[BtS] Star Trek Mod

Does the DL database do updated files? I'm just updating the same file, so it may not register there as new.

Good point: you're right.;) (Keeping the "New/Updated Files" thread up to date will get a mention in the next update list, so that should be enough then.)

In my testgame I'm happy to report that advances are achieved somewhat slower now (point is: each Star System can build research buildings on every inhabited planet, boosting research considerably - which, I imagine, is kind of hard to compensate for); I purposely enabled Tech Brokering to see how it works out that way. (Having it turned off should slow down gowing through the advances further, obviously. I still went for the Multi-Race Database (the effect of which kicks in later now) and, by keeping up Espionage, noticed that I definitely wasn't first in research - the Hirogen* got Heavy Is and Light VIs earlier (despite having a much lower score). Anyway, so far so good, as I'm in the lead for several decennia now as the Federation.

* The presence of the Hirogen is a bit of a mystery to me, as I selected Alpha Quadrant civs only + the Borg (second time this happened with a Custom Game).
 
units please!!
and the work ship could make research station
trading station or turret ,someting more
 
Hold your horses! In my ongoing testgame I've both checked out and actually seen Cardassian and Ferengi ships (not just scouts). Around 2430 AD the Crystalline Entity destroyed an Explorer III and Future Tech became an option. The Entity can't enter Federation space, I think, as I got the Border Defense Network (maybe let this expire at some point?) and the tech cost increases have pushed back Fut. Tech effectively 30 years - mind you, I'm playing on a Huge mapversion and have Tech Brokering on.;)

So, so far so good.:D (Next I'll probably try the Ferengi or Cardies to fly with those new ships!)

Meanwhile, I was wondering about the ETA on Beta3...:mischief:
 
How's the upgrades form II-III-IV? I just realized that I forgot to increase the tech cost there.

As for beta 3... I don't know. Hopefully around the end of June. It depends on when I can get more models in, the cloaking device, the fonts, and game text (and possibly scenarios, depending on how much art I have). I wonder if it's possible to make the crystalline entity exempt from the Border Defense Network.
 
Thx for the prognosis - but I seem to remember talk about a separate soundpack; will this then be postponed til June as well?:confused:

As for I-II-III upgrades, considering overall tech cost was increased, I think the difference between II and III might still be increased a bit (I've just started a game as the Ferengi and I could buy the upgrade from Light I to II - due to very profitable scouting -, but if I wanted to do that again my cash will drop below zero).

If the Crystalline Entity were exempt from the Border Defense Network, that'd be neat!

Some additional comment:
- Isolationism tech quote "This is an alien-human hybrid. Living proff..."
- Values as an advance "First to discover [value] founds ..." (this never happens; values seem to be founded simultaneously, irrelevant of any such discoveries).:mischief:
 
Had a CTD about 100+ turns. Not sure yet what caused it. When I get a better idea about it I'll post it.

JosEPh
 
I don't have separate art/sound packs because I don't need them yet - this is still only the main mod, and I won't need them until I do scenarios.

The reason for the values is because civs always start with a technology to found a value - if you don't found a value withing the first few turns, it means that another civ has the same starting technology got the value. If you really want a value, play as Bajor - they always get it when they're in the game.
This can be used to find out who your opponents are. If you play as the Federation, and you don't get the exploration value, you know the Vidiians are in the game. If you see Prophets/Pah-Wraiths being founded a few turns before the others, you know Bajor is not in the game (a civ got the tech from wreckage).
 
Found some more typos:
- (Wormhole Generation) "... the dronw will send out a magneton pulse which should react with teh matrix..."
- "U. N. Resolution #427... Fails!"
- (Subspace Radio) "Hailing frequences open."
- (map) "Flood Plains/Space" (maybe Planetary/Space?).;)
 
Found some more typos:
- (map) "Flood Plains/Space" (maybe Planetary/Space?).;)

Noticed this too, just in plain old BtS's Final Frontier, only alteration was that I was using Cephalo's spiralgalaxy map script.
 
Has anyone had problems with victory/defeat (specifically, not getting conquest victory/the game hanging up on defeat)? I tried to test a change to the Dan Quayle screen, and the game never gave me the victory after I eliminated the other civs in world builder (the victory screen showed it correctly, though).
 
Can't confirm, 'cause I've never gotten that far.

Tried out the Cardassians three times now (not one of my favourites, as they seem seriously handicapped), last time I got a very strange case. I researched MRD, started building it, then when Cardassia grew to size 5 I get serious famine problems. I check and I've got one planet inhabited (1 pop out of a possible 2) and time to finish the MRD plummets from 14 to 50+ turns! (Tried making screenshots, but failed.):(
 
deanej

hey man,

i strongly suggest, add aiautoplay , with its help, youll be able to make sure you have a stable version, and trace any bugs.

i suggest use either dales combat mod, or the original aiautoplay.

dales will be really easy to add.

say, do you have a list of techs you thought of? if you do, post them, and ill build you a tech tree.

also, theres a nice model in one of the vanilla bts future mod, its like a cloud that moves, you can use it as a space entity! like the crysteline.

as for units, ive collected 35 starship models from the site, most of then are star wars units, perhaps you can use then as a temporary units.


one more thing,
for this current beta, is there a ctd or its stable for now?
is there
 
The tech tree is done (and has been, even before BtS even, though I've tweaked it since).

Do you have a link for the future mod? I can't search for the word "mod" on the forums and It's not in the downloads database for some reason.

The Final Frontier units seem to make nice temporary ones. I'm also afraid to merge anything from the Revolution mod because the last time I did it introduced a bug that made it impossible to select units on a plot with multiple units. Anyone who still has the original warlords version will see it. I never got it resolved... I just abandoned integration with the Revolution mod when BtS came along.

I believe this beta's stable. This thread really hasn't seen much activity even with the new beta, so I'm guessing that's a sign that there really aren't that many problems with it.
 
the tech tree is dne? you mean the one is the beta is your final??

the "future mod" is one of the mods provided with bts, i cant remmber the name at the moment, not next war mod, another one in the folder, im not near my laptop where i got civ installed....anyway its a great unit for space, ill look at it tommorow or somthing.

why did you wanted to get revolution mod inside?

well anyway i started to mess with your files, im going to use a dll file that will include several sdk mods that can really contribute to your mod - like the shqype route mod - it can be use to restriced early ships from travling on normal space, only warp lanes or jump lanes for instance.

also ill add the auto ai and see if theres a ctd or anyting,

i stumbled on a nice ship model that really reminds a ranabaut shuttle:
http://forums.civfanatics.com/downloads.php?do=file&id=4209
well a little resemblance :)

ive finished working on overlord2 mod now,
and im all in for a ff mod, so, help is on the way!

and another thing,
do you have more unit models coming?
 
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