View Full Version : Bugs and errors
JEELEN Sep 01, 2008, 06:57 AM Some minor stuff
"Rgeniald Barclay"
"Rule of Acqesition" (Cargo Holds)
"micor fractures" (Structural Integrity Field)
"Welcome to [the] Dominion" (diplo intro)
"Johnathan Archer" (diplo intro)
"You're trying ot override..." (Quantum Torpedo)
"William Shakespeare" (Great Artist)
"Quantum Slipstread Drive" (Quantum Slipstream Drive)
"The Advocate can spread the Value of which it belongs..." (either to or simply "his value")
"Unlike the epic game, in Final Frontier it is impossible to disable barbarians." (Well in FF that is possible; should be Star Trek instead, I guess)
"The Borg UB will remove all unhappieness"
Strange stuff
- especially the Klingons seem to loose colonies (even their homeworld) to barbs (could be just AI stupidity, maybe)
- barbs building Starbases (got two just outside colony borders in my latest game)
- barbs receiving a Great Engineer (do they know what to do with that?)
- Crystalline Entity not razing colonies (is this possible to implement, instead of capturing a single colony - what the Crystal does now?)
- inability to build economic buildings in the late game (after ca. turn 250); in the example below the only building on the planet is a Mining Facility
vedli Sep 02, 2008, 12:52 PM Strange stuff
- especially the Klingons seem to loose colonies (even their homeworld) to barbs (could be just AI stupidity, maybe)
I'm pretty certain that's down to the Klingon UU having a cloaking device. As we have discussed beforehand unless a cloaked ship is detected it will not engage the enemy in defence. So if Klingon worlds are defended by a lot of Klingon UU's and nothing or little else then the empire falls quite easily to just a few barb ships.
I have also noticed that the AI will often leave small colonies undefended. On more than one occasion I have liberated a city for the AI only to have it recaptured a few turns later because the AI doesn't send any ships to protect it.
deanej Sep 02, 2008, 03:22 PM Those starbases probably weren't built by the barbs. Occasionally a barbarian starbase will spawn. As for the economic buildings, nothing obsoletes. Any ideas on stuff I should add?
JEELEN Sep 02, 2008, 11:45 PM I gathered they were spawning (as I never saw any barb Construction Ships), but 2 squares away from borders? Actually, I was wondering what happens if I assimilate them - as my borders now are right next to them.)
As to the no economic buildings: I also got a Planet that wouldn't even build a Mining Facility (and I know they don't get obsolete, that's why I'm reporting it).
Suggestions? Bring back Events already!!! Also, I've noticed in the main mod that the Bajorans tend to end up in the top 3 scorewise; is there any way to curb this Bajor mega-empire?
deanej Sep 03, 2008, 08:35 PM The starbases are just added to the list of units that can spawn, and barbs can spawn that close! I believe the bases are destroyed if your culture goes on them, but they may not because of the fact that you are always at war with the barbs.
The buildings situation seems really odd. Anything unusual about the planet you tried to build it on? Otherwise their may be a limit I don't know about somewhere.
JEELEN Sep 04, 2008, 12:34 AM I noticed the second Starbase, because my border just expanded; originally I planned to destroy the first, but now I think I'll just sit and wait.
Nothing strange about the systems (I usually colonize, not conquer, so the systems were already in my empire); I've posted before (on the old thread) about inability to build buildings in the late game (after around turn 250). If it happens again I'll make a savegame to post (I do have the SAV. files for the DS9 CTDs if you want to have a look at them).
Pablod Sep 05, 2008, 09:26 AM there is not promocion for federation ships in DS9 , but the marqis can
Gelvan Sep 08, 2008, 08:23 PM it seems to be intended that there are no warp lines - this means there will be no resources connected and no trade routes until in the middle of the game. What's the reason behind this? If it is the speed of the Vessels, maybe it could be tuned down or removed. Or do you want to let the ressource gathering open for later?
btw. I think factories and labs are just too cheap. I'd set it at 90 and 120.
deanej Sep 08, 2008, 08:38 PM The cargo holds tech allows trading over space, so no warp lanes are needed. Transwarp Corridors only serve to increase the speed of your ships.
Gelvan Sep 09, 2008, 04:32 AM you know what? after 3 years of playing civ4/BtS/FFH I was NEVER aware that trade enables mines to do this thing :lol: or is it only possible in FF, because resources are on space fields? funny - so I remove the warp lanes again. ;)
deanej Sep 09, 2008, 05:55 PM The XML for the tech allows it to be used for any terrain, so you could mod in a tech to regular civ that allows similar functionality (would need to be enabled for more terrains - space is actually renamed/retextured tundra). The epic game uses it only for ocean and coast.
Gelvan Sep 10, 2008, 04:56 PM cool, never thought about it that way. The modability of Civ4 is just great.
DCMage Sep 18, 2008, 06:56 AM - inability to build economic buildings in the late game (after ca. turn 250); in the example below the only building on the planet is a Mining Facility
Try with the Assimilate option turned off, I encountered the same thing, restarted a new game with assimilate off (Custom Single Player option) problem solved.
On a side Note, Since the Borg get the Unit, Borg Cube (30 Attack), they shouldnt have the Heavy II (20 Attack).
JEELEN Sep 18, 2008, 07:50 AM Try with the Assimilate option turned off, I encountered the same thing, restarted a new game with assimilate off (Custom Single Player option) problem solved.
Thx for the tip. Too bad, I actually like the Assimilation function...
On a side Note, Since the Borg get the Unit, Borg Cube (30 Attack), they shouldnt have the Heavy II (20 Attack).
Why not?:confused:
DCMage Sep 18, 2008, 09:16 AM Because it don't Fit, Borg Cube is a Light VI, Heavy II is suposed to be harder But it isnt harder, so the AI will use it more than the Light Class.
Tactical Cube (Heavily Armed & Armored)
Borg Cube (Abilitiy to Carry a Sphere)
Borg Cube (Standard Assimilation Vessel)
Sphere (Scout Vessel)
Are the 4 major Borg Vessel's. There are others, like the Borg Queen Vessel (Kinda like a Star), Borg Probe (Cylinder shaped), Borg Scoutship (Very Small Cube), Borg Type 03 (Only 1 ever observed, used by the Borg who followed Lore)
Seidrik_The_Gray Sep 18, 2008, 01:09 PM Good tip on assimilation DCMage.
The AI also likes light ships, because they are faster to build, and power wise are not that much weaker than heavies. Also, if I can build a fleet and decimate your fleet with "quick combat" and next turn take you out with extremely minimal losses...why would I need a heavy???
I don't build them myself.
JEELEN Sep 18, 2008, 02:20 PM I actually do, with double base defense they seem like the best I can get. For offense ofcourse, because they're slow as well, I don't see the point, as you'd need a cover force of Lights to protect them anyway.
deanej Sep 18, 2008, 05:07 PM Interesting. The assimilation code is almost entirely in the SDK, so I'm not sure why it would malfunction like this. I'll set it so it's off by default.
As for the Borg Cube: I think this is the single most expensive unit in the game for balance purposes; therefore, other units are still useful.
Seidrik_The_Gray Sep 19, 2008, 07:30 AM Deanej, et. all: I just tested a game without assimilation, and still...when I captured an alien civ's capital, I was unable to build any buildings anywhere.
deanej Sep 19, 2008, 06:22 PM @Seidrik: See my reply on the main mod thread.
Seidrik_The_Gray Sep 19, 2008, 07:30 PM I just posted relevant save files to the main mod thread.
Therapist Dec 01, 2008, 10:42 PM Anybody having problems with planets disappearing after a couple of turns? I build some buildings, etc...then all planets on the map vanish?
deanej Dec 02, 2008, 06:27 PM Does this happen with a specific scenario (or the epic game)? I played 10 turns in 22nd century to test this out and I didn't see anything.
JEELEN Dec 09, 2008, 10:03 AM Both the 22nd century and the Romulan War scenario give me a CTD on the 1st turn...:(
deanej Dec 09, 2008, 03:09 PM I think those scenarios are having Vista issues. The epic game option should work fine.
Pablod Dec 11, 2008, 06:10 PM before even start
Assert Failed
File: CyGlobalContext.cpp
Line: 70
Expression: idx>=0
Message:
----------------------------------------------------------
scenarios
deadliver Dec 12, 2008, 12:15 PM Anybody having problems with planets disappearing after a couple of turns? I build some buildings, etc...then all planets on the map vanish?
I had this problem when I used the WB to give the enterprise a few promotions, the planets disappeared as soon as I entered the WB.
Drone Dec 14, 2008, 03:24 AM hi guys
i just downloaded and installed the game as you mentioned. i can open the mod, so far its all perfect. BUT when its completely loaded, there is no text in the boxes like "singleplayer" or "options". i klicked randomly trough some menu points and finaly started a game. but the same problem i have no text.
i use vista 32 bit and have the german version of the game. dont no if there is a problem with this.
pls help
Imrahiel Dec 14, 2008, 04:32 AM Hi.
This is a well-known problem.
When you use another version then the english , then you have to change your language to english before loading the mod. You can change it at the option menu.
Drone Dec 14, 2008, 04:44 AM ok that was simple^^
thanks a lot:goodjob:
mike9o Dec 14, 2008, 06:43 PM Light II and IV are Bird of Prey, but III is the generic FF destroyer.
Also, it seems that cloaked ships can't take systems. Is this right?
I'm playing as Klingon, btw. :)
Awesome mod. :worship:
deanej, would you like additional sounds? I have 8-10 CD's of ST soundtracks and sound effects.
deanej Dec 14, 2008, 08:02 PM Light II and IV are Bird of Prey, but III is the generic FF destroyer.
Also, it seems that cloaked ships can't take systems. Is this right?
I'm playing as Klingon, btw. :)
Awesome mod. :worship:
deanej, would you like additional sounds? I have 8-10 CD's of ST soundtracks and sound effects.
Oops. Earlier in development I moved the Klingon UU from Light III to Light II and forgot to change the art style. Will be fixed in next patch.
As for additional sounds, if you want to send any via email (especially Enterprise era, as that era will be extended in 2.0), but they won't appear until 2.0 as they would be compiled into the sound pack (will also need additional diplo music, need Vaadwaur/First Federation/Gorn for 2.0 and Xindi/Maquis/Orion for 3.0).
mike9o Dec 14, 2008, 08:17 PM As for additional sounds, if you want to send any via email (especially Enterprise era, as that era will be extended in 2.0), but they won't appear until 2.0 as they would be compiled into the sound pack (will also need additional diplo music, need Vaadwaur/First Federation/Gorn for 2.0 and Xindi/Maquis/Orion for 3.0).
I don't have Enterprise audio, but will send you some additional files which should work for all other eras.
deanej Dec 14, 2008, 08:26 PM Cool. Also, for anyone reading this, 2.0 will also include new leader art (to bring it up to the quality of the leaders added for scenarios) as well as an expanded Enterprise era (8 new techs, as well as a new TNG tech) as well as a new victory condition.
Pablod Dec 20, 2008, 05:40 PM i got this messages
Assert Failed
File: CvCity.cpp
Line: 789
Expression: getBaseYieldRate(YIELD_FOOD) == 0
Message: getBaseYieldRate(YIELD_FOOD) is expected to be 0
----------------------------------------------------------
Assert Failed
File: CvCity.cpp
Line: 790
Expression: getBaseYieldRate(YIELD_PRODUCTION) == 0
Message: getBaseYieldRate(YIELD_PRODUCTION) is expected to be 0
------------Assert Failed
File: CvCity.cpp
Line: 791
Expression: getBaseYieldRate(YIELD_COMMERCE) == 0
Message: getBaseYieldRate(YIELD_COMMERCE) is expected to be 0
----------------------------------------------------------
----------------------------------------------
JEELEN Dec 20, 2008, 06:13 PM Cool. Also, for anyone reading this, 2.0 will also include new leader art (to bring it up to the quality of the leaders added for scenarios) as well as an expanded Enterprise era (8 new techs, as well as a new TNG tech) as well as a new victory condition.
Sounds like good news.;)
Pablod Dec 21, 2008, 07:48 PM in et enterprice starbases are final frontier unit grafics
deadlus cost the same hamers than nx-class
deanej Dec 21, 2008, 09:51 PM The starbase thing is a feature; since this is pre-Federation I didn't think it would be appropriate to have the civs using the more "modern" starbases.
As for the Daedalus, that could be an oversight on my part, but it's probably not too unbalancing (the Daedalus was intended to be the successor to the NX class for this mod) and probably helps Earth out as I think the NX class is the weakest ship besides the barbarian ones. Let me know how it impacts game balance.
Pablod Dec 22, 2008, 07:10 PM 22 century sulivan are not making ships
i destroy the 2 world right away
deanej Dec 22, 2008, 07:30 PM I'm guessing that they're just building stealth ships. I'll have to adjust the costs of the stealth ship to discourage it, and I'll change the Daedalus while I'm at it.
JEELEN Dec 23, 2008, 01:23 PM I'm not sure if this is bug or an error, but it happens regularly with the main mod:
- Klingons lose their homeworld (shot #1)
- because they build no defenders (#2)
- so I joined the barbs and took another Klingon system (#3).
The Klingons usually don't do so well and end up on the bottom of the score list (unless I play them). Would it be possible to let spawn a Starbase with each homeworld or is that not practically feasible?
deanej Dec 23, 2008, 05:15 PM I think the AI is unfairly biased toward ships that start with cloaking devices. Cloaked units won't defend unless seen. I don't know how to kill the AI's love for invisible units.
Pablod Dec 23, 2008, 09:24 PM i have the same problem with 22 century
can you put some regular ships in the suliban worlds
regular=no stelth
deanej Dec 23, 2008, 09:54 PM They should have some cell ships from the start of the game. Don't know what they did with them (in a test game I did they used them to capture Akaali; they could have also used them against the Tenandrans). I could limit both (AI only for Klingons and regular limit for Suliban since Suliban are AI only). Any ideas on what the limit should be? I was thinking of 3 for the Stealth ships and 5 for the Klingons (or possibly 1 per city? Don't know how well the AI is with building military units for that).
Pablod Dec 24, 2008, 08:04 AM yea if you can limit the cloak ship will be great
3 and 5 is good for this mod enterprice
but may be is something to do with no protecting home worlds
in the romulan war scenarios you can not capture any home world so the AI
doesn't protecthem:rolleyes:
pd:also please give more units to the romulans in klingon scenario
and maybe the Negh'var to the klingons:D
:p
deanej Dec 24, 2008, 10:25 AM The Klingon Bird of Prey limit will only apply to the AI as the unit is balanced, it just so happens that the AI doesn't use it properly. So playing them as a human you will be able to build as many as you want.
I'll give the Romulans more starting units. I won't give the Negh'var, since the Negh'var wasn't built until 2372, past the end of this scenario (barely).
JEELEN Dec 24, 2008, 11:24 AM I think the AI is unfairly biased toward ships that start with cloaking devices. Cloaked units won't defend unless seen. I don't know how to kill the AI's love for invisible units.
Perhaps they're available too early? (Or the AI doesn't understand they don't defend...)
JEELEN Dec 26, 2008, 02:22 AM Noticed a small error in the main mod: when discovering Warrior Code the statement that you can now switch to State Govt is false (the prereq has been moved).
deanej Dec 26, 2008, 12:33 PM Which civic exactly are you talking about? Both police state and empire require Warrior's Code; this has not changed.
Note: If you've ever looked at the civics screen of a scenario, you should know that the scenarios use different prereqs for civics to keep civs in their canon civics.
Theodore Dec 26, 2008, 01:17 PM I have a weird problem with the Star Trek mod. I'm playing the Federation, but have no population points to assign on Earth. No food, no production, no income, save that from the Palace. All I can do in the game is research, conduct diplomacy, and move my Deep Space Probe ship. I can't build anything.
I'm running:
Windows XP
BtS 3.17
Star Trek mod 1.19
Have I overlooked something? Any guidance would be welcome. Thanks!
Pablod Dec 26, 2008, 03:44 PM yes reinstall evrithing
deanej Dec 26, 2008, 05:52 PM All I can offer is Pablod's suggestion: reinstall. I must admit this is unusual, as most installation errors would prevent you from even starting a game. I'm guessing that there's a problem with a python file somewhere. You could try assigning the population points yourself to see if that fixes the issue (though they should be assigned by default). The only other thing I can think of is to tell you that this mod is incompatible with civ's python reloading feature and that if you mess with the python you have to reload the whole game.
Theodore Dec 26, 2008, 06:26 PM Thanks very much.
I started over, with a new custom game of Star Trek, and everything is working fine, now. Thanks, deanej, for the effort in producing a wonderful modpack.
JEELEN Dec 26, 2008, 11:36 PM :agree:
I started another game and everything was as you said.
deanej Dec 27, 2008, 12:08 PM What you ran into was probably the wait from changing civics/values.
Pablod Jan 12, 2009, 09:50 PM DS9 is crashing right after the breen enter the war
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