[BtS] Star Trek Mod

the changes i made was to give it 80 hp, march promotion and medic 1-3.

I also created a new promotion available only to units with leadership (great general) that gives +300% vs borg. It's certainly not enough (i tested it and it barely scratches the cube) but it will give you a fighting chance.

I'm still struggling with the python code, though. i will get some help on it pretty soon from a friend so it won't be long now :)))
 
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.

Can't really confirm the 1st; I think it depends on Custom Game settings (I use Aggressive AI), difficulty level, map chosen and finally personal playing style. I have noticed the AI tends to focus on the more productive star systems and acquiring lots of resources (which they won't trade, even when in surplus).

The 2nd I don't understand: if you can be bombarded, you can return fire (with the proper ships) and destroy the attacker without even leaving your "city". (If you can't "see" the attacker, move the proper ship 1-2 squares until you locate your attacker, then bombard and hide in your "city" til the next turn; that ought to take care of 'em!)

Anyway, tried another game as the Romulans (Huge Star Trek Flat Map, Aggressive AI, No Tech Brokering, No Ascendancy, 9 civs, Lt Commander level). Bajor beat me to the Border Defense Network combo, which left me with a lot of Pirates to take care of. Lost several scout vessels, but beat off all attacks, promoting my ships nicely along the way. Once I got to having 5 colonies, the combination of the Universal Database and 2 very productive early systems started to kick in. I think I met 7 civs so far; the Ferengi are in the lead, Federation trailing last, with myself in the middle of the score list. As I can now build Light Vs (very nice Romulan graphics, BTW!), it looks like a chanllenging game ahead.

It's great fun trying (and seeing) all these different units!:goodjob:
 
I solved that problem, moving on to another.

Here's a question: i noticed that JS uses a debug key to debug his python code. What is that key?

And another question: do you know what i should do to display the variables at a certain point as message in the game?

For instance i see a lot of:
Code:
printd("Randomly selected number to add (0 through max to add this turn)")

in JS's code.

Where does that output?
 
Alright, i think i've got it. Talk about programming while blindfolded (without any debugging tools)

here's the download (800kb):
http://www.crea-soft.com/stm/Alpha5.zip

here is the install instructions and changelog, however it's incomplete (i forgot some of the stuff i did):
Spoiler :

---------------------------
Installation instructions:

1) Install the "Star_TrekBeta2.zip" in your ....../Beyond The Sword/Mods/ folder
2) Install the "StarTrekPatch.zip" in your ....../Beyond The Sword/Mods/ folder. Override when asked.
3) Install the "Star Trek Art and Sound.zip" in C:\Program Files\Firaxis Games\Sid Meier's Civilization IV\Beyond the Sword\Assets. Fear not, it does not override any of the game's files.
NOTE: the above files can be found in deanej's thread, here: http://forums.civfanatics.com/showthread.php?t=233074 and here http://forums.civfanatics.com/showthread.php?t=233074&page=30
4) Install the "Nicky's Mod - Star Trek" in the ....../Beyond The Sword/Mods/ folder. Override when asked.

That's it.


---------------------------
Disclaimer.

The mod and models above are not mine. I had no contribution in making them. All of that work is there thanks to deanej and his supporters. To find out more about who they are, go to his thread: http://forums.civfanatics.com/showthread.php?t=233074

All that i did was to modify the XML files, tweak some things here and there while waiting for beta 3 to be to my own liking. Use my tweaks at your own discretion.

---------------------------
Changelog:

alpha 1

- units limited to speeds 1-3
- no ranged bombarbmet except on exploration iv, vi and starbases
- no doomsday missiles
- no missile produced by starbases
- 3 starbase types, starbase costs 100. upgrade costs 100 and 150.
- miranda and soyuz models reversed
- most units no longer obsolete. you can have light IV, V and VI at the same time
- units can be built faster with some resources
- colony ship more expensive and it can be build with resources
- exploration units get withdrawal bonuses


alpha 2

- unit tweaks
- colony ship made severely more expensive (not a real problem for the AI, but for the player)
- units health severely reduced. this was done to allow a veteran older unit to defeat a new rookie unit.
- unit promotions cleaned up. only exploration units get speed, asteroids II and visibility upgrades.
- exploration units get withdrawal chances. useful for hit and run attacks.
- special recon units (excelsior and intrepid)
- world wonders tweaked (not enough prophets)
- starbase ranges (1-3)

alpha 3
- tweaks and ballance
- ai resource weight factors (not sure if it works)
- added a few more techs: 2 more starbase techs + one tech that gives movement +1 in the TNG era,
- deep space drone now requires integrated deflector
- memory alpha has its own technology ( to spread the wonders more evenly )
- tachyon defence grid now requires isolinear chips tech
- cochrane memorial gives +5 great prophet

alpha 4

- barbarians twaked so that more advanced barbarians will appear earlier

alpha 5

- crystaline entity and borg cube spawn as barbarians. they only spawn once and they pack a big punch
- nebula's (explorer IV) ranged bombardment limited to maximum 50% damage as it was way to easy to kill a cube that way
- late game a small fleet of cubes will spawn.


Note: i dint properly tested the modifications in alpha 5.
I did notice that the borg cube does appear, but i dont know if it appears too early or too late. Some feedback will be appreciated...
 
All I can say is wow. You guys have done a fantastic job and your hard work and dilegence is greatly appreciated. I await the Beta 3 release with anticipation.
 
Interesting Mod Nicky21. In particular, "no ranged bombarbmet except on exploration iv, vi and starbases" & "most units no longer obsolete. you can have light IV, V and VI at the same time" Are something I would hope make it into Beta 3. I haven't downloaded it though since I like the mod as it is right now (also some aspects don't appeal to me like "colony ship made severely more expensive" and the super Barbs, I find them annoying enough as it is).

So I had some more thoughts on what to do about the super sized attack fighters (I've noticed the Breen have them as well) I would suggest changing the art from the Valdore class art they currently use to the art of the Scout ship/Exploration VI.
I would do this with the other civs as well (use the same art for fighters as Exploration VI) since it is really silly having such big attack fighters. I also have a request that the art for the Romulan light VI be D'deridex class instead of Valdore class, leave that as the art for Heavy I & II. I know nothing about modding though so I would hope that these changes appear in Beta 3
 
Well, I've looked at it.

Some changed are already in (resources, the doomsday missile).

I included the promotion changes.

Ranged attack still exists, but is reduced to half of the range except for the Bajoran Assault Vessel.

I've also included a few other changes, but not the no upgrading or the borg barbs (I may add a borg spawn event if I can figure out how to make the civ spawn and declare war on the nearest civ).
 
The borg spawn as a civilization, that would be indeed nice. I think there was a nice mod, called revolutions (i'm not certain) that spawned civilizations at a predetermined time.

In my mod, the cube spawns as barbarian and the border defense network wonder keeps it out. So i'll have to obsolete that.

Here's two ideas i want to run by you. If you have any thoughts on it or on how they can be achieved, please, share!

1)
I was thinking for my next patch that i would want be able to add great scientists, great engeeners and spies to a ship (just like you add the great generals).

A scientist would give it medic 3 and a new promotion called survey (will cover that later) and sensors + 1.
A great engeneer woudl give it better shields (extra first strike(s)), the march promoton and movement + 1.
A great spy would give it the mobility promotion and the ability to move trough nebulas (if such a thing is possible trough a promotion)

2)
I want to be able to do research on ships and starbases. I think it's pretty easy to do trough python. The trick will be teaching the AI to use such things. They will be however less efficient than planet based research facilities, except in very special cases.

If a unit has the survey (ships only) or the research lab promotion (available only to starbases) it will generate a small amount of research.

The survey promotion will work only when the ship is above a solar system.

The research lab promotion will give reasearch points depending on the surounding environment (black holes, nebulas, resources are better)

Whick brings us to the daystrom institute wonder that will give the survey promotion to ships built in this system.
 
I'd like to comment on the Installation Instructions: when I had the Arts & Sounds pack in the main BtS directory, some other mods crashed (so I left the FPKs in there, but took the rest out). I also didn't really notice any new sounds. Hope this will not occur with Beta 3, when it comes out.

Other than that the changes mentioned look promising, so once again: can't wait till the release!

EDIT: (Forgot to mention) IMO there's still an issue with the Subspace Warheads. Their invisibility and unlimited range render any possible defense useless. Also, I've noticed they can be built without the Doomsday Wonder (seems to be linked to the Advance, not the Wonder). While the first may not constitute a bug, it is very annoying. Will this be fixed in any way?
 
I removed the Subspace Warheads.

I took the sound out of beta 3, so it will require the sound assets in the pack. Beta 2 does not. Could you try putting it back in the assets folder but delete the .jpg and desktop.ini files that Windows generated in the soundtrack folders (the main soundtrack folder doesn't have them, but the subfolders do). I'm uploading a new version of the pack today. I'm also changing the install instructions to put sound in CustomAssets. It makes install a lot more complicated but it might work better (It's how I have it anyways, so I know it works).
 
I removed the Subspace Warheads.

That's probably for the best - until something can be worked out for the appropriate use of Subspace Warheads (which IMO should include some sort of penalty similar to the use of Nukes plus a fix for the unlimited range/invisibility issue) - getting your most productive planets nuked with impunity is really no party.

I took the sound out of beta 3, so it will require the sound assets in the pack. Beta 2 does not.

Ah well, that explains it...

Could you try putting it back in the assets folder but delete the .jpg and desktop.ini files that Windows generated in the soundtrack folders (the main soundtrack folder doesn't have them, but the subfolders do). I'm uploading a new version of the pack today. I'm also changing the install instructions to put sound in CustomAssets. It makes install a lot more complicated but it might work better (It's how I have it anyways, so I know it works).

I suppose you mean it makes install more complicates on your end? (Because otherwise I'm not following: putting Sounds in CustomAssets is fine if that works; I see no complication there.)

Also I think I'll wait for the new pack version before any custom installing on my part. (I made a copy of either the Sounds or the non-Sounds folder - the other one was really big - before putting the files in there, but after taking them out again I'm sure I'm missing some files from the Arts & Sounds pack, so it seems safer just to get the new version.)

BTW, should something be deleted or will it just overwrite?
 
Some people seem to have a real hard time with just the main mod install instructions. The next pack is here, but the only changes are the new install instructions (sounds now go in CustomAssets, the .fpk files are still in assets) and the removal of the .jpg and desktop.ini in Sounds\Soundtrack\TOS, Sounds\Soundtrack\Movies, Sounds\Soundtrack\TNG, Sounds\Soundtrack\VOY. Other than those two things, there really is no difference. I also just found out the the install process for Solver's unofficial patch is similar, so it should be fine.
 
Sorry for the confusion, but I thought you said "new version"; anyway, will reinstall.

BTW, I like the new population growth pop-ups - very neat.;)
 
Hello,

my name is Christian and I am a German Star Trek an Civ Fan. Of course this Mod seems brillant to me and I enjoyed playing it for some hours. I have got a question:

My Cardassian ships dont shoot while fighting but they win battles, what´s the problem??
Some modells, for example the Bird of Prey, are missing, what´s the problem

It would be very nice to get help here, cu
 
Is there a way to assign more than one unit to a particular civilization? The reason I ask is that while I feel that most ships within star trek universe can be broken down fairly neatly into the Light, Heavy, and so on, there were differences between the races. The fastest Dominion ship, the fighter, was not even half as fast as the fastest Federation ship. But a Dominion battleship would've been more than a match for most other ships in the war. Just my .02. Other than that, I had a blast playing it this weekend with zero instability issues.
 
Hello again,

I have downloaded the Unit and Soundpack but they simply wont work in my game. The old ship models must be replaced by the 3 fpk.?? files or do they have to be unpacked by some way????

And how do I use the patch properly to tell the system to actually use the new models. That never works, I only see the standard models :eek:

please help me :crazyeye:
 
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