View Full Version : star trek mod month version( for main beta 3)


Imrahiel
Aug 27, 2008, 07:58 AM
Here is one version of the Star Trek main mod for playing it in months and.
This thread is for his new versions and to give feedback about it.

Changelists old versions


Changlist for beta 1

- you can now play in months
- technologies have higher costs
- technologies are now more powerfull
- ship costs, strenghts and movements have changed and they can not bombarded
-the attack ships ( defiant etc..) are now normal units
- planentary buildings are cheaper
- orbital buidlings costs now a lot more
- buildings are more powerfull
- some Unique Buildings make the Civis more Trekki ( like Cloning Chamber which give a verry hig military production bonus)

changelist beta 2

- added a refitsystem
- only unique units in game ( starbase and colony/constructenship still ununique)
-shipnames added ( USS Hood, USS Intrepid .....)
- technologies added

beta 2 2

-fixed some text bugs
- fixed airrange bug
- cloaking only for BOP, Warbird,Valdore,Vorcha,K'tinga, Romulan Scout.
- see cloak for all Dominion ships
- add blitz to all units

-beta 2.3
- changed some combat strengths
- add USS Defiant ( a Defiant-class ship with cloak and march)



-beta 3

- add IKS Rotaran
- add Promotion Sentry 2 and Sentry 3
- delete unique baracks and correct building bug
- now you can build buildings again
- changed costs of units
- add dominion fighter (DW) and dominion battleship( DW) to the Cardassian
both are buildable after researching Fight the Dominion

beta 3.1 ( newst version)

- fixed some text bugs
- fixed starting technologie bug for kazon and hirogen
- fixed the bug that you can not play a free game( privatemaps folder)

beta 3.2

- change costs of colony ship and borgprobe

for playing the mod
-the patch is mainly for the epich game speed i do not know how it works with other speeds
- unzip and copy the xml folder in the star trek folder/ assets for playing.
- unzip and copy the privatemaps folder in your star trek mod folder





REALTREK MAP 2.5

Changelist

- added over 30 star systems
- editet star systems ( systems like Sol have the nearly same planets as real)
- changed cultur now all :
founding systems has culture 10000
homeworlds 1000
big colonies( population 2) 500
colonies ( population 1) 100
- changed population
homeworlds 8
big colonies 2
colonies 2
- some worlds have different population or culture
-add new start ships
Federation: Daedalus
Klingons: D5
Romulan: Bop(ENT)
Ferengi:Shuttle(TOS) and Marauder(TOS)
Breen: Cruiser(TOS)
Bajoran: Raider ( TOS)
Cardassian: Hideki(TOS) and Galor(TOS)
Dominion : Battleship( TOS) and Fighter(TOS) over 100 ships
-the new version 2.5 is compatible with the new mod version 3 beta
- My mod is needed for playing the map.


Dominion War beta 1.

about the map

The map is based on my realtrek map
The changes are :

- each civi has the technologies from the Dominion War Time
- each civi has big fleets and the units, that they had in DW
- the Federation, the Klingons, Romulans and Bajor are one team and in War with the second team Cardassia, the Dominion and the Breen
- the gamestarts in 2373
- all cities all developed and have more culture
- DS9 save the Wormhole and the Dominion have to destroy it when it want to have trops from the other side
- the USS Defiant and IKS Rotaran help also to defend it
- the only victory option is conquest.

- for playing is important that:

-there will be no change between war and peace and the Romulan, Breen and Bajoran are in war at the beginnig.
- in adition the ferengies are only there to full the space, because they can not declare war
- The map needs my mod version 3 beta
- Loading times of a few minutes are normal and it is normal that when you see the normal game button on your screen the game has not finished loading. In this situation wait a few minutes and click with our mouse one time.
- it could be that the map crashes, I does not know if it works on other Computers

for future
- I will work on balancing the mod and adding civilopedia for units

Imrahiel
Aug 27, 2008, 07:58 AM
reserved for edits

JEELEN
Aug 27, 2008, 09:40 AM
Is this the same you posted on the old thread?:confused: (Downloading anyway to check it out.);)

Imrahiel
Aug 27, 2008, 10:49 AM
Is nearly the old version. I do not know how many changes between the old are.

But the next versino wiil be included Unque units and I hope including Daedlus and new techs( for starting earlier
I also will change the upgrade system to a refit system( same model for the unit
but higher stats.)
For example for Excelsior:
1. Excelsior
2. Excelsior( LE = Lost Era)
3.Excelsior ( TNG)
4. Excelsior( DW = Domion WAR)

@ Jeelen: Do you think that will make the game better?

JEELEN
Aug 27, 2008, 12:21 PM
A bit too soon to tell (I just started a game with your modifications), though it certainly adds flavour and challenge (because of the increase in build and research cost). I'm looking forward to playing it through (started as the UFP, obviously) as well as to your updated version and Real Trek map once you release the next versions.;)

JEELEN
Aug 28, 2008, 03:41 PM
Well, I played the UFP, Custom Game on Star Trek Flat map with all Alpha Quadrant civs plus the Borg. On turn 60 I noticed the first barb Light I and by turn 110 I'd lost 3 scout units, while the Borg beat me to building the Multi-Race Database (quite appropriate, actually). After allying with the Klingons they lost Qo'noS to barbs (turn 151. This happens a bit too often, not just with this setup; seems the AI badly defends their colonies.) By then I'd met the Cardies, Breen and Dominion and built the Border Defense Network.

Around turn 175 barbs were Light IIs mainly and I replaced my lost scouts with 2 Exploration IIIs. Turn 215: the Dominion takes Boreth from the barbs, who by turn 225 start using Light IIIs. At turn 241 I lost another scout to the Alien Vessel and the Klingons became a vassal of the Dominion.

I quit on turn 244, as the Crystalline Entity took my newly founded colony of Tellar.

Comment

Apart from higher build and research cost I kind of missed the other changes you mention. Time progressed by year as usual (I think you need a specific WBS or map to implement that effectively). Overall gameplay is slower mostly, which actually takes away from the fun (like when you spend a lot of time researching and building a Wonder someone else finishes first).* I started another game as the Romulans, basically confirming what I just pointed out. (Although, to be true, I now did manage to build the MRD plus the BDN despite a crappy starting location without a "State Religion" founded.);)

* Epic game speed might work best with a scenario/mod that has a lot of preplaced cities and units (like DS9 or your own realtrek).

Imrahiel
Aug 30, 2008, 07:51 AM
@ JeelenThank you for feedack.
It is righ,t my mod version will be mainly for an big map.
@all :The next version of the mod will be included uniqe units and names for ships and a refit system.
It will start a little bit earlier because it, will be including Daedalus class.
I Don'T now if old saves work with the new version.
After the new version I will work on an map for it

JEELEN
Aug 30, 2008, 08:12 AM
Cool! Can't wait to try out your new stuff!;)

Imrahiel
Sep 03, 2008, 08:15 AM
@all and Jeelen: If nothing special happens the next version will realse on Sunday this Weekend or next Weekend.

Imrahiel
Sep 09, 2008, 07:48 AM
all@: What kinds of Refit endings could have the Domion and the Delta Quadrant units?

For the Ferderation,Klingons, Romulans, Cardassians, Breen, Ferengi and Babarians, ( hoping to replace there fnal frontier units with ships of Orions,Maquis,Ferengi and Tholians)
the Refits mostly will be

Mov(Movie Era, only for a few)
LE ( the Lost ERA= time between Start of Enterprise-B an TNG)
TNG(The Next Generation= 2363 to 2370)
DW( Dominion War 2371 and later)

So please give my our ideas for Domion and Delta Quadrant.

because in Alpha and Beta Quadrant the most civies have an identic timeline.
I also interested at articles for civipedia for the follwing units , because I can not speech very good English:

Federation:

Miranda
Soyuz
Constiutionrefit
Excelsior
Ambassador
Constellation
Galaxy
Nebula
Defiant
Akira
Sovereign
Prometheus
Fedstarbase.

Klingons:

D5
D7
Bird of Prey
K'tinga
Vorcha
Neghvar
Klistarbase

Romulans:
Drone
Warbird_ENT
Warbird_TOS
D7
Scout
D'Deridex(Warbird)
Valdore

Cardassians:
Galor
Hideki
Keldon

Domion

Battleship

Breen:

Scout
Cruiser
Battleship

Ferengi:

Shuttle
Marauder

and Babarians:

Tholianship
Maquisraider
Ferengipirates(Marauder)
Orionship

So please feel free to post nice ones( i will add them) or if you know how to add by xmleditor tell my and i will send you the files.

JEELEN
Sep 09, 2008, 04:15 PM
also interested at articles for civipedia for the follwing units

You should check out Star Trek Omnipedia (or Encyclopedia) on-line, which has entries for ALL ships in Star Trek.

(Not sure what you mean by "Refit endings"?)

Imrahiel
Sep 09, 2008, 11:39 PM
Yes that I could do, but I need short good articles. ( But that is not my mainproblem , the mod can work without them.)

@ Jeelen'Refit Endings' are endings for an unit to make clear what kind of refit it is.
For example:

Miranda
1. Refit: Miranda(LE)
2.Refit : Miranda(TNG)
3 Refit : Miranda(DW)

LE; TNG and DW are the ' Refit Endings' , but I do not know them for Domion and Delta Quadrant.

The Units have the same model and animation , but a different strenght, movment speed and cost, ....
I make the 'Refit System' to stop replacing Ships with other Ships ( Like replacing Ambassador with Galaxy), that is unrealistic. When you want a new ship you have build it, but with me 'Refit System ' you can refit an older ship and take for mission in the future. A refited ship is not so good like a new ship but you need only money to refit it .
I hope now you understand what a ' Refit Ending ' is .

JEELEN
Sep 10, 2008, 12:32 AM
On Omnipedia: you'd need to excerpt the technical bits then. (Or whatever you want in the Civpedia. I mentioned it because all the relevant info is in there, I think.)

On Refit endings: Thx, I thought that was what you meant. Since you use the series/movies as suffix in one instance, I suggest:
DS9 for Dominion
VOY(ager) for Borg, Viidian, Hirogen, etc.
So, like in your example, the refit suffix should match their appearance on the screen (that would also match the main mod eras). That way you'd get consistency.

PS: Editing out the rest of FF units would be awesome!:cool:

Imrahiel
Sep 12, 2008, 01:34 PM
There following small news for all:

Two new techs will are add in my mod Fight the Borg and Fight the Dominion.
The Delta Quadrant civis will be playble, but mod will be mainly be Alpa Quadrant and Beta Quadrant.

Seidrik_The_Gray
Sep 16, 2008, 06:34 PM
Did I miss a new version or is the one mentioned in the first post the new version due out this month???

Imrahiel
Sep 16, 2008, 11:25 PM
The new version will realse this week on Saturday or Sunday.
I have a problem with unique units. When I have fix it, I will upload the new version and before the weekend I have time to fix it.

Bob Barker
Sep 20, 2008, 07:54 PM
I'm having a problem getting the star trek beta 3 (0.75) downloaded. PakBuild is not opening the art files in the star trek art and sound package. Is there a problem?

deanej
Sep 21, 2008, 11:44 AM
You don't need to open the files. I would suggest that you just follow the install instructions - the mod will lost MUCH slower if you unpack them. The reason they are separated out is for scenarios, which will each need their own copy of the mod.

Imrahiel
Sep 21, 2008, 12:52 PM
new version has realse
look on first post for it

JEELEN
Sep 21, 2008, 01:56 PM
changelist beta 2

- added a refitsystem
- only unique units in game ( starbase and colony/constructenship still ununique)
-shipnames added ( USS Hood, USS Intrepid .....)
- technologies added


for playing the mod
-the patch is mainly for the epich game speed i do not know how it works with other speeds
- unzip and copy the xml folder in the star trek folder/ assets for playing.
- when you play my realtrekmap you have to delete the old barracks and to replace them by the unique oces
-babarians won't work without plaents

Cool!:thumbsup: But how do you delete the barracks? Do you mean in-game?:confused:

BTW, have a nice vacation!;)

Imrahiel
Sep 21, 2008, 02:03 PM
It is for playing my realtrekmap. You have to delete them over worldbuilder with editing a city.

Thank you, the new map will realse on a few days after I am back. ( All system are done , I only have to debug it)

JEELEN
Sep 21, 2008, 03:16 PM
OK, thx!;)

JEELEN
Sep 25, 2008, 10:39 PM
Hope you had a nice vacation.

About...


changelist beta 2

- added a refitsystem
- only unique units in game ( starbase and colony/constructenship still ununique)
-shipnames added ( USS Hood, USS Intrepid .....)
- technologies added

...I tried loading the beta 2 thrice, but each time the screen freezes on "Initializing". Wonder if I'm doing something wrong? (I even made a new copy of ST b3 and loaded the beta 2 into the XML folder, but still no go. BTW, I tried playing Custom Game, as this allows me to play Alpha Quadrant-style; previous beta-version loaded OK.)

Imrahiel
Sep 26, 2008, 12:19 PM
Yes, I noticed this problem. Please tested the the mod with the real trek map, if you want.
I will fix the problem, if I can on the weekend, but there wil also somee new maps i will make.

p.s ( The Delta Quadrant civies are not so balanced and have not so many units):

Hirogen( They can't develop new ships, they start with good onces and a special startech):

Hirogen Hunter
Hirogen Venactic

Borg( have the strongest units in game after the krenimtemporalweaponship):
Borg Probe (TOS)
Borg Probe (TNG)
Borg Sphere
Borg Diamond
Borg Cube
Borg Tactical Cube

Krenim:

Scout
Warship
Temporalweaponship( 100 attack, costs 300000)

Kazon( They can't develop new ships, they start with good onces and a special startech)

Mothership
Raider
Fighter

Devore and Vidiian

Inspectionship( Devore), Raider ( Vidiian)
TOS and VOY

So they will be in an Delta Quadrant map.

JEELEN
Sep 26, 2008, 02:38 PM
Alright, will try again w/the realtrek map.

:thumbsup: on the Delta Quadrant units. (Although I think the Borg Diamond was just called Command Sphere. There was only one, as it was the Borg Queen's vessel. Just like the Krenim Temporal Weapon of which there was only one.)

JEELEN
Sep 27, 2008, 10:08 AM
Just wanted to say the UUs-rar seems to work fine with the realtrek map.;) (Although manually editing in the new Barracks in all UFP systems may be a bit much for the average player. Also, research of 75+ turns is reaaally slow - and the other civs seemed to progress even slower...)

Imrahiel
Sep 27, 2008, 10:27 AM
Yes manually editing is a lot of work, but in the new realtrek map it will be done.
So i spend my time with debuging( because there some bugs in the star systems) the new one and not with editing the old one.
And the new map will have more star systems, so you will can research faster and there wil be also an dominion war version of the new map.

JEELEN
Sep 27, 2008, 02:11 PM
Cool!;)

Although, with even more star systems? I already noticed some of them are so close their planets have overlapping orbits... perhaps it might be better to have less costly advances?:confused:

Imrahiel
Sep 27, 2008, 02:47 PM
I also changed the position of the most systems and the planets they have ( between 1-7).
The advances are so expensive, because I wanted that the mod is in the star trek timeline and also the refitsystem make the game more interesting, because
with the first techs you can build new or refit ship( for example Federation:
with: PolyDuranium Hull: Miranda and Constitution
with: Integrated Deflectors: Soyuz and Consitution Refit in adition Starbase(MOV)

Also the high costs are important to simulate the strenght( build fast ships) of the Dominion, because are Dominion Fighter ( TOS) costs only 10. So faction like the Federation can only win with research.

Imrahiel
Oct 01, 2008, 07:10 AM
A new map version and new mod version is finished.
For more Information and downloading look on the first post.

Hoerks
Oct 01, 2008, 08:53 AM
the second attachment in the topic is broken.

EDIT: Now it worked

JEELEN
Oct 01, 2008, 09:48 AM
I installed both files, but (starting as the Romulans) no planets have population. :( (Funny thing is, they do have specialists...)

Hoerks
Oct 01, 2008, 09:59 AM
strange, i downloaded everthing but when i play breen the game crashed when i hovered with the mouse over the scoreboard where both me and gul dukat had 5000 points on turn 1 and when i tried playing romulan i got a defeat on the game start. i used your scenario.
Any idea what might be wrong?

Imrahiel
Oct 01, 2008, 01:42 PM
:confused: OH......
There three things you could check.

1. Close all programs you do not need while Playing and take low graphic settings for playing.
2.Be sure that you use BTS 3.17 and hhe main mod with all patchs and that you have replaced the xml files with me xml files.
3. Use the new upload version of the map.

PS: On me PC it work.

Hoerks
Oct 01, 2008, 02:01 PM
Just saw that i placed the xml folder from your rar in the mod/Star Trek folder instead of the mod/star trek/asset one :mischief:
i guess thats why there are readmes in the star trek mod archives lol

EDIT: I got it to work but why the hell do the breen start wih a borg probe, not to mention the complete off numbers: my capital got 100 unhappyness and 10000 health.

Imrahiel
Oct 01, 2008, 02:04 PM
:) : Good news your. I will add an readme...

JEELEN
Oct 01, 2008, 02:11 PM
REPOST: I installed both files, but (starting as the Romulans) no planets have population. :( (Funny thing is, they do have specialists...)

Imrahiel
Oct 01, 2008, 02:20 PM
Oh.
Do you mean that there is no normal population or that there is totaly no population?
In my map version all Romluan clonies have 2 inhabitans( Romulus 10).
It could be that only the star system has population. Not the planets.

Hoerks
Oct 01, 2008, 02:24 PM
I think the problem is rather that the techs give redicoulus number of happyness, unhappyness, ect.. so that you start with no workers cause they are all unhappy.
Rules of aquisition even gives a million additional trade routes per city.
And the specialist come from the buldings.

Imrahiel
Oct 01, 2008, 02:31 PM
Yes but this is right.
The money from the trade routs you will need for researching.
Later in Game the different technologies will blanace there effects.

Hoerks
Oct 01, 2008, 02:39 PM
Well sorry but i cannot take this numbers as seroius since this way some races, depending on the starting technology, start with no workers at all till they research a tech that counter the leg cutting feature of their starting techs.
But after i saw the starting conditions of the breen and comparing it to the romulans i guess this mod is not intentioned to be balanced or serious in any way.

Imrahiel
Oct 01, 2008, 02:52 PM
I edited the starttechnologies and changed the ungood effects and make them smaller. I will upload.
The start position off the Breen is a problem, because the most off the breen teritory isn't any more on the map and all other factions have engouh teritory.

Hoerks
Oct 01, 2008, 02:54 PM
Well, now i tried play as ferengies since they start with the million trade routes.
Problem is, their techs gives both unhappyness and unhealthyness. Luckily the capital got enough happyness to produce a marauder in...73 turns. if you ignore the shrinking of the the population every turn. the rest of the colonies dont even seem to have hammers at all. luckily only 3296 turns till exploration tech finished...oh wait, the game crashed while processing turn 4 or 5.

Hoerks
Oct 01, 2008, 02:58 PM
i would recommend play testing the whole thing a lot more and reduce the number of....everything so that you dont need years to complete a game.

Imrahiel
Oct 01, 2008, 03:03 PM
Thing is that a game will take 12*155( 2245-2400) Turns that is not too much. When you play in years you can not play anymore like in Star Trek. It is too unrealistic that a ship
needs years with Warp 9 to move through the map.
But thanks for your critic.

Hoerks
Oct 01, 2008, 03:23 PM
I meant real years because of the massive amount of hammers and beakers needed to produce/ research anything, like i mentioned in the post about ferengies.

JEELEN
Oct 01, 2008, 04:54 PM
Oh.
Do you mean that there is no normal population or that there is totaly no population?
In my map version all Romluan clonies have 2 inhabitans( Romulus 10).
It could be that only the star system has population. Not the planets.

There's just NO population whatsoever: every system is starving, but there are no people to put to work to counter it. Like the population POINTS are there, but the actual people aren't edited in. Just wondering if I installed it wrong, 's all.

deanej
Oct 01, 2008, 04:59 PM
I believe that what population is assigned to each planet is set in python script data, normally stored in the save file. This data is not stored in the worldbuildersave file, though, so population needs to be reassigned to each planet at the start of the game (I think). There is some procedure that the game is supposed to go through with world builder files, but I'm pretty sure that it's broken and won't run like it's supposed to.

Imrahiel
Oct 03, 2008, 12:26 PM
I am on the way to delete the uniqe baracks and make the units real uniqe. I know now how to do it. That should fix the problem with to build buildings if you have it.
Also I will have finished a Dominion Warmap version in a few time.

JEELEN
Oct 03, 2008, 02:01 PM
:goodjob: Keep it up!

Imrahiel
Oct 04, 2008, 08:08 AM
It is done.
I finished the first beta Version of the map and deleted the Baracks.( Buildings work)
For downloading the new stuff look on the first post.

JEELEN
Oct 04, 2008, 08:39 AM
:goodjob: Will check it out ASAP.;)

Pablod
Oct 04, 2008, 04:29 PM
you forgot to put mod path= star trek in maps

Imrahiel
Oct 06, 2008, 01:38 PM
It is corrected.

p.s I hope you enjoy the mod and I would be verry thankful about every feedback you give me.:)

JEELEN
Oct 07, 2008, 01:34 AM
Not yet feedback yet: started as the UFP, went well (long turn #1 though with all the units). Started as the Romulans to see if that went faster, got a CTD (never got out of turn #1). Reloaded the UFP save, no problems there.

Imrahiel
Oct 07, 2008, 03:27 AM
Ok, I will check that with the Romulans. Were it on the Dominion war or the real trek map ?

Vigilance
Oct 18, 2008, 05:19 AM
It's a little crazy that there's 20 Strength barbarian ships running around when you can build Light II's.

I had 4 ships guarding earth, 2 Constitutions and 2 Exploration II's, Alpha Centauri as a second colony, with two ships guarding it (a Light II and a Exploration II) and a 20 Strength barbarian showed up and destroyed all 6 ships, wiping me out.

Imrahiel
Oct 18, 2008, 08:45 AM
Are you sure that you played my mod mod( version 3 beta) and not the main mod? ;
because in my mod mod there are not any more units from final frontier( like Exploration II and Light II) and there should not be an babarian ship over a strength of 12 ?

Vigilance
Oct 18, 2008, 04:39 PM
I downloaded all the files in the sticky titled "latest version".

deanej
Oct 18, 2008, 08:34 PM
Those are for the main mod. This thread is for Imrahiel's mod-mod.

Vigilance
Oct 18, 2008, 08:53 PM
Those are for the main mod. This thread is for Imrahiel's mod-mod.

Ah hah! So which of the files in the original post do I download to play your version of the trek mod? Real Trek?

Imrahiel
Oct 19, 2008, 01:16 AM
For playing my version look on the the first post of this thread. Download the first file

File Type: zip niqueunits,monthversionxml beta 3.zip (724.3 KB, 19 views)


With this you have to replace the xml folder of the main mod.
The other files are the both maps for the mod.

JareshInyo
Oct 20, 2008, 04:42 PM
In the Star Trek mod, after I've been at war for a while, I suddenly cannot build anymore buildings in my cities. The computer won't let me. Is this because of the mod or BTS version 3.17?

deanej
Oct 20, 2008, 06:39 PM
Do you have the latest patch for Star Trek? I made a partial fix for that in the latest patch and a permanent fix in the next version.

Darkform
Oct 20, 2008, 08:01 PM
did you remove any civs ability to use a probe? that's all I can think of that would prevent normal map use. (on normal map you start with 1 city and 1 probe. so if you removed probe from a civ it may not load normal map do to it trying to give a probe when the civ can't have one.)

Imrahiel
Oct 21, 2008, 08:12 AM
Thank you so much darkform!
Your idea made it able for me to fix the bug.
It is fixed I only have to upload it.

Darkform
Oct 21, 2008, 10:07 AM
IDK if it will crash when the normal maps try to spawn barb light or heavy ships but that may also be a issue.

if you could edit the main maps to change what barbs spawn when and what civs start with then that would probably fix it but from what I've seen you change so far that may be over your programing skills. (hope the barbs don't crash the game and giveing every civ the ability to make the first probe at start is all the fix that is needed for a full game.)

I really want to play Borg with your version of ships. (when playing without your version I rush to light V then make as many Borg cubes as I can before Database gives me Light VI. I hate the fact my good ship gets obsoleted by a weaker ship.)

Darkform
Oct 21, 2008, 10:30 AM
ya game crashed a few turns into the game. I think it tryed to make a barb light I or something. and also it would be great if the Borg could have some weaker ship that they could use for deffence before getting to the ships you already have for them.

deanej
Oct 21, 2008, 02:48 PM
For the main mod, the borg cube was modified in beta 3 to not obsolete, but it's also a lot more expensive.

Darkform
Oct 21, 2008, 04:25 PM
ok I played 2 games long enough to get no build building bug first one was Vanilla Star Track on a capital but this time was on Beta 3.1 not capital. the only common occurrence in both but that was in no citys I took before the bug was they had a fusion reactor.

so I think it's a captured Fusion Reactor bug.

might can fix by making Fusion Reactor get destroyed when city is defeated.

deanej
Oct 21, 2008, 04:37 PM
Could you post a save? I want to see if it still happens after the changes I made to the capture code for version 1.0.

Darkform
Oct 21, 2008, 07:16 PM
forgot where it is and if you capture a city with a orbital station on it you can build buildings again.

JareshInyo
Oct 22, 2008, 06:51 AM
Do you have the latest patch for Star Trek? I made a partial fix for that in the latest patch and a permanent fix in the next version.

Is the latest patch still called the beta 3 version or is it somewhere else?

Darkform
Oct 22, 2008, 07:33 AM
colony ships should cost more. on Star Track map I have 20 citys and it's only turn 88. also I have seen no other ships ( I think the AI doesn't know how important factory s are before making ships.) I got the map to not CTD by turning barbs off so the map doesn't try to spawn light I for barbs.

I'm playing Borg so I might lose allot of citys do to not having any combat ships but I think I will own all non-homeworld systems before anyone makes a combat ship to take one of my citys. if I was a civ that had combat ships to start then I would win easy because of AI trying to make a city defense ship before making a factory. (I do think ships should stay expensive and Factory s should stay the way they are but I think AI should always buld a factory before it builds ships and that colony ships should be expensive or take a population point to make.)

Imrahiel
Oct 22, 2008, 08:09 AM
It is good that you told me that.
The thing with the Borgprobe( TOS) was a bug. I gave them a 100400 cost instant the 10400 points I wanted. It is fixed and will be upload.
The colony ships now costs of 10000 and not 2000.
The thing with the builidings i will change in the next days.

JEELEN
Oct 22, 2008, 08:59 AM
Something else: the Romulans starting with a Cloak-only fleet leaves their empire completely defenseless, as they can neither defend nor capture systems.

Darkform
Oct 22, 2008, 10:59 AM
I think there should be a Cloak I and a cloak II.

both you can turn on or off once a turn total and:

cloak I: automatically turns off if you attack and you can't turn back on till next turn.

Darkform
Oct 22, 2008, 01:06 PM
some civilapida entry s cause CTD.

edit: always 2nd thing you look at without closing cilvapida causes the CTD.

going to see if I can look at 1 thing close it then open and look at 2nd thing.

if you look at 1 new thing in cilvapida then close it when you reopen cilvapida you get CTD.

Imrahiel
Oct 22, 2008, 01:33 PM
I will check the things you told me , when i have time ,but the next bigger update could not before the next week.:)

Darkform
Oct 22, 2008, 01:39 PM
also you should make it so Borg probes at least the first one can't take city s.

ether script the AI to see factory s as the most important thing to build or as a quick fix give every new AI city a free factory. (players can catchup with power plants that the AI doesn't seem to want to build ether.)

if the AI had factory s then they would have a ship before I get to there city with my probe so in that case probe could still be able to take city but I think they should be defense only on the probes because they are powerful for start of game units.

why does the 2nd Borg probe have + against probes? I didn't see anyone else with a probe but the Borg. (might have missed it since civilapida keeps CTDing.)

Imrahiel
Oct 22, 2008, 02:22 PM
The 2nd borgprobe has like all ships a bonus against probes.
There none factions with a probe then the borg, because there is not anymore a system like Probe, Light, Heavy; Exploration.
Every faction has there one refit system ( with the federation you can see it good)
I will ad an Borgprobe(ENT) with a strength of 8.

Darkform
Oct 22, 2008, 04:59 PM
that could work but I think they should be defense only. Borg is a build to late game military victory not a fight early game civ.

Darkform
Oct 22, 2008, 06:43 PM
you are a powergamer arn't you? I'm also a powergamer but everything you added more than 1 zero to you should remove a zero. IDK if there will be a problem when the game can't find a unique name for specialists. I'm poping a speacalist every 3 turns so if I keep the game going I will find out. need to re add resource requirements to buildings and reset health and happy back to normal. (there is no reason to have 2000+ health and happy. if you want to powergame it double the health and happy from resources. buildings and techs don't need 1000+ health and happy. +2 is good +4 is reasonable powergameing. without mass unhealthy and unhappy the + health and + happy is good enough.)

as is I have no reason to gather resources but the AI still wants as many as it can get.

the +% worker speed is way to high you added it to some buildings you can build more than 1 of in a system. my workers build everything in 1 turn. they probably would still build that fast if every +100% worker speed building was set to +10%. I think for those +1% is good because this game I ran out of buildings to build and started spamming workers making stations. I got mayby 50 right now to 10 citys all stations sitting on 1 resource that is worked. I'm doing that to pass time till the AI builds a factory and finally has something I am competing against.

I'm about 600 turns to learn my tech where the AI still has over 200000 turns to go to research there first tech. I'm on Universal Database.

Imrahiel
Oct 23, 2008, 08:15 AM
Ok.The healty, happyness effects and specialists i wiil change also to between a maxium of for between 10 and 100.the strongst technologie. The Trad Routes will still the same because you need them for getting enoguh money forrefitting units.
The problem with the AI research will be fixed with the reseach problem, because i will give the research buildings a higher AIweight.
The worker speed will be also changed.
In addition I will look if, i find a better role for the ressources.

p.s The next patch likley will not release before the next weekend. On this weekend and in the week I have no time for modding.

@all: Is somebody interested in a bigger realtrekmap and Deltquadrantmap ?

Darkform
Oct 23, 2008, 11:52 AM
The Trad Routes will still the same because you need them for getting enoguh money forrefitting units.

@all: Is somebody interested in a bigger realtrekmap and Deltquadrantmap ?

I do see the need for money but if there is only 101 systems the +10000 trade routes count as 100 because you can only have 1 trade per other city. I suggest to cut the trade route + to 10 per thing with it and add +50% - +500% or more trade route yield to them. that gives more gold per trade route and doesn't max the # of trade routes you will be able to get just off 1 tech or building.

I'm interested.

Imrahiel
Oct 24, 2008, 02:03 PM
Thanks, good to know.
I thougt of a 250 x 250 fields map if my PC doesnt crash, 200 fields high and weigt, a field is a light year and in addition 50 for the star systems. This should me allow to but on the whole Alpha and Beta Quadrant I have.

Darkform
Oct 25, 2008, 03:02 PM
all Techs after the one and including the one with Starbase (MOV) needs to cost more.

all non-probe Borg ships need to cost more. (my slowest production city is producing Tactical Cubes every 6 turns and over 1/2 of my systems produce 1 a turn.)

Starbases lose there zone of control somewhere between Starbase (MOV) tech and Starbase (LE) tech. starbases made after the lose get the zone of control only during the turn they was made.

IDK when but at some point workers get glitched where the turn they supposed to compleat building something it says they need 2 more turns. (it loops over 10 times like that before worker actually builds a Starbase.) happens sometime after Starbase (MOV) tech

Imrahiel
Oct 26, 2008, 03:03 PM
I write that on my to-do-list.

to our post in Download Last Version:

I think a cost change between TOS-LE-TNG should be 2x or 4x ( i will add that), but for the short time between TOS-MOV and TNG-DW there should be a differrences of a few thousand and no x factor

Imrahiel
Nov 05, 2008, 12:47 PM
Will come a day.