[BtS] Star Trek Mod

I could easily make it a game option, but I only have one left to use (modders only get 3 - I already used one for disable the FF tutorial and another for no intro movie). People may want a "No Cloaking" option when the Cloaking Device gets programmed in - so I'll wait until then.

You can also set iCost to -1 for those units in the XML.
 
I loaded the game into the mods folder ok, but when I tried to run it, I got the message "GFC Error=failed to initialize the primary control theme," and then it freezes up.
 
Where's Picard's Bald Head...

The mod is great, and I like the fact that you kept the buildlist small and more manageable unlike some overkill mods that just add 50 new buildings to the list and causes players to micro-manage their Cities.... The game play is also pretty great, too, it's unfortunate you dont have a modeler on the team (or do you)

To give a bit of feedback which i hope would help in the development.

production hammer requirements for end-game units is abit low, because if a player had a handful of well developed systems, he can churn out a fleet of Heavy IIs every turn.

In case you're thinking of what to enrich the tech tree with, I suggest checking the old Birth of Federation game, (the official site is already down, but fansites and mod networks are still active) they've got a pretty comprehensive set of future techs.

Furthermore, I was thinking that you can make Unique Wonders for each civ which would skew the civ more to its reality in Star Trek by giving certain empire wide benfits, such as the
Federation: Federation Headquarter that produces :)
Romulan: Tai Shiar Tribunal that reduces :mad: and gives :espionage: bonus
Cardassian: Osidian Order that reduces war wariness
Borg: Central Nexus: no:mad: at the capital and 25% faster military production, -2 :mad: but +25% :food: req for pop growth
Ferengi: The Palace of the Grand Nagus: increased :commerce: :traderoute: and war wariness
and so on...

Civ-specific attributes:

Federation: better diplomatic standing with all players, increased growth but higher war wariness
Borg: increased :hammers: but doubled :food: reserve req for pop growth, and other U Bldgs to make Borg Play different
Romulans: increased :espionage: but lower :culture: or influence output
Klingons: +1 :mad:, but units begin with Attack I upgrade
and so on

World or National Wonders
Transwarp hub (max 3): acts like an airport, but can transwarp 1 ship anywhere
Genesis Project: additional :science: and creates a Terran large planet in the system built
Camp Kitomer: replacing the Fed HQ world wonder (ST VI: the undiscovered country)
Omega Particle: generates power throughout the empire
Star Fleet Academy: +2 experience points national wide
Section 31: replacing Scotland Yard
Daystrom Institute: replacing Science academy
Particle Fountain Project: x100%:hammers:
Midas Array: Range of Sight of cities increased by one

Unit Dynamics
Cloaking Device: submarines stealth for Warbirds, bird of prey and available as Attack III level upgrade
Command I: allows 2 fighters squadrons to be assigned (or loaded), a defense 2 upgrade
Command II: a defense 3 upgrade which adds 3 more fighter slots
Construction ship only construct outpost
Consume construction ship with outpost to make space station
Remove the Doomsday missile??

This is starting to get very long, and sorry bout that, most of my ideas and suggestion draws from Birth of Federation, it would be a good reference. If I have repeated anyone's suggestion, i do apologies for the repetition

and I want to see Picard's Bald Head
 
It's just being a TNG fan, Picard, for me, comes before Archer... In fact, we need Kirk too

Some minor queries,

i) how possible is it to generate non-playable minor-races in a new game?

ii) is it possible to "produce" populations, afterall, the Borg dont really reproduce like the other races, and thus instead growing their pop very slowly as i suggested, let's force the borg to build their population with :hammers: (eg. maturation chambers)

iii) if my memory serves me, there was a mod component created before for capturing enemy units, would it be possible for it to be used here so the Borg can assimilate ships

iv) different civilian casualties depending on who's attacking, (ie, no civilian death of Fed Invasion and 1/2 of the pop will die if the BOrg invades)

v) making acquired abilities available in the form of upgrades, so ships wont begin with ranged attacks, since even quantum torps dont shoot that far, so ships must acquire some form of weapons upgrade to have ranged attack

Technical Problem,

My water company's food bonuses does not add to the food production
 
if my memory serves me, there was a mod component created before for capturing enemy units, would it be possible for it to be used here so the Borg can assimilate ships

Don't know if a mod component is needed, as there's the Enslavement promotion - which seems very similar to assimilation. (BTW, did you post Leaderheads Requests?):confused:
 
Just did,

Right, the Enslavement promotion... The Borg needs that, prolly several gradings of it would be good, you know, a Tactical Cube has a better chance assimulating than a Sphere...
 
Huge Problem:

Turn 282
CIv Federation

After I captured Qo'nos, I can no longer build any new buildings in any system... and all current constructions get canceled next turn... I have no way of remedying the situation...

I own 21 systems (Qo'nos inclusive)
Capture some systems before, but this the first capital system
 
Technical Problem,

My water company's food bonuses does not add to the food production

Well, in the absence of Deanej I'll act as a stand-in:
- companies are an issue (for instance, the same Co. can - and will - be founded multiple times; perhaps giving only the Ferengi and perhaps a few other races Companies might solve this?)
- capturing another civ's Homeworld is another issue (as you've noticed; don't know how an update - which is pending - will solve this).

And :thumbsup: on your LH requests.;)
 
Actually, I'm fairly certain the capture bug has to do with multiple corporation headquarters in the game world (which I fixed). The original cause, having bNeverCapture set to 1, is long gone. I'll have to change the effect of the Water Company, though - the original effect apparently doesn't work in Final Frontier, probably due to the way systems work. The AI just loves to found corporation headquarters, and with the (very) high frequency of GPs in this mod, they are probably founding them in their capitals. Post a save, though.
 
Is there any way to download this mod from a site other than from Atomic Gamer? I've tried multiple times and after waiting the 5-6min to even get it to start, the download crashes. :mad:

I'd love to try this mod, but haven't been able to do so. :(
 
It's been a lot of fun, but I ran into the same bug that Presd Xiaopeng did. That is, playing as the federation, around turn 170 I was suddenly told I could no longer continue construction of building and can now only build ships. Any thoughts?
 
Could people having the problems with the buildings PLEASE post a save from the turn before and say what they did that turn? I have no idea what causes this, never see it, and don't play that far (my play testing consists of usually the first 10 and is only to see if a new feature works and always involves world builder, so I don't get the same feedback from the game as you do).
 
I'll see if I still have a save file from before this happened and then one after. Otherwise I'll have to start over. :)
 
Two files attached

The war one is before all hell breaks loose, capture Qo'nos in this save, and the no-build bug kicks in

The warped one is when I go into World Builder and apply a "generic" Krenim temporal eraser of the colony in order to proceed with the game
 

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