[BtS] Star Trek Mod

... could you post a screenshot?...
You where right. If I change the language to english, it works fine.
Thanks for your helpfull replies. It would be great if you'll be able to fix that issue in the next version.

Good luck with the future development! :-)
 

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In my ongoing game I noticed another thing: after the perfidious Federation persuaded everyone thru the Federation Council to ban Doomsday Missiles, they used one themselves. Is this right?:confused:
 
My tech/project cost increase plan is as follows:
-Portal projects increase by 25-50% (not sure exact amount; feedback welcome)
-Late TNG techs: 25%
-DS9 techs: 30%
-Voyager techs: 35%
-Future Tech: 40%

Being in my 3rd game around 2350 AD, while everyone is researching Future Tech except me (but I'm searching techs at 3-5 turns with only 6 measly colonies and none set to Research), IMO this might be best:

-Portal projects increase by 50%
-Late TNG techs: 25%
-DS9 techs: 50%
-Voyager techs: 100%
-Future Tech: 200%.

(Just some feedback...);)
 
My game loads shows that it is loaded on the top right hand corner but everything is regular BTS. I have the 3.13 patch and put this in the Mod folder under BTS.
 
Well, it looks like I CAN'T override the main game ini file.
I really hope I don't go on your nerves with that subject.
But maybe you can ask other developers how they did it? For example in the "Fall from Heaven II" mod everything works fine.

By
 
Started another game on the Flat map, as the Klingons, and noticed this:

- R[e]ginald Barclay ... has been born in the city of..."

These raging barbarians are good fun! (By this time Cardassia had already been eliminated)
 

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deanej - What would you want a barb ship to look like? I might be able to make something so you have some variety.
 
Ever seen Firefly/Serenity? Could always go with Reavers for barbarians.

Forget earlier post I got the program to work. (It was going thru Star_TrekBeta1 first)
 
Found the following pics of non-major race ships in the Star Trek Library:

Part 1
 

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And here's

Part 2
 

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In my current game as the Klingons (I really suck at this, as I'm again at the bottom of the civ score list) I noticed I could build two Starbases on the exact same locations, using 2 Construct Ships arriving one after the other, and still have 1 Construct Ship left!:confused:
 

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@Woodelf: I was planning to keep the barbs with Final Frontier, though they could really have ships from any race (and multiple ones) that appeared in canon trek (Animated Series are also acceptable as well as some books - The Eugenics Wars series, Voyager's String Theory series as well as DS9's Millennium series) with the exception of any race that appears in the mod as well as:
-Vaadwaur
-First Federation
-Gorn
-Tholian
-Terran Empire
-Klingon-Cardassian Alliance
-Xindi
-Maquis
-Orions

The reason for the exceptions is that those civs will be released later in an add-on pack (I plan to release two, this list has the civs for both).

@Jeelen: The starbase bug may be part of Final Frontier. Could you see if it happens there and post back? If it doesn't I'll go through the starbase code to see where the difference is (I'm pretty sure that was fixed somewhere along the line with Final Frontier).
 
@Woodelf: I was planning to keep the barbs with Final Frontier, though they could really have ships from any race (and multiple ones) that appeared in canon trek (Animated Series are also acceptable as well as some books - The Eugenics Wars series, Voyager's String Theory series as well as DS9's Millennium series) with the exception of any race that appears in the mod as well as:
-Vaadwaur
-First Federation
-Gorn
-Tholian
-Terran Empire
-Klingon-Cardassian Alliance
-Xindi
-Maquis
-Orions

The reason for the exceptions is that those civs will be released later in an add-on pack (I plan to release two, this list has the civs for both).

OK, disregard the Xindi ship pic. (Pity; it looks great...)

@Jeelen: The starbase bug may be part of Final Frontier. Could you see if it happens there and post back? If it doesn't I'll go through the starbase code to see where the difference is (I'm pretty sure that was fixed somewhere along the line with Final Frontier).

It only happened once (if the Construction Ships arrive simultaneously, it doesn't occur). I've checked Final Frontier, but couldn't repeat it. (Maybe it was a freak accident...);)
 
How do you build warp lanes? I haven't played FF a lot so I have no idea how to connect my resource extraction facilities to anywhere. :(
 
Ah! You need the prereq advance first! (It's kinda way up the tech tree, actually...);)

But to get the resource all you gotta do is build the Extraction Facility (plus a Starbase if it's outside your borders - so that'll cost you an extra Construction Ship).
 
So the facility automatically gives you the resource if it's inside your borders? Ok, thanks.
 
Resource connection is automatic with the discovery of cargo holds (allows trading over space). The warp lane itself can't be built in this mod but in FF it gets build by construction ships. The transwarp corridors are a late game military advantage.

Oh, and I will take Xindi ships anyways as I will need them for the Xindi scenario (which I plan to release in a beta so I can get balance advice for it along with another teaser scenario - all others wait for final release).
 
please cocentate in ships!:goodjob:
no warp lane is the best idea since the round rock!
at lease the enteprice please!
 
Didn't snafusmith make the Enterprise? I thought I saw a teaser of that somewhere.

Send me a PM of what ships GM is getting from the other game and I'll try to make some lessers.
 
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