deanej
Jun 30, 2009, 04:28 PM
Next Version: probably 3.0. Will post a thread(s) for that later; when 3.0 is out I plan to use this thread again for patch stuff.
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View Full Version : For the Next Patch deanej Jun 30, 2009, 04:28 PM Next Version: probably 3.0. Will post a thread(s) for that later; when 3.0 is out I plan to use this thread again for patch stuff. TC01 Jun 30, 2009, 04:40 PM Based on your comments in the Final Frontier modding threat in the main C&C forum- how you wanted to have both wormholes appear at the end of Millennium, perhaps you could take advantage of the "multiple feature types", like is done in Forests and Asteroids? That way, if the feature "cap" problem can't be gotten around, both wormholes can still appear. FFH does this with Ancient Forests, New Forests, and Forests all being the same Forest, I think. It's not a needed change, just an idea. Imrahiel Jun 30, 2009, 11:33 PM I like the Idea of earth based maps like Eugenic Wars and 3 World War. So i would like to give you the Idea of adding some unique units to it( i think there are a lot models for it). Also i think there should be some more models for main mod( when i have engouh time i perhaps going to convert some from Brigde Commander) Here a list of models that could be nice to be add a day( if you got the help of modler): Dominion Heavy Battleship ( from DS9 "Valiant" ) Scimatar Intrepid-Typ ( from ENT) Warp Delta Class ( from ENT) K'Vort Danube Steamrunner Sabre Orbital Weapons Platform ( from DS9 ) deanej Jul 01, 2009, 02:19 PM My main reason for posting this thread was to select which option(s) to fix the exploit in Eugenics Wars; I haven't gotten a response in the unofficial patch thread, so I'm assuming that I'm going to have to work around it. I've added a note about the breen/alliance building requirement bug. Do we really care about having to build buildings that require a specific building on the same planet as that building? It might be easier to remove it than to make the code compensate for UBs (which requires me opening up a thread for help, as I have no idea of how to do this). apenpaap Jul 01, 2009, 02:49 PM Don't remove the Geological power plant! A better idea might be to give the Breen and Alliance a second unique building , which replaces the plant, but has a Breen Labour Camp as prerequisite instead of a factory. deanej Jul 01, 2009, 03:36 PM I don't mean removing the power plant. There is a piece of code from Final Frontier that makes it so that a building that requires another building needs to be built on the same planet as that other building. Problem: while the XML/SDK handle stuff like this with BUILDINGCLASS_FACTORY, the code in question essentially uses BUILDING_FACTORY. UBs are handled as a separate building with the same buildingclass as the building they replace. All of the Final Frontier code relating to buildings in incompatable with UBs because they work at the building, not buildingclass, level. For most of it this can be fixed by adding a duplicate entry for the UB. This is one case where it can't. Here's the code in question, for anyone interested: # Prereqs are required for the Planet if (eBuilding > -1): pBuildingInfo = gc.getBuildingInfo(eBuilding) for iNeededBuildingLoop in range(gc.getNumBuildingInfos()): if (pBuildingInfo.isBuildingClassNeededInCity(iNeeded BuildingLoop)): if (not pPlanet.isHasBuilding(iNeededBuildingLoop)): return True My idea is to remove this requirement, allowing a building to be built on any planet in a system where the required building is present. I should mention that this bug exists for the Fusion Reactor as well (if I found the cause correctly). EDIT: And I think I just figured out the exploit in Eugenics Wars: prevent transporer sequences from entering foreign cities via python and limit to max of 3 Jaydn Jul 01, 2009, 04:21 PM Work has slowed down by 1% so I think I can resume some extra-curricular modeling again, have the goals changed in the last few months with regard to models needed? deanej Jul 01, 2009, 04:35 PM Not really, though adding K'vort (I think this is just the BOP with the arms up), scimitar, and dominion heavy battle ship (I'm assuming we don't have this already; not too familiar with dominion ships outside of the Jem'Hadar fighter) could be easily added in without adding more units. I have had a request for adding the yellow stuff to the terran NX class (and changing the USS to ISS for the terran ships would be nice if it isn't too much work; I don't remember what we settled on). I'll also add a mention for the Millennium units for completeness since the Grigari use the Alien Vessel, the Opaka is the Intrepid, and the Augustus is the Sovereign. I think adding the Orbital Weapons Platform would make an interesting late-game defensive unit (for 3.0). TC01 Jul 01, 2009, 05:03 PM I think (for Aegis), that if you prevent them from entering foreign cities, why limit them to 3? If they can't enter cities, they are essentially only transports again- sure, fast ones that can carry 5 units, rather than city-conquerors. apenpaap Jul 01, 2009, 05:06 PM The Dominion battleship is already in. I have a few more suggestions: the Bajoran solarsailing ship from Explorers and Accesion (For the Bajoran Warp 5 and 7 ships), the Narada (For the Romulan Construction ships), the Hirogen hologram fighting station (for the Hirogen starbase). Jaydn Jul 01, 2009, 05:08 PM I'll start as soon as possible, I just noticed that my Civ4 cd isn't where it should be so I can't update to 3.19 until i find it... too much junk deanej Jul 01, 2009, 05:21 PM I think (for Aegis), that if you prevent them from entering foreign cities, why limit them to 3? If they can't enter cities, they are essentially only transports again- sure, fast ones that can carry 5 units, rather than city-conquerors. You're right; trying to take over a civ by unloading units next to the cities (instead of on them) would still require multiple stacks with many units. Having flat movement costs also makes it so they have less movement (as they no longer use road/rails). Yes, I though the Dominion battleship might be in already. The solar sail for early Bajoran ships and the Narada for romulan construction ship is also a good idea, just one quick note on the Narada: The Narada as it appears in the movie is Borg technology enhanced. As a mining vessel it is seen in the early issues (first half of the trade paperback). TC01 Jul 01, 2009, 06:26 PM Is there any way to fix the "lack of ending" for the opening movie? The python exception I receive (because I have exceptions on) tells me that the IntroMovie screen lacks an attribute "Z_EXIT"... is there no way to fix this? As for modelling, the Borg sensor station could use an overhaul, even if only Borgish green lights and things were added to it. Likewise, their construction ship... perhaps the "Cylinder" model from SFC3 could be used? It may have been modded into Bridge Commander but I don't remember. I know someone modded it into Armada 2. deanej Jul 01, 2009, 06:30 PM That's another change I implemented for the next patch; it no longer requires a click to exit (I converted to the FFH code for implementing it). Imrahiel Jul 02, 2009, 03:54 AM Deanej: To the Aegis Expoit, i would make more unique units and a new balancing. Some factions should have i hightec units for example the USA other like China should have more a big, but cheap and army with no-modern units. If you want i would add more unique units to it and graphics( I know a fine mod for modern unit-graphics), just tell it me and i will do it in the next 2-3 weeks. JEELEN Jul 02, 2009, 07:29 AM Any other needed changes I'm assuming that the lack of feedback is because you're all busy playing. That's OK, it gives me a chance to actually play civ for a change. Sounds like a good idea.;) BTW, for the Galaxy scenario I'd really like a Custom Game option. Reason: excluding a number of civs might improve game turn lag, possibly. (Also, Warp 5 ships with strength and move 1 don't really speed up gameplay either; if Warp 5 ships have speed 1, the scouting vessels must have warpspeed 10 or something...) That said, I really like it. It's massive! :thumbsup: Trajan7 Jul 02, 2009, 08:15 AM I agree with Jeelen, because the turn lag would only get worse as you expand and research new technologies, to were it would take like 5 to 10 minutes. TC01 Jul 02, 2009, 09:25 AM Something that might make some scenarios better would be to add more custom victory conditions, like in Millennium. For instance, in ST 1.20, I was playing a Klingon Civil War game as Gowron, and was on the verge of defeating Lursa and B'Etor when I was backstabbed by Captain Picard of the Federation.. Yes, he declared war on me, took three lightly defended systems (that were defended by useless K't'ingas because I assumed the UFP wouldn't declare war), and won a domination victory. If there was only, say, a Klingon Unification Victory or something, this kind of thing might be preventable. Also, some really minor spelling nitpicks I noticed, all in ST Enterprise (and ST Galaxy): 1. In ST Enterprise and ST Galaxy, the Andorian leader is "Sharan" instead of Shran. 2. Likewise, in ST Enterprise, Colonel Grat is named "Colonial Grat". 3. In the Romulan War scenario for that game, the Orion homeworld is named "Orian". deanej Jul 02, 2009, 01:02 PM I don't plan any more major development on the scenarios added in 1.x, but I do still plan to do bug/text fixes (so those text fixes will get done in the patch). That said, even if I was, Klingon Civil War and Yesterday's Enterprise both run from the same mod, so I'm not exactly sure how I would implement that anyways (should have thought of it in the first place!). The AI is unaware of these extra victory conditions, so it wouldn't change behavior. I had intended for the Federation/Romulans to be able to enter the war for that scenario, but not like that. I will consider allowing custom game for The Galaxy; it would require loading up the ST Galaxy mod directly (as I'm not sure how to make it work for one scenario), and I would have to see how it behaves and possibly make tweaks to the mod (I took some shortcuts in development that I would have to fix so strange stuff doesn't happen, such as Gral leading United Earth (because he's really just Pressman with a new name and graphic), so I would have to delete some leader links to civs in the XML (as well as civs, as some not used are still in). Nothing I can't do, just stuff I haven't and probably should anyways. I have decided to include a no independant cities version of the map. And yes, it is massive (one size above huge; this is why I haven't disabled going between the quadrants normally, as it takes a long time to get there until the late game). I am thinking of giving the Borg Subspace Corridors in that scenario as well. As for unit movement, I can scale it down for that map (though I plan to leave Borg unaffected as they should be able to move between places quickly; I'm even thinking of increasing it!), but I doubt I can get it to match up to warp speed properly as it's tile based (warp 7 ship will be double movement or same movement as warp 5). Probes have gone quite far in the Star Trek universe so I don't consider that a huge problem (there is more incentive to build advanced probes in this map). EDIT: do Hunyadi and Morrison go to war with anyone right now? If not, I'm thinking that it may be a good idea to introduce random DOWs from the genetically engineered civs on other civs if they aren't at war. apenpaap Jul 02, 2009, 05:12 PM Warp 10 is not twice as fast as warp 5. In the ENT/TOS warp factor system, warp 10 is 8 times as fast as warp 5. This is because each warp faactor is the third-power root of the speed in lightspeeds in that system. So warp 1 is 1^3=1 times the speed of light warp 2 is 2^3=8 times the speed of light warp 3 is 3^3=27 times the speed of light warp 5 is 5^3=125 times the speed of light warp 10 is 10^3=1000 times the speed of light (In TNG the warp system is redone so that it goes asymptotic at warp 10, meaning warp 10 is infinite there) This means that if 1 move a turn= warp 5, then 2 moves= warp 6.3 3 moves= warp 7.2 4 moves= warp 8 5 moves= warp 8.5 6 moves= warp 9.1 7 moves= warp 9.6 8 moves= warp 10 etc. I think the Vulcans, Andorians and tellarites should have the constitution as UU and starbase as UB in the Galaxy scenario too. They became part of the federation, after all. deanej Jul 02, 2009, 06:50 PM I looked at the INI files, and it looks like custom scenarios are already allowed, but you probably have to load the mod first. I don't know how it behaves, but I plan to change it to three maps: -The Galaxy X Civs: this would have some civs removed from the map as well as the independent cities. How many civs do you think I should take away? Current thoughts are the Orions, Vaadwaur, Tholians, and Breen. Possible others are the Kazon, Vidiians, Ferengi, and Cardassians. -The Galaxy 17 Civs: this would be the current map without independent cities -The Galaxy Independent Cities: the current map Do you think I should change the moves to match the warp speeds? This would only affect the Galaxy and would come with increased Borg movement and having each tile with a base 2 movement cost. Any thoughts either way on the idea of giving the Borg the Subspace Corridors tech (or the random DOW from genetically engineered civs in The Eugenics Wars)? JEELEN Jul 02, 2009, 06:54 PM A thorough explanation there! I was just giving an example though... Anyway, I appreciate you looking into the Galaxy scenario, deanej. Keep it up!:) TC01 Jul 03, 2009, 09:55 AM While doing some modding, I added a building (via modular) that provided a free resource. I assumed it would work, but while testing something else I discovered that my resource did not appear on the city screen. I didn't WB the building in, I gave myself a Great Engineer and hurried it's production. I know for a fact my city had no access to it, because a unit that I added dependent on that resource was unbuildable. Yet the building was in my city. It's no problem for me because I can make the unit dependent on the building, not the resource. But... ...I remembered that the Krenim Temporal Calculator provides one free Plasma resource. So, I started a Krenim game and set my city to work on building a KTC. The same thing happened- I had the building in my city but a Plasma did not appear on the city screen. Now, it's possible I messed something up while modding. But it's also possible that I didn't. Can anyone else confirm this? deanej Jul 03, 2009, 01:16 PM Try giving youself cargo holds via worldbuilder. Should work then. TC01 Jul 03, 2009, 04:24 PM Yes, that worked. Perhaps this should be documented somehow? Or is it already documented? Cargo Holds' text only says it gives "+1 City Trade Routes" and allows "Trade on Space." Did I miss something? deanej Jul 03, 2009, 04:31 PM I'm not sure how the free bonus works, but it may just add it to the plot behind the scenes, in which case it may not be possible for the city to access it (as it has no route on the tile, unlike regular civ where cities start with roads). I don't think plasma is useful until the Voyager/Future era anyways, so it doesn't impact the mod by default. I'll put a note of it in the notes for modders section of the full readme. deanej Jul 03, 2009, 10:28 PM I've added a no independent cities version of The Galaxy. It's WAY faster. For a comparison: on the base map, my obsolete system was averaging 5 min per turn. Now it averages 5-10 seconds. I won't make a less civs version now, though I will for the next patch if demand still exists for it. JEELEN Jul 03, 2009, 11:06 PM That's a significant improvement!:goodjob: Although I actually quite like the independent systems; I'm not really requesting less playable civs, rather that the scenario be Custom Game playable - although that may amount to the same thing, in which case I guess demand still exists.:crazyeye: deanej Jul 04, 2009, 09:38 AM You can already; you have to select your civ first (and you can't change/remove civs like this), but you can select different options/victories. Pablod Jul 04, 2009, 01:13 PM IN THE MILENIUM THE bombard take 0% every time JEELEN Jul 04, 2009, 10:32 PM You can already; you have to select your civ first (and you can't change/remove civs like this), but you can select different options/victories. That's not what I mean: normally selecting smaller map size will allow deselecting certain civs (I don't care about changing options/victories, they're fine as is), but now if you start the scenario all civs are already fixed. (Unless I'm missing something...) TC01 Jul 05, 2009, 08:24 AM IN THE MILENIUM THE bombard take 0% every time Yes, I noticed this as well. Really annoying because I had to waste a lot of Negh'vars trying to neutralize my enemy's defenses. Oh, also, Subspace Weapons are only useful for defense in Millennium. Because they can't be rebased to a starbase and no carrier units exist to load them directly on, and they have a limited range so I can't fire them at an enemy system. JEELEN Jul 06, 2009, 02:18 AM I looked at the INI files, and it looks like custom scenarios are already allowed, but you probably have to load the mod first. I don't know how it behaves, but I plan to change it to three maps: -The Galaxy X Civs: this would have some civs removed from the map as well as the independent cities. How many civs do you think I should take away? Current thoughts are the Orions, Vaadwaur, Tholians, and Breen. Possible others are the Kazon, Vidiians, Ferengi, and Cardassians. I would prefer a Alpha Quadrant only setup + the Borg. (So exit Vaadwaur, Kazon and Vidiians, reducing total civs to 14; a custom setup I'd consider ideal, though. Couldn't load the scenario as Custom; am I missing something?) Here's another shot, "Federation research during anarchy": Jaydn Jul 06, 2009, 10:04 AM Models I have done so far... Bajoran sail ship K'vort Scimitar I.I.S. Enterprise (NX-01 with Terran decals) USS Opaka Work in progress... USS Agustus 2 Grigari ships On the drawing board... Narada Orbital Weapons Platform I used to do all the models, animations, and test in game at once, but the art pak'ing process has slowed that step down for me a great deal so I'm gonna wait until I have all the models done and then do the in-game testing. Questions I have for anyone who've read the DS9 Millenium books (as I have not): USS Opaka - can anyone tell me what size ship this would be comparable too? Ie crewsize? That would give me a rough idea on how big it should be compared to say Voyager or Ent-E USS Agustus - Same deal as above, i got the idea of what it should look like but not how big it should compare to other ships. apenpaap Jul 06, 2009, 11:20 AM I would prefer a Alpha Quadrant only setup + the Borg. (So exit Vaadwaur, Kazon and Vidiians, reducing total civs to 1. That's a good idea. Perhaps with a resized map, with the Borg spawning on the "northeastern" edge of the map in 2365, and the Dominion (who I think should also be included) spawning next to Bajor in 2373, both with a massive fleet. I have another request: yellow stuff on all Terran Empire ships (except the Defiant). It's not canon and stuff, but it looks very cool IMO, and could perhaps be included in the mod as an option, like the high-res Fesarius. deanej Jul 06, 2009, 01:31 PM Since the Federation founding adds Earth, Vulcan, Andoria, and Tellar to the same team, all of them would have to be in anarchy at the same time to stop research (as techs/research are based on the team and not the player). Note: with custom scenario, you start with a civ selection screen identical to the nomal one. After that there should be a screen to select game options. Since this is a scenario and not a map script there aren't options for map sizes/civs. As for resized map, will have to say no (as some stuff is hardcoded to specific plots) but I am open to an Alpha Quadrant only version (perhaps with barb cities to represent the removed players if it doesn't slow things down). I used to do all the models, animations, and test in game at once, but the art pak'ing process has slowed that step down for me a great deal so I'm gonna wait until I have all the models done and then do the in-game testing. Questions I have for anyone who've read the DS9 Millenium books (as I have not): USS Opaka - can anyone tell me what size ship this would be comparable too? Ie crewsize? That would give me a rough idea on how big it should be compared to say Voyager or Ent-E USS Agustus - Same deal as above, i got the idea of what it should look like but not how big it should compare to other ships. Two notes for the .fpk files: they need to have "store full paths" set and compression level 0. The Opaka was described as nearly a kilometer long. The Augustus class ships were described as twice as long as the Defiant and half its width (shaped like daggers). Jaydn Jul 06, 2009, 01:54 PM The Opaka was described as nearly a kilometer long. Crap that is long, the Sovereign class was less than 650m and its model stretches the boundary of a movement tile. i don't know if we can realistically get that on a tile. deanej Jul 06, 2009, 01:57 PM Probably better to make it a bit bigger than the Sovereign rather than to try to make it actually a kilometer long. JEELEN Jul 07, 2009, 12:54 AM Indeed. Compared to a Borg Cube they're still "smal". Anyway, :thumbsup: on the Alpha quadrant version, deanej, and the model work, Jaydn!:D Since the Federation founding adds Earth, Vulcan, Andoria, and Tellar to the same team, all of them would have to be in anarchy at the same time to stop research (as techs/research are based on the team and not the player). I know - I just thought it a fun shot from a fun scenario!;) Imrahiel Jul 07, 2009, 04:56 AM Models I have done so far... Bajoran sail ship K'vort Scimitar I.I.S. Enterprise (NX-01 with Terran decals) USS Opaka Work in progress... USS Agustus 2 Grigari ships On the drawing board... Narada Orbital Weapons Platform I used to do all the models, animations, and test in game at once, but the art pak'ing process has slowed that step down for me a great deal so I'm gonna wait until I have all the models done and then do the in-game testing. VERY, VERY GREAT NEWS !!!:goodjob::goodjob::goodjob::) me_myrmidon Jul 08, 2009, 12:14 AM Noticed the following while playing the "Star Trek" mod v2.15: 1. v2.15 Exploration Units spawning barbarians? After getting an unpleasant surprise party when my Exploration III conquered a puny Warp V alian guarding some space wreckage in v2.15, I poked around and noticed that the entire series of Exploration vessels seem to have the same chance to spawn barbarians as any other "normal" ship: CIV4UnitInfos.xml bNoBadGoodies = No Barbarians from huts <bNoBadGoodies>0</bNoBadGoodies> ...in v1.20 this was the setting: <bNoBadGoodies>1</bNoBadGoodies> I assume that this was intentional? If so, I would ask to have this restored to the bNoBadGoodies = 1 for our intrepid explorers. Otherwise I might be tempted to send out stronger Light cruisers and leaving the Exploration vessels home. 2. Zero damage bombardment (quick attack) I think you are already aware of this for the "ST Millennium" mod, but I also wanted to point out that the early Exploration vessels (I-III) in the "Star Trek" mod are also are set to do zero damage with bombardment (quick attack): <iAirCombatLimit>0</iAirCombatLimit> deanej Jul 08, 2009, 02:27 PM Yeah, it's intentional. The Exploration ships are really more Light ships now; the name was kept for historical purposes only (as in, I would be constantly mixing them up otherwise since I don't actually play my own mod). TC01 Jul 11, 2009, 08:55 PM Has anything been done about the fact that Millennium bombards deal 0% every time? Is this a bug? A feature? If it is a feature, it should either be documented or simply disabled... deanej Jul 11, 2009, 09:20 PM It will be fixed in the next patch. Right now I'm waiting for two things to happen before making it: -A working BtS installation on my brand-new Vista laptop; this is tricky since I'm trying to get civ to install and run in a sandbox (http://www.sandboxie.com), which naturally makes some stuff difficult. Vanilla and Warlords work fine, but BtS messed up during install so I had to start all over again. For some reason it doesn't install any desktop icons, start menu entries, the uninstall entry, or the entry in the games explorer. -Another patch change not listed on the first post that I want to be a surprise. apenpaap Jul 12, 2009, 05:59 PM IMO the DS9 era is over too quickly. If you beeline for Astrometrics or Multi-Vector Assault Mode, you'll get through it in a single tech. An easy solution for this (Which would also reduce the power of beelining Multi-Vector Assault Mode) would be to make Quantum Torpedoes a requirement for Multi-Vector Assault mode and Enhanced Warp Field a requirement for Astrometrics. EDIT: Another thing which has probablt been mentioned before is the bug that Exploration I-III do 0% damage with their ranged attack. TC01 Jul 13, 2009, 12:08 PM What about making the mod start at First Contact? (If you increase the cost of techs). The Civ 3 Star Trek mod starts here, I believe. Imrahiel Jul 13, 2009, 02:39 PM What about making the mod start at First Contact? (If you increase the cost of techs). The Civ 3 Star Trek mod starts here, I believe. It is a good idea but the mod would need some models for the time 2060 to 2150. The mod has a hard working moddler, but he is still making some other models. deanej Jul 13, 2009, 05:07 PM Also would require new units and possibly techs. The next patch will have a new calendar anyways; you can use the version of Civ4GameSpeedInfo.xml from the ST Expanded modmod if you want it now. deanej Jul 13, 2009, 10:28 PM After some testing (and a post of the FFH forum), I've discovered that the High to Low option is, in fact, functioning as intended, so it will be enabled in the next patch (which is looking like a mega-update now; may have to revise the version number again). Turns out you don't switch players until turn 50. Updated the first post again. deanej Jul 15, 2009, 08:52 PM Here's the latest on changes that will be in the next patch (* means I need to do it still, - means I already have): v2.25 *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) *Grigari get shipyard in capital in Millennium *Added Alpha Quadrant only version of The Galaxy (note: map is the same, but less civs) -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: Morrison, Hunyadi, and Khan have random chance declare war each turn after turn 50 EDIT: More details on the calendar: -Starts in 2120 -Yearly turn increments until 2161 -Then 3 year increments until 2260 -Then yearly increments until 2300 -Then 3 year increments until 2360 -Then monthly increments until November, 2390 Pablod Jul 15, 2009, 09:57 PM what about *Fixed bombard in Millennium and early Exploration ships ok thanks deanej Jul 15, 2009, 10:02 PM Quick attack is what the ranged bombard is called in Star Trek. apenpaap Jul 18, 2009, 05:13 PM Jaydn, I have a few requests for units for a modmod I'm working on, which will expand the ST Enterprise modmod: The ship you see in the Enterprise's intro, just before the NX-01. The USS Kelvin from Trek XI The D4-class (they were planning on using that in "Unexpected", but some idiot decided to use a K'tinga instead, even though that class wouldn't be introduced until the 2270s) http://images2.wikia.nocookie.net/memoryalpha/en/images/7/70/Unexpected_klingon_ship-sketch.jpg http://images3.wikia.nocookie.net/memoryalpha/en/images/7/78/D-4_profile.jpg D'Vahl type (The Vulcan ship from "Carbon Creek") T'plana-Hath type (The ship the Vulcans used to make first contact with Earth) D'Kyr type (http://memory-alpha.org/en/wiki/D%27Kyr_type) The Ferengi ship from "Acquisition" (http://memory-alpha.org/en/wiki/Ulis%27s_starship) The Xindi planetkiller Hope that's not asking too much. There's no rush at all, btw, as I can use existing models as placeholders for most of them. deanej Jul 18, 2009, 11:39 PM Final changelog for the next patch: v2.30 -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 will be announced in another post. -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 I'm still implementing one of the changes; should have this done in a couple of days. It WILL break save games for The Galaxy and the main mod; the other scenarios should be OK. JEELEN Jul 19, 2009, 02:30 AM Cool! Can't wait...:D Imrahiel Jul 19, 2009, 03:56 AM To apenpaap: You forgot the following ships(this is for the case that someone want to model them, not a request): Intrepid type (http://memory-alpha.org/en/wiki/Intrepid_type) Sarajevo type (http://memory-alpha.org/en/wiki/Sarajevo_type) J-Klasse (http://memory-alpha.org/en/wiki/J_class) Warp Delta Desgin (http://memory-alpha.org/en/wiki/Unnamed_Earth_starships#Warp_Delta) Conestoga Type (http://memory-alpha.org/en/wiki/Conestoga_type) deanej Jul 19, 2009, 12:22 PM When I was thinking of the save game break stuff I was only thinking of one file that could cause the issue. It's possible that all the 2.0 scenarios (except Eugenics Wars) could break saves. Jaydn Jul 20, 2009, 04:09 PM Jaydn, I have a few requests for units for a modmod I'm working on, which will expand the ST Enterprise modmod: Hope that's not asking too much. There's no rush at all, btw, as I can use existing models as placeholders for most of them. Now that the models I was working on for patch 2.30 are handled I can take a look at these, may not get done right away as I need to slow down a bit, plus vacation is coming soon. But I will start to work on what I can. deanej Jul 20, 2009, 07:06 PM I'm going to periodically update the first post with stuff that I'm putting in the next patch and possible changes that I may make. Pablod Jul 21, 2009, 05:16 PM milenium scenario has no ships something with unitclass_grigari2 incorrect deanej Jul 21, 2009, 07:26 PM Looks like I forgot to include a file. Just go into Mods\ST Millennium\Assets\XML\Units\Civ4UnitClassInfos.xml and copy the entry for the grigari ship and add a 2 to the end of all the stuff that ends with "something_GRIGARI". Pablod Jul 21, 2009, 07:55 PM like always you got it thanks the text unit shut be grigari2 to or not "grigari" art deanej Jul 25, 2009, 03:35 PM I'm pretty happy with 2.35. I'll release at the end of the weekend (the delay from now is to have a chance for some more bugs that may be identified to get fixed this patch). I'm winding down 2.0's development, so there will be another patch or two if needed, but anything other than bug/text/scenario fixes will wait for 3.0. Pablod Jul 26, 2009, 09:29 AM the AI only cunstruct "construction ships" and intead of defend planet with fortification they act like ships in civ4 patroling the city please fix this before patch deanej Jul 26, 2009, 12:18 PM I don't know much about the AI, so I can't entirely fix the problem, but here's a bit of Final Frontier code that might contribute to the issue: # Cheat a little bit, need to get more Construction Ships iConstructionShip = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUni tInfos(),'UNIT_CONSTRUCT_SHIP') # Size requirement if (pPlayer.getNumCities() > 1): if (pCity.getPopulation() >= 4): iNumUnits = 0 pyPlayer = PyPlayer(iPlayer) apUnitList = pyPlayer.getUnitList() for pUnitLoop in apUnitList: if (pUnitLoop.getUnitType() == iConstructionShip): iNumUnits += 1 # Either 0 ships or less than certain # of cities... iNumCitiesThreshold = (pPlayer.getNumCities() / 2) + 1 if ((iNumUnits < iNumCitiesThreshold) or (iNumUnits == 0)): iRand = CyGame().getSorenRandNum(100, "Rolling to see if AI should be forced to build a Construction Ship") # 15% Chance of forcing AI to build one of these things if (iRand < 15): printd(" Forcing city to make a Construction Ship :)") pCity.pushOrder(OrderTypes.ORDER_TRAIN, iConstructionShip, -1, False, False, False, True) bOverride = true return bOverride In Star Trek, unlike Final Frontier, cities and resources can be connected with the Cargo Holds technology. For this reason I'm thinking of lowering the chance to 5% for most of the game and 10 or 15% if the player has either Subspace Corridors or Transwarp Corridors (I'm thinking 10% instead of 15 as these only have military benefit in Star Trek). God-Emperor has identified a second bug in CvAI that I will be fixing that causes the military weight to be too low. For this reason I'm a little leery about fixing both in the same patch, as combining the two could cause the AI to be unable to get resources (it doesn't actually comprehend starbases, it's just a python override to construction ship behavior). EDIT: Also, when are you seeing this? Scenarios probably should have this code removed (as resources start improved) and if it's only a problem late-game I could attempt to have it check the game turn and only apply it in the first part (half?) of the game. Pablod Jul 26, 2009, 04:41 PM can you put 5% and send me the file deanej Jul 26, 2009, 05:52 PM It's attached to this post, with the chance reduced to 5% as well as the AI fixes from God-Emperor. It goes in Star Trek\Assets\Python. EDIT: I should also mention that there is no rush for Eugenics War fixes as I'm planning to continue development on it into 3.0. deanej Jul 27, 2009, 05:21 PM How's the fix going? I have another thing I tried out. This one should allow the game data used by some events late in the Deep Space Nine scenario to work across game sessions (so if you save, the game isn't broken). Unfortunately I can't check to make sure there are no python exceptions. The attacked file goes in ST Deep Space Nine\Assets\Python. Pablod Jul 27, 2009, 06:50 PM is working fine in milenium mod is where i have the problem so i put the file there and the AI is builthing jemjadar fighter at last thank you deanej Jul 27, 2009, 06:55 PM In Millennium it wouldn't show any impact on the AI's ability to get resources as everything is pre-built. But I'm planning on removing that section of code in Millennium (and the other scenarios that have pre-built starbases/improvements) anyways. TC01 Jul 29, 2009, 02:53 PM So... when is this patch going to be released, then? deanej Jul 29, 2009, 04:11 PM I could release today, but I'm hoping to get feedback on how the construction ship change is working in the main mod first (so I don't accidentally make it so that the AI can't get resources). TC01 Jul 29, 2009, 09:05 PM Not sure- I admit I haven't downloaded it. As another question- does the AI build sensor stations? I was wondering because while there is code in CvAI to get them to build starbases in certain locations, there's no such code for Sensor Stations in that file. deanej Jul 29, 2009, 09:11 PM Probably not, but I haven't verified it. I'm not sure how to teach the AI where a good location to put one is. You'll also notice that the code that makes them place starbases only takes into account resources. TC01 Jul 29, 2009, 09:31 PM Probably not, but I haven't verified it. I'm not sure how to teach the AI where a good location to put one is. You'll also notice that the code that makes them place starbases only takes into account resources. I think I might be able to (try and) do this. I added some code to it that gives it a massive bonus if the plot is near a wormhole (that way, the base can bombard things that come out of a wormhole- a strategy I used in Millennium to fend off the Grigori) for my modmod. I was considering trying to make them build starbases near solar systems for defense as well, or near other chokepoints, but this would be harder. And, making an entirely new function for sensor stations would be even harder, I think... What is an ideal place for a sensor station? Near cultural borders? On the edge of a city's visibility? TC01 Jul 31, 2009, 03:45 PM I think I might be able to (try and) do this. I added some code to it that gives it a massive bonus if the plot is near a wormhole (that way, the base can bombard things that come out of a wormhole- a strategy I used in Millennium to fend off the Grigori) for my modmod. I was considering trying to make them build starbases near solar systems for defense as well, or near other chokepoints, but this would be harder. And, making an entirely new function for sensor stations would be even harder, I think... What is an ideal place for a sensor station? Near cultural borders? On the edge of a city's visibility? Never mind. I had a look at the beginning of the teaching functions, and I would probably have to reengineer half of CvAI.py to get this to work. I'll download the construction ship change fix and see how that works, though... deanej Jul 31, 2009, 04:53 PM Will release later tonight or tomorrow; I'll put the new CvAI file in last case anything surfaces before I send it out. It's alright if you re-engineer CvAI (all of my changes other than the unique buildings and changing them to Star Trek are bug fixes) but I can see why you wouldn't want too. That's the reason the 1.0 scenarios are no longer updated except for bug fixes. maus Aug 05, 2009, 08:06 PM I like the idea of expanding the base mod to be richer, more complex, with added units, civs, game concepts, etc. I LOVE the idea of examining shorter-term conflicts in more minutae and detail using scenarios built on the STMod base. This is where relatively minor* players like the Mirror Universe civs and the Voyager civs really shine, and where players like the Borg can be better balanced. I do really enjoy the randomness of the base mod, though. Kudos, deanj! *in terms of the Star Trek we see, not the years of Krenim Empire we can imagine- or make a scenario around. Vrenir Aug 08, 2009, 12:37 PM Could I request a version of the Galaxy scenario on a smaller map (maybe with fewer civs to match the new scale) for lower-powered computers? I know that accuracy is lost in the process, but for me it makes the difference between playable and not. deanej Aug 08, 2009, 01:39 PM If it weren't for the fact that the wormholes are hardcoded to the map (with no way to detect which one is loaded) and the fact that there is no room for the alphas (would have to consolodate Earth, Vulcan, Andoria, and Tellar back into the Federation and remove the Orions, Breen, and either the Ferengi or Tholians, and possibly Bajor/Cardassia) I'd look into it. I may update the map for 3.0, which would probably make it faster with some of my planned DLL/python changes. apenpaap Aug 08, 2009, 01:42 PM A better idea would be to do an Alpha Quadrant map, with only the Alpha Quadrant civs (Not on the Galaxy Map, but an Alpha-Quadrant only map). The only non-alphies should be the Borg and the Dominion, who both spawn with a massive fleet during the 24th century. deanej Aug 08, 2009, 01:54 PM Still doesn't solve the wormholes issue, sadly. They are just a graphic representation - the way I have them codes, units would move wherther the wormhole was there or not. TC01 Aug 08, 2009, 02:01 PM Still doesn't solve the wormholes issue, sadly. They are just a graphic representation - the way I have them codes, units would move wherther the wormhole was there or not. You could use my mod. :) Seriously, you can create a new wormhole type, let's call it "PURPLE_WORMHOLE" (Barzan Wormhole looks light purple-ish in Voy episode), then in onUnitMove script it so that whenever you move onto Wormhole, you get sent to the other Wormhole provided it's not the Wormhole you're currently standing on. Like this, except it says Red Wormhole because it's the code from my mod: if pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_WORMHOLE'): iX = pPlot.getX() iY = pPlot.getY() for i in range (CyMap().numPlots()): pWormhole = CyMap().plotByIndex(i) if pWormhole.getFeatureType() == gc.getInfoTypeForString('FEATURE_WORMHOLE'): if (pWormhole.getX() != iX and pWormhole.getY() != iY): iiX = pWormhole.getX() iiY = pWormhole.getY() pUnit.setXY(iiX, iiY, False, True, True) if pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_RED_WORMHOLE'): eX = pPlot.getX() eY = pPlot.getY() for i in range (CyMap().numPlots()): pRedWormhole = CyMap().plotByIndex(i) if pRedWormhole.getFeatureType() == gc.getInfoTypeForString('FEATURE_RED_WORMHOLE'): if (pRedWormhole.getX() != eX and pRedWormhole.getY() != eY): eeX = pRedWormhole.getX() eeY = pRedWormhole.getY() pUnit.setXY(eeX, eeY, False, True, True) Plus, it would save me from having to make a Barzan Wormhole graphic for my mod... os79 Aug 08, 2009, 05:50 PM One final time, just for clarification sake: I want BUG or BULL, whatever works, in next version. However, if you know for solid fact that it is impossible because of conflicts in code, please say so here so I can remove that from my "looking forward to" list for this mod. Vrenir Aug 08, 2009, 08:27 PM I would say a smaller map only needs really major powers, like the following sample of 12, plus a smattering of Barbarian and Independant Systems. With these nations, it would be possible to reenact most of the major alliances and conflicts within the Star Trek universe in a fairly balanced manner. Alpha - Federation, Cardassians, Ferengi, Breen Beta - Klingons, Romulans, Orions Gamma - Dominion Delta - Borg, Kazon, Hirogen, Vidiians deanej Aug 08, 2009, 09:52 PM One final time, just for clarification sake: I want BUG or BULL, whatever works, in next version. However, if you know for solid fact that it is impossible because of conflicts in code, please say so here so I can remove that from my "looking forward to" list for this mod. A merger of BUG and Star Trek would require merging BUG's GameFont.tga and Star Trek's. While this is possible, I seem to break the game every time I edit that file (It's arguably the most difficult file in the game to modify). Additionally, I would maintain a separate version for BUG as I don't think it looks as polished as the regular interface. If BUG modified the city screen this gets more complex as Final Frontier made extensive changes to it, and Star Trek made more changes. |
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