View Full Version : Star Trek Expanded modmod


apenpaap
Jul 07, 2009, 03:47 PM
Download here (https://www.dropbox.com/s/ij4otfswairzgdi/ST%20Expanded.7z)

This modmod adds two UUs to every civ. On top of that, I added a leader for each trait combination, bringing the total on 78 leaders. A third thing added is the "Fast Marathon" gamespeed, which has Marathon research, but Normal construction times. Another added thingie is the religions having separate effects. It also features a new calendar, which will keep up better with the techrate. It also contains the Wormholes modmod (http://forums.civfanatics.com/showthread.php?t=328114) by TC01, which places 1-3 wormholes (dependent on mapsize) on the map.
The dowload is already patched to 2.37. It goes as a separate mod in the ~/Beyond the Sword/Mods folder.

New Unique Units:
Federation: Galaxy, replaces Light V. 25% retreat chance.
Federation and Terran Empire: Defiant, replaces Interceptor. 5 extra strength, 25% evasion probability
Klingons: D7, replaces Light I. 4 strength, 1-2 First Strikes.
Klingons: Negh'var, replaces Light VI. 18 Strecht
Romulans: D'deridex, replaces Light V. 300:hammers:, 15 strength, 3 speed, 2-5 first strikes, can bombard city defences.
Romulans: Avaihh Lli Vastam, replaces Warp 7 Ship. 30 :hammers:, 3 strength.
Cardassians: Nor-type starbase, replaces Starbase II. Available at Shielding, 20 strength, can move, can't attack, can't enter Solar System.
Bajor: Kai, replaces Great Prophet. Settling gives + 3:hammers:, + 12 gold, + 6:culture:.
Bajor: Solar Sail Ship, replaces Warp 5 ship. 10 :hammers:, no tech requirement
Ferengi: Ferengi Bussinessman, replaces Great Merchant. Trade mission gives +100% gold, settling gives +20 gold.
Ferengi: Privateer, replaces Exploration IV. 6 strength, can attack without declaring war.
Breen: Breen Battleship, replaces Heavy II. 350 :hammers:, 22 strength, 0-4 First Strikes.
Breen: Energy Dampener, replaces Exploration VI. Ranged attack does more damage.
First Federation: Cube Probe, replaces Deep Space Probe. No -1000% space defence.
First Federation: Advanced Fesarius, replaces Exploration V. 12 strength.
Gorn: Slavemaster, replaces Great Engineer. Rushing buildings gives +100% :hammers:, settling gives + 6 science, +3 XP.
Gorn: Venator, replaces Heavy I. 225 :hammers:, 5 speed.
Tholians: Advanced Webspinner, replaces Light VI. 5 First Strikes, no 10% city attack bonus.
Tholians: Quernolk, replaces Starbase II. 60 strength.
Dominion: Changeling Infiltrant, replaces Great Spy. Infilrating another player's city vises +333% :espionage:, settling gives 21 :espionage:.
Dominion: Jem'Hadar Battleship, replaces Heavy II. 250 :hammers:, 25 strength, 4 speed.
Borg: No units added, as they already have 16 UUs.
Kazon: Predator, replaces Heavy I. 150 hammers, 13 strength, 2 speed.
Kazon: Kazon Fighter, replaces Light V. 175 :hammers:, 10 strength, 2 speed.
Vidiians: Vidiian Doctor, replaces Great Scientist. Settling gives +3 food (I wanted to make this health, but couldn't), + 4 science.
Vidiians: Vidiian Battleship, replaces Heavy II. +50% City defence.
Krenim: Krenim Warship, replaces Light VI. 350 hammers, 0-8 First strikes.
Krenim: Time Traveler, replaces Great Scientist. 100 strength, 25 First Strikes, invisible and can attack without declaring war, but suicides on attack. (It still has all standard Great Scientist powers)
Devore: Devore Guard Ship, replaces Light IV. +40% city defence.
Devore: Devore Patrol Ship, replaces Exploration V. 9 strength, starts with Cloaking Device.
Hirogen: Hunter, replaces Exploration V. 150 :hammers:, 11 strength
Hirogen: Hologram Battle Station, replaces Starbase II. Availabe at Holodeck.
Vaadwaur: Stasis pod operator, replaces Great Artist. Settling gives +3 hammers, + 2 food, + 3 science, + 3 gold, + 3 espionage, + 3 culture, Making a Great Work gives much less culture than a generic Great Artist.
Vaadwaur Fighter, replaces Interceptor. 25 range.
Terran: NX, replaces Warp 5 ship. Starts with Leadership.
Alliance and Cardassians: Keldon, replaces Light V. 14 strength.
Alliance: Bird of Prey, replaces Light II. 70 hammers, starts with Cloaking Device.


And the leaders:
Federation:
Jonathan Archer (Phi/Org)
Leyton (Reb/Pro)
Pressman (Phi/Inq)
Benjamin Sisko (Pro/Ind)
Jean-Luc Picard (Phi/Cha)
Khan Singh (Cre/Cha)
James Kirk (Cha/Reb)
Ra-Ghoratreii (The federation president in TUC) (Fin/Ind)
Kathryn Janeway (Phi/Pro)

Klingons:
Gowron (Pro/Cha)
Martok (Agg/Cha)
Chang (Agg/Ind)
22nd century Duras (Agg/Cre)
Kor (Fin/Cha)
Kahless (Ind/Cha)
Gorkon (Ind/Spi)

Romulans:
Neral (Agg/Inq)
Shinzon (Agg/Reb)
Cretak (Spi/Exp)
Sela (Fin/Inq)
Hiren (Org/Inq)
Charvanek (The Romulan commander from "The Enterprise Incident") (Cre/Exp)
Tomalak (Cre/Inq)
Valdore (Exp/Inq)

Cardassia:
Gul Dukat (Cha/Imp)
Damar (Cha/Reb)
Garak (Cha/Inq)
Tekeny Ghemor (Phi/Ind)
Madred (Ind/Inq)

Breen:
Thot Gor (Agg/Pro)
Thot Pran (Pro/Cre)

Ferengi:
Zek (Fin/Org)
Rom (Fin/Spi)
Brunt (Pro/Fin)
Ishka (Fin/Cre)
Quark (Fin/Exp)

Bajor:
Shakaar (Spi/Reb)
Kai Winn (Org/Spi)
Kira Nerys (Agg/Spi)
Kai Opaka (Phi/Spi)
Akorem Laan (Cre/Spi)
Jaro Essa (Spi/Inq)

Borg:
Borg Queen (Org/Exp)
Locutus (Pro/Org)
Lore (Cha/Exp)
Seven of Nine (Org/Ind)
Hugh (Org/Reb)

Dominion:
Female Founder (Imp/Inq)
Weyoun (Imp/Exp)
Odo (Ind/Cre)
Keevan (Imp/Org)
Kilana (Imp/Cre)
Eris (Imp/Spi)

Kazon:
Maje Culluh (Agg/Exp)
Seska (Inq/Reb)
Maje Jabin (Ind/Exp)

Vidiians:
Denara Pel (Phi/Cre)
Sulan (Agg/Fin)
Motura (Org/Cre)

Krenim:
Annorax (Phi/Exp)
Obrist (Fin/Reb)

Devore:
Kashyk (Pro/Inq)
Prax (Pro/Exp)

Hirogen:
Karr (Agg/Phi)
Idrin (Pro/Spi)

Vaadwaur:
Gedrin (Imp/Phi)
Gaul (Imp/Ind)

Tholians:
Loskene (Pro/Imp)

Gorn:
Slar (Agg/Org)
S'salk (The Gorn who fought Kirk in "Arena") (Ind/Reb)

First Federation:
Balok (Fin/Phi)

Terran Empire:
Spock (Phi/Reb)
Hoshi Sato (Imp/Reb)
Jonathan Archer (Agg/Imp)
Smiley O'Brien (Cre/Reb)
Julian Bashir (Exp/Reb)

Klingon-Cardassian Alliance:
Worf (Imp/Fin)
Kira Nerys (Cha/Spi)

Changelog:
Version 1.61:
Several minor fixes and tweaks
New leaderheads for Annorax, Sisko, Duras, Garak, Picard and Kira
Gave the Spy 2 moves instead of 1

Version 1.6:
Replaces Pah-Wraiths with Service to the State
Bajor only starts with Call of the Prophets
Cardassia, Dominion, Vaadwaur and Terran Empire start with Service to the State
Police State moved to Service to the State
Charter moved to Warrior's Code
Tweaked personalities and favourite religions
Each religion has different effects now (may be rather unbalanced)

Version 1.5:
Replaced Mirror Sisko with Mirror O'Brien
Better Leaderheads

Version 1.41:
Updated Wormholes modcomp to 1.4

Version 1.4:
Added a third UU for each civ

Version 1.3:
Compatible with version 2.37

Version 1.2:
Compatible with version 2.30
Added Wormholes modmod (http://forums.civfanatics.com/showthread.php?t=328114) by TC-01
Gave the First Federation Cube Probe correct art
Gave the Terran NX class correct art
Gave the Devore Guard Ship correct art
Art for Bajoran Light VI and Heavy II is now the USS Opaka from the Millenium scenario
Some minor text and leader personality tweaks

Version 1.1:
Added a first strike chance to the D7
Removed D'deridex free Cloaking Device, but gave 2-5 first strikes and ability to bombard city defenses
Removed the option to upgrade Nor to Starbase I (was very buggy)
Vidiian Doctor and Vaadwaur Stasis Pod Operator give -1 food
Krenim Warship has 8 first strike chances instead of 8 first strikes
Replaced Alpha-Hirogen with Hirogen Hunter (Replaces Exploration V, cost -20 hammers, +4 strength.
Devore Guard ship has -10% city defence
Moved start year back to 2120
Changed the calendar so that it keeps up better with the tech rate and focuses on the 2150s, 2260s,2360s and 70s

Credits:
Star Trek mod: deanej
Wormholes modmod: TC01

NSFAQTSSBA:
Q: What does "NSFAQTSBAA" mean?
A: Not so frequently asked questions that should be answered anyway.
Q: The Pedia doesn't give any advantage of the Breen Energy Dampener over the generic Exploration VI!
A: It's advantage is that it's Ranged Attack is much stronger then the generic Exploration VI. Since Ranged Attack's power doesn't appear in the Pedia, it may look like there's no advantage.
Q: A moving starbase? Isn't that a bit overpowered?
A: Only a little. The Cardassian Nor may be able to move, but it can't attack (apart from Ranged Attack) and can't enter Solar Systems (to prevent you from putting a few in a city and thus having a pretty much inconquerable city). They also don't give culture like your regular starbases, and the Cardassians get no Starbase II, meaning they will be at a disadvantage in the late game. In the early and mid-game, though, the Nor can be used as a very powerful piece of Artillery.
Q: Why is there a UU replacement for all Great People except the Great General?
A: In version 1.0, the Hirogen's second UU was a replacement for the Great General. However, they spawned normal Generals. I don't know how to change this, so their UU was changed.
Q: Why doesn't the First Federation get a Cube Probe as their starting unit instead of a generic probe? And why do goody huts spawn generic Probes for them?
A: I have tried changing their starting unit, but it didn't work. As soon as I figure out how to change it, it will get changed into a Cube Probe. Same for the goody huts.
Q: The new Kazon UUs are all weaker then their generic counterparts!
A: They're also a lot cheaper.
Q: Why is the Terran Empire's Defiant renamed the USS Defiant?
A: Because they also have DS9's Defiant as a UU, and having a civilization with two UUs with the same name would be a bit silly.
Q: I just saw Sisko leading Bajor/Kira leading the Federation!
A: Since Sisko is the Emissary, and throughout the series gets more and more influence on Bajor, I let him double as oth a Federation and a Bajoran leader. In the Relaunch Bajor joins the Federation and Kira becomes a Federation captain.
Q: I looked into the XML, and mirror O'Brien's is called LEADER_SISKO_MIRROR in it!
A: That's because he was mirror Sisko before version 1.5. I changed his leaderhead and personality, but I was too lazy to change the entries.
Q: Some stuff in the pedia sais things that were never on TV.
A: Either I made that up, or it's from the books.
Q: But the books are non-canon!
A: Canon shmanon.
Q: Why do some leaders have the Creative trait even though it completly doesn't fit with them?
A: It does when you look at the effect of the creative trait: early use of the outer planets and lots of defence in your systems. Like that, you can see it as a second Protective trait. Since a lot of leaders qualify for the Protective trait and only a few for Creative, I gave some leaders to whom Protective would be more fitting Creative instead.
Q: Do you have any screenshots?
A: Yes, in the attachment.
Q: I have a suggestion/bug report.
A: Post it in the thread.
Q: Are you planning to add more stuff?
A: Yes: two more UUs for each civ, (possibly) TC-01's Cloaking Device mod, have the religions cause differwnt bonuses, and add two more religions (The Founders and Survivalism). I'm also planning to do diplotext for the new leaders.
Q: When will these things be finished?
A: I don't know. To work on them, I must have a lot of time on my hands and feel like modding. Planning a new set of UUs for each civ takes about one evening, and actually modding these in takes a day. So it may take some time.
Q: Will you also add UBs?
A: Probably not. One of the reasons Star Trek is so slow is that the buildings are stored in Python, so adding more buildings would make the mod slower. The Solar Systems also make some things that are pretty easy to do in regular civ very difficult in this mod.
Q: What will you do when version 3 of the mod comes out?
A: If I have enough time for it, I'll give each of the new civs more UUs, and delete some of the less interesting leaders (I don't think anyone will miss Hiren, for example) to make room for the new leaders.

JEELEN
Jul 07, 2009, 05:54 PM
Great work!:thumbsup:

First spoiler says:

Romulans: D'deridex, replaces Light V. 300:hammers:, 15 strength, 3 speed, starts with Cloaking Device.
Cardassians: Nor-type starbase, replaces Starbase II. Available at Shielding, 20 strength, can move, can't attack, can't enter Solar System, can upgrade to Starbase I.

That means the fearsome D'deridex can't capture or defend systems? And Starbase II 'upgrades' to Starbase I?

apenpaap
Jul 07, 2009, 06:31 PM
Hmm, I hadn't thought of the Cloak not allowing the Warbird to conquer systems. Maybe I'll give it a few First Strikes instead, like I did with the D7.

Some explanation on the Nor class: the Cardassians' replacement for the Starbase II is identical to a Starbase I which is able to move. It also comes at the same tech. When your Construction ships build a starbase, it'll always be the immovable Starbase I. For some gold, you can upgrade it into a Nor class, and make it able to move. If you then need it to be fixed again (a moving starbase doesn't give you culture like the unmovable one does), you can upgrade it into the immovable Starbase I and use it to get resources and stuff.

If I just had the Nor replace the Starbase I, you couldn't use it to expand your territory, and the Cardassians wouldn't be able to claim resources (apart from those that spawn close to their starsystems) until Quantum Torpedo. As it is now, the Cadassians have a very powerful UU, but no Starbase II when Quantum Torpedo comes aroiund.

JEELEN
Jul 08, 2009, 12:38 AM
Ah, I see. ;) (Come to think of it, extra 1st strikes is a very good representation of a ship decloaking. Pity you can't move a fleet undetected, but one has to make choices...)

Imrahiel
Jul 08, 2009, 12:25 PM
This modmod adds a second UU to every civ. On top of that, I added a leader for each trait combination, bringing the total on 78 leaders. A third thing added is the "Fast Marathon" gamespeed, which has Marathon research, but Normal construction times.
The dowload is already patched to 2.15. It goes as a separate mod in the ~/Beyond the Sword/Mods folder.

New Unique Units:
Spoiler:
Federation: Galaxy, replaces Light V. 25% retreat chance.
Klingons: D7, replaces Light I. 4 strength, 1 First Strike.
Romulans: D'deridex, replaces Light V. 300, 15 strength, 3 speed, starts with Cloaking Device.
Cardassians: Nor-type starbase, replaces Starbase II. Available at Shielding, 20 strength, can move, can't attack, can't enter Solar System, can upgrade to Starbase I.
Bajor: Kai, replaces Great Prophet. Settling gives + 3, + 12 gold, + 6.
Ferengi: Ferengi Bussinessman, replaces Great Merchant. Trade mission gives +100% gold, settling gives +20 gold.
Breen: Breen Battleship, replaces Heavy II. 350 , 22 strength, 0-4 First Strikes.
First Federation: Cube Probe, replaces Deep Space Probe. No -1000% space defence.
Gorn: Slavemaster, replaces Great Engineer. Rushing buildings gives +100% , settling gives + 6 science, +3 XP.
Tholians: Advanced Webspinner, replaces Light VI. 5 First Strikes, no 10% city attack bonus.
Dominion: Changeling Infiltrant, replaces Great Spy. Infilrating another player's city vises +333% , settling gives 21 .
Borg: No units added, as they already have 16 UUs.
Kazon: Predator, replaces Heavy I. 150 hammers, 13 strength, 2 speed.
Vidiians: Vidiian Doctor, replaces Great Scientist. Settling gives +4 food (I wanted to make this health, but couldn't), + 4 science.
Krenim: Krenim Warship, replaces Light VI. 350 hammers, 8 First strikes.
Devore: Devore Guard Ship, replaces Light IV. +50% city defence.
Hirogen: Alpha-Hirogen, replaces Great General. Leading units give +110% XP, settling gives 6 XP.
Vaadwaur: Stasis pod operator, replaces Great Artist. Settling gives +3 hammers, + 3 food, + 3 science, + 3 gold, + 3 espionage, + 3 culture, Making a Great Work gives much less culture than a generic Great Artist.
Terran: NX, replaces Warp 5 ship. Starts with Leadership.
Alliance: Keldon, replaces Light V. 14 strength.


And the leaders:
Spoiler:



Great Idea , the best are the lot of Leaders. :goodjob:
Could i use them for my own mod-mod ?
In addition the Idea of adding first strikes to simulate Cloak ist great, i am thinking of doing the same in my mod-mod( i will start it when the new models have realsed.)

apenpaap
Jul 08, 2009, 12:54 PM
^Of course you may use them for your modmod. Just put a link to this thread in a credits-thingie.

apenpaap
Jul 13, 2009, 11:15 AM
I released version 1.1 of this. It has the following changes:
Added a first strike chance to the D7
Removed D'deridex free Cloaking Device, but gave 2-5 first strikes and ability to bombard city defenses
Removed the option to upgrade Nor to Starbase I (was very buggy)
Vidiian Doctor and Vaadwaur Stasis Pod Operator give -1 food
Krenim Warship has 8 first strike chances instead of 8 first strikes
Replaced Alpha-Hirogen with Hirogen Hunter (Replaces Exploration V, cost -20 hammers, +4 strength.
Devore Guard ship has -10% city defence
Moved start year back to 2120
Changed the calendar so that it keeps up better with the tech rate and focuses on the 2150s, 2260s,2360s and 70s

JEELEN
Jul 13, 2009, 12:03 PM
Excellent! DLing... ;)

apenpaap
Jul 21, 2009, 04:04 AM
I released version 1.2, which is compatible with patch 2.30. Other changed things:
Added Wormholes modmod by TC-01
Gave the First Federation Cube Probe correct art
Gave the Terran NX class correct art
Gave the Devore Guard Ship correct art
Art for Bajoran Light VI and Heavy II is now the USS Opaka from the Millenium scenario
Some minor text and leader personality tweaks

JEELEN
Jul 21, 2009, 09:46 AM
And downloaded again.;)

apenpaap
Aug 03, 2009, 08:31 AM
I released version 1.30. The only thing it changes is that it is compatible with version 2.37. I am planning more changes for version 1.4, though (either a third UU or a second UB for each civ, but I haven't decided which.)

Zuul
Aug 18, 2009, 02:38 PM
Can't download it :/

apenpaap
Aug 21, 2009, 03:46 PM
Tryt again. Maybe filefront wasn't working or somethng. Here it works.

apenpaap
Sep 08, 2009, 02:40 PM
I added a new version. It adds a third UU to each civ.

TC01
Sep 08, 2009, 03:24 PM
Do you want to add in the latest version of Wormholes (1.4)?

If you haven't touched CvFinalFrontierEvents.py or CvAI.py (outside of my own modmod), it should be really easy- just copy-pasting the module and then overwriting those python files. (and overwriting the mapscripts). If not, I can do the merge for you if you want.

apenpaap
Sep 08, 2009, 03:37 PM
I'll merge it in myself. A version with it should be up in a minutes or fifteen.

JEELEN
Sep 08, 2009, 04:35 PM
Cool! :goodjob: both of you, guys. ;)

apenpaap
Sep 13, 2009, 06:39 AM
I made another update: this one replaces Mirror Sisko with Mirror O'brien and replaces a number of bad leaderheads.

TC01
Sep 13, 2009, 07:53 AM
Q: Why doesn't the First Federation get a Cube Probe as their starting unit instead of a generic probe? And why do goody huts spawn generic Probes for them?
A: I have tried changing their starting unit, but it didn't work. As soon as I figure out how to change it, it will get changed into a Cube Probe. Same for the goody huts.

Issue here is that the game's XML starting units code doesn't necessarily work- it won't place units on the same tile as your starting city. So in FinalFrontier.py, Jon Shafer overrode this and made the game place starting units via the mapscript. Deanej probably changed StarTrek and StarTrekFlat (and Wormholes as well, since it was just an edited StarTrekFlat) to place probes. But it places UNIT_PROBE, not UNITCLASS_PROBE.

So to make this work, you'd have to edit the mapscripts, add a check to see if the player was the First Federation, and if they were, create a Cube Probe instead. You'd have to replace these lines in StarTrek, StarTrekFlat, and Wormholes (but not SpiralGalaxy, SpiralGalaxyManyCivs, or WormholesSpiralGalaxy):

if (pPlayer.getNumUnits() == 0):
iUnitType = gc.getInfoTypeForString("UNIT_PROBE")
pPlayer.initUnit(iUnitType, pRandomPlot.getX(), pRandomPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.NO_DIRECTION)

with something like this. I'm assuming UNIT_CUBE_PROBE is the probe UU? Is it UNIT_FF_PROBE?

if (pPlayer.getNumUnits() == 0):

if pPlayer.getCivilizationType() == gc.getInfoTypeForString("CIVILIZATION_FIRST_FEDERATION"):
iUnitType = gc.getInfoTypeForString("UNIT_CUBE_PROBE")
else:
iUnitType = gc.getInfoTypeForString("UNIT_PROBE")

pPlayer.initUnit(iUnitType, pRandomPlot.getX(), pRandomPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.NO_DIRECTION)

God-Emperor
Sep 13, 2009, 04:48 PM
The "built-in" way to get the civ-specific unit for a unitclass is to do something like this:
pCivilization = gc.getCivilizationInfo( pPlayer.getCivilizationType())
iUnitClass = gc.getInfoTypeForString("UNITCLASS_PROBE")
iUnitType = pCivilization.getCivilizationUnits( iUnitClass ) # get this civilization's unit for this unitclass

apenpaap
Sep 16, 2009, 01:00 PM
I released version 1.6. It replaces Cult of the Pah-Wraiths with a new religion, Service to the State (Cardassia, Dominion, Vaadwaur and Terran Empire start with it), renames the Museums, gives different effects to the religions, and moves a few civics around. I tried doing the magic TC01 and God-Emperor explained in the posts above, but it caused errors.

Eversharpe
Sep 25, 2009, 10:31 AM
I'm usually not this dense but how in the hell do you get it to work? Do you merge it with a second copy of the original Star Trek Mod in the ~/BTS/Mods folder or as I've been trying just a mod folder of it's own, ie ~/bts/Mods/ST Expanded or do you just unzip it all in the Mods folder?

apenpaap
Sep 25, 2009, 11:03 AM
You put it as a separate mod in the ~/Beyond the Sword/Mods folder. You don't need to merge anything.

If that doesn't do the trick, go to ~/Mods/St Expanded, and see if you see Folders named "Assets", "Art", "Sounds", and some others. If you don't (IE if you see a second folder named "ST Expanded" within this folder), your zip program is screwing it up.

Eversharpe
Sep 25, 2009, 12:02 PM
That was it. Can't believe I pulled such a rookie mistake. I am such a dope, to put it mildly. Thanks for the help.

lopaz
Sep 25, 2009, 06:42 PM
Will this mod be updated to work with the latest patch? Or did I just not read the part where it said it was updated.

apenpaap
Sep 25, 2009, 06:46 PM
Yes. Stupid 10 character limit.

lopaz
Sep 25, 2009, 06:49 PM
Yes to is it updated or to it will be updated?

apenpaap
Sep 25, 2009, 06:54 PM
Yes, it is updated. Even if it weren't, you could still play it (but obviously without fixes of whatever patch it wouldn't have been updated to) as it is a separate modfolder, and civ4 thus sees absolutly no connection between Star Trek and ST Expanded.

apenpaap
Oct 07, 2009, 12:37 PM
I released a new version. The main things it changes are better leasderheads for some leaders and that the Spy has 2 moves.

JareshInyo
Oct 24, 2009, 08:07 AM
I played the mod as the Klingons and I was never able to build a ship using the Vorcha graphics (old light 6). It has been replaced by the Negh Var (New Unique unit) so now the Vorcha graphics are no longer used for any Klingon Vessels.

lopaz
Dec 14, 2009, 07:21 PM
I find that about 95% of the art in the mod is missing when I tried to play it with latest version. Also about 98% of units don't work. 70% of leaderheads don't exist. So please help me play this mod I really want to.

apenpaap
Dec 15, 2009, 04:32 AM
I think you don't have the mod properly installed. Try redownloading it. If that doesn't work, try to see if the same problem exists in other modmods of the Star Trek mod, like ST Galaxy. If the other modmods have problems too, then your art isn't correctly installed, and you should make sure it goes into ~/Program Files/Sid Meier's Civilization IV/Beyond the Sword/Assets

Trajan7
Feb 13, 2010, 10:37 AM
apenpaap, are you going to add TC01's Cloaking Device modcomp to ST Expanded?

apenpaap
Feb 14, 2010, 02:18 PM
Yes, I will when I start working on the next version. This may be a while, though.

Trajan7
Feb 14, 2010, 07:41 PM
Ok, thanks for the quick response! I can't wait!

Deon
Mar 09, 2010, 03:20 PM
You said you couldn't give Cube probe to fed at start... Isn't it just written in <freeUnitClass>?

TC01
Mar 09, 2010, 08:52 PM
You said you couldn't give Cube probe to fed at start... Isn't it just written in <freeUnitClass>?

No, Final Frontier overrides FreeUnitClass (and FreeBuildingClass) and preplaces starting units in the mapscripts, so that everything ends up on one plot- at least, I assume, because there doesn't seem to be any other reason why to do this. (If this code is in the SDK I can fix the issue by making FreeUnitClasses all end up on the same plot- which has just been added to my Final Frontier Plus to-do list).

However, it seems that in the current version of Star Trek this is no longer the case and there is only one Deep Space Probe for all civs. So it's no longer a problem.

Deon
Mar 10, 2010, 01:46 AM
Hey, I've merged your code of Cloaking with ST Expanded, and I've noticed that it gives -100% str when activated. Should it be like that? Because when detected, it means the ship is screwed by a scout :).

TC01
Mar 10, 2010, 08:27 AM
Hey, I've merged your code of Cloaking with ST Expanded, and I've noticed that it gives -100% str when activated. Should it be like that? Because when detected, it means the ship is screwed by a scout :).

Well, I wanted to stop cloaked units from being able to attack (since in Star Trek, unless we're dealing with that Klingon ship from ST VI, cloaked units can't attack), and so gave -100% strength in the hopes that would do it. Unfortunately, that does mean cloaked units can't fight back when attacked, and it doesn't actually stop them from attacking.

In 3.0, deanej is going to make cloaked units "defensive only", so they can defend but not attack. Unfortunately that means DLL modifications (cloning a tag from units to promotions) so I didn't do it for Cloaking Devices.

Deon
Mar 10, 2010, 12:22 PM
Any tip in which mod's dll to look to know how it's done? I want to do it for myself but I am a newbie DLL digger :P.

TC01
Mar 10, 2010, 12:29 PM
Any tip in which mod's dll to look to know how it's done? I want to do it for myself but I am a newbie DLL digger :P.

xienwolf has a good introductory tutorial (http://forums.civfanatics.com/showthread.php?t=314201) to DLL editing. He talks about how to copy a boolean from one file to another (units to promotions).

That should be what you need to do- copy bDefensiveOnly from CvUnitInfo to CvPromotionInfo. It's a different tag though, so you can't simply follow the tutorial entirely, but it should be a good start.

Deon
Mar 10, 2010, 01:10 PM
Thank you, I will look into it now.

apenpaap
May 11, 2010, 03:51 PM
The next version of Star Trek Expanded will be a major overhaul. I'm going to merge it with Star Trek 3.0 obviously, and this will mean throwing some leaders out to make place fro leaders for the new civs and adding new UUs to those new civs. I will also modify some old UUs, as some of them have bonuses that will now already be given by their civ's power. This will all take some time, but the old version of this modmod should still be playable with Star Trek 3.0 installed, it just won't contain some of it's new features.

jfby
May 15, 2010, 05:18 PM
I've got a quick question with regards to the 'upgrade' system. Let's say you make a complete list of unique units for The Federation. The Excelsior is a Light III, and you have an Excelsior II available with Light VI as a way to upgrade your fleet (refit of you will). How do you modify the XML file so that only the Excelsior II is available, and not the other Light VI, which in my case is the Sovereign class. Thanks!

I couldn't find a better area to ask this question, so delete/move if you feel the need.

Thanks again.

TornadoCreator
Sep 23, 2010, 02:39 AM
Can this be re-uploaded somewhere that isn't Filefront. Like Rapidshare or Megaupload... you know somewhere that isn't about as much fail as a rubber dick with a wig on. Filefront deletes files without warning and it requires you to have an account before you can get anything off it. I'd really like to try this modmod too but this seems to be the only mention of it and the link takes you straight to Filefronts news page (like anyone gives a crap about Filefronts news).

apenpaap
Sep 23, 2010, 06:49 AM
I had no idea Filefront had become so sucky since I'd last used it. I checked the page, and now it appears to be gone indeed. Unfortunatly I'm on an incredibly bad connection, and can't really upload anything.

gracjanski
Feb 28, 2011, 02:42 AM
I would like to see all of the elements here in ST 4.xx ...especially the leaders. Why dont you merge the mods together into 1 official ST Mod?

Raven Destroyer
Sep 01, 2011, 02:42 AM
I geuss this is a Dead mod Shame if some one still has a working version i would love to have a Copy of it

apenpaap
Sep 01, 2011, 03:06 AM
Yeah, I've stopped working on it years ago. I still have a copy of it on my computer, though, if you know a good uploading place (I think filefront doesn't work anymore), I could upload it again.

deanej
Sep 01, 2011, 03:46 PM
It's 2.37 anyways, which I don't think is around anywhere.

apenpaap
Sep 01, 2011, 03:49 PM
I don't think that should be much of a problem: I don't think this modmod references the main mod in any files, so it should work fine, though it wouldn't include all the stuff put in after 2.37.

kiwitt
Oct 04, 2011, 11:09 PM
Load it up on AtomicGamer, I'll download and see if I can add some of the changes to into 4.31.

Giga-Gigan
Dec 11, 2011, 03:02 PM
Is this modmod ever going to be re-hosted? Or am I a few years too late?

jfby
Dec 11, 2011, 03:17 PM
Do you have star trek 4.x?

Giga-Gigan
Dec 11, 2011, 05:04 PM
I have version 4.31. Are they incompatible? Or maybe its features are already integrated?
I don't recall seeing Jean Luc-Picard or James T. Kirk as leaders... What I really care about though are the surplus of unique units and especially the tweaked game speed.

I could probably recreate the unique units myself given time and unit models, but I don't know about the game speed option.

Thank you for responding...

jfby
Dec 11, 2011, 05:25 PM
If you can wait a bit, I can send a message on how to change game speeds and add units. I have a game where I added unique units for 7 civs included Feds and changed game speed. It's not hard to add, just time consuming. I might be able to send you the files I changed and you could plug them and mod them for your use

Giga-Gigan
Dec 11, 2011, 05:36 PM
Excellent, but what about the unit models? I haven't played the mod that thoroughly... Are they already there? Did Apenpaap make them himself or did he use community resources?

jfby
Dec 11, 2011, 06:34 PM
Ah... I just used the models that came with Deanej main mod.

Giga-Gigan
Dec 11, 2011, 07:00 PM
Well then I see no reason I can't start recreating it now. About 50 or so copy & paste sessions and I should a rough facsimile of this mod. Of course I'd be quite grateful if you would be able send me your modmod files and save me the trouble of messing with the ui.

Once again thank you for your consideration.

jfby
Dec 11, 2011, 07:38 PM
That's basically it; figure out which civs you want to have unique units, modify the unitinfos file, then the civlopedia file, the cub file to add the unique units, and there is probably another file or two I can't remember at this point in time... Just watch for typos as some errors will cause the game to have an exception which will be easy to figure out where you mis typed, but others will crash the game out and is a little harder to figure out.

I didnt really modify the user interface at all and the gamespeed is probably the "toughest" part and I can't remember as I had to add something to the main XML file that isn't normally there so you can break the calendar down into smaller turn increments than 1 year. I won't have access to the files for a few days, but once I do I'll see what I can do.

deanej
Dec 12, 2011, 10:01 AM
I might have merged in the game speed stuff to the main mod.

Giga-Gigan
Dec 12, 2011, 05:40 PM
If you did, I can't tell that you did. I don't see any unusual game speed settings though.

Will recreating the unique great people also mean having to make new city specialists who grant the appropriate yields?

deanej
Dec 12, 2011, 06:25 PM
I would assume so.

I remember at some point I merged in different gamespeed settings from someone. The turns are slow at the start for ENT, speed up after the founding of the Federation, slow down for TOS, speed up through the Lost Era, and slow down again for TNG/DS9/VOY.

JEELEN
Dec 22, 2011, 11:38 PM
Well then I see no reason I can't start recreating it now.

Any ETA? :scan:

Sparrowsraven
Jan 02, 2012, 06:57 PM
Awesome Mod, but one tiny Critisim.......Where is Q??????? My whole reason for loving Star Trek is the interaction between Janeway and Q and while I am psyched to play her, I want my Q!!! Any chance of a new version including him and the rest of the omnipotent race?

thadian
Jan 05, 2012, 04:18 PM
file not found.

apenpaap
Feb 03, 2012, 12:51 PM
I have reuploaded a 7zip version of the mod to AtomicGamer. It's incompatible with recent versions of Star Trek, but if anyone wants to use the files to make it compatible with the newest version, be my guest. (sorry it took me so long to reupload; it's been ages since I last was here)

http://www.gamefront.com/files/21291259/ST+Expanded.7z

playaveli
Mar 21, 2012, 08:46 PM
File still not found. Can anyone reupload it?

apenpaap
Mar 22, 2012, 03:56 AM
Okay, I reuploaded it. Try to get it fast this time, because it seems Gamefront deletes files after a week nowadays.
http://www.gamefront.com/files/21454908/ST+Expanded.7z

playaveli
Mar 22, 2012, 03:39 PM
Hey thanks really great mod, idk try to find an uploader that isn't retarded so everyone can benefit.

good job btw

cpt.tripps.2012
May 27, 2012, 02:17 PM
File not found again!!!

Maybe upload to a different site? I recomend sourceforge.net

I'm also working on a star trek mod and I'd love to take a look at it. Thanks!

apenpaap
May 27, 2012, 02:48 PM
I decided to put it on my Dropbox... Only I've only used Dropbox once before, so if it doesn't work, please tell me. https://www.dropbox.com/s/ij4otfswairzgdi/ST%20Expanded.7z

cpt.tripps.2012
May 27, 2012, 04:11 PM
Yup. It's working. Thanks! I'm looking forward to it!

apenpaap
May 27, 2012, 04:17 PM
Great, I've updated the first post link to it as well.

crossclayton
Jul 28, 2012, 08:01 AM
Hi, Great mod, just getting into star trek myself, only just discovered all the series after I saw the modern movie this year, i wish they still had stuff like this on TV, guess i would have been a baby when it was on TV. Anyway, i was wondering if the Revolutions mod that is so cool with other civ4 mods can be incorporated into this star trek mod?

JEELEN
Jul 28, 2012, 10:12 PM
I wouldn't know about that. I did notice a couple of things trying out the modmod:
- the scenarios included still seem to have the modpath linked to the base mod
- there's something odd going on with the score fonts (see screenshot below)
- soundtrack seems to be missing (also the leader diplo screens have no sound)
- original tech quotes aren't audible/missing (although some new ones are present)
- cloaking device seems to be a permanent feature (I appreciate the need to actually buy a cloaking device for your ships, but once installed you can't turn it off; so a cloaked ship is useless for defense or capturing systems)

Otherwise I obviously like the additional UUs and leaders...:goodjob:

JEELEN
Aug 02, 2012, 12:07 PM
- the scenarios included still seem to have the modpath linked to the base mod

Actually, correcting the modpath leaves them still unplayable with the modmod. I've been trying out various games and I also noticed that events seem to be missing as well (on purpose?).:confused:

apenpaap
Aug 02, 2012, 12:23 PM
Well, the modmod is made for 2.37. It therefore plays by the rules of that version, though they have changed quite a bit since then. There were no events and the cloaking device worked differently. Not sure what causes your sound issues, though; but my guess is the location in which the sounds were installed has changed since that version. I remember all music used to have to be installed in the main BTS folder instead of the mod folder; if this has changed since, or simply its location in the main BTS folder, the music wouldn't work. Scenarios made for later versions probably wouldn't work either.

JEELEN
Aug 02, 2012, 02:11 PM
I see. Well, that would explain it then. Meanwhile I've been fiddling with a few scenarios for ST Expanded:

Mirror Universe, 3 scenarios for Star Trek Expanded can be downloaded here: http://forums.civfanatics.com/downloads.php?do=file&id=19753
;)

deanej
Aug 02, 2012, 02:42 PM
Well, the modmod is made for 2.37. It therefore plays by the rules of that version, though they have changed quite a bit since then. There were no events and the cloaking device worked differently.

Yeah, that's why I re-implemented the scenarios "from scratch" (actually I used copy and paste a lot though) for 4.0 rather than try to update them normally. Kinda like updating a mod for a new expansion (fittingly, the version increments were designed to act like expansion packs for civ).

Not sure what causes your sound issues, though; but my guess is the location in which the sounds were installed has changed since that version. I remember all music used to have to be installed in the main BTS folder instead of the mod folder; if this has changed since, or simply its location in the main BTS folder, the music wouldn't work. Scenarios made for later versions probably wouldn't work either.
If I remember right, they did indeed. I figured out that I could reference sounds from another mod folder so I started doing that.

Same trick works for art, but since unpacked art is so much slower, I decided to leave it be.

JEELEN
Sep 19, 2012, 09:13 AM
Mirror Universe, 3 scenarios for Star Trek Expanded can be downloaded here: http://forums.civfanatics.com/downloads.php?do=file&id=19753
;)

I've noticed something strange: in my Mirror III scenario there is the option to choose 'Cardassia' as a player, although it has the Klingon-Cardassian Alliance in it. I've checked Worldbuilder but no separate Cardassian start position shows.

Reloaded the file after eliminating Cardassia altogether.