[BtS] Star Trek Mod

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
Darn! Just when my comp broke down...:mad:
 
So far so good. The mod looks great. I have a question though. I downloaded everything like you said to and tried to play one of the scenarios, but I could not locate them under the custom scenario or play scenario options. Any help would be appreciated.

I have patch 3.17 and the art pack downloaded to the places you said to put them. Thanks.
 
can't play 22 century kick me out in 1turn
or romulan earth
star bases don't have culture (please put in next pach)
 
Are you looking for the scenarios when the Star Trek mod loaded or just with BtS? I put them in private maps with the map script, so you need to have the Star Trek mod loaded to see them.

I have the mod loaded and still do not see them. All I see is the WB quicksave option when I choose custom scenario or play scenario.
 
What do you mean that it kicks you out in 1 turn? I never had any problems with them. The starbases should gain the culture the next turn. There is no way to make them have culture in the first turn because for some reason territory assignments made in worldbuilder are not saved.

it crash in first turn with federation. it won even start with volcans,andorians,etc.
olso,starbases never gain culture in any scenario like "ds9".

thanks for the mod you are my hero ,evrything else work fine.
:goodjob:
 
@kstater4civ: Could you post a list of the files that appear in your Beyond the Sword\Mods\Star Trek\Private Maps folder?

@Pablod: As far as the starbase culture goes, I don't have the issue. Are you referring to DS9 or any other starbases? DS9 is not hooked up into the starbase culture system and isn't supposed to gain culture (I may be able to make it get culture in the patch if you really want it). As for the CTD, the only thing I can guess is that you need to clear your cache. Could you also check the units and leaders in the civilopedia to make sure they display correctly? You may also need to reinstall the art/sound pack.
 
i deleted and install what you have and nothing change
no culture in starbases at any turn new ones or the one you put in scenarios
enterprice mod crash on me (I have windows vista)
art is fine must be a detail in xlm folder(civelopedia is fine)
tanks for lisenig and i'm grateful of your help
i deleted cache to
no culture no resurces
 
Well, I looked at the code and any scenario where the missiles have been removed will have the starbase culture problem (DS9 and Xindi should work fine as the missiles still exist for them). For some reason a key part of the culture code is embedded in the missile code.

I have no idea why you have the crashing problem. Do you get any errors when that happens? I believe that civ has some issues in Vista, but I don't know anything more.
 
PLEASE TELLME HAW I PUT MISILE IN THE OTHER scenarios so y can play them in the mean time

no error mesages at all
 
If you don't care about python exceptions, just paste one of the methods from the main version of CvFinalFrontierEvents.py into the ones in each mod (the method is in the starbase stuff section, and has comments relating to missiles; I forget the name right now).

I'm fixing it in the patch, but I would like to get the crashing problem fixed too. Is there anything specific you do when it crashes (a save would be helpful)?
 
no i just press the turn bottom

i put the save in the "dawload the lates version" tred

you want me to open the file and paste lines from "evenfile" or just paste the hold thing

itry both and didn't work still no culture for new or old starbases

it work when i put misile unit in XLM units (but is a error message at bigining)

scenarios are under MOD/startrek /private maps (KSTATER4CIV)

now every time a misile is spawn, culture from starbase is gone until y destroy the misile
 
deanej, the private maps folder contains the worldbuildersave files for each of the scenarios and the three .py files for the spiral galaxy, star trek flat map and the star trek map.
 
Guys, a simple question: how am I supposed to get resources? There is a resource, "plasma", that has in its description this - required to build transwarp corridor.

But how can I get plasma if I can't build transwarp corridor? Am I doing something wrong? I built a station right beside a plasma resource, built the extraction facility, and nothing...
 
hmmm sorry, just got it. Cargo holds tech, no roads needed.

But I noticed another thing. The great people production bonus is not being applied. Only the research bonus. I used a great enginer to join a "city" and its production is still the same, but it should have been increased by +3 hammers/turn.
 
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