[BtS] Star Trek Mod

Do I ever hate being "that guy", but will this mod work OK with the latest patch? Thanks!
 
It should work fine if you delete CvGameCore.dll. I also plan to release a patch to make it compliant with 3.17 as soon as I get the SDK recompiled and I verify that there are no errors created from incorporating changes. Also: delete or move Civ4GameOptionInfos if you get an error about the no espionage setting. Let me know if after doing both you still get errors or things work different (other than custom game options).
 

Attachments

  • gowron.jpg
    gowron.jpg
    120.6 KB · Views: 131
  • thotgor.jpg
    thotgor.jpg
    107.9 KB · Views: 126
I have no idea why it would do that. I don't think I have the problem, but my Civilizations file is also alphabetized. Was this before or after 3.17?

Incidentally, Star Trek is unplayable in 3.17, even with a new DLL. I get a zillion python exceptions and some text for Final Frontier is gone. I have no idea what to do.
 
I haven't patched yet.
And judging by what you say about Star Trek not working, i don't think I will :(
 
I fixed the text (some stuff was moved from the epic game to the Final Frontier files) but I have no idea what causes the python exceptions. I also have the bug where systems start with no planets AGAIN! I don't know why the bug rears its ugly head every single time Firaxis releases a patch, but I hope there are no more patches because the problem usually takes a lot of frustration and months to fix. Don't expect beta 3 any time soon. If this goes like last time, that bug will still be there by Christmas. I never even modified the python files being mentioned - neither has Final Frontier, yet that mod works just fine. If it works for FF, it should work for Star Trek, right? Could some experienced Python coders tell me how to isolate what's wrong?
 
Are there any other mods in the works that are based after Final Frontier that might share the same problems?
 
I'm not ready to install the patch yet on my main machine (cause I still like to play Star Trek) but when I get a change I'll try it on another computer. If I get the errors as well, the first thing I think I'll be trying is to reinstall Civ 4 and BtS all together. A couple other people have mentioned that in regards to the numerous Python errors in patch 3.17. If all else fails, I make take up learning Python :( (after the models are all done)
 
I've managed to make a working patch. The errors seem to be caused by a method introduced by Firaxis not being compatible with my DLL even though it seems to incorporate the changes in 3.17. For now I just used a python hack to work around it. The patch for 3.17 is attached.

EDIT: If anyone downloaded the patch before 7:36 PM eastern time, download it again. I forgot a couple files.
 
Umm... (afraid to ask) : does this mean that Beta 3 is still on schedule?:confused:

EDIT: Nevermind (I just saw your post on B5 thread)...
 
I used a python hack to get around issues. Beta 3 should still come, but I would like to know what i need to do to properly fix the DLL (I currently have a CTD that I don't know how to fix and nobody will help). I guess us modders are supposed to know how to fix these things, but unfortunately I don't. I just don't know enough about programming.
 
Could the people reading this thread that have 3.17 and my patch please try out each civ and make sure that it doesn't crash when you select a tech when prompted? I noticed that problem as the Borg and need to make sure that if it's just them as well as if it's related to any changes I made that you don't have.
 
Never mind all that civ testing, I just ran civchecker and I think I found the problem. The art define tag for the Borg Colony Ship was changed when the animations were added to the units and I didn't realize it so my unit art styles were out of date.

I also discovered the real cause of the python errors. CvAdvisorUtils.py was changed in the patch. I updated my file and it now works fine. Sorry for the chaos. Things should be returning to normal now.
 
I don't know how that Borg Colony could have changed, it didn't get any animations...
 
I was thinking, I guess there is no room for another alien event like the Crystaline Entity? I'd love to add the whale probe from Star Trek IV... because it was cool, and also because the model would be easy :)
 
I also discovered the real cause of the python errors. CvAdvisorUtils.py was changed in the patch. I updated my file and it now works fine. Sorry for the chaos. Things should be returning to normal now.

Could you explain how you did that? (MOO2Civ nor any of its patches work with the 3.17 patch and as I didn't create the original mod, I have no idea how to fix it...):(
 
You don't have CvAdvisorUtils.py so MOO2Civ will work with the new version of the file by default. I only have a different version because when I changed the unit combats a bug developed that caused advisor popups for the epic game ones (melee, siege, etc., even spy and privateer) to pop up when a colony ship was created. I looked at the files in WinMerge and noticed that there are quite a bit of changes in CvFinalFrontierEvents.py and CvSolarSystem.py. The stuff that looks worrisome is the fact that in your CvSolarSystem the sun/planet types were changed (ex: BLUE_PLANET to Blue Planet) and a couple methods were deleted.
 
Back
Top Bottom