[BtS] Star Trek Mod

A comment I thought of a while ago (but forgot to post): in relation to Research speed, shouldn't the Civics be part of the tech tree? Assuming the mod is about the developing Star Trek universe, it makes sense to start with basic Civics (as in a regular game). AI Leader preferences can then determine the Civics to pick as progress moves along. (It would also further diversify the strategic choices players need to make.) As it is now, I just pick the civics I want as I go along (first focusing on Production, later on Research, etc.), which appears way too easy.

For a scenario, certain Civics might also be forced upon a certain race (Cardassia - Police State, Federation - Democracy, etc.).

Which brings me to the names issue: if the Humans are the Federation, then the other civs should have their official name as well: Klingon Empire, Romulan Star Empire, Cardassian Union, Breen Confederacy, Borg Collective, etc.
 
I don't know where to put most of the civics, especially since it seems the societies would already have their civics when entering space (I have no plans to change the civics). Yes, scenarios will have civics already set.

As for the names, they already have their full names. When you mouse over a plot where you have visibility, you don't get the full name, but rather the adjective. In the diplo text and custom game screen, you get a short name (I think this is what you're talking about). I've never really been sure how to shorten many of them properly. You get the full name in the "Play Now" screens as well as when you mouse over a tile obscured by the fog of war.
 
Alright, I'll stop pestering you about the tech tree.:mischief:

And you're right about the civ names: they're perfectly fine the way they are (only occurred to me after I posted...):blush:

BTW, you mentioned moving the GameFont75.tga to a different place: is that the same as the GameFont.tga in the main mod directory (i.e. after you open Star Trek mod) and does it matter where I put it? (I don't know what it does, really...):confused:

PS: Just read your PM. Point is, I didn't change anything yet... (only thing that's changed is the missing stars & planets)

PPS: Just checked the DL Page, where a link to thread is missing. (Might increase feedback, considering your DL count.)
 
With regards to GameFont75.tga... just get it out of the Fonts folder. It manages the icons on the scoreboard, among other things. I think I have working versions of both files on my computer now.

Confirmed. I moved the GameFont75.tga one level up and just loaded my SAV game - it worked! No more overlap.;)

PS: About that famine I reported some posts back: I think it was that I just moved up one difficulty level.:blush: (Hadn't thought of the increased empire management involved...)
 
Correction: moving the GameFont75.tga caused some weird side-effects when I started a new game, like the Value icons are now standard Religion icons in the civ score list, plus Universal Database now is called Multi-Race Database again.:crazyeye: (I moved the file back to its original location.)
 
This is the current Breen family
top left - Scout
top right - Colony ship
lower left - Light Cruiser
lower right - Battleship/Cruiser

Not sure if I want to get into making a Breen starbase, we'll see how my time gets eaten up

PS. Need help. I can get the models into the game just fine, but does anyone know what XML files I have to edit so that these models only appear in the tech tree to a Breen player? Right now I have to replace current models just to show them in the World Builder, ie the Breen Colony ship is being housed in the slot formerly used by Bird of Prey because it was a unique unit. I've gone through every tutorial I could find trying to figure this out.
 

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As for starbases, I figured most races would be able to use the default FF one. It seems to fit what most races might construct as a starbase (the fact that we haven't seen a base for most races helps). So don't worry about it too much. I would also check the Civilizations/UnitArtStyleTypeInfos.xml file. It's what I've been using to give each race its own set of ships.

I've attached a patch that contains the fixed font files, a fix for a possible python exception when a city is razed, as well as having scouts/probes having only 1 ship shown now, and all units get +1000% vs. probe.
 
As for starbases, I figured most races would be able to use the default FF one. It seems to fit what most races might construct as a starbase (the fact that we haven't seen a base for most races helps). So don't worry about it too much.

The only ones I thought about doing a starbase for were the Borg & Klingons, because as you said, they are the only Civs who we've actually seen a starbase for. That'll help speed through the rest of the models.
 
because as you said, they are the only Civs who we've actually seen a starbase for.

Err... huh? Cardassians have the ones like DS9, humans have the spacedock-style starbase like in STIV: The Voyage Home. Me confused about quoted part. :crazyeye:
 
Err... huh? Cardassians have the ones like DS9, humans have the spacedock-style starbase like in STIV: The Voyage Home. Me confused about quoted part. :crazyeye:

Sorry, of the species currently in the game without a unique model for starbase, Borg & Klingon are the only ones left. Cardassian & Fed starbases already exist in the model collection.
 
Firstly, it is highly unlikely that races that start out without contact would develop a starbase using the same design.

http://memory-alpha.org/en/wiki/Catgeory:Space_stations has several examples of minor race space stations (i.e. that are not in Star Trek Mod and might be used).

Civ2's Star trek: Dominon Wars by Kobayashi also has Starbases for the Dominion and Romulan Star Empire.

Finally, the Borg have an elongated-diamond shaped structure (like a 3D spades) that might equal a starbase (but is actually more like a space city) as shown in a Voyager episode.
 

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Finally, the Borg have an elongated-diamond shaped structure (like a 3D spades) that might equal a starbase (but is actually more like a space city) as shown in a Voyager episode.

Well, thats what I was trying to accomplish with the Borg starbase I created, except I had to do mine on a much smaller scale than what was seen in Voyager. But it was the unicomplex from Voyager that I took the idea from. Its far from perfect, but its better than the default I think.
 
Ah, the Unicomplex! (Hadn't noticed in the darkness of space...):mischief:

Time for... Some Positive Feedback:

- hadn't noticed before (my sound was turned down waaay to low), so compliments for the seamless integration of sound and image in the Intro Movie!;)
- also, I wouldn't think twice over the Exit error, as I loaded another mod despite the error message
- played this mod since ver it caught my little eye (so all of my comments just come from playing waaay too much...)

Catch you later...:goodjob:
 
Another update
Dominion Ships:
left to right - Colony, Scout, Light Cruiser (Bug), Battleship
 

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Just downloaded the mod tonight, and I'd love to try it out, but when I try to start a game, after setting up the map it gives me a picture of what looks like Voyager leaving some asteroids, and then crashes to desktop, everytime. Any ideas?
 
Nevermind... Turns out my BtS will CTD everytime it tries to play a movie, and after two hours of fiddling with it I've just abandoned all hope and disabled movies. Now everything is groovy.
 
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