[BtS] Star Trek Mod

I only know a little bit about debugging WBS files... :twitch:...but glad to hear you're not throwing in the towel.:)
 
Not to get you down:mischief: - here's a freak thing from my ongoing Federation game (2nd time this happened, not in the same game, tho):
 

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The negative gold is probably due to starbases. Did you just complete one on that turn? If so, I imagine it went something like this: You have enough gold for a starbase (or more?); you orders a ship(s) to build it; then, for some reason, you don't have enough when you complete it; then, when its built, the gold is taken from your treasury, you don't have enough, and go negative.

The "glowing thing" is the plasma resource, as intended.

Also, why do you have two starbases? You do realize that extraction facilities provide access to resources, not starbases, right?
 
It's not the Starbase building (and I just like to have a Starbase on top of an Extraction Facility, so it don't get pillaged - as it takes me long enough to go over there and build it. BTW, I noticed this in Final Frontier too, so maybe it's just such a thing, but do you know why one can't trade resources?:confused:) I upgraded my entire Light II fleet to Light IVs - but the trade off should have left me with +29 cash or so, not -139. Anyway, as per the screenshot, I just set science to 0 and recovered in 2 turns as I got a decent income and plenty science generation. (Advances in 3-5 turns; which I need as I'm competing with Kasyik for top score - and he's got the MRDB.);)
 
I wonder why it does that with upgrading. For all I know, this could be a bug with regular BtS as well, though I think we would have known by now if it is. Very strange. I haven't done anything with upgrading, but upgrading an entire fleet can be spotty in the best of circumstances with regards to gold.

As for trading, have you researched the cargo holds tech? That allows trading over space. In Final Frontier, warp/jump lands are required.
 
I wonder why it does that with upgrading. For all I know, this could be a bug with regular BtS as well, though I think we would have known by now if it is. Very strange. I haven't done anything with upgrading, but upgrading an entire fleet can be spotty in the best of circumstances with regards to gold.

I posted on the same sorta cash crash with the Federation before, also when upgrading 5+ units - but I only do it with enough surplus gold. BTW, any chance of actually linking the Federation Council to the Federation? (It feels kinda odd to be playing Captain Archer and having the Federation Council controlled by the Romulans - which never happens, as they tend to be on a definite loosing streak...:p)

As for trading, have you researched the cargo holds tech? That allows trading over space. In Final Frontier, warp/jump lands are required.

I know - that's why I asked. (BTW, nice touch on the skipped jumplanes!):goodjob:
 
Hi there! I stumbled onto a crazy little thing called MOO2Civ which needs some XML editing. Unfortunately, the XML editors all still seem down due to hack attack. Anybody got a copy?:confused:

EDIT: Never mind! Got a tip from woodelf! Got a more Star Trek-related question, though: shouldn't Stealth ships be related to Cloak advances (and be restricted to a few races, say Romulans & Klingons)? Or is this something already being taken care of? (Just wondering...)
 
The cloaking device will be an actual, new, system to the game. Ships will be able to cloak and decloak. There will be four types:
-Default - invisible, can't engage in combat
-Chang - invisible, but can engage in combat (Klingon UU and ship from special event only, though other ships can be modded to have it)
-Holo - hidden nationality (non-combat units only)
-Phased - invisible, no combat, no terrain damage, ignores terrain movement cost

These will be available to any race with the right techs in the main mod, but scenarios will be restricted. I plan to start working on this after beta 2.
 
OK, cool - but what about the Romulan UU? (I'm also asking as they usually are quite lame in my trial games so far, expanding slowly and not being agressive or sneaky at all.):twitch:
 
-Could you explain that crash more?

I finally can: seems I overlooked a very basic game mechanic: building a Starbase costs 250 credits! (Hence my cash plummeting below zero...):mischief:

Yeah, that darn Doomsday Missile seems a bit harsh - especially if it functions almost like a regular ICBM, being able to reach any Star System...
 
In Star Trek: Insurrection, LaForge said that "Subspace weapons are unpredictable. That's why they were banned." So, I wouldn't need to change the effect, just the name and pedia, as well as limit them (this also means that you'll know who has them, as the SDK has a thing that alerts the other players if a world unit is constructed like a wonder).
 
OK, cool. Does this mean they'll still function as regular ICBMs, i.e. with unlimited range? (I think this is a nono in a Universe based environment: they should be linked to a specific carrier vessel - like the regular Nukebomber or nuclear sub.)
 
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