[BtS] Star Trek Mod

I seem to have the same problem with the mod. My large universe game started out with a planet instead of a colony ship and it never grew past pop 1. There were no hammers, planets, or any sort of way to grow the population. Build times were pretty crazy. 37 turns for planetary defense ships. It said 180 turns for a colony ship and that never went down at all. I popped a colony ship from ship wreckage and colonized another star system which already had about 5 planets orbiting. The same deal happened. Population 1, never growing, build times absurd. I went through about 115 turns just grabbing stuff from the wrecked ships and technologies, but really, I had to quit. Nothing was happening.

All that said, do I have the most current version? I dLed it from the first post in this thread.
 
Just wondering if anyone else has found that they can not build anything on their home planet and that they have zero population on the home planet (I was playing as the Federation in a large universe).

I also found that despite the fact that I was earning 8 gold per turn, my total gold never went above zero.

I downloaded the latest update and installed the "Star Trek" folder under "C:\users\<username>\Documents\My Games\Beyond the Sword\MODS".

Thanks for all the effort on this mod.

Are you sure you were gaining 8 gold? My beaker count was going up +8, but my gold only went up from exploring and grabbing stuff from ship wreckage.
 
Good news: I have managed to locate the problem with the solar systems! They now start with planets, though build times seem to be lower than Final Frontier, because of the lack of mining facilities on the core planet most likely. Build times will be adjusted later in the development. I am still working on the gold/turn issue, but that is the last one. I am carefully cleaning up the python files, so it hopefully will be gone next build.
 
I get a crash to desktop upon generating the map, sending error report to Microsoft. Looks like its generating the map ok just before it starts it crashes.
Looking at the readme file it looks like I should have to scenarios to play, they dont exist when I chose a sceanrio so I chose quick play. Tried large map random race.
 
Hmm... I didn't get a crash on those settings. It may have been a problem in the last build but not in the one I'm working from. Try again when the new one comes out and let me know if it still crashes.

The scenario's aren't developed yet. I'm not doing anything with them until the main mod is closer to completion. The stuff in the manual about them are placeholder and development files mostly. In fact, the pages on scenarios have very little formatting on them. If it's a problem I can comment them out until they are started.

I intend to release a new version this week.
 
I this is profoundly unhelpful but I am excited about this mod and wish you the best of luck in your efforts. Thanks so much for your hard work!
 
On witch stand is the mod, how long must we wait for it?
 
I'm not exactly sure. A base mod with everything except the unit models, cloaking device, and scenarios is very close to existence. I intend to release a new build when my computer gets back and another after the patch with the mod updated for it and with the rest of the base units. Unfortunately, I can't create new unit models and nobody seems to want to do it. I also can't do the cloaking device because it requires changes in the SDK. The scenarios shouldn't require any SDK changes once the cloaking device is in, but some will require new unit models (especially the 22nd century one and the one with the Romulan Wars, and possibly the Earth-Klingon war one.)
 
Oh god I cant wait for this to be finished!! I have been dreaming about a proper Star Trek mod for a loooooong time...since Civ2.
 
Here is a version for the 3.13 patch:
http://files.filefront.com/Star+Trekzip/;8759288;/fileinfo.html

This version has a couple of MAJOR bugs and is not another release:
-Systems don't start with planets
-CTD when exiting to main menu

An actual release will be made later this month or next month at the latest. I have made a thread here about the issues and have PMed Jon Shafer.
 
Could python people please help me at this thread? I have no Idea why I'm having so many problems with the python components of the mod, the code looks OK to me, but I'm not very good at modding anything but XML. At the rate of help I'm getting (that is, none), this mod will NEVER be released as I won't release a final version with these bugs.
 
You've done some amazing work here. I can't wait until you can get the bugs whipped so I can play a real game.
 
Good job so far! I have not touched python, or any programming language in ages, but I will take a look at the codes after my dissertations are submitted. Assuming no other python programmers would help.

Best of luck!! Keep at it, many people eagerly await the completion of this mod (myself included). :)
 
Also, did you know that there is a Star Trek mod done for Civ 3 Conquest archived in this forum? It looks great, completed with much of the graphics and everything. I have not played since my copy of the Civ 3 is in the storage, but perhaps you could ask the makers of that mod for permission to use their Model of the star ships? I don't know if that is a feasible idea, but just a thought...
 
A new version has been uploaded (check first post). Buildings still can't be built (could someone check the python to find out why, please?). Check out the new era graphics.
Sorry for not taking a look at your mod sooner deanej, I haven't been online in a while and saw your PM today. ;)

I looked at your latest version and I'm not sure exactly what's causing the problem with the Buildings, but it looks like it has something to do with your BuildingClassInfos.xml file. You have 54 entries in there, and 68 in BuildingInfos.xml. ;)

Jon
 
Fair enough. It could be a problem, but I don't know for sure. Whenever the game goes to see if a player can construct a Building it checks "cannotConstruct" in CvGameUtils.py. In there, it's thinking that every building needs BuildingClass 54 when it calls "isBuildingClassNeededInCity". Turns out there's exactly 54 BuildingClass entries in your mod (0 through 53). You might want to try removing all of the unique Buildings and see if it makes a difference.

Jon
 
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