[BtS] Star Trek Mod

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.

Hi deanej... I *think* the mod Keldath is referring to is NextWar (default BTS). But if for some reason the unit he's referring to isn't there (Nanocloud I believe), you can definitely grab it from Rise of Mankind. It's a Blue cloud, and yeah, it'd make a good looking crystaline entity, although you may wish to change it's colour.
 
The Crystaline Entity model that is already in the mod looks perfect, why would you want to change that?
 
Isn't the AI autoplay from revolution? The standalone version has its own DLL but no source so it isn't merge-able with my mod (it also seems to include the revolution mod XML for some reason). More unit models are on the way (I have about three more converted, but have had no time to actually put them into the unit art style file or make art defines for them).

Do you mean the entity from Afterworld?
 
deanej
hey,

ai autoplay can be found in a ligher version of dales combat mod,

lets do this, ill merge to your beta code dale 1.05 for starter and youll be able to use range bomb for ships also and aiautoplay.

and yeah i think the greenish cloud is from after world,

Jaydn ,
the crysteline is awesome, i didnt mean to change it, i meant to add another space dwelling life form, star trek has tons of energy space dwelling entities.

deanej,
on the weekend, i do most of my modding,
ill start working on merging some dll code for you to use, you dont have to usem offcourse, but,
as i suggested , some sdk mods can greatly add to the gameplay.
 
Just playing with the latest Beta 2 as the Borg and encountered a couple of issues.

1) got a Python Exception when the Klingons were asking me to donate a free tech to them ("Can't find type enum for type tag EventTrigger_partisans")

2) Several turns earlier, I had gone to war with the Cardassians (who were quite weak - only two systems). After I conquered their last remaining system, I found I could not build any buildings in any of my existing systems (all options were greyed out in the City Info window.

Great work on this mod, btw. Certainly appreciate all your efforts!:goodjob:
 
Got no issues with Beta2 myself (but I've never conquered a homeworld, as I'm more of a builder).

Do have some nitpicky tadbits for further improvement though:
- Enhanced Warp Field advance quote: "... the Coulcil feels out best course is..."
- would it be possible to let Plague hit another system than the Homeworld? (Got hit 3x, twice in a row and the third time I couldn't buy myself out of it anymore.) Also, is losing 5 pop not a bit excessive? (I had 7, had 2 left + lost 400 credits.)
- there seems to be a shortage of famous Great Engineers (by 2339 AD all that were left were nameless "Great Engineers").

All in all, still enjoying this quite a bit!;)
 
For the plague, I took away the reacurring nature of it. It should have been hitting more cities, either you have bad luck, or if something reacurres its in the same city, or the event XML is not behaving again. By the way, it obsoletes with the EMH tech.

As for Great Engineers, all great people have 20 names.
 
For the plague, I took away the reacurring nature of it. It should have been hitting more cities, either you have bad luck, or if something reacurres its in the same city, or the event XML is not behaving again. By the way, it obsoletes with the EMH tech.

OK, cool!;)

As for Great Engineers, all great people have 20 names.

Well, I mentioned it because the other great people still appear with name; they seem to get used up faster. (Maybe add a couple more Great Engineer names?)
 
hey deanej,

as i told ya, i really wanna help you with the mod,

so as i suggested, it would be really good if you use aiautoplay, and many other sdk codes, like dales mod, and more,

how about that? you wanna add those?

im willing do to the sdk work for ya :) and anything else yould like.
 
Mod Looks Great, but just wondering.....Still new to moding civ But I installed everything and I don't get all ships, I get cardassian, and a couple others but everything else just looks like....um frieghters not like anything from star trek.. am I doing something wrong or is that the way it suppose to be.
 
Unit models are not done.

As for integrating other mods, I think I'll wait till later to think about it. A major factor is the fact that Firaxis will be releasing another patch sometime in the future and I'd prefer to minimise the SDK changes needed at that time (won't stop me from implementing the cloaking device, though). Additionally, I'd like to start scenarios soon, though it will be a while as I really don't have too much time right now.
 
You think they will release another patch? Perhaps correct the memory crash?
 
Dale says Firaxis will release another patch, as does Jon Shafer. However, the memory error on mod exit has to do with my mod. I do not know the cause, and it will probably never be fixed.

I once read that that error could be caused by an XML error, but I can't think of any that wouldn't generate an error on startup. Could it be caused by having some text entries be English only but others including all the languages that civ supports? I have seen no other mod that does this.
 
Deanej, got a question (well, two actually): I've been trying to include proper First Contact quotes in MOO2Civ and comparing with Star Trek Mod I noticed you have a XML\Text\Diplomacy file for exactly this. If I copy that - assuming that's alright with you - is that all that's needed or are there some referenced files that need to be changed as well?:confused:

Second question: I want to include a Flat MOO2Civ map (like Star Trek Flat) to be used for a scenario, so I was wondering how you created the Flat map? (Also I've tried MOO2Civ on the Star Trek Flat map, but that doesn't seem to work: I just copied the map to MOO2Civ mod, but I'm guessing it's not enough to just add a Flat Map to a Public/Private Maps folder. Could you tell me what I'm missing here?:confused:
 
I had to change a couple things in the script due to the fact that I don't use Final Frontier units and buildings (by default, the starting city gets a Capitol and Planetary Defense Ship in FF, and a Palace and Deep Space Probe in ST). Simply force getWrapX and getWrapY to return False to reproduce the effect.

Nothing is dependant on the text files, so you can just copy it over. Though you'll have to make the leaders reference the new diplo text. It's actually based on the Vanilla version of Civ4DiplomacyText, and not on Final Frontier.
 
I had to change a couple things in the script due to the fact that I don't use Final Frontier units and buildings (by default, the starting city gets a Capitol and Planetary Defense Ship in FF, and a Palace and Deep Space Probe in ST). Simply force getWrapX and getWrapY to return False to reproduce the effect.

:confused: OK, I'm being a mod noob here: what the .... does that mean?

Nothing is dependant on the text files, so you can just copy it over. Though you'll have to make the leaders reference the new diplo text. It's actually based on the Vanilla version of Civ4DiplomacyText, and not on Final Frontier.

Cool! Thx.;)

Had another idea: following some in-game clues (like an advance that "extends view over sea", Stealth/Cloak ships that can't capture/defend cities, cities only foundable on Stars) I suspect that "Space" equals "Sea/Ocean" on the FF map. Is this correct? (Because if so, it shouldn't be too hard to include Marines and such as Planetary Defense - which then would need Transport to another Star System.)
 
force getWrapX and getWrapY to return False

means, search for those two functions (line starts with def getWrapX, or def getWrapY) in the map script python file (e.g., Creation.py) and change the 'return (whatever)' line to read 'return False'.
 
Thx a bunch, OwieB2003!:) Got one final noob Q: do I use a special program to open/edit a .py file?
 
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