[BtS] Star Trek Mod

Honestly I would prefer to leave it in the game; at this point you've done so much work, but if someone out there can figure it out, then let's give them the chance. Maybe someone can post in one of the other technical forums for help.
 
I used to have an alpha quadrant-only version but the performance improvements from 2.38 to 4.0 eliminated the need. You can easily eliminate players from the scenario file, though. Simply open another one, copy the blank player entries (each starts with BeginPlayer and ends with EndPlayer) and overwrite the ones you don't want (just be careful to keep the team numbers matching the ones you eliminated). Then simply eliminate the starting cities for those players (starts with BeginCity, ends with EndCity); for the Borg you also have to eliminate their probe (BeginUnit, EndUnit); if you aren't sure which cities are which, the owner number matches the player number (which just happens to match the team number in this case).

It might also be possible with custom scenario but I'm not sure.
 
I'm getting some stupid error on the installer for 4.29 about how I must enter a full path name with a driver letter. I'm on Win7 and have a patched-to-3.19 BtS installed in the default location. Any ideas chaps?
 
It looks like the registry entries that tell Windows where civ4 is installed do not exist on your system for some reason. Not really sure what to recommend; the only thing I can think of is to create a key INSTALLDIR in the registry at HKLM\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword and set that key to where you have civ4 installed.
 
Have you thought of including some of the open files of Star Trek Supremacy to broaden the game?
He has a host of minor races and I like the way you can move around the population to different job areas. I also like the tech tree being more Masters of Orion II so you can be working in different fields at once.

I can't seem to even find your files to mess with them for my own purpose.
Is the main game folder Galaxy or Star Trek??

Also besides the encylopedia in the game do you have a manual so I can understand better about cultures etc?
 
Two questions:
What scenario and map has the most inhabited systems (that act as goody Huts?)

As I like the race mix in the Galaxy Scenario. Which files would I have to bring over if I wanted to play that race mix in the base Star Trek game (without changing the base game otherwise). I can modify (add probes etc).
 
Could I just copy one of the random spiral galaxy python files:

SpiralGalaxy

Into the ST Galaxy/Private map folder and still have the generation of independents or are the "placed" on the map?
 
Not with the versions that appear in anything later than 2.38. Being an older scenario, The Galaxy is not compatable with the current map scripts. Otherwise it wouldn't be an issue, though. Just the worldbuilder changes making it impossible.

However, the version included in Final Frontier Plus will work (though it has a similar dependence on FinalFrontier). You won't get independents - they're placed in the scenario file.
 
Do I have to mess around in the SDK Source Folder to add or take away a race? I adjusted the folders you said by adding and taking away from these files:

"I think just Civ4CivilizationInfos, Civ4LeaderHeadInfos, and Civ4UnitArtStyleTypeInfos, and also the text file for The Galaxy."

and had the new races but still had races I wanted deleted on the menu. Are all the files I need to mess with to add or take away in the Assets/XML folder? Where is the file that determines the playable race menu?
 
Weather something is playable or not is set by bPlayable and bAIPlayable in Civ4CivilizationInfos.xml. Here's a secret: I never actually removed the other civs from The Galaxy. They just weren't put on the map.

The only time you need to touch stuff in the SDK source folder is if you want to modify the DLL, which doesn't have anything hardcoded. Everything that needs to be explicitly defined for the DLL can be changed via GlobalDefines.xml (not modified by Star Trek; the added/changed entries were copied to GlobalDefinesAlt; you can find other entries in the file in the BtS assets folder) and GlobalDefinesAlt.xml.
 
Sorry to be so fickle. The Civ4CivilizationInfos.xml. tip was awesome!. However I am trying to play the Star Trek Galaxy on the base Trek as I want a random generated Spiral Galaxy map with its inhabited systems. I have been able to import the Vulcans, Andorians and Tellurites and think they are working. However I would like to know where the files are that allow the creation of the Federation in the Galaxy scenerio so I can import them into the base game. What are the conditioins that allow the formation of the Federation? Can you only do it Playing Earth or can you do it as a Vulcan, Tellurite or Andorian player?

I was thinking of also allowing other ones to be created later like the Terran Empire (if you attack and concor the Vulcans) or the Cardassian-Kliingon Alliance.
Thanks so much for your help.

Also where are the files that determine starting forces (the probe ships) and or buildings?
 
The founding of the federation is done via python and is connected to the completion of the Federation Headquarters wonder (python method onBuildingBuilt in CvFinalFrontierEvents.py); I probably hardcoded the team values to the scenario map, so you'll probably have to modify it.

Starting buildings are also in Civ4CivilizationInfos.xml; anything there other than the palace will be added to new systems, palace only to starting system.

Starting units are either in Civ4CivilizationInfos.xml or the map script files. Not sure which. If the starting unit XML data in civilization infos has the colony ship it means they didn't get moved from python to XML.
 
Thanks for help (again) I got the federation to form and had a but had a bug

I wan't playing a one of the possible Federation player but after they formed elsewhere started seeing their moves.

Also i am still mystified about where starting units are as XML files have Colony ship and could not find anything in Python Spiral Galaxy setup that mentions the probes.
 
Let me guess: you didn't remove the player number hardcoding when you moved the code over.

That code assumes it's running on the scenario; as such, it hardcoded the player numbers. It doensn't take Earth, Vulcan, Andor, and Tellar and make them one team; it takes players 0-3 and makes them into one team. In the scenario, where everyone is hardcoded in the scenario file, this is fine. On a random map, players are picked at random, and the human is always player 0. As such, you're on that team. There are two ways to fix this: rewrite the code or use a custom game to set up the appropriate civ order for players 0-3.

The probe stuff is in the python map script StarTrek. SpiralGalaxy borrows many functions from StarTrek and the starting city and unit is one of them. It's near the bottom. Btw, I used the SpiralGalaxyManyCivs to create the galaxy map instead of the vanilla SpiralGalaxy.
 
Might want to double check combat scripts or something cause i just won the most one-sided victory i have ever seen in Civ. My deep space probe defeated a warp 5 ship with a 100% chance of losing.

Seriously, he had a strength score of 1.12 and my probe had a score of only .09 and my probe still won.

heres a screenshot.
 

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