[BtS] Star Trek Mod

How can I set the game language to english?

I'm using a Civ4 Complete, german language, and when I run this Mod, almost any text is just blank, which makes playing impossible (even the city names are blank).

I'd love to switch to english anyway, there are a lot of bad translations in other mods too...

So, any hint how to switch language? (Hopefully this is possible at all...)

Thanks.
 
Never mind... found the language setting in the ini file ;-)

Google is your friend... sorry for the newbish question...
 
Hi!

Need hlp! I download the mod (version 2.0) and the update 2.37 in zip.
I extracted the 2.0 and the end.

What are the step to use the mod?
 
Thanks for making the Star Trek mod.

I had a lot of fun with the Deep Space 9 scenario. I'm curious, though. I hardly encountered any Dominion ships as the Federation. I thought I would be overwhelmed, but I only encountered one stack at first and then nothing afterward. Do you know why that would be?

Also, I actually have 50-something turns left, but everyone declared a cease-fire all of a sudden. Why? What am I supposed to do now? :lol:

Thanks again,

CK
 
Was there event text? That turn number looks about right for the automatic victory assignment to the Federation/allies. So either the Federation, Klingons, or Romulans should have been assigned victory by now (thinking about it, I really should change the code for that to always give it to the human in single-player games).

The Dominion should have done more than that. I guess it doesn't know how to take the 40 units it's given in the alpha quadrant before the war begins and leverage its position. I think I'll give them a small scouting party in the alpha quadrant when contact is made so it has some idea of where everything is when the war happens.
 
I definitely had the event text, and I loved the events. I just finished watching the whole series. Perhaps I could give some suggestions on events or things to add.

In the show, the Dominion was able to continue to manufacturer amazing amounts of Gem Ha'dar (sp?) ships to fight against the Federation. You should give a manufacturing facility/system to the Dominion in the Alpha quadrant -a powerful one that can manufacture 1 ship every 2 turns or so. I did face a LOT of Cardassian ships, so that was good. Unfortunately, the computer simply did not seem agressive enough to take my planets/starbases (well, it did happen a couple of times).

Hmm . . . I'm trying to think . . . It seems that it was much too easy for me to manufacture hoards of ships. I'm thinking you should allow the Federation only 1 or 2 manufacturing systems to simulate the difficulty in the Federation replacing its losses. That would have definitely made it more difficult.

Also, General Martok was not very friendly to me. Wierd. On the show he and Sisko were very close. They should be auto-allies in the scenario. The Romulans, of course, are a different matter all together and seemed to work well in the game.

I didn't know what to make of the Ferengi. What purpose do they serve in the scenario? No one attacks them and they do not attack. Accurate by the show, though.

I'm not criticizing: just trying to figure more ways to make it more fun! :D

So, why does human/Federation get auto victory?

Thanks again!
 
I think I made the dominion ships cheap but I don't remember. I'll note to make Federation ships more expensive, though (and/or less developed systems from the start). I could make the Dominion ships cheaper... not quite sure how I would do it only in the alpha quadrant though (don't want to make them cheaper in the gamma quadrant or else the early game for them might get too boring).

I used the love/hate mode in The Galaxy to make the starting relations close to cannon. I'll merge it in here.

The Ferengi do pretty much just take up space. I could add a random chance for the Dominion or Cardassia to declare war on them each turn.

Beating back the other side enough is how I wanted victory to be done (probably should document that), though it is easier for the allies than the Dominion (allies only need 20 cities on turn 179 and to capture Cardassia... Dominion needs to make the allies have 5 or less cities after turn 181). Probably should bump the latter count for number of cities and do something to make the Federation one harder. Victory actually goes to the player on the winning side that is the largest (unfortunately, given the way the AI performs, this will invariably lead to the Federation winning).
 
I'll note to make Federation ships more expensive, though (and/or less developed systems from the start).

Couldn't you simply make it so the Federation needs a National Wonder in a system to build ships? This would make ship building in only 1 system, though you could give a couple National Wonders such an ability (Starfleet Academy and the one you get with a great general [can't remember the name]). Federation should probably be able to have 2 or 3 ship building star systems.

I could make the Dominion ships cheaper... not quite sure how I would do it only in the alpha quadrant though (don't want to make them cheaper in the gamma quadrant or else the early game for them might get too boring).

Couldn't you create 2 different types of Fighters: Gamma Fighter and Alpha Fighter? The Alpha one would be cheaper. Does the Dominion get a system of its own in the Alpha quadrant? If not, I think they should get one by event in order to manufacturer ships there . . . unless there is a mechanism for the Dominion to send ships to the Alpha Quadrant from the Gamma Quadrant.


I used the love/hate mode in The Galaxy to make the starting relations close to cannon. I'll merge it in here.

I'm not sure what you mean by this, but ok.

The Ferengi do pretty much just take up space. I could add a random chance for the Dominion or Cardassia to declare war on them each turn.

It's not a big deal. You could simply add a text box event stating how the Ferangi have decided getting involved in the Federation's war would "not be profitable." That way it helps draw together the story and how each character fits in.

Beating back the other side enough is how I wanted victory to be done (probably should document that), though it is easier for the allies than the Dominion (allies only need 20 cities on turn 179 and to capture Cardassia... Dominion needs to make the allies have 5 or less cities after turn 181). Probably should bump the latter count for number of cities and do something to make the Federation one harder. Victory actually goes to the player on the winning side that is the largest (unfortunately, given the way the AI performs, this will invariably lead to the Federation winning).

Is there something at the beginning of the scenario that states these victory conditions? I think it would be good to have some kind of scenario intro text to state that you cannot declare war, there is no tech tree (I assigned most of my points to tech, but was that necessary? Do all techs come by event?), that the game will unfold by event (so pay attention and have fun!), and stating the victory conditions. I think that would help a lot.

By the way, if you want (or don't mind), I could play the scenario again and pay special attention to everything and give ideas of additional events, etc.

Thanks again! :goodjob:
 
Oh, also, apparently I won the scenario but didn't know it. A ceasefire occured, but the scenario simply continued. Would it be possible to have the scenario end once the victory condition(s) have been reached with a cool game ending text box (conclusion)?

That would be awesome!
 
Can I comment on one thing here? I hate Atomic Gamer. You wait and wait, and then sometimes, the file doesn't even download right. Seriously. I've tried to download this one many times, and have failed every time before. But, today, I will try again. Why? Cuz I REALLY wanna play it...
 
Back
Top Bottom