on with the options in the Orion mod. Maybe that's also going on here.

I think I remember him saying that High to Low worked for him, which is why I'm asking for testing here. Barbarian World does not (which is why it's disabled in Star Trek; I may add some code to python to make it work in the future).

JEELEN
Jun 15, 2009, 12:37 AM
Indeed, barb world doesn't work (I just messed up disabling that option in MOO2Civ).

deanej
Jun 15, 2009, 08:38 PM
Well, I can confirm that the leaders fix does work (I just did a test game in DS9). It would be nice if someone with 3.19 could confirm on High to Low, though.

deanej
Jun 22, 2009, 09:24 PM
I've released version 2.0 (download on first post). I've merged the art/sound pack into the main download so there's only one (larger) file to download. It's a full install; you may want to delete/rename the mod folders before installing it but that shouldn't be necessary. The changelog can be found in this post (http://forums.civfanatics.com/showpost.php?p=8194470&postcount=111).

If anyone wants to test out High to Low still you can go to Assets\XML\GameInfo\Civ4GameOptionInfos.xml and near the bottom fine GAMEOPTION_CHALLENGE_HIGH_TO_LOW and set bVisible to 1 and you can use it in a custom game.

JEELEN
Jun 22, 2009, 09:58 PM
I'm guessing then Assimilation mod works w/3.19 or did you change anything in there? (I've asked Kael if he was gonna update to 3.19, but got no reply so far...)

deanej
Jun 22, 2009, 10:05 PM
The Assimilation code itself works fine without changing. The DLL, on the other hand, does. Merging in the Assimilation mod with a 3.19 DLL would work fine without changing anything, but the base one in the download won't work anymore.

You can probably just use the Star Trek DLL for MOO2Civ - all you would need to do to get it to work is use my version of Civ4UnitSchema.xml. The three XML tags I added don't need to be merged in to the files themselves; they only need to be included if you want to use them (they all deal with the cloaking device).

mrsako
Jun 23, 2009, 12:15 AM
Looked in the Civopedia... multiple pink boxes in almost all categories.

Pablod
Jun 23, 2009, 08:08 PM
thank you for the best mode
in the instruccion you sed to put .fkp files in the bts folder but
there are goin in asset folder right

deanej
Jun 23, 2009, 08:32 PM
Oops. No idea how to fix this without making the file down for 4 hours (as thats how long it takes to upload and filefront does not allow files with the same name to co-exist).

mrsako, the fix there would be to disregard the wrong instructions and move them into Beyond the Sword\Assets.

Nameless One
Jun 25, 2009, 06:44 AM
I see no special feedback thread so I'm posting here.

I think that Light I finds in wrecks are too powerful in Enterprise Era start in non-scenario game. It was ok in previous version of the mod where you started with technology to build Light I in your cities, but now it gives you a unit that you probably won't be able to build in another 100 turns. A civ that finds a Light I in a wreck gets a huge military advantage over the others, much like a hero in FfH2 except that not every civ gets a chance to have one. It's also very unrealistic to find a starship fully built according to your civ's design floating adrift somewhere in space. I suggest replacing this wreck result with discovery of a malfunctioning probe that can easily be repaired.

deanej
Jun 25, 2009, 10:57 AM
Hence why I'm changing it to Warp 5 Ship in the next patch. I have thought of the idea of replacing the goody event giving an Exploration I with a probe.

Yes, it is unrealistic, but I don't want to remove the goody events entirely. I could have it give an Alien Ship though (with changed stats, naturally).

Nameless One
Jun 25, 2009, 11:51 AM
Hell, no, don't remove them, it would be horrible. It would be great if you could expand them. Exploration is an important part of Star Trek universe. Alien Ship or Deep Space Probe would be just fine replacement for the vanilla Warrior.

Trajan7
Jun 25, 2009, 12:35 PM
Help! Whenever I try to download 2.0 of the mod, it fails to download!

deanej
Jun 25, 2009, 01:18 PM
No idea on how to help there. All I can say is that I've had MASSIVE problems with FileFront lately. I think I'll have to move my files to Atomic Gamer.

EDIT: My upload of the Road to War UE for 3.19 finally redirected after 20 minutes of saying "please wait for the redirect" so try again now; it may work.

EDIT2: Looks like FileFront's real slow today.

Trajan7
Jun 25, 2009, 01:43 PM
I'd appreciate it, unless I get it to work on Filefront ;) :lol:

deanej
Jun 25, 2009, 02:29 PM
Are you still having problems right now? I plan to try reuploading it somewhere later today (to fix the install instructions) and most people seem to prefer FileFront (since they don't have a wait time).

Trajan7
Jun 25, 2009, 07:08 PM
I've tried downloading it about 3 or 4 times, all ending with a failure to download. HOWEVER, it would download more of the file each time before failing. The first time, it only downloaded about 200 mbs, the time after that downloaded about 40%, and the last time about 75 to 79%. I'll try it again and see if it works, but not until later tonight ( maybe at 9 or 10 o'clock.) Thanks for answering my posts! It really makes you feel a bit better knowing that the mod creator is trying to help deal with bugs and/or other problems!

deanej
Jun 25, 2009, 10:44 PM
I have the changes I want for the next patch ready to go (haven't done them yet, but I've typed up exactly what I want to to and what files will be changed; also useful for actually assembling the patch download). I'll wait a little bit to see if anything else comes up in the next couple days.

I've also managed to upload a new version of the download with the install instructions corrected; I'll upload the download page shortly.

Nameless One
Jun 26, 2009, 10:03 AM
AtomicGamer has an annoying wait time, plus you have to keep that even more annoying small popup open during that time. I suggest Mediafire for file uploads. They work similar to RapidShare with a very cool interface and none of those long 15-minute wait times which make RapidShare horrible.

Trajan7
Jun 26, 2009, 11:29 AM
I've tied downloading the updated version, but it still fails. When you change the download page, please post it. Hopefully it will work if it's from a different download server.

deanej
Jun 26, 2009, 01:11 PM
AtomicGamer has an annoying wait time, plus you have to keep that even more annoying small popup open during that time. I suggest Mediafire for file uploads. They work similar to RapidShare with a very cool interface and none of those long 15-minute wait times which make RapidShare horrible.

Unfortunatly, the free version of Mediafire is limited to 100 mb per file (Star Trek is ~550 mb).

deanej
Jun 26, 2009, 06:39 PM
I've uploaded the file to Atomic Gamer as an alternate download link.

http://www.atomicgamer.com/file.php?id=79249

Trajan7
Jun 26, 2009, 09:19 PM
Thanks, I let you know if it works.

Trajan7
Jun 27, 2009, 09:04 AM
Great news, it finally worked! Thanks for all of your help, and for making such a great mod!

deanej
Jun 28, 2009, 04:00 PM
I've released the 2.07 patch, attached to this post. It has the following fixes/updates:
•Corrected install instructions
•Weak barbarians from goody hut spawns Warp 5 Ships
•Strong barbarians from goody hut still spawn Light I but spawn the same number as weak
•Fixed bug where players started with Subspace Corridors tech when playing an era other than Enterprise
•Removed the intro from "The Emissary" from the Voyager/Future era music
•Restored old Dominion diplo music (intro from "The Emissary")
•Current Dominion diplo music assigned to Vaadwaur
•Alien Vessel: 1 strength/move, free combat 1
•Goody hut event giving Light I gives Alien Vessel
•Goody hut event giving Exploration I gives Deep Space Probe
•Alien Vessel barbs spawn in early portion of the game

os79
Jul 04, 2009, 01:22 AM
Hello,

I just installed Star Trek again. I noticed that your Sounds folder for CustomAssets is corrupt. But remember I'm Deaf so it doesn't bother me a whit. But are sound files important for the game to play smoothly or can i just shrug it to you hearing people?
Thanks.

Pablod
Jul 04, 2009, 09:05 AM
are you talking about 1 song for ent era
or every song (check please) if you can

deanej
Jul 04, 2009, 09:09 AM
If the game says "cannot find x" then they wound up in the wrong place somehow. Since you're deaf anyways don't worry about it; the sounds are nice for flavor but don't affect gameplay. If the file gives errors during installation, then it looks like FileFront might be corrupting my stuff again.

deanej
Jul 04, 2009, 10:05 AM
I've released the 2.15 patch (attached):
•Intro movie now exits automatically
•The Eugencis Wars: Transporter sequence: flat movement cost, cannot enter enemy cities
•Dominion diplo music change from 2.07 now applies to Deep Space Nine scenario
•Barracks: can only build one per system
•Courthouse gives 2 espionage as in BtS (but no spy specialist)
•Buildings that can only be built once in a system but didn't have help text now marked in game
•Scenario Text Fixes
•All Federation civs have the Federation UU/UB in The Galaxy
•Borg start with Subspace Corridors in The Galaxy
•The Galaxy now has no independent cities version

I will be gone until around Monday so if there are any more issues (and there is a chance that some patch changes won't work as I compiled this quickly) I won't get to them until then.

apenpaap
Jul 04, 2009, 10:20 AM
Good job on the patch, deanej. However, the Vulcans, Andorians and Tellarites now have rather silly looking fleets in the Galaxy scenario: They start with their own shipstyles, then swqitch to the Constitution class, and then revert to their old shipstyles again. IMO all their shipd after the Warp 7 ship should look like Federation ships.

JEELEN
Jul 06, 2009, 03:04 AM
I don't know; it's because the Federation UU is a relatively early model. I don't really mind all these different models: they're fun to watch and why should the Federation fleet be so uniform?

deanej
Jul 06, 2009, 10:57 AM
I should mention that it is possible for a UU to have its art replaced via unit art styles.

Nameless One
Jul 06, 2009, 11:17 AM
Why don't you disabled the SS victory in The Eugenics Wars? The playable civs are too small to destroy all the large ones like USA, China, Europe and Russia before they complete the SS.

apenpaap
Jul 06, 2009, 11:21 AM
^The nukes in Eugenic wars raze cities, so you can destroy their capitol easily.

Nameless One
Jul 06, 2009, 11:24 AM
Don't know. Tried with Serbian Dictatorship. I easily conquered the southern half of Europe with starting army before I ran out of units and Europe built up their strength. Spent the rest of the game in a stalemate against Russia in which I kept destroying huge stacks of their units without losses but had no chance of attacking them. Playable civs are so small they have problems with resources. Serbian Dictatorship doesn't have access to Oil so they can't build airplanes, tanks and modern warships.

deanej
Jul 06, 2009, 11:27 AM
And the SS represents the completion of the Botany Bay. It is also possible to prevent the other nations from building it if you really think its needed.

EDIT: Will add improved oil to players in next patch. It might help Serbia if I gave them Athens as well. Thoughts?

ZeroZeroSix
Jul 10, 2009, 12:43 AM
Hello, I just tried the galaxy mod, sound very interesting but so slow. 10 minutes each turns, anyone are that slow ? Anyway, when the events bring up the federation up together I got this exception:

deanej
Jul 10, 2009, 11:03 AM
I think that one's caused by the code not liking the fact that three players were just moved onto a different team (Earth's). All it breaks is a function that forces the occassional random war (and for that turn only). I can't figure out how to fix it (or even why it doesn't like it) and it really doesn't affect anything so I decided to just let this particular one go (in the screenshot in the full readme I photoshoped it out).

ZeroZeroSix
Jul 10, 2009, 11:41 AM
I must say it do it every turn after the federation creation and I have to click OK 9 times each time. There is 9 players wich are not in the federation, 1 click for every one.

deanej
Jul 20, 2009, 11:36 AM
Added the 2.30 patch (link in first post) with the following changes:
•All Federation civs in The Galaxy use Federation unit looks for Light I and beyond
•Fixed quick attack in Millennium and early Exploration ships
•Fixed Subspace Warhead rebase in Millennium
•Oil to all playable civs in The Eugenics Wars
•Athens to Hunyadi in The Eugenics Wars
•Millennium: Horbus and Romulus destroyed in 2387 as intended
•Rescaled Ascendacy ship strength in Millennium (boosted Assault Vessel and Keldon, Jem'Hadar Fighter gets 1 first strike)
•Reduced Grigari ship cost, added second variant
•Added Alpha Quadrant only version of The Galaxy (note: map is the same, but without Dominion, Kazon, Vidiians, and Vaadwaur)
•This one should be obvious when you look at the install instructions (and download size) ;)
•Fixed issue with Fesarius button (did not have alpha channel)
•Multi-Vector Assault Mode requires Quantum Torpedo and Astrometrics requires Advanced Warp Field (to extend DS9 era)
•Changed calendar (used version from the ST Expanded modmod)
•Added a version of the DLL with asserts enabled (used for debugging) in the SDK source folder
•Enabled the High to Low option
•Millennium: The Federation can cloak ships after 2387
•Corrected Millennium victory conditions and intro text
•Fixed python exception when a player changes their team (as well as some other fixes for possible bugs in same area)
•Eugenics Wars: Added AI weight to Transporter Suppression Technology, so the AI actually researches it
•Eugenics Wars: Augment civs (all playable except Aegis) have random chance declare war each turn after turn 10
•Eugenics Wars: All playable nations start with Laser and Satellites
•Eugenics Wars: Some resources now improved at start
•Eugenics Wars: Improved Morrison's start location (added corn and fish, turned many tiles to plains)
•Eugenics Wars: Some cities start with cultural buildings
•Fixed bug where buildings couldn't be built when their requirement was replaced by a unique building
•Eugenics Wars: Great person rate cut in half
•Added Gomtuu animal to hostile alien spawn (5 strength, 2 moves, can only defend)

Jaydn
Jul 20, 2009, 01:24 PM
Patch 2.30 includes a great deal of new units, below the list are screenshots of the new fleets:
Romulan Ships
* Scimitar
* Narada (construction ship version)
* Outpost
* Cruiser: R'derex-class
* Strike Cruiser: R'tan-class
* Battle Cruiser: D'dredar-class

Ferengi Ships
* StarBase
* Outpost
* Scout: Bronta-class
* Light Raider: Ngort-class
* Raider: Tokorn-class
* War Cruiser: Goront-class
* Strike Cruiser: Ooron-class
* Colony Ship: Tomax-class

Cardassian Ships
* Orbital Defence Platform
* Outpost
* Scout: Nerok-class
* Destroyer: Netel-class
* Heavy Cruiser: Telok-class
* Colony Ship: Ranol-class

Federation Ships
* USS Agustus (Millenium)
* USS Opaka (Millenium)

Bajoran
* Sail ship

Klingon
* K'vort

Grigari
* Light Cruiser (Millenium)
* Battle Cruiser (Millenium)

Devore
* Explorer
* Light Cruiser

Vidiian
* Starbase
* Explorer
* Battle Cruiser

Hirogen
* Starbase (holodeck complex design)

Aliens
* Fesarius (low poly model)
* Gomtuu
* Edo Guardian
* Ktarian Raider
* Pakled Transport
* Talarian Warship
* Tamarian Defender

Terran Empire Fleet
* I.S.S Miranda
* I.S.S Constellation
* I.S.S Nebula
* I.S.S Intrepid
* I.S.S Constitution
* I.S.S Constitution Refit
* I.S.S Excelsior
* I.S.S Ambassador
* I.S.S Galaxy
* I.S.S Sovereign
* I.S.S Akira
* I.S.S Prometheus
* I.S.S Defiant
* I.S.S Starbase

Its been a long few weeks, enjoy!

JEELEN
Jul 20, 2009, 02:43 PM
Great work guys! :hatsoff:

Pablod
Jul 20, 2009, 07:18 PM
1000000000000 thanks

Imrahiel
Jul 21, 2009, 12:14 AM
1000000000000 thanks

No 1000000000001 Thanks:D.
The ships look so great.:goodjob:

Jaydn
Jul 21, 2009, 07:13 AM
Repost from the main thread...

The new models are pretty cool. There are a few issues with the Terran models, though:
The Warp 5 and 7 ships don't have the yellow stuff.
The Exploration V is a Nebula instead of a Nova.
(This one may be intentional) The letters on the Constellaton, Sovereign and Prometheus classes are red instead of black.
But regardless of that, great update!

EDIT: Weird, the Warp 5 ship has yellow stuff now.

Yeah I was afraid of that. Civ 4 seems to have great issue with model textures that use the same file name, and in the case of NX-01, Galaxy, Sovereign, & Fed Starbase I didn't do, I only changed them to the Terran colours to but had to leave the file names the same. If the game you load uses both the UFP and the Terran Empire, Civ4 gets confused and doesn't know what texture to use.

I'm gonna have to remodel those 4 units and give the textures different names. It may not happen until the next patch as it will involve everyone downloading a new FPK file. For now you'll have to use your imagination.

deanej
Aug 01, 2009, 02:45 PM
I've released the 2.37 patch; download on first post; fixes the following issues:
-Eugenics Wars: Added Gomez (Peru), Amin (Somolia), and Tiejun (Amazon) as playable nations
-Eugenics Wars: Removed some cultural buildings (and Christianity and the Pavillion) from Calcutta
-Eugenics Wars: AI random wars won't occur until after the 20th turn (for real this time)
-Terran empire uses NX class for Warp 7 Ship
-Eugenics War scenario stores description direcly in scenario file (so it displays properly in regular BtS)
-Eugenics Wars: AI random war declaration chance cut in half
-Eugenics Wars: Transporter Suppression: added help text, raised AI weight to 10
-Eugenics Wars: When an AI random war declaration is against the human player, the player gets 10 mechanized infantry
-Gomtuu: strength 10, uses explorer AI
-Text fixes
-Fixed bug in CvAI.py on line 168 (counted food instead of production)
-Eugenics Wars: renamed Klaus Kinkel to Jaques Delors
-Eugenics Wars: converted many starting units to city defense AI
-Fixed bug in CvAI.py on line 431 (counted production of current build, always 0 when counted, for military weight instead of total production capability of the city)
-Deep Space Nine: season 7 data stored should now store across game sessions
-Chance to force AI to build construction ship removed in scenarios with pre-built improvements; otherwise reduced to 5% (from 15%)

Unless other bugs/issues pop up, this will be the last patch for 2.0. Look forward to 3.0 in the coming months.

jfby
Aug 05, 2009, 12:19 PM
I've played several games now and never ceased to be amazed. I couldn't help myself and I gave every Civ (that I play with/against) unique units for every unit based on research online and the shows, but the heart of the mod remains and it is well balanced. All I need to do now is get a couple of my friends interested in a multiplayer set-up. Thank you for all your hard work Deane.

jfby
Aug 27, 2009, 11:35 PM
I've run into a frustrating error: every time I reach turn 345, the game crashes. I load a game on turn 344, and then it crashes. I load a game at 336, and once it reaches 345, it crashes again. I would load the save game, but I've modified it extensively so I would need to load other files. I've attached a screenshot of the error. I don't think the changes are causing the problem as I've played past 345 using the same setup before with no problems at all.

Any help at all greatly appreciated.

deanej
Aug 28, 2009, 02:06 PM
What's going on at turn 345? If you didn't make DLL changes I have one with asserts turned on in the Mods/Star Trek/SDK Source folder. Replace the Star Trek DLL with that one and there should be an error(s) when the crash happens.

jfby
Aug 28, 2009, 04:43 PM
The last few assert failures are as follows:

FIle: CvCity.cpp
Line: 789
Expression: getBaseYieldRate(YIELD_FOOD)==0
Message: getBaseYieldRate(YIELD_FOOD) is expected to be 0

File: CvPlayer.cpp
Line: 2127
Expression: eUnit !=NO_UNIT
Message: Unit is not assigned a valid value

File: CvUnit.cpp
Line: 91
Expression: NO_UNIT !=eUnit
Message:

There were other errors when it was looking for Gomtuu in Unitinfos and Chang in espionagemissioninfos.

deanej
Aug 28, 2009, 04:47 PM
Did you recently switch from XP to Vista or 7, and was one of your changes to make one unitclass have no default unit? If so, that's your problem. XP is OK with that but it is technically wrong and Vista and 7 are far less forgiving of errors than XP is.

jfby
Aug 28, 2009, 04:55 PM
Yeah, I now have a Vista laptop with no hope of running XP. Can I just run in compatibility mode and fix the problem?
What do you mean by "make one unitclass have no dafault unit"? I have given unique units to many of the civs for each unit type, but each unit type has a default unit (I only modded 7 of the species).

deanej
Aug 28, 2009, 04:59 PM
If you have <DefaultUnit> set to NONE in any entry in Civ4UnitClassInfos.xml, that's the issue.

I don't know if compatability mode would fix anything, but you can try it. XP Mode in Windows 7 would probably fix it as well.

jfby
Aug 28, 2009, 05:21 PM
All default unis are assigned a value. Compatability mode does not work though. I will keep tryin new things...

Ambreville
Sep 21, 2009, 07:23 AM
Greetings. It's my first attempt at running the Star Trek mod. Unfortunately, I get a GFC error msg when loading the mod. Installed both the mod and its patch as directed in the readme files. What could be causing the issue???

deanej
Sep 21, 2009, 04:04 PM
Do you have a working copy of Final Frontier (which comes with BtS)?

Ambreville
Sep 21, 2009, 04:37 PM
Nope. Guess not. I deleted it some time ago. I guess that's the problem.

TC01
Sep 21, 2009, 04:38 PM
GFC error is the one where the mod is not installed to the right directory, according to Kael from the FFH 2 Bug Thread:

1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.

deanej
Sep 21, 2009, 04:42 PM
It gets tricky with Star Trek. Since themes are the only things that can be loaded from another mod folder, Star Trek does not actually include the theme and just hitches off of Final Frontier's. But yes, a theme can't be loaded from the My Games folder.

Ambreville
Sep 21, 2009, 04:48 PM
I'd rather not reinstall BtS and its patches. Is there I way I can get the files I really need without reinstalling all of Final frontier?

deanej
Sep 21, 2009, 04:55 PM
MOO2Civ and Babylon 5 might have them. Just create a Final Frontier folder in Mods and copy the Resource directory from one of those mods over to it.

Ambreville
Sep 21, 2009, 06:12 PM
MOO2Civ and Babylon 5 might have them. Just create a Final Frontier folder in Mods and copy the Resource directory from one of those mods over to it.

Yes, thank you. That was what I needed. I got the files from the Moo2Civ mod. Seems to work pretty well so far. :)

Ambreville
Sep 23, 2009, 03:33 PM
Great mod, but with my computer it runs way too slow (more than a minute per turn with a standard map at around Turn 50). I didn't install the extra graphics either.

Healz
Oct 21, 2009, 06:38 AM
Are we almost up to next version now? Been waiting for 3.0 for a while.

apenpaap
Oct 21, 2009, 06:54 AM
2.0 took six months, and deanej has stated 3.0 would take longer, so I don't think we should expect it anytime soon.

deanej
Dec 24, 2009, 11:40 PM
I've attached the 2.38 patch to this post. It requires 2.37 and all it does is disable an unused python callback and make it so that the civs in The Galaxy scenario start of loving/hating those that they should based on the show.

ClasuSiosa
Feb 07, 2010, 02:31 PM
I just updated to 319 are you going to do a patch for it?? Ill try the existing patches and see if they work, but i kinda dought it.

deanej
Feb 07, 2010, 02:37 PM
Star Trek has been updated to 3.19 for a very long time now. Version 1.20 (which was released over a year ago) was the last for BtS 3.17. Ever since 2.0 Star Trek natively runs on 3.19. If you want to use 1.20 still (for whatever reason) I refer you to this post: http://forums.civfanatics.com/showpost.php?p=8170161&postcount=95

ClasuSiosa
Feb 07, 2010, 04:59 PM
Its not working, with original dl or with patches. Ill try a few things but im not sure it will work.
Im getting purple "leaderheads", senarios wont even run, and a random map evry thing was purple (units were purple blobs, techs were like the leaderheads, and even the terrain was purple).

deanej
Feb 07, 2010, 05:10 PM
That's not a 3.19 effect (if it was, you would get a CTD before even getting to the main menu). The art isn't installed correctly. You need to put the three .fpk files where the readme file tells you to.

ClasuSiosa
Feb 07, 2010, 05:22 PM
ok ill try moving those around a bit see if that works.

ClasuSiosa
Feb 07, 2010, 06:36 PM
I apperently missread the instructions and thought it said to put the .fpk files into the "XML/Civilizations" folder, i dont know how i messed that one up.:rolleyes:
So its working now.

ClasuSiosa
Feb 07, 2010, 07:01 PM
In Xindi Attack what does weapons/engine repare do?

deanej
Feb 08, 2010, 12:54 PM
It gives you back your strength/movement after being killed. The Enterprise is resurrected after dying in combat (to balance only having one ship) but at reduced strength/movement, so the repair promos are used to get back to full strength/movement. I believe you keep full movement unless killed at Azati Prime (which is almost certain) but I don't remember.

ClasuSiosa
Feb 08, 2010, 05:39 PM
ok.
Im at the Xindi Aquatic system with all the 25st. battleships, where do i go now? I died at least 3 times in one turn, and i cant get the next pop-up to trigger, help!

deanej
Feb 08, 2010, 08:25 PM
The popup at Azati Prime triggers when you're on a plot right next to the system. During this it sets peace with three of the Xindi factions and reveals the plots for the next popup (they're "south" of Azati Prime if you don't see them).

ClasuSiosa
Feb 09, 2010, 10:08 AM
ok, i thought i got right next to Azati Prime and no trigger. Do you have to come from a certain direction?
Btw, astounding mod, i realy like the Voyager (whatever the first senario is called).
Im a buding Trekkie, having read a bunch of books, seen a couple eppisodes of Voyager, Next Gen., and Enterprise, seen 1st 2 motion pictiures and First Contact, and most of the eppisodes were in the Borg Fan Collective (Trekkie freinds are great).

deanej
Feb 09, 2010, 03:49 PM
Odd. Any tile that says "3x20 Azati Prime" should work. I wonder if I accidentally missed one.

ClasuSiosa
Feb 13, 2010, 11:20 AM
Well i might not have gone as close as i thought, but i know i was at least 2 squares away on the east side and no trigger it might not have helped that i was the "dead" Enterprise. Borg are almost my passion, so some ideas shall be forth coming.
I think Q would be a good basis for some random events.
How does assimilation work right now? Ive killed several barbs, and no assimilation but i killed 2 scout ships (Bajoran) and they were both assimilated.

deanej
Feb 13, 2010, 06:59 PM
Two squares is too far. Try a square immedietly adjacent to the system.

There really isn't an assimilation mechanic for the Borg in 2.38, but there will be in 3.0 (actually a whole capture system the Borg will have easy access to but other units will need to be promoted first).

deanej
Apr 01, 2010, 12:31 PM
Star Trek 3.0 is out! It also has a web-based installer; click on the readme file to launch it (you need to allow javascript to prompt the user for information for this to work). Yes, I did manage massive file size reductions...

EDIT: I'm leaving the attachment as it does contain the SDK source for 3.0.

Trajan7
Apr 01, 2010, 01:17 PM
Is this a complete installation?

deanej
Apr 01, 2010, 01:37 PM
Try it and find out... ;)

apenpaap
Apr 01, 2010, 02:12 PM
:mad::lol::goodjob::wallbash::aargh::rotfl:

Trajan7
Apr 02, 2010, 09:56 AM
A wonderful April fools day joke. One of the many resones why I dislike April Fool's day.

Praylak
Apr 10, 2010, 09:35 AM
Just started playing this mod only recently, and I must say its very good. Looking forward to updates and the new version. Great work people, and thanks for sharing it.

deanej
May 04, 2010, 08:19 PM
Well, now 3.0 is out for real this time. It'll probably be the last FileFront release, given that FileFront has a 600 MB limit and this file is close to that. Link on the first post.

TC01
May 04, 2010, 08:42 PM
I downloaded it, however I get an "archive is corrupt" error message when I try to open it or when I try view it with 7-zip.

Don't have time to re-download it now to see if it was just a corrupted download.

os79
May 04, 2010, 08:54 PM
! C:\Users\OS79\AppData\Local\Temp\StarTrek3.00-1.zip: Unexpected end of archive

This is what I get after I downloaded 3.0.

deanej
May 04, 2010, 09:12 PM
Great; can't I ever upload something without it getting corrupted during the upload? I'll have to try again tomorrow; I don't have four hours to spend uploading it again right now.

rxformula91
May 04, 2010, 11:29 PM
I was able to get a perfect download without problems into my computer... but I had to use bitcomet or I suppose any download manager to download it cause 8 times through the browser it stops download about 40% through. But I got a file download tested 100% working using 7zip and winrar.

On a side note, I don't know if I am doing anything wrong though cause I had to completely take out star Trek 2.38 and then put in 3.0 for it to not stall when loading the game map.

Thanks for the release, I've been waiting for it for a while now.

os79
May 05, 2010, 12:51 AM
Great; can't I ever upload something without it getting corrupted during the upload? I'll have to try again tomorrow; I don't have four hours to spend uploading it again right now.

After the post above, I tried again recently, and it successfully downloaded. Apparently, FileFront have periods of being grumpy and periods of being nice :). I stumbled on that period of niceness :lol:.
Thanks. Looking forward to seeing this merged with necessary parts of Final Frontier Plus for even faster play :).

deanej
May 05, 2010, 04:27 PM
Those of you having problems with FileFront can now use Atomic Gamer as well: http://www.atomicgamer.com/file.php?id=85944

JEELEN
May 05, 2010, 08:19 PM
Nice one, deanej! :goodjob: (And a pity about the earlier hold-up...)

Praylak
May 06, 2010, 11:10 AM
Only 160 turns in, but so far no problems. Thank you for the new version, I'm really enjoying it. The music sounds really cleaned up, did they get resampled or am I just hearing things?

deanej
May 06, 2010, 01:12 PM
It's probably the fact that the Faith of the Heart piece I took out of the soundtrack was never liked by civ.

Arakhor
May 06, 2010, 01:16 PM
Heh. Even Final Frontier doesn't like the Enterprise music :)

deanej
May 06, 2010, 01:24 PM
Not just Final Frontier, civ itself. The mod has had to deal with it since the music was first added in (which pre-dates BtS).

TC01
May 06, 2010, 04:50 PM
It occured to me that since you are now distributing everything in an "Assets" and a "Mods" folder (both subfolders of the BTS main directory) you could create an executable installer. And people are apparently still having difficulty installing, so that might be a good thing.

I set up an Inno script to build an installer (using the icon I made for FF+). It appeared to work, but since I had already installed Star Trek I'm not sure. It certaintly didn't mess anything up.

I've attached the script and icon file, if you're interested.

Pablod
May 06, 2010, 07:11 PM
full mean the we have to delete the old startrek mods

deanej
May 06, 2010, 07:15 PM
I don't think you have to, but it's probably a good idea - there's one change that won't happen if you don't (but it related to getting the main BtS concepts back and is minor) and one person said they needed to to get it to work.

@TC01: Thanks, that is on the agenda for 4.0 and I considered it for 3.0 but didn't want to delay the release any while I looked into it. I may or may not release an installer version - depends on how many people have issues.

rxformula91
May 06, 2010, 11:48 PM
I'm just wondering, the Cloaking device mod is in the game but how about the wormholes modmod, and say the inhabited planets... would those work in Star Trek 3.0? or not yet...

jfby
May 07, 2010, 12:46 AM
I am digging this. Played fifty turns on a large map with eight comps and turn time is great compared with 2.0. Again thanks!

TC01
May 07, 2010, 05:55 AM
I'm just wondering, the Cloaking device mod is in the game but how about the wormholes modmod, and say the inhabited planets... would those work in Star Trek 3.0? or not yet...

No, I will have to update Wormholes and Inhabited Planets to 3.0. They're not included.

Actually, I remember deanej saying that he liked the idea of Inhabited Planets (and was going to use it for the independent systems in ST Galaxy). So maybe that will be merged in future versions?

EDIT: Wormholes is now updated for 3.0.

deanej
May 07, 2010, 07:29 PM
Inhabited Planets is planned for 4.0.

rxformula91
May 08, 2010, 06:03 PM
Thanks so much for the updates... this mod rocks =D

HCP
May 10, 2010, 03:25 PM
First I'd like to say that I love the mod!! My question regards the new changes in 3.0. They are all present in a normal single player game (i.e. the barracks and civic changes), but when I play the STGalaxy scenario everything is the same as the old version. Did I load the mod incorrectly? I deleted all the old mods before loading the 3.0 version. Minor quibble, again love the mod.

deanej
May 10, 2010, 03:56 PM
The older scenarios don't get updated with each version. With 4.0 I do plan to update the older ones so everything can be in sync once again.

deanej
May 14, 2010, 07:20 PM
I've released the 3.11 patch in the first post. It officially marks the development of 4.0, since the vast majority of the patch is stuff on the todo list for 4.0.

-Deep Space Nine: Dominion gets scouting party on first contact, fixed python exception
-Deep Space Nine: Reduced starting health/happiness and starting trade routes
-Deep Space Nine: Removed many shrines from map
-Added DLL with asserts enabled for scenarios
-Deep Space Nine: Federation will surrender with more cities left
-Deep Space Nine: Added text for victory in Dominion War popup
-Deep Space Nine: Disabled USE_GET_UNIT_COST_MOD_CALLBACK (not used)
-Deep Space Nine: Allied city count not includes more then Federation, Klingon, and Romulan cities if needed
-Deep Space Nine: Victory always to human in single player
-Tweaked some AI personality values
-Deep Space Nine: Random chance for the Dominion to declare war on the Ferengi after the first part of season 6
-Deep Space Nine: Added leader change for the Ferengi (Zek to Rom)
-Deep Space Nine: Merged in the love/hate mod (for more accurate diplo)
-Devore espionage bonus reduced to 15%
-Deep Space Nine: Corrected text problem with Weyoun
-Deep Space Nine: Federation systems start less developed
-Deep Space Nine: Cheapter Dominion ships, more expensive Federation ships

dacole
May 16, 2010, 04:23 PM
Oh my lord.. How did I miss this all this time? Not only does this seem to be an excellent mod you have included SO MANY scenarios, and none of them look like they were simple non-thought out tweaks. You have even included mods for parts of the series even I don't remember (and I thought I pretty much remembered everything from star trek). Again WOW!. You are the king of Star Trek geeks...I bow to you! *goes to play* (oh the books the millennium war mod is based off of any good? I haven't found many star trek books I like though q-squared should have been a movie would have been better than the crap we got...and thank you so much for NOT including a scenario for that travesty..unless it is one where we get to slap J.J. Abrams)...

deanej
May 16, 2010, 05:22 PM
You have even included mods for parts of the series even I don't remember

The Millennium trilogy aren't the only books I borrowed from. The two lost era scenarios (and probably others) also borrow from the books.

I liked the Millennium books a lot.

deanej
May 23, 2010, 06:40 PM
I've released the 3.23 patch on the first post. I can almost gaurantee that it will break saves for the main mod and Eugenics Wars. Note to mod-modders: this includes SDK changes for the main mod.

•Eugenics Wars: Restored normal nuke behavior and nukes
•Eugenics Wars: Added new Morning Star unit and effect
•Eugenics Wars: Morning Star no longer reveals world map
•Can no longer cloak or decloak without movement points
•Fixed edit city bug in worldbuilder
•Eugenics Wars: Merged in love/hate mod
•Added bCloaked and bSeeCloaked to Civ4PromotionInfos.xml
•Fixed cloaking bug
•Fixed text issue with Harrad-Sar
•Units with Tachyon Detector promotion can only see cloaked units in adjacent tiles

Barring any bugs discovered soon, this will probably be the last patch for 3.0.

TC01
May 23, 2010, 09:02 PM
So are you starting on 4.0 development now?

deanej
May 23, 2010, 09:31 PM
Technically, 4.0 development started right after 3.0 came out, as the DS9 and Eugenics Wars changes in the patches were on 4.0's todo list. Given 3.0's lower amount of bugs and the stand-alone nature of the changes it made sense to patch them in.

4.0's development cycle is gonna be a little unusual; it's the last major release (barring bugs, the last release period), and I'm gonna try to minimize bugs; more on that once I get the major overhaul of the main mod done.

deanej
May 31, 2010, 10:19 PM
I've released the 3.25 patch on the first post.
-Fixed bug where capturable units could get captured twice
-Borg ship cost increased by 50%
-Deep Space Nine: Dominion units spawn on the wormhole
-Fixed CTD when cloaked units were on the edge of the map

jfby
Jun 01, 2010, 12:24 PM
Still loving 3.23 and will patch to 3.25 as soon as possible. I've added an extensive number of units to my 'unitinfo' file and wanted to know what you added for 3.25.

I haven't tried to add the other files except that and see if I could load a 'hybrid' version, but wanted to see if you thought it would work. If it's just the Borg ship cost going up 50%, I can handle that =). THANKS!

Seriously you and everyone who has helped you has done an awesome job with this mod. I went from not playing Civ anymore to buying Civ 4 complete when you released 1.0, and have played it as much as I could till now (my computer died at one point, got a new one for a bit that couldn't handle the stress, now I have one that is OK). Thanks for the hardwork and know that it is appreciated and I look forward to seeing what you create after you release 4.0.

deanej
Jun 01, 2010, 12:52 PM
The only changes to Civ4UnitInfos in 3.25 is the Borg ship cost.

jimmywat
Jun 03, 2010, 06:49 AM
Why won't my construction ships build subspace corridors in Star Trek?

deanej
Jun 03, 2010, 10:42 AM
Only the Vaadwaur have that ability. Star Trek doesn't use routes for connecting cities like Final Frontier does.

Kevindm
Jun 10, 2010, 10:40 PM
this might be a dumb question, but....i'm downloading the 3.25 patch, do i need to download the earlier patches too, or they included w/ the new one ??? Help...

jfby
Jun 11, 2010, 05:30 AM
Not a dumb question, i would assume you would want the previous patches, but I really don't know. You could just add them in sequence and have fun.

dusckr87
Jun 11, 2010, 09:33 AM
You can install the 3.25 patch over previous patches, or over 3.0. 3.25 contains everything from 3.11 and fixes bugs from 3.23. If you are keeping copies of the patches for later installation, keep only 3.25.

Kevindm
Jun 11, 2010, 11:56 AM
ok, thanks......that's what i thought, but i was not sure...

Ooiue
Jun 13, 2010, 08:49 AM
the Xindi Attack, i was thinking, could you make another similar scenario on that version of it about when Enterprise goes back in time in the expanse? itd be great idea methinks :)

Winter Warrior
Jul 18, 2010, 05:43 AM
In case you haven't noticed, I made a recent bug report on the Star Trek mod's development forum. It's gamebreakingly severe, so some sort of a hotfix would be brilliant. Just so I could play the mod until 4.0 comes out.

Also, the founding of religions isn't really logical in the current mod version (can't found warrior's code as klingons etc.), so check that thread also.

Thank you for making one of my favorite mods of all time.

Edit: Here's a link to the savegame with the independent ships bypassing defences bug.

http://rapidshare.com/files/407590256/Rexor_I_AD-2362-July.CivBeyondSwordSave

jfby
Aug 27, 2010, 07:22 AM
I've played a lot on 4.xx (latest release) and this game is truely awesome. It is the best Star Trek game available and provides a very unique experience.

My only complaint is that with the Borg there really is no way to currently have a 'balanced' game. In my opinion if they could be only slightly powerful until Light IV or even V is developed. To prevent them from getting beat down early on they could have ships that are very powerful on defense but more moderate on offense, and then when they get there Light IV or V then really crank up the power.

Another option would be a Borg type scenario where you can develop without their presence and then when the final Civ develops saucer seperation they spawn as a new Civ with a small fleet and they grow from there, or a scenario using the galaxy map with random events that could act as the Borg infiltrating deep into random areas of the map, and they could also have victory locations within the other Civ's territory.

Just musings really, I'll play with them turned off for a more balanced approach and then turn them on for a more risky game.

deanej
Aug 27, 2010, 02:46 PM
Actually the Borg might be a harder civ now, but we'll have to see how the new rules work in practice. The AI isn't aware of them, so I expect a less effective AI. The extra starting techs are so you don't quickly fall behind and can easily be removed if they're too much (though Warp 5 Ships and Subspace Corridors will remain; the former is essential, the latter is because they really should have the tech).

Trajan7
Sep 06, 2010, 09:15 AM
There seems to be a bug, where you can't select any of the commands for a unit.

deanej
Sep 06, 2010, 09:59 AM
Try re-installing. I don't see such a bug.

The_J
Sep 06, 2010, 07:19 PM
That can happen, if a .nif of a unit is missnamed and doesn't match the .kfm.
Should normally throw a python exception (if activated).

deanej
Nov 13, 2010, 10:32 AM
4.0 is out! I've changed the host to WePlayCiv and we have an installer, so hopefully download/install questions are a thing of the past.

With this update Star Trek is officially done. I'll keep monitoring the forum and bug/balance fixes will be released if needed, but at this point no more updates are planned. If you want to keep up with my modding work I refer you to Remnants of Altrea (link in sig).

TC01
Nov 13, 2010, 10:36 AM
Congratulations!

And I'm glad you finally added an installer.

I need to update Wormholes to 4.00 when I have some time- in about a week.

Admiral_Rockso
Nov 13, 2010, 12:20 PM
For some reason i cannot download the file, the web page said it cannot load or something.

deanej
Nov 13, 2010, 12:21 PM
There's some bug at WePlayCiv that it can't deal with files over 500 MB. I'm currently waiting on a couple tech support contacts before uploading to an alternate site (I'd rather not have to if possible... I'd like to be beyond the hosting issues).

Admiral_Rockso
Nov 13, 2010, 12:23 PM
It says file not found.

deanej
Nov 13, 2010, 12:25 PM
That's what I get when testing as well. Someone else got this:

Your submission could not be processed because a security token was invalid.

If this occurred unexpectedly, please inform the administrator and describe the action you performed before you received this error..

Admiral_Rockso
Nov 13, 2010, 12:31 PM
Well, i took off from work when i found out 4.0 was done, no pressure or anything. I am really looking forward to playing it. *twitch* Let us know when it's good to go pretty please!!!!

Cmcastl
Nov 13, 2010, 12:39 PM
Deanej, when I click on the site after going to the first thread for the d/load I get a msg saying the site is down! :(

Live long and prosper.

deanej
Nov 13, 2010, 01:38 PM
I've added an alternate for now; I really hoped I'd be beyond the hosting issues! Guess I was hoping for the impossible. :(

Admiral_Rockso
Nov 13, 2010, 02:25 PM
Whooo, downloading now!

Cmcastl
Nov 13, 2010, 03:18 PM
Downloaded and playing! Many thanks, mate! :)

Live long and prosper.

jfby
Nov 14, 2010, 08:50 AM
Very nice, but I am getting CTD on a regular basis. How do I turn on asserts so I can see what is being called up before the crash? Thanks!

deanej
Nov 14, 2010, 01:32 PM
The debug DLL is in the Mods\Star Trek\SDK Source folder as always. I will mention that I haven't seen any crashes myself. Did you do a clean install? I forgot to mention it, but a clean install is highly recommended as I deleted at least a couple files between 3.25 and 4.0. I don't remember which ones though.

jfby
Nov 14, 2010, 06:47 PM
I did a clean install, though I used my modified files for the units. It doesn't happen when barbs are disabled, and I don't play with them anyways. If I figure out what was happening I will let you know. Awesome mod!

deanej
Nov 14, 2010, 07:39 PM
If you have a save from near there you could look to see what kind of asserts come up when it crashes with the debug DLL. I have a suspicion that it has to do with barb city spawning.

Something with barb spawning is defiantly broken. Even with the chance set to 0, they STILL spawn probes! I might have to disable probes completely for them.

jose1357
Nov 15, 2010, 02:05 AM
Only have two problems with the mod first this unit didn't disappear:
http://img340.imageshack.us/img340/718/22640386.jpg

Also, how do I set the scenario default as no city razing in the xml? TY!

Marla McGivers
Nov 15, 2010, 06:19 AM
To deanej and all those who assisted in making this mod I want to say thank you very much for creating this mod for all trekkers out there, like myself, that have longed for such a game since the days of "Birth of the Federation".

I am very grateful for all your hard work.


Marla x

deanej
Nov 15, 2010, 10:04 AM
Only have two problems with the mod first this unit didn't disappear:

Also, how do I set the scenario default as no city razing in the xml? TY!

I think the 0.0 is a rounding bug. It just means that the unit is just barely alive; otherwise it's nothing special.

Setting an option as default for a loaded scenario actually involves setting the option in the scenario file. The easiest way to do this is to do a custom scenario as the first player and save it from worldbuilder with the option set. You can also manually edit the save using notepad or something similar.

deanej
Nov 21, 2010, 08:04 PM
I've release the 4.09 patch (http://forums.civfanatics.com/attachment.php?attachmentid=273262&d=1290391380):
-Installer no longer prompts for directory
-Fixed python exception in Hostile Universe gameoption
-Borg: no starting value tech
-The Galaxy: Fixed Borg starting tech issue
-Barbs can no longer build probes (should fix spawning issue)
-Krenim: Moved Kyana Prime to end of system list
-Added AI weight to Warp 5, Warp 7, and Photon Torpedos techs
-10% discount on many techs up to Photon Torpedos
-Palace: +2 max population on planet, +50% system defense
-Geological Power Plant: 50% cost increase
-Probes: Fixed defense issue on Solar Systems and Asteroids

Cmcastl
Nov 22, 2010, 11:51 AM
Please tell me if this invalidates a game one is already playing with an unpatched 4.0 game?

Live long and prosper.

jfby
Nov 22, 2010, 12:33 PM
4.0 should work with 4.09, at least mine did.

It's nice to see that random events are back, and I've got a very challenging game going, so while the AI may not be quite as good as I would like, they are better than toast.