[BtS] Star Trek Mod

@ mightymaximo: Where did you install the .fpk files? Beyond the Sword\Assets or Star Trek\Assets? If the latter, they should be moved (I put the art in .fpk files that need to be installed in the main game assets because of the scenarios. Civ has no "parent mod" functionality, so each scenario is a duplicate mod with whatever changes from Star Trek are needed; having the art separated reduces the total mod size from 2 GB to around 300-400 MB).

@ silver Sword: that explains it. The mod requires 3.17, and Civ4TerrainPlaneInfos got a major change in 3.13. I would try using the Final Frontier version of Civ4GameOptionInfos.xml and deleting the DLL file in Mods\Star Trek\Assets. You'll get missing functionality and an error with the Hirogen Hunters scenario, but it will hopefully work (note: these changes would need to be carried out across all the mod directories included in the mod download if you want the scenarios).

@ everyone: I've released the 1.20 patch. It fixes a CTD in the Deep Space Nine scenario when the Cardassian Resistance event occurs.
 
HELP
i've installed the mod with patch 1.20, but all menu or text are hidden !!!
 

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but I have only the version in Italian. Ccan I switch languages or change settings ?
In the old version (trek mod for Civ 3) this problem was not present.
Thanks for help
 
those files are in the moved like you said no change still have the pink on the map and some of the other files also I can't find any scenarios when when I load any of the scenarios
I really like these mods and scenarios I am sorry if I am such a noob about where to put these files still learning how it works would love to be able to get these to work. I appreciate all your time in making these and your tech help
Thanks
 
Hi Deanej,
I was playing a hell of a game in the scenario Deep Space Nine. But the game crashed at turn 175, when is trying to generate turn 176. What should I do? I updated to lastest patch and all.
 
Have the Breen entered the war yet? If not, then it's probably the issue I just fixed in patch 1.20. If they have, it could be Cardassia switching sides (can occur if Cardassia is captured and the game is past a certain turn around this area, or any number of other events (the conditionals start happening around this time). I wish I could be more exact, but the turn numbers hardcoded in the python aren't identical to the turn numbers that they happen in the game. A save would be useful.
 
I have patch 1.20. The Breen did not enter the war yet at turn 175. Not sure if Cardassia is captured or not (most likely not...since I would've saw the message), I barely began to fight the Cardassian myself.

Any advice?
 
Deanej, I downloaded and installed everything like the read-me said but when I enter the game, everything is pink...no art or something.


Any thoughts? I sent the proper FPK. files (copy and pasted) into the asset folder...straight from the zip file I downloaded. any thoughts? sound and stuff works great.

I downloaded the main file and the 2.0 patch, plus the arts and sound..so three diff downloads... did I miss a step?
 
@gundam_guy: Who owns Cardassia? To be captured, it simply needs to be owned by someone who is not the Cardassian Union. Even the Dominion counts.

Also, is this crash reporducible? The scenario has memory issues and will crash at random sometimes and you can simply reload in that situation.
 
Deanej: Cardassians owns Cardassia. Breen did not enter the war yet. However, I did capture a Cardassian planet Loval, and now tons of Cardassian ships is going there. And when I generate the next turn, it seems to crash while generating their ships movements. The crash is reproducible everytime.

Do you want my save file? How to give that to you?
 
Oh one more fine detail... just noticed it. When generating the turn, I hear the Enter War Klaxon right before the crash, that happened every time.
 
So I was playing the "Deep Space Nine" scenario as the Federation. It was about the middle of the game (the Klingons had just made peace with the Cardassians because of Sisko's intervention). I went to attack one of the Marquis rebel bases (and 5 raiders) using 15 Sovereign ships - not one of my ships survived but EVERY ONE of the Marquis ships as well as the rebel base were left untouched!
Just how powerful are these "rebel bases" and raiders suppose to be? What makes them almost invulnerable, especially when the ships are "older designs"?
Also, how do I use the wormhole (or can I)?
P.S. thanks for all the great work on this mod!
 
The rebel bases are supposed to represent rebels holding out on the planet, making it difficult to capture, but due to the combat logic they wind up defending first (ideally you would be able to kill the ships before encountering them). I put them in to prevent the Maquis from being destroyed the moment they appear.

The wormhole is just cosmetic; at the time I wasn't sure how to even make one work and I still don't know how to make the AI know about it, so it would just be abused even if I were to enable it. It wouldn't work so well with the map I made anyways (contact with the Dominion would be instantaneous).
 
All .fpk files go the the Assets folder. They go to the game folder and not the mod folder because their are really seven mod folders (one for the main mod, six for the scenarios), all of which use that art. Since civ doesn't allow mods to use the assets of other mods, I separated it out to reduce file size (the alternative was to have copies in all of the mod folders).
 
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