[BtS] Star Trek Mod

When should I switch the Bajoran leader from Kai Opaka to Kai Winn? Opaka was killed in season 1, but Winn wasn't Kai until the end of season 2.

I think you could just as easily start Winn off at the beginning of season 2... I doubt you'll have Paramount reps calling you and clarifying the issue.
 
I got an error message (for the first time) and don't really know what to do or what caused it. Any help would be greatly appreciated!

Thanks!

It says
Tag:Unit_ATTACK in Info Class was incorrect
Current XML file is:xml\Civilizations/CIV4UnitArtStyleTypeInfos.xml
and it says this for every unit, then crashes when I try to load a game

Thanks!
 

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What happened was I opened up the Unitinfos.xml and modified one of the units to be more expensive to build, and that caused the issue. Open reloading the mod, it works OK. I guess I need to learn how to mod better.

Thank you
 
all is fine now with my Mod-game and I really appreciate your work! Launched officially it might bring a lot of cash ;-)! I hope you keep improving it, because it is simply the best mod for Civ I have ever seen!!!
 
I've played almost a dozen games now and have never come across the Crystaline Entity, am I missing a checkbox or something on game creation?
 
That's weird. I've tried the UFP, Romulus (2x), Klingons, Cardassia and the Ferengi (I think) and met the Crystal every time, although not early in the game; the last time it destroyed a Light IV fortified on a planet I recently founded. It might be a bit stronger though: at 20 it's weaker than a Starbase and cannot withstand a concentrated attack.

(On an unrelated note: in a war with the Klingons 4 Light IVs nearly wiped out a Romulan Starbase, which would have succeeded if I hadn't located the fleet and gradually started to bombard them into annihilation using everything that could get in range more or less safely, including several Scout VIs - this took 7 units + the damaged Starbase.

Which reminds me: advanced Scout types are cheaper, faster and deadlier than Light IV/Vs. Is this intentional? At some point it becomes easier to build ScoutV/VIs than upgrade or build Light IV/Vs. Also, an attack with a fleet Scout VIs at speed 9 can be used with impunity - unless they decide to stay put, rendering vulnerable to counterattack.

Also, shouldn't max speed be more like 4/5? (IMO, actually rather 4 than 5, as some star systems are only 5 squares apart; even in reality, at warp 9/10 it would take longer than one turn to get to the nearest star system - if 1 turn = 1 day.)
 
@Jaydn: the crystalline entity shows up late game. It will come earlier with the spawn method tweaked.

@JEELEN: I'm not sure how the advanced exp ships got deadlier. It must be ranged attack. I tweaked the movement values - light vi is 4, exp vi is 5, and ranged attack is 1/2 movement rounded down (Bajoran Assault vessel still exception, but 5 instead of 10). I've also removed the extra movement from Hypersubspace communication. The Borg Cube, however, keeps its movement of 7.
 
Deanej, do you have any idea what causes the problem when a player to loose the ability to build anything but units after conquering a star system? I find it happens to me quite a bit, usually I just load saved game from a turn or 2 before and play it out again but it sure gets annoying. All of a sudden all my build queues say I am unable to build ____ and only units are available after that.
 
About the Cloaking Device: I just heard about the Conqueror's Delight mod in the latest episode of Modcast. It got me thinking... what if I just merge in some of its changes and utilize promotions to make the cloaking device instead of coding it myself? This would have the effect of making the Klingon/Romulan UUs more valuable. However, by default the Tachyon Detection Grid wonder wouldn't reveal cloaked ships and would need to be coded in. No idea how difficult that would be.

Any preferences either way?
 
I'd say whichever is easiest to implement. (BTW, what's the Conqueror's Delight mod? Never heard of it.)

EDIT: Nevermind, just saw the Modcomp thread.
 
just destroy conquer sistems,colonized again you still have some bildings in there
 
Any ideas what buildings the system(s) you capture that cause the bug have? Or anything else unique about the system(s)? Easiest way to do this is to gift yourself a great spy in those cities and use it to infiltrate the civ and look inside the city.

Here you go, I put a spy in this system and then conquered it a turn later... and subsequently was not allowed to build anything but units in it, and then the rest of my systems followed suit after my turn ended. Screen shots of the system below... warning, they are 1920x1200 pixels each.
 

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