[BtS] Star Trek Mod

Well, I use Notepad++, but it's by no means a requirement, just color-codes a lot of stuff and makes it easier to read. It's just a textfile pretty much, Notepad or whichever text editor you like to use will do.
 
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.)

What tech gives you visibility over sea? I don't recall having one? Do you mean the extra moves for starships? That's just a graphic - it can be applied to any domain unit, but in the epic game it's use only for naval units, so that's what the icon is. The ships in FF are actually land units - the cities only on solar systems is done through Python.

I'm currently uploading a map script for you. It should show up in the downloads database/the map scripts forum within 10 minutes.

EDIT: It's here! See link in sig.
 
What tech gives you visibility over sea? I don't recall having one?

I've seen it both in Star Trek and in MOO2Civ. (Don't know what it's called in FF but in MOO2Civ it's Astro Construction and it does increase visibility - if not on sea.) So what terrain is sea? Or is it an all-land map? (Nebula is impassable, so that suggests either Mountain or Sea. I did have a look at the Worldbuilder, but it shows a lot of Terrain buttons with the same pic.)

Do you mean the extra moves for starships? That's just a graphic - it can be applied to any domain unit, but in the epic game it's use only for naval units, so that's what the icon is. The ships in FF are actually land units - the cities only on solar systems is done through Python.

Darn! That's a pity... I really want those Marines in... (But if there's a land Carrier, a land Transport should also be possible.)

I'm currently uploading a map script for you. It should show up in the downloads database/the map scripts forum within 10 minutes.

EDIT: It's here! See link in sig.

Got it! Thx.;)
 
There is no sea in Final Frontier. Nebulae are the ice feature from the epic game. The space terrain is all tundra, though with a new graphic and renamed (ever notice that improvements build faster in Star Trek than Final Frontier? I removed the -25% construction modifier from tundra). Many features are duplicated because they don't have new art - mouse over and get the name. As for the other terrains, they are pretty much the epic game ones and not used on the map.

Also, the AI is incapable of using land carriers (they don't use carriers in FF, severely hampering their military). I bet the situation would be made worse with land transports.

Which tech increases visability over sea in Star Trek? I couldn't find one when I looked.
 
Sorry for causing confusion and thx for explaining! (In MOO2Civ the advance extending view "over water" is Tachyon Physics; maybe I remembered incorrectly about Star Trek.)

Nebula is Ice, you say - but why cannot it be entered? Is it modified?

Pity about the land carriers, but I was thinking more like giving Marines (and their upgrades) a Paradrop ability; if that can be combined with zero movement Marines cannot "walk across space", but can invade enemy Planet Systems devoid of defenders. (But maybe this gets to complicated.)
 
That's what I thought, actually (about the Ice, that is). Why did you remove Long-Range Sensor ability? (It sounds cool + is very Star Trek.)
 
Too bad. BTW, any thought on changing the date indication to a more Treklike "Stardate ...."? (I'm also asking because dating in MOO isn't in AD either, but I haven't found the file which could change it.)
 
Too bad - just thought I'd ask.;)

EDIT (2): BTW, DLed and incorporated your FF Flat Map into MOO2Civ Patch4 test version - works like a charm. (Playtested Standard, Large and Huge mapsize. Seems to up difficulty too, not having a round space map.) Thx again!
 
Finally found some time to actually play Beta 2. Started off as the Federation, focusing on researching Univeral Database and Border Defense Network. Did rather well, fell a little behind building those Wonders, but slowly worked my way through the score list to second place behind the Romulans - who did remarkably well for the first time! As I'm stuck on 6 colonies for a while now, I feel safe to make some

comments:
- the Telepath event lists as the 3rd choice "... Employ them in our intelli[g]ence agency."
- there is some overlap in the score list (in-game screen) for the Dominion, where the researched Advance-text blots out the Trade/Religion icons; same for the Ferengi (it's not the Leadername, as I noticed it with Zek)
- Great Engineers are still used up rapidly (got 4 myself), running out of names in 2392 AD
- a weird thing happened around 2413 AD causing food shortage in 4 systems; I checked and population (plus the production surplus generated) seemed to have mysteriously dropped/disappeared. (I checked if I missed an event but there was none.) By 2422 AD the situation was more or less stabilized, but my system population was now well behind average (and so was my production, dropping to early-game level), so I quit the game despite being in second place.:mad:
- as a general comment I still feel there are not enough advances to research (by the time I quit I started on Fut. Tech, but the 4th civ on the score list was doing that already). But perhaps this is just my personal impression and it will be better with future updates. (Can't wait til the implementation of Cloaked ships!)
 
-WordPad really needs a spell check feature...
-try moving the GameFont75.tga file somewhere else and see if the problem fixes itself (and post about it)
-Latest changes on my end: +25% GP cost, no engineer from replicator station, Border Defence network generates spy points. Changes will appear in next beta.
-Did any of those planets grow/complete something that turn? The only thing I can think of is unhealthiness.
-should I bump the techs to +33% cost or more?(currently +25% cost)
 
-WordPad really needs a spell check feature...

Well, with so much text typos can be expected.;)

-try moving the GameFont75.tga file somewhere else and see if the problem fixes itself (and post about it)

Will do.

-Did any of those planets grow/complete something that turn? The only thing I can think of is unhealthiness.

Usually unhealthiness gets me -1 food or something. In this case I had 1 system with -7; with switching around pop and building 2 Nutricion Facilities I got it down to -1. But for 9 years 4 out of 6 systems generated no surplus. It was weird, because I usually build health improvements when they're available.

-should I bump the techs to +33% cost or more?(currently +25% cost)

Do you mean an overall increase? That seems OK, but how about an increase for each successive advance instead of per era? (I also have suggested adding more advances. These need not be linked to anything specific, but might be in-between advances, which has the double effect of elongating research plus the added strategic choice. A combination of the two might be best, IMO ofcourse.)

As a side note I should mention that I play with Tech Brokering on - for realism - and haven't tried Commander level yet, which might make a difference.

Finally, which I haven't mentioned, I do think the mod is improving per release.;)
 

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:goodjob: Jaydn!

How did you do that?:confused: I want them too!:please:

How did I do that? Well I modeled them, inserted their entries into the mod, played a game, and took a screenshot :D

All models have been passed to deanej for inclusion in a future release. I've started to work on Breen and Dominion ships
 
Cool! Star Trek Mod's got a model maker!:thumbsup: (Although we'll have to wait at least til the next update in June to see these in action...:()

But thx anyway for the screenshot.;)
 
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