[BtS] Star Trek Mod

That was indeed the problem. Thanks! I think I will fix it by having the unique buildings have their own building class each - the building class wouldn't have a default building, and in the civilization infos file I will disallow construction of the building it should replace. With the right text data, that fact that it was done like this will be invisible to the player and only a concern for modding.

EDIT: That leaves the only bug as the "memory could not be read" error on exiting to the desktop - just an annoyance, but still something that I would like to fix if possible

EDIT: I just tried this method. It mostly work, but it is not recognized by the civlopedia, and I just noticed that this causes problems with prerequisite buildings.
 
Is anyone having trouble downloading from File Front or is it just me?
 
I'll re-upload it in a little while (when I have finished fixing the UB problem).

It turns out that for the code only cares that the buildingclass and buildings are equal - you can have 10 buildings for the same buildingclass if you have 9 more buildingclasses that have no buildings. As soon as I finish adding the extra buildingclasses, I'll re-upload it.

EDIT: Now that I checked it, the download seems fine. Try it again; it was probably too much traffic.
 
Any word on a release date for this BTS Mod?
 
I have no idea when it will be released - current plans are:
-Balance out unit, building, tech costs
-Implement the rest of the units
-Some new unit buttons and change GPs/missionaries to use advocate models/textures
-increase map script size
-somehow implement the cloaking system. Unfortunately, I know very little about the SDK and nobody who knows anything seems willing to help.
-Find/implement a spot in the city screen for GP bar and specialists
-Change allowed specialists in buildings to free specialists
-Implement events and corporations

Then I will release a beta; then the following:
-Unit models get implemented somehow (again, nobody who can make the nifs and kfms is willing to help)
-Create scenarios
-Write civlopedia
-Write manual

Then the final release.
 
This mod is fun, but unfortunately, starting around turn 40 it just takes tooooo long for the next turn to load, making the mod unplayable.
 
I love the idea behind the mod and the mod itself. However, having to wait 60+ turns to build things or tech upgrades really makes the game boring pretty quick. Times need to be shorter and maybe add some explanation to things you can build. Relate them as: ??? replaces workers. ??? replaces grainery. Etc
 
The buildings/techs/units are so expensive because they were mostly just pasted in from warlords/bts (though many have adjusted effects/requirements). The costs have not yet been balanced for the mod. I should do that soon.

I've figured out the states of the units though (except cost):

Light I
No Tech Requirement
2:strength: , 2:move:
Upgrades to Light II

Light II
Tech: Integrated Deflector
3:strength: , 2:move:
Upgrades to Light III

Light III
Tech: Transwarp Development Project
5:strength: , 3:move:
Upgrades to Light IV

Light IV
Tech: Isolinear Chips
8:strength: , 4:move: , 4 range
Can enter nebula with Astrometrics
Upgrades to Light V, Heavy I

Light V
Tech: Saucer Separation
12:strength: , 5:move: , 5 range
Can enter nebula with Astrometics
Upgrades to Light VI

Light VI
Tech: Quantum Torpedo
16:strength: , 6:move: , 6 range
Can enter nebula with Astrometics

Exploration I
Tech: Polyduranium Hull
1:strength: , 2:move:
Upgrades to Exploration II

Exploration II
Tech: Integrated Deflector
2:strength:, 2:move:
Upgrades to Exploration III
 
Unit stats part II

Exploration III
Tech: Long-Range Sensors
3:strength: , 3:move:
Upgrades to Exploration IV

Exploration IV
Tech: Modular Systems
5:strength: , 4:move: , 4 range
Can enter nebula with Astrometrics
Upgrades to Exploration V

Exploration V
Tech: Asymetric Warp Fields
9:strength: , 6:move: , 6 range
Can enter nebula with Astrometrics
Upgrades to Exploration VI, Heavy II

Exploration VI
Tech: EMH System
11:strength: , 8:move: , 8 range
Can enter nebula with Astrometrics

Note: All exploration ships cost less than light ships

Heavy I
Tech: ODN System
16:strength: , 3:move: , 3 range
Can enter nebula with Astrometrics
Upgrades to Heavy II, Attack Cruiser

Heavy II
Tech: Multi-Vector Assualt Mode
20:strength: , 4:move: , 4 range
Can enter nebula with Astrometrics

Atack Cruiser
Tech: Quantum Torpedo
20:strength: , 15 range (note: is an air unit)

Note: probes cost less then exploration ships

Deep Space Probe
No tech requirement
2:move:

Advanced Deep Space Probe
Tech: Isolinear Chips
5:move:
Can enter nebula
 
If you balance the tech upgrades, it will help. Unit/building production too. As it stands now, I love the mod, but it gets boring waiting 80 turns to get new techs/units/buildings.
 
any word on an update?
 
I just got the idea to make a file with projected changes for the next update. This was done so I don't aim to make changes and then make completely different changes (like I've been doing with the units for weeks now). I've posted it below.

Target: 12/24/07 or earlier

Target Changes:
-Balance TOS techs
-Add more units (at least TOS)
-Change GPs/Missionaries to Advocate art

There are other possible changes that I may make. This also doesn't include the interface changes that I have already made as well as the new XML tags (which don't do anything).
 
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