[BtS] Star Trek Mod

REALTREK MAP AND EPIC PAtCH

Heres the new version of my realtrek map and my epic patch for the star trek mod.( version for bts 3.17)
Inculding a changelist.

Changlist

- you can now play in months
- you start in 2245, when the first constitutions started
- technologies have higher costs
- technologies are now more powerfull
- ship costs, strenghts and movements have changed and they can not bombarded
-the attack ships ( defiant etc..) are now normal units
- planentary buildings are cheaper
- orbital buidlings costs now a lot more
- buildings are more powerfull
- barbarians should not attack so much with epic game speed ( i dont know if it work)
- some Unique Buildings make the Civis more Trekki ( like Cloning Chamber which give a verry hig military production bonus)
-Ships only can be upgraded when they have a refit version.

infos for playing my map and the patch

for the patch

-the patch is mainly for the epich game speed i do not know how it works with other speeds
-you should play the patch with my map ( because you will need few planents the research fast enough)
- unzip and copy the xml folder in the star trek folder for playing.

for the map

-the maps is an map of the Alpha/Beta and a little bit of the Gamma Quadrant( made with the star trek space atlas )
-you can play the following Civis: Federation ( 20-30 Planents)
Ferengi ( 3 Planents)
Klingons (10 Planents nearly)
Romulans ( 20 Planents nearly)
Dominon ( 5-6 Planents)
Breen ( 2 Planents )
- All Planents are named and have some Buildings
- Unzip and copy the map in the bts map folder
 
@Imrahiel: Checked out your map & changes (prepatch version; downloaded this as well, but haven't seen it yet). Tried the UFP, RSE and Klingons. Some comments:

- the map seems a bit UFP-biased (playing 90+ turns as the Klingons the score list hadn't changed much UFP 2174, RSE 931, Klingons 821); especially the Ferengi, Breen and Dominion are seriously underpowered;
- encountered no barbs at all.

-you can play the following Civis: Federation ( 20-30 Planets)
Ferengi ( 3 Planets)
Klingons (10 Planets nearly)
Romulans ( 20 Planets nearly)
Dominon ( 5-6 Planets)
Breen ( 2 Planets )

(Excerpt from previous post)

Some further suggestions:

- include some outlying, uncolonized systems, especially near non-UFP civs (also makes for more interesting scouting)
- reduce overall borders (makes for more interesting scouting plus star systems size 1 will have very small borders)
- place resources more randomly
- increase starting cash for non-UFP civs (as the RSE I ran into trouble after a couple of turns; with zero tax I still had negative income)
- give non-UFP civs more ships to start with.

Alternatively, you can make an additional Enterprise version with just Homeworlds inhabited (might be more fun to play).

Overall impression: good rough map/scenario, but could use some more editing.;)

EDIT: You might add a version number (for future updates). I've added a sample edited map of what I mean. (Research costs still seem a bit low, but the UFP now has a bit less of an advantage.)
 

Attachments

Well, I've done numerous python and SDK changes. I have no idea how those affect multiplayer or how to make a mod multiplayer compatible. I don't play multiplayer so I don't even know if this is due to a file version mismatch or a fundamental flaw in the mod's coding.

:cry:

Did anyone else try to play this mod im multiplayer?
 
I extracted the Beta 3 Patch into the existing file, followed up with a patch, and there was a litany of errors while loading while it was looking for XML files. Is this meant to be a stand alone patch, or more of an update? I am in the process of reinstalling from Beta 2 and all the patches along the way.

Thank you!
 
I extracted the Beta 3 Patch into the existing file, followed up with a patch, and there was a litany of errors while loading while it was looking for XML files. Is this meant to be a stand alone patch, or more of an update? I am in the process of reinstalling from Beta 2 and all the patches along the way.

Thank you!

I had the same problem, it was solved by deleting the Beta 2 version and doing a fresh install for beta three
 
Yeah, beta 2 needs to be deleted before beta 3. The reason is because I no longer have the art/sound directly integrated, and many XML files now use the default schema again.

@lopaz: When buildings get added via worldbuilder they aren't actually put on a planet. I think this can be fixed by saving as a scenario and then loading the scenario file.
 
Now both the sound and the patch works. I like the mod a lot! Looking forward to playing it many times in the future.

I read somewhere of a way to load a mod directly, and not having to load the original game first. Does anyone know how to do this!
 
I read somewhere of a way to load a mod directly, and not having to load the original game first. Does anyone know how to do this!

Check out Mod Chooser in the Utilities section. (Also, for Star Trek mod deanej has included a quickload icon in the mod's folder, which you can click and drag to your desktop.);)
 
Here's a status report on the Deep Space Nine scenario:
-I'm almost done with it (now that I've announced that it means that I'm virtually guaranteeing that something will go wrong)
-Buildings/units still need to be put on the map
-Resources still need to be placed on the map
-Contact/open borders agreements need to be done (doing this right now)
-Python events need to be done (1/3-1/2 done now)

Here's the events that I plan to include:
-Winn becoming Kai
-The beginning of the maquis
-Eddington leader of maquis
-Damar leader of Cardassia
-Damar's defection (changes Cardassian leader to Broca, grants 10 cardassian ships as Federation units with hidden nationality)
-Thot Pran leader of breen
-Martok in command of klingon forces
-Start of Klingon War against Cardassia (spawns many Klingon units, grants tech for Negh'Var)
-End of Klingon War against Cardassia (5 turns of war)
-Spawn of Defiant for Federation (may have cloak, not sure)
-Dominion/Cardassian declaration of war on Federation/Klingons
-Romulans enter war against Dominion/Cardassia
-Breen enter war against Federation/Klingons/Romulans
-Dominon kill off the maquis
-Tech granted to Federation for Prometheus
-Tech granted to Federation for Intrepid
-Revelation of Section 31 (grants tech to build spies to Federation)
-Spawn of Dominion units (happens multiple times, frequency not decided)

The Following events require certain conditions, and may or may not have happened on the show (they can happen after the events of "The Changing Face of Evil"):
-Cure discovered by Federation for disease threatening the Founders
-Surrender of the Dominion
-Surrender of the Federation
-Bajor entering the war against the Dominion/Cardassia/Breen

Here's a screenshot of the map as it is right now.
 
Er, OK... Anyway, nice work on DS9! (Keeping fingers crossed while typing is not advisable.):thumbsup:

A fun fact from an ongoing testgame: got a Cloaking Device promotion on an UFP Explorer I (works like a charm, still scouting happily after 150+ turns)!;)*

Oh, and BTW, (don't know if you are considering it) I don't think Tachyon Detection Grid should bemade into a National Wonder - especially considering the ineffectivity of cloaked defenders. (Which is actually a good thing, rather than a bug: it means, when threatened with attack, a cloaked unit must be activated - i.e. decloaked - to actually defend. A cloaked vessel actually can't defend - because of the energy allocation to the Cloaking Device.** Which begs the question: is it possible to have cloak turned on and off, in-game, that is?)

* Although ofcourse, since the cloak promotion, no extra combat XP has been gained by it.
** One exeption is ofcourse Khan's ship in The wrath of Khan. (In fact - if I remember correctly - all exceptions were experimental ships that never got mass produced.
 
I did some testing with the cloak and here's what I found:
-When cloaked, a unit will not go into combat if an enemy unit enters the tile, as reported
-Cloaked units can attack other units
-A cloaked unit will defend if an enemy unit with the Tacheyon Detector promotion can see it.

A unit can get the Tacheyon Detector promotion either by being built in the city with the Tacheyon Detector wonder (world or national - anyone else have thoughts?) or by having an attached great general. It is available with the isolinear chips tech (same as the wonder) and the dominion fighter stats with it. It costs 50 gold in the current available version but will not have a gold cost in version 1.0.
 
A unit can get the Tacheyon Detector promotion either by being built in the city with the Tacheyon Detector wonder (world or national - anyone else have thoughts?) or by having an attached great general.

Gameplay comment: I never witnessed a GG being created (and the mod uses 2 spellings for Tacheyon/Tachyon, Tachyon being the right one).
 
I just played this mod for the first time with the new additions or real ship 3D graphics and I just want to say that I'm astounded with the quality of work here and the level of detail!!!!!!! And the mod is still only "beta"

I enjoyed this in single player but got creamed by the AI even on Ensign level lol
 
Regarding the "Attack Ship" class: why not rename it Interceptor (since that's what they do: intercept incoming enemy ships). Just a thought.

@nickp85: I totally agree. (BTW, if you get a lousy starting position it's easy to get creamed, even on Ensign level.) ;)
 
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