[BtS] Star Trek Mod

They look great! Actually I haven't heard anything for a month and am looking forward to it. How soon do you think I will see them? If by the end of next week I'll put them in the beta... if not I'll put them in beta 2 (planned release around mid April).

PM me with your email addy and I will send them to you. And the others as they get done I will send them your way. :)



:nuke: Cheers, Thorgrimm :nuke:
 
Beta 1 is now out - with lots and lots of changes (and frontpage coverage - I actually submitted it for that this time!).

-Fixed three python exceptions
-Fixed bug preventing war declarations in WB as per Bhruic
-Removed second entry of Exploration III in XML
-Exploration IV/V/VI can now attack
-New XML values now recognized by the SDK
-Can only build 1 jail/orbital base/fusion reactor/shipyard per system
-Removed Sid's Tips
-Increased Legendary Culture threshold
-Federation Headquarters now requires Hypersubspace Communication, cost 300
-Barb max XP value increased to 50
-Probes count as military support (fix for python exception in CvAI)
-AI code now compensates for unique buildings
-Corporations have been added to the game
-Mercantalism now has -100% corporation cost
-Can now use corporations
-Fixed civic strategy text
-Added Intro movie
-Added some new music; Movie TNG theme now TNG era; replaced Voyager pop song
-New XML value (for cloaking system - doesn't do anything yet)
-Included cephalo's SpiralGalaxy map script
-Pedia entries for all units
-StarTrekFlat map script created
-Added in Unique Units
-Spies no longer use asian warrior art
-Added Crystalline Entity

So what's left? Unit models (a lot should be coming soon), the cloaking device (will post thread asking for help as I'm not really familiar with the SDK as soon as the next patch is out or I run out of other things to do - whichever comes first), scenarios (see note for cloaking device, though I know exactly how I will do these), pedia text, the manual, and random events.
 
Interesting. I haven't looked at this in the game since last August when you converted it to BtS, so I'll have to give it a go now. :D
 
Tried out the Federation on the Flat map as soon as I'd checked out all the Leader(head)s. Had great fun exploring for a while, met the Romulans. Beta1 seems to work fine; well done!:)

Noticed 2 things: "Text needed" civpedia popups and a devastating lack of Trek style units and building icons. Posted a Trek Units Request immediately after sav- & exiting.

(If you could zip/send/PM me files needing text, I'd be happy to have a look at it! - Otherwise I can't really help out as I'm more of a scenario guy...)
 
Having discovered Structural Interity in 2360 AD I have the following comments:

- Structural Integrity should be discovered at Stardate....
- "Great ...has been born in a far away land"/"in [planet]" should read: "on a remote planet"/"on [planet]"
- Zek (in black) is barely readable against a space background (even gray would be better).

Ohterwise, great fun!:)

(Once again: if you could zip/send/PM me files needing text, I'd be happy to have a look at it! - Now I'm back to my pre-space age 50 AD for BTS scenario ...):hatsoff:
 
Yes, pedias are needed. I plan to add them for the next beta as things are slowing down (unit models are on the way too). I need buildings, techs, and civilizations/leaders. The files are in Assets\XML\Text and are clearly names - the only thing is that civs/leaders are both in Civ4GameText_ST_Civs and the techs file does not have the spelling change from your post (you will need to add it if you're going to modify the file, though I added it in mine). Many buildings still use their original pedia descriptions from the epic game and should probably be changed.

Stardates: would require SDK change most likely.
 
Well, I'm glad to see these matters are in the works!

BTW, I see you got a bigger ship than mine!:mad: (I noticed that one had been "taken", so I took a more basic avatar pic);)

Keep it up!
 
Well, I already finished my Federation game as the no. 1 civ built an - albeit transdimensional - spaceship... And I was just starting on constructing space lanes! (I think I'll turn off that victory next time around - assuming that's possible...)

On a related note: I think advances come too quickly (or there aren't enough of them yet...), as by 2400 AD the lead civ was researching Future Tech already.

Anyway, I had a nice tryout!;)
 
Does it still say "Space Race" victory on the bottom when you win? If so, it needs to be fixed. I've never actually played a game out that far, so feedback is appreciated. I'll increase the cost of the project for building it. How much do you think it needs to be increased?

The fact that you have future tech around 2400 means that the techs are still keeping pace with the years. I'm not really sure what more to add. Should costs be increased again?
 
Does it still say "Space Race" victory on the bottom when you win? If so, it needs to be fixed. I've never actually played a game out that far, so feedback is appreciated. I'll increase the cost of the project for building it. How much do you think it needs to be increased?

I'll check about the "Space Race" text (I was a bit disappointed that I was through, so didn't pay attention*) and get back to you.

The fact that you have future tech around 2400 means that the techs are still keeping pace with the years. I'm not really sure what more to add. Should costs be increased again?

I'll check the advances too. However, my point is, research proceeds too fast. In the beginning it's alright, but after I got like 6-7 colonies I was able to research advances in 6-7 turns and had to plan my research so I wouldn't get ship upgrades I couldn't afford. (I regularly set 1 or 2 colonies to Research or Wealth; if I hadn't I'd grown bigger even faster - and might actually have won, but that's not my point. BTW, I played on Lieutenant level; don't know how much that matters.) So yeah, I'd say: increase the cost.

A related issue: I got the distinct impression the other races were exchanging techs like crazy and there weren't many wars going on. (The Klingons declared war on me once, but after I destroyed 2 of their ships, they agreed to a peace treaty. Which would suggest race characteristics aren't fine tuned yet: the Klingons should only sue for peace after heavy losses, I should think.)

* The game ended before I even met the Borg - which, strangely, I was looking forward to, actually...;)
 
About the techs, I think maybe what you should do is double the amount of turns (have it be two turns per year or whatever it presently is), and then either add more techs or increase their cost. It seems like it flies by too fast.

Also, I noticed when I played that corporations were disabled, but the AI still used its great people to found corporations! The result was that Mining Inc. was created about 10 times. :crazyeye:

Everything still needs to be fleshed out, especially the units and graphics, but I think this is very promising. :)
 
I think that problem with taking another empire's home planet is back again.
I take Devore and the game crashes.
 

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http://memory-alpha.org includes some tech references for additional techs. (So apart from increasing research cost, there are still techs that might be included.)

I've added a txt.file containing a number of techs from another source. (And then ofcourse there's the Star Trek Encyclopedia, which is quite extensive.);)

I'm also adding a screenie of turn 171 (game end):
 

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