[BtS] Star Trek Mod

Oh what new delicious challenges could be added if this Star Trek mod could embody planetary and orbital garrison troops to challenge invading storm troopers in their troop ships. In DS9 there was at least one episode where Federation Troops were fighting on the surface of a planet, or was it a moon? I guess, however, we should just be grateful for what we have and let the glorious engineers of this MOD rest from their labours.

Live long and prosper.
 
Cmcastl - There comes a point when you realize that for whatever reason that someone else isn't going to 'do something' and you have a choice to make: live with the situation 'as-is' or do it yourself.

During a beta or maybe the first release I wanted a lot more ship diversity, but Deanej liked having the Light I, II, and so on, but he pointed me in the direction to make the changes I wanted. Now many of the races have multiple ships, with the Federation especially having Miranda Class, Constitution Class, Galaxy and so on. This is a minor change to what you are discussing, but it's just an example.

I admire your desire for what you see as an enhancement to the mod, but I can say that to really implement ground forces and to get them to work and work well (the AI would be the major issue) would take much more time than anyone in the position of making it happen is willing to do. I think at this point if it's going to happen, your going to have to make it happen. If I had the desire, the free time of which I have nearly zero now, and the ability to implement a true ground force option I think it could be interesting.

Honestly though, the most I might do when I do have the free time will be adding the transport ships like I've discussed before.

What I can say from personal experience is this: in the Civ III Star Trek mod, ground forces didn't work really well for several reasons. In one game, in the 2200s, I had a fleet that could crush any other local race's fleet into dust. Someone started a war with me, I beat his fleet down in less than 5 turns, then I sent a massive force of ground troops (my best guess was I outnumbered the city's defenders 40 to 10) and I was slaughtered. I don't think I killed more than 2, but lost every attacker I had. This was with both their soldiers and my soldiers were at the same level. I don't play that mod for that reason and would stop playing this mod if something like that happened here.

Like you said though, in the end I think this is the best mod for Civ IV, and I like it better than my previous all time favorite mod (Civ III Rise and Fall of the Roman Empire).
 
Cmcastl - There comes a point when you realize that for whatever reason that someone else isn't going to 'do something' and you have a choice to make: live with the situation 'as-is' or do it yourself.

Incidentally this is how Star Trek itself got started. The Warlords scenarios made me think of how much fun a Dominion Wars scenario (what later became the Deep Space Nine scenario) would be. However, I was the only one interested in doing it at the time.
 
I'm not trying to shoot your idea down Cmcastl, and I lament that I don't have the free time to help flesh out your ideas.
 
"I'm not trying to shoot your idea down Cmcastl."

Done a pretty good job. Sorry, won't post on here again.
 
Honestly I was trying to motivate you to learn how to make the changes you want, or enlist the help of someone with the skills and free time to help. I even said I lament not being able to help, in other words I wish I could help you make the changes you want to see, but I lack the skill, and more importantly the free time to make the extensive changes you want to make. I am missing where I said your idea was stupid or not worth doing; I only said all I would do is make troop transports because that is all the skill and time I have to do for the next few months. You never seemed interested in that option, so I never did it and couldn't post it up for that reason.

My recommendation is for you to put the question to the forum community at large and ask first what needs to be modified and then ask for places to look on how to make those changes. If I get some unexpected free time in the next year I would be willing to help, but at the very least I could help with beta testing.

In short I've thought your ideas were good all along and I was only trying to motivate you. If I caused you to stumble, I apologize for that.
 
Is there any chance of increasing the maximum one can have in the Treasury? I seem only to be able to have 5000 credits at the moment.
 
I haven't checked, but if it's a hard limit set in XML, then it should be easy to modify. Otherwise we will have to wait for someone more knoweledgeable to come along... I'm getting close to that limit so I'd like to know, too.
 
Okay, I gotta fess up here. Sometimes I cheat... just a little bit because other races' destroyers make mincemeat of my Heavy Cruisers. :( Cut me some slack, please, man! I need some slack. Like a lot more treasury wallah using the Worldbuilder option. :)
 
I don't know of a treasury limit in the normal game. If it's worldbuilder you could try clicking the up arrow after setting the amount; sometimes setting the amount in the text box doesn't fully update the game. I had to do this with culture all the time when setting up scenarios because the text box wouldn't update the cultural radius.
 
I have set up the amount above 5,000 Deanej on World Builder but next turn it has always acted on what appears to be a default - 5,000. Well, that is how it seems to me. I go bankrupt, at any rate, and lots of things get scrapped.

It occurs to me, however, that I don't quite know what you are advocating. Yes, in other Civ IV MODs there appears to be no such default. I had wondered if it was a default specific to Star Trek.
 
PS. In short, Deanej, I could have been a lot more succinct by saying that I suspect in this MOD 5,000 is hardwired as the Treasury max.
 
I'm pretty sure you can't go above 5000 in Worldbuilder in any mod. It's not the actual maximum of the treasury (if there is one at all, that will be at some massive power of two like 4294967296 or 18446744073709551616), but worldbuilder just doesn't want to go above that. In any mod.
 
More to the point: what are you needing more than 5000 credits for at a given time? And if you aren't above cheating, why not just gift yourself ships or starbases?
 
Thanks everyone for the response. I shall have to check on thta but I don't seem to encounter this problem in Planetfall. However, I can't categorically say that until I have checke, which I shall do over the next few days.

Live long and prosper.
 
Just to respond to Apenpaap, Planetfall does allow and keep treasury credits about 5000. This limit is peculiar to BTS and perhaps other mods I know not of.
 
I have a question about this mod:
Why does the Borgs can not research anything?
I cant' even research first tech for Borgs called Isolinear chips.
 
I have been mobbed before on this forum but I will hazard again.

Civ IV Planetfall doesn't have a treasury credit limit of 5,000 so will some one please tell me how I can increase the treasury limit on Star Trek. It can't difficult, even for some one like me.
 
I have a question about this mod:
Why does the Borgs can not research anything?
I cant' even research first tech for Borgs called Isolinear chips.

The Borg gain techs by conquest. I've never actually played a game as the Borg (other than a few turns for testing purposes) but as I recall: Defeating other ships has a chance to gain you a tech, and you can also get a tech from capturing a star system from somebody.

They Borg are not a happy-go-lucky peaceful stay at home type of civilization. Go kill somebody.
 
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