[BtS] Star Trek Mod

has anyone used the new art yet? Awfully quiet since the units were released
 
Got an estimated DL time of +1 hr; after +3 hrs my comp grinded to a halt at 75% complete DL. Will try again later.
 
I tried to use the new packed art, but i get an error.

also, in the archive there are instructions that we should place the files in: "C:\Program Files\Firaxis Games\Sid Meier's Civilization IV\Beyond the Sword\Assets"

Are you sure that's correct?

In either case, some more installation instructions would be appreciated...
 
Yes, that's correct. FPK files are not loaded from CustomAssets (I tried). Don't worry, no files overwrite originals. They need to go there because the art is needed for Star Trek, but does not impact the epic game or other mods, which is why it was selected. The scenarios will use this art as well, and having it not restricted to the mod greatly reduces file size (from 3-5 GB to around 450 MB maximum). Yes, the Star Trek mod really did have the potential to be larger than civ itself. This is because scenarios need their own mod, and since there is no "parent mod" functionality in civ, that means that the whole mod would need to be copied over 8 times. Having the art available where it is. Unzipping is all you need to do, as this is not a mod in itself, but rather (most of) the art/sound assets needed for the Star Trek mod and scenarios based off of it.

Art and sound that conflicts with the epic game has not been included in this pack. This included era pictures, the opening menu, etc.
 
After another failed try I finally DLed in 15 mins. Everything looks great!:goodjob:

Noticed two things:
- "Rgeninald Barclay..." Great Engineer text
- in-game historians listing is standard; added a little list of possible sc-fi historians (don't know if you can or want them, but what the heck)

RA Heinlein
HG Wells
AE Van Vogt
F Leiber
Isaac Asimov
H Gernsback
Aldous Huxley
Stanislav Lem
Frank Herbert
UK Le Guin
R Zelazny.;)
 
Me again;

i tried installig the art pack again, but i still get an error (GFC error, fail to initialize the primary main control theme).

Here are the files i have and here's what i did:
D:\Kitt\Games\Civ 4\Mods\Star Trek\Star Trek Art and Sound.zip
D:\Kitt\Games\Civ 4\Mods\Star Trek\StarTrekPatch.zip
D:\Kitt\Games\Civ 4\Mods\Star Trek\Star_TrekBeta2.zip
D:\Kitt\Games\Civ 4\Mods\Star Trek\STUnitPatch.zip

i deleted the BTS/mods/star trek folder.
i entered the BTS/mods diretory and then unpacked Star_TrekBeta2.zip there.
i patched the resulting "Star trek" folder using StarTrekPatch.zip. i overridden the files in the asset folder.
i unpacked the Star Trek Art and Sound.zip in the bts/assets folder (as instructed in the readme)
i deleted the bts/mods/star trek/assets/art/units folder
i unpacked STUnitPatch.zip in the BTS/mods/star trek folder. some files were overridden.
started the game with the mod.
i got the crash while the mod was loading.
i came here to whine about it.

Any ideas on what i did wrong?
 
Never mind, i reinstalled civ4 and - voila! It works!

I'll get back to you later with some feedback. Anything in particular you are interested in?
 
The personalities seemed ok. I only played one game so far, but in that game it was a bit odd that the ferengi ruled the game with all the other leader barely following us.
 
Tried out the Federation on Lt. Commander level, Custom Game style (all original races plus Borg). The challenge is definitely up, as I got in a war with Gowron (Qo'NoS being virtually next door), who refused to make peace. Some ships were destroyed, then the Dominion declared war as well! After getting nuked twice (Earth + Alpha Cenaturi, my prime systems) and nuking Qo'NoS back I'd had it... By this time I had only colonized 3 systems.:( Will try another game later. (BTW, the Ferengi were only in the lead a short while in my game.)

So, if the altered traits mean more aggressiveness, they're a big success.

P.S. Mentioned this before, I think, but these Subspace Warheads are really annoying; wish they could be banned or turned off or something.:mad:
 
I played another game to day and i just thought i should report two things:

first: the civilizations dont expand well. in my last game (commander difficulty) the other civs bareley had 3 (maybe 4) systems while i had about 10 + decent fleet. however they do keep up in research.

and the second is about the ranged bombardment system: i had my system bombarded from a range that was beyond the system's visibility range. it awas a bit weird.... personally i would reduce the bombardment range of the ships.

Anyway, the new units look just GREAT. Excellent job guys! Excellent!
 
Hi guys. New user here and big time Star Trek fan. I Just had to post some of my experiences with this mod in particular with the Romulans. First up for whatever reason the Romulan UU the scout ship is the exact same model as the deep space prope which is, I think, one of the final frontier default units. Also the model for the Romulan attack fighter is the same model as the Heavy 1, 2 and Light 6. That's fine by me but is it suppose to be as big as them as well?! I must say it was kind of funny seeing one of these jumbo super sized fighters flying around D'deridex class warbird. Only other thing I find wired is that the Borg seem a bit underpowered. I understand that you need balance and everything but come on there the borg! They're suppose to be massively powerful and nigh impossible to beat (at least one on one). Other than that this mod is awesome. Best Star Trek game ever made (although I've never had my chance to get my gruppy mits on Bridge Commender)!
 
1. I fixed the art problem for the romulan scout and then forgot it ever existed. Sorry. It's fixed for beta 3, though. Just replace the art define entry with the scout entry if you want it now.

2. It's called "Attack Fighter" simply because I couldn't think of a better name for the role.

3. Borg on map = Game Over doesn't seem very fun, does it? If they ever appear in a scenario they'll be very strong (and AI only). Should I give the UU a boost too? I'm not sure how balanced the UU is, it may be one of the weaker ones.
 
Noticed a supersized Federation scout (no IV) as well (bigger than the Light IV).

If the Borg UU is a Cube I think it should be quite strong (a single Borg Cube should be able to take out multiple [non-Species 8472] ships), but not as strong as the Time Warp vessel and quite expensive. If Borg Cubes (whether UU or not) appear, the other players should be alarmed at least; up til now they don't seem like much of a threat in-game.

Reasoning: that way the Borg are a real threat, but if contained soon enough it might be OK.
 
Hi guys

While waiting for beta 3 to arrive i did a litte modding of my own on your already excellent mod. It's mostly tweaks and ballance stuff to make the game more playable (in my own humble opinion)

With your permission i'd like to post it here so that other people may enjoy it. What do you say?
 
I'll post some stuff in about an hour or so.

One highlight: the borg cube appears as a barbarian around the time when you have galaxy class ships. It will take a fleet to bring it down. A big fleet.

That is if i can get it to attack (read: trash) your colonies (read: civilization) instead of laying around (read: vegetate) like the cristal entity....

EDIT: Q: you guys know a way of making a certain unit take less damage from ranged bombardment?
 
I have to ask you guys for some help.

I'm trying to spawn a cube for just one time.

i work in the function
def doPirateSpawning(self): in the python script

when i use this code:
iBorgCube = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_B_BORG_CUBE')
pPlayer.initUnit(iBorgCube, 1, 1, UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)

it works fine, but spawns a cube every turn ( as expected...)


however when i use this code:

iBorgCube = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_B_BORG_CUBE')

if (iCubeEventOne < 1):
pPlayer.initUnit(iBorgCube, 1, 1, UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)
pPlayer.initUnit(iBorgCube, 10, 1, UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)
pPlayer.initUnit(iBorgCube, 1, 10, UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)
pPlayer.initUnit(iBorgCube, 10, 10, UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)
iCubeEventOne = 1


it doesn't work at all. no spawns.
i mention that i did initialized the iCubeEventOne variable to 0 at the beginining of the file.

Any tips?
 
I like that idea... make it difficult to produce, and difficult to kill.

:agree:

I don't know what changes nicky21 has implemented (sounds interesting), but it made me think of Picard's first encounter with a Borg Cube: the Enterprise did considerable damage to it, but the drones started repairs while an away team was on board. Not sure how this Borg adaptability might be implemented... how about this: initial Cubes aren't that strong, but they can be upgraded. Which seems like a good simulation of the Borg adaptability to previously unknown weapons, IMO. (Cost might be "upgraded" alongside as well.)
 
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