Star Trek Expanded modmod

apenpaap

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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 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:
Spoiler :
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:
Spoiler :
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:
Spoiler :
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 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:
Spoiler :
Star Trek mod: deanej
Wormholes modmod: TC01


NSFAQTSSBA:
Spoiler :
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.
 

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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?
 
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.
 
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...)
 
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.)
 
^Of course you may use them for your modmod. Just put a link to this thread in a credits-thingie.
 
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
 
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
 
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.)
 
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.
 
I'll merge it in myself. A version with it should be up in a minutes or fifteen.
 
I made another update: this one replaces Mirror Sisko with Mirror O'brien and replaces a number of bad leaderheads.
 
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):

Code:
			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?

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

[COLOR="Red"]				if pPlayer.getCivilizationType() == gc.getInfoTypeForString("CIVILIZATION_FIRST_FEDERATION"):
					iUnitType = gc.getInfoTypeForString("UNIT_CUBE_PROBE")
				else:
					iUnitType = gc.getInfoTypeForString("UNIT_PROBE")[/COLOR]

				pPlayer.initUnit(iUnitType, pRandomPlot.getX(), pRandomPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.NO_DIRECTION)
 
The "built-in" way to get the civ-specific unit for a unitclass is to do something like this:
Code:
		pCivilization = gc.getCivilizationInfo( pPlayer.getCivilizationType())
		iUnitClass = gc.getInfoTypeForString("UNITCLASS_PROBE")
		iUnitType = pCivilization.getCivilizationUnits( iUnitClass ) # get this civilization's unit for this unitclass
 
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