About This Mod

is there already a workable 4.0 as i can't find it then already ty

and 3.0 sounds old when you know there should be a 4.0
 
There's the beta in the 4.0 and the future thread (you do need to scroll through the posts to find the download link; I posted two, so take the later one and the fix towards the end of the thread). It's pretty much bug free to the best of my knowledge other than a commerce bug from Final Frontier Plus that isn't figured out. Currently I'm working on converting the DS9 scenario, if I can get it to work.
 
when i get the destiny mod working i will look if i can get your mod also working i hope those two won't get to fight?

destiny is from smeagolhearts
 
Great mod, Deanej!

Just one thing 'bugs' me: In ST Galaxy no religion/value is founded by the right civ.

I played as Vulcans and Klingons and they both had the right starting tech, but a couple of turns later the values of Logic and Warrior Code respectively were founded by a distant civilization.

In case of the Vulcans I contacted the Romulans and they founded Isolationism. Is that correct?

I'm still a Star Trek noob, but I know the Vulcans should found Total Logic and the Klingons should found Warrior Code. Am I right?
 
It's been a while since anyone posted here. I've been running this mod solo for a few days now. It's fine, but it misses some of the flavor expected of a Star Trek treatment. My biggest issue is that the mod does not feature playable civ heroes like in FFH2. I would have hoped for heroes I could use to interact with other civs (perhaps a new development of the spy unit?) to have some effect with diplomacy or to perform commando-style actions. Otherwise, it would be nice to also be able to attach such hero figures to a ship, like the general but with special abilities conferred to the ship unique to each hero (etc.). Events are a bit underwhelming. Sending hero figures on quests might also be another idea.

Oddly, I noticed heavy cruisers have no ranged weapon, but recon ships do? That's weird. Heavies carry no photon torpedoes, but light cruisers do? In Final Frontier, upgrading cruisers increases the number of missiles they can carry. Why not here? I thought the ability to capture or resist capture was a good idea. I ran into an issue with ranged weapons. I ended up using a mess of fast-moving recon units to wipe out whole fleets with ranged attacks, and still move away. There don't seem to be good defenses against that. The more expensive warships (advanced cruisers and heavies ought to have various abilities to resist ranged weapon damage built into their stats). Some planetary defenses combined with nearby starbases ought to provide some extra protection against massive ranged attacks. Another game breaker I think is the subspace torpedo. They ought to be harder to build.

I played this game with the Marathon setting -- going up the tech tree is way too fast. Either add more techs or make them harder to earn. The values would benefit from a bit more refining as well. Some (non-critical) techs might also be limited exclusively to specific values or civs. They may become available much later to other civs by way of some parallel tech development. Anyway, these are just ideas. Thanks for developing the mod.

One more thing -- the diplomatic resolution for all members to agree/refuse a mutual defense pact causes the game to crash.
 
Another issue I ran into: for some unknown reason, all of my star systems got to a point when they could no longer build anything but units (no more buildings). Why?
 
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