[BtS] Star Trek Mod

Here is a list of the .FPK files that are in my directory:

C:\Documents and Settings\My Documents\My Games\Beyond the Sword\assets

STArt0.FPK
STArt1.FPK
STArt2.FPK

I also have the following subfolders in the assets folder:

\Assets
\assets0.fpk
\assets1.fpk
\assets2.fpk
\assets3.fpk
 
Even with the latest patch, Barbarians remain a problem. In one game, seven civs were wiped out in the same turn. Checked with WB, barbarians. All of them. Could you tone them down so you dont end up with 20 Strength Barbarians within the first 15 minutes of the game?
 
@Moff Jerjerrod: That's the wrong assets directory You want the one in C:\Program Files\Firaxis Games\Sid Meier's Civilization IV\Beyond the Sword\Assets. As far as I know the one in the My Game folder does nothing.

@Korias: You shouldn't be getting 20 strength barbarians that early. Are you sure you have the latest patch?
 
That did the trick!! Thank you deanej.

One thing I noticed. I also went to my other system which has Vista loaded on it. Since I couldn't find a My Games directory in the Documents folder like the case is with XP I simply put the sounds and art zip into the assets folder of the programs\firaxis games\etc. location.

After installing the trek patch I played a few turns of this gorgeous mod successfully! Many thanks for pointing me in the right direction. Now to play some more tomorrow and report back here. ;)
 
Started 3 games already with the latest patch (2 of which with Raging Barbs on), everything works fine and barbs appear normally, i.e. 1st barb Light I appears around turn 40.
 
Started 3 games already with the latest patch (2 of which with Raging Barbs on), everything works fine and barbs appear normally, i.e. 1st barb Light I appears around turn 40.

Don't know if this is related in any way, but after the latest Patch4e I did get one report of 36 strength Barb units appearing around turn 20 in MOO2Civ mod. Haven't been able to reproduce this and also haven't a clue as to why it would happen.
 
Is there any way to improve the between turn wait time or is that a product of the complete and total change from the typical mod?
 
I really like the mod, but the 5 minutes between turn wait is killing me. I am running a higher end gaming computer and I still get the wait. Can anyone help convert this for faster play?
 
What map size are you playing? The larger the map the longer the turns will take, so you can try lowering the map size (ALL the solar system/black hole code and special AI is in python). The black hole code is probably a major bottleneck because it loops through all the plots on the map to find them. I don't think there is anything that makes Star Trek run slower than basic Final Frontier, though. It's a pity Firaxis avoids the SDK so much for their mods...

After 1.0 is released (should be about two weeks from now if my life doesn't get busy... if not it should still be before the end of the year) I'll post a thread in the main creation forum for help on this. I'll also experiment with some other stuff, as from what I've seen there is some stuff in the python that could (read: should) have been done in the XML (the start year, which I changed early on, and the unit sounds).
 
I use the 2nd biggest on marathon mode. I don't mind the long build time, but the in between turn time is KILLER!
 
Version 1.0 is out - in the spoiler is the changelog. See the first post to download

Spoiler :
-Alien Vessel: 7 strength, 3 moves
-Increased time to barb strength increases
-Slight change to barb spawning
-Fixed capture bug with planetary defense grid
-Tacheyon Detector no longer has gold cost
-Shakaar is less aggressive
-Text fixes
-Cloaking Device no longer requires combat 1
-Transwarp Corridor requires plasma
-Attack Fighter is now Interceptor
-Klingon UU replaces Light II
-Light I upgrades to Light III
-Light II upgrades to Light IV
-Barbarians can't build construction ships (fix for python exception)
-All civics except first level require techs (most as per Gelvan)
-Free Market (tech) renamed Mercantile Theory
-Value techs: cost 100, not from wreckage
-Polyduranium Hull: cost 100, cloaking device: cost 200
-Research cost increased by game by 33% (was 25%)
-Assimilation is no longer on by default
-Tweaked building capture code (should prevent bugs)
-TXT_KEY_SEE_NO_INVISIBLES fixed
-Animals automatically destroy cities when they enter the tile
-Added scenarios

Deep Space Nine Changes:
-Changed Nova to Excelsior
-Standard tech: 5 health/happiness, no trade routes
-Added more units
-Standard ship: cost 200, 2 strength
-Tweaked tech power/score values
-Tweaked asset/power values for units
-Added in unit names
-UFP starts with less cities, less powerful units
-Romulans and Breen now get units when entering the war
-Text fixes
-Missile strength 5, can't be built in systems
-Removed science buildings and bank
-Removed Great General unique names
-Fixed bug where end game events didn't work properly
-Fixed unit combat/experience issues

Xindi Attack Changes:
-Episode features allow improvements and no longer obstruct visibility
-Enterprise can heal while moving when the engines are fully functional
-Reduced sphere cloaking barrier damage to 15%
-Removed many entries from Starfleet, Minor, and Sphere Builder city lists
-Removed Great People unique names
-Enterprise retains engines when killed except near Azati Prime
-Doubled cost of Pirate Ship
 
Downloading now... hope it works better!
 
tried several times now to play the game. the menus work fine and all, but as soon as the bar is all the way to the right and the loading box dissapears, i get a CTD. Help?
 
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