[BtS] Star Trek Mod

Cool - thx! (Didn't know Winmerge could also be used to compare files for errors...) BTW, the CvSolarSystem "changes" (look like sloppy typos to me) might also be responible for the failure to create a MOO2Civ map/scenario, maybe.;)
 
Does anyone have ideas for what Emancipation should do? I removed the unhappiness penalty for other civs because I think it's too unbalancing, but now it does nothing except allow partisans (which don't always occur, for some reason; in fact, none of my tests have had it show up). Incidentially, now all the AI's gravitate toward caste system.
 
I'm on the final stretch with models now and I've hit a road block. I have to do a model for the Tellarites for an Enterprise era scenario... except there was hardly anything ever shown of a Tellarite ship. This link from Memory Alpha has the few screenshots of the only vessel shown but trying to model a ship based on those just is not possible.
And here is the only other picture I have of it:
tellarite-warship.jpg

As you can see, its a little small... I can use my imagination and create my own from this wee picture, but if anyone has any suggestions, or secret websites with start trek ships that might give me a little insight, it would help.
 
Unfortunately they have the same shots as Memory Alpha, I guess I will be using my imagination. I doubt anyone will complain here as there isn't much of a reference point to judge what I do.
 
Does anyone have ideas for what Emancipation should do? I removed the unhappiness penalty for other civs because I think it's too unbalancing, but now it does nothing except allow partisans (which don't always occur, for some reason; in fact, none of my tests have had it show up). Incidentially, now all the AI's gravitate toward caste system.

I find the vanilla civics in a space mod rather silly. if anything you should replace them with the final frontir ones, just adjusted for the changed unit classes, till you make something more trekki like.
 
I find the vanilla civics in a space mod rather silly. if anything you should replace them with the final frontir ones, just adjusted for the changed unit classes, till you make something more trekki like.

The Final Frontier ones don't really fit. Frankly, aside from the space setting, Star Trek really has more in common with vanilla than Final Frontier. I don't see Technocracy (or however it's spelled) or Green Economy in Star Trek. For the most part the vanilla civics work fairly well, except in cases where the effects have to be changed or where they need to be changed. I did that with Environmentalism; it was replaced by Self-Betterment. And I now plan to rename the religious civics - now that I think about it it's silly to keep them with the same name when religions have been renamed values.
 
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.

The DL Database file is fine? No need to use the zipfile you posted?:confused:

EDIT: Nevermind, I just read your 1st post.
 
Would people be willing to go without random events and quests? They are very difficult to implement and Final Frontier seems to be hostile to anything that puts units on the map via python. I only was able to come up with 20 events, 5 of which had to be scrapped because Final Frontier made them impossible to implement.
 
I for one would be OK. Release what you have, and we can Beta test some more for you, plus have some more nice units to drool at :).

Dang... I'll be on vacation until 7/7/08, but once I'm back, I'll wear it out!
 
:agree:

(Except for the vacation part.);)

IMO, checking out the new units & stuff can easily take preference over added events at this point - and I imagine most fans would agree. Let's have it!:D
 
The Supreme Court has ruled: random events go. Here's my current plans:
-When Jaydn finishes the scenario units, release the art/sound pack
-Release updated art defines and unit art styles so the new units can be seen
-Develop DS9 and Xindi scenarios
-Release beta 3
-Finish scenarios
-Develop cloaking device
-Release version 1.0

Now, some scenario questions:
1. How big should the scenario maps be for DS9 and the Xindi scenario? For DS9 I want to cover the Alpha Quadrant area where most of the show took place, including the Badlands, the DMZ, and a good portion of Cardassian and Federation territory as well as a scrap of Breen territroy. I intend to have require complete kills on. For the Xindi scenario I intend to cover most if not all of the Delphic Expanse that was seen on the show. The map would be like Afterworld; you move from one end to the other overall.
2. How long should they be? I'm thinking of using a weekly calendar for Xindi and a biweekly calendar for DS9. The advantage of the biweekly calendar is that I would be able to put it in the form "Episode X, Season Y". That leaves 26 turns a season, or 182 turns (6 more then show episodes, as season 1 actually had 20 but all others had 26).

Both scenarios will rely on python events and will be difficult to balance properly, which is why I picked these two for beta 3.
 
Have just stumbled across this. With the supposed revivals of Birth of the Federation seemingly going nowhere, I'll give this a shot.
 
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